fteqw/engine/client/snd_dma.c
Spoike 75fb5f5398 The different aspects of directx are now activated independently from each other, allowing greater custom build control.
Tweeked win64 options so as not to conflict with 32bit builds.
Win64 builds now with NO_LIBRARIES added. Yes, you need to provide 64bit libraries yourself if you want to use them (dinput/dsound should be part of the directx sdk and are, strictly speaking, not re-distributable). See bothdefs.h for how to activate individual 64bit libs.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3138 fc73d0e0-1445-4013-8a0c-d673dee63da5
2009-03-07 04:37:24 +00:00

1733 lines
38 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// snd_dma.c -- main control for any streaming sound output devices
#include "quakedef.h"
void S_Play(void);
void S_PlayVol(void);
void S_SoundList(void);
void S_Update_(soundcardinfo_t *sc);
void S_StopAllSounds(qboolean clear);
void S_StopAllSoundsC(void);
void S_UpdateCard(soundcardinfo_t *sc);
// =======================================================================
// Internal sound data & structures
// =======================================================================
soundcardinfo_t *sndcardinfo; //the master card.
int snd_blocked = 0;
static qboolean snd_ambient = 1;
qboolean snd_initialized = false;
int snd_speed;
vec3_t listener_origin;
vec3_t listener_forward;
vec3_t listener_right;
vec3_t listener_up;
vec_t sound_nominal_clip_dist=1000.0;
int soundtime; // sample PAIRS
#define MAX_SFX 512
sfx_t *known_sfx; // hunk allocated [MAX_SFX]
int num_sfx;
sfx_t *ambient_sfx[NUM_AMBIENTS];
//int desired_speed = 44100;
int desired_bits = 16;
int sound_started=0;
cvar_t bgmvolume = SCVARF("musicvolume", "0", CVAR_ARCHIVE);
cvar_t volume = SCVARF("volume", "0.7", CVAR_ARCHIVE);
cvar_t nosound = SCVAR("nosound", "0");
cvar_t precache = FCVAR("s_precache", "precache", "1", 0);
cvar_t loadas8bit = FCVAR("s_loadas8bit", "loadas8bit", "0", 0);
cvar_t bgmbuffer = SCVAR("bgmbuffer", "4096");
cvar_t ambient_level = FCVAR("s_ambientlevel", "ambient_level", "0.3", 0);
cvar_t ambient_fade = FCVAR("s_ambientfade", "ambient_fade", "100", 0);
cvar_t snd_noextraupdate = FCVAR("s_noextraupdate", "snd_noextraupdate", "0", 0);
cvar_t snd_show = FCVAR("s_show", "snd_show", "0", 0);
cvar_t snd_khz = FCVAR("s_khz", "snd_khz", "11", CVAR_ARCHIVE);
cvar_t snd_inactive = FCVAR("s_inactive", "snd_inactive", "0", 0); //set if you want sound even when tabbed out.
cvar_t _snd_mixahead = FCVAR("s_mixahead", "_snd_mixahead", "0.2", CVAR_ARCHIVE);
cvar_t snd_leftisright = FCVAR("s_swapstereo", "snd_leftisright", "0", CVAR_ARCHIVE);
cvar_t snd_eax = FCVAR("s_eax", "snd_eax", "0", 0);
cvar_t snd_speakers = FCVAR("s_numspeakers", "snd_numspeakers", "2", 0);
cvar_t snd_buffersize = FCVAR("s_buffersize", "snd_buffersize", "0", 0);
cvar_t snd_samplebits = FCVAR("s_bits", "snd_samplebits", "16", CVAR_ARCHIVE);
cvar_t snd_playersoundvolume = FCVAR("s_localvolume", "snd_localvolume", "1", 0); //sugested by crunch
cvar_t snd_capture = FCVAR("s_capture", "snd_capture", "0", 0);
cvar_t snd_linearresample = FCVAR("s_linearresample", "snd_linearresample", "1", 0);
cvar_t snd_linearresample_stream = FCVAR("s_linearresample_stream", "snd_linearresample_stream", "0", 0);
cvar_t snd_usemultipledevices = FCVAR("s_multipledevices", "snd_multipledevices", "0", 0);
extern vfsfile_t *rawwritefile;
void S_AmbientOff (void)
{
snd_ambient = false;
}
void S_AmbientOn (void)
{
snd_ambient = true;
}
void S_SoundInfo_f(void)
{
soundcardinfo_t *sc;
if (!sound_started)
{
Con_Printf ("sound system not started\n");
return;
}
if (!sndcardinfo)
{
Con_Printf ("No sound cards\n");
return;
}
for (sc = sndcardinfo; sc; sc = sc->next)
{
Con_Printf("%5d stereo\n", sc->sn.numchannels - 1);
Con_Printf("%5d samples\n", sc->sn.samples);
Con_Printf("%5d samplepos\n", sc->sn.samplepos);
Con_Printf("%5d samplebits\n", sc->sn.samplebits);
Con_Printf("%5d speed\n", sc->sn.speed);
Con_Printf("0x%x dma buffer\n", sc->sn.buffer);
Con_Printf("%5d total_channels\n", sc->total_chans);
}
}
void (*pDSOUND_UpdateCapture) (void);
void S_RunCapture(void)
{
//add new drivers in order or desirability.
if (pDSOUND_UpdateCapture)
{
pDSOUND_UpdateCapture();
return;
}
}
sounddriver pDSOUND_InitCard;
sounddriver pALSA_InitCard;
sounddriver pOSS_InitCard;
sounddriver pMacOS_InitCard;
sounddriver pSDL_InitCard;
sounddriver pWAV_InitCard;
sounddriver pAHI_InitCard;
typedef struct {
char *name;
sounddriver *ptr;
} sdriver_t;
sdriver_t drivers[] = {
//in order of preference
{"DSound", &pDSOUND_InitCard},
{"ALSA", &pALSA_InitCard},
{"OSS", &pOSS_InitCard},
{"MacOS", &pMacOS_InitCard},
{"SDL", &pSDL_InitCard},
{"WaveOut", &pWAV_InitCard},
{"AHI", &pAHI_InitCard},
{NULL, NULL}
};
static int SNDDMA_Init(soundcardinfo_t *sc, int *cardnum, int *drivernum)
{
sdriver_t *sd;
int st = 0;
memset(sc, 0, sizeof(*sc));
// set requested rate
if (!snd_khz.value)
sc->sn.speed = 22050;
/* else if (snd_khz.value >= 195)
sc->sn.speed = 200000;
else if (snd_khz.value >= 180)
sc->sn.speed = 192000;
else if (snd_khz.value >= 90)
sc->sn.speed = 96000; */
else if (snd_khz.value >= 45)
sc->sn.speed = 48000;
else if (snd_khz.value >= 30)
sc->sn.speed = 44100;
else if (snd_khz.value >= 20)
sc->sn.speed = 22050;
else if (snd_khz.value >= 10)
sc->sn.speed = 11025;
else
sc->sn.speed = 8000;
// set requested speaker count
if (snd_speakers.value > MAXSOUNDCHANNELS)
sc->sn.numchannels = MAXSOUNDCHANNELS;
else if (snd_speakers.value > 1)
sc->sn.numchannels = (int)snd_speakers.value;
else
sc->sn.numchannels = 1;
// set requested sample bits
if (snd_samplebits.value >= 16)
sc->sn.samplebits = 16;
else
sc->sn.samplebits = 8;
// set requested buffer size
if (snd_buffersize.value > 0)
sc->sn.samples = (int)snd_buffersize.value * sc->sn.numchannels;
else
sc->sn.samples = 0;
sd = &drivers[*drivernum];
if (!sd->ptr)
return 2; //no more cards.
if (!*sd->ptr) //driver not loaded
{
Con_DPrintf("Sound driver %s is not loaded\n", sd->name);
st = 2;
}
else
{
Con_DPrintf("Trying to load a %s sound device\n", sd->name);
st = (**sd->ptr)(sc, *cardnum);
}
if (st == 1) //worked
{
*cardnum += 1; //use the next card next time
return st;
}
else if (st == 0) //failed, try the next card with this driver.
{
*cardnum += 1;
return SNDDMA_Init(sc, cardnum, drivernum);
}
else //card number wasn't valid, try the first card of the next driver
{
*cardnum = 0;
*drivernum += 1;
return SNDDMA_Init(sc, cardnum, drivernum);
}
}
void S_DefaultSpeakerConfiguration(soundcardinfo_t *sc)
{
if (sc->sn.numchannels < 3)
{
sc->pitch[0] = 0;
sc->pitch[1] = 0;
sc->dist[0] = 1;
sc->dist[1] = 1;
sc->yaw[0] = 270;
sc->yaw[1] = 90;
}
else if (sc->sn.numchannels < 5)
{
sc->pitch[0] = 0;
sc->pitch[1] = 0;
sc->pitch[2] = 0;
sc->pitch[3] = 0;
sc->dist[0] = 1;
sc->dist[1] = 1;
sc->dist[2] = 1;
sc->dist[3] = 1;
sc->yaw[0] = 315;
sc->yaw[1] = 45;
sc->yaw[2] = 225;
sc->yaw[3] = 135;
}
else
{
sc->pitch[0] = 0;
sc->pitch[1] = 0;
sc->pitch[2] = 0;
sc->pitch[3] = 0;
sc->pitch[4] = 0;
sc->pitch[5] = 0;
sc->dist[0] = 1;
sc->dist[1] = 1;
sc->dist[2] = 1;
sc->dist[3] = 1;
sc->dist[4] = 1;
sc->dist[5] = 1;
sc->yaw[0] = 315;
sc->yaw[1] = 45;
sc->yaw[2] = 0;
sc->yaw[3] = 0;
sc->yaw[4] = 225;
sc->yaw[5] = 135;
}
}
/*
================
S_Startup
================
*/
void S_ClearRaw(void);
void S_Startup (void)
{
int cardnum, drivernum;
int warningmessage=0;
int rc;
soundcardinfo_t *sc;
if (!snd_initialized)
return;
if (sound_started)
S_Shutdown();
snd_blocked = 0;
snd_speed = 0;
for(cardnum = 0, drivernum = 0;;)
{
sc = Z_Malloc(sizeof(soundcardinfo_t));
rc = SNDDMA_Init(sc, &cardnum, &drivernum);
if (!rc) //error stop
{
Con_Printf("S_Startup: SNDDMA_Init failed.\n");
Z_Free(sc);
break;
}
if (rc == 2) //silently stop (no more cards)
{
Z_Free(sc);
break;
}
S_DefaultSpeakerConfiguration(sc);
if (sndcardinfo)
{ //if the sample speeds of multiple soundcards do not match, it'll fail.
if (snd_speed != sc->sn.speed)
{
if (!warningmessage)
{
Con_Printf("S_Startup: Ignoring soundcard %s due to mismatched sample speeds.\nTry running Quake with -singlesound to use just the primary soundcard\n", sc->name);
S_ShutdownCard(sc);
warningmessage = true;
}
Z_Free(sc);
continue;
}
}
else
snd_speed = sc->sn.speed;
sc->next = sndcardinfo;
sndcardinfo = sc;
if (!snd_usemultipledevices.value)
break;
}
sound_started = 1;
S_ClearRaw();
}
void SNDDMA_SetUnderWater(qboolean underwater)
{
soundcardinfo_t *sc;
for (sc = sndcardinfo; sc; sc=sc->next)
sc->SetWaterDistortion(sc, underwater);
}
//why isn't this part of S_Restart_f anymore?
//so that the video code can call it directly without flushing the models it's just loaded.
void S_DoRestart (void)
{
if (nosound.value)
return;
S_StopAllSounds (true);
S_Shutdown();
sound_started = 0;
S_Startup();
ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");
S_StopAllSounds (true);
}
void S_Restart_f (void)
{
Cache_Flush();//forget the old sounds.
S_DoRestart();
}
void S_Control_f (void)
{
int i;
char *command;
if (Cmd_Argc() < 2)
return;
command = Cmd_Argv (1);
if (!Q_strcasecmp(command, "off"))
{
Cache_Flush();//forget the old sounds.
S_StopAllSounds (true);
S_Shutdown();
sound_started = 0;
}
else if (!Q_strcasecmp(command, "multi") || !Q_strcasecmp(command, "multiple"))
{
if (!Q_strcasecmp(Cmd_Argv (2), "off"))
{
if (snd_usemultipledevices.value)
{
Cvar_SetValue(&snd_usemultipledevices, 0);
S_Restart_f();
}
}
else if (!snd_usemultipledevices.value)
{
Cvar_SetValue(&snd_usemultipledevices, 1);
S_Restart_f();
}
return;
}
if (!Q_strcasecmp(command, "single"))
{
Cvar_SetValue(&snd_usemultipledevices, 0);
S_Restart_f();
return;
}
if (!Q_strcasecmp(command, "rate") || !Q_strcasecmp(command, "speed"))
{
Cvar_SetValue(&snd_khz, atof(Cmd_Argv (2))/1000);
S_Restart_f();
return;
}
//individual device control
if (!Q_strncasecmp(command, "card", 4))
{
int card;
soundcardinfo_t *sc;
card = atoi(command+4);
for (i = 0, sc = sndcardinfo; i < card && sc; i++,sc=sc->next)
;
if (!sc)
{
Con_Printf("Sound card %i is invalid (try resetting first)\n", card);
return;
}
if (Cmd_Argc() < 3)
{
Con_Printf("Scard %i is %s\n", card, sc->name);
return;
}
command = Cmd_Argv (2);
if (!Q_strcasecmp(command, "mono"))
{
for (i = 0; i < MAXSOUNDCHANNELS; i++)
{
sc->yaw[i] = 0;
sc->pitch[i] = 0; //point forwards
sc->dist[i] = 1;
}
}
else if (!Q_strcasecmp(command, "standard") || !Q_strcasecmp(command, "stereo"))
{
for (i = 0; i < MAXSOUNDCHANNELS; i++)
{
if (i & 1)
sc->yaw[i] = 90; //right
else
sc->yaw[i] = 270; //left
sc->pitch[i] = 0;
sc->dist[i] = 1;
}
}
else if (!Q_strcasecmp(command, "swap"))
{
for (i = 0; i < MAXSOUNDCHANNELS; i++)
{
if (i & 1)
sc->yaw[i] = 270; //left
else
sc->yaw[i] = 90; //right
sc->pitch[i] = 0;
sc->dist[i] = 1;
}
}
else if (!Q_strcasecmp(command, "front"))
{
for (i = 0; i < MAXSOUNDCHANNELS; i++)
{
if (i & 1)
sc->yaw[i] = 45; //front right
else
sc->yaw[i] = 315; //front left
sc->pitch[i] = 0;
sc->dist[i] = 1;
}
}
else if (!Q_strcasecmp(command, "back"))
{
for (i = 0; i < MAXSOUNDCHANNELS; i++)
{
if (i & 1)
sc->yaw[i] = 180-45; //behind right
else
sc->yaw[i] = 180+45; //behind left
sc->pitch[i] = 0;
sc->dist[i] = 1;
}
}
return;
}
}
/*
================
S_Init
================
*/
void S_Init (void)
{
int p;
if (snd_initialized) //whoops
{
Con_Printf("Sound is already initialized\n");
return;
}
Con_DPrintf("\nSound Initialization\n");
Cmd_AddCommand("play", S_Play);
Cmd_AddCommand("play2", S_Play);
Cmd_AddCommand("playvol", S_PlayVol);
Cmd_AddCommand("stopsound", S_StopAllSoundsC);
Cmd_AddCommand("soundlist", S_SoundList);
Cmd_AddCommand("soundinfo", S_SoundInfo_f);
Cmd_AddCommand("snd_restart", S_Restart_f);
Cmd_AddCommand("soundcontrol", S_Control_f);
Cvar_Register(&nosound, "Sound controls");
Cvar_Register(&volume, "Sound controls");
Cvar_Register(&precache, "Sound controls");
Cvar_Register(&loadas8bit, "Sound controls");
Cvar_Register(&bgmvolume, "Sound controls");
Cvar_Register(&bgmbuffer, "Sound controls");
Cvar_Register(&ambient_level, "Sound controls");
Cvar_Register(&ambient_fade, "Sound controls");
Cvar_Register(&snd_noextraupdate, "Sound controls");
Cvar_Register(&snd_show, "Sound controls");
Cvar_Register(&_snd_mixahead, "Sound controls");
Cvar_Register(&snd_khz, "Sound controls");
Cvar_Register(&snd_leftisright, "Sound controls");
Cvar_Register(&snd_eax, "Sound controls");
Cvar_Register(&snd_speakers, "Sound controls");
Cvar_Register(&snd_buffersize, "Sound controls");
Cvar_Register(&snd_samplebits, "Sound controls");
Cvar_Register(&snd_capture, "Sound controls");
Cvar_Register(&snd_inactive, "Sound controls");
Cvar_Register(&snd_playersoundvolume, "Sound controls");
Cvar_Register(&snd_usemultipledevices, "Sound controls");
Cvar_Register(&snd_linearresample, "Sound controls");
Cvar_Register(&snd_linearresample_stream, "Sound controls");
if (COM_CheckParm("-nosound"))
{
Cvar_ForceSet(&nosound, "1");
nosound.flags |= CVAR_NOSET;
return;
}
p = COM_CheckParm ("-soundspeed");
if (p)
{
if (p < com_argc-1)
Cvar_SetValue(&snd_khz, atof(com_argv[p+1])/1000);
else
Sys_Error ("S_Init: you must specify a speed in KB after -soundspeed");
}
if (COM_CheckParm ("-nomultipledevices") || COM_CheckParm ("-singlesound"))
Cvar_SetValue(&snd_usemultipledevices, 0);
if (COM_CheckParm ("-multisound"))
Cvar_SetValue(&snd_usemultipledevices, 1);
if (host_parms.memsize < 0x800000)
{
Cvar_Set (&loadas8bit, "1");
Con_Printf ("loading all sounds as 8bit\n");
}
snd_initialized = true;
known_sfx = Hunk_AllocName (MAX_SFX*sizeof(sfx_t), "sfx_t");
num_sfx = 0;
// create a piece of DMA memory
if (sndcardinfo)
Con_SafePrintf ("Sound sampling rate: %i\n", sndcardinfo->sn.speed);
// provides a tick sound until washed clean
// if (shm->buffer)
// shm->buffer[4] = shm->buffer[5] = 0x7f; // force a pop for debugging
ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");
S_StopAllSounds (true);
}
// =======================================================================
// Shutdown sound engine
// =======================================================================
void S_ShutdownCard(soundcardinfo_t *sc)
{
soundcardinfo_t *prev;
#if defined(_WIN32) && defined(AVAIL_DSOUND)
extern int aimedforguid;
aimedforguid = 0;
#endif
if (sndcardinfo == sc)
sndcardinfo = sc->next;
else
{
for (prev = sndcardinfo; prev->next; prev = prev->next)
{
if (prev->next == sc)
prev->next = sc->next;
}
}
sc->Shutdown(sc);
Z_Free(sc);
}
void S_Shutdown(void)
{
soundcardinfo_t *sc, *next;
#if defined(_WIN32) && defined(AVAIL_DSOUND)
extern int aimedforguid;
aimedforguid = 0;
#endif
for (sc = sndcardinfo; sc; sc=next)
{
next = sc->next;
sc->Shutdown(sc);
Z_Free(sc);
sndcardinfo = next;
}
sound_started = 0;
}
// =======================================================================
// Load a sound
// =======================================================================
/*
==================
S_FindName
==================
*/
sfx_t *S_FindName (char *name)
{
int i;
sfx_t *sfx;
if (!name)
Sys_Error ("S_FindName: NULL\n");
if (Q_strlen(name) >= MAX_OSPATH)
Sys_Error ("Sound name too long: %s", name);
// see if already loaded
for (i=0 ; i < num_sfx ; i++)
if (!Q_strcmp(known_sfx[i].name, name))
{
return &known_sfx[i];
}
if (num_sfx == MAX_SFX)
Sys_Error ("S_FindName: out of sfx_t");
sfx = &known_sfx[i];
strcpy (sfx->name, name);
num_sfx++;
return sfx;
}
void S_ResetFailedLoad(void)
{
int i;
for (i=0 ; i < num_sfx ; i++)
known_sfx[i].failedload = false;
}
/*
==================
S_TouchSound
==================
*/
void S_TouchSound (char *name)
{
sfx_t *sfx;
if (!sound_started)
return;
sfx = S_FindName (name);
Cache_Check (&sfx->cache);
}
/*
==================
S_PrecacheSound
==================
*/
sfx_t *S_PrecacheSound (char *name)
{
sfx_t *sfx;
if (nosound.value)
return NULL;
sfx = S_FindName (name);
// cache it in
if (precache.value &&sndcardinfo)
S_LoadSound (sfx);
return sfx;
}
//=============================================================================
/*
=================
SND_PickChannel
=================
*/
channel_t *SND_PickChannel(soundcardinfo_t *sc, int entnum, int entchannel)
{
int ch_idx;
int first_to_die;
int life_left;
// Check for replacement sound, or find the best one to replace
first_to_die = -1;
life_left = 0x7fffffff;
for (ch_idx=NUM_AMBIENTS + NUM_MUSICS; ch_idx < NUM_AMBIENTS + NUM_MUSICS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
{
if (entchannel != 0 // channel 0 never overrides
&& sc->channel[ch_idx].entnum == entnum
&& (sc->channel[ch_idx].entchannel == entchannel || entchannel == -1) && sc->channel[ch_idx].end > snd_speed/10)
{ // always override sound from same entity
first_to_die = ch_idx;
break;
}
// don't let monster sounds override player sounds
if (sc->channel[ch_idx].entnum == cl.playernum[0]+1 && entnum != cl.playernum[0]+1 && sc->channel[ch_idx].sfx)
continue;
if (sc->channel[ch_idx].end < life_left)
{
life_left = sc->channel[ch_idx].end;
first_to_die = ch_idx;
}
}
if (first_to_die == -1)
return NULL;
if (sc->channel[first_to_die].sfx)
sc->channel[first_to_die].sfx = NULL;
return &sc->channel[first_to_die];
}
/*
=================
SND_Spatialize
=================
*/
void SND_Spatialize(soundcardinfo_t *sc, channel_t *ch)
{
vec_t dotright, dotforward, dotup;
vec_t dist;
vec_t scale;
vec3_t source_vec;
sfx_t *snd;
int i;
// anything coming from the view entity will always be full volume
if (ch->entnum == -1 || ch->entnum == cl.playernum[0]+1)
{
for (i = 0; i < sc->sn.numchannels; i++)
{
ch->vol[i] = ch->master_vol * (ruleset_allow_localvolume.value ? snd_playersoundvolume.value : 1);
ch->delay[i] = 0;
}
return;
}
// calculate stereo seperation and distance attenuation
snd = ch->sfx;
VectorSubtract(ch->origin, listener_origin, source_vec);
dist = VectorNormalize(source_vec) * ch->dist_mult;
dotright = DotProduct(listener_right, source_vec);
dotforward = DotProduct(listener_forward, source_vec);
dotup = DotProduct(listener_up, source_vec);
for (i = 0; i < sc->sn.numchannels; i++)
{
scale = 1 + (dotright*sin(sc->yaw[i]*M_PI/180) + dotforward*cos(sc->yaw[i]*M_PI/180));// - dotup*cos(sc->pitch[0])*2;
scale = (1.0 - dist) * scale * sc->dist[i];
ch->vol[i] = (int) (ch->master_vol * scale);
if (ch->vol[i] < 0)
ch->vol[i] = 0;
ch->delay[i] = 0;//(scale[0]-1)*1024;
}
}
// =======================================================================
// Start a sound effect
// =======================================================================
void S_StartSoundCard(soundcardinfo_t *sc, int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, int startpos)
{
channel_t *target_chan, *check;
sfxcache_t *scache;
int vol;
int ch_idx;
int skip;
if (!sound_started)
return;
if (!sfx)
return;
if (nosound.value)
return;
vol = fvol*255;
// pick a channel to play on
target_chan = SND_PickChannel(sc, entnum, entchannel);
if (!target_chan)
return;
// spatialize
memset (target_chan, 0, sizeof(*target_chan));
if (!origin)
{
VectorCopy(listener_origin, target_chan->origin);
}
else
{
VectorCopy(origin, target_chan->origin);
}
target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
target_chan->master_vol = vol;
target_chan->entnum = entnum;
target_chan->entchannel = entchannel;
SND_Spatialize(sc, target_chan);
if (!target_chan->vol[0] && !target_chan->vol[1] && !target_chan->vol[2] && !target_chan->vol[3] && !target_chan->vol[4] && !target_chan->vol[5])
return; // not audible at all
// new channel
scache = S_LoadSound (sfx);
if (!scache)
{
target_chan->sfx = NULL;
return; // couldn't load the sound's data
}
if (scache->length > snd_speed*20 && !ruleset_allow_overlongsounds.value)
{
Con_DPrintf("Shortening over-long sound effect\n");
startpos = scache->length - snd_speed*10;
}
target_chan->sfx = sfx;
target_chan->pos = startpos;
target_chan->end = sc->paintedtime + scache->length - startpos;
target_chan->looping = false;
// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
check = &sc->channel[NUM_AMBIENTS];
for (ch_idx=NUM_AMBIENTS + NUM_MUSICS; ch_idx < NUM_AMBIENTS + NUM_MUSICS + MAX_DYNAMIC_CHANNELS; ch_idx++, check++)
{
if (check == target_chan)
continue;
if (check->sfx == sfx && !check->pos)
{
skip = rand () % (int)(0.1*sc->sn.speed);
if (skip >= target_chan->end)
skip = target_chan->end - 1;
target_chan->pos += skip;
target_chan->end -= skip;
break;
}
}
}
void S_StartSoundDelayed(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float timeofs)
{
soundcardinfo_t *sc;
if (!sfx || !*sfx->name) //no named sounds would need specific starting.
return;
for (sc = sndcardinfo; sc; sc = sc->next)
S_StartSoundCard(sc, entnum, entchannel, sfx, origin, fvol, attenuation, -(int)(timeofs * sc->sn.speed));
}
void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
soundcardinfo_t *sc;
if (!sfx || !*sfx->name) //no named sounds would need specific starting.
return;
for (sc = sndcardinfo; sc; sc = sc->next)
S_StartSoundCard(sc, entnum, entchannel, sfx, origin, fvol, attenuation, 0);
}
qboolean S_IsPlayingSomewhere(sfx_t *s)
{
soundcardinfo_t *si;
int i;
for (si = sndcardinfo; si; si=si->next)
{
for (i = 0; i < si->total_chans; i++)
if (si->channel[i].sfx == s)
return true;
}
return false;
}
void S_StopSoundCard(soundcardinfo_t *sc, int entnum, int entchannel)
{
int i;
for (i=0 ; i<sc->total_chans ; i++)
{
if (sc->channel[i].entnum == entnum
&& sc->channel[i].entchannel == entchannel)
{
sc->channel[i].end = 0;
sc->channel[i].sfx = NULL;
return;
}
}
}
void S_StopSound(int entnum, int entchannel)
{
soundcardinfo_t *sc;
for (sc = sndcardinfo; sc; sc = sc->next)
S_StopSoundCard(sc, entnum, entchannel);
}
void S_StopAllSounds(qboolean clear)
{
int i;
sfx_t *s;
soundcardinfo_t *sc;
for (sc = sndcardinfo; sc; sc = sc->next)
{
if (!sound_started)
return;
for (i=0 ; i<sc->total_chans ; i++)
if (sc->channel[i].sfx)
{
s = sc->channel[i].sfx;
sc->channel[i].sfx = NULL;
if (s->decoder)
if (!S_IsPlayingSomewhere(s)) //if we aint playing it elsewhere, free it compleatly.
{
s->decoder->abort(s);
}
}
sc->total_chans = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS + NUM_MUSICS; // no statics
Q_memset(sc->channel, 0, MAX_CHANNELS * sizeof(channel_t));
if (clear)
S_ClearBuffer (sc);
}
}
void S_StopAllSoundsC (void)
{
S_StopAllSounds (true);
}
void S_ClearBuffer (soundcardinfo_t *sc)
{
void *buffer;
int clear;
if (!sound_started || !sc->sn.buffer)
return;
if (sc->sn.samplebits == 8)
clear = 0x80;
else
clear = 0;
buffer = sc->Lock(sc);
if (buffer)
{
Q_memset(buffer, clear, sc->sn.samples * sc->sn.samplebits/8);
sc->Unlock(sc, buffer);
}
}
/*
=================
S_StaticSound
=================
*/
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
channel_t *ss;
sfxcache_t *scache;
soundcardinfo_t *scard;
if (!sfx)
return;
for (scard = sndcardinfo; scard; scard = scard->next)
{
if (scard->total_chans == MAX_CHANNELS)
{
Con_Printf ("total_channels == MAX_CHANNELS\n");
continue;
}
ss = &scard->channel[scard->total_chans];
scard->total_chans++;
scache = S_LoadSound (sfx);
if (!scache)
return;
if (scache->loopstart == -1)
{
Con_Printf ("Ambient sound %s not looped\n", sfx->name);
scache->loopstart = 0;
}
ss->sfx = sfx;
VectorCopy (origin, ss->origin);
ss->master_vol = vol;
ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
ss->end = scard->paintedtime + scache->length;
ss->looping = true;
SND_Spatialize (scard, ss);
}
}
//=============================================================================
/*
===================
S_UpdateAmbientSounds
===================
*/
char *Media_NextTrack(void);
mleaf_t *Q1BSP_LeafForPoint (model_t *model, vec3_t p);
void S_UpdateAmbientSounds (soundcardinfo_t *sc)
{
mleaf_t *l;
float vol;
int ambient_channel;
channel_t *chan;
int i;
if (!snd_ambient)
return;
for (i = NUM_AMBIENTS; i < NUM_AMBIENTS + NUM_MUSICS; i++)
{
chan = &sc->channel[i];
if (!chan->sfx)
{
char *nexttrack = Media_NextTrack();
sfxcache_t *scache;
sfx_t *newmusic;
if (nexttrack && *nexttrack)
{
newmusic = S_PrecacheSound(nexttrack);
scache = S_LoadSound (newmusic);
if (scache)
{
chan->sfx = newmusic;
chan->pos = 0;
chan->end = sc->paintedtime + scache->length+1000;
chan->vol[0] = chan->vol[1] = chan->vol[2] = chan->vol[3] = chan->vol[4] = chan->vol[5] = chan->master_vol = 100;
}
}
}
if (chan->sfx)
chan->vol[0] = chan->vol[1] = chan->vol[2] = chan->vol[3] = chan->vol[4] = chan->vol[5] = chan->master_vol = (255/volume.value)*bgmvolume.value;
}
// calc ambient sound levels
if (!cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame != fg_quake)
return;
l = Q1BSP_LeafForPoint(cl.worldmodel, listener_origin);
if (!l || !ambient_level.value)
{
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
sc->channel[ambient_channel].sfx = NULL;
return;
}
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
{
chan = &sc->channel[ambient_channel];
chan->sfx = ambient_sfx[ambient_channel];
VectorCopy(listener_origin, chan->origin);
vol = ambient_level.value * l->ambient_sound_level[ambient_channel];
if (vol < 8)
vol = 0;
// don't adjust volume too fast
if (chan->master_vol < vol)
{
chan->master_vol += host_frametime * ambient_fade.value;
if (chan->master_vol > vol)
chan->master_vol = vol;
}
else if (chan->master_vol > vol)
{
chan->master_vol -= host_frametime * ambient_fade.value;
if (chan->master_vol < vol)
chan->master_vol = vol;
}
chan->vol[0] = chan->vol[1] = chan->vol[2] = chan->vol[3] = chan->vol[4] = chan->vol[5] = chan->master_vol;
}
}
/*
============
S_Update
Called once each time through the main loop
============
*/
void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
{
soundcardinfo_t *sc;
VectorCopy(origin, listener_origin);
VectorCopy(forward, listener_forward);
VectorCopy(right, listener_right);
VectorCopy(up, listener_up);
S_RunCapture();
for (sc = sndcardinfo; sc; sc = sc->next)
S_UpdateCard(sc);
}
void S_UpdateCard(soundcardinfo_t *sc)
{
int i, j;
int total;
channel_t *ch;
channel_t *combine;
if (!sound_started)
return;
if ((snd_blocked > 0))
{
if (!sc->inactive_sound)
return;
}
// update general area ambient sound sources
S_UpdateAmbientSounds (sc);
combine = NULL;
// update spatialization for static and dynamic sounds
ch = sc->channel+NUM_AMBIENTS+NUM_MUSICS;
for (i=NUM_AMBIENTS+ NUM_MUSICS ; i<sc->total_chans; i++, ch++)
{
if (!ch->sfx)
continue;
SND_Spatialize(sc, ch); // respatialize channel
if (!ch->vol[0] && !ch->vol[1] && !ch->vol[2] && !ch->vol[3] && !ch->vol[4] && !ch->vol[5])
continue;
// try to combine static sounds with a previous channel of the same
// sound effect so we don't mix five torches every frame
if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS + NUM_MUSICS)
{
// see if it can just use the last one
if (combine && combine->sfx == ch->sfx)
{
combine->vol[0] += ch->vol[0];
combine->vol[1] += ch->vol[1];
combine->vol[2] += ch->vol[2];
combine->vol[3] += ch->vol[3];
combine->vol[4] += ch->vol[4];
combine->vol[5] += ch->vol[5];
ch->vol[0] = ch->vol[1] = ch->vol[2] = ch->vol[3] = ch->vol[4] = ch->vol[5] = 0;
continue;
}
// search for one
combine = sc->channel+MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS + NUM_MUSICS;
for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS+ NUM_MUSICS ; j<i; j++, combine++)
if (combine->sfx == ch->sfx)
break;
if (j == sc->total_chans)
{
combine = NULL;
}
else
{
if (combine != ch)
{
combine->vol[0] += ch->vol[0];
combine->vol[1] += ch->vol[1];
combine->vol[2] += ch->vol[2];
combine->vol[3] += ch->vol[3];
combine->vol[4] += ch->vol[4];
combine->vol[5] += ch->vol[5];
ch->vol[0] = ch->vol[1] = ch->vol[2] = ch->vol[3] = ch->vol[4] = ch->vol[5] = 0;
}
continue;
}
}
}
//
// debugging output
//
if (snd_show.value)
{
total = 0;
ch = sc->channel;
for (i=0 ; i<sc->total_chans; i++, ch++)
if (ch->sfx && (ch->vol[0] || ch->vol[1]) )
{
// Con_Printf ("%i, %i %i %i %i %i %i %s\n", i, ch->vol[0], ch->vol[1], ch->vol[2], ch->vol[3], ch->vol[4], ch->vol[5], ch->sfx->name);
total++;
}
Con_Printf ("----(%i)----\n", total);
}
// mix some sound
S_Update_(sc);
}
void GetSoundtime(soundcardinfo_t *sc)
{
int samplepos;
int fullsamples;
fullsamples = sc->sn.samples / sc->sn.numchannels;
// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update. Oh well.
samplepos = sc->GetDMAPos(sc);
if (samplepos < sc->oldsamplepos)
{
sc->buffers++; // buffer wrapped
if (sc->paintedtime > 0x40000000)
{ // time to chop things off to avoid 32 bit limits
sc->buffers = 0;
sc->paintedtime = fullsamples;
S_StopAllSounds (true);
}
}
sc->oldsamplepos = samplepos;
soundtime = sc->buffers*fullsamples + samplepos/sc->sn.numchannels;
}
void S_ExtraUpdate (void)
{
soundcardinfo_t *sc;
if (!sound_started)
return;
#ifdef _WIN32
IN_Accumulate ();
#endif
if (snd_noextraupdate.value)
return; // don't pollute timings
S_RunCapture();
for (sc = sndcardinfo; sc; sc = sc->next)
S_Update_(sc);
}
void S_Update_(soundcardinfo_t *sc)
{
unsigned endtime;
int samps;
if (sc->selfpainting)
return;
if ((snd_blocked > 0))
{
if (!sc->inactive_sound)
return;
}
// Updates DMA time
GetSoundtime(sc);
// check to make sure that we haven't overshot
if (sc->paintedtime < soundtime)
{
//Con_Printf ("S_Update_ : overflow\n");
sc->paintedtime = soundtime;
}
// mix ahead of current position
endtime = soundtime + (int)(_snd_mixahead.value * sc->sn.speed);
// samps = shm->samples >> (shm->numchannels-1);
samps = sc->sn.samples / sc->sn.numchannels;
if (endtime - soundtime > samps)
endtime = soundtime + samps;
if (sc->Restore)
sc->Restore(sc);
S_PaintChannels (sc, endtime);
sc->Submit(sc);
}
/*
===============================================================================
console functions
===============================================================================
*/
void S_Play(void)
{
// static int hash=345;
int i;
char name[256];
sfx_t *sfx;
i = 1;
while (i<Cmd_Argc())
{
if (!Q_strrchr(Cmd_Argv(i), '.'))
{
Q_strncpyz(name, Cmd_Argv(i), sizeof(name)-4);
Q_strcat(name, ".wav");
}
else
Q_strncpyz(name, Cmd_Argv(i), sizeof(name));
sfx = S_PrecacheSound(name);
S_StartSound(cl.playernum[0]+1, -1, sfx, vec3_origin, 1.0, 0.0);
// hash++;
i++;
}
}
void S_PlayVol(void)
{
// static int hash=543;
int i;
float vol;
char name[256];
sfx_t *sfx;
i = 1;
while (i<Cmd_Argc())
{
if (!Q_strrchr(Cmd_Argv(i), '.'))
{
Q_strncpy(name, Cmd_Argv(i), sizeof(name)-4);
Q_strcat(name, ".wav");
}
else
Q_strncpy(name, Cmd_Argv(i), sizeof(name));
sfx = S_PrecacheSound(name);
vol = Q_atof(Cmd_Argv(i+1));
S_StartSound(cl.playernum[0]+1, -1, sfx, vec3_origin, vol, 0.0);
// hash;
i+=2;
}
}
void S_SoundList(void)
{
int i;
sfx_t *sfx;
sfxcache_t *sc;
int size, total;
total = 0;
for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
{
sc = Cache_Check (&sfx->cache);
if (!sc)
continue;
size = sc->length*sc->width*(sc->numchannels);
total += size;
if (sc->loopstart >= 0)
Con_Printf ("L");
else
Con_Printf (" ");
Con_Printf("(%2db) %6i : %s\n",sc->width*8, size, sfx->name);
}
Con_Printf ("Total resident: %i\n", total);
}
void S_LocalSound (char *sound)
{
sfx_t *sfx;
if (nosound.value)
return;
if (!sound_started)
return;
sfx = S_PrecacheSound (sound);
if (!sfx)
{
Con_Printf ("S_LocalSound: can't cache %s\n", sound);
return;
}
S_StartSound (-1, -1, sfx, vec3_origin, 1, 1);
}
void S_ClearPrecache (void)
{
}
void S_BeginPrecaching (void)
{
}
void S_EndPrecaching (void)
{
}
typedef struct {
qboolean inuse;
int id;
sfx_t sfx;
sfxcache_t *sfxcache;
} streaming_t;
#define MAX_RAW_SOURCES (MAX_CLIENTS+1)
streaming_t s_streamers[MAX_RAW_SOURCES];
/*
qboolean S_IsPlayingSomewhere(sfx_t *s)
{
soundcardinfo_t *si;
int i;
for (si = sndcardinfo; si; si=si->next)
{
for (i = 0; i < MAX_CHANNELS; i++)
if (si->channel[i].sfx == s)
return true;
}
return false;
}*/
#undef free
void S_ClearRaw(void)
{
memset(s_streamers, 0, sizeof(s_streamers));
}
//streaming audio. //this is useful when there is one source, and the sound is to be played with no attenuation
void S_RawAudio(int sourceid, qbyte *data, int speed, int samples, int channels, int width)
{
soundcardinfo_t *si;
int i;
int prepadl;
int oldlength;
int spare;
int outsamples;
double speedfactor;
sfxcache_t *newcache;
streaming_t *s, *free=NULL;
for (s = s_streamers, i = 0; i < MAX_RAW_SOURCES; i++, s++)
{
if (!s->inuse)
{
free = s;
continue;
}
if (s->id == sourceid)
break;
}
if (!data)
{
if (i == MAX_RAW_SOURCES)
return; //wierd, it wasn't even playing.
s->sfxcache->loopstart = -1; //stop mixing it
s->inuse = false;
for (si = sndcardinfo; si; si=si->next)
for (i = 0; i < MAX_CHANNELS; i++)
if (si->channel[i].sfx == &s->sfx)
{
si->channel[i].sfx = NULL;
break;
}
BZ_Free(s->sfxcache);
return;
}
if (i == MAX_RAW_SOURCES) //whoops.
{
if (!free)
{
Con_Printf("No free audio streams\n");
return;
}
s = free;
free->id = sourceid;
free->inuse = true;
free->sfx.cache.fake = true;
strcpy(free->sfx.name, "");
free->sfxcache = BZ_Malloc(sizeof(sfxcache_t));
free->sfx.cache.data = free->sfxcache;
free->sfxcache->speed = snd_speed;
free->sfxcache->numchannels = channels;
free->sfxcache->width = width;
free->sfxcache->loopstart = -1;
free->sfxcache->length = 0;
// Con_Printf("Added new raw stream\n");
}
if (s->sfxcache->width != width || s->sfxcache->numchannels != channels || s->sfxcache->speed != snd_speed)
{
s->sfxcache->width = width;
s->sfxcache->numchannels = channels;
s->sfxcache->speed = snd_speed;
s->sfxcache->length = 0;
// Con_Printf("Restarting raw stream\n");
}
speedfactor = (double)speed/snd_speed;
outsamples = samples/speedfactor;
oldlength = s->sfxcache->length;
prepadl = 0x7fffffff;
for (si = sndcardinfo; si; si=si->next) //make sure all cards are playing, and that we still get a prepad if just one is.
{
for (i = 0; i < si->total_chans; i++)
if (si->channel[i].sfx == &s->sfx)
{
if (prepadl > si->channel[i].pos)
prepadl = si->channel[i].pos;
break;
}
}
if (prepadl == 0x7fffffff)
{
if (snd_show.value)
Con_Printf("Wasn't playing\n");
prepadl = 0;
spare = s->sfxcache->length;
if (spare > snd_speed)
{
Con_DPrintf("Sacrificed raw sound stream\n");
spare = 0; //too far out. sacrifice it all
}
}
else
{
spare = s->sfxcache->length - prepadl;
if (spare < 0) //remaining samples since last time
spare = 0;
if (s->sfxcache->length > snd_speed*2) // more than 2 seconds of sound
{
Con_DPrintf("Sacrificed raw sound stream\n");
spare = 0; //too far out. sacrifice it all
}
}
newcache = BZ_Malloc(sizeof(sfxcache_t) + (spare+outsamples) * (s->sfxcache->numchannels) * s->sfxcache->width);
memcpy(newcache, s->sfxcache, sizeof(sfxcache_t));
memcpy(newcache->data, s->sfxcache->data + prepadl * (s->sfxcache->numchannels) * s->sfxcache->width, spare * (s->sfxcache->numchannels) * s->sfxcache->width);
BZ_Free(s->sfxcache);
s->sfxcache = s->sfx.cache.data = newcache;
newcache->length = spare + outsamples;
{
extern cvar_t snd_linearresample_stream;
short *outpos = (short *)(newcache->data + spare * (s->sfxcache->numchannels) * s->sfxcache->width);
SND_ResampleStream(data,
speed,
width,
channels,
samples,
outpos,
snd_speed,
s->sfxcache->width,
s->sfxcache->numchannels,
(int)snd_linearresample_stream.value);
}
s->sfxcache->loopstart = s->sfxcache->length;
for (si = sndcardinfo; si; si=si->next)
{
for (i = 0; i < si->total_chans; i++)
if (si->channel[i].sfx == &s->sfx)
{
si->channel[i].pos -= prepadl;
// si->channel[i].end -= prepadl;
si->channel[i].end += outsamples;
if (si->channel[i].end < si->paintedtime)
{
si->channel[i].pos = 0;
si->channel[i].end = si->paintedtime + s->sfxcache->length;
}
break;
}
if (i == si->total_chans) //this one wasn't playing.
{
S_StartSoundCard(si, -1, 0, &s->sfx, r_origin, 1, 32767, 500);
// Con_Printf("Restarted\n");
}
}
// Con_Printf("Stripped %i, added %i (length %i)\n", prepadl, samples, s->sfxcache->length);
}