quakespasm/Quake/q_sound.h

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/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
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.
*/
// sound.h -- client sound i/o functions
#ifndef __QUAKE_SOUND__
#define __QUAKE_SOUND__
/* !!! if this is changed, it must be changed in asm_i386.h too !!! */
typedef struct
{
int left;
int right;
} portable_samplepair_t;
typedef struct sfx_s
{
char name[MAX_QPATH];
cache_user_t cache;
} sfx_t;
/* !!! if this is changed, it must be changed in asm_i386.h too !!! */
typedef struct
{
int length;
int loopstart;
int speed;
int width;
int stereo;
byte data[1]; /* variable sized */
} sfxcache_t;
typedef struct
{
int channels;
int samples; /* mono samples in buffer */
int submission_chunk; /* don't mix less than this # */
int samplepos; /* in mono samples */
int samplebits;
int signed8; /* device opened for S8 format? (e.g. Amiga AHI) */
int speed;
unsigned char *buffer;
} dma_t;
/* !!! if this is changed, it must be changed in asm_i386.h too !!! */
typedef struct
{
sfx_t *sfx; /* sfx number */
int leftvol; /* 0-255 volume */
int rightvol; /* 0-255 volume */
int end; /* end time in global paintsamples */
int pos; /* sample position in sfx */
int looping; /* where to loop, -1 = no looping */
int entnum; /* to allow overriding a specific sound */
int entchannel;
vec3_t origin; /* origin of sound effect */
vec_t dist_mult; /* distance multiplier (attenuation/clipK) */
int master_vol; /* 0-255 master volume */
} channel_t;
#define WAV_FORMAT_PCM 1
typedef struct
{
int rate;
int width;
int channels;
int loopstart;
int samples;
int dataofs; /* chunk starts this many bytes from file start */
} wavinfo_t;
void S_Init (void);
void S_Startup (void);
void S_Shutdown (void);
void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
void S_StopSound (int entnum, int entchannel);
void S_StopAllSounds(qboolean clear);
void S_ClearBuffer (void);
void S_Update (vec3_t origin, vec3_t forward, vec3_t right, vec3_t up);
void S_ExtraUpdate (void);
void S_BlockSound (void);
void S_UnblockSound (void);
sfx_t *S_PrecacheSound (const char *sample);
void S_TouchSound (const char *sample);
void S_ClearPrecache (void);
void S_BeginPrecaching (void);
void S_EndPrecaching (void);
void S_PaintChannels (int endtime);
void S_InitPaintChannels (void);
/* picks a channel based on priorities, empty slots, number of channels */
channel_t *SND_PickChannel (int entnum, int entchannel);
/* spatializes a channel */
void SND_Spatialize (channel_t *ch);
/* music stream support */
backports from uhexen2 source, preparing for streaming music support: * snd_mix.c: Increased PAINTBUFFER_SIZE from 512 to 2048. * snd_mix.c: snd_vol is static now. it is calculated in S_PaintChannels and only used in SND_PaintChannelFrom16. all its other uses are removed from Snd_WriteLinearBlastStereo16, S_TransferStereo16, S_TransferPaintBuffer. The way it was, the sound volume was applied to the whole final contents of the paint buffer, but with this new quake2+ way we can add raw samples to the paint buffer with its own volume, such as bgmvolume. However, this makes the snd_scaletable to be recalculated everytime the sfxvolume is, changed, therefore it is adjusted that way to incorporate sfxvolume. * snd_mix.c: In S_PaintChannels, check against s_rawend and copy from the streaming sound source if necessary. * snd_dma.c: Added old_volume to detect sfxvolume changes. Made S_Update to compare it to sfxvolume.value and call SND_InitScaletable() if it changed. * snd_dma.c: Add new globals s_rawsamples and s_rawend. Reset s_rawend to 0 in S_ClearBuffer. Add new function S_RawSamples, adapted from quake2 with its 8 bit stereo playback fixed. * snd_dma.c (S_FileExtension): Add new function which returns the given sound file's extension including the dot, or NULL. * q_sound.h: Add new macro MAX_RAW_SAMPLES, defined as 8192. Add externs for new globals s_rawsamples and s_rawend. Add prototype for the new S_RawSamples and S_FileExtension functions. git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@355 af15c1b1-3010-417e-b628-4374ebc0bcbd
2010-12-30 17:11:28 +00:00
void S_RawSamples(int samples, int rate, int width, int channels, byte * data, float volume);
/* Expects data in signed 16 bit, or unsigned 8 bit format. */
backports from uhexen2 source, preparing for streaming music support: * snd_mix.c: Increased PAINTBUFFER_SIZE from 512 to 2048. * snd_mix.c: snd_vol is static now. it is calculated in S_PaintChannels and only used in SND_PaintChannelFrom16. all its other uses are removed from Snd_WriteLinearBlastStereo16, S_TransferStereo16, S_TransferPaintBuffer. The way it was, the sound volume was applied to the whole final contents of the paint buffer, but with this new quake2+ way we can add raw samples to the paint buffer with its own volume, such as bgmvolume. However, this makes the snd_scaletable to be recalculated everytime the sfxvolume is, changed, therefore it is adjusted that way to incorporate sfxvolume. * snd_mix.c: In S_PaintChannels, check against s_rawend and copy from the streaming sound source if necessary. * snd_dma.c: Added old_volume to detect sfxvolume changes. Made S_Update to compare it to sfxvolume.value and call SND_InitScaletable() if it changed. * snd_dma.c: Add new globals s_rawsamples and s_rawend. Reset s_rawend to 0 in S_ClearBuffer. Add new function S_RawSamples, adapted from quake2 with its 8 bit stereo playback fixed. * snd_dma.c (S_FileExtension): Add new function which returns the given sound file's extension including the dot, or NULL. * q_sound.h: Add new macro MAX_RAW_SAMPLES, defined as 8192. Add externs for new globals s_rawsamples and s_rawend. Add prototype for the new S_RawSamples and S_FileExtension functions. git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@355 af15c1b1-3010-417e-b628-4374ebc0bcbd
2010-12-30 17:11:28 +00:00
/* initializes cycling through a DMA buffer and returns information on it */
qboolean SNDDMA_Init(dma_t *dma);
/* gets the current DMA position */
int SNDDMA_GetDMAPos(void);
/* shutdown the DMA xfer. */
void SNDDMA_Shutdown(void);
/* validates & locks the dma buffer */
void SNDDMA_LockBuffer(void);
/* unlocks the dma buffer / sends sound to the device */
void SNDDMA_Submit(void);
/* blocks sound output upon window focus loss */
void SNDDMA_BlockSound(void);
/* unblocks the output upon window focus gain */
void SNDDMA_UnblockSound(void);
/* ====================================================================
* User-setable variables
* ====================================================================
*/
#define MAX_CHANNELS 512 /* johnfitz -- was 128 */
#define MAX_DYNAMIC_CHANNELS 128 /* johnfitz -- was 8 */
extern channel_t snd_channels[MAX_CHANNELS];
/* 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
* MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
* MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds
*/
extern volatile dma_t *shm;
backports from uhexen2 source, preparing for streaming music support: * snd_mix.c: Increased PAINTBUFFER_SIZE from 512 to 2048. * snd_mix.c: snd_vol is static now. it is calculated in S_PaintChannels and only used in SND_PaintChannelFrom16. all its other uses are removed from Snd_WriteLinearBlastStereo16, S_TransferStereo16, S_TransferPaintBuffer. The way it was, the sound volume was applied to the whole final contents of the paint buffer, but with this new quake2+ way we can add raw samples to the paint buffer with its own volume, such as bgmvolume. However, this makes the snd_scaletable to be recalculated everytime the sfxvolume is, changed, therefore it is adjusted that way to incorporate sfxvolume. * snd_mix.c: In S_PaintChannels, check against s_rawend and copy from the streaming sound source if necessary. * snd_dma.c: Added old_volume to detect sfxvolume changes. Made S_Update to compare it to sfxvolume.value and call SND_InitScaletable() if it changed. * snd_dma.c: Add new globals s_rawsamples and s_rawend. Reset s_rawend to 0 in S_ClearBuffer. Add new function S_RawSamples, adapted from quake2 with its 8 bit stereo playback fixed. * snd_dma.c (S_FileExtension): Add new function which returns the given sound file's extension including the dot, or NULL. * q_sound.h: Add new macro MAX_RAW_SAMPLES, defined as 8192. Add externs for new globals s_rawsamples and s_rawend. Add prototype for the new S_RawSamples and S_FileExtension functions. git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@355 af15c1b1-3010-417e-b628-4374ebc0bcbd
2010-12-30 17:11:28 +00:00
extern int total_channels;
extern int soundtime;
extern int paintedtime;
extern int s_rawend;
extern vec3_t listener_origin;
extern vec3_t listener_forward;
extern vec3_t listener_right;
extern vec3_t listener_up;
extern cvar_t sndspeed;
extern cvar_t snd_mixspeed;
extern cvar_t snd_filterquality;
extern cvar_t sfxvolume;
extern cvar_t loadas8bit;
#define MAX_RAW_SAMPLES 8192
extern portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES];
extern cvar_t bgmvolume;
void S_LocalSound (const char *name);
sfxcache_t *S_LoadSound (sfx_t *s);
wavinfo_t GetWavinfo (const char *name, byte *wav, int wavlength);
void SND_InitScaletable (void);
#endif /* __QUAKE_SOUND__ */