quakespasm/Quake/snd_dma.c

1241 lines
26 KiB
C

/*
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.
*/
// snd_dma.c -- main control for any streaming sound output device
#include "quakedef.h"
#include "snd_codec.h"
void S_Play(void);
void S_PlayVol(void);
void S_SoundList(void);
void S_Update_();
void S_StopAllSounds(qboolean clear);
void S_StopAllSoundsC(void);
snd_stream_t *s_backgroundStream = NULL;
static qboolean s_backgroundPaused = false;
static char s_backgroundLoop[MAX_QPATH];
static S_BackgroundTrackFinishedCallback s_backgroundFinishedCallback;
static void *s_backgroundFinishedCallbackUserData;
// =======================================================================
// Internal sound data & structures
// =======================================================================
channel_t snd_channels[MAX_CHANNELS];
int total_channels;
int snd_blocked = 0;
qboolean snd_initialized = false;
volatile dma_t sn;
volatile dma_t *shm = NULL;
vec3_t listener_origin;
vec3_t listener_forward;
vec3_t listener_right;
vec3_t listener_up;
#define sound_nominal_clip_dist 1000.0
int soundtime; // sample PAIRS
int paintedtime; // sample PAIRS
#define MAX_SFX 512
sfx_t *known_sfx; // hunk allocated [MAX_SFX]
int num_sfx;
sfx_t *ambient_sfx[NUM_AMBIENTS];
qboolean sound_started = false;
int s_rawend[MAX_RAW_STREAMS];
portable_samplepair_t s_rawsamples[MAX_RAW_STREAMS][MAX_RAW_SAMPLES];
static void *s_rawresampler[MAX_RAW_STREAMS];
cvar_t bgmvolume = {"bgmvolume", "1", true};
cvar_t sfxvolume = {"volume", "0.7", true};
cvar_t nosound = {"nosound", "0"};
cvar_t precache = {"precache", "1"};
cvar_t loadas8bit = {"loadas8bit", "0"};
cvar_t bgmbuffer = {"bgmbuffer", "4096"};
cvar_t ambient_level = {"ambient_level", "0.3"};
cvar_t ambient_fade = {"ambient_fade", "100"};
cvar_t snd_noextraupdate = {"snd_noextraupdate", "0"};
cvar_t snd_show = {"snd_show", "0"};
cvar_t _snd_mixahead = {"_snd_mixahead", "0.1", true};
cvar_t sndspeed = {"sndspeed", "44100"};
void S_SoundInfo_f(void)
{
if (!sound_started || !shm)
{
Con_Printf ("sound system not started\n");
return;
}
Con_Printf("%d bit, %s, %d Hz\n", shm->samplebits,
(shm->channels == 2) ? "stereo" : "mono", shm->speed);
Con_Printf("%5d samples\n", shm->samples);
Con_Printf("%5d samplepos\n", shm->samplepos);
Con_Printf("%5d submission_chunk\n", shm->submission_chunk);
Con_Printf("%5d total_channels\n", total_channels);
Con_Printf("%p dma buffer\n", shm->buffer);
}
/*
================
S_Startup
================
*/
void S_Startup (void)
{
if (!snd_initialized)
return;
sound_started = SNDDMA_Init();
if (!sound_started)
{
Con_Printf("Failed initializing sound\n");
}
else
{
Con_Printf("Audio: %d bit, %s, %d Hz\n",
shm->samplebits,
(shm->channels == 2) ? "stereo" : "mono",
shm->speed);
}
}
/*
================
S_Init
================
*/
void S_Init (void)
{
if (snd_initialized)
{
Con_Printf("Sound is already initialized\n");
return;
}
S_CodecInit();
Cvar_RegisterVariable(&nosound, NULL);
Cvar_RegisterVariable(&sfxvolume, NULL);
Cvar_RegisterVariable(&precache, NULL);
Cvar_RegisterVariable(&loadas8bit, NULL);
Cvar_RegisterVariable(&bgmvolume, NULL);
Cvar_RegisterVariable(&bgmbuffer, NULL);
Cvar_RegisterVariable(&ambient_level, NULL);
Cvar_RegisterVariable(&ambient_fade, NULL);
Cvar_RegisterVariable(&snd_noextraupdate, NULL);
Cvar_RegisterVariable(&snd_show, NULL);
Cvar_RegisterVariable(&_snd_mixahead, NULL);
Cvar_RegisterVariable(&sndspeed, NULL);
if (safemode || COM_CheckParm("-nosound"))
return;
Con_Printf("Sound Initialization\n");
Cmd_AddCommand("play", S_Play);
Cmd_AddCommand("playvol", S_PlayVol);
Cmd_AddCommand("stopsound", S_StopAllSoundsC);
Cmd_AddCommand("soundlist", S_SoundList);
Cmd_AddCommand("soundinfo", S_SoundInfo_f);
if (COM_CheckParm("-sndspeed"))
{
sndspeed.value = Q_atoi(com_argv[COM_CheckParm("-sndspeed")+1]);
}
if (host_parms.memsize < 0x800000)
{
Cvar_Set ("loadas8bit", "1");
Con_Printf ("loading all sounds as 8bit\n");
}
known_sfx = (sfx_t *) Hunk_AllocName (MAX_SFX*sizeof(sfx_t), "sfx_t");
num_sfx = 0;
snd_initialized = true;
S_Startup ();
if (sound_started == 0)
return;
// 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_Shutdown (void)
{
if (!sound_started)
return;
S_CodecShutdown();
if (shm)
shm->gamealive = 0;
sound_started = 0;
snd_blocked = 0;
SNDDMA_Shutdown();
shm = NULL;
int i;
for (i = 0; i<MAX_RAW_STREAMS; i++)
{
if (s_rawresampler[i] != NULL)
Snd_ResamplerClose(s_rawresampler[i]);
}
}
// =======================================================================
// Load a sound
// =======================================================================
/*
==================
S_FindName
==================
*/
sfx_t *S_FindName (const char *name)
{
int i;
sfx_t *sfx;
if (!name)
Sys_Error ("S_FindName: NULL");
if (Q_strlen(name) >= MAX_QPATH)
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;
}
/*
==================
S_TouchSound
==================
*/
void S_TouchSound (const char *name)
{
sfx_t *sfx;
if (!sound_started)
return;
sfx = S_FindName (name);
Cache_Check (&sfx->cache);
}
/*
==================
S_PrecacheSound
==================
*/
sfx_t *S_PrecacheSound (const char *name)
{
sfx_t *sfx;
if (!sound_started || nosound.value)
return NULL;
sfx = S_FindName (name);
// cache it in
if (precache.value)
S_LoadSound (sfx);
return sfx;
}
//=============================================================================
/*
=================
SND_PickChannel
picks a channel based on priorities, empty slots, number of channels
=================
*/
channel_t *SND_PickChannel (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; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; ch_idx++)
{
if (entchannel != 0 // channel 0 never overrides
&& snd_channels[ch_idx].entnum == entnum
&& (snd_channels[ch_idx].entchannel == entchannel || entchannel == -1) )
{ // always override sound from same entity
first_to_die = ch_idx;
break;
}
// don't let monster sounds override player sounds
if (snd_channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && snd_channels[ch_idx].sfx)
continue;
if (snd_channels[ch_idx].end - paintedtime < life_left)
{
life_left = snd_channels[ch_idx].end - paintedtime;
first_to_die = ch_idx;
}
}
if (first_to_die == -1)
return NULL;
if (snd_channels[first_to_die].sfx)
snd_channels[first_to_die].sfx = NULL;
return &snd_channels[first_to_die];
}
/*
=================
SND_Spatialize
spatializes a channel
=================
*/
void SND_Spatialize (channel_t *ch)
{
vec_t dot;
vec_t dist;
vec_t lscale, rscale, scale;
vec3_t source_vec;
// anything coming from the view entity will always be full volume
if (ch->entnum == cl.viewentity)
{
ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol;
return;
}
// calculate stereo seperation and distance attenuation
VectorSubtract(ch->origin, listener_origin, source_vec);
dist = VectorNormalize(source_vec) * ch->dist_mult;
dot = DotProduct(listener_right, source_vec);
if (shm->channels == 1)
{
rscale = 1.0;
lscale = 1.0;
}
else
{
rscale = 1.0 + dot;
lscale = 1.0 - dot;
}
// add in distance effect
scale = (1.0 - dist) * rscale;
ch->rightvol = (int) (ch->master_vol * scale);
if (ch->rightvol < 0)
ch->rightvol = 0;
scale = (1.0 - dist) * lscale;
ch->leftvol = (int) (ch->master_vol * scale);
if (ch->leftvol < 0)
ch->leftvol = 0;
}
// =======================================================================
// Start a sound effect
// =======================================================================
void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
channel_t *target_chan, *check;
sfxcache_t *sc;
int ch_idx;
int skip;
if (!sound_started)
return;
if (!sfx)
return;
if (nosound.value)
return;
// pick a channel to play on
target_chan = SND_PickChannel(entnum, entchannel);
if (!target_chan)
return;
// spatialize
memset (target_chan, 0, sizeof(*target_chan));
VectorCopy(origin, target_chan->origin);
target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
target_chan->master_vol = (int) (fvol * 255);
target_chan->entnum = entnum;
target_chan->entchannel = entchannel;
SND_Spatialize(target_chan);
if (!target_chan->leftvol && !target_chan->rightvol)
return; // not audible at all
// new channel
sc = S_LoadSound (sfx);
if (!sc)
{
target_chan->sfx = NULL;
return; // couldn't load the sound's data
}
target_chan->sfx = sfx;
target_chan->pos = 0.0;
target_chan->end = paintedtime + sc->length;
// 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 = &snd_channels[NUM_AMBIENTS];
for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; ch_idx++, check++)
{
if (check == target_chan)
continue;
if (check->sfx == sfx && !check->pos)
{
skip = rand () % (int)(0.1*shm->speed);
if (skip >= target_chan->end)
skip = target_chan->end - 1;
target_chan->pos += skip;
target_chan->end -= skip;
break;
}
}
}
void S_StopSound (int entnum, int entchannel)
{
int i;
for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
{
if (snd_channels[i].entnum == entnum
&& snd_channels[i].entchannel == entchannel)
{
snd_channels[i].end = 0;
snd_channels[i].sfx = NULL;
return;
}
}
}
void S_StopAllSounds (qboolean clear)
{
int i;
if (!sound_started)
return;
total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
for (i = 0; i < MAX_CHANNELS; i++)
{
if (snd_channels[i].sfx)
snd_channels[i].sfx = NULL;
}
memset(snd_channels, 0, MAX_CHANNELS * sizeof(channel_t));
if (clear)
S_ClearBuffer ();
}
void S_StopAllSoundsC (void)
{
S_StopAllSounds (true);
}
void S_ClearBuffer (void)
{
int clear;
if (!sound_started || !shm)
return;
SNDDMA_LockBuffer ();
if (! shm->buffer)
return;
if (shm->samplebits == 8)
clear = 0x80;
else
clear = 0;
memset(shm->buffer, clear, shm->samples * shm->samplebits / 8);
SNDDMA_Submit ();
}
/*
=================
S_StaticSound
=================
*/
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
channel_t *ss;
sfxcache_t *sc;
if (!sfx)
return;
if (total_channels == MAX_CHANNELS)
{
Con_Printf ("total_channels == MAX_CHANNELS\n");
return;
}
ss = &snd_channels[total_channels];
total_channels++;
sc = S_LoadSound (sfx);
if (!sc)
return;
if (sc->loopstart == -1)
{
Con_Printf ("Sound %s not looped\n", sfx->name);
return;
}
ss->sfx = sfx;
VectorCopy (origin, ss->origin);
ss->master_vol = (int)vol;
ss->dist_mult = (attenuation / 64) / sound_nominal_clip_dist;
ss->end = paintedtime + sc->length;
SND_Spatialize (ss);
}
//=============================================================================
/*
============
S_Base_RawSamples
Music streaming
============
*/
void S_Base_RawSamples( int stream, int samples, int rate, int width, int s_channels, const byte *data, float volume ) {
int i;
int dst;
int intVolume;
portable_samplepair_t *rawsamples;
void *resampler;
int resampledNumSamples;
if ( !sound_started ) {
return;
}
if ( (stream < 0) || (stream >= MAX_RAW_STREAMS) ) {
return;
}
rawsamples = s_rawsamples[stream];
// Set up resampler
if (s_rawresampler[stream] == NULL)
{
s_rawresampler[stream] = Snd_ResamplerInit();
}
resampler = s_rawresampler[stream];
intVolume = 256 * volume;
if ( s_rawend[stream] < soundtime ) {
Con_DPrintf( "S_Base_RawSamples: resetting minimum: %i < %i\n", s_rawend[stream], soundtime );
s_rawend[stream] = soundtime;
}
void *resampled = Snd_Resample(resampler,
rate, width, samples, s_channels, data,
shm->speed, 2, &resampledNumSamples);
// old:
//Con_Printf ("%i < %i < %i\n", soundtime, s_paintedtime, s_rawend[stream]);
if (s_channels == 2)
{
for (i=0 ; i<resampledNumSamples ; i++)
{
dst = s_rawend[stream]&(MAX_RAW_SAMPLES-1);
s_rawend[stream]++;
rawsamples[dst].left = ((short *)resampled)[i*2] * intVolume;
rawsamples[dst].right = ((short *)resampled)[i*2+1] * intVolume;
}
}
else if (s_channels == 1)
{
for (i=0 ; i<resampledNumSamples; i++)
{
dst = s_rawend[stream]&(MAX_RAW_SAMPLES-1);
s_rawend[stream]++;
rawsamples[dst].left = ((short *)resampled)[i] * intVolume;
rawsamples[dst].right = ((short *)resampled)[i] * intVolume;
}
}
else
{
Con_Printf( "S_Base_RawSamples: unsupported number of channels %d\n", s_channels );
}
if ( s_rawend[stream] > soundtime + MAX_RAW_SAMPLES ) {
Con_DPrintf( "S_Base_RawSamples: overflowed %i > %i\n", s_rawend[stream], soundtime );
}
}
//=============================================================================
/*
===================
S_UpdateAmbientSounds
===================
*/
void S_UpdateAmbientSounds (void)
{
mleaf_t *l;
int vol, ambient_channel;
channel_t *chan;
//johnfitz -- no ambients when disconnected
if (cls.state != ca_connected)
return;
//johnfitz
// calc ambient sound levels
if (!cl.worldmodel)
return;
l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
if (!l || !ambient_level.value)
{
for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++)
snd_channels[ambient_channel].sfx = NULL;
return;
}
for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++)
{
chan = &snd_channels[ambient_channel];
chan->sfx = ambient_sfx[ambient_channel];
vol = (int) (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 += (int) (host_frametime * ambient_fade.value);
if (chan->master_vol > vol)
chan->master_vol = vol;
}
else if (chan->master_vol > vol)
{
chan->master_vol -= (int) (host_frametime * ambient_fade.value);
if (chan->master_vol < vol)
chan->master_vol = vol;
}
chan->leftvol = chan->rightvol = 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)
{
int i, j;
int total;
channel_t *ch;
channel_t *combine;
if (!sound_started || (snd_blocked > 0))
return;
VectorCopy(origin, listener_origin);
VectorCopy(forward, listener_forward);
VectorCopy(right, listener_right);
VectorCopy(up, listener_up);
// update general area ambient sound sources
S_UpdateAmbientSounds ();
combine = NULL;
// update spatialization for static and dynamic sounds
ch = snd_channels + NUM_AMBIENTS;
for (i = NUM_AMBIENTS; i < total_channels; i++, ch++)
{
if (!ch->sfx)
continue;
SND_Spatialize(ch); // respatialize channel
if (!ch->leftvol && !ch->rightvol)
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)
{
// see if it can just use the last one
if (combine && combine->sfx == ch->sfx)
{
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
continue;
}
// search for one
combine = snd_channels + MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; j < i; j++, combine++)
{
if (combine->sfx == ch->sfx)
break;
}
if (j == total_channels)
{
combine = NULL;
}
else
{
if (combine != ch)
{
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
}
continue;
}
}
}
//
// debugging output
//
if (snd_show.value)
{
total = 0;
ch = snd_channels;
for (i = 0; i < total_channels; i++, ch++)
{
if (ch->sfx && (ch->leftvol || ch->rightvol) )
{
// Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
total++;
}
}
Con_Printf ("----(%i)----\n", total);
}
// add raw data from streamed samples
S_UpdateBackgroundTrack();
// mix some sound
S_Update_();
}
void GetSoundtime (void)
{
int samplepos;
static int buffers;
static int oldsamplepos;
int fullsamples;
fullsamples = shm->samples / shm->channels;
// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update. Oh well.
#ifdef __sun__
soundtime = SNDDMA_GetSamples();
#else
samplepos = SNDDMA_GetDMAPos();
if (samplepos < oldsamplepos)
{
buffers++; // buffer wrapped
if (paintedtime > 0x40000000)
{ // time to chop things off to avoid 32 bit limits
buffers = 0;
paintedtime = fullsamples;
S_StopAllSounds (true);
}
}
oldsamplepos = samplepos;
soundtime = buffers*fullsamples + samplepos/shm->channels;
#endif
}
void S_ExtraUpdate (void)
{
if (snd_noextraupdate.value)
return; // don't pollute timings
S_Update_();
}
void S_Update_(void)
{
#if 1
unsigned int endtime;
int samps;
if (!sound_started || (snd_blocked > 0))
return;
SNDDMA_LockBuffer ();
if (! shm->buffer)
return;
// Updates DMA time
GetSoundtime();
// check to make sure that we haven't overshot
if (paintedtime < soundtime)
{
// Con_Printf ("S_Update_ : overflow\n");
paintedtime = soundtime;
}
// mix ahead of current position
endtime = soundtime + (unsigned int)(_snd_mixahead.value * shm->speed);
samps = shm->samples >> (shm->channels - 1);
endtime = min(endtime, (unsigned int)(soundtime + samps));
S_PaintChannels (endtime);
SNDDMA_Submit ();
#endif
}
/*
===============================================================================
background music functions
from ioquake3
===============================================================================
*/
/*
======================
S_PauseBackgroundTrack
======================
*/
void S_PauseBackgroundTrack( void ) {
s_backgroundPaused = true;
}
/*
======================
S_ResumeBackgroundTrack
======================
*/
void S_ResumeBackgroundTrack( void ) {
s_backgroundPaused = false;
}
/*
======================
S_StopBackgroundTrack
======================
*/
void S_Base_StopBackgroundTrack( void ) {
if(!s_backgroundStream)
return;
S_CodecCloseStream(s_backgroundStream);
s_backgroundStream = NULL;
s_rawend[0] = 0;
}
/*
======================
S_StartBackgroundTrack
======================
*/
qboolean S_Base_StartBackgroundTrack( const char *trackname, qboolean loop, S_BackgroundTrackFinishedCallback callback, void *userdata ) {
Con_DPrintf( "S_StartBackgroundTrack( %s, %s )\n", trackname, (loop ? "looped" : "not looped") );
if(!*trackname)
{
S_Base_StopBackgroundTrack();
return false;
}
if( !loop ) {
s_backgroundLoop[0] = 0;
} else {
strncpy( s_backgroundLoop, trackname, MAX_QPATH );
s_backgroundLoop[MAX_QPATH-1] = '\0';
}
s_backgroundPaused = false;
// close the background track, but DON'T reset s_rawend
// if restarting the same back ground track
if(s_backgroundStream)
{
S_CodecCloseStream(s_backgroundStream);
s_backgroundStream = NULL;
}
// Open stream
s_backgroundStream = S_CodecOpenStream(trackname);
if(!s_backgroundStream) {
return false;
}
if (!loop) {
s_backgroundFinishedCallback = callback;
s_backgroundFinishedCallbackUserData = userdata;
}
return true;
}
/*
======================
S_UpdateBackgroundTrack
======================
*/
void S_UpdateBackgroundTrack( void ) {
int bufferSamples;
int fileSamples;
byte raw[30000]; // just enough to fit in a mac stack frame
int fileBytes;
int r;
if(!s_backgroundStream) {
return;
}
// FIXME: this means setting the music volume to 0 pauses it.. not sure if that's great
// don't bother playing anything if musicvolume is 0
if ( bgmvolume.value <= 0 ) {
return;
}
if ( s_backgroundPaused ) {
return;
}
// see how many samples should be copied into the raw buffer
if ( s_rawend[0] < soundtime ) {
s_rawend[0] = soundtime;
}
while ( s_rawend[0] < soundtime + MAX_RAW_SAMPLES ) {
bufferSamples = MAX_RAW_SAMPLES - (s_rawend[0] - soundtime);
// decide how much data needs to be read from the file
fileSamples = bufferSamples * s_backgroundStream->info.rate / shm->speed;
if (!fileSamples)
return;
// our max buffer size
fileBytes = fileSamples * (s_backgroundStream->info.width * s_backgroundStream->info.channels);
if ( fileBytes > sizeof(raw) ) {
fileBytes = sizeof(raw);
fileSamples = fileBytes / (s_backgroundStream->info.width * s_backgroundStream->info.channels);
}
// Read
r = S_CodecReadStream(s_backgroundStream, fileBytes, raw);
if(r < fileBytes)
{
fileBytes = r;
fileSamples = r / (s_backgroundStream->info.width * s_backgroundStream->info.channels);
}
if(r > 0)
{
// add to raw buffer
S_Base_RawSamples( 0, fileSamples, s_backgroundStream->info.rate,
s_backgroundStream->info.width, s_backgroundStream->info.channels, raw, bgmvolume.value );
}
else
{
// loop
if(s_backgroundLoop[0])
{
S_CodecCloseStream(s_backgroundStream);
s_backgroundStream = NULL;
S_Base_StartBackgroundTrack( s_backgroundLoop, true, NULL, NULL );
if(!s_backgroundStream)
return;
}
else
{
S_Base_StopBackgroundTrack();
if (s_backgroundFinishedCallback)
{
(*s_backgroundFinishedCallback)(s_backgroundFinishedCallbackUserData);
}
return;
}
}
}
}
/*
==========================
S_BackgroundTrackIsPlaying
==========================
*/
qboolean S_BackgroundTrackIsPlaying( void )
{
return (NULL != s_backgroundStream) && (!s_backgroundPaused);
}
/*
==========================
S_BackgroundTrackIsPaused
==========================
*/
qboolean S_BackgroundTrackIsPaused( void )
{
return (NULL != s_backgroundStream) && (s_backgroundPaused);
}
/*
==========================
S_BackgroundTrackIsLooping
==========================
*/
qboolean S_BackgroundTrackIsLooping( void )
{
return s_backgroundLoop[0];
}
void S_BlockSound (void)
{
/* FIXME: do we really need the blocking at the
* driver level?
*/
if (sound_started && snd_blocked == 0) /* ++snd_blocked == 1 */
{
snd_blocked = 1;
S_ClearBuffer ();
if (shm)
SNDDMA_BlockSound();
}
}
void S_UnblockSound (void)
{
if (!sound_started || !snd_blocked)
return;
if (snd_blocked == 1) /* --snd_blocked == 0 */
{
snd_blocked = 0;
SNDDMA_UnblockSound();
S_ClearBuffer ();
}
}
/*
===============================================================================
console functions
===============================================================================
*/
void S_Play (void)
{
static int hash = 345;
int i;
char name[256];
sfx_t *sfx;
i = 1;
while (i < Cmd_Argc())
{
Q_strcpy(name, Cmd_Argv(i));
sfx = S_PrecacheSound(name);
S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
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_strcpy(name, Cmd_Argv(i));
Q_strcat(name, ".wav");
}
else
Q_strcpy(name, Cmd_Argv(i));
sfx = S_PrecacheSound(name);
vol = Q_atof(Cmd_Argv(i + 1));
S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
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 = (sfxcache_t *) Cache_Check (&sfx->cache);
if (!sc)
continue;
size = sc->length*sc->width*(sc->stereo + 1);
total += size;
if (sc->loopstart >= 0)
Con_SafePrintf ("L"); //johnfitz -- was Con_Printf
else
Con_SafePrintf (" "); //johnfitz -- was Con_Printf
Con_SafePrintf("(%2db) %6i : %s\n",sc->width*8, size, sfx->name); //johnfitz -- was Con_Printf
}
Con_Printf ("%i sounds, %i bytes\n", num_sfx, total); //johnfitz -- added count
}
void S_LocalSound (const char *name)
{
sfx_t *sfx;
if (nosound.value)
return;
if (!sound_started)
return;
sfx = S_PrecacheSound (name);
if (!sfx)
{
Con_Printf ("S_LocalSound: can't cache %s\n", name);
return;
}
S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
}
void S_ClearPrecache (void)
{
}
void S_BeginPrecaching (void)
{
}
void S_EndPrecaching (void)
{
}