mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 11:51:27 +00:00
977 lines
27 KiB
C++
977 lines
27 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "snd_local.h"
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idCVar s_singleEmitter( "s_singleEmitter", "0", CVAR_INTEGER, "mute all sounds but this emitter" );
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idCVar s_showStartSound( "s_showStartSound", "0", CVAR_BOOL, "print a message every time a sound starts/stops" );
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idCVar s_useOcclusion( "s_useOcclusion", "1", CVAR_BOOL, "Attenuate sounds based on walls" );
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idCVar s_centerFractionVO( "s_centerFractionVO", "0.75", CVAR_FLOAT, "Portion of VO sounds routed to the center channel" );
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extern idCVar s_playDefaultSound;
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extern idCVar s_noSound;
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/*
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================================================================================================
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idSoundFade
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================================================================================================
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*/
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/*
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========================
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idSoundFade::Clear
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========================
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*/
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void idSoundFade::Clear() {
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fadeStartTime = 0;
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fadeEndTime = 0;
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fadeStartVolume = 0.0f;
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fadeEndVolume = 0.0f;
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}
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/*
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========================
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idSoundFade::SetVolume
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========================
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*/
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void idSoundFade::SetVolume( float to ) {
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fadeStartVolume = to;
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fadeEndVolume = to;
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fadeStartTime = 0;
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fadeEndTime = 0;
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}
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/*
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========================
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idSoundFade::Fade
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========================
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*/
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void idSoundFade::Fade( float to, int length, int soundTime ) {
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int startTime = soundTime;
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// if it is already fading to this volume at this rate, don't change it
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if ( fadeEndTime == startTime + length && fadeEndVolume == to ) {
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return;
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}
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fadeStartVolume = GetVolume( soundTime );
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fadeEndVolume = to;
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fadeStartTime = startTime;
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fadeEndTime = startTime + length;
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}
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/*
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========================
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idSoundFade::GetVolume
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========================
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*/
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float idSoundFade::GetVolume( const int soundTime ) const {
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const float fadeDuration = ( fadeEndTime - fadeStartTime );
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const int currentTime = soundTime;
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const float playTime = ( currentTime - fadeStartTime );
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if ( fadeDuration <= 0.0f ) {
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return fadeEndVolume;
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} else if ( currentTime >= fadeEndTime ) {
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return fadeEndVolume;
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} else if ( currentTime > fadeStartTime ) {
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return fadeStartVolume + ( fadeEndVolume - fadeStartVolume ) * playTime / fadeDuration;
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} else {
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return fadeStartVolume;
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}
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}
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/*
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========================
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idSoundChannel::idSoundChannel
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========================
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*/
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idSoundChannel::idSoundChannel() {
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emitter = NULL;
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hardwareVoice = NULL;
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startTime = 0;
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endTime = 0;
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leadinSample = NULL;
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loopingSample = NULL;
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logicalChannel = SCHANNEL_ANY;
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allowSlow = false;
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soundShader = NULL;
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volumeFade.Clear();
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volumeDB = DB_SILENCE;
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currentAmplitude = 0.0f;
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}
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/*
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========================
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idSoundChannel::~idSoundChannel
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========================
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*/
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idSoundChannel::~idSoundChannel() {
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}
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/*
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========================
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idSoundChannel::CanMute
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Never actually mute VO because we can't restart them precisely enough for lip syncing to not fuck up
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========================
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*/
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bool idSoundChannel::CanMute() const {
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return true;
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}
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/*
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========================
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idSoundChannel::Mute
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A muted sound is considered still running, and can restart when a listener
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gets close enough.
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========================
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*/
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void idSoundChannel::Mute() {
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if ( hardwareVoice != NULL ) {
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soundSystemLocal.FreeVoice( hardwareVoice );
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hardwareVoice = NULL;
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}
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}
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/*
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========================
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idSoundChannel::IsLooping
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========================
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*/
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bool idSoundChannel::IsLooping() const {
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return ( parms.soundShaderFlags & SSF_LOOPING ) != 0;
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}
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/*
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========================
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idSoundChannel::CheckForCompletion
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========================
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*/
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bool idSoundChannel::CheckForCompletion( int currentTime ) {
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if ( leadinSample == NULL ) {
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return true;
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}
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// endTime of 0 indicates a sound should loop forever
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if ( endTime > 0 && endTime < currentTime ) {
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return true;
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}
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return false;
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}
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/*
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========================
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idSoundChannel::UpdateVolume
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========================
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*/
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void idSoundChannel::UpdateVolume( int currentTime ) {
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idSoundWorldLocal * soundWorld = emitter->soundWorld;
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volumeDB = DB_SILENCE;
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currentAmplitude = 0.0f;
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if ( leadinSample == NULL ) {
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return;
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}
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if ( startTime > currentTime ) {
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return;
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}
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if ( endTime > 0 && endTime < currentTime ) {
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return;
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}
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// if you don't want to hear all the beeps from missing sounds
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if ( leadinSample->IsDefault() && !s_playDefaultSound.GetBool() ) {
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return;
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}
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bool emitterIsListener = ( emitter->emitterId == soundWorld->listener.id );
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// if it is a private sound, set the volume to zero unless we match the listener.id
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if ( parms.soundShaderFlags & SSF_PRIVATE_SOUND ) {
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if ( !emitterIsListener ) {
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return;
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}
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}
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if ( parms.soundShaderFlags & SSF_ANTI_PRIVATE_SOUND ) {
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if ( emitterIsListener ) {
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return;
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}
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}
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// volume fading
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float newVolumeDB = parms.volume;
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newVolumeDB += volumeFade.GetVolume( currentTime );
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newVolumeDB += soundWorld->volumeFade.GetVolume( currentTime );
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newVolumeDB += soundWorld->pauseFade.GetVolume( currentTime );
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if ( parms.soundClass >= 0 && parms.soundClass < SOUND_MAX_CLASSES ) {
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newVolumeDB += soundWorld->soundClassFade[parms.soundClass].GetVolume( currentTime );
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}
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bool global = ( parms.soundShaderFlags & SSF_GLOBAL ) != 0;
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// attenuation
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if ( !global && !emitterIsListener ) {
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float distance = ( parms.soundShaderFlags & SSF_NO_OCCLUSION ) == 0 ? emitter->spatializedDistance : emitter->directDistance;
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float mindist = parms.minDistance;
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float maxdist = parms.maxDistance;
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if ( distance >= maxdist ) {
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newVolumeDB = DB_SILENCE;
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} else if ( ( distance > mindist ) && ( maxdist > mindist ) ) {
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float f = ( distance - mindist ) / ( maxdist - mindist );
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newVolumeDB += LinearToDB( Square( 1.0f - f ) );
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}
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}
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if ( soundSystemLocal.musicMuted && ( parms.soundShaderFlags & SSF_MUSIC ) != 0 ) {
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newVolumeDB = DB_SILENCE;
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}
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// store the new volume on the channel
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volumeDB = newVolumeDB;
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// keep track of the maximum volume
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float currentVolumeDB = newVolumeDB;
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if ( hardwareVoice != NULL ) {
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float amplitude = hardwareVoice->GetAmplitude();
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if ( amplitude <= 0.0f ) {
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currentVolumeDB = DB_SILENCE;
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} else {
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currentVolumeDB += LinearToDB( amplitude );
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}
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currentAmplitude = amplitude;
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}
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}
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/*
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========================
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idSoundChannel::UpdateHardware
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========================
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*/
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void idSoundChannel::UpdateHardware( float volumeAdd, int currentTime ) {
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idSoundWorldLocal * soundWorld = emitter->soundWorld;
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if ( soundWorld == NULL ) {
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return;
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}
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if ( leadinSample == NULL ) {
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return;
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}
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if ( startTime > currentTime ) {
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return;
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}
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if ( endTime > 0 && endTime < currentTime ) {
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return;
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}
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// convert volumes from decibels to linear
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float volume = Max( 0.0f, DBtoLinear( volumeDB + volumeAdd ) );
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if ( ( parms.soundShaderFlags & SSF_UNCLAMPED ) == 0 ) {
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volume = Min( 1.0f, volume );
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}
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bool global = ( parms.soundShaderFlags & SSF_GLOBAL ) != 0;
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bool omni = ( parms.soundShaderFlags & SSF_OMNIDIRECTIONAL ) != 0;
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bool emitterIsListener = ( emitter->emitterId == soundWorld->listener.id );
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int startOffset = 0;
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bool issueStart = false;
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if ( hardwareVoice == NULL ) {
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if ( volume <= 0.00001f ) {
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return;
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}
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hardwareVoice = soundSystemLocal.AllocateVoice( leadinSample, loopingSample );
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if ( hardwareVoice == NULL ) {
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return;
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}
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issueStart = true;
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startOffset = currentTime - startTime;
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}
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if ( omni || global || emitterIsListener ) {
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hardwareVoice->SetPosition( vec3_zero );
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} else {
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hardwareVoice->SetPosition( ( emitter->spatializedOrigin - soundWorld->listener.pos ) * soundWorld->listener.axis.Transpose() );
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}
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if ( parms.soundShaderFlags & SSF_VO ) {
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hardwareVoice->SetCenterChannel( s_centerFractionVO.GetFloat() );
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} else {
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hardwareVoice->SetCenterChannel( 0.0f );
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}
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extern idCVar timescale;
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hardwareVoice->SetGain( volume );
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hardwareVoice->SetInnerRadius( parms.minDistance * METERS_TO_DOOM );
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hardwareVoice->SetPitch( soundWorld->slowmoSpeed * idMath::ClampFloat( 0.2f, 5.0f, timescale.GetFloat() ) );
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if ( soundWorld->enviroSuitActive ) {
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hardwareVoice->SetOcclusion( 0.5f );
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} else {
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hardwareVoice->SetOcclusion( 0.0f );
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}
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if ( issueStart ) {
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hardwareVoice->Start( startOffset, parms.soundShaderFlags | ( parms.shakes == 0.0f ? SSF_NO_FLICKER : 0 ) );
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} else {
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hardwareVoice->Update();
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}
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}
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/*
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================================================================================================
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idSoundEmitterLocal
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================================================================================================
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*/
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/*
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========================
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idSoundEmitterLocal::idSoundEmitterLocal
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========================
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*/
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idSoundEmitterLocal::idSoundEmitterLocal() {
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Init( 0, NULL );
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}
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/*
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========================
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idSoundEmitterLocal::~idSoundEmitterLocal
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========================
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*/
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idSoundEmitterLocal::~idSoundEmitterLocal() {
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assert( channels.Num() == 0 );
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}
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/*
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========================
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idSoundEmitterLocal::Clear
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========================
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*/
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void idSoundEmitterLocal::Init( int i, idSoundWorldLocal * sw ) {
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index = i;
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soundWorld = sw;
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// Init should only be called on a freshly constructed sound emitter or in a Reset()
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assert( channels.Num() == 0 );
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canFree = false;
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origin.Zero();
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emitterId = 0;
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directDistance = 0.0f;
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lastValidPortalArea = -1;
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spatializedDistance = 0.0f;
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spatializedOrigin.Zero();
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memset( &parms, 0, sizeof( parms ) );
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}
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/*
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========================
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idSoundEmitterLocal::Reset
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========================
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*/
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void idSoundEmitterLocal::Reset() {
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for ( int i = 0; i < channels.Num(); i++ ) {
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soundWorld->FreeSoundChannel( channels[i] );
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}
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channels.Clear();
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Init( index, soundWorld );
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}
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/*
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==================
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idSoundEmitterLocal::OverrideParms
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==================
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*/
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void idSoundEmitterLocal::OverrideParms( const soundShaderParms_t * base, const soundShaderParms_t * over, soundShaderParms_t * out ) {
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if ( !over ) {
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*out = *base;
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return;
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}
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if ( over->minDistance ) {
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out->minDistance = over->minDistance;
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} else {
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out->minDistance = base->minDistance;
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}
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if ( over->maxDistance ) {
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out->maxDistance = over->maxDistance;
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} else {
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out->maxDistance = base->maxDistance;
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}
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if ( over->shakes ) {
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out->shakes = over->shakes;
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} else {
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out->shakes = base->shakes;
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}
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if ( over->volume ) {
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out->volume = over->volume;
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} else {
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out->volume = base->volume;
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}
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if ( over->soundClass ) {
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out->soundClass = over->soundClass;
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} else {
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out->soundClass = base->soundClass;
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}
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out->soundShaderFlags = base->soundShaderFlags | over->soundShaderFlags;
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}
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/*
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========================
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idSoundEmitterLocal::CheckForCompletion
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Checks to see if any of the channels have completed, removing them as they do
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This will also play any postSounds on the same channel as their owner.
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Returns true if the emitter should be freed.
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========================
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*/
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bool idSoundEmitterLocal::CheckForCompletion( int currentTime ) {
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for ( int i = channels.Num() - 1; i >= 0 ; i-- ) {
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idSoundChannel * chan = channels[i];
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if ( chan->CheckForCompletion( currentTime ) ) {
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channels.RemoveIndex( i );
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soundWorld->FreeSoundChannel( chan );
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}
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}
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return ( canFree && channels.Num() == 0 );
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}
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/*
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========================
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idSoundEmitterLocal::Update
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========================
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*/
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void idSoundEmitterLocal::Update( int currentTime ) {
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if ( channels.Num() == 0 ) {
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return;
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}
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directDistance = ( soundWorld->listener.pos - origin ).LengthFast() * DOOM_TO_METERS;
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spatializedDistance = directDistance;
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spatializedOrigin = origin;
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// Initialize all channels to silence
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for ( int i = 0; i < channels.Num(); i++ ) {
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channels[i]->volumeDB = DB_SILENCE;
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}
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if ( s_singleEmitter.GetInteger() > 0 && s_singleEmitter.GetInteger() != index ) {
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return;
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}
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if ( soundWorld->listener.area == -1 ) {
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// listener is outside the world
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return;
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}
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if ( soundSystemLocal.muted || soundWorld != soundSystemLocal.currentSoundWorld ) {
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return;
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}
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float maxDistance = 0.0f;
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bool maxDistanceValid = false;
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bool useOcclusion = false;
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if ( emitterId != soundWorld->listener.id ) {
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for ( int i = 0; i < channels.Num(); i++ ) {
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idSoundChannel * chan = channels[i];
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if ( ( chan->parms.soundShaderFlags & SSF_GLOBAL ) != 0 ) {
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continue;
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}
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useOcclusion = useOcclusion || ( ( chan->parms.soundShaderFlags & SSF_NO_OCCLUSION ) == 0 );
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maxDistanceValid = true;
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if ( maxDistance < channels[i]->parms.maxDistance ) {
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maxDistance = channels[i]->parms.maxDistance;
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}
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}
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}
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if ( maxDistanceValid && directDistance >= maxDistance ) {
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// too far away to possibly hear it
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return;
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}
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if ( useOcclusion && s_useOcclusion.GetBool() ) {
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// work out virtual origin and distance, which may be from a portal instead of the actual origin
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if ( soundWorld->renderWorld != NULL ) {
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// we have a valid renderWorld
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int soundInArea = soundWorld->renderWorld->PointInArea( origin );
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if ( soundInArea == -1 ) {
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soundInArea = lastValidPortalArea;
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} else {
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lastValidPortalArea = soundInArea;
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}
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if ( soundInArea != -1 && soundInArea != soundWorld->listener.area ) {
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spatializedDistance = maxDistance * METERS_TO_DOOM;
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soundWorld->ResolveOrigin( 0, NULL, soundInArea, 0.0f, origin, this );
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spatializedDistance *= DOOM_TO_METERS;
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}
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}
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}
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for ( int j = 0; j < channels.Num(); j++ ) {
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channels[j]->UpdateVolume( currentTime );
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}
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return;
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}
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/*
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========================
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idSoundEmitterLocal::Index
|
|
========================
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*/
|
|
int idSoundEmitterLocal::Index() const {
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assert( soundWorld );
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assert( soundWorld->emitters[this->index] == this );
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return index;
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}
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/*
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========================
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idSoundEmitterLocal::Free
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Doesn't free it until the next update.
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========================
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*/
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void idSoundEmitterLocal::Free( bool immediate ) {
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assert( soundWorld );
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assert( soundWorld->emitters[this->index] == this );
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if ( canFree ) {
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// Double free
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return;
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}
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if ( soundWorld && soundWorld->writeDemo ) {
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soundWorld->writeDemo->WriteInt( DS_SOUND );
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soundWorld->writeDemo->WriteInt( SCMD_FREE );
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soundWorld->writeDemo->WriteInt( index );
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soundWorld->writeDemo->WriteInt( immediate );
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}
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if ( immediate ) {
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Reset();
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}
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canFree = true;
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}
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/*
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========================
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idSoundEmitterLocal::UpdateEmitter
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========================
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*/
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void idSoundEmitterLocal::UpdateEmitter( const idVec3 &origin, int listenerId, const soundShaderParms_t *parms ) {
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assert( soundWorld != NULL );
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assert( soundWorld->emitters[this->index] == this );
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if ( soundWorld && soundWorld->writeDemo ) {
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soundWorld->writeDemo->WriteInt( DS_SOUND );
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soundWorld->writeDemo->WriteInt( SCMD_UPDATE );
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soundWorld->writeDemo->WriteInt( index );
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soundWorld->writeDemo->WriteVec3( origin );
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soundWorld->writeDemo->WriteInt( listenerId );
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soundWorld->writeDemo->WriteFloat( parms->minDistance );
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soundWorld->writeDemo->WriteFloat( parms->maxDistance );
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soundWorld->writeDemo->WriteFloat( parms->volume );
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soundWorld->writeDemo->WriteFloat( parms->shakes );
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soundWorld->writeDemo->WriteInt( parms->soundShaderFlags );
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soundWorld->writeDemo->WriteInt( parms->soundClass );
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}
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this->origin = origin;
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this->emitterId = listenerId;
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this->parms = *parms;
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}
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/*
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========================
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idSoundEmitterLocal::StartSound
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in most cases play sounds immediately, however
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intercept sounds using SSF_FINITE_SPEED_OF_SOUND
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and schedule them for playback later
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return: int - the length of the started sound in msec.
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========================
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*/
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int idSoundEmitterLocal::StartSound( const idSoundShader * shader, const s_channelType channel, float diversity, int shaderFlags, bool allowSlow ) {
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assert( soundWorld != NULL );
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assert( soundWorld->emitters[this->index] == this );
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if ( shader == NULL ) {
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return 0;
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}
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if ( soundWorld && soundWorld->writeDemo ) {
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soundWorld->writeDemo->WriteInt( DS_SOUND );
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soundWorld->writeDemo->WriteInt( SCMD_START );
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soundWorld->writeDemo->WriteInt( index );
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soundWorld->writeDemo->WriteHashString( shader->GetName() );
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soundWorld->writeDemo->WriteInt( channel );
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soundWorld->writeDemo->WriteFloat( diversity );
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soundWorld->writeDemo->WriteInt( shaderFlags );
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}
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if ( s_noSound.GetBool() ) {
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return 0;
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}
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int currentTime = soundWorld->GetSoundTime();
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bool showStartSound = s_showStartSound.GetBool();
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if ( showStartSound ) {
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idLib::Printf( "%dms: StartSound(%d:%d): %s: ", currentTime, index, channel, shader->GetName() );
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}
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// build the channel parameters by taking the shader parms and optionally overriding
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soundShaderParms_t chanParms;
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chanParms = shader->parms;
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OverrideParms( &chanParms, &parms, &chanParms );
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chanParms.soundShaderFlags |= shaderFlags;
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if ( shader->entries.Num() == 0 ) {
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if ( showStartSound ) {
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idLib::Printf( S_COLOR_RED "No Entries\n" );
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}
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return 0;
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}
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// PLAY_ONCE sounds will never be restarted while they are running
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if ( chanParms.soundShaderFlags & SSF_PLAY_ONCE ) {
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for ( int i = 0; i < channels.Num(); i++ ) {
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idSoundChannel * chan = channels[i];
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if ( chan->soundShader == shader && !chan->CheckForCompletion( currentTime ) ) {
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if ( showStartSound ) {
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idLib::Printf( S_COLOR_YELLOW "Not started because of playOnce\n" );
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}
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return 0;
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}
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}
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}
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// never play the same sound twice with the same starting time, even
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// if they are on different channels
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for ( int i = 0; i < channels.Num(); i++ ) {
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idSoundChannel * chan = channels[i];
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if ( chan->soundShader == shader && chan->startTime == currentTime && chan->endTime != 1 ) {
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if ( showStartSound ) {
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idLib::Printf( S_COLOR_RED "Already started this frame\n" );
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}
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return 0;
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}
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}
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// kill any sound that is currently playing on this channel
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if ( channel != SCHANNEL_ANY ) {
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for ( int i = 0; i < channels.Num(); i++ ) {
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idSoundChannel * chan = channels[i];
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if ( chan->soundShader && chan->logicalChannel == channel ) {
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if ( showStartSound ) {
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idLib::Printf( S_COLOR_YELLOW "OVERRIDE %s: ", chan->soundShader->GetName() );
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}
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channels.RemoveIndex( i );
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soundWorld->FreeSoundChannel( chan );
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break;
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}
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}
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}
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idSoundSample * leadinSample = NULL;
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idSoundSample * loopingSample = NULL;
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if ( shader->leadin && ( chanParms.soundShaderFlags & SSF_LOOPING ) ) {
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leadinSample = shader->entries[0];
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loopingSample = shader->entries.Num() > 1 ? shader->entries[1] : NULL;
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} else {
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if ( shader->entries.Num() == 1 ) {
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leadinSample = shader->entries[0];
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} else {
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int choice;
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if ( chanParms.soundShaderFlags & SSF_NO_DUPS ) {
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// Don't select the most recently played entry
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int mostRecentTime = 0;
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int mostRecent = 0;
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for ( int i = 0; i < shader->entries.Num(); i++ ) {
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int entryTime = shader->entries[i]->GetLastPlayedTime();
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if ( entryTime > mostRecentTime ) {
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mostRecentTime = entryTime;
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mostRecent = i;
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}
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}
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choice = (int)( diversity * ( shader->entries.Num() - 1 ) );
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if ( choice >= mostRecent ) {
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choice++;
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}
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} else {
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// pick a sound from the list based on the passed diversity
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choice = (int)( diversity * shader->entries.Num() );
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}
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choice = idMath::ClampInt( 0, shader->entries.Num() - 1, choice );
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leadinSample = shader->entries[choice];
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leadinSample->SetLastPlayedTime( soundWorld->GetSoundTime() );
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}
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if ( chanParms.soundShaderFlags & SSF_LOOPING ) {
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loopingSample = leadinSample;
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}
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}
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// set all the channel parameters here,
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// a hardware voice will be allocated next update if the volume is high enough to be audible
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if ( channels.Num() == channels.Max() ) {
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CheckForCompletion( currentTime ); // as a last chance try to release finished sounds here
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if ( channels.Num() == channels.Max() ) {
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if ( showStartSound ) {
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idLib::Printf( S_COLOR_RED "No free emitter channels!\n" );
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}
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return 0;
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}
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}
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idSoundChannel * chan = soundWorld->AllocSoundChannel();
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if ( chan == NULL ) {
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if ( showStartSound ) {
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idLib::Printf( S_COLOR_RED "No free global channels!\n" );
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}
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return 0;
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}
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channels.Append( chan );
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chan->emitter = this;
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chan->parms = chanParms;
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chan->soundShader = shader;
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chan->logicalChannel = channel;
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chan->leadinSample = leadinSample;
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chan->loopingSample = loopingSample;
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chan->allowSlow = allowSlow;
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// return length of sound in milliseconds
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int length = chan->leadinSample->LengthInMsec();
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// adjust the start time based on diversity for looping sounds, so they don't all start at the same point
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int startOffset = 0;
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if ( chan->IsLooping() && !shader->leadin ) {
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// looping sounds start at a random point...
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startOffset = soundSystemLocal.random.RandomInt( length );
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}
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chan->startTime = currentTime - startOffset;
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if ( ( chanParms.soundShaderFlags & SSF_LOOPING ) != 0 ) {
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// This channel will never end!
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chan->endTime = 0;
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} else {
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// This channel will automatically end at this time
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chan->endTime = chan->startTime + length + 100;
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}
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if ( showStartSound ) {
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if ( loopingSample == NULL || leadinSample == loopingSample ) {
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idLib::Printf( "Playing %s @ %d\n", leadinSample->GetName(), startOffset );
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} else {
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idLib::Printf( "Playing %s then looping %s\n", leadinSample->GetName(), loopingSample->GetName() );
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}
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}
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return length;
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}
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/*
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========================
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idSoundEmitterLocal::OnReloadSound
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This is a shortened version of StartSound, called whenever a sound shader is reloaded.
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If the emitter is currently playing the given sound shader, restart it so
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a change in the sound sample used for a given sound shader will be picked up.
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========================
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*/
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void idSoundEmitterLocal::OnReloadSound( const idDecl *decl ) {
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}
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/*
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========================
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idSoundEmitterLocal::StopSound
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Can pass SCHANNEL_ANY.
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========================
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*/
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void idSoundEmitterLocal::StopSound( const s_channelType channel ) {
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assert( soundWorld != NULL );
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assert( soundWorld->emitters[this->index] == this );
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if ( soundWorld && soundWorld->writeDemo ) {
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soundWorld->writeDemo->WriteInt( DS_SOUND );
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soundWorld->writeDemo->WriteInt( SCMD_STOP );
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soundWorld->writeDemo->WriteInt( index );
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soundWorld->writeDemo->WriteInt( channel );
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}
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for( int i = 0; i < channels.Num(); i++ ) {
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idSoundChannel * chan = channels[i];
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if ( channel != SCHANNEL_ANY && chan->logicalChannel != channel ) {
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continue;
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}
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if ( s_showStartSound.GetBool() ) {
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idLib::Printf( "%dms: StopSound(%d:%d): %s\n", soundWorld->GetSoundTime(), index, channel, chan->soundShader->GetName() );
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}
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// This forces CheckForCompletion to return true
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chan->endTime = 1;
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}
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}
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/*
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========================
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idSoundEmitterLocal::ModifySound
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========================
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*/
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void idSoundEmitterLocal::ModifySound( const s_channelType channel, const soundShaderParms_t *parms ) {
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assert( soundWorld != NULL );
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assert( soundWorld->emitters[this->index] == this );
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if ( soundWorld && soundWorld->writeDemo ) {
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soundWorld->writeDemo->WriteInt( DS_SOUND );
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soundWorld->writeDemo->WriteInt( SCMD_MODIFY );
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soundWorld->writeDemo->WriteInt( index );
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soundWorld->writeDemo->WriteInt( channel );
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soundWorld->writeDemo->WriteFloat( parms->minDistance );
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soundWorld->writeDemo->WriteFloat( parms->maxDistance );
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soundWorld->writeDemo->WriteFloat( parms->volume );
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soundWorld->writeDemo->WriteFloat( parms->shakes );
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soundWorld->writeDemo->WriteInt( parms->soundShaderFlags );
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soundWorld->writeDemo->WriteInt( parms->soundClass );
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}
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for ( int i = channels.Num() - 1; i >= 0; i-- ) {
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idSoundChannel * chan = channels[i];
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if ( channel != SCHANNEL_ANY && chan->logicalChannel != channel ) {
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continue;
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}
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if ( s_showStartSound.GetBool() ) {
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idLib::Printf( "%dms: ModifySound(%d:%d): %s\n", soundWorld->GetSoundTime(), index, channel, chan->soundShader->GetName() );
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}
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OverrideParms( &chan->parms, parms, &chan->parms );
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}
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}
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/*
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========================
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idSoundEmitterLocal::FadeSound
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========================
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*/
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void idSoundEmitterLocal::FadeSound( const s_channelType channel, float to, float over ) {
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assert( soundWorld != NULL );
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assert( soundWorld->emitters[this->index] == this );
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if ( soundWorld->writeDemo ) {
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soundWorld->writeDemo->WriteInt( DS_SOUND );
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soundWorld->writeDemo->WriteInt( SCMD_FADE );
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soundWorld->writeDemo->WriteInt( index );
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soundWorld->writeDemo->WriteInt( channel );
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soundWorld->writeDemo->WriteFloat( to );
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soundWorld->writeDemo->WriteFloat( over );
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}
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int overMSec = SEC2MS( over );
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for ( int i = 0; i < channels.Num(); i++ ) {
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idSoundChannel * chan = channels[i];
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if ( channel != SCHANNEL_ANY && chan->logicalChannel != channel ) {
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continue;
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}
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if ( s_showStartSound.GetBool() ) {
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idLib::Printf( "%dms: FadeSound(%d:%d): %s to %.2fdb over %.2f seconds\n", soundWorld->GetSoundTime(), index, channel, chan->soundShader->GetName(), to, over );
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}
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// fade it
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chan->volumeFade.Fade( to - chan->parms.volume, overMSec, soundWorld->GetSoundTime() );
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}
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}
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/*
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========================
|
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idSoundEmitterLocal::CurrentlyPlaying
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========================
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*/
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bool idSoundEmitterLocal::CurrentlyPlaying( const s_channelType channel ) const {
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if ( channel == SCHANNEL_ANY ) {
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return ( channels.Num() > 0 );
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}
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for ( int i = 0; i < channels.Num(); ++i ) {
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if ( channels[i] != NULL && channels[i]->logicalChannel == channel ) {
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if ( channels[i]->endTime == 1 ) {
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return false;
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} else {
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return true;
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}
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}
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}
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return false;
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}
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|
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/*
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========================
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idSoundEmitterLocal::CurrentAmplitude
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========================
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*/
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float idSoundEmitterLocal::CurrentAmplitude() {
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float amplitude = 0.0f;
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int currentTime = soundWorld->GetSoundTime();
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for ( int i = 0; i < channels.Num(); i++ ) {
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idSoundChannel * chan = channels[i];
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if ( chan == NULL || currentTime < chan->startTime || ( chan->endTime > 0 && currentTime >= chan->endTime ) ) {
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continue;
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}
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int relativeTime = currentTime - chan->startTime;
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int leadinLength = chan->leadinSample->LengthInMsec();
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if ( relativeTime < leadinLength ) {
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amplitude = Max( amplitude, chan->leadinSample->GetAmplitude( relativeTime ) );
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} else if ( chan->loopingSample != NULL ) {
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amplitude = Max( amplitude, chan->loopingSample->GetAmplitude( ( relativeTime - leadinLength ) % chan->loopingSample->LengthInMsec() ) );
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}
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}
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return amplitude;
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}
|