mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
675 lines
16 KiB
C++
675 lines
16 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition Source Code 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 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
===========================================================================
|
|
*/
|
|
#pragma hdrstop
|
|
#include "../idlib/precompiled.h"
|
|
|
|
#include "snd_local.h"
|
|
|
|
idCVar s_noSound( "s_noSound", "0", CVAR_BOOL, "returns NULL for all sounds loaded and does not update the sound rendering" );
|
|
|
|
#ifdef ID_RETAIL
|
|
idCVar s_useCompression( "s_useCompression", "1", CVAR_BOOL, "Use compressed sound files (mp3/xma)" );
|
|
idCVar s_playDefaultSound( "s_playDefaultSound", "0", CVAR_BOOL, "play a beep for missing sounds" );
|
|
idCVar s_maxSamples( "s_maxSamples", "5", CVAR_INTEGER, "max samples to load per shader" );
|
|
#else
|
|
idCVar s_useCompression( "s_useCompression", "1", CVAR_BOOL, "Use compressed sound files (mp3/xma)" );
|
|
idCVar s_playDefaultSound( "s_playDefaultSound", "1", CVAR_BOOL, "play a beep for missing sounds" );
|
|
idCVar s_maxSamples( "s_maxSamples", "5", CVAR_INTEGER, "max samples to load per shader" );
|
|
#endif
|
|
|
|
idCVar preLoad_Samples( "preLoad_Samples", "1", CVAR_SYSTEM | CVAR_BOOL, "preload samples during beginlevelload" );
|
|
|
|
idSoundSystemLocal soundSystemLocal;
|
|
idSoundSystem* soundSystem = &soundSystemLocal;
|
|
|
|
/*
|
|
================================================================================================
|
|
|
|
idSoundSystemLocal
|
|
|
|
================================================================================================
|
|
*/
|
|
|
|
/*
|
|
========================
|
|
TestSound_f
|
|
|
|
This is called from the main thread.
|
|
========================
|
|
*/
|
|
void TestSound_f( const idCmdArgs& args )
|
|
{
|
|
if( args.Argc() != 2 )
|
|
{
|
|
idLib::Printf( "Usage: testSound <file>\n" );
|
|
return;
|
|
}
|
|
if( soundSystemLocal.currentSoundWorld )
|
|
{
|
|
soundSystemLocal.currentSoundWorld->PlayShaderDirectly( args.Argv( 1 ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
RestartSound_f
|
|
========================
|
|
*/
|
|
void RestartSound_f( const idCmdArgs& args )
|
|
{
|
|
soundSystemLocal.Restart();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
ListSamples_f
|
|
|
|
========================
|
|
*/
|
|
void ListSamples_f( const idCmdArgs& args )
|
|
{
|
|
idLib::Printf( "Sound samples\n-------------\n" );
|
|
int totSize = 0;
|
|
for( int i = 0; i < soundSystemLocal.samples.Num(); i++ )
|
|
{
|
|
idLib::Printf( "%05dkb\t%s\n", soundSystemLocal.samples[ i ]->BufferSize() / 1024, soundSystemLocal.samples[ i ]->GetName() );
|
|
totSize += soundSystemLocal.samples[ i ]->BufferSize();
|
|
}
|
|
idLib::Printf( "--------------------------\n" );
|
|
idLib::Printf( "%05dkb total size\n", totSize / 1024 );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::Restart
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::Restart()
|
|
{
|
|
|
|
// Mute all channels in all worlds
|
|
for( int i = 0; i < soundWorlds.Num(); i++ )
|
|
{
|
|
idSoundWorldLocal* sw = soundWorlds[i];
|
|
for( int e = 0; e < sw->emitters.Num(); e++ )
|
|
{
|
|
idSoundEmitterLocal* emitter = sw->emitters[e];
|
|
for( int c = 0; c < emitter->channels.Num(); c++ )
|
|
{
|
|
emitter->channels[c]->Mute();
|
|
}
|
|
}
|
|
}
|
|
// Shutdown sound hardware
|
|
hardware.Shutdown();
|
|
// Reinitialize sound hardware
|
|
if( !s_noSound.GetBool() )
|
|
{
|
|
hardware.Init();
|
|
}
|
|
|
|
InitStreamBuffers();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::Init
|
|
|
|
Initialize the SoundSystem.
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::Init()
|
|
{
|
|
|
|
idLib::Printf( "----- Initializing Sound System ------\n" );
|
|
|
|
soundTime = Sys_Milliseconds();
|
|
random.SetSeed( soundTime );
|
|
|
|
if( !s_noSound.GetBool() )
|
|
{
|
|
hardware.Init();
|
|
InitStreamBuffers();
|
|
}
|
|
|
|
cmdSystem->AddCommand( "testSound", TestSound_f, 0, "tests a sound", idCmdSystem::ArgCompletion_SoundName );
|
|
cmdSystem->AddCommand( "s_restart", RestartSound_f, 0, "restart sound system" );
|
|
cmdSystem->AddCommand( "listSamples", ListSamples_f, 0, "lists all loaded sound samples" );
|
|
|
|
idLib::Printf( "sound system initialized.\n" );
|
|
idLib::Printf( "--------------------------------------\n" );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::InitStreamBuffers
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::InitStreamBuffers()
|
|
{
|
|
streamBufferMutex.Lock();
|
|
const bool empty = ( bufferContexts.Num() == 0 );
|
|
if( empty )
|
|
{
|
|
bufferContexts.SetNum( MAX_SOUND_BUFFERS );
|
|
for( int i = 0; i < MAX_SOUND_BUFFERS; i++ )
|
|
{
|
|
freeStreamBufferContexts.Append( &( bufferContexts[ i ] ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int i = 0; i < activeStreamBufferContexts.Num(); i++ )
|
|
{
|
|
freeStreamBufferContexts.Append( activeStreamBufferContexts[ i ] );
|
|
}
|
|
activeStreamBufferContexts.Clear();
|
|
}
|
|
assert( bufferContexts.Num() == MAX_SOUND_BUFFERS );
|
|
assert( freeStreamBufferContexts.Num() == MAX_SOUND_BUFFERS );
|
|
assert( activeStreamBufferContexts.Num() == 0 );
|
|
streamBufferMutex.Unlock();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::FreeStreamBuffers
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::FreeStreamBuffers()
|
|
{
|
|
streamBufferMutex.Lock();
|
|
bufferContexts.Clear();
|
|
freeStreamBufferContexts.Clear();
|
|
activeStreamBufferContexts.Clear();
|
|
streamBufferMutex.Unlock();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::Shutdown
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::Shutdown()
|
|
{
|
|
hardware.Shutdown();
|
|
FreeStreamBuffers();
|
|
samples.DeleteContents( true );
|
|
sampleHash.Free();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::ObtainStreamBuffer
|
|
|
|
Get a stream buffer from the free pool, returns NULL if none are available
|
|
========================
|
|
*/
|
|
idSoundSystemLocal::bufferContext_t* idSoundSystemLocal::ObtainStreamBufferContext()
|
|
{
|
|
bufferContext_t* bufferContext = NULL;
|
|
streamBufferMutex.Lock();
|
|
if( freeStreamBufferContexts.Num() != 0 )
|
|
{
|
|
bufferContext = freeStreamBufferContexts[ freeStreamBufferContexts.Num() - 1 ];
|
|
freeStreamBufferContexts.SetNum( freeStreamBufferContexts.Num() - 1 );
|
|
activeStreamBufferContexts.Append( bufferContext );
|
|
}
|
|
streamBufferMutex.Unlock();
|
|
return bufferContext;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::ReleaseStreamBuffer
|
|
|
|
Releases a stream buffer back to the free pool
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::ReleaseStreamBufferContext( bufferContext_t* bufferContext )
|
|
{
|
|
streamBufferMutex.Lock();
|
|
if( activeStreamBufferContexts.Remove( bufferContext ) )
|
|
{
|
|
freeStreamBufferContexts.Append( bufferContext );
|
|
}
|
|
streamBufferMutex.Unlock();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::AllocSoundWorld
|
|
========================
|
|
*/
|
|
idSoundWorld* idSoundSystemLocal::AllocSoundWorld( idRenderWorld* rw )
|
|
{
|
|
idSoundWorldLocal* local = new( TAG_AUDIO ) idSoundWorldLocal;
|
|
local->renderWorld = rw;
|
|
soundWorlds.Append( local );
|
|
return local;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::FreeSoundWorld
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::FreeSoundWorld( idSoundWorld* sw )
|
|
{
|
|
idSoundWorldLocal* local = static_cast<idSoundWorldLocal*>( sw );
|
|
soundWorlds.Remove( local );
|
|
delete local;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::SetPlayingSoundWorld
|
|
|
|
Specifying NULL will cause silence to be played.
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::SetPlayingSoundWorld( idSoundWorld* soundWorld )
|
|
{
|
|
if( currentSoundWorld == soundWorld )
|
|
{
|
|
return;
|
|
}
|
|
idSoundWorldLocal* oldSoundWorld = currentSoundWorld;
|
|
|
|
currentSoundWorld = static_cast<idSoundWorldLocal*>( soundWorld );
|
|
|
|
if( oldSoundWorld != NULL )
|
|
{
|
|
oldSoundWorld->Update();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::GetPlayingSoundWorld
|
|
========================
|
|
*/
|
|
idSoundWorld* idSoundSystemLocal::GetPlayingSoundWorld()
|
|
{
|
|
return currentSoundWorld;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::Render
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::Render()
|
|
{
|
|
|
|
if( s_noSound.GetBool() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( needsRestart )
|
|
{
|
|
needsRestart = false;
|
|
Restart();
|
|
}
|
|
|
|
SCOPED_PROFILE_EVENT( "SoundSystem::Render" );
|
|
|
|
if( currentSoundWorld != NULL )
|
|
{
|
|
currentSoundWorld->Update();
|
|
}
|
|
|
|
hardware.Update();
|
|
|
|
// The sound system doesn't use game time or anything like that because the sounds are decoded in real time.
|
|
soundTime = Sys_Milliseconds();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::OnReloadSound
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::OnReloadSound( const idDecl* sound )
|
|
{
|
|
for( int i = 0; i < soundWorlds.Num(); i++ )
|
|
{
|
|
soundWorlds[i]->OnReloadSound( sound );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::StopAllSounds
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::StopAllSounds()
|
|
{
|
|
for( int i = 0; i < soundWorlds.Num(); i++ )
|
|
{
|
|
idSoundWorld* sw = soundWorlds[i];
|
|
if( sw )
|
|
{
|
|
sw->StopAllSounds();
|
|
}
|
|
}
|
|
hardware.Update();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::GetIXAudio2
|
|
========================
|
|
*/
|
|
void* idSoundSystemLocal::GetIXAudio2() const
|
|
{
|
|
return ( void* )hardware.GetIXAudio2();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::SoundTime
|
|
========================
|
|
*/
|
|
int idSoundSystemLocal::SoundTime() const
|
|
{
|
|
return soundTime;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::AllocateVoice
|
|
========================
|
|
*/
|
|
idSoundVoice* idSoundSystemLocal::AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample )
|
|
{
|
|
return hardware.AllocateVoice( leadinSample, loopingSample );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::FreeVoice
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::FreeVoice( idSoundVoice* voice )
|
|
{
|
|
hardware.FreeVoice( voice );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::LoadSample
|
|
========================
|
|
*/
|
|
idSoundSample* idSoundSystemLocal::LoadSample( const char* name )
|
|
{
|
|
idStrStatic< MAX_OSPATH > canonical = name;
|
|
canonical.ToLower();
|
|
canonical.BackSlashesToSlashes();
|
|
canonical.StripFileExtension();
|
|
int hashKey = idStr::Hash( canonical );
|
|
for( int i = sampleHash.First( hashKey ); i != -1; i = sampleHash.Next( i ) )
|
|
{
|
|
if( idStr::Cmp( samples[i]->GetName(), canonical ) == 0 )
|
|
{
|
|
samples[i]->SetLevelLoadReferenced();
|
|
return samples[i];
|
|
}
|
|
}
|
|
idSoundSample* sample = new( TAG_AUDIO ) idSoundSample;
|
|
sample->SetName( canonical );
|
|
sampleHash.Add( hashKey, samples.Append( sample ) );
|
|
if( !insideLevelLoad )
|
|
{
|
|
// Sound sample referenced before any map is loaded
|
|
sample->SetNeverPurge();
|
|
sample->LoadResource();
|
|
}
|
|
else
|
|
{
|
|
sample->SetLevelLoadReferenced();
|
|
}
|
|
|
|
if( cvarSystem->GetCVarBool( "fs_buildgame" ) )
|
|
{
|
|
fileSystem->AddSamplePreload( canonical );
|
|
}
|
|
|
|
return sample;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::StopVoicesWithSample
|
|
|
|
A sample is about to be freed, make sure the hardware isn't mixing from it.
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::StopVoicesWithSample( const idSoundSample* const sample )
|
|
{
|
|
for( int w = 0; w < soundWorlds.Num(); w++ )
|
|
{
|
|
idSoundWorldLocal* sw = soundWorlds[w];
|
|
if( sw == NULL )
|
|
{
|
|
continue;
|
|
}
|
|
for( int e = 0; e < sw->emitters.Num(); e++ )
|
|
{
|
|
idSoundEmitterLocal* emitter = sw->emitters[e];
|
|
if( emitter == NULL )
|
|
{
|
|
continue;
|
|
}
|
|
for( int i = 0; i < emitter->channels.Num(); i++ )
|
|
{
|
|
if( emitter->channels[i]->leadinSample == sample || emitter->channels[i]->loopingSample == sample )
|
|
{
|
|
emitter->channels[i]->Mute();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::FreeVoice
|
|
========================
|
|
*/
|
|
cinData_t idSoundSystemLocal::ImageForTime( const int milliseconds, const bool waveform )
|
|
{
|
|
cinData_t cd;
|
|
cd.imageY = NULL;
|
|
cd.imageCr = NULL;
|
|
cd.imageCb = NULL;
|
|
cd.imageWidth = 0;
|
|
cd.imageHeight = 0;
|
|
cd.status = FMV_IDLE;
|
|
return cd;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::BeginLevelLoad
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::BeginLevelLoad()
|
|
{
|
|
insideLevelLoad = true;
|
|
for( int i = 0; i < samples.Num(); i++ )
|
|
{
|
|
if( samples[i]->GetNeverPurge() )
|
|
{
|
|
continue;
|
|
}
|
|
samples[i]->FreeData();
|
|
samples[i]->ResetLevelLoadReferenced();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::Preload
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::Preload( idPreloadManifest& manifest )
|
|
{
|
|
|
|
idStrStatic< MAX_OSPATH > filename;
|
|
|
|
int start = Sys_Milliseconds();
|
|
int numLoaded = 0;
|
|
|
|
idList< preloadSort_t > preloadSort;
|
|
preloadSort.Resize( manifest.NumResources() );
|
|
for( int i = 0; i < manifest.NumResources(); i++ )
|
|
{
|
|
const preloadEntry_s& p = manifest.GetPreloadByIndex( i );
|
|
idResourceCacheEntry rc;
|
|
// FIXME: write these out sorted
|
|
if( p.resType == PRELOAD_SAMPLE )
|
|
{
|
|
if( p.resourceName.Find( "/vo/", false ) >= 0 )
|
|
{
|
|
continue;
|
|
}
|
|
filename = "generated/";
|
|
filename += p.resourceName;
|
|
filename.SetFileExtension( "idwav" );
|
|
if( fileSystem->GetResourceCacheEntry( filename, rc ) )
|
|
{
|
|
preloadSort_t ps = {};
|
|
ps.idx = i;
|
|
ps.ofs = rc.offset;
|
|
preloadSort.Append( ps );
|
|
}
|
|
}
|
|
}
|
|
|
|
preloadSort.SortWithTemplate( idSort_Preload() );
|
|
|
|
for( int i = 0; i < preloadSort.Num(); i++ )
|
|
{
|
|
const preloadSort_t& ps = preloadSort[ i ];
|
|
const preloadEntry_s& p = manifest.GetPreloadByIndex( ps.idx );
|
|
filename = p.resourceName;
|
|
filename.Replace( "generated/", "" );
|
|
numLoaded++;
|
|
idSoundSample* sample = LoadSample( filename );
|
|
if( sample != NULL && !sample->IsLoaded() )
|
|
{
|
|
sample->LoadResource();
|
|
sample->SetLevelLoadReferenced();
|
|
}
|
|
}
|
|
|
|
int end = Sys_Milliseconds();
|
|
common->Printf( "%05d sounds preloaded in %5.1f seconds\n", numLoaded, ( end - start ) * 0.001 );
|
|
common->Printf( "----------------------------------------\n" );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::EndLevelLoad
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::EndLevelLoad()
|
|
{
|
|
|
|
insideLevelLoad = false;
|
|
|
|
common->Printf( "----- idSoundSystemLocal::EndLevelLoad -----\n" );
|
|
int start = Sys_Milliseconds();
|
|
int keepCount = 0;
|
|
int loadCount = 0;
|
|
|
|
idList< preloadSort_t > preloadSort;
|
|
preloadSort.Resize( samples.Num() );
|
|
|
|
for( int i = 0; i < samples.Num(); i++ )
|
|
{
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
|
|
if( samples[i]->GetNeverPurge() )
|
|
{
|
|
continue;
|
|
}
|
|
if( samples[i]->IsLoaded() )
|
|
{
|
|
keepCount++;
|
|
continue;
|
|
}
|
|
if( samples[i]->GetLevelLoadReferenced() )
|
|
{
|
|
idStrStatic< MAX_OSPATH > filename = "generated/";
|
|
filename += samples[ i ]->GetName();
|
|
filename.SetFileExtension( "idwav" );
|
|
preloadSort_t ps = {};
|
|
ps.idx = i;
|
|
idResourceCacheEntry rc;
|
|
if( fileSystem->GetResourceCacheEntry( filename, rc ) )
|
|
{
|
|
ps.ofs = rc.offset;
|
|
}
|
|
else
|
|
{
|
|
ps.ofs = 0;
|
|
}
|
|
preloadSort.Append( ps );
|
|
loadCount++;
|
|
}
|
|
}
|
|
preloadSort.SortWithTemplate( idSort_Preload() );
|
|
for( int i = 0; i < preloadSort.Num(); i++ )
|
|
{
|
|
common->UpdateLevelLoadPacifier();
|
|
|
|
|
|
samples[ preloadSort[ i ].idx ]->LoadResource();
|
|
}
|
|
int end = Sys_Milliseconds();
|
|
|
|
common->Printf( "%5i sounds loaded in %5.1f seconds\n", loadCount, ( end - start ) * 0.001 );
|
|
common->Printf( "----------------------------------------\n" );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
========================
|
|
idSoundSystemLocal::FreeVoice
|
|
========================
|
|
*/
|
|
void idSoundSystemLocal::PrintMemInfo( MemInfo_t* mi )
|
|
{
|
|
}
|