mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
675 lines
16 KiB
C++
675 lines
16 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_noSound( "s_noSound", "0", CVAR_BOOL, "returns NULL for all sounds loaded and does not update the sound rendering" );
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#ifdef ID_RETAIL
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idCVar s_useCompression( "s_useCompression", "1", CVAR_BOOL, "Use compressed sound files (mp3/xma)" );
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idCVar s_playDefaultSound( "s_playDefaultSound", "0", CVAR_BOOL, "play a beep for missing sounds" );
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idCVar s_maxSamples( "s_maxSamples", "5", CVAR_INTEGER, "max samples to load per shader" );
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#else
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idCVar s_useCompression( "s_useCompression", "1", CVAR_BOOL, "Use compressed sound files (mp3/xma)" );
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idCVar s_playDefaultSound( "s_playDefaultSound", "1", CVAR_BOOL, "play a beep for missing sounds" );
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idCVar s_maxSamples( "s_maxSamples", "5", CVAR_INTEGER, "max samples to load per shader" );
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#endif
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idCVar preLoad_Samples( "preLoad_Samples", "1", CVAR_SYSTEM | CVAR_BOOL, "preload samples during beginlevelload" );
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idSoundSystemLocal soundSystemLocal;
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idSoundSystem* soundSystem = &soundSystemLocal;
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/*
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================================================================================================
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idSoundSystemLocal
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================================================================================================
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*/
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/*
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========================
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TestSound_f
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This is called from the main thread.
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========================
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*/
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void TestSound_f( const idCmdArgs& args )
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{
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if( args.Argc() != 2 )
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{
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idLib::Printf( "Usage: testSound <file>\n" );
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return;
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}
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if( soundSystemLocal.currentSoundWorld )
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{
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soundSystemLocal.currentSoundWorld->PlayShaderDirectly( args.Argv( 1 ) );
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}
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}
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/*
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========================
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RestartSound_f
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========================
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*/
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void RestartSound_f( const idCmdArgs& args )
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{
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soundSystemLocal.Restart();
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}
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/*
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========================
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ListSamples_f
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========================
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*/
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void ListSamples_f( const idCmdArgs& args )
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{
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idLib::Printf( "Sound samples\n-------------\n" );
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int totSize = 0;
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for( int i = 0; i < soundSystemLocal.samples.Num(); i++ )
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{
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idLib::Printf( "%05dkb\t%s\n", soundSystemLocal.samples[ i ]->BufferSize() / 1024, soundSystemLocal.samples[ i ]->GetName() );
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totSize += soundSystemLocal.samples[ i ]->BufferSize();
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}
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idLib::Printf( "--------------------------\n" );
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idLib::Printf( "%05dkb total size\n", totSize / 1024 );
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}
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/*
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========================
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idSoundSystemLocal::Restart
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========================
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*/
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void idSoundSystemLocal::Restart()
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{
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// Mute all channels in all worlds
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for( int i = 0; i < soundWorlds.Num(); i++ )
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{
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idSoundWorldLocal* sw = soundWorlds[i];
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for( int e = 0; e < sw->emitters.Num(); e++ )
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{
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idSoundEmitterLocal* emitter = sw->emitters[e];
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for( int c = 0; c < emitter->channels.Num(); c++ )
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{
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emitter->channels[c]->Mute();
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}
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}
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}
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// Shutdown sound hardware
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hardware.Shutdown();
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// Reinitialize sound hardware
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if( !s_noSound.GetBool() )
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{
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hardware.Init();
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}
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InitStreamBuffers();
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}
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/*
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========================
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idSoundSystemLocal::Init
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Initialize the SoundSystem.
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========================
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*/
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void idSoundSystemLocal::Init()
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{
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idLib::Printf( "----- Initializing Sound System ------\n" );
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soundTime = Sys_Milliseconds();
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random.SetSeed( soundTime );
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if( !s_noSound.GetBool() )
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{
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hardware.Init();
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InitStreamBuffers();
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}
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cmdSystem->AddCommand( "testSound", TestSound_f, 0, "tests a sound", idCmdSystem::ArgCompletion_SoundName );
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cmdSystem->AddCommand( "s_restart", RestartSound_f, 0, "restart sound system" );
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cmdSystem->AddCommand( "listSamples", ListSamples_f, 0, "lists all loaded sound samples" );
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idLib::Printf( "sound system initialized.\n" );
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idLib::Printf( "--------------------------------------\n" );
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}
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/*
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========================
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idSoundSystemLocal::InitStreamBuffers
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========================
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*/
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void idSoundSystemLocal::InitStreamBuffers()
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{
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streamBufferMutex.Lock();
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const bool empty = ( bufferContexts.Num() == 0 );
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if( empty )
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{
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bufferContexts.SetNum( MAX_SOUND_BUFFERS );
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for( int i = 0; i < MAX_SOUND_BUFFERS; i++ )
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{
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freeStreamBufferContexts.Append( &( bufferContexts[ i ] ) );
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}
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}
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else
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{
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for( int i = 0; i < activeStreamBufferContexts.Num(); i++ )
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{
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freeStreamBufferContexts.Append( activeStreamBufferContexts[ i ] );
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}
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activeStreamBufferContexts.Clear();
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}
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assert( bufferContexts.Num() == MAX_SOUND_BUFFERS );
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assert( freeStreamBufferContexts.Num() == MAX_SOUND_BUFFERS );
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assert( activeStreamBufferContexts.Num() == 0 );
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streamBufferMutex.Unlock();
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}
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/*
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========================
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idSoundSystemLocal::FreeStreamBuffers
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========================
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*/
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void idSoundSystemLocal::FreeStreamBuffers()
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{
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streamBufferMutex.Lock();
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bufferContexts.Clear();
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freeStreamBufferContexts.Clear();
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activeStreamBufferContexts.Clear();
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streamBufferMutex.Unlock();
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}
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/*
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========================
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idSoundSystemLocal::Shutdown
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========================
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*/
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void idSoundSystemLocal::Shutdown()
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{
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hardware.Shutdown();
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FreeStreamBuffers();
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samples.DeleteContents( true );
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sampleHash.Free();
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}
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/*
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========================
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idSoundSystemLocal::ObtainStreamBuffer
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Get a stream buffer from the free pool, returns NULL if none are available
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========================
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*/
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idSoundSystemLocal::bufferContext_t* idSoundSystemLocal::ObtainStreamBufferContext()
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{
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bufferContext_t* bufferContext = NULL;
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streamBufferMutex.Lock();
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if( freeStreamBufferContexts.Num() != 0 )
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{
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bufferContext = freeStreamBufferContexts[ freeStreamBufferContexts.Num() - 1 ];
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freeStreamBufferContexts.SetNum( freeStreamBufferContexts.Num() - 1 );
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activeStreamBufferContexts.Append( bufferContext );
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}
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streamBufferMutex.Unlock();
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return bufferContext;
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}
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/*
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========================
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idSoundSystemLocal::ReleaseStreamBuffer
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Releases a stream buffer back to the free pool
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========================
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*/
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void idSoundSystemLocal::ReleaseStreamBufferContext( bufferContext_t* bufferContext )
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{
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streamBufferMutex.Lock();
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if( activeStreamBufferContexts.Remove( bufferContext ) )
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{
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freeStreamBufferContexts.Append( bufferContext );
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}
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streamBufferMutex.Unlock();
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}
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/*
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========================
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idSoundSystemLocal::AllocSoundWorld
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========================
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*/
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idSoundWorld* idSoundSystemLocal::AllocSoundWorld( idRenderWorld* rw )
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{
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idSoundWorldLocal* local = new( TAG_AUDIO ) idSoundWorldLocal;
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local->renderWorld = rw;
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soundWorlds.Append( local );
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return local;
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}
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/*
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========================
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idSoundSystemLocal::FreeSoundWorld
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========================
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*/
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void idSoundSystemLocal::FreeSoundWorld( idSoundWorld* sw )
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{
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idSoundWorldLocal* local = static_cast<idSoundWorldLocal*>( sw );
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soundWorlds.Remove( local );
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delete local;
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}
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/*
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========================
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idSoundSystemLocal::SetPlayingSoundWorld
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Specifying NULL will cause silence to be played.
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========================
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*/
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void idSoundSystemLocal::SetPlayingSoundWorld( idSoundWorld* soundWorld )
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{
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if( currentSoundWorld == soundWorld )
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{
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return;
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}
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idSoundWorldLocal* oldSoundWorld = currentSoundWorld;
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currentSoundWorld = static_cast<idSoundWorldLocal*>( soundWorld );
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if( oldSoundWorld != NULL )
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{
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oldSoundWorld->Update();
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}
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}
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/*
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========================
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idSoundSystemLocal::GetPlayingSoundWorld
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========================
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*/
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idSoundWorld* idSoundSystemLocal::GetPlayingSoundWorld()
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{
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return currentSoundWorld;
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}
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/*
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========================
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idSoundSystemLocal::Render
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========================
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*/
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void idSoundSystemLocal::Render()
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{
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if( s_noSound.GetBool() )
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{
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return;
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}
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if( needsRestart )
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{
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needsRestart = false;
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Restart();
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}
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SCOPED_PROFILE_EVENT( "SoundSystem::Render" );
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if( currentSoundWorld != NULL )
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{
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currentSoundWorld->Update();
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}
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hardware.Update();
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// The sound system doesn't use game time or anything like that because the sounds are decoded in real time.
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soundTime = Sys_Milliseconds();
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}
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/*
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========================
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idSoundSystemLocal::OnReloadSound
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========================
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*/
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void idSoundSystemLocal::OnReloadSound( const idDecl* sound )
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{
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for( int i = 0; i < soundWorlds.Num(); i++ )
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{
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soundWorlds[i]->OnReloadSound( sound );
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}
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}
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/*
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========================
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idSoundSystemLocal::StopAllSounds
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========================
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*/
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void idSoundSystemLocal::StopAllSounds()
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{
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for( int i = 0; i < soundWorlds.Num(); i++ )
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{
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idSoundWorld* sw = soundWorlds[i];
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if( sw )
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{
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sw->StopAllSounds();
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}
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}
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hardware.Update();
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}
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/*
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========================
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idSoundSystemLocal::GetIXAudio2
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========================
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*/
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void* idSoundSystemLocal::GetIXAudio2() const
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{
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return ( void* )hardware.GetIXAudio2();
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}
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/*
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========================
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idSoundSystemLocal::SoundTime
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========================
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*/
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int idSoundSystemLocal::SoundTime() const
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{
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return soundTime;
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}
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/*
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========================
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idSoundSystemLocal::AllocateVoice
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========================
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*/
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idSoundVoice* idSoundSystemLocal::AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample )
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{
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return hardware.AllocateVoice( leadinSample, loopingSample );
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}
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/*
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========================
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idSoundSystemLocal::FreeVoice
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========================
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*/
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void idSoundSystemLocal::FreeVoice( idSoundVoice* voice )
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{
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hardware.FreeVoice( voice );
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}
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/*
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========================
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idSoundSystemLocal::LoadSample
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========================
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*/
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idSoundSample* idSoundSystemLocal::LoadSample( const char* name )
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{
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idStrStatic< MAX_OSPATH > canonical = name;
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canonical.ToLower();
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canonical.BackSlashesToSlashes();
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canonical.StripFileExtension();
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int hashKey = idStr::Hash( canonical );
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for( int i = sampleHash.First( hashKey ); i != -1; i = sampleHash.Next( i ) )
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{
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if( idStr::Cmp( samples[i]->GetName(), canonical ) == 0 )
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{
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samples[i]->SetLevelLoadReferenced();
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return samples[i];
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}
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}
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idSoundSample* sample = new( TAG_AUDIO ) idSoundSample;
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sample->SetName( canonical );
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sampleHash.Add( hashKey, samples.Append( sample ) );
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if( !insideLevelLoad )
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{
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// Sound sample referenced before any map is loaded
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sample->SetNeverPurge();
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sample->LoadResource();
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}
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else
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{
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sample->SetLevelLoadReferenced();
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}
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if( cvarSystem->GetCVarBool( "fs_buildgame" ) )
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{
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fileSystem->AddSamplePreload( canonical );
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}
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return sample;
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}
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/*
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========================
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idSoundSystemLocal::StopVoicesWithSample
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A sample is about to be freed, make sure the hardware isn't mixing from it.
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========================
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*/
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void idSoundSystemLocal::StopVoicesWithSample( const idSoundSample* const sample )
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{
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for( int w = 0; w < soundWorlds.Num(); w++ )
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{
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idSoundWorldLocal* sw = soundWorlds[w];
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if( sw == NULL )
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{
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continue;
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}
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for( int e = 0; e < sw->emitters.Num(); e++ )
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{
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idSoundEmitterLocal* emitter = sw->emitters[e];
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if( emitter == NULL )
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{
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continue;
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}
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for( int i = 0; i < emitter->channels.Num(); i++ )
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{
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if( emitter->channels[i]->leadinSample == sample || emitter->channels[i]->loopingSample == sample )
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{
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emitter->channels[i]->Mute();
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}
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}
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}
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}
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}
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/*
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========================
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idSoundSystemLocal::FreeVoice
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========================
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*/
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cinData_t idSoundSystemLocal::ImageForTime( const int milliseconds, const bool waveform )
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{
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cinData_t cd;
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cd.imageY = NULL;
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cd.imageCr = NULL;
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cd.imageCb = NULL;
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cd.imageWidth = 0;
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cd.imageHeight = 0;
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cd.status = FMV_IDLE;
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return cd;
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}
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/*
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========================
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idSoundSystemLocal::BeginLevelLoad
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========================
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*/
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void idSoundSystemLocal::BeginLevelLoad()
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{
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insideLevelLoad = true;
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for( int i = 0; i < samples.Num(); i++ )
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{
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if( samples[i]->GetNeverPurge() )
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{
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continue;
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}
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samples[i]->FreeData();
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samples[i]->ResetLevelLoadReferenced();
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}
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}
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/*
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========================
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idSoundSystemLocal::Preload
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========================
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*/
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void idSoundSystemLocal::Preload( idPreloadManifest& manifest )
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{
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idStrStatic< MAX_OSPATH > filename;
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int start = Sys_Milliseconds();
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int numLoaded = 0;
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idList< preloadSort_t > preloadSort;
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preloadSort.Resize( manifest.NumResources() );
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for( int i = 0; i < manifest.NumResources(); i++ )
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{
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const preloadEntry_s& p = manifest.GetPreloadByIndex( i );
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idResourceCacheEntry rc;
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// FIXME: write these out sorted
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if( p.resType == PRELOAD_SAMPLE )
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{
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if( p.resourceName.Find( "/vo/", false ) >= 0 )
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{
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continue;
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}
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filename = "generated/";
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filename += p.resourceName;
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filename.SetFileExtension( "idwav" );
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if( fileSystem->GetResourceCacheEntry( filename, rc ) )
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{
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preloadSort_t ps = {};
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ps.idx = i;
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ps.ofs = rc.offset;
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preloadSort.Append( ps );
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}
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}
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}
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preloadSort.SortWithTemplate( idSort_Preload() );
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for( int i = 0; i < preloadSort.Num(); i++ )
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{
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const preloadSort_t& ps = preloadSort[ i ];
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const preloadEntry_s& p = manifest.GetPreloadByIndex( ps.idx );
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filename = p.resourceName;
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filename.Replace( "generated/", "" );
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numLoaded++;
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idSoundSample* sample = LoadSample( filename );
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if( sample != NULL && !sample->IsLoaded() )
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{
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sample->LoadResource();
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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 )
|
|
{
|
|
}
|