/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena 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 2 of the License, or (at your option) any later version. Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /***************************************************************************** * name: snd_dma.c * * desc: main control for any streaming sound output device * * $Archive: /MissionPack/code/client/snd_dma.c $ * *****************************************************************************/ #include "snd_local.h" #include "snd_codec.h" #include "client.h" void S_Update_( void ); void S_Base_StopAllSounds(void); void S_Base_StopBackgroundTrack( void ); snd_stream_t *s_backgroundStream = NULL; static char s_backgroundLoop[MAX_QPATH]; //static char s_backgroundMusic[MAX_QPATH]; //TTimo: unused // ======================================================================= // Internal sound data & structures // ======================================================================= // only begin attenuating sound volumes when outside the FULLVOLUME range #define SOUND_FULLVOLUME 80 #define SOUND_ATTENUATE 0.0008f channel_t s_channels[MAX_CHANNELS]; channel_t loop_channels[MAX_CHANNELS]; int numLoopChannels; static int s_soundStarted; static qboolean s_soundMuted; dma_t dma; static int listener_number; static vec3_t listener_origin; static vec3_t listener_axis[3]; int s_soundtime; // sample PAIRS int s_paintedtime; // sample PAIRS // MAX_SFX may be larger than MAX_SOUNDS because // of custom player sounds #define MAX_SFX 4096 sfx_t s_knownSfx[MAX_SFX]; int s_numSfx = 0; #define LOOP_HASH 128 static sfx_t *sfxHash[LOOP_HASH]; cvar_t *s_testsound; cvar_t *s_show; cvar_t *s_mixahead; cvar_t *s_mixPreStep; static loopSound_t loopSounds[MAX_GENTITIES]; static channel_t *freelist = NULL; int s_rawend[MAX_RAW_STREAMS]; portable_samplepair_t s_rawsamples[MAX_RAW_STREAMS][MAX_RAW_SAMPLES]; // ==================================================================== // User-setable variables // ==================================================================== void S_Base_SoundInfo(void) { Com_Printf("----- Sound Info -----\n" ); if (!s_soundStarted) { Com_Printf ("sound system not started\n"); } else { Com_Printf("%5d channels\n", dma.channels); Com_Printf("%5d samples\n", dma.samples); Com_Printf("%5d samplebits (%s)\n", dma.samplebits, dma.isfloat ? "float" : "int"); Com_Printf("%5d submission_chunk\n", dma.submission_chunk); Com_Printf("%5d speed\n", dma.speed); Com_Printf("%p dma buffer\n", dma.buffer); if ( s_backgroundStream ) { Com_Printf("Background file: %s\n", s_backgroundLoop ); } else { Com_Printf("No background file.\n" ); } } Com_Printf("----------------------\n" ); } #ifdef USE_VOIP static void S_Base_StartCapture( void ) { SNDDMA_StartCapture(); } static int S_Base_AvailableCaptureSamples( void ) { return SNDDMA_AvailableCaptureSamples(); } static void S_Base_Capture( int samples, byte *data ) { SNDDMA_Capture(samples, data); } static void S_Base_StopCapture( void ) { SNDDMA_StopCapture(); } static void S_Base_MasterGain( float val ) { SNDDMA_MasterGain(val); } #endif /* ================= S_Base_SoundList ================= */ void S_Base_SoundList( void ) { int i; sfx_t *sfx; int size, total; char type[4][16]; char mem[2][16]; strcpy(type[0], "16bit"); strcpy(type[1], "adpcm"); strcpy(type[2], "daub4"); strcpy(type[3], "mulaw"); strcpy(mem[0], "paged out"); strcpy(mem[1], "resident "); total = 0; for (sfx=s_knownSfx, i=0 ; isoundLength; total += size; Com_Printf("%6i[%s] : %s[%s]\n", size, type[sfx->soundCompressionMethod], sfx->soundName, mem[sfx->inMemory] ); } Com_Printf ("Total resident: %i\n", total); S_DisplayFreeMemory(); } void S_ChannelFree(channel_t *v) { v->thesfx = NULL; *(channel_t **)v = freelist; freelist = (channel_t*)v; } channel_t* S_ChannelMalloc( void ) { channel_t *v; if (freelist == NULL) { return NULL; } v = freelist; freelist = *(channel_t **)freelist; v->allocTime = Com_Milliseconds(); return v; } void S_ChannelSetup( void ) { channel_t *p, *q; // clear all the sounds so they don't Com_Memset( s_channels, 0, sizeof( s_channels ) ); p = s_channels;; q = p + MAX_CHANNELS; while (--q > p) { *(channel_t **)q = q-1; } *(channel_t **)q = NULL; freelist = p + MAX_CHANNELS - 1; Com_DPrintf("Channel memory manager started\n"); } // ======================================================================= // Load a sound // ======================================================================= /* ================ return a hash value for the sfx name ================ */ static long S_HashSFXName(const char *name) { int i; long hash; char letter; hash = 0; i = 0; while (name[i] != '\0') { letter = tolower(name[i]); if (letter =='.') break; // don't include extension if (letter =='\\') letter = '/'; // damn path names hash+=(long)(letter)*(i+119); i++; } hash &= (LOOP_HASH-1); return hash; } /* ================== S_FindName Will allocate a new sfx if it isn't found ================== */ static sfx_t *S_FindName( const char *name ) { int i; int hash; sfx_t *sfx; if (!name) { Com_Error(ERR_FATAL, "Sound name is NULL"); } if (!name[0]) { Com_Printf( S_COLOR_YELLOW "WARNING: Sound name is empty\n" ); return NULL; } if (strlen(name) >= MAX_QPATH) { Com_Printf( S_COLOR_YELLOW "WARNING: Sound name is too long: %s\n", name ); return NULL; } if (name[0] == '*') { Com_Printf( S_COLOR_YELLOW "WARNING: Tried to load player sound directly: %s\n", name ); return NULL; } hash = S_HashSFXName(name); sfx = sfxHash[hash]; // see if already loaded while (sfx) { if (!Q_stricmp(sfx->soundName, name) ) { return sfx; } sfx = sfx->next; } // find a free sfx for (i=0 ; i < s_numSfx ; i++) { if (!s_knownSfx[i].soundName[0]) { break; } } if (i == s_numSfx) { if (s_numSfx == MAX_SFX) { Com_Error (ERR_FATAL, "S_FindName: out of sfx_t"); } s_numSfx++; } sfx = &s_knownSfx[i]; Com_Memset (sfx, 0, sizeof(*sfx)); strcpy (sfx->soundName, name); sfx->next = sfxHash[hash]; sfxHash[hash] = sfx; return sfx; } /* ================= S_DefaultSound ================= */ void S_DefaultSound( sfx_t *sfx ) { int i; sfx->soundLength = 512; sfx->soundData = SND_malloc(); sfx->soundData->next = NULL; for ( i = 0 ; i < sfx->soundLength ; i++ ) { sfx->soundData->sndChunk[i] = i; } } /* =================== S_DisableSounds Disables sounds until the next S_BeginRegistration. This is called when the hunk is cleared and the sounds are no longer valid. =================== */ void S_Base_DisableSounds( void ) { S_Base_StopAllSounds(); s_soundMuted = qtrue; } /* ================== S_RegisterSound Creates a default buzz sound if the file can't be loaded ================== */ sfxHandle_t S_Base_RegisterSound( const char *name, qboolean compressed ) { sfx_t *sfx; compressed = qfalse; if (!s_soundStarted) { return 0; } sfx = S_FindName( name ); if ( !sfx ) { return 0; } if ( sfx->soundData ) { if ( sfx->defaultSound ) { Com_Printf( S_COLOR_YELLOW "WARNING: could not find %s - using default\n", sfx->soundName ); return 0; } return sfx - s_knownSfx; } sfx->inMemory = qfalse; sfx->soundCompressed = compressed; S_memoryLoad(sfx); if ( sfx->defaultSound ) { Com_Printf( S_COLOR_YELLOW "WARNING: could not find %s - using default\n", sfx->soundName ); return 0; } return sfx - s_knownSfx; } /* ===================== S_BeginRegistration ===================== */ void S_Base_BeginRegistration( void ) { s_soundMuted = qfalse; // we can play again if (s_numSfx == 0) { SND_setup(); Com_Memset(s_knownSfx, '\0', sizeof(s_knownSfx)); Com_Memset(sfxHash, '\0', sizeof(sfx_t *) * LOOP_HASH); S_Base_RegisterSound("sound/feedback/hit.wav", qfalse); // changed to a sound in baseq3 } } void S_memoryLoad(sfx_t *sfx) { // load the sound file if ( !S_LoadSound ( sfx ) ) { // Com_Printf( S_COLOR_YELLOW "WARNING: couldn't load sound: %s\n", sfx->soundName ); sfx->defaultSound = qtrue; } sfx->inMemory = qtrue; } //============================================================================= /* ================= S_SpatializeOrigin Used for spatializing s_channels ================= */ void S_SpatializeOrigin (vec3_t origin, int master_vol, int *left_vol, int *right_vol) { vec_t dot; vec_t dist; vec_t lscale, rscale, scale; vec3_t source_vec; vec3_t vec; const float dist_mult = SOUND_ATTENUATE; // calculate stereo separation and distance attenuation VectorSubtract(origin, listener_origin, source_vec); dist = VectorNormalize(source_vec); dist -= SOUND_FULLVOLUME; if (dist < 0) dist = 0; // close enough to be at full volume dist *= dist_mult; // different attenuation levels VectorRotate( source_vec, listener_axis, vec ); dot = -vec[1]; if (dma.channels == 1) { // no attenuation = no spatialization rscale = 1.0; lscale = 1.0; } else { rscale = 0.5 * (1.0 + dot); lscale = 0.5 * (1.0 - dot); if ( rscale < 0 ) { rscale = 0; } if ( lscale < 0 ) { lscale = 0; } } // add in distance effect scale = (1.0 - dist) * rscale; *right_vol = (master_vol * scale); if (*right_vol < 0) *right_vol = 0; scale = (1.0 - dist) * lscale; *left_vol = (master_vol * scale); if (*left_vol < 0) *left_vol = 0; } // ======================================================================= // Start a sound effect // ======================================================================= /* ================= S_Base_HearingThroughEntity Also see S_AL_HearingThroughEntity ================= */ static qboolean S_Base_HearingThroughEntity( int entityNum, vec3_t origin ) { float distanceSq; vec3_t sorigin; if (origin) VectorCopy(origin, sorigin); else VectorCopy(loopSounds[entityNum].origin, sorigin); if( listener_number == entityNum ) { // This is an outrageous hack to detect // whether or not the player is rendering in third person or not. We can't // ask the renderer because the renderer has no notion of entities and we // can't ask cgame since that would involve changing the API and hence mod // compatibility. I don't think there is any way around this, but I'll leave // the FIXME just in case anyone has a bright idea. distanceSq = DistanceSquared( sorigin, listener_origin ); if( distanceSq > THIRD_PERSON_THRESHOLD_SQ ) return qfalse; //we're the player, but third person else return qtrue; //we're the player } else return qfalse; //not the player } /* ==================== S_Base_StartSoundEx Validates the parms and ques the sound up if origin is NULL, the sound will be dynamically sourced from the entity Entchannel 0 will never override a playing sound ==================== */ static void S_Base_StartSoundEx( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle, qboolean localSound ) { channel_t *ch; sfx_t *sfx; int i, oldest, chosen, time; int inplay, allowed; qboolean fullVolume; if ( !s_soundStarted || s_soundMuted ) { return; } if ( !origin && ( entityNum < 0 || entityNum >= MAX_GENTITIES ) ) { Com_Error( ERR_DROP, "S_StartSound: bad entitynum %i", entityNum ); } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Printf( S_COLOR_YELLOW "S_StartSound: handle %i out of range\n", sfxHandle ); return; } sfx = &s_knownSfx[ sfxHandle ]; if (sfx->inMemory == qfalse) { S_memoryLoad(sfx); } if ( s_show->integer == 1 ) { Com_Printf( "%i : %s\n", s_paintedtime, sfx->soundName ); } time = Com_Milliseconds(); // Com_Printf("playing %s\n", sfx->soundName); // pick a channel to play on allowed = 4; if (entityNum == listener_number) { allowed = 8; } fullVolume = qfalse; if (localSound || S_Base_HearingThroughEntity(entityNum, origin)) { fullVolume = qtrue; } ch = s_channels; inplay = 0; for ( i = 0; i < MAX_CHANNELS ; i++, ch++ ) { if (ch->entnum == entityNum && ch->thesfx == sfx) { if (time - ch->allocTime < 50) { // if (Cvar_VariableValue( "cg_showmiss" )) { // Com_Printf("double sound start\n"); // } return; } inplay++; } } if (inplay>allowed) { return; } sfx->lastTimeUsed = time; ch = S_ChannelMalloc(); // entityNum, entchannel); if (!ch) { ch = s_channels; oldest = sfx->lastTimeUsed; chosen = -1; for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { if (ch->entnum != listener_number && ch->entnum == entityNum && ch->allocTimeentchannel != CHAN_ANNOUNCER) { oldest = ch->allocTime; chosen = i; } } if (chosen == -1) { ch = s_channels; for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { if (ch->entnum != listener_number && ch->allocTimeentchannel != CHAN_ANNOUNCER) { oldest = ch->allocTime; chosen = i; } } if (chosen == -1) { ch = s_channels; if (ch->entnum == listener_number) { for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { if (ch->allocTimeallocTime; chosen = i; } } } if (chosen == -1) { Com_Printf("dropping sound\n"); return; } } } ch = &s_channels[chosen]; ch->allocTime = sfx->lastTimeUsed; } if (origin) { VectorCopy (origin, ch->origin); ch->fixed_origin = qtrue; } else { ch->fixed_origin = qfalse; } ch->master_vol = 127; ch->entnum = entityNum; ch->thesfx = sfx; ch->startSample = START_SAMPLE_IMMEDIATE; ch->entchannel = entchannel; ch->leftvol = ch->master_vol; // these will get calced at next spatialize ch->rightvol = ch->master_vol; // unless the game isn't running ch->doppler = qfalse; ch->fullVolume = fullVolume; } /* ==================== S_StartSound if origin is NULL, the sound will be dynamically sourced from the entity ==================== */ void S_Base_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle ) { S_Base_StartSoundEx( origin, entityNum, entchannel, sfxHandle, qfalse ); } /* ================== S_StartLocalSound ================== */ void S_Base_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) { if ( !s_soundStarted || s_soundMuted ) { return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Printf( S_COLOR_YELLOW "S_StartLocalSound: handle %i out of range\n", sfxHandle ); return; } S_Base_StartSoundEx( NULL, listener_number, channelNum, sfxHandle, qtrue ); } /* ================== S_ClearSoundBuffer If we are about to perform file access, clear the buffer so sound doesn't stutter. ================== */ void S_Base_ClearSoundBuffer( void ) { int clear; if (!s_soundStarted) return; // stop looping sounds Com_Memset(loopSounds, 0, MAX_GENTITIES*sizeof(loopSound_t)); Com_Memset(loop_channels, 0, MAX_CHANNELS*sizeof(channel_t)); numLoopChannels = 0; S_ChannelSetup(); Com_Memset(s_rawend, '\0', sizeof (s_rawend)); if (dma.samplebits == 8) clear = 0x80; else clear = 0; SNDDMA_BeginPainting (); if (dma.buffer) Com_Memset(dma.buffer, clear, dma.samples * dma.samplebits/8); SNDDMA_Submit (); } /* ================== S_StopAllSounds ================== */ void S_Base_StopAllSounds(void) { if ( !s_soundStarted ) { return; } // stop the background music S_Base_StopBackgroundTrack(); S_Base_ClearSoundBuffer (); } /* ============================================================== continuous looping sounds are added each frame ============================================================== */ void S_Base_StopLoopingSound(int entityNum) { loopSounds[entityNum].active = qfalse; // loopSounds[entityNum].sfx = 0; loopSounds[entityNum].kill = qfalse; } /* ================== S_ClearLoopingSounds ================== */ void S_Base_ClearLoopingSounds( qboolean killall ) { int i; for ( i = 0 ; i < MAX_GENTITIES ; i++) { if (killall || loopSounds[i].kill == qtrue || (loopSounds[i].sfx && loopSounds[i].sfx->soundLength == 0)) { S_Base_StopLoopingSound(i); } } numLoopChannels = 0; } /* ================== S_AddLoopingSound Called during entity generation for a frame Include velocity in case I get around to doing doppler... ================== */ void S_Base_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle ) { sfx_t *sfx; if ( !s_soundStarted || s_soundMuted ) { return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Printf( S_COLOR_YELLOW "S_AddLoopingSound: handle %i out of range\n", sfxHandle ); return; } sfx = &s_knownSfx[ sfxHandle ]; if (sfx->inMemory == qfalse) { S_memoryLoad(sfx); } if ( !sfx->soundLength ) { Com_Error( ERR_DROP, "%s has length 0", sfx->soundName ); } VectorCopy( origin, loopSounds[entityNum].origin ); VectorCopy( velocity, loopSounds[entityNum].velocity ); loopSounds[entityNum].active = qtrue; loopSounds[entityNum].kill = qtrue; loopSounds[entityNum].doppler = qfalse; loopSounds[entityNum].oldDopplerScale = 1.0; loopSounds[entityNum].dopplerScale = 1.0; loopSounds[entityNum].sfx = sfx; if (s_doppler->integer && VectorLengthSquared(velocity)>0.0) { vec3_t out; float lena, lenb; loopSounds[entityNum].doppler = qtrue; lena = DistanceSquared(loopSounds[listener_number].origin, loopSounds[entityNum].origin); VectorAdd(loopSounds[entityNum].origin, loopSounds[entityNum].velocity, out); lenb = DistanceSquared(loopSounds[listener_number].origin, out); if ((loopSounds[entityNum].framenum+1) != cls.framecount) { loopSounds[entityNum].oldDopplerScale = 1.0; } else { loopSounds[entityNum].oldDopplerScale = loopSounds[entityNum].dopplerScale; } loopSounds[entityNum].dopplerScale = lenb/(lena*100); if (loopSounds[entityNum].dopplerScale<=1.0) { loopSounds[entityNum].doppler = qfalse; // don't bother doing the math } else if (loopSounds[entityNum].dopplerScale>MAX_DOPPLER_SCALE) { loopSounds[entityNum].dopplerScale = MAX_DOPPLER_SCALE; } } loopSounds[entityNum].framenum = cls.framecount; } /* ================== S_AddLoopingSound Called during entity generation for a frame Include velocity in case I get around to doing doppler... ================== */ void S_Base_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle ) { sfx_t *sfx; if ( !s_soundStarted || s_soundMuted ) { return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Printf( S_COLOR_YELLOW "S_AddRealLoopingSound: handle %i out of range\n", sfxHandle ); return; } sfx = &s_knownSfx[ sfxHandle ]; if (sfx->inMemory == qfalse) { S_memoryLoad(sfx); } if ( !sfx->soundLength ) { Com_Error( ERR_DROP, "%s has length 0", sfx->soundName ); } VectorCopy( origin, loopSounds[entityNum].origin ); VectorCopy( velocity, loopSounds[entityNum].velocity ); loopSounds[entityNum].sfx = sfx; loopSounds[entityNum].active = qtrue; loopSounds[entityNum].kill = qfalse; loopSounds[entityNum].doppler = qfalse; } /* ================== S_AddLoopSounds Spatialize all of the looping sounds. All sounds are on the same cycle, so any duplicates can just sum up the channel multipliers. ================== */ void S_AddLoopSounds (void) { int i, j, time; int left_total, right_total, left, right; channel_t *ch; loopSound_t *loop, *loop2; static int loopFrame; numLoopChannels = 0; time = Com_Milliseconds(); loopFrame++; for ( i = 0 ; i < MAX_GENTITIES ; i++) { loop = &loopSounds[i]; if ( !loop->active || loop->mergeFrame == loopFrame ) { continue; // already merged into an earlier sound } if (loop->kill) { S_SpatializeOrigin( loop->origin, 127, &left_total, &right_total); // 3d } else { S_SpatializeOrigin( loop->origin, 90, &left_total, &right_total); // sphere } loop->sfx->lastTimeUsed = time; for (j=(i+1); j< MAX_GENTITIES ; j++) { loop2 = &loopSounds[j]; if ( !loop2->active || loop2->doppler || loop2->sfx != loop->sfx) { continue; } loop2->mergeFrame = loopFrame; if (loop2->kill) { S_SpatializeOrigin( loop2->origin, 127, &left, &right); // 3d } else { S_SpatializeOrigin( loop2->origin, 90, &left, &right); // sphere } loop2->sfx->lastTimeUsed = time; left_total += left; right_total += right; } if (left_total == 0 && right_total == 0) { continue; // not audible } // allocate a channel ch = &loop_channels[numLoopChannels]; if (left_total > 255) { left_total = 255; } if (right_total > 255) { right_total = 255; } ch->master_vol = 127; ch->leftvol = left_total; ch->rightvol = right_total; ch->thesfx = loop->sfx; ch->doppler = loop->doppler; ch->dopplerScale = loop->dopplerScale; ch->oldDopplerScale = loop->oldDopplerScale; ch->fullVolume = qfalse; numLoopChannels++; if (numLoopChannels == MAX_CHANNELS) { return; } } } //============================================================================= /* ================= S_ByteSwapRawSamples If raw data has been loaded in little endien binary form, this must be done. If raw data was calculated, as with ADPCM, this should not be called. ================= */ void S_ByteSwapRawSamples( int samples, int width, int s_channels, const byte *data ) { int i; if ( width != 2 ) { return; } if ( LittleShort( 256 ) == 256 ) { return; } if ( s_channels == 2 ) { samples <<= 1; } for ( i = 0 ; i < samples ; i++ ) { ((short *)data)[i] = LittleShort( ((short *)data)[i] ); } } /* ============ S_Base_RawSamples Music streaming ============ */ void S_Base_RawSamples( int stream, int samples, int rate, int width, int s_channels, const byte *data, float volume, int entityNum) { int i; int src, dst; float scale; int intVolumeLeft, intVolumeRight; portable_samplepair_t *rawsamples; if ( !s_soundStarted || s_soundMuted ) { return; } if ( (stream < 0) || (stream >= MAX_RAW_STREAMS) ) { return; } rawsamples = s_rawsamples[stream]; if ( s_muted->integer ) { intVolumeLeft = intVolumeRight = 0; } else { int leftvol, rightvol; if ( entityNum >= 0 && entityNum < MAX_GENTITIES ) { // support spatialized raw streams, e.g. for VoIP S_SpatializeOrigin( loopSounds[ entityNum ].origin, 256, &leftvol, &rightvol ); } else { leftvol = rightvol = 256; } intVolumeLeft = leftvol * volume * s_volume->value; intVolumeRight = rightvol * volume * s_volume->value; } if ( s_rawend[stream] < s_soundtime ) { Com_DPrintf( "S_Base_RawSamples: resetting minimum: %i < %i\n", s_rawend[stream], s_soundtime ); s_rawend[stream] = s_soundtime; } scale = (float)rate / dma.speed; //Com_Printf ("%i < %i < %i\n", s_soundtime, s_paintedtime, s_rawend[stream]); if (s_channels == 2 && width == 2) { if (scale == 1.0) { // optimized case for (i=0 ; i= samples) break; dst = s_rawend[stream]&(MAX_RAW_SAMPLES-1); s_rawend[stream]++; rawsamples[dst].left = ((short *)data)[src*2] * intVolumeLeft; rawsamples[dst].right = ((short *)data)[src*2+1] * intVolumeRight; } } } else if (s_channels == 1 && width == 2) { for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend[stream]&(MAX_RAW_SAMPLES-1); s_rawend[stream]++; rawsamples[dst].left = ((short *)data)[src] * intVolumeLeft; rawsamples[dst].right = ((short *)data)[src] * intVolumeRight; } } else if (s_channels == 2 && width == 1) { intVolumeLeft *= 256; intVolumeRight *= 256; for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend[stream]&(MAX_RAW_SAMPLES-1); s_rawend[stream]++; rawsamples[dst].left = ((char *)data)[src*2] * intVolumeLeft; rawsamples[dst].right = ((char *)data)[src*2+1] * intVolumeRight; } } else if (s_channels == 1 && width == 1) { intVolumeLeft *= 256; intVolumeRight *= 256; for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend[stream]&(MAX_RAW_SAMPLES-1); s_rawend[stream]++; rawsamples[dst].left = (((byte *)data)[src]-128) * intVolumeLeft; rawsamples[dst].right = (((byte *)data)[src]-128) * intVolumeRight; } } if ( s_rawend[stream] > s_soundtime + MAX_RAW_SAMPLES ) { Com_DPrintf( "S_Base_RawSamples: overflowed %i > %i\n", s_rawend[stream], s_soundtime ); } } //============================================================================= /* ===================== S_UpdateEntityPosition let the sound system know where an entity currently is ====================== */ void S_Base_UpdateEntityPosition( int entityNum, const vec3_t origin ) { if ( entityNum < 0 || entityNum >= MAX_GENTITIES ) { Com_Error( ERR_DROP, "S_UpdateEntityPosition: bad entitynum %i", entityNum ); } VectorCopy( origin, loopSounds[entityNum].origin ); } /* ============ S_Respatialize Change the volumes of all the playing sounds for changes in their positions ============ */ void S_Base_Respatialize( int entityNum, const vec3_t head, vec3_t axis[3], int inwater ) { int i; channel_t *ch; vec3_t origin; if ( !s_soundStarted || s_soundMuted ) { return; } listener_number = entityNum; VectorCopy(head, listener_origin); VectorCopy(axis[0], listener_axis[0]); VectorCopy(axis[1], listener_axis[1]); VectorCopy(axis[2], listener_axis[2]); // update spatialization for dynamic sounds ch = s_channels; for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { if ( !ch->thesfx ) { continue; } // local and first person sounds will always be full volume if (ch->fullVolume) { ch->leftvol = ch->master_vol; ch->rightvol = ch->master_vol; } else { if (ch->fixed_origin) { VectorCopy( ch->origin, origin ); } else { VectorCopy( loopSounds[ ch->entnum ].origin, origin ); } S_SpatializeOrigin (origin, ch->master_vol, &ch->leftvol, &ch->rightvol); } } // add loopsounds S_AddLoopSounds (); } /* ======================== S_ScanChannelStarts Returns qtrue if any new sounds were started since the last mix ======================== */ qboolean S_ScanChannelStarts( void ) { channel_t *ch; int i; qboolean newSamples; newSamples = qfalse; ch = s_channels; for (i=0; ithesfx ) { continue; } // if this channel was just started this frame, // set the sample count to it begins mixing // into the very first sample if ( ch->startSample == START_SAMPLE_IMMEDIATE ) { ch->startSample = s_paintedtime; newSamples = qtrue; continue; } // if it is completely finished by now, clear it if ( ch->startSample + (ch->thesfx->soundLength) <= s_paintedtime ) { S_ChannelFree(ch); } } return newSamples; } /* ============ S_Update Called once each time through the main loop ============ */ void S_Base_Update( void ) { int i; int total; channel_t *ch; if ( !s_soundStarted || s_soundMuted ) { // Com_DPrintf ("not started or muted\n"); return; } // // debugging output // if ( s_show->integer == 2 ) { total = 0; ch = s_channels; for (i=0 ; ithesfx && (ch->leftvol || ch->rightvol) ) { Com_Printf ("%d %d %s\n", ch->leftvol, ch->rightvol, ch->thesfx->soundName); total++; } } Com_Printf ("----(%i)---- painted: %i\n", total, s_paintedtime); } // add raw data from streamed samples S_UpdateBackgroundTrack(); // mix some sound S_Update_(); } void S_GetSoundtime(void) { int samplepos; static int buffers; static int oldsamplepos; if( CL_VideoRecording( ) ) { float fps = MIN(cl_aviFrameRate->value, 1000.0f); float frameDuration = MAX(dma.speed / fps, 1.0f) + clc.aviSoundFrameRemainder; int msec = (int)frameDuration; s_soundtime += msec; clc.aviSoundFrameRemainder = frameDuration - msec; return; } // it is possible to miscount buffers if it has wrapped twice between // calls to S_Update. Oh well. samplepos = SNDDMA_GetDMAPos(); if (samplepos < oldsamplepos) { buffers++; // buffer wrapped if (s_paintedtime > 0x40000000) { // time to chop things off to avoid 32 bit limits buffers = 0; s_paintedtime = dma.fullsamples; S_Base_StopAllSounds (); } } oldsamplepos = samplepos; s_soundtime = buffers*dma.fullsamples + samplepos/dma.channels; #if 0 // check to make sure that we haven't overshot if (s_paintedtime < s_soundtime) { Com_DPrintf ("S_Update_ : overflow\n"); s_paintedtime = s_soundtime; } #endif if ( dma.submission_chunk < 256 ) { s_paintedtime = s_soundtime + s_mixPreStep->value * dma.speed; } else { s_paintedtime = s_soundtime + dma.submission_chunk; } } void S_Update_(void) { unsigned endtime; static float lastTime = 0.0f; float ma, op; float thisTime, sane; static int ot = -1; if ( !s_soundStarted || s_soundMuted ) { return; } thisTime = Com_Milliseconds(); // Updates s_soundtime S_GetSoundtime(); if (s_soundtime == ot) { return; } ot = s_soundtime; // clear any sound effects that end before the current time, // and start any new sounds S_ScanChannelStarts(); sane = thisTime - lastTime; if (sane<11) { sane = 11; // 85hz } ma = s_mixahead->value * dma.speed; op = s_mixPreStep->value + sane*dma.speed*0.01; if (op < ma) { ma = op; } // mix ahead of current position endtime = s_soundtime + ma; // mix to an even submission block size endtime = (endtime + dma.submission_chunk-1) & ~(dma.submission_chunk-1); // never mix more than the complete buffer if (endtime - s_soundtime > dma.fullsamples) endtime = s_soundtime + dma.fullsamples; SNDDMA_BeginPainting (); S_PaintChannels (endtime); SNDDMA_Submit (); lastTime = thisTime; } /* =============================================================================== background music functions =============================================================================== */ /* ====================== S_StopBackgroundTrack ====================== */ void S_Base_StopBackgroundTrack( void ) { if(!s_backgroundStream) return; S_CodecCloseStream(s_backgroundStream); s_backgroundStream = NULL; s_rawend[0] = 0; } /* ====================== S_OpenBackgroundStream ====================== */ static void S_OpenBackgroundStream( const char *filename ) { // close the background track, but DON'T reset s_rawend // if restarting the same back ground track if(s_backgroundStream) { S_CodecCloseStream(s_backgroundStream); s_backgroundStream = NULL; } // Open stream s_backgroundStream = S_CodecOpenStream(filename); if(!s_backgroundStream) { Com_Printf( S_COLOR_YELLOW "WARNING: couldn't open music file %s\n", filename ); return; } if(s_backgroundStream->info.channels != 2 || s_backgroundStream->info.rate != 22050) { Com_Printf(S_COLOR_YELLOW "WARNING: music file %s is not 22k stereo\n", filename ); } } /* ====================== S_StartBackgroundTrack ====================== */ void S_Base_StartBackgroundTrack( const char *intro, const char *loop ){ if ( !intro ) { intro = ""; } if ( !loop || !loop[0] ) { loop = intro; } Com_DPrintf( "S_StartBackgroundTrack( %s, %s )\n", intro, loop ); if(!*intro) { S_Base_StopBackgroundTrack(); return; } Q_strncpyz( s_backgroundLoop, loop, sizeof( s_backgroundLoop ) ); S_OpenBackgroundStream( intro ); } /* ====================== S_UpdateBackgroundTrack ====================== */ void S_UpdateBackgroundTrack( void ) { int bufferSamples; int fileSamples; byte raw[30000]; // just enough to fit in a mac stack frame int fileBytes; int r; if(!s_backgroundStream) { return; } // don't bother playing anything if musicvolume is 0 if ( s_musicVolume->value <= 0 ) { return; } // see how many samples should be copied into the raw buffer if ( s_rawend[0] < s_soundtime ) { s_rawend[0] = s_soundtime; } while ( s_rawend[0] < s_soundtime + MAX_RAW_SAMPLES ) { bufferSamples = MAX_RAW_SAMPLES - (s_rawend[0] - s_soundtime); // decide how much data needs to be read from the file fileSamples = bufferSamples * s_backgroundStream->info.rate / dma.speed; if (!fileSamples) return; // our max buffer size fileBytes = fileSamples * (s_backgroundStream->info.width * s_backgroundStream->info.channels); if ( fileBytes > sizeof(raw) ) { fileBytes = sizeof(raw); fileSamples = fileBytes / (s_backgroundStream->info.width * s_backgroundStream->info.channels); } // Read r = S_CodecReadStream(s_backgroundStream, fileBytes, raw); if(r < fileBytes) { fileSamples = r / (s_backgroundStream->info.width * s_backgroundStream->info.channels); } if(r > 0) { // add to raw buffer S_Base_RawSamples(0, fileSamples, s_backgroundStream->info.rate, s_backgroundStream->info.width, s_backgroundStream->info.channels, raw, s_musicVolume->value, -1); } else { // loop if(s_backgroundLoop[0]) { S_OpenBackgroundStream( s_backgroundLoop ); if(!s_backgroundStream) return; } else { S_Base_StopBackgroundTrack(); return; } } } } /* ====================== S_FreeOldestSound ====================== */ void S_FreeOldestSound( void ) { int i, oldest, used; sfx_t *sfx; sndBuffer *buffer, *nbuffer; oldest = Com_Milliseconds(); used = 0; for (i=1 ; i < s_numSfx ; i++) { sfx = &s_knownSfx[i]; if (sfx->inMemory && sfx->lastTimeUsedlastTimeUsed; } } sfx = &s_knownSfx[used]; Com_DPrintf("S_FreeOldestSound: freeing sound %s\n", sfx->soundName); buffer = sfx->soundData; while(buffer != NULL) { nbuffer = buffer->next; SND_free(buffer); buffer = nbuffer; } sfx->inMemory = qfalse; sfx->soundData = NULL; } // ======================================================================= // Shutdown sound engine // ======================================================================= void S_Base_Shutdown( void ) { if ( !s_soundStarted ) { return; } SNDDMA_Shutdown(); SND_shutdown(); s_soundStarted = 0; s_numSfx = 0; Cmd_RemoveCommand("s_info"); } /* ================ S_Init ================ */ qboolean S_Base_Init( soundInterface_t *si ) { qboolean r; if( !si ) { return qfalse; } s_mixahead = Cvar_Get ("s_mixahead", "0.2", CVAR_ARCHIVE); s_mixPreStep = Cvar_Get ("s_mixPreStep", "0.05", CVAR_ARCHIVE); s_show = Cvar_Get ("s_show", "0", CVAR_CHEAT); s_testsound = Cvar_Get ("s_testsound", "0", CVAR_CHEAT); r = SNDDMA_Init(); if ( r ) { s_soundStarted = 1; s_soundMuted = 1; // s_numSfx = 0; Com_Memset(sfxHash, 0, sizeof(sfx_t *)*LOOP_HASH); s_soundtime = 0; s_paintedtime = 0; S_Base_StopAllSounds( ); } else { return qfalse; } si->Shutdown = S_Base_Shutdown; si->StartSound = S_Base_StartSound; si->StartLocalSound = S_Base_StartLocalSound; si->StartBackgroundTrack = S_Base_StartBackgroundTrack; si->StopBackgroundTrack = S_Base_StopBackgroundTrack; si->RawSamples = S_Base_RawSamples; si->StopAllSounds = S_Base_StopAllSounds; si->ClearLoopingSounds = S_Base_ClearLoopingSounds; si->AddLoopingSound = S_Base_AddLoopingSound; si->AddRealLoopingSound = S_Base_AddRealLoopingSound; si->StopLoopingSound = S_Base_StopLoopingSound; si->Respatialize = S_Base_Respatialize; si->UpdateEntityPosition = S_Base_UpdateEntityPosition; si->Update = S_Base_Update; si->DisableSounds = S_Base_DisableSounds; si->BeginRegistration = S_Base_BeginRegistration; si->RegisterSound = S_Base_RegisterSound; si->ClearSoundBuffer = S_Base_ClearSoundBuffer; si->SoundInfo = S_Base_SoundInfo; si->SoundList = S_Base_SoundList; #ifdef USE_VOIP si->StartCapture = S_Base_StartCapture; si->AvailableCaptureSamples = S_Base_AvailableCaptureSamples; si->Capture = S_Base_Capture; si->StopCapture = S_Base_StopCapture; si->MasterGain = S_Base_MasterGain; #endif return qtrue; }