//Anything above this #include will be ignored by the compiler #include "../qcommon/exe_headers.h" /***************************************************************************** * name: snd_dma.c * * desc: main control for any streaming sound output device * * *****************************************************************************/ #include "snd_local.h" #include "snd_mp3.h" #include "snd_music.h" #include "client.h" #include "../qcommon/platform.h" qboolean s_shutUp = qfalse; static void S_Play_f(void); static void S_SoundList_f(void); static void S_Music_f(void); static void S_SetDynamicMusic_f(void); void S_Update_(); void S_StopAllSounds(void); static void S_UpdateBackgroundTrack( void ); sfx_t *S_FindName( const char *name ); static int SND_FreeSFXMem(sfx_t *sfx); extern qboolean Sys_LowPhysicalMemory(); ////////////////////////// // // vars for bgrnd music track... // const int iMP3MusicStream_DiskBytesToRead = 10000;//4096; const int iMP3MusicStream_DiskBufferSize = iMP3MusicStream_DiskBytesToRead*2; //*10; typedef struct { sboolean bIsMP3; // // MP3 specific... // sfx_t sfxMP3_Bgrnd; MP3STREAM streamMP3_Bgrnd; // this one is pointed at by the sfx_t's ptr, and is NOT the one the decoder uses every cycle channel_t chMP3_Bgrnd; // ... but the one in this struct IS. // // MP3 disk streamer stuff... (if music is non-dynamic) // byte byMP3MusicStream_DiskBuffer[iMP3MusicStream_DiskBufferSize]; int iMP3MusicStream_DiskReadPos; int iMP3MusicStream_DiskWindowPos; // // MP3 disk-load stuff (for use during dynamic music, which is mem-resident) // byte *pLoadedData; // Z_Malloc, Z_Free // these two MUST be kept as valid/invalid together char sLoadedDataName[MAX_QPATH]; // " " " " " int iLoadedDataLen; // // remaining dynamic fields... // int iXFadeVolumeSeekTime; int iXFadeVolumeSeekTo; // when changing this, set the above timer to Sys_Milliseconds(). // Note that this should be thought of more as an up/down bool rather than as a // number now, in other words set it only to 0 or 255. I'll probably change this // to actually be a bool later. int iXFadeVolume; // 0 = silent, 255 = max mixer vol, though still modulated via overall music_volume float fSmoothedOutVolume; sboolean bActive; // whether playing or not sboolean bExists; // whether was even loaded for this level (ie don't try and start playing it) // // new dynamic fields... // sboolean bTrackSwitchPending; MusicState_e eTS_NewState; float fTS_NewTime; // // Generic... // fileHandle_t s_backgroundFile; // valid handle, else -1 if an MP3 (so that NZ compares still work) wavinfo_t s_backgroundInfo; int s_backgroundSamples; void Rewind() { MP3Stream_Rewind( &chMP3_Bgrnd ); s_backgroundSamples = sfxMP3_Bgrnd.iSoundLengthInSamples; } void SeekTo(float fTime) { chMP3_Bgrnd.iMP3SlidingDecodeWindowPos = 0; chMP3_Bgrnd.iMP3SlidingDecodeWritePos = 0; MP3Stream_SeekTo( &chMP3_Bgrnd, fTime ); s_backgroundSamples = sfxMP3_Bgrnd.iSoundLengthInSamples; } } MusicInfo_t; static void S_SetDynamicMusicState( MusicState_e musicState ); #define fDYNAMIC_XFADE_SECONDS (1.0f) static MusicInfo_t tMusic_Info[eBGRNDTRACK_NUMBEROF] = {0}; static sboolean bMusic_IsDynamic = qfalse; static MusicState_e eMusic_StateActual = eBGRNDTRACK_EXPLORE; // actual state, can be any enum static MusicState_e eMusic_StateRequest = eBGRNDTRACK_EXPLORE; // requested state, can only be explore, action, boss, or silence static char sMusic_BackgroundLoop[MAX_QPATH] = {0}; // only valid for non-dynamic music static char sInfoOnly_CurrentDynamicMusicSet[64]; // any old reasonable size, only has to fit stuff like "kejim_post" // ////////////////////////// // ======================================================================= // Internal sound data & structures // ======================================================================= // only begin attenuating sound volumes when outside the FULLVOLUME range #define SOUND_FULLVOLUME 256 #define SOUND_ATTENUATE 0.0008f #define VOICE_ATTENUATE 0.004f const float SOUND_FMAXVOL=0.75;//1.0; const int SOUND_MAXVOL=255; channel_t s_channels[MAX_CHANNELS]; int s_soundStarted; qboolean s_soundMuted; dma_t dma; int listener_number; vec3_t listener_origin; 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 10000 //512 * 2 sfx_t s_knownSfx[MAX_SFX]; int s_numSfx; #define LOOP_HASH 128 static sfx_t *sfxHash[LOOP_HASH]; cvar_t *s_volume; cvar_t *s_volumeVoice; cvar_t *s_testsound; cvar_t *s_khz; cvar_t *s_allowDynamicMusic; cvar_t *s_show; cvar_t *s_mixahead; cvar_t *s_mixPreStep; cvar_t *s_musicVolume; cvar_t *s_separation; cvar_t *s_lip_threshold_1; cvar_t *s_lip_threshold_2; cvar_t *s_lip_threshold_3; cvar_t *s_lip_threshold_4; cvar_t *s_CPUType; cvar_t *s_language; // note that this is distinct from "g_language" cvar_t *s_dynamix; cvar_t *s_debugdynamic; typedef struct { unsigned char volume; vec3_t origin; vec3_t velocity; /* const*/ sfx_t *sfx; int mergeFrame; int entnum; // For Open AL bool bProcessed; bool bRelative; } loopSound_t; #define MAX_LOOP_SOUNDS 32 int numLoopSounds; loopSound_t loopSounds[MAX_LOOP_SOUNDS]; int s_rawend; portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES]; vec3_t s_entityPosition[MAX_GENTITIES]; int s_entityWavVol[MAX_GENTITIES]; int s_entityWavVol_back[MAX_GENTITIES]; /**************************************************************************************************\ * * Open AL Specific * \**************************************************************************************************/ #define FLT_MAX 3.402823466e+38F #define FLT_MIN 1.175494351e-38F #define sqr(a) ((a)*(a)) #define ENV_UPDATE_RATE 100 // Environmental audio update rate (in ms) //#define DISPLAY_CLOSEST_ENVS // Displays the closest env. zones (including the one the listener is in) #define DEFAULT_REF_DISTANCE 300.0f // Default reference distance #define DEFAULT_VOICE_REF_DISTANCE 1500.0f // Default voice reference distance int s_UseOpenAL = true; // Determines if using Open AL or the default software mixer ALfloat listener_pos[3]; // Listener Position ALfloat listener_ori[6]; // Listener Orientation int s_numChannels; // Number of AL Sources == Num of Channels short s_rawdata[MAX_RAW_SAMPLES*2]; // Used for Raw Samples (Music etc...) channel_t *S_OpenALPickChannel(int entnum, int entchannel); int S_MP3PreProcessLipSync(channel_t *ch, short *data); void UpdateSingleShotSounds(); void UpdateLoopingSounds(); void AL_UpdateRawSamples(); void S_SetLipSyncs(); // EAX Related #ifdef HAVE_EAX typedef struct { ALuint ulNumApertures; ALint lFXSlotID; ALboolean bUsed; struct { ALfloat vPos1[3]; ALfloat vPos2[3]; ALfloat vCenter[3]; } Aperture[64]; } ENVTABLE, *LPENVTABLE; typedef struct { long lEnvID; long lApertureNum; float flDist; } REVERBDATA, *LPREVERBDATA; typedef struct { GUID FXSlotGuid; ALint lEnvID; } FXSLOTINFO, *LPFXSLOTINFO; ALboolean s_bEAX; // Is EAX 4.0 support available bool s_bEALFileLoaded; // Has an .eal file been loaded for the current level bool s_bInWater; // Underwater effect currently active int s_EnvironmentID; // EAGLE ID of current environment LPEAXMANAGER s_lpEAXManager; // Pointer to EAXManager object HINSTANCE s_hEAXManInst; // Handle of EAXManager DLL EAXSet s_eaxSet; // EAXSet() function EAXGet s_eaxGet; // EAXGet() function EAXREVERBPROPERTIES s_eaxLPCur; // Current EAX Parameters LPENVTABLE s_lpEnvTable=NULL; // Stores information about each environment zone long s_lLastEnvUpdate; // Time of last EAX update long s_lNumEnvironments; // Number of environment zones long s_NumFXSlots; // Number of EAX 4.0 FX Slots FXSLOTINFO s_FXSlotInfo[EAX_MAX_FXSLOTS]; // Stores information about the EAX 4.0 FX Slots void InitEAXManager(); void ReleaseEAXManager(); bool LoadEALFile(char *szEALFilename); void UnloadEALFile(); void UpdateEAXListener(); void UpdateEAXBuffer(channel_t *ch); void EALFileInit(char *level); float CalcDistance(EMPOINT A, EMPOINT B); void Normalize(EAXVECTOR *v) { float flMagnitude; flMagnitude = (float)sqrt(sqr(v->x) + sqr(v->y) + sqr(v->z)); v->x = v->x / flMagnitude; v->y = v->y / flMagnitude; v->z = v->z / flMagnitude; } // EAX 4.0 GUIDS ... confidential information ... const GUID EAXPROPERTYID_EAX40_FXSlot0 = { 0xc4d79f1e, 0xf1ac, 0x436b, { 0xa8, 0x1d, 0xa7, 0x38, 0xe7, 0x4, 0x54, 0x69} }; const GUID EAXPROPERTYID_EAX40_FXSlot1 = { 0x8c00e96, 0x74be, 0x4491, { 0x93, 0xaa, 0xe8, 0xad, 0x35, 0xa4, 0x91, 0x17} }; const GUID EAXPROPERTYID_EAX40_FXSlot2 = { 0x1d433b88, 0xf0f6, 0x4637, { 0x91, 0x9f, 0x60, 0xe7, 0xe0, 0x6b, 0x5e, 0xdd} }; const GUID EAXPROPERTYID_EAX40_FXSlot3 = { 0xefff08ea, 0xc7d8, 0x44ab, { 0x93, 0xad, 0x6d, 0xbd, 0x5f, 0x91, 0x0, 0x64} }; const GUID EAXPROPERTYID_EAX40_Context = { 0x1d4870ad, 0xdef, 0x43c0, { 0xa4, 0xc, 0x52, 0x36, 0x32, 0x29, 0x63, 0x42} }; const GUID EAXPROPERTYID_EAX40_Source = { 0x1b86b823, 0x22df, 0x4eae, { 0x8b, 0x3c, 0x12, 0x78, 0xce, 0x54, 0x42, 0x27} }; const GUID EAX_NULL_GUID = { 0x00000000, 0x0000, 0x0000, { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } }; const GUID EAX_PrimaryFXSlotID = { 0xf317866d, 0x924c, 0x450c, { 0x86, 0x1b, 0xe6, 0xda, 0xa2, 0x5e, 0x7c, 0x20} }; const GUID EAX_REVERB_EFFECT = { 0xcf95c8f, 0xa3cc, 0x4849, { 0xb0, 0xb6, 0x83, 0x2e, 0xcc, 0x18, 0x22, 0xdf} }; #endif // HAVE_EAX /**************************************************************************************************\ * * End of Open AL Specific * \**************************************************************************************************/ // instead of clearing a whole channel_t struct, we're going to skip the MP3SlidingDecodeBuffer[] buffer in the middle... // #ifndef offsetof #include #endif static inline void Channel_Clear(channel_t *ch) { // memset (ch, 0, sizeof(*ch)); memset(ch,0,offsetof(channel_t,MP3SlidingDecodeBuffer)); byte *const p = (byte *)ch + offsetof(channel_t,MP3SlidingDecodeBuffer) + sizeof(ch->MP3SlidingDecodeBuffer); memset(p,0,(sizeof(*ch) - offsetof(channel_t,MP3SlidingDecodeBuffer)) - sizeof(ch->MP3SlidingDecodeBuffer)); } // ==================================================================== // User-setable variables // ==================================================================== static void DynamicMusicInfoPrint(void) { if (bMusic_IsDynamic) { // horribly lazy... ;-) // LPCSTR psRequestMusicState = Music_BaseStateToString( eMusic_StateRequest ); LPCSTR psActualMusicState = Music_BaseStateToString( eMusic_StateActual, qtrue ); if (psRequestMusicState == NULL) { psRequestMusicState = ""; } if (psActualMusicState == NULL) { psActualMusicState = ""; } Com_Printf("( Dynamic music ON, request state: '%s'(%d), actual: '%s' (%d) )\n", psRequestMusicState, eMusic_StateRequest, psActualMusicState, eMusic_StateActual); } else { Com_Printf("( Dynamic music OFF )\n"); } } void S_SoundInfo_f(void) { Com_Printf("----- Sound Info -----\n" ); if (!s_soundStarted) { Com_Printf ("sound system not started\n"); } else { if ( s_soundMuted ) { Com_Printf ("sound system is muted\n"); } if (s_UseOpenAL) { #ifdef HAVE_EAX Com_Printf("EAX 4.0 %s supported\n",s_bEAX?"is":"not"); Com_Printf("Eal file %s loaded\n",s_bEALFileLoaded?"is":"not"); Com_Printf("s_EnvironmentID = %d\n",s_EnvironmentID); Com_Printf("s_bInWater = %s\n",s_bInWater?"true":"false"); #endif } else { Com_Printf("%5d stereo\n", dma.channels - 1); Com_Printf("%5d samples\n", dma.samples); Com_Printf("%5d samplebits\n", dma.samplebits); Com_Printf("%5d submission_chunk\n", dma.submission_chunk); Com_Printf("%5d speed\n", dma.speed); Com_Printf("0x%x dma buffer\n", dma.buffer); } if (bMusic_IsDynamic) { DynamicMusicInfoPrint(); Com_Printf("( Dynamic music set name: \"%s\" )\n",sInfoOnly_CurrentDynamicMusicSet); } else { if (!s_allowDynamicMusic->integer) { Com_Printf("( Dynamic music inhibited (s_allowDynamicMusic == 0) )\n", sMusic_BackgroundLoop ); } if ( tMusic_Info[eBGRNDTRACK_NONDYNAMIC].s_backgroundFile ) { Com_Printf("Background file: %s\n", sMusic_BackgroundLoop ); } else { Com_Printf("No background file.\n" ); } } } S_DisplayFreeMemory(); Com_Printf("----------------------\n" ); } /* ================ S_Init ================ */ void S_Init( void ) { ALCcontext *ALCContext = NULL; ALCdevice *ALCDevice = NULL; ALfloat listenerPos[]={0.0,0.0,0.0}; ALfloat listenerVel[]={0.0,0.0,0.0}; ALfloat listenerOri[]={0.0,0.0,-1.0, 0.0,1.0,0.0}; cvar_t *cv; sboolean r; int i, j; channel_t *ch; char *mapname; Com_Printf("\n------- sound initialization -------\n"); s_volume = Cvar_Get ("s_volume", "0.5", CVAR_ARCHIVE); s_volumeVoice= Cvar_Get ("s_volumeVoice", "1.0", CVAR_ARCHIVE); s_musicVolume = Cvar_Get ("s_musicvolume", "0.25", CVAR_ARCHIVE); s_separation = Cvar_Get ("s_separation", "0.5", CVAR_ARCHIVE); s_khz = Cvar_Get ("s_khz", "22", CVAR_ARCHIVE|CVAR_LATCH); s_allowDynamicMusic = Cvar_Get ("s_allowDynamicMusic", "1", CVAR_ARCHIVE); 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); s_debugdynamic = Cvar_Get("s_debugdynamic","0", CVAR_CHEAT); s_lip_threshold_1 = Cvar_Get("s_threshold1" , "0.5",0); s_lip_threshold_2 = Cvar_Get("s_threshold2" , "4.0",0); s_lip_threshold_3 = Cvar_Get("s_threshold3" , "7.0",0); s_lip_threshold_4 = Cvar_Get("s_threshold4" , "8.0",0); s_language = Cvar_Get("s_language","english",CVAR_ARCHIVE | CVAR_NORESTART); MP3_InitCvars(); s_CPUType = Cvar_Get("sys_cpuid","",0); #ifdef _MSC_VER #if !id386 #else extern unsigned int uiMMXAvailable; uiMMXAvailable = !!(s_CPUType->integer >= CPUID_INTEL_MMX); #endif #endif cv = Cvar_Get ("s_initsound", "1", CVAR_ROM); if ( !cv->integer ) { s_soundStarted = 0; // needed in case you set s_initsound to 0 midgame then snd_restart (div0 err otherwise later) Com_Printf ("not initializing.\n"); Com_Printf("------------------------------------\n"); return; } Cmd_AddCommand("play", S_Play_f); Cmd_AddCommand("music", S_Music_f); Cmd_AddCommand("soundlist", S_SoundList_f); Cmd_AddCommand("soundinfo", S_SoundInfo_f); Cmd_AddCommand("soundstop", S_StopAllSounds); Cmd_AddCommand("mp3_calcvols", S_MP3_CalcVols_f); Cmd_AddCommand("s_dynamic", S_SetDynamicMusic_f); if (s_UseOpenAL) { ALCDevice = alcOpenDevice(NULL); if (!ALCDevice) return; //Create context(s) ALCContext = alcCreateContext(ALCDevice, NULL); if (!ALCContext) return; //Set active context alcMakeContextCurrent(ALCContext); if (alcGetError(ALCDevice) != ALC_NO_ERROR) return; s_soundStarted = 1; s_soundMuted = qtrue; s_soundtime = 0; s_paintedtime = 0; s_rawend = 0; S_StopAllSounds(); S_SoundInfo_f(); // Set Listener attributes alListenerfv(AL_POSITION,listenerPos); alListenerfv(AL_VELOCITY,listenerVel); alListenerfv(AL_ORIENTATION,listenerOri); #ifdef HAVE_EAX InitEAXManager(); #endif memset(s_channels, 0, sizeof(s_channels)); s_numChannels = 0; // Create as many AL Sources (up to Max) as possible for (i = 0; i < MAX_CHANNELS; i++) { alGenSources(1, &s_channels[i].alSource); // &g_Sources[i]); if (alGetError() != AL_NO_ERROR) { // Reached limit of sources break; } alSourcef(s_channels[i].alSource, AL_REFERENCE_DISTANCE, DEFAULT_REF_DISTANCE); if (alGetError() != AL_NO_ERROR) { break; } // Sources / Channels are not sending to any Slots (other than the Listener / Primary FX Slot) s_channels[i].lSlotID = -1; #ifdef HAVE_EAX if (s_bEAX) { // Remove the RoomAuto flag from each Source (to remove Reverb Engine Statistical // model that is assuming units are in metres) // Without this call reverb sends from the sources will attenuate too quickly // with distance, especially for the non-primary reverb zones. unsigned long ulFlags = 0; s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_FLAGS, s_channels[i].alSource, &ulFlags, sizeof(ulFlags)); } #endif s_numChannels++; } // Generate AL Buffers for streaming audio playback (used for MP3s) ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { for (j = 0; j < NUM_STREAMING_BUFFERS; j++) { alGenBuffers(1, &(ch->buffers[j].BufferID)); ch->buffers[j].Status = UNQUEUED; ch->buffers[j].Data = (char *)Z_Malloc(STREAMING_BUFFER_SIZE, TAG_SND_RAWDATA, qfalse); } } // clear out the lip synching override array memset(s_entityWavVol, 0, sizeof(s_entityWavVol)); // These aren't really relevant for Open AL, but for completeness ... dma.speed = 22050; dma.channels = 2; dma.samplebits = 16; dma.samples = 0; dma.submission_chunk = 0; dma.buffer = NULL; // Clamp sound volumes between 0.0f and 1.0f (just in case they aren't already) if (s_volume->value < 0.f) s_volume->value = 0.f; if (s_volume->value > 1.f) s_volume->value = 1.f; if (s_volumeVoice->value < 0.f) s_volumeVoice->value = 0.f; if (s_volumeVoice->value > 1.f) s_volumeVoice->value = 1.f; if (s_musicVolume->value < 0.f) s_musicVolume->value = 0.f; if (s_musicVolume->value > 1.f) s_musicVolume->value = 1.f; // s_init could be called in game, if so there may be an .eal file // for this level mapname = Cvar_VariableString( "mapname" ); #ifdef HAVE_EAX EALFileInit(mapname); #endif } else { r = SNDDMA_Init(); if ( r ) { s_soundStarted = 1; s_soundMuted = qtrue; // s_numSfx = 0; // do NOT do this here now!!! s_soundtime = 0; s_paintedtime = 0; S_StopAllSounds (); S_SoundInfo_f(); } } Com_Printf("------------------------------------\n"); Com_Printf("\n--- ambient sound initialization ---\n"); AS_Init(); } // only called from snd_restart. QA request... // int RE_RegisterMedia_GetLevel(void); void S_ReloadAllUsedSounds(void) { if (s_soundStarted && !s_soundMuted ) { // new bit, reload all soundsthat are used on the current level... // for (int i=1 ; i < s_numSfx ; i++) // start @ 1 to skip freeing default sound { sfx_t *sfx = &s_knownSfx[i]; if (!sfx->bInMemory && !sfx->bDefaultSound && sfx->iLastLevelUsedOn == RE_RegisterMedia_GetLevel()){ S_memoryLoad(sfx); } } } } // ======================================================================= // Shutdown sound engine // ======================================================================= void S_Shutdown( void ) { ALCcontext *ALCContext; ALCdevice *ALCDevice; channel_t *ch; int i, j; if ( !s_soundStarted ) { return; } S_FreeAllSFXMem(); S_UnCacheDynamicMusic(); if (s_UseOpenAL) { // Release all the AL Sources (including Music channel (Source 0)) for (i = 0; i < s_numChannels; i++) { alDeleteSources(1, &(s_channels[i].alSource)); } // Release Streaming AL Buffers ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { for (j = 0; j < NUM_STREAMING_BUFFERS; j++) { alDeleteBuffers(1, &(ch->buffers[j].BufferID)); ch->buffers[j].BufferID = 0; ch->buffers[j].Status = UNQUEUED; if (ch->buffers[j].Data) { Z_Free(ch->buffers[j].Data); ch->buffers[j].Data = NULL; } } } // Get active context ALCContext = alcGetCurrentContext(); // Get device for active context ALCDevice = alcGetContextsDevice(ALCContext); // Release context(s) alcDestroyContext(ALCContext); // Close device alcCloseDevice(ALCDevice); #ifdef HAVE_EAX ReleaseEAXManager(); #endif s_numChannels = 0; } else { SNDDMA_Shutdown(); } s_soundStarted = 0; Cmd_RemoveCommand("play"); Cmd_RemoveCommand("music"); Cmd_RemoveCommand("stopsound"); Cmd_RemoveCommand("soundlist"); Cmd_RemoveCommand("soundinfo"); Cmd_RemoveCommand("soundstop"); Cmd_RemoveCommand("mp3_calcvols"); Cmd_RemoveCommand("s_dynamic"); AS_Free(); } /* Mutes / Unmutes all OpenAL sound */ void S_AL_MuteAllSounds(sboolean bMute) { if (!s_soundStarted) return; if (!s_UseOpenAL) return; if (bMute) { alListenerf(AL_GAIN, 0.0f); } else { alListenerf(AL_GAIN, 1.0f); } } // ======================================================================= // 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 ================== */ sfx_t *S_FindName( const char *name ) { int i; int hash; sfx_t *sfx; if (!name) { Com_Error (ERR_FATAL, "S_FindName: NULL\n"); } if (!name[0]) { Com_Error (ERR_FATAL, "S_FindName: empty name\n"); } if (strlen(name) >= MAX_QPATH) { Com_Error (ERR_FATAL, "Sound name too long: %s", name); } char sSoundNameNoExt[MAX_QPATH]; COM_StripExtension(name,sSoundNameNoExt); hash = S_HashSFXName(sSoundNameNoExt); sfx = sfxHash[hash]; // see if already loaded while (sfx) { if (!Q_stricmp(sfx->sSoundName, sSoundNameNoExt) ) { return sfx; } sfx = sfx->next; } /* // find a free sfx for (i=0 ; i < s_numSfx ; i++) { if (!s_knownSfx[i].soundName[0]) { break; } } */ i = s_numSfx; //we don't clear the soundName after failed loads any more, so it'll always be the last entry if (s_numSfx == MAX_SFX) { // ok, no sfx's free, but are there any with defaultSound set? (which the registering ent will never // see because he gets zero returned if it's default...) // for (i=0 ; i < s_numSfx ; i++) { if (s_knownSfx[i].bDefaultSound) { break; } } if (i==s_numSfx) { // genuinely out of handles... // if we ever reach this, let me know and I'll either boost the array or put in a map-used-on // reference to enable sfx_t recycling. TA codebase relies on being able to have structs for every sound // used anywhere, ever, all at once (though audio bit-buffer gets recycled). SOF1 used about 1900 distinct // events, so current MAX_SFX limit should do, or only need a small boost... -ste // Com_Error (ERR_FATAL, "S_FindName: out of sfx_t"); } } else { s_numSfx++; } sfx = &s_knownSfx[i]; memset (sfx, 0, sizeof(*sfx)); Q_strncpyz(sfx->sSoundName, sSoundNameNoExt, sizeof(sfx->sSoundName)); Q_strlwr(sfx->sSoundName);//force it down low sfx->next = sfxHash[hash]; sfxHash[hash] = sfx; return sfx; } /* ================= S_DefaultSound ================= */ void S_DefaultSound( sfx_t *sfx ) { int i; sfx->iSoundLengthInSamples = 512; // #samples, ie shorts sfx->pSoundData = (short *) SND_malloc(512*2, sfx); // ... so *2 for alloc bytes sfx->bInMemory = qtrue; for ( i=0 ; i < sfx->iSoundLengthInSamples ; i++ ) { sfx->pSoundData[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_DisableSounds( void ) { S_StopAllSounds(); s_soundMuted = qtrue; } /* ===================== S_BeginRegistration ===================== */ void S_BeginRegistration( void ) { char *mapname; s_soundMuted = qfalse; // we can play again #ifdef HAVE_EAX // Find name of level so we can load in the appropriate EAL file if (s_UseOpenAL) { mapname = Cvar_VariableString( "mapname" ); EALFileInit(mapname); // clear carry crap from previous map for (int i = 0; i < EAX_MAX_FXSLOTS; i++) { s_FXSlotInfo[i].lEnvID = -1; } } #endif if (s_numSfx == 0) { SND_setup(); s_numSfx = 0; memset( s_knownSfx, 0, sizeof( s_knownSfx ) ); memset(sfxHash, 0, sizeof(sfx_t *)*LOOP_HASH); #ifdef _DEBUG sfx_t *sfx = S_FindName( "***DEFAULT***" ); S_DefaultSound( sfx ); #else S_RegisterSound("sound/null.wav"); #endif } } #ifdef HAVE_EAX void EALFileInit(char *level) { long lRoom; char name[MAX_QPATH]; char szEALFilename[MAX_QPATH]; int i; // If an EAL File is already unloaded, remove it if (s_bEALFileLoaded) { UnloadEALFile(); } // Reset variables s_bInWater = false; // Try and load an EAL file for the new level COM_StripExtension(level, name); Com_sprintf(szEALFilename, MAX_QPATH, "eagle/%s.eal", name); s_bEALFileLoaded = LoadEALFile(szEALFilename); if (!s_bEALFileLoaded) { Com_sprintf(szEALFilename, MAX_QPATH, "base/eagle/%s.eal", name); s_bEALFileLoaded = LoadEALFile(szEALFilename); } if (s_bEALFileLoaded) { s_lLastEnvUpdate = Com_Milliseconds(); } else { // Mute reverbs if no EAL file is found if ((s_bEAX)&&(s_eaxSet)) { lRoom = -10000; for (i = 0; i < s_NumFXSlots; i++) { s_eaxSet(&s_FXSlotInfo[i].FXSlotGuid, EAXREVERB_ROOM, NULL, &lRoom, sizeof(long)); } } } } #endif // HAVE_EAX /* ================== S_RegisterSound Creates a default buzz sound if the file can't be loaded ================== */ sfxHandle_t S_RegisterSound( const char *name) { sfx_t *sfx; if (!s_soundStarted) { return 0; } if ( strlen( name ) >= MAX_QPATH ) { Com_Printf( S_COLOR_RED"Sound name exceeds MAX_QPATH - %s\n", name ); return 0; } sfx = S_FindName( name ); SND_TouchSFX(sfx); if ( sfx->bDefaultSound ) return 0; if (s_UseOpenAL) { if ((sfx->pSoundData) || (sfx->Buffer)) return sfx - s_knownSfx; } else { if ( sfx->pSoundData ) { return sfx - s_knownSfx; } } sfx->bInMemory = qfalse; S_memoryLoad(sfx); if ( sfx->bDefaultSound ) { #ifndef FINAL_BUILD if (!s_shutUp) { Com_Printf( S_COLOR_YELLOW "WARNING: could not find %s - using default\n", sfx->sSoundName ); } #endif return 0; } return sfx - s_knownSfx; } 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->sSoundName ); sfx->bDefaultSound = qtrue; } sfx->bInMemory = qtrue; } //============================================================================= static sboolean S_CheckChannelStomp( int chan1, int chan2 ) { if (!s_UseOpenAL) { if ( chan1 == chan2 ) { return qtrue; } } if ( ( chan1 == CHAN_VOICE || chan1 == CHAN_VOICE_ATTEN || chan1 == CHAN_VOICE_GLOBAL ) && ( chan2 == CHAN_VOICE || chan2 == CHAN_VOICE_ATTEN || chan2 == CHAN_VOICE_GLOBAL ) ) { return qtrue; } return qfalse; } /* ================= S_PickChannel ================= */ // there were 2 versions of this, one for A3D and one normal, but the normal one wouldn't compile because // it hadn't been updated for some time, so rather than risk anything weird/out of date, I just removed the // A3D lines from this version and deleted the other one. // // If this really bothers you then feel free to play with it. -Ste. // channel_t *S_PickChannel(int entnum, int entchannel) { int ch_idx; channel_t *ch, *firstToDie; sboolean foundChan = qfalse; if (s_UseOpenAL) return S_OpenALPickChannel(entnum, entchannel); if ( entchannel<0 ) { Com_Error (ERR_DROP, "S_PickChannel: entchannel<0"); } // Check for replacement sound, or find the best one to replace firstToDie = &s_channels[0]; for ( int pass = 0; (pass < ((entchannel == CHAN_AUTO || entchannel == CHAN_LESS_ATTEN)?1:2)) && !foundChan; pass++ ) { for (ch_idx = 0, ch = &s_channels[0]; ch_idx < MAX_CHANNELS ; ch_idx++, ch++ ) { if ( entchannel == CHAN_AUTO || entchannel == CHAN_LESS_ATTEN || pass > 0 ) {//if we're on the second pass, just find the first open chan if ( !ch->thesfx ) {//grab the first open channel firstToDie = ch; break; } } else if ( ch->entnum == entnum && S_CheckChannelStomp( ch->entchannel, entchannel ) ) { // always override sound from same entity if ( s_show->integer == 1 && ch->thesfx ) { Com_Printf( S_COLOR_YELLOW"...overrides %s\n", ch->thesfx->sSoundName ); ch->thesfx = 0; //just to clear the next error msg } firstToDie = ch; foundChan = qtrue; break; } // don't let anything else override local player sounds if ( ch->entnum == listener_number && entnum != listener_number && ch->thesfx) { continue; } // don't override loop sounds if ( ch->loopSound ) { continue; } if ( ch->startSample < firstToDie->startSample ) { firstToDie = ch; } } } if ( s_show->integer == 1 && firstToDie->thesfx ) { Com_Printf( S_COLOR_RED"***kicking %s\n", firstToDie->thesfx->sSoundName ); } Channel_Clear(firstToDie); // memset(firstToDie, 0, sizeof(*firstToDie)); return firstToDie; } /* For use with Open AL Allows more than one sound of the same type to emanate from the same entity - sounds much better on hardware this way esp. rapid fire modes of weapons! */ channel_t *S_OpenALPickChannel(int entnum, int entchannel) { int ch_idx; channel_t *ch, *ch_firstToDie; bool foundChan = false; float source_pos[3]; if ( entchannel < 0 ) { Com_Error (ERR_DROP, "S_PickChannel: entchannel<0"); } // Check for replacement sound, or find the best one to replace ch_firstToDie = s_channels + 1; // channel 0 is reserved for Music for (ch_idx = 1, ch = s_channels + ch_idx; ch_idx < s_numChannels; ch_idx++, ch++) { if ( ch->entnum == entnum && S_CheckChannelStomp( ch->entchannel, entchannel ) ) { // always override sound from same entity if ( s_show->integer == 1 && ch->thesfx ) { Com_Printf( S_COLOR_YELLOW"...overrides %s\n", ch->thesfx->sSoundName ); ch->thesfx = 0; //just to clear the next error msg } ch_firstToDie = ch; foundChan = true; break; } } if (!foundChan) for (ch_idx = 1, ch = s_channels + ch_idx; ch_idx < s_numChannels; ch_idx++, ch++) { // See if the channel is free if (!ch->thesfx) { ch_firstToDie = ch; foundChan = true; break; } } if (!foundChan) { for (ch_idx = 1, ch = s_channels + ch_idx; ch_idx < s_numChannels; ch_idx++, ch++) { if ( (ch->entnum == entnum) && (ch->entchannel == entchannel) && (ch->entchannel != CHAN_AMBIENT) && (ch->entnum != listener_number) ) { // Same entity and same type of sound effect (entchannel) ch_firstToDie = ch; foundChan = true; break; } } } int longestDist; int dist; if (!foundChan) { // Find sound effect furthest from listener ch = s_channels + 1; if (ch->fixed_origin) { // Convert to Open AL co-ordinates source_pos[0] = ch->origin[0]; source_pos[1] = ch->origin[2]; source_pos[2] = -ch->origin[1]; longestDist = ((listener_pos[0] - source_pos[0]) * (listener_pos[0] - source_pos[0])) + ((listener_pos[1] - source_pos[1]) * (listener_pos[1] - source_pos[1])) + ((listener_pos[2] - source_pos[2]) * (listener_pos[2] - source_pos[2])); } else { if (ch->entnum == listener_number) longestDist = 0; else { if (ch->bLooping) { // Convert to Open AL co-ordinates source_pos[0] = loopSounds[ch->entnum].origin[0]; source_pos[1] = loopSounds[ch->entnum].origin[2]; source_pos[2] = -loopSounds[ch->entnum].origin[1]; } else { // Convert to Open AL co-ordinates source_pos[0] = s_entityPosition[ch->entnum][0]; source_pos[1] = s_entityPosition[ch->entnum][2]; source_pos[2] = -s_entityPosition[ch->entnum][1]; } longestDist = ((listener_pos[0] - source_pos[0]) * (listener_pos[0] - source_pos[0])) + ((listener_pos[1] - source_pos[1]) * (listener_pos[1] - source_pos[1])) + ((listener_pos[2] - source_pos[2]) * (listener_pos[2] - source_pos[2])); } } for (ch_idx = 2, ch = s_channels + ch_idx; ch_idx < s_numChannels; ch_idx++, ch++) { if (ch->fixed_origin) { // Convert to Open AL co-ordinates source_pos[0] = ch->origin[0]; source_pos[1] = ch->origin[2]; source_pos[2] = -ch->origin[1]; dist = ((listener_pos[0] - source_pos[0]) * (listener_pos[0] - source_pos[0])) + ((listener_pos[1] - source_pos[1]) * (listener_pos[1] - source_pos[1])) + ((listener_pos[2] - source_pos[2]) * (listener_pos[2] - source_pos[2])); } else { if (ch->entnum == listener_number) dist = 0; else { if (ch->bLooping) { // Convert to Open AL co-ordinates source_pos[0] = loopSounds[ch->entnum].origin[0]; source_pos[1] = loopSounds[ch->entnum].origin[2]; source_pos[2] = -loopSounds[ch->entnum].origin[1]; } else { // Convert to Open AL co-ordinates source_pos[0] = s_entityPosition[ch->entnum][0]; source_pos[1] = s_entityPosition[ch->entnum][2]; source_pos[2] = -s_entityPosition[ch->entnum][1]; } dist = ((listener_pos[0] - source_pos[0]) * (listener_pos[0] - source_pos[0])) + ((listener_pos[1] - source_pos[1]) * (listener_pos[1] - source_pos[1])) + ((listener_pos[2] - source_pos[2]) * (listener_pos[2] - source_pos[2])); } } if (dist > longestDist) { longestDist = dist; ch_firstToDie = ch; } } } if (ch_firstToDie->bPlaying) { if (s_show->integer == 1 && ch_firstToDie->thesfx ) { Com_Printf(S_COLOR_RED"***kicking %s\n", ch_firstToDie->thesfx->sSoundName ); } // Stop sound alSourceStop(ch_firstToDie->alSource); ch_firstToDie->bPlaying = false; } // Reset channel variables memset(&ch_firstToDie->MP3StreamHeader, 0, sizeof(MP3STREAM)); ch_firstToDie->bLooping = false; ch_firstToDie->bProcessed = false; ch_firstToDie->bStreaming = false; return ch_firstToDie; } /* ================= S_SpatializeOrigin Used for spatializing s_channels ================= */ void S_SpatializeOrigin (const vec3_t origin, float master_vol, int *left_vol, int *right_vol, int channel) { vec_t dot; vec_t dist; vec_t lscale, rscale, scale; vec3_t source_vec; float dist_mult = SOUND_ATTENUATE; // calculate stereo seperation and distance attenuation VectorSubtract(origin, listener_origin, source_vec); dist = VectorNormalize(source_vec); if ( channel == CHAN_VOICE ) { dist -= SOUND_FULLVOLUME * 3.0f; // dist_mult = VOICE_ATTENUATE; // tweak added (this fixes an NPC dialogue "in your ears" bug, but we're not sure if it'll make a bunch of others fade too early. Too close to shipping...) } else if ( channel == CHAN_LESS_ATTEN ) { dist -= SOUND_FULLVOLUME * 8.0f; // maybe is too large } else if ( channel == CHAN_VOICE_ATTEN ) { dist -= SOUND_FULLVOLUME * 1.35f; // used to be 0.15f, dropped off too sharply - dmv dist_mult = VOICE_ATTENUATE; } else if ( channel == CHAN_VOICE_GLOBAL ) { dist = -1; } else // use normal attenuation. { dist -= SOUND_FULLVOLUME; } if (dist < 0) { dist = 0; // close enough to be at full volume } dist *= dist_mult; // different attenuation levels dot = -DotProduct(listener_axis[1], source_vec); if (dma.channels == 1) // || !dist_mult) { // no attenuation = no spatialization rscale = SOUND_FMAXVOL; lscale = SOUND_FMAXVOL; } else { //rscale = 0.5 * (1.0 + dot); //lscale = 0.5 * (1.0 - dot); rscale = s_separation->value + ( 1.0f - s_separation->value ) * dot; lscale = s_separation->value - ( 1.0f - s_separation->value ) * dot; if ( rscale < 0 ) { rscale = 0; } if ( lscale < 0 ) { lscale = 0; } } // add in distance effect scale = (1.0f - dist) * rscale; *right_vol = (int) (master_vol * scale); if (*right_vol < 0) { *right_vol = 0; } scale = (1.0f - dist) * lscale; *left_vol = (int) (master_vol * scale); if (*left_vol < 0) { *left_vol = 0; } } // ======================================================================= // Start a sound effect // ======================================================================= /* ==================== S_StartAmbientSound Starts an ambient, 'one-shot" sound. ==================== */ void S_StartAmbientSound( const vec3_t origin, int entityNum, unsigned char volume, sfxHandle_t sfxHandle ) { channel_t *ch; /*const*/ sfx_t *sfx; if ( !s_soundStarted || s_soundMuted ) { return; } if ( !origin && ( entityNum < 0 || entityNum > MAX_GENTITIES ) ) Com_Error( ERR_DROP, "S_StartAmbientSound: bad entitynum %i", entityNum ); if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) Com_Error( ERR_DROP, "S_StartAmbientSound: handle %i out of range", sfxHandle ); sfx = &s_knownSfx[ sfxHandle ]; if (sfx->bInMemory == qfalse){ S_memoryLoad(sfx); } SND_TouchSFX(sfx); if (s_UseOpenAL) { if (volume==0) return; } if ( s_show->integer == 1 ) { Com_Printf( "%i : %s on (%d) Ambient\n", s_paintedtime, sfx->sSoundName, entityNum ); } // pick a channel to play on ch = S_PickChannel( entityNum, CHAN_AMBIENT ); if (!ch) { return; } if (origin) { VectorCopy (origin, ch->origin); ch->fixed_origin = qtrue; } else { ch->fixed_origin = qfalse; } ch->master_vol = volume; ch->entnum = entityNum; ch->entchannel = CHAN_AMBIENT; ch->thesfx = sfx; ch->startSample = START_SAMPLE_IMMEDIATE; ch->leftvol = ch->master_vol; // these will get calced at next spatialize ch->rightvol = ch->master_vol; // unless the game isn't running if (sfx->pMP3StreamHeader) { memcpy(&ch->MP3StreamHeader,sfx->pMP3StreamHeader, sizeof(ch->MP3StreamHeader)); //ch->iMP3SlidingDecodeWritePos = 0; // These will be zero from the memset in S_PickChannel(), but keep them here for reference... //ch->iMP3SlidingDecodeWindowPos= 0; // } else { memset(&ch->MP3StreamHeader,0, sizeof(ch->MP3StreamHeader)); } } /* ==================== S_MuteSound Mutes sound on specified channel for specified entity. ==================== */ void S_MuteSound(int entityNum, int entchannel) { //I guess this works. channel_t *ch = S_PickChannel( entityNum, entchannel ); if (!ch) { return; } ch->master_vol = 0; ch->entnum = 0; ch->entchannel = 0; ch->thesfx = 0; ch->startSample = 0; ch->leftvol = 0; ch->rightvol = 0; } /* ==================== S_StartSound Validates the parms and ques the sound up if pos is NULL, the sound will be dynamically sourced from the entity Entchannel 0 will never override a playing sound ==================== */ void S_StartSound(const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle ) { int i; channel_t *ch; /*const*/ sfx_t *sfx; 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_Error( ERR_DROP, "S_StartSound: handle %i out of range", sfxHandle ); } sfx = &s_knownSfx[ sfxHandle ]; if (sfx->bInMemory == qfalse){ S_memoryLoad(sfx); } SND_TouchSFX(sfx); if ( s_show->integer == 1 ) { Com_Printf( "%i : %s on (%d)\n", s_paintedtime, sfx->sSoundName, entityNum ); } if (s_UseOpenAL) { if (entchannel == CHAN_WEAPON) { // Check if we are playing a 'charging' sound, if so, stop it now .. ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { if ((ch->entnum == entityNum) && (ch->entchannel == CHAN_WEAPON) && (ch->thesfx) && (strstr(ch->thesfx->sSoundName, "altcharge") != NULL)) { // Stop this sound alSourceStop(ch->alSource); alSourcei(ch->alSource, AL_BUFFER, NULL); ch->bPlaying = false; ch->thesfx = NULL; break; } } } else { ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { if ((ch->entnum == entityNum) && (ch->thesfx) && (strstr(ch->thesfx->sSoundName, "falling") != NULL)) { // Stop this sound alSourceStop(ch->alSource); alSourcei(ch->alSource, AL_BUFFER, NULL); ch->bPlaying = false; ch->thesfx = NULL; break; } } } } // pick a channel to play on ch = S_PickChannel( entityNum, entchannel ); if (!ch) { return; } if (origin) { VectorCopy (origin, ch->origin); ch->fixed_origin = qtrue; } else { ch->fixed_origin = qfalse; } ch->master_vol = SOUND_MAXVOL; //FIXME: Um.. control? ch->entnum = entityNum; ch->entchannel = entchannel; ch->thesfx = sfx; ch->startSample = START_SAMPLE_IMMEDIATE; ch->leftvol = ch->master_vol; // these will get calced at next spatialize ch->rightvol = ch->master_vol; // unless the game isn't running if (entchannel < CHAN_AMBIENT && entityNum == listener_number) { //only do it for body sounds not local sounds ch->master_vol = SOUND_MAXVOL * SOUND_FMAXVOL; //this won't be attenuated so let it scale down } if ( entchannel == CHAN_VOICE || entchannel == CHAN_VOICE_ATTEN || entchannel == CHAN_VOICE_GLOBAL ) { s_entityWavVol[ ch->entnum ] = -1; //we've started the sound but it's silent for now } if (sfx->pMP3StreamHeader) { memcpy(&ch->MP3StreamHeader,sfx->pMP3StreamHeader, sizeof(ch->MP3StreamHeader)); //ch->iMP3SlidingDecodeWritePos = 0; // These will be zero from the memset in S_PickChannel(), but keep them here for reference... //ch->iMP3SlidingDecodeWindowPos= 0; // } else { memset(&ch->MP3StreamHeader,0, sizeof(ch->MP3StreamHeader)); } } /* ================== S_StartLocalSound ================== */ void S_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) { if ( !s_soundStarted || s_soundMuted ) { return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Error( ERR_DROP, "S_StartLocalSound: handle %i out of range", sfxHandle ); } S_StartSound (NULL, listener_number, channelNum, sfxHandle ); } /* ================== S_StartLocalLoopingSound ================== */ void S_StartLocalLoopingSound( sfxHandle_t sfxHandle) { vec3_t nullVec = {0,0,0}; if ( !s_soundStarted || s_soundMuted ) { return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Error( ERR_DROP, "S_StartLocalLoopingSound: handle %i out of range", sfxHandle ); } S_AddLoopingSound( listener_number, nullVec, nullVec, sfxHandle ); } // returns length in milliseconds of supplied sound effect... (else 0 for bad handle now) // float S_GetSampleLengthInMilliSeconds( sfxHandle_t sfxHandle) { sfx_t *sfx; if (!s_soundStarted) { //we have no sound, so let's just make a reasonable guess return 512 * 1000; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) return 0.0f; sfx = &s_knownSfx[ sfxHandle ]; float f = (float)sfx->iSoundLengthInSamples / (float)dma.speed; return (f * 1000); } /* ================== S_ClearSoundBuffer If we are about to perform file access, clear the buffer so sound doesn't stutter. ================== */ void S_ClearSoundBuffer( void ) { int clear; if ( !s_soundStarted || s_soundMuted ) { return; } #if 0 //this causes scripts to freak when the sounds get cut... // clear all the sounds so they don't // start back up after the load finishes memset( s_channels, 0, sizeof( s_channels ) ); // clear out the lip synching override array memset(s_entityWavVol, 0,sizeof(s_entityWavVol)); #endif s_rawend = 0; if (!s_UseOpenAL) { if (dma.samplebits == 8) clear = 0x80; else clear = 0; SNDDMA_BeginPainting (); if (dma.buffer) memset(dma.buffer, clear, dma.samples * dma.samplebits/8); SNDDMA_Submit (); } else { s_paintedtime = 0; s_soundtime = 0; } } // kinda kludgy way to stop a special-use sfx_t playing... // void S_CIN_StopSound(sfxHandle_t sfxHandle) { if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Error( ERR_DROP, "S_CIN_StopSound: handle %i out of range", sfxHandle ); } sfx_t *sfx = &s_knownSfx[ sfxHandle ]; channel_t *ch = s_channels; int i; for ( i = 0; i < MAX_CHANNELS ; i++, ch++ ) { if ( !ch->thesfx || (ch->leftvol<0.25 && ch->rightvol<0.25 )) { continue; } if (ch->thesfx == sfx) { if (s_UseOpenAL) { alSourceStop(s_channels[i].alSource); } SND_FreeSFXMem(ch->thesfx); // heh, may as well... ch->thesfx = NULL; memset(&ch->MP3StreamHeader, 0, sizeof(MP3STREAM)); ch->bLooping = false; ch->bProcessed = false; ch->bPlaying = false; ch->bStreaming = false; break; } } } /* ================== S_StopAllSounds ================== */ void S_StopSounds(void) { int i; //, j; channel_t *ch; if ( !s_soundStarted ) { return; } // stop looping sounds S_ClearLoopingSounds(); // clear all the s_channels if (s_UseOpenAL) { ch = s_channels; for (i = 0; i < s_numChannels; i++, ch++) { alSourceStop(s_channels[i].alSource); alSourcei(s_channels[i].alSource, AL_BUFFER, NULL); ch->thesfx = NULL; memset(&ch->MP3StreamHeader, 0, sizeof(MP3STREAM)); ch->bLooping = false; ch->bProcessed = false; ch->bPlaying = false; ch->bStreaming = false; } } else { memset(s_channels, 0, sizeof(s_channels)); } // clear out the lip synching override array memset(s_entityWavVol, 0,sizeof(s_entityWavVol)); S_ClearSoundBuffer (); } /* ================== S_StopAllSounds and music ================== */ void S_StopAllSounds(void) { if ( !s_soundStarted ) { return; } // stop the background music S_StopBackgroundTrack(); S_StopSounds(); } /* ============================================================== continuous looping sounds are added each frame ============================================================== */ /* ================== S_ClearLoopingSounds ================== */ void S_ClearLoopingSounds( void ) { int i; if (s_UseOpenAL) { for (i = 0; i < MAX_LOOP_SOUNDS; i++) loopSounds[i].bProcessed = false; } numLoopSounds = 0; } /* ================== S_StopLoopingSound Stops all active looping sounds on a specified entity. Sort of a slow method though, isn't there some better way? ================== */ void S_StopLoopingSound( int entityNum ) { int i = 0; while (i < numLoopSounds) { if (loopSounds[i].entnum == entityNum) { int x = i+1; while (x < numLoopSounds) { memcpy(&loopSounds[x-1], &loopSounds[x], sizeof(loopSounds[x])); x++; } numLoopSounds--; } i++; } } /* ================== S_AddLoopingSound Called during entity generation for a frame Include velocity in case I get around to doing doppler... ================== */ void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle ) { /*const*/ sfx_t *sfx; if ( !s_soundStarted || s_soundMuted ) { return; } if ( numLoopSounds >= MAX_LOOP_SOUNDS ) { return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Error( ERR_DROP, "S_AddLoopingSound: handle %i out of range", sfxHandle ); } sfx = &s_knownSfx[ sfxHandle ]; if (sfx->bInMemory == qfalse){ S_memoryLoad(sfx); } SND_TouchSFX(sfx); if ( !sfx->iSoundLengthInSamples ) { Com_Error( ERR_DROP, "%s has length 0", sfx->sSoundName ); } assert(!sfx->pMP3StreamHeader); VectorCopy( origin, loopSounds[numLoopSounds].origin ); VectorCopy( velocity, loopSounds[numLoopSounds].velocity ); loopSounds[numLoopSounds].sfx = sfx; loopSounds[numLoopSounds].volume = SOUND_MAXVOL; loopSounds[numLoopSounds].entnum = entityNum; numLoopSounds++; } /* ================== S_AddAmbientLoopingSound ================== */ void S_AddAmbientLoopingSound( const vec3_t origin, unsigned char volume, sfxHandle_t sfxHandle ) { /*const*/ sfx_t *sfx; if ( !s_soundStarted || s_soundMuted ) { return; } if ( numLoopSounds >= MAX_LOOP_SOUNDS ) { return; } if (s_UseOpenAL) { if (volume == 0) return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Error( ERR_DROP, "S_StartSound: handle %i out of range", sfxHandle ); } sfx = &s_knownSfx[ sfxHandle ]; if (sfx->bInMemory == qfalse){ S_memoryLoad(sfx); } SND_TouchSFX(sfx); if ( !sfx->iSoundLengthInSamples ) { Com_Error( ERR_DROP, "%s has length 0", sfx->sSoundName ); } VectorCopy( origin, loopSounds[numLoopSounds].origin ); loopSounds[numLoopSounds].sfx = sfx; assert(!sfx->pMP3StreamHeader); //TODO: Calculate the distance falloff loopSounds[numLoopSounds].volume = volume; numLoopSounds++; } /* ================== 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; int left, right, left_total, right_total; channel_t *ch; loopSound_t *loop, *loop2; static int loopFrame; loopFrame++; for ( i = 0 ; i < numLoopSounds ; i++) { loop = &loopSounds[i]; if ( loop->mergeFrame == loopFrame ) { continue; // already merged into an earlier sound } // find the total contribution of all sounds of this type left_total = right_total = 0; for ( j = i ; j < numLoopSounds ; j++) { loop2 = &loopSounds[j]; if ( loop2->sfx != loop->sfx ) { continue; } loop2->mergeFrame = loopFrame; // don't check this again later S_SpatializeOrigin( loop2->origin, loop2->volume, &left, &right, CHAN_AUTO); //FIXME: Allow for volume change!! left_total += left; right_total += right; } if (left_total == 0 && right_total == 0) continue; // not audible // allocate a channel ch = S_PickChannel(0, 0); if (!ch) return; if (left_total > SOUND_MAXVOL) left_total = SOUND_MAXVOL; if (right_total > SOUND_MAXVOL) right_total = SOUND_MAXVOL; ch->leftvol = left_total; ch->rightvol = right_total; ch->loopSound = qtrue; // remove next frame ch->thesfx = loop->sfx; // you cannot use MP3 files here because they offer only streaming access, not random // if (loop->sfx->pMP3StreamHeader) { Com_Error( ERR_DROP, "S_AddLoopSounds(): Cannot use streamed MP3 files here for random access (%s)\n",loop->sfx->sSoundName ); } else { memset(&ch->MP3StreamHeader,0, sizeof(ch->MP3StreamHeader)); } } } //============================================================================= /* ================= 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] ); } } portable_samplepair_t *S_GetRawSamplePointer() { return s_rawsamples; } /* ============ S_RawSamples Music streaming ============ */ void S_RawSamples( int samples, int rate, int width, int s_channels, const byte *data, float volume, int bFirstOrOnlyUpdateThisFrame ) { int i; int src, dst; float scale; int intVolume; if ( !s_soundStarted || s_soundMuted ) { return; } intVolume = 256 * volume; if ( s_rawend < s_soundtime ) { Com_DPrintf( "S_RawSamples: resetting minimum: %i < %i\n", s_rawend, s_soundtime ); s_rawend = s_soundtime; } scale = (float)rate / dma.speed; //Com_Printf ("%i < %i < %i\n", s_soundtime, s_paintedtime, s_rawend); if (s_channels == 2 && width == 2) { if (scale == 1.0) { // optimized case if (bFirstOrOnlyUpdateThisFrame) { for (i=0 ; i= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left = ((short *)data)[src*2] * intVolume; s_rawsamples[dst].right = ((short *)data)[src*2+1] * intVolume; } } else { for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left += ((short *)data)[src*2] * intVolume; s_rawsamples[dst].right += ((short *)data)[src*2+1] * intVolume; } } } } else if (s_channels == 1 && width == 2) { if (bFirstOrOnlyUpdateThisFrame) { for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left = ((short *)data)[src] * intVolume; s_rawsamples[dst].right = ((short *)data)[src] * intVolume; } } else { for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left += ((short *)data)[src] * intVolume; s_rawsamples[dst].right += ((short *)data)[src] * intVolume; } } } else if (s_channels == 2 && width == 1) { intVolume *= 256; if (bFirstOrOnlyUpdateThisFrame) { for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left = ((char *)data)[src*2] * intVolume; s_rawsamples[dst].right = ((char *)data)[src*2+1] * intVolume; } } else { for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left += ((char *)data)[src*2] * intVolume; s_rawsamples[dst].right += ((char *)data)[src*2+1] * intVolume; } } } else if (s_channels == 1 && width == 1) { intVolume *= 256; if (bFirstOrOnlyUpdateThisFrame) { for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left = (((byte *)data)[src]-128) * intVolume; s_rawsamples[dst].right = (((byte *)data)[src]-128) * intVolume; } } else { for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left += (((byte *)data)[src]-128) * intVolume; s_rawsamples[dst].right += (((byte *)data)[src]-128) * intVolume; } } } if ( s_rawend > s_soundtime + MAX_RAW_SAMPLES ) { Com_DPrintf( "S_RawSamples: overflowed %i > %i\n", s_rawend, s_soundtime ); } } //============================================================================= /* ===================== S_UpdateEntityPosition let the sound system know where an entity currently is ====================== */ void S_UpdateEntityPosition( int entityNum, const vec3_t origin ) { ALfloat pos[3]; channel_t *ch; int i; if ( entityNum < 0 || entityNum > MAX_GENTITIES ) { Com_Error( ERR_DROP, "S_UpdateEntityPosition: bad entitynum %i", entityNum ); } if (s_UseOpenAL) { if (entityNum == 0) return; ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { if ((s_channels[i].bPlaying) & (s_channels[i].entnum == entityNum) & (!s_channels[i].bLooping)) { // Ignore position updates for CHAN_VOICE_GLOBAL if (ch->entchannel != CHAN_VOICE_GLOBAL && ch->entchannel != CHAN_ANNOUNCER) { pos[0] = origin[0]; pos[1] = origin[2]; pos[2] = -origin[1]; alSourcefv(s_channels[i].alSource, AL_POSITION, pos); #ifdef HAVE_EAX UpdateEAXBuffer(ch); #endif } /* pos[0] = origin[0]; pos[1] = origin[2]; pos[2] = -origin[1]; alSourcefv(s_channels[i].alSource, AL_POSITION, pos); #ifdef HAVE_EAX if ((s_bEALFileLoaded) && !( ch->entchannel == CHAN_VOICE || ch->entchannel == CHAN_VOICE_ATTEN || ch->entchannel == CHAN_VOICE_GLOBAL ) ) { UpdateEAXBuffer(ch); } #endif */ } } } VectorCopy( origin, s_entityPosition[entityNum] ); } // Given a current wav we are playing, and our position within it, lets figure out its volume... // // (this is mostly Jake's code from EF1, which explains a lot...:-) // static int next_amplitude = 0; static int S_CheckAmplitude(channel_t *ch, const unsigned int s_oldpaintedtime ) { // now, is this a cycle - or have we just started a new sample - where we should update the backup table, and write this value // into the new table? or should we just take the value FROM the back up table and feed it out. assert( ch->startSample != START_SAMPLE_IMMEDIATE ); if ( ch->startSample == s_oldpaintedtime || (next_amplitude < s_soundtime) )//(ch->startSample == START_SAMPLE_IMMEDIATE)//!s_entityWavVol_back[ch->entnum] { int sample; int sample_total = 0; int count = 0; short *current_pos_s; // char *current_pos_c; int offset = 0; // if we haven't started the sample yet, we must be at the beginning current_pos_s = ((short*)ch->thesfx->pSoundData); // current_pos_c = ((char*)ch->thesfx->data); //if (ch->startSample != START_SAMPLE_IMMEDIATE) //{ // figure out where we are in the sample right now. offset = s_oldpaintedtime - ch->startSample;//s_paintedtime current_pos_s += offset; // current_pos_c += offset; //} // scan through 10 samples 100( at 11hz or 200 at 22hz) samples apart. // for (int i=0; i<10; i++) { // // have we run off the end? if ((offset + (i*100)) > ch->thesfx->iSoundLengthInSamples) { break; } // if (ch->thesfx->width == 1) // { // sample = current_pos_c[i*100]; // } // else { switch (ch->thesfx->eSoundCompressionMethod) { case ct_16: { sample = LittleShort(current_pos_s[i*100]); } break; case ct_MP3: { const int iIndex = (i*100) + ((offset * /*ch->thesfx->width*/2) - ch->iMP3SlidingDecodeWindowPos); const short* pwSamples = (short*) (ch->MP3SlidingDecodeBuffer + iIndex); sample = LittleShort(*pwSamples); } break; default: { assert(0); sample = 0; } break; } // if (sample < 0) // sample = -sample; sample = sample>>8; } // square it for better accuracy sample_total += (sample * sample); count++; } // if we are already done with this sample, then its silence if (!count) { return(0); } sample_total /= count; // I hate doing this, but its the simplest way if (sample_total < ch->thesfx->fVolRange * s_lip_threshold_1->value) { // tell the scripts that are relying on this that we are still going, but actually silent right now. sample = -1; } else if (sample_total < ch->thesfx->fVolRange * s_lip_threshold_2->value) { sample = 1; } else if (sample_total < ch->thesfx->fVolRange * s_lip_threshold_3->value) { sample = 2; } else if (sample_total < ch->thesfx->fVolRange * s_lip_threshold_4->value) { sample = 3; } else { sample = 4; } // OutputDebugString(va("Returning sample %d\n",sample)); // store away the value we got into the back up table s_entityWavVol_back[ ch->entnum ] = sample; return (sample); } // no, just get last value calculated from backup table assert( s_entityWavVol_back[ch->entnum] ); return (s_entityWavVol_back[ ch->entnum]); } /* ============ S_Respatialize Change the volumes of all the playing sounds for changes in their positions ============ */ void S_Respatialize( int entityNum, const vec3_t head, vec3_t axis[3], int inwater ) { #ifdef HAVE_EAX EAXOCCLUSIONPROPERTIES eaxOCProp; EAXACTIVEFXSLOTS eaxActiveSlots; #endif unsigned int ulEnvironment; int i; channel_t *ch; vec3_t origin; if ( !s_soundStarted || s_soundMuted ) { return; } if (s_UseOpenAL) { listener_pos[0] = head[0]; listener_pos[1] = head[2]; listener_pos[2] = -head[1]; alListenerfv(AL_POSITION, listener_pos); listener_ori[0] = axis[0][0]; listener_ori[1] = axis[0][2]; listener_ori[2] = -axis[0][1]; listener_ori[3] = axis[2][0]; listener_ori[4] = axis[2][2]; listener_ori[5] = -axis[2][1]; alListenerfv(AL_ORIENTATION, listener_ori); #ifdef HAVE_EAX // Update EAX effects here if (s_bEALFileLoaded) { // Check if the Listener is underwater if (inwater) { // Check if we have already applied Underwater effect if (!s_bInWater) { // New underwater fix for (i = 0; i < EAX_MAX_FXSLOTS; i++) { s_FXSlotInfo[i].lEnvID = -1; } // Load underwater reverb effect into FX Slot 0, and set this as the Primary FX Slot ulEnvironment = EAX_ENVIRONMENT_UNDERWATER; s_eaxSet(&EAXPROPERTYID_EAX40_FXSlot0, EAXREVERB_ENVIRONMENT, NULL, &ulEnvironment, sizeof(unsigned int)); s_EnvironmentID = 999; s_eaxSet(&EAXPROPERTYID_EAX40_Context, EAXCONTEXT_PRIMARYFXSLOTID, NULL, (ALvoid*)&EAXPROPERTYID_EAX40_FXSlot0, sizeof(GUID)); // Occlude all sounds into this environment, and mute all their sends to other reverbs eaxOCProp.lOcclusion = -3000; eaxOCProp.flOcclusionLFRatio = 0.0f; eaxOCProp.flOcclusionRoomRatio = 1.37f; eaxOCProp.flOcclusionDirectRatio = 1.0f; eaxActiveSlots.guidActiveFXSlots[0] = EAX_NULL_GUID; eaxActiveSlots.guidActiveFXSlots[1] = EAX_PrimaryFXSlotID; ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { // New underwater fix s_channels[i].lSlotID = -1; s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_OCCLUSIONPARAMETERS, ch->alSource, &eaxOCProp, sizeof(EAXOCCLUSIONPROPERTIES)); s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_ACTIVEFXSLOTID, ch->alSource, &eaxActiveSlots, 2*sizeof(GUID)); } s_bInWater = true; } } else { // Not underwater ... check if the underwater effect is still present if (s_bInWater) { s_bInWater = false; // Remove underwater Reverb effect, and reset Occlusion / Obstruction amount on all Sources UpdateEAXListener(); ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { UpdateEAXBuffer(ch); } } else { UpdateEAXListener(); } } } #endif // HAVE_EAX } else { 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; } if ( ch->loopSound ) { // loopSounds are regenerated fresh each frame Channel_Clear(ch); // memset (ch, 0, sizeof(*ch)); continue; } // anything coming from the view entity will always be full volume if (ch->entnum == listener_number) { ch->leftvol = ch->master_vol; ch->rightvol = ch->master_vol; } else { if (ch->fixed_origin) { VectorCopy( ch->origin, origin ); } else { VectorCopy( s_entityPosition[ ch->entnum ], origin ); } S_SpatializeOrigin (origin, (float)ch->master_vol, &ch->leftvol, &ch->rightvol, ch->entchannel); } //NOTE: Made it so that voice sounds keep playing, even out of range // so that tasks waiting for sound completion keep proper timing if ( !( ch->entchannel == CHAN_VOICE || ch->entchannel == CHAN_VOICE_ATTEN || ch->entchannel == CHAN_VOICE_GLOBAL ) && !ch->leftvol && !ch->rightvol ) { Channel_Clear(ch); // memset (ch, 0, sizeof(*ch)); continue; } } // add loopsounds S_AddLoopSounds (); } return; } /* ======================== S_ScanChannelStarts Returns qtrue if any new sounds were started since the last mix ======================== */ sboolean S_ScanChannelStarts( void ) { channel_t *ch; int i; sboolean newSamples; newSamples = qfalse; ch = s_channels; for (i=0; ithesfx ) { continue; } if ( ch->loopSound ) { 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->iSoundLengthInSamples <= s_paintedtime ) { ch->thesfx = NULL; continue; } } return newSamples; } // this is now called AFTER the DMA painting, since it's only the painter calls that cause the MP3s to be unpacked, // and therefore to have data readable by the lip-sync volume calc code. // void S_DoLipSynchs( const unsigned s_oldpaintedtime ) { channel_t *ch; int i; sboolean newSamples; // clear out the lip synching override array for this frame memset(s_entityWavVol, 0,(MAX_GENTITIES * 4)); newSamples = qfalse; ch = s_channels; for (i=0; ithesfx ) { continue; } if ( ch->loopSound ) { continue; } // if we are playing a sample that should override the lip texture on its owning model, lets figure out // what the amplitude is, stick it in a table, then return it if ( ch->entchannel == CHAN_VOICE || ch->entchannel == CHAN_VOICE_ATTEN || ch->entchannel == CHAN_VOICE_GLOBAL ) { // go away and work out amplitude for this sound we are playing right now. s_entityWavVol[ ch->entnum ] = S_CheckAmplitude( ch, s_oldpaintedtime ); if ( s_show->integer == 3 ) { Com_Printf( "(%i)%i %s vol = %i\n", ch->entnum, i, ch->thesfx->sSoundName, s_entityWavVol[ ch->entnum ] ); } } } if (next_amplitude < s_soundtime) { next_amplitude = s_soundtime + 800; } } /* ============ S_Update Called once each time through the main loop ============ */ void S_Update( void ) { int i; int total; channel_t *ch; if ( !s_soundStarted || s_soundMuted ) { return; } // // debugging output // if ( s_show->integer == 2 ) { total = 0; int totalMeg =0; ch = s_channels; for (i=0 ; ithesfx && (ch->leftvol || ch->rightvol) ) { Com_Printf ("(%i) %3i %3i %s\n", ch->entnum, ch->leftvol, ch->rightvol, ch->thesfx->sSoundName); total++; totalMeg += Z_Size(ch->thesfx->pSoundData); if (ch->thesfx->pMP3StreamHeader) { totalMeg += sizeof(*ch->thesfx->pMP3StreamHeader); } } } if (total) Com_Printf ("----(%i)---- painted: %i, SND %.2fMB\n", total, s_paintedtime, totalMeg/1024.0f/1024.0f); } // The Open AL code, handles background music in the S_UpdateRawSamples function if (!s_UseOpenAL) { // 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; int fullsamples; fullsamples = dma.samples / dma.channels; // 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 = fullsamples; S_StopAllSounds (); } } oldsamplepos = samplepos; s_soundtime = buffers*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 = (int)(s_soundtime + s_mixPreStep->value * dma.speed); } else { s_paintedtime = s_soundtime + dma.submission_chunk; } } void S_Update_(void) { unsigned endtime; int samps; channel_t *ch; int i,j; int source; float pos[3]; #ifdef _DEBUG char szString[256]; #endif if ( !s_soundStarted || s_soundMuted ) { return; } if (s_UseOpenAL) { UpdateSingleShotSounds(); ch = s_channels + 1; for ( i = 1; i < MAX_CHANNELS ; i++, ch++ ) { if ( !ch->thesfx || (ch->bPlaying)) continue; source = ch - s_channels; if (ch->entchannel == CHAN_VOICE_GLOBAL || ch->entchannel == CHAN_ANNOUNCER) { // Always play these sounds at 0,0,-1 (in front of listener) pos[0] = 0.0f; pos[1] = 0.0f; pos[2] = -1.0f; alSourcefv(s_channels[source].alSource, AL_POSITION, pos); alSourcei(s_channels[source].alSource, AL_LOOPING, AL_FALSE); alSourcei(s_channels[source].alSource, AL_SOURCE_RELATIVE, AL_TRUE); if (ch->entchannel == CHAN_ANNOUNCER) { alSourcef(s_channels[source].alSource, AL_GAIN, ((float)(ch->master_vol) * s_volume->value) / 255.0f); } else { alSourcef(s_channels[source].alSource, AL_GAIN, ((float)(ch->master_vol) * s_volumeVoice->value) / 255.0f); } } else { // Get position of source if (ch->fixed_origin) { pos[0] = ch->origin[0]; pos[1] = ch->origin[2]; pos[2] = -ch->origin[1]; alSourcei(s_channels[source].alSource, AL_SOURCE_RELATIVE, AL_FALSE); } else { if (ch->entnum == listener_number) { pos[0] = 0.0f; pos[1] = 0.0f; pos[2] = 0.0f; alSourcei(s_channels[source].alSource, AL_SOURCE_RELATIVE, AL_TRUE); } else { // Get position of Entity if (ch->bLooping) { pos[0] = loopSounds[ ch->entnum ].origin[0]; pos[1] = loopSounds[ ch->entnum ].origin[2]; pos[2] = -loopSounds[ ch->entnum ].origin[1]; } else { pos[0] = s_entityPosition[ch->entnum][0]; pos[1] = s_entityPosition[ch->entnum][2]; pos[2] = -s_entityPosition[ch->entnum][1]; } alSourcei(s_channels[source].alSource, AL_SOURCE_RELATIVE, AL_FALSE); } } alSourcefv(s_channels[source].alSource, AL_POSITION, pos); alSourcei(s_channels[source].alSource, AL_LOOPING, AL_FALSE); if (ch->entchannel == CHAN_VOICE) { // Reduced fall-off (Large Reference Distance), affected by Voice Volume alSourcef(s_channels[source].alSource, AL_REFERENCE_DISTANCE, DEFAULT_VOICE_REF_DISTANCE); alSourcef(s_channels[source].alSource, AL_GAIN, ((float)(ch->master_vol) * s_volumeVoice->value) / 255.0f); } else if (ch->entchannel == CHAN_VOICE_ATTEN) { // Normal fall-off, affected by Voice Volume alSourcef(s_channels[source].alSource, AL_REFERENCE_DISTANCE, DEFAULT_REF_DISTANCE); alSourcef(s_channels[source].alSource, AL_GAIN, ((float)(ch->master_vol) * s_volumeVoice->value) / 255.0f); } else if (ch->entchannel == CHAN_LESS_ATTEN) { // Reduced fall-off, affected by Sound Effect Volume alSourcef(s_channels[source].alSource, AL_REFERENCE_DISTANCE, DEFAULT_VOICE_REF_DISTANCE); alSourcef(s_channels[source].alSource, AL_GAIN, ((float)(ch->master_vol) * s_volume->value) / 255.f); } else { // Normal fall-off, affect by Sound Effect Volume alSourcef(s_channels[source].alSource, AL_REFERENCE_DISTANCE, DEFAULT_REF_DISTANCE); alSourcef(s_channels[source].alSource, AL_GAIN, ((float)(ch->master_vol) * s_volume->value) / 255.f); } } #ifdef HAVE_EAX if (s_bEALFileLoaded) UpdateEAXBuffer(ch); #endif int nBytesDecoded = 0; int nTotalBytesDecoded = 0; int nBuffersToAdd = 0; if (ch->thesfx->pMP3StreamHeader) { memcpy(&ch->MP3StreamHeader, ch->thesfx->pMP3StreamHeader, sizeof(ch->MP3StreamHeader)); ch->iMP3SlidingDecodeWritePos = 0; ch->iMP3SlidingDecodeWindowPos= 0; // Reset streaming buffers status's for (i = 0; i < NUM_STREAMING_BUFFERS; i++) ch->buffers[i].Status = UNQUEUED; // Decode (STREAMING_BUFFER_SIZE / 1152) MP3 frames for each of the NUM_STREAMING_BUFFERS AL Buffers for (i = 0; i < NUM_STREAMING_BUFFERS; i++) { nTotalBytesDecoded = 0; for (j = 0; j < (STREAMING_BUFFER_SIZE / 1152); j++) { nBytesDecoded = C_MP3Stream_Decode(&ch->MP3StreamHeader, 0); // added ,0 ? memcpy(ch->buffers[i].Data + nTotalBytesDecoded, ch->MP3StreamHeader.bDecodeBuffer, nBytesDecoded); if (ch->entchannel == CHAN_VOICE || ch->entchannel == CHAN_VOICE_ATTEN || ch->entchannel == CHAN_VOICE_GLOBAL ) { if (ch->thesfx->lipSyncData) { ch->thesfx->lipSyncData[(i*NUM_STREAMING_BUFFERS)+j] = S_MP3PreProcessLipSync(ch, (short *)(ch->MP3StreamHeader.bDecodeBuffer)); } else { #ifdef _DEBUG sprintf(szString, "Missing lip-sync info. for %s\n", ch->thesfx->sSoundName); OutputDebugString(szString); #endif } } nTotalBytesDecoded += nBytesDecoded; } if (nTotalBytesDecoded != STREAMING_BUFFER_SIZE) { memset(ch->buffers[i].Data + nTotalBytesDecoded, 0, (STREAMING_BUFFER_SIZE - nTotalBytesDecoded)); break; } } if (i >= NUM_STREAMING_BUFFERS) nBuffersToAdd = NUM_STREAMING_BUFFERS; else nBuffersToAdd = i + 1; // Make sure queue is empty first alSourcei(s_channels[source].alSource, AL_BUFFER, NULL); for (i = 0; i < nBuffersToAdd; i++) { // Copy decoded data to AL Buffer alBufferData(ch->buffers[i].BufferID, AL_FORMAT_MONO16, ch->buffers[i].Data, STREAMING_BUFFER_SIZE, 22050); // Queue AL Buffer on Source alSourceQueueBuffers(s_channels[source].alSource, 1, &(ch->buffers[i].BufferID)); if (alGetError() == AL_NO_ERROR) { ch->buffers[i].Status = QUEUED; } } // Clear error state, and check for successful Play call alGetError(); alSourcePlay(s_channels[source].alSource); if (alGetError() == AL_NO_ERROR) s_channels[source].bPlaying = true; ch->bStreaming = true; if ( ch->entchannel == CHAN_VOICE || ch->entchannel == CHAN_VOICE_ATTEN || ch->entchannel == CHAN_VOICE_GLOBAL ) { if (ch->thesfx->lipSyncData) { // Record start time for Lip-syncing s_channels[source].iStartTime = Com_Milliseconds(); // Prepare lipsync value(s) s_entityWavVol[ ch->entnum ] = ch->thesfx->lipSyncData[0]; } else { #ifdef _DEBUG sprintf(szString, "Missing lip-sync info. for %s\n", ch->thesfx->sSoundName); OutputDebugString(szString); #endif } } return; } else { // Attach buffer to source alSourcei(s_channels[source].alSource, AL_BUFFER, ch->thesfx->Buffer); ch->bStreaming = false; // Clear error state, and check for successful Play call alGetError(); alSourcePlay(s_channels[source].alSource); if (alGetError() == AL_NO_ERROR) s_channels[source].bPlaying = true; if ( ch->entchannel == CHAN_VOICE || ch->entchannel == CHAN_VOICE_ATTEN || ch->entchannel == CHAN_VOICE_GLOBAL ) { if (ch->thesfx->lipSyncData) { // Record start time for Lip-syncing s_channels[source].iStartTime = Com_Milliseconds(); // Prepare lipsync value(s) s_entityWavVol[ ch->entnum ] = ch->thesfx->lipSyncData[0]; } else { #ifdef _DEBUG sprintf(szString, "Missing lip-sync info. for %s\n", ch->thesfx->sSoundName); OutputDebugString(szString); #endif } } } } S_SetLipSyncs(); UpdateLoopingSounds(); AL_UpdateRawSamples(); } else { // Updates s_soundtime S_GetSoundtime(); const unsigned s_oldpaintedtime = s_paintedtime; // clear any sound effects that end before the current time, // and start any new sounds S_ScanChannelStarts(); // mix ahead of current position endtime = (int)(s_soundtime + s_mixahead->value * dma.speed); // mix to an even submission block size endtime = (endtime + dma.submission_chunk-1) & ~(dma.submission_chunk-1); // never mix more than the complete buffer samps = dma.samples >> (dma.channels-1); if (endtime - s_soundtime > samps) endtime = s_soundtime + samps; SNDDMA_BeginPainting (); S_PaintChannels (endtime); SNDDMA_Submit (); S_DoLipSynchs( s_oldpaintedtime ); } } void UpdateSingleShotSounds() { int i, j, k; ALint state; ALint processed; channel_t *ch; #ifdef _DEBUG char szString[256]; #endif // Firstly, check if any single-shot sounds have completed, or if they need more data (for streaming Sources), // and/or if any of the currently playing (non-Ambient) looping sounds need to be stopped ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { ch->bProcessed = false; if ((s_channels[i].bPlaying) && (!ch->bLooping)) { // Single-shot if (s_channels[i].bStreaming == false) { alGetSourcei(s_channels[i].alSource, AL_SOURCE_STATE, &state); if (state == AL_STOPPED) { s_channels[i].thesfx = NULL; s_channels[i].bPlaying = false; } } else { // Process streaming sample // Procedure :- // if more data to play // if any UNQUEUED Buffers // fill them with data // (else ?) // get number of buffers processed // fill them with data // restart playback if it has stopped (buffer underrun) // else // free channel int nBytesDecoded; if (ch->thesfx->pMP3StreamHeader) { if (ch->MP3StreamHeader.iSourceBytesRemaining == 0) { // Finished decoding data - if the source has finished playing then we're done alGetSourcei(ch->alSource, AL_SOURCE_STATE, &state); if (state == AL_STOPPED) { // Attach NULL buffer to Source to remove any buffers left in the queue alSourcei(ch->alSource, AL_BUFFER, NULL); ch->thesfx = NULL; ch->bPlaying = false; } // Move on to next channel ... continue; } // Check to see if any Buffers have been processed alGetSourcei(ch->alSource, AL_BUFFERS_PROCESSED, &processed); ALuint buffer; while (processed) { alSourceUnqueueBuffers(ch->alSource, 1, &buffer); for (j = 0; j < NUM_STREAMING_BUFFERS; j++) { if (ch->buffers[j].BufferID == buffer) { ch->buffers[j].Status = UNQUEUED; break; } } processed--; } int nTotalBytesDecoded = 0; for (j = 0; j < NUM_STREAMING_BUFFERS; j++) { if ((ch->buffers[j].Status == UNQUEUED) & (ch->MP3StreamHeader.iSourceBytesRemaining > 0)) { nTotalBytesDecoded = 0; for (k = 0; k < (STREAMING_BUFFER_SIZE / 1152); k++) { nBytesDecoded = C_MP3Stream_Decode(&ch->MP3StreamHeader, 0); // added ,0 if (nBytesDecoded > 0) { memcpy(ch->buffers[j].Data + nTotalBytesDecoded, ch->MP3StreamHeader.bDecodeBuffer, nBytesDecoded); if (ch->entchannel == CHAN_VOICE || ch->entchannel == CHAN_VOICE_ATTEN || ch->entchannel == CHAN_VOICE_GLOBAL ) { if (ch->thesfx->lipSyncData) { ch->thesfx->lipSyncData[(j*4)+k] = S_MP3PreProcessLipSync(ch, (short *)(ch->buffers[j].Data)); } else { #ifdef _DEBUG sprintf(szString, "Missing lip-sync info. for %s\n", ch->thesfx->sSoundName); OutputDebugString(szString); #endif } } nTotalBytesDecoded += nBytesDecoded; } else { // Make sure that iSourceBytesRemaining is 0 if (ch->MP3StreamHeader.iSourceBytesRemaining != 0) { ch->MP3StreamHeader.iSourceBytesRemaining = 0; break; } } } if (nTotalBytesDecoded != STREAMING_BUFFER_SIZE) { memset(ch->buffers[j].Data + nTotalBytesDecoded, 0, (STREAMING_BUFFER_SIZE - nTotalBytesDecoded)); // Move data to buffer alBufferData(ch->buffers[j].BufferID, AL_FORMAT_MONO16, ch->buffers[j].Data, STREAMING_BUFFER_SIZE, 22050); // Queue Buffer on Source alSourceQueueBuffers(ch->alSource, 1, &(ch->buffers[j].BufferID)); // Update status of Buffer ch->buffers[j].Status = QUEUED; break; } else { // Move data to buffer alBufferData(ch->buffers[j].BufferID, AL_FORMAT_MONO16, ch->buffers[j].Data, STREAMING_BUFFER_SIZE, 22050); // Queue Buffer on Source alSourceQueueBuffers(ch->alSource, 1, &(ch->buffers[j].BufferID)); // Update status of Buffer ch->buffers[j].Status = QUEUED; } } } // Get state of Buffer alGetSourcei(ch->alSource, AL_SOURCE_STATE, &state); if (state != AL_PLAYING) { alSourcePlay(ch->alSource); #ifdef _DEBUG char szString[256]; sprintf(szString,"[%d] Restarting playback of single-shot streaming MP3 sample - still have %d bytes to decode\n", i, ch->MP3StreamHeader.iSourceBytesRemaining); OutputDebugString(szString); #endif } } } } } } void UpdateLoopingSounds() { int i,j; ALuint source; channel_t *ch; loopSound_t *loop; float pos[3]; // First check to see if any of the looping sounds are already playing at the correct positions ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { if (ch->bLooping && s_channels[i].bPlaying) { for (j = 0; j < numLoopSounds; j++) { loop = &loopSounds[j]; // If this channel is playing the right sound effect at the right position then mark this channel and looping sound // as processed if ((loop->bProcessed == false) && (ch->thesfx == loop->sfx) ) { if ( (loop->origin[0] == listener_pos[0]) && (loop->origin[1] == -listener_pos[2]) && (loop->origin[2] == listener_pos[1]) ) { // Assume that this sound is head relative if (!loop->bRelative) { // Set position to 0,0,0 and turn on Head Relative Mode float pos[3]; pos[0] = 0.f; pos[1] = 0.f; pos[2] = 0.f; alSourcefv(s_channels[i].alSource, AL_POSITION, pos); alSourcei(s_channels[i].alSource, AL_SOURCE_RELATIVE, AL_TRUE); loop->bRelative = true; } // Make sure Gain is set correctly if (ch->master_vol != loop->volume) { ch->master_vol = loop->volume; alSourcef(s_channels[i].alSource, AL_GAIN, ((float)(ch->master_vol) * s_volume->value) / 255.f); } ch->bProcessed = true; loop->bProcessed = true; } else if ((loop->bProcessed == false) && (ch->thesfx == loop->sfx) && (!memcmp(ch->origin, loop->origin, sizeof(ch->origin)))) { // Match ! ch->bProcessed = true; loop->bProcessed = true; // Make sure Gain is set correctly if (ch->master_vol != loop->volume) { ch->master_vol = loop->volume; alSourcef(s_channels[i].alSource, AL_GAIN, ((float)(ch->master_vol) * s_volume->value) / 255.f); } break; } } } } } // Next check if the correct looping sound is playing, but at the wrong position ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { if ((ch->bLooping) && (ch->bProcessed == false) && s_channels[i].bPlaying) { for (j = 0; j < numLoopSounds; j++) { loop = &loopSounds[j]; if ((loop->bProcessed == false) && (ch->thesfx == loop->sfx)) { // Same sound - wrong position ch->origin[0] = loop->origin[0]; ch->origin[1] = loop->origin[1]; ch->origin[2] = loop->origin[2]; pos[0] = loop->origin[0]; pos[1] = loop->origin[2]; pos[2] = -loop->origin[1]; alSourcefv(s_channels[i].alSource, AL_POSITION, pos); ch->master_vol = loop->volume; alSourcef(s_channels[i].alSource, AL_GAIN, ((float)(ch->master_vol) * s_volume->value) / 255.f); #ifdef HAVE_EAX if (s_bEALFileLoaded) UpdateEAXBuffer(ch); #endif ch->bProcessed = true; loop->bProcessed = true; break; } } } } // If any non-procesed looping sounds are still playing on a channel, they can be removed as they are no longer // required ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { if (s_channels[i].bPlaying && ch->bLooping && !ch->bProcessed) { // Sound no longer needed alSourceStop(s_channels[i].alSource); ch->thesfx = NULL; ch->bPlaying = false; } } #ifdef _DEBUG alGetError(); #endif // Finally if there are any non-processed sounds left, we need to try and play them for (j = 0; j < numLoopSounds; j++) { loop = &loopSounds[j]; if (loop->bProcessed == false) { ch = S_PickChannel(0,0); ch->master_vol = loop->volume; ch->entnum = loop->entnum; ch->entchannel = CHAN_AMBIENT; // Make sure this gets set to something ch->thesfx = loop->sfx; ch->bLooping = true; // Check if the Source is positioned at exactly the same location as the listener if ( (loop->origin[0] == listener_pos[0]) && (loop->origin[1] == -listener_pos[2]) && (loop->origin[2] == listener_pos[1]) ) { // Assume that this sound is head relative loop->bRelative = true; ch->origin[0] = 0.f; ch->origin[1] = 0.f; ch->origin[2] = 0.f; } else { ch->origin[0] = loop->origin[0]; ch->origin[1] = loop->origin[1]; ch->origin[2] = loop->origin[2]; loop->bRelative = false; } ch->fixed_origin = loop->bRelative; pos[0] = ch->origin[0]; pos[1] = ch->origin[2]; pos[2] = -ch->origin[1]; source = ch - s_channels; alSourcei(s_channels[source].alSource, AL_BUFFER, ch->thesfx->Buffer); alSourcefv(s_channels[source].alSource, AL_POSITION, pos); alSourcei(s_channels[source].alSource, AL_LOOPING, AL_TRUE); alSourcef(s_channels[source].alSource, AL_REFERENCE_DISTANCE, DEFAULT_REF_DISTANCE); alSourcef(s_channels[source].alSource, AL_GAIN, ((float)(ch->master_vol) * s_volume->value) / 255.0f); alSourcei(s_channels[source].alSource, AL_SOURCE_RELATIVE, ch->fixed_origin ? AL_TRUE : AL_FALSE); #ifdef HAVE_EAX if (s_bEALFileLoaded) UpdateEAXBuffer(ch); #endif alGetError(); alSourcePlay(s_channels[source].alSource); if (alGetError() == AL_NO_ERROR) s_channels[source].bPlaying = true; } } } void AL_UpdateRawSamples() { ALuint buffer; ALint size; ALint processed; ALint state; int i,j,src; #ifdef _DEBUG // Clear Open AL Error alGetError(); #endif S_UpdateBackgroundTrack(); // Find out how many buffers have been processed (played) by the Source alGetSourcei(s_channels[0].alSource, AL_BUFFERS_PROCESSED, &processed); while (processed) { // Unqueue each buffer, determine the length of the buffer, and then delete it alSourceUnqueueBuffers(s_channels[0].alSource, 1, &buffer); alGetBufferi(buffer, AL_SIZE, &size); alDeleteBuffers(1, &buffer); // Update sg.soundtime (+= number of samples played (number of bytes / 4)) s_soundtime += (size >> 2); processed--; } // Add new data to a new Buffer and queue it on the Source if (s_rawend > s_paintedtime) { size = (s_rawend - s_paintedtime)<<2; if (size > (MAX_RAW_SAMPLES<<2)) { #ifdef _DEBUG OutputDebugString("UpdateRawSamples :- Raw Sample buffer has overflowed !!!\n"); #endif size = MAX_RAW_SAMPLES<<2; s_paintedtime = s_rawend - MAX_RAW_SAMPLES; } // Copy samples from RawSamples to audio buffer (sg.rawdata) for (i = s_paintedtime, j = 0; i < s_rawend; i++, j+=2) { src = i & (MAX_RAW_SAMPLES - 1); s_rawdata[j] = (short)(s_rawsamples[src].left>>8); s_rawdata[j+1] = (short)(s_rawsamples[src].right>>8); } // Need to generate more than 1 buffer for music playback // iterations = 0; // largestBufferSize = (MAX_RAW_SAMPLES / 4) * 4 // while (size) // generate a buffer // if size > largestBufferSize // copy sg.rawdata + ((iterations * largestBufferSize)>>1) to buffer // size -= largestBufferSize // else // copy remainder // size = 0 // queue the buffer // iterations++; int iterations = 0; int largestBufferSize = MAX_RAW_SAMPLES; // in bytes (== quarter of Raw Samples data) while (size) { alGenBuffers(1, &buffer); if (size > largestBufferSize) { alBufferData(buffer, AL_FORMAT_STEREO16, (char*)(s_rawdata + ((iterations * largestBufferSize)>>1)), largestBufferSize, 22050); size -= largestBufferSize; } else { alBufferData(buffer, AL_FORMAT_STEREO16, (char*)(s_rawdata + ((iterations * largestBufferSize)>>1)), size, 22050); size = 0; } alSourceQueueBuffers(s_channels[0].alSource, 1, &buffer); iterations++; } // Update paintedtime s_paintedtime = s_rawend; // Check that the Source is actually playing alGetSourcei(s_channels[0].alSource, AL_SOURCE_STATE, &state); if (state != AL_PLAYING) { // Stopped playing ... due to buffer underrun // Unqueue any buffers still on the Source (they will be PROCESSED), and restart playback alGetSourcei(s_channels[0].alSource, AL_BUFFERS_PROCESSED, &processed); while (processed) { alSourceUnqueueBuffers(s_channels[0].alSource, 1, &buffer); processed--; alGetBufferi(buffer, AL_SIZE, &size); alDeleteBuffers(1, &buffer); // Update sg.soundtime (+= number of samples played (number of bytes / 4)) s_soundtime += (size >> 2); } #ifdef _DEBUG OutputDebugString("Restarting / Starting playback of Raw Samples\n"); #endif alSourcePlay(s_channels[0].alSource); } } #ifdef _DEBUG if (alGetError() != AL_NO_ERROR) OutputDebugString("OAL Error : UpdateRawSamples\n"); #endif } int S_MP3PreProcessLipSync(channel_t *ch, short *data) { int i; int sample; int sampleTotal = 0; for (i = 0; i < 576; i += 100) { sample = LittleShort(data[i]); sample = sample >> 8; sampleTotal += sample * sample; } sampleTotal /= 6; if (sampleTotal < ch->thesfx->fVolRange * s_lip_threshold_1->value) sample = -1; else if (sampleTotal < ch->thesfx->fVolRange * s_lip_threshold_2->value) sample = 1; else if (sampleTotal < ch->thesfx->fVolRange * s_lip_threshold_3->value) sample = 2; else if (sampleTotal < ch->thesfx->fVolRange * s_lip_threshold_4->value) sample = 3; else sample = 4; return sample; } void S_SetLipSyncs() { int i; unsigned int samples; int currentTime, timePlayed; channel_t *ch; #ifdef _DEBUG char szString[256]; #endif currentTime = Com_Milliseconds(); memset(s_entityWavVol, 0, sizeof(s_entityWavVol)); ch = s_channels + 1; for (i = 1; i < s_numChannels; i++, ch++) { if ((!ch->thesfx)||(!ch->bPlaying)) continue; if ( ch->entchannel == CHAN_VOICE || ch->entchannel == CHAN_VOICE_ATTEN || ch->entchannel == CHAN_VOICE_GLOBAL ) { // Calculate how much time has passed since the sample was started timePlayed = currentTime - ch->iStartTime; if (ch->thesfx->eSoundCompressionMethod==ct_16) { // There is a new computed lip-sync value every 1000 samples - so find out how many samples // have been played and lookup the value in the lip-sync table samples = (timePlayed * 22050) / 1000; if (ch->thesfx->lipSyncData == NULL) { #ifdef _DEBUG sprintf(szString, "Missing lip-sync info. for %s\n", ch->thesfx->sSoundName); OutputDebugString(szString); #endif } if ((ch->thesfx->lipSyncData) && (samples < ch->thesfx->iSoundLengthInSamples)) { s_entityWavVol[ ch->entnum ] = ch->thesfx->lipSyncData[samples / 1000]; if ( s_show->integer == 3 ) { Com_Printf( "(%i)%i %s vol = %i\n", ch->entnum, i, ch->thesfx->sSoundName, s_entityWavVol[ ch->entnum ] ); } } } else { // MP3 // There is a new computed lip-sync value every 576 samples - so find out how many samples // have been played and lookup the value in the lip-sync table samples = (timePlayed * 22050) / 1000; if (ch->thesfx->lipSyncData == NULL) { #ifdef _DEBUG sprintf(szString, "Missing lip-sync info. for %s\n", ch->thesfx->sSoundName); OutputDebugString(szString); #endif } if ((ch->thesfx->lipSyncData) && (samples < ch->thesfx->iSoundLengthInSamples)) { s_entityWavVol[ ch->entnum ] = ch->thesfx->lipSyncData[(samples / 576) % 16]; if ( s_show->integer == 3 ) { Com_Printf( "(%i)%i %s vol = %i\n", ch->entnum, i, ch->thesfx->sSoundName, s_entityWavVol[ ch->entnum ] ); } } } } } } /* =============================================================================== console functions =============================================================================== */ static void S_Play_f( void ) { int i; sfxHandle_t h; char name[256]; i = 1; while ( i [loopfile]\n"); return; } } // a debug function, but no harm to leave in... // static void S_SetDynamicMusic_f(void) { int c = Cmd_Argc(); if ( c == 2 ) { if (bMusic_IsDynamic) { // don't need to check existance of 'explore' or 'action' music, since music wouldn't // be counted as dynamic if either were missing, but other types are optional... // if (!Q_stricmp(Cmd_Argv(1),"explore")) { S_SetDynamicMusicState( eBGRNDTRACK_EXPLORE ); return; } else if (!Q_stricmp(Cmd_Argv(1),"action")) { S_SetDynamicMusicState( eBGRNDTRACK_ACTION ); return; } else if (!Q_stricmp(Cmd_Argv(1),"silence")) { S_SetDynamicMusicState( eBGRNDTRACK_SILENCE ); return; } else if (!Q_stricmp(Cmd_Argv(1),"boss")) { if (tMusic_Info[ eBGRNDTRACK_BOSS ].bExists) { S_SetDynamicMusicState( eBGRNDTRACK_BOSS ); } else { Com_Printf("No 'boss' music defined in current dynamic set\n"); } return; } else if (!Q_stricmp(Cmd_Argv(1),"death")) { if (tMusic_Info[ eBGRNDTRACK_DEATH ].bExists) { S_SetDynamicMusicState( eBGRNDTRACK_DEATH ); } else { Com_Printf("No 'death' music defined in current dynamic set\n"); } return; } } else { DynamicMusicInfoPrint(); // print "inactive" string return; } } // show usage... // Com_Printf("Usage: s_dynamic \n"); DynamicMusicInfoPrint(); } // this table needs to be in-sync with the typedef'd enum "SoundCompressionMethod_t"... -ste // static const char *sSoundCompressionMethodStrings[ct_NUMBEROF] = { "16b", // ct_16 "mp3" // ct_MP3 }; void S_SoundList_f( void ) { int i; sfx_t *sfx; int size, total; int iVariantCap = -1; // for %d-inquiry stuff int iTotalBytes = 0; sboolean bWavOnly = qfalse; sboolean bShouldBeMP3 = qfalse; if ( Cmd_Argc() == 2 ) { if (!Q_stricmp(Cmd_Argv(1), "shouldbeMP3")) { bShouldBeMP3 = qtrue; } else if (!Q_stricmp(Cmd_Argv(1), "wavonly")) { bWavOnly = qtrue; } else { if (!Q_stricmp(Cmd_Argv(1), "1")) { iVariantCap = 1; } else if (!Q_stricmp(Cmd_Argv(1), "2")) { iVariantCap = 2; } else if (!Q_stricmp(Cmd_Argv(1), "3")) { iVariantCap = 3; } } } else { Com_Printf("( additional (mutually exclusive) options available:\n'wavonly', 'ShouldBeMP3', '1'/'2'/'3' for %%d-variant capping )\n" ); } total = 0; Com_Printf("\n"); Com_Printf(" InMemory?\n"); Com_Printf(" |\n"); Com_Printf(" | LevelLastUsedOn\n"); Com_Printf(" | |\n"); Com_Printf(" | |\n"); Com_Printf(" Slot Smpls Type | | Name\n"); // Com_Printf(" Slot Smpls Type InMem? Name\n"); for (sfx=s_knownSfx, i=0 ; ibDefaultSound && !sfx->pMP3StreamHeader && sfx->pSoundData && (Z_Size(sfx->pSoundData) > cv_MP3overhead->integer); if (bMP3DumpOverride || (!bShouldBeMP3 && (!bWavOnly || sfx->eSoundCompressionMethod == ct_16))) { sboolean bDumpThisOne = qtrue; if (iVariantCap >= 1 && iVariantCap <= 3) { int iStrLen = strlen(sfx->sSoundName); if (iStrLen > 2) // crash-safety, jic. { char c = sfx->sSoundName[iStrLen-1]; char c2 = sfx->sSoundName[iStrLen-2]; if (!isdigit(c2) // quick-avoid of stuff like "pain75" && isdigit(c) && atoi(va("%c",c)) > iVariantCap) { // need to see if this %d-variant should be omitted, in other words if there's a %1 version then skip this... // char sFindName[MAX_QPATH]; Q_strncpyz(sFindName,sfx->sSoundName,sizeof(sFindName)); sFindName[iStrLen-1] = '1'; int i2; sfx_t *sfx2; for (sfx2 = s_knownSfx, i2=0 ; i2sSoundName)) { bDumpThisOne = qfalse; // found a %1-variant of this, so use variant capping and ignore this sfx_t break; } } } } } size = sfx->iSoundLengthInSamples; if (sfx->bDefaultSound) { Com_Printf("%5d Missing file: \"%s\"\n", i, sfx->sSoundName ); } else { if (bDumpThisOne) { iTotalBytes += (sfx->bInMemory && sfx->pSoundData) ? Z_Size(sfx->pSoundData) : 0; iTotalBytes += (sfx->bInMemory && sfx->pMP3StreamHeader) ? sizeof(*sfx->pMP3StreamHeader) : 0; total += sfx->bInMemory ? size : 0; } Com_Printf("%5d %7i [%s] %s %2d %s", i, size, sSoundCompressionMethodStrings[sfx->eSoundCompressionMethod], sfx->bInMemory?"y":"n", sfx->iLastLevelUsedOn, sfx->sSoundName ); if (!bDumpThisOne) { Com_Printf(" ( Skipping, variant capped )"); //OutputDebugString(va("Variant capped: %s\n",sfx->sSoundName)); } Com_Printf("\n"); } } } Com_Printf(" Slot Smpls Type In? Lev Name\n"); Com_Printf ("Total resident samples: %i %s ( not mem usage, see 'meminfo' ).\n", total, bWavOnly?"(WAV only)":""); Com_Printf ("%d out of %d sfx_t slots used\n", s_numSfx, MAX_SFX); Com_Printf ("%.2fMB bytes used when counting sfx_t->pSoundData + MP3 headers (if any)\n", (float)iTotalBytes / 1024.0f / 1024.0f); S_DisplayFreeMemory(); } /* =============================================================================== background music functions =============================================================================== */ int FGetLittleLong( fileHandle_t f ) { int v; FS_Read( &v, sizeof(v), f ); return LittleLong( v); } int FGetLittleShort( fileHandle_t f ) { short v; FS_Read( &v, sizeof(v), f ); return LittleShort( v); } // returns the length of the data in the chunk, or 0 if not found int S_FindWavChunk( fileHandle_t f, char *chunk ) { char name[5]; int len; int r; name[4] = 0; len = 0; r = FS_Read( name, 4, f ); if ( r != 4 ) { return 0; } len = FGetLittleLong( f ); if ( len < 0 || len > 0xfffffff ) { len = 0; return 0; } len = (len + 1 ) & ~1; // pad to word boundary // s_nextWavChunk += len + 8; if ( strcmp( name, chunk ) ) { return 0; } return len; } // fixme: need to move this into qcommon sometime?, but too much stuff altered by other people and I won't be able // to compile again for ages if I check that out... // // DO NOT replace this with a call to FS_FileExists, that's for checking about writing out, and doesn't work for this. // sboolean S_FileExists( const char *psFilename ) { fileHandle_t fhTemp; FS_FOpenFileRead (psFilename, &fhTemp, qtrue); // qtrue so I can fclose the handle without closing a PAK if (!fhTemp) return qfalse; FS_FCloseFile(fhTemp); return qtrue; } // some stuff for streaming MP3 files from disk (not pleasant, but nothing about MP3 is, other than compression ratios...) // static void MP3MusicStream_Reset(MusicInfo_t *pMusicInfo) { pMusicInfo->iMP3MusicStream_DiskReadPos = 0; pMusicInfo->iMP3MusicStream_DiskWindowPos = 0; } // // return is where the decoder should read from... // static byte *MP3MusicStream_ReadFromDisk(MusicInfo_t *pMusicInfo, int iReadOffset, int iReadBytesNeeded) { if (iReadOffset < pMusicInfo->iMP3MusicStream_DiskWindowPos) { assert(0); // should never happen return pMusicInfo->byMP3MusicStream_DiskBuffer; // ...but return something safe anyway } while (iReadOffset + iReadBytesNeeded > pMusicInfo->iMP3MusicStream_DiskReadPos) { int iBytesRead = FS_Read( pMusicInfo->byMP3MusicStream_DiskBuffer + (pMusicInfo->iMP3MusicStream_DiskReadPos - pMusicInfo->iMP3MusicStream_DiskWindowPos), iMP3MusicStream_DiskBytesToRead, pMusicInfo->s_backgroundFile ); pMusicInfo->iMP3MusicStream_DiskReadPos += iBytesRead; if (iBytesRead != iMP3MusicStream_DiskBytesToRead) // quietly ignore any requests to read past file end { break; // we need to do this because the disk read code can't know how much source data we need to // read for a given number of requested output bytes, so we'll always be asking for too many } } // if reached halfway point in buffer (approx 20k), backscroll it... // if (pMusicInfo->iMP3MusicStream_DiskReadPos - pMusicInfo->iMP3MusicStream_DiskWindowPos > iMP3MusicStream_DiskBufferSize/2) { int iMoveSrcOffset = iReadOffset - pMusicInfo->iMP3MusicStream_DiskWindowPos; int iMoveCount = (pMusicInfo->iMP3MusicStream_DiskReadPos - pMusicInfo->iMP3MusicStream_DiskWindowPos ) - iMoveSrcOffset; memmove( &pMusicInfo->byMP3MusicStream_DiskBuffer, &pMusicInfo->byMP3MusicStream_DiskBuffer[iMoveSrcOffset], iMoveCount); pMusicInfo->iMP3MusicStream_DiskWindowPos += iMoveSrcOffset; } return pMusicInfo->byMP3MusicStream_DiskBuffer + (iReadOffset - pMusicInfo->iMP3MusicStream_DiskWindowPos); } // does NOT set s_rawend!... // static void S_StopBackgroundTrack_Actual( MusicInfo_t *pMusicInfo ) { if ( pMusicInfo->s_backgroundFile ) { if ( pMusicInfo->s_backgroundFile != -1) { Sys_EndStreamedFile( pMusicInfo->s_backgroundFile ); FS_FCloseFile( pMusicInfo->s_backgroundFile ); } pMusicInfo->s_backgroundFile = 0; } } static void FreeMusic( MusicInfo_t *pMusicInfo ) { if (pMusicInfo->pLoadedData) { Z_Free(pMusicInfo->pLoadedData); pMusicInfo->pLoadedData = NULL; // these two MUST be kept as valid/invalid together pMusicInfo->sLoadedDataName[0]= '\0'; // pMusicInfo->iLoadedDataLen = 0; } } // called only by snd_shutdown (from snd_restart or app exit) // void S_UnCacheDynamicMusic( void ) { for (int i = eBGRNDTRACK_DATABEGIN; i != eBGRNDTRACK_DATAEND; i++) { FreeMusic( &tMusic_Info[i]); } } static sboolean S_StartBackgroundTrack_Actual( MusicInfo_t *pMusicInfo, sboolean qbDynamic, const char *intro, const char *loop ) { int len; char dump[16]; char name[MAX_QPATH]; Q_strncpyz( sMusic_BackgroundLoop, loop, sizeof( sMusic_BackgroundLoop )); Q_strncpyz( name, intro, sizeof( name ) - 4 ); // this seems to be so that if the filename hasn't got an extension // but doesn't have the room to append on either then you'll just // get the "soft" fopen() error, rather than the ERR_DROP you'd get // if COM_DefaultExtension didn't have room to add it on. COM_DefaultExtension( name, sizeof( name ), ".mp3" ); // close the background track, but DON'T reset s_rawend (or remaining music bits that haven't been output yet will be cut off) // S_StopBackgroundTrack_Actual( pMusicInfo ); pMusicInfo->bIsMP3 = qfalse; if ( !intro[0] ) { return qfalse; } // new bit, if file requested is not same any loaded one (if prev was in-mem), ditch it... // if (Q_stricmp(name, pMusicInfo->sLoadedDataName)) { FreeMusic( pMusicInfo ); } if (!Q_stricmpn(name+(strlen(name)-4),".mp3",4)) { if (pMusicInfo->pLoadedData) { pMusicInfo->s_backgroundFile = -1; } else { pMusicInfo->iLoadedDataLen = FS_FOpenFileRead( name, &pMusicInfo->s_backgroundFile, qtrue ); } if (!pMusicInfo->s_backgroundFile) { Com_Printf( S_COLOR_RED"Couldn't open music file %s\n", name ); return qfalse; } MP3MusicStream_Reset( pMusicInfo ); byte *pbMP3DataSegment = NULL; int iInitialMP3ReadSize = 8192; // fairly arbitrary, whatever size this is then the decoder is allowed to // scan up to halfway of it to find floating headers, so don't make it // too small. 8k works fine. sboolean bMusicSucceeded = qfalse; if (qbDynamic) { if (!pMusicInfo->pLoadedData) { pMusicInfo->pLoadedData = (byte *) Z_Malloc(pMusicInfo->iLoadedDataLen, TAG_SND_DYNAMICMUSIC, qfalse); S_ClearSoundBuffer(); FS_Read(pMusicInfo->pLoadedData, pMusicInfo->iLoadedDataLen, pMusicInfo->s_backgroundFile); Q_strncpyz(pMusicInfo->sLoadedDataName, name, sizeof(pMusicInfo->sLoadedDataName)); } // enable the rest of the code to work as before... // pbMP3DataSegment = pMusicInfo->pLoadedData; iInitialMP3ReadSize = pMusicInfo->iLoadedDataLen; } else { pbMP3DataSegment = MP3MusicStream_ReadFromDisk(pMusicInfo, 0, iInitialMP3ReadSize); } if (MP3_IsValid(name, pbMP3DataSegment, iInitialMP3ReadSize, qtrue /*bStereoDesired*/)) { // init stream struct... // memset(&pMusicInfo->streamMP3_Bgrnd,0,sizeof(pMusicInfo->streamMP3_Bgrnd)); char *psError = C_MP3Stream_DecodeInit( &pMusicInfo->streamMP3_Bgrnd, pbMP3DataSegment, pMusicInfo->iLoadedDataLen, dma.speed, 16, // sfx->width * 8, qtrue // bStereoDesired ); if (psError == NULL) { // init sfx struct & setup the few fields I actually need... // memset( &pMusicInfo->sfxMP3_Bgrnd,0,sizeof(pMusicInfo->sfxMP3_Bgrnd)); // pMusicInfo->sfxMP3_Bgrnd.width = 2; // read by MP3_GetSamples() pMusicInfo->sfxMP3_Bgrnd.iSoundLengthInSamples = 0x7FFFFFFF; // max possible +ve int, since music finishes when decoder stops pMusicInfo->sfxMP3_Bgrnd.pMP3StreamHeader = &pMusicInfo->streamMP3_Bgrnd; Q_strncpyz( pMusicInfo->sfxMP3_Bgrnd.sSoundName, name, sizeof(pMusicInfo->sfxMP3_Bgrnd.sSoundName) ); if (qbDynamic) { MP3Stream_InitPlayingTimeFields ( &pMusicInfo->streamMP3_Bgrnd, name, pbMP3DataSegment, pMusicInfo->iLoadedDataLen, qtrue); } pMusicInfo->s_backgroundInfo.format = WAV_FORMAT_MP3; // not actually used this way, but just ensures we don't match one of the legit formats pMusicInfo->s_backgroundInfo.channels = 2; // always, for our MP3s when used for music (else 1 for FX) pMusicInfo->s_backgroundInfo.rate = dma.speed; pMusicInfo->s_backgroundInfo.width = 2; // always, for our MP3s pMusicInfo->s_backgroundInfo.samples = pMusicInfo->sfxMP3_Bgrnd.iSoundLengthInSamples; pMusicInfo->s_backgroundSamples = pMusicInfo->sfxMP3_Bgrnd.iSoundLengthInSamples; memset(&pMusicInfo->chMP3_Bgrnd,0,sizeof(pMusicInfo->chMP3_Bgrnd)); pMusicInfo->chMP3_Bgrnd.thesfx = &pMusicInfo->sfxMP3_Bgrnd; memcpy(&pMusicInfo->chMP3_Bgrnd.MP3StreamHeader, pMusicInfo->sfxMP3_Bgrnd.pMP3StreamHeader, sizeof(*pMusicInfo->sfxMP3_Bgrnd.pMP3StreamHeader)); if (qbDynamic) { if (pMusicInfo->s_backgroundFile != -1) { FS_FCloseFile( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundFile = -1; // special mp3 value for "valid, but not a real file" } } pMusicInfo->bIsMP3 = qtrue; bMusicSucceeded = qtrue; } else { Com_Printf(S_COLOR_RED"Error streaming file %s: %s\n", name, psError); if (pMusicInfo->s_backgroundFile != -1) { FS_FCloseFile( pMusicInfo->s_backgroundFile ); } pMusicInfo->s_backgroundFile = 0; } } else { // MP3_IsValid() will already have printed any errors via Com_Printf at this point... // if (pMusicInfo->s_backgroundFile != -1) { FS_FCloseFile( pMusicInfo->s_backgroundFile ); } pMusicInfo->s_backgroundFile = 0; } return bMusicSucceeded; } else // not an mp3 file { // // open up a wav file and get all the info // FS_FOpenFileRead( name, &pMusicInfo->s_backgroundFile, qtrue ); if ( !pMusicInfo->s_backgroundFile ) { Com_Printf( S_COLOR_YELLOW "WARNING: couldn't open music file %s\n", name ); return qfalse; } // skip the riff wav header FS_Read(dump, 12, pMusicInfo->s_backgroundFile); if ( !S_FindWavChunk( pMusicInfo->s_backgroundFile, "fmt " ) ) { Com_Printf( S_COLOR_YELLOW "WARNING: No fmt chunk in %s\n", name ); FS_FCloseFile( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundFile = 0; return qfalse; } // save name for soundinfo pMusicInfo->s_backgroundInfo.format = FGetLittleShort( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundInfo.channels = FGetLittleShort( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundInfo.rate = FGetLittleLong( pMusicInfo->s_backgroundFile ); FGetLittleLong( pMusicInfo->s_backgroundFile ); FGetLittleShort( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundInfo.width = FGetLittleShort( pMusicInfo->s_backgroundFile ) / 8; if ( pMusicInfo->s_backgroundInfo.format != WAV_FORMAT_PCM ) { FS_FCloseFile( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundFile = 0; Com_Printf(S_COLOR_YELLOW "WARNING: Not a microsoft PCM format wav: %s\n", name); return qfalse; } if ( pMusicInfo->s_backgroundInfo.channels != 2 || pMusicInfo->s_backgroundInfo.rate != 22050 ) { Com_Printf(S_COLOR_YELLOW "WARNING: music file %s is not 22k stereo\n", name ); } if ( ( len = S_FindWavChunk( pMusicInfo->s_backgroundFile, "data" ) ) == 0 ) { FS_FCloseFile( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundFile = 0; Com_Printf(S_COLOR_YELLOW "WARNING: No data chunk in %s\n", name); return qfalse; } pMusicInfo->s_backgroundInfo.samples = len / (pMusicInfo->s_backgroundInfo.width * pMusicInfo->s_backgroundInfo.channels); pMusicInfo->s_backgroundSamples = pMusicInfo->s_backgroundInfo.samples; // // start the background streaming // Sys_BeginStreamedFile( pMusicInfo->s_backgroundFile, 0x10000 ); } return qtrue; } static void S_SwitchDynamicTracks( MusicState_e eOldState, MusicState_e eNewState, sboolean bNewTrackStartsFullVolume ) { // copy old track into fader... // tMusic_Info[ eBGRNDTRACK_FADE ] = tMusic_Info[ eOldState ]; // tMusic_Info[ eBGRNDTRACK_FADE ].bActive = qtrue; // inherent // tMusic_Info[ eBGRNDTRACK_FADE ].bExists = qtrue; // inherent tMusic_Info[ eBGRNDTRACK_FADE ].iXFadeVolumeSeekTime= Sys_Milliseconds(); tMusic_Info[ eBGRNDTRACK_FADE ].iXFadeVolumeSeekTo = 0; // // ... and deactivate... // tMusic_Info[ eOldState ].bActive = qfalse; // // set new track to either full volume or fade up... // tMusic_Info[eNewState].bActive = qtrue; tMusic_Info[eNewState].iXFadeVolumeSeekTime = Sys_Milliseconds(); tMusic_Info[eNewState].iXFadeVolumeSeekTo = 255; tMusic_Info[eNewState].iXFadeVolume = bNewTrackStartsFullVolume ? 255 : 0; eMusic_StateActual = eNewState; if (s_debugdynamic->integer) { LPCSTR psNewStateString = Music_BaseStateToString( eNewState, qtrue ); psNewStateString = psNewStateString?psNewStateString:""; Com_Printf( S_COLOR_MAGENTA "S_SwitchDynamicTracks( \"%s\" )\n", psNewStateString ); } } // called by both the config-string parser and the console-command state-changer... // // This either changes the music right now (copying track structures etc), or leaves the new state as pending // so it gets picked up by the general music player if in a transition that can't be overridden... // static void S_SetDynamicMusicState( MusicState_e eNewState ) { if (eMusic_StateRequest != eNewState) { eMusic_StateRequest = eNewState; if (s_debugdynamic->integer) { LPCSTR psNewStateString = Music_BaseStateToString( eNewState, qtrue ); psNewStateString = psNewStateString?psNewStateString:""; Com_Printf( S_COLOR_MAGENTA "S_SetDynamicMusicState( Request: \"%s\" )\n", psNewStateString ); } } } static void S_HandleDynamicMusicStateChange( void ) { if (eMusic_StateRequest != eMusic_StateActual) { // check whether or not the new request can be honoured, given what's currently playing... // if (Music_StateCanBeInterrupted( eMusic_StateActual, eMusic_StateRequest )) { LP_MP3STREAM pMP3StreamActual = &tMusic_Info[ eMusic_StateActual ].chMP3_Bgrnd.MP3StreamHeader; switch (eMusic_StateRequest) { case eBGRNDTRACK_EXPLORE: // ... from action or silence { switch (eMusic_StateActual) { case eBGRNDTRACK_ACTION: // action->explore { // find the transition track to play, and the entry point for explore when we get there, // and also see if we're at a permitted exit point to switch at all... // float fPlayingTimeElapsed = MP3Stream_GetPlayingTimeInSeconds( pMP3StreamActual ) - MP3Stream_GetRemainingTimeInSeconds( pMP3StreamActual ); // supply: // // playing point in float seconds // enum of track being queried // // get: // // enum of transition track to switch to // float time of entry point of new track *after* transition MusicState_e eTransition; float fNewTrackEntryTime = 0.0f; if (Music_AllowedToTransition( fPlayingTimeElapsed, eBGRNDTRACK_ACTION, &eTransition, &fNewTrackEntryTime)) { S_SwitchDynamicTracks( eMusic_StateActual, eTransition, qfalse ); // sboolean bNewTrackStartsFullVolume tMusic_Info[eTransition].Rewind(); tMusic_Info[eTransition].bTrackSwitchPending = qtrue; tMusic_Info[eTransition].eTS_NewState = eMusic_StateRequest; tMusic_Info[eTransition].fTS_NewTime = fNewTrackEntryTime; } } break; case eBGRNDTRACK_SILENCE: // silence->explore { S_SwitchDynamicTracks( eMusic_StateActual, eMusic_StateRequest, qfalse ); // sboolean bNewTrackStartsFullVolume // float fEntryTime = Music_GetRandomEntryTime( eMusic_StateRequest ); // tMusic_Info[ eMusic_StateRequest ].SeekTo(fEntryTime); tMusic_Info[ eMusic_StateRequest ].Rewind(); } break; default: // trying to transition from some state I wasn't aware you could transition from (shouldn't happen), so ignore { assert(0); S_SwitchDynamicTracks( eMusic_StateActual, eBGRNDTRACK_SILENCE, qfalse ); // sboolean bNewTrackStartsFullVolume } break; } } break; case eBGRNDTRACK_SILENCE: // from explore or action { switch (eMusic_StateActual) { case eBGRNDTRACK_ACTION: // action->silence case eBGRNDTRACK_EXPLORE: // explore->silence { // find the transition track to play, and the entry point for explore when we get there, // and also see if we're at a permitted exit point to switch at all... // float fPlayingTimeElapsed = MP3Stream_GetPlayingTimeInSeconds( pMP3StreamActual ) - MP3Stream_GetRemainingTimeInSeconds( pMP3StreamActual ); MusicState_e eTransition; float fNewTrackEntryTime = 0.0f; if (Music_AllowedToTransition( fPlayingTimeElapsed, eMusic_StateActual, &eTransition, &fNewTrackEntryTime)) { S_SwitchDynamicTracks( eMusic_StateActual, eTransition, qfalse ); // sboolean bNewTrackStartsFullVolume tMusic_Info[eTransition].Rewind(); tMusic_Info[eTransition].bTrackSwitchPending = qtrue; tMusic_Info[eTransition].eTS_NewState = eMusic_StateRequest; tMusic_Info[eTransition].fTS_NewTime = 0.0f; //fNewTrackEntryTime; irrelevant when switching to silence } } break; default: // some unhandled type switching to silence assert(0); // fall through since boss case just does silence->switch anyway case eBGRNDTRACK_BOSS: // boss->silence { S_SwitchDynamicTracks( eMusic_StateActual, eBGRNDTRACK_SILENCE, qfalse ); // sboolean bNewTrackStartsFullVolume } break; } } break; case eBGRNDTRACK_ACTION: // anything->action { switch (eMusic_StateActual) { case eBGRNDTRACK_SILENCE: // silence->action { S_SwitchDynamicTracks( eMusic_StateActual, eMusic_StateRequest, qfalse ); // sboolean bNewTrackStartsFullVolume tMusic_Info[ eMusic_StateRequest ].Rewind(); } break; default: // !silence->action { S_SwitchDynamicTracks( eMusic_StateActual, eMusic_StateRequest, qtrue ); // sboolean bNewTrackStartsFullVolume float fEntryTime = Music_GetRandomEntryTime( eMusic_StateRequest ); tMusic_Info[ eMusic_StateRequest ].SeekTo(fEntryTime); } break; } } break; case eBGRNDTRACK_BOSS: { S_SwitchDynamicTracks( eMusic_StateActual, eMusic_StateRequest, qfalse ); // sboolean bNewTrackStartsFullVolume // // ( no need to fast forward or rewind, boss track is only entered into once, at start, and can't exit ) // } break; case eBGRNDTRACK_DEATH: { S_SwitchDynamicTracks( eMusic_StateActual, eMusic_StateRequest, qtrue ); // sboolean bNewTrackStartsFullVolume // // ( no need to fast forward or rewind, death track is only entered into once, at start, and can't exit or loop) // } break; default: assert(0); break; // unknown new mode request, so just ignore it } } } } static char gsIntroMusic[MAX_QPATH]={0}; static char gsLoopMusic [MAX_QPATH]={0}; void S_RestartMusic( void ) { if (s_soundStarted && !s_soundMuted ) { //if (gsIntroMusic[0] || gsLoopMusic[0]) // dont test this anymore (but still *use* them), they're blank for JK2 dynamic-music levels anyway { MusicState_e ePrevState = eMusic_StateRequest; S_StartBackgroundTrack( gsIntroMusic, gsLoopMusic, qfalse ); // ( default music start will set the state to EXPLORE ) S_SetDynamicMusicState( ePrevState ); // restore to prev state } } } // Basic logic here is to see if the intro file specified actually exists, and if so, then it's not dynamic music, // When called by the cgame start it loads up, then stops the playback (because of stutter issues), so that when the // actual snapshot is received and the real play request is processed the data has already been loaded so will be quicker. // // to be honest, although the code still plays WAVs some of the file-check logic only works for MP3s, so if you ever want // to use WAV music you'll have to do some tweaking below (but I've got other things to do so it'll have to wait - Ste) // void S_StartBackgroundTrack( const char *intro, const char *loop, int bCalledByCGameStart ) { bMusic_IsDynamic = qfalse; if (!s_soundStarted) { //we have no sound, so don't even bother trying return; } if ( !intro ) { intro = ""; } if ( !loop || !loop[0] ) { loop = intro; } Q_strncpyz(gsIntroMusic,intro, sizeof(gsIntroMusic)); Q_strncpyz(gsLoopMusic, loop, sizeof(gsLoopMusic)); char sNameIntro[MAX_QPATH]; char sNameLoop [MAX_QPATH]; Q_strncpyz(sNameIntro, intro, sizeof(sNameIntro)); Q_strncpyz(sNameLoop, loop, sizeof(sNameLoop)); COM_DefaultExtension( sNameIntro, sizeof( sNameIntro ), ".mp3" ); COM_DefaultExtension( sNameLoop, sizeof( sNameLoop), ".mp3" ); // if dynamic music not allowed, then just stream the explore music instead of playing dynamic... // if (!s_allowDynamicMusic->integer && Music_DynamicDataAvailable(intro)) // "intro", NOT "sName" (i.e. don't use version with ".mp3" extension) { LPCSTR psMusicName = Music_GetFileNameForState( eBGRNDTRACK_DATABEGIN ); if (psMusicName && S_FileExists( psMusicName )) { Q_strncpyz(sNameIntro,psMusicName,sizeof(sNameIntro)); Q_strncpyz(sNameLoop, psMusicName,sizeof(sNameLoop )); } } // conceptually we always play the 'intro'[/sName] track, intro-to-loop transition is handled in UpdateBackGroundTrack(). // if ( (strstr(sNameIntro,"/") && S_FileExists( sNameIntro )) ) // strstr() check avoids extra file-exists check at runtime if reverting from streamed music to dynamic since literal files all need at least one slash in their name (eg "music/blah") { LPCSTR psLoopName = S_FileExists( sNameLoop ) ? sNameLoop : sNameIntro; Com_DPrintf("S_StartBackgroundTrack: Found/using non-dynamic music track '%s' (loop: '%s')\n", sNameIntro, psLoopName); S_StartBackgroundTrack_Actual( &tMusic_Info[eBGRNDTRACK_NONDYNAMIC], bMusic_IsDynamic, sNameIntro, psLoopName ); } else { if (Music_DynamicDataAvailable(intro)) // "intro", NOT "sName" (i.e. don't use version with ".mp3" extension) { extern const char *Music_GetLevelSetName(void); Q_strncpyz(sInfoOnly_CurrentDynamicMusicSet, Music_GetLevelSetName(), sizeof(sInfoOnly_CurrentDynamicMusicSet)); int i; for (i = eBGRNDTRACK_DATABEGIN; i != eBGRNDTRACK_DATAEND; i++) { sboolean bOk = qfalse; LPCSTR psMusicName = Music_GetFileNameForState( (MusicState_e) i); if (psMusicName && (!Q_stricmp(tMusic_Info[i].sLoadedDataName, psMusicName) || S_FileExists( psMusicName )) ) { bOk = S_StartBackgroundTrack_Actual( &tMusic_Info[i], qtrue, psMusicName, loop ); } tMusic_Info[i].bExists = bOk; if (!tMusic_Info[i].bExists) { FreeMusic( &tMusic_Info[i] ); } } // // default all tracks to OFF first (and set any other vars) // for (i=0; ibActive = qtrue; pMusicInfo->iXFadeVolumeSeekTime= Sys_Milliseconds(); pMusicInfo->iXFadeVolumeSeekTo = 255; pMusicInfo->iXFadeVolume = 0; //#ifdef _DEBUG // float fRemaining = MP3Stream_GetPlayingTimeInSeconds( &pMusicInfo->chMP3_Bgrnd.MP3StreamHeader); //#endif } else { Com_Printf( S_COLOR_RED "Dynamic music did not have both 'action' and 'explore' versions, inhibiting...\n"); S_StopBackgroundTrack(); } } else { if (sNameIntro[0]!='.') // blank name with ".mp3" or whatever attached - no error print out { Com_Printf( S_COLOR_RED "Unable to find music \"%s\" as explicit track or dynamic music entry!\n",sNameIntro); S_StopBackgroundTrack(); } } } if (bCalledByCGameStart) { S_StopBackgroundTrack(); } } void S_StopBackgroundTrack( void ) { for (int i=0; ivalue; if (bMusic_IsDynamic) { // step xfade volume... // if ( pMusicInfo->iXFadeVolume != pMusicInfo->iXFadeVolumeSeekTo ) { int iFadeMillisecondsElapsed = Sys_Milliseconds() - pMusicInfo->iXFadeVolumeSeekTime; if (iFadeMillisecondsElapsed > (fDYNAMIC_XFADE_SECONDS * 1000)) { pMusicInfo->iXFadeVolume = pMusicInfo->iXFadeVolumeSeekTo; } else { pMusicInfo->iXFadeVolume = (int) (255.0f * ((float)iFadeMillisecondsElapsed/(fDYNAMIC_XFADE_SECONDS * 1000.0f))); if (pMusicInfo->iXFadeVolumeSeekTo == 0) // bleurgh pMusicInfo->iXFadeVolume = 255 - pMusicInfo->iXFadeVolume; } } fMasterVol *= (float)((float)pMusicInfo->iXFadeVolume / 255.0f); } // this is to work around an obscure issue to do with sliding decoder windows and amounts being requested, since the // original MP3 stream-decoder wrapper was designed to work with audio-paintbuffer sized pieces... Basically 30000 // is far too big for the window decoder to handle in one request because of the time-travel issue associated with // normal sfx buffer painting, and allowing sufficient sliding room, even though the music file never goes back in time. // #define SIZEOF_RAW_BUFFER_FOR_MP3 4096 #define RAWSIZE (pMusicInfo->bIsMP3?SIZEOF_RAW_BUFFER_FOR_MP3:sizeof(raw)) if ( !pMusicInfo->s_backgroundFile ) { return qfalse; } pMusicInfo->fSmoothedOutVolume = (pMusicInfo->fSmoothedOutVolume + fMasterVol)/2.0f; // OutputDebugString(va("%f\n",pMusicInfo->fSmoothedOutVolume)); // don't bother playing anything if musicvolume is 0 if ( pMusicInfo->fSmoothedOutVolume <= 0 ) { return qfalse; } // see how many samples should be copied into the raw buffer if ( s_rawend < s_soundtime ) { s_rawend = s_soundtime; } while ( s_rawend < s_soundtime + MAX_RAW_SAMPLES ) { bufferSamples = MAX_RAW_SAMPLES - (s_rawend - s_soundtime); // decide how much data needs to be read from the file fileSamples = bufferSamples * pMusicInfo->s_backgroundInfo.rate / dma.speed; // don't try and read past the end of the file if ( fileSamples > pMusicInfo->s_backgroundSamples ) { fileSamples = pMusicInfo->s_backgroundSamples; } // our max buffer size fileBytes = fileSamples * (pMusicInfo->s_backgroundInfo.width * pMusicInfo->s_backgroundInfo.channels); if (fileBytes > RAWSIZE ) { fileBytes = RAWSIZE; fileSamples = fileBytes / (pMusicInfo->s_backgroundInfo.width * pMusicInfo->s_backgroundInfo.channels); } sboolean qbForceFinish = qfalse; if (pMusicInfo->bIsMP3) { int iStartingSampleNum = pMusicInfo->chMP3_Bgrnd.thesfx->iSoundLengthInSamples - pMusicInfo->s_backgroundSamples; // but this IS relevant // Com_Printf(S_COLOR_YELLOW "Requesting MP3 samples: sample %d\n",iStartingSampleNum); if (pMusicInfo->s_backgroundFile == -1) { // in-mem... // qbForceFinish = (MP3Stream_GetSamples( &pMusicInfo->chMP3_Bgrnd, iStartingSampleNum, fileBytes/2, (short*) raw, qtrue ))?qfalse:qtrue; //Com_Printf(S_COLOR_YELLOW "Music time remaining: %f seconds\n", MP3Stream_GetRemainingTimeInSeconds( &pMusicInfo->chMP3_Bgrnd.MP3StreamHeader )); } else { // streaming an MP3 file instead... (note that the 'fileBytes' request size isn't that relevant for MP3s, // since code here can't know how much the MP3 needs to decompress) // byte *pbScrolledStreamData = MP3MusicStream_ReadFromDisk(pMusicInfo, pMusicInfo->chMP3_Bgrnd.MP3StreamHeader.iSourceReadIndex, fileBytes); pMusicInfo->chMP3_Bgrnd.MP3StreamHeader.pbSourceData = pbScrolledStreamData - pMusicInfo->chMP3_Bgrnd.MP3StreamHeader.iSourceReadIndex; qbForceFinish = (MP3Stream_GetSamples( &pMusicInfo->chMP3_Bgrnd, iStartingSampleNum, fileBytes/2, (short*) raw, qtrue ))?qfalse:qtrue; } } else { // streaming a WAV off disk... // r = Sys_StreamedRead( raw, 1, fileBytes, pMusicInfo->s_backgroundFile ); if ( r != fileBytes ) { Com_Printf(S_COLOR_RED"StreamedRead failure on music track\n"); S_StopBackgroundTrack(); return qfalse; } // byte swap if needed (do NOT do for MP3 decoder, that has an internal big/little endian handler) // S_ByteSwapRawSamples( fileSamples, pMusicInfo->s_backgroundInfo.width, pMusicInfo->s_backgroundInfo.channels, raw ); } // add to raw buffer S_RawSamples( fileSamples, pMusicInfo->s_backgroundInfo.rate, pMusicInfo->s_backgroundInfo.width, pMusicInfo->s_backgroundInfo.channels, raw, pMusicInfo->fSmoothedOutVolume, bFirstOrOnlyMusicTrack ); pMusicInfo->s_backgroundSamples -= fileSamples; if ( !pMusicInfo->s_backgroundSamples || qbForceFinish ) { // loop the music, or play the next piece if we were on the intro... // (but not for dynamic, that can only be used for loop music) // if (bMusic_IsDynamic) // needs special logic for this, different call { pMusicInfo->Rewind(); } else { // for non-dynamic music we need to check if "sMusic_BackgroundLoop" is an actual filename, // or if it's a dynamic music specifier (which can't literally exist), in which case it should set // a return flag then exit... // char sTestName[MAX_QPATH*2];// *2 so COM_DefaultExtension doesn't do an ERR_DROP if there was no space // for an extension, since this is a "soft" test Q_strncpyz( sTestName, sMusic_BackgroundLoop, sizeof(sTestName)); COM_DefaultExtension(sTestName, sizeof(sTestName), ".mp3"); if (S_FileExists( sTestName )) { S_StartBackgroundTrack_Actual( pMusicInfo, qfalse, sMusic_BackgroundLoop, sMusic_BackgroundLoop ); } else { // proposed file doesn't exist, but this may be a dynamic track we're wanting to loop, // so exit with a special flag... // return qtrue; } } if ( !pMusicInfo->s_backgroundFile ) { return qfalse; // loop failed to restart } } } #undef SIZEOF_RAW_BUFFER_FOR_MP3 #undef RAWSIZE return qfalse; } // used to be just for dynamic, but now even non-dynamic music has to know whether it should be silent or not... // static LPCSTR S_Music_GetRequestedState(void) { /* int iStringOffset = cl.gameState.stringOffsets[CS_DYNAMIC_MUSIC_STATE]; if (iStringOffset) { LPCSTR psCommand = cl.gameState.stringData+iStringOffset; return psCommand; } */ //rwwFIXMEFIXME: Maybe use the above for something in MP? return NULL; } // scan the configstring to see if there's been a state-change requested... // (note that even if the state doesn't change it still gets here, so do a same-state check for applying) // // then go on to do transition handling etc... // static void S_CheckDynamicMusicState(void) { LPCSTR psCommand = S_Music_GetRequestedState(); if (psCommand) { MusicState_e eNewState; if ( !Q_stricmpn( psCommand, "silence", 7) ) { eNewState = eBGRNDTRACK_SILENCE; } else if ( !Q_stricmpn( psCommand, "action", 6) ) { eNewState = eBGRNDTRACK_ACTION; } else if ( !Q_stricmpn( psCommand, "boss", 4) ) { // special case, boss music is optional and may not be defined... // if (tMusic_Info[ eBGRNDTRACK_BOSS ].bExists) { eNewState = eBGRNDTRACK_BOSS; } else { // ( leave it playing current track ) // eNewState = eMusic_StateActual; } } else if ( !Q_stricmpn( psCommand, "death", 5) ) { // special case, death music is optional and may not be defined... // if (tMusic_Info[ eBGRNDTRACK_DEATH ].bExists) { eNewState = eBGRNDTRACK_DEATH; } else { // ( leave it playing current track, typically either boss or action ) // eNewState = eMusic_StateActual; } } else { // seems a reasonable default... // eNewState = eBGRNDTRACK_EXPLORE; } S_SetDynamicMusicState( eNewState ); } S_HandleDynamicMusicStateChange(); } static void S_UpdateBackgroundTrack( void ) { if (bMusic_IsDynamic) { if (s_debugdynamic->integer == 2) { DynamicMusicInfoPrint(); } S_CheckDynamicMusicState(); if (eMusic_StateActual != eBGRNDTRACK_SILENCE) { MusicInfo_t *pMusicInfoCurrent = &tMusic_Info[ (eMusic_StateActual == eBGRNDTRACK_FADE)?eBGRNDTRACK_EXPLORE:eMusic_StateActual ]; MusicInfo_t *pMusicInfoFadeOut = &tMusic_Info[ eBGRNDTRACK_FADE ]; if ( pMusicInfoCurrent->s_backgroundFile == -1) { int iRawEnd = s_rawend; S_UpdateBackgroundTrack_Actual( pMusicInfoCurrent, qtrue, s_musicVolume->value ); /* static int iPrevFrontVol = 0; if (iPrevFrontVol != pMusicInfoCurrent->iXFadeVolume) { iPrevFrontVol = pMusicInfoCurrent->iXFadeVolume; Com_Printf("front vol = %d\n",pMusicInfoCurrent->iXFadeVolume); } */ if (pMusicInfoFadeOut->bActive) { s_rawend = iRawEnd; S_UpdateBackgroundTrack_Actual( pMusicInfoFadeOut, qfalse, s_musicVolume->value ); // inactive-checked internally /* static int iPrevFadeVol = 0; if (iPrevFadeVol != pMusicInfoFadeOut->iXFadeVolume) { iPrevFadeVol = pMusicInfoFadeOut->iXFadeVolume; Com_Printf("fade vol = %d\n",pMusicInfoFadeOut->iXFadeVolume); } */ // // only do this for the fader!... // if (pMusicInfoFadeOut->iXFadeVolume == 0) { pMusicInfoFadeOut->bActive = qfalse; } } float fRemainingTimeInSeconds = MP3Stream_GetRemainingTimeInSeconds( &pMusicInfoCurrent->chMP3_Bgrnd.MP3StreamHeader ); // Com_Printf("Remaining: %3.3f\n",fRemainingTimeInSeconds); if ( fRemainingTimeInSeconds < fDYNAMIC_XFADE_SECONDS*2 ) { // now either loop current track, switch if finishing a transition, or stop if finished a death... // if (pMusicInfoCurrent->bTrackSwitchPending) { pMusicInfoCurrent->bTrackSwitchPending = qfalse; // ack S_SwitchDynamicTracks( eMusic_StateActual, pMusicInfoCurrent->eTS_NewState, qfalse); // sboolean bNewTrackStartsFullVolume if (tMusic_Info[ pMusicInfoCurrent->eTS_NewState ].bExists) // don't do this if switching to silence { tMusic_Info[ pMusicInfoCurrent->eTS_NewState ].SeekTo(pMusicInfoCurrent->fTS_NewTime); } } else { // normal looping, so set rewind current track, set volume to 0 and fade up to full (unless death track playing, then stays quiet) // (while fader copy of end-section fades down) // // copy current track to fader... // *pMusicInfoFadeOut = *pMusicInfoCurrent; // struct copy pMusicInfoFadeOut->iXFadeVolumeSeekTime = Sys_Milliseconds(); pMusicInfoFadeOut->iXFadeVolumeSeekTo = 0; // pMusicInfoCurrent->Rewind(); pMusicInfoCurrent->iXFadeVolumeSeekTime = Sys_Milliseconds(); pMusicInfoCurrent->iXFadeVolumeSeekTo = (eMusic_StateActual == eBGRNDTRACK_DEATH) ? 0: 255; pMusicInfoCurrent->iXFadeVolume = 0; } } } } else { // special case, when foreground music is shut off but fader still running to fade off previous track... // MusicInfo_t *pMusicInfoFadeOut = &tMusic_Info[ eBGRNDTRACK_FADE ]; if (pMusicInfoFadeOut->bActive) { S_UpdateBackgroundTrack_Actual( pMusicInfoFadeOut, qtrue, s_musicVolume->value ); if (pMusicInfoFadeOut->iXFadeVolume == 0) { pMusicInfoFadeOut->bActive = qfalse; } } } } else { // standard / non-dynamic one-track music... // LPCSTR psCommand = S_Music_GetRequestedState(); // special check just for "silence" case... sboolean bShouldBeSilent = (psCommand && !Q_stricmp(psCommand,"silence")); float fDesiredVolume = bShouldBeSilent ? 0.0f : s_musicVolume->value; // // internal to this code is a volume-smoother... // sboolean bNewTrackDesired = S_UpdateBackgroundTrack_Actual(&tMusic_Info[eBGRNDTRACK_NONDYNAMIC], qtrue, fDesiredVolume); if (bNewTrackDesired) { S_StartBackgroundTrack( sMusic_BackgroundLoop, sMusic_BackgroundLoop, qfalse ); } } } cvar_t *s_soundpoolmegs = NULL; // currently passing in sfx as a param in case I want to do something with it later. // byte *SND_malloc(int iSize, sfx_t *sfx) { byte *pData = (byte *) Z_Malloc(iSize, TAG_SND_RAWDATA, qfalse); // don't bother asking for zeroed mem // if "s_soundpoolmegs" is < 0, then the -ve of the value is the maximum amount of sounds we're allowed to have loaded... // if (s_soundpoolmegs && s_soundpoolmegs->integer < 0) { while ( (Z_MemSize(TAG_SND_RAWDATA) + Z_MemSize(TAG_SND_MP3STREAMHDR)) > ((-s_soundpoolmegs->integer) * 1024 * 1024)) { int iBytesFreed = SND_FreeOldestSound(sfx); if (iBytesFreed == 0) break; // sanity } } return pData; } // called once-only in EXE lifetime... // void SND_setup() { s_soundpoolmegs = Cvar_Get("s_soundpoolmegs", "25", CVAR_ARCHIVE); if (Sys_LowPhysicalMemory() ) { Cvar_Set("s_soundpoolmegs", "0"); } Com_Printf("Sound memory manager started\n"); } // ask how much mem an sfx has allocated... // static int SND_MemUsed(sfx_t *sfx) { int iSize = 0; if (sfx->pSoundData){ iSize += Z_Size(sfx->pSoundData); } if (sfx->pMP3StreamHeader) { iSize += Z_Size(sfx->pMP3StreamHeader); } return iSize; } // free any allocated sfx mem... // // now returns # bytes freed to help with z_malloc()-fail recovery // static int SND_FreeSFXMem(sfx_t *sfx) { int iBytesFreed = 0; if (s_UseOpenAL) { alGetError(); if (sfx->Buffer) { alDeleteBuffers(1, &(sfx->Buffer)); #ifdef _DEBUG char szString[256]; if (alGetError() != AL_NO_ERROR) { sprintf(szString, "Failed to delete AL Buffer (%s) ... !\n", sfx->sSoundName); OutputDebugString(szString); } #endif sfx->Buffer = 0; } if (sfx->lipSyncData) { iBytesFreed += Z_Size( sfx->lipSyncData); Z_Free( sfx->lipSyncData); sfx->lipSyncData = NULL; } } if ( sfx->pSoundData) { iBytesFreed += Z_Size( sfx->pSoundData); Z_Free( sfx->pSoundData ); sfx->pSoundData = NULL; } sfx->bInMemory = qfalse; if ( sfx->pMP3StreamHeader) { iBytesFreed += Z_Size( sfx->pMP3StreamHeader); Z_Free( sfx->pMP3StreamHeader ); sfx->pMP3StreamHeader = NULL; } return iBytesFreed; } void S_DisplayFreeMemory() { int iSoundDataSize = Z_MemSize ( TAG_SND_RAWDATA ) + Z_MemSize( TAG_SND_MP3STREAMHDR ); int iMusicDataSize = Z_MemSize ( TAG_SND_DYNAMICMUSIC ); if (iSoundDataSize || iMusicDataSize) { Com_Printf("\n%.2fMB audio data: ( %.2fMB WAV/MP3 ) + ( %.2fMB Music )\n", ((float)(iSoundDataSize+iMusicDataSize))/1024.0f/1024.0f, ((float)(iSoundDataSize))/1024.0f/1024.0f, ((float)(iMusicDataSize))/1024.0f/1024.0f ); // now count up amount used on this level... // iSoundDataSize = 0; for (int i=1; iiLastLevelUsedOn == RE_RegisterMedia_GetLevel()){ iSoundDataSize += SND_MemUsed(sfx); } } Com_Printf("%.2fMB in sfx_t alloc data (WAV/MP3) loaded this level\n",(float)iSoundDataSize/1024.0f/1024.0f); } } void SND_TouchSFX(sfx_t *sfx) { sfx->iLastTimeUsed = Com_Milliseconds()+1; sfx->iLastLevelUsedOn = RE_RegisterMedia_GetLevel(); } // currently this is only called during snd_shutdown or snd_restart // void S_FreeAllSFXMem(void) { for (int i=1 ; i < s_numSfx ; i++) // start @ 1 to skip freeing default sound { SND_FreeSFXMem(&s_knownSfx[i]); } } // returns number of bytes freed up... // // new param is so we can be usre of not freeing ourselves (without having to rely on possible uninitialised timers etc) // int SND_FreeOldestSound(sfx_t *pButNotThisOne /* = NULL */) { int iBytesFreed = 0; sfx_t *sfx; int iOldest = Com_Milliseconds(); int iUsed = 0; // start on 1 so we never dump the default sound... // for (int i=1 ; i < s_numSfx ; i++) { sfx = &s_knownSfx[i]; if (sfx != pButNotThisOne) { if (!sfx->bDefaultSound && sfx->bInMemory && sfx->iLastTimeUsed < iOldest) { // new bit, we can't throw away any sfx_t struct in use by a channel, else the paint code will crash... // int iChannel; for (iChannel=0; iChannelthesfx == sfx) break; // damn, being used } if (iChannel == MAX_CHANNELS) { // this sfx_t struct wasn't used by any channels, so we can lose it... // iUsed = i; iOldest = sfx->iLastTimeUsed; } } } } if (iUsed) { sfx = &s_knownSfx[ iUsed ]; Com_DPrintf("SND_FreeOldestSound: freeing sound %s\n", sfx->sSoundName); iBytesFreed = SND_FreeSFXMem(sfx); } return iBytesFreed; } int SND_FreeOldestSound(void) { return SND_FreeOldestSound(NULL); // I had to add a void-arg version of this because of link issues, sigh } // just before we drop into a level, ensure the audio pool is under whatever the maximum // pool size is (but not by dropping out sounds used by the current level)... // // returns qtrue if at least one sound was dropped out, so z_malloc-fail recovery code knows if anything changed // extern qboolean gbInsideLoadSound; qboolean SND_RegisterAudio_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel /* 99% qfalse */) { qboolean bAtLeastOneSoundDropped = qfalse; Com_DPrintf( "SND_RegisterAudio_LevelLoadEnd():\n"); if (gbInsideLoadSound) { Com_DPrintf( "(Inside S_LoadSound (z_malloc recovery?), exiting...\n"); } else { int iLoadedAudioBytes = Z_MemSize ( TAG_SND_RAWDATA ) + Z_MemSize( TAG_SND_MP3STREAMHDR ); const int iMaxAudioBytes = s_soundpoolmegs->integer * 1024 * 1024; for (int i=1; i iMaxAudioBytes || bDeleteEverythingNotUsedThisLevel) ; i++) // i=1 so we never page out default sound { sfx_t *sfx = &s_knownSfx[i]; if (sfx->bInMemory) { sboolean bDeleteThis = qfalse; if (bDeleteEverythingNotUsedThisLevel) { bDeleteThis = (sfx->iLastLevelUsedOn != RE_RegisterMedia_GetLevel()); } else { bDeleteThis = (sfx->iLastLevelUsedOn < RE_RegisterMedia_GetLevel()); } if (bDeleteThis) { Com_DPrintf( "Dumping sfx_t \"%s\"\n",sfx->sSoundName); if (SND_FreeSFXMem(sfx)) { bAtLeastOneSoundDropped = qtrue; } iLoadedAudioBytes = Z_MemSize ( TAG_SND_RAWDATA ) + Z_MemSize( TAG_SND_MP3STREAMHDR ); } } } } Com_DPrintf( "SND_RegisterAudio_LevelLoadEnd(): Ok\n"); return bAtLeastOneSoundDropped; } #ifdef HAVE_EAX /****************************************************************************************************\ * * EAX Related * \****************************************************************************************************/ /* Initialize the EAX Manager */ void InitEAXManager() { LPEAXMANAGERCREATE lpEAXManagerCreateFn; EAXFXSLOTPROPERTIES FXSlotProp; GUID Effect; GUID FXSlotGuids[4]; int i; s_bEALFileLoaded = false; // Check for EAX 4.0 support s_bEAX = alIsExtensionPresent((ALubyte*)"EAX4.0"); if (s_bEAX) { Com_Printf("Found EAX 4.0 native support\n"); } else { // Support for EAXUnified (automatic translation of EAX 4.0 calls into EAX 3.0) if ((alIsExtensionPresent((ALubyte*)"EAX3.0")) && (alIsExtensionPresent((ALubyte*)"EAX4.0Emulated"))) { s_bEAX = AL_TRUE; Com_Printf("Found EAX 4.0 EMULATION support\n"); } } if (s_bEAX) { s_eaxSet = (EAXSet)alGetProcAddress((ALubyte*)"EAXSet"); if (s_eaxSet == NULL) s_bEAX = false; s_eaxGet = (EAXGet)alGetProcAddress((ALubyte*)"EAXGet"); if (s_eaxGet == NULL) s_bEAX = false; } // If we have detected EAX support, then try and load the EAX Manager DLL if (s_bEAX) { s_hEAXManInst = LoadLibrary("EAXMan.dll"); if (s_hEAXManInst) { lpEAXManagerCreateFn = (LPEAXMANAGERCREATE)GetProcAddress(s_hEAXManInst, "EaxManagerCreate"); if (lpEAXManagerCreateFn) { if (lpEAXManagerCreateFn(&s_lpEAXManager)==EM_OK) { // Configure our EAX 4.0 Effect Slots s_NumFXSlots = 0; for (i = 0; i < EAX_MAX_FXSLOTS; i++) { s_FXSlotInfo[i].FXSlotGuid = EAX_NULL_GUID; s_FXSlotInfo[i].lEnvID = -1; } FXSlotGuids[0] = EAXPROPERTYID_EAX40_FXSlot0; FXSlotGuids[1] = EAXPROPERTYID_EAX40_FXSlot1; FXSlotGuids[2] = EAXPROPERTYID_EAX40_FXSlot2; FXSlotGuids[3] = EAXPROPERTYID_EAX40_FXSlot3; // For each effect slot, try and load a reverb and lock the slot FXSlotProp.guidLoadEffect = EAX_REVERB_EFFECT; FXSlotProp.lVolume = 0; FXSlotProp.lLock = EAXFXSLOT_LOCKED; FXSlotProp.ulFlags = EAXFXSLOTFLAGS_ENVIRONMENT; for (i = 0; i < EAX_MAX_FXSLOTS; i++) { if (s_eaxSet(&FXSlotGuids[i], EAXFXSLOT_ALLPARAMETERS, NULL, &FXSlotProp, sizeof(EAXFXSLOTPROPERTIES))==AL_NO_ERROR) { // We can use this slot s_FXSlotInfo[s_NumFXSlots].FXSlotGuid = FXSlotGuids[i]; s_NumFXSlots++; } else { // If this slot already contains a reverb, then we will use it anyway (Slot 0 will // be in this category). (It probably means that Slot 0 is locked) if (s_eaxGet(&FXSlotGuids[i], EAXFXSLOT_LOADEFFECT, NULL, &Effect, sizeof(GUID))==AL_NO_ERROR) { if (Effect == EAX_REVERB_EFFECT) { // We can use this slot // Make sure the environment flag is on s_eaxSet(&FXSlotGuids[i], EAXFXSLOT_FLAGS, NULL, &FXSlotProp.ulFlags, sizeof(unsigned long)); s_FXSlotInfo[s_NumFXSlots].FXSlotGuid = FXSlotGuids[i]; s_NumFXSlots++; } } } } return; } } } } // If the EAXManager library was loaded (and there was a problem), then unload it if (s_hEAXManInst) { FreeLibrary(s_hEAXManInst); s_hEAXManInst = NULL; } s_lpEAXManager = NULL; s_bEAX = false; return; } /* Release the EAX Manager */ void ReleaseEAXManager() { s_bEAX = false; UnloadEALFile(); if (s_lpEAXManager) { s_lpEAXManager->Release(); s_lpEAXManager = NULL; } if (s_hEAXManInst) { FreeLibrary(s_hEAXManInst); s_hEAXManInst = NULL; } } /* Try to load the given .eal file */ bool LoadEALFile(char *szEALFilename) { char *ealData = NULL; HRESULT hr; long i, j, lID, lEnvID; EMPOINT EMPoint; char szAperture[128]; char szFullEALFilename[MAX_QPATH]; long lNumInst, lNumInstA, lNumInstB; bool bLoaded = false; bool bValid = true; int result; char szString[256]; if ((!s_lpEAXManager) || (!s_bEAX)) return false; if (strstr(szEALFilename, "nomap")) return false; s_EnvironmentID = 0xFFFFFFFF; // Assume there is no aperture information in the .eal file s_lpEnvTable = NULL; // Load EAL file from PAK file result = FS_ReadFile(szEALFilename, (void **)&ealData); if ((ealData) && (result != -1)) { hr = s_lpEAXManager->LoadDataSet(ealData, EMFLAG_LOADFROMMEMORY); // Unload EAL file FS_FreeFile (ealData); if (hr == EM_OK) { Com_DPrintf("Loaded %s by Quake loader\n", szEALFilename); bLoaded = true; } } else { // Failed to load via Quake loader, try manually Com_sprintf(szFullEALFilename, MAX_QPATH, "base/%s", szEALFilename); if (SUCCEEDED(s_lpEAXManager->LoadDataSet(szFullEALFilename, 0))) { Com_DPrintf("Loaded %s by EAXManager\n", szEALFilename); bLoaded = true; } } if (bLoaded) { // For a valid eal file ... need to find 'Center' tag, record num of instances, and then find // the right number of instances of 'Aperture0a' and 'Aperture0b'. if (s_lpEAXManager->GetSourceID("Center", &lID)==EM_OK) { if (s_lpEAXManager->GetSourceNumInstances(lID, &s_lNumEnvironments)==EM_OK) { if (s_lpEAXManager->GetSourceID("Aperture0a", &lID)==EM_OK) { if (s_lpEAXManager->GetSourceNumInstances(lID, &lNumInst)==EM_OK) { if (lNumInst == s_lNumEnvironments) { if (s_lpEAXManager->GetSourceID("Aperture0b", &lID)==EM_OK) { if (s_lpEAXManager->GetSourceNumInstances(lID, &lNumInst)==EM_OK) { if (lNumInst == s_lNumEnvironments) { // Check equal numbers of ApertureXa and ApertureXb i = 1; while (true) { lNumInstA = lNumInstB = 0; sprintf(szAperture,"Aperture%da",i); if ((s_lpEAXManager->GetSourceID(szAperture, &lID)==EM_OK) && (s_lpEAXManager->GetSourceNumInstances(lID, &lNumInstA)==EM_OK)) { sprintf(szAperture,"Aperture%db",i); s_lpEAXManager->GetSourceID(szAperture, &lID); s_lpEAXManager->GetSourceNumInstances(lID, &lNumInstB); if (lNumInstA!=lNumInstB) { Com_DPrintf( S_COLOR_YELLOW "Invalid EAL file - %d Aperture%da tags, and %d Aperture%db tags\n", lNumInstA, i, lNumInstB, i); bValid = false; } } else { break; } i++; } if (bValid) { s_lpEnvTable = (LPENVTABLE)Z_Malloc(s_lNumEnvironments * sizeof(ENVTABLE), TAG_GENERAL, qtrue); } } else Com_DPrintf( S_COLOR_YELLOW "Invalid EAL File - expected %d instances of Aperture0b, found %d\n", s_lNumEnvironments, lNumInst); } else Com_DPrintf( S_COLOR_YELLOW "EAXManager- failed GetSourceNumInstances()\n"); } else Com_DPrintf( S_COLOR_YELLOW "Invalid EAL File - no instances of 'Aperture0b' source-tag\n"); } else Com_DPrintf( S_COLOR_YELLOW "Invalid EAL File - found %d instances of the 'Center' tag, but only %d instances of 'Aperture0a'\n", s_lNumEnvironments, lNumInst); } else Com_DPrintf( S_COLOR_YELLOW "EAXManager- failed GetSourceNumInstances()\n"); } else Com_DPrintf( S_COLOR_YELLOW "Invalid EAL File - no instances of 'Aperture0a' source-tag\n"); } else Com_DPrintf( S_COLOR_YELLOW "EAXManager- failed GetSourceNumInstances()\n"); } else Com_DPrintf( S_COLOR_YELLOW "Invalid EAL File - no instances of 'Center' source-tag\n"); if (s_lpEnvTable) { i = 0; while (true) { sprintf(szAperture, "Aperture%da", i); if (s_lpEAXManager->GetSourceID(szAperture, &lID)==EM_OK) { if (s_lpEAXManager->GetSourceNumInstances(lID, &lNumInst)==EM_OK) { for (j = 0; j < s_lNumEnvironments; j++) { s_lpEnvTable[j].bUsed = false; } for (j = 0; j < lNumInst; j++) { if (s_lpEAXManager->GetSourceInstancePos(lID, j, &EMPoint)==EM_OK) { if (s_lpEAXManager->GetListenerDynamicAttributes(0, &EMPoint, &lEnvID, 0)==EM_OK) { if ((lEnvID >= 0) && (lEnvID < s_lNumEnvironments)) { if (!s_lpEnvTable[lEnvID].bUsed) { s_lpEnvTable[lEnvID].bUsed = true; s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos1[0] = EMPoint.fX; s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos1[1] = EMPoint.fY; s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos1[2] = EMPoint.fZ; } else { s_lpEAXManager->GetEnvironmentName(lEnvID, szString, 256); Com_DPrintf( S_COLOR_YELLOW "Found more than one occurance of Aperture%da in %s sub-space\n", i, szString); Com_DPrintf( S_COLOR_YELLOW "One tag at %.3f,%.3f,%.3f, other at %.3f,%.3f,%.3f\n", EMPoint.fX, EMPoint.fY, EMPoint.fZ, s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos1[0], s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos1[1], s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos1[2]); bValid = false; } } else { if (lEnvID==-1) Com_DPrintf( S_COLOR_YELLOW "%s (%.3f,%.3f,%.3f) in Default Environment - please remove\n", szAperture, EMPoint.fX, EMPoint.fY, EMPoint.fZ); else Com_DPrintf( S_COLOR_YELLOW "Detected more reverb presets than zones - please delete unused presets\n"); bValid = false; } } } } } } else { break; } if (bValid) { sprintf(szAperture, "Aperture%db", i); if (s_lpEAXManager->GetSourceID(szAperture, &lID)==EM_OK) { if (s_lpEAXManager->GetSourceNumInstances(lID, &lNumInst)==EM_OK) { for (j = 0; j < s_lNumEnvironments; j++) { s_lpEnvTable[j].bUsed = false; } for (j = 0; j < lNumInst; j++) { if (s_lpEAXManager->GetSourceInstancePos(lID, j, &EMPoint)==EM_OK) { if (s_lpEAXManager->GetListenerDynamicAttributes(0, &EMPoint, &lEnvID, 0)==EM_OK) { if ((lEnvID >= 0) && (lEnvID < s_lNumEnvironments)) { if (!s_lpEnvTable[lEnvID].bUsed) { s_lpEnvTable[lEnvID].bUsed = true; s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos2[0] = EMPoint.fX; s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos2[1] = EMPoint.fY; s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos2[2] = EMPoint.fZ; } else { s_lpEAXManager->GetEnvironmentName(lEnvID, szString, 256); Com_DPrintf( S_COLOR_YELLOW "Found more than one occurance of Aperture%db in %s sub-space\n", i, szString); bValid = false; } // Calculate center position of aperture (average of 2 points) s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vCenter[0] = (s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos1[0] + s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos2[0]) / 2; s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vCenter[1] = (s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos1[1] + s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos2[1]) / 2; s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vCenter[2] = (s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos1[2] + s_lpEnvTable[lEnvID].Aperture[s_lpEnvTable[lEnvID].ulNumApertures].vPos2[2]) / 2; s_lpEnvTable[lEnvID].ulNumApertures++; } else { if (lEnvID==-1) Com_DPrintf( S_COLOR_YELLOW "%s (%.3f,%.3f,%.3f) in Default Environment - please remove\n", szAperture, EMPoint.fX, EMPoint.fY, EMPoint.fZ); else Com_DPrintf( S_COLOR_YELLOW "Detected more reverb presets than zones - please delete unused presets\n"); bValid = false; } } } } } } } if (!bValid) { // Found a problem Com_DPrintf( S_COLOR_YELLOW "EAX legacy behaviour invoked (one reverb)\n"); Z_Free( s_lpEnvTable ); s_lpEnvTable = NULL; break; } i++; } } else { Com_DPrintf( S_COLOR_YELLOW "EAX legacy behaviour invoked (one reverb)\n"); } return true; } Com_DPrintf( S_COLOR_YELLOW "Failed to load %s\n", szEALFilename); return false; } /* Unload current .eal file */ void UnloadEALFile() { HRESULT hr; if ((!s_lpEAXManager) || (!s_bEAX)) return; hr = s_lpEAXManager->FreeDataSet(0); s_bEALFileLoaded = false; if (s_lpEnvTable) { Z_Free( s_lpEnvTable ); s_lpEnvTable = NULL; } return; } /* Updates the current EAX Reverb setting, based on the location of the listener */ void UpdateEAXListener() { EMPOINT ListPos, ListOri; EMPOINT EMAperture; EMPOINT EMSourcePoint; long lID, lSourceID, lApertureNum; int i, j, k; float flDistance, flNearest; EAXREVERBPROPERTIES Reverb; bool bFound; long lVolume; long lCurTime; channel_t *ch; EAXVECTOR LR, LP1, LP2, Pan; REVERBDATA ReverbData[3]; // Hardcoded to three (maximum no of reverbs) #ifdef DISPLAY_CLOSEST_ENVS char szEnvName[256]; #endif if ((!s_lpEAXManager) || (!s_bEAX)) return; lCurTime = Com_Milliseconds(); if ((s_lLastEnvUpdate + ENV_UPDATE_RATE) < lCurTime) { // Update closest reverbs s_lLastEnvUpdate = lCurTime; // No panning information in .eal file, or we only have 1 FX Slot to use, revert to legacy // behaviour (i.e only one reverb) if ((!s_lpEnvTable) || (s_NumFXSlots==1)) { // Convert Listener co-ordinate to left-handed system ListPos.fX = listener_pos[0]; ListPos.fY = listener_pos[1]; ListPos.fZ = -listener_pos[2]; if (SUCCEEDED(s_lpEAXManager->GetListenerDynamicAttributes(0, &ListPos, &lID, EMFLAG_LOCKPOSITION))) { if (lID != s_EnvironmentID) { #ifdef DISPLAY_CLOSEST_ENVS if (SUCCEEDED(s_lpEAXManager->GetEnvironmentName(lID, szEnvName, 256))) Com_Printf("Changing to '%s' zone !\n", szEnvName); #endif // Get EAX Preset info. if (SUCCEEDED(s_lpEAXManager->GetEnvironmentAttributes(lID, &s_eaxLPCur))) { // Override s_eaxLPCur.flAirAbsorptionHF = 0.0f; // Set Environment s_eaxSet(&EAXPROPERTYID_EAX40_FXSlot0, EAXREVERB_ALLPARAMETERS, NULL, &s_eaxLPCur, sizeof(EAXREVERBPROPERTIES)); s_EnvironmentID = lID; } } } return; } // Convert Listener position and orientation to left-handed system ListPos.fX = listener_pos[0]; ListPos.fY = listener_pos[1]; ListPos.fZ = -listener_pos[2]; ListOri.fX = listener_ori[0]; ListOri.fY = listener_ori[1]; ListOri.fZ = -listener_ori[2]; // Need to find closest s_NumFXSlots (including the Listener's slot) if (s_lpEAXManager->GetListenerDynamicAttributes(0, &ListPos, &lID, EMFLAG_LOCKPOSITION)==EM_OK) { if (lID == -1) { // Found default environment // Com_Printf( S_COLOR_YELLOW "Listener in default environment - ignoring zone !\n"); return; } ReverbData[0].lEnvID = -1; ReverbData[0].lApertureNum = -1; ReverbData[0].flDist = FLT_MAX; ReverbData[1].lEnvID = -1; ReverbData[1].lApertureNum = -1; ReverbData[1].flDist = FLT_MAX; ReverbData[2].lEnvID = lID; ReverbData[2].lApertureNum = -1; ReverbData[2].flDist = 0.0f; for (i = 0; i < s_lNumEnvironments; i++) { // Ignore Environment id lID as this one will always be used if (i != lID) { flNearest = FLT_MAX; lApertureNum = 0; //shut up compile warning for (j = 0; j < s_lpEnvTable[i].ulNumApertures; j++) { EMAperture.fX = s_lpEnvTable[i].Aperture[j].vCenter[0]; EMAperture.fY = s_lpEnvTable[i].Aperture[j].vCenter[1]; EMAperture.fZ = s_lpEnvTable[i].Aperture[j].vCenter[2]; flDistance = CalcDistance(EMAperture, ListPos); if (flDistance < flNearest) { flNearest = flDistance; lApertureNum = j; } } // Now have closest point for this Environment - see if this is closer than any others if (flNearest < ReverbData[1].flDist) { if (flNearest < ReverbData[0].flDist) { ReverbData[1] = ReverbData[0]; ReverbData[0].flDist = flNearest; ReverbData[0].lApertureNum = lApertureNum; ReverbData[0].lEnvID = i; } else { ReverbData[1].flDist = flNearest; ReverbData[1].lApertureNum = lApertureNum; ReverbData[1].lEnvID = i; } } } } } #ifdef DISPLAY_CLOSEST_ENVS char szEnvName1[256] = {0}; char szEnvName2[256] = {0}; char szEnvName3[256] = {0}; s_lpEAXManager->GetEnvironmentName(ReverbData[0].lEnvID, szEnvName1, 256); s_lpEAXManager->GetEnvironmentName(ReverbData[1].lEnvID, szEnvName2, 256); s_lpEAXManager->GetEnvironmentName(ReverbData[2].lEnvID, szEnvName3, 256); Com_Printf("Closest zones are %s, %s (Listener in %s)\n", szEnvName1, szEnvName2, szEnvName3); #endif // Mute any reverbs no longer required ... for (i = 0; i < s_NumFXSlots; i++) { if ((s_FXSlotInfo[i].lEnvID != -1) && (s_FXSlotInfo[i].lEnvID != ReverbData[0].lEnvID) && (s_FXSlotInfo[i].lEnvID != ReverbData[1].lEnvID) && (s_FXSlotInfo[i].lEnvID != ReverbData[2].lEnvID)) { // This environment is no longer needed // Mute it lVolume = -10000; if (s_eaxSet(&s_FXSlotInfo[i].FXSlotGuid, EAXFXSLOT_VOLUME, NULL, &lVolume, sizeof(long))!=AL_NO_ERROR) OutputDebugString("Failed to Mute FX Slot\n"); // If any source is sending to this Slot ID then we need to stop them sending to the slot for (j = 1; j < s_numChannels; j++) { if (s_channels[j].lSlotID == i) { if (s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_ACTIVEFXSLOTID, s_channels[j].alSource, (void*)&EAX_NULL_GUID, sizeof(GUID))!=AL_NO_ERROR) { OutputDebugString("Failed to set Source ActiveFXSlotID to NULL\n"); } s_channels[j].lSlotID = -1; } } assert(s_FXSlotInfo[i].lEnvID < s_lNumEnvironments && s_FXSlotInfo[i].lEnvID >= 0); if (s_FXSlotInfo[i].lEnvID < s_lNumEnvironments && s_FXSlotInfo[i].lEnvID >= 0) { s_lpEnvTable[s_FXSlotInfo[i].lEnvID].lFXSlotID = -1; } s_FXSlotInfo[i].lEnvID = -1; } } // Make sure all the reverbs we want are being rendered, if not, find an empty slot // and apply appropriate reverb settings for (j = 0; j < 3; j++) { bFound = false; for (i = 0; i < s_NumFXSlots; i++) { if (s_FXSlotInfo[i].lEnvID == ReverbData[j].lEnvID) { bFound = true; break; } } if (!bFound) { // Find the first available slot and use that one for (i = 0; i < s_NumFXSlots; i++) { if (s_FXSlotInfo[i].lEnvID == -1) { // Found slot // load reverb here // Retrieve reverb properties from EAX Manager if (s_lpEAXManager->GetEnvironmentAttributes(ReverbData[j].lEnvID, &Reverb)==EM_OK) { // Override Air Absorption HF Reverb.flAirAbsorptionHF = 0.0f; s_eaxSet(&s_FXSlotInfo[i].FXSlotGuid, EAXREVERB_ALLPARAMETERS, NULL, &Reverb, sizeof(EAXREVERBPROPERTIES)); // See if any Sources are in this environment, if they are, enable their sends ch = s_channels + 1; for (k = 1; k < s_numChannels; k++, ch++) { if (ch->fixed_origin) { // Converting from Quake -> DS3D (for EAGLE) ... swap Y and Z EMSourcePoint.fX = ch->origin[0]; EMSourcePoint.fY = ch->origin[2]; EMSourcePoint.fZ = ch->origin[1]; } else { if (ch->entnum == listener_number) { // Source at same position as listener // Probably won't be any Occlusion / Obstruction effect -- unless the listener is underwater // Converting from Open AL -> DS3D (for EAGLE) ... invert Z EMSourcePoint.fX = listener_pos[0]; EMSourcePoint.fY = listener_pos[1]; EMSourcePoint.fZ = -listener_pos[2]; } else { // Get position of Entity // Converting from Quake -> DS3D (for EAGLE) ... swap Y and Z EMSourcePoint.fX = loopSounds[ ch->entnum ].origin[0]; EMSourcePoint.fY = loopSounds[ ch->entnum ].origin[2]; EMSourcePoint.fZ = loopSounds[ ch->entnum ].origin[1]; } } // Get Source Environment point if (s_lpEAXManager->GetListenerDynamicAttributes(0, &EMSourcePoint, &lSourceID, 0)!=EM_OK) OutputDebugString("Failed to get environment zone for Source\n"); if (lSourceID == i) { if (s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_ACTIVEFXSLOTID, ch->alSource, (void*)&(s_FXSlotInfo[i].FXSlotGuid), sizeof(GUID))!=AL_NO_ERROR) { OutputDebugString("Failed to set Source ActiveFXSlotID to new environment\n"); } ch->lSlotID = i; } } assert(ReverbData[j].lEnvID < s_lNumEnvironments && ReverbData[j].lEnvID >= 0); if (ReverbData[j].lEnvID < s_lNumEnvironments && ReverbData[j].lEnvID >= 0) { s_FXSlotInfo[i].lEnvID = ReverbData[j].lEnvID; s_lpEnvTable[ReverbData[j].lEnvID].lFXSlotID = i; } break; } } } } } // Make sure Primary FX Slot ID is set correctly if (s_EnvironmentID != ReverbData[2].lEnvID) { s_eaxSet(&EAXPROPERTYID_EAX40_Context, EAXCONTEXT_PRIMARYFXSLOTID, NULL, &(s_FXSlotInfo[s_lpEnvTable[ReverbData[2].lEnvID].lFXSlotID].FXSlotGuid), sizeof(GUID)); s_EnvironmentID = ReverbData[2].lEnvID; } // Have right reverbs loaded ... now to pan them and adjust volume // We need to rotate the vector from the Listener to the reverb Aperture by minus the listener // orientation // Need dot product of Listener Orientation and the straight ahead vector (0, 0, 1) // Since both vectors are already normalized, and two terms cancel out (0's), the angle // is the arc cosine of the z component of the Listener Orientation float flTheta = (float)acos(ListOri.fZ); // If the Listener Orientation is to the left of straight ahead, then invert the angle if (ListOri.fX < 0) flTheta = -flTheta; float flSin = (float)sin(-flTheta); float flCos = (float)cos(-flTheta); for (i = 0; i < min(s_NumFXSlots,s_lNumEnvironments); i++) { if (s_FXSlotInfo[i].lEnvID == s_EnvironmentID) { // Listener's environment // Find the closest Aperture in *this* environment flNearest = FLT_MAX; lApertureNum = 0; //shut up compile warning for (j = 0; j < s_lpEnvTable[s_EnvironmentID].ulNumApertures; j++) { EMAperture.fX = s_lpEnvTable[s_EnvironmentID].Aperture[j].vCenter[0]; EMAperture.fY = s_lpEnvTable[s_EnvironmentID].Aperture[j].vCenter[1]; EMAperture.fZ = s_lpEnvTable[s_EnvironmentID].Aperture[j].vCenter[2]; flDistance = CalcDistance(EMAperture, ListPos); if (flDistance < flNearest) { flNearest = flDistance; lApertureNum = j; } } // Have closest environment, work out pan vector direction LR.x = s_lpEnvTable[s_EnvironmentID].Aperture[lApertureNum].vCenter[0] - ListPos.fX; LR.y = s_lpEnvTable[s_EnvironmentID].Aperture[lApertureNum].vCenter[1] - ListPos.fY; LR.z = s_lpEnvTable[s_EnvironmentID].Aperture[lApertureNum].vCenter[2] - ListPos.fZ; Pan.x = (LR.x * flCos) + (LR.z * flSin); Pan.y = 0.0f; Pan.z = (LR.x * -flSin) + (LR.z * flCos); Normalize(&Pan); // Adjust magnitude ... // Magnitude is based on the angle subtended by the aperture, so compute the angle between // the vector from the Listener to Pos1 of the aperture, and the vector from the // Listener to Pos2 of the aperture. LP1.x = s_lpEnvTable[s_EnvironmentID].Aperture[lApertureNum].vPos1[0] - ListPos.fX; LP1.y = s_lpEnvTable[s_EnvironmentID].Aperture[lApertureNum].vPos1[1] - ListPos.fY; LP1.z = s_lpEnvTable[s_EnvironmentID].Aperture[lApertureNum].vPos1[2] - ListPos.fZ; LP2.x = s_lpEnvTable[s_EnvironmentID].Aperture[lApertureNum].vPos2[0] - ListPos.fX; LP2.y = s_lpEnvTable[s_EnvironmentID].Aperture[lApertureNum].vPos2[1] - ListPos.fY; LP2.z = s_lpEnvTable[s_EnvironmentID].Aperture[lApertureNum].vPos2[2] - ListPos.fZ; Normalize(&LP1); Normalize(&LP2); float flGamma = acos((LP1.x * LP2.x) + (LP1.y * LP2.y) + (LP1.z * LP2.z)); // We want opposite magnitude (because we are 'in' this environment) float flMagnitude = 1.0f - ((2.0f * (float)sin(flGamma/2.0f)) / flGamma); // Negative (because pan should be 180 degrees) Pan.x *= -flMagnitude; Pan.y *= -flMagnitude; Pan.z *= -flMagnitude; if (s_eaxSet(&s_FXSlotInfo[i].FXSlotGuid, EAXREVERB_REVERBPAN, NULL, &Pan, sizeof(EAXVECTOR))!=AL_NO_ERROR) OutputDebugString("Failed to set Listener Reverb Pan\n"); if (s_eaxSet(&s_FXSlotInfo[i].FXSlotGuid, EAXREVERB_REFLECTIONSPAN, NULL, &Pan, sizeof(EAXVECTOR))!=AL_NO_ERROR) OutputDebugString("Failed to set Listener Reflections Pan\n"); } else { // Find out which Reverb this is if (ReverbData[0].lEnvID == s_FXSlotInfo[i].lEnvID) k = 0; else k = 1; LR.x = s_lpEnvTable[ReverbData[k].lEnvID].Aperture[ReverbData[k].lApertureNum].vCenter[0] - ListPos.fX; LR.y = s_lpEnvTable[ReverbData[k].lEnvID].Aperture[ReverbData[k].lApertureNum].vCenter[1] - ListPos.fY; LR.z = s_lpEnvTable[ReverbData[k].lEnvID].Aperture[ReverbData[k].lApertureNum].vCenter[2] - ListPos.fZ; // Rotate the vector Pan.x = (LR.x * flCos) + (LR.z * flSin); Pan.y = 0.0f; Pan.z = (LR.x * -flSin) + (LR.z * flCos); Normalize(&Pan); // Adjust magnitude ... // Magnitude is based on the angle subtended by the aperture, so compute the angle between // the vector from the Listener to Pos1 of the aperture, and the vector from the // Listener to Pos2 of the aperture. LP1.x = s_lpEnvTable[ReverbData[k].lEnvID].Aperture[ReverbData[k].lApertureNum].vPos1[0] - ListPos.fX; LP1.y = s_lpEnvTable[ReverbData[k].lEnvID].Aperture[ReverbData[k].lApertureNum].vPos1[1] - ListPos.fY; LP1.z = s_lpEnvTable[ReverbData[k].lEnvID].Aperture[ReverbData[k].lApertureNum].vPos1[2] - ListPos.fZ; LP2.x = s_lpEnvTable[ReverbData[k].lEnvID].Aperture[ReverbData[k].lApertureNum].vPos2[0] - ListPos.fX; LP2.y = s_lpEnvTable[ReverbData[k].lEnvID].Aperture[ReverbData[k].lApertureNum].vPos2[1] - ListPos.fY; LP2.z = s_lpEnvTable[ReverbData[k].lEnvID].Aperture[ReverbData[k].lApertureNum].vPos2[2] - ListPos.fZ; Normalize(&LP1); Normalize(&LP2); float flGamma = acos((LP1.x * LP2.x) + (LP1.y * LP2.y) + (LP1.z * LP2.z)); float flMagnitude = (2.0f * (float)sin(flGamma/2.0f)) / flGamma; Pan.x *= flMagnitude; Pan.y *= flMagnitude; Pan.z *= flMagnitude; if (s_eaxSet(&s_FXSlotInfo[i].FXSlotGuid, EAXREVERB_REVERBPAN, NULL, &Pan, sizeof(EAXVECTOR))!=AL_NO_ERROR) OutputDebugString("Failed to set Reverb Pan\n"); if (s_eaxSet(&s_FXSlotInfo[i].FXSlotGuid, EAXREVERB_REFLECTIONSPAN, NULL, &Pan, sizeof(EAXVECTOR))!=AL_NO_ERROR) OutputDebugString("Failed to set Reflections Pan\n"); } } lVolume = 0; for (i = 0; i < s_NumFXSlots; i++) { if (s_eaxSet(&s_FXSlotInfo[i].FXSlotGuid, EAXFXSLOT_VOLUME, NULL, &lVolume, sizeof(long))!=AL_NO_ERROR) OutputDebugString("Failed to set FX Slot Volume to 0\n"); } } return; } /* Updates the EAX Buffer related effects on the given Source */ void UpdateEAXBuffer(channel_t *ch) { HRESULT hr; EMPOINT EMSourcePoint; EMPOINT EMVirtualSourcePoint; EAXOBSTRUCTIONPROPERTIES eaxOBProp; EAXOCCLUSIONPROPERTIES eaxOCProp; int i; long lSourceID; // If EAX Manager is not initialized, or there is no EAX support, or the listener // is underwater, return if ((!s_lpEAXManager) || (!s_bEAX) || (s_bInWater)) return; // Set Occlusion Direct Ratio to the default value (it won't get set by the current version of // EAX Manager) eaxOCProp.flOcclusionDirectRatio = EAXSOURCE_DEFAULTOCCLUSIONDIRECTRATIO; // Convert Source co-ordinate to left-handed system if (ch->fixed_origin) { // Converting from Quake -> DS3D (for EAGLE) ... swap Y and Z EMSourcePoint.fX = ch->origin[0]; EMSourcePoint.fY = ch->origin[2]; EMSourcePoint.fZ = ch->origin[1]; } else { if (ch->entnum == listener_number) { // Source at same position as listener // Probably won't be any Occlusion / Obstruction effect -- unless the listener is underwater // Converting from Open AL -> DS3D (for EAGLE) ... invert Z EMSourcePoint.fX = listener_pos[0]; EMSourcePoint.fY = listener_pos[1]; EMSourcePoint.fZ = -listener_pos[2]; } else { // Get position of Entity // Converting from Quake -> DS3D (for EAGLE) ... swap Y and Z if (ch->bLooping) { EMSourcePoint.fX = loopSounds[ ch->entnum ].origin[0]; EMSourcePoint.fY = loopSounds[ ch->entnum ].origin[2]; EMSourcePoint.fZ = loopSounds[ ch->entnum ].origin[1]; } else { EMSourcePoint.fX = s_entityPosition[ch->entnum][0]; EMSourcePoint.fY = s_entityPosition[ch->entnum][2]; EMSourcePoint.fZ = s_entityPosition[ch->entnum][1]; } } } long lExclusion; // Just determine what environment the source is in if (s_lpEAXManager->GetListenerDynamicAttributes(0, &EMSourcePoint, &lSourceID, 0)==EM_OK) { // See if a Slot is rendering this environment for (i = 0; i < s_NumFXSlots; i++) { if (s_FXSlotInfo[i].lEnvID == lSourceID) { // If the Source is not sending to this slot, then enable the send now if (ch->lSlotID != i) { // Set this if (s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_ACTIVEFXSLOTID, ch->alSource, &s_FXSlotInfo[i].FXSlotGuid, sizeof(GUID))!=AL_NO_ERROR) OutputDebugString("UpdateEAXBuffer = failed to set ActiveFXSlotID\n"); ch->lSlotID = i; } break; } } } else { OutputDebugString("UpdateEAXBuffer::Failed to get Source environment zone\n"); } // Add some Exclusion to sounds that are not located in the Listener's environment if (s_FXSlotInfo[ch->lSlotID].lEnvID == s_EnvironmentID) { lExclusion = 0; if (s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_EXCLUSION, ch->alSource, &lExclusion, sizeof(long))!=AL_NO_ERROR) OutputDebugString("UpdateEAXBuffer : Failed to set exclusion to 0\n"); } else { lExclusion = -1000; if (s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_EXCLUSION, ch->alSource, &lExclusion, sizeof(long))!=AL_NO_ERROR) OutputDebugString("UpdateEAXBuffer : Failed to set exclusion to -1000\n"); } if ((ch->entchannel == CHAN_VOICE) || (ch->entchannel == CHAN_VOICE_ATTEN) || (ch->entchannel == CHAN_VOICE_GLOBAL)) { // Remove any Occlusion + Obstruction eaxOBProp.lObstruction = EAXSOURCE_DEFAULTOBSTRUCTION; eaxOBProp.flObstructionLFRatio = EAXSOURCE_DEFAULTOBSTRUCTIONLFRATIO; eaxOCProp.lOcclusion = EAXSOURCE_DEFAULTOCCLUSION; eaxOCProp.flOcclusionLFRatio = EAXSOURCE_DEFAULTOCCLUSIONLFRATIO; eaxOCProp.flOcclusionRoomRatio = EAXSOURCE_DEFAULTOCCLUSIONROOMRATIO; eaxOCProp.flOcclusionDirectRatio = EAXSOURCE_DEFAULTOCCLUSIONDIRECTRATIO; s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_OBSTRUCTIONPARAMETERS, ch->alSource, &eaxOBProp, sizeof(EAXOBSTRUCTIONPROPERTIES)); s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_OCCLUSIONPARAMETERS, ch->alSource, &eaxOCProp, sizeof(EAXOCCLUSIONPROPERTIES)); } else { // Check for Occlusion + Obstruction hr = s_lpEAXManager->GetSourceDynamicAttributes(0, &EMSourcePoint, &eaxOBProp.lObstruction, &eaxOBProp.flObstructionLFRatio, &eaxOCProp.lOcclusion, &eaxOCProp.flOcclusionLFRatio, &eaxOCProp.flOcclusionRoomRatio, &EMVirtualSourcePoint, 0); if (hr == EM_OK) { // Set EAX effect ! s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_OBSTRUCTIONPARAMETERS, ch->alSource, &eaxOBProp, sizeof(EAXOBSTRUCTIONPROPERTIES)); s_eaxSet(&EAXPROPERTYID_EAX40_Source, EAXSOURCE_OCCLUSIONPARAMETERS, ch->alSource, &eaxOCProp, sizeof(EAXOCCLUSIONPROPERTIES)); } } return; } float CalcDistance(EMPOINT A, EMPOINT B) { return (float)sqrt(sqr(A.fX - B.fX)+sqr(A.fY - B.fY) + sqr(A.fZ - B.fZ)); } #endif // HAVE_EAX