mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 07:22:23 +00:00
2933 lines
67 KiB
C++
2933 lines
67 KiB
C++
/*****************************************************************************
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* name: snd_dma.c
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*
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* desc: main control for any streaming sound output device
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*
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*
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*****************************************************************************/
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// leave this as first line for PCH reasons...
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//
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// #include "../server/exe_headers.h"
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#include "snd_local_console.h"
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#include "snd_music.h"
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// #include "../../toolbox/zlib/zlib.h"
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#include "../client/client.h"
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// Doesn't do anything on Xbox
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qboolean s_shutUp = qfalse;
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#ifdef _XBOX
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#include <Xtl.h>
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#endif
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#ifdef _GAMECUBE
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typedef const char* LPCSTR;
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#endif
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static void S_Play_f(void);
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#ifndef _JK2MP
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static void S_PlayEx_f(void);
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#endif
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static void S_SoundList_f(void);
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static void S_Music_f(void);
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void S_Update_();
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void S_StopAllSounds(void);
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static void S_UpdateBackgroundTrack( void );
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unsigned int S_HashName( const char *name );
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static int SND_FreeSFXMem(sfx_t *sfx);
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/*static void S_FreeAllSFXMem(void);
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static void S_UnCacheDynamicMusic( void );
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*/
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extern unsigned long crc32(unsigned long crc, const unsigned char *buf, unsigned long len);
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extern int Sys_GetFileCodeSize(int code);
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extern void Sys_StreamInit(void);
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extern void Sys_StreamShutdown(void);
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qboolean SND_RegisterAudio_Clean(void);
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void S_KillEntityChannel(int entnum, int chan);
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//////////////////////////
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//
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// vars for bgrnd music track...
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//
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typedef struct
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{
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//
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// disk-load stuff
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//
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char sLoadedDataName[MAX_QPATH];
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int iFileCode;
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int iFileSeekTo;
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bool bLoaded;
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//
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// remaining dynamic fields...
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//
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int iXFadeVolumeSeekTime;
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int iXFadeVolumeSeekTo; // when changing this, set the above timer to Sys_Milliseconds().
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// Note that this should be thought of more as an up/down bool rather than as a
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// number now, in other words set it only to 0 or 255. I'll probably change this
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// to actually be a bool later.
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int iXFadeVolume; // 0 = silent, 255 = max mixer vol, though still modulated via overall music_volume
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float fSmoothedOutVolume;
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qboolean bActive; // whether playing or not
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qboolean bExists; // whether was even loaded for this level (ie don't try and start playing it)
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//
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// new dynamic fields...
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//
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qboolean bTrackSwitchPending;
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qboolean bLooping;
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MusicState_e eTS_NewState;
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float fTS_NewTime;
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//
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// Generic...
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//
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int s_backgroundSize;
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int s_backgroundBPS;
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void Rewind()
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{
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iFileSeekTo = 0;
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}
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void SeekTo(float fTime)
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{
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iFileSeekTo = (int)((float)(s_backgroundBPS) * fTime);
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}
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float TotalTime(void)
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{
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return (float)(s_backgroundSize) / (float)(s_backgroundBPS);
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}
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float PlayTime(void)
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{
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ALfloat playTime;
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alGetStreamf(AL_TIME, &playTime);
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return playTime;
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}
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float ElapsedTime(void)
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{
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return fmod(PlayTime(), TotalTime());
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}
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} MusicInfo_t;
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static void S_SetDynamicMusicState( MusicState_e musicState );
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#define fDYNAMIC_XFADE_SECONDS (1.f)
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static MusicInfo_t tMusic_Info[eBGRNDTRACK_NUMBEROF] = {0};
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static qboolean bMusic_IsDynamic = qfalse;
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static MusicState_e eMusic_StateActual = eBGRNDTRACK_EXPLORE; // actual state, can be any enum
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static MusicState_e eMusic_StateRequest = eBGRNDTRACK_EXPLORE; // requested state, can only be explore, action, boss, or silence
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static char sMusic_BackgroundLoop[MAX_QPATH] = {0}; // only valid for non-dynamic music
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static char sInfoOnly_CurrentDynamicMusicSet[64]; // any old reasonable size, only has to fit stuff like "kejim_post"
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//
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//////////////////////////
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// =======================================================================
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// Internal sound data & structures
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// =======================================================================
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// only begin attenuating sound volumes when outside the FULLVOLUME range
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#define SOUND_FULLVOLUME 256
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#define SOUND_ATTENUATE 0.0008f
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#define VOICE_ATTENUATE 0.004f
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// This number has dramatic affects on volume. QA has
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// determined that 100 is too quiet in some spots and
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// 200 is too loud in others. Modify with care...
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#define SOUND_REF_DIST_BASE 150.f
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#define SOUND_UPDATE_TIME 100
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const float SOUND_FMAXVOL=0.75;//1.0;
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const int SOUND_MAXVOL=255;
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int s_soundStarted;
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qboolean s_soundMuted;
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int s_loopEnabled;
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int s_updateTime;
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struct listener_t
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{
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ALuint handle;
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ALfloat pos[3];
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ALfloat orient[6];
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int entnum;
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};
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#define SND_MAX_LISTENERS 2
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static listener_t s_listeners[SND_MAX_LISTENERS];
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static int s_numListeners;
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static int s_numChannels; // Number of AL Sources == Num of Channels
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#ifdef _XBOX
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# define MAX_CHANNELS_2D 64
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# define MAX_CHANNELS_3D 64
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#else
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# define MAX_CHANNELS_2D 30
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# define MAX_CHANNELS_3D 30
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#endif
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#define MAX_CHANNELS (MAX_CHANNELS_2D + MAX_CHANNELS_3D)
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static channel_t* s_channels;
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#define MAX_SFX 2048
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#define INVALID_CODE 0
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static sfx_t* s_sfxBlock;
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static int* s_sfxCodes;
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static bool s_registered = false;
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static int s_defaultSound = 0;
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typedef struct
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{
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int volume;
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vec3_t origin;
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sfx_t *sfx;
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int entnum;
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int entchannel;
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bool bProcessed;
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bool bMarked;
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} loopSound_t;
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#define MAX_LOOP_SOUNDS 32
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static int numLoopSounds;
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static loopSound_t* loopSounds;
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int* s_entityWavVol = NULL;
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cvar_t *s_effects_volume;
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cvar_t *s_music_volume;
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cvar_t *s_voice_volume;
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cvar_t *s_testsound;
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cvar_t *s_allowDynamicMusic;
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cvar_t *s_show;
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cvar_t *s_separation;
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cvar_t *s_CPUType;
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cvar_t *s_debugdynamic;
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cvar_t *s_soundpoolmegs;
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cvar_t *s_language; // note that this is distinct from "g_language"
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void S_SoundInfo_f(void) {
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Com_Printf("----- Sound Info -----\n" );
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if (!s_soundStarted) {
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Com_Printf ("sound system not started\n");
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} else {
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if ( s_soundMuted ) {
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Com_Printf ("sound system is muted\n");
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}
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}
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S_DisplayFreeMemory();
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Com_Printf("----------------------\n" );
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}
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/*
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================
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S_Init
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================
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*/
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void S_Init( void ) {
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ALCcontext *ALCContext = NULL;
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ALCdevice *ALCDevice = NULL;
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cvar_t *cv;
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Com_Printf("\n------- sound initialization -------\n");
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AS_Init();
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s_effects_volume = Cvar_Get ("s_effects_volume", "0.5", CVAR_ARCHIVE);
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s_voice_volume= Cvar_Get ("s_voice_volume", "1.0", CVAR_ARCHIVE);
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s_music_volume = Cvar_Get ("s_music_volume", "0.25", CVAR_ARCHIVE);
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s_separation = Cvar_Get ("s_separation", "0.5", CVAR_ARCHIVE);
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s_allowDynamicMusic = Cvar_Get ("s_allowDynamicMusic", "1", CVAR_ARCHIVE);
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s_show = Cvar_Get ("s_show", "0", CVAR_CHEAT);
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s_testsound = Cvar_Get ("s_testsound", "0", CVAR_CHEAT);
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s_debugdynamic = Cvar_Get("s_debugdynamic","0", CVAR_CHEAT);
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s_CPUType = Cvar_Get("sys_cpuid","",0);
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s_soundpoolmegs = Cvar_Get("s_soundpoolmegs", "6", CVAR_ARCHIVE);
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s_language = Cvar_Get("s_language","english",CVAR_ARCHIVE | CVAR_NORESTART);
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cv = Cvar_Get ("s_initsound", "1", CVAR_ROM);
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if ( !cv->integer ) {
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s_soundStarted = 0; // needed in case you set s_initsound to 0 midgame then snd_restart (div0 err otherwise later)
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Com_Printf ("not initializing.\n");
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Com_Printf("------------------------------------\n");
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return;
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}
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Cmd_AddCommand("play", S_Play_f);
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#ifndef _JK2MP
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Cmd_AddCommand("playex", S_PlayEx_f);
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#endif
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Cmd_AddCommand("music", S_Music_f);
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Cmd_AddCommand("soundlist", S_SoundList_f);
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Cmd_AddCommand("soundinfo", S_SoundInfo_f);
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Cmd_AddCommand("soundstop", S_StopAllSounds);
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s_entityWavVol = new int[MAX_GENTITIES];
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// clear out the lip synching override array
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memset(s_entityWavVol, 0, sizeof(int) * MAX_GENTITIES);
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ALCDevice = alcOpenDevice((ALubyte*)"DirectSound3D");
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if (!ALCDevice)
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return;
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//Create context(s)
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ALCContext = alcCreateContext(ALCDevice, NULL);
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if (!ALCContext)
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return;
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//Set active context
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alcMakeContextCurrent(ALCContext);
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if (alcGetError(ALCDevice) != ALC_NO_ERROR)
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return;
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s_channels = new channel_t[MAX_CHANNELS];
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s_sfxBlock = new sfx_t[MAX_SFX];
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s_sfxCodes = new int[MAX_SFX];
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memset(s_sfxCodes, INVALID_CODE, sizeof(int) * MAX_SFX);
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loopSounds = new loopSound_t[MAX_LOOP_SOUNDS];
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S_StopAllSounds();
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s_soundStarted = 1;
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s_soundMuted = 1;
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s_loopEnabled = 0;
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s_updateTime = 0;
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S_SoundInfo_f();
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memset(s_channels, 0, sizeof(channel_t) * MAX_CHANNELS);
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s_numChannels = 0;
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// create music channel
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alGenStream();
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Com_Printf("------------------------------------\n");
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S_InitLoad();
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}
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// only called from snd_restart. QA request...
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//
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void S_ReloadAllUsedSounds(void)
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{
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if (s_soundStarted && !s_soundMuted )
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{
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// new bit, reload all soundsthat are used on the current level->..
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//
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for (int i = 0; i < MAX_SFX; ++i)
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{
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if (s_sfxCodes[i] == INVALID_CODE || s_sfxCodes[i] == s_defaultSound) continue;
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sfx_t *sfx = &s_sfxBlock[i];
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if ((sfx->iFlags & SFX_FLAG_UNLOADED) &&
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!(sfx->iFlags & (SFX_FLAG_DEFAULT | SFX_FLAG_DEMAND)))
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{
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S_StartLoadSound(sfx);
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}
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}
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}
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}
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// =======================================================================
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// Shutdown sound engine
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// =======================================================================
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void S_Shutdown( void )
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{
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ALCcontext *ALCContext;
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ALCdevice *ALCDevice;
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int i;
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delete [] s_entityWavVol;
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s_entityWavVol = NULL;
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if ( !s_soundStarted ) {
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return;
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}
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alDeleteStream();
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// Release all the AL Sources (including Music channel (Source 0))
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for (i = 0; i < s_numChannels; i++)
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{
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alDeleteSources(1, &(s_channels[i].alSource));
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}
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S_FreeAllSFXMem();
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S_UnCacheDynamicMusic();
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// Release listeners
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for (i = 0; i < s_numListeners; ++i)
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{
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alDeleteListeners(1, &s_listeners[i].handle);
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}
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s_numListeners = 0;
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delete [] s_channels;
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delete [] s_sfxBlock;
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delete [] s_sfxCodes;
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delete [] loopSounds;
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// Get active context
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ALCContext = alcGetCurrentContext();
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// Get device for active context
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ALCDevice = alcGetContextsDevice(ALCContext);
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// Release context(s)
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alcDestroyContext(ALCContext);
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// Close device
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alcCloseDevice(ALCDevice);
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s_numChannels = 0;
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s_soundStarted = 0;
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Cmd_RemoveCommand("play");
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Cmd_RemoveCommand("music");
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Cmd_RemoveCommand("stopsound");
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Cmd_RemoveCommand("soundlist");
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Cmd_RemoveCommand("soundinfo");
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AS_Free();
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S_CloseLoad();
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}
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/*
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Mutes / Unmutes all OpenAL sound
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*/
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void S_AL_MuteAllSounds(qboolean bMute)
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{
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if (!s_soundStarted) return;
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if (bMute) alGain(0.f);
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else alGain(1.f);
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}
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void S_SetVolume(float volume)
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{
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if (!s_soundStarted) return;
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alGain(volume);
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alUpdate();
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}
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// =======================================================================
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// Load a sound
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// =======================================================================
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/*
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==================
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S_FixMusicFileExtension
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==================
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*/
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char* S_FixMusicFileName(const char* name)
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{
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static char xname[MAX_QPATH];
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#if defined(_XBOX)
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const char* ext = "wxb";
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#elif defined(_WINDOWS)
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const char* ext = "wav";
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#elif defined(_GAMECUBE)
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const char* ext = "adp";
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#endif
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Q_strncpyz(xname, name, sizeof(xname));
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if (xname[strlen(xname) - 4] != '.')
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{
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strcat(xname, ".");
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strcat(xname, ext);
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}
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else
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{
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int len = strlen(xname);
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xname[len-3] = ext[0];
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xname[len-2] = ext[1];
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xname[len-1] = ext[2];
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}
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#ifdef _GAMECUBE
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if (!strncmp("music/", xname, 6) ||
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!strncmp("music\\", xname, 6))
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{
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char chan_name[MAX_QPATH];
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/*
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ALint is_stereo;
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alGeti(AL_STEREO, &is_stereo);
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sprintf(chan_name,"music-%s/%s",
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is_stereo ? "stereo" : "mono", &xname[6]);
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strcpy(xname, chan_name);
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*/
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sprintf(chan_name,"music-stereo/%s", &xname[6]);
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strcpy(xname, chan_name);
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}
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#endif
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return xname;
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}
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/*
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==================
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S_HashName
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==================
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*/
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unsigned int S_HashName( const char *name ) {
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if (!name) {
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Com_Error (ERR_FATAL, "S_HashName: NULL\n");
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}
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if (!name[0]) {
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Com_Error (ERR_FATAL, "S_HashName: empty name\n");
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}
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if (strlen(name) >= MAX_QPATH) {
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Com_Error (ERR_FATAL, "Sound name too long: %s", name);
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}
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char sSoundNameNoExt[MAX_QPATH];
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COM_StripExtension(name,sSoundNameNoExt);
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Q_strlwr(sSoundNameNoExt);
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for (int i = 0; i < strlen(sSoundNameNoExt); ++i)
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{
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if (sSoundNameNoExt[i] == '\\') sSoundNameNoExt[i] = '/';
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}
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return crc32(0, (const byte *)sSoundNameNoExt, strlen(sSoundNameNoExt));
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}
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/*
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===================
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S_DisableSounds
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Disables sounds until the next S_BeginRegistration.
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This is called when the hunk is cleared and the sounds
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are no longer valid.
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===================
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*/
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void S_DisableSounds( void ) {
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if (!s_soundStarted) return;
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S_StopAllSounds();
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SND_RegisterAudio_Clean(); // unregister sounds
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s_soundMuted = qtrue;
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}
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void S_SetLoopState( qboolean s ) {
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if (!s_soundStarted) return;
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s_loopEnabled = s;
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}
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void S_CreateSources( void ) {
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int i;
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// Remove any old sources
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for (i = 0; i < s_numChannels; ++i)
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{
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alDeleteSources(1, &s_channels[i].alSource);
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}
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s_numChannels = 0;
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// Create as many AL Sources (up to Max) as possible
|
|
int limit = MAX_CHANNELS_2D + MAX_CHANNELS_3D / s_numListeners;
|
|
for (i = 0; i < limit; i++)
|
|
{
|
|
if (i < MAX_CHANNELS_2D)
|
|
{
|
|
alGenSources2D(1, &s_channels[i].alSource);
|
|
s_channels[i].b2D = true;
|
|
}
|
|
else
|
|
{
|
|
alGenSources3D(1, &s_channels[i].alSource);
|
|
s_channels[i].b2D = false;
|
|
}
|
|
|
|
if (alGetError() != AL_NO_ERROR)
|
|
{
|
|
// Reached limit of sources
|
|
break;
|
|
}
|
|
|
|
if (!s_channels[i].b2D)
|
|
{
|
|
alSourcef(s_channels[i].alSource, AL_REFERENCE_DISTANCE, SOUND_REF_DIST_BASE);
|
|
}
|
|
|
|
s_numChannels++;
|
|
}
|
|
|
|
assert(s_numChannels > MAX_CHANNELS_2D);
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
S_BeginRegistration
|
|
|
|
=====================
|
|
*/
|
|
extern bool debugSoundOff;
|
|
void S_BeginRegistration( void )
|
|
{
|
|
if (!s_soundStarted) return;
|
|
|
|
int i;
|
|
int num_listeners = 1;
|
|
|
|
if(!debugSoundOff) {
|
|
s_soundMuted = qfalse; // we can play again
|
|
}
|
|
|
|
// Create listeners
|
|
assert(num_listeners <= SND_MAX_LISTENERS);
|
|
if (num_listeners < s_numListeners)
|
|
{
|
|
// remove some listeners
|
|
for (i = num_listeners; i < s_numListeners; ++i)
|
|
{
|
|
alDeleteListeners(1, &s_listeners[i].handle);
|
|
}
|
|
|
|
s_numListeners = num_listeners;
|
|
|
|
S_CreateSources();
|
|
}
|
|
else if (num_listeners > s_numListeners)
|
|
{
|
|
// add some listeners
|
|
for (i = s_numListeners; i < num_listeners; ++i)
|
|
{
|
|
memset(&s_listeners[i], 0, sizeof(listener_t));
|
|
s_listeners[i].entnum = i;
|
|
s_listeners[i].orient[2] = -1;
|
|
s_listeners[i].orient[4] = 1;
|
|
alGenListeners(1, &s_listeners[i].handle);
|
|
alListenerfv(s_listeners[i].handle, AL_POSITION, s_listeners[i].pos);
|
|
alListenerfv(s_listeners[i].handle, AL_ORIENTATION, s_listeners[i].orient);
|
|
}
|
|
|
|
s_numListeners = num_listeners;
|
|
|
|
S_CreateSources();
|
|
}
|
|
|
|
S_SetLoopState(qtrue);
|
|
|
|
if (!s_registered) {
|
|
s_defaultSound = S_RegisterSound("sound/null.wav");
|
|
S_LoadSound(s_defaultSound);
|
|
s_registered = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
S_LookupSfx
|
|
==================
|
|
*/
|
|
sfxHandle_t S_LookupSfx(int hash)
|
|
{
|
|
for (int i = 0; i < MAX_SFX; ++i)
|
|
{
|
|
if (s_sfxCodes[i] == hash)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
S_AllocSfx
|
|
==================
|
|
*/
|
|
sfxHandle_t S_AllocSfx(int hash)
|
|
{
|
|
for (int i = 0; i < MAX_SFX; ++i)
|
|
{
|
|
if (s_sfxCodes[i] == INVALID_CODE)
|
|
{
|
|
s_sfxCodes[i] = hash;
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
S_RegisterSound
|
|
|
|
Creates a default buzz sound if the file can't be loaded
|
|
==================
|
|
*/
|
|
sfxHandle_t S_RegisterSound(const char *name)
|
|
{
|
|
sfx_t *sfx;
|
|
unsigned int hash;
|
|
sfxHandle_t handle;
|
|
|
|
if (!s_soundStarted) {
|
|
return 0;
|
|
}
|
|
|
|
if ( strlen( name ) >= MAX_QPATH || !name[0] ) {
|
|
Com_Printf( S_COLOR_RED"Sound name exceeds MAX_QPATH - %s\n", name );
|
|
return s_defaultSound;
|
|
}
|
|
|
|
hash = S_HashName( name );
|
|
handle = S_LookupSfx(hash);
|
|
|
|
if (handle < 0)
|
|
{
|
|
handle = S_AllocSfx(hash);
|
|
|
|
if (handle < 0)
|
|
Com_Error (ERR_DROP, "No free sound channels");
|
|
|
|
sfx = &s_sfxBlock[handle];
|
|
memset(sfx, 0, sizeof(sfx_t));
|
|
|
|
if (strlen(name) < 5 || name[0] == '*') sfx->iFileCode = -1;
|
|
else sfx->iFileCode = S_GetFileCode(name);
|
|
|
|
sfx->iFlags |= SFX_FLAG_UNLOADED;
|
|
}
|
|
else
|
|
{
|
|
sfx = &s_sfxBlock[handle];
|
|
}
|
|
|
|
SND_TouchSFX(sfx);
|
|
|
|
if ( sfx->iFileCode == -1 ) sfx->iFlags |= SFX_FLAG_DEFAULT;
|
|
|
|
if (strstr(name, "chars") ||
|
|
strstr(name, "chr_d") ||
|
|
strstr(name, "chr_f"))
|
|
{
|
|
sfx->iFlags |= SFX_FLAG_VOICE;
|
|
sfx->iFlags |= SFX_FLAG_DEMAND;
|
|
}
|
|
|
|
if ( sfx->iFlags & SFX_FLAG_DEFAULT )
|
|
{
|
|
sfx->iFlags |= SFX_FLAG_RESIDENT;
|
|
return s_defaultSound;
|
|
}
|
|
|
|
return handle;
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
channel_t *S_FindFurthestChannel(void)
|
|
{
|
|
int ch_idx;
|
|
channel_t *ch;
|
|
channel_t *ch_firstToDie = NULL;
|
|
int li_idx;
|
|
listener_t *li;
|
|
int longestDist = -1;
|
|
int dist;
|
|
|
|
for (li_idx = 0, li = s_listeners; li_idx < s_numListeners; ++li_idx, ++li)
|
|
{
|
|
for (ch_idx = MAX_CHANNELS_2D, ch = s_channels + ch_idx;
|
|
ch_idx < s_numChannels; ch_idx++, ch++)
|
|
{
|
|
dist =
|
|
((li->pos[0] - ch->origin[0]) * (li->pos[0] - ch->origin[0])) +
|
|
((li->pos[1] - ch->origin[1]) * (li->pos[1] - ch->origin[1])) +
|
|
((li->pos[2] - ch->origin[2]) * (li->pos[2] - ch->origin[2]));
|
|
|
|
if (dist > longestDist)
|
|
{
|
|
longestDist = dist;
|
|
ch_firstToDie = ch;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ch_firstToDie;
|
|
}
|
|
|
|
static bool IsListenerEnt(int entnum)
|
|
{
|
|
for (int i = 0; i < s_numListeners; ++i)
|
|
{
|
|
if (s_listeners[i].entnum == entnum) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
S_PickChannel
|
|
=================
|
|
*/
|
|
channel_t *S_PickChannel(int entnum, int entchannel, bool is2D, sfx_t* sfx)
|
|
{
|
|
int ch_idx;
|
|
channel_t *ch, *ch_firstToDie;
|
|
bool foundChan = false;
|
|
|
|
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;
|
|
unsigned int age = 0xFFFFFFFF;
|
|
|
|
for (ch_idx = 0, ch = s_channels + ch_idx; ch_idx < s_numChannels; ch_idx++, ch++)
|
|
{
|
|
// Special check to prevent 2d voices from being played
|
|
// twice in 2 player games...
|
|
if (is2D && ch->b2D &&
|
|
sfx == ch->thesfx &&
|
|
ch->bPlaying &&
|
|
(sfx->iFlags & SFX_FLAG_VOICE))
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// See if the channel is free
|
|
if (!ch->thesfx && is2D == ch->b2D && ch->iLastPlayTime < age)
|
|
{
|
|
ch_firstToDie = ch;
|
|
age = ch->iLastPlayTime;
|
|
foundChan = true;
|
|
}
|
|
}
|
|
|
|
if (!foundChan)
|
|
{
|
|
for (ch_idx = 0, ch = s_channels + ch_idx; ch_idx < s_numChannels; ch_idx++, ch++)
|
|
{
|
|
if ( (ch->entnum == entnum) &&
|
|
(ch->entchannel == entchannel) &&
|
|
(ch->entchannel != CHAN_AMBIENT) &&
|
|
(!IsListenerEnt(ch->entnum)) &&
|
|
(ch->b2D == is2D) &&
|
|
(!ch_firstToDie->thesfx ||
|
|
!(ch_firstToDie->thesfx->iFlags & SFX_FLAG_LOADING)) )
|
|
{
|
|
// Same entity and same type of sound effect (entchannel)
|
|
ch_firstToDie = ch;
|
|
foundChan = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!foundChan)
|
|
{
|
|
if (is2D)
|
|
{
|
|
// Find random sound effect
|
|
ch_firstToDie = s_channels + (rand() % MAX_CHANNELS_2D);
|
|
}
|
|
else
|
|
{
|
|
// Find sound effect furthest from listeners
|
|
ch_firstToDie = S_FindFurthestChannel();
|
|
}
|
|
}
|
|
|
|
assert(ch_firstToDie->b2D == is2D);
|
|
|
|
if (ch_firstToDie->thesfx && ch_firstToDie->thesfx->iFlags & SFX_FLAG_LOADING)
|
|
{
|
|
// If the sound is loading, just give up...
|
|
return NULL;
|
|
}
|
|
|
|
if (ch_firstToDie->bPlaying)
|
|
{
|
|
#ifdef _XBOX
|
|
// We have an insane amount of channels on the Xbox
|
|
// and stopping one is a blocking operation. Let's
|
|
// just assume that no one will care if a sound is
|
|
// dropped when over 100 are already playing...
|
|
return NULL;
|
|
#else
|
|
// Stop sound
|
|
alSourceStop(ch_firstToDie->alSource);
|
|
ch_firstToDie->bPlaying = false;
|
|
#endif
|
|
}
|
|
|
|
// Reset channel variables
|
|
alSourcei(ch_firstToDie->alSource, AL_BUFFER, 0);
|
|
ch_firstToDie->thesfx = NULL;
|
|
ch_firstToDie->bLooping = false;
|
|
|
|
return ch_firstToDie;
|
|
}
|
|
|
|
|
|
|
|
// =======================================================================
|
|
// Start a sound effect
|
|
// =======================================================================
|
|
|
|
static void SetChannelOrigin(channel_t *ch, const vec3_t origin, int entityNum)
|
|
{
|
|
if (origin)
|
|
{
|
|
ch->origin[0] = origin[0];
|
|
ch->origin[1] = origin[1];
|
|
ch->origin[2] = origin[2];
|
|
}
|
|
else
|
|
{
|
|
vec3_t pos;
|
|
|
|
extern void G_EntityPosition( int i, vec3_t ret );
|
|
G_EntityPosition(entityNum, pos);
|
|
|
|
ch->origin[0] = pos[0];
|
|
ch->origin[1] = pos[1];
|
|
ch->origin[2] = pos[2];
|
|
}
|
|
|
|
ch->bOriginDirty = true;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
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 ( sfxHandle < 0 || sfxHandle > MAX_SFX || s_sfxCodes[sfxHandle] == INVALID_CODE ) {
|
|
return;
|
|
}
|
|
if ( !origin && ( entityNum < 0 || entityNum > MAX_GENTITIES ) ) {
|
|
Com_Error( ERR_DROP, "S_StartAmbientSound: bad entitynum %i", entityNum );
|
|
}
|
|
|
|
sfx = &s_sfxBlock[sfxHandle];
|
|
if (sfx->iFlags & SFX_FLAG_UNLOADED){
|
|
S_StartLoadSound(sfx);
|
|
}
|
|
SND_TouchSFX(sfx);
|
|
|
|
// pick a channel to play on
|
|
bool is2D = false;
|
|
for (int i = 0; i < s_numListeners; ++i)
|
|
{
|
|
if ((entityNum == s_listeners[i].entnum && !origin) ||
|
|
(origin &&
|
|
origin[0] == s_listeners[i].pos[0] &&
|
|
origin[1] == s_listeners[i].pos[1] &&
|
|
origin[2] == s_listeners[i].pos[2]))
|
|
{
|
|
is2D = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
ch = S_PickChannel( entityNum, CHAN_AMBIENT, is2D, NULL );
|
|
if (!ch) {
|
|
return;
|
|
}
|
|
|
|
if (!is2D)
|
|
{
|
|
SetChannelOrigin(ch, origin, entityNum);
|
|
}
|
|
|
|
ch->master_vol = volume;
|
|
ch->fLastVolume = -1;
|
|
ch->entnum = entityNum;
|
|
ch->entchannel = CHAN_AMBIENT;
|
|
ch->thesfx = sfx;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
S_MuteSound
|
|
|
|
Mutes sound on specified channel for specified entity.
|
|
This seems to be implemented quite incorrectly on PC. I
|
|
think the following is what this function should do...
|
|
|
|
Perhaps we should actually be changing the volume on all
|
|
the channels that meet our criteria, but for now we'll just
|
|
kill the sounds and hope it does what is expected.
|
|
====================
|
|
*/
|
|
void S_MuteSound(int entityNum, int entchannel)
|
|
{
|
|
S_KillEntityChannel( entityNum, entchannel );
|
|
|
|
/*
|
|
if (!s_soundStarted) {
|
|
return;
|
|
}
|
|
|
|
//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 )
|
|
{
|
|
channel_t *ch;
|
|
/*const*/ sfx_t *sfx;
|
|
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
if ( sfxHandle < 0 || sfxHandle > MAX_SFX || s_sfxCodes[sfxHandle] == INVALID_CODE ) {
|
|
return;
|
|
}
|
|
|
|
if ( !origin && ( entityNum < 0 || entityNum > MAX_GENTITIES ) ) {
|
|
Com_Error( ERR_DROP, "S_StartSound: bad entitynum %i", entityNum );
|
|
}
|
|
|
|
sfx = &s_sfxBlock[sfxHandle];
|
|
|
|
if (sfx->iFlags & SFX_FLAG_UNLOADED){
|
|
S_StartLoadSound(sfx);
|
|
}
|
|
SND_TouchSFX(sfx);
|
|
|
|
// pick a channel to play on
|
|
bool is2D = false;
|
|
for (int i = 0; i < s_numListeners; ++i)
|
|
{
|
|
if ((entityNum == s_listeners[i].entnum && !origin) ||
|
|
(origin &&
|
|
origin[0] == s_listeners[i].pos[0] &&
|
|
origin[1] == s_listeners[i].pos[1] &&
|
|
origin[2] == s_listeners[i].pos[2]))
|
|
{
|
|
is2D = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
ch = S_PickChannel( entityNum, entchannel, is2D, sfx );
|
|
if (!ch) {
|
|
return;
|
|
}
|
|
|
|
if (!is2D)
|
|
{
|
|
SetChannelOrigin(ch, origin, entityNum);
|
|
}
|
|
|
|
if (entchannel == CHAN_AUTO && (sfx->iFlags & SFX_FLAG_VOICE)) {
|
|
entchannel = CHAN_VOICE; // Compensate of the incompetance of others. Yeah. ;)
|
|
// entchannel = CHAN_VOICE_ATTEN; // Super hack to put Rancor noises on a different channel E3!
|
|
}
|
|
|
|
ch->master_vol = SOUND_MAXVOL; //FIXME: Um.. control?
|
|
ch->fLastVolume = -1;
|
|
ch->entnum = entityNum;
|
|
ch->entchannel = entchannel;
|
|
ch->thesfx = sfx;
|
|
|
|
if (entchannel < CHAN_AMBIENT && IsListenerEnt(ch->entnum))
|
|
{
|
|
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
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
S_StartLocalSound
|
|
==================
|
|
*/
|
|
void S_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) {
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
// Play a 2D sound -- doesn't matter which listener we use
|
|
S_StartSound (NULL, 0, channelNum, sfxHandle );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
S_StartLocalLoopingSound
|
|
==================
|
|
*/
|
|
void S_StartLocalLoopingSound( sfxHandle_t sfxHandle) {
|
|
vec3_t nullVec = {0,0,0};
|
|
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
// Play a 2D sound -- doesn't matter which listener we use
|
|
S_AddLoopingSound( 0, nullVec, nullVec, sfxHandle, CHAN_AMBIENT );
|
|
|
|
}
|
|
|
|
// Kill an voice sounds from an entity
|
|
void S_KillEntityChannel(int entnum, int chan)
|
|
{
|
|
int i;
|
|
channel_t *ch;
|
|
|
|
if ( !s_soundStarted ) {
|
|
return;
|
|
}
|
|
|
|
if ( entnum < s_numListeners && chan == CHAN_VOICE ) {
|
|
// don't kill player death sounds
|
|
return;
|
|
}
|
|
|
|
ch = s_channels;
|
|
for (i = 0; i < s_numChannels; i++, ch++)
|
|
{
|
|
if (ch->bPlaying &&
|
|
ch->entnum == entnum &&
|
|
ch->entchannel == chan)
|
|
{
|
|
alSourceStop(ch->alSource);
|
|
ch->bPlaying = false;
|
|
|
|
alSourcei(ch->alSource, AL_BUFFER, 0);
|
|
ch->thesfx = NULL;
|
|
ch->bLooping = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
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 entnum )
|
|
{
|
|
if (!s_soundStarted) {
|
|
return;
|
|
}
|
|
|
|
int i = 0;
|
|
|
|
while (i < numLoopSounds)
|
|
{
|
|
if (loopSounds[i].entnum == entnum)
|
|
{
|
|
int x = i+1;
|
|
while (x < numLoopSounds)
|
|
{
|
|
memcpy(&loopSounds[x-1], &loopSounds[x], sizeof(loopSounds[x]));
|
|
x++;
|
|
}
|
|
numLoopSounds--;
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
if ( s_sfxCodes[sfxHandle] == INVALID_CODE ) {
|
|
return 0.0f;
|
|
}
|
|
|
|
sfx = &s_sfxBlock[sfxHandle];
|
|
|
|
int size = Sys_GetFileCodeSize(sfx->iFileCode);
|
|
if (size < 0) return 0;
|
|
|
|
return 1000 * size / (22050 / 2);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
S_LoadSound
|
|
==================
|
|
*/
|
|
void S_LoadSound( sfxHandle_t sfxHandle )
|
|
{
|
|
/*const*/ sfx_t *sfx;
|
|
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
if ( sfxHandle < 0 || sfxHandle > MAX_SFX || s_sfxCodes[sfxHandle] == INVALID_CODE ) {
|
|
return;
|
|
}
|
|
|
|
sfx = &s_sfxBlock[sfxHandle];
|
|
|
|
if (sfx->iFlags & SFX_FLAG_UNLOADED){
|
|
S_StartLoadSound(sfx);
|
|
|
|
extern void S_DrainRawSoundData(void);
|
|
S_DrainRawSoundData();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
S_ClearSoundBuffer
|
|
|
|
If we are about to perform file access, clear the buffer
|
|
so sound doesn't stutter.
|
|
==================
|
|
*/
|
|
void S_ClearSoundBuffer( void ) {
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
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
|
|
ch = s_channels;
|
|
for (i = 0; i < s_numChannels; i++, ch++)
|
|
{
|
|
if (ch->bPlaying)
|
|
{
|
|
alSourceStop(ch->alSource);
|
|
ch->bPlaying = false;
|
|
}
|
|
|
|
alSourcei(ch->alSource, AL_BUFFER, 0);
|
|
ch->thesfx = NULL;
|
|
ch->bLooping = false;
|
|
}
|
|
|
|
// clear out the lip synching override array
|
|
memset(s_entityWavVol, 0, sizeof(int) * MAX_GENTITIES);
|
|
|
|
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 )
|
|
{
|
|
if ( !s_soundStarted ) {
|
|
return;
|
|
}
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_LOOP_SOUNDS; i++)
|
|
{
|
|
loopSounds[i].bProcessed = false;
|
|
loopSounds[i].bMarked = false;
|
|
loopSounds[i].sfx = NULL;
|
|
}
|
|
|
|
numLoopSounds = 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
S_AddLoopingSound
|
|
|
|
Called during entity generation for a frame
|
|
==================
|
|
*/
|
|
void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle, int chan ) {
|
|
/*const*/ sfx_t *sfx;
|
|
|
|
if ( !s_soundStarted || s_soundMuted || !s_loopEnabled ) {
|
|
return;
|
|
}
|
|
if ( numLoopSounds >= MAX_LOOP_SOUNDS ) {
|
|
return;
|
|
}
|
|
|
|
if ( sfxHandle < 0 || sfxHandle > MAX_SFX || s_sfxCodes[sfxHandle] == INVALID_CODE ) {
|
|
return;
|
|
}
|
|
|
|
sfx = &s_sfxBlock[sfxHandle];
|
|
if (sfx->iFlags & SFX_FLAG_UNLOADED){
|
|
S_StartLoadSound(sfx);
|
|
}
|
|
SND_TouchSFX(sfx);
|
|
|
|
loopSounds[numLoopSounds].origin[0] = origin[0];
|
|
loopSounds[numLoopSounds].origin[1] = origin[1];
|
|
loopSounds[numLoopSounds].origin[2] = origin[2];
|
|
|
|
loopSounds[numLoopSounds].sfx = sfx;
|
|
loopSounds[numLoopSounds].volume = SOUND_MAXVOL;
|
|
loopSounds[numLoopSounds].entnum = entityNum;
|
|
loopSounds[numLoopSounds].entchannel = chan;
|
|
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 || !s_loopEnabled ) {
|
|
return;
|
|
}
|
|
if ( numLoopSounds >= MAX_LOOP_SOUNDS ) {
|
|
return;
|
|
}
|
|
|
|
if (volume == 0)
|
|
return;
|
|
|
|
if ( sfxHandle < 0 || sfxHandle > MAX_SFX || s_sfxCodes[sfxHandle] == INVALID_CODE ) {
|
|
return;
|
|
}
|
|
|
|
sfx = &s_sfxBlock[sfxHandle];
|
|
if (sfx->iFlags & SFX_FLAG_UNLOADED){
|
|
S_StartLoadSound(sfx);
|
|
}
|
|
SND_TouchSFX(sfx);
|
|
|
|
loopSounds[numLoopSounds].origin[0] = origin[0];
|
|
loopSounds[numLoopSounds].origin[1] = origin[1];
|
|
loopSounds[numLoopSounds].origin[2] = origin[2];
|
|
|
|
loopSounds[numLoopSounds].sfx = sfx;
|
|
loopSounds[numLoopSounds].volume = volume;
|
|
loopSounds[numLoopSounds].entnum = -1;
|
|
numLoopSounds++;
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
=====================
|
|
S_UpdateEntityPosition
|
|
|
|
let the sound system know where an entity currently is
|
|
======================
|
|
*/
|
|
void S_UpdateEntityPosition( int entityNum, const vec3_t origin )
|
|
{
|
|
if ( !s_soundStarted ) {
|
|
return;
|
|
}
|
|
|
|
channel_t *ch;
|
|
int i;
|
|
|
|
if ( entityNum < 0 || entityNum > MAX_GENTITIES ) {
|
|
Com_Error( ERR_DROP, "S_UpdateEntityPosition: bad entitynum %i", entityNum );
|
|
}
|
|
|
|
if (entityNum == 0)
|
|
return;
|
|
|
|
ch = s_channels;
|
|
for (i = 0; i < s_numChannels; i++, ch++)
|
|
{
|
|
if ((ch->bPlaying) &&
|
|
(ch->entnum == entityNum) &&
|
|
(!ch->b2D))
|
|
{
|
|
if (ch->origin[0] != origin[0] ||
|
|
ch->origin[1] != origin[1] ||
|
|
ch->origin[2] != origin[2])
|
|
{
|
|
ch->origin[0] = origin[0];
|
|
ch->origin[1] = origin[1];
|
|
ch->origin[2] = origin[2];
|
|
ch->bOriginDirty = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
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], qboolean inwater )
|
|
{
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
int index = 0;
|
|
|
|
#if 0
|
|
extern qboolean g_isMultiplayer;
|
|
if ( g_isMultiplayer ) {
|
|
index = entityNum;
|
|
}
|
|
#endif
|
|
|
|
if ( index >= s_numListeners ) {
|
|
return;
|
|
}
|
|
|
|
listener_t *li = &s_listeners[index];
|
|
|
|
li->entnum = entityNum;
|
|
|
|
li->pos[0] = head[0];
|
|
li->pos[1] = head[1];
|
|
li->pos[2] = head[2];
|
|
alListenerfv(li->handle, AL_POSITION, li->pos);
|
|
|
|
li->orient[0] = axis[0][0];
|
|
li->orient[1] = axis[0][1];
|
|
li->orient[2] = axis[0][2];
|
|
li->orient[3] = axis[2][0];
|
|
li->orient[4] = axis[2][1];
|
|
li->orient[5] = axis[2][2];
|
|
|
|
alListenerfv(li->handle, AL_ORIENTATION, li->orient);
|
|
}
|
|
|
|
/*
|
|
============
|
|
S_Update
|
|
|
|
Called once each time through the main loop
|
|
============
|
|
*/
|
|
void S_Update( void ) {
|
|
if ( !s_soundStarted ) {
|
|
return;
|
|
}
|
|
|
|
// don't update too often
|
|
int now = Sys_Milliseconds();
|
|
if (now - s_updateTime < SOUND_UPDATE_TIME) {
|
|
return;
|
|
}
|
|
s_updateTime = now;
|
|
|
|
if ( s_soundMuted ) {
|
|
alUpdate();
|
|
return;
|
|
}
|
|
|
|
// finish up any pending loads
|
|
S_UpdateLoading();
|
|
|
|
// update the music stream
|
|
S_UpdateBackgroundTrack();
|
|
|
|
// mix some sound
|
|
S_Update_();
|
|
|
|
alUpdate();
|
|
}
|
|
|
|
static void UpdatePosition(channel_t *ch)
|
|
{
|
|
if ( !ch->b2D )
|
|
{
|
|
if ( ch->bLooping && ch->bPlaying )
|
|
{
|
|
loopSound_t *loop = &loopSounds[ch->loopChannel];
|
|
if ( loop->origin[0] != ch->origin[0] ||
|
|
loop->origin[1] != ch->origin[1] ||
|
|
loop->origin[2] != ch->origin[2] )
|
|
{
|
|
ch->origin[0] = loop->origin[0];
|
|
ch->origin[1] = loop->origin[1];
|
|
ch->origin[2] = loop->origin[2];
|
|
ch->bOriginDirty = true;
|
|
}
|
|
}
|
|
|
|
if ( ch->bOriginDirty )
|
|
{
|
|
alSourcefv(ch->alSource, AL_POSITION, ch->origin);
|
|
ch->bOriginDirty = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void UpdateGain(channel_t *ch)
|
|
{
|
|
float v = 0.f;
|
|
|
|
if ( ch->bLooping && ch->bPlaying )
|
|
{
|
|
loopSound_t *loop = &loopSounds[ch->loopChannel];
|
|
if ( loop->volume != ch->master_vol )
|
|
{
|
|
ch->master_vol = loop->volume;
|
|
}
|
|
}
|
|
|
|
if ( ch->entchannel == CHAN_ANNOUNCER ||
|
|
ch->entchannel == CHAN_VOICE ||
|
|
ch->entchannel == CHAN_VOICE_ATTEN ||
|
|
ch->entchannel == CHAN_VOICE_GLOBAL )
|
|
{
|
|
v = ((float)(ch->master_vol) * s_voice_volume->value) / 255.0f;
|
|
}
|
|
else if ( ch->entchannel == CHAN_MUSIC )
|
|
{
|
|
v = ((float)(ch->master_vol) * s_music_volume->value) / 255.f;
|
|
}
|
|
else
|
|
{
|
|
v = ((float)(ch->master_vol) * s_effects_volume->value) / 255.f;
|
|
}
|
|
|
|
if ( ch->fLastVolume != v)
|
|
{
|
|
alSourcef(ch->alSource, AL_GAIN, v);
|
|
ch->fLastVolume = v;
|
|
}
|
|
}
|
|
|
|
static void UpdatePlayState(channel_t *ch)
|
|
{
|
|
if (!ch->bPlaying) return;
|
|
|
|
if (ch->bLooping)
|
|
{
|
|
// Looping sound
|
|
loopSound_t *loop = &loopSounds[ch->loopChannel];
|
|
|
|
if (loop->bProcessed == false && loop->sfx != NULL &&
|
|
(loop->sfx == ch->thesfx ||
|
|
(loop->sfx->iFlags & SFX_FLAG_DEFAULT)))
|
|
{
|
|
// Playing
|
|
loop->bProcessed = true;
|
|
}
|
|
else
|
|
{
|
|
// Sound no longer needed
|
|
alSourceStop(ch->alSource);
|
|
alSourcei(ch->alSource, AL_BUFFER, 0);
|
|
ch->thesfx = NULL;
|
|
ch->bPlaying = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Single shot sound
|
|
ALint state;
|
|
alGetSourcei(ch->alSource, AL_SOURCE_STATE, &state);
|
|
if (state == AL_STOPPED)
|
|
{
|
|
alSourcei(ch->alSource, AL_BUFFER, 0);
|
|
ch->thesfx = NULL;
|
|
ch->bPlaying = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void UpdateAttenuation(channel_t *ch)
|
|
{
|
|
if (!ch->b2D)
|
|
{
|
|
/*
|
|
if ( ch->entchannel == CHAN_VOICE || ch->entchannel == CHAN_VOICE_ATTEN || ch->entchannel == CHAN_VOICE_GLOBAL )
|
|
{
|
|
alSourcef(ch->alSource, AL_REFERENCE_DISTANCE, 1500.0f);
|
|
}
|
|
else
|
|
{
|
|
alSourcef(ch->alSource, AL_REFERENCE_DISTANCE, 400.0f);
|
|
}
|
|
*/
|
|
#if 0
|
|
extern qboolean g_isMultiplayer;
|
|
if (!g_isMultiplayer)
|
|
{
|
|
#endif
|
|
switch (ch->entchannel)
|
|
{
|
|
case CHAN_VOICE:
|
|
alSourcef(ch->alSource, AL_REFERENCE_DISTANCE, SOUND_REF_DIST_BASE * 3.f);
|
|
break;
|
|
case CHAN_LESS_ATTEN:
|
|
alSourcef(ch->alSource, AL_REFERENCE_DISTANCE, SOUND_REF_DIST_BASE * 8.f);
|
|
break;
|
|
case CHAN_VOICE_ATTEN:
|
|
alSourcef(ch->alSource, AL_REFERENCE_DISTANCE, SOUND_REF_DIST_BASE * 1.35f);
|
|
break;
|
|
case CHAN_VOICE_GLOBAL:
|
|
alSourcef(ch->alSource, AL_REFERENCE_DISTANCE, SOUND_REF_DIST_BASE * 100.f);
|
|
break;
|
|
default:
|
|
alSourcef(ch->alSource, AL_REFERENCE_DISTANCE, SOUND_REF_DIST_BASE);
|
|
break;
|
|
}
|
|
#if 0
|
|
}
|
|
else
|
|
{
|
|
alSourcef(ch->alSource, AL_REFERENCE_DISTANCE, SOUND_REF_DIST_BASE * 2.f);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
static void PlaySingleShot(channel_t *ch)
|
|
{
|
|
alSourcei(ch->alSource, AL_LOOPING, AL_FALSE);
|
|
|
|
UpdateAttenuation(ch);
|
|
UpdatePosition(ch);
|
|
|
|
// Attach buffer to source
|
|
alSourcei(ch->alSource, AL_BUFFER, ch->thesfx->Buffer);
|
|
|
|
// Clear error state, and check for successful Play call
|
|
alGetError();
|
|
alSourcePlay(ch->alSource);
|
|
if (alGetError() == AL_NO_ERROR)
|
|
{
|
|
ch->bPlaying = true;
|
|
ch->iLastPlayTime = Sys_Milliseconds();
|
|
}
|
|
}
|
|
|
|
void UpdateLoopingSounds()
|
|
{
|
|
// Look for non-processed loops that are ready to play
|
|
for (int j = 0; j < numLoopSounds; j++)
|
|
{
|
|
loopSound_t *loop = &loopSounds[j];
|
|
|
|
{
|
|
// merge all loops with the same sfx into a single loop
|
|
float num = 1;
|
|
for (int k = j+1; k < numLoopSounds; ++k)
|
|
{
|
|
if (loopSounds[k].sfx == loop->sfx)
|
|
{
|
|
loop->origin[0] += loopSounds[k].origin[0];
|
|
loop->origin[1] += loopSounds[k].origin[1];
|
|
loop->origin[2] += loopSounds[k].origin[2];
|
|
loop->volume += loopSounds[k].volume;
|
|
loopSounds[k].bProcessed = true;
|
|
num += 1;
|
|
}
|
|
}
|
|
|
|
loop->origin[0] /= num;
|
|
loop->origin[1] /= num;
|
|
loop->origin[2] /= num;
|
|
loop->volume /= (int)num;
|
|
}
|
|
|
|
if (loop->bProcessed == false && (loop->sfx->iFlags & SFX_FLAG_RESIDENT))
|
|
{
|
|
// play the loop
|
|
bool is2D = false;
|
|
for (int i = 0; i < s_numListeners; ++i)
|
|
{
|
|
if (loop->entnum == s_listeners[i].entnum ||
|
|
(loop->origin[0] == s_listeners[i].pos[0] &&
|
|
loop->origin[1] == s_listeners[i].pos[1] &&
|
|
loop->origin[2] == s_listeners[i].pos[2]))
|
|
{
|
|
is2D = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
channel_t *ch = S_PickChannel(0, 0, is2D, NULL);
|
|
if (!ch) continue;
|
|
|
|
ch->master_vol = loop->volume;
|
|
ch->fLastVolume = -1;
|
|
ch->entnum = loop->entnum;
|
|
ch->entchannel = loop->entchannel;
|
|
ch->thesfx = loop->sfx;
|
|
ch->loopChannel = j;
|
|
ch->bLooping = true;
|
|
|
|
ch->origin[0] = loop->origin[0];
|
|
ch->origin[1] = loop->origin[1];
|
|
ch->origin[2] = loop->origin[2];
|
|
ch->bOriginDirty = true;
|
|
|
|
alSourcei(ch->alSource, AL_LOOPING, AL_TRUE);
|
|
alSourcei(ch->alSource, AL_BUFFER, ch->thesfx->Buffer);
|
|
UpdateAttenuation(ch);
|
|
UpdatePosition(ch);
|
|
UpdateGain(ch);
|
|
|
|
alGetError();
|
|
alSourcePlay(ch->alSource);
|
|
if (alGetError() == AL_NO_ERROR)
|
|
{
|
|
ch->bPlaying = true;
|
|
ch->iLastPlayTime = Sys_Milliseconds();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void SyncChannelLoops(void)
|
|
{
|
|
channel_t *ch;
|
|
int i, j;
|
|
|
|
// Try to match up channels with looping sounds
|
|
// (The order of sounds in loopSounds can change
|
|
// frame to frame.)
|
|
ch = s_channels;
|
|
for ( i = 0; i < s_numChannels ; i++, ch++ )
|
|
{
|
|
if ( ch->bPlaying && ch->bLooping )
|
|
{
|
|
for ( j = 0; j < numLoopSounds; ++j )
|
|
{
|
|
if ( ch->thesfx == loopSounds[j].sfx &&
|
|
!loopSounds[j].bMarked )
|
|
{
|
|
ch->loopChannel = j;
|
|
loopSounds[j].bMarked = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void S_Update_(void)
|
|
{
|
|
channel_t *ch;
|
|
int i;
|
|
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
memset(s_entityWavVol, 0, sizeof(int) * MAX_GENTITIES);
|
|
|
|
SyncChannelLoops();
|
|
|
|
ch = s_channels;
|
|
for ( i = 0; i < s_numChannels ; i++, ch++ )
|
|
{
|
|
if ( !ch->thesfx ) continue;
|
|
|
|
if ( ch->thesfx->iFlags & SFX_FLAG_UNLOADED )
|
|
{
|
|
// if the sound is not going to be loaded, force the
|
|
// playing flag high, stop the source, and hope that
|
|
// the update code cleans it up...
|
|
ch->bPlaying = true;
|
|
alSourceStop(ch->alSource);
|
|
continue;
|
|
}
|
|
|
|
if ( ch->entchannel == CHAN_VOICE ||
|
|
ch->entchannel == CHAN_VOICE_ATTEN ||
|
|
ch->entchannel == CHAN_VOICE_GLOBAL )
|
|
{
|
|
s_entityWavVol[ch->entnum] = ch->bPlaying ? 4 : -1;
|
|
}
|
|
|
|
if ( !(ch->thesfx->iFlags & SFX_FLAG_RESIDENT) ) continue;
|
|
|
|
UpdatePosition(ch);
|
|
UpdateGain(ch);
|
|
|
|
if ( ch->bPlaying )
|
|
{
|
|
UpdatePlayState(ch);
|
|
}
|
|
else
|
|
{
|
|
PlaySingleShot(ch);
|
|
}
|
|
}
|
|
|
|
UpdateLoopingSounds();
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
console functions
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
static void S_Play_f( void ) {
|
|
int i;
|
|
sfxHandle_t h;
|
|
char name[256];
|
|
|
|
i = 1;
|
|
while ( i<Cmd_Argc() ) {
|
|
if ( !strrchr(Cmd_Argv(i), '.') ) {
|
|
Com_sprintf( name, sizeof(name), "%s.wav", Cmd_Argv(1) );
|
|
} else {
|
|
Q_strncpyz( name, Cmd_Argv(i), sizeof(name) );
|
|
}
|
|
h = S_RegisterSound( name );
|
|
if( h ) {
|
|
S_StartLocalSound( h, CHAN_LOCAL_SOUND );
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Crazy expanded play function:
|
|
* playex <file name> xOffset yOffset zOffset channel
|
|
*/
|
|
#ifndef _JK2MP
|
|
static void S_PlayEx_f( void ) {
|
|
sfxHandle_t h;
|
|
char name[256] = { 0 };
|
|
vec3_t origin;
|
|
int entchannel;
|
|
|
|
if (Cmd_Argc() < 6)
|
|
return;
|
|
|
|
Q_strncpyz( name, Cmd_Argv(1), sizeof(name) );
|
|
h = S_RegisterSound( name );
|
|
if (!h)
|
|
return;
|
|
|
|
extern void G_EntityPosition( int i, vec3_t ret );
|
|
G_EntityPosition(0, origin);
|
|
|
|
origin[0] += atof(Cmd_Argv(2));
|
|
origin[1] += atof(Cmd_Argv(3));
|
|
origin[2] += atof(Cmd_Argv(4));
|
|
|
|
entchannel = atoi(Cmd_Argv(5));
|
|
|
|
S_StartSound(origin, 0, entchannel, h);
|
|
}
|
|
#endif
|
|
|
|
static void S_Music_f( void ) {
|
|
int c;
|
|
|
|
c = Cmd_Argc();
|
|
|
|
if ( c == 2 ) {
|
|
S_StartBackgroundTrack( Cmd_Argv(1), Cmd_Argv(1), qfalse );
|
|
} else if ( c == 3 ) {
|
|
S_StartBackgroundTrack( Cmd_Argv(1), Cmd_Argv(2), qfalse );
|
|
} else {
|
|
Com_Printf ("music <musicfile> [loopfile]\n");
|
|
return;
|
|
}
|
|
}
|
|
|
|
void S_SoundList_f( void ) {
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
background music functions
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
// 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.
|
|
//
|
|
qboolean S_MusicFileExists( const char *psFilename )
|
|
{
|
|
fileHandle_t fhTemp;
|
|
|
|
char* pLoadName = S_FixMusicFileName(psFilename);
|
|
|
|
FS_FOpenFileRead (pLoadName, &fhTemp, qtrue); // qtrue so I can fclose the handle without closing a PAK
|
|
if (!fhTemp)
|
|
return qfalse;
|
|
|
|
FS_FCloseFile(fhTemp);
|
|
return qtrue;
|
|
}
|
|
|
|
static void S_StopBackgroundTrack_Actual( MusicInfo_t *pMusicInfo )
|
|
{
|
|
pMusicInfo->bLoaded = false;
|
|
pMusicInfo->Rewind();
|
|
alStreamStop();
|
|
}
|
|
|
|
static void FreeMusic( MusicInfo_t *pMusicInfo )
|
|
{
|
|
pMusicInfo->sLoadedDataName[0] = '\0';
|
|
}
|
|
|
|
// called only by snd_shutdown (from snd_restart or app exit)
|
|
//
|
|
static void S_UnCacheDynamicMusic( void )
|
|
{
|
|
for (int i = eBGRNDTRACK_DATABEGIN; i != eBGRNDTRACK_DATAEND; i++)
|
|
{
|
|
FreeMusic( &tMusic_Info[i]);
|
|
}
|
|
}
|
|
|
|
static qboolean S_StartBackgroundTrack_Actual( MusicInfo_t *pMusicInfo, qboolean qbDynamic, const char *intro, const char *loop )
|
|
{
|
|
Q_strncpyz( sMusic_BackgroundLoop, loop, sizeof( sMusic_BackgroundLoop ));
|
|
|
|
char* name = S_FixMusicFileName(intro);
|
|
|
|
if ( !intro[0] ) {
|
|
S_StopBackgroundTrack_Actual( pMusicInfo );
|
|
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 );
|
|
}
|
|
|
|
//
|
|
// open up a wav file and get all the info
|
|
//
|
|
fileHandle_t handle;
|
|
int len = FS_FOpenFileRead( name, &handle, qtrue );
|
|
if ( !handle ) {
|
|
Com_Printf( S_COLOR_YELLOW "WARNING: couldn't open music file %s\n", name );
|
|
S_StopBackgroundTrack_Actual( pMusicInfo );
|
|
return qfalse;
|
|
}
|
|
|
|
#if defined(_XBOX) || defined(_WINDOWS)
|
|
// read enough of the file to get the header...
|
|
byte buffer[128];
|
|
FS_Read(buffer, sizeof(buffer), handle);
|
|
FS_FCloseFile( handle );
|
|
|
|
wavinfo_t info = GetWavInfo(buffer);
|
|
if ( info.size == 0 ) {
|
|
Com_Printf(S_COLOR_YELLOW "WARNING: Invalid format in %s\n", name);
|
|
S_StopBackgroundTrack_Actual( pMusicInfo );
|
|
return qfalse;
|
|
}
|
|
|
|
pMusicInfo->s_backgroundSize = info.size;
|
|
pMusicInfo->s_backgroundBPS = info.rate * info.width / 8;
|
|
if (info.format == AL_FORMAT_STEREO4)
|
|
{
|
|
pMusicInfo->s_backgroundBPS <<= 1;
|
|
}
|
|
#elif defined(_GAMECUBE)
|
|
FS_FCloseFile( handle );
|
|
pMusicInfo->s_backgroundSize = len;
|
|
pMusicInfo->s_backgroundBPS = 48000 * 4 / 8 * 2;
|
|
#endif
|
|
|
|
Q_strncpyz(pMusicInfo->sLoadedDataName, intro, sizeof(pMusicInfo->sLoadedDataName));
|
|
pMusicInfo->iFileCode = Sys_GetFileCode(name);
|
|
pMusicInfo->bLoaded = true;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
static void S_SwitchDynamicTracks( MusicState_e eOldState, MusicState_e eNewState, qboolean bNewTrackStartsFullVolume )
|
|
{
|
|
// copy old track into fader...
|
|
//
|
|
tMusic_Info[ eBGRNDTRACK_FADE ] = tMusic_Info[ eOldState ];
|
|
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;
|
|
|
|
// sanity check
|
|
if (tMusic_Info[eNewState].iFileSeekTo >= tMusic_Info[eNewState].s_backgroundSize)
|
|
{
|
|
tMusic_Info[eNewState].iFileSeekTo = 0;
|
|
}
|
|
}
|
|
|
|
// 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:"<unknown>";
|
|
|
|
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 ))
|
|
{
|
|
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 = tMusic_Info[ eMusic_StateActual ].ElapsedTime();
|
|
|
|
// 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))
|
|
{
|
|
tMusic_Info[eTransition].Rewind();
|
|
tMusic_Info[eTransition].bTrackSwitchPending = qtrue;
|
|
tMusic_Info[eTransition].bLooping = qfalse;
|
|
tMusic_Info[eTransition].eTS_NewState = eMusic_StateRequest;
|
|
tMusic_Info[eTransition].fTS_NewTime = fNewTrackEntryTime;
|
|
|
|
S_SwitchDynamicTracks( eMusic_StateActual, eTransition, qfalse ); // qboolean bNewTrackStartsFullVolume
|
|
}
|
|
}
|
|
break;
|
|
|
|
case eBGRNDTRACK_SILENCE: // silence->explore
|
|
{
|
|
tMusic_Info[ eMusic_StateRequest ].Rewind();
|
|
S_SwitchDynamicTracks( eMusic_StateActual, eMusic_StateRequest, qfalse ); // qboolean bNewTrackStartsFullVolume
|
|
}
|
|
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 ); // qboolean 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 = tMusic_Info[ eMusic_StateActual ].ElapsedTime();
|
|
|
|
MusicState_e eTransition;
|
|
float fNewTrackEntryTime = 0.0f;
|
|
if (Music_AllowedToTransition( fPlayingTimeElapsed, eMusic_StateActual, &eTransition, &fNewTrackEntryTime))
|
|
{
|
|
tMusic_Info[eTransition].Rewind();
|
|
tMusic_Info[eTransition].bTrackSwitchPending = qtrue;
|
|
tMusic_Info[eTransition].bLooping = qfalse;
|
|
tMusic_Info[eTransition].eTS_NewState = eMusic_StateRequest;
|
|
tMusic_Info[eTransition].fTS_NewTime = 0.0f; //fNewTrackEntryTime; irrelevant when switching to silence
|
|
|
|
S_SwitchDynamicTracks( eMusic_StateActual, eTransition, qfalse ); // qboolean bNewTrackStartsFullVolume
|
|
}
|
|
}
|
|
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
|
|
{
|
|
tMusic_Info[eBGRNDTRACK_SILENCE].Rewind();
|
|
S_SwitchDynamicTracks( eMusic_StateActual, eBGRNDTRACK_SILENCE, qfalse ); // qboolean bNewTrackStartsFullVolume
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case eBGRNDTRACK_ACTION: // anything->action
|
|
{
|
|
switch (eMusic_StateActual)
|
|
{
|
|
case eBGRNDTRACK_SILENCE: // silence->action
|
|
{
|
|
tMusic_Info[ eMusic_StateRequest ].Rewind();
|
|
S_SwitchDynamicTracks( eMusic_StateActual, eMusic_StateRequest, qfalse ); // qboolean bNewTrackStartsFullVolume
|
|
}
|
|
break;
|
|
|
|
default: // !silence->action
|
|
{
|
|
float fEntryTime = Music_GetRandomEntryTime( eMusic_StateRequest );
|
|
tMusic_Info[ eMusic_StateRequest ].SeekTo(fEntryTime);
|
|
S_SwitchDynamicTracks( eMusic_StateActual, eMusic_StateRequest, qfalse ); // qboolean bNewTrackStartsFullVolume
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case eBGRNDTRACK_BOSS:
|
|
{
|
|
tMusic_Info[eMusic_StateRequest].Rewind();
|
|
S_SwitchDynamicTracks( eMusic_StateActual, eMusic_StateRequest, qfalse ); // qboolean bNewTrackStartsFullVolume
|
|
}
|
|
break;
|
|
|
|
case eBGRNDTRACK_DEATH:
|
|
{
|
|
tMusic_Info[eMusic_StateRequest].Rewind();
|
|
S_SwitchDynamicTracks( eMusic_StateActual, eMusic_StateRequest, qtrue ); // qboolean bNewTrackStartsFullVolume
|
|
}
|
|
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 )
|
|
{
|
|
S_StartBackgroundTrack( gsIntroMusic, gsLoopMusic, qfalse ); // ( default music start will set the state to EXPLORE )
|
|
S_SetDynamicMusicState( eMusic_StateRequest ); // 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.
|
|
//
|
|
void S_StartBackgroundTrack( const char *intro, const char *loop, qboolean 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 sName[MAX_QPATH];
|
|
Q_strncpyz(sName,intro,sizeof(sName));
|
|
|
|
COM_DefaultExtension( sName, sizeof( sName ), ".wxb" );
|
|
|
|
// 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 ".wxb" extension)
|
|
{
|
|
LPCSTR psMusicName = Music_GetFileNameForState( eBGRNDTRACK_DATABEGIN );
|
|
if (psMusicName && S_MusicFileExists( psMusicName ))
|
|
{
|
|
Q_strncpyz(sName,psMusicName,sizeof(sName));
|
|
}
|
|
}
|
|
|
|
// conceptually we always play the 'intro'[/sName] track, intro-to-loop transition is handled in UpdateBackGroundTrack().
|
|
//
|
|
if ( (strstr(sName,"/") && S_MusicFileExists( sName )) ) // 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")
|
|
{
|
|
Com_DPrintf("S_StartBackgroundTrack: Found/using non-dynamic music track '%s'\n", sName);
|
|
tMusic_Info[eBGRNDTRACK_NONDYNAMIC].bLooping = qtrue;
|
|
S_StartBackgroundTrack_Actual( &tMusic_Info[eBGRNDTRACK_NONDYNAMIC], bMusic_IsDynamic, sName, sName );
|
|
}
|
|
else
|
|
{
|
|
if (Music_DynamicDataAvailable(intro)) // "intro", NOT "sName" (i.e. don't use version with ".wxb" extension)
|
|
{
|
|
int i;
|
|
extern const char *Music_GetLevelSetName(void);
|
|
Q_strncpyz(sInfoOnly_CurrentDynamicMusicSet, Music_GetLevelSetName(), sizeof(sInfoOnly_CurrentDynamicMusicSet));
|
|
for (i = eBGRNDTRACK_DATABEGIN; i != eBGRNDTRACK_DATAEND; i++)
|
|
{
|
|
qboolean bOk = qfalse;
|
|
LPCSTR psMusicName = Music_GetFileNameForState( (MusicState_e) i);
|
|
if (psMusicName && (!Q_stricmp(tMusic_Info[i].sLoadedDataName, psMusicName) || S_MusicFileExists( 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; i<eBGRNDTRACK_NUMBEROF; i++)
|
|
{
|
|
tMusic_Info[i].bActive = qfalse;
|
|
tMusic_Info[i].bTrackSwitchPending = qfalse;
|
|
tMusic_Info[i].bLooping = qtrue;
|
|
tMusic_Info[i].fSmoothedOutVolume = 0.25f;
|
|
}
|
|
|
|
tMusic_Info[eBGRNDTRACK_DEATH].bLooping = qfalse;
|
|
|
|
if (tMusic_Info[eBGRNDTRACK_EXPLORE].bExists &&
|
|
tMusic_Info[eBGRNDTRACK_ACTION ].bExists
|
|
)
|
|
{
|
|
Com_DPrintf("S_StartBackgroundTrack: Found dynamic music tracks\n");
|
|
bMusic_IsDynamic = qtrue;
|
|
|
|
//
|
|
// ... then start the default music state...
|
|
//
|
|
eMusic_StateActual = eMusic_StateRequest = eBGRNDTRACK_EXPLORE;
|
|
|
|
MusicInfo_t *pMusicInfo = &tMusic_Info[ eMusic_StateActual ];
|
|
|
|
pMusicInfo->bActive = qtrue;
|
|
pMusicInfo->iXFadeVolumeSeekTime= Sys_Milliseconds();
|
|
pMusicInfo->iXFadeVolumeSeekTo = 255;
|
|
pMusicInfo->iXFadeVolume = 0;
|
|
}
|
|
else
|
|
{
|
|
Com_Printf( S_COLOR_RED "Dynamic music did not have both 'action' and 'explore' versions, inhibiting...\n");
|
|
S_StopBackgroundTrack();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (sName[0]!='.') // blank name with ".wxb" 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",sName);
|
|
S_StopBackgroundTrack();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bCalledByCGameStart)
|
|
{
|
|
S_StopBackgroundTrack();
|
|
}
|
|
}
|
|
|
|
void S_StopBackgroundTrack( void )
|
|
{
|
|
for (int i=0; i<eBGRNDTRACK_NUMBEROF; i++)
|
|
{
|
|
S_StopBackgroundTrack_Actual( &tMusic_Info[i] );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// qboolean return is true only if we're changing from a streamed intro to a dynamic loop...
|
|
//
|
|
static qboolean S_UpdateBackgroundTrack_Actual( MusicInfo_t *pMusicInfo, qboolean bFirstOrOnlyMusicTrack, float fDefaultVolume)
|
|
{
|
|
float fMasterVol = fDefaultVolume; // s_musicVolume->value;
|
|
|
|
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);
|
|
}
|
|
|
|
if ( pMusicInfo->bLoaded == false ) {
|
|
return qfalse;
|
|
}
|
|
|
|
pMusicInfo->fSmoothedOutVolume = (pMusicInfo->fSmoothedOutVolume + fMasterVol)/2.0f;
|
|
|
|
alStreamf(AL_GAIN, pMusicInfo->fSmoothedOutVolume);
|
|
|
|
// don't bother playing anything if musicvolume is 0
|
|
if ( pMusicInfo->fSmoothedOutVolume <= 0 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// start playing if necessary
|
|
if ( pMusicInfo->bLooping )
|
|
{
|
|
ALint state;
|
|
alGetStreami(AL_SOURCE_STATE, &state);
|
|
if ( state != AL_PLAYING )
|
|
{
|
|
alStreamPlay(pMusicInfo->iFileSeekTo,
|
|
pMusicInfo->iFileCode,
|
|
pMusicInfo->bLooping);
|
|
}
|
|
}
|
|
|
|
if ( pMusicInfo->PlayTime() >= pMusicInfo->TotalTime() )
|
|
{
|
|
// 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_MusicFileExists( sTestName ))
|
|
{
|
|
// Restart the music
|
|
alStreamStop();
|
|
alStreamPlay(pMusicInfo->iFileSeekTo,
|
|
pMusicInfo->iFileCode,
|
|
pMusicInfo->bLooping);
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
// This doesn't do anything in MP - just return NULL
|
|
#ifndef _JK2MP
|
|
int iStringOffset = cl.gameState.stringOffsets[CS_DYNAMIC_MUSIC_STATE];
|
|
if (iStringOffset)
|
|
{
|
|
LPCSTR psCommand = cl.gameState.stringData+iStringOffset;
|
|
|
|
return psCommand;
|
|
}
|
|
#endif
|
|
|
|
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)
|
|
{
|
|
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->bLoaded )
|
|
{
|
|
float fRemainingTimeInSeconds = 1000000;
|
|
|
|
if (pMusicInfoFadeOut->bActive)
|
|
{
|
|
S_UpdateBackgroundTrack_Actual( pMusicInfoFadeOut, qfalse, s_music_volume->value ); // inactive-checked internally
|
|
|
|
//
|
|
// only do this for the fader!...
|
|
//
|
|
if (pMusicInfoFadeOut->iXFadeVolume == 0)
|
|
{
|
|
pMusicInfoFadeOut->bActive = qfalse;
|
|
|
|
// play if we have a file
|
|
if (pMusicInfoCurrent->iFileCode)
|
|
{
|
|
alStreamPlay(pMusicInfoCurrent->iFileSeekTo,
|
|
pMusicInfoCurrent->iFileCode,
|
|
pMusicInfoCurrent->bLooping);
|
|
|
|
pMusicInfoCurrent->iXFadeVolumeSeekTime = Sys_Milliseconds();
|
|
}
|
|
else
|
|
{
|
|
alStreamStop();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
S_UpdateBackgroundTrack_Actual( pMusicInfoCurrent, qtrue, s_music_volume->value );
|
|
fRemainingTimeInSeconds = pMusicInfoCurrent->TotalTime() - pMusicInfoCurrent->ElapsedTime();
|
|
}
|
|
|
|
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
|
|
tMusic_Info[ pMusicInfoCurrent->eTS_NewState ].SeekTo(pMusicInfoCurrent->fTS_NewTime);
|
|
S_SwitchDynamicTracks( eMusic_StateActual, pMusicInfoCurrent->eTS_NewState, qfalse); // qboolean bNewTrackStartsFullVolume
|
|
}
|
|
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_music_volume->value );
|
|
if (pMusicInfoFadeOut->iXFadeVolume == 0)
|
|
{
|
|
pMusicInfoFadeOut->bActive = qfalse;
|
|
alStreamStop();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// standard / non-dynamic one-track music...
|
|
//
|
|
LPCSTR psCommand = S_Music_GetRequestedState(); // special check just for "silence" case...
|
|
qboolean bShouldBeSilent = (psCommand && !Q_stricmp(psCommand,"silence"));
|
|
float fDesiredVolume = bShouldBeSilent ? 0.0f : s_music_volume->value;
|
|
//
|
|
// internal to this code is a volume-smoother...
|
|
//
|
|
qboolean bNewTrackDesired = S_UpdateBackgroundTrack_Actual(&tMusic_Info[eBGRNDTRACK_NONDYNAMIC], qtrue, fDesiredVolume);
|
|
|
|
if (bNewTrackDesired)
|
|
{
|
|
S_StartBackgroundTrack( sMusic_BackgroundLoop, sMusic_BackgroundLoop, qfalse );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
int SND_GetMemoryUsed(void)
|
|
{
|
|
ALint used;
|
|
alGeti(AL_MEMORY_USED, &used);
|
|
return used;
|
|
}
|
|
|
|
void SND_update(sfx_t *sfx)
|
|
{
|
|
while ( SND_GetMemoryUsed() > (s_soundpoolmegs->integer * 1024 * 1024 * 3 / 4))
|
|
{
|
|
int iBytesFreed = SND_FreeOldestSound(sfx);
|
|
if (iBytesFreed == 0)
|
|
break; // sanity
|
|
}
|
|
}
|
|
|
|
|
|
// free any allocated sfx mem...
|
|
//
|
|
// now returns # bytes freed to help with z_malloc()-fail recovery
|
|
//
|
|
static int SND_FreeSFXMem(sfx_t *sfx)
|
|
{
|
|
int iOrgMem = SND_GetMemoryUsed();
|
|
|
|
alGetError();
|
|
if (sfx->Buffer)
|
|
{
|
|
alDeleteBuffers(1, &(sfx->Buffer));
|
|
sfx->Buffer = 0;
|
|
}
|
|
|
|
sfx->iFlags &= ~(SFX_FLAG_RESIDENT | SFX_FLAG_LOADING);
|
|
sfx->iFlags |= SFX_FLAG_UNLOADED;
|
|
|
|
return iOrgMem - SND_GetMemoryUsed();
|
|
}
|
|
|
|
void S_DisplayFreeMemory()
|
|
{
|
|
}
|
|
|
|
void SND_TouchSFX(sfx_t *sfx)
|
|
{
|
|
sfx->iLastTimeUsed = Com_Milliseconds()+1;
|
|
}
|
|
|
|
|
|
// currently this is only called during snd_shutdown or snd_restart
|
|
//
|
|
static void S_FreeAllSFXMem(void)
|
|
{
|
|
for (int i = 0; i < MAX_SFX; ++i)
|
|
{
|
|
if (s_sfxCodes[i] != INVALID_CODE && i != s_defaultSound)
|
|
{
|
|
SND_FreeSFXMem(&s_sfxBlock[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;
|
|
bool bDemandLoad = false;
|
|
|
|
// start on 1 so we never dump the default sound...
|
|
//
|
|
for (int i = 0; i < MAX_SFX; ++i)
|
|
{
|
|
if (s_sfxCodes[i] == INVALID_CODE || i == s_defaultSound) continue;
|
|
|
|
sfx = &s_sfxBlock[i];
|
|
|
|
if (sfx != pButNotThisOne)
|
|
{
|
|
// Don't throw out the default sound, sounds that
|
|
// are not in memory, or sounds newer then the oldest.
|
|
// Also, throw out demand load sounds first.
|
|
//
|
|
if (!(sfx->iFlags & SFX_FLAG_DEFAULT) &&
|
|
(sfx->iFlags & SFX_FLAG_RESIDENT) &&
|
|
(!bDemandLoad || (sfx->iFlags & SFX_FLAG_DEMAND)) &&
|
|
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; iChannel<s_numChannels; iChannel++)
|
|
{
|
|
channel_t *ch = & s_channels[iChannel];
|
|
|
|
if (ch->thesfx == sfx)
|
|
break; // damn, being used
|
|
}
|
|
if (iChannel == s_numChannels)
|
|
{
|
|
// this sfx_t struct wasn't used by any channels, so we can lose it...
|
|
//
|
|
iUsed = i;
|
|
iOldest = sfx->iLastTimeUsed;
|
|
bDemandLoad = (sfx->iFlags & SFX_FLAG_DEMAND);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (iUsed)
|
|
{
|
|
sfx = &s_sfxBlock[ iUsed ];
|
|
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
|
|
//
|
|
qboolean SND_RegisterAudio_Clean(void)
|
|
{
|
|
if ( !s_soundStarted ) {
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean bAtLeastOneSoundDropped = qfalse;
|
|
|
|
Com_DPrintf( "SND_RegisterAudio_Clean():\n");
|
|
|
|
extern void S_DrainRawSoundData(void);
|
|
S_DrainRawSoundData();
|
|
|
|
{
|
|
for (int i = 0; i < MAX_SFX; ++i)
|
|
{
|
|
if (s_sfxCodes[i] == INVALID_CODE || i == s_defaultSound) continue;
|
|
|
|
sfx_t *sfx = &s_sfxBlock[i];
|
|
|
|
if (sfx->iFlags & (SFX_FLAG_RESIDENT | SFX_FLAG_DEMAND))
|
|
{
|
|
qboolean bDeleteThis = qtrue;
|
|
//if (bDeleteThis)
|
|
{
|
|
int iChannel;
|
|
for (iChannel=0; iChannel<s_numChannels; iChannel++)
|
|
{
|
|
if (s_channels[iChannel].thesfx == sfx)
|
|
{
|
|
bDeleteThis = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bDeleteThis)
|
|
{
|
|
if (!(sfx->iFlags & SFX_FLAG_DEFAULT) &&
|
|
(sfx->iFlags & SFX_FLAG_RESIDENT) &&
|
|
SND_FreeSFXMem(sfx))
|
|
{
|
|
bAtLeastOneSoundDropped = qtrue;
|
|
}
|
|
if (sfx->iFlags & SFX_FLAG_DEMAND)
|
|
{
|
|
s_sfxCodes[i] = INVALID_CODE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Com_DPrintf( "SND_RegisterAudio_Clean(): Ok\n");
|
|
|
|
return bAtLeastOneSoundDropped;
|
|
}
|
|
|
|
qboolean SND_RegisterAudio_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel /* 99% qfalse */)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean S_FileExists( const char *psFilename )
|
|
{
|
|
// This is only really used for music. Need to swap .mp3 with .wxb on Xbox
|
|
char *fixedName = S_FixMusicFileName(psFilename);
|
|
|
|
// VVFIXME : This can be done better?
|
|
fileHandle_t fhTemp;
|
|
|
|
FS_FOpenFileRead (fixedName, &fhTemp, qtrue); // qtrue so I can fclose the handle without closing a PAK
|
|
if (!fhTemp)
|
|
return qfalse;
|
|
|
|
FS_FCloseFile(fhTemp);
|
|
return qtrue;
|
|
}
|
|
|