q3rally/engine/code/client/snd_mix.c

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2011-02-18 14:31:32 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// snd_mix.c -- portable code to mix sounds for snd_dma.c
#include "client.h"
#include "snd_local.h"
static portable_samplepair_t paintbuffer[PAINTBUFFER_SIZE];
static int snd_vol;
int* snd_p;
int snd_linear_count;
short* snd_out;
#if !id386 // if configured not to use asm
void S_WriteLinearBlastStereo16 (void)
{
int i;
int val;
for (i=0 ; i<snd_linear_count ; i+=2)
{
val = snd_p[i]>>8;
if (val > 0x7fff)
snd_out[i] = 0x7fff;
else if (val < -32768)
snd_out[i] = -32768;
else
snd_out[i] = val;
val = snd_p[i+1]>>8;
if (val > 0x7fff)
snd_out[i+1] = 0x7fff;
else if (val < -32768)
snd_out[i+1] = -32768;
else
snd_out[i+1] = val;
}
}
#elif defined(__GNUC__)
// uses snd_mixa.s
void S_WriteLinearBlastStereo16 (void);
#else
__declspec( naked ) void S_WriteLinearBlastStereo16 (void)
{
__asm {
push edi
push ebx
mov ecx,ds:dword ptr[snd_linear_count]
mov ebx,ds:dword ptr[snd_p]
mov edi,ds:dword ptr[snd_out]
LWLBLoopTop:
mov eax,ds:dword ptr[-8+ebx+ecx*4]
sar eax,8
cmp eax,07FFFh
jg LClampHigh
cmp eax,0FFFF8000h
jnl LClampDone
mov eax,0FFFF8000h
jmp LClampDone
LClampHigh:
mov eax,07FFFh
LClampDone:
mov edx,ds:dword ptr[-4+ebx+ecx*4]
sar edx,8
cmp edx,07FFFh
jg LClampHigh2
cmp edx,0FFFF8000h
jnl LClampDone2
mov edx,0FFFF8000h
jmp LClampDone2
LClampHigh2:
mov edx,07FFFh
LClampDone2:
shl edx,16
and eax,0FFFFh
or edx,eax
mov ds:dword ptr[-4+edi+ecx*2],edx
sub ecx,2
jnz LWLBLoopTop
pop ebx
pop edi
ret
}
}
#endif
void S_TransferStereo16 (unsigned long *pbuf, int endtime)
{
int lpos;
int ls_paintedtime;
snd_p = (int *) paintbuffer;
ls_paintedtime = s_paintedtime;
while (ls_paintedtime < endtime)
{
// handle recirculating buffer issues
lpos = ls_paintedtime % dma.fullsamples;
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snd_out = (short *) pbuf + (lpos<<1); // lpos * dma.channels
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snd_linear_count = dma.fullsamples - lpos;
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if (ls_paintedtime + snd_linear_count > endtime)
snd_linear_count = endtime - ls_paintedtime;
snd_linear_count <<= 1; // snd_linear_count *= dma.channels
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// write a linear blast of samples
S_WriteLinearBlastStereo16 ();
snd_p += snd_linear_count;
ls_paintedtime += (snd_linear_count>>1); // snd_linear_count / dma.channels
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if( CL_VideoRecording( ) )
CL_WriteAVIAudioFrame( (byte *)snd_out, snd_linear_count << 1 ); // snd_linear_count * (dma.samplebits/8)
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}
}
/*
===================
S_TransferPaintBuffer
===================
*/
void S_TransferPaintBuffer(int endtime)
{
int out_idx;
int count;
int *p;
int step;
int val;
int i;
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unsigned long *pbuf;
pbuf = (unsigned long *)dma.buffer;
if ( s_testsound->integer ) {
// write a fixed sine wave
count = (endtime - s_paintedtime);
for (i=0 ; i<count ; i++)
paintbuffer[i].left = paintbuffer[i].right = sin((s_paintedtime+i)*0.1)*20000*256;
}
if (dma.samplebits == 16 && dma.channels == 2)
{ // optimized case
S_TransferStereo16 (pbuf, endtime);
}
else
{ // general case
p = (int *) paintbuffer;
count = (endtime - s_paintedtime) * dma.channels;
out_idx = (s_paintedtime * dma.channels) % dma.samples;
step = 3 - MIN(dma.channels, 2);
2011-02-18 14:31:32 +00:00
ioquake3 resync to revision 3511 from 3444. This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00
if ((dma.isfloat) && (dma.samplebits == 32))
{
float *out = (float *) pbuf;
for (i=0 ; i<count ; i++)
ioquake3 resync to revision 3511 from 3444. This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00
{
if ((i % dma.channels) >= 2)
{
val = 0;
}
else
{
val = *p >> 8;
p+= step;
}
ioquake3 resync to revision 3511 from 3444. This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00
if (val > 0x7fff)
val = 0x7fff;
else if (val < -32767) /* clamp to one less than max to make division max out at -1.0f. */
val = -32767;
out[out_idx] = ((float) val) / 32767.0f;
out_idx = (out_idx + 1) % dma.samples;
ioquake3 resync to revision 3511 from 3444. This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00
}
}
else if (dma.samplebits == 16)
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{
short *out = (short *) pbuf;
for (i=0 ; i<count ; i++)
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{
if ((i % dma.channels) >= 2)
{
val = 0;
}
else
{
val = *p >> 8;
p+= step;
}
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if (val > 0x7fff)
val = 0x7fff;
else if (val < -32768)
val = -32768;
out[out_idx] = val;
out_idx = (out_idx + 1) % dma.samples;
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}
}
else if (dma.samplebits == 8)
{
unsigned char *out = (unsigned char *) pbuf;
for (i=0 ; i<count ; i++)
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{
if ((i % dma.channels) >= 2)
{
val = 0;
}
else
{
val = *p >> 8;
p+= step;
}
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if (val > 0x7fff)
val = 0x7fff;
else if (val < -32768)
val = -32768;
out[out_idx] = (val>>8) + 128;
out_idx = (out_idx + 1) % dma.samples;
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}
}
}
}
/*
===============================================================================
CHANNEL MIXING
===============================================================================
*/
static void S_PaintChannelFrom16_scalar( channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
int data, aoff, boff;
int leftvol, rightvol;
int i, j;
portable_samplepair_t *samp;
sndBuffer *chunk;
short *samples;
float ooff, fdata[2], fdiv, fleftvol, frightvol;
if (sc->soundChannels <= 0) {
return;
}
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samp = &paintbuffer[ bufferOffset ];
if (ch->doppler) {
sampleOffset = sampleOffset*ch->oldDopplerScale;
}
if ( sc->soundChannels == 2 ) {
sampleOffset *= sc->soundChannels;
if ( sampleOffset & 1 ) {
sampleOffset &= ~1;
}
}
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chunk = sc->soundData;
while (sampleOffset>=SND_CHUNK_SIZE) {
chunk = chunk->next;
sampleOffset -= SND_CHUNK_SIZE;
if (!chunk) {
chunk = sc->soundData;
}
}
if (!ch->doppler || ch->dopplerScale==1.0f) {
leftvol = ch->leftvol*snd_vol;
rightvol = ch->rightvol*snd_vol;
samples = chunk->sndChunk;
for ( i=0 ; i<count ; i++ ) {
data = samples[sampleOffset++];
samp[i].left += (data * leftvol)>>8;
if ( sc->soundChannels == 2 ) {
data = samples[sampleOffset++];
}
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samp[i].right += (data * rightvol)>>8;
if (sampleOffset == SND_CHUNK_SIZE) {
chunk = chunk->next;
samples = chunk->sndChunk;
sampleOffset = 0;
}
}
} else {
fleftvol = ch->leftvol*snd_vol;
frightvol = ch->rightvol*snd_vol;
ooff = sampleOffset;
samples = chunk->sndChunk;
for ( i=0 ; i<count ; i++ ) {
aoff = ooff;
ooff = ooff + ch->dopplerScale * sc->soundChannels;
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boff = ooff;
fdata[0] = fdata[1] = 0;
for (j=aoff; j<boff; j += sc->soundChannels) {
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if (j == SND_CHUNK_SIZE) {
chunk = chunk->next;
if (!chunk) {
chunk = sc->soundData;
}
samples = chunk->sndChunk;
ooff -= SND_CHUNK_SIZE;
}
if ( sc->soundChannels == 2 ) {
fdata[0] += samples[j&(SND_CHUNK_SIZE-1)];
fdata[1] += samples[(j+1)&(SND_CHUNK_SIZE-1)];
} else {
fdata[0] += samples[j&(SND_CHUNK_SIZE-1)];
fdata[1] += samples[j&(SND_CHUNK_SIZE-1)];
}
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}
fdiv = 256 * (boff-aoff) / sc->soundChannels;
samp[i].left += (fdata[0] * fleftvol)/fdiv;
samp[i].right += (fdata[1] * frightvol)/fdiv;
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}
}
}
static void S_PaintChannelFrom16( channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
#if idppc_altivec
if (com_altivec->integer) {
ioquake3 resync to revision 3511 from 3444. This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00
// must be in a separate translation unit or G3 systems will crash.
S_PaintChannelFrom16_altivec( paintbuffer, snd_vol, ch, sc, count, sampleOffset, bufferOffset );
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return;
}
#endif
S_PaintChannelFrom16_scalar( ch, sc, count, sampleOffset, bufferOffset );
}
void S_PaintChannelFromWavelet( channel_t *ch, sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
int data;
int leftvol, rightvol;
int i;
portable_samplepair_t *samp;
sndBuffer *chunk;
short *samples;
leftvol = ch->leftvol*snd_vol;
rightvol = ch->rightvol*snd_vol;
i = 0;
samp = &paintbuffer[ bufferOffset ];
chunk = sc->soundData;
while (sampleOffset>=(SND_CHUNK_SIZE_FLOAT*4)) {
chunk = chunk->next;
sampleOffset -= (SND_CHUNK_SIZE_FLOAT*4);
i++;
}
if (i!=sfxScratchIndex || sfxScratchPointer != sc) {
S_AdpcmGetSamples( chunk, sfxScratchBuffer );
sfxScratchIndex = i;
sfxScratchPointer = sc;
}
samples = sfxScratchBuffer;
for ( i=0 ; i<count ; i++ ) {
data = samples[sampleOffset++];
samp[i].left += (data * leftvol)>>8;
samp[i].right += (data * rightvol)>>8;
if (sampleOffset == SND_CHUNK_SIZE*2) {
chunk = chunk->next;
decodeWavelet(chunk, sfxScratchBuffer);
sfxScratchIndex++;
sampleOffset = 0;
}
}
}
void S_PaintChannelFromADPCM( channel_t *ch, sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
int data;
int leftvol, rightvol;
int i;
portable_samplepair_t *samp;
sndBuffer *chunk;
short *samples;
leftvol = ch->leftvol*snd_vol;
rightvol = ch->rightvol*snd_vol;
i = 0;
samp = &paintbuffer[ bufferOffset ];
chunk = sc->soundData;
if (ch->doppler) {
sampleOffset = sampleOffset*ch->oldDopplerScale;
}
while (sampleOffset>=(SND_CHUNK_SIZE*4)) {
chunk = chunk->next;
sampleOffset -= (SND_CHUNK_SIZE*4);
i++;
}
if (i!=sfxScratchIndex || sfxScratchPointer != sc) {
S_AdpcmGetSamples( chunk, sfxScratchBuffer );
sfxScratchIndex = i;
sfxScratchPointer = sc;
}
samples = sfxScratchBuffer;
for ( i=0 ; i<count ; i++ ) {
data = samples[sampleOffset++];
samp[i].left += (data * leftvol)>>8;
samp[i].right += (data * rightvol)>>8;
if (sampleOffset == SND_CHUNK_SIZE*4) {
chunk = chunk->next;
S_AdpcmGetSamples( chunk, sfxScratchBuffer);
sampleOffset = 0;
sfxScratchIndex++;
}
}
}
void S_PaintChannelFromMuLaw( channel_t *ch, sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
int data;
int leftvol, rightvol;
int i;
portable_samplepair_t *samp;
sndBuffer *chunk;
byte *samples;
float ooff;
leftvol = ch->leftvol*snd_vol;
rightvol = ch->rightvol*snd_vol;
samp = &paintbuffer[ bufferOffset ];
chunk = sc->soundData;
while (sampleOffset>=(SND_CHUNK_SIZE*2)) {
chunk = chunk->next;
sampleOffset -= (SND_CHUNK_SIZE*2);
if (!chunk) {
chunk = sc->soundData;
}
}
if (!ch->doppler) {
samples = (byte *)chunk->sndChunk + sampleOffset;
for ( i=0 ; i<count ; i++ ) {
data = mulawToShort[*samples];
samp[i].left += (data * leftvol)>>8;
samp[i].right += (data * rightvol)>>8;
samples++;
if (chunk != NULL && samples == (byte *)chunk->sndChunk+(SND_CHUNK_SIZE*2)) {
2011-02-18 14:31:32 +00:00
chunk = chunk->next;
samples = (byte *)chunk->sndChunk;
}
}
} else {
ooff = sampleOffset;
samples = (byte *)chunk->sndChunk;
for ( i=0 ; i<count ; i++ ) {
data = mulawToShort[samples[(int)(ooff)]];
ooff = ooff + ch->dopplerScale;
samp[i].left += (data * leftvol)>>8;
samp[i].right += (data * rightvol)>>8;
if (ooff >= SND_CHUNK_SIZE*2) {
chunk = chunk->next;
if (!chunk) {
chunk = sc->soundData;
}
samples = (byte *)chunk->sndChunk;
ooff = 0.0;
}
}
}
}
/*
===================
S_PaintChannels
===================
*/
void S_PaintChannels( int endtime ) {
int i;
int end;
int stream;
channel_t *ch;
sfx_t *sc;
int ltime, count;
int sampleOffset;
if(s_muted->integer)
snd_vol = 0;
else
snd_vol = s_volume->value*255;
//Com_Printf ("%i to %i\n", s_paintedtime, endtime);
while ( s_paintedtime < endtime ) {
// if paintbuffer is smaller than DMA buffer
// we may need to fill it multiple times
end = endtime;
if ( endtime - s_paintedtime > PAINTBUFFER_SIZE ) {
end = s_paintedtime + PAINTBUFFER_SIZE;
}
// clear the paint buffer and mix any raw samples...
Com_Memset(paintbuffer, 0, sizeof (paintbuffer));
for (stream = 0; stream < MAX_RAW_STREAMS; stream++) {
if ( s_rawend[stream] >= s_paintedtime ) {
// copy from the streaming sound source
const portable_samplepair_t *rawsamples = s_rawsamples[stream];
const int stop = (end < s_rawend[stream]) ? end : s_rawend[stream];
for ( i = s_paintedtime ; i < stop ; i++ ) {
const int s = i&(MAX_RAW_SAMPLES-1);
paintbuffer[i-s_paintedtime].left += rawsamples[s].left;
paintbuffer[i-s_paintedtime].right += rawsamples[s].right;
}
}
}
// paint in the channels.
ch = s_channels;
for ( i = 0; i < MAX_CHANNELS ; i++, ch++ ) {
if ( !ch->thesfx || (ch->leftvol<0.25 && ch->rightvol<0.25 )) {
continue;
}
ltime = s_paintedtime;
sc = ch->thesfx;
if (sc->soundData==NULL || sc->soundLength==0) {
continue;
}
2011-02-18 14:31:32 +00:00
sampleOffset = ltime - ch->startSample;
count = end - ltime;
if ( sampleOffset + count > sc->soundLength ) {
count = sc->soundLength - sampleOffset;
}
if ( count > 0 ) {
if( sc->soundCompressionMethod == 1) {
S_PaintChannelFromADPCM (ch, sc, count, sampleOffset, ltime - s_paintedtime);
} else if( sc->soundCompressionMethod == 2) {
S_PaintChannelFromWavelet (ch, sc, count, sampleOffset, ltime - s_paintedtime);
} else if( sc->soundCompressionMethod == 3) {
S_PaintChannelFromMuLaw (ch, sc, count, sampleOffset, ltime - s_paintedtime);
} else {
S_PaintChannelFrom16 (ch, sc, count, sampleOffset, ltime - s_paintedtime);
}
}
}
// paint in the looped channels.
ch = loop_channels;
for ( i = 0; i < numLoopChannels ; i++, ch++ ) {
if ( !ch->thesfx || (!ch->leftvol && !ch->rightvol )) {
continue;
}
ltime = s_paintedtime;
sc = ch->thesfx;
if (sc->soundData==NULL || sc->soundLength==0) {
continue;
}
// we might have to make two passes if it
// is a looping sound effect and the end of
// the sample is hit
do {
sampleOffset = (ltime % sc->soundLength);
count = end - ltime;
if ( sampleOffset + count > sc->soundLength ) {
count = sc->soundLength - sampleOffset;
}
if ( count > 0 ) {
if( sc->soundCompressionMethod == 1) {
S_PaintChannelFromADPCM (ch, sc, count, sampleOffset, ltime - s_paintedtime);
} else if( sc->soundCompressionMethod == 2) {
S_PaintChannelFromWavelet (ch, sc, count, sampleOffset, ltime - s_paintedtime);
} else if( sc->soundCompressionMethod == 3) {
S_PaintChannelFromMuLaw (ch, sc, count, sampleOffset, ltime - s_paintedtime);
} else {
S_PaintChannelFrom16 (ch, sc, count, sampleOffset, ltime - s_paintedtime);
}
ltime += count;
}
} while ( ltime < end);
}
// transfer out according to DMA format
S_TransferPaintBuffer( end );
s_paintedtime = end;
}
}