mirror of
https://github.com/Q3Rally-Team/q3rally.git
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3b4f4cdfa9
Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
255 lines
7.2 KiB
C
255 lines
7.2 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// snd_local.h -- private sound definations
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#include "../qcommon/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "snd_public.h"
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#define PAINTBUFFER_SIZE 4096 // this is in samples
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#define SND_CHUNK_SIZE 1024 // samples
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#define SND_CHUNK_SIZE_FLOAT (SND_CHUNK_SIZE/2) // floats
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#define SND_CHUNK_SIZE_BYTE (SND_CHUNK_SIZE*2) // floats
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typedef struct {
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int left; // the final values will be clamped to +/- 0x00ffff00 and shifted down
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int right;
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} portable_samplepair_t;
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typedef struct adpcm_state {
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short sample; /* Previous output value */
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char index; /* Index into stepsize table */
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} adpcm_state_t;
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typedef struct sndBuffer_s {
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short sndChunk[SND_CHUNK_SIZE];
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struct sndBuffer_s *next;
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int size;
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adpcm_state_t adpcm;
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} sndBuffer;
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typedef struct sfx_s {
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sndBuffer *soundData;
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qboolean defaultSound; // couldn't be loaded, so use buzz
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qboolean inMemory; // not in Memory
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qboolean soundCompressed; // not in Memory
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int soundCompressionMethod;
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int soundLength;
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char soundName[MAX_QPATH];
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int lastTimeUsed;
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struct sfx_s *next;
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} sfx_t;
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typedef struct {
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int channels;
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int samples; // mono samples in buffer
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int submission_chunk; // don't mix less than this #
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int samplebits;
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int speed;
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byte *buffer;
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} dma_t;
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#define START_SAMPLE_IMMEDIATE 0x7fffffff
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#define MAX_DOPPLER_SCALE 50.0f //arbitrary
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#define THIRD_PERSON_THRESHOLD_SQ (48.0f*48.0f)
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typedef struct loopSound_s {
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vec3_t origin;
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vec3_t velocity;
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sfx_t *sfx;
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int mergeFrame;
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qboolean active;
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qboolean kill;
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qboolean doppler;
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float dopplerScale;
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float oldDopplerScale;
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int framenum;
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} loopSound_t;
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typedef struct
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{
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int allocTime;
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int startSample; // START_SAMPLE_IMMEDIATE = set immediately on next mix
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int entnum; // to allow overriding a specific sound
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int entchannel; // to allow overriding a specific sound
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int leftvol; // 0-255 volume after spatialization
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int rightvol; // 0-255 volume after spatialization
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int master_vol; // 0-255 volume before spatialization
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float dopplerScale;
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float oldDopplerScale;
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vec3_t origin; // only use if fixed_origin is set
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qboolean fixed_origin; // use origin instead of fetching entnum's origin
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sfx_t *thesfx; // sfx structure
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qboolean doppler;
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qboolean fullVolume;
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} channel_t;
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#define WAV_FORMAT_PCM 1
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typedef struct {
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int format;
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int rate;
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int width;
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int channels;
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int samples;
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int dataofs; // chunk starts this many bytes from file start
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} wavinfo_t;
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// Interface between Q3 sound "api" and the sound backend
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typedef struct
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{
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void (*Shutdown)(void);
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void (*StartSound)( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx );
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void (*StartLocalSound)( sfxHandle_t sfx, int channelNum );
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void (*StartBackgroundTrack)( const char *intro, const char *loop );
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void (*StopBackgroundTrack)( void );
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void (*RawSamples)(int stream, int samples, int rate, int width, int channels, const byte *data, float volume, int entityNum);
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void (*StopAllSounds)( void );
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void (*ClearLoopingSounds)( qboolean killall );
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void (*AddLoopingSound)( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
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void (*AddRealLoopingSound)( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
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void (*StopLoopingSound)(int entityNum );
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void (*Respatialize)( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
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void (*UpdateEntityPosition)( int entityNum, const vec3_t origin );
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void (*Update)( void );
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void (*DisableSounds)( void );
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void (*BeginRegistration)( void );
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sfxHandle_t (*RegisterSound)( const char *sample, qboolean compressed );
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void (*ClearSoundBuffer)( void );
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void (*SoundInfo)( void );
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void (*SoundList)( void );
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#ifdef USE_VOIP
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void (*StartCapture)( void );
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int (*AvailableCaptureSamples)( void );
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void (*Capture)( int samples, byte *data );
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void (*StopCapture)( void );
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void (*MasterGain)( float gain );
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#endif
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} soundInterface_t;
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/*
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====================================================================
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SYSTEM SPECIFIC FUNCTIONS
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====================================================================
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*/
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// initializes cycling through a DMA buffer and returns information on it
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qboolean SNDDMA_Init(void);
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// gets the current DMA position
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int SNDDMA_GetDMAPos(void);
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// shutdown the DMA xfer.
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void SNDDMA_Shutdown(void);
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void SNDDMA_BeginPainting (void);
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void SNDDMA_Submit(void);
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//====================================================================
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#define MAX_CHANNELS 96
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extern channel_t s_channels[MAX_CHANNELS];
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extern channel_t loop_channels[MAX_CHANNELS];
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extern int numLoopChannels;
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extern int s_paintedtime;
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extern vec3_t listener_forward;
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extern vec3_t listener_right;
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extern vec3_t listener_up;
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extern dma_t dma;
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#define MAX_RAW_SAMPLES 16384
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#define MAX_RAW_STREAMS (MAX_CLIENTS * 2 + 1)
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extern portable_samplepair_t s_rawsamples[MAX_RAW_STREAMS][MAX_RAW_SAMPLES];
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extern int s_rawend[MAX_RAW_STREAMS];
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extern cvar_t *s_volume;
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extern cvar_t *s_musicVolume;
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extern cvar_t *s_muted;
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extern cvar_t *s_doppler;
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extern cvar_t *s_testsound;
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qboolean S_LoadSound( sfx_t *sfx );
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void SND_free(sndBuffer *v);
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sndBuffer* SND_malloc( void );
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void SND_setup( void );
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void SND_shutdown(void);
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void S_PaintChannels(int endtime);
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void S_memoryLoad(sfx_t *sfx);
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// spatializes a channel
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void S_Spatialize(channel_t *ch);
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// adpcm functions
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int S_AdpcmMemoryNeeded( const wavinfo_t *info );
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void S_AdpcmEncodeSound( sfx_t *sfx, short *samples );
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void S_AdpcmGetSamples(sndBuffer *chunk, short *to);
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// wavelet function
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#define SENTINEL_MULAW_ZERO_RUN 127
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#define SENTINEL_MULAW_FOUR_BIT_RUN 126
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void S_FreeOldestSound( void );
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#define NXStream byte
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void encodeWavelet(sfx_t *sfx, short *packets);
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void decodeWavelet( sndBuffer *stream, short *packets);
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void encodeMuLaw( sfx_t *sfx, short *packets);
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extern short mulawToShort[256];
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extern short *sfxScratchBuffer;
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extern sfx_t *sfxScratchPointer;
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extern int sfxScratchIndex;
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qboolean S_Base_Init( soundInterface_t *si );
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// OpenAL stuff
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typedef enum
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{
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SRCPRI_AMBIENT = 0, // Ambient sound effects
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SRCPRI_ENTITY, // Entity sound effects
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SRCPRI_ONESHOT, // One-shot sounds
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SRCPRI_LOCAL, // Local sounds
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SRCPRI_STREAM // Streams (music, cutscenes)
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} alSrcPriority_t;
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typedef int srcHandle_t;
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qboolean S_AL_Init( soundInterface_t *si );
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