/* =========================================================================== 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_local.h -- private sound definitions #include "../qcommon/q_shared.h" #include "../qcommon/qcommon.h" #include "snd_public.h" #define PAINTBUFFER_SIZE 4096 // this is in samples #define SND_CHUNK_SIZE 1024 // samples #define SND_CHUNK_SIZE_FLOAT (SND_CHUNK_SIZE/2) // floats #define SND_CHUNK_SIZE_BYTE (SND_CHUNK_SIZE*2) // floats typedef struct { int left; // the final values will be clamped to +/- 0x00ffff00 and shifted down int right; } portable_samplepair_t; typedef struct adpcm_state { short sample; /* Previous output value */ char index; /* Index into stepsize table */ } adpcm_state_t; typedef struct sndBuffer_s { short sndChunk[SND_CHUNK_SIZE]; struct sndBuffer_s *next; int size; adpcm_state_t adpcm; } sndBuffer; typedef struct sfx_s { sndBuffer *soundData; qboolean defaultSound; // couldn't be loaded, so use buzz qboolean inMemory; // not in Memory qboolean soundCompressed; // not in Memory int soundCompressionMethod; int soundLength; int soundChannels; char soundName[MAX_QPATH]; int lastTimeUsed; struct sfx_s *next; } sfx_t; typedef struct { unsigned int channels; unsigned int samples; // mono samples in buffer int fullsamples; // samples with all channels in buffer (samples divided by channels) int submission_chunk; // don't mix less than this # int samplebits; int isfloat; int speed; byte *buffer; const char *driver; } dma_t; extern byte *dma_buffer2; #define START_SAMPLE_IMMEDIATE 0x7fffffff #define MAX_DOPPLER_SCALE 50.0f //arbitrary typedef struct loopSound_s { vec3_t origin; vec3_t velocity; sfx_t *sfx; int mergeFrame; qboolean active; qboolean kill; qboolean doppler; float dopplerScale; float oldDopplerScale; int framenum; } loopSound_t; typedef struct { int allocTime; int startSample; // START_SAMPLE_IMMEDIATE = set immediately on next mix int entnum; // to allow overriding a specific sound int entchannel; // to allow overriding a specific sound int leftvol; // 0-255 volume after spatialization int rightvol; // 0-255 volume after spatialization int master_vol; // 0-255 volume before spatialization float dopplerScale; float oldDopplerScale; vec3_t origin; // only use if fixed_origin is set qboolean fixed_origin; // use origin instead of fetching entnum's origin sfx_t *thesfx; // sfx structure qboolean doppler; } channel_t; #define WAV_FORMAT_PCM 0x0001 #define WAVE_FORMAT_IEEE_FLOAT 0x0003 typedef struct { int format; int rate; int width; int channels; int samples; int dataofs; // chunk starts this many bytes from file start } wavinfo_t; // Interface between Q3 sound "api" and the sound backend typedef struct { void (*Shutdown)(void); void (*StartSound)( const vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx ); void (*StartLocalSound)( sfxHandle_t sfx, int channelNum ); void (*StartBackgroundTrack)( const char *intro, const char *loop ); void (*StopBackgroundTrack)( void ); void (*RawSamples)(int samples, int rate, int width, int channels, const byte *data, float volume); void (*StopAllSounds)( void ); void (*ClearLoopingSounds)( qboolean killall ); void (*AddLoopingSound)( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); void (*AddRealLoopingSound)( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); void (*StopLoopingSound)(int entityNum ); void (*Respatialize)( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ); void (*UpdateEntityPosition)( int entityNum, const vec3_t origin ); void (*Update)( int msec ); void (*DisableSounds)( void ); void (*BeginRegistration)( void ); sfxHandle_t (*RegisterSound)( const char *sample, qboolean compressed ); void (*ClearSoundBuffer)( void ); void (*SoundInfo)( void ); void (*SoundList)( void ); } soundInterface_t; /* ==================================================================== SYSTEM SPECIFIC FUNCTIONS ==================================================================== */ // initializes cycling through a DMA buffer and returns information on it qboolean SNDDMA_Init(void); // gets the current DMA position int SNDDMA_GetDMAPos(void); // shutdown the DMA xfer. void SNDDMA_Shutdown(void); void SNDDMA_BeginPainting (void); void SNDDMA_Submit(void); //==================================================================== #define MAX_CHANNELS 96 extern channel_t s_channels[MAX_CHANNELS]; extern channel_t loop_channels[MAX_CHANNELS]; extern int numLoopChannels; extern int s_soundtime; extern int s_paintedtime; extern int s_rawend; extern vec3_t listener_forward; extern vec3_t listener_right; extern vec3_t listener_up; extern dma_t dma; #define MAX_RAW_SAMPLES 16384 extern portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES]; extern cvar_t *s_volume; extern cvar_t *s_musicVolume; extern cvar_t *s_doppler; extern cvar_t *s_muteWhenUnfocused; extern cvar_t *s_muteWhenMinimized; extern cvar_t *s_testsound; qboolean S_LoadSound( sfx_t *sfx ); void SND_free(sndBuffer *v); sndBuffer* SND_malloc( void ); void SND_setup( void ); void SND_shutdown( void ); void S_PaintChannels(int endtime); // spatializes a channel void S_Spatialize(channel_t *ch); // adpcm functions int S_AdpcmMemoryNeeded( const wavinfo_t *info ); void S_AdpcmEncodeSound( sfx_t *sfx, short *samples ); void S_AdpcmGetSamples(sndBuffer *chunk, short *to); // wavelet function #define SENTINEL_MULAW_ZERO_RUN 127 #define SENTINEL_MULAW_FOUR_BIT_RUN 126 void S_FreeOldestSound( void ); #define NXStream byte void encodeWavelet(sfx_t *sfx, short *packets); void decodeWavelet( sndBuffer *stream, short *packets); void encodeMuLaw( sfx_t *sfx, short *packets); extern short mulawToShort[256]; extern short *sfxScratchBuffer; extern sfx_t *sfxScratchPointer; extern int sfxScratchIndex; qboolean S_Base_Init( soundInterface_t *si );