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https://github.com/Q3Rally-Team/rallyunlimited-engine.git
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1568 lines
37 KiB
C
1568 lines
37 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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/*****************************************************************************
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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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* $Archive: /MissionPack/code/client/snd_dma.c $
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*
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*****************************************************************************/
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#include "snd_local.h"
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#include "snd_codec.h"
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#include "client.h"
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static void S_Update_( int msec );
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static void S_UpdateBackgroundTrack( void );
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static void S_Base_StopAllSounds( void );
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static void S_Base_StopBackgroundTrack( void );
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static void S_memoryLoad( sfx_t *sfx );
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static snd_stream_t *s_backgroundStream = NULL;
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static char s_backgroundLoop[MAX_QPATH];
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//static char s_backgroundMusic[MAX_QPATH]; //TTimo: unused
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static byte buffer2[ 0x10000 ]; // for muted painting
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byte *dma_buffer2;
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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 80
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#define SOUND_ATTENUATE 0.0008f
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#define MASTER_VOL 127
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#define SPHERE_VOL 90
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channel_t s_channels[MAX_CHANNELS];
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channel_t loop_channels[MAX_CHANNELS];
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int numLoopChannels;
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static qboolean s_soundStarted;
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static qboolean s_soundMuted;
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dma_t dma;
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static int listener_number;
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static vec3_t listener_origin;
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static vec3_t listener_axis[3];
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int s_soundtime; // sample PAIRS
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int s_paintedtime; // sample PAIRS
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// MAX_SFX may be larger than MAX_SOUNDS because
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// of custom player sounds
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#define MAX_SFX 4096
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static sfx_t s_knownSfx[MAX_SFX];
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static int s_numSfx = 0;
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#define LOOP_HASH 128
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static sfx_t *sfxHash[LOOP_HASH];
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cvar_t *s_testsound;
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cvar_t *s_khz;
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cvar_t *s_show;
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static cvar_t *s_mixahead;
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static cvar_t *s_mixOffset;
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#if defined(__linux__) && !defined(USE_SDL)
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cvar_t *s_device;
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#endif
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static loopSound_t loopSounds[MAX_GENTITIES];
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static channel_t *freelist = NULL;
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int s_rawend;
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portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES];
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// ====================================================================
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// User-setable variables
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// ====================================================================
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static void S_Base_SoundInfo( 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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Com_Printf("%5d channels\n", dma.channels);
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Com_Printf("%5d samples\n", dma.samples);
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Com_Printf("%5d samplebits (%s)\n", dma.samplebits, dma.isfloat ? "float" : "int");
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Com_Printf("%5d submission_chunk\n", dma.submission_chunk);
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Com_Printf("%5d speed\n", dma.speed);
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Com_Printf("%p dma buffer\n", dma.buffer);
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if ( dma.driver ) {
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Com_Printf( "Using %s subsystem\n", dma.driver );
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}
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if ( s_backgroundStream ) {
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Com_Printf("Background file: %s\n", s_backgroundLoop );
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} else {
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Com_Printf("No background file.\n" );
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}
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}
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Com_Printf("----------------------\n" );
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}
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/*
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=================
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S_Base_SoundList
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=================
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*/
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static void S_Base_SoundList( void ) {
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int i;
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const sfx_t *sfx;
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int size, total;
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const char *type[4] = { "16bit", "adpcm", "daub4", "mulaw" };
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const char *mem[2] = { "paged out", "resident " };
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total = 0;
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for (sfx=s_knownSfx, i=0 ; i<s_numSfx ; i++, sfx++) {
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size = sfx->soundLength;
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total += size;
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Com_Printf("%6i[%s] : %s[%s]\n", size,
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type[sfx->soundCompressionMethod],
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sfx->soundName, mem[sfx->inMemory] );
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}
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Com_Printf ("Total resident: %i\n", total);
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S_DisplayFreeMemory();
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}
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static void S_ChannelFree( channel_t *v ) {
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v->thesfx = NULL;
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*(channel_t **)v = freelist;
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freelist = (channel_t*)v;
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}
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static channel_t* S_ChannelMalloc( int allocTime ) {
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channel_t *v;
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if (freelist == NULL) {
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return NULL;
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}
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v = freelist;
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freelist = *(channel_t **)freelist;
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v->allocTime = allocTime;
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return v;
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}
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static void S_ChannelSetup( void ) {
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channel_t *p, *q;
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// clear all the sounds
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Com_Memset( s_channels, 0, sizeof( s_channels ) );
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p = s_channels;
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q = p + MAX_CHANNELS;
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while (--q > p) {
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*(channel_t **)q = q-1;
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}
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*(channel_t **)q = NULL;
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freelist = p + MAX_CHANNELS - 1;
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Com_DPrintf("Channel memory manager started\n");
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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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return a hash value for the sfx name
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================
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*/
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static unsigned int S_HashSFXName(const char *name) {
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unsigned int hash;
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char letter;
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int i;
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hash = 0;
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i = 0;
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while (name[i] != '\0') {
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letter = tolower(name[i]);
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if (letter =='.') break; // don't include extension
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if (letter =='\\') letter = '/'; // damn path names
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hash+=(int)(letter)*(i+119);
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i++;
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}
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hash &= (LOOP_HASH-1);
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return hash;
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}
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/*
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==================
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S_FindName
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Will allocate a new sfx if it isn't found
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==================
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*/
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static sfx_t *S_FindName( const char *name ) {
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int i;
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int hash;
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sfx_t *sfx;
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if ( !name ) {
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Com_Error( ERR_FATAL, "Sound name is NULL" );
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}
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if ( !name[0] ) {
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Com_Printf( S_COLOR_YELLOW "WARNING: Sound name is empty\n" );
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return NULL;
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}
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if ( strlen( name ) >= MAX_QPATH ) {
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Com_Printf( S_COLOR_YELLOW "WARNING: Sound name is too long: %s\n", name );
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return NULL;
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}
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if ( name[0] == '*' ) {
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Com_Printf( S_COLOR_YELLOW "WARNING: Tried to load player sound directly: %s\n", name );
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return NULL;
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}
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hash = S_HashSFXName( name );
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sfx = sfxHash[hash];
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// see if already loaded
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while (sfx) {
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if (!Q_stricmp(sfx->soundName, name) ) {
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return sfx;
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}
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sfx = sfx->next;
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}
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// find a free sfx
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for ( i=0 ; i < s_numSfx ; i++) {
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if (!s_knownSfx[i].soundName[0]) {
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break;
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}
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}
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if (i == s_numSfx) {
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if (s_numSfx >= MAX_SFX) {
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Com_Error (ERR_FATAL, "S_FindName: out of sfx_t");
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}
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s_numSfx++;
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}
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sfx = &s_knownSfx[i];
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Com_Memset (sfx, 0, sizeof(*sfx));
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strcpy (sfx->soundName, name);
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sfx->next = sfxHash[hash];
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sfxHash[hash] = sfx;
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return sfx;
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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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static void S_Base_DisableSounds( void ) {
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S_Base_StopAllSounds();
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s_soundMuted = qtrue;
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}
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/*
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==================
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S_RegisterSound
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Creates a default buzz sound if the file can't be loaded
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==================
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*/
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static sfxHandle_t S_Base_RegisterSound( const char *name, qboolean compressed ) {
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sfx_t *sfx;
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compressed = qfalse;
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if (!s_soundStarted) {
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return 0;
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}
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if ( strlen( name ) >= MAX_QPATH ) {
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Com_Printf( "Sound name exceeds MAX_QPATH\n" );
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return 0;
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}
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sfx = S_FindName( name );
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if ( !sfx ) {
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return 0;
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}
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if ( sfx->soundData ) {
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if ( sfx->defaultSound ) {
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Com_Printf( S_COLOR_YELLOW "WARNING: could not find %s - using default\n", sfx->soundName );
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return 0;
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}
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return sfx - s_knownSfx;
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}
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sfx->inMemory = qfalse;
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sfx->soundCompressed = compressed;
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S_memoryLoad( sfx );
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if ( sfx->defaultSound ) {
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Com_Printf( S_COLOR_YELLOW "WARNING: could not find %s - using default\n", sfx->soundName );
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return 0;
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}
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return sfx - s_knownSfx;
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}
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/*
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=====================
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S_BeginRegistration
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=====================
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*/
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static void S_Base_BeginRegistration( void ) {
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s_soundMuted = qfalse; // we can play again
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if ( s_numSfx )
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return;
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SND_setup();
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Com_Memset( s_knownSfx, 0, sizeof( s_knownSfx ) );
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Com_Memset( sfxHash, 0, sizeof( sfxHash ) );
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S_Base_RegisterSound( "sound/feedback/hit.wav", qfalse ); // changed to a sound in baseq3
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}
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static void S_memoryLoad( sfx_t *sfx ) {
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// load the sound file
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if ( !S_LoadSound ( sfx ) ) {
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Com_DPrintf( S_COLOR_YELLOW "WARNING: couldn't load sound: %s\n", sfx->soundName );
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sfx->defaultSound = qtrue;
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}
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sfx->inMemory = qtrue;
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}
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//=============================================================================
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/*
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=================
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S_SpatializeOrigin
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Used for spatializing s_channels
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=================
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*/
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static void S_SpatializeOrigin( const vec3_t origin, int master_vol, int *left_vol, int *right_vol )
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{
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vec_t dot;
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vec_t dist;
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vec_t lscale, rscale, scale;
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vec3_t source_vec;
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vec3_t vec;
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const float dist_mult = SOUND_ATTENUATE;
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// calculate stereo separation and distance attenuation
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VectorSubtract(origin, listener_origin, source_vec);
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dist = VectorNormalize(source_vec);
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dist -= SOUND_FULLVOLUME;
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if (dist < 0)
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dist = 0; // close enough to be at full volume
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dist *= dist_mult; // different attenuation levels
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VectorRotate( source_vec, listener_axis, vec );
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dot = -vec[1];
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if (dma.channels == 1)
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{ // no attenuation = no spatialization
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rscale = 1.0;
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lscale = 1.0;
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}
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else
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{
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rscale = 0.5 * (1.0 + dot);
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lscale = 0.5 * (1.0 - dot);
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if ( rscale < 0.0 ) {
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rscale = 0.0;
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}
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if ( lscale < 0.0 ) {
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lscale = 0.0;
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}
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}
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// add in distance effect
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scale = (1.0 - dist) * rscale;
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*right_vol = (master_vol * scale);
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if (*right_vol < 0)
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*right_vol = 0;
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scale = (1.0 - dist) * lscale;
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*left_vol = (master_vol * scale);
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if (*left_vol < 0)
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*left_vol = 0;
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}
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// =======================================================================
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// Start a sound effect
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// =======================================================================
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/*
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====================
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S_Base_StartSound
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Validates the parms and ques the sound up
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if origin is NULL, the sound will be dynamically sourced from the entity
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Entchannel 0 will never override a playing sound
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====================
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*/
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static void S_Base_StartSound( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle ) {
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channel_t *ch;
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sfx_t *sfx;
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int i, oldest, chosen, startTime;
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int inplay, allowed;
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if ( !s_soundStarted || s_soundMuted ) {
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return;
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}
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if ( !origin && ( entityNum < 0 || entityNum >= MAX_GENTITIES ) ) {
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Com_Error( ERR_DROP, "S_StartSound: bad entitynum %i", entityNum );
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}
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if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
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Com_Printf( S_COLOR_YELLOW "S_StartSound: handle %i out of range\n", sfxHandle );
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return;
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}
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sfx = &s_knownSfx[ sfxHandle ];
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if ( sfx->inMemory == qfalse ) {
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S_memoryLoad(sfx);
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}
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if ( s_show->integer == 1 ) {
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Com_Printf( "%i : %s\n", s_paintedtime, sfx->soundName );
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}
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startTime = s_soundtime; // Com_Milliseconds();
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// borrowed from cnq3
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// a UNIQUE entity starting the same sound twice in a frame is either a bug,
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// a timedemo, or a shitmap (eg q3ctf4) giving multiple items on spawn.
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// even if you can create a case where it IS "valid", it's still pointless
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// because you implicitly can't DISTINGUISH between the sounds:
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// all that happens is the sound plays at double volume, which is just annoying
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if ( entityNum != ENTITYNUM_WORLD ) {
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ch = s_channels;
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for ( i = 0; i < MAX_CHANNELS; i++, ch++ ) {
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if ( ch->entnum != entityNum )
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continue;
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if ( ch->allocTime != startTime )
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continue;
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if ( ch->thesfx != sfx )
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continue;
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sfx->lastTimeUsed = startTime;
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//Com_Printf( S_COLOR_YELLOW "double sound start: %d %s\n", entityNum, sfx->soundName);
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return;
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}
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}
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// Com_Printf("playing %s\n", sfx->soundName);
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// pick a channel to play on
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// try to limit sound duplication
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if ( entityNum == listener_number )
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allowed = 16;
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else
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allowed = 8;
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ch = s_channels;
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inplay = 0;
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for ( i = 0; i < MAX_CHANNELS; i++, ch++ ) {
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if ( ch->entnum == entityNum && ch->thesfx == sfx ) {
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if ( startTime - ch->allocTime < 20 ) {
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Com_DPrintf(S_COLOR_YELLOW "S_StartSound: Double start (%d ms < 20 ms) for %s\n", startTime - ch->allocTime, sfx->soundName);
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return;
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}
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inplay++;
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}
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}
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// too much duplicated sounds, ignore
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if ( inplay > allowed ) {
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Com_DPrintf(S_COLOR_YELLOW "S_StartSound: %s hit the concurrent channels limit (%d)\n", sfx->soundName, allowed);
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return;
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}
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sfx->lastTimeUsed = startTime;
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ch = S_ChannelMalloc( startTime ); // entityNum, entchannel);
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if (!ch) {
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ch = s_channels;
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oldest = sfx->lastTimeUsed;
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chosen = -1;
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for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) {
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if (ch->entnum != listener_number && ch->entnum == entityNum && ch->allocTime - oldest < 0 && ch->entchannel != CHAN_ANNOUNCER) {
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oldest = ch->allocTime;
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chosen = i;
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}
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}
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if (chosen == -1) {
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ch = s_channels;
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for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) {
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if (ch->entnum != listener_number && ch->allocTime - oldest < 0 && ch->entchannel != CHAN_ANNOUNCER) {
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oldest = ch->allocTime;
|
|
chosen = i;
|
|
}
|
|
}
|
|
if (chosen == -1) {
|
|
ch = s_channels;
|
|
if (ch->entnum == listener_number) {
|
|
for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) {
|
|
if ( ch->allocTime - oldest < 0 ) {
|
|
oldest = ch->allocTime;
|
|
chosen = i;
|
|
}
|
|
}
|
|
}
|
|
if (chosen == -1) {
|
|
Com_DPrintf(S_COLOR_YELLOW "S_StartSound: No more channels free for %s\n", sfx->soundName);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
ch = &s_channels[chosen];
|
|
ch->allocTime = sfx->lastTimeUsed;
|
|
Com_DPrintf(S_COLOR_YELLOW "S_StartSound: No more channels free for %s, dropping earliest sound: %s\n", sfx->soundName, ch->thesfx->soundName);
|
|
}
|
|
|
|
if ( origin ) {
|
|
VectorCopy( origin, ch->origin );
|
|
ch->fixed_origin = qtrue;
|
|
} else {
|
|
ch->fixed_origin = qfalse;
|
|
}
|
|
|
|
ch->master_vol = MASTER_VOL;
|
|
ch->entnum = entityNum;
|
|
ch->thesfx = sfx;
|
|
ch->startSample = START_SAMPLE_IMMEDIATE;
|
|
ch->entchannel = entchannel;
|
|
ch->leftvol = ch->master_vol; // these will get calced at next spatialize
|
|
ch->rightvol = ch->master_vol; // unless the game isn't running
|
|
ch->doppler = qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
S_StartLocalSound
|
|
==================
|
|
*/
|
|
static void S_Base_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) {
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
|
|
Com_Printf( S_COLOR_YELLOW "S_StartLocalSound: handle %i out of range\n", sfxHandle );
|
|
return;
|
|
}
|
|
|
|
S_Base_StartSound (NULL, listener_number, channelNum, sfxHandle );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
S_ClearSoundBuffer
|
|
|
|
If we are about to perform file access, clear the buffer
|
|
so sound doesn't stutter.
|
|
==================
|
|
*/
|
|
static void S_Base_ClearSoundBuffer( void ) {
|
|
int clear;
|
|
|
|
if (!s_soundStarted)
|
|
return;
|
|
|
|
// stop looping sounds
|
|
Com_Memset(loopSounds, 0, sizeof(loopSounds));
|
|
Com_Memset(loop_channels, 0, sizeof(loop_channels));
|
|
numLoopChannels = 0;
|
|
|
|
S_ChannelSetup();
|
|
|
|
s_rawend = 0;
|
|
|
|
if (dma.samplebits == 8)
|
|
clear = 0x80;
|
|
else
|
|
clear = 0;
|
|
|
|
SNDDMA_BeginPainting();
|
|
|
|
if ( dma.buffer )
|
|
Com_Memset(dma.buffer, clear, dma.samples * dma.samplebits/8);
|
|
|
|
SNDDMA_Submit();
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
S_StopAllSounds
|
|
==================
|
|
*/
|
|
static void S_Base_StopAllSounds( void ) {
|
|
if ( !s_soundStarted ) {
|
|
return;
|
|
}
|
|
|
|
// stop the background music
|
|
S_Base_StopBackgroundTrack();
|
|
|
|
S_Base_ClearSoundBuffer();
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================
|
|
|
|
continuous looping sounds are added each frame
|
|
|
|
==============================================================
|
|
*/
|
|
|
|
void S_Base_StopLoopingSound(int entityNum) {
|
|
loopSounds[entityNum].active = qfalse;
|
|
// loopSounds[entityNum].sfx = 0;
|
|
loopSounds[entityNum].kill = qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
S_ClearLoopingSounds
|
|
==================
|
|
*/
|
|
void S_Base_ClearLoopingSounds( qboolean killall ) {
|
|
int i;
|
|
for ( i = 0 ; i < MAX_GENTITIES ; i++) {
|
|
if (killall || loopSounds[i].kill == qtrue || (loopSounds[i].sfx && loopSounds[i].sfx->soundLength == 0)) {
|
|
S_Base_StopLoopingSound(i);
|
|
}
|
|
}
|
|
numLoopChannels = 0;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
S_AddLoopingSound
|
|
|
|
Called during entity generation for a frame
|
|
Include velocity in case I get around to doing doppler...
|
|
==================
|
|
*/
|
|
void S_Base_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle ) {
|
|
sfx_t *sfx;
|
|
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
|
|
Com_Printf( S_COLOR_YELLOW "S_AddLoopingSound: handle %i out of range\n", sfxHandle );
|
|
return;
|
|
}
|
|
|
|
sfx = &s_knownSfx[ sfxHandle ];
|
|
|
|
if (sfx->inMemory == qfalse) {
|
|
S_memoryLoad(sfx);
|
|
}
|
|
|
|
if ( !sfx->soundLength ) {
|
|
Com_Error( ERR_DROP, "%s has length 0", sfx->soundName );
|
|
}
|
|
|
|
VectorCopy( origin, loopSounds[entityNum].origin );
|
|
VectorCopy( velocity, loopSounds[entityNum].velocity );
|
|
loopSounds[entityNum].active = qtrue;
|
|
loopSounds[entityNum].kill = qtrue;
|
|
loopSounds[entityNum].doppler = qfalse;
|
|
loopSounds[entityNum].oldDopplerScale = 1.0;
|
|
loopSounds[entityNum].dopplerScale = 1.0;
|
|
loopSounds[entityNum].sfx = sfx;
|
|
|
|
if (s_doppler->integer && VectorLengthSquared(velocity)>0.0) {
|
|
vec3_t out;
|
|
float lena, lenb;
|
|
|
|
loopSounds[entityNum].doppler = qtrue;
|
|
lena = DistanceSquared(loopSounds[listener_number].origin, loopSounds[entityNum].origin);
|
|
VectorAdd(loopSounds[entityNum].origin, loopSounds[entityNum].velocity, out);
|
|
lenb = DistanceSquared(loopSounds[listener_number].origin, out);
|
|
if ((loopSounds[entityNum].framenum+1) != cls.framecount) {
|
|
loopSounds[entityNum].oldDopplerScale = 1.0;
|
|
} else {
|
|
loopSounds[entityNum].oldDopplerScale = loopSounds[entityNum].dopplerScale;
|
|
}
|
|
loopSounds[entityNum].dopplerScale = lenb/(lena*100);
|
|
if (loopSounds[entityNum].dopplerScale<=1.0) {
|
|
loopSounds[entityNum].doppler = qfalse; // don't bother doing the math
|
|
} else if (loopSounds[entityNum].dopplerScale>MAX_DOPPLER_SCALE) {
|
|
loopSounds[entityNum].dopplerScale = MAX_DOPPLER_SCALE;
|
|
}
|
|
}
|
|
|
|
loopSounds[entityNum].framenum = cls.framecount;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
S_AddLoopingSound
|
|
|
|
Called during entity generation for a frame
|
|
Include velocity in case I get around to doing doppler...
|
|
==================
|
|
*/
|
|
void S_Base_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle ) {
|
|
sfx_t *sfx;
|
|
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
|
|
Com_Printf( S_COLOR_YELLOW "S_AddRealLoopingSound: handle %i out of range\n", sfxHandle );
|
|
return;
|
|
}
|
|
|
|
sfx = &s_knownSfx[ sfxHandle ];
|
|
|
|
if (sfx->inMemory == qfalse) {
|
|
S_memoryLoad(sfx);
|
|
}
|
|
|
|
if ( !sfx->soundLength ) {
|
|
Com_Error( ERR_DROP, "%s has length 0", sfx->soundName );
|
|
}
|
|
VectorCopy( origin, loopSounds[entityNum].origin );
|
|
VectorCopy( velocity, loopSounds[entityNum].velocity );
|
|
loopSounds[entityNum].sfx = sfx;
|
|
loopSounds[entityNum].active = qtrue;
|
|
loopSounds[entityNum].kill = qfalse;
|
|
loopSounds[entityNum].doppler = qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
S_AddLoopSounds
|
|
|
|
Spatialize all of the looping sounds.
|
|
All sounds are on the same cycle, so any duplicates can just
|
|
sum up the channel multipliers.
|
|
==================
|
|
*/
|
|
void S_AddLoopSounds( void ) {
|
|
int i, j, startTime;
|
|
int left_total, right_total, left, right;
|
|
channel_t *ch;
|
|
loopSound_t *loop, *loop2;
|
|
static int loopFrame;
|
|
|
|
|
|
numLoopChannels = 0;
|
|
|
|
startTime = s_soundtime; // Com_Milliseconds();
|
|
|
|
loopFrame++;
|
|
for ( i = 0 ; i < MAX_GENTITIES ; i++) {
|
|
loop = &loopSounds[i];
|
|
if ( !loop->active || loop->mergeFrame == loopFrame ) {
|
|
continue; // already merged into an earlier sound
|
|
}
|
|
|
|
if (loop->kill) {
|
|
S_SpatializeOrigin( loop->origin, MASTER_VOL, &left_total, &right_total); // 3d
|
|
} else {
|
|
S_SpatializeOrigin( loop->origin, SPHERE_VOL, &left_total, &right_total); // sphere
|
|
}
|
|
|
|
loop->sfx->lastTimeUsed = startTime;
|
|
|
|
for (j=(i+1); j< MAX_GENTITIES ; j++) {
|
|
loop2 = &loopSounds[j];
|
|
if ( !loop2->active || loop2->doppler || loop2->sfx != loop->sfx) {
|
|
continue;
|
|
}
|
|
loop2->mergeFrame = loopFrame;
|
|
|
|
if (loop2->kill) {
|
|
S_SpatializeOrigin( loop2->origin, MASTER_VOL, &left, &right); // 3d
|
|
} else {
|
|
S_SpatializeOrigin( loop2->origin, SPHERE_VOL, &left, &right); // sphere
|
|
}
|
|
|
|
loop2->sfx->lastTimeUsed = startTime;
|
|
left_total += left;
|
|
right_total += right;
|
|
}
|
|
if (left_total == 0 && right_total == 0) {
|
|
continue; // not audible
|
|
}
|
|
|
|
// allocate a channel
|
|
ch = &loop_channels[numLoopChannels];
|
|
|
|
if (left_total > 255) {
|
|
left_total = 255;
|
|
}
|
|
if (right_total > 255) {
|
|
right_total = 255;
|
|
}
|
|
|
|
ch->master_vol = MASTER_VOL;
|
|
ch->leftvol = left_total;
|
|
ch->rightvol = right_total;
|
|
ch->thesfx = loop->sfx;
|
|
ch->doppler = loop->doppler;
|
|
ch->dopplerScale = loop->dopplerScale;
|
|
ch->oldDopplerScale = loop->oldDopplerScale;
|
|
numLoopChannels++;
|
|
if ( numLoopChannels >= MAX_CHANNELS ) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
portable_samplepair_t *S_GetRawSamplePointer( void )
|
|
{
|
|
return s_rawsamples;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
S_RawSamples
|
|
|
|
Music streaming
|
|
============
|
|
*/
|
|
static void S_Base_RawSamples( int samples, int rate, int width, int n_channels, const byte *data, float volume ) {
|
|
int i;
|
|
int src, dst;
|
|
float scale;
|
|
int intVolume;
|
|
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
intVolume = 256 * volume;
|
|
|
|
if ( s_rawend - s_soundtime < 0 ) {
|
|
Com_DPrintf( "S_RawSamples: resetting minimum: %i < %i\n", s_rawend, s_soundtime );
|
|
s_rawend = s_soundtime;
|
|
}
|
|
|
|
scale = (float)rate / dma.speed;
|
|
|
|
//Com_Printf ("%i < %i < %i\n", s_soundtime, s_paintedtime, s_rawend);
|
|
if (n_channels == 2 && width == 2)
|
|
{
|
|
if (scale == 1.0)
|
|
{ // optimized case
|
|
for (i=0 ; i<samples ; i++)
|
|
{
|
|
dst = s_rawend&(MAX_RAW_SAMPLES-1);
|
|
s_rawend++;
|
|
s_rawsamples[dst].left = ((short *)data)[i*2] * intVolume;
|
|
s_rawsamples[dst].right = ((short *)data)[i*2+1] * intVolume;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; ; i++)
|
|
{
|
|
src = i*scale;
|
|
if (src >= samples)
|
|
break;
|
|
dst = s_rawend&(MAX_RAW_SAMPLES-1);
|
|
s_rawend++;
|
|
s_rawsamples[dst].left = ((short *)data)[src*2] * intVolume;
|
|
s_rawsamples[dst].right = ((short *)data)[src*2+1] * intVolume;
|
|
}
|
|
}
|
|
}
|
|
else if (n_channels == 1 && width == 2)
|
|
{
|
|
for (i=0 ; ; i++)
|
|
{
|
|
src = i*scale;
|
|
if (src >= samples)
|
|
break;
|
|
dst = s_rawend&(MAX_RAW_SAMPLES-1);
|
|
s_rawend++;
|
|
s_rawsamples[dst].left = ((short *)data)[src] * intVolume;
|
|
s_rawsamples[dst].right = ((short *)data)[src] * intVolume;
|
|
}
|
|
}
|
|
else if (n_channels == 2 && width == 1)
|
|
{
|
|
intVolume *= 256;
|
|
|
|
for (i=0 ; ; i++)
|
|
{
|
|
src = i*scale;
|
|
if (src >= samples)
|
|
break;
|
|
dst = s_rawend&(MAX_RAW_SAMPLES-1);
|
|
s_rawend++;
|
|
s_rawsamples[dst].left = ((char *)data)[src*2] * intVolume;
|
|
s_rawsamples[dst].right = ((char *)data)[src*2+1] * intVolume;
|
|
}
|
|
}
|
|
else if (n_channels == 1 && width == 1)
|
|
{
|
|
intVolume *= 256;
|
|
|
|
for (i=0 ; ; i++)
|
|
{
|
|
src = i*scale;
|
|
if (src >= samples)
|
|
break;
|
|
dst = s_rawend&(MAX_RAW_SAMPLES-1);
|
|
s_rawend++;
|
|
s_rawsamples[dst].left = (((byte *)data)[src]-128) * intVolume;
|
|
s_rawsamples[dst].right = (((byte *)data)[src]-128) * intVolume;
|
|
}
|
|
}
|
|
|
|
if ( s_rawend - s_soundtime > MAX_RAW_SAMPLES ) {
|
|
Com_DPrintf( "S_RawSamples: overflowed %i > %i\n", s_rawend, s_soundtime );
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
/*
|
|
=====================
|
|
S_UpdateEntityPosition
|
|
|
|
let the sound system know where an entity currently is
|
|
======================
|
|
*/
|
|
void S_Base_UpdateEntityPosition( int entityNum, const vec3_t origin ) {
|
|
if ( entityNum < 0 || entityNum >= MAX_GENTITIES ) {
|
|
Com_Error( ERR_DROP, "S_UpdateEntityPosition: bad entitynum %i", entityNum );
|
|
}
|
|
VectorCopy( origin, loopSounds[entityNum].origin );
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
S_Respatialize
|
|
|
|
Change the volumes of all the playing sounds for changes in their positions
|
|
============
|
|
*/
|
|
void S_Base_Respatialize( int entityNum, const vec3_t head, vec3_t axis[3], int inwater ) {
|
|
int i;
|
|
channel_t *ch;
|
|
vec3_t origin;
|
|
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
listener_number = entityNum;
|
|
VectorCopy(head, listener_origin);
|
|
VectorCopy(axis[0], listener_axis[0]);
|
|
VectorCopy(axis[1], listener_axis[1]);
|
|
VectorCopy(axis[2], listener_axis[2]);
|
|
|
|
// update spatialization for dynamic sounds
|
|
ch = s_channels;
|
|
for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) {
|
|
if ( !ch->thesfx ) {
|
|
continue;
|
|
}
|
|
// anything coming from the view entity will always be full volume
|
|
if (ch->entnum == listener_number) {
|
|
ch->leftvol = ch->master_vol;
|
|
ch->rightvol = ch->master_vol;
|
|
} else {
|
|
if (ch->fixed_origin) {
|
|
VectorCopy( ch->origin, origin );
|
|
} else {
|
|
VectorCopy( loopSounds[ ch->entnum ].origin, origin );
|
|
}
|
|
|
|
S_SpatializeOrigin (origin, ch->master_vol, &ch->leftvol, &ch->rightvol);
|
|
}
|
|
}
|
|
|
|
// add loopsounds
|
|
S_AddLoopSounds ();
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
S_ScanChannelStarts
|
|
|
|
Returns qtrue if any new sounds were started since the last mix
|
|
========================
|
|
*/
|
|
static qboolean S_ScanChannelStarts( void ) {
|
|
channel_t *ch;
|
|
int i;
|
|
qboolean newSamples;
|
|
|
|
newSamples = qfalse;
|
|
ch = s_channels;
|
|
|
|
for ( i = 0; i < MAX_CHANNELS; i++, ch++ ) {
|
|
if ( !ch->thesfx ) {
|
|
continue;
|
|
}
|
|
// if this channel was just started this frame,
|
|
// set the sample count to it begins mixing
|
|
// into the very first sample
|
|
if ( ch->startSample == START_SAMPLE_IMMEDIATE ) {
|
|
ch->startSample = s_paintedtime;
|
|
newSamples = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// if it is completely finished by now, clear it
|
|
if ( ch->startSample + (ch->thesfx->soundLength) - s_soundtime <= 0 ) {
|
|
S_ChannelFree( ch );
|
|
}
|
|
}
|
|
|
|
return newSamples;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
S_Update
|
|
|
|
Called once each time through the main loop
|
|
============
|
|
*/
|
|
static void S_Base_Update( int msec ) {
|
|
int i;
|
|
int total;
|
|
channel_t *ch;
|
|
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
// Com_DPrintf ("not started or muted\n");
|
|
return;
|
|
}
|
|
|
|
//
|
|
// debugging output
|
|
//
|
|
if ( s_show->integer == 2 ) {
|
|
total = 0;
|
|
ch = s_channels;
|
|
for (i=0 ; i<MAX_CHANNELS; i++, ch++) {
|
|
if (ch->thesfx && (ch->leftvol || ch->rightvol) ) {
|
|
Com_Printf ("%d %d %s\n", ch->leftvol, ch->rightvol, ch->thesfx->soundName);
|
|
total++;
|
|
}
|
|
}
|
|
|
|
Com_Printf ("----(%i)---- painted: %i\n", total, s_paintedtime);
|
|
}
|
|
|
|
// mix some sound
|
|
S_Update_( msec );
|
|
}
|
|
|
|
|
|
static void S_GetSoundtime( void )
|
|
{
|
|
int samplepos;
|
|
static int buffers;
|
|
static int oldsamplepos;
|
|
|
|
if ( CL_VideoRecording() )
|
|
{
|
|
const float duration = MAX( (float)dma.speed / cl_aviFrameRate->value, 1.0f );
|
|
const float frameDuration = duration + clc.aviSoundFrameRemainder;
|
|
const int msec = (int)frameDuration;
|
|
|
|
s_soundtime += msec;
|
|
clc.aviSoundFrameRemainder = frameDuration - msec;
|
|
|
|
// use same offset as in game
|
|
s_paintedtime = s_soundtime + (int)(s_mixOffset->value * (float)dma.speed);
|
|
|
|
// render exactly one frame of audio data
|
|
clc.aviFrameEndTime = s_paintedtime + (int)(duration + clc.aviSoundFrameRemainder);
|
|
return;
|
|
}
|
|
|
|
// it is possible to miscount buffers if it has wrapped twice between
|
|
// calls to S_Update. Oh well.
|
|
samplepos = SNDDMA_GetDMAPos();
|
|
if (samplepos < oldsamplepos)
|
|
{
|
|
buffers++; // buffer wrapped
|
|
|
|
if (s_paintedtime > 0x40000000)
|
|
{ // time to chop things off to avoid 32 bit limits
|
|
buffers = 0;
|
|
s_paintedtime = dma.fullsamples;
|
|
S_Base_StopAllSounds ();
|
|
}
|
|
}
|
|
oldsamplepos = samplepos;
|
|
|
|
s_soundtime = buffers * dma.fullsamples + samplepos/dma.channels;
|
|
|
|
if ( dma.submission_chunk < 256 ) {
|
|
s_paintedtime = s_soundtime + s_mixOffset->value * dma.speed;
|
|
} else {
|
|
s_paintedtime = s_soundtime + dma.submission_chunk;
|
|
}
|
|
}
|
|
|
|
|
|
static void S_Update_( int msec ) {
|
|
unsigned endtime;
|
|
int mixAhead[2];
|
|
int thisTime, sane;
|
|
static int ot = -1;
|
|
static int lastTime = 0;
|
|
|
|
if ( !s_soundStarted || s_soundMuted ) {
|
|
return;
|
|
}
|
|
|
|
thisTime = Com_Milliseconds();
|
|
|
|
// Updates s_soundtime
|
|
S_GetSoundtime();
|
|
|
|
if ( s_soundtime == ot ) {
|
|
return;
|
|
}
|
|
|
|
ot = s_soundtime;
|
|
|
|
// clear any sound effects that end before the current time,
|
|
// and start any new sounds
|
|
S_ScanChannelStarts();
|
|
|
|
sane = thisTime - lastTime;
|
|
if ( sane < msec ) {
|
|
sane = msec;
|
|
}
|
|
|
|
mixAhead[0] = s_mixahead->value * (float)dma.speed;
|
|
mixAhead[1] = sane * 0.0015f * (float)dma.speed;
|
|
|
|
if ( mixAhead[0] < mixAhead[1] ) {
|
|
mixAhead[0] = mixAhead[1];
|
|
}
|
|
|
|
// mix ahead of current position
|
|
endtime = s_paintedtime + mixAhead[0];
|
|
|
|
// mix to an even submission block size
|
|
endtime = (endtime + dma.submission_chunk-1)
|
|
& ~(dma.submission_chunk-1);
|
|
|
|
// never mix more than the complete buffer
|
|
if ( endtime - s_paintedtime > dma.fullsamples ) {
|
|
endtime = s_paintedtime + dma.fullsamples;
|
|
}
|
|
|
|
// add raw data from streamed samples
|
|
S_UpdateBackgroundTrack();
|
|
|
|
SNDDMA_BeginPainting();
|
|
|
|
S_PaintChannels( endtime );
|
|
|
|
SNDDMA_Submit();
|
|
|
|
lastTime = thisTime;
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
background music functions
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
======================
|
|
S_StopBackgroundTrack
|
|
======================
|
|
*/
|
|
static void S_Base_StopBackgroundTrack( void ) {
|
|
if(!s_backgroundStream)
|
|
return;
|
|
S_CodecCloseStream(s_backgroundStream);
|
|
s_backgroundStream = NULL;
|
|
s_rawend = 0;
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
S_OpenBackgroundStream
|
|
======================
|
|
*/
|
|
static void S_OpenBackgroundStream( const char *filename ) {
|
|
// close the background track, but DON'T reset s_rawend
|
|
// if restarting the same background track
|
|
if( s_backgroundStream )
|
|
{
|
|
S_CodecCloseStream( s_backgroundStream );
|
|
s_backgroundStream = NULL;
|
|
}
|
|
|
|
// Open stream
|
|
s_backgroundStream = S_CodecOpenStream( filename );
|
|
if( !s_backgroundStream ) {
|
|
Com_Printf( S_COLOR_YELLOW "WARNING: couldn't open music file %s\n", filename );
|
|
return;
|
|
}
|
|
|
|
if( s_backgroundStream->info.channels != 2 || s_backgroundStream->info.rate != 22050 ) {
|
|
Com_Printf(S_COLOR_YELLOW "WARNING: music file %s is not 22k stereo\n", filename );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
S_StartBackgroundTrack
|
|
======================
|
|
*/
|
|
static void S_Base_StartBackgroundTrack( const char *intro, const char *loop ){
|
|
if ( !intro ) {
|
|
intro = "";
|
|
}
|
|
if ( !loop || !loop[0] ) {
|
|
loop = intro;
|
|
}
|
|
Com_DPrintf( "S_StartBackgroundTrack( %s, %s )\n", intro, loop );
|
|
|
|
if(!*intro)
|
|
{
|
|
S_Base_StopBackgroundTrack();
|
|
return;
|
|
}
|
|
|
|
Q_strncpyz( s_backgroundLoop, loop, sizeof( s_backgroundLoop ) );
|
|
|
|
S_OpenBackgroundStream( intro );
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
S_UpdateBackgroundTrack
|
|
======================
|
|
*/
|
|
static void S_UpdateBackgroundTrack( void ) {
|
|
int bufferSamples;
|
|
int fileSamples;
|
|
byte raw[30000]; // just enough to fit in a mac stack frame
|
|
int fileBytes;
|
|
int r;
|
|
|
|
if ( !s_backgroundStream ) {
|
|
return;
|
|
}
|
|
|
|
// don't bother playing anything if musicvolume is 0
|
|
if ( s_musicVolume->value == 0.0f ) {
|
|
return;
|
|
}
|
|
|
|
// see how many samples should be copied into the raw buffer
|
|
if ( s_rawend - s_soundtime < 0 ) {
|
|
s_rawend = s_soundtime;
|
|
}
|
|
|
|
while ( s_rawend - s_soundtime < MAX_RAW_SAMPLES ) {
|
|
bufferSamples = MAX_RAW_SAMPLES - (s_rawend - s_soundtime);
|
|
|
|
// decide how much data needs to be read from the file
|
|
fileSamples = bufferSamples * s_backgroundStream->info.rate / dma.speed;
|
|
|
|
if ( fileSamples == 0 ) {
|
|
return;
|
|
}
|
|
|
|
// our max buffer size
|
|
fileBytes = fileSamples * (s_backgroundStream->info.width * s_backgroundStream->info.channels);
|
|
if ( fileBytes > sizeof(raw) ) {
|
|
fileBytes = sizeof(raw);
|
|
fileSamples = fileBytes / (s_backgroundStream->info.width * s_backgroundStream->info.channels);
|
|
}
|
|
|
|
// Read
|
|
r = S_CodecReadStream( s_backgroundStream, fileBytes, raw );
|
|
if( r < fileBytes )
|
|
{
|
|
fileSamples = r / (s_backgroundStream->info.width * s_backgroundStream->info.channels);
|
|
}
|
|
|
|
if ( r > 0 )
|
|
{
|
|
// add to raw buffer
|
|
S_Base_RawSamples( fileSamples, s_backgroundStream->info.rate,
|
|
s_backgroundStream->info.width, s_backgroundStream->info.channels, raw, s_musicVolume->value );
|
|
}
|
|
else
|
|
{
|
|
// loop
|
|
if ( s_backgroundLoop[0] != '\0' )
|
|
{
|
|
S_OpenBackgroundStream( s_backgroundLoop );
|
|
if ( !s_backgroundStream )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
S_Base_StopBackgroundTrack();
|
|
return;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
S_FreeOldestSound
|
|
======================
|
|
*/
|
|
void S_FreeOldestSound( void ) {
|
|
int i, oldest, used;
|
|
sfx_t *sfx;
|
|
sndBuffer *buffer, *nbuffer;
|
|
|
|
// all sounds may be loaded with (s_soundtime + 1) at this moment
|
|
// so we need to trigger match condition at least once
|
|
oldest = s_soundtime + 2; // Com_Milliseconds();
|
|
|
|
used = 0;
|
|
|
|
for ( i = 1 ; i < s_numSfx ; i++ ) {
|
|
sfx = &s_knownSfx[i];
|
|
if ( sfx->inMemory && sfx->lastTimeUsed - oldest < 0 ) {
|
|
used = i;
|
|
oldest = sfx->lastTimeUsed;
|
|
}
|
|
}
|
|
|
|
sfx = &s_knownSfx[used];
|
|
|
|
Com_DPrintf("S_FreeOldestSound: freeing sound %s\n", sfx->soundName);
|
|
|
|
buffer = sfx->soundData;
|
|
while(buffer != NULL) {
|
|
nbuffer = buffer->next;
|
|
SND_free(buffer);
|
|
buffer = nbuffer;
|
|
}
|
|
sfx->inMemory = qfalse;
|
|
sfx->soundData = NULL;
|
|
}
|
|
|
|
|
|
// =======================================================================
|
|
// Shutdown sound engine
|
|
// =======================================================================
|
|
|
|
static void S_Base_Shutdown( void ) {
|
|
|
|
if ( !s_soundStarted ) {
|
|
return;
|
|
}
|
|
|
|
SNDDMA_Shutdown();
|
|
|
|
// release sound buffers only when switching to dedicated
|
|
// to avoid redundant reallocation at client restart
|
|
if ( com_dedicated->integer )
|
|
SND_shutdown();
|
|
|
|
s_soundStarted = qfalse;
|
|
|
|
s_numSfx = 0; // clean up sound cache -EC-
|
|
|
|
if ( dma_buffer2 != buffer2 )
|
|
free( dma_buffer2 );
|
|
dma_buffer2 = NULL;
|
|
|
|
Cmd_RemoveCommand( "s_info" );
|
|
|
|
cls.soundRegistered = qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
S_Init
|
|
================
|
|
*/
|
|
qboolean S_Base_Init( soundInterface_t *si ) {
|
|
qboolean r;
|
|
|
|
if ( !si ) {
|
|
return qfalse;
|
|
}
|
|
|
|
s_khz = Cvar_Get( "s_khz", "44", CVAR_ARCHIVE_ND | CVAR_LATCH );
|
|
Cvar_CheckRange( s_khz, "0", "48", CV_INTEGER );
|
|
Cvar_SetDescription( s_khz, "Specifies the sound sampling rate, (11, 22, 44, 48) in kHz. Default value is 44." );
|
|
|
|
switch( s_khz->integer ) {
|
|
case 48:
|
|
case 44:
|
|
case 22:
|
|
case 11:
|
|
// these are legal values
|
|
break;
|
|
default:
|
|
// anything else is illegal
|
|
Com_Printf( "WARNING: cvar 's_khz' must be one of (11, 22, 44, 48), setting to '%s'\n", s_khz->resetString );
|
|
Cvar_ForceReset( "s_khz" );
|
|
break;
|
|
}
|
|
|
|
s_mixahead = Cvar_Get( "s_mixAhead", "0.2", CVAR_ARCHIVE_ND );
|
|
Cvar_CheckRange( s_mixahead, "0.001", "0.5", CV_FLOAT );
|
|
Cvar_SetDescription( s_mixahead, "Amount of time to pre-mix sound data to avoid potential skips/stuttering in case of unstable framerate. Higher values add more CPU usage." );
|
|
|
|
s_mixOffset = Cvar_Get( "s_mixOffset", "0", CVAR_ARCHIVE_ND | CVAR_DEVELOPER );
|
|
Cvar_CheckRange( s_mixOffset, "0", "0.5", CV_FLOAT );
|
|
|
|
s_show = Cvar_Get( "s_show", "0", CVAR_CHEAT );
|
|
Cvar_SetDescription( s_show, "Debugging output (used sound files)." );
|
|
s_testsound = Cvar_Get( "s_testsound", "0", CVAR_CHEAT );
|
|
Cvar_SetDescription( s_testsound, "Debugging tool that plays a simple sine wave tone to test the sound system." );
|
|
#if defined(__linux__) && !defined(USE_SDL)
|
|
s_device = Cvar_Get( "s_device", "default", CVAR_ARCHIVE_ND | CVAR_LATCH );
|
|
Cvar_SetDescription( s_device, "Set ALSA output device\n"
|
|
" Use \"default\", \"sysdefault\", \"front\", etc.\n"
|
|
" Enter " S_COLOR_CYAN "aplay -L "S_COLOR_WHITE"in your shell to see all options.\n"
|
|
S_COLOR_YELLOW " Please note that only mono/stereo devices are acceptable.\n" );
|
|
#endif
|
|
|
|
r = SNDDMA_Init();
|
|
|
|
if ( r ) {
|
|
s_soundStarted = qtrue;
|
|
s_soundMuted = qtrue;
|
|
// s_numSfx = 0;
|
|
|
|
Com_Memset( sfxHash, 0, sizeof( sfxHash ) );
|
|
|
|
s_soundtime = 0;
|
|
s_paintedtime = 0;
|
|
|
|
S_Base_StopAllSounds();
|
|
|
|
// setup (likely) or allocate (unlikely) buffer for muted painting
|
|
if ( dma.samples * dma.samplebits/8 <= sizeof( buffer2 ) ) {
|
|
dma_buffer2 = buffer2;
|
|
} else {
|
|
dma_buffer2 = malloc( dma.samples * dma.samplebits/8 );
|
|
memset( dma_buffer2, 0, dma.samples * dma.samplebits/8 );
|
|
}
|
|
} else {
|
|
return qfalse;
|
|
}
|
|
|
|
si->Shutdown = S_Base_Shutdown;
|
|
si->StartSound = S_Base_StartSound;
|
|
si->StartLocalSound = S_Base_StartLocalSound;
|
|
si->StartBackgroundTrack = S_Base_StartBackgroundTrack;
|
|
si->StopBackgroundTrack = S_Base_StopBackgroundTrack;
|
|
si->RawSamples = S_Base_RawSamples;
|
|
si->StopAllSounds = S_Base_StopAllSounds;
|
|
si->ClearLoopingSounds = S_Base_ClearLoopingSounds;
|
|
si->AddLoopingSound = S_Base_AddLoopingSound;
|
|
si->AddRealLoopingSound = S_Base_AddRealLoopingSound;
|
|
si->StopLoopingSound = S_Base_StopLoopingSound;
|
|
si->Respatialize = S_Base_Respatialize;
|
|
si->UpdateEntityPosition = S_Base_UpdateEntityPosition;
|
|
si->Update = S_Base_Update;
|
|
si->DisableSounds = S_Base_DisableSounds;
|
|
si->BeginRegistration = S_Base_BeginRegistration;
|
|
si->RegisterSound = S_Base_RegisterSound;
|
|
si->ClearSoundBuffer = S_Base_ClearSoundBuffer;
|
|
si->SoundInfo = S_Base_SoundInfo;
|
|
si->SoundList = S_Base_SoundList;
|
|
|
|
return qtrue;
|
|
}
|