mirror of
https://github.com/Q3Rally-Team/rallyunlimited-engine.git
synced 2024-11-22 20:31:10 +00:00
491 lines
9.4 KiB
C
491 lines
9.4 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2005 Stuart Dalton (badcdev@gmail.com)
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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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#include "client.h"
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#include "snd_codec.h"
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#include "snd_local.h"
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#include "snd_public.h"
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cvar_t *s_volume;
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cvar_t *s_musicVolume;
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cvar_t *s_doppler;
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cvar_t *s_muteWhenMinimized;
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cvar_t *s_muteWhenUnfocused;
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static soundInterface_t si;
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/*
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=================
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S_ValidateInterface
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=================
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*/
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static qboolean S_ValidSoundInterface( const soundInterface_t *s )
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{
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if( !s->Shutdown ) return qfalse;
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if( !s->StartSound ) return qfalse;
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if( !s->StartLocalSound ) return qfalse;
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if( !s->StartBackgroundTrack ) return qfalse;
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if( !s->StopBackgroundTrack ) return qfalse;
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if( !s->RawSamples ) return qfalse;
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if( !s->StopAllSounds ) return qfalse;
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if( !s->ClearLoopingSounds ) return qfalse;
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if( !s->AddLoopingSound ) return qfalse;
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if( !s->AddRealLoopingSound ) return qfalse;
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if( !s->StopLoopingSound ) return qfalse;
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if( !s->Respatialize ) return qfalse;
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if( !s->UpdateEntityPosition ) return qfalse;
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if( !s->Update ) return qfalse;
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if( !s->DisableSounds ) return qfalse;
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if( !s->BeginRegistration ) return qfalse;
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if( !s->RegisterSound ) return qfalse;
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if( !s->ClearSoundBuffer ) return qfalse;
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if( !s->SoundInfo ) return qfalse;
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if( !s->SoundList ) return qfalse;
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return qtrue;
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}
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/*
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=================
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S_StartSound
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=================
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*/
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void S_StartSound( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx )
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{
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if( si.StartSound ) {
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si.StartSound( origin, entnum, entchannel, sfx );
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}
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}
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/*
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=================
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S_StartLocalSound
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=================
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*/
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void S_StartLocalSound( sfxHandle_t sfx, int channelNum )
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{
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if( si.StartLocalSound ) {
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si.StartLocalSound( sfx, channelNum );
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}
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}
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/*
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=================
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S_StartBackgroundTrack
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=================
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*/
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void S_StartBackgroundTrack( const char *intro, const char *loop )
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{
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if( si.StartBackgroundTrack ) {
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si.StartBackgroundTrack( intro, loop );
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}
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}
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/*
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=================
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S_StopBackgroundTrack
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=================
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*/
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void S_StopBackgroundTrack( void )
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{
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if( si.StopBackgroundTrack ) {
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si.StopBackgroundTrack( );
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}
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}
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/*
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=================
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S_RawSamples
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=================
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*/
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void S_RawSamples (int samples, int rate, int width, int channels,
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const byte *data, float volume)
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{
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if( si.RawSamples ) {
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si.RawSamples( samples, rate, width, channels, data, volume );
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}
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}
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/*
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=================
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S_StopAllSounds
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=================
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*/
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void S_StopAllSounds( void )
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{
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if( si.StopAllSounds ) {
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si.StopAllSounds();
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}
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}
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/*
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=================
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S_ClearLoopingSounds
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=================
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*/
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void S_ClearLoopingSounds( qboolean killall )
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{
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if( si.ClearLoopingSounds ) {
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si.ClearLoopingSounds( killall );
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}
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}
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/*
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=================
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S_AddLoopingSound
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=================
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*/
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void S_AddLoopingSound( int entityNum, const vec3_t origin,
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const vec3_t velocity, sfxHandle_t sfx )
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{
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if( si.AddLoopingSound ) {
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si.AddLoopingSound( entityNum, origin, velocity, sfx );
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}
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}
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/*
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=================
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S_AddRealLoopingSound
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=================
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*/
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void S_AddRealLoopingSound( int entityNum, const vec3_t origin,
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const vec3_t velocity, sfxHandle_t sfx )
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{
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if( si.AddRealLoopingSound ) {
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si.AddRealLoopingSound( entityNum, origin, velocity, sfx );
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}
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}
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/*
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=================
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S_StopLoopingSound
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=================
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*/
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void S_StopLoopingSound( int entityNum )
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{
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if( si.StopLoopingSound ) {
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si.StopLoopingSound( entityNum );
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}
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}
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/*
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=================
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S_Respatialize
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=================
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*/
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void S_Respatialize( int entityNum, const vec3_t origin,
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vec3_t axis[3], int inwater )
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{
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if( si.Respatialize ) {
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si.Respatialize( entityNum, origin, axis, inwater );
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}
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}
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/*
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=================
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S_UpdateEntityPosition
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=================
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*/
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void S_UpdateEntityPosition( int entityNum, const vec3_t origin )
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{
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if( si.UpdateEntityPosition ) {
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si.UpdateEntityPosition( entityNum, origin );
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}
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}
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/*
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=================
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S_Update
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=================
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*/
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void S_Update( int msec )
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{
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if ( si.Update ) {
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si.Update( msec );
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}
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}
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/*
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=================
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S_DisableSounds
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=================
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*/
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void S_DisableSounds( void )
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{
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if( si.DisableSounds ) {
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si.DisableSounds();
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}
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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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void S_BeginRegistration( void )
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{
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if ( si.BeginRegistration ) {
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si.BeginRegistration();
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}
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}
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/*
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=================
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S_RegisterSound
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=================
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*/
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sfxHandle_t S_RegisterSound( const char *sample, qboolean compressed )
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{
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if ( !sample || !*sample ) {
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Com_Printf( "NULL sound\n" );
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return 0;
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}
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if( si.RegisterSound ) {
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return si.RegisterSound( sample, compressed );
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} else {
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return 0;
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}
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}
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/*
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=================
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S_ClearSoundBuffer
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=================
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*/
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void S_ClearSoundBuffer( void )
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{
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if( si.ClearSoundBuffer ) {
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si.ClearSoundBuffer();
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}
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}
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/*
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=================
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S_SoundInfo
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=================
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*/
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static void S_SoundInfo( void )
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{
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if( si.SoundInfo ) {
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si.SoundInfo();
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}
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}
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/*
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=================
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S_SoundList
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=================
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*/
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static void S_SoundList( void )
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{
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if( si.SoundList ) {
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si.SoundList();
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}
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}
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//=============================================================================
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/*
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=================
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S_Play_f
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=================
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*/
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static void S_Play_f( void ) {
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int i;
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int c;
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sfxHandle_t h;
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if( !si.RegisterSound || !si.StartLocalSound ) {
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return;
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}
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c = Cmd_Argc();
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if( c < 2 ) {
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Com_Printf ("Usage: play <sound filename> [sound filename] [sound filename] ...\n");
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return;
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}
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for( i = 1; i < c; i++ ) {
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h = si.RegisterSound( Cmd_Argv(i), qfalse );
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if( h ) {
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si.StartLocalSound( h, CHAN_LOCAL_SOUND );
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}
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}
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}
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/*
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=================
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S_Music_f
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=================
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*/
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static void S_Music_f( void ) {
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int c;
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if( !si.StartBackgroundTrack ) {
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return;
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}
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c = Cmd_Argc();
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if ( c == 2 ) {
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si.StartBackgroundTrack( Cmd_Argv(1), NULL );
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} else if ( c == 3 ) {
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si.StartBackgroundTrack( Cmd_Argv(1), Cmd_Argv(2) );
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} else {
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Com_Printf ("Usage: music <musicfile> [loopfile]\n");
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return;
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}
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}
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/*
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=================
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S_StopMusic_f
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=================
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*/
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static void S_StopMusic_f( void )
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{
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if ( !si.StopBackgroundTrack )
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return;
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si.StopBackgroundTrack();
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}
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//=============================================================================
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/*
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=================
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S_Init
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=================
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*/
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void S_Init( void )
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{
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cvar_t *cv;
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qboolean started = qfalse;
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Com_Printf( "------ Initializing Sound ------\n" );
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s_volume = Cvar_Get( "s_volume", "0.8", CVAR_ARCHIVE );
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Cvar_CheckRange( s_volume, "0", "1", CV_FLOAT );
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Cvar_SetDescription( s_volume, "Sets master volume for all game audio." );
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s_musicVolume = Cvar_Get( "s_musicVolume", "0.25", CVAR_ARCHIVE );
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Cvar_CheckRange( s_musicVolume, "0", "1", CV_FLOAT );
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Cvar_SetDescription( s_musicVolume, "Sets volume for in-game music only." );
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s_doppler = Cvar_Get( "s_doppler", "1", CVAR_ARCHIVE_ND );
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Cvar_CheckRange( s_doppler, "0", "1", CV_INTEGER );
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Cvar_SetDescription( s_doppler, "Enables doppler effect on moving projectiles." );
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s_muteWhenUnfocused = Cvar_Get( "s_muteWhenUnfocused", "1", CVAR_ARCHIVE );
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Cvar_CheckRange( s_muteWhenUnfocused, "0", "1", CV_INTEGER );
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Cvar_SetDescription( s_muteWhenUnfocused, "Mutes all audio while game window is unfocused." );
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s_muteWhenMinimized = Cvar_Get( "s_muteWhenMinimized", "1", CVAR_ARCHIVE );
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Cvar_CheckRange( s_muteWhenMinimized, "0", "1", CV_INTEGER );
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Cvar_SetDescription( s_muteWhenMinimized, "Mutes all audio while game is minimized." );
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cv = Cvar_Get( "s_initsound", "1", 0 );
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Cvar_SetDescription( cv, "Whether or not to startup the sound system." );
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if ( !cv->integer ) {
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Com_Printf( "Sound disabled.\n" );
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} else {
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S_CodecInit();
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Cmd_AddCommand( "play", S_Play_f );
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Cmd_AddCommand( "music", S_Music_f );
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Cmd_AddCommand( "stopmusic", S_StopMusic_f );
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Cmd_AddCommand( "s_list", S_SoundList );
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Cmd_AddCommand( "s_stop", S_StopAllSounds );
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Cmd_AddCommand( "s_info", S_SoundInfo );
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if ( !started ) {
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started = S_Base_Init( &si );
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}
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if ( started ) {
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if( !S_ValidSoundInterface( &si ) ) {
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Com_Error( ERR_FATAL, "Sound interface invalid" );
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}
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S_SoundInfo();
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Com_Printf( "Sound initialization successful.\n" );
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} else {
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Com_Printf( "Sound initialization failed.\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_Shutdown
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=================
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*/
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void S_Shutdown( void )
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{
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if ( si.StopAllSounds ) {
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si.StopAllSounds();
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}
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if ( si.Shutdown ) {
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si.Shutdown();
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}
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Com_Memset( &si, 0, sizeof( soundInterface_t ) );
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Cmd_RemoveCommand( "play" );
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Cmd_RemoveCommand( "music");
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Cmd_RemoveCommand( "stopmusic");
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Cmd_RemoveCommand( "s_list" );
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Cmd_RemoveCommand( "s_stop" );
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Cmd_RemoveCommand( "s_info" );
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S_CodecShutdown();
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cls.soundStarted = qfalse;
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}
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