rallyunlimited-engine/code/client/snd_main.c
2024-02-02 19:46:17 +03:00

491 lines
9.4 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2005 Stuart Dalton (badcdev@gmail.com)
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "client.h"
#include "snd_codec.h"
#include "snd_local.h"
#include "snd_public.h"
cvar_t *s_volume;
cvar_t *s_musicVolume;
cvar_t *s_doppler;
cvar_t *s_muteWhenMinimized;
cvar_t *s_muteWhenUnfocused;
static soundInterface_t si;
/*
=================
S_ValidateInterface
=================
*/
static qboolean S_ValidSoundInterface( const soundInterface_t *s )
{
if( !s->Shutdown ) return qfalse;
if( !s->StartSound ) return qfalse;
if( !s->StartLocalSound ) return qfalse;
if( !s->StartBackgroundTrack ) return qfalse;
if( !s->StopBackgroundTrack ) return qfalse;
if( !s->RawSamples ) return qfalse;
if( !s->StopAllSounds ) return qfalse;
if( !s->ClearLoopingSounds ) return qfalse;
if( !s->AddLoopingSound ) return qfalse;
if( !s->AddRealLoopingSound ) return qfalse;
if( !s->StopLoopingSound ) return qfalse;
if( !s->Respatialize ) return qfalse;
if( !s->UpdateEntityPosition ) return qfalse;
if( !s->Update ) return qfalse;
if( !s->DisableSounds ) return qfalse;
if( !s->BeginRegistration ) return qfalse;
if( !s->RegisterSound ) return qfalse;
if( !s->ClearSoundBuffer ) return qfalse;
if( !s->SoundInfo ) return qfalse;
if( !s->SoundList ) return qfalse;
return qtrue;
}
/*
=================
S_StartSound
=================
*/
void S_StartSound( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx )
{
if( si.StartSound ) {
si.StartSound( origin, entnum, entchannel, sfx );
}
}
/*
=================
S_StartLocalSound
=================
*/
void S_StartLocalSound( sfxHandle_t sfx, int channelNum )
{
if( si.StartLocalSound ) {
si.StartLocalSound( sfx, channelNum );
}
}
/*
=================
S_StartBackgroundTrack
=================
*/
void S_StartBackgroundTrack( const char *intro, const char *loop )
{
if( si.StartBackgroundTrack ) {
si.StartBackgroundTrack( intro, loop );
}
}
/*
=================
S_StopBackgroundTrack
=================
*/
void S_StopBackgroundTrack( void )
{
if( si.StopBackgroundTrack ) {
si.StopBackgroundTrack( );
}
}
/*
=================
S_RawSamples
=================
*/
void S_RawSamples (int samples, int rate, int width, int channels,
const byte *data, float volume)
{
if( si.RawSamples ) {
si.RawSamples( samples, rate, width, channels, data, volume );
}
}
/*
=================
S_StopAllSounds
=================
*/
void S_StopAllSounds( void )
{
if( si.StopAllSounds ) {
si.StopAllSounds();
}
}
/*
=================
S_ClearLoopingSounds
=================
*/
void S_ClearLoopingSounds( qboolean killall )
{
if( si.ClearLoopingSounds ) {
si.ClearLoopingSounds( killall );
}
}
/*
=================
S_AddLoopingSound
=================
*/
void S_AddLoopingSound( int entityNum, const vec3_t origin,
const vec3_t velocity, sfxHandle_t sfx )
{
if( si.AddLoopingSound ) {
si.AddLoopingSound( entityNum, origin, velocity, sfx );
}
}
/*
=================
S_AddRealLoopingSound
=================
*/
void S_AddRealLoopingSound( int entityNum, const vec3_t origin,
const vec3_t velocity, sfxHandle_t sfx )
{
if( si.AddRealLoopingSound ) {
si.AddRealLoopingSound( entityNum, origin, velocity, sfx );
}
}
/*
=================
S_StopLoopingSound
=================
*/
void S_StopLoopingSound( int entityNum )
{
if( si.StopLoopingSound ) {
si.StopLoopingSound( entityNum );
}
}
/*
=================
S_Respatialize
=================
*/
void S_Respatialize( int entityNum, const vec3_t origin,
vec3_t axis[3], int inwater )
{
if( si.Respatialize ) {
si.Respatialize( entityNum, origin, axis, inwater );
}
}
/*
=================
S_UpdateEntityPosition
=================
*/
void S_UpdateEntityPosition( int entityNum, const vec3_t origin )
{
if( si.UpdateEntityPosition ) {
si.UpdateEntityPosition( entityNum, origin );
}
}
/*
=================
S_Update
=================
*/
void S_Update( int msec )
{
if ( si.Update ) {
si.Update( msec );
}
}
/*
=================
S_DisableSounds
=================
*/
void S_DisableSounds( void )
{
if( si.DisableSounds ) {
si.DisableSounds();
}
}
/*
=================
S_BeginRegistration
=================
*/
void S_BeginRegistration( void )
{
if ( si.BeginRegistration ) {
si.BeginRegistration();
}
}
/*
=================
S_RegisterSound
=================
*/
sfxHandle_t S_RegisterSound( const char *sample, qboolean compressed )
{
if ( !sample || !*sample ) {
Com_Printf( "NULL sound\n" );
return 0;
}
if( si.RegisterSound ) {
return si.RegisterSound( sample, compressed );
} else {
return 0;
}
}
/*
=================
S_ClearSoundBuffer
=================
*/
void S_ClearSoundBuffer( void )
{
if( si.ClearSoundBuffer ) {
si.ClearSoundBuffer();
}
}
/*
=================
S_SoundInfo
=================
*/
static void S_SoundInfo( void )
{
if( si.SoundInfo ) {
si.SoundInfo();
}
}
/*
=================
S_SoundList
=================
*/
static void S_SoundList( void )
{
if( si.SoundList ) {
si.SoundList();
}
}
//=============================================================================
/*
=================
S_Play_f
=================
*/
static void S_Play_f( void ) {
int i;
int c;
sfxHandle_t h;
if( !si.RegisterSound || !si.StartLocalSound ) {
return;
}
c = Cmd_Argc();
if( c < 2 ) {
Com_Printf ("Usage: play <sound filename> [sound filename] [sound filename] ...\n");
return;
}
for( i = 1; i < c; i++ ) {
h = si.RegisterSound( Cmd_Argv(i), qfalse );
if( h ) {
si.StartLocalSound( h, CHAN_LOCAL_SOUND );
}
}
}
/*
=================
S_Music_f
=================
*/
static void S_Music_f( void ) {
int c;
if( !si.StartBackgroundTrack ) {
return;
}
c = Cmd_Argc();
if ( c == 2 ) {
si.StartBackgroundTrack( Cmd_Argv(1), NULL );
} else if ( c == 3 ) {
si.StartBackgroundTrack( Cmd_Argv(1), Cmd_Argv(2) );
} else {
Com_Printf ("Usage: music <musicfile> [loopfile]\n");
return;
}
}
/*
=================
S_StopMusic_f
=================
*/
static void S_StopMusic_f( void )
{
if ( !si.StopBackgroundTrack )
return;
si.StopBackgroundTrack();
}
//=============================================================================
/*
=================
S_Init
=================
*/
void S_Init( void )
{
cvar_t *cv;
qboolean started = qfalse;
Com_Printf( "------ Initializing Sound ------\n" );
s_volume = Cvar_Get( "s_volume", "0.8", CVAR_ARCHIVE );
Cvar_CheckRange( s_volume, "0", "1", CV_FLOAT );
Cvar_SetDescription( s_volume, "Sets master volume for all game audio." );
s_musicVolume = Cvar_Get( "s_musicVolume", "0.25", CVAR_ARCHIVE );
Cvar_CheckRange( s_musicVolume, "0", "1", CV_FLOAT );
Cvar_SetDescription( s_musicVolume, "Sets volume for in-game music only." );
s_doppler = Cvar_Get( "s_doppler", "1", CVAR_ARCHIVE_ND );
Cvar_CheckRange( s_doppler, "0", "1", CV_INTEGER );
Cvar_SetDescription( s_doppler, "Enables doppler effect on moving projectiles." );
s_muteWhenUnfocused = Cvar_Get( "s_muteWhenUnfocused", "1", CVAR_ARCHIVE );
Cvar_CheckRange( s_muteWhenUnfocused, "0", "1", CV_INTEGER );
Cvar_SetDescription( s_muteWhenUnfocused, "Mutes all audio while game window is unfocused." );
s_muteWhenMinimized = Cvar_Get( "s_muteWhenMinimized", "1", CVAR_ARCHIVE );
Cvar_CheckRange( s_muteWhenMinimized, "0", "1", CV_INTEGER );
Cvar_SetDescription( s_muteWhenMinimized, "Mutes all audio while game is minimized." );
cv = Cvar_Get( "s_initsound", "1", 0 );
Cvar_SetDescription( cv, "Whether or not to startup the sound system." );
if ( !cv->integer ) {
Com_Printf( "Sound disabled.\n" );
} else {
S_CodecInit();
Cmd_AddCommand( "play", S_Play_f );
Cmd_AddCommand( "music", S_Music_f );
Cmd_AddCommand( "stopmusic", S_StopMusic_f );
Cmd_AddCommand( "s_list", S_SoundList );
Cmd_AddCommand( "s_stop", S_StopAllSounds );
Cmd_AddCommand( "s_info", S_SoundInfo );
if ( !started ) {
started = S_Base_Init( &si );
}
if ( started ) {
if( !S_ValidSoundInterface( &si ) ) {
Com_Error( ERR_FATAL, "Sound interface invalid" );
}
S_SoundInfo();
Com_Printf( "Sound initialization successful.\n" );
} else {
Com_Printf( "Sound initialization failed.\n" );
}
}
Com_Printf( "--------------------------------\n");
}
/*
=================
S_Shutdown
=================
*/
void S_Shutdown( void )
{
if ( si.StopAllSounds ) {
si.StopAllSounds();
}
if ( si.Shutdown ) {
si.Shutdown();
}
Com_Memset( &si, 0, sizeof( soundInterface_t ) );
Cmd_RemoveCommand( "play" );
Cmd_RemoveCommand( "music");
Cmd_RemoveCommand( "stopmusic");
Cmd_RemoveCommand( "s_list" );
Cmd_RemoveCommand( "s_stop" );
Cmd_RemoveCommand( "s_info" );
S_CodecShutdown();
cls.soundStarted = qfalse;
}