newtree/source/snd_dma.c
Jeff Teunissen 272abade38 Backport Cvar callbacks to newtree. Software gamma still doesn't work in
GL, and I still don't know exactly why.
2001-05-13 05:10:02 +00:00

979 lines
20 KiB
C

/*
snd_dma.c
main control for any streaming sound output device
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "client.h"
#include "cmd.h"
#include "console.h"
#include "host.h"
#include "model.h"
#include "qargs.h"
#include "sys.h"
#include "sound.h"
#ifdef _WIN32
#include "winquake.h"
#include "in_win.h"
#endif
void S_Play (void);
void S_PlayVol (void);
void S_SoundList (void);
void S_Update_ (void);
void S_StopAllSounds (qboolean clear);
void S_StopAllSoundsC (void);
// QuakeWorld hack...
#define viewentity playernum+1
// =======================================================================
// Internal sound data & structures
// =======================================================================
channel_t channels[MAX_CHANNELS];
int total_channels;
int snd_blocked = 0;
static qboolean snd_ambient = 1;
qboolean snd_initialized = false;
// pointer should go away
volatile dma_t *shm = 0;
volatile dma_t sn;
vec3_t listener_origin;
vec3_t listener_forward;
vec3_t listener_right;
vec3_t listener_up;
vec_t sound_nominal_clip_dist = 1000.0;
int soundtime; // sample PAIRS
int paintedtime; // sample PAIRS
#define MAX_SFX 512
sfx_t *known_sfx; // hunk allocated [MAX_SFX]
int num_sfx;
sfx_t *ambient_sfx[NUM_AMBIENTS];
int desired_speed = 11025;
int desired_bits = 16;
int sound_started = 0;
cvar_t *bgmvolume;
cvar_t *volume;
cvar_t *nosound;
cvar_t *precache;
cvar_t *loadas8bit;
cvar_t *ambient_level;
cvar_t *ambient_fade;
cvar_t *snd_noextraupdate;
cvar_t *snd_show;
cvar_t *snd_interp;
cvar_t *snd_phasesep;
cvar_t *snd_volumesep;
cvar_t *_snd_mixahead;
// ====================================================================
// User-setable variables
// ====================================================================
//
// Fake dma is a synchronous faking of the DMA progress used for
// isolating performance in the renderer. The fakedma_updates is
// number of times S_Update() is called per second.
//
qboolean fakedma = false;
int fakedma_updates = 15;
void
S_AmbientOff (void)
{
snd_ambient = false;
}
void
S_AmbientOn (void)
{
snd_ambient = true;
}
void
S_SoundInfo_f (void)
{
if (!sound_started || !shm) {
Con_Printf ("sound system not started\n");
return;
}
Con_Printf ("%5d stereo\n", shm->channels - 1);
Con_Printf ("%5d samples\n", shm->samples);
Con_Printf ("%5d samplepos\n", shm->samplepos);
Con_Printf ("%5d samplebits\n", shm->samplebits);
Con_Printf ("%5d submission_chunk\n", shm->submission_chunk);
Con_Printf ("%5d speed\n", shm->speed);
Con_Printf ("0x%lx dma buffer\n", (unsigned long) shm->buffer);
Con_Printf ("%5d total_channels\n", total_channels);
}
/*
S_Startup
*/
void
S_Startup (void)
{
int rc;
if (!snd_initialized)
return;
if (!fakedma) {
rc = SNDDMA_Init ();
if (!rc) {
#ifndef _WIN32
Con_Printf ("S_Startup: SNDDMA_Init failed.\n");
#endif
sound_started = 0;
return;
}
}
sound_started = 1;
}
/*
S_Init
*/
void
S_Init (void)
{
Con_Printf("\nSound Initialization\n");
Cmd_AddCommand ("play", S_Play, "Play selected sound effect (play pathto/sound.wav)");
Cmd_AddCommand ("playvol", S_PlayVol, "Play selected sound effect at selected volume (playvol pathto/sound.wav num");
Cmd_AddCommand ("stopsound", S_StopAllSoundsC, "Stops all sounds currently being played");
Cmd_AddCommand ("soundlist", S_SoundList, "Reports a list of sounds in the cache");
Cmd_AddCommand ("soundinfo", S_SoundInfo_f, "Report information on the sound system");
if (COM_CheckParm ("-nosound"))
return;
if (COM_CheckParm ("-simsound"))
fakedma = true;
if (host_parms.memsize < 0x800000) {
Cvar_Set (loadas8bit, "1");
Con_Printf ("loading all sounds as 8bit\n");
}
snd_initialized = true;
S_Startup ();
if (sound_started == 0) // sound startup failed? Bail out.
return;
SND_InitScaletable ();
known_sfx = Hunk_AllocName (MAX_SFX * sizeof (sfx_t), "sfx_t");
num_sfx = 0;
// create a piece of DMA memory
if (fakedma) {
shm = (void *) Hunk_AllocName (sizeof (*shm), "shm");
shm->splitbuffer = 0;
shm->samplebits = 16;
shm->speed = 22050;
shm->channels = 2;
shm->samples = 32768;
shm->samplepos = 0;
shm->soundalive = true;
shm->gamealive = true;
shm->submission_chunk = 1;
shm->buffer = Hunk_AllocName (1 << 16, "shmbuf");
}
// Con_Printf ("Sound sampling rate: %i\n", shm->speed);
// provides a tick sound until washed clean
// if (shm->buffer)
// shm->buffer[4] = shm->buffer[5] = 0x7f; // force a pop for debugging
ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");
S_StopAllSounds (true);
}
void
S_Init_Cvars (void)
{
nosound = Cvar_Get ("nosound", "0", CVAR_NONE, NULL, "Set to turn sound off");
volume = Cvar_Get ("volume", "0.7", CVAR_ARCHIVE, NULL, "Set the volume for sound playback");
precache = Cvar_Get ("precache", "1", CVAR_NONE, NULL, "Toggle the use of a precache");
loadas8bit = Cvar_Get ("loadas8bit", "0", CVAR_NONE, NULL, "Toggles if sounds are loaded as 8-bit samples");
bgmvolume = Cvar_Get ("bgmvolume", "1", CVAR_ARCHIVE, NULL, "Volume of CD music");
ambient_level = Cvar_Get ("ambient_level", "0.3", CVAR_NONE, NULL, "Ambient sounds' volume");
ambient_fade = Cvar_Get ("ambient_fade", "100", CVAR_NONE, NULL, "How quickly ambient sounds fade in or out");
snd_noextraupdate = Cvar_Get ("snd_noextraupdate", "0", CVAR_NONE, NULL,
"Toggles the correct value display in host_speeds. Usually messes up sound playback when in effect");
snd_show = Cvar_Get ("snd_show", "0", CVAR_NONE, NULL, "Toggles the display of sounds currently being played");
snd_interp =
Cvar_Get ("snd_interp", "1", CVAR_ARCHIVE, NULL,
"control sample interpolation");
snd_phasesep = Cvar_Get ("snd_phasesep", "0.0", CVAR_ARCHIVE, NULL, "max stereo phase separation in ms. 0.6 is for 20cm head");
snd_volumesep = Cvar_Get("snd_volumesep", "1.0", CVAR_ARCHIVE, NULL, "max stereo volume separation in ms. 1.0 is max");
_snd_mixahead = Cvar_Get ("_snd_mixahead", "0.1", CVAR_ARCHIVE, NULL, "Delay time for sounds");
}
// =======================================================================
// Shutdown sound engine
// =======================================================================
void
S_Shutdown (void)
{
if (!sound_started)
return;
if (shm)
shm->gamealive = 0;
shm = 0;
sound_started = 0;
if (!fakedma) {
SNDDMA_Shutdown ();
}
}
// =======================================================================
// Load a sound
// =======================================================================
/*
S_FindName
*/
sfx_t *
S_FindName (char *name)
{
int i;
sfx_t *sfx;
if (!name)
Sys_Error ("S_FindName: NULL\n");
if (strlen (name) >= MAX_QPATH)
Sys_Error ("Sound name too long: %s", name);
// see if already loaded
for (i = 0; i < num_sfx; i++)
if (!strcmp (known_sfx[i].name, name)) {
return &known_sfx[i];
}
if (num_sfx == MAX_SFX)
Sys_Error ("S_FindName: out of sfx_t");
sfx = &known_sfx[i];
strcpy (sfx->name, name);
num_sfx++;
return sfx;
}
/*
S_TouchSound
*/
void
S_TouchSound (char *name)
{
sfx_t *sfx;
if (!sound_started)
return;
sfx = S_FindName (name);
Cache_Check (&sfx->cache);
}
/*
S_PrecacheSound
*/
sfx_t *
S_PrecacheSound (char *name)
{
sfx_t *sfx;
if (!sound_started || nosound->int_val)
return NULL;
sfx = S_FindName (name);
// cache it in
if (precache->int_val)
S_LoadSound (sfx);
return sfx;
}
//=============================================================================
/*
SND_PickChannel
*/
channel_t *
SND_PickChannel (int entnum, int entchannel)
{
int ch_idx;
int first_to_die;
int life_left;
// Check for replacement sound, or find the best one to replace
first_to_die = -1;
life_left = 0x7fffffff;
for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS;
ch_idx++) {
if (entchannel != 0 // channel 0 never overrides
&& channels[ch_idx].entnum == entnum
&& (channels[ch_idx].entchannel == entchannel || entchannel == -1)) {
// always override sound from same entity
first_to_die = ch_idx;
break;
}
// don't let monster sounds override player sounds
if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity
&& channels[ch_idx].sfx)
continue;
if (channels[ch_idx].end - paintedtime < life_left) {
life_left = channels[ch_idx].end - paintedtime;
first_to_die = ch_idx;
}
}
if (first_to_die == -1)
return NULL;
if (channels[first_to_die].sfx)
channels[first_to_die].sfx = NULL;
return &channels[first_to_die];
}
/*
SND_Spatialize
*/
void
SND_Spatialize (channel_t *ch)
{
vec_t dot;
vec_t dist;
int phase; // in samples
vec_t lscale, rscale, scale;
vec3_t source_vec;
sfx_t *snd;
// anything coming from the view entity will allways be full volume
if (ch->entnum == cl.viewentity) {
ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol;
ch->phase = 0;
return;
}
// calculate stereo seperation and distance attenuation
snd = ch->sfx;
VectorSubtract (ch->origin, listener_origin, source_vec);
dist = VectorNormalize (source_vec) * ch->dist_mult;
dot = DotProduct (listener_right, source_vec);
if (shm->channels == 1) {
rscale = 1.0;
lscale = 1.0;
phase = 0;
} else {
rscale = 1.0 + dot * snd_volumesep->value;
lscale = 1.0 - dot * snd_volumesep->value;
phase = snd_phasesep->value * 0.001 * shm->speed * dot;
}
// add in distance effect
scale = (1.0 - dist) * rscale;
ch->rightvol = (int) (ch->master_vol * scale);
if (ch->rightvol < 0)
ch->rightvol = 0;
scale = (1.0 - dist) * lscale;
ch->leftvol = (int) (ch->master_vol * scale);
if (ch->leftvol < 0)
ch->leftvol = 0;
ch->phase = phase;
}
// =======================================================================
// Start a sound effect
// =======================================================================
void
S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol,
float attenuation)
{
channel_t *target_chan, *check;
sfxcache_t *sc;
int vol;
int ch_idx;
int skip;
if (!sound_started)
return;
if (!sfx)
return;
if (nosound->int_val)
return;
vol = fvol * 255;
// pick a channel to play on
target_chan = SND_PickChannel (entnum, entchannel);
if (!target_chan)
return;
// spatialize
memset (target_chan, 0, sizeof (*target_chan));
VectorCopy (origin, target_chan->origin);
target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
target_chan->master_vol = vol;
target_chan->entnum = entnum;
target_chan->entchannel = entchannel;
SND_Spatialize (target_chan);
if (!target_chan->leftvol && !target_chan->rightvol)
return; // not audible at all
// new channel
sc = S_LoadSound (sfx);
if (!sc) {
target_chan->sfx = NULL;
return; // couldn't load the sound's data
}
target_chan->sfx = sfx;
target_chan->pos = 0.0;
target_chan->end = paintedtime + sc->length;
// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
check = &channels[NUM_AMBIENTS];
for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS;
ch_idx++, check++) {
if (check == target_chan)
continue;
if (check->sfx == sfx && !check->pos) {
skip = rand () % (int) (0.1 * shm->speed);
if (skip >= target_chan->end)
skip = target_chan->end - 1;
target_chan->pos += skip;
target_chan->end -= skip;
break;
}
}
}
void
S_StopSound (int entnum, int entchannel)
{
int i;
for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++) {
if (channels[i].entnum == entnum
&& channels[i].entchannel == entchannel) {
channels[i].end = 0;
channels[i].sfx = NULL;
return;
}
}
}
void
S_StopAllSounds (qboolean clear)
{
int i;
if (!sound_started)
return;
total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
for (i = 0; i < MAX_CHANNELS; i++)
if (channels[i].sfx)
channels[i].sfx = NULL;
memset (channels, 0, MAX_CHANNELS * sizeof (channel_t));
if (clear)
S_ClearBuffer ();
}
void
S_StopAllSoundsC (void)
{
S_StopAllSounds (true);
}
void
S_ClearBuffer (void)
{
int clear;
#ifdef _WIN32
if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
#else
if (!sound_started || !shm || !shm->buffer)
#endif
return;
if (shm->samplebits == 8)
clear = 0x80;
else
clear = 0;
#ifdef _WIN32
if (pDSBuf) DSOUND_ClearBuffer(clear);
else
#endif
{
memset (shm->buffer, clear, shm->samples * shm->samplebits / 8);
}
}
/*
S_StaticSound
*/
void
S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
channel_t *ss;
sfxcache_t *sc;
if (!sfx)
return;
if (total_channels == MAX_CHANNELS) {
Con_Printf ("total_channels == MAX_CHANNELS\n");
return;
}
ss = &channels[total_channels];
total_channels++;
sc = S_LoadSound (sfx);
if (!sc)
return;
if (sc->loopstart == -1) {
Con_Printf ("Sound %s not looped\n", sfx->name);
return;
}
ss->sfx = sfx;
VectorCopy (origin, ss->origin);
ss->master_vol = vol;
ss->dist_mult = (attenuation / 64) / sound_nominal_clip_dist;
ss->end = paintedtime + sc->length;
SND_Spatialize (ss);
ss->oldphase = ss->phase;
}
//=============================================================================
/*
S_UpdateAmbientSounds
*/
void
S_UpdateAmbientSounds (void)
{
mleaf_t *l;
float vol;
int ambient_channel;
channel_t *chan;
if (!snd_ambient)
return;
// calc ambient sound levels
if (!cl.worldmodel)
return;
l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
if (!l || !ambient_level->value) {
for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
ambient_channel++)
channels[ambient_channel].sfx = NULL;
return;
}
for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++) {
chan = &channels[ambient_channel];
chan->sfx = ambient_sfx[ambient_channel];
vol = ambient_level->value * l->ambient_sound_level[ambient_channel];
if (vol < 8)
vol = 0;
// don't adjust volume too fast
if (chan->master_vol < vol) {
chan->master_vol += host_frametime * ambient_fade->value;
if (chan->master_vol > vol)
chan->master_vol = vol;
} else if (chan->master_vol > vol) {
chan->master_vol -= host_frametime * ambient_fade->value;
if (chan->master_vol < vol)
chan->master_vol = vol;
}
chan->leftvol = chan->rightvol = chan->master_vol;
}
}
/*
S_Update
Called once each time through the main loop
*/
void
S_Update (vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
{
int i, j;
int total;
channel_t *ch;
channel_t *combine;
if (!sound_started || (snd_blocked > 0))
return;
VectorCopy (origin, listener_origin);
VectorCopy (forward, listener_forward);
VectorCopy (right, listener_right);
VectorCopy (up, listener_up);
// update general area ambient sound sources
S_UpdateAmbientSounds ();
combine = NULL;
// update spatialization for static and dynamic sounds
ch = channels + NUM_AMBIENTS;
for (i = NUM_AMBIENTS; i < total_channels; i++, ch++) {
if (!ch->sfx)
continue;
ch->oldphase = ch->phase; // prepare to lerp from prev to next phase
SND_Spatialize (ch); // respatialize channel
if (!ch->leftvol && !ch->rightvol)
continue;
// try to combine static sounds with a previous channel of the same
// sound effect so we don't mix five torches every frame
if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS) {
// see if it can just use the last one
if (combine && combine->sfx == ch->sfx) {
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
continue;
}
// search for one
combine = channels + MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; j < i; j++, combine++)
if (combine->sfx == ch->sfx)
break;
if (j == total_channels) {
combine = NULL;
} else {
if (combine != ch) {
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
}
continue;
}
}
}
//
// debugging output
//
if (snd_show->int_val) {
total = 0;
ch = channels;
for (i = 0; i < total_channels; i++, ch++)
if (ch->sfx && (ch->leftvol || ch->rightvol)) {
// Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol,
// ch->sfx->name);
total++;
}
Con_Printf ("----(%i)----\n", total);
}
// mix some sound
S_Update_ ();
}
void
GetSoundtime (void)
{
int samplepos;
static int buffers;
static int oldsamplepos;
int fullsamples;
fullsamples = shm->samples / shm->channels;
// 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 (paintedtime > 0x40000000) { // time to chop things off to avoid
// 32 bit limits
buffers = 0;
paintedtime = fullsamples;
S_StopAllSounds (true);
}
}
oldsamplepos = samplepos;
soundtime = buffers * fullsamples + samplepos / shm->channels;
}
void
S_ExtraUpdate (void)
{
#ifdef _WIN32
IN_Accumulate ();
#endif
if (snd_noextraupdate->int_val)
return; // don't pollute timings
S_Update_ ();
}
void
S_Update_ (void)
{
unsigned int endtime;
int samps;
if (!sound_started || (snd_blocked > 0))
return;
// Updates DMA time
GetSoundtime ();
// check to make sure that we haven't overshot
if (paintedtime < soundtime) {
// Con_Printf ("S_Update_ : overflow\n");
paintedtime = soundtime;
}
// mix ahead of current position
endtime = soundtime + _snd_mixahead->value * shm->speed;
samps = shm->samples >> (shm->channels - 1);
if (endtime - soundtime > samps)
endtime = soundtime + samps;
#ifdef _WIN32
if(pDSBuf) DSOUND_Restore();
#endif
S_PaintChannels (endtime);
SNDDMA_Submit ();
}
/*
console functions
*/
void
S_Play (void)
{
static int hash = 345;
int i;
char name[256];
sfx_t *sfx;
i = 1;
while (i < Cmd_Argc ()) {
if (!strrchr (Cmd_Argv (i), '.')) {
strcpy (name, Cmd_Argv (i));
strncat (name, ".wav", sizeof (name) - strlen (name));
} else
strcpy (name, Cmd_Argv (i));
sfx = S_PrecacheSound (name);
S_StartSound (hash++, 0, sfx, listener_origin, 1.0, 1.0);
i++;
}
}
void
S_PlayVol (void)
{
static int hash = 543;
int i;
float vol;
char name[256];
sfx_t *sfx;
i = 1;
while (i < Cmd_Argc ()) {
if (!strrchr (Cmd_Argv (i), '.')) {
strcpy (name, Cmd_Argv (i));
strncat (name, ".wav", sizeof (name) - strlen (name));
} else
strcpy (name, Cmd_Argv (i));
sfx = S_PrecacheSound (name);
vol = atof (Cmd_Argv (i + 1));
S_StartSound (hash++, 0, sfx, listener_origin, vol, 1.0);
i += 2;
}
}
void
S_SoundList (void)
{
int i;
sfx_t *sfx;
sfxcache_t *sc;
int size, total;
total = 0;
for (sfx = known_sfx, i = 0; i < num_sfx; i++, sfx++) {
sc = Cache_Check (&sfx->cache);
if (!sc)
continue;
size = sc->length * sc->width * (sc->stereo + 1);
total += size;
if (sc->loopstart >= 0)
Con_Printf ("L");
else
Con_Printf (" ");
Con_Printf ("(%2db) %6i : %s\n", sc->width * 8, size, sfx->name);
}
Con_Printf ("Total resident: %i\n", total);
}
void
S_LocalSound (char *sound)
{
sfx_t *sfx;
if (nosound->int_val)
return;
if (!sound_started)
return;
sfx = S_PrecacheSound (sound);
if (!sfx) {
Con_Printf ("S_LocalSound: can't cache %s\n", sound);
return;
}
S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
}
void
S_ClearPrecache (void)
{
}
void
S_BeginPrecaching (void)
{
}
void
S_EndPrecaching (void)
{
}