mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-25 13:32:01 +00:00
1006 lines
21 KiB
C
1006 lines
21 KiB
C
/*
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snd_dma.c
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main control for any streaming sound output device
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "client.h"
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#include "cmd.h"
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#include "console.h"
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#include "host.h"
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#include "model.h"
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#include "qargs.h"
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#include "sys.h"
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#include "sound.h"
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#ifdef _WIN32
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#include "winquake.h"
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#include "in_win.h"
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#endif
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void S_Play (void);
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void S_PlayVol (void);
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void S_SoundList (void);
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void S_Update_ (void);
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void S_StopAllSounds (qboolean clear);
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void S_StopAllSoundsC (void);
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// QuakeWorld hack...
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#define viewentity playernum+1
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// =======================================================================
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// Internal sound data & structures
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// =======================================================================
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channel_t channels[MAX_CHANNELS];
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int total_channels;
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int snd_blocked = 0;
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static qboolean snd_ambient = 1;
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qboolean snd_initialized = false;
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// pointer should go away
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volatile dma_t *shm = 0;
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volatile dma_t sn;
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vec3_t listener_origin;
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vec3_t listener_forward;
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vec3_t listener_right;
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vec3_t listener_up;
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vec_t sound_nominal_clip_dist = 1000.0;
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int soundtime; // sample PAIRS
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int paintedtime; // sample PAIRS
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#define MAX_SFX 512
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sfx_t *known_sfx; // hunk allocated [MAX_SFX]
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int num_sfx;
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sfx_t *ambient_sfx[NUM_AMBIENTS];
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int desired_speed = 11025;
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int desired_bits = 16;
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int sound_started = 0;
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cvar_t *bgmvolume;
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cvar_t *volume;
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cvar_t *nosound;
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cvar_t *precache;
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cvar_t *loadas8bit;
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cvar_t *ambient_level;
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cvar_t *ambient_fade;
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cvar_t *snd_noextraupdate;
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cvar_t *snd_show;
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cvar_t *snd_interp;
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cvar_t *snd_phasesep;
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cvar_t *snd_volumesep;
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cvar_t *_snd_mixahead;
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// ====================================================================
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// User-setable variables
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// ====================================================================
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//
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// Fake dma is a synchronous faking of the DMA progress used for
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// isolating performance in the renderer. The fakedma_updates is
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// number of times S_Update() is called per second.
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//
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qboolean fakedma = false;
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int fakedma_updates = 15;
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void
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S_AmbientOff (void)
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{
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snd_ambient = false;
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}
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void
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S_AmbientOn (void)
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{
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snd_ambient = true;
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}
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void
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S_SoundInfo_f (void)
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{
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if (!sound_started || !shm) {
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Con_Printf ("sound system not started\n");
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return;
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}
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Con_Printf ("%5d stereo\n", shm->channels - 1);
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Con_Printf ("%5d samples\n", shm->samples);
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Con_Printf ("%5d samplepos\n", shm->samplepos);
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Con_Printf ("%5d samplebits\n", shm->samplebits);
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Con_Printf ("%5d submission_chunk\n", shm->submission_chunk);
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Con_Printf ("%5d speed\n", shm->speed);
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Con_Printf ("0x%lx dma buffer\n", (unsigned long) shm->buffer);
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Con_Printf ("%5d total_channels\n", total_channels);
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}
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/*
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================
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S_Startup
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================
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*/
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void
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S_Startup (void)
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{
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int rc;
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if (!snd_initialized)
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return;
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if (!fakedma) {
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rc = SNDDMA_Init ();
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if (!rc) {
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#ifndef _WIN32
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Con_Printf ("S_Startup: SNDDMA_Init failed.\n");
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#endif
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sound_started = 0;
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return;
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}
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}
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sound_started = 1;
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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
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S_Init (void)
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{
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Con_Printf("\nSound Initialization\n");
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Cmd_AddCommand ("play", S_Play, "Play selected sound effect (play pathto/sound.wav)");
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Cmd_AddCommand ("playvol", S_PlayVol, "Play selected sound effect at selected volume (playvol pathto/sound.wav num");
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Cmd_AddCommand ("stopsound", S_StopAllSoundsC, "Stops all sounds currently being played");
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Cmd_AddCommand ("soundlist", S_SoundList, "Reports a list of sounds in the cache");
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Cmd_AddCommand ("soundinfo", S_SoundInfo_f, "Report information on the sound system");
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if (COM_CheckParm ("-nosound"))
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return;
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if (COM_CheckParm ("-simsound"))
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fakedma = true;
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if (host_parms.memsize < 0x800000) {
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Cvar_Set (loadas8bit, "1");
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Con_Printf ("loading all sounds as 8bit\n");
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}
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snd_initialized = true;
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S_Startup ();
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if (sound_started == 0) // sound startup failed? Bail out.
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return;
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SND_InitScaletable ();
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known_sfx = Hunk_AllocName (MAX_SFX * sizeof (sfx_t), "sfx_t");
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num_sfx = 0;
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// create a piece of DMA memory
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if (fakedma) {
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shm = (void *) Hunk_AllocName (sizeof (*shm), "shm");
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shm->splitbuffer = 0;
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shm->samplebits = 16;
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shm->speed = 22050;
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shm->channels = 2;
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shm->samples = 32768;
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shm->samplepos = 0;
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shm->soundalive = true;
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shm->gamealive = true;
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shm->submission_chunk = 1;
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shm->buffer = Hunk_AllocName (1 << 16, "shmbuf");
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}
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// Con_Printf ("Sound sampling rate: %i\n", shm->speed);
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// provides a tick sound until washed clean
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// if (shm->buffer)
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// shm->buffer[4] = shm->buffer[5] = 0x7f; // force a pop for debugging
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ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
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ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");
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S_StopAllSounds (true);
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}
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void
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S_Init_Cvars (void)
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{
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nosound = Cvar_Get ("nosound", "0", CVAR_NONE, "Set to turn sound off");
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volume = Cvar_Get ("volume", "0.7", CVAR_ARCHIVE, "Set the volume for sound playback");
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precache = Cvar_Get ("precache", "1", CVAR_NONE, "Toggle the use of a precache");
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loadas8bit = Cvar_Get ("loadas8bit", "0", CVAR_NONE, "Toggles if sounds are loaded as 8-bit samples");
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bgmvolume = Cvar_Get ("bgmvolume", "1", CVAR_ARCHIVE, "Volume of CD music");
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ambient_level = Cvar_Get ("ambient_level", "0.3", CVAR_NONE, "Ambient sounds' volume");
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ambient_fade = Cvar_Get ("ambient_fade", "100", CVAR_NONE, "How quickly ambient sounds fade in or out");
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snd_noextraupdate = Cvar_Get ("snd_noextraupdate", "0", CVAR_NONE,
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"Toggles the correct value display in host_speeds. Usually messes up sound playback when in effect");
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snd_show = Cvar_Get ("snd_show", "0", CVAR_NONE, "Toggles the display of sounds currently being played");
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snd_interp =
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Cvar_Get ("snd_interp", "1", CVAR_ARCHIVE,
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"control sample interpolation");
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snd_phasesep = Cvar_Get ("snd_phasesep", "0.0", CVAR_ARCHIVE, "max stereo phase separation in ms. 0.6 is for 20cm head");
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snd_volumesep = Cvar_Get("snd_volumesep", "1.0", CVAR_ARCHIVE, "max stereo volume separation in ms. 1.0 is max");
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_snd_mixahead = Cvar_Get ("_snd_mixahead", "0.1", CVAR_ARCHIVE, "Delay time for sounds");
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}
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// =======================================================================
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// Shutdown sound engine
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// =======================================================================
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void
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S_Shutdown (void)
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{
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if (!sound_started)
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return;
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if (shm)
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shm->gamealive = 0;
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shm = 0;
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sound_started = 0;
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if (!fakedma) {
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SNDDMA_Shutdown ();
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}
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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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S_FindName
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==================
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*/
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sfx_t *
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S_FindName (char *name)
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{
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int i;
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sfx_t *sfx;
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if (!name)
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Sys_Error ("S_FindName: NULL\n");
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if (strlen (name) >= MAX_QPATH)
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Sys_Error ("Sound name too long: %s", name);
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// see if already loaded
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for (i = 0; i < num_sfx; i++)
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if (!strcmp (known_sfx[i].name, name)) {
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return &known_sfx[i];
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}
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if (num_sfx == MAX_SFX)
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Sys_Error ("S_FindName: out of sfx_t");
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sfx = &known_sfx[i];
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strcpy (sfx->name, name);
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num_sfx++;
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return sfx;
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}
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/*
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==================
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S_TouchSound
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==================
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*/
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void
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S_TouchSound (char *name)
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{
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sfx_t *sfx;
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if (!sound_started)
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return;
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sfx = S_FindName (name);
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Cache_Check (&sfx->cache);
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}
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/*
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==================
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S_PrecacheSound
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==================
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*/
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sfx_t *
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S_PrecacheSound (char *name)
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{
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sfx_t *sfx;
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if (!sound_started || nosound->int_val)
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return NULL;
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sfx = S_FindName (name);
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// cache it in
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if (precache->int_val)
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S_LoadSound (sfx);
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return sfx;
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}
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//=============================================================================
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/*
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=================
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SND_PickChannel
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=================
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*/
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channel_t *
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SND_PickChannel (int entnum, int entchannel)
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{
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int ch_idx;
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int first_to_die;
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int life_left;
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// Check for replacement sound, or find the best one to replace
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first_to_die = -1;
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life_left = 0x7fffffff;
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for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS;
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ch_idx++) {
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if (entchannel != 0 // channel 0 never overrides
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&& channels[ch_idx].entnum == entnum
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&& (channels[ch_idx].entchannel == entchannel || entchannel == -1)) {
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// always override sound from same entity
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first_to_die = ch_idx;
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break;
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}
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// don't let monster sounds override player sounds
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if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity
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&& channels[ch_idx].sfx)
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continue;
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if (channels[ch_idx].end - paintedtime < life_left) {
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life_left = channels[ch_idx].end - paintedtime;
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first_to_die = ch_idx;
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}
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}
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if (first_to_die == -1)
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return NULL;
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if (channels[first_to_die].sfx)
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channels[first_to_die].sfx = NULL;
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return &channels[first_to_die];
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}
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/*
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=================
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SND_Spatialize
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=================
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*/
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void
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SND_Spatialize (channel_t *ch)
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{
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vec_t dot;
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vec_t dist;
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int phase; // in samples
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vec_t lscale, rscale, scale;
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vec3_t source_vec;
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sfx_t *snd;
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// anything coming from the view entity will allways be full volume
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if (ch->entnum == cl.viewentity) {
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ch->leftvol = ch->master_vol;
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ch->rightvol = ch->master_vol;
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ch->phase = 0;
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return;
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}
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// calculate stereo seperation and distance attenuation
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snd = ch->sfx;
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VectorSubtract (ch->origin, listener_origin, source_vec);
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dist = VectorNormalize (source_vec) * ch->dist_mult;
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dot = DotProduct (listener_right, source_vec);
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if (shm->channels == 1) {
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rscale = 1.0;
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lscale = 1.0;
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phase = 0;
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} else {
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rscale = 1.0 + dot * snd_volumesep->value;
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lscale = 1.0 - dot * snd_volumesep->value;
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phase = snd_phasesep->value * 0.001 * shm->speed * dot;
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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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ch->rightvol = (int) (ch->master_vol * scale);
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if (ch->rightvol < 0)
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ch->rightvol = 0;
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scale = (1.0 - dist) * lscale;
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ch->leftvol = (int) (ch->master_vol * scale);
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if (ch->leftvol < 0)
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ch->leftvol = 0;
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ch->phase = phase;
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}
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// =======================================================================
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// Start a sound effect
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// =======================================================================
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void
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S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol,
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float attenuation)
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{
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channel_t *target_chan, *check;
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sfxcache_t *sc;
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int vol;
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int ch_idx;
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int skip;
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if (!sound_started)
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return;
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if (!sfx)
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return;
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if (nosound->int_val)
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return;
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vol = fvol * 255;
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// pick a channel to play on
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target_chan = SND_PickChannel (entnum, entchannel);
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if (!target_chan)
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return;
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// spatialize
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memset (target_chan, 0, sizeof (*target_chan));
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VectorCopy (origin, target_chan->origin);
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target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
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target_chan->master_vol = vol;
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target_chan->entnum = entnum;
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target_chan->entchannel = entchannel;
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SND_Spatialize (target_chan);
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if (!target_chan->leftvol && !target_chan->rightvol)
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return; // not audible at all
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// new channel
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sc = S_LoadSound (sfx);
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if (!sc) {
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target_chan->sfx = NULL;
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return; // couldn't load the sound's data
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}
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target_chan->sfx = sfx;
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target_chan->pos = 0.0;
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target_chan->end = paintedtime + sc->length;
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// if an identical sound has also been started this frame, offset the pos
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// a bit to keep it from just making the first one louder
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check = &channels[NUM_AMBIENTS];
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for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS;
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ch_idx++, check++) {
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if (check == target_chan)
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continue;
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if (check->sfx == sfx && !check->pos) {
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skip = rand () % (int) (0.1 * shm->speed);
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if (skip >= target_chan->end)
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skip = target_chan->end - 1;
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target_chan->pos += skip;
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target_chan->end -= skip;
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break;
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}
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}
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}
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void
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S_StopSound (int entnum, int entchannel)
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{
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int i;
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for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++) {
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if (channels[i].entnum == entnum
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&& channels[i].entchannel == entchannel) {
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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)
|
|
{
|
|
}
|