quakeforge-old/common/snd_dma.c

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/*
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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.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
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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.
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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.
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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
$Id$
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*/
#include <string.h>
#include <stdlib.h>
#include <qtypes.h>
#include <sound.h>
#include <mathlib.h>
#include <model.h>
#include <lib_replace.h>
#include <cvar.h>
#include <cmd.h>
#include <sys.h>
#include <common_quakedef.h>
#include <qargs.h>
#include <console.h>
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#ifdef _WIN32
#include <winquake.h>
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#endif
void S_Play(void);
void S_PlayVol(void);
void S_SoundList(void);
void S_Update_();
void S_StopAllSounds(qboolean clear);
void S_StopAllSoundsC(void);
// =======================================================================
// 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 *bgmbuffer;
cvar_t *ambient_level;
cvar_t *ambient_fade;
cvar_t *snd_noextraupdate;
cvar_t *snd_show;
cvar_t *_snd_mixahead;
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// ====================================================================
// 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;
}
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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%x dma buffer\n", (int)shm->buffer);
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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");
// Always create sound cvars, even with -nosound
nosound = Cvar_Get ("nosound","0",CVAR_NONE,"None");
volume = Cvar_Get ("volume","0.7",CVAR_ARCHIVE,"None");
Cvar_Alias_Get ("s_volume", volume);
precache = Cvar_Get ("precache","1",0,"None");
loadas8bit = Cvar_Get ("loadas8bit","0",0,"None");
bgmvolume = Cvar_Get ("bgmvolume","1",CVAR_ARCHIVE,"None");
bgmbuffer = Cvar_Get ("bgmbuffer","4096",0,"None");
ambient_level = Cvar_Get ("ambient_level","0.3",0,"None");
ambient_fade = Cvar_Get ("ambient_fade","100",0,"None");
snd_noextraupdate = Cvar_Get ("snd_noextraupdate","0",0,"None");
snd_show = Cvar_Get ("snd_show","0",0,"None");
_snd_mixahead = Cvar_Get ("_snd_mixahead","0.1",CVAR_ARCHIVE,"None");
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if (COM_CheckParm("-nosound"))
return;
if (COM_CheckParm("-simsound"))
fakedma = true;
Cmd_AddCommand("play", S_Play);
Cmd_AddCommand("playvol", S_PlayVol);
Cmd_AddCommand("stopsound", S_StopAllSoundsC);
Cmd_AddCommand("soundlist", S_SoundList);
Cmd_AddCommand("soundinfo", S_SoundInfo_f);
if (host_parms.memsize < 0x800000)
{
Cvar_Set (loadas8bit, "1");
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Con_Printf ("loading all sounds as 8bit\n");
}
snd_initialized = true;
S_Startup ();
if (sound_started == 0) // sound startup failed? Bail out.
return;
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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);
}
// =======================================================================
// 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 (Q_strlen(name) >= MAX_QPATH)
Sys_Error ("Sound name too long: %s", name);
// see if already loaded
for (i=0 ; i < num_sfx ; i++)
if (!Q_strcmp(known_sfx[i].name, name))
{
return &known_sfx[i];
}
if (num_sfx == MAX_SFX)
Sys_Error ("S_FindName: out of sfx_t");
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sfx = &known_sfx[i];
strcpy (sfx->name, name);
num_sfx++;
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return sfx;
}
/*
==================
S_TouchSound
==================
*/
void S_TouchSound (char *name)
{
sfx_t *sfx;
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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->value)
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return NULL;
sfx = S_FindName (name);
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// cache it in
if (precache->value)
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S_LoadSound (sfx);
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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
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first_to_die = ch_idx;
break;
}
// don't let monster sounds override player sounds
if ((channels[ch_idx].entnum == (cl.playernum + 1)) &&
(entnum != (cl.playernum + 1) &&
channels[ch_idx].sfx))
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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];
}
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/*
=================
SND_Spatialize
=================
*/
void SND_Spatialize(channel_t *ch)
{
vec_t dot;
// vec_t ldist, rdist, dist;
vec_t dist;
vec_t lscale, rscale, scale;
vec3_t source_vec;
sfx_t *sndfx;
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// anything coming from the view entity will always be full volume
if (ch->entnum == (cl.playernum + 1))
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{
ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol;
return;
}
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// calculate stereo seperation and distance attenuation
sndfx = 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);
if (shm->channels == 1)
{
rscale = 1.0;
lscale = 1.0;
}
else
{
rscale = 1.0 + dot;
lscale = 1.0 - 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;
}
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// =======================================================================
// 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->value)
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return;
vol = fvol*255;
// pick a channel to play on
target_chan = SND_PickChannel(entnum, entchannel);
if (!target_chan)
return;
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// 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;
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// 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;
}
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}
}
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;
Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
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if (clear)
S_ClearBuffer ();
}
void S_StopAllSoundsC (void)
{
S_StopAllSounds (true);
}
void S_ClearBuffer (void)
{
int clear;
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#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)
{
DWORD dwSize;
DWORD *pData;
int reps;
HRESULT hresult;
reps = 0;
while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
{
if (hresult != DSERR_BUFFERLOST)
{
Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
S_Shutdown ();
return;
}
if (++reps > 10000)
{
Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
S_Shutdown ();
return;
}
}
Q_memset(pData, clear, shm->samples * shm->samplebits/8);
pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
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}
else
#endif
{
Q_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;
}
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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;
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SND_Spatialize (ss);
}
//=============================================================================
/*
===================
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 == NULL)
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return;
l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
if (!l || !ambient_level->value)
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{
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];
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chan->sfx = ambient_sfx[ambient_channel];
vol = ambient_level->value * l->ambient_sound_level[ambient_channel];
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if (vol < 8)
vol = 0;
// don't adjust volume too fast
if (chan->master_vol < vol)
{
chan->master_vol += host_frametime * ambient_fade->value;
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if (chan->master_vol > vol)
chan->master_vol = vol;
}
else if (chan->master_vol > vol)
{
chan->master_vol -= host_frametime * ambient_fade->value;
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if (chan->master_vol < vol)
chan->master_vol = vol;
}
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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);
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// update general area ambient sound sources
S_UpdateAmbientSounds ();
combine = NULL;
// update spatialization for static and dynamic sounds
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ch = channels+NUM_AMBIENTS;
for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
{
if (!ch->sfx)
continue;
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
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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;
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if (j == total_channels)
{
combine = NULL;
}
else
{
if (combine != ch)
{
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
}
continue;
}
}
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}
//
// debugging output
//
if (snd_show->value)
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{
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++;
}
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Con_Printf ("----(%i)----\n", total);
}
// mix some sound
S_Update_();
}
void GetSoundtime(void)
{
int samplepos;
static int buffers;
static int oldsamplepos;
int fullsamples;
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fullsamples = shm->samples / shm->channels;
// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update. Oh well.
//#ifdef __sun__
// soundtime = SNDDMA_GetSamples();
//#else
samplepos = SNDDMA_GetDMAPos();
if (samplepos < oldsamplepos)
{
buffers++; // buffer wrapped
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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;
//#endif
}
void S_ExtraUpdate (void)
{
#ifdef _WIN32
IN_Accumulate ();
#endif
if (snd_noextraupdate->value)
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return; // don't pollute timings
S_Update_();
}
void S_Update_(void)
{
unsigned endtime;
int samps;
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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;
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samps = shm->samples >> (shm->channels-1);
if (endtime - soundtime > samps)
endtime = soundtime + samps;
#ifdef _WIN32
// if the buffer was lost or stopped, restore it and/or restart it
{
DWORD dwStatus;
if (pDSBuf)
{
if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
Con_Printf ("Couldn't get sound buffer status\n");
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if (dwStatus & DSBSTATUS_BUFFERLOST)
pDSBuf->lpVtbl->Restore (pDSBuf);
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if (!(dwStatus & DSBSTATUS_PLAYING))
pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
}
}
#endif
S_PaintChannels (endtime);
SNDDMA_Submit ();
}
/*
===============================================================================
console functions
===============================================================================
*/
void S_Play(void)
{
static int hash=345;
int i;
char name[256];
sfx_t *sfx;
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i = 1;
while (i<Cmd_Argc())
{
if (!Q_strrchr(Cmd_Argv(i), '.'))
{
Q_strcpy(name, Cmd_Argv(i));
Q_strcat(name, ".wav");
}
else
Q_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;
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i = 1;
while (i<Cmd_Argc())
{
if (!Q_strrchr(Cmd_Argv(i), '.'))
{
Q_strcpy(name, Cmd_Argv(i));
Q_strcat(name, ".wav");
}
else
Q_strcpy(name, Cmd_Argv(i));
sfx = S_PrecacheSound(name);
vol = Q_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 (!sound_started)
return;
if (nosound->value)
return;
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sfx = S_PrecacheSound (sound);
if (!sfx)
{
Con_Printf ("S_LocalSound: can't cache %s\n", sound);
return;
}
S_StartSound (cl.playernum + 1, -1, sfx, vec3_origin, 1, 1);
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}
void S_ClearPrecache (void)
{
}
void S_BeginPrecaching (void)
{
}
void S_EndPrecaching (void)
{
}