/* snd_dma.c main control for any streaming sound output device 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 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 $Id$ */ #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef _WIN32 #include #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; // ==================================================================== // 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%x dma buffer\n", (int)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"); // 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"); 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"); 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); } // ======================================================================= // 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"); 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->value) return NULL; sfx = S_FindName (name); // cache it in if (precache->value) 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.playernum + 1)) && (entnum != (cl.playernum + 1) && 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 ldist, rdist, dist; vec_t dist; vec_t lscale, rscale, scale; vec3_t source_vec; sfx_t *sndfx; // anything coming from the view entity will always be full volume if (ch->entnum == (cl.playernum + 1)) { ch->leftvol = ch->master_vol; ch->rightvol = ch->master_vol; return; } // calculate stereo seperation and distance attenuation sndfx = 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; } 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; } // ======================================================================= // 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) 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 ; ibuffer && !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); } 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; } 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); } //============================================================================= /* =================== 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) 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 ; isfx) 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 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 ; jsfx == 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->value) { total = 0; ch = channels; for (i=0 ; isfx && (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. //#ifdef __sun__ // soundtime = SNDDMA_GetSamples(); //#else 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; //#endif } void S_ExtraUpdate ( void ) { #ifdef _WIN32 IN_Accumulate (); #endif if (snd_noextraupdate->value) return; // don't pollute timings S_Update_(); } void S_Update_ ( void ) { unsigned 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 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"); if (dwStatus & DSBSTATUS_BUFFERLOST) pDSBuf->lpVtbl->Restore (pDSBuf); 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; i = 1; while (icache); 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; 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); } void S_ClearPrecache ( void ) { } void S_BeginPrecaching ( void ) { } void S_EndPrecaching ( void ) { }