mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-25 13:21:04 +00:00
b148faf259
do as much autodetection as possible, giveing the nicest sound possible May need special handing for old cards that can only do mono at 44100, but can do stereo at 22050 (eg sbpro). Depends on how alsa handles these. It is prefereable to have 22050 stereo over 44100 mono. common/snd_dma.c: fixed passing structure instead of address of structure to Q_memset.
1029 lines
20 KiB
C
1029 lines
20 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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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
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// snd_dma.c -- main control for any streaming sound output device
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#include "quakedef.h"
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#ifdef _WIN32
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#include "winquake.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_();
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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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#ifdef QUAKEWORLD
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#define viewentity playernum+1
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#endif // QUAKEWORLD
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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 = {"bgmvolume", "1", true};
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cvar_t volume = {"volume", "0.7", true};
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cvar_t nosound = {"nosound", "0"};
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cvar_t precache = {"precache", "1"};
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cvar_t loadas8bit = {"loadas8bit", "0"};
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cvar_t bgmbuffer = {"bgmbuffer", "4096"};
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cvar_t ambient_level = {"ambient_level", "0.3"};
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cvar_t ambient_fade = {"ambient_fade", "100"};
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cvar_t snd_noextraupdate = {"snd_noextraupdate", "0"};
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cvar_t snd_show = {"snd_show", "0"};
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cvar_t _snd_mixahead = {"_snd_mixahead", "0.1", true};
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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 S_AmbientOff (void)
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{
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snd_ambient = false;
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}
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void S_AmbientOn (void)
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{
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snd_ambient = true;
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}
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void S_SoundInfo_f(void)
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{
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if (!sound_started || !shm)
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{
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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%x dma buffer\n", 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 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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{
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rc = SNDDMA_Init();
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if (!rc)
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{
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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 S_Init (void)
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{
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// Con_Printf("\nSound Initialization\n");
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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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Cmd_AddCommand("play", S_Play);
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Cmd_AddCommand("playvol", S_PlayVol);
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Cmd_AddCommand("stopsound", S_StopAllSoundsC);
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Cmd_AddCommand("soundlist", S_SoundList);
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Cmd_AddCommand("soundinfo", S_SoundInfo_f);
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Cvar_RegisterVariable(&nosound);
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Cvar_RegisterVariable(&volume);
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Cvar_RegisterVariable(&precache);
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Cvar_RegisterVariable(&loadas8bit);
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Cvar_RegisterVariable(&bgmvolume);
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Cvar_RegisterVariable(&bgmbuffer);
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Cvar_RegisterVariable(&ambient_level);
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Cvar_RegisterVariable(&ambient_fade);
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Cvar_RegisterVariable(&snd_noextraupdate);
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Cvar_RegisterVariable(&snd_show);
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Cvar_RegisterVariable(&_snd_mixahead);
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if (host_parms.memsize < 0x800000)
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{
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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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{
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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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// =======================================================================
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// Shutdown sound engine
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// =======================================================================
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void 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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{
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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 *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 (Q_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 (!Q_strcmp(known_sfx[i].name, name))
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{
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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 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 *S_PrecacheSound (char *name)
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{
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sfx_t *sfx;
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if (!sound_started || nosound.value)
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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.value)
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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 *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 ; ch_idx++)
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{
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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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{ // allways 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 && 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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{
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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 SND_Spatialize(channel_t *ch)
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{
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vec_t dot;
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// vec_t ldist, rdist, dist;
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vec_t dist;
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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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{
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ch->leftvol = ch->master_vol;
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ch->rightvol = ch->master_vol;
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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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{
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rscale = 1.0;
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lscale = 1.0;
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}
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else
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{
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rscale = 1.0 + dot;
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lscale = 1.0 - 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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}
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// =======================================================================
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// Start a sound effect
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// =======================================================================
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void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, 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.value)
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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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{
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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 ; ch_idx++, check++)
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{
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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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{
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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 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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{
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if (channels[i].entnum == entnum
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&& channels[i].entchannel == entchannel)
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{
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channels[i].end = 0;
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channels[i].sfx = NULL;
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return;
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}
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}
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}
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void S_StopAllSounds(qboolean clear)
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{
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int i;
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if (!sound_started)
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return;
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total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
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for (i=0 ; i<MAX_CHANNELS ; i++)
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if (channels[i].sfx)
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channels[i].sfx = NULL;
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Q_memset(&channels, 0, MAX_CHANNELS * sizeof(channel_t));
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if (clear)
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S_ClearBuffer ();
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}
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void S_StopAllSoundsC (void)
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{
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S_StopAllSounds (true);
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}
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void S_ClearBuffer (void)
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{
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int clear;
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#ifdef _WIN32
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if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
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#else
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if (!sound_started || !shm || !shm->buffer)
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#endif
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return;
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if (shm->samplebits == 8)
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clear = 0x80;
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else
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clear = 0;
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#ifdef _WIN32
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if (pDSBuf)
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{
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DWORD dwSize;
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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)
|
|
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;
|
|
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.value)
|
|
{
|
|
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.
|
|
|
|
//#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 (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;
|
|
|
|
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 (nosound.value)
|
|
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)
|
|
{
|
|
}
|
|
|