quakeforge/include/snd_render.h

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/*
snd_render.h
Sound renderer plugin stuff
Copyright (C) 2002 Bill Currie
Author: Bill Currie <bill@taniwha.org>
Date: Jan 31 2003
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
$Id$
*/
#ifndef __snd_render_h
#define __snd_render_h
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/** \defgroup sound_render Sound rendering sub-system.
\ingroup sound
*/
//@{
#include "QF/sound.h"
#include "QF/zone.h"
typedef struct portable_samplepair_s portable_samplepair_t;
typedef struct dma_s dma_t;
typedef struct wavinfo_s wavinfo_t;
typedef struct channel_s channel_t;
typedef struct sfxbuffer_s sfxbuffer_t;
typedef struct sfxblock_s sfxblock_t;
typedef struct sfxstream_s sfxstream_t;
/** Represent a sound sample in the mixer.
*/
struct portable_samplepair_s {
int left; //!< left sample
int right; //!< right sample
};
/** communication structure between output drivers and renderer
*/
struct dma_s {
int speed; //!< sample rate
int samplebits; //!< bits per sample
int channels; //!< number of output channels
int samples; //!< mono samples in buffer
int submission_chunk; //!< don't mix less than this #
int samplepos; //!< in mono samples
unsigned char *buffer; //!< destination for mixed sound
};
/** Describes the sound data.
For looped data (loopstart >= 0), play starts at sample 0, goes to the end,
then loops back to loopstart. This allows an optional lead in section
followed by a continuously looped (until the sound is stopped) section.
*/
struct wavinfo_s {
unsigned rate; //!< sample rate
unsigned width; //!< bits per sample
unsigned channels; //!< number of channels
unsigned loopstart; //!< start sample of loop. -1 = no loop
unsigned samples; //!< size of sound in samples
unsigned dataofs; //!< chunk starts this many bytes from BOF
unsigned datalen; //!< chunk bytes
};
/** Buffer for storing sound samples in memory. For cached sounds, acts as
an ordinary buffer. For streamed sounds, acts as a ring buffer.
*/
struct sfxbuffer_s {
unsigned head; //!< ring buffer head position in sampels
unsigned tail; //!< ring buffer tail position in sampels
unsigned length; //!< length of buffer in samples
unsigned pos; //!< position of tail within full stream
unsigned bps; //!< bytes per sample: 1 2 4 usually
/** paint samples into the mix buffer
\param ch sound channel
\param buffer "this"
\param count number of samples to paint
*/
void (*paint) (channel_t *ch, sfxbuffer_t *buffer, int count);
/** Advance the position with the stream, updating the ring buffer as
necessary. Null for chached sounds.
\param buffer "this"
\param count number of samples to advance
*/
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void (*advance) (sfxbuffer_t *buffer, unsigned int count);
/** Seek to an absolute position within the stream, resetting the ring
buffer.
\param buffer "this"
\param pos sample position with the stream
*/
void (*setpos) (sfxbuffer_t *buffer, unsigned int pos);
sfx_t *sfx; //!< owning sfx_t instance
byte data[4]; //!< sample data
};
/** Representation of sound loaded that is streamed in as needed.
*/
struct sfxstream_s {
sfx_t *sfx; //!< owning sfx_t instance
void *file; //!< handle for "file" representing the stream
wavinfo_t wavinfo; //!< description of sound data
unsigned pos; //!< position of next sample within full stream
/** Seek to an absolute position within the stream, resetting the ring
buffer.
\param sc buffer to write resampled sound (sfxstream_s::buffer)
\param data raw sample data
\param length number of raw samples to resample
\param prev pointer to end of last resample for smoothing
*/
void (*resample)(sfxbuffer_t *, byte *, int, void *);
/** Seek to an absolute position within the stream, resetting the ring
buffer.
\param file handle for "file" representing the stream
(sfxstream_s::file)
\param data destination of read data
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\param bytes number of bytes to read from stream
\param info description of sound data (sfxstream_s::wavinfo)
\return number of bytes read from stream
*/
int (*read)(void *file, byte *data, int bytes, wavinfo_t *info);
/** Seek to an absolute position within the stream.
\param file handle for "file" representing the stream
(sfxstream_s::file)
\param pos sample position with the stream
\param info description of sound data (sfxstream_s::wavinfo)
*/
int (*seek)(void *file, int pos, wavinfo_t *info);
sfxbuffer_t buffer; //<! stream's ring buffer
};
/** Representation of sound loaded into memory as a full block.
*/
struct sfxblock_s {
sfx_t *sfx; //!< owning sfx_t instance
void *file; //!< handle for "file" representing the block
wavinfo_t wavinfo; //!< description of sound data
cache_user_t cache; //!< cached sound buffer (::sfxbuffer_s)
};
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/** Representation of a sound being played
*/
struct channel_s {
sfx_t *sfx; //!< sound played by this channel
int leftvol; //!< 0-255 volume
int rightvol; //!< 0-255 volume
unsigned end; //!< end time in global paintsamples
unsigned pos; //!< sample position in sfx
unsigned looping; //!< where to loop, -1 = no looping
int entnum; //!< to allow overriding a specific sound
int entchannel; //
vec3_t origin; //!< origin of sound effect
vec_t dist_mult; //!< distance multiplier (attenuation/clip)
int master_vol; //!< 0-255 master volume
int phase; //!< phase shift between l-r in samples
int oldphase; //!< phase shift between l-r in samples
};
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extern struct cvar_s *snd_loadas8bit;
extern struct cvar_s *snd_volume;
extern struct cvar_s *snd_interp;
extern struct cvar_s *snd_stereo_phase_separation;
extern volatile dma_t *snd_shm;
//@}
/** \defgroup sound_render_mix_channels Sound channels
\ingroup sound_render_mix
Output sound is mixed from an number of active sound channels.
- 0 to MAX_DYNAMIC_CHANNELS-1 <br>
normal entity sounds
- MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 <br>
water, etc
- MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels - 1 <br>
static sounds
*/
//@{
#define MAX_CHANNELS 256 //!< number of available mixing channels
#define MAX_DYNAMIC_CHANNELS 8 //!< number of dynamic channels
extern channel_t snd_channels[MAX_CHANNELS]; //!< pool of available channels
extern int snd_total_channels; //!< number of active channels
//@}
/** \defgroup sound_render_mix Mixer engine.
\ingroup sound_render
*/
//@{
/** sound clock in samples
*/
extern unsigned snd_paintedtime;
/** Mix all active channels into the output buffer.
\param endtime sample time until when to mix
*/
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void SND_PaintChannels(unsigned int endtime);
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/** Initialize the scale table for painting of 8 bit samples.
*/
void SND_InitScaletable (void);
//@}
/** \defgroup sound_render_resample Resampling functios
\ingroup sound_render
*/
//@{
/** Copy/resample mono data into sample buffer, resampling as necessary.
\param sc buffer to write resampled sound
\param data raw sample data
\param length number of raw samples to resample
\param prev pointer to end of last resample for smoothing
*/
void SND_ResampleMono (sfxbuffer_t *sc, byte *data, int length, void *prev);
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/** Copy/resample stereo data into sample buffer, resampling as necessary.
\param sc buffer to write resampled sound
\param data raw sample data
\param length number of raw samples to resample
\param prev pointer to end of last resample for smoothing
*/
void SND_ResampleStereo (sfxbuffer_t *sc, byte *data, int length, void *prev);
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/** Copy stereo data into sample buffer. No resampling is done. Useful for
generated effects/music.
\param sc buffer to write resampled sound
\param data raw sample data
\param length number of raw samples to resample
\param prev pointer to end of last resample for smoothing
*/
void SND_NoResampleStereo (sfxbuffer_t *sc, byte *data, int length, void *prev);
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//@}
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/** \defgroup sound_render_load Sound loading functions
\ingroup sound_render
*/
//@{
/** Load the referenced sound.
\param sfx sound reference
*/
void SND_Load (sfx_t *sfx);
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/** Load the referenced sound from the specified Ogg file.
\param file pre-opened Ogg file
\param sfx sound reference
\param realname path of sound file should it need to be re-opened
*/
void SND_LoadOgg (QFile *file, sfx_t *sfx, char *realname);
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/** Load the referenced sound from the specified FLAC file.
\param file pre-opened FLAC file
\param sfx sound reference
\param realname path of sound file should it need to be re-opened
*/
void SND_LoadFLAC (QFile *file, sfx_t *sfx, char *realname);
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/** Load the referenced sound from the specified WAV file.
\param file pre-opened WAV file
\param sfx sound reference
\param realname path of sound file should it need to be re-opened
*/
void SND_LoadWav (QFile *file, sfx_t *sfx, char *realname);
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/** Load the referenced sound from the specified MIDI file.
\param file pre-opened MIDI file
\param sfx sound reference
\param realname path of sound file should it need to be re-opened
*/
void SND_LoadMidi (QFile *file, sfx_t *sfx, char *realname);
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//@}
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/** \defgroup sound_render_cache_stream Cache/Stream Functions.
\ingroup sound_render
*/
//@{
/** Retrieve wavinfo from a cached sound.
\param sfx sound reference
\return pointer to sound's wavinfo
*/
wavinfo_t *SND_CacheWavinfo (sfx_t *sfx);
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/** Retrieve wavinfo from a streamed sound.
\param sfx sound reference
\return pointer to sound's wavinfo
*/
wavinfo_t *SND_StreamWavinfo (sfx_t *sfx);
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/** Ensure a cached sound is in memory.
\param sfx sound reference
\return poitner to sound buffer
*/
sfxbuffer_t *SND_CacheTouch (sfx_t *sfx);
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/** Lock a cached sound into memory.
\param sfx sound reference
\return poitner to sound buffer
*/
sfxbuffer_t *SND_CacheRetain (sfx_t *sfx);
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/** Unlock a cached sound from memory.
\param sfx sound reference
*/
void SND_CacheRelease (sfx_t *sfx);
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/** Lock a streamed sound into memory. Doesn't actually do anything other than
return a pointer to the buffer.
\param sfx sound reference
\return poitner to sound buffer
*/
sfxbuffer_t *SND_StreamRetain (sfx_t *sfx);
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/** Unlock a streamed sound from memory. Doesn't actually do anything.
\param sfx sound reference
*/
void SND_StreamRelease (sfx_t *sfx);
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/** Advance the position with the stream, updating the ring buffer as
necessary. Null for chached sounds.
\param buffer "this"
\param count number of samples to advance
*/
void SND_StreamAdvance (sfxbuffer_t *buffer, unsigned int count);
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/** Seek to an absolute position within the stream, resetting the ring
buffer.
\param buffer "this"
\param pos sample position with the stream
*/
void SND_StreamSetPos (sfxbuffer_t *buffer, unsigned int pos);
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/** Allocate a sound buffer from cache for cached sounds.
\param samples size in samples
\param rate sample rate
\param inwidth bits per sample of input data
\param channels number of channels in input data
\param block cached sound descriptor to initialize
\param allocator cache allocator function
\return pointer to sound sample buffer (setup for block mode)
*/
sfxbuffer_t *SND_GetCache (long samples, int rate, int inwidth, int channels,
sfxblock_t *block, cache_allocator_t allocator);
//@}
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/** \defgroup sound_render_mix_virt Mixer engine virtual functions.
\ingroup sound_render_mix
*/
//@{
/** paint 16 bit mono samples into the mix buffer with spacialization effects
\param ch sound channel
\param sc "this"
\param count number of samples to paint
*/
void SND_PaintChannelFrom8 (channel_t *ch, sfxbuffer_t *sc, int count);
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/** paint 16 bit mono samples into the mix buffer with spacialization effects
\param ch sound channel
\param sc "this"
\param count number of samples to paint
*/
void SND_PaintChannelFrom16 (channel_t *ch, sfxbuffer_t *sc, int count);
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/** paint 8 bit stereo samples into the mix buffer with spacialization effects
\param ch sound channel
\param sc "this"
\param count number of samples to paint
*/
void SND_PaintChannelStereo8 (channel_t *ch, sfxbuffer_t *sc, int count);
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/** paint 16 bit stereo samples into the mix buffer with spacialization effects
\param ch sound channel
\param sc "this"
\param count number of samples to paint
*/
void SND_PaintChannelStereo16 (channel_t *ch, sfxbuffer_t *sc, int count);
//@}
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#endif//__snd_render_h