quakeforge/libs/audio/renderer/snd_dma.c

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/*
snd_dma.c
main control for any streaming sound output device
Copyright (C) 1996-1997 Id Software, Inc.
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((unused)) const char rcsid[] =
"$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
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#include "winquake.h"
#include "QF/cmd.h"
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#include "QF/cvar.h"
#include "QF/dstring.h"
#include "QF/model.h"
#include "QF/qargs.h"
#include "QF/sys.h"
#include "QF/sound.h"
#include "QF/plugin.h"
#include "QF/va.h"
#include "QF/quakefs.h"
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#include "snd_render.h"
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// Internal sound data & structures ===========================================
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volatile dma_t *shm = 0;
unsigned int paintedtime; // sample PAIRS
cvar_t *snd_loadas8bit;
cvar_t *volume;
cvar_t *snd_interp;
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channel_t channels[MAX_CHANNELS];
int total_channels;
static channel_t *ambient_channels[NUM_AMBIENTS];
static channel_t *dynamic_channels[MAX_DYNAMIC_CHANNELS];
static channel_t *static_channels[MAX_CHANNELS];
static int num_statics;
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static qboolean snd_initialized = false;
static int snd_blocked = 0;
static qboolean snd_ambient = 1;
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static vec3_t listener_origin;
static vec3_t listener_forward;
static vec3_t listener_right;
static vec3_t listener_up;
static vec_t sound_nominal_clip_dist = 1000.0;
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static unsigned soundtime; // sample PAIRS
#define MAX_SFX 512
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static sfx_t *known_sfx; // hunk allocated [MAX_SFX]
static int num_sfx;
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static sfx_t *ambient_sfx[NUM_AMBIENTS];
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static int sound_started = 0;
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static cvar_t *ambient_fade;
static cvar_t *ambient_level;
static cvar_t *nosound;
static cvar_t *precache;
static cvar_t *snd_mixahead;
static cvar_t *snd_noextraupdate;
static cvar_t *snd_phasesep;
static cvar_t *snd_show;
static cvar_t *snd_volumesep;
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static general_data_t plugin_info_general_data;
static snd_render_data_t render_data = {
0,
0,
0,
&soundtime,
&paintedtime,
0,
};
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static snd_output_funcs_t *snd_output_funcs;
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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.
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static qboolean fakedma = false;
//static int fakedma_updates = 15;
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static void
s_ambient_off (void)
{
snd_ambient = false;
}
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static void
s_ambient_on (void)
{
snd_ambient = true;
}
static void
s_soundinfo_f (void)
{
if (!sound_started || !shm) {
Sys_Printf ("sound system not started\n");
return;
}
Sys_Printf ("%5d stereo\n", shm->channels - 1);
Sys_Printf ("%5d samples\n", shm->samples);
Sys_Printf ("%5d samplepos\n", shm->samplepos);
Sys_Printf ("%5d samplebits\n", shm->samplebits);
Sys_Printf ("%5d submission_chunk\n", shm->submission_chunk);
Sys_Printf ("%5d speed\n", shm->speed);
Sys_Printf ("0x%lx dma buffer\n", (unsigned long) shm->buffer);
Sys_Printf ("%5d total_channels\n", total_channels);
}
static void
s_startup (void)
{
if (!snd_initialized)
return;
if (!fakedma) {
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shm = snd_output_funcs->pS_O_Init ();
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if (!shm) {
Sys_Printf ("S_Startup: S_O_Init failed.\n");
sound_started = 0;
return;
}
}
sound_started = 1;
}
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// Load a sound ===============================================================
static sfx_t *
s_load_sound (const char *name)
{
int i;
sfx_t *sfx;
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if (!known_sfx)
return 0;
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// see if already loaded
for (i = 0; i < num_sfx; i++)
if (known_sfx[i].name && !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];
if (sfx->name)
free ((char *) sfx->name);
sfx->name = strdup (name);
SND_Load (sfx);
num_sfx++;
return sfx;
}
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static void
s_touch_sound (const char *name)
{
sfx_t *sfx;
if (!sound_started)
return;
if (!name)
Sys_Error ("s_touch_sound: NULL");
name = va ("sound/%s", name);
sfx = s_load_sound (name);
sfx->touch (sfx);
}
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static sfx_t *
s_precache_sound (const char *name)
{
sfx_t *sfx;
if (!sound_started || nosound->int_val)
return NULL;
if (!name)
Sys_Error ("s_precache_sound: NULL");
name = va ("sound/%s", name);
sfx = s_load_sound (name);
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// cache it in
if (precache->int_val) {
if (sfx->retain (sfx))
sfx->release (sfx);
}
return sfx;
}
//=============================================================================
static channel_t *
s_alloc_channel (void)
{
if (total_channels < MAX_CHANNELS)
return &channels[total_channels++];
return 0;
}
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static channel_t *
s_pick_channel (int entnum, int entchannel)
{
int ch_idx;
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unsigned life_left;
channel_t *ch, *first_to_die;
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// Check for replacement sound, or find the best one to replace
first_to_die = 0;
life_left = 0x7fffffff;
for (ch_idx = 0; ch_idx < MAX_DYNAMIC_CHANNELS; ch_idx++) {
ch = dynamic_channels[ch_idx];
if (entchannel != 0 // channel 0 never overrides
&& ch->entnum == entnum
&& (ch->entchannel == entchannel || entchannel == -1)) {
// always override sound from same entity
first_to_die = ch;
break;
}
// don't let monster sounds override player sounds
if (ch->entnum == *render_data.viewentity
&& entnum != *render_data.viewentity
&& ch->sfx)
continue;
if (paintedtime + life_left > ch->end) {
life_left = ch->end - paintedtime;
first_to_die = ch;
}
}
if (!first_to_die)
return NULL;
if (first_to_die->sfx) {
first_to_die->sfx->close (first_to_die->sfx);
first_to_die->sfx = NULL;
}
return first_to_die;
}
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static void
s_spatialize (channel_t *ch)
{
int phase; // in samples
vec_t dist, dot, lscale, rscale, scale;
vec3_t source_vec;
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// anything coming from the view entity will always be full volume
if (ch->entnum == *render_data.viewentity) {
ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol;
ch->phase = 0;
return;
}
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// calculate stereo seperation and distance attenuation
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;
phase = 0;
} else {
rscale = 1.0 + dot * snd_volumesep->value;
lscale = 1.0 - dot * snd_volumesep->value;
phase = snd_phasesep->value * 0.001 * shm->speed * dot;
}
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// 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;
ch->phase = phase;
}
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// Start a sound effect =======================================================
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static void
s_start_sound (int entnum, int entchannel, sfx_t *sfx, const vec3_t origin,
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float fvol, float attenuation)
{
int ch_idx, vol;
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unsigned int skip;
channel_t *target_chan, *check;
if (!sound_started)
return;
if (!sfx)
return;
if (nosound->int_val)
return;
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// pick a channel to play on
target_chan = s_pick_channel (entnum, entchannel);
if (!target_chan)
return;
vol = fvol * 255;
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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;
s_spatialize (target_chan);
if (!target_chan->leftvol && !target_chan->rightvol)
return; // not audible at all
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// new channel
if (!sfx->retain (sfx)) {
if (target_chan->sfx)
target_chan->sfx->close (target_chan->sfx);
target_chan->sfx = NULL;
return; // couldn't load the sound's data
}
if (!(target_chan->sfx = sfx->open (sfx))) {
sfx->release (sfx);
return;
}
target_chan->pos = 0.0;
target_chan->end = paintedtime + target_chan->sfx->length;
sfx->release (sfx);
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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
for (ch_idx = 0; ch_idx < MAX_DYNAMIC_CHANNELS; ch_idx++) {
check = dynamic_channels[ch_idx];
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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static void
s_stop_sound (int entnum, int entchannel)
{
int i;
channel_t *ch;
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if (!sound_started)
return;
for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++) {
ch = dynamic_channels[i];
if (ch->entnum == entnum && ch->entchannel == entchannel) {
ch->end = 0;
if (ch->sfx)
ch->sfx->close (ch->sfx);
ch->sfx = NULL;
return;
}
}
}
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static void
s_clear_buffer (void)
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{
int clear, i;
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if (!sound_started || !shm || !shm->buffer)
return;
if (shm->samplebits == 8)
clear = 0x80;
else
clear = 0;
for (i = 0; i < shm->samples * shm->samplebits / 8; i++)
shm->buffer[i] = 0;
}
static void
s_stop_all_sounds (qboolean clear)
{
int i;
if (!sound_started)
return;
num_statics = 0;
for (i = 0; i < MAX_CHANNELS; i++)
if (channels[i].sfx) {
channels[i].sfx->close (channels[i].sfx);
channels[i].sfx = NULL;
}
memset (channels, 0, MAX_CHANNELS * sizeof (channel_t));
if (clear)
s_clear_buffer ();
}
static void
s_stop_all_sounds_f (void)
{
s_stop_all_sounds (true);
}
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static void
s_static_sound (sfx_t *sfx, const vec3_t origin, float vol,
float attenuation)
{
channel_t *ss;
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if (!sound_started || !sfx)
return;
if (!static_channels[num_statics]) {
if (!(static_channels[num_statics] = s_alloc_channel ())) {
Sys_Printf ("ran out of channels\n");
return;
}
}
ss = static_channels[num_statics];
if (!sfx->retain (sfx))
return;
if (sfx->loopstart == (unsigned int) -1) {
Sys_Printf ("Sound %s not looped\n", sfx->name);
sfx->release (sfx);
return;
}
if (!(ss->sfx = sfx->open (sfx))) {
sfx->release (sfx);
return;
}
VectorCopy (origin, ss->origin);
ss->master_vol = vol;
ss->dist_mult = (attenuation / 64) / sound_nominal_clip_dist;
ss->end = paintedtime + sfx->length;
sfx->release (sfx);
s_spatialize (ss);
ss->oldphase = ss->phase;
num_statics++;
}
//=============================================================================
static void
s_updateAmbientSounds (void)
{
float vol;
int ambient_channel;
channel_t *chan;
mleaf_t *l;
if (!snd_ambient)
return;
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// calc ambient sound levels
if (!*render_data.worldmodel)
return;
l = Mod_PointInLeaf (listener_origin, *render_data.worldmodel);
if (!l || !ambient_level->value) {
for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
ambient_channel++) {
chan = ambient_channels[ambient_channel];
if (chan->sfx)
chan->sfx->close (chan->sfx);
chan->sfx = NULL;
}
return;
}
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for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
ambient_channel++) {
chan = ambient_channels[ambient_channel];
if (!ambient_sfx[ambient_channel]) {
chan->sfx = 0;
continue;
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} else if (!chan->sfx)
chan->sfx = ambient_sfx[ambient_channel]->open (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 += *render_data.host_frametime
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* ambient_fade->value;
if (chan->master_vol > vol)
chan->master_vol = vol;
} else if (chan->master_vol > vol) {
chan->master_vol -= *render_data.host_frametime
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* ambient_fade->value;
if (chan->master_vol < vol)
chan->master_vol = vol;
}
chan->leftvol = chan->rightvol = chan->master_vol;
}
}
static void
s_get_soundtime (void)
{
int fullsamples, samplepos;
static int buffers, oldsamplepos;
fullsamples = shm->samples / shm->channels;
// it is possible to miscount buffers if it has wrapped twice between
// calls to s_update. Oh well.
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if ((samplepos = snd_output_funcs->pS_O_GetDMAPos ()) == -1)
return;
if (samplepos < oldsamplepos) {
buffers++; // buffer wrapped
if (paintedtime > 0x40000000) { // time to chop things off to avoid
// 32 bit limits
buffers = 0;
paintedtime = fullsamples;
s_stop_all_sounds (true);
}
}
oldsamplepos = samplepos;
soundtime = buffers * fullsamples + samplepos / shm->channels;
}
static void
s_update_ (void)
{
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unsigned int endtime, samps;
if (!sound_started || (snd_blocked > 0))
return;
// Updates DMA time
s_get_soundtime ();
// check to make sure that we haven't overshot
if (paintedtime < soundtime) {
// Sys_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;
SND_PaintChannels (endtime);
snd_output_funcs->pS_O_Submit ();
}
static inline int
s_update_channel (channel_t *ch)
{
if (!ch->sfx)
return 0;
ch->oldphase = ch->phase; // prepare to lerp from prev to next phase
s_spatialize (ch); // respatialize channel
if (!ch->leftvol && !ch->rightvol)
return 0;
return 1;
}
/*
s_update
Called once each time through the main loop
*/
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static void
s_update (const vec3_t origin, const vec3_t forward, const vec3_t right,
const vec3_t up)
{
int total, i, j;
channel_t *ch, *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
for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
s_update_channel (dynamic_channels[i]);
for (i = 0; i < num_statics; i++) {
ch = static_channels[i];
if (!s_update_channel (ch))
continue;
// try to combine static sounds with a previous channel of the same
// sound effect so we don't mix five torches every frame
// 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
for (j = 0; j < i; j++) {
combine = static_channels[j];
if (combine->sfx == ch->sfx)
break;
}
if (j == i) {
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->int_val) {
total = 0;
ch = channels;
for (i = 0; i < total_channels; i++, ch++)
if (ch->sfx && (ch->leftvol || ch->rightvol)) {
// Sys_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol,
// ch->sfx->name);
total++;
}
Sys_Printf ("----(%i)----\n", total);
}
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// mix some sound
s_update_ ();
}
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static void
s_extra_update (void)
{
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if (!sound_started || snd_noextraupdate->int_val)
return; // don't pollute timings
s_update_ ();
}
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/* console functions */
static void
s_play (void)
{
dstring_t *name = dstring_new ();
int i;
static int hash = 345;
sfx_t *sfx;
i = 1;
while (i < Cmd_Argc ()) {
if (!strrchr (Cmd_Argv (i), '.')) {
dsprintf (name, "%s.wav", Cmd_Argv (i));
} else {
dsprintf (name, "%s", Cmd_Argv (i));
}
sfx = s_precache_sound (name->str);
s_start_sound (hash++, 0, sfx, listener_origin, 1.0, 1.0);
i++;
}
dstring_delete (name);
}
static void
s_playcenter_f (void)
{
dstring_t *name = dstring_new ();
int i;
sfx_t *sfx;
i = 1;
while (i < Cmd_Argc ()) {
if (!strrchr (Cmd_Argv (i), '.')) {
dsprintf (name, "%s.wav", Cmd_Argv (i));
} else {
dsprintf (name, "%s", Cmd_Argv (i));
}
sfx = s_precache_sound (name->str);
s_start_sound (*render_data.viewentity, 0, sfx, listener_origin, 1.0, 1.0);
i++;
}
dstring_delete (name);
}
static void
s_playvol_f (void)
{
dstring_t *name = dstring_new ();
float vol;
int i;
static int hash = 543;
sfx_t *sfx;
i = 1;
while (i < Cmd_Argc ()) {
if (!strrchr (Cmd_Argv (i), '.')) {
dsprintf (name, "%s.wav", Cmd_Argv (i));
} else {
dsprintf (name, "%s", Cmd_Argv (i));
}
sfx = s_precache_sound (name->str);
vol = atof (Cmd_Argv (i + 1));
s_start_sound (hash++, 0, sfx, listener_origin, vol, 1.0);
i += 2;
}
dstring_delete (name);
}
static void
s_soundlist_f (void)
{
int load, total, i;
sfx_t *sfx;
if (Cmd_Argc() >= 2 && Cmd_Argv (1)[0])
load = 1;
else
load = 0;
total = 0;
for (sfx = known_sfx, i = 0; i < num_sfx; i++, sfx++) {
if (load) {
if (!sfx->retain (sfx))
continue;
} else {
if (!sfx->touch (sfx))
continue;
}
total += sfx->length;
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Sys_Printf ("%6d %6d %s\n", sfx->loopstart, sfx->length, sfx->name);
if (load)
sfx->release (sfx);
}
Sys_Printf ("Total resident: %i\n", total);
}
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static void
s_local_sound (const char *sound)
{
sfx_t *sfx;
if (!sound_started)
return;
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if (nosound->int_val)
return;
sfx = s_precache_sound (sound);
if (!sfx) {
Sys_Printf ("S_LocalSound: can't cache %s\n", sound);
return;
}
s_start_sound (*render_data.viewentity, -1, sfx, vec3_origin, 1, 1);
}
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static void
s_clear_precache (void)
{
}
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static void
s_begin_precaching (void)
{
}
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static void
s_end_precaching (void)
{
}
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static void
s_block_sound (void)
{
if (++snd_blocked == 1) {
snd_output_funcs->pS_O_BlockSound ();
s_clear_buffer ();
}
}
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static void
s_unblock_sound (void)
{
if (!snd_blocked)
return;
if (!--snd_blocked) {
s_clear_buffer ();
snd_output_funcs->pS_O_UnblockSound ();
}
}
static void
s_gamedir (void)
{
num_sfx = 0;
}
static void
s_init (void)
{
int i;
for (i = 0; i < NUM_AMBIENTS; i++)
ambient_channels[i] = s_alloc_channel ();
for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
dynamic_channels[i] = s_alloc_channel ();
snd_output_funcs = render_data.output->functions->snd_output;
Sys_Printf ("\nSound Initialization\n");
Cmd_AddCommand ("play", s_play,
"Play selected sound effect (play pathto/sound.wav)");
Cmd_AddCommand ("playcenter", s_playcenter_f,
"Play selected sound effect without 3D spatialization.");
Cmd_AddCommand ("playvol", s_playvol_f, "Play selected sound effect at "
"selected volume (playvol pathto/sound.wav num");
Cmd_AddCommand ("stopsound", s_stop_all_sounds_f,
"Stops all sounds currently being played");
Cmd_AddCommand ("soundlist", s_soundlist_f,
"Reports a list of sounds in the cache");
Cmd_AddCommand ("soundinfo", s_soundinfo_f,
"Report information on the sound system");
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snd_interp = Cvar_Get ("snd_interp", "1", CVAR_ARCHIVE, NULL,
"control sample interpolation");
ambient_fade = Cvar_Get ("ambient_fade", "100", CVAR_NONE, NULL,
"How quickly ambient sounds fade in or out");
ambient_level = Cvar_Get ("ambient_level", "0.3", CVAR_NONE, NULL,
"Ambient sounds' volume");
nosound = Cvar_Get ("nosound", "0", CVAR_NONE, NULL,
"Set to turn sound off");
precache = Cvar_Get ("precache", "1", CVAR_NONE, NULL,
"Toggle the use of a precache");
volume = Cvar_Get ("volume", "0.7", CVAR_ARCHIVE, NULL,
"Set the volume for sound playback");
snd_interp = Cvar_Get ("snd_interp", "1", CVAR_ARCHIVE, NULL,
"control sample interpolation");
snd_loadas8bit = Cvar_Get ("snd_loadas8bit", "0", CVAR_NONE, NULL,
"Toggles loading sounds as 8-bit samples");
snd_mixahead = Cvar_Get ("snd_mixahead", "0.1", CVAR_ARCHIVE, NULL,
"Delay time for sounds");
snd_noextraupdate = Cvar_Get ("snd_noextraupdate", "0", CVAR_NONE, NULL,
"Toggles the correct value display in "
"host_speeds. Usually messes up sound "
"playback when in effect");
snd_phasesep = Cvar_Get ("snd_phasesep", "0.0", CVAR_ARCHIVE, NULL,
"max stereo phase separation in ms. 0.6 is for "
"20cm head");
snd_show = Cvar_Get ("snd_show", "0", CVAR_NONE, NULL,
"Toggles display of sounds currently being played");
snd_volumesep = Cvar_Get ("snd_volumesep", "1.0", CVAR_ARCHIVE, NULL,
"max stereo volume separation. 1.0 is max");
if (COM_CheckParm ("-nosound"))
return;
if (COM_CheckParm ("-simsound"))
fakedma = true;
// FIXME
// if (host_parms.memsize < 0x800000) {
// Cvar_Set (snd_loadas8bit, "1");
// Sys_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");
}
// Sys_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_precache_sound ("ambience/water1.wav");
ambient_sfx[AMBIENT_SKY] = s_precache_sound ("ambience/wind2.wav");
s_stop_all_sounds (true);
QFS_GamedirCallback (s_gamedir);
}
// Shutdown sound engine ======================================================
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static void
s_shutdown (void)
{
if (!sound_started)
return;
if (shm)
shm->gamealive = 0;
sound_started = 0;
if (!fakedma) {
snd_output_funcs->pS_O_Shutdown ();
}
shm = 0;
}
static general_funcs_t plugin_info_general_funcs = {
s_init,
s_shutdown,
};
static snd_render_funcs_t plugin_info_render_funcs = {
s_ambient_off,
s_ambient_on,
s_touch_sound,
s_static_sound,
s_start_sound,
s_stop_sound,
s_precache_sound,
s_clear_precache,
s_update,
s_stop_all_sounds,
s_begin_precaching,
s_end_precaching,
s_extra_update,
s_local_sound,
s_block_sound,
s_unblock_sound,
s_load_sound,
s_alloc_channel,
};
static plugin_funcs_t plugin_info_funcs = {
&plugin_info_general_funcs,
0,
0,
0,
0,
&plugin_info_render_funcs,
};
static plugin_data_t plugin_info_data = {
&plugin_info_general_data,
0,
0,
0,
0,
&render_data,
};
static plugin_t plugin_info = {
qfp_snd_render,
0,
QFPLUGIN_VERSION,
"0.1",
"Sound Renderer",
"Copyright (C) 1996-1997 id Software, Inc.\n"
"Copyright (C) 1999,2000,2001 contributors of the QuakeForge "
"project\n"
"Please see the file \"AUTHORS\" for a list of contributors",
&plugin_info_funcs,
&plugin_info_data,
};
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PLUGIN_INFO(snd_render, default)
{
return &plugin_info;
}