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https://git.code.sf.net/p/quake/quakeforge
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add some documentation to QF/sound.h and move renderer private stuff into snd_render.h
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2 changed files with 134 additions and 23 deletions
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@ -30,6 +30,9 @@
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#ifndef _SOUND_H
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#define _SOUND_H
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/** \defgroup sound QuakeForge sound engine
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*/
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#include "QF/mathlib.h"
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#define AMBIENT_WATER 0
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@ -73,58 +76,145 @@ typedef struct dma_s {
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} dma_t;
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struct model_s;
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/** \defgroup sound_init Initialization functions
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\ingroup sound
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*/
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//@{
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/** Initialize the sound engine.
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\param worldmodel pointer to the main engine's world model pointer
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\param viewentity pointer to view entity index
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\param host_frametime pointer to host frame time difference
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*/
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void S_Init (struct model_s **worldmodel, int *viewentity,
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double *host_frametime);
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/** Initialize the Cvars for the sound engine. Call before calling S_Init().
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*/
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void S_Init_Cvars (void);
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void S_Startup (void);
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/** Shutdown the sound engine. Allows audio output modules to shutdown
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gracefully.
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*/
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void S_Shutdown (void);
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//@}
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/** \defgroup sound_stuff Unclassified
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\ingroup sound
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*/
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//@{
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/** Start a sound playing.
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\param entnum index of entity the sound is associated with.
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\param entchannel 0-7
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- 0 auto (never willingly overrides)
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- 1 weapon
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- 2 voice
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- 3 item
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- 4 body
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\param sfx sound to play
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\param origin 3d coords of where the sound originates
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\param fvol absolute volume of the sound
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\param attenuation rate of volume dropoff vs distance
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*/
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void S_StartSound (int entnum, int entchannel, sfx_t *sfx, const vec3_t origin,
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float fvol, float attenuation);
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/** Create a sound generated by the world.
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\param sfx sound to play
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\param origin 3d coords of where the sound originates
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\param vol absolute volume of the sound
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\param attenuation rate of volume dropoff vs distance
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*/
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void S_StaticSound (sfx_t *sfx, const vec3_t origin, float vol,
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float attenuation);
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/** Stop an entity's sound.
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\param entnum index of entity the sound is associated with.
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\param entchannel channel to silence
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*/
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void S_StopSound (int entnum, int entchannel);
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/** Stop all sounds from playing.
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\param clear if true, the buffer is cleared so sound stops immediately
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rather than trailing off
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*/
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void S_StopAllSounds(qboolean clear);
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/** Update the sound engine with the client's position and orientation and
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render some sound.
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\param origin 3d coords of the client
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\param v_forward 3d vector of the client's facing direction
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\param v_right 3d vector of the client's rightward direction
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\param v_up 3d vector of the client's upward direction
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*/
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void S_Update (const vec3_t origin, const vec3_t v_forward,
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const vec3_t v_right, const vec3_t v_up);
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/** Render some more sound without updating the client's position/orientation.
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*/
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void S_ExtraUpdate (void);
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/** Pause the sound output. Nested blocking is supported, so calls to
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S_BlockSound() and S_UnblockSound() must be balanced.
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*/
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void S_BlockSound (void);
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/** Unpause the sound output. Nested blocking is supported, so calls to
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S_BlockSound() and S_UnblockSound() must be balanced.
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*/
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void S_UnblockSound (void);
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/** Pre-load a sound into the cache.
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\param sample name of sound to precache
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*/
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sfx_t *S_PrecacheSound (const char *sample);
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/** Tag a cached sound to prevent it being flushed unnecessarily.
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\param sample name of sound touch
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\todo check that Cache_TryGet() does the right thing
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*/
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void S_TouchSound (const char *sample);
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/** Does nothing.
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\todo remove?
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*/
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void S_ClearPrecache (void);
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/** Does nothing.
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\todo remove?
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*/
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void S_BeginPrecaching (void);
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/** Does nothing.
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\todo remove?
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*/
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void S_EndPrecaching (void);
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/** Pre-load a sound.
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\param name name of sound to load
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*/
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sfx_t *S_LoadSound (const char *name);
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/** Allocate a sound channel that can be used for playing sounds.
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*/
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struct channel_s *S_AllocChannel (void);
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// ====================================================================
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// User-setable variables
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// ====================================================================
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#define MAX_CHANNELS 256
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#define MAX_DYNAMIC_CHANNELS 8
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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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extern unsigned paintedtime;
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extern struct cvar_s *snd_loadas8bit;
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extern struct cvar_s *volume;
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extern struct cvar_s *snd_interp;
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extern struct cvar_s *snd_stereo_phase_separation;
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/** Start a sound local to the client view.
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\param s name of sound to play
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*/
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void S_LocalSound (const char *s);
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/** Disable ambient sounds.
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\todo not used, remove?
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*/
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void S_AmbientOff (void);
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/** Enable ambient sounds.
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\todo not used, remove?
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*/
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void S_AmbientOn (void);
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extern struct model_s **snd_worldmodel;
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//@}
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#endif // _SOUND_H
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@ -133,6 +133,27 @@ void SND_PaintChannelFrom16 (channel_t *ch, sfxbuffer_t *sc, int count);
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void SND_PaintChannelStereo8 (channel_t *ch, sfxbuffer_t *sc, int count);
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void SND_PaintChannelStereo16 (channel_t *ch, sfxbuffer_t *sc, int count);
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// ====================================================================
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// User-setable variables
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// ====================================================================
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#define MAX_CHANNELS 256
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#define MAX_DYNAMIC_CHANNELS 8
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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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extern unsigned paintedtime;
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extern struct cvar_s *snd_loadas8bit;
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extern struct cvar_s *volume;
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extern struct cvar_s *snd_interp;
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extern struct cvar_s *snd_stereo_phase_separation;
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extern volatile dma_t *shm;
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extern channel_t channels[MAX_CHANNELS];
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// 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
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