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https://git.code.sf.net/p/quake/quakeforge
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[sound] Move most spacialization fields out of channel_t
More shrinkage. It turned out the mixer uses the phase fields, so they couldn't be removed, but even at 192kHz, +/- 127 samples produces sufficient phase separation for a 21cm head (which is, actually, pretty big: mine is about 15cm across), but that change can come later. The ambient sound loading has been removed from snd_channels because 1) it doesn't work for nq, 2) it should never have been there in the first place (it belongs in the client, but that needs some more API).
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3 changed files with 50 additions and 36 deletions
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@ -229,10 +229,7 @@ struct channel_s {
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unsigned end; //!< end time in global paintsamples
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unsigned pos; //!< sample position in sfx
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unsigned looping; //!< where to loop, -1 = no looping
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vec3_t origin; //!< origin of sound effect
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vec_t dist_mult; //!< distance multiplier (attenuation/clip)
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int pause; //!< don't update the channel at all
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float volume; //!< 0-1 overall channel volume
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int phase; //!< phase shift between l-r in samples
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int oldphase; //!< phase shift between l-r in samples
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/** signal between main program and mixer thread that the channel is to be
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@ -340,6 +337,8 @@ extern int snd_total_channels; //!< number of active channels
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*/
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channel_t *SND_AllocChannel (snd_t *snd);
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void SND_ChannelSetVolume (channel_t *chan, float volume);
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/** Stop a channel from playing.
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\param snd sound system state
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\param chan the channel to stop
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@ -60,9 +60,16 @@ typedef struct entchan_s {
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int channel; // per-entity sound channel
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} entchan_t;
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typedef struct spacial_s {
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vec3_t origin; //!< origin of sound effect
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vec_t dist_mult; //!< distance multiplier (attenuation/clip)
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float volume; //!< 0-1 overall channel volume
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} spacial_t;
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int snd_total_channels;
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channel_t snd_channels[MAX_CHANNELS];
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static entchan_t snd_entity_channels[MAX_CHANNELS];
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static spacial_t snd_spacialization[MAX_CHANNELS];
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static int snd_free_channels[MAX_CHANNELS];
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static int snd_num_free_channels;
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/* Dynamic channels are (usually) short sound bytes, never looped. They do not
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@ -347,14 +354,6 @@ s_playvol_f (void *_snd)
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static void
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s_channels_gamedir (int phase, void *_snd)
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{
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//FIXME for some reason, a gamedir change causes semi-random
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//"already released" cache errors. fortunatly, servers don't change
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//gamedir often, so I'll put this in the too-hard basket for now.
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//XXX FIXME set ambient sounds
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//if (phase) {
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// ambient_sfx[AMBIENT_WATER] = SND_PrecacheSound (snd, "ambience/water1.wav");
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// ambient_sfx[AMBIENT_SKY] = SND_PrecacheSound (snd, "ambience/wind2.wav");
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//}
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}
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void
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@ -442,8 +441,10 @@ s_updateAmbientSounds (snd_t *snd, const byte *ambient_sound_level)
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ambient_channel++) {
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chan = ambient_channels[ambient_channel];
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if (chan) {
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chan->volume = 0;
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chan->leftvol = chan->rightvol = chan->volume;
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int chan_ind = chan - snd_channels;
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spacial_t *spacial = &snd_spacialization[chan_ind];
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spacial->volume = 0;
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chan->leftvol = chan->rightvol = spacial->volume;
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}
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}
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return;
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@ -474,23 +475,26 @@ s_updateAmbientSounds (snd_t *snd, const byte *ambient_sound_level)
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// sfx will be written to chan->sfx later to ensure mixer doesn't use
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// channel prematurely.
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int chan_ind = chan - snd_channels;
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spacial_t *spacial = &snd_spacialization[chan_ind];
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vol = ambient_level * ambient_sound_level[ambient_channel] * (1/255.0);
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if (vol < 8/255.0)
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vol = 0;
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// don't adjust volume too fast
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float fade = ambient_fade * (1/255.0);
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if (chan->volume < vol) {
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chan->volume += *snd_render_data.host_frametime * fade;
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if (chan->volume > vol)
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chan->volume = vol;
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} else if (chan->volume > vol) {
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chan->volume -= *snd_render_data.host_frametime * fade;
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if (chan->volume < vol)
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chan->volume = vol;
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if (spacial->volume < vol) {
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spacial->volume += *snd_render_data.host_frametime * fade;
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if (spacial->volume > vol)
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spacial->volume = vol;
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} else if (spacial->volume > vol) {
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spacial->volume -= *snd_render_data.host_frametime * fade;
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if (spacial->volume < vol)
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spacial->volume = vol;
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}
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chan->leftvol = chan->rightvol = chan->volume;
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chan->leftvol = chan->rightvol = spacial->volume;
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chan->sfx = sfx;
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}
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}
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@ -506,19 +510,21 @@ s_spatialize (snd_t *snd, channel_t *ch)
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// prepare to lerp from prev to next phase
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ch->oldphase = ch->phase;
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spacial_t *spacial = &snd_spacialization[chan_ind];
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// anything coming from the view entity will always be full volume
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if (!snd_render_data.viewentity
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|| snd_entity_channels[chan_ind].id == *snd_render_data.viewentity) {
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ch->leftvol = ch->volume;
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ch->rightvol = ch->volume;
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ch->leftvol = spacial->volume;
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ch->rightvol = spacial->volume;
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ch->phase = 0;
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return;
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}
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// calculate stereo seperation and distance attenuation
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VectorSubtract (ch->origin, listener_origin, source_vec);
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VectorSubtract (spacial->origin, listener_origin, source_vec);
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dist = VectorNormalize (source_vec) * ch->dist_mult;
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dist = VectorNormalize (source_vec) * spacial->dist_mult;
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dot = DotProduct (listener_right, source_vec);
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if (snd_swapchannelside)
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@ -536,12 +542,12 @@ s_spatialize (snd_t *snd, channel_t *ch)
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// add in distance effect
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scale = (1.0 - dist) * rscale;
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ch->rightvol = ch->volume * scale;
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ch->rightvol = spacial->volume * 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 = ch->volume * scale;
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ch->leftvol = spacial->volume * scale;
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if (ch->leftvol < 0)
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ch->leftvol = 0;
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@ -656,9 +662,10 @@ SND_StartSound (snd_t *snd, int entnum, int entchannel, sfx_t *sfx,
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int chan_ind = target_chan - snd_channels;
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// spatialize
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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->volume = vol;
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spacial_t *spacial = &snd_spacialization[chan_ind];
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VectorCopy (origin, spacial->origin);
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spacial->dist_mult = attenuation / sound_nominal_clip_dist;
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spacial->volume = vol;
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snd_entity_channels[chan_ind] = (entchan_t) {
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.id = entnum,
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.channel = entchannel,
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@ -737,9 +744,10 @@ SND_StaticSound (snd_t *snd, sfx_t *sfx, vec4f_t origin, float vol,
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if (!(osfx = sfx->open (sfx)))
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return;
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VectorCopy (origin, ss->origin);
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ss->volume = vol;
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ss->dist_mult = attenuation / sound_nominal_clip_dist;
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spacial_t *spacial = &snd_spacialization[ss_ind];
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VectorCopy (origin, spacial->origin);
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spacial->volume = vol;
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spacial->dist_mult = attenuation / sound_nominal_clip_dist;
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ss->end = 0;
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s_spatialize (snd, ss);
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@ -771,3 +779,11 @@ SND_LocalSound (snd_t *snd, const char *sound)
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viewent = *snd_render_data.viewentity;
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SND_StartSound (snd, viewent, -1, sfx, (vec4f_t) {0, 0, 0, 1}, 1, 1);
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}
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void
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SND_ChannelSetVolume (channel_t *chan, float volume)
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{
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int chan_ind = chan - snd_channels;
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snd_spacialization[chan_ind].volume = volume;
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chan->leftvol = chan->rightvol = volume;
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}
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@ -522,8 +522,7 @@ s_channel_get_state (channel_t *chan)
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static void
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s_channel_set_volume (channel_t *chan, float volume)
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{
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chan->volume = volume;
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chan->leftvol = chan->rightvol = chan->volume;
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SND_ChannelSetVolume (chan, volume);
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}
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static void
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