/* 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 #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "winquake.h" #include "QF/cmd.h" #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 "snd_render.h" // Internal sound data & structures =========================================== channel_t channels[MAX_CHANNELS]; int total_channels; int snd_blocked = 0; static qboolean snd_ambient = 1; vec3_t listener_origin; vec3_t listener_forward; vec3_t listener_right; vec3_t listener_up; vec_t sound_nominal_clip_dist = 1000.0; unsigned soundtime; // sample PAIRS #define MAX_SFX 512 sfx_t *known_sfx; // hunk allocated [MAX_SFX] int num_sfx; sfx_t *ambient_sfx[NUM_AMBIENTS]; int sound_started = 0; cvar_t *ambient_fade; cvar_t *ambient_level; cvar_t *nosound; cvar_t *precache; cvar_t *snd_mixahead; cvar_t *snd_noextraupdate; cvar_t *snd_phasesep; cvar_t *snd_show; cvar_t *snd_volumesep; static general_data_t plugin_info_general_data; static snd_render_data_t render_data = { 0, 0, 0, &soundtime, &paintedtime, 0, }; static snd_output_funcs_t *snd_output_funcs; // 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 SND_Update() is called per second. qboolean fakedma = false; int fakedma_updates = 15; void SND_AmbientOff (void) { snd_ambient = false; } void SND_AmbientOn (void) { snd_ambient = true; } static void SND_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 SND_Startup (void) { int rc; if (!snd_initialized) return; if (!fakedma) { rc = snd_output_funcs->pS_O_Init (); if (!rc) { Sys_Printf ("S_Startup: S_O_Init failed.\n"); sound_started = 0; return; } } sound_started = 1; } // Load a sound =============================================================== static sfx_t * SND_FindName (const char *name) { int i; sfx_t *sfx; if (!name) Sys_Error ("S_FindName: NULL"); if (strlen (name) >= MAX_QPATH) Sys_Error ("Sound name too long: %s", name); // 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; } void SND_TouchSound (const char *name) { sfx_t *sfx; if (!sound_started) return; sfx = SND_FindName (name); sfx->touch (sfx); } sfx_t * SND_PrecacheSound (const char *name) { sfx_t *sfx; if (!sound_started || nosound->int_val) return NULL; sfx = SND_FindName (name); // cache it in if (precache->int_val) { if (sfx->retain (sfx)) sfx->release (sfx); } return sfx; } //============================================================================= channel_t * SND_PickChannel (int entnum, int entchannel) { int ch_idx, first_to_die; unsigned life_left; // Check for replacement sound, or find the best one to replace first_to_die = -1; life_left = 0x7fffffff; for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; ch_idx++) { if (entchannel != 0 // channel 0 never overrides && channels[ch_idx].entnum == entnum && (channels[ch_idx].entchannel == entchannel || entchannel == -1)) { // always override sound from same entity first_to_die = ch_idx; break; } // don't let monster sounds override player sounds if (channels[ch_idx].entnum == *render_data.viewentity && entnum != *render_data.viewentity && channels[ch_idx].sfx) continue; if (paintedtime + life_left > channels[ch_idx].end) { life_left = channels[ch_idx].end - paintedtime; first_to_die = ch_idx; } } if (first_to_die == -1) return NULL; if (channels[first_to_die].sfx) { channels[first_to_die].sfx->close (channels[first_to_die].sfx); channels[first_to_die].sfx = NULL; } return &channels[first_to_die]; } void SND_Spatialize (channel_t *ch) { int phase; // in samples vec_t dist, dot, lscale, rscale, scale; vec3_t source_vec; // 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; } // 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; } // 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; } // Start a sound effect ======================================================= void SND_StartSound (int entnum, int entchannel, sfx_t *sfx, const vec3_t origin, float fvol, float attenuation) { int ch_idx, vol; unsigned int skip; channel_t *target_chan, *check; if (!sound_started) return; if (!sfx) return; if (nosound->int_val) return; vol = fvol * 255; // pick a channel to play on target_chan = SND_PickChannel (entnum, entchannel); if (!target_chan) return; // 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; SND_Spatialize (target_chan); if (!target_chan->leftvol && !target_chan->rightvol) return; // not audible at all // 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); // 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 check = &channels[NUM_AMBIENTS]; for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; ch_idx++, check++) { 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; } } } void SND_StopSound (int entnum, int entchannel) { int i; if (!sound_started) return; for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++) { if (channels[i].entnum == entnum && channels[i].entchannel == entchannel) { channels[i].end = 0; if (channels[i].sfx) channels[i].sfx->close (channels[i].sfx); channels[i].sfx = NULL; return; } } } void SND_StopAllSounds (qboolean clear) { int i; if (!sound_started) return; total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics 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) SND_ClearBuffer (); } static void SND_StopAllSoundsC (void) { SND_StopAllSounds (true); } void SND_ClearBuffer (void) { int clear; int i; 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; } void SND_StaticSound (sfx_t *sfx, const vec3_t origin, float vol, float attenuation) { channel_t *ss; if (!sound_started || !sfx) return; if (total_channels == MAX_CHANNELS) { Sys_Printf ("total_channels == MAX_CHANNELS\n"); return; } ss = &channels[total_channels]; total_channels++; 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); SND_Spatialize (ss); ss->oldphase = ss->phase; } //============================================================================= static void SND_UpdateAmbientSounds (void) { float vol; int ambient_channel; channel_t *chan; mleaf_t *l; if (!snd_ambient) return; // 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++) { if (channels[ambient_channel].sfx) channels[ambient_channel].sfx->close (channels[ambient_channel].sfx); channels[ambient_channel].sfx = NULL; } return; } for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++) { chan = &channels[ambient_channel]; if (!ambient_sfx[ambient_channel]) { chan->sfx = 0; continue; } 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 * 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 * ambient_fade->value; if (chan->master_vol < vol) chan->master_vol = vol; } chan->leftvol = chan->rightvol = chan->master_vol; } } static void SND_GetSoundtime (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 SND_Update. Oh well. 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; SND_StopAllSounds (true); } } oldsamplepos = samplepos; soundtime = buffers * fullsamples + samplepos / shm->channels; } static void SND_Update_ (void) { unsigned int endtime, samps; if (!sound_started || (snd_blocked > 0)) return; // Updates DMA time SND_GetSoundtime (); // 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 (); } /* SND_Update Called once each time through the main loop */ void SND_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); // update general area ambient sound sources SND_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; ch->oldphase = ch->phase; // prepare to lerp from prev to next // phase 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->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); } // mix some sound SND_Update_ (); } void SND_ExtraUpdate (void) { if (!sound_started || snd_noextraupdate->int_val) return; // don't pollute timings SND_Update_ (); } /* console functions */ static void SND_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 = SND_PrecacheSound (name->str); SND_StartSound (hash++, 0, sfx, listener_origin, 1.0, 1.0); i++; } dstring_delete (name); } static void SND_PlayCenter (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 = SND_PrecacheSound (name->str); SND_StartSound (*render_data.viewentity, 0, sfx, listener_origin, 1.0, 1.0); i++; } dstring_delete (name); } static void SND_PlayVol (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 = SND_PrecacheSound (name->str); vol = atof (Cmd_Argv (i + 1)); SND_StartSound (hash++, 0, sfx, listener_origin, vol, 1.0); i += 2; } dstring_delete (name); } static void SND_SoundList (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; Sys_Printf ("%6d %6d %s\n", sfx->loopstart, sfx->length, sfx->name); if (load) sfx->release (sfx); } Sys_Printf ("Total resident: %i\n", total); } void SND_LocalSound (const char *sound) { sfx_t *sfx; if (!sound_started) return; if (nosound->int_val) return; sfx = SND_PrecacheSound (sound); if (!sfx) { Sys_Printf ("S_LocalSound: can't cache %s\n", sound); return; } SND_StartSound (*render_data.viewentity, -1, sfx, vec3_origin, 1, 1); } void SND_ClearPrecache (void) { } void SND_BeginPrecaching (void) { } void SND_EndPrecaching (void) { } void SND_BlockSound (void) { if (++snd_blocked == 1) { snd_output_funcs->pS_O_BlockSound (); SND_ClearBuffer (); } } void SND_UnblockSound (void) { if (!snd_blocked) return; if (!--snd_blocked) { SND_ClearBuffer (); snd_output_funcs->pS_O_UnblockSound (); } } static void SND_Init_Cvars (void) { 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"); } void SND_Init (void) { snd_output_funcs = render_data.output->functions->snd_output; Sys_Printf ("\nSound Initialization\n"); Cmd_AddCommand ("play", SND_Play, "Play selected sound effect (play pathto/sound.wav)"); Cmd_AddCommand ("playcenter", SND_PlayCenter, "Play selected sound effect without 3D spatialization."); Cmd_AddCommand ("playvol", SND_PlayVol, "Play selected sound effect at " "selected volume (playvol pathto/sound.wav num"); Cmd_AddCommand ("stopsound", SND_StopAllSoundsC, "Stops all sounds currently being played"); Cmd_AddCommand ("soundlist", SND_SoundList, "Reports a list of sounds in the cache"); Cmd_AddCommand ("soundinfo", SND_SoundInfo_f, "Report information on the sound system"); SND_Init_Cvars (); 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; SND_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] = SND_PrecacheSound ("ambience/water1.wav"); ambient_sfx[AMBIENT_SKY] = SND_PrecacheSound ("ambience/wind2.wav"); SND_StopAllSounds (true); } // Shutdown sound engine ====================================================== void SND_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 = { SND_Init, SND_Shutdown, }; static snd_render_funcs_t plugin_info_render_funcs = { SND_AmbientOff, SND_AmbientOn, SND_TouchSound, SND_StaticSound, SND_StartSound, SND_StopSound, SND_PrecacheSound, SND_ClearPrecache, SND_Update, SND_StopAllSounds, SND_BeginPrecaching, SND_EndPrecaching, SND_ExtraUpdate, SND_LocalSound, SND_BlockSound, SND_UnblockSound, }; 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, }; PLUGIN_INFO(snd_render, default) { return &plugin_info; }