/* 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 $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "client.h" #include "QF/cmd.h" #include "QF/console.h" #include "host.h" #include "QF/model.h" #include "QF/qargs.h" #include "QF/sys.h" #include "sound.h" #ifdef _WIN32 #include "winquake.h" #include "in_win.h" #endif void S_Play (void); void S_PlayVol (void); void S_SoundList (void); void S_Update_ (void); void S_StopAllSounds (qboolean clear); void S_StopAllSoundsC (void); // QuakeWorld hack... //#define viewentity playernum+1 // ======================================================================= // Internal sound data & structures // ======================================================================= channel_t channels[MAX_CHANNELS]; int total_channels; int snd_blocked = 0; static qboolean snd_ambient = 1; qboolean snd_initialized = false; // pointer should go away volatile dma_t *shm = 0; volatile dma_t sn; vec3_t listener_origin; vec3_t listener_forward; vec3_t listener_right; vec3_t listener_up; vec_t sound_nominal_clip_dist = 1000.0; int soundtime; // sample PAIRS int paintedtime; // sample PAIRS #define MAX_SFX 512 sfx_t *known_sfx; // hunk allocated [MAX_SFX] int num_sfx; sfx_t *ambient_sfx[NUM_AMBIENTS]; int desired_speed = 11025; int desired_bits = 16; int sound_started = 0; cvar_t *bgmvolume; cvar_t *volume; cvar_t *snd_device; cvar_t *snd_rate; cvar_t *snd_bits; cvar_t *snd_stereo; cvar_t *nosound; cvar_t *precache; cvar_t *loadas8bit; cvar_t *ambient_level; cvar_t *ambient_fade; cvar_t *snd_noextraupdate; cvar_t *snd_show; cvar_t *snd_interp; cvar_t *snd_phasesep; cvar_t *snd_volumesep; cvar_t *_snd_mixahead; // ==================================================================== // 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. // qboolean fakedma = false; int fakedma_updates = 15; void S_AmbientOff (void) { snd_ambient = false; } void S_AmbientOn (void) { snd_ambient = true; } void S_SoundInfo_f (void) { if (!sound_started || !shm) { Con_Printf ("sound system not started\n"); return; } Con_Printf ("%5d stereo\n", shm->channels - 1); Con_Printf ("%5d samples\n", shm->samples); Con_Printf ("%5d samplepos\n", shm->samplepos); Con_Printf ("%5d samplebits\n", shm->samplebits); Con_Printf ("%5d submission_chunk\n", shm->submission_chunk); Con_Printf ("%5d speed\n", shm->speed); Con_Printf ("0x%lx dma buffer\n", (unsigned long) shm->buffer); Con_Printf ("%5d total_channels\n", total_channels); } /* S_Startup */ void S_Startup (void) { int rc; if (!snd_initialized) return; if (!fakedma) { rc = SNDDMA_Init (); if (!rc) { #ifndef _WIN32 Con_Printf ("S_Startup: SNDDMA_Init failed.\n"); #endif sound_started = 0; return; } } sound_started = 1; } /* S_Init */ void S_Init (void) { Con_Printf ("\nSound Initialization\n"); Cmd_AddCommand ("play", S_Play, "Play selected sound effect (play pathto/sound.wav)"); Cmd_AddCommand ("playvol", S_PlayVol, "Play selected sound effect at selected volume (playvol pathto/sound.wav num"); Cmd_AddCommand ("stopsound", S_StopAllSoundsC, "Stops all sounds currently being played"); Cmd_AddCommand ("soundlist", S_SoundList, "Reports a list of sounds in the cache"); Cmd_AddCommand ("soundinfo", S_SoundInfo_f, "Report information on the sound system"); if (COM_CheckParm ("-nosound")) return; if (COM_CheckParm ("-simsound")) fakedma = true; if (host_parms.memsize < 0x800000) { Cvar_Set (loadas8bit, "1"); Con_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"); } // Con_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_PrecacheSound ("ambience/water1.wav"); ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav"); S_StopAllSounds (true); } void S_Init_Cvars (void) { snd_device = Cvar_Get ("snd_device", "", CVAR_ROM, 0, "sound device. \"\" is system default"); snd_rate = Cvar_Get ("snd_rate", "0", CVAR_ROM, 0, "sound playback rate. 0 is system default"); snd_bits = Cvar_Get ("snd_bits", "0", CVAR_ROM, 0, "sound sample depth. 0 is system default"); snd_stereo = Cvar_Get ("snd_stereo", "1", CVAR_ROM, 0, "sound stereo output"); nosound = Cvar_Get ("nosound", "0", CVAR_NONE, 0, "Set to turn sound off"); volume = Cvar_Get ("volume", "0.7", CVAR_ARCHIVE, 0, "Set the volume for sound playback"); precache = Cvar_Get ("precache", "1", CVAR_NONE, 0, "Toggle the use of a precache"); loadas8bit = Cvar_Get ("loadas8bit", "0", CVAR_NONE, 0, "Toggles if sounds are loaded as 8-bit samples"); bgmvolume = Cvar_Get ("bgmvolume", "1", CVAR_ARCHIVE, 0, "Volume of CD music"); ambient_level = Cvar_Get ("ambient_level", "0.3", CVAR_NONE, 0, "Ambient sounds' volume"); ambient_fade = Cvar_Get ("ambient_fade", "100", CVAR_NONE, 0, "How quickly ambient sounds fade in or out"); snd_noextraupdate = Cvar_Get ("snd_noextraupdate", "0", CVAR_NONE, 0, "Toggles the correct value display in host_speeds. Usually messes up sound playback when in effect"); snd_show = Cvar_Get ("snd_show", "0", CVAR_NONE, 0, "Toggles the display of sounds currently being played"); snd_interp = Cvar_Get ("snd_interp", "1", CVAR_ARCHIVE, 0, "control sample interpolation"); snd_phasesep = Cvar_Get ("snd_phasesep", "0.0", CVAR_ARCHIVE, 0, "max stereo phase separation in ms. 0.6 is for 20cm head"); snd_volumesep = Cvar_Get ("snd_volumesep", "1.0", CVAR_ARCHIVE, 0, "max stereo volume separation in ms. 1.0 is max"); _snd_mixahead = Cvar_Get ("_snd_mixahead", "0.1", CVAR_ARCHIVE, 0, "Delay time for sounds"); } // ======================================================================= // Shutdown sound engine // ======================================================================= void S_Shutdown (void) { if (!sound_started) return; if (shm) shm->gamealive = 0; shm = 0; sound_started = 0; if (!fakedma) { SNDDMA_Shutdown (); } } // ======================================================================= // Load a sound // ======================================================================= /* S_FindName */ sfx_t * S_FindName (char *name) { int i; sfx_t *sfx; if (!name) Sys_Error ("S_FindName: NULL\n"); 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 (!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]; strcpy (sfx->name, name); num_sfx++; return sfx; } /* S_TouchSound */ void S_TouchSound (char *name) { sfx_t *sfx; if (!sound_started) return; sfx = S_FindName (name); Cache_Check (&sfx->cache); } /* S_PrecacheSound */ sfx_t * S_PrecacheSound (char *name) { sfx_t *sfx; if (!sound_started || nosound->int_val) return NULL; sfx = S_FindName (name); // cache it in if (precache->int_val) S_LoadSound (sfx); return sfx; } //============================================================================= /* SND_PickChannel */ channel_t * SND_PickChannel (int entnum, int entchannel) { int ch_idx; int first_to_die; int 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 == cl.viewentity && entnum != cl.viewentity && channels[ch_idx].sfx) continue; if (channels[ch_idx].end - paintedtime < life_left) { 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 = NULL; return &channels[first_to_die]; } /* SND_Spatialize */ void SND_Spatialize (channel_t *ch) { vec_t dot; vec_t dist; int phase; // in samples vec_t lscale, rscale, scale; vec3_t source_vec; sfx_t *snd; // anything coming from the view entity will always be full volume if (ch->entnum == cl.viewentity) { ch->leftvol = ch->master_vol; ch->rightvol = ch->master_vol; ch->phase = 0; return; } // calculate stereo seperation and distance attenuation snd = ch->sfx; 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 S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation) { channel_t *target_chan, *check; sfxcache_t *sc; int vol; int ch_idx; int skip; 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 sc = S_LoadSound (sfx); if (!sc) { target_chan->sfx = NULL; return; // couldn't load the sound's data } target_chan->sfx = sfx; target_chan->pos = 0.0; target_chan->end = paintedtime + sc->length; // 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 S_StopSound (int entnum, int entchannel) { int i; for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++) { if (channels[i].entnum == entnum && channels[i].entchannel == entchannel) { channels[i].end = 0; channels[i].sfx = NULL; return; } } } void S_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 = NULL; memset (channels, 0, MAX_CHANNELS * sizeof (channel_t)); if (clear) S_ClearBuffer (); } void S_StopAllSoundsC (void) { S_StopAllSounds (true); } void S_ClearBuffer (void) { int clear; #ifdef _WIN32 if (!sound_started || !shm || (!shm->buffer && !pDSBuf)) #else if (!sound_started || !shm || !shm->buffer) #endif return; if (shm->samplebits == 8) clear = 0x80; else clear = 0; #ifdef _WIN32 if (pDSBuf) DSOUND_ClearBuffer (clear); else #endif { memset (shm->buffer, clear, shm->samples * shm->samplebits / 8); } } /* S_StaticSound */ void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation) { channel_t *ss; sfxcache_t *sc; if (!sfx) return; if (total_channels == MAX_CHANNELS) { Con_Printf ("total_channels == MAX_CHANNELS\n"); return; } ss = &channels[total_channels]; total_channels++; sc = S_LoadSound (sfx); if (!sc) return; if (sc->loopstart == -1) { Con_Printf ("Sound %s not looped\n", sfx->name); return; } ss->sfx = sfx; VectorCopy (origin, ss->origin); ss->master_vol = vol; ss->dist_mult = (attenuation / 64) / sound_nominal_clip_dist; ss->end = paintedtime + sc->length; SND_Spatialize (ss); ss->oldphase = ss->phase; } //============================================================================= /* S_UpdateAmbientSounds */ void S_UpdateAmbientSounds (void) { mleaf_t *l; float vol; int ambient_channel; channel_t *chan; if (!snd_ambient) return; // calc ambient sound levels if (!cl.worldmodel) return; l = Mod_PointInLeaf (listener_origin, cl.worldmodel); if (!l || !ambient_level->value) { for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++) channels[ambient_channel].sfx = NULL; return; } for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++) { chan = &channels[ambient_channel]; chan->sfx = 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 += host_frametime * ambient_fade->value; if (chan->master_vol > vol) chan->master_vol = vol; } else if (chan->master_vol > vol) { chan->master_vol -= host_frametime * ambient_fade->value; if (chan->master_vol < vol) chan->master_vol = vol; } chan->leftvol = chan->rightvol = chan->master_vol; } } /* S_Update Called once each time through the main loop */ void S_Update (vec3_t origin, vec3_t forward, vec3_t right, vec3_t up) { int i, j; int total; channel_t *ch; channel_t *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 S_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)) { // Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, // ch->sfx->name); total++; } Con_Printf ("----(%i)----\n", total); } // mix some sound S_Update_ (); } void GetSoundtime (void) { int samplepos; static int buffers; static int oldsamplepos; int fullsamples; fullsamples = shm->samples / shm->channels; // it is possible to miscount buffers if it has wrapped twice between // calls to S_Update. Oh well. samplepos = SNDDMA_GetDMAPos (); if (samplepos < oldsamplepos) { buffers++; // buffer wrapped if (paintedtime > 0x40000000) { // time to chop things off to avoid // 32 bit limits buffers = 0; paintedtime = fullsamples; S_StopAllSounds (true); } } oldsamplepos = samplepos; soundtime = buffers * fullsamples + samplepos / shm->channels; } void S_ExtraUpdate (void) { #ifdef _WIN32 IN_Accumulate (); #endif if (snd_noextraupdate->int_val) return; // don't pollute timings S_Update_ (); } void S_Update_ (void) { unsigned int endtime; int samps; if (!sound_started || (snd_blocked > 0)) return; // Updates DMA time GetSoundtime (); // check to make sure that we haven't overshot if (paintedtime < soundtime) { // Con_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; #ifdef _WIN32 if (pDSBuf) DSOUND_Restore (); #endif S_PaintChannels (endtime); SNDDMA_Submit (); } /* console functions */ void S_Play (void) { static int hash = 345; int i; char name[256]; sfx_t *sfx; i = 1; while (i < Cmd_Argc ()) { if (!strrchr (Cmd_Argv (i), '.')) { strcpy (name, Cmd_Argv (i)); strncat (name, ".wav", sizeof (name) - strlen (name)); } else strcpy (name, Cmd_Argv (i)); sfx = S_PrecacheSound (name); S_StartSound (hash++, 0, sfx, listener_origin, 1.0, 1.0); i++; } } void S_PlayVol (void) { static int hash = 543; int i; float vol; char name[256]; sfx_t *sfx; i = 1; while (i < Cmd_Argc ()) { if (!strrchr (Cmd_Argv (i), '.')) { strcpy (name, Cmd_Argv (i)); strncat (name, ".wav", sizeof (name) - strlen (name)); } else strcpy (name, Cmd_Argv (i)); sfx = S_PrecacheSound (name); vol = atof (Cmd_Argv (i + 1)); S_StartSound (hash++, 0, sfx, listener_origin, vol, 1.0); i += 2; } } void S_SoundList (void) { int i; sfx_t *sfx; sfxcache_t *sc; int size, total; total = 0; for (sfx = known_sfx, i = 0; i < num_sfx; i++, sfx++) { sc = Cache_Check (&sfx->cache); if (!sc) continue; size = sc->length * sc->width * (sc->stereo + 1); total += size; if (sc->loopstart >= 0) Con_Printf ("L"); else Con_Printf (" "); Con_Printf ("(%2db) %6i : %s\n", sc->width * 8, size, sfx->name); } Con_Printf ("Total resident: %i\n", total); } void S_LocalSound (char *sound) { sfx_t *sfx; if (nosound->int_val) return; if (!sound_started) return; sfx = S_PrecacheSound (sound); if (!sfx) { Con_Printf ("S_LocalSound: can't cache %s\n", sound); return; } S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1); } void S_ClearPrecache (void) { } void S_BeginPrecaching (void) { } void S_EndPrecaching (void) { }