/* snd_render.h Sound renderer plugin stuff Copyright (C) 2002 Bill Currie Author: Bill Currie Date: Jan 31 2003 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 $Id$ */ #ifndef __snd_render_h #define __snd_render_h /** \defgroup sound_render Sound rendering sub-system. \ingroup sound */ //@{ #include "QF/plugin/snd_render.h" #include "QF/quakeio.h" #include "QF/sound.h" #include "QF/zone.h" typedef struct portable_samplepair_s portable_samplepair_t; typedef struct dma_s dma_t; typedef struct wavinfo_s wavinfo_t; typedef struct channel_s channel_t; typedef struct sfxbuffer_s sfxbuffer_t; typedef struct sfxblock_s sfxblock_t; typedef struct sfxstream_s sfxstream_t; /** Represent a sound sample in the mixer. */ struct portable_samplepair_s { int left; //!< left sample int right; //!< right sample }; /** communication structure between output drivers and renderer */ struct dma_s { int speed; //!< sample rate int samplebits; //!< bits per sample int channels; //!< number of output channels int samples; //!< mono samples in buffer int submission_chunk; //!< don't mix less than this # int samplepos; //!< in mono samples unsigned char *buffer; //!< destination for mixed sound /** Transfer mixed samples to the output. \param endtime sample end time (count = endtime - snd_paintedtime) */ void (*xfer) (int endtime); }; /** Describes the sound data. For looped data (loopstart >= 0), play starts at sample 0, goes to the end, then loops back to loopstart. This allows an optional lead in section followed by a continuously looped (until the sound is stopped) section. */ struct wavinfo_s { unsigned rate; //!< sample rate unsigned width; //!< bits per sample unsigned channels; //!< number of channels unsigned loopstart; //!< start sample of loop. -1 = no loop unsigned samples; //!< size of sound in samples unsigned dataofs; //!< chunk starts this many bytes from BOF unsigned datalen; //!< chunk bytes }; /** Buffer for storing sound samples in memory. For cached sounds, acts as an ordinary buffer. For streamed sounds, acts as a ring buffer. */ struct sfxbuffer_s { unsigned head; //!< ring buffer head position in sampels unsigned tail; //!< ring buffer tail position in sampels unsigned length; //!< length of buffer in samples unsigned pos; //!< position of tail within full stream unsigned bps; //!< bytes per sample: 1 2 4 usually /** paint samples into the mix buffer \param offset offset into the mix buffer at which to start mixing the channel \param ch sound channel \param buffer sound data \param count number of samples to paint */ void (*paint) (int offset, channel_t *ch, void *buffer, unsigned count); /** Advance the position with the stream, updating the ring buffer as necessary. Null for chached sounds. \param buffer "this" \param count number of samples to advance */ void (*advance) (sfxbuffer_t *buffer, unsigned int count); /** Seek to an absolute position within the stream, resetting the ring buffer. \param buffer "this" \param pos sample position with the stream */ void (*setpos) (sfxbuffer_t *buffer, unsigned int pos); sfx_t *sfx; //!< owning sfx_t instance byte data[4]; //!< sample data }; /** Representation of sound loaded that is streamed in as needed. */ struct sfxstream_s { sfx_t *sfx; //!< owning sfx_t instance void *file; //!< handle for "file" representing the stream wavinfo_t wavinfo; //!< description of sound data unsigned pos; //!< position of next sample within full stream /** Resample raw data into internal format. \param sc buffer to write resampled sound (sfxstream_s::buffer) \param data raw sample data \param length number of raw samples to resample \param prev pointer to end of last resample for smoothing */ void (*resample)(sfxbuffer_t *, byte *, int, void *); /** Read data from the stream. \param file handle for "file" representing the stream (sfxstream_s::file) \param data destination of read data \param bytes number of bytes to read from stream \param info description of sound data (sfxstream_s::wavinfo) \return number of bytes read from stream */ int (*read)(void *file, byte *data, int bytes, wavinfo_t *info); /** Seek to an absolute position within the stream. \param file handle for "file" representing the stream (sfxstream_s::file) \param pos sample position with the stream \param info description of sound data (sfxstream_s::wavinfo) */ int (*seek)(void *file, int pos, wavinfo_t *info); sfxbuffer_t buffer; // normal entity sounds - MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1
water, etc - MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels - 1
static sounds */ //@{ #define MAX_CHANNELS 512 //!< number of available mixing channels #define MAX_DYNAMIC_CHANNELS 8 //!< number of dynamic channels #define MAX_STATIC_CHANNELS 256 //!< number of static channels extern channel_t snd_channels[MAX_CHANNELS]; //!< pool of available channels extern int snd_total_channels; //!< number of active channels /** Allocate a sound channel that can be used for playing sounds. */ struct channel_s *SND_AllocChannel (void); /** Stop a channel from playing. \param chan the channel to stop */ void SND_ChannelStop (channel_t *chan); /** Scan channels looking for stopped channels. \param wait if true, wait for the channels to be done. if false, force the channels to be done. true is for threaded, false for non-threaded. */ void SND_ScanChannels (int wait); /** Disable ambient sounds. \todo not used, remove? */ void SND_AmbientOff (void); /** Enable ambient sounds. \todo not used, remove? */ void SND_AmbientOn (void); /** Update the sound engine with the client's position and orientation and render some sound. \param origin 3d coords of the client \param v_forward 3d vector of the client's facing direction \param v_right 3d vector of the client's rightward direction \param v_up 3d vector of the client's upward direction */ void SND_SetListener (const vec3_t origin, const vec3_t v_forward, const vec3_t v_right, const vec3_t v_up); /** Stop all sounds from playing. */ void SND_StopAllSounds(void); /** Initialize the channels sub-subsystem */ void SND_Channels_Init (void); /** Start a sound playing. \param entnum index of entity the sound is associated with. \param entchannel 0-7 - 0 auto (never willingly overrides) - 1 weapon - 2 voice - 3 item - 4 body \param sfx sound to play \param origin 3d coords of where the sound originates \param fvol absolute volume of the sound \param attenuation rate of volume dropoff vs distance */ void SND_StartSound (int entnum, int entchannel, sfx_t *sfx, const vec3_t origin, float fvol, float attenuation); /** Create a sound generated by the world. \param sfx sound to play \param origin 3d coords of where the sound originates \param vol absolute volume of the sound \param attenuation rate of volume dropoff vs distance */ void SND_StaticSound (sfx_t *sfx, const vec3_t origin, float vol, float attenuation); /** Stop an entity's sound. \param entnum index of entity the sound is associated with. \param entchannel channel to silence */ void SND_StopSound (int entnum, int entchannel); /** Start a sound local to the client view. \param s name of sound to play */ void SND_LocalSound (const char *s); //@} /** \defgroup sound_render_mix Mixer engine. \ingroup sound_render */ //@{ /** sound clock in samples */ extern unsigned snd_paintedtime; /** Mix all active channels into the output buffer. \param endtime sample time until when to mix */ void SND_PaintChannels(unsigned int endtime); /** Initialize the scale table for painting of 8 bit samples. */ void SND_InitScaletable (void); /** Set the paint function of the sfxbuffer \param sc sfxbuffer to set. */ void SND_SetPaint (sfxbuffer_t *sc); //@} /** \defgroup sound_render_resample Resampling functios \ingroup sound_render */ //@{ /** Copy/resample mono data into sample buffer, resampling as necessary. \param sc buffer to write resampled sound \param data raw sample data \param length number of raw samples to resample \param prev pointer to end of last resample for smoothing */ void SND_ResampleMono (sfxbuffer_t *sc, byte *data, int length, void *prev); /** Copy/resample stereo data into sample buffer, resampling as necessary. \param sc buffer to write resampled sound \param data raw sample data \param length number of raw samples to resample \param prev pointer to end of last resample for smoothing */ void SND_ResampleStereo (sfxbuffer_t *sc, byte *data, int length, void *prev); /** Copy stereo data into sample buffer. No resampling is done. Useful for generated effects/music. \param sc buffer to write resampled sound \param data raw sample data \param length number of raw samples to resample \param prev pointer to end of last resample for smoothing */ void SND_NoResampleStereo (sfxbuffer_t *sc, byte *data, int length, void *prev); //@} /** \defgroup sound_render_load Sound loading functions \ingroup sound_render */ //@{ /** Load the referenced sound. \param sfx sound reference */ void SND_Load (sfx_t *sfx); /** Load the referenced sound from the specified Ogg file. \param file pre-opened Ogg file \param sfx sound reference \param realname path of sound file should it need to be re-opened */ void SND_LoadOgg (QFile *file, sfx_t *sfx, char *realname); /** Load the referenced sound from the specified FLAC file. \param file pre-opened FLAC file \param sfx sound reference \param realname path of sound file should it need to be re-opened */ void SND_LoadFLAC (QFile *file, sfx_t *sfx, char *realname); /** Load the referenced sound from the specified WAV file. \param file pre-opened WAV file \param sfx sound reference \param realname path of sound file should it need to be re-opened */ void SND_LoadWav (QFile *file, sfx_t *sfx, char *realname); /** Load the referenced sound from the specified MIDI file. \param file pre-opened MIDI file \param sfx sound reference \param realname path of sound file should it need to be re-opened */ void SND_LoadMidi (QFile *file, sfx_t *sfx, char *realname); //@} /** \defgroup sound_render_cache_stream Cache/Stream Functions. \ingroup sound_render */ //@{ /** Retrieve wavinfo from a cached sound. \param sfx sound reference \return pointer to sound's wavinfo */ wavinfo_t *SND_CacheWavinfo (sfx_t *sfx); /** Retrieve wavinfo from a streamed sound. \param sfx sound reference \return pointer to sound's wavinfo */ wavinfo_t *SND_StreamWavinfo (sfx_t *sfx); /** Ensure a cached sound is in memory. \param sfx sound reference \return poitner to sound buffer */ sfxbuffer_t *SND_CacheTouch (sfx_t *sfx); /** Get the pointer to the sound buffer. \param sfx sound reference \return sound buffer or null \note The sound must be retained with SND_CacheRetain() for the returned buffer to be valid. */ sfxbuffer_t *SND_CacheGetBuffer (sfx_t *sfx); /** Lock a cached sound into memory. After calling this, SND_CacheGetBffer() will return a valid buffer. \param sfx sound reference \return poitner to sound buffer */ sfxbuffer_t *SND_CacheRetain (sfx_t *sfx); /** Unlock a cached sound from memory. After calling this, SND_CacheGetBffer() will return a null buffer. \param sfx sound reference */ void SND_CacheRelease (sfx_t *sfx); /** Get the pointer to the sound buffer. \param sfx sound reference \return poitner to sound buffer */ sfxbuffer_t *SND_StreamGetBuffer (sfx_t *sfx); /** Lock a streamed sound into memory. Doesn't actually do anything other than return a pointer to the buffer. \param sfx sound reference \return poitner to sound buffer */ sfxbuffer_t *SND_StreamRetain (sfx_t *sfx); /** Unlock a streamed sound from memory. Doesn't actually do anything. \param sfx sound reference */ void SND_StreamRelease (sfx_t *sfx); /** Advance the position with the stream, updating the ring buffer as necessary. Null for chached sounds. \param buffer "this" \param count number of samples to advance */ void SND_StreamAdvance (sfxbuffer_t *buffer, unsigned int count); /** Seek to an absolute position within the stream, resetting the ring buffer. \param buffer "this" \param pos sample position with the stream */ void SND_StreamSetPos (sfxbuffer_t *buffer, unsigned int pos); /** Allocate a sound buffer from cache for cached sounds. \param samples size in samples \param rate sample rate \param inwidth bits per sample of input data \param channels number of channels in input data \param block cached sound descriptor to initialize \param allocator cache allocator function \return pointer to sound sample buffer (setup for block mode) */ sfxbuffer_t *SND_GetCache (long samples, int rate, int inwidth, int channels, sfxblock_t *block, cache_allocator_t allocator); //@} #endif//__snd_render_h