mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-18 18:51:53 +00:00
31c13d92a2
Alpha and lerping aren't implemented yet, but things seem to be working. I can load and play oms2.bsp (Conflagrant Rodent).
574 lines
18 KiB
C
574 lines
18 KiB
C
/*
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snd_render.h
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Sound renderer plugin stuff
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Copyright (C) 2002 Bill Currie
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Author: Bill Currie <bill@taniwha.org>
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Date: Jan 31 2003
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef __snd_render_h
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#define __snd_render_h
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/** \defgroup sound_render Sound rendering sub-system.
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\ingroup sound
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*/
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//@{
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#include "QF/plugin/snd_render.h"
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#include "QF/quakeio.h"
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#include "QF/sound.h"
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#include "QF/zone.h"
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typedef struct portable_samplepair_s portable_samplepair_t;
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typedef struct dma_s dma_t;
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typedef struct wavinfo_s wavinfo_t;
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typedef struct channel_s channel_t;
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typedef struct sfxbuffer_s sfxbuffer_t;
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typedef struct sfxblock_s sfxblock_t;
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typedef struct sfxstream_s sfxstream_t;
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/** paint samples into the mix buffer
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\param offset offset into the mix buffer at which to start mixing
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the channel
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\param ch sound channel
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\param buffer sound data
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\param count number of frames to paint
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*/
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typedef void sfxpaint_t (int, channel_t *, float *, unsigned);
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/** Represent a sound sample in the mixer.
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*/
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struct portable_samplepair_s {
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float left; //!< left sample
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float right; //!< right sample
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};
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/** communication structure between output drivers and renderer
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*/
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struct dma_s {
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int speed; //!< sample rate
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int samplebits; //!< bits per sample
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int channels; //!< number of output channels
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int frames; //!< frames in buffer
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//!< 1 frame = channels samples
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int submission_chunk; //!< don't mix less than this #
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int framepos; //!< position of dma cursor
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unsigned char *buffer; //!< destination for mixed sound
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/** Transfer mixed samples to the output.
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\param endtime sample end time (count = endtime - snd_paintedtime)
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*/
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void (*xfer) (int endtime);
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};
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/** Describes the sound data.
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For looped data (loopstart >= 0), play starts at sample 0, goes to the end,
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then loops back to loopstart. This allows an optional lead in section
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followed by a continuously looped (until the sound is stopped) section.
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*/
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struct wavinfo_s {
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unsigned rate; //!< sample rate
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unsigned width; //!< bytes per sample
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unsigned channels; //!< number of channels
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unsigned loopstart; //!< start frame of loop. -1 = no loop
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unsigned frames; //!< size of sound in frames
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unsigned dataofs; //!< chunk starts this many bytes from BOF
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unsigned datalen; //!< chunk bytes
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};
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/** Buffer for storing sound samples in memory. For cached sounds, acts as
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an ordinary buffer. For streamed sounds, acts as a ring buffer.
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*/
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struct sfxbuffer_s {
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unsigned head; //!< ring buffer head position in sampels
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unsigned tail; //!< ring buffer tail position in sampels
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unsigned length; //!< length of buffer in frames
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unsigned pos; //!< position of tail within full stream
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unsigned channels; //!< number of channels per frame
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sfxpaint_t *paint; //!< channel count specific paint function
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/** Advance the position with the stream, updating the ring buffer as
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necessary. Null for chached sounds.
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\param buffer "this"
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\param count number of frames to advance
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\return true for success, false if an error occured
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*/
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int (*advance) (sfxbuffer_t *buffer, unsigned int count);
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/** Seek to an absolute position within the stream, resetting the ring
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buffer.
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\param buffer "this"
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\param pos frame position with the stream
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*/
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void (*setpos) (sfxbuffer_t *buffer, unsigned int pos);
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sfx_t *sfx; //!< owning sfx_t instance
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/** Sample data. The block at the beginning of the buffer (size depends on
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sample size)
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*/
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float data[1];
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};
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/** Representation of sound loaded that is streamed in as needed.
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*/
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struct sfxstream_s {
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sfx_t *sfx; //!< owning sfx_t instance
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void *file; //!< handle for "file" representing the stream
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wavinfo_t wavinfo; //!< description of sound data
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unsigned pos; //!< position of next frame full stream
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int error; //!< an error occured while reading
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void *state; //!< resampler state information
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/** Read data from the stream.
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This is a low-level function used by sfxstream_t::read. The read
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samples will be at the sample rate of the underlying stream.
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\param cb_data stream relevant infomation (actually ::sfxstream_t
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("this"), but this signature is used for compatibility
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with libsamplerate
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\param data address of pointer to be set to point to the buffer
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holding the samples
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*/
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long (*ll_read)(void *cb_data, float **data);
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/** Seek to an absolute position within the stream (low level).
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\param stream "this"
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\param pos frame position with the stream
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*/
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int (*ll_seek)(sfxstream_t *stream, int pos);
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/** Read data from the stream.
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This is a high-level function for use in the mixer. The read samples
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will always at be the correct sample rate for the mixer, reguardless
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of the sample rate in the underlying stream.
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\param stream "this"
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\param data destination of read data
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\param frames maximum number of frames to read from stream
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\return number of frames read from stream
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*/
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int (*read)(sfxstream_t *stream, float *data, int frames);
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/** Seek to an absolute position within the stream.
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\param stream "this"
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\param pos frame position with the stream
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*/
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int (*seek)(sfxstream_t *stream, int pos);
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sfxbuffer_t buffer; //<! stream's ring buffer
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};
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/** Representation of sound loaded into memory as a full block.
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*/
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struct sfxblock_s {
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sfx_t *sfx; //!< owning sfx_t instance
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void *file; //!< handle for "file" representing the block
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wavinfo_t wavinfo; //!< description of sound data
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cache_user_t cache; //!< cached sound buffer (::sfxbuffer_s)
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sfxbuffer_t *buffer; //!< pointer to cached buffer
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};
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/** Representation of a sound being played.
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*/
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struct channel_s {
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struct channel_s *next; //!< next channel in "free" list
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sfx_t *sfx; //!< sound played by this channel
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int leftvol; //!< 0-255 volume
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int rightvol; //!< 0-255 volume
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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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int entnum; //!< to allow overriding a specific sound
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int entchannel; //
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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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int master_vol; //!< 0-255 master 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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stopped.
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- both \c stop and \c done are zero: normal operation
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- \c stop is non-zero: main program is done with channel. must wait
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for mixer to finish with channel before re-using.
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- \c done is non-zero: mixer is done with channel. can be reused at
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any time.
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- both \c stop and \c done are non-zero: both are done with channel.
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can be reused at any time.
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*/
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//@{
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int stop;
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int done;
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//@}
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};
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extern struct cvar_s *snd_loadas8bit;
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extern struct cvar_s *snd_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 *snd_shm;
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extern snd_render_data_t snd_render_data;
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#define PAINTBUFFER_SIZE 512
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extern portable_samplepair_t snd_paintbuffer[PAINTBUFFER_SIZE * 2];
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//@}
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/** \defgroup sound_render_sfx Sound sfx
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\ingroup sound_render_mix
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*/
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//@{
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/** Cache sound data. Initializes caching fields of sfx.
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\param sfx
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\param realname
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\param info
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\param loader
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*/
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void SND_SFX_Cache (sfx_t *sfx, char *realname, wavinfo_t info,
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cache_loader_t loader);
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/** Stream sound data. Initializes streaming fields of sfx.
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\param sfx
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\param realname
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\param info
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\param open
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*/
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void SND_SFX_Stream (sfx_t *sfx, char *realname, wavinfo_t info,
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sfx_t *(*open) (sfx_t *sfx));
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/** Open a stream for playback.
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\param sfx
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\param file
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\param read
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\param seek
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\param close
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*/
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sfx_t *SND_SFX_StreamOpen (sfx_t *sfx, void *file,
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long (*read)(void *, float **),
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int (*seek)(sfxstream_t *, int),
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void (*close) (sfx_t *));
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/** Close a stream.
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\param sfx
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*/
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void SND_SFX_StreamClose (sfx_t *sfx);
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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 *SND_PrecacheSound (const char *sample);
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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 *SND_LoadSound (const char *name);
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/** Initialize the sfx sub-subsystem
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*/
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void SND_SFX_Init (void);
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//@}
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/** \defgroup sound_render_mix_channels Sound channels
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\ingroup sound_render_mix
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Output sound is mixed from an number of active sound channels.
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- 0 to MAX_DYNAMIC_CHANNELS-1 <br>
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normal entity sounds
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- MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 <br>
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water, etc
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- MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels - 1 <br>
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static sounds
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*/
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//@{
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#define MAX_CHANNELS 512 //!< number of available mixing channels
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#define MAX_DYNAMIC_CHANNELS 128 //!< number of dynamic channels
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#define MAX_STATIC_CHANNELS 256 //!< number of static channels
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extern channel_t snd_channels[MAX_CHANNELS]; //!< pool of available channels
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extern int snd_total_channels; //!< number of active channels
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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 *SND_AllocChannel (void);
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/** Stop a channel from playing.
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\param chan the channel to stop
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*/
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void SND_ChannelStop (channel_t *chan);
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/** Scan channels looking for stopped channels.
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\param wait if true, wait for the channels to be done. if false, force the
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channels to be done. true is for threaded, false for
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non-threaded.
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*/
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void SND_ScanChannels (int wait);
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/** Disable ambient sounds.
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\todo not used, remove?
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*/
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void SND_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 SND_AmbientOn (void);
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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 SND_SetListener (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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/** Stop all sounds from playing.
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*/
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void SND_StopAllSounds(void);
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/** Initialize the channels sub-subsystem
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*/
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void SND_Channels_Init (void);
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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 SND_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 SND_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 SND_StopSound (int entnum, int entchannel);
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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 SND_LocalSound (const char *s);
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//@}
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/** \defgroup sound_render_mix Mixer engine.
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\ingroup sound_render
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*/
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//@{
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/** sound clock in samples
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*/
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extern unsigned snd_paintedtime;
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/** Mix all active channels into the output buffer.
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\param endtime sample time until when to mix
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*/
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void SND_PaintChannels(unsigned int endtime);
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/** Initialize the scale table for painting of 8 bit samples.
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*/
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void SND_InitScaletable (void);
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/** Set the paint function of the sfxbuffer
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\param sc sfxbuffer to set.
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*/
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void SND_SetPaint (sfxbuffer_t *sc);
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//@}
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/** \defgroup sound_render_resample Resampling functions
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\ingroup sound_render
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*/
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//@{
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/** Set up the various parameters that depend on the actual sample rate.
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\param sc buffer to setup
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\param streamed non-zero if this is for a stream.
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*/
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void SND_SetupResampler (sfxbuffer_t *sc, int streamed);
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/** Free memory allocated for the resampler.
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\param stream stream to pulldown
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*/
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void SND_PulldownResampler (sfxstream_t *stream);
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/** Copy/resample data into buffer, resampling as necessary.
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\param sc buffer to write resampled sound
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\param data raw sample data
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\param length number of frames to resample
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*/
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void SND_Resample (sfxbuffer_t *sc, float *data, int length);
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/** Convert integer sample data to float sample data.
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\param idata integer data buffer
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\param fdata float data buffer
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\param frames number of frames
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\param channels number of channels per frame
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\param width bytes per channel
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*/
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void SND_Convert (byte *idata, float *fdata, int frames, int channels,
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int width);
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//@}
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/** \defgroup sound_render_load Sound loading functions
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\ingroup sound_render
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*/
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//@{
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/** Load the referenced sound.
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\param sfx sound reference
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\return 0 if ok, -1 on error
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*/
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int SND_Load (sfx_t *sfx);
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/** Load the referenced sound from the specified Ogg file.
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\param file pre-opened Ogg file
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\param sfx sound reference
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\param realname path of sound file should it need to be re-opened
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\return 0 if ok, -1 on error
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*/
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int SND_LoadOgg (QFile *file, sfx_t *sfx, char *realname);
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/** Load the referenced sound from the specified FLAC file.
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\param file pre-opened FLAC file
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\param sfx sound reference
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\param realname path of sound file should it need to be re-opened
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\return 0 if ok, -1 on error
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*/
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int SND_LoadFLAC (QFile *file, sfx_t *sfx, char *realname);
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/** Load the referenced sound from the specified WAV file.
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\param file pre-opened WAV file
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\param sfx sound reference
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\param realname path of sound file should it need to be re-opened
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\return 0 if ok, -1 on error
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*/
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int SND_LoadWav (QFile *file, sfx_t *sfx, char *realname);
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/** Load the referenced sound from the specified MIDI file.
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\param file pre-opened MIDI file
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\param sfx sound reference
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\param realname path of sound file should it need to be re-opened
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\return 0 if ok, -1 on error
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*/
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int SND_LoadMidi (QFile *file, sfx_t *sfx, char *realname);
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//@}
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/** \defgroup sound_render_cache_stream Cache/Stream Functions.
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\ingroup sound_render
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*/
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//@{
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/** Retrieve wavinfo from a cached sound.
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\param sfx sound reference
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\return pointer to sound's wavinfo
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*/
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wavinfo_t *SND_CacheWavinfo (sfx_t *sfx);
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/** Retrieve wavinfo from a streamed sound.
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\param sfx sound reference
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\return pointer to sound's wavinfo
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*/
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wavinfo_t *SND_StreamWavinfo (sfx_t *sfx);
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/** Ensure a cached sound is in memory.
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\param sfx sound reference
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\return poitner to sound buffer
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*/
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sfxbuffer_t *SND_CacheTouch (sfx_t *sfx);
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/** Get the pointer to the sound buffer.
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\param sfx sound reference
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\return sound buffer or null
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\note The sound must be retained with SND_CacheRetain() for the returned
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buffer to be valid.
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*/
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sfxbuffer_t *SND_CacheGetBuffer (sfx_t *sfx);
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/** Lock a cached sound into memory. After calling this, SND_CacheGetBffer()
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will return a valid buffer.
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\param sfx sound reference
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\return poitner to sound buffer
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*/
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sfxbuffer_t *SND_CacheRetain (sfx_t *sfx);
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/** Unlock a cached sound from memory. After calling this, SND_CacheGetBffer()
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will return a null buffer.
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\param sfx sound reference
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*/
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void SND_CacheRelease (sfx_t *sfx);
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/** Get the pointer to the sound buffer.
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\param sfx sound reference
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\return poitner to sound buffer
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*/
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sfxbuffer_t *SND_StreamGetBuffer (sfx_t *sfx);
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/** Lock a streamed sound into memory. Doesn't actually do anything other than
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|
return a pointer to the buffer.
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\param sfx sound reference
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\return poitner to sound buffer
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|
*/
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sfxbuffer_t *SND_StreamRetain (sfx_t *sfx);
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|
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/** Unlock a streamed sound from memory. Doesn't actually do anything.
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\param sfx sound reference
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*/
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void SND_StreamRelease (sfx_t *sfx);
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/** Advance the position with the stream, updating the ring buffer as
|
|
necessary. Null for chached sounds.
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\param buffer "this"
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|
\param count number of samples to advance
|
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*/
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int SND_StreamAdvance (sfxbuffer_t *buffer, unsigned int count);
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|
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/** Seek to an absolute position within the stream, resetting the ring
|
|
buffer.
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|
\param buffer "this"
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\param pos sample position with the stream
|
|
*/
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void SND_StreamSetPos (sfxbuffer_t *buffer, unsigned int pos);
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|
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/** Allocate a sound buffer from cache for cached sounds.
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|
\param samples size in samples
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|
\param rate sample rate
|
|
\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)
|
|
*/
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|
sfxbuffer_t *SND_GetCache (long samples, int rate, int channels,
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|
sfxblock_t *block, cache_allocator_t allocator);
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//@}
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#endif//__snd_render_h
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