quakeforge/libs/audio/renderer/snd_channels.c
Bill Currie dbd3d6502a Nuke qboolean from orbit
I never liked it, but with C2x coming out, it's best to handle bools
properly. I haven't gone through all the uses of int as bool (I'll leave
that for fixing when I encounter them), but this gets QF working with
both c2x (really, gnu2x because of raw strings).
2023-06-13 18:06:11 +09:00

786 lines
20 KiB
C

/*
snd_dma.c
main control for any streaming sound output device
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2003-2022 Bill Currie <bill@taniwha.org>
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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#ifdef HAVE_UNISTD_H
# include <unistd.h>
#endif
#include <stdlib.h>
#include "QF/bspfile.h"
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/dstring.h"
#include "QF/model.h"
#include "QF/quakefs.h"
#include "QF/set.h"
#include "QF/sys.h"
#include "QF/scene/transform.h"
#include "snd_internal.h"
#define SND_STATIC_ID -1
typedef struct entchan_s {
int id; // entity id
int channel; // per-entity sound channel
} entchan_t;
typedef struct spacial_s {
vec3_t origin; //!< origin of sound effect
vec_t dist_mult; //!< distance multiplier (attenuation/clip)
float volume; //!< 0-1 overall channel volume
} spacial_t;
int snd_total_channels;
channel_t snd_channels[MAX_CHANNELS];
static entchan_t snd_entity_channels[MAX_CHANNELS];
static spacial_t snd_spacialization[MAX_CHANNELS];
static int snd_free_channels[MAX_CHANNELS];
static int snd_num_free_channels;
/* Dynamic channels are (usually) short sound bytes, never looped. They do not
* override other dynamic channels even for the same entity channel. However,
* they DO override (stop) looped channels on the same entity channel.
*/
static set_bits_t dynamic_channel_bits[SET_WORDS_STATIC (MAX_CHANNELS)];
static set_t dynamic_channels = SET_STATIC_ARRAY (dynamic_channel_bits);
/* Looped channels are sounds that automatically repeat until they are stopped.
* They can be stopped via SND_ChannelStop or by starting another sound
* (dynamic or looped) on the same entity channel.
*/
static set_bits_t looped_channel_bits[SET_WORDS_STATIC (MAX_CHANNELS)];
static set_t looped_channels = SET_STATIC_ARRAY (looped_channel_bits);
static set_bits_t static_channel_bits[SET_WORDS_STATIC (MAX_CHANNELS)];
static set_t static_channels = SET_STATIC_ARRAY (static_channel_bits);
static channel_t *ambient_channels[NUM_AMBIENTS];
static bool snd_ambient = 1;
static sfx_t *ambient_sfx[NUM_AMBIENTS];
static vec_t sound_nominal_clip_dist = 1000.0;
static vec4f_t listener_origin;
static vec4f_t listener_forward;
static vec4f_t listener_right;
static vec4f_t listener_up;
static float snd_phasesep;
static cvar_t snd_phasesep_cvar = {
.name = "snd_phasesep",
.description =
"max stereo phase separation in ms. 0.6 is for 20cm head",
.default_value = "0.0",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_float, .value = &snd_phasesep },
};
static float snd_volumesep;
static cvar_t snd_volumesep_cvar = {
.name = "snd_volumesep",
.description =
"max stereo volume separation. 1.0 is max",
.default_value = "1.0",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_float, .value = &snd_volumesep },
};
static int snd_swapchannelside;
static cvar_t snd_swapchannelside_cvar = {
.name = "snd_swapchannelside",
.description =
"Toggle swapping of left and right channels",
.default_value = "0",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_int, .value = &snd_swapchannelside },
};
static float ambient_fade;
static cvar_t ambient_fade_cvar = {
.name = "ambient_fade",
.description =
"How quickly ambient sounds fade in or out",
.default_value = "100",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &ambient_fade },
};
static float ambient_level;
static cvar_t ambient_level_cvar = {
.name = "ambient_level",
.description =
"Ambient sounds' volume",
.default_value = "0.3",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &ambient_level },
};
static void
snd_free_channel (channel_t *ch)
{
sfxbuffer_t *buffer = ch->buffer;
ch->buffer = (sfxbuffer_t *) 0;
ch->stop = 0;
ch->done = 0;
int chan_ind = ch - snd_channels;
if (snd_num_free_channels >= MAX_CHANNELS) {
Sys_Error ("snd_num_free_channels: free channel list overflow");
}
snd_free_channels[snd_num_free_channels++] = chan_ind;
snd_entity_channels[chan_ind] = (entchan_t) {};
if (buffer) {
buffer->close (buffer);
}
}
channel_t *
SND_AllocChannel (snd_t *snd)
{
channel_t *chan;
Sys_MaskPrintf (SYS_snd, "SND_AllocChannel: free channels: %d\n",
snd_num_free_channels);
if (!snd_num_free_channels) {
Sys_MaskPrintf (SYS_warn, "SND_AllocChannel: out of channels.\n");
return 0;
}
int chan_ind = snd_free_channels[--snd_num_free_channels];
chan = &snd_channels[chan_ind];
memset (chan, 0, sizeof (*chan));
return chan;
}
void
SND_ChannelStop (snd_t *snd, channel_t *chan)
{
if (!chan->buffer) {
Sys_MaskPrintf (SYS_warn, "Sound: stop called on invalid channel\n");
}
chan->stop = 1;
int chan_ind = chan - snd_channels;
set_remove (&dynamic_channels, chan_ind);
set_remove (&looped_channels, chan_ind);
set_remove (&static_channels, chan_ind);
}
void
SND_ScanChannels (snd_t *snd, int wait)
{
int i;
channel_t *ch;
int count = 0;
if (!snd || !snd->speed)
return;
if (wait) {
Sys_MaskPrintf (SYS_snd, "scanning channels...\n");
do {
count = 0;
for (i = 0; i < MAX_CHANNELS; i++) {
ch = &snd_channels[i];
if (!ch->buffer || ch->done)
continue;
ch->stop = 1;
count++;
}
Sys_MaskPrintf (SYS_snd, "count = %d\n", count);
#ifdef HAVE_USLEEP
usleep (1000);
#endif
} while (count);
Sys_MaskPrintf (SYS_snd, "scanning done.\n");
} else {
for (i = 0; i < MAX_CHANNELS; i++) {
ch = &snd_channels[i];
if (ch->buffer && ch->stop && !ch->done) {
ch->done = 1;
count++;
}
}
//printf ("count: %d\n", count);
}
for (i = 0; i < MAX_CHANNELS; i++) {
ch = &snd_channels[i];
if (!ch->buffer || !ch->done)
continue;
snd_free_channel (ch);
}
Sys_MaskPrintf (SYS_snd, "SND_ScanChannels: free channels: %d\n",
snd_num_free_channels);
}
void
SND_FinishChannels (void)
{
int i;
channel_t *ch;
for (i = 0; i < MAX_CHANNELS; i++) {
ch = &snd_channels[i];
ch->done = ch->stop = 1;
}
}
void
SND_StopAllSounds (snd_t *snd)
{
for (int i = 0; i < MAX_CHANNELS; i++) {
if (set_is_member (&dynamic_channels, i)
|| set_is_member (&looped_channels, i)
|| set_is_member (&static_channels, i)) {
SND_ChannelStop (snd, &snd_channels[i]);
}
}
set_empty (&dynamic_channels);
set_empty (&looped_channels);
set_empty (&static_channels);
for (int i = 0; i < NUM_AMBIENTS; i++) {
if (ambient_channels[i])
SND_ChannelStop (snd, ambient_channels[i]);
ambient_channels[i] = 0;
}
}
static void
s_play_f (void *_snd)
{
snd_t *snd = _snd;
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 (snd, name->str);
SND_StartSound (snd, hash++, 0, sfx, listener_origin, 1.0, 1.0);
i++;
}
dstring_delete (name);
}
static void
s_playcenter_f (void *_snd)
{
snd_t *snd = _snd;
dstring_t *name = dstring_new ();
int i;
sfx_t *sfx;
int viewent = 0;
if (snd_render_data.viewentity)
viewent = *snd_render_data.viewentity;
for (i = 1; i < Cmd_Argc (); i++) {
if (!strrchr (Cmd_Argv (i), '.')) {
dsprintf (name, "%s.wav", Cmd_Argv (i));
} else {
dsprintf (name, "%s", Cmd_Argv (i));
}
sfx = SND_PrecacheSound (snd, name->str);
SND_StartSound (snd, viewent, 0, sfx, listener_origin, 1.0, 1.0);
}
dstring_delete (name);
}
static void
s_playvol_f (void *_snd)
{
snd_t *snd = _snd;
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 (snd, name->str);
vol = atof (Cmd_Argv (i + 1));
SND_StartSound (snd, hash++, 0, sfx, listener_origin, vol, 1.0);
i += 2;
}
dstring_delete (name);
}
static void
s_channels_gamedir (int phase, void *_snd)
{
}
void
SND_Channels_Init (snd_t *snd)
{
Cvar_Register (&snd_phasesep_cvar, 0, 0);
Cvar_Register (&snd_volumesep_cvar, 0, 0);
Cvar_Register (&snd_swapchannelside_cvar, 0, 0);
Cvar_Register (&ambient_fade_cvar, 0, 0);
Cvar_Register (&ambient_level_cvar, 0, 0);
Cmd_AddDataCommand ("play", s_play_f, snd,
"Play selected sound effect (play pathto/sound.wav)");
Cmd_AddDataCommand ("playcenter", s_playcenter_f, snd,
"Play selected sound effect without 3D "
"spatialization.");
Cmd_AddDataCommand ("playvol", s_playvol_f, snd,
"Play selected sound effect at selected volume "
"(playvol pathto/sound.wav num");
for (int i = 0; i < MAX_CHANNELS; i++) {
snd_free_channels[i] = MAX_CHANNELS - 1 - i;
}
snd_num_free_channels = MAX_CHANNELS;
snd_total_channels = MAX_CHANNELS;
QFS_GamedirCallback (s_channels_gamedir, snd);
}
static channel_t *
s_pick_channel (snd_t *snd, int entnum, int entchannel, int looped)
{
// check for finished non-looped sounds
for (int i = 0; i < MAX_CHANNELS; i++) {
channel_t *ch = &snd_channels[i];
if (set_is_member (&dynamic_channels, i)) {
if (ch->done) {
// mixer is done with the channel, it can be freed
snd_free_channel (ch);
set_remove (&dynamic_channels, i);
}
} else if (set_is_member (&looped_channels, i)) {
// non-looped sounds are used to stop looped sounds on an entity
// channel also clean out any caught by SND_ScanChannels
entchan_t *entchan = &snd_entity_channels[i];
if (entchan->id == entnum
&& (entchan->channel == entchannel || entchannel == -1)) {
// the mixer is still using the channel, so send a request
// for it to stopp
SND_ChannelStop (snd, ch);
}
}
}
return SND_AllocChannel (snd);
}
void
SND_AmbientOff (snd_t *snd)
{
snd_ambient = false;
}
void
SND_AmbientOn (snd_t *snd)
{
snd_ambient = true;
}
void
SND_SetAmbient (snd_t *snd, int amb_channel, sfx_t *sfx)
{
if (amb_channel < 0 || amb_channel > NUM_AMBIENTS) {
return;
}
ambient_sfx[amb_channel] = sfx;
}
static void
s_updateAmbientSounds (snd_t *snd, const byte *ambient_sound_level)
{
float vol;
int ambient_channel;
if (!snd_ambient)
return;
// calc ambient sound levels
if (!ambient_sound_level || !ambient_level) {
// if we're not in a leaf (huh?) or ambients have been turned off,
// stop all ambient channels.
for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
ambient_channel++) {
channel_t *chan = ambient_channels[ambient_channel];
if (chan) {
int chan_ind = chan - snd_channels;
spacial_t *spacial = &snd_spacialization[chan_ind];
spacial->volume = 0;
chan->leftvol = chan->rightvol = spacial->volume;
}
}
return;
}
for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
ambient_channel++) {
sfx_t *sfx = ambient_sfx[ambient_channel];
if (!sfx)
continue;
channel_t *chan = ambient_channels[ambient_channel];
if (!chan) {
chan = ambient_channels[ambient_channel] = SND_AllocChannel (snd);
if (!chan)
continue;
}
sfxbuffer_t *buffer;
if (!chan->buffer) {
buffer = sfx->open (sfx);
if (!buffer)
continue;
} else {
buffer = chan->buffer;
//sfx->retain (sfx); //FIXME why is this necessary?
}
// buffer will be written to chan->buffer later to ensure mixer
// doesn't use channel prematurely.
int chan_ind = chan - snd_channels;
spacial_t *spacial = &snd_spacialization[chan_ind];
vol = ambient_level * ambient_sound_level[ambient_channel] * (1/255.0);
if (vol < 8/255.0)
vol = 0;
// don't adjust volume too fast
float fade = ambient_fade * (1/255.0);
if (spacial->volume < vol) {
spacial->volume += *snd_render_data.host_frametime * fade;
if (spacial->volume > vol)
spacial->volume = vol;
} else if (spacial->volume > vol) {
spacial->volume -= *snd_render_data.host_frametime * fade;
if (spacial->volume < vol)
spacial->volume = vol;
}
chan->leftvol = chan->rightvol = spacial->volume;
chan->loopstart = sfx->loopstart;
chan->buffer = buffer;
}
}
static void
s_spatialize (snd_t *snd, channel_t *ch)
{
int phase; // in samples
vec_t dist, dot, lscale, rscale, scale;
vec3_t source_vec;
int chan_ind = ch - snd_channels;
// prepare to lerp from prev to next phase
ch->oldphase = ch->phase;
spacial_t *spacial = &snd_spacialization[chan_ind];
// anything coming from the view entity will always be full volume
if (!snd_render_data.viewentity
|| snd_entity_channels[chan_ind].id == *snd_render_data.viewentity) {
ch->leftvol = spacial->volume;
ch->rightvol = spacial->volume;
ch->phase = 0;
return;
}
// calculate stereo seperation and distance attenuation
VectorSubtract (spacial->origin, listener_origin, source_vec);
dist = VectorNormalize (source_vec) * spacial->dist_mult;
dot = DotProduct (listener_right, source_vec);
if (snd_swapchannelside)
dot = -dot;
if (snd->channels == 1) {
rscale = 1.0;
lscale = 1.0;
phase = 0;
} else {
rscale = 1.0 + dot * snd_volumesep;
lscale = 1.0 - dot * snd_volumesep;
phase = snd_phasesep * 0.001 * snd->speed * dot;
}
// add in distance effect
scale = (1.0 - dist) * rscale;
ch->rightvol = spacial->volume * scale;
if (ch->rightvol < 0)
ch->rightvol = 0;
scale = (1.0 - dist) * lscale;
ch->leftvol = spacial->volume * scale;
if (ch->leftvol < 0)
ch->leftvol = 0;
ch->phase = phase;
}
static inline int
s_update_channel (snd_t *snd, channel_t *ch)
{
if (!ch->buffer)
return 0;
s_spatialize (snd, ch);
if (!ch->leftvol && !ch->rightvol)
return 0;
return 1;
}
static void
s_combine_channel (channel_t *combine, channel_t *ch)
{
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
}
void
SND_SetListener (snd_t *snd, transform_t ear, const byte *ambient_sound_level)
{
if (Transform_Valid (ear)) {
listener_origin = Transform_GetWorldPosition (ear);
listener_forward = Transform_Forward (ear);
listener_right = Transform_Right (ear);
listener_up = Transform_Up (ear);
} else {
listener_origin = (vec4f_t) {0, 0, 0, 1};
listener_forward = (vec4f_t) {1, 0, 0, 0};
listener_right = (vec4f_t) {0, -1, 0, 0};
listener_up = (vec4f_t) {0, 0, 1, 0};
}
// update general area ambient sound sources
s_updateAmbientSounds (snd, ambient_sound_level);
channel_t *combine = 0;
for (int i = 0; i < MAX_CHANNELS; i++) {
channel_t *ch = &snd_channels[i];
if (!ch->buffer || ch->done) {
continue;
}
if (set_is_member (&dynamic_channels, i)
|| set_is_member (&looped_channels, i)) {
// update spatialization for dynamic and looped sounds
s_update_channel (snd, ch);
} else if (set_is_member (&static_channels, i)) {
if (!s_update_channel (snd, ch)) {
// too quiet
continue;
}
//FIXME does this even work? probably better just to give
//static sounds random offsets (I suspect it worked just fine
//before streams were implemented)
// try to combine static sounds with a previous channel of
// the same sound effect so we don't mix five torches every
// frame see if it can just use the last one
if (combine && combine->buffer == ch->buffer) {
s_combine_channel (combine, ch);
continue;
}
// search for one
channel_t *c = 0;
for (int j = 0; j < i; j++) {
if (set_is_member (&static_channels, j)) {
if (snd_channels[j].buffer == ch->buffer) {
c = &snd_channels[j];
break;
}
}
}
if ((combine = c)) {
s_combine_channel (combine, ch);
}
}
}
}
static int
snd_check_channels (snd_t *snd, channel_t *target_chan, const channel_t *check,
const sfx_t *sfx)
{
if (!check || !check->buffer || check == target_chan)
return 0;
if (*check->buffer->sfx == sfx && !check->pos) {
int skip = rand () % (int) (0.01 * snd->speed);
target_chan->pos = -skip;
return 1;
}
return 0;
}
void
SND_StartSound (snd_t *snd, int entnum, int entchannel, sfx_t *sfx,
vec4f_t origin, float vol, float attenuation)
{
if (!sfx || !snd->speed)
return;
// pick a channel to play on
int looped = sfx->loopstart != (unsigned) -1;
channel_t *target_chan = s_pick_channel (snd, entnum, entchannel, looped);
if (!target_chan)
return;
int chan_ind = target_chan - snd_channels;
// spatialize
spacial_t *spacial = &snd_spacialization[chan_ind];
VectorCopy (origin, spacial->origin);
spacial->dist_mult = attenuation / sound_nominal_clip_dist;
spacial->volume = vol;
snd_entity_channels[chan_ind] = (entchan_t) {
.id = entnum,
.channel = entchannel,
};
s_spatialize (snd, target_chan);
sfxbuffer_t *buffer;
if (!(buffer = sfx->open (sfx))) {
// because the channel was never started, it's safe to directly free it
snd_free_channel (target_chan);
return;
}
target_chan->pos = 0;
target_chan->end = 0;
// 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
for (int i = 0; i < MAX_CHANNELS; i++) {
if (set_is_member (&dynamic_channels, i)
|| set_is_member (&looped_channels, i)) {
channel_t *check = &snd_channels[i];
if (snd_check_channels (snd, target_chan, check, sfx))
break;
}
}
target_chan->loopstart = sfx->loopstart;
target_chan->buffer = buffer;
set_add (looped ? &looped_channels : &dynamic_channels, chan_ind);
}
static int
s_check_stop (snd_t *snd, int chan_ind, int entnum, int entchannel)
{
entchan_t *entchan = &snd_entity_channels[chan_ind];
if (entchan->id == entnum && entchan->channel == entchannel) {
SND_ChannelStop (snd, &snd_channels[chan_ind]);
return 1;
}
return 0;
}
void
SND_StopSound (snd_t *snd, int entnum, int entchannel)
{
for (int i = 0; i < MAX_CHANNELS; i++) {
if (set_is_member (&dynamic_channels, i)
|| set_is_member (&looped_channels, i)) {
s_check_stop (snd, i, entnum, entchannel);
}
}
}
void
SND_StaticSound (snd_t *snd, sfx_t *sfx, vec4f_t origin, float vol,
float attenuation)
{
if (!sfx)
return;
if (sfx->loopstart == (unsigned int) -1) {
Sys_Printf ("Sound %s not looped\n", sfx->name);
return;
}
channel_t *ss;
if (!(ss = SND_AllocChannel (snd))) {
Sys_Printf ("ran out of channels\n");
return;
}
int ss_ind = ss - snd_channels;
sfxbuffer_t *buffer;
if (!(buffer = sfx->open (sfx)))
return;
spacial_t *spacial = &snd_spacialization[ss_ind];
VectorCopy (origin, spacial->origin);
spacial->volume = vol;
spacial->dist_mult = attenuation / sound_nominal_clip_dist;
ss->end = 0;
s_spatialize (snd, ss);
ss->oldphase = ss->phase;
set_add (&static_channels, ss_ind);
snd_entity_channels[ss_ind] = (entchan_t) {
.id = SND_STATIC_ID,
.channel = 0,
};
ss->loopstart = sfx->loopstart;
ss->buffer = buffer;
}
void
SND_LocalSound (snd_t *snd, const char *sound)
{
sfx_t *sfx;
int viewent = 0;
sfx = SND_PrecacheSound (snd, sound);
if (!sfx) {
Sys_Printf ("S_LocalSound: can't load %s\n", sound);
return;
}
if (snd_render_data.viewentity)
viewent = *snd_render_data.viewentity;
SND_StartSound (snd, viewent, -1, sfx, (vec4f_t) {0, 0, 0, 1}, 1, 1);
}
void
SND_ChannelSetVolume (channel_t *chan, float volume)
{
int chan_ind = chan - snd_channels;
snd_spacialization[chan_ind].volume = volume;
chan->leftvol = chan->rightvol = volume;
}