mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 23:52:22 +00:00
732ea3a5fd
One *actual* error (wrong enum type), and some memory alignment issues. The rest just clang being lame.
786 lines
20 KiB
C
786 lines
20 KiB
C
/*
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snd_dma.c
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main control for any streaming sound output device
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2003-2022 Bill Currie <bill@taniwha.org>
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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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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#ifdef HAVE_UNISTD_H
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# include <unistd.h>
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#endif
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#include <stdlib.h>
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#include "QF/bspfile.h"
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/dstring.h"
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#include "QF/model.h"
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#include "QF/quakefs.h"
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#include "QF/set.h"
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#include "QF/sys.h"
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#include "QF/scene/transform.h"
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#include "snd_internal.h"
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#define SND_STATIC_ID -1
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typedef struct entchan_s {
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int id; // entity id
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int channel; // per-entity sound channel
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} entchan_t;
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typedef struct spacial_s {
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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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float volume; //!< 0-1 overall channel volume
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} spacial_t;
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int snd_total_channels;
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channel_t snd_channels[MAX_CHANNELS];
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static entchan_t snd_entity_channels[MAX_CHANNELS];
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static spacial_t snd_spacialization[MAX_CHANNELS];
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static int snd_free_channels[MAX_CHANNELS];
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static int snd_num_free_channels;
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/* Dynamic channels are (usually) short sound bytes, never looped. They do not
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* override other dynamic channels even for the same entity channel. However,
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* they DO override (stop) looped channels on the same entity channel.
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*/
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static set_bits_t dynamic_channel_bits[SET_WORDS_STATIC (MAX_CHANNELS)];
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static set_t dynamic_channels = SET_STATIC_ARRAY (dynamic_channel_bits);
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/* Looped channels are sounds that automatically repeat until they are stopped.
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* They can be stopped via SND_ChannelStop or by starting another sound
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* (dynamic or looped) on the same entity channel.
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*/
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static set_bits_t looped_channel_bits[SET_WORDS_STATIC (MAX_CHANNELS)];
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static set_t looped_channels = SET_STATIC_ARRAY (looped_channel_bits);
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static set_bits_t static_channel_bits[SET_WORDS_STATIC (MAX_CHANNELS)];
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static set_t static_channels = SET_STATIC_ARRAY (static_channel_bits);
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static channel_t *ambient_channels[NUM_AMBIENTS];
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static qboolean snd_ambient = 1;
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static sfx_t *ambient_sfx[NUM_AMBIENTS];
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static vec_t sound_nominal_clip_dist = 1000.0;
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static vec4f_t listener_origin;
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static vec4f_t listener_forward;
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static vec4f_t listener_right;
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static vec4f_t listener_up;
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static float snd_phasesep;
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static cvar_t snd_phasesep_cvar = {
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.name = "snd_phasesep",
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.description =
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"max stereo phase separation in ms. 0.6 is for 20cm head",
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.default_value = "0.0",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_float, .value = &snd_phasesep },
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};
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static float snd_volumesep;
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static cvar_t snd_volumesep_cvar = {
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.name = "snd_volumesep",
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.description =
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"max stereo volume separation. 1.0 is max",
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.default_value = "1.0",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_float, .value = &snd_volumesep },
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};
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static int snd_swapchannelside;
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static cvar_t snd_swapchannelside_cvar = {
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.name = "snd_swapchannelside",
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.description =
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"Toggle swapping of left and right channels",
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.default_value = "0",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_int, .value = &snd_swapchannelside },
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};
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static float ambient_fade;
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static cvar_t ambient_fade_cvar = {
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.name = "ambient_fade",
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.description =
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"How quickly ambient sounds fade in or out",
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.default_value = "100",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &ambient_fade },
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};
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static float ambient_level;
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static cvar_t ambient_level_cvar = {
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.name = "ambient_level",
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.description =
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"Ambient sounds' volume",
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.default_value = "0.3",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &ambient_level },
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};
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static void
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snd_free_channel (channel_t *ch)
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{
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sfxbuffer_t *buffer = ch->buffer;
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ch->buffer = (sfxbuffer_t *) 0;
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ch->stop = 0;
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ch->done = 0;
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int chan_ind = ch - snd_channels;
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if (snd_num_free_channels >= MAX_CHANNELS) {
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Sys_Error ("snd_num_free_channels: free channel list overflow");
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}
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snd_free_channels[snd_num_free_channels++] = chan_ind;
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snd_entity_channels[chan_ind] = (entchan_t) {};
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if (buffer) {
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buffer->close (buffer);
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}
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}
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channel_t *
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SND_AllocChannel (snd_t *snd)
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{
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channel_t *chan;
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Sys_MaskPrintf (SYS_snd, "SND_AllocChannel: free channels: %d\n",
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snd_num_free_channels);
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if (!snd_num_free_channels) {
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Sys_MaskPrintf (SYS_warn, "SND_AllocChannel: out of channels.\n");
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return 0;
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}
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int chan_ind = snd_free_channels[--snd_num_free_channels];
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chan = &snd_channels[chan_ind];
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memset (chan, 0, sizeof (*chan));
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return chan;
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}
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void
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SND_ChannelStop (snd_t *snd, channel_t *chan)
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{
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if (!chan->buffer) {
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Sys_MaskPrintf (SYS_warn, "Sound: stop called on invalid channel\n");
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}
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chan->stop = 1;
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int chan_ind = chan - snd_channels;
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set_remove (&dynamic_channels, chan_ind);
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set_remove (&looped_channels, chan_ind);
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set_remove (&static_channels, chan_ind);
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}
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void
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SND_ScanChannels (snd_t *snd, int wait)
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{
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int i;
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channel_t *ch;
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int count = 0;
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if (!snd || !snd->speed)
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return;
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if (wait) {
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Sys_MaskPrintf (SYS_snd, "scanning channels...\n");
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do {
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count = 0;
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for (i = 0; i < MAX_CHANNELS; i++) {
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ch = &snd_channels[i];
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if (!ch->buffer || ch->done)
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continue;
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ch->stop = 1;
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count++;
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}
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Sys_MaskPrintf (SYS_snd, "count = %d\n", count);
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#ifdef HAVE_USLEEP
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usleep (1000);
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#endif
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} while (count);
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Sys_MaskPrintf (SYS_snd, "scanning done.\n");
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} else {
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for (i = 0; i < MAX_CHANNELS; i++) {
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ch = &snd_channels[i];
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if (ch->buffer && ch->stop && !ch->done) {
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ch->done = 1;
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count++;
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}
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}
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//printf ("count: %d\n", count);
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}
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for (i = 0; i < MAX_CHANNELS; i++) {
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ch = &snd_channels[i];
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if (!ch->buffer || !ch->done)
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continue;
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snd_free_channel (ch);
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}
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Sys_MaskPrintf (SYS_snd, "SND_ScanChannels: free channels: %d\n",
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snd_num_free_channels);
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}
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void
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SND_FinishChannels (void)
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{
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int i;
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channel_t *ch;
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for (i = 0; i < MAX_CHANNELS; i++) {
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ch = &snd_channels[i];
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ch->done = ch->stop = 1;
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}
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}
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void
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SND_StopAllSounds (snd_t *snd)
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{
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for (int i = 0; i < MAX_CHANNELS; i++) {
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if (set_is_member (&dynamic_channels, i)
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|| set_is_member (&looped_channels, i)
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|| set_is_member (&static_channels, i)) {
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SND_ChannelStop (snd, &snd_channels[i]);
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}
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}
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set_empty (&dynamic_channels);
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set_empty (&looped_channels);
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set_empty (&static_channels);
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for (int i = 0; i < NUM_AMBIENTS; i++) {
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if (ambient_channels[i])
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SND_ChannelStop (snd, ambient_channels[i]);
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ambient_channels[i] = 0;
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}
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}
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static void
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s_play_f (void *_snd)
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{
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snd_t *snd = _snd;
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dstring_t *name = dstring_new ();
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int i;
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static int hash = 345;
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sfx_t *sfx;
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i = 1;
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while (i < Cmd_Argc ()) {
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if (!strrchr (Cmd_Argv (i), '.')) {
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dsprintf (name, "%s.wav", Cmd_Argv (i));
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} else {
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dsprintf (name, "%s", Cmd_Argv (i));
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}
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sfx = SND_PrecacheSound (snd, name->str);
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SND_StartSound (snd, hash++, 0, sfx, listener_origin, 1.0, 1.0);
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i++;
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}
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dstring_delete (name);
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}
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static void
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s_playcenter_f (void *_snd)
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{
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snd_t *snd = _snd;
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dstring_t *name = dstring_new ();
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int i;
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sfx_t *sfx;
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int viewent = 0;
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if (snd_render_data.viewentity)
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viewent = *snd_render_data.viewentity;
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for (i = 1; i < Cmd_Argc (); i++) {
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if (!strrchr (Cmd_Argv (i), '.')) {
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dsprintf (name, "%s.wav", Cmd_Argv (i));
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} else {
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dsprintf (name, "%s", Cmd_Argv (i));
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}
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sfx = SND_PrecacheSound (snd, name->str);
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SND_StartSound (snd, viewent, 0, sfx, listener_origin, 1.0, 1.0);
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}
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dstring_delete (name);
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}
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static void
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s_playvol_f (void *_snd)
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{
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snd_t *snd = _snd;
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dstring_t *name = dstring_new ();
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float vol;
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int i;
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static int hash = 543;
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sfx_t *sfx;
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i = 1;
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while (i < Cmd_Argc ()) {
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if (!strrchr (Cmd_Argv (i), '.')) {
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dsprintf (name, "%s.wav", Cmd_Argv (i));
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} else {
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dsprintf (name, "%s", Cmd_Argv (i));
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}
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sfx = SND_PrecacheSound (snd, name->str);
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vol = atof (Cmd_Argv (i + 1));
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SND_StartSound (snd, hash++, 0, sfx, listener_origin, vol, 1.0);
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i += 2;
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}
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dstring_delete (name);
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}
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static void
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s_channels_gamedir (int phase, void *_snd)
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{
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}
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void
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SND_Channels_Init (snd_t *snd)
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{
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Cvar_Register (&snd_phasesep_cvar, 0, 0);
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Cvar_Register (&snd_volumesep_cvar, 0, 0);
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Cvar_Register (&snd_swapchannelside_cvar, 0, 0);
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Cvar_Register (&ambient_fade_cvar, 0, 0);
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Cvar_Register (&ambient_level_cvar, 0, 0);
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Cmd_AddDataCommand ("play", s_play_f, snd,
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"Play selected sound effect (play pathto/sound.wav)");
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Cmd_AddDataCommand ("playcenter", s_playcenter_f, snd,
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"Play selected sound effect without 3D "
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"spatialization.");
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Cmd_AddDataCommand ("playvol", s_playvol_f, snd,
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"Play selected sound effect at selected volume "
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"(playvol pathto/sound.wav num");
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for (int i = 0; i < MAX_CHANNELS; i++) {
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snd_free_channels[i] = MAX_CHANNELS - 1 - i;
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}
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snd_num_free_channels = MAX_CHANNELS;
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snd_total_channels = MAX_CHANNELS;
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QFS_GamedirCallback (s_channels_gamedir, snd);
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}
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static channel_t *
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s_pick_channel (snd_t *snd, int entnum, int entchannel, int looped)
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{
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// check for finished non-looped sounds
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for (int i = 0; i < MAX_CHANNELS; i++) {
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channel_t *ch = &snd_channels[i];
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if (set_is_member (&dynamic_channels, i)) {
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if (ch->done) {
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// mixer is done with the channel, it can be freed
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snd_free_channel (ch);
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set_remove (&dynamic_channels, i);
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}
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} else if (set_is_member (&looped_channels, i)) {
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// non-looped sounds are used to stop looped sounds on an entity
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// channel also clean out any caught by SND_ScanChannels
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entchan_t *entchan = &snd_entity_channels[i];
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if (entchan->id == entnum
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&& (entchan->channel == entchannel || entchannel == -1)) {
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// the mixer is still using the channel, so send a request
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// for it to stopp
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SND_ChannelStop (snd, ch);
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}
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}
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}
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return SND_AllocChannel (snd);
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}
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void
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SND_AmbientOff (snd_t *snd)
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{
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snd_ambient = false;
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}
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void
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SND_AmbientOn (snd_t *snd)
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{
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snd_ambient = true;
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}
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void
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SND_SetAmbient (snd_t *snd, int amb_channel, sfx_t *sfx)
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{
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if (amb_channel < 0 || amb_channel > NUM_AMBIENTS) {
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return;
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}
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ambient_sfx[amb_channel] = sfx;
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}
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static void
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s_updateAmbientSounds (snd_t *snd, const byte *ambient_sound_level)
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{
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float vol;
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int ambient_channel;
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if (!snd_ambient)
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return;
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// calc ambient sound levels
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if (!ambient_sound_level || !ambient_level) {
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// if we're not in a leaf (huh?) or ambients have been turned off,
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// stop all ambient channels.
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for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
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ambient_channel++) {
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channel_t *chan = ambient_channels[ambient_channel];
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if (chan) {
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int chan_ind = chan - snd_channels;
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spacial_t *spacial = &snd_spacialization[chan_ind];
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spacial->volume = 0;
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chan->leftvol = chan->rightvol = spacial->volume;
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}
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}
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return;
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}
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for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
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ambient_channel++) {
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sfx_t *sfx = ambient_sfx[ambient_channel];
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if (!sfx)
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continue;
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channel_t *chan = ambient_channels[ambient_channel];
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if (!chan) {
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chan = ambient_channels[ambient_channel] = SND_AllocChannel (snd);
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if (!chan)
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continue;
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}
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sfxbuffer_t *buffer;
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if (!chan->buffer) {
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buffer = sfx->open (sfx);
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if (!buffer)
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continue;
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} else {
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buffer = chan->buffer;
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//sfx->retain (sfx); //FIXME why is this necessary?
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}
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// buffer will be written to chan->buffer later to ensure mixer
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// doesn't use channel prematurely.
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int chan_ind = chan - snd_channels;
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spacial_t *spacial = &snd_spacialization[chan_ind];
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vol = ambient_level * ambient_sound_level[ambient_channel] * (1/255.0);
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if (vol < 8/255.0)
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vol = 0;
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// don't adjust volume too fast
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float fade = ambient_fade * (1/255.0);
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if (spacial->volume < vol) {
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spacial->volume += *snd_render_data.host_frametime * fade;
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if (spacial->volume > vol)
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spacial->volume = vol;
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} else if (spacial->volume > vol) {
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spacial->volume -= *snd_render_data.host_frametime * fade;
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if (spacial->volume < vol)
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spacial->volume = vol;
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}
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chan->leftvol = chan->rightvol = spacial->volume;
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chan->loopstart = sfx->loopstart;
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chan->buffer = buffer;
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}
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}
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static void
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s_spatialize (snd_t *snd, channel_t *ch)
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{
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int phase; // in samples
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|
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 (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;
|
|
}
|