quakeforge/libs/audio/renderer/snd_channels.c
Bill Currie 48f704c84e [sound] Use SYS_snd for all masked prints
SYS_dev is a holdover from when we had only the one flag and is not
meant to be used for tests (I seem to remember mentioning an audit was
necessary, but obviously forgotten). One step at a time, I guess :)
2022-06-06 12:39:54 +09:00

777 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 qboolean 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 = 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;
sfxbuffer_t *buffer = ch->buffer;
ch->buffer = 0;
buffer->close (buffer);
}
}
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;
}
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 (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 cache %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;
}