quakeforge/libs/audio/renderer/snd_sfx.c
Bill Currie 91140acfee [sound] Access the buffer directly from the channel
This improves the locality of reference when mixing and removes the
proxy sfx for streamed sounds.

The buffer for streamed sounds is allocated when the stream is opened
(since streamed sounds can't share buffers), and freed when the stream
is closed.

For block sounds, the buffer is reference counted (with the sfx holding
one reference, so currently block buffers never get freed), with their
reference count getting incremented on open and decremented on close.
That the reference counts get to 1 has been confirmed, so all that
should be needed is proper destruction of the sfx instances.

Still need to sort out just why channels leak across level changes.
2022-06-06 12:39:54 +09:00

268 lines
5.8 KiB
C

/*
#FILENAME#
#DESCRIPTION#
Copyright (C) 2004 #AUTHOR#
Author: #AUTHOR#
Date: #DATE#
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
#include <stdlib.h>
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/hash.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "snd_internal.h"
#define MAX_SFX 512
static sfx_t snd_sfx[MAX_SFX];
static int snd_num_sfx;
static hashtab_t *snd_sfx_hash;
static int precache;
static cvar_t precache_cvar = {
.name = "precache",
.description =
"Toggle the use of a precache",
.default_value = "1",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &precache },
};
static const char *
snd_sfx_getkey (const void *sfx, void *unused)
{
return ((sfx_t *) sfx)->name;
}
static void
snd_sfx_free (void *_sfx, void *unused)
{
sfx_t *sfx = (sfx_t *) _sfx;
free ((char *) sfx->name);
sfx->name = 0;
}
static void
snd_block_close (sfxbuffer_t *buffer)
{
SND_Memory_Release (buffer);
}
void
SND_SFX_Block (sfx_t *sfx, char *realname, wavinfo_t info,
sfxbuffer_t *(*load) (sfxblock_t *block))
{
sfxblock_t *block = calloc (1, sizeof (sfxblock_t));
sfx->block = block;
sfx->wavinfo = SND_CacheWavinfo;
sfx->touch = SND_CacheTouch;
sfx->retain = SND_CacheRetain;
sfx->release = SND_CacheRelease;
sfx->getbuffer = SND_CacheGetBuffer;
sfx->loopstart = SND_ResamplerFrames (sfx, info.loopstart);
sfx->length = SND_ResamplerFrames (sfx, info.frames);
block->sfx = sfx;
block->file = realname;
block->wavinfo = info;
block->buffer = load (block);
SND_Memory_Retain (block->buffer);
block->buffer->close = snd_block_close;
}
void
SND_SFX_Stream (sfx_t *sfx, char *realname, wavinfo_t info,
sfxbuffer_t *(*open) (sfx_t *sfx))
{
sfxstream_t *stream = calloc (1, sizeof (sfxstream_t));
sfx->open = open;
sfx->wavinfo = SND_CacheWavinfo;
sfx->touch = sfx->retain = SND_StreamRetain;
sfx->release = SND_StreamRelease;
sfx->getbuffer = SND_StreamGetBuffer;
sfx->stream = stream;
sfx->loopstart = SND_ResamplerFrames (sfx, info.loopstart);
sfx->length = SND_ResamplerFrames (sfx, info.frames);
stream->file = realname;
stream->wavinfo = info;
}
sfxbuffer_t *
SND_SFX_StreamOpen (sfx_t *sfx, void *file,
long (*read)(void *, float **),
int (*seek)(sfxstream_t *, int),
void (*close) (sfxbuffer_t *))
{
snd_t *snd = sfx->snd;
sfxstream_t *stream = sfx->stream;
wavinfo_t *info = &stream->wavinfo;
int frames;
// if the speed is 0, there is no sound driver (probably failed to connect
// to jackd)
if (!snd->speed)
return 0;
frames = snd->speed * 0.3;
frames = (frames + 255) & ~255;
stream = calloc (1, sizeof (sfxstream_t));
stream->buffer = SND_Memory_AllocBuffer (frames * info->channels);
if (!stream->buffer) {
free (stream);
return 0;
}
stream->file = file;
stream->sfx = sfx;
stream->ll_read = read;
stream->ll_seek = seek;
stream->wavinfo = *sfx->wavinfo (sfx);
stream->buffer->stream = stream;
stream->buffer->size = frames;
stream->buffer->advance = SND_StreamAdvance;
stream->buffer->setpos = SND_StreamSetPos;
stream->buffer->sfx_length = info->frames;
stream->buffer->channels = info->channels;
stream->buffer->close = close;
SND_SetPaint (stream->buffer);
SND_SetupResampler (stream->buffer, 1); // get sfx setup properly
stream->buffer->setpos (stream->buffer, 0); // pre-fill the buffer
return stream->buffer;
}
void
SND_SFX_StreamClose (sfxstream_t *stream)
{
SND_PulldownResampler (stream);
SND_Memory_Free (stream->buffer);
free (stream);
}
sfx_t *
SND_LoadSound (snd_t *snd, const char *name)
{
sfx_t *sfx;
if (!snd_sfx_hash)
return 0;
if ((sfx = (sfx_t *) Hash_Find (snd_sfx_hash, name)))
return sfx;
if (snd_num_sfx == MAX_SFX)
Sys_Error ("s_load_sound: out of sfx_t");
sfx = &snd_sfx[snd_num_sfx++];
sfx->snd = snd;
sfx->name = strdup (name);
if (SND_Load (sfx) == -1) {
snd_num_sfx--;
return 0;
}
Hash_Add (snd_sfx_hash, sfx);
return sfx;
}
sfx_t *
SND_PrecacheSound (snd_t *snd, const char *name)
{
sfx_t *sfx;
if (!name)
Sys_Error ("SND_PrecacheSound: NULL");
sfx = SND_LoadSound (snd, va (0, "sound/%s", name));
if (sfx && precache) {
if (sfx->retain (sfx))
sfx->release (sfx);
}
return sfx;
}
static void
s_gamedir (int phase, void *data)
{
snd_num_sfx = 0;
}
static void
s_soundlist_f (void)
{
int load, total, i;
sfx_t *sfx;
if (Cmd_Argc() >= 2 && Cmd_Argv (1)[0])
load = 1;
else
load = 0;
total = 0;
for (sfx = snd_sfx, i = 0; i < snd_num_sfx; i++, sfx++) {
if (load) {
if (!sfx->retain (sfx))
continue;
} else {
if (!sfx->touch (sfx))
continue;
}
total += sfx->length;
Sys_Printf ("%6d %6d %s\n", sfx->loopstart, sfx->length, sfx->name);
if (load)
sfx->release (sfx);
}
Sys_Printf ("Total resident: %i\n", total);
}
void
SND_SFX_Init (snd_t *snd)
{
snd_sfx_hash = Hash_NewTable (511, snd_sfx_getkey, snd_sfx_free, 0, 0);
Cvar_Register (&precache_cvar, 0, 0);
QFS_GamedirCallback (s_gamedir, 0);
Cmd_AddCommand ("soundlist", s_soundlist_f,
"Reports a list of sounds in the cache");
}