mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
91140acfee
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.
268 lines
5.8 KiB
C
268 lines
5.8 KiB
C
/*
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#FILENAME#
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#DESCRIPTION#
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Copyright (C) 2004 #AUTHOR#
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Author: #AUTHOR#
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Date: #DATE#
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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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#include <stdlib.h>
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/hash.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "snd_internal.h"
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#define MAX_SFX 512
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static sfx_t snd_sfx[MAX_SFX];
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static int snd_num_sfx;
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static hashtab_t *snd_sfx_hash;
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static int precache;
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static cvar_t precache_cvar = {
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.name = "precache",
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.description =
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"Toggle the use of a precache",
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.default_value = "1",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &precache },
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};
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static const char *
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snd_sfx_getkey (const void *sfx, void *unused)
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{
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return ((sfx_t *) sfx)->name;
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}
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static void
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snd_sfx_free (void *_sfx, void *unused)
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{
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sfx_t *sfx = (sfx_t *) _sfx;
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free ((char *) sfx->name);
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sfx->name = 0;
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}
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static void
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snd_block_close (sfxbuffer_t *buffer)
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{
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SND_Memory_Release (buffer);
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}
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void
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SND_SFX_Block (sfx_t *sfx, char *realname, wavinfo_t info,
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sfxbuffer_t *(*load) (sfxblock_t *block))
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{
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sfxblock_t *block = calloc (1, sizeof (sfxblock_t));
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sfx->block = block;
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sfx->wavinfo = SND_CacheWavinfo;
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sfx->touch = SND_CacheTouch;
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sfx->retain = SND_CacheRetain;
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sfx->release = SND_CacheRelease;
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sfx->getbuffer = SND_CacheGetBuffer;
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sfx->loopstart = SND_ResamplerFrames (sfx, info.loopstart);
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sfx->length = SND_ResamplerFrames (sfx, info.frames);
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block->sfx = sfx;
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block->file = realname;
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block->wavinfo = info;
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block->buffer = load (block);
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SND_Memory_Retain (block->buffer);
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block->buffer->close = snd_block_close;
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}
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void
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SND_SFX_Stream (sfx_t *sfx, char *realname, wavinfo_t info,
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sfxbuffer_t *(*open) (sfx_t *sfx))
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{
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sfxstream_t *stream = calloc (1, sizeof (sfxstream_t));
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sfx->open = open;
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sfx->wavinfo = SND_CacheWavinfo;
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sfx->touch = sfx->retain = SND_StreamRetain;
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sfx->release = SND_StreamRelease;
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sfx->getbuffer = SND_StreamGetBuffer;
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sfx->stream = stream;
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sfx->loopstart = SND_ResamplerFrames (sfx, info.loopstart);
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sfx->length = SND_ResamplerFrames (sfx, info.frames);
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stream->file = realname;
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stream->wavinfo = info;
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}
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sfxbuffer_t *
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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) (sfxbuffer_t *))
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{
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snd_t *snd = sfx->snd;
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sfxstream_t *stream = sfx->stream;
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wavinfo_t *info = &stream->wavinfo;
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int frames;
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// if the speed is 0, there is no sound driver (probably failed to connect
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// to jackd)
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if (!snd->speed)
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return 0;
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frames = snd->speed * 0.3;
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frames = (frames + 255) & ~255;
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stream = calloc (1, sizeof (sfxstream_t));
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stream->buffer = SND_Memory_AllocBuffer (frames * info->channels);
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if (!stream->buffer) {
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free (stream);
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return 0;
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}
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stream->file = file;
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stream->sfx = sfx;
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stream->ll_read = read;
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stream->ll_seek = seek;
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stream->wavinfo = *sfx->wavinfo (sfx);
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stream->buffer->stream = stream;
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stream->buffer->size = frames;
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stream->buffer->advance = SND_StreamAdvance;
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stream->buffer->setpos = SND_StreamSetPos;
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stream->buffer->sfx_length = info->frames;
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stream->buffer->channels = info->channels;
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stream->buffer->close = close;
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SND_SetPaint (stream->buffer);
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SND_SetupResampler (stream->buffer, 1); // get sfx setup properly
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stream->buffer->setpos (stream->buffer, 0); // pre-fill the buffer
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return stream->buffer;
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}
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void
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SND_SFX_StreamClose (sfxstream_t *stream)
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{
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SND_PulldownResampler (stream);
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SND_Memory_Free (stream->buffer);
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free (stream);
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}
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sfx_t *
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SND_LoadSound (snd_t *snd, const char *name)
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{
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sfx_t *sfx;
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if (!snd_sfx_hash)
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return 0;
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if ((sfx = (sfx_t *) Hash_Find (snd_sfx_hash, name)))
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return sfx;
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if (snd_num_sfx == MAX_SFX)
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Sys_Error ("s_load_sound: out of sfx_t");
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sfx = &snd_sfx[snd_num_sfx++];
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sfx->snd = snd;
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sfx->name = strdup (name);
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if (SND_Load (sfx) == -1) {
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snd_num_sfx--;
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return 0;
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}
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Hash_Add (snd_sfx_hash, sfx);
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return sfx;
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}
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sfx_t *
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SND_PrecacheSound (snd_t *snd, const char *name)
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{
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sfx_t *sfx;
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if (!name)
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Sys_Error ("SND_PrecacheSound: NULL");
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sfx = SND_LoadSound (snd, va (0, "sound/%s", name));
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if (sfx && precache) {
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if (sfx->retain (sfx))
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sfx->release (sfx);
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}
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return sfx;
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}
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static void
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s_gamedir (int phase, void *data)
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{
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snd_num_sfx = 0;
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}
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static void
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s_soundlist_f (void)
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{
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int load, total, i;
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sfx_t *sfx;
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if (Cmd_Argc() >= 2 && Cmd_Argv (1)[0])
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load = 1;
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else
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load = 0;
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total = 0;
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for (sfx = snd_sfx, i = 0; i < snd_num_sfx; i++, sfx++) {
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if (load) {
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if (!sfx->retain (sfx))
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continue;
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} else {
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if (!sfx->touch (sfx))
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continue;
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}
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total += sfx->length;
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Sys_Printf ("%6d %6d %s\n", sfx->loopstart, sfx->length, sfx->name);
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if (load)
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sfx->release (sfx);
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}
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Sys_Printf ("Total resident: %i\n", total);
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}
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void
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SND_SFX_Init (snd_t *snd)
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{
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snd_sfx_hash = Hash_NewTable (511, snd_sfx_getkey, snd_sfx_free, 0, 0);
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Cvar_Register (&precache_cvar, 0, 0);
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QFS_GamedirCallback (s_gamedir, 0);
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Cmd_AddCommand ("soundlist", s_soundlist_f,
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"Reports a list of sounds in the cache");
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}
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