quakeforge/libs/audio/renderer/snd_channels.c
Bill Currie 5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00

718 lines
17 KiB
C

/*
snd_dma.c
main control for any streaming sound output device
Copyright (C) 1996-1997 Id Software, Inc.
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/sys.h"
#include "snd_internal.h"
static channel_t *free_channels;
channel_t snd_channels[MAX_CHANNELS];
int snd_total_channels;
static channel_t *ambient_channels[NUM_AMBIENTS];
static channel_t *dynamic_channels;
static channel_t *looped_dynamic_channels;
static channel_t *static_channels[MAX_STATIC_CHANNELS];
static int snd_num_statics;
static qboolean snd_ambient = 1;
static sfx_t *ambient_sfx[NUM_AMBIENTS];
static vec_t sound_nominal_clip_dist = 1000.0;
static vec3_t listener_origin;
static vec3_t listener_forward;
static vec3_t listener_right;
static vec3_t listener_up;
static cvar_t *snd_phasesep;
static cvar_t *snd_volumesep;
static cvar_t *snd_swapchannelside;
static cvar_t *ambient_fade;
static cvar_t *ambient_level;
static inline channel_t *
unlink_channel (channel_t **_ch)
{
channel_t *ch = *_ch;
*_ch = ch->next;
ch->next = 0;
return ch;
}
channel_t *
SND_AllocChannel (void)
{
channel_t **free = &free_channels;
channel_t *chan;
while (*free) {
if (!(*free)->sfx) // free channel
break;
if ((*free)->done) // mixer is finished with this channel
break;
if (!(*free)->stop)
Sys_Error ("SND_AllocChannel: bogus channel free list");
free = &(*free)->next;
}
if (!*free) {
int num_free = 0;
for (free = &free_channels; *free; free = &(*free)->next) {
num_free++;
}
Sys_MaskPrintf (SYS_warn, "SND_AllocChannel: out of channels. %d\n",
num_free);
return 0;
}
chan = *free;
*free = chan->next;
if (chan->sfx) {
chan->sfx->release (chan->sfx);
chan->sfx->close (chan->sfx);
chan->sfx = 0; // make sure mixer doesn't use channel during memset
}
memset (chan, 0, sizeof (*chan));
chan->next = 0;
chan->sfx = 0;
return chan;
}
void
SND_ChannelStop (channel_t *chan)
{
/* if chan->next is set, then this channel may have already been freed.
a rather serious bug as it will create a loop in the free list
*/
if (chan->next)
Sys_Error ("Stopping a freed channel");
chan->stop = 1;
chan->next = free_channels;
free_channels = chan;
}
void
SND_ScanChannels (int wait)
{
int i;
channel_t *ch;
int count = 0;
if (!snd_shm || !snd_shm->speed)
return;
if (wait) {
Sys_MaskPrintf (SYS_dev, "scanning channels...\n");
do {
count = 0;
for (i = 0; i < MAX_CHANNELS; i++) {
ch = &snd_channels[i];
if (!ch->sfx || ch->done)
continue;
ch->stop = 1;
count++;
}
Sys_MaskPrintf (SYS_dev, "count = %d\n", count);
#ifdef HAVE_USLEEP
usleep (1000);
#endif
} while (count);
Sys_MaskPrintf (SYS_dev, "scanning done.\n");
} else {
for (i = 0; i < MAX_CHANNELS; i++) {
ch = &snd_channels[i];
if (ch->sfx && 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->sfx || !ch->done)
continue;
ch->sfx->release (ch->sfx);
ch->sfx->close (ch->sfx);
ch->sfx = 0;
}
}
void
SND_StopAllSounds (void)
{
int i;
snd_num_statics = 0;
while (dynamic_channels)
SND_ChannelStop (unlink_channel (&dynamic_channels));
while (looped_dynamic_channels)
SND_ChannelStop (unlink_channel (&looped_dynamic_channels));
for (i = 0; i < NUM_AMBIENTS; i++) {
if (ambient_channels[i])
SND_ChannelStop (ambient_channels[i]);
ambient_channels[i] = 0;
}
for (i = 0; i < MAX_STATIC_CHANNELS; i++) {
if (static_channels[i])
SND_ChannelStop (static_channels[i]);
static_channels[i] = 0;
}
if (0) {
channel_t *ch;
Sys_Printf ("SND_StopAllSounds\n");
for (i = 0, ch = free_channels; ch; ch = ch->next)
i++;
Sys_Printf (" free channels:%d\n", i);
for (i = 0, ch = free_channels; ch; ch = ch->next)
if (!ch->sfx || ch->done)
i++;
Sys_Printf (" truely free channels:%d\n", i);
}
}
static void
s_play_f (void)
{
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 (name->str);
SND_StartSound (hash++, 0, sfx, listener_origin, 1.0, 1.0);
i++;
}
dstring_delete (name);
}
static void
s_playcenter_f (void)
{
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 (name->str);
SND_StartSound (viewent, 0, sfx, listener_origin, 1.0, 1.0);
}
dstring_delete (name);
}
static void
s_playvol_f (void)
{
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 (name->str);
vol = atof (Cmd_Argv (i + 1));
SND_StartSound (hash++, 0, sfx, listener_origin, vol, 1.0);
i += 2;
}
dstring_delete (name);
}
static void
s_channels_gamedir (int phase)
{
//FIXME for some reason, a gamedir change causes semi-random
//"already released" cache errors. fortunatly, servers don't change
//gamedir often, so I'll put this in the too-hard basket for now.
if (phase) {
ambient_sfx[AMBIENT_WATER] = SND_PrecacheSound ("ambience/water1.wav");
ambient_sfx[AMBIENT_SKY] = SND_PrecacheSound ("ambience/wind2.wav");
}
}
void
SND_Channels_Init (void)
{
int i;
snd_phasesep = Cvar_Get ("snd_phasesep", "0.0", CVAR_ARCHIVE, NULL,
"max stereo phase separation in ms. 0.6 is for "
"20cm head");
snd_volumesep = Cvar_Get ("snd_volumesep", "1.0", CVAR_ARCHIVE, NULL,
"max stereo volume separation. 1.0 is max");
snd_swapchannelside = Cvar_Get ("snd_swapchannelside", "0", CVAR_ARCHIVE,
NULL, "Toggle swapping of left and right "
"channels");
ambient_fade = Cvar_Get ("ambient_fade", "100", CVAR_NONE, NULL,
"How quickly ambient sounds fade in or out");
ambient_level = Cvar_Get ("ambient_level", "0.3", CVAR_NONE, NULL,
"Ambient sounds' volume");
Cmd_AddCommand ("play", s_play_f,
"Play selected sound effect (play pathto/sound.wav)");
Cmd_AddCommand ("playcenter", s_playcenter_f,
"Play selected sound effect without 3D spatialization.");
Cmd_AddCommand ("playvol", s_playvol_f, "Play selected sound effect at "
"selected volume (playvol pathto/sound.wav num");
for (i = 0; i < MAX_CHANNELS - 1; i++)
snd_channels[i].next = &snd_channels[i + 1];
free_channels = &snd_channels[0];
snd_total_channels = MAX_CHANNELS;
snd_num_statics = 0;
QFS_GamedirCallback (s_channels_gamedir);
}
static channel_t *
s_pick_channel (int entnum, int entchannel, int looped)
{
channel_t *ch, **_ch;
// check for finished non-looped sounds
for (_ch = &dynamic_channels; *_ch; ) {
if (!(*_ch)->sfx || (*_ch)->done) {
SND_ChannelStop (unlink_channel (_ch));
continue;
}
_ch = &(*_ch)->next;
}
// non-looped sounds are used to stop looped sounds on an ent channel
// also clean out any caught by SND_ScanChannels
for (_ch = &looped_dynamic_channels; *_ch; ) {
if (!(*_ch)->sfx || (*_ch)->done
|| ((*_ch)->entnum == entnum
&& ((*_ch)->entchannel == entchannel || entchannel == -1))) {
SND_ChannelStop (unlink_channel (_ch));
continue;
}
_ch = &(*_ch)->next;
}
_ch = looped ? &looped_dynamic_channels : &dynamic_channels;
if ((ch = SND_AllocChannel ())) {
ch->next = *_ch;
*_ch = ch;
}
return ch;
}
void
SND_AmbientOff (void)
{
snd_ambient = false;
}
void
SND_AmbientOn (void)
{
snd_ambient = true;
}
static void
s_updateAmbientSounds (const byte *ambient_sound_level)
{
float vol;
int ambient_channel;
channel_t *chan;
sfx_t *sfx;
if (!snd_ambient)
return;
// calc ambient sound levels
if (!ambient_sound_level || !ambient_level->value) {
// 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++) {
chan = ambient_channels[ambient_channel];
if (chan) {
chan->master_vol = 0;
chan->leftvol = chan->rightvol = chan->master_vol;
}
}
return;
}
for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
ambient_channel++) {
sfx = ambient_sfx[ambient_channel];
if (!sfx)
continue;
chan = ambient_channels[ambient_channel];
if (!chan) {
chan = ambient_channels[ambient_channel] = SND_AllocChannel ();
if (!chan)
continue;
}
if (!chan->sfx) {
sfx = sfx->open (sfx);
if (!sfx)
continue;
sfx->retain (sfx);
} else {
sfx = chan->sfx;
//sfx->retain (sfx); //FIXME why is this necessary?
}
// sfx will be written to chan->sfx later to ensure mixer doesn't use
// channel prematurely.
vol = ambient_level->value * ambient_sound_level[ambient_channel];
if (vol < 8)
vol = 0;
// don't adjust volume too fast
if (chan->master_vol < vol) {
chan->master_vol += *snd_render_data.host_frametime
* ambient_fade->value;
if (chan->master_vol > vol)
chan->master_vol = vol;
} else if (chan->master_vol > vol) {
chan->master_vol -= *snd_render_data.host_frametime
* ambient_fade->value;
if (chan->master_vol < vol)
chan->master_vol = vol;
}
chan->leftvol = chan->rightvol = chan->master_vol;
chan->sfx = sfx;
}
}
static void
s_spatialize (channel_t *ch)
{
int phase; // in samples
vec_t dist, dot, lscale, rscale, scale;
vec3_t source_vec;
// prepare to lerp from prev to next phase
ch->oldphase = ch->phase;
// anything coming from the view entity will always be full volume
if (!snd_render_data.viewentity
|| ch->entnum == *snd_render_data.viewentity) {
ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol;
ch->phase = 0;
return;
}
// calculate stereo seperation and distance attenuation
VectorSubtract (ch->origin, listener_origin, source_vec);
dist = VectorNormalize (source_vec) * ch->dist_mult;
dot = DotProduct (listener_right, source_vec);
if (snd_swapchannelside->int_val)
dot = -dot;
if (snd_shm->channels == 1) {
rscale = 1.0;
lscale = 1.0;
phase = 0;
} else {
rscale = 1.0 + dot * snd_volumesep->value;
lscale = 1.0 - dot * snd_volumesep->value;
phase = snd_phasesep->value * 0.001 * snd_shm->speed * dot;
}
// add in distance effect
scale = (1.0 - dist) * rscale;
ch->rightvol = (int) (ch->master_vol * scale);
if (ch->rightvol < 0)
ch->rightvol = 0;
scale = (1.0 - dist) * lscale;
ch->leftvol = (int) (ch->master_vol * scale);
if (ch->leftvol < 0)
ch->leftvol = 0;
ch->phase = phase;
}
static inline int
s_update_channel (channel_t *ch)
{
if (!ch->sfx)
return 0;
s_spatialize (ch); // respatialize channel
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 (const vec3_t origin, const vec3_t forward, const vec3_t right,
const vec3_t up, const byte *ambient_sound_level)
{
int i, j;
channel_t *combine, *ch;
VectorCopy (origin, listener_origin);
VectorCopy (forward, listener_forward);
VectorCopy (right, listener_right);
VectorCopy (up, listener_up);
// update general area ambient sound sources
s_updateAmbientSounds (ambient_sound_level);
// update spatialization for dynamic sounds
for (ch = dynamic_channels; ch; ch = ch->next)
s_update_channel (ch);
for (ch = looped_dynamic_channels; ch; ch = ch->next)
s_update_channel (ch);
// update spatialization for static sounds
combine = 0;
for (i = 0; i < snd_num_statics; i++) {
ch = static_channels[i];
if (!s_update_channel (ch))
continue;
// 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->sfx == ch->sfx) {
s_combine_channel (combine, ch);
continue;
}
// search for one
for (j = 0; j < i; j++) {
combine = static_channels[j];
if (combine->sfx == ch->sfx)
break;
}
if (j == i) {
combine = 0;
} else {
if (combine != ch)
s_combine_channel (combine, ch);
continue;
}
}
}
static int
snd_check_channels (channel_t *target_chan, const channel_t *check,
const sfx_t *osfx)
{
if (!check || check == target_chan)
return 0;
if (check->sfx->owner == osfx->owner && !check->pos) {
int skip = rand () % (int) (0.01 * snd_shm->speed);
target_chan->pos = -skip;
return 1;
}
return 0;
}
void
SND_StartSound (int entnum, int entchannel, sfx_t *sfx, const vec3_t origin,
float fvol, float attenuation)
{
int vol;
int looped;
channel_t *target_chan, *check;
sfx_t *osfx;
if (!sfx || !snd_shm->speed)
return;
// pick a channel to play on
looped = sfx->loopstart != (unsigned) -1;
target_chan = s_pick_channel (entnum, entchannel, looped);
if (!target_chan)
return;
vol = fvol * 255;
// spatialize
VectorCopy (origin, target_chan->origin);
target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
target_chan->master_vol = vol;
target_chan->entnum = entnum;
target_chan->entchannel = entchannel;
s_spatialize (target_chan);
// new channel
if (!(osfx = sfx->open (sfx))) {
SND_ChannelStop (unlink_channel (looped ? &looped_dynamic_channels
: &dynamic_channels));
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 (check = dynamic_channels; check; check = check->next)
if (snd_check_channels (target_chan, check, osfx))
break;
for (check = looped_dynamic_channels; check; check = check->next)
if (snd_check_channels (target_chan, check, osfx))
break;
if (!osfx->retain (osfx)) {
SND_ChannelStop (unlink_channel (looped ? &looped_dynamic_channels
: &dynamic_channels));
return; // couldn't load the sound's data
}
target_chan->sfx = osfx;
}
static int
s_check_stop (channel_t **_ch, int entnum, int entchannel)
{
if ((*_ch)->entnum == entnum && (*_ch)->entchannel == entchannel) {
SND_ChannelStop (unlink_channel (_ch));
return 1;
}
return 0;
}
void
SND_StopSound (int entnum, int entchannel)
{
channel_t **_ch;
for (_ch = &dynamic_channels; *_ch; )
if (!s_check_stop (_ch, entnum, entchannel))
_ch = &(*_ch)->next;
for (_ch = &looped_dynamic_channels; *_ch; )
if (!s_check_stop (_ch, entnum, entchannel))
_ch = &(*_ch)->next;
}
void
SND_StaticSound (sfx_t *sfx, const vec3_t origin, float vol,
float attenuation)
{
channel_t *ss;
sfx_t *osfx;
if (!sfx)
return;
if (sfx->loopstart == (unsigned int) -1) {
Sys_Printf ("Sound %s not looped\n", sfx->name);
return;
}
if (!static_channels[snd_num_statics]) {
if (!(static_channels[snd_num_statics] = SND_AllocChannel ())) {
Sys_Printf ("ran out of channels\n");
return;
}
}
ss = static_channels[snd_num_statics];
if (!(osfx = sfx->open (sfx)))
return;
VectorCopy (origin, ss->origin);
ss->master_vol = vol;
ss->dist_mult = (attenuation / 64) / sound_nominal_clip_dist;
ss->end = 0;
s_spatialize (ss);
ss->oldphase = ss->phase;
if (!osfx->retain (osfx))
return;
snd_num_statics++;
ss->sfx = osfx;
}
void
SND_LocalSound (const char *sound)
{
sfx_t *sfx;
int viewent = 0;
sfx = SND_PrecacheSound (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 (viewent, -1, sfx, vec3_origin, 1, 1);
}