mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 08:27:39 +00:00
5fa73e7ff2
I never liked "cache" as a name because it said where the sound was stored rather than how it was loaded/played, but "stream" is ok, since that's pretty much spot on. I'm not sure "block" is the best, but it at least makes sense because the sounds are loaded as a single block (as opposed to being streamed). An now, neither use the cache system.
231 lines
5 KiB
C
231 lines
5 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 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_BlockWavinfo;
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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_StreamWavinfo;
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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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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 total, i;
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sfx_t *sfx;
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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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total += sfx->length;
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Sys_Printf ("%6d %6d %s\n", sfx->loopstart, sfx->length, sfx->name);
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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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QFS_GamedirCallback (s_gamedir, 0);
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Cmd_AddCommand ("soundlist", s_soundlist_f,
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"Reports a list of loaded sounds");
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}
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