quakeforge/libs/audio/renderer/snd_sfx.c
Bill Currie 5fa73e7ff2 [sound] Rename "cache" to "block" and clean out old code
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.
2022-06-06 12:39:54 +09:00

231 lines
5 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 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_BlockWavinfo;
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_StreamWavinfo;
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));
return sfx;
}
static void
s_gamedir (int phase, void *data)
{
snd_num_sfx = 0;
}
static void
s_soundlist_f (void)
{
int total, i;
sfx_t *sfx;
total = 0;
for (sfx = snd_sfx, i = 0; i < snd_num_sfx; i++, sfx++) {
total += sfx->length;
Sys_Printf ("%6d %6d %s\n", sfx->loopstart, sfx->length, sfx->name);
}
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);
QFS_GamedirCallback (s_gamedir, 0);
Cmd_AddCommand ("soundlist", s_soundlist_f,
"Reports a list of loaded sounds");
}