quakeforge/libs/audio/renderer/snd_sfx.c
Bill Currie 962438bddc [sound] Flush sfx hash table on gamedir change
Along with "releasing" all the sfx entries, need to flush the name
lookup so correct names don't get the wrong sounds. Fixes the ricochet
sound for rocket explosions (and shotgun sounds for nail guns) in
quakeworld.
2024-01-13 01:03:23 +09:00

238 lines
5.1 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;
Hash_FlushTable (snd_sfx_hash);
}
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");
}
void
SND_SFX_Shutdown (snd_t *snd)
{
Hash_DelTable (snd_sfx_hash);
}