mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-11 21:31:30 +00:00
8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
297 lines
6.3 KiB
C
297 lines
6.3 KiB
C
/*
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snd_plugin.c
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sound plugin wrapper
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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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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#include "QF/cvar.h"
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#include "QF/sound.h"
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#include "QF/qargs.h"
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#include "QF/sys.h"
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#include "QF/scene/transform.h"
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#include "snd_internal.h"
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static char *snd_output;
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static cvar_t snd_output_cvar = {
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.name = "snd_output",
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.description =
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"Sound Output Plugin to use",
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.default_value = SND_OUTPUT_DEFAULT,
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.flags = CVAR_ROM,
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.value = { .type = 0, .value = &snd_output },
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};
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static char *snd_render;
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static cvar_t snd_render_cvar = {
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.name = "snd_render",
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.description =
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"Sound Renderer Plugin to use",
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.default_value = "default",
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.flags = CVAR_ROM,
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.value = { .type = 0, .value = &snd_render },
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};
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static plugin_t *snd_render_module = NULL;
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static plugin_t *snd_output_module = NULL;
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static snd_render_funcs_t *snd_render_funcs = NULL;
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SND_OUTPUT_PLUGIN_PROTOS
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static plugin_list_t snd_output_list[] = {
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SND_OUTPUT_PLUGIN_LIST
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};
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SND_RENDER_PLUGIN_PROTOS
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static plugin_list_t snd_render_list[] = {
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SND_RENDER_PLUGIN_LIST
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};
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static void
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S_shutdown (void *data)
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{
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if (snd_render_module) {
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PI_UnloadPlugin (snd_render_module);
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snd_render_module = NULL;
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snd_render_funcs = NULL;
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}
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if (snd_output_module) {
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PI_UnloadPlugin (snd_output_module);
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snd_output_module = NULL;
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}
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}
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VISIBLE void
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S_Init (int *viewentity, double *host_frametime)
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{
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if (COM_CheckParm ("-nosound"))
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return;
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if (!*snd_output || !*snd_render) {
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Sys_Printf ("Not loading sound due to no renderer/output\n");
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return;
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}
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Sys_RegisterShutdown (S_shutdown, 0);
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PI_RegisterPlugins (snd_output_list);
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PI_RegisterPlugins (snd_render_list);
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snd_output_module = PI_LoadPlugin ("snd_output", snd_output);
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if (!snd_output_module) {
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Sys_Printf ("Loading of sound output module: %s failed!\n",
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snd_output);
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} else {
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snd_render_module = PI_LoadPlugin ("snd_render", snd_render);
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if (!snd_render_module) {
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Sys_Printf ("Loading of sound render module: %s failed!\n",
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snd_render);
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PI_UnloadPlugin (snd_output_module);
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snd_output_module = NULL;
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} else {
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snd_render_module->data->snd_render->viewentity = viewentity;
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snd_render_module->data->snd_render->host_frametime =
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host_frametime;
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snd_render_module->data->snd_render->output = snd_output_module;
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snd_render_module->functions->snd_render->init ();
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snd_output_module->data->snd_output->soundtime
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= snd_render_module->data->snd_render->soundtime;
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snd_output_module->data->snd_output->paintedtime
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= snd_render_module->data->snd_render->paintedtime;
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snd_render_funcs = snd_render_module->functions->snd_render;
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}
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}
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}
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VISIBLE void
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S_Init_Cvars (void)
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{
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Cvar_Register (&snd_output_cvar, 0, 0);
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Cvar_Register (&snd_render_cvar, 0, 0);
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}
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VISIBLE void
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S_AmbientOff (void)
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{
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if (snd_render_funcs)
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snd_render_funcs->ambient_off ();
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}
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VISIBLE void
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S_AmbientOn (void)
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{
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if (snd_render_funcs)
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snd_render_funcs->ambient_on ();
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}
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VISIBLE void
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S_SetAmbient (int amb_channel, sfx_t *sfx)
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{
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if (snd_render_funcs)
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snd_render_funcs->set_ambient (amb_channel, sfx);
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}
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VISIBLE void
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S_StaticSound (sfx_t *sfx, vec4f_t origin, float vol, float attenuation)
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{
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if (snd_render_funcs)
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snd_render_funcs->static_sound (sfx, origin, vol, attenuation);
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}
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VISIBLE void
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S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec4f_t origin,
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float vol, float attenuation)
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{
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if (snd_render_funcs)
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snd_render_funcs->start_sound (entnum, entchannel, sfx, origin, vol,
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attenuation);
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}
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VISIBLE void
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S_StopSound (int entnum, int entchannel)
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{
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if (snd_render_funcs)
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snd_render_funcs->stop_sound (entnum, entchannel);
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}
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VISIBLE sfx_t *
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S_PrecacheSound (const char *sample)
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{
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if (snd_render_funcs)
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return snd_render_funcs->precache_sound (sample);
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return NULL;
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}
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VISIBLE void
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S_Update (transform_t ear, const byte *ambient_sound_level)
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{
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if (snd_render_funcs)
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snd_render_funcs->update (ear, ambient_sound_level);
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}
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VISIBLE void
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S_StopAllSounds (void)
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{
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if (snd_render_funcs)
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snd_render_funcs->stop_all_sounds ();
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}
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VISIBLE void
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S_ExtraUpdate (void)
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{
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if (snd_render_funcs && snd_render_funcs->extra_update)
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snd_render_funcs->extra_update ();
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}
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VISIBLE void
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S_LocalSound (const char *s)
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{
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if (snd_render_funcs)
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snd_render_funcs->local_sound (s);
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}
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VISIBLE void
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S_BlockSound (void)
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{
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if (snd_render_funcs)
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snd_render_funcs->block_sound ();
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}
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VISIBLE void
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S_UnblockSound (void)
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{
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if (snd_render_funcs)
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snd_render_funcs->unblock_sound ();
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}
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VISIBLE sfx_t *
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S_LoadSound (const char *name)
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{
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if (snd_render_funcs)
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return snd_render_funcs->load_sound (name);
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return 0;
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}
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VISIBLE channel_t *
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S_AllocChannel (void)
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{
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if (snd_render_funcs)
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return snd_render_funcs->alloc_channel ();
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return 0;
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}
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VISIBLE void
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S_ChannelFree (channel_t *chan)
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{
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if (snd_render_funcs) {
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snd_render_funcs->channel_free (chan);
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}
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}
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VISIBLE int
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S_ChannelSetSfx (channel_t *chan, sfx_t *sfx)
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{
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if (snd_render_funcs) {
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return snd_render_funcs->channel_set_sfx (chan, sfx);
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}
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return 0;
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}
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VISIBLE void
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S_ChannelSetPaused (channel_t *chan, int paused)
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{
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if (snd_render_funcs) {
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snd_render_funcs->channel_set_paused (chan, paused);
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}
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}
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VISIBLE void
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S_ChannelSetLooping (channel_t *chan, int looping)
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{
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if (snd_render_funcs) {
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snd_render_funcs->channel_set_looping (chan, looping);
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}
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}
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VISIBLE chan_state
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S_ChannelGetState (channel_t *chan)
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{
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if (snd_render_funcs) {
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return snd_render_funcs->channel_get_state (chan);
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}
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return 0;
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}
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VISIBLE void
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S_ChannelSetVolume (channel_t *chan, float volume)
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{
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if (snd_render_funcs) {
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snd_render_funcs->channel_set_volume (chan, volume);
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}
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}
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