mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-06 13:11:20 +00:00
689 lines
16 KiB
C
689 lines
16 KiB
C
/*
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snd_dma.c
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main control for any streaming sound output device
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Copyright (C) 1996-1997 Id Software, Inc.
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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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static __attribute__ ((used)) const char rcsid[] =
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"$Id: snd_dma.c 11380 2007-03-10 14:17:52Z taniwha $";
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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/bspfile.h"
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/dstring.h"
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#include "QF/model.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "snd_render.h"
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static channel_t *free_channels;
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channel_t snd_channels[MAX_CHANNELS];
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int snd_total_channels;
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static channel_t *ambient_channels[NUM_AMBIENTS];
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static channel_t *dynamic_channels;
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static channel_t *looped_dynamic_channels;
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static channel_t *static_channels[MAX_STATIC_CHANNELS];
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static int snd_num_statics;
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static qboolean snd_ambient = 1;
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static sfx_t *ambient_sfx[NUM_AMBIENTS];
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static vec_t sound_nominal_clip_dist = 1000.0;
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static vec3_t listener_origin;
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static vec3_t listener_forward;
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static vec3_t listener_right;
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static vec3_t listener_up;
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static cvar_t *snd_phasesep;
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static cvar_t *snd_volumesep;
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static cvar_t *ambient_fade;
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static cvar_t *ambient_level;
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channel_t *
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SND_AllocChannel (void)
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{
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channel_t **free = &free_channels;
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channel_t *chan;
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while (*free) {
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if (!(*free)->sfx) // free channel
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break;
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if ((*free)->done) // mixer is finished with this channel
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break;
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if (!(*free)->stop)
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Sys_Error ("SND_AllocChannel: bogus channel free list");
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free = &(*free)->next;
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}
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if (!*free) {
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int num_free = 0;
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for (free = &free_channels; *free; free = &(*free)->next) {
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num_free++;
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}
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Sys_Printf ("SND_AllocChannel: out of channels. %d\n", num_free);
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return 0;
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}
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chan = *free;
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*free = chan->next;
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if (chan->sfx) {
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chan->sfx->release (chan->sfx);
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chan->sfx->close (chan->sfx);
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chan->sfx = 0; // make sure mixer doesn't use channel during memset
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}
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memset (chan, 0, sizeof (*chan));
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chan->next = 0;
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chan->sfx = 0;
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return chan;
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}
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void
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SND_ChannelStop (channel_t *chan)
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{
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/* if chan->next is set, then this channel has already been freed. just
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deal with it gracefully.
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FIXME this is really a workaround for a problem in the interaction with
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cd_file.c
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*/
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if (!chan->next) {
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chan->stop = 1;
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chan->free = 1;
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chan->next = free_channels;
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free_channels = chan;
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}
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}
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void
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SND_ScanChannels (void)
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{
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int i;
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channel_t *ch;
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int count = 0;
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for (i = 0; i < MAX_CHANNELS; i++) {
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ch = &snd_channels[i];
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if (ch->sfx && ch->stop && !ch->done) {
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ch->done = 1;
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count++;
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}
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}
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//printf ("count: %d\n", count);
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}
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void
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SND_StopAllSounds (void)
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{
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int i;
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snd_num_statics = 0;
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while (dynamic_channels) {
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channel_t *ch = dynamic_channels;
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dynamic_channels = ch->next;
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ch->next = 0;
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SND_ChannelStop (ch);
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}
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while (looped_dynamic_channels) {
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channel_t *ch = looped_dynamic_channels;
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looped_dynamic_channels = ch->next;
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ch->next = 0;
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SND_ChannelStop (ch);
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}
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for (i = 0; i < MAX_CHANNELS; i++)
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if (!snd_channels[i].free)
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SND_ChannelStop (&snd_channels[i]);
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for (i = 0; i < NUM_AMBIENTS; i++)
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ambient_channels[i] = 0;
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for (i = 0; i < MAX_STATIC_CHANNELS; i++)
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static_channels[i] = 0;
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if (0) {
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channel_t *ch;
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Sys_Printf ("SND_StopAllSounds\n");
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for (i = 0, ch = free_channels; ch; ch = ch->next)
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i++;
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Sys_Printf (" free channels:%d\n", i);
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for (i = 0, ch = free_channels; ch; ch = ch->next)
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if (!ch->sfx || ch->done)
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i++;
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Sys_Printf (" truely free channels:%d\n", i);
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}
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}
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static void
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s_play_f (void)
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{
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dstring_t *name = dstring_new ();
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int i;
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static int hash = 345;
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sfx_t *sfx;
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i = 1;
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while (i < Cmd_Argc ()) {
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if (!strrchr (Cmd_Argv (i), '.')) {
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dsprintf (name, "%s.wav", Cmd_Argv (i));
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} else {
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dsprintf (name, "%s", Cmd_Argv (i));
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}
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sfx = SND_PrecacheSound (name->str);
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SND_StartSound (hash++, 0, sfx, listener_origin, 1.0, 1.0);
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i++;
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}
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dstring_delete (name);
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}
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static void
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s_playcenter_f (void)
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{
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dstring_t *name = dstring_new ();
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int i;
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sfx_t *sfx;
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i = 1;
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while (i < Cmd_Argc ()) {
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if (!strrchr (Cmd_Argv (i), '.')) {
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dsprintf (name, "%s.wav", Cmd_Argv (i));
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} else {
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dsprintf (name, "%s", Cmd_Argv (i));
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}
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sfx = SND_PrecacheSound (name->str);
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SND_StartSound (*snd_render_data.viewentity, 0, sfx, listener_origin,
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1.0, 1.0);
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i++;
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}
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dstring_delete (name);
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}
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static void
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s_playvol_f (void)
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{
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dstring_t *name = dstring_new ();
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float vol;
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int i;
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static int hash = 543;
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sfx_t *sfx;
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i = 1;
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while (i < Cmd_Argc ()) {
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if (!strrchr (Cmd_Argv (i), '.')) {
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dsprintf (name, "%s.wav", Cmd_Argv (i));
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} else {
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dsprintf (name, "%s", Cmd_Argv (i));
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}
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sfx = SND_PrecacheSound (name->str);
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vol = atof (Cmd_Argv (i + 1));
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SND_StartSound (hash++, 0, sfx, listener_origin, vol, 1.0);
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i += 2;
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}
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dstring_delete (name);
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}
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static void
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s_channels_gamedir (int phase)
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{
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//FIXME for some reason, a gamedir change causes semi-random
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//"already released" cache errors. fortunatly, servers don't change
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//gamedir often, so I'll put this in the too-hard basket for now.
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if (phase) {
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ambient_sfx[AMBIENT_WATER] = SND_PrecacheSound ("ambience/water1.wav");
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ambient_sfx[AMBIENT_SKY] = SND_PrecacheSound ("ambience/wind2.wav");
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}
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}
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void
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SND_Channels_Init (void)
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{
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int i;
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snd_phasesep = Cvar_Get ("snd_phasesep", "0.0", CVAR_ARCHIVE, NULL,
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"max stereo phase separation in ms. 0.6 is for "
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"20cm head");
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snd_volumesep = Cvar_Get ("snd_volumesep", "1.0", CVAR_ARCHIVE, NULL,
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"max stereo volume separation. 1.0 is max");
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ambient_fade = Cvar_Get ("ambient_fade", "100", CVAR_NONE, NULL,
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"How quickly ambient sounds fade in or out");
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ambient_level = Cvar_Get ("ambient_level", "0.3", CVAR_NONE, NULL,
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"Ambient sounds' volume");
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Cmd_AddCommand ("play", s_play_f,
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"Play selected sound effect (play pathto/sound.wav)");
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Cmd_AddCommand ("playcenter", s_playcenter_f,
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"Play selected sound effect without 3D spatialization.");
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Cmd_AddCommand ("playvol", s_playvol_f, "Play selected sound effect at "
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"selected volume (playvol pathto/sound.wav num");
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for (i = 0; i < MAX_CHANNELS - 1; i++) {
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snd_channels[i].next = &snd_channels[i + 1];
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snd_channels[i].free = 1;
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}
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snd_channels[i].free = 1;
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free_channels = &snd_channels[0];
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snd_total_channels = MAX_CHANNELS;
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snd_num_statics = 0;
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QFS_GamedirCallback (s_channels_gamedir);
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}
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static channel_t *
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s_pick_channel (int entnum, int entchannel, int looped)
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{
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channel_t *ch, **_ch;
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int count;
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// check for finished non-looped sounds
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for (count = 0, _ch = &dynamic_channels; *_ch; count++) {
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ch = *_ch;
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if (ch->done) {
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*_ch = ch->next;
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ch->next = 0;
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SND_ChannelStop (ch);
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continue;
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}
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_ch = &(*_ch)->next;
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}
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// non-looped sounds are used to stop looped sounds on an ent channel
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for (count = 0, _ch = &looped_dynamic_channels; *_ch; count++) {
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ch = *_ch;
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if (ch->entnum == entnum
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&& (ch->entchannel == entchannel || entchannel == -1)) {
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*_ch = ch->next;
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ch->next = 0;
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SND_ChannelStop (ch);
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continue;
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}
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_ch = &(*_ch)->next;
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}
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_ch = looped ? &looped_dynamic_channels : &free_channels;
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if ((ch = SND_AllocChannel ()) && looped) {
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ch->next = *_ch;
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*_ch = ch;
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}
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return ch;
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}
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void
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SND_AmbientOff (void)
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{
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snd_ambient = false;
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}
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void
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SND_AmbientOn (void)
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{
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snd_ambient = true;
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}
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static void
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s_updateAmbientSounds (void)
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{
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float vol;
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int ambient_channel;
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channel_t *chan;
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sfx_t *sfx;
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mleaf_t *l;
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if (!snd_ambient)
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return;
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// calc ambient sound levels
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if (!*snd_render_data.worldmodel)
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return;
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l = Mod_PointInLeaf (listener_origin, *snd_render_data.worldmodel);
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if (!l || !ambient_level->value) {
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// if we're not in a leaf (huh?) or ambients have been turned off,
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// stop all ambient channels.
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for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
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ambient_channel++) {
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chan = ambient_channels[ambient_channel];
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if (chan) {
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chan->master_vol = 0;
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chan->leftvol = chan->rightvol = chan->master_vol;
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}
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}
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return;
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}
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for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
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ambient_channel++) {
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sfx = ambient_sfx[ambient_channel];
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if (!sfx)
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continue;
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chan = ambient_channels[ambient_channel];
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if (!chan) {
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chan = ambient_channels[ambient_channel] = SND_AllocChannel ();
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if (!chan)
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continue;
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}
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if (!chan->sfx) {
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sfx = sfx->open (sfx);
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if (!sfx)
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continue;
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sfx->retain (sfx);
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} else {
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sfx = chan->sfx;
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//sfx->retain (sfx); //FIXME why is this necessary?
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}
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// sfx will be written to chan->sfx later to ensure mixer doesn't use
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// channel prematurely.
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vol = ambient_level->value * l->ambient_sound_level[ambient_channel];
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if (vol < 8)
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vol = 0;
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// don't adjust volume too fast
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if (chan->master_vol < vol) {
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chan->master_vol += *snd_render_data.host_frametime
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* ambient_fade->value;
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if (chan->master_vol > vol)
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chan->master_vol = vol;
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} else if (chan->master_vol > vol) {
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chan->master_vol -= *snd_render_data.host_frametime
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* ambient_fade->value;
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if (chan->master_vol < vol)
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chan->master_vol = vol;
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}
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chan->leftvol = chan->rightvol = chan->master_vol;
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chan->sfx = sfx;
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}
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}
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static void
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s_spatialize (channel_t *ch)
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{
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int phase; // in samples
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vec_t dist, dot, lscale, rscale, scale;
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vec3_t source_vec;
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// prepare to lerp from prev to next phase
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ch->oldphase = ch->phase;
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// anything coming from the view entity will always be full volume
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if (ch->entnum == *snd_render_data.viewentity) {
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ch->leftvol = ch->master_vol;
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ch->rightvol = ch->master_vol;
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ch->phase = 0;
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return;
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}
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// calculate stereo seperation and distance attenuation
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VectorSubtract (ch->origin, listener_origin, source_vec);
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dist = VectorNormalize (source_vec) * ch->dist_mult;
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dot = DotProduct (listener_right, source_vec);
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if (snd_shm->channels == 1) {
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rscale = 1.0;
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lscale = 1.0;
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phase = 0;
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} else {
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rscale = 1.0 + dot * snd_volumesep->value;
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lscale = 1.0 - dot * snd_volumesep->value;
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phase = snd_phasesep->value * 0.001 * snd_shm->speed * dot;
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}
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// add in distance effect
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scale = (1.0 - dist) * rscale;
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ch->rightvol = (int) (ch->master_vol * scale);
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if (ch->rightvol < 0)
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ch->rightvol = 0;
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scale = (1.0 - dist) * lscale;
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ch->leftvol = (int) (ch->master_vol * scale);
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if (ch->leftvol < 0)
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ch->leftvol = 0;
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ch->phase = phase;
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}
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static inline int
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s_update_channel (channel_t *ch)
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{
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if (!ch->sfx)
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return 0;
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s_spatialize (ch); // respatialize channel
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if (!ch->leftvol && !ch->rightvol)
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return 0;
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return 1;
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}
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static void
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s_combine_channel (channel_t *combine, channel_t *ch)
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{
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combine->leftvol += ch->leftvol;
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combine->rightvol += ch->rightvol;
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ch->leftvol = ch->rightvol = 0;
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}
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void
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SND_SetListener (const vec3_t origin, const vec3_t forward, const vec3_t right,
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const vec3_t up)
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{
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int i, j;
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channel_t *combine, *ch;
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VectorCopy (origin, listener_origin);
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VectorCopy (forward, listener_forward);
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VectorCopy (right, listener_right);
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VectorCopy (up, listener_up);
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// update general area ambient sound sources
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s_updateAmbientSounds ();
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// update spatialization for dynamic sounds
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for (ch = dynamic_channels; ch; ch = ch->next)
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s_update_channel (ch);
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for (ch = looped_dynamic_channels; ch; ch = ch->next)
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s_update_channel (ch);
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// update spatialization for static sounds
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combine = 0;
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for (i = 0; i < snd_num_statics; i++) {
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ch = static_channels[i];
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if (!s_update_channel (ch))
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continue;
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// try to combine static sounds with a previous channel of the same
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// sound effect so we don't mix five torches every frame
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// see if it can just use the last one
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if (combine && combine->sfx == ch->sfx) {
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s_combine_channel (combine, ch);
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continue;
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}
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// search for one
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for (j = 0; j < i; j++) {
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combine = static_channels[j];
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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;
|
|
channel_t *target_chan, *check;
|
|
sfx_t *osfx;
|
|
|
|
if (!sfx)
|
|
return;
|
|
// pick a channel to play on
|
|
target_chan = s_pick_channel (entnum, entchannel,
|
|
sfx->loopstart != (unsigned) -1);
|
|
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)))
|
|
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))
|
|
return; // couldn't load the sound's data
|
|
target_chan->sfx = osfx;
|
|
}
|
|
|
|
static int
|
|
s_check_stop (channel_t **_ch, int entnum, int entchannel)
|
|
{
|
|
channel_t *ch = *_ch;
|
|
if (ch->entnum == entnum && ch->entchannel == entchannel) {
|
|
*_ch = ch->next;
|
|
ch->next = 0;
|
|
SND_ChannelStop (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 (!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 (!sfx->retain (sfx))
|
|
return;
|
|
|
|
if (sfx->loopstart == (unsigned int) -1) {
|
|
Sys_Printf ("Sound %s not looped\n", sfx->name);
|
|
sfx->release (sfx);
|
|
return;
|
|
}
|
|
|
|
if (!(osfx = sfx->open (sfx))) {
|
|
sfx->release (sfx);
|
|
return;
|
|
}
|
|
VectorCopy (origin, ss->origin);
|
|
ss->master_vol = vol;
|
|
ss->dist_mult = (attenuation / 64) / sound_nominal_clip_dist;
|
|
ss->end = snd_paintedtime + sfx->length;
|
|
|
|
s_spatialize (ss);
|
|
ss->oldphase = ss->phase;
|
|
snd_num_statics++;
|
|
|
|
ss->sfx = osfx;
|
|
}
|
|
|
|
void
|
|
SND_LocalSound (const char *sound)
|
|
{
|
|
sfx_t *sfx;
|
|
|
|
sfx = SND_PrecacheSound (sound);
|
|
if (!sfx) {
|
|
Sys_Printf ("S_LocalSound: can't cache %s\n", sound);
|
|
return;
|
|
}
|
|
SND_StartSound (*snd_render_data.viewentity, -1, sfx, vec3_origin, 1, 1);
|
|
}
|