// snd_local.h -- private sound definations #ifndef SND_LOCAL_H #define SND_LOCAL_H #include "../game/q_shared.h" #include "../qcommon/qcommon.h" #include "snd_public.h" #include "../mp3code/mp3struct.h" // Open AL Specific #include "openal\al.h" #include "openal\alc.h" #include "eax\eax.h" #include "eax\eaxman.h" // Added for Open AL to know when to mute all sounds (e.g when app. loses focus) void S_AL_MuteAllSounds(qboolean bMute); //from SND_AMBIENT extern void AS_Init( void ); extern void AS_Free( void ); #define PAINTBUFFER_SIZE 1024 // !!! if this is changed, the asm code must change !!! typedef struct { int left; // the final values will be clamped to +/- 0x00ffff00 and shifted down int right; } portable_samplepair_t; // keep this enum in sync with the table "sSoundCompressionMethodStrings" -ste // typedef enum { ct_16 = 0, // formerly ct_NONE in EF1, now indicates 16-bit samples (the default) ct_MP3, // ct_NUMBEROF // used only for array sizing } SoundCompressionMethod_t; typedef struct sfx_s { short *pSoundData; qboolean bDefaultSound; // couldn't be loaded, so use buzz qboolean bInMemory; // not in Memory, set qtrue when loaded, and qfalse when its buffers are freed up because of being old, so can be reloaded SoundCompressionMethod_t eSoundCompressionMethod; MP3STREAM *pMP3StreamHeader; // NULL ptr unless this sfx_t is an MP3. Use Z_Malloc and Z_Free int iSoundLengthInSamples; // length in samples, always kept as 16bit now so this is #shorts (watch for stereo later for music?) char sSoundName[MAX_QPATH]; int iLastTimeUsed; float fVolRange; // used to set the highest volume this sample has at load time - used for lipsynching int iLastLevelUsedOn; // used for cacheing purposes // Open AL ALuint Buffer; char *lipSyncData; struct sfx_s *next; // only used because of hash table when registering } sfx_t; typedef struct { int channels; int samples; // mono samples in buffer int submission_chunk; // don't mix less than this # int samplebits; int speed; byte *buffer; } dma_t; #define START_SAMPLE_IMMEDIATE 0x7fffffff // Open AL specific typedef struct { ALuint BufferID; ALuint Status; char *Data; } STREAMINGBUFFER; #define NUM_STREAMING_BUFFERS 4 #define STREAMING_BUFFER_SIZE 4608 // 4 decoded MP3 frames #define QUEUED 1 #define UNQUEUED 2 typedef struct { // back-indented fields new in TA codebase, will re-format when MP3 code finished -ste // note: field missing in TA: qboolean loopSound; // from an S_AddLoopSound call, cleared each frame // int startSample; // START_SAMPLE_IMMEDIATE = set immediately on next mix int entnum; // to allow overriding a specific sound int entchannel; // to allow overriding a specific sound int leftvol; // 0-255 volume after spatialization int rightvol; // 0-255 volume after spatialization int master_vol; // 0-255 volume before spatialization vec3_t origin; // only use if fixed_origin is set qboolean fixed_origin; // use origin instead of fetching entnum's origin sfx_t *thesfx; // sfx structure qboolean loopSound; // from an S_AddLoopSound call, cleared each frame // MP3STREAM MP3StreamHeader; byte MP3SlidingDecodeBuffer[50000/*12000*/]; // typical back-request = -3072, so roughly double is 6000 (safety), then doubled again so the 6K pos is in the middle of the buffer) int iMP3SlidingDecodeWritePos; int iMP3SlidingDecodeWindowPos; // Open AL specific bool bLooping; // Signifies if this channel / source is playing a looping sound // bool bAmbient; // Signifies if this channel / source is playing a looping ambient sound bool bProcessed; // Signifies if this channel / source has been processed bool bStreaming; // Set to true if the data needs to be streamed (MP3 or dialogue) STREAMINGBUFFER buffers[NUM_STREAMING_BUFFERS]; // AL Buffers for streaming ALuint alSource; // Open AL Source bool bPlaying; // Set to true when a sound is playing on this channel / source int iStartTime; // Time playback of Source begins } channel_t; #define WAV_FORMAT_PCM 1 #define WAV_FORMAT_ADPCM 2 // not actually implemented, but is the value that you get in a header #define WAV_FORMAT_MP3 3 // not actually used this way, but just ensures we don't match one of the legit formats typedef struct { int format; int rate; int width; int channels; int samples; int dataofs; // chunk starts this many bytes from file start } wavinfo_t; /* ==================================================================== SYSTEM SPECIFIC FUNCTIONS ==================================================================== */ // initializes cycling through a DMA buffer and returns information on it qboolean SNDDMA_Init(void); // gets the current DMA position int SNDDMA_GetDMAPos(void); // shutdown the DMA xfer. void SNDDMA_Shutdown(void); void SNDDMA_BeginPainting (void); void SNDDMA_Submit(void); //==================================================================== #define MAX_CHANNELS 32 extern channel_t s_channels[MAX_CHANNELS]; extern int s_paintedtime; extern int s_rawend; extern vec3_t listener_origin; extern vec3_t listener_forward; extern vec3_t listener_right; extern vec3_t listener_up; extern dma_t dma; #define MAX_RAW_SAMPLES 16384 extern portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES]; portable_samplepair_t *S_GetRawSamplePointer(); // TA added this, but it just returns the s_rawsamples[] array above. Oh well... extern cvar_t *s_volume; extern cvar_t *s_volumeVoice; extern cvar_t *s_nosound; extern cvar_t *s_khz; extern cvar_t *s_allowDynamicMusic; extern cvar_t *s_show; extern cvar_t *s_mixahead; extern cvar_t *s_testsound; extern cvar_t *s_separation; wavinfo_t GetWavinfo (const char *name, byte *wav, int wavlength); qboolean S_LoadSound( sfx_t *sfx ); void S_PaintChannels(int endtime); // picks a channel based on priorities, empty slots, number of channels channel_t *S_PickChannel(int entnum, int entchannel); // spatializes a channel void S_Spatialize(channel_t *ch); ////////////////////////////////// // // new stuff from TA codebase byte *SND_malloc(int iSize, sfx_t *sfx); void SND_setup(); int SND_FreeOldestSound(sfx_t *pButNotThisOne = NULL); void SND_TouchSFX(sfx_t *sfx); void S_DisplayFreeMemory(void); void S_memoryLoad(sfx_t *sfx); // ////////////////////////////////// #include "cl_mp3.h" #endif // #ifndef SND_LOCAL_H