/***************************************************************************** * name: snd_dma.c * * desc: main control for any streaming sound output device * * $Archive: /MissionPack/code/client/snd_dma.c $ * $Author: Mrelusive $ * $Revision: 117 $ * $Modtime: 6/06/01 2:35p $ * $Date: 6/06/01 7:11p $ * *****************************************************************************/ #include "snd_local.h" #include "snd_mp3.h" #include "client.h" void S_Play_f(void); void S_SoundList_f(void); static void S_Music_f(void); void S_Update_(); void S_StopAllSounds(void); static void S_UpdateBackgroundTrack( void ); extern int RE_RegisterMedia_GetLevel(void); ////////////////////////// // // vars for bgrnd music track... // const int iMP3MusicStream_DiskBytesToRead = 10000;//4096; const int iMP3MusicStream_DiskBufferSize = iMP3MusicStream_DiskBytesToRead * 2;//10; typedef struct { int/*qboolean*/ bIsMP3; // I wanted this kept as qboolean, but {0} init won't work with a typedef'd enum // // MP3 specific... // sfx_t sfxMP3_Bgrnd; MP3STREAM streamMP3_Bgrnd; // this one is pointed at by the sfx_t's ptr, and is NOT the one the decoder uses every cycle channel_t chMP3_Bgrnd; // ... but the one in this struct IS. // // MP3 disk streamer stuff... (if music is non-dynamic) // byte byMP3MusicStream_DiskBuffer[iMP3MusicStream_DiskBufferSize]; int iMP3MusicStream_DiskReadPos; int iMP3MusicStream_DiskWindowPos; // // MP3 disk-load stuff (for use during dynamic music, which is mem-resident) // byte *pLoadedData; // Z_Malloc, Z_Free int iLoadedDataLen; char sLoadedDataName[MAX_QPATH]; // // remaining dynamic fields... // int iXFadeVolumeSeekTime; int iXFadeVolumeSeekTo; // when changing this, set the above timer to Sys_Milliseconds(). // Note that this should be thought of more as an up/down bool rather than as a // number now, in other words set it only to 0 or 255. I'll probably change this // to actually be a bool later. int iXFadeVolume; // 0 = silent, 255 = max mixer vol, though still modulated via overall music_volume qboolean bActive; // // Generic... // fileHandle_t s_backgroundFile; // valid handle, else -1 if an MP3 (so that NZ compares still work) wavinfo_t s_backgroundInfo; int s_backgroundSamples; } MusicInfo_t; // this now no longer supports dynamic music for MP codebase... // typedef enum { eBGRNDTRACK_SLOW = 0, // for normal walking around // eBGRNDTRACK_FAST, // for when stuff gets exciting // eBGRNDTRACK_FADE, // the xfade channel // // eBGRNDTRACK_NUMBEROF } MusicState_e; #define fDYNAMIC_XFADE_SECONDS (1.0f) static MusicInfo_t tMusic_Info[eBGRNDTRACK_NUMBEROF] = {0}; static MusicState_e eMusic_State = eBGRNDTRACK_SLOW; static char sMusic_BackgroundLoop[MAX_QPATH] = {0}; // ////////////////////////// // ======================================================================= // Internal sound data & structures // ======================================================================= // only begin attenuating sound volumes when outside the FULLVOLUME range #define SOUND_FULLVOLUME 80 #define SOUND_ATTENUATE 0.0008f channel_t s_channels[MAX_CHANNELS]; channel_t loop_channels[MAX_CHANNELS]; int numLoopChannels; static int s_soundStarted; qboolean s_soundMuted; dma_t dma; static int listener_number; static vec3_t listener_origin; static vec3_t listener_axis[3]; int s_soundtime; // sample PAIRS int s_paintedtime; // sample PAIRS // MAX_SFX may be larger than MAX_SOUNDS because // of custom player sounds #define MAX_SFX 4096 sfx_t s_knownSfx[MAX_SFX]; int s_numSfx = 0; #define LOOP_HASH 128 static sfx_t *sfxHash[LOOP_HASH]; cvar_t *s_volume; cvar_t *s_testsound; cvar_t *s_khz; cvar_t *s_show; cvar_t *s_mixahead; cvar_t *s_mixPreStep; cvar_t *s_musicVolume; cvar_t *s_musicMult; cvar_t *s_separation; cvar_t *s_doppler; cvar_t *s_CPUType; cvar_t *s_language; static loopSound_t loopSounds[MAX_GENTITIES]; static channel_t *freelist = NULL; int s_rawend; portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES]; // instead of clearing a whole channel_t struct, we're going to skip the MP3SlidingDecodeBuffer[] buffer in the middle... // #ifndef offsetof #include #endif static inline void Channel_Clear(channel_t *ch) { // memset (ch, 0, sizeof(*ch)); memset(ch,0,offsetof(channel_t,MP3SlidingDecodeBuffer)); byte *const p = (byte *)ch + offsetof(channel_t,MP3SlidingDecodeBuffer) + sizeof(ch->MP3SlidingDecodeBuffer); memset(p,0,(sizeof(*ch) - offsetof(channel_t,MP3SlidingDecodeBuffer)) - sizeof(ch->MP3SlidingDecodeBuffer)); } // ==================================================================== // User-setable variables // ==================================================================== void S_SoundInfo_f(void) { Com_Printf("----- Sound Info -----\n" ); if (!s_soundStarted) { Com_Printf ("sound system not started\n"); } else { if ( s_soundMuted ) { Com_Printf ("sound system is muted\n"); } Com_Printf("%5d stereo\n", dma.channels - 1); Com_Printf("%5d samples\n", dma.samples); Com_Printf("%5d samplebits\n", dma.samplebits); Com_Printf("%5d submission_chunk\n", dma.submission_chunk); Com_Printf("%5d speed\n", dma.speed); Com_Printf("0x%x dma buffer\n", dma.buffer); if ( tMusic_Info[eBGRNDTRACK_SLOW].s_backgroundFile ) { Com_Printf("Background file: %s\n", sMusic_BackgroundLoop ); } else { Com_Printf("No background file.\n" ); } } S_DisplayFreeMemory(); Com_Printf("----------------------\n" ); } /* ================ S_Init ================ */ void S_Init( void ) { cvar_t *cv; qboolean r; Com_Printf("\n------- sound initialization -------\n"); s_volume = Cvar_Get ("s_volume", "0.8", CVAR_ARCHIVE); s_musicVolume = Cvar_Get ("s_musicvolume", "0.5", CVAR_ARCHIVE); //rww - multiply s_musicVolume by this value. Set in cgame when necessary. s_musicMult = Cvar_Get ("s_musicMult", "1", 0); s_separation = Cvar_Get ("s_separation", "0.5", CVAR_ARCHIVE); s_doppler = Cvar_Get ("s_doppler", "1", CVAR_ARCHIVE); s_khz = Cvar_Get ("s_khz", "22", CVAR_ARCHIVE); s_mixahead = Cvar_Get ("s_mixahead", "0.2", CVAR_ARCHIVE); s_mixPreStep = Cvar_Get ("s_mixPreStep", "0.05", CVAR_ARCHIVE); s_show = Cvar_Get ("s_show", "0", CVAR_CHEAT); s_testsound = Cvar_Get ("s_testsound", "0", CVAR_CHEAT); s_language = Cvar_Get("s_language","english",CVAR_ARCHIVE | CVAR_NORESTART); MP3_InitCvars(); s_CPUType = Cvar_Get("sys_cpuid","",0); // dontcha just love ID's defines sometimes?... // #if !( (defined __linux__ || __FreeBSD__ ) && (defined __i386__) ) #if !id386 #else extern unsigned int uiMMXAvailable; uiMMXAvailable = !!(s_CPUType->integer >= CPUID_INTEL_MMX); #endif #endif cv = Cvar_Get ("s_initsound", "1", 0); if ( !cv->integer ) { Com_Printf ("not initializing.\n"); Com_Printf("------------------------------------\n"); return; } Cmd_AddCommand("play", S_Play_f); Cmd_AddCommand("music", S_Music_f); Cmd_AddCommand("soundlist", S_SoundList_f); Cmd_AddCommand("soundinfo", S_SoundInfo_f); Cmd_AddCommand("soundstop", S_StopAllSounds); r = SNDDMA_Init(); Com_Printf("------------------------------------\n"); if ( r ) { s_soundStarted = 1; s_soundMuted = (qboolean)1; // s_numSfx = 0; s_soundtime = 0; s_paintedtime = 0; S_StopAllSounds (); S_SoundInfo_f(); } } void S_ChannelFree(channel_t *v) { v->thesfx = NULL; *(channel_t **)v = freelist; freelist = (channel_t*)v; } channel_t* S_ChannelMalloc() { channel_t *v; if (freelist == NULL) { return NULL; } v = freelist; freelist = *(channel_t **)freelist; v->allocTime = Com_Milliseconds(); return v; } void S_ChannelSetup() { channel_t *p, *q; // clear all the sounds so they don't Com_Memset( s_channels, 0, sizeof( s_channels ) ); p = s_channels;; q = p + MAX_CHANNELS; while (--q > p) { *(channel_t **)q = q-1; } *(channel_t **)q = NULL; freelist = p + MAX_CHANNELS - 1; Com_DPrintf("Channel memory manager started\n"); } // ======================================================================= // Shutdown sound engine // ======================================================================= void S_Shutdown( void ) { if ( !s_soundStarted ) { return; } SNDDMA_Shutdown(); s_soundStarted = 0; Cmd_RemoveCommand("play"); Cmd_RemoveCommand("music"); Cmd_RemoveCommand("stopsound"); Cmd_RemoveCommand("soundlist"); Cmd_RemoveCommand("soundinfo"); } // ======================================================================= // Load a sound // ======================================================================= /* ================ return a hash value for the sfx name ================ */ static long S_HashSFXName(const char *name) { int i; long hash; char letter; hash = 0; i = 0; while (name[i] != '\0') { letter = tolower(name[i]); if (letter =='.') break; // don't include extension if (letter =='\\') letter = '/'; // damn path names hash+=(long)(letter)*(i+119); i++; } hash &= (LOOP_HASH-1); return hash; } /* ================== S_FindName Will allocate a new sfx if it isn't found ================== */ sfx_t *S_FindName( const char *name ) { int i; int hash; sfx_t *sfx; if (!name) { Com_Error (ERR_FATAL, "S_FindName: NULL\n"); } if (!name[0]) { Com_Error (ERR_FATAL, "S_FindName: empty name\n"); } if (strlen(name) >= MAX_QPATH) { Com_Error (ERR_FATAL, "Sound name too long: %s", name); } char sSoundNameNoExt[MAX_QPATH]; COM_StripExtension(name,sSoundNameNoExt); hash = S_HashSFXName(sSoundNameNoExt); sfx = sfxHash[hash]; // see if already loaded while (sfx) { if (!Q_stricmp(sfx->sSoundName, sSoundNameNoExt) ) { return sfx; } sfx = sfx->next; } /* // find a free sfx for (i=0 ; i < s_numSfx ; i++) { if (!s_knownSfx[i].soundName[0]) { break; } } */ i = s_numSfx; //we don't clear the soundName after failed loads any more, so it'll always be the last entry if (s_numSfx == MAX_SFX) { // ok, no sfx's free, but are there any with defaultSound set? (which the registering ent will never // see because he gets zero returned if it's default...) // for (i=0 ; i < s_numSfx ; i++) { if (s_knownSfx[i].bDefaultSound) { break; } } if (i==s_numSfx) { // genuinely out of handles... // if we ever reach this, let me know and I'll either boost the array or put in a map-used-on // reference to enable sfx_t recycling. TA codebase relies on being able to have structs for every sound // used anywhere, ever, all at once (though audio bit-buffer gets recycled). SOF1 used about 1900 distinct // events, so current MAX_SFX limit should do, or only need a small boost... -ste // Com_Error (ERR_FATAL, "S_FindName: out of sfx_t"); } } else { s_numSfx++; } sfx = &s_knownSfx[i]; memset (sfx, 0, sizeof(*sfx)); Q_strncpyz(sfx->sSoundName, sSoundNameNoExt, sizeof(sfx->sSoundName)); sfx->next = sfxHash[hash]; sfxHash[hash] = sfx; return sfx; } /* ================= S_DefaultSound ================= */ void S_DefaultSound( sfx_t *sfx ) { int i; sfx->iSoundLengthInSamples = 512; // #samples, ie shorts sfx->pSoundData = (short *) SND_malloc(512*2, sfx); // ... so *2 for alloc bytes sfx->bInMemory = qtrue; for ( i=0 ; i < sfx->iSoundLengthInSamples ; i++ ) { sfx->pSoundData[i] = i; } } /* =================== S_DisableSounds Disables sounds until the next S_BeginRegistration. This is called when the hunk is cleared and the sounds are no longer valid. =================== */ void S_DisableSounds( void ) { S_StopAllSounds(); s_soundMuted = qtrue; } /* ===================== S_BeginRegistration ===================== */ void S_BeginRegistration( void ) { s_soundMuted = qfalse; // we can play again if (s_numSfx == 0) { SND_setup(); s_numSfx = 0; Com_Memset( s_knownSfx, 0, sizeof( s_knownSfx ) ); Com_Memset(sfxHash, 0, sizeof(sfx_t *)*LOOP_HASH); S_RegisterSound(DEFAULT_SOUND_NAME); S_DefaultSound( &s_knownSfx[0] ); } } /* ================== S_RegisterSound Creates a default buzz sound if the file can't be loaded ================== */ sfxHandle_t S_RegisterSound( const char *name) { sfx_t *sfx; if (!s_soundStarted) { return 0; } if (!name) { Com_Error (ERR_FATAL, "S_RegisterSound: NULL name\n"); } if (!name[0]) { Com_Error (ERR_FATAL, "S_RegisterSound: empty name\n"); } if ( strlen( name ) >= MAX_QPATH ) { Com_Error (ERR_FATAL, "S_RegisterSound: Sound name exceeds MAX_QPATH - %s\n", name ); return 0; } sfx = S_FindName( name ); SND_TouchSFX(sfx); if ( sfx->bDefaultSound ) return 0; if ( sfx->pSoundData ) { return sfx - s_knownSfx; } sfx->bInMemory = qfalse; S_memoryLoad(sfx); if ( sfx->bDefaultSound ) { // Suppress error for inline sounds if(Q_stricmp(sfx->sSoundName, DEFAULT_SOUND_NAME)){ Com_DPrintf( S_COLOR_YELLOW "WARNING: could not find %s - using default\n", sfx->sSoundName ); } return 0; } return sfx - s_knownSfx; } void S_memoryLoad(sfx_t *sfx) { // load the sound file... // if ( !S_LoadSound( sfx ) ) { // Com_Printf( S_COLOR_YELLOW "WARNING: couldn't load sound: %s\n", sfx->sSoundName ); sfx->bDefaultSound = qtrue; } sfx->bInMemory = qtrue; } //============================================================================= /* ================= S_SpatializeOrigin Used for spatializing s_channels ================= */ void S_SpatializeOrigin (vec3_t origin, int master_vol, int *left_vol, int *right_vol) { vec_t dot; vec_t dist; vec_t lscale, rscale, scale; vec3_t source_vec; vec3_t vec; float dist_mult = SOUND_ATTENUATE; // the more you divide it down, the further away the sound can be heard // calculate stereo seperation and distance attenuation VectorSubtract(origin, listener_origin, source_vec); dist = VectorNormalize(source_vec); dist -= SOUND_FULLVOLUME; if (dist < 0) dist = 0; // close enough to be at full volume dist *= dist_mult; // different attenuation levels VectorRotate( source_vec, listener_axis, vec ); dot = -vec[1]; if (dma.channels == 1) { // no attenuation = no spatialization rscale = 1.0; lscale = 1.0; } else { rscale = 0.5 * (1.0 + dot); lscale = 0.5 * (1.0 - dot); //rscale = s_separation->value + ( 1.0 - s_separation->value ) * dot; //lscale = s_separation->value - ( 1.0 - s_separation->value ) * dot; if ( rscale < 0 ) { rscale = 0; } if ( lscale < 0 ) { lscale = 0; } } // add in distance effect scale = (1.0 - dist) * rscale; *right_vol = (master_vol * scale); if (*right_vol < 0) *right_vol = 0; scale = (1.0 - dist) * lscale; *left_vol = (master_vol * scale); if (*left_vol < 0) *left_vol = 0; } static qboolean S_CheckChannelStomp( int chan1, int chan2 ) { if ( chan1 == chan2 ) { return qtrue; } // Hmmmm. without CHAN_VOICE_ATTEN this logic just dups the above, so for now... // // if ( ( chan1 == CHAN_VOICE /* || chan1 == CHAN_VOICE_ATTEN*/ ) && ( chan2 == CHAN_VOICE /*|| chan2 == CHAN_VOICE_ATTEN*/ ) ) // { // return qtrue; // } return qfalse; } channel_t *S_PickChannel(int entnum, int entchannel) { int ch_idx; channel_t *ch, *ch_firstToDie; qboolean foundChan = qfalse; if ( entchannel<0 ) { Com_Error (ERR_DROP, "S_PickChannel: entchannel<0"); } // Check for replacement sound, or find the best one to replace ch_firstToDie = &s_channels[0]; for ( int pass = 0; (pass < ((entchannel == CHAN_AUTO)?1:2)) && !foundChan; pass++ ) { for (ch_idx = 0, ch = &s_channels[ch_idx]; ch_idx < MAX_CHANNELS ; ch_idx++, ch++ ) { if ( entchannel == CHAN_AUTO || pass > 0 ) {//if we're on the second pass, or we're doing a CHAN_AUTO then just find the first open chan if ( !ch->thesfx ) {//grab the first open channel ch_firstToDie = ch; foundChan = qtrue; break; } } else if ( ch->entnum == entnum //&& (/*entchannel != CHAN_AMBIENT*/1 || pass) // don't override Ambient sounds unless 2nd pass (ie all channels in use) && S_CheckChannelStomp( ch->entchannel, entchannel ) ) { // always override sound from same entity if ( s_show->integer == 1 && ch->thesfx ) { Com_Printf( S_COLOR_YELLOW"...overrides %s\n", ch->thesfx->sSoundName ); ch->thesfx = 0; //just to clear the next error msg } ch_firstToDie = ch; foundChan = qtrue; break; } // don't let anything else override local player sounds if ( ch->entnum == listener_number && entnum != listener_number && ch->thesfx) { continue; } // Ignore this, loopSounds are different array under TA codebase... // // // don't override loop sounds // if ( ch->loopSound ) { // continue; // } if ( ch->startSample < ch_firstToDie->startSample ) { ch_firstToDie = ch; } } } if ( s_show->integer == 1 && ch_firstToDie->thesfx ) { Com_Printf( S_COLOR_RED"***kicking %s\n", ch_firstToDie->thesfx->sSoundName ); } Channel_Clear(ch_firstToDie); // memset (ch_firstToDie, 0, sizeof(*ch_firstToDie)); return ch_firstToDie; } /* ==================== S_MuteSound Gets the specified ent/channel and mutes any sound currently playing on it ==================== */ void S_MuteSound(int entityNum, int entchannel) { channel_t *ch; if (entchannel < 1) { return; } ch = S_PickChannel( entityNum, entchannel ); if (!ch) { return; } ch->master_vol = 0; //just kill the volume and leave the rest alone, as to not actually interrupt anything expecting the sound to go through ch->leftvol = 0; ch->rightvol = 0; } // ======================================================================= // Start a sound effect // ======================================================================= /* ==================== S_StartSound Validates the parms and ques the sound up if pos is NULL, the sound will be dynamically sourced from the entity Entchannel 0 will never override a playing sound ==================== */ void S_StartSound(vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle ) { channel_t *ch; sfx_t *sfx; // int i, oldest, chosen; if ( !s_soundStarted || s_soundMuted ) { return; } if ( !origin && ( entityNum < 0 || entityNum > MAX_GENTITIES ) ) { Com_Error( ERR_DROP, "S_StartSound: bad entitynum %i", entityNum ); } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Error( ERR_DROP, "S_StartSound: handle %i out of range", sfxHandle ); } sfx = &s_knownSfx[ sfxHandle ]; if (sfx->bInMemory == qfalse) { S_memoryLoad(sfx); } SND_TouchSFX(sfx); if ( s_show->integer == 1 ) { Com_Printf( "%i : %s\n", s_paintedtime, sfx->sSoundName ); } // Com_Printf("playing %s\n", sfx->soundName); // pick a channel to play on //--------------------------------- ch = S_PickChannel(entityNum, entchannel); ch->allocTime = sfx->iLastTimeUsed; /* ch = S_ChannelMalloc(); // entityNum, entchannel); if (!ch) { ch = s_channels; oldest = sfx->lastTimeUsed; chosen = -1; for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { if (ch->entnum != listener_number && ch->entnum == entityNum && ch->allocTimeentchannel != CHAN_ANNOUNCER) { oldest = ch->allocTime; chosen = i; } } if (chosen == -1) { ch = s_channels; for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { if (ch->entnum != listener_number && ch->allocTimeentchannel != CHAN_ANNOUNCER) { oldest = ch->allocTime; chosen = i; } } if (chosen == -1) { Com_Printf("S_StartSound(): dropping sound \"%s\"\n",sfx->soundName); return; } } ch = &s_channels[chosen]; ch->allocTime = sfx->lastTimeUsed; } */ //--------------------------------- if (origin) { VectorCopy (origin, ch->origin); ch->fixed_origin = qtrue; } else { ch->fixed_origin = qfalse; } ch->master_vol = 240; ch->entnum = entityNum; ch->thesfx = sfx; ch->startSample = START_SAMPLE_IMMEDIATE; ch->entchannel = entchannel; ch->leftvol = ch->master_vol; // these will get calced at next spatialize ch->rightvol = ch->master_vol; // unless the game isn't running ch->doppler = qfalse; // EF1 also had this, do we want it? /* if (entchannel < CHAN_AMBIENT && entityNum == listener_number) { //only do it for body sounds not local sounds ch->master_vol = SOUND_MAXVOL * SOUND_FMAXVOL; //this won't be attenuated so let it scale down } (SOUND_FMAXVOL = 0.75f) (SOUND_MAXVOL = 255) */ // if ( entchannel == CHAN_VOICE )//|| entchannel == CHAN_VOICE_ATTEN ) // { // s_entityWavVol[ ch->entnum ] = -1; //we've started the sound but it's silent for now // } if (sfx->pMP3StreamHeader) // -ste { memcpy(&ch->MP3StreamHeader,sfx->pMP3StreamHeader, sizeof(ch->MP3StreamHeader)); ch->iMP3SlidingDecodeWritePos = 0; ch->iMP3SlidingDecodeWindowPos= 0; } else { memset(&ch->MP3StreamHeader,0, sizeof(ch->MP3StreamHeader)); } } /* ================== S_StartLocalSound ================== */ void S_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) { if ( !s_soundStarted || s_soundMuted ) { return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Printf( S_COLOR_YELLOW, "S_StartLocalSound: handle %i out of range\n", sfxHandle ); return; } S_StartSound (NULL, listener_number, channelNum, sfxHandle ); } /* ================== S_StartLocalLoopingSound ================== */ void S_StartLocalLoopingSound( sfxHandle_t sfxHandle) { vec3_t nullVec = {0,0,0}; if ( !s_soundStarted || s_soundMuted ) { return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Error( ERR_DROP, "S_StartLocalLoopingSound: handle %i out of range", sfxHandle ); } S_AddLoopingSound( listener_number, nullVec, nullVec, sfxHandle);//, CHAN_AUTO ); } /* ================== S_ClearSoundBuffer If we are about to perform file access, clear the buffer so sound doesn't stutter. ================== */ void S_ClearSoundBuffer( void ) { int clear; if (!s_soundStarted) return; // stop looping sounds Com_Memset(loopSounds, 0, MAX_GENTITIES*sizeof(loopSound_t)); Com_Memset(loop_channels, 0, MAX_CHANNELS*sizeof(channel_t)); numLoopChannels = 0; S_ChannelSetup(); s_rawend = 0; if (dma.samplebits == 8) clear = 0x80; else clear = 0; SNDDMA_BeginPainting (); if (dma.buffer) Com_Memset(dma.buffer, clear, dma.samples * dma.samplebits/8); SNDDMA_Submit (); } /* ================== S_StopAllSounds ================== */ void S_StopAllSounds(void) { if ( !s_soundStarted ) { return; } // stop the background music S_StopBackgroundTrack(); S_ClearSoundBuffer (); } /* ============================================================== continuous looping sounds are added each frame ============================================================== */ void S_StopLoopingSound(int entityNum) { loopSounds[entityNum].active = qfalse; // loopSounds[entityNum].sfx = 0; loopSounds[entityNum].kill = qfalse; } /* ================== S_ClearLoopingSounds ================== */ void S_ClearLoopingSounds( qboolean killall ) { int i; for ( i = 0 ; i < MAX_GENTITIES ; i++) { if (killall || loopSounds[i].kill == qtrue || (loopSounds[i].sfx && loopSounds[i].sfx->iSoundLengthInSamples == 0)) { loopSounds[i].kill = qfalse; S_StopLoopingSound(i); } } numLoopChannels = 0; } /* ================== S_AddLoopingSound Called during entity generation for a frame Include velocity in case I get around to doing doppler... ================== */ void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle) { sfx_t *sfx; if ( !s_soundStarted || s_soundMuted ) { return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Error( ERR_DROP, "S_AddLoopingSound: handle %i out of range", sfxHandle ); } sfx = &s_knownSfx[ sfxHandle ]; if (sfx->bInMemory == qfalse) { S_memoryLoad(sfx); } SND_TouchSFX(sfx); if ( !sfx->iSoundLengthInSamples ) { Com_Error( ERR_DROP, "%s has length 0", sfx->sSoundName ); } VectorCopy( origin, loopSounds[entityNum].origin ); VectorCopy( velocity, loopSounds[entityNum].velocity ); loopSounds[entityNum].active = qtrue; loopSounds[entityNum].kill = qtrue; loopSounds[entityNum].doppler = qfalse; loopSounds[entityNum].oldDopplerScale = 1.0; loopSounds[entityNum].dopplerScale = 1.0; loopSounds[entityNum].sfx = sfx; /* if (VectorLengthSquared(velocity)>0.0) { vec3_t out; float lena, lenb; loopSounds[entityNum].doppler = qtrue; lena = DistanceSquared(loopSounds[listener_number].origin, loopSounds[entityNum].origin); VectorAdd(loopSounds[entityNum].origin, loopSounds[entityNum].velocity, out); lenb = DistanceSquared(loopSounds[listener_number].origin, out); if ((loopSounds[entityNum].framenum+1) != cls.framecount) { loopSounds[entityNum].oldDopplerScale = 1.0; } else { loopSounds[entityNum].oldDopplerScale = loopSounds[entityNum].dopplerScale; } loopSounds[entityNum].dopplerScale = lenb/(lena*100); if (loopSounds[entityNum].dopplerScale<0.5) { loopSounds[entityNum].dopplerScale = 0.5; } } */ loopSounds[entityNum].framenum = cls.framecount; } /* ================== S_AddLoopingSound Called during entity generation for a frame Include velocity in case I get around to doing doppler... ================== */ void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle ) { sfx_t *sfx; if ( !s_soundStarted || s_soundMuted ) { return; } if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) { Com_Printf( S_COLOR_YELLOW, "S_AddRealLoopingSound: handle %i out of range\n", sfxHandle ); return; } sfx = &s_knownSfx[ sfxHandle ]; if (sfx->bInMemory == qfalse) { S_memoryLoad(sfx); } SND_TouchSFX(sfx); if ( !sfx->iSoundLengthInSamples ) { Com_Error( ERR_DROP, "%s has length 0", sfx->sSoundName ); } VectorCopy( origin, loopSounds[entityNum].origin ); VectorCopy( velocity, loopSounds[entityNum].velocity ); loopSounds[entityNum].sfx = sfx; loopSounds[entityNum].active = qtrue; loopSounds[entityNum].kill = qfalse; loopSounds[entityNum].doppler = qfalse; } // returns qtrue if ok to continue, else qfalse if all channels filled up this frame... // static qboolean LoopSound_ChannelInit(loopSound_t *pLoopSound, int iLeftVol, int iRightVol) { // allocate a channel // channel_t *ch = &loop_channels[numLoopChannels]; if (iLeftVol > 255) { iLeftVol = 255; } if (iRightVol > 255) { iRightVol = 255; } ch->master_vol = 255; ch->leftvol = iLeftVol; ch->rightvol = iRightVol; ch->thesfx = pLoopSound->sfx; ch->doppler = pLoopSound->doppler; ch->dopplerScale = pLoopSound->dopplerScale; ch->oldDopplerScale = pLoopSound->oldDopplerScale; // you cannot use MP3 files here because they offer only streaming access, not random // if (pLoopSound->sfx->pMP3StreamHeader) { Com_Error( ERR_DROP, "LoopSound_ChannelInit(): Cannot use streamed MP3 files here for random access (%s)\n",pLoopSound->sfx->sSoundName ); } else { memset( &ch->MP3StreamHeader, 0, sizeof(ch->MP3StreamHeader) ); } numLoopChannels++; if (numLoopChannels == MAX_CHANNELS) { return qfalse; } return qtrue; } // returns qfalse if sound would be inaudible, else qtrue for go ahead and play it this frame... // static qboolean LoopSound_SetupVolume(loopSound_t *pLoopSound, int time, int &iLeftTotal, int &iRightTotal) { if (pLoopSound->kill) { S_SpatializeOrigin( pLoopSound->origin, 240, &iLeftTotal, &iRightTotal); // 3d } else { S_SpatializeOrigin( pLoopSound->origin, 180/*90*/, &iLeftTotal, &iRightTotal); // sphere } pLoopSound->sfx->iLastTimeUsed = time; if (iLeftTotal == 0 && iRightTotal == 0) return qfalse; // not audible return qtrue; } /* ================== S_AddLoopSounds Spatialize all of the looping sounds. All sounds are on the same cycle, so any duplicates can just sum up the channel multipliers. ================== */ void S_AddLoopSounds (void) { int i, time; int left_total, right_total; loopSound_t *loop; static int loopFrame; numLoopChannels = 0; time = Com_Milliseconds(); loopFrame++; // now do the standard ones... // for ( i = 0 ; i < MAX_GENTITIES ; i++) { loop = &loopSounds[i]; if ( !loop->active // this next test is pointless, since ->mergeFrame is never set - remove field? -ste. // || loop->mergeFrame == loopFrame // already merged into an earlier sound ) { continue; } if (LoopSound_SetupVolume(loop, time, left_total, right_total)) { if (!LoopSound_ChannelInit(loop, left_total, right_total)) return; // all looping channels occupied } } } //============================================================================= /* ================= S_ByteSwapRawSamples If raw data has been loaded in little endien binary form, this must be done. If raw data was calculated, as with ADPCM, this should not be called. ================= */ void S_ByteSwapRawSamples( int samples, int width, int s_channels, const byte *data ) { int i; if ( width != 2 ) { return; } if ( LittleShort( 256 ) == 256 ) { return; } if ( s_channels == 2 ) { samples <<= 1; } for ( i = 0 ; i < samples ; i++ ) { ((short *)data)[i] = LittleShort( ((short *)data)[i] ); } } portable_samplepair_t *S_GetRawSamplePointer() { return s_rawsamples; } /* ============ S_RawSamples Music streaming ============ */ void S_RawSamples( int samples, int rate, int width, int s_channels, const byte *data, float volume ) { int i; int src, dst; float scale; int intVolume; if ( !s_soundStarted || s_soundMuted ) { return; } intVolume = 256 * volume; if ( s_rawend < s_soundtime ) { Com_DPrintf( "S_RawSamples: resetting minimum: %i < %i\n", s_rawend, s_soundtime ); s_rawend = s_soundtime; } scale = (float)rate / dma.speed; //Com_Printf ("%i < %i < %i\n", s_soundtime, s_paintedtime, s_rawend); if (s_channels == 2 && width == 2) { if (scale == 1.0) { // optimized case for (i=0 ; i= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left = ((short *)data)[src*2] * intVolume; s_rawsamples[dst].right = ((short *)data)[src*2+1] * intVolume; } } } else if (s_channels == 1 && width == 2) { for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left = ((short *)data)[src] * intVolume; s_rawsamples[dst].right = ((short *)data)[src] * intVolume; } } else if (s_channels == 2 && width == 1) { intVolume *= 256; for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left = ((char *)data)[src*2] * intVolume; s_rawsamples[dst].right = ((char *)data)[src*2+1] * intVolume; } } else if (s_channels == 1 && width == 1) { intVolume *= 256; for (i=0 ; ; i++) { src = i*scale; if (src >= samples) break; dst = s_rawend&(MAX_RAW_SAMPLES-1); s_rawend++; s_rawsamples[dst].left = (((byte *)data)[src]-128) * intVolume; s_rawsamples[dst].right = (((byte *)data)[src]-128) * intVolume; } } if ( s_rawend > s_soundtime + MAX_RAW_SAMPLES ) { Com_DPrintf( "S_RawSamples: overflowed %i > %i\n", s_rawend, s_soundtime ); } } //============================================================================= /* ===================== S_UpdateEntityPosition let the sound system know where an entity currently is ====================== */ void S_UpdateEntityPosition( int entityNum, const vec3_t origin ) { if ( entityNum < 0 || entityNum > MAX_GENTITIES ) { Com_Error( ERR_DROP, "S_UpdateEntityPosition: bad entitynum %i", entityNum ); } VectorCopy( origin, loopSounds[entityNum].origin ); } /* ============ S_Respatialize Change the volumes of all the playing sounds for changes in their positions ============ */ void S_Respatialize( int entityNum, const vec3_t head, vec3_t axis[3], int inwater ) { int i; channel_t *ch; vec3_t origin; if ( !s_soundStarted || s_soundMuted ) { return; } listener_number = entityNum; VectorCopy(head, listener_origin); VectorCopy(axis[0], listener_axis[0]); VectorCopy(axis[1], listener_axis[1]); VectorCopy(axis[2], listener_axis[2]); // update spatialization for dynamic sounds ch = s_channels; for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { if ( !ch->thesfx ) { continue; } // anything coming from the view entity will always be full volume if (ch->entnum == listener_number) { ch->leftvol = ch->master_vol; ch->rightvol = ch->master_vol; } else { if (ch->fixed_origin) { VectorCopy( ch->origin, origin ); } else { VectorCopy( loopSounds[ ch->entnum ].origin, origin ); } S_SpatializeOrigin (origin, ch->master_vol, &ch->leftvol, &ch->rightvol); } } // add loopsounds S_AddLoopSounds (); } /* ======================== S_ScanChannelStarts Returns qtrue if any new sounds were started since the last mix ======================== */ qboolean S_ScanChannelStarts( void ) { channel_t *ch; int i; qboolean newSamples; newSamples = qfalse; ch = s_channels; for (i=0; ithesfx ) { continue; } // if this channel was just started this frame, // set the sample count to it begins mixing // into the very first sample if ( ch->startSample == START_SAMPLE_IMMEDIATE ) { ch->startSample = s_paintedtime; newSamples = qtrue; continue; } // if it is completely finished by now, clear it if ( ch->startSample + (ch->thesfx->iSoundLengthInSamples) <= s_paintedtime ) { S_ChannelFree(ch); } } return newSamples; } /* ============ S_Update Called once each time through the main loop ============ */ void S_Update( void ) { int i; int total; channel_t *ch; if ( !s_soundStarted || s_soundMuted ) { Com_DPrintf ("not started or muted\n"); return; } // // debugging output // if ( s_show->integer == 2 ) { total = 0; ch = s_channels; for (i=0 ; ithesfx && (ch->leftvol || ch->rightvol) ) { Com_Printf ("%f %f %s\n", ch->leftvol, ch->rightvol, ch->thesfx->sSoundName); total++; } } Com_Printf ("----(%i)---- painted: %i\n", total, s_paintedtime); } // add raw data from streamed samples S_UpdateBackgroundTrack(); // mix some sound S_Update_(); } void S_GetSoundtime(void) { int samplepos; static int buffers; static int oldsamplepos; int fullsamples; fullsamples = dma.samples / dma.channels; // it is possible to miscount buffers if it has wrapped twice between // calls to S_Update. Oh well. samplepos = SNDDMA_GetDMAPos(); if (samplepos < oldsamplepos) { buffers++; // buffer wrapped if (s_paintedtime > 0x40000000) { // time to chop things off to avoid 32 bit limits buffers = 0; s_paintedtime = fullsamples; S_StopAllSounds (); } } oldsamplepos = samplepos; s_soundtime = buffers*fullsamples + samplepos/dma.channels; #if 0 // check to make sure that we haven't overshot if (s_paintedtime < s_soundtime) { Com_DPrintf ("S_Update_ : overflow\n"); s_paintedtime = s_soundtime; } #endif if ( dma.submission_chunk < 256 ) { s_paintedtime = s_soundtime + s_mixPreStep->value * dma.speed; } else { s_paintedtime = s_soundtime + dma.submission_chunk; } } void S_Update_(void) { unsigned endtime; int samps; static float lastTime = 0.0f; float ma, op; float thisTime, sane; static int ot = -1; if ( !s_soundStarted || s_soundMuted ) { return; } thisTime = Com_Milliseconds(); // Updates s_soundtime S_GetSoundtime(); if (s_soundtime == ot) { return; } ot = s_soundtime; // clear any sound effects that end before the current time, // and start any new sounds S_ScanChannelStarts(); sane = thisTime - lastTime; if (sane<11) { sane = 11; // 85hz } ma = s_mixahead->value * dma.speed; op = s_mixPreStep->value + sane*dma.speed*0.01; if (op < ma) { ma = op; } // mix ahead of current position endtime = s_soundtime + ma; // mix to an even submission block size endtime = (endtime + dma.submission_chunk-1) & ~(dma.submission_chunk-1); // never mix more than the complete buffer samps = dma.samples >> (dma.channels-1); if (endtime - s_soundtime > samps) endtime = s_soundtime + samps; SNDDMA_BeginPainting (); S_PaintChannels (endtime); SNDDMA_Submit (); lastTime = thisTime; } /* =============================================================================== console functions =============================================================================== */ void S_Play_f( void ) { int i; sfxHandle_t h; char name[256]; i = 1; while ( i [loopfile]\n"); return; } } // this table needs to be in-sync with the typedef'd enum "SoundCompressionMethod_t"... -ste // static const char *sSoundCompressionMethodStrings[ct_NUMBEROF] = { "16b", // ct_16 "mp3" // ct_MP3 }; void S_SoundList_f( void ) { int i; sfx_t *sfx; int size, total; total = 0; Com_Printf("\n"); Com_Printf(" InMemory?\n"); Com_Printf(" |\n"); Com_Printf(" | LevelLastUsedOn\n"); Com_Printf(" | |\n"); Com_Printf(" | |\n"); Com_Printf(" Slot Bytes Type | | Name\n"); // Com_Printf(" Slot Bytes Type InMem? Name\n"); for (sfx=s_knownSfx, i=0 ; iiSoundLengthInSamples; total += sfx->bInMemory ? size : 0; Com_Printf("%5d %7i [%s] %s %2d %s\n", i, size, sSoundCompressionMethodStrings[sfx->eSoundCompressionMethod], sfx->bInMemory?"y":"n", sfx->iLastLevelUsedOn, sfx->sSoundName ); } Com_Printf ("Total resident samples: %i ( not mem usage, see 'meminfo' ).\n", total); Com_Printf ("%d out of %d sfx_t slots used\n", s_numSfx, MAX_SFX); S_DisplayFreeMemory(); } /* =============================================================================== background music functions =============================================================================== */ int FGetLittleLong( fileHandle_t f ) { int v; FS_Read( &v, sizeof(v), f ); return LittleLong( v); } int FGetLittleShort( fileHandle_t f ) { short v; FS_Read( &v, sizeof(v), f ); return LittleShort( v); } // returns the length of the data in the chunk, or 0 if not found int S_FindWavChunk( fileHandle_t f, char *chunk ) { char name[5]; int len; int r; name[4] = 0; len = 0; r = FS_Read( name, 4, f ); if ( r != 4 ) { return 0; } len = FGetLittleLong( f ); if ( len < 0 || len > 0xfffffff ) { len = 0; return 0; } len = (len + 1 ) & ~1; // pad to word boundary // s_nextWavChunk += len + 8; if ( strcmp( name, chunk ) ) { return 0; } return len; } // fixme: need to move this into qcommon sometime?, but too much stuff altered by other people and I won't be able // to compile again for ages if I check that out... // // DO NOT replace this with a call to FS_FileExists, that's for checking about writing out, and doesn't work for this. // qboolean S_FileExists( const char *psFilename ) { fileHandle_t fhTemp; FS_FOpenFileRead (psFilename, &fhTemp, qtrue); // qtrue so I can fclose the handle without closing a PAK if (!fhTemp) return qfalse; FS_FCloseFile(fhTemp); return qtrue; } // some stuff for streaming MP3 files from disk (not pleasant, but nothing about MP3 is, other than compression ratios...) // static void MP3MusicStream_Reset(MusicInfo_t *pMusicInfo) { pMusicInfo->iMP3MusicStream_DiskReadPos = 0; pMusicInfo->iMP3MusicStream_DiskWindowPos = 0; } // // return is where the decoder should read from... // static byte *MP3MusicStream_ReadFromDisk(MusicInfo_t *pMusicInfo, int iReadOffset, int iReadBytesNeeded) { if (iReadOffset < pMusicInfo->iMP3MusicStream_DiskWindowPos) { assert(0); // should never happen return pMusicInfo->byMP3MusicStream_DiskBuffer; // ...but return something safe anyway } while (iReadOffset + iReadBytesNeeded > pMusicInfo->iMP3MusicStream_DiskReadPos) { int iBytesRead = FS_Read( pMusicInfo->byMP3MusicStream_DiskBuffer + (pMusicInfo->iMP3MusicStream_DiskReadPos - pMusicInfo->iMP3MusicStream_DiskWindowPos), iMP3MusicStream_DiskBytesToRead, pMusicInfo->s_backgroundFile ); pMusicInfo->iMP3MusicStream_DiskReadPos += iBytesRead; if (iBytesRead != iMP3MusicStream_DiskBytesToRead) // quietly ignore any requests to read past file end { break; // we need to do this because the disk read code can't know how much source data we need to // read for a given number of requested output bytes, so we'll always be asking for too many } } // if reached halfway point in buffer (approx 20k), backscroll it... // if (pMusicInfo->iMP3MusicStream_DiskReadPos - pMusicInfo->iMP3MusicStream_DiskWindowPos > iMP3MusicStream_DiskBufferSize/2) { int iMoveSrcOffset = iReadOffset - pMusicInfo->iMP3MusicStream_DiskWindowPos; int iMoveCount = (pMusicInfo->iMP3MusicStream_DiskReadPos - pMusicInfo->iMP3MusicStream_DiskWindowPos ) - iMoveSrcOffset; memmove( &pMusicInfo->byMP3MusicStream_DiskBuffer, &pMusicInfo->byMP3MusicStream_DiskBuffer[iMoveSrcOffset], iMoveCount); pMusicInfo->iMP3MusicStream_DiskWindowPos += iMoveSrcOffset; } return pMusicInfo->byMP3MusicStream_DiskBuffer + (iReadOffset - pMusicInfo->iMP3MusicStream_DiskWindowPos); } // does NOT set s_rawend!... // static void S_StopBackgroundTrack_Actual( MusicInfo_t *pMusicInfo ) { if ( pMusicInfo->s_backgroundFile ) { if ( pMusicInfo->s_backgroundFile != -1) { Sys_EndStreamedFile( pMusicInfo->s_backgroundFile ); FS_FCloseFile( pMusicInfo->s_backgroundFile ); } pMusicInfo->s_backgroundFile = 0; } } static void FreeMusic( MusicInfo_t *pMusicInfo ) { if (pMusicInfo->pLoadedData) { Z_Free(pMusicInfo->pLoadedData); pMusicInfo->pLoadedData = NULL; pMusicInfo->iLoadedDataLen = 0; pMusicInfo->sLoadedDataName[0]= '\0'; } } // called only by snd_restart // void S_UnCacheDynamicMusic( void ) { FreeMusic( &tMusic_Info[eBGRNDTRACK_SLOW] ); } static void S_StartBackgroundTrack_Actual( MusicInfo_t *pMusicInfo, const char *intro, const char *loop ) { int len; char dump[16]; char name[MAX_QPATH]; Q_strncpyz( sMusic_BackgroundLoop, loop, sizeof( sMusic_BackgroundLoop )); Q_strncpyz( name, intro, sizeof( name ) - 4 ); // this seems to be so that if the filename hasn't got an extension // but doesn't have the room to append on either then you'll just // get the "soft" fopen() error, rather than the ERR_DROP you'd get // if COM_DefaultExtension didn't have room to add it on. COM_DefaultExtension( name, sizeof( name ), ".wav" ); // close the background track, but DON'T reset s_rawend (or remaining music bits that haven't been output yet will be cut off) // #if 0 /* if ( pMusicInfo->s_backgroundFile ) { Sys_EndStreamedFile( pMusicInfo->s_backgroundFile ); FS_FCloseFile( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundFile = 0; } */ #else S_StopBackgroundTrack_Actual( pMusicInfo ); #endif pMusicInfo->bIsMP3 = qfalse; if ( !intro[0] ) { return; } // new bit, if file requested is not same any loaded one (if prev was in-mem), ditch it... // if (Q_stricmp(name, pMusicInfo->sLoadedDataName)) { FreeMusic( pMusicInfo ); } if (!Q_stricmpn(name+(strlen(name)-4),".mp3",4)) { int iMP3Filelen = FS_FOpenFileRead( name, &pMusicInfo->s_backgroundFile, qtrue ); if (!pMusicInfo->s_backgroundFile) { Com_Printf( S_COLOR_RED"Couldn't open music file %s\n", name ); return; } MP3MusicStream_Reset( pMusicInfo ); byte *pbMP3DataSegment = NULL; int iInitialMP3ReadSize = 8192; // fairly arbitrary, whatever size this is then the decoder is allowed to // scan up to halfway of it to find floating headers, so don't make it // too small. 8k works fine. pbMP3DataSegment = MP3MusicStream_ReadFromDisk(pMusicInfo, 0, iInitialMP3ReadSize); if (MP3_IsValid(name, pbMP3DataSegment, iInitialMP3ReadSize, qtrue /*bStereoDesired*/)) { // init stream struct... // memset(&pMusicInfo->streamMP3_Bgrnd,0,sizeof(pMusicInfo->streamMP3_Bgrnd)); char *psError = C_MP3Stream_DecodeInit( &pMusicInfo->streamMP3_Bgrnd, pbMP3DataSegment, iMP3Filelen, dma.speed, 16, // sfx->width * 8, qtrue // bStereoDesired ); if (psError == NULL) { // init sfx struct & setup the few fields I actually need... // memset( &pMusicInfo->sfxMP3_Bgrnd,0,sizeof(pMusicInfo->sfxMP3_Bgrnd)); // pMusicInfo->sfxMP3_Bgrnd.width = 2; // read by MP3_GetSamples() pMusicInfo->sfxMP3_Bgrnd.iSoundLengthInSamples = 0x7FFFFFFF; // max possible +ve int, since music finishes when decoder stops pMusicInfo->sfxMP3_Bgrnd.pMP3StreamHeader = &pMusicInfo->streamMP3_Bgrnd; Q_strncpyz( pMusicInfo->sfxMP3_Bgrnd.sSoundName, name, sizeof(pMusicInfo->sfxMP3_Bgrnd.sSoundName) ); pMusicInfo->s_backgroundInfo.format = WAV_FORMAT_MP3; // not actually used this way, but just ensures we don't match one of the legit formats pMusicInfo->s_backgroundInfo.channels = 2; // always, for our MP3s when used for music (else 1 for FX) pMusicInfo->s_backgroundInfo.rate = dma.speed; pMusicInfo->s_backgroundInfo.width = 2; // always, for our MP3s pMusicInfo->s_backgroundInfo.samples = pMusicInfo->sfxMP3_Bgrnd.iSoundLengthInSamples; pMusicInfo->s_backgroundSamples = pMusicInfo->sfxMP3_Bgrnd.iSoundLengthInSamples; memset(&pMusicInfo->chMP3_Bgrnd,0,sizeof(pMusicInfo->chMP3_Bgrnd)); pMusicInfo->chMP3_Bgrnd.thesfx = &pMusicInfo->sfxMP3_Bgrnd; memcpy(&pMusicInfo->chMP3_Bgrnd.MP3StreamHeader, pMusicInfo->sfxMP3_Bgrnd.pMP3StreamHeader, sizeof(*pMusicInfo->sfxMP3_Bgrnd.pMP3StreamHeader)); pMusicInfo->bIsMP3 = qtrue; } else { Com_Printf(S_COLOR_RED"Error streaming file %s: %s\n", name, psError); FS_FCloseFile( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundFile = 0; } } else { // MP3_IsValid() will already have printed any errors via Com_Printf at this point... // FS_FCloseFile( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundFile = 0; } return; } else // not an mp3 file { // // open up a wav file and get all the info // FS_FOpenFileRead( name, &pMusicInfo->s_backgroundFile, qtrue ); if ( !pMusicInfo->s_backgroundFile ) { Com_Printf( S_COLOR_YELLOW "WARNING: couldn't open music file %s\n", name ); return; } // skip the riff wav header FS_Read(dump, 12, pMusicInfo->s_backgroundFile); if ( !S_FindWavChunk( pMusicInfo->s_backgroundFile, "fmt " ) ) { Com_Printf( S_COLOR_YELLOW "WARNING: No fmt chunk in %s\n", name ); FS_FCloseFile( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundFile = 0; return; } // save name for soundinfo pMusicInfo->s_backgroundInfo.format = FGetLittleShort( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundInfo.channels = FGetLittleShort( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundInfo.rate = FGetLittleLong( pMusicInfo->s_backgroundFile ); FGetLittleLong( pMusicInfo->s_backgroundFile ); FGetLittleShort( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundInfo.width = FGetLittleShort( pMusicInfo->s_backgroundFile ) / 8; if ( pMusicInfo->s_backgroundInfo.format != WAV_FORMAT_PCM ) { FS_FCloseFile( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundFile = 0; Com_Printf(S_COLOR_YELLOW "WARNING: Not a microsoft PCM format wav: %s\n", name); return; } if ( pMusicInfo->s_backgroundInfo.channels != 2 || pMusicInfo->s_backgroundInfo.rate != 22050 ) { Com_Printf(S_COLOR_YELLOW "WARNING: music file %s is not 22k stereo\n", name ); } if ( ( len = S_FindWavChunk( pMusicInfo->s_backgroundFile, "data" ) ) == 0 ) { FS_FCloseFile( pMusicInfo->s_backgroundFile ); pMusicInfo->s_backgroundFile = 0; Com_Printf(S_COLOR_YELLOW "WARNING: No data chunk in %s\n", name); return; } pMusicInfo->s_backgroundInfo.samples = len / (pMusicInfo->s_backgroundInfo.width * pMusicInfo->s_backgroundInfo.channels); pMusicInfo->s_backgroundSamples = pMusicInfo->s_backgroundInfo.samples; // // start the background streaming // Sys_BeginStreamedFile( pMusicInfo->s_backgroundFile, 0x10000 ); } } static char gsIntroMusic[MAX_QPATH]={0}; static char gsLoopMusic [MAX_QPATH]={0}; void S_RestartMusic( void ) { if (s_soundStarted && !s_soundMuted ) { if (gsIntroMusic[0] || gsLoopMusic[0]) { S_StartBackgroundTrack( gsIntroMusic, gsLoopMusic, qfalse ); // ( default music start will set the state to SLOW ) } } } // Basic logic here is to see if the intro file specified actually exists, and if so, then it's not dynamic music, // but if it doesn't, and it DOES exist by strcat()ing "_fast" and "_slow" (.mp3) onto 2 copies of it, then it's dynamic. // // In either case, open it if it exits, and just set some vars that'll inhibit dynamicness if needed. // void S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bReturnWithoutStarting ) { if ( !intro ) { intro = ""; } if ( !loop || !loop[0] ) { loop = intro; } Q_strncpyz(gsIntroMusic,intro, sizeof(gsIntroMusic)); Q_strncpyz(gsLoopMusic, loop, sizeof(gsLoopMusic)); // do NOT start music from cgame now, the functions Com_TouchMemory() and RegisterMedia_LevelLoadEnd() // can take some time to execute (after music start), and can stutter it. So now, RegisterMedia_LevelLoadEnd() // will call S_RestartMusic now that the strings are set... // if ( bReturnWithoutStarting ) return; char sName[MAX_QPATH]; Q_strncpyz(sName,intro,sizeof(sName)); COM_DefaultExtension( sName, sizeof( sName ), ".mp3" ); // conceptually we always play the 'intro'[/sName] track, intro-to-loop transition is handled in UpdateBackGroundTrack(). // if (S_FileExists( sName )) { Com_DPrintf("S_StartBackgroundTrack: Found/using music track '%s'\n", sName); S_StartBackgroundTrack_Actual( &tMusic_Info[eBGRNDTRACK_SLOW], sName, loop ); } else { Com_Printf( S_COLOR_RED "ERROR: Unable to find music file:\n( %s )\n", sName ); S_StopBackgroundTrack(); } } void S_StopBackgroundTrack( void ) { S_StopBackgroundTrack_Actual( &tMusic_Info[eBGRNDTRACK_SLOW] ); s_rawend = 0; } // qboolean return is true only if we're changing from a streamed intro to a dynamic loop... // static qboolean S_UpdateBackgroundTrack_Actual( MusicInfo_t *pMusicInfo ) { int bufferSamples; int fileSamples; byte raw[30000]; // just enough to fit in a mac stack frame (note that MP3 doesn't use full size of it) int fileBytes; int r; float fMasterVol = (s_musicVolume->value*s_musicMult->value); static float musicVolume = 0.25f; // this is to work around an obscure issue to do with sliding decoder windows and amounts being requested, since the // original MP3 stream-decoder wrapper was designed to work with audio-paintbuffer sized pieces... Basically 30000 // is far too big for the window decoder to handle in one request because of the time-travel issue associated with // normal sfx buffer painting, and allowing sufficient sliding room, even though the music file never goes back in time. // #define SIZEOF_RAW_BUFFER_FOR_MP3 4096 #define RAWSIZE (pMusicInfo->bIsMP3?SIZEOF_RAW_BUFFER_FOR_MP3:sizeof(raw)) if ( !pMusicInfo->s_backgroundFile ) { return qfalse; } musicVolume = (musicVolume + fMasterVol)/2.0f; // don't bother playing anything if musicvolume is 0 if ( musicVolume <= 0 ) { return qfalse; } // see how many samples should be copied into the raw buffer if ( s_rawend < s_soundtime ) { s_rawend = s_soundtime; } while ( s_rawend < s_soundtime + MAX_RAW_SAMPLES ) { bufferSamples = MAX_RAW_SAMPLES - (s_rawend - s_soundtime); // decide how much data needs to be read from the file fileSamples = bufferSamples * pMusicInfo->s_backgroundInfo.rate / dma.speed; // don't try and read past the end of the file if ( fileSamples > pMusicInfo->s_backgroundSamples ) { fileSamples = pMusicInfo->s_backgroundSamples; } // our max buffer size fileBytes = fileSamples * (pMusicInfo->s_backgroundInfo.width * pMusicInfo->s_backgroundInfo.channels); if (fileBytes > RAWSIZE ) { fileBytes = RAWSIZE; fileSamples = fileBytes / (pMusicInfo->s_backgroundInfo.width * pMusicInfo->s_backgroundInfo.channels); } qboolean qbForceFinish = qfalse; if (pMusicInfo->bIsMP3) { int iStartingSampleNum = pMusicInfo->chMP3_Bgrnd.thesfx->iSoundLengthInSamples - pMusicInfo->s_backgroundSamples; // but this IS relevant // Com_Printf(S_COLOR_YELLOW "Requesting MP3 samples: sample %d\n",iStartingSampleNum); if (pMusicInfo->s_backgroundFile == -1) { // in-mem... // qbForceFinish = (MP3Stream_GetSamples( &pMusicInfo->chMP3_Bgrnd, iStartingSampleNum, fileBytes/2, (short*) raw, qtrue ))?qfalse:qtrue; //Com_Printf(S_COLOR_YELLOW "Music time remaining: %f seconds\n", MP3Stream_GetRemainingTimeInSeconds( &pMusicInfo->chMP3_Bgrnd.MP3StreamHeader )); } else { // streaming an MP3 file instead... (note that the 'fileBytes' request size isn't that relevant for MP3s, // since code here can't know how much the MP3 needs to decompress) // byte *pbScrolledStreamData = MP3MusicStream_ReadFromDisk(pMusicInfo, pMusicInfo->chMP3_Bgrnd.MP3StreamHeader.iSourceReadIndex, fileBytes); pMusicInfo->chMP3_Bgrnd.MP3StreamHeader.pbSourceData = pbScrolledStreamData - pMusicInfo->chMP3_Bgrnd.MP3StreamHeader.iSourceReadIndex; qbForceFinish = (MP3Stream_GetSamples( &pMusicInfo->chMP3_Bgrnd, iStartingSampleNum, fileBytes/2, (short*) raw, qtrue ))?qfalse:qtrue; } } else { // streaming a WAV off disk... // r = Sys_StreamedRead( raw, 1, fileBytes, pMusicInfo->s_backgroundFile ); if ( r != fileBytes ) { Com_Printf(S_COLOR_RED"StreamedRead failure on music track\n"); S_StopBackgroundTrack(); return qfalse; } // byte swap if needed (do NOT do for MP3 decoder, that has an internal big/little endian handler) // S_ByteSwapRawSamples( fileSamples, pMusicInfo->s_backgroundInfo.width, pMusicInfo->s_backgroundInfo.channels, raw ); } // add to raw buffer S_RawSamples( fileSamples, pMusicInfo->s_backgroundInfo.rate, pMusicInfo->s_backgroundInfo.width, pMusicInfo->s_backgroundInfo.channels, raw, musicVolume ); pMusicInfo->s_backgroundSamples -= fileSamples; if ( !pMusicInfo->s_backgroundSamples || qbForceFinish ) { // loop the music, or play the next piece if we were on the intro... // // (but not for dynamic, that can only be used for loop music) // // for non-dynamic music we need to check if "sMusic_BackgroundLoop" is an actual filename, // or if it's a dynamic music specifier (which can't literally exist), in which case it should set // a return flag then exit... // char sTestName[MAX_QPATH*2];// *2 so COM_DefaultExtension doesn't do an ERR_DROP if there was no space // for an extension, since this is a "soft" test Q_strncpyz( sTestName, sMusic_BackgroundLoop, sizeof(sTestName)); COM_DefaultExtension(sTestName, sizeof(sTestName), ".wav"); if (S_FileExists( sTestName )) { S_StartBackgroundTrack_Actual( pMusicInfo, sMusic_BackgroundLoop, sMusic_BackgroundLoop ); } else { // proposed file doesn't exist, but this may be a dynamic track we're wanting to loop, // so exit with a special flag... // return qtrue; } if ( !pMusicInfo->s_backgroundFile ) { return qfalse; // loop failed to restart } } } #undef SIZEOF_RAW_BUFFER_FOR_MP3 #undef RAWSIZE return qfalse; } static void S_UpdateBackgroundTrack( void ) { qboolean bNewTrackDesired = S_UpdateBackgroundTrack_Actual(&tMusic_Info[eBGRNDTRACK_SLOW]); if (bNewTrackDesired) { S_StartBackgroundTrack( sMusic_BackgroundLoop, sMusic_BackgroundLoop, qfalse ); } } // currently passing in sfx as a param in case I want to do something with it later. // byte *SND_malloc(int iSize, sfx_t *sfx) { byte *pData = (byte *) Z_Malloc(iSize, TAG_SND_RAWDATA); // don't bother asking for zeroed mem return pData; } cvar_t *s_soundpoolmegs = NULL; // called once-only in EXE lifetime... // void SND_setup() { s_soundpoolmegs = Cvar_Get("s_soundpoolmegs", "25", CVAR_ARCHIVE); if (Sys_LowPhysicalMemory() ) { Cvar_Set("s_soundpoolmegs", "0"); } Com_Printf("Sound memory manager started\n"); } // ask how much mem an sfx has allocated... // static int SND_MemUsed(sfx_t *sfx) { int iSize = 0; if (sfx->pSoundData){ iSize += Z_Size(sfx->pSoundData); } if (sfx->pMP3StreamHeader) { iSize += Z_Size(sfx->pMP3StreamHeader); } return iSize; } // free any allocated sfx mem... // // now returns # bytes freed to help with z_malloc()-fail recovery // static int SND_FreeSFXMem(sfx_t *sfx) { int iBytesFreed = 0; if ( sfx->pSoundData) { iBytesFreed += Z_Size( sfx->pSoundData); Z_Free( sfx->pSoundData ); sfx->pSoundData = NULL; } sfx->bInMemory = qfalse; if ( sfx->pMP3StreamHeader) { iBytesFreed += Z_Size( sfx->pMP3StreamHeader); Z_Free( sfx->pMP3StreamHeader ); sfx->pMP3StreamHeader = NULL; } return iBytesFreed; } void S_DisplayFreeMemory() { // Com_Printf("%.2fMB total sound bytes, %.2fMB used this map\n", // (float)iSNDBytes_Total /1024.0f/1024.0f, // (float)iSNDBytes_ThisMap /1024.0f/1024.0f // ); int iSoundDataSize = Z_MemSize ( TAG_SND_RAWDATA ) + Z_MemSize( TAG_SND_MP3STREAMHDR ); int iMusicDataSize = Z_MemSize ( TAG_SND_DYNAMICMUSIC ); if (iSoundDataSize || iMusicDataSize) { Com_Printf("\n%.2fMB audio data: ( %.2fMB WAV/MP3 ) + ( %.2fMB Music )\n", ((float)(iSoundDataSize+iMusicDataSize))/1024.0f/1024.0f, ((float)(iSoundDataSize))/1024.0f/1024.0f, ((float)(iMusicDataSize))/1024.0f/1024.0f ); // now count up amount used on this level... // iSoundDataSize = 0; for (int i=1; iiLastLevelUsedOn == RE_RegisterMedia_GetLevel()){ iSoundDataSize += SND_MemUsed(sfx); } } Com_Printf("%.2fMB in sfx_t alloc data (WAV/MP3) loaded this level\n",(float)iSoundDataSize/1024.0f/1024.0f); } } void SND_TouchSFX(sfx_t *sfx) { sfx->iLastTimeUsed = Com_Milliseconds(); // ditch this field sometime? sfx->iLastLevelUsedOn = RE_RegisterMedia_GetLevel(); } // currently this is only called during snd_shutdown or snd_restart // void S_FreeAllSFXMem(void) { for (int i=1 ; i < s_numSfx ; i++) // start @ 1 to skip freeing default sound { SND_FreeSFXMem(&s_knownSfx[i]); } } // returns number of bytes freed up... // int SND_FreeOldestSound() { int iBytesFreed = 0; sfx_t *sfx; int iOldest = Com_Milliseconds(); int iUsed = 0; // start on 1 so we never dump the default sound... // for (int i=1 ; i < s_numSfx ; i++) { sfx = &s_knownSfx[i]; if (!sfx->bDefaultSound && sfx->bInMemory && sfx->iLastTimeUsed < iOldest) { if (sfx->pSoundData) { iUsed = i; iOldest = sfx->iLastTimeUsed; } else { assert(0); // shouldn't need this, but I'm sure I saw one once then had bInMemory but !pSoundData.... ?!?!? sfx->bInMemory = qfalse; } } } if (iUsed) { sfx = &s_knownSfx[ iUsed ]; Com_DPrintf("SND_FreeOldestSound: freeing sound %s\n", sfx->sSoundName); iBytesFreed = SND_FreeSFXMem(sfx); } return iBytesFreed; } // just before we drop into a level, ensure the audio pool is under whatever the maximum // pool size is (but not by dropping out sounds used by the current level)... // // returns qtrue if at least one sound was dropped out, so z_malloc-fail recovery code knows if anything changed // extern qboolean gbInsideLoadSound; qboolean SND_RegisterAudio_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel /* 99% qfalse */) { qboolean bAtLeastOneSoundDropped = qfalse; Com_DPrintf( "SND_RegisterAudio_LevelLoadEnd():\n"); if (gbInsideLoadSound) { Com_DPrintf( "(Inside S_LoadSound (z_malloc recovery?), exiting...\n"); } else { int iLoadedAudioBytes = Z_MemSize ( TAG_SND_RAWDATA ) + Z_MemSize( TAG_SND_MP3STREAMHDR ); const int iMaxAudioBytes = s_soundpoolmegs->integer * 1024 * 1024; for (int i=1; i iMaxAudioBytes || bDeleteEverythingNotUsedThisLevel) ; i++) // i=1 so we never page out default sound { sfx_t *sfx = &s_knownSfx[i]; if (sfx->bInMemory) { qboolean bDeleteThis = qfalse; if (bDeleteEverythingNotUsedThisLevel) { bDeleteThis = (sfx->iLastLevelUsedOn != RE_RegisterMedia_GetLevel() ) ? qtrue : qfalse; } else { bDeleteThis = (sfx->iLastLevelUsedOn < RE_RegisterMedia_GetLevel() ) ? qtrue : qfalse; } if (bDeleteThis) { Com_DPrintf( "Dumping sfx_t \"%s\"\n",sfx->sSoundName); if (SND_FreeSFXMem(sfx)) { bAtLeastOneSoundDropped = qtrue; } iLoadedAudioBytes = Z_MemSize ( TAG_SND_RAWDATA ) + Z_MemSize( TAG_SND_MP3STREAMHDR ); } } } } Com_DPrintf( "SND_RegisterAudio_LevelLoadEnd(): Ok\n"); return bAtLeastOneSoundDropped; }