mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-10 23:02:01 +00:00
New batch of fixes for the OpenAL part:
- Don't play sources outside the listening range (Thanks Kpaxian for bringing this to my attention) - Handle previously unhandled errors for old OpenAL sample implementation which does not support AL_SEC_OFFSET (sounds won't be synchronized then), thanks to Tequila from SmokingGuns for reporting this.
This commit is contained in:
parent
0ecfcfa872
commit
e345f9f81f
1 changed files with 181 additions and 85 deletions
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@ -110,8 +110,10 @@ static void S_AL_ClearError( qboolean quiet )
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if( quiet )
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return;
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if(error != AL_NO_ERROR)
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{
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Com_Printf(S_COLOR_YELLOW "WARNING: unhandled AL error: %s\n",
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S_AL_ErrorMsg(error));
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}
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}
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@ -515,6 +517,7 @@ typedef struct src_s
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#endif
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static src_t srcList[MAX_SRC];
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static int srcCount = 0;
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static int srcActiveCnt = 0;
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static qboolean alSourcesInitialised = qfalse;
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static vec3_t lastListenerOrigin = { 0.0f, 0.0f, 0.0f };
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@ -637,6 +640,7 @@ qboolean S_AL_SrcInit( void )
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// Clear the sources data structure
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memset(srcList, 0, sizeof(srcList));
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srcCount = 0;
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srcActiveCnt = 0;
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// Cap s_alSources to MAX_SRC
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limit = s_alSources->integer;
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@ -670,6 +674,7 @@ static
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void S_AL_SrcShutdown( void )
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{
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int i;
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src_t *curSource;
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if(!alSourcesInitialised)
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return;
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@ -677,9 +682,14 @@ void S_AL_SrcShutdown( void )
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// Destroy all the sources
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for(i = 0; i < srcCount; i++)
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{
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if(srcList[i].isLocked)
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curSource = &srcList[i];
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if(curSource->isLocked)
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Com_DPrintf( S_COLOR_YELLOW "WARNING: Source %d is locked\n", i);
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if(curSource->entity > 0)
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entityList[curSource->entity].srcAllocated = qfalse;
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qalSourceStop(srcList[i].alSource);
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qalDeleteSources(1, &srcList[i].alSource);
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}
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@ -712,7 +722,6 @@ static void S_AL_SrcSetup(srcHandle_t src, sfxHandle_t sfx, alSrcPriority_t prio
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curSource->priority = priority;
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curSource->entity = entity;
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curSource->channel = channel;
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curSource->isActive = qtrue;
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curSource->isPlaying = qfalse;
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curSource->isLocked = qfalse;
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curSource->isLooping = qfalse;
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@ -749,6 +758,36 @@ Remove given source as loop master if it is the master and hand off master statu
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=================
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*/
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static void S_AL_SaveLoopPos(src_t *dest, ALuint alSource)
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{
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int error;
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S_AL_ClearError(qfalse);
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qalGetSourcef(alSource, AL_SEC_OFFSET, &dest->lastTimePos);
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if((error = qalGetError()) != AL_NO_ERROR)
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{
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// Old OpenAL implementations don't support AL_SEC_OFFSET
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if(error != AL_INVALID_ENUM)
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{
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Com_Printf(S_COLOR_YELLOW "WARNING: Could not get time offset for alSource %d: %s\n",
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alSource, S_AL_ErrorMsg(error));
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}
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dest->lastTimePos = -1;
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}
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else
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dest->lastSampleTime = Sys_Milliseconds();
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}
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/*
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=================
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S_AL_NewLoopMaster
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Remove given source as loop master if it is the master and hand off master status to another source in this case.
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=================
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*/
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static void S_AL_NewLoopMaster(src_t *rmSource, qboolean iskilled)
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{
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int index;
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@ -764,7 +803,16 @@ static void S_AL_NewLoopMaster(src_t *rmSource, qboolean iskilled)
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if(curSfx->loopCnt)
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{
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if(rmSource == &srcList[curSfx->masterLoopSrc])
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if(rmSource->priority == SRCPRI_ENTITY)
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{
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if(!iskilled && rmSource->isPlaying)
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{
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// only sync ambient loops...
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// It makes more sense to have sounds for weapons/projectiles unsynced
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S_AL_SaveLoopPos(rmSource, rmSource->alSource);
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}
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}
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else if(rmSource == &srcList[curSfx->masterLoopSrc])
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{
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int firstInactive = -1;
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@ -778,7 +826,7 @@ static void S_AL_NewLoopMaster(src_t *rmSource, qboolean iskilled)
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curSource = &srcList[index];
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if(curSource->sfx == rmSource->sfx && curSource != rmSource &&
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curSource->isActive && curSource->isLooping)
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curSource->isActive && curSource->isLooping && curSource->priority == SRCPRI_AMBIENT)
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{
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if(curSource->isPlaying)
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{
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@ -794,15 +842,22 @@ static void S_AL_NewLoopMaster(src_t *rmSource, qboolean iskilled)
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if(!curSfx->loopActiveCnt)
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{
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if(firstInactive < 0)
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curSource = rmSource;
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{
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if(iskilled)
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{
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curSfx->masterLoopSrc = -1;
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return;
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}
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else
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curSource = rmSource;
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}
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else
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curSource = &srcList[firstInactive];
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if(rmSource->isPlaying)
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{
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// this was the last not stopped source, save last sample position + time
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qalGetSourcef(rmSource->alSource, AL_SEC_OFFSET, &curSource->lastTimePos);
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curSource->lastSampleTime = Sys_Milliseconds();
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S_AL_SaveLoopPos(curSource, rmSource->alSource);
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}
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else
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{
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@ -865,7 +920,11 @@ static void S_AL_SrcKill(srcHandle_t src)
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curSource->priority = 0;
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curSource->entity = -1;
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curSource->channel = -1;
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curSource->isActive = qfalse;
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if(curSource->isActive)
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{
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curSource->isActive = qfalse;
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srcActiveCnt--;
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}
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curSource->isLocked = qfalse;
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curSource->isTracking = qfalse;
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curSource->local = qfalse;
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@ -884,6 +943,7 @@ srcHandle_t S_AL_SrcAlloc( alSrcPriority_t priority, int entnum, int channel )
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int weakest = -1;
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int weakest_time = Sys_Milliseconds();
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int weakest_pri = 999;
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float weakest_gain = 1000.0;
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qboolean weakest_isplaying = qtrue;
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int weakest_numloops = 0;
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src_t *curSource;
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@ -906,11 +966,15 @@ srcHandle_t S_AL_SrcAlloc( alSrcPriority_t priority, int entnum, int channel )
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if(curSource->isPlaying)
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{
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if(weakest_isplaying && curSource->priority < priority &&
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(curSource->priority < weakest_pri || curSource->lastUsedTime < weakest_time))
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(curSource->priority < weakest_pri ||
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(!curSource->isLooping && (curSource->scaleGain < weakest_gain || curSource->lastUsedTime < weakest_time))))
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{
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// If it's older or has lower priority, flag it as weak
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// If it has lower priority, is fainter or older, flag it as weak
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// the last two values are only compared if it's not a looping sound, because we want to prevent two
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// loops (loops are added EVERY frame) fighting for a slot
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weakest_pri = curSource->priority;
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weakest_time = curSource->lastUsedTime;
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weakest_gain = curSource->scaleGain;
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weakest = i;
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}
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}
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@ -918,7 +982,8 @@ srcHandle_t S_AL_SrcAlloc( alSrcPriority_t priority, int entnum, int channel )
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{
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weakest_isplaying = qfalse;
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if(knownSfx[curSource->sfx].loopCnt > weakest_numloops ||
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if(weakest < 0 ||
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knownSfx[curSource->sfx].loopCnt > weakest_numloops ||
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curSource->priority < weakest_pri ||
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curSource->lastUsedTime < weakest_time)
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{
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@ -928,7 +993,6 @@ srcHandle_t S_AL_SrcAlloc( alSrcPriority_t priority, int entnum, int channel )
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weakest_time = curSource->lastUsedTime;
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weakest_numloops = knownSfx[curSource->sfx].loopCnt;
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weakest = i;
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weakest_isplaying = qfalse;
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}
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}
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@ -945,22 +1009,17 @@ srcHandle_t S_AL_SrcAlloc( alSrcPriority_t priority, int entnum, int channel )
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#endif
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}
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// Do we have an empty one?
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if(empty != -1)
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if(empty == -1)
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empty = weakest;
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if(empty >= 0)
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{
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S_AL_SrcKill( empty );
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return empty;
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S_AL_SrcKill(empty);
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srcList[empty].isActive = qtrue;
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srcActiveCnt++;
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}
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// No. How about an overridable one?
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if(weakest != -1)
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{
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S_AL_SrcKill(weakest);
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return weakest;
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}
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// Nothing. Return failure (cries...)
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return -1;
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return empty;
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}
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/*
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@ -1040,7 +1099,7 @@ Necessary for i.g. Western Quake3 mod which is buggy.
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static qboolean S_AL_CheckInput(int entityNum, sfxHandle_t sfx)
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{
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if (entityNum < 0 || entityNum > MAX_GENTITIES)
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Com_Error(ERR_DROP, "S_StartSound: bad entitynum %i", entityNum);
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Com_Error(ERR_DROP, "ERROR: S_AL_CheckInput: bad entitynum %i", entityNum);
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if (sfx < 0 || sfx >= numSfx)
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{
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@ -1087,49 +1146,61 @@ S_AL_StartSound
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Play a one-shot sound effect
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=================
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*/
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static
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void S_AL_StartSound( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx )
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static void S_AL_StartSound( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx )
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{
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vec3_t sorigin;
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srcHandle_t src;
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src_t *curSource;
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if(S_AL_CheckInput(origin ? 0 : entnum, sfx))
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if(origin)
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{
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if(S_AL_CheckInput(0, sfx))
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return;
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VectorCopy(origin, sorigin);
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}
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else
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{
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if(S_AL_CheckInput(entnum, sfx))
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return;
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if(S_AL_HearingThroughEntity(entnum))
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{
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S_AL_StartLocalSound(sfx, entchannel);
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return;
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}
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VectorCopy(entityList[entnum].origin, sorigin);
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}
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S_AL_SanitiseVector(sorigin);
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if((srcActiveCnt > 5 * srcCount / 3) &&
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(DistanceSquared(sorigin, lastListenerOrigin) >=
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(s_alMaxDistance->value + s_alGraceDistance->value) * (s_alMaxDistance->value + s_alGraceDistance->value)))
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{
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// We're getting tight on sources and source is not within hearing distance so don't add it
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return;
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}
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// Try to grab a source
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src = S_AL_SrcAlloc(SRCPRI_ONESHOT, entnum, entchannel);
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if(src == -1)
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return;
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// Set up the effect
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if( origin == NULL )
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{
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if( S_AL_HearingThroughEntity( entnum ) )
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{
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// Where the entity is the local player, play a local sound
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S_AL_SrcSetup( src, sfx, SRCPRI_ONESHOT, entnum, entchannel, qtrue );
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VectorClear( sorigin );
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}
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else
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{
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S_AL_SrcSetup( src, sfx, SRCPRI_ONESHOT, entnum, entchannel, qfalse );
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VectorCopy( entityList[ entnum ].origin, sorigin );
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}
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srcList[ src ].isTracking = qtrue;
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}
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else
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{
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S_AL_SrcSetup( src, sfx, SRCPRI_ONESHOT, entnum, entchannel, qfalse );
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VectorCopy( origin, sorigin );
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}
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S_AL_SrcSetup(src, sfx, SRCPRI_ONESHOT, entnum, entchannel, qfalse);
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S_AL_SanitiseVector( sorigin );
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qalSourcefv( srcList[ src ].alSource, AL_POSITION, sorigin );
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S_AL_ScaleGain(&srcList[src], sorigin);
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curSource = &srcList[src];
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if(!origin)
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curSource->isTracking = qtrue;
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qalSourcefv(curSource->alSource, AL_POSITION, sorigin );
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S_AL_ScaleGain(curSource, sorigin);
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// Start it playing
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srcList[src].isPlaying = qtrue;
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qalSourcePlay(srcList[src].alSource);
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curSource->isPlaying = qtrue;
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qalSourcePlay(curSource->alSource);
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}
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/*
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@ -1176,10 +1247,18 @@ static void S_AL_SrcLoop( alSrcPriority_t priority, sfxHandle_t sfx,
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return;
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}
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curSource = &srcList[src];
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sent->startLoopingSound = qtrue;
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curSource->lastTimePos = -1.0;
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curSource->lastSampleTime = Sys_Milliseconds();
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}
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else
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{
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src = sent->srcIndex;
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curSource = &srcList[src];
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}
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sent->srcAllocated = qtrue;
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sent->srcIndex = src;
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@ -1190,15 +1269,12 @@ static void S_AL_SrcLoop( alSrcPriority_t priority, sfxHandle_t sfx,
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// If this is not set then the looping sound is stopped.
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sent->loopAddedThisFrame = qtrue;
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curSource = &srcList[src];
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// UGH
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// These lines should be called via S_AL_SrcSetup, but we
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// can't call that yet as it buffers sfxes that may change
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// with subsequent calls to S_AL_SrcLoop
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curSource->entity = entityNum;
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curSource->isLooping = qtrue;
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curSource->isActive = qtrue;
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if( S_AL_HearingThroughEntity( entityNum ) )
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{
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@ -1346,48 +1422,68 @@ void S_AL_SrcUpdate( void )
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curSource->isPlaying = qfalse;
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}
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else if(!curSfx->loopActiveCnt && curSfx->masterLoopSrc < 0)
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{
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// There are no loops yet, make this one master
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curSource->lastTimePos = 0;
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curSource->lastSampleTime = Sys_Milliseconds();
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curSfx->masterLoopSrc = i;
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}
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continue;
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}
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if(!curSource->isPlaying)
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{
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// If there are other looping sources with the same sound,
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// make sure the sound of these sources are in sync.
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if(curSfx->loopActiveCnt)
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if(curSource->priority == SRCPRI_AMBIENT)
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{
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int offset;
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// If there are other ambient looping sources with the same sound,
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// make sure the sound of these sources are in sync.
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// we already have a master loop playing, get buffer position.
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qalGetSourcei(srcList[curSfx->masterLoopSrc].alSource, AL_SAMPLE_OFFSET, &offset);
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qalSourcei(curSource->alSource, AL_SAMPLE_OFFSET, offset);
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if(curSfx->loopActiveCnt)
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{
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int offset, error;
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// we already have a master loop playing, get buffer position.
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S_AL_ClearError(qfalse);
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qalGetSourcei(srcList[curSfx->masterLoopSrc].alSource, AL_SAMPLE_OFFSET, &offset);
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if((error = qalGetError()) != AL_NO_ERROR)
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{
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if(error != AL_INVALID_ENUM)
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{
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Com_Printf(S_COLOR_YELLOW "WARNING: Cannot get sample offset from source %d: "
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"%s\n", i, S_AL_ErrorMsg(error));
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}
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}
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else
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qalSourcei(curSource->alSource, AL_SAMPLE_OFFSET, offset);
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}
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else if(curSfx->loopCnt && curSfx->masterLoopSrc >= 0)
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{
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float secofs;
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src_t *master = &srcList[curSfx->masterLoopSrc];
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// This loop sound used to be played, but all sources are stopped. Use last sample position/time
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// to calculate offset so the player thinks the sources continued playing while they were inaudible.
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if(master->lastTimePos >= 0)
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{
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secofs = master->lastTimePos + (Sys_Milliseconds() - master->lastSampleTime) / 1000.0f;
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secofs = fmodf(secofs, (float) curSfx->info.samples / curSfx->info.rate);
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qalSourcef(curSource->alSource, AL_SEC_OFFSET, secofs);
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}
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// I be the master now
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curSfx->masterLoopSrc = i;
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}
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else
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curSfx->masterLoopSrc = i;
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}
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else if(curSfx->loopCnt && curSfx->masterLoopSrc >= 0)
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else if(curSource->lastTimePos >= 0)
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{
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float secofs;
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src_t *master = &srcList[curSfx->masterLoopSrc];
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// This loop sound used to be played, but all sources are stopped. Use last sample position/time
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// to calculate offset so the player thinks the sources continued playing while they were inaudible.
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// For unsynced loops (SRCPRI_ENTITY) just carry on playing as if the sound was never stopped
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secofs = master->lastTimePos + (Sys_Milliseconds() - master->lastSampleTime) / 1000.0f;
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secofs = curSource->lastTimePos + (Sys_Milliseconds() - curSource->lastSampleTime) / 1000.0f;
|
||||
secofs = fmodf(secofs, (float) curSfx->info.samples / curSfx->info.rate);
|
||||
|
||||
qalSourcef(curSource->alSource, AL_SEC_OFFSET, secofs);
|
||||
|
||||
// I be the master now
|
||||
curSfx->masterLoopSrc = i;
|
||||
}
|
||||
else
|
||||
curSfx->masterLoopSrc = i;
|
||||
|
||||
curSfx->loopActiveCnt++;
|
||||
|
||||
|
|
Loading…
Reference in a new issue