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:
Thilo Schulz 2009-10-27 11:13:33 +00:00
parent 0ecfcfa872
commit e345f9f81f

View file

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