lilium-voyager/code/client/snd_mem.c
Zack Middleton 0e6632f464 DMA 44100Hz needs more memory for sound buffers
It doubles the size of the data compared to the default (22050),
so increase the buffer automatically. Likewise, decreasing speed
doesn't need as much (though that doesn't really matter).
2014-03-11 17:16:03 -05:00

274 lines
7 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*****************************************************************************
* name: snd_mem.c
*
* desc: sound caching
*
* $Archive: /MissionPack/code/client/snd_mem.c $
*
*****************************************************************************/
#include "snd_local.h"
#include "snd_codec.h"
#define DEF_COMSOUNDMEGS "8"
/*
===============================================================================
memory management
===============================================================================
*/
static sndBuffer *buffer = NULL;
static sndBuffer *freelist = NULL;
static int inUse = 0;
static int totalInUse = 0;
short *sfxScratchBuffer = NULL;
sfx_t *sfxScratchPointer = NULL;
int sfxScratchIndex = 0;
void SND_free(sndBuffer *v) {
*(sndBuffer **)v = freelist;
freelist = (sndBuffer*)v;
inUse += sizeof(sndBuffer);
}
sndBuffer* SND_malloc(void) {
sndBuffer *v;
redo:
if (freelist == NULL) {
S_FreeOldestSound();
goto redo;
}
inUse -= sizeof(sndBuffer);
totalInUse += sizeof(sndBuffer);
v = freelist;
freelist = *(sndBuffer **)freelist;
v->next = NULL;
return v;
}
void SND_setup(void) {
sndBuffer *p, *q;
cvar_t *cv;
int scs;
cv = Cvar_Get( "com_soundMegs", DEF_COMSOUNDMEGS, CVAR_LATCH | CVAR_ARCHIVE );
scs = (cv->integer*1536*dma.speed/22050.0f);
buffer = malloc(scs*sizeof(sndBuffer) );
// allocate the stack based hunk allocator
sfxScratchBuffer = malloc(SND_CHUNK_SIZE * sizeof(short) * 4); //Hunk_Alloc(SND_CHUNK_SIZE * sizeof(short) * 4);
sfxScratchPointer = NULL;
inUse = scs*sizeof(sndBuffer);
p = buffer;;
q = p + scs;
while (--q > p)
*(sndBuffer **)q = q-1;
*(sndBuffer **)q = NULL;
freelist = p + scs - 1;
Com_Printf("Sound memory manager started\n");
}
void SND_shutdown(void)
{
free(sfxScratchBuffer);
free(buffer);
}
/*
================
ResampleSfx
resample / decimate to the current source rate
================
*/
static int ResampleSfx( sfx_t *sfx, int channels, int inrate, int inwidth, int samples, byte *data, qboolean compressed ) {
int outcount;
int srcsample;
float stepscale;
int i, j;
int sample, samplefrac, fracstep;
int part;
sndBuffer *chunk;
stepscale = (float)inrate / dma.speed; // this is usually 0.5, 1, or 2
outcount = samples / stepscale;
samplefrac = 0;
fracstep = stepscale * 256 * channels;
chunk = sfx->soundData;
for (i=0 ; i<outcount ; i++)
{
srcsample = samplefrac >> 8;
samplefrac += fracstep;
for (j=0 ; j<channels ; j++)
{
if( inwidth == 2 ) {
sample = ( ((short *)data)[srcsample+j] );
} else {
sample = (int)( (unsigned char)(data[srcsample+j]) - 128) << 8;
}
part = (i*channels+j)&(SND_CHUNK_SIZE-1);
if (part == 0) {
sndBuffer *newchunk;
newchunk = SND_malloc();
if (chunk == NULL) {
sfx->soundData = newchunk;
} else {
chunk->next = newchunk;
}
chunk = newchunk;
}
chunk->sndChunk[part] = sample;
}
}
return outcount;
}
/*
================
ResampleSfx
resample / decimate to the current source rate
================
*/
static int ResampleSfxRaw( short *sfx, int channels, int inrate, int inwidth, int samples, byte *data ) {
int outcount;
int srcsample;
float stepscale;
int i, j;
int sample, samplefrac, fracstep;
stepscale = (float)inrate / dma.speed; // this is usually 0.5, 1, or 2
outcount = samples / stepscale;
samplefrac = 0;
fracstep = stepscale * 256 * channels;
for (i=0 ; i<outcount ; i++)
{
srcsample = samplefrac >> 8;
samplefrac += fracstep;
for (j=0 ; j<channels ; j++)
{
if( inwidth == 2 ) {
sample = LittleShort ( ((short *)data)[srcsample+j] );
} else {
sample = (int)( (unsigned char)(data[srcsample+j]) - 128) << 8;
}
sfx[i*channels+j] = sample;
}
}
return outcount;
}
//=============================================================================
/*
==============
S_LoadSound
The filename may be different than sfx->name in the case
of a forced fallback of a player specific sound
==============
*/
qboolean S_LoadSound( sfx_t *sfx )
{
byte *data;
short *samples;
snd_info_t info;
// int size;
// load it in
data = S_CodecLoad(sfx->soundName, &info);
if(!data)
return qfalse;
if ( info.width == 1 ) {
Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is a 8 bit audio file\n", sfx->soundName);
}
if ( info.rate != 22050 ) {
Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 22kHz audio file\n", sfx->soundName);
}
samples = Hunk_AllocateTempMemory(info.channels * info.samples * sizeof(short) * 2);
sfx->lastTimeUsed = Com_Milliseconds()+1;
// each of these compression schemes works just fine
// but the 16bit quality is much nicer and with a local
// install assured we can rely upon the sound memory
// manager to do the right thing for us and page
// sound in as needed
if( info.channels == 1 && sfx->soundCompressed == qtrue) {
sfx->soundCompressionMethod = 1;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, data + info.dataofs );
S_AdpcmEncodeSound(sfx, samples);
#if 0
} else if (info.channels == 1 && info.samples>(SND_CHUNK_SIZE*16) && info.width >1) {
sfx->soundCompressionMethod = 3;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs) );
encodeMuLaw( sfx, samples);
} else if (info.channels == 1 && info.samples>(SND_CHUNK_SIZE*6400) && info.width >1) {
sfx->soundCompressionMethod = 2;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs) );
encodeWavelet( sfx, samples);
#endif
} else {
sfx->soundCompressionMethod = 0;
sfx->soundData = NULL;
sfx->soundLength = ResampleSfx( sfx, info.channels, info.rate, info.width, info.samples, data + info.dataofs, qfalse );
}
sfx->soundChannels = info.channels;
Hunk_FreeTempMemory(samples);
Hunk_FreeTempMemory(data);
return qtrue;
}
void S_DisplayFreeMemory(void) {
Com_Printf("%d bytes free sound buffer memory, %d total used\n", inUse, totalInUse);
}