yquake2remaster/src/client/sound/openal.c
Daniel Gibson 4cbe5f25e0 Fix volume of looped sounds in OpenAL backend, fixes #111
AL_PlayChannel() is only called by AL_AddLoopSounds() and
S_IssuePlaysound() - but only the latter set a volume there.
Because of that, loopsounds weren't hearable anymore after the last
commit which removed adding s_volume to all volumes in AL_PlayChannel().
This is fixed by setting the volume for looped sounds in
AL_AddLoopSounds() as well.
Looped sounds don't seem to have a customizable volume and are always
played at full volume (the volume is only changed by distance, but
OpenAL does that automatically).
2015-11-02 01:48:52 +01:00

862 lines
16 KiB
C

/*
* Copyright (C) 1997-2005 Id Software, Inc.
* (C) 2010 skuller.net
* (C) 2005 Stuart Dalton (badcdev@gmail.com)
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* This is the OpenAL backend for the Quake II Soundsystem. Most of these
* functions were optained from the Q2Pro project, and some are from zeq2.
* We adapted them to work with Yamagi Quake II. The OpenAL backend is
* split into two layers. This is the upper layer, doing the actual work.
* The lower layer implements the interface between Q2 and the OpenAL
* implementation. This backend is overmuch complicated due to the
* restrictions of the frontend.
*
* =======================================================================
*/
#ifdef USE_OPENAL
#include "../header/client.h"
#include "../../backends/generic/header/qal.h"
#include "header/local.h"
#include "header/vorbis.h"
/* translates from AL coordinate system to quake */
#define AL_UnpackVector(v) - v[1], v[2], -v[0]
#define AL_CopyVector(a, b) ((b)[0] = -(a)[1], (b)[1] = (a)[2], (b)[2] = -(a)[0])
/* The OpenAL implementation should support
at least this number of sources */
#define MIN_CHANNELS 16
/* Globals */
cvar_t *s_openal_maxgain;
int active_buffers;
qboolean streamPlaying;
static ALuint s_srcnums[MAX_CHANNELS - 1];
static ALuint streamSource;
static int s_framecount;
static ALuint underwaterFilter;
/* ----------------------------------------------------------------- */
/*
* Silence / stop all OpenAL streams
*/
static void
AL_StreamDie(void)
{
int numBuffers;
streamPlaying = false;
qalSourceStop(streamSource);
/* Un-queue any buffers, and delete them */
qalGetSourcei(streamSource, AL_BUFFERS_QUEUED, &numBuffers);
while (numBuffers--)
{
ALuint buffer;
qalSourceUnqueueBuffers(streamSource, 1, &buffer);
qalDeleteBuffers(1, &buffer);
active_buffers--;
}
}
/*
* Updates stream sources by removing all played
* buffers and restarting playback if necessary.
*/
static void
AL_StreamUpdate(void)
{
int numBuffers;
ALint state;
/* Un-queue any buffers, and delete them */
qalGetSourcei(streamSource, AL_BUFFERS_PROCESSED, &numBuffers);
while (numBuffers--)
{
ALuint buffer;
qalSourceUnqueueBuffers(streamSource, 1, &buffer);
qalDeleteBuffers(1, &buffer);
active_buffers--;
}
/* Start the streamSource playing if necessary */
qalGetSourcei(streamSource, AL_BUFFERS_QUEUED, &numBuffers);
qalGetSourcei(streamSource, AL_SOURCE_STATE, &state);
if (state == AL_STOPPED)
{
streamPlaying = false;
}
if (!streamPlaying && numBuffers)
{
qalSourcePlay(streamSource);
streamPlaying = true;
}
}
/* ----------------------------------------------------------------- */
/*
* Uploads a sample to OpenAL and places
* a dummy entry in the frontends cache.
* This is not nice but necessary for the
* frontend to work.
*/
sfxcache_t *
AL_UploadSfx(sfx_t *s, wavinfo_t *s_info, byte *data)
{
sfxcache_t *sc;
ALsizei size;
ALenum format;
ALuint name;
size = s_info->samples * s_info->width;
format = s_info->width == 2 ? AL_FORMAT_MONO16 : AL_FORMAT_MONO8;
if (!size)
{
return NULL;
}
qalGetError();
qalGenBuffers(1, &name);
qalBufferData(name, format, data, size, s_info->rate);
active_buffers++;
if (qalGetError() != AL_NO_ERROR)
{
return NULL;
}
/* allocate placeholder sfxcache */
sc = s->cache = Z_TagMalloc(sizeof(*sc), 0);
sc->length = s_info->samples * 1000 / s_info->rate;
sc->loopstart = s_info->loopstart;
sc->width = s_info->width;
sc->size = size;
sc->bufnum = name;
return sc;
}
/*
* Deletes a sample from OpenALs internal
* cache. The dummy entry in the frontends
* cache is deleted by the frontend.
*/
void
AL_DeleteSfx(sfx_t *s)
{
sfxcache_t *sc;
ALuint name;
sc = s->cache;
if (!sc)
{
return;
}
name = sc->bufnum;
qalDeleteBuffers(1, &name);
active_buffers--;
}
/* ----------------------------------------------------------------- */
/*
* Performance stereo spatialization
* of a channel in the frontends
* sense.
*/
static void
AL_Spatialize(channel_t *ch)
{
vec3_t origin;
if ((ch->entnum == -1) || (ch->entnum == cl.playernum + 1) || !ch->dist_mult)
{
/* from view entity (player) => nothing to do,
* position is still (0,0,0) and relative,
* as set in AL_PlayChannel() */
return;
}
else if (ch->fixed_origin)
{
VectorCopy(ch->origin, origin);
qalSource3f(ch->srcnum, AL_POSITION, AL_UnpackVector(origin));
return;
}
else
{
CL_GetEntitySoundOrigin(ch->entnum, origin);
qalSource3f(ch->srcnum, AL_POSITION, AL_UnpackVector(origin));
return;
}
}
/*
* Plays a channel (in the frontends
* sense) with OpenAL.
*/
void
AL_PlayChannel(channel_t *ch)
{
sfxcache_t *sc;
float vol;
/* Debug */
if (s_show->value > 1)
{
Com_Printf("%s: %s\n", __func__, ch->sfx->name);
}
/* Clamp volume */
vol = ch->oal_vol;
if (vol > 1.0f)
{
vol = 1.0f;
}
sc = ch->sfx->cache;
ch->srcnum = s_srcnums[ch - channels];
qalGetError();
qalSourcef(ch->srcnum, AL_REFERENCE_DISTANCE, SOUND_FULLVOLUME);
qalSourcef(ch->srcnum, AL_MAX_DISTANCE, 8192);
qalSourcef(ch->srcnum, AL_ROLLOFF_FACTOR, ch->dist_mult * (8192 - SOUND_FULLVOLUME));
qalSourcef(ch->srcnum, AL_GAIN, vol);
qalSourcei(ch->srcnum, AL_BUFFER, sc->bufnum);
qalSourcei(ch->srcnum, AL_LOOPING, ch->autosound ? AL_TRUE : AL_FALSE);
if ((ch->entnum == -1) || (ch->entnum == cl.playernum + 1) || !ch->dist_mult)
{
/* anything coming from the view entity will always
* be full volume and at the listeners position */
qalSource3f(ch->srcnum, AL_POSITION, 0.0f, 0.0f, 0.0f);
qalSourcei(ch->srcnum, AL_SOURCE_RELATIVE, AL_TRUE);
}
else
{
/* all other sources are *not* relative */
qalSourcei(ch->srcnum, AL_SOURCE_RELATIVE, AL_FALSE);
}
/* Spatialize it */
AL_Spatialize(ch);
/* Play it */
qalSourcePlay(ch->srcnum);
/* Do not play broken channels */
if (qalGetError() != AL_NO_ERROR)
{
AL_StopChannel(ch);
}
}
/*
* Stops playback of a "channel"
* in the frontends sense.
*/
void
AL_StopChannel(channel_t *ch)
{
/* Debug output */
if (s_show->value > 1)
{
Com_Printf("%s: %s\n", __func__, ch->sfx->name);
}
/* stop it */
qalSourceStop(ch->srcnum);
qalSourcei(ch->srcnum, AL_BUFFER, AL_NONE);
memset(ch, 0, sizeof(*ch));
}
/*
* Stops playback of all channels.
*/
void
AL_StopAllChannels(void)
{
int i;
channel_t *ch;
ch = channels;
/* It doesn't matter if a channel
is active or not. */
for (i = 0; i < s_numchannels; i++, ch++)
{
if (!ch->sfx)
{
continue;
}
AL_StopChannel(ch);
}
s_rawend = 0;
/* Remove all pending samples */
AL_StreamDie();
}
/* ----------------------------------------------------------------- */
/*
* Returns the channel which contains
* the looping sound for the entity
* "entnum".
*/
static channel_t *
AL_FindLoopingSound(int entnum, sfx_t *sfx)
{
int i;
channel_t *ch;
ch = channels;
for (i = 0; i < s_numchannels; i++, ch++)
{
if (!ch->sfx)
{
continue;
}
if (!ch->autosound)
{
continue;
}
if (ch->entnum != entnum)
{
continue;
}
if (ch->sfx != sfx)
{
continue;
}
return ch;
}
return NULL;
}
/*
* Plays an looping sound with OpenAL
*/
static void
AL_AddLoopSounds(void)
{
int i;
int sounds[MAX_EDICTS];
channel_t *ch;
sfx_t *sfx;
sfxcache_t *sc;
int num;
entity_state_t *ent;
if ((cls.state != ca_active) || cl_paused->value || !s_ambient->value)
{
return;
}
S_BuildSoundList(sounds);
for (i = 0; i < cl.frame.num_entities; i++)
{
if (!sounds[i])
{
continue;
}
sfx = cl.sound_precache[sounds[i]];
if (!sfx)
{
continue; /* bad sound effect */
}
sc = sfx->cache;
if (!sc)
{
continue;
}
num = (cl.frame.parse_entities + i) & (MAX_PARSE_ENTITIES - 1);
ent = &cl_parse_entities[num];
ch = AL_FindLoopingSound(ent->number, sfx);
if (ch)
{
ch->autoframe = s_framecount;
ch->end = paintedtime + sc->length;
continue;
}
/* allocate a channel */
ch = S_PickChannel(0, 0);
if (!ch)
{
continue;
}
ch->autosound = true; /* remove next frame */
ch->autoframe = s_framecount;
ch->sfx = sfx;
ch->entnum = ent->number;
ch->master_vol = 1;
ch->dist_mult = SOUND_LOOPATTENUATE;
ch->end = paintedtime + sc->length;
/* it seems like looped sounds are always played at full volume
* see SDL_AddLoopSounds() which calls SDL_SpatializeOrigin() with volume 255.0f
* so set it to full volume (1.0 * s_volume). */
ch->oal_vol = s_volume->value;
AL_PlayChannel(ch);
}
}
/*
* Starts all pending playsounds.
*/
static void
AL_IssuePlaysounds(void)
{
playsound_t *ps;
/* start any playsounds */
while (1)
{
ps = s_pendingplays.next;
if (ps == &s_pendingplays)
{
break; /* no more pending sounds */
}
if (ps->begin > paintedtime)
{
break;
}
S_IssuePlaysound(ps);
}
}
/*
* Queues raw samples for playback. Used
* by the background music an cinematics.
*/
void
AL_RawSamples(int samples, int rate, int width, int channels,
byte *data, float volume)
{
ALuint buffer;
ALuint format = 0;
/* Work out format */
if (width == 1)
{
if (channels == 1)
{
format = AL_FORMAT_MONO8;
}
else if (channels == 2)
{
format = AL_FORMAT_STEREO8;
}
}
else if (width == 2)
{
if (channels == 1)
{
format = AL_FORMAT_MONO16;
}
else if (channels == 2)
{
format = AL_FORMAT_STEREO16;
}
}
/* Create a buffer, and stuff the data into it */
qalGenBuffers(1, &buffer);
qalBufferData(buffer, format, (ALvoid *)data,
(samples * width * channels), rate);
active_buffers++;
/* set volume */
if (volume > 1.0f)
{
volume = 1.0f;
}
qalSourcef(streamSource, AL_GAIN, volume);
/* Shove the data onto the streamSource */
qalSourceQueueBuffers(streamSource, 1, &buffer);
/* emulate behavior of S_RawSamples for s_rawend */
s_rawend += samples;
}
/*
* Kills all raw samples still in flight.
* This is used to stop music playback
* when silence is triggered.
*/
void
AL_UnqueueRawSamples()
{
AL_StreamDie();
}
void oal_update_underwater()
{
int i;
float gain_hf;
qboolean update = false;
ALuint filter;
if (underwaterFilter == 0)
return;
if (s_underwater->modified) {
update = true;
s_underwater->modified = false;
snd_is_underwater_enabled = ((int)s_underwater->value != 0);
}
if (s_underwater_gain_hf->modified) {
update = true;
s_underwater_gain_hf->modified = false;
}
if (!update)
return;
gain_hf = s_underwater_gain_hf->value;
if (gain_hf < AL_LOWPASS_MIN_GAINHF)
gain_hf = AL_LOWPASS_MIN_GAINHF;
if (gain_hf > AL_LOWPASS_MAX_GAINHF)
gain_hf = AL_LOWPASS_MAX_GAINHF;
qalFilterf(underwaterFilter, AL_LOWPASS_GAINHF, gain_hf);
if (snd_is_underwater_enabled && snd_is_underwater)
filter = underwaterFilter;
else
filter = 0;
for (i = 0; i < s_numchannels; ++i)
qalSourcei(s_srcnums[i], AL_DIRECT_FILTER, filter);
}
/*
* Main update function. Called every frame,
* performes all necessary calculations.
*/
void
AL_Update(void)
{
int i;
channel_t *ch;
vec_t orientation[6];
paintedtime = cls.realtime;
/* set listener (player) parameters */
AL_CopyVector(listener_forward, orientation);
AL_CopyVector(listener_up, orientation + 3);
qalListenerf(AL_MAX_GAIN, s_openal_maxgain->value);
qalDistanceModel(AL_LINEAR_DISTANCE_CLAMPED);
qalListener3f(AL_POSITION, AL_UnpackVector(listener_origin));
qalListenerfv(AL_ORIENTATION, orientation);
/* update spatialization for dynamic sounds */
ch = channels;
for (i = 0; i < s_numchannels; i++, ch++)
{
if (!ch->sfx)
{
continue;
}
if (ch->autosound)
{
/* autosounds are regenerated fresh each frame */
if (ch->autoframe != s_framecount)
{
AL_StopChannel(ch);
continue;
}
}
else
{
ALenum state;
qalGetError();
qalGetSourcei(ch->srcnum, AL_SOURCE_STATE, &state);
if ((qalGetError() != AL_NO_ERROR) || (state == AL_STOPPED))
{
AL_StopChannel(ch);
continue;
}
}
if (s_show->value)
{
Com_Printf("%3i %s\n", ch->master_vol, ch->sfx->name);
}
/* respatialize channel */
AL_Spatialize(ch);
}
s_framecount++;
/* add loopsounds */
AL_AddLoopSounds();
/* add music */
#ifdef OGG
OGG_Stream();
#endif
AL_StreamUpdate();
AL_IssuePlaysounds();
oal_update_underwater();
}
/* ----------------------------------------------------------------- */
/*
* Enables underwater effect
*/
void
AL_Underwater()
{
int i;
if (sound_started != SS_OAL)
{
return;
}
if (underwaterFilter == 0)
return;
/* Apply to all sources */
for (i = 0; i < s_numchannels; i++)
{
qalSourcei(s_srcnums[i], AL_DIRECT_FILTER, underwaterFilter);
}
}
/*
* Disables the underwater effect
*/
void
AL_Overwater()
{
int i;
if (sound_started != SS_OAL)
{
return;
}
if (underwaterFilter == 0)
return;
/* Apply to all sources */
for (i = 0; i < s_numchannels; i++)
{
qalSourcei(s_srcnums[i], AL_DIRECT_FILTER, 0);
}
}
/* ----------------------------------------------------------------- */
/*
* Set up the stream sources
*/
static void
AL_InitStreamSource()
{
qalSource3f(streamSource, AL_POSITION, 0.0, 0.0, 0.0);
qalSource3f(streamSource, AL_VELOCITY, 0.0, 0.0, 0.0);
qalSource3f(streamSource, AL_DIRECTION, 0.0, 0.0, 0.0);
qalSourcef(streamSource, AL_ROLLOFF_FACTOR, 0.0);
qalSourcei(streamSource, AL_BUFFER, 0);
qalSourcei(streamSource, AL_LOOPING, AL_FALSE);
qalSourcei(streamSource, AL_SOURCE_RELATIVE, AL_TRUE);
}
/*
* Set up the underwater filter
*/
static void
AL_InitUnderwaterFilter()
{
underwaterFilter = 0;
if (!(qalGenFilters && qalFilteri && qalFilterf && qalDeleteFilters))
return;
/* Generate a filter */
qalGenFilters(1, &underwaterFilter);
if (qalGetError() != AL_NO_ERROR)
{
Com_Printf("Couldn't generate an OpenAL filter!\n");
return;
}
/* Low pass filter for underwater effect */
qalFilteri(underwaterFilter, AL_FILTER_TYPE, AL_FILTER_LOWPASS);
if (qalGetError() != AL_NO_ERROR)
{
Com_Printf("Low pass filter is not supported!\n");
return;
}
qalFilterf(underwaterFilter, AL_LOWPASS_GAIN, AL_LOWPASS_DEFAULT_GAIN);
s_underwater->modified = true;
s_underwater_gain_hf->modified = true;
}
/*
* Initializes the OpenAL backend
*/
qboolean
AL_Init(void)
{
int i;
if (!QAL_Init())
{
Com_Printf("ERROR: OpenAL failed to initialize.\n");
return false;
}
s_openal_maxgain = Cvar_Get("s_openal_maxgain", "1.0", CVAR_ARCHIVE);
/* check for linear distance extension */
if (!qalIsExtensionPresent("AL_EXT_LINEAR_DISTANCE"))
{
Com_Printf("ERROR: Required AL_EXT_LINEAR_DISTANCE extension is missing.\n");
QAL_Shutdown();
return false;
}
/* generate source names */
qalGetError();
qalGenSources(1, &streamSource);
if (qalGetError() != AL_NO_ERROR)
{
Com_Printf("ERROR: Couldn't get a single Source.\n");
QAL_Shutdown();
return false;
}
else
{
/* -1 because we already got one channel for streaming */
for (i = 0; i < MAX_CHANNELS - 1; i++)
{
qalGenSources(1, &s_srcnums[i]);
if (qalGetError() != AL_NO_ERROR)
{
break;
}
}
if (i < MIN_CHANNELS - 1)
{
Com_Printf("ERROR: Required at least %d sources, but got %d.\n",
MIN_CHANNELS, i + 1);
QAL_Shutdown();
return false;
}
}
s_numchannels = i;
AL_InitStreamSource();
AL_InitUnderwaterFilter();
Com_Printf("Number of OpenAL sources: %d\n\n", s_numchannels);
return true;
}
/*
* Shuts the OpenAL backend down
*/
void
AL_Shutdown(void)
{
Com_Printf("Shutting down OpenAL.\n");
AL_StreamDie();
qalDeleteSources(1, &streamSource);
qalDeleteFilters(1, &underwaterFilter);
if (s_numchannels)
{
/* delete source names */
qalDeleteSources(s_numchannels, s_srcnums);
memset(s_srcnums, 0, sizeof(s_srcnums));
s_numchannels = 0;
}
QAL_Shutdown();
}
#endif /* USE_OPENAL */