openmohaa/code/client/snd_dma_new.cpp

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2016-03-27 11:49:47 +02:00
/*
===========================================================================
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_dma.c
*
* desc: main control for any streaming sound output device
*
* $Archive: /MissionPack/code/client/snd_dma.c $
*
*****************************************************************************/
#include "snd_local.h"
#include "snd_codec.h"
#include "client.h"
void S_Update_( void );
void S_Base_StopAllSounds( void );
void S_Base_StopBackgroundTrack( void );
snd_stream_t *s_backgroundStream = NULL;
static char s_backgroundLoop[ MAX_QPATH ];
//static char s_backgroundMusic[MAX_QPATH]; //TTimo: unused
// =======================================================================
// 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_SOUNDCHANNELS ];
channel_t loop_channels[ MAX_SOUNDCHANNELS ];
int numLoopChannels;
static int s_soundStarted;
static 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_testsound;
cvar_t *s_show;
cvar_t *s_mixahead;
cvar_t *s_mixPreStep;
static loopSound_t loopSounds[ MAX_GENTITIES ];
static channel_t *freelist = NULL;
int s_rawend[ MAX_RAW_STREAMS ];
portable_samplepair_t s_rawsamples[ MAX_RAW_STREAMS ][ MAX_RAW_SAMPLES ];
// ====================================================================
// User-setable variables
// ====================================================================
void S_Base_SoundInfo( void ) {
Com_Printf( "----- Sound Info -----\n" );
if( !s_soundStarted ) {
Com_Printf( "sound system not started\n" );
}
else {
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( "%p dma buffer\n", dma.buffer );
if( s_backgroundStream ) {
Com_Printf( "Background file: %s\n", s_backgroundLoop );
}
else {
Com_Printf( "No background file.\n" );
}
}
Com_Printf( "----------------------\n" );
}
#ifdef USE_VOIP
static
void S_Base_StartCapture( void )
{
// !!! FIXME: write me.
}
static
int S_Base_AvailableCaptureSamples( void )
{
// !!! FIXME: write me.
return 0;
}
static
void S_Base_Capture( int samples, byte *data )
{
// !!! FIXME: write me.
}
static
void S_Base_StopCapture( void )
{
// !!! FIXME: write me.
}
static
void S_Base_MasterGain( float val )
{
// !!! FIXME: write me.
}
#endif
/*
=================
S_Base_SoundList
=================
*/
void S_Base_SoundList( void ) {
int i;
sfx_t *sfx;
int size, total;
char type[ 4 ][ 16 ];
char mem[ 2 ][ 16 ];
strcpy( type[ 0 ], "16bit" );
strcpy( type[ 1 ], "adpcm" );
strcpy( type[ 2 ], "daub4" );
strcpy( type[ 3 ], "mulaw" );
strcpy( mem[ 0 ], "paged out" );
strcpy( mem[ 1 ], "resident " );
total = 0;
for( sfx = s_knownSfx, i = 0; i<s_numSfx; i++, sfx++ ) {
size = sfx->soundLength;
total += size;
Com_Printf( "%6i[%s] : %s[%s]\n", size, type[ sfx->soundCompressionMethod ],
sfx->soundName, mem[ sfx->inMemory ] );
}
Com_Printf( "Total resident: %i\n", total );
S_DisplayFreeMemory();
}
void S_ChannelFree( channel_t *v ) {
v->thesfx = NULL;
*( channel_t ** )v = freelist;
freelist = ( channel_t* )v;
}
channel_t* S_ChannelMalloc( void ) {
channel_t *v;
if( freelist == NULL ) {
return NULL;
}
v = freelist;
freelist = *( channel_t ** )freelist;
v->allocTime = Com_Milliseconds();
return v;
}
void S_ChannelSetup( void ) {
channel_t *p, *q;
// clear all the sounds so they don't
Com_Memset( s_channels, 0, sizeof( s_channels ) );
p = s_channels;;
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q = p + MAX_SOUNDCHANNELS;
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while( --q > p ) {
*( channel_t ** )q = q - 1;
}
*( channel_t ** )q = NULL;
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freelist = p + MAX_SOUNDCHANNELS - 1;
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Com_DPrintf( "Channel memory manager started\n" );
}
// =======================================================================
// 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
==================
*/
static sfx_t *S_FindName( const char *name ) {
int i;
int hash;
sfx_t *sfx;
if( !name ) {
Com_Error( ERR_FATAL, "Sound name is NULL" );
}
if( !name[ 0 ] ) {
Com_Printf( S_COLOR_YELLOW "WARNING: Sound name is empty\n" );
return NULL;
}
if( strlen( name ) >= MAX_QPATH ) {
Com_Printf( S_COLOR_YELLOW "WARNING: Sound name is too long: %s\n", name );
return NULL;
}
if( name[ 0 ] == '*' ) {
Com_Printf( S_COLOR_YELLOW "WARNING: Tried to load player sound directly: %s\n", name );
return NULL;
}
hash = S_HashSFXName( name );
sfx = sfxHash[ hash ];
// see if already loaded
while( sfx ) {
if( !Q_stricmp( sfx->soundName, name ) ) {
return sfx;
}
sfx = sfx->next;
}
// find a free sfx
for( i = 0; i < s_numSfx; i++ ) {
if( !s_knownSfx[ i ].soundName[ 0 ] ) {
break;
}
}
if( i == s_numSfx ) {
if( s_numSfx == MAX_SFX ) {
Com_Error( ERR_FATAL, "S_FindName: out of sfx_t" );
}
s_numSfx++;
}
sfx = &s_knownSfx[ i ];
Com_Memset( sfx, 0, sizeof( *sfx ) );
strcpy( sfx->soundName, name );
sfx->next = sfxHash[ hash ];
sfxHash[ hash ] = sfx;
return sfx;
}
/*
=================
S_DefaultSound
=================
*/
void S_DefaultSound( sfx_t *sfx ) {
int i;
sfx->soundLength = 512;
sfx->soundData = SND_malloc();
sfx->soundData->next = NULL;
for( i = 0; i < sfx->soundLength; i++ ) {
sfx->soundData->sndChunk[ 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_Base_DisableSounds( void ) {
S_Base_StopAllSounds();
s_soundMuted = qtrue;
}
/*
==================
S_RegisterSound
Creates a default buzz sound if the file can't be loaded
==================
*/
sfxHandle_t S_Base_RegisterSound( const char *name, qboolean compressed ) {
sfx_t *sfx;
compressed = qfalse;
if( !s_soundStarted ) {
return 0;
}
sfx = S_FindName( name );
if( !sfx ) {
return 0;
}
if( sfx->soundData ) {
if( sfx->defaultSound ) {
Com_Printf( S_COLOR_YELLOW "WARNING: could not find %s - using default\n", sfx->soundName );
return 0;
}
return sfx - s_knownSfx;
}
sfx->inMemory = qfalse;
sfx->soundCompressed = compressed;
S_memoryLoad( sfx );
if( sfx->defaultSound ) {
Com_Printf( S_COLOR_YELLOW "WARNING: could not find %s - using default\n", sfx->soundName );
return 0;
}
return sfx - s_knownSfx;
}
/*
=====================
S_BeginRegistration
=====================
*/
void S_Base_BeginRegistration( void ) {
s_soundMuted = qfalse; // we can play again
if( s_numSfx == 0 ) {
SND_setup();
Com_Memset( s_knownSfx, '\0', sizeof( s_knownSfx ) );
Com_Memset( sfxHash, '\0', sizeof( sfx_t * ) * LOOP_HASH );
S_Base_RegisterSound( "sound/feedback/hit.wav", qfalse ); // changed to a sound in baseq3
}
}
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->soundName );
sfx->defaultSound = qtrue;
}
sfx->inMemory = 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;
const float dist_mult = SOUND_ATTENUATE;
// 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 );
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;
}
// =======================================================================
// Start a sound effect
// =======================================================================
/*
=================
S_Base_HearingThroughEntity
Also see S_AL_HearingThroughEntity
=================
*/
static qboolean S_Base_HearingThroughEntity( int entityNum, const vec3_t origin )
{
float distanceSq;
vec3_t sorigin;
if( origin )
VectorCopy( origin, sorigin );
else
VectorCopy( loopSounds[ entityNum ].origin, sorigin );
if( listener_number == entityNum )
{
// This is an outrageous hack to detect
// whether or not the player is rendering in third person or not. We can't
// ask the renderer because the renderer has no notion of entities and we
// can't ask cgame since that would involve changing the API and hence mod
// compatibility. I don't think there is any way around this, but I'll leave
// the FIXME just in case anyone has a bright idea.
distanceSq = DistanceSquared(
sorigin,
listener_origin );
if( distanceSq > THIRD_PERSON_THRESHOLD_SQ )
return qfalse; //we're the player, but third person
else
return qtrue; //we're the player
}
else
return qfalse; //not the player
}
/*
=================
S_Base_IsSoundPlaying
=================
*/
static
qboolean S_Base_IsSoundPlaying( int channelNumber, const char *name )
{
// null sfx means not playing
if( !s_channels[ channelNumber ].thesfx ) {
return qfalse;
}
// not the same name
if( strcmp( s_channels[ channelNumber ].thesfx->soundName, name ) ) {
return qfalse;
}
return qtrue;
}
/*
====================
S_Base_StartSoundEx
Validates the parms and ques the sound up
if origin is NULL, the sound will be dynamically sourced from the entity
Entchannel 0 will never override a playing sound
====================
*/
static void S_Base_StartSoundEx( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle, qboolean localSound ) {
channel_t *ch;
sfx_t *sfx;
int i, oldest, chosen, time;
int inplay, allowed;
qboolean fullVolume;
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_Printf( S_COLOR_YELLOW "S_StartSound: handle %i out of range\n", sfxHandle );
return;
}
sfx = &s_knownSfx[ sfxHandle ];
if( soundparm.streamed ) {
sfx->iFlags |= SFX_FLAG_STREAMED;
}
if( sfx->inMemory == qfalse ) {
S_memoryLoad( sfx );
}
if( s_show->integer == 1 ) {
Com_Printf( "%i : %s\n", s_paintedtime, sfx->soundName );
}
time = Com_Milliseconds();
// Com_Printf("playing %s\n", sfx->soundName);
// pick a channel to play on
allowed = 4;
if( entityNum == listener_number ) {
allowed = 8;
}
fullVolume = qfalse;
if( localSound || S_Base_HearingThroughEntity( entityNum, origin ) ) {
fullVolume = qtrue;
}
ch = s_channels;
inplay = 0;
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for( i = 0; i < MAX_SOUNDCHANNELS; i++, ch++ ) {
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if( ch->entnum == entityNum && ch->thesfx == sfx ) {
if( time - ch->allocTime < 50 ) {
// if (Cvar_VariableValue( "cg_showmiss" )) {
// Com_Printf("double sound start\n");
// }
return;
}
inplay++;
}
}
if( inplay>allowed ) {
return;
}
sfx->lastTimeUsed = time;
ch = S_ChannelMalloc(); // entityNum, entchannel);
if( !ch ) {
ch = s_channels;
oldest = sfx->lastTimeUsed;
chosen = -1;
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for( i = 0; i < MAX_SOUNDCHANNELS; i++, ch++ ) {
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if( ch->entnum != listener_number && ch->entnum == entityNum && ch->allocTime<oldest && ch->entchannel != CHAN_ANNOUNCER ) {
oldest = ch->allocTime;
chosen = i;
}
}
if( chosen == -1 ) {
ch = s_channels;
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for( i = 0; i < MAX_SOUNDCHANNELS; i++, ch++ ) {
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if( ch->entnum != listener_number && ch->allocTime<oldest && ch->entchannel != CHAN_ANNOUNCER ) {
oldest = ch->allocTime;
chosen = i;
}
}
if( chosen == -1 ) {
ch = s_channels;
if( ch->entnum == listener_number ) {
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for( i = 0; i < MAX_SOUNDCHANNELS; i++, ch++ ) {
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if( ch->allocTime<oldest ) {
oldest = ch->allocTime;
chosen = i;
}
}
}
if( chosen == -1 ) {
Com_Printf( "dropping sound\n" );
return;
}
}
}
ch = &s_channels[ chosen ];
ch->allocTime = sfx->lastTimeUsed;
}
if( origin ) {
VectorCopy( origin, ch->origin );
ch->fixed_origin = qtrue;
}
else {
ch->fixed_origin = qfalse;
}
if( ( entityNum >> GENTITYNUM_BITS ) & 1 ) {
callbackServer( entityNum, chosen, sfx->soundName );
}
ch->master_vol = ( int )( 127.0 * soundparm.volume );
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;
ch->fullVolume = fullVolume;
}
/*
====================
S_StartSound
if origin is NULL, the sound will be dynamically sourced from the entity
====================
*/
void S_Base_StartSound( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle ) {
S_Base_StartSoundEx( origin, entityNum, entchannel, sfxHandle, qfalse );
}
/*
==================
S_StartLocalSound
==================
*/
void S_Base_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_Base_StartSoundEx( NULL, listener_number, channelNum, sfxHandle, qtrue );
}
/*
==================
S_ClearSoundBuffer
If we are about to perform file access, clear the buffer
so sound doesn't stutter.
==================
*/
void S_Base_ClearSoundBuffer( void ) {
int clear;
if( !s_soundStarted )
return;
// stop looping sounds
Com_Memset( loopSounds, 0, MAX_GENTITIES*sizeof( loopSound_t ) );
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Com_Memset( loop_channels, 0, MAX_SOUNDCHANNELS*sizeof( channel_t ) );
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numLoopChannels = 0;
S_ChannelSetup();
Com_Memset( s_rawend, '\0', sizeof( s_rawend ) );
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_Base_StopAllSounds( void ) {
if( !s_soundStarted ) {
return;
}
// stop the background music
S_Base_StopBackgroundTrack();
S_Base_ClearSoundBuffer();
}
/*
==============================================================
continuous looping sounds are added each frame
==============================================================
*/
void S_Base_StopLoopingSound( int entityNum ) {
loopSounds[ entityNum ].active = qfalse;
// loopSounds[entityNum].sfx = 0;
loopSounds[ entityNum ].kill = qfalse;
}
/*
==================
S_ClearLoopingSounds
==================
*/
void S_Base_ClearLoopingSounds( qboolean killall ) {
int i;
for( i = 0; i < MAX_GENTITIES; i++ ) {
if( killall || loopSounds[ i ].kill == qtrue || ( loopSounds[ i ].sfx && loopSounds[ i ].sfx->soundLength == 0 ) ) {
S_Base_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_Base_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_Printf( S_COLOR_YELLOW "S_AddLoopingSound: handle %i out of range\n", sfxHandle );
return;
}
sfx = &s_knownSfx[ sfxHandle ];
if( sfx->inMemory == qfalse ) {
S_memoryLoad( sfx );
}
if( !sfx->soundLength ) {
Com_Error( ERR_DROP, "%s has length 0", sfx->soundName );
}
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( s_doppler->integer && 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 <= 1.0 ) {
loopSounds[ entityNum ].doppler = qfalse; // don't bother doing the math
}
else if( loopSounds[ entityNum ].dopplerScale>MAX_DOPPLER_SCALE ) {
loopSounds[ entityNum ].dopplerScale = MAX_DOPPLER_SCALE;
}
}
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_Base_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->inMemory == qfalse ) {
S_memoryLoad( sfx );
}
if( !sfx->soundLength ) {
Com_Error( ERR_DROP, "%s has length 0", sfx->soundName );
}
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;
}
/*
==================
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, j, time;
int left_total, right_total, left, right;
channel_t *ch;
loopSound_t *loop, *loop2;
static int loopFrame;
numLoopChannels = 0;
time = Com_Milliseconds();
loopFrame++;
for( i = 0; i < MAX_GENTITIES; i++ ) {
loop = &loopSounds[ i ];
if( !loop->active || loop->mergeFrame == loopFrame ) {
continue; // already merged into an earlier sound
}
if( loop->kill ) {
S_SpatializeOrigin( loop->origin, 127, &left_total, &right_total ); // 3d
}
else {
S_SpatializeOrigin( loop->origin, 90, &left_total, &right_total ); // sphere
}
loop->sfx->lastTimeUsed = time;
for( j = ( i + 1 ); j< MAX_GENTITIES; j++ ) {
loop2 = &loopSounds[ j ];
if( !loop2->active || loop2->doppler || loop2->sfx != loop->sfx ) {
continue;
}
loop2->mergeFrame = loopFrame;
if( loop2->kill ) {
S_SpatializeOrigin( loop2->origin, 127, &left, &right ); // 3d
}
else {
S_SpatializeOrigin( loop2->origin, 90, &left, &right ); // sphere
}
loop2->sfx->lastTimeUsed = time;
left_total += left;
right_total += right;
}
if( left_total == 0 && right_total == 0 ) {
continue; // not audible
}
// allocate a channel
ch = &loop_channels[ numLoopChannels ];
if( left_total > 255 ) {
left_total = 255;
}
if( right_total > 255 ) {
right_total = 255;
}
ch->master_vol = 127;
ch->leftvol = left_total;
ch->rightvol = right_total;
ch->thesfx = loop->sfx;
ch->doppler = loop->doppler;
ch->dopplerScale = loop->dopplerScale;
ch->oldDopplerScale = loop->oldDopplerScale;
ch->fullVolume = qfalse;
numLoopChannels++;
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if( numLoopChannels == MAX_SOUNDCHANNELS ) {
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return;
}
}
}
//=============================================================================
/*
=================
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 ] );
}
}
/*
============
S_Base_RawSamples
Music streaming
============
*/
void S_Base_RawSamples( int stream, int samples, int rate, int width, int s_channels, const byte *data, float volume, int entityNum )
{
int i;
int src, dst;
float scale;
int intVolumeLeft, intVolumeRight;
portable_samplepair_t *rawsamples;
if( !s_soundStarted || s_soundMuted ) {
return;
}
if( ( stream < 0 ) || ( stream >= MAX_RAW_STREAMS ) ) {
return;
}
rawsamples = s_rawsamples[ stream ];
if( s_muted->integer ) {
intVolumeLeft = intVolumeRight = 0;
}
else {
int leftvol, rightvol;
if( entityNum >= 0 && entityNum < MAX_GENTITIES ) {
// support spatialized raw streams, e.g. for VoIP
S_SpatializeOrigin( loopSounds[ entityNum ].origin, 256, &leftvol, &rightvol );
}
else {
leftvol = rightvol = 256;
}
intVolumeLeft = leftvol * volume * s_volume->value;
intVolumeRight = rightvol * volume * s_volume->value;
}
if( s_rawend[ stream ] < s_soundtime ) {
Com_DPrintf( "S_Base_RawSamples: resetting minimum: %i < %i\n", s_rawend[ stream ], s_soundtime );
s_rawend[ stream ] = s_soundtime;
}
scale = ( float )rate / dma.speed;
//Com_Printf ("%i < %i < %i\n", s_soundtime, s_paintedtime, s_rawend[stream]);
if( s_channels == 2 && width == 2 )
{
if( scale == 1.0 )
{ // optimized case
for( i = 0; i<samples; i++ )
{
dst = s_rawend[ stream ] & ( MAX_RAW_SAMPLES - 1 );
s_rawend[ stream ]++;
rawsamples[ dst ].left = ( ( short * )data )[ i * 2 ] * intVolumeLeft;
rawsamples[ dst ].right = ( ( short * )data )[ i * 2 + 1 ] * intVolumeRight;
}
}
else
{
for( i = 0;; i++ )
{
src = i*scale;
if( src >= samples )
break;
dst = s_rawend[ stream ] & ( MAX_RAW_SAMPLES - 1 );
s_rawend[ stream ]++;
rawsamples[ dst ].left = ( ( short * )data )[ src * 2 ] * intVolumeLeft;
rawsamples[ dst ].right = ( ( short * )data )[ src * 2 + 1 ] * intVolumeRight;
}
}
}
else if( s_channels == 1 && width == 2 )
{
for( i = 0;; i++ )
{
src = i*scale;
if( src >= samples )
break;
dst = s_rawend[ stream ] & ( MAX_RAW_SAMPLES - 1 );
s_rawend[ stream ]++;
rawsamples[ dst ].left = ( ( short * )data )[ src ] * intVolumeLeft;
rawsamples[ dst ].right = ( ( short * )data )[ src ] * intVolumeRight;
}
}
else if( s_channels == 2 && width == 1 )
{
intVolumeLeft *= 256;
intVolumeRight *= 256;
for( i = 0;; i++ )
{
src = i*scale;
if( src >= samples )
break;
dst = s_rawend[ stream ] & ( MAX_RAW_SAMPLES - 1 );
s_rawend[ stream ]++;
rawsamples[ dst ].left = ( ( char * )data )[ src * 2 ] * intVolumeLeft;
rawsamples[ dst ].right = ( ( char * )data )[ src * 2 + 1 ] * intVolumeRight;
}
}
else if( s_channels == 1 && width == 1 )
{
intVolumeLeft *= 256;
intVolumeRight *= 256;
for( i = 0;; i++ )
{
src = i*scale;
if( src >= samples )
break;
dst = s_rawend[ stream ] & ( MAX_RAW_SAMPLES - 1 );
s_rawend[ stream ]++;
rawsamples[ dst ].left = ( ( ( byte * )data )[ src ] - 128 ) * intVolumeLeft;
rawsamples[ dst ].right = ( ( ( byte * )data )[ src ] - 128 ) * intVolumeRight;
}
}
if( s_rawend[ stream ] > s_soundtime + MAX_RAW_SAMPLES ) {
Com_DPrintf( "S_Base_RawSamples: overflowed %i > %i\n", s_rawend[ stream ], s_soundtime );
}
}
//=============================================================================
/*
=====================
S_UpdateEntity
let the sound system know where an entity currently is
======================
*/
void S_Base_UpdateEntity( int entityNum, const vec3_t origin, const vec3_t velocity ) {
if( entityNum < 0 || entityNum >= MAX_GENTITIES ) {
Com_Error( ERR_DROP, "S_UpdateEntityPosition: bad entitynum %i", entityNum );
}
VectorCopy( origin, loopSounds[ entityNum ].origin );
VectorCopy( velocity, loopSounds[ entityNum ].velocity );
}
/*
============
S_Respatialize
Change the volumes of all the playing sounds for changes in their positions
============
*/
void S_Base_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;
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for( i = 0; i < MAX_SOUNDCHANNELS; i++, ch++ ) {
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if( !ch->thesfx ) {
continue;
}
// local and first person sounds will always be full volume
if( ch->fullVolume ) {
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;
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for( i = 0; i<MAX_SOUNDCHANNELS; i++, ch++ ) {
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if( !ch->thesfx ) {
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->soundLength ) <= s_paintedtime ) {
S_ChannelFree( ch );
}
}
return newSamples;
}
/*
============
S_Update
Called once each time through the main loop
============
*/
void S_Base_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;
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for( i = 0; i<MAX_SOUNDCHANNELS; i++, ch++ ) {
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if( ch->thesfx && ( ch->leftvol || ch->rightvol ) ) {
Com_Printf( "%d %d %s\n", ch->leftvol, ch->rightvol, ch->thesfx->soundName );
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_Base_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;
}
/*
===============================================================================
background music functions
===============================================================================
*/
/*
======================
S_StopBackgroundTrack
======================
*/
void S_Base_StopBackgroundTrack( void ) {
if( !s_backgroundStream )
return;
S_CodecCloseStream( s_backgroundStream );
s_backgroundStream = NULL;
s_rawend[ 0 ] = 0;
}
/*
======================
S_OpenBackgroundStream
======================
*/
static void S_OpenBackgroundStream( const char *filename ) {
// close the background track, but DON'T reset s_rawend
// if restarting the same back ground track
if( s_backgroundStream )
{
S_CodecCloseStream( s_backgroundStream );
s_backgroundStream = NULL;
}
// Open stream
s_backgroundStream = S_CodecOpenStream( filename );
if( !s_backgroundStream ) {
Com_Printf( S_COLOR_YELLOW "WARNING: couldn't open music file %s\n", filename );
return;
}
if( s_backgroundStream->info.channels != 2 || s_backgroundStream->info.rate != 22050 ) {
Com_Printf( S_COLOR_YELLOW "WARNING: music file %s is not 22k stereo\n", filename );
}
}
/*
======================
S_StartBackgroundTrack
======================
*/
void S_Base_StartBackgroundTrack( const char *intro, const char *loop ){
if( !intro ) {
intro = "";
}
if( !loop || !loop[ 0 ] ) {
loop = intro;
}
Com_DPrintf( "S_StartBackgroundTrack( %s, %s )\n", intro, loop );
if( !*intro )
{
S_Base_StopBackgroundTrack();
return;
}
Q_strncpyz( s_backgroundLoop, loop, sizeof( s_backgroundLoop ) );
S_OpenBackgroundStream( intro );
}
/*
======================
S_UpdateBackgroundTrack
======================
*/
void S_UpdateBackgroundTrack( void ) {
int bufferSamples;
int fileSamples;
byte raw[ 30000 ]; // just enough to fit in a mac stack frame
int fileBytes;
int r;
if( !s_backgroundStream ) {
return;
}
// don't bother playing anything if musicvolume is 0
if( s_musicVolume->value <= 0 ) {
return;
}
// see how many samples should be copied into the raw buffer
if( s_rawend[ 0 ] < s_soundtime ) {
s_rawend[ 0 ] = s_soundtime;
}
while( s_rawend[ 0 ] < s_soundtime + MAX_RAW_SAMPLES ) {
bufferSamples = MAX_RAW_SAMPLES - ( s_rawend[ 0 ] - s_soundtime );
// decide how much data needs to be read from the file
fileSamples = bufferSamples * s_backgroundStream->info.rate / dma.speed;
if( !fileSamples )
return;
// our max buffer size
fileBytes = fileSamples * ( s_backgroundStream->info.width * s_backgroundStream->info.channels );
if( fileBytes > sizeof( raw ) ) {
fileBytes = sizeof( raw );
fileSamples = fileBytes / ( s_backgroundStream->info.width * s_backgroundStream->info.channels );
}
// Read
r = S_CodecReadStream( s_backgroundStream, fileBytes, raw );
if( r < fileBytes )
{
fileSamples = r / ( s_backgroundStream->info.width * s_backgroundStream->info.channels );
}
if( r > 0 )
{
// add to raw buffer
S_Base_RawSamples( 0, fileSamples, s_backgroundStream->info.rate,
s_backgroundStream->info.width, s_backgroundStream->info.channels, raw, s_musicVolume->value, -1 );
}
else
{
// loop
if( s_backgroundLoop[ 0 ] )
{
S_OpenBackgroundStream( s_backgroundLoop );
if( !s_backgroundStream )
return;
}
else
{
S_Base_StopBackgroundTrack();
return;
}
}
}
}
/*
======================
S_FreeOldestSound
======================
*/
void S_FreeOldestSound( void ) {
int i, oldest, used;
sfx_t *sfx;
sndBuffer *buffer, *nbuffer;
oldest = Com_Milliseconds();
used = 0;
for( i = 1; i < s_numSfx; i++ ) {
sfx = &s_knownSfx[ i ];
if( sfx->inMemory && sfx->lastTimeUsed<oldest ) {
used = i;
oldest = sfx->lastTimeUsed;
}
}
sfx = &s_knownSfx[ used ];
Com_DPrintf( "S_FreeOldestSound: freeing sound %s\n", sfx->soundName );
buffer = sfx->soundData;
while( buffer != NULL ) {
nbuffer = buffer->next;
SND_free( buffer );
buffer = nbuffer;
}
sfx->inMemory = qfalse;
sfx->soundData = NULL;
}
// =======================================================================
// Shutdown sound engine
// =======================================================================
void S_Base_Shutdown( void ) {
if( !s_soundStarted ) {
return;
}
SNDDMA_Shutdown();
SND_shutdown();
s_soundStarted = 0;
s_numSfx = 0;
Cmd_RemoveCommand( "s_info" );
}
/*
================
S_Init
================
*/
qboolean S_Base_Init( soundInterface_t *si ) {
qboolean r;
if( !si ) {
return qfalse;
}
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 );
r = SNDDMA_Init();
if( r ) {
s_soundStarted = 1;
s_soundMuted = 1;
// s_numSfx = 0;
Com_Memset( sfxHash, 0, sizeof( sfx_t * )*LOOP_HASH );
s_soundtime = 0;
s_paintedtime = 0;
S_Base_StopAllSounds();
}
else {
return qfalse;
}
si->Shutdown = S_Base_Shutdown;
si->StartSound = S_Base_StartSound;
si->StartLocalSound = S_Base_StartLocalSound;
si->StartBackgroundTrack = S_Base_StartBackgroundTrack;
si->StopBackgroundTrack = S_Base_StopBackgroundTrack;
si->RawSamples = S_Base_RawSamples;
si->StopAllSounds = S_Base_StopAllSounds;
si->ClearLoopingSounds = S_Base_ClearLoopingSounds;
si->AddLoopingSound = S_Base_AddLoopingSound;
si->AddRealLoopingSound = S_Base_AddRealLoopingSound;
si->StopLoopingSound = S_Base_StopLoopingSound;
si->Respatialize = S_Base_Respatialize;
si->UpdateEntity = S_Base_UpdateEntity;
si->Update = S_Base_Update;
si->DisableSounds = S_Base_DisableSounds;
si->BeginRegistration = S_Base_BeginRegistration;
si->RegisterSound = S_Base_RegisterSound;
si->IsSoundPlaying = S_Base_IsSoundPlaying;
si->ClearSoundBuffer = S_Base_ClearSoundBuffer;
si->SoundInfo = S_Base_SoundInfo;
si->SoundList = S_Base_SoundList;
#ifdef USE_VOIP
si->StartCapture = S_Base_StartCapture;
si->AvailableCaptureSamples = S_Base_AvailableCaptureSamples;
si->Capture = S_Base_Capture;
si->StopCapture = S_Base_StopCapture;
si->MasterGain = S_Base_MasterGain;
#endif
return qtrue;
}