openmohaa/code/client/snd_local.h

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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
===========================================================================
*/
// snd_local.h -- private sound definations
#include "../qcommon/q_shared.h"
#include "../qcommon/qcommon.h"
#include "snd_public.h"
#ifdef __cplusplus
extern "C" {
#endif
#define PAINTBUFFER_SIZE 4096 // this is in samples
#define SND_CHUNK_SIZE 1024 // samples
#define SND_CHUNK_SIZE_FLOAT (SND_CHUNK_SIZE/2) // floats
#define SND_CHUNK_SIZE_BYTE (SND_CHUNK_SIZE*2) // floats
#define SFX_FLAG_STREAMED 4
typedef struct {
int left; // the final values will be clamped to +/- 0x00ffff00 and shifted down
int right;
} portable_samplepair_t;
typedef struct adpcm_state {
short sample; /* Previous output value */
char index; /* Index into stepsize table */
} adpcm_state_t;
typedef struct sndBuffer_s {
short sndChunk[SND_CHUNK_SIZE];
struct sndBuffer_s *next;
int size;
adpcm_state_t adpcm;
} sndBuffer;
typedef struct {
int channels;
int samples; // mono samples in buffer
int submission_chunk; // don't mix less than this #
int samplebits;
int speed;
byte *buffer;
} dma_t;
typedef struct sfx_s {
sndBuffer *soundData;
qboolean defaultSound; // couldn't be loaded, so use buzz
qboolean inMemory; // not in Memory
qboolean soundCompressed; // not in Memory
int soundCompressionMethod;
int soundLength;
int soundChannels;
char soundName[MAX_QPATH];
int lastTimeUsed;
int iFlags;
struct sfx_s *next;
} sfx_t;
typedef struct {
char name[ MAX_QPATH ];
int loop_start;
int loop_end;
int max_number_playing;
float max_factor;
} sfx_info_t;
typedef struct {
vec3_t position;
vec3_t velocity;
int time;
qboolean use_listener;
} s_entity_t;
typedef struct {
char alias[ 32 ];
char path[ MAX_QPATH ];
int mood_num;
int flags;
float volume;
float fadetime;
int current_pos;
int current_state;
} song_t;
typedef struct {
int iFlags;
char szName[ MAX_QPATH ];
} sfxsavegame_t;
typedef struct channelbasesavegame_s {
qboolean bPlaying;
int iStatus;
sfxsavegame_t sfx;
int iEntNum;
int iEntChannel;
vec3_t vOrigin;
float fVolume;
int iBaseRate;
float fNewPitchMult;
float fMinDist;
float fMaxDist;
int iStartTime;
int iTime;
int iNextCheckObstructionTime;
int iEndTime;
int iFlags;
int iOffset;
int iLoopCount;
} channelbasesavegame_t;
typedef struct soundsystemsavegame_s {
channelbasesavegame_t Channels[ 96 ];
} soundsystemsavegame_t;
#define START_SAMPLE_IMMEDIATE 0x7fffffff
#define MAX_DOPPLER_SCALE 50.0f //arbitrary
#define THIRD_PERSON_THRESHOLD_SQ (48.0f*48.0f)
typedef struct loopSound_s {
vec3_t origin;
vec3_t velocity;
sfx_t *sfx;
int mergeFrame;
qboolean active;
qboolean kill;
qboolean doppler;
float dopplerScale;
float oldDopplerScale;
int framenum;
} loopSound_t;
typedef struct channel_s {
int allocTime;
int startSample; // START_SAMPLE_IMMEDIATE = set immediately on next mix
int entnum; // to allow overriding a specific sound
int entchannel; // to allow overriding a specific sound
int leftvol; // 0-255 volume after spatialization
int rightvol; // 0-255 volume after spatialization
int master_vol; // 0-255 volume before spatialization
float dopplerScale;
float oldDopplerScale;
vec3_t origin; // only use if fixed_origin is set
qboolean fixed_origin; // use origin instead of fetching entnum's origin
sfx_t *thesfx; // sfx structure
qboolean doppler;
qboolean fullVolume;
} channel_t;
#define WAV_FORMAT_PCM 1
typedef struct {
int format;
int rate;
int width;
int channels;
int samples;
int dataofs; // chunk starts this many bytes from file start
} wavinfo_t;
typedef struct {
float volume;
float minDist;
float pitch;
float maxDist;
qboolean streamed;
int flags;
} sndparm_t;
// Interface between Q3 sound "api" and the sound backend
typedef struct
{
void (*Shutdown)(void);
void (*StartSound)( const vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx );
void (*StartLocalSound)( sfxHandle_t sfx, int channelNum );
void (*StartBackgroundTrack)( const char *intro, const char *loop );
void (*StopBackgroundTrack)( void );
void (*RawSamples)(int stream, int samples, int rate, int width, int channels, const byte *data, float volume, int entityNum);
void (*StopAllSounds)( void );
void (*ClearLoopingSounds)( qboolean killall );
void (*AddLoopingSound)( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void (*AddRealLoopingSound)( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void (*StopLoopingSound)(int entityNum );
void (*Respatialize)( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
void (*UpdateEntity)( int entityNum, const vec3_t origin, const vec3_t velocity );
void (*Update)( void );
void (*DisableSounds)( void );
void (*BeginRegistration)( void );
sfxHandle_t (*RegisterSound)( const char *sample, qboolean compressed );
qboolean (*IsSoundPlaying)( int channelNumber, const char *name );
void (*ClearSoundBuffer)( void );
void (*SoundInfo)( void );
void (*SoundList)( void );
#ifdef USE_VOIP
void (*StartCapture)( void );
int (*AvailableCaptureSamples)( void );
void (*Capture)( int samples, byte *data );
void (*StopCapture)( void );
void (*MasterGain)( float gain );
#endif
} soundInterface_t;
/*
====================================================================
SYSTEM SPECIFIC FUNCTIONS
====================================================================
*/
// initializes cycling through a DMA buffer and returns information on it
qboolean SNDDMA_Init(void);
// gets the current DMA position
int SNDDMA_GetDMAPos(void);
// shutdown the DMA xfer.
void SNDDMA_Shutdown(void);
void SNDDMA_BeginPainting (void);
void SNDDMA_Submit(void);
//====================================================================
#define MAX_SOUNDCHANNELS 96
extern channel_t s_channels[MAX_SOUNDCHANNELS];
extern channel_t loop_channels[MAX_SOUNDCHANNELS];
extern int numLoopChannels;
extern int s_paintedtime;
extern vec3_t listener_forward;
extern vec3_t listener_right;
extern vec3_t listener_up;
extern dma_t dma;
#define MAX_RAW_SAMPLES 16384
#define MAX_RAW_STREAMS (MAX_CLIENTS * 2 + 1)
extern portable_samplepair_t s_rawsamples[MAX_RAW_STREAMS][MAX_RAW_SAMPLES];
extern int s_rawend[MAX_RAW_STREAMS];
extern cvar_t *s_volume;
extern cvar_t *s_musicVolume;
extern cvar_t *s_muted;
extern cvar_t *s_doppler;
extern cvar_t *s_testsound;
extern sndparm_t soundparm;
qboolean S_LoadSound( sfx_t *sfx );
void SND_free( sndBuffer *v );
sndBuffer* SND_malloc( void );
void SND_setup( void );
void SND_shutdown( void );
void S_PaintChannels( int endtime );
void S_memoryLoad( sfx_t *sfx );
// spatializes a channel
void S_Spatialize( channel_t *ch );
// adpcm functions
int S_AdpcmMemoryNeeded( const wavinfo_t *info );
void S_AdpcmEncodeSound( sfx_t *sfx, short *samples );
void S_AdpcmGetSamples( sndBuffer *chunk, short *to );
// wavelet function
#define SENTINEL_MULAW_ZERO_RUN 127
#define SENTINEL_MULAW_FOUR_BIT_RUN 126
void S_FreeOldestSound( void );
#define NXStream byte
void encodeWavelet( sfx_t *sfx, short *packets );
void decodeWavelet( sndBuffer *stream, short *packets );
void encodeMuLaw( sfx_t *sfx, short *packets );
extern short mulawToShort[ 256 ];
extern short *sfxScratchBuffer;
extern sfx_t *sfxScratchPointer;
extern int sfxScratchIndex;
qboolean S_Base_Init( soundInterface_t *si );
// OpenAL stuff
typedef enum
{
SRCPRI_AMBIENT = 0, // Ambient sound effects
SRCPRI_ENTITY, // Entity sound effects
SRCPRI_ONESHOT, // One-shot sounds
SRCPRI_LOCAL, // Local sounds
SRCPRI_STREAM // Streams (music, cutscenes)
} alSrcPriority_t;
typedef int srcHandle_t;
void callbackServer( int entnum, int channel_number, const char *name );
qboolean S_AL_Init( soundInterface_t *si );
#ifdef __cplusplus
}
#endif