wrath-darkplaces/snd_main.c

2354 lines
76 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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.
*/
// snd_main.c -- main control for any streaming sound output device
#include "quakedef.h"
#include "snd_main.h"
#include "snd_ogg.h"
#include "csprogs.h"
#include "cl_collision.h"
#ifdef CONFIG_CD
#include "cdaudio.h"
#endif
#define SND_MIN_SPEED 8000
#define SND_MAX_SPEED 192000
#define SND_MIN_WIDTH 1
#define SND_MAX_WIDTH 2
#define SND_MIN_CHANNELS 1
#define SND_MAX_CHANNELS 8
#if SND_LISTENERS != 8
# error this data only supports up to 8 channel, update it!
#endif
speakerlayout_t snd_speakerlayout;
// Our speaker layouts are based on ALSA. They differ from those
// Win32 and Mac OS X APIs use when there's more than 4 channels.
// (rear left + rear right, and front center + LFE are swapped).
#define SND_SPEAKERLAYOUTS (sizeof(snd_speakerlayouts) / sizeof(snd_speakerlayouts[0]))
static const speakerlayout_t snd_speakerlayouts[] =
{
{
"surround71", 8,
{
{0, 45, 0.2, 0.2, 0.5}, // front left
{1, 315, 0.2, 0.2, 0.5}, // front right
{2, 135, 0.2, 0.2, 0.5}, // rear left
{3, 225, 0.2, 0.2, 0.5}, // rear right
{4, 0, 0.2, 0.2, 0.5}, // front center
{5, 0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so... no lfe)
{6, 90, 0.2, 0.2, 0.5}, // side left
{7, 180, 0.2, 0.2, 0.5}, // side right
}
},
{
"surround51", 6,
{
{0, 45, 0.2, 0.2, 0.5}, // front left
{1, 315, 0.2, 0.2, 0.5}, // front right
{2, 135, 0.2, 0.2, 0.5}, // rear left
{3, 225, 0.2, 0.2, 0.5}, // rear right
{4, 0, 0.2, 0.2, 0.5}, // front center
{5, 0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so... no lfe)
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
},
{
// these systems sometimes have a subwoofer as well, but it has no
// channel of its own
"surround40", 4,
{
{0, 45, 0.3, 0.3, 0.8}, // front left
{1, 315, 0.3, 0.3, 0.8}, // front right
{2, 135, 0.3, 0.3, 0.8}, // rear left
{3, 225, 0.3, 0.3, 0.8}, // rear right
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
},
{
// these systems sometimes have a subwoofer as well, but it has no
// channel of its own
"stereo", 2,
{
{0, 90, 0.5, 0.5, 1}, // side left
{1, 270, 0.5, 0.5, 1}, // side right
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
},
{
"mono", 1,
{
{0, 0, 0, 1, 1}, // center
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
}
};
// =======================================================================
// Internal sound data & structures
// =======================================================================
channel_t channels[MAX_CHANNELS];
unsigned int total_channels;
snd_ringbuffer_t *snd_renderbuffer = NULL;
static unsigned int soundtime = 0;
static unsigned int oldpaintedtime = 0;
static unsigned int extrasoundtime = 0;
static double snd_starttime = 0.0;
qboolean snd_threaded = false;
qboolean snd_usethreadedmixing = false;
vec3_t listener_origin;
matrix4x4_t listener_basematrix;
static unsigned char *listener_pvs = NULL;
static int listener_pvsbytes = 0;
matrix4x4_t listener_matrix[SND_LISTENERS];
mempool_t *snd_mempool;
// Linked list of known sfx
static sfx_t *known_sfx = NULL;
static qboolean sound_spatialized = false;
qboolean simsound = false;
static qboolean recording_sound = false;
int snd_blocked = 0;
static int current_swapstereo = false;
static int current_channellayout = SND_CHANNELLAYOUT_AUTO;
static int current_channellayout_used = SND_CHANNELLAYOUT_AUTO;
static float spatialpower, spatialmin, spatialdiff, spatialoffset, spatialfactor;
typedef enum { SPATIAL_NONE, SPATIAL_LOG, SPATIAL_POW, SPATIAL_THRESH } spatialmethod_t;
spatialmethod_t spatialmethod;
// Cvars declared in sound.h (part of the sound API)
cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
cvar_t mastervolume = {CVAR_SAVE, "mastervolume", "0.7", "master volume"};
cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
cvar_t snd_soundradius = {CVAR_SAVE, "snd_soundradius", "1200", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"};
cvar_t snd_attenuation_exponent = {CVAR_SAVE, "snd_attenuation_exponent", "1", "Exponent of (1-radius) in sound attenuation formula"};
cvar_t snd_attenuation_decibel = {CVAR_SAVE, "snd_attenuation_decibel", "0", "Decibel sound attenuation per sound radius distance"};
cvar_t snd_spatialization_min_radius = {CVAR_SAVE, "snd_spatialization_min_radius", "10000", "use minimum spatialization above to this radius"};
cvar_t snd_spatialization_max_radius = {CVAR_SAVE, "snd_spatialization_max_radius", "100", "use maximum spatialization below this radius"};
cvar_t snd_spatialization_min = {CVAR_SAVE, "snd_spatialization_min", "0.70", "minimum spatializazion of sounds"};
cvar_t snd_spatialization_max = {CVAR_SAVE, "snd_spatialization_max", "0.95", "maximum spatialization of sounds"};
cvar_t snd_spatialization_power = {CVAR_SAVE, "snd_spatialization_power", "0", "exponent of the spatialization falloff curve (0: logarithmic)"};
cvar_t snd_spatialization_control = {CVAR_SAVE, "snd_spatialization_control", "0", "enable spatialization control (headphone friendly mode)"};
cvar_t snd_spatialization_prologic = {CVAR_SAVE, "snd_spatialization_prologic", "0", "use dolby prologic (I, II or IIx) encoding (snd_channels must be 2)"};
cvar_t snd_spatialization_prologic_frontangle = {CVAR_SAVE, "snd_spatialization_prologic_frontangle", "30", "the angle between the front speakers and the center speaker"};
cvar_t snd_spatialization_occlusion = {CVAR_SAVE, "snd_spatialization_occlusion", "1", "enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world; 1 enables PVS method, 2 enables LineOfSight method, 3 enables both"};
// Cvars declared in snd_main.h (shared with other snd_*.c files)
cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.15", "how much sound to mix ahead of time"};
cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory); when set to 2, streaming is performed even if this would waste memory"};
cvar_t snd_streaming_length = { CVAR_SAVE, "snd_streaming_length", "1", "decompress sounds completely if they are less than this play time when snd_streaming is 1"};
cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
extern cvar_t v_flipped;
cvar_t snd_channellayout = {0, "snd_channellayout", "0", "channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)"};
cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
cvar_t snd_maxchannelvolume = {CVAR_SAVE, "snd_maxchannelvolume", "10", "maximum volume of a single sound"};
cvar_t snd_softclip = {CVAR_SAVE, "snd_softclip", "0", "Use soft-clipping. Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."};
//cvar_t snd_softclip = {CVAR_SAVE, "snd_softclip", "0", "Use soft-clipping (when set to 2, use it even if output is floating point). Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."};
cvar_t snd_entchannel0volume = {CVAR_SAVE, "snd_entchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of regular entities (DEPRECATED)"};
cvar_t snd_entchannel1volume = {CVAR_SAVE, "snd_entchannel1volume", "1", "volume multiplier of the 1st entity channel of regular entities (DEPRECATED)"};
cvar_t snd_entchannel2volume = {CVAR_SAVE, "snd_entchannel2volume", "1", "volume multiplier of the 2nd entity channel of regular entities (DEPRECATED)"};
cvar_t snd_entchannel3volume = {CVAR_SAVE, "snd_entchannel3volume", "1", "volume multiplier of the 3rd entity channel of regular entities (DEPRECATED)"};
cvar_t snd_entchannel4volume = {CVAR_SAVE, "snd_entchannel4volume", "1", "volume multiplier of the 4th entity channel of regular entities (DEPRECATED)"};
cvar_t snd_entchannel5volume = {CVAR_SAVE, "snd_entchannel5volume", "1", "volume multiplier of the 5th entity channel of regular entities (DEPRECATED)"};
cvar_t snd_entchannel6volume = {CVAR_SAVE, "snd_entchannel6volume", "1", "volume multiplier of the 6th entity channel of regular entities (DEPRECATED)"};
cvar_t snd_entchannel7volume = {CVAR_SAVE, "snd_entchannel7volume", "1", "volume multiplier of the 7th entity channel of regular entities (DEPRECATED)"};
cvar_t snd_playerchannel0volume = {CVAR_SAVE, "snd_playerchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of player entities (DEPRECATED)"};
cvar_t snd_playerchannel1volume = {CVAR_SAVE, "snd_playerchannel1volume", "1", "volume multiplier of the 1st entity channel of player entities (DEPRECATED)"};
cvar_t snd_playerchannel2volume = {CVAR_SAVE, "snd_playerchannel2volume", "1", "volume multiplier of the 2nd entity channel of player entities (DEPRECATED)"};
cvar_t snd_playerchannel3volume = {CVAR_SAVE, "snd_playerchannel3volume", "1", "volume multiplier of the 3rd entity channel of player entities (DEPRECATED)"};
cvar_t snd_playerchannel4volume = {CVAR_SAVE, "snd_playerchannel4volume", "1", "volume multiplier of the 4th entity channel of player entities (DEPRECATED)"};
cvar_t snd_playerchannel5volume = {CVAR_SAVE, "snd_playerchannel5volume", "1", "volume multiplier of the 5th entity channel of player entities (DEPRECATED)"};
cvar_t snd_playerchannel6volume = {CVAR_SAVE, "snd_playerchannel6volume", "1", "volume multiplier of the 6th entity channel of player entities (DEPRECATED)"};
cvar_t snd_playerchannel7volume = {CVAR_SAVE, "snd_playerchannel7volume", "1", "volume multiplier of the 7th entity channel of player entities (DEPRECATED)"};
cvar_t snd_worldchannel0volume = {CVAR_SAVE, "snd_worldchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity (DEPRECATED)"};
cvar_t snd_worldchannel1volume = {CVAR_SAVE, "snd_worldchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity (DEPRECATED)"};
cvar_t snd_worldchannel2volume = {CVAR_SAVE, "snd_worldchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity (DEPRECATED)"};
cvar_t snd_worldchannel3volume = {CVAR_SAVE, "snd_worldchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity (DEPRECATED)"};
cvar_t snd_worldchannel4volume = {CVAR_SAVE, "snd_worldchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity (DEPRECATED)"};
cvar_t snd_worldchannel5volume = {CVAR_SAVE, "snd_worldchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity (DEPRECATED)"};
cvar_t snd_worldchannel6volume = {CVAR_SAVE, "snd_worldchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity (DEPRECATED)"};
cvar_t snd_worldchannel7volume = {CVAR_SAVE, "snd_worldchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity (DEPRECATED)"};
cvar_t snd_csqcchannel0volume = {CVAR_SAVE, "snd_csqcchannel0volume", "1", "volume multiplier of the auto-allocate entity channel CSQC entities (DEPRECATED)"};
cvar_t snd_csqcchannel1volume = {CVAR_SAVE, "snd_csqcchannel1volume", "1", "volume multiplier of the 1st entity channel of CSQC entities (DEPRECATED)"};
cvar_t snd_csqcchannel2volume = {CVAR_SAVE, "snd_csqcchannel2volume", "1", "volume multiplier of the 2nd entity channel of CSQC entities (DEPRECATED)"};
cvar_t snd_csqcchannel3volume = {CVAR_SAVE, "snd_csqcchannel3volume", "1", "volume multiplier of the 3rd entity channel of CSQC entities (DEPRECATED)"};
cvar_t snd_csqcchannel4volume = {CVAR_SAVE, "snd_csqcchannel4volume", "1", "volume multiplier of the 4th entity channel of CSQC entities (DEPRECATED)"};
cvar_t snd_csqcchannel5volume = {CVAR_SAVE, "snd_csqcchannel5volume", "1", "volume multiplier of the 5th entity channel of CSQC entities (DEPRECATED)"};
cvar_t snd_csqcchannel6volume = {CVAR_SAVE, "snd_csqcchannel6volume", "1", "volume multiplier of the 6th entity channel of CSQC entities (DEPRECATED)"};
cvar_t snd_csqcchannel7volume = {CVAR_SAVE, "snd_csqcchannel7volume", "1", "volume multiplier of the 7th entity channel of CSQC entities (DEPRECATED)"};
cvar_t snd_channel0volume = {CVAR_SAVE, "snd_channel0volume", "1", "volume multiplier of the auto-allocate entity channel"};
cvar_t snd_channel1volume = {CVAR_SAVE, "snd_channel1volume", "1", "volume multiplier of the 1st entity channel"};
cvar_t snd_channel2volume = {CVAR_SAVE, "snd_channel2volume", "1", "volume multiplier of the 2nd entity channel"};
cvar_t snd_channel3volume = {CVAR_SAVE, "snd_channel3volume", "1", "volume multiplier of the 3rd entity channel"};
cvar_t snd_channel4volume = {CVAR_SAVE, "snd_channel4volume", "1", "volume multiplier of the 4th entity channel"};
cvar_t snd_channel5volume = {CVAR_SAVE, "snd_channel5volume", "1", "volume multiplier of the 5th entity channel"};
cvar_t snd_channel6volume = {CVAR_SAVE, "snd_channel6volume", "1", "volume multiplier of the 6th entity channel"};
cvar_t snd_channel7volume = {CVAR_SAVE, "snd_channel7volume", "1", "volume multiplier of the 7th entity channel"};
// Local cvars
static cvar_t nosound = {0, "nosound", "0", "disables sound"};
static cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"};
static cvar_t ambient_level = {0, "ambient_level", "0.3", "volume of environment noises (water and wind)"};
static cvar_t ambient_fade = {0, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"};
static cvar_t snd_noextraupdate = {0, "snd_noextraupdate", "0", "disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates"};
static cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound mixing"};
// Default sound format is 48KHz, 16-bit, stereo
// (48KHz because a lot of onboard sound cards sucks at any other speed)
static cvar_t snd_speed = {CVAR_SAVE, "snd_speed", "48000", "sound output frequency, in hertz"};
static cvar_t snd_width = {CVAR_SAVE, "snd_width", "2", "sound output precision, in bytes (1 and 2 supported)"};
static cvar_t snd_channels = {CVAR_SAVE, "snd_channels", "2", "number of channels for the sound output (2 for stereo; up to 8 supported for 3D sound)"};
static cvar_t snd_startloopingsounds = {0, "snd_startloopingsounds", "1", "whether to start sounds that would loop (you want this to be 1); existing sounds are not affected"};
static cvar_t snd_startnonloopingsounds = {0, "snd_startnonloopingsounds", "1", "whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected"};
// randomization
static cvar_t snd_identicalsoundrandomization_time = {0, "snd_identicalsoundrandomization_time", "0.1", "how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame"};
static cvar_t snd_identicalsoundrandomization_tics = {0, "snd_identicalsoundrandomization_tics", "0", "if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time"};
// Ambient sounds
static sfx_t* ambient_sfxs [2] = { NULL, NULL };
static const char* ambient_names [2] = { "sound/ambience/water1.wav", "sound/ambience/wind2.wav" };
// ====================================================================
// Functions
// ====================================================================
void S_FreeSfx (sfx_t *sfx, qboolean force);
static void S_Play_Common (float fvol, float attenuation)
{
int i, ch_ind;
char name [MAX_QPATH];
sfx_t *sfx;
i = 1;
while (i < Cmd_Argc ())
{
// Get the name, and appends ".wav" as an extension if there's none
strlcpy (name, Cmd_Argv (i), sizeof (name));
if (!strrchr (name, '.'))
strlcat (name, ".wav", sizeof (name));
i++;
// If we need to get the volume from the command line
if (fvol == -1.0f)
{
fvol = atof (Cmd_Argv (i));
i++;
}
sfx = S_PrecacheSound (name, true, true);
if (sfx)
{
ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation);
// Free the sfx if the file didn't exist
if (!sfx->fetcher)
S_FreeSfx (sfx, false);
else
channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
}
}
}
static void S_Play_f(void)
{
S_Play_Common (1.0f, 1.0f);
}
static void S_Play2_f(void)
{
S_Play_Common (1.0f, 0.0f);
}
static void S_PlayVol_f(void)
{
S_Play_Common (-1.0f, 0.0f);
}
static void S_SoundList_f (void)
{
unsigned int i;
sfx_t *sfx;
unsigned int total;
total = 0;
for (sfx = known_sfx, i = 0; sfx != NULL; sfx = sfx->next, i++)
{
if (sfx->fetcher != NULL)
{
unsigned int size;
size = sfx->memsize;
Con_Printf ("%c%c%c(%5iHz %2db %6s) %8i : %s\n",
(sfx->loopstart < sfx->total_length) ? 'L' : ' ',
(sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
(sfx->flags & SFXFLAG_MENUSOUND) ? 'P' : ' ',
sfx->format.speed,
sfx->format.width * 8,
(sfx->format.channels == 1) ? "mono" : "stereo",
size,
sfx->name);
total += size;
}
else
Con_Printf (" ( unknown ) unloaded : %s\n", sfx->name);
}
Con_Printf("Total resident: %i\n", total);
}
static void S_SoundInfo_f(void)
{
if (snd_renderbuffer == NULL)
{
Con_Print("sound system not started\n");
return;
}
Con_Printf("%5d speakers\n", snd_renderbuffer->format.channels);
Con_Printf("%5d frames\n", snd_renderbuffer->maxframes);
Con_Printf("%5d samplebits\n", snd_renderbuffer->format.width * 8);
Con_Printf("%5d speed\n", snd_renderbuffer->format.speed);
Con_Printf("%5u total_channels\n", total_channels);
}
void S_PauseSound_f (void)
{
if( Cmd_Argc() != 2 ) {
Con_Print( "pausesound <pause>\n" );
return;
}
S_PauseGameSounds(atoi( Cmd_Argv( 1 ) ) != 0);
}
int S_GetSoundRate(void)
{
return snd_renderbuffer ? snd_renderbuffer->format.speed : 0;
}
int S_GetSoundChannels(void)
{
return snd_renderbuffer ? snd_renderbuffer->format.channels : 0;
}
static qboolean S_ChooseCheaperFormat (snd_format_t* format, qboolean fixed_speed, qboolean fixed_width, qboolean fixed_channels)
{
static const snd_format_t thresholds [] =
{
// speed width channels
{ SND_MIN_SPEED, SND_MIN_WIDTH, SND_MIN_CHANNELS },
{ 11025, 1, 2 },
{ 22050, 2, 2 },
{ 44100, 2, 2 },
{ 48000, 2, 6 },
{ 96000, 2, 6 },
{ SND_MAX_SPEED, SND_MAX_WIDTH, SND_MAX_CHANNELS },
};
const unsigned int nb_thresholds = sizeof(thresholds) / sizeof(thresholds[0]);
unsigned int speed_level, width_level, channels_level;
// If we have reached the minimum values, there's nothing more we can do
if ((format->speed == thresholds[0].speed || fixed_speed) &&
(format->width == thresholds[0].width || fixed_width) &&
(format->channels == thresholds[0].channels || fixed_channels))
return false;
// Check the min and max values
#define CHECK_BOUNDARIES(param) \
if (format->param < thresholds[0].param) \
{ \
format->param = thresholds[0].param; \
return true; \
} \
if (format->param > thresholds[nb_thresholds - 1].param) \
{ \
format->param = thresholds[nb_thresholds - 1].param; \
return true; \
}
CHECK_BOUNDARIES(speed);
CHECK_BOUNDARIES(width);
CHECK_BOUNDARIES(channels);
#undef CHECK_BOUNDARIES
// Find the level of each parameter
#define FIND_LEVEL(param) \
param##_level = 0; \
while (param##_level < nb_thresholds - 1) \
{ \
if (format->param <= thresholds[param##_level].param) \
break; \
\
param##_level++; \
}
FIND_LEVEL(speed);
FIND_LEVEL(width);
FIND_LEVEL(channels);
#undef FIND_LEVEL
// Decrease the parameter with the highest level to the previous level
if (channels_level >= speed_level && channels_level >= width_level && !fixed_channels)
{
format->channels = thresholds[channels_level - 1].channels;
return true;
}
if (speed_level >= width_level && !fixed_speed)
{
format->speed = thresholds[speed_level - 1].speed;
return true;
}
format->width = thresholds[width_level - 1].width;
return true;
}
#define SWAP_LISTENERS(l1, l2, tmpl) { tmpl = (l1); (l1) = (l2); (l2) = tmpl; }
static void S_SetChannelLayout (void)
{
unsigned int i;
listener_t swaplistener;
listener_t *listeners;
int layout;
for (i = 0; i < SND_SPEAKERLAYOUTS; i++)
if (snd_speakerlayouts[i].channels == snd_renderbuffer->format.channels)
break;
if (i >= SND_SPEAKERLAYOUTS)
{
Con_Printf("S_SetChannelLayout: can't find the speaker layout for %hu channels. Defaulting to mono output\n",
snd_renderbuffer->format.channels);
i = SND_SPEAKERLAYOUTS - 1;
}
snd_speakerlayout = snd_speakerlayouts[i];
listeners = snd_speakerlayout.listeners;
// Swap the left and right channels if snd_swapstereo is set
if (boolxor(snd_swapstereo.integer, v_flipped.integer))
{
switch (snd_speakerlayout.channels)
{
case 8:
SWAP_LISTENERS(listeners[6], listeners[7], swaplistener);
// no break
case 4:
case 6:
SWAP_LISTENERS(listeners[2], listeners[3], swaplistener);
// no break
case 2:
SWAP_LISTENERS(listeners[0], listeners[1], swaplistener);
break;
default:
case 1:
// Nothing to do
break;
}
}
// Sanity check
if (snd_channellayout.integer < SND_CHANNELLAYOUT_AUTO ||
snd_channellayout.integer > SND_CHANNELLAYOUT_ALSA)
Cvar_SetValueQuick (&snd_channellayout, SND_CHANNELLAYOUT_STANDARD);
if (snd_channellayout.integer == SND_CHANNELLAYOUT_AUTO)
{
// If we're in the sound engine initialization
if (current_channellayout_used == SND_CHANNELLAYOUT_AUTO)
{
layout = SND_CHANNELLAYOUT_STANDARD;
Cvar_SetValueQuick (&snd_channellayout, layout);
}
else
layout = current_channellayout_used;
}
else
layout = snd_channellayout.integer;
// Convert our layout (= ALSA) to the standard layout if necessary
if (snd_speakerlayout.channels == 6 || snd_speakerlayout.channels == 8)
{
if (layout == SND_CHANNELLAYOUT_STANDARD)
{
SWAP_LISTENERS(listeners[2], listeners[4], swaplistener);
SWAP_LISTENERS(listeners[3], listeners[5], swaplistener);
}
Con_Printf("S_SetChannelLayout: using %s speaker layout for 3D sound\n",
(layout == SND_CHANNELLAYOUT_ALSA) ? "ALSA" : "standard");
}
current_swapstereo = boolxor(snd_swapstereo.integer, v_flipped.integer);
current_channellayout = snd_channellayout.integer;
current_channellayout_used = layout;
}
void S_Startup (void)
{
qboolean fixed_speed, fixed_width, fixed_channels;
snd_format_t chosen_fmt;
static snd_format_t prev_render_format = {0, 0, 0};
char* env;
#if _MSC_VER >= 1400
size_t envlen;
#endif
int i;
if (!snd_initialized.integer)
return;
fixed_speed = false;
fixed_width = false;
fixed_channels = false;
// Get the starting sound format from the cvars
chosen_fmt.speed = snd_speed.integer;
chosen_fmt.width = snd_width.integer;
chosen_fmt.channels = snd_channels.integer;
// Check the environment variables to see if the player wants a particular sound format
#if _MSC_VER >= 1400
_dupenv_s(&env, &envlen, "QUAKE_SOUND_CHANNELS");
#else
env = getenv("QUAKE_SOUND_CHANNELS");
#endif
if (env != NULL)
{
chosen_fmt.channels = atoi (env);
#if _MSC_VER >= 1400
free(env);
#endif
fixed_channels = true;
}
#if _MSC_VER >= 1400
_dupenv_s(&env, &envlen, "QUAKE_SOUND_SPEED");
#else
env = getenv("QUAKE_SOUND_SPEED");
#endif
if (env != NULL)
{
chosen_fmt.speed = atoi (env);
#if _MSC_VER >= 1400
free(env);
#endif
fixed_speed = true;
}
#if _MSC_VER >= 1400
_dupenv_s(&env, &envlen, "QUAKE_SOUND_SAMPLEBITS");
#else
env = getenv("QUAKE_SOUND_SAMPLEBITS");
#endif
if (env != NULL)
{
chosen_fmt.width = atoi (env) / 8;
#if _MSC_VER >= 1400
free(env);
#endif
fixed_width = true;
}
// Parse the command line to see if the player wants a particular sound format
// COMMANDLINEOPTION: Sound: -sndquad sets sound output to 4 channel surround
if (COM_CheckParm ("-sndquad") != 0)
{
chosen_fmt.channels = 4;
fixed_channels = true;
}
// COMMANDLINEOPTION: Sound: -sndstereo sets sound output to stereo
else if (COM_CheckParm ("-sndstereo") != 0)
{
chosen_fmt.channels = 2;
fixed_channels = true;
}
// COMMANDLINEOPTION: Sound: -sndmono sets sound output to mono
else if (COM_CheckParm ("-sndmono") != 0)
{
chosen_fmt.channels = 1;
fixed_channels = true;
}
// COMMANDLINEOPTION: Sound: -sndspeed <hz> chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000)
i = COM_CheckParm ("-sndspeed");
if (0 < i && i < com_argc - 1)
{
chosen_fmt.speed = atoi (com_argv[i + 1]);
fixed_speed = true;
}
// COMMANDLINEOPTION: Sound: -sndbits <bits> chooses 8 bit or 16 bit sound output
i = COM_CheckParm ("-sndbits");
if (0 < i && i < com_argc - 1)
{
chosen_fmt.width = atoi (com_argv[i + 1]) / 8;
fixed_width = true;
}
#if 0
// LordHavoc: now you can with the resampler...
// You can't change sound speed after start time (not yet supported)
if (prev_render_format.speed != 0)
{
fixed_speed = true;
if (chosen_fmt.speed != prev_render_format.speed)
{
Con_Printf("S_Startup: sound speed has changed! This is NOT supported yet. Falling back to previous speed (%u Hz)\n",
prev_render_format.speed);
chosen_fmt.speed = prev_render_format.speed;
}
}
#endif
// Sanity checks
if (chosen_fmt.speed < SND_MIN_SPEED)
{
chosen_fmt.speed = SND_MIN_SPEED;
fixed_speed = false;
}
else if (chosen_fmt.speed > SND_MAX_SPEED)
{
chosen_fmt.speed = SND_MAX_SPEED;
fixed_speed = false;
}
if (chosen_fmt.width < SND_MIN_WIDTH)
{
chosen_fmt.width = SND_MIN_WIDTH;
fixed_width = false;
}
else if (chosen_fmt.width > SND_MAX_WIDTH)
{
chosen_fmt.width = SND_MAX_WIDTH;
fixed_width = false;
}
if (chosen_fmt.channels < SND_MIN_CHANNELS)
{
chosen_fmt.channels = SND_MIN_CHANNELS;
fixed_channels = false;
}
else if (chosen_fmt.channels > SND_MAX_CHANNELS)
{
chosen_fmt.channels = SND_MAX_CHANNELS;
fixed_channels = false;
}
// create the sound buffer used for sumitting the samples to the plaform-dependent module
if (!simsound)
{
snd_format_t suggest_fmt;
qboolean accepted;
accepted = false;
do
{
Con_Printf("S_Startup: initializing sound output format: %dHz, %d bit, %d channels...\n",
chosen_fmt.speed, chosen_fmt.width * 8,
chosen_fmt.channels);
memset(&suggest_fmt, 0, sizeof(suggest_fmt));
accepted = SndSys_Init(&chosen_fmt, &suggest_fmt);
if (!accepted)
{
Con_Printf("S_Startup: sound output initialization FAILED\n");
// If the module is suggesting another one
if (suggest_fmt.speed != 0)
{
memcpy(&chosen_fmt, &suggest_fmt, sizeof(chosen_fmt));
Con_Printf (" Driver has suggested %dHz, %d bit, %d channels. Retrying...\n",
suggest_fmt.speed, suggest_fmt.width * 8,
suggest_fmt.channels);
}
// Else, try to find a less resource-demanding format
else if (!S_ChooseCheaperFormat (&chosen_fmt, fixed_speed, fixed_width, fixed_channels))
break;
}
} while (!accepted);
// If we haven't found a suitable format
if (!accepted)
{
Con_Print("S_Startup: SndSys_Init failed.\n");
sound_spatialized = false;
return;
}
}
else
{
snd_renderbuffer = Snd_CreateRingBuffer(&chosen_fmt, 0, NULL);
Con_Print ("S_Startup: simulating sound output\n");
}
memcpy(&prev_render_format, &snd_renderbuffer->format, sizeof(prev_render_format));
Con_Printf("Sound format: %dHz, %d channels, %d bits per sample\n",
chosen_fmt.speed, chosen_fmt.channels, chosen_fmt.width * 8);
// Update the cvars
if (snd_speed.integer != (int)chosen_fmt.speed)
Cvar_SetValueQuick(&snd_speed, chosen_fmt.speed);
if (snd_width.integer != chosen_fmt.width)
Cvar_SetValueQuick(&snd_width, chosen_fmt.width);
if (snd_channels.integer != chosen_fmt.channels)
Cvar_SetValueQuick(&snd_channels, chosen_fmt.channels);
current_channellayout_used = SND_CHANNELLAYOUT_AUTO;
S_SetChannelLayout();
snd_starttime = realtime;
// If the sound module has already run, add an extra time to make sure
// the sound time doesn't decrease, to not confuse playing SFXs
if (oldpaintedtime != 0)
{
// The extra time must be a multiple of the render buffer size
// to avoid modifying the current position in the buffer,
// some modules write directly to a shared (DMA) buffer
extrasoundtime = oldpaintedtime + snd_renderbuffer->maxframes - 1;
extrasoundtime -= extrasoundtime % snd_renderbuffer->maxframes;
Con_Printf("S_Startup: extra sound time = %u\n", extrasoundtime);
soundtime = extrasoundtime;
}
else
extrasoundtime = 0;
snd_renderbuffer->startframe = soundtime;
snd_renderbuffer->endframe = soundtime;
recording_sound = false;
}
void S_Shutdown(void)
{
if (snd_renderbuffer == NULL)
return;
oldpaintedtime = snd_renderbuffer->endframe;
if (simsound)
{
Mem_Free(snd_renderbuffer->ring);
Mem_Free(snd_renderbuffer);
snd_renderbuffer = NULL;
}
else
SndSys_Shutdown();
sound_spatialized = false;
}
static void S_Restart_f(void)
{
// NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches)
// So, refuse to do this if we are connected.
if(cls.state == ca_connected)
{
Con_Printf("snd_restart would wreak havoc if you do that while connected!\n");
return;
}
S_Shutdown();
S_Startup();
}
/*
================
S_Init
================
*/
void S_Init(void)
{
Cvar_RegisterVariable(&volume);
Cvar_RegisterVariable(&bgmvolume);
Cvar_RegisterVariable(&mastervolume);
Cvar_RegisterVariable(&snd_staticvolume);
Cvar_RegisterVariable(&snd_entchannel0volume);
Cvar_RegisterVariable(&snd_entchannel1volume);
Cvar_RegisterVariable(&snd_entchannel2volume);
Cvar_RegisterVariable(&snd_entchannel3volume);
Cvar_RegisterVariable(&snd_entchannel4volume);
Cvar_RegisterVariable(&snd_entchannel5volume);
Cvar_RegisterVariable(&snd_entchannel6volume);
Cvar_RegisterVariable(&snd_entchannel7volume);
Cvar_RegisterVariable(&snd_worldchannel0volume);
Cvar_RegisterVariable(&snd_worldchannel1volume);
Cvar_RegisterVariable(&snd_worldchannel2volume);
Cvar_RegisterVariable(&snd_worldchannel3volume);
Cvar_RegisterVariable(&snd_worldchannel4volume);
Cvar_RegisterVariable(&snd_worldchannel5volume);
Cvar_RegisterVariable(&snd_worldchannel6volume);
Cvar_RegisterVariable(&snd_worldchannel7volume);
Cvar_RegisterVariable(&snd_playerchannel0volume);
Cvar_RegisterVariable(&snd_playerchannel1volume);
Cvar_RegisterVariable(&snd_playerchannel2volume);
Cvar_RegisterVariable(&snd_playerchannel3volume);
Cvar_RegisterVariable(&snd_playerchannel4volume);
Cvar_RegisterVariable(&snd_playerchannel5volume);
Cvar_RegisterVariable(&snd_playerchannel6volume);
Cvar_RegisterVariable(&snd_playerchannel7volume);
Cvar_RegisterVariable(&snd_csqcchannel0volume);
Cvar_RegisterVariable(&snd_csqcchannel1volume);
Cvar_RegisterVariable(&snd_csqcchannel2volume);
Cvar_RegisterVariable(&snd_csqcchannel3volume);
Cvar_RegisterVariable(&snd_csqcchannel4volume);
Cvar_RegisterVariable(&snd_csqcchannel5volume);
Cvar_RegisterVariable(&snd_csqcchannel6volume);
Cvar_RegisterVariable(&snd_csqcchannel7volume);
Cvar_RegisterVariable(&snd_channel0volume);
Cvar_RegisterVariable(&snd_channel1volume);
Cvar_RegisterVariable(&snd_channel2volume);
Cvar_RegisterVariable(&snd_channel3volume);
Cvar_RegisterVariable(&snd_channel4volume);
Cvar_RegisterVariable(&snd_channel5volume);
Cvar_RegisterVariable(&snd_channel6volume);
Cvar_RegisterVariable(&snd_channel7volume);
Cvar_RegisterVariable(&snd_attenuation_exponent);
Cvar_RegisterVariable(&snd_attenuation_decibel);
Cvar_RegisterVariable(&snd_spatialization_min_radius);
Cvar_RegisterVariable(&snd_spatialization_max_radius);
Cvar_RegisterVariable(&snd_spatialization_min);
Cvar_RegisterVariable(&snd_spatialization_max);
Cvar_RegisterVariable(&snd_spatialization_power);
Cvar_RegisterVariable(&snd_spatialization_control);
Cvar_RegisterVariable(&snd_spatialization_occlusion);
Cvar_RegisterVariable(&snd_spatialization_prologic);
Cvar_RegisterVariable(&snd_spatialization_prologic_frontangle);
Cvar_RegisterVariable(&snd_speed);
Cvar_RegisterVariable(&snd_width);
Cvar_RegisterVariable(&snd_channels);
Cvar_RegisterVariable(&snd_mutewhenidle);
Cvar_RegisterVariable(&snd_maxchannelvolume);
Cvar_RegisterVariable(&snd_softclip);
Cvar_RegisterVariable(&snd_startloopingsounds);
Cvar_RegisterVariable(&snd_startnonloopingsounds);
Cvar_RegisterVariable(&snd_identicalsoundrandomization_time);
Cvar_RegisterVariable(&snd_identicalsoundrandomization_tics);
// COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio)
if (COM_CheckParm("-nosound"))
{
// dummy out Play and Play2 because mods stuffcmd that
Cmd_AddCommand("play", Host_NoOperation_f, "does nothing because -nosound was specified");
Cmd_AddCommand("play2", Host_NoOperation_f, "does nothing because -nosound was specified");
return;
}
snd_mempool = Mem_AllocPool("sound", 0, NULL);
// COMMANDLINEOPTION: Sound: -simsound runs sound mixing but with no output
if (COM_CheckParm("-simsound"))
simsound = true;
Cmd_AddCommand("play", S_Play_f, "play a sound at your current location (not heard by anyone else)");
Cmd_AddCommand("play2", S_Play2_f, "play a sound globally throughout the level (not heard by anyone else)");
Cmd_AddCommand("playvol", S_PlayVol_f, "play a sound at the specified volume level at your current location (not heard by anyone else)");
Cmd_AddCommand("stopsound", S_StopAllSounds, "silence");
Cmd_AddCommand("pausesound", S_PauseSound_f, "temporary silence");
Cmd_AddCommand("soundlist", S_SoundList_f, "list loaded sounds");
Cmd_AddCommand("soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)");
Cmd_AddCommand("snd_restart", S_Restart_f, "restart sound system");
Cmd_AddCommand("snd_unloadallsounds", S_UnloadAllSounds_f, "unload all sound files");
Cvar_RegisterVariable(&nosound);
Cvar_RegisterVariable(&snd_precache);
Cvar_RegisterVariable(&snd_initialized);
Cvar_RegisterVariable(&snd_streaming);
Cvar_RegisterVariable(&snd_streaming_length);
Cvar_RegisterVariable(&ambient_level);
Cvar_RegisterVariable(&ambient_fade);
Cvar_RegisterVariable(&snd_noextraupdate);
Cvar_RegisterVariable(&snd_show);
Cvar_RegisterVariable(&_snd_mixahead);
Cvar_RegisterVariable(&snd_swapstereo); // for people with backwards sound wiring
Cvar_RegisterVariable(&snd_channellayout);
Cvar_RegisterVariable(&snd_soundradius);
Cvar_SetValueQuick(&snd_initialized, true);
known_sfx = NULL;
total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
OGG_OpenLibrary ();
}
/*
================
S_Terminate
Shutdown and free all resources
================
*/
void S_Terminate (void)
{
S_Shutdown ();
OGG_CloseLibrary ();
// Free all SFXs
while (known_sfx != NULL)
S_FreeSfx (known_sfx, true);
Cvar_SetValueQuick (&snd_initialized, false);
Mem_FreePool (&snd_mempool);
}
/*
==================
S_UnloadAllSounds_f
==================
*/
void S_UnloadAllSounds_f (void)
{
int i;
// NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches)
// So, refuse to do this if we are connected.
if(cls.state == ca_connected)
{
Con_Printf("snd_unloadallsounds would wreak havoc if you do that while connected!\n");
return;
}
// stop any active sounds
S_StopAllSounds();
// because the ambient sounds will be freed, clear the pointers
for (i = 0;i < (int)sizeof (ambient_sfxs) / (int)sizeof (ambient_sfxs[0]);i++)
ambient_sfxs[i] = NULL;
// now free all sounds
while (known_sfx != NULL)
S_FreeSfx (known_sfx, true);
}
/*
==================
S_FindName
==================
*/
sfx_t changevolume_sfx = {""};
sfx_t *S_FindName (const char *name)
{
sfx_t *sfx;
if (!snd_initialized.integer)
return NULL;
if(!strcmp(name, changevolume_sfx.name))
return &changevolume_sfx;
if (strlen (name) >= sizeof (sfx->name))
{
Con_Printf ("S_FindName: sound name too long (%s)\n", name);
return NULL;
}
// Look for this sound in the list of known sfx
// TODO: hash table search?
for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
if(!strcmp (sfx->name, name))
return sfx;
// check for # in the beginning, try lookup by soundindex
if (name[0] == '#' && name[1])
{
int soundindex = atoi(name + 1);
if (soundindex > 0 && soundindex < MAX_SOUNDS)
if (cl.sound_precache[soundindex]->name[0])
return cl.sound_precache[soundindex];
}
// Add a sfx_t struct for this sound
sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx));
memset (sfx, 0, sizeof(*sfx));
strlcpy (sfx->name, name, sizeof (sfx->name));
sfx->memsize = sizeof(*sfx);
sfx->next = known_sfx;
known_sfx = sfx;
return sfx;
}
/*
==================
S_FreeSfx
==================
*/
void S_FreeSfx (sfx_t *sfx, qboolean force)
{
unsigned int i;
// Do not free a precached sound during purge
if (!force && (sfx->flags & (SFXFLAG_LEVELSOUND | SFXFLAG_MENUSOUND)))
return;
if (developer_loading.integer)
Con_TimePrintf ("unloading sound %s\n", sfx->name);
// Remove it from the list of known sfx
if (sfx == known_sfx)
known_sfx = known_sfx->next;
else
{
sfx_t *prev_sfx;
for (prev_sfx = known_sfx; prev_sfx != NULL; prev_sfx = prev_sfx->next)
if (prev_sfx->next == sfx)
{
prev_sfx->next = sfx->next;
break;
}
if (prev_sfx == NULL)
{
Con_Printf ("S_FreeSfx: Can't find SFX %s in the list!\n", sfx->name);
return;
}
}
// Stop all channels using this sfx
for (i = 0; i < total_channels; i++)
{
if (channels[i].sfx == sfx)
{
Con_Printf("S_FreeSfx: stopping channel %i for sfx \"%s\"\n", i, sfx->name);
S_StopChannel (i, true, false);
}
}
// Free it
if (sfx->fetcher != NULL && sfx->fetcher->freesfx != NULL)
sfx->fetcher->freesfx(sfx);
Mem_Free (sfx);
}
/*
==================
S_ClearUsed
==================
*/
void S_ClearUsed (void)
{
sfx_t *sfx;
// sfx_t *sfxnext;
unsigned int i;
// Start the ambient sounds and make them loop
for (i = 0; i < sizeof (ambient_sfxs) / sizeof (ambient_sfxs[0]); i++)
{
// Precache it if it's not done (and pass false for levelsound because these are permanent)
if (ambient_sfxs[i] == NULL)
ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, false);
if (ambient_sfxs[i] != NULL)
{
channels[i].sfx = ambient_sfxs[i];
channels[i].sfx->flags |= SFXFLAG_MENUSOUND;
channels[i].flags |= CHANNELFLAG_FORCELOOP;
channels[i].basevolume = 0.0f;
channels[i].basespeed = channels[i].mixspeed = 1.0f;
}
}
// Clear SFXFLAG_LEVELSOUND flag so that sounds not precached this level will be purged
for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
sfx->flags &= ~SFXFLAG_LEVELSOUND;
}
/*
==================
S_PurgeUnused
==================
*/
void S_PurgeUnused(void)
{
sfx_t *sfx;
sfx_t *sfxnext;
// Free all not-precached per-level sfx
for (sfx = known_sfx;sfx;sfx = sfxnext)
{
sfxnext = sfx->next;
if (!(sfx->flags & (SFXFLAG_LEVELSOUND | SFXFLAG_MENUSOUND)))
S_FreeSfx (sfx, false);
}
}
/*
==================
S_PrecacheSound
==================
*/
sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean levelsound)
{
sfx_t *sfx;
if (!snd_initialized.integer)
return NULL;
if (name == NULL || name[0] == 0)
return NULL;
sfx = S_FindName (name);
if (sfx == NULL)
return NULL;
// clear the FILEMISSING flag so that S_LoadSound will try again on a
// previously missing file
sfx->flags &= ~ SFXFLAG_FILEMISSING;
// set a flag to indicate this has been precached for this level or permanently
if (levelsound)
sfx->flags |= SFXFLAG_LEVELSOUND;
else
sfx->flags |= SFXFLAG_MENUSOUND;
if (!nosound.integer && snd_precache.integer)
S_LoadSound(sfx, complain);
return sfx;
}
/*
==================
S_SoundLength
==================
*/
float S_SoundLength(const char *name)
{
sfx_t *sfx;
if (!snd_initialized.integer)
return -1;
if (name == NULL || name[0] == 0)
return -1;
sfx = S_FindName(name);
if (sfx == NULL)
return -1;
return sfx->total_length / (float) S_GetSoundRate();
}
/*
==================
S_IsSoundPrecached
==================
*/
qboolean S_IsSoundPrecached (const sfx_t *sfx)
{
return (sfx != NULL && sfx->fetcher != NULL) || (sfx == &changevolume_sfx);
}
/*
==================
S_BlockSound
==================
*/
void S_BlockSound (void)
{
snd_blocked++;
}
/*
==================
S_UnblockSound
==================
*/
void S_UnblockSound (void)
{
snd_blocked--;
}
/*
=================
SND_PickChannel
Picks a channel based on priorities, empty slots, number of channels
=================
*/
static channel_t *SND_PickChannel(int entnum, int entchannel)
{
int ch_idx;
int first_to_die;
int first_life_left, life_left;
channel_t* ch;
sfx_t *sfx; // use this instead of ch->sfx->, because that is volatile.
// Check for replacement sound, or find the best one to replace
first_to_die = -1;
first_life_left = 0x7fffffff;
// entity channels try to replace the existing sound on the channel
// channels <= 0 are autochannels
if (IS_CHAN_SINGLE(entchannel))
{
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
{
ch = &channels[ch_idx];
if (ch->entnum == entnum && ch->entchannel == entchannel)
{
// always override sound from same entity
S_StopChannel (ch_idx, true, false);
return &channels[ch_idx];
}
}
}
// there was no channel to override, so look for the first empty one
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
{
ch = &channels[ch_idx];
sfx = ch->sfx; // fetch the volatile variable
if (!sfx)
{
// no sound on this channel
first_to_die = ch_idx;
goto emptychan_found;
}
// don't let monster sounds override player sounds
if ((ch->entnum == cl.viewentity || ch->entnum == CL_VM_GetViewEntity()) && !(entnum == cl.viewentity || entnum == CL_VM_GetViewEntity()))
continue;
// don't override looped sounds
if ((ch->flags & CHANNELFLAG_FORCELOOP) || sfx->loopstart < sfx->total_length)
continue;
life_left = (int)((double)sfx->total_length - ch->position);
if (life_left < first_life_left)
{
first_life_left = life_left;
first_to_die = ch_idx;
}
}
if (first_to_die == -1)
return NULL;
S_StopChannel (first_to_die, true, false);
emptychan_found:
return &channels[first_to_die];
}
/*
=================
SND_Spatialize
Spatializes a channel
=================
*/
extern cvar_t cl_gameplayfix_soundsmovewithentities;
static void SND_Spatialize_WithSfx(channel_t *ch, qboolean isstatic, sfx_t *sfx)
{
int i;
double f;
float angle_side, angle_front, angle_factor, mixspeed;
vec_t dist, mastervol, intensity;
vec3_t source_vec;
char vabuf[1024];
// update sound origin if we know about the entity
if (ch->entnum > 0 && cls.state == ca_connected && cl_gameplayfix_soundsmovewithentities.integer)
{
if (ch->entnum >= MAX_EDICTS)
{
//Con_Printf("-- entnum %i origin %f %f %f neworigin %f %f %f\n", ch->entnum, ch->origin[0], ch->origin[1], ch->origin[2], cl.entities[ch->entnum].state_current.origin[0], cl.entities[ch->entnum].state_current.origin[1], cl.entities[ch->entnum].state_current.origin[2]);
if (ch->entnum > MAX_EDICTS)
if (!CL_VM_GetEntitySoundOrigin(ch->entnum, ch->origin))
ch->entnum = MAX_EDICTS; // entity was removed, disown sound
}
else if (cl.entities[ch->entnum].state_current.active)
{
dp_model_t *model;
//Con_Printf("-- entnum %i origin %f %f %f neworigin %f %f %f\n", ch->entnum, ch->origin[0], ch->origin[1], ch->origin[2], cl.entities[ch->entnum].state_current.origin[0], cl.entities[ch->entnum].state_current.origin[1], cl.entities[ch->entnum].state_current.origin[2]);
model = CL_GetModelByIndex(cl.entities[ch->entnum].state_current.modelindex);
if (model && model->soundfromcenter)
VectorMAM(0.5f, cl.entities[ch->entnum].render.mins, 0.5f, cl.entities[ch->entnum].render.maxs, ch->origin);
else
Matrix4x4_OriginFromMatrix(&cl.entities[ch->entnum].render.matrix, ch->origin);
}
else if (cl.csqc_server2csqcentitynumber[ch->entnum])
{
//Con_Printf("-- entnum %i (client %i) origin %f %f %f neworigin %f %f %f\n", ch->entnum, cl.csqc_server2csqcentitynumber[ch->entnum], ch->origin[0], ch->origin[1], ch->origin[2], cl.entities[ch->entnum].state_current.origin[0], cl.entities[ch->entnum].state_current.origin[1], cl.entities[ch->entnum].state_current.origin[2]);
if (!CL_VM_GetEntitySoundOrigin(cl.csqc_server2csqcentitynumber[ch->entnum] + MAX_EDICTS, ch->origin))
ch->entnum = MAX_EDICTS; // entity was removed, disown sound
}
}
mastervol = ch->basevolume;
mixspeed = ch->basespeed;
// TODO: implement doppler based on origin change relative to viewer and time of recent origin changes
// Adjust volume of static sounds
if (isstatic)
mastervol *= snd_staticvolume.value;
else if(!(ch->flags & CHANNELFLAG_FULLVOLUME)) // same as SND_PaintChannel uses
{
// old legacy separated cvars
if(ch->entnum >= MAX_EDICTS)
{
switch(ch->entchannel)
{
case 0: mastervol *= snd_csqcchannel0volume.value; break;
case 1: mastervol *= snd_csqcchannel1volume.value; break;
case 2: mastervol *= snd_csqcchannel2volume.value; break;
case 3: mastervol *= snd_csqcchannel3volume.value; break;
case 4: mastervol *= snd_csqcchannel4volume.value; break;
case 5: mastervol *= snd_csqcchannel5volume.value; break;
case 6: mastervol *= snd_csqcchannel6volume.value; break;
case 7: mastervol *= snd_csqcchannel7volume.value; break;
default: break;
}
}
else if(ch->entnum == 0)
{
switch(ch->entchannel)
{
case 0: mastervol *= snd_worldchannel0volume.value; break;
case 1: mastervol *= snd_worldchannel1volume.value; break;
case 2: mastervol *= snd_worldchannel2volume.value; break;
case 3: mastervol *= snd_worldchannel3volume.value; break;
case 4: mastervol *= snd_worldchannel4volume.value; break;
case 5: mastervol *= snd_worldchannel5volume.value; break;
case 6: mastervol *= snd_worldchannel6volume.value; break;
case 7: mastervol *= snd_worldchannel7volume.value; break;
default: break;
}
}
else if(ch->entnum > 0 && ch->entnum <= cl.maxclients)
{
switch(ch->entchannel)
{
case 0: mastervol *= snd_playerchannel0volume.value; break;
case 1: mastervol *= snd_playerchannel1volume.value; break;
case 2: mastervol *= snd_playerchannel2volume.value; break;
case 3: mastervol *= snd_playerchannel3volume.value; break;
case 4: mastervol *= snd_playerchannel4volume.value; break;
case 5: mastervol *= snd_playerchannel5volume.value; break;
case 6: mastervol *= snd_playerchannel6volume.value; break;
case 7: mastervol *= snd_playerchannel7volume.value; break;
default: break;
}
}
else
{
switch(ch->entchannel)
{
case 0: mastervol *= snd_entchannel0volume.value; break;
case 1: mastervol *= snd_entchannel1volume.value; break;
case 2: mastervol *= snd_entchannel2volume.value; break;
case 3: mastervol *= snd_entchannel3volume.value; break;
case 4: mastervol *= snd_entchannel4volume.value; break;
case 5: mastervol *= snd_entchannel5volume.value; break;
case 6: mastervol *= snd_entchannel6volume.value; break;
case 7: mastervol *= snd_entchannel7volume.value; break;
default: break;
}
}
switch(ch->entchannel)
{
case 0: mastervol *= snd_channel0volume.value; break;
case 1: mastervol *= snd_channel1volume.value; break;
case 2: mastervol *= snd_channel2volume.value; break;
case 3: mastervol *= snd_channel3volume.value; break;
case 4: mastervol *= snd_channel4volume.value; break;
case 5: mastervol *= snd_channel5volume.value; break;
case 6: mastervol *= snd_channel6volume.value; break;
case 7: mastervol *= snd_channel7volume.value; break;
default: mastervol *= Cvar_VariableValueOr(va(vabuf, sizeof(vabuf), "snd_channel%dvolume", CHAN_ENGINE2CVAR(ch->entchannel)), 1.0); break;
}
}
// If this channel does not manage its own volume (like CD tracks)
if (!(ch->flags & CHANNELFLAG_FULLVOLUME))
mastervol *= volume.value;
if(snd_maxchannelvolume.value > 0)
{
// clamp HERE to allow to go at most 10dB past mastervolume (before clamping), when mastervolume < -10dB (so relative volumes don't get too messy)
mastervol = bound(0.0f, mastervol, 10.0f * snd_maxchannelvolume.value);
}
// always apply "master"
mastervol *= mastervolume.value;
// add in ReplayGain very late; prevent clipping when close
if(sfx)
if(sfx->volume_peak > 0)
{
// Replaygain support
// Con_DPrintf("Setting volume on ReplayGain-enabled track... %f -> ", fvol);
mastervol *= sfx->volume_mult;
if(snd_maxchannelvolume.value > 0)
{
if(mastervol * sfx->volume_peak > snd_maxchannelvolume.value)
mastervol = snd_maxchannelvolume.value / sfx->volume_peak;
}
// Con_DPrintf("%f\n", fvol);
}
if(snd_maxchannelvolume.value > 0)
{
// clamp HERE to keep relative volumes of the channels correct
mastervol = min(mastervol, snd_maxchannelvolume.value);
}
mastervol = max(0.0f, mastervol);
ch->mixspeed = mixspeed;
// anything coming from the view entity will always be full volume
// LordHavoc: make sounds with ATTN_NONE have no spatialization
if (ch->entnum == cl.viewentity || ch->entnum == CL_VM_GetViewEntity() || ch->distfade == 0)
{
ch->prologic_invert = 1;
if (snd_spatialization_prologic.integer != 0)
{
ch->volume[0] = mastervol * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
ch->volume[1] = mastervol * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
for (i = 2;i < SND_LISTENERS;i++)
ch->volume[i] = 0;
}
else
{
for (i = 0;i < SND_LISTENERS;i++)
ch->volume[i] = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
}
}
else
{
// calculate stereo seperation and distance attenuation
VectorSubtract(listener_origin, ch->origin, source_vec);
dist = VectorLength(source_vec);
f = dist * ch->distfade;
f =
((snd_attenuation_exponent.value == 0) ? 1.0 : pow(1.0 - min(1.0, f), (double)snd_attenuation_exponent.value))
*
((snd_attenuation_decibel.value == 0) ? 1.0 : pow(0.1, 0.1 * snd_attenuation_decibel.value * f));
intensity = mastervol * f;
if (intensity > 0)
{
qboolean occluded = false;
if (snd_spatialization_occlusion.integer)
{
if(snd_spatialization_occlusion.integer & 1)
if(listener_pvs)
{
int cluster = cl.worldmodel->brush.PointInLeaf(cl.worldmodel, ch->origin)->clusterindex;
if(cluster >= 0 && cluster < 8 * listener_pvsbytes && !CHECKPVSBIT(listener_pvs, cluster))
occluded = true;
}
if(snd_spatialization_occlusion.integer & 2)
if(!occluded)
if(cl.worldmodel && cl.worldmodel->brush.TraceLineOfSight && !cl.worldmodel->brush.TraceLineOfSight(cl.worldmodel, listener_origin, ch->origin))
occluded = true;
}
if(occluded)
intensity *= 0.5f;
ch->prologic_invert = 1;
if (snd_spatialization_prologic.integer != 0)
{
if (dist == 0)
angle_factor = 0.5f;
else
{
Matrix4x4_Transform(&listener_basematrix, ch->origin, source_vec);
VectorNormalize(source_vec);
switch(spatialmethod)
{
case SPATIAL_LOG:
if(dist == 0)
f = spatialmin + spatialdiff * (spatialfactor < 0); // avoid log(0), but do the right thing
else
f = spatialmin + spatialdiff * bound(0, (log(dist) - spatialoffset) * spatialfactor, 1);
VectorScale(source_vec, f, source_vec);
break;
case SPATIAL_POW:
f = (pow(dist, spatialpower) - spatialoffset) * spatialfactor;
f = spatialmin + spatialdiff * bound(0, f, 1);
VectorScale(source_vec, f, source_vec);
break;
case SPATIAL_THRESH:
f = spatialmin + spatialdiff * (dist < spatialoffset);
VectorScale(source_vec, f, source_vec);
break;
case SPATIAL_NONE:
default:
break;
}
// the z axis needs to be removed and normalized because otherwise the volume would get lower as the sound source goes higher or lower then normal
source_vec[2] = 0;
VectorNormalize(source_vec);
angle_side = acos(source_vec[0]) / M_PI * 180; // angle between 0 and 180 degrees
angle_front = asin(source_vec[1]) / M_PI * 180; // angle between -90 and 90 degrees
if (angle_side > snd_spatialization_prologic_frontangle.value)
{
ch->prologic_invert = -1; // this will cause the right channel to do a 180 degrees phase shift (turning the sound wave upside down),
// but the best would be 90 degrees phase shift left and a -90 degrees phase shift right.
angle_factor = (angle_side - snd_spatialization_prologic_frontangle.value) / (360 - 2 * snd_spatialization_prologic_frontangle.value);
// angle_factor is between 0 and 1 and represents the angle range from the front left, to all the surround speakers (amount may vary,
// 1 in prologic I 2 in prologic II and 3 or 4 in prologic IIx) to the front right speaker.
if (angle_front > 0)
angle_factor = 1 - angle_factor;
}
else
angle_factor = angle_front / snd_spatialization_prologic_frontangle.value / 2.0 + 0.5;
//angle_factor is between 0 and 1 and represents the angle range from the front left to the center to the front right speaker
}
ch->volume[0] = intensity * sqrt(angle_factor);
ch->volume[1] = intensity * sqrt(1 - angle_factor);
for (i = 2;i < SND_LISTENERS;i++)
ch->volume[i] = 0;
}
else
{
for (i = 0;i < SND_LISTENERS;i++)
{
Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
VectorNormalize(source_vec);
switch(spatialmethod)
{
case SPATIAL_LOG:
if(dist == 0)
f = spatialmin + spatialdiff * (spatialfactor < 0); // avoid log(0), but do the right thing
else
f = spatialmin + spatialdiff * bound(0, (log(dist) - spatialoffset) * spatialfactor, 1);
VectorScale(source_vec, f, source_vec);
break;
case SPATIAL_POW:
f = (pow(dist, spatialpower) - spatialoffset) * spatialfactor;
f = spatialmin + spatialdiff * bound(0, f, 1);
VectorScale(source_vec, f, source_vec);
break;
case SPATIAL_THRESH:
f = spatialmin + spatialdiff * (dist < spatialoffset);
VectorScale(source_vec, f, source_vec);
break;
case SPATIAL_NONE:
default:
break;
}
ch->volume[i] = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
}
}
}
else
for (i = 0;i < SND_LISTENERS;i++)
ch->volume[i] = 0;
}
}
static void SND_Spatialize(channel_t *ch, qboolean isstatic)
{
sfx_t *sfx = ch->sfx;
SND_Spatialize_WithSfx(ch, isstatic, sfx);
}
// =======================================================================
// Start a sound effect
// =======================================================================
static void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic, int entnum, int entchannel, int startpos, float fspeed)
{
if (!sfx)
{
Con_Printf("S_PlaySfxOnChannel called with NULL??\n");
return;
}
if ((sfx->loopstart < sfx->total_length) || (flags & CHANNELFLAG_FORCELOOP))
{
if(!snd_startloopingsounds.integer)
return;
}
else
{
if(!snd_startnonloopingsounds.integer)
return;
}
// Initialize the channel
// a crash was reported on an in-use channel, so check here...
if (target_chan->sfx)
{
int channelindex = (int)(target_chan - channels);
Con_Printf("S_PlaySfxOnChannel(%s): channel %i already in use?? Clearing.\n", sfx->name, channelindex);
S_StopChannel (channelindex, true, false);
}
// We MUST set sfx LAST because otherwise we could crash a threaded mixer
// (otherwise we'd have to call SndSys_LockRenderBuffer here)
memset (target_chan, 0, sizeof (*target_chan));
VectorCopy (origin, target_chan->origin);
target_chan->flags = flags;
target_chan->position = startpos; // start of the sound
target_chan->entnum = entnum;
target_chan->entchannel = entchannel;
// If it's a static sound
if (isstatic)
{
if (sfx->loopstart >= sfx->total_length && (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEWORLD))
Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
target_chan->distfade = attenuation / (64.0f * snd_soundradius.value);
}
else
target_chan->distfade = attenuation / snd_soundradius.value;
// set the listener volumes
S_SetChannelVolume(target_chan - channels, fvol);
S_SetChannelSpeed(target_chan - channels, fspeed);
SND_Spatialize_WithSfx (target_chan, isstatic, sfx);
// finally, set the sfx pointer, so the channel becomes valid for playback
// and will be noticed by the mixer
target_chan->sfx = sfx;
}
int S_StartSound_StartPosition_Flags (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition, int flags, float fspeed)
{
channel_t *target_chan, *check, *ch;
int ch_idx, startpos, i;
if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
return -1;
if(sfx == &changevolume_sfx)
{
if (!IS_CHAN_SINGLE(entchannel))
return -1;
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
{
ch = &channels[ch_idx];
if (ch->entnum == entnum && ch->entchannel == entchannel)
{
S_SetChannelVolume(ch_idx, fvol);
S_SetChannelSpeed(ch_idx, fspeed);
for(i = 1; i > 0 && (i <= flags || i <= (int) channels[ch_idx].flags); i <<= 1)
if((flags ^ channels[ch_idx].flags) & i)
S_SetChannelFlag(ch_idx, i, (flags & i) != 0);
ch->distfade = attenuation / snd_soundradius.value;
SND_Spatialize(ch, false);
return ch_idx;
}
}
return -1;
}
if (sfx->fetcher == NULL)
return -1;
// Pick a channel to play on
target_chan = SND_PickChannel(entnum, entchannel);
if (!target_chan)
return -1;
// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
check = &channels[NUM_AMBIENTS];
startpos = (int)(startposition * sfx->format.speed);
if (startpos == 0)
{
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
{
if (check == target_chan)
continue;
if (check->sfx == sfx && check->position == 0 && check->basespeed == fspeed)
{
// calculate max offset
float maxtime = snd_identicalsoundrandomization_time.value;
float maxtics = snd_identicalsoundrandomization_tics.value;
float maxticsdelta = ((cls.state == ca_connected) ? (maxtics * (cl.mtime[0] - cl.mtime[1])) : 0);
float maxdelta = 0;
if(maxticsdelta == 0 || fabs(maxticsdelta) > fabs(maxtime))
maxdelta = maxtime;
else
maxdelta = fabs(maxticsdelta) * ((maxtime > 0) ? 1 : -1);
// use negative pos offset to delay this sound effect
startpos = lhrandom(0, maxdelta * sfx->format.speed);
break;
}
}
}
S_PlaySfxOnChannel (sfx, target_chan, flags, origin, fvol, attenuation, false, entnum, entchannel, startpos, fspeed);
return (target_chan - channels);
}
int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
return S_StartSound_StartPosition_Flags(entnum, entchannel, sfx, origin, fvol, attenuation, 0, CHANNELFLAG_NONE, 1.0f);
}
void S_StopChannel (unsigned int channel_ind, qboolean lockmutex, qboolean freesfx)
{
channel_t *ch;
sfx_t *sfx;
if (channel_ind >= total_channels)
return;
// we have to lock an audio mutex to prevent crashes if an audio mixer
// thread is currently mixing this channel
// the SndSys_LockRenderBuffer function uses such a mutex in
// threaded sound backends
if (lockmutex && !simsound)
SndSys_LockRenderBuffer();
ch = &channels[channel_ind];
sfx = ch->sfx;
if (sfx != NULL)
{
if (sfx->fetcher != NULL && sfx->fetcher->stopchannel != NULL)
sfx->fetcher->stopchannel(ch);
ch->fetcher_data = NULL;
ch->sfx = NULL;
if (freesfx)
S_FreeSfx(sfx, true);
}
if (lockmutex && !simsound)
SndSys_UnlockRenderBuffer();
}
qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
{
if (ch_ind >= total_channels)
return false;
if (flag != CHANNELFLAG_FORCELOOP &&
flag != CHANNELFLAG_PAUSED &&
flag != CHANNELFLAG_FULLVOLUME &&
flag != CHANNELFLAG_LOCALSOUND)
return false;
if (value)
channels[ch_ind].flags |= flag;
else
channels[ch_ind].flags &= ~flag;
return true;
}
void S_StopSound(int entnum, int entchannel)
{
unsigned int i;
for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
{
S_StopChannel (i, true, false);
return;
}
}
void S_StopAllSounds (void)
{
unsigned int i;
// TOCHECK: is this test necessary?
if (snd_renderbuffer == NULL)
return;
#ifdef CONFIG_CD
// stop CD audio because it may be using a faketrack
CDAudio_Stop();
#endif
if (simsound || SndSys_LockRenderBuffer ())
{
int clear;
size_t memsize;
for (i = 0; i < total_channels; i++)
if (channels[i].sfx)
S_StopChannel (i, false, false);
total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
// Mute the contents of the submittion buffer
clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0;
memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels;
memset(snd_renderbuffer->ring, clear, memsize);
if (!simsound)
SndSys_UnlockRenderBuffer ();
}
}
void S_PauseGameSounds (qboolean toggle)
{
unsigned int i;
for (i = 0; i < total_channels; i++)
{
channel_t *ch;
ch = &channels[i];
if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND))
S_SetChannelFlag (i, CHANNELFLAG_PAUSED, toggle);
}
}
void S_SetChannelVolume(unsigned int ch_ind, float fvol)
{
channels[ch_ind].basevolume = fvol;
}
void S_SetChannelSpeed(unsigned int ch_ind, float fspeed)
{
channels[ch_ind].basespeed = fspeed;
}
float S_GetChannelPosition (unsigned int ch_ind)
{
// note: this is NOT accurate yet
double s;
channel_t *ch = &channels[ch_ind];
sfx_t *sfx = ch->sfx;
if (!sfx)
return -1;
s = ch->position / sfx->format.speed;
/*
if(!snd_usethreadedmixing)
s += _snd_mixahead.value;
*/
return (float)s;
}
float S_GetEntChannelPosition(int entnum, int entchannel)
{
channel_t *ch;
unsigned int i;
for (i = 0; i < total_channels; i++)
{
ch = &channels[i];
if (ch->entnum == entnum && ch->entchannel == entchannel)
return S_GetChannelPosition(i);
}
return -1; // no playing sound in this channel
}
/*
=================
S_StaticSound
=================
*/
void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
channel_t *target_chan;
if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
return;
if (!sfx->fetcher)
{
Con_Printf ("S_StaticSound: \"%s\" hasn't been precached\n", sfx->name);
return;
}
if (total_channels == MAX_CHANNELS)
{
Con_Print("S_StaticSound: total_channels == MAX_CHANNELS\n");
return;
}
target_chan = &channels[total_channels++];
S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true, 0, 0, 0, 1.0f);
}
/*
===================
S_UpdateAmbientSounds
===================
*/
static void S_UpdateAmbientSounds (void)
{
int i;
float vol;
float fade = (float)max(0.0, cl.time - cl.oldtime) * ambient_fade.value / 256.0f;
int ambient_channel;
channel_t *chan;
unsigned char ambientlevels[NUM_AMBIENTS];
sfx_t *sfx;
memset(ambientlevels, 0, sizeof(ambientlevels));
if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint)
cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_origin, ambientlevels, sizeof(ambientlevels));
// Calc ambient sound levels
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
{
chan = &channels[ambient_channel];
sfx = chan->sfx; // fetch the volatile variable
if (sfx == NULL || sfx->fetcher == NULL)
continue;
i = ambientlevels[ambient_channel];
if (i < 8)
i = 0;
vol = i * (1.0f / 256.0f);
// Don't adjust volume too fast
if (chan->basevolume < vol)
{
chan->basevolume += fade;
if (chan->basevolume > vol)
chan->basevolume = vol;
}
else if (chan->basevolume > vol)
{
chan->basevolume -= fade;
if (chan->basevolume < vol)
chan->basevolume = vol;
}
if (snd_spatialization_prologic.integer != 0)
{
chan->volume[0] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
chan->volume[1] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
for (i = 2;i < SND_LISTENERS;i++)
chan->volume[i] = 0.0f;
}
else
{
for (i = 0;i < SND_LISTENERS;i++)
chan->volume[i] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[i].ambientvolume;
}
}
}
static void S_PaintAndSubmit (void)
{
unsigned int newsoundtime, paintedtime, endtime, maxtime, usedframes;
int usesoundtimehack;
static int soundtimehack = -1;
static int oldsoundtime = 0;
if (snd_renderbuffer == NULL || nosound.integer)
return;
// Update sound time
snd_usethreadedmixing = false;
usesoundtimehack = true;
if (cls.timedemo) // SUPER NASTY HACK to mix non-realtime sound for more reliable benchmarking
{
usesoundtimehack = 1;
newsoundtime = (unsigned int)((double)cl.mtime[0] * (double)snd_renderbuffer->format.speed);
}
else if (cls.capturevideo.soundrate && !cls.capturevideo.realtime) // SUPER NASTY HACK to record non-realtime sound
{
usesoundtimehack = 2;
newsoundtime = (unsigned int)((double)cls.capturevideo.frame * (double)snd_renderbuffer->format.speed / (double)cls.capturevideo.framerate);
}
else if (simsound)
{
usesoundtimehack = 3;
newsoundtime = (unsigned int)((realtime - snd_starttime) * (double)snd_renderbuffer->format.speed);
}
else
{
snd_usethreadedmixing = snd_threaded && !cls.capturevideo.soundrate;
usesoundtimehack = 0;
newsoundtime = SndSys_GetSoundTime();
}
// if the soundtimehack state changes we need to reset the soundtime
if (soundtimehack != usesoundtimehack)
{
snd_renderbuffer->startframe = snd_renderbuffer->endframe = soundtime = newsoundtime;
// Mute the contents of the submission buffer
if (simsound || SndSys_LockRenderBuffer ())
{
int clear;
size_t memsize;
clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0;
memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels;
memset(snd_renderbuffer->ring, clear, memsize);
if (!simsound)
SndSys_UnlockRenderBuffer ();
}
}
soundtimehack = usesoundtimehack;
if (!soundtimehack && snd_blocked > 0)
return;
if (snd_usethreadedmixing)
return; // the audio thread will mix its own data
newsoundtime += extrasoundtime;
if (newsoundtime < soundtime)
{
if ((cls.capturevideo.soundrate != 0) != recording_sound)
{
unsigned int additionaltime;
// add some time to extrasoundtime make newsoundtime higher
// The extra time must be a multiple of the render buffer size
// to avoid modifying the current position in the buffer,
// some modules write directly to a shared (DMA) buffer
additionaltime = (soundtime - newsoundtime) + snd_renderbuffer->maxframes - 1;
additionaltime -= additionaltime % snd_renderbuffer->maxframes;
extrasoundtime += additionaltime;
newsoundtime += additionaltime;
Con_DPrintf("S_PaintAndSubmit: new extra sound time = %u\n",
extrasoundtime);
}
else if (!soundtimehack)
Con_Printf("S_PaintAndSubmit: WARNING: newsoundtime < soundtime (%u < %u)\n",
newsoundtime, soundtime);
}
soundtime = newsoundtime;
recording_sound = (cls.capturevideo.soundrate != 0);
// Lock submitbuffer
if (!simsound && !SndSys_LockRenderBuffer())
{
// If the lock failed, stop here
Con_DPrint(">> S_PaintAndSubmit: SndSys_LockRenderBuffer() failed\n");
return;
}
// Check to make sure that we haven't overshot
paintedtime = snd_renderbuffer->endframe;
if (paintedtime < soundtime)
paintedtime = soundtime;
// mix ahead of current position
if (soundtimehack)
endtime = soundtime + (unsigned int)(_snd_mixahead.value * (float)snd_renderbuffer->format.speed);
else
endtime = soundtime + (unsigned int)(max(_snd_mixahead.value * (float)snd_renderbuffer->format.speed, min(3 * (soundtime - oldsoundtime), 0.3 * (float)snd_renderbuffer->format.speed)));
usedframes = snd_renderbuffer->endframe - snd_renderbuffer->startframe;
maxtime = paintedtime + snd_renderbuffer->maxframes - usedframes;
endtime = min(endtime, maxtime);
while (paintedtime < endtime)
{
unsigned int startoffset;
unsigned int nbframes;
// see how much we can fit in the paint buffer
nbframes = endtime - paintedtime;
// limit to the end of the ring buffer (in case of wrapping)
startoffset = paintedtime % snd_renderbuffer->maxframes;
nbframes = min(nbframes, snd_renderbuffer->maxframes - startoffset);
// mix into the buffer
S_MixToBuffer(&snd_renderbuffer->ring[startoffset * snd_renderbuffer->format.width * snd_renderbuffer->format.channels], nbframes);
paintedtime += nbframes;
snd_renderbuffer->endframe = paintedtime;
}
if (!simsound)
SndSys_UnlockRenderBuffer();
// Remove outdated samples from the ring buffer, if any
if (snd_renderbuffer->startframe < soundtime)
snd_renderbuffer->startframe = soundtime;
if (simsound)
snd_renderbuffer->startframe = snd_renderbuffer->endframe;
else
SndSys_Submit();
oldsoundtime = soundtime;
cls.soundstats.latency_milliseconds = (snd_renderbuffer->endframe - snd_renderbuffer->startframe) * 1000 / snd_renderbuffer->format.speed;
R_TimeReport("audiomix");
}
/*
============
S_Update
Called once each time through the main loop
============
*/
void S_Update(const matrix4x4_t *listenermatrix)
{
unsigned int i, j, k;
channel_t *ch, *combine;
matrix4x4_t rotatematrix;
if (snd_renderbuffer == NULL || nosound.integer)
return;
{
double mindist_trans, maxdist_trans;
spatialmin = snd_spatialization_min.value;
spatialdiff = snd_spatialization_max.value - spatialmin;
if(snd_spatialization_control.value)
{
spatialpower = snd_spatialization_power.value;
if(spatialpower == 0)
{
spatialmethod = SPATIAL_LOG;
mindist_trans = log(max(1, snd_spatialization_min_radius.value));
maxdist_trans = log(max(1, snd_spatialization_max_radius.value));
}
else
{
spatialmethod = SPATIAL_POW;
mindist_trans = pow(snd_spatialization_min_radius.value, spatialpower);
maxdist_trans = pow(snd_spatialization_max_radius.value, spatialpower);
}
if(mindist_trans - maxdist_trans == 0)
{
spatialmethod = SPATIAL_THRESH;
mindist_trans = snd_spatialization_min_radius.value;
}
else
{
spatialoffset = mindist_trans;
spatialfactor = 1 / (maxdist_trans - mindist_trans);
}
}
else
spatialmethod = SPATIAL_NONE;
}
// If snd_swapstereo or snd_channellayout has changed, recompute the channel layout
if (current_swapstereo != boolxor(snd_swapstereo.integer, v_flipped.integer) ||
current_channellayout != snd_channellayout.integer)
S_SetChannelLayout();
Matrix4x4_Invert_Simple(&listener_basematrix, listenermatrix);
Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin);
if (cl.worldmodel && cl.worldmodel->brush.FatPVS && cl.worldmodel->brush.num_pvsclusterbytes && cl.worldmodel->brush.PointInLeaf)
{
if(cl.worldmodel->brush.num_pvsclusterbytes != listener_pvsbytes)
{
if(listener_pvs)
Mem_Free(listener_pvs);
listener_pvsbytes = cl.worldmodel->brush.num_pvsclusterbytes;
listener_pvs = (unsigned char *) Mem_Alloc(snd_mempool, listener_pvsbytes);
}
cl.worldmodel->brush.FatPVS(cl.worldmodel, listener_origin, 2, listener_pvs, listener_pvsbytes, 0);
}
else
{
if(listener_pvs)
{
Mem_Free(listener_pvs);
listener_pvs = NULL;
}
listener_pvsbytes = 0;
}
// calculate the current matrices
for (j = 0;j < SND_LISTENERS;j++)
{
Matrix4x4_CreateFromQuakeEntity(&rotatematrix, 0, 0, 0, 0, -snd_speakerlayout.listeners[j].yawangle, 0, 1);
Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &listener_basematrix);
// I think this should now do this:
// 1. create a rotation matrix for rotating by e.g. -90 degrees CCW
// (note: the matrix will rotate the OBJECT, not the VIEWER, so its
// angle has to be taken negative)
// 2. create a transform which first rotates and moves its argument
// into the player's view coordinates (using basematrix which is
// an inverted "absolute" listener matrix), then applies the
// rotation matrix for the ear
// Isn't Matrix4x4_CreateFromQuakeEntity a bit misleading because this
// does not actually refer to an entity?
}
// update general area ambient sound sources
S_UpdateAmbientSounds ();
combine = NULL;
R_TimeReport("audioprep");
// update spatialization for static and dynamic sounds
cls.soundstats.totalsounds = 0;
cls.soundstats.mixedsounds = 0;
ch = channels+NUM_AMBIENTS;
for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
{
if (!ch->sfx)
continue;
cls.soundstats.totalsounds++;
// respatialize channel
SND_Spatialize(ch, i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS);
// try to combine static sounds with a previous channel of the same
// sound effect so we don't mix five torches every frame
if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
{
// no need to merge silent channels
for (j = 0;j < SND_LISTENERS;j++)
if (ch->volume[j])
break;
if (j == SND_LISTENERS)
continue;
// if the last combine chosen isn't suitable, find a new one
if (!(combine && combine != ch && combine->sfx == ch->sfx))
{
// search for one
combine = NULL;
for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;j < i;j++)
{
if (channels[j].sfx == ch->sfx)
{
combine = channels + j;
break;
}
}
}
if (combine && combine != ch && combine->sfx == ch->sfx)
{
for (j = 0;j < SND_LISTENERS;j++)
{
combine->volume[j] += ch->volume[j];
ch->volume[j] = 0;
}
}
}
for (k = 0;k < SND_LISTENERS;k++)
if (ch->volume[k])
break;
if (k < SND_LISTENERS)
cls.soundstats.mixedsounds++;
}
R_TimeReport("audiospatialize");
sound_spatialized = true;
// debugging output
if (snd_show.integer)
Con_Printf("----(%u)----\n", cls.soundstats.mixedsounds);
S_PaintAndSubmit();
}
void S_ExtraUpdate (void)
{
if (snd_noextraupdate.integer || !sound_spatialized)
return;
S_PaintAndSubmit();
}
qboolean S_LocalSound (const char *sound)
{
sfx_t *sfx;
int ch_ind;
if (!snd_initialized.integer || nosound.integer)
return true;
sfx = S_PrecacheSound (sound, true, false);
if (!sfx)
{
Con_Printf("S_LocalSound: can't precache %s\n", sound);
return false;
}
// menu sounds must not be freed on level change
sfx->flags |= SFXFLAG_MENUSOUND;
// fun fact: in Quake 1, this used -1 "replace any entity channel",
// which we no longer support anyway
// changed by Black in r4297 "Changed S_LocalSound to play multiple sounds at a time."
ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0);
if (ch_ind < 0)
return false;
channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
return true;
}