From 425decdf7e9284d15aa726e3ae96b9942fb0e3ea Mon Sep 17 00:00:00 2001 From: IronClawTrem Date: Sun, 16 Feb 2020 03:40:06 +0000 Subject: create tremded branch --- src/client/snd_dma.cpp | 1644 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1644 insertions(+) create mode 100644 src/client/snd_dma.cpp (limited to 'src/client/snd_dma.cpp') diff --git a/src/client/snd_dma.cpp b/src/client/snd_dma.cpp new file mode 100644 index 0000000..bef2b69 --- /dev/null +++ b/src/client/snd_dma.cpp @@ -0,0 +1,1644 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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 3 of the License, +or (at your option) any later version. + +Tremulous 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 Tremulous; if not, see + +=========================================================================== +*/ + +/***************************************************************************** + * 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_CHANNELS]; +channel_t loop_channels[MAX_CHANNELS]; +int numLoopChannels; + +static bool s_soundStarted; +static bool 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 ; isoundLength; + 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 + ::memset( s_channels, 0, sizeof( s_channels ) ); + + p = s_channels;; + q = p + MAX_CHANNELS; + while (--q > p) { + *(channel_t **)q = q-1; + } + + *(channel_t **)q = NULL; + freelist = p + MAX_CHANNELS - 1; + 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]; + ::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 = true; +} + +/* +================== +S_RegisterSound + +Creates a default buzz sound if the file can't be loaded +================== +*/ +sfxHandle_t S_Base_RegisterSound( const char *name, bool compressed ) { + sfx_t *sfx; + + compressed = false; + 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 = false; + 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_Base_SoundDuration +================== +*/ +static int S_Base_SoundDuration( sfxHandle_t handle ) { + if ( handle < 0 || handle >= s_numSfx ) { + Com_Printf( S_COLOR_YELLOW "S_Base_SoundDuration: handle %i out of range\n", handle ); + return 0; + } + return s_knownSfx[ handle ].duration; +} + + + +/* +===================== +S_BeginRegistration + +===================== +*/ +void S_Base_BeginRegistration( void ) { + s_soundMuted = false; // we can play again + + if (s_numSfx == 0) { + SND_setup(); + + ::memset(s_knownSfx, '\0', sizeof(s_knownSfx)); + ::memset(sfxHash, '\0', sizeof(sfx_t *) * LOOP_HASH); + + S_Base_RegisterSound("sound/feedback/hit.wav", false); // 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 = true; + } + sfx->inMemory = true; +} + +//============================================================================= + +/* +================= +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 bool S_Base_HearingThroughEntity( int entityNum, 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 false; //we're the player, but third person + else + return true; //we're the player + } + else + return false; //not the player +} + +/* +==================== +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( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle, bool localSound ) { + channel_t *ch; + sfx_t *sfx; + int i, oldest, chosen, time; + int inplay, allowed; + bool 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 (sfx->inMemory == false) { + 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 = false; + if (localSound || S_Base_HearingThroughEntity(entityNum, origin)) { + fullVolume = true; + } + + ch = s_channels; + inplay = 0; + for ( i = 0; i < MAX_CHANNELS ; i++, ch++ ) { + 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; + for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { + if (ch->entnum != listener_number && ch->entnum == entityNum && ch->allocTimeentchannel != CHAN_ANNOUNCER) { + oldest = ch->allocTime; + chosen = i; + } + } + if (chosen == -1) { + ch = s_channels; + for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { + if (ch->entnum != listener_number && ch->allocTimeentchannel != CHAN_ANNOUNCER) { + oldest = ch->allocTime; + chosen = i; + } + } + if (chosen == -1) { + ch = s_channels; + if (ch->entnum == listener_number) { + for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { + if (ch->allocTimeallocTime; + chosen = i; + } + } + } + if (chosen == -1) { + Com_DPrintf("dropping sound\n"); + return; + } + } + } + ch = &s_channels[chosen]; + ch->allocTime = sfx->lastTimeUsed; + } + + if (origin) { + VectorCopy (origin, ch->origin); + ch->fixed_origin = true; + } else { + ch->fixed_origin = false; + } + + ch->master_vol = 127; + 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 = false; + ch->fullVolume = fullVolume; +} + +/* +==================== +S_StartSound + +if origin is NULL, the sound will be dynamically sourced from the entity +==================== +*/ +void S_Base_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle ) { + S_Base_StartSoundEx( origin, entityNum, entchannel, sfxHandle, false ); +} + +/* +================== +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, true ); +} + + +/* +================== +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 + ::memset(loopSounds, 0, MAX_GENTITIES*sizeof(loopSound_t)); + ::memset(loop_channels, 0, MAX_CHANNELS*sizeof(channel_t)); + numLoopChannels = 0; + + S_ChannelSetup(); + + ::memset(s_rawend, '\0', sizeof (s_rawend)); + + if (dma.samplebits == 8) + clear = 0x80; + else + clear = 0; + + SNDDMA_BeginPainting (); + if (dma.buffer) + ::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 = false; +// loopSounds[entityNum].sfx = 0; + loopSounds[entityNum].kill = false; +} + +/* +================== +S_ClearLoopingSounds + +================== +*/ +void S_Base_ClearLoopingSounds( bool killall ) +{ + int i; + for ( i = 0 ; i < MAX_GENTITIES ; i++) { + if (killall || loopSounds[i].kill == true || (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 == false) { + 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 = true; + loopSounds[entityNum].kill = true; + loopSounds[entityNum].doppler = false; + 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 = true; + 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 = false; // 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 == false) { + 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 = true; + loopSounds[entityNum].kill = false; + loopSounds[entityNum].doppler = false; +} + + + +/* +================== +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 = false; + numLoopChannels++; + if (numLoopChannels == MAX_CHANNELS) { + 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) + 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_UpdateEntityPosition + +let the sound system know where an entity currently is +====================== +*/ +void S_Base_UpdateEntityPosition( int entityNum, const vec3_t origin ) { + if ( entityNum < 0 || entityNum >= MAX_GENTITIES ) { + Com_Error( ERR_DROP, "S_UpdateEntityPosition: bad entitynum %i", entityNum ); + } + VectorCopy( origin, loopSounds[entityNum].origin ); +} + + +/* +============ +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; + for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) { + 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 true if any new sounds were started since the last mix +======================== +*/ +bool S_ScanChannelStarts( void ) { + channel_t *ch; + int i; + bool newSamples; + + newSamples = false; + ch = s_channels; + + for (i=0; ithesfx ) { + 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 = true; + 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; + for (i=0 ; ithesfx && (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; + + if( CL_VideoRecording( ) ) + { + float fps = MIN(cl_aviFrameRate->value, 1000.0f); + float frameDuration = MAX(dma.speed / fps, 1.0f) + clc.aviSoundFrameRemainder; + + int msec = (int)frameDuration; + s_soundtime += msec; + clc.aviSoundFrameRemainder = frameDuration - msec; + + return; + } + + // 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->lastTimeUsedlastTimeUsed; + } + } + + 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 = false; + sfx->soundData = NULL; +} + +// ======================================================================= +// Shutdown sound engine +// ======================================================================= + +void S_Base_Shutdown( void ) { + if ( !s_soundStarted ) { + return; + } + + SNDDMA_Shutdown(); + SND_shutdown(); + + s_soundStarted = false; + s_numSfx = 0; + + Cmd_RemoveCommand("s_info"); +} + +/* +================ +S_Init +================ +*/ +bool S_Base_Init( soundInterface_t *si ) +{ + + if( !si ) { + return false; + } + + 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); + + bool r = SNDDMA_Init(); + if ( r ) + { + s_soundStarted = true; + s_soundMuted = true; +// s_numSfx = 0; + + ::memset(sfxHash, 0, sizeof(sfx_t *)*LOOP_HASH); + + s_soundtime = 0; + s_paintedtime = 0; + + S_Base_StopAllSounds( ); + } else { + return false; + } + + 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->UpdateEntityPosition = S_Base_UpdateEntityPosition; + si->Update = S_Base_Update; + si->DisableSounds = S_Base_DisableSounds; + si->BeginRegistration = S_Base_BeginRegistration; + si->RegisterSound = S_Base_RegisterSound; + si->SoundDuration = S_Base_SoundDuration; + 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 true; +} -- cgit