diff options
author | Paweł Redman <pawel.redman@gmail.com> | 2017-03-22 17:56:34 +0100 |
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committer | Paweł Redman <pawel.redman@gmail.com> | 2017-03-22 17:56:34 +0100 |
commit | 6a777afc079c2a8d3af3ecd2145fe8dd50567a39 (patch) | |
tree | 520f4489cebf8564ef6cb27064ceea45cbc005b3 /src/client/snd_mem.c |
Diffstat (limited to 'src/client/snd_mem.c')
-rw-r--r-- | src/client/snd_mem.c | 266 |
1 files changed, 266 insertions, 0 deletions
diff --git a/src/client/snd_mem.c b/src/client/snd_mem.c new file mode 100644 index 0000000..decab20 --- /dev/null +++ b/src/client/snd_mem.c @@ -0,0 +1,266 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +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 2 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, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: snd_mem.c + * + * desc: sound caching + * + * $Archive: /MissionPack/code/client/snd_mem.c $ + * + *****************************************************************************/ + +#include "snd_local.h" +#include "snd_codec.h" + +#define DEF_COMSOUNDMEGS "8" + +/* +=============================================================================== + +memory management + +=============================================================================== +*/ + +static sndBuffer *buffer = NULL; +static sndBuffer *freelist = NULL; +static int inUse = 0; +static int totalInUse = 0; + +short *sfxScratchBuffer = NULL; +sfx_t *sfxScratchPointer = NULL; +int sfxScratchIndex = 0; + +void SND_free(sndBuffer *v) { + *(sndBuffer **)v = freelist; + freelist = (sndBuffer*)v; + inUse += sizeof(sndBuffer); +} + +sndBuffer* SND_malloc(void) { + sndBuffer *v; +redo: + if (freelist == NULL) { + S_FreeOldestSound(); + goto redo; + } + + inUse -= sizeof(sndBuffer); + totalInUse += sizeof(sndBuffer); + + v = freelist; + freelist = *(sndBuffer **)freelist; + v->next = NULL; + return v; +} + +void SND_setup(void) { + sndBuffer *p, *q; + cvar_t *cv; + int scs; + + cv = Cvar_Get( "com_soundMegs", DEF_COMSOUNDMEGS, CVAR_LATCH | CVAR_ARCHIVE ); + + scs = (cv->integer*1536); + + buffer = malloc(scs*sizeof(sndBuffer) ); + // allocate the stack based hunk allocator + sfxScratchBuffer = malloc(SND_CHUNK_SIZE * sizeof(short) * 4); //Hunk_Alloc(SND_CHUNK_SIZE * sizeof(short) * 4); + sfxScratchPointer = NULL; + + inUse = scs*sizeof(sndBuffer); + p = buffer;; + q = p + scs; + while (--q > p) + *(sndBuffer **)q = q-1; + + *(sndBuffer **)q = NULL; + freelist = p + scs - 1; + + Com_Printf("Sound memory manager started\n"); +} + +/* +================ +ResampleSfx + +resample / decimate to the current source rate +================ +*/ +static void ResampleSfx( sfx_t *sfx, int inrate, int inwidth, byte *data, qboolean compressed ) { + int outcount; + int srcsample; + float stepscale; + int i; + int sample, samplefrac, fracstep; + int part; + sndBuffer *chunk; + + stepscale = (float)inrate / dma.speed; // this is usually 0.5, 1, or 2 + + outcount = sfx->soundLength / stepscale; + sfx->soundLength = outcount; + + samplefrac = 0; + fracstep = stepscale * 256; + chunk = sfx->soundData; + + for (i=0 ; i<outcount ; i++) + { + srcsample = samplefrac >> 8; + samplefrac += fracstep; + if( inwidth == 2 ) { + sample = ( ((short *)data)[srcsample] ); + } else { + sample = (int)( (unsigned char)(data[srcsample]) - 128) << 8; + } + part = (i&(SND_CHUNK_SIZE-1)); + if (part == 0) { + sndBuffer *newchunk; + newchunk = SND_malloc(); + if (chunk == NULL) { + sfx->soundData = newchunk; + } else { + chunk->next = newchunk; + } + chunk = newchunk; + } + + chunk->sndChunk[part] = sample; + } +} + +/* +================ +ResampleSfx + +resample / decimate to the current source rate +================ +*/ +static int ResampleSfxRaw( short *sfx, int inrate, int inwidth, int samples, byte *data ) { + int outcount; + int srcsample; + float stepscale; + int i; + int sample, samplefrac, fracstep; + + stepscale = (float)inrate / dma.speed; // this is usually 0.5, 1, or 2 + + outcount = samples / stepscale; + + samplefrac = 0; + fracstep = stepscale * 256; + + for (i=0 ; i<outcount ; i++) + { + srcsample = samplefrac >> 8; + samplefrac += fracstep; + if( inwidth == 2 ) { + sample = LittleShort ( ((short *)data)[srcsample] ); + } else { + sample = (int)( (unsigned char)(data[srcsample]) - 128) << 8; + } + sfx[i] = sample; + } + return outcount; +} + +//============================================================================= + +/* +============== +S_LoadSound + +The filename may be different than sfx->name in the case +of a forced fallback of a player specific sound +============== +*/ +qboolean S_LoadSound( sfx_t *sfx ) +{ + byte *data; + short *samples; + snd_info_t info; +// int size; + + // player specific sounds are never directly loaded + if ( sfx->soundName[0] == '*') { + return qfalse; + } + + // load it in + data = S_CodecLoad(sfx->soundName, &info); + if(!data) + return qfalse; + + if ( info.width == 1 ) { + Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is a 8 bit wav file\n", sfx->soundName); + } + + if ( info.rate != 22050 ) { + Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 22kHz wav file\n", sfx->soundName); + } + + samples = Hunk_AllocateTempMemory(info.samples * sizeof(short) * 2); + + sfx->lastTimeUsed = Com_Milliseconds()+1; + + // each of these compression schemes works just fine + // but the 16bit quality is much nicer and with a local + // install assured we can rely upon the sound memory + // manager to do the right thing for us and page + // sound in as needed + + if( sfx->soundCompressed == qtrue) { + sfx->soundCompressionMethod = 1; + sfx->soundData = NULL; + sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, data + info.dataofs ); + S_AdpcmEncodeSound(sfx, samples); +#if 0 + } else if (info.samples>(SND_CHUNK_SIZE*16) && info.width >1) { + sfx->soundCompressionMethod = 3; + sfx->soundData = NULL; + sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, (data + info.dataofs) ); + encodeMuLaw( sfx, samples); + } else if (info.samples>(SND_CHUNK_SIZE*6400) && info.width >1) { + sfx->soundCompressionMethod = 2; + sfx->soundData = NULL; + sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, (data + info.dataofs) ); + encodeWavelet( sfx, samples); +#endif + } else { + sfx->soundCompressionMethod = 0; + sfx->soundLength = info.samples; + sfx->soundData = NULL; + ResampleSfx( sfx, info.rate, info.width, data + info.dataofs, qfalse ); + } + + Hunk_FreeTempMemory(samples); + Z_Free(data); + + return qtrue; +} + +void S_DisplayFreeMemory(void) { + Com_Printf("%d bytes free sound buffer memory, %d total used\n", inUse, totalInUse); +} |