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authorTim Angus <tim@ngus.net>2005-12-10 03:19:05 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:19:05 +0000
commit22f322884cf7715c01500ef0b4579b87b1cb1973 (patch)
tree99c255a82574e8337a8a26bc877d65f13e87b9cd /src/client/snd_dma.c
parente136e3aea478f1406ff304b8ed9e563a4b170f37 (diff)
* Copied ioq3 src to trunk
Diffstat (limited to 'src/client/snd_dma.c')
-rw-r--r--src/client/snd_dma.c1493
1 files changed, 1493 insertions, 0 deletions
diff --git a/src/client/snd_dma.c b/src/client/snd_dma.c
new file mode 100644
index 00000000..39777034
--- /dev/null
+++ b/src/client/snd_dma.c
@@ -0,0 +1,1493 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+/*****************************************************************************
+ * name: snd_dma.c
+ *
+ * desc: main control for any streaming sound output device
+ *
+ * $Archive: /MissionPack/code/client/snd_dma.c $
+ *
+ *****************************************************************************/
+
+#include "snd_local.h"
+#include "snd_codec.h"
+#include "client.h"
+
+void S_Play_f(void);
+void S_SoundList_f(void);
+void S_Music_f(void);
+
+void S_Update_( void );
+void S_UpdateBackgroundTrack( 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 int s_soundStarted;
+static qboolean s_soundMuted;
+
+dma_t dma;
+
+static int listener_number;
+static vec3_t listener_origin;
+static vec3_t listener_axis[3];
+
+int s_soundtime; // sample PAIRS
+int s_paintedtime; // sample PAIRS
+
+// MAX_SFX may be larger than MAX_SOUNDS because
+// of custom player sounds
+#define MAX_SFX 4096
+sfx_t s_knownSfx[MAX_SFX];
+int s_numSfx = 0;
+
+#define LOOP_HASH 128
+static sfx_t *sfxHash[LOOP_HASH];
+
+cvar_t *s_testsound;
+cvar_t *s_khz;
+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;
+portable_samplepair_t s_rawsamples[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("0x%x 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" );
+}
+
+/*
+=================
+S_Base_SoundList
+=================
+*/
+void S_Base_SoundList( void ) {
+ int i;
+ sfx_t *sfx;
+ int size, total;
+ char type[4][16];
+ char mem[2][16];
+
+ strcpy(type[0], "16bit");
+ strcpy(type[1], "adpcm");
+ strcpy(type[2], "daub4");
+ strcpy(type[3], "mulaw");
+ strcpy(mem[0], "paged out");
+ strcpy(mem[1], "resident ");
+ total = 0;
+ for (sfx=s_knownSfx, i=0 ; i<s_numSfx ; i++, sfx++) {
+ size = sfx->soundLength;
+ total += size;
+ Com_Printf("%6i[%s] : %s[%s]\n", size, type[sfx->soundCompressionMethod],
+ sfx->soundName, mem[sfx->inMemory] );
+ }
+ Com_Printf ("Total resident: %i\n", total);
+ S_DisplayFreeMemory();
+}
+
+
+
+void S_ChannelFree(channel_t *v) {
+ v->thesfx = NULL;
+ *(channel_t **)v = freelist;
+ freelist = (channel_t*)v;
+}
+
+channel_t* S_ChannelMalloc( void ) {
+ channel_t *v;
+ if (freelist == NULL) {
+ return NULL;
+ }
+ v = freelist;
+ freelist = *(channel_t **)freelist;
+ v->allocTime = Com_Milliseconds();
+ return v;
+}
+
+void S_ChannelSetup( void ) {
+ channel_t *p, *q;
+
+ // clear all the sounds so they don't
+ Com_Memset( s_channels, 0, sizeof( s_channels ) );
+
+ p = s_channels;;
+ 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, "S_FindName: NULL\n");
+ }
+ if (!name[0]) {
+ Com_Error (ERR_FATAL, "S_FindName: empty name\n");
+ }
+
+ if (strlen(name) >= MAX_QPATH) {
+ Com_Error (ERR_FATAL, "Sound name too long: %s", name);
+ }
+
+ hash = S_HashSFXName(name);
+
+ sfx = sfxHash[hash];
+ // see if already loaded
+ while (sfx) {
+ if (!Q_stricmp(sfx->soundName, name) ) {
+ return sfx;
+ }
+ sfx = sfx->next;
+ }
+
+ // find a free sfx
+ for (i=0 ; i < s_numSfx ; i++) {
+ if (!s_knownSfx[i].soundName[0]) {
+ break;
+ }
+ }
+
+ if (i == s_numSfx) {
+ if (s_numSfx == MAX_SFX) {
+ Com_Error (ERR_FATAL, "S_FindName: out of sfx_t");
+ }
+ s_numSfx++;
+ }
+
+ sfx = &s_knownSfx[i];
+ Com_Memset (sfx, 0, sizeof(*sfx));
+ strcpy (sfx->soundName, name);
+
+ sfx->next = sfxHash[hash];
+ sfxHash[hash] = sfx;
+
+ return sfx;
+}
+
+/*
+=================
+S_DefaultSound
+=================
+*/
+void S_DefaultSound( sfx_t *sfx ) {
+
+ int i;
+
+ sfx->soundLength = 512;
+ sfx->soundData = SND_malloc();
+ sfx->soundData->next = NULL;
+
+
+ for ( i = 0 ; i < sfx->soundLength ; i++ ) {
+ sfx->soundData->sndChunk[i] = i;
+ }
+}
+
+/*
+===================
+S_DisableSounds
+
+Disables sounds until the next S_BeginRegistration.
+This is called when the hunk is cleared and the sounds
+are no longer valid.
+===================
+*/
+void S_Base_DisableSounds( void ) {
+ S_Base_StopAllSounds();
+ s_soundMuted = qtrue;
+}
+
+/*
+==================
+S_RegisterSound
+
+Creates a default buzz sound if the file can't be loaded
+==================
+*/
+sfxHandle_t S_Base_RegisterSound( const char *name, qboolean compressed ) {
+ sfx_t *sfx;
+
+ compressed = qfalse;
+ if (!s_soundStarted) {
+ return 0;
+ }
+
+ if ( strlen( name ) >= MAX_QPATH ) {
+ Com_Printf( "Sound name exceeds MAX_QPATH\n" );
+ return 0;
+ }
+
+ sfx = S_FindName( name );
+ if ( sfx->soundData ) {
+ if ( sfx->defaultSound ) {
+ Com_Printf( S_COLOR_YELLOW "WARNING: could not find %s - using default\n", sfx->soundName );
+ return 0;
+ }
+ return sfx - s_knownSfx;
+ }
+
+ sfx->inMemory = qfalse;
+ sfx->soundCompressed = compressed;
+
+ S_memoryLoad(sfx);
+
+ if ( sfx->defaultSound ) {
+ Com_Printf( S_COLOR_YELLOW "WARNING: could not find %s - using default\n", sfx->soundName );
+ return 0;
+ }
+
+ return sfx - s_knownSfx;
+}
+
+/*
+=====================
+S_BeginRegistration
+
+=====================
+*/
+void S_Base_BeginRegistration( void ) {
+ s_soundMuted = qfalse; // we can play again
+
+ if (s_numSfx == 0) {
+ SND_setup();
+
+ s_numSfx = 0;
+ Com_Memset( s_knownSfx, 0, sizeof( s_knownSfx ) );
+ Com_Memset(sfxHash, 0, sizeof(sfx_t *)*LOOP_HASH);
+
+ S_Base_RegisterSound("sound/feedback/hit.wav", qfalse); // changed to a sound in baseq3
+ }
+}
+
+void S_memoryLoad(sfx_t *sfx) {
+ // load the sound file
+ if ( !S_LoadSound ( sfx ) ) {
+// Com_Printf( S_COLOR_YELLOW "WARNING: couldn't load sound: %s\n", sfx->soundName );
+ sfx->defaultSound = qtrue;
+ }
+ sfx->inMemory = qtrue;
+}
+
+//=============================================================================
+
+/*
+=================
+S_SpatializeOrigin
+
+Used for spatializing s_channels
+=================
+*/
+void S_SpatializeOrigin (vec3_t origin, int master_vol, int *left_vol, int *right_vol)
+{
+ vec_t dot;
+ vec_t dist;
+ vec_t lscale, rscale, scale;
+ vec3_t source_vec;
+ vec3_t vec;
+
+ const float dist_mult = SOUND_ATTENUATE;
+
+ // calculate stereo seperation and distance attenuation
+ VectorSubtract(origin, listener_origin, source_vec);
+
+ dist = VectorNormalize(source_vec);
+ dist -= SOUND_FULLVOLUME;
+ if (dist < 0)
+ dist = 0; // close enough to be at full volume
+ dist *= dist_mult; // different attenuation levels
+
+ VectorRotate( source_vec, listener_axis, vec );
+
+ dot = -vec[1];
+
+ if (dma.channels == 1)
+ { // no attenuation = no spatialization
+ rscale = 1.0;
+ lscale = 1.0;
+ }
+ else
+ {
+ rscale = 0.5 * (1.0 + dot);
+ lscale = 0.5 * (1.0 - dot);
+ if ( rscale < 0 ) {
+ rscale = 0;
+ }
+ if ( lscale < 0 ) {
+ lscale = 0;
+ }
+ }
+
+ // add in distance effect
+ scale = (1.0 - dist) * rscale;
+ *right_vol = (master_vol * scale);
+ if (*right_vol < 0)
+ *right_vol = 0;
+
+ scale = (1.0 - dist) * lscale;
+ *left_vol = (master_vol * scale);
+ if (*left_vol < 0)
+ *left_vol = 0;
+}
+
+// =======================================================================
+// Start a sound effect
+// =======================================================================
+
+/*
+====================
+S_StartSound
+
+Validates the parms and ques the sound up
+if pos is NULL, the sound will be dynamically sourced from the entity
+Entchannel 0 will never override a playing sound
+====================
+*/
+void S_Base_StartSound(vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle ) {
+ channel_t *ch;
+ sfx_t *sfx;
+ int i, oldest, chosen, time;
+ int inplay, allowed;
+
+ 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 == qfalse) {
+ S_memoryLoad(sfx);
+ }
+
+ if ( s_show->integer == 1 ) {
+ Com_Printf( "%i : %s\n", s_paintedtime, sfx->soundName );
+ }
+
+ time = Com_Milliseconds();
+
+// Com_Printf("playing %s\n", sfx->soundName);
+ // pick a channel to play on
+
+ allowed = 4;
+ if (entityNum == listener_number) {
+ allowed = 8;
+ }
+
+ ch = s_channels;
+ inplay = 0;
+ for ( i = 0; i < MAX_CHANNELS ; i++, ch++ ) {
+ if (ch[i].entnum == entityNum && ch[i].thesfx == sfx) {
+ if (time - ch[i].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->allocTime<oldest && ch->entchannel != 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->allocTime<oldest && ch->entchannel != CHAN_ANNOUNCER) {
+ oldest = ch->allocTime;
+ chosen = i;
+ }
+ }
+ if (chosen == -1) {
+ if (ch->entnum == listener_number) {
+ for ( i = 0 ; i < MAX_CHANNELS ; i++, ch++ ) {
+ if (ch->allocTime<oldest) {
+ oldest = ch->allocTime;
+ chosen = i;
+ }
+ }
+ }
+ if (chosen == -1) {
+ Com_Printf("dropping sound\n");
+ return;
+ }
+ }
+ }
+ ch = &s_channels[chosen];
+ ch->allocTime = sfx->lastTimeUsed;
+ }
+
+ if (origin) {
+ VectorCopy (origin, ch->origin);
+ ch->fixed_origin = qtrue;
+ } else {
+ ch->fixed_origin = qfalse;
+ }
+
+ 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 = qfalse;
+}
+
+
+/*
+==================
+S_StartLocalSound
+==================
+*/
+void S_Base_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) {
+ if ( !s_soundStarted || s_soundMuted ) {
+ return;
+ }
+
+ if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
+ Com_Printf( S_COLOR_YELLOW, "S_StartLocalSound: handle %i out of range\n", sfxHandle );
+ return;
+ }
+
+ S_Base_StartSound (NULL, listener_number, channelNum, sfxHandle );
+}
+
+
+/*
+==================
+S_ClearSoundBuffer
+
+If we are about to perform file access, clear the buffer
+so sound doesn't stutter.
+==================
+*/
+void S_Base_ClearSoundBuffer( void ) {
+ int clear;
+
+ if (!s_soundStarted)
+ return;
+
+ // stop looping sounds
+ Com_Memset(loopSounds, 0, MAX_GENTITIES*sizeof(loopSound_t));
+ Com_Memset(loop_channels, 0, MAX_CHANNELS*sizeof(channel_t));
+ numLoopChannels = 0;
+
+ S_ChannelSetup();
+
+ s_rawend = 0;
+
+ if (dma.samplebits == 8)
+ clear = 0x80;
+ else
+ clear = 0;
+
+ SNDDMA_BeginPainting ();
+ if (dma.buffer)
+ // TTimo: due to a particular bug workaround in linux sound code,
+ // have to optionally use a custom C implementation of Com_Memset
+ // not affecting win32, we have #define Snd_Memset Com_Memset
+ // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
+ Snd_Memset(dma.buffer, clear, dma.samples * dma.samplebits/8);
+ SNDDMA_Submit ();
+}
+
+/*
+==================
+S_StopAllSounds
+==================
+*/
+void S_Base_StopAllSounds(void) {
+ if ( !s_soundStarted ) {
+ return;
+ }
+
+ // stop the background music
+ S_Base_StopBackgroundTrack();
+
+ S_Base_ClearSoundBuffer ();
+}
+
+/*
+==============================================================
+
+continuous looping sounds are added each frame
+
+==============================================================
+*/
+
+void S_Base_StopLoopingSound(int entityNum) {
+ loopSounds[entityNum].active = qfalse;
+// loopSounds[entityNum].sfx = 0;
+ loopSounds[entityNum].kill = qfalse;
+}
+
+/*
+==================
+S_ClearLoopingSounds
+
+==================
+*/
+void S_Base_ClearLoopingSounds( qboolean killall ) {
+ int i;
+ for ( i = 0 ; i < MAX_GENTITIES ; i++) {
+ if (killall || loopSounds[i].kill == qtrue || (loopSounds[i].sfx && loopSounds[i].sfx->soundLength == 0)) {
+ loopSounds[i].kill = qfalse;
+ S_Base_StopLoopingSound(i);
+ }
+ }
+ numLoopChannels = 0;
+}
+
+/*
+==================
+S_AddLoopingSound
+
+Called during entity generation for a frame
+Include velocity in case I get around to doing doppler...
+==================
+*/
+void S_Base_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle ) {
+ sfx_t *sfx;
+
+ if ( !s_soundStarted || s_soundMuted ) {
+ return;
+ }
+
+ if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
+ Com_Printf( S_COLOR_YELLOW, "S_AddLoopingSound: handle %i out of range\n", sfxHandle );
+ return;
+ }
+
+ sfx = &s_knownSfx[ sfxHandle ];
+
+ if (sfx->inMemory == qfalse) {
+ S_memoryLoad(sfx);
+ }
+
+ if ( !sfx->soundLength ) {
+ Com_Error( ERR_DROP, "%s has length 0", sfx->soundName );
+ }
+
+ VectorCopy( origin, loopSounds[entityNum].origin );
+ VectorCopy( velocity, loopSounds[entityNum].velocity );
+ loopSounds[entityNum].active = qtrue;
+ loopSounds[entityNum].kill = qtrue;
+ loopSounds[entityNum].doppler = qfalse;
+ loopSounds[entityNum].oldDopplerScale = 1.0;
+ loopSounds[entityNum].dopplerScale = 1.0;
+ loopSounds[entityNum].sfx = sfx;
+
+ if (s_doppler->integer && VectorLengthSquared(velocity)>0.0) {
+ vec3_t out;
+ float lena, lenb;
+
+ loopSounds[entityNum].doppler = qtrue;
+ lena = DistanceSquared(loopSounds[listener_number].origin, loopSounds[entityNum].origin);
+ VectorAdd(loopSounds[entityNum].origin, loopSounds[entityNum].velocity, out);
+ lenb = DistanceSquared(loopSounds[listener_number].origin, out);
+ if ((loopSounds[entityNum].framenum+1) != cls.framecount) {
+ loopSounds[entityNum].oldDopplerScale = 1.0;
+ } else {
+ loopSounds[entityNum].oldDopplerScale = loopSounds[entityNum].dopplerScale;
+ }
+ loopSounds[entityNum].dopplerScale = lenb/(lena*100);
+ if (loopSounds[entityNum].dopplerScale<=1.0) {
+ loopSounds[entityNum].doppler = qfalse; // don't bother doing the math
+ } else if (loopSounds[entityNum].dopplerScale>MAX_DOPPLER_SCALE) {
+ loopSounds[entityNum].dopplerScale = MAX_DOPPLER_SCALE;
+ }
+ }
+
+ loopSounds[entityNum].framenum = cls.framecount;
+}
+
+/*
+==================
+S_AddLoopingSound
+
+Called during entity generation for a frame
+Include velocity in case I get around to doing doppler...
+==================
+*/
+void S_Base_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle ) {
+ sfx_t *sfx;
+
+ if ( !s_soundStarted || s_soundMuted ) {
+ return;
+ }
+
+ if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
+ Com_Printf( S_COLOR_YELLOW, "S_AddRealLoopingSound: handle %i out of range\n", sfxHandle );
+ return;
+ }
+
+ sfx = &s_knownSfx[ sfxHandle ];
+
+ if (sfx->inMemory == qfalse) {
+ S_memoryLoad(sfx);
+ }
+
+ if ( !sfx->soundLength ) {
+ Com_Error( ERR_DROP, "%s has length 0", sfx->soundName );
+ }
+ VectorCopy( origin, loopSounds[entityNum].origin );
+ VectorCopy( velocity, loopSounds[entityNum].velocity );
+ loopSounds[entityNum].sfx = sfx;
+ loopSounds[entityNum].active = qtrue;
+ loopSounds[entityNum].kill = qfalse;
+ loopSounds[entityNum].doppler = qfalse;
+}
+
+
+
+/*
+==================
+S_AddLoopSounds
+
+Spatialize all of the looping sounds.
+All sounds are on the same cycle, so any duplicates can just
+sum up the channel multipliers.
+==================
+*/
+void S_AddLoopSounds (void) {
+ int i, j, time;
+ int left_total, right_total, left, right;
+ channel_t *ch;
+ loopSound_t *loop, *loop2;
+ static int loopFrame;
+
+
+ numLoopChannels = 0;
+
+ time = Com_Milliseconds();
+
+ loopFrame++;
+ for ( i = 0 ; i < MAX_GENTITIES ; i++) {
+ loop = &loopSounds[i];
+ if ( !loop->active || loop->mergeFrame == loopFrame ) {
+ continue; // already merged into an earlier sound
+ }
+
+ if (loop->kill) {
+ S_SpatializeOrigin( loop->origin, 127, &left_total, &right_total); // 3d
+ } else {
+ S_SpatializeOrigin( loop->origin, 90, &left_total, &right_total); // sphere
+ }
+
+ loop->sfx->lastTimeUsed = time;
+
+ for (j=(i+1); j< MAX_GENTITIES ; j++) {
+ loop2 = &loopSounds[j];
+ if ( !loop2->active || loop2->doppler || loop2->sfx != loop->sfx) {
+ continue;
+ }
+ loop2->mergeFrame = loopFrame;
+
+ if (loop2->kill) {
+ S_SpatializeOrigin( loop2->origin, 127, &left, &right); // 3d
+ } else {
+ S_SpatializeOrigin( loop2->origin, 90, &left, &right); // sphere
+ }
+
+ loop2->sfx->lastTimeUsed = time;
+ left_total += left;
+ right_total += right;
+ }
+ if (left_total == 0 && right_total == 0) {
+ continue; // not audible
+ }
+
+ // allocate a channel
+ ch = &loop_channels[numLoopChannels];
+
+ if (left_total > 255) {
+ left_total = 255;
+ }
+ if (right_total > 255) {
+ right_total = 255;
+ }
+
+ ch->master_vol = 127;
+ ch->leftvol = left_total;
+ ch->rightvol = right_total;
+ ch->thesfx = loop->sfx;
+ ch->doppler = loop->doppler;
+ ch->dopplerScale = loop->dopplerScale;
+ ch->oldDopplerScale = loop->oldDopplerScale;
+ 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] );
+ }
+}
+
+portable_samplepair_t *S_GetRawSamplePointer( void ) {
+ return s_rawsamples;
+}
+
+/*
+============
+S_RawSamples
+
+Music streaming
+============
+*/
+void S_Base_RawSamples( int samples, int rate, int width, int s_channels, const byte *data, float volume ) {
+ int i;
+ int src, dst;
+ float scale;
+ int intVolume;
+
+ if ( !s_soundStarted || s_soundMuted ) {
+ return;
+ }
+
+ intVolume = 256 * volume;
+
+ if ( s_rawend < s_soundtime ) {
+ Com_DPrintf( "S_RawSamples: resetting minimum: %i < %i\n", s_rawend, s_soundtime );
+ s_rawend = s_soundtime;
+ }
+
+ scale = (float)rate / dma.speed;
+
+//Com_Printf ("%i < %i < %i\n", s_soundtime, s_paintedtime, s_rawend);
+ if (s_channels == 2 && width == 2)
+ {
+ if (scale == 1.0)
+ { // optimized case
+ for (i=0 ; i<samples ; i++)
+ {
+ dst = s_rawend&(MAX_RAW_SAMPLES-1);
+ s_rawend++;
+ s_rawsamples[dst].left = ((short *)data)[i*2] * intVolume;
+ s_rawsamples[dst].right = ((short *)data)[i*2+1] * intVolume;
+ }
+ }
+ else
+ {
+ for (i=0 ; ; i++)
+ {
+ src = i*scale;
+ if (src >= samples)
+ break;
+ dst = s_rawend&(MAX_RAW_SAMPLES-1);
+ s_rawend++;
+ s_rawsamples[dst].left = ((short *)data)[src*2] * intVolume;
+ s_rawsamples[dst].right = ((short *)data)[src*2+1] * intVolume;
+ }
+ }
+ }
+ else if (s_channels == 1 && width == 2)
+ {
+ for (i=0 ; ; i++)
+ {
+ src = i*scale;
+ if (src >= samples)
+ break;
+ dst = s_rawend&(MAX_RAW_SAMPLES-1);
+ s_rawend++;
+ s_rawsamples[dst].left = ((short *)data)[src] * intVolume;
+ s_rawsamples[dst].right = ((short *)data)[src] * intVolume;
+ }
+ }
+ else if (s_channels == 2 && width == 1)
+ {
+ intVolume *= 256;
+
+ for (i=0 ; ; i++)
+ {
+ src = i*scale;
+ if (src >= samples)
+ break;
+ dst = s_rawend&(MAX_RAW_SAMPLES-1);
+ s_rawend++;
+ s_rawsamples[dst].left = ((char *)data)[src*2] * intVolume;
+ s_rawsamples[dst].right = ((char *)data)[src*2+1] * intVolume;
+ }
+ }
+ else if (s_channels == 1 && width == 1)
+ {
+ intVolume *= 256;
+
+ for (i=0 ; ; i++)
+ {
+ src = i*scale;
+ if (src >= samples)
+ break;
+ dst = s_rawend&(MAX_RAW_SAMPLES-1);
+ s_rawend++;
+ s_rawsamples[dst].left = (((byte *)data)[src]-128) * intVolume;
+ s_rawsamples[dst].right = (((byte *)data)[src]-128) * intVolume;
+ }
+ }
+
+ if ( s_rawend > s_soundtime + MAX_RAW_SAMPLES ) {
+ Com_DPrintf( "S_RawSamples: overflowed %i > %i\n", s_rawend, 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;
+ }
+ // anything coming from the view entity will always be full volume
+ if (ch->entnum == listener_number) {
+ ch->leftvol = ch->master_vol;
+ ch->rightvol = ch->master_vol;
+ } else {
+ if (ch->fixed_origin) {
+ VectorCopy( ch->origin, origin );
+ } else {
+ VectorCopy( loopSounds[ ch->entnum ].origin, origin );
+ }
+
+ S_SpatializeOrigin (origin, ch->master_vol, &ch->leftvol, &ch->rightvol);
+ }
+ }
+
+ // add loopsounds
+ S_AddLoopSounds ();
+}
+
+
+/*
+========================
+S_ScanChannelStarts
+
+Returns qtrue if any new sounds were started since the last mix
+========================
+*/
+qboolean S_ScanChannelStarts( void ) {
+ channel_t *ch;
+ int i;
+ qboolean newSamples;
+
+ newSamples = qfalse;
+ ch = s_channels;
+
+ for (i=0; i<MAX_CHANNELS ; i++, ch++) {
+ if ( !ch->thesfx ) {
+ continue;
+ }
+ // if this channel was just started this frame,
+ // set the sample count to it begins mixing
+ // into the very first sample
+ if ( ch->startSample == START_SAMPLE_IMMEDIATE ) {
+ ch->startSample = s_paintedtime;
+ newSamples = qtrue;
+ continue;
+ }
+
+ // if it is completely finished by now, clear it
+ if ( ch->startSample + (ch->thesfx->soundLength) <= s_paintedtime ) {
+ S_ChannelFree(ch);
+ }
+ }
+
+ return newSamples;
+}
+
+/*
+============
+S_Update
+
+Called once each time through the main loop
+============
+*/
+void S_Base_Update( void ) {
+ int i;
+ int total;
+ channel_t *ch;
+
+ if ( !s_soundStarted || s_soundMuted ) {
+// Com_DPrintf ("not started or muted\n");
+ return;
+ }
+
+ //
+ // debugging output
+ //
+ if ( s_show->integer == 2 ) {
+ total = 0;
+ ch = s_channels;
+ for (i=0 ; i<MAX_CHANNELS; i++, ch++) {
+ if (ch->thesfx && (ch->leftvol || ch->rightvol) ) {
+ Com_Printf ("%f %f %s\n", ch->leftvol, ch->rightvol, ch->thesfx->soundName);
+ total++;
+ }
+ }
+
+ Com_Printf ("----(%i)---- painted: %i\n", total, s_paintedtime);
+ }
+
+ // add raw data from streamed samples
+ S_UpdateBackgroundTrack();
+
+ // mix some sound
+ S_Update_();
+}
+
+void S_GetSoundtime(void)
+{
+ int samplepos;
+ static int buffers;
+ static int oldsamplepos;
+ int fullsamples;
+
+ fullsamples = dma.samples / dma.channels;
+
+ // it is possible to miscount buffers if it has wrapped twice between
+ // calls to S_Update. Oh well.
+ samplepos = SNDDMA_GetDMAPos();
+ if (samplepos < oldsamplepos)
+ {
+ buffers++; // buffer wrapped
+
+ if (s_paintedtime > 0x40000000)
+ { // time to chop things off to avoid 32 bit limits
+ buffers = 0;
+ s_paintedtime = fullsamples;
+ S_Base_StopAllSounds ();
+ }
+ }
+ oldsamplepos = samplepos;
+
+ s_soundtime = buffers*fullsamples + samplepos/dma.channels;
+
+#if 0
+// check to make sure that we haven't overshot
+ if (s_paintedtime < s_soundtime)
+ {
+ Com_DPrintf ("S_Update_ : overflow\n");
+ s_paintedtime = s_soundtime;
+ }
+#endif
+
+ if ( dma.submission_chunk < 256 ) {
+ s_paintedtime = s_soundtime + s_mixPreStep->value * dma.speed;
+ } else {
+ s_paintedtime = s_soundtime + dma.submission_chunk;
+ }
+}
+
+
+void S_Update_(void) {
+ unsigned endtime;
+ int samps;
+ static float lastTime = 0.0f;
+ float ma, op;
+ float thisTime, sane;
+ static int ot = -1;
+
+ if ( !s_soundStarted || s_soundMuted ) {
+ return;
+ }
+
+ thisTime = Com_Milliseconds();
+
+ // Updates s_soundtime
+ S_GetSoundtime();
+
+ if (s_soundtime == ot) {
+ return;
+ }
+ ot = s_soundtime;
+
+ // clear any sound effects that end before the current time,
+ // and start any new sounds
+ S_ScanChannelStarts();
+
+ sane = thisTime - lastTime;
+ if (sane<11) {
+ sane = 11; // 85hz
+ }
+
+ ma = s_mixahead->value * dma.speed;
+ op = s_mixPreStep->value + sane*dma.speed*0.01;
+
+ if (op < ma) {
+ ma = op;
+ }
+
+ // mix ahead of current position
+ endtime = s_soundtime + ma;
+
+ // mix to an even submission block size
+ endtime = (endtime + dma.submission_chunk-1)
+ & ~(dma.submission_chunk-1);
+
+ // never mix more than the complete buffer
+ samps = dma.samples >> (dma.channels-1);
+ if (endtime - s_soundtime > samps)
+ endtime = s_soundtime + samps;
+
+
+
+ SNDDMA_BeginPainting ();
+
+ S_PaintChannels (endtime);
+
+ SNDDMA_Submit ();
+
+ lastTime = thisTime;
+}
+
+
+
+/*
+===============================================================================
+
+background music functions
+
+===============================================================================
+*/
+
+/*
+======================
+S_StopBackgroundTrack
+======================
+*/
+void S_Base_StopBackgroundTrack( void ) {
+ if(!s_backgroundStream)
+ return;
+ S_CodecCloseStream(s_backgroundStream);
+ s_backgroundStream = NULL;
+ s_rawend = 0;
+}
+
+/*
+======================
+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[0] ) {
+ return;
+ }
+
+ if( !loop ) {
+ s_backgroundLoop[0] = 0;
+ } else {
+ Q_strncpyz( s_backgroundLoop, loop, sizeof( s_backgroundLoop ) );
+ }
+
+ // 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(intro);
+ if(!s_backgroundStream) {
+ Com_Printf( S_COLOR_YELLOW "WARNING: couldn't open music file %s\n", intro );
+ 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", 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;
+ static float musicVolume = 0.5f;
+
+ if(!s_backgroundStream) {
+ return;
+ }
+
+ // graeme see if this is OK
+ musicVolume = (musicVolume + (s_musicVolume->value * 2))/4.0f;
+
+ // don't bother playing anything if musicvolume is 0
+ if ( musicVolume <= 0 ) {
+ return;
+ }
+
+ // see how many samples should be copied into the raw buffer
+ if ( s_rawend < s_soundtime ) {
+ s_rawend = s_soundtime;
+ }
+
+ while ( s_rawend < s_soundtime + MAX_RAW_SAMPLES ) {
+ bufferSamples = MAX_RAW_SAMPLES - (s_rawend - s_soundtime);
+
+ // decide how much data needs to be read from the file
+ fileSamples = bufferSamples * s_backgroundStream->info.rate / dma.speed;
+
+ // 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)
+ {
+ fileBytes = r;
+ fileSamples = r / (s_backgroundStream->info.width * s_backgroundStream->info.channels);
+ }
+
+ if(r > 0)
+ {
+ // add to raw buffer
+ S_Base_RawSamples( fileSamples, s_backgroundStream->info.rate,
+ s_backgroundStream->info.width, s_backgroundStream->info.channels, raw, musicVolume );
+ }
+ else
+ {
+ // loop
+ if(s_backgroundLoop[0])
+ {
+ S_CodecCloseStream(s_backgroundStream);
+ s_backgroundStream = NULL;
+ S_Base_StartBackgroundTrack( s_backgroundLoop, s_backgroundLoop );
+ if(!s_backgroundStream)
+ return;
+ }
+ else
+ {
+ S_Base_StopBackgroundTrack();
+ return;
+ }
+ }
+
+ }
+}
+
+
+/*
+======================
+S_FreeOldestSound
+======================
+*/
+
+void S_FreeOldestSound( void ) {
+ int i, oldest, used;
+ sfx_t *sfx;
+ sndBuffer *buffer, *nbuffer;
+
+ oldest = Com_Milliseconds();
+ used = 0;
+
+ for (i=1 ; i < s_numSfx ; i++) {
+ sfx = &s_knownSfx[i];
+ if (sfx->inMemory && sfx->lastTimeUsed<oldest) {
+ used = i;
+ oldest = sfx->lastTimeUsed;
+ }
+ }
+
+ sfx = &s_knownSfx[used];
+
+ Com_DPrintf("S_FreeOldestSound: freeing sound %s\n", sfx->soundName);
+
+ buffer = sfx->soundData;
+ while(buffer != NULL) {
+ nbuffer = buffer->next;
+ SND_free(buffer);
+ buffer = nbuffer;
+ }
+ sfx->inMemory = qfalse;
+ sfx->soundData = NULL;
+}
+
+// =======================================================================
+// Shutdown sound engine
+// =======================================================================
+
+void S_Base_Shutdown( void ) {
+ if ( !s_soundStarted ) {
+ return;
+ }
+
+ SNDDMA_Shutdown();
+
+ s_soundStarted = 0;
+
+ Cmd_RemoveCommand("s_info");
+}
+
+/*
+================
+S_Init
+================
+*/
+qboolean S_Base_Init( soundInterface_t *si ) {
+ qboolean r;
+
+ if( !si ) {
+ return qfalse;
+ }
+
+ s_khz = Cvar_Get ("s_khz", "22", CVAR_ARCHIVE);
+ s_mixahead = Cvar_Get ("s_mixahead", "0.2", CVAR_ARCHIVE);
+ s_mixPreStep = Cvar_Get ("s_mixPreStep", "0.05", CVAR_ARCHIVE);
+ s_show = Cvar_Get ("s_show", "0", CVAR_CHEAT);
+ s_testsound = Cvar_Get ("s_testsound", "0", CVAR_CHEAT);
+
+ r = SNDDMA_Init();
+
+ if ( r ) {
+ s_soundStarted = 1;
+ s_soundMuted = 1;
+// s_numSfx = 0;
+
+ Com_Memset(sfxHash, 0, sizeof(sfx_t *)*LOOP_HASH);
+
+ s_soundtime = 0;
+ s_paintedtime = 0;
+
+ S_Base_StopAllSounds( );
+ } else {
+ return qfalse;
+ }
+
+ si->Shutdown = S_Base_Shutdown;
+ si->StartSound = S_Base_StartSound;
+ si->StartLocalSound = S_Base_StartLocalSound;
+ si->StartBackgroundTrack = S_Base_StartBackgroundTrack;
+ si->StopBackgroundTrack = S_Base_StopBackgroundTrack;
+ si->RawSamples = S_Base_RawSamples;
+ si->StopAllSounds = S_Base_StopAllSounds;
+ si->ClearLoopingSounds = S_Base_ClearLoopingSounds;
+ si->AddLoopingSound = S_Base_AddLoopingSound;
+ si->AddRealLoopingSound = S_Base_AddRealLoopingSound;
+ si->StopLoopingSound = S_Base_StopLoopingSound;
+ si->Respatialize = S_Base_Respatialize;
+ si->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->ClearSoundBuffer = S_Base_ClearSoundBuffer;
+ si->SoundInfo = S_Base_SoundInfo;
+ si->SoundList = S_Base_SoundList;
+
+ return qtrue;
+}