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snd_main.c
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/*
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.
$Id: snd_dma.c,v 1.48 2007-09-26 21:51:34 tonik Exp $
*/
// snd_dma.c -- main control for any streaming sound output device
#include <SDL.h>
#include "quakedef.h"
#include "qsound.h"
#include "utils.h"
#include "rulesets.h"
#include "fmod.h"
#define SELF_SOUND_ENTITY 0xFFEFFFFF // [EZH] Fan told me 0xFFEFFFFF is damn cool value for it :P
#define PLAY_SOUND_ENTITY 0xFFEFFFFE // /play or /playvol command, take distance & direction into account
#ifdef _WIN32
#include "movie.h" //joe: capturing audio
#endif
extern qbool ActiveApp, Minimized;
extern cvar_t sys_inactivesound;
static void OnChange_s_khz (cvar_t *var, char *string, qbool *cancel);
static void OnChange_s_desiredsamples (cvar_t *var, char *string, qbool *cancel);
static void S_Play_f (void);
static void S_MuteSound_f (void);
static void S_SoundList_f (void);
static void S_Update_ (void);
static void S_StopAllSounds_f (void);
static void S_Register_LatchCvars(void);
// =======================================================================
// Internal sound data & structures
// =======================================================================
channel_t channels[MAX_CHANNELS] = { {0} };
unsigned int total_channels;
int snd_blocked = 0;
qbool snd_initialized = false;
qbool snd_started = false;
int soundtime;
static vec3_t listener_origin;
static vec3_t listener_forward;
static vec3_t listener_right;
static vec3_t listener_up;
#define sound_nominal_clip_dist 1000.0
// during registration it is possible to have more sounds
// than could actually be referenced during gameplay,
// because we don't want to free anything until we are
// sure we won't need it.
#define MAX_SFX (MAX_SOUNDS*2) // 256 * 2 = 512
static sfx_t *known_sfx;
static int num_sfx;
static qbool sound_spatialized = false;
static sfx_t *ambient_sfx[NUM_AMBIENTS] = {0};
// ====================================================================
// User-setable variables
// ====================================================================
cvar_t bgmvolume = {"bgmvolume", "1"}; // CD music volume
cvar_t s_volume = {"volume", "0.7"};
cvar_t s_raw_volume = {"s_raw_volume", "1"};
cvar_t s_nosound = {"s_nosound", "0"};
cvar_t s_precache = {"s_precache", "1"};
cvar_t s_loadas8bit = {"s_loadas8bit", "0"};
cvar_t s_ambientlevel = {"s_ambientlevel", "0.3"};
cvar_t s_ambientfade = {"s_ambientfade", "100"};
cvar_t s_show = {"s_show", "0"};
cvar_t s_swapstereo = {"s_swapstereo", "0"};
cvar_t s_linearresample = {"s_linearresample", "0", CVAR_LATCH};
cvar_t s_linearresample_stream = {"s_linearresample_stream", "0"};
cvar_t s_khz = {"s_khz", "11", CVAR_NONE, OnChange_s_khz}; // If > 11, default sounds are noticeably different.
cvar_t s_desiredsamples = {"s_desiredsamples", "0", CVAR_AUTO, OnChange_s_desiredsamples };
cvar_t s_audiodevice = {"s_audiodevice", "0", CVAR_LATCH};
SDL_mutex *smutex;
soundhw_t *shw;
static SDL_AudioDeviceID audiodevid;
static void S_ListDrivers(void)
{
int i = 0, numdrivers;
numdrivers = SDL_GetNumAudioDrivers();
Com_Printf("Audio driver support compiled into SDL:\n");
for (; i < numdrivers; i++) {
Com_Printf("%s\n", SDL_GetAudioDriver(i));
}
}
static void S_ListAudioDevices(void)
{
int i = 0, numdevices;
numdevices = SDL_GetNumAudioDevices(0); /* arg is iscapture */
Com_Printf(" id device name\n-------------------------\n");
Com_Printf(" 0 system default\n");
for (; i < numdevices; i++) {
Com_Printf(" %2d %s\n", i+1, SDL_GetAudioDeviceName(i, 0));
}
}
static void S_LockMixer(void)
{
SDL_LockMutex(smutex);
}
static void S_UnlockMixer(void)
{
SDL_UnlockMutex(smutex);
}
static void S_SoundInfo_f (void)
{
if (!shw) {
Com_Printf ("sound system not started\n");
return;
}
Com_Printf("%5d speakers\n", shw->numchannels);
Com_Printf("%5d samples\n", shw->samples);
Com_Printf("%5d samplepos\n", shw->samplepos);
Com_Printf("%5d samplebits\n", shw->samplebits);
Com_Printf("%5d kHz\n", shw->khz);
Com_Printf("%5u total_channels\n", total_channels);
}
static void S_SDL_callback(void *userdata, Uint8 *stream, int len)
{
#ifdef _WIN32
// Mixer is run in main thread when creating .avi, play silence instead
if (Movie_IsCapturingAVI()) {
SDL_memset(stream, 0, len);
return;
}
#endif
S_LockMixer();
shw->buffer = stream;
shw->samples = len / shw->numchannels;
S_Update_();
shw->snd_sent += len;
S_UnlockMixer();
// Implicit Minimized in first case
if ((sys_inactivesound.integer == 0 && !ActiveApp) || (sys_inactivesound.integer == 2 && Minimized) || cls.demoseeking) {
SDL_memset(stream, 0, len);
}
}
static void S_SDL_Shutdown(void)
{
Con_Printf("Shutting down SDL audio.\n");
SDL_CloseAudioDevice(audiodevid);
audiodevid = 0;
if (SDL_WasInit(SDL_INIT_AUDIO) != 0)
SDL_QuitSubSystem(SDL_INIT_AUDIO);
if (smutex) {
SDL_DestroyMutex(smutex);
smutex = NULL;
}
if (shw != NULL) {
free(shw);
shw = NULL;
}
}
static qbool S_SDL_Init(void)
{
SDL_AudioSpec desired, obtained;
soundhw_t *shw_tmp = NULL;
int ret = 0;
const char *requested_device = NULL;
if (SDL_WasInit(SDL_INIT_AUDIO) == 0)
ret = SDL_InitSubSystem(SDL_INIT_AUDIO);
if (ret == -1) {
Con_Printf("Couldn't initialize SDL audio: %s\n", SDL_GetError());
return false;
}
if (!smutex) {
smutex = SDL_CreateMutex();
}
memset(&desired, 0, sizeof(desired));
switch (s_khz.integer) {
case 48:
desired.freq = 48000;
desired.samples = 512;
break;
case 44:
desired.freq = 44100;
desired.samples = 512;
break;
case 22:
desired.freq = 22050;
desired.samples = 256;
break;
default:
desired.freq = 11025;
desired.samples = 128;
break;
}
desired.format = AUDIO_S16LSB;
desired.channels = 2;
if (s_desiredsamples.integer) {
int desired_samples = 1;
// make sure it's a power of 2
while (desired_samples < s_desiredsamples.integer)
desired_samples <<= 1;
desired.samples = desired_samples;
}
desired.callback = S_SDL_callback;
/* Make audiodevice list start from index 1 so that 0 can be system default */
if (s_audiodevice.integer > 0) {
requested_device = SDL_GetAudioDeviceName(s_audiodevice.integer - 1, 0);
}
if ((audiodevid = SDL_OpenAudioDevice(requested_device, 0, &desired, &obtained, 0)) <= 0) {
Com_Printf("sound: couldn't open SDL audio: %s\n", SDL_GetError());
if (requested_device != NULL) {
Com_Printf("sound: retrying with default audio device\n");
if ((audiodevid = SDL_OpenAudioDevice(NULL, 0, &desired, &obtained, 0)) <= 0) {
Com_Printf("sound: failure again, aborting...\n");
return false;
}
Cvar_LatchedSet(&s_audiodevice, "0");
}
return false;
}
if (obtained.format != AUDIO_S16LSB) {
Com_Printf("SDL audio format %d unsupported.\n", obtained.format);
goto fail;
}
if (obtained.channels != 1 && obtained.channels != 2) {
Com_Printf("SDL audio channels %d unsupported.\n", obtained.channels);
goto fail;
}
shw_tmp = Q_calloc(1, sizeof(*shw));
if (!shw_tmp) {
Com_Printf("Failed to alloc memory for sound structure\n");
goto fail;
}
shw_tmp->khz = obtained.freq;
shw_tmp->numchannels = obtained.channels;
shw_tmp->samplebits = obtained.format & 0xFF;
shw_tmp->samples = 65536;
Cvar_AutoSetInt(&s_desiredsamples, obtained.samples);
shw = shw_tmp;
Com_Printf("Using SDL audio driver: %s @ %d Hz\n", SDL_GetCurrentAudioDriver(), obtained.freq);
SDL_PauseAudioDevice(audiodevid, 0);
return true;
fail:
S_SDL_Shutdown();
return false;
}
static void S_FModCheckExtraSounds(void)
{
char *soundlist[] = {
"sound/misc/menu1.wav",
"sound/misc/menu2.wav",
"sound/misc/menu3.wav",
"sound/misc/basekey.wav",
"sound/misc/talk.wav",
"sound/doors/runeuse.wav",
};
byte *data;
int filesize;
int i;
for (i = 0; i < (sizeof(soundlist)/sizeof(*soundlist)); i++) {
if (!(data = FS_LoadTempFile(soundlist[i], &filesize))) {
Com_Printf("Couldn't load file, ignoring FMod check for '%s'\n", soundlist[i]);
continue;
}
FMod_CheckModel(soundlist[i], data, filesize);
}
}
static qbool S_Startup (void)
{
if (!snd_initialized)
return false;
S_Register_LatchCvars();
if (known_sfx == NULL) {
known_sfx = Q_malloc(MAX_SFX * sizeof(sfx_t));
}
num_sfx = 0;
if (!S_SDL_Init()) {
Com_Printf ("S_Startup: S_Init failed.\n");
snd_started = false;
sound_spatialized = false;
return false;
}
snd_started = true;
ambient_sfx[AMBIENT_WATER] = S_PrecacheSound("ambience/water1.wav");
ambient_sfx[AMBIENT_SKY] = S_PrecacheSound("ambience/wind2.wav");
/* Make sure all extra sounds are processed through FMod checks */
S_FModCheckExtraSounds();
S_StopAllSounds();
return true;
}
void S_Shutdown (void)
{
if (!shw)
return;
/* FIXME: this one free's sfx->buf's in channels array, is that correct ?? */
S_StopAllSounds();
S_SDL_Shutdown();
if (known_sfx != NULL) {
int i;
for (i = 0; i < num_sfx; i++) {
if (known_sfx[i].buf != NULL) {
Q_free(known_sfx[i].buf);
}
}
}
Q_free(known_sfx);
num_sfx = 0;
snd_started = false;
sound_spatialized = false;
}
static void S_Restart_f (void)
{
int i;
Com_DPrintf("Restarting sound system....\n");
S_Shutdown();
S_Startup();
CL_InitTEnts();
for (i=1; i < MAX_SOUNDS; i++) {
if (!cl.sound_name[i][0])
break;
cl.sound_precache[i] = S_PrecacheSound(cl.sound_name[i]);
}
}
static void OnChange_s_khz (cvar_t *var, char *string, qbool *cancel) {
if (shw && shw->khz / 1000 != Q_atoi(string)) {
Cbuf_AddText("s_restart\n");
}
}
static void OnChange_s_desiredsamples (cvar_t *var, char *string, qbool *cancel) {
if (atoi (string) != var->integer) {
Cbuf_AddText("s_restart\n");
}
}
static void S_Register_RegularCvarsAndCommands(void)
{
Cvar_SetCurrentGroup(CVAR_GROUP_SOUND);
Cvar_Register(&bgmvolume);
Cvar_Register(&s_volume);
Cvar_Register(&s_raw_volume);
Cvar_Register(&s_nosound);
Cvar_Register(&s_precache);
Cvar_Register(&s_loadas8bit);
Cvar_Register(&s_khz);
Cvar_Register(&s_ambientlevel);
Cvar_Register(&s_ambientfade);
Cvar_Register(&s_show);
Cvar_Register(&s_swapstereo);
Cvar_Register(&s_linearresample_stream);
Cvar_Register(&s_desiredsamples);
Cvar_ResetCurrentGroup();
// compatibility with old configs
Cmd_AddLegacyCommand("nosound", "s_nosound");
Cmd_AddLegacyCommand("precache", "s_precache");
Cmd_AddLegacyCommand("loadas8bit", "s_loadas8bit");
Cmd_AddLegacyCommand("ambient_level", "s_ambientlevel");
Cmd_AddLegacyCommand("ambient_fade", "s_ambientfade");
Cmd_AddLegacyCommand("snd_show", "s_show");
Cmd_AddLegacyCommand("snd_restart", "s_restart"); // and snd_restart a legacy command
Cmd_AddCommand("s_restart", S_Restart_f); // dimman: made s_restart the actual command
Cmd_AddCommand("mutesound", S_MuteSound_f);
Cmd_AddCommand("play", S_Play_f);
Cmd_AddCommand("playvol", S_Play_f);
Cmd_AddCommand("stopsound", S_StopAllSounds_f);
Cmd_AddCommand("soundlist", S_SoundList_f);
Cmd_AddCommand("soundinfo", S_SoundInfo_f);
Cmd_AddCommand("s_listdrivers", S_ListDrivers);
/* Naming it like this to be seen together with s_audiodevice cvar */
Cmd_AddCommand("s_audiodevicelist", S_ListAudioDevices);
}
static void S_Register_LatchCvars(void)
{
Cvar_SetCurrentGroup(CVAR_GROUP_SOUND);
Cvar_Register(&s_linearresample);
Cvar_Register(&s_audiodevice);
Cvar_ResetCurrentGroup();
}
void S_Init (void)
{
Com_DPrintf("\n[sound] Initialization\n");
if (snd_initialized) { //whoops
Com_Printf_State (PRINT_INFO, "[sound] Sound is already initialized!\n");
return;
}
if (COM_CheckParm("-nosound")) {
Cmd_AddLegacyCommand ("play", ""); // just suppress warnings
return;
}
if (host_memsize < 0x800000) {
Cvar_Set (&s_loadas8bit, "1");
Com_Printf ("[sound] Not enough memory. Loading all sounds as 8bit\n");
}
S_Register_RegularCvarsAndCommands();
S_Register_LatchCvars();
SND_InitScaletable ();
known_sfx = Q_malloc(MAX_SFX * sizeof(sfx_t));
num_sfx = 0;
snd_initialized = true;
S_Startup();
}
// =======================================================================
// Load a sound
// =======================================================================
static sfx_t *S_FindName (char *name)
{
int i;
sfx_t *sfx;
if (!snd_initialized || !snd_started)
return NULL;
if (!name)
Sys_Error ("S_FindName: NULL");
if (strlen(name) >= MAX_QPATH) {
Com_Printf ("S_FindName: sound name too long (%s)\n", name);
return NULL;
}
// see if already loaded
for (i = 0; i < num_sfx; i++) {
if (!strcmp(known_sfx[i].name, name))
return &known_sfx[i];
}
if (num_sfx == MAX_SFX)
Sys_Error ("S_FindName: out of sfx_t");
sfx = &known_sfx[i];
strlcpy (sfx->name, name, sizeof (sfx->name));
num_sfx++;
return sfx;
}
sfx_t *S_PrecacheSound (char *name)
{
sfx_t *sfx;
if (!snd_initialized || !snd_started || s_nosound.value)
return NULL;
if (name == NULL || name[0] == 0)
return NULL;
sfx = S_FindName (name);
if (sfx == NULL)
return NULL;
// cache it in
if (s_precache.value)
S_LoadSound (sfx);
return sfx;
}
//=============================================================================
// picks a channel based on priorities, empty slots, number of channels
static channel_t *SND_PickChannel (int entnum, int entchannel)
{
int ch_idx, first_to_die, life_left;
// Check for replacement sound, or find the best one to replace
first_to_die = -1;
life_left = 0x7fffffff;
for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; ch_idx++) {
if (entchannel != 0 // channel 0 never overrides
&& channels[ch_idx].entnum == entnum
&& (channels[ch_idx].entchannel == entchannel || entchannel == -1) ) {
// always override sound from same entity
first_to_die = ch_idx;
break;
}
// don't let monster sounds override player sounds
if (channels[ch_idx].entnum == cl.playernum+1 && entnum != cl.playernum+1 && channels[ch_idx].sfx)
continue;
if (channels[ch_idx].end - shw->paintedtime < life_left) {
life_left = channels[ch_idx].end - shw->paintedtime;
first_to_die = ch_idx;
}
}
if (first_to_die == -1)
return NULL;
if (channels[first_to_die].sfx)
channels[first_to_die].sfx = NULL;
return &channels[first_to_die];
}
// spatializes a channel
static void SND_Spatialize (channel_t *ch)
{
vec_t dot, dist, lscale, rscale, scale;
vec3_t source_vec;
// anything coming from the view entity will always be full volume
if ((ch->entnum == cl.playernum + 1) || (ch->entnum == SELF_SOUND_ENTITY)) {
ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol;
return;
}
// calculate stereo seperation and distance attenuation
VectorSubtract(ch->origin, listener_origin, source_vec);
dist = VectorNormalize(source_vec) * ch->dist_mult;
dot = DotProduct(listener_right, source_vec);
if (shw->numchannels == 1) {
rscale = 1.0;
lscale = 1.0;
} else {
rscale = 1.0 + dot;
lscale = 1.0 - dot;
}
// add in distance effect
scale = (1.0 - dist) * rscale;
ch->rightvol = (int) (ch->master_vol * scale);
if (ch->rightvol < 0)
ch->rightvol = 0;
scale = (1.0 - dist) * lscale;
ch->leftvol = (int) (ch->master_vol * scale);
if (ch->leftvol < 0)
ch->leftvol = 0;
}
// =======================================================================
// Start a sound effect
// =======================================================================
void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
channel_t *target_chan, *check;
sfxcache_t *sc;
int ch_idx, skip;
if (!shw || !sfx || s_nosound.value)
return;
S_LockMixer();
// pick a channel to play on
target_chan = SND_PickChannel(entnum, entchannel);
if (!target_chan) {
S_UnlockMixer();
return;
}
// spatialize
memset (target_chan, 0, sizeof(*target_chan));
VectorCopy(origin, target_chan->origin);
target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
target_chan->master_vol = (int) (fvol * 255);
target_chan->entnum = entnum;
target_chan->entchannel = entchannel;
SND_Spatialize(target_chan);
if (!target_chan->leftvol && !target_chan->rightvol) {
S_UnlockMixer();
return; // not audible at all
}
// new channel
sc = S_LoadSound (sfx);
if (!sc) {
target_chan->sfx = NULL;
S_UnlockMixer();
return; // couldn't load the sound's data
}
target_chan->sfx = sfx;
target_chan->pos = 0.0;
target_chan->end = shw->paintedtime + (int) sc->total_length;
// 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];
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->pos) {
skip = rand () % (int)(0.1 * shw->khz);
if (skip >= target_chan->end)
skip = target_chan->end - 1;
target_chan->pos += skip;
target_chan->end -= skip;
break;
}
}
S_UnlockMixer();
}
void S_StopSound (int entnum, int entchannel)
{
unsigned int i;
S_LockMixer();
for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++) {
if (channels[i].entnum == entnum && channels[i].entchannel == entchannel) {
channels[i].end = 0;
channels[i].sfx = NULL;
S_UnlockMixer();
return;
}
}
S_UnlockMixer();
}
void S_StopAllSounds(void)
{
if (!shw)
return;
total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
S_LockMixer();
memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
shw->numwraps = shw->oldsamplepos = shw->paintedtime = shw->samplepos = shw->snd_sent = 0;
S_UnlockMixer();
}
static void S_StopAllSounds_f(void)
{
S_StopAllSounds();
}
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
channel_t *ss;
sfxcache_t *sc;
if (!shw || !sfx || s_nosound.value)
return;
S_LockMixer();
if (total_channels == MAX_CHANNELS) {
Com_Printf ("total_channels == MAX_CHANNELS\n");
S_UnlockMixer();
return;
}
ss = &channels[total_channels];
total_channels++;
sc = S_LoadSound (sfx);
if (!sc) {
S_UnlockMixer();
return;
}
if (sc->loopstart == -1) {
Com_Printf ("Sound %s not looped\n", sfx->name);
S_UnlockMixer();
return;
}
ss->sfx = sfx;
VectorCopy (origin, ss->origin);
ss->master_vol = (int) vol;
ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
ss->end = shw->paintedtime + (int) sc->total_length;
SND_Spatialize (ss);
S_UnlockMixer();
}
//=============================================================================
static void S_UpdateAmbientSounds (void)
{
static double last_adjusted = 0;
struct cleaf_s *leaf;
int vol;
int ambient_channel;
channel_t *chan;
double frametime = (last_adjusted ? cls.realtime - last_adjusted : cls.frametime);
int adjustment = Q_rint (frametime * s_ambientfade.value);
if (cls.state != ca_active) {
last_adjusted = 0;
return;
}
leaf = CM_PointInLeaf (listener_origin);
if (!CM_Leafnum(leaf) || !s_ambientlevel.value) {
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
channels[ambient_channel].sfx = NULL;
last_adjusted = cls.realtime;
return;
}
if (!adjustment) {
return;
}
last_adjusted = cls.realtime;
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++) {
chan = &channels[ambient_channel];
chan->sfx = ambient_sfx[ambient_channel];
vol = (int) (s_ambientlevel.value * CM_LeafAmbientLevel(leaf, ambient_channel));
if (vol < 8)
vol = 0;
// don't adjust volume too fast
if (chan->master_vol < vol) {
chan->master_vol += adjustment;
if (chan->master_vol > vol)
chan->master_vol = vol;
} else if (chan->master_vol > vol) {
chan->master_vol -= adjustment;
if (chan->master_vol < vol)
chan->master_vol = vol;
}
chan->leftvol = chan->rightvol = chan->master_vol;
}
}
//Called once each time through the main loop
void S_Update (vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
{
unsigned int i, j, total;
static unsigned int printed_total = 0;
channel_t *ch, *combine;
if (!snd_initialized || !snd_started || snd_blocked > 0 || !shw)
return;
S_LockMixer();
VectorCopy(origin, listener_origin);
VectorCopy(forward, listener_forward);
VectorCopy(right, listener_right);
VectorCopy(up, listener_up);
// update general area ambient sound sources
S_UpdateAmbientSounds ();
combine = NULL;
// update spatialization for static and dynamic sounds
ch = channels + NUM_AMBIENTS;
for (i = NUM_AMBIENTS; i < total_channels; i++, ch++) {
if (!ch->sfx)
continue;
SND_Spatialize(ch); // respatialize channel
if (!ch->leftvol && !ch->rightvol)
continue;
// 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) {
// see if it can just use the last one
if (combine && combine->sfx == ch->sfx) {
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
continue;
}
// search for one
combine = channels+MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; j < i; j++, combine++)
if (combine->sfx == ch->sfx)
break;
if (j == total_channels) {
combine = NULL;
} else {
if (combine != ch) {
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
}
continue;
}
}
}
sound_spatialized = true;
// debugging output
if (s_show.value) {
total = 0;
ch = channels;
for (i = 0; i < total_channels; i++, ch++)
if (ch->sfx && (ch->leftvol || ch->rightvol)) {
#if defined(DEBUG) || defined(_DEBUG)
if (s_show.value == 2)
Com_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name); // s_show 2
#endif
total++;
}
Print_flags[Print_current] |= PR_TR_SKIP;
if (total != printed_total) { // This if statement is needed so we don't get spammed by the message
Com_Printf ("%i sound(s) playing\n", total); // s_show 1
printed_total = total;
}
}
#ifdef _WIN32
if (Movie_IsCapturingAVI()) {
Movie_MixFrameSound(S_Update_);
}
#endif
S_UnlockMixer();
}
static void GetSoundtime(void)
{
shw->samplepos = shw->snd_sent/2;
if (shw->samplepos < shw->oldsamplepos) {
shw->numwraps++; // buffer wrapped
if (shw->paintedtime > 0x40000000) {
// time to chop things off to avoid 32 bit limits
shw->numwraps = 0;
shw->paintedtime = shw->samples / shw->numchannels;
//S_StopAllSounds (true);
}
}
shw->oldsamplepos = shw->samplepos;
soundtime = shw->numwraps * (shw->samples / shw->numchannels) + shw->samplepos / shw->numchannels;
}
static void S_Update_(void)
{
unsigned int endtime;
int samps;
if (!shw || (snd_blocked > 0))
return;
// Updates soundtime
GetSoundtime();
endtime = soundtime + shw->samples / shw->numchannels;
soundtime = shw->paintedtime;
samps = shw->samples / shw->numchannels;
if (endtime - soundtime > samps) {
endtime = soundtime + samps;
}
S_PaintChannels(endtime);
}
/*
===============================================================================
console functions
===============================================================================
*/
static void S_Play_f (void)
{
char name[256];
sfx_t *sfx;
int i;
qbool playvol = (strcmp(Cmd_Argv(0), "playvol") == 0);
if (!snd_initialized || !snd_started || s_nosound.value)
return;
if (Rulesets_RestrictSound() == true) {
return;
}
for (i = 1; i < Cmd_Argc(); ++i) {
float vol = 1.0f; // Set by playvol command
float attenuation = 0.0f; // full volume regardless of distance
vec3_t sound_origin;
int entity = SELF_SOUND_ENTITY; // ezhfan: pnum+1 changed to SELF_SOUND to make sound not to disappear
VectorCopy (listener_origin, sound_origin);
strlcpy (name, Cmd_Argv(i), sizeof(name));
COM_DefaultExtension (name, ".wav");
sfx = S_PrecacheSound(name);
if (playvol)
vol = Q_atof(Cmd_Argv(++i));
// Allow sounds to be created elsewhere on the map, to hear what spawns sound like