//======================================================================= // Copyright XashXT Group 2009 © // s_main.c - sound engine //======================================================================= #include "common.h" #include "sound.h" #include "client.h" #include "ref_params.h" #define SND_CLIP_DISTANCE 1024.0f dma_t dma; byte *sndpool; static soundfade_t soundfade; channel_t channels[MAX_CHANNELS]; listener_t s_listener; int total_channels; int soundtime; // sample PAIRS int paintedtime; // sample PAIRS convar_t *s_check_errors; convar_t *s_volume; convar_t *s_musicvolume; convar_t *s_show; convar_t *s_mixahead; convar_t *s_primary; convar_t *s_lerping; convar_t *dsp_off; // set to 1 to disable all dsp processing /* ============================================================================= SOUNDS PROCESSING ============================================================================= */ /* ================= S_GetMasterVolume ================= */ float S_GetMasterVolume( void ) { float scale = 1.0f; if( !s_listener.inmenu && soundfade.percent != 0 ) { scale = bound( 0.0f, soundfade.percent / 100.0f, 1.0f ); scale = 1.0f - scale; } return s_volume->value * scale; } /* ================= S_FadeClientVolume ================= */ void S_FadeClientVolume( float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds ) { soundfade.starttime = cl.mtime[0]; soundfade.initial_percent = fadePercent; soundfade.fadeouttime = fadeOutSeconds; soundfade.holdtime = holdTime; soundfade.fadeintime = fadeInSeconds; } /* ================= S_IsClient ================= */ qboolean S_IsClient( int entnum ) { return ( entnum == s_listener.entnum ); } // free channel so that it may be allocated by the // next request to play a sound. If sound is a // word in a sentence, release the sentence. // Works for static, dynamic, sentence and stream sounds /* ================= S_FreeChannel ================= */ void S_FreeChannel( channel_t *ch ) { ch->sfx = NULL; ch->use_loop = false; ch->isSentence = false; // clear mixer Mem_Set( &ch->pMixer, 0, sizeof( ch->pMixer )); SND_CloseMouth( ch ); } /* ================= S_UpdateSoundFade ================= */ void S_UpdateSoundFade( void ) { float f, totaltime, elapsed; // determine current fade value. // assume no fading remains soundfade.percent = 0; totaltime = soundfade.fadeouttime + soundfade.fadeintime + soundfade.holdtime; elapsed = cl.mtime[0] - soundfade.starttime; // clock wrapped or reset (BUG) or we've gone far enough if( elapsed < 0.0f || elapsed >= totaltime || totaltime <= 0.0f ) return; // We are in the fade time, so determine amount of fade. if( soundfade.fadeouttime > 0.0f && ( elapsed < soundfade.fadeouttime )) { // ramp up f = elapsed / soundfade.fadeouttime; } else if( elapsed <= ( soundfade.fadeouttime + soundfade.holdtime )) // Inside the hold time { // stay f = 1.0f; } else { // ramp down f = ( elapsed - ( soundfade.fadeouttime + soundfade.holdtime ) ) / soundfade.fadeintime; f = 1.0f - f; // backward interpolated... } // spline it. f = S_SimpleSpline( f ); f = bound( 0.0f, f, 1.0f ); soundfade.percent = soundfade.initial_percent * f; } /* ================= SND_PickDynamicChannel Select a channel from the dynamic channel allocation area. For the given entity, override any other sound playing on the same channel (see code comments below for exceptions). ================= */ channel_t *SND_PickDynamicChannel( int entnum, int channel, sfx_t *sfx ) { int ch_idx; int first_to_die; int life_left; int timeleft; // check for replacement sound, or find the best one to replace first_to_die = -1; life_left = 0x7fffffff; for( ch_idx = 0; ch_idx < MAX_DYNAMIC_CHANNELS; ch_idx++ ) { channel_t *ch = &channels[ch_idx]; // Never override a streaming sound that is currently playing or // voice over IP data that is playing or any sound on CHAN_VOICE( acting ) if( ch->sfx && ( ch->entchannel == CHAN_STREAM )) { continue; } if( channel != CHAN_AUTO && ch->entnum == entnum && ( ch->entchannel == channel || channel == -1 )) { // always override sound from same entity first_to_die = ch_idx; break; } // don't let monster sounds override player sounds if( ch->sfx && S_IsClient( ch->entnum ) && !S_IsClient( entnum )) continue; // try to pick the sound with the least amount of data left to play timeleft = 0; if( ch->sfx ) { timeleft = 1; //ch->end - paintedtime } if( timeleft < life_left ) { life_left = timeleft; first_to_die = ch_idx; } } if( first_to_die == -1 ) return NULL; if( channels[first_to_die].sfx ) { // don't restart looping sounds for the same entity wavdata_t *sc = channels[first_to_die].sfx->cache; if( sc && sc->loopStart != -1 ) { channel_t *ch = &channels[first_to_die]; if( ch->entnum == entnum && ch->entchannel == channel && ch->sfx == sfx ) { // same looping sound, same ent, same channel, don't restart the sound return NULL; } } // be sure and release previous channel if sentence. S_FreeChannel( &( channels[first_to_die] )); } return &channels[first_to_die]; } /* ===================== SND_PickStaticChannel Pick an empty channel from the static sound area, or allocate a new channel. Only fails if we're at max_channels (128!!!) or if we're trying to allocate a channel for a stream sound that is already playing. ===================== */ channel_t *SND_PickStaticChannel( int entnum, sfx_t *sfx ) { channel_t *ch = NULL; int i; // check for replacement sound, or find the best one to replace for( i = MAX_DYNAMIC_CHANNELS; i < total_channels; i++ ) { if( channels[i].sfx == NULL ) break; } if( i < total_channels ) { // reuse an empty static sound channel ch = &channels[i]; } else { // no empty slots, alloc a new static sound channel if( total_channels == MAX_CHANNELS ) { MsgDev( D_ERROR, "S_PickChannel: no free channels\n" ); return NULL; } // get a channel for the static sound ch = &channels[total_channels]; total_channels++; } return ch; } /* ================= S_AlterChannel search through all channels for a channel that matches this soundsource, entchannel and sfx, and perform alteration on channel as indicated by 'flags' parameter. If shut down request and sfx contains a sentence name, shut off the sentence. returns TRUE if sound was altered, returns FALSE if sound was not found (sound is not playing) ================= */ int S_AlterChannel( int entnum, int channel, sfx_t *sfx, int vol, int pitch, int flags ) { channel_t *ch; int i; if( S_TestSoundChar( sfx->name, '!' )) { // This is a sentence name. // For sentences: assume that the entity is only playing one sentence // at a time, so we can just shut off // any channel that has ch->isSentence >= 0 and matches the entnum. for( i = 0, ch = channels; i < total_channels; i++, ch++ ) { if( ch->entnum == entnum && ch->entchannel == channel && ch->sfx && ch->isSentence ) { if( flags & SND_CHANGE_PITCH ) ch->basePitch = pitch; if( flags & SND_CHANGE_VOL ) ch->master_vol = vol; if( flags & SND_STOP ) S_FreeChannel( ch ); return true; } } // channel not found return false; } // regular sound or streaming sound for( i = 0, ch = channels; i < total_channels; i++, ch++ ) { if( ch->entnum == entnum && ch->entchannel == channel && ch->sfx == sfx ) { if( flags & SND_CHANGE_PITCH ) ch->basePitch = pitch; if( flags & SND_CHANGE_VOL ) ch->master_vol = vol; if( flags & SND_STOP ) S_FreeChannel( ch ); return true; } } return false; } /* ================= SND_Spatialize ================= */ void SND_Spatialize( channel_t *ch ) { float dist, dot; float lscale, rscale, scale; vec3_t source_vec; sfx_t *snd; // anything coming from the view entity will allways be full volume if( S_IsClient( ch->entnum )) { ch->leftvol = ch->master_vol; ch->rightvol = ch->master_vol; return; } if( !ch->staticsound ) { if( !CL_GetEntitySpatialization( ch->entnum, ch->origin, NULL )) return; // entity not exist on client } // calculate stereo seperation and distance attenuation snd = ch->sfx; VectorSubtract( ch->origin, s_listener.origin, source_vec ); dist = VectorNormalizeLength( source_vec ) * ch->dist_mult; dot = DotProduct( s_listener.right, source_vec ); rscale = 1.0f + dot; lscale = 1.0f - dot; // add in distance effect scale = ( 1.0f - dist ) * rscale; ch->rightvol = (int)( ch->master_vol * scale ); if( ch->rightvol < 0 ) ch->rightvol = 0; scale = ( 1.0f - dist ) * lscale; ch->leftvol = (int)( ch->master_vol * scale ); if( ch->leftvol < 0 ) ch->leftvol = 0; // if playing a word, set volume VOX_SetChanVol( ch ); } /* ==================== S_StartSound Start a sound effect for the given entity on the given channel (ie; voice, weapon etc). Try to grab a channel out of the 8 dynamic spots available. Currently used for looping sounds, streaming sounds, sentences, and regular entity sounds. NOTE: volume is 0.0 - 1.0 and attenuation is 0.0 - 1.0 when passed in. Pitch changes playback pitch of wave by % above or below 100. Ignored if pitch == 100 NOTE: it's not a good idea to play looping sounds through StartDynamicSound, because if the looping sound starts out of range, or is bumped from the buffer by another sound it will never be restarted. Use StartStaticSound (pass CHAN_STATIC to EMIT_SOUND or SV_StartSound. ==================== */ void S_StartSound( const vec3_t pos, int ent, int chan, sound_t handle, float fvol, float attn, int pitch, int flags ) { wavdata_t *pSource; sfx_t *sfx = NULL; channel_t *target_chan, *check; int vol, ch_idx; if( !dma.initialized ) return; sfx = S_GetSfxByHandle( handle ); if( !sfx ) return; vol = bound( 0, fvol * 255, 255 ); if( flags & ( SND_STOP|SND_CHANGE_VOL|SND_CHANGE_PITCH )) { if( S_AlterChannel( ent, chan, sfx, vol, pitch, flags )) return; if( flags & SND_STOP ) return; // fall through - if we're not trying to stop the sound, // and we didn't find it (it's not playing), go ahead and start it up } if( pitch == 0 ) { MsgDev( D_WARN, "S_StartSound: ( %s ) ignored, called with pitch 0\n", sfx->name ); return; } if( !pos ) pos = vec3_origin; // pick a channel to play on target_chan = SND_PickDynamicChannel( ent, chan, sfx ); if( !target_chan ) { MsgDev( D_ERROR, "dropped sound \"sound/%s\"\n", sfx->name ); return; } // spatialize Mem_Set( target_chan, 0, sizeof( *target_chan )); VectorCopy( pos, target_chan->origin ); target_chan->staticsound = ( ent == 0 ) ? true : false; target_chan->use_loop = (flags & SND_STOP_LOOPING) ? false : true; target_chan->localsound = (flags & SND_LOCALSOUND) ? true : false; target_chan->dist_mult = (attn / SND_CLIP_DISTANCE); target_chan->master_vol = vol; target_chan->entnum = ent; target_chan->entchannel = chan; target_chan->basePitch = pitch; target_chan->isSentence = false; target_chan->sfx = sfx; pSource = NULL; if( S_TestSoundChar( sfx->name, '!' )) { // this is a sentence // link all words and load the first word // NOTE: sentence names stored in the cache lookup are // prepended with a '!'. Sentence names stored in the // sentence file do not have a leading '!'. VOX_LoadSound( target_chan, S_SkipSoundChar( sfx->name )); sfx = target_chan->sfx; // TEST pSource = sfx->cache; } else { // regular or streamed sound fx pSource = S_LoadSound( sfx ); } if( !pSource ) { S_FreeChannel( target_chan ); return; } SND_Spatialize( target_chan ); // If a client can't hear a sound when they FIRST receive the StartSound message, // the client will never be able to hear that sound. This is so that out of // range sounds don't fill the playback buffer. For streaming sounds, we bypass this optimization. if( !target_chan->leftvol && !target_chan->rightvol ) { // looping sounds don't use this optimization because they should stick around until they're killed. if( !sfx->cache || sfx->cache->loopStart == -1 ) { // if this is a streaming sound, play the whole thing. if( chan != CHAN_STREAM ) { S_FreeChannel( target_chan ); return; // not audible at all } } } // Init client entity mouth movement vars SND_InitMouth( ent, chan ); for( ch_idx = 0, check = channels; ch_idx < MAX_DYNAMIC_CHANNELS; ch_idx++, check++ ) { if( check == target_chan ) continue; if( check->sfx == sfx && !check->pMixer.sample ) { // skip up to 0.1 seconds of audio int skip = Com_RandomLong( 0, (long)( 0.1f * check->sfx->cache->rate )); S_SetSampleStart( check, sfx->cache, skip ); break; } } } /* ================= S_AmbientSound Start playback of a sound, loaded into the static portion of the channel array. Currently, this should be used for looping ambient sounds, looping sounds that should not be interrupted until complete, non-creature sentences, and one-shot ambient streaming sounds. Can also play 'regular' sounds one-shot, in case designers want to trigger regular game sounds. Pitch changes playback pitch of wave by % above or below 100. Ignored if pitch == 100 NOTE: volume is 0.0 - 1.0 and attenuation is 0.0 - 1.0 when passed in. ================= */ void S_AmbientSound( const vec3_t pos, int ent, int chan, sound_t handle, float fvol, float attn, int pitch, int flags ) { channel_t *ch; wavdata_t *pSource = NULL; sfx_t *sfx = NULL; int vol, fvox = 0; qboolean looping = false; vec3_t origin; if( !dma.initialized ) return; sfx = S_GetSfxByHandle( handle ); if( !sfx ) return; vol = bound( 0, fvol * 255, 255 ); if( flags & (SND_STOP|SND_CHANGE_VOL|SND_CHANGE_PITCH)) { if( S_AlterChannel( ent, chan, sfx, vol, pitch, flags )) return; if( flags & SND_STOP ) return; } if( pitch == 0 ) { MsgDev( D_WARN, "S_StartStaticSound: ( %s ) ignored, called with pitch 0\n", sfx->name ); return; } if( !pos ) pos = origin; if( ent != 0 ) CL_GetEntitySpatialization( ent, origin, NULL ); // pick a channel to play on from the static area ch = SND_PickStaticChannel( ent, sfx ); // autolooping sounds are always fixed origin(?) if( !ch ) return; if( S_TestSoundChar( sfx->name, '!' )) { // this is a sentence. link words to play in sequence. // NOTE: sentence names stored in the cache lookup are // prepended with a '!'. Sentence names stored in the // sentence file do not have a leading '!'. // link all words and load the first word VOX_LoadSound( ch, S_SkipSoundChar( sfx->name )); sfx = ch->sfx; pSource = sfx->cache; fvox = 1; } else { // load regular or stream sound pSource = S_LoadSound( sfx ); ch->sfx = sfx; ch->isSentence = false; } if( !pSource ) { S_FreeChannel( ch ); return; } VectorCopy( pos, ch->origin ); // never update positions if source entity is 0 ch->staticsound = ( ent == 0 ) ? true : false; ch->use_loop = (flags & SND_STOP_LOOPING) ? false : true; ch->localsound = (flags & SND_LOCALSOUND) ? true : false; ch->master_vol = vol; ch->dist_mult = (attn / SND_CLIP_DISTANCE); ch->basePitch = pitch; ch->entnum = ent; ch->entchannel = chan; SND_Spatialize( ch ); } /* ================== S_StartLocalSound ================== */ void S_StartLocalSound( const char *name ) { sound_t sfxHandle; int flags = (SND_LOCALSOUND|SND_STOP_LOOPING); if( !dma.initialized ) return; sfxHandle = S_RegisterSound( name ); S_StartSound( NULL, s_listener.entnum, CHAN_AUTO, sfxHandle, VOL_NORM, ATTN_NONE, PITCH_NORM, flags ); } /* ================== S_GetCurrentStaticSounds grab all static sounds playing at current channel ================== */ int S_GetCurrentStaticSounds( soundlist_t *pout, int size, int entchannel ) { int sounds_left = size; int i; if( !dma.initialized ) return 0; for( i = MAX_DYNAMIC_CHANNELS; i < total_channels && sounds_left; i++ ) { if(( !entchannel || channels[i].entchannel == entchannel ) && channels[i].sfx ) { com.strncpy( pout->name, channels[i].sfx->name, sizeof( pout->name )); pout->entnum = channels[i].entnum; pout->entchannel = channels[i].entchannel; VectorCopy( channels[i].origin, pout->origin ); pout->volume = (float)channels[i].master_vol / 255.0f; pout->attenuation = channels[i].dist_mult * SND_CLIP_DISTANCE; pout->looping = ( channels[i].use_loop && channels[i].sfx->cache->loopStart != -1 ); pout->pitch = channels[i].basePitch; sounds_left--; pout++; } } return ( size - sounds_left ); } /* ================== S_ClearBuffer ================== */ void S_ClearBuffer( void ) { s_rawend = 0; SNDDMA_BeginPainting (); if( dma.buffer ) Mem_Set( dma.buffer, 0, dma.samples * 2 ); SNDDMA_Submit (); MIX_ClearAllPaintBuffers( PAINTBUFFER_SIZE, true ); } /* ================== S_StopSound stop all sounds for entity on a channel. ================== */ void S_StopSound( int entnum, int channel, const char *soundname ) { sfx_t *sfx; if( !dma.initialized ) return; sfx = S_FindName( soundname, NULL ); S_AlterChannel( entnum, channel, sfx, 0, 0, SND_STOP ); } /* ================== S_StopAllSounds ================== */ void S_StopAllSounds( void ) { int i; if( !dma.initialized ) return; total_channels = MAX_DYNAMIC_CHANNELS; // no statics for( i = 0; i < MAX_CHANNELS; i++ ) { if( !channels[i].sfx ) continue; S_FreeChannel( &channels[i] ); } // clear all the channels Mem_Set( channels, 0, sizeof( channels )); S_ClearBuffer (); // clear any remaining soundfade Mem_Set( &soundfade, 0, sizeof( soundfade )); } //============================================================================= void S_UpdateChannels( void ) { uint endtime; int samps; SNDDMA_BeginPainting(); if( !dma.buffer ) return; // updates DMA time soundtime = SNDDMA_GetSoundtime(); // soundtime - total samples that have been played out to hardware at dmaspeed // paintedtime - total samples that have been mixed at speed // endtime - target for samples in mixahead buffer at speed endtime = soundtime + s_mixahead->value * SOUND_DMA_SPEED; samps = dma.samples >> 1; if((int)( endtime - soundtime ) > samps ) endtime = soundtime + samps; if(( endtime - paintedtime ) & 0x3 ) { // The difference between endtime and painted time should align on // boundaries of 4 samples. This is important when upsampling from 11khz -> 44khz. endtime -= ( endtime - paintedtime ) & 0x3; } MIX_PaintChannels( endtime ); SNDDMA_Submit(); } /* ================= S_ExtraUpdate Don't let sound skip if going slow ================= */ void S_ExtraUpdate( void ) { if( !dma.initialized ) return; S_UpdateChannels (); } /* ============ S_RenderFrame Called once each time through the main loop ============ */ void S_RenderFrame( ref_params_t *fd ) { int i, total; channel_t *ch; if( !dma.initialized ) return; if( !fd ) return; // too early // if the loading plaque is up, clear everything // out to make sure we aren't looping a dirty // dma buffer while loading // update any client side sound fade S_UpdateSoundFade(); s_listener.entnum = fd->viewentity; // can be camera entity too s_listener.frametime = fd->frametime; s_listener.waterlevel = fd->waterlevel; s_listener.active = CL_IsInGame(); s_listener.inmenu = CL_IsInMenu(); s_listener.paused = fd->paused; VectorCopy( fd->vieworg, s_listener.origin ); VectorCopy( fd->simvel, s_listener.velocity ); VectorCopy( fd->forward, s_listener.forward ); VectorCopy( fd->right, s_listener.right ); VectorCopy( fd->up, s_listener.up ); // update spatialization for static and dynamic sounds for( i = 0, ch = channels; i < total_channels; i++, ch++ ) { if( !ch->sfx ) continue; SND_Spatialize( ch ); // respatialize channel } // debugging output if( s_show->value ) { for( i = total = 0, ch = channels; i < MAX_CHANNELS; i++, ch++ ) { if( ch->sfx && ( ch->leftvol || ch->rightvol )) { MsgDev( D_INFO, "%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name ); total++; } } Msg( "----(%i)---- painted: %i\n", total, paintedtime ); } S_StreamBackgroundTrack (); S_StreamSoundTrack (); // mix some sound S_UpdateChannels (); } /* =============================================================================== console functions =============================================================================== */ void S_Play_f( void ) { if( Cmd_Argc() == 1 ) { Msg( "Usage: playsound \n" ); return; } S_StartLocalSound( Cmd_Argv( 1 )); } /* ================= S_Music_f ================= */ void S_Music_f( void ) { int c = Cmd_Argc(); // run background track if( c == 1 ) { // blank name stopped last track S_StopBackgroundTrack(); } else if( c == 2 ) { string intro, main, track; char *ext[] = { "wav", "mp3" }; int i; com.strncpy( track, Cmd_Argv( 1 ), sizeof( track )); com.snprintf( intro, sizeof( intro ), "%s_intro", Cmd_Argv( 1 )); com.snprintf( main, sizeof( main ), "%s_main", Cmd_Argv( 1 )); for( i = 0; i < 2; i++ ) { if( FS_FileExists( va( "media/%s.%s", intro, ext[i] )) && FS_FileExists( va( "media/%s.%s", main, ext[i] ))) { // combined track with introduction and main loop theme S_StartBackgroundTrack( intro, main ); break; } else if( FS_FileExists( va( "media/%s.%s", track, ext[i] ))) { // single looped theme S_StartBackgroundTrack( track, NULL ); break; } } } else if( c == 3 ) { S_StartBackgroundTrack( Cmd_Argv( 1 ), Cmd_Argv( 2 )); } else Msg( "Usage: music [loopfile]\n" ); } /* ================= S_StopSound_f ================= */ void S_StopSound_f( void ) { S_StopAllSounds(); } /* ================= S_SoundInfo_f ================= */ void S_SoundInfo_f( void ) { S_PrintDeviceName(); Msg( "%5d channel(s)\n", 2 ); Msg( "%5d samples\n", dma.samples ); Msg( "%5d bits/sample\n", 16 ); Msg( "%5d bytes/sec\n", SOUND_DMA_SPEED ); Msg( "%5d total_channels\n", total_channels ); } /* ================ S_Init ================ */ qboolean S_Init( void ) { if( FS_CheckParm( "-nosound" )) { MsgDev( D_INFO, "Audio: Disabled\n" ); return false; } Cmd_ExecuteString( "sndlatch\n" ); s_volume = Cvar_Get( "volume", "0.7", CVAR_ARCHIVE, "sound volume" ); s_musicvolume = Cvar_Get( "musicvolume", "1.0", CVAR_ARCHIVE, "background music volume" ); s_mixahead = Cvar_Get( "_snd_mixahead", "0.1", CVAR_ARCHIVE, "how much sound to mix ahead of time" ); s_show = Cvar_Get( "s_show", "0", 0, "show playing sounds" ); s_check_errors = Cvar_Get( "s_check_errors", "1", CVAR_ARCHIVE, "ignore audio engine errors" ); s_lerping = Cvar_Get( "s_lerping", "0", CVAR_ARCHIVE, "apply interpolation to sound output" ); dsp_off = Cvar_Get( "dsp_off", "0", CVAR_ARCHIVE, "set to 1 to disable all dsp processing" ); Cmd_AddCommand( "play", S_Play_f, "playing a specified sound file" ); Cmd_AddCommand( "stopsound", S_StopSound_f, "stop all sounds" ); Cmd_AddCommand( "music", S_Music_f, "starting a background track" ); Cmd_AddCommand( "soundlist", S_SoundList_f, "display loaded sounds" ); Cmd_AddCommand( "s_info", S_SoundInfo_f, "print sound system information" ); if( !SNDDMA_Init( host.hWnd )) { MsgDev( D_INFO, "S_Init: sound system can't be initialized\n" ); return false; } sndpool = Mem_AllocPool( "Sound Zone" ); soundtime = 0; paintedtime = 0; MIX_InitAllPaintbuffers (); S_InitScaletable (); S_StopAllSounds (); VOX_Init (); AllocDsps (); return true; } // ======================================================================= // Shutdown sound engine // ======================================================================= void S_Shutdown( void ) { if( !dma.initialized ) return; Cmd_RemoveCommand( "play" ); Cmd_RemoveCommand( "stopsound" ); Cmd_RemoveCommand( "music" ); Cmd_RemoveCommand( "soundlist" ); Cmd_RemoveCommand( "s_info" ); S_StopAllSounds (); S_FreeSounds (); VOX_Shutdown (); FreeDsps (); SNDDMA_Shutdown (); MIX_FreeAllPaintbuffers (); Mem_FreePool( &sndpool ); }