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Xash3DArchive/engine/client/s_load.c

389 lines
8.3 KiB
C

/*
s_load.c - sounds managment
Copyright (C) 2007 Uncle Mike
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 3 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.
*/
#include "common.h"
#include "sound.h"
// 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 8192
#define MAX_SFX_HASH (MAX_SFX/4)
static int s_numSfx = 0;
static sfx_t s_knownSfx[MAX_SFX];
static sfx_t *s_sfxHashList[MAX_SFX_HASH];
static string s_sentenceImmediateName; // keep dummy sentence name
qboolean s_registering = false;
int s_registration_sequence = 0;
/*
=================
S_SoundList_f
=================
*/
void S_SoundList_f( void )
{
sfx_t *sfx;
wavdata_t *sc;
int i, totalSfx = 0;
int totalSize = 0;
for( i = 0, sfx = s_knownSfx; i < s_numSfx; i++, sfx++ )
{
if( !sfx->touchFrame )
continue;
sc = sfx->cache;
if( sc )
{
totalSize += sc->size;
if( sc->loopStart >= 0 ) Msg( "L" );
else Msg( " " );
Msg( " (%2db) %s : sound/%s\n", sc->width * 8, Q_memprint( sc->size ), sfx->name );
totalSfx++;
}
}
Msg( "-------------------------------------------\n" );
Msg( "%i total sounds\n", totalSfx );
Msg( "%s total memory\n", Q_memprint( totalSize ));
Msg( "\n" );
}
// return true if char 'c' is one of 1st 2 characters in pch
qboolean S_TestSoundChar( const char *pch, char c )
{
int i;
char *pcht = (char *)pch;
// check first 2 characters
for( i = 0; i < 2; i++ )
{
if( *pcht == c )
return true;
pcht++;
}
return false;
}
// return pointer to first valid character in file name
char *S_SkipSoundChar( const char *pch )
{
char *pcht = (char *)pch;
// check first character
if( *pcht == '!' )
pcht++;
return pcht;
}
/*
=================
S_CreateDefaultSound
=================
*/
static wavdata_t *S_CreateDefaultSound( void )
{
wavdata_t *sc;
sc = Mem_Alloc( sndpool, sizeof( wavdata_t ));
sc->width = 2;
sc->channels = 1;
sc->loopStart = -1;
sc->rate = SOUND_DMA_SPEED;
sc->samples = SOUND_DMA_SPEED;
sc->size = sc->samples * sc->width * sc->channels;
sc->buffer = Mem_Alloc( sndpool, sc->size );
return sc;
}
/*
=================
S_LoadSound
=================
*/
wavdata_t *S_LoadSound( sfx_t *sfx )
{
wavdata_t *sc = NULL;
if( !sfx ) return NULL;
if( sfx->cache ) return sfx->cache; // see if still in memory
if( Q_stricmp( sfx->name, "*default" ))
{
// load it from disk
if( sfx->name[0] == '*' )
sc = FS_LoadSound( sfx->name + 1, NULL, 0 );
else sc = FS_LoadSound( sfx->name, NULL, 0 );
}
if( !sc ) sc = S_CreateDefaultSound();
if( sc->rate < SOUND_11k ) // some bad sounds
Sound_Process( &sc, SOUND_11k, sc->width, SOUND_RESAMPLE );
#if SOUND_DMA_SPEED > SOUND_11k
else if( sc->rate > SOUND_11k && sc->rate < SOUND_22k ) // some bad sounds
Sound_Process( &sc, SOUND_22k, sc->width, SOUND_RESAMPLE );
#endif
#if SOUND_DMA_SPEED > SOUND_32k
else if( sc->rate > SOUND_22k && sc->rate <= SOUND_32k ) // some bad sounds
Sound_Process( &sc, SOUND_44k, sc->width, SOUND_RESAMPLE );
#endif
sfx->cache = sc;
return sfx->cache;
}
// =======================================================================
// Load a sound
// =======================================================================
/*
==================
S_FindName
==================
*/
sfx_t *S_FindName( const char *name, int *pfInCache )
{
int i;
sfx_t *sfx;
uint hash;
if( !name || !name[0] || !dma.initialized )
return NULL;
if( Q_strlen( name ) >= MAX_STRING )
{
MsgDev( D_ERROR, "S_FindSound: sound name too long: %s", name );
return NULL;
}
// see if already loaded
hash = Com_HashKey( name, MAX_SFX_HASH );
for( sfx = s_sfxHashList[hash]; sfx; sfx = sfx->hashNext )
{
if( !Q_strcmp( sfx->name, name ))
{
if( pfInCache )
{
// indicate whether or not sound is currently in the cache.
*pfInCache = ( sfx->cache != NULL ) ? true : false;
}
// prolonge registration
sfx->touchFrame = s_registration_sequence;
return sfx;
}
}
// find a free sfx slot spot
for( i = 0, sfx = s_knownSfx; i < s_numSfx; i++, sfx++)
{
if( !sfx->name[0] ) break; // free spot
}
if( i == s_numSfx )
{
if( s_numSfx == MAX_SFX )
{
MsgDev( D_ERROR, "S_FindName: MAX_SFX limit exceeded\n" );
return NULL;
}
s_numSfx++;
}
sfx = &s_knownSfx[i];
Q_memset( sfx, 0, sizeof( *sfx ));
if( pfInCache ) *pfInCache = false;
Q_strncpy( sfx->name, name, MAX_STRING );
sfx->touchFrame = s_registration_sequence;
sfx->hashValue = Com_HashKey( sfx->name, MAX_SFX_HASH );
// link it in
sfx->hashNext = s_sfxHashList[sfx->hashValue];
s_sfxHashList[sfx->hashValue] = sfx;
return sfx;
}
/*
==================
S_FreeSound
==================
*/
void S_FreeSound( sfx_t *sfx )
{
sfx_t *hashSfx;
sfx_t **prev;
if( !sfx || !sfx->name[0] ) return;
// de-link it from the hash tree
prev = &s_sfxHashList[sfx->hashValue];
while( 1 )
{
hashSfx = *prev;
if( !hashSfx )
break;
if( hashSfx == sfx )
{
*prev = hashSfx->hashNext;
break;
}
prev = &hashSfx->hashNext;
}
if( sfx->cache ) FS_FreeSound( sfx->cache );
Q_memset( sfx, 0, sizeof( *sfx ));
}
/*
=====================
S_BeginRegistration
=====================
*/
void S_BeginRegistration( void )
{
int i;
s_registration_sequence++;
s_registering = true;
// create unused 0-entry
S_RegisterSound( "*default" );
snd_ambient = false;
// check for automatic ambient sounds
for( i = 0; i < NUM_AMBIENTS; i++ )
{
if( !GI->ambientsound[i][0] )
continue; // empty slot
if( !ambient_sfx[i] )
MsgDev( D_NOTE, "Loading ambient[%i]: ^2%s^7\n", i, GI->ambientsound[i] );
ambient_sfx[i] = S_RegisterSound( GI->ambientsound[i] );
if( ambient_sfx[i] ) snd_ambient = true; // allow auto-ambients
}
}
/*
=====================
S_EndRegistration
=====================
*/
void S_EndRegistration( void )
{
sfx_t *sfx;
int i;
if( !dma.initialized ) return;
// free any sounds not from this registration sequence
for( i = 0, sfx = s_knownSfx; i < s_numSfx; i++, sfx++ )
{
if( !sfx->name[0] ) continue;
if( sfx->touchFrame != s_registration_sequence )
S_FreeSound( sfx ); // don't need this sound
}
// load everything in
for( i = 0, sfx = s_knownSfx; i < s_numSfx; i++, sfx++ )
{
if( !sfx->name[0] ) continue;
S_LoadSound( sfx );
}
s_registering = false;
}
/*
==================
S_RegisterSound
==================
*/
sound_t S_RegisterSound( const char *name )
{
sfx_t *sfx;
if( !dma.initialized ) return 0;
if( S_TestSoundChar( name, '!' ))
{
Q_strncpy( s_sentenceImmediateName, name, sizeof( s_sentenceImmediateName ));
return SENTENCE_INDEX;
}
sfx = S_FindName( name, NULL );
if( !sfx ) return -1;
sfx->touchFrame = s_registration_sequence;
if( !s_registering ) S_LoadSound( sfx );
return sfx - s_knownSfx;
}
sfx_t *S_GetSfxByHandle( sound_t handle )
{
if( !dma.initialized )
return NULL;
if( handle == SENTENCE_INDEX )
{
// create new sfx
return S_FindName( s_sentenceImmediateName, NULL );
}
if( handle < 0 || handle >= s_numSfx )
{
MsgDev( D_ERROR, "S_GetSfxByHandle: handle %i out of range (%i)\n", handle, s_numSfx );
return NULL;
}
return &s_knownSfx[handle];
}
/*
=================
S_FreeSounds
=================
*/
void S_FreeSounds( void )
{
sfx_t *sfx;
int i;
if( !dma.initialized )
return;
// stop all sounds
S_StopAllSounds();
// free all sounds
for( i = 0, sfx = s_knownSfx; i < s_numSfx; i++, sfx++ )
S_FreeSound( sfx );
Q_memset( s_knownSfx, 0, sizeof( s_knownSfx ));
Q_memset( s_sfxHashList, 0, sizeof( s_sfxHashList ));
s_numSfx = 0;
}