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Xash3DArchive/engine/client/s_main.c

1159 lines
29 KiB
C

/*
s_main.c - sound engine
Copyright (C) 2009 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"
#include "client.h"
#include "con_nprint.h"
#include "ref_params.h"
#define MAX_DUPLICATED_CHANNELS 4 // threshold for identical static channels (probably error)
#define SND_CLIP_DISTANCE 1024.0f
dma_t dma;
byte *sndpool;
static soundfade_t soundfade;
channel_t channels[MAX_CHANNELS];
sound_t ambient_sfx[NUM_AMBIENTS];
qboolean snd_ambient = false;
listener_t s_listener;
int total_channels;
int soundtime; // sample PAIRS
int paintedtime; // sample PAIRS
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 *s_ambient_level;
convar_t *s_ambient_fade;
convar_t *s_combine_sounds;
convar_t *s_test; // cvar for testing new effects
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
Q_memset( &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 = NUM_AMBIENTS; 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, const vec3_t pos )
{
channel_t *ch = NULL;
int i, dupe = 0;
// check for dupliacte sounds
for( i = 0; i < total_channels; i++ )
{
if( channels[i].sfx == sfx && VectorCompare( channels[i].origin, pos ))
dupe++;
}
// check for duplicated static channels (same origin and same sfx)
if( dupe > MAX_DUPLICATED_CHANNELS )
return NULL;
// 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 = NUM_AMBIENTS, ch = channels + NUM_AMBIENTS; 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 = NUM_AMBIENTS, ch = channels + NUM_AMBIENTS; 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( pitch <= 1 ) pitch = PITCH_NORM; // Invasion issues
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 = cl.refdef.vieworg;
// pick a channel to play on
if( chan == CHAN_STATIC ) target_chan = SND_PickStaticChannel( ent, sfx, pos );
else target_chan = SND_PickDynamicChannel( ent, chan, sfx );
if( !target_chan )
{
MsgDev( D_NOTE, "^1Error: ^7dropped sound \"sound/%s\"\n", sfx->name );
return;
}
// spatialize
Q_memset( 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 = NUM_AMBIENTS, check = channels + NUM_AMBIENTS; 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, 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( pitch <= 1 ) pitch = PITCH_NORM; // Invasion issues
if( flags & (SND_STOP|SND_CHANGE_VOL|SND_CHANGE_PITCH))
{
if( S_AlterChannel( ent, CHAN_STATIC, 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, pos );
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->entchannel = CHAN_STATIC;
ch->basePitch = pitch;
ch->entnum = ent;
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 sounds_left = size;
int i;
if( !dma.initialized )
return 0;
for( i = MAX_DYNAMIC_CHANNELS; i < total_channels && sounds_left; i++ )
{
if( channels[i].entchannel == CHAN_STATIC && channels[i].sfx )
{
Q_strncpy( pout->name, channels[i].sfx->name, sizeof( pout->name ));
pout->entnum = channels[i].entnum;
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_InitAmbientChannels
===================
*/
void S_InitAmbientChannels( void )
{
int ambient_channel;
channel_t *chan;
for( ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++ )
{
chan = &channels[ambient_channel];
chan->staticsound = true;
chan->use_loop = true;
chan->dist_mult = (ATTN_NONE / SND_CLIP_DISTANCE);
chan->basePitch = PITCH_NORM;
}
}
/*
===================
S_UpdateAmbientSounds
===================
*/
void S_UpdateAmbientSounds( void )
{
mleaf_t *leaf;
float vol;
int ambient_channel;
channel_t *chan;
if( !snd_ambient ) return;
// calc ambient sound levels
if( !cl.worldmodel ) return;
leaf = Mod_PointInLeaf( s_listener.origin, cl.worldmodel->nodes );
if( !leaf || !s_ambient_level->value )
{
for( ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++ )
channels[ambient_channel].sfx = NULL;
return;
}
for( ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++ )
{
chan = &channels[ambient_channel];
chan->sfx = S_GetSfxByHandle( ambient_sfx[ambient_channel] );
if( !chan->sfx ) continue;
vol = s_ambient_level->value * leaf->ambient_sound_level[ambient_channel];
if( vol < 8 ) vol = 0;
// don't adjust volume too fast
if( chan->master_vol < vol )
{
chan->master_vol += s_listener.frametime * s_ambient_fade->value;
if( chan->master_vol > vol ) chan->master_vol = vol;
}
else if( chan->master_vol > vol )
{
chan->master_vol -= s_listener.frametime * s_ambient_fade->value;
if( chan->master_vol < vol ) chan->master_vol = vol;
}
chan->leftvol = chan->rightvol = chan->master_vol;
}
}
/*
==================
S_ClearBuffer
==================
*/
void S_ClearBuffer( void )
{
s_rawend = 0;
SNDDMA_BeginPainting ();
if( dma.buffer ) Q_memset( 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] );
}
DSP_ClearState();
// clear all the channels
Q_memset( channels, 0, sizeof( channels ));
// restart the ambient sounds
S_InitAmbientChannels ();
S_ClearBuffer ();
// clear any remaining soundfade
Q_memset( &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, j, total;
con_nprint_t info;
channel_t *ch, *combine;
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 );
AngleVectors( fd->viewangles, s_listener.forward, s_listener.right, s_listener.up );
// update general area ambient sound sources
S_UpdateAmbientSounds();
combine = NULL;
// update spatialization for static and dynamic sounds
for( i = NUM_AMBIENTS, ch = channels + 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
// g-cont: perfomance option, probably kill stereo effect in most cases
if( i >= MAX_DYNAMIC_CHANNELS && s_combine_sounds->integer )
{
// 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;
for( j = MAX_DYNAMIC_CHANNELS; 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;
}
}
}
// debugging output
if( s_show->value )
{
info.color[0] = 1.0f;
info.color[1] = 0.6f;
info.color[2] = 0.0f;
info.time_to_live = 0.5f;
for( i = 0, total = 1, ch = channels; i < MAX_CHANNELS; i++, ch++ )
{
if( ch->sfx && ( ch->leftvol || ch->rightvol ))
{
info.index = total;
Con_NXPrintf( &info, "chan %i, lv%3i rv%3i %s\n",
i, ch->leftvol, ch->rightvol, ch->sfx->name );
total++;
}
}
Con_NPrintf( 0, "----(%i)---- painted: %i\n", total - 1, paintedtime );
}
S_StreamBackgroundTrack ();
S_StreamSoundTrack ();
// mix some sound
S_UpdateChannels ();
}
/*
===============================================================================
console functions
===============================================================================
*/
void S_Play_f( void )
{
if( Cmd_Argc() == 1 )
{
Msg( "Usage: play <soundfile>\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;
Q_strncpy( track, Cmd_Argv( 1 ), sizeof( track ));
Q_snprintf( intro, sizeof( intro ), "%s_intro", Cmd_Argv( 1 ));
Q_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] ), false )
&& FS_FileExists( va( "media/%s.%s", main, ext[i] ), false ))
{
// combined track with introduction and main loop theme
S_StartBackgroundTrack( intro, main );
break;
}
else if( FS_FileExists( va( "media/%s.%s", track, ext[i] ), false ))
{
// single looped theme
S_StartBackgroundTrack( track, NULL );
break;
}
}
}
else if( c == 3 )
{
S_StartBackgroundTrack( Cmd_Argv( 1 ), Cmd_Argv( 2 ));
}
else Msg( "Usage: music <musicfile> [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( Sys_CheckParm( "-nosound" ))
{
MsgDev( D_INFO, "Audio: Disabled\n" );
return false;
}
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", CVAR_ARCHIVE, "show playing sounds" );
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" );
s_ambient_level = Cvar_Get( "ambient_level", "0.3", 0, "volume of environment noises (water and wind)" );
s_ambient_fade = Cvar_Get( "ambient_fade", "100", 0, "rate of volume fading when client is moving" );
s_combine_sounds = Cvar_Get( "s_combine", "0", CVAR_ARCHIVE, "combine the channels with same sounds" );
s_test = Cvar_Get( "s_test", "0", 0, "engine developer cvar for quick testing new features" );
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;
// clear ambient sounds
Q_memset( ambient_sfx, 0, sizeof( ambient_sfx ));
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 );
}