/* sound.h - sndlib main header 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. */ #ifndef SOUND_H #define SOUND_H extern poolhandle_t sndpool; #include "xash3d_mathlib.h" #define XASH_AUDIO_CD_QUALITY 1 // some platforms might need this // sound engine rate defines #if XASH_AUDIO_CD_QUALITY #define SOUND_11k 11025 // 11khz sample rate #define SOUND_22k 22050 // 22khz sample rate #define SOUND_44k 44100 // 44khz sample rate #else // XASH_AUDIO_CD_QUALITY #define SOUND_11k 12000 // 11khz sample rate #define SOUND_22k 24000 // 22khz sample rate #define SOUND_44k 48000 // 44khz sample rate #endif // XASH_AUDIO_CD_QUALITY #define SOUND_DMA_SPEED SOUND_44k // hardware playback rate // NOTE: clipped sound at 32760 to avoid overload #define CLIP( x ) (( x ) > 32760 ? 32760 : (( x ) < -32760 ? -32760 : ( x ))) #define PAINTBUFFER_SIZE 1024 // 44k: was 512 #define S_RAW_SOUND_IDLE_SEC 10 // time interval for idling raw sound before it's freed #define S_RAW_SOUND_BACKGROUNDTRACK -2 #define S_RAW_SOUND_SOUNDTRACK -1 #define S_RAW_SAMPLES_PRECISION_BITS 14 typedef struct { int left; int right; } portable_samplepair_t; typedef struct sfx_s { char name[MAX_QPATH]; wavdata_t *cache; int servercount; uint hashValue; struct sfx_s *hashNext; } sfx_t; // structure used for fading in and out client sound volume. typedef struct { float initial_percent; float percent; // how far to adjust client's volume down by. float starttime; // GetHostTime() when we started adjusting volume float fadeouttime; // # of seconds to get to faded out state float holdtime; // # of seconds to hold float fadeintime; // # of seconds to restore } soundfade_t; typedef struct { float percent; } musicfade_t; typedef struct snd_format_s { uint speed; byte width; byte channels; } snd_format_t; typedef struct { snd_format_t format; int samples; // mono samples in buffer int samplepos; // in mono samples qboolean initialized; // sound engine is active byte *buffer; const char *backendName; } dma_t; #include "vox.h" typedef struct { double sample; wavdata_t *pData; double forcedEndSample; qboolean finished; } mixer_t; typedef struct rawchan_s { int entnum; int master_vol; int leftvol; // 0-255 left volume int rightvol; // 0-255 right volume float dist_mult; // distance multiplier (attenuation/clipK) vec3_t origin; // only use if fixed_origin is set volatile uint s_rawend; float oldtime; // catch time jumps wavdata_t sound_info; // advance play position size_t max_samples; // buffer length portable_samplepair_t rawsamples[]; // variable sized } rawchan_t; typedef struct channel_s { char name[16]; // keep sentence name sfx_t *sfx; // sfx number int leftvol; // 0-255 left volume int rightvol; // 0-255 right volume int entnum; // entity soundsource int entchannel; // sound channel (CHAN_STREAM, CHAN_VOICE, etc.) vec3_t origin; // only use if fixed_origin is set float dist_mult; // distance multiplier (attenuation/clipK) int master_vol; // 0-255 master volume int basePitch; // base pitch percent (100% is normal pitch playback) float pitch; // real-time pitch after any modulation or shift by dynamic data qboolean use_loop; // don't loop default and local sounds qboolean staticsound; // use origin instead of fetching entnum's origin qboolean localsound; // it's a local menu sound (not looped, not paused) mixer_t pMixer; // sentence mixer qboolean isSentence; // bit indicating sentence int wordIndex; mixer_t *currentWord; // NULL if sentence is finished voxword_t words[CVOXWORDMAX]; } channel_t; typedef struct { vec3_t origin; // simorg + view_ofs vec3_t forward; vec3_t right; vec3_t up; int entnum; int waterlevel; float frametime; // used for sound fade qboolean active; qboolean inmenu; // listener in-menu ? qboolean paused; qboolean streaming; // playing AVI-file qboolean stream_paused; // pause only background track } listener_t; typedef struct { string current; // a currently playing track string loopName; // may be empty stream_t *stream; int source; // may be game, menu, etc } bg_track_t; //==================================================================== #define MAX_DYNAMIC_CHANNELS (60 + NUM_AMBIENTS) #define MAX_CHANNELS (256 + MAX_DYNAMIC_CHANNELS) // Scourge Of Armagon has too many static sounds on hip2m4.bsp #define MAX_RAW_CHANNELS 48 #define MAX_RAW_SAMPLES 8192 extern sound_t ambient_sfx[NUM_AMBIENTS]; extern qboolean snd_ambient; extern channel_t channels[MAX_CHANNELS]; extern rawchan_t *raw_channels[MAX_RAW_CHANNELS]; extern int total_channels; extern int paintedtime; extern int soundtime; extern listener_t s_listener; extern int idsp_room; extern dma_t dma; extern convar_t s_musicvolume; extern convar_t s_lerping; extern convar_t s_test; // cvar to test new effects extern convar_t s_samplecount; extern convar_t s_warn_late_precache; extern convar_t snd_mute_losefocus; void S_InitScaletable( void ); wavdata_t *S_LoadSound( sfx_t *sfx ); float S_GetMasterVolume( void ); float S_GetMusicVolume( void ); // // s_main.c // void S_FreeChannel( channel_t *ch ); // // s_mix.c // int S_MixDataToDevice( channel_t *pChannel, int sampleCount, int outputRate, int outputOffset, int timeCompress ); void MIX_ClearAllPaintBuffers( int SampleCount, qboolean clearFilters ); void MIX_InitAllPaintbuffers( void ); void MIX_FreeAllPaintbuffers( void ); void MIX_PaintChannels( int endtime ); // s_load.c qboolean S_TestSoundChar( const char *pch, char c ); char *S_SkipSoundChar( const char *pch ); sfx_t *S_FindName( const char *name, int *pfInCache ); sound_t S_RegisterSound( const char *name ); void S_FreeSound( sfx_t *sfx ); void S_InitSounds( void ); // s_dsp.c void SX_Init( void ); void SX_Free( void ); void CheckNewDspPresets( void ); void DSP_Process( portable_samplepair_t *pbfront, int sampleCount ); void DSP_ClearState( void ); qboolean S_Init( void ); void S_Shutdown( void ); void S_SoundList_f( void ); void S_SoundInfo_f( void ); struct ref_viewpass_s; channel_t *SND_PickDynamicChannel( int entnum, int channel, sfx_t *sfx, qboolean *ignore ); channel_t *SND_PickStaticChannel( const vec3_t pos, sfx_t *sfx ); int S_GetCurrentStaticSounds( soundlist_t *pout, int size ); int S_GetCurrentDynamicSounds( soundlist_t *pout, int size ); sfx_t *S_GetSfxByHandle( sound_t handle ); rawchan_t *S_FindRawChannel( int entnum, qboolean create ); void S_RawEntSamples( int entnum, uint samples, uint rate, word width, word channels, const byte *data, int snd_vol ); void S_RawSamples( uint samples, uint rate, word width, word channels, const byte *data, int entnum ); void S_StopSound( int entnum, int channel, const char *soundname ); void S_UpdateFrame( struct ref_viewpass_s *rvp ); void S_StopAllSounds( qboolean ambient ); void S_FreeSounds( void ); // // s_mouth.c // void SND_InitMouth( int entnum, int entchannel ); void SND_ForceInitMouth( int entnum ); void SND_MoveMouth8( channel_t *ch, wavdata_t *pSource, int count ); void SND_MoveMouth16( channel_t *ch, wavdata_t *pSource, int count ); void SND_MoveMouthRaw( rawchan_t *ch, portable_samplepair_t *pData, int count ); void SND_CloseMouth( channel_t *ch ); void SND_ForceCloseMouth( int entnum ); // // s_stream.c // void S_StreamSoundTrack( void ); void S_StreamBackgroundTrack( void ); void S_PrintBackgroundTrackState( void ); void S_FadeMusicVolume( float fadePercent ); // // s_utils.c // int S_ZeroCrossingAfter( wavdata_t *pWaveData, int sample ); int S_ZeroCrossingBefore( wavdata_t *pWaveData, int sample ); int S_ConvertLoopedPosition( wavdata_t *pSource, int samplePosition, qboolean use_loop ); int S_GetOutputData( wavdata_t *pSource, void **pData, int samplePosition, int sampleCount, qboolean use_loop ); // // s_vox.c // void VOX_Init( void ); void VOX_Shutdown( void ); void VOX_SetChanVol( channel_t *ch ); void VOX_LoadSound( channel_t *pchan, const char *psz ); float VOX_ModifyPitch( channel_t *ch, float pitch ); int VOX_MixDataToDevice( channel_t *pChannel, int sampleCount, int outputRate, int outputOffset ); #endif//SOUND_H