mirror of
https://github.com/FWGS/xash3d-fwgs
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290 lines
8.9 KiB
C
290 lines
8.9 KiB
C
/*
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sound.h - sndlib main header
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Copyright (C) 2009 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#ifndef SOUND_H
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#define SOUND_H
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extern poolhandle_t sndpool;
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#include "xash3d_mathlib.h"
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#define XASH_AUDIO_CD_QUALITY 1 // some platforms might need this
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// sound engine rate defines
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#if XASH_AUDIO_CD_QUALITY
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#define SOUND_11k 11025 // 11khz sample rate
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#define SOUND_22k 22050 // 22khz sample rate
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#define SOUND_44k 44100 // 44khz sample rate
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#else // XASH_AUDIO_CD_QUALITY
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#define SOUND_11k 12000 // 11khz sample rate
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#define SOUND_22k 24000 // 22khz sample rate
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#define SOUND_44k 48000 // 44khz sample rate
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#endif // XASH_AUDIO_CD_QUALITY
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#define SOUND_DMA_SPEED SOUND_44k // hardware playback rate
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// NOTE: clipped sound at 32760 to avoid overload
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#define CLIP( x ) (( x ) > 32760 ? 32760 : (( x ) < -32760 ? -32760 : ( x )))
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#define PAINTBUFFER_SIZE 1024 // 44k: was 512
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#define S_RAW_SOUND_IDLE_SEC 10 // time interval for idling raw sound before it's freed
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#define S_RAW_SOUND_BACKGROUNDTRACK -2
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#define S_RAW_SOUND_SOUNDTRACK -1
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#define S_RAW_SAMPLES_PRECISION_BITS 14
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typedef struct
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{
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int left;
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int right;
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} portable_samplepair_t;
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typedef struct sfx_s
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{
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char name[MAX_QPATH];
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wavdata_t *cache;
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int servercount;
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uint hashValue;
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struct sfx_s *hashNext;
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} sfx_t;
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// structure used for fading in and out client sound volume.
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typedef struct
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{
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float initial_percent;
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float percent; // how far to adjust client's volume down by.
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float starttime; // GetHostTime() when we started adjusting volume
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float fadeouttime; // # of seconds to get to faded out state
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float holdtime; // # of seconds to hold
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float fadeintime; // # of seconds to restore
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} soundfade_t;
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typedef struct
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{
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float percent;
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} musicfade_t;
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typedef struct snd_format_s
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{
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uint speed;
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byte width;
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byte channels;
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} snd_format_t;
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typedef struct
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{
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snd_format_t format;
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int samples; // mono samples in buffer
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int samplepos; // in mono samples
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qboolean initialized; // sound engine is active
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byte *buffer;
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const char *backendName;
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} dma_t;
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#include "vox.h"
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typedef struct
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{
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double sample;
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wavdata_t *pData;
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double forcedEndSample;
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qboolean finished;
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} mixer_t;
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typedef struct rawchan_s
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{
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int entnum;
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int master_vol;
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int leftvol; // 0-255 left volume
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int rightvol; // 0-255 right volume
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float dist_mult; // distance multiplier (attenuation/clipK)
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vec3_t origin; // only use if fixed_origin is set
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volatile uint s_rawend;
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float oldtime; // catch time jumps
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wavdata_t sound_info; // advance play position
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size_t max_samples; // buffer length
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portable_samplepair_t rawsamples[]; // variable sized
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} rawchan_t;
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typedef struct channel_s
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{
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char name[16]; // keep sentence name
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sfx_t *sfx; // sfx number
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int leftvol; // 0-255 left volume
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int rightvol; // 0-255 right volume
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int entnum; // entity soundsource
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int entchannel; // sound channel (CHAN_STREAM, CHAN_VOICE, etc.)
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vec3_t origin; // only use if fixed_origin is set
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float dist_mult; // distance multiplier (attenuation/clipK)
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int master_vol; // 0-255 master volume
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int basePitch; // base pitch percent (100% is normal pitch playback)
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float pitch; // real-time pitch after any modulation or shift by dynamic data
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qboolean use_loop; // don't loop default and local sounds
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qboolean staticsound; // use origin instead of fetching entnum's origin
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qboolean localsound; // it's a local menu sound (not looped, not paused)
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mixer_t pMixer;
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// sentence mixer
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qboolean isSentence; // bit indicating sentence
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int wordIndex;
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mixer_t *currentWord; // NULL if sentence is finished
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voxword_t words[CVOXWORDMAX];
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} channel_t;
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typedef struct
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{
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vec3_t origin; // simorg + view_ofs
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vec3_t forward;
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vec3_t right;
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vec3_t up;
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int entnum;
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int waterlevel;
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float frametime; // used for sound fade
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qboolean active;
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qboolean inmenu; // listener in-menu ?
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qboolean paused;
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qboolean streaming; // playing AVI-file
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qboolean stream_paused; // pause only background track
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} listener_t;
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typedef struct
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{
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string current; // a currently playing track
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string loopName; // may be empty
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stream_t *stream;
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int source; // may be game, menu, etc
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} bg_track_t;
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//====================================================================
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#define MAX_DYNAMIC_CHANNELS (60 + NUM_AMBIENTS)
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#define MAX_CHANNELS (256 + MAX_DYNAMIC_CHANNELS) // Scourge Of Armagon has too many static sounds on hip2m4.bsp
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#define MAX_RAW_CHANNELS 48
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#define MAX_RAW_SAMPLES 8192
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extern sound_t ambient_sfx[NUM_AMBIENTS];
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extern qboolean snd_ambient;
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extern channel_t channels[MAX_CHANNELS];
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extern rawchan_t *raw_channels[MAX_RAW_CHANNELS];
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extern int total_channels;
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extern int paintedtime;
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extern int soundtime;
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extern listener_t s_listener;
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extern int idsp_room;
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extern dma_t dma;
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extern convar_t s_musicvolume;
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extern convar_t s_lerping;
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extern convar_t s_test; // cvar to test new effects
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extern convar_t s_samplecount;
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extern convar_t s_warn_late_precache;
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extern convar_t snd_mute_losefocus;
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void S_InitScaletable( void );
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wavdata_t *S_LoadSound( sfx_t *sfx );
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float S_GetMasterVolume( void );
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float S_GetMusicVolume( void );
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//
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// s_main.c
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//
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void S_FreeChannel( channel_t *ch );
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//
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// s_mix.c
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//
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int S_MixDataToDevice( channel_t *pChannel, int sampleCount, int outputRate, int outputOffset, int timeCompress );
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void MIX_ClearAllPaintBuffers( int SampleCount, qboolean clearFilters );
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void MIX_InitAllPaintbuffers( void );
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void MIX_FreeAllPaintbuffers( void );
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void MIX_PaintChannels( int endtime );
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// s_load.c
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qboolean S_TestSoundChar( const char *pch, char c );
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char *S_SkipSoundChar( const char *pch );
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sfx_t *S_FindName( const char *name, int *pfInCache );
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sound_t S_RegisterSound( const char *name );
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void S_FreeSound( sfx_t *sfx );
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void S_InitSounds( void );
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// s_dsp.c
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void SX_Init( void );
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void SX_Free( void );
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void CheckNewDspPresets( void );
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void DSP_Process( portable_samplepair_t *pbfront, int sampleCount );
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void DSP_ClearState( void );
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qboolean S_Init( void );
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void S_Shutdown( void );
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void S_SoundList_f( void );
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void S_SoundInfo_f( void );
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struct ref_viewpass_s;
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channel_t *SND_PickDynamicChannel( int entnum, int channel, sfx_t *sfx, qboolean *ignore );
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channel_t *SND_PickStaticChannel( const vec3_t pos, sfx_t *sfx );
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int S_GetCurrentStaticSounds( soundlist_t *pout, int size );
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int S_GetCurrentDynamicSounds( soundlist_t *pout, int size );
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sfx_t *S_GetSfxByHandle( sound_t handle );
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rawchan_t *S_FindRawChannel( int entnum, qboolean create );
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void S_RawEntSamples( int entnum, uint samples, uint rate, word width, word channels, const byte *data, int snd_vol );
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void S_RawSamples( uint samples, uint rate, word width, word channels, const byte *data, int entnum );
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void S_StopSound( int entnum, int channel, const char *soundname );
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void S_UpdateFrame( struct ref_viewpass_s *rvp );
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void S_StopAllSounds( qboolean ambient );
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void S_FreeSounds( void );
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//
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// s_mouth.c
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//
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void SND_InitMouth( int entnum, int entchannel );
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void SND_ForceInitMouth( int entnum );
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void SND_MoveMouth8( channel_t *ch, wavdata_t *pSource, int count );
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void SND_MoveMouth16( channel_t *ch, wavdata_t *pSource, int count );
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void SND_MoveMouthRaw( rawchan_t *ch, portable_samplepair_t *pData, int count );
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void SND_CloseMouth( channel_t *ch );
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void SND_ForceCloseMouth( int entnum );
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//
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// s_stream.c
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//
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void S_StreamSoundTrack( void );
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void S_StreamBackgroundTrack( void );
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void S_PrintBackgroundTrackState( void );
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void S_FadeMusicVolume( float fadePercent );
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//
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// s_utils.c
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//
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int S_ZeroCrossingAfter( wavdata_t *pWaveData, int sample );
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int S_ZeroCrossingBefore( wavdata_t *pWaveData, int sample );
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int S_ConvertLoopedPosition( wavdata_t *pSource, int samplePosition, qboolean use_loop );
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int S_GetOutputData( wavdata_t *pSource, void **pData, int samplePosition, int sampleCount, qboolean use_loop );
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//
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// s_vox.c
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//
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void VOX_Init( void );
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void VOX_Shutdown( void );
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void VOX_SetChanVol( channel_t *ch );
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void VOX_LoadSound( channel_t *pchan, const char *psz );
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float VOX_ModifyPitch( channel_t *ch, float pitch );
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int VOX_MixDataToDevice( channel_t *pChannel, int sampleCount, int outputRate, int outputOffset );
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#endif//SOUND_H
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