mirror of
https://github.com/FWGS/xash3d-fwgs
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2365 lines
60 KiB
C
2365 lines
60 KiB
C
/*
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s_main.c - sound engine
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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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#include "common.h"
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#include "sound.h"
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#include "client.h"
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#include "con_nprint.h"
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#include "gl_local.h"
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#include "pm_local.h"
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#define SND_CLIP_DISTANCE 1000.0f
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dma_t dma;
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byte *sndpool;
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static soundfade_t soundfade;
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channel_t channels[MAX_CHANNELS];
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sound_t ambient_sfx[NUM_AMBIENTS];
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rawchan_t *raw_channels[MAX_RAW_CHANNELS];
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qboolean snd_ambient = false;
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qboolean snd_fade_sequence = false;
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listener_t s_listener;
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int total_channels;
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int soundtime; // sample PAIRS
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int paintedtime; // sample PAIRS
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static int trace_count = 0;
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static int last_trace_chan = 0;
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static byte s_fatphs[MAX_MAP_LEAFS/8]; // PHS array for snd module
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convar_t *s_volume;
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convar_t *s_musicvolume;
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convar_t *s_show;
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convar_t *s_mixahead;
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convar_t *s_lerping;
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convar_t *s_ambient_level;
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convar_t *s_ambient_fade;
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convar_t *s_combine_sounds;
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convar_t *snd_foliage_db_loss;
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convar_t *snd_gain;
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convar_t *snd_gain_max;
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convar_t *snd_gain_min;
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convar_t *snd_mute_losefocus;
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convar_t *s_refdist;
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convar_t *s_refdb;
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convar_t *s_cull; // cull sounds by geometry
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convar_t *s_test; // cvar for testing new effects
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convar_t *s_phs;
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convar_t *s_samplecount;
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/*
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=============================================================================
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SOUND COMMON UTILITES
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=============================================================================
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*/
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// dB = 20 log (amplitude/32768) 0 to -90.3dB
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// amplitude = 32768 * 10 ^ (dB/20) 0 to +/- 32768
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// gain = amplitude/32768 0 to 1.0
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_inline float Gain_To_dB( float gain ) { return 20 * log( gain ); }
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_inline float dB_To_Gain ( float dB ) { return pow( 10, dB / 20.0f ); }
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_inline float Gain_To_Amplitude( float gain ) { return gain * 32768; }
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_inline float Amplitude_To_Gain( float amplitude ) { return amplitude / 32768; }
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// convert sound db level to approximate sound source radius,
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// used only for determining how much of sound is obscured by world
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_inline float dB_To_Radius( float db )
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{
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return (SND_RADIUS_MIN + (SND_RADIUS_MAX - SND_RADIUS_MIN) * (db - SND_DB_MIN) / (SND_DB_MAX - SND_DB_MIN));
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}
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/*
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=============================================================================
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SOUNDS PROCESSING
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=============================================================================
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*/
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/*
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=================
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S_GetMasterVolume
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=================
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*/
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float S_GetMasterVolume( void )
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{
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float scale = 1.0f;
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if( !s_listener.inmenu && soundfade.percent != 0 )
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{
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scale = bound( 0.0f, soundfade.percent / 100.0f, 1.0f );
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scale = 1.0f - scale;
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}
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return s_volume->value * scale;
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}
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/*
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=================
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S_FadeClientVolume
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=================
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*/
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void S_FadeClientVolume( float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds )
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{
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soundfade.starttime = cl.mtime[0];
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soundfade.initial_percent = fadePercent;
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soundfade.fadeouttime = fadeOutSeconds;
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soundfade.holdtime = holdTime;
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soundfade.fadeintime = fadeInSeconds;
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}
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/*
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=================
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S_IsClient
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=================
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*/
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qboolean S_IsClient( int entnum )
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{
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return ( entnum == s_listener.entnum );
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}
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// free channel so that it may be allocated by the
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// next request to play a sound. If sound is a
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// word in a sentence, release the sentence.
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// Works for static, dynamic, sentence and stream sounds
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/*
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=================
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S_FreeChannel
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=================
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*/
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void S_FreeChannel( channel_t *ch )
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{
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ch->sfx = NULL;
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ch->name[0] = '\0';
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ch->use_loop = false;
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ch->isSentence = false;
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// clear mixer
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memset( &ch->pMixer, 0, sizeof( ch->pMixer ));
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SND_CloseMouth( ch );
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}
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/*
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=================
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S_UpdateSoundFade
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=================
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*/
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void S_UpdateSoundFade( void )
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{
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float f, totaltime, elapsed;
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// determine current fade value.
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// assume no fading remains
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soundfade.percent = 0;
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totaltime = soundfade.fadeouttime + soundfade.fadeintime + soundfade.holdtime;
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elapsed = cl.mtime[0] - soundfade.starttime;
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// clock wrapped or reset (BUG) or we've gone far enough
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if( elapsed < 0.0f || elapsed >= totaltime || totaltime <= 0.0f )
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return;
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// We are in the fade time, so determine amount of fade.
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if( soundfade.fadeouttime > 0.0f && ( elapsed < soundfade.fadeouttime ))
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{
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// ramp up
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f = elapsed / soundfade.fadeouttime;
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}
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else if( elapsed <= ( soundfade.fadeouttime + soundfade.holdtime )) // Inside the hold time
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{
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// stay
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f = 1.0f;
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}
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else
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{
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// ramp down
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f = ( elapsed - ( soundfade.fadeouttime + soundfade.holdtime ) ) / soundfade.fadeintime;
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f = 1.0f - f; // backward interpolated...
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}
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// spline it.
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f = SimpleSpline( f );
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f = bound( 0.0f, f, 1.0f );
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soundfade.percent = soundfade.initial_percent * f;
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if( snd_fade_sequence )
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S_FadeMusicVolume( soundfade.percent );
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if( snd_fade_sequence && soundfade.percent == 100.0f )
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{
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S_StopAllSounds( false );
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S_StopBackgroundTrack();
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snd_fade_sequence = false;
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}
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}
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/*
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=================
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SND_ChannelOkToTrace
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All new sounds must traceline once,
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but cap the max number of tracelines performed per frame
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for longer or looping sounds to SND_TRACE_UPDATE_MAX.
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=================
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*/
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qboolean SND_ChannelOkToTrace( channel_t *ch )
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{
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int i, j;
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// always trace first time sound is spatialized
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if( ch->bfirstpass ) return true;
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// if already traced max channels, return
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if( trace_count >= SND_TRACE_UPDATE_MAX )
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return false;
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// search through all channels starting at g_snd_last_trace_chan index
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j = last_trace_chan;
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for( i = 0; i < total_channels; i++ )
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{
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if( &( channels[j] ) == ch )
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{
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ch->bTraced = true;
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trace_count++;
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return true;
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}
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// wrap channel index
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if( ++j >= total_channels )
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j = 0;
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}
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// why didn't we find this channel?
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return false;
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}
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/*
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=================
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SND_ChannelTraceReset
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reset counters for traceline limiting per audio update
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=================
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*/
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void SND_ChannelTraceReset( void )
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{
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int i;
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// reset search point - make sure we start counting from a new spot
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// in channel list each time
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last_trace_chan += SND_TRACE_UPDATE_MAX;
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// wrap at total_channels
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if( last_trace_chan >= total_channels )
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last_trace_chan = last_trace_chan - total_channels;
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// reset traceline counter
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trace_count = 0;
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// reset channel traceline flag
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for( i = 0; i < total_channels; i++ )
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channels[i].bTraced = false;
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}
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/*
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=================
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SND_FStreamIsPlaying
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Select a channel from the dynamic channel allocation area. For the given entity,
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override any other sound playing on the same channel (see code comments below for
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exceptions).
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=================
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*/
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qboolean SND_FStreamIsPlaying( sfx_t *sfx )
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{
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int ch_idx;
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for( ch_idx = NUM_AMBIENTS; ch_idx < MAX_DYNAMIC_CHANNELS; ch_idx++ )
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{
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if( channels[ch_idx].sfx == sfx )
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return true;
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}
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return false;
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}
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/*
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=================
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SND_PickDynamicChannel
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Select a channel from the dynamic channel allocation area. For the given entity,
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override any other sound playing on the same channel (see code comments below for
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exceptions).
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=================
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*/
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channel_t *SND_PickDynamicChannel( int entnum, int channel, sfx_t *sfx, qboolean *ignore )
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{
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int ch_idx;
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int first_to_die;
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int life_left;
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int timeleft;
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// check for replacement sound, or find the best one to replace
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first_to_die = -1;
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life_left = 0x7fffffff;
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if( ignore ) *ignore = false;
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if( channel == CHAN_STREAM && SND_FStreamIsPlaying( sfx ))
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{
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if( ignore )
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*ignore = true;
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return NULL;
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}
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for( ch_idx = NUM_AMBIENTS; ch_idx < MAX_DYNAMIC_CHANNELS; ch_idx++ )
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{
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channel_t *ch = &channels[ch_idx];
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// Never override a streaming sound that is currently playing or
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// voice over IP data that is playing or any sound on CHAN_VOICE( acting )
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if( ch->sfx && ( ch->entchannel == CHAN_STREAM ))
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continue;
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if( channel != CHAN_AUTO && ch->entnum == entnum && ( ch->entchannel == channel || channel == -1 ))
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{
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// always override sound from same entity
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first_to_die = ch_idx;
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break;
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}
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// don't let monster sounds override player sounds
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if( ch->sfx && S_IsClient( ch->entnum ) && !S_IsClient( entnum ))
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continue;
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// try to pick the sound with the least amount of data left to play
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timeleft = 0;
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if( ch->sfx )
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{
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timeleft = 1; // ch->end - paintedtime
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}
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if( timeleft < life_left )
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{
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life_left = timeleft;
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first_to_die = ch_idx;
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}
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}
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if( first_to_die == -1 )
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return NULL;
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if( channels[first_to_die].sfx )
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{
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// don't restart looping sounds for the same entity
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wavdata_t *sc = channels[first_to_die].sfx->cache;
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if( sc && sc->loopStart != -1 )
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{
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channel_t *ch = &channels[first_to_die];
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if( ch->entnum == entnum && ch->entchannel == channel && ch->sfx == sfx )
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{
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if( ignore ) *ignore = true;
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// same looping sound, same ent, same channel, don't restart the sound
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return NULL;
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}
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}
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// be sure and release previous channel if sentence.
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S_FreeChannel( &( channels[first_to_die] ));
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}
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return &channels[first_to_die];
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}
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/*
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=====================
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SND_PickStaticChannel
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Pick an empty channel from the static sound area, or allocate a new
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channel. Only fails if we're at max_channels (128!!!) or if
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we're trying to allocate a channel for a stream sound that is
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already playing.
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=====================
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*/
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channel_t *SND_PickStaticChannel( const vec3_t pos, sfx_t *sfx )
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{
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channel_t *ch = NULL;
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int i;
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// check for replacement sound, or find the best one to replace
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for( i = MAX_DYNAMIC_CHANNELS; i < total_channels; i++ )
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{
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if( channels[i].sfx == NULL )
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break;
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if( VectorCompare( pos, channels[i].origin ) && channels[i].sfx == sfx )
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break;
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}
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if( i < total_channels )
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{
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// reuse an empty static sound channel
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ch = &channels[i];
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}
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else
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{
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// no empty slots, alloc a new static sound channel
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if( total_channels == MAX_CHANNELS )
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{
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Con_DPrintf( S_ERROR "S_PickStaticChannel: no free channels\n" );
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return NULL;
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}
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// get a channel for the static sound
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ch = &channels[total_channels];
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total_channels++;
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}
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return ch;
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}
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/*
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=================
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S_AlterChannel
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search through all channels for a channel that matches this
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soundsource, entchannel and sfx, and perform alteration on channel
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as indicated by 'flags' parameter. If shut down request and
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sfx contains a sentence name, shut off the sentence.
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returns TRUE if sound was altered,
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returns FALSE if sound was not found (sound is not playing)
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=================
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*/
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int S_AlterChannel( int entnum, int channel, sfx_t *sfx, int vol, int pitch, int flags )
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{
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channel_t *ch;
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int i;
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if( S_TestSoundChar( sfx->name, '!' ))
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{
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// This is a sentence name.
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// For sentences: assume that the entity is only playing one sentence
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// at a time, so we can just shut off
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// any channel that has ch->isSentence >= 0 and matches the entnum.
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for( i = NUM_AMBIENTS, ch = channels + NUM_AMBIENTS; i < total_channels; i++, ch++ )
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{
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if( ch->entnum == entnum && ch->entchannel == channel && ch->sfx && ch->isSentence )
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{
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if( flags & SND_CHANGE_PITCH )
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ch->basePitch = pitch;
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if( flags & SND_CHANGE_VOL )
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ch->master_vol = vol;
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if( flags & SND_STOP )
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S_FreeChannel( ch );
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return true;
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}
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}
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// channel not found
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return false;
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}
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// regular sound or streaming sound
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for( i = NUM_AMBIENTS, ch = channels + NUM_AMBIENTS; i < total_channels; i++, ch++ )
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{
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if( ch->entnum == entnum && ch->entchannel == channel && ch->sfx == sfx )
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{
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if( flags & SND_CHANGE_PITCH )
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ch->basePitch = pitch;
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if( flags & SND_CHANGE_VOL )
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ch->master_vol = vol;
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if( flags & SND_STOP )
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S_FreeChannel( ch );
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return true;
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}
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}
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return false;
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}
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/*
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=================
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SND_FadeToNewGain
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always ramp channel gain changes over time
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returns ramped gain, given new target gain
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=================
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*/
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float SND_FadeToNewGain( channel_t *ch, float gain_new )
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{
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float speed, frametime;
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if( gain_new == -1.0 )
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{
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// if -1 passed in, just keep fading to existing target
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gain_new = ch->ob_gain_target;
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}
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// if first time updating, store new gain into gain & target, return
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// if gain_new is close to existing gain, store new gain into gain & target, return
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if( ch->bfirstpass || ( fabs( gain_new - ch->ob_gain ) < 0.01f ))
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{
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ch->ob_gain = gain_new;
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ch->ob_gain_target = gain_new;
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ch->ob_gain_inc = 0.0f;
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return gain_new;
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}
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// set up new increment to new target
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frametime = s_listener.frametime;
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speed = ( frametime / SND_GAIN_FADE_TIME ) * ( gain_new - ch->ob_gain );
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ch->ob_gain_inc = fabs( speed );
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// ch->ob_gain_inc = fabs( gain_new - ch->ob_gain ) / 10.0f;
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ch->ob_gain_target = gain_new;
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// if not hit target, keep approaching
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if( fabs( ch->ob_gain - ch->ob_gain_target ) > 0.01f )
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{
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ch->ob_gain = ApproachVal( ch->ob_gain_target, ch->ob_gain, ch->ob_gain_inc );
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}
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else
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{
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// close enough, set gain = target
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ch->ob_gain = ch->ob_gain_target;
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}
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return ch->ob_gain;
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}
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/*
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=================
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SND_GetGainObscured
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drop gain on channel if sound emitter obscured by
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world, unbroken windows, closed doors, large solid entities etc.
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=================
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*/
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float SND_GetGainObscured( channel_t *ch, qboolean fplayersound, qboolean flooping )
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{
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float gain = 1.0f;
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vec3_t endpoint;
|
|
int count = 1;
|
|
pmtrace_t tr;
|
|
|
|
if( fplayersound ) return gain; // unchanged
|
|
|
|
// during signon just apply regular state machine since world hasn't been
|
|
// created or settled yet...
|
|
if( !CL_Active( ))
|
|
{
|
|
gain = SND_FadeToNewGain( ch, -1.0f );
|
|
return gain;
|
|
}
|
|
|
|
// don't do gain obscuring more than once on short one-shot sounds
|
|
if( !ch->bfirstpass && !ch->isSentence && !flooping && ( ch->entchannel != CHAN_STREAM ))
|
|
{
|
|
gain = SND_FadeToNewGain( ch, -1.0f );
|
|
return gain;
|
|
}
|
|
|
|
// if long or looping sound, process N channels per frame - set 'processed' flag, clear by
|
|
// cycling through all channels - this maintains a cap on traces per frame
|
|
if( !SND_ChannelOkToTrace( ch ))
|
|
{
|
|
// just keep updating fade to existing target gain - no new trace checking
|
|
gain = SND_FadeToNewGain( ch, -1.0 );
|
|
return gain;
|
|
}
|
|
|
|
// set up traceline from player eyes to sound emitting entity origin
|
|
VectorCopy( ch->origin, endpoint );
|
|
|
|
tr = CL_TraceLine( s_listener.origin, endpoint, PM_STUDIO_IGNORE );
|
|
|
|
if(( tr.fraction < 1.0f || tr.allsolid || tr.startsolid ) && tr.fraction < 0.99f )
|
|
{
|
|
// can't see center of sound source:
|
|
// build extents based on dB sndlvl of source,
|
|
// test to see how many extents are visible,
|
|
// drop gain by g_snd_obscured_loss_db per extent hidden
|
|
vec3_t endpoints[4];
|
|
int i, sndlvl = DIST_MULT_TO_SNDLVL( ch->dist_mult );
|
|
vec3_t vecl, vecr, vecl2, vecr2;
|
|
vec3_t vsrc_forward;
|
|
vec3_t vsrc_right;
|
|
vec3_t vsrc_up;
|
|
float radius;
|
|
|
|
// get radius
|
|
if( ch->radius > 0 ) radius = ch->radius;
|
|
else radius = dB_To_Radius( sndlvl ); // approximate radius from soundlevel
|
|
|
|
// set up extent endpoints - on upward or downward diagonals, facing player
|
|
for( i = 0; i < 4; i++ ) VectorCopy( endpoint, endpoints[i] );
|
|
|
|
// vsrc_forward is normalized vector from sound source to listener
|
|
VectorSubtract( s_listener.origin, endpoint, vsrc_forward );
|
|
VectorNormalize( vsrc_forward );
|
|
VectorVectors( vsrc_forward, vsrc_right, vsrc_up );
|
|
|
|
VectorAdd( vsrc_up, vsrc_right, vecl );
|
|
|
|
// if src above listener, force 'up' vector to point down - create diagonals up & down
|
|
if( endpoint[2] > s_listener.origin[2] + ( 10 * 12 ))
|
|
vsrc_up[2] = -vsrc_up[2];
|
|
|
|
VectorSubtract( vsrc_up, vsrc_right, vecr );
|
|
VectorNormalize( vecl );
|
|
VectorNormalize( vecr );
|
|
|
|
// get diagonal vectors from sound source
|
|
VectorScale( vecl, radius, vecl2 );
|
|
VectorScale( vecr, radius, vecr2 );
|
|
VectorScale( vecl, (radius / 2.0f), vecl );
|
|
VectorScale( vecr, (radius / 2.0f), vecr );
|
|
|
|
// endpoints from diagonal vectors
|
|
VectorAdd( endpoints[0], vecl, endpoints[0] );
|
|
VectorAdd( endpoints[1], vecr, endpoints[1] );
|
|
VectorAdd( endpoints[2], vecl2, endpoints[2] );
|
|
VectorAdd( endpoints[3], vecr2, endpoints[3] );
|
|
|
|
// drop gain for each point on radius diagonal that is obscured
|
|
for( count = 0, i = 0; i < 4; i++ )
|
|
{
|
|
// UNDONE: some endpoints are in walls - in this case, trace from the wall hit location
|
|
tr = CL_TraceLine( s_listener.origin, endpoints[i], PM_STUDIO_IGNORE );
|
|
|
|
if(( tr.fraction < 1.0f || tr.allsolid || tr.startsolid ) && tr.fraction < 0.99f && !tr.startsolid )
|
|
{
|
|
// skip first obscured point: at least 2 points + center should be obscured to hear db loss
|
|
if( ++count > 1 ) gain = gain * dB_To_Gain( SND_OBSCURED_LOSS_DB );
|
|
}
|
|
}
|
|
}
|
|
|
|
// crossfade to new gain
|
|
gain = SND_FadeToNewGain( ch, gain );
|
|
|
|
return gain;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
SND_GetGain
|
|
|
|
The complete gain calculation, with SNDLVL given in dB is:
|
|
GAIN = 1/dist * snd_refdist * 10 ^ (( SNDLVL - snd_refdb - (dist * snd_foliage_db_loss / 1200)) / 20 )
|
|
for gain > SND_GAIN_THRESH, start curve smoothing with
|
|
GAIN = 1 - 1 / (Y * GAIN ^ SND_GAIN_POWER)
|
|
where Y = -1 / ( (SND_GAIN_THRESH ^ SND_GAIN_POWER) * ( SND_GAIN_THRESH - 1 ))
|
|
gain curve construction
|
|
=================
|
|
*/
|
|
float SND_GetGain( channel_t *ch, qboolean fplayersound, qboolean flooping, float dist )
|
|
{
|
|
float gain = snd_gain->value;
|
|
|
|
if( ch->dist_mult )
|
|
{
|
|
// test additional attenuation
|
|
// at 30c, 14.7psi, 60% humidity, 1000Hz == 0.22dB / 100ft.
|
|
// dense foliage is roughly 2dB / 100ft
|
|
float additional_dB_loss = snd_foliage_db_loss->value * (dist / 1200);
|
|
float additional_dist_mult = pow( 10, additional_dB_loss / 20 );
|
|
float relative_dist = dist * ch->dist_mult * additional_dist_mult;
|
|
|
|
// hard code clamp gain to 10x normal (assumes volume and external clipping)
|
|
if( relative_dist > 0.1f )
|
|
gain *= ( 1.0f / relative_dist );
|
|
else gain *= 10.0f;
|
|
|
|
// if gain passess threshold, compress gain curve such that gain smoothly approaches 1.0
|
|
if( gain > SND_GAIN_COMP_THRESH )
|
|
{
|
|
float snd_gain_comp_power = SND_GAIN_COMP_EXP_MAX;
|
|
int sndlvl = DIST_MULT_TO_SNDLVL( ch->dist_mult );
|
|
float Y;
|
|
|
|
// decrease compression curve fit for higher sndlvl values
|
|
if( sndlvl > SND_DB_MED )
|
|
{
|
|
// snd_gain_power varies from max to min as sndlvl varies from 90 to 140
|
|
snd_gain_comp_power = RemapVal((float)sndlvl, SND_DB_MED, SND_DB_MAX, SND_GAIN_COMP_EXP_MAX, SND_GAIN_COMP_EXP_MIN );
|
|
}
|
|
|
|
// calculate crossover point
|
|
Y = -1.0f / ( pow( SND_GAIN_COMP_THRESH, snd_gain_comp_power ) * ( SND_GAIN_COMP_THRESH - 1 ));
|
|
|
|
// calculate compressed gain
|
|
gain = 1.0f - 1.0f / (Y * pow( gain, snd_gain_comp_power ));
|
|
gain = gain * snd_gain_max->value;
|
|
}
|
|
|
|
if( gain < snd_gain_min->value )
|
|
{
|
|
// sounds less than snd_gain_min fall off to 0 in distance it took them to fall to snd_gain_min
|
|
gain = snd_gain_min->value * ( 2.0f - relative_dist * snd_gain_min->value );
|
|
if( gain <= 0.0f ) gain = 0.001f; // don't propagate 0 gain
|
|
}
|
|
}
|
|
|
|
if( fplayersound )
|
|
{
|
|
// player weapon sounds get extra gain - this compensates
|
|
// for npc distance effect weapons which mix louder as L+R into L, R
|
|
if( ch->entchannel == CHAN_WEAPON )
|
|
gain = gain * dB_To_Gain( SND_GAIN_PLAYER_WEAPON_DB );
|
|
}
|
|
|
|
// modify gain if sound source not visible to player
|
|
gain = gain * SND_GetGainObscured( ch, fplayersound, flooping );
|
|
|
|
return gain;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
SND_CheckPHS
|
|
|
|
using a 'fat' radius
|
|
=================
|
|
*/
|
|
qboolean SND_CheckPHS( channel_t *ch )
|
|
{
|
|
mleaf_t *leaf;
|
|
|
|
if( !s_phs->value )
|
|
return true;
|
|
|
|
if( !ch->dist_mult && ch->entnum )
|
|
return true; // no attenuation
|
|
|
|
if( ch->movetype == MOVETYPE_PUSH )
|
|
{
|
|
if( Mod_BoxVisible( ch->absmin, ch->absmax, s_listener.pasbytes ))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
leaf = Mod_PointInLeaf( ch->origin, cl.worldmodel->nodes );
|
|
|
|
if( CHECKVISBIT( s_listener.pasbytes, leaf->cluster ))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
S_SpatializeChannel
|
|
=================
|
|
*/
|
|
void S_SpatializeChannel( int *left_vol, int *right_vol, int master_vol, float gain, float dot, float dist )
|
|
{
|
|
float lscale, rscale, scale;
|
|
|
|
rscale = 1.0f + dot;
|
|
lscale = 1.0f - dot;
|
|
|
|
// add in distance effect
|
|
if( s_cull->value ) scale = gain * rscale / 2;
|
|
else scale = ( 1.0f - dist ) * rscale;
|
|
*right_vol = (int)( master_vol * scale );
|
|
|
|
if( s_cull->value ) scale = gain * lscale / 2;
|
|
else scale = ( 1.0f - dist ) * lscale;
|
|
*left_vol = (int)( master_vol * scale );
|
|
|
|
*right_vol = bound( 0, *right_vol, 255 );
|
|
*left_vol = bound( 0, *left_vol, 255 );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
SND_Spatialize
|
|
=================
|
|
*/
|
|
void SND_Spatialize( channel_t *ch )
|
|
{
|
|
vec3_t source_vec;
|
|
float dist, dot, gain = 1.0f;
|
|
qboolean fplayersound = false;
|
|
qboolean looping = false;
|
|
wavdata_t *pSource;
|
|
|
|
// anything coming from the view entity will allways be full volume
|
|
if( S_IsClient( ch->entnum ))
|
|
{
|
|
if( !s_cull->value )
|
|
{
|
|
ch->leftvol = ch->master_vol;
|
|
ch->rightvol = ch->master_vol;
|
|
return;
|
|
}
|
|
|
|
// sounds coming from listener actually come from a short distance directly in front of listener
|
|
fplayersound = true;
|
|
}
|
|
|
|
pSource = ch->sfx->cache;
|
|
|
|
if( ch->use_loop && pSource && pSource->loopStart != -1 )
|
|
looping = true;
|
|
|
|
if( !ch->staticsound )
|
|
{
|
|
if( !CL_GetEntitySpatialization( ch ) || !SND_CheckPHS( ch ))
|
|
{
|
|
// origin is null and entity not exist on client
|
|
ch->leftvol = ch->rightvol = 0;
|
|
ch->bfirstpass = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// source_vec is vector from listener to sound source
|
|
// player sounds come from 1' in front of player
|
|
if( fplayersound ) VectorScale( s_listener.forward, 12.0f, source_vec );
|
|
else VectorSubtract( ch->origin, s_listener.origin, source_vec );
|
|
|
|
// normalize source_vec and get distance from listener to source
|
|
dist = VectorNormalizeLength( source_vec );
|
|
dot = DotProduct( s_listener.right, source_vec );
|
|
|
|
// a1ba: disabled for better multiplayer
|
|
#if 0
|
|
// for sounds with a radius, spatialize left/right evenly within the radius
|
|
if( ch->radius > 0 && dist < ch->radius )
|
|
{
|
|
float interval = ch->radius * 0.5f;
|
|
float blend = dist - interval;
|
|
|
|
if( blend < 0 ) blend = 0;
|
|
blend /= interval;
|
|
|
|
// blend is 0.0 - 1.0, from 50% radius -> 100% radius
|
|
// at radius * 0.5, dot is 0 (ie: sound centered left/right)
|
|
// at radius dot == dot
|
|
dot *= blend;
|
|
}
|
|
#endif
|
|
|
|
if( s_cull->value )
|
|
{
|
|
// calculate gain based on distance, atmospheric attenuation, interposed objects
|
|
// perform compression as gain approaches 1.0
|
|
gain = SND_GetGain( ch, fplayersound, looping, dist );
|
|
}
|
|
|
|
// don't pan sounds with no attenuation
|
|
if( ch->dist_mult <= 0.0f ) dot = 0.0f;
|
|
|
|
// fill out channel volumes for single location
|
|
S_SpatializeChannel( &ch->leftvol, &ch->rightvol, ch->master_vol, gain, dot, dist * ch->dist_mult );
|
|
|
|
// if playing a word, set volume
|
|
VOX_SetChanVol( ch );
|
|
|
|
// end of first time spatializing sound
|
|
if( CL_Active( )) ch->bfirstpass = false;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
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;
|
|
qboolean bIgnore = false;
|
|
|
|
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( !pos ) pos = RI.vieworg;
|
|
|
|
if( chan == CHAN_STREAM )
|
|
SetBits( flags, SND_STOP_LOOPING );
|
|
|
|
// pick a channel to play on
|
|
if( chan == CHAN_STATIC ) target_chan = SND_PickStaticChannel( pos, sfx );
|
|
else target_chan = SND_PickDynamicChannel( ent, chan, sfx, &bIgnore );
|
|
|
|
if( !target_chan )
|
|
{
|
|
if( !bIgnore )
|
|
Con_DPrintf( S_ERROR "dropped sound \"%s%s\"\n", DEFAULT_SOUNDPATH, sfx->name );
|
|
return;
|
|
}
|
|
|
|
// spatialize
|
|
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->radius = 0.0f;
|
|
target_chan->sfx = sfx;
|
|
|
|
// initialize gain due to obscured sound source
|
|
target_chan->bfirstpass = true;
|
|
target_chan->ob_gain = 0.0f;
|
|
target_chan->ob_gain_inc = 0.0f;
|
|
target_chan->ob_gain_target = 0.0f;
|
|
target_chan->bTraced = false;
|
|
|
|
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 ));
|
|
Q_strncpy( target_chan->name, sfx->name, sizeof( target_chan->name ));
|
|
sfx = target_chan->sfx;
|
|
if( sfx ) pSource = sfx->cache;
|
|
}
|
|
else
|
|
{
|
|
// regular or streamed sound fx
|
|
pSource = S_LoadSound( sfx );
|
|
target_chan->name[0] = '\0';
|
|
}
|
|
|
|
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_RestoreSound
|
|
|
|
Restore a sound effect for the given entity on the given channel
|
|
====================
|
|
*/
|
|
void S_RestoreSound( const vec3_t pos, int ent, int chan, sound_t handle, float fvol, float attn, int pitch, int flags, double sample, double end, int wordIndex )
|
|
{
|
|
wavdata_t *pSource;
|
|
sfx_t *sfx = NULL;
|
|
channel_t *target_chan;
|
|
qboolean bIgnore = false;
|
|
int vol;
|
|
|
|
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
|
|
|
|
// pick a channel to play on
|
|
if( chan == CHAN_STATIC ) target_chan = SND_PickStaticChannel( pos, sfx );
|
|
else target_chan = SND_PickDynamicChannel( ent, chan, sfx, &bIgnore );
|
|
|
|
if( !target_chan )
|
|
{
|
|
if( !bIgnore )
|
|
Con_DPrintf( S_ERROR "dropped sound \"%s%s\"\n", DEFAULT_SOUNDPATH, sfx->name );
|
|
return;
|
|
}
|
|
|
|
// spatialize
|
|
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->radius = 0.0f;
|
|
target_chan->sfx = sfx;
|
|
|
|
// initialize gain due to obscured sound source
|
|
target_chan->bfirstpass = true;
|
|
target_chan->ob_gain = 0.0f;
|
|
target_chan->ob_gain_inc = 0.0f;
|
|
target_chan->ob_gain_target = 0.0f;
|
|
target_chan->bTraced = false;
|
|
|
|
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 ));
|
|
Q_strncpy( target_chan->name, sfx->name, sizeof( target_chan->name ));
|
|
|
|
// not a first word in sentence!
|
|
if( wordIndex != 0 )
|
|
{
|
|
VOX_FreeWord( target_chan ); // release first loaded word
|
|
target_chan->wordIndex = wordIndex; // restore current word
|
|
VOX_LoadWord( target_chan );
|
|
|
|
if( target_chan->currentWord )
|
|
{
|
|
target_chan->sfx = target_chan->words[target_chan->wordIndex].sfx;
|
|
sfx = target_chan->sfx;
|
|
pSource = sfx->cache;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sfx = target_chan->sfx;
|
|
if( sfx ) pSource = sfx->cache;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// regular or streamed sound fx
|
|
pSource = S_LoadSound( sfx );
|
|
target_chan->name[0] = '\0';
|
|
}
|
|
|
|
if( !pSource )
|
|
{
|
|
S_FreeChannel( target_chan );
|
|
return;
|
|
}
|
|
|
|
SND_Spatialize( target_chan );
|
|
|
|
// NOTE: first spatialization may be failed because listener position is invalid at this time
|
|
// so we should keep all sounds an actual and waiting for player spawn.
|
|
|
|
// apply the sample offests
|
|
target_chan->pMixer.sample = sample;
|
|
target_chan->pMixer.forcedEndSample = end;
|
|
|
|
// Init client entity mouth movement vars
|
|
SND_InitMouth( ent, chan );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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;
|
|
float radius = SND_RADIUS_MAX;
|
|
|
|
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;
|
|
}
|
|
|
|
// pick a channel to play on from the static area
|
|
ch = SND_PickStaticChannel( pos, sfx );
|
|
if( !ch ) return;
|
|
|
|
VectorCopy( pos, ch->origin );
|
|
ch->entnum = ent;
|
|
|
|
CL_GetEntitySpatialization( ch );
|
|
|
|
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 ));
|
|
Q_strncpy( ch->name, sfx->name, sizeof( ch->name ));
|
|
sfx = ch->sfx;
|
|
if( sfx ) pSource = sfx->cache;
|
|
fvox = 1;
|
|
}
|
|
else
|
|
{
|
|
// load regular or stream sound
|
|
pSource = S_LoadSound( sfx );
|
|
ch->sfx = sfx;
|
|
ch->isSentence = false;
|
|
ch->name[0] = '\0';
|
|
}
|
|
|
|
if( !pSource )
|
|
{
|
|
S_FreeChannel( ch );
|
|
return;
|
|
}
|
|
|
|
// 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->radius = radius;
|
|
|
|
// initialize gain due to obscured sound source
|
|
ch->bfirstpass = true;
|
|
ch->ob_gain = 0.0;
|
|
ch->ob_gain_inc = 0.0;
|
|
ch->ob_gain_target = 0.0;
|
|
ch->bTraced = false;
|
|
|
|
SND_Spatialize( ch );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
S_StartLocalSound
|
|
==================
|
|
*/
|
|
void S_StartLocalSound( const char *name, float volume, qboolean reliable )
|
|
{
|
|
sound_t sfxHandle;
|
|
int flags = (SND_LOCALSOUND|SND_STOP_LOOPING);
|
|
int channel = CHAN_AUTO;
|
|
|
|
if( reliable ) channel = CHAN_STATIC;
|
|
|
|
if( !dma.initialized ) return;
|
|
sfxHandle = S_RegisterSound( name );
|
|
S_StartSound( NULL, s_listener.entnum, channel, sfxHandle, volume, 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 && channels[i].sfx->name[0] )
|
|
{
|
|
if( channels[i].isSentence && channels[i].name[0] )
|
|
Q_strncpy( pout->name, channels[i].name, sizeof( pout->name ));
|
|
else 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;
|
|
pout->channel = channels[i].entchannel;
|
|
pout->wordIndex = channels[i].wordIndex;
|
|
pout->samplePos = channels[i].pMixer.sample;
|
|
pout->forcedEnd = channels[i].pMixer.forcedEndSample;
|
|
|
|
sounds_left--;
|
|
pout++;
|
|
}
|
|
}
|
|
|
|
return ( size - sounds_left );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
S_GetCurrentStaticSounds
|
|
|
|
grab all static sounds playing at current channel
|
|
==================
|
|
*/
|
|
int S_GetCurrentDynamicSounds( soundlist_t *pout, int size )
|
|
{
|
|
int sounds_left = size;
|
|
int i, looped;
|
|
|
|
if( !dma.initialized )
|
|
return 0;
|
|
|
|
for( i = 0; i < MAX_CHANNELS && sounds_left; i++ )
|
|
{
|
|
if( !channels[i].sfx || !channels[i].sfx->name[0] || !Q_stricmp( channels[i].sfx->name, "*default" ))
|
|
continue; // don't serialize default sounds
|
|
|
|
looped = ( channels[i].use_loop && channels[i].sfx->cache->loopStart != -1 );
|
|
|
|
if( channels[i].entchannel == CHAN_STATIC && looped && !Host_IsQuakeCompatible())
|
|
continue; // never serialize static looped sounds. It will be restoring in game code
|
|
|
|
if( channels[i].isSentence && channels[i].name[0] )
|
|
Q_strncpy( pout->name, channels[i].name, sizeof( pout->name ));
|
|
else Q_strncpy( pout->name, channels[i].sfx->name, sizeof( pout->name ));
|
|
pout->entnum = (channels[i].entnum < 0) ? 0 : 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->pitch = channels[i].basePitch;
|
|
pout->channel = channels[i].entchannel;
|
|
pout->wordIndex = channels[i].wordIndex;
|
|
pout->samplePos = channels[i].pMixer.sample;
|
|
pout->forcedEnd = channels[i].pMixer.forcedEndSample;
|
|
pout->looping = looped;
|
|
|
|
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->entchannel = CHAN_STATIC;
|
|
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] );
|
|
|
|
// ambient is unused
|
|
if( !chan->sfx )
|
|
{
|
|
chan->rightvol = 0;
|
|
chan->leftvol = 0;
|
|
continue;
|
|
}
|
|
|
|
vol = s_ambient_level->value * leaf->ambient_sound_level[ambient_channel];
|
|
if( vol < 0 ) 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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
SOUND STREAM RAW SAMPLES
|
|
|
|
=============================================================================
|
|
*/
|
|
/*
|
|
===================
|
|
S_FindRawChannel
|
|
===================
|
|
*/
|
|
rawchan_t *S_FindRawChannel( int entnum, qboolean create )
|
|
{
|
|
int i, free;
|
|
int best, best_time;
|
|
size_t raw_samples = 0;
|
|
rawchan_t *ch;
|
|
|
|
if( !entnum ) return NULL; // world is unused
|
|
|
|
// check for replacement sound, or find the best one to replace
|
|
best_time = 0x7fffffff;
|
|
best = free = -1;
|
|
|
|
for( i = 0; i < MAX_RAW_CHANNELS; i++ )
|
|
{
|
|
ch = raw_channels[i];
|
|
|
|
if( free < 0 && !ch )
|
|
{
|
|
free = i;
|
|
}
|
|
else if( ch )
|
|
{
|
|
int time;
|
|
|
|
// exact match
|
|
if( ch->entnum == entnum )
|
|
return ch;
|
|
|
|
time = ch->s_rawend - paintedtime;
|
|
if( time < best_time )
|
|
{
|
|
best = i;
|
|
best_time = time;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !create ) return NULL;
|
|
|
|
if( free >= 0 ) best = free;
|
|
if( best < 0 ) return NULL; // no free slots
|
|
|
|
if( !raw_channels[best] )
|
|
{
|
|
raw_samples = MAX_RAW_SAMPLES;
|
|
raw_channels[best] = Mem_Calloc( sndpool, sizeof( *ch ) + sizeof( portable_samplepair_t ) * ( raw_samples - 1 ));
|
|
}
|
|
|
|
ch = raw_channels[best];
|
|
ch->max_samples = raw_samples;
|
|
ch->entnum = entnum;
|
|
ch->s_rawend = 0;
|
|
|
|
return ch;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
S_RawSamplesStereo
|
|
===================
|
|
*/
|
|
static uint S_RawSamplesStereo( portable_samplepair_t *rawsamples, uint rawend, uint max_samples, uint samples, uint rate, word width, word channels, const byte *data )
|
|
{
|
|
uint fracstep, samplefrac;
|
|
uint src, dst;
|
|
|
|
if( rawend < paintedtime )
|
|
rawend = paintedtime;
|
|
|
|
fracstep = ((double) rate / (double)SOUND_DMA_SPEED) * (double)(1 << S_RAW_SAMPLES_PRECISION_BITS);
|
|
samplefrac = 0;
|
|
|
|
if( width == 2 )
|
|
{
|
|
const short *in = (const short *)data;
|
|
|
|
if( channels == 2 )
|
|
{
|
|
for( src = 0; src < samples; samplefrac += fracstep, src = ( samplefrac >> S_RAW_SAMPLES_PRECISION_BITS ))
|
|
{
|
|
dst = rawend++ & ( max_samples - 1 );
|
|
rawsamples[dst].left = in[src*2+0];
|
|
rawsamples[dst].right = in[src*2+1];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( src = 0; src < samples; samplefrac += fracstep, src = ( samplefrac >> S_RAW_SAMPLES_PRECISION_BITS ))
|
|
{
|
|
dst = rawend++ & ( max_samples - 1 );
|
|
rawsamples[dst].left = in[src];
|
|
rawsamples[dst].right = in[src];
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( channels == 2 )
|
|
{
|
|
const char *in = (const char *)data;
|
|
|
|
for( src = 0; src < samples; samplefrac += fracstep, src = ( samplefrac >> S_RAW_SAMPLES_PRECISION_BITS ))
|
|
{
|
|
dst = rawend++ & ( max_samples - 1 );
|
|
rawsamples[dst].left = in[src*2+0] << 8;
|
|
rawsamples[dst].right = in[src*2+1] << 8;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( src = 0; src < samples; samplefrac += fracstep, src = ( samplefrac >> S_RAW_SAMPLES_PRECISION_BITS ))
|
|
{
|
|
dst = rawend++ & ( max_samples - 1 );
|
|
rawsamples[dst].left = ( data[src] - 128 ) << 8;
|
|
rawsamples[dst].right = ( data[src] - 128 ) << 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
return rawend;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
S_RawEntSamples
|
|
===================
|
|
*/
|
|
static void S_RawEntSamples( int entnum, uint samples, uint rate, word width, word channels, const byte *data, int snd_vol )
|
|
{
|
|
rawchan_t *ch;
|
|
|
|
if( snd_vol < 0 )
|
|
snd_vol = 0;
|
|
|
|
if( !( ch = S_FindRawChannel( entnum, true )))
|
|
return;
|
|
|
|
ch->master_vol = snd_vol;
|
|
ch->dist_mult = (ATTN_NONE / SND_CLIP_DISTANCE);
|
|
ch->s_rawend = S_RawSamplesStereo( ch->rawsamples, ch->s_rawend, ch->max_samples, samples, rate, width, channels, data );
|
|
ch->leftvol = ch->rightvol = snd_vol;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
S_RawSamples
|
|
===================
|
|
*/
|
|
void S_RawSamples( uint samples, uint rate, word width, word channels, const byte *data, int entnum )
|
|
{
|
|
int snd_vol;
|
|
|
|
if( entnum < 0 ) snd_vol = 256; // bg track or movie track
|
|
if( snd_vol < 0 ) snd_vol = 0; // fixup negative values
|
|
|
|
S_RawEntSamples( entnum, samples, rate, width, channels, data, snd_vol );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
S_PositionedRawSamples
|
|
===================
|
|
*/
|
|
void S_StreamAviSamples( void *Avi, int entnum, float fvol, float attn, float synctime )
|
|
{
|
|
int bufferSamples;
|
|
int fileSamples;
|
|
byte raw[MAX_RAW_SAMPLES];
|
|
float duration = 0.0f;
|
|
int r, fileBytes;
|
|
rawchan_t *ch = NULL;
|
|
|
|
if( !dma.initialized || s_listener.paused || !CL_IsInGame( ))
|
|
return;
|
|
|
|
if( entnum < 0 || entnum >= GI->max_edicts )
|
|
return;
|
|
|
|
if( !( ch = S_FindRawChannel( entnum, true )))
|
|
return;
|
|
|
|
if( ch->sound_info.rate == 0 )
|
|
{
|
|
if( !AVI_GetAudioInfo( Avi, &ch->sound_info ))
|
|
return; // no audiotrack
|
|
}
|
|
|
|
ch->master_vol = bound( 0, fvol * 255, 255 );
|
|
ch->dist_mult = (attn / SND_CLIP_DISTANCE);
|
|
|
|
// see how many samples should be copied into the raw buffer
|
|
if( ch->s_rawend < soundtime )
|
|
ch->s_rawend = soundtime;
|
|
|
|
// position is changed, synchronization is lost etc
|
|
if( fabs( ch->oldtime - synctime ) > s_mixahead->value )
|
|
ch->sound_info.loopStart = AVI_TimeToSoundPosition( Avi, synctime * 1000 );
|
|
ch->oldtime = synctime; // keep actual time
|
|
|
|
while( ch->s_rawend < soundtime + ch->max_samples )
|
|
{
|
|
wavdata_t *info = &ch->sound_info;
|
|
|
|
bufferSamples = ch->max_samples - (ch->s_rawend - soundtime);
|
|
|
|
// decide how much data needs to be read from the file
|
|
fileSamples = bufferSamples * ((float)info->rate / SOUND_DMA_SPEED );
|
|
if( fileSamples <= 1 ) return; // no more samples need
|
|
|
|
// our max buffer size
|
|
fileBytes = fileSamples * ( info->width * info->channels );
|
|
|
|
if( fileBytes > sizeof( raw ))
|
|
{
|
|
fileBytes = sizeof( raw );
|
|
fileSamples = fileBytes / ( info->width * info->channels );
|
|
}
|
|
|
|
// read audio stream
|
|
r = AVI_GetAudioChunk( Avi, raw, info->loopStart, fileBytes );
|
|
info->loopStart += r; // advance play position
|
|
|
|
if( r < fileBytes )
|
|
{
|
|
fileBytes = r;
|
|
fileSamples = r / ( info->width * info->channels );
|
|
}
|
|
|
|
if( r > 0 )
|
|
{
|
|
// add to raw buffer
|
|
ch->s_rawend = S_RawSamplesStereo( ch->rawsamples, ch->s_rawend, ch->max_samples,
|
|
fileSamples, info->rate, info->width, info->channels, raw );
|
|
}
|
|
else break; // no more samples for this frame
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
S_GetRawSamplesLength
|
|
===================
|
|
*/
|
|
uint S_GetRawSamplesLength( int entnum )
|
|
{
|
|
rawchan_t *ch;
|
|
|
|
if( !( ch = S_FindRawChannel( entnum, false )))
|
|
return 0;
|
|
|
|
return ch->s_rawend <= paintedtime ? 0 : (float)(ch->s_rawend - paintedtime) * DMA_MSEC_PER_SAMPLE;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
S_ClearRawChannel
|
|
===================
|
|
*/
|
|
void S_ClearRawChannel( int entnum )
|
|
{
|
|
rawchan_t *ch;
|
|
|
|
if( !( ch = S_FindRawChannel( entnum, false )))
|
|
return;
|
|
|
|
ch->s_rawend = 0;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
S_FreeIdleRawChannels
|
|
|
|
Free raw channel that have been idling for too long.
|
|
===================
|
|
*/
|
|
static void S_FreeIdleRawChannels( void )
|
|
{
|
|
int i;
|
|
|
|
for( i = 0; i < MAX_RAW_CHANNELS; i++ )
|
|
{
|
|
rawchan_t *ch = raw_channels[i];
|
|
|
|
if( !ch ) continue;
|
|
|
|
if( ch->s_rawend >= paintedtime )
|
|
continue;
|
|
|
|
if(( paintedtime - ch->s_rawend ) / SOUND_DMA_SPEED >= S_RAW_SOUND_IDLE_SEC )
|
|
{
|
|
raw_channels[i] = NULL;
|
|
Mem_Free( ch );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
S_ClearRawChannels
|
|
===================
|
|
*/
|
|
static void S_ClearRawChannels( void )
|
|
{
|
|
int i;
|
|
|
|
for( i = 0; i < MAX_RAW_CHANNELS; i++ )
|
|
{
|
|
rawchan_t *ch = raw_channels[i];
|
|
|
|
if( !ch ) continue;
|
|
ch->s_rawend = 0;
|
|
ch->oldtime = -1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
S_SpatializeRawChannels
|
|
===================
|
|
*/
|
|
static void S_SpatializeRawChannels( void )
|
|
{
|
|
int i;
|
|
|
|
for( i = 0; i < MAX_RAW_CHANNELS; i++ )
|
|
{
|
|
rawchan_t *ch = raw_channels[i];
|
|
vec3_t source_vec;
|
|
float dist, dot;
|
|
|
|
if( !ch ) continue;
|
|
|
|
if( ch->s_rawend < paintedtime )
|
|
{
|
|
ch->leftvol = ch->rightvol = 0;
|
|
continue;
|
|
}
|
|
|
|
// spatialization
|
|
if( !S_IsClient( ch->entnum ) && ch->dist_mult && ch->entnum >= 0 && ch->entnum < GI->max_edicts )
|
|
{
|
|
if( !CL_GetMovieSpatialization( ch ))
|
|
{
|
|
// origin is null and entity not exist on client
|
|
ch->leftvol = ch->rightvol = 0;
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( ch->origin, s_listener.origin, source_vec );
|
|
|
|
// normalize source_vec and get distance from listener to source
|
|
dist = VectorNormalizeLength( source_vec );
|
|
dot = DotProduct( s_listener.right, source_vec );
|
|
|
|
// for sounds with a radius, spatialize left/right evenly within the radius
|
|
if( ch->radius > 0 && dist < ch->radius )
|
|
{
|
|
float interval = ch->radius * 0.5f;
|
|
float blend = dist - interval;
|
|
|
|
if( blend < 0 ) blend = 0;
|
|
blend /= interval;
|
|
|
|
// blend is 0.0 - 1.0, from 50% radius -> 100% radius
|
|
// at radius * 0.5, dot is 0 (ie: sound centered left/right)
|
|
// at radius dot == dot
|
|
dot *= blend;
|
|
}
|
|
|
|
// don't pan sounds with no attenuation
|
|
if( ch->dist_mult <= 0.0f ) dot = 0.0f;
|
|
|
|
// fill out channel volumes for single location
|
|
S_SpatializeChannel( &ch->leftvol, &ch->rightvol, ch->master_vol, 1.0f, dot, dist * ch->dist_mult );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ch->leftvol = ch->rightvol = ch->master_vol;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
S_FreeRawChannels
|
|
===================
|
|
*/
|
|
static void S_FreeRawChannels( void )
|
|
{
|
|
int i;
|
|
|
|
// free raw samples
|
|
for( i = 0; i < MAX_RAW_CHANNELS; i++ )
|
|
{
|
|
if( raw_channels[i] )
|
|
Mem_Free( raw_channels[i] );
|
|
}
|
|
|
|
memset( raw_channels, 0, sizeof( raw_channels ));
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
/*
|
|
==================
|
|
S_ClearBuffer
|
|
==================
|
|
*/
|
|
void S_ClearBuffer( void )
|
|
{
|
|
S_ClearRawChannels();
|
|
|
|
SNDDMA_BeginPainting ();
|
|
if( dma.buffer ) 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( qboolean ambient )
|
|
{
|
|
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
|
|
memset( channels, 0, sizeof( channels ));
|
|
|
|
// restart the ambient sounds
|
|
if( ambient ) S_InitAmbientChannels ();
|
|
|
|
S_ClearBuffer ();
|
|
|
|
// clear any remaining soundfade
|
|
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_UpdateFrame
|
|
|
|
update listener position
|
|
============
|
|
*/
|
|
void S_UpdateFrame( struct ref_viewpass_s *rvp )
|
|
{
|
|
if( !FBitSet( rvp->flags, RF_DRAW_WORLD ) || FBitSet( rvp->flags, RF_ONLY_CLIENTDRAW ))
|
|
return;
|
|
|
|
VectorCopy( rvp->vieworigin, s_listener.origin );
|
|
AngleVectors( rvp->viewangles, s_listener.forward, s_listener.right, s_listener.up );
|
|
s_listener.entnum = rvp->viewentity; // can be camera entity too
|
|
}
|
|
|
|
/*
|
|
============
|
|
SND_UpdateSound
|
|
|
|
Called once each time through the main loop
|
|
============
|
|
*/
|
|
void SND_UpdateSound( void )
|
|
{
|
|
int i, j, total;
|
|
channel_t *ch, *combine;
|
|
con_nprint_t info;
|
|
|
|
if( !dma.initialized ) return;
|
|
|
|
// 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();
|
|
|
|
// release raw-channels that no longer used more than 10 secs
|
|
S_FreeIdleRawChannels();
|
|
|
|
VectorCopy( cl.simvel, s_listener.velocity );
|
|
s_listener.frametime = (cl.time - cl.oldtime);
|
|
s_listener.waterlevel = cl.local.waterlevel;
|
|
s_listener.active = CL_IsInGame();
|
|
s_listener.inmenu = CL_IsInMenu();
|
|
s_listener.paused = cl.paused;
|
|
|
|
if( cl.worldmodel != NULL )
|
|
Mod_FatPVS( s_listener.origin, FATPHS_RADIUS, s_listener.pasbytes, world.visbytes, false, !s_phs->value );
|
|
|
|
// 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->value )
|
|
{
|
|
// 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
S_SpatializeRawChannels();
|
|
|
|
// debugging output
|
|
if( CVAR_TO_BOOL( s_show ))
|
|
{
|
|
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, pos (%.f %.f %.f) ent %i, lv%3i rv%3i %s\n",
|
|
i, ch->origin[0], ch->origin[1], ch->origin[2], ch->entnum, ch->leftvol, ch->rightvol, ch->sfx->name );
|
|
total++;
|
|
}
|
|
}
|
|
|
|
// to differentiate modes
|
|
if( s_cull->value && s_phs->value )
|
|
VectorSet( info.color, 0.0f, 1.0f, 0.0f );
|
|
else if( s_phs->value )
|
|
VectorSet( info.color, 1.0f, 1.0f, 0.0f );
|
|
else if( s_cull->value )
|
|
VectorSet( info.color, 1.0f, 0.0f, 0.0f );
|
|
else VectorSet( info.color, 1.0f, 1.0f, 1.0f );
|
|
info.index = 0;
|
|
|
|
Con_NXPrintf( &info, "room_type: %i ----(%i)---- painted: %i\n", idsp_room, total - 1, paintedtime );
|
|
}
|
|
|
|
S_StreamBackgroundTrack ();
|
|
S_StreamSoundTrack ();
|
|
|
|
// mix some sound
|
|
S_UpdateChannels ();
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
console functions
|
|
|
|
===============================================================================
|
|
*/
|
|
void S_Play_f( void )
|
|
{
|
|
if( Cmd_Argc() == 1 )
|
|
{
|
|
Con_Printf( S_USAGE "play <soundfile>\n" );
|
|
return;
|
|
}
|
|
|
|
S_StartLocalSound( Cmd_Argv( 1 ), VOL_NORM, false );
|
|
}
|
|
|
|
void S_Play2_f( void )
|
|
{
|
|
int i = 1;
|
|
|
|
if( Cmd_Argc() == 1 )
|
|
{
|
|
Con_Printf( S_USAGE "play2 <soundfile>\n" );
|
|
return;
|
|
}
|
|
|
|
while( i < Cmd_Argc( ))
|
|
{
|
|
S_StartLocalSound( Cmd_Argv( i ), VOL_NORM, true );
|
|
i++;
|
|
}
|
|
}
|
|
|
|
void S_PlayVol_f( void )
|
|
{
|
|
if( Cmd_Argc() == 1 )
|
|
{
|
|
Con_Printf( S_USAGE "playvol <soundfile volume>\n" );
|
|
return;
|
|
}
|
|
|
|
S_StartLocalSound( Cmd_Argv( 1 ), Q_atof( Cmd_Argv( 2 )), false );
|
|
}
|
|
|
|
void S_Say_f( void )
|
|
{
|
|
if( Cmd_Argc() == 1 )
|
|
{
|
|
Con_Printf( S_USAGE "speak <soundfile>\n" );
|
|
return;
|
|
}
|
|
|
|
S_StartLocalSound( Cmd_Argv( 1 ), 1.0f, false );
|
|
}
|
|
|
|
void S_SayReliable_f( void )
|
|
{
|
|
if( Cmd_Argc() == 1 )
|
|
{
|
|
Con_Printf( S_USAGE "spk <soundfile>\n" );
|
|
return;
|
|
}
|
|
|
|
S_StartLocalSound( Cmd_Argv( 1 ), 1.0f, true );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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[] = { "mp3", "wav" };
|
|
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++ )
|
|
{
|
|
const char *intro_path = va( "media/%s.%s", intro, ext[i] );
|
|
const char *main_path = va( "media/%s.%s", main, ext[i] );
|
|
|
|
if( FS_FileExists( intro_path, false ) && FS_FileExists( main_path, false ))
|
|
{
|
|
// combined track with introduction and main loop theme
|
|
S_StartBackgroundTrack( intro, main, 0, false );
|
|
break;
|
|
}
|
|
else if( FS_FileExists( va( "media/%s.%s", track, ext[i] ), false ))
|
|
{
|
|
// single non-looped theme
|
|
S_StartBackgroundTrack( track, NULL, 0, false );
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
else if( c == 3 )
|
|
{
|
|
S_StartBackgroundTrack( Cmd_Argv( 1 ), Cmd_Argv( 2 ), 0, false );
|
|
}
|
|
else if( c == 4 && Q_atoi( Cmd_Argv( 3 )) != 0 )
|
|
{
|
|
// restore command for singleplayer: all arguments are valid
|
|
S_StartBackgroundTrack( Cmd_Argv( 1 ), Cmd_Argv( 2 ), Q_atoi( Cmd_Argv( 3 )), false );
|
|
}
|
|
else Con_Printf( S_USAGE "music <musicfile> [loopfile]\n" );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
S_StopSound_f
|
|
=================
|
|
*/
|
|
void S_StopSound_f( void )
|
|
{
|
|
S_StopAllSounds( true );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
S_SoundFade_f
|
|
=================
|
|
*/
|
|
void S_SoundFade_f( void )
|
|
{
|
|
int c = Cmd_Argc();
|
|
float fadeTime = 5.0f;
|
|
|
|
if( c == 2 )
|
|
fadeTime = bound( 1.0f, atof( Cmd_Argv( 1 )), 60.0f );
|
|
|
|
S_FadeClientVolume( 100.0f, fadeTime, 1.0f, 0.0f );
|
|
snd_fade_sequence = true;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
S_SoundInfo_f
|
|
=================
|
|
*/
|
|
void S_SoundInfo_f( void )
|
|
{
|
|
Con_Printf( "Audio: DirectSound\n" );
|
|
Con_Printf( "%5d channel(s)\n", 2 );
|
|
Con_Printf( "%5d samples\n", dma.samples );
|
|
Con_Printf( "%5d bits/sample\n", 16 );
|
|
Con_Printf( "%5d bytes/sec\n", SOUND_DMA_SPEED );
|
|
Con_Printf( "%5d total_channels\n", total_channels );
|
|
|
|
S_PrintBackgroundTrackState ();
|
|
}
|
|
|
|
/*
|
|
================
|
|
S_Init
|
|
================
|
|
*/
|
|
qboolean S_Init( void )
|
|
{
|
|
if( Sys_CheckParm( "-nosound" ))
|
|
{
|
|
Con_Printf( "Audio: Disabled\n" );
|
|
return false;
|
|
}
|
|
|
|
s_volume = Cvar_Get( "volume", "0.7", FCVAR_ARCHIVE, "sound volume" );
|
|
s_musicvolume = Cvar_Get( "MP3Volume", "1.0", FCVAR_ARCHIVE, "background music volume" );
|
|
s_mixahead = Cvar_Get( "_snd_mixahead", "0.12", 0, "how much sound to mix ahead of time" );
|
|
s_show = Cvar_Get( "s_show", "0", FCVAR_ARCHIVE, "show playing sounds" );
|
|
s_lerping = Cvar_Get( "s_lerping", "0", FCVAR_ARCHIVE, "apply interpolation to sound output" );
|
|
s_ambient_level = Cvar_Get( "ambient_level", "0.3", FCVAR_ARCHIVE, "volume of environment noises (water and wind)" );
|
|
s_ambient_fade = Cvar_Get( "ambient_fade", "1000", FCVAR_ARCHIVE, "rate of volume fading when client is moving" );
|
|
s_combine_sounds = Cvar_Get( "s_combine_channels", "0", FCVAR_ARCHIVE, "combine channels with same sounds" );
|
|
snd_foliage_db_loss = Cvar_Get( "snd_foliage_db_loss", "4", 0, "foliage loss factor" );
|
|
snd_gain_max = Cvar_Get( "snd_gain_max", "1", 0, "gain maximal threshold" );
|
|
snd_gain_min = Cvar_Get( "snd_gain_min", "0.01", 0, "gain minimal threshold" );
|
|
snd_mute_losefocus = Cvar_Get( "snd_mute_losefocus", "1", FCVAR_ARCHIVE, "silence the audio when game window loses focus" );
|
|
s_refdist = Cvar_Get( "s_refdist", "36", 0, "soundlevel reference distance" );
|
|
s_refdb = Cvar_Get( "s_refdb", "60", 0, "soundlevel refernce dB" );
|
|
snd_gain = Cvar_Get( "snd_gain", "1", 0, "sound default gain" );
|
|
s_cull = Cvar_Get( "s_cull", "0", FCVAR_ARCHIVE, "cull sounds by geometry" );
|
|
s_test = Cvar_Get( "s_test", "0", 0, "engine developer cvar for quick testing new features" );
|
|
s_phs = Cvar_Get( "s_phs", "0", FCVAR_ARCHIVE, "cull sounds by PHS" );
|
|
s_samplecount = Cvar_Get( "s_samplecount", "0", FCVAR_ARCHIVE, "sample count (0 for default value)" );
|
|
|
|
Cmd_AddCommand( "play", S_Play_f, "playing a specified sound file" );
|
|
Cmd_AddCommand( "play2", S_Play2_f, "playing a group of specified sound files" ); // nehahra stuff
|
|
Cmd_AddCommand( "playvol", S_PlayVol_f, "playing a specified sound file with specified volume" );
|
|
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" );
|
|
Cmd_AddCommand( "s_fade", S_SoundFade_f, "fade all sounds then stop all" );
|
|
Cmd_AddCommand( "+voicerecord", Cmd_Null_f, "start voice recording (non-implemented)" );
|
|
Cmd_AddCommand( "-voicerecord", Cmd_Null_f, "stop voice recording (non-implemented)" );
|
|
Cmd_AddCommand( "spk", S_SayReliable_f, "reliable play a specified sententce" );
|
|
Cmd_AddCommand( "speak", S_Say_f, "playing a specified sententce" );
|
|
|
|
if( !SNDDMA_Init( host.hWnd ))
|
|
{
|
|
Con_Printf( "Audio: sound system can't be initialized\n" );
|
|
return false;
|
|
}
|
|
|
|
sndpool = Mem_AllocPool( "Sound Zone" );
|
|
soundtime = 0;
|
|
paintedtime = 0;
|
|
|
|
// clear ambient sounds
|
|
memset( ambient_sfx, 0, sizeof( ambient_sfx ));
|
|
|
|
MIX_InitAllPaintbuffers ();
|
|
SX_Init ();
|
|
S_InitScaletable ();
|
|
S_StopAllSounds ( true );
|
|
S_InitSounds ();
|
|
VOX_Init ();
|
|
|
|
return true;
|
|
}
|
|
|
|
// =======================================================================
|
|
// Shutdown sound engine
|
|
// =======================================================================
|
|
void S_Shutdown( void )
|
|
{
|
|
if( !dma.initialized ) return;
|
|
|
|
Cmd_RemoveCommand( "play" );
|
|
Cmd_RemoveCommand( "playvol" );
|
|
Cmd_RemoveCommand( "stopsound" );
|
|
Cmd_RemoveCommand( "music" );
|
|
Cmd_RemoveCommand( "soundlist" );
|
|
Cmd_RemoveCommand( "s_info" );
|
|
Cmd_RemoveCommand( "s_fade" );
|
|
Cmd_RemoveCommand( "+voicerecord" );
|
|
Cmd_RemoveCommand( "-voicerecord" );
|
|
Cmd_RemoveCommand( "speak" );
|
|
Cmd_RemoveCommand( "spk" );
|
|
|
|
S_StopAllSounds (false);
|
|
S_FreeRawChannels ();
|
|
S_FreeSounds ();
|
|
VOX_Shutdown ();
|
|
SX_Free ();
|
|
|
|
SNDDMA_Shutdown ();
|
|
MIX_FreeAllPaintbuffers ();
|
|
Mem_FreePool( &sndpool );
|
|
}
|