Xash3D FWGS engine.
 
 
 
 

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/*
s_stream.c - sound streaming
Copyright (C) 2009 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "sound.h"
#include "client.h"
static bg_track_t s_bgTrack;
static musicfade_t musicfade; // controlled by game dlls
/*
=================
S_PrintBackgroundTrackState
=================
*/
void S_PrintBackgroundTrackState( void )
{
Con_Printf( "BackgroundTrack: " );
if( s_bgTrack.current[0] && s_bgTrack.loopName[0] )
Con_Printf( "intro %s, loop %s\n", s_bgTrack.current, s_bgTrack.loopName );
else if( s_bgTrack.current[0] )
Con_Printf( "%s\n", s_bgTrack.current );
else if( s_bgTrack.loopName[0] )
Con_Printf( "%s [loop]\n", s_bgTrack.loopName );
else Con_Printf( "not playing\n" );
}
/*
=================
S_FadeMusicVolume
=================
*/
void S_FadeMusicVolume( float fadePercent )
{
musicfade.percent = bound( 0.0f, fadePercent, 100.0f );
}
/*
=================
S_GetMusicVolume
=================
*/
float S_GetMusicVolume( void )
{
float scale = 1.0f;
if( !s_listener.inmenu && musicfade.percent != 0 )
{
scale = bound( 0.0f, musicfade.percent / 100.0f, 1.0f );
scale = 1.0f - scale;
}
return s_musicvolume->value * scale;
}
/*
=================
S_StartBackgroundTrack
=================
*/
void S_StartBackgroundTrack( const char *introTrack, const char *mainTrack, int position, qboolean fullpath )
{
S_StopBackgroundTrack();
if( !dma.initialized ) return;
// check for special symbols
if( introTrack && *introTrack == '*' )
introTrack = NULL;
if( mainTrack && *mainTrack == '*' )
mainTrack = NULL;
if( !COM_CheckString( introTrack ) && !COM_CheckString( mainTrack ))
return;
if( !introTrack ) introTrack = mainTrack;
if( !*introTrack ) return;
if( !COM_CheckString( mainTrack ))
s_bgTrack.loopName[0] = '\0';
else Q_strncpy( s_bgTrack.loopName, mainTrack, sizeof( s_bgTrack.loopName ));
// open stream
s_bgTrack.stream = FS_OpenStream( va( "media/%s", introTrack ));
Q_strncpy( s_bgTrack.current, introTrack, sizeof( s_bgTrack.current ));
memset( &musicfade, 0, sizeof( musicfade )); // clear any soundfade
s_bgTrack.source = cls.key_dest;
if( position != 0 )
{
// restore message, update song position
FS_SetStreamPos( s_bgTrack.stream, position );
}
}
/*
=================
S_StopBackgroundTrack
=================
*/
void S_StopBackgroundTrack( void )
{
s_listener.stream_paused = false;
if( !dma.initialized ) return;
if( !s_bgTrack.stream ) return;
FS_FreeStream( s_bgTrack.stream );
memset( &s_bgTrack, 0, sizeof( bg_track_t ));
memset( &musicfade, 0, sizeof( musicfade ));
}
/*
=================
S_StreamSetPause
=================
*/
void S_StreamSetPause( int pause )
{
s_listener.stream_paused = pause;
}
/*
=================
S_StreamGetCurrentState
save\restore code
=================
*/
qboolean S_StreamGetCurrentState( char *currentTrack, char *loopTrack, int *position )
{
if( !s_bgTrack.stream )
return false; // not active
if( currentTrack )
{
if( s_bgTrack.current[0] )
Q_strncpy( currentTrack, s_bgTrack.current, MAX_STRING );
else Q_strncpy( currentTrack, "*", MAX_STRING ); // no track
}
if( loopTrack )
{
if( s_bgTrack.loopName[0] )
Q_strncpy( loopTrack, s_bgTrack.loopName, MAX_STRING );
else Q_strncpy( loopTrack, "*", MAX_STRING ); // no track
}
if( position )
*position = FS_GetStreamPos( s_bgTrack.stream );
return true;
}
/*
=================
S_StreamBackgroundTrack
=================
*/
void S_StreamBackgroundTrack( void )
{
int bufferSamples;
int fileSamples;
byte raw[MAX_RAW_SAMPLES];
int r, fileBytes;
rawchan_t *ch = NULL;
if( !dma.initialized || !s_bgTrack.stream || s_listener.streaming )
return;
// don't bother playing anything if musicvolume is 0
if( !s_musicvolume->value || s_listener.paused || s_listener.stream_paused )
return;
if( !cl.background )
{
// pause music by source type
if( s_bgTrack.source == key_game && cls.key_dest == key_menu ) return;
if( s_bgTrack.source == key_menu && cls.key_dest != key_menu ) return;
}
else if( cls.key_dest == key_console )
return;
ch = S_FindRawChannel( S_RAW_SOUND_BACKGROUNDTRACK, true );
Assert( ch != NULL );
// see how many samples should be copied into the raw buffer
if( ch->s_rawend < soundtime )
ch->s_rawend = soundtime;
while( ch->s_rawend < soundtime + ch->max_samples )
{
wavdata_t *info = FS_StreamInfo( s_bgTrack.stream );
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
r = FS_ReadStream( s_bgTrack.stream, fileBytes, raw );
if( r < fileBytes )
{
fileBytes = r;
fileSamples = r / ( info->width * info->channels );
}
if( r > 0 )
{
// add to raw buffer
S_RawSamples( fileSamples, info->rate, info->width, info->channels, raw, S_RAW_SOUND_BACKGROUNDTRACK );
}
else
{
// loop
if( s_bgTrack.loopName[0] )
{
FS_FreeStream( s_bgTrack.stream );
s_bgTrack.stream = FS_OpenStream( va( "media/%s", s_bgTrack.loopName ));
Q_strncpy( s_bgTrack.current, s_bgTrack.loopName, sizeof( s_bgTrack.current ));
if( !s_bgTrack.stream ) return;
}
else
{
S_StopBackgroundTrack();
return;
}
}
}
}
/*
=================
S_StartStreaming
=================
*/
void S_StartStreaming( void )
{
if( !dma.initialized ) return;
// begin streaming movie soundtrack
s_listener.streaming = true;
}
/*
=================
S_StopStreaming
=================
*/
void S_StopStreaming( void )
{
if( !dma.initialized ) return;
s_listener.streaming = false;
}
/*
=================
S_StreamSoundTrack
=================
*/
void S_StreamSoundTrack( void )
{
int bufferSamples;
int fileSamples;
byte raw[MAX_RAW_SAMPLES];
int r, fileBytes;
rawchan_t *ch = NULL;
if( !dma.initialized || !s_listener.streaming || s_listener.paused )
return;
ch = S_FindRawChannel( S_RAW_SOUND_SOUNDTRACK, true );
Assert( ch != NULL );
// see how many samples should be copied into the raw buffer
if( ch->s_rawend < soundtime )
ch->s_rawend = soundtime;
while( ch->s_rawend < soundtime + ch->max_samples )
{
wavdata_t *info = SCR_GetMovieInfo();
if( !info ) break; // bad soundtrack?
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 = SCR_GetAudioChunk( raw, fileBytes );
if( r < fileBytes )
{
fileBytes = r;
fileSamples = r / ( info->width * info->channels );
}
if( r > 0 )
{
// add to raw buffer
S_RawSamples( fileSamples, info->rate, info->width, info->channels, raw, S_RAW_SOUND_SOUNDTRACK );
}
else break; // no more samples for this frame
}
}