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2269 lines
57 KiB
2269 lines
57 KiB
/* |
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s_main.c - sound engine |
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Copyright (C) 2009 Uncle Mike |
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|
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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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|
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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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|
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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_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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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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MsgDev( D_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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================= |
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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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================= |
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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; |
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int count = 1; |
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pmtrace_t tr; |
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if( fplayersound ) return gain; // unchanged |
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// during signon just apply regular state machine since world hasn't been |
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// created or settled yet... |
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if( !CL_Active( )) |
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{ |
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gain = SND_FadeToNewGain( ch, -1.0f ); |
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return gain; |
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} |
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// don't do gain obscuring more than once on short one-shot sounds |
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if( !ch->bfirstpass && !ch->isSentence && !flooping && ( ch->entchannel != CHAN_STREAM )) |
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{ |
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gain = SND_FadeToNewGain( ch, -1.0f ); |
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return gain; |
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} |
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// if long or looping sound, process N channels per frame - set 'processed' flag, clear by |
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// cycling through all channels - this maintains a cap on traces per frame |
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if( !SND_ChannelOkToTrace( ch )) |
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{ |
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// just keep updating fade to existing target gain - no new trace checking |
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gain = SND_FadeToNewGain( ch, -1.0 ); |
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return gain; |
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} |
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// set up traceline from player eyes to sound emitting entity origin |
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VectorCopy( ch->origin, endpoint ); |
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tr = CL_TraceLine( s_listener.origin, endpoint, PM_STUDIO_IGNORE ); |
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if(( tr.fraction < 1.0f || tr.allsolid || tr.startsolid ) && tr.fraction < 0.99f ) |
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{ |
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// can't see center of sound source: |
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// build extents based on dB sndlvl of source, |
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// test to see how many extents are visible, |
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// drop gain by g_snd_obscured_loss_db per extent hidden |
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vec3_t endpoints[4]; |
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int i, sndlvl = DIST_MULT_TO_SNDLVL( ch->dist_mult ); |
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vec3_t vecl, vecr, vecl2, vecr2; |
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vec3_t vsrc_forward; |
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vec3_t vsrc_right; |
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vec3_t vsrc_up; |
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float radius; |
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|
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// get radius |
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if( ch->radius > 0 ) radius = ch->radius; |
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else radius = dB_To_Radius( sndlvl ); // approximate radius from soundlevel |
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|
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// set up extent endpoints - on upward or downward diagonals, facing player |
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for( i = 0; i < 4; i++ ) VectorCopy( endpoint, endpoints[i] ); |
|
|
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// vsrc_forward is normalized vector from sound source to listener |
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VectorSubtract( s_listener.origin, endpoint, vsrc_forward ); |
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VectorNormalize( vsrc_forward ); |
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VectorVectors( vsrc_forward, vsrc_right, vsrc_up ); |
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|
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VectorAdd( vsrc_up, vsrc_right, vecl ); |
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|
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// if src above listener, force 'up' vector to point down - create diagonals up & down |
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if( endpoint[2] > s_listener.origin[2] + ( 10 * 12 )) |
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vsrc_up[2] = -vsrc_up[2]; |
|
|
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VectorSubtract( vsrc_up, vsrc_right, vecr ); |
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VectorNormalize( vecl ); |
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VectorNormalize( vecr ); |
|
|
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// get diagonal vectors from sound source |
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VectorScale( vecl, radius, vecl2 ); |
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VectorScale( vecr, radius, vecr2 ); |
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VectorScale( vecl, (radius / 2.0f), vecl ); |
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VectorScale( vecr, (radius / 2.0f), vecr ); |
|
|
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// endpoints from diagonal vectors |
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VectorAdd( endpoints[0], vecl, endpoints[0] ); |
|
VectorAdd( endpoints[1], vecr, endpoints[1] ); |
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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( pitch == 0 ) |
|
{ |
|
MsgDev( D_WARN, "S_StartSound: ( %s ) ignored, called with pitch 0\n", sfx->name ); |
|
return; |
|
} |
|
|
|
if( !pos ) pos = RI.vieworg; |
|
|
|
// 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 |
|
|
|
if( pitch == 0 ) |
|
{ |
|
MsgDev( D_WARN, "S_RestoreSound: ( %s ) ignored, called with pitch 0\n", sfx->name ); |
|
return; |
|
} |
|
|
|
// 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; |
|
} |
|
|
|
if( pitch == 0 ) |
|
{ |
|
MsgDev( D_WARN, "S_AmbientSound: ( %s ) ignored, called with pitch 0\n", sfx->name ); |
|
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] ); |
|
|
|
if( !chan->sfx ) 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 |
|
=================== |
|
*/ |
|
static void S_PositionedRawSamples( int entnum, float fvol, float attn, uint samples, uint rate, word width, word channels, const byte *data ) |
|
{ |
|
rawchan_t *ch; |
|
|
|
if( entnum < 0 || entnum >= GI->max_edicts ) |
|
return; |
|
|
|
if( !( ch = S_FindRawChannel( entnum, true ))) |
|
return; |
|
|
|
ch->master_vol = bound( 0, fvol * 255, 255 ); |
|
ch->dist_mult = (attn / SND_CLIP_DISTANCE); |
|
ch->s_rawend = S_RawSamplesStereo( ch->rawsamples, ch->s_rawend, ch->max_samples, samples, rate, width, channels, data ); |
|
} |
|
|
|
/* |
|
=================== |
|
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; |
|
} |
|
} |
|
|
|
/* |
|
=================== |
|
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 (); |
|
} |
|
|
|
/* |
|
============ |
|
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(); |
|
|
|
s_listener.entnum = cl.viewentity; // can be camera entity too |
|
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; |
|
|
|
VectorCopy( RI.vieworg, s_listener.origin ); |
|
VectorCopy( cl.simvel, s_listener.velocity ); |
|
AngleVectors( RI.viewangles, s_listener.forward, s_listener.right, s_listener.up ); |
|
|
|
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( s_show->value ) |
|
{ |
|
info.color[0] = 1.0f; |
|
info.color[1] = 0.6f; |
|
info.color[2] = 0.0f; |
|
info.time_to_live = 0.5f; |
|
|
|
for( i = 0, total = 1, ch = channels; i < MAX_CHANNELS; i++, ch++ ) |
|
{ |
|
if( ch->sfx && ( ch->leftvol || ch->rightvol )) |
|
{ |
|
info.index = total; |
|
Con_NXPrintf( &info, "chan %i, 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 "play <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" )) |
|
{ |
|
MsgDev( D_INFO, "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", "1", 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 )) |
|
{ |
|
MsgDev( D_INFO, "S_Init: sound system can't be initialized\n" ); |
|
return false; |
|
} |
|
|
|
sndpool = Mem_AllocPool( "Sound Zone" ); |
|
soundtime = 0; |
|
paintedtime = 0; |
|
|
|
// clear ambient sounds |
|
memset( ambient_sfx, 0, sizeof( ambient_sfx )); |
|
|
|
MIX_InitAllPaintbuffers (); |
|
SX_Init (); |
|
S_InitScaletable (); |
|
S_StopAllSounds ( true ); |
|
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 ); |
|
}
|
|
|