2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // snd_main.c -- main control for any streaming sound output device
27 #if SND_LISTENERS != 8
28 #error this data only supports up to 8 channel, update it!
30 typedef struct listener_s
38 typedef struct speakerlayout_s
41 unsigned int channels;
42 listener_t listeners[SND_LISTENERS];
46 static speakerlayout_t snd_speakerlayout;
51 void S_SoundList(void);
55 // =======================================================================
56 // Internal sound data & structures
57 // =======================================================================
59 channel_t channels[MAX_CHANNELS];
60 unsigned int total_channels;
63 cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
64 cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory)"};
66 volatile dma_t *shm = 0;
69 vec3_t listener_origin;
70 matrix4x4_t listener_matrix[SND_LISTENERS];
71 vec_t sound_nominal_clip_dist=1000.0;
72 mempool_t *snd_mempool;
77 // Linked list of known sfx
78 sfx_t *known_sfx = NULL;
80 qboolean sound_spatialized = false;
82 // Fake dma is a synchronous faking of the DMA progress used for
83 // isolating performance in the renderer.
84 qboolean fakedma = false;
86 cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
87 cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
88 cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
90 cvar_t nosound = {0, "nosound", "0", "disables sound"};
91 cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"};
92 //cvar_t bgmbuffer = {0, "bgmbuffer", "4096", "unused quake cvar"};
93 cvar_t ambient_level = {0, "ambient_level", "0.3", "volume of environment noises (water and wind)"};
94 cvar_t ambient_fade = {0, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"};
95 cvar_t snd_noextraupdate = {0, "snd_noextraupdate", "0", "disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates"};
96 cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound mixing"};
97 cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};
98 cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
101 sfx_t* ambient_sfxs [2] = { NULL, NULL };
102 const char* ambient_names [2] = { "sound/ambience/water1.wav", "sound/ambience/wind2.wav" };
105 // ====================================================================
107 // ====================================================================
109 void S_FreeSfx (sfx_t *sfx, qboolean force);
112 void S_SoundInfo_f(void)
116 Con_Print("sound system not started\n");
120 Con_Printf("%5d speakers\n", shm->format.channels);
121 Con_Printf("%5d frames\n", shm->sampleframes);
122 Con_Printf("%5d samples\n", shm->samples);
123 Con_Printf("%5d samplepos\n", shm->samplepos);
124 Con_Printf("%5d samplebits\n", shm->format.width * 8);
125 Con_Printf("%5d speed\n", shm->format.speed);
126 Con_Printf("%p dma buffer\n", shm->buffer);
127 Con_Printf("%5u total_channels\n", total_channels);
133 if (!snd_initialized.integer)
137 memset((void *)shm, 0, sizeof(*shm));
139 // create a piece of DMA memory
142 shm->format.width = 2;
143 shm->format.speed = 22050;
144 shm->format.channels = 2;
145 shm->sampleframes = 16384;
146 shm->samples = shm->sampleframes * shm->format.channels;
148 shm->buffer = (unsigned char *)Mem_Alloc(snd_mempool, shm->samples * shm->format.width);
154 Con_Print("S_Startup: SNDDMA_Init failed.\n");
156 sound_spatialized = false;
161 Con_Printf("Sound format: %dHz, %d bit, %d channels\n", shm->format.speed,
162 shm->format.width * 8, shm->format.channels);
165 void S_Shutdown(void)
171 Mem_Free(shm->buffer);
176 sound_spatialized = false;
179 void S_Restart_f(void)
192 Con_DPrint("\nSound Initialization\n");
194 Cvar_RegisterVariable(&volume);
195 Cvar_RegisterVariable(&bgmvolume);
196 Cvar_RegisterVariable(&snd_staticvolume);
198 // COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio)
199 if (COM_CheckParm("-nosound") || COM_CheckParm("-safe"))
202 snd_mempool = Mem_AllocPool("sound", 0, NULL);
204 // COMMANDLINEOPTION: Sound: -simsound runs sound mixing but with no output
205 if (COM_CheckParm("-simsound"))
208 Cmd_AddCommand("play", S_Play, "play a sound at your current location (not heard by anyone else)");
209 Cmd_AddCommand("play2", S_Play2, "play a sound globally throughout the level (not heard by anyone else)");
210 Cmd_AddCommand("playvol", S_PlayVol, "play a sound at the specified volume level at your current location (not heard by anyone else)");
211 Cmd_AddCommand("stopsound", S_StopAllSounds, "silence");
212 Cmd_AddCommand("soundlist", S_SoundList, "list loaded sounds");
213 Cmd_AddCommand("soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)");
214 Cmd_AddCommand("snd_restart", S_Restart_f, "restart sound system");
216 Cvar_RegisterVariable(&nosound);
217 Cvar_RegisterVariable(&snd_precache);
218 Cvar_RegisterVariable(&snd_initialized);
219 Cvar_RegisterVariable(&snd_streaming);
220 //Cvar_RegisterVariable(&bgmbuffer);
221 Cvar_RegisterVariable(&ambient_level);
222 Cvar_RegisterVariable(&ambient_fade);
223 Cvar_RegisterVariable(&snd_noextraupdate);
224 Cvar_RegisterVariable(&snd_show);
225 Cvar_RegisterVariable(&_snd_mixahead);
226 Cvar_RegisterVariable(&snd_swapstereo); // for people with backwards sound wiring
228 Cvar_SetValueQuick(&snd_initialized, true);
232 total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
233 memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
243 Shutdown and free all resources
246 void S_Terminate (void)
252 while (known_sfx != NULL)
253 S_FreeSfx (known_sfx, true);
255 Cvar_SetValueQuick (&snd_initialized, false);
256 Mem_FreePool (&snd_mempool);
260 // =======================================================================
262 // =======================================================================
270 sfx_t *S_FindName (const char *name)
274 if (!snd_initialized.integer)
277 if (strlen (name) >= sizeof (sfx->name))
279 Con_Printf ("S_FindName: sound name too long (%s)\n", name);
283 // Look for this sound in the list of known sfx
284 for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
285 if(!strcmp (sfx->name, name))
288 // Add a sfx_t struct for this sound
289 sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx));
290 memset (sfx, 0, sizeof(*sfx));
291 strlcpy (sfx->name, name, sizeof (sfx->name));
292 sfx->memsize = sizeof(*sfx);
293 sfx->next = known_sfx;
306 void S_FreeSfx (sfx_t *sfx, qboolean force)
310 // Never free a locked sfx unless forced
311 if (!force && (sfx->locks > 0 || (sfx->flags & SFXFLAG_PERMANENTLOCK)))
314 Con_DPrintf ("S_FreeSfx: freeing %s\n", sfx->name);
316 // Remove it from the list of known sfx
317 if (sfx == known_sfx)
318 known_sfx = known_sfx->next;
323 for (prev_sfx = known_sfx; prev_sfx != NULL; prev_sfx = prev_sfx->next)
324 if (prev_sfx->next == sfx)
326 prev_sfx->next = sfx->next;
329 if (prev_sfx == NULL)
331 Con_Printf ("S_FreeSfx: Can't find SFX %s in the list!\n", sfx->name);
336 // Stop all channels using this sfx
337 for (i = 0; i < total_channels; i++)
338 if (channels[i].sfx == sfx)
342 if (sfx->fetcher != NULL && sfx->fetcher->free != NULL)
343 sfx->fetcher->free (sfx);
354 void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds)
360 // Start the ambient sounds and make them loop
361 for (i = 0; i < sizeof (ambient_sfxs) / sizeof (ambient_sfxs[0]); i++)
363 // Precache it if it's not done (request a lock to make sure it will never be freed)
364 if (ambient_sfxs[i] == NULL)
365 ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, true);
366 if (ambient_sfxs[i] != NULL)
368 // Add a lock to the SFX while playing. It will be
369 // removed by S_StopAllSounds at the end of the level
370 S_LockSfx (ambient_sfxs[i]);
372 channels[i].sfx = ambient_sfxs[i];
373 channels[i].flags |= CHANNELFLAG_FORCELOOP;
374 channels[i].master_vol = 0;
378 // Remove 1 lock from all sfx with the SFXFLAG_SERVERSOUND flag, and remove the flag
379 for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
380 if (sfx->flags & SFXFLAG_SERVERSOUND)
383 sfx->flags &= ~SFXFLAG_SERVERSOUND;
386 // Add 1 lock and the SFXFLAG_SERVERSOUND flag to each sfx in "serversound"
387 for (i = 1; i < numsounds; i++)
389 sfx = S_FindName (serversound[i]);
393 sfx->flags |= SFXFLAG_SERVERSOUND;
397 // Free all unlocked sfx
398 for (sfx = known_sfx;sfx;sfx = sfxnext)
401 S_FreeSfx (sfx, false);
412 sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
416 if (!snd_initialized.integer)
419 if (name == NULL || name[0] == 0)
422 sfx = S_FindName (name);
429 if (!nosound.integer && snd_precache.integer)
430 S_LoadSound(sfx, complain);
440 qboolean S_IsSoundPrecached (const sfx_t *sfx)
442 return (sfx != NULL && sfx->fetcher != NULL);
452 void S_LockSfx (sfx_t *sfx)
461 Remove a lock from a SFX
464 void S_UnlockSfx (sfx_t *sfx)
470 //=============================================================================
476 Picks a channel based on priorities, empty slots, number of channels
479 channel_t *SND_PickChannel(int entnum, int entchannel)
486 // Check for replacement sound, or find the best one to replace
488 life_left = 0x7fffffff;
489 for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
491 ch = &channels[ch_idx];
494 // try to override an existing channel
495 if (ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) )
497 // always override sound from same entity
498 first_to_die = ch_idx;
506 // no sound on this channel
507 first_to_die = ch_idx;
514 // don't let monster sounds override player sounds
515 if (ch->entnum == cl.viewentity && entnum != cl.viewentity)
518 // don't override looped sounds
519 if ((ch->flags & CHANNELFLAG_FORCELOOP) || ch->sfx->loopstart >= 0)
523 if (ch->end - paintedtime < life_left)
525 life_left = ch->end - paintedtime;
526 first_to_die = ch_idx;
530 if (first_to_die == -1)
533 S_StopChannel (first_to_die);
535 return &channels[first_to_die];
542 Spatializes a channel
545 void SND_Spatialize(channel_t *ch, qboolean isstatic)
548 vec_t dist, mastervol, intensity, vol;
551 // update sound origin if we know about the entity
552 if (ch->entnum > 0 && cls.state == ca_connected && cl.entities[ch->entnum].state_current.active)
554 //Con_Printf("-- entnum %i origin %f %f %f neworigin %f %f %f\n", ch->entnum, ch->origin[0], ch->origin[1], ch->origin[2], cl.entities[ch->entnum].state_current.origin[0], cl.entities[ch->entnum].state_current.origin[1], cl.entities[ch->entnum].state_current.origin[2]);
555 VectorCopy(cl.entities[ch->entnum].state_current.origin, ch->origin);
556 if (cl.entities[ch->entnum].state_current.modelindex && cl.model_precache[cl.entities[ch->entnum].state_current.modelindex] && cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->soundfromcenter)
557 VectorMAMAM(1.0f, ch->origin, 0.5f, cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->normalmins, 0.5f, cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->normalmaxs, ch->origin);
560 mastervol = ch->master_vol;
561 // Adjust volume of static sounds
563 mastervol *= snd_staticvolume.value;
565 // anything coming from the view entity will always be full volume
566 // LordHavoc: make sounds with ATTN_NONE have no spatialization
567 if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
569 for (i = 0;i < SND_LISTENERS;i++)
571 vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
572 ch->listener_volume[i] = (int)bound(0, vol, 255);
577 // calculate stereo seperation and distance attenuation
578 VectorSubtract(listener_origin, ch->origin, source_vec);
579 dist = VectorLength(source_vec);
580 intensity = mastervol * (1.0 - dist * ch->dist_mult);
583 for (i = 0;i < SND_LISTENERS;i++)
585 Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
586 VectorNormalize(source_vec);
587 vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
588 ch->listener_volume[i] = (int)bound(0, vol, 255);
592 for (i = 0;i < SND_LISTENERS;i++)
593 ch->listener_volume[i] = 0;
598 // =======================================================================
599 // Start a sound effect
600 // =======================================================================
602 void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic)
604 // Initialize the channel
605 memset (target_chan, 0, sizeof (*target_chan));
606 VectorCopy (origin, target_chan->origin);
607 target_chan->master_vol = (int)(fvol * 255);
608 target_chan->sfx = sfx;
609 target_chan->end = paintedtime + sfx->total_length;
610 target_chan->lastptime = paintedtime;
611 target_chan->flags = flags;
613 // If it's a static sound
616 if (sfx->loopstart == -1)
617 Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
618 target_chan->dist_mult = attenuation / (64.0f * sound_nominal_clip_dist);
621 target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
623 // Lock the SFX during play
628 int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
630 channel_t *target_chan, *check;
634 if (!shm || !sfx || nosound.integer)
638 Con_DPrintf ("S_StartSound: \"%s\" hasn't been precached\n", sfx->name);
642 if (entnum && entnum >= cl.max_entities)
643 CL_ExpandEntities(entnum);
645 // Pick a channel to play on
646 target_chan = SND_PickChannel(entnum, entchannel);
650 S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false);
651 target_chan->entnum = entnum;
652 target_chan->entchannel = entchannel;
654 SND_Spatialize(target_chan, false);
656 // if an identical sound has also been started this frame, offset the pos
657 // a bit to keep it from just making the first one louder
658 check = &channels[NUM_AMBIENTS];
659 for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
661 if (check == target_chan)
663 if (check->sfx == sfx && !check->pos)
665 skip = (int)(0.1 * sfx->format.speed);
666 if (skip > (int)sfx->total_length)
667 skip = (int)sfx->total_length;
669 skip = rand() % skip;
670 target_chan->pos += skip;
671 target_chan->end -= skip;
676 return (target_chan - channels);
679 void S_StopChannel (unsigned int channel_ind)
683 if (channel_ind >= total_channels)
686 ch = &channels[channel_ind];
689 sfx_t *sfx = ch->sfx;
691 if (sfx->fetcher != NULL)
693 snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
694 if (fetcher_endsb != NULL)
698 // Remove the lock it holds
707 qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
709 if (ch_ind >= total_channels)
712 if (flag != CHANNELFLAG_FORCELOOP &&
713 flag != CHANNELFLAG_PAUSED &&
714 flag != CHANNELFLAG_FULLVOLUME)
718 channels[ch_ind].flags |= flag;
720 channels[ch_ind].flags &= ~flag;
725 void S_StopSound(int entnum, int entchannel)
729 for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
730 if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
737 void S_StopAllSounds (void)
745 for (i = 0; i < total_channels; i++)
748 total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
749 memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
751 // Clear sound buffer
752 pbuf = (unsigned char *)S_LockBuffer();
755 int setsize = shm->samples * shm->format.width;
756 int clear = (shm->format.width == 1) ? 0x80 : 0;
758 // FIXME: is it (still) true? (check with OSS and ALSA)
759 // on i586/i686 optimized versions of glibc, glibc *wrongly* IMO,
760 // reads the memory area before writing to it causing a seg fault
761 // since the memory is PROT_WRITE only and not PROT_READ|PROT_WRITE
762 //memset(shm->buffer, clear, shm->samples * shm->format.width);
770 void S_PauseGameSounds (qboolean toggle)
774 for (i = 0; i < total_channels; i++)
779 if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND))
780 S_SetChannelFlag (i, CHANNELFLAG_PAUSED, toggle);
784 void S_SetChannelVolume (unsigned int ch_ind, float fvol)
786 channels[ch_ind].master_vol = (int)(fvol * 255);
795 void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
797 channel_t *target_chan;
799 if (!shm || !sfx || nosound.integer)
803 Con_DPrintf ("S_StaticSound: \"%s\" hasn't been precached\n", sfx->name);
807 if (total_channels == MAX_CHANNELS)
809 Con_Print("S_StaticSound: total_channels == MAX_CHANNELS\n");
813 target_chan = &channels[total_channels++];
814 S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true);
816 SND_Spatialize (target_chan, true);
820 //=============================================================================
824 S_UpdateAmbientSounds
828 void S_UpdateAmbientSounds (void)
834 unsigned char ambientlevels[NUM_AMBIENTS];
836 memset(ambientlevels, 0, sizeof(ambientlevels));
837 if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint)
838 cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_origin, ambientlevels, sizeof(ambientlevels));
840 // Calc ambient sound levels
841 for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
843 chan = &channels[ambient_channel];
844 if (chan->sfx == NULL || chan->sfx->fetcher == NULL)
847 vol = (int)ambientlevels[ambient_channel];
851 // Don't adjust volume too fast
852 // FIXME: this rounds off to an int each frame, meaning there is little to no fade at extremely high framerates!
853 if (chan->master_vol < vol)
855 chan->master_vol += (int)(cl.realframetime * ambient_fade.value);
856 if (chan->master_vol > vol)
857 chan->master_vol = vol;
859 else if (chan->master_vol > vol)
861 chan->master_vol -= (int)(cl.realframetime * ambient_fade.value);
862 if (chan->master_vol < vol)
863 chan->master_vol = vol;
866 for (i = 0;i < SND_LISTENERS;i++)
867 chan->listener_volume[i] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume);
871 #define SND_SPEAKERLAYOUTS 5
872 static speakerlayout_t snd_speakerlayouts[SND_SPEAKERLAYOUTS] =
877 {45, 0.2, 0.2, 0.5}, // front left
878 {315, 0.2, 0.2, 0.5}, // front right
879 {135, 0.2, 0.2, 0.5}, // rear left
880 {225, 0.2, 0.2, 0.5}, // rear right
881 {0, 0.2, 0.2, 0.5}, // front center
882 {0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so... no lfe)
883 {90, 0.2, 0.2, 0.5}, // side left
884 {180, 0.2, 0.2, 0.5}, // side right
890 {45, 0.2, 0.2, 0.5}, // front left
891 {315, 0.2, 0.2, 0.5}, // front right
892 {135, 0.2, 0.2, 0.5}, // rear left
893 {225, 0.2, 0.2, 0.5}, // rear right
894 {0, 0.2, 0.2, 0.5}, // front center
895 {0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so... no lfe)
901 // these systems sometimes have a subwoofer as well, but it has no
902 // channel of its own
905 {45, 0.3, 0.3, 0.8}, // front left
906 {315, 0.3, 0.3, 0.8}, // front right
907 {135, 0.3, 0.3, 0.8}, // rear left
908 {225, 0.3, 0.3, 0.8}, // rear right
916 // these systems sometimes have a subwoofer as well, but it has no
917 // channel of its own
920 {90, 0.5, 0.5, 1}, // side left
921 {270, 0.5, 0.5, 1}, // side right
933 {0, 0, 1, 1}, // center
949 Called once each time through the main loop
952 void S_Update(const matrix4x4_t *listenermatrix)
954 unsigned int i, j, total;
955 channel_t *ch, *combine;
956 matrix4x4_t basematrix, rotatematrix;
958 if (!snd_initialized.integer || (snd_blocked > 0) || !shm)
961 Matrix4x4_Invert_Simple(&basematrix, listenermatrix);
962 Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin);
964 // select speaker layout
965 for (i = 0;i < SND_SPEAKERLAYOUTS - 1;i++)
966 if (snd_speakerlayouts[i].channels == shm->format.channels)
968 snd_speakerlayout = snd_speakerlayouts[i];
970 // calculate the current matrices
971 for (j = 0;j < SND_LISTENERS;j++)
973 Matrix4x4_CreateFromQuakeEntity(&rotatematrix, 0, 0, 0, 0, -snd_speakerlayout.listeners[j].yawangle, 0, 1);
974 Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &basematrix);
975 // I think this should now do this:
976 // 1. create a rotation matrix for rotating by e.g. -90 degrees CCW
977 // (note: the matrix will rotate the OBJECT, not the VIEWER, so its
978 // angle has to be taken negative)
979 // 2. create a transform which first rotates and moves its argument
980 // into the player's view coordinates (using basematrix which is
981 // an inverted "absolute" listener matrix), then applies the
982 // rotation matrix for the ear
983 // Isn't Matrix4x4_CreateFromQuakeEntity a bit misleading because this
984 // does not actually refer to an entity?
987 // update general area ambient sound sources
988 S_UpdateAmbientSounds ();
992 // update spatialization for static and dynamic sounds
993 ch = channels+NUM_AMBIENTS;
994 for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
999 // respatialize channel
1000 SND_Spatialize(ch, i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS);
1002 // try to combine static sounds with a previous channel of the same
1003 // sound effect so we don't mix five torches every frame
1004 if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
1006 // no need to merge silent channels
1007 for (j = 0;j < SND_LISTENERS;j++)
1008 if (ch->listener_volume[j])
1010 if (j == SND_LISTENERS)
1012 // if the last combine chosen isn't suitable, find a new one
1013 if (!(combine && combine != ch && combine->sfx == ch->sfx))
1017 for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;j < i;j++)
1019 if (channels[j].sfx == ch->sfx)
1021 combine = channels + j;
1026 if (combine && combine != ch && combine->sfx == ch->sfx)
1028 for (j = 0;j < SND_LISTENERS;j++)
1030 combine->listener_volume[j] += ch->listener_volume[j];
1031 ch->listener_volume[j] = 0;
1037 sound_spatialized = true;
1040 if (snd_show.integer)
1044 for (i=0 ; i<total_channels; i++, ch++)
1048 for (j = 0;j < SND_LISTENERS;j++)
1049 if (ch->listener_volume[j])
1051 if (j < SND_LISTENERS)
1056 Con_Printf("----(%u)----\n", total);
1062 void GetSoundtime(void)
1066 static int oldsamplepos;
1069 fullsamples = shm->sampleframes;
1071 // it is possible to miscount buffers if it has wrapped twice between
1072 // calls to S_Update. Oh well.
1073 samplepos = SNDDMA_GetDMAPos();
1075 if (samplepos < oldsamplepos)
1077 buffers++; // buffer wrapped
1079 if (paintedtime > 0x40000000)
1080 { // time to chop things off to avoid 32 bit limits
1082 paintedtime = fullsamples;
1086 oldsamplepos = samplepos;
1088 soundtime = buffers * fullsamples + samplepos / shm->format.channels;
1091 void S_ExtraUpdate (void)
1093 if (snd_noextraupdate.integer || !sound_spatialized)
1099 void S_Update_(void)
1103 if (!shm || (snd_blocked > 0))
1109 // check to make sure that we haven't overshot
1110 if (paintedtime < soundtime)
1111 paintedtime = soundtime;
1113 // mix ahead of current position
1114 endtime = soundtime + (unsigned int)(_snd_mixahead.value * shm->format.speed);
1115 endtime = min(endtime, (unsigned int)(soundtime + shm->sampleframes));
1117 S_PaintChannels (endtime);
1123 ===============================================================================
1127 ===============================================================================
1130 static void S_Play_Common(float fvol, float attenuation)
1133 char name[MAX_QPATH];
1137 while (i<Cmd_Argc())
1140 strlcpy(name, Cmd_Argv(i), sizeof(name));
1141 if (!strrchr(name, '.'))
1142 strlcat(name, ".wav", sizeof(name));
1145 // If we need to get the volume from the command line
1148 fvol = atof(Cmd_Argv(i));
1152 sfx = S_PrecacheSound (name, true, false);
1155 ch_ind = S_StartSound(-1, 0, sfx, listener_origin, fvol, attenuation);
1157 // Free the sfx if the file didn't exist
1159 S_FreeSfx (sfx, false);
1161 channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
1168 S_Play_Common (1.0f, 1.0f);
1173 S_Play_Common (1.0f, 0.0f);
1176 void S_PlayVol(void)
1178 S_Play_Common (-1.0f, 0.0f);
1181 void S_SoundList(void)
1188 for (sfx = known_sfx, i = 0; sfx != NULL; sfx = sfx->next, i++)
1190 if (sfx->fetcher != NULL)
1192 size = (int)sfx->memsize;
1194 Con_Printf ("%c%c%c%c(%2db, %6s) %8i : %s\n",
1195 (sfx->loopstart >= 0) ? 'L' : ' ',
1196 (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
1197 (sfx->locks > 0) ? 'K' : ' ',
1198 (sfx->flags & SFXFLAG_PERMANENTLOCK) ? 'P' : ' ',
1199 sfx->format.width * 8,
1200 (sfx->format.channels == 1) ? "mono" : "stereo",
1205 Con_Printf (" ( unknown ) unloaded : %s\n", sfx->name);
1207 Con_Printf("Total resident: %i\n", total);
1211 qboolean S_LocalSound (const char *sound)
1216 if (!snd_initialized.integer || nosound.integer)
1219 sfx = S_PrecacheSound (sound, true, false);
1222 Con_Printf("S_LocalSound: can't precache %s\n", sound);
1226 // Local sounds must not be freed
1227 sfx->flags |= SFXFLAG_PERMANENTLOCK;
1229 ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0);
1233 channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;