int snd_blocked = 0;
static qboolean snd_ambient = 1;
-qboolean snd_initialized = false;
+//qboolean snd_initialized = false;
+cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0"};
// pointer should go away
volatile dma_t *shm = 0;
volatile dma_t sn;
-vec3_t listener_origin;
-vec3_t listener_forward;
-vec3_t listener_right;
-vec3_t listener_up;
+vec3_t listener_vieworigin;
+vec3_t listener_viewforward;
+vec3_t listener_viewleft;
+vec3_t listener_viewup;
vec_t sound_nominal_clip_dist=1000.0;
mempool_t *snd_mempool;
void S_Startup(void)
{
- if (!snd_initialized)
+ if (!snd_initialized.integer)
return;
shm = &sn;
Cvar_RegisterVariable(&nosound);
Cvar_RegisterVariable(&snd_precache);
+ Cvar_RegisterVariable(&snd_initialized);
Cvar_RegisterVariable(&bgmbuffer);
Cvar_RegisterVariable(&ambient_level);
Cvar_RegisterVariable(&ambient_fade);
Cvar_RegisterVariable(&_snd_mixahead);
Cvar_RegisterVariable(&snd_swapstereo); // LordHavoc: for people with backwards sound wiring
- snd_initialized = true;
+ Cvar_SetValueQuick(&snd_initialized, true);
known_sfx = Mem_Alloc(snd_mempool, MAX_SFX*sizeof(sfx_t));
num_sfx = 0;
{
int i;
- if (!snd_initialized)
+ if (!snd_initialized.integer)
return NULL;
if (!name)
int i;
sfx_t *sfx;
- if (!snd_initialized)
+ if (!snd_initialized.integer)
return NULL;
if (!name)
{
sfx_t *sfx;
- if (!snd_initialized)
+ if (!snd_initialized.integer)
return NULL;
sfx = S_FindName(name);
}
// calculate stereo seperation and distance attenuation
- VectorSubtract(ch->origin, listener_origin, source_vec);
+ VectorSubtract(ch->origin, listener_vieworigin, source_vec);
dist = VectorNormalizeLength(source_vec);
// distance
scale = ch->master_vol * (1.0 - (dist * ch->dist_mult));
// panning
- pan = scale * DotProduct(listener_right, source_vec);
+ pan = scale * DotProduct(listener_viewleft, source_vec);
// calculate the volumes
- ch->leftvol = (int) (scale - pan);
- ch->rightvol = (int) (scale + pan);
+ ch->leftvol = (int) (scale + pan);
+ ch->rightvol = (int) (scale - pan);
}
// LordHavoc: allow adjusting volume of static sounds
if (!snd_ambient || ambient_level.value <= 0 || !cl.worldmodel || !cl.worldmodel->brush.AmbientSoundLevelsForPoint)
return;
- cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_origin, ambientlevels, sizeof(ambientlevels));
+ cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_vieworigin, ambientlevels, sizeof(ambientlevels));
// calc ambient sound levels
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
Called once each time through the main loop
============
*/
-void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
+void S_Update(vec3_t origin, vec3_t forward, vec3_t left, vec3_t up)
{
int i, j;
int total;
channel_t *ch;
channel_t *combine;
- if (!snd_initialized || (snd_blocked > 0))
+ if (!snd_initialized.integer || (snd_blocked > 0))
return;
- VectorCopy(origin, listener_origin);
- VectorCopy(forward, listener_forward);
- VectorCopy(right, listener_right);
- VectorCopy(up, listener_up);
+ VectorCopy(origin, listener_vieworigin);
+ VectorCopy(forward, listener_viewforward);
+ VectorCopy(left, listener_viewleft);
+ VectorCopy(up, listener_viewup);
// update general area ambient sound sources
S_UpdateAmbientSounds ();
else
i++;
- S_StartSound(-1, 0, sfx, listener_origin, fvol, attenuation);
+ S_StartSound(-1, 0, sfx, listener_vieworigin, fvol, attenuation);
}
}
{
sfx_t *sfx;
- if (!snd_initialized || nosound.integer)
+ if (!snd_initialized.integer || nosound.integer)
return;
sfx = S_PrecacheSound (sound, true);