#include "snd_main.h"
#include "snd_ogg.h"
-#include "snd_modplug.h"
#include "csprogs.h"
#include "cl_collision.h"
+#ifdef CONFIG_CD
+#include "cdaudio.h"
+#endif
#define SND_MIN_SPEED 8000
-#define SND_MAX_SPEED 96000
+#define SND_MAX_SPEED 192000
#define SND_MIN_WIDTH 1
#define SND_MAX_WIDTH 2
#define SND_MIN_CHANNELS 1
cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
cvar_t snd_soundradius = {CVAR_SAVE, "snd_soundradius", "1200", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"};
+cvar_t snd_attenuation_exponent = {CVAR_SAVE, "snd_attenuation_exponent", "1", "Exponent of (1-radius) in sound attenuation formula"};
+cvar_t snd_attenuation_decibel = {CVAR_SAVE, "snd_attenuation_decibel", "0", "Decibel sound attenuation per sound radius distance"};
cvar_t snd_spatialization_min_radius = {CVAR_SAVE, "snd_spatialization_min_radius", "10000", "use minimum spatialization above to this radius"};
cvar_t snd_spatialization_max_radius = {CVAR_SAVE, "snd_spatialization_max_radius", "100", "use maximum spatialization below this radius"};
cvar_t snd_spatialization_min = {CVAR_SAVE, "snd_spatialization_min", "0.70", "minimum spatializazion of sounds"};
// Cvars declared in snd_main.h (shared with other snd_*.c files)
cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.15", "how much sound to mix ahead of time"};
-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)"};
+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); when set to 2, streaming is performed even if this would waste memory"};
+cvar_t snd_streaming_length = { CVAR_SAVE, "snd_streaming_length", "1", "decompress sounds completely if they are less than this play time when snd_streaming is 1"};
cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
extern cvar_t v_flipped;
cvar_t snd_channellayout = {0, "snd_channellayout", "0", "channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)"};
cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
-cvar_t snd_entchannel0volume = {CVAR_SAVE, "snd_entchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of regular entities"};
-cvar_t snd_entchannel1volume = {CVAR_SAVE, "snd_entchannel1volume", "1", "volume multiplier of the 1st entity channel of regular entities"};
-cvar_t snd_entchannel2volume = {CVAR_SAVE, "snd_entchannel2volume", "1", "volume multiplier of the 2nd entity channel of regular entities"};
-cvar_t snd_entchannel3volume = {CVAR_SAVE, "snd_entchannel3volume", "1", "volume multiplier of the 3rd entity channel of regular entities"};
-cvar_t snd_entchannel4volume = {CVAR_SAVE, "snd_entchannel4volume", "1", "volume multiplier of the 4th entity channel of regular entities"};
-cvar_t snd_entchannel5volume = {CVAR_SAVE, "snd_entchannel5volume", "1", "volume multiplier of the 5th entity channel of regular entities"};
-cvar_t snd_entchannel6volume = {CVAR_SAVE, "snd_entchannel6volume", "1", "volume multiplier of the 6th entity channel of regular entities"};
-cvar_t snd_entchannel7volume = {CVAR_SAVE, "snd_entchannel7volume", "1", "volume multiplier of the 7th entity channel of regular entities"};
-cvar_t snd_playerchannel0volume = {CVAR_SAVE, "snd_playerchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of player entities"};
-cvar_t snd_playerchannel1volume = {CVAR_SAVE, "snd_playerchannel1volume", "1", "volume multiplier of the 1st entity channel of player entities"};
-cvar_t snd_playerchannel2volume = {CVAR_SAVE, "snd_playerchannel2volume", "1", "volume multiplier of the 2nd entity channel of player entities"};
-cvar_t snd_playerchannel3volume = {CVAR_SAVE, "snd_playerchannel3volume", "1", "volume multiplier of the 3rd entity channel of player entities"};
-cvar_t snd_playerchannel4volume = {CVAR_SAVE, "snd_playerchannel4volume", "1", "volume multiplier of the 4th entity channel of player entities"};
-cvar_t snd_playerchannel5volume = {CVAR_SAVE, "snd_playerchannel5volume", "1", "volume multiplier of the 5th entity channel of player entities"};
-cvar_t snd_playerchannel6volume = {CVAR_SAVE, "snd_playerchannel6volume", "1", "volume multiplier of the 6th entity channel of player entities"};
-cvar_t snd_playerchannel7volume = {CVAR_SAVE, "snd_playerchannel7volume", "1", "volume multiplier of the 7th entity channel of player entities"};
-cvar_t snd_worldchannel0volume = {CVAR_SAVE, "snd_worldchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity"};
-cvar_t snd_worldchannel1volume = {CVAR_SAVE, "snd_worldchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity"};
-cvar_t snd_worldchannel2volume = {CVAR_SAVE, "snd_worldchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity"};
-cvar_t snd_worldchannel3volume = {CVAR_SAVE, "snd_worldchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity"};
-cvar_t snd_worldchannel4volume = {CVAR_SAVE, "snd_worldchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity"};
-cvar_t snd_worldchannel5volume = {CVAR_SAVE, "snd_worldchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity"};
-cvar_t snd_worldchannel6volume = {CVAR_SAVE, "snd_worldchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity"};
-cvar_t snd_worldchannel7volume = {CVAR_SAVE, "snd_worldchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity"};
-cvar_t snd_csqcchannel0volume = {CVAR_SAVE, "snd_csqcchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity"};
-cvar_t snd_csqcchannel1volume = {CVAR_SAVE, "snd_csqcchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity"};
-cvar_t snd_csqcchannel2volume = {CVAR_SAVE, "snd_csqcchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity"};
-cvar_t snd_csqcchannel3volume = {CVAR_SAVE, "snd_csqcchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity"};
-cvar_t snd_csqcchannel4volume = {CVAR_SAVE, "snd_csqcchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity"};
-cvar_t snd_csqcchannel5volume = {CVAR_SAVE, "snd_csqcchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity"};
-cvar_t snd_csqcchannel6volume = {CVAR_SAVE, "snd_csqcchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity"};
-cvar_t snd_csqcchannel7volume = {CVAR_SAVE, "snd_csqcchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity"};
+cvar_t snd_maxchannelvolume = {CVAR_SAVE, "snd_maxchannelvolume", "10", "maximum volume of a single sound"};
+cvar_t snd_softclip = {CVAR_SAVE, "snd_softclip", "0", "Use soft-clipping. Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."};
+//cvar_t snd_softclip = {CVAR_SAVE, "snd_softclip", "0", "Use soft-clipping (when set to 2, use it even if output is floating point). Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."};
+cvar_t snd_entchannel0volume = {CVAR_SAVE, "snd_entchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel1volume = {CVAR_SAVE, "snd_entchannel1volume", "1", "volume multiplier of the 1st entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel2volume = {CVAR_SAVE, "snd_entchannel2volume", "1", "volume multiplier of the 2nd entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel3volume = {CVAR_SAVE, "snd_entchannel3volume", "1", "volume multiplier of the 3rd entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel4volume = {CVAR_SAVE, "snd_entchannel4volume", "1", "volume multiplier of the 4th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel5volume = {CVAR_SAVE, "snd_entchannel5volume", "1", "volume multiplier of the 5th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel6volume = {CVAR_SAVE, "snd_entchannel6volume", "1", "volume multiplier of the 6th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel7volume = {CVAR_SAVE, "snd_entchannel7volume", "1", "volume multiplier of the 7th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_playerchannel0volume = {CVAR_SAVE, "snd_playerchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel1volume = {CVAR_SAVE, "snd_playerchannel1volume", "1", "volume multiplier of the 1st entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel2volume = {CVAR_SAVE, "snd_playerchannel2volume", "1", "volume multiplier of the 2nd entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel3volume = {CVAR_SAVE, "snd_playerchannel3volume", "1", "volume multiplier of the 3rd entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel4volume = {CVAR_SAVE, "snd_playerchannel4volume", "1", "volume multiplier of the 4th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel5volume = {CVAR_SAVE, "snd_playerchannel5volume", "1", "volume multiplier of the 5th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel6volume = {CVAR_SAVE, "snd_playerchannel6volume", "1", "volume multiplier of the 6th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel7volume = {CVAR_SAVE, "snd_playerchannel7volume", "1", "volume multiplier of the 7th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_worldchannel0volume = {CVAR_SAVE, "snd_worldchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel1volume = {CVAR_SAVE, "snd_worldchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel2volume = {CVAR_SAVE, "snd_worldchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel3volume = {CVAR_SAVE, "snd_worldchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel4volume = {CVAR_SAVE, "snd_worldchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel5volume = {CVAR_SAVE, "snd_worldchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel6volume = {CVAR_SAVE, "snd_worldchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel7volume = {CVAR_SAVE, "snd_worldchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_csqcchannel0volume = {CVAR_SAVE, "snd_csqcchannel0volume", "1", "volume multiplier of the auto-allocate entity channel CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel1volume = {CVAR_SAVE, "snd_csqcchannel1volume", "1", "volume multiplier of the 1st entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel2volume = {CVAR_SAVE, "snd_csqcchannel2volume", "1", "volume multiplier of the 2nd entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel3volume = {CVAR_SAVE, "snd_csqcchannel3volume", "1", "volume multiplier of the 3rd entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel4volume = {CVAR_SAVE, "snd_csqcchannel4volume", "1", "volume multiplier of the 4th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel5volume = {CVAR_SAVE, "snd_csqcchannel5volume", "1", "volume multiplier of the 5th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel6volume = {CVAR_SAVE, "snd_csqcchannel6volume", "1", "volume multiplier of the 6th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel7volume = {CVAR_SAVE, "snd_csqcchannel7volume", "1", "volume multiplier of the 7th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_channel0volume = {CVAR_SAVE, "snd_channel0volume", "1", "volume multiplier of the auto-allocate entity channel"};
+cvar_t snd_channel1volume = {CVAR_SAVE, "snd_channel1volume", "1", "volume multiplier of the 1st entity channel"};
+cvar_t snd_channel2volume = {CVAR_SAVE, "snd_channel2volume", "1", "volume multiplier of the 2nd entity channel"};
+cvar_t snd_channel3volume = {CVAR_SAVE, "snd_channel3volume", "1", "volume multiplier of the 3rd entity channel"};
+cvar_t snd_channel4volume = {CVAR_SAVE, "snd_channel4volume", "1", "volume multiplier of the 4th entity channel"};
+cvar_t snd_channel5volume = {CVAR_SAVE, "snd_channel5volume", "1", "volume multiplier of the 5th entity channel"};
+cvar_t snd_channel6volume = {CVAR_SAVE, "snd_channel6volume", "1", "volume multiplier of the 6th entity channel"};
+cvar_t snd_channel7volume = {CVAR_SAVE, "snd_channel7volume", "1", "volume multiplier of the 7th entity channel"};
// Local cvars
static cvar_t nosound = {0, "nosound", "0", "disables sound"};
static cvar_t snd_width = {CVAR_SAVE, "snd_width", "2", "sound output precision, in bytes (1 and 2 supported)"};
static cvar_t snd_channels = {CVAR_SAVE, "snd_channels", "2", "number of channels for the sound output (2 for stereo; up to 8 supported for 3D sound)"};
+static cvar_t snd_startloopingsounds = {0, "snd_startloopingsounds", "1", "whether to start sounds that would loop (you want this to be 1); existing sounds are not affected"};
+static cvar_t snd_startnonloopingsounds = {0, "snd_startnonloopingsounds", "1", "whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected"};
+
+// randomization
+static cvar_t snd_identicalsoundrandomization_time = {0, "snd_identicalsoundrandomization_time", "0.1", "how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame"};
+static cvar_t snd_identicalsoundrandomization_tics = {0, "snd_identicalsoundrandomization_tics", "0", "if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time"};
+
// Ambient sounds
static sfx_t* ambient_sfxs [2] = { NULL, NULL };
static const char* ambient_names [2] = { "sound/ambience/water1.wav", "sound/ambience/wind2.wav" };
if (sfx->fetcher != NULL)
{
unsigned int size;
- const snd_format_t* format;
- size = sfx->memsize;
- format = sfx->fetcher->getfmt(sfx);
- Con_Printf ("%c%c%c%c(%2db, %6s) %8i : %s\n",
+ size = (unsigned int)sfx->memsize;
+ Con_Printf ("%c%c%c(%5iHz %2db %6s) %8i : %s\n",
(sfx->loopstart < sfx->total_length) ? 'L' : ' ',
(sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
- (sfx->locks > 0) ? 'K' : ' ',
- (sfx->flags & SFXFLAG_PERMANENTLOCK) ? 'P' : ' ',
- format->width * 8,
- (format->channels == 1) ? "mono" : "stereo",
+ (sfx->flags & SFXFLAG_MENUSOUND) ? 'P' : ' ',
+ sfx->format.speed,
+ sfx->format.width * 8,
+ (sfx->format.channels == 1) ? "mono" : "stereo",
size,
sfx->name);
total += size;
}
-void S_SoundInfo_f(void)
+static void S_SoundInfo_f(void)
{
if (snd_renderbuffer == NULL)
{
fixed_width = true;
}
+#if 0
+ // LordHavoc: now you can with the resampler...
// You can't change sound speed after start time (not yet supported)
if (prev_render_format.speed != 0)
{
chosen_fmt.speed = prev_render_format.speed;
}
}
+#endif
// Sanity checks
if (chosen_fmt.speed < SND_MIN_SPEED)
sound_spatialized = false;
}
-void S_Restart_f(void)
+static void S_Restart_f(void)
{
// NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches)
// So, refuse to do this if we are connected.
Cvar_RegisterVariable(&snd_csqcchannel5volume);
Cvar_RegisterVariable(&snd_csqcchannel6volume);
Cvar_RegisterVariable(&snd_csqcchannel7volume);
+ Cvar_RegisterVariable(&snd_channel0volume);
+ Cvar_RegisterVariable(&snd_channel1volume);
+ Cvar_RegisterVariable(&snd_channel2volume);
+ Cvar_RegisterVariable(&snd_channel3volume);
+ Cvar_RegisterVariable(&snd_channel4volume);
+ Cvar_RegisterVariable(&snd_channel5volume);
+ Cvar_RegisterVariable(&snd_channel6volume);
+ Cvar_RegisterVariable(&snd_channel7volume);
+
+ Cvar_RegisterVariable(&snd_attenuation_exponent);
+ Cvar_RegisterVariable(&snd_attenuation_decibel);
Cvar_RegisterVariable(&snd_spatialization_min_radius);
Cvar_RegisterVariable(&snd_spatialization_max_radius);
Cvar_RegisterVariable(&snd_width);
Cvar_RegisterVariable(&snd_channels);
Cvar_RegisterVariable(&snd_mutewhenidle);
+ Cvar_RegisterVariable(&snd_maxchannelvolume);
+ Cvar_RegisterVariable(&snd_softclip);
+
+ Cvar_RegisterVariable(&snd_startloopingsounds);
+ Cvar_RegisterVariable(&snd_startnonloopingsounds);
+
+ Cvar_RegisterVariable(&snd_identicalsoundrandomization_time);
+ Cvar_RegisterVariable(&snd_identicalsoundrandomization_tics);
// COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio)
if (COM_CheckParm("-nosound"))
Cvar_RegisterVariable(&snd_precache);
Cvar_RegisterVariable(&snd_initialized);
Cvar_RegisterVariable(&snd_streaming);
+ Cvar_RegisterVariable(&snd_streaming_length);
Cvar_RegisterVariable(&ambient_level);
Cvar_RegisterVariable(&ambient_fade);
Cvar_RegisterVariable(&snd_noextraupdate);
memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
OGG_OpenLibrary ();
- ModPlug_OpenLibrary ();
}
void S_Terminate (void)
{
S_Shutdown ();
- ModPlug_CloseLibrary ();
OGG_CloseLibrary ();
// Free all SFXs
if(!strcmp (sfx->name, name))
return sfx;
+ // check for # in the beginning, try lookup by soundindex
+ if (name[0] == '#' && name[1])
+ {
+ int soundindex = atoi(name + 1);
+ if (soundindex > 0 && soundindex < MAX_SOUNDS)
+ if (cl.sound_precache[soundindex]->name[0])
+ return cl.sound_precache[soundindex];
+ }
+
// Add a sfx_t struct for this sound
sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx));
memset (sfx, 0, sizeof(*sfx));
{
unsigned int i;
- // Never free a locked sfx unless forced
- if (!force && (sfx->locks > 0 || (sfx->flags & SFXFLAG_PERMANENTLOCK)))
+ // Do not free a precached sound during purge
+ if (!force && (sfx->flags & (SFXFLAG_LEVELSOUND | SFXFLAG_MENUSOUND)))
return;
if (developer_loading.integer)
// Stop all channels using this sfx
for (i = 0; i < total_channels; i++)
+ {
if (channels[i].sfx == sfx)
- S_StopChannel (i, true);
+ {
+ Con_Printf("S_FreeSfx: stopping channel %i for sfx \"%s\"\n", i, sfx->name);
+ S_StopChannel (i, true, false);
+ }
+ }
// Free it
- if (sfx->fetcher != NULL && sfx->fetcher->free != NULL)
- sfx->fetcher->free (sfx->fetcher_data);
+ if (sfx->fetcher != NULL && sfx->fetcher->freesfx != NULL)
+ sfx->fetcher->freesfx(sfx);
Mem_Free (sfx);
}
// Start the ambient sounds and make them loop
for (i = 0; i < sizeof (ambient_sfxs) / sizeof (ambient_sfxs[0]); i++)
{
- // Precache it if it's not done (request a lock to make sure it will never be freed)
+ // Precache it if it's not done (and pass false for levelsound because these are permanent)
if (ambient_sfxs[i] == NULL)
- ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, true);
+ ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, false);
if (ambient_sfxs[i] != NULL)
{
- // Add a lock to the SFX while playing. It will be
- // removed by S_StopAllSounds at the end of the level
- S_LockSfx (ambient_sfxs[i]);
-
channels[i].sfx = ambient_sfxs[i];
+ channels[i].sfx->flags |= SFXFLAG_MENUSOUND;
channels[i].flags |= CHANNELFLAG_FORCELOOP;
- channels[i].master_vol = 0;
+ channels[i].basevolume = 0.0f;
+ channels[i].basespeed = channels[i].mixspeed = 1.0f;
}
}
- // Remove 1 lock from all sfx with the SFXFLAG_SERVERSOUND flag, and remove the flag
+ // Clear SFXFLAG_LEVELSOUND flag so that sounds not precached this level will be purged
for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
- if (sfx->flags & SFXFLAG_SERVERSOUND)
- {
- S_UnlockSfx (sfx);
- sfx->flags &= ~SFXFLAG_SERVERSOUND;
- }
+ sfx->flags &= ~SFXFLAG_LEVELSOUND;
}
/*
sfx_t *sfx;
sfx_t *sfxnext;
- // Free all unlocked sfx
+ // Free all not-precached per-level sfx
for (sfx = known_sfx;sfx;sfx = sfxnext)
{
sfxnext = sfx->next;
- S_FreeSfx (sfx, false);
+ if (!(sfx->flags & (SFXFLAG_LEVELSOUND | SFXFLAG_MENUSOUND)))
+ S_FreeSfx (sfx, false);
}
}
S_PrecacheSound
==================
*/
-sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean serversound)
+sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean levelsound)
{
sfx_t *sfx;
// previously missing file
sfx->flags &= ~ SFXFLAG_FILEMISSING;
- if (serversound && !(sfx->flags & SFXFLAG_SERVERSOUND))
- {
- S_LockSfx (sfx);
- sfx->flags |= SFXFLAG_SERVERSOUND;
- }
+ // set a flag to indicate this has been precached for this level or permanently
+ if (levelsound)
+ sfx->flags |= SFXFLAG_LEVELSOUND;
+ else
+ sfx->flags |= SFXFLAG_MENUSOUND;
if (!nosound.integer && snd_precache.integer)
S_LoadSound(sfx, complain);
return (sfx != NULL && sfx->fetcher != NULL) || (sfx == &changevolume_sfx);
}
-/*
-==================
-S_LockSfx
-
-Add a lock to a SFX
-==================
-*/
-void S_LockSfx (sfx_t *sfx)
-{
- sfx->locks++;
-}
-
-/*
-==================
-S_UnlockSfx
-
-Remove a lock from a SFX
-==================
-*/
-void S_UnlockSfx (sfx_t *sfx)
-{
- sfx->locks--;
-}
-
-
/*
==================
S_BlockSound
Picks a channel based on priorities, empty slots, number of channels
=================
*/
-channel_t *SND_PickChannel(int entnum, int entchannel)
+static channel_t *SND_PickChannel(int entnum, int entchannel)
{
int ch_idx;
int first_to_die;
int first_life_left, life_left;
channel_t* ch;
+ sfx_t *sfx; // use this instead of ch->sfx->, because that is volatile.
// Check for replacement sound, or find the best one to replace
first_to_die = -1;
first_life_left = 0x7fffffff;
// entity channels try to replace the existing sound on the channel
- if (entchannel != 0)
+ // channels <= 0 are autochannels
+ if (IS_CHAN_SINGLE(entchannel))
{
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
{
ch = &channels[ch_idx];
- if (ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) )
+ if (ch->entnum == entnum && ch->entchannel == entchannel)
{
// always override sound from same entity
- S_StopChannel (ch_idx, true);
+ S_StopChannel (ch_idx, true, false);
return &channels[ch_idx];
}
}
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
{
ch = &channels[ch_idx];
- if (!ch->sfx)
+ sfx = ch->sfx; // fetch the volatile variable
+ if (!sfx)
{
// no sound on this channel
first_to_die = ch_idx;
}
// don't let monster sounds override player sounds
- if (ch->entnum == cl.viewentity && entnum != cl.viewentity)
+ if ((ch->entnum == cl.viewentity || ch->entnum == CL_VM_GetViewEntity()) && !(entnum == cl.viewentity || entnum == CL_VM_GetViewEntity()))
continue;
// don't override looped sounds
- if ((ch->flags & CHANNELFLAG_FORCELOOP) || ch->sfx->loopstart < ch->sfx->total_length)
+ if ((ch->flags & CHANNELFLAG_FORCELOOP) || sfx->loopstart < sfx->total_length)
continue;
- life_left = ch->sfx->total_length - ch->pos;
+ life_left = (int)((double)sfx->total_length - ch->position);
if (life_left < first_life_left)
{
if (first_to_die == -1)
return NULL;
- S_StopChannel (first_to_die, true);
+ S_StopChannel (first_to_die, true, false);
emptychan_found:
return &channels[first_to_die];
=================
*/
extern cvar_t cl_gameplayfix_soundsmovewithentities;
-void SND_Spatialize_WithSfx(channel_t *ch, qboolean isstatic, sfx_t *sfx)
+static void SND_Spatialize_WithSfx(channel_t *ch, qboolean isstatic, sfx_t *sfx)
{
int i;
double f;
- float angle_side, angle_front, angle_factor;
- vec_t dist, mastervol, intensity, vol;
+ float angle_side, angle_front, angle_factor, mixspeed;
+ vec_t dist, mastervol, intensity;
vec3_t source_vec;
+ char vabuf[1024];
// update sound origin if we know about the entity
if (ch->entnum > 0 && cls.state == ca_connected && cl_gameplayfix_soundsmovewithentities.integer)
else
Matrix4x4_OriginFromMatrix(&cl.entities[ch->entnum].render.matrix, ch->origin);
}
+ else if (cl.csqc_server2csqcentitynumber[ch->entnum])
+ {
+ //Con_Printf("-- entnum %i (client %i) origin %f %f %f neworigin %f %f %f\n", ch->entnum, cl.csqc_server2csqcentitynumber[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]);
+
+ if (!CL_VM_GetEntitySoundOrigin(cl.csqc_server2csqcentitynumber[ch->entnum] + MAX_EDICTS, ch->origin))
+ ch->entnum = MAX_EDICTS; // entity was removed, disown sound
+ }
}
- mastervol = ch->master_vol;
+ mastervol = ch->basevolume;
+ mixspeed = ch->basespeed;
+
+ // TODO: implement doppler based on origin change relative to viewer and time of recent origin changes
// Adjust volume of static sounds
if (isstatic)
mastervol *= snd_staticvolume.value;
else if(!(ch->flags & CHANNELFLAG_FULLVOLUME)) // same as SND_PaintChannel uses
{
+ // old legacy separated cvars
if(ch->entnum >= MAX_EDICTS)
{
switch(ch->entchannel)
default: break;
}
}
+
+ switch(ch->entchannel)
+ {
+ case 0: mastervol *= snd_channel0volume.value; break;
+ case 1: mastervol *= snd_channel1volume.value; break;
+ case 2: mastervol *= snd_channel2volume.value; break;
+ case 3: mastervol *= snd_channel3volume.value; break;
+ case 4: mastervol *= snd_channel4volume.value; break;
+ case 5: mastervol *= snd_channel5volume.value; break;
+ case 6: mastervol *= snd_channel6volume.value; break;
+ case 7: mastervol *= snd_channel7volume.value; break;
+ default: mastervol *= Cvar_VariableValueOr(va(vabuf, sizeof(vabuf), "snd_channel%dvolume", CHAN_ENGINE2CVAR(ch->entchannel)), 1.0); break;
+ }
}
// If this channel does not manage its own volume (like CD tracks)
if (!(ch->flags & CHANNELFLAG_FULLVOLUME))
mastervol *= volume.value;
- // clamp HERE to allow to go at most 10dB past mastervolume (before clamping), when mastervolume < -10dB (so relative volumes don't get too messy)
- mastervol = bound(0, mastervol, 655360);
+ if(snd_maxchannelvolume.value > 0)
+ {
+ // clamp HERE to allow to go at most 10dB past mastervolume (before clamping), when mastervolume < -10dB (so relative volumes don't get too messy)
+ mastervol = bound(0.0f, mastervol, 10.0f * snd_maxchannelvolume.value);
+ }
// always apply "master"
mastervol *= mastervolume.value;
// Replaygain support
// Con_DPrintf("Setting volume on ReplayGain-enabled track... %f -> ", fvol);
mastervol *= sfx->volume_mult;
- if(mastervol * sfx->volume_peak > 65536)
- mastervol = 65536 / sfx->volume_peak;
+ if(snd_maxchannelvolume.value > 0)
+ {
+ if(mastervol * sfx->volume_peak > snd_maxchannelvolume.value)
+ mastervol = snd_maxchannelvolume.value / sfx->volume_peak;
+ }
// Con_DPrintf("%f\n", fvol);
}
- // clamp HERE to keep relative volumes of the channels correct
- mastervol = bound(0, mastervol, 65536);
+ if(snd_maxchannelvolume.value > 0)
+ {
+ // clamp HERE to keep relative volumes of the channels correct
+ mastervol = min(mastervol, snd_maxchannelvolume.value);
+ }
+
+ mastervol = max(0.0f, mastervol);
+
+ ch->mixspeed = mixspeed;
// anything coming from the view entity will always be full volume
// LordHavoc: make sounds with ATTN_NONE have no spatialization
- if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
+ if (ch->entnum == cl.viewentity || ch->entnum == CL_VM_GetViewEntity() || ch->distfade == 0)
{
ch->prologic_invert = 1;
if (snd_spatialization_prologic.integer != 0)
{
- vol = mastervol * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
- ch->listener_volume[0] = (int)bound(0, vol, 65536);
- vol = mastervol * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
- ch->listener_volume[1] = (int)bound(0, vol, 65536);
+ ch->volume[0] = mastervol * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
+ ch->volume[1] = mastervol * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
for (i = 2;i < SND_LISTENERS;i++)
- ch->listener_volume[i] = 0;
+ ch->volume[i] = 0;
}
else
{
for (i = 0;i < SND_LISTENERS;i++)
- {
- vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
- ch->listener_volume[i] = (int)bound(0, vol, 65536);
- }
+ ch->volume[i] = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
}
}
else
// calculate stereo seperation and distance attenuation
VectorSubtract(listener_origin, ch->origin, source_vec);
dist = VectorLength(source_vec);
- intensity = mastervol * (1.0 - dist * ch->dist_mult);
+ f = dist * ch->distfade;
+
+ f =
+ ((snd_attenuation_exponent.value == 0) ? 1.0 : pow(1.0 - min(1.0, f), (double)snd_attenuation_exponent.value))
+ *
+ ((snd_attenuation_decibel.value == 0) ? 1.0 : pow(0.1, 0.1 * snd_attenuation_decibel.value * f));
+
+ intensity = mastervol * f;
if (intensity > 0)
{
qboolean occluded = false;
occluded = true;
}
if(occluded)
- intensity *= 0.5;
+ intensity *= 0.5f;
ch->prologic_invert = 1;
if (snd_spatialization_prologic.integer != 0)
{
if (dist == 0)
- angle_factor = 0.5;
+ angle_factor = 0.5f;
else
{
Matrix4x4_Transform(&listener_basematrix, ch->origin, source_vec);
//angle_factor is between 0 and 1 and represents the angle range from the front left to the center to the front right speaker
}
- vol = intensity * sqrt(angle_factor);
- ch->listener_volume[0] = (int)bound(0, vol, 65536);
- vol = intensity * sqrt(1 - angle_factor);
- ch->listener_volume[1] = (int)bound(0, vol, 65536);
+ ch->volume[0] = intensity * sqrt(angle_factor);
+ ch->volume[1] = intensity * sqrt(1 - angle_factor);
for (i = 2;i < SND_LISTENERS;i++)
- ch->listener_volume[i] = 0;
+ ch->volume[i] = 0;
}
else
{
break;
}
- vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
-
- ch->listener_volume[i] = (int)bound(0, vol, 65536);
+ ch->volume[i] = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
}
}
}
else
for (i = 0;i < SND_LISTENERS;i++)
- ch->listener_volume[i] = 0;
+ ch->volume[i] = 0;
}
}
-void SND_Spatialize(channel_t *ch, qboolean isstatic)
+static void SND_Spatialize(channel_t *ch, qboolean isstatic)
{
sfx_t *sfx = ch->sfx;
SND_Spatialize_WithSfx(ch, isstatic, sfx);
// Start a sound effect
// =======================================================================
-void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic, int entnum, int entchannel, int startpos)
+static void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic, int entnum, int entchannel, int startpos, float fspeed)
{
if (!sfx)
{
Con_Printf("S_PlaySfxOnChannel called with NULL??\n");
return;
}
+
+ if ((sfx->loopstart < sfx->total_length) || (flags & CHANNELFLAG_FORCELOOP))
+ {
+ if(!snd_startloopingsounds.integer)
+ return;
+ }
+ else
+ {
+ if(!snd_startnonloopingsounds.integer)
+ return;
+ }
+
// Initialize the channel
// a crash was reported on an in-use channel, so check here...
if (target_chan->sfx)
{
int channelindex = (int)(target_chan - channels);
Con_Printf("S_PlaySfxOnChannel(%s): channel %i already in use?? Clearing.\n", sfx->name, channelindex);
- S_StopChannel (channelindex, true);
+ S_StopChannel (channelindex, true, false);
}
// We MUST set sfx LAST because otherwise we could crash a threaded mixer
// (otherwise we'd have to call SndSys_LockRenderBuffer here)
memset (target_chan, 0, sizeof (*target_chan));
VectorCopy (origin, target_chan->origin);
target_chan->flags = flags;
- target_chan->pos = startpos; // start of the sound
+ target_chan->position = startpos; // start of the sound
target_chan->entnum = entnum;
target_chan->entchannel = entchannel;
{
if (sfx->loopstart >= sfx->total_length && (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEWORLD))
Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
- target_chan->dist_mult = attenuation / (64.0f * snd_soundradius.value);
+ target_chan->distfade = attenuation / (64.0f * snd_soundradius.value);
}
else
- target_chan->dist_mult = attenuation / snd_soundradius.value;
+ target_chan->distfade = attenuation / snd_soundradius.value;
// set the listener volumes
S_SetChannelVolume(target_chan - channels, fvol);
+ S_SetChannelSpeed(target_chan - channels, fspeed);
SND_Spatialize_WithSfx (target_chan, isstatic, sfx);
- // Lock the SFX during play
- S_LockSfx (sfx);
-
// finally, set the sfx pointer, so the channel becomes valid for playback
// and will be noticed by the mixer
target_chan->sfx = sfx;
}
-int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition)
+int S_StartSound_StartPosition_Flags (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition, int flags, float fspeed)
{
channel_t *target_chan, *check, *ch;
- int ch_idx, startpos;
+ int ch_idx, startpos, i;
if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
return -1;
if(sfx == &changevolume_sfx)
{
- if(entchannel == 0)
+ if (!IS_CHAN_SINGLE(entchannel))
return -1;
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
{
ch = &channels[ch_idx];
- if (ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) )
+ if (ch->entnum == entnum && ch->entchannel == entchannel)
{
S_SetChannelVolume(ch_idx, fvol);
- ch->dist_mult = attenuation / snd_soundradius.value;
+ S_SetChannelSpeed(ch_idx, fspeed);
+ for(i = 1; i > 0 && (i <= flags || i <= (int) channels[ch_idx].flags); i <<= 1)
+ if((flags ^ channels[ch_idx].flags) & i)
+ S_SetChannelFlag(ch_idx, i, (flags & i) != 0);
+ ch->distfade = attenuation / snd_soundradius.value;
SND_Spatialize(ch, false);
return ch_idx;
}
// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
check = &channels[NUM_AMBIENTS];
- startpos = (int)(startposition * S_GetSoundRate());
+ startpos = (int)(startposition * sfx->format.speed);
if (startpos == 0)
{
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
{
if (check == target_chan)
continue;
- if (check->sfx == sfx && check->pos == 0)
+ if (check->sfx == sfx && check->position == 0 && check->basespeed == fspeed)
{
+ // calculate max offset
+ float maxtime = snd_identicalsoundrandomization_time.value;
+ float maxtics = snd_identicalsoundrandomization_tics.value;
+ float maxticsdelta = ((cls.state == ca_connected) ? (maxtics * (cl.mtime[0] - cl.mtime[1])) : 0);
+ float maxdelta = 0;
+ if(maxticsdelta == 0 || fabs(maxticsdelta) > fabs(maxtime))
+ maxdelta = maxtime;
+ else
+ maxdelta = fabs(maxticsdelta) * ((maxtime > 0) ? 1 : -1);
+
// use negative pos offset to delay this sound effect
- startpos = (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
+ startpos = lhrandom(0, maxdelta * sfx->format.speed);
break;
}
}
}
- S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false, entnum, entchannel, startpos);
+ S_PlaySfxOnChannel (sfx, target_chan, flags, origin, fvol, attenuation, false, entnum, entchannel, startpos, fspeed);
return (target_chan - channels);
}
int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
- return S_StartSound_StartPosition(entnum, entchannel, sfx, origin, fvol, attenuation, 0);
+ return S_StartSound_StartPosition_Flags(entnum, entchannel, sfx, origin, fvol, attenuation, 0, CHANNELFLAG_NONE, 1.0f);
}
-void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
+void S_StopChannel (unsigned int channel_ind, qboolean lockmutex, qboolean freesfx)
{
channel_t *ch;
+ sfx_t *sfx;
if (channel_ind >= total_channels)
return;
SndSys_LockRenderBuffer();
ch = &channels[channel_ind];
- if (ch->sfx != NULL)
+ sfx = ch->sfx;
+ if (sfx != NULL)
{
- sfx_t *sfx = ch->sfx;
-
- if (sfx->fetcher != NULL)
- {
- snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
- if (fetcher_endsb != NULL)
- fetcher_endsb (ch->fetcher_data);
- }
-
- // Remove the lock it holds
- S_UnlockSfx (sfx);
-
+ if (sfx->fetcher != NULL && sfx->fetcher->stopchannel != NULL)
+ sfx->fetcher->stopchannel(ch);
ch->fetcher_data = NULL;
ch->sfx = NULL;
+ if (freesfx)
+ S_FreeSfx(sfx, true);
}
if (lockmutex && !simsound)
SndSys_UnlockRenderBuffer();
for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
{
- S_StopChannel (i, true);
+ S_StopChannel (i, true, false);
return;
}
}
-extern void CDAudio_Stop(void);
void S_StopAllSounds (void)
{
unsigned int i;
if (snd_renderbuffer == NULL)
return;
+#ifdef CONFIG_CD
// stop CD audio because it may be using a faketrack
CDAudio_Stop();
+#endif
if (simsound || SndSys_LockRenderBuffer ())
{
size_t memsize;
for (i = 0; i < total_channels; i++)
- S_StopChannel (i, false);
+ if (channels[i].sfx)
+ S_StopChannel (i, false, false);
total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
void S_SetChannelVolume(unsigned int ch_ind, float fvol)
{
- channels[ch_ind].master_vol = (int)(fvol * 65536.0f);
+ channels[ch_ind].basevolume = fvol;
+}
+
+void S_SetChannelSpeed(unsigned int ch_ind, float fspeed)
+{
+ channels[ch_ind].basespeed = fspeed;
}
float S_GetChannelPosition (unsigned int ch_ind)
{
// note: this is NOT accurate yet
- int s;
+ double s;
channel_t *ch = &channels[ch_ind];
sfx_t *sfx = ch->sfx;
if (!sfx)
return -1;
- s = ch->pos;
+ s = ch->position / sfx->format.speed;
/*
if(!snd_usethreadedmixing)
- s += _snd_mixahead.value * S_GetSoundRate();
+ s += _snd_mixahead.value;
*/
- return (s % sfx->total_length) / (float) S_GetSoundRate();
+ return (float)s;
}
float S_GetEntChannelPosition(int entnum, int entchannel)
}
target_chan = &channels[total_channels++];
- S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true, 0, 0, 0);
+ S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true, 0, 0, 0, 1.0f);
}
S_UpdateAmbientSounds
===================
*/
-void S_UpdateAmbientSounds (void)
+static void S_UpdateAmbientSounds (void)
{
int i;
- int vol;
+ float vol;
+ float fade = (float)max(0.0, cl.time - cl.oldtime) * ambient_fade.value / 256.0f;
int ambient_channel;
channel_t *chan;
unsigned char ambientlevels[NUM_AMBIENTS];
+ sfx_t *sfx;
memset(ambientlevels, 0, sizeof(ambientlevels));
if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint)
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
{
chan = &channels[ambient_channel];
- if (chan->sfx == NULL || chan->sfx->fetcher == NULL)
+ sfx = chan->sfx; // fetch the volatile variable
+ if (sfx == NULL || sfx->fetcher == NULL)
continue;
- vol = (int)ambientlevels[ambient_channel];
- if (vol < 8)
- vol = 0;
- vol *= 256;
+ i = ambientlevels[ambient_channel];
+ if (i < 8)
+ i = 0;
+ vol = i * (1.0f / 256.0f);
// Don't adjust volume too fast
- // FIXME: this rounds off to an int each frame, meaning there is little to no fade at extremely high framerates!
- if (cl.time > cl.oldtime)
+ if (chan->basevolume < vol)
{
- if (chan->master_vol < vol)
- {
- chan->master_vol += (int)((cl.time - cl.oldtime) * 256.0 * ambient_fade.value);
- if (chan->master_vol > vol)
- chan->master_vol = vol;
- }
- else if (chan->master_vol > vol)
- {
- chan->master_vol -= (int)((cl.time - cl.oldtime) * 256.0 * ambient_fade.value);
- if (chan->master_vol < vol)
- chan->master_vol = vol;
- }
+ chan->basevolume += fade;
+ if (chan->basevolume > vol)
+ chan->basevolume = vol;
+ }
+ else if (chan->basevolume > vol)
+ {
+ chan->basevolume -= fade;
+ if (chan->basevolume < vol)
+ chan->basevolume = vol;
}
if (snd_spatialization_prologic.integer != 0)
{
- chan->listener_volume[0] = (int)bound(0, chan->master_vol * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5), 65536);
- chan->listener_volume[1] = (int)bound(0, chan->master_vol * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5), 65536);
+ chan->volume[0] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
+ chan->volume[1] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
for (i = 2;i < SND_LISTENERS;i++)
- chan->listener_volume[i] = 0;
+ chan->volume[i] = 0.0f;
}
else
{
for (i = 0;i < SND_LISTENERS;i++)
- chan->listener_volume[i] = (int)bound(0, chan->master_vol * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[i].ambientvolume, 65536);
+ chan->volume[i] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[i].ambientvolume;
}
}
}
{
// no need to merge silent channels
for (j = 0;j < SND_LISTENERS;j++)
- if (ch->listener_volume[j])
+ if (ch->volume[j])
break;
if (j == SND_LISTENERS)
continue;
{
for (j = 0;j < SND_LISTENERS;j++)
{
- combine->listener_volume[j] = bound(0, combine->listener_volume[j] + ch->listener_volume[j], 65536);
- ch->listener_volume[j] = 0;
+ combine->volume[j] += ch->volume[j];
+ ch->volume[j] = 0;
}
}
}
for (k = 0;k < SND_LISTENERS;k++)
- if (ch->listener_volume[k])
+ if (ch->volume[k])
break;
if (k < SND_LISTENERS)
cls.soundstats.mixedsounds++;
return false;
}
- // Local sounds must not be freed
- sfx->flags |= SFXFLAG_PERMANENTLOCK;
+ // menu sounds must not be freed on level change
+ sfx->flags |= SFXFLAG_MENUSOUND;
+ // fun fact: in Quake 1, this used -1 "replace any entity channel",
+ // which we no longer support anyway
+ // changed by Black in r4297 "Changed S_LocalSound to play multiple sounds at a time."
ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0);
if (ch_ind < 0)
return false;