#include "snd_main.h"
#include "snd_ogg.h"
#include "snd_modplug.h"
+#include "csprogs.h"
#define SND_MIN_SPEED 8000
#define SND_MAX_WIDTH 2
#define SND_MIN_CHANNELS 1
#define SND_MAX_CHANNELS 8
-
#if SND_LISTENERS != 8
# error this data only supports up to 8 channel, update it!
#endif
-typedef struct listener_s
-{
- float yawangle;
- float dotscale;
- float dotbias;
- float ambientvolume;
-}
-listener_t;
-typedef struct speakerlayout_s
-{
- const char *name;
- unsigned int channels;
- listener_t listeners[SND_LISTENERS];
-}
-speakerlayout_t;
-static speakerlayout_t snd_speakerlayout;
+speakerlayout_t snd_speakerlayout;
// Our speaker layouts are based on ALSA. They differ from those
// Win32 and Mac OS X APIs use when there's more than 4 channels.
{
"surround71", 8,
{
- {45, 0.2, 0.2, 0.5}, // front left
- {315, 0.2, 0.2, 0.5}, // front right
- {135, 0.2, 0.2, 0.5}, // rear left
- {225, 0.2, 0.2, 0.5}, // rear right
- {0, 0.2, 0.2, 0.5}, // front center
- {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)
- {90, 0.2, 0.2, 0.5}, // side left
- {180, 0.2, 0.2, 0.5}, // side right
+ {0, 45, 0.2, 0.2, 0.5}, // front left
+ {1, 315, 0.2, 0.2, 0.5}, // front right
+ {2, 135, 0.2, 0.2, 0.5}, // rear left
+ {3, 225, 0.2, 0.2, 0.5}, // rear right
+ {4, 0, 0.2, 0.2, 0.5}, // front center
+ {5, 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)
+ {6, 90, 0.2, 0.2, 0.5}, // side left
+ {7, 180, 0.2, 0.2, 0.5}, // side right
}
},
{
"surround51", 6,
{
- {45, 0.2, 0.2, 0.5}, // front left
- {315, 0.2, 0.2, 0.5}, // front right
- {135, 0.2, 0.2, 0.5}, // rear left
- {225, 0.2, 0.2, 0.5}, // rear right
- {0, 0.2, 0.2, 0.5}, // front center
- {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)
- {0, 0, 0, 0},
- {0, 0, 0, 0},
+ {0, 45, 0.2, 0.2, 0.5}, // front left
+ {1, 315, 0.2, 0.2, 0.5}, // front right
+ {2, 135, 0.2, 0.2, 0.5}, // rear left
+ {3, 225, 0.2, 0.2, 0.5}, // rear right
+ {4, 0, 0.2, 0.2, 0.5}, // front center
+ {5, 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)
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
}
},
{
// channel of its own
"surround40", 4,
{
- {45, 0.3, 0.3, 0.8}, // front left
- {315, 0.3, 0.3, 0.8}, // front right
- {135, 0.3, 0.3, 0.8}, // rear left
- {225, 0.3, 0.3, 0.8}, // rear right
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
+ {0, 45, 0.3, 0.3, 0.8}, // front left
+ {1, 315, 0.3, 0.3, 0.8}, // front right
+ {2, 135, 0.3, 0.3, 0.8}, // rear left
+ {3, 225, 0.3, 0.3, 0.8}, // rear right
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
}
},
{
// channel of its own
"stereo", 2,
{
- {90, 0.5, 0.5, 1}, // side left
- {270, 0.5, 0.5, 1}, // side right
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
+ {0, 90, 0.5, 0.5, 1}, // side left
+ {1, 270, 0.5, 0.5, 1}, // side right
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
}
},
{
"mono", 1,
{
- {0, 0, 1, 1}, // center
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
- {0, 0, 0, 0},
+ {0, 0, 0, 1, 1}, // center
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
}
}
};
cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
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 = {0, "snd_soundradius", "2000", "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_spatialization_min_radius = {0, "snd_spatialization_min_radius", "10000", "use minimum spatialization above to this radius"};
-cvar_t snd_spatialization_max_radius = {0, "snd_spatialization_max_radius", "100", "use maximum spatialization below this radius"};
-cvar_t snd_spatialization_min = {0, "snd_spatialization_min", "0.70", "minimum spatializazion of sounds"};
-cvar_t snd_spatialization_max = {0, "snd_spatialization_max", "0.95", "maximum spatialization of sounds"};
-cvar_t snd_spatialization_power = {0, "snd_spatialization_power", "0", "exponent of the spatialization falloff curve (0: logarithmic)"};
-cvar_t snd_spatialization_control = {0, "snd_spatialization_control", "0", "enable spatialization control (headphone friendly mode)"};
+cvar_t snd_soundradius = {CVAR_SAVE, "snd_soundradius", "2000", "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_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"};
+cvar_t snd_spatialization_max = {CVAR_SAVE, "snd_spatialization_max", "0.95", "maximum spatialization of sounds"};
+cvar_t snd_spatialization_power = {CVAR_SAVE, "snd_spatialization_power", "0", "exponent of the spatialization falloff curve (0: logarithmic)"};
+cvar_t snd_spatialization_control = {CVAR_SAVE, "snd_spatialization_control", "0", "enable spatialization control (headphone friendly mode)"};
// Cvars declared in snd_main.h (shared with other snd_*.c files)
cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};
i++;
}
- sfx = S_PrecacheSound (name, true, false);
+ sfx = S_PrecacheSound (name, true, true);
if (sfx)
{
ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation);
return snd_renderbuffer ? snd_renderbuffer->format.speed : 0;
}
+int S_GetSoundChannels(void)
+{
+ return snd_renderbuffer ? snd_renderbuffer->format.channels : 0;
+}
+
static qboolean S_ChooseCheaperFormat (snd_format_t* format, qboolean fixed_speed, qboolean fixed_width, qboolean fixed_channels)
{
/*
==================
-S_ServerSounds
+S_ClearUsed
==================
*/
-void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds)
+void S_ClearUsed (void)
{
sfx_t *sfx;
- sfx_t *sfxnext;
+// sfx_t *sfxnext;
unsigned int i;
// Start the ambient sounds and make them loop
S_UnlockSfx (sfx);
sfx->flags &= ~SFXFLAG_SERVERSOUND;
}
+}
- // Add 1 lock and the SFXFLAG_SERVERSOUND flag to each sfx in "serversound"
- for (i = 1; i < numsounds; i++)
- {
- sfx = S_FindName (serversound[i]);
- if (sfx != NULL)
- {
- // clear the FILEMISSING flag so that S_LoadSound will try again on a
- // previously missing file
- sfx->flags &= ~ SFXFLAG_FILEMISSING;
- S_LockSfx (sfx);
- sfx->flags |= SFXFLAG_SERVERSOUND;
- }
- }
+/*
+==================
+S_PurgeUnused
+==================
+*/
+void S_PurgeUnused(void)
+{
+ sfx_t *sfx;
+ sfx_t *sfxnext;
// Free all unlocked sfx
for (sfx = known_sfx;sfx;sfx = sfxnext)
S_PrecacheSound
==================
*/
-sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
+sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean serversound)
{
sfx_t *sfx;
// previously missing file
sfx->flags &= ~ SFXFLAG_FILEMISSING;
- if (lock)
+ if (serversound && !(sfx->flags & SFXFLAG_SERVERSOUND))
+ {
S_LockSfx (sfx);
+ sfx->flags |= SFXFLAG_SERVERSOUND;
+ }
if (!nosound.integer && snd_precache.integer)
S_LoadSound(sfx, complain);
{
// no sound on this channel
first_to_die = ch_idx;
- break;
+ goto emptychan_found;
}
// don't let monster sounds override player sounds
if (first_to_die == -1)
return NULL;
+
+ S_StopChannel (first_to_die, true);
+emptychan_found:
return &channels[first_to_die];
}
{
if (ch->entnum >= 32768)
{
- // TODO: sounds that follow CSQC entities?
+ //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]);
+
+ if (ch->entnum > 32768)
+ if (!CL_VM_GetEntitySoundOrigin(ch->entnum, ch->origin))
+ ch->entnum = 32768; // entity was removed, disown sound
}
else if (cl.entities[ch->entnum].state_current.active)
{
//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]);
- VectorCopy(cl.entities[ch->entnum].state_current.origin, ch->origin);
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)
- 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);
+ VectorMAM(0.5f, cl.entities[ch->entnum].render.mins, 0.5f, cl.entities[ch->entnum].render.maxs, ch->origin);
+ else
+ Matrix4x4_OriginFromMatrix(&cl.entities[ch->entnum].render.matrix, ch->origin);
}
}
void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic)
{
+ if (!sfx)
+ {
+ Con_Printf("S_PlaySfxOnChannel called with NULL??\n");
+ 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);
+ }
// 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));
if (flag != CHANNELFLAG_FORCELOOP &&
flag != CHANNELFLAG_PAUSED &&
- flag != CHANNELFLAG_FULLVOLUME)
+ flag != CHANNELFLAG_FULLVOLUME &&
+ flag != CHANNELFLAG_LOCALSOUND)
return false;
if (value)
channels[ch_ind].master_vol = (int)(fvol * 255.0f);
}
+float S_GetChannelPosition (unsigned int ch_ind)
+{
+ // note: this is NOT accurate yet
+ int s;
+ channel_t *ch = &channels[ch_ind];
+ sfx_t *sfx = ch->sfx;
+
+ s = ch->pos;
+ /*
+ if(!snd_usethreadedmixing)
+ s += _snd_mixahead.value * S_GetSoundRate();
+ */
+ return (s % sfx->total_length) / (float) S_GetSoundRate();
+}
+
+
/*
=================