qboolean snd_usethreadedmixing = false;
vec3_t listener_origin;
+matrix4x4_t listener_basematrix;
+static unsigned char *listener_pvs = NULL;
+static int listener_pvsbytes = 0;
matrix4x4_t listener_matrix[SND_LISTENERS];
mempool_t *snd_mempool;
// Cvars declared in sound.h (part of the sound API)
cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
+cvar_t mastervolume = {CVAR_SAVE, "mastervolume", "0.7", "master volume"};
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 = {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_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_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)"};
-cvar_t snd_spatialization_occlusion = {CVAR_SAVE, "snd_spatialization_occlusion", "1", "enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world"};
+cvar_t snd_spatialization_prologic = {CVAR_SAVE, "snd_spatialization_prologic", "0", "use dolby prologic (I, II or IIx) encoding (snd_channels must be 2)"};
+cvar_t snd_spatialization_prologic_frontangle = {CVAR_SAVE, "snd_spatialization_prologic_frontangle", "30", "the angle between the front speakers and the center speaker"};
+cvar_t snd_spatialization_occlusion = {CVAR_SAVE, "snd_spatialization_occlusion", "1", "enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world; 1 enables PVS method, 2 enables LineOfSight method, 3 enables both"};
// 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"};
// (48KHz because a lot of onboard sound cards sucks at any other speed)
static cvar_t snd_speed = {CVAR_SAVE, "snd_speed", "48000", "sound output frequency, in hertz"};
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 ouput (2 for stereo; up to 8 supported for 3D sound)"};
+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)"};
// Ambient sounds
static sfx_t* ambient_sfxs [2] = { NULL, NULL };
{
Cvar_RegisterVariable(&volume);
Cvar_RegisterVariable(&bgmvolume);
+ Cvar_RegisterVariable(&mastervolume);
Cvar_RegisterVariable(&snd_staticvolume);
Cvar_RegisterVariable(&snd_entchannel0volume);
Cvar_RegisterVariable(&snd_entchannel1volume);
Cvar_RegisterVariable(&snd_spatialization_power);
Cvar_RegisterVariable(&snd_spatialization_control);
Cvar_RegisterVariable(&snd_spatialization_occlusion);
+ Cvar_RegisterVariable(&snd_spatialization_prologic);
+ Cvar_RegisterVariable(&snd_spatialization_prologic_frontangle);
Cvar_RegisterVariable(&snd_speed);
Cvar_RegisterVariable(&snd_width);
return sfx;
}
+/*
+==================
+S_SoundLength
+==================
+*/
+
+float S_SoundLength(const char *name)
+{
+ sfx_t *sfx;
+
+ if (!snd_initialized.integer)
+ return -1;
+ if (name == NULL || name[0] == 0)
+ return -1;
+
+ sfx = S_FindName(name);
+ if (sfx == NULL)
+ return -1;
+ return sfx->total_length / (float) S_GetSoundRate();
+}
+
/*
==================
S_IsSoundPrecached
=================
*/
extern cvar_t cl_gameplayfix_soundsmovewithentities;
-void SND_Spatialize(channel_t *ch, qboolean isstatic)
+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;
vec3_t source_vec;
}
}
+ // 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);
+
+ // always apply "master"
+ mastervol *= mastervolume.value;
+
+ // add in ReplayGain very late; prevent clipping when close
+ if(sfx)
+ if(sfx->volume_peak > 0)
+ {
+ // 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;
+ // Con_DPrintf("%f\n", fvol);
+ }
+
+ // clamp HERE to keep relative volumes of the channels correct
+ mastervol = bound(0, mastervol, 65536);
+
// 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)
{
- for (i = 0;i < SND_LISTENERS;i++)
+ 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);
+ for (i = 2;i < SND_LISTENERS;i++)
+ ch->listener_volume[i] = 0;
+ }
+ else
{
- vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
- ch->listener_volume[i] = (int)bound(0, vol, 255);
+ for (i = 0;i < SND_LISTENERS;i++)
+ {
+ vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
+ ch->listener_volume[i] = (int)bound(0, vol, 65536);
+ }
}
}
else
intensity = mastervol * (1.0 - dist * ch->dist_mult);
if (intensity > 0)
{
- for (i = 0;i < SND_LISTENERS;i++)
+ qboolean occluded = false;
+ if (snd_spatialization_occlusion.integer)
{
- Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
- VectorNormalize(source_vec);
+ if(snd_spatialization_occlusion.integer & 1)
+ if(listener_pvs)
+ {
+ int cluster = cl.worldmodel->brush.PointInLeaf(cl.worldmodel, ch->origin)->clusterindex;
+ if(cluster >= 0 && cluster < 8 * listener_pvsbytes && !CHECKPVSBIT(listener_pvs, cluster))
+ occluded = true;
+ }
+
+ if(snd_spatialization_occlusion.integer & 2)
+ if(!occluded)
+ if(cl.worldmodel && cl.worldmodel->brush.TraceLineOfSight && !cl.worldmodel->brush.TraceLineOfSight(cl.worldmodel, listener_origin, ch->origin))
+ occluded = true;
+ }
+ if(occluded)
+ intensity *= 0.5;
- switch(spatialmethod)
+ ch->prologic_invert = 1;
+ if (snd_spatialization_prologic.integer != 0)
+ {
+ if (dist == 0)
+ angle_factor = 0.5;
+ else
{
- case SPATIAL_LOG:
- if(dist == 0)
- f = spatialmin + spatialdiff * (spatialfactor < 0); // avoid log(0), but do the right thing
- else
- f = spatialmin + spatialdiff * bound(0, (log(dist) - spatialoffset) * spatialfactor, 1);
- VectorScale(source_vec, f, source_vec);
- break;
- case SPATIAL_POW:
- f = (pow(dist, spatialpower) - spatialoffset) * spatialfactor;
- f = spatialmin + spatialdiff * bound(0, f, 1);
- VectorScale(source_vec, f, source_vec);
- break;
- case SPATIAL_THRESH:
- f = spatialmin + spatialdiff * (dist < spatialoffset);
- VectorScale(source_vec, f, source_vec);
- break;
- case SPATIAL_NONE:
- default:
- break;
- }
+ Matrix4x4_Transform(&listener_basematrix, ch->origin, source_vec);
+ VectorNormalize(source_vec);
- vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
+ switch(spatialmethod)
+ {
+ case SPATIAL_LOG:
+ if(dist == 0)
+ f = spatialmin + spatialdiff * (spatialfactor < 0); // avoid log(0), but do the right thing
+ else
+ f = spatialmin + spatialdiff * bound(0, (log(dist) - spatialoffset) * spatialfactor, 1);
+ VectorScale(source_vec, f, source_vec);
+ break;
+ case SPATIAL_POW:
+ f = (pow(dist, spatialpower) - spatialoffset) * spatialfactor;
+ f = spatialmin + spatialdiff * bound(0, f, 1);
+ VectorScale(source_vec, f, source_vec);
+ break;
+ case SPATIAL_THRESH:
+ f = spatialmin + spatialdiff * (dist < spatialoffset);
+ VectorScale(source_vec, f, source_vec);
+ break;
+ case SPATIAL_NONE:
+ default:
+ break;
+ }
- if (snd_spatialization_occlusion.integer)
- {
- if (cl.worldmodel
- && cl.worldmodel->brush.TraceLineOfSight
- && !cl.worldmodel->brush.TraceLineOfSight(cl.worldmodel, listener_origin, ch->origin))
+ // the z axis needs to be removed and normalized because otherwise the volume would get lower as the sound source goes higher or lower then normal
+ source_vec[2] = 0;
+ VectorNormalize(source_vec);
+ angle_side = acos(source_vec[0]) / M_PI * 180; // angle between 0 and 180 degrees
+ angle_front = asin(source_vec[1]) / M_PI * 180; // angle between -90 and 90 degrees
+ if (angle_side > snd_spatialization_prologic_frontangle.value)
{
- vol *= 0.5f;
+ ch->prologic_invert = -1; // this will cause the right channel to do a 180 degrees phase shift (turning the sound wave upside down),
+ // but the best would be 90 degrees phase shift left and a -90 degrees phase shift right.
+ angle_factor = (angle_side - snd_spatialization_prologic_frontangle.value) / (360 - 2 * snd_spatialization_prologic_frontangle.value);
+ // angle_factor is between 0 and 1 and represents the angle range from the front left, to all the surround speakers (amount may vary,
+ // 1 in prologic I 2 in prologic II and 3 or 4 in prologic IIx) to the front right speaker.
+ if (angle_front > 0)
+ angle_factor = 1 - angle_factor;
}
+ else
+ angle_factor = angle_front / snd_spatialization_prologic_frontangle.value / 2.0 + 0.5;
+ //angle_factor is between 0 and 1 and represents the angle range from the front left to the center to the front right speaker
}
- ch->listener_volume[i] = (int)bound(0, vol, 255);
+ 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);
+ for (i = 2;i < SND_LISTENERS;i++)
+ ch->listener_volume[i] = 0;
+ }
+ else
+ {
+ for (i = 0;i < SND_LISTENERS;i++)
+ {
+ Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
+ VectorNormalize(source_vec);
+
+ switch(spatialmethod)
+ {
+ case SPATIAL_LOG:
+ if(dist == 0)
+ f = spatialmin + spatialdiff * (spatialfactor < 0); // avoid log(0), but do the right thing
+ else
+ f = spatialmin + spatialdiff * bound(0, (log(dist) - spatialoffset) * spatialfactor, 1);
+ VectorScale(source_vec, f, source_vec);
+ break;
+ case SPATIAL_POW:
+ f = (pow(dist, spatialpower) - spatialoffset) * spatialfactor;
+ f = spatialmin + spatialdiff * bound(0, f, 1);
+ VectorScale(source_vec, f, source_vec);
+ break;
+ case SPATIAL_THRESH:
+ f = spatialmin + spatialdiff * (dist < spatialoffset);
+ VectorScale(source_vec, f, source_vec);
+ break;
+ case SPATIAL_NONE:
+ default:
+ 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);
+ }
}
}
else
ch->listener_volume[i] = 0;
}
}
+void SND_Spatialize(channel_t *ch, qboolean isstatic)
+{
+ sfx_t *sfx = ch->sfx;
+ SND_Spatialize_WithSfx(ch, isstatic, sfx);
+}
// =======================================================================
// Start a sound effect
// =======================================================================
-static void S_SetChannelVolume_WithSfx (unsigned int ch_ind, float fvol, sfx_t *sfx);
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)
{
if (!sfx)
else
target_chan->dist_mult = attenuation / snd_soundradius.value;
- // we have to set the channel volume AFTER the sfx because the function
- // needs it for replaygain support
- S_SetChannelVolume_WithSfx(target_chan - channels, fvol, sfx);
-
// set the listener volumes
- SND_Spatialize (target_chan, isstatic);
+ S_SetChannelVolume(target_chan - channels, fvol);
+ SND_Spatialize_WithSfx (target_chan, isstatic, sfx);
// Lock the SFX during play
S_LockSfx (sfx);
}
}
-static void S_SetChannelVolume_WithSfx (unsigned int ch_ind, float fvol, sfx_t *sfx)
-{
- if(sfx->volume_peak > 0)
- {
- // Replaygain support
- // Con_DPrintf("Setting volume on ReplayGain-enabled track... %f -> ", fvol);
- fvol *= sfx->volume_mult;
- if(fvol * sfx->volume_peak > 1)
- fvol = 1 / sfx->volume_peak;
- // Con_DPrintf("%f\n", fvol);
- }
- channels[ch_ind].master_vol = (int)(fvol * 255.0f);
-}
-
void S_SetChannelVolume(unsigned int ch_ind, float fvol)
{
- sfx_t *sfx = channels[ch_ind].sfx;
- S_SetChannelVolume_WithSfx(ch_ind, fvol, sfx);
+ channels[ch_ind].master_vol = (int)(fvol * 65536.0f);
}
float S_GetChannelPosition (unsigned int ch_ind)
return (s % sfx->total_length) / (float) S_GetSoundRate();
}
+float S_GetEntChannelPosition(int entnum, int entchannel)
+{
+ channel_t *ch;
+ unsigned int i;
+ for (i = 0; i < total_channels; i++)
+ {
+ ch = &channels[i];
+ if (ch->entnum == entnum && ch->entchannel == entchannel)
+ return S_GetChannelPosition(i);
+ }
+ return -1; // no playing sound in this channel
+}
/*
=================
vol = (int)ambientlevels[ambient_channel];
if (vol < 8)
vol = 0;
+ vol *= 256;
// 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 (chan->master_vol < vol)
{
- chan->master_vol += (int)((cl.time - cl.oldtime) * ambient_fade.value);
+ 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) * ambient_fade.value);
+ chan->master_vol -= (int)((cl.time - cl.oldtime) * 256.0 * ambient_fade.value);
if (chan->master_vol < vol)
chan->master_vol = vol;
}
}
- for (i = 0;i < SND_LISTENERS;i++)
- chan->listener_volume[i] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume);
+ 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);
+ for (i = 2;i < SND_LISTENERS;i++)
+ chan->listener_volume[i] = 0;
+ }
+ 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);
+ }
}
}
{
unsigned int i, j, k;
channel_t *ch, *combine;
- matrix4x4_t basematrix, rotatematrix;
+ matrix4x4_t rotatematrix;
if (snd_renderbuffer == NULL || nosound.integer)
return;
current_channellayout != snd_channellayout.integer)
S_SetChannelLayout();
- Matrix4x4_Invert_Simple(&basematrix, listenermatrix);
+ Matrix4x4_Invert_Simple(&listener_basematrix, listenermatrix);
Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin);
+ if (cl.worldmodel && cl.worldmodel->brush.FatPVS && cl.worldmodel->brush.num_pvsclusterbytes && cl.worldmodel->brush.PointInLeaf)
+ {
+ if(cl.worldmodel->brush.num_pvsclusterbytes != listener_pvsbytes)
+ {
+ if(listener_pvs)
+ Mem_Free(listener_pvs);
+ listener_pvsbytes = cl.worldmodel->brush.num_pvsclusterbytes;
+ listener_pvs = (unsigned char *) Mem_Alloc(snd_mempool, listener_pvsbytes);
+ }
+ cl.worldmodel->brush.FatPVS(cl.worldmodel, listener_origin, 2, listener_pvs, listener_pvsbytes, 0);
+ }
+ else
+ {
+ if(listener_pvs)
+ {
+ Mem_Free(listener_pvs);
+ listener_pvs = NULL;
+ }
+ listener_pvsbytes = 0;
+ }
// calculate the current matrices
for (j = 0;j < SND_LISTENERS;j++)
{
Matrix4x4_CreateFromQuakeEntity(&rotatematrix, 0, 0, 0, 0, -snd_speakerlayout.listeners[j].yawangle, 0, 1);
- Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &basematrix);
+ Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &listener_basematrix);
// I think this should now do this:
// 1. create a rotation matrix for rotating by e.g. -90 degrees CCW
// (note: the matrix will rotate the OBJECT, not the VIEWER, so its
{
for (j = 0;j < SND_LISTENERS;j++)
{
- combine->listener_volume[j] += ch->listener_volume[j];
+ combine->listener_volume[j] = bound(0, combine->listener_volume[j] + ch->listener_volume[j], 65536);
ch->listener_volume[j] = 0;
}
}