X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=snd_main.c;h=fac45a4f6a23a4ce08e2aa8cdc8a0a5eea600bba;hb=65c1200fa869c82dc83f04c5bb43d91742669c6a;hp=5c2efe9bd719ef1c2b02047024093ad41810b1cf;hpb=3af782b7927ac7b959d4b3e96705d4542e641c17;p=xonotic%2Fdarkplaces.git diff --git a/snd_main.c b/snd_main.c index 5c2efe9b..fac45a4f 100644 --- a/snd_main.c +++ b/snd_main.c @@ -24,6 +24,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "snd_main.h" #include "snd_ogg.h" #include "snd_modplug.h" +#include "csprogs.h" +#include "cl_collision.h" #define SND_MIN_SPEED 8000 @@ -32,27 +34,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #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. @@ -63,27 +49,27 @@ static const speakerlayout_t snd_speakerlayouts[] = { "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}, } }, { @@ -91,14 +77,14 @@ static const speakerlayout_t snd_speakerlayouts[] = // 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}, } }, { @@ -106,27 +92,27 @@ static const speakerlayout_t snd_speakerlayouts[] = // 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}, } } }; @@ -148,6 +134,9 @@ qboolean snd_threaded = false; 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; @@ -165,25 +154,29 @@ static int current_swapstereo = false; static int current_channellayout = SND_CHANNELLAYOUT_AUTO; static int current_channellayout_used = SND_CHANNELLAYOUT_AUTO; -static double spatialpower, spatialmin, spatialdiff, spatialoffset, spatialfactor; +static float spatialpower, spatialmin, spatialdiff, spatialoffset, spatialfactor; typedef enum { SPATIAL_NONE, SPATIAL_LOG, SPATIAL_POW, SPATIAL_THRESH } spatialmethod_t; spatialmethod_t spatialmethod; // 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 = {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", "0.5", "minimum spatializazion of sounds"}; -cvar_t snd_spatialization_max = {0, "snd_spatialization_max", "0.9", "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", "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_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", "0.1", "how much sound to mix ahead of time"}; +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_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"}; extern cvar_t v_flipped; @@ -234,7 +227,7 @@ static cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound // (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 }; @@ -269,13 +262,13 @@ static void S_Play_Common (float fvol, float attenuation) 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); // Free the sfx if the file didn't exist - if (ch_ind < 0) + if (!sfx->fetcher) S_FreeSfx (sfx, false); else channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND; @@ -353,6 +346,11 @@ int S_GetSoundRate(void) 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) { @@ -779,6 +777,7 @@ void S_Init(void) { Cvar_RegisterVariable(&volume); Cvar_RegisterVariable(&bgmvolume); + Cvar_RegisterVariable(&mastervolume); Cvar_RegisterVariable(&snd_staticvolume); Cvar_RegisterVariable(&snd_entchannel0volume); Cvar_RegisterVariable(&snd_entchannel1volume); @@ -819,6 +818,9 @@ void S_Init(void) Cvar_RegisterVariable(&snd_spatialization_max); 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); @@ -931,6 +933,7 @@ void S_UnloadAllSounds_f (void) S_FindName ================== */ +sfx_t changevolume_sfx = {""}; sfx_t *S_FindName (const char *name) { sfx_t *sfx; @@ -938,6 +941,9 @@ sfx_t *S_FindName (const char *name) if (!snd_initialized.integer) return NULL; + if(!strcmp(name, changevolume_sfx.name)) + return &changevolume_sfx; + if (strlen (name) >= sizeof (sfx->name)) { Con_Printf ("S_FindName: sound name too long (%s)\n", name); @@ -1012,13 +1018,13 @@ void S_FreeSfx (sfx_t *sfx, qboolean force) /* ================== -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 @@ -1046,20 +1052,17 @@ void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds) 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) @@ -1075,7 +1078,7 @@ void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds) 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; @@ -1094,8 +1097,11 @@ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock) // 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); @@ -1103,6 +1109,27 @@ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock) 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 @@ -1110,7 +1137,7 @@ S_IsSoundPrecached */ qboolean S_IsSoundPrecached (const sfx_t *sfx) { - return (sfx != NULL && sfx->fetcher != NULL); + return (sfx != NULL && sfx->fetcher != NULL) || (sfx == &changevolume_sfx); } /* @@ -1201,7 +1228,7 @@ channel_t *SND_PickChannel(int entnum, int entchannel) { // no sound on this channel first_to_die = ch_idx; - break; + goto emptychan_found; } // don't let monster sounds override player sounds @@ -1222,7 +1249,10 @@ channel_t *SND_PickChannel(int entnum, int entchannel) if (first_to_die == -1) return NULL; + + S_StopChannel (first_to_die, true); +emptychan_found: return &channels[first_to_die]; } @@ -1234,26 +1264,34 @@ Spatializes a channel ================= */ 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; // update sound origin if we know about the entity if (ch->entnum > 0 && cls.state == ca_connected && cl_gameplayfix_soundsmovewithentities.integer) { - if (ch->entnum >= 32768) + if (ch->entnum >= MAX_EDICTS) { - // 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 > MAX_EDICTS) + if (!CL_VM_GetEntitySoundOrigin(ch->entnum, ch->origin)) + ch->entnum = MAX_EDICTS; // entity was removed, disown sound } else if (cl.entities[ch->entnum].state_current.active) { + dp_model_t *model; //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); + model = CL_GetModelByIndex(cl.entities[ch->entnum].state_current.modelindex); + if (model && model->soundfromcenter) + 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); } } @@ -1264,7 +1302,7 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic) mastervol *= snd_staticvolume.value; else if(!(ch->flags & CHANNELFLAG_FULLVOLUME)) // same as SND_PaintChannel uses { - if(ch->entnum >= 32768) + if(ch->entnum >= MAX_EDICTS) { switch(ch->entchannel) { @@ -1326,14 +1364,52 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic) } } + // 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[i].ambientvolume; - ch->listener_volume[i] = (int)bound(0, vol, 255); + 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 + { + for (i = 0;i < SND_LISTENERS;i++) + { + vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume; + ch->listener_volume[i] = (int)bound(0, vol, 65536); + } } } else @@ -1344,35 +1420,119 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic) 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 = spatialmin + spatialdiff * bound(0, (pow(dist, spatialpower) - spatialoffset) * spatialfactor, 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); + + 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; + } + + // 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) + { + 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 } - 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, 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 @@ -1380,53 +1540,90 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic) 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 // ======================================================================= -void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic) +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) + { + 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)); VectorCopy (origin, target_chan->origin); target_chan->flags = flags; - target_chan->pos = 0; // start of the sound + target_chan->pos = startpos; // start of the sound + target_chan->entnum = entnum; + target_chan->entchannel = entchannel; // If it's a static sound if (isstatic) { - if (sfx->loopstart >= sfx->total_length) + 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); } else target_chan->dist_mult = attenuation / snd_soundradius.value; + // set the listener volumes + S_SetChannelVolume(target_chan - channels, fvol); + 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; - - // we have to set the channel volume AFTER the sfx because the function - // needs it for replaygain support - S_SetChannelVolume(target_chan - channels, fvol); } -int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation) +int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition) { - channel_t *target_chan, *check; - int ch_idx; + channel_t *target_chan, *check, *ch; + int ch_idx, startpos; if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer) return -1; + if(sfx == &changevolume_sfx) + { + if(entchannel == 0) + 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) ) + { + S_SetChannelVolume(ch_idx, fvol); + ch->dist_mult = attenuation / snd_soundradius.value; + SND_Spatialize(ch, false); + return ch_idx; + } + } + return -1; + } + if (sfx->fetcher == NULL) return -1; @@ -1435,30 +1632,35 @@ int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float f if (!target_chan) return -1; - S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false); - target_chan->entnum = entnum; - target_chan->entchannel = entchannel; - - SND_Spatialize(target_chan, false); - // 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]; - for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++) + startpos = (int)(startposition * S_GetSoundRate()); + if (startpos == 0) { - if (check == target_chan) - continue; - if (check->sfx == sfx && !check->pos) + for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++) { - // use negative pos offset to delay this sound effect - target_chan->pos += (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed); - break; + if (check == target_chan) + continue; + if (check->sfx == sfx && check->pos == 0) + { + // use negative pos offset to delay this sound effect + startpos = (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed); + break; + } } } + S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false, entnum, entchannel, startpos); + 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); +} + void S_StopChannel (unsigned int channel_ind, qboolean lockmutex) { channel_t *ch; @@ -1466,17 +1668,18 @@ void S_StopChannel (unsigned int channel_ind, qboolean lockmutex) if (channel_ind >= total_channels) return; + // we have to lock an audio mutex to prevent crashes if an audio mixer + // thread is currently mixing this channel + // the SndSys_LockRenderBuffer function uses such a mutex in + // threaded sound backends + if (lockmutex && !simsound) + SndSys_LockRenderBuffer(); + ch = &channels[channel_ind]; if (ch->sfx != NULL) { sfx_t *sfx = ch->sfx; - // we have to lock an audio mutex to prevent crashes if an audio mixer - // thread is currently mixing this channel - // the SndSys_LockRenderBuffer function uses such a mutex in - // threaded sound backends - if (lockmutex) - SndSys_LockRenderBuffer(); if (sfx->fetcher != NULL) { snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb; @@ -1489,9 +1692,9 @@ void S_StopChannel (unsigned int channel_ind, qboolean lockmutex) ch->fetcher_data = NULL; ch->sfx = NULL; - if (lockmutex) - SndSys_UnlockRenderBuffer(); } + if (lockmutex && !simsound) + SndSys_UnlockRenderBuffer(); } @@ -1502,7 +1705,8 @@ qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean valu if (flag != CHANNELFLAG_FORCELOOP && flag != CHANNELFLAG_PAUSED && - flag != CHANNELFLAG_FULLVOLUME) + flag != CHANNELFLAG_FULLVOLUME && + flag != CHANNELFLAG_LOCALSOUND) return false; if (value) @@ -1537,18 +1741,18 @@ void S_StopAllSounds (void) // stop CD audio because it may be using a faketrack CDAudio_Stop(); - for (i = 0; i < total_channels; i++) - S_StopChannel (i, true); - - total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics - memset(channels, 0, MAX_CHANNELS * sizeof(channel_t)); - - // Mute the contents of the submittion buffer if (simsound || SndSys_LockRenderBuffer ()) { int clear; size_t memsize; + for (i = 0; i < total_channels; i++) + S_StopChannel (i, false); + + total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics + memset(channels, 0, MAX_CHANNELS * sizeof(channel_t)); + + // Mute the contents of the submittion buffer clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0; memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels; memset(snd_renderbuffer->ring, clear, memsize); @@ -1572,22 +1776,42 @@ void S_PauseGameSounds (qboolean toggle) } } -void S_SetChannelVolume (unsigned int ch_ind, float fvol) +void S_SetChannelVolume(unsigned int ch_ind, float fvol) { - sfx_t *sfx = channels[ch_ind].sfx; - if(sfx->volume_peak > 0) + channels[ch_ind].master_vol = (int)(fvol * 65536.0f); +} + +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; + if (!sfx) + return -1; + + s = ch->pos; + /* + if(!snd_usethreadedmixing) + s += _snd_mixahead.value * S_GetSoundRate(); + */ + 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++) { - // 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); + ch = &channels[i]; + if (ch->entnum == entnum && ch->entchannel == entchannel) + return S_GetChannelPosition(i); } - channels[ch_ind].master_vol = (int)(fvol * 255.0f); + return -1; // no playing sound in this channel } - /* ================= S_StaticSound @@ -1612,9 +1836,7 @@ void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation) } target_chan = &channels[total_channels++]; - S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true); - - SND_Spatialize (target_chan, true); + S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true, 0, 0, 0); } @@ -1645,6 +1867,7 @@ void S_UpdateAmbientSounds (void) 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! @@ -1652,20 +1875,30 @@ void S_UpdateAmbientSounds (void) { 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); + } } } @@ -1811,6 +2044,7 @@ static void S_PaintAndSubmit (void) oldsoundtime = soundtime; cls.soundstats.latency_milliseconds = (snd_renderbuffer->endframe - snd_renderbuffer->startframe) * 1000 / snd_renderbuffer->format.speed; + R_TimeReport("audiomix"); } /* @@ -1824,7 +2058,7 @@ void S_Update(const matrix4x4_t *listenermatrix) { unsigned int i, j, k; channel_t *ch, *combine; - matrix4x4_t basematrix, rotatematrix; + matrix4x4_t rotatematrix; if (snd_renderbuffer == NULL || nosound.integer) return; @@ -1873,14 +2107,34 @@ void S_Update(const matrix4x4_t *listenermatrix) 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 @@ -1897,6 +2151,7 @@ void S_Update(const matrix4x4_t *listenermatrix) S_UpdateAmbientSounds (); combine = NULL; + R_TimeReport("audioprep"); // update spatialization for static and dynamic sounds cls.soundstats.totalsounds = 0; @@ -1939,7 +2194,7 @@ void S_Update(const matrix4x4_t *listenermatrix) { 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; } } @@ -1950,6 +2205,7 @@ void S_Update(const matrix4x4_t *listenermatrix) if (k < SND_LISTENERS) cls.soundstats.mixedsounds++; } + R_TimeReport("audiospatialize"); sound_spatialized = true;