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Corrected misspelling in HL support (rendertype is now rendermode).
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // snd_dma.c -- main control for any streaming sound output device
21
22 #include "quakedef.h"
23
24 #ifdef _WIN32
25 #include "winquake.h"
26 #endif
27
28 void S_Play(void);
29 void S_PlayVol(void);
30 void S_SoundList(void);
31 void S_Update_();
32 void S_StopAllSounds(qboolean clear);
33 void S_StopAllSoundsC(void);
34
35 // =======================================================================
36 // Internal sound data & structures
37 // =======================================================================
38
39 channel_t   channels[MAX_CHANNELS];
40 int                     total_channels;
41
42 int                             snd_blocked = 0;
43 static qboolean snd_ambient = 1;
44 qboolean                snd_initialized = false;
45
46 // pointer should go away
47 volatile dma_t  *shm = 0;
48 volatile dma_t sn;
49
50 vec3_t          listener_origin;
51 vec3_t          listener_forward;
52 vec3_t          listener_right;
53 vec3_t          listener_up;
54 vec_t           sound_nominal_clip_dist=1000.0;
55
56 int                     soundtime;              // sample PAIRS
57 int             paintedtime;    // sample PAIRS
58
59
60 //LordHavoc: increased the client sound limit from 512 to 4096 for the Nehahra movie
61 #define MAX_SFX         4096
62 sfx_t           *known_sfx;             // hunk allocated [MAX_SFX]
63 int                     num_sfx;
64
65 sfx_t           *ambient_sfx[NUM_AMBIENTS];
66
67 int             desired_speed = 11025;
68 int             desired_bits = 16;
69
70 int sound_started=0;
71
72 cvar_t bgmvolume = {"bgmvolume", "1", true};
73 cvar_t volume = {"volume", "0.7", true};
74
75 cvar_t nosound = {"nosound", "0"};
76 cvar_t precache = {"precache", "1"};
77 cvar_t loadas8bit = {"loadas8bit", "0"};
78 cvar_t bgmbuffer = {"bgmbuffer", "4096"};
79 cvar_t ambient_level = {"ambient_level", "0.3"};
80 cvar_t ambient_fade = {"ambient_fade", "100"};
81 cvar_t snd_noextraupdate = {"snd_noextraupdate", "0"};
82 cvar_t snd_show = {"snd_show", "0"};
83 cvar_t _snd_mixahead = {"_snd_mixahead", "0.1", true};
84 cvar_t snd_swapstereo = {"snd_swapstereo", "0", true};
85
86
87 // ====================================================================
88 // User-setable variables
89 // ====================================================================
90
91
92 //
93 // Fake dma is a synchronous faking of the DMA progress used for
94 // isolating performance in the renderer.  The fakedma_updates is
95 // number of times S_Update() is called per second.
96 //
97
98 qboolean fakedma = false;
99 int fakedma_updates = 15;
100
101
102 void S_AmbientOff (void)
103 {
104         snd_ambient = false;
105 }
106
107
108 void S_AmbientOn (void)
109 {
110         snd_ambient = true;
111 }
112
113
114 void S_SoundInfo_f(void)
115 {
116         if (!sound_started || !shm)
117         {
118                 Con_Printf ("sound system not started\n");
119                 return;
120         }
121         
122     Con_Printf("%5d stereo\n", shm->channels - 1);
123     Con_Printf("%5d samples\n", shm->samples);
124     Con_Printf("%5d samplepos\n", shm->samplepos);
125     Con_Printf("%5d samplebits\n", shm->samplebits);
126     Con_Printf("%5d submission_chunk\n", shm->submission_chunk);
127     Con_Printf("%5d speed\n", shm->speed);
128     Con_Printf("0x%x dma buffer\n", shm->buffer);
129         Con_Printf("%5d total_channels\n", total_channels);
130 }
131
132
133 /*
134 ================
135 S_Startup
136 ================
137 */
138
139 void S_Startup (void)
140 {
141         int             rc;
142
143         if (!snd_initialized)
144                 return;
145
146         if (!fakedma)
147         {
148                 rc = SNDDMA_Init();
149
150                 if (!rc)
151                 {
152 #ifndef _WIN32
153                         Con_Printf("S_Startup: SNDDMA_Init failed.\n");
154 #endif
155                         sound_started = 0;
156                         return;
157                 }
158         }
159
160         sound_started = 1;
161 }
162
163
164 void S_Play2(void);
165
166 /*
167 ================
168 S_Init
169 ================
170 */
171 void S_Init (void)
172 {
173
174         Con_Printf("\nSound Initialization\n");
175
176         if (COM_CheckParm("-nosound"))
177                 return;
178
179         if (COM_CheckParm("-simsound"))
180                 fakedma = true;
181
182         Cmd_AddCommand("play", S_Play);
183         Cmd_AddCommand("play2", S_Play2);
184         Cmd_AddCommand("playvol", S_PlayVol);
185         Cmd_AddCommand("stopsound", S_StopAllSoundsC);
186         Cmd_AddCommand("soundlist", S_SoundList);
187         Cmd_AddCommand("soundinfo", S_SoundInfo_f);
188
189         Cvar_RegisterVariable(&nosound);
190         Cvar_RegisterVariable(&volume);
191         Cvar_RegisterVariable(&precache);
192         Cvar_RegisterVariable(&loadas8bit);
193         Cvar_RegisterVariable(&bgmvolume);
194         Cvar_RegisterVariable(&bgmbuffer);
195         Cvar_RegisterVariable(&ambient_level);
196         Cvar_RegisterVariable(&ambient_fade);
197         Cvar_RegisterVariable(&snd_noextraupdate);
198         Cvar_RegisterVariable(&snd_show);
199         Cvar_RegisterVariable(&_snd_mixahead);
200         Cvar_RegisterVariable(&snd_swapstereo); // LordHavoc: for people with backwards sound wiring
201
202         if (host_parms.memsize < 0x800000)
203         {
204                 Cvar_Set ("loadas8bit", "1");
205                 Con_Printf ("loading all sounds as 8bit\n");
206         }
207
208
209
210         snd_initialized = true;
211
212         S_Startup ();
213
214         SND_InitScaletable ();
215
216         known_sfx = Hunk_AllocName (MAX_SFX*sizeof(sfx_t), "sfx_t");
217         num_sfx = 0;
218
219 // create a piece of DMA memory
220
221         if (fakedma)
222         {
223                 shm = (void *) Hunk_AllocName(sizeof(*shm), "shm");
224                 shm->splitbuffer = 0;
225                 shm->samplebits = 16;
226                 shm->speed = 22050;
227                 shm->channels = 2;
228                 shm->samples = 32768;
229                 shm->samplepos = 0;
230                 shm->soundalive = true;
231                 shm->gamealive = true;
232                 shm->submission_chunk = 1;
233                 shm->buffer = Hunk_AllocName(1<<16, "shmbuf");
234         }
235
236         Con_Printf ("Sound sampling rate: %i\n", shm->speed);
237
238         // provides a tick sound until washed clean
239
240 //      if (shm->buffer)
241 //              shm->buffer[4] = shm->buffer[5] = 0x7f; // force a pop for debugging
242
243         ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
244         ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");
245
246         S_StopAllSounds (true);
247 }
248
249
250 // =======================================================================
251 // Shutdown sound engine
252 // =======================================================================
253
254 void S_Shutdown(void)
255 {
256
257         if (!sound_started)
258                 return;
259
260         if (shm)
261                 shm->gamealive = 0;
262
263         shm = 0;
264         sound_started = 0;
265
266         if (!fakedma)
267         {
268                 SNDDMA_Shutdown();
269         }
270 }
271
272
273 // =======================================================================
274 // Load a sound
275 // =======================================================================
276
277 /*
278 ==================
279 S_FindName
280
281 ==================
282 */
283 sfx_t *S_FindName (char *name)
284 {
285         int             i;
286         sfx_t   *sfx;
287
288         if (!name)
289                 Sys_Error ("S_FindName: NULL\n");
290
291         if (strlen(name) >= MAX_QPATH)
292                 Sys_Error ("Sound name too long: %s", name);
293
294 // see if already loaded
295         for (i=0 ; i < num_sfx ; i++)
296                 if (!strcmp(known_sfx[i].name, name))
297                 {
298                         return &known_sfx[i];
299                 }
300
301         if (num_sfx == MAX_SFX)
302                 Sys_Error ("S_FindName: out of sfx_t");
303         
304         sfx = &known_sfx[i];
305         strcpy (sfx->name, name);
306
307         num_sfx++;
308         
309         return sfx;
310 }
311
312
313 /*
314 ==================
315 S_TouchSound
316
317 ==================
318 */
319 void S_TouchSound (char *name)
320 {
321         sfx_t   *sfx;
322         
323         if (!sound_started)
324                 return;
325
326         sfx = S_FindName (name);
327         Cache_Check (&sfx->cache);
328 }
329
330 /*
331 ==================
332 S_PrecacheSound
333
334 ==================
335 */
336 sfx_t *S_PrecacheSound (char *name)
337 {
338         sfx_t   *sfx;
339
340         if (!sound_started || nosound.value)
341                 return NULL;
342
343         sfx = S_FindName (name);
344         
345 // cache it in
346         if (precache.value)
347                 S_LoadSound (sfx);
348         
349         return sfx;
350 }
351
352
353 //=============================================================================
354
355 /*
356 =================
357 SND_PickChannel
358 =================
359 */
360 channel_t *SND_PickChannel(int entnum, int entchannel)
361 {
362     int ch_idx;
363     int first_to_die;
364     int life_left;
365
366 // Check for replacement sound, or find the best one to replace
367     first_to_die = -1;
368     life_left = 0x7fffffff;
369     for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
370     {
371                 if (entchannel != 0             // channel 0 never overrides
372                 && channels[ch_idx].entnum == entnum
373                 && (channels[ch_idx].entchannel == entchannel || entchannel == -1) )
374                 {       // allways override sound from same entity
375                         first_to_die = ch_idx;
376                         break;
377                 }
378
379                 // don't let monster sounds override player sounds
380                 if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && channels[ch_idx].sfx)
381                         continue;
382
383                 if (channels[ch_idx].end - paintedtime < life_left)
384                 {
385                         life_left = channels[ch_idx].end - paintedtime;
386                         first_to_die = ch_idx;
387                 }
388    }
389
390         if (first_to_die == -1)
391                 return NULL;
392
393         if (channels[first_to_die].sfx)
394                 channels[first_to_die].sfx = NULL;
395
396     return &channels[first_to_die];    
397 }       
398
399 /*
400 =================
401 SND_Spatialize
402 =================
403 */
404 void SND_Spatialize(channel_t *ch)
405 {
406     vec_t dot;
407     vec_t dist;
408     vec_t lscale, rscale, scale;
409     vec3_t source_vec;
410         sfx_t *snd;
411
412 // anything coming from the view entity will allways be full volume
413 // LordHavoc: make sounds with ATTN_NONE have no spatialization
414         if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
415         {
416                 ch->leftvol = ch->master_vol;
417                 ch->rightvol = ch->master_vol;
418                 return;
419         }
420
421 // calculate stereo seperation and distance attenuation
422
423         snd = ch->sfx;
424         VectorSubtract(ch->origin, listener_origin, source_vec);
425         
426         dist = VectorNormalizeLength(source_vec) * ch->dist_mult;
427         
428         dot = DotProduct(listener_right, source_vec);
429
430         if (shm->channels == 1)
431         {
432                 rscale = 1.0;
433                 lscale = 1.0;
434         }
435         else
436         {
437                 rscale = 1.0 + dot;
438                 lscale = 1.0 - dot;
439         }
440
441 // add in distance effect
442         scale = (1.0 - dist) * rscale;
443         ch->rightvol = (int) (ch->master_vol * scale);
444         if (ch->rightvol < 0)
445                 ch->rightvol = 0;
446
447         scale = (1.0 - dist) * lscale;
448         ch->leftvol = (int) (ch->master_vol * scale);
449         if (ch->leftvol < 0)
450                 ch->leftvol = 0;
451 }           
452
453
454 // =======================================================================
455 // Start a sound effect
456 // =======================================================================
457
458 void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
459 {
460         channel_t *target_chan, *check;
461         sfxcache_t      *sc;
462         int             vol;
463         int             ch_idx;
464         int             skip;
465
466         if (!sound_started)
467                 return;
468
469         if (!sfx)
470                 return;
471
472         if (nosound.value)
473                 return;
474
475         vol = fvol*255;
476
477 // pick a channel to play on
478         target_chan = SND_PickChannel(entnum, entchannel);
479         if (!target_chan)
480                 return;
481                 
482 // spatialize
483         memset (target_chan, 0, sizeof(*target_chan));
484         VectorCopy(origin, target_chan->origin);
485         target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
486         target_chan->master_vol = vol;
487         target_chan->entnum = entnum;
488         target_chan->entchannel = entchannel;
489         SND_Spatialize(target_chan);
490
491         if (!target_chan->leftvol && !target_chan->rightvol)
492                 return;         // not audible at all
493
494 // new channel
495         sc = S_LoadSound (sfx);
496         if (!sc)
497         {
498                 target_chan->sfx = NULL;
499                 return;         // couldn't load the sound's data
500         }
501
502         target_chan->sfx = sfx;
503         target_chan->pos = 0.0;
504     target_chan->end = paintedtime + sc->length;        
505
506 // if an identical sound has also been started this frame, offset the pos
507 // a bit to keep it from just making the first one louder
508         check = &channels[NUM_AMBIENTS];
509     for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
510     {
511                 if (check == target_chan)
512                         continue;
513                 if (check->sfx == sfx && !check->pos)
514                 {
515                         skip = rand () % (int)(0.1*shm->speed);
516                         if (skip >= target_chan->end)
517                                 skip = target_chan->end - 1;
518                         target_chan->pos += skip;
519                         target_chan->end -= skip;
520                         break;
521                 }
522                 
523         }
524 }
525
526 void S_StopSound(int entnum, int entchannel)
527 {
528         int i;
529
530         for (i=0 ; i<MAX_DYNAMIC_CHANNELS ; i++)
531         {
532                 if (channels[i].entnum == entnum
533                         && channels[i].entchannel == entchannel)
534                 {
535                         channels[i].end = 0;
536                         channels[i].sfx = NULL;
537                         return;
538                 }
539         }
540 }
541
542 void S_StopAllSounds(qboolean clear)
543 {
544         int             i;
545
546         if (!sound_started)
547                 return;
548
549         total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
550
551         for (i=0 ; i<MAX_CHANNELS ; i++)
552                 if (channels[i].sfx)
553                         channels[i].sfx = NULL;
554
555         memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
556
557         if (clear)
558                 S_ClearBuffer ();
559 }
560
561 void S_StopAllSoundsC (void)
562 {
563         S_StopAllSounds (true);
564 }
565
566 void S_ClearBuffer (void)
567 {
568         int             clear;
569                 
570 #ifdef _WIN32
571         if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
572 #else
573         if (!sound_started || !shm || !shm->buffer)
574 #endif
575                 return;
576
577         if (shm->samplebits == 8)
578                 clear = 0x80;
579         else
580                 clear = 0;
581
582 #ifdef _WIN32
583         if (pDSBuf)
584         {
585                 DWORD   dwSize;
586                 DWORD   *pData;
587                 int             reps;
588                 HRESULT hresult;
589
590                 reps = 0;
591
592                 while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
593                 {
594                         if (hresult != DSERR_BUFFERLOST)
595                         {
596                                 Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
597                                 S_Shutdown ();
598                                 return;
599                         }
600
601                         if (++reps > 10000)
602                         {
603                                 Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
604                                 S_Shutdown ();
605                                 return;
606                         }
607                 }
608
609                 memset(pData, clear, shm->samples * shm->samplebits/8);
610
611                 pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
612         
613         }
614         else
615 #endif
616         {
617                 memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
618         }
619 }
620
621
622 /*
623 =================
624 S_StaticSound
625 =================
626 */
627 void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
628 {
629         channel_t       *ss;
630         sfxcache_t              *sc;
631
632         if (!sfx)
633                 return;
634
635         if (total_channels == MAX_CHANNELS)
636         {
637                 Con_Printf ("total_channels == MAX_CHANNELS\n");
638                 return;
639         }
640
641         ss = &channels[total_channels];
642         total_channels++;
643
644         sc = S_LoadSound (sfx);
645         if (!sc)
646                 return;
647
648         if (sc->loopstart == -1)
649         {
650                 Con_Printf ("Sound %s not looped\n", sfx->name);
651                 return;
652         }
653         
654         ss->sfx = sfx;
655         VectorCopy (origin, ss->origin);
656         ss->master_vol = vol;
657         ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
658     ss->end = paintedtime + sc->length; 
659         
660         SND_Spatialize (ss);
661 }
662
663
664 //=============================================================================
665
666 /*
667 ===================
668 S_UpdateAmbientSounds
669 ===================
670 */
671 void S_UpdateAmbientSounds (void)
672 {
673         mleaf_t         *l;
674         float           vol;
675         int                     ambient_channel;
676         channel_t       *chan;
677
678         if (!snd_ambient)
679                 return;
680
681 // calc ambient sound levels
682         if (!cl.worldmodel)
683                 return;
684
685         l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
686         if (!l || !ambient_level.value)
687         {
688                 for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
689                         channels[ambient_channel].sfx = NULL;
690                 return;
691         }
692
693         for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
694         {
695                 chan = &channels[ambient_channel];      
696                 chan->sfx = ambient_sfx[ambient_channel];
697         
698                 vol = ambient_level.value * l->ambient_sound_level[ambient_channel];
699                 if (vol < 8)
700                         vol = 0;
701
702         // don't adjust volume too fast
703                 if (chan->master_vol < vol)
704                 {
705                         chan->master_vol += host_frametime * ambient_fade.value;
706                         if (chan->master_vol > vol)
707                                 chan->master_vol = vol;
708                 }
709                 else if (chan->master_vol > vol)
710                 {
711                         chan->master_vol -= host_frametime * ambient_fade.value;
712                         if (chan->master_vol < vol)
713                                 chan->master_vol = vol;
714                 }
715                 
716                 chan->leftvol = chan->rightvol = chan->master_vol;
717         }
718 }
719
720
721 /*
722 ============
723 S_Update
724
725 Called once each time through the main loop
726 ============
727 */
728 void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
729 {
730         int                     i, j;
731         int                     total;
732         channel_t       *ch;
733         channel_t       *combine;
734
735         if (!sound_started || (snd_blocked > 0))
736                 return;
737
738         VectorCopy(origin, listener_origin);
739         VectorCopy(forward, listener_forward);
740         VectorCopy(right, listener_right);
741         VectorCopy(up, listener_up);
742         
743 // update general area ambient sound sources
744         S_UpdateAmbientSounds ();
745
746         combine = NULL;
747
748 // update spatialization for static and dynamic sounds  
749         ch = channels+NUM_AMBIENTS;
750         for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
751         {
752                 if (!ch->sfx)
753                         continue;
754                 SND_Spatialize(ch);         // respatialize channel
755                 if (!ch->leftvol && !ch->rightvol)
756                         continue;
757
758         // try to combine static sounds with a previous channel of the same
759         // sound effect so we don't mix five torches every frame
760         
761                 if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
762                 {
763                 // see if it can just use the last one
764                         if (combine && combine->sfx == ch->sfx)
765                         {
766                                 combine->leftvol += ch->leftvol;
767                                 combine->rightvol += ch->rightvol;
768                                 ch->leftvol = ch->rightvol = 0;
769                                 continue;
770                         }
771                 // search for one
772                         combine = channels+MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
773                         for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS ; j<i; j++, combine++)
774                                 if (combine->sfx == ch->sfx)
775                                         break;
776                                         
777                         if (j == total_channels)
778                         {
779                                 combine = NULL;
780                         }
781                         else
782                         {
783                                 if (combine != ch)
784                                 {
785                                         combine->leftvol += ch->leftvol;
786                                         combine->rightvol += ch->rightvol;
787                                         ch->leftvol = ch->rightvol = 0;
788                                 }
789                                 continue;
790                         }
791                 }
792                 
793                 
794         }
795
796 //
797 // debugging output
798 //
799         if (snd_show.value)
800         {
801                 total = 0;
802                 ch = channels;
803                 for (i=0 ; i<total_channels; i++, ch++)
804                         if (ch->sfx && (ch->leftvol || ch->rightvol) )
805                         {
806                                 //Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
807                                 total++;
808                         }
809                 
810                 Con_Printf ("----(%i)----\n", total);
811         }
812
813 // mix some sound
814         S_Update_();
815 }
816
817 void GetSoundtime(void)
818 {
819         int             samplepos;
820         static  int             buffers;
821         static  int             oldsamplepos;
822         int             fullsamples;
823         
824         fullsamples = shm->samples / shm->channels;
825
826 // it is possible to miscount buffers if it has wrapped twice between
827 // calls to S_Update.  Oh well.
828 #ifdef __sun__
829         soundtime = SNDDMA_GetSamples();
830 #else
831         samplepos = SNDDMA_GetDMAPos();
832
833
834         if (samplepos < oldsamplepos)
835         {
836                 buffers++;                                      // buffer wrapped
837                 
838                 if (paintedtime > 0x40000000)
839                 {       // time to chop things off to avoid 32 bit limits
840                         buffers = 0;
841                         paintedtime = fullsamples;
842                         S_StopAllSounds (true);
843                 }
844         }
845         oldsamplepos = samplepos;
846
847         soundtime = buffers*fullsamples + samplepos/shm->channels;
848 #endif
849 }
850
851 void IN_Accumulate (void);
852
853 void S_ExtraUpdate (void)
854 {
855
856 #ifdef _WIN32
857         IN_Accumulate ();
858 #endif
859
860         if (snd_noextraupdate.value)
861                 return;         // don't pollute timings
862         S_Update_();
863 }
864
865 void S_Update_(void)
866 {
867         unsigned        endtime;
868         int                             samps;
869         
870         if (!sound_started || (snd_blocked > 0))
871                 return;
872
873 // Updates DMA time
874         GetSoundtime();
875
876 // check to make sure that we haven't overshot
877         if (paintedtime < soundtime)
878         {
879                 //Con_Printf ("S_Update_ : overflow\n");
880                 paintedtime = soundtime;
881         }
882
883 // mix ahead of current position
884         endtime = soundtime + _snd_mixahead.value * shm->speed;
885         samps = shm->samples >> (shm->channels-1);
886         if (endtime - soundtime > samps)
887                 endtime = soundtime + samps;
888
889 #ifdef _WIN32
890 // if the buffer was lost or stopped, restore it and/or restart it
891         {
892                 DWORD   dwStatus;
893
894                 if (pDSBuf)
895                 {
896                         if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
897                                 Con_Printf ("Couldn't get sound buffer status\n");
898                         
899                         if (dwStatus & DSBSTATUS_BUFFERLOST)
900                                 pDSBuf->lpVtbl->Restore (pDSBuf);
901                         
902                         if (!(dwStatus & DSBSTATUS_PLAYING))
903                                 pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
904                 }
905         }
906 #endif
907
908         S_PaintChannels (endtime);
909
910         SNDDMA_Submit ();
911 }
912
913 /*
914 ===============================================================================
915
916 console functions
917
918 ===============================================================================
919 */
920
921 void S_Play(void)
922 {
923         static int hash=345;
924         int     i;
925         char name[256];
926         sfx_t   *sfx;
927         
928         i = 1;
929         while (i<Cmd_Argc())
930         {
931                 if (!strrchr(Cmd_Argv(i), '.'))
932                 {
933                         strcpy(name, Cmd_Argv(i));
934                         strcat(name, ".wav");
935                 }
936                 else
937                         strcpy(name, Cmd_Argv(i));
938                 sfx = S_PrecacheSound(name);
939                 S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
940                 i++;
941         }
942 }
943
944 void S_Play2(void)
945 {
946         static int hash=345;
947         int     i;
948         char name[256];
949         sfx_t   *sfx;
950         
951         i = 1;
952         while (i<Cmd_Argc())
953         {
954                 if (!strrchr(Cmd_Argv(i), '.'))
955                 {
956                         strcpy(name, Cmd_Argv(i));
957                         strcat(name, ".wav");
958                 }
959                 else
960                         strcpy(name, Cmd_Argv(i));
961                 sfx = S_PrecacheSound(name);
962                 S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 0.0);
963                 i++;
964         }
965 }
966
967 void S_PlayVol(void)
968 {
969         static int hash=543;
970         int i;
971         float vol;
972         char name[256];
973         sfx_t   *sfx;
974         
975         i = 1;
976         while (i<Cmd_Argc())
977         {
978                 if (!strrchr(Cmd_Argv(i), '.'))
979                 {
980                         strcpy(name, Cmd_Argv(i));
981                         strcat(name, ".wav");
982                 }
983                 else
984                         strcpy(name, Cmd_Argv(i));
985                 sfx = S_PrecacheSound(name);
986                 vol = atof(Cmd_Argv(i+1));
987                 S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
988                 i+=2;
989         }
990 }
991
992 void S_SoundList(void)
993 {
994         int             i;
995         sfx_t   *sfx;
996         sfxcache_t      *sc;
997         int             size, total;
998
999         total = 0;
1000         for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
1001         {
1002                 sc = Cache_Check (&sfx->cache);
1003                 if (!sc)
1004                         continue;
1005                 size = sc->length*sc->width*(sc->stereo+1);
1006                 total += size;
1007                 if (sc->loopstart >= 0)
1008                         Con_Printf ("L");
1009                 else
1010                         Con_Printf (" ");
1011                 Con_Printf("(%2db) %6i : %s\n",sc->width*8,  size, sfx->name);
1012         }
1013         Con_Printf ("Total resident: %i\n", total);
1014 }
1015
1016
1017 void S_LocalSound (char *sound)
1018 {
1019         sfx_t   *sfx;
1020
1021         if (nosound.value)
1022                 return;
1023         if (!sound_started)
1024                 return;
1025                 
1026         sfx = S_PrecacheSound (sound);
1027         if (!sfx)
1028         {
1029                 Con_Printf ("S_LocalSound: can't cache %s\n", sound);
1030                 return;
1031         }
1032         S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
1033 }
1034
1035
1036 void S_ClearPrecache (void)
1037 {
1038 }
1039
1040
1041 void S_BeginPrecaching (void)
1042 {
1043 }
1044
1045
1046 void S_EndPrecaching (void)
1047 {
1048 }
1049