/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // snd_dma.c -- main control for any streaming sound output device #include "quakedef.h" #ifdef USE_DSOUND #include #include extern DWORD gSndBufSize; extern LPDIRECTSOUND pDS; extern LPDIRECTSOUNDBUFFER pDSBuf; #endif #include "snd_ogg.h" void S_Play(void); void S_PlayVol(void); void S_Play2(void); void S_SoundList(void); void S_Update_(); void S_StopAllSounds(qboolean clear); void S_StopAllSoundsC(void); void S_ClearBuffer (void); // ======================================================================= // Internal sound data & structures // ======================================================================= channel_t channels[MAX_CHANNELS]; unsigned int total_channels; int snd_blocked = 0; cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0"}; cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1"}; // pointer should go away volatile dma_t *shm = 0; volatile dma_t sn; vec3_t listener_origin; matrix4x4_t listener_matrix; vec_t sound_nominal_clip_dist=1000.0; mempool_t *snd_mempool; // sample PAIRS int soundtime; int paintedtime; //LordHavoc: increased the client sound limit from 512 to 4096 for the Nehahra movie #define MAX_SFX 4096 sfx_t *known_sfx; // allocated [MAX_SFX] int num_sfx; sfx_t *ambient_sfx[NUM_AMBIENTS]; int sound_started = 0; cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1"}; cvar_t volume = {CVAR_SAVE, "volume", "0.7"}; cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1"}; cvar_t nosound = {0, "nosound", "0"}; cvar_t snd_precache = {0, "snd_precache", "1"}; cvar_t bgmbuffer = {0, "bgmbuffer", "4096"}; cvar_t ambient_level = {0, "ambient_level", "0.3"}; cvar_t ambient_fade = {0, "ambient_fade", "100"}; cvar_t snd_noextraupdate = {0, "snd_noextraupdate", "0"}; cvar_t snd_show = {0, "snd_show", "0"}; cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1"}; cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0"}; // ==================================================================== // User-setable variables // ==================================================================== // // Fake dma is a synchronous faking of the DMA progress used for // isolating performance in the renderer. The fakedma_updates is // number of times S_Update() is called per second. // qboolean fakedma = false; int fakedma_updates = 15; void S_SoundInfo_f(void) { if (!sound_started || !shm) { Con_Print("sound system not started\n"); return; } Con_Printf("%5d stereo\n", shm->format.channels - 1); Con_Printf("%5d samples\n", shm->samples); Con_Printf("%5d samplepos\n", shm->samplepos); Con_Printf("%5d samplebits\n", shm->format.width * 8); Con_Printf("%5d speed\n", shm->format.speed); Con_Printf("%p dma buffer\n", shm->buffer); Con_Printf("%5u total_channels\n", total_channels); } void S_UnloadSounds(void) { int i; for (i = 0;i < num_sfx;i++) S_UnloadSound(known_sfx + i); } void S_LoadSounds(void) { int i; for (i = 0;i < num_sfx;i++) S_LoadSound(known_sfx + i, false); } void S_Startup(void) { if (!snd_initialized.integer) return; shm = &sn; memset((void *)shm, 0, sizeof(*shm)); // create a piece of DMA memory if (fakedma) { shm->format.width = 2; shm->format.speed = 22050; shm->format.channels = 2; shm->samples = 32768; shm->samplepos = 0; shm->buffer = Mem_Alloc(snd_mempool, shm->format.channels * shm->samples * shm->format.width); } else { if (!SNDDMA_Init()) { Con_Print("S_Startup: SNDDMA_Init failed.\n"); sound_started = 0; shm = NULL; return; } } sound_started = 1; Con_DPrintf("Sound sampling rate: %i\n", shm->format.speed); //S_LoadSounds(); S_StopAllSounds(true); } void S_Shutdown(void) { if (!sound_started) return; //S_UnloadSounds(); if (fakedma) Mem_Free(shm->buffer); else SNDDMA_Shutdown(); shm = NULL; sound_started = 0; } void S_Restart_f(void) { S_Shutdown(); S_Startup(); } /* ================ S_Init ================ */ void S_Init(void) { Con_DPrint("\nSound Initialization\n"); Cvar_RegisterVariable(&volume); Cvar_RegisterVariable(&bgmvolume); Cvar_RegisterVariable(&snd_staticvolume); // COMMANDLINEOPTION: -nosound disables sound (including CD audio) if (COM_CheckParm("-nosound") || COM_CheckParm("-safe")) return; snd_mempool = Mem_AllocPool("sound", 0, NULL); // COMMANDLINEOPTION: -simsound runs sound mixing but with no output if (COM_CheckParm("-simsound")) fakedma = true; Cmd_AddCommand("play", S_Play); Cmd_AddCommand("play2", S_Play2); Cmd_AddCommand("playvol", S_PlayVol); Cmd_AddCommand("stopsound", S_StopAllSoundsC); Cmd_AddCommand("soundlist", S_SoundList); Cmd_AddCommand("soundinfo", S_SoundInfo_f); Cmd_AddCommand("snd_restart", S_Restart_f); Cvar_RegisterVariable(&nosound); Cvar_RegisterVariable(&snd_precache); Cvar_RegisterVariable(&snd_initialized); Cvar_RegisterVariable(&snd_streaming); Cvar_RegisterVariable(&bgmbuffer); Cvar_RegisterVariable(&ambient_level); Cvar_RegisterVariable(&ambient_fade); Cvar_RegisterVariable(&snd_noextraupdate); Cvar_RegisterVariable(&snd_show); Cvar_RegisterVariable(&_snd_mixahead); Cvar_RegisterVariable(&snd_swapstereo); // LordHavoc: for people with backwards sound wiring Cvar_SetValueQuick(&snd_initialized, true); known_sfx = Mem_Alloc(snd_mempool, MAX_SFX*sizeof(sfx_t)); num_sfx = 0; SND_InitScaletable (); ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav", false, true); ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav", false, true); total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics memset(channels, 0, MAX_CHANNELS * sizeof(channel_t)); OGG_OpenLibrary (); } // ======================================================================= // Load a sound // ======================================================================= /* ========= S_GetCached ========= */ sfx_t *S_GetCached (const char *name, qboolean stdpath) { char namebuffer [MAX_QPATH]; size_t len; int i; if (!snd_initialized.integer) return NULL; if (!name) Host_Error("S_GetCached: NULL"); // Add the default sound directory to the path len = snprintf (namebuffer, sizeof (namebuffer), stdpath ? "sound/%s" : "%s", name); if (len >= sizeof (namebuffer)) Host_Error ("S_GetCached: sound name too long (%s)", name); for(i = 0;i < num_sfx;i++) if(!strcmp(known_sfx[i].name, namebuffer)) return &known_sfx[i]; return NULL; } /* ================== S_FindName ================== */ sfx_t *S_FindName (const char *name, qboolean stdpath) { sfx_t *sfx; if (!snd_initialized.integer) return NULL; sfx = S_GetCached (name, stdpath); // If we haven't allocated a sfx_t struct for it yet if (sfx == NULL) { if (num_sfx == MAX_SFX) Sys_Error ("S_FindName: out of sfx_t"); sfx = &known_sfx[num_sfx++]; memset (sfx, 0, sizeof(*sfx)); snprintf (sfx->name, sizeof (sfx->name), stdpath ? "sound/%s" : "%s", name); } return sfx; } /* ================== S_TouchSound ================== */ void S_TouchSound (const char *name, qboolean stdpath) { sfx_t *sfx; sfx = S_FindName (name, stdpath); // Set the "used" flag for this sound if (sfx != NULL) sfx->flags |= SFXFLAG_USED; } /* ================== S_ClearUsed Reset the "used" flag of all precached sounds ================== */ void S_ClearUsed (void) { int i; for (i = 0; i < num_sfx; i++) known_sfx[i].flags &= ~SFXFLAG_USED; } /* ================== S_PurgeUnused Free all precached sounds without the "used" flag ================== */ void S_PurgeUnused (void) { int i; sfx_t *sfx; for (i = 0; i < num_sfx; i++) { sfx = &known_sfx[i]; if (! (sfx->flags & SFXFLAG_USED)) S_UnloadSound (sfx); } } /* ================== S_PrecacheSound ================== */ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean stdpath) { sfx_t *sfx; if (!snd_initialized.integer) return NULL; sfx = S_FindName (name, stdpath); if (!nosound.integer && snd_precache.integer) S_LoadSound(sfx, complain); return sfx; } //============================================================================= /* ================= SND_PickChannel Picks a channel based on priorities, empty slots, number of channels ================= */ channel_t *SND_PickChannel(int entnum, int entchannel) { int ch_idx; int first_to_die; int life_left; channel_t* ch; // Check for replacement sound, or find the best one to replace first_to_die = -1; life_left = 0x7fffffff; for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++) { ch = &channels[ch_idx]; if (entchannel != 0 // channel 0 never overrides && ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) ) { // always override sound from same entity first_to_die = ch_idx; break; } // don't let monster sounds override player sounds if (ch->entnum == cl.viewentity && entnum != cl.viewentity && ch->sfx) continue; // don't override looped sounds if ((ch->flags & CHANNELFLAG_FORCELOOP) != 0 || (ch->sfx != NULL && ch->sfx->loopstart >= 0)) continue; if (ch->end - paintedtime < life_left) { life_left = ch->end - paintedtime; first_to_die = ch_idx; } } if (first_to_die == -1) return NULL; if (channels[first_to_die].sfx) channels[first_to_die].sfx = NULL; return &channels[first_to_die]; } /* ================= SND_Spatialize Spatializes a channel ================= */ void SND_Spatialize(channel_t *ch, int isstatic) { vec_t dist, scale, pan; vec3_t source_vec; // 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) { ch->leftvol = ch->master_vol; ch->rightvol = ch->master_vol; } else { // update sound origin if we know about the entity if (ch->entnum > 0 && cls.state == ca_connected && 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]->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); } // calculate stereo seperation and distance attenuation Matrix4x4_Transform(&listener_matrix, ch->origin, source_vec); dist = VectorNormalizeLength(source_vec); // distance scale = ch->master_vol * (1.0 - (dist * ch->dist_mult)); // panning pan = scale * source_vec[1]; // calculate the volumes ch->leftvol = (int) (scale + pan); ch->rightvol = (int) (scale - pan); } // LordHavoc: allow adjusting volume of static sounds if (isstatic) { ch->leftvol *= snd_staticvolume.value; ch->rightvol *= snd_staticvolume.value; } // clamp volumes ch->leftvol = bound(0, ch->leftvol, 255); ch->rightvol = bound(0, ch->rightvol, 255); } // ======================================================================= // Start a sound effect // ======================================================================= int S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation) { channel_t *target_chan, *check; int vol; int ch_idx; size_t skip; if (!sound_started || !sfx || !sfx->fetcher || nosound.integer) return -1; vol = fvol*255; // pick a channel to play on target_chan = SND_PickChannel(entnum, entchannel); if (!target_chan) return -1; // spatialize memset (target_chan, 0, sizeof(*target_chan)); VectorCopy(origin, target_chan->origin); target_chan->dist_mult = attenuation / sound_nominal_clip_dist; target_chan->master_vol = vol; target_chan->entnum = entnum; target_chan->entchannel = entchannel; SND_Spatialize(target_chan, false); // LordHavoc: spawn the sound anyway because the player might teleport to it //if (!target_chan->leftvol && !target_chan->rightvol) // return; // not audible at all // new channel if (!S_LoadSound (sfx, true)) { target_chan->sfx = NULL; return -1; // couldn't load the sound's data } target_chan->sfx = sfx; target_chan->flags = CHANNELFLAG_NONE; target_chan->pos = 0.0; target_chan->end = paintedtime + sfx->total_length; target_chan->lastptime = paintedtime; // 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++) { if (check == target_chan) continue; if (check->sfx == sfx && !check->pos) { // LordHavoc: fixed skip calculations skip = 0.1 * sfx->format.speed; if (skip > sfx->total_length) skip = sfx->total_length; if (skip > 0) skip = rand() % skip; target_chan->pos += skip; target_chan->end -= skip; break; } } return (target_chan - channels); } void S_StopChannel (unsigned int channel_ind) { channel_t *ch; if (channel_ind >= total_channels) return; ch = &channels[channel_ind]; if (ch->sfx != NULL) { if (ch->sfx->fetcher != NULL) { snd_fetcher_end_t fetcher_end = ch->sfx->fetcher->end; if (fetcher_end != NULL) fetcher_end (ch); } ch->sfx = NULL; } ch->end = 0; } void S_PauseChannel (unsigned int channel_ind, qboolean toggle) { if (toggle) channels[channel_ind].flags |= CHANNELFLAG_PAUSED; else channels[channel_ind].flags &= ~CHANNELFLAG_PAUSED; } void S_LoopChannel (unsigned int channel_ind, qboolean toggle) { if (toggle) channels[channel_ind].flags |= CHANNELFLAG_FORCELOOP; else channels[channel_ind].flags &= ~CHANNELFLAG_FORCELOOP; } void S_StopSound(int entnum, int entchannel) { unsigned int i; for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++) if (channels[i].entnum == entnum && channels[i].entchannel == entchannel) { S_StopChannel (i); return; } } void S_StopAllSounds(qboolean clear) { unsigned int i; for (i = 0; i < total_channels; i++) S_StopChannel (i); total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics memset(channels, 0, MAX_CHANNELS * sizeof(channel_t)); if (clear) S_ClearBuffer(); } void S_StopAllSoundsC(void) { S_StopAllSounds(true); } void S_PauseGameSounds (void) { unsigned int i; for (i = 0; i < total_channels; i++) { channel_t *ch; ch = &channels[i]; if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND)) ch->flags |= CHANNELFLAG_PAUSED; } } void S_ResumeGameSounds (void) { unsigned int i; for (i = 0; i < total_channels; i++) { channel_t *ch; ch = &channels[i]; if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND)) ch->flags &= ~CHANNELFLAG_PAUSED; } } void S_SetChannelVolume (unsigned int ch_ind, float fvol) { channels[ch_ind].master_vol = fvol * 255; } void S_ClearBuffer(void) { int clear; if (!sound_started || !shm) return; if (shm->format.width == 1) clear = 0x80; else clear = 0; #ifdef USE_DSOUND if (pDSBuf) { DWORD dwSize; DWORD *pData; int reps; HRESULT hresult; reps = 0; while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, (LPVOID*)&pData, &dwSize, NULL, NULL, 0)) != DS_OK) { if (hresult != DSERR_BUFFERLOST) { Con_Print("S_ClearBuffer: DS::Lock Sound Buffer Failed\n"); S_Shutdown (); return; } if (++reps > 10000) { Con_Print("S_ClearBuffer: DS: couldn't restore buffer\n"); S_Shutdown (); return; } } memset(pData, clear, shm->samples * shm->format.width); pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0); } else #endif if (shm->buffer) { int setsize = shm->samples * shm->format.width; char *buf = shm->buffer; while (setsize--) *buf++ = clear; // on i586/i686 optimized versions of glibc, glibc *wrongly* IMO, // reads the memory area before writing to it causing a seg fault // since the memory is PROT_WRITE only and not PROT_READ|PROT_WRITE // memset(shm->buffer, clear, shm->samples * shm->samplebits/8); } } /* ================= S_StaticSound ================= */ void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation) { channel_t *ss; if (!sfx) return; if (total_channels == MAX_CHANNELS) { Con_Print("total_channels == MAX_CHANNELS\n"); return; } if (!S_LoadSound (sfx, true)) return; if (sfx->loopstart == -1) Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name); ss = &channels[total_channels++]; memset(ss, 0, sizeof(*ss)); ss->flags = CHANNELFLAG_FORCELOOP; ss->sfx = sfx; VectorCopy (origin, ss->origin); ss->master_vol = vol; ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist; ss->end = paintedtime + sfx->total_length; ss->lastptime = paintedtime; SND_Spatialize (ss, true); } //============================================================================= /* =================== S_UpdateAmbientSounds =================== */ void S_UpdateAmbientSounds (void) { float vol; int ambient_channel; channel_t *chan; qbyte ambientlevels[NUM_AMBIENTS]; // LordHavoc: kill ambient sounds until proven otherwise for (ambient_channel = 0 ; ambient_channel < NUM_AMBIENTS;ambient_channel++) channels[ambient_channel].sfx = NULL; if (ambient_level.value <= 0 || !cl.worldmodel || !cl.worldmodel->brush.AmbientSoundLevelsForPoint) return; cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_origin, ambientlevels, sizeof(ambientlevels)); // calc ambient sound levels for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++) { if (ambient_sfx[ambient_channel] && (ambient_sfx[ambient_channel]->flags & SFXFLAG_SILENTLYMISSING)) continue; chan = &channels[ambient_channel]; chan->flags |= CHANNELFLAG_FORCELOOP; chan->sfx = ambient_sfx[ambient_channel]; vol = ambient_level.value * ambientlevels[ambient_channel]; if (vol < 8) vol = 0; // don't adjust volume too fast if (chan->master_vol < vol) { chan->master_vol += host_realframetime * ambient_fade.value; if (chan->master_vol > vol) chan->master_vol = vol; } else if (chan->master_vol > vol) { chan->master_vol -= host_realframetime * ambient_fade.value; if (chan->master_vol < vol) chan->master_vol = vol; } chan->leftvol = chan->rightvol = chan->master_vol; } } /* ============ S_Update Called once each time through the main loop ============ */ void S_Update(const matrix4x4_t *listenermatrix) { unsigned int i, j, total; channel_t *ch, *combine; if (!snd_initialized.integer || (snd_blocked > 0)) return; Matrix4x4_Invert_Simple(&listener_matrix, listenermatrix); Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin); // update general area ambient sound sources S_UpdateAmbientSounds (); combine = NULL; // update spatialization for static and dynamic sounds ch = channels+NUM_AMBIENTS; for (i=NUM_AMBIENTS ; isfx) continue; SND_Spatialize(ch, i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS); // respatialize channel if (!ch->leftvol && !ch->rightvol) continue; // try to combine static sounds with a previous channel of the same // sound effect so we don't mix five torches every frame if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS) { // see if it can just use the last one if (combine && combine->sfx == ch->sfx) { combine->leftvol += ch->leftvol; combine->rightvol += ch->rightvol; ch->leftvol = ch->rightvol = 0; continue; } // search for one combine = channels+MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS ; jsfx == ch->sfx) break; if (j == total_channels) combine = NULL; else { if (combine != ch) { combine->leftvol += ch->leftvol; combine->rightvol += ch->rightvol; ch->leftvol = ch->rightvol = 0; } continue; } } } // // debugging output // if (snd_show.integer) { total = 0; ch = channels; for (i=0 ; isfx && (ch->leftvol || ch->rightvol) ) total++; Con_Printf("----(%u)----\n", total); } // mix some sound S_Update_(); } void GetSoundtime(void) { int samplepos; static int buffers; static int oldsamplepos; int fullsamples; fullsamples = shm->samples / shm->format.channels; // it is possible to miscount buffers if it has wrapped twice between // calls to S_Update. Oh well. samplepos = SNDDMA_GetDMAPos(); if (samplepos < oldsamplepos) { buffers++; // buffer wrapped if (paintedtime > 0x40000000) { // time to chop things off to avoid 32 bit limits buffers = 0; paintedtime = fullsamples; S_StopAllSounds (true); } } oldsamplepos = samplepos; soundtime = buffers * fullsamples + samplepos / shm->format.channels; } void IN_Accumulate (void); void S_ExtraUpdate (void) { #ifdef USE_DSOUND IN_Accumulate (); #endif if (snd_noextraupdate.integer) return; // don't pollute timings S_Update_(); } void S_Update_(void) { unsigned endtime; int samps; if (!sound_started || (snd_blocked > 0)) return; // Updates DMA time GetSoundtime(); // check to make sure that we haven't overshot if (paintedtime < soundtime) paintedtime = soundtime; // mix ahead of current position endtime = soundtime + _snd_mixahead.value * shm->format.speed; samps = shm->samples >> (shm->format.channels - 1); if (endtime > (unsigned int)(soundtime + samps)) endtime = soundtime + samps; #ifdef USE_DSOUND // if the buffer was lost or stopped, restore it and/or restart it { DWORD dwStatus; if (pDSBuf) { if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DS_OK) Con_Print("Couldn't get sound buffer status\n"); if (dwStatus & DSBSTATUS_BUFFERLOST) pDSBuf->lpVtbl->Restore (pDSBuf); if (!(dwStatus & DSBSTATUS_PLAYING)) pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING); } } #endif S_PaintChannels (endtime); SNDDMA_Submit (); } /* =============================================================================== console functions =============================================================================== */ static void S_Play_Common(float fvol, float attenuation) { int i, ch_ind; char name[256]; sfx_t *sfx; i = 1; while (i= 0) channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND; } } void S_Play(void) { S_Play_Common (1.0f, 1.0f); } void S_Play2(void) { S_Play_Common (1.0f, 0.0f); } void S_PlayVol(void) { S_Play_Common (-1.0f, 0.0f); } void S_SoundList(void) { int i; sfx_t *sfx; int size, total; total = 0; for (sfx=known_sfx, i=0 ; ifetcher != NULL) { size = sfx->mempool->totalsize; total += size; Con_Printf ("%c%c(%2db, %6s) %8i : %s\n", (sfx->loopstart >= 0) ? 'L' : ' ', (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ', sfx->format.width * 8, (sfx->format.channels == 2) ? "stereo" : "mono", size, sfx->name); } } Con_Printf("Total resident: %i\n", total); } void S_LocalSound (const char *sound, qboolean stdpath) { sfx_t *sfx; int ch_ind; if (!snd_initialized.integer || nosound.integer) return; sfx = S_PrecacheSound (sound, true, stdpath); if (!sfx) { Con_Printf("S_LocalSound: can't precache %s\n", sound); return; } ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 1); if (ch_ind >= 0) channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND; }