/* 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_main.c -- main control for any streaming sound output device #include "quakedef.h" #include "snd_main.h" #include "snd_ogg.h" #include "snd_modplug.h" #define SND_MIN_SPEED 8000 #define SND_MAX_SPEED 96000 #define SND_MIN_WIDTH 1 #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; // 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. // (rear left + rear right, and front center + LFE are swapped). #define SND_SPEAKERLAYOUTS (sizeof(snd_speakerlayouts) / sizeof(snd_speakerlayouts[0])) 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 } }, { "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}, } }, { // these systems sometimes have a subwoofer as well, but it has no // 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}, } }, { // these systems sometimes have a subwoofer as well, but it has no // 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}, } }, { "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}, } } }; // ======================================================================= // Internal sound data & structures // ======================================================================= channel_t channels[MAX_CHANNELS]; unsigned int total_channels; snd_ringbuffer_t *snd_renderbuffer = NULL; static unsigned int soundtime = 0; static unsigned int oldpaintedtime = 0; static unsigned int extrasoundtime = 0; static double snd_starttime = 0.0; qboolean snd_threaded = false; qboolean snd_usethreadedmixing = false; vec3_t listener_origin; matrix4x4_t listener_matrix[SND_LISTENERS]; mempool_t *snd_mempool; // Linked list of known sfx static sfx_t *known_sfx = NULL; static qboolean sound_spatialized = false; qboolean simsound = false; static qboolean recording_sound = false; int snd_blocked = 0; static int current_swapstereo = false; static int current_channellayout = SND_CHANNELLAYOUT_AUTO; static int current_channellayout_used = SND_CHANNELLAYOUT_AUTO; // 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 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)"}; // 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_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; cvar_t snd_channellayout = {0, "snd_channellayout", "0", "channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)"}; cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"}; cvar_t snd_entchannel0volume = {CVAR_SAVE, "snd_entchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of regular entities"}; cvar_t snd_entchannel1volume = {CVAR_SAVE, "snd_entchannel1volume", "1", "volume multiplier of the 1st entity channel of regular entities"}; cvar_t snd_entchannel2volume = {CVAR_SAVE, "snd_entchannel2volume", "1", "volume multiplier of the 2nd entity channel of regular entities"}; cvar_t snd_entchannel3volume = {CVAR_SAVE, "snd_entchannel3volume", "1", "volume multiplier of the 3rd entity channel of regular entities"}; cvar_t snd_entchannel4volume = {CVAR_SAVE, "snd_entchannel4volume", "1", "volume multiplier of the 4th entity channel of regular entities"}; cvar_t snd_entchannel5volume = {CVAR_SAVE, "snd_entchannel5volume", "1", "volume multiplier of the 5th entity channel of regular entities"}; cvar_t snd_entchannel6volume = {CVAR_SAVE, "snd_entchannel6volume", "1", "volume multiplier of the 6th entity channel of regular entities"}; cvar_t snd_entchannel7volume = {CVAR_SAVE, "snd_entchannel7volume", "1", "volume multiplier of the 7th entity channel of regular entities"}; cvar_t snd_playerchannel0volume = {CVAR_SAVE, "snd_playerchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of player entities"}; cvar_t snd_playerchannel1volume = {CVAR_SAVE, "snd_playerchannel1volume", "1", "volume multiplier of the 1st entity channel of player entities"}; cvar_t snd_playerchannel2volume = {CVAR_SAVE, "snd_playerchannel2volume", "1", "volume multiplier of the 2nd entity channel of player entities"}; cvar_t snd_playerchannel3volume = {CVAR_SAVE, "snd_playerchannel3volume", "1", "volume multiplier of the 3rd entity channel of player entities"}; cvar_t snd_playerchannel4volume = {CVAR_SAVE, "snd_playerchannel4volume", "1", "volume multiplier of the 4th entity channel of player entities"}; cvar_t snd_playerchannel5volume = {CVAR_SAVE, "snd_playerchannel5volume", "1", "volume multiplier of the 5th entity channel of player entities"}; cvar_t snd_playerchannel6volume = {CVAR_SAVE, "snd_playerchannel6volume", "1", "volume multiplier of the 6th entity channel of player entities"}; cvar_t snd_playerchannel7volume = {CVAR_SAVE, "snd_playerchannel7volume", "1", "volume multiplier of the 7th entity channel of player entities"}; cvar_t snd_worldchannel0volume = {CVAR_SAVE, "snd_worldchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity"}; cvar_t snd_worldchannel1volume = {CVAR_SAVE, "snd_worldchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity"}; cvar_t snd_worldchannel2volume = {CVAR_SAVE, "snd_worldchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity"}; cvar_t snd_worldchannel3volume = {CVAR_SAVE, "snd_worldchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity"}; cvar_t snd_worldchannel4volume = {CVAR_SAVE, "snd_worldchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity"}; cvar_t snd_worldchannel5volume = {CVAR_SAVE, "snd_worldchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity"}; cvar_t snd_worldchannel6volume = {CVAR_SAVE, "snd_worldchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity"}; cvar_t snd_worldchannel7volume = {CVAR_SAVE, "snd_worldchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity"}; cvar_t snd_csqcchannel0volume = {CVAR_SAVE, "snd_csqcchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity"}; cvar_t snd_csqcchannel1volume = {CVAR_SAVE, "snd_csqcchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity"}; cvar_t snd_csqcchannel2volume = {CVAR_SAVE, "snd_csqcchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity"}; cvar_t snd_csqcchannel3volume = {CVAR_SAVE, "snd_csqcchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity"}; cvar_t snd_csqcchannel4volume = {CVAR_SAVE, "snd_csqcchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity"}; cvar_t snd_csqcchannel5volume = {CVAR_SAVE, "snd_csqcchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity"}; cvar_t snd_csqcchannel6volume = {CVAR_SAVE, "snd_csqcchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity"}; cvar_t snd_csqcchannel7volume = {CVAR_SAVE, "snd_csqcchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity"}; // Local cvars static cvar_t nosound = {0, "nosound", "0", "disables sound"}; static cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"}; static cvar_t ambient_level = {0, "ambient_level", "0.3", "volume of environment noises (water and wind)"}; static cvar_t ambient_fade = {0, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"}; static cvar_t snd_noextraupdate = {0, "snd_noextraupdate", "0", "disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates"}; static cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound mixing"}; // Default sound format is 48KHz, 16-bit, stereo // (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)"}; // Ambient sounds static sfx_t* ambient_sfxs [2] = { NULL, NULL }; static const char* ambient_names [2] = { "sound/ambience/water1.wav", "sound/ambience/wind2.wav" }; // ==================================================================== // Functions // ==================================================================== void S_FreeSfx (sfx_t *sfx, qboolean force); static void S_Play_Common (float fvol, float attenuation) { int i, ch_ind; char name [MAX_QPATH]; sfx_t *sfx; i = 1; while (i < Cmd_Argc ()) { // Get the name, and appends ".wav" as an extension if there's none strlcpy (name, Cmd_Argv (i), sizeof (name)); if (!strrchr (name, '.')) strlcat (name, ".wav", sizeof (name)); i++; // If we need to get the volume from the command line if (fvol == -1.0f) { fvol = atof (Cmd_Argv (i)); i++; } sfx = S_PrecacheSound (name, true, false); 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) S_FreeSfx (sfx, false); else channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND; } } } static void S_Play_f(void) { S_Play_Common (1.0f, 1.0f); } static void S_Play2_f(void) { S_Play_Common (1.0f, 0.0f); } static void S_PlayVol_f(void) { S_Play_Common (-1.0f, 0.0f); } static void S_SoundList_f (void) { unsigned int i; sfx_t *sfx; unsigned int total; total = 0; for (sfx = known_sfx, i = 0; sfx != NULL; sfx = sfx->next, i++) { if (sfx->fetcher != NULL) { unsigned int size; const snd_format_t* format; size = sfx->memsize; format = sfx->fetcher->getfmt(sfx); Con_Printf ("%c%c%c%c(%2db, %6s) %8i : %s\n", (sfx->loopstart < sfx->total_length) ? 'L' : ' ', (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ', (sfx->locks > 0) ? 'K' : ' ', (sfx->flags & SFXFLAG_PERMANENTLOCK) ? 'P' : ' ', format->width * 8, (format->channels == 1) ? "mono" : "stereo", size, sfx->name); total += size; } else Con_Printf (" ( unknown ) unloaded : %s\n", sfx->name); } Con_Printf("Total resident: %i\n", total); } void S_SoundInfo_f(void) { if (snd_renderbuffer == NULL) { Con_Print("sound system not started\n"); return; } Con_Printf("%5d speakers\n", snd_renderbuffer->format.channels); Con_Printf("%5d frames\n", snd_renderbuffer->maxframes); Con_Printf("%5d samplebits\n", snd_renderbuffer->format.width * 8); Con_Printf("%5d speed\n", snd_renderbuffer->format.speed); Con_Printf("%5u total_channels\n", total_channels); } int S_GetSoundRate(void) { return snd_renderbuffer ? snd_renderbuffer->format.speed : 0; } static qboolean S_ChooseCheaperFormat (snd_format_t* format, qboolean fixed_speed, qboolean fixed_width, qboolean fixed_channels) { static const snd_format_t thresholds [] = { // speed width channels { SND_MIN_SPEED, SND_MIN_WIDTH, SND_MIN_CHANNELS }, { 11025, 1, 2 }, { 22050, 2, 2 }, { 44100, 2, 2 }, { 48000, 2, 6 }, { 96000, 2, 6 }, { SND_MAX_SPEED, SND_MAX_WIDTH, SND_MAX_CHANNELS }, }; const unsigned int nb_thresholds = sizeof(thresholds) / sizeof(thresholds[0]); unsigned int speed_level, width_level, channels_level; // If we have reached the minimum values, there's nothing more we can do if ((format->speed == thresholds[0].speed || fixed_speed) && (format->width == thresholds[0].width || fixed_width) && (format->channels == thresholds[0].channels || fixed_channels)) return false; // Check the min and max values #define CHECK_BOUNDARIES(param) \ if (format->param < thresholds[0].param) \ { \ format->param = thresholds[0].param; \ return true; \ } \ if (format->param > thresholds[nb_thresholds - 1].param) \ { \ format->param = thresholds[nb_thresholds - 1].param; \ return true; \ } CHECK_BOUNDARIES(speed); CHECK_BOUNDARIES(width); CHECK_BOUNDARIES(channels); #undef CHECK_BOUNDARIES // Find the level of each parameter #define FIND_LEVEL(param) \ param##_level = 0; \ while (param##_level < nb_thresholds - 1) \ { \ if (format->param <= thresholds[param##_level].param) \ break; \ \ param##_level++; \ } FIND_LEVEL(speed); FIND_LEVEL(width); FIND_LEVEL(channels); #undef FIND_LEVEL // Decrease the parameter with the highest level to the previous level if (channels_level >= speed_level && channels_level >= width_level && !fixed_channels) { format->channels = thresholds[channels_level - 1].channels; return true; } if (speed_level >= width_level && !fixed_speed) { format->speed = thresholds[speed_level - 1].speed; return true; } format->width = thresholds[width_level - 1].width; return true; } #define SWAP_LISTENERS(l1, l2, tmpl) { tmpl = (l1); (l1) = (l2); (l2) = tmpl; } static void S_SetChannelLayout (void) { unsigned int i; listener_t swaplistener; listener_t *listeners; int layout; for (i = 0; i < SND_SPEAKERLAYOUTS; i++) if (snd_speakerlayouts[i].channels == snd_renderbuffer->format.channels) break; if (i >= SND_SPEAKERLAYOUTS) { Con_Printf("S_SetChannelLayout: can't find the speaker layout for %hu channels. Defaulting to mono output\n", snd_renderbuffer->format.channels); i = SND_SPEAKERLAYOUTS - 1; } snd_speakerlayout = snd_speakerlayouts[i]; listeners = snd_speakerlayout.listeners; // Swap the left and right channels if snd_swapstereo is set if (boolxor(snd_swapstereo.integer, v_flipped.integer)) { switch (snd_speakerlayout.channels) { case 8: SWAP_LISTENERS(listeners[6], listeners[7], swaplistener); // no break case 4: case 6: SWAP_LISTENERS(listeners[2], listeners[3], swaplistener); // no break case 2: SWAP_LISTENERS(listeners[0], listeners[1], swaplistener); break; default: case 1: // Nothing to do break; } } // Sanity check if (snd_channellayout.integer < SND_CHANNELLAYOUT_AUTO || snd_channellayout.integer > SND_CHANNELLAYOUT_ALSA) Cvar_SetValueQuick (&snd_channellayout, SND_CHANNELLAYOUT_STANDARD); if (snd_channellayout.integer == SND_CHANNELLAYOUT_AUTO) { // If we're in the sound engine initialization if (current_channellayout_used == SND_CHANNELLAYOUT_AUTO) { layout = SND_CHANNELLAYOUT_STANDARD; Cvar_SetValueQuick (&snd_channellayout, layout); } else layout = current_channellayout_used; } else layout = snd_channellayout.integer; // Convert our layout (= ALSA) to the standard layout if necessary if (snd_speakerlayout.channels == 6 || snd_speakerlayout.channels == 8) { if (layout == SND_CHANNELLAYOUT_STANDARD) { SWAP_LISTENERS(listeners[2], listeners[4], swaplistener); SWAP_LISTENERS(listeners[3], listeners[5], swaplistener); } Con_Printf("S_SetChannelLayout: using %s speaker layout for 3D sound\n", (layout == SND_CHANNELLAYOUT_ALSA) ? "ALSA" : "standard"); } current_swapstereo = boolxor(snd_swapstereo.integer, v_flipped.integer); current_channellayout = snd_channellayout.integer; current_channellayout_used = layout; } void S_Startup (void) { qboolean fixed_speed, fixed_width, fixed_channels; snd_format_t chosen_fmt; static snd_format_t prev_render_format = {0, 0, 0}; char* env; #if _MSC_VER >= 1400 size_t envlen; #endif int i; if (!snd_initialized.integer) return; fixed_speed = false; fixed_width = false; fixed_channels = false; // Get the starting sound format from the cvars chosen_fmt.speed = snd_speed.integer; chosen_fmt.width = snd_width.integer; chosen_fmt.channels = snd_channels.integer; // Check the environment variables to see if the player wants a particular sound format #if _MSC_VER >= 1400 _dupenv_s(&env, &envlen, "QUAKE_SOUND_CHANNELS"); #else env = getenv("QUAKE_SOUND_CHANNELS"); #endif if (env != NULL) { chosen_fmt.channels = atoi (env); #if _MSC_VER >= 1400 free(env); #endif fixed_channels = true; } #if _MSC_VER >= 1400 _dupenv_s(&env, &envlen, "QUAKE_SOUND_SPEED"); #else env = getenv("QUAKE_SOUND_SPEED"); #endif if (env != NULL) { chosen_fmt.speed = atoi (env); #if _MSC_VER >= 1400 free(env); #endif fixed_speed = true; } #if _MSC_VER >= 1400 _dupenv_s(&env, &envlen, "QUAKE_SOUND_SAMPLEBITS"); #else env = getenv("QUAKE_SOUND_SAMPLEBITS"); #endif if (env != NULL) { chosen_fmt.width = atoi (env) / 8; #if _MSC_VER >= 1400 free(env); #endif fixed_width = true; } // Parse the command line to see if the player wants a particular sound format // COMMANDLINEOPTION: Sound: -sndquad sets sound output to 4 channel surround if (COM_CheckParm ("-sndquad") != 0) { chosen_fmt.channels = 4; fixed_channels = true; } // COMMANDLINEOPTION: Sound: -sndstereo sets sound output to stereo else if (COM_CheckParm ("-sndstereo") != 0) { chosen_fmt.channels = 2; fixed_channels = true; } // COMMANDLINEOPTION: Sound: -sndmono sets sound output to mono else if (COM_CheckParm ("-sndmono") != 0) { chosen_fmt.channels = 1; fixed_channels = true; } // COMMANDLINEOPTION: Sound: -sndspeed chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000) i = COM_CheckParm ("-sndspeed"); if (0 < i && i < com_argc - 1) { chosen_fmt.speed = atoi (com_argv[i + 1]); fixed_speed = true; } // COMMANDLINEOPTION: Sound: -sndbits chooses 8 bit or 16 bit sound output i = COM_CheckParm ("-sndbits"); if (0 < i && i < com_argc - 1) { chosen_fmt.width = atoi (com_argv[i + 1]) / 8; fixed_width = true; } // You can't change sound speed after start time (not yet supported) if (prev_render_format.speed != 0) { fixed_speed = true; if (chosen_fmt.speed != prev_render_format.speed) { Con_Printf("S_Startup: sound speed has changed! This is NOT supported yet. Falling back to previous speed (%u Hz)\n", prev_render_format.speed); chosen_fmt.speed = prev_render_format.speed; } } // Sanity checks if (chosen_fmt.speed < SND_MIN_SPEED) { chosen_fmt.speed = SND_MIN_SPEED; fixed_speed = false; } else if (chosen_fmt.speed > SND_MAX_SPEED) { chosen_fmt.speed = SND_MAX_SPEED; fixed_speed = false; } if (chosen_fmt.width < SND_MIN_WIDTH) { chosen_fmt.width = SND_MIN_WIDTH; fixed_width = false; } else if (chosen_fmt.width > SND_MAX_WIDTH) { chosen_fmt.width = SND_MAX_WIDTH; fixed_width = false; } if (chosen_fmt.channels < SND_MIN_CHANNELS) { chosen_fmt.channels = SND_MIN_CHANNELS; fixed_channels = false; } else if (chosen_fmt.channels > SND_MAX_CHANNELS) { chosen_fmt.channels = SND_MAX_CHANNELS; fixed_channels = false; } // create the sound buffer used for sumitting the samples to the plaform-dependent module if (!simsound) { snd_format_t suggest_fmt; qboolean accepted; accepted = false; do { Con_Printf("S_Startup: initializing sound output format: %dHz, %d bit, %d channels...\n", chosen_fmt.speed, chosen_fmt.width * 8, chosen_fmt.channels); memset(&suggest_fmt, 0, sizeof(suggest_fmt)); accepted = SndSys_Init(&chosen_fmt, &suggest_fmt); if (!accepted) { Con_Printf("S_Startup: sound output initialization FAILED\n"); // If the module is suggesting another one if (suggest_fmt.speed != 0) { memcpy(&chosen_fmt, &suggest_fmt, sizeof(chosen_fmt)); Con_Printf (" Driver has suggested %dHz, %d bit, %d channels. Retrying...\n", suggest_fmt.speed, suggest_fmt.width * 8, suggest_fmt.channels); } // Else, try to find a less resource-demanding format else if (!S_ChooseCheaperFormat (&chosen_fmt, fixed_speed, fixed_width, fixed_channels)) break; } } while (!accepted); // If we haven't found a suitable format if (!accepted) { Con_Print("S_Startup: SndSys_Init failed.\n"); sound_spatialized = false; return; } } else { snd_renderbuffer = Snd_CreateRingBuffer(&chosen_fmt, 0, NULL); Con_Print ("S_Startup: simulating sound output\n"); } memcpy(&prev_render_format, &snd_renderbuffer->format, sizeof(prev_render_format)); Con_Printf("Sound format: %dHz, %d channels, %d bits per sample\n", chosen_fmt.speed, chosen_fmt.channels, chosen_fmt.width * 8); // Update the cvars if (snd_speed.integer != (int)chosen_fmt.speed) Cvar_SetValueQuick(&snd_speed, chosen_fmt.speed); if (snd_width.integer != chosen_fmt.width) Cvar_SetValueQuick(&snd_width, chosen_fmt.width); if (snd_channels.integer != chosen_fmt.channels) Cvar_SetValueQuick(&snd_channels, chosen_fmt.channels); current_channellayout_used = SND_CHANNELLAYOUT_AUTO; S_SetChannelLayout(); snd_starttime = realtime; // If the sound module has already run, add an extra time to make sure // the sound time doesn't decrease, to not confuse playing SFXs if (oldpaintedtime != 0) { // The extra time must be a multiple of the render buffer size // to avoid modifying the current position in the buffer, // some modules write directly to a shared (DMA) buffer extrasoundtime = oldpaintedtime + snd_renderbuffer->maxframes - 1; extrasoundtime -= extrasoundtime % snd_renderbuffer->maxframes; Con_Printf("S_Startup: extra sound time = %u\n", extrasoundtime); soundtime = extrasoundtime; } else extrasoundtime = 0; snd_renderbuffer->startframe = soundtime; snd_renderbuffer->endframe = soundtime; recording_sound = false; } void S_Shutdown(void) { if (snd_renderbuffer == NULL) return; oldpaintedtime = snd_renderbuffer->endframe; if (simsound) { Mem_Free(snd_renderbuffer->ring); Mem_Free(snd_renderbuffer); snd_renderbuffer = NULL; } else SndSys_Shutdown(); sound_spatialized = false; } void S_Restart_f(void) { // NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches) // So, refuse to do this if we are connected. if(cls.state == ca_connected) { Con_Printf("snd_restart would wreak havoc if you do that while connected!\n"); return; } S_Shutdown(); S_Startup(); } /* ================ S_Init ================ */ void S_Init(void) { Cvar_RegisterVariable(&volume); Cvar_RegisterVariable(&bgmvolume); Cvar_RegisterVariable(&snd_staticvolume); Cvar_RegisterVariable(&snd_entchannel0volume); Cvar_RegisterVariable(&snd_entchannel1volume); Cvar_RegisterVariable(&snd_entchannel2volume); Cvar_RegisterVariable(&snd_entchannel3volume); Cvar_RegisterVariable(&snd_entchannel4volume); Cvar_RegisterVariable(&snd_entchannel5volume); Cvar_RegisterVariable(&snd_entchannel6volume); Cvar_RegisterVariable(&snd_entchannel7volume); Cvar_RegisterVariable(&snd_worldchannel0volume); Cvar_RegisterVariable(&snd_worldchannel1volume); Cvar_RegisterVariable(&snd_worldchannel2volume); Cvar_RegisterVariable(&snd_worldchannel3volume); Cvar_RegisterVariable(&snd_worldchannel4volume); Cvar_RegisterVariable(&snd_worldchannel5volume); Cvar_RegisterVariable(&snd_worldchannel6volume); Cvar_RegisterVariable(&snd_worldchannel7volume); Cvar_RegisterVariable(&snd_playerchannel0volume); Cvar_RegisterVariable(&snd_playerchannel1volume); Cvar_RegisterVariable(&snd_playerchannel2volume); Cvar_RegisterVariable(&snd_playerchannel3volume); Cvar_RegisterVariable(&snd_playerchannel4volume); Cvar_RegisterVariable(&snd_playerchannel5volume); Cvar_RegisterVariable(&snd_playerchannel6volume); Cvar_RegisterVariable(&snd_playerchannel7volume); Cvar_RegisterVariable(&snd_csqcchannel0volume); Cvar_RegisterVariable(&snd_csqcchannel1volume); Cvar_RegisterVariable(&snd_csqcchannel2volume); Cvar_RegisterVariable(&snd_csqcchannel3volume); Cvar_RegisterVariable(&snd_csqcchannel4volume); Cvar_RegisterVariable(&snd_csqcchannel5volume); Cvar_RegisterVariable(&snd_csqcchannel6volume); Cvar_RegisterVariable(&snd_csqcchannel7volume); Cvar_RegisterVariable(&snd_speed); Cvar_RegisterVariable(&snd_width); Cvar_RegisterVariable(&snd_channels); Cvar_RegisterVariable(&snd_mutewhenidle); // COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio) if (COM_CheckParm("-nosound")) { // dummy out Play and Play2 because mods stuffcmd that Cmd_AddCommand("play", Host_NoOperation_f, "does nothing because -nosound was specified"); Cmd_AddCommand("play2", Host_NoOperation_f, "does nothing because -nosound was specified"); return; } snd_mempool = Mem_AllocPool("sound", 0, NULL); // COMMANDLINEOPTION: Sound: -simsound runs sound mixing but with no output if (COM_CheckParm("-simsound")) simsound = true; Cmd_AddCommand("play", S_Play_f, "play a sound at your current location (not heard by anyone else)"); Cmd_AddCommand("play2", S_Play2_f, "play a sound globally throughout the level (not heard by anyone else)"); Cmd_AddCommand("playvol", S_PlayVol_f, "play a sound at the specified volume level at your current location (not heard by anyone else)"); Cmd_AddCommand("stopsound", S_StopAllSounds, "silence"); Cmd_AddCommand("soundlist", S_SoundList_f, "list loaded sounds"); Cmd_AddCommand("soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)"); Cmd_AddCommand("snd_restart", S_Restart_f, "restart sound system"); Cmd_AddCommand("snd_unloadallsounds", S_UnloadAllSounds_f, "unload all sound files"); Cvar_RegisterVariable(&nosound); Cvar_RegisterVariable(&snd_precache); Cvar_RegisterVariable(&snd_initialized); Cvar_RegisterVariable(&snd_streaming); Cvar_RegisterVariable(&ambient_level); Cvar_RegisterVariable(&ambient_fade); Cvar_RegisterVariable(&snd_noextraupdate); Cvar_RegisterVariable(&snd_show); Cvar_RegisterVariable(&_snd_mixahead); Cvar_RegisterVariable(&snd_swapstereo); // for people with backwards sound wiring Cvar_RegisterVariable(&snd_channellayout); Cvar_RegisterVariable(&snd_soundradius); Cvar_SetValueQuick(&snd_initialized, true); known_sfx = NULL; total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics memset(channels, 0, MAX_CHANNELS * sizeof(channel_t)); OGG_OpenLibrary (); ModPlug_OpenLibrary (); } /* ================ S_Terminate Shutdown and free all resources ================ */ void S_Terminate (void) { S_Shutdown (); ModPlug_CloseLibrary (); OGG_CloseLibrary (); // Free all SFXs while (known_sfx != NULL) S_FreeSfx (known_sfx, true); Cvar_SetValueQuick (&snd_initialized, false); Mem_FreePool (&snd_mempool); } /* ================== S_UnloadAllSounds_f ================== */ void S_UnloadAllSounds_f (void) { int i; // NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches) // So, refuse to do this if we are connected. if(cls.state == ca_connected) { Con_Printf("snd_unloadallsounds would wreak havoc if you do that while connected!\n"); return; } // stop any active sounds S_StopAllSounds(); // because the ambient sounds will be freed, clear the pointers for (i = 0;i < (int)sizeof (ambient_sfxs) / (int)sizeof (ambient_sfxs[0]);i++) ambient_sfxs[i] = NULL; // now free all sounds while (known_sfx != NULL) S_FreeSfx (known_sfx, true); } /* ================== S_FindName ================== */ sfx_t *S_FindName (const char *name) { sfx_t *sfx; if (!snd_initialized.integer) return NULL; if (strlen (name) >= sizeof (sfx->name)) { Con_Printf ("S_FindName: sound name too long (%s)\n", name); return NULL; } // Look for this sound in the list of known sfx // TODO: hash table search? for (sfx = known_sfx; sfx != NULL; sfx = sfx->next) if(!strcmp (sfx->name, name)) return sfx; // Add a sfx_t struct for this sound sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx)); memset (sfx, 0, sizeof(*sfx)); strlcpy (sfx->name, name, sizeof (sfx->name)); sfx->memsize = sizeof(*sfx); sfx->next = known_sfx; known_sfx = sfx; return sfx; } /* ================== S_FreeSfx ================== */ void S_FreeSfx (sfx_t *sfx, qboolean force) { unsigned int i; // Never free a locked sfx unless forced if (!force && (sfx->locks > 0 || (sfx->flags & SFXFLAG_PERMANENTLOCK))) return; if (developer_loading.integer) Con_Printf ("unloading sound %s\n", sfx->name); // Remove it from the list of known sfx if (sfx == known_sfx) known_sfx = known_sfx->next; else { sfx_t *prev_sfx; for (prev_sfx = known_sfx; prev_sfx != NULL; prev_sfx = prev_sfx->next) if (prev_sfx->next == sfx) { prev_sfx->next = sfx->next; break; } if (prev_sfx == NULL) { Con_Printf ("S_FreeSfx: Can't find SFX %s in the list!\n", sfx->name); return; } } // Stop all channels using this sfx for (i = 0; i < total_channels; i++) if (channels[i].sfx == sfx) S_StopChannel (i, true); // Free it if (sfx->fetcher != NULL && sfx->fetcher->free != NULL) sfx->fetcher->free (sfx->fetcher_data); Mem_Free (sfx); } /* ================== S_ServerSounds ================== */ void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds) { sfx_t *sfx; sfx_t *sfxnext; unsigned int i; // Start the ambient sounds and make them loop for (i = 0; i < sizeof (ambient_sfxs) / sizeof (ambient_sfxs[0]); i++) { // Precache it if it's not done (request a lock to make sure it will never be freed) if (ambient_sfxs[i] == NULL) ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, true); if (ambient_sfxs[i] != NULL) { // Add a lock to the SFX while playing. It will be // removed by S_StopAllSounds at the end of the level S_LockSfx (ambient_sfxs[i]); channels[i].sfx = ambient_sfxs[i]; channels[i].flags |= CHANNELFLAG_FORCELOOP; channels[i].master_vol = 0; } } // Remove 1 lock from all sfx with the SFXFLAG_SERVERSOUND flag, and remove the flag for (sfx = known_sfx; sfx != NULL; sfx = sfx->next) if (sfx->flags & SFXFLAG_SERVERSOUND) { 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; } } // Free all unlocked sfx for (sfx = known_sfx;sfx;sfx = sfxnext) { sfxnext = sfx->next; S_FreeSfx (sfx, false); } } /* ================== S_PrecacheSound ================== */ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock) { sfx_t *sfx; if (!snd_initialized.integer) return NULL; if (name == NULL || name[0] == 0) return NULL; sfx = S_FindName (name); if (sfx == NULL) return NULL; // clear the FILEMISSING flag so that S_LoadSound will try again on a // previously missing file sfx->flags &= ~ SFXFLAG_FILEMISSING; if (lock) S_LockSfx (sfx); if (!nosound.integer && snd_precache.integer) S_LoadSound(sfx, complain); return sfx; } /* ================== S_IsSoundPrecached ================== */ qboolean S_IsSoundPrecached (const sfx_t *sfx) { return (sfx != NULL && sfx->fetcher != NULL); } /* ================== S_LockSfx Add a lock to a SFX ================== */ void S_LockSfx (sfx_t *sfx) { sfx->locks++; } /* ================== S_UnlockSfx Remove a lock from a SFX ================== */ void S_UnlockSfx (sfx_t *sfx) { sfx->locks--; } /* ================== S_BlockSound ================== */ void S_BlockSound (void) { snd_blocked++; } /* ================== S_UnblockSound ================== */ void S_UnblockSound (void) { snd_blocked--; } /* ================= 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 first_life_left, life_left; channel_t* ch; // Check for replacement sound, or find the best one to replace first_to_die = -1; first_life_left = 0x7fffffff; // entity channels try to replace the existing sound on the channel if (entchannel != 0) { 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) ) { // always override sound from same entity S_StopChannel (ch_idx, true); return &channels[ch_idx]; } } } // there was no channel to override, so look for the first empty one for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++) { ch = &channels[ch_idx]; if (!ch->sfx) { // no sound on this channel first_to_die = ch_idx; break; } // don't let monster sounds override player sounds if (ch->entnum == cl.viewentity && entnum != cl.viewentity) continue; // don't override looped sounds if ((ch->flags & CHANNELFLAG_FORCELOOP) || ch->sfx->loopstart < ch->sfx->total_length) continue; life_left = ch->sfx->total_length - ch->pos; if (life_left < first_life_left) { first_life_left = life_left; first_to_die = ch_idx; } } if (first_to_die == -1) return NULL; return &channels[first_to_die]; } /* ================= SND_Spatialize Spatializes a channel ================= */ extern cvar_t cl_gameplayfix_soundsmovewithentities; void SND_Spatialize(channel_t *ch, qboolean isstatic) { int i; 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) { // TODO: sounds that follow CSQC entities? } else if (cl.entities[ch->entnum].state_current.active) { //Con_Printf("-- entnum %i origin %f %f %f neworigin %f %f %f\n", ch->entnum, ch->origin[0], ch->origin[1], ch->origin[2], cl.entities[ch->entnum].state_current.origin[0], cl.entities[ch->entnum].state_current.origin[1], cl.entities[ch->entnum].state_current.origin[2]); VectorCopy(cl.entities[ch->entnum].state_current.origin, ch->origin); if (cl.entities[ch->entnum].state_current.modelindex && cl.model_precache[cl.entities[ch->entnum].state_current.modelindex] && cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->soundfromcenter) VectorMAMAM(1.0f, ch->origin, 0.5f, cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->normalmins, 0.5f, cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->normalmaxs, ch->origin); } } mastervol = ch->master_vol; // Adjust volume of static sounds if (isstatic) mastervol *= snd_staticvolume.value; else if(!(ch->flags & CHANNELFLAG_FULLVOLUME)) // same as SND_PaintChannel uses { if(ch->entnum >= 32768) { switch(ch->entchannel) { case 0: mastervol *= snd_csqcchannel0volume.value; break; case 1: mastervol *= snd_csqcchannel1volume.value; break; case 2: mastervol *= snd_csqcchannel2volume.value; break; case 3: mastervol *= snd_csqcchannel3volume.value; break; case 4: mastervol *= snd_csqcchannel4volume.value; break; case 5: mastervol *= snd_csqcchannel5volume.value; break; case 6: mastervol *= snd_csqcchannel6volume.value; break; case 7: mastervol *= snd_csqcchannel7volume.value; break; default: break; } } else if(ch->entnum == 0) { switch(ch->entchannel) { case 0: mastervol *= snd_worldchannel0volume.value; break; case 1: mastervol *= snd_worldchannel1volume.value; break; case 2: mastervol *= snd_worldchannel2volume.value; break; case 3: mastervol *= snd_worldchannel3volume.value; break; case 4: mastervol *= snd_worldchannel4volume.value; break; case 5: mastervol *= snd_worldchannel5volume.value; break; case 6: mastervol *= snd_worldchannel6volume.value; break; case 7: mastervol *= snd_worldchannel7volume.value; break; default: break; } } else if(ch->entnum > 0 && ch->entnum <= cl.maxclients) { switch(ch->entchannel) { case 0: mastervol *= snd_playerchannel0volume.value; break; case 1: mastervol *= snd_playerchannel1volume.value; break; case 2: mastervol *= snd_playerchannel2volume.value; break; case 3: mastervol *= snd_playerchannel3volume.value; break; case 4: mastervol *= snd_playerchannel4volume.value; break; case 5: mastervol *= snd_playerchannel5volume.value; break; case 6: mastervol *= snd_playerchannel6volume.value; break; case 7: mastervol *= snd_playerchannel7volume.value; break; default: break; } } else { switch(ch->entchannel) { case 0: mastervol *= snd_entchannel0volume.value; break; case 1: mastervol *= snd_entchannel1volume.value; break; case 2: mastervol *= snd_entchannel2volume.value; break; case 3: mastervol *= snd_entchannel3volume.value; break; case 4: mastervol *= snd_entchannel4volume.value; break; case 5: mastervol *= snd_entchannel5volume.value; break; case 6: mastervol *= snd_entchannel6volume.value; break; case 7: mastervol *= snd_entchannel7volume.value; break; default: break; } } } // 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++) { vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume; ch->listener_volume[i] = (int)bound(0, vol, 255); } } else { // calculate stereo seperation and distance attenuation VectorSubtract(listener_origin, ch->origin, source_vec); dist = VectorLength(source_vec); intensity = mastervol * (1.0 - dist * ch->dist_mult); if (intensity > 0) { for (i = 0;i < SND_LISTENERS;i++) { Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec); VectorNormalize(source_vec); 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); } } else for (i = 0;i < SND_LISTENERS;i++) ch->listener_volume[i] = 0; } } // ======================================================================= // 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) { // Initialize the channel // 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 // If it's a static sound if (isstatic) { if (sfx->loopstart >= sfx->total_length) 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; // 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) { channel_t *target_chan, *check; int ch_idx; if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer) return -1; if (sfx->fetcher == NULL) return -1; // Pick a channel to play on target_chan = SND_PickChannel(entnum, entchannel); 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++) { if (check == target_chan) continue; if (check->sfx == sfx && !check->pos) { // use negative pos offset to delay this sound effect target_chan->pos += (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed); break; } } return (target_chan - channels); } void S_StopChannel (unsigned int channel_ind, qboolean lockmutex) { channel_t *ch; if (channel_ind >= total_channels) return; 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; if (fetcher_endsb != NULL) fetcher_endsb (ch->fetcher_data); } // Remove the lock it holds S_UnlockSfx (sfx); ch->fetcher_data = NULL; ch->sfx = NULL; if (lockmutex) SndSys_UnlockRenderBuffer(); } } qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value) { if (ch_ind >= total_channels) return false; if (flag != CHANNELFLAG_FORCELOOP && flag != CHANNELFLAG_PAUSED && flag != CHANNELFLAG_FULLVOLUME) return false; if (value) channels[ch_ind].flags |= flag; else channels[ch_ind].flags &= ~flag; return true; } 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, true); return; } } extern void CDAudio_Stop(void); void S_StopAllSounds (void) { unsigned int i; // TOCHECK: is this test necessary? if (snd_renderbuffer == NULL) return; // 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; 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); if (!simsound) SndSys_UnlockRenderBuffer (); } } void S_PauseGameSounds (qboolean toggle) { unsigned int i; for (i = 0; i < total_channels; i++) { channel_t *ch; ch = &channels[i]; if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND)) S_SetChannelFlag (i, CHANNELFLAG_PAUSED, toggle); } } void S_SetChannelVolume (unsigned int ch_ind, float fvol) { sfx_t *sfx = channels[ch_ind].sfx; if(sfx->volume_peak > 0) { // Replaygain support // Con_DPrintf("Setting volume on ReplayGain-enabled track... %f -> ", fvol); fvol *= sfx->volume_mult; if(fvol * sfx->volume_peak > 1) fvol = 1 / sfx->volume_peak; // Con_DPrintf("%f\n", fvol); } channels[ch_ind].master_vol = (int)(fvol * 255.0f); } /* ================= S_StaticSound ================= */ void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation) { channel_t *target_chan; if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer) return; if (!sfx->fetcher) { Con_Printf ("S_StaticSound: \"%s\" hasn't been precached\n", sfx->name); return; } if (total_channels == MAX_CHANNELS) { Con_Print("S_StaticSound: total_channels == MAX_CHANNELS\n"); return; } target_chan = &channels[total_channels++]; S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true); SND_Spatialize (target_chan, true); } /* =================== S_UpdateAmbientSounds =================== */ void S_UpdateAmbientSounds (void) { int i; int vol; int ambient_channel; channel_t *chan; unsigned char ambientlevels[NUM_AMBIENTS]; memset(ambientlevels, 0, sizeof(ambientlevels)); if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint) 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++) { chan = &channels[ambient_channel]; if (chan->sfx == NULL || chan->sfx->fetcher == NULL) continue; vol = (int)ambientlevels[ambient_channel]; if (vol < 8) vol = 0; // Don't adjust volume too fast // FIXME: this rounds off to an int each frame, meaning there is little to no fade at extremely high framerates! if (cl.time > cl.oldtime) { if (chan->master_vol < vol) { chan->master_vol += (int)((cl.time - cl.oldtime) * 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); 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); } } static void S_PaintAndSubmit (void) { unsigned int newsoundtime, paintedtime, endtime, maxtime, usedframes; int usesoundtimehack; static int soundtimehack = -1; static int oldsoundtime = 0; if (snd_renderbuffer == NULL || nosound.integer) return; // Update sound time snd_usethreadedmixing = false; usesoundtimehack = true; if (cls.timedemo) // SUPER NASTY HACK to mix non-realtime sound for more reliable benchmarking { usesoundtimehack = 1; newsoundtime = (unsigned int)((double)cl.mtime[0] * (double)snd_renderbuffer->format.speed); } else if (cls.capturevideo.soundrate && !cls.capturevideo.realtime) // SUPER NASTY HACK to record non-realtime sound { usesoundtimehack = 2; newsoundtime = (unsigned int)((double)cls.capturevideo.frame * (double)snd_renderbuffer->format.speed / (double)cls.capturevideo.framerate); } else if (simsound) { usesoundtimehack = 3; newsoundtime = (unsigned int)((realtime - snd_starttime) * (double)snd_renderbuffer->format.speed); } else { snd_usethreadedmixing = snd_threaded && !cls.capturevideo.soundrate; usesoundtimehack = 0; newsoundtime = SndSys_GetSoundTime(); } // if the soundtimehack state changes we need to reset the soundtime if (soundtimehack != usesoundtimehack) { snd_renderbuffer->startframe = snd_renderbuffer->endframe = soundtime = newsoundtime; // Mute the contents of the submission buffer if (simsound || SndSys_LockRenderBuffer ()) { int clear; size_t memsize; 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); if (!simsound) SndSys_UnlockRenderBuffer (); } } soundtimehack = usesoundtimehack; if (!soundtimehack && snd_blocked > 0) return; if (snd_usethreadedmixing) return; // the audio thread will mix its own data newsoundtime += extrasoundtime; if (newsoundtime < soundtime) { if ((cls.capturevideo.soundrate != 0) != recording_sound) { unsigned int additionaltime; // add some time to extrasoundtime make newsoundtime higher // The extra time must be a multiple of the render buffer size // to avoid modifying the current position in the buffer, // some modules write directly to a shared (DMA) buffer additionaltime = (soundtime - newsoundtime) + snd_renderbuffer->maxframes - 1; additionaltime -= additionaltime % snd_renderbuffer->maxframes; extrasoundtime += additionaltime; newsoundtime += additionaltime; Con_DPrintf("S_PaintAndSubmit: new extra sound time = %u\n", extrasoundtime); } else if (!soundtimehack) Con_Printf("S_PaintAndSubmit: WARNING: newsoundtime < soundtime (%u < %u)\n", newsoundtime, soundtime); } soundtime = newsoundtime; recording_sound = (cls.capturevideo.soundrate != 0); // Lock submitbuffer if (!simsound && !SndSys_LockRenderBuffer()) { // If the lock failed, stop here Con_DPrint(">> S_PaintAndSubmit: SndSys_LockRenderBuffer() failed\n"); return; } // Check to make sure that we haven't overshot paintedtime = snd_renderbuffer->endframe; if (paintedtime < soundtime) paintedtime = soundtime; // mix ahead of current position if (soundtimehack) endtime = soundtime + (unsigned int)(_snd_mixahead.value * (float)snd_renderbuffer->format.speed); else endtime = soundtime + (unsigned int)(max(_snd_mixahead.value * (float)snd_renderbuffer->format.speed, min(3 * (soundtime - oldsoundtime), 0.3 * (float)snd_renderbuffer->format.speed))); usedframes = snd_renderbuffer->endframe - snd_renderbuffer->startframe; maxtime = paintedtime + snd_renderbuffer->maxframes - usedframes; endtime = min(endtime, maxtime); while (paintedtime < endtime) { unsigned int startoffset; unsigned int nbframes; // see how much we can fit in the paint buffer nbframes = endtime - paintedtime; // limit to the end of the ring buffer (in case of wrapping) startoffset = paintedtime % snd_renderbuffer->maxframes; nbframes = min(nbframes, snd_renderbuffer->maxframes - startoffset); // mix into the buffer S_MixToBuffer(&snd_renderbuffer->ring[startoffset * snd_renderbuffer->format.width * snd_renderbuffer->format.channels], nbframes); paintedtime += nbframes; snd_renderbuffer->endframe = paintedtime; } if (!simsound) SndSys_UnlockRenderBuffer(); // Remove outdated samples from the ring buffer, if any if (snd_renderbuffer->startframe < soundtime) snd_renderbuffer->startframe = soundtime; if (simsound) snd_renderbuffer->startframe = snd_renderbuffer->endframe; else SndSys_Submit(); oldsoundtime = soundtime; cls.soundstats.latency_milliseconds = (snd_renderbuffer->endframe - snd_renderbuffer->startframe) * 1000 / snd_renderbuffer->format.speed; } /* ============ S_Update Called once each time through the main loop ============ */ void S_Update(const matrix4x4_t *listenermatrix) { unsigned int i, j, k; channel_t *ch, *combine; matrix4x4_t basematrix, rotatematrix; if (snd_renderbuffer == NULL || nosound.integer) return; // If snd_swapstereo or snd_channellayout has changed, recompute the channel layout if (current_swapstereo != boolxor(snd_swapstereo.integer, v_flipped.integer) || current_channellayout != snd_channellayout.integer) S_SetChannelLayout(); Matrix4x4_Invert_Simple(&basematrix, listenermatrix); Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin); // 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); // 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 // angle has to be taken negative) // 2. create a transform which first rotates and moves its argument // into the player's view coordinates (using basematrix which is // an inverted "absolute" listener matrix), then applies the // rotation matrix for the ear // Isn't Matrix4x4_CreateFromQuakeEntity a bit misleading because this // does not actually refer to an entity? } // update general area ambient sound sources S_UpdateAmbientSounds (); combine = NULL; // update spatialization for static and dynamic sounds cls.soundstats.totalsounds = 0; cls.soundstats.mixedsounds = 0; ch = channels+NUM_AMBIENTS; for (i=NUM_AMBIENTS ; isfx) continue; cls.soundstats.totalsounds++; // respatialize channel SND_Spatialize(ch, i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS); // 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) { // no need to merge silent channels for (j = 0;j < SND_LISTENERS;j++) if (ch->listener_volume[j]) break; if (j == SND_LISTENERS) continue; // if the last combine chosen isn't suitable, find a new one if (!(combine && combine != ch && combine->sfx == ch->sfx)) { // search for one combine = NULL; for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;j < i;j++) { if (channels[j].sfx == ch->sfx) { combine = channels + j; break; } } } if (combine && combine != ch && combine->sfx == ch->sfx) { for (j = 0;j < SND_LISTENERS;j++) { combine->listener_volume[j] += ch->listener_volume[j]; ch->listener_volume[j] = 0; } } } for (k = 0;k < SND_LISTENERS;k++) if (ch->listener_volume[k]) break; if (k < SND_LISTENERS) cls.soundstats.mixedsounds++; } sound_spatialized = true; // debugging output if (snd_show.integer) Con_Printf("----(%u)----\n", cls.soundstats.mixedsounds); S_PaintAndSubmit(); } void S_ExtraUpdate (void) { if (snd_noextraupdate.integer || !sound_spatialized) return; S_PaintAndSubmit(); } qboolean S_LocalSound (const char *sound) { sfx_t *sfx; int ch_ind; if (!snd_initialized.integer || nosound.integer) return true; sfx = S_PrecacheSound (sound, true, false); if (!sfx) { Con_Printf("S_LocalSound: can't precache %s\n", sound); return false; } // Local sounds must not be freed sfx->flags |= SFXFLAG_PERMANENTLOCK; ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0); if (ch_ind < 0) return false; channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND; return true; }