/* 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. */ // sound.h -- client sound i/o functions #ifndef SOUND_H #define SOUND_H #define DEFAULT_SOUND_PACKET_VOLUME 255 #define DEFAULT_SOUND_PACKET_ATTENUATION 1.0 typedef struct { size_t length; size_t offset; qbyte data[4]; // variable sized } sfxbuffer_t; typedef struct { unsigned int speed; unsigned int width; unsigned int channels; } snd_format_t; // sfx_t flags #define SFXFLAG_NONE 0 #define SFXFLAG_SILENTLYMISSING (1 << 0) // if the sfx is missing and loaded with complain = false #define SFXFLAG_USED (1 << 1) #define SFXFLAG_STREAMED (1 << 2) // informative only. You shouldn't need to know that typedef struct snd_fetcher_s snd_fetcher_t; typedef struct sfx_s { char name[MAX_QPATH]; mempool_t *mempool; unsigned int flags; // cf SFXFLAG_* defines snd_format_t format; int loopstart; size_t total_length; const snd_fetcher_t *fetcher; void *fetcher_data; // Per-sfx data for the sound fetching functions } sfx_t; typedef struct { snd_format_t format; int samples; // mono samples in buffer int samplepos; // in mono samples unsigned char *buffer; int bufferlength; // used only by certain drivers } dma_t; // channel_t flags #define CHANNELFLAG_NONE 0 #define CHANNELFLAG_FORCELOOP (1 << 0) // force looping even if the sound is not looped #define CHANNELFLAG_LOCALSOUND (1 << 1) // non-game sound (ex: menu sound) #define CHANNELFLAG_PAUSED (1 << 2) typedef struct { sfx_t *sfx; // sfx number unsigned int flags; // cf CHANNELFLAG_* defines int leftvol; // 0-255 volume int rightvol; // 0-255 volume int end; // end time in global paintsamples int lastptime; // last time this channel was painted int pos; // sample position in sfx int looping; // where to loop, -1 = no looping int entnum; // to allow overriding a specific sound int entchannel; vec3_t origin; // origin of sound effect vec_t dist_mult; // distance multiplier (attenuation/clipK) int master_vol; // 0-255 master volume void *fetcher_data; // Per-channel data for the sound fetching function } channel_t; typedef const sfxbuffer_t* (*snd_fetcher_getsb_t) (channel_t* ch, unsigned int start, unsigned int nbsamples); typedef void (*snd_fetcher_end_t) (channel_t* ch); struct snd_fetcher_s { snd_fetcher_getsb_t getsb; snd_fetcher_end_t end; }; void S_Init (void); void S_Startup (void); void S_Shutdown (void); // S_StartSound returns the channel index, or -1 if an error occurred int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation); void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation); void S_StopChannel (unsigned int channel_ind); void S_PauseChannel (unsigned int channel_ind, qboolean toggle); void S_LoopChannel (unsigned int channel_ind, qboolean toggle); void S_StopSound (int entnum, int entchannel); void S_StopAllSounds(qboolean clear); void S_PauseGameSounds (void); void S_ResumeGameSounds (void); void S_SetChannelVolume (unsigned int ch_ind, float fvol); void S_ClearBuffer (void); void S_Update(vec3_t origin, vec3_t forward, vec3_t left, vec3_t up); void S_ExtraUpdate (void); sfx_t *S_GetCached(const char *name); sfx_t *S_PrecacheSound (char *sample, int complain); void S_TouchSound (char *sample); void S_ClearUsed (void); void S_PurgeUnused (void); void S_PaintChannels(int endtime); void S_InitPaintChannels (void); // initializes cycling through a DMA buffer and returns information on it qboolean SNDDMA_Init(void); // gets the current DMA position int SNDDMA_GetDMAPos(void); // shutdown the DMA xfer. void SNDDMA_Shutdown(void); extern size_t ResampleSfx (const qbyte *in_data, size_t in_length, const snd_format_t* in_format, qbyte *out_data, const char* sfxname); // ==================================================================== // User-setable variables // ==================================================================== // LordHavoc: increased from 128 to 516 (4 for NUM_AMBIENTS) #define MAX_CHANNELS 516 // LordHavoc: increased maximum sound channels from 8 to 128 #define MAX_DYNAMIC_CHANNELS 128 extern channel_t channels[MAX_CHANNELS]; // 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds // MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc // MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds extern unsigned int total_channels; // // 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. // extern qboolean fakedma; extern int fakedma_updates; extern int paintedtime; extern int soundtime; extern vec3_t listener_vieworigin; extern vec3_t listener_viewforward; extern vec3_t listener_viewleft; extern vec3_t listener_viewup; extern volatile dma_t *shm; extern vec_t sound_nominal_clip_dist; extern cvar_t bgmvolume; extern cvar_t volume; extern cvar_t snd_swapstereo; extern cvar_t cdaudioinitialized; extern cvar_t snd_initialized; extern cvar_t snd_streaming; extern int snd_blocked; void S_LocalSound (char *s); qboolean S_LoadSound (sfx_t *s, int complain); void S_UnloadSound(sfx_t *s); void SND_InitScaletable (void); void SNDDMA_Submit(void); void S_AmbientOff (void); void S_AmbientOn (void); void *S_LockBuffer(void); void S_UnlockBuffer(void); // add some data to the tail of the rawsamples queue void S_RawSamples_Enqueue(short *samples, unsigned int length); // read and remove some data from the head of the rawsamples queue void S_RawSamples_Dequeue(int *samples, unsigned int length); // empty the rawsamples queue void S_RawSamples_ClearQueue(void); // returns how much more data the queue wants, or 0 if it is already full enough int S_RawSamples_QueueWantsMore(void); // resamples one sound buffer into another, while changing the length void S_ResampleBuffer16Stereo(short *input, int inputlength, short *output, int outputlength); // returns the rate that the rawsamples system is running at int S_RawSamples_SampleRate(void); #endif