]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - snd_main.c
Fix engine not starting on Windows if linked against SDL > 2.0.5
[xonotic/darkplaces.git] / snd_main.c
index d627dc512973d88370faca901551ecc7dc7e2b3e..53e63d5202eb4344b138c639231a32385fdb7f92 100644 (file)
@@ -23,13 +23,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "snd_main.h"
 #include "snd_ogg.h"
-#include "snd_modplug.h"
 #include "csprogs.h"
 #include "cl_collision.h"
+#include "cdaudio.h"
 
 
 #define SND_MIN_SPEED 8000
-#define SND_MAX_SPEED 96000
+#define SND_MAX_SPEED 192000
 #define SND_MIN_WIDTH 1
 #define SND_MAX_WIDTH 2
 #define SND_MIN_CHANNELS 1
@@ -49,24 +49,24 @@ static const speakerlayout_t snd_speakerlayouts[] =
        {
                "surround71", 8,
                {
-                       {0, 45, 0.2, 0.2, 0.5}, // front left
-                       {1, 315, 0.2, 0.2, 0.5}, // front right
-                       {2, 135, 0.2, 0.2, 0.5}, // rear left
-                       {3, 225, 0.2, 0.2, 0.5}, // rear right
-                       {4, 0, 0.2, 0.2, 0.5}, // front center
+                       {0, 45, 0.2f, 0.2f, 0.5f}, // front left
+                       {1, 315, 0.2f, 0.2f, 0.5f}, // front right
+                       {2, 135, 0.2f, 0.2f, 0.5f}, // rear left
+                       {3, 225, 0.2f, 0.2f, 0.5f}, // rear right
+                       {4, 0, 0.2f, 0.2f, 0.5f}, // front center
                        {5, 0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so...  no lfe)
-                       {6, 90, 0.2, 0.2, 0.5}, // side left
-                       {7, 180, 0.2, 0.2, 0.5}, // side right
+                       {6, 90, 0.2f, 0.2f, 0.5f}, // side left
+                       {7, 180, 0.2f, 0.2f, 0.5f}, // side right
                }
        },
        {
                "surround51", 6,
                {
-                       {0, 45, 0.2, 0.2, 0.5}, // front left
-                       {1, 315, 0.2, 0.2, 0.5}, // front right
-                       {2, 135, 0.2, 0.2, 0.5}, // rear left
-                       {3, 225, 0.2, 0.2, 0.5}, // rear right
-                       {4, 0, 0.2, 0.2, 0.5}, // front center
+                       {0, 45, 0.2f, 0.2f, 0.5f}, // front left
+                       {1, 315, 0.2f, 0.2f, 0.5f}, // front right
+                       {2, 135, 0.2f, 0.2f, 0.5f}, // rear left
+                       {3, 225, 0.2f, 0.2f, 0.5f}, // rear right
+                       {4, 0, 0.2f, 0.2f, 0.5f}, // front center
                        {5, 0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so...  no lfe)
                        {0, 0, 0, 0, 0},
                        {0, 0, 0, 0, 0},
@@ -77,10 +77,10 @@ static const speakerlayout_t snd_speakerlayouts[] =
                // channel of its own
                "surround40", 4,
                {
-                       {0, 45, 0.3, 0.3, 0.8}, // front left
-                       {1, 315, 0.3, 0.3, 0.8}, // front right
-                       {2, 135, 0.3, 0.3, 0.8}, // rear left
-                       {3, 225, 0.3, 0.3, 0.8}, // rear right
+                       {0, 45, 0.3f, 0.3f, 0.8f}, // front left
+                       {1, 315, 0.3f, 0.3f, 0.8f}, // front right
+                       {2, 135, 0.3f, 0.3f, 0.8f}, // rear left
+                       {3, 225, 0.3f, 0.3f, 0.8f}, // rear right
                        {0, 0, 0, 0, 0},
                        {0, 0, 0, 0, 0},
                        {0, 0, 0, 0, 0},
@@ -92,8 +92,8 @@ static const speakerlayout_t snd_speakerlayouts[] =
                // channel of its own
                "stereo", 2,
                {
-                       {0, 90, 0.5, 0.5, 1}, // side left
-                       {1, 270, 0.5, 0.5, 1}, // side right
+                       {0, 90, 0.5f, 0.5f, 1}, // side left
+                       {1, 270, 0.5f, 0.5f, 1}, // side right
                        {0, 0, 0, 0, 0},
                        {0, 0, 0, 0, 0},
                        {0, 0, 0, 0, 0},
@@ -134,6 +134,9 @@ qboolean snd_threaded = false;
 qboolean snd_usethreadedmixing = false;
 
 vec3_t listener_origin;
+matrix4x4_t listener_basematrix;
+static unsigned char *listener_pvs = NULL;
+static int listener_pvsbytes = 0;
 matrix4x4_t listener_matrix[SND_LISTENERS];
 mempool_t *snd_mempool;
 
@@ -157,56 +160,74 @@ spatialmethod_t spatialmethod;
 
 // Cvars declared in sound.h (part of the sound API)
 cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
+cvar_t mastervolume = {CVAR_SAVE, "mastervolume", "0.7", "master volume"};
 cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
 cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
 cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
-cvar_t snd_soundradius = {CVAR_SAVE, "snd_soundradius", "2000", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"};
+cvar_t snd_soundradius = {CVAR_SAVE, "snd_soundradius", "1200", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"};
+cvar_t snd_attenuation_exponent = {CVAR_SAVE, "snd_attenuation_exponent", "1", "Exponent of (1-radius) in sound attenuation formula"};
+cvar_t snd_attenuation_decibel = {CVAR_SAVE, "snd_attenuation_decibel", "0", "Decibel sound attenuation per sound radius distance"};
 cvar_t snd_spatialization_min_radius = {CVAR_SAVE, "snd_spatialization_min_radius", "10000", "use minimum spatialization above to this radius"};
 cvar_t snd_spatialization_max_radius = {CVAR_SAVE, "snd_spatialization_max_radius", "100", "use maximum spatialization below this radius"};
 cvar_t snd_spatialization_min = {CVAR_SAVE, "snd_spatialization_min", "0.70", "minimum spatializazion of sounds"};
 cvar_t snd_spatialization_max = {CVAR_SAVE, "snd_spatialization_max", "0.95", "maximum spatialization of sounds"};
 cvar_t snd_spatialization_power = {CVAR_SAVE, "snd_spatialization_power", "0", "exponent of the spatialization falloff curve (0: logarithmic)"};
 cvar_t snd_spatialization_control = {CVAR_SAVE, "snd_spatialization_control", "0", "enable spatialization control (headphone friendly mode)"};
-cvar_t snd_spatialization_occlusion = {CVAR_SAVE, "snd_spatialization_occlusion", "1", "enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world"};
+cvar_t snd_spatialization_prologic = {CVAR_SAVE, "snd_spatialization_prologic", "0", "use dolby prologic (I, II or IIx) encoding (snd_channels must be 2)"};
+cvar_t snd_spatialization_prologic_frontangle = {CVAR_SAVE, "snd_spatialization_prologic_frontangle", "30", "the angle between the front speakers and the center speaker"};
+cvar_t snd_spatialization_occlusion = {CVAR_SAVE, "snd_spatialization_occlusion", "1", "enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world; 1 enables PVS method, 2 enables LineOfSight method, 3 enables both"};
 
 // Cvars declared in snd_main.h (shared with other snd_*.c files)
 cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.15", "how much sound to mix ahead of time"};
+cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory); when set to 2, streaming is performed even if this would waste memory"};
+cvar_t snd_streaming_length = { CVAR_SAVE, "snd_streaming_length", "1", "decompress sounds completely if they are less than this play time when snd_streaming is 1"};
 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"};
+cvar_t snd_maxchannelvolume = {CVAR_SAVE, "snd_maxchannelvolume", "10", "maximum volume of a single sound"};
+cvar_t snd_softclip = {CVAR_SAVE, "snd_softclip", "0", "Use soft-clipping. Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."};
+//cvar_t snd_softclip = {CVAR_SAVE, "snd_softclip", "0", "Use soft-clipping (when set to 2, use it even if output is floating point). Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."};
+cvar_t snd_entchannel0volume = {CVAR_SAVE, "snd_entchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel1volume = {CVAR_SAVE, "snd_entchannel1volume", "1", "volume multiplier of the 1st entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel2volume = {CVAR_SAVE, "snd_entchannel2volume", "1", "volume multiplier of the 2nd entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel3volume = {CVAR_SAVE, "snd_entchannel3volume", "1", "volume multiplier of the 3rd entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel4volume = {CVAR_SAVE, "snd_entchannel4volume", "1", "volume multiplier of the 4th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel5volume = {CVAR_SAVE, "snd_entchannel5volume", "1", "volume multiplier of the 5th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel6volume = {CVAR_SAVE, "snd_entchannel6volume", "1", "volume multiplier of the 6th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel7volume = {CVAR_SAVE, "snd_entchannel7volume", "1", "volume multiplier of the 7th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_playerchannel0volume = {CVAR_SAVE, "snd_playerchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel1volume = {CVAR_SAVE, "snd_playerchannel1volume", "1", "volume multiplier of the 1st entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel2volume = {CVAR_SAVE, "snd_playerchannel2volume", "1", "volume multiplier of the 2nd entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel3volume = {CVAR_SAVE, "snd_playerchannel3volume", "1", "volume multiplier of the 3rd entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel4volume = {CVAR_SAVE, "snd_playerchannel4volume", "1", "volume multiplier of the 4th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel5volume = {CVAR_SAVE, "snd_playerchannel5volume", "1", "volume multiplier of the 5th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel6volume = {CVAR_SAVE, "snd_playerchannel6volume", "1", "volume multiplier of the 6th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel7volume = {CVAR_SAVE, "snd_playerchannel7volume", "1", "volume multiplier of the 7th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_worldchannel0volume = {CVAR_SAVE, "snd_worldchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel1volume = {CVAR_SAVE, "snd_worldchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel2volume = {CVAR_SAVE, "snd_worldchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel3volume = {CVAR_SAVE, "snd_worldchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel4volume = {CVAR_SAVE, "snd_worldchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel5volume = {CVAR_SAVE, "snd_worldchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel6volume = {CVAR_SAVE, "snd_worldchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel7volume = {CVAR_SAVE, "snd_worldchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_csqcchannel0volume = {CVAR_SAVE, "snd_csqcchannel0volume", "1", "volume multiplier of the auto-allocate entity channel CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel1volume = {CVAR_SAVE, "snd_csqcchannel1volume", "1", "volume multiplier of the 1st entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel2volume = {CVAR_SAVE, "snd_csqcchannel2volume", "1", "volume multiplier of the 2nd entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel3volume = {CVAR_SAVE, "snd_csqcchannel3volume", "1", "volume multiplier of the 3rd entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel4volume = {CVAR_SAVE, "snd_csqcchannel4volume", "1", "volume multiplier of the 4th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel5volume = {CVAR_SAVE, "snd_csqcchannel5volume", "1", "volume multiplier of the 5th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel6volume = {CVAR_SAVE, "snd_csqcchannel6volume", "1", "volume multiplier of the 6th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel7volume = {CVAR_SAVE, "snd_csqcchannel7volume", "1", "volume multiplier of the 7th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_channel0volume = {CVAR_SAVE, "snd_channel0volume", "1", "volume multiplier of the auto-allocate entity channel"};
+cvar_t snd_channel1volume = {CVAR_SAVE, "snd_channel1volume", "1", "volume multiplier of the 1st entity channel"};
+cvar_t snd_channel2volume = {CVAR_SAVE, "snd_channel2volume", "1", "volume multiplier of the 2nd entity channel"};
+cvar_t snd_channel3volume = {CVAR_SAVE, "snd_channel3volume", "1", "volume multiplier of the 3rd entity channel"};
+cvar_t snd_channel4volume = {CVAR_SAVE, "snd_channel4volume", "1", "volume multiplier of the 4th entity channel"};
+cvar_t snd_channel5volume = {CVAR_SAVE, "snd_channel5volume", "1", "volume multiplier of the 5th entity channel"};
+cvar_t snd_channel6volume = {CVAR_SAVE, "snd_channel6volume", "1", "volume multiplier of the 6th entity channel"};
+cvar_t snd_channel7volume = {CVAR_SAVE, "snd_channel7volume", "1", "volume multiplier of the 7th entity channel"};
 
 // Local cvars
 static cvar_t nosound = {0, "nosound", "0", "disables sound"};
@@ -220,7 +241,14 @@ static cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound
 // (48KHz because a lot of onboard sound cards sucks at any other speed)
 static cvar_t snd_speed = {CVAR_SAVE, "snd_speed", "48000", "sound output frequency, in hertz"};
 static cvar_t snd_width = {CVAR_SAVE, "snd_width", "2", "sound output precision, in bytes (1 and 2 supported)"};
-static cvar_t snd_channels = {CVAR_SAVE, "snd_channels", "2", "number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)"};
+static cvar_t snd_channels = {CVAR_SAVE, "snd_channels", "2", "number of channels for the sound output (2 for stereo; up to 8 supported for 3D sound)"};
+
+static cvar_t snd_startloopingsounds = {0, "snd_startloopingsounds", "1", "whether to start sounds that would loop (you want this to be 1); existing sounds are not affected"};
+static cvar_t snd_startnonloopingsounds = {0, "snd_startnonloopingsounds", "1", "whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected"};
+
+// randomization
+static cvar_t snd_identicalsoundrandomization_time = {0, "snd_identicalsoundrandomization_time", "0.1", "how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame"};
+static cvar_t snd_identicalsoundrandomization_tics = {0, "snd_identicalsoundrandomization_tics", "0", "if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time"};
 
 // Ambient sounds
 static sfx_t* ambient_sfxs [2] = { NULL, NULL };
@@ -261,7 +289,7 @@ static void S_Play_Common (float fvol, float attenuation)
                        ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation);
 
                        // Free the sfx if the file didn't exist
-                       if (ch_ind < 0)
+                       if (!sfx->fetcher)
                                S_FreeSfx (sfx, false);
                        else
                                channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
@@ -296,17 +324,15 @@ static void S_SoundList_f (void)
                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",
+                       size = (unsigned int)sfx->memsize;
+                       Con_Printf ("%c%c%c(%5iHz %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",
+                                               (sfx->flags & SFXFLAG_MENUSOUND) ? 'P' : ' ',
+                                               sfx->format.speed,
+                                               sfx->format.width * 8,
+                                               (sfx->format.channels == 1) ? "mono" : "stereo",
                                                size,
                                                sfx->name);
                        total += size;
@@ -318,7 +344,7 @@ static void S_SoundList_f (void)
 }
 
 
-void S_SoundInfo_f(void)
+static void S_SoundInfo_f(void)
 {
        if (snd_renderbuffer == NULL)
        {
@@ -597,6 +623,8 @@ void S_Startup (void)
                fixed_width = true;
        }
 
+#if 0
+       // LordHavoc: now you can with the resampler...
        // You can't change sound speed after start time (not yet supported)
        if (prev_render_format.speed != 0)
        {
@@ -608,6 +636,7 @@ void S_Startup (void)
                        chosen_fmt.speed = prev_render_format.speed;
                }
        }
+#endif
 
        // Sanity checks
        if (chosen_fmt.speed < SND_MIN_SPEED)
@@ -747,7 +776,7 @@ void S_Shutdown(void)
        sound_spatialized = false;
 }
 
-void S_Restart_f(void)
+static 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.
@@ -770,6 +799,7 @@ void S_Init(void)
 {
        Cvar_RegisterVariable(&volume);
        Cvar_RegisterVariable(&bgmvolume);
+       Cvar_RegisterVariable(&mastervolume);
        Cvar_RegisterVariable(&snd_staticvolume);
        Cvar_RegisterVariable(&snd_entchannel0volume);
        Cvar_RegisterVariable(&snd_entchannel1volume);
@@ -803,6 +833,17 @@ void S_Init(void)
        Cvar_RegisterVariable(&snd_csqcchannel5volume);
        Cvar_RegisterVariable(&snd_csqcchannel6volume);
        Cvar_RegisterVariable(&snd_csqcchannel7volume);
+       Cvar_RegisterVariable(&snd_channel0volume);
+       Cvar_RegisterVariable(&snd_channel1volume);
+       Cvar_RegisterVariable(&snd_channel2volume);
+       Cvar_RegisterVariable(&snd_channel3volume);
+       Cvar_RegisterVariable(&snd_channel4volume);
+       Cvar_RegisterVariable(&snd_channel5volume);
+       Cvar_RegisterVariable(&snd_channel6volume);
+       Cvar_RegisterVariable(&snd_channel7volume);
+
+       Cvar_RegisterVariable(&snd_attenuation_exponent);
+       Cvar_RegisterVariable(&snd_attenuation_decibel);
 
        Cvar_RegisterVariable(&snd_spatialization_min_radius);
        Cvar_RegisterVariable(&snd_spatialization_max_radius);
@@ -811,11 +852,21 @@ void S_Init(void)
        Cvar_RegisterVariable(&snd_spatialization_power);
        Cvar_RegisterVariable(&snd_spatialization_control);
        Cvar_RegisterVariable(&snd_spatialization_occlusion);
+       Cvar_RegisterVariable(&snd_spatialization_prologic);
+       Cvar_RegisterVariable(&snd_spatialization_prologic_frontangle);
 
        Cvar_RegisterVariable(&snd_speed);
        Cvar_RegisterVariable(&snd_width);
        Cvar_RegisterVariable(&snd_channels);
        Cvar_RegisterVariable(&snd_mutewhenidle);
+       Cvar_RegisterVariable(&snd_maxchannelvolume);
+       Cvar_RegisterVariable(&snd_softclip);
+
+       Cvar_RegisterVariable(&snd_startloopingsounds);
+       Cvar_RegisterVariable(&snd_startnonloopingsounds);
+
+       Cvar_RegisterVariable(&snd_identicalsoundrandomization_time);
+       Cvar_RegisterVariable(&snd_identicalsoundrandomization_tics);
 
 // COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio)
        if (COM_CheckParm("-nosound"))
@@ -844,6 +895,8 @@ void S_Init(void)
        Cvar_RegisterVariable(&nosound);
        Cvar_RegisterVariable(&snd_precache);
        Cvar_RegisterVariable(&snd_initialized);
+       Cvar_RegisterVariable(&snd_streaming);
+       Cvar_RegisterVariable(&snd_streaming_length);
        Cvar_RegisterVariable(&ambient_level);
        Cvar_RegisterVariable(&ambient_fade);
        Cvar_RegisterVariable(&snd_noextraupdate);
@@ -861,7 +914,6 @@ void S_Init(void)
        memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
 
        OGG_OpenLibrary ();
-       ModPlug_OpenLibrary ();
 }
 
 
@@ -875,7 +927,6 @@ Shutdown and free all resources
 void S_Terminate (void)
 {
        S_Shutdown ();
-       ModPlug_CloseLibrary ();
        OGG_CloseLibrary ();
 
        // Free all SFXs
@@ -945,6 +996,15 @@ sfx_t *S_FindName (const char *name)
                if(!strcmp (sfx->name, name))
                        return sfx;
 
+       // check for # in the beginning, try lookup by soundindex
+       if (name[0] == '#' && name[1])
+       {
+               int soundindex = atoi(name + 1);
+               if (soundindex > 0 && soundindex < MAX_SOUNDS)
+                       if (cl.sound_precache[soundindex]->name[0])
+                               return cl.sound_precache[soundindex];
+       }
+
        // Add a sfx_t struct for this sound
        sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx));
        memset (sfx, 0, sizeof(*sfx));
@@ -966,8 +1026,8 @@ 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)))
+       // Do not free a precached sound during purge
+       if (!force && (sfx->flags & (SFXFLAG_LEVELSOUND | SFXFLAG_MENUSOUND)))
                return;
 
        if (developer_loading.integer)
@@ -995,12 +1055,17 @@ void S_FreeSfx (sfx_t *sfx, qboolean force)
 
        // Stop all channels using this sfx
        for (i = 0; i < total_channels; i++)
+       {
                if (channels[i].sfx == sfx)
-                       S_StopChannel (i, true);
+               {
+                       Con_Printf("S_FreeSfx: stopping channel %i for sfx \"%s\"\n", i, sfx->name);
+                       S_StopChannel (i, true, false);
+               }
+       }
 
        // Free it
-       if (sfx->fetcher != NULL && sfx->fetcher->free != NULL)
-               sfx->fetcher->free (sfx->fetcher_data);
+       if (sfx->fetcher != NULL && sfx->fetcher->freesfx != NULL)
+               sfx->fetcher->freesfx(sfx);
        Mem_Free (sfx);
 }
 
@@ -1019,28 +1084,22 @@ void S_ClearUsed (void)
        // 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)
+               // Precache it if it's not done (and pass false for levelsound because these are permanent)
                if (ambient_sfxs[i] == NULL)
-                       ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, true);
+                       ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, false);
                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].sfx->flags |= SFXFLAG_MENUSOUND;
                        channels[i].flags |= CHANNELFLAG_FORCELOOP;
-                       channels[i].master_vol = 0;
+                       channels[i].basevolume = 0.0f;
+                       channels[i].basespeed = channels[i].mixspeed = 1.0f;
                }
        }
 
-       // Remove 1 lock from all sfx with the SFXFLAG_SERVERSOUND flag, and remove the flag
+       // Clear SFXFLAG_LEVELSOUND flag so that sounds not precached this level will be purged
        for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
-               if (sfx->flags & SFXFLAG_SERVERSOUND)
-               {
-                       S_UnlockSfx (sfx);
-                       sfx->flags &= ~SFXFLAG_SERVERSOUND;
-               }
+               sfx->flags &= ~SFXFLAG_LEVELSOUND;
 }
 
 /*
@@ -1053,11 +1112,12 @@ void S_PurgeUnused(void)
        sfx_t *sfx;
        sfx_t *sfxnext;
 
-       // Free all unlocked sfx
+       // Free all not-precached per-level sfx
        for (sfx = known_sfx;sfx;sfx = sfxnext)
        {
                sfxnext = sfx->next;
-               S_FreeSfx (sfx, false);
+               if (!(sfx->flags & (SFXFLAG_LEVELSOUND | SFXFLAG_MENUSOUND)))
+                       S_FreeSfx (sfx, false);
        }
 }
 
@@ -1067,7 +1127,7 @@ void S_PurgeUnused(void)
 S_PrecacheSound
 ==================
 */
-sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean serversound)
+sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean levelsound)
 {
        sfx_t *sfx;
 
@@ -1086,11 +1146,11 @@ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean serversoun
        // previously missing file
        sfx->flags &= ~ SFXFLAG_FILEMISSING;
 
-       if (serversound && !(sfx->flags & SFXFLAG_SERVERSOUND))
-       {
-               S_LockSfx (sfx);
-               sfx->flags |= SFXFLAG_SERVERSOUND;
-       }
+       // set a flag to indicate this has been precached for this level or permanently
+       if (levelsound)
+               sfx->flags |= SFXFLAG_LEVELSOUND;
+       else
+               sfx->flags |= SFXFLAG_MENUSOUND;
 
        if (!nosound.integer && snd_precache.integer)
                S_LoadSound(sfx, complain);
@@ -1100,39 +1160,35 @@ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean serversoun
 
 /*
 ==================
-S_IsSoundPrecached
+S_SoundLength
 ==================
 */
-qboolean S_IsSoundPrecached (const sfx_t *sfx)
+
+float S_SoundLength(const char *name)
 {
-       return (sfx != NULL && sfx->fetcher != NULL) || (sfx == &changevolume_sfx);
-}
+       sfx_t *sfx;
 
-/*
-==================
-S_LockSfx
+       if (!snd_initialized.integer)
+               return -1;
+       if (name == NULL || name[0] == 0)
+               return -1;
 
-Add a lock to a SFX
-==================
-*/
-void S_LockSfx (sfx_t *sfx)
-{
-       sfx->locks++;
+       sfx = S_FindName(name);
+       if (sfx == NULL)
+               return -1;
+       return sfx->total_length / (float) S_GetSoundRate();
 }
 
 /*
 ==================
-S_UnlockSfx
-
-Remove a lock from a SFX
+S_IsSoundPrecached
 ==================
 */
-void S_UnlockSfx (sfx_t *sfx)
+qboolean S_IsSoundPrecached (const sfx_t *sfx)
 {
-       sfx->locks--;
+       return (sfx != NULL && sfx->fetcher != NULL) || (sfx == &changevolume_sfx);
 }
 
-
 /*
 ==================
 S_BlockSound
@@ -1162,27 +1218,29 @@ SND_PickChannel
 Picks a channel based on priorities, empty slots, number of channels
 =================
 */
-channel_t *SND_PickChannel(int entnum, int entchannel)
+static channel_t *SND_PickChannel(int entnum, int entchannel)
 {
        int ch_idx;
        int first_to_die;
        int first_life_left, life_left;
        channel_t* ch;
+       sfx_t *sfx; // use this instead of ch->sfx->, because that is volatile.
 
 // 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)
+       // channels <= 0 are autochannels
+       if (IS_CHAN_SINGLE(entchannel))
        {
                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) )
+                       if (ch->entnum == entnum && ch->entchannel == entchannel)
                        {
                                // always override sound from same entity
-                               S_StopChannel (ch_idx, true);
+                               S_StopChannel (ch_idx, true, false);
                                return &channels[ch_idx];
                        }
                }
@@ -1192,7 +1250,8 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
        for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
        {
                ch = &channels[ch_idx];
-               if (!ch->sfx)
+               sfx = ch->sfx; // fetch the volatile variable
+               if (!sfx)
                {
                        // no sound on this channel
                        first_to_die = ch_idx;
@@ -1200,13 +1259,13 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
                }
 
                // don't let monster sounds override player sounds
-               if (ch->entnum == cl.viewentity && entnum != cl.viewentity)
+               if ((ch->entnum == cl.viewentity || ch->entnum == CL_VM_GetViewEntity()) && !(entnum == cl.viewentity || entnum == CL_VM_GetViewEntity()))
                        continue;
 
                // don't override looped sounds
-               if ((ch->flags & CHANNELFLAG_FORCELOOP) || ch->sfx->loopstart < ch->sfx->total_length)
+               if ((ch->flags & CHANNELFLAG_FORCELOOP) || sfx->loopstart < sfx->total_length)
                        continue;
-               life_left = ch->sfx->total_length - ch->pos;
+               life_left = (int)((double)sfx->total_length - ch->position);
 
                if (life_left < first_life_left)
                {
@@ -1218,7 +1277,7 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
        if (first_to_die == -1)
                return NULL;
        
-       S_StopChannel (first_to_die, true);
+       S_StopChannel (first_to_die, true, false);
 
 emptychan_found:
        return &channels[first_to_die];
@@ -1232,12 +1291,14 @@ Spatializes a channel
 =================
 */
 extern cvar_t cl_gameplayfix_soundsmovewithentities;
-void SND_Spatialize(channel_t *ch, qboolean isstatic)
+static void SND_Spatialize_WithSfx(channel_t *ch, qboolean isstatic, sfx_t *sfx)
 {
        int i;
        double f;
-       vec_t dist, mastervol, intensity, vol;
+       float angle_side, angle_front, angle_factor, mixspeed;
+       vec_t dist, mastervol, intensity;
        vec3_t source_vec;
+       char vabuf[1024];
 
        // update sound origin if we know about the entity
        if (ch->entnum > 0 && cls.state == ca_connected && cl_gameplayfix_soundsmovewithentities.integer)
@@ -1260,15 +1321,26 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                        else
                                Matrix4x4_OriginFromMatrix(&cl.entities[ch->entnum].render.matrix, ch->origin);
                }
+               else if (cl.csqc_server2csqcentitynumber[ch->entnum])
+               {
+                       //Con_Printf("-- entnum %i (client %i) origin %f %f %f neworigin %f %f %f\n", ch->entnum, cl.csqc_server2csqcentitynumber[ch->entnum], ch->origin[0], ch->origin[1], ch->origin[2], cl.entities[ch->entnum].state_current.origin[0], cl.entities[ch->entnum].state_current.origin[1], cl.entities[ch->entnum].state_current.origin[2]);
+
+                       if (!CL_VM_GetEntitySoundOrigin(cl.csqc_server2csqcentitynumber[ch->entnum] + MAX_EDICTS, ch->origin))
+                               ch->entnum = MAX_EDICTS; // entity was removed, disown sound
+               }
        }
 
-       mastervol = ch->master_vol;
+       mastervol = ch->basevolume;
+       mixspeed = ch->basespeed;
+
+       // TODO: implement doppler based on origin change relative to viewer and time of recent origin changes
 
        // Adjust volume of static sounds
        if (isstatic)
                mastervol *= snd_staticvolume.value;
        else if(!(ch->flags & CHANNELFLAG_FULLVOLUME)) // same as SND_PaintChannel uses
        {
+               // old legacy separated cvars
                if(ch->entnum >= MAX_EDICTS)
                {
                        switch(ch->entchannel)
@@ -1329,16 +1401,75 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                                default:                                          break;
                        }
                }
+
+               switch(ch->entchannel)
+               {
+                       case 0:  mastervol *= snd_channel0volume.value; break;
+                       case 1:  mastervol *= snd_channel1volume.value; break;
+                       case 2:  mastervol *= snd_channel2volume.value; break;
+                       case 3:  mastervol *= snd_channel3volume.value; break;
+                       case 4:  mastervol *= snd_channel4volume.value; break;
+                       case 5:  mastervol *= snd_channel5volume.value; break;
+                       case 6:  mastervol *= snd_channel6volume.value; break;
+                       case 7:  mastervol *= snd_channel7volume.value; break;
+                       default: mastervol *= Cvar_VariableValueOr(va(vabuf, sizeof(vabuf), "snd_channel%dvolume", CHAN_ENGINE2CVAR(ch->entchannel)), 1.0); break;
+               }
+       }
+
+       // If this channel does not manage its own volume (like CD tracks)
+       if (!(ch->flags & CHANNELFLAG_FULLVOLUME))
+               mastervol *= volume.value;
+
+       if(snd_maxchannelvolume.value > 0)
+       {
+               // clamp HERE to allow to go at most 10dB past mastervolume (before clamping), when mastervolume < -10dB (so relative volumes don't get too messy)
+               mastervol = bound(0.0f, mastervol, 10.0f * snd_maxchannelvolume.value);
+       }
+
+       // always apply "master"
+       mastervol *= mastervolume.value;
+
+       // add in ReplayGain very late; prevent clipping when close
+       if(sfx)
+       if(sfx->volume_peak > 0)
+       {
+               // Replaygain support
+               // Con_DPrintf("Setting volume on ReplayGain-enabled track... %f -> ", fvol);
+               mastervol *= sfx->volume_mult;
+               if(snd_maxchannelvolume.value > 0)
+               {
+                       if(mastervol * sfx->volume_peak > snd_maxchannelvolume.value)
+                               mastervol = snd_maxchannelvolume.value / sfx->volume_peak;
+               }
+               // Con_DPrintf("%f\n", fvol);
        }
 
+       if(snd_maxchannelvolume.value > 0)
+       {
+               // clamp HERE to keep relative volumes of the channels correct
+               mastervol = min(mastervol, snd_maxchannelvolume.value);
+       }
+
+       mastervol = max(0.0f, mastervol);
+
+       ch->mixspeed = mixspeed;
+
        // 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)
+       if (ch->entnum == cl.viewentity || ch->entnum == CL_VM_GetViewEntity() || ch->distfade == 0)
        {
-               for (i = 0;i < SND_LISTENERS;i++)
+               ch->prologic_invert = 1;
+               if (snd_spatialization_prologic.integer != 0)
                {
-                       vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
-                       ch->listener_volume[i] = (int)bound(0, vol, 255);
+                       ch->volume[0] = mastervol * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
+                       ch->volume[1] = mastervol * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
+                       for (i = 2;i < SND_LISTENERS;i++)
+                               ch->volume[i] = 0;
+               }
+               else
+               {
+                       for (i = 0;i < SND_LISTENERS;i++)
+                               ch->volume[i] = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
                }
        }
        else
@@ -1346,127 +1477,223 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                // 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);
+               f = dist * ch->distfade;
+
+               f =
+                       ((snd_attenuation_exponent.value == 0) ? 1.0 : pow(1.0 - min(1.0, f), (double)snd_attenuation_exponent.value))
+                       *
+                       ((snd_attenuation_decibel.value == 0) ? 1.0 : pow(0.1, 0.1 * snd_attenuation_decibel.value * f));
+
+               intensity = mastervol * f;
                if (intensity > 0)
                {
-                       for (i = 0;i < SND_LISTENERS;i++)
+                       qboolean occluded = false;
+                       if (snd_spatialization_occlusion.integer)
                        {
-                               Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
-                               VectorNormalize(source_vec);
+                               if(snd_spatialization_occlusion.integer & 1)
+                                       if(listener_pvs && cl.worldmodel)
+                                       {
+                                               int cluster = cl.worldmodel->brush.PointInLeaf(cl.worldmodel, ch->origin)->clusterindex;
+                                               if(cluster >= 0 && cluster < 8 * listener_pvsbytes && !CHECKPVSBIT(listener_pvs, cluster))
+                                                       occluded = true;
+                                       }
+
+                               if(snd_spatialization_occlusion.integer & 2)
+                                       if(!occluded)
+                                               if(cl.worldmodel && cl.worldmodel->brush.TraceLineOfSight && !cl.worldmodel->brush.TraceLineOfSight(cl.worldmodel, listener_origin, ch->origin, ch->origin, ch->origin))
+                                                       occluded = true;
+                       }
+                       if(occluded)
+                               intensity *= 0.5f;
 
-                               switch(spatialmethod)
+                       ch->prologic_invert = 1;
+                       if (snd_spatialization_prologic.integer != 0)
+                       {
+                               if (dist == 0)
+                                       angle_factor = 0.5f;
+                               else
                                {
-                                       case SPATIAL_LOG:
-                                               if(dist == 0)
-                                                       f = spatialmin + spatialdiff * (spatialfactor < 0); // avoid log(0), but do the right thing
-                                               else
-                                                       f = spatialmin + spatialdiff * bound(0, (log(dist) - spatialoffset) * spatialfactor, 1);
-                                               VectorScale(source_vec, f, source_vec);
-                                               break;
-                                       case SPATIAL_POW:
-                                               f = (pow(dist, spatialpower) - spatialoffset) * spatialfactor;
-                                               f = spatialmin + spatialdiff * bound(0, f, 1);
-                                               VectorScale(source_vec, f, source_vec);
-                                               break;
-                                       case SPATIAL_THRESH:
-                                               f = spatialmin + spatialdiff * (dist < spatialoffset);
-                                               VectorScale(source_vec, f, source_vec);
-                                               break;
-                                       case SPATIAL_NONE:
-                                       default:
-                                               break;
-                               }
+                                       Matrix4x4_Transform(&listener_basematrix, ch->origin, source_vec);
+                                       VectorNormalize(source_vec);
 
-                               vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
+                                       switch(spatialmethod)
+                                       {
+                                               case SPATIAL_LOG:
+                                                       if(dist == 0)
+                                                               f = spatialmin + spatialdiff * (spatialfactor < 0); // avoid log(0), but do the right thing
+                                                       else
+                                                               f = spatialmin + spatialdiff * bound(0, (log(dist) - spatialoffset) * spatialfactor, 1);
+                                                       VectorScale(source_vec, f, source_vec);
+                                                       break;
+                                               case SPATIAL_POW:
+                                                       f = (pow(dist, spatialpower) - spatialoffset) * spatialfactor;
+                                                       f = spatialmin + spatialdiff * bound(0, f, 1);
+                                                       VectorScale(source_vec, f, source_vec);
+                                                       break;
+                                               case SPATIAL_THRESH:
+                                                       f = spatialmin + spatialdiff * (dist < spatialoffset);
+                                                       VectorScale(source_vec, f, source_vec);
+                                                       break;
+                                               case SPATIAL_NONE:
+                                               default:
+                                                       break;
+                                       }
 
-                               if (snd_spatialization_occlusion.integer)
-                               {
-                                       if (cl.worldmodel
-                                       && cl.worldmodel->brush.TraceLineOfSight
-                                       && !cl.worldmodel->brush.TraceLineOfSight(cl.worldmodel, listener_origin, ch->origin))
+                                       // the z axis needs to be removed and normalized because otherwise the volume would get lower as the sound source goes higher or lower then normal
+                                       source_vec[2] = 0;
+                                       VectorNormalize(source_vec);
+                                       angle_side = acos(source_vec[0]) / M_PI * 180;  // angle between 0 and 180 degrees
+                                       angle_front = asin(source_vec[1]) / M_PI * 180; // angle between -90 and 90 degrees
+                                       if (angle_side > snd_spatialization_prologic_frontangle.value)
                                        {
-                                               vol *= 0.5f;
+                                               ch->prologic_invert = -1;       // this will cause the right channel to do a 180 degrees phase shift (turning the sound wave upside down),
+                                                                                                       // but the best would be 90 degrees phase shift left and a -90 degrees phase shift right.
+                                               angle_factor = (angle_side - snd_spatialization_prologic_frontangle.value) / (360 - 2 * snd_spatialization_prologic_frontangle.value);
+                                               // angle_factor is between 0 and 1 and represents the angle range from the front left, to all the surround speakers (amount may vary,
+                                               // 1 in prologic I 2 in prologic II and 3 or 4 in prologic IIx) to the front right speaker.
+                                               if (angle_front > 0)
+                                                       angle_factor = 1 - angle_factor;
                                        }
+                                       else
+                                               angle_factor = angle_front / snd_spatialization_prologic_frontangle.value / 2.0 + 0.5;
+                                               //angle_factor is between 0 and 1 and represents the angle range from the front left to the center to the front right speaker
                                }
 
-                               ch->listener_volume[i] = (int)bound(0, vol, 255);
+                               ch->volume[0] = intensity * sqrt(angle_factor);
+                               ch->volume[1] = intensity * sqrt(1 - angle_factor);
+                               for (i = 2;i < SND_LISTENERS;i++)
+                                       ch->volume[i] = 0;
+                       }
+                       else
+                       {
+                               for (i = 0;i < SND_LISTENERS;i++)
+                               {
+                                       Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
+                                       VectorNormalize(source_vec);
+
+                                       switch(spatialmethod)
+                                       {
+                                               case SPATIAL_LOG:
+                                                       if(dist == 0)
+                                                               f = spatialmin + spatialdiff * (spatialfactor < 0); // avoid log(0), but do the right thing
+                                                       else
+                                                               f = spatialmin + spatialdiff * bound(0, (log(dist) - spatialoffset) * spatialfactor, 1);
+                                                       VectorScale(source_vec, f, source_vec);
+                                                       break;
+                                               case SPATIAL_POW:
+                                                       f = (pow(dist, spatialpower) - spatialoffset) * spatialfactor;
+                                                       f = spatialmin + spatialdiff * bound(0, f, 1);
+                                                       VectorScale(source_vec, f, source_vec);
+                                                       break;
+                                               case SPATIAL_THRESH:
+                                                       f = spatialmin + spatialdiff * (dist < spatialoffset);
+                                                       VectorScale(source_vec, f, source_vec);
+                                                       break;
+                                               case SPATIAL_NONE:
+                                               default:
+                                                       break;
+                                       }
+
+                                       ch->volume[i] = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
+                               }
                        }
                }
                else
                        for (i = 0;i < SND_LISTENERS;i++)
-                               ch->listener_volume[i] = 0;
+                               ch->volume[i] = 0;
        }
 }
+static void SND_Spatialize(channel_t *ch, qboolean isstatic)
+{
+       sfx_t *sfx = ch->sfx;
+       SND_Spatialize_WithSfx(ch, isstatic, sfx);
+}
 
 
 // =======================================================================
 // Start a sound effect
 // =======================================================================
 
-void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic)
+static void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic, int entnum, int entchannel, int startpos, float fspeed)
 {
        if (!sfx)
        {
                Con_Printf("S_PlaySfxOnChannel called with NULL??\n");
                return;
        }
+
+       if ((sfx->loopstart < sfx->total_length) || (flags & CHANNELFLAG_FORCELOOP))
+       {
+               if(!snd_startloopingsounds.integer)
+                       return;
+       }
+       else
+       {
+               if(!snd_startnonloopingsounds.integer)
+                       return;
+       }
+
        // Initialize the channel
        // a crash was reported on an in-use channel, so check here...
        if (target_chan->sfx)
        {
                int channelindex = (int)(target_chan - channels);
                Con_Printf("S_PlaySfxOnChannel(%s): channel %i already in use??  Clearing.\n", sfx->name, channelindex);
-               S_StopChannel (channelindex, true);
+               S_StopChannel (channelindex, true, false);
        }
        // We MUST set sfx LAST because otherwise we could crash a threaded mixer
        // (otherwise we'd have to call SndSys_LockRenderBuffer here)
        memset (target_chan, 0, sizeof (*target_chan));
        VectorCopy (origin, target_chan->origin);
        target_chan->flags = flags;
-       target_chan->pos = 0; // start of the sound
+       target_chan->position = startpos; // start of the sound
+       target_chan->entnum = entnum;
+       target_chan->entchannel = entchannel;
 
        // If it's a static sound
        if (isstatic)
        {
                if (sfx->loopstart >= sfx->total_length && (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEWORLD))
                        Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
-               target_chan->dist_mult = attenuation / (64.0f * snd_soundradius.value);
+               target_chan->distfade = attenuation / (64.0f * snd_soundradius.value);
        }
        else
-               target_chan->dist_mult = attenuation / snd_soundradius.value;
+               target_chan->distfade = attenuation / snd_soundradius.value;
 
-       // Lock the SFX during play
-       S_LockSfx (sfx);
+       // set the listener volumes
+       S_SetChannelVolume(target_chan - channels, fvol);
+       S_SetChannelSpeed(target_chan - channels, fspeed);
+       SND_Spatialize_WithSfx (target_chan, isstatic, sfx);
 
        // finally, set the sfx pointer, so the channel becomes valid for playback
        // and will be noticed by the mixer
        target_chan->sfx = sfx;
-
-       // we have to set the channel volume AFTER the sfx because the function
-       // needs it for replaygain support
-       S_SetChannelVolume(target_chan - channels, fvol);
 }
 
 
-int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
+int S_StartSound_StartPosition_Flags (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition, int flags, float fspeed)
 {
        channel_t *target_chan, *check, *ch;
-       int             ch_idx;
+       int             ch_idx, startpos, i;
 
        if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
                return -1;
 
        if(sfx == &changevolume_sfx)
        {
-               if(entchannel == 0)
+               if (!IS_CHAN_SINGLE(entchannel))
                        return -1;
                for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
                {
                        ch = &channels[ch_idx];
-                       if (ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) )
+                       if (ch->entnum == entnum && ch->entchannel == entchannel)
                        {
                                S_SetChannelVolume(ch_idx, fvol);
-                               ch->dist_mult = attenuation / snd_soundradius.value;
+                               S_SetChannelSpeed(ch_idx, fspeed);
+                               for(i = 1; i > 0 && (i <= flags || i <= (int) channels[ch_idx].flags); i <<= 1)
+                                       if((flags ^ channels[ch_idx].flags) & i)
+                                               S_SetChannelFlag(ch_idx, i, (flags & i) != 0);
+                               ch->distfade = attenuation / snd_soundradius.value;
                                SND_Spatialize(ch, false);
                                return ch_idx;
                        }
@@ -1482,33 +1709,49 @@ int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float f
        if (!target_chan)
                return -1;
 
-       S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false);
-       target_chan->entnum = entnum;
-       target_chan->entchannel = entchannel;
-
-       SND_Spatialize(target_chan, false);
-
        // if an identical sound has also been started this frame, offset the pos
        // a bit to keep it from just making the first one louder
        check = &channels[NUM_AMBIENTS];
-       for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
+       startpos = (int)(startposition * sfx->format.speed);
+       if (startpos == 0)
        {
-               if (check == target_chan)
-                       continue;
-               if (check->sfx == sfx && !check->pos)
+               for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
                {
-                       // use negative pos offset to delay this sound effect
-                       target_chan->pos += (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
-                       break;
+                       if (check == target_chan)
+                               continue;
+                       if (check->sfx == sfx && check->position == 0 && check->basespeed == fspeed)
+                       {
+                               // calculate max offset
+                               float maxtime = snd_identicalsoundrandomization_time.value;
+                               float maxtics = snd_identicalsoundrandomization_tics.value;
+                               float maxticsdelta = ((cls.state == ca_connected) ? (maxtics * (cl.mtime[0] - cl.mtime[1])) : 0);
+                               float maxdelta = 0;
+                               if(maxticsdelta == 0 || fabs(maxticsdelta) > fabs(maxtime))
+                                       maxdelta = maxtime;
+                               else
+                                       maxdelta = fabs(maxticsdelta) * ((maxtime > 0) ? 1 : -1);
+
+                               // use negative pos offset to delay this sound effect
+                               startpos = lhrandom(0, maxdelta * sfx->format.speed);
+                               break;
+                       }
                }
        }
 
+       S_PlaySfxOnChannel (sfx, target_chan, flags, origin, fvol, attenuation, false, entnum, entchannel, startpos, fspeed);
+
        return (target_chan - channels);
 }
 
-void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
+int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
+{
+       return S_StartSound_StartPosition_Flags(entnum, entchannel, sfx, origin, fvol, attenuation, 0, CHANNELFLAG_NONE, 1.0f);
+}
+
+void S_StopChannel (unsigned int channel_ind, qboolean lockmutex, qboolean freesfx)
 {
        channel_t *ch;
+       sfx_t *sfx;
 
        if (channel_ind >= total_channels)
                return;
@@ -1521,22 +1764,15 @@ void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
                SndSys_LockRenderBuffer();
        
        ch = &channels[channel_ind];
-       if (ch->sfx != NULL)
+       sfx = ch->sfx;
+       if (sfx != NULL)
        {
-               sfx_t *sfx = ch->sfx;
-
-               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);
-
+               if (sfx->fetcher != NULL && sfx->fetcher->stopchannel != NULL)
+                       sfx->fetcher->stopchannel(ch);
                ch->fetcher_data = NULL;
                ch->sfx = NULL;
+               if (freesfx)
+                       S_FreeSfx(sfx, true);
        }
        if (lockmutex && !simsound)
                SndSys_UnlockRenderBuffer();
@@ -1569,12 +1805,11 @@ void S_StopSound(int entnum, int entchannel)
        for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
                if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
                {
-                       S_StopChannel (i, true);
+                       S_StopChannel (i, true, false);
                        return;
                }
 }
 
-extern void CDAudio_Stop(void);
 void S_StopAllSounds (void)
 {
        unsigned int i;
@@ -1592,7 +1827,8 @@ void S_StopAllSounds (void)
                size_t memsize;
 
                for (i = 0; i < total_channels; i++)
-                       S_StopChannel (i, false);
+                       if (channels[i].sfx)
+                               S_StopChannel (i, false, false);
 
                total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
                memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
@@ -1621,37 +1857,46 @@ void S_PauseGameSounds (qboolean toggle)
        }
 }
 
-void S_SetChannelVolume (unsigned int ch_ind, float fvol)
+void S_SetChannelVolume(unsigned int ch_ind, float fvol)
 {
-       sfx_t *sfx = channels[ch_ind].sfx;
-       if(sfx->volume_peak > 0)
-       {
-               // 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);
+       channels[ch_ind].basevolume = fvol;
+}
+
+void S_SetChannelSpeed(unsigned int ch_ind, float fspeed)
+{
+       channels[ch_ind].basespeed = fspeed;
 }
 
 float S_GetChannelPosition (unsigned int ch_ind)
 {
        // note: this is NOT accurate yet
-       int s;
+       double s;
        channel_t *ch = &channels[ch_ind];
        sfx_t *sfx = ch->sfx;
+       if (!sfx)
+               return -1;
 
-       s = ch->pos;
+       s = ch->position / sfx->format.speed;
        /*
        if(!snd_usethreadedmixing)
-               s += _snd_mixahead.value * S_GetSoundRate();
+               s += _snd_mixahead.value;
        */
-       return (s % sfx->total_length) / (float) S_GetSoundRate();
+       return (float)s;
 }
 
+float S_GetEntChannelPosition(int entnum, int entchannel)
+{
+       channel_t *ch;
+       unsigned int i;
 
+       for (i = 0; i < total_channels; i++)
+       {
+               ch = &channels[i];
+               if (ch->entnum == entnum && ch->entchannel == entchannel)
+                       return S_GetChannelPosition(i);
+       }
+       return -1; // no playing sound in this channel
+}
 
 /*
 =================
@@ -1677,9 +1922,7 @@ void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
        }
 
        target_chan = &channels[total_channels++];
-       S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true);
-
-       SND_Spatialize (target_chan, true);
+       S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true, 0, 0, 0, 1.0f);
 }
 
 
@@ -1688,13 +1931,15 @@ void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
 S_UpdateAmbientSounds
 ===================
 */
-void S_UpdateAmbientSounds (void)
+static void S_UpdateAmbientSounds (void)
 {
        int                     i;
-       int                     vol;
+       float           vol;
+       float           fade = (float)max(0.0, cl.time - cl.oldtime) * ambient_fade.value / 256.0f;
        int                     ambient_channel;
        channel_t       *chan;
        unsigned char           ambientlevels[NUM_AMBIENTS];
+       sfx_t           *sfx;
 
        memset(ambientlevels, 0, sizeof(ambientlevels));
        if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint)
@@ -1704,33 +1949,41 @@ void S_UpdateAmbientSounds (void)
        for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
        {
                chan = &channels[ambient_channel];
-               if (chan->sfx == NULL || chan->sfx->fetcher == NULL)
+               sfx = chan->sfx; // fetch the volatile variable
+               if (sfx == NULL || sfx->fetcher == NULL)
                        continue;
 
-               vol = (int)ambientlevels[ambient_channel];
-               if (vol < 8)
-                       vol = 0;
+               i = ambientlevels[ambient_channel];
+               if (i < 8)
+                       i = 0;
+               vol = i * (1.0f / 256.0f);
 
                // 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->basevolume < vol)
                {
-                       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;
-                       }
+                       chan->basevolume += fade;
+                       if (chan->basevolume > vol)
+                               chan->basevolume = vol;
+               }
+               else if (chan->basevolume > vol)
+               {
+                       chan->basevolume -= fade;
+                       if (chan->basevolume < vol)
+                               chan->basevolume = vol;
                }
 
-               for (i = 0;i < SND_LISTENERS;i++)
-                       chan->listener_volume[i] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume);
+               if (snd_spatialization_prologic.integer != 0)
+               {
+                       chan->volume[0] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
+                       chan->volume[1] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
+                       for (i = 2;i < SND_LISTENERS;i++)
+                               chan->volume[i] = 0.0f;
+               }
+               else
+               {
+                       for (i = 0;i < SND_LISTENERS;i++)
+                               chan->volume[i] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[i].ambientvolume;
+               }
        }
 }
 
@@ -1876,6 +2129,7 @@ static void S_PaintAndSubmit (void)
        oldsoundtime = soundtime;
 
        cls.soundstats.latency_milliseconds = (snd_renderbuffer->endframe - snd_renderbuffer->startframe) * 1000 / snd_renderbuffer->format.speed;
+       R_TimeReport("audiomix");
 }
 
 /*
@@ -1889,7 +2143,7 @@ void S_Update(const matrix4x4_t *listenermatrix)
 {
        unsigned int i, j, k;
        channel_t *ch, *combine;
-       matrix4x4_t basematrix, rotatematrix;
+       matrix4x4_t rotatematrix;
 
        if (snd_renderbuffer == NULL || nosound.integer)
                return;
@@ -1938,14 +2192,34 @@ void S_Update(const matrix4x4_t *listenermatrix)
                current_channellayout != snd_channellayout.integer)
                S_SetChannelLayout();
 
-       Matrix4x4_Invert_Simple(&basematrix, listenermatrix);
+       Matrix4x4_Invert_Simple(&listener_basematrix, listenermatrix);
        Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin);
+       if (cl.worldmodel && cl.worldmodel->brush.FatPVS && cl.worldmodel->brush.num_pvsclusterbytes && cl.worldmodel->brush.PointInLeaf)
+       {
+               if(cl.worldmodel->brush.num_pvsclusterbytes != listener_pvsbytes)
+               {
+                       if(listener_pvs)
+                               Mem_Free(listener_pvs);
+                       listener_pvsbytes = cl.worldmodel->brush.num_pvsclusterbytes;
+                       listener_pvs = (unsigned char *) Mem_Alloc(snd_mempool, listener_pvsbytes);
+               }
+               cl.worldmodel->brush.FatPVS(cl.worldmodel, listener_origin, 2, listener_pvs, listener_pvsbytes, 0);
+       }
+       else
+       {
+               if(listener_pvs)
+               {
+                       Mem_Free(listener_pvs);
+                       listener_pvs = NULL;
+               }
+               listener_pvsbytes = 0;
+       }
 
        // calculate the current matrices
        for (j = 0;j < SND_LISTENERS;j++)
        {
                Matrix4x4_CreateFromQuakeEntity(&rotatematrix, 0, 0, 0, 0, -snd_speakerlayout.listeners[j].yawangle, 0, 1);
-               Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &basematrix);
+               Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &listener_basematrix);
                // I think this should now do this:
                //   1. create a rotation matrix for rotating by e.g. -90 degrees CCW
                //      (note: the matrix will rotate the OBJECT, not the VIEWER, so its
@@ -1962,6 +2236,7 @@ void S_Update(const matrix4x4_t *listenermatrix)
        S_UpdateAmbientSounds ();
 
        combine = NULL;
+       R_TimeReport("audioprep");
 
        // update spatialization for static and dynamic sounds
        cls.soundstats.totalsounds = 0;
@@ -1982,7 +2257,7 @@ void S_Update(const matrix4x4_t *listenermatrix)
                {
                        // no need to merge silent channels
                        for (j = 0;j < SND_LISTENERS;j++)
-                               if (ch->listener_volume[j])
+                               if (ch->volume[j])
                                        break;
                        if (j == SND_LISTENERS)
                                continue;
@@ -2004,17 +2279,18 @@ void S_Update(const matrix4x4_t *listenermatrix)
                        {
                                for (j = 0;j < SND_LISTENERS;j++)
                                {
-                                       combine->listener_volume[j] += ch->listener_volume[j];
-                                       ch->listener_volume[j] = 0;
+                                       combine->volume[j] += ch->volume[j];
+                                       ch->volume[j] = 0;
                                }
                        }
                }
                for (k = 0;k < SND_LISTENERS;k++)
-                       if (ch->listener_volume[k])
+                       if (ch->volume[k])
                                break;
                if (k < SND_LISTENERS)
                        cls.soundstats.mixedsounds++;
        }
+       R_TimeReport("audiospatialize");
 
        sound_spatialized = true;
 
@@ -2048,9 +2324,12 @@ qboolean S_LocalSound (const char *sound)
                return false;
        }
 
-       // Local sounds must not be freed
-       sfx->flags |= SFXFLAG_PERMANENTLOCK;
+       // menu sounds must not be freed on level change
+       sfx->flags |= SFXFLAG_MENUSOUND;
 
+       // fun fact: in Quake 1, this used -1 "replace any entity channel",
+       // which we no longer support anyway
+       // changed by Black in r4297 "Changed S_LocalSound to play multiple sounds at a time."
        ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0);
        if (ch_ind < 0)
                return false;