]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - snd_main.c
don't hexdump png images while reading them (why did it do this??)
[xonotic/darkplaces.git] / snd_main.c
index 9dc5df8ffe2f52b67b2e7967debf6e678a5c22fa..ae11f0ca69e2a041ff66de6b67de3db929b50e01 100644 (file)
@@ -60,8 +60,8 @@ channel_t channels[MAX_CHANNELS];
 unsigned int total_channels;
 
 int snd_blocked = 0;
-cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0"};
-cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1"};
+cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
+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)"};
 
 volatile dma_t *shm = 0;
 volatile dma_t sn;
@@ -83,19 +83,19 @@ qboolean sound_spatialized = false;
 // isolating performance in the renderer.
 qboolean fakedma = false;
 
-cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1"};
-cvar_t volume = {CVAR_SAVE, "volume", "0.7"};
-cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1"};
+cvar_t 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_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
 
-cvar_t nosound = {0, "nosound", "0"};
-cvar_t snd_precache = {0, "snd_precache", "1"};
-cvar_t bgmbuffer = {0, "bgmbuffer", "4096"};
-cvar_t ambient_level = {0, "ambient_level", "0.3"};
-cvar_t ambient_fade = {0, "ambient_fade", "100"};
-cvar_t snd_noextraupdate = {0, "snd_noextraupdate", "0"};
-cvar_t snd_show = {0, "snd_show", "0"};
-cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1"};
-cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0"};
+cvar_t nosound = {0, "nosound", "0", "disables sound"};
+cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"};
+//cvar_t bgmbuffer = {0, "bgmbuffer", "4096", "unused quake cvar"};
+cvar_t ambient_level = {0, "ambient_level", "0.3", "volume of environment noises (water and wind)"};
+cvar_t ambient_fade = {0, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"};
+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"};
+cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound mixing"};
+cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};
+cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
 
 // Ambient sounds
 sfx_t* ambient_sfxs [2] = { NULL, NULL };
@@ -205,19 +205,19 @@ void S_Init(void)
        if (COM_CheckParm("-simsound"))
                fakedma = true;
 
-       Cmd_AddCommand("play", S_Play);
-       Cmd_AddCommand("play2", S_Play2);
-       Cmd_AddCommand("playvol", S_PlayVol);
-       Cmd_AddCommand("stopsound", S_StopAllSounds);
-       Cmd_AddCommand("soundlist", S_SoundList);
-       Cmd_AddCommand("soundinfo", S_SoundInfo_f);
-       Cmd_AddCommand("snd_restart", S_Restart_f);
+       Cmd_AddCommand("play", S_Play, "play a sound at your current location (not heard by anyone else)");
+       Cmd_AddCommand("play2", S_Play2, "play a sound globally throughout the level (not heard by anyone else)");
+       Cmd_AddCommand("playvol", S_PlayVol, "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, "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");
 
        Cvar_RegisterVariable(&nosound);
        Cvar_RegisterVariable(&snd_precache);
        Cvar_RegisterVariable(&snd_initialized);
        Cvar_RegisterVariable(&snd_streaming);
-       Cvar_RegisterVariable(&bgmbuffer);
+       //Cvar_RegisterVariable(&bgmbuffer);
        Cvar_RegisterVariable(&ambient_level);
        Cvar_RegisterVariable(&ambient_fade);
        Cvar_RegisterVariable(&snd_noextraupdate);
@@ -416,6 +416,9 @@ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
        if (!snd_initialized.integer)
                return NULL;
 
+       if (name == NULL || name[0] == 0)
+               return NULL;
+
        sfx = S_FindName (name);
        if (sfx == NULL)
                return NULL;
@@ -429,6 +432,16 @@ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
        return sfx;
 }
 
+/*
+==================
+S_IsSoundPrecached
+==================
+*/
+qboolean S_IsSoundPrecached (const sfx_t *sfx)
+{
+       return (sfx != NULL && sfx->fetcher != NULL);
+}
+
 /*
 ==================
 S_LockSfx
@@ -536,12 +549,12 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
        vec3_t source_vec;
 
        // update sound origin if we know about the entity
-       if (ch->entnum > 0 && cls.state == ca_connected && cl_entities[ch->entnum].state_current.active)
+       if (ch->entnum > 0 && cls.state == ca_connected && cl.entities[ch->entnum].state_current.active)
        {
-               //Con_Printf("-- entnum %i origin %f %f %f neworigin %f %f %f\n", ch->entnum, ch->origin[0], ch->origin[1], ch->origin[2], cl_entities[ch->entnum].state_current.origin[0], cl_entities[ch->entnum].state_current.origin[1], cl_entities[ch->entnum].state_current.origin[2]);
-               VectorCopy(cl_entities[ch->entnum].state_current.origin, ch->origin);
-               if (cl_entities[ch->entnum].state_current.modelindex && cl.model_precache[cl_entities[ch->entnum].state_current.modelindex] && 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);
+               //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;
@@ -556,7 +569,7 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                for (i = 0;i < SND_LISTENERS;i++)
                {
                        vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
-                       ch->listener_volume[i] = bound(0, vol, 255);
+                       ch->listener_volume[i] = (int)bound(0, vol, 255);
                }
        }
        else
@@ -572,7 +585,7 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                                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] = bound(0, vol, 255);
+                               ch->listener_volume[i] = (int)bound(0, vol, 255);
                        }
                }
                else
@@ -591,7 +604,7 @@ void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags,
        // Initialize the channel
        memset (target_chan, 0, sizeof (*target_chan));
        VectorCopy (origin, target_chan->origin);
-       target_chan->master_vol = fvol * 255;
+       target_chan->master_vol = (int)(fvol * 255);
        target_chan->sfx = sfx;
        target_chan->end = paintedtime + sfx->total_length;
        target_chan->lastptime = paintedtime;
@@ -626,7 +639,7 @@ int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float f
                return -1;
        }
 
-       if (entnum && entnum >= cl_max_entities)
+       if (entnum && entnum >= cl.max_entities)
                CL_ExpandEntities(entnum);
 
        // Pick a channel to play on
@@ -649,7 +662,7 @@ int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float f
                        continue;
                if (check->sfx == sfx && !check->pos)
                {
-                       skip = 0.1 * sfx->format.speed;
+                       skip = (int)(0.1 * sfx->format.speed);
                        if (skip > (int)sfx->total_length)
                                skip = (int)sfx->total_length;
                        if (skip > 0)
@@ -770,7 +783,7 @@ void S_PauseGameSounds (qboolean toggle)
 
 void S_SetChannelVolume (unsigned int ch_ind, float fvol)
 {
-       channels[ch_ind].master_vol = fvol * 255;
+       channels[ch_ind].master_vol = (int)(fvol * 255);
 }
 
 
@@ -815,7 +828,7 @@ S_UpdateAmbientSounds
 void S_UpdateAmbientSounds (void)
 {
        int                     i;
-       float           vol;
+       int                     vol;
        int                     ambient_channel;
        channel_t       *chan;
        unsigned char           ambientlevels[NUM_AMBIENTS];
@@ -831,20 +844,21 @@ void S_UpdateAmbientSounds (void)
                if (chan->sfx == NULL || chan->sfx->fetcher == NULL)
                        continue;
 
-               vol = ambientlevels[ambient_channel];
+               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 (chan->master_vol < vol)
                {
-                       chan->master_vol += host_realframetime * ambient_fade.value;
+                       chan->master_vol += (int)(cl.realframetime * ambient_fade.value);
                        if (chan->master_vol > vol)
                                chan->master_vol = vol;
                }
                else if (chan->master_vol > vol)
                {
-                       chan->master_vol -= host_realframetime * ambient_fade.value;
+                       chan->master_vol -= (int)(cl.realframetime * ambient_fade.value);
                        if (chan->master_vol < vol)
                                chan->master_vol = vol;
                }
@@ -956,8 +970,18 @@ void S_Update(const matrix4x4_t *listenermatrix)
        // 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], &basematrix, &rotatematrix);
+               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
@@ -1087,7 +1111,7 @@ void S_Update_(void)
                paintedtime = soundtime;
 
        // mix ahead of current position
-       endtime = soundtime + _snd_mixahead.value * shm->format.speed;
+       endtime = soundtime + (unsigned int)(_snd_mixahead.value * shm->format.speed);
        endtime = min(endtime, (unsigned int)(soundtime + shm->sampleframes));
 
        S_PaintChannels (endtime);