]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - snd_main.c
new cvar: mastervolume (controlling both volume and bgmvolume)
[xonotic/darkplaces.git] / snd_main.c
index db259b5347a23e87dae038e83b82fa12d0742b0c..ce04f8051d93f901a78e01ebbff919b910139bf7 100644 (file)
@@ -24,6 +24,8 @@ 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"
 
 
 #define SND_MIN_SPEED 8000
@@ -32,27 +34,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #define SND_MAX_WIDTH 2
 #define SND_MIN_CHANNELS 1
 #define SND_MAX_CHANNELS 8
-
 #if SND_LISTENERS != 8
 #      error this data only supports up to 8 channel, update it!
 #endif
-typedef struct listener_s
-{
-       float yawangle;
-       float dotscale;
-       float dotbias;
-       float ambientvolume;
-}
-listener_t;
-typedef struct speakerlayout_s
-{
-       const char *name;
-       unsigned int channels;
-       listener_t listeners[SND_LISTENERS];
-}
-speakerlayout_t;
 
-static speakerlayout_t snd_speakerlayout;
+speakerlayout_t snd_speakerlayout;
 
 // Our speaker layouts are based on ALSA. They differ from those
 // Win32 and Mac OS X APIs use when there's more than 4 channels.
@@ -63,27 +49,27 @@ static const speakerlayout_t snd_speakerlayouts[] =
        {
                "surround71", 8,
                {
-                       {45, 0.2, 0.2, 0.5}, // front left
-                       {315, 0.2, 0.2, 0.5}, // front right
-                       {135, 0.2, 0.2, 0.5}, // rear left
-                       {225, 0.2, 0.2, 0.5}, // rear right
-                       {0, 0.2, 0.2, 0.5}, // front center
-                       {0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so...  no lfe)
-                       {90, 0.2, 0.2, 0.5}, // side left
-                       {180, 0.2, 0.2, 0.5}, // side right
+                       {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
+                       {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
                }
        },
        {
                "surround51", 6,
                {
-                       {45, 0.2, 0.2, 0.5}, // front left
-                       {315, 0.2, 0.2, 0.5}, // front right
-                       {135, 0.2, 0.2, 0.5}, // rear left
-                       {225, 0.2, 0.2, 0.5}, // rear right
-                       {0, 0.2, 0.2, 0.5}, // front center
-                       {0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so...  no lfe)
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
+                       {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
+                       {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},
                }
        },
        {
@@ -91,14 +77,14 @@ static const speakerlayout_t snd_speakerlayouts[] =
                // channel of its own
                "surround40", 4,
                {
-                       {45, 0.3, 0.3, 0.8}, // front left
-                       {315, 0.3, 0.3, 0.8}, // front right
-                       {135, 0.3, 0.3, 0.8}, // rear left
-                       {225, 0.3, 0.3, 0.8}, // rear right
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
+                       {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, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
                }
        },
        {
@@ -106,27 +92,27 @@ static const speakerlayout_t snd_speakerlayouts[] =
                // channel of its own
                "stereo", 2,
                {
-                       {90, 0.5, 0.5, 1}, // side left
-                       {270, 0.5, 0.5, 1}, // side right
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
+                       {0, 90, 0.5, 0.5, 1}, // side left
+                       {1, 270, 0.5, 0.5, 1}, // side right
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
                }
        },
        {
                "mono", 1,
                {
-                       {0, 0, 1, 1}, // center
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
-                       {0, 0, 0, 0},
+                       {0, 0, 0, 1, 1}, // center
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
                }
        }
 };
@@ -165,25 +151,27 @@ static int current_swapstereo = false;
 static int current_channellayout = SND_CHANNELLAYOUT_AUTO;
 static int current_channellayout_used = SND_CHANNELLAYOUT_AUTO;
 
-static double spatialpower, spatialmin, spatialdiff, spatialoffset, spatialfactor;
+static float spatialpower, spatialmin, spatialdiff, spatialoffset, spatialfactor;
 typedef enum { SPATIAL_NONE, SPATIAL_LOG, SPATIAL_POW, SPATIAL_THRESH } spatialmethod_t;
 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 = {0, "snd_soundradius", "2000", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"};
-cvar_t snd_spatialization_min_radius = {0, "snd_spatialization_min_radius", "10000", "use minimum spatialization above to this radius"};
-cvar_t snd_spatialization_max_radius = {0, "snd_spatialization_max_radius", "100", "use maximum spatialization below this radius"};
-cvar_t snd_spatialization_min = {0, "snd_spatialization_min", "0.70", "minimum spatializazion of sounds"};
-cvar_t snd_spatialization_max = {0, "snd_spatialization_max", "0.95", "maximum spatialization of sounds"};
-cvar_t snd_spatialization_power = {0, "snd_spatialization_power", "0", "exponent of the spatialization falloff curve (0: logarithmic)"};
-cvar_t snd_spatialization_control = {0, "snd_spatialization_control", "0", "enable spatialization control (headphone friendly mode)"};
+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_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"};
 
 // Cvars declared in snd_main.h (shared with other snd_*.c files)
-cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};
+cvar_t _snd_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)"};
 cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
 extern cvar_t v_flipped;
@@ -269,13 +257,13 @@ static void S_Play_Common (float fvol, float attenuation)
                        i++;
                }
 
-               sfx = S_PrecacheSound (name, true, false);
+               sfx = S_PrecacheSound (name, true, true);
                if (sfx)
                {
                        ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation);
 
                        // Free the sfx if the file didn't exist
-                       if (ch_ind < 0)
+                       if (!sfx->fetcher)
                                S_FreeSfx (sfx, false);
                        else
                                channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
@@ -353,6 +341,11 @@ int S_GetSoundRate(void)
        return snd_renderbuffer ? snd_renderbuffer->format.speed : 0;
 }
 
+int S_GetSoundChannels(void)
+{
+       return snd_renderbuffer ? snd_renderbuffer->format.channels : 0;
+}
+
 
 static qboolean S_ChooseCheaperFormat (snd_format_t* format, qboolean fixed_speed, qboolean fixed_width, qboolean fixed_channels)
 {
@@ -779,6 +772,7 @@ 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);
@@ -819,6 +813,7 @@ void S_Init(void)
        Cvar_RegisterVariable(&snd_spatialization_max);
        Cvar_RegisterVariable(&snd_spatialization_power);
        Cvar_RegisterVariable(&snd_spatialization_control);
+       Cvar_RegisterVariable(&snd_spatialization_occlusion);
 
        Cvar_RegisterVariable(&snd_speed);
        Cvar_RegisterVariable(&snd_width);
@@ -931,6 +926,7 @@ void S_UnloadAllSounds_f (void)
 S_FindName
 ==================
 */
+sfx_t changevolume_sfx = {""};
 sfx_t *S_FindName (const char *name)
 {
        sfx_t *sfx;
@@ -938,6 +934,9 @@ sfx_t *S_FindName (const char *name)
        if (!snd_initialized.integer)
                return NULL;
 
+       if(!strcmp(name, changevolume_sfx.name))
+               return &changevolume_sfx;
+
        if (strlen (name) >= sizeof (sfx->name))
        {
                Con_Printf ("S_FindName: sound name too long (%s)\n", name);
@@ -1012,13 +1011,13 @@ void S_FreeSfx (sfx_t *sfx, qboolean force)
 
 /*
 ==================
-S_ServerSounds
+S_ClearUsed
 ==================
 */
-void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds)
+void S_ClearUsed (void)
 {
        sfx_t *sfx;
-       sfx_t *sfxnext;
+//     sfx_t *sfxnext;
        unsigned int i;
 
        // Start the ambient sounds and make them loop
@@ -1046,20 +1045,17 @@ void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds)
                        S_UnlockSfx (sfx);
                        sfx->flags &= ~SFXFLAG_SERVERSOUND;
                }
+}
 
-       // Add 1 lock and the SFXFLAG_SERVERSOUND flag to each sfx in "serversound"
-       for (i = 1; i < numsounds; i++)
-       {
-               sfx = S_FindName (serversound[i]);
-               if (sfx != NULL)
-               {
-                       // clear the FILEMISSING flag so that S_LoadSound will try again on a
-                       // previously missing file
-                       sfx->flags &= ~ SFXFLAG_FILEMISSING;
-                       S_LockSfx (sfx);
-                       sfx->flags |= SFXFLAG_SERVERSOUND;
-               }
-       }
+/*
+==================
+S_PurgeUnused
+==================
+*/
+void S_PurgeUnused(void)
+{
+       sfx_t *sfx;
+       sfx_t *sfxnext;
 
        // Free all unlocked sfx
        for (sfx = known_sfx;sfx;sfx = sfxnext)
@@ -1075,7 +1071,7 @@ void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds)
 S_PrecacheSound
 ==================
 */
-sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
+sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean serversound)
 {
        sfx_t *sfx;
 
@@ -1094,8 +1090,11 @@ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
        // previously missing file
        sfx->flags &= ~ SFXFLAG_FILEMISSING;
 
-       if (lock)
+       if (serversound && !(sfx->flags & SFXFLAG_SERVERSOUND))
+       {
                S_LockSfx (sfx);
+               sfx->flags |= SFXFLAG_SERVERSOUND;
+       }
 
        if (!nosound.integer && snd_precache.integer)
                S_LoadSound(sfx, complain);
@@ -1103,6 +1102,27 @@ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
        return sfx;
 }
 
+/*
+==================
+S_SoundLength
+==================
+*/
+
+float S_SoundLength(const char *name)
+{
+       sfx_t *sfx;
+
+       if (!snd_initialized.integer)
+               return -1;
+       if (name == NULL || name[0] == 0)
+               return -1;
+
+       sfx = S_FindName(name);
+       if (sfx == NULL)
+               return -1;
+       return sfx->total_length / (float) S_GetSoundRate();
+}
+
 /*
 ==================
 S_IsSoundPrecached
@@ -1110,7 +1130,7 @@ S_IsSoundPrecached
 */
 qboolean S_IsSoundPrecached (const sfx_t *sfx)
 {
-       return (sfx != NULL && sfx->fetcher != NULL);
+       return (sfx != NULL && sfx->fetcher != NULL) || (sfx == &changevolume_sfx);
 }
 
 /*
@@ -1201,7 +1221,7 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
                {
                        // no sound on this channel
                        first_to_die = ch_idx;
-                       break;
+                       goto emptychan_found;
                }
 
                // don't let monster sounds override player sounds
@@ -1222,7 +1242,10 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
 
        if (first_to_die == -1)
                return NULL;
+       
+       S_StopChannel (first_to_die, true);
 
+emptychan_found:
        return &channels[first_to_die];
 }
 
@@ -1244,16 +1267,23 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
        // update sound origin if we know about the entity
        if (ch->entnum > 0 && cls.state == ca_connected && cl_gameplayfix_soundsmovewithentities.integer)
        {
-               if (ch->entnum >= 32768)
+               if (ch->entnum >= MAX_EDICTS)
                {
-                       // TODO: sounds that follow CSQC entities?
+                       //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]);
+
+                       if (ch->entnum > MAX_EDICTS)
+                               if (!CL_VM_GetEntitySoundOrigin(ch->entnum, ch->origin))
+                                       ch->entnum = MAX_EDICTS; // entity was removed, disown sound
                }
                else if (cl.entities[ch->entnum].state_current.active)
                {
+                       dp_model_t *model;
                        //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);
+                       model = CL_GetModelByIndex(cl.entities[ch->entnum].state_current.modelindex);
+                       if (model && model->soundfromcenter)
+                               VectorMAM(0.5f, cl.entities[ch->entnum].render.mins, 0.5f, cl.entities[ch->entnum].render.maxs, ch->origin);
+                       else
+                               Matrix4x4_OriginFromMatrix(&cl.entities[ch->entnum].render.matrix, ch->origin);
                }
        }
 
@@ -1264,7 +1294,7 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                mastervol *= snd_staticvolume.value;
        else if(!(ch->flags & CHANNELFLAG_FULLVOLUME)) // same as SND_PaintChannel uses
        {
-               if(ch->entnum >= 32768)
+               if(ch->entnum >= MAX_EDICTS)
                {
                        switch(ch->entchannel)
                        {
@@ -1359,7 +1389,8 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                                                VectorScale(source_vec, f, source_vec);
                                                break;
                                        case SPATIAL_POW:
-                                               f = spatialmin + spatialdiff * bound(0, (pow(dist, spatialpower) - spatialoffset) * spatialfactor, 1);
+                                               f = (pow(dist, spatialpower) - spatialoffset) * spatialfactor;
+                                               f = spatialmin + spatialdiff * bound(0, f, 1);
                                                VectorScale(source_vec, f, source_vec);
                                                break;
                                        case SPATIAL_THRESH:
@@ -1372,6 +1403,17 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                                }
 
                                vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
+
+                               if (snd_spatialization_occlusion.integer)
+                               {
+                                       if (cl.worldmodel
+                                       && cl.worldmodel->brush.TraceLineOfSight
+                                       && !cl.worldmodel->brush.TraceLineOfSight(cl.worldmodel, listener_origin, ch->origin))
+                                       {
+                                               vol *= 0.5f;
+                                       }
+                               }
+
                                ch->listener_volume[i] = (int)bound(0, vol, 255);
                        }
                }
@@ -1386,47 +1428,83 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
 // 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_SetChannelVolume_WithSfx (unsigned int ch_ind, float fvol, sfx_t *sfx);
+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)
 {
+       if (!sfx)
+       {
+               Con_Printf("S_PlaySfxOnChannel called with NULL??\n");
+               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);
+       }
        // 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->pos = 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)
+               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);
        }
        else
                target_chan->dist_mult = attenuation / snd_soundradius.value;
 
+       // we have to set the channel volume AFTER the sfx because the function
+       // needs it for replaygain support
+       S_SetChannelVolume_WithSfx(target_chan - channels, fvol, sfx);
+
+       // set the listener volumes
+       SND_Spatialize (target_chan, isstatic);
+
        // Lock the SFX during play
        S_LockSfx (sfx);
 
        // finally, set the sfx pointer, so the channel becomes valid for playback
        // and will be noticed by the mixer
        target_chan->sfx = sfx;
-
-       // we have to set the channel volume AFTER the sfx because the function
-       // needs it for replaygain support
-       S_SetChannelVolume(target_chan - channels, fvol);
 }
 
 
-int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
+int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition)
 {
-       channel_t *target_chan, *check;
-       int             ch_idx;
+       channel_t *target_chan, *check, *ch;
+       int             ch_idx, startpos;
 
        if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
                return -1;
 
+       if(sfx == &changevolume_sfx)
+       {
+               if(entchannel == 0)
+                       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) )
+                       {
+                               S_SetChannelVolume(ch_idx, fvol);
+                               ch->dist_mult = attenuation / snd_soundradius.value;
+                               SND_Spatialize(ch, false);
+                               return ch_idx;
+                       }
+               }
+               return -1;
+       }
+
        if (sfx->fetcher == NULL)
                return -1;
 
@@ -1435,30 +1513,35 @@ 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 * S_GetSoundRate());
+       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->pos == 0)
+                       {
+                               // use negative pos offset to delay this sound effect
+                               startpos = (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
+                               break;
+                       }
                }
        }
 
+       S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false, entnum, entchannel, startpos);
+
        return (target_chan - channels);
 }
 
+int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
+{
+       return S_StartSound_StartPosition(entnum, entchannel, sfx, origin, fvol, attenuation, 0);
+}
+
 void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
 {
        channel_t *ch;
@@ -1466,17 +1549,18 @@ void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
        if (channel_ind >= total_channels)
                return;
 
+       // we have to lock an audio mutex to prevent crashes if an audio mixer
+       // thread is currently mixing this channel
+       // the SndSys_LockRenderBuffer function uses such a mutex in
+       // threaded sound backends
+       if (lockmutex && !simsound)
+               SndSys_LockRenderBuffer();
+       
        ch = &channels[channel_ind];
        if (ch->sfx != NULL)
        {
                sfx_t *sfx = ch->sfx;
 
-               // we have to lock an audio mutex to prevent crashes if an audio mixer
-               // thread is currently mixing this channel
-               // the SndSys_LockRenderBuffer function uses such a mutex in
-               // threaded sound backends
-               if (lockmutex)
-                       SndSys_LockRenderBuffer();
                if (sfx->fetcher != NULL)
                {
                        snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
@@ -1489,9 +1573,9 @@ void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
 
                ch->fetcher_data = NULL;
                ch->sfx = NULL;
-               if (lockmutex)
-                       SndSys_UnlockRenderBuffer();
        }
+       if (lockmutex && !simsound)
+               SndSys_UnlockRenderBuffer();
 }
 
 
@@ -1502,7 +1586,8 @@ qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean valu
 
        if (flag != CHANNELFLAG_FORCELOOP &&
                flag != CHANNELFLAG_PAUSED &&
-               flag != CHANNELFLAG_FULLVOLUME)
+               flag != CHANNELFLAG_FULLVOLUME &&
+               flag != CHANNELFLAG_LOCALSOUND)
                return false;
 
        if (value)
@@ -1537,18 +1622,18 @@ void S_StopAllSounds (void)
        // stop CD audio because it may be using a faketrack
        CDAudio_Stop();
 
-       for (i = 0; i < total_channels; i++)
-               S_StopChannel (i, true);
-
-       total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
-       memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
-
-       // Mute the contents of the submittion buffer
        if (simsound || SndSys_LockRenderBuffer ())
        {
                int clear;
                size_t memsize;
 
+               for (i = 0; i < total_channels; i++)
+                       S_StopChannel (i, false);
+
+               total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
+               memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
+
+               // Mute the contents of the submittion buffer
                clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0;
                memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels;
                memset(snd_renderbuffer->ring, clear, memsize);
@@ -1572,9 +1657,8 @@ void S_PauseGameSounds (qboolean toggle)
        }
 }
 
-void S_SetChannelVolume (unsigned int ch_ind, float fvol)
+static void S_SetChannelVolume_WithSfx (unsigned int ch_ind, float fvol, sfx_t *sfx)
 {
-       sfx_t *sfx = channels[ch_ind].sfx;
        if(sfx->volume_peak > 0)
        {
                // Replaygain support
@@ -1587,6 +1671,42 @@ void S_SetChannelVolume (unsigned int ch_ind, float fvol)
        channels[ch_ind].master_vol = (int)(fvol * 255.0f);
 }
 
+void S_SetChannelVolume(unsigned int ch_ind, float fvol)
+{
+       sfx_t *sfx = channels[ch_ind].sfx;
+       S_SetChannelVolume_WithSfx(ch_ind, fvol, sfx);
+}
+
+float S_GetChannelPosition (unsigned int ch_ind)
+{
+       // note: this is NOT accurate yet
+       int s;
+       channel_t *ch = &channels[ch_ind];
+       sfx_t *sfx = ch->sfx;
+       if (!sfx)
+               return -1;
+
+       s = ch->pos;
+       /*
+       if(!snd_usethreadedmixing)
+               s += _snd_mixahead.value * S_GetSoundRate();
+       */
+       return (s % sfx->total_length) / (float) S_GetSoundRate();
+}
+
+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
+}
 
 /*
 =================
@@ -1612,9 +1732,7 @@ 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);
 }
 
 
@@ -1811,6 +1929,7 @@ 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");
 }
 
 /*
@@ -1897,6 +2016,7 @@ 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;
@@ -1950,6 +2070,7 @@ void S_Update(const matrix4x4_t *listenermatrix)
                if (k < SND_LISTENERS)
                        cls.soundstats.mixedsounds++;
        }
+       R_TimeReport("audiospatialize");
 
        sound_spatialized = true;