]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - snd_main.c
DP_SND_SOUND7_WIP1
[xonotic/darkplaces.git] / snd_main.c
index 87c223a44585c38ee0b66bab3a3ac28d3658df1f..e537d8388661b63d0c35345d6ff1568d9ffdff5b 100644 (file)
@@ -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;
 
@@ -157,17 +160,20 @@ 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_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"};
@@ -176,38 +182,46 @@ cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right spe
 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_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"};
@@ -221,7 +235,10 @@ 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"};
 
 // Ambient sounds
 static sfx_t* ambient_sfxs [2] = { NULL, NULL };
@@ -301,11 +318,10 @@ static void S_SoundList_f (void)
 
                        size = sfx->memsize;
                        format = sfx->fetcher->getfmt(sfx);
-                       Con_Printf ("%c%c%c%c(%2db, %6s) %8i : %s\n",
+                       Con_Printf ("%c%c%c(%2db, %6s) %8i : %s\n",
                                                (sfx->loopstart < sfx->total_length) ? 'L' : ' ',
                                                (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
-                                               (sfx->locks > 0) ? 'K' : ' ',
-                                               (sfx->flags & SFXFLAG_PERMANENTLOCK) ? 'P' : ' ',
+                                               (sfx->flags & SFXFLAG_MENUSOUND) ? 'P' : ' ',
                                                format->width * 8,
                                                (format->channels == 1) ? "mono" : "stereo",
                                                size,
@@ -771,6 +787,7 @@ 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);
@@ -804,6 +821,14 @@ 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_spatialization_min_radius);
        Cvar_RegisterVariable(&snd_spatialization_max_radius);
@@ -812,12 +837,17 @@ 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_startloopingsounds);
+       Cvar_RegisterVariable(&snd_startnonloopingsounds);
+
 // COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio)
        if (COM_CheckParm("-nosound"))
        {
@@ -968,8 +998,8 @@ 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)
@@ -997,8 +1027,13 @@ 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)
@@ -1021,28 +1056,21 @@ 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;
                }
        }
 
-       // 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;
 }
 
 /*
@@ -1055,11 +1083,12 @@ 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);
        }
 }
 
@@ -1069,7 +1098,7 @@ 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;
 
@@ -1088,11 +1117,11 @@ 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);
@@ -1131,31 +1160,6 @@ qboolean S_IsSoundPrecached (const sfx_t *sfx)
        return (sfx != NULL && sfx->fetcher != NULL) || (sfx == &changevolume_sfx);
 }
 
-/*
-==================
-S_LockSfx
-
-Add a lock to a SFX
-==================
-*/
-void S_LockSfx (sfx_t *sfx)
-{
-       sfx->locks++;
-}
-
-/*
-==================
-S_UnlockSfx
-
-Remove a lock from a SFX
-==================
-*/
-void S_UnlockSfx (sfx_t *sfx)
-{
-       sfx->locks--;
-}
-
-
 /*
 ==================
 S_BlockSound
@@ -1191,21 +1195,23 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
        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];
                        }
                }
@@ -1215,7 +1221,8 @@ 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;
@@ -1227,9 +1234,9 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
                        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 = sfx->total_length - ch->pos;
 
                if (life_left < first_life_left)
                {
@@ -1241,7 +1248,7 @@ 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];
@@ -1255,10 +1262,11 @@ Spatializes a channel
 =================
 */
 extern cvar_t cl_gameplayfix_soundsmovewithentities;
-void SND_Spatialize(channel_t *ch, qboolean isstatic)
+void SND_Spatialize_WithSfx(channel_t *ch, qboolean isstatic, sfx_t *sfx)
 {
        int i;
        double f;
+       float angle_side, angle_front, angle_factor;
        vec_t dist, mastervol, intensity, vol;
        vec3_t source_vec;
 
@@ -1292,6 +1300,7 @@ void SND_Spatialize(channel_t *ch, qboolean 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)
@@ -1352,16 +1361,67 @@ 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("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;
+
+       // 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, mastervol, 655360);
+
+       // 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(mastervol * sfx->volume_peak > 65536)
+                       mastervol = 65536 / sfx->volume_peak;
+               // Con_DPrintf("%f\n", fvol);
        }
 
+       // clamp HERE to keep relative volumes of the channels correct
+       mastervol = bound(0, mastervol, 65536);
+
        // anything coming from the view entity will always be full volume
        // LordHavoc: make sounds with ATTN_NONE have no spatialization
        if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
        {
-               for (i = 0;i < SND_LISTENERS;i++)
+               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);
+                       vol = mastervol * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
+                       ch->listener_volume[0] = (int)bound(0, vol, 65536);
+                       vol = mastervol * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
+                       ch->listener_volume[1] = (int)bound(0, vol, 65536);
+                       for (i = 2;i < SND_LISTENERS;i++)
+                               ch->listener_volume[i] = 0;
+               }
+               else
+               {
+                       for (i = 0;i < SND_LISTENERS;i++)
+                       {
+                               vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
+                               ch->listener_volume[i] = (int)bound(0, vol, 65536);
+                       }
                }
        }
        else
@@ -1372,47 +1432,119 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                intensity = mastervol * (1.0 - dist * ch->dist_mult);
                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)
+                                       {
+                                               int cluster = cl.worldmodel->brush.PointInLeaf(cl.worldmodel, ch->origin)->clusterindex;
+                                               if(cluster >= 0 && cluster < 8 * listener_pvsbytes && !CHECKPVSBIT(listener_pvs, cluster))
+                                                       occluded = true;
+                                       }
 
-                               switch(spatialmethod)
+                               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))
+                                                       occluded = true;
+                       }
+                       if(occluded)
+                               intensity *= 0.5;
+
+                       ch->prologic_invert = 1;
+                       if (snd_spatialization_prologic.integer != 0)
+                       {
+                               if (dist == 0)
+                                       angle_factor = 0.5;
+                               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);
+                               vol = intensity * sqrt(angle_factor);
+                               ch->listener_volume[0] = (int)bound(0, vol, 65536);
+                               vol = intensity * sqrt(1 - angle_factor);
+                               ch->listener_volume[1] = (int)bound(0, vol, 65536);
+                               for (i = 2;i < SND_LISTENERS;i++)
+                                       ch->listener_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;
+                                       }
+
+                                       vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
+
+                                       ch->listener_volume[i] = (int)bound(0, vol, 65536);
+                               }
                        }
                }
                else
@@ -1420,13 +1552,17 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                                ch->listener_volume[i] = 0;
        }
 }
+void SND_Spatialize(channel_t *ch, qboolean isstatic)
+{
+       sfx_t *sfx = ch->sfx;
+       SND_Spatialize_WithSfx(ch, isstatic, sfx);
+}
 
 
 // =======================================================================
 // Start a sound effect
 // =======================================================================
 
-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)
@@ -1434,13 +1570,25 @@ void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags,
                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)
@@ -1461,15 +1609,9 @@ void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags,
        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);
+       S_SetChannelVolume(target_chan - channels, fvol);
+       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
@@ -1477,7 +1619,7 @@ void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags,
 }
 
 
-int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition)
+int S_StartSound_StartPosition_Flags (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition, int flags)
 {
        channel_t *target_chan, *check, *ch;
        int             ch_idx, startpos;
@@ -1487,12 +1629,12 @@ int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t o
 
        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;
@@ -1530,19 +1672,25 @@ int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t o
                }
        }
 
-       S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false, entnum, entchannel, startpos);
+       S_PlaySfxOnChannel (sfx, target_chan, flags, origin, fvol, attenuation, false, entnum, entchannel, startpos);
 
        return (target_chan - channels);
 }
 
+int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition)
+{
+       return S_StartSound_StartPosition_Flags(entnum, entchannel, sfx, origin, fvol, attenuation, startposition, CHANNELFLAG_NONE);
+}
+
 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)
+void S_StopChannel (unsigned int channel_ind, qboolean lockmutex, qboolean freesfx)
 {
        channel_t *ch;
+       sfx_t *sfx;
 
        if (channel_ind >= total_channels)
                return;
@@ -1555,10 +1703,9 @@ void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
                SndSys_LockRenderBuffer();
        
        ch = &channels[channel_ind];
+       sfx = ch->sfx;
        if (ch->sfx != NULL)
        {
-               sfx_t *sfx = ch->sfx;
-
                if (sfx->fetcher != NULL)
                {
                        snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
@@ -1566,14 +1713,13 @@ void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
                                fetcher_endsb (ch->fetcher_data);
                }
 
-               // Remove the lock it holds
-               S_UnlockSfx (sfx);
-
                ch->fetcher_data = NULL;
                ch->sfx = NULL;
        }
        if (lockmutex && !simsound)
                SndSys_UnlockRenderBuffer();
+       if (freesfx)
+               S_FreeSfx(sfx, true);
 }
 
 
@@ -1603,7 +1749,7 @@ 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;
                }
 }
@@ -1626,7 +1772,8 @@ 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));
@@ -1655,24 +1802,9 @@ void S_PauseGameSounds (qboolean toggle)
        }
 }
 
-static void S_SetChannelVolume_WithSfx (unsigned int ch_ind, float fvol, sfx_t *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);
-}
-
 void S_SetChannelVolume(unsigned int ch_ind, float fvol)
 {
-       sfx_t *sfx = channels[ch_ind].sfx;
-       S_SetChannelVolume_WithSfx(ch_ind, fvol, sfx);
+       channels[ch_ind].master_vol = (int)(fvol * 65536.0f);
 }
 
 float S_GetChannelPosition (unsigned int ch_ind)
@@ -1746,6 +1878,7 @@ void S_UpdateAmbientSounds (void)
        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)
@@ -1755,12 +1888,14 @@ 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;
+               vol *= 256;
 
                // 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!
@@ -1768,20 +1903,30 @@ void S_UpdateAmbientSounds (void)
                {
                        if (chan->master_vol < vol)
                        {
-                               chan->master_vol += (int)((cl.time - cl.oldtime) * ambient_fade.value);
+                               chan->master_vol += (int)((cl.time - cl.oldtime) * 256.0 * 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);
+                               chan->master_vol -= (int)((cl.time - cl.oldtime) * 256.0 * ambient_fade.value);
                                if (chan->master_vol < vol)
                                        chan->master_vol = vol;
                        }
                }
 
-               for (i = 0;i < SND_LISTENERS;i++)
-                       chan->listener_volume[i] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume);
+               if (snd_spatialization_prologic.integer != 0)
+               {
+                       chan->listener_volume[0] = (int)bound(0, chan->master_vol * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5), 65536);
+                       chan->listener_volume[1] = (int)bound(0, chan->master_vol * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5), 65536);
+                       for (i = 2;i < SND_LISTENERS;i++)
+                               chan->listener_volume[i] = 0;
+               }
+               else
+               {
+                       for (i = 0;i < SND_LISTENERS;i++)
+                               chan->listener_volume[i] = (int)bound(0, chan->master_vol * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[i].ambientvolume, 65536);
+               }
        }
 }
 
@@ -1941,7 +2086,7 @@ 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;
@@ -1990,14 +2135,34 @@ 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
@@ -2057,7 +2222,7 @@ void S_Update(const matrix4x4_t *listenermatrix)
                        {
                                for (j = 0;j < SND_LISTENERS;j++)
                                {
-                                       combine->listener_volume[j] += ch->listener_volume[j];
+                                       combine->listener_volume[j] = bound(0, combine->listener_volume[j] + ch->listener_volume[j], 65536);
                                        ch->listener_volume[j] = 0;
                                }
                        }
@@ -2102,9 +2267,12 @@ 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;