]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - snd_main.c
added support for dpsoftrast synchronization for fpsscaling
[xonotic/darkplaces.git] / snd_main.c
index ce04f8051d93f901a78e01ebbff919b910139bf7..fac45a4f6a23a4ce08e2aa8cdc8a0a5eea600bba 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;
 
@@ -161,14 +164,16 @@ 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"};
@@ -222,7 +227,7 @@ 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)"};
 
 // Ambient sounds
 static sfx_t* ambient_sfxs [2] = { NULL, NULL };
@@ -814,6 +819,8 @@ 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);
@@ -1257,10 +1264,11 @@ 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;
 
@@ -1356,14 +1364,52 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic)
                }
        }
 
+       // 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
@@ -1374,47 +1420,119 @@ 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
@@ -1422,13 +1540,17 @@ 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)
@@ -1463,12 +1585,9 @@ 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);
+       S_SetChannelVolume(target_chan - channels, fvol);
+       SND_Spatialize_WithSfx (target_chan, isstatic, sfx);
 
        // Lock the SFX during play
        S_LockSfx (sfx);
@@ -1657,24 +1776,9 @@ 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)
@@ -1763,6 +1867,7 @@ void S_UpdateAmbientSounds (void)
                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!
@@ -1770,20 +1875,30 @@ 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);
+               }
        }
 }
 
@@ -1943,7 +2058,7 @@ 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;
@@ -1992,14 +2107,34 @@ 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
@@ -2059,7 +2194,7 @@ 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;
                                }
                        }