X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=snd_main.c;h=6bda6fd0d519eeaa47374c2b853ac1141cd4064f;hp=c327675ac686bf8ef96bd404ae633629af0dac63;hb=9804c2369e4ac79331fc05bf37655bdf76457f2d;hpb=526e3243c94ca7e5e6f65fb0ddf62a21309f36fb diff --git a/snd_main.c b/snd_main.c index c327675a..6bda6fd0 100644 --- a/snd_main.c +++ b/snd_main.c @@ -23,12 +23,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "snd_main.h" #include "snd_ogg.h" -#include "snd_modplug.h" #include "csprogs.h" +#include "cl_collision.h" +#include "cdaudio.h" #define SND_MIN_SPEED 8000 -#define SND_MAX_SPEED 96000 +#define SND_MAX_SPEED 192000 #define SND_MIN_WIDTH 1 #define SND_MAX_WIDTH 2 #define SND_MIN_CHANNELS 1 @@ -133,6 +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; @@ -150,62 +154,80 @@ 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 = {CVAR_SAVE, "snd_soundradius", "2000", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"}; +cvar_t snd_soundradius = {CVAR_SAVE, "snd_soundradius", "1200", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"}; +cvar_t snd_attenuation_exponent = {CVAR_SAVE, "snd_attenuation_exponent", "1", "Exponent of (1-radius) in sound attenuation formula"}; +cvar_t snd_attenuation_decibel = {CVAR_SAVE, "snd_attenuation_decibel", "0", "Decibel sound attenuation per sound radius distance"}; cvar_t snd_spatialization_min_radius = {CVAR_SAVE, "snd_spatialization_min_radius", "10000", "use minimum spatialization above to this radius"}; cvar_t snd_spatialization_max_radius = {CVAR_SAVE, "snd_spatialization_max_radius", "100", "use maximum spatialization below this radius"}; cvar_t snd_spatialization_min = {CVAR_SAVE, "snd_spatialization_min", "0.70", "minimum spatializazion of sounds"}; cvar_t snd_spatialization_max = {CVAR_SAVE, "snd_spatialization_max", "0.95", "maximum spatialization of sounds"}; cvar_t snd_spatialization_power = {CVAR_SAVE, "snd_spatialization_power", "0", "exponent of the spatialization falloff curve (0: logarithmic)"}; cvar_t snd_spatialization_control = {CVAR_SAVE, "snd_spatialization_control", "0", "enable spatialization control (headphone friendly mode)"}; +cvar_t snd_spatialization_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", "0.11", "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_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.15", "how much sound to mix ahead of time"}; +cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory); when set to 2, streaming is performed even if this would waste memory"}; +cvar_t snd_streaming_length = { CVAR_SAVE, "snd_streaming_length", "1", "decompress sounds completely if they are less than this play time when snd_streaming is 1"}; cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"}; extern cvar_t v_flipped; cvar_t snd_channellayout = {0, "snd_channellayout", "0", "channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)"}; cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"}; -cvar_t snd_entchannel0volume = {CVAR_SAVE, "snd_entchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of regular entities"}; -cvar_t snd_entchannel1volume = {CVAR_SAVE, "snd_entchannel1volume", "1", "volume multiplier of the 1st entity channel of regular entities"}; -cvar_t snd_entchannel2volume = {CVAR_SAVE, "snd_entchannel2volume", "1", "volume multiplier of the 2nd entity channel of regular entities"}; -cvar_t snd_entchannel3volume = {CVAR_SAVE, "snd_entchannel3volume", "1", "volume multiplier of the 3rd entity channel of regular entities"}; -cvar_t snd_entchannel4volume = {CVAR_SAVE, "snd_entchannel4volume", "1", "volume multiplier of the 4th entity channel of regular entities"}; -cvar_t snd_entchannel5volume = {CVAR_SAVE, "snd_entchannel5volume", "1", "volume multiplier of the 5th entity channel of regular entities"}; -cvar_t snd_entchannel6volume = {CVAR_SAVE, "snd_entchannel6volume", "1", "volume multiplier of the 6th entity channel of regular entities"}; -cvar_t snd_entchannel7volume = {CVAR_SAVE, "snd_entchannel7volume", "1", "volume multiplier of the 7th entity channel of regular entities"}; -cvar_t snd_playerchannel0volume = {CVAR_SAVE, "snd_playerchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of player entities"}; -cvar_t snd_playerchannel1volume = {CVAR_SAVE, "snd_playerchannel1volume", "1", "volume multiplier of the 1st entity channel of player entities"}; -cvar_t snd_playerchannel2volume = {CVAR_SAVE, "snd_playerchannel2volume", "1", "volume multiplier of the 2nd entity channel of player entities"}; -cvar_t snd_playerchannel3volume = {CVAR_SAVE, "snd_playerchannel3volume", "1", "volume multiplier of the 3rd entity channel of player entities"}; -cvar_t snd_playerchannel4volume = {CVAR_SAVE, "snd_playerchannel4volume", "1", "volume multiplier of the 4th entity channel of player entities"}; -cvar_t snd_playerchannel5volume = {CVAR_SAVE, "snd_playerchannel5volume", "1", "volume multiplier of the 5th entity channel of player entities"}; -cvar_t snd_playerchannel6volume = {CVAR_SAVE, "snd_playerchannel6volume", "1", "volume multiplier of the 6th entity channel of player entities"}; -cvar_t snd_playerchannel7volume = {CVAR_SAVE, "snd_playerchannel7volume", "1", "volume multiplier of the 7th entity channel of player entities"}; -cvar_t snd_worldchannel0volume = {CVAR_SAVE, "snd_worldchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity"}; -cvar_t snd_worldchannel1volume = {CVAR_SAVE, "snd_worldchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity"}; -cvar_t snd_worldchannel2volume = {CVAR_SAVE, "snd_worldchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity"}; -cvar_t snd_worldchannel3volume = {CVAR_SAVE, "snd_worldchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity"}; -cvar_t snd_worldchannel4volume = {CVAR_SAVE, "snd_worldchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity"}; -cvar_t snd_worldchannel5volume = {CVAR_SAVE, "snd_worldchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity"}; -cvar_t snd_worldchannel6volume = {CVAR_SAVE, "snd_worldchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity"}; -cvar_t snd_worldchannel7volume = {CVAR_SAVE, "snd_worldchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity"}; -cvar_t snd_csqcchannel0volume = {CVAR_SAVE, "snd_csqcchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity"}; -cvar_t snd_csqcchannel1volume = {CVAR_SAVE, "snd_csqcchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity"}; -cvar_t snd_csqcchannel2volume = {CVAR_SAVE, "snd_csqcchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity"}; -cvar_t snd_csqcchannel3volume = {CVAR_SAVE, "snd_csqcchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity"}; -cvar_t snd_csqcchannel4volume = {CVAR_SAVE, "snd_csqcchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity"}; -cvar_t snd_csqcchannel5volume = {CVAR_SAVE, "snd_csqcchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity"}; -cvar_t snd_csqcchannel6volume = {CVAR_SAVE, "snd_csqcchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity"}; -cvar_t snd_csqcchannel7volume = {CVAR_SAVE, "snd_csqcchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity"}; +cvar_t snd_maxchannelvolume = {CVAR_SAVE, "snd_maxchannelvolume", "10", "maximum volume of a single sound"}; +cvar_t snd_softclip = {CVAR_SAVE, "snd_softclip", "0", "Use soft-clipping. Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."}; +//cvar_t snd_softclip = {CVAR_SAVE, "snd_softclip", "0", "Use soft-clipping (when set to 2, use it even if output is floating point). Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."}; +cvar_t snd_entchannel0volume = {CVAR_SAVE, "snd_entchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of regular entities (DEPRECATED)"}; +cvar_t snd_entchannel1volume = {CVAR_SAVE, "snd_entchannel1volume", "1", "volume multiplier of the 1st entity channel of regular entities (DEPRECATED)"}; +cvar_t snd_entchannel2volume = {CVAR_SAVE, "snd_entchannel2volume", "1", "volume multiplier of the 2nd entity channel of regular entities (DEPRECATED)"}; +cvar_t snd_entchannel3volume = {CVAR_SAVE, "snd_entchannel3volume", "1", "volume multiplier of the 3rd entity channel of regular entities (DEPRECATED)"}; +cvar_t snd_entchannel4volume = {CVAR_SAVE, "snd_entchannel4volume", "1", "volume multiplier of the 4th entity channel of regular entities (DEPRECATED)"}; +cvar_t snd_entchannel5volume = {CVAR_SAVE, "snd_entchannel5volume", "1", "volume multiplier of the 5th entity channel of regular entities (DEPRECATED)"}; +cvar_t snd_entchannel6volume = {CVAR_SAVE, "snd_entchannel6volume", "1", "volume multiplier of the 6th entity channel of regular entities (DEPRECATED)"}; +cvar_t snd_entchannel7volume = {CVAR_SAVE, "snd_entchannel7volume", "1", "volume multiplier of the 7th entity channel of regular entities (DEPRECATED)"}; +cvar_t snd_playerchannel0volume = {CVAR_SAVE, "snd_playerchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of player entities (DEPRECATED)"}; +cvar_t snd_playerchannel1volume = {CVAR_SAVE, "snd_playerchannel1volume", "1", "volume multiplier of the 1st entity channel of player entities (DEPRECATED)"}; +cvar_t snd_playerchannel2volume = {CVAR_SAVE, "snd_playerchannel2volume", "1", "volume multiplier of the 2nd entity channel of player entities (DEPRECATED)"}; +cvar_t snd_playerchannel3volume = {CVAR_SAVE, "snd_playerchannel3volume", "1", "volume multiplier of the 3rd entity channel of player entities (DEPRECATED)"}; +cvar_t snd_playerchannel4volume = {CVAR_SAVE, "snd_playerchannel4volume", "1", "volume multiplier of the 4th entity channel of player entities (DEPRECATED)"}; +cvar_t snd_playerchannel5volume = {CVAR_SAVE, "snd_playerchannel5volume", "1", "volume multiplier of the 5th entity channel of player entities (DEPRECATED)"}; +cvar_t snd_playerchannel6volume = {CVAR_SAVE, "snd_playerchannel6volume", "1", "volume multiplier of the 6th entity channel of player entities (DEPRECATED)"}; +cvar_t snd_playerchannel7volume = {CVAR_SAVE, "snd_playerchannel7volume", "1", "volume multiplier of the 7th entity channel of player entities (DEPRECATED)"}; +cvar_t snd_worldchannel0volume = {CVAR_SAVE, "snd_worldchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity (DEPRECATED)"}; +cvar_t snd_worldchannel1volume = {CVAR_SAVE, "snd_worldchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity (DEPRECATED)"}; +cvar_t snd_worldchannel2volume = {CVAR_SAVE, "snd_worldchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity (DEPRECATED)"}; +cvar_t snd_worldchannel3volume = {CVAR_SAVE, "snd_worldchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity (DEPRECATED)"}; +cvar_t snd_worldchannel4volume = {CVAR_SAVE, "snd_worldchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity (DEPRECATED)"}; +cvar_t snd_worldchannel5volume = {CVAR_SAVE, "snd_worldchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity (DEPRECATED)"}; +cvar_t snd_worldchannel6volume = {CVAR_SAVE, "snd_worldchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity (DEPRECATED)"}; +cvar_t snd_worldchannel7volume = {CVAR_SAVE, "snd_worldchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity (DEPRECATED)"}; +cvar_t snd_csqcchannel0volume = {CVAR_SAVE, "snd_csqcchannel0volume", "1", "volume multiplier of the auto-allocate entity channel CSQC entities (DEPRECATED)"}; +cvar_t snd_csqcchannel1volume = {CVAR_SAVE, "snd_csqcchannel1volume", "1", "volume multiplier of the 1st entity channel of CSQC entities (DEPRECATED)"}; +cvar_t snd_csqcchannel2volume = {CVAR_SAVE, "snd_csqcchannel2volume", "1", "volume multiplier of the 2nd entity channel of CSQC entities (DEPRECATED)"}; +cvar_t snd_csqcchannel3volume = {CVAR_SAVE, "snd_csqcchannel3volume", "1", "volume multiplier of the 3rd entity channel of CSQC entities (DEPRECATED)"}; +cvar_t snd_csqcchannel4volume = {CVAR_SAVE, "snd_csqcchannel4volume", "1", "volume multiplier of the 4th entity channel of CSQC entities (DEPRECATED)"}; +cvar_t snd_csqcchannel5volume = {CVAR_SAVE, "snd_csqcchannel5volume", "1", "volume multiplier of the 5th entity channel of CSQC entities (DEPRECATED)"}; +cvar_t snd_csqcchannel6volume = {CVAR_SAVE, "snd_csqcchannel6volume", "1", "volume multiplier of the 6th entity channel of CSQC entities (DEPRECATED)"}; +cvar_t snd_csqcchannel7volume = {CVAR_SAVE, "snd_csqcchannel7volume", "1", "volume multiplier of the 7th entity channel of CSQC entities (DEPRECATED)"}; +cvar_t snd_channel0volume = {CVAR_SAVE, "snd_channel0volume", "1", "volume multiplier of the auto-allocate entity channel"}; +cvar_t snd_channel1volume = {CVAR_SAVE, "snd_channel1volume", "1", "volume multiplier of the 1st entity channel"}; +cvar_t snd_channel2volume = {CVAR_SAVE, "snd_channel2volume", "1", "volume multiplier of the 2nd entity channel"}; +cvar_t snd_channel3volume = {CVAR_SAVE, "snd_channel3volume", "1", "volume multiplier of the 3rd entity channel"}; +cvar_t snd_channel4volume = {CVAR_SAVE, "snd_channel4volume", "1", "volume multiplier of the 4th entity channel"}; +cvar_t snd_channel5volume = {CVAR_SAVE, "snd_channel5volume", "1", "volume multiplier of the 5th entity channel"}; +cvar_t snd_channel6volume = {CVAR_SAVE, "snd_channel6volume", "1", "volume multiplier of the 6th entity channel"}; +cvar_t snd_channel7volume = {CVAR_SAVE, "snd_channel7volume", "1", "volume multiplier of the 7th entity channel"}; // Local cvars static cvar_t nosound = {0, "nosound", "0", "disables sound"}; @@ -219,7 +241,14 @@ static cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound // (48KHz because a lot of onboard sound cards sucks at any other speed) static cvar_t snd_speed = {CVAR_SAVE, "snd_speed", "48000", "sound output frequency, in hertz"}; static cvar_t snd_width = {CVAR_SAVE, "snd_width", "2", "sound output precision, in bytes (1 and 2 supported)"}; -static cvar_t snd_channels = {CVAR_SAVE, "snd_channels", "2", "number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)"}; +static cvar_t snd_channels = {CVAR_SAVE, "snd_channels", "2", "number of channels for the sound output (2 for stereo; up to 8 supported for 3D sound)"}; + +static cvar_t snd_startloopingsounds = {0, "snd_startloopingsounds", "1", "whether to start sounds that would loop (you want this to be 1); existing sounds are not affected"}; +static cvar_t snd_startnonloopingsounds = {0, "snd_startnonloopingsounds", "1", "whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected"}; + +// randomization +static cvar_t snd_identicalsoundrandomization_time = {0, "snd_identicalsoundrandomization_time", "0.1", "how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame"}; +static cvar_t snd_identicalsoundrandomization_tics = {0, "snd_identicalsoundrandomization_tics", "0", "if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time"}; // Ambient sounds static sfx_t* ambient_sfxs [2] = { NULL, NULL }; @@ -260,7 +289,7 @@ static void S_Play_Common (float fvol, float attenuation) ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation); // Free the sfx if the file didn't exist - if (ch_ind < 0) + if (!sfx->fetcher) S_FreeSfx (sfx, false); else channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND; @@ -295,17 +324,15 @@ static void S_SoundList_f (void) if (sfx->fetcher != NULL) { unsigned int size; - const snd_format_t* format; size = sfx->memsize; - format = sfx->fetcher->getfmt(sfx); - Con_Printf ("%c%c%c%c(%2db, %6s) %8i : %s\n", + Con_Printf ("%c%c%c(%5iHz %2db %6s) %8i : %s\n", (sfx->loopstart < sfx->total_length) ? 'L' : ' ', (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ', - (sfx->locks > 0) ? 'K' : ' ', - (sfx->flags & SFXFLAG_PERMANENTLOCK) ? 'P' : ' ', - format->width * 8, - (format->channels == 1) ? "mono" : "stereo", + (sfx->flags & SFXFLAG_MENUSOUND) ? 'P' : ' ', + sfx->format.speed, + sfx->format.width * 8, + (sfx->format.channels == 1) ? "mono" : "stereo", size, sfx->name); total += size; @@ -317,7 +344,7 @@ static void S_SoundList_f (void) } -void S_SoundInfo_f(void) +static void S_SoundInfo_f(void) { if (snd_renderbuffer == NULL) { @@ -596,6 +623,8 @@ void S_Startup (void) fixed_width = true; } +#if 0 + // LordHavoc: now you can with the resampler... // You can't change sound speed after start time (not yet supported) if (prev_render_format.speed != 0) { @@ -607,6 +636,7 @@ void S_Startup (void) chosen_fmt.speed = prev_render_format.speed; } } +#endif // Sanity checks if (chosen_fmt.speed < SND_MIN_SPEED) @@ -746,7 +776,7 @@ void S_Shutdown(void) sound_spatialized = false; } -void S_Restart_f(void) +static void S_Restart_f(void) { // NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches) // So, refuse to do this if we are connected. @@ -769,6 +799,7 @@ void S_Init(void) { Cvar_RegisterVariable(&volume); Cvar_RegisterVariable(&bgmvolume); + Cvar_RegisterVariable(&mastervolume); Cvar_RegisterVariable(&snd_staticvolume); Cvar_RegisterVariable(&snd_entchannel0volume); Cvar_RegisterVariable(&snd_entchannel1volume); @@ -802,6 +833,17 @@ void S_Init(void) Cvar_RegisterVariable(&snd_csqcchannel5volume); Cvar_RegisterVariable(&snd_csqcchannel6volume); Cvar_RegisterVariable(&snd_csqcchannel7volume); + Cvar_RegisterVariable(&snd_channel0volume); + Cvar_RegisterVariable(&snd_channel1volume); + Cvar_RegisterVariable(&snd_channel2volume); + Cvar_RegisterVariable(&snd_channel3volume); + Cvar_RegisterVariable(&snd_channel4volume); + Cvar_RegisterVariable(&snd_channel5volume); + Cvar_RegisterVariable(&snd_channel6volume); + Cvar_RegisterVariable(&snd_channel7volume); + + Cvar_RegisterVariable(&snd_attenuation_exponent); + Cvar_RegisterVariable(&snd_attenuation_decibel); Cvar_RegisterVariable(&snd_spatialization_min_radius); Cvar_RegisterVariable(&snd_spatialization_max_radius); @@ -809,11 +851,22 @@ 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_spatialization_prologic); + Cvar_RegisterVariable(&snd_spatialization_prologic_frontangle); Cvar_RegisterVariable(&snd_speed); Cvar_RegisterVariable(&snd_width); Cvar_RegisterVariable(&snd_channels); Cvar_RegisterVariable(&snd_mutewhenidle); + Cvar_RegisterVariable(&snd_maxchannelvolume); + Cvar_RegisterVariable(&snd_softclip); + + Cvar_RegisterVariable(&snd_startloopingsounds); + Cvar_RegisterVariable(&snd_startnonloopingsounds); + + Cvar_RegisterVariable(&snd_identicalsoundrandomization_time); + Cvar_RegisterVariable(&snd_identicalsoundrandomization_tics); // COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio) if (COM_CheckParm("-nosound")) @@ -843,6 +896,7 @@ void S_Init(void) Cvar_RegisterVariable(&snd_precache); Cvar_RegisterVariable(&snd_initialized); Cvar_RegisterVariable(&snd_streaming); + Cvar_RegisterVariable(&snd_streaming_length); Cvar_RegisterVariable(&ambient_level); Cvar_RegisterVariable(&ambient_fade); Cvar_RegisterVariable(&snd_noextraupdate); @@ -860,7 +914,6 @@ void S_Init(void) memset(channels, 0, MAX_CHANNELS * sizeof(channel_t)); OGG_OpenLibrary (); - ModPlug_OpenLibrary (); } @@ -874,7 +927,6 @@ Shutdown and free all resources void S_Terminate (void) { S_Shutdown (); - ModPlug_CloseLibrary (); OGG_CloseLibrary (); // Free all SFXs @@ -921,6 +973,7 @@ void S_UnloadAllSounds_f (void) S_FindName ================== */ +sfx_t changevolume_sfx = {""}; sfx_t *S_FindName (const char *name) { sfx_t *sfx; @@ -928,6 +981,9 @@ 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); @@ -940,6 +996,15 @@ sfx_t *S_FindName (const char *name) if(!strcmp (sfx->name, name)) return sfx; + // check for # in the beginning, try lookup by soundindex + if (name[0] == '#' && name[1]) + { + int soundindex = atoi(name + 1); + if (soundindex > 0 && soundindex < MAX_SOUNDS) + if (cl.sound_precache[soundindex]->name[0]) + return cl.sound_precache[soundindex]; + } + // Add a sfx_t struct for this sound sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx)); memset (sfx, 0, sizeof(*sfx)); @@ -961,8 +1026,8 @@ void S_FreeSfx (sfx_t *sfx, qboolean force) { unsigned int i; - // Never free a locked sfx unless forced - if (!force && (sfx->locks > 0 || (sfx->flags & SFXFLAG_PERMANENTLOCK))) + // Do not free a precached sound during purge + if (!force && (sfx->flags & (SFXFLAG_LEVELSOUND | SFXFLAG_MENUSOUND))) return; if (developer_loading.integer) @@ -990,12 +1055,17 @@ void S_FreeSfx (sfx_t *sfx, qboolean force) // Stop all channels using this sfx for (i = 0; i < total_channels; i++) + { if (channels[i].sfx == sfx) - S_StopChannel (i, true); + { + Con_Printf("S_FreeSfx: stopping channel %i for sfx \"%s\"\n", i, sfx->name); + S_StopChannel (i, true, false); + } + } // Free it - if (sfx->fetcher != NULL && sfx->fetcher->free != NULL) - sfx->fetcher->free (sfx->fetcher_data); + if (sfx->fetcher != NULL && sfx->fetcher->freesfx != NULL) + sfx->fetcher->freesfx(sfx); Mem_Free (sfx); } @@ -1014,28 +1084,22 @@ void S_ClearUsed (void) // Start the ambient sounds and make them loop for (i = 0; i < sizeof (ambient_sfxs) / sizeof (ambient_sfxs[0]); i++) { - // Precache it if it's not done (request a lock to make sure it will never be freed) + // Precache it if it's not done (and pass false for levelsound because these are permanent) if (ambient_sfxs[i] == NULL) - ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, true); + ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, false); if (ambient_sfxs[i] != NULL) { - // Add a lock to the SFX while playing. It will be - // removed by S_StopAllSounds at the end of the level - S_LockSfx (ambient_sfxs[i]); - channels[i].sfx = ambient_sfxs[i]; + channels[i].sfx->flags |= SFXFLAG_MENUSOUND; channels[i].flags |= CHANNELFLAG_FORCELOOP; - channels[i].master_vol = 0; + channels[i].basevolume = 0.0f; + channels[i].basespeed = channels[i].mixspeed = 1.0f; } } - // Remove 1 lock from all sfx with the SFXFLAG_SERVERSOUND flag, and remove the flag + // Clear SFXFLAG_LEVELSOUND flag so that sounds not precached this level will be purged for (sfx = known_sfx; sfx != NULL; sfx = sfx->next) - if (sfx->flags & SFXFLAG_SERVERSOUND) - { - S_UnlockSfx (sfx); - sfx->flags &= ~SFXFLAG_SERVERSOUND; - } + sfx->flags &= ~SFXFLAG_LEVELSOUND; } /* @@ -1048,11 +1112,12 @@ void S_PurgeUnused(void) sfx_t *sfx; sfx_t *sfxnext; - // Free all unlocked sfx + // Free all not-precached per-level sfx for (sfx = known_sfx;sfx;sfx = sfxnext) { sfxnext = sfx->next; - S_FreeSfx (sfx, false); + if (!(sfx->flags & (SFXFLAG_LEVELSOUND | SFXFLAG_MENUSOUND))) + S_FreeSfx (sfx, false); } } @@ -1062,7 +1127,7 @@ void S_PurgeUnused(void) S_PrecacheSound ================== */ -sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean serversound) +sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean levelsound) { sfx_t *sfx; @@ -1081,11 +1146,11 @@ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean serversoun // previously missing file sfx->flags &= ~ SFXFLAG_FILEMISSING; - if (serversound && !(sfx->flags & SFXFLAG_SERVERSOUND)) - { - S_LockSfx (sfx); - sfx->flags |= SFXFLAG_SERVERSOUND; - } + // set a flag to indicate this has been precached for this level or permanently + if (levelsound) + sfx->flags |= SFXFLAG_LEVELSOUND; + else + sfx->flags |= SFXFLAG_MENUSOUND; if (!nosound.integer && snd_precache.integer) S_LoadSound(sfx, complain); @@ -1095,39 +1160,35 @@ sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean serversoun /* ================== -S_IsSoundPrecached +S_SoundLength ================== */ -qboolean S_IsSoundPrecached (const sfx_t *sfx) + +float S_SoundLength(const char *name) { - return (sfx != NULL && sfx->fetcher != NULL); -} + sfx_t *sfx; -/* -================== -S_LockSfx + if (!snd_initialized.integer) + return -1; + if (name == NULL || name[0] == 0) + return -1; -Add a lock to a SFX -================== -*/ -void S_LockSfx (sfx_t *sfx) -{ - sfx->locks++; + sfx = S_FindName(name); + if (sfx == NULL) + return -1; + return sfx->total_length / (float) S_GetSoundRate(); } /* ================== -S_UnlockSfx - -Remove a lock from a SFX +S_IsSoundPrecached ================== */ -void S_UnlockSfx (sfx_t *sfx) +qboolean S_IsSoundPrecached (const sfx_t *sfx) { - sfx->locks--; + return (sfx != NULL && sfx->fetcher != NULL) || (sfx == &changevolume_sfx); } - /* ================== S_BlockSound @@ -1157,27 +1218,29 @@ SND_PickChannel Picks a channel based on priorities, empty slots, number of channels ================= */ -channel_t *SND_PickChannel(int entnum, int entchannel) +static channel_t *SND_PickChannel(int entnum, int entchannel) { int ch_idx; int first_to_die; int first_life_left, life_left; channel_t* ch; + sfx_t *sfx; // use this instead of ch->sfx->, because that is volatile. // Check for replacement sound, or find the best one to replace first_to_die = -1; first_life_left = 0x7fffffff; // entity channels try to replace the existing sound on the channel - if (entchannel != 0) + // channels <= 0 are autochannels + if (IS_CHAN_SINGLE(entchannel)) { for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++) { ch = &channels[ch_idx]; - if (ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) ) + if (ch->entnum == entnum && ch->entchannel == entchannel) { // always override sound from same entity - S_StopChannel (ch_idx, true); + S_StopChannel (ch_idx, true, false); return &channels[ch_idx]; } } @@ -1187,7 +1250,8 @@ channel_t *SND_PickChannel(int entnum, int entchannel) for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++) { ch = &channels[ch_idx]; - if (!ch->sfx) + sfx = ch->sfx; // fetch the volatile variable + if (!sfx) { // no sound on this channel first_to_die = ch_idx; @@ -1195,13 +1259,13 @@ channel_t *SND_PickChannel(int entnum, int entchannel) } // don't let monster sounds override player sounds - if (ch->entnum == cl.viewentity && entnum != cl.viewentity) + if ((ch->entnum == cl.viewentity || ch->entnum == CL_VM_GetViewEntity()) && !(entnum == cl.viewentity || entnum == CL_VM_GetViewEntity())) continue; // don't override looped sounds - if ((ch->flags & CHANNELFLAG_FORCELOOP) || ch->sfx->loopstart < ch->sfx->total_length) + if ((ch->flags & CHANNELFLAG_FORCELOOP) || sfx->loopstart < sfx->total_length) continue; - life_left = ch->sfx->total_length - ch->pos; + life_left = (int)((double)sfx->total_length - ch->position); if (life_left < first_life_left) { @@ -1213,7 +1277,7 @@ channel_t *SND_PickChannel(int entnum, int entchannel) if (first_to_die == -1) return NULL; - S_StopChannel (first_to_die, true); + S_StopChannel (first_to_die, true, false); emptychan_found: return &channels[first_to_die]; @@ -1227,42 +1291,57 @@ Spatializes a channel ================= */ extern cvar_t cl_gameplayfix_soundsmovewithentities; -void SND_Spatialize(channel_t *ch, qboolean isstatic) +static void SND_Spatialize_WithSfx(channel_t *ch, qboolean isstatic, sfx_t *sfx) { int i; double f; - vec_t dist, mastervol, intensity, vol; + float angle_side, angle_front, angle_factor, mixspeed; + vec_t dist, mastervol, intensity; vec3_t source_vec; + char vabuf[1024]; // update sound origin if we know about the entity if (ch->entnum > 0 && cls.state == ca_connected && cl_gameplayfix_soundsmovewithentities.integer) { - if (ch->entnum >= 32768) + if (ch->entnum >= MAX_EDICTS) { //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 > 32768) + if (ch->entnum > MAX_EDICTS) if (!CL_VM_GetEntitySoundOrigin(ch->entnum, ch->origin)) - ch->entnum = 32768; // entity was removed, disown sound + 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]); - 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) + 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); } + else if (cl.csqc_server2csqcentitynumber[ch->entnum]) + { + //Con_Printf("-- entnum %i (client %i) origin %f %f %f neworigin %f %f %f\n", ch->entnum, cl.csqc_server2csqcentitynumber[ch->entnum], ch->origin[0], ch->origin[1], ch->origin[2], cl.entities[ch->entnum].state_current.origin[0], cl.entities[ch->entnum].state_current.origin[1], cl.entities[ch->entnum].state_current.origin[2]); + + if (!CL_VM_GetEntitySoundOrigin(cl.csqc_server2csqcentitynumber[ch->entnum] + MAX_EDICTS, ch->origin)) + ch->entnum = MAX_EDICTS; // entity was removed, disown sound + } } - mastervol = ch->master_vol; + mastervol = ch->basevolume; + mixspeed = ch->basespeed; + + // TODO: implement doppler based on origin change relative to viewer and time of recent origin changes // Adjust volume of static sounds if (isstatic) mastervol *= snd_staticvolume.value; else if(!(ch->flags & CHANNELFLAG_FULLVOLUME)) // same as SND_PaintChannel uses { - if(ch->entnum >= 32768) + // old legacy separated cvars + if(ch->entnum >= MAX_EDICTS) { switch(ch->entchannel) { @@ -1322,16 +1401,75 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic) default: break; } } + + switch(ch->entchannel) + { + case 0: mastervol *= snd_channel0volume.value; break; + case 1: mastervol *= snd_channel1volume.value; break; + case 2: mastervol *= snd_channel2volume.value; break; + case 3: mastervol *= snd_channel3volume.value; break; + case 4: mastervol *= snd_channel4volume.value; break; + case 5: mastervol *= snd_channel5volume.value; break; + case 6: mastervol *= snd_channel6volume.value; break; + case 7: mastervol *= snd_channel7volume.value; break; + default: mastervol *= Cvar_VariableValueOr(va(vabuf, sizeof(vabuf), "snd_channel%dvolume", CHAN_ENGINE2CVAR(ch->entchannel)), 1.0); break; + } + } + + // If this channel does not manage its own volume (like CD tracks) + if (!(ch->flags & CHANNELFLAG_FULLVOLUME)) + mastervol *= volume.value; + + if(snd_maxchannelvolume.value > 0) + { + // clamp HERE to allow to go at most 10dB past mastervolume (before clamping), when mastervolume < -10dB (so relative volumes don't get too messy) + mastervol = bound(0.0f, mastervol, 10.0f * snd_maxchannelvolume.value); + } + + // always apply "master" + mastervol *= mastervolume.value; + + // add in ReplayGain very late; prevent clipping when close + if(sfx) + if(sfx->volume_peak > 0) + { + // Replaygain support + // Con_DPrintf("Setting volume on ReplayGain-enabled track... %f -> ", fvol); + mastervol *= sfx->volume_mult; + if(snd_maxchannelvolume.value > 0) + { + if(mastervol * sfx->volume_peak > snd_maxchannelvolume.value) + mastervol = snd_maxchannelvolume.value / sfx->volume_peak; + } + // Con_DPrintf("%f\n", fvol); } + if(snd_maxchannelvolume.value > 0) + { + // clamp HERE to keep relative volumes of the channels correct + mastervol = min(mastervol, snd_maxchannelvolume.value); + } + + mastervol = max(0.0f, mastervol); + + ch->mixspeed = mixspeed; + // anything coming from the view entity will always be full volume // LordHavoc: make sounds with ATTN_NONE have no spatialization - if (ch->entnum == cl.viewentity || ch->dist_mult == 0) + if (ch->entnum == cl.viewentity || ch->entnum == CL_VM_GetViewEntity() || ch->distfade == 0) { - for (i = 0;i < SND_LISTENERS;i++) + ch->prologic_invert = 1; + if (snd_spatialization_prologic.integer != 0) + { + ch->volume[0] = mastervol * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5); + ch->volume[1] = mastervol * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5); + for (i = 2;i < SND_LISTENERS;i++) + ch->volume[i] = 0; + } + else { - vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume; - ch->listener_volume[i] = (int)bound(0, vol, 255); + for (i = 0;i < SND_LISTENERS;i++) + ch->volume[i] = mastervol * snd_speakerlayout.listeners[i].ambientvolume; } } else @@ -1339,104 +1477,230 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic) // calculate stereo seperation and distance attenuation VectorSubtract(listener_origin, ch->origin, source_vec); dist = VectorLength(source_vec); - intensity = mastervol * (1.0 - dist * ch->dist_mult); + f = dist * ch->distfade; + + f = + ((snd_attenuation_exponent.value == 0) ? 1.0 : pow(1.0 - min(1.0, f), (double)snd_attenuation_exponent.value)) + * + ((snd_attenuation_decibel.value == 0) ? 1.0 : pow(0.1, 0.1 * snd_attenuation_decibel.value * f)); + + intensity = mastervol * f; if (intensity > 0) { - for (i = 0;i < SND_LISTENERS;i++) + qboolean occluded = false; + if (snd_spatialization_occlusion.integer) { - Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec); - VectorNormalize(source_vec); + if(snd_spatialization_occlusion.integer & 1) + if(listener_pvs) + { + int cluster = cl.worldmodel->brush.PointInLeaf(cl.worldmodel, ch->origin)->clusterindex; + if(cluster >= 0 && cluster < 8 * listener_pvsbytes && !CHECKPVSBIT(listener_pvs, cluster)) + occluded = true; + } + + if(snd_spatialization_occlusion.integer & 2) + if(!occluded) + if(cl.worldmodel && cl.worldmodel->brush.TraceLineOfSight && !cl.worldmodel->brush.TraceLineOfSight(cl.worldmodel, listener_origin, ch->origin)) + occluded = true; + } + if(occluded) + intensity *= 0.5f; - switch(spatialmethod) + ch->prologic_invert = 1; + if (snd_spatialization_prologic.integer != 0) + { + if (dist == 0) + angle_factor = 0.5f; + else { - case SPATIAL_LOG: - if(dist == 0) - f = spatialmin + spatialdiff * (spatialfactor < 0); // avoid log(0), but do the right thing - else - f = spatialmin + spatialdiff * bound(0, (log(dist) - spatialoffset) * spatialfactor, 1); - VectorScale(source_vec, f, source_vec); - break; - case SPATIAL_POW: - f = spatialmin + spatialdiff * bound(0, (pow(dist, spatialpower) - spatialoffset) * spatialfactor, 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); + + 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; + } + + // 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) + { + 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 } - 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, 255); + ch->volume[0] = intensity * sqrt(angle_factor); + ch->volume[1] = intensity * sqrt(1 - angle_factor); + for (i = 2;i < SND_LISTENERS;i++) + ch->volume[i] = 0; + } + else + { + for (i = 0;i < SND_LISTENERS;i++) + { + Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec); + VectorNormalize(source_vec); + + switch(spatialmethod) + { + case SPATIAL_LOG: + if(dist == 0) + f = spatialmin + spatialdiff * (spatialfactor < 0); // avoid log(0), but do the right thing + else + f = spatialmin + spatialdiff * bound(0, (log(dist) - spatialoffset) * spatialfactor, 1); + VectorScale(source_vec, f, source_vec); + break; + case SPATIAL_POW: + f = (pow(dist, spatialpower) - spatialoffset) * spatialfactor; + f = spatialmin + spatialdiff * bound(0, f, 1); + VectorScale(source_vec, f, source_vec); + break; + case SPATIAL_THRESH: + f = spatialmin + spatialdiff * (dist < spatialoffset); + VectorScale(source_vec, f, source_vec); + break; + case SPATIAL_NONE: + default: + break; + } + + ch->volume[i] = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias); + } } } else for (i = 0;i < SND_LISTENERS;i++) - ch->listener_volume[i] = 0; + ch->volume[i] = 0; } } +static void SND_Spatialize(channel_t *ch, qboolean isstatic) +{ + sfx_t *sfx = ch->sfx; + SND_Spatialize_WithSfx(ch, isstatic, sfx); +} // ======================================================================= // Start a sound effect // ======================================================================= -void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic) +static void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic, int entnum, int entchannel, int startpos, float fspeed) { if (!sfx) { Con_Printf("S_PlaySfxOnChannel called with NULL??\n"); return; } + + if ((sfx->loopstart < sfx->total_length) || (flags & CHANNELFLAG_FORCELOOP)) + { + if(!snd_startloopingsounds.integer) + return; + } + else + { + if(!snd_startnonloopingsounds.integer) + return; + } + // Initialize the channel // a crash was reported on an in-use channel, so check here... if (target_chan->sfx) { int channelindex = (int)(target_chan - channels); Con_Printf("S_PlaySfxOnChannel(%s): channel %i already in use?? Clearing.\n", sfx->name, channelindex); - S_StopChannel (channelindex, true); + S_StopChannel (channelindex, true, false); } // We MUST set sfx LAST because otherwise we could crash a threaded mixer // (otherwise we'd have to call SndSys_LockRenderBuffer here) memset (target_chan, 0, sizeof (*target_chan)); VectorCopy (origin, target_chan->origin); target_chan->flags = flags; - target_chan->pos = 0; // start of the sound + target_chan->position = startpos; // start of the sound + target_chan->entnum = entnum; + target_chan->entchannel = entchannel; // If it's a static sound if (isstatic) { - if (sfx->loopstart >= sfx->total_length) + if (sfx->loopstart >= sfx->total_length && (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEWORLD)) Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name); - target_chan->dist_mult = attenuation / (64.0f * snd_soundradius.value); + target_chan->distfade = attenuation / (64.0f * snd_soundradius.value); } else - target_chan->dist_mult = attenuation / snd_soundradius.value; + target_chan->distfade = attenuation / snd_soundradius.value; - // Lock the SFX during play - S_LockSfx (sfx); + // set the listener volumes + S_SetChannelVolume(target_chan - channels, fvol); + S_SetChannelSpeed(target_chan - channels, fspeed); + SND_Spatialize_WithSfx (target_chan, isstatic, sfx); // finally, set the sfx pointer, so the channel becomes valid for playback // and will be noticed by the mixer target_chan->sfx = sfx; - - // we have to set the channel volume AFTER the sfx because the function - // needs it for replaygain support - S_SetChannelVolume(target_chan - channels, fvol); } -int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation) +int S_StartSound_StartPosition_Flags (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition, int flags, float fspeed) { - channel_t *target_chan, *check; - int ch_idx; + channel_t *target_chan, *check, *ch; + int ch_idx, startpos, i; if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer) return -1; + if(sfx == &changevolume_sfx) + { + 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) + { + S_SetChannelVolume(ch_idx, fvol); + S_SetChannelSpeed(ch_idx, fspeed); + for(i = 1; i > 0 && (i <= flags || i <= (int) channels[ch_idx].flags); i <<= 1) + if((flags ^ channels[ch_idx].flags) & i) + S_SetChannelFlag(ch_idx, i, (flags & i) != 0); + ch->distfade = attenuation / snd_soundradius.value; + SND_Spatialize(ch, false); + return ch_idx; + } + } + return -1; + } + if (sfx->fetcher == NULL) return -1; @@ -1445,33 +1709,49 @@ int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float f if (!target_chan) return -1; - S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false); - target_chan->entnum = entnum; - target_chan->entchannel = entchannel; - - SND_Spatialize(target_chan, false); - // if an identical sound has also been started this frame, offset the pos // a bit to keep it from just making the first one louder check = &channels[NUM_AMBIENTS]; - for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++) + startpos = (int)(startposition * sfx->format.speed); + if (startpos == 0) { - if (check == target_chan) - continue; - if (check->sfx == sfx && !check->pos) + for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++) { - // use negative pos offset to delay this sound effect - target_chan->pos += (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed); - break; + if (check == target_chan) + continue; + if (check->sfx == sfx && check->position == 0 && check->basespeed == fspeed) + { + // calculate max offset + float maxtime = snd_identicalsoundrandomization_time.value; + float maxtics = snd_identicalsoundrandomization_tics.value; + float maxticsdelta = ((cls.state == ca_connected) ? (maxtics * (cl.mtime[0] - cl.mtime[1])) : 0); + float maxdelta = 0; + if(maxticsdelta == 0 || fabs(maxticsdelta) > fabs(maxtime)) + maxdelta = maxtime; + else + maxdelta = fabs(maxticsdelta) * ((maxtime > 0) ? 1 : -1); + + // use negative pos offset to delay this sound effect + startpos = lhrandom(0, maxdelta * sfx->format.speed); + break; + } } } + S_PlaySfxOnChannel (sfx, target_chan, flags, origin, fvol, attenuation, false, entnum, entchannel, startpos, fspeed); + return (target_chan - channels); } -void S_StopChannel (unsigned int channel_ind, qboolean lockmutex) +int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation) +{ + return S_StartSound_StartPosition_Flags(entnum, entchannel, sfx, origin, fvol, attenuation, 0, CHANNELFLAG_NONE, 1.0f); +} + +void S_StopChannel (unsigned int channel_ind, qboolean lockmutex, qboolean freesfx) { channel_t *ch; + sfx_t *sfx; if (channel_ind >= total_channels) return; @@ -1480,28 +1760,21 @@ void S_StopChannel (unsigned int channel_ind, qboolean lockmutex) // thread is currently mixing this channel // the SndSys_LockRenderBuffer function uses such a mutex in // threaded sound backends - if (lockmutex) + if (lockmutex && !simsound) SndSys_LockRenderBuffer(); ch = &channels[channel_ind]; - if (ch->sfx != NULL) + sfx = ch->sfx; + if (sfx != NULL) { - sfx_t *sfx = ch->sfx; - - if (sfx->fetcher != NULL) - { - snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb; - if (fetcher_endsb != NULL) - fetcher_endsb (ch->fetcher_data); - } - - // Remove the lock it holds - S_UnlockSfx (sfx); - + if (sfx->fetcher != NULL && sfx->fetcher->stopchannel != NULL) + sfx->fetcher->stopchannel(ch); ch->fetcher_data = NULL; ch->sfx = NULL; + if (freesfx) + S_FreeSfx(sfx, true); } - if (lockmutex) + if (lockmutex && !simsound) SndSys_UnlockRenderBuffer(); } @@ -1532,12 +1805,11 @@ void S_StopSound(int entnum, int entchannel) for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++) if (channels[i].entnum == entnum && channels[i].entchannel == entchannel) { - S_StopChannel (i, true); + S_StopChannel (i, true, false); return; } } -extern void CDAudio_Stop(void); void S_StopAllSounds (void) { unsigned int i; @@ -1549,18 +1821,19 @@ 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++) + 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)); + + // 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); @@ -1584,37 +1857,46 @@ void S_PauseGameSounds (qboolean toggle) } } -void S_SetChannelVolume (unsigned int ch_ind, float fvol) +void S_SetChannelVolume(unsigned int ch_ind, float fvol) { - sfx_t *sfx = channels[ch_ind].sfx; - if(sfx->volume_peak > 0) - { - // Replaygain support - // Con_DPrintf("Setting volume on ReplayGain-enabled track... %f -> ", fvol); - fvol *= sfx->volume_mult; - if(fvol * sfx->volume_peak > 1) - fvol = 1 / sfx->volume_peak; - // Con_DPrintf("%f\n", fvol); - } - channels[ch_ind].master_vol = (int)(fvol * 255.0f); + channels[ch_ind].basevolume = fvol; +} + +void S_SetChannelSpeed(unsigned int ch_ind, float fspeed) +{ + channels[ch_ind].basespeed = fspeed; } float S_GetChannelPosition (unsigned int ch_ind) { // note: this is NOT accurate yet - int s; + double s; channel_t *ch = &channels[ch_ind]; sfx_t *sfx = ch->sfx; + if (!sfx) + return -1; - s = ch->pos; + s = ch->position / sfx->format.speed; /* if(!snd_usethreadedmixing) - s += _snd_mixahead.value * S_GetSoundRate(); + s += _snd_mixahead.value; */ - return (s % sfx->total_length) / (float) S_GetSoundRate(); + return (float)s; } +float S_GetEntChannelPosition(int entnum, int entchannel) +{ + channel_t *ch; + unsigned int i; + for (i = 0; i < total_channels; i++) + { + ch = &channels[i]; + if (ch->entnum == entnum && ch->entchannel == entchannel) + return S_GetChannelPosition(i); + } + return -1; // no playing sound in this channel +} /* ================= @@ -1640,9 +1922,7 @@ void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation) } target_chan = &channels[total_channels++]; - S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true); - - SND_Spatialize (target_chan, true); + S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true, 0, 0, 0, 1.0f); } @@ -1651,13 +1931,15 @@ void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation) S_UpdateAmbientSounds =================== */ -void S_UpdateAmbientSounds (void) +static void S_UpdateAmbientSounds (void) { int i; - int vol; + float vol; + float fade = (float)max(0.0, cl.time - cl.oldtime) * ambient_fade.value / 256.0f; int ambient_channel; channel_t *chan; unsigned char ambientlevels[NUM_AMBIENTS]; + sfx_t *sfx; memset(ambientlevels, 0, sizeof(ambientlevels)); if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint) @@ -1667,33 +1949,41 @@ void S_UpdateAmbientSounds (void) for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++) { chan = &channels[ambient_channel]; - if (chan->sfx == NULL || chan->sfx->fetcher == NULL) + sfx = chan->sfx; // fetch the volatile variable + if (sfx == NULL || sfx->fetcher == NULL) continue; - vol = (int)ambientlevels[ambient_channel]; - if (vol < 8) - vol = 0; + i = ambientlevels[ambient_channel]; + if (i < 8) + i = 0; + vol = i * (1.0f / 256.0f); // Don't adjust volume too fast - // FIXME: this rounds off to an int each frame, meaning there is little to no fade at extremely high framerates! - if (cl.time > cl.oldtime) + if (chan->basevolume < vol) { - if (chan->master_vol < vol) - { - chan->master_vol += (int)((cl.time - cl.oldtime) * ambient_fade.value); - if (chan->master_vol > vol) - chan->master_vol = vol; - } - else if (chan->master_vol > vol) - { - chan->master_vol -= (int)((cl.time - cl.oldtime) * ambient_fade.value); - if (chan->master_vol < vol) - chan->master_vol = vol; - } + chan->basevolume += fade; + if (chan->basevolume > vol) + chan->basevolume = vol; + } + else if (chan->basevolume > vol) + { + chan->basevolume -= fade; + if (chan->basevolume < vol) + chan->basevolume = vol; } - for (i = 0;i < SND_LISTENERS;i++) - chan->listener_volume[i] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume); + if (snd_spatialization_prologic.integer != 0) + { + chan->volume[0] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5); + chan->volume[1] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5); + for (i = 2;i < SND_LISTENERS;i++) + chan->volume[i] = 0.0f; + } + else + { + for (i = 0;i < SND_LISTENERS;i++) + chan->volume[i] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[i].ambientvolume; + } } } @@ -1839,6 +2129,7 @@ static void S_PaintAndSubmit (void) oldsoundtime = soundtime; cls.soundstats.latency_milliseconds = (snd_renderbuffer->endframe - snd_renderbuffer->startframe) * 1000 / snd_renderbuffer->format.speed; + R_TimeReport("audiomix"); } /* @@ -1852,7 +2143,7 @@ void S_Update(const matrix4x4_t *listenermatrix) { unsigned int i, j, k; channel_t *ch, *combine; - matrix4x4_t basematrix, rotatematrix; + matrix4x4_t rotatematrix; if (snd_renderbuffer == NULL || nosound.integer) return; @@ -1901,14 +2192,34 @@ void S_Update(const matrix4x4_t *listenermatrix) current_channellayout != snd_channellayout.integer) S_SetChannelLayout(); - Matrix4x4_Invert_Simple(&basematrix, listenermatrix); + Matrix4x4_Invert_Simple(&listener_basematrix, listenermatrix); Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin); + if (cl.worldmodel && cl.worldmodel->brush.FatPVS && cl.worldmodel->brush.num_pvsclusterbytes && cl.worldmodel->brush.PointInLeaf) + { + if(cl.worldmodel->brush.num_pvsclusterbytes != listener_pvsbytes) + { + if(listener_pvs) + Mem_Free(listener_pvs); + listener_pvsbytes = cl.worldmodel->brush.num_pvsclusterbytes; + listener_pvs = (unsigned char *) Mem_Alloc(snd_mempool, listener_pvsbytes); + } + cl.worldmodel->brush.FatPVS(cl.worldmodel, listener_origin, 2, listener_pvs, listener_pvsbytes, 0); + } + else + { + if(listener_pvs) + { + Mem_Free(listener_pvs); + listener_pvs = NULL; + } + listener_pvsbytes = 0; + } // calculate the current matrices for (j = 0;j < SND_LISTENERS;j++) { Matrix4x4_CreateFromQuakeEntity(&rotatematrix, 0, 0, 0, 0, -snd_speakerlayout.listeners[j].yawangle, 0, 1); - Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &basematrix); + Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &listener_basematrix); // I think this should now do this: // 1. create a rotation matrix for rotating by e.g. -90 degrees CCW // (note: the matrix will rotate the OBJECT, not the VIEWER, so its @@ -1925,6 +2236,7 @@ void S_Update(const matrix4x4_t *listenermatrix) S_UpdateAmbientSounds (); combine = NULL; + R_TimeReport("audioprep"); // update spatialization for static and dynamic sounds cls.soundstats.totalsounds = 0; @@ -1945,7 +2257,7 @@ void S_Update(const matrix4x4_t *listenermatrix) { // no need to merge silent channels for (j = 0;j < SND_LISTENERS;j++) - if (ch->listener_volume[j]) + if (ch->volume[j]) break; if (j == SND_LISTENERS) continue; @@ -1967,17 +2279,18 @@ void S_Update(const matrix4x4_t *listenermatrix) { for (j = 0;j < SND_LISTENERS;j++) { - combine->listener_volume[j] += ch->listener_volume[j]; - ch->listener_volume[j] = 0; + combine->volume[j] += ch->volume[j]; + ch->volume[j] = 0; } } } for (k = 0;k < SND_LISTENERS;k++) - if (ch->listener_volume[k]) + if (ch->volume[k]) break; if (k < SND_LISTENERS) cls.soundstats.mixedsounds++; } + R_TimeReport("audiospatialize"); sound_spatialized = true; @@ -2011,9 +2324,12 @@ qboolean S_LocalSound (const char *sound) return false; } - // Local sounds must not be freed - sfx->flags |= SFXFLAG_PERMANENTLOCK; + // menu sounds must not be freed on level change + sfx->flags |= SFXFLAG_MENUSOUND; + // fun fact: in Quake 1, this used -1 "replace any entity channel", + // which we no longer support anyway + // changed by Black in r4297 "Changed S_LocalSound to play multiple sounds at a time." ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0); if (ch_ind < 0) return false;