X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=snd_main.c;h=e537d8388661b63d0c35345d6ff1568d9ffdff5b;hp=87c223a44585c38ee0b66bab3a3ac28d3658df1f;hb=309ece3425957096f18a5521316e1983a37ea904;hpb=6565597d1fb3cdf77b34f2497e6a0d54c544a9c5 diff --git a/snd_main.c b/snd_main.c index 87c223a4..e537d838 100644 --- a/snd_main.c +++ b/snd_main.c @@ -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;