From 35010c2e1fd221de115c6fdd818d1c492f8432a2 Mon Sep 17 00:00:00 2001 From: divverent Date: Wed, 22 Sep 2010 16:11:52 +0000 Subject: [PATCH] ProLogic patch by Joris Nijnuis, with some fixes git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10479 d7cf8633-e32d-0410-b094-e92efae38249 --- snd_main.c | 157 +++++++++++++++++++++++++++++++++++++++++------------ snd_main.h | 1 + snd_mix.c | 8 +-- 3 files changed, 128 insertions(+), 38 deletions(-) diff --git a/snd_main.c b/snd_main.c index 2c3d0ed4..685316ca 100644 --- a/snd_main.c +++ b/snd_main.c @@ -134,6 +134,7 @@ 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]; @@ -170,6 +171,8 @@ cvar_t snd_spatialization_min = {CVAR_SAVE, "snd_spatialization_min", "0.70", "m 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) @@ -816,6 +819,8 @@ void S_Init(void) Cvar_RegisterVariable(&snd_spatialization_power); Cvar_RegisterVariable(&snd_spatialization_control); Cvar_RegisterVariable(&snd_spatialization_occlusion); + Cvar_RegisterVariable(&snd_spatialization_prologic); + Cvar_RegisterVariable(&snd_spatialization_prologic_frontangle); Cvar_RegisterVariable(&snd_speed); Cvar_RegisterVariable(&snd_width); @@ -1263,6 +1268,7 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic) { int i; double f; + float angle_side, angle_front, angle_factor; vec_t dist, mastervol, intensity, vol; vec3_t source_vec; @@ -1362,10 +1368,21 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic) // 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[i].ambientvolume * sqrt(0.5); + ch->listener_volume[0] = ch->listener_volume[1] = (int)bound(0, vol, 255); + 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, 255); + } } } else @@ -1395,37 +1412,100 @@ void SND_Spatialize(channel_t *ch, qboolean isstatic) if(occluded) intensity *= 0.5; - for (i = 0;i < SND_LISTENERS;i++) + ch->prologic_invert = 1; + if (snd_spatialization_prologic.integer != 0) { - Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec); - VectorNormalize(source_vec); - - switch(spatialmethod) + 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); + + 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); + vol = intensity * sqrt(angle_factor); + ch->listener_volume[0] = (int)bound(0, vol, 255); + vol = intensity * sqrt(1 - angle_factor); + ch->listener_volume[1] = (int)bound(0, vol, 255); + 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); - ch->listener_volume[i] = (int)bound(0, vol, 255); + 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, 255); + } } } else @@ -1794,8 +1874,17 @@ void S_UpdateAmbientSounds (void) } } - 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] = chan->listener_volume[1] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume * sqrt(0.5)); + 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)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume); + } } } @@ -1955,7 +2044,7 @@ 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; @@ -2004,7 +2093,7 @@ 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) { @@ -2031,7 +2120,7 @@ void S_Update(const matrix4x4_t *listenermatrix) 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 diff --git a/snd_main.h b/snd_main.h index 97da6693..dfe72f25 100644 --- a/snd_main.h +++ b/snd_main.h @@ -94,6 +94,7 @@ typedef struct channel_s vec3_t origin; // origin of sound effect vec_t dist_mult; // distance multiplier (attenuation/clipK) void *fetcher_data; // Per-channel data for the sound fetching function + int prologic_invert;// whether a sound is played on the surround channels in prologic } channel_t; // Sound fetching functions diff --git a/snd_mix.c b/snd_mix.c index 6bba3c1a..8b77d96d 100644 --- a/snd_mix.c +++ b/snd_mix.c @@ -272,7 +272,7 @@ static qboolean SND_PaintChannel (channel_t *ch, portable_sampleframe_t *paint, for (i = 0;i < count;i++) { paint[i].sample[0] += (samples[0] * vol[0]) >> 8; - paint[i].sample[1] += (samples[1] * vol[1]) >> 8; + paint[i].sample[1] += (samples[1] * vol[1] * ch->prologic_invert) >> 8; samples += 2; } } @@ -323,7 +323,7 @@ static qboolean SND_PaintChannel (channel_t *ch, portable_sampleframe_t *paint, for (i = 0;i < count;i++) { paint[i].sample[0] += (samples[0] * vol[0]) >> 8; - paint[i].sample[1] += (samples[0] * vol[1]) >> 8; + paint[i].sample[1] += (samples[0] * vol[1] * ch->prologic_invert) >> 8; samples += 1; } } @@ -382,7 +382,7 @@ static qboolean SND_PaintChannel (channel_t *ch, portable_sampleframe_t *paint, for (i = 0;i < count;i++) { paint[i].sample[0] += (samples[0] * vol[0]) >> 16; - paint[i].sample[1] += (samples[1] * vol[1]) >> 16; + paint[i].sample[1] += (samples[1] * vol[1] * ch->prologic_invert) >> 16; samples += 2; } } @@ -433,7 +433,7 @@ static qboolean SND_PaintChannel (channel_t *ch, portable_sampleframe_t *paint, for (i = 0;i < count;i++) { paint[i].sample[0] += (samples[0] * vol[0]) >> 16; - paint[i].sample[1] += (samples[0] * vol[1]) >> 16; + paint[i].sample[1] += (samples[0] * vol[1] * ch->prologic_invert) >> 16; samples += 1; } } -- 2.39.2