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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // snd_main.c -- main control for any streaming sound output device
21
22 #include "quakedef.h"
23
24 #include "snd_main.h"
25 #include "snd_ogg.h"
26 #include "snd_modplug.h"
27
28
29 #define SND_MIN_SPEED 8000
30 #define SND_MAX_SPEED 96000
31 #define SND_MIN_WIDTH 1
32 #define SND_MAX_WIDTH 2
33 #define SND_MIN_CHANNELS 1
34 #define SND_MAX_CHANNELS 8
35
36 #if SND_LISTENERS != 8
37 #       error this data only supports up to 8 channel, update it!
38 #endif
39 typedef struct listener_s
40 {
41         float yawangle;
42         float dotscale;
43         float dotbias;
44         float ambientvolume;
45 }
46 listener_t;
47 typedef struct speakerlayout_s
48 {
49         const char *name;
50         unsigned int channels;
51         listener_t listeners[SND_LISTENERS];
52 }
53 speakerlayout_t;
54
55 static speakerlayout_t snd_speakerlayout;
56
57 // Our speaker layouts are based on ALSA. They differ from those
58 // Win32 and Mac OS X APIs use when there's more than 4 channels.
59 // (rear left + rear right, and front center + LFE are swapped).
60 #define SND_SPEAKERLAYOUTS (sizeof(snd_speakerlayouts) / sizeof(snd_speakerlayouts[0]))
61 static const speakerlayout_t snd_speakerlayouts[] =
62 {
63         {
64                 "surround71", 8,
65                 {
66                         {45, 0.2, 0.2, 0.5}, // front left
67                         {315, 0.2, 0.2, 0.5}, // front right
68                         {135, 0.2, 0.2, 0.5}, // rear left
69                         {225, 0.2, 0.2, 0.5}, // rear right
70                         {0, 0.2, 0.2, 0.5}, // front center
71                         {0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so...  no lfe)
72                         {90, 0.2, 0.2, 0.5}, // side left
73                         {180, 0.2, 0.2, 0.5}, // side right
74                 }
75         },
76         {
77                 "surround51", 6,
78                 {
79                         {45, 0.2, 0.2, 0.5}, // front left
80                         {315, 0.2, 0.2, 0.5}, // front right
81                         {135, 0.2, 0.2, 0.5}, // rear left
82                         {225, 0.2, 0.2, 0.5}, // rear right
83                         {0, 0.2, 0.2, 0.5}, // front center
84                         {0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so...  no lfe)
85                         {0, 0, 0, 0},
86                         {0, 0, 0, 0},
87                 }
88         },
89         {
90                 // these systems sometimes have a subwoofer as well, but it has no
91                 // channel of its own
92                 "surround40", 4,
93                 {
94                         {45, 0.3, 0.3, 0.8}, // front left
95                         {315, 0.3, 0.3, 0.8}, // front right
96                         {135, 0.3, 0.3, 0.8}, // rear left
97                         {225, 0.3, 0.3, 0.8}, // rear right
98                         {0, 0, 0, 0},
99                         {0, 0, 0, 0},
100                         {0, 0, 0, 0},
101                         {0, 0, 0, 0},
102                 }
103         },
104         {
105                 // these systems sometimes have a subwoofer as well, but it has no
106                 // channel of its own
107                 "stereo", 2,
108                 {
109                         {90, 0.5, 0.5, 1}, // side left
110                         {270, 0.5, 0.5, 1}, // side right
111                         {0, 0, 0, 0},
112                         {0, 0, 0, 0},
113                         {0, 0, 0, 0},
114                         {0, 0, 0, 0},
115                         {0, 0, 0, 0},
116                         {0, 0, 0, 0},
117                 }
118         },
119         {
120                 "mono", 1,
121                 {
122                         {0, 0, 1, 1}, // center
123                         {0, 0, 0, 0},
124                         {0, 0, 0, 0},
125                         {0, 0, 0, 0},
126                         {0, 0, 0, 0},
127                         {0, 0, 0, 0},
128                         {0, 0, 0, 0},
129                         {0, 0, 0, 0},
130                 }
131         }
132 };
133
134
135 // =======================================================================
136 // Internal sound data & structures
137 // =======================================================================
138
139 channel_t channels[MAX_CHANNELS];
140 unsigned int total_channels;
141
142 snd_ringbuffer_t *snd_renderbuffer = NULL;
143 unsigned int soundtime = 0;
144 static unsigned int oldpaintedtime = 0;
145 static unsigned int extrasoundtime = 0;
146 static double snd_starttime = 0.0;
147
148 vec3_t listener_origin;
149 matrix4x4_t listener_matrix[SND_LISTENERS];
150 mempool_t *snd_mempool;
151
152 // Linked list of known sfx
153 static sfx_t *known_sfx = NULL;
154
155 static qboolean sound_spatialized = false;
156
157 qboolean simsound = false;
158
159 static qboolean recording_sound = false;
160
161 int snd_blocked = 0;
162 static int current_swapstereo = false;
163 static int current_channellayout = SND_CHANNELLAYOUT_AUTO;
164 static int current_channellayout_used = SND_CHANNELLAYOUT_AUTO;
165
166 // Cvars declared in sound.h (part of the sound API)
167 cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
168 cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
169 cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
170 cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
171 cvar_t snd_soundradius = {0, "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)"};
172
173 // Cvars declared in snd_main.h (shared with other snd_*.c files)
174 cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};
175 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)"};
176 cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
177 extern cvar_t v_flipped;
178 cvar_t snd_channellayout = {0, "snd_channellayout", "0", "channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)"};
179 cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
180
181 // Local cvars
182 static cvar_t nosound = {0, "nosound", "0", "disables sound"};
183 static cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"};
184 static cvar_t ambient_level = {0, "ambient_level", "0.3", "volume of environment noises (water and wind)"};
185 static cvar_t ambient_fade = {0, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"};
186 static cvar_t snd_noextraupdate = {0, "snd_noextraupdate", "0", "disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates"};
187 static cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound mixing"};
188
189 // Default sound format is 48KHz, 16-bit, stereo
190 // (48KHz because a lot of onboard sound cards sucks at any other speed)
191 static cvar_t snd_speed = {CVAR_SAVE, "snd_speed", "48000", "sound output frequency, in hertz"};
192 static cvar_t snd_width = {CVAR_SAVE, "snd_width", "2", "sound output precision, in bytes (1 and 2 supported)"};
193 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)"};
194
195 // Ambient sounds
196 static sfx_t* ambient_sfxs [2] = { NULL, NULL };
197 static const char* ambient_names [2] = { "sound/ambience/water1.wav", "sound/ambience/wind2.wav" };
198
199
200 // ====================================================================
201 // Functions
202 // ====================================================================
203
204 void S_FreeSfx (sfx_t *sfx, qboolean force);
205
206 static void S_Play_Common (float fvol, float attenuation)
207 {
208         int i, ch_ind;
209         char name [MAX_QPATH];
210         sfx_t *sfx;
211
212         i = 1;
213         while (i < Cmd_Argc ())
214         {
215                 // Get the name, and appends ".wav" as an extension if there's none
216                 strlcpy (name, Cmd_Argv (i), sizeof (name));
217                 if (!strrchr (name, '.'))
218                         strlcat (name, ".wav", sizeof (name));
219                 i++;
220
221                 // If we need to get the volume from the command line
222                 if (fvol == -1.0f)
223                 {
224                         fvol = atof (Cmd_Argv (i));
225                         i++;
226                 }
227
228                 sfx = S_PrecacheSound (name, true, false);
229                 if (sfx)
230                 {
231                         ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation);
232
233                         // Free the sfx if the file didn't exist
234                         if (ch_ind < 0)
235                                 S_FreeSfx (sfx, false);
236                         else
237                                 channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
238                 }
239         }
240 }
241
242 static void S_Play_f(void)
243 {
244         S_Play_Common (1.0f, 1.0f);
245 }
246
247 static void S_Play2_f(void)
248 {
249         S_Play_Common (1.0f, 0.0f);
250 }
251
252 static void S_PlayVol_f(void)
253 {
254         S_Play_Common (-1.0f, 0.0f);
255 }
256
257 static void S_SoundList_f (void)
258 {
259         unsigned int i;
260         sfx_t *sfx;
261         unsigned int total;
262
263         total = 0;
264         for (sfx = known_sfx, i = 0; sfx != NULL; sfx = sfx->next, i++)
265         {
266                 if (sfx->fetcher != NULL)
267                 {
268                         unsigned int size;
269                         const snd_format_t* format;
270
271                         size = sfx->memsize;
272                         format = sfx->fetcher->getfmt(sfx);
273                         Con_Printf ("%c%c%c%c(%2db, %6s) %8i : %s\n",
274                                                 (sfx->loopstart < sfx->total_length) ? 'L' : ' ',
275                                                 (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
276                                                 (sfx->locks > 0) ? 'K' : ' ',
277                                                 (sfx->flags & SFXFLAG_PERMANENTLOCK) ? 'P' : ' ',
278                                                 format->width * 8,
279                                                 (format->channels == 1) ? "mono" : "stereo",
280                                                 size,
281                                                 sfx->name);
282                         total += size;
283                 }
284                 else
285                         Con_Printf ("    (  unknown  ) unloaded : %s\n", sfx->name);
286         }
287         Con_Printf("Total resident: %i\n", total);
288 }
289
290
291 void S_SoundInfo_f(void)
292 {
293         if (snd_renderbuffer == NULL)
294         {
295                 Con_Print("sound system not started\n");
296                 return;
297         }
298
299         Con_Printf("%5d speakers\n", snd_renderbuffer->format.channels);
300         Con_Printf("%5d frames\n", snd_renderbuffer->maxframes);
301         Con_Printf("%5d samplebits\n", snd_renderbuffer->format.width * 8);
302         Con_Printf("%5d speed\n", snd_renderbuffer->format.speed);
303         Con_Printf("%5u total_channels\n", total_channels);
304 }
305
306
307 int S_GetSoundRate(void)
308 {
309         return snd_renderbuffer ? snd_renderbuffer->format.speed : 0;
310 }
311
312
313 static qboolean S_ChooseCheaperFormat (snd_format_t* format, qboolean fixed_speed, qboolean fixed_width, qboolean fixed_channels)
314 {
315         static const snd_format_t thresholds [] =
316         {
317                 // speed                        width                   channels
318                 { SND_MIN_SPEED,        SND_MIN_WIDTH,  SND_MIN_CHANNELS },
319                 { 11025,                        1,                              2 },
320                 { 22050,                        2,                              2 },
321                 { 44100,                        2,                              2 },
322                 { 48000,                        2,                              6 },
323                 { 96000,                        2,                              6 },
324                 { SND_MAX_SPEED,        SND_MAX_WIDTH,  SND_MAX_CHANNELS },
325         };
326         const unsigned int nb_thresholds = sizeof(thresholds) / sizeof(thresholds[0]);
327         unsigned int speed_level, width_level, channels_level;
328
329         // If we have reached the minimum values, there's nothing more we can do
330         if ((format->speed == thresholds[0].speed || fixed_speed) &&
331                 (format->width == thresholds[0].width || fixed_width) &&
332                 (format->channels == thresholds[0].channels || fixed_channels))
333                 return false;
334
335         // Check the min and max values
336         #define CHECK_BOUNDARIES(param)                                                         \
337         if (format->param < thresholds[0].param)                                        \
338         {                                                                                                                       \
339                 format->param = thresholds[0].param;                                    \
340                 return true;                                                                                    \
341         }                                                                                                                       \
342         if (format->param > thresholds[nb_thresholds - 1].param)        \
343         {                                                                                                                       \
344                 format->param = thresholds[nb_thresholds - 1].param;    \
345                 return true;                                                                                    \
346         }
347         CHECK_BOUNDARIES(speed);
348         CHECK_BOUNDARIES(width);
349         CHECK_BOUNDARIES(channels);
350         #undef CHECK_BOUNDARIES
351
352         // Find the level of each parameter
353         #define FIND_LEVEL(param)                                                                       \
354         param##_level = 0;                                                                                      \
355         while (param##_level < nb_thresholds - 1)                                       \
356         {                                                                                                                       \
357                 if (format->param <= thresholds[param##_level].param)   \
358                         break;                                                                                          \
359                                                                                                                                 \
360                 param##_level++;                                                                                \
361         }
362         FIND_LEVEL(speed);
363         FIND_LEVEL(width);
364         FIND_LEVEL(channels);
365         #undef FIND_LEVEL
366
367         // Decrease the parameter with the highest level to the previous level
368         if (channels_level >= speed_level && channels_level >= width_level && !fixed_channels)
369         {
370                 format->channels = thresholds[channels_level - 1].channels;
371                 return true;
372         }
373         if (speed_level >= width_level && !fixed_speed)
374         {
375                 format->speed = thresholds[speed_level - 1].speed;
376                 return true;
377         }
378
379         format->width = thresholds[width_level - 1].width;
380         return true;
381 }
382
383
384 #define SWAP_LISTENERS(l1, l2, tmpl) { tmpl = (l1); (l1) = (l2); (l2) = tmpl; }
385
386 static void S_SetChannelLayout (void)
387 {
388         unsigned int i;
389         listener_t swaplistener;
390         listener_t *listeners;
391         int layout;
392
393         for (i = 0; i < SND_SPEAKERLAYOUTS; i++)
394                 if (snd_speakerlayouts[i].channels == snd_renderbuffer->format.channels)
395                         break;
396         if (i >= SND_SPEAKERLAYOUTS)
397         {
398                 Con_Printf("S_SetChannelLayout: can't find the speaker layout for %hu channels. Defaulting to mono output\n",
399                                    snd_renderbuffer->format.channels);
400                 i = SND_SPEAKERLAYOUTS - 1;
401         }
402
403         snd_speakerlayout = snd_speakerlayouts[i];
404         listeners = snd_speakerlayout.listeners;
405
406         // Swap the left and right channels if snd_swapstereo is set
407         if (boolxor(snd_swapstereo.integer, v_flipped.integer))
408         {
409                 switch (snd_speakerlayout.channels)
410                 {
411                         case 8:
412                                 SWAP_LISTENERS(listeners[6], listeners[7], swaplistener);
413                                 // no break
414                         case 4:
415                         case 6:
416                                 SWAP_LISTENERS(listeners[2], listeners[3], swaplistener);
417                                 // no break
418                         case 2:
419                                 SWAP_LISTENERS(listeners[0], listeners[1], swaplistener);
420                                 break;
421
422                         default:
423                         case 1:
424                                 // Nothing to do
425                                 break;
426                 }
427         }
428
429         // Sanity check
430         if (snd_channellayout.integer < SND_CHANNELLAYOUT_AUTO ||
431                 snd_channellayout.integer > SND_CHANNELLAYOUT_ALSA)
432                 Cvar_SetValueQuick (&snd_channellayout, SND_CHANNELLAYOUT_STANDARD);
433
434         if (snd_channellayout.integer == SND_CHANNELLAYOUT_AUTO)
435         {
436                 // If we're in the sound engine initialization
437                 if (current_channellayout_used == SND_CHANNELLAYOUT_AUTO)
438                 {
439                         layout = SND_CHANNELLAYOUT_STANDARD;
440                         Cvar_SetValueQuick (&snd_channellayout, layout);
441                 }
442                 else
443                         layout = current_channellayout_used;
444         }
445         else
446                 layout = snd_channellayout.integer;
447
448         // Convert our layout (= ALSA) to the standard layout if necessary
449         if (snd_speakerlayout.channels == 6 || snd_speakerlayout.channels == 8)
450         {
451                 if (layout == SND_CHANNELLAYOUT_STANDARD)
452                 {
453                         SWAP_LISTENERS(listeners[2], listeners[4], swaplistener);
454                         SWAP_LISTENERS(listeners[3], listeners[5], swaplistener);
455                 }
456
457                 Con_Printf("S_SetChannelLayout: using %s speaker layout for 3D sound\n",
458                                    (layout == SND_CHANNELLAYOUT_ALSA) ? "ALSA" : "standard");
459         }
460
461         current_swapstereo = boolxor(snd_swapstereo.integer, v_flipped.integer);
462         current_channellayout = snd_channellayout.integer;
463         current_channellayout_used = layout;
464 }
465
466
467 void S_Startup (void)
468 {
469         qboolean fixed_speed, fixed_width, fixed_channels;
470         snd_format_t chosen_fmt;
471         static snd_format_t prev_render_format = {0, 0, 0};
472         const char* env;
473         int i;
474
475         if (!snd_initialized.integer)
476                 return;
477
478         fixed_speed = false;
479         fixed_width = false;
480         fixed_channels = false;
481
482         // Get the starting sound format from the cvars
483         chosen_fmt.speed = snd_speed.integer;
484         chosen_fmt.width = snd_width.integer;
485         chosen_fmt.channels = snd_channels.integer;
486
487         // Check the environment variables to see if the player wants a particular sound format
488         env = getenv("QUAKE_SOUND_CHANNELS");
489         if (env != NULL)
490         {
491                 chosen_fmt.channels = atoi (env);
492                 fixed_channels = true;
493         }
494         env = getenv("QUAKE_SOUND_SPEED");
495         if (env != NULL)
496         {
497                 chosen_fmt.speed = atoi (env);
498                 fixed_speed = true;
499         }
500         env = getenv("QUAKE_SOUND_SAMPLEBITS");
501         if (env != NULL)
502         {
503                 chosen_fmt.width = atoi (env) / 8;
504                 fixed_width = true;
505         }
506
507         // Parse the command line to see if the player wants a particular sound format
508 // COMMANDLINEOPTION: Sound: -sndquad sets sound output to 4 channel surround
509         if (COM_CheckParm ("-sndquad") != 0)
510         {
511                 chosen_fmt.channels = 4;
512                 fixed_channels = true;
513         }
514 // COMMANDLINEOPTION: Sound: -sndstereo sets sound output to stereo
515         else if (COM_CheckParm ("-sndstereo") != 0)
516         {
517                 chosen_fmt.channels = 2;
518                 fixed_channels = true;
519         }
520 // COMMANDLINEOPTION: Sound: -sndmono sets sound output to mono
521         else if (COM_CheckParm ("-sndmono") != 0)
522         {
523                 chosen_fmt.channels = 1;
524                 fixed_channels = true;
525         }
526 // COMMANDLINEOPTION: Sound: -sndspeed <hz> chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000)
527         i = COM_CheckParm ("-sndspeed");
528         if (0 < i && i < com_argc - 1)
529         {
530                 chosen_fmt.speed = atoi (com_argv[i + 1]);
531                 fixed_speed = true;
532         }
533 // COMMANDLINEOPTION: Sound: -sndbits <bits> chooses 8 bit or 16 bit sound output
534         i = COM_CheckParm ("-sndbits");
535         if (0 < i && i < com_argc - 1)
536         {
537                 chosen_fmt.width = atoi (com_argv[i + 1]) / 8;
538                 fixed_width = true;
539         }
540
541         // You can't change sound speed after start time (not yet supported)
542         if (prev_render_format.speed != 0)
543         {
544                 fixed_speed = true;
545                 if (chosen_fmt.speed != prev_render_format.speed)
546                 {
547                         Con_Printf("S_Startup: sound speed has changed! This is NOT supported yet. Falling back to previous speed (%u Hz)\n",
548                                            prev_render_format.speed);
549                         chosen_fmt.speed = prev_render_format.speed;
550                 }
551         }
552
553         // Sanity checks
554         if (chosen_fmt.speed < SND_MIN_SPEED)
555         {
556                 chosen_fmt.speed = SND_MIN_SPEED;
557                 fixed_speed = false;
558         }
559         else if (chosen_fmt.speed > SND_MAX_SPEED)
560         {
561                 chosen_fmt.speed = SND_MAX_SPEED;
562                 fixed_speed = false;
563         }
564
565         if (chosen_fmt.width < SND_MIN_WIDTH)
566         {
567                 chosen_fmt.width = SND_MIN_WIDTH;
568                 fixed_width = false;
569         }
570         else if (chosen_fmt.width > SND_MAX_WIDTH)
571         {
572                 chosen_fmt.width = SND_MAX_WIDTH;
573                 fixed_width = false;
574         }
575
576         if (chosen_fmt.channels < SND_MIN_CHANNELS)
577         {
578                 chosen_fmt.channels = SND_MIN_CHANNELS;
579                 fixed_channels = false;
580         }
581         else if (chosen_fmt.channels > SND_MAX_CHANNELS)
582         {
583                 chosen_fmt.channels = SND_MAX_CHANNELS;
584                 fixed_channels = false;
585         }
586
587         // create the sound buffer used for sumitting the samples to the plaform-dependent module
588         if (!simsound)
589         {
590                 snd_format_t suggest_fmt;
591                 qboolean accepted;
592
593                 accepted = false;
594                 do
595                 {
596                         Con_DPrintf("S_Startup: initializing sound output format: %dHz, %d bit, %d channels...\n",
597                                                 chosen_fmt.speed, chosen_fmt.width * 8,
598                                                 chosen_fmt.channels);
599
600                         memset(&suggest_fmt, 0, sizeof(suggest_fmt));
601                         accepted = SndSys_Init(&chosen_fmt, &suggest_fmt);
602
603                         if (!accepted)
604                         {
605                                 Con_DPrintf("S_Startup: sound output initialization FAILED\n");
606
607                                 // If the module is suggesting another one
608                                 if (suggest_fmt.speed != 0)
609                                 {
610                                         memcpy(&chosen_fmt, &suggest_fmt, sizeof(chosen_fmt));
611                                         Con_Printf ("           Driver has suggested %dHz, %d bit, %d channels. Retrying...\n",
612                                                                 suggest_fmt.speed, suggest_fmt.width * 8,
613                                                                 suggest_fmt.channels);
614                                 }
615                                 // Else, try to find a less resource-demanding format
616                                 else if (!S_ChooseCheaperFormat (&chosen_fmt, fixed_speed, fixed_width, fixed_channels))
617                                         break;
618                         }
619                 } while (!accepted);
620
621                 // If we haven't found a suitable format
622                 if (!accepted)
623                 {
624                         Con_Print("S_Startup: SndSys_Init failed.\n");
625                         sound_spatialized = false;
626                         return;
627                 }
628         }
629         else
630         {
631                 snd_renderbuffer = Snd_CreateRingBuffer(&chosen_fmt, 0, NULL);
632                 Con_Print ("S_Startup: simulating sound output\n");
633         }
634
635         memcpy(&prev_render_format, &snd_renderbuffer->format, sizeof(prev_render_format));
636         Con_Printf("Sound format: %dHz, %d channels, %d bits per sample\n",
637                            chosen_fmt.speed, chosen_fmt.channels, chosen_fmt.width * 8);
638
639         // Update the cvars
640         if (snd_speed.integer != (int)chosen_fmt.speed)
641                 Cvar_SetValueQuick(&snd_speed, chosen_fmt.speed);
642         if (snd_width.integer != chosen_fmt.width)
643                 Cvar_SetValueQuick(&snd_width, chosen_fmt.width);
644         if (snd_channels.integer != chosen_fmt.channels)
645                 Cvar_SetValueQuick(&snd_channels, chosen_fmt.channels);
646
647         current_channellayout_used = SND_CHANNELLAYOUT_AUTO;
648         S_SetChannelLayout();
649
650         snd_starttime = realtime;
651
652         // If the sound module has already run, add an extra time to make sure
653         // the sound time doesn't decrease, to not confuse playing SFXs
654         if (oldpaintedtime != 0)
655         {
656                 // The extra time must be a multiple of the render buffer size
657                 // to avoid modifying the current position in the buffer,
658                 // some modules write directly to a shared (DMA) buffer
659                 extrasoundtime = oldpaintedtime + snd_renderbuffer->maxframes - 1;
660                 extrasoundtime -= extrasoundtime % snd_renderbuffer->maxframes;
661                 Con_DPrintf("S_Startup: extra sound time = %u\n", extrasoundtime);
662
663                 soundtime = extrasoundtime;
664         }
665         else
666                 extrasoundtime = 0;
667         snd_renderbuffer->startframe = soundtime;
668         snd_renderbuffer->endframe = soundtime;
669         recording_sound = false;
670 }
671
672 void S_Shutdown(void)
673 {
674         if (snd_renderbuffer == NULL)
675                 return;
676
677         oldpaintedtime = snd_renderbuffer->endframe;
678
679         if (simsound)
680         {
681                 Mem_Free(snd_renderbuffer->ring);
682                 Mem_Free(snd_renderbuffer);
683                 snd_renderbuffer = NULL;
684         }
685         else
686                 SndSys_Shutdown();
687
688         sound_spatialized = false;
689 }
690
691 void S_Restart_f(void)
692 {
693         // NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches)
694         // So, refuse to do this if we are connected.
695         if(cls.state == ca_connected)
696         {
697                 Con_Printf("snd_restart would wreak havoc if you do that while connected!\n");
698                 return;
699         }
700
701         S_Shutdown();
702         S_Startup();
703 }
704
705 /*
706 ================
707 S_Init
708 ================
709 */
710 void S_Init(void)
711 {
712         Con_DPrint("\nSound Initialization\n");
713
714         Cvar_RegisterVariable(&volume);
715         Cvar_RegisterVariable(&bgmvolume);
716         Cvar_RegisterVariable(&snd_staticvolume);
717
718         Cvar_RegisterVariable(&snd_speed);
719         Cvar_RegisterVariable(&snd_width);
720         Cvar_RegisterVariable(&snd_channels);
721         Cvar_RegisterVariable(&snd_mutewhenidle);
722
723 // COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio)
724         if (COM_CheckParm("-nosound"))
725                 return;
726
727         snd_mempool = Mem_AllocPool("sound", 0, NULL);
728
729 // COMMANDLINEOPTION: Sound: -simsound runs sound mixing but with no output
730         if (COM_CheckParm("-simsound"))
731                 simsound = true;
732
733         Cmd_AddCommand("play", S_Play_f, "play a sound at your current location (not heard by anyone else)");
734         Cmd_AddCommand("play2", S_Play2_f, "play a sound globally throughout the level (not heard by anyone else)");
735         Cmd_AddCommand("playvol", S_PlayVol_f, "play a sound at the specified volume level at your current location (not heard by anyone else)");
736         Cmd_AddCommand("stopsound", S_StopAllSounds, "silence");
737         Cmd_AddCommand("soundlist", S_SoundList_f, "list loaded sounds");
738         Cmd_AddCommand("soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)");
739         Cmd_AddCommand("snd_restart", S_Restart_f, "restart sound system");
740         Cmd_AddCommand("snd_unloadallsounds", S_UnloadAllSounds_f, "unload all sound files");
741
742         Cvar_RegisterVariable(&nosound);
743         Cvar_RegisterVariable(&snd_precache);
744         Cvar_RegisterVariable(&snd_initialized);
745         Cvar_RegisterVariable(&snd_streaming);
746         Cvar_RegisterVariable(&ambient_level);
747         Cvar_RegisterVariable(&ambient_fade);
748         Cvar_RegisterVariable(&snd_noextraupdate);
749         Cvar_RegisterVariable(&snd_show);
750         Cvar_RegisterVariable(&_snd_mixahead);
751         Cvar_RegisterVariable(&snd_swapstereo); // for people with backwards sound wiring
752         Cvar_RegisterVariable(&snd_channellayout);
753         Cvar_RegisterVariable(&snd_soundradius);
754
755         Cvar_SetValueQuick(&snd_initialized, true);
756
757         known_sfx = NULL;
758
759         total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
760         memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
761
762         OGG_OpenLibrary ();
763         ModPlug_OpenLibrary ();
764 }
765
766
767 /*
768 ================
769 S_Terminate
770
771 Shutdown and free all resources
772 ================
773 */
774 void S_Terminate (void)
775 {
776         S_Shutdown ();
777         ModPlug_CloseLibrary ();
778         OGG_CloseLibrary ();
779
780         // Free all SFXs
781         while (known_sfx != NULL)
782                 S_FreeSfx (known_sfx, true);
783
784         Cvar_SetValueQuick (&snd_initialized, false);
785         Mem_FreePool (&snd_mempool);
786 }
787
788
789 /*
790 ==================
791 S_UnloadAllSounds_f
792 ==================
793 */
794 void S_UnloadAllSounds_f (void)
795 {
796         int i;
797
798         // NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches)
799         // So, refuse to do this if we are connected.
800         if(cls.state == ca_connected)
801         {
802                 Con_Printf("snd_unloadallsounds would wreak havoc if you do that while connected!\n");
803                 return;
804         }
805
806         // stop any active sounds
807         S_StopAllSounds();
808
809         // because the ambient sounds will be freed, clear the pointers
810         for (i = 0;i < (int)sizeof (ambient_sfxs) / (int)sizeof (ambient_sfxs[0]);i++)
811                 ambient_sfxs[i] = NULL;
812
813         // now free all sounds
814         while (known_sfx != NULL)
815                 S_FreeSfx (known_sfx, true);
816 }
817
818
819 /*
820 ==================
821 S_FindName
822 ==================
823 */
824 sfx_t *S_FindName (const char *name)
825 {
826         sfx_t *sfx;
827
828         if (!snd_initialized.integer)
829                 return NULL;
830
831         if (strlen (name) >= sizeof (sfx->name))
832         {
833                 Con_Printf ("S_FindName: sound name too long (%s)\n", name);
834                 return NULL;
835         }
836
837         // Look for this sound in the list of known sfx
838         // TODO: hash table search?
839         for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
840                 if(!strcmp (sfx->name, name))
841                         return sfx;
842
843         // Add a sfx_t struct for this sound
844         sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx));
845         memset (sfx, 0, sizeof(*sfx));
846         strlcpy (sfx->name, name, sizeof (sfx->name));
847         sfx->memsize = sizeof(*sfx);
848         sfx->next = known_sfx;
849         known_sfx = sfx;
850
851         return sfx;
852 }
853
854
855 /*
856 ==================
857 S_FreeSfx
858 ==================
859 */
860 void S_FreeSfx (sfx_t *sfx, qboolean force)
861 {
862         unsigned int i;
863
864         // Never free a locked sfx unless forced
865         if (!force && (sfx->locks > 0 || (sfx->flags & SFXFLAG_PERMANENTLOCK)))
866                 return;
867
868         Con_DPrintf ("S_FreeSfx: freeing %s\n", sfx->name);
869
870         // Remove it from the list of known sfx
871         if (sfx == known_sfx)
872                 known_sfx = known_sfx->next;
873         else
874         {
875                 sfx_t *prev_sfx;
876
877                 for (prev_sfx = known_sfx; prev_sfx != NULL; prev_sfx = prev_sfx->next)
878                         if (prev_sfx->next == sfx)
879                         {
880                                 prev_sfx->next = sfx->next;
881                                 break;
882                         }
883                 if (prev_sfx == NULL)
884                 {
885                         Con_Printf ("S_FreeSfx: Can't find SFX %s in the list!\n", sfx->name);
886                         return;
887                 }
888         }
889
890         // Stop all channels using this sfx
891         for (i = 0; i < total_channels; i++)
892                 if (channels[i].sfx == sfx)
893                         S_StopChannel (i);
894
895         // Free it
896         if (sfx->fetcher != NULL && sfx->fetcher->free != NULL)
897                 sfx->fetcher->free (sfx->fetcher_data);
898         Mem_Free (sfx);
899 }
900
901
902 /*
903 ==================
904 S_ServerSounds
905 ==================
906 */
907 void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds)
908 {
909         sfx_t *sfx;
910         sfx_t *sfxnext;
911         unsigned int i;
912
913         // Start the ambient sounds and make them loop
914         for (i = 0; i < sizeof (ambient_sfxs) / sizeof (ambient_sfxs[0]); i++)
915         {
916                 // Precache it if it's not done (request a lock to make sure it will never be freed)
917                 if (ambient_sfxs[i] == NULL)
918                         ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, true);
919                 if (ambient_sfxs[i] != NULL)
920                 {
921                         // Add a lock to the SFX while playing. It will be
922                         // removed by S_StopAllSounds at the end of the level
923                         S_LockSfx (ambient_sfxs[i]);
924
925                         channels[i].sfx = ambient_sfxs[i];
926                         channels[i].flags |= CHANNELFLAG_FORCELOOP;
927                         channels[i].master_vol = 0;
928                 }
929         }
930
931         // Remove 1 lock from all sfx with the SFXFLAG_SERVERSOUND flag, and remove the flag
932         for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
933                 if (sfx->flags & SFXFLAG_SERVERSOUND)
934                 {
935                         S_UnlockSfx (sfx);
936                         sfx->flags &= ~SFXFLAG_SERVERSOUND;
937                 }
938
939         // Add 1 lock and the SFXFLAG_SERVERSOUND flag to each sfx in "serversound"
940         for (i = 1; i < numsounds; i++)
941         {
942                 sfx = S_FindName (serversound[i]);
943                 if (sfx != NULL)
944                 {
945                         // clear the FILEMISSING flag so that S_LoadSound will try again on a
946                         // previously missing file
947                         sfx->flags &= ~ SFXFLAG_FILEMISSING;
948                         S_LockSfx (sfx);
949                         sfx->flags |= SFXFLAG_SERVERSOUND;
950                 }
951         }
952
953         // Free all unlocked sfx
954         for (sfx = known_sfx;sfx;sfx = sfxnext)
955         {
956                 sfxnext = sfx->next;
957                 S_FreeSfx (sfx, false);
958         }
959 }
960
961
962 /*
963 ==================
964 S_PrecacheSound
965 ==================
966 */
967 sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
968 {
969         sfx_t *sfx;
970
971         if (!snd_initialized.integer)
972                 return NULL;
973
974         if (name == NULL || name[0] == 0)
975                 return NULL;
976
977         sfx = S_FindName (name);
978
979         if (sfx == NULL)
980                 return NULL;
981
982         // clear the FILEMISSING flag so that S_LoadSound will try again on a
983         // previously missing file
984         sfx->flags &= ~ SFXFLAG_FILEMISSING;
985
986         if (lock)
987                 S_LockSfx (sfx);
988
989         if (!nosound.integer && snd_precache.integer)
990                 S_LoadSound(sfx, complain);
991
992         return sfx;
993 }
994
995 /*
996 ==================
997 S_IsSoundPrecached
998 ==================
999 */
1000 qboolean S_IsSoundPrecached (const sfx_t *sfx)
1001 {
1002         return (sfx != NULL && sfx->fetcher != NULL);
1003 }
1004
1005 /*
1006 ==================
1007 S_LockSfx
1008
1009 Add a lock to a SFX
1010 ==================
1011 */
1012 void S_LockSfx (sfx_t *sfx)
1013 {
1014         sfx->locks++;
1015 }
1016
1017 /*
1018 ==================
1019 S_UnlockSfx
1020
1021 Remove a lock from a SFX
1022 ==================
1023 */
1024 void S_UnlockSfx (sfx_t *sfx)
1025 {
1026         sfx->locks--;
1027 }
1028
1029
1030 /*
1031 ==================
1032 S_BlockSound
1033 ==================
1034 */
1035 void S_BlockSound (void)
1036 {
1037         snd_blocked++;
1038 }
1039
1040
1041 /*
1042 ==================
1043 S_UnblockSound
1044 ==================
1045 */
1046 void S_UnblockSound (void)
1047 {
1048         snd_blocked--;
1049 }
1050
1051
1052 /*
1053 =================
1054 SND_PickChannel
1055
1056 Picks a channel based on priorities, empty slots, number of channels
1057 =================
1058 */
1059 channel_t *SND_PickChannel(int entnum, int entchannel)
1060 {
1061         int ch_idx;
1062         int first_to_die;
1063         int first_life_left, life_left;
1064         channel_t* ch;
1065
1066 // Check for replacement sound, or find the best one to replace
1067         first_to_die = -1;
1068         first_life_left = 0x7fffffff;
1069
1070         // entity channels try to replace the existing sound on the channel
1071         if (entchannel != 0)
1072         {
1073                 for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
1074                 {
1075                         ch = &channels[ch_idx];
1076                         if (ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) )
1077                         {
1078                                 // always override sound from same entity
1079                                 S_StopChannel (ch_idx);
1080                                 return &channels[ch_idx];
1081                         }
1082                 }
1083         }
1084
1085         // there was no channel to override, so look for the first empty one
1086         for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
1087         {
1088                 ch = &channels[ch_idx];
1089                 if (!ch->sfx)
1090                 {
1091                         // no sound on this channel
1092                         first_to_die = ch_idx;
1093                         break;
1094                 }
1095
1096                 // don't let monster sounds override player sounds
1097                 if (ch->entnum == cl.viewentity && entnum != cl.viewentity)
1098                         continue;
1099
1100                 // don't override looped sounds
1101                 if ((ch->flags & CHANNELFLAG_FORCELOOP) || ch->sfx->loopstart < ch->sfx->total_length)
1102                         continue;
1103                 life_left = ch->sfx->total_length - ch->pos;
1104
1105                 if (life_left < first_life_left)
1106                 {
1107                         first_life_left = life_left;
1108                         first_to_die = ch_idx;
1109                 }
1110         }
1111
1112         if (first_to_die == -1)
1113                 return NULL;
1114
1115         return &channels[first_to_die];
1116 }
1117
1118 /*
1119 =================
1120 SND_Spatialize
1121
1122 Spatializes a channel
1123 =================
1124 */
1125 extern cvar_t cl_gameplayfix_soundsmovewithentities;
1126 void SND_Spatialize(channel_t *ch, qboolean isstatic)
1127 {
1128         int i;
1129         vec_t dist, mastervol, intensity, vol;
1130         vec3_t source_vec;
1131
1132         // update sound origin if we know about the entity
1133         if (ch->entnum > 0 && cls.state == ca_connected && cl_gameplayfix_soundsmovewithentities.integer)
1134         {
1135                 if (ch->entnum >= 32768)
1136                 {
1137                         // TODO: sounds that follow CSQC entities?
1138                 }
1139                 else if (cl.entities[ch->entnum].state_current.active)
1140                 {
1141                         //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]);
1142                         VectorCopy(cl.entities[ch->entnum].state_current.origin, ch->origin);
1143                         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)
1144                                 VectorMAMAM(1.0f, ch->origin, 0.5f, cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->normalmins, 0.5f, cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->normalmaxs, ch->origin);
1145                 }
1146         }
1147
1148         mastervol = ch->master_vol;
1149         // Adjust volume of static sounds
1150         if (isstatic)
1151                 mastervol *= snd_staticvolume.value;
1152
1153         // anything coming from the view entity will always be full volume
1154         // LordHavoc: make sounds with ATTN_NONE have no spatialization
1155         if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
1156         {
1157                 for (i = 0;i < SND_LISTENERS;i++)
1158                 {
1159                         vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
1160                         ch->listener_volume[i] = (int)bound(0, vol, 255);
1161                 }
1162         }
1163         else
1164         {
1165                 // calculate stereo seperation and distance attenuation
1166                 VectorSubtract(listener_origin, ch->origin, source_vec);
1167                 dist = VectorLength(source_vec);
1168                 intensity = mastervol * (1.0 - dist * ch->dist_mult);
1169                 if (intensity > 0)
1170                 {
1171                         for (i = 0;i < SND_LISTENERS;i++)
1172                         {
1173                                 Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
1174                                 VectorNormalize(source_vec);
1175                                 vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
1176                                 ch->listener_volume[i] = (int)bound(0, vol, 255);
1177                         }
1178                 }
1179                 else
1180                         for (i = 0;i < SND_LISTENERS;i++)
1181                                 ch->listener_volume[i] = 0;
1182         }
1183 }
1184
1185
1186 // =======================================================================
1187 // Start a sound effect
1188 // =======================================================================
1189
1190 void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic)
1191 {
1192         // Initialize the channel
1193         memset (target_chan, 0, sizeof (*target_chan));
1194         VectorCopy (origin, target_chan->origin);
1195         target_chan->sfx = sfx;
1196         target_chan->flags = flags;
1197         target_chan->pos = 0; // start of the sound
1198
1199         // If it's a static sound
1200         if (isstatic)
1201         {
1202                 if (sfx->loopstart >= sfx->total_length)
1203                         Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
1204                 target_chan->dist_mult = attenuation / (64.0f * snd_soundradius.value);
1205         }
1206         else
1207                 target_chan->dist_mult = attenuation / snd_soundradius.value;
1208
1209         // Lock the SFX during play
1210         S_LockSfx (sfx);
1211
1212         // and finally, apply the volume
1213         S_SetChannelVolume(target_chan - channels, fvol);
1214 }
1215
1216
1217 int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
1218 {
1219         channel_t *target_chan, *check;
1220         int             ch_idx;
1221
1222         if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
1223                 return -1;
1224
1225         if (sfx->fetcher == NULL)
1226                 return -1;
1227
1228         // Pick a channel to play on
1229         target_chan = SND_PickChannel(entnum, entchannel);
1230         if (!target_chan)
1231                 return -1;
1232
1233         S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false);
1234         target_chan->entnum = entnum;
1235         target_chan->entchannel = entchannel;
1236
1237         SND_Spatialize(target_chan, false);
1238
1239         // if an identical sound has also been started this frame, offset the pos
1240         // a bit to keep it from just making the first one louder
1241         check = &channels[NUM_AMBIENTS];
1242         for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
1243         {
1244                 if (check == target_chan)
1245                         continue;
1246                 if (check->sfx == sfx && !check->pos)
1247                 {
1248                         // use negative pos offset to delay this sound effect
1249                         target_chan->pos += (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
1250                         break;
1251                 }
1252         }
1253
1254         return (target_chan - channels);
1255 }
1256
1257 void S_StopChannel (unsigned int channel_ind)
1258 {
1259         channel_t *ch;
1260
1261         if (channel_ind >= total_channels)
1262                 return;
1263
1264         ch = &channels[channel_ind];
1265         if (ch->sfx != NULL)
1266         {
1267                 sfx_t *sfx = ch->sfx;
1268
1269                 if (sfx->fetcher != NULL)
1270                 {
1271                         snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
1272                         if (fetcher_endsb != NULL)
1273                                 fetcher_endsb (ch->fetcher_data);
1274                 }
1275
1276                 // Remove the lock it holds
1277                 S_UnlockSfx (sfx);
1278
1279                 ch->fetcher_data = NULL;
1280                 ch->sfx = NULL;
1281         }
1282 }
1283
1284
1285 qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
1286 {
1287         if (ch_ind >= total_channels)
1288                 return false;
1289
1290         if (flag != CHANNELFLAG_FORCELOOP &&
1291                 flag != CHANNELFLAG_PAUSED &&
1292                 flag != CHANNELFLAG_FULLVOLUME)
1293                 return false;
1294
1295         if (value)
1296                 channels[ch_ind].flags |= flag;
1297         else
1298                 channels[ch_ind].flags &= ~flag;
1299
1300         return true;
1301 }
1302
1303 void S_StopSound(int entnum, int entchannel)
1304 {
1305         unsigned int i;
1306
1307         for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
1308                 if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
1309                 {
1310                         S_StopChannel (i);
1311                         return;
1312                 }
1313 }
1314
1315 extern void CDAudio_Stop(void);
1316 void S_StopAllSounds (void)
1317 {
1318         unsigned int i;
1319
1320         // TOCHECK: is this test necessary?
1321         if (snd_renderbuffer == NULL)
1322                 return;
1323
1324         // stop CD audio because it may be using a faketrack
1325         CDAudio_Stop();
1326
1327         for (i = 0; i < total_channels; i++)
1328                 S_StopChannel (i);
1329
1330         total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
1331         memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
1332
1333         // Mute the contents of the submittion buffer
1334         if (simsound || SndSys_LockRenderBuffer ())
1335         {
1336                 int clear;
1337                 size_t memsize;
1338
1339                 clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0;
1340                 memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels;
1341                 memset(snd_renderbuffer->ring, clear, memsize);
1342
1343                 if (!simsound)
1344                         SndSys_UnlockRenderBuffer ();
1345         }
1346 }
1347
1348 void S_PauseGameSounds (qboolean toggle)
1349 {
1350         unsigned int i;
1351
1352         for (i = 0; i < total_channels; i++)
1353         {
1354                 channel_t *ch;
1355
1356                 ch = &channels[i];
1357                 if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND))
1358                         S_SetChannelFlag (i, CHANNELFLAG_PAUSED, toggle);
1359         }
1360 }
1361
1362 void S_SetChannelVolume (unsigned int ch_ind, float fvol)
1363 {
1364         sfx_t *sfx = channels[ch_ind].sfx;
1365         if(sfx->volume_peak > 0)
1366         {
1367                 // Replaygain support
1368                 // Con_DPrintf("Setting volume on ReplayGain-enabled track... %f -> ", fvol);
1369                 fvol *= sfx->volume_mult;
1370                 if(fvol * sfx->volume_peak > 1)
1371                         fvol = 1 / sfx->volume_peak;
1372                 // Con_DPrintf("%f\n", fvol);
1373         }
1374         channels[ch_ind].master_vol = (int)(fvol * 255.0f);
1375 }
1376
1377
1378 /*
1379 =================
1380 S_StaticSound
1381 =================
1382 */
1383 void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
1384 {
1385         channel_t       *target_chan;
1386
1387         if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
1388                 return;
1389         if (!sfx->fetcher)
1390         {
1391                 Con_DPrintf ("S_StaticSound: \"%s\" hasn't been precached\n", sfx->name);
1392                 return;
1393         }
1394
1395         if (total_channels == MAX_CHANNELS)
1396         {
1397                 Con_Print("S_StaticSound: total_channels == MAX_CHANNELS\n");
1398                 return;
1399         }
1400
1401         target_chan = &channels[total_channels++];
1402         S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true);
1403
1404         SND_Spatialize (target_chan, true);
1405 }
1406
1407
1408 /*
1409 ===================
1410 S_UpdateAmbientSounds
1411 ===================
1412 */
1413 void S_UpdateAmbientSounds (void)
1414 {
1415         int                     i;
1416         int                     vol;
1417         int                     ambient_channel;
1418         channel_t       *chan;
1419         unsigned char           ambientlevels[NUM_AMBIENTS];
1420
1421         memset(ambientlevels, 0, sizeof(ambientlevels));
1422         if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint)
1423                 cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_origin, ambientlevels, sizeof(ambientlevels));
1424
1425         // Calc ambient sound levels
1426         for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
1427         {
1428                 chan = &channels[ambient_channel];
1429                 if (chan->sfx == NULL || chan->sfx->fetcher == NULL)
1430                         continue;
1431
1432                 vol = (int)ambientlevels[ambient_channel];
1433                 if (vol < 8)
1434                         vol = 0;
1435
1436                 // Don't adjust volume too fast
1437                 // FIXME: this rounds off to an int each frame, meaning there is little to no fade at extremely high framerates!
1438                 if (cl.time > cl.oldtime)
1439                 {
1440                         if (chan->master_vol < vol)
1441                         {
1442                                 chan->master_vol += (int)((cl.time - cl.oldtime) * ambient_fade.value);
1443                                 if (chan->master_vol > vol)
1444                                         chan->master_vol = vol;
1445                         }
1446                         else if (chan->master_vol > vol)
1447                         {
1448                                 chan->master_vol -= (int)((cl.time - cl.oldtime) * ambient_fade.value);
1449                                 if (chan->master_vol < vol)
1450                                         chan->master_vol = vol;
1451                         }
1452                 }
1453
1454                 for (i = 0;i < SND_LISTENERS;i++)
1455                         chan->listener_volume[i] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume);
1456         }
1457 }
1458
1459 static void S_PaintAndSubmit (void)
1460 {
1461         unsigned int newsoundtime, paintedtime, endtime, maxtime, usedframes;
1462         qboolean usesoundtimehack;
1463         static qboolean soundtimehack = true;
1464
1465         if (snd_renderbuffer == NULL || nosound.integer)
1466                 return;
1467
1468         // Update sound time
1469         usesoundtimehack = true;
1470         if (cls.timedemo) // SUPER NASTY HACK to mix non-realtime sound for more reliable benchmarking
1471                 newsoundtime = (unsigned int)((double)cl.mtime[0] * (double)snd_renderbuffer->format.speed);
1472         else if (cls.capturevideo.soundrate && !cls.capturevideo.realtime) // SUPER NASTY HACK to record non-realtime sound
1473                 newsoundtime = (unsigned int)((double)cls.capturevideo.frame * (double)snd_renderbuffer->format.speed / (double)cls.capturevideo.framerate);
1474         else if (simsound)
1475                 newsoundtime = (unsigned int)((realtime - snd_starttime) * (double)snd_renderbuffer->format.speed);
1476         else
1477         {
1478                 newsoundtime = SndSys_GetSoundTime();
1479                 usesoundtimehack = false;
1480         }
1481         // if the soundtimehack state changes we need to reset the soundtime
1482         if (soundtimehack != usesoundtimehack)
1483         {
1484                 snd_renderbuffer->startframe = snd_renderbuffer->endframe = soundtime = newsoundtime;
1485
1486                 // Mute the contents of the submission buffer
1487                 if (simsound || SndSys_LockRenderBuffer ())
1488                 {
1489                         int clear;
1490                         size_t memsize;
1491
1492                         clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0;
1493                         memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels;
1494                         memset(snd_renderbuffer->ring, clear, memsize);
1495
1496                         if (!simsound)
1497                                 SndSys_UnlockRenderBuffer ();
1498                 }
1499         }
1500         soundtimehack = usesoundtimehack;
1501
1502         if (!soundtimehack && snd_blocked > 0)
1503                 return;
1504
1505         newsoundtime += extrasoundtime;
1506         if (newsoundtime < soundtime)
1507         {
1508                 if ((cls.capturevideo.soundrate != 0) != recording_sound)
1509                 {
1510                         unsigned int additionaltime;
1511
1512                         // add some time to extrasoundtime make newsoundtime higher
1513
1514                         // The extra time must be a multiple of the render buffer size
1515                         // to avoid modifying the current position in the buffer,
1516                         // some modules write directly to a shared (DMA) buffer
1517                         additionaltime = (soundtime - newsoundtime) + snd_renderbuffer->maxframes - 1;
1518                         additionaltime -= additionaltime % snd_renderbuffer->maxframes;
1519
1520                         extrasoundtime += additionaltime;
1521                         newsoundtime += additionaltime;
1522                         Con_DPrintf("S_PaintAndSubmit: new extra sound time = %u\n",
1523                                                 extrasoundtime);
1524                 }
1525                 else if (!soundtimehack)
1526                         Con_Printf("S_PaintAndSubmit: WARNING: newsoundtime < soundtime (%u < %u)\n",
1527                                            newsoundtime, soundtime);
1528         }
1529         soundtime = newsoundtime;
1530         recording_sound = (cls.capturevideo.soundrate != 0);
1531
1532         // Check to make sure that we haven't overshot
1533         paintedtime = snd_renderbuffer->endframe;
1534         if (paintedtime < soundtime)
1535                 paintedtime = soundtime;
1536
1537         // mix ahead of current position
1538         endtime = soundtime + (unsigned int)(_snd_mixahead.value * (float)snd_renderbuffer->format.speed);
1539         usedframes = snd_renderbuffer->endframe - snd_renderbuffer->startframe;
1540         maxtime = paintedtime + snd_renderbuffer->maxframes - usedframes;
1541         endtime = min(endtime, maxtime);
1542
1543         S_PaintChannels(snd_renderbuffer, paintedtime, endtime);
1544
1545         if (simsound)
1546                 snd_renderbuffer->startframe = snd_renderbuffer->endframe;
1547         else
1548                 SndSys_Submit();
1549 }
1550
1551 /*
1552 ============
1553 S_Update
1554
1555 Called once each time through the main loop
1556 ============
1557 */
1558 void S_Update(const matrix4x4_t *listenermatrix)
1559 {
1560         unsigned int i, j, total;
1561         channel_t *ch, *combine;
1562         matrix4x4_t basematrix, rotatematrix;
1563
1564         if (snd_renderbuffer == NULL || nosound.integer)
1565                 return;
1566
1567         // If snd_swapstereo or snd_channellayout has changed, recompute the channel layout
1568         if (current_swapstereo != boolxor(snd_swapstereo.integer, v_flipped.integer) ||
1569                 current_channellayout != snd_channellayout.integer)
1570                 S_SetChannelLayout();
1571
1572         Matrix4x4_Invert_Simple(&basematrix, listenermatrix);
1573         Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin);
1574
1575         // calculate the current matrices
1576         for (j = 0;j < SND_LISTENERS;j++)
1577         {
1578                 Matrix4x4_CreateFromQuakeEntity(&rotatematrix, 0, 0, 0, 0, -snd_speakerlayout.listeners[j].yawangle, 0, 1);
1579                 Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &basematrix);
1580                 // I think this should now do this:
1581                 //   1. create a rotation matrix for rotating by e.g. -90 degrees CCW
1582                 //      (note: the matrix will rotate the OBJECT, not the VIEWER, so its
1583                 //       angle has to be taken negative)
1584                 //   2. create a transform which first rotates and moves its argument
1585                 //      into the player's view coordinates (using basematrix which is
1586                 //      an inverted "absolute" listener matrix), then applies the
1587                 //      rotation matrix for the ear
1588                 // Isn't Matrix4x4_CreateFromQuakeEntity a bit misleading because this
1589                 // does not actually refer to an entity?
1590         }
1591
1592         // update general area ambient sound sources
1593         S_UpdateAmbientSounds ();
1594
1595         combine = NULL;
1596
1597         // update spatialization for static and dynamic sounds
1598         ch = channels+NUM_AMBIENTS;
1599         for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
1600         {
1601                 if (!ch->sfx)
1602                         continue;
1603
1604                 // respatialize channel
1605                 SND_Spatialize(ch, i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS);
1606
1607                 // try to combine static sounds with a previous channel of the same
1608                 // sound effect so we don't mix five torches every frame
1609                 if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
1610                 {
1611                         // no need to merge silent channels
1612                         for (j = 0;j < SND_LISTENERS;j++)
1613                                 if (ch->listener_volume[j])
1614                                         break;
1615                         if (j == SND_LISTENERS)
1616                                 continue;
1617                         // if the last combine chosen isn't suitable, find a new one
1618                         if (!(combine && combine != ch && combine->sfx == ch->sfx))
1619                         {
1620                                 // search for one
1621                                 combine = NULL;
1622                                 for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;j < i;j++)
1623                                 {
1624                                         if (channels[j].sfx == ch->sfx)
1625                                         {
1626                                                 combine = channels + j;
1627                                                 break;
1628                                         }
1629                                 }
1630                         }
1631                         if (combine && combine != ch && combine->sfx == ch->sfx)
1632                         {
1633                                 for (j = 0;j < SND_LISTENERS;j++)
1634                                 {
1635                                         combine->listener_volume[j] += ch->listener_volume[j];
1636                                         ch->listener_volume[j] = 0;
1637                                 }
1638                         }
1639                 }
1640         }
1641
1642         sound_spatialized = true;
1643
1644         // debugging output
1645         if (snd_show.integer)
1646         {
1647                 total = 0;
1648                 ch = channels;
1649                 for (i=0 ; i<total_channels; i++, ch++)
1650                 {
1651                         if (ch->sfx)
1652                         {
1653                                 for (j = 0;j < SND_LISTENERS;j++)
1654                                         if (ch->listener_volume[j])
1655                                                 break;
1656                                 if (j < SND_LISTENERS)
1657                                         total++;
1658                         }
1659                 }
1660
1661                 Con_Printf("----(%u)----\n", total);
1662         }
1663
1664         S_PaintAndSubmit();
1665 }
1666
1667 void S_ExtraUpdate (void)
1668 {
1669         if (snd_noextraupdate.integer || !sound_spatialized)
1670                 return;
1671
1672         S_PaintAndSubmit();
1673 }
1674
1675 qboolean S_LocalSound (const char *sound)
1676 {
1677         sfx_t   *sfx;
1678         int             ch_ind;
1679
1680         if (!snd_initialized.integer || nosound.integer)
1681                 return true;
1682
1683         sfx = S_PrecacheSound (sound, true, false);
1684         if (!sfx)
1685         {
1686                 Con_Printf("S_LocalSound: can't precache %s\n", sound);
1687                 return false;
1688         }
1689
1690         // Local sounds must not be freed
1691         sfx->flags |= SFXFLAG_PERMANENTLOCK;
1692
1693         ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0);
1694         if (ch_ind < 0)
1695                 return false;
1696
1697         channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
1698         return true;
1699 }