]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/source/darkplaces-src/snd_main.c
Include the source of the Darkplaces engine too
[voretournament/voretournament.git] / misc / source / darkplaces-src / snd_main.c
diff --git a/misc/source/darkplaces-src/snd_main.c b/misc/source/darkplaces-src/snd_main.c
new file mode 100644 (file)
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--- /dev/null
@@ -0,0 +1,2282 @@
+/*
+Copyright (C) 1996-1997 Id Software, Inc.
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+
+*/
+// snd_main.c -- main control for any streaming sound output device
+
+#include "quakedef.h"
+
+#include "snd_main.h"
+#include "snd_ogg.h"
+#include "snd_modplug.h"
+#include "csprogs.h"
+#include "cl_collision.h"
+
+
+#define SND_MIN_SPEED 8000
+#define SND_MAX_SPEED 96000
+#define SND_MIN_WIDTH 1
+#define SND_MAX_WIDTH 2
+#define SND_MIN_CHANNELS 1
+#define SND_MAX_CHANNELS 8
+#if SND_LISTENERS != 8
+#      error this data only supports up to 8 channel, update it!
+#endif
+
+speakerlayout_t snd_speakerlayout;
+
+// Our speaker layouts are based on ALSA. They differ from those
+// Win32 and Mac OS X APIs use when there's more than 4 channels.
+// (rear left + rear right, and front center + LFE are swapped).
+#define SND_SPEAKERLAYOUTS (sizeof(snd_speakerlayouts) / sizeof(snd_speakerlayouts[0]))
+static const speakerlayout_t snd_speakerlayouts[] =
+{
+       {
+               "surround71", 8,
+               {
+                       {0, 45, 0.2, 0.2, 0.5}, // front left
+                       {1, 315, 0.2, 0.2, 0.5}, // front right
+                       {2, 135, 0.2, 0.2, 0.5}, // rear left
+                       {3, 225, 0.2, 0.2, 0.5}, // rear right
+                       {4, 0, 0.2, 0.2, 0.5}, // front center
+                       {5, 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)
+                       {6, 90, 0.2, 0.2, 0.5}, // side left
+                       {7, 180, 0.2, 0.2, 0.5}, // side right
+               }
+       },
+       {
+               "surround51", 6,
+               {
+                       {0, 45, 0.2, 0.2, 0.5}, // front left
+                       {1, 315, 0.2, 0.2, 0.5}, // front right
+                       {2, 135, 0.2, 0.2, 0.5}, // rear left
+                       {3, 225, 0.2, 0.2, 0.5}, // rear right
+                       {4, 0, 0.2, 0.2, 0.5}, // front center
+                       {5, 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)
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+               }
+       },
+       {
+               // these systems sometimes have a subwoofer as well, but it has no
+               // channel of its own
+               "surround40", 4,
+               {
+                       {0, 45, 0.3, 0.3, 0.8}, // front left
+                       {1, 315, 0.3, 0.3, 0.8}, // front right
+                       {2, 135, 0.3, 0.3, 0.8}, // rear left
+                       {3, 225, 0.3, 0.3, 0.8}, // rear right
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+               }
+       },
+       {
+               // these systems sometimes have a subwoofer as well, but it has no
+               // channel of its own
+               "stereo", 2,
+               {
+                       {0, 90, 0.5, 0.5, 1}, // side left
+                       {1, 270, 0.5, 0.5, 1}, // side right
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+               }
+       },
+       {
+               "mono", 1,
+               {
+                       {0, 0, 0, 1, 1}, // center
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+                       {0, 0, 0, 0, 0},
+               }
+       }
+};
+
+
+// =======================================================================
+// Internal sound data & structures
+// =======================================================================
+
+channel_t channels[MAX_CHANNELS];
+unsigned int total_channels;
+
+snd_ringbuffer_t *snd_renderbuffer = NULL;
+static unsigned int soundtime = 0;
+static unsigned int oldpaintedtime = 0;
+static unsigned int extrasoundtime = 0;
+static double snd_starttime = 0.0;
+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;
+
+// Linked list of known sfx
+static sfx_t *known_sfx = NULL;
+
+static qboolean sound_spatialized = false;
+
+qboolean simsound = false;
+
+static qboolean recording_sound = false;
+
+int snd_blocked = 0;
+static int current_swapstereo = false;
+static int current_channellayout = SND_CHANNELLAYOUT_AUTO;
+static int current_channellayout_used = SND_CHANNELLAYOUT_AUTO;
+
+static float spatialpower, spatialmin, spatialdiff, spatialoffset, spatialfactor;
+typedef enum { SPATIAL_NONE, SPATIAL_LOG, SPATIAL_POW, SPATIAL_THRESH } spatialmethod_t;
+spatialmethod_t spatialmethod;
+
+// Cvars declared in sound.h (part of the sound API)
+cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
+cvar_t mastervolume = {CVAR_SAVE, "mastervolume", "0.7", "master volume"};
+cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
+cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
+cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
+cvar_t snd_soundradius = {CVAR_SAVE, "snd_soundradius", "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_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"};
+cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory)"};
+cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
+extern cvar_t v_flipped;
+cvar_t snd_channellayout = {0, "snd_channellayout", "0", "channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)"};
+cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
+cvar_t snd_entchannel0volume = {CVAR_SAVE, "snd_entchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of regular entities (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"};
+static cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"};
+static cvar_t ambient_level = {0, "ambient_level", "0.3", "volume of environment noises (water and wind)"};
+static cvar_t ambient_fade = {0, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"};
+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"};
+static cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound mixing"};
+
+// Default sound format is 48KHz, 16-bit, stereo
+// (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 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 };
+static const char* ambient_names [2] = { "sound/ambience/water1.wav", "sound/ambience/wind2.wav" };
+
+
+// ====================================================================
+// Functions
+// ====================================================================
+
+void S_FreeSfx (sfx_t *sfx, qboolean force);
+
+static void S_Play_Common (float fvol, float attenuation)
+{
+       int i, ch_ind;
+       char name [MAX_QPATH];
+       sfx_t *sfx;
+
+       i = 1;
+       while (i < Cmd_Argc ())
+       {
+               // Get the name, and appends ".wav" as an extension if there's none
+               strlcpy (name, Cmd_Argv (i), sizeof (name));
+               if (!strrchr (name, '.'))
+                       strlcat (name, ".wav", sizeof (name));
+               i++;
+
+               // If we need to get the volume from the command line
+               if (fvol == -1.0f)
+               {
+                       fvol = atof (Cmd_Argv (i));
+                       i++;
+               }
+
+               sfx = S_PrecacheSound (name, true, true);
+               if (sfx)
+               {
+                       ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation);
+
+                       // Free the sfx if the file didn't exist
+                       if (!sfx->fetcher)
+                               S_FreeSfx (sfx, false);
+                       else
+                               channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
+               }
+       }
+}
+
+static void S_Play_f(void)
+{
+       S_Play_Common (1.0f, 1.0f);
+}
+
+static void S_Play2_f(void)
+{
+       S_Play_Common (1.0f, 0.0f);
+}
+
+static void S_PlayVol_f(void)
+{
+       S_Play_Common (-1.0f, 0.0f);
+}
+
+static void S_SoundList_f (void)
+{
+       unsigned int i;
+       sfx_t *sfx;
+       unsigned int total;
+
+       total = 0;
+       for (sfx = known_sfx, i = 0; sfx != NULL; sfx = sfx->next, i++)
+       {
+               if (sfx->fetcher != NULL)
+               {
+                       unsigned int size;
+                       const snd_format_t* format;
+
+                       size = sfx->memsize;
+                       format = sfx->fetcher->getfmt(sfx);
+                       Con_Printf ("%c%c%c(%2db, %6s) %8i : %s\n",
+                                               (sfx->loopstart < sfx->total_length) ? 'L' : ' ',
+                                               (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
+                                               (sfx->flags & SFXFLAG_MENUSOUND) ? 'P' : ' ',
+                                               format->width * 8,
+                                               (format->channels == 1) ? "mono" : "stereo",
+                                               size,
+                                               sfx->name);
+                       total += size;
+               }
+               else
+                       Con_Printf ("    (  unknown  ) unloaded : %s\n", sfx->name);
+       }
+       Con_Printf("Total resident: %i\n", total);
+}
+
+
+void S_SoundInfo_f(void)
+{
+       if (snd_renderbuffer == NULL)
+       {
+               Con_Print("sound system not started\n");
+               return;
+       }
+
+       Con_Printf("%5d speakers\n", snd_renderbuffer->format.channels);
+       Con_Printf("%5d frames\n", snd_renderbuffer->maxframes);
+       Con_Printf("%5d samplebits\n", snd_renderbuffer->format.width * 8);
+       Con_Printf("%5d speed\n", snd_renderbuffer->format.speed);
+       Con_Printf("%5u total_channels\n", total_channels);
+}
+
+
+int S_GetSoundRate(void)
+{
+       return snd_renderbuffer ? snd_renderbuffer->format.speed : 0;
+}
+
+int S_GetSoundChannels(void)
+{
+       return snd_renderbuffer ? snd_renderbuffer->format.channels : 0;
+}
+
+
+static qboolean S_ChooseCheaperFormat (snd_format_t* format, qboolean fixed_speed, qboolean fixed_width, qboolean fixed_channels)
+{
+       static const snd_format_t thresholds [] =
+       {
+               // speed                        width                   channels
+               { SND_MIN_SPEED,        SND_MIN_WIDTH,  SND_MIN_CHANNELS },
+               { 11025,                        1,                              2 },
+               { 22050,                        2,                              2 },
+               { 44100,                        2,                              2 },
+               { 48000,                        2,                              6 },
+               { 96000,                        2,                              6 },
+               { SND_MAX_SPEED,        SND_MAX_WIDTH,  SND_MAX_CHANNELS },
+       };
+       const unsigned int nb_thresholds = sizeof(thresholds) / sizeof(thresholds[0]);
+       unsigned int speed_level, width_level, channels_level;
+
+       // If we have reached the minimum values, there's nothing more we can do
+       if ((format->speed == thresholds[0].speed || fixed_speed) &&
+               (format->width == thresholds[0].width || fixed_width) &&
+               (format->channels == thresholds[0].channels || fixed_channels))
+               return false;
+
+       // Check the min and max values
+       #define CHECK_BOUNDARIES(param)                                                         \
+       if (format->param < thresholds[0].param)                                        \
+       {                                                                                                                       \
+               format->param = thresholds[0].param;                                    \
+               return true;                                                                                    \
+       }                                                                                                                       \
+       if (format->param > thresholds[nb_thresholds - 1].param)        \
+       {                                                                                                                       \
+               format->param = thresholds[nb_thresholds - 1].param;    \
+               return true;                                                                                    \
+       }
+       CHECK_BOUNDARIES(speed);
+       CHECK_BOUNDARIES(width);
+       CHECK_BOUNDARIES(channels);
+       #undef CHECK_BOUNDARIES
+
+       // Find the level of each parameter
+       #define FIND_LEVEL(param)                                                                       \
+       param##_level = 0;                                                                                      \
+       while (param##_level < nb_thresholds - 1)                                       \
+       {                                                                                                                       \
+               if (format->param <= thresholds[param##_level].param)   \
+                       break;                                                                                          \
+                                                                                                                               \
+               param##_level++;                                                                                \
+       }
+       FIND_LEVEL(speed);
+       FIND_LEVEL(width);
+       FIND_LEVEL(channels);
+       #undef FIND_LEVEL
+
+       // Decrease the parameter with the highest level to the previous level
+       if (channels_level >= speed_level && channels_level >= width_level && !fixed_channels)
+       {
+               format->channels = thresholds[channels_level - 1].channels;
+               return true;
+       }
+       if (speed_level >= width_level && !fixed_speed)
+       {
+               format->speed = thresholds[speed_level - 1].speed;
+               return true;
+       }
+
+       format->width = thresholds[width_level - 1].width;
+       return true;
+}
+
+
+#define SWAP_LISTENERS(l1, l2, tmpl) { tmpl = (l1); (l1) = (l2); (l2) = tmpl; }
+
+static void S_SetChannelLayout (void)
+{
+       unsigned int i;
+       listener_t swaplistener;
+       listener_t *listeners;
+       int layout;
+
+       for (i = 0; i < SND_SPEAKERLAYOUTS; i++)
+               if (snd_speakerlayouts[i].channels == snd_renderbuffer->format.channels)
+                       break;
+       if (i >= SND_SPEAKERLAYOUTS)
+       {
+               Con_Printf("S_SetChannelLayout: can't find the speaker layout for %hu channels. Defaulting to mono output\n",
+                                  snd_renderbuffer->format.channels);
+               i = SND_SPEAKERLAYOUTS - 1;
+       }
+
+       snd_speakerlayout = snd_speakerlayouts[i];
+       listeners = snd_speakerlayout.listeners;
+
+       // Swap the left and right channels if snd_swapstereo is set
+       if (boolxor(snd_swapstereo.integer, v_flipped.integer))
+       {
+               switch (snd_speakerlayout.channels)
+               {
+                       case 8:
+                               SWAP_LISTENERS(listeners[6], listeners[7], swaplistener);
+                               // no break
+                       case 4:
+                       case 6:
+                               SWAP_LISTENERS(listeners[2], listeners[3], swaplistener);
+                               // no break
+                       case 2:
+                               SWAP_LISTENERS(listeners[0], listeners[1], swaplistener);
+                               break;
+
+                       default:
+                       case 1:
+                               // Nothing to do
+                               break;
+               }
+       }
+
+       // Sanity check
+       if (snd_channellayout.integer < SND_CHANNELLAYOUT_AUTO ||
+               snd_channellayout.integer > SND_CHANNELLAYOUT_ALSA)
+               Cvar_SetValueQuick (&snd_channellayout, SND_CHANNELLAYOUT_STANDARD);
+
+       if (snd_channellayout.integer == SND_CHANNELLAYOUT_AUTO)
+       {
+               // If we're in the sound engine initialization
+               if (current_channellayout_used == SND_CHANNELLAYOUT_AUTO)
+               {
+                       layout = SND_CHANNELLAYOUT_STANDARD;
+                       Cvar_SetValueQuick (&snd_channellayout, layout);
+               }
+               else
+                       layout = current_channellayout_used;
+       }
+       else
+               layout = snd_channellayout.integer;
+
+       // Convert our layout (= ALSA) to the standard layout if necessary
+       if (snd_speakerlayout.channels == 6 || snd_speakerlayout.channels == 8)
+       {
+               if (layout == SND_CHANNELLAYOUT_STANDARD)
+               {
+                       SWAP_LISTENERS(listeners[2], listeners[4], swaplistener);
+                       SWAP_LISTENERS(listeners[3], listeners[5], swaplistener);
+               }
+
+               Con_Printf("S_SetChannelLayout: using %s speaker layout for 3D sound\n",
+                                  (layout == SND_CHANNELLAYOUT_ALSA) ? "ALSA" : "standard");
+       }
+
+       current_swapstereo = boolxor(snd_swapstereo.integer, v_flipped.integer);
+       current_channellayout = snd_channellayout.integer;
+       current_channellayout_used = layout;
+}
+
+
+void S_Startup (void)
+{
+       qboolean fixed_speed, fixed_width, fixed_channels;
+       snd_format_t chosen_fmt;
+       static snd_format_t prev_render_format = {0, 0, 0};
+       char* env;
+#if _MSC_VER >= 1400
+       size_t envlen;
+#endif
+       int i;
+
+       if (!snd_initialized.integer)
+               return;
+
+       fixed_speed = false;
+       fixed_width = false;
+       fixed_channels = false;
+
+       // Get the starting sound format from the cvars
+       chosen_fmt.speed = snd_speed.integer;
+       chosen_fmt.width = snd_width.integer;
+       chosen_fmt.channels = snd_channels.integer;
+
+       // Check the environment variables to see if the player wants a particular sound format
+#if _MSC_VER >= 1400
+       _dupenv_s(&env, &envlen, "QUAKE_SOUND_CHANNELS");
+#else
+       env = getenv("QUAKE_SOUND_CHANNELS");
+#endif
+       if (env != NULL)
+       {
+               chosen_fmt.channels = atoi (env);
+#if _MSC_VER >= 1400
+               free(env);
+#endif
+               fixed_channels = true;
+       }
+#if _MSC_VER >= 1400
+       _dupenv_s(&env, &envlen, "QUAKE_SOUND_SPEED");
+#else
+       env = getenv("QUAKE_SOUND_SPEED");
+#endif
+       if (env != NULL)
+       {
+               chosen_fmt.speed = atoi (env);
+#if _MSC_VER >= 1400
+               free(env);
+#endif
+               fixed_speed = true;
+       }
+#if _MSC_VER >= 1400
+       _dupenv_s(&env, &envlen, "QUAKE_SOUND_SAMPLEBITS");
+#else
+       env = getenv("QUAKE_SOUND_SAMPLEBITS");
+#endif
+       if (env != NULL)
+       {
+               chosen_fmt.width = atoi (env) / 8;
+#if _MSC_VER >= 1400
+               free(env);
+#endif
+               fixed_width = true;
+       }
+
+       // Parse the command line to see if the player wants a particular sound format
+// COMMANDLINEOPTION: Sound: -sndquad sets sound output to 4 channel surround
+       if (COM_CheckParm ("-sndquad") != 0)
+       {
+               chosen_fmt.channels = 4;
+               fixed_channels = true;
+       }
+// COMMANDLINEOPTION: Sound: -sndstereo sets sound output to stereo
+       else if (COM_CheckParm ("-sndstereo") != 0)
+       {
+               chosen_fmt.channels = 2;
+               fixed_channels = true;
+       }
+// COMMANDLINEOPTION: Sound: -sndmono sets sound output to mono
+       else if (COM_CheckParm ("-sndmono") != 0)
+       {
+               chosen_fmt.channels = 1;
+               fixed_channels = true;
+       }
+// COMMANDLINEOPTION: Sound: -sndspeed <hz> chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000)
+       i = COM_CheckParm ("-sndspeed");
+       if (0 < i && i < com_argc - 1)
+       {
+               chosen_fmt.speed = atoi (com_argv[i + 1]);
+               fixed_speed = true;
+       }
+// COMMANDLINEOPTION: Sound: -sndbits <bits> chooses 8 bit or 16 bit sound output
+       i = COM_CheckParm ("-sndbits");
+       if (0 < i && i < com_argc - 1)
+       {
+               chosen_fmt.width = atoi (com_argv[i + 1]) / 8;
+               fixed_width = true;
+       }
+
+       // You can't change sound speed after start time (not yet supported)
+       if (prev_render_format.speed != 0)
+       {
+               fixed_speed = true;
+               if (chosen_fmt.speed != prev_render_format.speed)
+               {
+                       Con_Printf("S_Startup: sound speed has changed! This is NOT supported yet. Falling back to previous speed (%u Hz)\n",
+                                          prev_render_format.speed);
+                       chosen_fmt.speed = prev_render_format.speed;
+               }
+       }
+
+       // Sanity checks
+       if (chosen_fmt.speed < SND_MIN_SPEED)
+       {
+               chosen_fmt.speed = SND_MIN_SPEED;
+               fixed_speed = false;
+       }
+       else if (chosen_fmt.speed > SND_MAX_SPEED)
+       {
+               chosen_fmt.speed = SND_MAX_SPEED;
+               fixed_speed = false;
+       }
+
+       if (chosen_fmt.width < SND_MIN_WIDTH)
+       {
+               chosen_fmt.width = SND_MIN_WIDTH;
+               fixed_width = false;
+       }
+       else if (chosen_fmt.width > SND_MAX_WIDTH)
+       {
+               chosen_fmt.width = SND_MAX_WIDTH;
+               fixed_width = false;
+       }
+
+       if (chosen_fmt.channels < SND_MIN_CHANNELS)
+       {
+               chosen_fmt.channels = SND_MIN_CHANNELS;
+               fixed_channels = false;
+       }
+       else if (chosen_fmt.channels > SND_MAX_CHANNELS)
+       {
+               chosen_fmt.channels = SND_MAX_CHANNELS;
+               fixed_channels = false;
+       }
+
+       // create the sound buffer used for sumitting the samples to the plaform-dependent module
+       if (!simsound)
+       {
+               snd_format_t suggest_fmt;
+               qboolean accepted;
+
+               accepted = false;
+               do
+               {
+                       Con_Printf("S_Startup: initializing sound output format: %dHz, %d bit, %d channels...\n",
+                                               chosen_fmt.speed, chosen_fmt.width * 8,
+                                               chosen_fmt.channels);
+
+                       memset(&suggest_fmt, 0, sizeof(suggest_fmt));
+                       accepted = SndSys_Init(&chosen_fmt, &suggest_fmt);
+
+                       if (!accepted)
+                       {
+                               Con_Printf("S_Startup: sound output initialization FAILED\n");
+
+                               // If the module is suggesting another one
+                               if (suggest_fmt.speed != 0)
+                               {
+                                       memcpy(&chosen_fmt, &suggest_fmt, sizeof(chosen_fmt));
+                                       Con_Printf ("           Driver has suggested %dHz, %d bit, %d channels. Retrying...\n",
+                                                               suggest_fmt.speed, suggest_fmt.width * 8,
+                                                               suggest_fmt.channels);
+                               }
+                               // Else, try to find a less resource-demanding format
+                               else if (!S_ChooseCheaperFormat (&chosen_fmt, fixed_speed, fixed_width, fixed_channels))
+                                       break;
+                       }
+               } while (!accepted);
+
+               // If we haven't found a suitable format
+               if (!accepted)
+               {
+                       Con_Print("S_Startup: SndSys_Init failed.\n");
+                       sound_spatialized = false;
+                       return;
+               }
+       }
+       else
+       {
+               snd_renderbuffer = Snd_CreateRingBuffer(&chosen_fmt, 0, NULL);
+               Con_Print ("S_Startup: simulating sound output\n");
+       }
+
+       memcpy(&prev_render_format, &snd_renderbuffer->format, sizeof(prev_render_format));
+       Con_Printf("Sound format: %dHz, %d channels, %d bits per sample\n",
+                          chosen_fmt.speed, chosen_fmt.channels, chosen_fmt.width * 8);
+
+       // Update the cvars
+       if (snd_speed.integer != (int)chosen_fmt.speed)
+               Cvar_SetValueQuick(&snd_speed, chosen_fmt.speed);
+       if (snd_width.integer != chosen_fmt.width)
+               Cvar_SetValueQuick(&snd_width, chosen_fmt.width);
+       if (snd_channels.integer != chosen_fmt.channels)
+               Cvar_SetValueQuick(&snd_channels, chosen_fmt.channels);
+
+       current_channellayout_used = SND_CHANNELLAYOUT_AUTO;
+       S_SetChannelLayout();
+
+       snd_starttime = realtime;
+
+       // If the sound module has already run, add an extra time to make sure
+       // the sound time doesn't decrease, to not confuse playing SFXs
+       if (oldpaintedtime != 0)
+       {
+               // The extra time must be a multiple of the render buffer size
+               // to avoid modifying the current position in the buffer,
+               // some modules write directly to a shared (DMA) buffer
+               extrasoundtime = oldpaintedtime + snd_renderbuffer->maxframes - 1;
+               extrasoundtime -= extrasoundtime % snd_renderbuffer->maxframes;
+               Con_Printf("S_Startup: extra sound time = %u\n", extrasoundtime);
+
+               soundtime = extrasoundtime;
+       }
+       else
+               extrasoundtime = 0;
+       snd_renderbuffer->startframe = soundtime;
+       snd_renderbuffer->endframe = soundtime;
+       recording_sound = false;
+}
+
+void S_Shutdown(void)
+{
+       if (snd_renderbuffer == NULL)
+               return;
+
+       oldpaintedtime = snd_renderbuffer->endframe;
+
+       if (simsound)
+       {
+               Mem_Free(snd_renderbuffer->ring);
+               Mem_Free(snd_renderbuffer);
+               snd_renderbuffer = NULL;
+       }
+       else
+               SndSys_Shutdown();
+
+       sound_spatialized = false;
+}
+
+void S_Restart_f(void)
+{
+       // NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches)
+       // So, refuse to do this if we are connected.
+       if(cls.state == ca_connected)
+       {
+               Con_Printf("snd_restart would wreak havoc if you do that while connected!\n");
+               return;
+       }
+
+       S_Shutdown();
+       S_Startup();
+}
+
+/*
+================
+S_Init
+================
+*/
+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);
+       Cvar_RegisterVariable(&snd_entchannel2volume);
+       Cvar_RegisterVariable(&snd_entchannel3volume);
+       Cvar_RegisterVariable(&snd_entchannel4volume);
+       Cvar_RegisterVariable(&snd_entchannel5volume);
+       Cvar_RegisterVariable(&snd_entchannel6volume);
+       Cvar_RegisterVariable(&snd_entchannel7volume);
+       Cvar_RegisterVariable(&snd_worldchannel0volume);
+       Cvar_RegisterVariable(&snd_worldchannel1volume);
+       Cvar_RegisterVariable(&snd_worldchannel2volume);
+       Cvar_RegisterVariable(&snd_worldchannel3volume);
+       Cvar_RegisterVariable(&snd_worldchannel4volume);
+       Cvar_RegisterVariable(&snd_worldchannel5volume);
+       Cvar_RegisterVariable(&snd_worldchannel6volume);
+       Cvar_RegisterVariable(&snd_worldchannel7volume);
+       Cvar_RegisterVariable(&snd_playerchannel0volume);
+       Cvar_RegisterVariable(&snd_playerchannel1volume);
+       Cvar_RegisterVariable(&snd_playerchannel2volume);
+       Cvar_RegisterVariable(&snd_playerchannel3volume);
+       Cvar_RegisterVariable(&snd_playerchannel4volume);
+       Cvar_RegisterVariable(&snd_playerchannel5volume);
+       Cvar_RegisterVariable(&snd_playerchannel6volume);
+       Cvar_RegisterVariable(&snd_playerchannel7volume);
+       Cvar_RegisterVariable(&snd_csqcchannel0volume);
+       Cvar_RegisterVariable(&snd_csqcchannel1volume);
+       Cvar_RegisterVariable(&snd_csqcchannel2volume);
+       Cvar_RegisterVariable(&snd_csqcchannel3volume);
+       Cvar_RegisterVariable(&snd_csqcchannel4volume);
+       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);
+       Cvar_RegisterVariable(&snd_spatialization_min);
+       Cvar_RegisterVariable(&snd_spatialization_max);
+       Cvar_RegisterVariable(&snd_spatialization_power);
+       Cvar_RegisterVariable(&snd_spatialization_control);
+       Cvar_RegisterVariable(&snd_spatialization_occlusion);
+       Cvar_RegisterVariable(&snd_spatialization_prologic);
+       Cvar_RegisterVariable(&snd_spatialization_prologic_frontangle);
+
+       Cvar_RegisterVariable(&snd_speed);
+       Cvar_RegisterVariable(&snd_width);
+       Cvar_RegisterVariable(&snd_channels);
+       Cvar_RegisterVariable(&snd_mutewhenidle);
+
+       Cvar_RegisterVariable(&snd_startloopingsounds);
+       Cvar_RegisterVariable(&snd_startnonloopingsounds);
+
+// COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio)
+       if (COM_CheckParm("-nosound"))
+       {
+               // dummy out Play and Play2 because mods stuffcmd that
+               Cmd_AddCommand("play", Host_NoOperation_f, "does nothing because -nosound was specified");
+               Cmd_AddCommand("play2", Host_NoOperation_f, "does nothing because -nosound was specified");
+               return;
+       }
+
+       snd_mempool = Mem_AllocPool("sound", 0, NULL);
+
+// COMMANDLINEOPTION: Sound: -simsound runs sound mixing but with no output
+       if (COM_CheckParm("-simsound"))
+               simsound = true;
+
+       Cmd_AddCommand("play", S_Play_f, "play a sound at your current location (not heard by anyone else)");
+       Cmd_AddCommand("play2", S_Play2_f, "play a sound globally throughout the level (not heard by anyone else)");
+       Cmd_AddCommand("playvol", S_PlayVol_f, "play a sound at the specified volume level at your current location (not heard by anyone else)");
+       Cmd_AddCommand("stopsound", S_StopAllSounds, "silence");
+       Cmd_AddCommand("soundlist", S_SoundList_f, "list loaded sounds");
+       Cmd_AddCommand("soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)");
+       Cmd_AddCommand("snd_restart", S_Restart_f, "restart sound system");
+       Cmd_AddCommand("snd_unloadallsounds", S_UnloadAllSounds_f, "unload all sound files");
+
+       Cvar_RegisterVariable(&nosound);
+       Cvar_RegisterVariable(&snd_precache);
+       Cvar_RegisterVariable(&snd_initialized);
+       Cvar_RegisterVariable(&snd_streaming);
+       Cvar_RegisterVariable(&ambient_level);
+       Cvar_RegisterVariable(&ambient_fade);
+       Cvar_RegisterVariable(&snd_noextraupdate);
+       Cvar_RegisterVariable(&snd_show);
+       Cvar_RegisterVariable(&_snd_mixahead);
+       Cvar_RegisterVariable(&snd_swapstereo); // for people with backwards sound wiring
+       Cvar_RegisterVariable(&snd_channellayout);
+       Cvar_RegisterVariable(&snd_soundradius);
+
+       Cvar_SetValueQuick(&snd_initialized, true);
+
+       known_sfx = NULL;
+
+       total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
+       memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
+
+       OGG_OpenLibrary ();
+       ModPlug_OpenLibrary ();
+}
+
+
+/*
+================
+S_Terminate
+
+Shutdown and free all resources
+================
+*/
+void S_Terminate (void)
+{
+       S_Shutdown ();
+       ModPlug_CloseLibrary ();
+       OGG_CloseLibrary ();
+
+       // Free all SFXs
+       while (known_sfx != NULL)
+               S_FreeSfx (known_sfx, true);
+
+       Cvar_SetValueQuick (&snd_initialized, false);
+       Mem_FreePool (&snd_mempool);
+}
+
+
+/*
+==================
+S_UnloadAllSounds_f
+==================
+*/
+void S_UnloadAllSounds_f (void)
+{
+       int i;
+
+       // NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches)
+       // So, refuse to do this if we are connected.
+       if(cls.state == ca_connected)
+       {
+               Con_Printf("snd_unloadallsounds would wreak havoc if you do that while connected!\n");
+               return;
+       }
+
+       // stop any active sounds
+       S_StopAllSounds();
+
+       // because the ambient sounds will be freed, clear the pointers
+       for (i = 0;i < (int)sizeof (ambient_sfxs) / (int)sizeof (ambient_sfxs[0]);i++)
+               ambient_sfxs[i] = NULL;
+
+       // now free all sounds
+       while (known_sfx != NULL)
+               S_FreeSfx (known_sfx, true);
+}
+
+
+/*
+==================
+S_FindName
+==================
+*/
+sfx_t changevolume_sfx = {""};
+sfx_t *S_FindName (const char *name)
+{
+       sfx_t *sfx;
+
+       if (!snd_initialized.integer)
+               return NULL;
+
+       if(!strcmp(name, changevolume_sfx.name))
+               return &changevolume_sfx;
+
+       if (strlen (name) >= sizeof (sfx->name))
+       {
+               Con_Printf ("S_FindName: sound name too long (%s)\n", name);
+               return NULL;
+       }
+
+       // Look for this sound in the list of known sfx
+       // TODO: hash table search?
+       for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
+               if(!strcmp (sfx->name, name))
+                       return sfx;
+
+       // Add a sfx_t struct for this sound
+       sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx));
+       memset (sfx, 0, sizeof(*sfx));
+       strlcpy (sfx->name, name, sizeof (sfx->name));
+       sfx->memsize = sizeof(*sfx);
+       sfx->next = known_sfx;
+       known_sfx = sfx;
+
+       return sfx;
+}
+
+
+/*
+==================
+S_FreeSfx
+==================
+*/
+void S_FreeSfx (sfx_t *sfx, qboolean force)
+{
+       unsigned int i;
+
+       // Do not free a precached sound during purge
+       if (!force && (sfx->flags & (SFXFLAG_LEVELSOUND | SFXFLAG_MENUSOUND)))
+               return;
+
+       if (developer_loading.integer)
+               Con_Printf ("unloading sound %s\n", sfx->name);
+
+       // Remove it from the list of known sfx
+       if (sfx == known_sfx)
+               known_sfx = known_sfx->next;
+       else
+       {
+               sfx_t *prev_sfx;
+
+               for (prev_sfx = known_sfx; prev_sfx != NULL; prev_sfx = prev_sfx->next)
+                       if (prev_sfx->next == sfx)
+                       {
+                               prev_sfx->next = sfx->next;
+                               break;
+                       }
+               if (prev_sfx == NULL)
+               {
+                       Con_Printf ("S_FreeSfx: Can't find SFX %s in the list!\n", sfx->name);
+                       return;
+               }
+       }
+
+       // Stop all channels using this sfx
+       for (i = 0; i < total_channels; i++)
+       {
+               if (channels[i].sfx == sfx)
+               {
+                       Con_Printf("S_FreeSfx: stopping channel %i for sfx \"%s\"\n", i, sfx->name);
+                       S_StopChannel (i, true, false);
+               }
+       }
+
+       // Free it
+       if (sfx->fetcher != NULL && sfx->fetcher->free != NULL)
+               sfx->fetcher->free (sfx->fetcher_data);
+       Mem_Free (sfx);
+}
+
+
+/*
+==================
+S_ClearUsed
+==================
+*/
+void S_ClearUsed (void)
+{
+       sfx_t *sfx;
+//     sfx_t *sfxnext;
+       unsigned int i;
+
+       // 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 (and pass false for levelsound because these are permanent)
+               if (ambient_sfxs[i] == NULL)
+                       ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, false);
+               if (ambient_sfxs[i] != NULL)
+               {
+                       channels[i].sfx = ambient_sfxs[i];
+                       channels[i].sfx->flags |= SFXFLAG_MENUSOUND;
+                       channels[i].flags |= CHANNELFLAG_FORCELOOP;
+                       channels[i].master_vol = 0;
+               }
+       }
+
+       // Clear SFXFLAG_LEVELSOUND flag so that sounds not precached this level will be purged
+       for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
+               sfx->flags &= ~SFXFLAG_LEVELSOUND;
+}
+
+/*
+==================
+S_PurgeUnused
+==================
+*/
+void S_PurgeUnused(void)
+{
+       sfx_t *sfx;
+       sfx_t *sfxnext;
+
+       // Free all not-precached per-level sfx
+       for (sfx = known_sfx;sfx;sfx = sfxnext)
+       {
+               sfxnext = sfx->next;
+               if (!(sfx->flags & (SFXFLAG_LEVELSOUND | SFXFLAG_MENUSOUND)))
+                       S_FreeSfx (sfx, false);
+       }
+}
+
+
+/*
+==================
+S_PrecacheSound
+==================
+*/
+sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean levelsound)
+{
+       sfx_t *sfx;
+
+       if (!snd_initialized.integer)
+               return NULL;
+
+       if (name == NULL || name[0] == 0)
+               return NULL;
+
+       sfx = S_FindName (name);
+
+       if (sfx == NULL)
+               return NULL;
+
+       // clear the FILEMISSING flag so that S_LoadSound will try again on a
+       // previously missing file
+       sfx->flags &= ~ SFXFLAG_FILEMISSING;
+
+       // 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);
+
+       return sfx;
+}
+
+/*
+==================
+S_SoundLength
+==================
+*/
+
+float S_SoundLength(const char *name)
+{
+       sfx_t *sfx;
+
+       if (!snd_initialized.integer)
+               return -1;
+       if (name == NULL || name[0] == 0)
+               return -1;
+
+       sfx = S_FindName(name);
+       if (sfx == NULL)
+               return -1;
+       return sfx->total_length / (float) S_GetSoundRate();
+}
+
+/*
+==================
+S_IsSoundPrecached
+==================
+*/
+qboolean S_IsSoundPrecached (const sfx_t *sfx)
+{
+       return (sfx != NULL && sfx->fetcher != NULL) || (sfx == &changevolume_sfx);
+}
+
+/*
+==================
+S_BlockSound
+==================
+*/
+void S_BlockSound (void)
+{
+       snd_blocked++;
+}
+
+
+/*
+==================
+S_UnblockSound
+==================
+*/
+void S_UnblockSound (void)
+{
+       snd_blocked--;
+}
+
+
+/*
+=================
+SND_PickChannel
+
+Picks a channel based on priorities, empty slots, number of channels
+=================
+*/
+channel_t *SND_PickChannel(int entnum, int entchannel)
+{
+       int ch_idx;
+       int first_to_die;
+       int first_life_left, life_left;
+       channel_t* ch;
+       sfx_t *sfx; // use this instead of ch->sfx->, because that is volatile.
+
+// Check for replacement sound, or find the best one to replace
+       first_to_die = -1;
+       first_life_left = 0x7fffffff;
+
+       // entity channels try to replace the existing sound on the channel
+       // 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)
+                       {
+                               // always override sound from same entity
+                               S_StopChannel (ch_idx, true, false);
+                               return &channels[ch_idx];
+                       }
+               }
+       }
+
+       // there was no channel to override, so look for the first empty one
+       for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
+       {
+               ch = &channels[ch_idx];
+               sfx = ch->sfx; // fetch the volatile variable
+               if (!sfx)
+               {
+                       // no sound on this channel
+                       first_to_die = ch_idx;
+                       goto emptychan_found;
+               }
+
+               // don't let monster sounds override player sounds
+               if (ch->entnum == cl.viewentity && entnum != cl.viewentity)
+                       continue;
+
+               // don't override looped sounds
+               if ((ch->flags & CHANNELFLAG_FORCELOOP) || sfx->loopstart < sfx->total_length)
+                       continue;
+               life_left = sfx->total_length - ch->pos;
+
+               if (life_left < first_life_left)
+               {
+                       first_life_left = life_left;
+                       first_to_die = ch_idx;
+               }
+       }
+
+       if (first_to_die == -1)
+               return NULL;
+       
+       S_StopChannel (first_to_die, true, false);
+
+emptychan_found:
+       return &channels[first_to_die];
+}
+
+/*
+=================
+SND_Spatialize
+
+Spatializes a channel
+=================
+*/
+extern cvar_t cl_gameplayfix_soundsmovewithentities;
+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;
+
+       // update sound origin if we know about the entity
+       if (ch->entnum > 0 && cls.state == ca_connected && cl_gameplayfix_soundsmovewithentities.integer)
+       {
+               if (ch->entnum >= MAX_EDICTS)
+               {
+                       //Con_Printf("-- entnum %i origin %f %f %f neworigin %f %f %f\n", ch->entnum, ch->origin[0], ch->origin[1], ch->origin[2], cl.entities[ch->entnum].state_current.origin[0], cl.entities[ch->entnum].state_current.origin[1], cl.entities[ch->entnum].state_current.origin[2]);
+
+                       if (ch->entnum > MAX_EDICTS)
+                               if (!CL_VM_GetEntitySoundOrigin(ch->entnum, ch->origin))
+                                       ch->entnum = MAX_EDICTS; // entity was removed, disown sound
+               }
+               else if (cl.entities[ch->entnum].state_current.active)
+               {
+                       dp_model_t *model;
+                       //Con_Printf("-- entnum %i origin %f %f %f neworigin %f %f %f\n", ch->entnum, ch->origin[0], ch->origin[1], ch->origin[2], cl.entities[ch->entnum].state_current.origin[0], cl.entities[ch->entnum].state_current.origin[1], cl.entities[ch->entnum].state_current.origin[2]);
+                       model = CL_GetModelByIndex(cl.entities[ch->entnum].state_current.modelindex);
+                       if (model && model->soundfromcenter)
+                               VectorMAM(0.5f, cl.entities[ch->entnum].render.mins, 0.5f, cl.entities[ch->entnum].render.maxs, ch->origin);
+                       else
+                               Matrix4x4_OriginFromMatrix(&cl.entities[ch->entnum].render.matrix, ch->origin);
+               }
+       }
+
+       mastervol = ch->master_vol;
+
+       // Adjust volume of static sounds
+       if (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)
+                       {
+                               case 0: mastervol *= snd_csqcchannel0volume.value; break;
+                               case 1: mastervol *= snd_csqcchannel1volume.value; break;
+                               case 2: mastervol *= snd_csqcchannel2volume.value; break;
+                               case 3: mastervol *= snd_csqcchannel3volume.value; break;
+                               case 4: mastervol *= snd_csqcchannel4volume.value; break;
+                               case 5: mastervol *= snd_csqcchannel5volume.value; break;
+                               case 6: mastervol *= snd_csqcchannel6volume.value; break;
+                               case 7: mastervol *= snd_csqcchannel7volume.value; break;
+                               default:                                           break;
+                       }
+               }
+               else if(ch->entnum == 0)
+               {
+                       switch(ch->entchannel)
+                       {
+                               case 0: mastervol *= snd_worldchannel0volume.value; break;
+                               case 1: mastervol *= snd_worldchannel1volume.value; break;
+                               case 2: mastervol *= snd_worldchannel2volume.value; break;
+                               case 3: mastervol *= snd_worldchannel3volume.value; break;
+                               case 4: mastervol *= snd_worldchannel4volume.value; break;
+                               case 5: mastervol *= snd_worldchannel5volume.value; break;
+                               case 6: mastervol *= snd_worldchannel6volume.value; break;
+                               case 7: mastervol *= snd_worldchannel7volume.value; break;
+                               default:                                            break;
+                       }
+               }
+               else if(ch->entnum > 0 && ch->entnum <= cl.maxclients)
+               {
+                       switch(ch->entchannel)
+                       {
+                               case 0: mastervol *= snd_playerchannel0volume.value; break;
+                               case 1: mastervol *= snd_playerchannel1volume.value; break;
+                               case 2: mastervol *= snd_playerchannel2volume.value; break;
+                               case 3: mastervol *= snd_playerchannel3volume.value; break;
+                               case 4: mastervol *= snd_playerchannel4volume.value; break;
+                               case 5: mastervol *= snd_playerchannel5volume.value; break;
+                               case 6: mastervol *= snd_playerchannel6volume.value; break;
+                               case 7: mastervol *= snd_playerchannel7volume.value; break;
+                               default:                                             break;
+                       }
+               }
+               else
+               {
+                       switch(ch->entchannel)
+                       {
+                               case 0: mastervol *= snd_entchannel0volume.value; break;
+                               case 1: mastervol *= snd_entchannel1volume.value; break;
+                               case 2: mastervol *= snd_entchannel2volume.value; break;
+                               case 3: mastervol *= snd_entchannel3volume.value; break;
+                               case 4: mastervol *= snd_entchannel4volume.value; break;
+                               case 5: mastervol *= snd_entchannel5volume.value; break;
+                               case 6: mastervol *= snd_entchannel6volume.value; break;
+                               case 7: mastervol *= snd_entchannel7volume.value; break;
+                               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)
+       {
+               ch->prologic_invert = 1;
+               if (snd_spatialization_prologic.integer != 0)
+               {
+                       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
+       {
+               // calculate stereo seperation and distance attenuation
+               VectorSubtract(listener_origin, ch->origin, source_vec);
+               dist = VectorLength(source_vec);
+               intensity = mastervol * (1.0 - dist * ch->dist_mult);
+               if (intensity > 0)
+               {
+                       qboolean occluded = false;
+                       if (snd_spatialization_occlusion.integer)
+                       {
+                               if(snd_spatialization_occlusion.integer & 1)
+                                       if(listener_pvs)
+                                       {
+                                               int cluster = cl.worldmodel->brush.PointInLeaf(cl.worldmodel, ch->origin)->clusterindex;
+                                               if(cluster >= 0 && cluster < 8 * listener_pvsbytes && !CHECKPVSBIT(listener_pvs, cluster))
+                                                       occluded = true;
+                                       }
+
+                               if(snd_spatialization_occlusion.integer & 2)
+                                       if(!occluded)
+                                               if(cl.worldmodel && cl.worldmodel->brush.TraceLineOfSight && !cl.worldmodel->brush.TraceLineOfSight(cl.worldmodel, listener_origin, ch->origin))
+                                                       occluded = true;
+                       }
+                       if(occluded)
+                               intensity *= 0.5;
+
+                       ch->prologic_invert = 1;
+                       if (snd_spatialization_prologic.integer != 0)
+                       {
+                               if (dist == 0)
+                                       angle_factor = 0.5;
+                               else
+                               {
+                                       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 * 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
+                       for (i = 0;i < SND_LISTENERS;i++)
+                               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
+// =======================================================================
+
+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)
+       {
+               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, false);
+       }
+       // We MUST set sfx LAST because otherwise we could crash a threaded mixer
+       // (otherwise we'd have to call SndSys_LockRenderBuffer here)
+       memset (target_chan, 0, sizeof (*target_chan));
+       VectorCopy (origin, target_chan->origin);
+       target_chan->flags = flags;
+       target_chan->pos = startpos; // start of the sound
+       target_chan->entnum = entnum;
+       target_chan->entchannel = entchannel;
+
+       // If it's a static sound
+       if (isstatic)
+       {
+               if (sfx->loopstart >= sfx->total_length && (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEWORLD))
+                       Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
+               target_chan->dist_mult = attenuation / (64.0f * snd_soundradius.value);
+       }
+       else
+               target_chan->dist_mult = attenuation / snd_soundradius.value;
+
+       // set the listener volumes
+       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
+       target_chan->sfx = sfx;
+}
+
+
+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;
+
+       if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
+               return -1;
+
+       if(sfx == &changevolume_sfx)
+       {
+               if (!IS_CHAN_SINGLE(entchannel))
+                       return -1;
+               for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
+               {
+                       ch = &channels[ch_idx];
+                       if (ch->entnum == entnum && ch->entchannel == entchannel)
+                       {
+                               S_SetChannelVolume(ch_idx, fvol);
+                               ch->dist_mult = attenuation / snd_soundradius.value;
+                               SND_Spatialize(ch, false);
+                               return ch_idx;
+                       }
+               }
+               return -1;
+       }
+
+       if (sfx->fetcher == NULL)
+               return -1;
+
+       // Pick a channel to play on
+       target_chan = SND_PickChannel(entnum, entchannel);
+       if (!target_chan)
+               return -1;
+
+       // if an identical sound has also been started this frame, offset the pos
+       // a bit to keep it from just making the first one louder
+       check = &channels[NUM_AMBIENTS];
+       startpos = (int)(startposition * S_GetSoundRate());
+       if (startpos == 0)
+       {
+               for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
+               {
+                       if (check == target_chan)
+                               continue;
+                       if (check->sfx == sfx && check->pos == 0)
+                       {
+                               // use negative pos offset to delay this sound effect
+                               startpos = (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
+                               break;
+                       }
+               }
+       }
+
+       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, qboolean freesfx)
+{
+       channel_t *ch;
+       sfx_t *sfx;
+
+       if (channel_ind >= total_channels)
+               return;
+
+       // we have to lock an audio mutex to prevent crashes if an audio mixer
+       // thread is currently mixing this channel
+       // the SndSys_LockRenderBuffer function uses such a mutex in
+       // threaded sound backends
+       if (lockmutex && !simsound)
+               SndSys_LockRenderBuffer();
+       
+       ch = &channels[channel_ind];
+       sfx = ch->sfx;
+       if (ch->sfx != NULL)
+       {
+               if (sfx->fetcher != NULL)
+               {
+                       snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
+                       if (fetcher_endsb != NULL)
+                               fetcher_endsb (ch->fetcher_data);
+               }
+
+               ch->fetcher_data = NULL;
+               ch->sfx = NULL;
+       }
+       if (lockmutex && !simsound)
+               SndSys_UnlockRenderBuffer();
+       if (freesfx)
+               S_FreeSfx(sfx, true);
+}
+
+
+qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
+{
+       if (ch_ind >= total_channels)
+               return false;
+
+       if (flag != CHANNELFLAG_FORCELOOP &&
+               flag != CHANNELFLAG_PAUSED &&
+               flag != CHANNELFLAG_FULLVOLUME &&
+               flag != CHANNELFLAG_LOCALSOUND)
+               return false;
+
+       if (value)
+               channels[ch_ind].flags |= flag;
+       else
+               channels[ch_ind].flags &= ~flag;
+
+       return true;
+}
+
+void S_StopSound(int entnum, int entchannel)
+{
+       unsigned int i;
+
+       for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
+               if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
+               {
+                       S_StopChannel (i, true, false);
+                       return;
+               }
+}
+
+extern void CDAudio_Stop(void);
+void S_StopAllSounds (void)
+{
+       unsigned int i;
+
+       // TOCHECK: is this test necessary?
+       if (snd_renderbuffer == NULL)
+               return;
+
+       // stop CD audio because it may be using a faketrack
+       CDAudio_Stop();
+
+       if (simsound || SndSys_LockRenderBuffer ())
+       {
+               int clear;
+               size_t memsize;
+
+               for (i = 0; i < total_channels; i++)
+                       if (channels[i].sfx)
+                               S_StopChannel (i, false, false);
+
+               total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
+               memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
+
+               // Mute the contents of the submittion buffer
+               clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0;
+               memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels;
+               memset(snd_renderbuffer->ring, clear, memsize);
+
+               if (!simsound)
+                       SndSys_UnlockRenderBuffer ();
+       }
+}
+
+void S_PauseGameSounds (qboolean toggle)
+{
+       unsigned int i;
+
+       for (i = 0; i < total_channels; i++)
+       {
+               channel_t *ch;
+
+               ch = &channels[i];
+               if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND))
+                       S_SetChannelFlag (i, CHANNELFLAG_PAUSED, toggle);
+       }
+}
+
+void S_SetChannelVolume(unsigned int ch_ind, float fvol)
+{
+       channels[ch_ind].master_vol = (int)(fvol * 65536.0f);
+}
+
+float S_GetChannelPosition (unsigned int ch_ind)
+{
+       // note: this is NOT accurate yet
+       int s;
+       channel_t *ch = &channels[ch_ind];
+       sfx_t *sfx = ch->sfx;
+       if (!sfx)
+               return -1;
+
+       s = ch->pos;
+       /*
+       if(!snd_usethreadedmixing)
+               s += _snd_mixahead.value * S_GetSoundRate();
+       */
+       return (s % sfx->total_length) / (float) S_GetSoundRate();
+}
+
+float S_GetEntChannelPosition(int entnum, int entchannel)
+{
+       channel_t *ch;
+       unsigned int i;
+
+       for (i = 0; i < total_channels; i++)
+       {
+               ch = &channels[i];
+               if (ch->entnum == entnum && ch->entchannel == entchannel)
+                       return S_GetChannelPosition(i);
+       }
+       return -1; // no playing sound in this channel
+}
+
+/*
+=================
+S_StaticSound
+=================
+*/
+void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
+{
+       channel_t       *target_chan;
+
+       if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
+               return;
+       if (!sfx->fetcher)
+       {
+               Con_Printf ("S_StaticSound: \"%s\" hasn't been precached\n", sfx->name);
+               return;
+       }
+
+       if (total_channels == MAX_CHANNELS)
+       {
+               Con_Print("S_StaticSound: total_channels == MAX_CHANNELS\n");
+               return;
+       }
+
+       target_chan = &channels[total_channels++];
+       S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true, 0, 0, 0);
+}
+
+
+/*
+===================
+S_UpdateAmbientSounds
+===================
+*/
+void S_UpdateAmbientSounds (void)
+{
+       int                     i;
+       int                     vol;
+       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)
+               cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_origin, ambientlevels, sizeof(ambientlevels));
+
+       // Calc ambient sound levels
+       for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
+       {
+               chan = &channels[ambient_channel];
+               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!
+               if (cl.time > cl.oldtime)
+               {
+                       if (chan->master_vol < vol)
+                       {
+                               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) * 256.0 * ambient_fade.value);
+                               if (chan->master_vol < vol)
+                                       chan->master_vol = vol;
+                       }
+               }
+
+               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);
+               }
+       }
+}
+
+static void S_PaintAndSubmit (void)
+{
+       unsigned int newsoundtime, paintedtime, endtime, maxtime, usedframes;
+       int usesoundtimehack;
+       static int soundtimehack = -1;
+       static int oldsoundtime = 0;
+
+       if (snd_renderbuffer == NULL || nosound.integer)
+               return;
+
+       // Update sound time
+       snd_usethreadedmixing = false;
+       usesoundtimehack = true;
+       if (cls.timedemo) // SUPER NASTY HACK to mix non-realtime sound for more reliable benchmarking
+       {
+               usesoundtimehack = 1;
+               newsoundtime = (unsigned int)((double)cl.mtime[0] * (double)snd_renderbuffer->format.speed);
+       }
+       else if (cls.capturevideo.soundrate && !cls.capturevideo.realtime) // SUPER NASTY HACK to record non-realtime sound
+       {
+               usesoundtimehack = 2;
+               newsoundtime = (unsigned int)((double)cls.capturevideo.frame * (double)snd_renderbuffer->format.speed / (double)cls.capturevideo.framerate);
+       }
+       else if (simsound)
+       {
+               usesoundtimehack = 3;
+               newsoundtime = (unsigned int)((realtime - snd_starttime) * (double)snd_renderbuffer->format.speed);
+       }
+       else
+       {
+               snd_usethreadedmixing = snd_threaded && !cls.capturevideo.soundrate;
+               usesoundtimehack = 0;
+               newsoundtime = SndSys_GetSoundTime();
+       }
+       // if the soundtimehack state changes we need to reset the soundtime
+       if (soundtimehack != usesoundtimehack)
+       {
+               snd_renderbuffer->startframe = snd_renderbuffer->endframe = soundtime = newsoundtime;
+
+               // Mute the contents of the submission buffer
+               if (simsound || SndSys_LockRenderBuffer ())
+               {
+                       int clear;
+                       size_t memsize;
+
+                       clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0;
+                       memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels;
+                       memset(snd_renderbuffer->ring, clear, memsize);
+
+                       if (!simsound)
+                               SndSys_UnlockRenderBuffer ();
+               }
+       }
+       soundtimehack = usesoundtimehack;
+
+       if (!soundtimehack && snd_blocked > 0)
+               return;
+
+       if (snd_usethreadedmixing)
+               return; // the audio thread will mix its own data
+
+       newsoundtime += extrasoundtime;
+       if (newsoundtime < soundtime)
+       {
+               if ((cls.capturevideo.soundrate != 0) != recording_sound)
+               {
+                       unsigned int additionaltime;
+
+                       // add some time to extrasoundtime make newsoundtime higher
+
+                       // The extra time must be a multiple of the render buffer size
+                       // to avoid modifying the current position in the buffer,
+                       // some modules write directly to a shared (DMA) buffer
+                       additionaltime = (soundtime - newsoundtime) + snd_renderbuffer->maxframes - 1;
+                       additionaltime -= additionaltime % snd_renderbuffer->maxframes;
+
+                       extrasoundtime += additionaltime;
+                       newsoundtime += additionaltime;
+                       Con_DPrintf("S_PaintAndSubmit: new extra sound time = %u\n",
+                                               extrasoundtime);
+               }
+               else if (!soundtimehack)
+                       Con_Printf("S_PaintAndSubmit: WARNING: newsoundtime < soundtime (%u < %u)\n",
+                                          newsoundtime, soundtime);
+       }
+       soundtime = newsoundtime;
+       recording_sound = (cls.capturevideo.soundrate != 0);
+
+       // Lock submitbuffer
+       if (!simsound && !SndSys_LockRenderBuffer())
+       {
+               // If the lock failed, stop here
+               Con_DPrint(">> S_PaintAndSubmit: SndSys_LockRenderBuffer() failed\n");
+               return;
+       }
+
+       // Check to make sure that we haven't overshot
+       paintedtime = snd_renderbuffer->endframe;
+       if (paintedtime < soundtime)
+               paintedtime = soundtime;
+
+       // mix ahead of current position
+       if (soundtimehack)
+               endtime = soundtime + (unsigned int)(_snd_mixahead.value * (float)snd_renderbuffer->format.speed);
+       else
+               endtime = soundtime + (unsigned int)(max(_snd_mixahead.value * (float)snd_renderbuffer->format.speed, min(3 * (soundtime - oldsoundtime), 0.3 * (float)snd_renderbuffer->format.speed)));
+       usedframes = snd_renderbuffer->endframe - snd_renderbuffer->startframe;
+       maxtime = paintedtime + snd_renderbuffer->maxframes - usedframes;
+       endtime = min(endtime, maxtime);
+
+       while (paintedtime < endtime)
+       {
+               unsigned int startoffset;
+               unsigned int nbframes;
+
+               // see how much we can fit in the paint buffer
+               nbframes = endtime - paintedtime;
+               // limit to the end of the ring buffer (in case of wrapping)
+               startoffset = paintedtime % snd_renderbuffer->maxframes;
+               nbframes = min(nbframes, snd_renderbuffer->maxframes - startoffset);
+
+               // mix into the buffer
+               S_MixToBuffer(&snd_renderbuffer->ring[startoffset * snd_renderbuffer->format.width * snd_renderbuffer->format.channels], nbframes);
+
+               paintedtime += nbframes;
+               snd_renderbuffer->endframe = paintedtime;
+       }
+       if (!simsound)
+               SndSys_UnlockRenderBuffer();
+
+       // Remove outdated samples from the ring buffer, if any
+       if (snd_renderbuffer->startframe < soundtime)
+               snd_renderbuffer->startframe = soundtime;
+
+       if (simsound)
+               snd_renderbuffer->startframe = snd_renderbuffer->endframe;
+       else
+               SndSys_Submit();
+
+       oldsoundtime = soundtime;
+
+       cls.soundstats.latency_milliseconds = (snd_renderbuffer->endframe - snd_renderbuffer->startframe) * 1000 / snd_renderbuffer->format.speed;
+       R_TimeReport("audiomix");
+}
+
+/*
+============
+S_Update
+
+Called once each time through the main loop
+============
+*/
+void S_Update(const matrix4x4_t *listenermatrix)
+{
+       unsigned int i, j, k;
+       channel_t *ch, *combine;
+       matrix4x4_t rotatematrix;
+
+       if (snd_renderbuffer == NULL || nosound.integer)
+               return;
+
+       {
+               double mindist_trans, maxdist_trans;
+
+               spatialmin = snd_spatialization_min.value;
+               spatialdiff = snd_spatialization_max.value - spatialmin;
+
+               if(snd_spatialization_control.value)
+               {
+                       spatialpower = snd_spatialization_power.value;
+
+                       if(spatialpower == 0)
+                       {
+                               spatialmethod = SPATIAL_LOG;
+                               mindist_trans = log(max(1, snd_spatialization_min_radius.value));
+                               maxdist_trans = log(max(1, snd_spatialization_max_radius.value));
+                       }
+                       else
+                       {
+                               spatialmethod = SPATIAL_POW;
+                               mindist_trans = pow(snd_spatialization_min_radius.value, spatialpower);
+                               maxdist_trans = pow(snd_spatialization_max_radius.value, spatialpower);
+                       }
+
+                       if(mindist_trans - maxdist_trans == 0)
+                       {
+                               spatialmethod = SPATIAL_THRESH;
+                               mindist_trans = snd_spatialization_min_radius.value;
+                       }
+                       else
+                       {
+                               spatialoffset = mindist_trans;
+                               spatialfactor = 1 / (maxdist_trans - mindist_trans);
+                       }
+               }
+               else
+                       spatialmethod = SPATIAL_NONE;
+
+       }
+
+       // If snd_swapstereo or snd_channellayout has changed, recompute the channel layout
+       if (current_swapstereo != boolxor(snd_swapstereo.integer, v_flipped.integer) ||
+               current_channellayout != snd_channellayout.integer)
+               S_SetChannelLayout();
+
+       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, &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
+               //       angle has to be taken negative)
+               //   2. create a transform which first rotates and moves its argument
+               //      into the player's view coordinates (using basematrix which is
+               //      an inverted "absolute" listener matrix), then applies the
+               //      rotation matrix for the ear
+               // Isn't Matrix4x4_CreateFromQuakeEntity a bit misleading because this
+               // does not actually refer to an entity?
+       }
+
+       // update general area ambient sound sources
+       S_UpdateAmbientSounds ();
+
+       combine = NULL;
+       R_TimeReport("audioprep");
+
+       // update spatialization for static and dynamic sounds
+       cls.soundstats.totalsounds = 0;
+       cls.soundstats.mixedsounds = 0;
+       ch = channels+NUM_AMBIENTS;
+       for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
+       {
+               if (!ch->sfx)
+                       continue;
+               cls.soundstats.totalsounds++;
+
+               // respatialize channel
+               SND_Spatialize(ch, i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS);
+
+               // try to combine static sounds with a previous channel of the same
+               // sound effect so we don't mix five torches every frame
+               if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
+               {
+                       // no need to merge silent channels
+                       for (j = 0;j < SND_LISTENERS;j++)
+                               if (ch->listener_volume[j])
+                                       break;
+                       if (j == SND_LISTENERS)
+                               continue;
+                       // if the last combine chosen isn't suitable, find a new one
+                       if (!(combine && combine != ch && combine->sfx == ch->sfx))
+                       {
+                               // search for one
+                               combine = NULL;
+                               for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;j < i;j++)
+                               {
+                                       if (channels[j].sfx == ch->sfx)
+                                       {
+                                               combine = channels + j;
+                                               break;
+                                       }
+                               }
+                       }
+                       if (combine && combine != ch && combine->sfx == ch->sfx)
+                       {
+                               for (j = 0;j < SND_LISTENERS;j++)
+                               {
+                                       combine->listener_volume[j] = bound(0, combine->listener_volume[j] + ch->listener_volume[j], 65536);
+                                       ch->listener_volume[j] = 0;
+                               }
+                       }
+               }
+               for (k = 0;k < SND_LISTENERS;k++)
+                       if (ch->listener_volume[k])
+                               break;
+               if (k < SND_LISTENERS)
+                       cls.soundstats.mixedsounds++;
+       }
+       R_TimeReport("audiospatialize");
+
+       sound_spatialized = true;
+
+       // debugging output
+       if (snd_show.integer)
+               Con_Printf("----(%u)----\n", cls.soundstats.mixedsounds);
+
+       S_PaintAndSubmit();
+}
+
+void S_ExtraUpdate (void)
+{
+       if (snd_noextraupdate.integer || !sound_spatialized)
+               return;
+
+       S_PaintAndSubmit();
+}
+
+qboolean S_LocalSound (const char *sound)
+{
+       sfx_t   *sfx;
+       int             ch_ind;
+
+       if (!snd_initialized.integer || nosound.integer)
+               return true;
+
+       sfx = S_PrecacheSound (sound, true, false);
+       if (!sfx)
+       {
+               Con_Printf("S_LocalSound: can't precache %s\n", sound);
+               return false;
+       }
+
+       // 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;
+
+       channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
+       return true;
+}