--- /dev/null
+/*
+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;
+}