sfx_t *ambient_sfx[NUM_AMBIENTS];
-int sound_started=0;
+int sound_started = 0;
// FIXME: make bgmvolume/volume always be registered for sake of config saving, and add check for whether sound is enabled to menu
cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1"};
if (!rc)
{
-#ifndef _WIN32
Con_Printf("S_Startup: SNDDMA_Init failed.\n");
-#endif
sound_started = 0;
return;
}
void S_Play2(void);
+mempool_t *snd_mempool;
+
/*
================
S_Init
*/
void S_Init (void)
{
-
Con_Printf("\nSound Initialization\n");
if (COM_CheckParm("-nosound"))
return;
+ snd_mempool = Mem_AllocPool("sound");
+
if (COM_CheckParm("-simsound"))
fakedma = true;
snd_initialized = true;
+ known_sfx = Mem_Alloc(snd_mempool, MAX_SFX*sizeof(sfx_t));
+ num_sfx = 0;
+
S_Startup ();
SND_InitScaletable ();
- known_sfx = Hunk_AllocName (MAX_SFX*sizeof(sfx_t), "sfx_t");
- num_sfx = 0;
-
// create a piece of DMA memory
if (fakedma)
{
- shm = (void *) Hunk_AllocName(sizeof(*shm), "shm");
+ shm = (void *) Mem_Alloc(snd_mempool, sizeof(*shm));
shm->splitbuffer = 0;
shm->samplebits = 16;
shm->speed = 22050;
shm->soundalive = true;
shm->gamealive = true;
shm->submission_chunk = 1;
- shm->buffer = Hunk_AllocName(1<<16, "shmbuf");
+ shm->buffer = Mem_Alloc(snd_mempool, shm->channels * shm->samples * (shm->samplebits / 8));
}
if (!sound_started)
void S_Shutdown(void)
{
-
if (!sound_started)
return;
sound_started = 0;
if (!fakedma)
- {
SNDDMA_Shutdown();
- }
}
return;
sfx = S_FindName (name);
- Cache_Check (&sfx->cache);
}
/*
{
sfx_t *sfx;
- if (!sound_started || nosound.value)
+ if (!sound_started || nosound.integer)
return NULL;
sfx = S_FindName (name);
-
+
// cache it in
- if (precache.value)
+ if (precache.integer)
S_LoadSound (sfx);
-
+
return sfx;
}
if (channels[first_to_die].sfx)
channels[first_to_die].sfx = NULL;
- return &channels[first_to_die];
-}
+ return &channels[first_to_die];
+}
/*
=================
snd = ch->sfx;
VectorSubtract(ch->origin, listener_origin, source_vec);
-
+
dist = VectorNormalizeLength(source_vec) * ch->dist_mult;
-
+
dot = DotProduct(listener_right, source_vec);
if (shm->channels == 1)
ch->leftvol = (int) (ch->master_vol * scale);
if (ch->leftvol < 0)
ch->leftvol = 0;
-}
+}
// =======================================================================
if (!sfx)
return;
- if (nosound.value)
+ if (nosound.integer)
return;
vol = fvol*255;
target_chan = SND_PickChannel(entnum, entchannel);
if (!target_chan)
return;
-
+
// spatialize
memset (target_chan, 0, sizeof(*target_chan));
VectorCopy(origin, target_chan->origin);
target_chan->sfx = sfx;
target_chan->pos = 0.0;
- target_chan->end = paintedtime + sc->length;
+ target_chan->end = paintedtime + sc->length;
// 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
target_chan->end -= skip;
break;
}
-
+
}
}
void S_ClearBuffer (void)
{
int clear;
-
+
#ifdef _WIN32
if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
#else
memset(pData, clear, shm->samples * shm->samplebits/8);
pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
-
+
}
else
#endif
Con_Printf ("Sound %s not looped\n", sfx->name);
return;
}
-
+
ss->sfx = sfx;
VectorCopy (origin, ss->origin);
ss->master_vol = vol;
ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
- ss->end = paintedtime + sc->length;
-
+ ss->end = paintedtime + sc->length;
+
SND_Spatialize (ss);
}
// calc ambient sound levels
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
{
- chan = &channels[ambient_channel];
+ chan = &channels[ambient_channel];
chan->sfx = ambient_sfx[ambient_channel];
vol = ambient_level.value * l->ambient_sound_level[ambient_channel];
if (chan->master_vol < vol)
chan->master_vol = vol;
}
-
+
chan->leftvol = chan->rightvol = chan->master_vol;
}
}
VectorCopy(forward, listener_forward);
VectorCopy(right, listener_right);
VectorCopy(up, listener_up);
-
+
// update general area ambient sound sources
S_UpdateAmbientSounds ();
combine = NULL;
-// update spatialization for static and dynamic sounds
+// update spatialization for static and dynamic sounds
ch = channels+NUM_AMBIENTS;
for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
{
// 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)
{
// see if it can just use the last one
for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS ; j<i; j++, combine++)
if (combine->sfx == ch->sfx)
break;
-
+
if (j == total_channels)
{
combine = NULL;
continue;
}
}
-
-
+
+
}
//
// debugging output
//
- if (snd_show.value)
+ if (snd_show.integer)
{
total = 0;
ch = channels;
//Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
total++;
}
-
+
Con_Printf ("----(%i)----\n", total);
}
static int buffers;
static int oldsamplepos;
int fullsamples;
-
+
fullsamples = shm->samples / shm->channels;
// it is possible to miscount buffers if it has wrapped twice between
if (samplepos < oldsamplepos)
{
buffers++; // buffer wrapped
-
+
if (paintedtime > 0x40000000)
{ // time to chop things off to avoid 32 bit limits
buffers = 0;
IN_Accumulate ();
#endif
- if (snd_noextraupdate.value)
+ if (snd_noextraupdate.integer)
return; // don't pollute timings
S_Update_();
}
{
unsigned endtime;
int samps;
-
+
if (!sound_started || (snd_blocked > 0))
return;
{
if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
Con_Printf ("Couldn't get sound buffer status\n");
-
+
if (dwStatus & DSBSTATUS_BUFFERLOST)
pDSBuf->lpVtbl->Restore (pDSBuf);
-
+
if (!(dwStatus & DSBSTATUS_PLAYING))
pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
}
int i;
char name[256];
sfx_t *sfx;
-
+
i = 1;
while (i<Cmd_Argc())
{
int i;
char name[256];
sfx_t *sfx;
-
+
i = 1;
while (i<Cmd_Argc())
{
float vol;
char name[256];
sfx_t *sfx;
-
+
i = 1;
while (i<Cmd_Argc())
{
total = 0;
for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
{
- sc = Cache_Check (&sfx->cache);
+ sc = sfx->sfxcache;
if (!sc)
continue;
size = sc->length*sc->width*(sc->stereo+1);
{
sfx_t *sfx;
- if (nosound.value)
+ if (nosound.integer)
return;
if (!sound_started)
return;
-
+
sfx = S_PrecacheSound (sound);
if (!sfx)
{
- Con_Printf ("S_LocalSound: can't cache %s\n", sound);
+ Con_Printf ("S_LocalSound: can't precache %s\n", sound);
return;
}
S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);