2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // snd_main.c -- main control for any streaming sound output device
28 #define SND_MIN_SPEED 8000
29 #define SND_MAX_SPEED 96000
30 #define SND_MIN_WIDTH 1
31 #define SND_MAX_WIDTH 2
32 #define SND_MIN_CHANNELS 1
33 #define SND_MAX_CHANNELS 8
35 #if SND_LISTENERS != 8
36 # error this data only supports up to 8 channel, update it!
38 typedef struct listener_s
46 typedef struct speakerlayout_s
49 unsigned int channels;
50 listener_t listeners[SND_LISTENERS];
54 static speakerlayout_t snd_speakerlayout;
56 // Our speaker layouts are based on ALSA. They differ from those
57 // Win32 APIs and Mac OS X use when there's more than 4 channels.
58 // (rear left + rear right, and front center + LFE are swapped).
59 #define SND_SPEAKERLAYOUTS (sizeof(snd_speakerlayouts) / sizeof(snd_speakerlayouts[0]))
60 static const speakerlayout_t snd_speakerlayouts[] =
65 {45, 0.2, 0.2, 0.5}, // front left
66 {315, 0.2, 0.2, 0.5}, // front right
67 {135, 0.2, 0.2, 0.5}, // rear left
68 {225, 0.2, 0.2, 0.5}, // rear right
69 {0, 0.2, 0.2, 0.5}, // front center
70 {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)
71 {90, 0.2, 0.2, 0.5}, // side left
72 {180, 0.2, 0.2, 0.5}, // side right
78 {45, 0.2, 0.2, 0.5}, // front left
79 {315, 0.2, 0.2, 0.5}, // front right
80 {135, 0.2, 0.2, 0.5}, // rear left
81 {225, 0.2, 0.2, 0.5}, // rear right
82 {0, 0.2, 0.2, 0.5}, // front center
83 {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)
89 // these systems sometimes have a subwoofer as well, but it has no
93 {45, 0.3, 0.3, 0.8}, // front left
94 {315, 0.3, 0.3, 0.8}, // front right
95 {135, 0.3, 0.3, 0.8}, // rear left
96 {225, 0.3, 0.3, 0.8}, // rear right
104 // these systems sometimes have a subwoofer as well, but it has no
105 // channel of its own
108 {90, 0.5, 0.5, 1}, // side left
109 {270, 0.5, 0.5, 1}, // side right
121 {0, 0, 1, 1}, // center
134 // =======================================================================
135 // Internal sound data & structures
136 // =======================================================================
138 channel_t channels[MAX_CHANNELS];
139 unsigned int total_channels;
141 snd_ringbuffer_t *snd_renderbuffer = NULL;
142 unsigned int soundtime = 0;
143 static unsigned int oldpaintedtime = 0;
144 unsigned int extrasoundtime = 0;
145 static double snd_starttime = 0.0;
147 vec3_t listener_origin;
148 matrix4x4_t listener_matrix[SND_LISTENERS];
149 vec_t sound_nominal_clip_dist=1000.0;
150 mempool_t *snd_mempool;
152 // Linked list of known sfx
153 static sfx_t *known_sfx = NULL;
155 static qboolean sound_spatialized = false;
157 qboolean simsound = false;
158 qboolean alsaspeakerlayout = false;
161 static int current_swapstereo = 0;
163 // Cvars declared in sound.h (part of the sound API)
164 cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
165 cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
166 cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
167 cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
169 // Cvars declared in snd_main.h (shared with other snd_*.c files)
170 cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};
171 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)"};
172 cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
175 static cvar_t nosound = {0, "nosound", "0", "disables sound"};
176 static cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"};
177 static cvar_t ambient_level = {0, "ambient_level", "0.3", "volume of environment noises (water and wind)"};
178 static cvar_t ambient_fade = {0, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"};
179 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"};
180 static cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound mixing"};
182 // Default sound format is 48KHz, 16-bit, stereo
183 // (48KHz because a lot of onboard sound cards sucks at any other speed)
184 static cvar_t snd_speed = {CVAR_SAVE, "snd_speed", "48000", "sound output frequency, in hertz"};
185 static cvar_t snd_width = {CVAR_SAVE, "snd_width", "2", "sound output precision, in bytes (1 and 2 supported)"};
186 static cvar_t snd_channels = {CVAR_SAVE, "snd_channels", "2", "number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)"};
189 static sfx_t* ambient_sfxs [2] = { NULL, NULL };
190 static const char* ambient_names [2] = { "sound/ambience/water1.wav", "sound/ambience/wind2.wav" };
193 // ====================================================================
195 // ====================================================================
197 void S_FreeSfx (sfx_t *sfx, qboolean force);
199 static void S_Play_Common (float fvol, float attenuation)
202 char name [MAX_QPATH];
206 while (i < Cmd_Argc ())
208 // Get the name, and appends ".wav" as an extension if there's none
209 strlcpy (name, Cmd_Argv (i), sizeof (name));
210 if (!strrchr (name, '.'))
211 strlcat (name, ".wav", sizeof (name));
214 // If we need to get the volume from the command line
217 fvol = atof (Cmd_Argv (i));
221 sfx = S_PrecacheSound (name, true, false);
224 ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation);
226 // Free the sfx if the file didn't exist
228 S_FreeSfx (sfx, false);
230 channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
235 static void S_Play_f(void)
237 S_Play_Common (1.0f, 1.0f);
240 static void S_Play2_f(void)
242 S_Play_Common (1.0f, 0.0f);
245 static void S_PlayVol_f(void)
247 S_Play_Common (-1.0f, 0.0f);
250 static void S_SoundList_f (void)
257 for (sfx = known_sfx, i = 0; sfx != NULL; sfx = sfx->next, i++)
259 if (sfx->fetcher != NULL)
262 const snd_format_t* format;
265 format = sfx->fetcher->getfmt(sfx);
266 Con_Printf ("%c%c%c%c(%2db, %6s) %8i : %s\n",
267 (sfx->loopstart >= 0) ? 'L' : ' ',
268 (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
269 (sfx->locks > 0) ? 'K' : ' ',
270 (sfx->flags & SFXFLAG_PERMANENTLOCK) ? 'P' : ' ',
272 (format->channels == 1) ? "mono" : "stereo",
278 Con_Printf (" ( unknown ) unloaded : %s\n", sfx->name);
280 Con_Printf("Total resident: %i\n", total);
284 void S_SoundInfo_f(void)
286 if (snd_renderbuffer == NULL)
288 Con_Print("sound system not started\n");
292 Con_Printf("%5d speakers\n", snd_renderbuffer->format.channels);
293 Con_Printf("%5d frames\n", snd_renderbuffer->maxframes);
294 Con_Printf("%5d samplebits\n", snd_renderbuffer->format.width * 8);
295 Con_Printf("%5d speed\n", snd_renderbuffer->format.speed);
296 Con_Printf("%5u total_channels\n", total_channels);
300 // TODO: make this function smarter...
301 static qboolean S_ChooseCheaperFormat (snd_format_t* format, qboolean fixed_speed, qboolean fixed_width, qboolean fixed_channels)
303 // Can we decrease the number of channels?
304 if (!fixed_channels && format->channels > 1)
306 unsigned short channels = format->channels;
308 // If it has an odd number of channels(?!), make it even
313 // Remove 2 speakers, unless it's a stereo format
320 format->channels = channels;
324 // Can we decrease the speed?
327 unsigned int suggest_speeds [] = { 44100, 22050, 11025 };
330 for (i = 0; i < sizeof(suggest_speeds) / sizeof(suggest_speeds[0]); i++)
331 if (format->speed > suggest_speeds[i])
333 format->speed = suggest_speeds[i];
337 // the speed is already low
340 // Can we decrease the number of bits per sample?
341 if (!fixed_width && format->width > 1)
351 #define SWAP_LISTENERS(l1, l2, tmpl) { tmpl = (l1); (l1) = (l2); (l2) = tmpl; }
353 void S_SetSpeakerLayout (void)
356 listener_t swaplistener;
357 listener_t *listeners;
359 for (i = 0; i < SND_SPEAKERLAYOUTS; i++)
360 if (snd_speakerlayouts[i].channels == snd_renderbuffer->format.channels)
362 if (i >= SND_SPEAKERLAYOUTS)
364 Con_Printf("S_SetSpeakerLayout: Can't find the speaker layout for %hu channels. Defaulting to mono output\n",
365 snd_renderbuffer->format.channels);
366 i = SND_SPEAKERLAYOUTS - 1;
369 snd_speakerlayout = snd_speakerlayouts[i];
370 listeners = snd_speakerlayout.listeners;
372 // Swap the left and right channels if snd_swapstereo is set
373 if (snd_swapstereo.integer)
375 switch (snd_speakerlayout.channels)
378 SWAP_LISTENERS(listeners[6], listeners[7], swaplistener);
382 SWAP_LISTENERS(listeners[2], listeners[3], swaplistener);
385 SWAP_LISTENERS(listeners[0], listeners[1], swaplistener);
395 // Convert our layout (= ALSA) to Win32/CoreAudio layout if necessary
396 if (!alsaspeakerlayout &&
397 (snd_speakerlayout.channels == 6 || snd_speakerlayout.channels == 8))
399 SWAP_LISTENERS(listeners[2], listeners[4], swaplistener);
400 SWAP_LISTENERS(listeners[3], listeners[5], swaplistener);
405 void S_Startup (void)
407 qboolean fixed_speed, fixed_width, fixed_channels;
408 snd_format_t chosen_fmt;
409 static snd_format_t prev_render_format = {0, 0, 0};
413 if (!snd_initialized.integer)
418 fixed_channels = false;
420 // Get the starting sound format from the cvars
421 chosen_fmt.speed = snd_speed.integer;
422 chosen_fmt.width = snd_width.integer;
423 chosen_fmt.channels = snd_channels.integer;
425 // Check the environment variables to see if the player wants a particular sound format
426 env = getenv("QUAKE_SOUND_CHANNELS");
429 chosen_fmt.channels = atoi (env);
430 fixed_channels = true;
432 env = getenv("QUAKE_SOUND_SPEED");
435 chosen_fmt.speed = atoi (env);
438 env = getenv("QUAKE_SOUND_SAMPLEBITS");
441 chosen_fmt.width = atoi (env) / 8;
445 // Parse the command line to see if the player wants a particular sound format
446 // COMMANDLINEOPTION: Sound: -sndquad sets sound output to 4 channel surround
447 if (COM_CheckParm ("-sndquad") != 0)
449 chosen_fmt.channels = 4;
450 fixed_channels = true;
452 // COMMANDLINEOPTION: Sound: -sndstereo sets sound output to stereo
453 else if (COM_CheckParm ("-sndstereo") != 0)
455 chosen_fmt.channels = 2;
456 fixed_channels = true;
458 // COMMANDLINEOPTION: Sound: -sndmono sets sound output to mono
459 else if (COM_CheckParm ("-sndmono") != 0)
461 chosen_fmt.channels = 1;
462 fixed_channels = true;
464 // COMMANDLINEOPTION: Sound: -sndspeed <hz> chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000)
465 i = COM_CheckParm ("-sndspeed");
466 if (0 < i && i < com_argc - 1)
468 chosen_fmt.speed = atoi (com_argv[i + 1]);
471 // COMMANDLINEOPTION: Sound: -sndbits <bits> chooses 8 bit or 16 bit sound output
472 i = COM_CheckParm ("-sndbits");
473 if (0 < i && i < com_argc - 1)
475 chosen_fmt.width = atoi (com_argv[i + 1]) / 8;
479 // You can't change sound speed after start time (not yet supported)
480 if (prev_render_format.speed != 0)
483 if (chosen_fmt.speed != prev_render_format.speed)
485 Con_Printf("S_Startup: sound speed has changed! This is NOT supported yet. Falling back to previous speed (%u Hz)\n",
486 prev_render_format.speed);
487 chosen_fmt.speed = prev_render_format.speed;
492 if (chosen_fmt.speed < SND_MIN_SPEED)
494 chosen_fmt.speed = SND_MIN_SPEED;
497 else if (chosen_fmt.speed > SND_MAX_SPEED)
499 chosen_fmt.speed = SND_MAX_SPEED;
503 if (chosen_fmt.width < SND_MIN_WIDTH)
505 chosen_fmt.width = SND_MIN_WIDTH;
508 else if (chosen_fmt.width > SND_MAX_WIDTH)
510 chosen_fmt.width = SND_MAX_WIDTH;
514 if (chosen_fmt.channels < SND_MIN_CHANNELS)
516 chosen_fmt.channels = SND_MIN_CHANNELS;
517 fixed_channels = false;
519 else if (chosen_fmt.channels > SND_MAX_CHANNELS)
521 chosen_fmt.channels = SND_MAX_CHANNELS;
522 fixed_channels = false;
525 // create the sound buffer used for sumitting the samples to the plaform-dependent module
528 snd_format_t suggest_fmt;
534 Con_DPrintf("S_Startup: initializing sound output format: %dHz, %d bit, %d channels...\n",
535 chosen_fmt.speed, chosen_fmt.width * 8,
536 chosen_fmt.channels);
538 alsaspeakerlayout = false;
539 memset(&suggest_fmt, 0, sizeof(suggest_fmt));
540 accepted = SndSys_Init(&chosen_fmt, &suggest_fmt);
544 Con_DPrintf("S_Startup: sound output initialization FAILED\n");
546 // If the module is suggesting another one
547 if (suggest_fmt.speed != 0)
549 memcpy(&chosen_fmt, &suggest_fmt, sizeof(chosen_fmt));
550 Con_Printf (" Driver has suggested %dHz, %d bit, %d channels. Retrying...\n",
551 suggest_fmt.speed, suggest_fmt.width * 8,
552 suggest_fmt.channels);
554 // Else, try to find a less resource-demanding format
555 else if (!S_ChooseCheaperFormat (&chosen_fmt, fixed_speed, fixed_width, fixed_channels))
560 // If we haven't found a suitable format
563 Con_Print("S_Startup: SndSys_Init failed.\n");
564 sound_spatialized = false;
570 snd_renderbuffer = Snd_CreateRingBuffer(&chosen_fmt, 0, NULL);
571 Con_Print ("S_Startup: simulating sound output\n");
574 memcpy(&prev_render_format, &snd_renderbuffer->format, sizeof(prev_render_format));
575 Con_Printf("Sound format: %dHz, %d channels, %d bits per sample\n",
576 chosen_fmt.speed, chosen_fmt.channels, chosen_fmt.width * 8);
578 if (chosen_fmt.channels > 4)
579 Con_Printf("Using %s speaker layout for 3D sound\n",
580 alsaspeakerlayout ? "ALSA" : "standard");
583 snd_speed.integer = chosen_fmt.speed;
584 snd_width.integer = chosen_fmt.width;
585 snd_channels.integer = chosen_fmt.channels;
587 snd_starttime = realtime;
589 // If the sound module has already run, add an extra time to make sure
590 // the sound time doesn't decrease, to not confuse playing SFXs
591 if (oldpaintedtime != 0)
593 // The extra time must be a multiple of the render buffer size
594 // to avoid modifying the current position in the buffer,
595 // some modules write directly to a shared (DMA) buffer
596 extrasoundtime = oldpaintedtime + snd_renderbuffer->maxframes - 1;
597 extrasoundtime -= extrasoundtime % snd_renderbuffer->maxframes;
598 Con_DPrintf("S_Startup: extra sound time = %u\n", extrasoundtime);
600 soundtime = extrasoundtime;
604 snd_renderbuffer->startframe = soundtime;
605 snd_renderbuffer->endframe = soundtime;
607 S_SetSpeakerLayout();
608 current_swapstereo = snd_swapstereo.integer;
611 void S_Shutdown(void)
613 if (snd_renderbuffer == NULL)
616 oldpaintedtime = snd_renderbuffer->endframe;
620 Mem_Free(snd_renderbuffer->ring);
621 Mem_Free(snd_renderbuffer);
622 snd_renderbuffer = NULL;
627 sound_spatialized = false;
630 void S_Restart_f(void)
643 Con_DPrint("\nSound Initialization\n");
645 Cvar_RegisterVariable(&volume);
646 Cvar_RegisterVariable(&bgmvolume);
647 Cvar_RegisterVariable(&snd_staticvolume);
649 Cvar_RegisterVariable(&snd_speed);
650 Cvar_RegisterVariable(&snd_width);
651 Cvar_RegisterVariable(&snd_channels);
653 // COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio)
654 if (COM_CheckParm("-nosound") || COM_CheckParm("-safe"))
657 snd_mempool = Mem_AllocPool("sound", 0, NULL);
659 // COMMANDLINEOPTION: Sound: -simsound runs sound mixing but with no output
660 if (COM_CheckParm("-simsound"))
663 Cmd_AddCommand("play", S_Play_f, "play a sound at your current location (not heard by anyone else)");
664 Cmd_AddCommand("play2", S_Play2_f, "play a sound globally throughout the level (not heard by anyone else)");
665 Cmd_AddCommand("playvol", S_PlayVol_f, "play a sound at the specified volume level at your current location (not heard by anyone else)");
666 Cmd_AddCommand("stopsound", S_StopAllSounds, "silence");
667 Cmd_AddCommand("soundlist", S_SoundList_f, "list loaded sounds");
668 Cmd_AddCommand("soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)");
669 Cmd_AddCommand("snd_restart", S_Restart_f, "restart sound system");
671 Cvar_RegisterVariable(&nosound);
672 Cvar_RegisterVariable(&snd_precache);
673 Cvar_RegisterVariable(&snd_initialized);
674 Cvar_RegisterVariable(&snd_streaming);
675 Cvar_RegisterVariable(&ambient_level);
676 Cvar_RegisterVariable(&ambient_fade);
677 Cvar_RegisterVariable(&snd_noextraupdate);
678 Cvar_RegisterVariable(&snd_show);
679 Cvar_RegisterVariable(&_snd_mixahead);
680 Cvar_RegisterVariable(&snd_swapstereo); // for people with backwards sound wiring
682 Cvar_SetValueQuick(&snd_initialized, true);
686 total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
687 memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
697 Shutdown and free all resources
700 void S_Terminate (void)
706 while (known_sfx != NULL)
707 S_FreeSfx (known_sfx, true);
709 Cvar_SetValueQuick (&snd_initialized, false);
710 Mem_FreePool (&snd_mempool);
719 sfx_t *S_FindName (const char *name)
723 if (!snd_initialized.integer)
726 if (strlen (name) >= sizeof (sfx->name))
728 Con_Printf ("S_FindName: sound name too long (%s)\n", name);
732 // Look for this sound in the list of known sfx
733 for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
734 if(!strcmp (sfx->name, name))
737 // Add a sfx_t struct for this sound
738 sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx));
739 memset (sfx, 0, sizeof(*sfx));
740 strlcpy (sfx->name, name, sizeof (sfx->name));
741 sfx->memsize = sizeof(*sfx);
742 sfx->next = known_sfx;
754 void S_FreeSfx (sfx_t *sfx, qboolean force)
758 // Never free a locked sfx unless forced
759 if (!force && (sfx->locks > 0 || (sfx->flags & SFXFLAG_PERMANENTLOCK)))
762 Con_DPrintf ("S_FreeSfx: freeing %s\n", sfx->name);
764 // Remove it from the list of known sfx
765 if (sfx == known_sfx)
766 known_sfx = known_sfx->next;
771 for (prev_sfx = known_sfx; prev_sfx != NULL; prev_sfx = prev_sfx->next)
772 if (prev_sfx->next == sfx)
774 prev_sfx->next = sfx->next;
777 if (prev_sfx == NULL)
779 Con_Printf ("S_FreeSfx: Can't find SFX %s in the list!\n", sfx->name);
784 // Stop all channels using this sfx
785 for (i = 0; i < total_channels; i++)
786 if (channels[i].sfx == sfx)
790 if (sfx->fetcher != NULL && sfx->fetcher->free != NULL)
791 sfx->fetcher->free (sfx);
801 void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds)
807 // Start the ambient sounds and make them loop
808 for (i = 0; i < sizeof (ambient_sfxs) / sizeof (ambient_sfxs[0]); i++)
810 // Precache it if it's not done (request a lock to make sure it will never be freed)
811 if (ambient_sfxs[i] == NULL)
812 ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, true);
813 if (ambient_sfxs[i] != NULL)
815 // Add a lock to the SFX while playing. It will be
816 // removed by S_StopAllSounds at the end of the level
817 S_LockSfx (ambient_sfxs[i]);
819 channels[i].sfx = ambient_sfxs[i];
820 channels[i].flags |= CHANNELFLAG_FORCELOOP;
821 channels[i].master_vol = 0;
825 // Remove 1 lock from all sfx with the SFXFLAG_SERVERSOUND flag, and remove the flag
826 for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
827 if (sfx->flags & SFXFLAG_SERVERSOUND)
830 sfx->flags &= ~SFXFLAG_SERVERSOUND;
833 // Add 1 lock and the SFXFLAG_SERVERSOUND flag to each sfx in "serversound"
834 for (i = 1; i < numsounds; i++)
836 sfx = S_FindName (serversound[i]);
840 sfx->flags |= SFXFLAG_SERVERSOUND;
844 // Free all unlocked sfx
845 for (sfx = known_sfx;sfx;sfx = sfxnext)
848 S_FreeSfx (sfx, false);
858 sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
862 if (!snd_initialized.integer)
865 if (name == NULL || name[0] == 0)
868 sfx = S_FindName (name);
875 if (!nosound.integer && snd_precache.integer)
876 S_LoadSound(sfx, complain);
886 qboolean S_IsSoundPrecached (const sfx_t *sfx)
888 return (sfx != NULL && sfx->fetcher != NULL);
898 void S_LockSfx (sfx_t *sfx)
907 Remove a lock from a SFX
910 void S_UnlockSfx (sfx_t *sfx)
921 void S_BlockSound (void)
932 void S_UnblockSound (void)
942 Picks a channel based on priorities, empty slots, number of channels
945 channel_t *SND_PickChannel(int entnum, int entchannel)
949 int first_life_left, life_left;
952 // Check for replacement sound, or find the best one to replace
954 first_life_left = 0x7fffffff;
955 for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
957 ch = &channels[ch_idx];
960 // try to override an existing channel
961 if (ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) )
963 // always override sound from same entity
964 first_to_die = ch_idx;
972 // no sound on this channel
973 first_to_die = ch_idx;
980 // don't let monster sounds override player sounds
981 if (ch->entnum == cl.viewentity && entnum != cl.viewentity)
984 // don't override looped sounds
985 if ((ch->flags & CHANNELFLAG_FORCELOOP) || ch->sfx->loopstart >= 0)
989 life_left = (int)(ch->end - snd_renderbuffer->endframe);
990 if (life_left < first_life_left)
992 first_life_left = life_left;
993 first_to_die = ch_idx;
997 if (first_to_die == -1)
1000 S_StopChannel (first_to_die);
1002 return &channels[first_to_die];
1009 Spatializes a channel
1012 void SND_Spatialize(channel_t *ch, qboolean isstatic)
1015 vec_t dist, mastervol, intensity, vol;
1018 // update sound origin if we know about the entity
1019 if (ch->entnum > 0 && cls.state == ca_connected && cl.entities[ch->entnum].state_current.active)
1021 //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]);
1022 VectorCopy(cl.entities[ch->entnum].state_current.origin, ch->origin);
1023 if (cl.entities[ch->entnum].state_current.modelindex && cl.model_precache[cl.entities[ch->entnum].state_current.modelindex] && cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->soundfromcenter)
1024 VectorMAMAM(1.0f, ch->origin, 0.5f, cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->normalmins, 0.5f, cl.model_precache[cl.entities[ch->entnum].state_current.modelindex]->normalmaxs, ch->origin);
1027 mastervol = ch->master_vol;
1028 // Adjust volume of static sounds
1030 mastervol *= snd_staticvolume.value;
1032 // anything coming from the view entity will always be full volume
1033 // LordHavoc: make sounds with ATTN_NONE have no spatialization
1034 if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
1036 for (i = 0;i < SND_LISTENERS;i++)
1038 vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
1039 ch->listener_volume[i] = (int)bound(0, vol, 255);
1044 // calculate stereo seperation and distance attenuation
1045 VectorSubtract(listener_origin, ch->origin, source_vec);
1046 dist = VectorLength(source_vec);
1047 intensity = mastervol * (1.0 - dist * ch->dist_mult);
1050 for (i = 0;i < SND_LISTENERS;i++)
1052 Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
1053 VectorNormalize(source_vec);
1054 vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
1055 ch->listener_volume[i] = (int)bound(0, vol, 255);
1059 for (i = 0;i < SND_LISTENERS;i++)
1060 ch->listener_volume[i] = 0;
1065 // =======================================================================
1066 // Start a sound effect
1067 // =======================================================================
1069 void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic)
1071 // Initialize the channel
1072 memset (target_chan, 0, sizeof (*target_chan));
1073 VectorCopy (origin, target_chan->origin);
1074 target_chan->master_vol = (int)(fvol * 255);
1075 target_chan->sfx = sfx;
1076 target_chan->end = snd_renderbuffer->endframe + sfx->total_length;
1077 target_chan->lastptime = snd_renderbuffer->endframe;
1078 target_chan->flags = flags;
1080 // If it's a static sound
1083 if (sfx->loopstart == -1)
1084 Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
1085 target_chan->dist_mult = attenuation / (64.0f * sound_nominal_clip_dist);
1088 target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
1090 // Lock the SFX during play
1095 int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
1097 channel_t *target_chan, *check;
1101 if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
1104 if (sfx->fetcher == NULL)
1107 if (entnum && entnum >= cl.max_entities)
1108 CL_ExpandEntities(entnum);
1110 // Pick a channel to play on
1111 target_chan = SND_PickChannel(entnum, entchannel);
1115 S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false);
1116 target_chan->entnum = entnum;
1117 target_chan->entchannel = entchannel;
1119 SND_Spatialize(target_chan, false);
1121 // if an identical sound has also been started this frame, offset the pos
1122 // a bit to keep it from just making the first one louder
1123 check = &channels[NUM_AMBIENTS];
1124 for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
1126 if (check == target_chan)
1128 if (check->sfx == sfx && !check->pos)
1130 skip = (int)(0.1 * snd_renderbuffer->format.speed);
1131 if (skip > (int)sfx->total_length)
1132 skip = (int)sfx->total_length;
1134 skip = rand() % skip;
1135 target_chan->pos += skip;
1136 target_chan->end -= skip;
1141 return (target_chan - channels);
1144 void S_StopChannel (unsigned int channel_ind)
1148 if (channel_ind >= total_channels)
1151 ch = &channels[channel_ind];
1152 if (ch->sfx != NULL)
1154 sfx_t *sfx = ch->sfx;
1156 if (sfx->fetcher != NULL)
1158 snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
1159 if (fetcher_endsb != NULL)
1163 // Remove the lock it holds
1172 qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
1174 if (ch_ind >= total_channels)
1177 if (flag != CHANNELFLAG_FORCELOOP &&
1178 flag != CHANNELFLAG_PAUSED &&
1179 flag != CHANNELFLAG_FULLVOLUME)
1183 channels[ch_ind].flags |= flag;
1185 channels[ch_ind].flags &= ~flag;
1190 void S_StopSound(int entnum, int entchannel)
1194 for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
1195 if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
1202 void S_StopAllSounds (void)
1206 // TOCHECK: is this test necessary?
1207 if (snd_renderbuffer == NULL)
1210 for (i = 0; i < total_channels; i++)
1213 total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
1214 memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
1216 // Mute the contents of the submittion buffer
1217 if (simsound || SndSys_LockRenderBuffer ())
1222 clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0;
1223 memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels;
1224 memset(snd_renderbuffer->ring, clear, memsize);
1227 SndSys_UnlockRenderBuffer ();
1231 void S_PauseGameSounds (qboolean toggle)
1235 for (i = 0; i < total_channels; i++)
1240 if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND))
1241 S_SetChannelFlag (i, CHANNELFLAG_PAUSED, toggle);
1245 void S_SetChannelVolume (unsigned int ch_ind, float fvol)
1247 channels[ch_ind].master_vol = (int)(fvol * 255.0f);
1256 void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
1258 channel_t *target_chan;
1260 if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
1264 Con_DPrintf ("S_StaticSound: \"%s\" hasn't been precached\n", sfx->name);
1268 if (total_channels == MAX_CHANNELS)
1270 Con_Print("S_StaticSound: total_channels == MAX_CHANNELS\n");
1274 target_chan = &channels[total_channels++];
1275 S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true);
1277 SND_Spatialize (target_chan, true);
1283 S_UpdateAmbientSounds
1286 void S_UpdateAmbientSounds (void)
1290 int ambient_channel;
1292 unsigned char ambientlevels[NUM_AMBIENTS];
1294 memset(ambientlevels, 0, sizeof(ambientlevels));
1295 if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint)
1296 cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_origin, ambientlevels, sizeof(ambientlevels));
1298 // Calc ambient sound levels
1299 for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
1301 chan = &channels[ambient_channel];
1302 if (chan->sfx == NULL || chan->sfx->fetcher == NULL)
1305 vol = (int)ambientlevels[ambient_channel];
1309 // Don't adjust volume too fast
1310 // FIXME: this rounds off to an int each frame, meaning there is little to no fade at extremely high framerates!
1311 if (chan->master_vol < vol)
1313 chan->master_vol += (int)(cl.realframetime * ambient_fade.value);
1314 if (chan->master_vol > vol)
1315 chan->master_vol = vol;
1317 else if (chan->master_vol > vol)
1319 chan->master_vol -= (int)(cl.realframetime * ambient_fade.value);
1320 if (chan->master_vol < vol)
1321 chan->master_vol = vol;
1324 for (i = 0;i < SND_LISTENERS;i++)
1325 chan->listener_volume[i] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume);
1329 static void S_PaintAndSubmit (void)
1331 unsigned int newsoundtime, paintedtime, endtime, maxtime, usedframes;
1333 if (snd_renderbuffer == NULL || snd_blocked > 0 || nosound.integer)
1336 // Update sound time
1337 if (cls.capturevideo_soundfile) // SUPER NASTY HACK to record non-realtime sound
1338 newsoundtime = (unsigned int)((double)cls.capturevideo_frame * (double)snd_renderbuffer->format.speed / (double)cls.capturevideo_framerate);
1340 newsoundtime = (unsigned int)((realtime - snd_starttime) * (double)snd_renderbuffer->format.speed);
1342 newsoundtime = SndSys_GetSoundTime();
1344 newsoundtime += extrasoundtime;
1345 if (newsoundtime < soundtime)
1346 Con_Printf("S_PaintAndSubmit: WARNING: newsoundtime < soundtime (%u < %u)\n",
1347 newsoundtime, soundtime);
1348 soundtime = newsoundtime;
1350 // Check to make sure that we haven't overshot
1351 paintedtime = snd_renderbuffer->endframe;
1352 if (paintedtime < soundtime)
1353 paintedtime = soundtime;
1355 // mix ahead of current position
1356 endtime = soundtime + (unsigned int)(_snd_mixahead.value * (float)snd_renderbuffer->format.speed);
1357 usedframes = snd_renderbuffer->endframe - snd_renderbuffer->startframe;
1358 maxtime = paintedtime + snd_renderbuffer->maxframes - usedframes;
1359 endtime = min(endtime, maxtime);
1361 S_PaintChannels(snd_renderbuffer, paintedtime, endtime);
1364 snd_renderbuffer->startframe = snd_renderbuffer->endframe;
1373 Called once each time through the main loop
1376 void S_Update(const matrix4x4_t *listenermatrix)
1378 unsigned int i, j, total;
1379 channel_t *ch, *combine;
1380 matrix4x4_t basematrix, rotatematrix;
1382 if (snd_renderbuffer == NULL || snd_blocked > 0 || nosound.integer)
1385 // If snd_swapstereo has changed, recompute the speaker layout
1386 if (current_swapstereo != snd_swapstereo.integer)
1388 current_swapstereo = snd_swapstereo.integer;
1389 S_SetSpeakerLayout();
1392 Matrix4x4_Invert_Simple(&basematrix, listenermatrix);
1393 Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin);
1395 // calculate the current matrices
1396 for (j = 0;j < SND_LISTENERS;j++)
1398 Matrix4x4_CreateFromQuakeEntity(&rotatematrix, 0, 0, 0, 0, -snd_speakerlayout.listeners[j].yawangle, 0, 1);
1399 Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &basematrix);
1400 // I think this should now do this:
1401 // 1. create a rotation matrix for rotating by e.g. -90 degrees CCW
1402 // (note: the matrix will rotate the OBJECT, not the VIEWER, so its
1403 // angle has to be taken negative)
1404 // 2. create a transform which first rotates and moves its argument
1405 // into the player's view coordinates (using basematrix which is
1406 // an inverted "absolute" listener matrix), then applies the
1407 // rotation matrix for the ear
1408 // Isn't Matrix4x4_CreateFromQuakeEntity a bit misleading because this
1409 // does not actually refer to an entity?
1412 // update general area ambient sound sources
1413 S_UpdateAmbientSounds ();
1417 // update spatialization for static and dynamic sounds
1418 ch = channels+NUM_AMBIENTS;
1419 for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
1424 // respatialize channel
1425 SND_Spatialize(ch, i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS);
1427 // try to combine static sounds with a previous channel of the same
1428 // sound effect so we don't mix five torches every frame
1429 if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
1431 // no need to merge silent channels
1432 for (j = 0;j < SND_LISTENERS;j++)
1433 if (ch->listener_volume[j])
1435 if (j == SND_LISTENERS)
1437 // if the last combine chosen isn't suitable, find a new one
1438 if (!(combine && combine != ch && combine->sfx == ch->sfx))
1442 for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;j < i;j++)
1444 if (channels[j].sfx == ch->sfx)
1446 combine = channels + j;
1451 if (combine && combine != ch && combine->sfx == ch->sfx)
1453 for (j = 0;j < SND_LISTENERS;j++)
1455 combine->listener_volume[j] += ch->listener_volume[j];
1456 ch->listener_volume[j] = 0;
1462 sound_spatialized = true;
1465 if (snd_show.integer)
1469 for (i=0 ; i<total_channels; i++, ch++)
1473 for (j = 0;j < SND_LISTENERS;j++)
1474 if (ch->listener_volume[j])
1476 if (j < SND_LISTENERS)
1481 Con_Printf("----(%u)----\n", total);
1487 void S_ExtraUpdate (void)
1489 if (snd_noextraupdate.integer || !sound_spatialized)
1495 qboolean S_LocalSound (const char *sound)
1500 if (!snd_initialized.integer || nosound.integer)
1503 sfx = S_PrecacheSound (sound, true, false);
1506 Con_Printf("S_LocalSound: can't precache %s\n", sound);
1510 // Local sounds must not be freed
1511 sfx->flags |= SFXFLAG_PERMANENTLOCK;
1513 ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0);
1517 channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;