huge audit of dprints throughout engine, all notices of successfully
[divverent/darkplaces.git] / snd_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // snd_main.c -- main control for any streaming sound output device
21
22 #include "quakedef.h"
23
24 #include "snd_main.h"
25 #include "snd_ogg.h"
26 #include "snd_modplug.h"
27
28
29 #define SND_MIN_SPEED 8000
30 #define SND_MAX_SPEED 96000
31 #define SND_MIN_WIDTH 1
32 #define SND_MAX_WIDTH 2
33 #define SND_MIN_CHANNELS 1
34 #define SND_MAX_CHANNELS 8
35
36 #if SND_LISTENERS != 8
37 #       error this data only supports up to 8 channel, update it!
38 #endif
39 typedef struct listener_s
40 {
41         float yawangle;
42         float dotscale;
43         float dotbias;
44         float ambientvolume;
45 }
46 listener_t;
47 typedef struct speakerlayout_s
48 {
49         const char *name;
50         unsigned int channels;
51         listener_t listeners[SND_LISTENERS];
52 }
53 speakerlayout_t;
54
55 static speakerlayout_t snd_speakerlayout;
56
57 // Our speaker layouts are based on ALSA. They differ from those
58 // Win32 and Mac OS X APIs use when there's more than 4 channels.
59 // (rear left + rear right, and front center + LFE are swapped).
60 #define SND_SPEAKERLAYOUTS (sizeof(snd_speakerlayouts) / sizeof(snd_speakerlayouts[0]))
61 static const speakerlayout_t snd_speakerlayouts[] =
62 {
63         {
64                 "surround71", 8,
65                 {
66                         {45, 0.2, 0.2, 0.5}, // front left
67                         {315, 0.2, 0.2, 0.5}, // front right
68                         {135, 0.2, 0.2, 0.5}, // rear left
69                         {225, 0.2, 0.2, 0.5}, // rear right
70                         {0, 0.2, 0.2, 0.5}, // front center
71                         {0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so...  no lfe)
72                         {90, 0.2, 0.2, 0.5}, // side left
73                         {180, 0.2, 0.2, 0.5}, // side right
74                 }
75         },
76         {
77                 "surround51", 6,
78                 {
79                         {45, 0.2, 0.2, 0.5}, // front left
80                         {315, 0.2, 0.2, 0.5}, // front right
81                         {135, 0.2, 0.2, 0.5}, // rear left
82                         {225, 0.2, 0.2, 0.5}, // rear right
83                         {0, 0.2, 0.2, 0.5}, // front center
84                         {0, 0, 0, 0}, // lfe (we don't have any good lfe sound sources and it would take some filtering work to generate them (and they'd probably still be wrong), so...  no lfe)
85                         {0, 0, 0, 0},
86                         {0, 0, 0, 0},
87                 }
88         },
89         {
90                 // these systems sometimes have a subwoofer as well, but it has no
91                 // channel of its own
92                 "surround40", 4,
93                 {
94                         {45, 0.3, 0.3, 0.8}, // front left
95                         {315, 0.3, 0.3, 0.8}, // front right
96                         {135, 0.3, 0.3, 0.8}, // rear left
97                         {225, 0.3, 0.3, 0.8}, // rear right
98                         {0, 0, 0, 0},
99                         {0, 0, 0, 0},
100                         {0, 0, 0, 0},
101                         {0, 0, 0, 0},
102                 }
103         },
104         {
105                 // these systems sometimes have a subwoofer as well, but it has no
106                 // channel of its own
107                 "stereo", 2,
108                 {
109                         {90, 0.5, 0.5, 1}, // side left
110                         {270, 0.5, 0.5, 1}, // side right
111                         {0, 0, 0, 0},
112                         {0, 0, 0, 0},
113                         {0, 0, 0, 0},
114                         {0, 0, 0, 0},
115                         {0, 0, 0, 0},
116                         {0, 0, 0, 0},
117                 }
118         },
119         {
120                 "mono", 1,
121                 {
122                         {0, 0, 1, 1}, // center
123                         {0, 0, 0, 0},
124                         {0, 0, 0, 0},
125                         {0, 0, 0, 0},
126                         {0, 0, 0, 0},
127                         {0, 0, 0, 0},
128                         {0, 0, 0, 0},
129                         {0, 0, 0, 0},
130                 }
131         }
132 };
133
134
135 // =======================================================================
136 // Internal sound data & structures
137 // =======================================================================
138
139 channel_t channels[MAX_CHANNELS];
140 unsigned int total_channels;
141
142 snd_ringbuffer_t *snd_renderbuffer = NULL;
143 unsigned int soundtime = 0;
144 static unsigned int oldpaintedtime = 0;
145 static unsigned int extrasoundtime = 0;
146 static double snd_starttime = 0.0;
147
148 vec3_t listener_origin;
149 matrix4x4_t listener_matrix[SND_LISTENERS];
150 mempool_t *snd_mempool;
151
152 // Linked list of known sfx
153 static sfx_t *known_sfx = NULL;
154
155 static qboolean sound_spatialized = false;
156
157 qboolean simsound = false;
158
159 static qboolean recording_sound = false;
160
161 int snd_blocked = 0;
162 static int current_swapstereo = false;
163 static int current_channellayout = SND_CHANNELLAYOUT_AUTO;
164 static int current_channellayout_used = SND_CHANNELLAYOUT_AUTO;
165
166 // Cvars declared in sound.h (part of the sound API)
167 cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
168 cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
169 cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
170 cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
171 cvar_t snd_soundradius = {0, "snd_soundradius", "2000", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"};
172
173 // Cvars declared in snd_main.h (shared with other snd_*.c files)
174 cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};
175 cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory)"};
176 cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
177 extern cvar_t v_flipped;
178 cvar_t snd_channellayout = {0, "snd_channellayout", "0", "channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)"};
179 cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
180
181 // Local cvars
182 static cvar_t nosound = {0, "nosound", "0", "disables sound"};
183 static cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"};
184 static cvar_t ambient_level = {0, "ambient_level", "0.3", "volume of environment noises (water and wind)"};
185 static cvar_t ambient_fade = {0, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"};
186 static cvar_t snd_noextraupdate = {0, "snd_noextraupdate", "0", "disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates"};
187 static cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound mixing"};
188
189 // Default sound format is 48KHz, 16-bit, stereo
190 // (48KHz because a lot of onboard sound cards sucks at any other speed)
191 static cvar_t snd_speed = {CVAR_SAVE, "snd_speed", "48000", "sound output frequency, in hertz"};
192 static cvar_t snd_width = {CVAR_SAVE, "snd_width", "2", "sound output precision, in bytes (1 and 2 supported)"};
193 static cvar_t snd_channels = {CVAR_SAVE, "snd_channels", "2", "number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)"};
194
195 // Ambient sounds
196 static sfx_t* ambient_sfxs [2] = { NULL, NULL };
197 static const char* ambient_names [2] = { "sound/ambience/water1.wav", "sound/ambience/wind2.wav" };
198
199
200 // ====================================================================
201 // Functions
202 // ====================================================================
203
204 void S_FreeSfx (sfx_t *sfx, qboolean force);
205
206 static void S_Play_Common (float fvol, float attenuation)
207 {
208         int i, ch_ind;
209         char name [MAX_QPATH];
210         sfx_t *sfx;
211
212         i = 1;
213         while (i < Cmd_Argc ())
214         {
215                 // Get the name, and appends ".wav" as an extension if there's none
216                 strlcpy (name, Cmd_Argv (i), sizeof (name));
217                 if (!strrchr (name, '.'))
218                         strlcat (name, ".wav", sizeof (name));
219                 i++;
220
221                 // If we need to get the volume from the command line
222                 if (fvol == -1.0f)
223                 {
224                         fvol = atof (Cmd_Argv (i));
225                         i++;
226                 }
227
228                 sfx = S_PrecacheSound (name, true, false);
229                 if (sfx)
230                 {
231                         ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation);
232
233                         // Free the sfx if the file didn't exist
234                         if (ch_ind < 0)
235                                 S_FreeSfx (sfx, false);
236                         else
237                                 channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
238                 }
239         }
240 }
241
242 static void S_Play_f(void)
243 {
244         S_Play_Common (1.0f, 1.0f);
245 }
246
247 static void S_Play2_f(void)
248 {
249         S_Play_Common (1.0f, 0.0f);
250 }
251
252 static void S_PlayVol_f(void)
253 {
254         S_Play_Common (-1.0f, 0.0f);
255 }
256
257 static void S_SoundList_f (void)
258 {
259         unsigned int i;
260         sfx_t *sfx;
261         unsigned int total;
262
263         total = 0;
264         for (sfx = known_sfx, i = 0; sfx != NULL; sfx = sfx->next, i++)
265         {
266                 if (sfx->fetcher != NULL)
267                 {
268                         unsigned int size;
269                         const snd_format_t* format;
270
271                         size = sfx->memsize;
272                         format = sfx->fetcher->getfmt(sfx);
273                         Con_Printf ("%c%c%c%c(%2db, %6s) %8i : %s\n",
274                                                 (sfx->loopstart < sfx->total_length) ? 'L' : ' ',
275                                                 (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
276                                                 (sfx->locks > 0) ? 'K' : ' ',
277                                                 (sfx->flags & SFXFLAG_PERMANENTLOCK) ? 'P' : ' ',
278                                                 format->width * 8,
279                                                 (format->channels == 1) ? "mono" : "stereo",
280                                                 size,
281                                                 sfx->name);
282                         total += size;
283                 }
284                 else
285                         Con_Printf ("    (  unknown  ) unloaded : %s\n", sfx->name);
286         }
287         Con_Printf("Total resident: %i\n", total);
288 }
289
290
291 void S_SoundInfo_f(void)
292 {
293         if (snd_renderbuffer == NULL)
294         {
295                 Con_Print("sound system not started\n");
296                 return;
297         }
298
299         Con_Printf("%5d speakers\n", snd_renderbuffer->format.channels);
300         Con_Printf("%5d frames\n", snd_renderbuffer->maxframes);
301         Con_Printf("%5d samplebits\n", snd_renderbuffer->format.width * 8);
302         Con_Printf("%5d speed\n", snd_renderbuffer->format.speed);
303         Con_Printf("%5u total_channels\n", total_channels);
304 }
305
306
307 int S_GetSoundRate(void)
308 {
309         return snd_renderbuffer ? snd_renderbuffer->format.speed : 0;
310 }
311
312
313 static qboolean S_ChooseCheaperFormat (snd_format_t* format, qboolean fixed_speed, qboolean fixed_width, qboolean fixed_channels)
314 {
315         static const snd_format_t thresholds [] =
316         {
317                 // speed                        width                   channels
318                 { SND_MIN_SPEED,        SND_MIN_WIDTH,  SND_MIN_CHANNELS },
319                 { 11025,                        1,                              2 },
320                 { 22050,                        2,                              2 },
321                 { 44100,                        2,                              2 },
322                 { 48000,                        2,                              6 },
323                 { 96000,                        2,                              6 },
324                 { SND_MAX_SPEED,        SND_MAX_WIDTH,  SND_MAX_CHANNELS },
325         };
326         const unsigned int nb_thresholds = sizeof(thresholds) / sizeof(thresholds[0]);
327         unsigned int speed_level, width_level, channels_level;
328
329         // If we have reached the minimum values, there's nothing more we can do
330         if ((format->speed == thresholds[0].speed || fixed_speed) &&
331                 (format->width == thresholds[0].width || fixed_width) &&
332                 (format->channels == thresholds[0].channels || fixed_channels))
333                 return false;
334
335         // Check the min and max values
336         #define CHECK_BOUNDARIES(param)                                                         \
337         if (format->param < thresholds[0].param)                                        \
338         {                                                                                                                       \
339                 format->param = thresholds[0].param;                                    \
340                 return true;                                                                                    \
341         }                                                                                                                       \
342         if (format->param > thresholds[nb_thresholds - 1].param)        \
343         {                                                                                                                       \
344                 format->param = thresholds[nb_thresholds - 1].param;    \
345                 return true;                                                                                    \
346         }
347         CHECK_BOUNDARIES(speed);
348         CHECK_BOUNDARIES(width);
349         CHECK_BOUNDARIES(channels);
350         #undef CHECK_BOUNDARIES
351
352         // Find the level of each parameter
353         #define FIND_LEVEL(param)                                                                       \
354         param##_level = 0;                                                                                      \
355         while (param##_level < nb_thresholds - 1)                                       \
356         {                                                                                                                       \
357                 if (format->param <= thresholds[param##_level].param)   \
358                         break;                                                                                          \
359                                                                                                                                 \
360                 param##_level++;                                                                                \
361         }
362         FIND_LEVEL(speed);
363         FIND_LEVEL(width);
364         FIND_LEVEL(channels);
365         #undef FIND_LEVEL
366
367         // Decrease the parameter with the highest level to the previous level
368         if (channels_level >= speed_level && channels_level >= width_level && !fixed_channels)
369         {
370                 format->channels = thresholds[channels_level - 1].channels;
371                 return true;
372         }
373         if (speed_level >= width_level && !fixed_speed)
374         {
375                 format->speed = thresholds[speed_level - 1].speed;
376                 return true;
377         }
378
379         format->width = thresholds[width_level - 1].width;
380         return true;
381 }
382
383
384 #define SWAP_LISTENERS(l1, l2, tmpl) { tmpl = (l1); (l1) = (l2); (l2) = tmpl; }
385
386 static void S_SetChannelLayout (void)
387 {
388         unsigned int i;
389         listener_t swaplistener;
390         listener_t *listeners;
391         int layout;
392
393         for (i = 0; i < SND_SPEAKERLAYOUTS; i++)
394                 if (snd_speakerlayouts[i].channels == snd_renderbuffer->format.channels)
395                         break;
396         if (i >= SND_SPEAKERLAYOUTS)
397         {
398                 Con_Printf("S_SetChannelLayout: can't find the speaker layout for %hu channels. Defaulting to mono output\n",
399                                    snd_renderbuffer->format.channels);
400                 i = SND_SPEAKERLAYOUTS - 1;
401         }
402
403         snd_speakerlayout = snd_speakerlayouts[i];
404         listeners = snd_speakerlayout.listeners;
405
406         // Swap the left and right channels if snd_swapstereo is set
407         if (boolxor(snd_swapstereo.integer, v_flipped.integer))
408         {
409                 switch (snd_speakerlayout.channels)
410                 {
411                         case 8:
412                                 SWAP_LISTENERS(listeners[6], listeners[7], swaplistener);
413                                 // no break
414                         case 4:
415                         case 6:
416                                 SWAP_LISTENERS(listeners[2], listeners[3], swaplistener);
417                                 // no break
418                         case 2:
419                                 SWAP_LISTENERS(listeners[0], listeners[1], swaplistener);
420                                 break;
421
422                         default:
423                         case 1:
424                                 // Nothing to do
425                                 break;
426                 }
427         }
428
429         // Sanity check
430         if (snd_channellayout.integer < SND_CHANNELLAYOUT_AUTO ||
431                 snd_channellayout.integer > SND_CHANNELLAYOUT_ALSA)
432                 Cvar_SetValueQuick (&snd_channellayout, SND_CHANNELLAYOUT_STANDARD);
433
434         if (snd_channellayout.integer == SND_CHANNELLAYOUT_AUTO)
435         {
436                 // If we're in the sound engine initialization
437                 if (current_channellayout_used == SND_CHANNELLAYOUT_AUTO)
438                 {
439                         layout = SND_CHANNELLAYOUT_STANDARD;
440                         Cvar_SetValueQuick (&snd_channellayout, layout);
441                 }
442                 else
443                         layout = current_channellayout_used;
444         }
445         else
446                 layout = snd_channellayout.integer;
447
448         // Convert our layout (= ALSA) to the standard layout if necessary
449         if (snd_speakerlayout.channels == 6 || snd_speakerlayout.channels == 8)
450         {
451                 if (layout == SND_CHANNELLAYOUT_STANDARD)
452                 {
453                         SWAP_LISTENERS(listeners[2], listeners[4], swaplistener);
454                         SWAP_LISTENERS(listeners[3], listeners[5], swaplistener);
455                 }
456
457                 Con_Printf("S_SetChannelLayout: using %s speaker layout for 3D sound\n",
458                                    (layout == SND_CHANNELLAYOUT_ALSA) ? "ALSA" : "standard");
459         }
460
461         current_swapstereo = boolxor(snd_swapstereo.integer, v_flipped.integer);
462         current_channellayout = snd_channellayout.integer;
463         current_channellayout_used = layout;
464 }
465
466
467 void S_Startup (void)
468 {
469         qboolean fixed_speed, fixed_width, fixed_channels;
470         snd_format_t chosen_fmt;
471         static snd_format_t prev_render_format = {0, 0, 0};
472         const char* env;
473         int i;
474
475         if (!snd_initialized.integer)
476                 return;
477
478         fixed_speed = false;
479         fixed_width = false;
480         fixed_channels = false;
481
482         // Get the starting sound format from the cvars
483         chosen_fmt.speed = snd_speed.integer;
484         chosen_fmt.width = snd_width.integer;
485         chosen_fmt.channels = snd_channels.integer;
486
487         // Check the environment variables to see if the player wants a particular sound format
488         env = getenv("QUAKE_SOUND_CHANNELS");
489         if (env != NULL)
490         {
491                 chosen_fmt.channels = atoi (env);
492                 fixed_channels = true;
493         }
494         env = getenv("QUAKE_SOUND_SPEED");
495         if (env != NULL)
496         {
497                 chosen_fmt.speed = atoi (env);
498                 fixed_speed = true;
499         }
500         env = getenv("QUAKE_SOUND_SAMPLEBITS");
501         if (env != NULL)
502         {
503                 chosen_fmt.width = atoi (env) / 8;
504                 fixed_width = true;
505         }
506
507         // Parse the command line to see if the player wants a particular sound format
508 // COMMANDLINEOPTION: Sound: -sndquad sets sound output to 4 channel surround
509         if (COM_CheckParm ("-sndquad") != 0)
510         {
511                 chosen_fmt.channels = 4;
512                 fixed_channels = true;
513         }
514 // COMMANDLINEOPTION: Sound: -sndstereo sets sound output to stereo
515         else if (COM_CheckParm ("-sndstereo") != 0)
516         {
517                 chosen_fmt.channels = 2;
518                 fixed_channels = true;
519         }
520 // COMMANDLINEOPTION: Sound: -sndmono sets sound output to mono
521         else if (COM_CheckParm ("-sndmono") != 0)
522         {
523                 chosen_fmt.channels = 1;
524                 fixed_channels = true;
525         }
526 // COMMANDLINEOPTION: Sound: -sndspeed <hz> chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000)
527         i = COM_CheckParm ("-sndspeed");
528         if (0 < i && i < com_argc - 1)
529         {
530                 chosen_fmt.speed = atoi (com_argv[i + 1]);
531                 fixed_speed = true;
532         }
533 // COMMANDLINEOPTION: Sound: -sndbits <bits> chooses 8 bit or 16 bit sound output
534         i = COM_CheckParm ("-sndbits");
535         if (0 < i && i < com_argc - 1)
536         {
537                 chosen_fmt.width = atoi (com_argv[i + 1]) / 8;
538                 fixed_width = true;
539         }
540
541         // You can't change sound speed after start time (not yet supported)
542         if (prev_render_format.speed != 0)
543         {
544                 fixed_speed = true;
545                 if (chosen_fmt.speed != prev_render_format.speed)
546                 {
547                         Con_Printf("S_Startup: sound speed has changed! This is NOT supported yet. Falling back to previous speed (%u Hz)\n",
548                                            prev_render_format.speed);
549                         chosen_fmt.speed = prev_render_format.speed;
550                 }
551         }
552
553         // Sanity checks
554         if (chosen_fmt.speed < SND_MIN_SPEED)
555         {
556                 chosen_fmt.speed = SND_MIN_SPEED;
557                 fixed_speed = false;
558         }
559         else if (chosen_fmt.speed > SND_MAX_SPEED)
560         {
561                 chosen_fmt.speed = SND_MAX_SPEED;
562                 fixed_speed = false;
563         }
564
565         if (chosen_fmt.width < SND_MIN_WIDTH)
566         {
567                 chosen_fmt.width = SND_MIN_WIDTH;
568                 fixed_width = false;
569         }
570         else if (chosen_fmt.width > SND_MAX_WIDTH)
571         {
572                 chosen_fmt.width = SND_MAX_WIDTH;
573                 fixed_width = false;
574         }
575
576         if (chosen_fmt.channels < SND_MIN_CHANNELS)
577         {
578                 chosen_fmt.channels = SND_MIN_CHANNELS;
579                 fixed_channels = false;
580         }
581         else if (chosen_fmt.channels > SND_MAX_CHANNELS)
582         {
583                 chosen_fmt.channels = SND_MAX_CHANNELS;
584                 fixed_channels = false;
585         }
586
587         // create the sound buffer used for sumitting the samples to the plaform-dependent module
588         if (!simsound)
589         {
590                 snd_format_t suggest_fmt;
591                 qboolean accepted;
592
593                 accepted = false;
594                 do
595                 {
596                         Con_Printf("S_Startup: initializing sound output format: %dHz, %d bit, %d channels...\n",
597                                                 chosen_fmt.speed, chosen_fmt.width * 8,
598                                                 chosen_fmt.channels);
599
600                         memset(&suggest_fmt, 0, sizeof(suggest_fmt));
601                         accepted = SndSys_Init(&chosen_fmt, &suggest_fmt);
602
603                         if (!accepted)
604                         {
605                                 Con_Printf("S_Startup: sound output initialization FAILED\n");
606
607                                 // If the module is suggesting another one
608                                 if (suggest_fmt.speed != 0)
609                                 {
610                                         memcpy(&chosen_fmt, &suggest_fmt, sizeof(chosen_fmt));
611                                         Con_Printf ("           Driver has suggested %dHz, %d bit, %d channels. Retrying...\n",
612                                                                 suggest_fmt.speed, suggest_fmt.width * 8,
613                                                                 suggest_fmt.channels);
614                                 }
615                                 // Else, try to find a less resource-demanding format
616                                 else if (!S_ChooseCheaperFormat (&chosen_fmt, fixed_speed, fixed_width, fixed_channels))
617                                         break;
618                         }
619                 } while (!accepted);
620
621                 // If we haven't found a suitable format
622                 if (!accepted)
623                 {
624                         Con_Print("S_Startup: SndSys_Init failed.\n");
625                         sound_spatialized = false;
626                         return;
627                 }
628         }
629         else
630         {
631                 snd_renderbuffer = Snd_CreateRingBuffer(&chosen_fmt, 0, NULL);
632                 Con_Print ("S_Startup: simulating sound output\n");
633         }
634
635         memcpy(&prev_render_format, &snd_renderbuffer->format, sizeof(prev_render_format));
636         Con_Printf("Sound format: %dHz, %d channels, %d bits per sample\n",
637                            chosen_fmt.speed, chosen_fmt.channels, chosen_fmt.width * 8);
638
639         // Update the cvars
640         if (snd_speed.integer != (int)chosen_fmt.speed)
641                 Cvar_SetValueQuick(&snd_speed, chosen_fmt.speed);
642         if (snd_width.integer != chosen_fmt.width)
643                 Cvar_SetValueQuick(&snd_width, chosen_fmt.width);
644         if (snd_channels.integer != chosen_fmt.channels)
645                 Cvar_SetValueQuick(&snd_channels, chosen_fmt.channels);
646
647         current_channellayout_used = SND_CHANNELLAYOUT_AUTO;
648         S_SetChannelLayout();
649
650         snd_starttime = realtime;
651
652         // If the sound module has already run, add an extra time to make sure
653         // the sound time doesn't decrease, to not confuse playing SFXs
654         if (oldpaintedtime != 0)
655         {
656                 // The extra time must be a multiple of the render buffer size
657                 // to avoid modifying the current position in the buffer,
658                 // some modules write directly to a shared (DMA) buffer
659                 extrasoundtime = oldpaintedtime + snd_renderbuffer->maxframes - 1;
660                 extrasoundtime -= extrasoundtime % snd_renderbuffer->maxframes;
661                 Con_Printf("S_Startup: extra sound time = %u\n", extrasoundtime);
662
663                 soundtime = extrasoundtime;
664         }
665         else
666                 extrasoundtime = 0;
667         snd_renderbuffer->startframe = soundtime;
668         snd_renderbuffer->endframe = soundtime;
669         recording_sound = false;
670 }
671
672 void S_Shutdown(void)
673 {
674         if (snd_renderbuffer == NULL)
675                 return;
676
677         oldpaintedtime = snd_renderbuffer->endframe;
678
679         if (simsound)
680         {
681                 Mem_Free(snd_renderbuffer->ring);
682                 Mem_Free(snd_renderbuffer);
683                 snd_renderbuffer = NULL;
684         }
685         else
686                 SndSys_Shutdown();
687
688         sound_spatialized = false;
689 }
690
691 void S_Restart_f(void)
692 {
693         // NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches)
694         // So, refuse to do this if we are connected.
695         if(cls.state == ca_connected)
696         {
697                 Con_Printf("snd_restart would wreak havoc if you do that while connected!\n");
698                 return;
699         }
700
701         S_Shutdown();
702         S_Startup();
703 }
704
705 /*
706 ================
707 S_Init
708 ================
709 */
710 void S_Init(void)
711 {
712         Cvar_RegisterVariable(&volume);
713         Cvar_RegisterVariable(&bgmvolume);
714         Cvar_RegisterVariable(&snd_staticvolume);
715
716         Cvar_RegisterVariable(&snd_speed);
717         Cvar_RegisterVariable(&snd_width);
718         Cvar_RegisterVariable(&snd_channels);
719         Cvar_RegisterVariable(&snd_mutewhenidle);
720
721 // COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio)
722         if (COM_CheckParm("-nosound"))
723         {
724                 // dummy out Play and Play2 because mods stuffcmd that
725                 Cmd_AddCommand("play", Host_NoOperation_f, "does nothing because -nosound was specified");
726                 Cmd_AddCommand("play2", Host_NoOperation_f, "does nothing because -nosound was specified");
727                 return;
728         }
729
730         snd_mempool = Mem_AllocPool("sound", 0, NULL);
731
732 // COMMANDLINEOPTION: Sound: -simsound runs sound mixing but with no output
733         if (COM_CheckParm("-simsound"))
734                 simsound = true;
735
736         Cmd_AddCommand("play", S_Play_f, "play a sound at your current location (not heard by anyone else)");
737         Cmd_AddCommand("play2", S_Play2_f, "play a sound globally throughout the level (not heard by anyone else)");
738         Cmd_AddCommand("playvol", S_PlayVol_f, "play a sound at the specified volume level at your current location (not heard by anyone else)");
739         Cmd_AddCommand("stopsound", S_StopAllSounds, "silence");
740         Cmd_AddCommand("soundlist", S_SoundList_f, "list loaded sounds");
741         Cmd_AddCommand("soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)");
742         Cmd_AddCommand("snd_restart", S_Restart_f, "restart sound system");
743         Cmd_AddCommand("snd_unloadallsounds", S_UnloadAllSounds_f, "unload all sound files");
744
745         Cvar_RegisterVariable(&nosound);
746         Cvar_RegisterVariable(&snd_precache);
747         Cvar_RegisterVariable(&snd_initialized);
748         Cvar_RegisterVariable(&snd_streaming);
749         Cvar_RegisterVariable(&ambient_level);
750         Cvar_RegisterVariable(&ambient_fade);
751         Cvar_RegisterVariable(&snd_noextraupdate);
752         Cvar_RegisterVariable(&snd_show);
753         Cvar_RegisterVariable(&_snd_mixahead);
754         Cvar_RegisterVariable(&snd_swapstereo); // for people with backwards sound wiring
755         Cvar_RegisterVariable(&snd_channellayout);
756         Cvar_RegisterVariable(&snd_soundradius);
757
758         Cvar_SetValueQuick(&snd_initialized, true);
759
760         known_sfx = NULL;
761
762         total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
763         memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
764
765         OGG_OpenLibrary ();
766         ModPlug_OpenLibrary ();
767 }
768
769
770 /*
771 ================
772 S_Terminate
773
774 Shutdown and free all resources
775 ================
776 */
777 void S_Terminate (void)
778 {
779         S_Shutdown ();
780         ModPlug_CloseLibrary ();
781         OGG_CloseLibrary ();
782
783         // Free all SFXs
784         while (known_sfx != NULL)
785                 S_FreeSfx (known_sfx, true);
786
787         Cvar_SetValueQuick (&snd_initialized, false);
788         Mem_FreePool (&snd_mempool);
789 }
790
791
792 /*
793 ==================
794 S_UnloadAllSounds_f
795 ==================
796 */
797 void S_UnloadAllSounds_f (void)
798 {
799         int i;
800
801         // NOTE: we can't free all sounds if we are running a map (this frees sfx_t that are still referenced by precaches)
802         // So, refuse to do this if we are connected.
803         if(cls.state == ca_connected)
804         {
805                 Con_Printf("snd_unloadallsounds would wreak havoc if you do that while connected!\n");
806                 return;
807         }
808
809         // stop any active sounds
810         S_StopAllSounds();
811
812         // because the ambient sounds will be freed, clear the pointers
813         for (i = 0;i < (int)sizeof (ambient_sfxs) / (int)sizeof (ambient_sfxs[0]);i++)
814                 ambient_sfxs[i] = NULL;
815
816         // now free all sounds
817         while (known_sfx != NULL)
818                 S_FreeSfx (known_sfx, true);
819 }
820
821
822 /*
823 ==================
824 S_FindName
825 ==================
826 */
827 sfx_t *S_FindName (const char *name)
828 {
829         sfx_t *sfx;
830
831         if (!snd_initialized.integer)
832                 return NULL;
833
834         if (strlen (name) >= sizeof (sfx->name))
835         {
836                 Con_Printf ("S_FindName: sound name too long (%s)\n", name);
837                 return NULL;
838         }
839
840         // Look for this sound in the list of known sfx
841         // TODO: hash table search?
842         for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
843                 if(!strcmp (sfx->name, name))
844                         return sfx;
845
846         // Add a sfx_t struct for this sound
847         sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx));
848         memset (sfx, 0, sizeof(*sfx));
849         strlcpy (sfx->name, name, sizeof (sfx->name));
850         sfx->memsize = sizeof(*sfx);
851         sfx->next = known_sfx;
852         known_sfx = sfx;
853
854         return sfx;
855 }
856
857
858 /*
859 ==================
860 S_FreeSfx
861 ==================
862 */
863 void S_FreeSfx (sfx_t *sfx, qboolean force)
864 {
865         unsigned int i;
866
867         // Never free a locked sfx unless forced
868         if (!force && (sfx->locks > 0 || (sfx->flags & SFXFLAG_PERMANENTLOCK)))
869                 return;
870
871         if (developer_loading.integer)
872                 Con_Printf ("unloading sound %s\n", sfx->name);
873
874         // Remove it from the list of known sfx
875         if (sfx == known_sfx)
876                 known_sfx = known_sfx->next;
877         else
878         {
879                 sfx_t *prev_sfx;
880
881                 for (prev_sfx = known_sfx; prev_sfx != NULL; prev_sfx = prev_sfx->next)
882                         if (prev_sfx->next == sfx)
883                         {
884                                 prev_sfx->next = sfx->next;
885                                 break;
886                         }
887                 if (prev_sfx == NULL)
888                 {
889                         Con_Printf ("S_FreeSfx: Can't find SFX %s in the list!\n", sfx->name);
890                         return;
891                 }
892         }
893
894         // Stop all channels using this sfx
895         for (i = 0; i < total_channels; i++)
896                 if (channels[i].sfx == sfx)
897                         S_StopChannel (i);
898
899         // Free it
900         if (sfx->fetcher != NULL && sfx->fetcher->free != NULL)
901                 sfx->fetcher->free (sfx->fetcher_data);
902         Mem_Free (sfx);
903 }
904
905
906 /*
907 ==================
908 S_ServerSounds
909 ==================
910 */
911 void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds)
912 {
913         sfx_t *sfx;
914         sfx_t *sfxnext;
915         unsigned int i;
916
917         // Start the ambient sounds and make them loop
918         for (i = 0; i < sizeof (ambient_sfxs) / sizeof (ambient_sfxs[0]); i++)
919         {
920                 // Precache it if it's not done (request a lock to make sure it will never be freed)
921                 if (ambient_sfxs[i] == NULL)
922                         ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, true);
923                 if (ambient_sfxs[i] != NULL)
924                 {
925                         // Add a lock to the SFX while playing. It will be
926                         // removed by S_StopAllSounds at the end of the level
927                         S_LockSfx (ambient_sfxs[i]);
928
929                         channels[i].sfx = ambient_sfxs[i];
930                         channels[i].flags |= CHANNELFLAG_FORCELOOP;
931                         channels[i].master_vol = 0;
932                 }
933         }
934
935         // Remove 1 lock from all sfx with the SFXFLAG_SERVERSOUND flag, and remove the flag
936         for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
937                 if (sfx->flags & SFXFLAG_SERVERSOUND)
938                 {
939                         S_UnlockSfx (sfx);
940                         sfx->flags &= ~SFXFLAG_SERVERSOUND;
941                 }
942
943         // Add 1 lock and the SFXFLAG_SERVERSOUND flag to each sfx in "serversound"
944         for (i = 1; i < numsounds; i++)
945         {
946                 sfx = S_FindName (serversound[i]);
947                 if (sfx != NULL)
948                 {
949                         // clear the FILEMISSING flag so that S_LoadSound will try again on a
950                         // previously missing file
951                         sfx->flags &= ~ SFXFLAG_FILEMISSING;
952                         S_LockSfx (sfx);
953                         sfx->flags |= SFXFLAG_SERVERSOUND;
954                 }
955         }
956
957         // Free all unlocked sfx
958         for (sfx = known_sfx;sfx;sfx = sfxnext)
959         {
960                 sfxnext = sfx->next;
961                 S_FreeSfx (sfx, false);
962         }
963 }
964
965
966 /*
967 ==================
968 S_PrecacheSound
969 ==================
970 */
971 sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
972 {
973         sfx_t *sfx;
974
975         if (!snd_initialized.integer)
976                 return NULL;
977
978         if (name == NULL || name[0] == 0)
979                 return NULL;
980
981         sfx = S_FindName (name);
982
983         if (sfx == NULL)
984                 return NULL;
985
986         // clear the FILEMISSING flag so that S_LoadSound will try again on a
987         // previously missing file
988         sfx->flags &= ~ SFXFLAG_FILEMISSING;
989
990         if (lock)
991                 S_LockSfx (sfx);
992
993         if (!nosound.integer && snd_precache.integer)
994                 S_LoadSound(sfx, complain);
995
996         return sfx;
997 }
998
999 /*
1000 ==================
1001 S_IsSoundPrecached
1002 ==================
1003 */
1004 qboolean S_IsSoundPrecached (const sfx_t *sfx)
1005 {
1006         return (sfx != NULL && sfx->fetcher != NULL);
1007 }
1008
1009 /*
1010 ==================
1011 S_LockSfx
1012
1013 Add a lock to a SFX
1014 ==================
1015 */
1016 void S_LockSfx (sfx_t *sfx)
1017 {
1018         sfx->locks++;
1019 }
1020
1021 /*
1022 ==================
1023 S_UnlockSfx
1024
1025 Remove a lock from a SFX
1026 ==================
1027 */
1028 void S_UnlockSfx (sfx_t *sfx)
1029 {
1030         sfx->locks--;
1031 }
1032
1033
1034 /*
1035 ==================
1036 S_BlockSound
1037 ==================
1038 */
1039 void S_BlockSound (void)
1040 {
1041         snd_blocked++;
1042 }
1043
1044
1045 /*
1046 ==================
1047 S_UnblockSound
1048 ==================
1049 */
1050 void S_UnblockSound (void)
1051 {
1052         snd_blocked--;
1053 }
1054
1055
1056 /*
1057 =================
1058 SND_PickChannel
1059
1060 Picks a channel based on priorities, empty slots, number of channels
1061 =================
1062 */
1063 channel_t *SND_PickChannel(int entnum, int entchannel)
1064 {
1065         int ch_idx;
1066         int first_to_die;
1067         int first_life_left, life_left;
1068         channel_t* ch;
1069
1070 // Check for replacement sound, or find the best one to replace
1071         first_to_die = -1;
1072         first_life_left = 0x7fffffff;
1073
1074         // entity channels try to replace the existing sound on the channel
1075         if (entchannel != 0)
1076         {
1077                 for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
1078                 {
1079                         ch = &channels[ch_idx];
1080                         if (ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) )
1081                         {
1082                                 // always override sound from same entity
1083                                 S_StopChannel (ch_idx);
1084                                 return &channels[ch_idx];
1085                         }
1086                 }
1087         }
1088
1089         // there was no channel to override, so look for the first empty one
1090         for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
1091         {
1092                 ch = &channels[ch_idx];
1093                 if (!ch->sfx)
1094                 {
1095                         // no sound on this channel
1096                         first_to_die = ch_idx;
1097                         break;
1098                 }
1099
1100                 // don't let monster sounds override player sounds
1101                 if (ch->entnum == cl.viewentity && entnum != cl.viewentity)
1102                         continue;
1103
1104                 // don't override looped sounds
1105                 if ((ch->flags & CHANNELFLAG_FORCELOOP) || ch->sfx->loopstart < ch->sfx->total_length)
1106                         continue;
1107                 life_left = ch->sfx->total_length - ch->pos;
1108
1109                 if (life_left < first_life_left)
1110                 {
1111                         first_life_left = life_left;
1112                         first_to_die = ch_idx;
1113                 }
1114         }
1115
1116         if (first_to_die == -1)
1117                 return NULL;
1118
1119         return &channels[first_to_die];
1120 }
1121
1122 /*
1123 =================
1124 SND_Spatialize
1125
1126 Spatializes a channel
1127 =================
1128 */
1129 extern cvar_t cl_gameplayfix_soundsmovewithentities;
1130 void SND_Spatialize(channel_t *ch, qboolean isstatic)
1131 {
1132         int i;
1133         vec_t dist, mastervol, intensity, vol;
1134         vec3_t source_vec;
1135
1136         // update sound origin if we know about the entity
1137         if (ch->entnum > 0 && cls.state == ca_connected && cl_gameplayfix_soundsmovewithentities.integer)
1138         {
1139                 if (ch->entnum >= 32768)
1140                 {
1141                         // TODO: sounds that follow CSQC entities?
1142                 }
1143                 else if (cl.entities[ch->entnum].state_current.active)
1144                 {
1145                         //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]);
1146                         VectorCopy(cl.entities[ch->entnum].state_current.origin, ch->origin);
1147                         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)
1148                                 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);
1149                 }
1150         }
1151
1152         mastervol = ch->master_vol;
1153         // Adjust volume of static sounds
1154         if (isstatic)
1155                 mastervol *= snd_staticvolume.value;
1156
1157         // anything coming from the view entity will always be full volume
1158         // LordHavoc: make sounds with ATTN_NONE have no spatialization
1159         if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
1160         {
1161                 for (i = 0;i < SND_LISTENERS;i++)
1162                 {
1163                         vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
1164                         ch->listener_volume[i] = (int)bound(0, vol, 255);
1165                 }
1166         }
1167         else
1168         {
1169                 // calculate stereo seperation and distance attenuation
1170                 VectorSubtract(listener_origin, ch->origin, source_vec);
1171                 dist = VectorLength(source_vec);
1172                 intensity = mastervol * (1.0 - dist * ch->dist_mult);
1173                 if (intensity > 0)
1174                 {
1175                         for (i = 0;i < SND_LISTENERS;i++)
1176                         {
1177                                 Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
1178                                 VectorNormalize(source_vec);
1179                                 vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
1180                                 ch->listener_volume[i] = (int)bound(0, vol, 255);
1181                         }
1182                 }
1183                 else
1184                         for (i = 0;i < SND_LISTENERS;i++)
1185                                 ch->listener_volume[i] = 0;
1186         }
1187 }
1188
1189
1190 // =======================================================================
1191 // Start a sound effect
1192 // =======================================================================
1193
1194 void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic)
1195 {
1196         // Initialize the channel
1197         memset (target_chan, 0, sizeof (*target_chan));
1198         VectorCopy (origin, target_chan->origin);
1199         target_chan->sfx = sfx;
1200         target_chan->flags = flags;
1201         target_chan->pos = 0; // start of the sound
1202
1203         // If it's a static sound
1204         if (isstatic)
1205         {
1206                 if (sfx->loopstart >= sfx->total_length)
1207                         Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
1208                 target_chan->dist_mult = attenuation / (64.0f * snd_soundradius.value);
1209         }
1210         else
1211                 target_chan->dist_mult = attenuation / snd_soundradius.value;
1212
1213         // Lock the SFX during play
1214         S_LockSfx (sfx);
1215
1216         // and finally, apply the volume
1217         S_SetChannelVolume(target_chan - channels, fvol);
1218 }
1219
1220
1221 int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
1222 {
1223         channel_t *target_chan, *check;
1224         int             ch_idx;
1225
1226         if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
1227                 return -1;
1228
1229         if (sfx->fetcher == NULL)
1230                 return -1;
1231
1232         // Pick a channel to play on
1233         target_chan = SND_PickChannel(entnum, entchannel);
1234         if (!target_chan)
1235                 return -1;
1236
1237         S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false);
1238         target_chan->entnum = entnum;
1239         target_chan->entchannel = entchannel;
1240
1241         SND_Spatialize(target_chan, false);
1242
1243         // if an identical sound has also been started this frame, offset the pos
1244         // a bit to keep it from just making the first one louder
1245         check = &channels[NUM_AMBIENTS];
1246         for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
1247         {
1248                 if (check == target_chan)
1249                         continue;
1250                 if (check->sfx == sfx && !check->pos)
1251                 {
1252                         // use negative pos offset to delay this sound effect
1253                         target_chan->pos += (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
1254                         break;
1255                 }
1256         }
1257
1258         return (target_chan - channels);
1259 }
1260
1261 void S_StopChannel (unsigned int channel_ind)
1262 {
1263         channel_t *ch;
1264
1265         if (channel_ind >= total_channels)
1266                 return;
1267
1268         ch = &channels[channel_ind];
1269         if (ch->sfx != NULL)
1270         {
1271                 sfx_t *sfx = ch->sfx;
1272
1273                 if (sfx->fetcher != NULL)
1274                 {
1275                         snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
1276                         if (fetcher_endsb != NULL)
1277                                 fetcher_endsb (ch->fetcher_data);
1278                 }
1279
1280                 // Remove the lock it holds
1281                 S_UnlockSfx (sfx);
1282
1283                 ch->fetcher_data = NULL;
1284                 ch->sfx = NULL;
1285         }
1286 }
1287
1288
1289 qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
1290 {
1291         if (ch_ind >= total_channels)
1292                 return false;
1293
1294         if (flag != CHANNELFLAG_FORCELOOP &&
1295                 flag != CHANNELFLAG_PAUSED &&
1296                 flag != CHANNELFLAG_FULLVOLUME)
1297                 return false;
1298
1299         if (value)
1300                 channels[ch_ind].flags |= flag;
1301         else
1302                 channels[ch_ind].flags &= ~flag;
1303
1304         return true;
1305 }
1306
1307 void S_StopSound(int entnum, int entchannel)
1308 {
1309         unsigned int i;
1310
1311         for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
1312                 if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
1313                 {
1314                         S_StopChannel (i);
1315                         return;
1316                 }
1317 }
1318
1319 extern void CDAudio_Stop(void);
1320 void S_StopAllSounds (void)
1321 {
1322         unsigned int i;
1323
1324         // TOCHECK: is this test necessary?
1325         if (snd_renderbuffer == NULL)
1326                 return;
1327
1328         // stop CD audio because it may be using a faketrack
1329         CDAudio_Stop();
1330
1331         for (i = 0; i < total_channels; i++)
1332                 S_StopChannel (i);
1333
1334         total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
1335         memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
1336
1337         // Mute the contents of the submittion buffer
1338         if (simsound || SndSys_LockRenderBuffer ())
1339         {
1340                 int clear;
1341                 size_t memsize;
1342
1343                 clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0;
1344                 memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels;
1345                 memset(snd_renderbuffer->ring, clear, memsize);
1346
1347                 if (!simsound)
1348                         SndSys_UnlockRenderBuffer ();
1349         }
1350 }
1351
1352 void S_PauseGameSounds (qboolean toggle)
1353 {
1354         unsigned int i;
1355
1356         for (i = 0; i < total_channels; i++)
1357         {
1358                 channel_t *ch;
1359
1360                 ch = &channels[i];
1361                 if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND))
1362                         S_SetChannelFlag (i, CHANNELFLAG_PAUSED, toggle);
1363         }
1364 }
1365
1366 void S_SetChannelVolume (unsigned int ch_ind, float fvol)
1367 {
1368         sfx_t *sfx = channels[ch_ind].sfx;
1369         if(sfx->volume_peak > 0)
1370         {
1371                 // Replaygain support
1372                 // Con_DPrintf("Setting volume on ReplayGain-enabled track... %f -> ", fvol);
1373                 fvol *= sfx->volume_mult;
1374                 if(fvol * sfx->volume_peak > 1)
1375                         fvol = 1 / sfx->volume_peak;
1376                 // Con_DPrintf("%f\n", fvol);
1377         }
1378         channels[ch_ind].master_vol = (int)(fvol * 255.0f);
1379 }
1380
1381
1382 /*
1383 =================
1384 S_StaticSound
1385 =================
1386 */
1387 void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
1388 {
1389         channel_t       *target_chan;
1390
1391         if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
1392                 return;
1393         if (!sfx->fetcher)
1394         {
1395                 Con_Printf ("S_StaticSound: \"%s\" hasn't been precached\n", sfx->name);
1396                 return;
1397         }
1398
1399         if (total_channels == MAX_CHANNELS)
1400         {
1401                 Con_Print("S_StaticSound: total_channels == MAX_CHANNELS\n");
1402                 return;
1403         }
1404
1405         target_chan = &channels[total_channels++];
1406         S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true);
1407
1408         SND_Spatialize (target_chan, true);
1409 }
1410
1411
1412 /*
1413 ===================
1414 S_UpdateAmbientSounds
1415 ===================
1416 */
1417 void S_UpdateAmbientSounds (void)
1418 {
1419         int                     i;
1420         int                     vol;
1421         int                     ambient_channel;
1422         channel_t       *chan;
1423         unsigned char           ambientlevels[NUM_AMBIENTS];
1424
1425         memset(ambientlevels, 0, sizeof(ambientlevels));
1426         if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint)
1427                 cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_origin, ambientlevels, sizeof(ambientlevels));
1428
1429         // Calc ambient sound levels
1430         for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
1431         {
1432                 chan = &channels[ambient_channel];
1433                 if (chan->sfx == NULL || chan->sfx->fetcher == NULL)
1434                         continue;
1435
1436                 vol = (int)ambientlevels[ambient_channel];
1437                 if (vol < 8)
1438                         vol = 0;
1439
1440                 // Don't adjust volume too fast
1441                 // FIXME: this rounds off to an int each frame, meaning there is little to no fade at extremely high framerates!
1442                 if (cl.time > cl.oldtime)
1443                 {
1444                         if (chan->master_vol < vol)
1445                         {
1446                                 chan->master_vol += (int)((cl.time - cl.oldtime) * ambient_fade.value);
1447                                 if (chan->master_vol > vol)
1448                                         chan->master_vol = vol;
1449                         }
1450                         else if (chan->master_vol > vol)
1451                         {
1452                                 chan->master_vol -= (int)((cl.time - cl.oldtime) * ambient_fade.value);
1453                                 if (chan->master_vol < vol)
1454                                         chan->master_vol = vol;
1455                         }
1456                 }
1457
1458                 for (i = 0;i < SND_LISTENERS;i++)
1459                         chan->listener_volume[i] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume);
1460         }
1461 }
1462
1463 static void S_PaintAndSubmit (void)
1464 {
1465         unsigned int newsoundtime, paintedtime, endtime, maxtime, usedframes;
1466         qboolean usesoundtimehack;
1467         static qboolean soundtimehack = true;
1468
1469         if (snd_renderbuffer == NULL || nosound.integer)
1470                 return;
1471
1472         // Update sound time
1473         usesoundtimehack = true;
1474         if (cls.timedemo) // SUPER NASTY HACK to mix non-realtime sound for more reliable benchmarking
1475                 newsoundtime = (unsigned int)((double)cl.mtime[0] * (double)snd_renderbuffer->format.speed);
1476         else if (cls.capturevideo.soundrate && !cls.capturevideo.realtime) // SUPER NASTY HACK to record non-realtime sound
1477                 newsoundtime = (unsigned int)((double)cls.capturevideo.frame * (double)snd_renderbuffer->format.speed / (double)cls.capturevideo.framerate);
1478         else if (simsound)
1479                 newsoundtime = (unsigned int)((realtime - snd_starttime) * (double)snd_renderbuffer->format.speed);
1480         else
1481         {
1482                 newsoundtime = SndSys_GetSoundTime();
1483                 usesoundtimehack = false;
1484         }
1485         // if the soundtimehack state changes we need to reset the soundtime
1486         if (soundtimehack != usesoundtimehack)
1487         {
1488                 snd_renderbuffer->startframe = snd_renderbuffer->endframe = soundtime = newsoundtime;
1489
1490                 // Mute the contents of the submission buffer
1491                 if (simsound || SndSys_LockRenderBuffer ())
1492                 {
1493                         int clear;
1494                         size_t memsize;
1495
1496                         clear = (snd_renderbuffer->format.width == 1) ? 0x80 : 0;
1497                         memsize = snd_renderbuffer->maxframes * snd_renderbuffer->format.width * snd_renderbuffer->format.channels;
1498                         memset(snd_renderbuffer->ring, clear, memsize);
1499
1500                         if (!simsound)
1501                                 SndSys_UnlockRenderBuffer ();
1502                 }
1503         }
1504         soundtimehack = usesoundtimehack;
1505
1506         if (!soundtimehack && snd_blocked > 0)
1507                 return;
1508
1509         newsoundtime += extrasoundtime;
1510         if (newsoundtime < soundtime)
1511         {
1512                 if ((cls.capturevideo.soundrate != 0) != recording_sound)
1513                 {
1514                         unsigned int additionaltime;
1515
1516                         // add some time to extrasoundtime make newsoundtime higher
1517
1518                         // The extra time must be a multiple of the render buffer size
1519                         // to avoid modifying the current position in the buffer,
1520                         // some modules write directly to a shared (DMA) buffer
1521                         additionaltime = (soundtime - newsoundtime) + snd_renderbuffer->maxframes - 1;
1522                         additionaltime -= additionaltime % snd_renderbuffer->maxframes;
1523
1524                         extrasoundtime += additionaltime;
1525                         newsoundtime += additionaltime;
1526                         Con_DPrintf("S_PaintAndSubmit: new extra sound time = %u\n",
1527                                                 extrasoundtime);
1528                 }
1529                 else if (!soundtimehack)
1530                         Con_Printf("S_PaintAndSubmit: WARNING: newsoundtime < soundtime (%u < %u)\n",
1531                                            newsoundtime, soundtime);
1532         }
1533         soundtime = newsoundtime;
1534         recording_sound = (cls.capturevideo.soundrate != 0);
1535
1536         // Check to make sure that we haven't overshot
1537         paintedtime = snd_renderbuffer->endframe;
1538         if (paintedtime < soundtime)
1539                 paintedtime = soundtime;
1540
1541         // mix ahead of current position
1542         endtime = soundtime + (unsigned int)(_snd_mixahead.value * (float)snd_renderbuffer->format.speed);
1543         usedframes = snd_renderbuffer->endframe - snd_renderbuffer->startframe;
1544         maxtime = paintedtime + snd_renderbuffer->maxframes - usedframes;
1545         endtime = min(endtime, maxtime);
1546
1547         S_PaintChannels(snd_renderbuffer, paintedtime, endtime);
1548
1549         if (simsound)
1550                 snd_renderbuffer->startframe = snd_renderbuffer->endframe;
1551         else
1552                 SndSys_Submit();
1553 }
1554
1555 /*
1556 ============
1557 S_Update
1558
1559 Called once each time through the main loop
1560 ============
1561 */
1562 void S_Update(const matrix4x4_t *listenermatrix)
1563 {
1564         unsigned int i, j, total;
1565         channel_t *ch, *combine;
1566         matrix4x4_t basematrix, rotatematrix;
1567
1568         if (snd_renderbuffer == NULL || nosound.integer)
1569                 return;
1570
1571         // If snd_swapstereo or snd_channellayout has changed, recompute the channel layout
1572         if (current_swapstereo != boolxor(snd_swapstereo.integer, v_flipped.integer) ||
1573                 current_channellayout != snd_channellayout.integer)
1574                 S_SetChannelLayout();
1575
1576         Matrix4x4_Invert_Simple(&basematrix, listenermatrix);
1577         Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin);
1578
1579         // calculate the current matrices
1580         for (j = 0;j < SND_LISTENERS;j++)
1581         {
1582                 Matrix4x4_CreateFromQuakeEntity(&rotatematrix, 0, 0, 0, 0, -snd_speakerlayout.listeners[j].yawangle, 0, 1);
1583                 Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &basematrix);
1584                 // I think this should now do this:
1585                 //   1. create a rotation matrix for rotating by e.g. -90 degrees CCW
1586                 //      (note: the matrix will rotate the OBJECT, not the VIEWER, so its
1587                 //       angle has to be taken negative)
1588                 //   2. create a transform which first rotates and moves its argument
1589                 //      into the player's view coordinates (using basematrix which is
1590                 //      an inverted "absolute" listener matrix), then applies the
1591                 //      rotation matrix for the ear
1592                 // Isn't Matrix4x4_CreateFromQuakeEntity a bit misleading because this
1593                 // does not actually refer to an entity?
1594         }
1595
1596         // update general area ambient sound sources
1597         S_UpdateAmbientSounds ();
1598
1599         combine = NULL;
1600
1601         // update spatialization for static and dynamic sounds
1602         ch = channels+NUM_AMBIENTS;
1603         for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
1604         {
1605                 if (!ch->sfx)
1606                         continue;
1607
1608                 // respatialize channel
1609                 SND_Spatialize(ch, i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS);
1610
1611                 // try to combine static sounds with a previous channel of the same
1612                 // sound effect so we don't mix five torches every frame
1613                 if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
1614                 {
1615                         // no need to merge silent channels
1616                         for (j = 0;j < SND_LISTENERS;j++)
1617                                 if (ch->listener_volume[j])
1618                                         break;
1619                         if (j == SND_LISTENERS)
1620                                 continue;
1621                         // if the last combine chosen isn't suitable, find a new one
1622                         if (!(combine && combine != ch && combine->sfx == ch->sfx))
1623                         {
1624                                 // search for one
1625                                 combine = NULL;
1626                                 for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;j < i;j++)
1627                                 {
1628                                         if (channels[j].sfx == ch->sfx)
1629                                         {
1630                                                 combine = channels + j;
1631                                                 break;
1632                                         }
1633                                 }
1634                         }
1635                         if (combine && combine != ch && combine->sfx == ch->sfx)
1636                         {
1637                                 for (j = 0;j < SND_LISTENERS;j++)
1638                                 {
1639                                         combine->listener_volume[j] += ch->listener_volume[j];
1640                                         ch->listener_volume[j] = 0;
1641                                 }
1642                         }
1643                 }
1644         }
1645
1646         sound_spatialized = true;
1647
1648         // debugging output
1649         if (snd_show.integer)
1650         {
1651                 total = 0;
1652                 ch = channels;
1653                 for (i=0 ; i<total_channels; i++, ch++)
1654                 {
1655                         if (ch->sfx)
1656                         {
1657                                 for (j = 0;j < SND_LISTENERS;j++)
1658                                         if (ch->listener_volume[j])
1659                                                 break;
1660                                 if (j < SND_LISTENERS)
1661                                         total++;
1662                         }
1663                 }
1664
1665                 Con_Printf("----(%u)----\n", total);
1666         }
1667
1668         S_PaintAndSubmit();
1669 }
1670
1671 void S_ExtraUpdate (void)
1672 {
1673         if (snd_noextraupdate.integer || !sound_spatialized)
1674                 return;
1675
1676         S_PaintAndSubmit();
1677 }
1678
1679 qboolean S_LocalSound (const char *sound)
1680 {
1681         sfx_t   *sfx;
1682         int             ch_ind;
1683
1684         if (!snd_initialized.integer || nosound.integer)
1685                 return true;
1686
1687         sfx = S_PrecacheSound (sound, true, false);
1688         if (!sfx)
1689         {
1690                 Con_Printf("S_LocalSound: can't precache %s\n", sound);
1691                 return false;
1692         }
1693
1694         // Local sounds must not be freed
1695         sfx->flags |= SFXFLAG_PERMANENTLOCK;
1696
1697         ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0);
1698         if (ch_ind < 0)
1699                 return false;
1700
1701         channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
1702         return true;
1703 }