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