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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 #if SND_LISTENERS != 8
28 #error this data only supports up to 8 channel, update it!
29 #endif
30 typedef struct listener_s
31 {
32         float yawangle;
33         float dotscale;
34         float dotbias;
35         float ambientvolume;
36 }
37 listener_t;
38 typedef struct speakerlayout_s
39 {
40         const char *name;
41         unsigned int channels;
42         listener_t listeners[SND_LISTENERS];
43 }
44 speakerlayout_t;
45
46 static speakerlayout_t snd_speakerlayout;
47
48 void S_Play(void);
49 void S_PlayVol(void);
50 void S_Play2(void);
51 void S_SoundList(void);
52 void S_Update_();
53
54
55 // =======================================================================
56 // Internal sound data & structures
57 // =======================================================================
58
59 channel_t channels[MAX_CHANNELS];
60 unsigned int total_channels;
61
62 int snd_blocked = 0;
63 cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
64 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)"};
65
66 volatile dma_t *shm = 0;
67 volatile dma_t sn;
68
69 vec3_t listener_origin;
70 matrix4x4_t listener_matrix[SND_LISTENERS];
71 vec_t sound_nominal_clip_dist=1000.0;
72 mempool_t *snd_mempool;
73
74 int soundtime;
75 int paintedtime;
76
77 // Linked list of known sfx
78 sfx_t *known_sfx = NULL;
79
80 qboolean sound_spatialized = false;
81
82 // Fake dma is a synchronous faking of the DMA progress used for
83 // isolating performance in the renderer.
84 qboolean fakedma = false;
85
86 cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
87 cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
88 cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
89
90 cvar_t nosound = {0, "nosound", "0", "disables sound"};
91 cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"};
92 //cvar_t bgmbuffer = {0, "bgmbuffer", "4096", "unused quake cvar"};
93 cvar_t ambient_level = {0, "ambient_level", "0.3", "volume of environment noises (water and wind)"};
94 cvar_t ambient_fade = {0, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"};
95 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"};
96 cvar_t snd_show = {0, "snd_show", "0", "shows some statistics about sound mixing"};
97 cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};
98 cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
99
100 // Ambient sounds
101 sfx_t* ambient_sfxs [2] = { NULL, NULL };
102 const char* ambient_names [2] = { "sound/ambience/water1.wav", "sound/ambience/wind2.wav" };
103
104
105 // ====================================================================
106 // Functions
107 // ====================================================================
108
109 void S_FreeSfx (sfx_t *sfx, qboolean force);
110
111
112 void S_SoundInfo_f(void)
113 {
114         if (!shm)
115         {
116                 Con_Print("sound system not started\n");
117                 return;
118         }
119
120         Con_Printf("%5d speakers\n", shm->format.channels);
121         Con_Printf("%5d frames\n", shm->sampleframes);
122         Con_Printf("%5d samples\n", shm->samples);
123         Con_Printf("%5d samplepos\n", shm->samplepos);
124         Con_Printf("%5d samplebits\n", shm->format.width * 8);
125         Con_Printf("%5d speed\n", shm->format.speed);
126         Con_Printf("%p dma buffer\n", shm->buffer);
127         Con_Printf("%5u total_channels\n", total_channels);
128 }
129
130
131 void S_Startup(void)
132 {
133         if (!snd_initialized.integer)
134                 return;
135
136         shm = &sn;
137         memset((void *)shm, 0, sizeof(*shm));
138
139         // create a piece of DMA memory
140         if (fakedma)
141         {
142                 shm->format.width = 2;
143                 shm->format.speed = 22050;
144                 shm->format.channels = 2;
145                 shm->sampleframes = 16384;
146                 shm->samples = shm->sampleframes * shm->format.channels;
147                 shm->samplepos = 0;
148                 shm->buffer = (unsigned char *)Mem_Alloc(snd_mempool, shm->samples * shm->format.width);
149         }
150         else
151         {
152                 if (!SNDDMA_Init())
153                 {
154                         Con_Print("S_Startup: SNDDMA_Init failed.\n");
155                         shm = NULL;
156                         sound_spatialized = false;
157                         return;
158                 }
159         }
160
161         Con_Printf("Sound format: %dHz, %d bit, %d channels\n", shm->format.speed,
162                            shm->format.width * 8, shm->format.channels);
163 }
164
165 void S_Shutdown(void)
166 {
167         if (!shm)
168                 return;
169
170         if (fakedma)
171                 Mem_Free(shm->buffer);
172         else
173                 SNDDMA_Shutdown();
174
175         shm = NULL;
176         sound_spatialized = false;
177 }
178
179 void S_Restart_f(void)
180 {
181         S_Shutdown();
182         S_Startup();
183 }
184
185 /*
186 ================
187 S_Init
188 ================
189 */
190 void S_Init(void)
191 {
192         Con_DPrint("\nSound Initialization\n");
193
194         Cvar_RegisterVariable(&volume);
195         Cvar_RegisterVariable(&bgmvolume);
196         Cvar_RegisterVariable(&snd_staticvolume);
197
198 // COMMANDLINEOPTION: Sound: -nosound disables sound (including CD audio)
199         if (COM_CheckParm("-nosound") || COM_CheckParm("-safe"))
200                 return;
201
202         snd_mempool = Mem_AllocPool("sound", 0, NULL);
203
204 // COMMANDLINEOPTION: Sound: -simsound runs sound mixing but with no output
205         if (COM_CheckParm("-simsound"))
206                 fakedma = true;
207
208         Cmd_AddCommand("play", S_Play, "play a sound at your current location (not heard by anyone else)");
209         Cmd_AddCommand("play2", S_Play2, "play a sound globally throughout the level (not heard by anyone else)");
210         Cmd_AddCommand("playvol", S_PlayVol, "play a sound at the specified volume level at your current location (not heard by anyone else)");
211         Cmd_AddCommand("stopsound", S_StopAllSounds, "silence");
212         Cmd_AddCommand("soundlist", S_SoundList, "list loaded sounds");
213         Cmd_AddCommand("soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)");
214         Cmd_AddCommand("snd_restart", S_Restart_f, "restart sound system");
215
216         Cvar_RegisterVariable(&nosound);
217         Cvar_RegisterVariable(&snd_precache);
218         Cvar_RegisterVariable(&snd_initialized);
219         Cvar_RegisterVariable(&snd_streaming);
220         //Cvar_RegisterVariable(&bgmbuffer);
221         Cvar_RegisterVariable(&ambient_level);
222         Cvar_RegisterVariable(&ambient_fade);
223         Cvar_RegisterVariable(&snd_noextraupdate);
224         Cvar_RegisterVariable(&snd_show);
225         Cvar_RegisterVariable(&_snd_mixahead);
226         Cvar_RegisterVariable(&snd_swapstereo); // for people with backwards sound wiring
227
228         Cvar_SetValueQuick(&snd_initialized, true);
229
230         known_sfx = NULL;
231
232         total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
233         memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
234
235         OGG_OpenLibrary ();
236 }
237
238
239 /*
240 ================
241 S_Terminate
242
243 Shutdown and free all resources
244 ================
245 */
246 void S_Terminate (void)
247 {
248         S_Shutdown ();
249         OGG_CloseLibrary ();
250
251         // Free all SFXs
252         while (known_sfx != NULL)
253                 S_FreeSfx (known_sfx, true);
254
255         Cvar_SetValueQuick (&snd_initialized, false);
256         Mem_FreePool (&snd_mempool);
257 }
258
259
260 // =======================================================================
261 // Load a sound
262 // =======================================================================
263
264 /*
265 ==================
266 S_FindName
267
268 ==================
269 */
270 sfx_t *S_FindName (const char *name)
271 {
272         sfx_t *sfx;
273
274         if (!snd_initialized.integer)
275                 return NULL;
276
277         if (strlen (name) >= sizeof (sfx->name))
278         {
279                 Con_Printf ("S_FindName: sound name too long (%s)\n", name);
280                 return NULL;
281         }
282
283         // Look for this sound in the list of known sfx
284         for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
285                 if(!strcmp (sfx->name, name))
286                         return sfx;
287
288         // Add a sfx_t struct for this sound
289         sfx = (sfx_t *)Mem_Alloc (snd_mempool, sizeof (*sfx));
290         memset (sfx, 0, sizeof(*sfx));
291         strlcpy (sfx->name, name, sizeof (sfx->name));
292         sfx->memsize = sizeof(*sfx);
293         sfx->next = known_sfx;
294         known_sfx = sfx;
295
296         return sfx;
297 }
298
299
300 /*
301 ==================
302 S_FreeSfx
303
304 ==================
305 */
306 void S_FreeSfx (sfx_t *sfx, qboolean force)
307 {
308         unsigned int i;
309
310         // Never free a locked sfx unless forced
311         if (!force && (sfx->locks > 0 || (sfx->flags & SFXFLAG_PERMANENTLOCK)))
312                 return;
313
314         Con_DPrintf ("S_FreeSfx: freeing %s\n", sfx->name);
315
316         // Remove it from the list of known sfx
317         if (sfx == known_sfx)
318                 known_sfx = known_sfx->next;
319         else
320         {
321                 sfx_t *prev_sfx;
322
323                 for (prev_sfx = known_sfx; prev_sfx != NULL; prev_sfx = prev_sfx->next)
324                         if (prev_sfx->next == sfx)
325                         {
326                                 prev_sfx->next = sfx->next;
327                                 break;
328                         }
329                 if (prev_sfx == NULL)
330                 {
331                         Con_Printf ("S_FreeSfx: Can't find SFX %s in the list!\n", sfx->name);
332                         return;
333                 }
334         }
335
336         // Stop all channels using this sfx
337         for (i = 0; i < total_channels; i++)
338                 if (channels[i].sfx == sfx)
339                         S_StopChannel (i);
340
341         // Free it
342         if (sfx->fetcher != NULL && sfx->fetcher->free != NULL)
343                 sfx->fetcher->free (sfx);
344         Mem_Free (sfx);
345 }
346
347
348 /*
349 ==================
350 S_ServerSounds
351
352 ==================
353 */
354 void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds)
355 {
356         sfx_t *sfx;
357         sfx_t *sfxnext;
358         unsigned int i;
359
360         // Start the ambient sounds and make them loop
361         for (i = 0; i < sizeof (ambient_sfxs) / sizeof (ambient_sfxs[0]); i++)
362         {
363                 // Precache it if it's not done (request a lock to make sure it will never be freed)
364                 if (ambient_sfxs[i] == NULL)
365                         ambient_sfxs[i] = S_PrecacheSound (ambient_names[i], false, true);
366                 if (ambient_sfxs[i] != NULL)
367                 {
368                         // Add a lock to the SFX while playing. It will be
369                         // removed by S_StopAllSounds at the end of the level
370                         S_LockSfx (ambient_sfxs[i]);
371
372                         channels[i].sfx = ambient_sfxs[i];
373                         channels[i].flags |= CHANNELFLAG_FORCELOOP;
374                         channels[i].master_vol = 0;
375                 }
376         }
377
378         // Remove 1 lock from all sfx with the SFXFLAG_SERVERSOUND flag, and remove the flag
379         for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
380                 if (sfx->flags & SFXFLAG_SERVERSOUND)
381                 {
382                         S_UnlockSfx (sfx);
383                         sfx->flags &= ~SFXFLAG_SERVERSOUND;
384                 }
385
386         // Add 1 lock and the SFXFLAG_SERVERSOUND flag to each sfx in "serversound"
387         for (i = 1; i < numsounds; i++)
388         {
389                 sfx = S_FindName (serversound[i]);
390                 if (sfx != NULL)
391                 {
392                         S_LockSfx (sfx);
393                         sfx->flags |= SFXFLAG_SERVERSOUND;
394                 }
395         }
396
397         // Free all unlocked sfx
398         for (sfx = known_sfx;sfx;sfx = sfxnext)
399         {
400                 sfxnext = sfx->next;
401                 S_FreeSfx (sfx, false);
402         }
403 }
404
405
406 /*
407 ==================
408 S_PrecacheSound
409
410 ==================
411 */
412 sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock)
413 {
414         sfx_t *sfx;
415
416         if (!snd_initialized.integer)
417                 return NULL;
418
419         if (name == NULL || name[0] == 0)
420                 return NULL;
421
422         sfx = S_FindName (name);
423         if (sfx == NULL)
424                 return NULL;
425
426         if (lock)
427                 S_LockSfx (sfx);
428
429         if (!nosound.integer && snd_precache.integer)
430                 S_LoadSound(sfx, complain);
431
432         return sfx;
433 }
434
435 /*
436 ==================
437 S_IsSoundPrecached
438 ==================
439 */
440 qboolean S_IsSoundPrecached (const sfx_t *sfx)
441 {
442         return (sfx != NULL && sfx->fetcher != NULL);
443 }
444
445 /*
446 ==================
447 S_LockSfx
448
449 Add a lock to a SFX
450 ==================
451 */
452 void S_LockSfx (sfx_t *sfx)
453 {
454         sfx->locks++;
455 }
456
457 /*
458 ==================
459 S_UnlockSfx
460
461 Remove a lock from a SFX
462 ==================
463 */
464 void S_UnlockSfx (sfx_t *sfx)
465 {
466         sfx->locks--;
467 }
468
469
470 //=============================================================================
471
472 /*
473 =================
474 SND_PickChannel
475
476 Picks a channel based on priorities, empty slots, number of channels
477 =================
478 */
479 channel_t *SND_PickChannel(int entnum, int entchannel)
480 {
481         int ch_idx;
482         int first_to_die;
483         int life_left;
484         channel_t* ch;
485
486 // Check for replacement sound, or find the best one to replace
487         first_to_die = -1;
488         life_left = 0x7fffffff;
489         for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
490         {
491                 ch = &channels[ch_idx];
492                 if (entchannel != 0)
493                 {
494                         // try to override an existing channel
495                         if (ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) )
496                         {
497                                 // always override sound from same entity
498                                 first_to_die = ch_idx;
499                                 break;
500                         }
501                 }
502                 else
503                 {
504                         if (!ch->sfx)
505                         {
506                                 // no sound on this channel
507                                 first_to_die = ch_idx;
508                                 break;
509                         }
510                 }
511
512                 if (ch->sfx)
513                 {
514                         // don't let monster sounds override player sounds
515                         if (ch->entnum == cl.viewentity && entnum != cl.viewentity)
516                                 continue;
517
518                         // don't override looped sounds
519                         if ((ch->flags & CHANNELFLAG_FORCELOOP) || ch->sfx->loopstart >= 0)
520                                 continue;
521                 }
522
523                 if (ch->end - paintedtime < life_left)
524                 {
525                         life_left = ch->end - paintedtime;
526                         first_to_die = ch_idx;
527                 }
528         }
529
530         if (first_to_die == -1)
531                 return NULL;
532
533         S_StopChannel (first_to_die);
534
535         return &channels[first_to_die];
536 }
537
538 /*
539 =================
540 SND_Spatialize
541
542 Spatializes a channel
543 =================
544 */
545 void SND_Spatialize(channel_t *ch, qboolean isstatic)
546 {
547         int i;
548         vec_t dist, mastervol, intensity, vol;
549         vec3_t source_vec;
550
551         // update sound origin if we know about the entity
552         if (ch->entnum > 0 && cls.state == ca_connected && cl.entities[ch->entnum].state_current.active)
553         {
554                 //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]);
555                 VectorCopy(cl.entities[ch->entnum].state_current.origin, ch->origin);
556                 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)
557                         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);
558         }
559
560         mastervol = ch->master_vol;
561         // Adjust volume of static sounds
562         if (isstatic)
563                 mastervol *= snd_staticvolume.value;
564
565         // anything coming from the view entity will always be full volume
566         // LordHavoc: make sounds with ATTN_NONE have no spatialization
567         if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
568         {
569                 for (i = 0;i < SND_LISTENERS;i++)
570                 {
571                         vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
572                         ch->listener_volume[i] = (int)bound(0, vol, 255);
573                 }
574         }
575         else
576         {
577                 // calculate stereo seperation and distance attenuation
578                 VectorSubtract(listener_origin, ch->origin, source_vec);
579                 dist = VectorLength(source_vec);
580                 intensity = mastervol * (1.0 - dist * ch->dist_mult);
581                 if (intensity > 0)
582                 {
583                         for (i = 0;i < SND_LISTENERS;i++)
584                         {
585                                 Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
586                                 VectorNormalize(source_vec);
587                                 vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
588                                 ch->listener_volume[i] = (int)bound(0, vol, 255);
589                         }
590                 }
591                 else
592                         for (i = 0;i < SND_LISTENERS;i++)
593                                 ch->listener_volume[i] = 0;
594         }
595 }
596
597
598 // =======================================================================
599 // Start a sound effect
600 // =======================================================================
601
602 void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic)
603 {
604         // Initialize the channel
605         memset (target_chan, 0, sizeof (*target_chan));
606         VectorCopy (origin, target_chan->origin);
607         target_chan->master_vol = (int)(fvol * 255);
608         target_chan->sfx = sfx;
609         target_chan->end = paintedtime + sfx->total_length;
610         target_chan->lastptime = paintedtime;
611         target_chan->flags = flags;
612
613         // If it's a static sound
614         if (isstatic)
615         {
616                 if (sfx->loopstart == -1)
617                         Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
618                 target_chan->dist_mult = attenuation / (64.0f * sound_nominal_clip_dist);
619         }
620         else
621                 target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
622
623         // Lock the SFX during play
624         S_LockSfx (sfx);
625 }
626
627
628 int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
629 {
630         channel_t *target_chan, *check;
631         int             ch_idx;
632         int             skip;
633
634         if (!shm || !sfx || nosound.integer)
635                 return -1;
636         if (!sfx->fetcher)
637         {
638                 Con_DPrintf ("S_StartSound: \"%s\" hasn't been precached\n", sfx->name);
639                 return -1;
640         }
641
642         if (entnum && entnum >= cl.max_entities)
643                 CL_ExpandEntities(entnum);
644
645         // Pick a channel to play on
646         target_chan = SND_PickChannel(entnum, entchannel);
647         if (!target_chan)
648                 return -1;
649
650         S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false);
651         target_chan->entnum = entnum;
652         target_chan->entchannel = entchannel;
653
654         SND_Spatialize(target_chan, false);
655
656         // if an identical sound has also been started this frame, offset the pos
657         // a bit to keep it from just making the first one louder
658         check = &channels[NUM_AMBIENTS];
659         for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
660         {
661                 if (check == target_chan)
662                         continue;
663                 if (check->sfx == sfx && !check->pos)
664                 {
665                         skip = (int)(0.1 * sfx->format.speed);
666                         if (skip > (int)sfx->total_length)
667                                 skip = (int)sfx->total_length;
668                         if (skip > 0)
669                                 skip = rand() % skip;
670                         target_chan->pos += skip;
671                         target_chan->end -= skip;
672                         break;
673                 }
674         }
675
676         return (target_chan - channels);
677 }
678
679 void S_StopChannel (unsigned int channel_ind)
680 {
681         channel_t *ch;
682
683         if (channel_ind >= total_channels)
684                 return;
685
686         ch = &channels[channel_ind];
687         if (ch->sfx != NULL)
688         {
689                 sfx_t *sfx = ch->sfx;
690
691                 if (sfx->fetcher != NULL)
692                 {
693                         snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
694                         if (fetcher_endsb != NULL)
695                                 fetcher_endsb (ch);
696                 }
697
698                 // Remove the lock it holds
699                 S_UnlockSfx (sfx);
700
701                 ch->sfx = NULL;
702         }
703         ch->end = 0;
704 }
705
706
707 qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
708 {
709         if (ch_ind >= total_channels)
710                 return false;
711
712         if (flag != CHANNELFLAG_FORCELOOP &&
713                 flag != CHANNELFLAG_PAUSED &&
714                 flag != CHANNELFLAG_FULLVOLUME)
715                 return false;
716
717         if (value)
718                 channels[ch_ind].flags |= flag;
719         else
720                 channels[ch_ind].flags &= ~flag;
721
722         return true;
723 }
724
725 void S_StopSound(int entnum, int entchannel)
726 {
727         unsigned int i;
728
729         for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
730                 if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
731                 {
732                         S_StopChannel (i);
733                         return;
734                 }
735 }
736
737 void S_StopAllSounds (void)
738 {
739         unsigned int i;
740         unsigned char *pbuf;
741
742         if (!shm)
743                 return;
744
745         for (i = 0; i < total_channels; i++)
746                 S_StopChannel (i);
747
748         total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
749         memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
750
751         // Clear sound buffer
752         pbuf = (unsigned char *)S_LockBuffer();
753         if (pbuf != NULL)
754         {
755                 int setsize = shm->samples * shm->format.width;
756                 int     clear = (shm->format.width == 1) ? 0x80 : 0;
757
758                 // FIXME: is it (still) true? (check with OSS and ALSA)
759                 // on i586/i686 optimized versions of glibc, glibc *wrongly* IMO,
760                 // reads the memory area before writing to it causing a seg fault
761                 // since the memory is PROT_WRITE only and not PROT_READ|PROT_WRITE
762                 //memset(shm->buffer, clear, shm->samples * shm->format.width);
763                 while (setsize--)
764                         *pbuf++ = clear;
765
766                 S_UnlockBuffer ();
767         }
768 }
769
770 void S_PauseGameSounds (qboolean toggle)
771 {
772         unsigned int i;
773
774         for (i = 0; i < total_channels; i++)
775         {
776                 channel_t *ch;
777
778                 ch = &channels[i];
779                 if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND))
780                         S_SetChannelFlag (i, CHANNELFLAG_PAUSED, toggle);
781         }
782 }
783
784 void S_SetChannelVolume (unsigned int ch_ind, float fvol)
785 {
786         channels[ch_ind].master_vol = (int)(fvol * 255);
787 }
788
789
790 /*
791 =================
792 S_StaticSound
793 =================
794 */
795 void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
796 {
797         channel_t       *target_chan;
798
799         if (!shm || !sfx || nosound.integer)
800                 return;
801         if (!sfx->fetcher)
802         {
803                 Con_DPrintf ("S_StaticSound: \"%s\" hasn't been precached\n", sfx->name);
804                 return;
805         }
806
807         if (total_channels == MAX_CHANNELS)
808         {
809                 Con_Print("S_StaticSound: total_channels == MAX_CHANNELS\n");
810                 return;
811         }
812
813         target_chan = &channels[total_channels++];
814         S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true);
815
816         SND_Spatialize (target_chan, true);
817 }
818
819
820 //=============================================================================
821
822 /*
823 ===================
824 S_UpdateAmbientSounds
825
826 ===================
827 */
828 void S_UpdateAmbientSounds (void)
829 {
830         int                     i;
831         int                     vol;
832         int                     ambient_channel;
833         channel_t       *chan;
834         unsigned char           ambientlevels[NUM_AMBIENTS];
835
836         memset(ambientlevels, 0, sizeof(ambientlevels));
837         if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint)
838                 cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_origin, ambientlevels, sizeof(ambientlevels));
839
840         // Calc ambient sound levels
841         for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
842         {
843                 chan = &channels[ambient_channel];
844                 if (chan->sfx == NULL || chan->sfx->fetcher == NULL)
845                         continue;
846
847                 vol = (int)ambientlevels[ambient_channel];
848                 if (vol < 8)
849                         vol = 0;
850
851                 // Don't adjust volume too fast
852                 // FIXME: this rounds off to an int each frame, meaning there is little to no fade at extremely high framerates!
853                 if (chan->master_vol < vol)
854                 {
855                         chan->master_vol += (int)(cl.realframetime * ambient_fade.value);
856                         if (chan->master_vol > vol)
857                                 chan->master_vol = vol;
858                 }
859                 else if (chan->master_vol > vol)
860                 {
861                         chan->master_vol -= (int)(cl.realframetime * ambient_fade.value);
862                         if (chan->master_vol < vol)
863                                 chan->master_vol = vol;
864                 }
865
866                 for (i = 0;i < SND_LISTENERS;i++)
867                         chan->listener_volume[i] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume);
868         }
869 }
870
871 #define SND_SPEAKERLAYOUTS 5
872 static speakerlayout_t snd_speakerlayouts[SND_SPEAKERLAYOUTS] =
873 {
874         {
875                 "surround71", 8,
876                 {
877                         {45, 0.2, 0.2, 0.5}, // front left
878                         {315, 0.2, 0.2, 0.5}, // front right
879                         {135, 0.2, 0.2, 0.5}, // rear left
880                         {225, 0.2, 0.2, 0.5}, // rear right
881                         {0, 0.2, 0.2, 0.5}, // front center
882                         {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)
883                         {90, 0.2, 0.2, 0.5}, // side left
884                         {180, 0.2, 0.2, 0.5}, // side right
885                 }
886         },
887         {
888                 "surround51", 6,
889                 {
890                         {45, 0.2, 0.2, 0.5}, // front left
891                         {315, 0.2, 0.2, 0.5}, // front right
892                         {135, 0.2, 0.2, 0.5}, // rear left
893                         {225, 0.2, 0.2, 0.5}, // rear right
894                         {0, 0.2, 0.2, 0.5}, // front center
895                         {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)
896                         {0, 0, 0, 0},
897                         {0, 0, 0, 0},
898                 }
899         },
900         {
901                 // these systems sometimes have a subwoofer as well, but it has no
902                 // channel of its own
903                 "surround40", 4,
904                 {
905                         {45, 0.3, 0.3, 0.8}, // front left
906                         {315, 0.3, 0.3, 0.8}, // front right
907                         {135, 0.3, 0.3, 0.8}, // rear left
908                         {225, 0.3, 0.3, 0.8}, // rear right
909                         {0, 0, 0, 0},
910                         {0, 0, 0, 0},
911                         {0, 0, 0, 0},
912                         {0, 0, 0, 0},
913                 }
914         },
915         {
916                 // these systems sometimes have a subwoofer as well, but it has no
917                 // channel of its own
918                 "stereo", 2,
919                 {
920                         {90, 0.5, 0.5, 1}, // side left
921                         {270, 0.5, 0.5, 1}, // side right
922                         {0, 0, 0, 0},
923                         {0, 0, 0, 0},
924                         {0, 0, 0, 0},
925                         {0, 0, 0, 0},
926                         {0, 0, 0, 0},
927                         {0, 0, 0, 0},
928                 }
929         },
930         {
931                 "mono", 1,
932                 {
933                         {0, 0, 1, 1}, // center
934                         {0, 0, 0, 0},
935                         {0, 0, 0, 0},
936                         {0, 0, 0, 0},
937                         {0, 0, 0, 0},
938                         {0, 0, 0, 0},
939                         {0, 0, 0, 0},
940                         {0, 0, 0, 0},
941                 }
942         }
943 };
944
945 /*
946 ============
947 S_Update
948
949 Called once each time through the main loop
950 ============
951 */
952 void S_Update(const matrix4x4_t *listenermatrix)
953 {
954         unsigned int i, j, total;
955         channel_t *ch, *combine;
956         matrix4x4_t basematrix, rotatematrix;
957
958         if (!snd_initialized.integer || (snd_blocked > 0) || !shm)
959                 return;
960
961         Matrix4x4_Invert_Simple(&basematrix, listenermatrix);
962         Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin);
963
964         // select speaker layout
965         for (i = 0;i < SND_SPEAKERLAYOUTS - 1;i++)
966                 if (snd_speakerlayouts[i].channels == shm->format.channels)
967                         break;
968         snd_speakerlayout = snd_speakerlayouts[i];
969
970         // calculate the current matrices
971         for (j = 0;j < SND_LISTENERS;j++)
972         {
973                 Matrix4x4_CreateFromQuakeEntity(&rotatematrix, 0, 0, 0, 0, -snd_speakerlayout.listeners[j].yawangle, 0, 1);
974                 Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &basematrix);
975                 // I think this should now do this:
976                 //   1. create a rotation matrix for rotating by e.g. -90 degrees CCW
977                 //      (note: the matrix will rotate the OBJECT, not the VIEWER, so its
978                 //       angle has to be taken negative)
979                 //   2. create a transform which first rotates and moves its argument
980                 //      into the player's view coordinates (using basematrix which is
981                 //      an inverted "absolute" listener matrix), then applies the
982                 //      rotation matrix for the ear
983                 // Isn't Matrix4x4_CreateFromQuakeEntity a bit misleading because this
984                 // does not actually refer to an entity?
985         }
986
987         // update general area ambient sound sources
988         S_UpdateAmbientSounds ();
989
990         combine = NULL;
991
992         // update spatialization for static and dynamic sounds
993         ch = channels+NUM_AMBIENTS;
994         for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
995         {
996                 if (!ch->sfx)
997                         continue;
998
999                 // respatialize channel
1000                 SND_Spatialize(ch, i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS);
1001
1002                 // try to combine static sounds with a previous channel of the same
1003                 // sound effect so we don't mix five torches every frame
1004                 if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
1005                 {
1006                         // no need to merge silent channels
1007                         for (j = 0;j < SND_LISTENERS;j++)
1008                                 if (ch->listener_volume[j])
1009                                         break;
1010                         if (j == SND_LISTENERS)
1011                                 continue;
1012                         // if the last combine chosen isn't suitable, find a new one
1013                         if (!(combine && combine != ch && combine->sfx == ch->sfx))
1014                         {
1015                                 // search for one
1016                                 combine = NULL;
1017                                 for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;j < i;j++)
1018                                 {
1019                                         if (channels[j].sfx == ch->sfx)
1020                                         {
1021                                                 combine = channels + j;
1022                                                 break;
1023                                         }
1024                                 }
1025                         }
1026                         if (combine && combine != ch && combine->sfx == ch->sfx)
1027                         {
1028                                 for (j = 0;j < SND_LISTENERS;j++)
1029                                 {
1030                                         combine->listener_volume[j] += ch->listener_volume[j];
1031                                         ch->listener_volume[j] = 0;
1032                                 }
1033                         }
1034                 }
1035         }
1036
1037         sound_spatialized = true;
1038
1039         // debugging output
1040         if (snd_show.integer)
1041         {
1042                 total = 0;
1043                 ch = channels;
1044                 for (i=0 ; i<total_channels; i++, ch++)
1045                 {
1046                         if (ch->sfx)
1047                         {
1048                                 for (j = 0;j < SND_LISTENERS;j++)
1049                                         if (ch->listener_volume[j])
1050                                                 break;
1051                                 if (j < SND_LISTENERS)
1052                                         total++;
1053                         }
1054                 }
1055
1056                 Con_Printf("----(%u)----\n", total);
1057         }
1058
1059         S_Update_();
1060 }
1061
1062 void GetSoundtime(void)
1063 {
1064         int             samplepos;
1065         static  int             buffers;
1066         static  int             oldsamplepos;
1067         int             fullsamples;
1068
1069         fullsamples = shm->sampleframes;
1070
1071         // it is possible to miscount buffers if it has wrapped twice between
1072         // calls to S_Update.  Oh well.
1073         samplepos = SNDDMA_GetDMAPos();
1074
1075         if (samplepos < oldsamplepos)
1076         {
1077                 buffers++;                                      // buffer wrapped
1078
1079                 if (paintedtime > 0x40000000)
1080                 {       // time to chop things off to avoid 32 bit limits
1081                         buffers = 0;
1082                         paintedtime = fullsamples;
1083                         S_StopAllSounds ();
1084                 }
1085         }
1086         oldsamplepos = samplepos;
1087
1088         soundtime = buffers * fullsamples + samplepos / shm->format.channels;
1089 }
1090
1091 void S_ExtraUpdate (void)
1092 {
1093         if (snd_noextraupdate.integer || !sound_spatialized)
1094                 return;
1095
1096         S_Update_();
1097 }
1098
1099 void S_Update_(void)
1100 {
1101         unsigned        endtime;
1102
1103         if (!shm || (snd_blocked > 0))
1104                 return;
1105
1106         // Updates DMA time
1107         GetSoundtime();
1108
1109         // check to make sure that we haven't overshot
1110         if (paintedtime < soundtime)
1111                 paintedtime = soundtime;
1112
1113         // mix ahead of current position
1114         endtime = soundtime + (unsigned int)(_snd_mixahead.value * shm->format.speed);
1115         endtime = min(endtime, (unsigned int)(soundtime + shm->sampleframes));
1116
1117         S_PaintChannels (endtime);
1118
1119         SNDDMA_Submit ();
1120 }
1121
1122 /*
1123 ===============================================================================
1124
1125 console functions
1126
1127 ===============================================================================
1128 */
1129
1130 static void S_Play_Common(float fvol, float attenuation)
1131 {
1132         int     i, ch_ind;
1133         char name[MAX_QPATH];
1134         sfx_t   *sfx;
1135
1136         i = 1;
1137         while (i<Cmd_Argc())
1138         {
1139                 // Get the name
1140                 strlcpy(name, Cmd_Argv(i), sizeof(name));
1141                 if (!strrchr(name, '.'))
1142                         strlcat(name, ".wav", sizeof(name));
1143                 i++;
1144
1145                 // If we need to get the volume from the command line
1146                 if (fvol == -1.0f)
1147                 {
1148                         fvol = atof(Cmd_Argv(i));
1149                         i++;
1150                 }
1151
1152                 sfx = S_PrecacheSound (name, true, false);
1153                 if (sfx)
1154                 {
1155                         ch_ind = S_StartSound(-1, 0, sfx, listener_origin, fvol, attenuation);
1156
1157                         // Free the sfx if the file didn't exist
1158                         if (ch_ind < 0)
1159                                 S_FreeSfx (sfx, false);
1160                         else
1161                                 channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
1162                 }
1163         }
1164 }
1165
1166 void S_Play(void)
1167 {
1168         S_Play_Common (1.0f, 1.0f);
1169 }
1170
1171 void S_Play2(void)
1172 {
1173         S_Play_Common (1.0f, 0.0f);
1174 }
1175
1176 void S_PlayVol(void)
1177 {
1178         S_Play_Common (-1.0f, 0.0f);
1179 }
1180
1181 void S_SoundList(void)
1182 {
1183         unsigned int i;
1184         sfx_t   *sfx;
1185         int             size, total;
1186
1187         total = 0;
1188         for (sfx = known_sfx, i = 0; sfx != NULL; sfx = sfx->next, i++)
1189         {
1190                 if (sfx->fetcher != NULL)
1191                 {
1192                         size = (int)sfx->memsize;
1193                         total += size;
1194                         Con_Printf ("%c%c%c%c(%2db, %6s) %8i : %s\n",
1195                                                 (sfx->loopstart >= 0) ? 'L' : ' ',
1196                                                 (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
1197                                                 (sfx->locks > 0) ? 'K' : ' ',
1198                                                 (sfx->flags & SFXFLAG_PERMANENTLOCK) ? 'P' : ' ',
1199                                                 sfx->format.width * 8,
1200                                                 (sfx->format.channels == 1) ? "mono" : "stereo",
1201                                                 size,
1202                                                 sfx->name);
1203                 }
1204                 else
1205                         Con_Printf ("    (  unknown  ) unloaded : %s\n", sfx->name);
1206         }
1207         Con_Printf("Total resident: %i\n", total);
1208 }
1209
1210
1211 qboolean S_LocalSound (const char *sound)
1212 {
1213         sfx_t   *sfx;
1214         int             ch_ind;
1215
1216         if (!snd_initialized.integer || nosound.integer)
1217                 return true;
1218
1219         sfx = S_PrecacheSound (sound, true, false);
1220         if (!sfx)
1221         {
1222                 Con_Printf("S_LocalSound: can't precache %s\n", sound);
1223                 return false;
1224         }
1225
1226         // Local sounds must not be freed
1227         sfx->flags |= SFXFLAG_PERMANENTLOCK;
1228
1229         ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0);
1230         if (ch_ind < 0)
1231                 return false;
1232
1233         channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
1234         return true;
1235 }