sound direction fix (negated yaw angle), submitted by div0
[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 #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"};
64 cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1"};
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"};
87 cvar_t volume = {CVAR_SAVE, "volume", "0.7"};
88 cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1"};
89
90 cvar_t nosound = {0, "nosound", "0"};
91 cvar_t snd_precache = {0, "snd_precache", "1"};
92 cvar_t bgmbuffer = {0, "bgmbuffer", "4096"};
93 cvar_t ambient_level = {0, "ambient_level", "0.3"};
94 cvar_t ambient_fade = {0, "ambient_fade", "100"};
95 cvar_t snd_noextraupdate = {0, "snd_noextraupdate", "0"};
96 cvar_t snd_show = {0, "snd_show", "0"};
97 cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1"};
98 cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0"};
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);
209         Cmd_AddCommand("play2", S_Play2);
210         Cmd_AddCommand("playvol", S_PlayVol);
211         Cmd_AddCommand("stopsound", S_StopAllSounds);
212         Cmd_AddCommand("soundlist", S_SoundList);
213         Cmd_AddCommand("soundinfo", S_SoundInfo_f);
214         Cmd_AddCommand("snd_restart", S_Restart_f);
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         sfx = S_FindName (name);
420         if (sfx == NULL)
421                 return NULL;
422
423         if (lock)
424                 S_LockSfx (sfx);
425
426         if (!nosound.integer && snd_precache.integer)
427                 S_LoadSound(sfx, complain);
428
429         return sfx;
430 }
431
432 /*
433 ==================
434 S_LockSfx
435
436 Add a lock to a SFX
437 ==================
438 */
439 void S_LockSfx (sfx_t *sfx)
440 {
441         sfx->locks++;
442 }
443
444 /*
445 ==================
446 S_UnlockSfx
447
448 Remove a lock from a SFX
449 ==================
450 */
451 void S_UnlockSfx (sfx_t *sfx)
452 {
453         sfx->locks--;
454 }
455
456
457 //=============================================================================
458
459 /*
460 =================
461 SND_PickChannel
462
463 Picks a channel based on priorities, empty slots, number of channels
464 =================
465 */
466 channel_t *SND_PickChannel(int entnum, int entchannel)
467 {
468         int ch_idx;
469         int first_to_die;
470         int life_left;
471         channel_t* ch;
472
473 // Check for replacement sound, or find the best one to replace
474         first_to_die = -1;
475         life_left = 0x7fffffff;
476         for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
477         {
478                 ch = &channels[ch_idx];
479                 if (entchannel != 0)
480                 {
481                         // try to override an existing channel
482                         if (ch->entnum == entnum && (ch->entchannel == entchannel || entchannel == -1) )
483                         {
484                                 // always override sound from same entity
485                                 first_to_die = ch_idx;
486                                 break;
487                         }
488                 }
489                 else
490                 {
491                         if (!ch->sfx)
492                         {
493                                 // no sound on this channel
494                                 first_to_die = ch_idx;
495                                 break;
496                         }
497                 }
498
499                 if (ch->sfx)
500                 {
501                         // don't let monster sounds override player sounds
502                         if (ch->entnum == cl.viewentity && entnum != cl.viewentity)
503                                 continue;
504
505                         // don't override looped sounds
506                         if ((ch->flags & CHANNELFLAG_FORCELOOP) || ch->sfx->loopstart >= 0)
507                                 continue;
508                 }
509
510                 if (ch->end - paintedtime < life_left)
511                 {
512                         life_left = ch->end - paintedtime;
513                         first_to_die = ch_idx;
514                 }
515         }
516
517         if (first_to_die == -1)
518                 return NULL;
519
520         S_StopChannel (first_to_die);
521
522         return &channels[first_to_die];
523 }
524
525 /*
526 =================
527 SND_Spatialize
528
529 Spatializes a channel
530 =================
531 */
532 void SND_Spatialize(channel_t *ch, qboolean isstatic)
533 {
534         int i;
535         vec_t dist, mastervol, intensity, vol;
536         vec3_t source_vec;
537
538         // update sound origin if we know about the entity
539         if (ch->entnum > 0 && cls.state == ca_connected && cl_entities[ch->entnum].state_current.active)
540         {
541                 //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]);
542                 VectorCopy(cl_entities[ch->entnum].state_current.origin, ch->origin);
543                 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)
544                         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);
545         }
546
547         mastervol = ch->master_vol;
548         // Adjust volume of static sounds
549         if (isstatic)
550                 mastervol *= snd_staticvolume.value;
551
552         // anything coming from the view entity will always be full volume
553         // LordHavoc: make sounds with ATTN_NONE have no spatialization
554         if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
555         {
556                 for (i = 0;i < SND_LISTENERS;i++)
557                 {
558                         vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
559                         ch->listener_volume[i] = bound(0, vol, 255);
560                 }
561         }
562         else
563         {
564                 // calculate stereo seperation and distance attenuation
565                 VectorSubtract(listener_origin, ch->origin, source_vec);
566                 dist = VectorLength(source_vec);
567                 intensity = mastervol * (1.0 - dist * ch->dist_mult);
568                 if (intensity > 0)
569                 {
570                         for (i = 0;i < SND_LISTENERS;i++)
571                         {
572                                 Matrix4x4_Transform(&listener_matrix[i], ch->origin, source_vec);
573                                 VectorNormalize(source_vec);
574                                 vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
575                                 ch->listener_volume[i] = bound(0, vol, 255);
576                         }
577                 }
578                 else
579                         for (i = 0;i < SND_LISTENERS;i++)
580                                 ch->listener_volume[i] = 0;
581         }
582 }
583
584
585 // =======================================================================
586 // Start a sound effect
587 // =======================================================================
588
589 void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic)
590 {
591         // Initialize the channel
592         memset (target_chan, 0, sizeof (*target_chan));
593         VectorCopy (origin, target_chan->origin);
594         target_chan->master_vol = fvol * 255;
595         target_chan->sfx = sfx;
596         target_chan->end = paintedtime + sfx->total_length;
597         target_chan->lastptime = paintedtime;
598         target_chan->flags = flags;
599
600         // If it's a static sound
601         if (isstatic)
602         {
603                 if (sfx->loopstart == -1)
604                         Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
605                 target_chan->dist_mult = attenuation / (64.0f * sound_nominal_clip_dist);
606         }
607         else
608                 target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
609
610         // Lock the SFX during play
611         S_LockSfx (sfx);
612 }
613
614
615 int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
616 {
617         channel_t *target_chan, *check;
618         int             ch_idx;
619         int             skip;
620
621         if (!shm || !sfx || nosound.integer)
622                 return -1;
623         if (!sfx->fetcher)
624         {
625                 Con_DPrintf ("S_StartSound: \"%s\" hasn't been precached\n", sfx->name);
626                 return -1;
627         }
628
629         if (entnum && entnum >= cl_max_entities)
630                 CL_ExpandEntities(entnum);
631
632         // Pick a channel to play on
633         target_chan = SND_PickChannel(entnum, entchannel);
634         if (!target_chan)
635                 return -1;
636
637         S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false);
638         target_chan->entnum = entnum;
639         target_chan->entchannel = entchannel;
640
641         SND_Spatialize(target_chan, false);
642
643         // if an identical sound has also been started this frame, offset the pos
644         // a bit to keep it from just making the first one louder
645         check = &channels[NUM_AMBIENTS];
646         for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
647         {
648                 if (check == target_chan)
649                         continue;
650                 if (check->sfx == sfx && !check->pos)
651                 {
652                         skip = 0.1 * sfx->format.speed;
653                         if (skip > (int)sfx->total_length)
654                                 skip = (int)sfx->total_length;
655                         if (skip > 0)
656                                 skip = rand() % skip;
657                         target_chan->pos += skip;
658                         target_chan->end -= skip;
659                         break;
660                 }
661         }
662
663         return (target_chan - channels);
664 }
665
666 void S_StopChannel (unsigned int channel_ind)
667 {
668         channel_t *ch;
669
670         if (channel_ind >= total_channels)
671                 return;
672
673         ch = &channels[channel_ind];
674         if (ch->sfx != NULL)
675         {
676                 sfx_t *sfx = ch->sfx;
677
678                 if (sfx->fetcher != NULL)
679                 {
680                         snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
681                         if (fetcher_endsb != NULL)
682                                 fetcher_endsb (ch);
683                 }
684
685                 // Remove the lock it holds
686                 S_UnlockSfx (sfx);
687
688                 ch->sfx = NULL;
689         }
690         ch->end = 0;
691 }
692
693
694 qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
695 {
696         if (ch_ind >= total_channels)
697                 return false;
698
699         if (flag != CHANNELFLAG_FORCELOOP &&
700                 flag != CHANNELFLAG_PAUSED &&
701                 flag != CHANNELFLAG_FULLVOLUME)
702                 return false;
703
704         if (value)
705                 channels[ch_ind].flags |= flag;
706         else
707                 channels[ch_ind].flags &= ~flag;
708
709         return true;
710 }
711
712 void S_StopSound(int entnum, int entchannel)
713 {
714         unsigned int i;
715
716         for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++)
717                 if (channels[i].entnum == entnum && channels[i].entchannel == entchannel)
718                 {
719                         S_StopChannel (i);
720                         return;
721                 }
722 }
723
724 void S_StopAllSounds (void)
725 {
726         unsigned int i;
727         unsigned char *pbuf;
728
729         if (!shm)
730                 return;
731
732         for (i = 0; i < total_channels; i++)
733                 S_StopChannel (i);
734
735         total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;   // no statics
736         memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
737
738         // Clear sound buffer
739         pbuf = (unsigned char *)S_LockBuffer();
740         if (pbuf != NULL)
741         {
742                 int setsize = shm->samples * shm->format.width;
743                 int     clear = (shm->format.width == 1) ? 0x80 : 0;
744
745                 // FIXME: is it (still) true? (check with OSS and ALSA)
746                 // on i586/i686 optimized versions of glibc, glibc *wrongly* IMO,
747                 // reads the memory area before writing to it causing a seg fault
748                 // since the memory is PROT_WRITE only and not PROT_READ|PROT_WRITE
749                 //memset(shm->buffer, clear, shm->samples * shm->format.width);
750                 while (setsize--)
751                         *pbuf++ = clear;
752
753                 S_UnlockBuffer ();
754         }
755 }
756
757 void S_PauseGameSounds (qboolean toggle)
758 {
759         unsigned int i;
760
761         for (i = 0; i < total_channels; i++)
762         {
763                 channel_t *ch;
764
765                 ch = &channels[i];
766                 if (ch->sfx != NULL && ! (ch->flags & CHANNELFLAG_LOCALSOUND))
767                         S_SetChannelFlag (i, CHANNELFLAG_PAUSED, toggle);
768         }
769 }
770
771 void S_SetChannelVolume (unsigned int ch_ind, float fvol)
772 {
773         channels[ch_ind].master_vol = fvol * 255;
774 }
775
776
777 /*
778 =================
779 S_StaticSound
780 =================
781 */
782 void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
783 {
784         channel_t       *target_chan;
785
786         if (!shm || !sfx || nosound.integer)
787                 return;
788         if (!sfx->fetcher)
789         {
790                 Con_DPrintf ("S_StaticSound: \"%s\" hasn't been precached\n", sfx->name);
791                 return;
792         }
793
794         if (total_channels == MAX_CHANNELS)
795         {
796                 Con_Print("S_StaticSound: total_channels == MAX_CHANNELS\n");
797                 return;
798         }
799
800         target_chan = &channels[total_channels++];
801         S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true);
802
803         SND_Spatialize (target_chan, true);
804 }
805
806
807 //=============================================================================
808
809 /*
810 ===================
811 S_UpdateAmbientSounds
812
813 ===================
814 */
815 void S_UpdateAmbientSounds (void)
816 {
817         int                     i;
818         float           vol;
819         int                     ambient_channel;
820         channel_t       *chan;
821         unsigned char           ambientlevels[NUM_AMBIENTS];
822
823         memset(ambientlevels, 0, sizeof(ambientlevels));
824         if (cl.worldmodel && cl.worldmodel->brush.AmbientSoundLevelsForPoint)
825                 cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_origin, ambientlevels, sizeof(ambientlevels));
826
827         // Calc ambient sound levels
828         for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
829         {
830                 chan = &channels[ambient_channel];
831                 if (chan->sfx == NULL || chan->sfx->fetcher == NULL)
832                         continue;
833
834                 vol = ambientlevels[ambient_channel];
835                 if (vol < 8)
836                         vol = 0;
837
838                 // Don't adjust volume too fast
839                 if (chan->master_vol < vol)
840                 {
841                         chan->master_vol += host_realframetime * ambient_fade.value;
842                         if (chan->master_vol > vol)
843                                 chan->master_vol = vol;
844                 }
845                 else if (chan->master_vol > vol)
846                 {
847                         chan->master_vol -= host_realframetime * ambient_fade.value;
848                         if (chan->master_vol < vol)
849                                 chan->master_vol = vol;
850                 }
851
852                 for (i = 0;i < SND_LISTENERS;i++)
853                         chan->listener_volume[i] = (int)(chan->master_vol * ambient_level.value * snd_speakerlayout.listeners[i].ambientvolume);
854         }
855 }
856
857 #define SND_SPEAKERLAYOUTS 5
858 static speakerlayout_t snd_speakerlayouts[SND_SPEAKERLAYOUTS] =
859 {
860         {
861                 "surround71", 8,
862                 {
863                         {45, 0.2, 0.2, 0.5}, // front left
864                         {315, 0.2, 0.2, 0.5}, // front right
865                         {135, 0.2, 0.2, 0.5}, // rear left
866                         {225, 0.2, 0.2, 0.5}, // rear right
867                         {0, 0.2, 0.2, 0.5}, // front center
868                         {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)
869                         {90, 0.2, 0.2, 0.5}, // side left
870                         {180, 0.2, 0.2, 0.5}, // side right
871                 }
872         },
873         {
874                 "surround51", 6,
875                 {
876                         {45, 0.2, 0.2, 0.5}, // front left
877                         {315, 0.2, 0.2, 0.5}, // front right
878                         {135, 0.2, 0.2, 0.5}, // rear left
879                         {225, 0.2, 0.2, 0.5}, // rear right
880                         {0, 0.2, 0.2, 0.5}, // front center
881                         {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)
882                         {0, 0, 0, 0},
883                         {0, 0, 0, 0},
884                 }
885         },
886         {
887                 // these systems sometimes have a subwoofer as well, but it has no
888                 // channel of its own
889                 "surround40", 4,
890                 {
891                         {45, 0.3, 0.3, 0.8}, // front left
892                         {315, 0.3, 0.3, 0.8}, // front right
893                         {135, 0.3, 0.3, 0.8}, // rear left
894                         {225, 0.3, 0.3, 0.8}, // rear right
895                         {0, 0, 0, 0},
896                         {0, 0, 0, 0},
897                         {0, 0, 0, 0},
898                         {0, 0, 0, 0},
899                 }
900         },
901         {
902                 // these systems sometimes have a subwoofer as well, but it has no
903                 // channel of its own
904                 "stereo", 2,
905                 {
906                         {90, 0.5, 0.5, 1}, // side left
907                         {270, 0.5, 0.5, 1}, // side right
908                         {0, 0, 0, 0},
909                         {0, 0, 0, 0},
910                         {0, 0, 0, 0},
911                         {0, 0, 0, 0},
912                         {0, 0, 0, 0},
913                         {0, 0, 0, 0},
914                 }
915         },
916         {
917                 "mono", 1,
918                 {
919                         {0, 0, 1, 1}, // center
920                         {0, 0, 0, 0},
921                         {0, 0, 0, 0},
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                 }
928         }
929 };
930
931 /*
932 ============
933 S_Update
934
935 Called once each time through the main loop
936 ============
937 */
938 void S_Update(const matrix4x4_t *listenermatrix)
939 {
940         unsigned int i, j, total;
941         channel_t *ch, *combine;
942         matrix4x4_t basematrix, rotatematrix;
943
944         if (!snd_initialized.integer || (snd_blocked > 0) || !shm)
945                 return;
946
947         Matrix4x4_Invert_Simple(&basematrix, listenermatrix);
948         Matrix4x4_OriginFromMatrix(listenermatrix, listener_origin);
949
950         // select speaker layout
951         for (i = 0;i < SND_SPEAKERLAYOUTS - 1;i++)
952                 if (snd_speakerlayouts[i].channels == shm->format.channels)
953                         break;
954         snd_speakerlayout = snd_speakerlayouts[i];
955
956         // calculate the current matrices
957         for (j = 0;j < SND_LISTENERS;j++)
958         {
959                 Matrix4x4_CreateFromQuakeEntity(&rotatematrix, 0, 0, 0, 0, -snd_speakerlayout.listeners[j].yawangle, 0, 1);
960                 Matrix4x4_Concat(&listener_matrix[j], &rotatematrix, &basematrix);
961                 // I think this should now do this:
962                 //   1. create a rotation matrix for rotating by e.g. -90 degrees CCW
963                 //      (note: the matrix will rotate the OBJECT, not the VIEWER, so its
964                 //       angle has to be taken negative)
965                 //   2. create a transform which first rotates and moves its argument
966                 //      into the player's view coordinates (using basematrix which is
967                 //      an inverted "absolute" listener matrix), then applies the
968                 //      rotation matrix for the ear
969                 // Isn't Matrix4x4_CreateFromQuakeEntity a bit misleading because this
970                 // does not actually refer to an entity?
971         }
972
973         // update general area ambient sound sources
974         S_UpdateAmbientSounds ();
975
976         combine = NULL;
977
978         // update spatialization for static and dynamic sounds
979         ch = channels+NUM_AMBIENTS;
980         for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
981         {
982                 if (!ch->sfx)
983                         continue;
984
985                 // respatialize channel
986                 SND_Spatialize(ch, i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS);
987
988                 // try to combine static sounds with a previous channel of the same
989                 // sound effect so we don't mix five torches every frame
990                 if (i > MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
991                 {
992                         // no need to merge silent channels
993                         for (j = 0;j < SND_LISTENERS;j++)
994                                 if (ch->listener_volume[j])
995                                         break;
996                         if (j == SND_LISTENERS)
997                                 continue;
998                         // if the last combine chosen isn't suitable, find a new one
999                         if (!(combine && combine != ch && combine->sfx == ch->sfx))
1000                         {
1001                                 // search for one
1002                                 combine = NULL;
1003                                 for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;j < i;j++)
1004                                 {
1005                                         if (channels[j].sfx == ch->sfx)
1006                                         {
1007                                                 combine = channels + j;
1008                                                 break;
1009                                         }
1010                                 }
1011                         }
1012                         if (combine && combine != ch && combine->sfx == ch->sfx)
1013                         {
1014                                 for (j = 0;j < SND_LISTENERS;j++)
1015                                 {
1016                                         combine->listener_volume[j] += ch->listener_volume[j];
1017                                         ch->listener_volume[j] = 0;
1018                                 }
1019                         }
1020                 }
1021         }
1022
1023         sound_spatialized = true;
1024
1025         // debugging output
1026         if (snd_show.integer)
1027         {
1028                 total = 0;
1029                 ch = channels;
1030                 for (i=0 ; i<total_channels; i++, ch++)
1031                 {
1032                         if (ch->sfx)
1033                         {
1034                                 for (j = 0;j < SND_LISTENERS;j++)
1035                                         if (ch->listener_volume[j])
1036                                                 break;
1037                                 if (j < SND_LISTENERS)
1038                                         total++;
1039                         }
1040                 }
1041
1042                 Con_Printf("----(%u)----\n", total);
1043         }
1044
1045         S_Update_();
1046 }
1047
1048 void GetSoundtime(void)
1049 {
1050         int             samplepos;
1051         static  int             buffers;
1052         static  int             oldsamplepos;
1053         int             fullsamples;
1054
1055         fullsamples = shm->sampleframes;
1056
1057         // it is possible to miscount buffers if it has wrapped twice between
1058         // calls to S_Update.  Oh well.
1059         samplepos = SNDDMA_GetDMAPos();
1060
1061         if (samplepos < oldsamplepos)
1062         {
1063                 buffers++;                                      // buffer wrapped
1064
1065                 if (paintedtime > 0x40000000)
1066                 {       // time to chop things off to avoid 32 bit limits
1067                         buffers = 0;
1068                         paintedtime = fullsamples;
1069                         S_StopAllSounds ();
1070                 }
1071         }
1072         oldsamplepos = samplepos;
1073
1074         soundtime = buffers * fullsamples + samplepos / shm->format.channels;
1075 }
1076
1077 void S_ExtraUpdate (void)
1078 {
1079         if (snd_noextraupdate.integer || !sound_spatialized)
1080                 return;
1081
1082         S_Update_();
1083 }
1084
1085 void S_Update_(void)
1086 {
1087         unsigned        endtime;
1088
1089         if (!shm || (snd_blocked > 0))
1090                 return;
1091
1092         // Updates DMA time
1093         GetSoundtime();
1094
1095         // check to make sure that we haven't overshot
1096         if (paintedtime < soundtime)
1097                 paintedtime = soundtime;
1098
1099         // mix ahead of current position
1100         endtime = soundtime + _snd_mixahead.value * shm->format.speed;
1101         endtime = min(endtime, (unsigned int)(soundtime + shm->sampleframes));
1102
1103         S_PaintChannels (endtime);
1104
1105         SNDDMA_Submit ();
1106 }
1107
1108 /*
1109 ===============================================================================
1110
1111 console functions
1112
1113 ===============================================================================
1114 */
1115
1116 static void S_Play_Common(float fvol, float attenuation)
1117 {
1118         int     i, ch_ind;
1119         char name[MAX_QPATH];
1120         sfx_t   *sfx;
1121
1122         i = 1;
1123         while (i<Cmd_Argc())
1124         {
1125                 // Get the name
1126                 strlcpy(name, Cmd_Argv(i), sizeof(name));
1127                 if (!strrchr(name, '.'))
1128                         strlcat(name, ".wav", sizeof(name));
1129                 i++;
1130
1131                 // If we need to get the volume from the command line
1132                 if (fvol == -1.0f)
1133                 {
1134                         fvol = atof(Cmd_Argv(i));
1135                         i++;
1136                 }
1137
1138                 sfx = S_PrecacheSound (name, true, false);
1139                 if (sfx)
1140                 {
1141                         ch_ind = S_StartSound(-1, 0, sfx, listener_origin, fvol, attenuation);
1142
1143                         // Free the sfx if the file didn't exist
1144                         if (ch_ind < 0)
1145                                 S_FreeSfx (sfx, false);
1146                         else
1147                                 channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
1148                 }
1149         }
1150 }
1151
1152 void S_Play(void)
1153 {
1154         S_Play_Common (1.0f, 1.0f);
1155 }
1156
1157 void S_Play2(void)
1158 {
1159         S_Play_Common (1.0f, 0.0f);
1160 }
1161
1162 void S_PlayVol(void)
1163 {
1164         S_Play_Common (-1.0f, 0.0f);
1165 }
1166
1167 void S_SoundList(void)
1168 {
1169         unsigned int i;
1170         sfx_t   *sfx;
1171         int             size, total;
1172
1173         total = 0;
1174         for (sfx = known_sfx, i = 0; sfx != NULL; sfx = sfx->next, i++)
1175         {
1176                 if (sfx->fetcher != NULL)
1177                 {
1178                         size = (int)sfx->memsize;
1179                         total += size;
1180                         Con_Printf ("%c%c%c%c(%2db, %6s) %8i : %s\n",
1181                                                 (sfx->loopstart >= 0) ? 'L' : ' ',
1182                                                 (sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
1183                                                 (sfx->locks > 0) ? 'K' : ' ',
1184                                                 (sfx->flags & SFXFLAG_PERMANENTLOCK) ? 'P' : ' ',
1185                                                 sfx->format.width * 8,
1186                                                 (sfx->format.channels == 1) ? "mono" : "stereo",
1187                                                 size,
1188                                                 sfx->name);
1189                 }
1190                 else
1191                         Con_Printf ("    (  unknown  ) unloaded : %s\n", sfx->name);
1192         }
1193         Con_Printf("Total resident: %i\n", total);
1194 }
1195
1196
1197 qboolean S_LocalSound (const char *sound)
1198 {
1199         sfx_t   *sfx;
1200         int             ch_ind;
1201
1202         if (!snd_initialized.integer || nosound.integer)
1203                 return true;
1204
1205         sfx = S_PrecacheSound (sound, true, false);
1206         if (!sfx)
1207         {
1208                 Con_Printf("S_LocalSound: can't precache %s\n", sound);
1209                 return false;
1210         }
1211
1212         // Local sounds must not be freed
1213         sfx->flags |= SFXFLAG_PERMANENTLOCK;
1214
1215         ch_ind = S_StartSound (cl.viewentity, 0, sfx, vec3_origin, 1, 0);
1216         if (ch_ind < 0)
1217                 return false;
1218
1219         channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
1220         return true;
1221 }