2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // sound.h -- client sound i/o functions
25 #define DEFAULT_SOUND_PACKET_VOLUME 255
26 #define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
32 } portable_samplepair_t;
41 qbyte data[1]; // variable sized
57 int samples; // mono samples in buffer
58 int submission_chunk; // don't mix less than this #
59 int samplepos; // in mono samples
62 unsigned char *buffer;
67 sfx_t *sfx; // sfx number
68 int leftvol; // 0-255 volume
69 int rightvol; // 0-255 volume
70 int end; // end time in global paintsamples
71 int pos; // sample position in sfx
72 int looping; // where to loop, -1 = no looping
73 int entnum; // to allow overriding a specific sound
75 vec3_t origin; // origin of sound effect
76 vec_t dist_mult; // distance multiplier (attenuation/clipK)
77 int master_vol; // 0-255 master volume
87 int dataofs; // chunk starts this many bytes from file start
91 void S_Startup (void);
92 void S_Shutdown (void);
93 void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
94 void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
95 void S_StopSound (int entnum, int entchannel);
96 void S_StopAllSounds(qboolean clear);
97 void S_ClearBuffer (void);
98 void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
99 void S_ExtraUpdate (void);
101 sfx_t *S_PrecacheSound (char *sample, int complain);
102 void S_TouchSound (char *sample);
103 void S_ClearPrecache (void);
104 void S_BeginPrecaching (void);
105 void S_EndPrecaching (void);
106 void S_PaintChannels(int endtime);
107 void S_InitPaintChannels (void);
109 // picks a channel based on priorities, empty slots, number of channels
110 channel_t *SND_PickChannel(int entnum, int entchannel);
112 // spatializes a channel
113 void SND_Spatialize(channel_t *ch);
115 // initializes cycling through a DMA buffer and returns information on it
116 qboolean SNDDMA_Init(void);
118 // gets the current DMA position
119 int SNDDMA_GetDMAPos(void);
121 // shutdown the DMA xfer.
122 void SNDDMA_Shutdown(void);
124 // ====================================================================
125 // User-setable variables
126 // ====================================================================
128 // LordHavoc: increased from 128 to 516 (4 for NUM_AMBIENTS)
129 #define MAX_CHANNELS 516
130 // LordHavoc: increased maximum sound channels from 8 to 128
131 #define MAX_DYNAMIC_CHANNELS 128
134 extern channel_t channels[MAX_CHANNELS];
135 // 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
136 // MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
137 // MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds
139 extern int total_channels;
142 // Fake dma is a synchronous faking of the DMA progress used for
143 // isolating performance in the renderer. The fakedma_updates is
144 // number of times S_Update() is called per second.
147 extern qboolean fakedma;
148 extern int fakedma_updates;
149 extern int paintedtime;
150 extern int soundtime;
151 extern vec3_t listener_origin;
152 extern vec3_t listener_forward;
153 extern vec3_t listener_right;
154 extern vec3_t listener_up;
155 extern volatile dma_t *shm;
156 extern volatile dma_t sn;
157 extern vec_t sound_nominal_clip_dist;
159 extern cvar_t loadas8bit;
160 extern cvar_t bgmvolume;
161 extern cvar_t volume;
162 extern cvar_t snd_swapstereo;
164 extern qboolean cdaudioinitialized;
165 extern qboolean snd_initialized;
167 extern int snd_blocked;
169 void S_LocalSound (char *s);
170 sfxcache_t *S_LoadSound (sfx_t *s, int complain);
172 wavinfo_t GetWavinfo (char *name, qbyte *wav, int wavlength);
174 void SND_InitScaletable (void);
175 void SNDDMA_Submit(void);
177 void S_AmbientOff (void);
178 void S_AmbientOn (void);
180 void *S_LockBuffer(void);
181 void S_UnlockBuffer(void);
183 // add some data to the tail of the rawsamples queue
184 void S_RawSamples_Enqueue(short *samples, unsigned int length);
185 // read and remove some data from the head of the rawsamples queue
186 void S_RawSamples_Dequeue(int *samples, unsigned int length);
187 // empty the rawsamples queue
188 void S_RawSamples_ClearQueue(void);
189 // returns how much more data the queue wants, or 0 if it is already full enough
190 int S_RawSamples_QueueWantsMore(void);
192 // resamples one sound buffer into another, while changing the length
193 void S_ResampleBuffer16Stereo(short *input, int inputlength, short *output, int outputlength);