/* s_main.c - sound engine Copyright (C) 2009 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "common.h" #include "sound.h" #include "client.h" #include "con_nprint.h" #include "pm_local.h" #include "platform/platform.h" // structure used for fading in and out client sound volume. struct { int start_percent; int percent; double start_time; int out_seconds; int hold_time; int in_seconds; } soundfade; poolhandle_t sndpool; qboolean snd_fade_sequence = false; // this confuses the shit out of qt creator parser // and good luck if you rely on shitty old msvc snd_globals_t snd = { .channels = (channel_t[MAX_CHANNELS]){}, .max_channels = MAX_CHANNELS, .raw_channels = (rawchan_t*[MAX_RAW_CHANNELS]){}, .max_raw_channels = MAX_RAW_CHANNELS, }; static CVAR_DEFINE( s_volume, "volume", "0.7", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "sound volume" ); CVAR_DEFINE( s_musicvolume, "MP3Volume", "1.0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "background music volume" ); static CVAR_DEFINE( s_mixahead, "_snd_mixahead", "0.12", FCVAR_FILTERABLE, "how much sound to mix ahead of time" ); static CVAR_DEFINE_AUTO( s_show, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "show playing sounds" ); CVAR_DEFINE_AUTO( s_lerping, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "apply interpolation to sound output" ); static CVAR_DEFINE( s_ambient_level, "ambient_level", "0.3", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "volume of environment noises (water and wind)" ); static CVAR_DEFINE( s_ambient_fade, "ambient_fade", "1000", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "rate of volume fading when client is moving" ); CVAR_DEFINE_AUTO( snd_mute_losefocus, "1", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "silence the audio when game window loses focus" ); CVAR_DEFINE_AUTO( s_test, "0", 0, "engine developer cvar for quick testing new features" ); CVAR_DEFINE_AUTO( s_samplecount, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "sample count (0 for default value)" ); CVAR_DEFINE_AUTO( s_warn_late_precache, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "warn about late precached sounds on client-side" ); /* ============================================================================= SOUNDS PROCESSING ============================================================================= */ static int S_AdjustLoopedSamplePosition( const wavdata_t *source, int current_sample, qboolean enable_looping ) { // check if looping is enabled and we've exceeeded the sample boundary if( enable_looping && FBitSet( source->flags, SOUND_LOOPED ) && current_sample >= source->samples ) { // adjust position relative to loop start current_sample -= source->loop_start; // apply modulo to wrap within loop bounds int loop_range = source->samples - source->loop_start; if( loop_range > 0 ) current_sample = source->loop_start + ( current_sample % loop_range ); } return current_sample; } int S_RetrieveAudioSamples( const wavdata_t *source, const void **output_buffer, int start_position, int num_samples, qboolean enable_looping ) { // handle looping start_position = S_AdjustLoopedSamplePosition( source, start_position, enable_looping ); // calculate how many samples are available from current position int available_samples = Q_max( 0, source->samples - start_position ); // limit requested samples to available samples if( num_samples > available_samples ) num_samples = available_samples; // if none, exit early if( num_samples <= 0 ) return 0; // calculate the size of each sample frame int frame_size = Q_max( 1, source->width * source->channels ); // convert sample position to byte offset start_position *= frame_size; *output_buffer = source->buffer + start_position; return num_samples; } /* ================= S_GetMasterVolume ================= */ float S_GetMasterVolume( void ) { float scale = 1.0f; if( host.status == HOST_NOFOCUS && snd_mute_losefocus.value != 0.0f ) { // we return zero volume to keep sounds running return 0.0f; } // apparently goldsrc doesn't care about soundfade // despite this, let's keep support for it if( cls.key_dest != key_menu && soundfade.percent != 0 ) { scale = soundfade.percent / 100.f; scale = bound( 0.0f, scale, 1.0f ); scale = 1.0f - scale; } return s_volume.value * scale; } /* ================= S_SoundFade ================= */ void S_SoundFade( int fade_percent, int hold_time, int fade_out_seconds, int fade_in_seconds ) { soundfade.start_percent = fade_percent; soundfade.hold_time = hold_time; soundfade.out_seconds = fade_out_seconds; soundfade.in_seconds = fade_in_seconds; soundfade.start_time = host.realtime; } /* ================= S_IsClient ================= */ static qboolean S_IsClient( int entnum ) { return entnum == snd.entnum; } /* ================= S_NotifyChannelUpdate ================= */ static void S_NotifyChannelUpdate( int ch_idx, const channel_t *ch, sound_t handle ) { if( !clgame.soundFuncs.pfnS_UpdateChannel ) return; clgame.soundFuncs.pfnS_UpdateChannel( ch_idx, ch, handle ); } // free channel so that it may be allocated by the // next request to play a sound. If sound is a // word in a sentence, release the sentence. // Works for static, dynamic, sentence and stream sounds /* ================= S_FreeChannel ================= */ void S_FreeChannel( channel_t *ch ) { S_NotifyChannelUpdate( ch - snd.channels, NULL, -1 ); // free the currently loaded word's audio cache before nuking the channel if( ch->words ) VOX_FreeWord( ch ); ch->sfx = NULL; ch->name[0] = '\0'; ch->flags = 0; ch->forced_end = ch->sample = 0.0; ch->data = NULL; Mem_Free2( &ch->words ); SND_CloseMouth( ch ); } /* ================= S_NotifyRawChannelUpdate ================= */ static void S_NotifyRawChannelUpdate( int raw_idx, rawchan_t *ch ) { if( !clgame.soundFuncs.pfnS_UpdateRawChannel ) return; clgame.soundFuncs.pfnS_UpdateRawChannel( raw_idx, ch ); } /* ================= S_UpdateSoundFade ================= */ static void S_UpdateSoundFade( void ) { if( host.realtime < soundfade.in_seconds + soundfade.out_seconds + soundfade.hold_time + soundfade.start_time ) { float f = host.realtime - soundfade.start_time; if( soundfade.out_seconds && ( f < soundfade.out_seconds )) { soundfade.percent = soundfade.start_percent * ( f / soundfade.out_seconds ); } else if ( f >= soundfade.hold_time + soundfade.out_seconds ) { f = f - ( soundfade.hold_time + soundfade.out_seconds ); soundfade.percent = soundfade.start_percent * ( 1.0f - f / (float)soundfade.out_seconds ); } else { soundfade.percent = soundfade.start_percent; } if( snd_fade_sequence ) { S_MusicFade( soundfade.percent ); if( soundfade.percent >= 100 ) { S_StopAllSounds( false ); S_StopBackgroundTrack(); snd_fade_sequence = false; } } } else { soundfade.percent = 0; } } /* ================= SND_FStreamIsPlaying Select a channel from the dynamic channel allocation area. For the given entity, override any other sound playing on the same channel (see code comments below for exceptions). ================= */ static qboolean SND_FStreamIsPlaying( sfx_t *sfx ) { for( int i = NUM_AMBIENTS; i < MAX_DYNAMIC_CHANNELS; i++ ) { if( snd.channels[i].sfx == sfx ) return true; } return false; } /* ================= SND_GetChannelTimeLeft TODO: this function needs to be removed after whole sound subsystem rewrite ================= */ static int SND_GetChannelTimeLeft( const channel_t *ch ) { int remaining; if( FBitSet( ch->flags, FL_CHAN_FINISHED ) || !ch->sfx || !ch->sfx->cache ) return 0; if( ch->words ) // sentences are special, count all remaining words { int i; if( FBitSet( ch->flags, FL_CHAN_SENTENCE_FINISHED ) ) return 0; // current word remaining = ch->forced_end - ch->sample; // here we count all remaining words, stopping if no sfx or sound file is available // see VOX_LoadWord for( i = ch->word_index + 1; i < CVOXWORDMAX; i++ ) { wavdata_t *sc; int end; // don't continue with broken sentences if( !ch->words[i].sfx ) break; if( !( sc = S_LoadSound( ch->words[i].sfx ))) break; end = ch->words[i].end; if( end ) remaining += sc->samples * 0.01f * end; else remaining += sc->samples; } } else { int samples = ch->sfx->cache->samples; int curpos = S_AdjustLoopedSamplePosition( ch->sfx->cache, ch->sample, FBitSet( ch->flags, FL_CHAN_USE_LOOP )); remaining = bound( 0, samples - curpos, samples ); } return remaining; } /* ================= SND_PickDynamicChannel Select a channel from the dynamic channel allocation area. For the given entity, override any other sound playing on the same channel (see code comments below for exceptions). ================= */ channel_t *SND_PickDynamicChannel( int entnum, int channel, sfx_t *sfx, qboolean *ignore ) { int ch_idx; int first_to_die; int life_left; int timeleft; // check for replacement sound, or find the best one to replace first_to_die = -1; life_left = 0x7fffffff; if( ignore ) *ignore = false; if( channel == CHAN_STREAM && SND_FStreamIsPlaying( sfx )) { if( ignore ) *ignore = true; return NULL; } for( ch_idx = NUM_AMBIENTS; ch_idx < MAX_DYNAMIC_CHANNELS; ch_idx++ ) { channel_t *ch = &snd.channels[ch_idx]; // Never override a streaming sound that is currently playing or // voice over IP data that is playing or any sound on CHAN_VOICE( acting ) if( ch->sfx && ( ch->entchannel == CHAN_STREAM )) continue; if( channel != CHAN_AUTO && ch->entnum == entnum && ( ch->entchannel == channel || channel == -1 )) { // always override sound from same entity first_to_die = ch_idx; break; } // don't let monster sounds override player sounds if( ch->sfx && S_IsClient( ch->entnum ) && !S_IsClient( entnum )) continue; // try to pick the sound with the least amount of data left to play timeleft = SND_GetChannelTimeLeft( ch ); if( timeleft < life_left ) { life_left = timeleft; first_to_die = ch_idx; } } if( first_to_die == -1 ) return NULL; if( snd.channels[first_to_die].sfx ) { // don't restart looping sounds for the same entity wavdata_t *sc = snd.channels[first_to_die].sfx->cache; if( sc && FBitSet( sc->flags, SOUND_LOOPED )) { channel_t *ch = &snd.channels[first_to_die]; if( ch->entnum == entnum && ch->entchannel == channel && ch->sfx == sfx ) { if( ignore ) *ignore = true; // same looping sound, same ent, same channel, don't restart the sound return NULL; } } // be sure and release previous channel if sentence. S_FreeChannel( &( snd.channels[first_to_die] )); } return &snd.channels[first_to_die]; } /* ===================== SND_PickStaticChannel Pick an empty channel from the static sound area, or allocate a new channel. Only fails if we're at max_channels (128!!!) or if we're trying to allocate a channel for a stream sound that is already playing. ===================== */ channel_t *SND_PickStaticChannel( const vec3_t pos, sfx_t *sfx ) { channel_t *ch = NULL; int i; // check for replacement sound, or find the best one to replace for( i = MAX_DYNAMIC_CHANNELS; i < snd.total_channels; i++ ) { if( snd.channels[i].sfx == NULL ) break; if( VectorCompare( pos, snd.channels[i].origin ) && snd.channels[i].sfx == sfx ) break; } if( i < snd.total_channels ) { // reuse an empty static sound channel ch = &snd.channels[i]; } else { // no empty slots, alloc a new static sound channel if( snd.total_channels == snd.max_channels ) { Con_DPrintf( S_ERROR "%s: no free channels\n", __func__ ); return NULL; } // get a channel for the static sound ch = &snd.channels[snd.total_channels]; snd.total_channels++; } return ch; } static qboolean S_MaybeAlterChannel( channel_t *ch, int entnum, int entchannel, int flags, const sfx_t *sfx, int pitch, int vol ) { if( !ch->sfx ) return false; if( ch->entnum != entnum ) return false; // if no sfx passed, check if it's a sentence if( !sfx ) { if( !ch->words ) return false; } else { if( ch->sfx != sfx ) return false; } if( ch->entchannel != entchannel ) return false; if( FBitSet( flags, SND_STOP )) { S_FreeChannel( ch ); return true; } if( FBitSet( flags, SND_CHANGE_PITCH )) ch->basePitch = pitch; if( FBitSet( flags, SND_CHANGE_VOL )) ch->master_vol = vol; return true; } /* ================= S_AlterChannel search through all channels for a channel that matches this soundsource, entchannel and sfx, and perform alteration on channel as indicated by 'flags' parameter. If shut down request and sfx contains a sentence name, shut off the sentence. returns TRUE if sound was altered, returns FALSE if sound was not found (sound is not playing) ================= */ static int S_AlterChannel( int entnum, int channel, const sfx_t *sfx, int vol, int pitch, int flags ) { // This is a sentence name. // For sentences: assume that the entity is only playing one sentence // at a time, so we can just shut off // any channel that has ch->is_sentence >= 0 and matches the entnum. qboolean is_sentence = S_TestSoundChar( sfx->name, '!' ); for( int i = NUM_AMBIENTS; i < snd.total_channels; i++ ) { channel_t *ch = &snd.channels[i]; if( S_MaybeAlterChannel( ch, entnum, channel, flags, is_sentence ? NULL : sfx, pitch, vol )) return true; } // channel not found return false; } /* ================= S_SpatializeChannel ================= */ static void S_SpatializeChannel( short *left_vol, short *right_vol, int master_vol, float dot, float dist ) { float scale; // add in distance effect scale = ( 1.0f - dist ) * ( 1.0f + dot ); float rvol = round( master_vol * scale ); scale = ( 1.0f - dist ) * ( 1.0f - dot ); float lvol = round( master_vol * scale ); *right_vol = (int)( bound( 0.0f, rvol, 255.0f )); *left_vol = (int)( bound( 0.0f, lvol, 255.0f )); } /* ================= SND_Spatialize ================= */ static void SND_Spatialize( channel_t *ch ) { if( clgame.soundFuncs.pfnS_Spatialize ) { clgame.soundFuncs.pfnS_Spatialize( ch ); return; } // anything coming from the view entity will allways be full volume if( S_IsClient( ch->entnum )) { ch->leftvol = ch->master_vol; ch->rightvol = ch->master_vol; // if playing a word, set volume VOX_SetChanVol( ch ); return; } if( !FBitSet( ch->flags, FL_CHAN_STATIC_SOUND )) { if( !CL_GetEntitySpatialization( ch )) { // origin is null and entity not exist on client ch->leftvol = ch->rightvol = 0; return; } } // source_vec is vector from listener to sound source // player sounds come from 1' in front of player vec3_t source_vec; VectorSubtract( ch->origin, snd.origin, source_vec ); // normalize source_vec and get distance from listener to source float dist = VectorNormalizeLength( source_vec ); float dot = DotProduct( snd.right, source_vec ); if( !FBitSet( host.bugcomp, BUGCOMP_SPATIALIZE_SOUND_WITH_ATTN_NONE )) { // don't pan sounds with no attenuation if( ch->dist_mult <= 0.0f ) dot = 0.0f; } // fill out channel volumes for single location S_SpatializeChannel( &ch->leftvol, &ch->rightvol, ch->master_vol, dot, dist * ch->dist_mult ); // if playing a word, set volume VOX_SetChanVol( ch ); } /* ==================== S_StartSound Start a sound effect for the given entity on the given channel (ie; voice, weapon etc). Try to grab a channel out of the 8 dynamic spots available. Currently used for looping sounds, streaming sounds, sentences, and regular entity sounds. NOTE: volume is 0.0 - 1.0 and attenuation is 0.0 - 1.0 when passed in. Pitch changes playback pitch of wave by % above or below 100. Ignored if pitch == 100 NOTE: it's not a good idea to play looping sounds through StartDynamicSound, because if the looping sound starts out of range, or is bumped from the buffer by another sound it will never be restarted. Use StartStaticSound (pass CHAN_STATIC to EMIT_SOUND or SV_StartSound. ==================== */ void S_StartSound( const vec3_t pos, int ent, int chan, sound_t handle, float fvol, float attn, int pitch, int flags ) { wavdata_t *pSource; sfx_t *sfx = NULL; channel_t *target_chan, *check; int vol, ch_idx; qboolean bIgnore = false; if( !snd.initialized ) return; sfx = S_GetSfxByHandle( handle ); if( !sfx ) return; vol = bound( 0, fvol * 255, 255 ); if( pitch <= 1 ) pitch = PITCH_NORM; // Invasion issues if( flags & ( SND_STOP|SND_CHANGE_VOL|SND_CHANGE_PITCH )) { if( S_AlterChannel( ent, chan, sfx, vol, pitch, flags )) return; if( flags & SND_STOP ) return; // fall through - if we're not trying to stop the sound, // and we didn't find it (it's not playing), go ahead and start it up } if( !pos ) pos = refState.vieworg; if( chan == CHAN_STREAM ) SetBits( flags, SND_STOP_LOOPING ); // pick a channel to play on if( chan == CHAN_STATIC ) target_chan = SND_PickStaticChannel( pos, sfx ); else target_chan = SND_PickDynamicChannel( ent, chan, sfx, &bIgnore ); if( !target_chan ) { if( !bIgnore ) Con_DPrintf( S_ERROR "dropped sound \"" DEFAULT_SOUNDPATH "%s\"\n", sfx->name ); return; } // spatialize memset( target_chan, 0, sizeof( *target_chan )); VectorCopy( pos, target_chan->origin ); if( ent == 0 ) SetBits( target_chan->flags, FL_CHAN_STATIC_SOUND ); if( !FBitSet( flags, SND_STOP_LOOPING )) SetBits( target_chan->flags, FL_CHAN_USE_LOOP ); if( FBitSet( flags, SND_LOCALSOUND )) SetBits( target_chan->flags, FL_CHAN_LOCAL_SOUND ); target_chan->dist_mult = (attn / SND_CLIP_DISTANCE); target_chan->master_vol = vol; target_chan->entnum = ent; target_chan->entchannel = chan; target_chan->basePitch = pitch; target_chan->sfx = sfx; pSource = NULL; if( S_TestSoundChar( sfx->name, '!' )) { // this is a sentence // link all words and load the first word // NOTE: sentence names stored in the cache lookup are // prepended with a '!'. Sentence names stored in the // sentence file do not have a leading '!'. VOX_LoadSound( target_chan, S_SkipSoundChar( sfx->name )); Q_strncpy( target_chan->name, sfx->name, sizeof( target_chan->name )); sfx = target_chan->sfx; if( sfx ) pSource = sfx->cache; } else { // regular or streamed sound fx pSource = S_LoadSound( sfx ); target_chan->name[0] = '\0'; } if( !pSource ) { S_FreeChannel( target_chan ); return; } SND_Spatialize( target_chan ); // If a client can't hear a sound when they FIRST receive the StartSound message, // the client will never be able to hear that sound. This is so that out of // range sounds don't fill the playback buffer. For streaming sounds, we bypass this optimization. if( !target_chan->leftvol && !target_chan->rightvol ) { // looping sounds don't use this optimization because they should stick around until they're killed. if( !sfx->cache || !FBitSet( sfx->cache->flags, SOUND_LOOPED )) { // if this is a streaming sound, play the whole thing. if( chan != CHAN_STREAM ) { S_FreeChannel( target_chan ); return; // not audible at all } } } S_NotifyChannelUpdate( target_chan - snd.channels, target_chan, handle ); // Init client entity mouth movement vars SND_InitMouth( ent, chan ); } /* ==================== S_RestoreSound Restore a sound effect for the given entity on the given channel ==================== */ void S_RestoreSound( const vec3_t pos, int ent, int chan, sound_t handle, float fvol, float attn, int pitch, int flags, double sample, double end, int wordIndex ) { wavdata_t *pSource; sfx_t *sfx = NULL; channel_t *target_chan; qboolean bIgnore = false; int vol; if( !snd.initialized ) return; sfx = S_GetSfxByHandle( handle ); if( !sfx ) return; vol = bound( 0, fvol * 255, 255 ); if( pitch <= 1 ) pitch = PITCH_NORM; // Invasion issues // pick a channel to play on if( chan == CHAN_STATIC ) target_chan = SND_PickStaticChannel( pos, sfx ); else target_chan = SND_PickDynamicChannel( ent, chan, sfx, &bIgnore ); if( !target_chan ) { if( !bIgnore ) Con_DPrintf( S_ERROR "dropped sound \"" DEFAULT_SOUNDPATH "%s\"\n", sfx->name ); return; } // spatialize memset( target_chan, 0, sizeof( *target_chan )); VectorCopy( pos, target_chan->origin ); if( ent == 0 ) SetBits( target_chan->flags, FL_CHAN_STATIC_SOUND ); if( !FBitSet( flags, SND_STOP_LOOPING )) SetBits( target_chan->flags, FL_CHAN_USE_LOOP ); if( FBitSet( flags, SND_LOCALSOUND )) SetBits( target_chan->flags, FL_CHAN_LOCAL_SOUND ); target_chan->dist_mult = (attn / SND_CLIP_DISTANCE); target_chan->master_vol = vol; target_chan->entnum = ent; target_chan->entchannel = chan; target_chan->basePitch = pitch; target_chan->sfx = sfx; pSource = NULL; if( S_TestSoundChar( sfx->name, '!' )) { // this is a sentence // link all words and load the first word // NOTE: sentence names stored in the cache lookup are // prepended with a '!'. Sentence names stored in the // sentence file do not have a leading '!'. VOX_LoadSound( target_chan, S_SkipSoundChar( sfx->name )); Q_strncpy( target_chan->name, sfx->name, sizeof( target_chan->name )); // not a first word in sentence! if( wordIndex != 0 ) { VOX_FreeWord( target_chan ); // release first loaded word target_chan->word_index = wordIndex; // restore current word VOX_LoadWord( target_chan ); if( !FBitSet( target_chan->flags, FL_CHAN_SENTENCE_FINISHED )) { target_chan->sfx = target_chan->words[target_chan->word_index].sfx; sfx = target_chan->sfx; pSource = sfx->cache; } } else { sfx = target_chan->sfx; if( sfx ) pSource = sfx->cache; } } else { // regular or streamed sound fx pSource = S_LoadSound( sfx ); target_chan->name[0] = '\0'; } if( !pSource ) { S_FreeChannel( target_chan ); return; } SND_Spatialize( target_chan ); // NOTE: first spatialization may be failed because listener position is invalid at this time // so we should keep all sounds an actual and waiting for player spawn. // apply the sample offests target_chan->sample = sample; target_chan->forced_end = end; S_NotifyChannelUpdate( target_chan - snd.channels, target_chan, handle ); // Init client entity mouth movement vars SND_InitMouth( ent, chan ); } /* ================= S_AmbientSound Start playback of a sound, loaded into the static portion of the channel array. Currently, this should be used for looping ambient sounds, looping sounds that should not be interrupted until complete, non-creature sentences, and one-shot ambient streaming sounds. Can also play 'regular' sounds one-shot, in case designers want to trigger regular game sounds. Pitch changes playback pitch of wave by % above or below 100. Ignored if pitch == 100 NOTE: volume is 0.0 - 1.0 and attenuation is 0.0 - 1.0 when passed in. ================= */ void S_AmbientSound( const vec3_t pos, int ent, sound_t handle, float fvol, float attn, int pitch, int flags ) { channel_t *ch; wavdata_t *pSource = NULL; sfx_t *sfx = NULL; int vol, fvox = 0; if( !snd.initialized ) return; sfx = S_GetSfxByHandle( handle ); if( !sfx ) return; vol = bound( 0, fvol * 255, 255 ); if( pitch <= 1 ) pitch = PITCH_NORM; // Invasion issues if( flags & (SND_STOP|SND_CHANGE_VOL|SND_CHANGE_PITCH)) { if( S_AlterChannel( ent, CHAN_STATIC, sfx, vol, pitch, flags )) return; if( flags & SND_STOP ) return; } // pick a channel to play on from the static area ch = SND_PickStaticChannel( pos, sfx ); if( !ch ) return; VectorCopy( pos, ch->origin ); ch->entnum = ent; CL_GetEntitySpatialization( ch ); if( S_TestSoundChar( sfx->name, '!' )) { // this is a sentence. link words to play in sequence. // NOTE: sentence names stored in the cache lookup are // prepended with a '!'. Sentence names stored in the // sentence file do not have a leading '!'. // link all words and load the first word VOX_LoadSound( ch, S_SkipSoundChar( sfx->name )); Q_strncpy( ch->name, sfx->name, sizeof( ch->name )); sfx = ch->sfx; if( sfx ) pSource = sfx->cache; fvox = 1; } else { // load regular or stream sound pSource = S_LoadSound( sfx ); ch->sfx = sfx; ch->name[0] = '\0'; } if( !pSource ) { S_FreeChannel( ch ); return; } pitch *= (sys_timescale.value + 1) / 2; // never update positions if source entity is 0 if( ent == 0 ) SetBits( ch->flags, FL_CHAN_STATIC_SOUND ); else ClearBits( ch->flags, FL_CHAN_STATIC_SOUND ); if( !FBitSet( flags, SND_STOP_LOOPING )) SetBits( ch->flags, FL_CHAN_USE_LOOP ); else ClearBits( ch->flags, FL_CHAN_USE_LOOP ); if( FBitSet( flags, SND_LOCALSOUND )) SetBits( ch->flags, FL_CHAN_LOCAL_SOUND ); else ClearBits( ch->flags, FL_CHAN_LOCAL_SOUND ); ch->master_vol = vol; ch->dist_mult = (attn / SND_CLIP_DISTANCE); ch->entchannel = CHAN_STATIC; ch->basePitch = pitch; S_NotifyChannelUpdate( ch - snd.channels, ch, handle ); SND_Spatialize( ch ); } /* ================== S_StartLocalSound ================== */ void S_StartLocalSound( const char *name, float volume, qboolean reliable ) { sound_t sfxHandle; int flags = (SND_LOCALSOUND|SND_STOP_LOOPING); int channel = CHAN_AUTO; if( reliable ) channel = CHAN_STATIC; if( !snd.initialized ) return; sfxHandle = S_RegisterSound( name ); S_StartSound( NULL, snd.entnum, channel, sfxHandle, volume, ATTN_NONE, PITCH_NORM, flags ); } /* ================== S_GetCurrentStaticSounds grab all static sounds playing at current channel ================== */ int S_GetCurrentStaticSounds( soundlist_t *pout, int size ) { int sounds_left = size; if( !snd.initialized ) return 0; for( int i = MAX_DYNAMIC_CHANNELS; i < snd.total_channels && sounds_left; i++ ) { const channel_t *ch = &snd.channels[i]; if( ch->entchannel != CHAN_STATIC || !ch->sfx || !ch->sfx->name[0] ) continue; if( ch->words && ch->name[0] ) Q_strncpy( pout->name, ch->name, sizeof( pout->name )); else Q_strncpy( pout->name, ch->sfx->name, sizeof( pout->name )); pout->entnum = ch->entnum; VectorCopy( ch->origin, pout->origin ); pout->volume = (float)ch->master_vol / 255.0f; pout->attenuation = ch->dist_mult * SND_CLIP_DISTANCE; pout->looping = ( FBitSet( ch->flags, FL_CHAN_USE_LOOP ) && FBitSet( ch->sfx->cache->flags, SOUND_LOOPED )); pout->pitch = ch->basePitch; pout->channel = ch->entchannel; pout->wordIndex = ch->word_index; pout->samplePos = ch->sample; pout->forcedEnd = ch->forced_end; sounds_left--; pout++; } return ( size - sounds_left ); } /* ================== S_GetCurrentStaticSounds grab all static sounds playing at current channel ================== */ int S_GetCurrentDynamicSounds( soundlist_t *pout, int size ) { int sounds_left = size; int i, looped; if( !snd.initialized ) return 0; for( i = 0; i < snd.max_channels && sounds_left; i++ ) { const channel_t *ch = &snd.channels[i]; if( !ch->sfx || !ch->sfx->name[0] || !Q_stricmp( ch->sfx->name, "*default" )) continue; // don't serialize default sounds looped = ( FBitSet( ch->flags, FL_CHAN_USE_LOOP ) && FBitSet( ch->sfx->cache->flags, SOUND_LOOPED )); if( ch->entchannel == CHAN_STATIC && looped && !Host_IsQuakeCompatible()) continue; // never serialize static looped sounds. It will be restoring in game code if( ch->words && ch->name[0] ) Q_strncpy( pout->name, ch->name, sizeof( pout->name )); else Q_strncpy( pout->name, ch->sfx->name, sizeof( pout->name )); pout->entnum = (ch->entnum < 0) ? 0 : ch->entnum; VectorCopy( ch->origin, pout->origin ); pout->volume = (float)ch->master_vol / 255.0f; pout->attenuation = ch->dist_mult * SND_CLIP_DISTANCE; pout->pitch = ch->basePitch; pout->channel = ch->entchannel; pout->wordIndex = ch->word_index; pout->samplePos = ch->sample; pout->forcedEnd = ch->forced_end; pout->looping = looped; sounds_left--; pout++; } return ( size - sounds_left ); } /* =================== S_InitAmbientChannels =================== */ static void S_InitAmbientChannels( void ) { for( int i = 0; i < NUM_AMBIENTS; i++ ) { channel_t *ch = &snd.channels[i]; SetBits( ch->flags, FL_CHAN_USE_LOOP | FL_CHAN_STATIC_SOUND ); ch->entchannel = CHAN_STATIC; ch->dist_mult = (ATTN_NONE / SND_CLIP_DISTANCE); ch->basePitch = PITCH_NORM; } } /* =================== S_UpdateAmbientSounds =================== */ static void S_UpdateAmbientSounds( void ) { int ambient_channel; if( !snd.have_ambient_sfx ) return; // calc ambient sound levels if( !cl.worldmodel ) return; mleaf_t *leaf = Mod_PointInLeaf( snd.origin, cl.worldmodel->nodes, cl.worldmodel ); if( !leaf || !s_ambient_level.value ) { for( int i = 0; i < NUM_AMBIENTS; i++ ) snd.channels[i].sfx = NULL; return; } for( int i = 0; i < NUM_AMBIENTS; i++ ) { channel_t *chan = &snd.channels[i]; chan->sfx = S_GetSfxByHandle( snd.ambient_sfx[i] ); // ambient is unused if( !chan->sfx ) { chan->rightvol = 0; chan->leftvol = 0; continue; } float vol = s_ambient_level.value * leaf->ambient_sound_level[ambient_channel]; if( vol < 0.0f ) vol = 0.0f; // don't adjust volume too fast if( chan->master_vol < vol ) { chan->master_vol += round( cl_clientframetime() * s_ambient_fade.value ); if( chan->master_vol > vol ) chan->master_vol = vol; } else if( chan->master_vol > vol ) { chan->master_vol -= round( cl_clientframetime() * s_ambient_fade.value ); if( chan->master_vol < vol ) chan->master_vol = vol; } chan->leftvol = chan->rightvol = chan->master_vol; } } /* ============================================================================= SOUND STREAM RAW SAMPLES ============================================================================= */ /* =================== S_FindRawChannel =================== */ rawchan_t *S_FindRawChannel( int entnum, qboolean create ) { rawchan_t *ch; if( !sndpool ) return NULL; // sound is not active if( !entnum ) return NULL; // world is unused // check for replacement sound, or find the best one to replace int best_time = 0x7fffffff; int best = -1; int free = -1; for( int i = 0; i < snd.max_raw_channels; i++ ) { ch = snd.raw_channels[i]; if( free < 0 && !ch ) { free = i; } else if( ch ) { int time; // exact match if( ch->entnum == entnum ) return ch; time = ch->s_rawend - snd.paintedtime; if( time < best_time ) { best = i; best_time = time; } } } if( !create ) return NULL; if( free >= 0 ) best = free; if( best < 0 ) return NULL; // no free slots if( !snd.raw_channels[best] ) { size_t raw_samples = MAX_RAW_SAMPLES; snd.raw_channels[best] = Mem_Calloc( sndpool, sizeof( *ch ) + sizeof( portable_samplepair_t ) * raw_samples ); snd.raw_channels[best]->max_samples = raw_samples; } ch = snd.raw_channels[best]; ch->entnum = entnum; ch->s_rawend = 0; S_NotifyRawChannelUpdate( best, ch ); return ch; } /* =================== S_RawSamplesStereo =================== */ uint S_RawSamplesStereo( portable_samplepair_t *rawsamples, uint rawend, uint max_samples, uint samples, uint rate, word width, word channels, const byte *data ) { uint fracstep, samplefrac; uint src, dst; if( rawend < snd.paintedtime ) rawend = snd.paintedtime; fracstep = ((double) rate / (double)SOUND_DMA_SPEED) * (double)(1 << S_RAW_SAMPLES_PRECISION_BITS); samplefrac = 0; if( width == 2 ) { const short *in = (const short *)data; if( channels == 2 ) { for( src = 0; src < samples; samplefrac += fracstep, src = ( samplefrac >> S_RAW_SAMPLES_PRECISION_BITS )) { dst = rawend++ & ( max_samples - 1 ); rawsamples[dst].left = in[src*2+0]; rawsamples[dst].right = in[src*2+1]; } } else { for( src = 0; src < samples; samplefrac += fracstep, src = ( samplefrac >> S_RAW_SAMPLES_PRECISION_BITS )) { dst = rawend++ & ( max_samples - 1 ); rawsamples[dst].left = in[src]; rawsamples[dst].right = in[src]; } } } else { if( channels == 2 ) { const char *in = (const char *)data; for( src = 0; src < samples; samplefrac += fracstep, src = ( samplefrac >> S_RAW_SAMPLES_PRECISION_BITS )) { dst = rawend++ & ( max_samples - 1 ); rawsamples[dst].left = in[src*2+0] << 8; rawsamples[dst].right = in[src*2+1] << 8; } } else { for( src = 0; src < samples; samplefrac += fracstep, src = ( samplefrac >> S_RAW_SAMPLES_PRECISION_BITS )) { dst = rawend++ & ( max_samples - 1 ); rawsamples[dst].left = ( data[src] - 128 ) << 8; rawsamples[dst].right = ( data[src] - 128 ) << 8; } } } return rawend; } /* =================== S_RawEntSamples =================== */ void S_RawEntSamples( int entnum, uint samples, uint rate, word width, word channels, const byte *data, int snd_vol, float attn ) { rawchan_t *ch; if( snd_vol < 0 ) snd_vol = 0; if( !( ch = S_FindRawChannel( entnum, true ))) return; ch->master_vol = snd_vol; ch->dist_mult = (attn / SND_CLIP_DISTANCE); ch->s_rawend = S_RawSamplesStereo( ch->rawsamples, ch->s_rawend, ch->max_samples, samples, rate, width, channels, data ); ch->leftvol = ch->rightvol = snd_vol; } /* =================== S_FreeIdleRawChannels Free raw channel that have been idling for too long. =================== */ static void S_FreeIdleRawChannels( void ) { int i; for( i = 0; i < snd.max_raw_channels; i++ ) { rawchan_t *ch = snd.raw_channels[i]; if( !ch ) continue; if( ch->s_rawend >= snd.paintedtime ) continue; if( ch->entnum > 0 ) { SND_ForceCloseMouth( ch->entnum ); if( CL_IsPlayerIndex( ch->entnum )) Voice_StopChannel( ch->entnum ); } if(( snd.paintedtime - ch->s_rawend ) / SOUND_DMA_SPEED >= S_RAW_SOUND_IDLE_SEC ) { snd.raw_channels[i] = NULL; Mem_Free( ch ); } } } /* =================== S_ClearRawChannels =================== */ static void S_ClearRawChannels( void ) { int i; for( i = 0; i < snd.max_raw_channels; i++ ) { rawchan_t *ch = snd.raw_channels[i]; if( !ch ) continue; ch->s_rawend = 0; ch->oldtime = -1; } } /* =================== S_SpatializeRawChannels =================== */ static void S_SpatializeRawChannels( void ) { for( int i = 0; i < snd.max_raw_channels; i++ ) { rawchan_t *ch = snd.raw_channels[i]; if( !ch ) continue; if( ch->s_rawend < snd.paintedtime ) { ch->leftvol = ch->rightvol = 0; continue; } // spatialization if( !S_IsClient( ch->entnum ) && ch->dist_mult && ch->entnum >= 0 && ch->entnum < GI->max_edicts ) { if( !CL_GetMovieSpatialization( ch )) { // origin is null and entity not exist on client ch->leftvol = ch->rightvol = 0; } else { vec3_t source_vec; VectorSubtract( ch->origin, snd.origin, source_vec ); // normalize source_vec and get distance from listener to source float dist = VectorNormalizeLength( source_vec ); float dot = DotProduct( snd.right, source_vec ); // don't pan sounds with no attenuation if( ch->dist_mult <= 0.0f ) dot = 0.0f; // fill out channel volumes for single location S_SpatializeChannel( &ch->leftvol, &ch->rightvol, ch->master_vol, dot, dist * ch->dist_mult ); } } else { ch->leftvol = ch->rightvol = ch->master_vol; } } } /* =================== S_FreeRawChannels =================== */ static void S_FreeRawChannels( void ) { // free raw samples for( int i = 0; i < snd.max_raw_channels; i++ ) Mem_Free2( &snd.raw_channels[i] ); } //============================================================================= /* ================== S_ClearBuffer ================== */ static void S_ClearBuffer( void ) { S_ClearRawChannels(); SNDDMA_BeginPainting (); if( snd.buffer ) memset( snd.buffer, 0, snd.samples * 2 ); SNDDMA_Submit (); S_ClearBuffers( PAINTBUFFER_SIZE ); } /* ================== S_StopSound stop all sounds for entity on a channel. ================== */ void GAME_EXPORT S_StopSound( int entnum, int channel, const char *soundname ) { sfx_t *sfx; if( !snd.initialized ) return; sfx = S_FindName( soundname, NULL ); S_AlterChannel( entnum, channel, sfx, 0, 0, SND_STOP ); } /* ================== S_StopAllSounds ================== */ void S_StopAllSounds( qboolean ambient ) { int i; if( !snd.initialized ) return; snd.total_channels = MAX_DYNAMIC_CHANNELS; // no statics for( i = 0; i < snd.max_channels; i++ ) { if( !snd.channels[i].sfx ) continue; S_FreeChannel( &snd.channels[i] ); } SX_ClearState(); // clear all the channels memset( snd.channels, 0, sizeof( snd.channels[0] ) * snd.max_channels ); // restart the ambient sounds if( ambient ) S_InitAmbientChannels (); S_ClearBuffer (); // clear any remaining soundfade memset( &soundfade, 0, sizeof( soundfade )); } /* ============== S_GetSoundtime update global soundtime (was part of platform code) =============== */ static int S_GetSoundtime( void ) { static int buffers, oldsamplepos; int samplepos, fullsamples; fullsamples = snd.samples / 2; // it is possible to miscount buffers // if it has wrapped twice between // calls to S_Update. Oh well. samplepos = snd.samplepos; if( samplepos < oldsamplepos ) { buffers++; // buffer wrapped if( snd.paintedtime > 0x40000000 ) { // time to chop things off to avoid 32 bit limits buffers = 0; snd.paintedtime = fullsamples; S_StopAllSounds( true ); } } oldsamplepos = samplepos; return ( buffers * fullsamples + samplepos / 2 ); } //============================================================================= static void S_UpdateChannels( void ) { uint endtime; int samps; SNDDMA_BeginPainting(); if( !snd.buffer ) return; // updates DMA time snd.soundtime = S_GetSoundtime(); // soundtime - total samples that have been played out to hardware at dmaspeed // paintedtime - total samples that have been mixed at speed // endtime - target for samples in mixahead buffer at speed endtime = snd.soundtime + s_mixahead.value * SOUND_DMA_SPEED; samps = snd.samples >> 1; if((int)(endtime - snd.soundtime) > samps ) endtime = snd.soundtime + samps; if(( endtime - snd.paintedtime ) & 0x3 ) { // the difference between endtime and painted time should align on // boundaries of 4 samples. this is important when upsampling from 11khz -> 44khz. endtime -= ( endtime - snd.paintedtime ) & 0x3; } if( clgame.soundFuncs.pfnS_PaintChannels ) clgame.soundFuncs.pfnS_PaintChannels( endtime ); else S_PaintChannels( endtime ); SNDDMA_Submit(); } /* ================= S_ExtraUpdate Don't let sound skip if going slow ================= */ void S_ExtraUpdate( void ) { if( !snd.initialized ) return; S_UpdateChannels (); } /* ============ S_UpdateFrame update listener position ============ */ void S_UpdateFrame( struct ref_viewpass_s *rvp ) { if( !FBitSet( rvp->flags, RF_DRAW_WORLD ) || FBitSet( rvp->flags, RF_ONLY_CLIENTDRAW )) return; VectorCopy( rvp->vieworigin, snd.origin ); AngleVectors( rvp->viewangles, snd.forward, snd.right, snd.up ); snd.entnum = rvp->viewentity; // can be camera entity too } /* ============ SND_UpdateSound Called once each time through the main loop ============ */ void SND_UpdateSound( void ) { if( !snd.initialized ) return; if( clgame.soundFuncs.pfnS_UpdateSound ) clgame.soundFuncs.pfnS_UpdateSound(); // if the loading plaque is up, clear everything // out to make sure we aren't looping a dirty // dma buffer while loading // update any client side sound fade S_UpdateSoundFade(); // release raw-channels that no longer used more than 10 secs S_FreeIdleRawChannels(); // update general area ambient sound sources S_UpdateAmbientSounds(); // update spatialization for static and dynamic sounds for( int i = NUM_AMBIENTS; i < snd.total_channels; i++ ) { channel_t *ch = &snd.channels[i]; if( !ch->sfx ) continue; SND_Spatialize( ch ); // respatialize channel } S_SpatializeRawChannels(); // debugging output if( s_show.value != 0.0f ) { con_nprint_t info = { .color[0] = 1.0f, .color[1] = 0.6f, .color[2] = 0.0f, .index = 1, .time_to_live = 0.5f, }; for( int i = 0; i < MAX_CHANNELS; i++ ) { channel_t *ch = &snd.channels[i]; if( !ch->sfx || ( !ch->leftvol && !ch->rightvol )) continue; Con_NXPrintf( &info, "chan %i, pos (%.f %.f %.f) ent %i, lv%3i rv%3i %s\n", i, ch->origin[0], ch->origin[1], ch->origin[2], ch->entnum, ch->leftvol, ch->rightvol, ch->sfx->name ); info.index++; } int total = info.index - 1; VectorSet( info.color, 1.0f, 1.0f, 1.0f ); info.index = 0; Con_NXPrintf( &info, "room_type: %i (%s) ----(%i)---- painted: %i\n", idsp_room, Cvar_VariableString( "dsp_coeff_table" ), total, snd.paintedtime ); } S_StreamBackgroundTrack (); // mix some sound S_UpdateChannels (); } /* =============================================================================== console functions =============================================================================== */ static void S_Play_f( void ) { if( Cmd_Argc() == 1 ) { Con_Printf( S_USAGE "play \n" ); return; } S_StartLocalSound( Cmd_Argv( 1 ), VOL_NORM, false ); } static void S_Play2_f( void ) { int i = 1; if( Cmd_Argc() == 1 ) { Con_Printf( S_USAGE "play2 \n" ); return; } while( i < Cmd_Argc( )) { S_StartLocalSound( Cmd_Argv( i ), VOL_NORM, true ); i++; } } static void S_PlayVol_f( void ) { if( Cmd_Argc() == 1 ) { Con_Printf( S_USAGE "playvol \n" ); return; } S_StartLocalSound( Cmd_Argv( 1 ), Q_atof( Cmd_Argv( 2 )), false ); } static void S_Say( const char *name, qboolean reliable ) { char sentence[1024]; // predefined vox sentence if( name[0] == '!' ) { S_StartLocalSound( name, 1.0f, reliable ); return; } Q_snprintf( sentence, sizeof( sentence ), "!#%s", name ); S_StartLocalSound( sentence, 1.0f, reliable ); } static void S_Say_f( void ) { if( Cmd_Argc() == 1 ) { Con_Printf( S_USAGE "speak \n" ); return; } S_Say( Cmd_Argv( 1 ), false ); } static void S_SayReliable_f( void ) { if( Cmd_Argc() == 1 ) { Con_Printf( S_USAGE "spk \n" ); return; } S_Say( Cmd_Argv( 1 ), true ); } /* ================= S_Music_f ================= */ static void S_Music_f( void ) { int c = Cmd_Argc(); // run background track if( c == 1 ) { // blank name stopped last track S_StopBackgroundTrack(); } else if( c == 2 ) { string intro, main, track; const char *ext[] = { "mp3", "wav" }; int i; Q_strncpy( track, Cmd_Argv( 1 ), sizeof( track )); Q_snprintf( intro, sizeof( intro ), "%s_intro", Cmd_Argv( 1 )); Q_snprintf( main, sizeof( main ), "%s_main", Cmd_Argv( 1 )); for( i = 0; i < 2; i++ ) { char intro_path[MAX_VA_STRING]; char main_path[MAX_VA_STRING]; char track_path[MAX_VA_STRING]; Q_snprintf( intro_path, sizeof( intro_path ), "media/%s.%s", intro, ext[i] ); Q_snprintf( main_path, sizeof( main_path ), "media/%s.%s", main, ext[i] ); if( FS_FileExists( intro_path, false ) && FS_FileExists( main_path, false )) { // combined track with introduction and main loop theme S_StartBackgroundTrack( intro, main, 0, false ); break; } Q_snprintf( track_path, sizeof( track_path ), "media/%s.%s", track, ext[i] ); if( FS_FileExists( track_path, false )) { // single non-looped theme S_StartBackgroundTrack( track, NULL, 0, false ); break; } } } else if( c == 3 ) { S_StartBackgroundTrack( Cmd_Argv( 1 ), Cmd_Argv( 2 ), 0, false ); } else if( c == 4 && Q_atoi( Cmd_Argv( 3 )) != 0 ) { // restore command for singleplayer: all arguments are valid S_StartBackgroundTrack( Cmd_Argv( 1 ), Cmd_Argv( 2 ), Q_atoi( Cmd_Argv( 3 )), false ); } else Con_Printf( S_USAGE "music [loopfile]\n" ); } /* ================= S_StopSound_f ================= */ static void S_StopSound_f( void ) { S_StopAllSounds( true ); } /* ================= S_SoundFade_f ================= */ static void S_Fade_f( void ) { int hold_time = 5; if( Cmd_Argc() == 2 ) { hold_time = Q_atof( Cmd_Argv( 1 )); // was float hold_time = bound( 1, hold_time, 60 ); } S_SoundFade( 100, 1, hold_time, 0 ); snd_fade_sequence = true; } /* ================= S_SoundFade_f ================= */ static void S_SoundFade_f( void ) { int c = Cmd_Argc(); int fade_percent; int hold_time; int fade_out_seconds; int fade_in_seconds; if( c != 3 && c != 5 ) { Con_Printf( S_USAGE "soundfade: [out] [in]\n" ); return; } fade_percent = Q_atoi( Cmd_Argv( 1 )); fade_percent = bound( 0, fade_percent, 100 ); hold_time = Q_atoi( Cmd_Argv( 2 )); hold_time = Q_min( hold_time, 255 ); if( c == 5 ) { fade_out_seconds = Q_atoi( Cmd_Argv( 3 )); fade_out_seconds = Q_min( fade_out_seconds, 255 ); fade_in_seconds = Q_atoi( Cmd_Argv( 4 )); fade_in_seconds = Q_min( fade_in_seconds, 255 ); } S_SoundFade( fade_percent, hold_time, fade_out_seconds, fade_in_seconds ); snd_fade_sequence = true; } /* ================= S_SoundInfo_f ================= */ void S_SoundInfo_f( void ) { Con_Printf( "Audio backend: %s\n", snd.backend_name ); Con_Printf( "%5d channel(s)\n", 2 ); Con_Printf( "%5d samples\n", snd.samples ); Con_Printf( "%5d bits/sample\n", 16 ); Con_Printf( "%5d bytes/sec\n", SOUND_DMA_SPEED ); Con_Printf( "%5d total_channels\n", snd.total_channels ); S_PrintBackgroundTrackState (); } /* ================= S_VoiceRecordStart_f ================= */ static void S_VoiceRecordStart_f( void ) { if( cls.state != ca_active ) return; Voice_RecordStart(); } /* ================= S_VoiceRecordStop_f ================= */ static void S_VoiceRecordStop_f( void ) { if( cls.state != ca_active || !Voice_IsRecording() ) return; CL_AddVoiceToDatagram(); Voice_RecordStop(); } static const sound_api_t gSoundAPI = { CL_GetEntitySpatialization, S_GetSfxByHandle, S_RawEntSamples, SND_ForceInitMouth, Voice_GetAudioInfo, }; /* ================ S_InitSoundAPI ================ */ static qboolean S_InitSoundAPI( void ) { // make sure what sound functions is cleared memset( &clgame.soundFuncs, 0, sizeof( clgame.soundFuncs )); if( clgame.dllFuncs.pfnGetSoundInterface ) { if( clgame.dllFuncs.pfnGetSoundInterface( CL_SOUND_INTERFACE_VERSION, &gSoundAPI, &clgame.soundFuncs )) { Con_Reportf( "%s: ^2initailized extended SoundAPI ^7ver. %i\n", __func__, CL_SOUND_INTERFACE_VERSION ); return true; } Con_Reportf( "%s: ^1failed to initialize extended SoundAPI ^7ver. %i\n", __func__, CL_SOUND_INTERFACE_VERSION ); // make sure what sound functions is cleared memset( &clgame.soundFuncs, 0, sizeof( clgame.soundFuncs )); } return false; } /* ================ S_Init ================ */ qboolean S_Init( void ) { Cvar_RegisterVariable( &s_volume ); Cvar_RegisterVariable( &s_musicvolume ); Cvar_RegisterVariable( &s_mixahead ); Cvar_RegisterVariable( &s_show ); Cvar_RegisterVariable( &s_lerping ); Cvar_RegisterVariable( &s_ambient_level ); Cvar_RegisterVariable( &s_ambient_fade ); Cvar_RegisterVariable( &snd_mute_losefocus ); Cvar_RegisterVariable( &s_test ); Cvar_RegisterVariable( &s_samplecount ); Cvar_RegisterVariable( &s_warn_late_precache ); if( Sys_CheckParm( "-nosound" )) { Con_Printf( "Audio: Disabled\n" ); return false; } Cmd_AddCommand( "play", S_Play_f, "playing a specified sound file" ); Cmd_AddCommand( "play2", S_Play2_f, "playing a group of specified sound files" ); // nehahra stuff Cmd_AddCommand( "playvol", S_PlayVol_f, "playing a specified sound file with specified volume" ); Cmd_AddCommand( "stopsound", S_StopSound_f, "stop all sounds" ); // HLU SDK have command with the same name Cmd_AddCommandWithFlags( "music", S_Music_f, "starting a background track", CMD_OVERRIDABLE ); Cmd_AddCommand( "soundlist", S_SoundList_f, "display loaded sounds" ); Cmd_AddCommand( "s_info", S_SoundInfo_f, "print sound system information" ); Cmd_AddCommand( "s_fade", S_Fade_f, "fade all sounds then stop all" ); Cmd_AddCommand( "soundfade", S_SoundFade_f, "fade all sounds then stop all (goldsrc compatible)" ); Cmd_AddCommand( "+voicerecord", S_VoiceRecordStart_f, "start voice recording" ); Cmd_AddCommand( "-voicerecord", S_VoiceRecordStop_f, "stop voice recording" ); Cmd_AddCommand( "spk", S_SayReliable_f, "reliable play a specified sententce" ); Cmd_AddCommand( "speak", S_Say_f, "playing a specified sententce" ); sndpool = Mem_AllocPool( "Sound Zone" ); snd.backend_name = "None"; if( !SNDDMA_Init( )) { Con_Printf( "Audio: sound system can't be initialized\n" ); Mem_FreePool( &sndpool ); return false; } snd.soundtime = 0; snd.paintedtime = 0; // clear ambient sounds memset( snd.ambient_sfx, 0, sizeof( snd.ambient_sfx )); SX_Init (); S_StopAllSounds ( true ); S_InitSounds (); VOX_Init (); S_InitSoundAPI(); if( clgame.soundFuncs.pfnS_Init ) clgame.soundFuncs.pfnS_Init( &snd ); return true; } // ======================================================================= // Shutdown sound engine // ======================================================================= void S_Shutdown( void ) { if( !snd.initialized ) return; Cmd_RemoveCommand( "play" ); Cmd_RemoveCommand( "playvol" ); Cmd_RemoveCommand( "stopsound" ); if( Cmd_Exists( "music" )) Cmd_RemoveCommand( "music" ); Cmd_RemoveCommand( "soundlist" ); Cmd_RemoveCommand( "s_info" ); Cmd_RemoveCommand( "s_fade" ); Cmd_RemoveCommand( "soundfade" ); Cmd_RemoveCommand( "+voicerecord" ); Cmd_RemoveCommand( "-voicerecord" ); Cmd_RemoveCommand( "speak" ); Cmd_RemoveCommand( "spk" ); if( clgame.soundFuncs.pfnS_Shutdown ) clgame.soundFuncs.pfnS_Shutdown(); S_StopAllSounds (false); S_FreeRawChannels (); S_FreeSounds (); VOX_Shutdown (); SX_Free (); SNDDMA_Shutdown (); Mem_FreePool( &sndpool ); }