/* snd_dma.c main control for any streaming sound output device $Id: snd_dma.c,v 1.66 2007/09/24 17:34:23 sezero Exp $ */ #include "quakedef.h" #include "snd_sys.h" static void S_Play (void); static void S_PlayVol (void); static void S_ToggleMute(void); static void S_VolumeDown(void); static void S_VolumeUp(void); static void S_SoundList (void); static void S_Update_ (void); void S_StopAllSounds (qboolean clear); static void S_StopAllSoundsC (void); #if defined(H2W) // HexenWorld hack... #define viewentity playernum+1 #endif // ======================================================================= // Internal sound data & structures // ======================================================================= channel_t snd_channels[MAX_CHANNELS]; int total_channels; int snd_blocked = 0; qboolean snd_skippaint = false; static qboolean snd_initialized = false; static const struct { char *name; int available; } snd_drivers[S_SYS_MAX] = { { "NULL" , 1 }, { "OSS" , HAVE_OSS_SOUND }, { "SDL" , HAVE_SDL_SOUND }, { "ALSA" , HAVE_ALSA_SOUND }, { "SUN" , HAVE_SUN_SOUND }, { "WIN" , HAVE_WIN_SOUND } }; volatile dma_t sn; volatile dma_t *shm = NULL; vec3_t listener_origin; vec3_t listener_forward; vec3_t listener_right; vec3_t listener_up; #define sound_nominal_clip_dist 1000.0 int soundtime; // sample PAIRS int paintedtime; // sample PAIRS #define MAX_SFX 512 static sfx_t *known_sfx = NULL; // hunk allocated [MAX_SFX] static int num_sfx; static sfx_t *ambient_sfx[NUM_AMBIENTS]; static qboolean sound_started = false; int desired_speed = 22050; int desired_bits = 16; int desired_channels = 2; const int tryrates[] = { 11025, 22050, 44100, 48000, 16000, 24000, 8000 }; const int MAX_TRYRATES = sizeof(tryrates)/sizeof(tryrates[0]); cvar_t bgmvolume = {"bgmvolume", "1", CVAR_ARCHIVE}; cvar_t bgmtype = {"bgmtype", "cd", CVAR_ARCHIVE}; // cd or midi cvar_t sfxvolume = {"volume", "0.7", CVAR_ARCHIVE}; cvar_t precache = {"precache", "1", CVAR_NONE}; cvar_t loadas8bit = {"loadas8bit", "0", CVAR_NONE}; static cvar_t sfx_mutedvol = {"sfx_mutedvol", "0", CVAR_ARCHIVE}; static cvar_t bgm_mutedvol = {"bgm_mutedvol", "0", CVAR_ARCHIVE}; static cvar_t nosound = {"nosound", "0", CVAR_NONE}; static cvar_t ambient_level = {"ambient_level", "0.3", CVAR_NONE}; static cvar_t ambient_fade = {"ambient_fade", "100", CVAR_NONE}; static cvar_t snd_noextraupdate = {"snd_noextraupdate", "0", CVAR_NONE}; static cvar_t snd_show = {"snd_show", "0", CVAR_NONE}; static cvar_t _snd_mixahead = {"_snd_mixahead", "0.1", CVAR_ARCHIVE}; static void S_SoundInfo_f (void) { if (!sound_started || !shm) { Con_Printf ("sound system not started\n"); return; } Con_Printf("Driver: %s\n", snd_drivers[snd_system].name); Con_Printf("%d bit, %s, %d Hz\n", shm->samplebits, (shm->channels == 2) ? "stereo" : "mono", shm->speed); Con_Printf("%5d samples\n", shm->samples); Con_Printf("%5d samplepos\n", shm->samplepos); Con_Printf("%5d submission_chunk\n", shm->submission_chunk); Con_Printf("%5d total_channels\n", total_channels); Con_Printf("%p dma buffer\n", shm->buffer); } /* ================ S_Startup ================ */ void S_Startup (void) { int i, tmp; if (!snd_initialized) return; tmp = COM_CheckParm("-sndspeed"); if (tmp != 0 && tmp < com_argc-1) { tmp = atoi(com_argv[tmp+1]); /* I won't rely on users' precision in typing or their needs here. If you know what you're doing, then change this. */ for (i = 0; i < MAX_TRYRATES; i++) { if (tmp == tryrates[i]) { desired_speed = tmp; break; } } } tmp = COM_CheckParm("-sndbits"); if (tmp != 0 && tmp < com_argc-1) { tmp = atoi(com_argv[tmp+1]); if ((tmp == 16) || (tmp == 8)) desired_bits = tmp; } tmp = COM_CheckParm("-sndmono"); if (tmp != 0) desired_channels = 1; sound_started = SNDDMA_Init(); if (!sound_started) { if (snd_system != S_SYS_NULL) Con_Printf("Failed initializing sound\n"); } else { Con_Printf("%s Audio initialized (%d bit, %s, %d Hz)\n", snd_drivers[snd_system].name, shm->samplebits, (shm->channels == 2) ? "stereo" : "mono", shm->speed); } } /* ================ S_Init ================ */ void S_Init (void) { if (snd_initialized) { Con_Printf("Sound is already initialized\n"); return; } // point to correct platform versions of driver functions S_InitDrivers(); Cvar_RegisterVariable(&precache); Cvar_RegisterVariable(&bgmtype); if (safemode || COM_CheckParm("-nosound") || COM_CheckParm("-s")) return; Con_Printf("\nSound Initialization\n"); Cmd_AddCommand("play", S_Play); Cmd_AddCommand("playvol", S_PlayVol); Cmd_AddCommand("stopsound", S_StopAllSoundsC); Cmd_AddCommand("soundlist", S_SoundList); Cmd_AddCommand("soundinfo", S_SoundInfo_f); Cmd_AddCommand("mute", S_ToggleMute); Cmd_AddCommand("volumeup", S_VolumeUp); Cmd_AddCommand("volumedown", S_VolumeDown); Cvar_RegisterVariable(&nosound); Cvar_RegisterVariable(&sfxvolume); Cvar_RegisterVariable(&sfx_mutedvol); Cvar_RegisterVariable(&loadas8bit); Cvar_RegisterVariable(&bgmvolume); Cvar_RegisterVariable(&bgm_mutedvol); Cvar_RegisterVariable(&ambient_level); Cvar_RegisterVariable(&ambient_fade); Cvar_RegisterVariable(&snd_noextraupdate); Cvar_RegisterVariable(&snd_show); Cvar_RegisterVariable(&_snd_mixahead); if (host_parms->memsize < 0x800000) { Cvar_SetValue ("loadas8bit", 1); Con_Printf ("loading all sounds as 8bit\n"); } SND_InitScaletable (); known_sfx = (sfx_t *) Hunk_AllocName (MAX_SFX*sizeof(sfx_t), "sfx_t"); num_sfx = 0; snd_initialized = true; S_Startup (); if (sound_started == 0) return; // provides a tick sound until washed clean // if (shm->buffer) // shm->buffer[4] = shm->buffer[5] = 0x7f; // force a pop for debugging ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav"); ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav"); S_StopAllSounds (true); } // ======================================================================= // Shutdown sound engine // ======================================================================= void S_Shutdown (void) { if (!sound_started) return; sound_started = 0; SNDDMA_Shutdown(); shm = NULL; } // ======================================================================= // Load a sound // ======================================================================= /* ================== S_FindName ================== */ static sfx_t *S_FindName (const char *name) { int i; sfx_t *sfx; if (!name) Sys_Error ("%s: NULL", __thisfunc__); if (strlen(name) >= MAX_QPATH) Sys_Error ("Sound name too long: %s", name); // see if already loaded for (i = 0; i < num_sfx; i++) { if (!strcmp(known_sfx[i].name, name)) { return &known_sfx[i]; } } if (num_sfx == MAX_SFX) Sys_Error ("%s: out of sfx_t", __thisfunc__); sfx = &known_sfx[i]; q_strlcpy (sfx->name, name, MAX_QPATH); num_sfx++; return sfx; } /* ================== S_TouchSound ================== */ void S_TouchSound (const char *name) { sfx_t *sfx; if (!sound_started) return; sfx = S_FindName (name); Cache_Check (&sfx->cache); } /* ================== S_PrecacheSound ================== */ sfx_t *S_PrecacheSound (const char *name) { sfx_t *sfx; if (!sound_started || nosound.integer) return NULL; sfx = S_FindName (name); // cache it in if (precache.integer) S_LoadSound (sfx); return sfx; } //============================================================================= /* ================= SND_PickChannel picks a channel based on priorities, empty slots, number of channels ================= */ channel_t *SND_PickChannel (int entnum, int entchannel) { int ch_idx; int first_to_die; int life_left; // Check for replacement sound, or find the best one to replace first_to_die = -1; life_left = 0x7fffffff; for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; ch_idx++) { if (entchannel != 0 // channel 0 never overrides && snd_channels[ch_idx].entnum == entnum && (snd_channels[ch_idx].entchannel == entchannel || entchannel == -1) ) { // always override sound from same entity first_to_die = ch_idx; break; } // don't let monster sounds override player sounds if (snd_channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && snd_channels[ch_idx].sfx) continue; if (snd_channels[ch_idx].end - paintedtime < life_left) { life_left = snd_channels[ch_idx].end - paintedtime; first_to_die = ch_idx; } } if (first_to_die == -1) return NULL; if (snd_channels[first_to_die].sfx) snd_channels[first_to_die].sfx = NULL; return &snd_channels[first_to_die]; } /* ================= SND_Spatialize spatializes a channel ================= */ void SND_Spatialize (channel_t *ch) { vec_t dot; vec_t dist; vec_t lscale, rscale, scale; vec3_t source_vec; // anything coming from the view entity will always be full volume if (ch->entnum == cl.viewentity) { ch->leftvol = ch->master_vol; ch->rightvol = ch->master_vol; return; } // calculate stereo seperation and distance attenuation VectorSubtract(ch->origin, listener_origin, source_vec); dist = VectorNormalize(source_vec) * ch->dist_mult; dot = DotProduct(listener_right, source_vec); if (shm->channels == 1) { rscale = 1.0; lscale = 1.0; } else { rscale = 1.0 + dot; lscale = 1.0 - dot; } // add in distance effect scale = (1.0 - dist) * rscale; ch->rightvol = (int) (ch->master_vol * scale); if (ch->rightvol < 0) ch->rightvol = 0; scale = (1.0 - dist) * lscale; ch->leftvol = (int) (ch->master_vol * scale); if (ch->leftvol < 0) ch->leftvol = 0; } // ======================================================================= // Start a sound effect // ======================================================================= void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation) { channel_t *target_chan, *check; sfxcache_t *sc; int ch_idx; int skip; qboolean skip_dist_check = false; if (!sound_started) return; if (!sfx) return; if (nosound.integer) return; // pick a channel to play on target_chan = SND_PickChannel(entnum, entchannel); if (!target_chan) return; if (attenuation == 4) // Looping sound- always play { skip_dist_check = true; attenuation = 1; // was 3 - static } // spatialize memset (target_chan, 0, sizeof(*target_chan)); VectorCopy(origin, target_chan->origin); target_chan->dist_mult = attenuation / sound_nominal_clip_dist; target_chan->master_vol = (int) (fvol * 255); target_chan->entnum = entnum; target_chan->entchannel = entchannel; SND_Spatialize(target_chan); if (!skip_dist_check) { if (!target_chan->leftvol && !target_chan->rightvol) return; // not audible at all } // new channel sc = S_LoadSound (sfx); if (!sc) { target_chan->sfx = NULL; return; // couldn't load the sound's data } target_chan->sfx = sfx; target_chan->pos = 0.0; target_chan->end = paintedtime + sc->length; // if an identical sound has also been started this frame, offset the pos // a bit to keep it from just making the first one louder check = &snd_channels[NUM_AMBIENTS]; for (ch_idx = NUM_AMBIENTS; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; ch_idx++, check++) { if (check == target_chan) continue; if (check->sfx == sfx && !check->pos) { skip = 0.1 * shm->speed; if (skip > sc->length) skip = sc->length; if (skip > 0) skip = rand() % skip; target_chan->pos += skip; target_chan->end -= skip; break; } } } void S_StopSound (int entnum, int entchannel) { int i; for (i = NUM_AMBIENTS; i < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; i++) { if (snd_channels[i].entnum == entnum && ((!entchannel) || snd_channels[i].entchannel == entchannel)) // 0 matches any { snd_channels[i].end = 0; snd_channels[i].sfx = NULL; if (entchannel) return; //got a match, not looking for more. } } } void S_UpdateSoundPos (int entnum, int entchannel, vec3_t origin) { int i; for (i = NUM_AMBIENTS; i < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS; i++) { if (snd_channels[i].entnum == entnum && snd_channels[i].entchannel == entchannel) { VectorCopy(origin, snd_channels[i].origin); return; } } } void S_StopAllSounds (qboolean clear) { int i; if (!sound_started) return; total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics for (i = 0; i < MAX_CHANNELS; i++) { if (snd_channels[i].sfx) snd_channels[i].sfx = NULL; } memset(snd_channels, 0, MAX_CHANNELS * sizeof(channel_t)); if (clear) S_ClearBuffer (); } static void S_StopAllSoundsC (void) { S_StopAllSounds (true); } void S_ClearBuffer (void) { int clear; #ifdef PLATFORM_WINDOWS // FIXME: move this to its platform driver! if (!sound_started || !shm || (!shm->buffer && !pDSBuf)) #else if (!sound_started || !shm || !shm->buffer) #endif return; if (shm->samplebits == 8) clear = 0x80; else clear = 0; #ifdef PLATFORM_WINDOWS // FIXME: move this to its platform driver! if (pDSBuf) { DWORD dwSize; LPVOID pData; int reps; HRESULT hresult; reps = 0; while ((hresult = IDirectSoundBuffer_Lock(pDSBuf, 0, gSndBufSize, (LPVOID *) &pData, &dwSize, NULL, NULL, 0)) != DS_OK) { if (hresult != DSERR_BUFFERLOST) { Con_Printf ("%s: DS::Lock Sound Buffer Failed\n", __thisfunc__); S_Shutdown (); return; } if (++reps > 10000) { Con_Printf ("%s: DS: couldn't restore buffer\n", __thisfunc__); S_Shutdown (); return; } } memset(pData, clear, shm->samples * shm->samplebits/8); IDirectSoundBuffer_Unlock(pDSBuf, pData, dwSize, NULL, 0); } else #endif { memset(shm->buffer, clear, shm->samples * shm->samplebits/8); } } /* ================= S_StaticSound ================= */ void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation) { channel_t *ss; sfxcache_t *sc; if (!sfx) return; if (total_channels == MAX_CHANNELS) { Con_Printf ("%s: MAX_CHANNELS reached\n", __thisfunc__); // Con_Printf (" failed at (%.2f, %.2f, %.2f)\n",origin[0],origin[1],origin[2]); return; } ss = &snd_channels[total_channels]; total_channels++; sc = S_LoadSound (sfx); if (!sc) return; if (sc->loopstart == -1) { Con_Printf ("Sound %s not looped\n", sfx->name); return; } ss->sfx = sfx; VectorCopy (origin, ss->origin); ss->master_vol = (int)vol; ss->dist_mult = (attenuation / 64) / sound_nominal_clip_dist; ss->end = paintedtime + sc->length; SND_Spatialize (ss); } //============================================================================= /* =================== S_UpdateAmbientSounds =================== */ static void S_UpdateAmbientSounds (void) { mleaf_t *l; int vol, ambient_channel; channel_t *chan; // calc ambient sound levels if (!cl.worldmodel) return; l = Mod_PointInLeaf (listener_origin, cl.worldmodel); if (!l || !ambient_level.value) { for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++) snd_channels[ambient_channel].sfx = NULL; return; } for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++) { chan = &snd_channels[ambient_channel]; chan->sfx = ambient_sfx[ambient_channel]; vol = (int) (ambient_level.value * l->ambient_sound_level[ambient_channel]); if (vol < 8) vol = 0; // don't adjust volume too fast if (chan->master_vol < vol) { chan->master_vol += (int) (host_frametime * ambient_fade.value); if (chan->master_vol > vol) chan->master_vol = vol; } else if (chan->master_vol > vol) { chan->master_vol -= (int) (host_frametime * ambient_fade.value); if (chan->master_vol < vol) chan->master_vol = vol; } chan->leftvol = chan->rightvol = chan->master_vol; } } /* ============ S_Update Called once each time through the main loop ============ */ void S_Update (vec3_t origin, vec3_t forward, vec3_t right, vec3_t up) { int i, j; int total; channel_t *ch; channel_t *combine; if (!sound_started || (snd_blocked > 0)) return; VectorCopy(origin, listener_origin); VectorCopy(forward, listener_forward); VectorCopy(right, listener_right); VectorCopy(up, listener_up); // update general area ambient sound sources S_UpdateAmbientSounds (); combine = NULL; // update spatialization for static and dynamic sounds ch = snd_channels + NUM_AMBIENTS; for (i = NUM_AMBIENTS; i < total_channels; i++, ch++) { if (!ch->sfx) continue; SND_Spatialize(ch); // respatialize channel if (!ch->leftvol && !ch->rightvol) continue; // try to combine static sounds with a previous channel of the same // sound effect so we don't mix five torches every frame if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS) { // see if it can just use the last one if (combine && combine->sfx == ch->sfx) { combine->leftvol += ch->leftvol; combine->rightvol += ch->rightvol; ch->leftvol = ch->rightvol = 0; continue; } // search for one combine = snd_channels + MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; for (j = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; j < i; j++, combine++) { if (combine->sfx == ch->sfx) break; } if (j == total_channels) { combine = NULL; } else { if (combine != ch) { combine->leftvol += ch->leftvol; combine->rightvol += ch->rightvol; ch->leftvol = ch->rightvol = 0; } continue; } } } // // debugging output // if (snd_show.integer) { total = 0; ch = snd_channels; for (i = 0; i < total_channels; i++, ch++) { if (ch->sfx && (ch->leftvol || ch->rightvol) ) { // Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name); total++; } } Con_Printf ("----(%i)----\n", total); } // mix some sound S_Update_(); } static void GetSoundtime (void) { int samplepos; static int buffers; static int oldsamplepos; int fullsamples; fullsamples = shm->samples / shm->channels; // it is possible to miscount buffers if it has wrapped twice between // calls to S_Update. Oh well. samplepos = SNDDMA_GetDMAPos(); if (samplepos < oldsamplepos) { buffers++; // buffer wrapped if (paintedtime > 0x40000000) { // time to chop things off to avoid 32 bit limits buffers = 0; paintedtime = fullsamples; S_StopAllSounds (true); } } oldsamplepos = samplepos; soundtime = buffers*fullsamples + samplepos/shm->channels; } void S_ExtraUpdate (void) { IN_Accumulate (); if (snd_noextraupdate.integer) return; // don't pollute timings S_Update_(); } static void S_Update_ (void) { unsigned int endtime; int samps; if (snd_skippaint) return; if (!sound_started || (snd_blocked > 0)) return; // Updates DMA time GetSoundtime(); // check to make sure that we haven't overshot if (paintedtime < soundtime) { // Con_Printf ("%s : overflow\n", __thisfunc__); paintedtime = soundtime; } // mix ahead of current position endtime = soundtime + (unsigned int)(_snd_mixahead.value * shm->speed); samps = shm->samples >> (shm->channels - 1); endtime = min(endtime, (unsigned int)(soundtime + samps)); #ifdef PLATFORM_WINDOWS // if the buffer was lost or stopped, restore it and/or restart it // FIXME: move this to its platform driver! if (pDSBuf) { DWORD dwStatus; if (IDirectSoundBuffer_GetStatus(pDSBuf, &dwStatus) != DD_OK) Con_Printf ("Couldn't get sound buffer status\n"); if (dwStatus & DSBSTATUS_BUFFERLOST) IDirectSoundBuffer_Restore(pDSBuf); if (!(dwStatus & DSBSTATUS_PLAYING)) IDirectSoundBuffer_Play(pDSBuf, 0, 0, DSBPLAY_LOOPING); } #endif S_PaintChannels (endtime); SNDDMA_Submit (); } /* =============================================================================== console functions =============================================================================== */ // S.A. volume procs static void S_ToggleMute (void) { if (sfx_mutedvol.value || bgm_mutedvol.value) { Cvar_SetValue("volume", sfx_mutedvol.value); Cvar_SetValue("bgmvolume", bgm_mutedvol.value); Cvar_SetValue("sfx_mutedvol", 0.0f); Cvar_SetValue("bgm_mutedvol", 0.0f); if (sfxvolume.value || bgmvolume.value) Con_Printf ("Unmuted\n"); } else { Cvar_SetValue("sfx_mutedvol", sfxvolume.value); Cvar_SetValue("bgm_mutedvol", bgmvolume.value); Cvar_SetValue("volume", 0); Cvar_SetValue("bgmvolume", 0); if (sfx_mutedvol.value || bgm_mutedvol.value) Con_Printf ("Muted\n"); } } static void S_VolumeDown (void) { if (sfxvolume.value >= 0.1) Cvar_SetValue("volume",sfxvolume.value - 0.1); if (bgmvolume.value >= 0.1) Cvar_SetValue("bgmvolume",bgmvolume.value - 0.1); Con_Printf ("Volume is %3.1f\n", sfxvolume.value); } static void S_VolumeUp (void) { if (sfxvolume.value <= 0.9) Cvar_SetValue("volume",sfxvolume.value + 0.1); if (bgmvolume.value <= 0.9) Cvar_SetValue("bgmvolume",bgmvolume.value + 0.1); Con_Printf ("Volume is %3.1f\n", sfxvolume.value); } static void S_Play (void) { static int hash = 345; int i; char name[256]; sfx_t *sfx; i = 1; while (i < Cmd_Argc()) { q_strlcpy(name, Cmd_Argv(i), sizeof(name)); if (!strrchr(Cmd_Argv(i), '.')) { q_strlcat(name, ".wav", sizeof(name)); } sfx = S_PrecacheSound(name); S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0); i++; } } static void S_PlayVol (void) { static int hash = 543; int i; float vol; char name[256]; sfx_t *sfx; i = 1; while (i < Cmd_Argc()) { q_strlcpy(name, Cmd_Argv(i), sizeof(name)); if (!strrchr(Cmd_Argv(i), '.')) { q_strlcat(name, ".wav", sizeof(name)); } sfx = S_PrecacheSound(name); vol = atof(Cmd_Argv(i + 1)); S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0); i += 2; } } static void S_SoundList (void) { int i; sfx_t *sfx; sfxcache_t *sc; int size, total; total = 0; for (sfx = known_sfx, i = 0; i < num_sfx; i++, sfx++) { sc = (sfxcache_t *) Cache_Check (&sfx->cache); if (!sc) continue; size = sc->length*sc->width*(sc->stereo + 1); total += size; if (sc->loopstart >= 0) Con_Printf ("L"); else Con_Printf (" "); Con_Printf("(%2db) %6i : %s\n", sc->width*8, size, sfx->name); } Con_Printf ("Total resident: %i\n", total); } void S_LocalSound (const char *sound) { sfx_t *sfx; if (nosound.integer) return; if (!sound_started) return; sfx = S_PrecacheSound (sound); if (!sfx) { Con_Printf ("%s: can't cache %s\n", __thisfunc__, sound); return; } S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1); } void S_ClearPrecache (void) { } void S_BeginPrecaching (void) { } void S_EndPrecaching (void) { }