// snd_dma.c -- main control for any streaming sound output device #include "quakedef.h" void S_Play(void); void S_PlayVol(void); void S_SoundList(void); void S_Update_(); void S_StopAllSounds(void); // ======================================================================= // Internal sound data & structures // ======================================================================= channel_t channels[MAX_CHANNELS]; int total_channels; volatile dma_t *shm = 0; vec3_t listener_origin; vec3_t listener_forward; vec3_t listener_right; vec3_t listener_up; vec_t sound_nominal_clip_dist = 1000.0; int soundtime; // sample PAIRS int paintedtime; // sample PAIRS #define MAX_SFX 512 sfx_t *known_sfx; // hunk allocated [MAX_SFX] int num_sfx; sfx_t *ambient_sfx[NUM_AMBIENTS]; int desired_speed = 11025; int desired_bits = 16; int sound_started = 0; cvar_t bgmvolume = { "bgmvolume", "1", true }; cvar_t volume = { "volume", "0.7", true }; cvar_t nosound = { "nosound", "0" }; cvar_t precache = { "precache", "1" }; cvar_t loadas8bit = { "loadas8bit", "0" }; cvar_t bgmbuffer = { "bgmbuffer", "4096" }; cvar_t ambient_level = { "ambient_level", "0.3" }; cvar_t ambient_fade = { "ambient_fade", "100" }; cvar_t snd_noextraupdate = { "snd_noextraupdate", "0" }; cvar_t snd_show = { "snd_show", "0" }; // ==================================================================== // User-setable variables // ==================================================================== // // Fake dma is a synchronous faking of the DMA progress used for // isolating performance in the renderer. The fakedma_updates is // number of times S_Update() is called per second. // #ifdef __FreeBSD__ qboolean fakedma = true; #else qboolean fakedma = false; #endif int fakedma_updates = 15; void S_SoundInfo_f(void) { if (!sound_started || !shm) { Con_Printf("sound system not started\n"); return; } Con_Printf("%5d stereo\n", shm->channels - 1); Con_Printf("%5d samples\n", shm->samples); Con_Printf("%5d samplepos\n", shm->samplepos); Con_Printf("%5d samplebits\n", shm->samplebits); Con_Printf("%5d submission_chunk\n", shm->submission_chunk); Con_Printf("%5d speed\n", shm->speed); Con_Printf("0x%x dma buffer\n", shm->buffer); Con_Printf("%5d total_channels\n", total_channels); } void S_NoiseTrack_f(void) { S_StartNoiseTrack(Cmd_Argv(1)); } /* ================ S_Init ================ */ void S_Init(void) { int rc; Con_Printf("\nSound Initialization\n"); if (COM_CheckParm("-nosound")) return; if (COM_CheckParm("-simsound")) fakedma = true; Cmd_AddCommand("play", S_Play); Cmd_AddCommand("playvol", S_PlayVol); Cmd_AddCommand("stopsound", S_StopAllSounds); Cmd_AddCommand("soundlist", S_SoundList); Cmd_AddCommand("soundinfo", S_SoundInfo_f); Cmd_AddCommand("noisetrack", S_NoiseTrack_f); Cvar_RegisterVariable(&nosound); Cvar_RegisterVariable(&volume); Cvar_RegisterVariable(&precache); Cvar_RegisterVariable(&loadas8bit); Cvar_RegisterVariable(&bgmvolume); Cvar_RegisterVariable(&bgmbuffer); Cvar_RegisterVariable(&ambient_level); Cvar_RegisterVariable(&ambient_fade); Cvar_RegisterVariable(&snd_noextraupdate); Cvar_RegisterVariable(&snd_show); if (host_parms.memsize < 0x800000) { Cvar_Set("loadas8bit", "1"); Con_Printf("loading all sounds as 8bit\n"); } if (!fakedma) { rc = SNDDMA_Init(); if (!rc) { Con_Printf("S_Init: SNDDMA_Init failed.\n"); return; } } SND_InitScaletable(); known_sfx = Hunk_AllocName(MAX_SFX * sizeof(sfx_t), "sfx_t"); num_sfx = 0; // create a piece of DMA memory if (fakedma) { shm = (void *) Hunk_AllocName(sizeof(*shm), "shm"); shm->splitbuffer = 0; shm->samplebits = 16; shm->speed = 22050; shm->channels = 2; shm->samples = 32768; shm->samplepos = 0; shm->soundalive = true; shm->gamealive = true; shm->submission_chunk = 1; shm->buffer = Hunk_AllocName(1 << 16, "shmbuf"); } Con_Printf("Sound sampling rate: %i\n", shm->speed); // provides a tick sound until washed clean shm->buffer[4] = shm->buffer[5] = 0x7f; sound_started = 1; ambient_sfx[AMBIENT_WATER] = S_PrecacheSound("ambience/water1.wav"); ambient_sfx[AMBIENT_SKY] = S_PrecacheSound("ambience/wind2.wav"); S_StopAllSounds(); } // ======================================================================= // Shutdown sound engine // ======================================================================= void S_Shutdown(void) { if (!sound_started) return; if (shm) shm->gamealive = 0; if (!fakedma) SNDDMA_Shutdown(); shm = 0; sound_started = 0; } // ======================================================================= // Load a sound // ======================================================================= /* ================== S_FindName ================== */ sfx_t *S_FindName(char *name) { int i; sfx_t *sfx; if (!name) Sys_Error("S_FindName: NULL\n"); if (Q_strlen(name) >= MAX_QPATH) Sys_Error("Sound name too long: %s", name); // see if already loaded for (i = 0; i < num_sfx; i++) if (!Q_strcmp(known_sfx[i].name, name)) { return &known_sfx[i]; } if (num_sfx == MAX_SFX) Sys_Error("S_FindName: out of sfx_t"); sfx = &known_sfx[i]; strcpy(sfx->name, name); num_sfx++; return sfx; } /* ================== S_TouchSound ================== */ void S_TouchSound(char *name) { sfx_t *sfx; if (!sound_started) return; sfx = S_FindName(name); Cache_Check(&sfx->cache); } /* ================== S_PrecacheSound ================== */ sfx_t *S_PrecacheSound(char *name) { sfx_t *sfx; if (!sound_started || nosound.value) return NULL; sfx = S_FindName(name); // cache it in if (precache.value) S_LoadSound(sfx); return sfx; } //============================================================================= /* ================= SND_PickChannel ================= */ 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 && channels[ch_idx].entnum == entnum && (channels[ch_idx].entchannel == entchannel || entchannel == -1)) { // allways override sound from same entity first_to_die = ch_idx; break; } // don't let monster sounds override player sounds if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && channels[ch_idx].sfx) continue; if (channels[ch_idx].end - paintedtime < life_left) { life_left = channels[ch_idx].end - paintedtime; first_to_die = ch_idx; } } if (first_to_die == -1) return NULL; if (channels[first_to_die].sfx) channels[first_to_die].sfx = NULL; return &channels[first_to_die]; } /* ================= SND_Spatialize ================= */ void SND_Spatialize(channel_t * ch) { vec_t dot; vec_t ldist, rdist, dist; vec_t scale; vec3_t source_vec; sfx_t *snd; // anything coming from the view entity will allways 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 snd = ch->sfx; VectorSubtract(ch->origin, listener_origin, source_vec); dist = VectorNormalize(source_vec) * ch->dist_mult; dot = DotProduct(listener_right, source_vec); rdist = dist - .2 - .3 * dot; ldist = dist - .2 + .3 * dot; if (ldist < 0) ldist = 0; if (rdist < 0) rdist = 0; if (shm->channels == 1) { if (rdist > ldist) ldist = rdist; else rdist = ldist; } // add in distance effect scale = 1.0 - rdist; ch->rightvol = (int) (ch->master_vol * scale); if (ch->rightvol < 0) ch->rightvol = 0; scale = 1.0 - ldist; 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 vol; int ch_idx; int skip; if (!sound_started) return; if (!sfx) return; if (nosound.value) return; vol = fvol * 255; // pick a channel to play on target_chan = SND_PickChannel(entnum, entchannel); if (!target_chan) return; // 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 = vol; target_chan->entnum = entnum; target_chan->entchannel = entchannel; SND_Spatialize(target_chan); 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 = &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 = rand() % (int) (0.1 * shm->speed); if (skip >= target_chan->end) skip = target_chan->end - 1; target_chan->pos += skip; target_chan->end -= skip; break; } } } void S_StopSound(int entnum, int entchannel) { int i; for (i = 0; i < MAX_DYNAMIC_CHANNELS; i++) { if (channels[i].entnum == entnum && channels[i].entchannel == entchannel) { channels[i].end = 0; channels[i].sfx = NULL; return; } } } void S_StopAllSounds(void) { int i; if (!sound_started) return; total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics for (i = 0; i < MAX_CHANNELS; i++) if (channels[i].sfx) channels[i].sfx = NULL; Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t)); S_ClearBuffer(); } void S_ClearBuffer(void) { int clear; if (!sound_started || !shm || !shm->buffer) return; if (shm->samplebits == 8) clear = 0x80; else clear = 0; Q_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("total_channels == MAX_CHANNELS\n"); return; } ss = &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 = vol; ss->dist_mult = (attenuation / 64) / sound_nominal_clip_dist; ss->end = paintedtime + sc->length; SND_Spatialize(ss); } //============================================================================= /* =================== S_UpdateAmbientSounds =================== */ void S_UpdateAmbientSounds(void) { mleaf_t *l; float vol; int 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++) channels[ambient_channel].sfx = NULL; return; } for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++) { chan = &channels[ambient_channel]; chan->sfx = ambient_sfx[ambient_channel]; vol = 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 += host_frametime * ambient_fade.value; if (chan->master_vol > vol) chan->master_vol = vol; } else if (chan->master_vol > vol) { chan->master_vol -= 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; 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 = 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 = 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.value) { total = 0; ch = 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_(); } 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 Con_Printf("paintedtime chopped off\n"); buffers = 0; paintedtime = fullsamples; S_StopAllSounds(); } } oldsamplepos = samplepos; soundtime = buffers * fullsamples + samplepos / shm->channels; } void S_ExtraUpdate(void) { if (snd_noextraupdate.value) return; // don't pollute timings S_Update_(); } void S_Update_(void) { unsigned endtime; int samps; if (!sound_started) return; // Updates DMA time GetSoundtime(); // check to make sure that we haven't overshot if (paintedtime < soundtime) { // Con_Printf ("S_Update_ : overflow\n"); paintedtime = soundtime; } // mix to 0.1 seconds ahead of current position endtime = soundtime + 0.1 * shm->speed; samps = shm->samples >> (shm->channels - 1); if (endtime - soundtime > samps) endtime = soundtime + samps; S_PaintChannels(endtime); if (cls.signon == SIGNONS && cl.paused) Q_memset(shm->buffer, (shm->samplebits == 8) * 0x80, shm->samples * shm->samplebits / 8); } /* =============================================================================== console functions =============================================================================== */ void S_Play(void) { static int hash = 345; int i; char name[256]; sfx_t *sfx; i = 1; while (i < Cmd_Argc()) { if (!Q_strrchr(Cmd_Argv(i), '.')) { Q_strcpy(name, Cmd_Argv(i)); Q_strcat(name, ".wav"); } else Q_strcpy(name, Cmd_Argv(i)); sfx = S_PrecacheSound(name); S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0); i++; } } void S_PlayVol(void) { static int hash = 543; int i; float vol; char name[256]; sfx_t *sfx; i = 1; while (i < Cmd_Argc()) { if (!Q_strrchr(Cmd_Argv(i), '.')) { Q_strcpy(name, Cmd_Argv(i)); Q_strcat(name, ".wav"); } else Q_strcpy(name, Cmd_Argv(i)); sfx = S_PrecacheSound(name); vol = Q_atof(Cmd_Argv(i + 1)); S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0); i += 2; } } 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 = 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(char *sound) { sfx_t *sfx; if (nosound.value) return; if (!sound_started) return; sfx = S_PrecacheSound(sound); if (!sfx) { Con_Printf("S_LocalSound: can't cache %s\n", sound); return; } S_StartSound(cl.viewentity, -1, sfx, vec3_origin, 1, 1); }