diff options
| author | wyatt8740 <wyatt8740@users.noreply.github.com> | 2023-10-02 00:13:07 -0400 |
|---|---|---|
| committer | wyatt8740 <wyatt8740@users.noreply.github.com> | 2023-10-02 00:13:07 -0400 |
| commit | 91df067e453c519ab1a8a919398c05ef87df5898 (patch) | |
| tree | 02c2e604a9177b4cad6020d0cb379dbee7d9d7e1 | |
| parent | 72d9253ab2e5e0630c824c7130a40b7158323bc9 (diff) | |
| download | quake-pum-91df067e453c519ab1a8a919398c05ef87df5898.tar.gz | |
dos2unix, makefile linking flags
| -rw-r--r-- | WinQuake/Makefile | 4 | ||||
| -rw-r--r-- | WinQuake/cvar.h | 206 | ||||
| -rw-r--r-- | WinQuake/d_ifacea.h | 38 | ||||
| -rw-r--r-- | WinQuake/r_shared.h | 322 | ||||
| -rw-r--r-- | WinQuake/snd_dma.c | 2056 | ||||
| -rw-r--r-- | WinQuake/sound.h | 366 |
6 files changed, 1496 insertions, 1496 deletions
diff --git a/WinQuake/Makefile b/WinQuake/Makefile index 4f111f5..1d91748 100644 --- a/WinQuake/Makefile +++ b/WinQuake/Makefile @@ -19,7 +19,7 @@ else SDL_CONFIG ?= sdl-config endif SDL_CFLAGS := $(shell $(SDL_CONFIG) --cflags) -DUSE_SDL2 -SDL_LIBS := $(shell $(SDL_CONFIG) --libs) +SDL_LIBS := $(shell $(SDL_CONFIG) --libs) -lXi -lX11 -lXt -lXxf86vm -lXss -lXrandr -lXcursor -lwayland-client -lxkbcommon -lwayland-cursor -ldrm -lwayland-egl -lgbm -lXinerama -lpulse -lasound BASEVERSION=1.09 VERSION=$(BASEVERSION)$(GLIBC) @@ -61,7 +61,7 @@ RELEASE_CFLAGS=$(BASE_CFLAGS) -g -mtune=native -O3 -march=native DEBUG_CFLAGS=$(BASE_CFLAGS) -g LDFLAGS=-lm -m32 SVGALDFLAGS=-lvga -XLDFLAGS=-L/usr/X11R6/lib -lX11 -lXext /usr/lib/i386-linux-gnu/libXxf86dga.so.1.0.0 +XLDFLAGS=-L/usr/X11R6/lib -L/usr/lib/i386-linux-gnu -lX11 -lXext /usr/lib/i386-linux-gnu/libXxf86dga.so.1.0.0 XCFLAGS=-DX11 MESAGLLDFLAGS=-L/usr/lib/X11 -L/usr/local/lib -L$(MESA_DIR)/lib -lMesaGL -lglide2x -lX11 -lXext -ldl diff --git a/WinQuake/cvar.h b/WinQuake/cvar.h index ef5a0ed..506859c 100644 --- a/WinQuake/cvar.h +++ b/WinQuake/cvar.h @@ -1,103 +1,103 @@ -/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-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 2
-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.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-*/
-// cvar.h
-
-/*
-
-cvar_t variables are used to hold scalar or string variables that can be changed or displayed at the console or prog code as well as accessed directly
-in C code.
-
-it is sufficient to initialize a cvar_t with just the first two fields, or
-you can add a ,true flag for variables that you want saved to the configuration
-file when the game is quit:
-
-cvar_t r_draworder = {"r_draworder","1"};
-cvar_t scr_screensize = {"screensize","1",true};
-
-Cvars must be registered before use, or they will have a 0 value instead of the float interpretation of the string. Generally, all cvar_t declarations should be registered in the apropriate init function before any console commands are executed:
-Cvar_RegisterVariable (&host_framerate);
-
-
-C code usually just references a cvar in place:
-if ( r_draworder.value )
-
-It could optionally ask for the value to be looked up for a string name:
-if (Cvar_VariableValue ("r_draworder"))
-
-Interpreted prog code can access cvars with the cvar(name) or
-cvar_set (name, value) internal functions:
-teamplay = cvar("teamplay");
-cvar_set ("registered", "1");
-
-The user can access cvars from the console in two ways:
-r_draworder prints the current value
-r_draworder 0 sets the current value to 0
-Cvars are restricted from having the same names as commands to keep this
-interface from being ambiguous.
-*/
-
-/* for sdl */
-#if defined(USE_SDL2)
-#define CVAR_NONE 0
-#endif
-/* sdl end */
-
-typedef struct cvar_s
-{
- char *name;
- char *string;
- qboolean archive; // set to true to cause it to be saved to vars.rc
- qboolean server; // notifies players when changed
- float value;
- struct cvar_s *next;
-} cvar_t;
-
-void Cvar_RegisterVariable (cvar_t *variable);
-// registers a cvar that allready has the name, string, and optionally the
-// archive elements set.
-
-void Cvar_Set (char *var_name, char *value);
-// equivelant to "<name> <variable>" typed at the console
-
-void Cvar_SetValue (char *var_name, float value);
-// expands value to a string and calls Cvar_Set
-
-float Cvar_VariableValue (char *var_name);
-// returns 0 if not defined or non numeric
-
-char *Cvar_VariableString (char *var_name);
-// returns an empty string if not defined
-
-char *Cvar_CompleteVariable (char *partial);
-// attempts to match a partial variable name for command line completion
-// returns NULL if nothing fits
-
-qboolean Cvar_Command (void);
-// called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known
-// command. Returns true if the command was a variable reference that
-// was handled. (print or change)
-
-void Cvar_WriteVariables (FILE *f);
-// Writes lines containing "set variable value" for all variables
-// with the archive flag set to true.
-
-cvar_t *Cvar_FindVar (char *var_name);
-
-extern cvar_t *cvar_vars;
+/* +Copyright (C) 1996-1997 Id Software, Inc. + +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 2 +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. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// cvar.h + +/* + +cvar_t variables are used to hold scalar or string variables that can be changed or displayed at the console or prog code as well as accessed directly +in C code. + +it is sufficient to initialize a cvar_t with just the first two fields, or +you can add a ,true flag for variables that you want saved to the configuration +file when the game is quit: + +cvar_t r_draworder = {"r_draworder","1"}; +cvar_t scr_screensize = {"screensize","1",true}; + +Cvars must be registered before use, or they will have a 0 value instead of the float interpretation of the string. Generally, all cvar_t declarations should be registered in the apropriate init function before any console commands are executed: +Cvar_RegisterVariable (&host_framerate); + + +C code usually just references a cvar in place: +if ( r_draworder.value ) + +It could optionally ask for the value to be looked up for a string name: +if (Cvar_VariableValue ("r_draworder")) + +Interpreted prog code can access cvars with the cvar(name) or +cvar_set (name, value) internal functions: +teamplay = cvar("teamplay"); +cvar_set ("registered", "1"); + +The user can access cvars from the console in two ways: +r_draworder prints the current value +r_draworder 0 sets the current value to 0 +Cvars are restricted from having the same names as commands to keep this +interface from being ambiguous. +*/ + +/* for sdl */ +#if defined(USE_SDL2) +#define CVAR_NONE 0 +#endif +/* sdl end */ + +typedef struct cvar_s +{ + char *name; + char *string; + qboolean archive; // set to true to cause it to be saved to vars.rc + qboolean server; // notifies players when changed + float value; + struct cvar_s *next; +} cvar_t; + +void Cvar_RegisterVariable (cvar_t *variable); +// registers a cvar that allready has the name, string, and optionally the +// archive elements set. + +void Cvar_Set (char *var_name, char *value); +// equivelant to "<name> <variable>" typed at the console + +void Cvar_SetValue (char *var_name, float value); +// expands value to a string and calls Cvar_Set + +float Cvar_VariableValue (char *var_name); +// returns 0 if not defined or non numeric + +char *Cvar_VariableString (char *var_name); +// returns an empty string if not defined + +char *Cvar_CompleteVariable (char *partial); +// attempts to match a partial variable name for command line completion +// returns NULL if nothing fits + +qboolean Cvar_Command (void); +// called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known +// command. Returns true if the command was a variable reference that +// was handled. (print or change) + +void Cvar_WriteVariables (FILE *f); +// Writes lines containing "set variable value" for all variables +// with the archive flag set to true. + +cvar_t *Cvar_FindVar (char *var_name); + +extern cvar_t *cvar_vars; diff --git a/WinQuake/d_ifacea.h b/WinQuake/d_ifacea.h index 1d5d5d5..c93369e 100644 --- a/WinQuake/d_ifacea.h +++ b/WinQuake/d_ifacea.h @@ -1,22 +1,22 @@ -/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-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 2
-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.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-*/
+/* +Copyright (C) 1996-1997 Id Software, Inc. + +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 2 +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. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ // // d_ifacea.h // diff --git a/WinQuake/r_shared.h b/WinQuake/r_shared.h index 0f33e2b..a70f125 100644 --- a/WinQuake/r_shared.h +++ b/WinQuake/r_shared.h @@ -1,161 +1,161 @@ -/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-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 2
-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.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-*/
-#ifndef GLQUAKE
-// r_shared.h: general refresh-related stuff shared between the refresh and the
-// driver
-
-// FIXME: clean up and move into d_iface.h
-
-#ifndef _R_SHARED_H_
-#define _R_SHARED_H_
-
-#define MAXVERTS 16 // max points in a surface polygon
-#define MAXWORKINGVERTS (MAXVERTS+4) // max points in an intermediate
- // polygon (while processing)
-// !!! if this is changed, it must be changed in d_ifacea.h too !!!
-// wyatt
-// define MAXHEIGHT 1024
-#define MAXHEIGHT 2048
-// wyatt
-// define MAXWIDTH 1280
-#define MAXWIDTH 2560
-#define MAXDIMENSION ((MAXHEIGHT > MAXWIDTH) ? MAXHEIGHT : MAXWIDTH)
-
-#define SIN_BUFFER_SIZE (MAXDIMENSION+CYCLE)
-
-#define INFINITE_DISTANCE 0x10000 // distance that's always guaranteed to
- // be farther away than anything in
- // the scene
-
-//===================================================================
-
-extern void R_DrawLine (polyvert_t *polyvert0, polyvert_t *polyvert1);
-
-extern int cachewidth;
-extern pixel_t *cacheblock;
-extern int screenwidth;
-
-extern float pixelAspect;
-
-extern int r_drawnpolycount;
-
-extern cvar_t r_clearcolor;
-
-extern int sintable[SIN_BUFFER_SIZE];
-extern int intsintable[SIN_BUFFER_SIZE];
-
-extern vec3_t vup, base_vup;
-extern vec3_t vpn, base_vpn;
-extern vec3_t vright, base_vright;
-extern entity_t *currententity;
-
-#define NUMSTACKEDGES 2400
-#define MINEDGES NUMSTACKEDGES
-#define NUMSTACKSURFACES 800
-#define MINSURFACES NUMSTACKSURFACES
-#define MAXSPANS 3000
-
-// !!! if this is changed, it must be changed in asm_draw.h too !!!
-typedef struct espan_s
-{
- int u, v, count;
- struct espan_s *pnext;
-} espan_t;
-
-// FIXME: compress, make a union if that will help
-// insubmodel is only 1, flags is fewer than 32, spanstate could be a byte
-typedef struct surf_s
-{
- struct surf_s *next; // active surface stack in r_edge.c
- struct surf_s *prev; // used in r_edge.c for active surf stack
- struct espan_s *spans; // pointer to linked list of spans to draw
- int key; // sorting key (BSP order)
- int last_u; // set during tracing
- int spanstate; // 0 = not in span
- // 1 = in span
- // -1 = in inverted span (end before
- // start)
- int flags; // currentface flags
- void *data; // associated data like msurface_t
- entity_t *entity;
- float nearzi; // nearest 1/z on surface, for mipmapping
- qboolean insubmodel;
- float d_ziorigin, d_zistepu, d_zistepv;
-
- int pad[2]; // to 64 bytes
-} surf_t;
-
-extern surf_t *surfaces, *surface_p, *surf_max;
-
-// surfaces are generated in back to front order by the bsp, so if a surf
-// pointer is greater than another one, it should be drawn in front
-// surfaces[1] is the background, and is used as the active surface stack.
-// surfaces[0] is a dummy, because index 0 is used to indicate no surface
-// attached to an edge_t
-
-//===================================================================
-
-extern vec3_t sxformaxis[4]; // s axis transformed into viewspace
-extern vec3_t txformaxis[4]; // t axis transformed into viewspac
-
-extern vec3_t modelorg, base_modelorg;
-
-extern float xcenter, ycenter;
-extern float xscale, yscale;
-extern float xscaleinv, yscaleinv;
-extern float xscaleshrink, yscaleshrink;
-
-extern int d_lightstylevalue[256]; // 8.8 frac of base light value
-
-extern void TransformVector (vec3_t in, vec3_t out);
-extern void SetUpForLineScan(fixed8_t startvertu, fixed8_t startvertv,
- fixed8_t endvertu, fixed8_t endvertv);
-
-extern int r_skymade;
-extern void R_MakeSky (void);
-
-extern int ubasestep, errorterm, erroradjustup, erroradjustdown;
-
-// flags in finalvert_t.flags
-#define ALIAS_LEFT_CLIP 0x0001
-#define ALIAS_TOP_CLIP 0x0002
-#define ALIAS_RIGHT_CLIP 0x0004
-#define ALIAS_BOTTOM_CLIP 0x0008
-#define ALIAS_Z_CLIP 0x0010
-// !!! if this is changed, it must be changed in d_ifacea.h too !!!
-#define ALIAS_ONSEAM 0x0020 // also defined in modelgen.h;
- // must be kept in sync
-#define ALIAS_XY_CLIP_MASK 0x000F
-
-// !!! if this is changed, it must be changed in asm_draw.h too !!!
-typedef struct edge_s
-{
- fixed16_t u;
- fixed16_t u_step;
- struct edge_s *prev, *next;
- unsigned short surfs[2];
- struct edge_s *nextremove;
- float nearzi;
- medge_t *owner;
-} edge_t;
-
-#endif // _R_SHARED_H_
-
-#endif // GLQUAKE
+/* +Copyright (C) 1996-1997 Id Software, Inc. + +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 2 +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. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +#ifndef GLQUAKE +// r_shared.h: general refresh-related stuff shared between the refresh and the +// driver + +// FIXME: clean up and move into d_iface.h + +#ifndef _R_SHARED_H_ +#define _R_SHARED_H_ + +#define MAXVERTS 16 // max points in a surface polygon +#define MAXWORKINGVERTS (MAXVERTS+4) // max points in an intermediate + // polygon (while processing) +// !!! if this is changed, it must be changed in d_ifacea.h too !!! +// wyatt +// define MAXHEIGHT 1024 +#define MAXHEIGHT 2048 +// wyatt +// define MAXWIDTH 1280 +#define MAXWIDTH 2560 +#define MAXDIMENSION ((MAXHEIGHT > MAXWIDTH) ? MAXHEIGHT : MAXWIDTH) + +#define SIN_BUFFER_SIZE (MAXDIMENSION+CYCLE) + +#define INFINITE_DISTANCE 0x10000 // distance that's always guaranteed to + // be farther away than anything in + // the scene + +//=================================================================== + +extern void R_DrawLine (polyvert_t *polyvert0, polyvert_t *polyvert1); + +extern int cachewidth; +extern pixel_t *cacheblock; +extern int screenwidth; + +extern float pixelAspect; + +extern int r_drawnpolycount; + +extern cvar_t r_clearcolor; + +extern int sintable[SIN_BUFFER_SIZE]; +extern int intsintable[SIN_BUFFER_SIZE]; + +extern vec3_t vup, base_vup; +extern vec3_t vpn, base_vpn; +extern vec3_t vright, base_vright; +extern entity_t *currententity; + +#define NUMSTACKEDGES 2400 +#define MINEDGES NUMSTACKEDGES +#define NUMSTACKSURFACES 800 +#define MINSURFACES NUMSTACKSURFACES +#define MAXSPANS 3000 + +// !!! if this is changed, it must be changed in asm_draw.h too !!! +typedef struct espan_s +{ + int u, v, count; + struct espan_s *pnext; +} espan_t; + +// FIXME: compress, make a union if that will help +// insubmodel is only 1, flags is fewer than 32, spanstate could be a byte +typedef struct surf_s +{ + struct surf_s *next; // active surface stack in r_edge.c + struct surf_s *prev; // used in r_edge.c for active surf stack + struct espan_s *spans; // pointer to linked list of spans to draw + int key; // sorting key (BSP order) + int last_u; // set during tracing + int spanstate; // 0 = not in span + // 1 = in span + // -1 = in inverted span (end before + // start) + int flags; // currentface flags + void *data; // associated data like msurface_t + entity_t *entity; + float nearzi; // nearest 1/z on surface, for mipmapping + qboolean insubmodel; + float d_ziorigin, d_zistepu, d_zistepv; + + int pad[2]; // to 64 bytes +} surf_t; + +extern surf_t *surfaces, *surface_p, *surf_max; + +// surfaces are generated in back to front order by the bsp, so if a surf +// pointer is greater than another one, it should be drawn in front +// surfaces[1] is the background, and is used as the active surface stack. +// surfaces[0] is a dummy, because index 0 is used to indicate no surface +// attached to an edge_t + +//=================================================================== + +extern vec3_t sxformaxis[4]; // s axis transformed into viewspace +extern vec3_t txformaxis[4]; // t axis transformed into viewspac + +extern vec3_t modelorg, base_modelorg; + +extern float xcenter, ycenter; +extern float xscale, yscale; +extern float xscaleinv, yscaleinv; +extern float xscaleshrink, yscaleshrink; + +extern int d_lightstylevalue[256]; // 8.8 frac of base light value + +extern void TransformVector (vec3_t in, vec3_t out); +extern void SetUpForLineScan(fixed8_t startvertu, fixed8_t startvertv, + fixed8_t endvertu, fixed8_t endvertv); + +extern int r_skymade; +extern void R_MakeSky (void); + +extern int ubasestep, errorterm, erroradjustup, erroradjustdown; + +// flags in finalvert_t.flags +#define ALIAS_LEFT_CLIP 0x0001 +#define ALIAS_TOP_CLIP 0x0002 +#define ALIAS_RIGHT_CLIP 0x0004 +#define ALIAS_BOTTOM_CLIP 0x0008 +#define ALIAS_Z_CLIP 0x0010 +// !!! if this is changed, it must be changed in d_ifacea.h too !!! +#define ALIAS_ONSEAM 0x0020 // also defined in modelgen.h; + // must be kept in sync +#define ALIAS_XY_CLIP_MASK 0x000F + +// !!! if this is changed, it must be changed in asm_draw.h too !!! +typedef struct edge_s +{ + fixed16_t u; + fixed16_t u_step; + struct edge_s *prev, *next; + unsigned short surfs[2]; + struct edge_s *nextremove; + float nearzi; + medge_t *owner; +} edge_t; + +#endif // _R_SHARED_H_ + +#endif // GLQUAKE diff --git a/WinQuake/snd_dma.c b/WinQuake/snd_dma.c index adb5504..f0bd51b 100644 --- a/WinQuake/snd_dma.c +++ b/WinQuake/snd_dma.c @@ -1,1028 +1,1028 @@ -/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-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 2
-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.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-*/
-// snd_dma.c -- main control for any streaming sound output device
-
-#include "quakedef.h"
-
-#ifdef _WIN32
-#include "winquake.h"
-#endif
-
-void S_Play(void);
-void S_PlayVol(void);
-void S_SoundList(void);
-void S_Update_();
-void S_StopAllSounds(qboolean clear);
-void S_StopAllSoundsC(void);
-
-// =======================================================================
-// Internal sound data & structures
-// =======================================================================
-
-channel_t channels[MAX_CHANNELS];
-int total_channels;
-
-int snd_blocked = 0;
-static qboolean snd_ambient = 1;
-qboolean snd_initialized = false;
-
-// pointer should go away
-volatile dma_t *shm = 0;
-volatile dma_t sn;
-
-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"};
-/* for sdl */
-#if defined(USE_SDL2)
-cvar_t sndspeed = {"sndspeed", "11025", CVAR_NONE};
-cvar_t snd_mixspeed = {"snd_mixspeed", "44100", CVAR_NONE};
-#endif
-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"};
-cvar_t _snd_mixahead = {"_snd_mixahead", "0.1", true};
-
-
-// ====================================================================
-// 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.
-//
-
-qboolean fakedma = false;
-int fakedma_updates = 15;
-
-
-void S_AmbientOff (void)
-{
- snd_ambient = false;
-}
-
-
-void S_AmbientOn (void)
-{
- snd_ambient = true;
-}
-
-
-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);
-}
-
-
-/*
-================
-S_Startup
-================
-*/
-
-void S_Startup (void)
-{
- int rc;
-
- if (!snd_initialized)
- return;
-
- if (!fakedma)
- {
-#if defined(USE_SDL2)
- /* Since I borrowed a lot of the SDL2 code from Quakespasm, I
- found this to be the easiest way to retrofit it: */
- rc = SNDDMA_Init(&sn);
-#else
- /* in the original code from Id, no argument is used here: */
- rc = SNDDMA_Init();
-#endif
- if (!rc)
- {
-#ifndef _WIN32
- Con_Printf("S_Startup: SNDDMA_Init failed.\n");
-#endif
- sound_started = 0;
- return;
- }
- }
-
- sound_started = 1;
-}
-
-
-/*
-================
-S_Init
-================
-*/
-void S_Init (void)
-{
-
- 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_StopAllSoundsC);
- Cmd_AddCommand("soundlist", S_SoundList);
- Cmd_AddCommand("soundinfo", S_SoundInfo_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);
- Cvar_RegisterVariable(&_snd_mixahead);
-
- if (host_parms.memsize < 0x800000)
- {
- Cvar_Set ("loadas8bit", "1");
- Con_Printf ("loading all sounds as 8bit\n");
- }
-
-
-
- snd_initialized = true;
-
- S_Startup ();
-
- 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
-
-// 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;
-
- if (shm)
- shm->gamealive = 0;
-
- shm = 0;
- sound_started = 0;
-
- if (!fakedma)
- {
- SNDDMA_Shutdown();
- }
-}
-
-
-// =======================================================================
-// 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 lscale, rscale, 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);
-
- 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 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(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 (channels[i].sfx)
- channels[i].sfx = NULL;
-
- Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
-
- if (clear)
- S_ClearBuffer ();
-}
-
-void S_StopAllSoundsC (void)
-{
- S_StopAllSounds (true);
-}
-
-void S_ClearBuffer (void)
-{
- int clear;
-
-#ifdef _WIN32
- 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 _WIN32
- if (pDSBuf)
- {
- DWORD dwSize;
- DWORD *pData;
- int reps;
- HRESULT hresult;
-
- reps = 0;
-
- while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
- {
- if (hresult != DSERR_BUFFERLOST)
- {
- Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
- S_Shutdown ();
- return;
- }
-
- if (++reps > 10000)
- {
- Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
- S_Shutdown ();
- return;
- }
- }
-
- Q_memset(pData, clear, shm->samples * shm->samplebits/8);
-
- pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
-
- }
- else
-#endif
- {
- 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;
-
- if (!snd_ambient)
- return;
-
-// 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;
-
- 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 = 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.
-#ifdef __sun__
- soundtime = SNDDMA_GetSamples();
-#else
- 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;
-#endif
-}
-
-void S_ExtraUpdate (void)
-{
-
-#ifdef _WIN32
- IN_Accumulate ();
-#endif
-
- if (snd_noextraupdate.value)
- return; // don't pollute timings
- S_Update_();
-}
-
-void S_Update_(void)
-{
- unsigned endtime;
- int samps;
-
- 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_Update_ : overflow\n");
- paintedtime = soundtime;
- }
-
-// mix ahead of current position
- endtime = soundtime + _snd_mixahead.value * shm->speed;
- samps = shm->samples >> (shm->channels-1);
- if (endtime - soundtime > samps)
- endtime = soundtime + samps;
-
-#ifdef _WIN32
-// if the buffer was lost or stopped, restore it and/or restart it
- {
- DWORD dwStatus;
-
- if (pDSBuf)
- {
- if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
- Con_Printf ("Couldn't get sound buffer status\n");
-
- if (dwStatus & DSBSTATUS_BUFFERLOST)
- pDSBuf->lpVtbl->Restore (pDSBuf);
-
- if (!(dwStatus & DSBSTATUS_PLAYING))
- pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
- }
- }
-#endif
-
- S_PaintChannels (endtime);
-
- SNDDMA_Submit ();
-}
-
-/*
-===============================================================================
-
-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);
-}
-
-
-void S_ClearPrecache (void)
-{
-}
-
-
-void S_BeginPrecaching (void)
-{
-}
-
-
-void S_EndPrecaching (void)
-{
-}
-
+/* +Copyright (C) 1996-1997 Id Software, Inc. + +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 2 +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. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// snd_dma.c -- main control for any streaming sound output device + +#include "quakedef.h" + +#ifdef _WIN32 +#include "winquake.h" +#endif + +void S_Play(void); +void S_PlayVol(void); +void S_SoundList(void); +void S_Update_(); +void S_StopAllSounds(qboolean clear); +void S_StopAllSoundsC(void); + +// ======================================================================= +// Internal sound data & structures +// ======================================================================= + +channel_t channels[MAX_CHANNELS]; +int total_channels; + +int snd_blocked = 0; +static qboolean snd_ambient = 1; +qboolean snd_initialized = false; + +// pointer should go away +volatile dma_t *shm = 0; +volatile dma_t sn; + +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"}; +/* for sdl */ +#if defined(USE_SDL2) +cvar_t sndspeed = {"sndspeed", "11025", CVAR_NONE}; +cvar_t snd_mixspeed = {"snd_mixspeed", "44100", CVAR_NONE}; +#endif +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"}; +cvar_t _snd_mixahead = {"_snd_mixahead", "0.1", true}; + + +// ==================================================================== +// 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. +// + +qboolean fakedma = false; +int fakedma_updates = 15; + + +void S_AmbientOff (void) +{ + snd_ambient = false; +} + + +void S_AmbientOn (void) +{ + snd_ambient = true; +} + + +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); +} + + +/* +================ +S_Startup +================ +*/ + +void S_Startup (void) +{ + int rc; + + if (!snd_initialized) + return; + + if (!fakedma) + { +#if defined(USE_SDL2) + /* Since I borrowed a lot of the SDL2 code from Quakespasm, I + found this to be the easiest way to retrofit it: */ + rc = SNDDMA_Init(&sn); +#else + /* in the original code from Id, no argument is used here: */ + rc = SNDDMA_Init(); +#endif + if (!rc) + { +#ifndef _WIN32 + Con_Printf("S_Startup: SNDDMA_Init failed.\n"); +#endif + sound_started = 0; + return; + } + } + + sound_started = 1; +} + + +/* +================ +S_Init +================ +*/ +void S_Init (void) +{ + + 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_StopAllSoundsC); + Cmd_AddCommand("soundlist", S_SoundList); + Cmd_AddCommand("soundinfo", S_SoundInfo_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); + Cvar_RegisterVariable(&_snd_mixahead); + + if (host_parms.memsize < 0x800000) + { + Cvar_Set ("loadas8bit", "1"); + Con_Printf ("loading all sounds as 8bit\n"); + } + + + + snd_initialized = true; + + S_Startup (); + + 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 + +// 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; + + if (shm) + shm->gamealive = 0; + + shm = 0; + sound_started = 0; + + if (!fakedma) + { + SNDDMA_Shutdown(); + } +} + + +// ======================================================================= +// 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 lscale, rscale, 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); + + 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 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(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 (channels[i].sfx) + channels[i].sfx = NULL; + + Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t)); + + if (clear) + S_ClearBuffer (); +} + +void S_StopAllSoundsC (void) +{ + S_StopAllSounds (true); +} + +void S_ClearBuffer (void) +{ + int clear; + +#ifdef _WIN32 + 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 _WIN32 + if (pDSBuf) + { + DWORD dwSize; + DWORD *pData; + int reps; + HRESULT hresult; + + reps = 0; + + while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK) + { + if (hresult != DSERR_BUFFERLOST) + { + Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n"); + S_Shutdown (); + return; + } + + if (++reps > 10000) + { + Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n"); + S_Shutdown (); + return; + } + } + + Q_memset(pData, clear, shm->samples * shm->samplebits/8); + + pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0); + + } + else +#endif + { + 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; + + if (!snd_ambient) + return; + +// 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; + + 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 = 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. +#ifdef __sun__ + soundtime = SNDDMA_GetSamples(); +#else + 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; +#endif +} + +void S_ExtraUpdate (void) +{ + +#ifdef _WIN32 + IN_Accumulate (); +#endif + + if (snd_noextraupdate.value) + return; // don't pollute timings + S_Update_(); +} + +void S_Update_(void) +{ + unsigned endtime; + int samps; + + 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_Update_ : overflow\n"); + paintedtime = soundtime; + } + +// mix ahead of current position + endtime = soundtime + _snd_mixahead.value * shm->speed; + samps = shm->samples >> (shm->channels-1); + if (endtime - soundtime > samps) + endtime = soundtime + samps; + +#ifdef _WIN32 +// if the buffer was lost or stopped, restore it and/or restart it + { + DWORD dwStatus; + + if (pDSBuf) + { + if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK) + Con_Printf ("Couldn't get sound buffer status\n"); + + if (dwStatus & DSBSTATUS_BUFFERLOST) + pDSBuf->lpVtbl->Restore (pDSBuf); + + if (!(dwStatus & DSBSTATUS_PLAYING)) + pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING); + } + } +#endif + + S_PaintChannels (endtime); + + SNDDMA_Submit (); +} + +/* +=============================================================================== + +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); +} + + +void S_ClearPrecache (void) +{ +} + + +void S_BeginPrecaching (void) +{ +} + + +void S_EndPrecaching (void) +{ +} + diff --git a/WinQuake/sound.h b/WinQuake/sound.h index f5e8b35..46a36a0 100644 --- a/WinQuake/sound.h +++ b/WinQuake/sound.h @@ -1,183 +1,183 @@ -/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-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 2
-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.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-*/
-// sound.h -- client sound i/o functions
-
-#ifndef __SOUND__
-#define __SOUND__
-
-#define DEFAULT_SOUND_PACKET_VOLUME 255
-#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
-
-// !!! if this is changed, it much be changed in asm_i386.h too !!!
-typedef struct
-{
- int left;
- int right;
-} portable_samplepair_t;
-
-typedef struct sfx_s
-{
- char name[MAX_QPATH];
- cache_user_t cache;
-} sfx_t;
-
-// !!! if this is changed, it much be changed in asm_i386.h too !!!
-typedef struct
-{
- int length;
- int loopstart;
- int speed;
- int width;
- int stereo;
- byte data[1]; // variable sized
-} sfxcache_t;
-
-typedef struct
-{
- qboolean gamealive;
- qboolean soundalive;
- qboolean splitbuffer;
- int channels;
- int samples; // mono samples in buffer
- int submission_chunk; // don't mix less than this #
- int samplepos; // in mono samples
- int samplebits;
- int speed;
- unsigned char *buffer;
-} dma_t;
-
-// !!! if this is changed, it much be changed in asm_i386.h too !!!
-typedef struct
-{
- sfx_t *sfx; // sfx number
- int leftvol; // 0-255 volume
- int rightvol; // 0-255 volume
- int end; // end time in global paintsamples
- int pos; // sample position in sfx
- int looping; // where to loop, -1 = no looping
- int entnum; // to allow overriding a specific sound
- int entchannel; //
- vec3_t origin; // origin of sound effect
- vec_t dist_mult; // distance multiplier (attenuation/clipK)
- int master_vol; // 0-255 master volume
-} channel_t;
-
-typedef struct
-{
- int rate;
- int width;
- int channels;
- int loopstart;
- int samples;
- int dataofs; // chunk starts this many bytes from file start
-} wavinfo_t;
-
-void S_Init (void);
-void S_Startup (void);
-void S_Shutdown (void);
-void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
-void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
-void S_StopSound (int entnum, int entchannel);
-void S_StopAllSounds(qboolean clear);
-void S_ClearBuffer (void);
-void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
-void S_ExtraUpdate (void);
-
-sfx_t *S_PrecacheSound (char *sample);
-void S_TouchSound (char *sample);
-void S_ClearPrecache (void);
-void S_BeginPrecaching (void);
-void S_EndPrecaching (void);
-void S_PaintChannels(int endtime);
-void S_InitPaintChannels (void);
-
-// picks a channel based on priorities, empty slots, number of channels
-channel_t *SND_PickChannel(int entnum, int entchannel);
-
-// spatializes a channel
-void SND_Spatialize(channel_t *ch);
-
-// initializes cycling through a DMA buffer and returns information on it
-#if defined(USE_SDL2)
-/* Probably the easiest way to retrofit quakespasm's SDL2 audio code into
- Id Quake. */
-qboolean SNDDMA_Init(dma_t *dma);
-#else
-qboolean SNDDMA_Init(void);
-#endif
-
-// gets the current DMA position
-int SNDDMA_GetDMAPos(void);
-
-// shutdown the DMA xfer.
-void SNDDMA_Shutdown(void);
-
-// ====================================================================
-// User-setable variables
-// ====================================================================
-
-#define MAX_CHANNELS 128
-#define MAX_DYNAMIC_CHANNELS 8
-
-
-extern channel_t channels[MAX_CHANNELS];
-// 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
-// MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
-// MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds
-
-extern int total_channels;
-
-//
-// 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.
-//
-
-extern qboolean fakedma;
-extern int fakedma_updates;
-extern int paintedtime;
-extern vec3_t listener_origin;
-extern vec3_t listener_forward;
-extern vec3_t listener_right;
-extern vec3_t listener_up;
-extern volatile dma_t *shm;
-extern volatile dma_t sn;
-extern vec_t sound_nominal_clip_dist;
-
-extern cvar_t loadas8bit;
-extern cvar_t bgmvolume;
-extern cvar_t volume;
-
-extern qboolean snd_initialized;
-
-extern int snd_blocked;
-
-void S_LocalSound (char *s);
-sfxcache_t *S_LoadSound (sfx_t *s);
-
-wavinfo_t GetWavinfo (char *name, byte *wav, int wavlength);
-
-void SND_InitScaletable (void);
-void SNDDMA_Submit(void);
-
-void S_AmbientOff (void);
-void S_AmbientOn (void);
-
-#endif
+/* +Copyright (C) 1996-1997 Id Software, Inc. + +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 2 +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. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// sound.h -- client sound i/o functions + +#ifndef __SOUND__ +#define __SOUND__ + +#define DEFAULT_SOUND_PACKET_VOLUME 255 +#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0 + +// !!! if this is changed, it much be changed in asm_i386.h too !!! +typedef struct +{ + int left; + int right; +} portable_samplepair_t; + +typedef struct sfx_s +{ + char name[MAX_QPATH]; + cache_user_t cache; +} sfx_t; + +// !!! if this is changed, it much be changed in asm_i386.h too !!! +typedef struct +{ + int length; + int loopstart; + int speed; + int width; + int stereo; + byte data[1]; // variable sized +} sfxcache_t; + +typedef struct +{ + qboolean gamealive; + qboolean soundalive; + qboolean splitbuffer; + int channels; + int samples; // mono samples in buffer + int submission_chunk; // don't mix less than this # + int samplepos; // in mono samples + int samplebits; + int speed; + unsigned char *buffer; +} dma_t; + +// !!! if this is changed, it much be changed in asm_i386.h too !!! +typedef struct +{ + sfx_t *sfx; // sfx number + int leftvol; // 0-255 volume + int rightvol; // 0-255 volume + int end; // end time in global paintsamples + int pos; // sample position in sfx + int looping; // where to loop, -1 = no looping + int entnum; // to allow overriding a specific sound + int entchannel; // + vec3_t origin; // origin of sound effect + vec_t dist_mult; // distance multiplier (attenuation/clipK) + int master_vol; // 0-255 master volume +} channel_t; + +typedef struct +{ + int rate; + int width; + int channels; + int loopstart; + int samples; + int dataofs; // chunk starts this many bytes from file start +} wavinfo_t; + +void S_Init (void); +void S_Startup (void); +void S_Shutdown (void); +void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation); +void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation); +void S_StopSound (int entnum, int entchannel); +void S_StopAllSounds(qboolean clear); +void S_ClearBuffer (void); +void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up); +void S_ExtraUpdate (void); + +sfx_t *S_PrecacheSound (char *sample); +void S_TouchSound (char *sample); +void S_ClearPrecache (void); +void S_BeginPrecaching (void); +void S_EndPrecaching (void); +void S_PaintChannels(int endtime); +void S_InitPaintChannels (void); + +// picks a channel based on priorities, empty slots, number of channels +channel_t *SND_PickChannel(int entnum, int entchannel); + +// spatializes a channel +void SND_Spatialize(channel_t *ch); + +// initializes cycling through a DMA buffer and returns information on it +#if defined(USE_SDL2) +/* Probably the easiest way to retrofit quakespasm's SDL2 audio code into + Id Quake. */ +qboolean SNDDMA_Init(dma_t *dma); +#else +qboolean SNDDMA_Init(void); +#endif + +// gets the current DMA position +int SNDDMA_GetDMAPos(void); + +// shutdown the DMA xfer. +void SNDDMA_Shutdown(void); + +// ==================================================================== +// User-setable variables +// ==================================================================== + +#define MAX_CHANNELS 128 +#define MAX_DYNAMIC_CHANNELS 8 + + +extern channel_t channels[MAX_CHANNELS]; +// 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds +// MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc +// MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds + +extern int total_channels; + +// +// 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. +// + +extern qboolean fakedma; +extern int fakedma_updates; +extern int paintedtime; +extern vec3_t listener_origin; +extern vec3_t listener_forward; +extern vec3_t listener_right; +extern vec3_t listener_up; +extern volatile dma_t *shm; +extern volatile dma_t sn; +extern vec_t sound_nominal_clip_dist; + +extern cvar_t loadas8bit; +extern cvar_t bgmvolume; +extern cvar_t volume; + +extern qboolean snd_initialized; + +extern int snd_blocked; + +void S_LocalSound (char *s); +sfxcache_t *S_LoadSound (sfx_t *s); + +wavinfo_t GetWavinfo (char *name, byte *wav, int wavlength); + +void SND_InitScaletable (void); +void SNDDMA_Submit(void); + +void S_AmbientOff (void); +void S_AmbientOn (void); + +#endif |
