From 91df067e453c519ab1a8a919398c05ef87df5898 Mon Sep 17 00:00:00 2001 From: wyatt8740 Date: Mon, 2 Oct 2023 00:13:07 -0400 Subject: dos2unix, makefile linking flags --- WinQuake/Makefile | 4 +- WinQuake/cvar.h | 206 +++--- WinQuake/d_ifacea.h | 38 +- WinQuake/r_shared.h | 322 ++++---- WinQuake/snd_dma.c | 2056 +++++++++++++++++++++++++-------------------------- 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 " " 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 " " 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 ; ibuffer && !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 ; isfx) - 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 ; jsfx == 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 ; isfx && (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 (icache); - 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 ; ibuffer && !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 ; isfx) + 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 ; jsfx == 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 ; isfx && (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 (icache); + 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 -- cgit v1.2.3