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|
/*
* S_DMA.java
* Copyright (C) 2004
*
* $Id: SND_DMA.java,v 1.2 2004-09-22 19:22:09 salomo Exp $
*/
/*
Copyright (C) 1997-2001 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.
*/
// Created on 26.01.2004 by RST.
package jake2.sound.jsound;
import jake2.Defines;
import jake2.client.CL_ents;
import jake2.game.Cmd;
import jake2.game.cvar_t;
import jake2.game.entity_state_t;
import jake2.qcommon.Com;
import jake2.qcommon.Cvar;
import jake2.qcommon.FS;
import jake2.qcommon.xcommand_t;
import jake2.sound.WaveLoader;
import jake2.sound.sfx_t;
import jake2.sound.sfxcache_t;
import jake2.util.Math3D;
import jake2.util.Vargs;
import java.io.IOException;
import java.io.RandomAccessFile;
/**
* SND_DMA TODO implement sound system
*/
public class SND_DMA extends SND_MIX {
////
// =======================================================================
//// Internal sound data & structures
////
// =======================================================================
//
//// only begin attenuating sound volumes when outside the FULLVOLUME range
static final int SOUND_FULLVOLUME = 80;
static final float SOUND_LOOPATTENUATE = 0.003f;
static int s_registration_sequence;
static boolean sound_started = false;
static float[] listener_origin = { 0, 0, 0 };
static float[] listener_forward = { 0, 0, 0 };
static float[] listener_right = { 0, 0, 0 };
static float[] listener_up = { 0, 0, 0 };
static boolean s_registering;
static int soundtime; // sample PAIRS
// during registration it is possible to have more sounds
// than could actually be referenced during gameplay,
// because we don't want to free anything until we are
// sure we won't need it.
static final int MAX_SFX = (MAX_SOUNDS * 2);
static sfx_t[] known_sfx = new sfx_t[MAX_SFX];
static {
for (int i = 0; i < known_sfx.length; i++)
known_sfx[i] = new sfx_t();
}
static int num_sfx;
static final int MAX_PLAYSOUNDS = 128;
static playsound_t[] s_playsounds = new playsound_t[MAX_PLAYSOUNDS];
static {
for (int i = 0; i < MAX_PLAYSOUNDS; i++) {
s_playsounds[i] = new playsound_t();
}
}
static playsound_t s_freeplays = new playsound_t();
static int s_beginofs;
static cvar_t s_testsound;
static cvar_t s_loadas8bit;
static cvar_t s_khz;
static cvar_t s_show;
static cvar_t s_mixahead;
static cvar_t s_primary;
//
//
// int s_rawend;
// portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES];
//
//
// ====================================================================
// User-setable variables
// ====================================================================
static void SoundInfo_f() {
if (!sound_started) {
Com.Printf("sound system not started\n");
return;
}
Com.Printf("%5d stereo\n", new Vargs(1).add(dma.channels - 1));
Com.Printf("%5d samples\n", new Vargs(1).add(dma.samples));
//Com.Printf("%5d samplepos\n", new Vargs(1).add(dma.samplepos));
Com.Printf("%5d samplebits\n", new Vargs(1).add(dma.samplebits));
Com.Printf("%5d submission_chunk\n", new Vargs(1)
.add(dma.submission_chunk));
Com.Printf("%5d speed\n", new Vargs(1).add(dma.speed));
}
/*
* ================ S_Init ================
*/
public static void Init() {
cvar_t cv;
Com.Printf("\n------- sound initialization -------\n");
cv = Cvar.Get("s_initsound", "0", 0);
if (cv.value == 0.0f)
Com.Printf("not initializing.\n");
else {
s_volume = Cvar.Get("s_volume", "0.7", CVAR_ARCHIVE);
s_khz = Cvar.Get("s_khz", "11", CVAR_ARCHIVE);
s_loadas8bit = Cvar.Get("s_loadas8bit", "1", CVAR_ARCHIVE);
s_mixahead = Cvar.Get("s_mixahead", "0.2", CVAR_ARCHIVE);
s_show = Cvar.Get("s_show", "0", 0);
s_testsound = Cvar.Get("s_testsound", "0", 0);
s_primary = Cvar.Get("s_primary", "0", CVAR_ARCHIVE); // win32
// specific
Cmd.AddCommand("play", new xcommand_t() {
public void execute() {
Play();
}
});
Cmd.AddCommand("stopsound", new xcommand_t() {
public void execute() {
StopAllSounds();
}
});
Cmd.AddCommand("soundlist", new xcommand_t() {
public void execute() {
SoundList();
}
});
Cmd.AddCommand("soundinfo", new xcommand_t() {
public void execute() {
SoundInfo_f();
}
});
if (!SNDDMA_Init())
return;
InitScaletable();
sound_started = true;
num_sfx = 0;
soundtime = 0;
paintedtime = 0;
Com.Printf("sound sampling rate: " + dma.speed + "\n");
StopAllSounds();
}
Com.Printf("------------------------------------\n");
}
// =======================================================================
// Shutdown sound engine
// =======================================================================
public static void Shutdown() {
int i;
sfx_t[] sfx;
if (!sound_started)
return;
SNDDMA_Shutdown();
sound_started = false;
Cmd.RemoveCommand("play");
Cmd.RemoveCommand("stopsound");
Cmd.RemoveCommand("soundlist");
Cmd.RemoveCommand("soundinfo");
// free all sounds
for (i = 0, sfx = known_sfx; i < num_sfx; i++) {
if (sfx[i].name == null)
continue;
//memset (sfx, 0, sizeof(*sfx));
sfx[i].clear();
}
num_sfx = 0;
}
// =======================================================================
// Load a sound
// =======================================================================
/*
* ================== S_FindName
*
* ==================
*/
static sfx_t FindName(String name, boolean create) {
int i;
sfx_t sfx = null;
if (name == null)
Com.Error(ERR_FATAL, "S_FindName: NULL\n");
if (name.length() == 0)
Com.Error(ERR_FATAL, "S_FindName: empty name\n");
if (name.length() >= MAX_QPATH)
Com.Error(ERR_FATAL, "Sound name too long: " + name);
// see if already loaded
for (i = 0; i < num_sfx; i++)
if (name.equals(known_sfx[i].name)) {
return known_sfx[i];
}
if (!create)
return null;
// find a free sfx
for (i = 0; i < num_sfx; i++)
if (known_sfx[i].name == null)
// registration_sequence < s_registration_sequence)
break;
if (i == num_sfx) {
if (num_sfx == MAX_SFX)
Com.Error(ERR_FATAL, "S_FindName: out of sfx_t");
num_sfx++;
}
sfx = known_sfx[i];
//memset (sfx, 0, sizeof(*sfx));
sfx.clear();
sfx.name = name;
sfx.registration_sequence = s_registration_sequence;
return sfx;
}
/*
* ================== S_AliasName
*
* ==================
*/
static sfx_t AliasName(String aliasname, String truename) {
sfx_t sfx = null;
// char *s;
int i;
// s = Z_Malloc (MAX_QPATH);
// strcpy (s, truename);
// find a free sfx
for (i = 0; i < num_sfx; i++)
if (known_sfx[i].name == null)
break;
if (i == num_sfx) {
if (num_sfx == MAX_SFX)
Com.Error(ERR_FATAL, "S_FindName: out of sfx_t");
num_sfx++;
}
sfx = known_sfx[i];
//memset (sfx, 0, sizeof(*sfx));
//strcpy (sfx->name, aliasname);
sfx.name = aliasname;
sfx.registration_sequence = s_registration_sequence;
sfx.truename = truename;
return sfx;
}
/*
* ===================== S_BeginRegistration
*
* =====================
*/
public static void BeginRegistration() {
s_registration_sequence++;
s_registering = true;
}
/*
* ================== S_RegisterSound
*
* ==================
*/
public static sfx_t RegisterSound(String name) {
sfx_t sfx = null;
if (!sound_started)
return null;
sfx = FindName(name, true);
sfx.registration_sequence = s_registration_sequence;
if (!s_registering)
WaveLoader.LoadSound(sfx);
return sfx;
}
/*
* ===================== S_EndRegistration
*
* =====================
*/
public static void EndRegistration() {
int i;
sfx_t sfx;
int size;
// free any sounds not from this registration sequence
for (i = 0; i < num_sfx; i++) {
sfx = known_sfx[i];
if (sfx.name == null)
continue;
if (sfx.registration_sequence != s_registration_sequence) { // don't
// need
// this
// sound
//memset (sfx, 0, sizeof(*sfx));
sfx.clear();
} else {
// make sure it is paged in
// if (sfx->cache)
// {
// size = sfx->cache->length*sfx->cache->width;
// Com_PageInMemory ((byte *)sfx->cache, size);
// }
}
}
// load everything in
for (i = 0; i < num_sfx; i++) {
sfx = known_sfx[i];
if (sfx.name == null)
continue;
WaveLoader.LoadSound(sfx);
}
s_registering = false;
}
// =============================================================================
/*
* ================= S_PickChannel =================
*/
static channel_t PickChannel(int entnum, int entchannel) {
int ch_idx;
int first_to_die;
int life_left;
channel_t ch;
if (entchannel < 0)
Com.Error(ERR_DROP, "S_PickChannel: entchannel<0");
// Check for replacement sound, or find the best one to replace
first_to_die = -1;
life_left = 0x7fffffff;
for (ch_idx = 0; ch_idx < MAX_CHANNELS; ch_idx++) {
if (entchannel != 0 // channel 0 never overrides
&& channels[ch_idx].entnum == entnum
&& channels[ch_idx].entchannel == entchannel) { // always
// 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.playernum + 1)
&& (entnum != cl.playernum + 1)
&& channels[ch_idx].sfx != null)
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;
ch = channels[first_to_die];
//memset (ch, 0, sizeof(*ch));
ch.clear();
return ch;
}
/*
* ================= S_SpatializeOrigin
*
* Used for spatializing channels and autosounds =================
*/
static void SpatializeOrigin(float[] origin, float master_vol,
float dist_mult, channel_t ch) {
float dot;
float dist;
float lscale, rscale, scale;
float[] source_vec = { 0, 0, 0 };
if (cls.state != ca_active) {
ch.leftvol = ch.rightvol = 255;
return;
}
// calculate stereo seperation and distance attenuation
Math3D.VectorSubtract(origin, listener_origin, source_vec);
dist = Math3D.VectorNormalize(source_vec);
dist -= SOUND_FULLVOLUME;
if (dist < 0)
dist = 0; // close enough to be at full volume
dist *= dist_mult; // different attenuation levels
dot = Math3D.DotProduct(listener_right, source_vec);
if (dma.channels == 1 || dist_mult == 0.0f) { // no attenuation = no
// spatialization
rscale = 1.0f;
lscale = 1.0f;
} else {
rscale = 0.5f * (1.0f + dot);
lscale = 0.5f * (1.0f - dot);
}
// add in distance effect
scale = (1.0f - dist) * rscale;
ch.rightvol = (int) (master_vol * scale);
if (ch.rightvol < 0)
ch.rightvol = 0;
scale = (1.0f - dist) * lscale;
ch.leftvol = (int) (master_vol * scale);
if (ch.leftvol < 0)
ch.leftvol = 0;
}
/*
* ================= S_Spatialize =================
*/
static void Spatialize(channel_t ch) {
float[] origin = { 0, 0, 0 };
// anything coming from the view entity will always be full volume
if (ch.entnum == cl.playernum + 1) {
ch.leftvol = ch.master_vol;
ch.rightvol = ch.master_vol;
return;
}
if (ch.fixed_origin) {
Math3D.VectorCopy(ch.origin, origin);
} else
CL_ents.GetEntitySoundOrigin(ch.entnum, origin);
SpatializeOrigin(origin, (float) ch.master_vol, ch.dist_mult, ch);
}
/*
* ================= S_AllocPlaysound =================
*/
static playsound_t AllocPlaysound() {
playsound_t ps;
ps = s_freeplays.next;
if (ps == s_freeplays)
return null; // no free playsounds
// unlink from freelist
ps.prev.next = ps.next;
ps.next.prev = ps.prev;
return ps;
}
/*
* ================= S_FreePlaysound =================
*/
static void FreePlaysound(playsound_t ps) {
// unlink from channel
ps.prev.next = ps.next;
ps.next.prev = ps.prev;
// add to free list
ps.next = s_freeplays.next;
s_freeplays.next.prev = ps;
ps.prev = s_freeplays;
s_freeplays.next = ps;
}
/*
* =============== S_IssuePlaysound
*
* Take the next playsound and begin it on the channel This is never called
* directly by S_Play*, but only by the update loop. ===============
*/
static void IssuePlaysound(playsound_t ps) {
channel_t ch;
sfxcache_t sc;
if (s_show.value != 0.0f)
Com.Printf("Issue " + ps.begin + "\n");
// pick a channel to play on
ch = PickChannel(ps.entnum, ps.entchannel);
if (ch == null) {
FreePlaysound(ps);
return;
}
// spatialize
if (ps.attenuation == ATTN_STATIC)
ch.dist_mult = ps.attenuation * 0.001f;
else
ch.dist_mult = ps.attenuation * 0.0005f;
ch.master_vol = (int) ps.volume;
ch.entnum = ps.entnum;
ch.entchannel = ps.entchannel;
ch.sfx = ps.sfx;
Math3D.VectorCopy(ps.origin, ch.origin);
ch.fixed_origin = ps.fixed_origin;
Spatialize(ch);
ch.pos = 0;
sc = WaveLoader.LoadSound(ch.sfx);
ch.end = paintedtime + sc.length;
// free the playsound
FreePlaysound(ps);
}
static sfx_t RegisterSexedSound(entity_state_t ent, String base) {
sfx_t sfx = null;
// determine what model the client is using
String model = "male";
int n = CS_PLAYERSKINS + ent.number - 1;
if (cl.configstrings[n] != null) {
int p = cl.configstrings[n].indexOf('\\');
if (p >= 0) {
p++;
model = cl.configstrings[n].substring(p);
//strcpy(model, p);
p = model.indexOf('/');
if (p > 0)
model = model.substring(0, p - 1);
}
}
// if we can't figure it out, they're male
if (model == null || model.length() == 0)
model = "male";
// see if we already know of the model specific sound
String sexedFilename = "#players/" + model + "/" + base.substring(1);
//Com_sprintf (sexedFilename, sizeof(sexedFilename), "#players/%s/%s",
// model, base+1);
sfx = FindName(sexedFilename, false);
if (sfx == null) {
// no, so see if it exists
RandomAccessFile f = null;
try {
f = FS.FOpenFile(sexedFilename.substring(1));
} catch (IOException e) {
}
if (f != null) {
// yes, close the file and register it
try {
FS.FCloseFile(f);
} catch (IOException e1) {
}
sfx = RegisterSound(sexedFilename);
} else {
// no, revert to the male sound in the pak0.pak
//Com_sprintf (maleFilename, sizeof(maleFilename),
// "player/%s/%s", "male", base+1);
String maleFilename = "player/male/" + base.substring(1);
sfx = AliasName(sexedFilename, maleFilename);
}
}
return sfx;
}
// =======================================================================
// Start a sound effect
// =======================================================================
/*
* ==================== S_StartSound
*
* Validates the parms and ques the sound up if pos is NULL, the sound will
* be dynamically sourced from the entity Entchannel 0 will never override a
* playing sound ====================
*/
public static void StartSound(float[] origin, int entnum, int entchannel,
sfx_t sfx, float fvol, float attenuation, float timeofs) {
if (!sound_started)
return;
if (sfx == null)
return;
if (sfx.name.charAt(0) == '*')
sfx = RegisterSexedSound(cl_entities[entnum].current, sfx.name);
// make sure the sound is loaded
sfxcache_t sc = WaveLoader.LoadSound(sfx);
if (sc == null)
return; // couldn't load the sound's data
int vol = (int) (fvol * 255);
// make the playsound_t
playsound_t ps = AllocPlaysound();
if (ps == null)
return;
if (origin != null) {
Math3D.VectorCopy(origin, ps.origin);
ps.fixed_origin = true;
} else
ps.fixed_origin = false;
ps.entnum = entnum;
ps.entchannel = entchannel;
ps.attenuation = attenuation;
ps.volume = vol;
ps.sfx = sfx;
// drift s_beginofs
int start = (int) (cl.frame.servertime * 0.001f * dma.speed + s_beginofs);
if (start < paintedtime) {
start = paintedtime;
s_beginofs = (int) (start - (cl.frame.servertime * 0.001f * dma.speed));
} else if (start > paintedtime + 0.3f * dma.speed) {
start = (int) (paintedtime + 0.1f * dma.speed);
s_beginofs = (int) (start - (cl.frame.servertime * 0.001f * dma.speed));
} else {
s_beginofs -= 10;
}
if (timeofs == 0.0f)
ps.begin = paintedtime;
else
ps.begin = (long) (start + timeofs * dma.speed);
// sort into the pending sound list
playsound_t sort;
for (sort = s_pendingplays.next; sort != s_pendingplays
&& sort.begin < ps.begin; sort = sort.next)
;
ps.next = sort;
ps.prev = sort.prev;
ps.next.prev = ps;
ps.prev.next = ps;
}
/*
* ================== S_StartLocalSound ==================
*/
public static void StartLocalSound(String sound) {
sfx_t sfx;
if (!sound_started)
return;
sfx = RegisterSound(sound);
if (sfx == null) {
Com.Printf("S_StartLocalSound: can't cache " + sound + "\n");
return;
}
StartSound(null, cl.playernum + 1, 0, sfx, 1, 1, 0);
}
/*
* ================== S_ClearBuffer ==================
*/
static void ClearBuffer() {
int clear;
if (!sound_started)
return;
s_rawend = 0;
if (dma.samplebits == 8)
clear = 0x80;
else
clear = 0;
SNDDMA_BeginPainting();
if (dma.buffer != null)
//memset(dma.buffer, clear, dma.samples * dma.samplebits/8);
//Arrays.fill(dma.buffer, (byte)clear);
SNDDMA_Submit();
}
/*
* ================== S_StopAllSounds ==================
*/
public static void StopAllSounds() {
int i;
if (!sound_started)
return;
// clear all the playsounds
//memset(s_playsounds, 0, sizeof(s_playsounds));
s_freeplays.next = s_freeplays.prev = s_freeplays;
s_pendingplays.next = s_pendingplays.prev = s_pendingplays;
for (i = 0; i < MAX_PLAYSOUNDS; i++) {
s_playsounds[i].clear();
s_playsounds[i].prev = s_freeplays;
s_playsounds[i].next = s_freeplays.next;
s_playsounds[i].prev.next = s_playsounds[i];
s_playsounds[i].next.prev = s_playsounds[i];
}
// clear all the channels
//memset(channels, 0, sizeof(channels));
for (i = 0; i < MAX_CHANNELS; i++)
channels[i].clear();
ClearBuffer();
}
/*
* ================== S_AddLoopSounds
*
* Entities with a ->sound field will generated looped sounds that are
* automatically started, stopped, and merged together as the entities are
* sent to the client ==================
*/
static void AddLoopSounds() {
int i, j;
int[] sounds = new int[Defines.MAX_EDICTS];
int left, right, left_total, right_total;
channel_t ch;
sfx_t sfx;
sfxcache_t sc;
int num;
entity_state_t ent;
if (cl_paused.value != 0.0f)
return;
if (cls.state != ca_active)
return;
if (!cl.sound_prepped)
return;
for (i = 0; i < cl.frame.num_entities; i++) {
num = (cl.frame.parse_entities + i) & (MAX_PARSE_ENTITIES - 1);
ent = cl_parse_entities[num];
sounds[i] = ent.sound;
}
for (i = 0; i < cl.frame.num_entities; i++) {
if (sounds[i] == 0)
continue;
sfx = cl.sound_precache[sounds[i]];
if (sfx == null)
continue; // bad sound effect
sc = sfx.cache;
if (sc == null)
continue;
num = (cl.frame.parse_entities + i) & (MAX_PARSE_ENTITIES - 1);
ent = cl_parse_entities[num];
channel_t tch = new channel_t();
// find the total contribution of all sounds of this type
SpatializeOrigin(ent.origin, 255.0f, SOUND_LOOPATTENUATE, tch);
left_total = tch.leftvol;
right_total = tch.rightvol;
for (j = i + 1; j < cl.frame.num_entities; j++) {
if (sounds[j] != sounds[i])
continue;
sounds[j] = 0; // don't check this again later
num = (cl.frame.parse_entities + j) & (MAX_PARSE_ENTITIES - 1);
ent = cl_parse_entities[num];
SpatializeOrigin(ent.origin, 255.0f, SOUND_LOOPATTENUATE, tch);
left_total += tch.leftvol;
right_total += tch.rightvol;
}
if (left_total == 0 && right_total == 0)
continue; // not audible
// allocate a channel
ch = PickChannel(0, 0);
if (ch == null)
return;
if (left_total > 255)
left_total = 255;
if (right_total > 255)
right_total = 255;
ch.leftvol = left_total;
ch.rightvol = right_total;
ch.autosound = true; // remove next frame
ch.sfx = sfx;
ch.pos = paintedtime % sc.length;
ch.end = paintedtime + sc.length - ch.pos;
}
}
// =============================================================================
/*
* ============ S_RawSamples
*
* Cinematic streaming and voice over network ============
*/
static void RawSamples(int samples, int rate, int width, int channels,
byte[] data) {
//TODO RawSamples
int i;
int src, dst;
float scale;
if (!sound_started)
return;
if (s_rawend < paintedtime)
s_rawend = paintedtime;
scale = (float) rate / dma.speed;
// Com_Printf ("%i < %i < %i\n", soundtime, paintedtime, s_rawend);
if (channels == 2 && width == 2) {
if (scale == 1.0) { // optimized case
// for (i=0 ; i<samples ; i++)
// {
// dst = s_rawend&(MAX_RAW_SAMPLES-1);
// s_rawend++;
// s_rawsamples[dst].left =
// LittleShort(((short *)data)[i*2]) << 8;
// s_rawsamples[dst].right =
// LittleShort(((short *)data)[i*2+1]) << 8;
// }
} else {
for (i = 0;; i++) {
// src = i*scale;
// if (src >= samples)
// break;
// dst = s_rawend&(MAX_RAW_SAMPLES-1);
// s_rawend++;
// s_rawsamples[dst].left =
// LittleShort(((short *)data)[src*2]) << 8;
// s_rawsamples[dst].right =
// LittleShort(((short *)data)[src*2+1]) << 8;
}
}
} else if (channels == 1 && width == 2) {
for (i = 0;; i++) {
// src = i*scale;
// if (src >= samples)
// break;
// dst = s_rawend&(MAX_RAW_SAMPLES-1);
// s_rawend++;
// s_rawsamples[dst].left =
// LittleShort(((short *)data)[src]) << 8;
// s_rawsamples[dst].right =
// LittleShort(((short *)data)[src]) << 8;
}
} else if (channels == 2 && width == 1) {
for (i = 0;; i++) {
// src = i*scale;
// if (src >= samples)
// break;
// dst = s_rawend&(MAX_RAW_SAMPLES-1);
// s_rawend++;
// s_rawsamples[dst].left =
// ((char *)data)[src*2] << 16;
// s_rawsamples[dst].right =
// ((char *)data)[src*2+1] << 16;
}
} else if (channels == 1 && width == 1) {
for (i = 0;; i++) {
// src = i*scale;
// if (src >= samples)
// break;
// dst = s_rawend&(MAX_RAW_SAMPLES-1);
// s_rawend++;
// s_rawsamples[dst].left =
// (((byte *)data)[src]-128) << 16;
// s_rawsamples[dst].right = (((byte *)data)[src]-128) << 16;
}
}
}
////
// =============================================================================
/*
* ============ S_Update
*
* Called once each time through the main loop ============
*/
public static void Update(float[] origin, float[] forward, float[] right,
float[] up) {
if (!sound_started)
return;
// if the laoding plaque is up, clear everything
// out to make sure we aren't looping a dirty
// dma buffer while loading
if (cls.disable_screen != 0.0f) {
ClearBuffer();
return;
}
// rebuild scale tables if volume is modified
if (s_volume.modified)
InitScaletable();
Math3D.VectorCopy(origin, listener_origin);
Math3D.VectorCopy(forward, listener_forward);
Math3D.VectorCopy(right, listener_right);
Math3D.VectorCopy(up, listener_up);
channel_t combine = null;
// update spatialization for dynamic sounds
channel_t ch;
for (int i = 0; i < MAX_CHANNELS; i++) {
ch = channels[i];
if (ch.sfx == null)
continue;
if (ch.autosound) { // autosounds are regenerated fresh each frame
//memset (ch, 0, sizeof(*ch));
ch.clear();
continue;
}
Spatialize(ch); // respatialize channel
if (ch.leftvol == 0 && ch.rightvol == 0) {
//memset (ch, 0, sizeof(*ch));
ch.clear();
continue;
}
}
// add loopsounds
AddLoopSounds();
//
// debugging output
//
if (s_show.value != 0.0f) {
int total = 0;
for (int i = 0; i < MAX_CHANNELS; i++) {
ch = channels[i];
if (ch.sfx != null && (ch.leftvol != 0 || ch.rightvol != 0)) {
Com.Printf(ch.leftvol + " " + ch.rightvol + " "
+ ch.sfx.name + "\n");
total++;
}
}
//Com.Printf("----(" + total + ")---- painted: " + paintedtime +
// "\n");
}
// mix some sound
Update_();
}
static int buffers = 0;
static int oldsamplepos = 0;
static void GetSoundtime() {
int samplepos;
//static int buffers;
//static int oldsamplepos;
int fullsamples;
fullsamples = dma.samples / dma.channels;
// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update. Oh well.
samplepos = SNDDMA_GetDMAPos();
if (samplepos < oldsamplepos) {
buffers++; // buffer wrapped
if (paintedtime > 0x40000000) { // time to chop things off to avoid
// 32 bit limits
buffers = 0;
paintedtime = fullsamples;
StopAllSounds();
}
}
oldsamplepos = samplepos;
soundtime = buffers * fullsamples + samplepos / dma.channels;
}
static void Update_() {
int endtime;
int samps;
if (!sound_started)
return;
SNDDMA_BeginPainting();
if (dma.buffer == null)
return;
// Updates DMA time
GetSoundtime();
// check to make sure that we haven't overshot
if (paintedtime < soundtime) {
Com.DPrintf("S_Update_ : overflow\n");
paintedtime = soundtime;
}
// mix ahead of current position
endtime = (int) (soundtime + s_mixahead.value * dma.speed);
// endtime = (soundtime + 4096) & ~4095;
// mix to an even submission block size
endtime = (endtime + dma.submission_chunk - 1)
& ~(dma.submission_chunk - 1);
samps = dma.samples >> (dma.channels - 1);
if (endtime - soundtime > samps)
endtime = soundtime + samps;
PaintChannels(endtime);
SNDDMA_Submit();
}
/*
* ===============================================================================
*
* console functions
*
* ===============================================================================
*/
static void Play() {
int i;
String name;
sfx_t sfx;
i = 1;
while (i < Cmd.Argc()) {
name = new String(Cmd.Argv(i));
if (name.indexOf('.') == -1)
name += ".wav";
sfx = RegisterSound(name);
StartSound(null, cl.playernum + 1, 0, sfx, 1.0f, 1.0f, 0.0f);
i++;
}
}
static void SoundList() {
int i;
sfx_t sfx;
sfxcache_t sc;
int size, total;
total = 0;
for (i = 0; i < num_sfx; i++) {
sfx = known_sfx[i];
if (sfx.registration_sequence == 0)
continue;
sc = sfx.cache;
if (sc != null) {
size = sc.length * sc.width * (sc.stereo + 1);
total += size;
if (sc.loopstart >= 0)
Com.Printf("L");
else
Com.Printf(" ");
Com.Printf("(%2db) %6i : %s\n", new Vargs(3).add(sc.width * 8)
.add(size).add(sfx.name));
} else {
if (sfx.name.charAt(0) == '*')
Com.Printf(" placeholder : " + sfx.name + "\n");
else
Com.Printf(" not loaded : " + sfx.name + "\n");
}
}
Com.Printf("Total resident: " + total + "\n");
}
}
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