1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
|
/*
* Created on Dec 22, 2004
*
* Copyright (C) 2003
*
* $Id: PlaySound.java,v 1.2 2005-05-08 13:37:46 cawe 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.
*/
package jake2.sound.lwjgl;
import jake2.Globals;
import jake2.util.Math3D;
/**
* PlaySound
*
* @author cwei
*/
public class PlaySound {
final static int MAX_PLAYSOUNDS = 128;
// list with sentinel
private static PlaySound freeList;
private static PlaySound playableList;
private static PlaySound[] backbuffer = new PlaySound[MAX_PLAYSOUNDS];
static {
for (int i = 0; i < backbuffer.length; i++) {
backbuffer[i] = new PlaySound();
}
// init the sentinels
freeList = new PlaySound();
playableList = new PlaySound();
// reset the lists
reset();
}
// sound attributes
int type;
int entnum;
int entchannel;
int bufferId;
float volume;
float attenuation;
float[] origin = {0,0,0};
// begin time in ms
private long beginTime;
// for linked list
private PlaySound prev, next;
private PlaySound() {
prev = next = null;
this.clear();
}
private void clear() {
type = bufferId = entnum = entchannel = -1;
// volume = attenuation = beginTime = 0;
attenuation = beginTime = 0;
// Math3D.VectorClear(origin);
}
static void reset() {
// init the sentinels
freeList.next = freeList.prev = freeList;
playableList.next = playableList.prev = playableList;
// concat the the freeList
PlaySound ps;
for (int i = 0; i < backbuffer.length; i++) {
ps = backbuffer[i];
ps.clear();
ps.prev = freeList;
ps.next = freeList.next;
ps.prev.next = ps;
ps.next.prev = ps;
}
}
static PlaySound nextPlayableSound() {
PlaySound ps = null;
while (true) {
ps = playableList.next;
if (ps == playableList || ps.beginTime > Globals.cl.time)
return null;
PlaySound.release(ps);
return ps;
}
}
private static PlaySound get() {
PlaySound ps = freeList.next;
if (ps == freeList)
return null;
ps.prev.next = ps.next;
ps.next.prev = ps.prev;
return ps;
}
private static void add(PlaySound ps) {
PlaySound sort = playableList.next;
for (; sort != playableList && sort.beginTime < ps.beginTime; sort = sort.next);
ps.next = sort;
ps.prev = sort.prev;
ps.next.prev = ps;
ps.prev.next = ps;
}
private static void release(PlaySound ps) {
ps.prev.next = ps.next;
ps.next.prev = ps.prev;
// add to free list
ps.next = freeList.next;
freeList.next.prev = ps;
ps.prev = freeList;
freeList.next = ps;
}
static void allocate(float[] origin, int entnum, int entchannel,
int bufferId, float volume, float attenuation, float timeoffset) {
PlaySound ps = PlaySound.get();
if (ps != null) {
// find the right sound type
if (entnum == Globals.cl.playernum + 1) {
ps.type = Channel.LISTENER;
} else if (origin != null) {
ps.type = Channel.FIXED;
Math3D.VectorCopy(origin, ps.origin);
} else {
ps.type = Channel.DYNAMIC;
}
ps.entnum = entnum;
ps.entchannel = entchannel;
ps.bufferId = bufferId;
ps.volume = volume;
ps.attenuation = attenuation;
ps.beginTime = Globals.cl.time + (long)(timeoffset * 1000);
PlaySound.add(ps);
} else {
System.err.println("PlaySounds out of Limit");
}
}
}
|