vec3_t listener_origin;
matrix4x4_t listener_matrix[SND_LISTENERS];
-vec_t sound_nominal_clip_dist=1000.0;
mempool_t *snd_mempool;
// Linked list of known sfx
cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
+cvar_t snd_soundradius = {0, "snd_soundradius", "1000", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"};
// Cvars declared in snd_main.h (shared with other snd_*.c files)
cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};
}
+int S_GetSoundRate(void)
+{
+ return snd_renderbuffer ? snd_renderbuffer->format.speed : 0;
+}
+
+
static qboolean S_ChooseCheaperFormat (snd_format_t* format, qboolean fixed_speed, qboolean fixed_width, qboolean fixed_channels)
{
static const snd_format_t thresholds [] =
CHECK_BOUNDARIES(width);
CHECK_BOUNDARIES(channels);
#undef CHECK_BOUNDARIES
-
+
// Find the level of each parameter
#define FIND_LEVEL(param) \
param##_level = 0; \
if (snd_channellayout.integer < SND_CHANNELLAYOUT_AUTO ||
snd_channellayout.integer > SND_CHANNELLAYOUT_ALSA)
Cvar_SetValueQuick (&snd_channellayout, SND_CHANNELLAYOUT_STANDARD);
-
+
if (snd_channellayout.integer == SND_CHANNELLAYOUT_AUTO)
{
// If we're in the sound engine initialization
chosen_fmt.speed, chosen_fmt.channels, chosen_fmt.width * 8);
// Update the cvars
- snd_speed.integer = chosen_fmt.speed;
- snd_width.integer = chosen_fmt.width;
- snd_channels.integer = chosen_fmt.channels;
+ if (snd_speed.integer != (int)chosen_fmt.speed)
+ Cvar_SetValueQuick(&snd_speed, chosen_fmt.speed);
+ if (snd_width.integer != chosen_fmt.width)
+ Cvar_SetValueQuick(&snd_width, chosen_fmt.width);
+ if (snd_channels.integer != chosen_fmt.channels)
+ Cvar_SetValueQuick(&snd_channels, chosen_fmt.channels);
current_channellayout_used = SND_CHANNELLAYOUT_AUTO;
S_SetChannelLayout();
Cmd_AddCommand("soundlist", S_SoundList_f, "list loaded sounds");
Cmd_AddCommand("soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)");
Cmd_AddCommand("snd_restart", S_Restart_f, "restart sound system");
+ Cmd_AddCommand("snd_reload", S_Reload_f, "reload all sound files");
Cvar_RegisterVariable(&nosound);
Cvar_RegisterVariable(&snd_precache);
Cvar_RegisterVariable(&_snd_mixahead);
Cvar_RegisterVariable(&snd_swapstereo); // for people with backwards sound wiring
Cvar_RegisterVariable(&snd_channellayout);
+ Cvar_RegisterVariable(&snd_soundradius);
Cvar_SetValueQuick(&snd_initialized, true);
}
+/*
+==================
+S_Reload_f
+==================
+*/
+void S_Reload_f (void)
+{
+ int i;
+
+ // stop any active sounds
+ S_StopAllSounds();
+
+ // because the ambient sounds will be freed, clear the pointers
+ for (i = 0;i < (int)sizeof (ambient_sfxs) / (int)sizeof (ambient_sfxs[0]);i++)
+ ambient_sfxs[i] = NULL;
+
+ // now free all sounds
+ while (known_sfx != NULL)
+ S_FreeSfx (known_sfx, true);
+}
+
+
/*
==================
S_FindName
}
// Look for this sound in the list of known sfx
+ // TODO: hash table search?
for (sfx = known_sfx; sfx != NULL; sfx = sfx->next)
if(!strcmp (sfx->name, name))
return sfx;
sfx = S_FindName (serversound[i]);
if (sfx != NULL)
{
+ // clear the FILEMISSING flag so that S_LoadSound will try again on a
+ // previously missing file
+ sfx->flags &= ~ SFXFLAG_FILEMISSING;
S_LockSfx (sfx);
sfx->flags |= SFXFLAG_SERVERSOUND;
}
return NULL;
sfx = S_FindName (name);
+
if (sfx == NULL)
return NULL;
+ // clear the FILEMISSING flag so that S_LoadSound will try again on a
+ // previously missing file
+ sfx->flags &= ~ SFXFLAG_FILEMISSING;
+
if (lock)
S_LockSfx (sfx);
{
if (sfx->loopstart == -1)
Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
- target_chan->dist_mult = attenuation / (64.0f * sound_nominal_clip_dist);
+ target_chan->dist_mult = attenuation / (64.0f * snd_soundradius.value);
}
else
- target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
+ target_chan->dist_mult = attenuation / snd_soundradius.value;
// Lock the SFX during play
S_LockSfx (sfx);
}
}
+extern void CDAudio_Stop(void);
void S_StopAllSounds (void)
{
unsigned int i;
if (snd_renderbuffer == NULL)
return;
+ // stop CD audio because it may be using a faketrack
+ CDAudio_Stop();
+
for (i = 0; i < total_channels; i++)
S_StopChannel (i);
if (snd_renderbuffer == NULL || nosound.integer)
return;
-
- if (snd_blocked > 0 && !cls.capturevideo_soundfile)
+
+ if (snd_blocked > 0 && !(cls.capturevideo.soundrate && !cls.capturevideo.realtime))
return;
// Update sound time
- if (cls.capturevideo_soundfile) // SUPER NASTY HACK to record non-realtime sound
- newsoundtime = (unsigned int)((double)cls.capturevideo_frame * (double)snd_renderbuffer->format.speed / (double)cls.capturevideo_framerate);
+ if (cls.capturevideo.soundrate && !cls.capturevideo.realtime) // SUPER NASTY HACK to record non-realtime sound
+ newsoundtime = (unsigned int)((double)cls.capturevideo.frame * (double)snd_renderbuffer->format.speed / (double)cls.capturevideo.framerate);
else if (simsound)
newsoundtime = (unsigned int)((realtime - snd_starttime) * (double)snd_renderbuffer->format.speed);
else
newsoundtime += extrasoundtime;
if (newsoundtime < soundtime)
{
- if ((cls.capturevideo_soundfile != NULL) != recording_sound)
+ if ((cls.capturevideo.soundrate != 0) != recording_sound)
{
unsigned int additionaltime;
// some modules write directly to a shared (DMA) buffer
additionaltime = (soundtime - newsoundtime) + snd_renderbuffer->maxframes - 1;
additionaltime -= additionaltime % snd_renderbuffer->maxframes;
-
+
extrasoundtime += additionaltime;
newsoundtime += additionaltime;
Con_DPrintf("S_PaintAndSubmit: new extra sound time = %u\n",
newsoundtime, soundtime);
}
soundtime = newsoundtime;
- recording_sound = (cls.capturevideo_soundfile != NULL);
+ recording_sound = (cls.capturevideo.soundrate != 0);
// Check to make sure that we haven't overshot
paintedtime = snd_renderbuffer->endframe;
if (snd_renderbuffer == NULL || nosound.integer)
return;
-
- if (snd_blocked > 0 && !cls.capturevideo_soundfile)
+
+ if (snd_blocked > 0 && !(cls.capturevideo.soundrate && !cls.capturevideo.realtime))
return;
// If snd_swapstereo or snd_channellayout has changed, recompute the channel layout