// Cvars declared in snd_main.h (shared with other snd_*.c files)
cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.15", "how much sound to mix ahead of time"};
+cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory)"};
cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
extern cvar_t v_flipped;
cvar_t snd_channellayout = {0, "snd_channellayout", "0", "channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)"};
ch_ind = S_StartSound (-1, 0, sfx, listener_origin, fvol, attenuation);
// Free the sfx if the file didn't exist
- if (ch_ind < 0)
+ if (!sfx->fetcher)
S_FreeSfx (sfx, false);
else
channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
Cvar_RegisterVariable(&nosound);
Cvar_RegisterVariable(&snd_precache);
Cvar_RegisterVariable(&snd_initialized);
+ Cvar_RegisterVariable(&snd_streaming);
Cvar_RegisterVariable(&ambient_level);
Cvar_RegisterVariable(&ambient_fade);
Cvar_RegisterVariable(&snd_noextraupdate);
// finally, set the sfx pointer, so the channel becomes valid for playback
// and will be noticed by the mixer
target_chan->sfx = sfx;
- SND_Spatialize (target_chan, isstatic);
}
-int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
+int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition)
{
channel_t *target_chan, *check, *ch;
int ch_idx, startpos;
// 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];
- startpos = 0;
- for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
+ startpos = (int)(startposition * S_GetSoundRate());
+ if (startpos == 0)
{
- if (check == target_chan)
- continue;
- if (check->sfx == sfx && check->pos == 0)
+ for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
{
- // use negative pos offset to delay this sound effect
- startpos = (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
- break;
+ if (check == target_chan)
+ continue;
+ if (check->sfx == sfx && check->pos == 0)
+ {
+ // use negative pos offset to delay this sound effect
+ startpos = (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
+ break;
+ }
}
}
return (target_chan - channels);
}
+int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
+{
+ return S_StartSound_StartPosition(entnum, entchannel, sfx, origin, fvol, attenuation, 0);
+}
+
void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
{
channel_t *ch;
int s;
channel_t *ch = &channels[ch_ind];
sfx_t *sfx = ch->sfx;
+ if (!sfx)
+ return -1;
s = ch->pos;
/*
oldsoundtime = soundtime;
cls.soundstats.latency_milliseconds = (snd_renderbuffer->endframe - snd_renderbuffer->startframe) * 1000 / snd_renderbuffer->format.speed;
+ R_TimeReport("audiomix");
}
/*
S_UpdateAmbientSounds ();
combine = NULL;
+ R_TimeReport("audioprep");
// update spatialization for static and dynamic sounds
cls.soundstats.totalsounds = 0;
if (k < SND_LISTENERS)
cls.soundstats.mixedsounds++;
}
+ R_TimeReport("audiospatialize");
sound_spatialized = true;