cvar_t snd_spatialization_occlusion = {CVAR_SAVE, "snd_spatialization_occlusion", "1", "enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world"};
// Cvars declared in snd_main.h (shared with other snd_*.c files)
-cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.11", "how much sound to mix ahead of time"};
+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);
// Start a sound effect
// =======================================================================
-void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic)
+static void S_SetChannelVolume_WithSfx (unsigned int ch_ind, float fvol, sfx_t *sfx);
+void S_PlaySfxOnChannel (sfx_t *sfx, channel_t *target_chan, unsigned int flags, vec3_t origin, float fvol, float attenuation, qboolean isstatic, int entnum, int entchannel, int startpos)
{
if (!sfx)
{
memset (target_chan, 0, sizeof (*target_chan));
VectorCopy (origin, target_chan->origin);
target_chan->flags = flags;
- target_chan->pos = 0; // start of the sound
+ target_chan->pos = startpos; // start of the sound
+ target_chan->entnum = entnum;
+ target_chan->entchannel = entchannel;
// If it's a static sound
if (isstatic)
{
- if (sfx->loopstart >= sfx->total_length)
+ if (sfx->loopstart >= sfx->total_length && (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEWORLD))
Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
target_chan->dist_mult = attenuation / (64.0f * snd_soundradius.value);
}
else
target_chan->dist_mult = attenuation / snd_soundradius.value;
+ // we have to set the channel volume AFTER the sfx because the function
+ // needs it for replaygain support
+ S_SetChannelVolume_WithSfx(target_chan - channels, fvol, sfx);
+
+ // set the listener volumes
+ SND_Spatialize (target_chan, isstatic);
+
// Lock the SFX during play
S_LockSfx (sfx);
// finally, set the sfx pointer, so the channel becomes valid for playback
// and will be noticed by the mixer
target_chan->sfx = sfx;
-
- // we have to set the channel volume AFTER the sfx because the function
- // needs it for replaygain support
- S_SetChannelVolume(target_chan - channels, fvol);
}
-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;
+ int ch_idx, startpos;
if (snd_renderbuffer == NULL || sfx == NULL || nosound.integer)
return -1;
{
S_SetChannelVolume(ch_idx, fvol);
ch->dist_mult = attenuation / snd_soundradius.value;
- SND_Spatialize(ch_idx, false);
+ SND_Spatialize(ch, false);
return ch_idx;
}
}
if (!target_chan)
return -1;
- S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false);
- target_chan->entnum = entnum;
- target_chan->entchannel = entchannel;
-
- SND_Spatialize(target_chan, false);
-
// 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++)
+ startpos = (int)(startposition * S_GetSoundRate());
+ if (startpos == 0)
{
- if (check == target_chan)
- continue;
- if (check->sfx == sfx && !check->pos)
+ for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
{
- // use negative pos offset to delay this sound effect
- target_chan->pos += (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;
+ }
}
}
+ S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_NONE, origin, fvol, attenuation, false, entnum, entchannel, startpos);
+
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;
}
}
-void S_SetChannelVolume (unsigned int ch_ind, float fvol)
+static void S_SetChannelVolume_WithSfx (unsigned int ch_ind, float fvol, sfx_t *sfx)
{
- sfx_t *sfx = channels[ch_ind].sfx;
if(sfx->volume_peak > 0)
{
// Replaygain support
channels[ch_ind].master_vol = (int)(fvol * 255.0f);
}
+void S_SetChannelVolume(unsigned int ch_ind, float fvol)
+{
+ sfx_t *sfx = channels[ch_ind].sfx;
+ S_SetChannelVolume_WithSfx(ch_ind, fvol, sfx);
+}
+
float S_GetChannelPosition (unsigned int ch_ind)
{
// note: this is NOT accurate yet
int s;
channel_t *ch = &channels[ch_ind];
sfx_t *sfx = ch->sfx;
+ if (!sfx)
+ return -1;
s = ch->pos;
/*
}
target_chan = &channels[total_channels++];
- S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true);
-
- SND_Spatialize (target_chan, true);
+ S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true, 0, 0, 0);
}
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;