#define SND_MIN_SPEED 8000
-#define SND_MAX_SPEED 96000
+#define SND_MAX_SPEED 192000
#define SND_MIN_WIDTH 1
#define SND_MAX_WIDTH 2
#define SND_MIN_CHANNELS 1
// 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); when set to 2, streaming is performed even if this would waste memory"};
-cvar_t snd_streaming_length = { CVAR_SAVE, "snd_streaming_length", "0", "When set, sound files are only streamed if longer than the given length in seconds"};
+cvar_t snd_streaming_length = { CVAR_SAVE, "snd_streaming_length", "1", "decompress sounds completely if they are less than this play time when snd_streaming is 1"};
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)"};
if (sfx->fetcher != NULL)
{
unsigned int size;
- const snd_format_t* format;
size = sfx->memsize;
- format = sfx->fetcher->getfmt(sfx);
- Con_Printf ("%c%c%c(%2db, %6s) %8i : %s\n",
+ Con_Printf ("%c%c%c(%5iHz %2db %6s) %8i : %s\n",
(sfx->loopstart < sfx->total_length) ? 'L' : ' ',
(sfx->flags & SFXFLAG_STREAMED) ? 'S' : ' ',
(sfx->flags & SFXFLAG_MENUSOUND) ? 'P' : ' ',
- format->width * 8,
- (format->channels == 1) ? "mono" : "stereo",
+ sfx->format.speed,
+ sfx->format.width * 8,
+ (sfx->format.channels == 1) ? "mono" : "stereo",
size,
sfx->name);
total += size;
fixed_width = true;
}
+#if 0
+ // LordHavoc: now you can with the resampler...
// You can't change sound speed after start time (not yet supported)
if (prev_render_format.speed != 0)
{
chosen_fmt.speed = prev_render_format.speed;
}
}
+#endif
// Sanity checks
if (chosen_fmt.speed < SND_MIN_SPEED)
}
// Free it
- if (sfx->fetcher != NULL && sfx->fetcher->free != NULL)
- sfx->fetcher->free (sfx->fetcher_data);
+ if (sfx->fetcher != NULL && sfx->fetcher->freesfx != NULL)
+ sfx->fetcher->freesfx(sfx);
Mem_Free (sfx);
}
channels[i].sfx = ambient_sfxs[i];
channels[i].sfx->flags |= SFXFLAG_MENUSOUND;
channels[i].flags |= CHANNELFLAG_FORCELOOP;
- channels[i].master_vol = 0;
+ channels[i].basevolume = 0.0f;
+ channels[i].basespeed = channels[i].mixspeed = 1.0f;
}
}
// don't override looped sounds
if ((ch->flags & CHANNELFLAG_FORCELOOP) || sfx->loopstart < sfx->total_length)
continue;
- life_left = sfx->total_length - ch->pos;
+ life_left = (int)((double)sfx->total_length - ch->position);
if (life_left < first_life_left)
{
{
int i;
double f;
- float angle_side, angle_front, angle_factor;
- vec_t dist, mastervol, intensity, vol;
+ float angle_side, angle_front, angle_factor, mixspeed;
+ vec_t dist, mastervol, intensity;
vec3_t source_vec;
// update sound origin if we know about the entity
}
}
- mastervol = ch->master_vol;
+ mastervol = ch->basevolume;
+ mixspeed = ch->basespeed;
+
+ // TODO: implement doppler based on origin change relative to viewer and time of recent origin changes
// Adjust volume of static sounds
if (isstatic)
mastervol *= volume.value;
// clamp HERE to allow to go at most 10dB past mastervolume (before clamping), when mastervolume < -10dB (so relative volumes don't get too messy)
- mastervol = bound(0, mastervol, 655360);
+ mastervol = bound(0.0f, mastervol, 10.0f);
// always apply "master"
mastervol *= mastervolume.value;
// Replaygain support
// Con_DPrintf("Setting volume on ReplayGain-enabled track... %f -> ", fvol);
mastervol *= sfx->volume_mult;
- if(mastervol * sfx->volume_peak > 65536)
- mastervol = 65536 / sfx->volume_peak;
+ if(mastervol * sfx->volume_peak > 1.0f)
+ mastervol = 1.0f / sfx->volume_peak;
// Con_DPrintf("%f\n", fvol);
}
// clamp HERE to keep relative volumes of the channels correct
- mastervol = bound(0, mastervol, 65536);
+ mastervol = bound(0.0f, mastervol, 1.0f);
+
+ ch->mixspeed = mixspeed;
// anything coming from the view entity will always be full volume
// LordHavoc: make sounds with ATTN_NONE have no spatialization
- if (ch->entnum == cl.viewentity || ch->dist_mult == 0)
+ if (ch->entnum == cl.viewentity || ch->distfade == 0)
{
ch->prologic_invert = 1;
if (snd_spatialization_prologic.integer != 0)
{
- vol = mastervol * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
- ch->listener_volume[0] = (int)bound(0, vol, 65536);
- vol = mastervol * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
- ch->listener_volume[1] = (int)bound(0, vol, 65536);
+ ch->volume[0] = mastervol * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
+ ch->volume[1] = mastervol * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
for (i = 2;i < SND_LISTENERS;i++)
- ch->listener_volume[i] = 0;
+ ch->volume[i] = 0;
}
else
{
for (i = 0;i < SND_LISTENERS;i++)
- {
- vol = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
- ch->listener_volume[i] = (int)bound(0, vol, 65536);
- }
+ ch->volume[i] = mastervol * snd_speakerlayout.listeners[i].ambientvolume;
}
}
else
// calculate stereo seperation and distance attenuation
VectorSubtract(listener_origin, ch->origin, source_vec);
dist = VectorLength(source_vec);
- intensity = mastervol * (1.0 - dist * ch->dist_mult);
+ intensity = mastervol * (1.0f - dist * ch->distfade);
if (intensity > 0)
{
qboolean occluded = false;
occluded = true;
}
if(occluded)
- intensity *= 0.5;
+ intensity *= 0.5f;
ch->prologic_invert = 1;
if (snd_spatialization_prologic.integer != 0)
{
if (dist == 0)
- angle_factor = 0.5;
+ angle_factor = 0.5f;
else
{
Matrix4x4_Transform(&listener_basematrix, ch->origin, source_vec);
//angle_factor is between 0 and 1 and represents the angle range from the front left to the center to the front right speaker
}
- vol = intensity * sqrt(angle_factor);
- ch->listener_volume[0] = (int)bound(0, vol, 65536);
- vol = intensity * sqrt(1 - angle_factor);
- ch->listener_volume[1] = (int)bound(0, vol, 65536);
+ ch->volume[0] = intensity * sqrt(angle_factor);
+ ch->volume[1] = intensity * sqrt(1 - angle_factor);
for (i = 2;i < SND_LISTENERS;i++)
- ch->listener_volume[i] = 0;
+ ch->volume[i] = 0;
}
else
{
break;
}
- vol = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
-
- ch->listener_volume[i] = (int)bound(0, vol, 65536);
+ ch->volume[i] = intensity * max(0, source_vec[0] * snd_speakerlayout.listeners[i].dotscale + snd_speakerlayout.listeners[i].dotbias);
}
}
}
else
for (i = 0;i < SND_LISTENERS;i++)
- ch->listener_volume[i] = 0;
+ ch->volume[i] = 0;
}
}
void SND_Spatialize(channel_t *ch, qboolean isstatic)
// 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, int entnum, int entchannel, int startpos)
+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, float fspeed)
{
if (!sfx)
{
memset (target_chan, 0, sizeof (*target_chan));
VectorCopy (origin, target_chan->origin);
target_chan->flags = flags;
- target_chan->pos = startpos; // start of the sound
+ target_chan->position = startpos; // start of the sound
target_chan->entnum = entnum;
target_chan->entchannel = entchannel;
{
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);
+ target_chan->distfade = attenuation / (64.0f * snd_soundradius.value);
}
else
- target_chan->dist_mult = attenuation / snd_soundradius.value;
+ target_chan->distfade = attenuation / snd_soundradius.value;
// set the listener volumes
S_SetChannelVolume(target_chan - channels, fvol);
+ S_SetChannelSpeed(target_chan - channels, fspeed);
SND_Spatialize_WithSfx (target_chan, isstatic, sfx);
// finally, set the sfx pointer, so the channel becomes valid for playback
}
-int S_StartSound_StartPosition_Flags (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition, int flags)
+int S_StartSound_StartPosition_Flags (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition, int flags, float fspeed)
{
channel_t *target_chan, *check, *ch;
int ch_idx, startpos;
if (ch->entnum == entnum && ch->entchannel == entchannel)
{
S_SetChannelVolume(ch_idx, fvol);
- ch->dist_mult = attenuation / snd_soundradius.value;
+ S_SetChannelSpeed(ch_idx, fspeed);
+ ch->distfade = attenuation / snd_soundradius.value;
SND_Spatialize(ch, false);
return ch_idx;
}
// 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 = (int)(startposition * S_GetSoundRate());
+ startpos = (int)(startposition * sfx->format.speed);
if (startpos == 0)
{
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
{
if (check == target_chan)
continue;
- if (check->sfx == sfx && check->pos == 0)
+ if (check->sfx == sfx && check->position == 0)
{
// use negative pos offset to delay this sound effect
- startpos = (int)lhrandom(0, -0.1 * snd_renderbuffer->format.speed);
+ startpos = lhrandom(0, -0.1 * sfx->format.speed);
break;
}
}
}
- S_PlaySfxOnChannel (sfx, target_chan, flags, origin, fvol, attenuation, false, entnum, entchannel, startpos);
+ S_PlaySfxOnChannel (sfx, target_chan, flags, origin, fvol, attenuation, false, entnum, entchannel, startpos, fspeed);
return (target_chan - channels);
}
int S_StartSound_StartPosition (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition)
{
- return S_StartSound_StartPosition_Flags(entnum, entchannel, sfx, origin, fvol, attenuation, startposition, CHANNELFLAG_NONE);
+ return S_StartSound_StartPosition_Flags(entnum, entchannel, sfx, origin, fvol, attenuation, startposition, CHANNELFLAG_NONE, 1.0f);
}
int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
sfx = ch->sfx;
if (ch->sfx != NULL)
{
- if (sfx->fetcher != NULL)
- {
- snd_fetcher_endsb_t fetcher_endsb = sfx->fetcher->endsb;
- if (fetcher_endsb != NULL)
- fetcher_endsb (ch->fetcher_data);
- }
-
+ if (sfx->fetcher != NULL && sfx->fetcher->stopchannel != NULL)
+ sfx->fetcher->stopchannel(ch);
ch->fetcher_data = NULL;
ch->sfx = NULL;
}
void S_SetChannelVolume(unsigned int ch_ind, float fvol)
{
- channels[ch_ind].master_vol = (int)(fvol * 65536.0f);
+ channels[ch_ind].basevolume = fvol;
+}
+
+void S_SetChannelSpeed(unsigned int ch_ind, float fspeed)
+{
+ channels[ch_ind].basespeed = fspeed;
}
float S_GetChannelPosition (unsigned int ch_ind)
{
// note: this is NOT accurate yet
- int s;
+ double s;
channel_t *ch = &channels[ch_ind];
sfx_t *sfx = ch->sfx;
if (!sfx)
return -1;
- s = ch->pos;
+ s = ch->position / sfx->format.speed;
/*
if(!snd_usethreadedmixing)
- s += _snd_mixahead.value * S_GetSoundRate();
+ s += _snd_mixahead.value;
*/
- return (s % sfx->total_length) / (float) S_GetSoundRate();
+ return (float)s;
}
float S_GetEntChannelPosition(int entnum, int entchannel)
}
target_chan = &channels[total_channels++];
- S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true, 0, 0, 0);
+ S_PlaySfxOnChannel (sfx, target_chan, CHANNELFLAG_FORCELOOP, origin, fvol, attenuation, true, 0, 0, 0, 1.0f);
}
void S_UpdateAmbientSounds (void)
{
int i;
- int vol;
+ float vol;
+ float fade = (float)max(0.0, cl.time - cl.oldtime) * ambient_fade.value / 256.0f;
int ambient_channel;
channel_t *chan;
unsigned char ambientlevels[NUM_AMBIENTS];
if (sfx == NULL || sfx->fetcher == NULL)
continue;
- vol = (int)ambientlevels[ambient_channel];
- if (vol < 8)
- vol = 0;
- vol *= 256;
+ i = ambientlevels[ambient_channel];
+ if (i < 8)
+ i = 0;
+ vol = i * (1.0f / 256.0f);
// Don't adjust volume too fast
- // FIXME: this rounds off to an int each frame, meaning there is little to no fade at extremely high framerates!
- if (cl.time > cl.oldtime)
+ if (chan->basevolume < vol)
{
- if (chan->master_vol < vol)
- {
- chan->master_vol += (int)((cl.time - cl.oldtime) * 256.0 * ambient_fade.value);
- if (chan->master_vol > vol)
- chan->master_vol = vol;
- }
- else if (chan->master_vol > vol)
- {
- chan->master_vol -= (int)((cl.time - cl.oldtime) * 256.0 * ambient_fade.value);
- if (chan->master_vol < vol)
- chan->master_vol = vol;
- }
+ chan->basevolume += fade;
+ if (chan->basevolume > vol)
+ chan->basevolume = vol;
+ }
+ else if (chan->basevolume > vol)
+ {
+ chan->basevolume -= fade;
+ if (chan->basevolume < vol)
+ chan->basevolume = vol;
}
if (snd_spatialization_prologic.integer != 0)
{
- chan->listener_volume[0] = (int)bound(0, chan->master_vol * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5), 65536);
- chan->listener_volume[1] = (int)bound(0, chan->master_vol * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5), 65536);
+ chan->volume[0] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[0].ambientvolume * sqrt(0.5);
+ chan->volume[1] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[1].ambientvolume * sqrt(0.5);
for (i = 2;i < SND_LISTENERS;i++)
- chan->listener_volume[i] = 0;
+ chan->volume[i] = 0.0f;
}
else
{
for (i = 0;i < SND_LISTENERS;i++)
- chan->listener_volume[i] = (int)bound(0, chan->master_vol * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[i].ambientvolume, 65536);
+ chan->volume[i] = chan->basevolume * ambient_level.value * volume.value * mastervolume.value * snd_speakerlayout.listeners[i].ambientvolume;
}
}
}
{
// no need to merge silent channels
for (j = 0;j < SND_LISTENERS;j++)
- if (ch->listener_volume[j])
+ if (ch->volume[j])
break;
if (j == SND_LISTENERS)
continue;
{
for (j = 0;j < SND_LISTENERS;j++)
{
- combine->listener_volume[j] = bound(0, combine->listener_volume[j] + ch->listener_volume[j], 65536);
- ch->listener_volume[j] = 0;
+ combine->volume[j] += ch->volume[j];
+ ch->volume[j] = 0;
}
}
}
for (k = 0;k < SND_LISTENERS;k++)
- if (ch->listener_volume[k])
+ if (ch->volume[k])
break;
if (k < SND_LISTENERS)
cls.soundstats.mixedsounds++;