]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Patch from Qantourisc adding support for his 3D sound library
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 24 Mar 2008 20:47:24 +0000 (20:47 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 24 Mar 2008 20:47:24 +0000 (20:47 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8232 d7cf8633-e32d-0410-b094-e92efae38249

makefile
makefile.inc
snd_3dras.c [new file with mode: 0644]
snd_3dras.h [new file with mode: 0644]
snd_3dras_typedefs.h [new file with mode: 0644]

index 45b2d97f666b7f08004d331141799d3bde69430f..5c95d05523348b250e2fc4c1c8ebd4fdde94996e 100644 (file)
--- a/makefile
+++ b/makefile
@@ -225,6 +225,10 @@ ifeq ($(DP_SOUND_API), WIN)
        LIB_SOUND=$(LIB_SND_WIN)
 endif
 
+ifeq ($(DP_SOUND_API),3DRAS)
+       OBJ_SOUND=$(OBJ_SND_3DRAS)
+       LIB_SOUND=$(LIB_SND_3DRAS)
+endif
 
 ##### Extra CFLAGS #####
 
index 93fccf49f1bb7244f70d04ab14975113491cae23..279fa2e9c73df113a1594295a8cc1e10b7b90821 100644 (file)
@@ -58,6 +58,9 @@ LIB_SND_BSD=$(LIB_SND_MODPLUG)
 OBJ_SND_WIN=$(OBJ_SND_COMMON) snd_win.o
 LIB_SND_WIN=$(LIB_SND_MODPLUG)
 
+# Qantourisc's 3D Realtime Acoustic Lib (3D RAS)
+OBJ_SND_3DRAS=snd_3dras.o
+LIB_SND_3DRAS=
 
 # CD objects
 OBJ_NOCD=cd_null.o
@@ -416,6 +419,9 @@ sys_sdl.o: sys_sdl.c
 snd_sdl.o: snd_sdl.c
        $(DO_CC) $(CFLAGS_SDL)
 
+snd_3dras.o: snd_3dras.c
+       $(DO_CC)
+
 cd_sdl.o: cd_sdl.c
        $(DO_CC) $(CFLAGS_SDL)
 
diff --git a/snd_3dras.c b/snd_3dras.c
new file mode 100644 (file)
index 0000000..5ef28bc
--- /dev/null
@@ -0,0 +1,1024 @@
+// BSD
+
+#include "quakedef.h"
+#include "snd_3dras_typedefs.h"
+#include "snd_3dras.h"
+
+cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
+cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
+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_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
+cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
+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)"};
+static cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"};
+
+static dllhandle_t   ras_dll = NULL;
+// This values is used as a multiple version support check AND to check if the lib has been loaded with success (its 0 if it failed)
+int ras_version;
+
+static mempool_t *snd_mempool;
+static sfx_t sfx_list ={//This is a header, never contains only useful data, only the first next (makes the code less complex, later)
+       NULL, //next
+       "",  //name[MAX_QPATH];
+       NULL, //sounddata
+       0,    //locks
+       0    //flags
+       //0,    //loopstart,
+       //0     //total_length
+};
+static unsigned int channel_id_count=0;
+static channel_t channel_list={
+       NULL, //next
+       NULL, //soundevent
+       0, //entnum
+       0, //entchannel
+       0 //id
+};
+static entnum_t  entnum_list={
+       NULL,// *next;
+       0,   //  entnum;
+       {0.0,0.0,0.0}, //lastloc
+       NULL,// *soundsource;// This is also used to indicate a unused slot (when it's pointing to 0)
+};
+
+int   updatecount=0;
+int   soundblocked=0;
+int   openframe;
+void* soundworld;
+void* listener;
+float listener_location   [3];
+
+//1 qu = 0.0381 meter aka 38.1 mm
+//2^17 qu's is the max map size in DP
+//3DRAS uses atleast 32 bit to store it's locations.
+//So the smallest possible step is 0.0381*2^17/2^(32)
+// =~ 1.16 nm so let's pick 2 to be safe
+static float DP_Ras_UnitSize=(float)2/1000/1000; //2 nm
+static float DP_Ras_VolumeScale=0.075;
+//static float QU_Size = 0.0381; //meter
+//static float DP_QU_Ras_Scale=QU_Size/DP_Ras_UnitSize;
+static float DP_QU_Ras_Scale=19050;
+static void* (*ras_delete                     )(void*);
+static int   (*ras_getversion                 )();
+static void* (*ras_soundworld_new             )(SampleRate, WaveLength);
+static void  (*ras_soundworld_destroy         )(void*);
+static void  (*ras_soundworld_endframe        )(void*);
+static int   (*ras_soundworld_beginframe      )(void*);
+static void  (*ras_soundworld_setmainlistener )(void*,void*);
+static void  (*ras_soundworld_setscale        )(void*,const Scale);
+static void* (*ras_fileinputwhole_new         )(unsigned char*, Index);
+static void* (*ras_audiodecoderwav_new        )(void*, int);
+static void* (*ras_audiodecoderogg_new        )(void*);
+static void* (*ras_sounddataoneshot_new       )(void*,WaveLength,Amount);
+static void* (*ras_sounddataloop_new          )(void*,WaveLength,Amount);
+static void* (*ras_listener_new               )(void*,Location*,Scalar*);
+static void* (*ras_listener_setlocation       )(void*,Location*);
+static void* (*ras_listener_setrotation       )(void*,Scalar  *,Scalar*,Scalar*);
+static void* (*ras_soundsource_new            )(void*,SoundVolume,Location*);
+static int   (*ras_soundsource_ended          )(void*);
+static void  (*ras_soundsource_setlocation    )(void*,Location*);
+static void* (*ras_soundevent_new             )(void*,void*,void*,SoundPower,Ratio);
+static void  (*ras_soundevent_setsoundpower   )(void*,SoundPower);
+static int   (*ras_soundevent_ended           )(void*);
+static int   (*ras_setcoordinatesystem        )(Location*,Location*,Location*);
+static int   (*ras_testrotation               )(Scalar  *,Scalar  *,Scalar  *);
+
+// #define RAS_PRINT //Comment out for to not print extra crap.
+
+static dllfunction_t ras_funcs[] =
+{
+       {"Delete"                                      ,(void**) &ras_delete                     },
+       {"SetCoordinateSystem"                         ,(void**) &ras_setcoordinatesystem        },
+       {"TestRotation"                                ,(void**) &ras_testrotation               },
+       {"GetVersion"                                  ,(void**) &ras_getversion                 },
+       {"SoundWorld_New"                              ,(void**) &ras_soundworld_new             },
+       {"SoundWorld_Destroy"                          ,(void**) &ras_soundworld_destroy         },
+       {"SoundWorld_EndFrame"                         ,(void**) &ras_soundworld_endframe        },
+       {"SoundWorld_BeginFrame"                       ,(void**) &ras_soundworld_beginframe      },
+       {"FileInputWhile_New"                          ,(void**) &ras_fileinputwhole_new         },
+       {"AudioDecoderFileWav_New"                     ,(void**) &ras_audiodecoderwav_new        },
+       {"AudioDecoderFileOgg_New"                     ,(void**) &ras_audiodecoderogg_new        },
+       {"SoundDataAudioDecoderOneShot_New"            ,(void**) &ras_sounddataoneshot_new       },
+       //{"SoundDataAudioDecoderFileLoop_New"           ,(void**) &ras_sounddataloop_new          },
+       {"SoundWorld_SetMainListener"                  ,(void**) &ras_soundworld_setmainlistener },
+       {"SoundWorld_SetScale"                         ,(void**) &ras_soundworld_setscale        },
+       {"ListenerPlayer_New"                          ,(void**) &ras_listener_new               },
+       {"ListenerPlayer_SetLocation"                  ,(void**) &ras_listener_setlocation       },
+       {"ListenerPlayer_SetRotation_InVectors"        ,(void**) &ras_listener_setrotation       },
+       {"SoundSource_Ended"                           ,(void**) &ras_soundsource_ended          },
+       {"SoundSourcePoint_New"                        ,(void**) &ras_soundsource_new            },
+       {"SoundSourcePoint_SetLocation"                ,(void**) &ras_soundsource_setlocation    },
+       {"SoundEvent_New"                              ,(void**) &ras_soundevent_new             },
+       {"SoundEvent_Ended"                            ,(void**) &ras_soundevent_ended           },
+       {"SoundEvent_SetSoundPower"                    ,(void**) &ras_soundevent_setsoundpower   },
+       { NULL                                         , NULL                                      }
+};
+static const char* ras_dllname [] =
+{
+       #if defined(WIN64)
+               "3dras64.dll",
+       #elif defined(WIN32)
+               "3dras32.dll",
+       #elif defined(MACOSX)
+               "3dras.dylib",
+       #else
+               "3dras.so",
+       #endif
+               NULL
+};
+
+// --- entnum_t List functions ----
+void entnum_new(entnum_t** prev, entnum_t** new){ //Adds a new item to the start of the list and sets the pointers.
+       (*new)=Mem_Alloc(snd_mempool,sizeof(entnum_t));
+       if(&new){
+               (*new)->next=entnum_list.next;
+               entnum_list.next=(*new);
+               (*prev)=&entnum_list;
+       }else{
+               Con_Printf("Could not allocate memory for a new entnum_t");
+       }
+}
+void entnum_begin(entnum_t** prev, entnum_t** now){ //Goes to the beginning of the list and sets the pointers.
+       (*prev)=&entnum_list;
+       (*now )=entnum_list.next;
+}
+void entnum_next(entnum_t** prev, entnum_t** now){ //Goes to the next element
+       (*prev)=(*now);
+       (*now )=(*now)->next;
+}
+void entnum_delete_and_next(entnum_t** prev, entnum_t** now){ //Deletes the element and goes to the next element
+       entnum_t* next;
+       next=(*now)->next;
+       if((*now)->rasptr) ras_delete((*now)->rasptr);
+       Mem_Free(*now);
+       (*now)=next;
+       (*prev)->next=(*now);
+}
+// --- End Of entnum_t List functions ----
+
+// --- channel_t List functions ----
+void channel_new(channel_t** prev, channel_t** new){ //Adds a new item to the start of the list and sets the pointers.
+       (*new)=Mem_Alloc(snd_mempool,sizeof(channel_t));
+       if(&new){
+               (*new)->next=channel_list.next;
+               channel_list.next=(*new);
+               (*prev)=&channel_list;
+       }else{
+               Con_Printf("Could not allocate memory for a new channel_t");
+       }
+}
+void channel_begin(channel_t** prev, channel_t** now){ //Goes to the beginning of the list and sets the pointers.
+       (*prev)=&channel_list;
+       (*now )=channel_list.next;
+}
+void channel_next(channel_t** prev, channel_t** now){ //Goes to the next element
+       (*prev)=(*now );
+       (*now )=(*now)->next;
+}
+void channel_delete_and_next(channel_t** prev, channel_t** now){ //Deletes the element and goes to the next element
+       channel_t* next;
+       next=(*now)->next;
+       if((*now)->rasptr) ras_delete((*now)->rasptr);
+       Mem_Free(*now);
+       (*now)=next;
+       (*prev)->next=(*now);
+}
+// --- End Of channel_t List functions ----
+
+// --- sfx_t List functions ----
+void sfx_new(sfx_t** prev, sfx_t** new){ //Adds a new item to the start of the list and sets the pointers.
+       (*new)=Mem_Alloc(snd_mempool,sizeof(sfx_t));
+       if(&new){
+               (*new)->next=sfx_list.next;
+               sfx_list.next=(*new);
+               (*prev)=&sfx_list;
+       }else{
+               Con_Printf("Could not allocate memory for a new sfx_t");
+       }
+}
+void sfx_begin(sfx_t** prev, sfx_t** now){ //Goes to the beginning of the list and sets the pointers.
+       (*prev)=&sfx_list;
+       (*now )=sfx_list.next;
+}
+void sfx_next(sfx_t** prev, sfx_t** now){ //Goes to the next element
+       (*prev)=(*now );
+       (*now )=(*now)->next;
+}
+void sfx_delete_and_next(sfx_t** prev, sfx_t** now){ //Deletes the element and goes to the next element
+       sfx_t* next;
+       next=(*now)->next;
+       if((*now)->rasptr) ras_delete((*now)->rasptr);
+       Mem_Free(*now);
+       (*now)=next;
+       (*prev)->next=(*now);
+}
+// --- End Of sfx_t List functions ----
+
+void channel_new_smart(channel_t** prev, channel_t** now){
+       channel_new(prev,now);
+       ++channel_id_count;
+       (*now)->id=channel_id_count;
+}
+void Free_Unlocked_Sfx(void){
+       sfx_t *prev, *now;
+       sfx_begin(&prev,&now);
+       while(now){
+               if(
+                       !(now->flags & SFXFLAG_SERVERSOUND) &&
+                       now->locks<=0
+               ){
+                       sfx_delete_and_next(&prev,&now);
+               }else{
+                       sfx_next(&prev,&now);
+               }
+       }
+}
+void DP_To_Ras_Location(const float in[3],Location out[3]){
+       out[0]=(Location)(in[0]*DP_QU_Ras_Scale );
+       out[1]=(Location)(in[1]*DP_QU_Ras_Scale );
+       out[2]=(Location)(in[2]*DP_QU_Ras_Scale );
+}
+void S_Restart_f(void){
+       S_Shutdown();
+       S_Startup();
+}
+static void S_Play_Common (float fvol, float attenuation){
+       int i;
+       char name [MAX_QPATH];
+       sfx_t *sfx;
+       if(ras_version>0 && ras_dll){
+               #ifdef RAS_PRINT
+                       Con_Printf("Called S_Play_Common\n");
+                       Con_Printf("Does this need to be location in depend channel ?\n");
+               #endif
+
+               i = 1;
+               while (i < Cmd_Argc ())
+               {
+                       // Get the name, and appends ".wav" as an extension if there's none
+                       strlcpy (name, Cmd_Argv (i), sizeof (name));
+                       if (!strrchr (name, '.'))
+                               strlcat (name, ".wav", sizeof (name));
+                       i++;
+
+                       // If we need to get the volume from the command line
+                       if (fvol == -1.0f)
+                       {
+                               fvol = atof (Cmd_Argv (i));
+                               i++;
+                       }
+
+                       sfx = S_PrecacheSound (name, true, false);
+                       if (sfx)
+                               S_StartSound (-1, 0, sfx, listener_location, fvol, attenuation);
+               }
+       }
+}
+static void S_Play_f(void){
+       S_Play_Common (1.0f, 1.0f);
+}
+static void S_Play2_f(void){
+       S_Play_Common (1.0f, 0.0f);
+}
+static void S_PlayVol_f(void){
+       S_Play_Common (-1.0f, 0.0f);
+}
+static void S_SoundList_f(void){
+       channel_t *prev_c, *now_c;
+           sfx_t *prev_s, *now_s;
+        entnum_t *prev_e, *now_e;
+        int count_c,count_s,count_e;
+       
+       if(ras_version>0 && ras_dll){
+
+               Con_Printf("Sfx (SoundDatas) :\n"
+                                "------------------\n"
+                                "Locks\tflags\tpointer\tName\n");
+               count_s=0;
+               sfx_begin(&prev_s,&now_s);
+               while(now_s){
+                       ++count_s;
+                       Con_Printf("%i\t%i\t%i\t%s\n",
+                               now_s->locks, now_s->flags, now_s->rasptr!=NULL, now_s->name
+                       );
+                       sfx_next(&prev_s,&now_s);
+               }
+
+               Con_Printf("Entnum (SoundSources) :\n"
+                                "-----------------------\n"
+                                "Ent\tpointer\n");
+               count_e=0;
+               entnum_begin(&prev_e,&now_e);
+               while(now_e){
+                       ++count_e;
+                       Con_Printf("%i\t%i\n",
+                               now_e->entnum, now_e->rasptr!=NULL
+                       );
+                       entnum_next(&prev_e,&now_e);
+               }
+
+               Con_Printf("Channels (SoundEvents) :\n"
+                                "------------------------\n"
+                                "Ent\tChannel\tID\tpointer\n");
+               count_c=0;
+               channel_begin(&prev_c,&now_c);
+               while(now_c){
+                       ++count_c;
+                       Con_Printf("%i\t%i\t%i\t%i\n",
+                               now_c->entnum, now_c->entchannel, now_c->id, now_c->rasptr!=NULL
+                       );
+                       channel_next(&prev_c,&now_c);
+               }
+
+               Con_Printf(
+                       "Count:\n"
+                       "------\n"
+                       "Channels: %i\n"
+                       "Sfx's:    %i\n"
+                       "Entities: %i\n",
+                       count_c,count_s,count_e
+               );
+       }
+}
+void Free_All_sfx(){
+       sfx_t *prev, *now;
+       sfx_begin(&prev,&now);
+       while(now) sfx_delete_and_next(&prev,&now);
+}
+void Free_All_channel(){
+       channel_t *prev, *now;
+       channel_begin(&prev,&now);
+       while(now) channel_delete_and_next(&prev,&now);
+}
+void Free_All_entnum(){
+       entnum_t *prev, *now;
+       entnum_begin(&prev,&now);
+       while(now) entnum_delete_and_next(&prev,&now);
+}
+void S_Init (void){
+       Location up[3],right[3],front[3];
+       ras_version=0;
+       snd_mempool = Mem_AllocPool("sound", 0, NULL);
+       if(ras_dll) Con_Printf( "3D RAS already loaded ... (this indicates a bug)\n");
+       if (Sys_LoadLibrary (ras_dllname, &ras_dll, ras_funcs))
+       {
+               Con_Printf ("Loading 3D RAS succeeded\n");
+               Con_Printf ("Checking the lib version\n");
+               ras_version=ras_getversion();
+               if (ras_version>0){
+                       
+                       Con_Printf ("Version %i found\n",ras_version);
+                       Cvar_RegisterVariable(&volume);
+                       Cvar_RegisterVariable(&bgmvolume);
+                       Cvar_RegisterVariable(&snd_staticvolume);
+                       Cvar_RegisterVariable(&snd_precache);
+
+                       Cmd_AddCommand("play", S_Play_f, "play a sound at your current location (not heard by anyone else)");
+                       Cmd_AddCommand("snd_play", S_Play_f, "play a sound at your current location (not heard by anyone else)");
+                       Cmd_AddCommand("play2", S_Play2_f, "play a sound globally throughout the level (not heard by anyone else)");
+                       Cmd_AddCommand("snd_play2", S_Play2_f, "play a sound globally throughout the level (not heard by anyone else)");
+                       Cmd_AddCommand("playvol", S_PlayVol_f, "play a sound at the specified volume level at your current location (not heard by anyone else)");
+                       Cmd_AddCommand("snd_playvol", S_PlayVol_f, "play a sound at the specified volume level at your current location (not heard by anyone else)");
+                       Cmd_AddCommand("stopsound", S_StopAllSounds, "silence");
+                       Cmd_AddCommand("soundlist", S_SoundList_f, "list loaded sounds");
+                       Cmd_AddCommand("snd_stopsound", S_StopAllSounds, "silence");
+                       Cmd_AddCommand("snd_soundlist", S_SoundList_f, "list loaded sounds");
+                       Cmd_AddCommand("snd_restart", S_Restart_f, "restart sound system");
+                       Cmd_AddCommand("snd_shutdown", S_Shutdown, "shutdown the sound system keeping the dll loaded");
+                       Cmd_AddCommand("snd_startup", S_Startup, "start the sound system");
+                       Cmd_AddCommand("snd_unloadallsounds", S_UnloadAllSounds_f, "unload all sound files");
+
+                       //Set the coordinate system inside the lib equal to the one inside dp:
+                          up[0]= 0 ,   up[1]= 0 ,    up[2]=1;
+                       right[0]= 0 ,right[1]=-1 , right[2]=0;
+                       front[0]= 1 ,front[1]= 0 , front[2]=0;
+                       if(ras_setcoordinatesystem(right,up,front)==0){
+                               Con_Printf("Failed to set the Coordinate System\n");
+                               ras_version=0;
+                       }
+               }else{
+                       Con_Printf ("Failed to get the lib version\n");
+                       Sys_UnloadLibrary (&ras_dll);
+                       ras_dll=0;
+               }
+       }else{
+               ras_dll=0;
+               Con_Printf ("Loading 3D RAS failed\n");
+               Sys_UnloadLibrary (&ras_dll);
+       }
+}
+void S_Terminate (void){
+       if(ras_dll){
+               S_Shutdown();
+               Free_All_sfx(); // <= The only valid place to free the sfx.
+               Sys_UnloadLibrary(&ras_dll);
+               ras_dll=0;
+               ras_version=0;
+       }
+}
+
+void S_Startup (void){
+       Location loc[3]={0, 0, 0};
+       Scalar   rot[4]={1.0, 0, 0, 0};
+       if(ras_version>0 && ras_dll){
+               channel_id_count=1;
+               soundworld= ras_soundworld_new(48000,0.1);
+               if(soundworld==0){
+                       Con_Printf("Failed to start a SoundWorld\n");
+               }else{
+                       Con_Printf("Succeeded in starting a new SoundWorld\n");
+                       listener=ras_listener_new(soundworld,loc,rot);
+                       ras_soundworld_setmainlistener(soundworld,listener);
+                       openframe = ras_soundworld_beginframe(soundworld);
+                       ras_soundworld_setscale(soundworld,DP_Ras_UnitSize);
+               }
+       }
+}
+void S_Shutdown (void){
+       if(ras_version>0 && ras_dll && soundworld){
+               if(openframe) ras_soundworld_endframe(soundworld);
+               
+               //Order doesn't really matter because the lib takes care of the references
+               //Free_All_sfx(); <= DO NOT FREE SFX ... they just keep sending in the old sfx causing havoc.
+               Free_All_channel();
+               Free_All_entnum();
+               
+               ras_soundworld_destroy(soundworld);
+               soundworld=ras_delete(soundworld);
+               if(soundworld){
+                       Con_Printf("Failed to stop the SoundWorld\n");
+               }else{
+                       Con_Printf("Succeeded in stopping the SoundWorld\n");
+               }
+       }
+}
+void S_UnloadAllSounds_f(void){
+       if(ras_version>0 && ras_dll){
+               Free_All_sfx();
+       }
+}
+
+void S_Update(const matrix4x4_t *listener_matrix){
+       float forward   [3];
+       float left      [3];
+       float up        [3];
+       float float3    [3];
+       Location location3 [3];
+       entnum_t  *prev_e, *now_e;
+       channel_t *prev_c, *now_c;
+       if(ras_version>0 && ras_dll && soundworld){
+               Matrix4x4_ToVectors(listener_matrix,forward,left,up,listener_location); //Add the new player location.
+               if(openframe){
+                       VectorNegate(left,left);
+                       DP_To_Ras_Location(listener_location,location3);
+                       ras_listener_setlocation(listener,location3);
+                       ras_listener_setrotation(listener,left,up,forward);
+                       /*
+                       Con_Printf(
+                               "DP:  Left={%f|%f|%f} Up={%f|%f|%f} Front={%f|%f|%f}\n",
+                                  left[0],   left[1],   left[2],
+                                    up[0],     up[1],     up[2],
+                               forward[0],forward[1],forward[2]
+                       );
+                       ras_testrotation(left,up,forward);
+                       Con_Printf(
+                               "RAS: Left={%f|%f|%f} Up={%f|%f|%f} Front={%f|%f|%f}\n",
+                                  left[0],   left[1],   left[2],
+                                    up[0],     up[1],     up[2],
+                               forward[0],forward[1],forward[2]
+                       );
+                       */
+                       if(updatecount>100){
+                               updatecount=0;
+                               #ifdef RAS_PRINT
+                               Con_Printf("S_Update: Add a callback to SCR_CaptureVideo_SoundFrame.\n");
+                               Con_Printf("S_Update: Add Slomo.\n");
+                               Con_Printf("S_Update: Add BlockedSoundCheck.\n");
+                               Con_Printf("S_Update: Add Slomo(as a cvar) and pauze.\n");
+                               #endif
+                       }else{
+                               ++updatecount;
+                       }
+                       //(15:20:31) div0: (at the moment, you can extend it to multichannel)
+                       //(15:20:40) div0: see S_CaptureAVISound()
+                       if(cl.entities){ //if there is a list of ents
+                               //Update all entities there position into the sound sources.
+                               entnum_begin(&prev_e,&now_e);
+                               while(now_e){
+                                       if(!now_e->rasptr){
+                                               Con_Printf("S_Update: Found an entnum_t without a valid RAS-ptr... This indicates a bug.\n");
+                                               entnum_delete_and_next(&prev_e,&now_e);
+                                       }else{ //Look for unused ent and drop them.
+                                               if(now_e->entnum!=-1){ //Talking about an ent ? Or a static sound source ?
+                                                       if(ras_soundsource_ended(now_e->rasptr)){
+                                                                       VectorCopy(cl.entities[now_e->entnum].state_current.origin,float3);
+                                                                       VectorCopy(now_e->lastloc,float3);
+                                                                       DP_To_Ras_Location(float3,location3);
+                                                                       ras_soundsource_setlocation(now_e->rasptr,location3);
+                                                                       entnum_next(&prev_e,&now_e);
+                                                       }else{
+                                                               entnum_delete_and_next(&prev_e,&now_e);
+                                                       }
+                                               }else{
+                                                       if(ras_soundsource_ended(now_e->rasptr)){
+                                                               entnum_delete_and_next(&prev_e,&now_e);
+                                                       }else{
+                                                               entnum_next(&prev_e,&now_e);
+                                                       }
+                                               }
+                                       }
+                               }
+                       }else{
+                               Free_All_entnum();
+                       }
+                       channel_begin(&prev_c,&now_c);
+                       while(now_c){
+                               if(!now_c->rasptr){
+                                       Con_Printf("S_Update: Found an channel_t without a valid RAS-ptr... This indicates a bug.\n");
+                                       channel_delete_and_next(&prev_c,&now_c);
+                               }else{ //Look for stopped sound channels and free them
+                                       if(ras_soundevent_ended(now_c->rasptr)){
+                                               channel_delete_and_next(&prev_c,&now_c);
+                                       }else{
+                                               channel_next(&prev_c,&now_c);
+                                       }
+                               }
+                       }
+                       ras_soundworld_endframe  (soundworld);
+               }
+               openframe =ras_soundworld_beginframe(soundworld);
+       }
+}
+void S_ExtraUpdate (void){
+       // This lib is unable to use any extra updates.
+       //if(ras_version>0 && ras_dll){
+       //}
+}
+sfx_t* S_FindName (const char *name){
+       sfx_t *prev,*now;
+       if(ras_version>0 && ras_dll){
+               #ifdef RAS_PRINT
+               Con_Printf("Called S_FindName %s\n",name);
+               #endif
+
+               if (strlen (name) >= sizeof (now->name))
+               {
+                       Con_Printf ("S_FindName: sound name too long (%s)\n", name);
+                       return NULL;
+               }
+               
+               sfx_begin(&prev,&now);
+               // Seek in list
+               while (now){
+                       if(strcmp (now->name, name)==0) return now;
+                       sfx_next(&prev,&now);
+               }
+               
+               // None found in the list,
+               // Add a sfx_t struct for this sound
+               sfx_new(&prev,&now);
+               now->locks=0;
+               now->flags=0;
+               now->rasptr=0;
+               //sfx->looptstart=0;
+               //sfx->total_length=0;
+               strlcpy (now->name, name, sizeof (now->name));
+               return now;
+       }
+       return NULL;
+}
+int S_LoadSound(sfx_t *sfx, int complain){
+       fs_offset_t filesize;
+       char namebuffer[MAX_QPATH +16  ];
+       char filename  [MAX_QPATH +16+4];
+       char fileext   [4];
+       size_t len;
+       unsigned char *data=NULL;
+       void* file_ptr=NULL;
+       void* decoder_ptr=NULL;
+       if(ras_version>0 && ras_dll){
+
+               fileext[4]=0; //Terminator
+               // See if already loaded
+               if (sfx->rasptr) return true;
+
+               // LordHavoc: if the sound filename does not begin with sound/, try adding it
+               if (!data && strncasecmp(sfx->name, "sound/", 6))
+               {
+                       len = dpsnprintf (namebuffer, sizeof(namebuffer), "sound/%s", sfx->name);
+                       if (len < 0){ // name too long
+                               Con_DPrintf("S_LoadSound: name \"%s\" is too long\n", sfx->name);
+                               return false;
+                       }
+                       if(!data){
+                               data = FS_LoadFile(namebuffer, snd_mempool, false, &filesize);
+                               if(data) memcpy(fileext,namebuffer+len-3,3); //Copy the extention
+                       }
+                       if(!data){ //Stick .wav to the end and try again
+                               memcpy(filename,namebuffer,len);
+                               memcpy(filename+len-4,".wav",5);
+                               data = FS_LoadFile(filename, snd_mempool, false, &filesize);
+                               if(data) memcpy(fileext,"wav",3);
+                       }
+                       if(!data){ //Stick .ogg to the end and try again
+                               memcpy(filename,namebuffer,len);
+                               memcpy(filename+len-4,".ogg",5);
+                               data = FS_LoadFile(filename, snd_mempool, false, &filesize);
+                               if(data) memcpy(fileext,"ogg",3);
+                       }
+               }
+               if(!data){
+                       // LordHavoc: then try without the added sound/ as wav and ogg
+                       len = dpsnprintf (namebuffer, sizeof(namebuffer), "%s", sfx->name);
+                       if (len < 0){ // name too long
+                               Con_DPrintf("S_LoadSound: name \"%s\" is too long\n", sfx->name);
+                               return false;
+                       }
+                       if(!data){
+                               data = FS_LoadFile(namebuffer, snd_mempool, false, &filesize);
+                               if(data) memcpy(fileext,namebuffer+len-3,3); //Copy the file extention
+                       }
+                       if(!data){ //Stick .wav to the end
+                               memcpy(filename,namebuffer,len);
+                               memcpy(filename+len-4,".wav",5);
+                               data = FS_LoadFile(filename, snd_mempool, false, &filesize);
+                               if(data) memcpy(fileext,"wav",3);
+                       }
+                       if(!data){ //Stick .ogg to the end
+                               memcpy(filename,namebuffer,len);
+                               memcpy(filename+len-4,".ogg",5);
+                               data = FS_LoadFile(filename, snd_mempool, false, &filesize);
+                               if(data) memcpy(fileext,"ogg",3);
+                       }
+               }
+               if (!data){
+                       if(complain) Con_Printf("Failed attempt load file '%s'\n",namebuffer);
+               }else{ //if the file loaded: pass to RAS 3D
+                       file_ptr=ras_fileinputwhole_new(data,filesize);
+                       // There we transfered to file to RAS 3D
+                       // So lets free up data shall we ?
+                       FS_Close(data);
+
+                       if(!file_ptr){
+                               Con_Printf("Failed to upload file to audio lib\n");
+                       }else{
+                               if(0==strncasecmp(fileext,"wav",3)){
+                                       decoder_ptr=ras_audiodecoderwav_new(file_ptr,true); //(true)use seek mode: some quake files are broken.
+                               }
+                               if(0==strncasecmp(fileext,"ogg",3)){
+                                       decoder_ptr=ras_audiodecoderogg_new(file_ptr);
+                               }
+                               if(!decoder_ptr){
+                                       Con_Printf("File succeeded to load, but no decoder available for '%s'\n",fileext);
+                               }else{
+                                       #ifdef RAS_PRINT
+                                       Con_Printf("ToDo: Add a cvar to configure the cache size and number of cache blocks.\n");
+                                       Con_Printf("ToDo: Add support for looping sounds.\n");
+                                       #endif
+                                       sfx->rasptr=ras_sounddataoneshot_new(decoder_ptr,0.05,8);
+                               }
+                               file_ptr=ras_delete(file_ptr);
+                       }
+                       return !(sfx->rasptr);
+               }
+               return false;
+       }
+       return false;
+}
+sfx_t *S_PrecacheSound (const char *name, qboolean complain, qboolean lock){
+       sfx_t *sfx;
+       if(ras_version>0 && ras_dll){
+               #ifdef RAS_PRINT
+               Con_Printf("Called S_PrecacheSound %s, %i, %i\n",name,complain,lock);
+               #endif
+               if (name == NULL || name[0] == 0)
+                       return NULL;
+               sfx = S_FindName (name);
+               if (sfx == NULL) return NULL;
+               if (lock) ++(sfx->locks);
+               if (snd_precache.integer) S_LoadSound(sfx, complain);
+               return sfx;
+       }
+       return NULL;
+}
+void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds){
+       sfx_t *prev_s, *now_s;
+       unsigned int i;
+
+       if(ras_version>0 && ras_dll){
+               Con_Printf("Called S_ServerSounds\n");
+               for(i=0;i<numsounds;++i){
+                       Con_Printf("Loading :'%s'\n",serversound[i]);
+                       // Load the ambient sounds
+
+                       Con_Printf("ToDo: Load abmient sounds (Need geometry).\n");
+
+                       // Remove the SFXFLAG_SERVERSOUND flag
+                       sfx_begin(&prev_s,&now_s);
+                       while(now_s){
+                               if (now_s->flags & SFXFLAG_SERVERSOUND) now_s->flags &= ~SFXFLAG_SERVERSOUND;
+                               sfx_next(&prev_s,&now_s);
+                       }
+                       
+                       // Add 1 lock and the SFXFLAG_SERVERSOUND flag to each sfx in "serversound"
+                       for (i = 1; i < numsounds; i++){
+                               now_s = S_FindName (serversound[i]);
+                               if (now_s != NULL)
+                                       now_s->flags |= SFXFLAG_SERVERSOUND;
+                       }
+                       
+                       Free_Unlocked_Sfx();
+               }
+       }
+}
+qboolean S_IsSoundPrecached (const sfx_t *sfx){
+       if(ras_version>0 && ras_dll){
+               return !sfx->rasptr;
+       }
+       return 0;
+}
+
+void S_KillChannel (channel_t *now){ //Silences a SoundEvent
+       if(now->rasptr){
+               ras_soundevent_setsoundpower(now->rasptr,0);
+               ras_delete(now->rasptr);
+               now->rasptr=0;
+       }else{
+               Con_Printf("S_KillChannel: Warning pointer was 0 ... this indicates a bug.\n");
+       }
+}
+
+int S_StartSound_OnEnt (int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation){
+        entnum_t *prev_e, *now_e;
+       channel_t *prev_c, *now_c;
+       Location tmp_location[3];
+
+       //If there is a game world
+       if(!cl.entities){
+               Con_Printf("S_StartSound_OnEnt: no entity list exists\n");
+               return -1;
+       }
+
+       // Look for the correct ent_t
+       entnum_begin(&prev_e,&now_e);
+       while(now_e){
+               if(now_e->entnum==entnum) break;
+               entnum_next(&prev_e,&now_e);
+       }
+       //We found no ent ...  lets make one...
+       if(!now_e){
+               entnum_new(&prev_e,&now_e);
+               if(!now_e){
+                       Con_Printf("S_StartSound_OnEnt: could not make new entnum_t\n");
+                       return -1;
+               }
+               VectorCopy(cl.entities[entnum].state_current.origin, now_e->lastloc);
+               DP_To_Ras_Location(now_e->lastloc,tmp_location);
+               now_e->rasptr=ras_soundsource_new(soundworld,1.0,tmp_location);
+               if(!now_e->rasptr){
+                       Con_Printf("S_StartSound_OnEnt: could not create a new sound source\n");
+                       return -1;
+               }
+       }
+
+       //Ok now lets look for the channel.
+       channel_begin(&prev_c,&now_c);
+       while(now_c){
+               if(
+                       now_c->entnum==entnum &&
+                       now_c->entchannel==entchannel
+               ) break;
+               channel_next(&prev_c,&now_c);
+       }
+       
+       if(now_c){ //O dear the channel excists ....
+               S_KillChannel(now_c);
+       }else{ //We found no channel .... So we need to make a new one ...
+               channel_new_smart(&prev_c,&now_c);
+               now_c->entnum    =entnum;
+               now_c->entchannel=entchannel;
+               if(!now_c){
+                       Con_Printf("S_StartSound_OnEnt: could not make new channel_t\n");
+                       channel_delete_and_next(&prev_c,&now_c);
+                       return -1;
+               }
+       }
+
+       //Lets start the sound on the acquired sound source and channel
+       now_c->rasptr=ras_soundevent_new(
+               soundworld,now_e->rasptr,sfx->rasptr,fvol*DP_Ras_VolumeScale,1.0
+       );
+       if(!now_c->rasptr){ //Whoops, failed, lets delete this channel then.
+               channel_delete_and_next(&prev_c,&now_c);
+               Con_Printf("S_StartSound_OnEnt: could not make a new soundevent.\n");
+               return -1;
+       }
+       return now_c->id;
+}
+int S_StartSound_OnLocation (sfx_t *sfx, vec3_t origin, float fvol, float attenuation){
+        entnum_t *prev_e, *now_e;
+       channel_t *prev_c, *now_c;
+       Location tmp_location[3];
+       DP_To_Ras_Location(origin,tmp_location);
+       
+        entnum_new      (&prev_e,&now_e);
+       VectorCopy(now_e->lastloc,origin);
+       now_e->entnum=-1;
+       now_e->rasptr=ras_soundsource_new(soundworld,1.0,tmp_location);
+       if(!now_e->rasptr){
+               Con_Printf("S_StartSound_OnLocation: Could not make a new soundsource.\n");
+               entnum_delete_and_next(&prev_e,&now_e);
+               return -1;
+       }
+       channel_new_smart(&prev_c,&now_c);
+       now_c->entnum=-1;
+       now_c->entchannel=-1;
+       now_c->rasptr =ras_soundevent_new(soundworld,now_e->rasptr,sfx->rasptr,fvol*DP_Ras_VolumeScale,1.0);
+       if(!now_c->rasptr){
+                entnum_delete_and_next(&prev_e,&now_e);
+               channel_delete_and_next(&prev_c,&now_c);
+               Con_Printf("S_StartSound_OnLocation: Could not make a new soundevent.\n");
+               return -1;
+       }
+       return now_c->id;
+}
+
+
+// Qantourisc on the wicked-quake-sound-system:
+// --------------------------------------------
+// entnum can be Zero or lower => This means "use the origin" so it's not tracked.
+// entnum -1 is a "world" containing more then 1 soundsource.
+// If channel !=  0 try to overwrite the requested channel. Otherwise play it on some random channel.
+// If channel == -1 overwrite the first track of the ent.
+// If a channel replacement is requested, only allow overwriting if it's owned by the same channel.
+// If no channel can be replaced, pick a new one.
+// Also when you overwrite a channel, that one has to stop dead.
+// This function returns the channel it was played on (so it can be stopped later)
+// This starts CD-music: S_StartSound (-1, 0, sfx, vec3_origin, cdvolume, 0);
+// The channel you return then, can later be requested to be stopped.
+
+int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation){
+       sfx_t *prev_s,*now_s;
+       int sfx_ok;
+       if(ras_version>0 && ras_dll && soundworld){
+               #ifdef RAS_PRINT
+               Con_Printf("Called S_StartSound %i, %i, %f, %f\n",entnum,entchannel,fvol,attenuation);
+               #endif
+               if(sfx==NULL){ // They pass this to me ... but WHY ? it makes no sense !
+                       #ifdef RAS_PRINT
+                       Con_Printf("S_StartSound: forgot to mention a sfx!\n");
+                       #endif
+                       return -1;
+               }
+
+               sfx_ok=0;
+               sfx_begin(&prev_s,&now_s);
+               while(now_s){
+                       if(now_s==sfx){
+                               sfx_ok=1;
+                               break;
+                       }
+                       sfx_next(&prev_s,&now_s);
+               }
+               if(!sfx_ok){
+                       Con_Printf("S_StartSound: passed illegal sfx_t!\n");
+                       return -1;
+               }
+               if (!S_LoadSound(sfx,true)) return -1;
+
+
+               if(entnum!=-1){ //If we are talking about an ent
+                       return S_StartSound_OnEnt(entnum,entchannel,sfx,fvol,attenuation);
+               }else{
+                       return S_StartSound_OnLocation(      sfx,origin,fvol,attenuation);
+               }
+       }
+       Con_Printf("S_StartSound: engine not stated\n");
+       return -1;
+}
+qboolean S_LocalSound (const char *s){
+       sfx_t   *sfx;
+       int             ch_ind;
+       if(ras_version>0 && ras_dll){
+               #ifdef RAS_PRINT
+               Con_Printf("Called S_LocalSound %s\n",s);
+               #endif
+
+               sfx = S_PrecacheSound (s, true, false);
+               if (!sfx)
+               {
+                       Con_Printf("S_LocalSound: can't precache %s\n", s);
+                       return false;
+               }
+
+               // Local sounds must not be freed
+               sfx->flags |= SFXFLAG_PERMANENTLOCK;
+               #ifdef RAS_PRINT
+               Con_Printf("S_LocalSound: this is still a small hack\n");
+               #endif
+               ch_ind = S_StartSound (cl.viewentity, 0, sfx, listener_location, 1, 0);
+               if (ch_ind < 0)
+                       return false;
+
+               //channels[ch_ind].flags |= CHANNELFLAG_LOCALSOUND;
+               return true;
+       }
+       return 0;
+}
+void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation){
+       //Static sounds should not be looped
+       if(ras_version>0 && ras_dll){
+               #ifdef RAS_PRINT
+               Con_Printf("Called S_StaticSound\n");
+               Con_Printf("Waiting on Qantourisc to add Static sounds in his lib.\n");
+               #endif
+               //Static sounds are sounds that are not pauzed, and or played locally.
+       }
+}
+void S_StopSound (int entnum, int entchannel){
+       channel_t *prev, *now;
+       if(ras_version>0 && ras_dll){
+               //Con_Printf("Called S_StopSound %i, %i\n",entnum,entchannel);
+               channel_begin(&prev,&now);
+               while(now){
+                       if(now->entnum==entnum && now->entchannel==entchannel) break;
+                       channel_next(&prev,&now);
+               }
+               if(now){ //If we found our to delete sound.
+                       S_KillChannel(now);
+                       channel_delete_and_next(&prev,&now);
+               }else{
+                       Con_Printf("S_StopSound: Could not find the requested entnum-entchannel sound\n");
+               }
+       }
+}
+void S_StopAllSounds (void){
+       channel_t *prev, *now;
+       if(ras_version>0 && ras_dll){
+               //Con_Printf("Called S_StopAllSounds\n");
+               channel_begin(&prev,&now);
+               while(now){
+                       S_KillChannel(now);
+                       channel_next(&prev,&now);
+               }
+       }
+}
+void S_PauseGameSounds (qboolean toggle){
+       if(ras_version>0 && ras_dll){
+               Con_Printf("Called S_PauseGameSounds %i\n",toggle);
+               //Localsounds should not be pauzed
+       }
+}
+void S_StopChannel (unsigned int channel_ind){
+       channel_t *prev,*now;
+       if(ras_version>0 && ras_dll){
+               channel_begin(&prev,&now);
+               while(now){
+                       if(now->id==channel_ind){
+                               S_KillChannel(now);
+                               channel_delete_and_next(&prev,&now);
+                       }else{
+                               channel_next(&prev,&now);
+                       }
+               }
+       }
+}
+qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value){
+       if(ras_version>0 && ras_dll){
+               Con_Printf("Called S_SetChannelFlag %u, %u, %i\n",ch_ind, flag, value);
+       }
+       return 0;
+}
+void S_SetChannelVolume (unsigned int ch_ind, float fvol){
+       channel_t *prev,*now;
+       if(ras_version>0 && ras_dll){
+               Con_Printf("Called S_SetChannelVolume %u, %f\n",ch_ind, fvol);
+               channel_begin(&prev,&now);
+               while(now){
+                       if(now->id==ch_ind){
+                               if(now->rasptr){
+                                       ras_soundevent_setsoundpower(now->rasptr,fvol*DP_Ras_VolumeScale);
+                               }else{
+                                       Con_Printf("S_StopChannel: Warning pointer was 0 ... this indicates a bug.\n");
+                               }
+                       }
+                       channel_next(&prev,&now);
+               }
+       }
+}
+
+void S_BlockSound (void){
+       soundblocked++;
+}
+void S_UnblockSound (void){
+       soundblocked--;
+       if(soundblocked<0){
+               Con_Printf("S_UnblockSound: Requested more S_UnblockSound then S_BlockSound.\n");
+       }
+}
+
+int S_GetSoundRate (void){
+       Con_Printf("Inside 3DRAS, the soundrate of the end-user is NONE of the dev's concern.\n");
+       Con_Printf("So let's assume 44100.\n");
+       return 44100;
+}
diff --git a/snd_3dras.h b/snd_3dras.h
new file mode 100644 (file)
index 0000000..b735a6d
--- /dev/null
@@ -0,0 +1,49 @@
+//BSD
+
+#ifndef SND_3DRAS_H
+#define SND_3DRAS_H
+
+#include "sound.h"
+
+#define DEFAULT_SOUND_PACKET_VOLUME 255
+#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
+
+#define CHANNELFLAG_NONE               0
+#define CHANNELFLAG_FORCELOOP  (1 << 0) // force looping even if the sound is not looped
+#define CHANNELFLAG_LOCALSOUND (1 << 1) // INTERNAL USE. Not settable by S_SetChannelFlag
+#define CHANNELFLAG_PAUSED             (1 << 2)
+#define CHANNELFLAG_FULLVOLUME (1 << 3) // isn't affected by the general volume
+
+#define SFXFLAG_NONE           0
+//#define SFXFLAG_FILEMISSING  (1 << 0) // wasn't able to load the associated sound file
+#define SFXFLAG_SERVERSOUND    (1 << 1) // the sfx is part of the server precache list
+//#define SFXFLAG_STREAMED             (1 << 2) // informative only. You shouldn't need to know that
+#define SFXFLAG_PERMANENTLOCK  (1 << 3) // can never be freed (ex: used by the client code)
+
+typedef struct channel_s{
+       struct channel_s* next;
+       void* rasptr;//Sound Event // This is also used to indicate a unused slot (when it's pointing to 0)
+       int   entnum;// to allow overriding a specific sound
+       int   entchannel;
+       unsigned int   id;
+} channel_t;
+
+typedef struct entnum_s{
+       struct entnum_s *next;
+       int       entnum;
+       vec3_t    lastloc; //Since DP has no way of tracking the deletion, we will use this instead (great jumps indicate teleport or new ent
+       void     *rasptr;//Sound Source // This is also used to indicate a unused slot (when it's pointing to 0)
+} entnum_t;
+
+struct sfx_s{
+       struct sfx_s *next;
+       char  name[MAX_QPATH];
+       void* rasptr; //Sound Data// The sound data allocated in the lib
+       
+       int locks;
+       unsigned int flags;             // cf SFXFLAG_* defines
+       //unsigned int loopstart;       // in sample frames. equals total_length if not looped
+       //unsigned int total_length;    // in sample frames
+};
+
+#endif
diff --git a/snd_3dras_typedefs.h b/snd_3dras_typedefs.h
new file mode 100644 (file)
index 0000000..a56ef9e
--- /dev/null
@@ -0,0 +1,57 @@
+// This file defines a few "basis measurement" types that extern program will need.
+#ifndef Typedefs_h
+#define Typedefs_h
+#include <stdint.h>
+                                    ///To address a location in a file.
+typedef unsigned int                FilePosition;
+                                    ///This will express an Amount of something.
+typedef uint64_t                    Amount;
+                                    /// Index expresses an address in a certain array of data.
+typedef uint64_t                    Index;
+                                    /// A signed index, to access things that can be access before 0
+typedef  int64_t                    SignedIndex;
+                                    ///The depth at witch we are tracing.
+typedef unsigned int                TraceDepth;
+                                    ///The type of a Location (as in a messurement ... from 0)
+typedef  int64_t                    Location;
+                                    ///The type of a Location on a texture
+typedef float                       TextureLocation;
+                                    ///The type of a Distance
+typedef float                       Distance;
+                                    ///The type of a Scalar type for use in: Normal3D, Dot product, Direction3D, ...
+typedef float                       Scalar;
+                                    ///Howmuch of something ?
+typedef float                       Ratio;
+                                    ///The type of a an EulerAngle for use in: EulerAngle2D, EulerAngle3D, ...
+typedef float                       EulerAngle;
+                                    ///The type that detemens the size of 1 Location. Expressed in meters/Location.
+typedef float                       Scale;
+                                    ///The frequency of something.
+typedef float                       Frequency;
+                                    ///The wavelength of a frequency
+typedef Distance                    WaveLength;
+                                    /// Howmany samples we take per secod
+typedef float                       SampleRate;
+                                    /// The type in witch we will express a SoundSample.
+typedef float                       Sample;
+                                    /// The type that express the speed of sound (meter/second).
+typedef float                       SoundSpeed;
+                                    /// The type that that express 1 Time. As in a small step. Note in the feature this will be a class. To make it ring.
+typedef unsigned int                Time;
+typedef float                       Duration;
+//typedef StrongType <unsigned int>   Time;  // Example of a strong typecheck
+                                    /// The amplitude of the SoundPower. This for export to an AudioOutputDevice.
+typedef float                       SoundVolume;
+                                    /// How mutch power per square meter is received per meter (Watt/Meter^2)
+typedef float                       SoundIntensity;
+                                    /// An expression of the power of sound source (Watt)
+typedef float                       SoundPower; // W, The power of the sound source
+
+typedef float                       LightIntensity;
+typedef float                       LightPower;
+typedef float                       Brightness;
+typedef float                       Gamma;
+typedef float                       Color;
+typedef float                       RefractionIndex;
+typedef unsigned int                Resolution;
+#endif