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 [] =
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);
{
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);
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;
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