fteqw/engine/client/sound.h

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sound.h -- client sound i/o functions
#ifndef __SOUND__
#define __SOUND__
// !!! if this is changed, it much be changed in asm_i386.h too !!!
#define MAXSOUNDCHANNELS 8 //on a per device basis
// !!! if this is changed, it much be changed in asm_i386.h too !!!
struct sfx_s;
/*typedef struct
{
int left;
int right;
} portable_samplepair_t;
*/
typedef struct
{
int s[MAXSOUNDCHANNELS];
} portable_samplegroup_t;
typedef struct {
struct sfxcache_s *(*decodedata) (struct sfx_s *sfx, struct sfxcache_s *buf, int start, int length); //retrurn true when done.
void (*abort) (struct sfx_s *sfx); //it's not playing elsewhere. free entirly
void *buf;
} sfxdecode_t;
typedef struct sfx_s
{
char name[MAX_OSPATH];
#ifdef AVAIL_OPENAL
unsigned int openal_buffer;
#endif
qboolean failedload:1; //no more super-spammy
qboolean touched:1; //if the sound is still relevent
sfxdecode_t decoder;
} sfx_t;
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct sfxcache_s
{
unsigned int length; //sample count
unsigned int loopstart; //-1 or sample index to begin looping at once the sample ends
unsigned int speed;
unsigned int width;
unsigned int numchannels;
unsigned int soundoffset; //byte index into the sound
qbyte *data; // variable sized
} sfxcache_t;
typedef struct
{
// qboolean gamealive;
// qboolean soundalive;
// qboolean splitbuffer;
int numchannels; // this many samples per frame
int samples; // mono samples in buffer (individual, non grouped)
// int submission_chunk; // don't mix less than this #
int samplepos; // in mono samples
int samplebits;
int speed; // this many frames per second
unsigned char *buffer; // pointer to mixed pcm buffer (not directly used by mixer)
} dma_t;
#define PITCHSHIFT 6 /*max audio file length = (1<<32>>PITCHSHIFT)/KHZ*/
#define CF_ABSVOLUME 1 // ignores volume cvar.
typedef struct
{
sfx_t *sfx; // sfx number
int vol[MAXSOUNDCHANNELS]; // volume, .8 fixed point.
int start; // start time in global paintsamples
int pos; // sample position in sfx, <0 means delay sound start (shifted up by 8)
int rate; // 24.8 fixed point rate scaling
int flags; // cf_ flags
int looping; // where to loop, -1 = no looping
int entnum; // to allow overriding a specific sound
int entchannel; // to avoid overriding a specific sound too easily
vec3_t origin; // origin of sound effect
vec_t dist_mult; // distance multiplier (attenuation/clipK)
int master_vol; // 0-255 master volume
} channel_t;
typedef struct
{
int rate;
int width;
int numchannels;
int loopstart;
int samples;
int dataofs; // chunk starts this many bytes from file start
} wavinfo_t;
struct soundcardinfo_s;
typedef struct soundcardinfo_s soundcardinfo_t;
void S_Init (void);
void S_Startup (void);
void S_Shutdown (qboolean final);
float S_GetSoundTime(int entnum, int entchannel);
void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float timeofs, float pitchadj);
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
void S_StopSound (int entnum, int entchannel);
void S_StopAllSounds(qboolean clear);
void S_UpdateListener(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up);
void S_GetListenerInfo(float *origin, float *forward, float *right, float *up);
void S_Update (void);
void S_ExtraUpdate (void);
void S_MixerThread(soundcardinfo_t *sc);
void S_Purge(qboolean retaintouched);
qboolean S_HaveOutput(void);
void S_Music_Clear(sfx_t *onlyifsample);
void S_Music_Seek(float time);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
sfx_t *S_PrecacheSound (const char *sample);
void S_TouchSound (char *sample);
void S_UntouchAll(void);
void S_ClearPrecache (void);
void S_BeginPrecaching (void);
void S_EndPrecaching (void);
void S_PaintChannels(soundcardinfo_t *sc, int endtime);
void S_InitPaintChannels (soundcardinfo_t *sc);
void S_ShutdownCard (soundcardinfo_t *sc);
void S_DefaultSpeakerConfiguration(soundcardinfo_t *sc);
void S_ResetFailedLoad(void);
#ifdef PEXT2_VOICECHAT
void S_Voip_Parse(void);
#endif
#ifdef VOICECHAT
extern cvar_t snd_voip_showmeter;
void S_Voip_Transmit(unsigned char clc, sizebuf_t *buf);
void S_Voip_MapChange(void);
int S_Voip_Loudness(qboolean ignorevad); //-1 for not capturing, otherwise between 0 and 100
qboolean S_Voip_Speaking(unsigned int plno);
void S_Voip_Ignore(unsigned int plno, qboolean ignore);
#else
#define S_Voip_Loudness() -1
#define S_Voip_Speaking(p) false
#define S_Voip_Ignore(p,s)
#endif
qboolean S_IsPlayingSomewhere(sfx_t *s);
qboolean ResampleSfx (sfx_t *sfx, int inrate, int inchannels, int inwidth, int insamps, int inloopstart, qbyte *data);
// picks a channel based on priorities, empty slots, number of channels
channel_t *SND_PickChannel(soundcardinfo_t *sc, int entnum, int entchannel);
// spatializes a channel
void SND_Spatialize(soundcardinfo_t *sc, channel_t *ch);
void SND_ResampleStream (void *in, int inrate, int inwidth, int inchannels, int insamps, void *out, int outrate, int outwidth, int outchannels, int resampstyle);
// restart entire sound subsystem (doesn't flush old sounds, so make sure that happens)
void S_DoRestart (void);
void S_SetUnderWater(qboolean underwater);
void S_Restart_f (void);
//plays streaming audio
void S_RawAudio(int sourceid, qbyte *data, int speed, int samples, int channels, int width, float volume);
void CLVC_Poll (void);
void SNDVC_MicInput(qbyte *buffer, int samples, int freq, int width);
#ifdef AVAIL_OPENAL
void OpenAL_CvarInit(void);
#endif
// ====================================================================
// User-setable variables
// ====================================================================
#define MAX_CHANNELS 1024/*tracked sounds (including statics)*/
#define MAX_DYNAMIC_CHANNELS 64 /*playing sounds (identical ones merge)*/
#define NUM_MUSICS 1
#define AMBIENT_FIRST 0
#define AMBIENT_STOP NUM_AMBIENTS
#define MUSIC_FIRST AMBIENT_STOP
#define MUSIC_STOP (MUSIC_FIRST + NUM_MUSICS)
#define DYNAMIC_FIRST MUSIC_STOP
#define DYNAMIC_STOP (DYNAMIC_FIRST + MAX_DYNAMIC_CHANNELS)
//
// Fake dma is a synchronous faking of the DMA progress used for
// isolating performance in the renderer. The fakedma_updates is
// number of times S_Update() is called per second.
//
extern int snd_speed;
extern vec3_t listener_origin;
extern vec3_t listener_forward;
extern vec3_t listener_right;
extern vec3_t listener_up;
extern vec_t sound_nominal_clip_dist;
extern cvar_t loadas8bit;
extern cvar_t bgmvolume;
extern cvar_t volume;
extern cvar_t snd_capture;
extern float voicevolumemod;
extern qboolean snd_initialized;
extern cvar_t snd_mixerthread;
extern int snd_blocked;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
void S_LocalSound (const char *s);
qboolean S_LoadSound (sfx_t *s);
typedef qboolean (*S_LoadSound_t) (sfx_t *s, qbyte *data, int datalen, int sndspeed);
qboolean S_RegisterSoundInputPlugin(S_LoadSound_t loadfnc); //called to register additional sound input plugins
wavinfo_t GetWavinfo (char *name, qbyte *wav, int wavlength);
void S_AmbientOff (void);
void S_AmbientOn (void);
//inititalisation functions.
typedef struct
{
const char *name; //must be a single token, with no :
qboolean (QDECL *InitCard) (soundcardinfo_t *sc, const char *cardname); //NULL for default device.
qboolean (QDECL *Enumerate) (void (QDECL *callback) (const char *drivername, const char *devicecode, const char *readablename));
} sounddriver_t;
typedef int (*sounddriver) (soundcardinfo_t *sc, int cardnum);
extern sounddriver pOPENAL_InitCard;
extern sounddriver pDSOUND_InitCard;
extern sounddriver pALSA_InitCard;
extern sounddriver pSNDIO_InitCard;
extern sounddriver pOSS_InitCard;
extern sounddriver pSDL_InitCard;
extern sounddriver pWAV_InitCard;
extern sounddriver pAHI_InitCard;
struct soundcardinfo_s { //windows has one defined AFTER directsound
char name[256]; //a description of the card.
struct soundcardinfo_s *next;
//speaker orientations for spacialisation.
float dist[MAXSOUNDCHANNELS];
vec3_t speakerdir[MAXSOUNDCHANNELS];
//info on which sound effects are playing
channel_t channel[MAX_CHANNELS];
int total_chans;
//mixer
volatile dma_t sn; //why is this volatile?
qboolean inactive_sound; //continue mixing for this card even when the window isn't active.
qboolean selfpainting; //allow the sound code to call the right functions when it feels the need (not properly supported).
int paintedtime; //used in the mixer as last-written pos (in frames)
int oldsamplepos; //this is used to track buffer wraps
int buffers; //used to keep track of how many buffer wraps for consistant sound
int samplequeue; //this is the number of samples the device can enqueue. if set, DMAPos returns the write point (rather than hardware read point) (in samplepairs).
//callbacks
void *(*Lock) (soundcardinfo_t *sc, unsigned int *startoffset); //grab a pointer to the hardware ringbuffer or whatever. startoffset is the starting offset. you can set it to 0 and bump the start offset if you need.
void (*Unlock) (soundcardinfo_t *sc, void *buffer); //release the hardware ringbuffer memory
void (*Submit) (soundcardinfo_t *sc, int start, int end); //if the ringbuffer is emulated, this is where you should push it to the device.
void (*Shutdown) (soundcardinfo_t *sc); //kill the device
unsigned int (*GetDMAPos) (soundcardinfo_t *sc); //get the current point that the hardware is reading from (the return value should not wrap, at least not very often)
void (*SetWaterDistortion) (soundcardinfo_t *sc, qboolean underwater); //if you have eax enabled, change the environment. fixme. generally this is a stub. optional.
void (*Restore) (soundcardinfo_t *sc); //called before lock/unlock/lock/unlock/submit. optional
void (*ChannelUpdate) (soundcardinfo_t *sc, channel_t *channel, unsigned int schanged); //properties of a sound effect changed. this is to notify hardware mixers. optional.
void (*ListenerUpdate) (soundcardinfo_t *sc, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t velocity); //player moved or something. this is to notify hardware mixers. optional.
//driver-specific - if you need more stuff, you should just shove it in the handle pointer
void *thread;
void *handle;
int snd_sent;
int snd_completed;
int audio_fd;
};
extern soundcardinfo_t *sndcardinfo;
typedef struct
{
int apiver;
char *drivername;
qboolean (QDECL *Enumerate) (void (QDECL *callback) (const char *drivername, const char *devicecode, const char *readablename));
void *(QDECL *Init) (int samplerate, const char *device); /*create a new context*/
void (QDECL *Start) (void *ctx); /*begin grabbing new data, old data is potentially flushed*/
unsigned int (QDECL *Update) (void *ctx, unsigned char *buffer, unsigned int minbytes, unsigned int maxbytes); /*grab the data into a different buffer*/
void (QDECL *Stop) (void *ctx); /*stop grabbing new data, old data may remain*/
void (QDECL *Shutdown) (void *ctx); /*destroy everything*/
} snd_capture_driver_t;
#endif