shithub: qk1

ref: 4917b0d877d6b5376eccb8e0ef40e763b7026977
dir: /qw/sound.h/

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// sound.h -- client sound i/o functions

// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct
{
	int left;
	int right;
} portable_samplepair_t;

typedef struct sfx_s
{
	char 	name[MAX_QPATH];
	cache_user_t	cache;
} sfx_t;

// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct
{
	int 	length;
	int 	loopstart;
	int 	speed;
	int 	width;
	int 	stereo;
	byte	data[1];		// variable sized
} sfxcache_t;

typedef struct
{
	bool		gamealive;
	bool		soundalive;
	bool		splitbuffer;
	int				channels;
	int				samples;				// mono samples in buffer
	int				submission_chunk;		// don't mix less than this #
	int				samplepos;				// in mono samples
	int				samplebits;
	int				speed;
	unsigned char	*buffer;
} dma_t;

// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct
{
	sfx_t	*sfx;			// sfx number
	int		leftvol;		// 0-255 volume
	int		rightvol;		// 0-255 volume
	int		end;			// end time in global paintsamples
	int 	pos;			// sample position in sfx
	int		looping;		// where to loop, -1 = no looping
	int		entnum;			// to allow overriding a specific sound
	int		entchannel;		//
	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		channels;
	int		loopstart;
	int		samples;
	int		dataofs;		// chunk starts this many bytes from file start
} wavinfo_t;

int	initsnd(quakeparms_t*);
void S_Startup (void);
void shutsnd (void);
void startsfx (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol,  float attenuation);
void staticsfx (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
void stopsfx (int entnum, int entchannel);
void stopallsfx(void);
void stepsnd (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);

sfx_t*	precachesfx(char*);
void S_TouchSound (char *sample);
void S_ClearPrecache (void);
void S_BeginPrecaching (void);
void S_EndPrecaching (void);
void S_PaintChannels(int endtime);
void initsndPaintChannels (void);

// picks a channel based on priorities, empty slots, number of channels
channel_t *SND_PickChannel(int entnum, int entchannel);

// spatializes a channel
void SND_Spatialize(channel_t *ch);

// initializes cycling through a DMA buffer and returns information on it
bool SNDDMA_Init(void);

// gets the current DMA position
int SNDDMA_GetDMAPos(void);

// shutdown the DMA xfer.
void SNDDMA_Shutdown(void);

// ====================================================================
// User-setable variables
// ====================================================================

#define	MAX_CHANNELS			128
#define	MAX_DYNAMIC_CHANNELS	8


extern	channel_t   channels[MAX_CHANNELS];
// 0 to MAX_DYNAMIC_CHANNELS-1	= normal entity sounds
// MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
// MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds

extern	int			total_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 stepsnd() is called per second.
//

extern bool 		fakedma;
extern int 			fakedma_updates;
extern int		paintedtime;
extern volatile dma_t *shm;
extern volatile dma_t sn;
extern vec_t sound_nominal_clip_dist;

extern	cvar_t bgmvolume;
extern	cvar_t volume;

extern bool	snd_initialized;

extern int		snd_blocked;

void localsfx (char *s);
sfxcache_t *S_LoadSound (sfx_t *s);

void SND_InitScaletable (void);
void SNDDMA_Submit(void);

void S_AmbientOff (void);
void S_AmbientOn (void);