snd_dma.c
来自「quake1 dos源代码最新版本」· C语言 代码 · 共 1,059 行 · 第 1/2 页
C
1,059 行
// 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];
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)
{
skip = rand () % (int)(0.1*shm->speed);
if (skip >= target_chan->end)
skip = target_chan->end - 1;
target_chan->pos += skip;
target_chan->end -= skip;
break;
}
}
}
void S_StopSound(int entnum, int entchannel)
{
int i;
for (i=0 ; i<MAX_DYNAMIC_CHANNELS ; i++)
{
if (channels[i].entnum == entnum
&& channels[i].entchannel == entchannel)
{
channels[i].end = 0;
channels[i].sfx = NULL;
return;
}
}
}
void S_StopAllSounds(qboolean clear)
{
int i;
if (!sound_started)
return;
total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
for (i=0 ; i<MAX_CHANNELS ; i++)
if (channels[i].sfx)
channels[i].sfx = NULL;
Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
if (clear)
S_ClearBuffer ();
}
void S_StopAllSoundsC (void)
{
S_StopAllSounds (true);
}
void S_ClearBuffer (void)
{
int clear;
#ifdef _WIN32
if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
#else
if (!sound_started || !shm || !shm->buffer)
#endif
return;
if (shm->samplebits == 8)
clear = 0x80;
else
clear = 0;
#ifdef _WIN32
if (pDSBuf)
{
DWORD dwSize;
DWORD *pData;
int reps;
HRESULT hresult;
reps = 0;
while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
{
if (hresult != DSERR_BUFFERLOST)
{
Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
S_Shutdown ();
return;
}
if (++reps > 10000)
{
Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
S_Shutdown ();
return;
}
}
Q_memset(pData, clear, shm->samples * shm->samplebits/8);
pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
}
else
#endif
{
Q_memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
}
}
/*
=================
S_StaticSound
=================
*/
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
channel_t *ss;
sfxcache_t *sc;
if (!sfx)
return;
if (total_channels == MAX_CHANNELS)
{
Con_Printf ("total_channels == MAX_CHANNELS\n");
return;
}
ss = &channels[total_channels];
total_channels++;
sc = S_LoadSound (sfx);
if (!sc)
return;
if (sc->loopstart == -1)
{
Con_Printf ("Sound %s not looped\n", sfx->name);
return;
}
ss->sfx = sfx;
VectorCopy (origin, ss->origin);
ss->master_vol = vol;
ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
ss->end = paintedtime + sc->length;
SND_Spatialize (ss);
}
//=============================================================================
/*
===================
S_UpdateAmbientSounds
===================
*/
void S_UpdateAmbientSounds (void)
{
mleaf_t *l;
float vol;
int ambient_channel;
channel_t *chan;
if (!snd_ambient)
return;
// calc ambient sound levels
if (!cl.worldmodel)
return;
l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
if (!l || !ambient_level->value)
{
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
channels[ambient_channel].sfx = NULL;
return;
}
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
{
chan = &channels[ambient_channel];
chan->sfx = ambient_sfx[ambient_channel];
vol = ambient_level->value * l->ambient_sound_level[ambient_channel];
if (vol < 8)
vol = 0;
// don't adjust volume too fast
if (chan->master_vol < vol)
{
// 2001-10-20 TIMESCALE extension by Tomaz/Maddes start
// chan->master_vol += host_frametime * ambient_fade->value;
// as there's no way to slow down sound in original code
chan->master_vol += host_org_frametime * ambient_fade->value;
// 2001-10-20 TIMESCALE extension by Tomaz/Maddes end
if (chan->master_vol > vol)
chan->master_vol = vol;
}
else if (chan->master_vol > vol)
{
// 2001-10-20 TIMESCALE extension by Tomaz/Maddes start
// chan->master_vol -= host_frametime * ambient_fade->value;
// as there's no way to slow down sound in original code
chan->master_vol -= host_org_frametime * ambient_fade->value;
// 2001-10-20 TIMESCALE extension by Tomaz/Maddes end
if (chan->master_vol < vol)
chan->master_vol = vol;
}
chan->leftvol = chan->rightvol = chan->master_vol;
}
}
/*
============
S_Update
Called once each time through the main loop
============
*/
void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
{
int i, j;
int total;
channel_t *ch;
channel_t *combine;
if (!sound_started || (snd_blocked > 0))
return;
VectorCopy(origin, listener_origin);
VectorCopy(forward, listener_forward);
VectorCopy(right, listener_right);
VectorCopy(up, listener_up);
// update general area ambient sound sources
S_UpdateAmbientSounds ();
combine = NULL;
// update spatialization for static and dynamic sounds
ch = channels+NUM_AMBIENTS;
for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
{
if (!ch->sfx)
continue;
SND_Spatialize(ch); // respatialize channel
if (!ch->leftvol && !ch->rightvol)
continue;
// try to combine static sounds with a previous channel of the same
// sound effect so we don't mix five torches every frame
if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
{
// see if it can just use the last one
if (combine && combine->sfx == ch->sfx)
{
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
continue;
}
// search for one
combine = channels+MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS ; j<i; j++, combine++)
if (combine->sfx == ch->sfx)
break;
if (j == total_channels)
{
combine = NULL;
}
else
{
if (combine != ch)
{
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
}
continue;
}
}
}
//
// debugging output
//
if (snd_show->value)
{
total = 0;
ch = channels;
for (i=0 ; i<total_channels; i++, ch++)
if (ch->sfx && (ch->leftvol || ch->rightvol) )
{
//Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
total++;
}
Con_Printf ("----(%i)----\n", total);
}
// mix some sound
S_Update_();
}
void GetSoundtime(void)
{
int samplepos;
static int buffers;
static int oldsamplepos;
int fullsamples;
fullsamples = shm->samples / shm->channels;
// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update. Oh well.
#ifdef __sun__
soundtime = SNDDMA_GetSamples();
#else
samplepos = SNDDMA_GetDMAPos();
if (samplepos < oldsamplepos)
{
buffers++; // buffer wrapped
if (paintedtime > 0x40000000)
{ // time to chop things off to avoid 32 bit limits
buffers = 0;
paintedtime = fullsamples;
S_StopAllSounds (true);
}
}
oldsamplepos = samplepos;
soundtime = buffers*fullsamples + samplepos/shm->channels;
#endif
}
void S_ExtraUpdate (void)
{
#ifdef _WIN32
IN_Accumulate ();
#endif
if (snd_noextraupdate->value)
return; // don't pollute timings
S_Update_();
}
void S_Update_(void)
{
unsigned endtime;
int samps;
if (!sound_started || (snd_blocked > 0))
return;
// Updates DMA time
GetSoundtime();
// check to make sure that we haven't overshot
if (paintedtime < soundtime)
{
//Con_Printf ("S_Update_ : overflow\n");
paintedtime = soundtime;
}
// mix ahead of current position
endtime = soundtime + _snd_mixahead->value * shm->speed;
samps = shm->samples >> (shm->channels-1);
if (endtime - soundtime > samps)
endtime = soundtime + samps;
#ifdef _WIN32
// if the buffer was lost or stopped, restore it and/or restart it
{
DWORD dwStatus;
if (pDSBuf)
{
if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
Con_Printf ("Couldn't get sound buffer status\n");
if (dwStatus & DSBSTATUS_BUFFERLOST)
pDSBuf->lpVtbl->Restore (pDSBuf);
if (!(dwStatus & DSBSTATUS_PLAYING))
pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
}
}
#endif
S_PaintChannels (endtime);
SNDDMA_Submit ();
}
/*
===============================================================================
console functions
===============================================================================
*/
void S_Play(void)
{
static int hash=345;
int i;
char name[256];
sfx_t *sfx;
i = 1;
while (i<Cmd_Argc())
{
if (!strrchr(Cmd_Argv(i), '.'))
{
strcpy(name, Cmd_Argv(i));
strcat(name, ".wav");
}
else
strcpy(name, Cmd_Argv(i));
sfx = S_PrecacheSound(name);
S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
i++;
}
}
void S_PlayVol(void)
{
static int hash=543;
int i;
float vol;
char name[256];
sfx_t *sfx;
i = 1;
while (i<Cmd_Argc())
{
if (!strrchr(Cmd_Argv(i), '.'))
{
strcpy(name, Cmd_Argv(i));
strcat(name, ".wav");
}
else
strcpy(name, Cmd_Argv(i));
sfx = S_PrecacheSound(name);
vol = Q_atof(Cmd_Argv(i+1));
S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
i+=2;
}
}
void S_SoundList(void)
{
int i;
sfx_t *sfx;
sfxcache_t *sc;
int size, total;
total = 0;
for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
{
sc = Cache_Check (&sfx->cache);
if (!sc)
continue;
size = sc->length*sc->width*(sc->stereo+1);
total += size;
if (sc->loopstart >= 0)
Con_Printf ("L");
else
Con_Printf (" ");
Con_Printf("(%2db) %6i : %s\n",sc->width*8, size, sfx->name);
}
Con_Printf ("Total resident: %i\n", total);
}
void S_LocalSound (char *sound)
{
sfx_t *sfx;
if (nosound->value)
return;
if (!sound_started)
return;
sfx = S_PrecacheSound (sound);
if (!sfx)
{
Con_Printf ("S_LocalSound: can't cache %s\n", sound);
return;
}
S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
}
void S_ClearPrecache (void)
{
}
void S_BeginPrecaching (void)
{
}
void S_EndPrecaching (void)
{
}
⌨️ 快捷键说明
复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?