-
Notifications
You must be signed in to change notification settings - Fork 4
/
snd_dma.pas
1077 lines (872 loc) · 22.9 KB
/
snd_dma.pas
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// ------------------------------------------------------------------------------
// DelphiQuake, Copyright (C) 2005-2011 by Jim Valavanis
// E-Mail: jimmyvalavanis@yahoo.gr
//
// 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.
//
// ------------------------------------------------------------------------------
{$I dquake.inc}
{$Z4}
unit snd_dma;
// snd_dma.c -- main control for any streaming sound output device
interface
uses
q_delphi,
q_vector,
sound;
procedure S_Play;
procedure S_PlayVol;
procedure S_SoundList;
procedure S_Update_;
procedure S_StopAllSounds(clear: qboolean);
procedure S_StopAllSoundsC; // JVAL remove ?
procedure S_ExtraUpdate;
procedure S_Shutdown;
procedure S_Startup;
function S_PrecacheSound(name: PChar): Psfx_t;
procedure S_ClearBuffer;
procedure S_LocalSound(sound: PChar);
procedure S_Update(origin, _forward, right, up: PVector3f);
procedure S_Init;
procedure S_StartSound(entnum: integer; entchannel: integer; sfx: Psfx_t; origin: PVector3f; fvol: single; attenuation: single);
procedure S_TouchSound(name: PChar);
procedure S_BeginPrecaching; // JVAL remove ?
procedure S_EndPrecaching; // JVAL remove ?
procedure S_StaticSound(sfx: Psfx_t; origin: PVector3f; vol: single; attenuation: single);
procedure S_StopSound(entnum: integer; entchannel: integer);
implementation
uses
Windows,
DirectX,
bspconst,
mathlib,
cvar,
console,
snd_win,
snd_dma_h,
common,
cmd,
host_h,
snd_mix,
zone,
sys_win,
quakedef,
snd_mem,
cl_main_h,
snd_win_h,
gl_model_h,
gl_model,
in_win;
// =======================================================================
// Internal sound data & structures
// =======================================================================
var
snd_ambient: qboolean = true;
snd_initialized: qboolean = false;
var
listener_origin: TVector3f;
listener_forward: TVector3f;
listener_right: TVector3f;
listener_up: TVector3f;
sound_nominal_clip_dist: Single = 1000.0;
const
MAX_SFX = 512;
var
known_sfx: Psfx_tArray; // hunk allocated [MAX_SFX]
num_sfx: integer;
ambient_sfx: array[0..NUM_AMBIENTS - 1] of Psfx_t;
var
desired_speed: integer = 44100; //11025;
desired_bits: integer = 16;
var
sound_started: qboolean = false;
// ====================================================================
// User-setable variables
// ====================================================================
//
// 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.
//
var
fakedma: qboolean = false;
fakedma_updates: integer = 15;
procedure S_AmbientOff;
begin
snd_ambient := false;
end;
procedure S_AmbientOn;
begin
snd_ambient := true;
end;
procedure S_SoundInfo_f;
begin
if not sound_started or (shm = nil) then
begin
Con_Printf('sound system not started'#10);
exit;
end;
Con_Printf('%5d stereo'#10, [shm.channels - 1]);
Con_Printf('%5d samples'#10, [shm.samples]);
Con_Printf('%5d samplepos'#10, [shm.samplepos]);
Con_Printf('%5d samplebits'#10, [shm.samplebits]);
Con_Printf('%5d submission_chunk'#10, [shm.submission_chunk]);
Con_Printf('%5d speed'#10, [shm.speed]);
Con_Printf('0x%x dma buffer'#10, [shm.buffer]); // JVAL check hex sprintf!
Con_Printf('%5d total_channels'#10, [total_channels]);
end;
(*
================
S_Startup
================
*)
procedure S_Startup;
var
rc: integer;
begin
if not snd_initialized then
exit;
if not fakedma then
begin
rc := SNDDMA_Init;
if rc = 0 then
begin
sound_started := false;
exit;
end;
end;
sound_started := true;
end;
(*
================
S_Init
================
*)
procedure S_Init;
begin
Con_Printf(#10'Sound Initialization'#10);
if COM_CheckParm('-nosound') <> 0 then
exit;
if COM_CheckParm('-simsound') <> 0 then
fakedma := true;
Cmd_AddCommand('play', S_Play);
Cmd_AddCommand('playvol', S_PlayVol);
Cmd_AddCommand('stopsound', S_StopAllSoundsC);
Cmd_AddCommand('soundlist', S_SoundList);
Cmd_AddCommand('soundinfo', S_SoundInfo_f);
Cvar_RegisterVariable(@nosound);
Cvar_RegisterVariable(@volume);
Cvar_RegisterVariable(@precache);
Cvar_RegisterVariable(@loadas8bit);
Cvar_RegisterVariable(@bgmvolume);
Cvar_RegisterVariable(@bgmbuffer);
Cvar_RegisterVariable(@ambient_level);
Cvar_RegisterVariable(@ambient_fade);
Cvar_RegisterVariable(@snd_noextraupdate);
Cvar_RegisterVariable(@snd_show);
Cvar_RegisterVariable(@_snd_mixahead);
if host_parms.memsize < $800000 then
begin
Cvar_SetValue('loadas8bit', 1);
Con_Printf('loading all sounds as 8bit'#10);
end;
snd_initialized := true;
S_Startup;
SND_InitScaletable;
known_sfx := Hunk_AllocName(MAX_SFX * SizeOf(sfx_t), 'sfx_t');
num_sfx := 0;
// create a piece of DMA memory
if fakedma then
begin
shm := Hunk_AllocName(SizeOf(shm^), 'shm');
shm.splitbuffer := false;
shm.samplebits := 16;
shm.speed := 22050;
shm.channels := 2;
shm.samples := 32768;
shm.samplepos := 0;
shm.soundalive := true;
shm.gamealive := true;
shm.submission_chunk := 1;
shm.buffer := Hunk_AllocName(1 shl 16, 'shmbuf');
end;
Con_Printf('Sound sampling rate: %d'#10, [shm.speed]);
// provides a tick sound until washed clean
// if boolval(shm.buffer) then
// shm.buffer[4] := $7f; shm.buffer[5] := $7f; // force a pop for debugging
ambient_sfx[AMBIENT_WATER] := S_PrecacheSound('ambience/water1.wav');
ambient_sfx[AMBIENT_SKY] := S_PrecacheSound('ambience/wind2.wav');
S_StopAllSounds(true);
end;
// =======================================================================
// Shutdown sound engine
// =======================================================================
procedure S_Shutdown;
begin
if not sound_started then
exit;
if shm <> nil then
shm.gamealive := false;
shm := nil;
sound_started := false;
if not fakedma then
SNDDMA_Shutdown;
end;
// =======================================================================
// Load a sound
// =======================================================================
(*
==================
S_FindName
==================
*)
function S_FindName(name: PChar): Psfx_t;
var
i: integer;
begin
if name = nil then
Sys_Error('S_FindName: NULL');
if Q_strlen(name) >= MAX_QPATH then
Sys_Error('Sound name too long: %s', [name]);
// see if already loaded
for i := 0 to num_sfx - 1 do
if Q_strcmp(known_sfx[i].name, name) = 0 then
begin
result := @known_sfx[i];
exit;
end;
if num_sfx = MAX_SFX then
Sys_Error('S_FindName: out of sfx_t');
result := @known_sfx[num_sfx];
strcpy(result.name, name);
inc(num_sfx);
end;
(*
==================
S_TouchSound
==================
*)
procedure S_TouchSound(name: PChar);
var
sfx: Psfx_t;
begin
if not sound_started then
exit;
sfx := S_FindName(name);
Cache_Check(@sfx.cache);
end;
(*
==================
S_PrecacheSound
==================
*)
function S_PrecacheSound(name: PChar): Psfx_t;
begin
if not sound_started or (nosound.value <> 0) then
begin
result := nil;
exit;
end;
result := S_FindName(name);
// cache it in
if precache.value <> 0 then
S_LoadSound(result);
end;
//=============================================================================
(*
=================
SND_PickChannel
=================
*)
function SND_PickChannel(entnum: integer; entchannel: integer): Pchannel_t;
var
ch_idx: integer;
first_to_die: integer;
life_left: integer;
begin
// Check for replacement sound, or find the best one to replace
first_to_die := -1;
life_left := $7FFFFFFF;
ch_idx := NUM_AMBIENTS;
while ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS do
begin
if (entchannel <> 0) and // channel 0 never overrides
(channels[ch_idx].entnum = entnum) and
((channels[ch_idx].entchannel = entchannel) or (entchannel = -1)) then
begin // allways override sound from same entity
first_to_die := ch_idx;
break;
end;
// don't let monster sounds override player sounds
if (channels[ch_idx].entnum = cl.viewentity) and (entnum <> cl.viewentity) and boolval(channels[ch_idx].sfx) then
begin
inc(ch_idx);
continue;
end;
if channels[ch_idx]._end - paintedtime < life_left then
begin
life_left := channels[ch_idx]._end - paintedtime;
first_to_die := ch_idx;
end;
inc(ch_idx);
end;
if first_to_die = -1 then
begin
result := nil;
exit;
end;
if boolval(channels[first_to_die].sfx) then
channels[first_to_die].sfx := nil;
result := @channels[first_to_die];
end;
(*
=================
SND_Spatialize
=================
*)
procedure SND_Spatialize(ch: Pchannel_t);
var
dot: Single;
dist: Single;
lscale, rscale, scale: Single;
source_vec: TVector3f;
begin
// anything coming from the view entity will allways be full volume
if ch.entnum = cl.viewentity then
begin
ch.leftvol := ch.master_vol;
ch.rightvol := ch.master_vol;
exit;
end;
// calculate stereo seperation and distance attenuation
VectorSubtract(@ch.origin, @listener_origin, @source_vec);
dist := VectorNormalize(@source_vec) * ch.dist_mult;
dot := VectorDotProduct(@listener_right, @source_vec);
if shm.channels = 1 then
begin
rscale := 1.0;
lscale := 1.0;
end
else
begin
rscale := 1.0 + dot;
lscale := 1.0 - dot;
end;
// add in distance effect
scale := (1.0 - dist) * rscale;
ch.rightvol := intval(ch.master_vol * scale);
if ch.rightvol < 0 then
ch.rightvol := 0;
scale := (1.0 - dist) * lscale;
ch.leftvol := intval(ch.master_vol * scale);
if ch.leftvol < 0 then
ch.leftvol := 0;
end;
// =======================================================================
// Start a sound effect
// =======================================================================
procedure S_StartSound(entnum: integer; entchannel: integer;
sfx: Psfx_t; origin: PVector3f; fvol: single; attenuation: single);
var
target_chan, check: Pchannel_t;
sc: Psfxcache_t;
vol: integer;
ch_idx: integer;
skip: integer;
begin
if not sound_started then
exit;
if sfx = nil then
exit;
if nosound.value <> 0 then
exit;
vol := intval(fvol * 255);
// pick a channel to play on
target_chan := SND_PickChannel(entnum, entchannel);
if target_chan = nil then
exit;
// spatialize
memset(target_chan, 0, SizeOf(target_chan^));
VectorCopy(origin, @target_chan.origin);
target_chan.dist_mult := attenuation / sound_nominal_clip_dist;
target_chan.master_vol := vol;
target_chan.entnum := entnum;
target_chan.entchannel := entchannel;
SND_Spatialize(target_chan);
if (target_chan.leftvol = 0) and (target_chan.rightvol = 0) then
exit; // not audible at all
// new channel
sc := S_LoadSound(sfx);
if sc = nil then
begin
target_chan.sfx := nil;
exit; // couldn't load the sound's data
end;
target_chan.sfx := sfx;
target_chan.pos := 0;
target_chan._end := paintedtime + sc.length;
// 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];
ch_idx := NUM_AMBIENTS;
while ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS do
begin
if check <> target_chan then
begin
if (check.sfx = sfx) and not boolval(check.pos) then
begin
skip := rand mod intval(0.1 * shm.speed);
if skip >= target_chan._end then
skip := target_chan._end - 1;
target_chan.pos := target_chan.pos + skip;
target_chan._end := target_chan._end - skip;
break;
end;
end;
inc(ch_idx);
inc(check);
end;
end;
procedure S_StopSound(entnum: integer; entchannel: integer);
var
i: integer;
begin
for i := 0 to MAX_DYNAMIC_CHANNELS - 1 do
begin
if (channels[i].entnum = entnum) and
(channels[i].entchannel = entchannel) then
begin
channels[i]._end := 0;
channels[i].sfx := nil;
break;
end;
end;
end;
procedure S_StopAllSounds(clear: qboolean);
var
i: integer;
begin
if not sound_started then
exit;
total_channels := MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
for i := 0 to MAX_CHANNELS - 1 do
if boolval(channels[i].sfx) then
channels[i].sfx := nil;
ZeroMemory(@channels, MAX_CHANNELS * SizeOf(channel_t));
if clear then
S_ClearBuffer;
end;
procedure S_StopAllSoundsC;
begin
S_StopAllSounds(true);
end;
procedure S_ClearBuffer;
var
clear: integer;
dwSize: DWORD;
pData: pointer;
reps: integer;
ret: HRESULT;
function get_ds_ret: HRESULT;
var
pfoo: pointer;
foo: DWORD;
begin
pfoo := nil;
foo := 0;
ret := pDSBuf.Lock(0, gSndBufSize, pData, dwSize, pfoo, foo, 0);
result := ret;
end;
begin
if (not sound_started) or
(shm = nil) or
(not boolval(shm.buffer) and (pDSBuf = nil)) then
exit;
if shm.samplebits = 8 then
clear := $80
else
clear := 0;
if pDSBuf <> nil then
begin
reps := 0;
while get_ds_ret <> DS_OK do
begin
if ret <> DSERR_BUFFERLOST then
begin
Con_Printf('S_ClearBuffer: DS::Lock Sound Buffer Failed'#10);
S_Shutdown;
exit;
end;
inc(reps);
if reps > 10000 then
begin
Con_Printf('S_ClearBuffer: DS: couldn''t restore buffer'#10);
S_Shutdown;
exit;
end;
end;
memset(pData, clear, shm.samples * shm.samplebits div 8);
pDSBuf.Unlock(pData, dwSize, nil, 0);
end
else
memset(shm.buffer, clear, shm.samples * shm.samplebits div 8);
end;
(*
=================
S_StaticSound
=================
*)
procedure S_StaticSound(sfx: Psfx_t; origin: PVector3f; vol: single; attenuation: single);
var
ss: Pchannel_t;
sc: Psfxcache_t;
begin
if sfx = nil then
exit;
if total_channels = MAX_CHANNELS then
begin
Con_Printf('total_channels = MAX_CHANNELS'#10);
exit;
end;
ss := @channels[total_channels];
inc(total_channels);
sc := S_LoadSound(sfx);
if sc = nil then
exit;
if sc.loopstart = -1 then
begin
Con_Printf('Sound %s not looped'#10, [sfx.name]);
exit;
end;
ss.sfx := sfx;
VectorCopy(origin, @ss.origin);
ss.master_vol := intval(vol);
ss.dist_mult := (attenuation / 64) / sound_nominal_clip_dist;
ss._end := paintedtime + sc.length;
SND_Spatialize(ss);
end;
//=============================================================================
(*
===================
S_UpdateAmbientSounds
===================
*)
procedure S_UpdateAmbientSounds;
var
l: Pmleaf_t;
vol: single;
ambient_channel: integer;
chan: Pchannel_t;
begin
if not snd_ambient then
exit;
// calc ambient sound levels
if cl.worldmodel = nil then
exit;
l := Mod_PointInLeaf(@listener_origin, cl.worldmodel);
if (l = nil) or (ambient_level.value = 0) then
begin
for ambient_channel := 0 to NUM_AMBIENTS - 1 do
channels[ambient_channel].sfx := nil;
exit;
end;
for ambient_channel := 0 to NUM_AMBIENTS - 1 do
begin
chan := @channels[ambient_channel];
chan.sfx := ambient_sfx[ambient_channel];
vol := ambient_level.value * l.ambient_sound_level[ambient_channel];
if vol < 8 then
vol := 0;
// don't adjust volume too fast
if chan.master_vol < vol then
begin
chan.master_vol := chan.master_vol + intval(host_frametime * ambient_fade.value);
if chan.master_vol > vol then
chan.master_vol := intval(vol);
end
else if chan.master_vol > vol then
begin
chan.master_vol := chan.master_vol - intval(host_frametime * ambient_fade.value);
if chan.master_vol < vol then
chan.master_vol := intval(vol);
end;
chan.rightvol := chan.master_vol;
chan.leftvol := chan.master_vol;
end;
end;
(*
============
S_Update
Called once each time through the main loop
============
*)
procedure S_Update(origin, _forward, right, up: PVector3f);
var
i, j: integer;
total: integer;
ch: Pchannel_t;
combine: Pchannel_t;
begin
if not sound_started or (snd_blocked > 0) then
exit;
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 := nil;
// update spatialization for static and dynamic sounds
for i := NUM_AMBIENTS to total_channels - 1 do
begin
ch := @channels[i];
if not boolval(ch.sfx) then
continue;
SND_Spatialize(ch); // respatialize channel
if (ch.leftvol = 0) and (ch.rightvol = 0) then
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 then
begin
// see if it can just use the last one
if (combine <> nil) and (combine.sfx = ch.sfx) then
begin
combine.leftvol := combine.leftvol + ch.leftvol;
combine.rightvol := combine.rightvol + ch.rightvol;
ch.leftvol := 0;
ch.rightvol := 0;
continue;
end;
// search for one
combine := @channels[MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS];
j := MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
while j < i do
begin
if combine.sfx = ch.sfx then
break;
inc(j);
inc(combine);
end;
if j = total_channels then
combine := nil
else
begin
if combine <> ch then
begin
combine.leftvol := combine.leftvol + ch.leftvol;
combine.rightvol := combine.rightvol + ch.rightvol;
ch.leftvol := 0;
ch.rightvol := 0;
end;
continue;
end;
end;
end;
//
// debugging output
//
if snd_show.value <> 0 then
begin
total := 0;
ch := @channels[0];
for i := 0 to total_channels - 1 do
begin
if (ch.sfx <> nil) and ((ch.leftvol <> 0) or (ch.rightvol <> 0)) then
begin
//Con_Printf ("%3d %3d %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
inc(total);
end;
inc(ch);
end;
Con_Printf('----(%d)----'#10, [total]);
end;
// mix some sound
S_Update_;
end;
var
buffers_GetSoundtime: integer = 0;
oldsamplepos_GetSoundtime: integer = 0;
procedure GetSoundtime;
var
samplepos: integer;
fullsamples: integer;
begin
fullsamples := shm.samples div shm.channels;
// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update. Oh well.
samplepos := SNDDMA_GetDMAPos;
if samplepos < oldsamplepos_GetSoundtime then
begin
inc(buffers_GetSoundtime); // buffer wrapped
if paintedtime > $40000000 then
begin // time to chop things off to avoid 32 bit limits
buffers_GetSoundtime := 0;
paintedtime := fullsamples;
S_StopAllSounds(true);
end;
end;
oldsamplepos_GetSoundtime := samplepos;
soundtime := buffers_GetSoundtime * fullsamples + samplepos div shm.channels;
end;
procedure S_ExtraUpdate;
begin
IN_Accumulate;
if snd_noextraupdate.value <> 0 then
exit; // don't pollute timings
S_Update_;
end;
procedure S_Update_;
var
endtime: integer; // JVAL was unsigned;
samps: integer;
dwStatus: DWORD;
begin
if not sound_started or (snd_blocked > 0) then
exit;
// Updates DMA time
GetSoundtime;
// check to make sure that we haven't overshot
if paintedtime < soundtime then
begin
//Con_Printf ("S_Update_ : overflow\n");
paintedtime := soundtime;
end;
// mix ahead of current position
endtime := intval(soundtime + _snd_mixahead.value * shm.speed);
samps := (shm.samples shr (shm.channels - 1));
if endtime - soundtime > samps then
endtime := soundtime + samps;
// if the buffer was lost or stopped, restore it and/or restart it
if pDSBuf <> nil then
begin
if pDSBuf.GetStatus(dwStatus) <> DD_OK then
Con_Printf('Couldn''t get sound buffer status'#10);
if dwStatus and DSBSTATUS_BUFFERLOST <> 0 then
pDSBuf.Restore;
if dwStatus and DSBSTATUS_PLAYING = 0 then
pDSBuf.Play(0, 0, DSBPLAY_LOOPING);
end;
S_PaintChannels(endtime);
SNDDMA_Submit;
end;
(*
===============================================================================
console functions
===============================================================================
*)
var
hash_S_Play: integer = 345;
procedure S_Play;
var
i: integer;
name: array[0..255] of char;
sfx: Psfx_t;
begin
i := 1;
while i < Cmd_Argc_f do
begin
if Q_strrchr(Cmd_Argv_f(i), '.') = nil then
begin
Q_strcpy(name, Cmd_Argv_f(i));
Q_strcat(name, '.wav');
end
else
Q_strcpy(name, Cmd_Argv_f(i));
sfx := S_PrecacheSound(name);
S_StartSound(hash_S_Play, 0, sfx, @listener_origin, 1.0, 1.0);
inc(hash_S_Play);
inc(i);
end;
end;
var
hash_S_PlayVol: integer = 543;
procedure S_PlayVol;
var
i: integer;
vol: single;
name: array[0..255] of char;
sfx: Psfx_t;
begin
i := 1;
while i < Cmd_Argc_f do