spingle/source/q_sound.h

189 lines
6.0 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
Copyright (C) 2010-2014 QuakeSpasm developers
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 spingle__q_sound_h
#define spingle__q_sound_h
typedef struct
{
int32_t left;
int32_t right;
} portable_samplepair_t;
typedef struct sfx_s
{
char name[MAX_QPATH];
cache_user_t cache;
} sfx_t;
/* !!! if this is changed, it must be changed in asm_i386.h too !!! */
typedef struct
{
int32_t length;
int32_t loopstart;
int32_t speed;
int32_t width;
int32_t stereo;
byte data[1]; /* variable sized */
} sfxcache_t;
typedef struct
{
int32_t channels;
int32_t samples; /* mono samples in buffer */
int32_t submission_chunk; /* don't mix less than this # */
int32_t samplepos; /* in mono samples */
int32_t samplebits;
int32_t signed8; /* device opened for S8 format? (e.g. Amiga AHI) */
int32_t speed;
uint8_t *buffer;
} dma_t;
/* !!! if this is changed, it must be changed in asm_i386.h too !!! */
typedef struct
{
sfx_t *sfx; /* sfx number */
int32_t leftvol; /* 0-255 volume */
int32_t rightvol; /* 0-255 volume */
int32_t end; /* end time in global paintsamples */
int32_t pos; /* sample position in sfx */
int32_t looping; /* where to loop, -1 = no looping */
int32_t entnum; /* to allow overriding a specific sound */
int32_t entchannel;
vec3_t origin; /* origin of sound effect */
vec_t dist_mult; /* distance multiplier (attenuation/clipK) */
int32_t master_vol; /* 0-255 master volume */
} channel_t;
#define WAV_FORMAT_PCM 1
typedef struct
{
int32_t rate;
int32_t width;
int32_t channels;
int32_t loopstart;
int32_t samples;
int32_t dataofs; /* chunk starts this many bytes from file start */
} wavinfo_t;
void S_Init(void);
void S_Startup(void);
void S_Shutdown(void);
void S_StartSound(int32_t entnum, int32_t entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
void S_StaticSound(sfx_t *sfx, vec3_t origin, float vol, float attenuation);
void S_StopSound(int32_t entnum, int32_t entchannel);
void S_StopAllSounds(bool clear);
void S_ClearBuffer(void);
void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up);
void S_ExtraUpdate(void);
void S_BlockSound(void);
void S_UnblockSound(void);
sfx_t *S_PrecacheSound(const char *sample);
void S_TouchSound(const char *sample);
void S_ClearPrecache(void);
void S_BeginPrecaching(void);
void S_EndPrecaching(void);
void S_PaintChannels(int32_t endtime);
void S_InitPaintChannels(void);
/* picks a channel based on priorities, empty slots, number of channels */
channel_t *SND_PickChannel(int32_t entnum, int32_t entchannel);
/* spatializes a channel */
void SND_Spatialize(channel_t *ch);
/* music stream support */
void S_RawSamples(int32_t samples, int32_t rate, int32_t width, int32_t channels, byte * data, float volume);
/* Expects data in signed 16 bit, or unsigned 8 bit format. */
/* initializes cycling through a DMA buffer and returns information on it */
bool SNDDMA_Init(dma_t *dma);
/* gets the current DMA position */
int32_t SNDDMA_GetDMAPos(void);
/* shutdown the DMA xfer. */
void SNDDMA_Shutdown(void);
/* validates & locks the dma buffer */
void SNDDMA_LockBuffer(void);
/* unlocks the dma buffer / sends sound to the device */
void SNDDMA_Submit(void);
/* blocks sound output upon window focus loss */
void SNDDMA_BlockSound(void);
/* unblocks the output upon window focus gain */
void SNDDMA_UnblockSound(void);
/* ====================================================================
* User-setable variables
* ====================================================================
*/
#define MAX_CHANNELS 1024 // ericw -- was 512 /* johnfitz -- was 128 */
#define MAX_DYNAMIC_CHANNELS 128 /* johnfitz -- was 8 */
extern channel_t snd_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 volatile dma_t *shm;
extern int32_t total_channels;
extern int32_t soundtime;
extern int32_t paintedtime;
extern int32_t s_rawend;
extern vec3_t listener_origin;
extern vec3_t listener_forward;
extern vec3_t listener_right;
extern vec3_t listener_up;
extern cvar_t sndspeed;
extern cvar_t snd_mixspeed;
extern cvar_t snd_filterquality;
extern cvar_t sfxvolume;
extern cvar_t loadas8bit;
#define MAX_RAW_SAMPLES 8192
extern portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES];
extern cvar_t bgmvolume;
void S_LocalSound(const char *name);
sfxcache_t *S_LoadSound(sfx_t *s);
wavinfo_t GetWavinfo(const char *name, byte *wav, int32_t wavlength);
void SND_InitScaletable(void);
#endif