Files
illusion-arena-engine/code/client/snd_main.c
leilei- 513c538fba A bunch of things
- s_interrupt - allows sounds to be interrupted by the same sound or entity channel
- new dynamic light calculation for vertex lighting, affecting vertex color (no projected dlight textures)
- rgbGen material for allowing calculation for diffuse, specular, emmissive vertex colors by hex values
- rgbMod shader command allowing new vertex color effects
- removed deprecated R_ParseStageSimple, it never worked as intended
- r_slowness gone. Use llvmpipe, PCem, or a slow computer instead.
- Spring cleaning of old deprecated/broken post-process GLSL experiments
- r_anime broke in 2015
- r_tvMode - well, shaderglass exists now
- r_motionblur - Bad technique, too much memory
- t_pslettize - slow, relies on shader's lookup of a vector table
- r_film - bad on well-lit maps
- r_retroAA - this broke early too. also looked bad. would rather implement FSAA 4x
- cl_consoleScale : makes the console more 640x480 sized on any higher res. Also affects notify messages, so you can read chat easier
- cl_consoleColor also affects the line at the bottom. Also new default colors
- If consoleShader can't load (which will happen with some mods), it will fallback to a flat-colored console.
- Generic'd the red/blue team names.  We will not be having missionpack clans.
- SDL2: Clicking the red X now does something: you can leave!!! If it sucks.... hit da bricks!! real winners quit
- s_xmp_startPattern - makes the tracker song play a different pattern (for use with sub-songs)
- fixed xmp playback as xmp explicitly requires a length of the module now. Fixes issue #96
- suppress the warning about non-22khz music, as mods are playing at the mixer's rate always, and this warning regards a much earlier (1999) unstable sound mixer.
- deprecating r_modelshader because the shader got stale, old, buggy, and amd hates it now
- r_shadeMethod will be something else (and not shader-based)
- r_lightmapColorNorm : Make normalization of bright luxels an option, default is 1 (q3 behavior).
- r_lightmapColorNorm 0 = no normalization, straight clamp, like Nightdive's vision of Quake2
- r_lightmapColorNorm 2 = experiment: normalize, but add some luminance on while maintaining the hue by normalizing again. This tries to restore more range on fully saturated colors
- dropped SHADER_MAX_VERTEXES back to 1000 because raising it causes various unexpected issues, so dialing it down for now
- raise MAX_IMAGE_ANIMATIONS to 16 because I've got a cool water shader using it and 8 is too choppy
- Crash fix for older (<=2001) mods by trimming the string shared with ui module, so no overflow for them
- jettisoning old proposed mme particle system that was never ever hooked up properly.
- other small warning cleanup
- r_shadeMethod : 0/1 = q3 behavior, 2 = ue1-ish behavior, 3 = mix of 1 and 2, -1 = one uniform color, 150-666 = a lod range to change between the 3
- r_monolightmaps : refactor - goes to the light data instead of the calculations and images
- removed r_greyscale because this is a data-modifying novelty that would complicate support for loading compressed texture formats. This is better off as a post-process shader
- environment mapping refactor, rewrite and cleanup
- removed a lot of deprecated rgbGens
- removed r_texdump (it never worked)
- remove a few leftover broken postprocess things
- Internal GLSL brightness shader, so gamma control can work without the glsl/brightness_fp.glsl file when r_ext_vertex_shader is 1 and r_alternateBrightness is 2.
- r_skyTess - an attempt to make the complexity of skydomes an option so it could use less polygons. Has no effect on skyboxes
2025-05-20 06:30:51 -04:00

559 lines
11 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2005 Stuart Dalton (badcdev@gmail.com)
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "client.h"
#include "snd_codec.h"
#include "snd_local.h"
#include "snd_public.h"
cvar_t *s_volume;
cvar_t *s_muted;
cvar_t *s_musicVolume;
cvar_t *s_doppler;
cvar_t *s_backend;
cvar_t *s_muteWhenMinimized;
cvar_t *s_muteWhenUnfocused;
cvar_t *s_interrupts;
cvar_t *s_xmp_startPattern;
static soundInterface_t si;
/*
=================
S_ValidateInterface
=================
*/
static qboolean S_ValidSoundInterface( soundInterface_t *si )
{
if( !si->Shutdown ) return qfalse;
if( !si->StartSound ) return qfalse;
if( !si->StartLocalSound ) return qfalse;
if( !si->StartBackgroundTrack ) return qfalse;
if( !si->StopBackgroundTrack ) return qfalse;
if( !si->RawSamples ) return qfalse;
if( !si->StopAllSounds ) return qfalse;
if( !si->ClearLoopingSounds ) return qfalse;
if( !si->AddLoopingSound ) return qfalse;
if( !si->AddRealLoopingSound ) return qfalse;
if( !si->StopLoopingSound ) return qfalse;
if( !si->Respatialize ) return qfalse;
if( !si->UpdateEntityPosition ) return qfalse;
if( !si->Update ) return qfalse;
if( !si->DisableSounds ) return qfalse;
if( !si->BeginRegistration ) return qfalse;
if( !si->RegisterSound ) return qfalse;
if( !si->ClearSoundBuffer ) return qfalse;
if( !si->SoundInfo ) return qfalse;
if( !si->SoundList ) return qfalse;
#ifdef USE_VOIP
if( !si->StartCapture ) return qfalse;
if( !si->AvailableCaptureSamples ) return qfalse;
if( !si->Capture ) return qfalse;
if( !si->StopCapture ) return qfalse;
if( !si->MasterGain ) return qfalse;
#endif
return qtrue;
}
/*
=================
S_StartSound
=================
*/
void S_StartSound( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx )
{
if( si.StartSound ) {
si.StartSound( origin, entnum, entchannel, sfx );
}
}
/*
=================
S_StartLocalSound
=================
*/
void S_StartLocalSound( sfxHandle_t sfx, int channelNum )
{
if( si.StartLocalSound ) {
si.StartLocalSound( sfx, channelNum );
}
}
/*
=================
S_StartBackgroundTrack
=================
*/
void S_StartBackgroundTrack( const char *intro, const char *loop )
{
// leilei - i used to have extension stripping here, but it crashed on looped tracks
if( si.StartBackgroundTrack ) {
si.StartBackgroundTrack( intro, loop );
}
}
/*
=================
S_StopBackgroundTrack
=================
*/
void S_StopBackgroundTrack( void )
{
if( si.StopBackgroundTrack ) {
si.StopBackgroundTrack( );
}
}
/*
=================
S_RawSamples
=================
*/
void S_RawSamples (int stream, int samples, int rate, int width, int channels,
const byte *data, float volume, int entityNum)
{
if(si.RawSamples)
si.RawSamples(stream, samples, rate, width, channels, data, volume, entityNum);
}
/*
=================
S_StopAllSounds
=================
*/
void S_StopAllSounds( void )
{
if( si.StopAllSounds ) {
si.StopAllSounds( );
}
}
/*
=================
S_ClearLoopingSounds
=================
*/
void S_ClearLoopingSounds( qboolean killall )
{
if( si.ClearLoopingSounds ) {
si.ClearLoopingSounds( killall );
}
}
/*
=================
S_AddLoopingSound
=================
*/
void S_AddLoopingSound( int entityNum, const vec3_t origin,
const vec3_t velocity, sfxHandle_t sfx )
{
if( si.AddLoopingSound ) {
si.AddLoopingSound( entityNum, origin, velocity, sfx );
}
}
/*
=================
S_AddRealLoopingSound
=================
*/
void S_AddRealLoopingSound( int entityNum, const vec3_t origin,
const vec3_t velocity, sfxHandle_t sfx )
{
if( si.AddRealLoopingSound ) {
si.AddRealLoopingSound( entityNum, origin, velocity, sfx );
}
}
/*
=================
S_StopLoopingSound
=================
*/
void S_StopLoopingSound( int entityNum )
{
if( si.StopLoopingSound ) {
si.StopLoopingSound( entityNum );
}
}
/*
=================
S_Respatialize
=================
*/
void S_Respatialize( int entityNum, const vec3_t origin,
vec3_t axis[3], int inwater )
{
if( si.Respatialize ) {
si.Respatialize( entityNum, origin, axis, inwater );
}
}
/*
=================
S_UpdateEntityPosition
=================
*/
void S_UpdateEntityPosition( int entityNum, const vec3_t origin )
{
if( si.UpdateEntityPosition ) {
si.UpdateEntityPosition( entityNum, origin );
}
}
/*
=================
S_Update
=================
*/
void S_Update( void )
{
if(s_muted->integer)
{
if(!(s_muteWhenMinimized->integer && com_minimized->integer) &&
!(s_muteWhenUnfocused->integer && com_unfocused->integer))
{
s_muted->integer = qfalse;
s_muted->modified = qtrue;
}
}
else
{
if((s_muteWhenMinimized->integer && com_minimized->integer) ||
(s_muteWhenUnfocused->integer && com_unfocused->integer))
{
s_muted->integer = qtrue;
s_muted->modified = qtrue;
}
}
if( si.Update ) {
si.Update( );
}
}
/*
=================
S_DisableSounds
=================
*/
void S_DisableSounds( void )
{
if( si.DisableSounds ) {
si.DisableSounds( );
}
}
/*
=================
S_BeginRegistration
=================
*/
void S_BeginRegistration( void )
{
if( si.BeginRegistration ) {
si.BeginRegistration( );
}
}
/*
=================
S_RegisterSound
=================
*/
sfxHandle_t S_RegisterSound( const char *sample, qboolean compressed )
{
if( si.RegisterSound ) {
return si.RegisterSound( sample, compressed );
} else {
return 0;
}
}
/*
=================
S_ClearSoundBuffer
=================
*/
void S_ClearSoundBuffer( void )
{
if( si.ClearSoundBuffer ) {
si.ClearSoundBuffer( );
}
}
/*
=================
S_SoundInfo
=================
*/
void S_SoundInfo( void )
{
if( si.SoundInfo ) {
si.SoundInfo( );
}
}
/*
=================
S_SoundList
=================
*/
void S_SoundList( void )
{
if( si.SoundList ) {
si.SoundList( );
}
}
#ifdef USE_VOIP
/*
=================
S_StartCapture
=================
*/
void S_StartCapture( void )
{
if( si.StartCapture ) {
si.StartCapture( );
}
}
/*
=================
S_AvailableCaptureSamples
=================
*/
int S_AvailableCaptureSamples( void )
{
if( si.AvailableCaptureSamples ) {
return si.AvailableCaptureSamples( );
}
return 0;
}
/*
=================
S_Capture
=================
*/
void S_Capture( int samples, byte *data )
{
if( si.Capture ) {
si.Capture( samples, data );
}
}
/*
=================
S_StopCapture
=================
*/
void S_StopCapture( void )
{
if( si.StopCapture ) {
si.StopCapture( );
}
}
/*
=================
S_MasterGain
=================
*/
void S_MasterGain( float gain )
{
if( si.MasterGain ) {
si.MasterGain( gain );
}
}
#endif
//=============================================================================
/*
=================
S_Play_f
=================
*/
void S_Play_f( void ) {
int i;
int c;
sfxHandle_t h;
if( !si.RegisterSound || !si.StartLocalSound ) {
return;
}
c = Cmd_Argc();
if( c < 2 ) {
Com_Printf ("Usage: play <sound filename> [sound filename] [sound filename] ...\n");
return;
}
for( i = 1; i < c; i++ ) {
h = si.RegisterSound( Cmd_Argv(i), qfalse );
if( h ) {
si.StartLocalSound( h, CHAN_LOCAL_SOUND );
}
}
}
/*
=================
S_Music_f
=================
*/
void S_Music_f( void ) {
int c;
if( !si.StartBackgroundTrack ) {
return;
}
c = Cmd_Argc();
// leilei - strip the extension so we can play other formats if our song's not there.
if ( c == 2 ) {
si.StartBackgroundTrack( Cmd_Argv(1), NULL );
} else if ( c == 3 ) {
si.StartBackgroundTrack( Cmd_Argv(1), Cmd_Argv(2) );
} else {
Com_Printf ("Usage: music <musicfile> [loopfile]\n");
return;
}
}
/*
=================
S_Music_f
=================
*/
void S_StopMusic_f( void )
{
if(!si.StopBackgroundTrack)
return;
si.StopBackgroundTrack();
}
//=============================================================================
/*
=================
S_Init
=================
*/
void S_Init( void )
{
cvar_t *cv;
qboolean started = qfalse;
Com_Printf( "------ Initializing Sound ------\n" );
s_volume = Cvar_Get( "s_volume", "0.8", CVAR_ARCHIVE );
s_musicVolume = Cvar_Get( "s_musicvolume", "0.25", CVAR_ARCHIVE );
s_muted = Cvar_Get("s_muted", "0", CVAR_ROM);
s_doppler = Cvar_Get( "s_doppler", "1", CVAR_ARCHIVE );
s_backend = Cvar_Get( "s_backend", "", CVAR_ROM );
s_interrupts = Cvar_Get( "s_interrupts", "0", CVAR_ARCHIVE ); // leilei - pre-1.25 sound behavior
s_muteWhenMinimized = Cvar_Get( "s_muteWhenMinimized", "0", CVAR_ARCHIVE );
s_muteWhenUnfocused = Cvar_Get( "s_muteWhenUnfocused", "0", CVAR_ARCHIVE );
s_xmp_startPattern = Cvar_Get( "s_xmp_startPattern", "0", CVAR_CHEAT ); // leilei - starting pattern for song
cv = Cvar_Get( "s_initsound", "1", 0 );
if( !cv->integer ) {
Com_Printf( "Sound disabled.\n" );
} else {
S_CodecInit( );
Cmd_AddCommand( "play", S_Play_f );
Cmd_AddCommand( "music", S_Music_f );
Cmd_AddCommand( "stopmusic", S_StopMusic_f );
Cmd_AddCommand( "s_list", S_SoundList );
Cmd_AddCommand( "s_stop", S_StopAllSounds );
Cmd_AddCommand( "s_info", S_SoundInfo );
cv = Cvar_Get( "s_useOpenAL", "1", CVAR_ARCHIVE );
if( cv->integer ) {
//OpenAL
started = S_AL_Init( &si );
Cvar_Set( "s_backend", "OpenAL" );
}
if( !started ) {
started = S_Base_Init( &si );
Cvar_Set( "s_backend", "base" );
}
if( started ) {
if( !S_ValidSoundInterface( &si ) ) {
Com_Error( ERR_FATAL, "Sound interface invalid" );
}
S_SoundInfo( );
Com_Printf( "Sound initialization successful.\n" );
} else {
Com_Printf( "Sound initialization failed.\n" );
}
}
Com_Printf( "--------------------------------\n");
}
/*
=================
S_Shutdown
=================
*/
void S_Shutdown( void )
{
if( si.Shutdown ) {
si.Shutdown( );
}
Com_Memset( &si, 0, sizeof( soundInterface_t ) );
Cmd_RemoveCommand( "play" );
Cmd_RemoveCommand( "music");
Cmd_RemoveCommand( "stopmusic");
Cmd_RemoveCommand( "s_list" );
Cmd_RemoveCommand( "s_stop" );
Cmd_RemoveCommand( "s_info" );
S_CodecShutdown( );
}