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508 lines
14 KiB
508 lines
14 KiB
#include "quakedef.h"
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#ifdef USE_FMOD
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#include "fmod.h"
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#include "fmod_errors.h"
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extern qboolean sound_started; // in snd_dma.c
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FMOD_SYSTEM *fmod_system = NULL;
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static qboolean fmod_ownership = false;
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static int fmod_samplerate;
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static float old_volume = -1.0f;
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static FMOD_CHANNELGROUP *sfx_channelGroup = NULL;
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static const char *FMOD_SpeakerModeString(FMOD_SPEAKERMODE speakermode);
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static float SND_FMOD_Attenuation(FMOD_CHANNELCONTROL *channelControl, float distance);
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// Copy and convert coordinate system
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#define FMOD_VectorCopy(a, b) {(b).x=(a)[0];(b).y=(a)[2];(b).z=(a)[1];}
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#define sound_nominal_clip_dist 1000.0
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typedef struct soundslot_s
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{
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qboolean zone;
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FMOD_CHANNEL *channel;
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float dist_mult;
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} soundslot_t;
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typedef struct entsounds_s
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{
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soundslot_t slots[8];
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} entsounds_t;
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static entsounds_t entsounds[MAX_CHANNELS];
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void S_Startup(void)
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{
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FMOD_RESULT result;
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FMOD_SPEAKERMODE speakermode;
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unsigned int version;
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int driver, numchannels;
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char name[1024];
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// Create FMOD System if it doesn't exist already
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if (!fmod_system)
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{
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result = FMOD_System_Create(&fmod_system);
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if (result != FMOD_OK)
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{
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Con_Printf("Failed to create FMOD System: %s\n", FMOD_ErrorString(result));
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return;
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}
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result = FMOD_System_SetSoftwareChannels(fmod_system, MAX_DYNAMIC_CHANNELS);
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if (result != FMOD_OK)
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{
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Con_Printf("Failed to set number of FMOD software channels: %s\n", FMOD_ErrorString(result));
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return;
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}
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result = FMOD_System_Init(fmod_system, MAX_CHANNELS, FMOD_INIT_NORMAL, NULL);
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if (result != FMOD_OK)
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{
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Con_Printf("Failed to initialize FMOD System: %s\n", FMOD_ErrorString(result));
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return;
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}
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fmod_ownership = true;
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}
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result = FMOD_System_GetVersion(fmod_system, &version);
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if (result != FMOD_OK)
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{
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Con_Printf("Failed to retrieve FMOD version: %s\n", FMOD_ErrorString(result));
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return;
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}
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result = FMOD_System_GetDriver(fmod_system, &driver);
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if (result != FMOD_OK)
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{
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Con_Printf("Failed to retrieve selected FMOD driver: %s\n", FMOD_ErrorString(result));
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return;
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}
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result = FMOD_System_GetDriverInfo(fmod_system, driver, name, sizeof(name), NULL, &fmod_samplerate, &speakermode, &numchannels);
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if (result != FMOD_OK)
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{
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Con_Printf("Failed to retrieve FMOD driver info: %s\n", FMOD_ErrorString(result));
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return;
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}
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Con_Printf("FMOD version %01x.%02x.%02x, driver '%s', %s speaker mode, %d Hz, %d channels\n",
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(version >> 16) & 0xff, (version >> 8) & 0xff, version & 0xff, name, FMOD_SpeakerModeString(speakermode), fmod_samplerate, numchannels);
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result = FMOD_System_CreateChannelGroup(fmod_system, "SFX", &sfx_channelGroup);
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if (result != FMOD_OK)
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{
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Con_Printf("Failed to create FMOD SFX channel group: %s\n", FMOD_ErrorString(result));
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return;
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}
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// Could use System::set3DRolloffCallback to set up a (attenuation / sound_nominal_clip_dist) distance multiplier (would need to use ChannelControl::setUserData to hold ref to attn value)
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// Note: sound_nominal_clip_dist could be dynamic to allow a small sound 'bubble' for local multiplayer
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FMOD_ChannelGroup_Set3DMinMaxDistance(sfx_channelGroup, 0.0f, sound_nominal_clip_dist);
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FMOD_System_Set3DRolloffCallback(fmod_system, &SND_FMOD_Attenuation);
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memset(entsounds, 0, sizeof(entsounds));
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sound_started = true;
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}
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void S_Shutdown(void)
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{
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Con_DPrintf("[FMOD] Shutdown\n");
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// Destroy any SFX channels still in use
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// If we created the FMOD System (and consequently own it), destroy it here
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if (fmod_ownership)
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{
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FMOD_System_Close(fmod_system);
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fmod_system = NULL;
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fmod_ownership = false;
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}
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}
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static unsigned int SND_GetDelay(const sfx_t *sfx, float maxseconds)
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{
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unsigned int delay;
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delay = maxseconds * fmod_samplerate;
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if (delay > sfx->samples)
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delay = sfx->samples;
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if (delay > 0)
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delay = rand() % delay;
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return delay;
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}
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/*
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====================
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SND_FMOD_Attenuation
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Custom rolloff callback that mimics Quake's attenuation algorithm,
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whereby sounds can have varying degrees of distance rolloff.
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====================
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*/
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static float SND_FMOD_Attenuation(FMOD_CHANNELCONTROL *channelcontrol, float distance)
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{
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FMOD_RESULT result;
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soundslot_t *userdata;
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float scale;
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result = FMOD_Channel_GetUserData((FMOD_CHANNEL*)channelcontrol, &userdata);
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if (result != FMOD_OK || !userdata)
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{
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// Unknown type of channel or maybe it's a channel group, either way just return full volume in this case
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return 1.0f;
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}
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scale = 1.0f - (distance * userdata->dist_mult);
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if (scale < 0.0f)
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scale = 0.0f;
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return scale;
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}
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/*
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=================
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SND_FMOD_Callback
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Channel control callback that ensures a channel's associated userdata
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is properly cleared when the channel stops playing.
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=================
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*/
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static FMOD_RESULT SND_FMOD_Callback(FMOD_CHANNELCONTROL *channelcontrol, FMOD_CHANNELCONTROL_TYPE controltype, FMOD_CHANNELCONTROL_CALLBACK_TYPE callbacktype, void *commanddata1, void *commanddata2)
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{
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FMOD_RESULT result;
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soundslot_t *userdata;
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// We're only interested in notifications for when a channel is done playing a sound
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if (controltype != FMOD_CHANNELCONTROL_CHANNEL || callbacktype != FMOD_CHANNELCONTROL_CALLBACK_END)
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return FMOD_OK;
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result = FMOD_Channel_GetUserData((FMOD_CHANNEL*)channelcontrol, &userdata);
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if (result != FMOD_OK || !userdata)
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{
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return FMOD_OK;
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}
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// Clear the channel to signify that it's free
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userdata->channel = NULL;
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if (userdata->zone)
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{
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Z_Free(userdata);
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}
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return FMOD_OK;
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}
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static soundslot_t *SND_PickSoundSlot(int entnum, int entchannel)
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{
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soundslot_t *slot;
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if (entnum < 0 || entnum >= MAX_CHANNELS || entchannel == 0 || entchannel > 7)
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{
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// Just play on any free channel
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slot = (soundslot_t*)Z_Malloc(sizeof(soundslot_t));
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slot->zone = true;
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return slot;
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}
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// Local sound, use the first slot and override anything already playing
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if (entchannel < 0)
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entchannel = 0;
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slot = &entsounds[entnum].slots[entchannel];
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if (slot->channel)
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{
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// Stop any sound already playing on this slot
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FMOD_Channel_Stop(slot->channel);
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}
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slot->zone = false;
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return slot;
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}
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void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation) // Note: volume and attenuation are properly normalized here
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{
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FMOD_CHANNEL *channel;
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FMOD_VECTOR position;
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FMOD_RESULT result;
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soundslot_t *userdata;
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if (!fmod_system || !sfx)
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return;
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// TODO: check nosound cvar
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S_LoadSound(sfx);
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if (!sfx->sound)
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return;
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// Find channel group for entity number (or create) => note entnum can also be some random hash value
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// ChannelControl::setMode => set to 3D
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// Can use channel group per entity to store entity-specific userdata, with maybe 8-16 fixed channel slots
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// Note: entnum <0 is used by temporary entities, means there's no tie to any entity info at all: just play on any free channel
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userdata = SND_PickSoundSlot(entnum, entchannel);
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// Pre-define channels for each entity (could be an array of ints, probably array of entchannel_t structs)
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// For entchannel 0, dynamically select a free channel (or just play without doing anything, let FMOD handle it)
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// If channel at index entchannel >0 is already playing: stop
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// Set userdata pointer to entchannel_t so we can check if the FMOD channel still belongs to this entity & entchannel, before checking if it's already playing
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// Special case entchannel -1 => just play locally on listener, no 3D (also override any sound already playing on entity)
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// System::playSound with paused = true
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result = FMOD_System_PlaySound(fmod_system, sfx->sound, sfx_channelGroup, 1, &channel);
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if (result != FMOD_OK)
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{
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Con_Printf("Failed to play FMOD sound: %s\n", FMOD_ErrorString(result));
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return;
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}
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// Set up callback data for rolloff and cleanup
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userdata->channel = channel;
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userdata->dist_mult = attenuation / sound_nominal_clip_dist;
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FMOD_Channel_SetUserData(channel, userdata);
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FMOD_Channel_SetCallback(channel, &SND_FMOD_Callback);
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FMOD_VectorCopy(origin, position);
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FMOD_Channel_Set3DAttributes(channel, &position, NULL);
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FMOD_Channel_SetMode(channel, FMOD_LOOP_OFF); // TODO: some entity sounds do need to loop, e.g. moving elevators. How is this done?
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FMOD_Channel_SetVolume(channel, fvol);
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// Anything coming from the view entity will always be full volume, and entchannel -1 is used for local sounds (e.g. menu sounds)
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FMOD_Channel_Set3DLevel(channel, entchannel < 0 || entnum == cl.viewentity ? 0.0f : 1.0f);
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// Use ChannelControl::setDelay and ChannelControl::getDSPClock to add a delay to move sounds out of phase if necessary
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FMOD_Channel_SetPaused(channel, 0);
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}
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// TODO: we're still missing Automatic Ambient sounds for water, lava, slime etc (see S_UpdateAmbientSounds)
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void S_StaticSound(sfx_t *sfx, vec3_t origin, float vol, float attenuation) // Note: volume and attenuation are in 0-255 range here
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{
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FMOD_CHANNEL *channel;
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FMOD_VECTOR position;
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FMOD_RESULT result;
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soundslot_t *userdata;
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unsigned long long dspclock;
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if (!fmod_system || !sfx)
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return;
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S_LoadSound(sfx);
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if (!sfx->sound)
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return;
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result = FMOD_System_PlaySound(fmod_system, sfx->sound, sfx_channelGroup, 1, &channel);
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if (result != FMOD_OK)
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{
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Con_Printf("Failed to play static FMOD sound: %s\n", FMOD_ErrorString(result));
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return;
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}
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FMOD_VectorCopy(origin, position);
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FMOD_Channel_Set3DAttributes(channel, &position, NULL);
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FMOD_Channel_SetMode(channel, FMOD_LOOP_NORMAL);
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FMOD_Channel_SetVolume(channel, vol / 255);
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// Set up attenuation info for use by the rolloff callback
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userdata = SND_PickSoundSlot(-1, -1);
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userdata->channel = channel;
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userdata->dist_mult = (attenuation / 64) / sound_nominal_clip_dist;
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FMOD_Channel_SetUserData(channel, userdata);
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FMOD_Channel_SetCallback(channel, &SND_FMOD_Callback);
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// Add a random delay so that similar sounds don't phase together
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// Note: this isn't really authentic to the original Quake sound system, but it does improve the sense of directionality
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FMOD_ChannelGroup_GetDSPClock(sfx_channelGroup, &dspclock, NULL);
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FMOD_Channel_SetDelay(channel, dspclock + SND_GetDelay(sfx, 0.2f), 0, 0);
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FMOD_Channel_SetPaused(channel, 0);
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// Note: we can forget about the channel we just created, because all SFX channels will be stopped and released on level change through S_StopAllSounds
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}
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void S_StopSound(int entnum, int entchannel)
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{
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soundslot_t *slot;
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if (!fmod_system)
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return;
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if (entnum < 0 || entnum >= MAX_CHANNELS || entchannel < 0 || entchannel > 7)
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return;
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slot = &entsounds[entnum].slots[entchannel];
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if (slot->channel)
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{
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FMOD_Channel_Stop(slot->channel);
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}
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}
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void S_StopAllSounds(qboolean clear)
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{
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if (!fmod_system)
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return;
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// TODO Use this to remove per-entity channel group and clear all userdata? => should already be handled by Stop (but double check!)
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FMOD_ChannelGroup_Stop(sfx_channelGroup);
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if (clear)
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S_ClearBuffer();
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}
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void S_ClearBuffer(void)
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{
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// This is meant to prevent the same sound buffer playing over and over while the game is stalled
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// I don't think that's really an issue with FMOD
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}
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void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
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{
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if (!fmod_system)
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return;
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if (old_volume != sfxvolume.value)
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{
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if (sfxvolume.value < 0)
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Cvar_SetQuick(&sfxvolume, "0");
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else if (sfxvolume.value > 1)
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Cvar_SetQuick(&sfxvolume, "1");
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old_volume = sfxvolume.value;
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}
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FMOD_VECTOR fmod_pos, fmod_forward, fmod_up;
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FMOD_VectorCopy(origin, fmod_pos);
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FMOD_VectorCopy(forward, fmod_forward);
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FMOD_VectorCopy(up, fmod_up);
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// TODO: set listener number based on player ID (for split-screen)
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FMOD_System_Set3DListenerAttributes(fmod_system, 0, &fmod_pos, NULL, &fmod_forward, &fmod_up);
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FMOD_ChannelGroup_SetVolume(sfx_channelGroup, sfxvolume.value);
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FMOD_System_Update(fmod_system);
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}
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void S_ExtraUpdate(void)
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{
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FMOD_System_Update(fmod_system);
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}
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static void S_SetMasterMute(FMOD_BOOL mute)
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{
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FMOD_CHANNELGROUP *master;
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if (!fmod_system)
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return;
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FMOD_System_GetMasterChannelGroup(fmod_system, &master);
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FMOD_ChannelGroup_SetMute(master, mute);
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}
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void S_BlockSound(void)
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{
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S_SetMasterMute(1);
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}
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void S_UnblockSound(void)
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{
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S_SetMasterMute(0);
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}
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sfxcache_t *S_LoadSound(sfx_t *s)
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{
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char namebuffer[256];
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byte *data;
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int len, h;
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FMOD_CREATESOUNDEXINFO exinfo;
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FMOD_RESULT result;
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#if _DEBUG
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FMOD_SOUND_TYPE type;
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FMOD_SOUND_FORMAT format;
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int channels, bits, loopcount;
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#endif
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if (!fmod_system)
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return NULL;
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// Check if it's already loaded
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if (s->sound)
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return NULL;
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q_strlcpy(namebuffer, "sound/", sizeof(namebuffer));
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q_strlcat(namebuffer, s->name, sizeof(namebuffer));
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// We need to briefly open the file to figure out its length, which FMOD needs to know
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len = COM_OpenFile(namebuffer, &h, NULL);
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if (h >= 0)
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COM_CloseFile(h);
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data = COM_LoadHunkFile(namebuffer, NULL);
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if (!data)
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{
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Con_Printf("Couldn't load %s\n", namebuffer);
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return NULL;
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}
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memset(&exinfo, 0, sizeof(FMOD_CREATESOUNDEXINFO));
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exinfo.cbsize = sizeof(FMOD_CREATESOUNDEXINFO);
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exinfo.length = len;
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result = FMOD_System_CreateSound(fmod_system, (const char*)data, FMOD_3D | FMOD_OPENMEMORY, &exinfo, &s->sound);
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if (result != FMOD_OK)
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{
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Con_Printf("Failed to create FMOD sound: %s\n", FMOD_ErrorString(result));
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return NULL;
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}
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FMOD_Sound_GetLength(s->sound, &s->samples, FMOD_TIMEUNIT_PCM);
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#if _DEBUG
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FMOD_Sound_GetFormat(s->sound, &type, &format, &channels, &bits);
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FMOD_Sound_GetLoopCount(s->sound, &loopcount);
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Con_DPrintf("[FMOD] Loaded sound '%s': type %d, format %d, %d channel(s), %d bits, %d samples, loopcount = %d\n", s->name, type, format, channels, bits, s->samples, loopcount);
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#endif
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return NULL; // Return value is unused; FMOD has its own internal cache, we never need to use Quake's sfxcache_t
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}
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void S_TouchSound(const char *sample)
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{
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// Move the sound data up into the CPU cache
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// Not really necessary here
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}
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static const char *FMOD_SpeakerModeString(FMOD_SPEAKERMODE speakermode)
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{
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switch (speakermode)
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{
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case FMOD_SPEAKERMODE_MONO:
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return "Mono";
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case FMOD_SPEAKERMODE_STEREO:
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return "Stereo";
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case FMOD_SPEAKERMODE_QUAD:
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return "4.0 Quad";
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case FMOD_SPEAKERMODE_SURROUND:
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return "5.0 Surround";
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case FMOD_SPEAKERMODE_5POINT1:
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return "5.1 Surround";
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case FMOD_SPEAKERMODE_7POINT1:
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return "7.1 Surround";
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case FMOD_SPEAKERMODE_7POINT1POINT4:
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return "7.1.4 Surround";
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default:
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return "Unknown";
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}
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}
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#endif // USE_FMOD
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