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249 lines
6.5 KiB
249 lines
6.5 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 FMOD_CHANNELGROUP *sfx_channelGroup = NULL;
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static const char *FMOD_SpeakerModeString(FMOD_SPEAKERMODE speakermode);
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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, systemrate, 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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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, &systemrate, &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), systemrate, 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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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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void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
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{
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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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// 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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// Special case entchannel -1 => just play locally on listener, no 3D
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// System::playSound with paused = true
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// ChannelControl::set3DAttributes
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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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// ChannelControl::setPaused = false
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// Store channel handle at position entchannel
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}
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void S_StaticSound(sfx_t *sfx, vec3_t origin, float vol, float attenuation)
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{
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// Similar to above, but without the per-entity channel group song and dance
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// Check if sound is looped (should be) and FMOD_Channel_SetMode to looped
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// Set Channel::setLoopPoints if the sfxcache specifies something non-standard
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}
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void S_StopSound(int entnum, int entchannel)
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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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}
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void S_ClearBuffer(void)
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{
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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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// System::set3DListenerAttributes
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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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unsigned int length;
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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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// System::createSound with FMOD_3D (sfx_t will need a pointer to FMOD_Sound)
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// Might need to set rate and width? FMOD can probably figure this out by itself based on the WAV file contents
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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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#if _DEBUG
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FMOD_Sound_GetFormat(s->sound, &type, &format, &channels, &bits);
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FMOD_Sound_GetLength(s->sound, &length, FMOD_TIMEUNIT_MS);
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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 ms, loopcount = %d\n", s->name, type, format, channels, bits, length, 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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}
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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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