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-rwxr-xr-xcode/client/snd_mem.c404
1 files changed, 404 insertions, 0 deletions
diff --git a/code/client/snd_mem.c b/code/client/snd_mem.c
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+++ b/code/client/snd_mem.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+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 Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+/*****************************************************************************
+ * name: snd_mem.c
+ *
+ * desc: sound caching
+ *
+ * $Archive: /MissionPack/code/client/snd_mem.c $
+ *
+ *****************************************************************************/
+
+#include "snd_local.h"
+
+#define DEF_COMSOUNDMEGS "8"
+
+/*
+===============================================================================
+
+memory management
+
+===============================================================================
+*/
+
+static sndBuffer *buffer = NULL;
+static sndBuffer *freelist = NULL;
+static int inUse = 0;
+static int totalInUse = 0;
+
+short *sfxScratchBuffer = NULL;
+sfx_t *sfxScratchPointer = NULL;
+int sfxScratchIndex = 0;
+
+void SND_free(sndBuffer *v) {
+ *(sndBuffer **)v = freelist;
+ freelist = (sndBuffer*)v;
+ inUse += sizeof(sndBuffer);
+}
+
+sndBuffer* SND_malloc() {
+ sndBuffer *v;
+redo:
+ if (freelist == NULL) {
+ S_FreeOldestSound();
+ goto redo;
+ }
+
+ inUse -= sizeof(sndBuffer);
+ totalInUse += sizeof(sndBuffer);
+
+ v = freelist;
+ freelist = *(sndBuffer **)freelist;
+ v->next = NULL;
+ return v;
+}
+
+void SND_setup() {
+ sndBuffer *p, *q;
+ cvar_t *cv;
+ int scs;
+
+ cv = Cvar_Get( "com_soundMegs", DEF_COMSOUNDMEGS, CVAR_LATCH | CVAR_ARCHIVE );
+
+ scs = (cv->integer*1536);
+
+ buffer = malloc(scs*sizeof(sndBuffer) );
+ // allocate the stack based hunk allocator
+ sfxScratchBuffer = malloc(SND_CHUNK_SIZE * sizeof(short) * 4); //Hunk_Alloc(SND_CHUNK_SIZE * sizeof(short) * 4);
+ sfxScratchPointer = NULL;
+
+ inUse = scs*sizeof(sndBuffer);
+ p = buffer;;
+ q = p + scs;
+ while (--q > p)
+ *(sndBuffer **)q = q-1;
+
+ *(sndBuffer **)q = NULL;
+ freelist = p + scs - 1;
+
+ Com_Printf("Sound memory manager started\n");
+}
+
+/*
+===============================================================================
+
+WAV loading
+
+===============================================================================
+*/
+
+static byte *data_p;
+static byte *iff_end;
+static byte *last_chunk;
+static byte *iff_data;
+static int iff_chunk_len;
+
+static short GetLittleShort(void)
+{
+ short val = 0;
+ val = *data_p;
+ val = val + (*(data_p+1)<<8);
+ data_p += 2;
+ return val;
+}
+
+static int GetLittleLong(void)
+{
+ int val = 0;
+ val = *data_p;
+ val = val + (*(data_p+1)<<8);
+ val = val + (*(data_p+2)<<16);
+ val = val + (*(data_p+3)<<24);
+ data_p += 4;
+ return val;
+}
+
+static void FindNextChunk(char *name)
+{
+ while (1)
+ {
+ data_p=last_chunk;
+
+ if (data_p >= iff_end)
+ { // didn't find the chunk
+ data_p = NULL;
+ return;
+ }
+
+ data_p += 4;
+ iff_chunk_len = GetLittleLong();
+ if (iff_chunk_len < 0)
+ {
+ data_p = NULL;
+ return;
+ }
+ data_p -= 8;
+ last_chunk = data_p + 8 + ( (iff_chunk_len + 1) & ~1 );
+ if (!strncmp((char *)data_p, name, 4))
+ return;
+ }
+}
+
+static void FindChunk(char *name)
+{
+ last_chunk = iff_data;
+ FindNextChunk (name);
+}
+
+/*
+============
+GetWavinfo
+============
+*/
+static wavinfo_t GetWavinfo (char *name, byte *wav, int wavlength)
+{
+ wavinfo_t info;
+
+ Com_Memset (&info, 0, sizeof(info));
+
+ if (!wav)
+ return info;
+
+ iff_data = wav;
+ iff_end = wav + wavlength;
+
+// find "RIFF" chunk
+ FindChunk("RIFF");
+ if (!(data_p && !strncmp((char *)data_p+8, "WAVE", 4)))
+ {
+ Com_Printf("Missing RIFF/WAVE chunks\n");
+ return info;
+ }
+
+// get "fmt " chunk
+ iff_data = data_p + 12;
+// DumpChunks ();
+
+ FindChunk("fmt ");
+ if (!data_p)
+ {
+ Com_Printf("Missing fmt chunk\n");
+ return info;
+ }
+ data_p += 8;
+ info.format = GetLittleShort();
+ info.channels = GetLittleShort();
+ info.rate = GetLittleLong();
+ data_p += 4+2;
+ info.width = GetLittleShort() / 8;
+
+ if (info.format != 1)
+ {
+ Com_Printf("Microsoft PCM format only\n");
+ return info;
+ }
+
+
+// find data chunk
+ FindChunk("data");
+ if (!data_p)
+ {
+ Com_Printf("Missing data chunk\n");
+ return info;
+ }
+
+ data_p += 4;
+ info.samples = GetLittleLong () / info.width;
+ info.dataofs = data_p - wav;
+
+ return info;
+}
+
+
+/*
+================
+ResampleSfx
+
+resample / decimate to the current source rate
+================
+*/
+static void ResampleSfx( sfx_t *sfx, int inrate, int inwidth, byte *data, qboolean compressed ) {
+ int outcount;
+ int srcsample;
+ float stepscale;
+ int i;
+ int sample, samplefrac, fracstep;
+ int part;
+ sndBuffer *chunk;
+
+ stepscale = (float)inrate / dma.speed; // this is usually 0.5, 1, or 2
+
+ outcount = sfx->soundLength / stepscale;
+ sfx->soundLength = outcount;
+
+ samplefrac = 0;
+ fracstep = stepscale * 256;
+ chunk = sfx->soundData;
+
+ for (i=0 ; i<outcount ; i++)
+ {
+ srcsample = samplefrac >> 8;
+ samplefrac += fracstep;
+ if( inwidth == 2 ) {
+ sample = LittleShort ( ((short *)data)[srcsample] );
+ } else {
+ sample = (int)( (unsigned char)(data[srcsample]) - 128) << 8;
+ }
+ part = (i&(SND_CHUNK_SIZE-1));
+ if (part == 0) {
+ sndBuffer *newchunk;
+ newchunk = SND_malloc();
+ if (chunk == NULL) {
+ sfx->soundData = newchunk;
+ } else {
+ chunk->next = newchunk;
+ }
+ chunk = newchunk;
+ }
+
+ chunk->sndChunk[part] = sample;
+ }
+}
+
+/*
+================
+ResampleSfx
+
+resample / decimate to the current source rate
+================
+*/
+static int ResampleSfxRaw( short *sfx, int inrate, int inwidth, int samples, byte *data ) {
+ int outcount;
+ int srcsample;
+ float stepscale;
+ int i;
+ int sample, samplefrac, fracstep;
+
+ stepscale = (float)inrate / dma.speed; // this is usually 0.5, 1, or 2
+
+ outcount = samples / stepscale;
+
+ samplefrac = 0;
+ fracstep = stepscale * 256;
+
+ for (i=0 ; i<outcount ; i++)
+ {
+ srcsample = samplefrac >> 8;
+ samplefrac += fracstep;
+ if( inwidth == 2 ) {
+ sample = LittleShort ( ((short *)data)[srcsample] );
+ } else {
+ sample = (int)( (unsigned char)(data[srcsample]) - 128) << 8;
+ }
+ sfx[i] = sample;
+ }
+ return outcount;
+}
+
+
+//=============================================================================
+
+/*
+==============
+S_LoadSound
+
+The filename may be different than sfx->name in the case
+of a forced fallback of a player specific sound
+==============
+*/
+qboolean S_LoadSound( sfx_t *sfx )
+{
+ byte *data;
+ short *samples;
+ wavinfo_t info;
+ int size;
+
+ // player specific sounds are never directly loaded
+ if ( sfx->soundName[0] == '*') {
+ return qfalse;
+ }
+
+ // load it in
+ size = FS_ReadFile( sfx->soundName, (void **)&data );
+ if ( !data ) {
+ return qfalse;
+ }
+
+ info = GetWavinfo( sfx->soundName, data, size );
+ if ( info.channels != 1 ) {
+ Com_Printf ("%s is a stereo wav file\n", sfx->soundName);
+ FS_FreeFile (data);
+ return qfalse;
+ }
+
+ if ( info.width == 1 ) {
+ Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is a 8 bit wav file\n", sfx->soundName);
+ }
+
+ if ( info.rate != 22050 ) {
+ Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 22kHz wav file\n", sfx->soundName);
+ }
+
+ samples = Hunk_AllocateTempMemory(info.samples * sizeof(short) * 2);
+
+ sfx->lastTimeUsed = Com_Milliseconds()+1;
+
+ // each of these compression schemes works just fine
+ // but the 16bit quality is much nicer and with a local
+ // install assured we can rely upon the sound memory
+ // manager to do the right thing for us and page
+ // sound in as needed
+
+ if( sfx->soundCompressed == qtrue) {
+ sfx->soundCompressionMethod = 1;
+ sfx->soundData = NULL;
+ sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, (data + info.dataofs) );
+ S_AdpcmEncodeSound(sfx, samples);
+#if 0
+ } else if (info.samples>(SND_CHUNK_SIZE*16) && info.width >1) {
+ sfx->soundCompressionMethod = 3;
+ sfx->soundData = NULL;
+ sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, (data + info.dataofs) );
+ encodeMuLaw( sfx, samples);
+ } else if (info.samples>(SND_CHUNK_SIZE*6400) && info.width >1) {
+ sfx->soundCompressionMethod = 2;
+ sfx->soundData = NULL;
+ sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, (data + info.dataofs) );
+ encodeWavelet( sfx, samples);
+#endif
+ } else {
+ sfx->soundCompressionMethod = 0;
+ sfx->soundLength = info.samples;
+ sfx->soundData = NULL;
+ ResampleSfx( sfx, info.rate, info.width, data + info.dataofs, qfalse );
+ }
+
+ Hunk_FreeTempMemory(samples);
+ FS_FreeFile( data );
+
+ return qtrue;
+}
+
+void S_DisplayFreeMemory() {
+ Com_Printf("%d bytes free sound buffer memory, %d total used\n", inUse, totalInUse);
+}