/* =========================================================================== 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 Quake III Arena source code; 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" #include "snd_codec.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(void) { 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(void) { 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"); } /* ================ 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 = ( ((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; snd_info_t info; // int size; // player specific sounds are never directly loaded if ( sfx->soundName[0] == '*') { return qfalse; } // load it in data = S_CodecLoad(sfx->soundName, &info); if(!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); Z_Free(data); return qtrue; } void S_DisplayFreeMemory(void) { Com_Printf("%d bytes free sound buffer memory, %d total used\n", inUse, totalInUse); }