1/*
2Copyright (C) 1996-1997 Id Software, Inc.
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13See the GNU General Public License for more details.
14
15You should have received a copy of the GNU General Public License
16along with this program; if not, write to the Free Software
17Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19*/
20// snd_dma.c -- main control for any streaming sound output device
21
22#include "quakedef.h"
23
24#ifdef _WIN32
25#include "winquake.h"
26#endif
27
28void S_Play(void);
29void S_PlayVol(void);
30void S_SoundList(void);
31void S_Update_();
32void S_StopAllSounds(qboolean clear);
33void S_StopAllSoundsC(void);
34
35// =======================================================================
36// Internal sound data & structures
37// =======================================================================
38
39channel_t   channels[MAX_CHANNELS];
40int			total_channels;
41
42int				snd_blocked = 0;
43static qboolean	snd_ambient = 1;
44qboolean		snd_initialized = false;
45
46// pointer should go away
47volatile dma_t  *shm = 0;
48volatile dma_t sn;
49
50vec3_t		listener_origin;
51vec3_t		listener_forward;
52vec3_t		listener_right;
53vec3_t		listener_up;
54vec_t		sound_nominal_clip_dist=1000.0;
55
56int			soundtime;		// sample PAIRS
57int   		paintedtime; 	// sample PAIRS
58
59
60#define	MAX_SFX		512
61sfx_t		*known_sfx;		// hunk allocated [MAX_SFX]
62int			num_sfx;
63
64sfx_t		*ambient_sfx[NUM_AMBIENTS];
65
66int 		desired_speed = 11025;
67int 		desired_bits = 16;
68
69int sound_started=0;
70
71cvar_t bgmvolume = CVAR3("bgmvolume", "1", true);
72cvar_t volume = CVAR3("volume", "0.7", true);
73
74cvar_t nosound = CVAR2("nosound", "0");
75cvar_t precache = CVAR2("precache", "1");
76cvar_t loadas8bit = CVAR2("loadas8bit", "0");
77cvar_t bgmbuffer = CVAR2("bgmbuffer", "4096");
78cvar_t ambient_level = CVAR2("ambient_level", "0.3");
79cvar_t ambient_fade = CVAR2("ambient_fade", "100");
80cvar_t snd_noextraupdate = CVAR2("snd_noextraupdate", "0");
81cvar_t snd_show = CVAR2("snd_show", "0");
82cvar_t _snd_mixahead = CVAR3("_snd_mixahead", "0.1", true);
83
84
85// ====================================================================
86// User-setable variables
87// ====================================================================
88
89
90//
91// Fake dma is a synchronous faking of the DMA progress used for
92// isolating performance in the renderer.  The fakedma_updates is
93// number of times S_Update() is called per second.
94//
95
96qboolean fakedma = false;
97int fakedma_updates = 15;
98
99
100void S_AmbientOff (void)
101{
102	snd_ambient = false;
103}
104
105
106void S_AmbientOn (void)
107{
108	snd_ambient = true;
109}
110
111
112void S_SoundInfo_f(void)
113{
114	if (!sound_started || !shm)
115	{
116		Con_Printf ("sound system not started\n");
117		return;
118	}
119
120    Con_Printf("%5d stereo\n", shm->channels - 1);
121    Con_Printf("%5d samples\n", shm->samples);
122    Con_Printf("%5d samplepos\n", shm->samplepos);
123    Con_Printf("%5d samplebits\n", shm->samplebits);
124    Con_Printf("%5d submission_chunk\n", shm->submission_chunk);
125    Con_Printf("%5d speed\n", shm->speed);
126    Con_Printf("0x%x dma buffer\n", shm->buffer);
127	Con_Printf("%5d total_channels\n", total_channels);
128}
129
130
131/*
132================
133S_Startup
134================
135*/
136
137void S_Startup (void)
138{
139	int		rc;
140
141	if (!snd_initialized)
142		return;
143
144	if (!fakedma)
145	{
146		rc = SNDDMA_Init();
147
148		if (!rc)
149		{
150#ifndef	_WIN32
151			Con_Printf("S_Startup: SNDDMA_Init failed.\n");
152#endif
153			sound_started = 0;
154			return;
155		}
156	}
157
158	sound_started = 1;
159}
160
161
162/*
163================
164S_Init
165================
166*/
167void S_Init (void)
168{
169
170	Con_Printf("\nSound Initialization\n");
171
172	if (COM_CheckParm("-nosound"))
173		return;
174
175	if (COM_CheckParm("-simsound"))
176		fakedma = true;
177
178	Cmd_AddCommand("play", S_Play);
179	Cmd_AddCommand("playvol", S_PlayVol);
180	Cmd_AddCommand("stopsound", S_StopAllSoundsC);
181	Cmd_AddCommand("soundlist", S_SoundList);
182	Cmd_AddCommand("soundinfo", S_SoundInfo_f);
183
184	Cvar_RegisterVariable(&nosound);
185	Cvar_RegisterVariable(&volume);
186	Cvar_RegisterVariable(&precache);
187	Cvar_RegisterVariable(&loadas8bit);
188	Cvar_RegisterVariable(&bgmvolume);
189	Cvar_RegisterVariable(&bgmbuffer);
190	Cvar_RegisterVariable(&ambient_level);
191	Cvar_RegisterVariable(&ambient_fade);
192	Cvar_RegisterVariable(&snd_noextraupdate);
193	Cvar_RegisterVariable(&snd_show);
194	Cvar_RegisterVariable(&_snd_mixahead);
195
196	if (host_parms.memsize < 0x800000)
197	{
198		Cvar_Set ("loadas8bit", "1");
199		Con_Printf ("loading all sounds as 8bit\n");
200	}
201
202
203
204	snd_initialized = true;
205
206	S_Startup ();
207
208	SND_InitScaletable ();
209
210	known_sfx = (sfx_t*) Hunk_AllocName (MAX_SFX*sizeof(sfx_t), "sfx_t");
211	num_sfx = 0;
212
213// create a piece of DMA memory
214
215	if (fakedma)
216	{
217		shm = (volatile dma_t*) Hunk_AllocName(sizeof(*shm), "shm");
218		shm->splitbuffer = 0;
219		shm->samplebits = 16;
220		shm->speed = 22050;
221		shm->channels = 2;
222		shm->samples = 32768;
223		shm->samplepos = 0;
224		shm->soundalive = true;
225		shm->gamealive = true;
226		shm->submission_chunk = 1;
227		shm->buffer = (unsigned char*) Hunk_AllocName(1<<16, "shmbuf");
228	}
229
230	if (shm)
231	{
232		Con_Printf ("Sound sampling rate: %i\n", shm->speed);
233	}
234	else
235	{
236		Con_Printf ("Sound sampling rate: undefined\n");
237	}
238
239	// provides a tick sound until washed clean
240
241//	if (shm->buffer)
242//		shm->buffer[4] = shm->buffer[5] = 0x7f;	// force a pop for debugging
243
244	ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
245	ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");
246
247	S_StopAllSounds (true);
248}
249
250
251// =======================================================================
252// Shutdown sound engine
253// =======================================================================
254
255void S_Shutdown(void)
256{
257
258	if (!sound_started)
259		return;
260
261	if (shm)
262		shm->gamealive = 0;
263
264	shm = 0;
265	sound_started = 0;
266
267	if (!fakedma)
268	{
269		SNDDMA_Shutdown();
270	}
271}
272
273
274// =======================================================================
275// Load a sound
276// =======================================================================
277
278/*
279==================
280S_FindName
281
282==================
283*/
284sfx_t *S_FindName (const char *name)
285{
286	int		i;
287	sfx_t	*sfx;
288
289	if (!name)
290		Sys_Error ("S_FindName: NULL\n");
291
292	if (Q_strlen(name) >= MAX_QPATH)
293		Sys_Error ("Sound name too long: %s", name);
294
295// see if already loaded
296	for (i=0 ; i < num_sfx ; i++)
297		if (!Q_strcmp(known_sfx[i].name, name))
298		{
299			return &known_sfx[i];
300		}
301
302	if (num_sfx == MAX_SFX)
303		Sys_Error ("S_FindName: out of sfx_t");
304
305	sfx = &known_sfx[i];
306	strcpy (sfx->name, name);
307
308	num_sfx++;
309
310	return sfx;
311}
312
313
314/*
315==================
316S_TouchSound
317
318==================
319*/
320void S_TouchSound (const char *name)
321{
322	sfx_t	*sfx;
323
324	if (!sound_started)
325		return;
326
327	sfx = S_FindName (name);
328	Cache_Check (&sfx->cache);
329}
330
331/*
332==================
333S_PrecacheSound
334
335==================
336*/
337sfx_t *S_PrecacheSound (const char *name)
338{
339	sfx_t	*sfx;
340
341	if (!sound_started || nosound.value)
342		return NULL;
343
344	sfx = S_FindName (name);
345
346// cache it in
347	if (precache.value)
348		S_LoadSound (sfx);
349
350	return sfx;
351}
352
353
354//=============================================================================
355
356/*
357=================
358SND_PickChannel
359=================
360*/
361channel_t *SND_PickChannel(int entnum, int entchannel)
362{
363    int ch_idx;
364    int first_to_die;
365    int life_left;
366
367// Check for replacement sound, or find the best one to replace
368    first_to_die = -1;
369    life_left = 0x7fffffff;
370    for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
371    {
372		if (entchannel != 0		// channel 0 never overrides
373		&& channels[ch_idx].entnum == entnum
374		&& (channels[ch_idx].entchannel == entchannel || entchannel == -1) )
375		{	// allways override sound from same entity
376			first_to_die = ch_idx;
377			break;
378		}
379
380		// don't let monster sounds override player sounds
381		if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && channels[ch_idx].sfx)
382			continue;
383
384		if (channels[ch_idx].end - paintedtime < life_left)
385		{
386			life_left = channels[ch_idx].end - paintedtime;
387			first_to_die = ch_idx;
388		}
389   }
390
391	if (first_to_die == -1)
392		return NULL;
393
394	if (channels[first_to_die].sfx)
395		channels[first_to_die].sfx = NULL;
396
397    return &channels[first_to_die];
398}
399
400/*
401=================
402SND_Spatialize
403=================
404*/
405void SND_Spatialize(channel_t *ch)
406{
407    vec_t dot;
408    vec_t ldist, rdist, dist;
409    vec_t lscale, rscale, scale;
410    vec3_t source_vec;
411	sfx_t *snd;
412
413// anything coming from the view entity will allways be full volume
414	if (ch->entnum == cl.viewentity)
415	{
416		ch->leftvol = ch->master_vol;
417		ch->rightvol = ch->master_vol;
418		return;
419	}
420
421// calculate stereo seperation and distance attenuation
422
423	snd = ch->sfx;
424	VectorSubtract(ch->origin, listener_origin, source_vec);
425
426	dist = VectorNormalize(source_vec) * ch->dist_mult;
427
428	dot = DotProduct(listener_right, source_vec);
429
430	if (shm->channels == 1)
431	{
432		rscale = 1.0;
433		lscale = 1.0;
434	}
435	else
436	{
437		rscale = 1.0 + dot;
438		lscale = 1.0 - dot;
439	}
440
441// add in distance effect
442	scale = (1.0 - dist) * rscale;
443	ch->rightvol = (int) (ch->master_vol * scale);
444	if (ch->rightvol < 0)
445		ch->rightvol = 0;
446
447	scale = (1.0 - dist) * lscale;
448	ch->leftvol = (int) (ch->master_vol * scale);
449	if (ch->leftvol < 0)
450		ch->leftvol = 0;
451}
452
453
454// =======================================================================
455// Start a sound effect
456// =======================================================================
457
458void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
459{
460	channel_t *target_chan, *check;
461	sfxcache_t	*sc;
462	int		vol;
463	int		ch_idx;
464	int		skip;
465
466	if (!sound_started)
467		return;
468
469	if (!sfx)
470		return;
471
472	if (nosound.value)
473		return;
474
475	vol = (int)(fvol*255);
476
477// pick a channel to play on
478	target_chan = SND_PickChannel(entnum, entchannel);
479	if (!target_chan)
480		return;
481
482// spatialize
483	memset (target_chan, 0, sizeof(*target_chan));
484	VectorCopy(origin, target_chan->origin);
485	target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
486	target_chan->master_vol = vol;
487	target_chan->entnum = entnum;
488	target_chan->entchannel = entchannel;
489	SND_Spatialize(target_chan);
490
491	if (!target_chan->leftvol && !target_chan->rightvol)
492		return;		// not audible at all
493
494// new channel
495	sc = S_LoadSound (sfx);
496	if (!sc)
497	{
498		target_chan->sfx = NULL;
499		return;		// couldn't load the sound's data
500	}
501
502	target_chan->sfx = sfx;
503	target_chan->pos = 0;
504    target_chan->end = paintedtime + sc->length;
505
506// if an identical sound has also been started this frame, offset the pos
507// a bit to keep it from just making the first one louder
508	check = &channels[NUM_AMBIENTS];
509    for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
510    {
511		if (check == target_chan)
512			continue;
513		if (check->sfx == sfx && !check->pos)
514		{
515			skip = rand () % (int)(0.1*shm->speed);
516			if (skip >= target_chan->end)
517				skip = target_chan->end - 1;
518			target_chan->pos += skip;
519			target_chan->end -= skip;
520			break;
521		}
522
523	}
524}
525
526void S_StopSound(int entnum, int entchannel)
527{
528	int i;
529
530	for (i=0 ; i<MAX_DYNAMIC_CHANNELS ; i++)
531	{
532		if (channels[i].entnum == entnum
533			&& channels[i].entchannel == entchannel)
534		{
535			channels[i].end = 0;
536			channels[i].sfx = NULL;
537			return;
538		}
539	}
540}
541
542void S_StopAllSounds(qboolean clear)
543{
544	int		i;
545
546	if (!sound_started)
547		return;
548
549	total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;	// no statics
550
551	for (i=0 ; i<MAX_CHANNELS ; i++)
552		if (channels[i].sfx)
553			channels[i].sfx = NULL;
554
555	Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
556
557	if (clear)
558		S_ClearBuffer ();
559}
560
561void S_StopAllSoundsC (void)
562{
563	S_StopAllSounds (true);
564}
565
566void S_ClearBuffer (void)
567{
568	int		clear;
569
570#ifdef _WIN32
571	if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
572#else
573	if (!sound_started || !shm || !shm->buffer)
574#endif
575		return;
576
577	if (shm->samplebits == 8)
578		clear = 0x80;
579	else
580		clear = 0;
581
582#ifdef _WIN32
583	if (pDSBuf)
584	{
585		DWORD	dwSize;
586		DWORD	*pData;
587		int		reps;
588		HRESULT	hresult;
589
590		reps = 0;
591
592		while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
593		{
594			if (hresult != DSERR_BUFFERLOST)
595			{
596				Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
597				S_Shutdown ();
598				return;
599			}
600
601			if (++reps > 10000)
602			{
603				Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
604				S_Shutdown ();
605				return;
606			}
607		}
608
609		Q_memset(pData, clear, shm->samples * shm->samplebits/8);
610
611		pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
612
613	}
614	else
615#endif
616	{
617		Q_memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
618	}
619}
620
621
622/*
623=================
624S_StaticSound
625=================
626*/
627void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
628{
629	channel_t	*ss;
630	sfxcache_t		*sc;
631
632	if (!sfx)
633		return;
634
635	if (total_channels == MAX_CHANNELS)
636	{
637		Con_Printf ("total_channels == MAX_CHANNELS\n");
638		return;
639	}
640
641	ss = &channels[total_channels];
642	total_channels++;
643
644	sc = S_LoadSound (sfx);
645	if (!sc)
646		return;
647
648	if (sc->loopstart == -1)
649	{
650		Con_Printf ("Sound %s not looped\n", sfx->name);
651		return;
652	}
653
654	ss->sfx = sfx;
655	VectorCopy (origin, ss->origin);
656	ss->master_vol = (int) vol;
657	ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
658    ss->end = paintedtime + sc->length;
659
660	SND_Spatialize (ss);
661}
662
663
664//=============================================================================
665
666/*
667===================
668S_UpdateAmbientSounds
669===================
670*/
671void S_UpdateAmbientSounds (void)
672{
673	mleaf_t		*l;
674	float		vol;
675	int			ambient_channel;
676	channel_t	*chan;
677
678	if (!snd_ambient)
679		return;
680
681// calc ambient sound levels
682	if (!cl.worldmodel)
683		return;
684
685	l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
686	if (!l || !ambient_level.value)
687	{
688		for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
689			channels[ambient_channel].sfx = NULL;
690		return;
691	}
692
693	for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
694	{
695		chan = &channels[ambient_channel];
696		chan->sfx = ambient_sfx[ambient_channel];
697
698		vol = ambient_level.value * l->ambient_sound_level[ambient_channel];
699		if (vol < 8)
700			vol = 0;
701
702	// don't adjust volume too fast
703		if (chan->master_vol < vol)
704		{
705			chan->master_vol += (int) (host_frametime * ambient_fade.value);
706			if (chan->master_vol > vol)
707				chan->master_vol = (int) vol;
708		}
709		else if (chan->master_vol > vol)
710		{
711			chan->master_vol -= (int) (host_frametime * ambient_fade.value);
712			if (chan->master_vol < vol)
713				chan->master_vol = (int) vol;
714		}
715
716		chan->leftvol = chan->rightvol = chan->master_vol;
717	}
718}
719
720
721/*
722============
723S_Update
724
725Called once each time through the main loop
726============
727*/
728void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
729{
730	int			i, j;
731	int			total;
732	channel_t	*ch;
733	channel_t	*combine;
734
735	if (!sound_started || (snd_blocked > 0))
736		return;
737
738	VectorCopy(origin, listener_origin);
739	VectorCopy(forward, listener_forward);
740	VectorCopy(right, listener_right);
741	VectorCopy(up, listener_up);
742
743// update general area ambient sound sources
744	S_UpdateAmbientSounds ();
745
746	combine = NULL;
747
748// update spatialization for static and dynamic sounds
749	ch = channels+NUM_AMBIENTS;
750	for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
751	{
752		if (!ch->sfx)
753			continue;
754		SND_Spatialize(ch);         // respatialize channel
755		if (!ch->leftvol && !ch->rightvol)
756			continue;
757
758	// try to combine static sounds with a previous channel of the same
759	// sound effect so we don't mix five torches every frame
760
761		if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
762		{
763		// see if it can just use the last one
764			if (combine && combine->sfx == ch->sfx)
765			{
766				combine->leftvol += ch->leftvol;
767				combine->rightvol += ch->rightvol;
768				ch->leftvol = ch->rightvol = 0;
769				continue;
770			}
771		// search for one
772			combine = channels+MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
773			for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS ; j<i; j++, combine++)
774				if (combine->sfx == ch->sfx)
775					break;
776
777			if (j == total_channels)
778			{
779				combine = NULL;
780			}
781			else
782			{
783				if (combine != ch)
784				{
785					combine->leftvol += ch->leftvol;
786					combine->rightvol += ch->rightvol;
787					ch->leftvol = ch->rightvol = 0;
788				}
789				continue;
790			}
791		}
792
793
794	}
795
796//
797// debugging output
798//
799	if (snd_show.value)
800	{
801		total = 0;
802		ch = channels;
803		for (i=0 ; i<total_channels; i++, ch++)
804			if (ch->sfx && (ch->leftvol || ch->rightvol) )
805			{
806				//Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
807				total++;
808			}
809
810		Con_Printf ("----(%i)----\n", total);
811	}
812
813// mix some sound
814	S_Update_();
815}
816
817void GetSoundtime(void)
818{
819	int		samplepos;
820	static	int		buffers;
821	static	int		oldsamplepos;
822	int		fullsamples;
823
824	fullsamples = shm->samples / shm->channels;
825
826// it is possible to miscount buffers if it has wrapped twice between
827// calls to S_Update.  Oh well.
828#ifdef __sun__
829	soundtime = SNDDMA_GetSamples();
830#else
831	samplepos = SNDDMA_GetDMAPos();
832
833
834	if (samplepos < oldsamplepos)
835	{
836		buffers++;					// buffer wrapped
837
838		if (paintedtime > 0x40000000)
839		{	// time to chop things off to avoid 32 bit limits
840			buffers = 0;
841			paintedtime = fullsamples;
842			S_StopAllSounds (true);
843		}
844	}
845	oldsamplepos = samplepos;
846
847	soundtime = buffers*fullsamples + samplepos/shm->channels;
848#endif
849}
850
851void S_ExtraUpdate (void)
852{
853
854#ifdef _WIN32
855	IN_Accumulate ();
856#endif
857
858	if (snd_noextraupdate.value)
859		return;		// don't pollute timings
860	S_Update_();
861}
862
863void S_Update_(void)
864{
865	unsigned        endtime;
866	int				samps;
867
868	if (!sound_started || (snd_blocked > 0))
869		return;
870
871// Updates DMA time
872	GetSoundtime();
873
874// check to make sure that we haven't overshot
875	if (paintedtime < soundtime)
876	{
877		//Con_Printf ("S_Update_ : overflow\n");
878		paintedtime = soundtime;
879	}
880
881// mix ahead of current position
882	endtime = (unsigned) (soundtime + _snd_mixahead.value * shm->speed);
883	samps = shm->samples >> (shm->channels-1);
884	if ((int) (endtime - soundtime) > samps)
885		endtime = soundtime + samps;
886
887#ifdef _WIN32
888// if the buffer was lost or stopped, restore it and/or restart it
889	{
890		DWORD	dwStatus;
891
892		if (pDSBuf)
893		{
894			if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
895				Con_Printf ("Couldn't get sound buffer status\n");
896
897			if (dwStatus & DSBSTATUS_BUFFERLOST)
898				pDSBuf->lpVtbl->Restore (pDSBuf);
899
900			if (!(dwStatus & DSBSTATUS_PLAYING))
901				pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
902		}
903	}
904#endif
905
906	S_PaintChannels (endtime);
907
908	SNDDMA_Submit ();
909}
910
911/*
912===============================================================================
913
914console functions
915
916===============================================================================
917*/
918
919void S_Play(void)
920{
921	static int hash=345;
922	int 	i;
923	char name[256];
924	sfx_t	*sfx;
925
926	i = 1;
927	while (i<Cmd_Argc())
928	{
929		if (!Q_strrchr(Cmd_Argv(i), '.'))
930		{
931			Q_strcpy(name, Cmd_Argv(i));
932			Q_strcat(name, ".wav");
933		}
934		else
935			Q_strcpy(name, Cmd_Argv(i));
936		sfx = S_PrecacheSound(name);
937		S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
938		i++;
939	}
940}
941
942void S_PlayVol(void)
943{
944	static int hash=543;
945	int i;
946	float vol;
947	char name[256];
948	sfx_t	*sfx;
949
950	i = 1;
951	while (i<Cmd_Argc())
952	{
953		if (!Q_strrchr(Cmd_Argv(i), '.'))
954		{
955			Q_strcpy(name, Cmd_Argv(i));
956			Q_strcat(name, ".wav");
957		}
958		else
959			Q_strcpy(name, Cmd_Argv(i));
960		sfx = S_PrecacheSound(name);
961		vol = Q_atof(Cmd_Argv(i+1));
962		S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
963		i+=2;
964	}
965}
966
967void S_SoundList(void)
968{
969	int		i;
970	sfx_t	*sfx;
971	sfxcache_t	*sc;
972	int		size, total;
973
974	total = 0;
975	for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
976	{
977		sc = (sfxcache_t*) Cache_Check (&sfx->cache);
978		if (!sc)
979			continue;
980		size = sc->length*sc->width*(sc->stereo+1);
981		total += size;
982		if (sc->loopstart >= 0)
983			Con_Printf ("L");
984		else
985			Con_Printf (" ");
986		Con_Printf("(%2db) %6i : %s\n",sc->width*8,  size, sfx->name);
987	}
988	Con_Printf ("Total resident: %i\n", total);
989}
990
991
992void S_LocalSound (const char *sound)
993{
994	sfx_t	*sfx;
995
996	if (nosound.value)
997		return;
998	if (!sound_started)
999		return;
1000
1001	sfx = S_PrecacheSound (sound);
1002	if (!sfx)
1003	{
1004		Con_Printf ("S_LocalSound: can't cache %s\n", sound);
1005		return;
1006	}
1007	S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
1008}
1009
1010
1011void S_ClearPrecache (void)
1012{
1013}
1014
1015
1016void S_BeginPrecaching (void)
1017{
1018}
1019
1020
1021void S_EndPrecaching (void)
1022{
1023}
1024
1025