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-rw-r--r--apps/plugins/sdl/progs/quake/snd_dma.c1021
1 files changed, 1021 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/quake/snd_dma.c b/apps/plugins/sdl/progs/quake/snd_dma.c
new file mode 100644
index 0000000000..4c42f32d49
--- /dev/null
+++ b/apps/plugins/sdl/progs/quake/snd_dma.c
@@ -0,0 +1,1021 @@
+/*
+Copyright (C) 1996-1997 Id Software, Inc.
+
+This program 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.
+
+This program 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 this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+// snd_dma.c -- main control for any streaming sound output device
+
+#include "quakedef.h"
+
+#ifdef _WIN32
+#include "winquake.h"
+#endif
+
+void S_Play(void);
+void S_PlayVol(void);
+void S_SoundList(void);
+void S_Update_();
+void S_StopAllSounds(qboolean clear);
+void S_StopAllSoundsC(void);
+
+// =======================================================================
+// Internal sound data & structures
+// =======================================================================
+
+channel_t channels[MAX_CHANNELS];
+int total_channels;
+
+int snd_blocked = 0;
+static qboolean snd_ambient = 1;
+qboolean snd_initialized = false;
+
+// pointer should go away
+volatile dma_t *shm = 0;
+volatile dma_t sn;
+
+vec3_t listener_origin;
+vec3_t listener_forward;
+vec3_t listener_right;
+vec3_t listener_up;
+vec_t sound_nominal_clip_dist=1000.0;
+
+int soundtime; // sample PAIRS
+int paintedtime; // sample PAIRS
+
+
+#define MAX_SFX 512
+sfx_t *known_sfx; // hunk allocated [MAX_SFX]
+int num_sfx;
+
+sfx_t *ambient_sfx[NUM_AMBIENTS];
+
+// lowest rockbox supported
+int desired_speed = SAMPR_16;
+int desired_bits = 16;
+
+int sound_started=0;
+
+cvar_t bgmvolume = {"bgmvolume", "1", true};
+cvar_t volume = {"volume", "0.7", true};
+
+cvar_t nosound = {"nosound", "0"};
+cvar_t precache = {"precache", "1"};
+cvar_t loadas8bit = {"loadas8bit", "0"};
+cvar_t bgmbuffer = {"bgmbuffer", "4096"};
+cvar_t ambient_level = {"ambient_level", "0.3"};
+cvar_t ambient_fade = {"ambient_fade", "100"};
+cvar_t snd_noextraupdate = {"snd_noextraupdate", "0"};
+cvar_t snd_show = {"snd_show", "0"};
+cvar_t _snd_mixahead = {"_snd_mixahead", "0.1", true};
+
+
+// ====================================================================
+// User-setable variables
+// ====================================================================
+
+
+//
+// Fake dma is a synchronous faking of the DMA progress used for
+// isolating performance in the renderer. The fakedma_updates is
+// number of times S_Update() is called per second.
+//
+
+qboolean fakedma = false;
+int fakedma_updates = 15;
+
+
+void S_AmbientOff (void)
+{
+ snd_ambient = false;
+}
+
+
+void S_AmbientOn (void)
+{
+ snd_ambient = true;
+}
+
+
+void S_SoundInfo_f(void)
+{
+ if (!sound_started || !shm)
+ {
+ Con_Printf ("sound system not started\n");
+ return;
+ }
+
+ Con_Printf("%5d stereo\n", shm->channels - 1);
+ Con_Printf("%5d samples\n", shm->samples);
+ Con_Printf("%5d samplepos\n", shm->samplepos);
+ Con_Printf("%5d samplebits\n", shm->samplebits);
+ Con_Printf("%5d submission_chunk\n", shm->submission_chunk);
+ Con_Printf("%5d speed\n", shm->speed);
+ Con_Printf("0x%x dma buffer\n", shm->buffer);
+ Con_Printf("%5d total_channels\n", total_channels);
+}
+
+
+/*
+================
+S_Startup
+================
+*/
+
+void S_Startup (void)
+{
+ int rc;
+
+ if (!snd_initialized)
+ return;
+
+ if (!fakedma)
+ {
+ rc = SNDDMA_Init();
+
+ if (!rc)
+ {
+#ifndef _WIN32
+ Con_Printf("S_Startup: SNDDMA_Init failed.\n");
+#endif
+ sound_started = 0;
+ return;
+ }
+ }
+
+ sound_started = 1;
+}
+
+
+/*
+================
+S_Init
+================
+*/
+void S_Init (void)
+{
+
+ Con_Printf("\nSound Initialization\n");
+
+ if (COM_CheckParm("-nosound"))
+ return;
+
+ if (COM_CheckParm("-simsound"))
+ fakedma = true;
+
+ Cmd_AddCommand("play", S_Play);
+ Cmd_AddCommand("playvol", S_PlayVol);
+ Cmd_AddCommand("stopsound", S_StopAllSoundsC);
+ Cmd_AddCommand("soundlist", S_SoundList);
+ Cmd_AddCommand("soundinfo", S_SoundInfo_f);
+
+ Cvar_RegisterVariable(&nosound);
+ Cvar_RegisterVariable(&volume);
+ Cvar_RegisterVariable(&precache);
+ Cvar_RegisterVariable(&loadas8bit);
+ Cvar_RegisterVariable(&bgmvolume);
+ Cvar_RegisterVariable(&bgmbuffer);
+ Cvar_RegisterVariable(&ambient_level);
+ Cvar_RegisterVariable(&ambient_fade);
+ Cvar_RegisterVariable(&snd_noextraupdate);
+ Cvar_RegisterVariable(&snd_show);
+ Cvar_RegisterVariable(&_snd_mixahead);
+
+ if (host_parms.memsize < 0x800000)
+ {
+ Cvar_Set ("loadas8bit", "1");
+ Con_Printf ("loading all sounds as 8bit\n");
+ }
+
+
+
+ snd_initialized = true;
+
+ S_Startup ();
+
+ known_sfx = Hunk_AllocName (MAX_SFX*sizeof(sfx_t), "sfx_t");
+ num_sfx = 0;
+
+// create a piece of DMA memory
+
+ if (fakedma)
+ {
+ shm = (void *) Hunk_AllocName(sizeof(*shm), "shm");
+ shm->splitbuffer = 0;
+ shm->samplebits = 16;
+ shm->speed = 22050;
+ shm->channels = 2;
+ shm->samples = 32768;
+ shm->samplepos = 0;
+ shm->soundalive = true;
+ shm->gamealive = true;
+ shm->submission_chunk = 1;
+ shm->buffer = Hunk_AllocName(1<<16, "shmbuf");
+ }
+
+ if ( shm ) {
+ Con_Printf ("Sound sampling rate: %i\n", shm->speed);
+ }
+
+ // provides a tick sound until washed clean
+
+// if (shm->buffer)
+// shm->buffer[4] = shm->buffer[5] = 0x7f; // force a pop for debugging
+
+ ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
+ ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");
+
+ S_StopAllSounds (true);
+}
+
+
+// =======================================================================
+// Shutdown sound engine
+// =======================================================================
+
+void S_Shutdown(void)
+{
+
+ if (!sound_started)
+ return;
+
+ if (shm)
+ shm->gamealive = 0;
+
+ shm = 0;
+ sound_started = 0;
+
+ if (!fakedma)
+ {
+ SNDDMA_Shutdown();
+ }
+}
+
+
+// =======================================================================
+// Load a sound
+// =======================================================================
+
+/*
+==================
+S_FindName
+
+==================
+*/
+sfx_t *S_FindName (char *name)
+{
+ int i;
+ sfx_t *sfx;
+
+ if (!name)
+ Sys_Error ("S_FindName: NULL\n");
+
+ if (Q_strlen(name) >= MAX_QPATH)
+ Sys_Error ("Sound name too long: %s", name);
+
+// see if already loaded
+ for (i=0 ; i < num_sfx ; i++)
+ if (!Q_strcmp(known_sfx[i].name, name))
+ {
+ return &known_sfx[i];
+ }
+
+ if (num_sfx == MAX_SFX)
+ Sys_Error ("S_FindName: out of sfx_t");
+
+ sfx = &known_sfx[i];
+ strcpy (sfx->name, name);
+
+ num_sfx++;
+
+ return sfx;
+}
+
+
+/*
+==================
+S_TouchSound
+
+==================
+*/
+void S_TouchSound (char *name)
+{
+ sfx_t *sfx;
+
+ if (!sound_started)
+ return;
+
+ sfx = S_FindName (name);
+ Cache_Check (&sfx->cache);
+}
+
+/*
+==================
+S_PrecacheSound
+
+==================
+*/
+sfx_t *S_PrecacheSound (char *name)
+{
+ sfx_t *sfx;
+
+ if (!sound_started || nosound.value)
+ return NULL;
+
+ sfx = S_FindName (name);
+
+// cache it in
+ if (precache.value)
+ S_LoadSound (sfx);
+
+ return sfx;
+}
+
+
+//=============================================================================
+
+/*
+=================
+SND_PickChannel
+=================
+*/
+channel_t *SND_PickChannel(int entnum, int entchannel)
+{
+ int ch_idx;
+ int first_to_die;
+ int life_left;
+
+// Check for replacement sound, or find the best one to replace
+ first_to_die = -1;
+ life_left = 0x7fffffff;
+ for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
+ {
+ if (entchannel != 0 // channel 0 never overrides
+ && channels[ch_idx].entnum == entnum
+ && (channels[ch_idx].entchannel == entchannel || entchannel == -1) )
+ { // allways override sound from same entity
+ first_to_die = ch_idx;
+ break;
+ }
+
+ // don't let monster sounds override player sounds
+ if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && channels[ch_idx].sfx)
+ continue;
+
+ if (channels[ch_idx].end - paintedtime < life_left)
+ {
+ life_left = channels[ch_idx].end - paintedtime;
+ first_to_die = ch_idx;
+ }
+ }
+
+ if (first_to_die == -1)
+ return NULL;
+
+ if (channels[first_to_die].sfx)
+ channels[first_to_die].sfx = NULL;
+
+ return &channels[first_to_die];
+}
+
+/*
+=================
+SND_Spatialize
+=================
+*/
+void SND_Spatialize(channel_t *ch)
+{
+ vec_t dot;
+ vec_t ldist, rdist, dist;
+ vec_t lscale, rscale, scale;
+ vec3_t source_vec;
+ sfx_t *snd;
+
+// anything coming from the view entity will allways be full volume
+ if (ch->entnum == cl.viewentity)
+ {
+ ch->leftvol = ch->master_vol;
+ ch->rightvol = ch->master_vol;
+ return;
+ }
+
+// calculate stereo seperation and distance attenuation
+
+ snd = ch->sfx;
+ VectorSubtract(ch->origin, listener_origin, source_vec);
+
+ dist = VectorNormalize(source_vec) * ch->dist_mult;
+
+ dot = DotProduct(listener_right, source_vec);
+
+ if (shm->channels == 1)
+ {
+ rscale = 1.0;
+ lscale = 1.0;
+ }
+ else
+ {
+ rscale = 1.0 + dot;
+ lscale = 1.0 - dot;
+ }
+
+// add in distance effect
+ scale = (1.0 - dist) * rscale;
+ ch->rightvol = (int) (ch->master_vol * scale);
+ if (ch->rightvol < 0)
+ ch->rightvol = 0;
+
+ scale = (1.0 - dist) * lscale;
+ ch->leftvol = (int) (ch->master_vol * scale);
+ if (ch->leftvol < 0)
+ ch->leftvol = 0;
+}
+
+
+// =======================================================================
+// Start a sound effect
+// =======================================================================
+
+void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
+{
+ channel_t *target_chan, *check;
+ sfxcache_t *sc;
+ int vol;
+ int ch_idx;
+ int skip;
+
+ if (!sound_started)
+ return;
+
+ if (!sfx)
+ return;
+
+ if (nosound.value)
+ return;
+
+ vol = fvol*255;
+
+// pick a channel to play on
+ target_chan = SND_PickChannel(entnum, entchannel);
+ if (!target_chan)
+ return;
+
+// spatialize
+ memset (target_chan, 0, sizeof(*target_chan));
+ VectorCopy(origin, target_chan->origin);
+ target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
+ target_chan->master_vol = vol;
+ target_chan->entnum = entnum;
+ target_chan->entchannel = entchannel;
+ SND_Spatialize(target_chan);
+
+ if (!target_chan->leftvol && !target_chan->rightvol)
+ return; // not audible at all
+
+// new channel
+ sc = S_LoadSound (sfx);
+ if (!sc)
+ {
+ target_chan->sfx = NULL;
+ return; // couldn't load the sound's data
+ }
+
+ target_chan->sfx = sfx;
+ target_chan->pos = 0.0;
+ target_chan->end = paintedtime + sc->length;
+
+// if an identical sound has also been started this frame, offset the pos
+// a bit to keep it from just making the first one louder
+ check = &channels[NUM_AMBIENTS];
+ for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
+ {
+ if (check == target_chan)
+ continue;
+ if (check->sfx == sfx && !check->pos)
+ {
+ skip = rand () % (int)(0.1*shm->speed);
+ if (skip >= target_chan->end)
+ skip = target_chan->end - 1;
+ target_chan->pos += skip;
+ target_chan->end -= skip;
+ break;
+ }
+
+ }
+}
+
+void S_StopSound(int entnum, int entchannel)
+{
+ int i;
+
+ for (i=0 ; i<MAX_DYNAMIC_CHANNELS ; i++)
+ {
+ if (channels[i].entnum == entnum
+ && channels[i].entchannel == entchannel)
+ {
+ channels[i].end = 0;
+ channels[i].sfx = NULL;
+ return;
+ }
+ }
+}
+
+void S_StopAllSounds(qboolean clear)
+{
+ int i;
+
+ if (!sound_started)
+ return;
+
+ total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
+
+ for (i=0 ; i<MAX_CHANNELS ; i++)
+ if (channels[i].sfx)
+ channels[i].sfx = NULL;
+
+ Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
+
+ if (clear)
+ S_ClearBuffer ();
+}
+
+void S_StopAllSoundsC (void)
+{
+ S_StopAllSounds (true);
+}
+
+void S_ClearBuffer (void)
+{
+ int clear;
+
+#ifdef _WIN32
+ if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
+#else
+ if (!sound_started || !shm || !shm->buffer)
+#endif
+ return;
+
+ if (shm->samplebits == 8)
+ clear = 0x80;
+ else
+ clear = 0;
+
+#ifdef _WIN32
+ if (pDSBuf)
+ {
+ DWORD dwSize;
+ DWORD *pData;
+ int reps;
+ HRESULT hresult;
+
+ reps = 0;
+
+ while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
+ {
+ if (hresult != DSERR_BUFFERLOST)
+ {
+ Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
+ S_Shutdown ();
+ return;
+ }
+
+ if (++reps > 10000)
+ {
+ Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
+ S_Shutdown ();
+ return;
+ }
+ }
+
+ Q_memset(pData, clear, shm->samples * shm->samplebits/8);
+
+ pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
+
+ }
+ else
+#endif
+ {
+ Q_memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
+ }
+}
+
+
+/*
+=================
+S_StaticSound
+=================
+*/
+void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
+{
+ channel_t *ss;
+ sfxcache_t *sc;
+
+ if (!sfx)
+ return;
+
+ if (total_channels == MAX_CHANNELS)
+ {
+ Con_Printf ("total_channels == MAX_CHANNELS\n");
+ return;
+ }
+
+ ss = &channels[total_channels];
+ total_channels++;
+
+ sc = S_LoadSound (sfx);
+ if (!sc)
+ return;
+
+ if (sc->loopstart == -1)
+ {
+ Con_Printf ("Sound %s not looped\n", sfx->name);
+ return;
+ }
+
+ ss->sfx = sfx;
+ VectorCopy (origin, ss->origin);
+ ss->master_vol = vol;
+ ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
+ ss->end = paintedtime + sc->length;
+
+ SND_Spatialize (ss);
+}
+
+
+//=============================================================================
+
+/*
+===================
+S_UpdateAmbientSounds
+===================
+*/
+void S_UpdateAmbientSounds (void)
+{
+ mleaf_t *l;
+ float vol;
+ int ambient_channel;
+ channel_t *chan;
+
+ if (!snd_ambient)
+ return;
+
+// calc ambient sound levels
+ if (!cl.worldmodel)
+ return;
+
+ l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
+ if (!l || !ambient_level.value)
+ {
+ for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
+ channels[ambient_channel].sfx = NULL;
+ return;
+ }
+
+ for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
+ {
+ chan = &channels[ambient_channel];
+ chan->sfx = ambient_sfx[ambient_channel];
+
+ vol = ambient_level.value * l->ambient_sound_level[ambient_channel];
+ if (vol < 8)
+ vol = 0;
+
+ // don't adjust volume too fast
+ if (chan->master_vol < vol)
+ {
+ chan->master_vol += host_frametime * ambient_fade.value;
+ if (chan->master_vol > vol)
+ chan->master_vol = vol;
+ }
+ else if (chan->master_vol > vol)
+ {
+ chan->master_vol -= host_frametime * ambient_fade.value;
+ if (chan->master_vol < vol)
+ chan->master_vol = vol;
+ }
+
+ chan->leftvol = chan->rightvol = chan->master_vol;
+ }
+}
+
+
+/*
+============
+S_Update
+
+Called once each time through the main loop
+============
+*/
+void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
+{
+ int i, j;
+ int total;
+ channel_t *ch;
+ channel_t *combine;
+
+ if (!sound_started || (snd_blocked > 0))
+ return;
+
+ VectorCopy(origin, listener_origin);
+ VectorCopy(forward, listener_forward);
+ VectorCopy(right, listener_right);
+ VectorCopy(up, listener_up);
+
+// update general area ambient sound sources
+ S_UpdateAmbientSounds ();
+
+ combine = NULL;
+
+// update spatialization for static and dynamic sounds
+ ch = channels+NUM_AMBIENTS;
+ for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
+ {
+ if (!ch->sfx)
+ continue;
+ SND_Spatialize(ch); // respatialize channel
+ if (!ch->leftvol && !ch->rightvol)
+ continue;
+
+ // try to combine static sounds with a previous channel of the same
+ // sound effect so we don't mix five torches every frame
+
+ if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
+ {
+ // see if it can just use the last one
+ if (combine && combine->sfx == ch->sfx)
+ {
+ combine->leftvol += ch->leftvol;
+ combine->rightvol += ch->rightvol;
+ ch->leftvol = ch->rightvol = 0;
+ continue;
+ }
+ // search for one
+ combine = channels+MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
+ for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS ; j<i; j++, combine++)
+ if (combine->sfx == ch->sfx)
+ break;
+
+ if (j == total_channels)
+ {
+ combine = NULL;
+ }
+ else
+ {
+ if (combine != ch)
+ {
+ combine->leftvol += ch->leftvol;
+ combine->rightvol += ch->rightvol;
+ ch->leftvol = ch->rightvol = 0;
+ }
+ continue;
+ }
+ }
+
+
+ }
+
+//
+// debugging output
+//
+ if (snd_show.value)
+ {
+ total = 0;
+ ch = channels;
+ for (i=0 ; i<total_channels; i++, ch++)
+ if (ch->sfx && (ch->leftvol || ch->rightvol) )
+ {
+ //Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
+ total++;
+ }
+
+ Con_Printf ("----(%i)----\n", total);
+ }
+
+// mix some sound
+ S_Update_();
+}
+
+void GetSoundtime(void)
+{
+ int samplepos;
+ static int buffers;
+ static int oldsamplepos;
+ int fullsamples;
+
+ fullsamples = shm->samples / shm->channels;
+
+// it is possible to miscount buffers if it has wrapped twice between
+// calls to S_Update. Oh well.
+#ifdef __sun__
+ soundtime = SNDDMA_GetSamples();
+#else
+ samplepos = SNDDMA_GetDMAPos();
+
+
+ if (samplepos < oldsamplepos)
+ {
+ buffers++; // buffer wrapped
+
+ if (paintedtime > 0x40000000)
+ { // time to chop things off to avoid 32 bit limits
+ buffers = 0;
+ paintedtime = fullsamples;
+ S_StopAllSounds (true);
+ }
+ }
+ oldsamplepos = samplepos;
+
+ soundtime = buffers*fullsamples + samplepos/shm->channels;
+#endif
+}
+
+void S_ExtraUpdate (void)
+{
+
+#ifdef _WIN32
+ IN_Accumulate ();
+#endif
+
+ if (snd_noextraupdate.value)
+ return; // don't pollute timings
+ S_Update_();
+}
+
+void S_Update_(void)
+{
+#ifndef SDL
+
+ unsigned endtime;
+ int samps;
+
+ if (!sound_started || (snd_blocked > 0))
+ return;
+
+// Updates DMA time
+ GetSoundtime();
+
+// check to make sure that we haven't overshot
+ if (paintedtime < soundtime)
+ {
+ //Con_Printf ("S_Update_ : overflow\n");
+ paintedtime = soundtime;
+ }
+
+// mix ahead of current position
+ endtime = soundtime + _snd_mixahead.value * shm->speed;
+ samps = shm->samples >> (shm->channels-1);
+ if (endtime - soundtime > samps)
+ endtime = soundtime + samps;
+
+#ifdef _WIN32
+// if the buffer was lost or stopped, restore it and/or restart it
+ {
+ DWORD dwStatus;
+
+ if (pDSBuf)
+ {
+ if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
+ Con_Printf ("Couldn't get sound buffer status\n");
+
+ if (dwStatus & DSBSTATUS_BUFFERLOST)
+ pDSBuf->lpVtbl->Restore (pDSBuf);
+
+ if (!(dwStatus & DSBSTATUS_PLAYING))
+ pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
+ }
+ }
+#endif
+
+ S_PaintChannels (endtime);
+
+ SNDDMA_Submit ();
+#endif /* ! SDL */
+}
+
+/*
+===============================================================================
+
+console functions
+
+===============================================================================
+*/
+
+void S_Play(void)
+{
+ static int hash=345;
+ int i;
+ char name[256];
+ sfx_t *sfx;
+
+ i = 1;
+ while (i<Cmd_Argc())
+ {
+ if (!Q_strrchr(Cmd_Argv(i), '.'))
+ {
+ Q_strcpy(name, Cmd_Argv(i));
+ Q_strcat(name, ".wav");
+ }
+ else
+ Q_strcpy(name, Cmd_Argv(i));
+ sfx = S_PrecacheSound(name);
+ S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
+ i++;
+ }
+}
+
+void S_PlayVol(void)
+{
+ static int hash=543;
+ int i;
+ float vol;
+ char name[256];
+ sfx_t *sfx;
+
+ i = 1;
+ while (i<Cmd_Argc())
+ {
+ if (!Q_strrchr(Cmd_Argv(i), '.'))
+ {
+ Q_strcpy(name, Cmd_Argv(i));
+ Q_strcat(name, ".wav");
+ }
+ else
+ Q_strcpy(name, Cmd_Argv(i));
+ sfx = S_PrecacheSound(name);
+ vol = Q_atof(Cmd_Argv(i+1));
+ S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
+ i+=2;
+ }
+}
+
+void S_SoundList(void)
+{
+ int i;
+ sfx_t *sfx;
+ sfxcache_t *sc;
+ int size, total;
+
+ total = 0;
+ for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
+ {
+ sc = Cache_Check (&sfx->cache);
+ if (!sc)
+ continue;
+ size = sc->length*sc->width*(sc->stereo+1);
+ total += size;
+ if (sc->loopstart >= 0)
+ Con_Printf ("L");
+ else
+ Con_Printf (" ");
+ Con_Printf("(%2db) %6i : %s\n",sc->width*8, size, sfx->name);
+ }
+ Con_Printf ("Total resident: %i\n", total);
+}
+
+
+void S_LocalSound (char *sound)
+{
+ sfx_t *sfx;
+
+ if (nosound.value)
+ return;
+ if (!sound_started)
+ return;
+
+ sfx = S_PrecacheSound (sound);
+ if (!sfx)
+ {
+ Con_Printf ("S_LocalSound: can't cache %s\n", sound);
+ return;
+ }
+ S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
+}
+
+
+void S_ClearPrecache (void)
+{
+}
+
+
+void S_BeginPrecaching (void)
+{
+}
+
+
+void S_EndPrecaching (void)
+{
+}
+