Beispiel #1
0
void S_Update_(void) {
	unsigned        endtime;
	int				samps;
	static			float	lastTime = 0.0f;
	float			ma, op;
	float			thisTime, sane;
	static			int ot = -1;

	if ( !s_soundStarted || s_soundMuted ) {
		return;
	}

	thisTime = Com_Milliseconds();

	// Updates s_soundtime
	S_GetSoundtime();

	if (s_soundtime == ot) {
		return;
	}
	ot = s_soundtime;

	// clear any sound effects that end before the current time,
	// and start any new sounds
	S_ScanChannelStarts();

	sane = thisTime - lastTime;
	if (sane<11) {
		sane = 11;			// 85hz
	}

	ma = s_mixahead->value * dma.speed;
	op = s_mixPreStep->value + sane*dma.speed*0.01;

	if (op < ma) {
		ma = op;
	}

	// mix ahead of current position
	endtime = s_soundtime + ma;

	// mix to an even submission block size
	endtime = (endtime + dma.submission_chunk-1)
		& ~(dma.submission_chunk-1);

	// never mix more than the complete buffer
	samps = dma.samples >> (dma.channels-1);
	if (endtime - s_soundtime > samps)
		endtime = s_soundtime + samps;



	SNDDMA_BeginPainting ();

	S_PaintChannels (endtime);

	SNDDMA_Submit ();

	lastTime = thisTime;
}
Beispiel #2
0
void S_Update_(void)
{
	unsigned     endtime;
	int          samps;
	static float lastTime = 0.0f;
	float        ma, op;
	float        thisTime, sane;
	static int   ot = -1;

	if (!s_soundStarted || s_soundMuted)
	{
		return;
	}

	thisTime = Sys_Milliseconds();

	// Updates s_soundtime
	S_GetSoundtime();

	if (s_soundtime == ot)
	{
		return;
	}
	ot = s_soundtime;

	// clear any sound effects that end before the current time,
	// and start any new sounds
	S_ScanChannelStarts();

	sane = thisTime - lastTime;
	if (sane < 11)
	{
		sane = 11;          // 85hz
	}

	ma = s_mixahead->value * dma.speed;
	op = s_mixPreStep->value + sane * dma.speed * 0.01;

	if (op < ma)
	{
		ma = op;
	}

	// mix ahead of current position
	endtime = s_soundtime + ma;

	// mix to an even submission block size
	endtime = (endtime + dma.submission_chunk - 1)
	          & ~(dma.submission_chunk - 1);

	// never mix more than the complete buffer
	samps = dma.samples >> (dma.channels - 1);
	if (endtime - s_soundtime > samps)
	{
		endtime = s_soundtime + samps;
	}

	// global volume fading

	// endtime or s_paintedtime or s_soundtime...
	if (s_soundtime < s_volTime2)     // still has fading to do
	{
		if (s_soundtime > s_volTime1)     // has started fading
		{
			s_volFadeFrac = ((float)(s_soundtime - s_volTime1) / (float)(s_volTime2 - s_volTime1));
			s_volCurrent  = ((1.0f - s_volFadeFrac) * s_volStart + s_volFadeFrac * s_volTarget);
		}
		else
		{
			s_volCurrent = s_volStart;
		}
	}
	else
	{
		s_volCurrent = s_volTarget;
		if (s_stopSounds)
		{
			// stop playing any sounds if they are all faded out
			S_StopAllSounds();
			s_stopSounds = qfalse;
		}
	}

	SNDDMA_BeginPainting();

	S_PaintChannels(endtime);

	SNDDMA_Submit();

	lastTime = thisTime;
}