Exemplo n.º 1
0
qboolean dmaHD_LoadSound(sfx_t *sfx)
{
	byte *data;
	snd_info_t info;
	char dmahd_soundName[MAX_QPATH];
	char *lpext;

	// Player specific sounds are never directly loaded.
	if (sfx->soundName[0] == '*') return qfalse;

	strcpy(dmahd_soundName, sfx->soundName);
	if ((lpext = strrchr(sfx->soundName, '.')) != NULL)
	{
		strcpy(dmahd_soundName, sfx->soundName);
		*(strrchr(dmahd_soundName, '.')) = '\0'; // for sure there is a '.'
	}
	strcat(dmahd_soundName, "_dmahd");
	if (lpext != NULL) strcat(dmahd_soundName, lpext);

	// Just check if file exists
	if (FS_FOpenFileRead(dmahd_soundName, NULL, qtrue) == qtrue)
	{
		// Load it in.
		if (!(data = S_CodecLoad(dmahd_soundName, &info))) return qfalse;
	}
	else
	{
		// Load it in.
		if (!(data = S_CodecLoad(sfx->soundName, &info))) return qfalse;
	}

	// Information
	Com_DPrintf("Loading sound: %s", sfx->soundName);
	if (info.width == 1) Com_DPrintf(" [8 bit -> 16 bit]");
	if (info.rate != dma.speed) Com_DPrintf(" [%d Hz -> %d Hz]", info.rate, dma.speed);
	Com_DPrintf("\n");

	sfx->lastTimeUsed = Com_Milliseconds() + 1;

	// Do not compress.
	sfx->soundCompressionMethod = 0;
	sfx->soundLength = info.samples;
	sfx->soundData = NULL;
	dmaHD_ResampleSfx(sfx, info.rate, info.width, data + info.dataofs, qfalse);
	
	// Free data allocated by Codec
	Z_Free(data);

	return qtrue;
}
Exemplo n.º 2
0
/*
==============
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;

	// 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 audio file\n", sfx->soundName);
	}

	if ( info.rate != 22050 ) {
		Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 22kHz audio file\n", sfx->soundName);
	}

	samples = Hunk_AllocateTempMemory(info.channels * 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( info.channels == 1 && sfx->soundCompressed == qtrue) {
		sfx->soundCompressionMethod = 1;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, data + info.dataofs );
		S_AdpcmEncodeSound(sfx, samples);
#if 0
	} else if (info.channels == 1 && info.samples>(SND_CHUNK_SIZE*16) && info.width >1) {
		sfx->soundCompressionMethod = 3;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs) );
		encodeMuLaw( sfx, samples);
	} else if (info.channels == 1 && info.samples>(SND_CHUNK_SIZE*6400) && info.width >1) {
		sfx->soundCompressionMethod = 2;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs) );
		encodeWavelet( sfx, samples);
#endif
	} else {
		sfx->soundCompressionMethod = 0;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfx( sfx, info.channels, info.rate, info.width, info.samples, data + info.dataofs, qfalse );
	}

	sfx->soundChannels = info.channels;
	
	Hunk_FreeTempMemory(samples);
	Hunk_FreeTempMemory(data);

	return qtrue;
}
Exemplo n.º 3
0
qbool S_LoadSound( sfx_t* sfx )
{
	// player specific sounds are never directly loaded
	if (sfx->soundName[0] == '*') {
		return qfalse;
	}

	snd_info_t info;
	byte* 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 );
	}

	sfx->lastTimeUsed = Com_Milliseconds();

	sfx->soundLength = info.samples;
	sfx->soundData = NULL;
	ResampleSfx( sfx, info.rate, info.width, data + info.dataofs );

	Z_Free(data);

	return qtrue;
}
Exemplo n.º 4
0
Arquivo: snd_mem.c Projeto: otty/cake3
/*
==============
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;

	// 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;

	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;
}
/*
=================
S_AL_BufferLoad
=================
*/
static void S_AL_BufferLoad(sfxHandle_t sfx)
{
	ALenum error;

	void *data;
	snd_info_t info;
	ALuint format;

	// Nothing?
	if(knownSfx[sfx].filename[0] == '\0')
		return;

	// Player SFX
	if(knownSfx[sfx].filename[0] == '*')
		return;

	// Already done?
	if((knownSfx[sfx].inMemory) || (knownSfx[sfx].isDefault))
		return;

	// Try to load
	data = S_CodecLoad(knownSfx[sfx].filename, &info);
	if(!data)
	{
		S_AL_BufferUseDefault(sfx);
		return;
	}

	format = S_AL_Format(info.width, info.channels);

	// Create a buffer
	qalGenBuffers(1, &knownSfx[sfx].buffer);
	if((error = qalGetError()) != AL_NO_ERROR)
	{
		S_AL_BufferUseDefault(sfx);
		Z_Free(data);
		Com_Printf( S_COLOR_RED "ERROR: Can't create a sound buffer for %s - %s\n",
				knownSfx[sfx].filename, S_AL_ErrorMsg(error));
		return;
	}

	// Fill the buffer
	if( info.size == 0 )
	{
		// We have no data to buffer, so buffer silence
		byte dummyData[ 2 ] = { 0 };

		qalBufferData(knownSfx[sfx].buffer, AL_FORMAT_MONO16, (void *)dummyData, 2, 22050);
	}
	else
		qalBufferData(knownSfx[sfx].buffer, format, data, info.size, info.rate);

	error = qalGetError();

	// If we ran out of memory, start evicting the least recently used sounds
	while(error == AL_OUT_OF_MEMORY)
	{
		if( !S_AL_BufferEvict( ) )
		{
			S_AL_BufferUseDefault(sfx);
			Z_Free(data);
			Com_Printf( S_COLOR_RED "ERROR: Out of memory loading %s\n", knownSfx[sfx].filename);
			return;
		}

		// Try load it again
		qalBufferData(knownSfx[sfx].buffer, format, data, info.size, info.rate);
		error = qalGetError();
	}

	// Some other error condition
	if(error != AL_NO_ERROR)
	{
		S_AL_BufferUseDefault(sfx);
		Z_Free(data);
		Com_Printf( S_COLOR_RED "ERROR: Can't fill sound buffer for %s - %s\n",
				knownSfx[sfx].filename, S_AL_ErrorMsg(error));
		return;
	}

	// Free the memory
	Z_Free(data);

	// Woo!
	knownSfx[sfx].inMemory = qtrue;
}
Exemplo n.º 6
0
/**
 * @brief The filename may be different than sfx->name in the case
 * of a forced fallback of a player specific sound
 * @param[in,out] sfx
 * @return
 */
qboolean S_LoadSound(sfx_t *sfx)
{
	byte       *data;
	short      *samples;
	snd_info_t info;

	// player specific sounds are never directly loaded
	if (sfx->soundName[0] == '*')
	{
		return qfalse;
	}

	if (FS_FOpenFileRead(sfx->soundName, NULL, qfalse) <= 0)
	{
		// changed from debug to common print - let admins know and fix such missing files ...
		Com_Printf(S_COLOR_RED "ERROR: sound file \"%s\" does not exist or can't be read\n", sfx->soundName);
		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 audio file\n", sfx->soundName);
	}

	if ((info.rate != 11025) && (info.rate != 22050) && (info.rate != 44100))
	{
		Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 11kHz, 22kHz nor 44kHz audio file. It has sample rate %i\n", sfx->soundName, info.rate);
	}

	samples = Hunk_AllocateTempMemory(info.channels * info.samples * sizeof(short) * 2);

	sfx->lastTimeUsed = Sys_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 (info.channels == 1 && sfx->soundCompressed == qtrue)
	{
		sfx->soundCompressionMethod = 1;
		sfx->soundData              = NULL;
		sfx->soundLength            = ResampleSfxRaw(samples, info.channels, info.rate, info.width, info.samples, data + info.dataofs);
		S_AdpcmEncodeSound(sfx, samples);
#if 0
	}
	else if (info.channels == 1 && info.samples > (SND_CHUNK_SIZE * 16) && info.width > 1)
	{
		sfx->soundCompressionMethod = 3;
		sfx->soundData              = NULL;
		sfx->soundLength            = ResampleSfxRaw(samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs));
		encodeMuLaw(sfx, samples);
	}
	else if (info.channels == 1 && info.samples > (SND_CHUNK_SIZE * 6400) && info.width > 1)
	{
		sfx->soundCompressionMethod = 2;
		sfx->soundData              = NULL;
		sfx->soundLength            = ResampleSfxRaw(samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs));
		encodeWavelet(sfx, samples);
#endif
	}
	else
	{
		sfx->soundCompressionMethod = 0;
		sfx->soundLength            = info.samples;
		sfx->soundData              = NULL;
		sfx->soundLength            = ResampleSfx(sfx, info.channels, info.rate, info.width, info.samples, data + info.dataofs, qfalse);
	}
	sfx->soundChannels = info.channels;

	Hunk_FreeTempMemory(samples);
	Hunk_FreeTempMemory(data);

	return qtrue;
}