示例#1
0
void al_mus_update( void )
{
	int   processed;
	ALint state;

	if ( !mus_playing )
	{
		return;
	}

	qalGetSourcei( source, AL_BUFFERS_PROCESSED, &processed );

	if ( processed )
	{
		while ( processed-- )
		{
			ALuint b;
			qalSourceUnqueueBuffers( source, 1, &b );
			al_mus_process( b );
			qalSourceQueueBuffers( source, 1, &b );
		}
	}

	// If it's not still playing, give it a kick
	qalGetSourcei( source, AL_SOURCE_STATE, &state );

	if ( state == AL_STOPPED )
	{
		si.Printf( PRINT_ALL, "Musical kick\n" );
		qalSourcePlay( source );
	}

	// Set the gain property
	qalSourcef( source, AL_GAIN, s_gain->value * s_musicVolume->value );
}
示例#2
0
文件: openal.c 项目: teistiz/yquake2
/*
 * Updates stream sources by removing all played
 * buffers and restarting playback if necessary.
 */
static void
AL_StreamUpdate(void)
{
	int numBuffers;
	ALint state;

	/* Un-queue any buffers, and delete them */
	qalGetSourcei(streamSource, AL_BUFFERS_PROCESSED, &numBuffers);

	while (numBuffers--)
	{
		ALuint buffer;
		qalSourceUnqueueBuffers(streamSource, 1, &buffer);
		qalDeleteBuffers(1, &buffer);
		active_buffers--;
	}

	/* Start the streamSource playing if necessary */
	qalGetSourcei(streamSource, AL_BUFFERS_QUEUED, &numBuffers);
	qalGetSourcei(streamSource, AL_SOURCE_STATE, &state);

	if (state == AL_STOPPED)
	{
		streamPlaying = false;
	}

	if (!streamPlaying && numBuffers)
	{
		qalSourcePlay(streamSource);
		streamPlaying = true;
	}
}
/*
=================
S_AL_MusicUpdate
=================
*/
static
void S_AL_MusicUpdate( void )
{
	int		numBuffers;
	ALint	state;

	if(!musicPlaying)
		return;

	qalGetSourcei( musicSource, AL_BUFFERS_PROCESSED, &numBuffers );
	while( numBuffers-- )
	{
		ALuint b;
		qalSourceUnqueueBuffers(musicSource, 1, &b);
		S_AL_MusicProcess(b);
		qalSourceQueueBuffers(musicSource, 1, &b);
	}

	// Hitches can cause OpenAL to be starved of buffers when streaming.
	// If this happens, it will stop playback. This restarts the source if
	// it is no longer playing, and if there are buffers available
	qalGetSourcei( musicSource, AL_SOURCE_STATE, &state );
	qalGetSourcei( musicSource, AL_BUFFERS_QUEUED, &numBuffers );
	if( state == AL_STOPPED && numBuffers )
	{
		Com_DPrintf( S_COLOR_YELLOW "Restarted OpenAL music\n" );
		qalSourcePlay(musicSource);
	}

	// Set the gain property
	qalSourcef(musicSource, AL_GAIN, s_alGain->value * s_musicVolume->value);
}
示例#4
0
/*
* S_StartSound
*/
static void S_StartSound( sfx_t *sfx, const vec3_t origin, int entNum, int channel, float fvol, float attenuation )
{
	src_t *src;

	if( !sfx )
		return;

	src = S_AllocSource( SRCPRI_ONESHOT, entNum, channel );
	if( !src )
		return;

	source_setup( src, sfx, SRCPRI_ONESHOT, entNum, channel, fvol, attenuation );

	if( src->attenuation )
	{
		if( origin )
			VectorCopy( origin, src->origin );
		else
			src->isTracking = qtrue;
	}

	source_spatialize( src );

	qalSourcePlay( src->source );
}
示例#5
0
文件: al.c 项目: jayschwa/q2pro
void AL_PlayChannel(channel_t *ch)
{
    sfxcache_t *sc = ch->sfx->cache;

#ifdef _DEBUG
    if (s_show->integer > 1)
        Com_Printf("%s: %s\n", __func__, ch->sfx->name);
#endif

    ch->srcnum = s_srcnums[ch - channels];
    qalGetError();
    qalSourcei(ch->srcnum, AL_BUFFER, sc->bufnum);
    //qalSourcei(ch->srcnum, AL_LOOPING, sc->loopstart == -1 ? AL_FALSE : AL_TRUE);
    qalSourcei(ch->srcnum, AL_LOOPING, ch->autosound ? AL_TRUE : AL_FALSE);
    qalSourcef(ch->srcnum, AL_GAIN, ch->master_vol);
    qalSourcef(ch->srcnum, AL_REFERENCE_DISTANCE, SOUND_FULLVOLUME);
    qalSourcef(ch->srcnum, AL_MAX_DISTANCE, 8192);
    qalSourcef(ch->srcnum, AL_ROLLOFF_FACTOR, ch->dist_mult * (8192 - SOUND_FULLVOLUME));

    AL_Spatialize(ch);

    // play it
    qalSourcePlay(ch->srcnum);
    if (qalGetError() != AL_NO_ERROR) {
        AL_StopChannel(ch);
    }
}
示例#6
0
/*
* source_loop
*/
static void source_loop( int priority, sfx_t *sfx, int entNum, float fvol, float attenuation )
{
	src_t *src;
	qboolean new_source = qfalse;

	if( !sfx )
		return;

	if( entNum < 0 )
		return;

	// Do we need to start a new sound playing?
	if( !entlist[entNum].src )
	{
		src = S_AllocSource( priority, entNum, 0 );
		if( !src )
			return;
		new_source = qtrue;
	}
	else if( entlist[entNum].src->sfx != sfx )
	{
		// Need to restart. Just re-use this channel
		src = entlist[entNum].src;
		source_kill( src );
		new_source = qtrue;
	}
	else
	{
		src = entlist[entNum].src;
	}

	if( new_source )
	{
		source_setup( src, sfx, priority, entNum, -1, fvol, attenuation );
		qalSourcei( src->source, AL_LOOPING, AL_TRUE );
		src->isLooping = qtrue;

		entlist[entNum].src = src;
	}

	qalSourcef( src->source, AL_GAIN, src->fvol * s_volume->value );

	qalSourcef( src->source, AL_REFERENCE_DISTANCE, s_attenuation_refdistance );
	qalSourcef( src->source, AL_MAX_DISTANCE, s_attenuation_maxdistance );
	qalSourcef( src->source, AL_ROLLOFF_FACTOR, attenuation );

	if( new_source )
	{
		if( src->attenuation )
			src->isTracking = qtrue;

		source_spatialize( src );

		qalSourcePlay( src->source );
	}

	entlist[entNum].touched = qtrue;
}
示例#7
0
/**
 * Background music playback
 */
void SndAl_StartBackgroundTrack( const char *intro, const char *loop )
{
	int i;

	// Stop any existing music that might be playing
	SndAl_StopBackgroundTrack();

	if ( !intro || !intro[ 0 ] )
	{
		intro = loop;
	}

	if ( !loop || !loop[ 0 ] )
	{
		loop = intro;
	}

	if ( ( !intro || !intro[ 0 ] ) && ( !intro || !intro[ 0 ] ) )
	{
		return;
	}

	// Copy the loop over
	strncpy( s_backgroundLoop, loop, sizeof( s_backgroundLoop ) );

	// Open the intro
	mus_stream = si.StreamOpen( intro );

	if ( !mus_stream )
	{
		return;
	}

	// Allocate a source
	al_mus_source_get();

	if ( source_handle == -1 )
	{
		return;
	}

	// Generate the buffers
	qalGenBuffers( BUFFERS, buffers );

	// Queue the buffers up
	for ( i = 0; i < BUFFERS; i++ )
	{
		al_mus_process( buffers[ i ] );
	}

	qalSourceQueueBuffers( source, BUFFERS, buffers );

	// Start playing
	qalSourcePlay( source );

	mus_playing = qtrue;
}
示例#8
0
/*
 * Plays a channel (in the frontends
 * sense) with OpenAL.
 */
void
AL_PlayChannel(channel_t *ch)
{
    sfxcache_t *sc;
    float vol;

    /* Debug */
    if (s_show->value > 1)
    {
        Com_Printf("%s: %s\n", __func__, ch->sfx->name);
    }

    /* Clamp volume */
    vol = ch->oal_vol;

    if (vol > 1.0f)
    {
        vol = 1.0f;
    }

    sc = ch->sfx->cache;
    ch->srcnum = s_srcnums[ch - channels];

    qalGetError();
    qalSourcef(ch->srcnum, AL_REFERENCE_DISTANCE, SOUND_FULLVOLUME);
    qalSourcef(ch->srcnum, AL_MAX_DISTANCE, 8192);
    qalSourcef(ch->srcnum, AL_ROLLOFF_FACTOR, ch->dist_mult * (8192 - SOUND_FULLVOLUME));
    qalSourcef(ch->srcnum, AL_GAIN, vol);
    qalSourcei(ch->srcnum, AL_BUFFER, sc->bufnum);
    qalSourcei(ch->srcnum, AL_LOOPING, ch->autosound ? AL_TRUE : AL_FALSE);

    if ((ch->entnum == -1) || (ch->entnum == cl.playernum + 1) || !ch->dist_mult)
    {
        /* anything coming from the view entity will always
         * be full volume and at the listeners position */
        qalSource3f(ch->srcnum, AL_POSITION, 0.0f, 0.0f, 0.0f);
        qalSourcei(ch->srcnum, AL_SOURCE_RELATIVE, AL_TRUE);
    }
    else
    {
        /* all other sources are *not* relative */
        qalSourcei(ch->srcnum, AL_SOURCE_RELATIVE, AL_FALSE);
    }


    /* Spatialize it */
    AL_Spatialize(ch);

    /* Play it */
    qalSourcePlay(ch->srcnum);

    /* Do not play broken channels */
    if (qalGetError() != AL_NO_ERROR)
    {
        AL_StopChannel(ch);
    }
}
示例#9
0
/*
=================
S_StreamRawSamples

Cinematic streaming
=================
*/
void S_StreamRawSamples (const byte *data, int samples, int rate, int width, int channels)
{
	int			processed, state, size;
	unsigned	format, buffer;

	if (!s_initialized)
		return;

	if (!s_streamingChannel)
		return;

	// Unqueue and delete any processed buffers
	qalGetSourcei(s_streamingChannel->sourceNum, AL_BUFFERS_PROCESSED, &processed);
	if (processed > 0){
		while (processed--){
			qalSourceUnqueueBuffers(s_streamingChannel->sourceNum, 1, &buffer);
			qalDeleteBuffers(1, &buffer);
		}
	}

	// Calculate buffer size
	size = samples * width * channels;

	// Set buffer format
	if (width == 2)
	{
		if (channels == 2)
			format = AL_FORMAT_STEREO16;
		else
			format = AL_FORMAT_MONO16;
	}
	else
	{
		if (channels == 2)
			format = AL_FORMAT_STEREO8;
		else
			format = AL_FORMAT_MONO8;
	}

	// Upload and queue the new buffer
	qalGenBuffers(1, &buffer);
	qalBufferData(buffer, format, (byte *)data, size, rate);
	qalSourceQueueBuffers(s_streamingChannel->sourceNum, 1, &buffer);

	// Update volume
	qalSourcef(s_streamingChannel->sourceNum, AL_GAIN, s_sfxVolume->value);

	// If not playing, then do so
	qalGetSourcei(s_streamingChannel->sourceNum, AL_SOURCE_STATE, &state);
	if (state != AL_PLAYING)
		qalSourcePlay(s_streamingChannel->sourceNum);
}
示例#10
0
/*
* S_StartLocalSound
*/
void S_StartLocalSound( const char *name )
{
	sfx_t *sfx;
	src_t *src;

	src = S_AllocSource( SRCPRI_LOCAL, -1, S_CHANNEL_AUTO );
	if( !src )
		return;

	sfx = S_RegisterSound( name );
	if( !sfx )
		return;

	source_setup( src, sfx, SRCPRI_LOCAL, -1, S_CHANNEL_AUTO, 1.0, ATTN_NONE );
	qalSourcei( src->source, AL_SOURCE_RELATIVE, AL_TRUE );

	qalSourcePlay( src->source );
}
/*
=================
S_AL_StartSound

Play a one-shot sound effect
=================
*/
static
void S_AL_StartSound( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx )
{
	vec3_t sorigin;
	srcHandle_t src;

	if(S_AL_CheckInput(origin ? 0 : entnum, sfx))
		return;

	// Try to grab a source
	src = S_AL_SrcAlloc(SRCPRI_ONESHOT, entnum, entchannel);
	if(src == -1)
		return;

	// Set up the effect
	if( origin == NULL )
	{
		if( S_AL_HearingThroughEntity( entnum ) )
		{
			// Where the entity is the local player, play a local sound
			S_AL_SrcSetup( src, sfx, SRCPRI_ONESHOT, entnum, entchannel, qtrue );
			VectorClear( sorigin );
		}
		else
		{
			S_AL_SrcSetup( src, sfx, SRCPRI_ONESHOT, entnum, entchannel, qfalse );
			VectorCopy( entityList[ entnum ].origin, sorigin );
		}
		srcList[ src ].isTracking = qtrue;
	}
	else
	{
		S_AL_SrcSetup( src, sfx, SRCPRI_ONESHOT, entnum, entchannel, qfalse );
		VectorCopy( origin, sorigin );
	}

	S_AL_SanitiseVector( sorigin );
	qalSourcefv( srcList[ src ].alSource, AL_POSITION, sorigin );
	S_AL_ScaleGain(&srcList[src], sorigin);

	// Start it playing
	qalSourcePlay(srcList[src].alSource);
}
示例#12
0
文件: openal.c 项目: teistiz/yquake2
/*
 * Plays a channel (in the frontends
 * sense) with OpenAL.
 */
void
AL_PlayChannel(channel_t *ch)
{
	sfxcache_t *sc;
	float vol;

	/* Debug */
	if (s_show->value > 1)
	{
		Com_Printf("%s: %s\n", __func__, ch->sfx->name);
	}

	/* Clamp volume */
	vol = ch->oal_vol + s_volume->value;

	if (vol > 1.0f)
	{
		vol = 1.0f;
	}

    sc = ch->sfx->cache;
	ch->srcnum = s_srcnums[ch - channels];

	qalGetError();
	qalSourcef(ch->srcnum, AL_REFERENCE_DISTANCE, SOUND_FULLVOLUME);
	qalSourcef(ch->srcnum, AL_MAX_DISTANCE, 8192);
	qalSourcef(ch->srcnum, AL_ROLLOFF_FACTOR, ch->dist_mult * (8192 - SOUND_FULLVOLUME));
	qalSourcef(ch->srcnum, AL_GAIN, vol);
 	qalSourcei(ch->srcnum, AL_BUFFER, sc->bufnum);
	qalSourcei(ch->srcnum, AL_LOOPING, ch->autosound ? AL_TRUE : AL_FALSE);

	/* Spatialize it */
	AL_Spatialize(ch);

	/* Play it */
	qalSourcePlay(ch->srcnum);

	/* Do not play broken channels */
	if (qalGetError() != AL_NO_ERROR)
	{
		AL_StopChannel(ch);
	}
}
/*
=================
S_AL_StartLocalSound

Play a local (non-spatialized) sound effect
=================
*/
static
void S_AL_StartLocalSound(sfxHandle_t sfx, int channel)
{
	srcHandle_t src;
	
	if(S_AL_CheckInput(0, sfx))
		return;

	// Try to grab a source
	src = S_AL_SrcAlloc(SRCPRI_LOCAL, -1, channel);
	
	if(src == -1)
		return;

	// Set up the effect
	S_AL_SrcSetup(src, sfx, SRCPRI_LOCAL, -1, channel, qtrue);

	// Start it playing
	qalSourcePlay(srcList[src].alSource);
}
示例#14
0
/*
=================
S_AL_StreamUpdate
=================
*/
static
void S_AL_StreamUpdate( int stream )
{
	int		numBuffers;
	ALint	state;

	if ((stream < 0) || (stream >= MAX_RAW_STREAMS))
		return;

	if(streamSourceHandles[stream] == -1)
		return;

	// Un-queue any buffers, and delete them
	qalGetSourcei( streamSources[stream], AL_BUFFERS_PROCESSED, &numBuffers );
	while( numBuffers-- )
	{
		ALuint buffer;
		qalSourceUnqueueBuffers(streamSources[stream], 1, &buffer);
		qalDeleteBuffers(1, &buffer);
	}

	// Start the streamSource playing if necessary
	qalGetSourcei( streamSources[stream], AL_BUFFERS_QUEUED, &numBuffers );

	qalGetSourcei(streamSources[stream], AL_SOURCE_STATE, &state);
	if(state == AL_STOPPED)
	{
		streamPlaying[stream] = qfalse;

		// If there are no buffers queued up, release the streamSource
		if( !numBuffers )
			S_AL_FreeStreamChannel( stream );
	}

	if( !streamPlaying[stream] && numBuffers )
	{
		qalSourcePlay( streamSources[stream] );
		streamPlaying[stream] = qtrue;
	}
}
示例#15
0
void S_UpdateMusic( void )
{
    int i, processed;
    ALint state;
    ALenum error;
    ALuint b;
    int num_processed_buffers;
    ALuint processed_buffers[MUSIC_BUFFERS];

    if( !s_bgTrack )
        return;
    if( !s_musicvolume->value && !s_bgTrack->isUrl )
        return;
    if( s_bgTrackPaused || s_bgTrackLocked )
        return;

    if( s_bgTrackBuffering )
    {
        if( S_EoStream( s_bgTrack->stream ) ) {
            // we should now advance to the next track
            S_CloseMusicTrack( s_bgTrack );
        }
        else {
            if( S_FTellSteam( s_bgTrack->stream ) < BACKGROUND_TRACK_BUFFERING_SIZE )
                return;

            // in case we delayed openening to let the stream be cached for a while,
            // start actually reading from it now
            if( !S_ContOpenStream( s_bgTrack->stream ) ) {
                // let music_process do the dirty job of advancing to the next track
                S_CloseMusicTrack( s_bgTrack );
                s_bgTrack->ignore = qtrue;
            }
        }
        s_bgTrackBuffering = qfalse;
    }

    if( !queued_buffers )
    {
        // if we haven't queued any buffers yet, do it now
        num_processed_buffers = MUSIC_BUFFERS;
        memcpy( processed_buffers, buffers, sizeof( buffers ) );
    }
    else
    {
        num_processed_buffers = 0;

        processed = 0;
        qalGetSourcei( source, AL_BUFFERS_PROCESSED, &processed );
        while( processed-- )
        {
            qalSourceUnqueueBuffers( source, 1, &b );
            processed_buffers[num_processed_buffers++] = b;
        }
    }

    for( i = 0; i < num_processed_buffers; i++ )
    {
        b = processed_buffers[i];
        if( !music_process( b ) )
        {
            Com_Printf( "Error processing music data\n" );
            S_StopBackgroundTrack();
            return;
        }

        qalSourceQueueBuffers( source, 1, &b );
        if( ( error = qalGetError() ) != AL_NO_ERROR )
        {
            Com_Printf( "Couldn't queue music data (%s)\n", S_ErrorMessage( error ) );
            S_StopBackgroundTrack();
            return;
        }
    }

    // If it's not still playing, give it a kick
    qalGetSourcei( source, AL_SOURCE_STATE, &state );
    if( !queued_buffers || state != AL_PLAYING )
    {
        queued_buffers = qtrue;
        qalSourcePlay( source );
    }

    if( s_musicvolume->modified )
        qalSourcef( source, AL_GAIN, s_musicvolume->value );
}
/*
=================
S_AL_StartBackgroundTrack
=================
*/
static
void S_AL_StartBackgroundTrack( const char *intro, const char *loop )
{
	int i;
	qboolean issame;

	// Stop any existing music that might be playing
	S_AL_StopBackgroundTrack();

	if((!intro || !*intro) && (!loop || !*loop))
		return;

	// Allocate a musicSource
	S_AL_MusicSourceGet();
	if(musicSourceHandle == -1)
		return;

	if (!loop || !*loop)
	{
		loop = intro;
		issame = qtrue;
	}
	else if(intro && *intro && !strcmp(intro, loop))
		issame = qtrue;
	else
		issame = qfalse;

	// Copy the loop over
	strncpy( s_backgroundLoop, loop, sizeof( s_backgroundLoop ) );

	if(!issame)
	{
		// Open the intro and don't mind whether it succeeds.
		// The important part is the loop.
		intro_stream = S_CodecOpenStream(intro);
	}
	else
		intro_stream = NULL;

	mus_stream = S_CodecOpenStream(s_backgroundLoop);
	if(!mus_stream)
	{
		S_AL_CloseMusicFiles();
		S_AL_MusicSourceFree();
		return;
	}

	// Generate the musicBuffers
	qalGenBuffers(NUM_MUSIC_BUFFERS, musicBuffers);
	
	// Queue the musicBuffers up
	for(i = 0; i < NUM_MUSIC_BUFFERS; i++)
	{
		S_AL_MusicProcess(musicBuffers[i]);
	}

	qalSourceQueueBuffers(musicSource, NUM_MUSIC_BUFFERS, musicBuffers);

	// Set the initial gain property
	qalSourcef(musicSource, AL_GAIN, s_alGain->value * s_musicVolume->value);
	
	// Start playing
	qalSourcePlay(musicSource);

	musicPlaying = qtrue;
}
/*
=================
S_AL_SrcUpdate

Update state (move things around, manage sources, and so on)
=================
*/
static
void S_AL_SrcUpdate( void )
{
	int i;
	int entityNum;
	ALint state;
	src_t *curSource;	

	for(i = 0; i < srcCount; i++)
	{
		entityNum = srcList[i].entity;
		curSource = &srcList[i];

		if(curSource->isLocked)
			continue;

		if(!curSource->isActive)
			continue;

		// Update source parameters
		if((s_alGain->modified)||(s_volume->modified))
			curSource->curGain = s_alGain->value * s_volume->value;
		if((s_alRolloff->modified)&&(!curSource->local))
			qalSourcef(curSource->alSource, AL_ROLLOFF_FACTOR, s_alRolloff->value);
		if(s_alMinDistance->modified)
			qalSourcef(curSource->alSource, AL_REFERENCE_DISTANCE, s_alMinDistance->value);

		if(curSource->isLooping)
		{
			sentity_t *sent = &entityList[ entityNum ];

			// If a looping effect hasn't been touched this frame, kill it
			if(sent->loopAddedThisFrame)
			{
				// The sound has changed without an intervening removal
				if(curSource->isActive && !sent->startLoopingSound &&
						curSource->sfx != sent->loopSfx)
				{
					qalSourceStop(curSource->alSource);
					qalSourcei(curSource->alSource, AL_BUFFER, 0);
					sent->startLoopingSound = qtrue;
				}

				// The sound hasn't been started yet
				if(sent->startLoopingSound)
				{
					S_AL_SrcSetup(i, sent->loopSfx, sent->loopPriority,
							entityNum, -1, curSource->local);
					curSource->isLooping = qtrue;
					qalSourcei(curSource->alSource, AL_LOOPING, AL_TRUE);
					qalSourcePlay(curSource->alSource);

					sent->startLoopingSound = qfalse;
				}

				// Update locality
				if(curSource->local)
				{
					qalSourcei(curSource->alSource, AL_SOURCE_RELATIVE, AL_TRUE);
					qalSourcef(curSource->alSource, AL_ROLLOFF_FACTOR, 0.0f);
				}
				else
				{
					qalSourcei(curSource->alSource, AL_SOURCE_RELATIVE, AL_FALSE);
					qalSourcef(curSource->alSource, AL_ROLLOFF_FACTOR, s_alRolloff->value);
				}
			}
			else
				S_AL_SrcKill( i );

			continue;
		}

		// Check if it's done, and flag it
		qalGetSourcei(curSource->alSource, AL_SOURCE_STATE, &state);
		if(state == AL_STOPPED)
		{
			S_AL_SrcKill(i);
			continue;
		}

		// Query relativity of source, don't move if it's true
		qalGetSourcei(curSource->alSource, AL_SOURCE_RELATIVE, &state);

		// See if it needs to be moved
		if(curSource->isTracking && !state)
		{
			qalSourcefv(curSource->alSource, AL_POSITION, entityList[entityNum].origin);
 			S_AL_ScaleGain(curSource, entityList[entityNum].origin);
		}
	}
}
示例#18
0
void SndAl_RawSamples( int stream, int samples, int rate, int width, int channels, const byte *data, float volume, int entityNum )
{
	ALuint buffer;
	ALuint format = AL_FORMAT_STEREO16;
	ALint  state;

	// Work out AL format
	if ( width == 1 )
	{
		if ( channels == 1 )
		{
			format = AL_FORMAT_MONO8;
		}
		else if ( channels == 2 )
		{
			format = AL_FORMAT_STEREO8;
		}
	}
	else if ( width == 2 )
	{
		if ( channels == 1 )
		{
			format = AL_FORMAT_MONO16;
		}
		else if ( channels == 2 )
		{
			format = AL_FORMAT_STEREO16;
		}
	}

	// Create the source if necessary
	if ( source_handle == -1 )
	{
		allocate_channel();

		// Failed?
		if ( source_handle == -1 )
		{
			si.Printf( PRINT_ALL, "Can't allocate streaming source\n" );
			return;
		}
	}

	// Create a buffer, and stuff the data into it
	qalGenBuffers( 1, &buffer );
	qalBufferData( buffer, format, data, ( samples * width * channels ), rate );

	// Shove the data onto the source
	qalSourceQueueBuffers( source, 1, &buffer );

	// Start the source playing if necessary
	qalGetSourcei( source, AL_SOURCE_STATE, &state );

	// Volume
	qalSourcef( source, AL_GAIN, volume * s_volume->value * s_gain->value );

	if ( !is_playing )
	{
		qalSourcePlay( source );
		is_playing = qtrue;
	}
}