0ad/source/lib/res/snd.cpp

1148 lines
24 KiB
C++
Executable File

#include "precompiled.h"
#include "res/res.h"
#include "res/snd.h"
#include <sstream>
#ifdef __APPLE__
# include <OpenAL/alut.h>
#else
# include <AL/al.h>
# include <AL/alc.h>
# include <AL/alut.h>
#endif
// Linux OpenAL puts the Ogg Vorbis extension enums in alexttypes.h
#ifdef OS_LINUX
# include <AL/alexttypes.h>
#endif
// for DLL-load hack in alc_init
#ifdef _WIN32
#include "sysdep/win/win_internal.h"
#endif
#ifdef _MSC_VER
#pragma comment(lib, "openal32.lib")
#pragma comment(lib, "alut.lib")
#endif
static const char* alc_dev_name = 0;
// default: use OpenAL default device.
static float listener_pos[3];
// rationale for "buffer" handle and separate handle for each sound instance:
// - need access to sound instances to fade them out / loop for an unknown period
// - access via handle for safety
// - don't want to reload sound data every time => need one central instance
// that owns the data
// - want to support normal reload mechanism (for consistency if not necessity)
// - could hack something via h_find / if so, create new handle with fn_key = 0,
// but that would break reloading and is dodgy. we will create a new handle
// type instead.
static void al_check()
{
const char* str = 0;
switch(alGetError())
{
case AL_NO_ERROR:
return;
#define ERR(name) case name: str = #name; break;
ERR(AL_INVALID_NAME);
ERR(AL_INVALID_ENUM);
ERR(AL_INVALID_VALUE);
ERR(AL_INVALID_OPERATION);
ERR(AL_OUT_OF_MEMORY);
}
debug_out("openal error: %s", str);
debug_warn("OpenAL error");
}
// convenience function (this is called from 2 places)
// buffer allocation overhead is very low -> no suballocator needed
static ALuint al_create_buffer(ALvoid* data, ALsizei size, ALenum al_fmt, ALsizei al_freq)
{
ALuint al_buf;
alGenBuffers(1, &al_buf);
alBufferData(al_buf, al_fmt, data, size, al_freq);
al_check();
return al_buf;
}
///////////////////////////////////////////////////////////////////////////////
//
// AL source suballocator: allocate all available sources up-front and
// pass them out as needed (alGenSources is quite slow, taking 3..5 ms per
// source returned). also responsible for enforcing user-specified limit
// on total number of sources (to reduce mixing cost on low-end systems).
//
///////////////////////////////////////////////////////////////////////////////
// stack
static const int AL_SRC_MAX = 64;
// regardless of sound card caps, we won't use more than this
// (64 is just overkill).
static ALuint al_srcs[AL_SRC_MAX];
static int al_src_used = 0;
static int al_src_cap = AL_SRC_MAX;
// user-set limit on how many sources may be used
static int al_src_allocated;
// called from al_init.
static void al_src_init()
{
// grab as many sources as possible and count how many we get.
for(int i = 0; i < AL_SRC_MAX; i++)
{
alGenSources(1, &al_srcs[i]);
// we've reached the limit, no more are available.
if(alGetError() != AL_NO_ERROR)
break;
assert(alIsSource(al_srcs[i]));
al_src_allocated++;
debug_out("init %p\n", al_srcs[i]);
}
// limit user's cap to what we actually got.
if(al_src_cap > al_src_allocated)
al_src_cap = al_src_allocated;
// make sure we got the minimum guaranteed by OpenAL.
assert(al_src_allocated >= 16);
}
// release all sources on freelist (currently stack).
// all sources must have been returned to us via al_src_free.
// called from al_shutdown.
static void al_src_shutdown()
{
assert(al_src_used == 0);
alDeleteSources(al_src_allocated, al_srcs);
}
static ALuint al_src_alloc()
{
// no more to give
if(al_src_used >= al_src_cap)
return 0;
ALuint al_src = al_srcs[al_src_used++];
assert(alIsSource(al_src));
return al_src;
}
static void al_src_free(ALuint al_src)
{
al_srcs[--al_src_used] = al_src;
assert(0 <= al_src_used && al_src_used < al_src_cap);
}
int snd_set_max_src(int cap)
{
// non-positive - bogus.
if(cap <= 0)
{
debug_warn("snd_set_max_src: cap <= 0");
return -1;
}
// cap must be at least as much as we're currently using.
if(cap < al_src_used)
cap = al_src_used;
// either cap is legit (less than what we allocated in al_src_init),
// or al_src_init wasn't called yet. note: we accept anything in the
// second case, as al_src_init will sanity-check al_src_cap.
if(!al_src_allocated || cap < al_src_allocated)
{
al_src_cap = cap;
return 0;
}
// user is requesting a cap higher than what we actually allocated.
// that's fine (not an error), but we won't set the cap, since it
// determines how many sources may be returned.
else
return -1;
}
///////////////////////////////////////////////////////////////////////////////
//
// OpenAL init / shutdown
//
///////////////////////////////////////////////////////////////////////////////
// called as late as possible, i.e. the first time sound/music is played
// (either from module init there, or from the play routine itself).
// this delays library load, leading to faster perceived app startup.
// registers an atexit routine for cleanup.
// no harm if called more than once.
static ALCcontext* alc_ctx;
static ALCdevice* alc_dev;
static void alc_shutdown()
{
alcMakeContextCurrent(0);
alcDestroyContext(alc_ctx);
alcCloseDevice(alc_dev);
}
static int alc_init()
{
int ret = 0;
// HACK: OpenAL loads and unloads these DLLs several times on Windows.
// we hold a reference to prevent the actual unload, thus speeding up
// sound startup by 100..400 ms. everything works ATM;
// hopefully, OpenAL doesn't rely on them actually being unloaded.
#ifdef _WIN32
HMODULE dlls[3];
dlls[0] = LoadLibrary("wrap_oal.dll");
dlls[1] = LoadLibrary("setupapi.dll");
dlls[2] = LoadLibrary("wdmaud.drv");
#endif
alc_dev = alcOpenDevice((ALubyte*)alc_dev_name);
if(alc_dev)
{
alc_ctx = alcCreateContext(alc_dev, 0); // no attrlist needed
if(alc_ctx)
alcMakeContextCurrent(alc_ctx);
}
ALCenum err = alcGetError(alc_dev);
if(err != ALC_NO_ERROR || !alc_dev || !alc_ctx)
{
debug_out("alc_init failed. alc_dev=%p alc_ctx=%p err=%d", alc_dev, alc_ctx, err);
ret = -1;
}
// release DLL references, so BoundsChecker doesn't complain at exit
#ifdef _WIN32
for(int i = 0; i < ARRAY_SIZE(dlls); i++)
if(dlls[i] != INVALID_HANDLE_VALUE)
FreeLibrary(dlls[i]);
#endif
return ret;
}
static bool al_initialized = false;
// called from each sound_open, and from snd_dev_set
static int al_init()
{
// only take action on first call, OR after snd_dev_set calls us again
if(al_initialized)
return 0;
al_initialized = true;
ONCE(atexit(alc_shutdown));
// we might init OpenAL several times, but must register
// the atexit function only once!
CHECK_ERR(alc_init());
al_src_init(); // can't fail
return 0;
}
static void al_shutdown()
{
al_initialized = false;
alc_shutdown();
}
// if OpenAL hasn't been initialized yet, we only remember the device
// name, which will be set when alc_init is later called; otherwise,
// OpenAL is reinitialized to use the desired device.
// (this is to speed up the common case of retrieving a device name from
// config files and setting it; OpenAL doesn't have to be loaded until
// sounds are actually played).
// return 0 to indicate success, or the status returned while initializing
// OpenAL.
static int al_reinit()
{
if(!al_initialized)
return 0;
// was already using another device; now re-init
// (stops all currently playing sounds)
return al_init();
}
///////////////////////////////////////////////////////////////////////////////
//
// device enumeration: list all devices and allow the user to choose one,
// in case the default device has problems.
//
///////////////////////////////////////////////////////////////////////////////
static const char* devs;
// set by snd_dev_prepare_enum; used by snd_dev_next.
// consists of back-to-back C strings, terminated by an extra '\0'.
// (this is taken straight from OpenAL; dox say this format may change).
// prepare to enumerate all device names (this resets the list returned by
// snd_dev_next). return 0 on success, otherwise -1 (only if the requisite
// OpenAL extension isn't available). on failure, a "cannot change device"
// message should be presented to the user, and snd_dev_set need not be
// called; OpenAL will use its default device.
// may be called each time the device list is needed.
int snd_dev_prepare_enum()
{
if(alcIsExtensionPresent(0, (ALubyte*)"ALC_ENUMERATION_EXT") != AL_TRUE)
return -1;
devs = (const char*)alcGetString(0, ALC_DEVICE_SPECIFIER);
return 0;
}
// return the next device name, or 0 if all have been returned.
// do not call unless snd_dev_prepare_enum succeeded!
// not thread-safe! (static data from snd_dev_prepare_enum is used)
const char* snd_dev_next()
{
if(!*devs)
return 0;
const char* dev = devs;
devs += strlen(dev)+1;
return dev;
}
// tell OpenAL to use the specified device (0 for default) in future.
//
// if OpenAL hasn't been initialized yet, we only remember the device
// name, which will be set when snd_init is later called; otherwise,
// OpenAL is reinitialized to use the desired device (thus stopping all
// active sounds). we go to this trouble to speed up perceived load times:
// OpenAL doesn't need to be loaded until sounds are actually played.
//
// return 0 on success, or the status returned while re-initializing OpenAL.
int snd_dev_set(const char* new_alc_dev_name)
{
// requesting a specific device
if(new_alc_dev_name)
{
// already using that device - done
if(alc_dev_name && !strcmp(alc_dev_name, new_alc_dev_name))
return 0;
// store name (need to copy it, since we snd_init later,
// and it must then still be valid)
static char buf[32];
strncpy(buf, new_alc_dev_name, 32-1);
alc_dev_name = buf;
}
// requesting default device
else
{
// already using default device - done
if(alc_dev_name == 0)
return 0;
alc_dev_name = 0;
}
return al_reinit();
}
///////////////////////////////////////////////////////////////////////////////
//
// IO for streams
//
///////////////////////////////////////////////////////////////////////////////
// one stream apiece for music and voiceover (narration during tutorial).
// allowing more is possible, but would be inefficent due to seek overhead.
// set this limit to catch questionable usage (e.g. streaming normal sounds).
static const int MAX_STREAMS = 2;
static const int MIN_BUFFERS = 2;
static const int MAX_IOS = 4;
static const int TOTAL_IOS = MAX_STREAMS * MAX_IOS;
static const size_t RAW_BUF_SIZE = 32*KB;
static void* raw_buf;
struct VSrc;
struct IO
{
Handle hio;
void* raw_buf;
//
void* vs;
// so we can issue the next
};
// advantage over per-stream queue: we don't have to realloc a buffer
// for every IO issue.
static IO ios[TOTAL_IOS];
static uint next_issue;
static uint next_complete;
static uint available_ios = TOTAL_IOS;
static int io_init_ios()
{
const size_t total_size = RAW_BUF_SIZE * TOTAL_IOS;
raw_buf = mem_alloc(total_size, 4096);
if(!raw_buf)
return ERR_NO_MEM;
char* p = (char*)raw_buf;
for(int i = 0; i < TOTAL_IOS; i++)
{
ios[i].raw_buf = p;
p += RAW_BUF_SIZE;
}
}
static int io_free_ios()
{
// !wait for all IOs to terminate; do not issue new ones!
mem_free(raw_buf);
memset(ios, 0, sizeof(ios));
}
static int io_issue(VSrc* vs, Handle hf)
{
if(!available_ios)
return 0;
IO* io = &ios[next_issue];
// slot->hio = vfs_stream(hf, RAW_BUF_SIZE, slot->raw_buf);
CHECK_ERR(io->hio);
next_issue = (next_issue + 1) % TOTAL_IOS;
available_ios--;
return 0;
}
/*
static int sound_add_buffer(VSrc* vs, void* buf, size_t size);
static int sound_update(VSrc* vs);
*/
// error return value checked by snd_update
static int io_check_complete()
{
for(;;)
{
// ring buffer is empty; nothing to wait on
if(next_complete == next_issue)
break;
IO* slot = &ios[next_complete];
// check if first IO is finished; if not, bail.
int is_complete = vfs_io_complete(slot->hio);
CHECK_ERR(is_complete);
if(is_complete == 0)
break;
next_complete = (next_complete+1) % TOTAL_IOS;
void* buf;
size_t size;
CHECK_ERR(vfs_wait_io(slot->hio, buf, size));
// returns immediately
// rationale: could issue right after we determine an IO is complete -
// it might take a while for OpenAL to copy the buffer, and we could
// start transferring in that time. however, there will be enough IOs
// in-flight to cover long intervals between calls, so this isn't a
// problem. it would also require more slots, since we wouldn't have
// discarded the IO slot yet. finally, we want to limit issues to the
// actual rate of data consumption - the IO shouldn't run ahead.
// therefore, issue from sound_update for each finished buffer.
// CHECK_ERR(sound_add_buffer(slot->s, buf, size));
CHECK_ERR(vfs_discard_io(slot->hio));
}
return 0;
}
///////////////////////////////////////////////////////////////////////////////
//
// sound data provider
//
///////////////////////////////////////////////////////////////////////////////
struct SndData
{
bool stream;
// clip
ALuint al_buf;
// stream
Handle hf;
ALenum al_fmt;
ALsizei al_freq;
int queued_buffers;
};
H_TYPE_DEFINE(SndData);
static void SndData_init(SndData* sd, va_list args)
{
sd->stream = va_arg(args, bool);
}
static void SndData_dtor(SndData* sd)
{
alDeleteBuffers(1, &sd->al_buf);
al_check();
vfs_close(sd->hf);
}
static int SndData_reload(SndData* sd, const char* fn, Handle)
{
int ret = -1;
if(sd->stream)
{
sd->hf = vfs_open(fn);
CHECK_ERR(sd->hf);
// for(int i = 0; i < MAX_IOS; i++)
// CHECK_ERR(io_issue(s, vs->hf));
}
else
{
}
// freed in bailout ladder
void* file = 0;
{
size_t file_size;
CHECK_ERR(vfs_load(fn, file, file_size));
//
// detect sound format by checking file extension
//
ALvoid* al_data;
ALsizei al_size;
const char* ext = strrchr(fn, '.');
// .. OGG (data will be passed directly to OpenAL)
if(ext && !stricmp(ext, ".ogg"))
{
// first use of OGG: check if OpenAL extension is available.
// note: this is required! OpenAL does its init here.
static int ogg_supported = -1;
if(ogg_supported == -1)
ogg_supported = alIsExtensionPresent((ALubyte*)"AL_EXT_vorbis")? 1 : 0;
if(!ogg_supported)
{
ret = -1;
goto fail;
}
al_data = file;
al_size = (ALsizei)file_size;
sd->al_fmt = AL_FORMAT_VORBIS_EXT;
sd->al_freq = 0;
}
// .. WAV
else if(ext && !stricmp(ext, ".wav"))
{
ALbyte* memory = (ALbyte*)file;
ALboolean al_loop; // unused
alutLoadWAVMemory(memory, &sd->al_fmt, &al_data, &al_size, &sd->al_freq, &al_loop);
}
// .. unknown extension
else
{
ret = -1;
goto fail;
}
sd->al_buf = al_create_buffer(al_data, al_size, sd->al_fmt, sd->al_freq);
ret = 0;
fail:
mem_free(file);
}
return ret;
}
// open and return a handle to a sound file's data
static Handle snd_data_load(const char* const fn, const bool stream)
{
//
//
//
//
// TODO: unique when stream - no reload
//
//
//
//
uint flags = 0;
return h_alloc(H_SndData, fn, flags, stream);
}
// close the xxx <y> and set y to 0.
static int snd_data_free(Handle& hsd)
{
return h_free(hsd, H_SndData);
}
// snd_data_get_buf return value
enum BufRet
{
BUF_OK = 0,
BUF_EOF = 1,
// otherwise, a negative error code.
};
static int snd_data_get_buf(Handle hsd, ALuint& al_buf)
{
H_DEREF(hsd, SndData, sd);
// clip: just return buffer (which was created in snd_data_load)
if(sd->al_buf)
{
al_buf = sd->al_buf;
return BUF_OK;
}
return -1;
}
///////////////////////////////////////////////////////////////////////////////
//
// sound instance
//
///////////////////////////////////////////////////////////////////////////////
struct VSrc
{
ALuint al_src;
// handle to this VSrc, so that it can close itself
Handle hvs;
// associated sound data
Handle hsd;
// - can't have 2 active instances of a streamed sound, so make sure
// caller is aware of the limitation by requiring them to set this.
// - data layer can't know if src is asking for a clip's buffer the first
// time, or whether "EOF" (clip done). src must not ask for second
// buffer if stream = true
//
// alternatives:
// - pass source info down to snd_data. increased coupling, bad interface
// - if src gets same buffer returned as last call by snd_data_get_buf,
// assume clip EOF. not watertight! buffer may change during OpenAL
// reinit (e.g. if changing provider)
bool stream;
ALfloat pos[3];
ALfloat gain;
ALboolean loop;
ALboolean relative;
float static_pri;
float cur_pri;
};
H_TYPE_DEFINE(VSrc);
static int vsrc_grant_src(VSrc* vs)
{
// already playing - bail
if(vs->al_src)
return 0;
// try to alloc source
vs->al_src = al_src_alloc();
// called from 2 places: sound_play can't know if a source is available,
// so this isn't an error
if(!vs->al_src)
return -1;
debug_out("got %p\n", vs->al_src);
// OpenAL docs don't specify default values, so initialize everything
// ourselves to be sure. note: alSourcefv param is not const.
float zero3[3] = { 0.0f, 0.0f, 0.0f };
alSourcefv(vs->al_src, AL_VELOCITY, zero3);
alSourcefv(vs->al_src, AL_DIRECTION, zero3);
alSourcef(vs->al_src, AL_ROLLOFF_FACTOR, 0.0f);
alSourcei(vs->al_src, AL_SOURCE_RELATIVE, AL_TRUE);
al_check();
// we only now got a source, so latch previous settings
// don't use snd_set*; this way is easiest
alSourcef(vs->al_src, AL_GAIN, vs->gain);
alSourcefv(vs->al_src, AL_POSITION, vs->pos);
alSourcei(vs->al_src, AL_LOOPING, vs->loop);
ALuint al_buf;
int ret = snd_data_get_buf(vs->hsd, al_buf);
if(ret == BUF_OK)
alSourceQueueBuffers(vs->al_src, 1, &al_buf);
else
debug_warn("snd_data_get_buf failed");
al_check();
alSourcePlay(vs->al_src);
al_check();
return 0;
}
static int vsrc_reclaim_src(VSrc* vs)
{
// not playing - bail
if(!vs->al_src)
return 0;
alSourceStop(vs->al_src);
// free all buffers
if(vs->stream)
{
int num_bufs;
alGetSourcei(vs->al_src, AL_BUFFERS_PROCESSED, &num_bufs);
// all are considered processed, as the source has been stopped
for(int i = 0; i < num_bufs; i++)
{
ALuint al_buf;
alSourceUnqueueBuffers(vs->al_src, 1, &al_buf);
alDeleteBuffers(1, &al_buf);
}
}
al_check();
debug_out("free %p\n", vs->al_src);
al_src_free(vs->al_src);
return 0;
}
static void vsrc_update(VSrc* vs)
{
ALint num_finished_buffers;
alGetSourcei(vs->al_src, AL_BUFFERS_PROCESSED, &num_finished_buffers);
al_check();
if(!vs->stream)
{
if(num_finished_buffers == 1)
snd_free(vs->hvs);
}
/*
if(vs->flags & SF_STREAMING)
for(int i = 0; i < num_finished_buffers; i++)
{
ALuint al_buf;
alSourceUnqueueBuffers(vs->al_src, 1, &al_buf);
alDeleteBuffers(1, &al_buf);
al_check();
CHECK_ERR(io_issue(s, vs->hf));
}
*/
}
static void list_remove(VSrc*);
static void VSrc_init(VSrc* vs, va_list args)
{
vs->stream = va_arg(args, bool);
}
static void VSrc_dtor(VSrc* vs)
{
list_remove(vs);
vsrc_reclaim_src(vs);
snd_data_free(vs->hsd);
}
static int VSrc_reload(VSrc* vs, const char* def_fn, Handle hvs)
{
// cannot wait till play(), need to init here:
// must load OpenAL so that snd_data_load can check for OGG extension.
al_init();
/*
void* def_file;
size_t def_size;
CHECK_ERR(vfs_load(def_fn, def_file, def_size));
std::istringstream def(std::string((char*)def_file, (int)def_size));
mem_free(def_file);
std::string snd_data_fn;
float gain_percent;
def >> snd_data_fn;
def >> gain_percent;*/
float gain_percent = 100.0;
std::string snd_data_fn = def_fn;
vs->gain = gain_percent / 100.0f;
// store so we can shut ourselves down via sound_free when done playing
vs->hvs = hvs;
vs->hsd = snd_data_load(snd_data_fn.c_str(), vs->stream);
return 0;
}
// open and return a handle to the sound <fn>.
// stream: default false
Handle snd_open(const char* const fn, const bool stream)
{
return h_alloc(H_VSrc, fn, RES_UNIQUE, stream);
}
// close the sound <hs> and set hs to 0.
int snd_free(Handle& hvs)
{
return h_free(hvs, H_VSrc);
}
int snd_set_pos(Handle hvs, float x, float y, float z, bool relative /* = false */)
{
H_DEREF(hvs, VSrc, vs);
vs->pos[0] = x; vs->pos[1] = y; vs->pos[2] = z;
vs->relative = relative;
if(vs->al_src)
{
alSourcefv(vs->al_src, AL_POSITION, vs->pos);
alSourcei(vs->al_src, AL_SOURCE_RELATIVE, vs->relative);
al_check();
}
return 0;
}
int snd_set_gain(Handle hvs, float gain)
{
H_DEREF(hvs, VSrc, vs);
vs->gain = gain;
if(vs->al_src)
{
alSourcef(vs->al_src, AL_GAIN, vs->gain);
al_check();
}
return 0;
}
int snd_set_loop(Handle hvs, bool loop)
{
H_DEREF(hvs, VSrc, vs);
vs->loop = loop;
if(vs->al_src)
{
alSourcei(vs->al_src, AL_LOOPING, vs->loop);
al_check();
}
return 0;
}
static float norm(const float* v)
{
return v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
}
static float dist3d_sqr(const float* v1, const float* v2)
{
const float dx = v1[0] - v2[0];
const float dy = v1[1] - v2[1];
const float dz = v1[2] - v2[2];
return dx*dx + dy*dy + dz*dz;
}
const float MAX_DIST2 = 1000.0f;
static void vsrc_calc_cur_pri(VSrc* vs)
{
float d2; // euclidean distance to listener (squared)
if(vs->relative)
d2 = norm(vs->pos);
else
d2 = dist3d_sqr(vs->pos, listener_pos);
// farther away than OpenAL cutoff - no sound contribution
if(d2 > MAX_DIST2)
{
vs->cur_pri = -1.0f;
return;
// TODO: make sure these never play, even if no sounds active
}
// scale priority down exponentially
float e = d2 / MAX_DIST2; // 0.0f (close) .. 1.0f (far)
const float falloff = 10.0f;
vs->cur_pri = vs->static_pri * pow(falloff, e);
}
static bool vsrc_greater(const VSrc* const s1, const VSrc* const s2)
{
return s1->cur_pri > s2->cur_pri;
}
///////////////////////////////////////////////////////////////////////////////
//
// list of sounds
//
///////////////////////////////////////////////////////////////////////////////
// currently active sounds - needed to update them, i.e. remove old buffers
// and enqueue just finished async buffers. this can't happen from
// io_check_complete alone - see dox there.
// sorted in ascending order of current priority
// (we remove low pri items, and have to move down everything after them,
// so they should come last)
typedef std::vector<VSrc*> VSources;
typedef VSources::iterator It;
static VSources vsources;
// don't need to sort - that's done during full update
static void list_add(VSrc* vs)
{
vsources.push_back(vs);
}
static void list_foreach(void(*cb)(VSrc*))
{
std::for_each(vsources.begin(), vsources.end(), cb);
}
// O(N)!
static void list_remove(VSrc* vs)
{
for(size_t i = 0; i < vsources.size(); i++)
if(vsources[i] == vs)
{
vsources[i] = 0;
return;
}
debug_warn("list_remove: VSrc not found");
}
static int list_update()
{
// prune NULL-entries, so code below doesn't have to check if non-NULL
// (these were removed, but we didn't shuffle everything down to save time)
It src = vsources.begin(), dst = vsources.begin();
size_t valid_entries = vsources.size();
for(;;)
{
if(src == vsources.end())
break;
if(*src == 0)
{
++src;
valid_entries--;
continue;
}
*dst = *src;
++dst;
++src;
}
vsources.resize(valid_entries);
// update current priorities (a function of static priority and distance)
std::for_each(vsources.begin(), vsources.end(), vsrc_calc_cur_pri);
// sort by descending current priority
std::sort(vsources.begin(), vsources.end(), vsrc_greater);
It it;
It first_unimportant = vsources.begin() + min((int)vsources.size(), al_src_cap);
// reclaim source from the less important vsources
for(it = first_unimportant; it != vsources.end(); ++it)
{
VSrc* vs = *it;
if(vs->al_src)
vsrc_reclaim_src(vs);
if(!vs->loop)
snd_free(vs->hvs);
}
// grant each of the most important vsources a source
for(it = vsources.begin(); it != first_unimportant; ++it)
{
VSrc* vs = *it;
if(!vs->al_src)
vsrc_grant_src(vs);
}
std::for_each(vsources.begin(), vsources.end(), vsrc_update);
return 0;
}
int snd_play(Handle hs)
{
H_DEREF(hs, VSrc, vs);
list_add(vs);
// optimization (don't want to do full update here - too slow)
// either we get a source and playing begins immediately, or it'll be
// taken care of on next update
vsrc_grant_src(vs);
return 0;
}
///////////////////////////////////////////////////////////////////////////////
//
// sound engine
//
///////////////////////////////////////////////////////////////////////////////
int snd_update(float lx, float ly, float lz)
{
float* p = listener_pos;
p[0] = lx; p[1] = ly; p[2] = lz;
list_update();
CHECK_ERR(io_check_complete());
return 0;
}
int snd_shutdown()
{
// io_shutdown();
return 0;
}