=================================================================
*/
-#define STREAM_BUFFER_SIZE (128 * 1024)
+#define STREAM_BUFFER_DURATION 1.5f // 1.5 sec
-// Note: it must be able to contain enough samples at 48 KHz (max speed)
-// to fill STREAM_BUFFER_SIZE bytes of samples at 8 KHz (min speed)
-// TODO: dynamically allocate this buffer depending on the shm and min sound speeds
-static qbyte resampling_buffer [STREAM_BUFFER_SIZE * (48000 / 8000)];
+// We work with 1 sec sequences, so this buffer must be able to contain
+// 1 sec of sound of the highest quality (48 KHz, 16 bit samples, stereo)
+static qbyte resampling_buffer [48000 * 2 * 2];
// Per-sfx data structure
{
ogg_stream_perchannel_t* per_ch;
sfxbuffer_t* sb;
+ sfx_t* sfx;
int newlength, done, ret, bigendian;
unsigned int factor;
+ size_t buff_len;
per_ch = ch->fetcher_data;
+ sfx = ch->sfx;
+ buff_len = ceil (STREAM_BUFFER_DURATION * (sfx->format.speed * sfx->format.width * sfx->format.channels));
// If there's no fetcher structure attached to the channel yet
if (per_ch == NULL)
{
- sfx_t* sfx;
vorbis_info *vi;
ogg_stream_persfx_t* per_sfx;
- sfx = ch->sfx;
- per_ch = Mem_Alloc (sfx->mempool, sizeof (*per_ch) - sizeof (per_ch->sb.data) + STREAM_BUFFER_SIZE);
+ per_ch = Mem_Alloc (sfx->mempool, sizeof (*per_ch) - sizeof (per_ch->sb.data) + buff_len);
per_sfx = sfx->fetcher_data;
// Open it with the VorbisFile API
per_ch->format.speed = vi->rate;
per_ch->format.width = sfx->format.width;
per_ch->format.channels = sfx->format.channels;
-
+
per_ch->sb.offset = 0;
per_ch->sb.length = 0;
per_ch->bs = 0;
factor = per_ch->format.width * per_ch->format.channels;
// If the stream buffer can't contain that much samples anyway
- if (nbsamples * factor > STREAM_BUFFER_SIZE)
+ if (nbsamples * factor > buff_len)
{
Con_Printf ("OGG_FetchSound: stream buffer too small (%u bytes required)\n", nbsamples * factor);
return NULL;
sb->length = newlength;
}
- // How many free bytes do we have in the sfxbuffer now?
- newlength = STREAM_BUFFER_SIZE - (newlength * factor);
+ // We add exactly "per_ch->format.speed" samples per channel to the buffer (i.e. 1 sec of sound):
+ // 1- to ensure we won't lose any sample during the resampling process
+ // 2- to force one call to OGG_FetchSound per second to regulate the workload
+ newlength = per_ch->format.speed * factor;
+ if (newlength + sb->length * factor > buff_len)
+ {
+ Con_Printf ("OGG_FetchSound: stream buffer overflow (%u bytes / %u)\n",
+ newlength + sb->length * factor, buff_len);
+ return NULL;
+ }
- // Decompress in the resampling_buffer to get STREAM_BUFFER_SIZE samples after resampling
+ // Decompress in the resampling_buffer
#if BYTE_ORDER == LITTLE_ENDIAN
bigendian = 0;
#else
done += ret;
// Resample in the sfxbuffer
- newlength = ResampleSfx (resampling_buffer, (size_t)done / factor, &per_ch->format, sb->data + sb->length * factor, ch->sfx->name);
+ newlength = ResampleSfx (resampling_buffer, (size_t)done / factor, &per_ch->format, sb->data + sb->length * factor, sfx->name);
sb->length += newlength;
return sb;
ov_decode_t ov_decode;
OggVorbis_File vf;
vorbis_info *vi;
- ogg_int64_t len;
+ ogg_int64_t len, buff_len;
if (!vf_dll)
return false;
len = qov_pcm_total (&vf, -1) * vi->channels * 2; // 16 bits => "* 2"
// Decide if we go for a stream or a simple PCM cache
- if (snd_streaming.integer && len > fs_filesize + 3 * STREAM_BUFFER_SIZE)
+ buff_len = ceil (STREAM_BUFFER_DURATION * (shm->format.speed * 2 * vi->channels));
+ if (snd_streaming.integer && len > fs_filesize + 3 * buff_len)
{
ogg_stream_persfx_t* per_sfx;
s->format.channels = vi->channels;
s->loopstart = -1;
s->flags |= SFXFLAG_STREAMED;
- s->total_length = (size_t)len / (vi->channels * 2) * (float)(shm->format.speed / vi->rate);
+ s->total_length = (size_t)len / (vi->channels * 2) * ((float)shm->format.speed / vi->rate);
}
else
{
d darkplaces: add a newline to map name printing
d darkplaces: tenebrae dlights have reversed pitch (like v_angle, not model angles), make DP match this
1 darkplaces: change host_minfps to not lie about the time but instead control how many times SV_Physics runs per network frame, so if rendering goes slow the game doesn't slow down
-3 darkplaces: make 22khz ogg files not crash (CheapAlert)
-2 darkplaces: make 48khz ogg files load (CheapAlert)
+-n darkplaces: make 22khz ogg files not crash (CheapAlert)
+-n darkplaces: make 48khz ogg files load (CheapAlert)
2 darkplaces: implement r_shadow_bumpscale_basetexture support in hl maps (CheapAlert)
4 darkplaces: add DP_QC_MODELINFO extension to allow QC to ask about the range of frames owned by an animation base name, and other things like how many skins it has (Vermeulen)
0 darkplaces: make sure zym code is rendering at correct brightness, it's too dark in nexuiz (Vermeulen)