Quake 4 integrated with DoomRTX

This commit is contained in:
Justin Marshall
2026-05-09 22:10:40 -07:00
parent 8c4a087aa9
commit d37f87e493
436 changed files with 277587 additions and 10254 deletions
+5
View File
@@ -686,6 +686,8 @@ public:
// all non-hardware initialization
virtual void Init( void );
virtual idSoundSample* FindSample(const idStr& filename);
// shutdown routine
virtual void Shutdown( void );
virtual void ClearBuffer( void );
@@ -716,6 +718,9 @@ public:
// some tools, like the sound dialog, may be used in both the game and the editor
// This can return NULL, so check!
virtual idSoundWorld *GetPlayingSoundWorld( void );
#ifdef QUAKE4
virtual idSoundWorld* GetSoundWorldFromId(int worldId);
#endif
virtual void BeginLevelLoad( void );
virtual void EndLevelLoad( const char *mapString );
+138 -7
View File
@@ -159,12 +159,31 @@ bool idSoundShader::ParseShader(idLexer& src) {
int i;
idToken token;
#ifdef QUAKE4
parms.minDistance = 40.0f;
parms.maxDistance = 400.0f;
parms.volume = 1.0f;
parms.attenuatedVolume = 0.0f;
parms.shakes = 0.0f;
parms.soundShaderFlags = 0;
parms.soundClass = 0;
parms.frequencyShift = 1.0f;
parms.wetLevel = 0.0f;
parms.dryLevel = 0.0f;
minFrequencyShift = 1.0f;
maxFrequencyShift = 1.0f;
noShakes = false;
frequentlyUsed = false;
#else
parms.minDistance = 1;
parms.maxDistance = 10;
parms.volume = 1;
parms.shakes = 0;
parms.soundShaderFlags = 0;
parms.soundClass = 0;
#endif
#ifdef PREY
parms.subIndex = 0;
@@ -201,9 +220,34 @@ bool idSoundShader::ParseShader(idLexer& src) {
// minimum number of sounds
else if (!token.Icmp("minSamples")) {
#ifdef QUAKE4
const int requestedSamples = src.ParseInt();
if (maxSamples < requestedSamples) {
maxSamples = requestedSamples;
}
if (maxSamples > SOUND_MAX_LIST_WAVS) {
maxSamples = SOUND_MAX_LIST_WAVS;
}
#else
maxSamples = idMath::ClampInt(src.ParseInt(), SOUND_MAX_LIST_WAVS, maxSamples);
#endif
}
#ifdef QUAKE4
// Raven: frequency shift range
else if (!token.Icmp("frequencyshift")) {
minFrequencyShift = src.ParseFloat();
if (!src.ExpectTokenString(",")) {
src.FreeSource();
return false;
}
maxFrequencyShift = src.ParseFloat();
parms.frequencyShift = minFrequencyShift;
}
#endif
// description
else if (!token.Icmp("description")) {
src.ReadTokenOnLine(&token);
@@ -232,6 +276,23 @@ bool idSoundShader::ParseShader(idLexer& src) {
}
}
#ifdef QUAKE4
// Raven: indexed shake amplitude data
else if (!token.Icmp("shakeData")) {
if (!src.ExpectAnyToken(&token)) {
return false;
}
const int shakeIndex = atoi(token.c_str());
if (!src.ExpectAnyToken(&token)) {
return false;
}
//SetShakeData(shakeIndex, token.c_str());
}
#endif
// reverb -- parsed but unsupported
else if (!token.Icmp("reverb")) {
src.ParseFloat();
@@ -249,6 +310,20 @@ bool idSoundShader::ParseShader(idLexer& src) {
parms.volume = src.ParseFloat();
}
#ifdef QUAKE4
// Raven: volume specified in decibels, clamped to +10dB
else if (!token.Icmp("volumeDb")) {
float volumeDb = src.ParseFloat();
if (volumeDb > 10.0f) {
common->Warning("Clamping volume of '%s' to +10dB (3 times louder)", GetName());
volumeDb = 10.0f;
}
parms.volume = idMath::dBToScale(volumeDb);
}
#endif
// leadinVolume is used to allow light breaking leadin sounds to be much louder than the broken loop
else if (!token.Icmp("leadinVolume")) {
leadinVolume = src.ParseFloat();
@@ -400,6 +475,33 @@ bool idSoundShader::ParseShader(idLexer& src) {
parms.soundShaderFlags |= SSF_OMNIDIRECTIONAL;
}
#ifdef QUAKE4
// Raven: allow doppler pitch shifting
else if (!token.Icmp("useDoppler")) {
parms.soundShaderFlags |= SSF_USEDOPPLER;
}
// Raven: don't randomly seek into looping sounds
else if (!token.Icmp("noRandomStart")) {
parms.soundShaderFlags |= SSF_NO_RANDOMSTART;
}
// Raven: marks VO directed at player/radio chatter
else if (!token.Icmp("voForPlayer")) {
parms.soundShaderFlags |= SSF_VO_FOR_PLAYER;
}
// Raven: disable generated shake data
else if (!token.Icmp("no_shakes")) {
noShakes = true;
}
// Raven: force expansion / keep hot
else if (!token.Icmp("frequentlyUsed")) {
frequentlyUsed = true;
}
#endif
// onDemand can't be a parms, because we must track all references and overrides would confuse it
else if (!token.Icmp("onDemand")) {
// no longer loading sounds on demand
@@ -415,12 +517,6 @@ bool idSoundShader::ParseShader(idLexer& src) {
}
// HumanHead/Prey: subtitle / subtitlecombat parser
//
// Supported examples based on the decompiled parser:
// subtitle 1.5 "text"
// subtitle2 c1 1.5 "text"
// subtitlecombat c2 0.25 "combat text"
// subtitlecombat3 c4 2.0 "combat text"
else if (!token.Icmpn("subtitle", 8)) {
const bool combatSubtitle = (token.Icmpn("subtitlecombat", 14) == 0);
@@ -482,19 +578,35 @@ bool idSoundShader::ParseShader(idLexer& src) {
return false;
}
#ifdef QUAKE4
if (soundSystemLocal.soundCache && numLeadins < maxSamples) {
leadins[numLeadins] = soundSystem->FindSample(token.c_str());
numLeadins++;
}
#else
if (soundSystemLocal.soundCache && numLeadins < maxSamples) {
#ifdef PREY
// Prey behavior: do not run the Doom 3 VO language substitution path here.
leadins[numLeadins] = soundSystemLocal.soundCache->FindSound(token.c_str(), onDemand);
#else
leadins[numLeadins] = soundSystemLocal.soundCache->FindSound(token.c_str(), onDemand);
#endif
numLeadins++;
}
#endif
}
// the regular wave files
else if (token.Find(".wav", false) != -1 || token.Find(".ogg", false) != -1) {
#ifdef QUAKE4
if (soundSystemLocal.soundCache && numEntries < maxSamples) {
token.BackSlashesToSlashes();
entries[numEntries] = soundSystem->FindSample(token.c_str());
if (entries[numEntries]) {
numEntries++;
}
}
#else
if (soundSystemLocal.soundCache && numEntries < maxSamples) {
token.BackSlashesToSlashes();
@@ -526,6 +638,7 @@ bool idSoundShader::ParseShader(idLexer& src) {
entries[numEntries] = soundSystemLocal.soundCache->FindSound(token.c_str(), onDemand);
numEntries++;
}
#endif
}
else {
@@ -534,9 +647,15 @@ bool idSoundShader::ParseShader(idLexer& src) {
}
}
#ifdef QUAKE4
// if (!soundSystem->GetInsideLevelLoad()) {
// soundSystem->ValidateSoundShader(this);
// }
#else
if (parms.shakes > 0.0f) {
CheckShakesAndOgg();
}
#endif
return true;
}
@@ -680,3 +799,15 @@ const char *idSoundShader::GetSound( int index ) const {
}
return "";
}
#ifdef QUAKE4
/*
===============
idSoundShader::IsVO_ForPlayer
===============
*/
bool idSoundShader::IsVO_ForPlayer() const
{
return (parms.soundShaderFlags & SSF_VO_FOR_PLAYER) != 0;
}
#endif
+21 -1
View File
@@ -1642,4 +1642,24 @@ soundSubtitleList_t* idSoundSystemLocal::GetSubtitleList(int subIndex) {
return &subtitleLists[listIndex];
}
#endif
#endif
#ifdef QUAKE4
idSoundWorld* idSoundSystemLocal::GetSoundWorldFromId(int worldId) {
switch (worldId)
{
case SOUNDWORLD_GAME:
case SOUNDWORLD_ANY:
return session->sw;
case SOUNDWORLD_MENU:
return session->menuSoundWorld;
default:
return session->sw;
}
}
#endif
idSoundSample* idSoundSystemLocal::FindSample(const idStr& filename) {
return soundCache->FindSound(filename, false);
}
+110 -7
View File
@@ -56,6 +56,26 @@ static const int SSF_UNCLAMPED = BIT(7); // don't clamp calculated volumes at
static const int SSF_NO_FLICKER = BIT(8); // always return 1.0 for volume queries
static const int SSF_NO_DUPS = BIT(9); // try not to play the same sound twice in a row
#ifdef QUAKE4
// sound classes are used to fade most sounds down inside cinematics, leaving dialog
// flagged with a non-zero class full volume
const int SOUND_CLASS_MUSICAL = 3;
const int SOUND_MAX_CLASSES = 4;
static const int SSF_VO = BIT(10); // VO - direct a portion of the sound through the center channel (set automatically on shaders that contain files that start with "sound/vo/")
static const int SSF_MUSIC = BIT(11); // Music - Muted when the player is playing his own music
// RAVEN BEGIN
static const int SSF_USEDOPPLER = BIT(17); // allow doppler pitch shifting effects
static const int SSF_NO_RANDOMSTART = BIT(18); // don't offset the start position for looping sounds
static const int SSF_VO_FOR_PLAYER = BIT(12); // Notifies a funcRadioChatter that this shader is directed at the player
static const int SSF_IS_VO = BIT(13); // this sound is VO
static const int SSF_CAUSE_RUMBLE = BIT(14); // causes joystick rumble
static const int SSF_CENTER = BIT(15); // sound through center channel only
static const int SSF_HILITE = BIT(16); // display debug info for this emitter
// RAVEN END
#endif
#ifdef PREY
static const int SSF_VOICEAMPLITUDE = BIT(10); // HUMANHEAD pdm: include in findamplitude queries
static const int SSF_OMNI_WHEN_CLOSE = BIT(11); // HUMANHEAD pdm: make omni when within the mindistance
@@ -74,15 +94,23 @@ static const int SSF_NOPORTALFLOW = BIT(13); // don't allow sounds to flow thro
typedef struct {
float minDistance;
float maxDistance;
float volume; // in dB, unfortunately. Negative values get quieter
float volume;
#ifdef QUAKE4
float attenuatedVolume;
#endif
float shakes;
int soundShaderFlags; // SSF_* bit flags
int soundClass; // for global fading of sounds
int soundShaderFlags;
int soundClass;
#ifdef QUAKE4
float frequencyShift;
float wetLevel;
float dryLevel;
#endif
#ifdef PREY
int subIndex; //HUMANHEAD rww - indices into the subtitle table
int profanityIndex; // HUMANHEAD pdm
float profanityDelay; // HUMANHEAD pdm
float profanityDuration; // HUMANHEAD pdm
int subIndex;
int profanityIndex;
float profanityDelay;
float profanityDuration;
#endif
} soundShaderParms_t;
@@ -117,6 +145,13 @@ const int SOUNDCLASS_SPIRITWALK = 2;
const int SOUNDCLASS_VOICE = 3;
const int SOUNDCLASS_MUSIC = 4;
const int SOUND_MAX_CLASSES = 5;
#elif defined(QUAKE4)
#define SOUNDWORLD_ANY -1
#define SOUNDWORLD_NONE 0
#define SOUNDWORLD_GAME 1
#define SOUNDWORLD_MENU 2
#define SOUNDWORLD_EDITOR 3
#define SOUNDWORLD_MAX 4
#else
const int SOUND_MAX_CLASSES = 4;
#endif
@@ -156,6 +191,10 @@ public:
virtual bool CheckShakesAndOgg( void ) const;
#ifdef QUAKE4
virtual bool IsVO_ForPlayer() const;
#endif
private:
friend class idSoundWorldLocal;
friend class idSoundEmitterLocal;
@@ -176,7 +215,16 @@ private:
int numLeadins;
idSoundSample * entries[SOUND_MAX_LIST_WAVS];
int numEntries;
#ifdef QUAKE4
bool noShakes;
bool frequentlyUsed;
idStrList shakes;
float minFrequencyShift;
float maxFrequencyShift;
int playCount;
#endif
private:
void Init( void );
bool ParseShader( idLexer &src );
@@ -209,6 +257,11 @@ public:
// the parms specified will be the default overrides for all sounds started on this emitter.
// NULL is acceptable for parms
virtual void UpdateEmitter( const idVec3 &origin, int listenerId, const soundShaderParms_t *parms ) = 0;
#ifdef QUAKE4
virtual void UpdateEmitter(const idVec3& origin, const idVec3& velocity, int listenerId, const soundShaderParms_t* parms) {
UpdateEmitter(origin, listenerId, parms); // TODO implement velocity!
}
#endif
// returns the length of the started sound in msec
virtual int StartSound( const idSoundShader *shader, const s_channelType channel, float diversity = 0, int shaderFlags = 0, bool allowSlow = true ) = 0;
@@ -396,12 +449,62 @@ public:
// is EAX support present - -1: disabled at compile time, 0: no suitable hardware, 1: ok, 2: failed to load OpenAL DLL
virtual int IsEAXAvailable( void ) = 0;
virtual idSoundSample* FindSample(const idStr& filename) = 0;
#ifdef PREY
virtual int GetSubtitleIndex( const char *soundName ) = 0;
virtual void SetSubtitleData( int subIndex, int subNum, const char *subText, float subTime, int subChannel ) = 0;
virtual soundSub_t * GetSubtitle( int subIndex, int subNum ) = 0;
virtual soundSubtitleList_t *GetSubtitleList( int subIndex ) = 0;
#endif
#ifdef QUAKE4
// jmarshall: Quake 4 specific code
// RAVEN BEGIN
// get a new emitter that can play sounds in this world
virtual idSoundWorld* GetSoundWorldFromId(int worldId) = 0;
idSoundEmitter* EmitterForIndex(int worldId, int index) {
return GetSoundWorldFromId(worldId)->EmitterForIndex(index);
}
void FadeSoundClasses(int worldId, const int soundClass, const float to, const float over) {
GetSoundWorldFromId(worldId)->FadeSoundClasses(soundClass, to, over);
}
void PlayShaderDirectly(int worldId, const char* name, int channel = -1) {
GetSoundWorldFromId(worldId)->PlayShaderDirectly(name, channel);
}
virtual int AllocSoundEmitter(int worldId) {
return GetSoundWorldFromId(worldId)->AllocSoundEmitter()->Index();
}
virtual void FreeSoundEmitter(int worldId, int handle, bool immediate) {
}
virtual void StopAllSounds(int worldId) {
GetSoundWorldFromId(worldId)->StopAllSounds();
}
virtual void SetActiveSoundWorld(bool val) { }
virtual void WriteToSaveGame(int worldId, idFile* savefile) {
GetSoundWorldFromId(worldId)->WriteToSaveGame(savefile);
}
virtual void ReadFromSaveGame(int worldId, idFile* savefile) {
GetSoundWorldFromId(worldId)->ReadFromSaveGame(savefile);
}
void PlaceListener(const idVec3& origin, const idMat3& axis, const int listenerId, const int gameTime, const idStr& areaName) {
GetSoundWorldFromId(SOUNDWORLD_GAME)->PlaceListener(origin, axis, listenerId, gameTime, areaName);
}
virtual float CurrentShakeAmplitudeForPosition(int worldId, const int time, const idVec3& listenerPosition) {
return GetSoundWorldFromId(worldId)->CurrentShakeAmplitudeForPosition(time, listenerPosition);
}
// RAVEN END
// jmarshall end
#endif
};
extern idSoundSystem *soundSystem;