/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// snd_dma.c -- main control for any streaming sound output device

#include "quakedef.h"

#ifdef _WIN32
#include "winquake.h"
#endif

//qbism//jf 01-10-30 put this in shared header w/ common.c
/* trying to get searchpath to work for streaming music...
typedef struct searchpath_s
{
	char    filename[MAX_OSPATH];
	pack_t  *pack;          // only one of filename / pack will be used

	struct searchpath_s *next;
}
searchpath_t;


extern searchpath_t *com_searchpaths;
*/
void S_Play(void);
void S_PlayVol(void);
void S_SoundList(void);
void S_Update_();
void S_StopAllSounds(qboolean clear);
void S_StopAllSoundsC(void);

// =======================================================================
// Internal sound data & structures
// =======================================================================

channel_t   channels[MAX_CHANNELS];
int			total_channels;

int				snd_blocked = 0;
static qboolean	snd_ambient = 1;
qboolean		snd_initialized = false;

// pointer should go away
volatile dma_t  *shm = 0;
volatile dma_t sn;

vec3_t		listener_origin;
vec3_t		listener_forward;
vec3_t		listener_right;
vec3_t		listener_up;
vec_t		sound_nominal_clip_dist=1500.0; //qbism// JPG - changed this from 1000 to 1500
											// (I'm 99% sure that's what it was in 1.06)

int			soundtime;		// sample PAIRS
int   		paintedtime; 	// sample PAIRS


#define	MAX_SFX		512
sfx_t		*known_sfx;		// hunk allocated [MAX_SFX]
int			num_sfx;

sfx_t		*ambient_sfx[NUM_AMBIENTS];

int 		desired_speed = 11025;
int 		desired_bits = 16;

int sound_started=0;

//jft gradually renaming sound vars as "S_DoWhatever"
cvar_t s_musicvolume = {"s_musicvolume", "1", "???",true};
cvar_t s_volume = {"volume", "0.7", "???",true};

cvar_t s_nosound = {"nosound", "0","need help string"};
cvar_t s_precache = {"precache", "1","need help string"};
cvar_t s_loadas8bit = {"loadas8bit", "0","need help string"};
cvar_t s_ambient_level = {"ambient_level", "0.3","need help string"};
cvar_t s_ambient_fade = {"ambient_fade", "100","need help string"};
cvar_t s_noextraupdate = {"s_noextraupdate", "0","If true, don't allow extra sound updates when going slow."};
cvar_t s_show = {"snd_show", "0","need help string"};
cvar_t _s_mixahead = {"_s_mixahead", "0.15", "Seconds to mix ahead of current sound effects", true};


// ====================================================================
// User-setable variables
// ====================================================================


//
// Fake dma is a synchronous faking of the DMA progress used for
// isolating performance in the renderer.  The fakedma_updates is
// number of times S_Update() is called per second.
//

qboolean fakedma = false;
int fakedma_updates = 15;


void S_AmbientOff (void)
{
	snd_ambient = false;
}


void S_AmbientOn (void)
{
	snd_ambient = true;
}


void S_SoundInfo_f(void)
{
	if (!sound_started || !shm)
	{
		Con_Printf ("sound system not started\n");
		return;
	}

    Con_Printf("%5d stereo\n", shm->channels - 1);
    Con_Printf("%5d samples\n", shm->samples);
    Con_Printf("%5d samplepos\n", shm->samplepos);
    Con_Printf("%5d samplebits\n", shm->samplebits);
    Con_Printf("%5d submission_chunk\n", shm->submission_chunk);
    Con_Printf("%5d speed\n", shm->speed);
    Con_Printf("0x%x dma buffer\n", shm->buffer);
	Con_Printf("%5d total_channels\n", total_channels);
}


/*
================
S_Startup
================
*/

void S_Startup (void)
{
	int		rc;

	if (!snd_initialized)
		return;

	if (!fakedma)
	{
		rc = SNDDMA_Init();

		if (!rc)
		{
#ifndef	_WIN32
			Con_Printf("S_Startup: SNDDMA_Init failed.\n");
#endif
			sound_started = 0;
			return;
		}
	}

	sound_started = 1;
}


/*
================
S_Init
================
*/
void S_Init (void)
{

	Con_Printf("\nSound Initialization\n");

	if (COM_CheckParm("-nosound"))
		return;

	if (COM_CheckParm("-simsound"))
		fakedma = true;

	Cmd_AddCommand("play", S_Play);
	Cmd_AddCommand("playvol", S_PlayVol);
	Cmd_AddCommand("stopsound", S_StopAllSoundsC);
	Cmd_AddCommand("soundlist", S_SoundList);
	Cmd_AddCommand("soundinfo", S_SoundInfo_f);

	Cvar_RegisterVariable(&s_nosound);
	Cvar_RegisterVariable(&s_volume);
	Cvar_RegisterVariable(&s_precache);
	Cvar_RegisterVariable(&s_loadas8bit);
	Cvar_RegisterVariable(&s_musicvolume);
	Cvar_RegisterVariable(&s_ambient_level);
	Cvar_RegisterVariable(&s_ambient_fade);
	Cvar_RegisterVariable(&s_noextraupdate);
	Cvar_RegisterVariable(&s_show);
	Cvar_RegisterVariable(&_s_mixahead);

	if (host_parms.memsize < 0x800000)
	{
		Cvar_Set ("loadas8bit", "1");
		Con_Printf ("loading all sounds as 8bit\n");
	}


	snd_initialized = true;

	S_Startup ();


	SND_InitScaletable ();

	known_sfx = Hunk_AllocName (MAX_SFX*sizeof(sfx_t), "sfx_t");
	num_sfx = 0;

// create a piece of DMA memory

	if (fakedma)
	{
		shm = (void *) Hunk_AllocName(sizeof(*shm), "shm");
		shm->splitbuffer = 0;
		shm->samplebits = 16;
		shm->speed = 22050;
		shm->channels = 2;
		shm->samples = 32768;
		shm->samplepos = 0;
		shm->soundalive = true;
		shm->gamealive = true;
		shm->submission_chunk = 1;
		shm->buffer = Hunk_AllocName(1<<16, "shmbuf");
	}

	Con_Printf ("Sound sampling rate: %i\n", shm->speed);

	// provides a tick sound until washed clean

//	if (shm->buffer)
//		shm->buffer[4] = shm->buffer[5] = 0x7f;	// force a pop for debugging

	ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
	ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");

	S_StopAllSounds (true);
}


// =======================================================================
// Shutdown sound engine
// =======================================================================

void S_Shutdown(void)
{

	if (!sound_started)
		return;

	if (shm)
		shm->gamealive = 0;

	shm = 0;
	sound_started = 0;

	if (!fakedma)
	{
		SNDDMA_Shutdown();
	}
}


// =======================================================================
// Load a sound
// =======================================================================

/*
==================
S_FindName

==================
*/
sfx_t *S_FindName (char *name)
{
	int		i;
	sfx_t	*sfx;

	if (!name)
		Sys_Error ("S_FindName: NULL\n");

	if (Q_strlen(name) >= MAX_QPATH)
		Sys_Error ("Sound name too long: %s", name);

// see if already loaded
	for (i=0 ; i < num_sfx ; i++)
		if (!Q_strcmp(known_sfx[i].name, name))
		{
			return &known_sfx[i];
		}

	if (num_sfx == MAX_SFX)
		Sys_Error ("S_FindName: out of sfx_t");

	sfx = &known_sfx[i];
	strcpy (sfx->name, name);

	num_sfx++;

	return sfx;
}


/*
==================
S_TouchSound

==================
*/
void S_TouchSound (char *name)
{
	sfx_t	*sfx;

	if (!sound_started)
		return;

	sfx = S_FindName (name);
	Cache_Check (&sfx->cache);
}

/*
==================
S_PrecacheSound

==================
*/
sfx_t *S_PrecacheSound (char *name)
{
	sfx_t	*sfx;

	if (!sound_started || s_nosound.value)
		return NULL;

	sfx = S_FindName (name);

// cache it in
	if (s_precache.value)
		S_LoadSound (sfx);

	return sfx;
}


//=============================================================================

/*
=================
SND_PickChannel
=================
*/
channel_t *SND_PickChannel(int entnum, int entchannel)
{
    int ch_idx;
    int first_to_die;
    int life_left;

// Check for replacement sound, or find the best one to replace
    first_to_die = -1;
    life_left = 0x7fffffff;
    for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
    {
		if (entchannel != 0		// channel 0 never overrides
		&& channels[ch_idx].entnum == entnum
		&& (channels[ch_idx].entchannel == entchannel || entchannel == -1) )
		{	// allways override sound from same entity
			first_to_die = ch_idx;
			break;
		}

		// don't let monster sounds override player sounds
		if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && channels[ch_idx].sfx)
			continue;

		if (channels[ch_idx].end - paintedtime < life_left)
		{
			life_left = channels[ch_idx].end - paintedtime;
			first_to_die = ch_idx;
		}
   }

	if (first_to_die == -1)
		return NULL;

	if (channels[first_to_die].sfx)
		channels[first_to_die].sfx = NULL;

    return &channels[first_to_die];
}

/*
=================
SND_Spatialize
=================
*/
/*
// original code
void SND_Spatialize(channel_t *ch)
{
    vec_t dot;
    vec_t ldist, rdist, dist;
    vec_t lscale, rscale, scale;
    vec3_t source_vec;
	sfx_t *snd;

// anything coming from the view entity will allways be full volume
	if (ch->entnum == cl.viewentity)
	{
		ch->leftvol = ch->master_vol;
		ch->rightvol = ch->master_vol;
		return;
	}

// calculate stereo seperation and distance attenuation

	snd = ch->sfx;
	VectorSubtract(ch->origin, listener_origin, source_vec);

	dist = VectorNormalize(source_vec) * ch->dist_mult;

	dot = DotProduct(listener_right, source_vec);

	if (shm->channels == 1)
	{
		rscale = 1.0;
		lscale = 1.0;
	}
	else
	{
		rscale = 1.0 + dot;
		lscale = 1.0 - dot;
	}

// add in distance effect
	scale = (1.0 - dist) * rscale;
	ch->rightvol = (int) (ch->master_vol * scale);
	if (ch->rightvol < 0)
		ch->rightvol = 0;

	scale = (1.0 - dist) * lscale;
	ch->leftvol = (int) (ch->master_vol * scale);
	if (ch->leftvol < 0)
		ch->leftvol = 0;
}
*/

//qbism//00-10-15 muff - from machinima
void SND_Spatialize(channel_t *ch)
{
 vec_t dot;
 vec_t ldist, rdist, dist;
 vec_t lscale, rscale, scale;
 vec3_t source_vec;

   if (ch->entnum == cl.viewentity)
   {
        ch->leftvol = ch->master_vol;
	ch->rightvol = ch->master_vol;

 //qbism//jf 00-10-15 skip for now     // these next two lines are new:
 //      if (ch->atten_code == ATTN_LEFT) ch->rightvol = 0;
 //      if (ch->atten_code == ATTN_RIGHT) ch->leftvol = 0;
       // i.e. ATTN_LEFT and ATTN_RIGHT are implemented by
      // silencing the contribution that the sound makes
      // to the opposite speaker.

	return;
   }
/* //qbism//jf 00-10-15 skip for now
   // The next code fragment implements the dynamic sound
   // sourcing. If the stored attenuation code is DYNAMIC,
   // we recalculate the source of the sound to be at the
   // current origin of the entity that is making it.
 if ((ch->entnum) &&
	(ch->atten_code == ATTN_DYNAMIC)
 ) {
   entity_t* ent_for_resourcing = CL_EntityNum(ch->entnum);
   _VectorCopy(ent_for_resourcing->origin, ch->origin);
 }
   // Hence the sound now "follows"
   // the entity that owns it.
*/

 VectorSubtract(ch->origin, listener_origin, source_vec);
 dist = VectorNormalize(source_vec) * ch->dist_mult;
 dot = DotProduct(listener_right, source_vec);

 if (shm->channels == 1)
 {
	rscale = 1.0;
	lscale = 1.0;
 }
 else
 {
	rscale = 1.0 + dot;
	lscale = 1.0 - dot;
 }

 scale = (1.0 - dist) * rscale;
 ch->rightvol = (int) (ch->master_vol * scale);
 if (ch->rightvol < 0)
	ch->rightvol = 0;

 scale = (1.0 - dist) * lscale;
 ch->leftvol = (int) (ch->master_vol * scale);
 if (ch->leftvol < 0)
 	ch->leftvol = 0;

//jf skip for now // as above, implement single channel sounds by
 // silencing the other channel.
// if (ch->atten_code == ATTN_LEFT) ch->rightvol = 0;
// if (ch->atten_code == ATTN_RIGHT) ch->leftvol = 0;
}



// =======================================================================
// Start a sound effect
// =======================================================================

void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
	channel_t *target_chan, *check;
	sfxcache_t	*sc;
	int		vol;
	int		ch_idx;
	int		skip;

		//muff - machinima
	char	atten_code;

 // recreate the original attenuation code from the
 // fractional attenuation value
 atten_code = (char)(floor(0.5f + attenuation * 64.0f));

 // set appropriate true attenuation for the new codes
 switch (atten_code) {
 case ATTN_DYNAMIC:
 // dynamic sounds have true attenuation ATTN_NORM
      attenuation = 1.0f;
      break;
 case ATTN_LEFT:
 case ATTN_RIGHT:
 // single channel sounds
 //have true attenuation ATTN_NONE
	attenuation = 0.0f;
	break;
   }

//end of muff - machinima


	if (!sound_started)
		return;

	if (!sfx)
		return;

	if (s_nosound.value)
		return;

	vol = fvol*255;

// pick a channel to play on
	target_chan = SND_PickChannel(entnum, entchannel);
	if (!target_chan)
		return;

// spatialize
	memset (target_chan, 0, sizeof(*target_chan));
	VectorCopy(origin, target_chan->origin);
	target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
	target_chan->master_vol = vol;
	target_chan->entnum = entnum;
	target_chan->entchannel = entchannel;

//qbism//jf 00-10-15 skip for now	//muff - from machinima
	//target_chan->atten_code = atten_code;
  // initialise new field

	SND_Spatialize(target_chan);

	if (!target_chan->leftvol && !target_chan->rightvol)
		return;		// not audible at all

// new channel
	sc = S_LoadSound (sfx);
	if (!sc)
	{
		target_chan->sfx = NULL;
		return;		// couldn't load the sound's data
	}

	target_chan->sfx = sfx;
	target_chan->pos = 0.0;
    target_chan->end = paintedtime + sc->length;

// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
	check = &channels[NUM_AMBIENTS];
    for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
    {
		if (check == target_chan)
			continue;
		if (check->sfx == sfx && !check->pos)
		{
			skip = rand () % (int)(0.1*shm->speed);
			if (skip >= target_chan->end)
				skip = target_chan->end - 1;
			target_chan->pos += skip;
			target_chan->end -= skip;
			break;
		}

	}
}

void S_StopSound(int entnum, int entchannel)
{
	int i;

	for (i=0 ; i<MAX_DYNAMIC_CHANNELS ; i++)
	{
		if (channels[i].entnum == entnum
			&& channels[i].entchannel == entchannel)
		{
			channels[i].end = 0;
			channels[i].sfx = NULL;
			return;
		}
	}
}

void S_StopAllSounds(qboolean clear)
{
	int		i;

	if (!sound_started)
		return;

	total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;	// no statics

	for (i=0 ; i<MAX_CHANNELS ; i++)
		if (channels[i].sfx)
			channels[i].sfx = NULL;

	Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));

	if (clear)
		S_ClearBuffer ();
}

void S_StopAllSoundsC (void)
{
	S_StopAllSounds (true);
}

void S_ClearBuffer (void)
{
	int		clear;

#ifdef _WIN32
	if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
#else
	if (!sound_started || !shm || !shm->buffer)
#endif
		return;

	if (shm->samplebits == 8)
		clear = 0x80;
	else
		clear = 0;

#ifdef _WIN32
	if (pDSBuf)
	{
		DWORD	dwSize;
		DWORD	*pData;
		int		reps;
		HRESULT	hresult;

		reps = 0;

		while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
		{
			if (hresult != DSERR_BUFFERLOST)
			{
				Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
				S_Shutdown ();
				return;
			}

			if (++reps > 10000)
			{
				Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
				S_Shutdown ();
				return;
			}
		}

		Q_memset(pData, clear, shm->samples * shm->samplebits/8);

		pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);

	}
	else
#endif
	{
		Q_memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
	}
}


/*
=================
S_StaticSound
=================
*/
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
	channel_t	*ss;
	sfxcache_t		*sc;

	if (!sfx)
		return;

	if (total_channels == MAX_CHANNELS)
	{
		Con_Printf ("total_channels == MAX_CHANNELS\n");
		return;
	}

	ss = &channels[total_channels];
	total_channels++;

	sc = S_LoadSound (sfx);
	if (!sc)
		return;

	if (sc->loopstart == -1)
	{
		Con_Printf ("Sound %s not looped\n", sfx->name);
		return;
	}

	ss->sfx = sfx;
	VectorCopy (origin, ss->origin);
	ss->master_vol = vol;
	ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
    ss->end = paintedtime + sc->length;

	SND_Spatialize (ss);
}


//=============================================================================

/*
===================
S_UpdateAmbientSounds
===================
*/
void S_UpdateAmbientSounds (void)
{
	mleaf_t		*l;
	float		vol;
	int			ambient_channel;
	channel_t	*chan;

	if (!snd_ambient)
		return;

// calc ambient sound levels
	if (!cl.worldmodel)
		return;

	l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
	if (!l || !s_ambient_level.value)
	{
		for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
			channels[ambient_channel].sfx = NULL;
		return;
	}

	for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
	{
		chan = &channels[ambient_channel];
		chan->sfx = ambient_sfx[ambient_channel];

		vol = s_ambient_level.value * l->ambient_sound_level[ambient_channel];
		if (vol < 8)
			vol = 0;

	// don't adjust volume too fast
		if (chan->master_vol < vol)
		{
			chan->master_vol += host_realframetime * s_ambient_fade.value;
			if (chan->master_vol > vol)
				chan->master_vol = vol;
		}
		else if (chan->master_vol > vol)
		{
			chan->master_vol -= host_realframetime * s_ambient_fade.value;
			if (chan->master_vol < vol)
				chan->master_vol = vol;
		}

		chan->leftvol = chan->rightvol = chan->master_vol;
	}
}


/*
============
S_Update

Called once each time through the main loop
============
*/
void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
{
	int			i, j;
	int			total;
	channel_t	*ch;
	channel_t	*combine;

	if (!sound_started || (snd_blocked > 0))
		return;

	VectorCopy(origin, listener_origin);
	VectorCopy(forward, listener_forward);
	VectorCopy(right, listener_right);
	VectorCopy(up, listener_up);

// update general area ambient sound sources
	S_UpdateAmbientSounds ();

	combine = NULL;

// update spatialization for static and dynamic sounds
	ch = channels+NUM_AMBIENTS;
	for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
	{
		if (!ch->sfx)
			continue;
		SND_Spatialize(ch);         // respatialize channel
		if (!ch->leftvol && !ch->rightvol)
			continue;

	// try to combine static sounds with a previous channel of the same
	// sound effect so we don't mix five torches every frame

		if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
		{
		// see if it can just use the last one
			if (combine && combine->sfx == ch->sfx)
			{
				combine->leftvol += ch->leftvol;
				combine->rightvol += ch->rightvol;
				ch->leftvol = ch->rightvol = 0;
				continue;
			}
		// search for one
			combine = channels+MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
			for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS ; j<i; j++, combine++)
				if (combine->sfx == ch->sfx)
					break;

			if (j == total_channels)
			{
				combine = NULL;
			}
			else
			{
				if (combine != ch)
				{
					combine->leftvol += ch->leftvol;
					combine->rightvol += ch->rightvol;
					ch->leftvol = ch->rightvol = 0;
				}
				continue;
			}
		}


	}

//
// debugging output
//
	if (s_show.value)
	{
		total = 0;
		ch = channels;
		for (i=0 ; i<total_channels; i++, ch++)
			if (ch->sfx && (ch->leftvol || ch->rightvol) )
			{
				//Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
				total++;
			}

		Con_Printf ("----(%i)----\n", total);
	}

// mix some sound
	S_Update_();
}

void GetSoundtime(void)
{
	int		samplepos;
	static	int		buffers;
	static	int		oldsamplepos;
	int		fullsamples;

	fullsamples = shm->samples / shm->channels;

// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update.  Oh well.
#ifdef __sun__
	soundtime = SNDDMA_GetSamples();
#else
	samplepos = SNDDMA_GetDMAPos();


	if (samplepos < oldsamplepos)
	{
		buffers++;					// buffer wrapped

		if (paintedtime > 0x40000000)
		{	// time to chop things off to avoid 32 bit limits
			buffers = 0;
			paintedtime = fullsamples;
			S_StopAllSounds (true);
		}
	}
	oldsamplepos = samplepos;

	soundtime = buffers*fullsamples + samplepos/shm->channels;
#endif
}

void S_ExtraUpdate (void)
{

#ifdef _WIN32
	IN_Accumulate ();
#endif

	if (s_noextraupdate.value)
		return;		// don't pollute timings
	S_Update_();
}

void S_Update_(void)
{
	unsigned        endtime;
	int				samps;

	if (!sound_started || (snd_blocked > 0))
		return;

// Updates DMA time
	GetSoundtime();

// check to make sure that we haven't overshot
	if (paintedtime < soundtime)
	{
		//Con_Printf ("S_Update_ : overflow\n");
		paintedtime = soundtime;
	}

// mix ahead of current position
	endtime = soundtime + _s_mixahead.value * shm->speed;
	samps = shm->samples >> (shm->channels-1);
	if (endtime - soundtime > samps)
		endtime = soundtime + samps;

#ifdef _WIN32
// if the buffer was lost or stopped, restore it and/or restart it
	{
		DWORD	dwStatus;

		if (pDSBuf)
		{
			if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
				Con_Printf ("Couldn't get sound buffer status\n");

			if (dwStatus & DSBSTATUS_BUFFERLOST)
				pDSBuf->lpVtbl->Restore (pDSBuf);

			if (!(dwStatus & DSBSTATUS_PLAYING))
				pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
		}
	}
#endif

	S_PaintChannels (endtime);

	SNDDMA_Submit ();
}

/*
===============================================================================

console functions

===============================================================================
*/

void S_Play(void)
{
	static int hash=345;
	int 	i;
	char name[256];
	sfx_t	*sfx;

	i = 1;
	while (i<Cmd_Argc())
	{
		if (!Q_strrchr(Cmd_Argv(i), '.'))
		{
			Q_strcpy(name, Cmd_Argv(i));
			Q_strcat(name, ".wav");
		}
		else
			Q_strcpy(name, Cmd_Argv(i));
		sfx = S_PrecacheSound(name);
		S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
		i++;
	}
}

void S_PlayVol(void)
{
	static int hash=543;
	int i;
	float vol;
	char name[256];
	sfx_t	*sfx;

	i = 1;
	while (i<Cmd_Argc())
	{
		if (!Q_strrchr(Cmd_Argv(i), '.'))
		{
			Q_strcpy(name, Cmd_Argv(i));
			Q_strcat(name, ".wav");
		}
		else
			Q_strcpy(name, Cmd_Argv(i));
		sfx = S_PrecacheSound(name);
		vol = Q_atof(Cmd_Argv(i+1));
		S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
		i+=2;
	}
}

void S_SoundList(void)
{
	int		i;
	sfx_t	*sfx;
	sfxcache_t	*sc;
	int		size, total;

	total = 0;
	for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
	{
		sc = Cache_Check (&sfx->cache);
		if (!sc)
			continue;
		size = sc->length*sc->width*(sc->stereo+1);
		total += size;
		if (sc->loopstart >= 0)
			Con_Printf ("L");
		else
			Con_Printf (" ");
		Con_Printf("(%2db) %6i : %s\n",sc->width*8,  size, sfx->name);
	}
	Con_Printf ("Total resident: %i\n", total);
}


void S_LocalSound (char *sound)
{
	sfx_t	*sfx;

	if (s_nosound.value)
		return;
	if (!sound_started)
		return;

	sfx = S_PrecacheSound (sound);
	if (!sfx)
	{
		Con_Printf ("S_LocalSound: can't cache %s\n", sound);
		return;
	}
	S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
}


void S_ClearPrecache (void)
{
}


void S_BeginPrecaching (void)
{
}


void S_EndPrecaching (void)
{
}

