/*
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.

    $Id: snd_dma.c,v 1.48 2007-09-26 21:51:34 tonik Exp $
*/
// snd_dma.c -- main control for any streaming sound output device

#include "quakedef.h"
#include "qsound.h"
#define SELF_SOUND 0xFFEFFFFF // [EZH] Fan told me 0xFFEFFFFF is damn cool value for it :P

#ifdef _WIN32
#include "winquake.h"
#include "movie.h" //joe: capturing audio
#endif

static void OnChange_s_khz (cvar_t *var, char *string, qbool *cancel);
static void S_Play_f (void);
static void S_PlayVol_f (void);
static void S_SoundList_f (void);
static void S_Update_ ();
static void S_StopAllSounds_f (void);

void IN_Accumulate (void); // S_ExtraUpdate use it

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

channel_t	channels[MAX_CHANNELS];
unsigned int	total_channels;

int		snd_blocked = 0;
qbool		snd_initialized = false;

int		soundtime;
int		paintedtime;

volatile dma_t	sn;
volatile dma_t	*shm = NULL;


static vec3_t	listener_origin;
static vec3_t	listener_forward;
static vec3_t	listener_right;
static vec3_t	listener_up;
#define sound_nominal_clip_dist 1000.0

// during registration it is possible to have more sounds
// than could actually be referenced during gameplay,
// because we don't want to free anything until we are
// sure we won't need it.
#define MAX_SFX (MAX_SOUNDS*2) // 256 * 2 = 512

static sfx_t	*known_sfx = NULL; // hunk allocated [MAX_SFX]
static int	num_sfx;

static qbool	sound_spatialized = false;

static sfx_t	*ambient_sfx[NUM_AMBIENTS];

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

cvar_t bgmvolume = {"bgmvolume", "1"};
cvar_t s_volume = {"volume", "0.7"};
cvar_t s_nosound = {"s_nosound", "0"};
cvar_t s_precache = {"s_precache", "1"};
cvar_t s_loadas8bit = {"s_loadas8bit", "0"};
cvar_t s_ambientlevel = {"s_ambientlevel", "0.3"};
cvar_t s_ambientfade = {"s_ambientfade", "100"};
cvar_t s_noextraupdate = {"s_noextraupdate", "0"};
cvar_t s_show = {"s_show", "0"};
cvar_t s_mixahead = {"s_mixahead", "0.1"};
cvar_t s_swapstereo = {"s_swapstereo", "0"};

cvar_t s_khz = {"s_khz", "11", CVAR_NONE, OnChange_s_khz};
#ifdef __FreeBSD__
cvar_t s_stereo = {"s_stereo", "1"};
cvar_t s_bits = {"s_bits", "16"};
cvar_t s_device = {"s_device", "/dev/dsp"};
#endif

#ifdef __linux__
cvar_t s_stereo = {"s_stereo", "1"};
cvar_t s_bits = {"s_bits", "16"};
cvar_t s_device = {"s_device", "plug:hw"};
cvar_t s_noalsa = {"s_noalsa", "0"};
#endif


static void S_SoundInfo_f (void)
{
	if (!shm) {
		Com_Printf ("sound system not started\n");
		return;
	}

	Com_Printf("%5d speakers\n", shm->format.channels);
	Com_Printf("%5d frames\n", shm->sampleframes);
	Com_Printf("%5d samples\n", shm->samples);
	Com_Printf("%5d samplepos\n", shm->samplepos);
	Com_Printf("%5d samplebits\n", shm->format.width * 8);
	Com_Printf("%5d speed\n", shm->format.speed);
	Com_Printf("%p dma buffer\n", shm->buffer);
	Com_Printf("%5u total_channels\n", total_channels);
}

static qbool S_Startup (void)
{
	if (!snd_initialized)
		return false;

	shm = &sn;
	memset((void *)shm, 0, sizeof(*shm));

	if (!SNDDMA_Init()) {
		Com_Printf ("S_Startup: SNDDMA_Init failed.\n");
		shm = NULL;
		sound_spatialized = false;
		return false;
	}

	return true;
}

void S_Shutdown (void)
{
	if (!shm)
		return;

	SNDDMA_Shutdown();

	shm = NULL;
	sound_spatialized = false;
}

static void S_Restart_f (void)
{
	Com_DPrintf("Restarting sound system....\n");
	Cache_Flush();
	S_StopAllSounds (true);

	S_Shutdown();
	Com_DPrintf("sound: Shutdown OK\n");

	if (!S_Startup()) {
		snd_initialized = false;
		return;
	}

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

	S_StopAllSounds (true);

	if (developer.value)
		S_SoundInfo_f();
}

static void OnChange_s_khz (cvar_t *var, char *string, qbool *cancel) {
	Cbuf_AddText("snd_restart\n");
}

void S_Init (void)
{
	if (snd_initialized) { //whoops
		Com_Printf_State (PRINT_INFO, "Sound is already initialized\n");
		return;
	}

	Com_DPrintf("\nSound Initialization\n");

	Cvar_SetCurrentGroup(CVAR_GROUP_SOUND);
	Cvar_Register(&bgmvolume);
	Cvar_Register(&s_volume);
	Cvar_Register(&s_nosound);
	Cvar_Register(&s_precache);
	Cvar_Register(&s_loadas8bit);
	Cvar_Register(&s_khz);
	Cvar_Register(&s_ambientlevel);
	Cvar_Register(&s_ambientfade);
	Cvar_Register(&s_noextraupdate);
	Cvar_Register(&s_show);
	Cvar_Register(&s_mixahead);
	Cvar_Register(&s_swapstereo);
#if (defined(__linux__) || defined(__FreeBSD__))
	Cvar_Register(&s_stereo);
	Cvar_Register(&s_device);
	Cvar_Register(&s_bits);
#endif
#ifdef __linux__
	Cvar_Register(&s_noalsa);
#endif

	Cvar_ResetCurrentGroup();

	// compatibility with old configs
	Cmd_AddLegacyCommand ("nosound", "s_nosound");
	Cmd_AddLegacyCommand ("precache", "s_precache");
	Cmd_AddLegacyCommand ("loadas8bit", "s_loadas8bit");
	Cmd_AddLegacyCommand ("ambient_level", "s_ambientlevel");
	Cmd_AddLegacyCommand ("ambient_fade", "s_ambientfade");
	Cmd_AddLegacyCommand ("snd_noextraupdate", "s_noextraupdate");
	Cmd_AddLegacyCommand ("snd_show", "s_show");
	Cmd_AddLegacyCommand ("_snd_mixahead", "s_mixahead");

	if (COM_CheckParm("-nosound")) {
		Cmd_AddLegacyCommand ("play", ""); // just suppress warnings
		return;
	}

	Cmd_AddCommand("snd_restart", S_Restart_f);
	Cmd_AddLegacyCommand("s_restart", "snd_restart");	// exclusively for Disconnect
	Cmd_AddCommand("play", S_Play_f);
	Cmd_AddCommand("playvol", S_PlayVol_f);
	Cmd_AddCommand("stopsound", S_StopAllSounds_f);
	Cmd_AddCommand("soundlist", S_SoundList_f);
	Cmd_AddCommand("soundinfo", S_SoundInfo_f);

	if (!snd_initialized && host_memsize < 0x800000) {
		Cvar_Set (&s_loadas8bit, "1");
		Com_Printf ("loading all sounds as 8bit\n");
	}

	snd_initialized = true;

	SND_InitScaletable ();

	if (!S_Startup ()) {
		snd_initialized = false;
		 return;
	}

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

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

	S_StopAllSounds (true);

}

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

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

	if (!snd_initialized)
		return NULL;

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

	if (strlen(name) >= MAX_QPATH) {
		Com_Printf ("S_FindName: sound name too long (%s)\n", name);
		return NULL;
	}

	// see if already loaded
	for (i = 0; i < num_sfx; i++) {
		if (!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];
	strlcpy (sfx->name, name, sizeof (sfx->name));

	num_sfx++;

	return sfx;
}

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

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

	if (name == NULL || name[0] == 0)
		return NULL;

	sfx = S_FindName (name);
	if (sfx == NULL)
		return NULL;

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

	return sfx;
}

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

// picks a channel based on priorities, empty slots, number of channels
static channel_t *SND_PickChannel (int entnum, int entchannel)
{
	int ch_idx, first_to_die, 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) ) {
			// always 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.playernum+1 && entnum != cl.playernum+1 && 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];
}

// spatializes a channel
static void SND_Spatialize (channel_t *ch)
{
	vec_t dot, dist, lscale, rscale, scale;
	vec3_t source_vec;
	sfx_t *snd;

	// anything coming from the view entity will always be full volume
	if ((ch->entnum == cl.playernum + 1) || (ch->entnum == SELF_SOUND)) {
		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->format.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;
}

// =======================================================================
// 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 ch_idx, skip;

	if (!shm || !sfx || s_nosound.value)
		return;

	// 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 = (int) (fvol * 255);
	target_chan->entnum = entnum;
	target_chan->entchannel = entchannel;
	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 + (int) sc->total_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->format.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)
{
	unsigned 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 (qbool clear)
{
	int i;

	if (!shm)
		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;
	}

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

	if (clear)
		S_ClearBuffer ();
}

static void S_StopAllSounds_f (void)
{
	S_StopAllSounds (true);
}


#ifdef _WIN32
extern char *DSoundError (int error);
#endif

void S_ClearBuffer (void)
{
	int clear;

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

	clear = (shm->format.width == 2) ? 0x80 : 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) {
				Com_Printf ("S_ClearBuffer: Lock failed with error '%s'\n", DSoundError(hresult));
				S_Shutdown ();
				return;
			} else {
				pDSBuf->lpVtbl->Restore (pDSBuf);
			}

			if (++reps > 2)
				return;
		}

		memset(pData, clear, shm->bufferlength);

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

	} else
#endif
	{
		memset(shm->buffer, clear, shm->bufferlength);
	}
}

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

	if (!shm || !sfx || s_nosound.value)
		return;

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

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

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

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

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

	SND_Spatialize (ss);
}

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

static void S_UpdateAmbientSounds (void)
{
	struct cleaf_s *leaf;
	int vol;
	int ambient_channel;
	channel_t *chan;

	if (cls.state != ca_active)
		return;

	leaf = CM_PointInLeaf (listener_origin);
	if (!CM_Leafnum(leaf) || !s_ambientlevel.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 = (int) (s_ambientlevel.value * CM_LeafAmbientLevel(leaf, ambient_channel));
		if (vol < 8)
			vol = 0;

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

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

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

	if (!snd_initialized || (snd_blocked > 0) || !shm)
		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;
			}
		}
	}

	sound_spatialized = true;

	// 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)) {
#if defined(DEBUG) || defined(_DEBUG)
				if (s_show.value == 2)
					Com_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
#endif
				total++;
			}
		Print_flags[Print_current] |= PR_TR_SKIP;
		Com_Printf ("----(%i)----\n", total);
	}

	// mix some sound
	S_Update_();
}

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

	//joe: capturing audio
#ifdef _WIN32
	if (Movie_GetSoundtime())
		return;
#endif

	fullsamples = shm->sampleframes;

	// it is possible to miscount buffers if it has wrapped twice between calls to S_Update.  Oh well.
	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->format.channels;
}

void S_ExtraUpdate (void)
{

	//joe: capturing audio
#ifdef _WIN32
	if (Movie_IsCapturing() && movie_is_avi)
		return;
#endif

#ifdef _WIN32
	IN_Accumulate ();
#endif

	if (s_noextraupdate.value || !sound_spatialized)
		return; // don't pollute timings

	S_Update_();
}

static void S_Update_ (void)
{
	unsigned int endtime;
#ifdef _WIN32
	DWORD dwStatus;
#endif

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

	// Updates DMA time
	GetSoundtime();

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

	// mix ahead of current position
	endtime = soundtime + (unsigned int) (s_mixahead.value * shm->format.speed);
	endtime = min(endtime, (unsigned int)(soundtime + shm->sampleframes));

#ifdef _WIN32
	// if the buffer was lost or stopped, restore it and/or restart it
	if (pDSBuf) {
		if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DS_OK)
			Com_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
===============================================================================
*/

static void S_Play_f (void)
{
	int i;
	char name[256];
	sfx_t *sfx;

	if (!snd_initialized || s_nosound.value)
		return;

	for (i = 1; i < Cmd_Argc(); i++) {
		strlcpy (name, Cmd_Argv(i), sizeof (name));
		COM_DefaultExtension (name, ".wav");
		sfx = S_PrecacheSound(name);
		S_StartSound(SELF_SOUND, 0, sfx, listener_origin, 1.0, 0.0);
	}
}

static void S_PlayVol_f (void)
{
	int i;
	float vol;
	char name[256];
	sfx_t *sfx;

	if (!snd_initialized || s_nosound.value)
		return;

	for (i = 1; i < Cmd_Argc(); i += 2) {
		strlcpy (name, Cmd_Argv(i), sizeof (name));
		COM_DefaultExtension (name, ".wav");
		sfx = S_PrecacheSound(name);
		vol = Q_atof(Cmd_Argv(i + 1));
		// ezhfan:
		// pnum+1 changed to SELF_SOUND to make sound not to disappear
		S_StartSound(SELF_SOUND, 0, sfx, listener_origin, vol, 0.0);
	}
}

static void S_SoundList_f (void)
{
	int i, total = 0;
	unsigned int size;
	sfx_t *sfx;
	sfxcache_t *sc;

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

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

	if (!snd_initialized || s_nosound.value)
		return;

	if (!(sfx = S_PrecacheSound (sound))) {
		Com_Printf ("S_LocalSound: can't cache %s\n", sound);
		return;
	}

	S_StartSound (cl.playernum+1, -1, sfx, vec3_origin, 1, 0);
}

void S_LocalSoundWithVol(char *sound, float volume)
{
	sfx_t *sfx;

	clamp(volume, 0, 1.0);

	if (!snd_initialized || s_nosound.value)
		return;

	if (!(sfx = S_PrecacheSound (sound))) {
		Com_Printf ("S_LocalSound: can't cache %s\n", sound);
		return;
	}

	S_StartSound (cl.playernum+1, -1, sfx, vec3_origin, volume, 1);
}
