/*
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"

#if defined(GLQUAKE) && defined(_WIN32)
#include "movie.h"
#endif

#include "winquake.h"

void S_Play_f (void);
void S_Play2_f (void);
void S_PlayVol_f (void);
void S_SoundList_f (void);
void S_Update_ ();
void S_StopAllSounds (qboolean clear);
void S_StopAllSounds_f (void);

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

channel_t	channels[MAX_CHANNELS];
int			total_channels;
int			snd_blocked = 0;
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; // JPG - changed this from 1000 to 15000
										// (I'm 99% sure that's what it was in 1.06)

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


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;

cvar_t	bgmvolume		= {"bgmvolume", "1", true};
cvar_t	volume			= {"volume", "0.7", true};
cvar_t	nosound			= {"nosound", "0"};
cvar_t	precache		= {"precache", "1"};
cvar_t	snd_loadas8bit	= {"snd_loadas8bit", "0"};//R00k changed
cvar_t	bgmbuffer		= {"bgmbuffer", "4096"};
cvar_t	ambient_level	= {"ambient_level", "0.3"};
cvar_t	ambient_fade	= {"ambient_fade", "100"};
cvar_t	snd_show		= {"snd_show", "0"};
cvar_t	_snd_mixahead	= {"_snd_mixahead", "0.1", true};

qboolean OnChange_snd_ambient (cvar_t *var, char *string);
cvar_t	snd_ambient		= {"snd_ambient", "1", true, false, OnChange_snd_ambient};
qboolean OnChange_snd_ambient (cvar_t *var, char *string)
{   
	Cvar_SetValue("snd_ambient",atoi(string));
	
	if (!string[0])
		return true;

	if (!snd_ambient.value)
		 S_StopAllSounds (true);
   
	return false;
}

cvar_t	snd_noextraupdate = {"snd_noextraupdate", "0"};
//cvar_t	s_khz = {"s_khz", "11", 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_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)
	{
		if (!(rc = SNDDMA_Init()))
		{
#ifndef	_WIN32
			Con_Printf ("S_Startup: SNDDMA_Init failed.\n");
#endif
			sound_started = 0;
			return;
		}
	}

	sound_started = 1;
}

/*
================
S_Init
================
*/
void S_Init (void)
{
//joe	Con_Printf("\nSound Initialization\n");

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

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

	Cmd_AddCommand ("play", S_Play_f);
	Cmd_AddCommand ("play2", S_Play2_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);

	Cvar_RegisterVariable (&nosound);
	Cvar_RegisterVariable (&volume);
	Cvar_RegisterVariable (&precache);
	Cvar_RegisterVariable (&snd_loadas8bit);
	Cvar_RegisterVariable (&bgmvolume);
	Cvar_RegisterVariable (&bgmbuffer);
	Cvar_RegisterVariable (&ambient_level);
	Cvar_RegisterVariable (&ambient_fade);
	Cvar_RegisterVariable (&snd_noextraupdate);
	Cvar_RegisterVariable (&snd_show);
	Cvar_RegisterVariable (&snd_ambient);//R00k
	Cvar_RegisterVariable (&_snd_mixahead);
//	Cvar_RegisterVariable (&s_khz);

	if (host_parms.memsize < 0x800000)
	{
		Cvar_Set ("snd_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 Hz\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 (strlen(name) >= MAX_QPATH)
		Sys_Error ("Sound name too long: %s", name);

// 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];
	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 || nosound.value)
		return NULL;

	sfx = S_FindName (name);
	
// cache it in
	if (precache.value)
		S_LoadSound (sfx);
	
	return sfx;
}


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

/*
=================
SND_PickChannel
=================
*/
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))
		{	// 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
=================
*/
void SND_Spatialize(channel_t *ch)
{
	float	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.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;
}           


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

	if (!sound_started || !sfx || 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;
	SND_Spatialize(target_chan);

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

// new channel
	if (!(sc = S_LoadSound(sfx)))
	{
		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;

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

	if (clear)
		S_ClearBuffer ();
}

void S_StopAllSounds_f (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;

	clear = (shm->samplebits == 8) ? 0x80 : 0;

#ifdef _WIN32
	if (pDSBuf)
	{
		DWORD		dwSize, *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;
			}
		}

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

		pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
	
	}
	else
#endif
		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 (snd_ambient.value < 1)
        return;

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

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

	if (!(sc = S_LoadSound(sfx)))
		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 (!cl.worldmodel)
		return;

    if (snd_ambient.value < 1)//R00k - toggle background sounds
        return;

	l = Mod_PointInLeaf (listener_origin, cl.worldmodel);

	if (!l || !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 = 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_frametime * ambient_fade.value);
			if (chan->master_vol > vol)
				chan->master_vol = vol;
		}
		else if (chan->master_vol > vol)
		{
			chan->master_vol -= (host_frametime * 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, total;
	channel_t	*ch, *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 (snd_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, fullsamples;
	static	int	buffers, oldsamplepos;
	
#if defined(GLQUAKE) && defined(_WIN32)
	if (Movie_GetSoundtime())
		return;
#endif

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

// 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->channels;
}

void S_ExtraUpdate (void)
{
	extern void IN_Accumulate (void);

#if defined(GLQUAKE) && defined(_WIN32)
	if (Movie_IsActive())
		return;
#endif

#ifdef _WIN32
	IN_Accumulate ();
#endif

	if (snd_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 + _snd_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 (float att)
{
	static	int	hash = 345;
	int		i;
	char		name[256];
	sfx_t		*sfx;
	
	for (i=1 ; i<Cmd_Argc() ; i++)
	{
		strcpy (name, Cmd_Argv(i));
		COM_DefaultExtension (name, ".wav");
		sfx = S_PrecacheSound (name);
		S_StartSound (hash++, 0, sfx, listener_origin, 1.0, att);
	}
}

void S_Play_f (void)
{
	if (Cmd_Argc() != 2)
	{
		Con_Printf ("Usage: play <filename>\n");
		return;
	}

	S_Play (1.0f);
}

void S_Play2_f (void)
{
	if (Cmd_Argc() != 2)
	{
		Con_Printf ("Usage: play2 <filename>\n");
		return;
	}

	S_Play (0.0f);
}

void S_PlayVol_f (void)
{
	static	int	hash = 543;
	int		i;
	float		vol;
	char		name[256];
	sfx_t		*sfx;
	
	if (Cmd_Argc() != 2)
	{
		Con_Printf ("Usage: playvol <filename>\n");
		return;
	}

	for (i=1 ; i<Cmd_Argc() ; i+=2)
	{
		strcpy (name, Cmd_Argv(i));
		COM_DefaultExtension (name, ".wav");
		sfx = S_PrecacheSound (name);
		vol = Q_atof (Cmd_Argv(i+1));
		S_StartSound (hash++, 0, sfx, listener_origin, vol, 1.0);
	}
}

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

	total = 0;
	for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
	{
		if (!(sc = Cache_Check(&sfx->cache)))
			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 (nosound.value)
		return;

	if (!sound_started)
		return;
		
	if (!(sfx = S_PrecacheSound (sound)))
	{
		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)
{
}

