aboutsummaryrefslogtreecommitdiff
path: root/sp/src/game/client/replay/replayrenderer.cpp
blob: 7c7e4086e281c119e86f8ab051876560e4992567 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//

#include "cbase.h"

#if defined( REPLAY_ENABLED )

#include "replayrenderer.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/itexture.h"
#include "materialsystem/imaterialproxy.h"
#include "replay/vgui/replayrenderoverlay.h"
#include "replay/replay.h"
#include "replay/ireplaymoviemanager.h"
#include "replay/ireplayperformancecontroller.h"
#include "replay/ireplaymovie.h"
#include "replay/ireplaymanager.h"
#include "replay/ienginereplay.h"
#include "replay/iclientreplaycontext.h"
#include "view.h"
#include "iviewrender.h"
#include "view_shared.h"
#include "replay/replaycamera.h"
#include "bitmap/tgawriter.h"
#include "filesystem.h"

#define REPLAY_RECORDING_ENABLE

#ifdef REPLAY_RECORDING_ENABLE
#include "video/ivideoservices.h"
#endif

#define TMP_WAVE_FILENAME "tmpaudio"

//#define TRACE_REPLAY_STATE_MACHINE

// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>

//-----------------------------------------------------------------------------

extern IReplayMovieManager *g_pReplayMovieManager;
extern IReplayPerformanceController *g_pReplayPerformanceController;

// Map quality index to number of samples
static int s_DoFQualityToSamples[MAX_DOF_QUALITY+1] = {8, 16, 32};//, 64, 128 };

// 4-entry table of values in 2D -1 to +1 range using Poisson disk distribution
static Vector2D g_vJitterTable4[4] =   { Vector2D (0.5318f, -0.6902f ), Vector2D (-0.5123f, 0.8362f ), Vector2D (-0.5193f, -0.2195f ), Vector2D (0.4749f, 0.3478f ) };

// 8-entry table of values in 2D -1 to +1 range using Poisson disk distribution
static Vector2D g_vJitterTable8[8] =   { Vector2D (0.3475f, 0.0042f ),Vector2D (0.8806f, 0.3430f ),Vector2D (-0.0041f, -0.6197f ),Vector2D (0.0472f, 0.4964f ),
	Vector2D (-0.3730f, 0.0874f ),Vector2D (-0.9217f, -0.3177f ),Vector2D (-0.6289f, 0.7388f ),Vector2D (0.5744f, -0.7741f ) };

// 16-entry table of values in 2D -1 to +1 range using Poisson disk distribution (disk size 0.38f)
static Vector2D g_vJitterTable16[16] = { Vector2D (0.0747f, -0.8341f ),Vector2D (-0.9138f, 0.3251f ),Vector2D (0.8667f, -0.3029f ),Vector2D (-0.4642f, 0.2187f ),
	Vector2D (-0.1505f, 0.7320f ),Vector2D (0.7310f, -0.6786f ),Vector2D (0.2859f, -0.3254f ),Vector2D (-0.1311f, -0.2292f ),
	Vector2D (0.3518f, 0.6470f ),Vector2D (-0.7485f, -0.6307f ),Vector2D (0.1687f, 0.1873f ),Vector2D (-0.3604f, -0.7483f ),
	Vector2D (-0.5658f, -0.1521f ),Vector2D (0.7102f, 0.0536f ),Vector2D (-0.6056f, 0.7747f ),Vector2D (0.7793f, 0.6194f ) };

// 32-entry table of values in 2D -1 to +1 range using Poisson disk distribution (disk size 0.28f)
static Vector2D g_vJitterTable32[32] = { Vector2D (0.0854f, -0.0644f ),Vector2D (0.8744f, 0.1665f ),Vector2D (0.2329f, 0.3995f ),Vector2D (-0.7804f, 0.5482f ),
	Vector2D (-0.4577f, 0.7647f ),Vector2D (-0.1936f, 0.5564f ),Vector2D (0.4205f, -0.5768f ),Vector2D (-0.0304f, -0.9050f ),
	Vector2D (-0.5215f, 0.1854f ),Vector2D (0.3161f, -0.2954f ),Vector2D (0.0666f, -0.5564f ),Vector2D (-0.2137f, -0.0072f ),
	Vector2D (-0.4112f, -0.3311f ),Vector2D (0.6438f, -0.2484f ),Vector2D (-0.9055f, -0.0360f ),Vector2D (0.8323f, 0.5268f ),
	Vector2D (0.5592f, 0.3459f ),Vector2D (-0.6797f, -0.5201f ),Vector2D (-0.4325f, -0.8857f ),Vector2D (0.8768f, -0.4197f ),
	Vector2D (0.3090f, -0.8646f ),Vector2D (0.5034f, 0.8603f ),Vector2D (0.3752f, 0.0627f ),Vector2D (-0.0161f, 0.2627f ),
	Vector2D (0.0969f, 0.7054f ),Vector2D (-0.2291f, -0.6595f ),Vector2D (-0.5887f, -0.1100f ),Vector2D (0.7048f, -0.6528f ),
	Vector2D (-0.8438f, 0.2706f ),Vector2D (-0.5061f, 0.4653f ),Vector2D (-0.1245f, -0.3302f ),Vector2D (-0.1801f, 0.8486f )};

//-----------------------------------------------------------------------------

//
// Accumulation material proxy for ping-pong accumulation buffer imp.
//

struct AccumParams_t
{
	ITexture	*m_pTexture0;
	ITexture	*m_pTexture1;
	float		 m_fSampleWeight;
	bool		 m_bClear;
};

class CAccumBuffProxy : public IMaterialProxy
{
public:
	CAccumBuffProxy();
	virtual ~CAccumBuffProxy();
	virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
	virtual void OnBind( void *pC_BaseEntity );
	virtual void Release( void ) { delete this; }
	virtual IMaterial *GetMaterial();

private:
	IMaterialVar *m_pTexture0;
	IMaterialVar *m_pTexture1;
	IMaterialVar *m_pAccumBuffWeights;
};

//-----------------------------------------------------------------------------

CAccumBuffProxy::CAccumBuffProxy()
{
	m_pTexture0			= NULL;
	m_pTexture1			= NULL;
	m_pAccumBuffWeights	= NULL;
}

CAccumBuffProxy::~CAccumBuffProxy()
{
}

bool CAccumBuffProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
	bool foundVar;

	// Grab the Material variables for the accumulation shader
	m_pTexture0 = pMaterial->FindVar( "$TEXTURE0", &foundVar, false );
	if( !foundVar )
		return false;

	m_pTexture1 = pMaterial->FindVar( "$TEXTURE1", &foundVar, false );
	if( !foundVar )
		return false;

	m_pAccumBuffWeights = pMaterial->FindVar( "$WEIGHTS", &foundVar, false );
	if( !foundVar )
		return false;

	return true;
}

void CAccumBuffProxy::OnBind( void *pC_BaseEntity )
{
	AccumParams_t *pAccumParams = (AccumParams_t *) pC_BaseEntity;

	if( !m_pTexture0 || !m_pTexture1 || !m_pAccumBuffWeights )
	{
		return;
	}

	m_pTexture0->SetTextureValue( pAccumParams->m_pTexture0 ); 
	m_pTexture1->SetTextureValue( pAccumParams->m_pTexture1 ); 

	// If we're just using this material to do a clear to black...
	if ( pAccumParams->m_bClear )
	{
		m_pAccumBuffWeights->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
	}
	else
	{
		m_pAccumBuffWeights->SetVecValue( pAccumParams->m_fSampleWeight, 1.0f - pAccumParams->m_fSampleWeight, 0.0f, 0.0f );
	}
}

IMaterial *CAccumBuffProxy::GetMaterial()
{
	return m_pAccumBuffWeights ? m_pAccumBuffWeights->GetOwningMaterial() : NULL;
}

//-----------------------------------------------------------------------------

EXPOSE_INTERFACE( CAccumBuffProxy, IMaterialProxy, "accumbuff4sample" IMATERIAL_PROXY_INTERFACE_VERSION );

//-----------------------------------------------------------------------------

CReplayRenderer::CReplayRenderer( CReplayRenderOverlay *pOverlay )
:	m_bIsAudioSyncFrame( false ),
	m_pRenderOverlay( pOverlay ),
	m_nCurrentPingPong( 0 ),
	m_nCurSample( 0 ),
	m_nTimeStep( 0 ),
	m_curSampleTime( 0 ),
	m_nFrame( 0 ),
	m_nNumJitterSamples( 0 ),
	m_iTgaFrame( 0 ),
	m_pLayoffBuf( NULL ),
	m_pMovie( NULL ),
	m_pMovieMaker( NULL ),
	m_pJitterTable( NULL ),
	m_pViewmodelFov( NULL ),
	m_pDefaultFov( NULL ),
	m_bCacheFullSceneState( false ),
	m_bShutterClosed( false ),
	m_bForceCheapDoF( false )
{
}

CReplayRenderer::~CReplayRenderer()
{
}

const CReplayPerformance *CReplayRenderer::GetPerformance() const
{
	CReplay *pReplay = g_pReplayManager->GetPlayingReplay();
	if ( !pReplay )
		return NULL;

	return m_RenderParams.m_iPerformance >= 0 ? pReplay->GetPerformance( m_RenderParams.m_iPerformance ) : NULL;
}

const char *CReplayRenderer::GetMovieFilename() const
{
	if ( !m_pMovie ) 
		return NULL;

	return m_pMovie->GetMovieFilename();
}

// -------------------------------------------------------------------
// Functions used by audio engine to distinguish between sub-frames
//  rendered for motion blur, and the actual frames being recorded
// -------------------------------------------------------------------
void CReplayRenderer::SetAudioSyncFrame( bool isSync )
{
	m_bIsAudioSyncFrame = isSync;
}

bool CReplayRenderer::IsAudioSyncFrame()
{
	return m_bIsAudioSyncFrame;
}

float CReplayRenderer::GetRecordingFrameDuration()
{
	double actualFPS = m_RenderParams.m_Settings.m_FPS.GetFPS();
	if ( actualFPS <= 0.0 )
	{
		Assert( false );
		return 30.0f;
	}
	
	double interval = 1.0 / actualFPS;
	
	return (float) interval;
}

bool CReplayRenderer::SetupRenderer( RenderMovieParams_t &params, IReplayMovie *pMovie )
{
	// Cache render parameters
	V_memcpy( &m_RenderParams, &params, sizeof( params ) );

	// Cache movie
	m_pMovie = pMovie;

	// Reset current frame
	m_nFrame = 0;
	m_nTimeStep = 0;
	m_nCurSample = 0;
	m_iTgaFrame = 0;
	m_curSampleTime = DmeTime_t(0);

	m_pViewmodelFov = ( ConVar * )cvar->FindVar( "viewmodel_fov" );
	m_pDefaultFov = ( ConVar * )cvar->FindVar( "default_fov" );

	InitBuffers( params );

#ifdef REPLAY_RECORDING_ENABLE
	// Record directly to a .wav file if desired via 'startmovie' and write out TGA's
	if ( params.m_bExportRaw )
	{
		// Create the temporary wave file
		g_pEngineClientReplay->Wave_CreateTmpFile( TMP_WAVE_FILENAME );

		// Create the path for the movie
		m_fmtTgaRenderDirName = g_pClientReplayContext->GetMovieManager()->GetRawExportDir();

		g_pFullFileSystem->CreateDirHierarchy( m_fmtTgaRenderDirName.Access() );
	}
	else
	{
		// Record to a movie using video services.
		if ( !g_pVideo )
			return false;

#ifdef USE_WEBM_FOR_REPLAY
		m_pMovieMaker = g_pVideo->CreateVideoRecorder( VideoSystem::WEBM );
#else
		m_pMovieMaker = g_pVideo->CreateVideoRecorder( VideoSystem::QUICKTIME );
#endif		
		if ( !m_pMovieMaker )
			return false;

		CFmtStr fmtMovieFullFilename( "%s%s", g_pReplayMovieManager->GetRenderDir(), pMovie->GetMovieFilename() );
		
		bool bSuccess = false;
		if ( m_pMovieMaker->CreateNewMovieFile( fmtMovieFullFilename.Access(), true ) )
		{
			const ReplayRenderSettings_t &Settings = params.m_Settings;
			
#ifndef USE_WEBM_FOR_REPLAY
			ConVarRef QTEncodeGamma( "video_quicktime_encode_gamma" );
			VideoEncodeGamma_t encodeGamma = ( QTEncodeGamma.IsValid() ) ? (VideoEncodeGamma_t) QTEncodeGamma.GetInt() : VideoEncodeGamma::GAMMA_2_2;
#else
			VideoEncodeGamma_t encodeGamma = VideoEncodeGamma::GAMMA_2_2;
#endif
			
			if ( m_pMovieMaker->SetMovieVideoParameters( Settings.m_Codec, Settings.m_nEncodingQuality, (int)Settings.m_nWidth, (int)Settings.m_nHeight, Settings.m_FPS, encodeGamma ) )
			{
				if ( m_pMovieMaker->SetMovieSourceImageParameters( VideoEncodeSourceFormat::BGRA_32BIT, (int)Settings.m_nWidth, (int)Settings.m_nHeight ) )
				{
					AudioEncodeOptions_t audioOptions =  AudioEncodeOptions::USE_AUDIO_ENCODE_GROUP_SIZE | AudioEncodeOptions::GROUP_SIZE_IS_VIDEO_FRAME |
														 AudioEncodeOptions::LIMIT_AUDIO_TRACK_TO_VIDEO_DURATION | AudioEncodeOptions::PAD_AUDIO_WITH_SILENCE ;
					
					if ( m_pMovieMaker->SetMovieSourceAudioParameters( AudioEncodeSourceFormat::AUDIO_16BIT_PCMStereo, 44100, audioOptions ) )
					{
						bSuccess = true;
					}
				}
			}
		}
		
		if ( !bSuccess )
		{
			g_pVideo->DestroyVideoRecorder( m_pMovieMaker );
			m_pMovieMaker = NULL;
			return false;
		}
	}

	SetupJitterTable();
#endif

	m_pRenderOverlay->Show();
	
	return true;
}

bool CReplayRenderer::SetupJitterTable()
{
	const int nNumSamples = NumMotionBlurTimeSteps();

	switch ( nNumSamples )
	{
	case 4:		m_pJitterTable = g_vJitterTable4; break;
	case 8:		m_pJitterTable = g_vJitterTable8; break;
	case 16:	m_pJitterTable = g_vJitterTable16; break;
	case 32:	m_pJitterTable = g_vJitterTable32; break;
//	case 64:	m_pJitterTable = g_vJitterTable64; break;
//	case 128:	m_pJitterTable = g_vJitterTable128; break;
	default:	return false;
	}

	m_nNumJitterSamples = nNumSamples;

	return true;
}

void CReplayRenderer::InitBuffers( const RenderMovieParams_t &params )
{
	const ReplayRenderSettings_t &Settings = params.m_Settings;

	Assert( m_pLayoffBuf == NULL );
	m_pLayoffBuf = new BGRA8888_t[ Settings.m_nWidth * Settings.m_nHeight ];

	CFmtStr fmtHostFramerateCmd( "host_framerate %f\n", params.m_flEngineFps );
	engine->ClientCmd_Unrestricted( fmtHostFramerateCmd.Access() );

    g_pMaterialSystem->BeginRenderTargetAllocation();								// Begin allocating RTs which IFM can scribble into

	// Offscreen surface for rendering individual samples
	ImageFormat AccumSampleFormat = (g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? IMAGE_FORMAT_RGBA16161616F : g_pMaterialSystem->GetBackBufferFormat();
	m_AccumBuffSample.Init(
		g_pMaterialSystem->CreateNamedRenderTargetTextureEx2(
			"_rt_Replay_Accum_Sample", Settings.m_nWidth, Settings.m_nHeight, RT_SIZE_OFFSCREEN,
			AccumSampleFormat, MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_POINTSAMPLE
		)
	);

	// Ping-Pong textures for accumulating result prior to final tone map
	ImageFormat PingPongFormat = IMAGE_FORMAT_BGR888;
	m_AccumBuffPingPong[0].Init(g_pMaterialSystem->CreateNamedRenderTargetTextureEx2(
		"_rt_Replay_Ping", Settings.m_nWidth, Settings.m_nHeight, RT_SIZE_OFFSCREEN,
		PingPongFormat, MATERIAL_RT_DEPTH_NONE, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_POINTSAMPLE ));
	m_AccumBuffPingPong[1].Init(g_pMaterialSystem->CreateNamedRenderTargetTextureEx2(
		"_rt_Replay_Pong", Settings.m_nWidth, Settings.m_nHeight, RT_SIZE_OFFSCREEN,
		PingPongFormat, MATERIAL_RT_DEPTH_NONE, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_POINTSAMPLE ));

	// LDR final result of either HDR or LDR rendering
	m_LayoffResult.Init(g_pMaterialSystem->CreateNamedRenderTargetTextureEx2(
		"_rt_LayoffResult", Settings.m_nWidth, Settings.m_nHeight, RT_SIZE_OFFSCREEN,
		g_pMaterialSystem->GetBackBufferFormat(), MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_BORDER | TEXTUREFLAGS_POINTSAMPLE ));

    g_pMaterialSystem->EndRenderTargetAllocation();								// Begin allocating RTs which IFM can scribble into

	KeyValues *pVMTKeyValues = new KeyValues( "accumbuff4sample" );
	pVMTKeyValues->SetString( "$TEXTURE0", m_AccumBuffSample->GetName() ); // Dummy
	pVMTKeyValues->SetString( "$TEXTURE1", m_AccumBuffSample->GetName() ); // Dummy
	pVMTKeyValues->SetString( "$TEXTURE2", m_AccumBuffSample->GetName() ); // Dummy
	pVMTKeyValues->SetString( "$TEXTURE3", m_AccumBuffSample->GetName() ); // Dummy
	pVMTKeyValues->SetString( "$WEIGHTS", "[0.25 0.75 0.0 0.0]" );
	pVMTKeyValues->SetInt( "$nocull", 1 );
	KeyValues *pProxiesKV = pVMTKeyValues->FindKey( "proxies", true );	// create a subkey
	pProxiesKV->FindKey( "accumbuff4sample", true ); // create
	m_FourSampleResolveMatRef.Init( "accumbuff4sample", pVMTKeyValues );
	m_FourSampleResolveMatRef->Refresh();
}

void CReplayRenderer::ShutdownRenderer()
{
	if ( m_LayoffResult.IsValid() )
	{
		m_LayoffResult.Shutdown( true );
	}

	if ( m_AccumBuffSample.IsValid() )
	{
		m_AccumBuffSample.Shutdown( true );
	}

	for ( int i = 0; i < 2; ++i )
	{
		if ( m_AccumBuffPingPong[i].IsValid() )
		{
			m_AccumBuffPingPong[i].Shutdown( true );
		}
	}

	delete [] m_pLayoffBuf;
	m_pLayoffBuf = NULL;

#ifdef REPLAY_RECORDING_ENABLE
	if ( m_pMovieMaker )
	{
		m_pMovieMaker->FinishMovie( true );

		if ( g_pVideo )
		{
			g_pVideo->DestroyVideoRecorder( m_pMovieMaker );
		}

		m_pMovieMaker = NULL;
		m_pRenderOverlay->Hide();
	}
	else
#endif
	if ( m_RenderParams.m_bExportRaw )
	{
		// Mimicking what "startmovie" does here.
		g_pEngineClientReplay->Wave_FixupTmpFile( TMP_WAVE_FILENAME );

		// Move the temp wave file to the destination dir
		CFmtStr fmtTmpFilename( "%s%c%s.wav", engine->GetGameDirectory(), CORRECT_PATH_SEPARATOR, TMP_WAVE_FILENAME );
		CFmtStr fmtDstFilename( "%s%s", m_fmtTgaRenderDirName.Access(), "audio.wav" );
		g_pFullFileSystem->RenameFile( fmtTmpFilename.Access(), fmtDstFilename.Access() );
	}

	// Reset framerate
	engine->ClientCmd_Unrestricted( "host_framerate 0" );

	// Notify of performance end
	g_pReplayPerformanceController->Stop();
}

void CReplayRenderer::DrawResolvingQuad( int nWidth, int nHeight )
{
	CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
	IMesh *pMesh = pRenderContext->GetDynamicMesh();
	CMeshBuilder meshBuilder;

	// Epsilons for 1:1 texel to pixel mapping
	float fWidthEpsilon = IsOSX() ? 0.0f : 0.5f / ((float) nWidth);
	float fHeightEpsilon = IsOSX() ? 0.0f : 0.5f / ((float) nHeight);

	meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );

	meshBuilder.Position3f( -1.0f, 1.0f, 0.5f );	// Upper left
	meshBuilder.TexCoord2f( 0, 0.0f + fWidthEpsilon, 0.0f + fHeightEpsilon );
	meshBuilder.AdvanceVertex();

	meshBuilder.Position3f( -1.0f,  -1.0f, 0.5f );	// Lower left
	meshBuilder.TexCoord2f( 0, 0.0f + fWidthEpsilon, 1.0f + fHeightEpsilon );
	meshBuilder.AdvanceVertex();

	meshBuilder.Position3f( 1.0f, -1.0f, 0.5f );	// Lower right
	meshBuilder.TexCoord2f( 0, 1.0f + fWidthEpsilon, 1.0f + fHeightEpsilon );
	meshBuilder.AdvanceVertex();

	meshBuilder.Position3f( 1.0f, 1.0f, 0.5f );		// Upper right
	meshBuilder.TexCoord2f( 0, 1.0f + fWidthEpsilon, 0.0f + fHeightEpsilon );
	meshBuilder.AdvanceVertex();

	meshBuilder.End();
	pMesh->Draw();
}

void CReplayRenderer::BeginRenderingSample( int nSample, int x, int y, int nWidth, int nHeight, float fTonemapScale )
{
	// Always start on ping-pong buffer zero
	if ( nSample == 0 )
	{
		m_nCurrentPingPong = 0;
	}

	CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
	pRenderContext->PushRenderTargetAndViewport( m_AccumBuffSample, x, y, nWidth, nHeight );
}

void CReplayRenderer::ResolveSamples( int nSample, DmeTime_t frametime, int x, int y, int nWidth, int nHeight, bool bLayoffResult, float flBloomScale )
{
	CMatRenderContextPtr pRenderContext( g_pMaterialSystem );

	// Render resolving quad to current ping-pong buffer
	AccumParams_t accParms = {
		m_AccumBuffSample,
		m_AccumBuffPingPong[ ( m_nCurrentPingPong + 1 ) % 2 ],
		1.0f / (float)( nSample + 1 ),
		false
	};
	pRenderContext->Bind( m_FourSampleResolveMatRef, &accParms );
	pRenderContext->PushRenderTargetAndViewport( m_AccumBuffPingPong[m_nCurrentPingPong], x, y, nWidth, nHeight );
		DrawResolvingQuad( nWidth, nHeight );
	pRenderContext->PopRenderTargetAndViewport();

	// If we want to show accumulated result to user...
	if ( bLayoffResult )
	{
		accParms.m_pTexture0 = m_AccumBuffPingPong[m_nCurrentPingPong];
		accParms.m_pTexture1 = m_AccumBuffPingPong[m_nCurrentPingPong];
		accParms.m_fSampleWeight = 1.0f;
		accParms.m_bClear = false;
		pRenderContext->Bind( m_FourSampleResolveMatRef, &accParms );

		pRenderContext->PushRenderTargetAndViewport( m_LayoffResult, x, y, nWidth, nHeight );
			DrawResolvingQuad( nWidth, nHeight );
		pRenderContext->PopRenderTargetAndViewport();
	}

	m_nCurrentPingPong = (m_nCurrentPingPong + 1) % 2;		// Flip the ping-pong buffers
}

bool CReplayRenderer::IsHDR() const
{
	return g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT;
}

float CReplayRenderer::GetViewModelFOVOffset()
{
//	float flVMDefaultFov = m_pViewmodelFov ? m_pViewmodelFov->GetFloat() : 54.0f;
	float flVMDefaultFov = 54.0f;
	float flDefaultFov = m_pDefaultFov ? m_pDefaultFov->GetFloat() : 75.0f;

	return flVMDefaultFov - flDefaultFov;
}

void CReplayRenderer::SetupSampleView( int x, int y, int w, int h, int nSample, CViewSetup& viewSetup )
{
	// Frustum stuff

	// FIXME: This currently matches the client DLL for HL2
	// but we probably need a way of getting this state from the client DLL
	viewSetup.zNear = 3;
	viewSetup.zFar = 16384.0f * 1.73205080757f;
	viewSetup.x = x;
	viewSetup.y = y;
	viewSetup.width = w;
	viewSetup.height = h;
	viewSetup.m_flAspectRatio = (float)viewSetup.width / (float)viewSetup.height;

	const float fov = viewSetup.fov;
	float fHalfAngleRadians = DEG2RAD( 0.5f * fov );
	float t = tan( fHalfAngleRadians ) * (viewSetup.m_flAspectRatio / ( 4.0f / 3.0f ));
	viewSetup.fov = RAD2DEG( 2.0f * atan( t ) );

	viewSetup.fovViewmodel = viewSetup.fov + GetViewModelFOVOffset();
	viewSetup.zNearViewmodel = 1;
	viewSetup.zFarViewmodel = viewSetup.zFar;

	viewSetup.m_bOrtho = false; 
	viewSetup.m_bRenderToSubrectOfLargerScreen = true;

	SetupDOFMatrixSkewView( viewSetup.origin, viewSetup.angles, nSample, viewSetup );	// Sheared matrix method more comparable to image-space DoF approximation

	// Only have the engine do bloom and tone mapping if not HDR
	viewSetup.m_bDoBloomAndToneMapping = !IsHDR();

	viewSetup.m_bCacheFullSceneState = m_bCacheFullSceneState;
}

void CReplayRenderer::SetupDOFMatrixSkewView( const Vector &pos, const QAngle &angles, int nSample, CViewSetup& viewSetup )
{
	Vector vPosition = pos;

	matrix3x4_t matViewMatrix;												// Get transform
	AngleMatrix( angles, matViewMatrix );

	Vector vViewDirection, vViewLeft, vViewUp;
	MatrixGetColumn( matViewMatrix, 0, vViewDirection );
	MatrixGetColumn( matViewMatrix, 1, vViewLeft );
	MatrixGetColumn( matViewMatrix, 2, vViewUp );

	// Be sure these are normalized
	vViewDirection.NormalizeInPlace();
	vViewLeft.NormalizeInPlace();
	vViewUp.NormalizeInPlace();

	// Set up a non-skewed off-center projection matrix to start with...  (Posters already have this set up)
	viewSetup.m_bOffCenter				= true;
	viewSetup.m_flOffCenterBottom		= 0.0f;
	viewSetup.m_flOffCenterTop			= 1.0f;
	viewSetup.m_flOffCenterLeft			= 0.0f;
	viewSetup.m_flOffCenterRight		= 1.0f;

	if ( IsAntialiasingEnabled() && !IsDepthOfFieldEnabled() && !m_bForceCheapDoF )		// AA jitter but no DoF
	{
		Vector2D vAAJitter = m_pJitterTable[nSample % m_nNumJitterSamples];
		const float fHalfPixelRadius = 0.65;
		viewSetup.m_flOffCenterBottom += (vAAJitter.y / (float) viewSetup.height) * fHalfPixelRadius;
		viewSetup.m_flOffCenterTop    += (vAAJitter.y / (float) viewSetup.height) * fHalfPixelRadius;
		viewSetup.m_flOffCenterLeft   += (vAAJitter.x / (float) viewSetup.width)  * fHalfPixelRadius;
		viewSetup.m_flOffCenterRight  += (vAAJitter.x / (float) viewSetup.width)  * fHalfPixelRadius;

		viewSetup.origin = vPosition;
	}

#if 0
	if ( IsDepthOfFieldEnabled() || m_bForceCheapDoF )											// DoF (independent of AA jitter)
	{
		// Try to match the amount of blurriness from legacy fulcrum method
		const float flDoFHack = 0.0008f;
		Vector2D vDoFJitter = DepthOfFieldJitter( nSample ) * pCamera->GetAperture() * flDoFHack;

		float fov43 = pCamera->GetFOVx();
		float fHalfAngleRadians43 = DEG2RAD( 0.5f * fov43 );
		float t = tan( fHalfAngleRadians43 ) * (viewSetup.m_flAspectRatio / ( 4.0f / 3.0f ));

		float flZFocalWidth = t * pCamera->GetFocalDistance() * 2.0f;									// Width of Viewport at Focal plane
		Vector2D vFocalZJitter = vDoFJitter * flZFocalWidth;

		viewSetup.m_flOffCenterBottom += vDoFJitter.y;
		viewSetup.m_flOffCenterTop    += vDoFJitter.y;
		viewSetup.m_flOffCenterLeft   += vDoFJitter.x;
		viewSetup.m_flOffCenterRight  += vDoFJitter.x;

		viewSetup.origin = vPosition + vViewLeft * vFocalZJitter.x - vViewUp * vFocalZJitter.y * (1.0f / viewSetup.m_flAspectRatio);

		if ( !m_bForceCheapDoF )
		{
			Vector2D vAAJitter = g_vJitterTable32[nSample % 32];										// Jitter in addition to DoF offset
			const float fHalfPixelRadius = 0.6f;
			viewSetup.m_flOffCenterBottom += (vAAJitter.y / (float) viewSetup.height) * fHalfPixelRadius;
			viewSetup.m_flOffCenterTop    += (vAAJitter.y / (float) viewSetup.height) * fHalfPixelRadius;
			viewSetup.m_flOffCenterLeft   += (vAAJitter.x / (float) viewSetup.width)  * fHalfPixelRadius;
			viewSetup.m_flOffCenterRight  += (vAAJitter.x / (float) viewSetup.width)  * fHalfPixelRadius;
		}
	}
#endif

	MatrixAngles( matViewMatrix, viewSetup.angles );
}

int CReplayRenderer::GetMotionBlurQuality() const
{
	return m_RenderParams.m_Settings.m_nMotionBlurQuality;
}

int CReplayRenderer::GetDepthOfFieldQuality() const
{
	if ( !IsDepthOfFieldEnabled() )
		return 0;

	return MAX_DOF_QUALITY;
}

/*static*/ int CReplayRenderer::GetNumMotionBlurTimeSteps( int nQuality )
{
	Assert( nQuality >= 0 && nQuality <= MAX_MOTION_BLUR_QUALITY	);

	// Map {0, 1, 2, 3, 4} to {8, 16, 32, 64, 128 }
	return (int) pow(2.0f, nQuality+2 );
}

int CReplayRenderer::NumMotionBlurTimeSteps() const
{
	return ( IsMotionBlurEnabled() ) ? GetNumMotionBlurTimeSteps( GetMotionBlurQuality() ) : 1;
}

bool CReplayRenderer::IsMotionBlurEnabled() const
{
	return m_RenderParams.m_Settings.m_bMotionBlurEnabled;
}

bool CReplayRenderer::IsDepthOfFieldEnabled() const
{
	return false;
}

bool CReplayRenderer::IsAntialiasingEnabled() const
{
	return m_RenderParams.m_Settings.m_bAAEnabled;
}

void CReplayRenderer::ComputeSampleCounts( int *pNSamplesPerTimeStep, int *pNTotalSamples ) const
{
	*pNSamplesPerTimeStep = *pNTotalSamples = 1;

	if ( IsMotionBlurEnabled() )
	{
		*pNTotalSamples *= NumMotionBlurTimeSteps();
	}

	if ( IsDepthOfFieldEnabled() )
	{
		*pNTotalSamples *= s_DoFQualityToSamples[GetDepthOfFieldQuality()];
		*pNSamplesPerTimeStep *= s_DoFQualityToSamples[GetDepthOfFieldQuality()];
	}
}

float CReplayRenderer::GetFramerate() const
{
	return m_RenderParams.m_Settings.m_FPS.GetFPS();
}

double CReplayRenderer::GetShutterSpeed() const
{
	return 0.5 / m_RenderParams.m_Settings.m_FPS.GetFPS();
}

#ifdef TRACE_REPLAY_STATE_MACHINE
static int nFramesSent = 0;
#endif

void CReplayRenderer::CompositeAndLayoffFrame( int nFrame )
{
	#ifdef TRACE_REPLAY_STATE_MACHINE
		Msg("CompositeAndLayoffFrame( %3d ) TStep=%d  ...... ", nFrame, m_nTimeStep );
	#endif

	const int nMotionBlurTimeSteps = NumMotionBlurTimeSteps();
	bool bAppendToMovie = false;
	
	// Determine if this is a frame we handle audio on
	
	bool AudioTrigger = (m_nTimeStep == 0) && !m_bShutterClosed;
	SetAudioSyncFrame( AudioTrigger );

	// If we aren't doing motion blur, just render the frame and add it to the video
	if ( !IsMotionBlurEnabled() )
	{
		m_curSampleTime = DmeTime_t( nFrame, GetFramerate() );
		
		#ifdef TRACE_REPLAY_STATE_MACHINE
			Msg( "Rendering Frame at T=%.4f  ", m_curSampleTime.GetSeconds() );
		#endif
		
		RenderLayoffFrame( m_curSampleTime, 0, 1 );			// Just get one frame

		bAppendToMovie = true;
		goto render_to_video;		
	}

	// Shutter closed?
	if ( m_bShutterClosed )
	{
		m_nTimeStep++;
		
		#ifdef TRACE_REPLAY_STATE_MACHINE
			Msg("Shutter Closed...  TStep now %d", m_nTimeStep );
		#endif
		
		// If nMotionBlurTimeSteps subframes have passed, open the shutter for the next frame.
		if ( m_nTimeStep >= nMotionBlurTimeSteps )
		{
			Assert( m_nTimeStep == nMotionBlurTimeSteps );
			
			m_nTimeStep = 0;
			m_bShutterClosed = false;
			
			#ifdef TRACE_REPLAY_STATE_MACHINE
				Msg( ", Shutter OPENED, TStep=0");
			#endif
		}

		#ifdef TRACE_REPLAY_STATE_MACHINE
			ConVarRef HF( "host_framerate" );
			float frameRate = HF.GetFloat();
			Msg( ", DONE, ENgine FPS = %f\n", frameRate );
		#endif
	
		return;
	}

	// scope to avoid compiler warnings
	{
		// Shutter is open, accumulate sub-frames
		int nSamplesPerTimeStep = 1;
		int nNumTotalSamples = 1;
		ComputeSampleCounts( &nSamplesPerTimeStep, &nNumTotalSamples );

		double frameTime = DmeTime_t( nFrame, GetFramerate() ).GetSeconds();
		DmeTime_t timeStepSize( GetShutterSpeed() );
		DmeTime_t remainderStepSize( DmeTime_t( 1, GetFramerate() ) - timeStepSize );

		Assert( timeStepSize.GetSeconds() > 0.0 );

		DmeTime_t curSampleTime( frameTime );
		
		#ifdef TRACE_REPLAY_STATE_MACHINE
			Msg("FrameT=%.4lf   ", frameTime );
		#endif
		

		timeStepSize /= nMotionBlurTimeSteps;
		
		curSampleTime -= timeStepSize * ( nMotionBlurTimeSteps - 1 ) / 2.0f;

		// Loop through all samples for the current timestep, jittering the camera if antialiasing is enabled.
		
		#ifdef TRACE_REPLAY_STATE_MACHINE
			Msg(" Shutter's Open, Rendering %d Sub-Frames ", nSamplesPerTimeStep );
			Msg( "Frame %i: Laying off sub frame at time step %i \n", nFrame, m_nTimeStep );
		#endif 
		
		RenderLayoffFrame( m_curSampleTime, m_nCurSample++, nNumTotalSamples );

		++m_nTimeStep;
		m_curSampleTime += timeStepSize;

		// Catch the very last motionblur timestep and append to movie
		if ( m_nTimeStep == nMotionBlurTimeSteps )
		{
			#ifdef TRACE_REPLAY_STATE_MACHINE
				Msg( "  TStep=Max, Append=TRUE ... ");
			#endif 
			
			m_nTimeStep = 0;
			m_nCurSample = 0;
			m_curSampleTime = curSampleTime;
			m_bShutterClosed = true;			// Close or open the shutter for nMotionBlurTimeSteps subframes
			bAppendToMovie = true;				// Add a frame to the movie we've just closed the shutter
		}
	}

render_to_video:
	// Append the frame to the movie?
	if ( bAppendToMovie )
	{
		#ifdef TRACE_REPLAY_STATE_MACHINE
			Msg(" -- Appending Frame %d to Movie\n", nFramesSent );  nFramesSent++;
		#endif
		
		CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
		pRenderContext->PushRenderTargetAndViewport( m_LayoffResult );

		// Add this frame to the movie
		LayoffFrame( nFrame );

		pRenderContext->PopRenderTargetAndViewport();
	}
	
	#ifdef TRACE_REPLAY_STATE_MACHINE
		Msg("\n");
	#endif
}


void CReplayRenderer::LayoffFrame( int nFrame )
{
	VPROF_BUDGET( "CReplayRenderer::LayoffFrame", VPROF_BUDGETGROUP_REPLAY );
	// FIXME: This is somewhat of a hack to get layoff working again
	// We're rendering into the full preview size, but stretching down to the actual size
	Rect_t srcRect;
	srcRect.x = 0;
	srcRect.y = 0;
	srcRect.width = m_RenderParams.m_Settings.m_nWidth;
	srcRect.height = m_RenderParams.m_Settings.m_nHeight;

	Rect_t dstRect;
	dstRect.x = 0;
	dstRect.y = 0;
	dstRect.width = m_RenderParams.m_Settings.m_nWidth;
	dstRect.height = m_RenderParams.m_Settings.m_nHeight;

	#ifdef TRACE_REPLAY_STATE_MACHINE
		Msg( "laying off movie frame %i\n", nFrame );
	#endif

	CMatRenderContextPtr pRenderContext( materials );
// 	pRenderContext->ReadPixelsAndStretch( &srcRect, &dstRect, (unsigned char*)m_pLayoffBuf, 
// 		IMAGE_FORMAT_BGRA8888, dstRect.width * ImageLoader::SizeInBytes( IMAGE_FORMAT_BGRA8888 ) );

	pRenderContext->ReadPixels( 0, 0, (int) m_RenderParams.m_Settings.m_nWidth, (int) m_RenderParams.m_Settings.m_nHeight, (unsigned char*)m_pLayoffBuf, IMAGE_FORMAT_BGRA8888 );

	static ConVarRef mat_queue_mode( "mat_queue_mode" );

	// Encode the frame
#ifdef REPLAY_RECORDING_ENABLE
	if ( m_RenderParams.m_bExportRaw )
	{
		CUtlBuffer bufOut;
        if ( TGAWriter::WriteToBuffer( (unsigned char *)m_pLayoffBuf, bufOut, m_RenderParams.m_Settings.m_nWidth,
			m_RenderParams.m_Settings.m_nHeight, IMAGE_FORMAT_BGRA8888, IMAGE_FORMAT_RGB888 ) )
		{
			// Format filename and write the TGA
			CFmtStr fmtFilename(
				"%sFrame_%04i.tga",
				m_fmtTgaRenderDirName.Access(),
				m_iTgaFrame++
			);

	        if ( !g_pFullFileSystem->WriteFile( fmtFilename.Access(), NULL, bufOut ) )
	        {
	            Warning( "Couldn't write bitmap data snapshot to file %s.\n", fmtFilename.Access() );
	        }
		}
	}
	else if ( m_pMovieMaker )
	{
		// can't run in any other mode	
		Assert( mat_queue_mode.GetInt() == 0 );
		VPROF_BUDGET( "CReplayRenderer::LayoffFrame - AppendVideoFrame", VPROF_BUDGETGROUP_REPLAY );
		m_pMovieMaker->AppendVideoFrame( m_pLayoffBuf );
	}
#endif
}

void CReplayRenderer::GetViewSetup( CViewSetup &viewsetup )
{
	extern ConVar v_viewmodel_fov;

	viewsetup = *view->GetPlayerViewSetup();

	// HACK: Override the view - this will keep the view from popping if the user toggles the render preview checkbox.
	ReplayCamera()->CalcView( viewsetup.origin, viewsetup.angles, viewsetup.fov );
	viewsetup .fovViewmodel = ScaleFOVByWidthRatio( v_viewmodel_fov.GetFloat(), viewsetup.m_flAspectRatio / ( 4.0f / 3.0f ) );
}

void CReplayRenderer::RenderLayoffFrame( DmeTime_t time, int nCurSample, int nNumTotalSamples )
{
	CViewSetup viewSetup;
	GetViewSetup( viewSetup );

	int x=0, y=0, w=m_RenderParams.m_Settings.m_nWidth, h=m_RenderParams.m_Settings.m_nHeight;

	// FIXME: Using the preview size here is something of a hack
	// to get layoff working again. We're actually going to stretch down from the preview size to layoff size
	// during frame capture
	float fTonemapScale = 0.28f;
	BeginRenderingSample( nCurSample, x, y, w, h, fTonemapScale);

	// Initialize view setup for this sample
	SetupSampleView( 0, 0, w, h, nCurSample, viewSetup );
	
	const int flags = RENDERVIEW_DRAWVIEWMODEL;

	// Tell the engine to tell the client to render the view (sans viewmodel)
	view->RenderView( viewSetup, VIEW_CLEAR_COLOR | VIEW_CLEAR_DEPTH, flags );

	// Resolve the accumulation buffer samples for display this frame
	float fBloomScale = 0.28f;
	bool bRenderFinalFrame = nCurSample == ( nNumTotalSamples - 1 );
	ResolveSamples( nCurSample, time, 0, 0, w, h, bRenderFinalFrame, fBloomScale );

	// Pop the target
	CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
	pRenderContext->PopRenderTargetAndViewport();
}

void CReplayRenderer::EndRendering()
{
	CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
	pRenderContext->PopRenderTargetAndViewport();
}

void CReplayRenderer::ClearToBlack( CTextureReference &buf, int x, int y, int nWidth, int nHeight )
{
	CMatRenderContextPtr pRenderContext( g_pMaterialSystem );

	// Bind the resolving material
	AccumParams_t accParms = { m_AccumBuffSample, m_AccumBuffSample, 0.0f, true }; // true to clear to black
	pRenderContext->Bind( m_FourSampleResolveMatRef, &accParms );

	// Render black quad to the layoff result
	pRenderContext->PushRenderTargetAndViewport( buf, x, y, nWidth, nHeight );
		DrawResolvingQuad( nWidth, nHeight );
	pRenderContext->PopRenderTargetAndViewport();
}

void CReplayRenderer::RenderVideo()
{
#if _DEBUG
	static ConVarRef replay_fake_render( "replay_fake_render" );
	if ( replay_fake_render.IsValid() && replay_fake_render.GetBool() )
		return;
#endif

	if ( !engine->IsInGame() )
		return;

	if ( !m_LayoffResult.IsValid() )
		return;

	CompositeAndLayoffFrame( m_nFrame++ );
}

void CReplayRenderer::RenderAudio( unsigned char *pBuffer, int nSize, int nNumSamples )
{
#ifdef REPLAY_RECORDING_ENABLE
	if ( m_RenderParams.m_bExportRaw )
	{
		g_pEngineClientReplay->Wave_AppendTmpFile( TMP_WAVE_FILENAME, pBuffer, nNumSamples );
	}
	else if ( m_pMovieMaker )
	{
		m_pMovieMaker->AppendAudioSamples( pBuffer, (size_t)nSize );
	}	
#endif
}

//-----------------------------------------------------------------------------

#endif