thirtyflightsofloving/missionpack/g_sound.c
2021-07-14 05:27:46 -04:00

1514 lines
52 KiB
C

#include "./g_local.h"
#ifdef DISABLE_FMOD
void PlayFootstep (edict_t *ent, footstep_t index) {}
void FootStep (edict_t *ent) {}
qboolean FMOD_Init ()
{
return false;
}
void FMOD_Shutdown () {}
void FMOD_UpdateListenerPos () {}
void FMOD_UpdateSpeakerPos (edict_t *speaker) {}
void FMOD_Stop () {}
void CheckEndMusic (edict_t *ent) {}
void CheckEndSample (edict_t *ent) {}
int FMOD_PlaySound (edict_t *ent)
{
return 0;
}
void FMOD_StopSound (edict_t *ent, qboolean free) {}
void target_playback_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) {}
void target_playback_fadeout (edict_t *ent) {}
void target_playback_fadein (edict_t *ent) {}
qboolean FMOD_IsPlaying (edict_t *ent)
{
return false;
}
void Use_Target_Playback (edict_t *ent, edict_t *other, edict_t *activator) {}
void target_playback_delayed_start (edict_t *ent) {}
void target_playback_delayed_restart (edict_t *ent) {}
void SP_target_playback (edict_t *ent) {}
#ifdef FMOD_FOOTSTEPS
void ReadTextureSurfaceAssignments () {}
#endif // FMOD_FOOTSTEPS
#else // DISABLE_FMOD
#include "fmod.h"
#include <windows.h>
#define SF_PLAYBACK_LOOP 1
#define SF_PLAYBACK_TOGGLE 2
#define SF_PLAYBACK_MUSIC 4 // Is set, mapper says this is "music" and won't be played if fmod_nomusic is set
#define SF_PLAYBACK_STARTON 8
#define SF_PLAYBACK_3D 16 // Position info is used
#define SF_PLAYBACK_MUSICFILE 64 // Internal use, used to distinguish .mod, .s3m, .xm files
#define SF_PLAYBACK_SAMPLE 128 // Used to distinguish samples from streams
#define SF_PLAYBACK_TURNED_OFF 256 // Internal use, set when a target_playback is TURNED OFF rather
// than simply reaching the end
HMODULE hFMOD=(HMODULE)NULL; // Handle of fmod.dll
#ifdef FMOD_FOOTSTEPS
qboolean qFMOD_Footsteps; // Set to false in SP_worldspawn for DM/coop
struct texsurf_s
{
int step_id;
char tex[16];
};
typedef struct texsurf_s texsurf_t;
#define MAX_TEX_SURF 256
texsurf_t tex_surf[MAX_TEX_SURF];
int num_texsurfs;
#endif // FMOD_FOOTSTEPS
/* Here's what Lazarus does at the end of SP_worldspawn:
if (deathmatch->value || coop->value)
qFMOD_Footsteps = false;
else if (world->effects & FX_WORLDSPAWN_STEPSOUNDS)
{
qFMOD_Footsteps = true;
FMOD_Init();
}
else
qFMOD_Footsteps = false;
You'll notice that we don't use FMOD to play any footstep sounds UNLESS a map effects flag is
set - the only good reason for this requirement is kinda complicated: 1) FMOD doesn't like
"s_primary 1" at all, and using that setting will foul up ALL sounds on some sound cards
whether any FMOD functions are used or not. 2) We want to precache footstep sounds for
performance reasons. However, we can't know at runtime whether any surfaces in the map
use new surface flags for footsteps. So.. we want to call FMOD_Init to load FMOD and
precache footsteps, but we DON'T want to do that unless we really need to so that players
who normally use "s_primary 1" can continue to do so.
*/
/* All of the following isn't strictly necessary. Rather than using LoadLibrary and
GetProcAddress for all the FMOD functions, you COULD just link to their import
library. However, that means that your DLL will fail to load if FMOD.DLL isn't
found. Doing it this way removes that problem. Note that you'll also need to
comment out all of the API definitions in FMOD.H if you use this method. */
typedef signed char (__stdcall *FMUSIC_FREESONG) (FMUSIC_MODULE *mod);
typedef int (__stdcall *FMUSIC_GETMASTERVOLUME) (FMUSIC_MODULE *mod);
typedef signed char (__stdcall *FMUSIC_ISPLAYING) (FMUSIC_MODULE *mod);
typedef FMUSIC_MODULE *(__stdcall *FMUSIC_LOADSONG) (const char *name);
typedef signed char (__stdcall *FMUSIC_SETMASTERVOLUME) (FMUSIC_MODULE *mod,int volume);
typedef signed char (__stdcall *FMUSIC_PLAYSONG) (FMUSIC_MODULE *mod);
typedef void (__stdcall *FMUSIC_STOPALLSONGS) ();
typedef signed char (__stdcall *FMUSIC_STOPSONG) (FMUSIC_MODULE *mod);
typedef void (__stdcall *FSOUND_3D_LISTENER_SETATTRIBUTES) (float *pos,float *vel,float fx,float fy,float fz,float tx,float ty,float tz);
typedef void (__stdcall *FSOUND_3D_LISTENER_SETDISTANCEFACTOR) (float scale);
typedef void (__stdcall *FSOUND_3D_LISTENER_SETDOPPLERFACTOR) (float scale);
typedef void (__stdcall *FSOUND_3D_LISTENER_SETROLLOFFFACTOR) (float scale);
typedef signed char (__stdcall *FSOUND_3D_SETATTRIBUTES) (int channel,float *pos,float *vel);
typedef void (__stdcall *FSOUND_3D_UPDATE) ();
typedef void (__stdcall *FSOUND_CLOSE) ();
typedef int (__stdcall *FSOUND_GETERROR) ();
typedef int (__stdcall *FSOUND_GETVOLUME) (int channel);
typedef signed char (__stdcall *FSOUND_INIT) (int mixrate,
int maxsoftwarechannels,
unsigned int flags );
typedef signed char (__stdcall *FSOUND_ISPLAYING) (int channel);
typedef int (__stdcall *FSOUND_PLAYSOUND3DATTRIB) (int channel,
FSOUND_SAMPLE *sptr,
int freq,
int vol,
int pan,
float *pos,
float *vel);
typedef signed char (__stdcall *FSOUND_REVERB_SETMIX) (int channel, float mix);
typedef void (__stdcall *FSOUND_SAMPLE_FREE) (FSOUND_SAMPLE *sptr);
typedef FSOUND_SAMPLE *(__stdcall *FSOUND_SAMPLE_LOAD) (int index,const char *name,unsigned int mode,int memlength);
typedef signed char (__stdcall *FSOUND_SAMPLE_SETMINMAXDISTANCE) (FSOUND_SAMPLE *sptr,float min,float max);
typedef signed char (__stdcall *FSOUND_SETBUFFERSIZE) (int len_ms);
typedef signed char (__stdcall *FSOUND_SETMIXER) (int mixer);
typedef signed char (__stdcall *FSOUND_SETOUTPUT) (int outputtype);
typedef signed char (__stdcall *FSOUND_SETVOLUME) (int channel, int volume);
typedef signed char (__stdcall *FSOUND_STOPSOUND) (int channel);
typedef signed char (__stdcall *FSOUND_STREAM_CLOSE) (FSOUND_STREAM *stream);
typedef int (__stdcall *FSOUND_STREAM_GETLENGTHMS) (FSOUND_STREAM *stream);
typedef FSOUND_STREAM *(__stdcall *FSOUND_STREAM_OPENFILE) (const char *filename,
unsigned int mode,
int memlength);
typedef int (__stdcall *FSOUND_STREAM_PLAY) (int channel, FSOUND_STREAM *stream);
typedef int (__stdcall *FSOUND_STREAM_PLAY3DATTRIB) (int channel,
FSOUND_STREAM *stream,
int freq,
int vol,
int pan,
float *pos,
float *vel );
typedef signed char (__stdcall *FSOUND_STREAM_SETENDCALLBACK) (FSOUND_STREAM *stream,
FSOUND_STREAMCALLBACK callback,
int userdata);
FMUSIC_FREESONG FMUSIC_FreeSong;
FMUSIC_GETMASTERVOLUME FMUSIC_GetMasterVolume;
FMUSIC_ISPLAYING FMUSIC_IsPlaying;
FMUSIC_LOADSONG FMUSIC_LoadSong;
FMUSIC_PLAYSONG FMUSIC_PlaySong;
FMUSIC_SETMASTERVOLUME FMUSIC_SetMasterVolume;
FMUSIC_STOPALLSONGS FMUSIC_StopAllSongs;
FMUSIC_STOPSONG FMUSIC_StopSong;
FSOUND_3D_LISTENER_SETATTRIBUTES FSOUND_3D_Listener_SetAttributes;
FSOUND_3D_LISTENER_SETDISTANCEFACTOR FSOUND_3D_Listener_SetDistanceFactor;
FSOUND_3D_LISTENER_SETDOPPLERFACTOR FSOUND_3D_Listener_SetDopplerFactor;
FSOUND_3D_LISTENER_SETROLLOFFFACTOR FSOUND_3D_Listener_SetRolloffFactor;
FSOUND_3D_SETATTRIBUTES FSOUND_3D_SetAttributes;
FSOUND_3D_UPDATE FSOUND_3D_Update;
FSOUND_CLOSE FSOUND_Close;
FSOUND_GETERROR FSOUND_GetError;
FSOUND_GETVOLUME FSOUND_GetVolume;
FSOUND_INIT FSOUND_Init;
FSOUND_ISPLAYING FSOUND_IsPlaying;
FSOUND_PLAYSOUND3DATTRIB FSOUND_PlaySound3DAttrib;
FSOUND_REVERB_SETMIX FSOUND_Reverb_SetMix;
FSOUND_SAMPLE_FREE FSOUND_Sample_Free;
FSOUND_SAMPLE_LOAD FSOUND_Sample_Load;
FSOUND_SAMPLE_SETMINMAXDISTANCE FSOUND_Sample_SetMinMaxDistance;
FSOUND_SETOUTPUT FSOUND_SetOutput;
FSOUND_SETVOLUME FSOUND_SetVolume;
FSOUND_STOPSOUND FSOUND_StopSound;
FSOUND_STREAM_CLOSE FSOUND_Stream_Close;
FSOUND_STREAM_GETLENGTHMS FSOUND_Stream_GetLengthMs;
FSOUND_STREAM_OPENFILE FSOUND_Stream_OpenFile;
FSOUND_STREAM_PLAY FSOUND_Stream_Play;
FSOUND_STREAM_PLAY3DATTRIB FSOUND_Stream_Play3DAttrib;
FSOUND_STREAM_SETENDCALLBACK FSOUND_Stream_SetEndCallback;
/* Lazarus currently has 44 footstep sounds. These sounds are precached to avoid
a barely noticeable hiccup when the sounds are first played. The #defines for the
Footstep[] indices are in q_shared.h */
#ifdef FMOD_FOOTSTEPS
FSOUND_SAMPLE *Footstep[44];
void PlayFootstep (edict_t *ent, footstep_t index)
{
if (!qFMOD_Footsteps)
{
if (!ent->waterlevel)
ent->s.event = EV_FOOTSTEP;
return;
}
if (index < 0)
ent->s.event = EV_FOOTSTEP;
else
{
if (hFMOD && Footstep[index])
{
//Knightmare- quieter if in thirdperson mode
if (ent->client && ent->client->chaseactive)
FSOUND_PlaySound3DAttrib(FSOUND_FREE, Footstep[index], -1, 64, -1, NULL, NULL );
else
FSOUND_PlaySound3DAttrib(FSOUND_FREE, Footstep[index], -1, 128, -1, NULL, NULL );
}
else
ent->s.event = EV_FOOTSTEP;
}
/* Mapper has the option of setting a worldspawn flag to generate a "player_noise"
entity when the player makes a footstep sound. Normally, monsters ignore footsteps. */
if (world->effects & FX_WORLDSPAWN_ALERTSOUNDS)
PlayerNoise(ent,ent->s.origin,PNOISE_SELF);
}
static char *FootFile (char *in)
{
static char filename[256];
static char prefix[256];
static int init=0;
if (!init)
{
cvar_t *basedir, *gamedir;
basedir = gi.cvar("basedir", "", 0);
gamedir = gi.cvar("gamedir", "", 0);
if (strlen(gamedir->string))
{
if (strstr(in, "mud")) // Knightmare- mud sounds are in different subdir
Com_sprintf (prefix, sizeof(prefix), "%s/%s/sound/mud/", basedir->string, gamedir->string);
else
Com_sprintf (prefix, sizeof(prefix), "%s/%s/sound/player/", basedir->string, gamedir->string);
}
else
{
if (strstr(in, "mud")) // Knightmare- mud sounds are in different subdir
Com_sprintf (prefix, sizeof(prefix), "%s/baseq2/sound/mud/", basedir->string);
else
Com_sprintf (prefix, sizeof(prefix), "%s/baseq2/sound/player/", basedir->string);
}
init = 1;
}
Com_sprintf (filename, sizeof(filename), "%s%s", prefix ,in);
return filename;
}
static void PrecacheFootsteps ()
{
int mode=FSOUND_LOOP_OFF | FSOUND_2D;
if (!hFMOD)
return;
//Knightmare added
Footstep[FOOTSTEP_WADE1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_wade1.wav"), mode, 0);
Footstep[FOOTSTEP_WADE2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_wade2.wav"), mode, 0);
Footstep[FOOTSTEP_WADE3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_wade3.wav"), mode, 0);
Footstep[FOOTSTEP_WADE4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_wade4.wav"), mode, 0);
Footstep[FOOTSTEP_MUD_WADE1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("wade_mud1.wav"), mode, 0);
Footstep[FOOTSTEP_MUD_WADE2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("wade_mud2.wav"), mode, 0);
Footstep[FOOTSTEP_SLOSH1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_slosh1.wav"), mode, 0);
Footstep[FOOTSTEP_SLOSH2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_slosh2.wav"), mode, 0);
Footstep[FOOTSTEP_SLOSH3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_slosh3.wav"), mode, 0);
Footstep[FOOTSTEP_SLOSH4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_slosh4.wav"), mode, 0);
Footstep[FOOTSTEP_LADDER1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_ladder1.wav"), mode, 0);
Footstep[FOOTSTEP_LADDER2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_ladder2.wav"), mode, 0);
Footstep[FOOTSTEP_LADDER3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_ladder3.wav"), mode, 0);
Footstep[FOOTSTEP_LADDER4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_ladder4.wav"), mode, 0);
Footstep[FOOTSTEP_METAL1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_metal1.wav"), mode, 0);
Footstep[FOOTSTEP_METAL2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_metal2.wav"), mode, 0);
Footstep[FOOTSTEP_METAL3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_metal3.wav"), mode, 0);
Footstep[FOOTSTEP_METAL4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_metal4.wav"), mode, 0);
Footstep[FOOTSTEP_DIRT1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_dirt1.wav"), mode, 0);
Footstep[FOOTSTEP_DIRT2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_dirt2.wav"), mode, 0);
Footstep[FOOTSTEP_DIRT3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_dirt3.wav"), mode, 0);
Footstep[FOOTSTEP_DIRT4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_dirt4.wav"), mode, 0);
Footstep[FOOTSTEP_VENT1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_duct1.wav"), mode, 0);
Footstep[FOOTSTEP_VENT2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_duct2.wav"), mode, 0);
Footstep[FOOTSTEP_VENT3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_duct3.wav"), mode, 0);
Footstep[FOOTSTEP_VENT4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_duct4.wav"), mode, 0);
Footstep[FOOTSTEP_GRATE1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_grate1.wav"), mode, 0);
Footstep[FOOTSTEP_GRATE2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_grate2.wav"), mode, 0);
Footstep[FOOTSTEP_GRATE3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_grate3.wav"), mode, 0);
Footstep[FOOTSTEP_GRATE4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_grate4.wav"), mode, 0);
Footstep[FOOTSTEP_TILE1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_tile1.wav"), mode, 0);
Footstep[FOOTSTEP_TILE2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_tile2.wav"), mode, 0);
Footstep[FOOTSTEP_TILE3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_tile3.wav"), mode, 0);
Footstep[FOOTSTEP_TILE4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_tile4.wav"), mode, 0);
Footstep[FOOTSTEP_GRASS1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_grass1.wav"), mode, 0);
Footstep[FOOTSTEP_GRASS2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_grass2.wav"), mode, 0);
Footstep[FOOTSTEP_GRASS3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_grass3.wav"), mode, 0);
Footstep[FOOTSTEP_GRASS4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_grass4.wav"), mode, 0);
Footstep[FOOTSTEP_SNOW1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_snow1.wav"), mode, 0);
Footstep[FOOTSTEP_SNOW2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_snow2.wav"), mode, 0);
Footstep[FOOTSTEP_SNOW3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_snow3.wav"), mode, 0);
Footstep[FOOTSTEP_SNOW4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_snow4.wav"), mode, 0);
Footstep[FOOTSTEP_CARPET1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_carpet1.wav"), mode, 0);
Footstep[FOOTSTEP_CARPET2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_carpet2.wav"), mode, 0);
Footstep[FOOTSTEP_CARPET3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_carpet3.wav"), mode, 0);
Footstep[FOOTSTEP_CARPET4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_carpet4.wav"), mode, 0);
Footstep[FOOTSTEP_FORCE1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_force1.wav"), mode, 0);
Footstep[FOOTSTEP_FORCE2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_force2.wav"), mode, 0);
Footstep[FOOTSTEP_FORCE3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_force3.wav"), mode, 0);
Footstep[FOOTSTEP_FORCE4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_force4.wav"), mode, 0);
Footstep[FOOTSTEP_GRAVEL1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_gravel1.wav"), mode, 0);
Footstep[FOOTSTEP_GRAVEL2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_gravel2.wav"), mode, 0);
Footstep[FOOTSTEP_GRAVEL3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_gravel3.wav"), mode, 0);
Footstep[FOOTSTEP_GRAVEL4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_gravel4.wav"), mode, 0);
Footstep[FOOTSTEP_ICE1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_ice1.wav"), mode, 0);
Footstep[FOOTSTEP_ICE2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_ice2.wav"), mode, 0);
Footstep[FOOTSTEP_ICE3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_ice3.wav"), mode, 0);
Footstep[FOOTSTEP_ICE4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_ice4.wav"), mode, 0);
Footstep[FOOTSTEP_SAND1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_sand1.wav"), mode, 0);
Footstep[FOOTSTEP_SAND2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_sand2.wav"), mode, 0);
Footstep[FOOTSTEP_SAND3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_sand3.wav"), mode, 0);
Footstep[FOOTSTEP_SAND4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_sand4.wav"), mode, 0);
Footstep[FOOTSTEP_WOOD1] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_wood1.wav"), mode, 0);
Footstep[FOOTSTEP_WOOD2] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_wood2.wav"), mode, 0);
Footstep[FOOTSTEP_WOOD3] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_wood3.wav"), mode, 0);
Footstep[FOOTSTEP_WOOD4] = FSOUND_Sample_Load(FSOUND_FREE,FootFile("pl_wood4.wav"), mode, 0);
}
/*
=================
FootStep
Plays appropriate footstep sound depending on surface flags of the ground.
Since this is a replacement for plain Jane EV_FOOTSTEP, we already know
the player is definitely on the ground when this is called.
=================
*/
void FootStep (edict_t *ent)
{
static int iSkipStep = 0;
trace_t tr;
vec3_t end;
int r;
int surface;
r = (rand() & 1) + ent->client->leftfoot*2;
ent->client->leftfoot = 1 - ent->client->leftfoot;
if (qFMOD_Footsteps)
{
if ( (ent->waterlevel == 1) && (ent->watertype & (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)) )
{
// Slosh sounds
PlayFootstep(ent,FOOTSTEP_SLOSH1 + r);
return;
}
if ( (ent->waterlevel == 2) && (ent->watertype & (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)) )
{
// Wade sounds
if (iSkipStep == 0)
{
iSkipStep++;
return;
}
if (iSkipStep++ == 3)
iSkipStep = 0;
/*switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/wade1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/wade2.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/wade1.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/wade3.wav"),1.0,ATTN_NORM,0); break;
}*/
//Knightmare- play wading sounds through FMOD
PlayFootstep (ent,FOOTSTEP_WADE1 + r);
if (world->effects & FX_WORLDSPAWN_ALERTSOUNDS)
PlayerNoise(ent,ent->s.origin,PNOISE_SELF);
return;
}
VectorCopy(ent->s.origin,end);
end[2] -= 64;
tr = gi.trace(ent->s.origin,NULL,NULL,end,ent,MASK_SOLID | MASK_WATER);
if (!tr.surface)
{
PlayFootstep(ent,-1);
return;
}
surface = tr.surface->flags & SURF_STEPMASK;
switch (surface)
{
case SURF_METAL:
PlayFootstep(ent,FOOTSTEP_METAL1 + r);
break;
case SURF_DIRT:
PlayFootstep(ent,FOOTSTEP_DIRT1 + r);
break;
case SURF_VENT:
PlayFootstep(ent,FOOTSTEP_VENT1 + r);
break;
case SURF_GRATE:
PlayFootstep(ent,FOOTSTEP_GRATE1 + r);
break;
case SURF_TILE:
PlayFootstep(ent,FOOTSTEP_TILE1 + r);
break;
case SURF_GRASS:
PlayFootstep(ent,FOOTSTEP_GRASS1 + r);
break;
case SURF_SNOW:
PlayFootstep(ent,FOOTSTEP_SNOW1 + r);
break;
case SURF_CARPET:
PlayFootstep(ent,FOOTSTEP_CARPET1 + r);
break;
case SURF_FORCE:
PlayFootstep(ent,FOOTSTEP_FORCE1 + r);
break;
case SURF_GRAVEL:
PlayFootstep(ent,FOOTSTEP_GRAVEL1 + r);
break;
case SURF_ICE:
PlayFootstep(ent,FOOTSTEP_ICE1 + r);
break;
case SURF_SAND:
PlayFootstep(ent,FOOTSTEP_SAND1 + r);
break;
case SURF_WOOD:
PlayFootstep(ent,FOOTSTEP_WOOD1 + r);
break;
//case SURF_STANDARD:
// PlayFootstep(ent,-1);
// break;
default:
if (footstep_sounds->value && num_texsurfs)
{
int i;
int step=-1;
for (i=0; i<num_texsurfs; i++)
{
if (strstr(tr.surface->name,tex_surf[i].tex))
{
if (!tex_surf[i].step_id)
{
step = -1;
// tr.surface->flags |= SURF_STANDARD;
}
else
{
step = 4*(tex_surf[i].step_id-1) + r;
tr.surface->flags |= (SURF_METAL << (tex_surf[i].step_id - 1));
}
break;
}
}
PlayFootstep(ent,step);
}
else
PlayFootstep(ent,-1);
}
}
else
{ // normal Q2 sound
// Knightmare- completely disable this in DM and COOP
// I don't want all these sounds loaded into the stock Q2 sound system, period.
if (!ent->waterlevel)
ent->s.event = EV_FOOTSTEP;
/*if ((ent->waterlevel == 1) && (ent->watertype & CONTENTS_WATER))
{
// Slosh sounds
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_slosh1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_slosh3.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_slosh2.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_slosh4.wav"),1.0,ATTN_NORM,0); break;
}
if (world->effects & FX_WORLDSPAWN_ALERTSOUNDS)
PlayerNoise(ent,ent->s.origin,PNOISE_SELF);
return;
}
if ((ent->waterlevel == 2) && (ent->watertype & CONTENTS_WATER))
{
// Wade sounds
if (iSkipStep == 0)
{
iSkipStep++;
return;
}
if (iSkipStep++ == 3)
iSkipStep = 0;
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/wade1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/wade2.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/wade1.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/wade3.wav"),1.0,ATTN_NORM,0); break;
}
if (world->effects & FX_WORLDSPAWN_ALERTSOUNDS)
PlayerNoise(ent,ent->s.origin,PNOISE_SELF);
return;
}
VectorCopy(ent->s.origin,end);
end[2] -= 32;
tr = gi.trace(ent->s.origin,NULL,NULL,end,ent,MASK_SOLID | MASK_WATER);
if (!tr.surface)
{
PlayFootstep(ent,-1);
return;
}
surface = tr.surface->flags & SURF_STEPMASK;
switch (tr.surface->flags)
{
case SURF_METAL:
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_metal1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_metal3.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_metal2.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_metal4.wav"),1.0,ATTN_NORM,0); break;
}
break;
case SURF_DIRT:
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_dirt1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_dirt3.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_dirt2.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_dirt4.wav"),1.0,ATTN_NORM,0); break;
}
break;
case SURF_VENT:
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_duct1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_duct3.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_duct2.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_duct4.wav"),1.0,ATTN_NORM,0); break;
}
break;
case SURF_GRATE:
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grate1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grate3.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grate2.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grate4.wav"),1.0,ATTN_NORM,0); break;
}
break;
case SURF_TILE:
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_tile1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_tile3.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_tile2.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_tile4.wav"),1.0,ATTN_NORM,0); break;
}
break;
case SURF_GRASS:
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grass1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grass3.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grass2.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grass4.wav"),1.0,ATTN_NORM,0); break;
}
break;
case SURF_SNOW:
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_snow1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_snow3.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_snow2.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_snow4.wav"),1.0,ATTN_NORM,0); break;
}
break;
case SURF_CARPET:
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_carpet1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_carpet3.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_carpet2.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_carpet4.wav"),1.0,ATTN_NORM,0); break;
}
break;
case SURF_FORCE:
switch (r)
{
case 0: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_force1.wav"),1.0,ATTN_NORM,0); break;
case 1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_force3.wav"),1.0,ATTN_NORM,0); break;
case 2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_force2.wav"),1.0,ATTN_NORM,0); break;
case 3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_force4.wav"),1.0,ATTN_NORM,0); break;
}
break;
default:
if (footstep_sounds->value && num_texsurfs)
{
int i;
int step=-1;
for (i=0; i<num_texsurfs; i++)
{
if (strstr(tr.surface->name,tex_surf[i].tex))
{
if (!tex_surf[i].step_id)
step = -1;
else
step = 4*(tex_surf[i].step_id-1) + r;
break;
}
}
switch (step)
{
case FOOTSTEP_METAL1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_metal1.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_METAL2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_metal3.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_METAL3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_metal2.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_METAL4: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_metal4.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_DIRT1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_dirt1.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_DIRT2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_dirt3.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_DIRT3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_dirt2.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_DIRT4: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_dirt4.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_VENT1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_duct1.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_VENT2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_duct3.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_VENT3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_duct2.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_VENT4: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_duct4.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_GRATE1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grate1.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_GRATE2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grate3.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_GRATE3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grate2.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_GRATE4: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grate4.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_TILE1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_tile1.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_TILE2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_tile3.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_TILE3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_tile2.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_TILE4: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_tile4.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_GRASS1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grass1.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_GRASS2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grass3.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_GRASS3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grass2.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_GRASS4: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_grass4.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_SNOW1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_snow1.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_SNOW2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_snow3.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_SNOW3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_snow2.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_SNOW4: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_snow4.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_CARPET1:gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_carpet1.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_CARPET2:gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_carpet3.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_CARPET3:gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_carpet2.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_CARPET4:gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_carpet4.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_FORCE1: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_force1.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_FORCE2: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_force3.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_FORCE3: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_force2.wav"),1.0,ATTN_NORM,0); break;
case FOOTSTEP_FORCE4: gi.sound(ent,CHAN_VOICE,gi.soundindex("player/pl_force4.wav"),1.0,ATTN_NORM,0); break;
default: ent->s.event = EV_FOOTSTEP;
}
}
else
ent->s.event = EV_FOOTSTEP;
}*/
if (world->effects & FX_WORLDSPAWN_ALERTSOUNDS)
PlayerNoise(ent,ent->s.origin,PNOISE_SELF);
}
}
#endif // FMOD footsteps
/* All other footstep-related code is in p_view.c. Short version: replace all
"ent->s.event = EV_FOOTSTEP" with a call to Footstep and check out G_SetClientEvent,
where water and ladder sounds are played. */
qboolean FMOD_Init ()
{
char dllname[MAX_QPATH];
if (!deathmatch)
deathmatch = gi.cvar ("deathmatch", "0", CVAR_LATCH);
/* This is a Lazarus-specific cvar that overrides the decision to not use FMOD in
DM. Only reason to do this is if you want to use FMOD while playing against bots.
Don't ask me about the crazy name - this is what MD suggested :-) */
if (!packet_fmod_playback)
packet_fmod_playback = gi.cvar("packet_fmod_playback", "0", CVAR_SERVERINFO);
/* FMOD really really REALLY does not like "s_primary 1", particularly on better
sound cards. We tried all sorts of workarounds to no avail before settling on
bitching at the player and making it HIS fault. */
if (!s_primary)
s_primary = gi.cvar("s_primary", "0", 0);
if (s_primary->value)
{
gi.dprintf("target_playback requires s_primary be set to 0.\n"
"At the console type:\n"
"s_primary 0;sound_restart\n");
}
if (deathmatch->value && !packet_fmod_playback->value)
{
hFMOD = (HMODULE)(NULL);
return false;
}
GameDirRelativePath("fmod.dll", dllname, sizeof(dllname));
hFMOD = LoadLibrary(dllname);
if (hFMOD)
{
FMUSIC_FreeSong = (FMUSIC_FREESONG)GetProcAddress(hFMOD,"_FMUSIC_FreeSong@4");
FMUSIC_GetMasterVolume = (FMUSIC_GETMASTERVOLUME)GetProcAddress(hFMOD,"_FMUSIC_GetMasterVolume@4");
FMUSIC_IsPlaying = (FMUSIC_ISPLAYING)GetProcAddress(hFMOD,"_FMUSIC_IsPlaying@4");
FMUSIC_LoadSong = (FMUSIC_LOADSONG)GetProcAddress(hFMOD,"_FMUSIC_LoadSong@4");
FMUSIC_PlaySong = (FMUSIC_PLAYSONG)GetProcAddress(hFMOD,"_FMUSIC_PlaySong@4");
FMUSIC_SetMasterVolume = (FMUSIC_SETMASTERVOLUME)GetProcAddress(hFMOD,"_FMUSIC_SetMasterVolume@8");
FMUSIC_StopAllSongs = (FMUSIC_STOPALLSONGS)GetProcAddress(hFMOD,"_FMUSIC_StopAllSongs@0");
FMUSIC_StopSong = (FMUSIC_STOPSONG)GetProcAddress(hFMOD,"_FMUSIC_StopSong@4");
FSOUND_3D_Listener_SetAttributes = (FSOUND_3D_LISTENER_SETATTRIBUTES)GetProcAddress(hFMOD,"_FSOUND_3D_Listener_SetAttributes@32");
FSOUND_3D_Listener_SetDistanceFactor = (FSOUND_3D_LISTENER_SETDISTANCEFACTOR)GetProcAddress(hFMOD,"_FSOUND_3D_Listener_SetDistanceFactor@4");
FSOUND_3D_Listener_SetDopplerFactor = (FSOUND_3D_LISTENER_SETDOPPLERFACTOR)GetProcAddress(hFMOD,"_FSOUND_3D_Listener_SetDopplerFactor@4");
FSOUND_3D_Listener_SetRolloffFactor = (FSOUND_3D_LISTENER_SETROLLOFFFACTOR)GetProcAddress(hFMOD,"_FSOUND_3D_Listener_SetRolloffFactor@4");
FSOUND_3D_SetAttributes = (FSOUND_3D_SETATTRIBUTES)GetProcAddress(hFMOD,"_FSOUND_3D_SetAttributes@12");
FSOUND_3D_Update = (FSOUND_3D_UPDATE)GetProcAddress(hFMOD,"_FSOUND_3D_Update@0");
FSOUND_Close = (FSOUND_CLOSE)GetProcAddress(hFMOD,"_FSOUND_Close@0");
FSOUND_GetError = (FSOUND_GETERROR)GetProcAddress(hFMOD,"_FSOUND_GetError@0");
FSOUND_GetVolume = (FSOUND_GETVOLUME)GetProcAddress(hFMOD,"_FSOUND_GetVolume@4");
FSOUND_Init = (FSOUND_INIT)GetProcAddress(hFMOD,"_FSOUND_Init@12");
FSOUND_IsPlaying = (FSOUND_ISPLAYING)GetProcAddress(hFMOD,"_FSOUND_IsPlaying@4");
FSOUND_PlaySound3DAttrib = (FSOUND_PLAYSOUND3DATTRIB)GetProcAddress(hFMOD,"_FSOUND_PlaySound3DAttrib@28");
FSOUND_Reverb_SetMix = (FSOUND_REVERB_SETMIX)GetProcAddress(hFMOD,"_FSOUND_Reverb_SetMix@8");
FSOUND_Sample_Free = (FSOUND_SAMPLE_FREE)GetProcAddress(hFMOD,"_FSOUND_Sample_Free@4");
FSOUND_Sample_Load = (FSOUND_SAMPLE_LOAD)GetProcAddress(hFMOD,"_FSOUND_Sample_Load@16");
FSOUND_Sample_SetMinMaxDistance = (FSOUND_SAMPLE_SETMINMAXDISTANCE)GetProcAddress(hFMOD,"_FSOUND_Sample_SetMinMaxDistance@12");
FSOUND_SetOutput = (FSOUND_SETOUTPUT)GetProcAddress(hFMOD,"_FSOUND_SetOutput@4");
FSOUND_SetVolume = (FSOUND_SETVOLUME)GetProcAddress(hFMOD,"_FSOUND_SetVolume@8");
FSOUND_StopSound = (FSOUND_STOPSOUND)GetProcAddress(hFMOD,"_FSOUND_StopSound@4");
FSOUND_Stream_Close = (FSOUND_STREAM_CLOSE)GetProcAddress(hFMOD,"_FSOUND_Stream_Close@4");
FSOUND_Stream_GetLengthMs = (FSOUND_STREAM_GETLENGTHMS)GetProcAddress(hFMOD,"_FSOUND_Stream_GetLengthMs@4");
FSOUND_Stream_OpenFile = (FSOUND_STREAM_OPENFILE)GetProcAddress(hFMOD,"_FSOUND_Stream_OpenFile@12");
FSOUND_Stream_Play = (FSOUND_STREAM_PLAY)GetProcAddress(hFMOD,"_FSOUND_Stream_Play@8");
FSOUND_Stream_Play3DAttrib= (FSOUND_STREAM_PLAY3DATTRIB)GetProcAddress(hFMOD,"_FSOUND_Stream_Play3DAttrib@28");
FSOUND_Stream_SetEndCallback = (FSOUND_STREAM_SETENDCALLBACK)GetProcAddress(hFMOD,"_FSOUND_Stream_SetEndCallback@12");
if (!FSOUND_Init(44100, 32, 0))
{
gi.dprintf("FSOUND_Init failed, error code=%d\n",FSOUND_GetError());
FSOUND_Close();
FreeLibrary(hFMOD);
hFMOD = (HMODULE)(-1);
return false;
}
FSOUND_3D_Listener_SetRolloffFactor(world->attenuation);
FSOUND_3D_Listener_SetDopplerFactor(world->moveinfo.distance);
#ifdef FMOD_FOOTSTEPS
if (qFMOD_Footsteps)
PrecacheFootsteps();
#endif
return true;
}
return false;
}
/* FMOD_Shutdown is called by ShutdownGame and also by our goofy
"sound_restart" console command (which I don't recommend duplicating). */
void FMOD_Shutdown ()
{
if (hFMOD)
{
FMOD_Stop(); // stops all target_playback sounds
FSOUND_Close();
FreeLibrary(hFMOD);
hFMOD = (HMODULE)NULL;
}
}
/*======================================================================================
Everything below this point is related to target_playback. Don't want target_playback?
Then you're done :-)
Add these to the edict_s structure in g_local.h
// FMOD
int *stream; // Actually a FSOUND_STREAM * or FMUSIC_MODULE *
int channel;
Only other real change is in WriteLevel. The purpose of the mess below is
to restart a target_playback that was playing when the player left a level
if he returns to the same level. The linkcount business is used in
target_playback_delayed_restart to postpone playback until the player is
conscious - initial version didn't do this and it was disconcerting to
players to have music crank up while the level was loading.
// write out all the entities
for (i=0 ; i<globals.num_edicts ; i++)
{
ent = &g_edicts[i];
if (!ent->inuse)
continue;
if (!Q_stricmp(ent->classname,"target_playback"))
{
edict_t e;
memcpy(&e,ent,sizeof(edict_t));
if (FMOD_IsPlaying(ent))
{
e.think = target_playback_delayed_restart;
e.nextthink = level.time + 1.0;
// A misuse of groundentity_linkcount, but
// maybe nobody is watching.
e.groundentity_linkcount = g_edicts[1].linkcount;
}
else
{
e.think = NULL;
e.nextthink = 0;
}
e.stream = NULL;
fwrite (&i, sizeof(i), 1, f);
WriteEdict (f, &e);
}
else
{
fwrite (&i, sizeof(i), 1, f);
WriteEdict (f, ent);
}
}
=======================================================================================*/
/* FMOD_UpdateListenerPos is called every frame from G_RunFrame, but ONLY if the
map contains 3D sounds. Add this to the end of G_RunFrame:
if ( (level.num_3D_sounds > 0) && (game.maxclients == 1))
FMOD_UpdateListenerPos();
level.num_3D_sounds is incremented in SP_target_playback for 3D sounds and
decremented if a 3D target_playback "dies".
*/
void FMOD_UpdateListenerPos ()
{
vec3_t pos, vel, forward, up;
edict_t *player = &g_edicts[1];
if (!player || !player->inuse)
return;
if (!hFMOD) return;
AngleVectors(player->s.angles,forward,NULL,up);
VectorSet(pos,player->s.origin[1],player->s.origin[2],player->s.origin[0]);
VectorSet(vel,player->velocity[1],player->velocity[2],player->velocity[0]);
VectorScale(pos,0.025,pos);
VectorScale(vel,0.025,vel);
FSOUND_3D_Listener_SetAttributes(pos,vel,-forward[1],forward[2],-forward[0],-up[1],up[2],-up[0]);
FSOUND_3D_Update();
}
/* FMOD_UpdateSpeakerPos is called whenever a 3D target_playback moves. Only way to
move a target_playback in Lazarus currently is to set it to "movewith" a train.
Lazarus uses 40 Q2 units/meter scale factor (that's where the 0.025 below comes
in). FMOD *does* allow you to set a scale factor that supposedly allows you to
use whatever units you want rather than multiplying position and velocity every
time, but I found that it screws up the attenuation with distance features. */
void FMOD_UpdateSpeakerPos (edict_t *speaker)
{
vec3_t pos, vel;
if (!hFMOD) return;
if (!speaker->stream)
return;
VectorSet(pos,speaker->s.origin[1],speaker->s.origin[2],speaker->s.origin[0]);
VectorSet(vel,speaker->velocity[1],speaker->velocity[2],speaker->velocity[0]);
VectorScale(pos,0.025,pos);
VectorScale(vel,0.025,vel);
FSOUND_3D_SetAttributes(speaker->channel,pos,vel);
}
/* FMOD_Stop stops all playback, but doesn't kill FMOD. It is called by
FMOD_Shutdown and use_target_changelevel. */
void FMOD_Stop ()
{
if (hFMOD)
{
edict_t *e;
int i;
for (i=game.maxclients+1; i<globals.num_edicts; i++)
{
// Stop all playback. Make DAMN SURE "stream" is never
// used by any entity other than target_playback, or
// this will break for sure.
e = &g_edicts[i];
if (!e->inuse)
continue;
if (!e->stream)
continue;
if (e->spawnflags & SF_PLAYBACK_MUSICFILE)
{
if (FMUSIC_IsPlaying((FMUSIC_MODULE *)e->stream))
FMUSIC_StopSong ((FMUSIC_MODULE *)e->stream);
FMUSIC_FreeSong ((FMUSIC_MODULE *)e->stream);
}
else if (e->spawnflags & SF_PLAYBACK_SAMPLE)
{
FSOUND_StopSound(e->channel);
FSOUND_Sample_Free((FSOUND_SAMPLE *)e->stream);
}
else
FSOUND_Stream_Close((FSOUND_STREAM *)e->stream);
e->stream = NULL;
}
}
}
/* Music files don't have a "duration", or at least not one that you can have
reported by FMOD. So if you want to ramp them down, loop them, or do other
effects at the end of a song you'll have to have the music-playing
target_playback "think" with CheckEndMusic. */
void CheckEndMusic (edict_t *ent)
{
if (!ent->inuse)
return;
if (!ent->stream)
return;
if (!(ent->spawnflags & SF_PLAYBACK_MUSICFILE))
return;
if (FMUSIC_IsPlaying((FMUSIC_MODULE *)ent->stream))
ent->nextthink = level.time + 1.0;
else
{
if (!(ent->spawnflags & SF_PLAYBACK_TURNED_OFF))
{
if (ent->spawnflags & SF_PLAYBACK_LOOP)
{
// We didn't turn it off, so crank it back up
FMOD_PlaySound(ent);
return;
}
if (ent->target)
{
char *save_message;
save_message = ent->message;
ent->message = NULL;
G_UseTargets(ent, ent->activator);
ent->message = save_message;
}
}
FMUSIC_FreeSong ((FMUSIC_MODULE *)ent->stream);
ent->stream = NULL;
if (!ent->count)
G_FreeEdict(ent);
}
}
void CheckEndSample (edict_t *ent)
{
if (!ent->inuse)
return;
if (!ent->stream)
return;
if (FSOUND_IsPlaying(ent->channel))
ent->nextthink = level.time + 1.0;
else
{
if (!(ent->spawnflags & SF_PLAYBACK_TURNED_OFF))
{
if (ent->target)
{
char *save_message;
save_message = ent->message;
ent->message = NULL;
G_UseTargets(ent, ent->activator);
ent->message = save_message;
}
}
FSOUND_StopSound(ent->channel);
FSOUND_Sample_Free((FSOUND_SAMPLE *)ent->stream);
ent->stream = NULL;
if (!ent->count)
G_FreeEdict(ent);
}
}
static signed char EndStream (FSOUND_STREAM *stream,void *buff,int len,int param)
{
edict_t *e;
e = (edict_t *)param;
if (!e)
return TRUE;
if (!e->inuse)
return TRUE;
if (!(e->spawnflags & SF_PLAYBACK_TURNED_OFF))
{
if (e->target)
{
char *save_message;
save_message = e->message;
e->message = NULL;
G_UseTargets(e, e->activator);
e->message = save_message;
}
}
FSOUND_Stream_Close(stream);
e->stream = NULL;
if (!e->count)
G_FreeEdict(e);
return TRUE;
}
int FMOD_PlaySound (edict_t *ent)
{
int mode;
if (!hFMOD)
FMOD_Init();
if (!hFMOD)
{
gi.dprintf("FMOD.DLL not loaded\n");
return 0;
}
if (ent->spawnflags & SF_PLAYBACK_MUSICFILE)
{
ent->stream = (int *)FMUSIC_LoadSong(ent->message);
if (ent->stream)
{
FMUSIC_SetMasterVolume((FMUSIC_MODULE *)ent->stream,(int)(ent->volume));
if ( FMUSIC_PlaySong((FMUSIC_MODULE *)ent->stream) )
{
ent->think = CheckEndMusic;
ent->nextthink = level.time + 1.0;
return 1;
}
else
{
gi.dprintf("FMUSIC_PlaySong failed on %s\n",ent->message);
return 0;
}
}
else
{
gi.dprintf("FMUSIC_LoadSong failed on %s\n",ent->message);
return 0;
}
}
else if (ent->spawnflags & SF_PLAYBACK_SAMPLE)
{
if (!ent->stream)
{
if (ent->spawnflags & SF_PLAYBACK_LOOP)
mode = FSOUND_LOOP_NORMAL;
else
mode = FSOUND_LOOP_OFF;
if (!(ent->spawnflags & SF_PLAYBACK_3D))
mode |= FSOUND_2D;
ent->stream = (int *)FSOUND_Sample_Load(FSOUND_FREE,ent->message, mode, 0);
}
if (ent->stream)
{
int volume;
if (ent->fadein > 0)
volume = 0;
else
volume = (int)(ent->volume);
if (ent->spawnflags & SF_PLAYBACK_3D)
{
vec3_t pos;
VectorSet(pos,ent->s.origin[1],ent->s.origin[2],ent->s.origin[0]);
VectorScale(pos,0.025,pos);
ent->channel = FSOUND_PlaySound3DAttrib(FSOUND_FREE, (FSOUND_SAMPLE *)ent->stream, -1, volume, -1, pos, NULL );
FSOUND_Sample_SetMinMaxDistance( (FSOUND_SAMPLE *)ent->stream, ent->moveinfo.distance, 1000000000.0f);
FSOUND_Reverb_SetMix(ent->channel,1.0f);
}
else
{
ent->channel = FSOUND_PlaySound3DAttrib(FSOUND_FREE, (FSOUND_SAMPLE *)ent->stream, -1, volume, -1, NULL, NULL );
FSOUND_Reverb_SetMix(ent->channel,1.0f);
}
if (ent->channel >= 0)
{
ent->spawnflags &= ~SF_PLAYBACK_TURNED_OFF;
return 1;
}
else
{
gi.dprintf("FSOUND_PlaySound3DAttrib failed on %s\n",ent->message);
return 0;
}
}
else
{
gi.dprintf("FSOUND_Sample_Load failed on %s\n",ent->message);
ent->channel = -1;
return 0;
}
}
else
{
if (ent->spawnflags & SF_PLAYBACK_LOOP)
mode = FSOUND_LOOP_NORMAL;
else
mode = FSOUND_LOOP_OFF;
// ??? Don't use FSOUND_HW3D because A3D cards screw up???
if (!(ent->spawnflags & SF_PLAYBACK_3D))
mode |= FSOUND_2D;
ent->stream = (int *)FSOUND_Stream_OpenFile(ent->message, mode, 0);
if (ent->stream)
{
int volume;
if (ent->fadein > 0)
volume = 0;
else
volume = (int)(ent->volume);
if (ent->spawnflags & SF_PLAYBACK_3D)
{
vec3_t pos;
VectorSet(pos,ent->s.origin[1],ent->s.origin[2],ent->s.origin[0]);
VectorScale(pos,0.025,pos);
ent->channel = FSOUND_Stream_Play3DAttrib(FSOUND_FREE, (FSOUND_STREAM *)ent->stream, -1, volume, -1, pos, NULL );
FSOUND_Reverb_SetMix(ent->channel,1.0f);
}
else
{
ent->channel = FSOUND_Stream_Play3DAttrib(FSOUND_FREE, (FSOUND_STREAM *)ent->stream, -1, volume, -1, NULL, NULL );
FSOUND_Reverb_SetMix(ent->channel,1.0f);
}
if (ent->channel >= 0)
{
ent->spawnflags &= ~SF_PLAYBACK_TURNED_OFF;
FSOUND_Stream_SetEndCallback((FSOUND_STREAM *)ent->stream,EndStream,(int)ent);
return 1;
}
else
{
gi.dprintf("FSOUND_Stream_Play3DAttrib failed on %s\n",ent->message);
return 0;
}
}
else
{
gi.dprintf("FSOUND_Stream_OpenFile failed on %s\n",ent->message);
ent->channel = -1;
return 0;
}
}
}
void FMOD_StopSound (edict_t *ent, qboolean free)
{
if (!hFMOD)
return;
ent->spawnflags |= SF_PLAYBACK_TURNED_OFF;
if (ent->spawnflags & SF_PLAYBACK_MUSICFILE)
{
if (FMUSIC_IsPlaying((FMUSIC_MODULE *)ent->stream))
FMUSIC_StopSong ((FMUSIC_MODULE *)ent->stream);
if (free)
{
FMUSIC_FreeSong ((FMUSIC_MODULE *)ent->stream);
ent->stream = NULL;
}
}
else if (ent->spawnflags & SF_PLAYBACK_SAMPLE)
{
if (FSOUND_IsPlaying(ent->channel))
FSOUND_StopSound(ent->channel);
ent->channel = -1;
if (free)
{
FSOUND_Sample_Free((FSOUND_SAMPLE *)ent->stream);
ent->stream = NULL;
}
}
else
{
if (FSOUND_IsPlaying(ent->channel))
FSOUND_StopSound(ent->channel);
ent->channel = -1;
if (free)
{
FSOUND_Stream_Close((FSOUND_STREAM *)ent->stream);
ent->stream = NULL;
}
}
if (!ent->count)
G_FreeEdict(ent);
}
void target_playback_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
if (!hFMOD)
return;
// if it's 3D, decrement level 3D count for efficiency
if (self->spawnflags & SF_PLAYBACK_3D)
level.num_3D_sounds--;
self->count = 0;
FMOD_StopSound(self,true);
}
void target_playback_fadeout (edict_t *ent)
{
int volume;
if (!ent->stream)
return;
if (ent->fadeout <= 0) // should never have come here?
return;
if (level.time - ent->timestamp < ent->fadeout)
{
volume = (int)(ent->density * (1.0 - (level.time-ent->timestamp)/ent->fadeout));
if (ent->spawnflags & SF_PLAYBACK_MUSICFILE)
FMUSIC_SetMasterVolume((FMUSIC_MODULE *)ent->stream,volume);
else
FSOUND_SetVolume(ent->channel,volume);
ent->nextthink = level.time + FRAMETIME;
}
}
void target_playback_fadein (edict_t *ent)
{
int volume;
if (!ent->stream)
return;
if (ent->fadein <= 0) // should never have come here?
return;
if (level.time > ent->timestamp + ent->fadein)
return;
volume = (int)(ent->volume*(level.time - ent->timestamp)/ent->fadein);
if (ent->spawnflags & SF_PLAYBACK_MUSICFILE)
FMUSIC_SetMasterVolume((FMUSIC_MODULE *)ent->stream,volume);
else
{
if (!FSOUND_SetVolume(ent->channel,volume))
gi.dprintf("FSOUND_SetVolume failed, error code=%d, channel=%d\n",FSOUND_GetError(),ent->channel);
}
ent->nextthink = level.time + FRAMETIME;
}
qboolean FMOD_IsPlaying (edict_t *ent)
{
if (ent->spawnflags & SF_PLAYBACK_MUSICFILE)
{
if (ent->stream)
return FMUSIC_IsPlaying((FMUSIC_MODULE *)ent->stream);
else
return false;
}
else if (ent->channel >= 0)
{
return FSOUND_IsPlaying(ent->channel);
}
return false;
}
void Use_Target_Playback (edict_t *ent, edict_t *other, edict_t *activator)
{
vec3_t pos = {0, 0, 0};
vec3_t vel = {0, 0, 0};
int volume = 255;
if (fmod_nomusic->value && (ent->spawnflags & SF_PLAYBACK_MUSIC))
return;
if (s_primary->value)
{
gi.dprintf("target_playback requires s_primary be set to 0.\n"
"At the console type:\n"
"s_primary 0;sound_restart\n");
return;
}
if (!ent->count)
{
if (ent->stream)
FMOD_StopSound(ent,true);
else
G_FreeEdict(ent);
return;
}
if (FMOD_IsPlaying(ent))
{
if (ent->spawnflags & (SF_PLAYBACK_LOOP | SF_PLAYBACK_TOGGLE))
{
if (ent->fadeout > 0)
{
if (ent->spawnflags & SF_PLAYBACK_MUSICFILE)
ent->density = FMUSIC_GetMasterVolume((FMUSIC_MODULE *)ent->stream);
else
ent->density = FSOUND_GetVolume(ent->channel);
ent->timestamp = level.time;
ent->think = target_playback_fadeout;
ent->think(ent);
}
else
{
FMOD_StopSound (ent, ((ent->spawnflags & SF_PLAYBACK_SAMPLE) ? false : true ));
ent->think = NULL;
ent->nextthink = 0;
}
return;
}
else
{
// Not toggled - just turn it off then restart it below
FMOD_StopSound (ent, ((ent->spawnflags & SF_PLAYBACK_SAMPLE) ? false : true ));
ent->think = NULL;
ent->nextthink = 0;
}
}
if ( !FMOD_PlaySound(ent) )
return;
ent->count--;
ent->timestamp = level.time;
ent->activator = activator;
if (ent->fadein > 0)
{
ent->think = target_playback_fadein;
ent->nextthink = level.time + FRAMETIME;
}
}
void target_playback_delayed_start (edict_t *ent)
{
if (!g_edicts[1].linkcount || (ent->groundentity_linkcount == g_edicts[1].linkcount))
ent->nextthink = level.time + FRAMETIME;
else
ent->use(ent,world,world);
}
void target_playback_delayed_restart (edict_t *ent)
{
if (!g_edicts[1].linkcount || (ent->groundentity_linkcount == g_edicts[1].linkcount))
ent->nextthink = level.time + FRAMETIME;
else
{
ent->think = target_playback_delayed_start;
ent->nextthink = level.time + 2.0;
}
}
void SP_target_playback (edict_t *ent)
{
char filename[_MAX_PATH];
size_t msgSize;
if (!hFMOD)
FMOD_Init();
if (!hFMOD)
{
gi.dprintf("fmod.dll not loaded, cannot use target_playback.\n");
G_FreeEdict(ent);
return;
}
if (!st.noise)
{
gi.dprintf("target_playback with no noise set at %s\n", vtos(ent->s.origin));
G_FreeEdict(ent);
return;
}
ent->class_id = ENTITY_TARGET_PLAYBACK;
GameDirRelativePath(st.noise, filename, sizeof(filename));
msgSize = strlen(filename) + 1;
ent->message = gi.TagMalloc(msgSize, TAG_LEVEL);
Com_strcpy (ent->message, msgSize, filename);
if (ent->fadein < 0)
ent->fadein = 0;
if (ent->fadeout < 0)
ent->fadeout = 0;
strlwr(ent->message);
if ( strstr(ent->message,".mod") ||
strstr(ent->message,".s3m") ||
strstr(ent->message,".xm") ||
strstr(ent->message,".mid") )
ent->spawnflags |= SF_PLAYBACK_MUSICFILE;
if (!ent->volume)
ent->volume = 1.0;
ent->volume *= 255;
if (!ent->count)
ent->count = -1;
if (ent->spawnflags & SF_PLAYBACK_3D)
{
if (!strstr(ent->message,".mp3"))
ent->spawnflags |= SF_PLAYBACK_SAMPLE;
level.num_3D_sounds++;
if (st.distance)
ent->moveinfo.distance = st.distance * 0.025f;
else
ent->moveinfo.distance = 5.0f;
}
else
ent->spawnflags &= ~SF_PLAYBACK_SAMPLE;
ent->use = Use_Target_Playback;
ent->die = target_playback_die;
if (ent->spawnflags & SF_PLAYBACK_STARTON)
{
ent->think = target_playback_delayed_start;
ent->nextthink = level.time + 1.0;
}
if (ent->movewith)
ent->movetype = MOVETYPE_PUSH;
else
ent->movetype = MOVETYPE_NONE;
gi.linkentity (ent);
ent->stream = NULL;
ent->channel = -1;
if (ent->spawnflags & SF_PLAYBACK_SAMPLE)
{
// precache sound to prevent stutter when it finally IS played
int mode;
if (ent->spawnflags & SF_PLAYBACK_LOOP)
mode = FSOUND_LOOP_NORMAL;
else
mode = FSOUND_LOOP_OFF;
if (!(ent->spawnflags & SF_PLAYBACK_3D))
mode |= FSOUND_2D;
ent->stream = (int *)FSOUND_Sample_Load(FSOUND_FREE,ent->message, mode, 0);
}
}
#ifdef FMOD_FOOTSTEPS
void ReadTextureSurfaceAssignments (void)
{
cvar_t *basedir, *gamedir;
char filename[256];
FILE *f;
char line[80];
num_texsurfs = 0;
basedir = gi.cvar("basedir", "", 0);
gamedir = gi.cvar("gamedir", "", 0);
Com_strcpy (filename, sizeof(filename), basedir->string);
if (strlen(gamedir->string))
{
Com_strcat (filename, sizeof(filename), "\\");
Com_strcat (filename, sizeof(filename), gamedir->string);
}
Com_strcat (filename, sizeof(filename), "\\texsurfs.txt");
f = fopen(filename,"rt");
if (!f)
return;
while (fgets(line, sizeof(line), f) && num_texsurfs < MAX_TEX_SURF)
{
// sscanf(line,"%d %s",&tex_surf[num_texsurfs].step_id,tex_surf[num_texsurfs].tex);
if (sscanf(line,"%d %s",&tex_surf[num_texsurfs].step_id,tex_surf[num_texsurfs].tex) == EOF) {
Com_Printf ("ReadTextureSurfaceAssignments: invalid footstep assignment '%s'.\n", line);
}
// gi.dprintf("%d %s\n",tex_surf[num_texsurfs].step_id,tex_surf[num_texsurfs].tex);
num_texsurfs++;
}
fclose(f);
}
#endif // FMOD_FOOTSTEPS
#endif // DISABLE_FMOD