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doomclassic fixes, incl. soundstub
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7cd400ad02
commit
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4 changed files with 154 additions and 2 deletions
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@ -67,3 +67,14 @@ typedef unsigned int dword;
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#define MAXWIDTH 1120
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#define MAXHEIGHT 832
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// DG: provide MAXINT seems to be available on MSVC but not MinGW,
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// so use the standard defines from limits.h
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#ifndef MAXINT
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#define MAXINT INT_MAX
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#endif
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#ifndef MININT
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#define MININT INT_MIN
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#endif
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// DG end
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121
doomclassic/doom/i_sound_stub.cpp
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121
doomclassic/doom/i_sound_stub.cpp
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@ -0,0 +1,121 @@
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2012 Daniel Gibson
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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// DG: this is a stub implementing the classic doom sound interface so we don't need XAudio to compile
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// (that doesn't work with MinGW and is only available on Windows)
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// DG: only build this for MSVC. ugly hack, I can't get cmake to delete this file from the list..
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#ifndef _MSC_VER
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#include "Precompiled.h"
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#include "i_sound.h"
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#include "w_wad.h"
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// Init at program start...
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void I_InitSound(){}
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void I_InitSoundHardware( int numOutputChannels_, int channelMask ){}
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// ... update sound buffer and audio device at runtime...
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void I_UpdateSound(void){}
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void I_SubmitSound(void){}
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// ... shut down and relase at program termination.
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void I_ShutdownSound(void){}
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void I_ShutdownSoundHardware(){}
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//
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// SFX I/O
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//
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// Initialize channels?
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void I_SetChannels(){}
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// Get raw data lump index for sound descriptor.
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int I_GetSfxLumpNum (sfxinfo_t* sfxinfo )
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{
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char namebuf[9];
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sprintf(namebuf, "ds%s", sfxinfo->name);
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return W_GetNumForName(namebuf);
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}
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// Starts a sound in a particular sound channel.
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int I_StartSound( int id, mobj_t *origin, mobj_t *listener_origin, int vol, int pitch, int priority )
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{ return 0; }
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// Stops a sound channel.
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void I_StopSound(int handle, int player){}
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// Called by S_*() functions
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// to see if a channel is still playing.
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// Returns 0 if no longer playing, 1 if playing.
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int I_SoundIsPlaying(int handle)
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{ return 0; }
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// Updates the volume, separation,
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// and pitch of a sound channel.
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void I_UpdateSoundParams( int handle, int vol, int sep, int pitch ){}
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void I_SetSfxVolume( int ){}
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//
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// MUSIC I/O
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//
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void I_InitMusic(void){}
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void I_ShutdownMusic(void){}
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// Volume.
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void I_SetMusicVolume(int volume){}
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// PAUSE game handling.
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void I_PauseSong(int handle){}
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void I_ResumeSong(int handle){}
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// Registers a song handle to song data.
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int I_RegisterSong(void *data, int length)
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{ return 0; }
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// Called by anything that wishes to start music.
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// plays a song, and when the song is done,
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// starts playing it again in an endless loop.
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// Horrible thing to do, considering.
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void I_PlaySong( const char *songname, int looping ){}
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// Stops a song over 3 seconds.
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void I_StopSong(int handle){}
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// See above (register), then think backwards
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void I_UnRegisterSong(int handle){}
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// Update Music (XMP), check for notifications
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void I_UpdateMusic(void){}
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#endif // _MSC_VER not defined ; DG end
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@ -26,6 +26,9 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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// DG: only build this for MSVC. ugly hack, I can't get cmake to delete this file from the list..
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#ifdef _MSC_VER
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#include "Precompiled.h"
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#include "globaldata.h"
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@ -57,8 +60,10 @@ If you have questions concerning this license or the applicable additional terms
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#include "sound/snd_local.h"
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#ifdef _MSC_VER // DG: xaudio can only be used with MSVC
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#include <xaudio2.h>
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#include <x3daudio.h>
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#endif // DG end
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#pragma warning ( disable : 4244 )
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@ -75,7 +80,10 @@ If you have questions concerning this license or the applicable additional terms
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#define MIDI_FORMAT_BYTES 2
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#endif
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#ifdef _MSC_VER // DG: xaudio can only be used with MSVC
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IXAudio2SourceVoice* pMusicSourceVoice;
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#endif
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MidiSong* doomMusic;
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byte* musicBuffer;
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int totalBufferSize;
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@ -132,10 +140,12 @@ float g_EmitterAzimuths [] = { 0.f };
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static int numOutputChannels = 0;
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static bool soundHardwareInitialized = false;
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// DG: xaudio can only be used with MSVC
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#ifdef _MSC_VER
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X3DAUDIO_HANDLE X3DAudioInstance;
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X3DAUDIO_LISTENER doom_Listener;
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#endif
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//float localSoundVolumeEntries[] = { 0.f, 0.f, 0.9f, 0.5f, 0.f, 0.f };
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float localSoundVolumeEntries[] = { 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f };
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@ -1098,3 +1108,5 @@ int I_RegisterSong(void* data, int length)
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return 0;
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}
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#endif // _MSC_VER
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// DG end
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@ -1160,9 +1160,17 @@ typedef struct
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// for these actionf_p2s. So, let's make it not a scalar!
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// The second value of the struct will be initalized to 0.
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// struct {
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actionf_p2 action;
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// actionf_p2 action; // <- this was left
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// int filler;
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// };
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#ifdef _MSC_VER
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actionf_p2 action;
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#else
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struct {
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actionf_p2 action;
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// int filler;
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};
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#endif
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statenum_t nextstate;
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long misc1, misc2;
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