/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see .
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.
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.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include
#include
#include "i_system.h"
#include "i_sound.h"
#include "sounds.h"
#include "s_sound.h"
#include "z_zone.h"
#include "m_random.h"
#include "w_wad.h"
#include "doomdef.h"
#include "p_local.h"
#include "doomstat.h"
#include "Main.h"
// Purpose?
const char snd_prefixen[]
= { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };
// when to clip out sounds
// Does not fit the large outdoor areas.
// Distance tp origin when sounds should be maxed out.
// This should relate to movement clipping resolution
// (see BLOCKMAP handling).
// Originally: (200*0x10000).
// Adjustable by menu.
// percent attenuation from front to back
// Current music/sfx card - index useless
// w/o a reference LUT in a sound module.
// Config file? Same disclaimer as above.
// the set of ::g->channels available
// These are not used, but should be (menu).
// Maximum volume of a sound effect.
// Internal default is max out of 0-15.
// Maximum volume of music. Useless so far.
// whether songs are ::g->mus_paused
// music currently being played
// following is set
// by the defaults code in M_misc:
// number of ::g->channels available
//
// Internals.
//
int
S_getChannel
( void* origin,
sfxinfo_t* sfxinfo );
int
S_AdjustSoundParams
( mobj_t* listener,
mobj_t* source,
int* vol,
int* sep,
int* pitch );
void S_StopChannel(int cnum);
//
// Initializes sound stuff, including volume
// Sets ::g->channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
void S_Init
( int sfxVolume,
int musicVolume )
{
int i;
// Whatever these did with DMX, these are rather dummies now.
I_SetChannels();
S_SetSfxVolume(sfxVolume);
S_SetMusicVolume(musicVolume);
// Allocating the internal ::g->channels for mixing
// (the maximum numer of sounds rendered
// simultaneously) within zone memory.
::g->channels =
(channel_t *) DoomLib::Z_Malloc(::g->numChannels*sizeof(channel_t), PU_STATIC, 0);
// Free all ::g->channels for use
for (i=0 ; i < ::g->numChannels ; i++)
::g->channels[i].sfxinfo = 0;
// no sounds are playing, and they are not ::g->mus_paused
::g->mus_paused = 0;
::g->mus_looping = 0;
// Note that sounds have not been cached (yet).
for (i=1 ; ichannels ) {
for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
if (::g->channels[cnum].sfxinfo)
S_StopChannel(cnum);
}
// start new music for the level
::g->mus_paused = 0;
if (::g->gamemode == commercial) {
mnum = mus_runnin + ::g->gamemap - 1;
/*
Is this necessary?
if ( ::g->gamemission == 0 ) {
mnum = mus_runnin + ::g->gamemap - 1;
}
else {
mnum = mus_runnin + ( gameLocal->GetMissionData( ::g->gamemission )->mapMusic[ ::g->gamemap-1 ] - 1 );
}
*/
}
else
{
int spmus[] = {
// Song - Who? - Where?
mus_e3m4, // American e4m1
mus_e3m2, // Romero e4m2
mus_e3m3, // Shawn e4m3
mus_e1m5, // American e4m4
mus_e2m7, // Tim e4m5
mus_e2m4, // Romero e4m6
mus_e2m6, // J.Anderson e4m7 CHIRON.WAD
mus_e2m5, // Shawn e4m8
mus_e1m9 // Tim e4m9
};
if (::g->gameepisode < 4)
mnum = mus_e1m1 + (::g->gameepisode-1)*9 + ::g->gamemap-1;
else
mnum = spmus[::g->gamemap-1];
}
S_StopMusic();
S_ChangeMusic(mnum, true);
::g->nextcleanup = 15;
}
void
S_StartSoundAtVolume
( void* origin_p,
int sfx_id,
int volume )
{
int rc;
int sep;
int pitch;
int priority;
sfxinfo_t* sfx;
int cnum;
mobj_t* origin = (mobj_t *) origin_p;
// Debug.
/*I_PrintfE
"S_StartSoundAtVolume: playing sound %d (%s)\n",
sfx_id, S_sfx[sfx_id].name );*/
// check for bogus sound #
if (sfx_id < 1 || sfx_id > NUMSFX)
I_Error("Bad sfx #: %d", sfx_id);
sfx = &S_sfx[sfx_id];
// Initialize sound parameters
if (sfx->link)
{
pitch = sfx->pitch;
priority = sfx->priority;
volume += sfx->volume;
if (volume < 1)
return;
if ( volume > s_volume_sound.GetInteger() )
volume = s_volume_sound.GetInteger();
}
else
{
pitch = NORM_PITCH;
priority = NORM_PRIORITY;
if (volume < 1)
return;
if ( volume > s_volume_sound.GetInteger() )
volume = s_volume_sound.GetInteger();
}
// Check to see if it is audible,
// and if not, modify the params
// DHM - Nerve :: chainsaw!!!
if (origin && ::g->players[::g->consoleplayer].mo && origin != ::g->players[::g->consoleplayer].mo)
{
rc = S_AdjustSoundParams(::g->players[::g->consoleplayer].mo,
origin,
&volume,
&sep,
&pitch);
if ( origin->x == ::g->players[::g->consoleplayer].mo->x
&& origin->y == ::g->players[::g->consoleplayer].mo->y)
{
sep = NORM_SEP;
}
if (!rc)
return;
}
else
{
sep = NORM_SEP;
}
// hacks to vary the sfx pitches
const bool isChainsawSound = sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit;
if ( !isChainsawSound && sfx_id != sfx_itemup && sfx_id != sfx_tink)
{
pitch += 16 - (M_Random()&31);
if (pitch<0)
pitch = 0;
else if (pitch>255)
pitch = 255;
}
// kill old sound
//S_StopSound(origin);
// try to find a channel
cnum = S_getChannel(origin, sfx);
if (cnum<0) {
printf( "No sound channels available for sfxid %d.\n", sfx_id );
return;
}
// get lumpnum if necessary
if (sfx->lumpnum < 0)
sfx->lumpnum = I_GetSfxLumpNum(sfx);
// increase the usefulness
if (sfx->usefulness++ < 0)
sfx->usefulness = 1;
// Assigns the handle to one of the ::g->channels in the
// mix/output buffer.
::g->channels[cnum].handle = I_StartSound(sfx_id, origin, ::g->players[::g->consoleplayer].mo, volume, pitch, priority);
}
void S_StartSound ( void* origin, int sfx_id )
{
S_StartSoundAtVolume(origin, sfx_id, s_volume_sound.GetInteger() );
}
void S_StopSound(void *origin)
{
int cnum;
for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
{
if (::g->channels[cnum].sfxinfo && ::g->channels[cnum].origin == origin)
{
S_StopChannel(cnum);
break;
}
}
}
//
// Stop and resume music, during game PAUSE.
//
void S_PauseSound(void)
{
if (::g->mus_playing && !::g->mus_paused)
{
I_PauseSong(::g->mus_playing->handle);
::g->mus_paused = true;
}
}
void S_ResumeSound(void)
{
if (::g->mus_playing && ::g->mus_paused)
{
I_ResumeSong(::g->mus_playing->handle);
::g->mus_paused = false;
}
}
//
// Updates music & sounds
//
void S_UpdateSounds(void* listener_p)
{
int audible;
int cnum;
int volume;
int sep;
int pitch;
sfxinfo_t* sfx;
channel_t* c;
mobj_t* listener = (mobj_t*)listener_p;
for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
{
c = &::g->channels[cnum];
sfx = c->sfxinfo;
if(sfx)
{
if (I_SoundIsPlaying(c->handle))
{
// initialize parameters
volume = s_volume_sound.GetInteger();
pitch = NORM_PITCH;
sep = NORM_SEP;
if (sfx->link)
{
pitch = sfx->pitch;
volume += sfx->volume;
if (volume < 1) {
S_StopChannel(cnum);
continue;
} else if ( volume > s_volume_sound.GetInteger() ) {
volume = s_volume_sound.GetInteger();
}
}
// check non-local sounds for distance clipping or modify their params
if (c->origin && listener_p != c->origin)
{
audible = S_AdjustSoundParams(listener, (mobj_t*)c->origin, &volume, &sep, &pitch);
if (!audible) {
S_StopChannel(cnum);
}
}
}
else
{
// if channel is allocated but sound has stopped, free it
S_StopChannel(cnum);
}
}
}
}
void S_SetMusicVolume(int volume)
{
I_SetMusicVolume(volume);
s_volume_midi.SetInteger( volume );
}
void S_SetSfxVolume(int volume)
{
I_SetSfxVolume(volume);
s_volume_sound.SetInteger( volume );
}
//
// Starts some music with the music id found in sounds.h.
//
void S_StartMusic(int m_id)
{
S_ChangeMusic(m_id, false);
}
void S_ChangeMusic ( int musicnum, int looping )
{
#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
if (gameLocal->IsSplitscreen() && DoomLib::GetPlayer() > 0 )
{
// we aren't the key player... we have no control over music
return;
}
#endif
musicinfo_t* music = NULL;
if ( (musicnum <= mus_None)
|| (musicnum >= NUMMUSIC) )
{
I_Error("Bad music number %d", musicnum);
}
else
music = &::g->S_music[musicnum];
if (::g->mus_playing == music)
return;
//I_Printf("S_ChangeMusic: Playing new track: '%s'\n", music->name);
I_PlaySong( music->name, looping );
::g->mus_playing = music;
}
void S_StopMusic(void)
{
if (::g->doomcom.consoleplayer)
{
// we aren't the key player... we have no control over music
return;
}
if (::g->mus_playing)
{
if (::g->mus_paused)
I_ResumeSong(::g->mus_playing->handle);
I_StopSong(::g->mus_playing->handle);
I_UnRegisterSong(::g->mus_playing->handle);
//Z_FreeTags( PU_MUSIC_SHARED, PU_MUSIC_SHARED );
::g->mus_playing->data = 0;
::g->mus_playing = 0;
}
}
void S_StopChannel(int cnum)
{
int i;
channel_t* c = &::g->channels[cnum];
if (c->sfxinfo)
{
// stop the sound playing
if (I_SoundIsPlaying(c->handle))
{
#ifdef SAWDEBUG
if (c->sfxinfo == &S_sfx[sfx_sawful])
I_PrintfE( "stopped\n");
#endif
I_StopSound(c->handle);
}
// check to see
// if other ::g->channels are playing the sound
for (i=0 ; i < ::g->numChannels ; i++)
{
if (cnum != i
&& c->sfxinfo == ::g->channels[i].sfxinfo)
{
break;
}
}
// degrade usefulness of sound data
c->sfxinfo->usefulness--;
c->sfxinfo = 0;
}
}
//
// Changes volume, stereo-separation, and pitch variables
// from the norm of a sound effect to be played.
// If the sound is not audible, returns a 0.
// Otherwise, modifies parameters and returns 1.
//
int S_AdjustSoundParams( mobj_t* listener, mobj_t* source, int* vol, int* sep, int* pitch ) {
fixed_t approx_dist;
fixed_t adx;
fixed_t ady;
// DHM - Nerve :: Could happen in multiplayer if a player exited the level holding the chainsaw
if ( listener == NULL || source == NULL ) {
return 0;
}
// calculate the distance to sound origin
// and clip it if necessary
adx = abs(listener->x - source->x);
ady = abs(listener->y - source->y);
// From _GG1_ p.428. Appox. eucledian distance fast.
approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
if ( approx_dist > S_CLIPPING_DIST) {
return 0;
}
// angle of source to listener
*sep = NORM_SEP;
// volume calculation
if (approx_dist < S_CLOSE_DIST) {
*vol = s_volume_sound.GetInteger();
}
else {
// distance effect
*vol = ( s_volume_sound.GetInteger()
* ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
/ S_ATTENUATOR;
}
return (*vol > 0);
}
//
// S_getChannel :
// If none available, return -1. Otherwise channel #.
//
int
S_getChannel
( void* origin,
sfxinfo_t* sfxinfo )
{
// channel number to use
int cnum;
channel_t* c;
// Find an open channel
for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
{
if (!::g->channels[cnum].sfxinfo)
break;
else if ( origin && ::g->channels[cnum].origin == origin &&
(::g->channels[cnum].handle == sfx_sawidl || ::g->channels[cnum].handle == sfx_sawful) )
{
S_StopChannel(cnum);
break;
}
}
// None available
if (cnum == ::g->numChannels)
{
// Look for lower priority
for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
if (::g->channels[cnum].sfxinfo->priority >= sfxinfo->priority) break;
if (cnum == ::g->numChannels)
{
// FUCK! No lower priority. Sorry, Charlie.
return -1;
}
else
{
// Otherwise, kick out lower priority.
S_StopChannel(cnum);
}
}
c = &::g->channels[cnum];
// channel is decided to be cnum.
c->sfxinfo = sfxinfo;
c->origin = origin;
return cnum;
}