/* =========================================================================== 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" // // DESCRIPTION: // System interface for sound. // //----------------------------------------------------------------------------- #include #include #include #include #include #include // Timer stuff. Experimental. #include #include #include "z_zone.h" #include "i_system.h" #include "i_sound.h" #include "m_argv.h" #include "m_misc.h" #include "w_wad.h" #include "d_main.h" #include "doomdef.h" #include "../timidity/timidity.h" #include "../timidity/controls.h" #include "sound/snd_local.h" #ifdef _MSC_VER // DG: xaudio can only be used with MSVC #include #include #endif // DG end #pragma warning ( disable : 4244 ) #define MIDI_CHANNELS 2 #if 1 #define MIDI_RATE 22050 #define MIDI_SAMPLETYPE XAUDIOSAMPLETYPE_8BITPCM #define MIDI_FORMAT AUDIO_U8 #define MIDI_FORMAT_BYTES 1 #else #define MIDI_RATE 48000 #define MIDI_SAMPLETYPE XAUDIOSAMPLETYPE_16BITPCM #define MIDI_FORMAT AUDIO_S16MSB #define MIDI_FORMAT_BYTES 2 #endif #ifdef _MSC_VER // DG: xaudio can only be used with MSVC IXAudio2SourceVoice* pMusicSourceVoice; #endif MidiSong* doomMusic; byte* musicBuffer; int totalBufferSize; HANDLE hMusicThread; bool waitingForMusic; bool musicReady; typedef struct tagActiveSound_t { IXAudio2SourceVoice* m_pSourceVoice; // Source voice X3DAUDIO_DSP_SETTINGS m_DSPSettings; X3DAUDIO_EMITTER m_Emitter; X3DAUDIO_CONE m_Cone; int id; int valid; int start; int player; bool localSound; mobj_t *originator; } activeSound_t; // cheap little struct to hold a sound typedef struct { int vol; int player; int pitch; int priority; mobj_t *originator; mobj_t *listener; } soundEvent_t; // array of all the possible sounds // in split screen we only process the loudest sound of each type per frame soundEvent_t soundEvents[128]; extern int PLAYERCOUNT; // Real volumes const float GLOBAL_VOLUME_MULTIPLIER = 0.5f; float x_SoundVolume = GLOBAL_VOLUME_MULTIPLIER; float x_MusicVolume = GLOBAL_VOLUME_MULTIPLIER; // The actual lengths of all sound effects. static int lengths[NUMSFX]; activeSound_t activeSounds[NUM_SOUNDBUFFERS] = {0}; int S_initialized = 0; bool Music_initialized = false; // XAUDIO float g_EmitterAzimuths [] = { 0.f }; static int numOutputChannels = 0; static bool soundHardwareInitialized = false; // DG: xaudio can only be used with MSVC #ifdef _MSC_VER X3DAUDIO_HANDLE X3DAudioInstance; X3DAUDIO_LISTENER doom_Listener; #endif //float localSoundVolumeEntries[] = { 0.f, 0.f, 0.9f, 0.5f, 0.f, 0.f }; float localSoundVolumeEntries[] = { 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f, 0.8f }; void I_InitSoundChannel( int channel, int numOutputChannels_ ); /* ====================== getsfx ====================== */ // This function loads the sound data from the WAD lump, // for single sound. // void* getsfx ( char* sfxname, int* len ) { unsigned char* sfx; unsigned char* sfxmem; int size; char name[20]; int sfxlump; float scale = 1.0f; // Get the sound data from the WAD, allocate lump // in zone memory. sprintf(name, "ds%s", sfxname); // Scale down the plasma gun, it clips if ( strcmp( sfxname, "plasma" ) == 0 ) { scale = 0.75f; } if ( strcmp( sfxname, "itemup" ) == 0 ) { scale = 1.333f; } // If sound requested is not found in current WAD, use pistol as default if ( W_CheckNumForName(name) == -1 ) sfxlump = W_GetNumForName("dspistol"); else sfxlump = W_GetNumForName(name); // Sound lump headers are 8 bytes. const int SOUND_LUMP_HEADER_SIZE_IN_BYTES = 8; size = W_LumpLength( sfxlump ) - SOUND_LUMP_HEADER_SIZE_IN_BYTES; sfx = (unsigned char*)W_CacheLumpNum( sfxlump, PU_CACHE_SHARED ); const unsigned char * sfxSampleStart = sfx + SOUND_LUMP_HEADER_SIZE_IN_BYTES; // Allocate from zone memory. //sfxmem = (float*)DoomLib::Z_Malloc( size*(sizeof(float)), PU_SOUND_SHARED, 0 ); sfxmem = (unsigned char*)malloc( size * sizeof(unsigned char) ); // Now copy, and convert to Xbox360 native float samples, do initial volume ramp, and scale for ( int i=0; iname); return W_GetNumForName(namebuf); } /* ====================== I_StartSound2 ====================== */ // Starting a sound means adding it // to the current list of active sounds // in the internal channels. // As the SFX info struct contains // e.g. a pointer to the raw data, // it is ignored. // As our sound handling does not handle // priority, it is ignored. // Pitching (that is, increased speed of playback) is set // int I_StartSound2 ( int id, int player, mobj_t *origin, mobj_t *listener_origin, int pitch, int priority ) { if ( !soundHardwareInitialized ) { return id; } int i; XAUDIO2_VOICE_STATE state; activeSound_t* sound = 0; int oldest = 0, oldestnum = -1; // these id's should not overlap if ( id == sfx_sawup || id == sfx_sawidl || id == sfx_sawful || id == sfx_sawhit || id == sfx_stnmov ) { // Loop all channels, check. for (i=0 ; i < NUM_SOUNDBUFFERS ; i++) { sound = &activeSounds[i]; if (sound->valid && ( sound->id == id && sound->player == player ) ) { I_StopSound( sound->id, player ); break; } } } // find a valid channel, or one that has finished playing for (i = 0; i < NUM_SOUNDBUFFERS; ++i) { sound = &activeSounds[i]; if (!sound->valid) break; if (!oldest || oldest > sound->start) { oldestnum = i; oldest = sound->start; } sound->m_pSourceVoice->GetState( &state ); if ( state.BuffersQueued == 0 ) { break; } } // none found, so use the oldest one if (i == NUM_SOUNDBUFFERS) { i = oldestnum; sound = &activeSounds[i]; } // stop the sound with a FlushPackets sound->m_pSourceVoice->Stop(); sound->m_pSourceVoice->FlushSourceBuffers(); // Set up packet XAUDIO2_BUFFER Packet = { 0 }; Packet.Flags = XAUDIO2_END_OF_STREAM; Packet.AudioBytes = lengths[id]; Packet.pAudioData = (BYTE*)S_sfx[id].data; Packet.PlayBegin = 0; Packet.PlayLength = 0; Packet.LoopBegin = XAUDIO2_NO_LOOP_REGION; Packet.LoopLength = 0; Packet.LoopCount = 0; Packet.pContext = NULL; // Set voice volumes sound->m_pSourceVoice->SetVolume( x_SoundVolume ); // Set voice pitch sound->m_pSourceVoice->SetFrequencyRatio( 1 + ((float)pitch-128.f)/95.f ); // Set initial spatialization if ( origin && origin != listener_origin ) { // Update Emitter Position sound->m_Emitter.Position.x = (float)(origin->x >> FRACBITS); sound->m_Emitter.Position.y = 0.f; sound->m_Emitter.Position.z = (float)(origin->y >> FRACBITS); // Calculate 3D positioned speaker volumes DWORD dwCalculateFlags = X3DAUDIO_CALCULATE_MATRIX; X3DAudioCalculate( X3DAudioInstance, &doom_Listener, &sound->m_Emitter, dwCalculateFlags, &sound->m_DSPSettings ); // Pan the voice according to X3DAudio calculation sound->m_pSourceVoice->SetOutputMatrix( NULL, 1, numOutputChannels, sound->m_DSPSettings.pMatrixCoefficients ); sound->localSound = false; } else { // Local(or Global) sound, fixed speaker volumes sound->m_pSourceVoice->SetOutputMatrix( NULL, 1, numOutputChannels, localSoundVolumeEntries ); sound->localSound = true; } // Submit packet HRESULT hr; if( FAILED( hr = sound->m_pSourceVoice->SubmitSourceBuffer( &Packet ) ) ) { int fail = 1; } // Play the source voice if( FAILED( hr = sound->m_pSourceVoice->Start( 0 ) ) ) { int fail = 1; } // set id, and start time sound->id = id; sound->start = ::g->gametic; sound->valid = 1; sound->player = player; sound->originator = origin; return id; } /* ====================== I_ProcessSoundEvents ====================== */ void I_ProcessSoundEvents( void ) { for( int i = 0; i < 128; i++ ) { if( soundEvents[i].pitch ) { I_StartSound2( i, soundEvents[i].player, soundEvents[i].originator, soundEvents[i].listener, soundEvents[i].pitch, soundEvents[i].priority ); } } memset( soundEvents, 0, sizeof( soundEvents ) ); } /* ====================== I_StartSound ====================== */ int I_StartSound ( int id, mobj_t *origin, mobj_t *listener_origin, int vol, int pitch, int priority ) { // only allow player 0s sounds in intermission and finale screens if( ::g->gamestate != GS_LEVEL && DoomLib::GetPlayer() != 0 ) { return 0; } // if we're only one player or we're trying to play the chainsaw sound, do it normal // otherwise only allow one sound of each type per frame if( PLAYERCOUNT == 1 || id == sfx_sawup || id == sfx_sawidl || id == sfx_sawful || id == sfx_sawhit ) { return I_StartSound2( id, ::g->consoleplayer, origin, listener_origin, pitch, priority ); } else { if( soundEvents[ id ].vol < vol ) { soundEvents[ id ].player = DoomLib::GetPlayer(); soundEvents[ id ].pitch = pitch; soundEvents[ id ].priority = priority; soundEvents[ id ].vol = vol; soundEvents[ id ].originator = origin; soundEvents[ id ].listener = listener_origin; } return id; } } /* ====================== I_StopSound ====================== */ void I_StopSound (int handle, int player) { // You need the handle returned by StartSound. // Would be looping all channels, // tracking down the handle, // an setting the channel to zero. int i; activeSound_t* sound = 0; for (i = 0; i < NUM_SOUNDBUFFERS; ++i) { sound = &activeSounds[i]; if (!sound->valid || sound->id != handle || (player >= 0 && sound->player != player) ) continue; break; } if (i == NUM_SOUNDBUFFERS) return; // stop the sound if ( sound->m_pSourceVoice != NULL ) { sound->m_pSourceVoice->Stop( 0 ); } sound->valid = 0; sound->player = -1; } /* ====================== I_SoundIsPlaying ====================== */ int I_SoundIsPlaying(int handle) { if ( !soundHardwareInitialized ) { return 0; } int i; XAUDIO2_VOICE_STATE state; activeSound_t* sound; for (i = 0; i < NUM_SOUNDBUFFERS; ++i) { sound = &activeSounds[i]; if (!sound->valid || sound->id != handle) continue; sound->m_pSourceVoice->GetState( &state ); if ( state.BuffersQueued > 0 ) { return 1; } } return 0; } /* ====================== I_UpdateSound ====================== */ // Update Listener Position and go through all the // channels and update speaker volumes for 3D sound. void I_UpdateSound( void ) { if ( !soundHardwareInitialized ) { return; } int i; XAUDIO2_VOICE_STATE state; activeSound_t* sound; for ( i=0; i < NUM_SOUNDBUFFERS; i++ ) { sound = &activeSounds[i]; if ( !sound->valid || sound->localSound ) { continue; } sound->m_pSourceVoice->GetState( &state ); if ( state.BuffersQueued > 0 ) { mobj_t *playerObj = ::g->players[ sound->player ].mo; // Update Listener Orientation and Position angle_t pAngle = playerObj->angle; fixed_t fx, fz; pAngle >>= ANGLETOFINESHIFT; fx = finecosine[pAngle]; fz = finesine[pAngle]; doom_Listener.OrientFront.x = (float)(fx) / 65535.f; doom_Listener.OrientFront.y = 0.f; doom_Listener.OrientFront.z = (float)(fz) / 65535.f; doom_Listener.Position.x = (float)(playerObj->x >> FRACBITS); doom_Listener.Position.y = 0.f; doom_Listener.Position.z = (float)(playerObj->y >> FRACBITS); // Update Emitter Position sound->m_Emitter.Position.x = (float)(sound->originator->x >> FRACBITS); sound->m_Emitter.Position.y = 0.f; sound->m_Emitter.Position.z = (float)(sound->originator->y >> FRACBITS); // Calculate 3D positioned speaker volumes DWORD dwCalculateFlags = X3DAUDIO_CALCULATE_MATRIX; X3DAudioCalculate( X3DAudioInstance, &doom_Listener, &sound->m_Emitter, dwCalculateFlags, &sound->m_DSPSettings ); // Pan the voice according to X3DAudio calculation sound->m_pSourceVoice->SetOutputMatrix( NULL, 1, numOutputChannels, sound->m_DSPSettings.pMatrixCoefficients ); } } } /* ====================== I_UpdateSoundParams ====================== */ void I_UpdateSoundParams( int handle, int vol, int sep, int pitch) { } /* ====================== I_ShutdownSound ====================== */ void I_ShutdownSound(void) { int done = 0; int i; if ( S_initialized ) { // Stop all sounds, but don't destroy the XAudio2 buffers. for ( i = 0; i < NUM_SOUNDBUFFERS; ++i ) { activeSound_t * sound = &activeSounds[i]; if ( sound == NULL ) { continue; } I_StopSound( sound->id, 0 ); if ( sound->m_pSourceVoice ) { sound->m_pSourceVoice->FlushSourceBuffers(); } } for (i=1 ; im_pSourceVoice ) { sound->m_pSourceVoice->Stop(); sound->m_pSourceVoice->FlushSourceBuffers(); sound->m_pSourceVoice->DestroyVoice(); sound->m_pSourceVoice = NULL; } if ( sound->m_DSPSettings.pMatrixCoefficients ) { delete [] sound->m_DSPSettings.pMatrixCoefficients; sound->m_DSPSettings.pMatrixCoefficients = NULL; } } } /* ====================== I_InitSoundChannel ====================== */ void I_InitSoundChannel( int channel, int numOutputChannels_ ) { activeSound_t *soundchannel = &activeSounds[ channel ]; // RB: fixed non-aggregates cannot be initialized with initializer list #if defined(USE_WINRT) //(_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/) X3DAUDIO_VECTOR ZeroVector( 0.0f, 0.0f, 0.0f ); #else X3DAUDIO_VECTOR ZeroVector = { 0.0f, 0.0f, 0.0f }; #endif // RB end // Set up emitter parameters soundchannel->m_Emitter.OrientFront.x = 0.0f; soundchannel->m_Emitter.OrientFront.y = 0.0f; soundchannel->m_Emitter.OrientFront.z = 1.0f; soundchannel->m_Emitter.OrientTop.x = 0.0f; soundchannel->m_Emitter.OrientTop.y = 1.0f; soundchannel->m_Emitter.OrientTop.z = 0.0f; soundchannel->m_Emitter.Position = ZeroVector; soundchannel->m_Emitter.Velocity = ZeroVector; soundchannel->m_Emitter.pCone = &(soundchannel->m_Cone); soundchannel->m_Emitter.pCone->InnerAngle = 0.0f; // Setting the inner cone angles to X3DAUDIO_2PI and // outer cone other than 0 causes // the emitter to act like a point emitter using the // INNER cone settings only. soundchannel->m_Emitter.pCone->OuterAngle = 0.0f; // Setting the outer cone angles to zero causes // the emitter to act like a point emitter using the // OUTER cone settings only. soundchannel->m_Emitter.pCone->InnerVolume = 0.0f; soundchannel->m_Emitter.pCone->OuterVolume = 1.0f; soundchannel->m_Emitter.pCone->InnerLPF = 0.0f; soundchannel->m_Emitter.pCone->OuterLPF = 1.0f; soundchannel->m_Emitter.pCone->InnerReverb = 0.0f; soundchannel->m_Emitter.pCone->OuterReverb = 1.0f; soundchannel->m_Emitter.ChannelCount = 1; soundchannel->m_Emitter.ChannelRadius = 0.0f; soundchannel->m_Emitter.pVolumeCurve = NULL; soundchannel->m_Emitter.pLFECurve = NULL; soundchannel->m_Emitter.pLPFDirectCurve = NULL; soundchannel->m_Emitter.pLPFReverbCurve = NULL; soundchannel->m_Emitter.pReverbCurve = NULL; soundchannel->m_Emitter.CurveDistanceScaler = 1200.0f; soundchannel->m_Emitter.DopplerScaler = 1.0f; soundchannel->m_Emitter.pChannelAzimuths = g_EmitterAzimuths; soundchannel->m_DSPSettings.SrcChannelCount = 1; soundchannel->m_DSPSettings.DstChannelCount = numOutputChannels_; soundchannel->m_DSPSettings.pMatrixCoefficients = new FLOAT[ numOutputChannels_ ]; // Create Source voice WAVEFORMATEX voiceFormat = {0}; voiceFormat.wFormatTag = WAVE_FORMAT_PCM; voiceFormat.nChannels = 1; voiceFormat.nSamplesPerSec = 11025; voiceFormat.nAvgBytesPerSec = 11025; voiceFormat.nBlockAlign = 1; voiceFormat.wBitsPerSample = 8; voiceFormat.cbSize = 0; soundSystemLocal.hardware.GetIXAudio2()->CreateSourceVoice( &soundchannel->m_pSourceVoice, (WAVEFORMATEX *)&voiceFormat ); } /* ====================== I_InitSound ====================== */ void I_InitSound() { if (S_initialized == 0) { int i; // RB: non-aggregates cannot be initialized with initializer list #if defined(USE_WINRT) // (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/) X3DAUDIO_VECTOR ZeroVector( 0.0f, 0.0f, 0.0f ); #else X3DAUDIO_VECTOR ZeroVector = { 0.0f, 0.0f, 0.0f }; #endif // RB end // Set up listener parameters doom_Listener.OrientFront.x = 0.0f; doom_Listener.OrientFront.y = 0.0f; doom_Listener.OrientFront.z = 1.0f; doom_Listener.OrientTop.x = 0.0f; doom_Listener.OrientTop.y = 1.0f; doom_Listener.OrientTop.z = 0.0f; doom_Listener.Position = ZeroVector; doom_Listener.Velocity = ZeroVector; for (i=1 ; idata; lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)]; } } S_initialized = 1; } } /* ====================== I_SubmitSound ====================== */ void I_SubmitSound(void) { // Only do this for player 0, it will still handle positioning // for other players, but it can't be outside the game // frame like the soundEvents are. if ( DoomLib::GetPlayer() == 0 ) { // Do 3D positioning of sounds I_UpdateSound(); // Check for XMP notifications I_UpdateMusic(); } } // ========================================================= // ========================================================= // Background Music // ========================================================= // ========================================================= /* ====================== I_SetMusicVolume ====================== */ void I_SetMusicVolume(int volume) { x_MusicVolume = (float)volume / 15.f; } /* ====================== I_InitMusic ====================== */ void I_InitMusic(void) { if ( !Music_initialized ) { // Initialize Timidity Timidity_Init( MIDI_RATE, MIDI_FORMAT, MIDI_CHANNELS, MIDI_RATE, "classicmusic/gravis.cfg" ); hMusicThread = NULL; musicBuffer = NULL; totalBufferSize = 0; waitingForMusic = false; musicReady = false; // Create Source voice WAVEFORMATEX voiceFormat = {0}; voiceFormat.wFormatTag = WAVE_FORMAT_PCM; voiceFormat.nChannels = 2; voiceFormat.nSamplesPerSec = MIDI_RATE; voiceFormat.nAvgBytesPerSec = MIDI_RATE * MIDI_FORMAT_BYTES * 2; voiceFormat.nBlockAlign = MIDI_FORMAT_BYTES * 2; voiceFormat.wBitsPerSample = MIDI_FORMAT_BYTES * 8; voiceFormat.cbSize = 0; // RB: XAUDIO2_VOICE_MUSIC not available on Windows 8 SDK #if !defined(USE_WINRT) //(_WIN32_WINNT < 0x0602 /*_WIN32_WINNT_WIN8*/) soundSystemLocal.hardware.GetIXAudio2()->CreateSourceVoice( &pMusicSourceVoice, (WAVEFORMATEX *)&voiceFormat, XAUDIO2_VOICE_MUSIC ); #endif // RB end Music_initialized = true; } } /* ====================== I_ShutdownMusic ====================== */ void I_ShutdownMusic(void) { I_StopSong( 0 ); if ( Music_initialized ) { if ( pMusicSourceVoice ) { pMusicSourceVoice->Stop(); pMusicSourceVoice->FlushSourceBuffers(); pMusicSourceVoice->DestroyVoice(); pMusicSourceVoice = NULL; } if ( hMusicThread ) { DWORD rc; do { GetExitCodeThread( hMusicThread, &rc ); if ( rc == STILL_ACTIVE ) { Sleep( 1 ); } } while( rc == STILL_ACTIVE ); CloseHandle( hMusicThread ); } if ( musicBuffer ) { free( musicBuffer ); } Timidity_Shutdown(); } pMusicSourceVoice = NULL; hMusicThread = NULL; musicBuffer = NULL; totalBufferSize = 0; waitingForMusic = false; musicReady = false; Music_initialized = false; } int Mus2Midi(unsigned char* bytes, unsigned char* out, int* len); namespace { const int MaxMidiConversionSize = 1024 * 1024; unsigned char midiConversionBuffer[MaxMidiConversionSize]; } /* ====================== I_LoadSong ====================== */ DWORD WINAPI I_LoadSong( LPVOID songname ) { idStr lumpName = "d_"; lumpName += static_cast< const char * >( songname ); unsigned char * musFile = static_cast< unsigned char * >( W_CacheLumpName( lumpName.c_str(), PU_STATIC_SHARED ) ); int length = 0; Mus2Midi( musFile, midiConversionBuffer, &length ); doomMusic = Timidity_LoadSongMem( midiConversionBuffer, length ); if ( doomMusic ) { musicBuffer = (byte *)malloc( MIDI_CHANNELS * MIDI_FORMAT_BYTES * doomMusic->samples ); totalBufferSize = doomMusic->samples * MIDI_CHANNELS * MIDI_FORMAT_BYTES; Timidity_Start( doomMusic ); int rc = RC_NO_RETURN_VALUE; int num_bytes = 0; int offset = 0; do { rc = Timidity_PlaySome( musicBuffer + offset, MIDI_RATE, &num_bytes ); offset += num_bytes; } while ( rc != RC_TUNE_END ); Timidity_Stop(); Timidity_FreeSong( doomMusic ); } musicReady = true; return ERROR_SUCCESS; } /* ====================== I_PlaySong ====================== */ void I_PlaySong( const char *songname, int looping) { if ( !Music_initialized ) { return; } if ( pMusicSourceVoice != NULL ) { // Stop the voice and flush packets before freeing the musicBuffer pMusicSourceVoice->Stop(); pMusicSourceVoice->FlushSourceBuffers(); } // Make sure voice is stopped before we free the buffer bool isStopped = false; int d = 0; while ( !isStopped ) { XAUDIO2_VOICE_STATE test; if ( pMusicSourceVoice != NULL ) { pMusicSourceVoice->GetState( &test ); } if ( test.pCurrentBufferContext == NULL && test.BuffersQueued == 0 ) { isStopped = true; } //I_Printf( "waiting to stop (%d)\n", d++ ); } // Clear old state if ( musicBuffer != NULL ) { free( musicBuffer ); musicBuffer = NULL; } musicReady = false; I_LoadSong( (LPVOID)songname ); waitingForMusic = true; if ( DoomLib::GetPlayer() >= 0 ) { ::g->mus_looping = looping; } } /* ====================== I_UpdateMusic ====================== */ void I_UpdateMusic( void ) { if ( !Music_initialized ) { return; } if ( waitingForMusic ) { if ( musicReady && pMusicSourceVoice != NULL ) { if ( musicBuffer ) { // Set up packet XAUDIO2_BUFFER Packet = { 0 }; Packet.Flags = XAUDIO2_END_OF_STREAM; Packet.AudioBytes = totalBufferSize; Packet.pAudioData = (BYTE*)musicBuffer; Packet.PlayBegin = 0; Packet.PlayLength = 0; Packet.LoopBegin = 0; Packet.LoopLength = 0; Packet.LoopCount = ::g->mus_looping ? XAUDIO2_LOOP_INFINITE : 0; Packet.pContext = NULL; // Submit packet HRESULT hr; if( FAILED( hr = pMusicSourceVoice->SubmitSourceBuffer( &Packet ) ) ) { int fail = 1; } // Play the source voice if( FAILED( hr = pMusicSourceVoice->Start( 0 ) ) ) { int fail = 1; } } waitingForMusic = false; } } if ( pMusicSourceVoice != NULL ) { // Set the volume pMusicSourceVoice->SetVolume( x_MusicVolume * GLOBAL_VOLUME_MULTIPLIER ); } } /* ====================== I_PauseSong ====================== */ void I_PauseSong (int handle) { if ( !Music_initialized ) { return; } if ( pMusicSourceVoice != NULL ) { // Stop the music source voice pMusicSourceVoice->Stop( 0 ); } } /* ====================== I_ResumeSong ====================== */ void I_ResumeSong (int handle) { if ( !Music_initialized ) { return; } // Stop the music source voice if ( pMusicSourceVoice != NULL ) { pMusicSourceVoice->Start( 0 ); } } /* ====================== I_StopSong ====================== */ void I_StopSong(int handle) { if ( !Music_initialized ) { return; } // Stop the music source voice if ( pMusicSourceVoice != NULL ) { pMusicSourceVoice->Stop( 0 ); } } /* ====================== I_UnRegisterSong ====================== */ void I_UnRegisterSong(int handle) { // does nothing } /* ====================== I_RegisterSong ====================== */ int I_RegisterSong(void* data, int length) { // does nothing return 0; }