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doom3-bfg/doomclassic/doom/s_sound.cpp
2022-09-05 22:25:33 +02:00

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/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 <stdio.h>
#include <stdlib.h>
#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 ; i < NUMSFX ; i++ )
{
S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
}
}
//
// Per level startup code.
// Kills playing sounds at start of level,
// determines music if any, changes music.
//
void S_Start( void )
{
int cnum;
int mnum;
// kill all playing sounds at start of level
// (trust me - a good idea)
if( ::g->channels )
{
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;
}