mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
681 lines
13 KiB
C++
681 lines
13 KiB
C++
/*
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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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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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#include "Precompiled.h"
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#include "globaldata.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "i_system.h"
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#include "i_sound.h"
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#include "sounds.h"
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#include "s_sound.h"
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#include "z_zone.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "Main.h"
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// Purpose?
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const char snd_prefixen[]
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= { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };
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// when to clip out sounds
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// Does not fit the large outdoor areas.
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// Distance tp origin when sounds should be maxed out.
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// This should relate to movement clipping resolution
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// (see BLOCKMAP handling).
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// Originally: (200*0x10000).
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// Adjustable by menu.
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// percent attenuation from front to back
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// Current music/sfx card - index useless
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// w/o a reference LUT in a sound module.
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// Config file? Same disclaimer as above.
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// the set of ::g->channels available
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// These are not used, but should be (menu).
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// Maximum volume of a sound effect.
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// Internal default is max out of 0-15.
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// Maximum volume of music. Useless so far.
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// whether songs are ::g->mus_paused
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// music currently being played
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// following is set
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// by the defaults code in M_misc:
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// number of ::g->channels available
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//
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// Internals.
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//
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int
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S_getChannel
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( void* origin,
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sfxinfo_t* sfxinfo );
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int
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S_AdjustSoundParams
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( mobj_t* listener,
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mobj_t* source,
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int* vol,
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int* sep,
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int* pitch );
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void S_StopChannel(int cnum);
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//
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// Initializes sound stuff, including volume
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// Sets ::g->channels, SFX and music volume,
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// allocates channel buffer, sets S_sfx lookup.
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//
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void S_Init
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( int sfxVolume,
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int musicVolume )
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{
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int i;
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// Whatever these did with DMX, these are rather dummies now.
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I_SetChannels();
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S_SetSfxVolume(sfxVolume);
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S_SetMusicVolume(musicVolume);
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// Allocating the internal ::g->channels for mixing
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// (the maximum numer of sounds rendered
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// simultaneously) within zone memory.
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::g->channels =
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(channel_t *) DoomLib::Z_Malloc(::g->numChannels*sizeof(channel_t), PU_STATIC, 0);
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// Free all ::g->channels for use
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for (i=0 ; i < ::g->numChannels ; i++)
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::g->channels[i].sfxinfo = 0;
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// no sounds are playing, and they are not ::g->mus_paused
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::g->mus_paused = 0;
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::g->mus_looping = 0;
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// Note that sounds have not been cached (yet).
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for (i=1 ; i<NUMSFX ; i++)
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S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
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}
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//
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// Per level startup code.
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// Kills playing sounds at start of level,
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// determines music if any, changes music.
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//
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void S_Start(void)
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{
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int cnum;
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int mnum;
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// kill all playing sounds at start of level
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// (trust me - a good idea)
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if( ::g->channels ) {
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for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
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if (::g->channels[cnum].sfxinfo)
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S_StopChannel(cnum);
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}
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// start new music for the level
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::g->mus_paused = 0;
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if (::g->gamemode == commercial) {
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mnum = mus_runnin + ::g->gamemap - 1;
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/*
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Is this necessary?
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if ( ::g->gamemission == 0 ) {
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mnum = mus_runnin + ::g->gamemap - 1;
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}
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else {
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mnum = mus_runnin + ( gameLocal->GetMissionData( ::g->gamemission )->mapMusic[ ::g->gamemap-1 ] - 1 );
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}
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*/
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}
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else
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{
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int spmus[] = {
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// Song - Who? - Where?
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mus_e3m4, // American e4m1
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mus_e3m2, // Romero e4m2
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mus_e3m3, // Shawn e4m3
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mus_e1m5, // American e4m4
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mus_e2m7, // Tim e4m5
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mus_e2m4, // Romero e4m6
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mus_e2m6, // J.Anderson e4m7 CHIRON.WAD
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mus_e2m5, // Shawn e4m8
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mus_e1m9 // Tim e4m9
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};
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if (::g->gameepisode < 4)
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mnum = mus_e1m1 + (::g->gameepisode-1)*9 + ::g->gamemap-1;
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else
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mnum = spmus[::g->gamemap-1];
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}
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S_StopMusic();
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S_ChangeMusic(mnum, true);
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::g->nextcleanup = 15;
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}
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void
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S_StartSoundAtVolume
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( void* origin_p,
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int sfx_id,
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int volume )
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{
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int rc;
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int sep;
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int pitch;
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int priority;
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sfxinfo_t* sfx;
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int cnum;
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mobj_t* origin = (mobj_t *) origin_p;
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// Debug.
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/*I_PrintfE
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"S_StartSoundAtVolume: playing sound %d (%s)\n",
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sfx_id, S_sfx[sfx_id].name );*/
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// check for bogus sound #
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if (sfx_id < 1 || sfx_id > NUMSFX)
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I_Error("Bad sfx #: %d", sfx_id);
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sfx = &S_sfx[sfx_id];
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// Initialize sound parameters
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if (sfx->link)
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{
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pitch = sfx->pitch;
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priority = sfx->priority;
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volume += sfx->volume;
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if (volume < 1)
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return;
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if ( volume > s_volume_sound.GetInteger() )
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volume = s_volume_sound.GetInteger();
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}
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else
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{
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pitch = NORM_PITCH;
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priority = NORM_PRIORITY;
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if (volume < 1)
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return;
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if ( volume > s_volume_sound.GetInteger() )
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volume = s_volume_sound.GetInteger();
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}
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// Check to see if it is audible,
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// and if not, modify the params
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// DHM - Nerve :: chainsaw!!!
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if (origin && ::g->players[::g->consoleplayer].mo && origin != ::g->players[::g->consoleplayer].mo)
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{
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rc = S_AdjustSoundParams(::g->players[::g->consoleplayer].mo,
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origin,
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&volume,
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&sep,
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&pitch);
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if ( origin->x == ::g->players[::g->consoleplayer].mo->x
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&& origin->y == ::g->players[::g->consoleplayer].mo->y)
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{
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sep = NORM_SEP;
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}
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if (!rc)
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return;
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}
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else
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{
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sep = NORM_SEP;
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}
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// hacks to vary the sfx pitches
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const bool isChainsawSound = sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit;
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if ( !isChainsawSound && sfx_id != sfx_itemup && sfx_id != sfx_tink)
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{
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pitch += 16 - (M_Random()&31);
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if (pitch<0)
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pitch = 0;
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else if (pitch>255)
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pitch = 255;
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}
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// kill old sound
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//S_StopSound(origin);
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// try to find a channel
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cnum = S_getChannel(origin, sfx);
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if (cnum<0) {
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printf( "No sound channels available for sfxid %d.\n", sfx_id );
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return;
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}
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// get lumpnum if necessary
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if (sfx->lumpnum < 0)
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sfx->lumpnum = I_GetSfxLumpNum(sfx);
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// increase the usefulness
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if (sfx->usefulness++ < 0)
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sfx->usefulness = 1;
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// Assigns the handle to one of the ::g->channels in the
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// mix/output buffer.
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::g->channels[cnum].handle = I_StartSound(sfx_id, origin, ::g->players[::g->consoleplayer].mo, volume, pitch, priority);
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}
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void S_StartSound ( void* origin, int sfx_id )
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{
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S_StartSoundAtVolume(origin, sfx_id, s_volume_sound.GetInteger() );
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}
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void S_StopSound(void *origin)
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{
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int cnum;
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for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
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{
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if (::g->channels[cnum].sfxinfo && ::g->channels[cnum].origin == origin)
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{
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S_StopChannel(cnum);
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break;
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}
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}
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}
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//
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// Stop and resume music, during game PAUSE.
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//
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void S_PauseSound(void)
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{
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if (::g->mus_playing && !::g->mus_paused)
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{
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I_PauseSong(::g->mus_playing->handle);
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::g->mus_paused = true;
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}
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}
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void S_ResumeSound(void)
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{
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if (::g->mus_playing && ::g->mus_paused)
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{
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I_ResumeSong(::g->mus_playing->handle);
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::g->mus_paused = false;
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}
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}
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//
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// Updates music & sounds
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//
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void S_UpdateSounds(void* listener_p)
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{
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int audible;
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int cnum;
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int volume;
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int sep;
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int pitch;
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sfxinfo_t* sfx;
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channel_t* c;
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mobj_t* listener = (mobj_t*)listener_p;
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for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
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{
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c = &::g->channels[cnum];
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sfx = c->sfxinfo;
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if(sfx)
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{
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if (I_SoundIsPlaying(c->handle))
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{
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// initialize parameters
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volume = s_volume_sound.GetInteger();
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pitch = NORM_PITCH;
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sep = NORM_SEP;
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if (sfx->link)
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{
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pitch = sfx->pitch;
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volume += sfx->volume;
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if (volume < 1) {
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S_StopChannel(cnum);
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continue;
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} else if ( volume > s_volume_sound.GetInteger() ) {
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volume = s_volume_sound.GetInteger();
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}
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}
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// check non-local sounds for distance clipping or modify their params
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if (c->origin && listener_p != c->origin)
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{
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audible = S_AdjustSoundParams(listener, (mobj_t*)c->origin, &volume, &sep, &pitch);
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if (!audible) {
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S_StopChannel(cnum);
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}
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}
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}
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else
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{
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// if channel is allocated but sound has stopped, free it
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S_StopChannel(cnum);
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}
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}
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}
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}
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void S_SetMusicVolume(int volume)
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{
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I_SetMusicVolume(volume);
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s_volume_midi.SetInteger( volume );
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}
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void S_SetSfxVolume(int volume)
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{
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I_SetSfxVolume(volume);
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s_volume_sound.SetInteger( volume );
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}
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//
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// Starts some music with the music id found in sounds.h.
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//
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void S_StartMusic(int m_id)
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{
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S_ChangeMusic(m_id, false);
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}
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void S_ChangeMusic ( int musicnum, int looping )
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{
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#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
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if (gameLocal->IsSplitscreen() && DoomLib::GetPlayer() > 0 )
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{
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// we aren't the key player... we have no control over music
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return;
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}
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#endif
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musicinfo_t* music = NULL;
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if ( (musicnum <= mus_None)
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|| (musicnum >= NUMMUSIC) )
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{
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I_Error("Bad music number %d", musicnum);
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}
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else
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music = &::g->S_music[musicnum];
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if (::g->mus_playing == music)
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return;
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//I_Printf("S_ChangeMusic: Playing new track: '%s'\n", music->name);
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I_PlaySong( music->name, looping );
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::g->mus_playing = music;
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}
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void S_StopMusic(void)
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{
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if (::g->doomcom.consoleplayer)
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{
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// we aren't the key player... we have no control over music
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return;
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}
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if (::g->mus_playing)
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{
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if (::g->mus_paused)
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I_ResumeSong(::g->mus_playing->handle);
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I_StopSong(::g->mus_playing->handle);
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I_UnRegisterSong(::g->mus_playing->handle);
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//Z_FreeTags( PU_MUSIC_SHARED, PU_MUSIC_SHARED );
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::g->mus_playing->data = 0;
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::g->mus_playing = 0;
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}
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}
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void S_StopChannel(int cnum)
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{
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int i;
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channel_t* c = &::g->channels[cnum];
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if (c->sfxinfo)
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{
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// stop the sound playing
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if (I_SoundIsPlaying(c->handle))
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{
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#ifdef SAWDEBUG
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if (c->sfxinfo == &S_sfx[sfx_sawful])
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I_PrintfE( "stopped\n");
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#endif
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I_StopSound(c->handle);
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}
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// check to see
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// if other ::g->channels are playing the sound
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for (i=0 ; i < ::g->numChannels ; i++)
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{
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if (cnum != i
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&& c->sfxinfo == ::g->channels[i].sfxinfo)
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{
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break;
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}
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}
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// degrade usefulness of sound data
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c->sfxinfo->usefulness--;
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c->sfxinfo = 0;
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}
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}
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//
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// Changes volume, stereo-separation, and pitch variables
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// from the norm of a sound effect to be played.
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// If the sound is not audible, returns a 0.
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// Otherwise, modifies parameters and returns 1.
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//
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int S_AdjustSoundParams( mobj_t* listener, mobj_t* source, int* vol, int* sep, int* pitch ) {
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fixed_t approx_dist;
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fixed_t adx;
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fixed_t ady;
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// DHM - Nerve :: Could happen in multiplayer if a player exited the level holding the chainsaw
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if ( listener == NULL || source == NULL ) {
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return 0;
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}
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// calculate the distance to sound origin
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// and clip it if necessary
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adx = abs(listener->x - source->x);
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ady = abs(listener->y - source->y);
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// From _GG1_ p.428. Appox. eucledian distance fast.
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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;
|
|
}
|
|
|
|
|
|
|
|
|
|
|