planet-strike/ID_SD.C
2013-07-08 00:00:00 +00:00

2525 lines
53 KiB
C

//
// ID Engine
// ID_SD.c - Sound Manager for Wolfenstein 3D
// v1.3 (revised for **********, screwed with for Blake Stone)
// By Jason Blochowiak
//
//
// This module handles dealing with generating sound on the appropriate
// hardware
//
// Depends on: User Mgr (for parm checking)
//
// Globals:
// For User Mgr:
// SoundSourcePresent - Sound Source thingie present?
// SoundBlasterPresent - SoundBlaster card present?
// AdLibPresent - AdLib card present?
// SoundMode - What device is used for sound effects
// (Use SM_SetSoundMode() to set)
// MusicMode - What device is used for music
// (Use SM_SetMusicMode() to set)
// DigiMode - What device is used for digitized sound effects
// (Use SM_SetDigiDevice() to set)
//
// For Cache Mgr:
// NeedsDigitized - load digitized sounds?
// NeedsMusic - load music?
//
#pragma hdrstop // Wierdo thing with MUSE
#include <dos.h>
#ifdef _MUSE_ // Will be defined in ID_Types.h
#include "ID_SD.h"
#else
#include "ID_HEADS.H"
#endif
#pragma hdrstop
#pragma warn -pia
#ifdef nil
#undef nil
#endif
#define nil 0
#define SDL_SoundFinished() {SoundNumber = SoundPriority = 0;}
// Macros for SoundBlaster stuff
#define sbOut(n,b) outportb((n) + sbLocation,b)
#define sbIn(n) inportb((n) + sbLocation)
#define sbSimpleWriteDelay() while (sbIn(sbWriteStat) & 0x80);
#define sbReadDelay() while (sbIn(sbDataAvail) & 0x80);
// Macros for AdLib stuff
#define selreg(n) outportb(alFMAddr,n)
#define writereg(n) outportb(alFMData,n)
#define readstat() inportb(alFMStatus)
// Imports from ID_SD_A.ASM
extern void SDL_SetDS(void);
extern void interrupt SDL_t0FastAsmService(void),
SDL_t0SlowAsmService(void);
// Imports from ID_SDD.C
#undef NUMSOUNDS
#undef NUMSNDCHUNKS
#undef STARTPCSOUNDS
#undef STARTADLIBSOUNDS
#undef STARTDIGISOUNDS
#undef STARTMUSIC
extern word sdStartPCSounds;
extern word sdStartALSounds;
extern int sdLastSound;
extern int DigiMap[];
// Global variables
boolean SoundSourcePresent,
AdLibPresent,
SoundBlasterPresent,SBProPresent,
NeedsDigitized,NeedsMusic,
SoundPositioned;
SDMode SoundMode;
SMMode MusicMode;
SDSMode DigiMode;
longword TimeCount;
word HackCount;
word *SoundTable; // Really * _seg *SoundTable, but that don't work
boolean ssIsTandy;
word ssPort = 2;
// Internal variables
static boolean SD_Started;
boolean nextsoundpos;
longword TimerDivisor,TimerCount;
static char far * far ParmStrings[] =
{
"noal",
"nosb",
"nopro",
"noss",
"sst",
"ss1",
"ss2",
"ss3",
nil
};
static void (*SoundUserHook)(void);
soundnames SoundNumber,DigiNumber;
word SoundPriority,DigiPriority;
int LeftPosition,RightPosition;
void interrupt (*t0OldService)(void);
long LocalTime;
word TimerRate;
word NumDigi,DigiLeft,DigiPage;
word _seg *DigiList;
word DigiLastStart,DigiLastEnd;
volatile boolean DigiPlaying;
static volatile boolean DigiMissed,DigiLastSegment;
static volatile memptr DigiNextAddr;
static volatile word DigiNextLen;
volatile longword DigiFailSafe;
longword DigiFailTriggered;
// SoundBlaster variables
word SBResetCount;
static boolean sbNoCheck,sbNoProCheck;
static volatile boolean sbSamplePlaying;
static byte sbPIC1Mask,sbPIC2Mask;
static byte sbOldIntMask = -1,sbOldIntMask2 = -1;
static volatile byte huge *sbNextSegPtr;
static byte sbDMA = 1,
sbDMAa1 = 0x83,sbDMAa2 = 2,sbDMAa3 = 3,
sba1Vals[] = {0x87,0x83,0,0x82},
sba2Vals[] = {0,2,0,6},
sba3Vals[] = {1,3,0,7};
static int sbLocation = -1,sbInterrupt = 7,sbIntVec = 0xf,
sbIntVectors[] = {-1,-1,0xa,0xb,-1,0xd,-1,0xf,-1,-1,0x72};
static volatile byte sbLastTimeValue;
static volatile longword sbNextSegLen;
static volatile SampledSound huge *sbSamples;
static void interrupt (*sbOldIntHand)(void);
static byte sbpOldFMMix,sbpOldVOCMix;
// SoundSource variables
boolean ssNoCheck;
boolean ssActive;
word ssControl,ssStatus,ssData;
byte ssOn,ssOff;
word ssVol;
byte ssVolTable[256];
volatile byte far *ssSample;
volatile longword ssLengthLeft;
// PC Sound variables
volatile byte pcLastSample,far *pcSound;
longword pcLengthLeft;
word pcSoundLookup[255];
// AdLib variables
boolean alNoCheck;
byte far *alSound;
word alBlock;
longword alLengthLeft;
longword alTimeCount;
Instrument alZeroInst;
// This table maps channel numbers to carrier and modulator op cells
static byte carriers[9] = { 3, 4, 5,11,12,13,19,20,21},
modifiers[9] = { 0, 1, 2, 8, 9,10,16,17,18},
// This table maps percussive voice numbers to op cells
pcarriers[5] = {19,0xff,0xff,0xff,0xff},
pmodifiers[5] = {16,17,18,20,21};
// Sequencer variables
boolean sqActive;
static word alFXReg;
static ActiveTrack *tracks[sqMaxTracks],
mytracks[sqMaxTracks];
static word sqMode,sqFadeStep;
word far *sqHack,far *sqHackPtr,sqHackLen,sqHackSeqLen;
long sqHackTime;
boolean sqPlayedOnce;
// Internal routines
void SDL_DigitizedDone(void);
///////////////////////////////////////////////////////////////////////////
//
// SDL_SetTimer0() - Sets system timer 0 to the specified speed
//
///////////////////////////////////////////////////////////////////////////
#pragma argsused
static void
SDL_SetTimer0(word speed)
{
#ifndef TPROF // If using Borland's profiling, don't screw with the timer
asm pushf
asm cli
outportb(0x43,0x36); // Change timer 0
outportb(0x40,speed);
outportb(0x40,speed >> 8);
// Kludge to handle special case for digitized PC sounds
if (TimerDivisor == (1192030 / (TickBase * 100)))
TimerDivisor = (1192030 / (TickBase * 10));
else
TimerDivisor = speed;
asm popf
#else
TimerDivisor = 0x10000;
#endif
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_SetIntsPerSec() - Uses SDL_SetTimer0() to set the number of
// interrupts generated by system timer 0 per second
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_SetIntsPerSec(word ints)
{
TimerRate = ints;
SDL_SetTimer0(1192030 / ints);
}
static void
SDL_SetTimerSpeed(void)
{
word rate;
void interrupt (*isr)(void);
if
(
(MusicMode == smm_AdLib)
|| ((DigiMode == sds_SoundSource) && DigiPlaying)
)
{
rate = TickBase * 10;
isr = SDL_t0FastAsmService;
}
else
{
rate = TickBase * 2;
isr = SDL_t0SlowAsmService;
}
if (rate != TimerRate)
{
setvect(8,isr);
SDL_SetIntsPerSec(rate);
TimerRate = rate;
}
}
//
// SoundBlaster code
//
///////////////////////////////////////////////////////////////////////////
//
// sbWriteDelay() - Waits for the card to become ready. If it doesn't
// become ready, we reset the card, and reprogram the last time value.
//
///////////////////////////////////////////////////////////////////////////
boolean
sbWriteDelay(void)
{
int i;
// Try to avoid hitting the card while it's doing a DMA transfer
for (i = 0;i < 256;i++)
if (sbIn(sbWriteStat) & 0x80)
break;
// See if the DSP is available. If it doesn't go active after 1000
// cycles, assume it hung, and reset the damn thing.
for (i = 0;i < 1000;i++)
if (!(sbIn(sbWriteStat) & 0x80))
break;
if (i == 1000) // Assume that the DSP hung
{
SBResetCount++; // Increment our counter
sbOut(sbReset,true); // Reset the SoundBlaster DSP
for (i = 0;i < 9;i++) // Wait >4usec
inportb(alFMStatus);
sbOut(sbReset,false); // Turn off sb DSP reset
for (i = 0;i < 100;i++) // Wait >100usec
inportb(alFMStatus);
sbSimpleWriteDelay();
sbOut(sbWriteCmd,0xd1); // Turn on DSP speaker
sbSimpleWriteDelay(); // Reprogram last time value
sbOut(sbWriteCmd,0x40);
sbSimpleWriteDelay();
sbOut(sbWriteData,sbLastTimeValue);
return(true);
}
else
return(false);
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_EnableDMAInt() - Save old interrupt status and unmask DMA interrupt
//
///////////////////////////////////////////////////////////////////////////
void
SDL_EnableDMAInt(void)
{
sbOldIntMask = inportb(0x21);
outportb(0x21,sbOldIntMask & ~sbPIC1Mask);
if (sbInterrupt >= 8)
{
sbOldIntMask2 = inportb(0xa1);
outportb(0xa1,sbOldIntMask2 & ~sbPIC2Mask);
}
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_RestoreDMAInt() - Restore DMA interrupt mask bit(s)
//
///////////////////////////////////////////////////////////////////////////
void
SDL_RestoreDMAInt(void)
{
byte is;
is = inportb(0x21);
if (sbOldIntMask & sbPIC1Mask)
is |= sbPIC1Mask;
else
is &= ~sbPIC1Mask;
outportb(0x21,is);
if (sbInterrupt >= 8)
{
is = inportb(0xa1);
if (sbOldIntMask2 & sbPIC2Mask)
is |= sbPIC2Mask;
else
is &= ~sbPIC2Mask;
outportb(0xa1,is);
}
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_SBStopSample() - Stops any active sampled sound and causes DMA
// requests from the SoundBlaster to cease
//
///////////////////////////////////////////////////////////////////////////
#ifdef _MUSE_
void
#else
static void
#endif
SDL_SBStopSample(void)
{
byte is;
int i;
asm pushf
asm cli
if (sbSamplePlaying)
{
sbSamplePlaying = false;
sbWriteDelay();
sbOut(sbWriteCmd,0xd0); // Turn off DSP DMA
for (i = 0;i < 256;i++) // was 80/256
sbIn(sbWriteStat);
#if 0
is = inportb(0x21); // Restore interrupt mask bit
if (sbOldIntMask & (1 << sbInterrupt))
is |= (1 << sbInterrupt);
else
is &= ~(1 << sbInterrupt);
outportb(0x21,is);
#endif
}
asm popf
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_SBPlaySeg() - Plays a chunk of sampled sound on the SoundBlaster
// Insures that the chunk doesn't cross a bank boundary, programs the DMA
// controller, and tells the SB to start doing DMA requests for DAC
//
///////////////////////////////////////////////////////////////////////////
static longword
SDL_SBPlaySeg(volatile byte huge *data,longword length)
{
unsigned datapage;
longword dataofs,uselen;
uselen = length;
datapage = FP_SEG(data) >> 12;
dataofs = ((FP_SEG(data) & 0xfff) << 4) + FP_OFF(data);
if (dataofs >= 0x10000)
{
datapage++;
dataofs -= 0x10000;
}
if (dataofs + uselen > 0x10000)
uselen = 0x10000 - dataofs;
uselen--;
// Program the DMA controller
asm pushf
asm cli
outportb(0x0a,sbDMA | 4); // Mask off DMA on channel sbDMA
outportb(0x0c,0); // Clear byte ptr flip-flop to lower byte
outportb(0x0b,sbDMA | 0x48); // Set transfer mode for D/A conv (Single, address increment, read)
outportb(sbDMAa2,(byte)dataofs); // Give LSB of address
outportb(sbDMAa2,(byte)(dataofs >> 8)); // Give MSB of address
outportb(sbDMAa1,(byte)datapage); // Give page of address
outportb(sbDMAa3,(byte)uselen); // Give LSB of length
outportb(sbDMAa3,(byte)(uselen >> 8)); // Give MSB of length
outportb(0x0a,sbDMA); // Re-enable DMA on channel sbDMA
// Start playing the thing
sbWriteDelay();
sbOut(sbWriteCmd,0x14);
sbWriteDelay();
sbOut(sbWriteData,(byte)uselen);
sbWriteDelay();
sbOut(sbWriteData,(byte)(uselen >> 8));
asm popf
return(uselen + 1);
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_SBService() - Services the SoundBlaster DMA interrupt
//
///////////////////////////////////////////////////////////////////////////
static void interrupt
SDL_SBService(void)
{
longword used;
#if 0 // for debugging
asm mov dx,STATUS_REGISTER_1
asm in al,dx
asm mov dx,ATR_INDEX
asm mov al,ATR_OVERSCAN
asm out dx,al
asm mov al,10 // bright green
asm out dx,al
#endif
sbIn(sbDataAvail); // Ack interrupt to SB
if (sbNextSegPtr)
{
used = SDL_SBPlaySeg(sbNextSegPtr,sbNextSegLen);
if (sbNextSegLen <= used)
sbNextSegPtr = nil;
else
{
sbNextSegPtr += used;
sbNextSegLen -= used;
}
}
else
{
// SDL_SBStopSample();
sbSamplePlaying = false;
SDL_DigitizedDone();
}
outportb(0x20,0x20); // Ack interrupt
if (sbInterrupt >= 8) // If necessary, ack to cascade PIC
outportb(0xa0,0x20);
#if 0 // for debugging
asm mov dx,STATUS_REGISTER_1
asm in al,dx
asm mov dx,ATR_INDEX
asm mov al,ATR_OVERSCAN
asm out dx,al
asm mov al,3 // blue
asm out dx,al
asm mov al,0x20 // normal
asm out dx,al
#endif
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_SBPlaySample() - Plays a sampled sound on the SoundBlaster. Sets up
// DMA to play the sound
//
///////////////////////////////////////////////////////////////////////////
#ifdef _MUSE_
void
#else
static void
#endif
SDL_SBPlaySample(byte huge *data,longword len)
{
longword used;
SDL_SBStopSample();
asm pushf
asm cli
used = SDL_SBPlaySeg(data,len);
if (len <= used)
sbNextSegPtr = nil;
else
{
sbNextSegPtr = data + used;
sbNextSegLen = len - used;
}
#if 0
// Save old interrupt status and unmask ours
sbOldIntMask = inportb(0x21);
outportb(0x21,sbOldIntMask & ~(1 << sbInterrupt));
#endif
#if 0
sbWriteDelay();
sbOut(sbWriteCmd,0xd4); // Make sure DSP DMA is enabled
#endif
sbSamplePlaying = true;
asm popf
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_PositionSBP() - Sets the attenuation levels for the left and right
// channels by using the mixer chip on the SB Pro. This hits a hole in
// the address map for normal SBs.
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_PositionSBP(int leftpos,int rightpos)
{
byte v;
if (!SBProPresent)
return;
leftpos = 15 - leftpos;
rightpos = 15 - rightpos;
v = ((leftpos & 0x0f) << 4) | (rightpos & 0x0f);
asm pushf
asm cli
sbOut(sbpMixerAddr,sbpmVoiceVol);
sbOut(sbpMixerData,v);
asm popf
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_CheckSB() - Checks to see if a SoundBlaster resides at a
// particular I/O location
//
///////////////////////////////////////////////////////////////////////////
static boolean
SDL_CheckSB(int port)
{
int i;
sbLocation = port << 4; // Initialize stuff for later use
sbOut(sbReset,true); // Reset the SoundBlaster DSP
asm mov dx,alFMStatus // Wait >4usec
asm in al, dx
asm in al, dx
asm in al, dx
asm in al, dx
asm in al, dx
asm in al, dx
asm in al, dx
asm in al, dx
asm in al, dx
sbOut(sbReset,false); // Turn off sb DSP reset
asm mov dx,alFMStatus // Wait >100usec
asm mov cx,100
usecloop:
asm in al,dx
asm loop usecloop
for (i = 0;i < 100;i++)
{
if (sbIn(sbDataAvail) & 0x80) // If data is available...
{
if (sbIn(sbReadData) == 0xaa) // If it matches correct value
return(true);
else
{
sbLocation = -1; // Otherwise not a SoundBlaster
return(false);
}
}
}
sbLocation = -1; // Retry count exceeded - fail
return(false);
}
///////////////////////////////////////////////////////////////////////////
//
// Checks to see if a SoundBlaster is in the system. If the port passed is
// -1, then it scans through all possible I/O locations. If the port
// passed is 0, then it uses the default (2). If the port is >0, then
// it just passes it directly to SDL_CheckSB()
//
///////////////////////////////////////////////////////////////////////////
static boolean
SDL_DetectSoundBlaster(int port)
{
int i;
if (port == 0) // If user specifies default, use 2
port = 2;
if (port == -1)
{
if (SDL_CheckSB(2)) // Check default before scanning
return(true);
if (SDL_CheckSB(4)) // Check other SB Pro location before scan
return(true);
for (i = 1;i <= 6;i++) // Scan through possible SB locations
{
if ((i == 2) || (i == 4))
continue;
if (SDL_CheckSB(i)) // If found at this address,
return(true); // return success
}
return(false); // All addresses failed, return failure
}
else
return(SDL_CheckSB(port)); // User specified address or default
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_SBSetDMA() - Sets the DMA channel to be used by the SoundBlaster
// code. Sets up sbDMA, and sbDMAa1-sbDMAa3 (used by SDL_SBPlaySeg()).
//
///////////////////////////////////////////////////////////////////////////
void
SDL_SBSetDMA(byte channel)
{
if (channel > 3)
SD_ERROR(SD_STARTUP_BAD_DMA);
sbDMA = channel;
sbDMAa1 = sba1Vals[channel];
sbDMAa2 = sba2Vals[channel];
sbDMAa3 = sba3Vals[channel];
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_StartSB() - Turns on the SoundBlaster
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_StartSB(void)
{
byte timevalue,test;
sbIntVec = sbIntVectors[sbInterrupt];
if (sbIntVec < 0)
SD_ERROR(SD_STARTUP_BAD_INTERRUPT);
sbPIC1Mask = 1 << (sbInterrupt & 7);
sbPIC2Mask = 1 << 2;
sbOldIntHand = getvect(sbIntVec); // Get old interrupt handler
setvect(sbIntVec,SDL_SBService); // Set mine
SDL_EnableDMAInt(); // Enable DMA interrupt
sbWriteDelay();
sbOut(sbWriteCmd,0xd1); // Turn on DSP speaker
// Set the SoundBlaster DAC time constant for 7KHz
timevalue = 256 - (1000000 / 7000);
sbLastTimeValue = timevalue;
sbWriteDelay();
sbOut(sbWriteCmd,0x40);
sbWriteDelay();
sbOut(sbWriteData,timevalue);
SBProPresent = false;
if (sbNoProCheck)
return;
// Check to see if this is a SB Pro
sbOut(sbpMixerAddr,sbpmFMVol);
sbpOldFMMix = sbIn(sbpMixerData);
sbOut(sbpMixerData,0xbb);
test = sbIn(sbpMixerData);
if (test == 0xbb)
{
// Boost FM output levels to be equivilent with digitized output
sbOut(sbpMixerData,0xff);
test = sbIn(sbpMixerData);
if (test == 0xff)
{
SBProPresent = true;
// Save old Voice output levels (SB Pro)
sbOut(sbpMixerAddr,sbpmVoiceVol);
sbpOldVOCMix = sbIn(sbpMixerData);
// Turn SB Pro stereo DAC off
sbOut(sbpMixerAddr,sbpmControl);
sbOut(sbpMixerData,0); // 0=off,2=on
}
}
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_ShutSB() - Turns off the SoundBlaster
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_ShutSB(void)
{
SDL_SBStopSample();
SDL_RestoreDMAInt(); // Restore DMA interrupt
if (SBProPresent)
{
// Restore FM output levels (SB Pro)
sbOut(sbpMixerAddr,sbpmFMVol);
sbOut(sbpMixerData,sbpOldFMMix);
// Restore Voice output levels (SB Pro)
sbOut(sbpMixerAddr,sbpmVoiceVol);
sbOut(sbpMixerData,sbpOldVOCMix);
}
setvect(sbIntVec,sbOldIntHand); // Set vector back
}
// Sound Source Code
void
SDL_SSSetVol(word vol)
{
int i;
long v;
if (vol == ssVol)
return;
ssVol = vol;
#if 1
v = vol * -128;
for (i = 0;i < 256;i++)
{
ssVolTable[i] = (v >> 8) + 0x80;
v += vol;
}
#else
for (i = 0;i < 256;i++)
ssVolTable[i] = (((i - 0x80) * vol) >> 8) + 0x80;
#endif
}
static void
SDL_PositionSS(int leftpos,int rightpos)
{
int pos;
pos = (leftpos > rightpos)? rightpos : leftpos;
pos = 15 - pos;
pos *= 17;
SDL_SSSetVol(pos);
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_SSStopSample() - Stops a sample playing on the Sound Source
//
///////////////////////////////////////////////////////////////////////////
#ifdef _MUSE_
void
#else
static void
#endif
SDL_SSStopSample(void)
{
asm pushf
asm cli
(long)ssSample = 0;
asm popf
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_SSService() - Handles playing the next sample on the Sound Source
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_SSService(void)
{
boolean gotit;
byte v;
while (ssSample)
{
asm mov dx,[ssStatus] // Check to see if FIFO is currently empty
asm in al,dx
asm test al,0x40
asm jnz done // Nope - don't push any more data out
v = *ssSample++;
v = ssVolTable[v];
if (!(--ssLengthLeft))
{
(long)ssSample = 0;
SDL_DigitizedDone();
}
asm mov dx,[ssData] // Pump the value out
asm mov al,[v]
asm out dx,al
asm mov dx,[ssControl] // Pulse printer select
asm mov al,[ssOff]
asm out dx,al
asm push ax
asm pop ax
asm mov al,[ssOn]
asm out dx,al
asm push ax // Delay a short while
asm pop ax
asm push ax
asm pop ax
}
done:;
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_SSPlaySample() - Plays the specified sample on the Sound Source
//
///////////////////////////////////////////////////////////////////////////
#ifdef _MUSE_
void
#else
static void
#endif
SDL_SSPlaySample(byte huge *data,longword len)
{
asm pushf
asm cli
ssLengthLeft = len;
ssSample = (volatile byte far *)data;
asm popf
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_StartSS() - Sets up for and turns on the Sound Source
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_StartSS(void)
{
if (ssPort == 3)
ssControl = 0x27a; // If using LPT3
else if (ssPort == 2)
ssControl = 0x37a; // If using LPT2
else
ssControl = 0x3be; // If using LPT1
ssStatus = ssControl - 1;
ssData = ssStatus - 1;
ssOn = 0x04;
if (ssIsTandy)
ssOff = 0x0e; // Tandy wierdness
else
ssOff = 0x0c; // For normal machines
outportb(ssControl,ssOn); // Enable SS
SDL_SSSetVol(0x100);
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_ShutSS() - Turns off the Sound Source
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_ShutSS(void)
{
outportb(ssControl,ssOff);
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_CheckSS() - Checks to see if a Sound Source is present at the
// location specified by the sound source variables
//
///////////////////////////////////////////////////////////////////////////
static boolean
SDL_CheckSS(void)
{
boolean present = false;
longword lasttime;
// Turn the Sound Source on and wait awhile (4 ticks)
SDL_StartSS();
lasttime = TimeCount;
while (TimeCount < lasttime + 4)
;
asm mov dx,[ssStatus] // Check to see if FIFO is currently empty
asm in al,dx
asm test al,0x40
asm jnz checkdone // Nope - Sound Source not here
asm mov cx,32 // Force FIFO overflow (FIFO is 16 bytes)
outloop:
asm mov dx,[ssData] // Pump a neutral value out
asm mov al,0x80
asm out dx,al
asm mov dx,[ssControl] // Pulse printer select
asm mov al,[ssOff]
asm out dx,al
asm push ax
asm pop ax
asm mov al,[ssOn]
asm out dx,al
asm push ax // Delay a short while before we do this again
asm pop ax
asm push ax
asm pop ax
asm loop outloop
asm mov dx,[ssStatus] // Is FIFO overflowed now?
asm in al,dx
asm test al,0x40
asm jz checkdone // Nope, still not - Sound Source not here
present = true; // Yes - it's here!
checkdone:
SDL_ShutSS();
return(present);
}
static boolean
SDL_DetectSoundSource(void)
{
for (ssPort = 1;ssPort <= 3;ssPort++)
if (SDL_CheckSS())
return(true);
return(false);
}
//
// PC Sound code
//
///////////////////////////////////////////////////////////////////////////
//
// SDL_PCPlaySound() - Plays the specified sound on the PC speaker
//
///////////////////////////////////////////////////////////////////////////
#ifdef _MUSE_
void
#else
static void
#endif
SDL_PCPlaySound(PCSound far *sound)
{
asm pushf
asm cli
pcLastSample = -1;
pcLengthLeft = sound->common.length;
pcSound = sound->data;
asm popf
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_PCStopSound() - Stops the current sound playing on the PC Speaker
//
///////////////////////////////////////////////////////////////////////////
#ifdef _MUSE_
void
#else
static void
#endif
SDL_PCStopSound(void)
{
asm pushf
asm cli
(long)pcSound = 0;
asm in al,0x61 // Turn the speaker off
asm and al,0xfd // ~2
asm out 0x61,al
asm popf
}
#if 0
///////////////////////////////////////////////////////////////////////////
//
// SDL_PCService() - Handles playing the next sample in a PC sound
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_PCService(void)
{
byte s;
word t;
if (pcSound)
{
s = *pcSound++;
if (s != pcLastSample)
{
asm pushf
asm cli
pcLastSample = s;
if (s) // We have a frequency!
{
t = pcSoundLookup[s];
asm mov bx,[t]
asm mov al,0xb6 // Write to channel 2 (speaker) timer
asm out 43h,al
asm mov al,bl
asm out 42h,al // Low byte
asm mov al,bh
asm out 42h,al // High byte
asm in al,0x61 // Turn the speaker & gate on
asm or al,3
asm out 0x61,al
}
else // Time for some silence
{
asm in al,0x61 // Turn the speaker & gate off
asm and al,0xfc // ~3
asm out 0x61,al
}
asm popf
}
if (!(--pcLengthLeft))
{
SDL_PCStopSound();
SDL_SoundFinished();
}
}
}
#endif
///////////////////////////////////////////////////////////////////////////
//
// SDL_ShutPC() - Turns off the pc speaker
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_ShutPC(void)
{
asm pushf
asm cli
pcSound = 0;
asm in al,0x61 // Turn the speaker & gate off
asm and al,0xfc // ~3
asm out 0x61,al
asm popf
}
//
// Stuff for digitized sounds
//
memptr
SDL_LoadDigiSegment(word page)
{
memptr addr;
#if 0 // for debugging
asm mov dx,STATUS_REGISTER_1
asm in al,dx
asm mov dx,ATR_INDEX
asm mov al,ATR_OVERSCAN
asm out dx,al
asm mov al,10 // bright green
asm out dx,al
#endif
addr = PM_GetSoundPage(page);
PM_SetPageLock(PMSoundStart + page,pml_Locked);
#if 0 // for debugging
asm mov dx,STATUS_REGISTER_1
asm in al,dx
asm mov dx,ATR_INDEX
asm mov al,ATR_OVERSCAN
asm out dx,al
asm mov al,3 // blue
asm out dx,al
asm mov al,0x20 // normal
asm out dx,al
#endif
return(addr);
}
void
SDL_PlayDigiSegment(memptr addr,word len)
{
switch (DigiMode)
{
case sds_SoundSource:
SDL_SSPlaySample(addr,len);
break;
case sds_SoundBlaster:
SDL_SBPlaySample(addr,len);
break;
}
}
void
SD_StopDigitized(void)
{
int i;
asm pushf
asm cli
DigiFailSafe = 0;
DigiLeft = 0;
DigiNextAddr = nil;
DigiNextLen = 0;
DigiMissed = false;
DigiPlaying = false;
DigiNumber = DigiPriority = 0;
SoundPositioned = false;
if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))
SDL_SoundFinished();
switch (DigiMode)
{
case sds_SoundSource:
SDL_SSStopSample();
break;
case sds_SoundBlaster:
SDL_SBStopSample();
break;
}
asm popf
for (i = DigiLastStart;i < DigiLastEnd;i++)
PM_SetPageLock(i + PMSoundStart,pml_Unlocked);
DigiLastStart = 1;
DigiLastEnd = 0;
}
void
SD_Poll(void)
{
if (DigiFailSafe && (DigiFailSafe < TimeCount))
{
DigiFailTriggered++;
SD_StopDigitized();
}
if (DigiLeft && !DigiNextAddr)
{
DigiNextLen = (DigiLeft >= PMPageSize)? PMPageSize : (DigiLeft % PMPageSize);
DigiLeft -= DigiNextLen;
if (!DigiLeft)
DigiLastSegment = true;
DigiNextAddr = SDL_LoadDigiSegment(DigiPage++);
}
if (DigiMissed && DigiNextAddr)
{
SDL_PlayDigiSegment(DigiNextAddr,DigiNextLen);
DigiNextAddr = nil;
DigiMissed = false;
if (DigiLastSegment)
{
DigiPlaying = false;
DigiLastSegment = false;
}
}
SDL_SetTimerSpeed();
#if 0
if (sbSamplePlaying)
{
asm mov dx,STATUS_REGISTER_1
asm in al,dx
asm mov dx,ATR_INDEX
asm mov al,ATR_OVERSCAN
asm out dx,al
asm mov al,10 // bright green
asm out dx,al
asm mov al,0x20 // normal
asm out dx,al
}
else
{
asm mov dx,STATUS_REGISTER_1
asm in al,dx
asm mov dx,ATR_INDEX
asm mov al,ATR_OVERSCAN
asm out dx,al
asm mov al,0 // black
asm out dx,al
asm mov al,0x20 // normal
asm out dx,al
}
#endif
}
void
SD_SetPosition(int leftpos,int rightpos)
{
if
(
(leftpos < 0)
|| (leftpos > 15)
|| (rightpos < 0)
|| (rightpos > 15)
|| ((leftpos == 15) && (rightpos == 15))
)
SD_ERROR(SD_SETPOSITION_BAD_POSITION);
switch (DigiMode)
{
case sds_SoundSource:
SDL_PositionSS(leftpos,rightpos);
break;
case sds_SoundBlaster:
SDL_PositionSBP(leftpos,rightpos);
break;
}
}
void
SD_PlayDigitized(word which,int leftpos,int rightpos)
{
int i;
byte timevalue;
word pages;
word len;
memptr addr;
if (!DigiMode)
return;
SD_StopDigitized();
if (which >= NumDigi)
{
// SD_ERROR(SD_PLAYDIGITIZED_BAD_SOUND);
which = 1;
return;
}
SD_SetPosition(leftpos,rightpos);
#if 1
if (DigiMode == sds_SoundBlaster)
{
// Set the SoundBlaster DAC time constant for 7KHz
timevalue = 256 - (1000000 / 7000);
sbLastTimeValue = timevalue;
sbWriteDelay();
sbOut(sbWriteCmd,0x40);
sbWriteDelay();
sbOut(sbWriteData,timevalue);
for (i = 0;i < 80;i++)
sbIn(sbWriteStat);
}
#endif
DigiPage = DigiList[(which * 2) + 0];
DigiLeft = DigiList[(which * 2) + 1];
DigiLastStart = DigiPage;
pages = ((DigiLeft + (PMPageSize - 1)) / PMPageSize);
DigiLastEnd = DigiPage + pages;
// Set up failsafe at ~105% of when the sound should end. This is
// computed as 7000Hz/70Hz=100, then only dividing by 95 for the slop.
DigiFailSafe = TimeCount + ((DigiLeft + 100) / 95);
len = (DigiLeft >= PMPageSize)? PMPageSize : (DigiLeft % PMPageSize);
addr = SDL_LoadDigiSegment(DigiPage++);
DigiPlaying = true;
DigiLastSegment = false;
SDL_PlayDigiSegment(addr,len);
DigiLeft -= len;
if (!DigiLeft)
DigiLastSegment = true;
SD_Poll();
}
void
SDL_DigitizedDone(void)
{
if (DigiNextAddr)
{
SDL_PlayDigiSegment(DigiNextAddr,DigiNextLen);
DigiNextAddr = nil;
DigiMissed = false;
}
else
{
if (DigiLastSegment)
{
DigiPlaying = false;
DigiLastSegment = false;
if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))
{
SDL_SoundFinished();
}
else
{
DigiNumber = DigiPriority = 0;
DigiFailSafe = 0;
}
SoundPositioned = false;
}
else
DigiMissed = true;
}
}
void
SD_SetDigiDevice(SDSMode mode)
{
boolean devicenotpresent;
if (mode == DigiMode)
return;
SD_StopDigitized();
devicenotpresent = false;
switch (mode)
{
case sds_SoundBlaster:
if (!SoundBlasterPresent)
{
if (SoundSourcePresent)
mode = sds_SoundSource;
else
devicenotpresent = true;
}
break;
case sds_SoundSource:
if (!SoundSourcePresent)
devicenotpresent = true;
break;
}
if (!devicenotpresent)
{
if (DigiMode == sds_SoundSource)
SDL_ShutSS();
DigiMode = mode;
if (mode == sds_SoundSource)
SDL_StartSS();
SDL_SetTimerSpeed();
}
}
void
SDL_SetupDigi(void)
{
memptr list;
word far *p,
pg;
int i;
PM_UnlockMainMem();
MM_GetPtr(&list,PMPageSize);
PM_CheckMainMem();
p = (word far *)MK_FP(PM_GetPage(ChunksInFile - 1),0);
_fmemcpy((void far *)list,(void far *)p,PMPageSize);
pg = PMSoundStart;
for (i = 0;i < PMPageSize / (sizeof(word) * 2);i++,p += 2)
{
if (pg >= ChunksInFile - 1)
break;
pg += (p[1] + (PMPageSize - 1)) / PMPageSize;
}
PM_UnlockMainMem();
MM_GetPtr((memptr *)&DigiList,i * sizeof(word) * 2);
_fmemcpy((void far *)DigiList,(void far *)list,i * sizeof(word) * 2);
MM_FreePtr(&list);
NumDigi = i;
for (i = 0;i < sdLastSound;i++)
DigiMap[i] = -1;
}
// AdLib Code
///////////////////////////////////////////////////////////////////////////
//
// alOut(n,b) - Puts b in AdLib card register n
//
///////////////////////////////////////////////////////////////////////////
void
alOut(byte n,byte b)
{
int i;
asm pushf
asm cli
outportb(alFMAddr,n);
for (i = 0;i < 6;i++)
inportb(alFMStatus);
outportb(alFMData,b);
asm popf
for (i = 0;i < 35;i++)
inportb(alFMStatus);
}
#if 0
///////////////////////////////////////////////////////////////////////////
//
// SDL_SetInstrument() - Puts an instrument into a generator
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_SetInstrument(int track,int which,Instrument far *inst,boolean percussive)
{
byte c,m;
if (percussive)
{
c = pcarriers[which];
m = pmodifiers[which];
}
else
{
c = carriers[which];
m = modifiers[which];
}
tracks[track - 1]->inst = *inst;
tracks[track - 1]->percussive = percussive;
alOut(m + alChar,inst->mChar);
alOut(m + alScale,inst->mScale);
alOut(m + alAttack,inst->mAttack);
alOut(m + alSus,inst->mSus);
alOut(m + alWave,inst->mWave);
// Most percussive instruments only use one cell
if (c != 0xff)
{
alOut(c + alChar,inst->cChar);
alOut(c + alScale,inst->cScale);
alOut(c + alAttack,inst->cAttack);
alOut(c + alSus,inst->cSus);
alOut(c + alWave,inst->cWave);
}
alOut(which + alFeedCon,inst->nConn); // DEBUG - I think this is right
}
#endif
///////////////////////////////////////////////////////////////////////////
//
// SDL_ALStopSound() - Turns off any sound effects playing through the
// AdLib card
//
///////////////////////////////////////////////////////////////////////////
#ifdef _MUSE_
void
#else
static void
#endif
SDL_ALStopSound(void)
{
asm pushf
asm cli
(long)alSound = 0;
alOut(alFreqH + 0,0);
asm popf
}
static void
SDL_AlSetFXInst(Instrument far *inst)
{
byte c,m;
m = modifiers[0];
c = carriers[0];
alOut(m + alChar,inst->mChar);
alOut(m + alScale,inst->mScale);
alOut(m + alAttack,inst->mAttack);
alOut(m + alSus,inst->mSus);
alOut(m + alWave,inst->mWave);
alOut(c + alChar,inst->cChar);
alOut(c + alScale,inst->cScale);
alOut(c + alAttack,inst->cAttack);
alOut(c + alSus,inst->cSus);
alOut(c + alWave,inst->cWave);
// Note: Switch commenting on these lines for old MUSE compatibility
// alOut(alFeedCon,inst->nConn);
alOut(alFeedCon,0);
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_ALPlaySound() - Plays the specified sound on the AdLib card
//
///////////////////////////////////////////////////////////////////////////
#ifdef _MUSE_
void
#else
static void
#endif
SDL_ALPlaySound(AdLibSound far *sound)
{
Instrument far *inst;
byte huge *data;
SDL_ALStopSound();
asm pushf
asm cli
alLengthLeft = sound->common.length;
data = sound->data;
data++;
data--;
alSound = (byte far *)data;
alBlock = ((sound->block & 7) << 2) | 0x20;
inst = &sound->inst;
if (!(inst->mSus | inst->cSus))
{
asm popf
SD_ERROR(SDL_ALPLAYSOUND_BAD_INST);
}
SDL_AlSetFXInst(&alZeroInst); // DEBUG
SDL_AlSetFXInst(inst);
asm popf
}
#if 0
///////////////////////////////////////////////////////////////////////////
//
// SDL_ALSoundService() - Plays the next sample out through the AdLib card
//
///////////////////////////////////////////////////////////////////////////
//static void
void
SDL_ALSoundService(void)
{
byte s;
if (alSound)
{
s = *alSound++;
if (!s)
alOut(alFreqH + 0,0);
else
{
alOut(alFreqL + 0,s);
alOut(alFreqH + 0,alBlock);
}
if (!(--alLengthLeft))
{
(long)alSound = 0;
alOut(alFreqH + 0,0);
SDL_SoundFinished();
}
}
}
#endif
#if 0
void
SDL_ALService(void)
{
byte a,v;
word w;
if (!sqActive)
return;
while (sqHackLen && (sqHackTime <= alTimeCount))
{
w = *sqHackPtr++;
sqHackTime = alTimeCount + *sqHackPtr++;
asm mov dx,[w]
asm mov [a],dl
asm mov [v],dh
alOut(a,v);
sqHackLen -= 4;
}
alTimeCount++;
if (!sqHackLen)
{
sqHackPtr = (word far *)sqHack;
sqHackLen = sqHackSeqLen;
alTimeCount = sqHackTime = 0;
}
}
#endif
///////////////////////////////////////////////////////////////////////////
//
// SDL_ShutAL() - Shuts down the AdLib card for sound effects
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_ShutAL(void)
{
asm pushf
asm cli
alOut(alEffects,0);
alOut(alFreqH + 0,0);
SDL_AlSetFXInst(&alZeroInst);
alSound = 0;
asm popf
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_CleanAL() - Totally shuts down the AdLib card
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_CleanAL(void)
{
int i;
asm pushf
asm cli
alOut(alEffects,0);
for (i = 1;i < 0xf5;i++)
alOut(i,0);
asm popf
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_StartAL() - Starts up the AdLib card for sound effects
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_StartAL(void)
{
alFXReg = 0;
alOut(alEffects,alFXReg);
SDL_AlSetFXInst(&alZeroInst);
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_DetectAdLib() - Determines if there's an AdLib (or SoundBlaster
// emulating an AdLib) present
//
///////////////////////////////////////////////////////////////////////////
static boolean
SDL_DetectAdLib(void)
{
byte status1,status2;
int i;
alOut(4,0x60); // Reset T1 & T2
alOut(4,0x80); // Reset IRQ
status1 = readstat();
alOut(2,0xff); // Set timer 1
alOut(4,0x21); // Start timer 1
#if 0
SDL_Delay(TimerDelay100);
#else
asm mov dx,alFMStatus
asm mov cx,100
usecloop:
asm in al,dx
asm loop usecloop
#endif
status2 = readstat();
alOut(4,0x60);
alOut(4,0x80);
if (((status1 & 0xe0) == 0x00) && ((status2 & 0xe0) == 0xc0))
{
for (i = 1;i <= 0xf5;i++) // Zero all the registers
alOut(i,0);
alOut(1,0x20); // Set WSE=1
alOut(8,0); // Set CSM=0 & SEL=0
return(true);
}
else
return(false);
}
#if 0
///////////////////////////////////////////////////////////////////////////
//
// SDL_t0Service() - My timer 0 ISR which handles the different timings and
// dispatches to whatever other routines are appropriate
//
///////////////////////////////////////////////////////////////////////////
static void interrupt
SDL_t0Service(void)
{
static word count = 1;
#if 0 // for debugging
asm mov dx,STATUS_REGISTER_1
asm in al,dx
asm mov dx,ATR_INDEX
asm mov al,ATR_OVERSCAN
asm out dx,al
asm mov al,4 // red
asm out dx,al
#endif
HackCount++;
if ((MusicMode == smm_AdLib) || (DigiMode == sds_SoundSource))
{
SDL_ALService();
SDL_SSService();
// if (!(++count & 7))
if (!(++count % 10))
{
LocalTime++;
TimeCount++;
if (SoundUserHook)
SoundUserHook();
}
// if (!(count & 3))
if (!(count % 5))
{
switch (SoundMode)
{
case sdm_PC:
SDL_PCService();
break;
case sdm_AdLib:
SDL_ALSoundService();
break;
}
}
}
else
{
if (!(++count & 1))
{
LocalTime++;
TimeCount++;
if (SoundUserHook)
SoundUserHook();
}
switch (SoundMode)
{
case sdm_PC:
SDL_PCService();
break;
case sdm_AdLib:
SDL_ALSoundService();
break;
}
}
asm mov ax,[WORD PTR TimerCount]
asm add ax,[WORD PTR TimerDivisor]
asm mov [WORD PTR TimerCount],ax
asm jnc myack
t0OldService(); // If we overflow a word, time to call old int handler
asm jmp olddone
myack:;
outportb(0x20,0x20); // Ack the interrupt
olddone:;
#if 0 // for debugging
asm mov dx,STATUS_REGISTER_1
asm in al,dx
asm mov dx,ATR_INDEX
asm mov al,ATR_OVERSCAN
asm out dx,al
asm mov al,3 // blue
asm out dx,al
asm mov al,0x20 // normal
asm out dx,al
#endif
}
#endif
////////////////////////////////////////////////////////////////////////////
//
// SDL_ShutDevice() - turns off whatever device was being used for sound fx
//
////////////////////////////////////////////////////////////////////////////
static void
SDL_ShutDevice(void)
{
switch (SoundMode)
{
case sdm_PC:
SDL_ShutPC();
break;
case sdm_AdLib:
SDL_ShutAL();
break;
}
SoundMode = sdm_Off;
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_CleanDevice() - totally shuts down all sound devices
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_CleanDevice(void)
{
if ((SoundMode == sdm_AdLib) || (MusicMode == smm_AdLib))
SDL_CleanAL();
}
///////////////////////////////////////////////////////////////////////////
//
// SDL_StartDevice() - turns on whatever device is to be used for sound fx
//
///////////////////////////////////////////////////////////////////////////
static void
SDL_StartDevice(void)
{
switch (SoundMode)
{
case sdm_AdLib:
SDL_StartAL();
break;
}
SoundNumber = SoundPriority = 0;
}
// Public routines
///////////////////////////////////////////////////////////////////////////
//
// SD_SetSoundMode() - Sets which sound hardware to use for sound effects
//
///////////////////////////////////////////////////////////////////////////
boolean
SD_SetSoundMode(SDMode mode)
{
boolean result = false;
word tableoffset;
SD_StopSound();
#ifndef _MUSE_
if ((mode == sdm_AdLib) && !AdLibPresent)
mode = sdm_PC;
switch (mode)
{
case sdm_Off:
tableoffset = sdStartPCSounds;
NeedsDigitized = false;
result = true;
break;
case sdm_PC:
tableoffset = sdStartPCSounds;
NeedsDigitized = false;
result = true;
break;
case sdm_AdLib:
if (AdLibPresent)
{
tableoffset = sdStartALSounds;
NeedsDigitized = false;
result = true;
}
break;
}
#else
result = true;
#endif
if (result && (mode != SoundMode))
{
SDL_ShutDevice();
SoundMode = mode;
#ifndef _MUSE_
SoundTable = (word *)(&audiosegs[tableoffset]);
#endif
SDL_StartDevice();
}
SDL_SetTimerSpeed();
return(result);
}
///////////////////////////////////////////////////////////////////////////
//
// SD_SetMusicMode() - sets the device to use for background music
//
///////////////////////////////////////////////////////////////////////////
boolean
SD_SetMusicMode(SMMode mode)
{
boolean result = false;
SD_FadeOutMusic();
while (SD_MusicPlaying())
;
switch (mode)
{
case smm_Off:
NeedsMusic = false;
result = true;
break;
case smm_AdLib:
if (AdLibPresent)
{
NeedsMusic = true;
result = true;
}
break;
}
if (result)
MusicMode = mode;
SDL_SetTimerSpeed();
return(result);
}
///////////////////////////////////////////////////////////////////////////
//
// SD_Startup() - starts up the Sound Mgr
// Detects all additional sound hardware and installs my ISR
//
///////////////////////////////////////////////////////////////////////////
void
SD_Startup(void)
{
int i;
if (SD_Started)
return;
SDL_SetDS();
ssIsTandy = false;
ssNoCheck = false;
alNoCheck = false;
sbNoCheck = false;
sbNoProCheck = false;
#ifndef _MUSE_
for (i = 1;i < _argc;i++)
{
switch (US_CheckParm(_argv[i],ParmStrings))
{
case 0: // No AdLib detection
alNoCheck = true;
break;
case 1: // No SoundBlaster detection
sbNoCheck = true;
break;
case 2: // No SoundBlaster Pro detection
sbNoProCheck = true;
break;
case 3:
ssNoCheck = true; // No Sound Source detection
break;
case 4: // Tandy Sound Source handling
ssIsTandy = true;
break;
case 5: // Sound Source present at LPT1
ssPort = 1;
ssNoCheck = SoundSourcePresent = true;
break;
case 6: // Sound Source present at LPT2
ssPort = 2;
ssNoCheck = SoundSourcePresent = true;
break;
case 7: // Sound Source present at LPT3
ssPort = 3;
ssNoCheck = SoundSourcePresent = true;
break;
}
}
#endif
SoundUserHook = 0;
t0OldService = getvect(8); // Get old timer 0 ISR
LocalTime = TimeCount = alTimeCount = 0;
SD_SetSoundMode(sdm_Off);
SD_SetMusicMode(smm_Off);
if (!ssNoCheck)
SoundSourcePresent = SDL_DetectSoundSource();
if (!alNoCheck)
{
AdLibPresent = SDL_DetectAdLib();
if (AdLibPresent && !sbNoCheck)
{
int port = -1;
char *env = getenv("BLASTER");
if (env)
{
long temp;
while (*env)
{
while (isspace(*env))
env++;
switch (toupper(*env))
{
case 'A':
temp = strtol(env + 1,&env,16);
if
(
(temp >= 0x210)
&& (temp <= 0x280)
&& (!(temp & 0x00f))
)
port = (temp - 0x200) >> 4;
else
SD_ERROR(SD_STARTUP_BAD_ADDRESS);
break;
case 'I':
temp = strtol(env + 1,&env,10);
if
(
(temp >= 0)
&& (temp <= 10)
&& (sbIntVectors[temp] != -1)
)
{
sbInterrupt = temp;
sbIntVec = sbIntVectors[sbInterrupt];
}
else
SD_ERROR(SD_STARTUP_BAD_INTERRUPT);
break;
case 'D':
temp = strtol(env + 1,&env,10);
if ((temp == 0) || (temp == 1) || (temp == 3))
SDL_SBSetDMA(temp);
else
SD_ERROR(SD_STARTUP_BAD_DMA);
break;
default:
while (isspace(*env))
env++;
while (*env && !isspace(*env))
env++;
break;
}
}
}
SoundBlasterPresent = SDL_DetectSoundBlaster(port);
}
}
for (i = 0;i < 255;i++)
pcSoundLookup[i] = i * 60;
if (SoundBlasterPresent)
SDL_StartSB();
SDL_SetupDigi();
SD_Started = true;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_Default() - Sets up the default behaviour for the Sound Mgr whether
// the config file was present or not.
//
///////////////////////////////////////////////////////////////////////////
void
SD_Default(boolean gotit,SDMode sd,SMMode sm)
{
boolean gotsd,gotsm;
gotsd = gotsm = gotit;
if (gotsd) // Make sure requested sound hardware is available
{
switch (sd)
{
case sdm_AdLib:
gotsd = AdLibPresent;
break;
}
}
if (!gotsd)
{
if (AdLibPresent)
sd = sdm_AdLib;
else
sd = sdm_PC;
}
if (sd != SoundMode)
SD_SetSoundMode(sd);
if (gotsm) // Make sure requested music hardware is available
{
switch (sm)
{
case sdm_AdLib:
gotsm = AdLibPresent;
break;
}
}
if (!gotsm)
{
if (AdLibPresent)
sm = smm_AdLib;
}
if (sm != MusicMode)
SD_SetMusicMode(sm);
}
///////////////////////////////////////////////////////////////////////////
//
// SD_Shutdown() - shuts down the Sound Mgr
// Removes sound ISR and turns off whatever sound hardware was active
//
///////////////////////////////////////////////////////////////////////////
void
SD_Shutdown(void)
{
if (!SD_Started)
return;
SD_MusicOff();
SD_StopSound();
SDL_ShutDevice();
SDL_CleanDevice();
if (SoundBlasterPresent)
SDL_ShutSB();
if (SoundSourcePresent)
SDL_ShutSS();
asm pushf
asm cli
SDL_SetTimer0(0);
setvect(8,t0OldService);
asm popf
SD_Started = false;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_SetUserHook() - sets the routine that the Sound Mgr calls every 1/70th
// of a second from its timer 0 ISR
//
///////////////////////////////////////////////////////////////////////////
void
SD_SetUserHook(void (* hook)(void))
{
SoundUserHook = hook;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_PositionSound() - Sets up a stereo imaging location for the next
// sound to be played. Each channel ranges from 0 to 15.
//
///////////////////////////////////////////////////////////////////////////
void
SD_PositionSound(int leftvol,int rightvol)
{
LeftPosition = leftvol;
RightPosition = rightvol;
nextsoundpos = true;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_PlaySound() - plays the specified sound on the appropriate hardware
//
///////////////////////////////////////////////////////////////////////////
boolean
SD_PlaySound(soundnames sound)
{
boolean ispos;
SoundCommon far *s;
int lp,rp;
lp = LeftPosition;
rp = RightPosition;
LeftPosition = 0;
RightPosition = 0;
ispos = nextsoundpos;
nextsoundpos = false;
if (sound == -1)
return(false);
s = MK_FP(SoundTable[sound],0);
if ((SoundMode != sdm_Off) && !s)
SD_ERROR(SD_PLAYSOUND_UNCACHED);
if ((DigiMode != sds_Off) && (DigiMap[sound] != -1))
{
if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))
{
if (s->priority < SoundPriority)
return(false);
SDL_PCStopSound();
SD_PlayDigitized(DigiMap[sound],lp,rp);
SoundPositioned = ispos;
SoundNumber = sound;
SoundPriority = s->priority;
}
else
{
asm pushf
asm cli
if (DigiPriority && !DigiNumber)
{
asm popf
SD_ERROR(SD_PLAYSOUND_PRI_NO_SOUND);
}
asm popf
if (s->priority < DigiPriority)
return(false);
SD_PlayDigitized(DigiMap[sound],lp,rp);
SoundPositioned = ispos;
DigiNumber = sound;
DigiPriority = s->priority;
}
return(true);
}
if (SoundMode == sdm_Off)
return(false);
if (!s->length)
SD_ERROR(SD_PLAYSOUND_ZERO_LEN);
if (s->priority < SoundPriority)
return(false);
switch (SoundMode)
{
case sdm_PC:
SDL_PCPlaySound((void far *)s);
break;
case sdm_AdLib:
SDL_ALPlaySound((void far *)s);
break;
}
SoundNumber = sound;
SoundPriority = s->priority;
return(false);
}
///////////////////////////////////////////////////////////////////////////
//
// SD_SoundPlaying() - returns the sound number that's playing, or 0 if
// no sound is playing
//
///////////////////////////////////////////////////////////////////////////
word
SD_SoundPlaying(void)
{
boolean result = false;
switch (SoundMode)
{
case sdm_PC:
result = pcSound? true : false;
break;
case sdm_AdLib:
result = alSound? true : false;
break;
}
if (result)
return(SoundNumber);
else
return(false);
}
///////////////////////////////////////////////////////////////////////////
//
// SD_StopSound() - if a sound is playing, stops it
//
///////////////////////////////////////////////////////////////////////////
void
SD_StopSound(void)
{
if (DigiPlaying)
SD_StopDigitized();
switch (SoundMode)
{
case sdm_PC:
SDL_PCStopSound();
break;
case sdm_AdLib:
SDL_ALStopSound();
break;
}
SoundPositioned = false;
SDL_SoundFinished();
}
///////////////////////////////////////////////////////////////////////////
//
// SD_WaitSoundDone() - waits until the current sound is done playing
//
///////////////////////////////////////////////////////////////////////////
void
SD_WaitSoundDone(void)
{
while (SD_SoundPlaying())
;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_MusicOn() - turns on the sequencer
//
///////////////////////////////////////////////////////////////////////////
void
SD_MusicOn(void)
{
sqActive = true;
}
///////////////////////////////////////////////////////////////////////////
//
// SD_MusicOff() - turns off the sequencer and any playing notes
//
///////////////////////////////////////////////////////////////////////////
void
SD_MusicOff(void)
{
word i;
sqActive = false;
switch (MusicMode)
{
case smm_AdLib:
alFXReg = 0;
alOut(alEffects,0);
for (i = 0;i < sqMaxTracks;i++)
alOut(alFreqH + i + 1,0);
break;
}
}
///////////////////////////////////////////////////////////////////////////
//
// SD_StartMusic() - starts playing the music pointed to
//
///////////////////////////////////////////////////////////////////////////
void
SD_StartMusic(MusicGroup far *music)
{
SD_MusicOff();
asm pushf
asm cli
sqPlayedOnce = false;
if (MusicMode == smm_AdLib)
{
sqHackPtr = sqHack = music->values;
sqHackSeqLen = sqHackLen = music->length;
sqHackTime = 0;
alTimeCount = 0;
SD_MusicOn();
}
else
sqPlayedOnce = true;
asm popf
}
///////////////////////////////////////////////////////////////////////////
//
// SD_FadeOutMusic() - starts fading out the music. Call SD_MusicPlaying()
// to see if the fadeout is complete
//
///////////////////////////////////////////////////////////////////////////
void
SD_FadeOutMusic(void)
{
switch (MusicMode)
{
case smm_AdLib:
// DEBUG - quick hack to turn the music off
SD_MusicOff();
break;
}
}
///////////////////////////////////////////////////////////////////////////
//
// SD_MusicPlaying() - returns true if music is currently playing, false if
// not
//
///////////////////////////////////////////////////////////////////////////
boolean
SD_MusicPlaying(void)
{
boolean result;
switch (MusicMode)
{
case smm_AdLib:
result = false;
// DEBUG - not written
break;
default:
result = false;
}
return(result);
}