Sound refactor backport step 2: flattened split-somethings branch

This commit is contained in:
toaster 2022-12-17 13:05:14 +00:00
parent 732861f0d4
commit 64189da28f

View file

@ -451,6 +451,7 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
sfxinfo_t *sfx;
INT32 sep, pitch, priority, cnum;
boolean anyListeners = false;
boolean itsUs = false;
INT32 i;
listener_t listener[MAXSPLITSCREENPLAYERS];
@ -473,10 +474,8 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
if (i == 0 && democam.soundmobj)
{
listenmobj[i] = democam.soundmobj;
continue;
}
if (player->awayviewtics)
else if (player->awayviewtics)
{
listenmobj[i] = player->awayviewmobj;
}
@ -484,6 +483,11 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
{
listenmobj[i] = player->mo;
}
if (origin && origin == listenmobj[i])
{
itsUs = true;
}
}
#ifdef HW3SOUND
@ -538,40 +542,55 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
// Initialize sound parameters
pitch = NORM_PITCH;
priority = NORM_PRIORITY;
sep = NORM_SEP;
i = 0; // sensible default
for (i = splitscreen; i >= 0; i--)
{
// Copy the sound for the splitscreen players!
if (listenmobj[i] == NULL && i != 0)
{
continue;
}
// Check to see if it is audible, and if not, modify the params
if (origin && origin != listenmobj[i])
if (origin && !itsUs)
{
boolean rc = S_AdjustSoundParams(listenmobj[i], origin, &volume, &sep, &pitch, sfx);
if (!rc)
boolean audible = false;
if (splitscreen > 0)
{
continue; // Maybe the other player can hear it...
fixed_t recdist = INT32_MAX;
UINT8 j = 0;
for (; j <= splitscreen; j++)
{
fixed_t thisdist = INT32_MAX;
if (!listenmobj[j])
{
continue;
}
thisdist = P_AproxDistance(listener[j].x - origin->x, listener[j].y - origin->y);
if (thisdist >= recdist)
{
continue;
}
recdist = thisdist;
i = j;
}
}
if (origin->x == listener[i].x && origin->y == listener[i].y)
if (listenmobj[i])
{
sep = NORM_SEP;
audible = S_AdjustSoundParams(listenmobj[i], origin, &volume, &sep, &pitch, sfx);
if (origin->x == listener[i].x && origin->y == listener[i].y)
{
sep = NORM_SEP;
}
}
if (!audible)
{
return;
}
}
else if (i > 0 && !origin)
{
// Do not play origin-less sounds for the splitscreen players.
// The first player will be able to hear it just fine,
// we really don't want it playing twice.
continue;
}
else
{
sep = NORM_SEP;
}
// This is supposed to handle the loading/caching.
@ -829,46 +848,58 @@ void S_UpdateSounds(void)
{
boolean itsUs = false;
for (i = 0; i <= splitscreen; i++)
for (i = splitscreen; i >= 0; i--)
{
if (c->origin == players[displayplayers[i]].mo)
{
itsUs = true;
break;
}
if (c->origin != listenmobj[i])
continue;
itsUs = true;
}
if (itsUs == false)
{
const mobj_t *soundmobj = c->origin;
fixed_t recdist = INT32_MAX;
UINT8 p = 0;
const mobj_t *origin = c->origin;
for (i = 0; i <= splitscreen; i++)
i = 0;
if (splitscreen > 0)
{
fixed_t thisdist = INT32_MAX;
fixed_t recdist = INT32_MAX;
UINT8 j = 0;
if (!listenmobj[i])
for (; j <= splitscreen; j++)
{
continue;
}
fixed_t thisdist = INT32_MAX;
thisdist = P_AproxDistance(listener[i].x - soundmobj->x, listener[i].y - soundmobj->y);
if (!listenmobj[j])
{
continue;
}
thisdist = P_AproxDistance(listener[j].x - origin->x, listener[j].y - origin->y);
if (thisdist >= recdist)
{
continue;
}
if (thisdist < recdist)
{
recdist = thisdist;
p = i;
i = j;
}
}
if (listenmobj[p])
if (listenmobj[i])
{
audible = S_AdjustSoundParams(
listenmobj[p], c->origin,
listenmobj[i], c->origin,
&volume, &sep, &pitch,
c->sfxinfo
);
if (origin->x == listener[i].x && origin->y == listener[i].y)
{
sep = NORM_SEP;
}
}
if (audible)