mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
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f07585191b
(no actual SLOC changes)
1433 lines
33 KiB
C
1433 lines
33 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file s_sound.c
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/// \brief System-independent sound and music routines
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#ifdef MUSSERV
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#include <sys/msg.h>
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struct musmsg
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{
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long msg_type;
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char msg_text[12];
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};
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extern INT32 msg_id;
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#endif
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#include "doomdef.h"
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#include "doomstat.h"
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#include "command.h"
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#include "g_game.h"
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#include "m_argv.h"
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#include "r_main.h" // R_PointToAngle2() used to calc stereo sep.
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#include "r_things.h" // for skins
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#include "i_system.h"
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#include "i_sound.h"
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#include "s_sound.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "d_main.h"
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#include "r_sky.h" // skyflatnum
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#include "p_local.h" // camera info
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#ifdef HW3SOUND
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// 3D Sound Interface
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#include "hardware/hw3sound.h"
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#else
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static INT32 S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *vol, INT32 *sep, INT32 *pitch, sfxinfo_t *sfxinfo);
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#endif
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CV_PossibleValue_t soundvolume_cons_t[] = {{0, "MIN"}, {31, "MAX"}, {0, NULL}};
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static void SetChannelsNum(void);
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// commands for music and sound servers
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#ifdef MUSSERV
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consvar_t musserver_cmd = {"musserver_cmd", "musserver", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t musserver_arg = {"musserver_arg", "-t 20 -f -u 0 -i music.dta", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
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#endif
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#ifdef SNDSERV
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consvar_t sndserver_cmd = {"sndserver_cmd", "llsndserv", CV_SAVE, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t sndserver_arg = {"sndserver_arg", "-quiet", CV_SAVE, NULL, 0, NULL, NULL, 0, 0, NULL};
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#endif
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#if defined (_WINDOWS) && !defined (SURROUND) //&& defined (_X86_)
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#define SURROUND
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#endif
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#if defined (_WIN32_WCE) || defined (DC) || defined(GP2X)
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consvar_t cv_samplerate = {"samplerate", "11025", 0, CV_Unsigned, NULL, 11025, NULL, NULL, 0, 0, NULL}; //Alam: For easy hacking?
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#elif defined(_PSP) || defined(_WINDOWS)
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consvar_t cv_samplerate = {"samplerate", "44100", 0, CV_Unsigned, NULL, 44100, NULL, NULL, 0, 0, NULL}; //Alam: For easy hacking?
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#elif defined(_WII)
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consvar_t cv_samplerate = {"samplerate", "32000", 0, CV_Unsigned, NULL, 32000, NULL, NULL, 0, 0, NULL}; //Alam: For easy hacking?
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#else
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consvar_t cv_samplerate = {"samplerate", "22050", 0, CV_Unsigned, NULL, 22050, NULL, NULL, 0, 0, NULL}; //Alam: For easy hacking?
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#endif
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// stereo reverse
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consvar_t stereoreverse = {"stereoreverse", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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// if true, all sounds are loaded at game startup
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static consvar_t precachesound = {"precachesound", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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// actual general (maximum) sound & music volume, saved into the config
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consvar_t cv_soundvolume = {"soundvolume", "31", CV_SAVE, soundvolume_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_digmusicvolume = {"digmusicvolume", "18", CV_SAVE, soundvolume_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_midimusicvolume = {"midimusicvolume", "18", CV_SAVE, soundvolume_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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// number of channels available
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#if defined (_WIN32_WCE) || defined (DC) || defined (PSP) || defined(GP2X)
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consvar_t cv_numChannels = {"snd_channels", "8", CV_SAVE|CV_CALL, CV_Unsigned, SetChannelsNum, 0, NULL, NULL, 0, 0, NULL};
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#else
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consvar_t cv_numChannels = {"snd_channels", "32", CV_SAVE|CV_CALL, CV_Unsigned, SetChannelsNum, 0, NULL, NULL, 0, 0, NULL};
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#endif
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static consvar_t surround = {"surround", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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#define S_MAX_VOLUME 127
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// when to clip out sounds
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// Does not fit the large outdoor areas.
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// added 2-2-98 in 8 bit volume control (before (1200*0x10000))
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#define S_CLIPPING_DIST (1536*0x10000)
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// Distance to 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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// added 2-2-98 in 8 bit volume control (before (160*0x10000))
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#define S_CLOSE_DIST (160*0x10000)
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// added 2-2-98 in 8 bit volume control (before remove the +4)
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#define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>(FRACBITS+4))
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// Adjustable by menu.
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#define NORM_VOLUME snd_MaxVolume
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#define NORM_PITCH 128
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#define NORM_PRIORITY 64
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#define NORM_SEP 128
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#define S_PITCH_PERTURB 1
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#define S_STEREO_SWING (96*0x10000)
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#ifdef SURROUND
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#define SURROUND_SEP -128
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#endif
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// percent attenuation from front to back
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#define S_IFRACVOL 30
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typedef struct
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{
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// sound information (if null, channel avail.)
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sfxinfo_t *sfxinfo;
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// origin of sound
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const void *origin;
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// handle of the sound being played
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INT32 handle;
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} channel_t;
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// the set of channels available
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static channel_t *channels = NULL;
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static INT32 numofchannels = 0;
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//
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// Internals.
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//
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static void S_StopChannel(INT32 cnum);
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//
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// S_getChannel
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//
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// If none available, return -1. Otherwise channel #.
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//
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static INT32 S_getChannel(const void *origin, sfxinfo_t *sfxinfo)
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{
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// channel number to use
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INT32 cnum;
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channel_t *c;
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// Find an open channel
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for (cnum = 0; cnum < numofchannels; cnum++)
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{
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if (!channels[cnum].sfxinfo)
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break;
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// Now checks if same sound is being played, rather
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// than just one sound per mobj
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else if (sfxinfo == channels[cnum].sfxinfo && (sfxinfo->pitch & SF_NOMULTIPLESOUND))
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{
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return -1;
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break;
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}
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else if (sfxinfo == channels[cnum].sfxinfo && sfxinfo->singularity == true)
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{
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S_StopChannel(cnum);
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break;
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}
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else if (origin && channels[cnum].origin == origin && channels[cnum].sfxinfo == sfxinfo)
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{
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if (sfxinfo->pitch & SF_NOINTERRUPT)
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return -1;
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else
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S_StopChannel(cnum);
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break;
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}
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else if (origin && channels[cnum].origin == origin
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&& channels[cnum].sfxinfo->name != sfxinfo->name
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&& channels[cnum].sfxinfo->pitch == SF_TOTALLYSINGLE && sfxinfo->pitch == SF_TOTALLYSINGLE)
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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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// None available
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if (cnum == numofchannels)
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{
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// Look for lower priority
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for (cnum = 0; cnum < numofchannels; cnum++)
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if (channels[cnum].sfxinfo->priority <= sfxinfo->priority)
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break;
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if (cnum == numofchannels)
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{
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// No lower priority. Sorry, Charlie.
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return -1;
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}
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else
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{
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// Otherwise, kick out lower priority.
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S_StopChannel(cnum);
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}
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}
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c = &channels[cnum];
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// channel is decided to be cnum.
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c->sfxinfo = sfxinfo;
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c->origin = origin;
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return cnum;
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}
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void S_RegisterSoundStuff(void)
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{
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if (dedicated)
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{
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nosound = true;
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return;
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}
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CV_RegisterVar(&stereoreverse);
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CV_RegisterVar(&precachesound);
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#ifdef SNDSERV
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CV_RegisterVar(&sndserver_cmd);
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CV_RegisterVar(&sndserver_arg);
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#endif
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#ifdef MUSSERV
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CV_RegisterVar(&musserver_cmd);
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CV_RegisterVar(&musserver_arg);
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#endif
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CV_RegisterVar(&surround);
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CV_RegisterVar(&cv_samplerate);
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#if defined (macintosh) && !defined (HAVE_SDL) // mp3 playlist stuff
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{
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INT32 i;
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for (i = 0; i < PLAYLIST_LENGTH; i++)
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{
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user_songs[i].name = malloc(7);
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if (!user_songs[i].name)
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I_Error("No more free memory for mp3 playlist");
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sprintf(user_songs[i].name, "song%d%d",i/10,i%10);
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user_songs[i].defaultvalue = malloc(sizeof (char));
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if (user_songs[i].defaultvalue)
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I_Error("No more free memory for blank mp3 playerlist");
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*user_songs[i].defaultvalue = 0;
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user_songs[i].flags = CV_SAVE;
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user_songs[i].PossibleValue = NULL;
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CV_RegisterVar(&user_songs[i]);
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}
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CV_RegisterVar(&play_mode);
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}
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#endif
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}
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static void SetChannelsNum(void)
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{
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INT32 i;
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// Allocating the internal channels for mixing
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// (the maximum number of sounds rendered
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// simultaneously) within zone memory.
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if (channels)
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S_StopSounds();
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Z_Free(channels);
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channels = NULL;
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if (cv_numChannels.value == 999999999) //Alam_GBC: OH MY ROD!(ROD rimmiced with GOD!)
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CV_StealthSet(&cv_numChannels,cv_numChannels.defaultvalue);
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#ifdef HW3SOUND
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if (hws_mode != HWS_DEFAULT_MODE)
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{
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HW3S_SetSourcesNum();
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return;
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}
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#endif
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if (cv_numChannels.value)
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channels = (channel_t *)Z_Malloc(cv_numChannels.value * sizeof (channel_t), PU_STATIC, NULL);
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numofchannels = cv_numChannels.value;
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// Free all channels for use
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for (i = 0; i < numofchannels; i++)
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channels[i].sfxinfo = 0;
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}
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// Retrieve the lump number of sfx
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//
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lumpnum_t S_GetSfxLumpNum(sfxinfo_t *sfx)
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{
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char namebuf[9];
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lumpnum_t sfxlump;
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sprintf(namebuf, "ds%s", sfx->name);
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sfxlump = W_CheckNumForName(namebuf);
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if (sfxlump != LUMPERROR)
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return sfxlump;
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strlcpy(namebuf, sfx->name, sizeof namebuf);
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sfxlump = W_CheckNumForName(namebuf);
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if (sfxlump != LUMPERROR)
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return sfxlump;
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return W_GetNumForName("dsthok");
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}
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// Stop all sounds, load level info, THEN start sounds.
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void S_StopSounds(void)
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{
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INT32 cnum;
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#ifdef HW3SOUND
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if (hws_mode != HWS_DEFAULT_MODE)
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{
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HW3S_StopSounds();
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return;
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}
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#endif
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// kill all playing sounds at start of level
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for (cnum = 0; cnum < numofchannels; cnum++)
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if (channels[cnum].sfxinfo)
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S_StopChannel(cnum);
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}
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void S_StopSoundByID(void *origin, sfxenum_t sfx_id)
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{
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INT32 cnum;
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// Sounds without origin can have multiple sources, they shouldn't
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// be stopped by new sounds.
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if (!origin)
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return;
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#ifdef HW3SOUND
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if (hws_mode != HWS_DEFAULT_MODE)
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{
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HW3S_StopSoundByID(origin, sfx_id);
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return;
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}
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#endif
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for (cnum = 0; cnum < numofchannels; cnum++)
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{
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if (channels[cnum].sfxinfo == &S_sfx[sfx_id] && 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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void S_StopSoundByNum(sfxenum_t sfxnum)
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{
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INT32 cnum;
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#ifdef HW3SOUND
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if (hws_mode != HWS_DEFAULT_MODE)
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{
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HW3S_StopSoundByNum(sfxnum);
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return;
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}
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#endif
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for (cnum = 0; cnum < numofchannels; cnum++)
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{
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if (channels[cnum].sfxinfo == &S_sfx[sfxnum])
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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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void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
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{
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INT32 sep, pitch, priority, cnum;
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sfxinfo_t *sfx;
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const mobj_t *origin = (const mobj_t *)origin_p;
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listener_t listener = {0,0,0,0};
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listener_t listener2 = {0,0,0,0};
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mobj_t *listenmobj = players[displayplayer].mo;
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mobj_t *listenmobj2 = NULL;
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if (sound_disabled || !sound_started || nosound)
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return;
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// Don't want a sound? Okay then...
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if (sfx_id == sfx_None)
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return;
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if (players[displayplayer].awayviewtics)
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listenmobj = players[displayplayer].awayviewmobj;
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if (splitscreen)
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{
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listenmobj2 = players[secondarydisplayplayer].mo;
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if (players[secondarydisplayplayer].awayviewtics)
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listenmobj2 = players[secondarydisplayplayer].awayviewmobj;
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}
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#ifdef HW3SOUND
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if (hws_mode != HWS_DEFAULT_MODE)
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{
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HW3S_StartSound(origin, sfx_id);
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return;
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};
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#endif
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if (camera.chase && !players[displayplayer].awayviewtics)
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{
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listener.x = camera.x;
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listener.y = camera.y;
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listener.z = camera.z;
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listener.angle = camera.angle;
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}
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else if (listenmobj)
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{
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listener.x = listenmobj->x;
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listener.y = listenmobj->y;
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listener.z = listenmobj->z;
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listener.angle = listenmobj->angle;
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}
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else if (origin)
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return;
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if (listenmobj2)
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{
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if (camera2.chase && !players[secondarydisplayplayer].awayviewtics)
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{
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listener2.x = camera2.x;
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listener2.y = camera2.y;
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listener2.z = camera2.z;
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listener2.angle = camera2.angle;
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}
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else
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{
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listener2.x = listenmobj2->x;
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listener2.y = listenmobj2->y;
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listener2.z = listenmobj2->z;
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listener2.angle = listenmobj2->angle;
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}
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}
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// check for bogus sound #
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I_Assert(sfx_id >= 1);
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I_Assert(sfx_id < NUMSFX);
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sfx = &S_sfx[sfx_id];
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if (sfx->skinsound != -1 && origin && origin->skin)
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{
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// redirect player sound to the sound in the skin table
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sfx_id = ((skin_t *)origin->skin)->soundsid[sfx->skinsound];
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sfx = &S_sfx[sfx_id];
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}
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// Initialize sound parameters
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pitch = NORM_PITCH;
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priority = NORM_PRIORITY;
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if (splitscreen && listenmobj2) // Copy the sound for the split player
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{
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// Check to see if it is audible, and if not, modify the params
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if (origin && origin != listenmobj2)
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{
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INT32 rc;
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rc = S_AdjustSoundParams(listenmobj2, origin, &volume, &sep, &pitch, sfx);
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if (!rc)
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goto dontplay; // Maybe the other player can hear it...
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if (origin->x == listener2.x && origin->y == listener2.y)
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sep = NORM_SEP;
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}
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else if (!origin)
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// Do not play origin-less sounds for the second player.
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// The first player will be able to hear it just fine,
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// we really don't want it playing twice.
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goto dontplay;
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else
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sep = NORM_SEP;
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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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return; // If there's no free channels, it's not gonna be free for player 1, either.
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// This is supposed to handle the loading/caching.
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// For some odd reason, the caching is done nearly
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// each time the sound is needed?
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// cache data if necessary
|
|
// NOTE: set sfx->data NULL sfx->lump -1 to force a reload
|
|
if (!sfx->data)
|
|
sfx->data = I_GetSfx(sfx);
|
|
|
|
// increase the usefulness
|
|
if (sfx->usefulness++ < 0)
|
|
sfx->usefulness = -1;
|
|
|
|
#ifdef SURROUND
|
|
// Avoid channel reverse if surround
|
|
if (stereoreverse.value && sep != SURROUND_SEP)
|
|
sep = (~sep) & 255;
|
|
#else
|
|
if (stereoreverse.value)
|
|
sep = (~sep) & 255;
|
|
#endif
|
|
|
|
// Assigns the handle to one of the channels in the
|
|
// mix/output buffer.
|
|
channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority);
|
|
}
|
|
|
|
dontplay:
|
|
|
|
// Check to see if it is audible, and if not, modify the params
|
|
if (origin && origin != listenmobj)
|
|
{
|
|
INT32 rc;
|
|
rc = S_AdjustSoundParams(listenmobj, origin, &volume, &sep, &pitch, sfx);
|
|
|
|
if (!rc)
|
|
return;
|
|
|
|
if (origin->x == listener.x && origin->y == listener.y)
|
|
sep = NORM_SEP;
|
|
}
|
|
else
|
|
sep = NORM_SEP;
|
|
|
|
// try to find a channel
|
|
cnum = S_getChannel(origin, sfx);
|
|
|
|
if (cnum < 0)
|
|
return;
|
|
|
|
// This is supposed to handle the loading/caching.
|
|
// For some odd reason, the caching is done nearly
|
|
// each time the sound is needed?
|
|
|
|
// cache data if necessary
|
|
// NOTE: set sfx->data NULL sfx->lump -1 to force a reload
|
|
if (!sfx->data)
|
|
sfx->data = I_GetSfx(sfx);
|
|
|
|
// increase the usefulness
|
|
if (sfx->usefulness++ < 0)
|
|
sfx->usefulness = -1;
|
|
|
|
#ifdef SURROUND
|
|
// Avoid channel reverse if surround
|
|
if (stereoreverse.value && sep != SURROUND_SEP)
|
|
sep = (~sep) & 255;
|
|
#else
|
|
if (stereoreverse.value)
|
|
sep = (~sep) & 255;
|
|
#endif
|
|
|
|
// Assigns the handle to one of the channels in the
|
|
// mix/output buffer.
|
|
channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority);
|
|
}
|
|
|
|
void S_StartSound(const void *origin, sfxenum_t sfx_id)
|
|
{
|
|
if (sound_disabled)
|
|
return;
|
|
|
|
if (mariomode) // Sounds change in Mario mode!
|
|
{
|
|
switch (sfx_id)
|
|
{
|
|
// case sfx_altow1:
|
|
// case sfx_altow2:
|
|
// case sfx_altow3:
|
|
// case sfx_altow4:
|
|
// sfx_id = sfx_mario8;
|
|
// break;
|
|
case sfx_thok:
|
|
sfx_id = sfx_mario7;
|
|
break;
|
|
case sfx_pop:
|
|
sfx_id = sfx_mario5;
|
|
break;
|
|
case sfx_jump:
|
|
sfx_id = sfx_mario6;
|
|
break;
|
|
case sfx_shield:
|
|
sfx_id = sfx_mario3;
|
|
break;
|
|
case sfx_itemup:
|
|
sfx_id = sfx_mario4;
|
|
break;
|
|
// case sfx_tink:
|
|
// sfx_id = sfx_mario1;
|
|
// break;
|
|
// case sfx_cgot:
|
|
// sfx_id = sfx_mario9;
|
|
// break;
|
|
// case sfx_lose:
|
|
// sfx_id = sfx_mario2;
|
|
// break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
if (maptol & TOL_XMAS) // Some sounds change for xmas
|
|
{
|
|
switch (sfx_id)
|
|
{
|
|
case sfx_ideya:
|
|
case sfx_nbmper:
|
|
case sfx_ncitem:
|
|
case sfx_ngdone:
|
|
++sfx_id;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// the volume is handled 8 bits
|
|
#ifdef HW3SOUND
|
|
if (hws_mode != HWS_DEFAULT_MODE)
|
|
HW3S_StartSound(origin, sfx_id);
|
|
else
|
|
#endif
|
|
S_StartSoundAtVolume(origin, sfx_id, 255);
|
|
}
|
|
|
|
void S_StopSound(void *origin)
|
|
{
|
|
INT32 cnum;
|
|
|
|
// Sounds without origin can have multiple sources, they shouldn't
|
|
// be stopped by new sounds.
|
|
if (!origin)
|
|
return;
|
|
|
|
#ifdef HW3SOUND
|
|
if (hws_mode != HWS_DEFAULT_MODE)
|
|
{
|
|
HW3S_StopSound(origin);
|
|
return;
|
|
}
|
|
#endif
|
|
for (cnum = 0; cnum < numofchannels; cnum++)
|
|
{
|
|
if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
|
|
{
|
|
S_StopChannel(cnum);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Updates music & sounds
|
|
//
|
|
static INT32 actualsfxvolume; // check for change through console
|
|
static INT32 actualdigmusicvolume;
|
|
static INT32 actualmidimusicvolume;
|
|
|
|
void S_UpdateSounds(void)
|
|
{
|
|
INT32 audible, cnum, volume, sep, pitch;
|
|
channel_t *c;
|
|
|
|
listener_t listener;
|
|
listener_t listener2;
|
|
|
|
mobj_t *listenmobj = players[displayplayer].mo;
|
|
mobj_t *listenmobj2 = NULL;
|
|
|
|
memset(&listener, 0, sizeof(listener_t));
|
|
memset(&listener2, 0, sizeof(listener_t));
|
|
|
|
// Update sound/music volumes, if changed manually at console
|
|
if (actualsfxvolume != cv_soundvolume.value)
|
|
S_SetSfxVolume (cv_soundvolume.value);
|
|
if (actualdigmusicvolume != cv_digmusicvolume.value)
|
|
S_SetDigMusicVolume (cv_digmusicvolume.value);
|
|
if (actualmidimusicvolume != cv_midimusicvolume.value)
|
|
S_SetMIDIMusicVolume (cv_midimusicvolume.value);
|
|
|
|
// We're done now, if we're not in a level.
|
|
if (gamestate != GS_LEVEL)
|
|
{
|
|
#ifndef NOMUMBLE
|
|
// Stop Mumble cutting out. I'm sick of it.
|
|
I_UpdateMumble(NULL, listener);
|
|
#endif
|
|
|
|
// Stop cutting FMOD out. WE'RE sick of it.
|
|
I_UpdateSound();
|
|
return;
|
|
}
|
|
|
|
if (dedicated || nosound)
|
|
return;
|
|
|
|
if (players[displayplayer].awayviewtics)
|
|
listenmobj = players[displayplayer].awayviewmobj;
|
|
|
|
if (splitscreen)
|
|
{
|
|
listenmobj2 = players[secondarydisplayplayer].mo;
|
|
if (players[secondarydisplayplayer].awayviewtics)
|
|
listenmobj2 = players[secondarydisplayplayer].awayviewmobj;
|
|
}
|
|
|
|
if (camera.chase && !players[displayplayer].awayviewtics)
|
|
{
|
|
listener.x = camera.x;
|
|
listener.y = camera.y;
|
|
listener.z = camera.z;
|
|
listener.angle = camera.angle;
|
|
}
|
|
else if (listenmobj)
|
|
{
|
|
listener.x = listenmobj->x;
|
|
listener.y = listenmobj->y;
|
|
listener.z = listenmobj->z;
|
|
listener.angle = listenmobj->angle;
|
|
}
|
|
|
|
#ifndef NOMUMBLE
|
|
I_UpdateMumble(players[consoleplayer].mo, listener);
|
|
#endif
|
|
|
|
#ifdef HW3SOUND
|
|
if (hws_mode != HWS_DEFAULT_MODE)
|
|
{
|
|
HW3S_UpdateSources();
|
|
I_UpdateSound();
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (listenmobj2)
|
|
{
|
|
if (camera2.chase && !players[secondarydisplayplayer].awayviewtics)
|
|
{
|
|
listener2.x = camera2.x;
|
|
listener2.y = camera2.y;
|
|
listener2.z = camera2.z;
|
|
listener2.angle = camera2.angle;
|
|
}
|
|
else
|
|
{
|
|
listener2.x = listenmobj2->x;
|
|
listener2.y = listenmobj2->y;
|
|
listener2.z = listenmobj2->z;
|
|
listener2.angle = listenmobj2->angle;
|
|
}
|
|
}
|
|
|
|
for (cnum = 0; cnum < numofchannels; cnum++)
|
|
{
|
|
c = &channels[cnum];
|
|
|
|
if (c->sfxinfo)
|
|
{
|
|
if (I_SoundIsPlaying(c->handle))
|
|
{
|
|
// initialize parameters
|
|
volume = 255; // 8 bits internal volume precision
|
|
pitch = NORM_PITCH;
|
|
sep = NORM_SEP;
|
|
|
|
// check non-local sounds for distance clipping
|
|
// or modify their params
|
|
if (c->origin && ((c->origin != players[consoleplayer].mo) ||
|
|
(splitscreen && c->origin != players[secondarydisplayplayer].mo)))
|
|
{
|
|
// Whomever is closer gets the sound, but only in splitscreen.
|
|
if (listenmobj && listenmobj2 && splitscreen)
|
|
{
|
|
const mobj_t *soundmobj = c->origin;
|
|
|
|
fixed_t dist1, dist2;
|
|
dist1 = P_AproxDistance(listener.x-soundmobj->x, listener.y-soundmobj->y);
|
|
dist2 = P_AproxDistance(listener2.x-soundmobj->x, listener2.y-soundmobj->y);
|
|
|
|
if (dist1 <= dist2)
|
|
{
|
|
// Player 1 gets the sound
|
|
audible = S_AdjustSoundParams(listenmobj, c->origin, &volume, &sep, &pitch,
|
|
c->sfxinfo);
|
|
}
|
|
else
|
|
{
|
|
// Player 2 gets the sound
|
|
audible = S_AdjustSoundParams(listenmobj2, c->origin, &volume, &sep, &pitch,
|
|
c->sfxinfo);
|
|
}
|
|
|
|
if (audible)
|
|
I_UpdateSoundParams(c->handle, volume, sep, pitch);
|
|
else
|
|
S_StopChannel(cnum);
|
|
}
|
|
else if (listenmobj && !splitscreen)
|
|
{
|
|
// In the case of a single player, he or she always should get updated sound.
|
|
audible = S_AdjustSoundParams(listenmobj, c->origin, &volume, &sep, &pitch,
|
|
c->sfxinfo);
|
|
|
|
if (audible)
|
|
I_UpdateSoundParams(c->handle, volume, sep, pitch);
|
|
else
|
|
S_StopChannel(cnum);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if channel is allocated but sound has stopped, free it
|
|
S_StopChannel(cnum);
|
|
}
|
|
}
|
|
}
|
|
|
|
I_UpdateSound();
|
|
}
|
|
|
|
void S_SetSfxVolume(INT32 volume)
|
|
{
|
|
if (volume < 0 || volume > 31)
|
|
CONS_Alert(CONS_WARNING, "sfxvolume should be between 0-31\n");
|
|
|
|
CV_SetValue(&cv_soundvolume, volume&0x1F);
|
|
actualsfxvolume = cv_soundvolume.value; // check for change of var
|
|
|
|
#ifdef HW3SOUND
|
|
hws_mode == HWS_DEFAULT_MODE ? I_SetSfxVolume(volume&0x1F) : HW3S_SetSfxVolume(volume&0x1F);
|
|
#else
|
|
// now hardware volume
|
|
I_SetSfxVolume(volume&0x1F);
|
|
#endif
|
|
}
|
|
|
|
void S_ClearSfx(void)
|
|
{
|
|
#ifndef DJGPPDOS
|
|
size_t i;
|
|
for (i = 1; i < NUMSFX; i++)
|
|
I_FreeSfx(S_sfx + i);
|
|
#endif
|
|
}
|
|
|
|
static void S_StopChannel(INT32 cnum)
|
|
{
|
|
INT32 i;
|
|
channel_t *c = &channels[cnum];
|
|
|
|
if (c->sfxinfo)
|
|
{
|
|
// stop the sound playing
|
|
if (I_SoundIsPlaying(c->handle))
|
|
I_StopSound(c->handle);
|
|
|
|
// check to see
|
|
// if other channels are playing the sound
|
|
for (i = 0; i < numofchannels; i++)
|
|
if (cnum != i && c->sfxinfo == channels[i].sfxinfo)
|
|
break;
|
|
|
|
// degrade usefulness of sound data
|
|
c->sfxinfo->usefulness--;
|
|
|
|
c->sfxinfo = 0;
|
|
}
|
|
}
|
|
|
|
//
|
|
// S_CalculateSoundDistance
|
|
//
|
|
// Calculates the distance between two points for a sound.
|
|
// Clips the distance to prevent overflow.
|
|
//
|
|
fixed_t S_CalculateSoundDistance(fixed_t sx1, fixed_t sy1, fixed_t sz1, fixed_t sx2, fixed_t sy2, fixed_t sz2)
|
|
{
|
|
fixed_t approx_dist, adx, ady;
|
|
|
|
// calculate the distance to sound origin and clip it if necessary
|
|
adx = abs((sx1>>FRACBITS) - (sx2>>FRACBITS));
|
|
ady = abs((sy1>>FRACBITS) - (sy2>>FRACBITS));
|
|
|
|
// From _GG1_ p.428. Approx. euclidian distance fast.
|
|
// Take Z into account
|
|
adx = adx + ady - ((adx < ady ? adx : ady)>>1);
|
|
ady = abs((sz1>>FRACBITS) - (sz2>>FRACBITS));
|
|
approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
|
|
|
|
if (approx_dist >= FRACUNIT/2)
|
|
approx_dist = FRACUNIT/2-1;
|
|
|
|
approx_dist <<= FRACBITS;
|
|
|
|
return approx_dist;
|
|
}
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
INT32 S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *vol, INT32 *sep, INT32 *pitch,
|
|
sfxinfo_t *sfxinfo)
|
|
{
|
|
fixed_t approx_dist;
|
|
angle_t angle;
|
|
|
|
listener_t listensource;
|
|
|
|
(void)pitch;
|
|
if (!listener)
|
|
return false;
|
|
|
|
if (listener == players[displayplayer].mo && camera.chase)
|
|
{
|
|
listensource.x = camera.x;
|
|
listensource.y = camera.y;
|
|
listensource.z = camera.z;
|
|
listensource.angle = camera.angle;
|
|
}
|
|
else if (splitscreen && listener == players[secondarydisplayplayer].mo && camera2.chase)
|
|
{
|
|
listensource.x = camera2.x;
|
|
listensource.y = camera2.y;
|
|
listensource.z = camera2.z;
|
|
listensource.angle = camera2.angle;
|
|
}
|
|
else
|
|
{
|
|
listensource.x = listener->x;
|
|
listensource.y = listener->y;
|
|
listensource.z = listener->z;
|
|
listensource.angle = listener->angle;
|
|
}
|
|
|
|
if (sfxinfo->pitch & SF_OUTSIDESOUND) // Rain special case
|
|
{
|
|
fixed_t x, y, yl, yh, xl, xh, newdist;
|
|
|
|
if (R_PointInSubsector(listensource.x, listensource.y)->sector->ceilingpic == skyflatnum)
|
|
approx_dist = 0;
|
|
else
|
|
{
|
|
// Essentially check in a 1024 unit radius of the player for an outdoor area.
|
|
yl = listensource.y - 1024*FRACUNIT;
|
|
yh = listensource.y + 1024*FRACUNIT;
|
|
xl = listensource.x - 1024*FRACUNIT;
|
|
xh = listensource.x + 1024*FRACUNIT;
|
|
approx_dist = 1024*FRACUNIT;
|
|
for (y = yl; y <= yh; y += FRACUNIT*64)
|
|
for (x = xl; x <= xh; x += FRACUNIT*64)
|
|
{
|
|
if (R_PointInSubsector(x, y)->sector->ceilingpic == skyflatnum)
|
|
{
|
|
// Found the outdoors!
|
|
newdist = S_CalculateSoundDistance(listensource.x, listensource.y, 0, x, y, 0);
|
|
if (newdist < approx_dist)
|
|
{
|
|
approx_dist = newdist;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
approx_dist = S_CalculateSoundDistance(listensource.x, listensource.y, listensource.z,
|
|
source->x, source->y, source->z);
|
|
}
|
|
|
|
// Ring loss, deaths, etc, should all be heard louder.
|
|
if (sfxinfo->pitch & SF_X8AWAYSOUND)
|
|
approx_dist = FixedDiv(approx_dist,8*FRACUNIT);
|
|
|
|
// Combine 8XAWAYSOUND with 4XAWAYSOUND and get.... 32XAWAYSOUND?
|
|
if (sfxinfo->pitch & SF_X4AWAYSOUND)
|
|
approx_dist = FixedDiv(approx_dist,4*FRACUNIT);
|
|
|
|
if (sfxinfo->pitch & SF_X2AWAYSOUND)
|
|
approx_dist = FixedDiv(approx_dist,2*FRACUNIT);
|
|
|
|
if (approx_dist > S_CLIPPING_DIST)
|
|
return 0;
|
|
|
|
// angle of source to listener
|
|
angle = R_PointToAngle2(listensource.x, listensource.y, source->x, source->y);
|
|
|
|
if (angle > listensource.angle)
|
|
angle = angle - listensource.angle;
|
|
else
|
|
angle = angle + InvAngle(listensource.angle);
|
|
|
|
#ifdef SURROUND
|
|
// Produce a surround sound for angle from 105 till 255
|
|
if (surround.value == 1 && (angle > ANG105 && angle < ANG255 ))
|
|
*sep = SURROUND_SEP;
|
|
else
|
|
#endif
|
|
{
|
|
angle >>= ANGLETOFINESHIFT;
|
|
|
|
// stereo separation
|
|
*sep = 128 - (FixedMul(S_STEREO_SWING, FINESINE(angle))>>FRACBITS);
|
|
}
|
|
|
|
// volume calculation
|
|
if (approx_dist < S_CLOSE_DIST)
|
|
{
|
|
// SfxVolume is now hardware volume
|
|
*vol = 255; // not snd_SfxVolume
|
|
}
|
|
else
|
|
{
|
|
// distance effect
|
|
*vol = (15 * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS)) / S_ATTENUATOR;
|
|
}
|
|
|
|
return (*vol > 0);
|
|
}
|
|
|
|
// Searches through the channels and checks if a sound is playing
|
|
// on the given origin.
|
|
INT32 S_OriginPlaying(void *origin)
|
|
{
|
|
INT32 cnum;
|
|
if (!origin)
|
|
return false;
|
|
|
|
#ifdef HW3SOUND
|
|
if (hws_mode != HWS_DEFAULT_MODE)
|
|
return HW3S_OriginPlaying(origin);
|
|
#endif
|
|
|
|
for (cnum = 0; cnum < numofchannels; cnum++)
|
|
if (channels[cnum].origin == origin)
|
|
return 1;
|
|
return 0;
|
|
}
|
|
|
|
// Searches through the channels and checks if a given id
|
|
// is playing anywhere.
|
|
INT32 S_IdPlaying(sfxenum_t id)
|
|
{
|
|
INT32 cnum;
|
|
|
|
#ifdef HW3SOUND
|
|
if (hws_mode != HWS_DEFAULT_MODE)
|
|
return HW3S_IdPlaying(id);
|
|
#endif
|
|
|
|
for (cnum = 0; cnum < numofchannels; cnum++)
|
|
if ((size_t)(channels[cnum].sfxinfo - S_sfx) == (size_t)id)
|
|
return 1;
|
|
return 0;
|
|
}
|
|
|
|
// Searches through the channels and checks for
|
|
// origin x playing sound id y.
|
|
INT32 S_SoundPlaying(void *origin, sfxenum_t id)
|
|
{
|
|
INT32 cnum;
|
|
if (!origin)
|
|
return 0;
|
|
|
|
#ifdef HW3SOUND
|
|
if (hws_mode != HWS_DEFAULT_MODE)
|
|
return HW3S_SoundPlaying(origin, id);
|
|
#endif
|
|
|
|
for (cnum = 0; cnum < numofchannels; cnum++)
|
|
{
|
|
if (channels[cnum].origin == origin
|
|
&& (size_t)(channels[cnum].sfxinfo - S_sfx) == (size_t)id)
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//
|
|
// S_StartSoundName
|
|
// Starts a sound using the given name.
|
|
#define MAXNEWSOUNDS 10
|
|
static sfxenum_t newsounds[MAXNEWSOUNDS] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
|
|
|
|
void S_StartSoundName(void *mo, const char *soundname)
|
|
{
|
|
INT32 i, soundnum = 0;
|
|
// Search existing sounds...
|
|
for (i = sfx_None + 1; i < NUMSFX; i++)
|
|
{
|
|
if (!S_sfx[i].name)
|
|
continue;
|
|
if (!stricmp(S_sfx[i].name, soundname))
|
|
{
|
|
soundnum = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!soundnum)
|
|
{
|
|
for (i = 0; i < MAXNEWSOUNDS; i++)
|
|
{
|
|
if (newsounds[i] == 0)
|
|
break;
|
|
if (!S_IdPlaying(newsounds[i]))
|
|
{
|
|
S_RemoveSoundFx(newsounds[i]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i == MAXNEWSOUNDS)
|
|
{
|
|
CONS_Debug(DBG_GAMELOGIC, "Cannot load another extra sound!\n");
|
|
return;
|
|
}
|
|
|
|
soundnum = S_AddSoundFx(soundname, false, 0, false);
|
|
newsounds[i] = soundnum;
|
|
}
|
|
|
|
S_StartSound(mo, soundnum);
|
|
}
|
|
|
|
/// ------------------------
|
|
/// Music
|
|
/// ------------------------
|
|
|
|
#ifdef MUSICSLOT_COMPATIBILITY
|
|
const char *compat_special_music_slots[16] =
|
|
{
|
|
"titles", // 1036 title screen
|
|
"read_m", // 1037 intro
|
|
"lclear", // 1038 level clear
|
|
"invinc", // 1039 invincibility
|
|
"shoes", // 1040 super sneakers
|
|
"minvnc", // 1041 Mario invincibility
|
|
"drown", // 1042 drowning
|
|
"gmover", // 1043 game over
|
|
"xtlife", // 1044 extra life
|
|
"contsc", // 1045 continue screen
|
|
"supers", // 1046 Super Sonic
|
|
"chrsel", // 1047 character select
|
|
"credit", // 1048 credits
|
|
"racent", // 1049 Race Results
|
|
"stjr", // 1050 Sonic Team Jr. Presents
|
|
""
|
|
};
|
|
#endif
|
|
|
|
#define music_playing (music_name[0]) // String is empty if no music is playing
|
|
|
|
static char music_name[7]; // up to 6-character name
|
|
static lumpnum_t music_lumpnum; // lump number of music (used??)
|
|
static void *music_data; // music raw data
|
|
static INT32 music_handle; // once registered, the handle for the music
|
|
|
|
static boolean mus_paused = 0; // whether songs are mus_paused
|
|
|
|
static boolean S_MIDIMusic(const char *mname, boolean looping)
|
|
{
|
|
lumpnum_t mlumpnum;
|
|
void *mdata;
|
|
INT32 mhandle;
|
|
|
|
if (nomidimusic || music_disabled)
|
|
return false; // didn't search.
|
|
|
|
if (W_CheckNumForName(va("d_%s", mname)) == LUMPERROR)
|
|
return false;
|
|
mlumpnum = W_GetNumForName(va("d_%s", mname));
|
|
|
|
// load & register it
|
|
mdata = W_CacheLumpNum(mlumpnum, PU_MUSIC);
|
|
mhandle = I_RegisterSong(mdata, W_LumpLength(mlumpnum));
|
|
|
|
#ifdef MUSSERV
|
|
if (msg_id != -1)
|
|
{
|
|
struct musmsg msg_buffer;
|
|
|
|
msg_buffer.msg_type = 6;
|
|
memset(msg_buffer.msg_text, 0, sizeof (msg_buffer.msg_text));
|
|
sprintf(msg_buffer.msg_text, "d_%s", mname);
|
|
msgsnd(msg_id, (struct msgbuf*)&msg_buffer, sizeof (msg_buffer.msg_text), IPC_NOWAIT);
|
|
}
|
|
#endif
|
|
|
|
// play it
|
|
if (!I_PlaySong(mhandle, looping))
|
|
return false;
|
|
|
|
strncpy(music_name, mname, 7);
|
|
music_name[6] = 0;
|
|
music_lumpnum = mlumpnum;
|
|
music_data = mdata;
|
|
music_handle = mhandle;
|
|
return true;
|
|
}
|
|
|
|
static boolean S_DigMusic(const char *mname, boolean looping)
|
|
{
|
|
if (nodigimusic || digital_disabled)
|
|
return false; // try midi
|
|
|
|
if (!I_StartDigSong(mname, looping))
|
|
return false;
|
|
|
|
strncpy(music_name, mname, 7);
|
|
music_name[6] = 0;
|
|
music_lumpnum = LUMPERROR;
|
|
music_data = NULL;
|
|
music_handle = 0;
|
|
return true;
|
|
}
|
|
|
|
void S_ChangeMusic(const char *mmusic, UINT16 mflags, boolean looping)
|
|
{
|
|
#if defined (DC) || defined (_WIN32_WCE) || defined (PSP) || defined(GP2X)
|
|
S_ClearSfx();
|
|
#endif
|
|
|
|
if ((nomidimusic || music_disabled) && (nodigimusic || digital_disabled))
|
|
return;
|
|
|
|
// No Music (empty string)
|
|
if (mmusic[0] == 0)
|
|
{
|
|
S_StopMusic();
|
|
return;
|
|
}
|
|
|
|
if (strncmp(music_name, mmusic, 6))
|
|
{
|
|
S_StopMusic(); // shutdown old music
|
|
if (!S_DigMusic(mmusic, looping) && !S_MIDIMusic(mmusic, looping))
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("Music lump %.6s not found!\n"), mmusic);
|
|
return;
|
|
}
|
|
}
|
|
I_SetSongTrack(mflags & MUSIC_TRACKMASK);
|
|
}
|
|
|
|
boolean S_SpeedMusic(float speed)
|
|
{
|
|
return I_SetSongSpeed(speed);
|
|
}
|
|
|
|
void S_StopMusic(void)
|
|
{
|
|
if (!music_playing)
|
|
return;
|
|
|
|
if (mus_paused)
|
|
I_ResumeSong(music_handle);
|
|
|
|
if (!nodigimusic)
|
|
I_StopDigSong();
|
|
|
|
S_SpeedMusic(1.0f);
|
|
I_StopSong(music_handle);
|
|
I_UnRegisterSong(music_handle);
|
|
|
|
#ifndef HAVE_SDL //SDL uses RWOPS
|
|
Z_ChangeTag(music_data, PU_CACHE);
|
|
#endif
|
|
|
|
music_data = NULL;
|
|
music_name[0] = 0;
|
|
}
|
|
|
|
void S_SetDigMusicVolume(INT32 volume)
|
|
{
|
|
if (volume < 0 || volume > 31)
|
|
CONS_Alert(CONS_WARNING, "musicvolume should be between 0-31\n");
|
|
|
|
CV_SetValue(&cv_digmusicvolume, volume&31);
|
|
actualdigmusicvolume = cv_digmusicvolume.value; //check for change of var
|
|
|
|
#ifdef DJGPPDOS
|
|
I_SetDigMusicVolume(31); // Trick for buggy dos drivers. Win32 doesn't need this.
|
|
#endif
|
|
I_SetDigMusicVolume(volume&31);
|
|
}
|
|
|
|
void S_SetMIDIMusicVolume(INT32 volume)
|
|
{
|
|
if (volume < 0 || volume > 31)
|
|
CONS_Alert(CONS_WARNING, "musicvolume should be between 0-31\n");
|
|
|
|
CV_SetValue(&cv_midimusicvolume, volume&0x1f);
|
|
actualmidimusicvolume = cv_midimusicvolume.value; //check for change of var
|
|
|
|
#ifdef DJGPPDOS
|
|
I_SetMIDIMusicVolume(31); // Trick for buggy dos drivers. Win32 doesn't need this.
|
|
#endif
|
|
I_SetMIDIMusicVolume(volume&0x1f);
|
|
}
|
|
|
|
/// ------------------------
|
|
/// Init & Others
|
|
/// ------------------------
|
|
|
|
//
|
|
// Initializes sound stuff, including volume
|
|
// Sets channels, SFX and music volume,
|
|
// allocates channel buffer, sets S_sfx lookup.
|
|
//
|
|
void S_Init(INT32 sfxVolume, INT32 digMusicVolume, INT32 midiMusicVolume)
|
|
{
|
|
INT32 i;
|
|
|
|
if (dedicated)
|
|
return;
|
|
|
|
S_SetSfxVolume(sfxVolume);
|
|
S_SetDigMusicVolume(digMusicVolume);
|
|
S_SetMIDIMusicVolume(midiMusicVolume);
|
|
|
|
SetChannelsNum();
|
|
|
|
// no sounds are playing, and they are not mus_paused
|
|
mus_paused = 0;
|
|
|
|
// Note that sounds have not been cached (yet).
|
|
for (i = 1; i < NUMSFX; i++)
|
|
{
|
|
S_sfx[i].usefulness = -1; // for I_GetSfx()
|
|
S_sfx[i].lumpnum = LUMPERROR;
|
|
}
|
|
|
|
// precache sounds if requested by cmdline, or precachesound var true
|
|
if (!nosound && (M_CheckParm("-precachesound") || precachesound.value))
|
|
{
|
|
// Initialize external data (all sounds) at start, keep static.
|
|
CONS_Printf(M_GetText("Loading sounds... "));
|
|
|
|
for (i = 1; i < NUMSFX; i++)
|
|
if (S_sfx[i].name)
|
|
S_sfx[i].data = I_GetSfx(&S_sfx[i]);
|
|
|
|
CONS_Printf(M_GetText(" pre-cached all sound data\n"));
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Per level startup code.
|
|
// Kills playing sounds at start of level,
|
|
// determines music if any, changes music.
|
|
//
|
|
void S_Start(void)
|
|
{
|
|
if (mapmusflags & MUSIC_RELOADRESET)
|
|
{
|
|
strncpy(mapmusname, mapheaderinfo[gamemap-1]->musname, 7);
|
|
mapmusname[6] = 0;
|
|
mapmusflags = (mapheaderinfo[gamemap-1]->mustrack & MUSIC_TRACKMASK);
|
|
}
|
|
|
|
mus_paused = 0;
|
|
|
|
if (cv_resetmusic.value)
|
|
S_StopMusic();
|
|
S_ChangeMusic(mapmusname, mapmusflags, true);
|
|
}
|
|
|
|
//
|
|
// Stop and resume music, during game PAUSE.
|
|
//
|
|
void S_PauseAudio(void)
|
|
{
|
|
if (!nodigimusic)
|
|
I_PauseSong(0);
|
|
|
|
if (music_playing && !mus_paused)
|
|
{
|
|
I_PauseSong(music_handle);
|
|
mus_paused = true;
|
|
}
|
|
|
|
// pause cd music
|
|
#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
|
|
I_PauseCD();
|
|
#else
|
|
I_StopCD();
|
|
#endif
|
|
}
|
|
|
|
void S_ResumeAudio(void)
|
|
{
|
|
if (!nodigimusic)
|
|
I_ResumeSong(0);
|
|
else
|
|
if (music_playing && mus_paused)
|
|
{
|
|
I_ResumeSong(music_handle);
|
|
mus_paused = false;
|
|
}
|
|
|
|
// resume cd music
|
|
I_ResumeCD();
|
|
}
|