SRB2/src/s_sound.c

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2014-03-15 16:59:03 +00:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file s_sound.c
/// \brief System-independent sound and music routines
#ifdef MUSSERV
#include <sys/msg.h>
struct musmsg
{
long msg_type;
char msg_text[12];
};
extern INT32 msg_id;
#endif
#include "doomdef.h"
#include "doomstat.h"
#include "command.h"
#include "g_game.h"
#include "m_argv.h"
#include "r_main.h" // R_PointToAngle2() used to calc stereo sep.
#include "r_things.h" // for skins
#include "i_system.h"
#include "i_sound.h"
#include "s_sound.h"
#include "w_wad.h"
#include "z_zone.h"
#include "d_main.h"
#include "r_sky.h" // skyflatnum
#include "p_local.h" // camera info
#include "fastcmp.h"
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#ifdef HW3SOUND
// 3D Sound Interface
#include "hardware/hw3sound.h"
#else
static INT32 S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *vol, INT32 *sep, INT32 *pitch, sfxinfo_t *sfxinfo);
#endif
CV_PossibleValue_t soundvolume_cons_t[] = {{0, "MIN"}, {31, "MAX"}, {0, NULL}};
static void SetChannelsNum(void);
// commands for music and sound servers
#ifdef MUSSERV
consvar_t musserver_cmd = {"musserver_cmd", "musserver", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t musserver_arg = {"musserver_arg", "-t 20 -f -u 0 -i music.dta", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
#ifdef SNDSERV
consvar_t sndserver_cmd = {"sndserver_cmd", "llsndserv", CV_SAVE, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t sndserver_arg = {"sndserver_arg", "-quiet", CV_SAVE, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
#if defined (_WINDOWS) && !defined (SURROUND) //&& defined (_X86_)
#define SURROUND
#endif
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#ifdef _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?
#else
consvar_t cv_samplerate = {"samplerate", "22050", 0, CV_Unsigned, NULL, 22050, NULL, NULL, 0, 0, NULL}; //Alam: For easy hacking?
#endif
// stereo reverse
consvar_t stereoreverse = {"stereoreverse", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
// if true, all sounds are loaded at game startup
static consvar_t precachesound = {"precachesound", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
// actual general (maximum) sound & music volume, saved into the config
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consvar_t cv_soundvolume = {"soundvolume", "18", 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};
consvar_t cv_midimusicvolume = {"midimusicvolume", "18", CV_SAVE, soundvolume_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static void Captioning_OnChange(void)
{
S_ResetCaptions();
if (cv_closedcaptioning.value)
S_StartSound(NULL, sfx_menu1);
}
consvar_t cv_closedcaptioning = {"closedcaptioning", "Off", CV_SAVE|CV_CALL, CV_OnOff, Captioning_OnChange, 0, NULL, NULL, 0, 0, NULL};
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// number of channels available
consvar_t cv_numChannels = {"snd_channels", "32", CV_SAVE|CV_CALL, CV_Unsigned, SetChannelsNum, 0, NULL, NULL, 0, 0, NULL};
static consvar_t surround = {"surround", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
#define S_MAX_VOLUME 127
// when to clip out sounds
// Does not fit the large outdoor areas.
// added 2-2-98 in 8 bit volume control (before (1200*0x10000))
#define S_CLIPPING_DIST (1536*0x10000)
// Distance to origin when sounds should be maxed out.
// This should relate to movement clipping resolution
// (see BLOCKMAP handling).
// Originally: (200*0x10000).
// added 2-2-98 in 8 bit volume control (before (160*0x10000))
#define S_CLOSE_DIST (160*0x10000)
// added 2-2-98 in 8 bit volume control (before remove the +4)
#define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>(FRACBITS+4))
// Adjustable by menu.
#define NORM_VOLUME snd_MaxVolume
#define NORM_PITCH 128
#define NORM_PRIORITY 64
#define NORM_SEP 128
#define S_PITCH_PERTURB 1
#define S_STEREO_SWING (96*0x10000)
#ifdef SURROUND
#define SURROUND_SEP -128
#endif
// percent attenuation from front to back
#define S_IFRACVOL 30
// the set of channels available
static channel_t *channels = NULL;
static INT32 numofchannels = 0;
caption_t closedcaptions[NUMCAPTIONS];
void S_ResetCaptions(void)
{
UINT8 i;
for (i = 0; i < NUMCAPTIONS; i++)
{
closedcaptions[i].c = NULL;
closedcaptions[i].s = NULL;
closedcaptions[i].t = 0;
closedcaptions[i].b = 0;
}
}
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//
// Internals.
//
static void S_StopChannel(INT32 cnum);
//
// S_getChannel
//
// If none available, return -1. Otherwise channel #.
//
static INT32 S_getChannel(const void *origin, sfxinfo_t *sfxinfo)
{
// channel number to use
INT32 cnum;
channel_t *c;
// Find an open channel
for (cnum = 0; cnum < numofchannels; cnum++)
{
if (!channels[cnum].sfxinfo)
break;
// Now checks if same sound is being played, rather
// than just one sound per mobj
else if (sfxinfo == channels[cnum].sfxinfo && (sfxinfo->pitch & SF_NOMULTIPLESOUND))
{
return -1;
break;
}
else if (sfxinfo == channels[cnum].sfxinfo && sfxinfo->singularity == true)
{
S_StopChannel(cnum);
break;
}
else if (origin && channels[cnum].origin == origin && channels[cnum].sfxinfo == sfxinfo)
{
if (sfxinfo->pitch & SF_NOINTERRUPT)
return -1;
else
S_StopChannel(cnum);
break;
}
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else if (origin && channels[cnum].origin == origin
&& channels[cnum].sfxinfo->name != sfxinfo->name
&& channels[cnum].sfxinfo->pitch == SF_TOTALLYSINGLE && sfxinfo->pitch == SF_TOTALLYSINGLE)
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{
S_StopChannel(cnum);
break;
}
}
// None available
if (cnum == numofchannels)
{
// Look for lower priority
for (cnum = 0; cnum < numofchannels; cnum++)
if (channels[cnum].sfxinfo->priority <= sfxinfo->priority)
break;
if (cnum == numofchannels)
{
// No lower priority. Sorry, Charlie.
return -1;
}
else
{
// Otherwise, kick out lower priority.
S_StopChannel(cnum);
}
}
c = &channels[cnum];
// channel is decided to be cnum.
c->sfxinfo = sfxinfo;
c->origin = origin;
return cnum;
}
void S_RegisterSoundStuff(void)
{
if (dedicated)
{
sound_disabled = true;
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return;
}
CV_RegisterVar(&stereoreverse);
CV_RegisterVar(&precachesound);
#ifdef SNDSERV
CV_RegisterVar(&sndserver_cmd);
CV_RegisterVar(&sndserver_arg);
#endif
#ifdef MUSSERV
CV_RegisterVar(&musserver_cmd);
CV_RegisterVar(&musserver_arg);
#endif
CV_RegisterVar(&surround);
CV_RegisterVar(&cv_samplerate);
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#if defined (macintosh) && !defined (HAVE_SDL) // mp3 playlist stuff
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{
INT32 i;
for (i = 0; i < PLAYLIST_LENGTH; i++)
{
user_songs[i].name = malloc(7);
if (!user_songs[i].name)
I_Error("No more free memory for mp3 playlist");
sprintf(user_songs[i].name, "song%d%d",i/10,i%10);
user_songs[i].defaultvalue = malloc(sizeof (char));
if (user_songs[i].defaultvalue)
I_Error("No more free memory for blank mp3 playerlist");
*user_songs[i].defaultvalue = 0;
user_songs[i].flags = CV_SAVE;
user_songs[i].PossibleValue = NULL;
CV_RegisterVar(&user_songs[i]);
}
CV_RegisterVar(&play_mode);
}
#endif
}
static void SetChannelsNum(void)
{
INT32 i;
// Allocating the internal channels for mixing
// (the maximum number of sounds rendered
// simultaneously) within zone memory.
if (channels)
S_StopSounds();
Z_Free(channels);
channels = NULL;
if (cv_numChannels.value == 999999999) //Alam_GBC: OH MY ROD!(ROD rimmiced with GOD!)
CV_StealthSet(&cv_numChannels,cv_numChannels.defaultvalue);
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_SetSourcesNum();
return;
}
#endif
if (cv_numChannels.value)
channels = (channel_t *)Z_Malloc(cv_numChannels.value * sizeof (channel_t), PU_STATIC, NULL);
numofchannels = cv_numChannels.value;
// Free all channels for use
for (i = 0; i < numofchannels; i++)
channels[i].sfxinfo = 0;
S_ResetCaptions();
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}
// Retrieve the lump number of sfx
//
lumpnum_t S_GetSfxLumpNum(sfxinfo_t *sfx)
{
char namebuf[9];
lumpnum_t sfxlump;
sprintf(namebuf, "ds%s", sfx->name);
sfxlump = W_CheckNumForName(namebuf);
if (sfxlump != LUMPERROR)
return sfxlump;
strlcpy(namebuf, sfx->name, sizeof namebuf);
sfxlump = W_CheckNumForName(namebuf);
if (sfxlump != LUMPERROR)
return sfxlump;
return W_GetNumForName("dsthok");
}
// Stop all sounds, load level info, THEN start sounds.
void S_StopSounds(void)
{
INT32 cnum;
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_StopSounds();
return;
}
#endif
// kill all playing sounds at start of level
for (cnum = 0; cnum < numofchannels; cnum++)
if (channels[cnum].sfxinfo)
S_StopChannel(cnum);
S_ResetCaptions();
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}
void S_StopSoundByID(void *origin, sfxenum_t sfx_id)
{
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_StopSoundByID(origin, sfx_id);
return;
}
#endif
for (cnum = 0; cnum < numofchannels; cnum++)
{
if (channels[cnum].sfxinfo == &S_sfx[sfx_id] && channels[cnum].origin == origin)
{
S_StopChannel(cnum);
break;
}
}
}
void S_StopSoundByNum(sfxenum_t sfxnum)
{
INT32 cnum;
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_StopSoundByNum(sfxnum);
return;
}
#endif
for (cnum = 0; cnum < numofchannels; cnum++)
{
if (channels[cnum].sfxinfo == &S_sfx[sfxnum])
{
S_StopChannel(cnum);
break;
}
}
}
void S_StartCaption(sfxenum_t sfx_id, INT32 cnum, UINT16 lifespan)
{
UINT8 i, set, moveup, start;
boolean same = false;
sfxinfo_t *sfx;
if (!cv_closedcaptioning.value) // no captions at all
return;
// check for bogus sound #
// I_Assert(sfx_id >= 0); -- allowing sfx_None; this shouldn't be allowed directly if S_StartCaption is ever exposed to Lua by itself
I_Assert(sfx_id < NUMSFX);
sfx = &S_sfx[sfx_id];
if (sfx->caption[0] == '/') // no caption for this one
return;
start = ((closedcaptions[0].s && (closedcaptions[0].s-S_sfx == sfx_None)) ? 1 : 0);
if (sfx_id)
{
for (i = start; i < (set = NUMCAPTIONS-1); i++)
{
same = ((sfx == closedcaptions[i].s) || (closedcaptions[i].s && fastcmp(sfx->caption, closedcaptions[i].s->caption)));
if (same)
{
set = i;
break;
}
}
}
else
{
set = 0;
same = (closedcaptions[0].s == sfx);
}
moveup = 255;
if (!same)
{
for (i = start; i < set; i++)
{
if (!(closedcaptions[i].c || closedcaptions[i].s) || (sfx->priority >= closedcaptions[i].s->priority))
{
set = i;
if (closedcaptions[i].s && (sfx->priority >= closedcaptions[i].s->priority))
moveup = i;
break;
}
}
for (i = NUMCAPTIONS-1; i > set; i--)
{
if (sfx == closedcaptions[i].s)
{
closedcaptions[i].c = NULL;
closedcaptions[i].s = NULL;
closedcaptions[i].t = 0;
closedcaptions[i].b = 0;
}
}
}
if (moveup != 255)
{
for (i = moveup; i < NUMCAPTIONS-1; i++)
{
if (!(closedcaptions[i].c || closedcaptions[i].s))
break;
}
for (; i > set; i--)
{
closedcaptions[i].c = closedcaptions[i-1].c;
closedcaptions[i].s = closedcaptions[i-1].s;
closedcaptions[i].t = closedcaptions[i-1].t;
closedcaptions[i].b = closedcaptions[i-1].b;
}
}
closedcaptions[set].c = ((cnum == -1) ? NULL : &channels[cnum]);
closedcaptions[set].s = sfx;
closedcaptions[set].t = lifespan;
closedcaptions[set].b = 2; // bob
}
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void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
{
INT32 sep, pitch, priority, cnum;
sfxinfo_t *sfx;
const mobj_t *origin = (const mobj_t *)origin_p;
listener_t listener = {0,0,0,0};
listener_t listener2 = {0,0,0,0};
mobj_t *listenmobj = players[displayplayer].mo;
mobj_t *listenmobj2 = NULL;
if (sound_disabled || !sound_started)
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return;
// Don't want a sound? Okay then...
if (sfx_id == sfx_None)
return;
if (players[displayplayer].awayviewtics)
listenmobj = players[displayplayer].awayviewmobj;
if (splitscreen)
{
listenmobj2 = players[secondarydisplayplayer].mo;
if (players[secondarydisplayplayer].awayviewtics)
listenmobj2 = players[secondarydisplayplayer].awayviewmobj;
}
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_StartSound(origin, sfx_id);
return;
};
#endif
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;
}
else if (origin)
return;
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;
}
}
// check for bogus sound #
I_Assert(sfx_id >= 1);
I_Assert(sfx_id < NUMSFX);
sfx = &S_sfx[sfx_id];
if (sfx->skinsound != -1 && origin && origin->skin)
{
// redirect player sound to the sound in the skin table
sfx_id = ((skin_t *)origin->skin)->soundsid[sfx->skinsound];
sfx = &S_sfx[sfx_id];
}
// Initialize sound parameters
pitch = NORM_PITCH;
priority = NORM_PRIORITY;
if (splitscreen && listenmobj2) // Copy the sound for the split player
{
// Check to see if it is audible, and if not, modify the params
if (origin && origin != listenmobj2)
{
INT32 rc;
rc = S_AdjustSoundParams(listenmobj2, origin, &volume, &sep, &pitch, sfx);
if (!rc)
goto dontplay; // Maybe the other player can hear it...
if (origin->x == listener2.x && origin->y == listener2.y)
sep = NORM_SEP;
}
else if (!origin)
// Do not play origin-less sounds for the second player.
// The first player will be able to hear it just fine,
// we really don't want it playing twice.
goto dontplay;
else
sep = NORM_SEP;
// try to find a channel
cnum = S_getChannel(origin, sfx);
if (cnum < 0)
return; // If there's no free channels, it's not gonna be free for player 1, either.
// 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
// Handle closed caption input.
S_StartCaption(sfx_id, cnum, MAXCAPTIONTICS);
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// 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
// Handle closed caption input.
S_StartCaption(sfx_id, cnum, MAXCAPTIONTICS);
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// 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:
case sfx_wepfir:
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sfx_id = sfx_mario7;
break;
case sfx_pop:
sfx_id = sfx_mario5;
break;
case sfx_jump:
sfx_id = sfx_mario6;
break;
case sfx_shield:
case sfx_wirlsg:
case sfx_forcsg:
case sfx_elemsg:
case sfx_armasg:
case sfx_attrsg:
case sfx_s3k3e:
case sfx_s3k3f:
case sfx_s3k41:
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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;
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void S_UpdateSounds(void)
{
INT32 audible, cnum, volume, sep, pitch;
UINT8 i;
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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);
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// 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
goto notinlevel;
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}
if (dedicated || sound_disabled)
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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();
goto notinlevel;
2014-03-15 16:59:03 +00:00
}
#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);
}
}
}
notinlevel:
2014-03-15 16:59:03 +00:00
I_UpdateSound();
{
boolean gamestopped = (paused || P_AutoPause());
for (i = 0; i < NUMCAPTIONS; i++) // update captions
{
if (!closedcaptions[i].s)
continue;
if (i == 0 && (closedcaptions[0].s-S_sfx == sfx_None) && gamestopped)
continue;
if (!(--closedcaptions[i].t))
{
closedcaptions[i].c = NULL;
closedcaptions[i].s = NULL;
}
else if (closedcaptions[i].c && !I_SoundIsPlaying(closedcaptions[i].c->handle))
{
closedcaptions[i].c = NULL;
if (closedcaptions[i].t > CAPTIONFADETICS)
closedcaptions[i].t = CAPTIONFADETICS;
}
}
}
2014-03-15 16:59:03 +00:00
}
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;
}
2014-03-18 17:56:54 +00:00
soundnum = S_AddSoundFx(soundname, false, 0, false);
2014-03-15 16:59:03 +00:00
newsounds[i] = soundnum;
}
S_StartSound(mo, soundnum);
}
//
// Initializes sound stuff, including volume
// Sets channels, SFX volume,
// allocates channel buffer, sets S_sfx lookup.
//
void S_InitSfxChannels(INT32 sfxVolume)
{
INT32 i;
if (dedicated)
return;
S_SetSfxVolume(sfxVolume);
SetChannelsNum();
// 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 (!sound_disabled && (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"));
}
}
/// ------------------------
/// 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
static char music_name[7]; // up to 6-character name
static void *music_data;
static UINT16 music_flags;
static boolean music_looping;
/// ------------------------
/// Music Status
/// ------------------------
boolean S_DigMusicDisabled(void)
{
return digital_disabled;
}
boolean S_MIDIMusicDisabled(void)
{
return midi_disabled;
}
boolean S_MusicDisabled(void)
{
return (midi_disabled && digital_disabled);
}
boolean S_MusicPlaying(void)
{
return I_SongPlaying();
}
boolean S_MusicPaused(void)
{
return I_SongPaused();
}
musictype_t S_MusicType(void)
{
return I_SongType();
}
boolean S_MusicInfo(char *mname, UINT16 *mflags, boolean *looping)
{
if (!I_SongPlaying())
return false;
strncpy(mname, music_name, 7);
mname[6] = 0;
*mflags = music_flags;
*looping = music_looping;
return (boolean)mname[0];
}
boolean S_MusicExists(const char *mname, boolean checkMIDI, boolean checkDigi)
{
return (
(checkDigi ? W_CheckNumForName(va("O_%s", mname)) != LUMPERROR : false)
|| (checkMIDI ? W_CheckNumForName(va("D_%s", mname)) != LUMPERROR : false)
);
}
/// ------------------------
/// Music Effects
/// ------------------------
boolean S_SpeedMusic(float speed)
{
return I_SetSongSpeed(speed);
}
/// ------------------------
/// Music Playback
/// ------------------------
static boolean S_LoadMusic(const char *mname)
{
lumpnum_t mlumpnum;
void *mdata;
if (S_MusicDisabled())
return false;
if (!S_DigMusicDisabled() && S_DigExists(mname))
mlumpnum = W_GetNumForName(va("o_%s", mname));
else if (!S_MIDIMusicDisabled() && S_MIDIExists(mname))
mlumpnum = W_GetNumForName(va("d_%s", mname));
else if (S_DigMusicDisabled() && S_DigExists(mname))
{
CONS_Alert(CONS_NOTICE, "Digital music is disabled!\n");
return false;
}
else if (S_MIDIMusicDisabled() && S_MIDIExists(mname))
{
CONS_Alert(CONS_NOTICE, "MIDI music is disabled!\n");
return false;
}
else
{
CONS_Alert(CONS_ERROR, M_GetText("Music lump %.6s not found!\n"), mname);
return false;
}
// load & register it
mdata = W_CacheLumpNum(mlumpnum, PU_MUSIC);
if (I_LoadSong(mdata, W_LumpLength(mlumpnum)))
{
strncpy(music_name, mname, 7);
music_name[6] = 0;
music_data = mdata;
return true;
}
else
return false;
}
static void S_UnloadMusic(void)
{
I_UnloadSong();
#ifndef HAVE_SDL //SDL uses RWOPS
Z_ChangeTag(music_data, PU_CACHE);
#endif
music_data = NULL;
music_name[0] = 0;
music_flags = 0;
music_looping = false;
}
static boolean S_PlayMusic(boolean looping)
{
if (S_MusicDisabled())
return false;
if (!I_PlaySong(looping))
{
S_UnloadMusic();
return false;
}
S_InitMusicVolume(); // switch between digi and sequence volume
return true;
}
void S_ChangeMusic(const char *mmusic, UINT16 mflags, boolean looping)
{
if (S_MusicDisabled())
return;
// No Music (empty string)
if (mmusic[0] == 0)
{
S_StopMusic();
return;
}
2018-09-14 17:55:07 +00:00
if (strnicmp(music_name, mmusic, 6))
{
S_StopMusic(); // shutdown old music
if (!S_LoadMusic(mmusic))
return;
music_flags = mflags;
music_looping = looping;
if (!S_PlayMusic(looping))
{
CONS_Alert(CONS_ERROR, "Music cannot be played!\n");
return;
}
}
I_SetSongTrack(mflags & MUSIC_TRACKMASK);
}
void S_StopMusic(void)
{
if (!I_SongPlaying())
return;
if (I_SongPaused())
I_ResumeSong();
S_SpeedMusic(1.0f);
I_StopSong();
S_UnloadMusic(); // for now, stopping also means you unload the song
if (cv_closedcaptioning.value)
{
if (closedcaptions[0].s-S_sfx == sfx_None)
closedcaptions[0].t = CAPTIONFADETICS;
}
}
//
// Stop and resume music, during game PAUSE.
//
void S_PauseAudio(void)
{
if (I_SongPlaying() && !I_SongPaused())
I_PauseSong();
// pause cd music
#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
I_PauseCD();
#else
I_StopCD();
#endif
}
void S_ResumeAudio(void)
{
if (I_SongPlaying() && I_SongPaused())
I_ResumeSong();
// resume cd music
I_ResumeCD();
}
void S_SetMusicVolume(INT32 digvolume, INT32 seqvolume)
{
if (digvolume < 0)
digvolume = cv_digmusicvolume.value;
if (seqvolume < 0)
seqvolume = cv_midimusicvolume.value;
if (digvolume < 0 || digvolume > 31)
CONS_Alert(CONS_WARNING, "digmusicvolume should be between 0-31\n");
CV_SetValue(&cv_digmusicvolume, digvolume&31);
actualdigmusicvolume = cv_digmusicvolume.value; //check for change of var
if (seqvolume < 0 || seqvolume > 31)
CONS_Alert(CONS_WARNING, "midimusicvolume should be between 0-31\n");
CV_SetValue(&cv_midimusicvolume, seqvolume&31);
actualmidimusicvolume = cv_midimusicvolume.value; //check for change of var
#ifdef DJGPPDOS
digvolume = seqvolume = 31;
#endif
switch(I_SongType())
{
case MU_MID:
//case MU_MOD:
//case MU_GME:
I_SetMusicVolume(seqvolume&31);
break;
default:
I_SetMusicVolume(digvolume&31);
break;
}
}
/// ------------------------
/// Init & Others
/// ------------------------
//
// 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);
}
if (cv_resetmusic.value)
S_StopMusic();
S_ChangeMusic(mapmusname, mapmusflags, true);
}