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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 2014-2019 by Sonic Team Junior.
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//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//-----------------------------------------------------------------------------
/// \file
/// \brief SDL interface for sound
# include <math.h>
# include "../doomdef.h"
# ifdef _MSC_VER
# pragma warning(disable : 4214 4244)
# endif
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# if defined(HAVE_SDL) && SOUND==SOUND_SDL
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# include "SDL.h"
# ifdef _MSC_VER
# pragma warning(default : 4214 4244)
# endif
# ifdef HAVE_MIXER
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# include <SDL_mixer.h>
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/* This is the version number macro for the current SDL_mixer version: */
# ifndef SDL_MIXER_COMPILEDVERSION
# define SDL_MIXER_COMPILEDVERSION \
SDL_VERSIONNUM ( MIX_MAJOR_VERSION , MIX_MINOR_VERSION , MIX_PATCHLEVEL )
# endif
/* This macro will evaluate to true if compiled with SDL_mixer at least X.Y.Z */
# ifndef SDL_MIXER_VERSION_ATLEAST
# define SDL_MIXER_VERSION_ATLEAST(X, Y, Z) \
( SDL_MIXER_COMPILEDVERSION > = SDL_VERSIONNUM ( X , Y , Z ) )
# endif
# else
# define MIX_CHANNELS 8
# endif
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# ifdef _WIN32
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# include <direct.h>
# elif defined (__GNUC__)
# include <unistd.h>
# endif
# include "../z_zone.h"
# include "../m_swap.h"
# include "../i_system.h"
# include "../i_sound.h"
# include "../m_argv.h"
# include "../m_misc.h"
# include "../w_wad.h"
# include "../screen.h" //vid.WndParent
# include "../doomdef.h"
# include "../doomstat.h"
# include "../s_sound.h"
# include "../d_main.h"
# ifdef HW3SOUND
# include "../hardware/hw3dsdrv.h"
# include "../hardware/hw3sound.h"
# include "hwsym_sdl.h"
# endif
# ifdef HAVE_LIBGME
# include "gme/gme.h"
# endif
// The number of internal mixing channels,
// the samples calculated for each mixing step,
// the size of the 16bit, 2 hardware channel (stereo)
// mixing buffer, and the samplerate of the raw data.
// Needed for calling the actual sound output.
# define NUM_CHANNELS MIX_CHANNELS*4
# define INDEXOFSFX(x) ((sfxinfo_t *)x - S_sfx)
static Uint16 samplecount = 1024 ; //Alam: 1KB samplecount at 22050hz is 46.439909297052154195011337868481ms of buffer
typedef struct chan_struct
{
// The channel data pointers, start and end.
Uint8 * data ; //static unsigned char *channels[NUM_CHANNELS];
Uint8 * end ; //static unsigned char *channelsend[NUM_CHANNELS];
// pitch
Uint32 realstep ; // The channel step amount...
Uint32 step ; //static UINT32 channelstep[NUM_CHANNELS];
Uint32 stepremainder ; //static UINT32 channelstepremainder[NUM_CHANNELS];
Uint32 samplerate ; // ... and a 0.16 bit remainder of last step.
// Time/gametic that the channel started playing,
// used to determine oldest, which automatically
// has lowest priority.
tic_t starttic ; //static INT32 channelstart[NUM_CHANNELS];
// The sound handle, determined on registration,
// used to unregister/stop/modify,
INT32 handle ; //static INT32 channelhandles[NUM_CHANNELS];
// SFX id of the playing sound effect.
void * id ; // Used to catch duplicates (like chainsaw).
sfxenum_t sfxid ; //static INT32 channelids[NUM_CHANNELS];
INT32 vol ; //the channel volume
INT32 sep ; //the channel pan
// Hardware left and right channel volume lookup.
Sint16 * leftvol_lookup ; //static INT32 *channelleftvol_lookup[NUM_CHANNELS];
Sint16 * rightvol_lookup ; //static INT32 *channelrightvol_lookup[NUM_CHANNELS];
} chan_t ;
static chan_t channels [ NUM_CHANNELS ] ;
// Pitch to stepping lookup
static INT32 steptable [ 256 ] ;
// Volume lookups.
static Sint16 vol_lookup [ 128 * 256 ] ;
UINT8 sound_started = false ;
static SDL_mutex * Snd_Mutex = NULL ;
//SDL's Audio
static SDL_AudioSpec audio ;
static SDL_bool musicStarted = SDL_FALSE ;
# ifdef HAVE_MIXER
static SDL_mutex * Msc_Mutex = NULL ;
/* FIXME: Make this file instance-specific */
# define MIDI_PATH srb2home
# if defined (__unix__) || defined(__APPLE__) || defined (UNIXCOMMON)
# define MIDI_PATH2 " / tmp"
# endif
# define MIDI_TMPFILE "srb2music"
# define MIDI_TMPFILE2 "srb2wav"
static INT32 musicvol = 62 ;
# if SDL_MIXER_VERSION_ATLEAST(1,2,2)
# define MIXER_POS //Mix_FadeInMusicPos in 1.2.2+
static void SDLCALL I_FinishMusic ( void ) ;
static double loopstartDig = 0.0 l ;
static SDL_bool loopingDig = SDL_FALSE ;
static SDL_bool canlooping = SDL_TRUE ;
# endif
# if SDL_MIXER_VERSION_ATLEAST(1,2,7)
# define USE_RWOPS // ok, USE_RWOPS is in here
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#if 0 // defined(_WIN32)
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# undef USE_RWOPS
# endif
# endif
# if SDL_MIXER_VERSION_ATLEAST(1,2,10)
//#define MIXER_INIT
# endif
# ifdef USE_RWOPS
static void * Smidi [ 2 ] = { NULL , NULL } ;
static SDL_bool canuseRW = SDL_TRUE ;
# endif
static const char * fmidi [ 2 ] = { MIDI_TMPFILE , MIDI_TMPFILE2 } ;
static const INT32 MIDIfade = 500 ;
static const INT32 Digfade = 0 ;
static Mix_Music * music [ 2 ] = { NULL , NULL } ;
# endif
typedef struct srb2audio_s {
void * userdata ;
# ifdef HAVE_LIBGME
Music_Emu * gme_emu ;
UINT8 gme_pause ;
UINT8 gme_loop ;
# endif
} srb2audio_t ;
static srb2audio_t localdata ;
static void Snd_LockAudio ( void ) //Alam: Lock audio data and uninstall audio callback
{
if ( Snd_Mutex ) SDL_LockMutex ( Snd_Mutex ) ;
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else if ( sound_disabled ) return ;
else if ( midi_disabled & & digital_disabled
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# ifdef HW3SOUND
& & hws_mode = = HWS_DEFAULT_MODE
# endif
) SDL_LockAudio ( ) ;
# ifdef HAVE_MIXER
else if ( musicStarted ) Mix_SetPostMix ( NULL , NULL ) ;
# endif
}
static void Snd_UnlockAudio ( void ) //Alam: Unlock audio data and reinstall audio callback
{
if ( Snd_Mutex ) SDL_UnlockMutex ( Snd_Mutex ) ;
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else if ( sound_disabled ) return ;
else if ( midi_disabled & & digital_disabled
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# ifdef HW3SOUND
& & hws_mode = = HWS_DEFAULT_MODE
# endif
) SDL_UnlockAudio ( ) ;
# ifdef HAVE_MIXER
else if ( musicStarted ) Mix_SetPostMix ( audio . callback , audio . userdata ) ;
# endif
}
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static inline Uint16 Snd_LowerRate ( Uint16 sr )
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{
if ( sr < = audio . freq ) // already lowered rate?
return sr ; // good then
for ( ; sr > audio . freq ; ) // not good?
{ // then let see...
if ( sr % 2 ) // can we div by half?
return sr ; // no, just use the currect rate
sr / = 2 ; // we can? wonderful
} // let start over again
if ( sr = = audio . freq ) // did we drop to the desired rate?
return sr ; // perfect! but if not
return sr * 2 ; // just keep it just above the output sample rate
}
# ifdef _MSC_VER
# pragma warning(disable : 4200)
# pragma pack(1)
# endif
typedef struct
{
Uint16 header ; // 3?
Uint16 samplerate ; // 11025+
Uint16 samples ; // number of samples
Uint16 dummy ; // 0
Uint8 data [ 0 ] ; // data;
} ATTRPACK dssfx_t ;
# ifdef _MSC_VER
# pragma pack()
# pragma warning(default : 4200)
# endif
//
// This function loads the sound data from the WAD lump,
// for single sound.
//
static void * getsfx ( lumpnum_t sfxlump , size_t * len )
{
dssfx_t * sfx , * paddedsfx ;
Uint16 sr , csr ;
size_t size = * len ;
SDL_AudioCVT sfxcvt ;
sfx = ( dssfx_t * ) malloc ( size ) ;
if ( sfx ) W_ReadLump ( sfxlump , ( void * ) sfx ) ;
else return NULL ;
sr = SHORT ( sfx - > samplerate ) ;
csr = Snd_LowerRate ( sr ) ;
if ( sr > csr & & SDL_BuildAudioCVT ( & sfxcvt , AUDIO_U8 , 1 , sr , AUDIO_U8 , 1 , csr ) )
{ //Alam: Setup the AudioCVT for the SFX
sfxcvt . len = ( INT32 ) size - 8 ; //Alam: Chop off the header
sfxcvt . buf = malloc ( sfxcvt . len * sfxcvt . len_mult ) ; //Alam: make room
if ( sfxcvt . buf ) M_Memcpy ( sfxcvt . buf , & ( sfx - > data ) , sfxcvt . len ) ; //Alam: copy the sfx sample
if ( sfxcvt . buf & & SDL_ConvertAudio ( & sfxcvt ) = = 0 ) //Alam: let convert it!
{
size = sfxcvt . len_cvt + 8 ;
* len = sfxcvt . len_cvt ;
// Allocate from zone memory.
paddedsfx = ( dssfx_t * ) Z_Malloc ( size , PU_SOUND , NULL ) ;
// Now copy and pad.
M_Memcpy ( paddedsfx - > data , sfxcvt . buf , sfxcvt . len_cvt ) ;
free ( sfxcvt . buf ) ;
M_Memcpy ( paddedsfx , sfx , 8 ) ;
paddedsfx - > samplerate = SHORT ( csr ) ; // new freq
}
else //Alam: the convert failed, not needed or I couldn't malloc the buf
{
if ( sfxcvt . buf ) free ( sfxcvt . buf ) ;
* len = size - 8 ;
// Allocate from zone memory then copy and pad
paddedsfx = ( dssfx_t * ) M_Memcpy ( Z_Malloc ( size , PU_SOUND , NULL ) , sfx , size ) ;
}
}
else
{
// Pads the sound effect out to the mixing buffer size.
// The original realloc would interfere with zone memory.
* len = size - 8 ;
// Allocate from zone memory then copy and pad
paddedsfx = ( dssfx_t * ) M_Memcpy ( Z_Malloc ( size , PU_SOUND , NULL ) , sfx , size ) ;
}
// Remove the cached lump.
free ( sfx ) ;
// Return allocated padded data.
return paddedsfx ;
}
// used to (re)calculate channel params based on vol, sep, pitch
static void I_SetChannelParams ( chan_t * c , INT32 vol , INT32 sep , INT32 step )
{
INT32 leftvol ;
INT32 rightvol ;
c - > vol = vol ;
c - > sep = sep ;
c - > step = c - > realstep = step ;
if ( step ! = steptable [ 128 ] )
c - > step + = ( ( ( c - > samplerate < < 16 ) / audio . freq ) - 65536 ) ;
else if ( c - > samplerate ! = ( unsigned ) audio . freq )
c - > step = ( ( c - > samplerate < < 16 ) / audio . freq ) ;
// x^2 separation, that is, orientation/stereo.
// range is: 0 (left) - 255 (right)
// Volume arrives in range 0..255 and it must be in 0..cv_soundvolume...
vol = ( vol * cv_soundvolume . value ) > > 7 ;
// note: >> 6 would use almost the entire dynamical range, but
// then there would be no "dynamical room" for other sounds :-/
leftvol = vol - ( ( vol * sep * sep ) > > 16 ) ; ///(256*256);
sep = 255 - sep ;
rightvol = vol - ( ( vol * sep * sep ) > > 16 ) ;
// Sanity check, clamp volume.
if ( rightvol < 0 )
rightvol = 0 ;
else if ( rightvol > 127 )
rightvol = 127 ;
if ( leftvol < 0 )
leftvol = 0 ;
else if ( leftvol > 127 )
leftvol = 127 ;
// Get the proper lookup table piece
// for this volume level
c - > leftvol_lookup = & vol_lookup [ leftvol * 256 ] ;
c - > rightvol_lookup = & vol_lookup [ rightvol * 256 ] ;
}
static INT32 FindChannel ( INT32 handle )
{
INT32 i ;
for ( i = 0 ; i < NUM_CHANNELS ; i + + )
if ( channels [ i ] . handle = = handle )
return i ;
// not found
return - 1 ;
}
//
// This function adds a sound to the
// list of currently active sounds,
// which is maintained as a given number
// (eight, usually) of internal channels.
// Returns a handle.
//
static INT32 addsfx ( sfxenum_t sfxid , INT32 volume , INT32 step , INT32 seperation )
{
static UINT16 handlenums = 0 ;
INT32 i , slot , oldestnum = 0 ;
tic_t oldest = gametic ;
// Play these sound effects only one at a time.
# if 1
if (
#if 0
sfxid = = sfx_stnmov | | sfxid = = sfx_sawup | | sfxid = = sfx_sawidl | | sfxid = = sfx_sawful | | sfxid = = sfx_sawhit | | sfxid = = sfx_pistol
# else
( sfx_litng1 < = sfxid & & sfxid > = sfx_litng4 )
| | sfxid = = sfx_trfire | | sfxid = = sfx_alarm | | sfxid = = sfx_spin
| | sfxid = = sfx_athun1 | | sfxid = = sfx_athun2 | | sfxid = = sfx_rainin
# endif
)
{
// Loop all channels, check.
for ( i = 0 ; i < NUM_CHANNELS ; i + + )
{
// Active, and using the same SFX?
if ( ( channels [ i ] . end ) & & ( channels [ i ] . sfxid = = sfxid ) )
{
// Reset.
channels [ i ] . end = NULL ;
// We are sure that iff,
// there will only be one.
break ;
}
}
}
# endif
// Loop all channels to find oldest SFX.
for ( i = 0 ; ( i < NUM_CHANNELS ) & & ( channels [ i ] . end ) ; i + + )
{
if ( channels [ i ] . starttic < oldest )
{
oldestnum = i ;
oldest = channels [ i ] . starttic ;
}
}
// Tales from the cryptic.
// If we found a channel, fine.
// If not, we simply overwrite the first one, 0.
// Probably only happens at startup.
if ( i = = NUM_CHANNELS )
slot = oldestnum ;
else
slot = i ;
channels [ slot ] . end = NULL ;
// Okay, in the less recent channel,
// we will handle the new SFX.
// Set pointer to raw data.
channels [ slot ] . data = ( Uint8 * ) S_sfx [ sfxid ] . data ;
channels [ slot ] . samplerate = ( channels [ slot ] . data [ 3 ] < < 8 ) + channels [ slot ] . data [ 2 ] ;
channels [ slot ] . data + = 8 ; //Alam: offset of the sound header
while ( FindChannel ( handlenums ) ! = - 1 )
{
handlenums + + ;
// Reset current handle number, limited to 0..65535.
if ( handlenums = = UINT16_MAX )
handlenums = 0 ;
}
// Assign current handle number.
// Preserved so sounds could be stopped.
channels [ slot ] . handle = handlenums ;
// Restart steper
channels [ slot ] . stepremainder = 0 ;
// Should be gametic, I presume.
channels [ slot ] . starttic = gametic ;
I_SetChannelParams ( & channels [ slot ] , volume , seperation , step ) ;
// Preserve sound SFX id,
// e.g. for avoiding duplicates of chainsaw.
channels [ slot ] . id = S_sfx [ sfxid ] . data ;
channels [ slot ] . sfxid = sfxid ;
// Set pointer to end of raw data.
channels [ slot ] . end = channels [ slot ] . data + S_sfx [ sfxid ] . length ;
// You tell me.
return handlenums ;
}
//
// SFX API
// Note: this was called by S_Init.
// However, whatever they did in the
// old DPMS based DOS version, this
// were simply dummies in the Linux
// version.
// See soundserver initdata().
//
// Well... To keep compatibility with legacy doom, I have to call this in
// I_InitSound since it is not called in S_Init... (emanne@absysteme.fr)
static inline void I_SetChannels ( void )
{
// Init internal lookups (raw data, mixing buffer, channels).
// This function sets up internal lookups used during
// the mixing process.
INT32 i ;
INT32 j ;
INT32 * steptablemid = steptable + 128 ;
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if ( sound_disabled )
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return ;
// This table provides step widths for pitch parameters.
for ( i = - 128 ; i < 128 ; i + + )
{
const double po = pow ( ( double ) ( 2.0 l ) , ( double ) ( i / 64.0 l ) ) ;
steptablemid [ i ] = ( INT32 ) ( po * 65536.0 l ) ;
}
// Generates volume lookup tables
// which also turn the unsigned samples
// into signed samples.
for ( i = 0 ; i < 128 ; i + + )
for ( j = 0 ; j < 256 ; j + + )
{
//From PrDoom
// proff - made this a little bit softer, because with
// full volume the sound clipped badly
vol_lookup [ i * 256 + j ] = ( Sint16 ) ( ( i * ( j - 128 ) * 256 ) / 127 ) ;
}
}
void I_SetSfxVolume ( UINT8 volume )
{
INT32 i ;
( void ) volume ;
//Snd_LockAudio();
for ( i = 0 ; i < NUM_CHANNELS ; i + + )
if ( channels [ i ] . end ) I_SetChannelParams ( & channels [ i ] , channels [ i ] . vol , channels [ i ] . sep , channels [ i ] . realstep ) ;
//Snd_UnlockAudio();
}
void * I_GetSfx ( sfxinfo_t * sfx )
{
if ( sfx - > lumpnum = = LUMPERROR )
sfx - > lumpnum = S_GetSfxLumpNum ( sfx ) ;
// else if (sfx->lumpnum != S_GetSfxLumpNum(sfx))
// I_FreeSfx(sfx);
# ifdef HW3SOUND
if ( hws_mode ! = HWS_DEFAULT_MODE )
return HW3S_GetSfx ( sfx ) ;
# endif
if ( sfx - > data )
return sfx - > data ; //Alam: I have it done!
sfx - > length = W_LumpLength ( sfx - > lumpnum ) ;
return getsfx ( sfx - > lumpnum , & sfx - > length ) ;
}
void I_FreeSfx ( sfxinfo_t * sfx )
{
// if (sfx->lumpnum<0)
// return;
# ifdef HW3SOUND
if ( hws_mode ! = HWS_DEFAULT_MODE )
{
HW3S_FreeSfx ( sfx ) ;
}
else
# endif
{
size_t i ;
for ( i = 1 ; i < NUMSFX ; i + + )
{
// Alias? Example is the chaingun sound linked to pistol.
if ( S_sfx [ i ] . data = = sfx - > data )
{
if ( S_sfx + i ! = sfx ) S_sfx [ i ] . data = NULL ;
S_sfx [ i ] . lumpnum = LUMPERROR ;
S_sfx [ i ] . length = 0 ;
}
}
//Snd_LockAudio(); //Alam: too much?
// Loop all channels, check.
for ( i = 0 ; i < NUM_CHANNELS ; i + + )
{
// Active, and using the same SFX?
if ( channels [ i ] . end & & channels [ i ] . id = = sfx - > data )
{
channels [ i ] . end = NULL ; // Reset.
}
}
//Snd_UnlockAudio(); //Alam: too much?
Z_Free ( sfx - > data ) ;
}
sfx - > data = NULL ;
sfx - > lumpnum = LUMPERROR ;
}
//
// Starting a sound means adding it
// to the current list of active sounds
// in the internal channels.
// As the SFX info struct contains
// e.g. a pointer to the raw data,
// it is ignored.
// As our sound handling does not handle
// priority, it is ignored.
// Pitching (that is, increased speed of playback)
// is set, but currently not used by mixing.
//
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INT32 I_StartSound ( sfxenum_t id , UINT8 vol , UINT8 sep , UINT8 pitch , UINT8 priority , INT32 channel )
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{
( void ) priority ;
( void ) pitch ;
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( void ) channel ;
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if ( sound_disabled )
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return 0 ;
if ( S_sfx [ id ] . data = = NULL ) return - 1 ;
Snd_LockAudio ( ) ;
id = addsfx ( id , vol , steptable [ pitch ] , sep ) ;
Snd_UnlockAudio ( ) ;
return id ; // Returns a handle (not used).
}
void I_StopSound ( INT32 handle )
{
// You need the handle returned by StartSound.
// Would be looping all channels,
// tracking down the handle,
// an setting the channel to zero.
INT32 i ;
i = FindChannel ( handle ) ;
if ( i ! = - 1 )
{
//Snd_LockAudio(); //Alam: too much?
channels [ i ] . end = NULL ;
//Snd_UnlockAudio(); //Alam: too much?
channels [ i ] . handle = - 1 ;
channels [ i ] . starttic = 0 ;
}
}
boolean I_SoundIsPlaying ( INT32 handle )
{
boolean isplaying = false ;
int chan = FindChannel ( handle ) ;
if ( chan ! = - 1 )
isplaying = ( channels [ chan ] . end ! = NULL ) ;
return isplaying ;
}
FUNCINLINE static ATTRINLINE void I_UpdateStream8S ( Uint8 * stream , int len )
{
// Mix current sound data.
// Data, from raw sound
register Sint16 dr ; // Right 8bit stream
register Uint8 sample ; // Center 8bit sfx
register Sint16 dl ; // Left 8bit stream
// Pointers in audio stream
Sint8 * rightout = ( Sint8 * ) stream ; // currect right
Sint8 * leftout = rightout + 1 ; // currect left
const Uint8 step = 2 ; // Step in stream, left and right, thus two.
INT32 chan ; // Mixing channel index.
// Determine end of the stream
len / = 2 ; // not 8bit mono samples, 8bit stereo ones
if ( Snd_Mutex ) SDL_LockMutex ( Snd_Mutex ) ;
// Mix sounds into the mixing buffer.
// Loop over len
while ( len - - )
{
// Reset left/right value.
dl = * leftout ;
dr = * rightout ;
// Love thy L2 cache - made this a loop.
// Now more channels could be set at compile time
// as well. Thus loop those channels.
for ( chan = 0 ; chan < NUM_CHANNELS ; chan + + )
{
// Check channel, if active.
if ( channels [ chan ] . end )
{
# if 1
// Get the raw data from the channel.
sample = channels [ chan ] . data [ 0 ] ;
# else
// linear filtering from PrDoom
sample = ( ( ( Uint32 ) channels [ chan ] . data [ 0 ] * ( 0x10000 - channels [ chan ] . stepremainder ) )
+ ( ( Uint32 ) channels [ chan ] . data [ 1 ] ) * ( channels [ chan ] . stepremainder ) ) ) > > 16 ;
# endif
// Add left and right part
// for this channel (sound)
// to the current data.
// Adjust volume accordingly.
dl = ( Sint16 ) ( dl + ( channels [ chan ] . leftvol_lookup [ sample ] > > 8 ) ) ;
dr = ( Sint16 ) ( dr + ( channels [ chan ] . rightvol_lookup [ sample ] > > 8 ) ) ;
// Increment stepage
channels [ chan ] . stepremainder + = channels [ chan ] . step ;
// Check whether we are done.
if ( channels [ chan ] . data + ( channels [ chan ] . stepremainder > > 16 ) > = channels [ chan ] . end )
channels [ chan ] . end = NULL ;
else
{
// step to next sample
channels [ chan ] . data + = ( channels [ chan ] . stepremainder > > 16 ) ;
// Limit to LSB???
channels [ chan ] . stepremainder & = 0xffff ;
}
}
}
// Clamp to range. Left hardware channel.
// Has been char instead of short.
if ( dl > 0x7f )
* leftout = 0x7f ;
else if ( dl < - 0x80 )
* leftout = - 0x80 ;
else
* leftout = ( Sint8 ) dl ;
// Same for right hardware channel.
if ( dr > 0x7f )
* rightout = 0x7f ;
else if ( dr < - 0x80 )
* rightout = - 0x80 ;
else
* rightout = ( Sint8 ) dr ;
// Increment current pointers in stream
leftout + = step ;
rightout + = step ;
}
if ( Snd_Mutex ) SDL_UnlockMutex ( Snd_Mutex ) ;
}
FUNCINLINE static ATTRINLINE void I_UpdateStream8M ( Uint8 * stream , int len )
{
// Mix current sound data.
// Data, from raw sound
register Sint16 d ; // Mono 8bit stream
register Uint8 sample ; // Center 8bit sfx
// Pointers in audio stream
Sint8 * monoout = ( Sint8 * ) stream ; // currect mono
const Uint8 step = 1 ; // Step in stream, left and right, thus two.
INT32 chan ; // Mixing channel index.
// Determine end of the stream
//len /= 1; // not 8bit mono samples, 8bit mono ones?
if ( Snd_Mutex ) SDL_LockMutex ( Snd_Mutex ) ;
// Mix sounds into the mixing buffer.
// Loop over len
while ( len - - )
{
// Reset left/right value.
d = * monoout ;
// Love thy L2 cache - made this a loop.
// Now more channels could be set at compile time
// as well. Thus loop those channels.
for ( chan = 0 ; chan < NUM_CHANNELS ; chan + + )
{
// Check channel, if active.
if ( channels [ chan ] . end )
{
# if 1
// Get the raw data from the channel.
sample = channels [ chan ] . data [ 0 ] ;
# else
// linear filtering from PrDoom
sample = ( ( ( Uint32 ) channels [ chan ] . data [ 0 ] * ( 0x10000 - channels [ chan ] . stepremainder ) )
+ ( ( Uint32 ) channels [ chan ] . data [ 1 ] ) * ( channels [ chan ] . stepremainder ) ) ) > > 16 ;
# endif
// Add left and right part
// for this channel (sound)
// to the current data.
// Adjust volume accordingly.
d = ( Sint16 ) ( d + ( ( channels [ chan ] . leftvol_lookup [ sample ] + channels [ chan ] . rightvol_lookup [ sample ] ) > > 9 ) ) ;
// Increment stepage
channels [ chan ] . stepremainder + = channels [ chan ] . step ;
// Check whether we are done.
if ( channels [ chan ] . data + ( channels [ chan ] . stepremainder > > 16 ) > = channels [ chan ] . end )
channels [ chan ] . end = NULL ;
else
{
// step to next sample
channels [ chan ] . data + = ( channels [ chan ] . stepremainder > > 16 ) ;
// Limit to LSB???
channels [ chan ] . stepremainder & = 0xffff ;
}
}
}
// Clamp to range. Left hardware channel.
// Has been char instead of short.
if ( d > 0x7f )
* monoout = 0x7f ;
else if ( d < - 0x80 )
* monoout = - 0x80 ;
else
* monoout = ( Sint8 ) d ;
// Increment current pointers in stream
monoout + = step ;
}
if ( Snd_Mutex ) SDL_UnlockMutex ( Snd_Mutex ) ;
}
FUNCINLINE static ATTRINLINE void I_UpdateStream16S ( Uint8 * stream , int len )
{
// Mix current sound data.
// Data, from raw sound
register Sint32 dr ; // Right 16bit stream
register Uint8 sample ; // Center 8bit sfx
register Sint32 dl ; // Left 16bit stream
// Pointers in audio stream
Sint16 * rightout = ( Sint16 * ) ( void * ) stream ; // currect right
Sint16 * leftout = rightout + 1 ; // currect left
const Uint8 step = 2 ; // Step in stream, left and right, thus two.
INT32 chan ; // Mixing channel index.
// Determine end of the stream
len / = 4 ; // not 8bit mono samples, 16bit stereo ones
if ( Snd_Mutex ) SDL_LockMutex ( Snd_Mutex ) ;
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// Mix sounds into the mixing buffer.
// Loop over len
while ( len - - )
{
// Reset left/right value.
dl = * leftout ;
dr = * rightout ;
// Love thy L2 cache - made this a loop.
// Now more channels could be set at compile time
// as well. Thus loop those channels.
for ( chan = 0 ; chan < NUM_CHANNELS ; chan + + )
{
// Check channel, if active.
if ( channels [ chan ] . end )
{
# if 1
// Get the raw data from the channel.
sample = channels [ chan ] . data [ 0 ] ;
# else
// linear filtering from PrDoom
sample = ( ( ( Uint32 ) channels [ chan ] . data [ 0 ] * ( 0x10000 - channels [ chan ] . stepremainder ) )
+ ( ( Uint32 ) channels [ chan ] . data [ 1 ] ) * ( channels [ chan ] . stepremainder ) ) ) > > 16 ;
# endif
// Add left and right part
// for this channel (sound)
// to the current data.
// Adjust volume accordingly.
dl + = channels [ chan ] . leftvol_lookup [ sample ] ;
dr + = channels [ chan ] . rightvol_lookup [ sample ] ;
// Increment stepage
channels [ chan ] . stepremainder + = channels [ chan ] . step ;
// Check whether we are done.
if ( channels [ chan ] . data + ( channels [ chan ] . stepremainder > > 16 ) > = channels [ chan ] . end )
channels [ chan ] . end = NULL ;
else
{
// step to next sample
channels [ chan ] . data + = ( channels [ chan ] . stepremainder > > 16 ) ;
// Limit to LSB???
channels [ chan ] . stepremainder & = 0xffff ;
}
}
}
// Clamp to range. Left hardware channel.
// Has been char instead of short.
if ( dl > 0x7fff )
* leftout = 0x7fff ;
else if ( dl < - 0x8000 )
* leftout = - 0x8000 ;
else
* leftout = ( Sint16 ) dl ;
// Same for right hardware channel.
if ( dr > 0x7fff )
* rightout = 0x7fff ;
else if ( dr < - 0x8000 )
* rightout = - 0x8000 ;
else
* rightout = ( Sint16 ) dr ;
// Increment current pointers in stream
leftout + = step ;
rightout + = step ;
}
if ( Snd_Mutex ) SDL_UnlockMutex ( Snd_Mutex ) ;
}
FUNCINLINE static ATTRINLINE void I_UpdateStream16M ( Uint8 * stream , int len )
{
// Mix current sound data.
// Data, from raw sound
register Sint32 d ; // Mono 16bit stream
register Uint8 sample ; // Center 8bit sfx
// Pointers in audio stream
Sint16 * monoout = ( Sint16 * ) ( void * ) stream ; // currect mono
const Uint8 step = 1 ; // Step in stream, left and right, thus two.
INT32 chan ; // Mixing channel index.
// Determine end of the stream
len / = 2 ; // not 8bit mono samples, 16bit mono ones
if ( Snd_Mutex ) SDL_LockMutex ( Snd_Mutex ) ;
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// Mix sounds into the mixing buffer.
// Loop over len
while ( len - - )
{
// Reset left/right value.
d = * monoout ;
// Love thy L2 cache - made this a loop.
// Now more channels could be set at compile time
// as well. Thus loop those channels.
for ( chan = 0 ; chan < NUM_CHANNELS ; chan + + )
{
// Check channel, if active.
if ( channels [ chan ] . end )
{
# if 1
// Get the raw data from the channel.
sample = channels [ chan ] . data [ 0 ] ;
# else
// linear filtering from PrDoom
sample = ( ( ( Uint32 ) channels [ chan ] . data [ 0 ] * ( 0x10000 - channels [ chan ] . stepremainder ) )
+ ( ( Uint32 ) channels [ chan ] . data [ 1 ] ) * ( channels [ chan ] . stepremainder ) ) ) > > 16 ;
# endif
// Add left and right part
// for this channel (sound)
// to the current data.
// Adjust volume accordingly.
d + = ( channels [ chan ] . leftvol_lookup [ sample ] + channels [ chan ] . rightvol_lookup [ sample ] ) > > 1 ;
// Increment stepage
channels [ chan ] . stepremainder + = channels [ chan ] . step ;
// Check whether we are done.
if ( channels [ chan ] . data + ( channels [ chan ] . stepremainder > > 16 ) > = channels [ chan ] . end )
channels [ chan ] . end = NULL ;
else
{
// step to next sample
channels [ chan ] . data + = ( channels [ chan ] . stepremainder > > 16 ) ;
// Limit to LSB???
channels [ chan ] . stepremainder & = 0xffff ;
}
}
}
// Clamp to range. Left hardware channel.
// Has been char instead of short.
if ( d > 0x7fff )
* monoout = 0x7fff ;
else if ( d < - 0x8000 )
* monoout = - 0x8000 ;
else
* monoout = ( Sint16 ) d ;
// Increment current pointers in stream
monoout + = step ;
}
if ( Snd_Mutex ) SDL_UnlockMutex ( Snd_Mutex ) ;
}
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#if 0 //#ifdef HAVE_LIBGME
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static void I_UpdateSteamGME ( Music_Emu * emu , INT16 * stream , int len , UINT8 looping )
{
# define GME_BUFFER_LEN 44100*2048
// Mix current sound data.
// Data, from raw sound
register Sint32 da ;
static short gme_buffer [ GME_BUFFER_LEN ] ; // a large buffer for gme
Sint16 * in = gme_buffer ;
do
{
int out = min ( GME_BUFFER_LEN , len ) ;
if ( gme_play ( emu , len , gme_buffer ) ) { } // ignore error
len - = out ;
while ( out - - )
{
//Left
da = * in ;
in + + ;
da + = * stream ;
stream + + ;
//Right
da = * in ;
in + + ;
da + = * stream ;
stream + + ;
}
if ( gme_track_ended ( emu ) )
{
if ( looping )
gme_seek ( emu , 0 ) ;
else
break ;
}
} while ( len ) ;
# undef GME_BUFFER_LEN
}
# endif
static void SDLCALL I_UpdateStream ( void * userdata , Uint8 * stream , int len )
{
if ( ! sound_started | | ! userdata )
return ;
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memset ( stream , 0x00 , len ) ; // only work in !AUDIO_U8, that needs 0x80
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if ( ( audio . channels ! = 1 & & audio . channels ! = 2 ) | |
( audio . format ! = AUDIO_S8 & & audio . format ! = AUDIO_S16SYS ) )
; // no function to encode this type of stream
else if ( audio . channels = = 1 & & audio . format = = AUDIO_S8 )
I_UpdateStream8M ( stream , len ) ;
else if ( audio . channels = = 2 & & audio . format = = AUDIO_S8 )
I_UpdateStream8S ( stream , len ) ;
else if ( audio . channels = = 1 & & audio . format = = AUDIO_S16SYS )
I_UpdateStream16M ( stream , len ) ;
else if ( audio . channels = = 2 & & audio . format = = AUDIO_S16SYS )
{
I_UpdateStream16S ( stream , len ) ;
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// Crashes! But no matter; this build doesn't play music anyway...
// #ifdef HAVE_LIBGME
// if (userdata)
// {
// srb2audio_t *sa_userdata = userdata;
// if (!sa_userdata->gme_pause)
// I_UpdateSteamGME(sa_userdata->gme_emu, (INT16 *)stream, len/4, sa_userdata->gme_loop);
// }
// #endif
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}
}
void I_UpdateSoundParams ( INT32 handle , UINT8 vol , UINT8 sep , UINT8 pitch )
{
// Would be using the handle to identify
// on which channel the sound might be active,
// and resetting the channel parameters.
INT32 i = FindChannel ( handle ) ;
if ( i ! = - 1 & & channels [ i ] . end )
{
//Snd_LockAudio(); //Alam: too much?
I_SetChannelParams ( & channels [ i ] , vol , sep , steptable [ pitch ] ) ;
//Snd_UnlockAudio(); //Alam: too much?
}
}
# ifdef HW3SOUND
static void * soundso = NULL ;
static INT32 Init3DSDriver ( const char * soName )
{
if ( soName ) soundso = hwOpen ( soName ) ;
# if defined (_WIN32) && defined (_X86_) && !defined (STATIC3DS)
HW3DS . pfnStartup = hwSym ( " Startup@8 " , soundso ) ;
HW3DS . pfnShutdown = hwSym ( " Shutdown@0 " , soundso ) ;
HW3DS . pfnAddSfx = hwSym ( " AddSfx@4 " , soundso ) ;
HW3DS . pfnAddSource = hwSym ( " AddSource@8 " , soundso ) ;
HW3DS . pfnStartSource = hwSym ( " StartSource@4 " , soundso ) ;
HW3DS . pfnStopSource = hwSym ( " StopSource@4 " , soundso ) ;
HW3DS . pfnGetHW3DSVersion = hwSym ( " GetHW3DSVersion@0 " , soundso ) ;
HW3DS . pfnBeginFrameUpdate = hwSym ( " BeginFrameUpdate@0 " , soundso ) ;
HW3DS . pfnEndFrameUpdate = hwSym ( " EndFrameUpdate@0 " , soundso ) ;
HW3DS . pfnIsPlaying = hwSym ( " IsPlaying@4 " , soundso ) ;
HW3DS . pfnUpdateListener = hwSym ( " UpdateListener@8 " , soundso ) ;
HW3DS . pfnUpdateSourceParms = hwSym ( " UpdateSourceParms@12 " , soundso ) ;
HW3DS . pfnSetCone = hwSym ( " SetCone@8 " , soundso ) ;
HW3DS . pfnSetGlobalSfxVolume = hwSym ( " SetGlobalSfxVolume@4 " , soundso ) ;
HW3DS . pfnUpdate3DSource = hwSym ( " Update3DSource@8 " , soundso ) ;
HW3DS . pfnReloadSource = hwSym ( " ReloadSource@8 " , soundso ) ;
HW3DS . pfnKillSource = hwSym ( " KillSource@4 " , soundso ) ;
HW3DS . pfnKillSfx = hwSym ( " KillSfx@4 " , soundso ) ;
HW3DS . pfnGetHW3DSTitle = hwSym ( " GetHW3DSTitle@8 " , soundso ) ;
# else
HW3DS . pfnStartup = hwSym ( " Startup " , soundso ) ;
HW3DS . pfnShutdown = hwSym ( " Shutdown " , soundso ) ;
HW3DS . pfnAddSfx = hwSym ( " AddSfx " , soundso ) ;
HW3DS . pfnAddSource = hwSym ( " AddSource " , soundso ) ;
HW3DS . pfnStartSource = hwSym ( " StartSource " , soundso ) ;
HW3DS . pfnStopSource = hwSym ( " StopSource " , soundso ) ;
HW3DS . pfnGetHW3DSVersion = hwSym ( " GetHW3DSVersion " , soundso ) ;
HW3DS . pfnBeginFrameUpdate = hwSym ( " BeginFrameUpdate " , soundso ) ;
HW3DS . pfnEndFrameUpdate = hwSym ( " EndFrameUpdate " , soundso ) ;
HW3DS . pfnIsPlaying = hwSym ( " IsPlaying " , soundso ) ;
HW3DS . pfnUpdateListener = hwSym ( " UpdateListener " , soundso ) ;
HW3DS . pfnUpdateSourceParms = hwSym ( " UpdateSourceParms " , soundso ) ;
HW3DS . pfnSetCone = hwSym ( " SetCone " , soundso ) ;
HW3DS . pfnSetGlobalSfxVolume = hwSym ( " SetGlobalSfxVolume " , soundso ) ;
HW3DS . pfnUpdate3DSource = hwSym ( " Update3DSource " , soundso ) ;
HW3DS . pfnReloadSource = hwSym ( " ReloadSource " , soundso ) ;
HW3DS . pfnKillSource = hwSym ( " KillSource " , soundso ) ;
HW3DS . pfnKillSfx = hwSym ( " KillSfx " , soundso ) ;
HW3DS . pfnGetHW3DSTitle = hwSym ( " GetHW3DSTitle " , soundso ) ;
# endif
// if (HW3DS.pfnUpdateListener2 && HW3DS.pfnUpdateListener2 != soundso)
return true ;
// else
// return false;
}
# endif
void I_ShutdownSound ( void )
{
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if ( sound_disabled | | ! sound_started )
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return ;
CONS_Printf ( " I_ShutdownSound: " ) ;
# ifdef HW3SOUND
if ( hws_mode ! = HWS_DEFAULT_MODE )
{
HW3S_Shutdown ( ) ;
hwClose ( soundso ) ;
return ;
}
# endif
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if ( midi_disabled & & digital_disabled )
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SDL_CloseAudio ( ) ;
CONS_Printf ( " %s " , M_GetText ( " shut down \n " ) ) ;
sound_started = false ;
SDL_QuitSubSystem ( SDL_INIT_AUDIO ) ;
if ( Snd_Mutex )
SDL_DestroyMutex ( Snd_Mutex ) ;
Snd_Mutex = NULL ;
}
void I_UpdateSound ( void )
{
}
void I_StartupSound ( void )
{
# ifdef HW3SOUND
const char * sdrv_name = NULL ;
# endif
# ifndef HAVE_MIXER
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midi_disabled = digital_disabled = true ;
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# endif
memset ( channels , 0 , sizeof ( channels ) ) ; //Alam: Clean it
audio . format = AUDIO_S16SYS ;
audio . channels = 2 ;
audio . callback = I_UpdateStream ;
audio . userdata = & localdata ;
// Configure sound device
CONS_Printf ( " I_StartupSound: \n " ) ;
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# ifdef _WIN32
// Force DirectSound instead of WASAPI
// SDL 2.0.6+ defaults to the latter and it screws up our sound effects
SDL_setenv ( " SDL_AUDIODRIVER " , " directsound " , 1 ) ;
# endif
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// EE inits audio first so we're following along.
if ( SDL_WasInit ( SDL_INIT_AUDIO ) = = SDL_INIT_AUDIO )
CONS_Printf ( " SDL Audio already started \n " ) ;
else if ( SDL_InitSubSystem ( SDL_INIT_AUDIO ) < 0 )
{
CONS_Alert ( CONS_ERROR , " Error initializing SDL Audio: %s \n " , SDL_GetError ( ) ) ;
// call to start audio failed -- we do not have it
return ;
}
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// Open the audio device
if ( M_CheckParm ( " -freq " ) & & M_IsNextParm ( ) )
{
audio . freq = atoi ( M_GetNextParm ( ) ) ;
if ( ! audio . freq ) audio . freq = cv_samplerate . value ;
audio . samples = ( Uint16 ) ( ( samplecount / 2 ) * ( INT32 ) ( audio . freq / 11025 ) ) ; //Alam: to keep it around the same XX ms
CONS_Printf ( M_GetText ( " requested frequency of %d hz \n " ) , audio . freq ) ;
}
else
{
audio . samples = samplecount ;
audio . freq = cv_samplerate . value ;
}
if ( M_CheckParm ( " -mono " ) )
{
audio . channels = 1 ;
audio . samples / = 2 ;
}
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if ( sound_disabled )
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return ;
# ifdef HW3SOUND
# ifdef STATIC3DS
if ( M_CheckParm ( " -3dsound " ) | | M_CheckParm ( " -ds3d " ) )
{
hws_mode = HWS_OPENAL ;
}
# elif defined (_WIN32)
if ( M_CheckParm ( " -ds3d " ) )
{
hws_mode = HWS_DS3D ;
sdrv_name = " s_ds3d.dll " ;
}
else if ( M_CheckParm ( " -fmod3d " ) )
{
hws_mode = HWS_FMOD3D ;
sdrv_name = " s_fmod.dll " ;
}
else if ( M_CheckParm ( " -openal " ) )
{
hws_mode = HWS_OPENAL ;
sdrv_name = " s_openal.dll " ;
}
# else
if ( M_CheckParm ( " -fmod3d " ) )
{
hws_mode = HWS_FMOD3D ;
sdrv_name = " ./s_fmod.so " ;
}
else if ( M_CheckParm ( " -openal " ) )
{
hws_mode = HWS_OPENAL ;
sdrv_name = " ./s_openal.so " ;
}
# endif
else if ( M_CheckParm ( " -sounddriver " ) & & M_IsNextParm ( ) )
{
hws_mode = HWS_OTHER ;
sdrv_name = M_GetNextParm ( ) ;
}
if ( hws_mode ! = HWS_DEFAULT_MODE )
{
if ( Init3DSDriver ( sdrv_name ) )
{
snddev_t snddev ;
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//sound_disabled = true;
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//I_AddExitFunc(I_ShutdownSound);
snddev . bps = 16 ;
snddev . sample_rate = audio . freq ;
snddev . numsfxs = NUMSFX ;
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# if defined (_WIN32)
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snddev . cooplevel = 0x00000002 ;
snddev . hWnd = vid . WndParent ;
# endif
if ( HW3S_Init ( I_Error , & snddev ) )
{
audio . userdata = NULL ;
CONS_Printf ( " %s " , M_GetText ( " Using 3D sound driver \n " ) ) ;
return ;
}
CONS_Printf ( " %s " , M_GetText ( " Failed loading 3D sound driver \n " ) ) ;
// Falls back to default sound system
HW3S_Shutdown ( ) ;
hwClose ( soundso ) ;
}
CONS_Printf ( " %s " , M_GetText ( " Failed loading 3D sound driver \n " ) ) ;
hws_mode = HWS_DEFAULT_MODE ;
}
# endif
if ( ! musicStarted & & SDL_OpenAudio ( & audio , & audio ) < 0 )
{
CONS_Printf ( " %s " , M_GetText ( " couldn't open audio with desired format \n " ) ) ;
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sound_disabled = true ;
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return ;
}
else
{
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//char ad[100];
//CONS_Printf(M_GetText(" Starting up with audio driver : %s\n"), SDL_AudioDriverName(ad, (int)sizeof ad));
2014-03-15 16:59:03 +00:00
}
samplecount = audio . samples ;
CV_SetValue ( & cv_samplerate , audio . freq ) ;
CONS_Printf ( M_GetText ( " configured audio device with %d samples/slice at %ikhz(%dms buffer) \n " ) , samplecount , audio . freq / 1000 , ( INT32 ) ( ( ( float ) audio . samples * 1000.0f ) / audio . freq ) ) ;
// Finished initialization.
CONS_Printf ( " %s " , M_GetText ( " Sound module ready \n " ) ) ;
//[segabor]
if ( ! musicStarted ) SDL_PauseAudio ( 0 ) ;
//Mix_Pause(0);
I_SetChannels ( ) ;
sound_started = true ;
Snd_Mutex = SDL_CreateMutex ( ) ;
}
//
// MUSIC API.
//
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/// ------------------------
// MUSIC SYSTEM
/// ------------------------
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#if 0 //#ifdef HAVE_LIBGME
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static void I_ShutdownGMEMusic ( void )
{
Snd_LockAudio ( ) ;
if ( localdata . gme_emu )
gme_delete ( localdata . gme_emu ) ;
localdata . gme_emu = NULL ;
Snd_UnlockAudio ( ) ;
}
# endif
void I_InitMusic ( void )
{
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#if 0 //#ifdef HAVE_LIBGME
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I_AddExitFunc ( I_ShutdownGMEMusic ) ;
# endif
}
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void I_ShutdownMusic ( void ) { }
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/// ------------------------
// MUSIC PROPERTIES
/// ------------------------
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musictype_t I_SongType ( void )
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{
return MU_NONE ;
}
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boolean I_SongPlaying ( void )
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{
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return false ;
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}
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boolean I_SongPaused ( void )
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{
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return false ;
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}
/// ------------------------
// MUSIC EFFECTS
/// ------------------------
boolean I_SetSongSpeed ( float speed )
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{
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( void ) speed ;
return false ;
}
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/// ------------------------
// MUSIC SEEKING
/// ------------------------
UINT32 I_GetSongLength ( void )
{
return 0 ;
}
boolean I_SetSongLoopPoint ( UINT32 looppoint )
{
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( void ) looppoint ;
return false ;
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}
UINT32 I_GetSongLoopPoint ( void )
{
return 0 ;
}
boolean I_SetSongPosition ( UINT32 position )
{
( void ) position ;
return false ;
}
UINT32 I_GetSongPosition ( void )
{
return 0 ;
}
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/// ------------------------
// MUSIC PLAYBACK
/// ------------------------
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#if 0 //#ifdef HAVE_LIBGME
static void I_StopGME ( void )
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{
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Snd_LockAudio ( ) ;
gme_seek ( localdata . gme_emu , 0 ) ;
Snd_UnlockAudio ( ) ;
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}
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static void I_PauseGME ( void )
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{
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localdata . gme_pause = true ;
}
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static void I_ResumeGME ( void )
{
localdata . gme_pause = false ;
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}
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# endif
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boolean I_LoadSong ( char * data , size_t len )
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{
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return false ;
}
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void I_UnloadSong ( void ) { }
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boolean I_PlaySong ( boolean looping )
{
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( void ) looping ;
return false ;
}
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void I_StopSong ( void )
{
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#if 0 //#ifdef HAVE_LIBGME
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I_StopGME ( ) ;
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# endif
}
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void I_PauseSong ( void )
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{
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#if 0 //#ifdef HAVE_LIBGME
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I_PauseGME ( ) ;
# endif
}
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void I_ResumeSong ( void )
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{
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#if 0
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I_ResumeGME ( ) ;
# endif
}
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void I_SetMusicVolume ( UINT8 volume )
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{
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( void ) volume ;
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}
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boolean I_SetSongTrack ( int track )
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{
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( void ) track ;
return false ;
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}
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/// ------------------------
/// MUSIC FADING
/// ------------------------
void I_SetInternalMusicVolume ( UINT8 volume )
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{
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( void ) volume ;
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}
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void I_StopFadingSong ( void )
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{
}
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boolean I_FadeSongFromVolume ( UINT8 target_volume , UINT8 source_volume , UINT32 ms , void ( * callback ) ( void ) )
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{
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( void ) target_volume ;
( void ) source_volume ;
( void ) ms ;
return false ;
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}
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boolean I_FadeSong ( UINT8 target_volume , UINT32 ms , void ( * callback ) ( void ) )
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{
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( void ) target_volume ;
( void ) ms ;
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return false ;
}
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boolean I_FadeOutStopSong ( UINT32 ms )
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{
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( void ) ms ;
return false ;
}
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boolean I_FadeInPlaySong ( UINT32 ms , boolean looping )
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{
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( void ) ms ;
( void ) looping ;
return false ;
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}
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/// ------------------------
// MUSIC LOADING AND CLEANUP
// \todo Split logic between loading and playing,
// then move to Playback section
/// ------------------------
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#if 0 //#ifdef HAVE_LIBGME
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static void I_CleanupGME ( void * userdata )
{
Z_Free ( userdata ) ;
}
static boolean I_StartGMESong ( const char * musicname , boolean looping )
{
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char filename [ 9 ] ;
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void * data ;
lumpnum_t lumpnum ;
size_t lumplength ;
Music_Emu * emu ;
const char * gme_err ;
Snd_LockAudio ( ) ;
if ( localdata . gme_emu )
gme_delete ( localdata . gme_emu ) ;
localdata . gme_emu = NULL ;
Snd_UnlockAudio ( ) ;
snprintf ( filename , sizeof filename , " o_%s " , musicname ) ;
lumpnum = W_CheckNumForName ( filename ) ;
if ( lumpnum = = LUMPERROR )
{
return false ; // No music found. Oh well!
}
else
lumplength = W_LumpLength ( lumpnum ) ;
data = W_CacheLumpNum ( lumpnum , PU_MUSIC ) ;
gme_err = gme_open_data ( data , ( long ) lumplength , & emu , audio . freq ) ;
if ( gme_err ! = NULL ) {
//I_OutputMsg("I_StartGMESong: error %s\n",gme_err);
return false ;
}
gme_set_user_data ( emu , data ) ;
gme_set_user_cleanup ( emu , I_CleanupGME ) ;
gme_start_track ( emu , 0 ) ;
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# ifdef HAVE_MIXER
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gme_set_fade ( emu , Digfade ) ;
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# endif
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Snd_LockAudio ( ) ;
localdata . gme_emu = emu ;
localdata . gme_pause = false ;
localdata . gme_loop = ( UINT8 ) looping ;
Snd_UnlockAudio ( ) ;
return true ;
}
# endif
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# endif //HAVE_SDL