SRB2/src/s_sound.c
2014-11-11 19:55:07 -05:00

1454 lines
33 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2014 by Sonic Team Junior.
//
// 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
#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
#if defined (_WIN32_WCE) || defined (DC) || defined(GP2X)
consvar_t cv_samplerate = {"samplerate", "11025", 0, CV_Unsigned, NULL, 11025, NULL, NULL, 0, 0, NULL}; //Alam: For easy hacking?
#elif defined(_PSP) || defined(_WINDOWS)
consvar_t cv_samplerate = {"samplerate", "44100", 0, CV_Unsigned, NULL, 44100, NULL, NULL, 0, 0, NULL}; //Alam: For easy hacking?
#elif defined(_WII)
consvar_t cv_samplerate = {"samplerate", "32000", 0, CV_Unsigned, NULL, 32000, 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
consvar_t cv_soundvolume = {"soundvolume", "31", CV_SAVE, soundvolume_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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};
// number of channels available
#if defined (_WIN32_WCE) || defined (DC) || defined (PSP) || defined(GP2X)
consvar_t cv_numChannels = {"snd_channels", "8", CV_SAVE|CV_CALL, CV_Unsigned, SetChannelsNum, 0, NULL, NULL, 0, 0, NULL};
#else
consvar_t cv_numChannels = {"snd_channels", "32", CV_SAVE|CV_CALL, CV_Unsigned, SetChannelsNum, 0, NULL, NULL, 0, 0, NULL};
#endif
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
typedef struct
{
// sound information (if null, channel avail.)
sfxinfo_t *sfxinfo;
// origin of sound
const void *origin;
// handle of the sound being played
INT32 handle;
} channel_t;
// the set of channels available
static channel_t *channels = NULL;
static INT32 numofchannels = 0;
// whether songs are mus_paused
static boolean mus_paused = 0;
// music currently being played
musicinfo_t *mus_playing = 0;
static INT32 nextcleanup;
//
// 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;
}
else if (origin && channels[cnum].origin == origin
&& channels[cnum].sfxinfo->name != sfxinfo->name
&& channels[cnum].sfxinfo->pitch == SF_TOTALLYSINGLE && sfxinfo->pitch == SF_TOTALLYSINGLE)
{
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)
{
nosound = true;
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);
#if defined (macintosh) && !defined (HAVE_SDL) // mp3 playlist stuff
{
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;
}
//
// 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"));
}
}
// 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");
}
//
// Per level startup code.
// Kills playing sounds at start of level,
// determines music if any, changes music.
//
// 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);
}
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_Start(void)
{
if (mapmusic & MUSIC_RELOADRESET)
{
mapmusic = mapheaderinfo[gamemap-1]->musicslot
| (mapheaderinfo[gamemap-1]->musicslottrack << MUSIC_TRACKSHIFT);
}
mus_paused = 0;
if (cv_resetmusic.value)
S_StopMusic();
S_ChangeMusic(mapmusic, true);
nextcleanup = 15;
}
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 || nosound)
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
// 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;
}
}
}
//
// Stop and resume music, during game PAUSE.
//
void S_PauseSound(void)
{
if (!nodigimusic)
I_PauseSong(0);
if (mus_playing && !mus_paused)
{
I_PauseSong(mus_playing->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_ResumeSound(void)
{
if (!nodigimusic)
I_ResumeSong(0);
else
if (mus_playing && mus_paused)
{
I_ResumeSong(mus_playing->handle);
mus_paused = false;
}
// resume cd music
I_ResumeCD();
}
//
// 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;
}
}
// Clean up unused data.
#if 0
{
static tic_t nextcleanup = 0;
size_t i;
sfxinfo_t *sfx;
if (!gametic) nextcleanup = 0;
if (gametic > nextcleanup)
{
for (i = 1; i < NUMSFX; i++)
{
if (S_sfx[i].usefulness == 0)
{
S_sfx[i].usefulness--;
// don't forget to unlock it !!!
// __dmpi_unlock_....
//Z_ChangeTag(S_sfx[i].data, PU_CACHE);
I_FreeSfx(S_sfx+i);
//S_sfx[i].data = 0;
CONS_Debug(DBG_GAMELOGIC, "flushed sfx %.6s\n", S_sfx[i].name);
}
}
nextcleanup = gametic + 15;
}
}
#endif
// FIXTHIS: nextcleanup is probably unused
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_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
if (!nodigimusic)
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);
}
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
}
static boolean S_MIDIMusic(musicinfo_t *music, boolean looping)
{
if (nomidimusic)
return true; // no error
if (music_disabled)
return true; // no error
// get lumpnum if neccessary
if (!music->lumpnum)
{
if (W_CheckNumForName(va("d_%s", music->name)) == LUMPERROR)
return false;
music->lumpnum = W_GetNumForName(va("d_%s", music->name));
}
// load & register it
music->data = W_CacheLumpNum(music->lumpnum, PU_MUSIC);
#if defined (macintosh) && !defined (HAVE_SDL)
music->handle = I_RegisterSong(music_num);
#else
music->handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));
#endif
#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", music->name);
msgsnd(msg_id, (struct msgbuf*)&msg_buffer, sizeof (msg_buffer.msg_text), IPC_NOWAIT);
}
#endif
// play it
if (!I_PlaySong(music->handle, looping))
return false;
mus_playing = music;
return true;
}
static boolean S_DigMusic(musicinfo_t *music, boolean looping)
{
if (nodigimusic)
return false; // try midi
if (digital_disabled)
return false; // try midi
if (!I_StartDigSong(music->name, looping))
return false;
mus_playing = music;
return true;
}
void S_ChangeMusic(UINT32 mslotnum, boolean looping)
{
musicinfo_t *music;
musicenum_t music_num = (signed)(mslotnum & MUSIC_SONGMASK);
INT32 track_num = (mslotnum & MUSIC_TRACKMASK) >> MUSIC_TRACKSHIFT;
#if defined (DC) || defined (_WIN32_WCE) || defined (PSP) || defined(GP2X)
S_ClearSfx();
#endif
if (nomidimusic && nodigimusic)
return;
if (music_disabled && digital_disabled)
return;
// No Music
if (music_num == mus_None)
{
S_StopMusic();
return;
}
if (music_num >= NUMMUSIC)
{
CONS_Alert(CONS_ERROR, "Bad music number %d\n", music_num);
return;
}
else
music = &S_music[music_num];
if (mus_playing != music)
{
S_StopMusic(); // shutdown old music
if (!S_DigMusic(music, looping) && !S_MIDIMusic(music, looping))
{
CONS_Alert(CONS_ERROR, M_GetText("Music lump %.6s not found!\n"), music->name);
return;
}
}
I_SetSongTrack(track_num);
}
boolean S_SpeedMusic(float speed)
{
return I_SetSongSpeed(speed);
}
void S_StopMusic(void)
{
if (!mus_playing)
return;
if (mus_paused)
I_ResumeSong(mus_playing->handle);
if (!nodigimusic)
I_StopDigSong();
S_SpeedMusic(1.0f);
I_StopSong(mus_playing->handle);
I_UnRegisterSong(mus_playing->handle);
#ifndef HAVE_SDL //SDL uses RWOPS
Z_ChangeTag(mus_playing->data, PU_CACHE);
#endif
mus_playing->data = NULL;
mus_playing = NULL;
}
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);
}