SRB2/src/s_sound.c
2023-10-31 13:30:16 +01:00

2639 lines
61 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2023 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
#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_skins.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"
#include "m_misc.h" // for tunes command
#include "m_cond.h" // for conditionsets
#include "lua_hook.h" // MusicChange hook
#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);
static void Command_Tunes_f(void);
static void Command_RestartAudio_f(void);
// Sound system toggles
static void GameMIDIMusic_OnChange(void);
static void GameSounds_OnChange(void);
static void GameDigiMusic_OnChange(void);
static void MusicPref_OnChange(void);
#ifdef HAVE_OPENMPT
static void ModFilter_OnChange(void);
#endif
static lumpnum_t S_GetMusicLumpNum(const char *mname);
static boolean S_CheckQueue(void);
#if defined (_WINDOWS) && !defined (SURROUND) //&& defined (_X86_)
#define SURROUND
#endif
#ifdef _WINDOWS
consvar_t cv_samplerate = CVAR_INIT ("samplerate", "44100", 0, CV_Unsigned, NULL); //Alam: For easy hacking?
#else
consvar_t cv_samplerate = CVAR_INIT ("samplerate", "22050", 0, CV_Unsigned, NULL); //Alam: For easy hacking?
#endif
// stereo reverse
consvar_t stereoreverse = CVAR_INIT ("stereoreverse", "Off", CV_SAVE, CV_OnOff, NULL);
// if true, all sounds are loaded at game startup
static consvar_t precachesound = CVAR_INIT ("precachesound", "Off", CV_SAVE, CV_OnOff, NULL);
// actual general (maximum) sound & music volume, saved into the config
consvar_t cv_soundvolume = CVAR_INIT ("soundvolume", "16", CV_SAVE, soundvolume_cons_t, NULL);
consvar_t cv_digmusicvolume = CVAR_INIT ("digmusicvolume", "16", CV_SAVE, soundvolume_cons_t, NULL);
consvar_t cv_midimusicvolume = CVAR_INIT ("midimusicvolume", "16", CV_SAVE, soundvolume_cons_t, NULL);
static void Captioning_OnChange(void)
{
S_ResetCaptions();
if (cv_closedcaptioning.value)
S_StartSound(NULL, sfx_menu1);
}
consvar_t cv_closedcaptioning = CVAR_INIT ("closedcaptioning", "Off", CV_SAVE|CV_CALL, CV_OnOff, Captioning_OnChange);
// number of channels available
consvar_t cv_numChannels = CVAR_INIT ("snd_channels", "32", CV_SAVE|CV_CALL, CV_Unsigned, SetChannelsNum);
static consvar_t surround = CVAR_INIT ("surround", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_resetmusic = CVAR_INIT ("resetmusic", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_resetmusicbyheader = CVAR_INIT ("resetmusicbyheader", "Yes", CV_SAVE, CV_YesNo, NULL);
static CV_PossibleValue_t cons_1upsound_t[] = {
{0, "Jingle"},
{1, "Sound"},
{0, NULL}
};
consvar_t cv_1upsound = CVAR_INIT ("1upsound", "Jingle", CV_SAVE, cons_1upsound_t, NULL);
// Sound system toggles, saved into the config
consvar_t cv_gamedigimusic = CVAR_INIT ("digimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameDigiMusic_OnChange);
consvar_t cv_gamemidimusic = CVAR_INIT ("midimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameMIDIMusic_OnChange);
consvar_t cv_gamesounds = CVAR_INIT ("sounds", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameSounds_OnChange);
// Music preference
static CV_PossibleValue_t cons_musicpref_t[] = {
{0, "Digital"},
{1, "MIDI"},
{0, NULL}
};
consvar_t cv_musicpref = CVAR_INIT ("musicpref", "Digital", CV_SAVE|CV_CALL|CV_NOINIT, cons_musicpref_t, MusicPref_OnChange);
// Window focus sound sytem toggles
consvar_t cv_playmusicifunfocused = CVAR_INIT ("playmusicifunfocused", "No", CV_SAVE, CV_YesNo, NULL);
consvar_t cv_playsoundsifunfocused = CVAR_INIT ("playsoundsifunfocused", "No", CV_SAVE, CV_YesNo, NULL);
#ifdef HAVE_OPENMPT
openmpt_module *openmpt_mhandle = NULL;
static CV_PossibleValue_t interpolationfilter_cons_t[] = {{0, "Default"}, {1, "None"}, {2, "Linear"}, {4, "Cubic"}, {8, "Windowed sinc"}, {0, NULL}};
consvar_t cv_modfilter = CVAR_INIT ("modfilter", "0", CV_SAVE|CV_CALL, interpolationfilter_cons_t, ModFilter_OnChange);
#endif
#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;
}
}
//
// 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)
{
sound_disabled = true;
return;
}
CV_RegisterVar(&stereoreverse);
CV_RegisterVar(&precachesound);
CV_RegisterVar(&surround);
CV_RegisterVar(&cv_samplerate);
CV_RegisterVar(&cv_resetmusic);
CV_RegisterVar(&cv_resetmusicbyheader);
CV_RegisterVar(&cv_1upsound);
CV_RegisterVar(&cv_playsoundsifunfocused);
CV_RegisterVar(&cv_playmusicifunfocused);
CV_RegisterVar(&cv_gamesounds);
CV_RegisterVar(&cv_gamedigimusic);
CV_RegisterVar(&cv_gamemidimusic);
CV_RegisterVar(&cv_musicpref);
#ifdef HAVE_OPENMPT
CV_RegisterVar(&cv_modfilter);
#endif
#ifdef HAVE_MIXERX
CV_RegisterVar(&cv_midiplayer);
CV_RegisterVar(&cv_midisoundfontpath);
CV_RegisterVar(&cv_miditimiditypath);
#endif
COM_AddCommand("tunes", Command_Tunes_f, COM_LUA);
COM_AddCommand("restartaudio", Command_RestartAudio_f, COM_LUA);
}
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();
}
// 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");
}
//
// Sound Status
//
boolean S_SoundDisabled(void)
{
return (
sound_disabled ||
( window_notinfocus && ! cv_playsoundsifunfocused.value )
);
}
// 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();
}
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 = 3; // bob
}
void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
{
const INT32 initial_volume = volume;
INT32 sep, pitch, priority, cnum;
const sfxenum_t actual_id = sfx_id;
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 (S_SoundDisabled() || !sound_started)
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(actual_id, cnum, MAXCAPTIONTICS);
// Assigns the handle to one of the channels in the
// mix/output buffer.
channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority, cnum);
}
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(actual_id, cnum, MAXCAPTIONTICS);
// Assigns the handle to one of the channels in the
// mix/output buffer.
channels[cnum].volume = initial_volume;
channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority, cnum);
}
void S_StartSound(const void *origin, sfxenum_t sfx_id)
{
if (S_SoundDisabled())
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:
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:
sfx_id = sfx_mario3;
break;
case sfx_itemup:
sfx_id = sfx_mario4;
break;
// case sfx_tink:
// sfx_id = sfx_mario1;
// break;
// case sfx_cgot:
// sfx_id = sfx_mario9;
// break;
// case sfx_lose:
// sfx_id = sfx_mario2;
// break;
default:
break;
}
}
if (maptol & TOL_XMAS) // Some sounds change for xmas
{
switch (sfx_id)
{
case sfx_ideya:
case sfx_nbmper:
case sfx_ncitem:
case sfx_ngdone:
++sfx_id;
default:
break;
}
}
// the volume is handled 8 bits
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
HW3S_StartSound(origin, sfx_id);
else
#endif
S_StartSoundAtVolume(origin, sfx_id, 255);
}
void S_StopSound(void *origin)
{
INT32 cnum;
// Sounds without origin can have multiple sources, they shouldn't
// be stopped by new sounds.
if (!origin)
return;
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_StopSound(origin);
return;
}
#endif
for (cnum = 0; cnum < numofchannels; cnum++)
{
if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
{
S_StopChannel(cnum);
break;
}
}
}
//
// Updates music & sounds
//
static INT32 actualsfxvolume; // check for change through console
static INT32 actualdigmusicvolume;
static INT32 actualmidimusicvolume;
void S_UpdateSounds(void)
{
INT32 audible, cnum, volume, sep, pitch;
channel_t *c;
listener_t listener;
listener_t listener2;
mobj_t *listenmobj = players[displayplayer].mo;
mobj_t *listenmobj2 = NULL;
memset(&listener, 0, sizeof(listener_t));
memset(&listener2, 0, sizeof(listener_t));
// Update sound/music volumes, if changed manually at console
if (actualsfxvolume != cv_soundvolume.value)
S_SetSfxVolume (cv_soundvolume.value);
if (actualdigmusicvolume != cv_digmusicvolume.value)
S_SetDigMusicVolume (cv_digmusicvolume.value);
if (actualmidimusicvolume != cv_midimusicvolume.value)
S_SetMIDIMusicVolume (cv_midimusicvolume.value);
// We're done now, if we're not in a level.
if (gamestate != GS_LEVEL)
{
#ifndef NOMUMBLE
// Stop Mumble cutting out. I'm sick of it.
I_UpdateMumble(NULL, listener);
#endif
goto notinlevel;
}
if (dedicated || sound_disabled)
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;
}
#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 = c->volume; // 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:
I_UpdateSound();
}
void S_UpdateClosedCaptions(void)
{
UINT8 i;
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;
}
}
}
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)
{
size_t i;
for (i = 1; i < NUMSFX; i++)
I_FreeSfx(S_sfx + i);
}
static void S_StopChannel(INT32 cnum)
{
channel_t *c = &channels[cnum];
if (c->sfxinfo)
{
// stop the sound playing
if (I_SoundIsPlaying(c->handle))
I_StopSound(c->handle);
// degrade usefulness of sound data
c->sfxinfo->usefulness--;
c->sfxinfo = 0;
}
c->origin = NULL;
}
//
// 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
/* not sure if it should be > (no =), but this matches the old behavior */
if (approx_dist >= S_CLOSE_DIST)
{
// distance effect
INT32 n = (15 * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS));
*vol = FixedMul(*vol * FRACUNIT / 255, n) / 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);
}
//
// 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
/// ------------------------
static char music_name[7]; // up to 6-character name
static void *music_data;
static UINT16 music_flags;
static boolean music_looping;
static char queue_name[7];
static UINT16 queue_flags;
static boolean queue_looping;
static UINT32 queue_position;
static UINT32 queue_fadeinms;
static tic_t pause_starttic;
/// ------------------------
/// Music Definitions
/// ------------------------
enum
{
MUSICDEF_220,
MUSICDEF_221,
};
musicdef_t soundtestsfx = {
"_STSFX", // prevents exactly one valid track name from being used on the sound test
"Sound Effects",
"",
"SEGA, VAdaPEGA, other sources",
1, // show on soundtest page 1
0, // with no conditions
0,
0,
0,
false,
NULL
};
musicdef_t *musicdefstart = &soundtestsfx;
//
// search for music definition in wad
//
static UINT16 W_CheckForMusicDefInPwad(UINT16 wadid)
{
UINT16 i;
lumpinfo_t *lump_p;
lump_p = wadfiles[wadid]->lumpinfo;
for (i = 0; i < wadfiles[wadid]->numlumps; i++, lump_p++)
if (memcmp(lump_p->name, "MUSICDEF", 8) == 0)
return i;
return INT16_MAX; // not found
}
static void
MusicDefStrcpy (char *p, const char *s, size_t n, int version)
{
strlcpy(p, s, n);
if (version == MUSICDEF_220)
{
while (( p = strchr(p, '_') ))
*p++ = ' '; // turn _ into spaces.
}
}
static boolean
ReadMusicDefFields (UINT16 wadnum, int line, boolean fields, char *stoken,
musicdef_t **defp, int *versionp)
{
musicdef_t *def;
int version;
char *value;
char *textline;
int i;
if (!stricmp(stoken, "lump"))
{
value = strtok(NULL, " ");
if (!value)
{
CONS_Alert(CONS_WARNING,
"MUSICDEF: Field '%s' is missing name. (file %s, line %d)\n",
stoken, wadfiles[wadnum]->filename, line);
return false;
}
else
{
musicdef_t *prev = NULL;
def = musicdefstart;
// Search if this is a replacement
//CONS_Printf("S_LoadMusicDefs: Searching for song replacement...\n");
while (def)
{
if (!stricmp(def->name, value))
{
//CONS_Printf("S_LoadMusicDefs: Found song replacement '%s'\n", def->name);
break;
}
prev = def;
def = def->next;
}
// Nothing found, add to the end.
if (!def)
{
def = Z_Calloc(sizeof (musicdef_t), PU_STATIC, NULL);
STRBUFCPY(def->name, value);
strlwr(def->name);
def->bpm = TICRATE<<(FRACBITS-1); // FixedDiv((60*TICRATE)<<FRACBITS, 120<<FRACBITS)
if (prev != NULL)
prev->next = def;
//CONS_Printf("S_LoadMusicDefs: Added song '%s'\n", def->name);
}
(*defp) = def;
}
}
else if (!stricmp(stoken, "version"))
{
if (fields)/* is this not the first field? */
{
CONS_Alert(CONS_WARNING,
"MUSICDEF: Field '%s' must come first. (file %s, line %d)\n",
stoken, wadfiles[wadnum]->filename, line);
return false;
}
else
{
value = strtok(NULL, " ");
if (!value)
{
CONS_Alert(CONS_WARNING,
"MUSICDEF: Field '%s' is missing version. (file %s, line %d)\n",
stoken, wadfiles[wadnum]->filename, line);
return false;
}
else
{
if (strcasecmp(value, "2.2.0"))
(*versionp) = MUSICDEF_221;
}
}
}
else
{
version = (*versionp);
if (version == MUSICDEF_220)
value = strtok(NULL, " =");
else
{
value = strtok(NULL, "");
if (value)
{
// Find the equals sign.
value = strchr(value, '=');
}
}
if (!value)
{
CONS_Alert(CONS_WARNING,
"MUSICDEF: Field '%s' is missing value. (file %s, line %d)\n",
stoken, wadfiles[wadnum]->filename, line);
return false;
}
else
{
def = (*defp);
if (!def)
{
CONS_Alert(CONS_ERROR,
"MUSICDEF: No music definition before field '%s'. (file %s, line %d)\n",
stoken, wadfiles[wadnum]->filename, line);
return false;
}
if (version != MUSICDEF_220)
{
// Skip the equals sign.
value++;
// Now skip funny whitespace.
value += strspn(value, "\t ");
}
textline = value;
i = atoi(value);
/* based ignored lumps */
if (!stricmp(stoken, "usage")) {
#if 0 // Ignore for now
STRBUFCPY(def->usage, textline);
#endif
} else if (!stricmp(stoken, "source")) {
#if 0 // Ignore for now
STRBUFCPY(def->source, textline);
#endif
} else if (!stricmp(stoken, "title")) {
MusicDefStrcpy(def->title, textline,
sizeof def->title, version);
} else if (!stricmp(stoken, "alttitle")) {
MusicDefStrcpy(def->alttitle, textline,
sizeof def->alttitle, version);
} else if (!stricmp(stoken, "authors")) {
MusicDefStrcpy(def->authors, textline,
sizeof def->authors, version);
} else if (!stricmp(stoken, "soundtestpage")) {
def->soundtestpage = (UINT8)i;
} else if (!stricmp(stoken, "soundtestcond")) {
// Convert to map number
if (textline[0] >= 'A' && textline[0] <= 'Z' && textline[2] == '\0')
i = M_MapNumber(textline[0], textline[1]);
def->soundtestcond = (INT16)i;
} else if (!stricmp(stoken, "stoppingtime")) {
double stoppingtime = atof(textline)*TICRATE;
def->stoppingtics = (tic_t)stoppingtime;
} else if (!stricmp(stoken, "bpm")) {
double bpm = atof(textline);
fixed_t bpmf = FLOAT_TO_FIXED(bpm);
if (bpmf > 0)
def->bpm = FixedDiv((60*TICRATE)<<FRACBITS, bpmf);
} else if (!stricmp(stoken, "loopms")) {
def->loop_ms = atoi(textline);
} else {
CONS_Alert(CONS_WARNING,
"MUSICDEF: Invalid field '%s'. (file %s, line %d)\n",
stoken, wadfiles[wadnum]->filename, line);
}
}
}
return true;
}
void S_LoadMusicDefs(UINT16 wadnum)
{
UINT16 lumpnum;
char *lump;
char *musdeftext;
size_t size;
char *lf;
char *stoken;
size_t nlf = 0xFFFFFFFF;
size_t ncr;
musicdef_t *def = NULL;
int version = MUSICDEF_220;
int line = 1; // for better error msgs
boolean fields = false;
lumpnum = W_CheckForMusicDefInPwad(wadnum);
if (lumpnum == INT16_MAX)
return;
lump = W_CacheLumpNumPwad(wadnum, lumpnum, PU_CACHE);
size = W_LumpLengthPwad(wadnum, lumpnum);
// Null-terminated MUSICDEF lump.
musdeftext = malloc(size+1);
if (!musdeftext)
I_Error("S_LoadMusicDefs: No more free memory for the parser\n");
M_Memcpy(musdeftext, lump, size);
musdeftext[size] = '\0';
// Find music def
stoken = musdeftext;
for (;;)
{
lf = strpbrk(stoken, "\r\n");
if (lf)
{
if (*lf == '\n')
nlf = 1;
else
nlf = 0;
*lf++ = '\0';/* now we can delimit to here */
}
stoken = strtok(stoken, " ");
if (stoken)
{
if (! ReadMusicDefFields(wadnum, line, fields, stoken,
&def, &version))
break;
fields = true;
}
if (lf)
{
do
{
line += nlf;
ncr = strspn(lf, "\r");/* skip CR */
lf += ncr;
nlf = strspn(lf, "\n");
lf += nlf;
}
while (nlf || ncr) ;
stoken = lf;/* now the next nonempty line */
}
else
break;/* EOF */
}
free(musdeftext);
}
//
// S_InitMusicDefs
//
// Simply load music defs in all wads.
//
void S_InitMusicDefs(void)
{
UINT16 i;
for (i = 0; i < numwadfiles; i++)
S_LoadMusicDefs(i);
}
musicdef_t **soundtestdefs = NULL;
INT32 numsoundtestdefs = 0;
UINT8 soundtestpage = 1;
//
// S_PrepareSoundTest
//
// Prepare sound test. What am I, your butler?
//
boolean S_PrepareSoundTest(void)
{
gamedata_t *data = clientGamedata;
musicdef_t *def;
INT32 pos = numsoundtestdefs = 0;
for (def = musicdefstart; def; def = def->next)
{
if (!(def->soundtestpage & soundtestpage))
continue;
def->allowed = false;
numsoundtestdefs++;
}
if (!numsoundtestdefs)
return false;
if (soundtestdefs)
Z_Free(soundtestdefs);
if (!(soundtestdefs = Z_Malloc(numsoundtestdefs*sizeof(musicdef_t *), PU_STATIC, NULL)))
I_Error("S_PrepareSoundTest(): could not allocate soundtestdefs.");
for (def = musicdefstart; def /*&& i < numsoundtestdefs*/; def = def->next)
{
if (!(def->soundtestpage & soundtestpage))
continue;
soundtestdefs[pos++] = def;
if (def->soundtestcond > 0 && !(data->mapvisited[def->soundtestcond-1] & MV_BEATEN))
continue;
if (def->soundtestcond < 0 && !M_Achieved(-1-def->soundtestcond, data))
continue;
def->allowed = true;
}
return true;
}
/// ------------------------
/// 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();
}
boolean S_MusicNotInFocus(void)
{
return (
( window_notinfocus && ! cv_playmusicifunfocused.value )
);
}
musictype_t S_MusicType(void)
{
return I_SongType();
}
const char *S_MusicName(void)
{
return music_name;
}
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 Seeking
/// ------------------------
UINT32 S_GetMusicLength(void)
{
return I_GetSongLength();
}
boolean S_SetMusicLoopPoint(UINT32 looppoint)
{
return I_SetSongLoopPoint(looppoint);
}
UINT32 S_GetMusicLoopPoint(void)
{
return I_GetSongLoopPoint();
}
boolean S_SetMusicPosition(UINT32 position)
{
return I_SetSongPosition(position);
}
UINT32 S_GetMusicPosition(void)
{
return I_GetSongPosition();
}
/// ------------------------
/// Music Stacking (Jingles)
/// In this section: mazmazz doesn't know how to do dynamic arrays or struct pointers!
/// ------------------------
char music_stack_nextmusname[7];
boolean music_stack_noposition = false;
UINT32 music_stack_fadeout = 0;
UINT32 music_stack_fadein = 0;
static musicstack_t *music_stacks = NULL;
static musicstack_t *last_music_stack = NULL;
void S_SetStackAdjustmentStart(void)
{
if (!pause_starttic)
pause_starttic = gametic;
}
void S_AdjustMusicStackTics(void)
{
if (pause_starttic)
{
musicstack_t *mst;
for (mst = music_stacks; mst; mst = mst->next)
mst->tic += gametic - pause_starttic;
pause_starttic = 0;
}
}
static void S_ResetMusicStack(void)
{
musicstack_t *mst, *mst_next;
for (mst = music_stacks; mst; mst = mst_next)
{
mst_next = mst->next;
Z_Free(mst);
}
music_stacks = last_music_stack = NULL;
}
static void S_RemoveMusicStackEntry(musicstack_t *entry)
{
musicstack_t *mst;
for (mst = music_stacks; mst; mst = mst->next)
{
if (mst == entry)
{
// Remove ourselves from the chain and link
// prev and next together
if (mst->prev)
mst->prev->next = mst->next;
else
music_stacks = mst->next;
if (mst->next)
mst->next->prev = mst->prev;
else
last_music_stack = mst->prev;
break;
}
}
Z_Free(entry);
}
static void S_RemoveMusicStackEntryByStatus(UINT16 status)
{
musicstack_t *mst, *mst_next;
if (!status)
return;
for (mst = music_stacks; mst; mst = mst_next)
{
mst_next = mst->next;
if (mst->status == status)
S_RemoveMusicStackEntry(mst);
}
}
static void S_AddMusicStackEntry(const char *mname, UINT16 mflags, boolean looping, UINT32 position, UINT16 status)
{
musicstack_t *mst, *new_mst;
// if the first entry is empty, force master onto it
if (!music_stacks)
{
music_stacks = Z_Calloc(sizeof (*mst), PU_MUSIC, NULL);
strncpy(music_stacks->musname, (status == JT_MASTER ? mname : (S_CheckQueue() ? queue_name : mapmusname)), 7);
music_stacks->musflags = (status == JT_MASTER ? mflags : (S_CheckQueue() ? queue_flags : mapmusflags));
music_stacks->looping = (status == JT_MASTER ? looping : (S_CheckQueue() ? queue_looping : true));
music_stacks->position = (status == JT_MASTER ? position : (S_CheckQueue() ? queue_position : S_GetMusicPosition()));
music_stacks->tic = gametic;
music_stacks->status = JT_MASTER;
music_stacks->mlumpnum = S_GetMusicLumpNum(music_stacks->musname);
music_stacks->noposition = S_CheckQueue();
if (status == JT_MASTER)
return; // we just added the user's entry here
}
// look for an empty slot to park ourselves
for (mst = music_stacks; mst->next; mst = mst->next);
// create our new entry
new_mst = Z_Calloc(sizeof (*new_mst), PU_MUSIC, NULL);
strncpy(new_mst->musname, mname, 7);
new_mst->musname[6] = 0;
new_mst->musflags = mflags;
new_mst->looping = looping;
new_mst->position = position;
new_mst->tic = gametic;
new_mst->status = status;
new_mst->mlumpnum = S_GetMusicLumpNum(new_mst->musname);
new_mst->noposition = false;
mst->next = new_mst;
new_mst->prev = mst;
new_mst->next = NULL;
last_music_stack = new_mst;
}
static musicstack_t *S_GetMusicStackEntry(UINT16 status, boolean fromfirst, INT16 startindex)
{
musicstack_t *mst, *start_mst = NULL, *mst_next;
// if the first entry is empty, force master onto it
// fixes a memory corruption bug
if (!music_stacks && status != JT_MASTER)
S_AddMusicStackEntry(mapmusname, mapmusflags, true, S_GetMusicPosition(), JT_MASTER);
if (startindex >= 0)
{
INT16 i = 0;
for (mst = music_stacks; mst && i <= startindex; mst = mst->next, i++)
start_mst = mst;
}
else
start_mst = (fromfirst ? music_stacks : last_music_stack);
for (mst = start_mst; mst; mst = mst_next)
{
mst_next = (fromfirst ? mst->next : mst->prev);
if (!status || mst->status == status)
{
if (P_EvaluateMusicStatus(mst->status, mst->musname))
{
if (!S_MusicExists(mst->musname, !midi_disabled, !digital_disabled)) // paranoia
S_RemoveMusicStackEntry(mst); // then continue
else
return mst;
}
else
S_RemoveMusicStackEntry(mst); // then continue
}
}
return NULL;
}
void S_RetainMusic(const char *mname, UINT16 mflags, boolean looping, UINT32 position, UINT16 status)
{
musicstack_t *mst;
if (!status) // we use this as a null indicator, don't push
{
CONS_Alert(CONS_ERROR, "Music stack entry must have a nonzero status.\n");
return;
}
else if (status == JT_MASTER) // enforce only one JT_MASTER
{
for (mst = music_stacks; mst; mst = mst->next)
{
if (mst->status == JT_MASTER)
{
CONS_Alert(CONS_ERROR, "Music stack can only have one JT_MASTER entry.\n");
return;
}
}
}
else // remove any existing status
S_RemoveMusicStackEntryByStatus(status);
S_AddMusicStackEntry(mname, mflags, looping, position, status);
}
boolean S_RecallMusic(UINT16 status, boolean fromfirst)
{
UINT32 newpos = 0;
boolean mapmuschanged = false;
musicstack_t *result;
musicstack_t *entry = Z_Calloc(sizeof (*result), PU_MUSIC, NULL);
boolean currentmidi = (I_SongType() == MU_MID || I_SongType() == MU_MID_EX);
boolean midipref = cv_musicpref.value;
if (status)
result = S_GetMusicStackEntry(status, fromfirst, -1);
else
result = S_GetMusicStackEntry(JT_NONE, false, -1);
if (result && !S_MusicExists(result->musname, !midi_disabled, !digital_disabled))
{
Z_Free(entry);
return false; // music doesn't exist, so don't do anything
}
// make a copy of result, since we make modifications to our copy
if (result)
{
*entry = *result;
strncpy(entry->musname, result->musname, 7);
}
// no result, just grab mapmusname
if (!result || !entry->musname[0] || ((status == JT_MASTER || (music_stacks ? !music_stacks->status : false)) && !entry->status))
{
strncpy(entry->musname, mapmusname, 7);
entry->musflags = mapmusflags;
entry->looping = true;
entry->position = mapmusposition;
entry->tic = gametic;
entry->status = JT_MASTER;
entry->mlumpnum = S_GetMusicLumpNum(entry->musname);
entry->noposition = false; // don't set this until we do the mapmuschanged check, below. Else, this breaks some resumes.
}
if (entry->status == JT_MASTER)
{
mapmuschanged = strnicmp(entry->musname, mapmusname, 7);
if (mapmuschanged)
{
strncpy(entry->musname, mapmusname, 7);
entry->musflags = mapmusflags;
entry->looping = true;
entry->position = mapmusposition;
entry->tic = gametic;
entry->status = JT_MASTER;
entry->mlumpnum = S_GetMusicLumpNum(entry->musname);
entry->noposition = true;
}
S_ResetMusicStack();
}
else if (!entry->status)
{
Z_Free(entry);
return false;
}
if (strncmp(entry->musname, S_MusicName(), 7) || // don't restart music if we're already playing it
(midipref != currentmidi && S_PrefAvailable(midipref, entry->musname))) // but do if the user's preference has changed
{
if (music_stack_fadeout)
S_ChangeMusicEx(entry->musname, entry->musflags, entry->looping, 0, music_stack_fadeout, 0);
else
{
S_ChangeMusicEx(entry->musname, entry->musflags, entry->looping, 0, 0, music_stack_fadein);
if (!entry->noposition && !music_stack_noposition) // HACK: Global boolean to toggle position resuming, e.g., de-superize
{
UINT32 poslapse = 0;
// To prevent the game from jumping past the end of the music, we need
// to check if we can get the song's length. Otherwise, if the lapsed resume time goes
// over a LOOPPOINT, mixer_sound.c will be unable to calculate the new resume position.
if (S_GetMusicLength())
poslapse = (UINT32)((float)(gametic - entry->tic)/(float)TICRATE*(float)MUSICRATE);
newpos = entry->position + poslapse;
}
// If the newly recalled music lumpnum does not match the lumpnum that we stored in stack,
// then discard the new position. That way, we will not recall an invalid position
// when the music is replaced or digital/MIDI is toggled.
if (newpos > 0 && S_MusicPlaying() && S_GetMusicLumpNum(entry->musname) == entry->mlumpnum)
S_SetMusicPosition(newpos);
else
{
S_StopFadingMusic();
S_SetInternalMusicVolume(100);
}
}
music_stack_noposition = false;
music_stack_fadeout = 0;
music_stack_fadein = JINGLEPOSTFADE;
}
Z_Free(entry);
return true;
}
/// ------------------------
/// Music Playback
/// ------------------------
static lumpnum_t S_GetMusicLumpNum(const char *mname)
{
boolean midipref = cv_musicpref.value;
if (S_PrefAvailable(midipref, mname))
return W_GetNumForName(va(midipref ? "d_%s":"o_%s", mname));
else if (S_PrefAvailable(!midipref, mname))
return W_GetNumForName(va(midipref ? "o_%s":"d_%s", mname));
else
return LUMPERROR;
}
static boolean S_LoadMusic(const char *mname)
{
lumpnum_t mlumpnum;
void *mdata;
if (S_MusicDisabled())
return false;
mlumpnum = S_GetMusicLumpNum(mname);
if (mlumpnum == LUMPERROR)
{
CONS_Alert(CONS_ERROR, "Music %.6s could not be loaded: lump 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
{
CONS_Alert(CONS_ERROR, "Music %.6s could not be loaded: engine failure!\n", mname);
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, UINT32 fadeinms)
{
musicdef_t *def;
if (S_MusicDisabled())
return false;
if ((!fadeinms && !I_PlaySong(looping)) ||
(fadeinms && !I_FadeInPlaySong(fadeinms, looping)))
{
CONS_Alert(CONS_ERROR, "Music %.6s could not be played: engine failure!\n", music_name);
S_UnloadMusic();
return false;
}
/* set loop point from MUSICDEF */
for (def = musicdefstart; def; def = def->next)
{
if (strcasecmp(def->name, music_name) == 0)
{
if (def->loop_ms)
S_SetMusicLoopPoint(def->loop_ms);
break;
}
}
S_InitMusicVolume(); // switch between digi and sequence volume
if (S_MusicNotInFocus())
S_PauseAudio();
return true;
}
static void S_QueueMusic(const char *mmusic, UINT16 mflags, boolean looping, UINT32 position, UINT32 fadeinms)
{
strncpy(queue_name, mmusic, 7);
queue_flags = mflags;
queue_looping = looping;
queue_position = position;
queue_fadeinms = fadeinms;
}
static boolean S_CheckQueue(void)
{
return queue_name[0];
}
static void S_ClearQueue(void)
{
queue_name[0] = queue_flags = queue_looping = queue_position = queue_fadeinms = 0;
}
static void S_ChangeMusicToQueue(void)
{
S_ChangeMusicEx(queue_name, queue_flags, queue_looping, queue_position, 0, queue_fadeinms);
S_ClearQueue();
}
void S_ChangeMusicEx(const char *mmusic, UINT16 mflags, boolean looping, UINT32 position, UINT32 prefadems, UINT32 fadeinms)
{
char newmusic[7];
struct MusicChange hook_param = {
newmusic,
&mflags,
&looping,
&position,
&prefadems,
&fadeinms
};
boolean currentmidi = (I_SongType() == MU_MID || I_SongType() == MU_MID_EX);
boolean midipref = cv_musicpref.value;
if (S_MusicDisabled())
return;
strncpy(newmusic, mmusic, 7);
if (LUA_HookMusicChange(music_name, &hook_param))
return;
newmusic[6] = 0;
// No Music (empty string)
if (newmusic[0] == 0)
{
if (prefadems)
I_FadeSong(0, prefadems, &S_StopMusic);
else
S_StopMusic();
return;
}
if (prefadems) // queue music change for after fade // allow even if the music is the same
// && S_MusicPlaying() // Let the delay happen even if we're not playing music
{
CONS_Debug(DBG_DETAILED, "Now fading out song %s\n", music_name);
S_QueueMusic(newmusic, mflags, looping, position, fadeinms);
I_FadeSong(0, prefadems, S_ChangeMusicToQueue);
return;
}
else if (strnicmp(music_name, newmusic, 6) || (mflags & MUSIC_FORCERESET) ||
(midipref != currentmidi && S_PrefAvailable(midipref, newmusic)))
{
CONS_Debug(DBG_DETAILED, "Now playing song %s\n", newmusic);
S_StopMusic();
if (!S_LoadMusic(newmusic))
return;
music_flags = mflags;
music_looping = looping;
if (!S_PlayMusic(looping, fadeinms))
return;
if (position)
I_SetSongPosition(position);
I_SetSongTrack(mflags & MUSIC_TRACKMASK);
}
else if (fadeinms) // let fades happen with same music
{
I_SetSongPosition(position);
I_FadeSong(100, fadeinms, NULL);
}
else // reset volume to 100 with same music
{
I_StopFadingSong();
I_FadeSong(100, 500, NULL);
}
}
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)
{
if (gamestate != wipegamestate)
{
closedcaptions[0].c = NULL;
closedcaptions[0].s = NULL;
closedcaptions[0].t = 0;
closedcaptions[0].b = 0;
}
else
closedcaptions[0].t = CAPTIONFADETICS;
}
}
}
//
// Stop and resume music, during game PAUSE.
//
void S_PauseAudio(void)
{
if (I_SongPlaying() && !I_SongPaused())
I_PauseSong();
S_SetStackAdjustmentStart();
}
void S_ResumeAudio(void)
{
if (S_MusicNotInFocus())
return;
if (I_SongPlaying() && I_SongPaused())
I_ResumeSong();
S_AdjustMusicStackTics();
}
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
switch(I_SongType())
{
case MU_MID:
case MU_MID_EX:
//case MU_MOD:
//case MU_GME:
I_SetMusicVolume(seqvolume&31);
break;
default:
I_SetMusicVolume(digvolume&31);
break;
}
}
/// ------------------------
/// Music Fading
/// ------------------------
void S_SetInternalMusicVolume(INT32 volume)
{
I_SetInternalMusicVolume(min(max(volume, 0), 100));
}
void S_StopFadingMusic(void)
{
I_StopFadingSong();
}
boolean S_FadeMusicFromVolume(UINT8 target_volume, INT16 source_volume, UINT32 ms)
{
if (source_volume < 0)
return I_FadeSong(target_volume, ms, NULL);
else
return I_FadeSongFromVolume(target_volume, source_volume, ms, NULL);
}
boolean S_FadeOutStopMusic(UINT32 ms)
{
return I_FadeSong(0, ms, &S_StopMusic);
}
/// ------------------------
/// Init & Others
/// ------------------------
//
// Per level startup code.
// Kills playing sounds at start of level,
// determines music if any, changes music.
//
void S_StartEx(boolean reset)
{
if (mapmusflags & MUSIC_RELOADRESET)
{
strncpy(mapmusname, mapheaderinfo[gamemap-1]->musname, 7);
mapmusname[6] = 0;
mapmusflags = (mapheaderinfo[gamemap-1]->mustrack & MUSIC_TRACKMASK);
mapmusposition = mapheaderinfo[gamemap-1]->muspos;
}
if (RESETMUSIC || reset)
S_StopMusic();
S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
S_ResetMusicStack();
music_stack_noposition = false;
music_stack_fadeout = 0;
music_stack_fadein = JINGLEPOSTFADE;
}
static void Command_Tunes_f(void)
{
const char *tunearg;
UINT16 track = 0;
UINT32 position = 0;
const size_t argc = COM_Argc();
if (argc < 2) //tunes slot ...
{
CONS_Printf("tunes <name/num> [track] [speed] [position] / <-show> / <-default> / <-none>:\n");
CONS_Printf(M_GetText("Play an arbitrary music lump. If a map number is used, 'MAP##M' is played.\n"));
CONS_Printf(M_GetText("If the format supports multiple songs, you can specify which one to play.\n\n"));
CONS_Printf(M_GetText("* With \"-show\", shows the currently playing tune and track.\n"));
CONS_Printf(M_GetText("* With \"-default\", returns to the default music for the map.\n"));
CONS_Printf(M_GetText("* With \"-none\", any music playing will be stopped.\n"));
return;
}
tunearg = COM_Argv(1);
track = 0;
if (!strcasecmp(tunearg, "-show"))
{
CONS_Printf(M_GetText("The current tune is: %s [track %d]\n"),
mapmusname, (mapmusflags & MUSIC_TRACKMASK));
return;
}
if (!strcasecmp(tunearg, "-none"))
{
S_StopMusic();
return;
}
else if (!strcasecmp(tunearg, "-default"))
{
tunearg = mapheaderinfo[gamemap-1]->musname;
track = mapheaderinfo[gamemap-1]->mustrack;
}
if (strlen(tunearg) > 6) // This is automatic -- just show the error just in case
CONS_Alert(CONS_NOTICE, M_GetText("Music name too long - truncated to six characters.\n"));
if (argc > 2)
track = (UINT16)atoi(COM_Argv(2))-1;
strncpy(mapmusname, tunearg, 7);
if (argc > 4)
position = (UINT32)atoi(COM_Argv(4));
mapmusname[6] = 0;
mapmusflags = (track & MUSIC_TRACKMASK);
mapmusposition = position;
S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
if (argc > 3)
{
float speed = (float)atof(COM_Argv(3));
if (speed > 0.0f)
S_SpeedMusic(speed);
}
}
static void Command_RestartAudio_f(void)
{
S_StopMusic();
S_StopSounds();
I_ShutdownMusic();
I_ShutdownSound();
I_StartupSound();
I_InitMusic();
// These must be called or no sound and music until manually set.
I_SetSfxVolume(cv_soundvolume.value);
S_SetMusicVolume(cv_digmusicvolume.value, cv_midimusicvolume.value);
if (Playing()) // Gotta make sure the player is in a level
P_RestoreMusic(&players[consoleplayer]);
}
void GameSounds_OnChange(void)
{
if (M_CheckParm("-nosound") || M_CheckParm("-noaudio"))
return;
if (sound_disabled)
{
sound_disabled = false;
I_StartupSound(); // will return early if initialised
S_InitSfxChannels(cv_soundvolume.value);
S_StartSound(NULL, sfx_strpst);
}
else
{
sound_disabled = true;
S_StopSounds();
}
}
void GameDigiMusic_OnChange(void)
{
if (M_CheckParm("-nomusic") || M_CheckParm("-noaudio"))
return;
else if (M_CheckParm("-nodigmusic"))
return;
if (digital_disabled)
{
digital_disabled = false;
I_StartupSound(); // will return early if initialised
I_InitMusic();
if (Playing())
P_RestoreMusic(&players[consoleplayer]);
else if ((!cv_musicpref.value || midi_disabled) && S_DigExists("_clear"))
S_ChangeMusicInternal("_clear", false);
}
else
{
digital_disabled = true;
if (S_MusicType() != MU_MID && S_MusicType() != MU_MID_EX)
{
S_StopMusic();
if (!midi_disabled)
{
if (Playing())
P_RestoreMusic(&players[consoleplayer]);
else
S_ChangeMusicInternal("_clear", false);
}
}
}
}
void GameMIDIMusic_OnChange(void)
{
if (M_CheckParm("-nomusic") || M_CheckParm("-noaudio"))
return;
else if (M_CheckParm("-nomidimusic"))
return;
if (midi_disabled)
{
midi_disabled = false;
I_StartupSound(); // will return early if initialised
I_InitMusic();
if (Playing())
P_RestoreMusic(&players[consoleplayer]);
else if ((cv_musicpref.value || digital_disabled) && S_MIDIExists("_clear"))
S_ChangeMusicInternal("_clear", false);
}
else
{
midi_disabled = true;
if (S_MusicType() == MU_MID || S_MusicType() == MU_MID_EX)
{
S_StopMusic();
if (!digital_disabled)
{
if (Playing())
P_RestoreMusic(&players[consoleplayer]);
else
S_ChangeMusicInternal("_clear", false);
}
}
}
}
void MusicPref_OnChange(void)
{
if (M_CheckParm("-nomusic") || M_CheckParm("-noaudio") ||
M_CheckParm("-nomidimusic") || M_CheckParm("-nodigmusic"))
return;
if (Playing())
P_RestoreMusic(&players[consoleplayer]);
else if (S_PrefAvailable(cv_musicpref.value, "_clear"))
S_ChangeMusicInternal("_clear", false);
}
#ifdef HAVE_OPENMPT
void ModFilter_OnChange(void)
{
if (openmpt_mhandle)
openmpt_module_set_render_param(openmpt_mhandle, OPENMPT_MODULE_RENDER_INTERPOLATIONFILTER_LENGTH, cv_modfilter.value);
}
#endif