raze/source/common/audio/music/music.cpp

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/*
**
** music.cpp
**
** music engine
**
** Copyright 1999-2016 Randy Heit
** Copyright 2002-2016 Christoph Oelckers
**
**---------------------------------------------------------------------------
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include <stdlib.h>
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#include <stdexcept>
#include "i_sound.h"
#include "i_music.h"
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#include "printf.h"
#include "s_playlist.h"
#include "c_dispatch.h"
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#include "filesystem.h"
#include "cmdlib.h"
#include "s_music.h"
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#include "filereadermusicinterface.h"
#include <zmusic.h>
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern float S_GetMusicVolume (const char *music);
static void S_ActivatePlayList(bool goBack);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static bool MusicPaused; // whether music is paused
MusPlayingInfo mus_playing; // music currently being played
static FPlayList PlayList;
float relative_volume = 1.f;
float saved_relative_volume = 1.0f; // this could be used to implement an ACS FadeMusic function
MusicVolumeMap MusicVolumes;
MidiDeviceMap MidiDevices;
static FileReader DefaultOpenMusic(const char* fn)
{
// This is the minimum needed to make the music system functional.
FileReader fr;
fr.OpenFile(fn);
return fr;
}
static MusicCallbacks mus_cb = { nullptr, DefaultOpenMusic };
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// CODE --------------------------------------------------------------------
void S_SetMusicCallbacks(MusicCallbacks* cb)
{
mus_cb = *cb;
if (mus_cb.OpenMusic == nullptr) mus_cb.OpenMusic = DefaultOpenMusic; // without this we are dead in the water.
}
//==========================================================================
//
//
//
// Create a sound system stream for the currently playing song
//==========================================================================
static std::unique_ptr<SoundStream> musicStream;
SoundStream *S_CreateCustomStream(size_t size, int samplerate, int numchannels, StreamCallback cb, void *userdata)
{
int flags = 0;
if (numchannels < 2) flags |= SoundStream::Mono;
auto stream = GSnd->CreateStream(cb, size, flags, samplerate, userdata);
if (stream) stream->Play(true, 1);
return stream;
}
void S_StopCustomStream(SoundStream *stream)
{
stream->Stop();
delete stream;
}
static bool FillStream(SoundStream* stream, void* buff, int len, void* userdata)
{
bool written = ZMusic_FillStream(mus_playing.handle, buff, len);
if (!written)
{
memset((char*)buff, 0, len);
return false;
}
return true;
}
void S_CreateStream()
{
if (!mus_playing.handle) return;
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SoundStreamInfo fmt;
ZMusic_GetStreamInfo(mus_playing.handle, &fmt);
if (fmt.mBufferSize > 0) // if buffer size is 0 the library will play the song itself (e.g. Windows system synth.)
{
int flags = fmt.mNumChannels < 0 ? 0 : SoundStream::Float;
if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
musicStream.reset(GSnd->CreateStream(FillStream, fmt.mBufferSize, flags, fmt.mSampleRate, nullptr));
if (musicStream) musicStream->Play(true, 1);
}
}
void S_PauseStream(bool paused)
{
if (musicStream) musicStream->SetPaused(paused);
}
void S_StopStream()
{
if (musicStream)
{
musicStream->Stop();
musicStream.reset();
}
}
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//==========================================================================
//
// starts playing this song
//
//==========================================================================
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static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vol, int subsong)
{
if (rel_vol > 0.f)
{
float factor = relative_volume / saved_relative_volume;
saved_relative_volume = rel_vol;
I_SetRelativeVolume(saved_relative_volume * factor);
}
ZMusic_Stop(song);
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if (!ZMusic_Start(song, subsong, loop))
{
return false;
}
// Notify the sound system of the changed relative volume
snd_musicvolume.Callback();
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return true;
}
//==========================================================================
//
// S_PauseMusic
//
// Stop music, during game PAUSE.
//==========================================================================
void S_PauseMusic ()
{
if (mus_playing.handle && !MusicPaused)
{
ZMusic_Pause(mus_playing.handle);
S_PauseStream(true);
MusicPaused = true;
}
}
//==========================================================================
//
// S_ResumeMusic
//
// Resume music, after game PAUSE.
//==========================================================================
void S_ResumeMusic ()
{
if (mus_playing.handle && MusicPaused)
{
ZMusic_Resume(mus_playing.handle);
S_PauseStream(false);
MusicPaused = false;
}
}
//==========================================================================
//
// S_UpdateSound
//
//==========================================================================
void S_UpdateMusic ()
{
if (mus_playing.handle != nullptr)
{
ZMusic_Update(mus_playing.handle);
// [RH] Update music and/or playlist. IsPlaying() must be called
// to attempt to reconnect to broken net streams and to advance the
// playlist when the current song finishes.
if (!ZMusic_IsPlaying(mus_playing.handle))
{
if (PlayList.GetNumSongs())
{
PlayList.Advance();
S_ActivatePlayList(false);
}
else
{
S_StopMusic(true);
}
}
}
}
//==========================================================================
//
// Resets the music player if music playback was paused.
//
//==========================================================================
void S_ResetMusic ()
{
// stop the old music if it has been paused.
// This ensures that the new music is started from the beginning
// if it's the same as the last one and it has been paused.
if (MusicPaused) S_StopMusic(true);
// start new music for the level
MusicPaused = false;
}
//==========================================================================
//
// S_ActivatePlayList
//
// Plays the next song in the playlist. If no songs in the playlist can be
// played, then it is deleted.
//==========================================================================
void S_ActivatePlayList (bool goBack)
{
int startpos, pos;
startpos = pos = PlayList.GetPosition ();
S_StopMusic (true);
while (!S_ChangeMusic (PlayList.GetSong (pos), 0, false, true))
{
pos = goBack ? PlayList.Backup () : PlayList.Advance ();
if (pos == startpos)
{
PlayList.Clear();
Printf ("Cannot play anything in the playlist.\n");
return;
}
}
}
//==========================================================================
//
// S_StartMusic
//
// Starts some music with the given name.
//==========================================================================
bool S_StartMusic (const char *m_id)
{
return S_ChangeMusic (m_id, 0, false);
}
//==========================================================================
//
// S_ChangeMusic
//
// initiates playback of a song
//
//==========================================================================
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bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
{
if (nomusic) return false; // skip the entire procedure if music is globally disabled.
if (!force && PlayList.GetNumSongs())
{ // Don't change if a playlist is active
return false;
}
// Do game specific lookup.
FString musicname_;
if (mus_cb.LookupFileName)
{
musicname_ = mus_cb.LookupFileName(musicname, order);
musicname = musicname_.GetChars();
}
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if (musicname == nullptr || musicname[0] == 0)
{
// Don't choke if the map doesn't have a song attached
S_StopMusic (true);
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mus_playing.name = "";
mus_playing.LastSong = "";
return true;
}
if (!mus_playing.name.IsEmpty() &&
mus_playing.handle != nullptr &&
stricmp(mus_playing.name, musicname) == 0 &&
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ZMusic_IsLooping(mus_playing.handle) == zmusic_bool(looping))
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{
if (order != mus_playing.baseorder)
{
if (ZMusic_SetSubsong(mus_playing.handle, order))
{
mus_playing.baseorder = order;
}
}
else if (!ZMusic_IsPlaying(mus_playing.handle))
{
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if (!ZMusic_Start(mus_playing.handle, order, looping))
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{
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Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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}
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S_CreateStream();
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}
return true;
}
int lumpnum = -1;
int length = 0;
ZMusic_MusicStream handle = nullptr;
MidiDeviceSetting* devp = MidiDevices.CheckKey(musicname);
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// Strip off any leading file:// component.
if (strncmp(musicname, "file://", 7) == 0)
{
musicname += 7;
}
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// opening the music must be done by the game because it's different depending on the game's file system use.
FileReader reader = mus_cb.OpenMusic(musicname);
if (!reader.isOpen()) return false;
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// shutdown old music
S_StopMusic(true);
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// Just record it if volume is 0 or music was disabled
if (snd_musicvolume <= 0 || !mus_enabled)
{
mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = order;
mus_playing.LastSong = musicname;
return true;
}
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// load & register it
if (handle != nullptr)
{
mus_playing.handle = handle;
}
else
{
auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
mus_playing.handle = ZMusic_OpenSong(mreader, devp ? (EMidiDevice)devp->device : MDEV_DEFAULT, devp ? devp->args.GetChars() : "");
if (mus_playing.handle == nullptr)
{
Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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}
}
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mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = 0;
mus_playing.LastSong = "";
if (mus_playing.handle != 0)
{ // play it
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auto volp = MusicVolumes.CheckKey(musicname);
float vol = volp ? *volp : 1.f;
if (!S_StartMusicPlaying(mus_playing.handle, looping, vol, order))
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{
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Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
return false;
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}
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S_CreateStream();
mus_playing.baseorder = order;
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return true;
}
return false;
}
//==========================================================================
//
// S_RestartMusic
//
//==========================================================================
void S_RestartMusic ()
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{
if (snd_musicvolume <= 0) return;
if (!mus_playing.LastSong.IsEmpty() && mus_enabled)
{
FString song = mus_playing.LastSong;
mus_playing.LastSong = "";
S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
}
else
{
S_StopMusic(true);
}
}
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//==========================================================================
//
// S_MIDIDeviceChanged
//
//==========================================================================
void S_MIDIDeviceChanged(int newdev)
{
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auto song = mus_playing.handle;
if (song != nullptr && ZMusic_IsMIDI(song) && ZMusic_IsPlaying(song))
{
// Reload the song to change the device
auto mi = mus_playing;
S_StopMusic(true);
S_ChangeMusic(mi.name, mi.baseorder, mi.loop);
}
}
//==========================================================================
//
// S_GetMusic
//
//==========================================================================
int S_GetMusic (const char **name)
{
int order;
if (mus_playing.name.IsNotEmpty())
{
*name = mus_playing.name;
order = mus_playing.baseorder;
}
else
{
*name = nullptr;
order = 0;
}
return order;
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}
//==========================================================================
//
// S_StopMusic
//
//==========================================================================
void S_StopMusic (bool force)
{
try
{
// [RH] Don't stop if a playlist is active.
if ((force || PlayList.GetNumSongs() == 0) && !mus_playing.name.IsEmpty())
{
if (mus_playing.handle != nullptr)
{
S_ResumeMusic();
S_StopStream();
ZMusic_Stop(mus_playing.handle);
auto h = mus_playing.handle;
mus_playing.handle = nullptr;
ZMusic_Close(h);
}
mus_playing.LastSong = std::move(mus_playing.name);
}
}
catch (const std::runtime_error& )
{
//Printf("Unable to stop %s: %s\n", mus_playing.name.GetChars(), err.what());
if (mus_playing.handle != nullptr)
{
auto h = mus_playing.handle;
mus_playing.handle = nullptr;
ZMusic_Close(h);
}
mus_playing.name = "";
}
}
//==========================================================================
//
// CCMD changemus
//
//==========================================================================
CCMD (changemus)
{
if (!nomusic)
{
if (argv.argc() > 1)
{
PlayList.Clear();
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
}
else
{
const char *currentmus = mus_playing.name.GetChars();
if(currentmus != nullptr && *currentmus != 0)
{
Printf ("currently playing %s\n", currentmus);
}
else
{
Printf ("no music playing\n");
}
}
}
else
{
Printf("Music is disabled\n");
}
}
//==========================================================================
//
// CCMD stopmus
//
//==========================================================================
CCMD (stopmus)
{
PlayList.Clear();
S_StopMusic (false);
mus_playing.LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
}
//==========================================================================
//
// CCMD playlist
//
//==========================================================================
UNSAFE_CCMD (playlist)
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{
int argc = argv.argc();
if (argc < 2 || argc > 3)
{
Printf ("playlist <playlist.m3u> [<position>|shuffle]\n");
}
else
{
if (!PlayList.ChangeList(argv[1]))
{
Printf("Could not open " TEXTCOLOR_BOLD "%s" TEXTCOLOR_NORMAL ": %s\n", argv[1], strerror(errno));
return;
}
if (PlayList.GetNumSongs () > 0)
{
if (argc == 3)
{
if (stricmp (argv[2], "shuffle") == 0)
{
PlayList.Shuffle ();
}
else
{
PlayList.SetPosition (atoi (argv[2]));
}
}
S_ActivatePlayList (false);
}
}
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}
//==========================================================================
//
// CCMD playlistpos
//
//==========================================================================
static bool CheckForPlaylist ()
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{
if (PlayList.GetNumSongs() == 0)
{
Printf ("No playlist is playing.\n");
return false;
}
return true;
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}
CCMD (playlistpos)
{
if (CheckForPlaylist() && argv.argc() > 1)
{
PlayList.SetPosition (atoi (argv[1]) - 1);
S_ActivatePlayList (false);
}
}
//==========================================================================
//
// CCMD playlistnext
//
//==========================================================================
CCMD (playlistnext)
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{
if (CheckForPlaylist())
{
PlayList.Advance ();
S_ActivatePlayList (false);
}
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}
//==========================================================================
//
// CCMD playlistprev
//
//==========================================================================
CCMD (playlistprev)
{
if (CheckForPlaylist())
{
PlayList.Backup ();
S_ActivatePlayList (true);
}
}
//==========================================================================
//
// CCMD playliststatus
//
//==========================================================================
CCMD (playliststatus)
{
if (CheckForPlaylist ())
{
Printf ("Song %d of %d:\n%s\n",
PlayList.GetPosition () + 1,
PlayList.GetNumSongs (),
PlayList.GetSong (PlayList.GetPosition ()));
}
}
//==========================================================================
//
//
//
//==========================================================================
CCMD(currentmusic)
{
if (mus_playing.name.IsNotEmpty())
{
Printf("Currently playing music '%s'\n", mus_playing.name.GetChars());
}
else
{
Printf("Currently no music playing\n");
}
}