raze/source/games/duke/src/sounds.cpp

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//-------------------------------------------------------------------------
/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
#include "compat.h"
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#include "duke3d.h"
#include "raze_music.h"
#include "mapinfo.h"
#include "raze_sound.h"
BEGIN_DUKE_NS
TArray<FString> specialmusic;
class DukeSoundEngine : public SoundEngine
{
// client specific parts of the sound engine go in this class.
void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan) override;
TArray<uint8_t> ReadSound(int lumpnum) override;
public:
DukeSoundEngine()
{
S_Rolloff.RolloffType = ROLLOFF_Doom; // Seems like Duke uses the same rolloff type as Doom.
S_Rolloff.MinDistance = 144; // was originally 576 which looks like a bug and sounds like crap.
S_Rolloff.MaxDistance = 1088;
}
void StopChannel(FSoundChan* chan) override
{
if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
{
chan->Source = NULL;
chan->SourceType = SOURCE_Unattached;
}
SoundEngine::StopChannel(chan);
}
};
void S_InitSound()
{
soundEngine = new DukeSoundEngine;
}
//==========================================================================
//
//
//
//==========================================================================
TArray<uint8_t> DukeSoundEngine::ReadSound(int lumpnum)
{
auto wlump = fileSystem.OpenFileReader(lumpnum);
return wlump.Read();
}
//==========================================================================
//
//
//
//==========================================================================
void S_CacheAllSounds(void)
{
auto& sfx = soundEngine->GetSounds();
int i = 0;
for(auto &snd : sfx)
{
soundEngine->CacheSound(&snd);
if (((++i)&31) == 0)
handleevents();
}
}
//==========================================================================
//
//
//
//==========================================================================
static inline int S_GetPitch(int num)
{
auto const* snd = soundEngine->GetUserData(num+1);
if (!snd) return 0;
int const range = abs(snd[kPitchEnd] - snd[kPitchStart]);
return (range == 0) ? snd[kPitchStart] : min(snd[kPitchStart], snd[kPitchEnd]) + rand() % range;
}
float S_ConvertPitch(int lpitch)
{
return pow(2, lpitch / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
}
int S_GetUserFlags(int num)
{
if (!soundEngine->isValidSoundId(num+1)) return 0;
auto const* snd = soundEngine->GetUserData(num + 1);
if (!snd) return 0;
return snd[kFlags];
}
//==========================================================================
//
//
//
//==========================================================================
int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpitch, int priority, int type, int distance, float volume)
{
auto& S_sfx = soundEngine->GetSounds();
index++;
unsigned oldindex = S_sfx.Size();
if (index >= S_sfx.Size())
{
S_sfx.Resize(index + 1);
for (; oldindex <= index; oldindex++)
{
S_sfx[oldindex].Clear();
}
}
auto sfx = &S_sfx[index];
bool alreadydefined = !sfx->bTentative;
sfx->UserData.Resize(kMaxUserData);
auto sndinf = sfx->UserData.Data();
sndinf[kFlags] = type & ~SF_ONEINST_INTERNAL;
if (sndinf[kFlags] & SF_LOOP)
sndinf[kFlags] |= SF_ONEINST_INTERNAL;
sfx->lumpnum = S_LookupSound(filename);
sndinf[kPitchStart] = clamp(minpitch, INT16_MIN, INT16_MAX);
sndinf[kPitchEnd] = clamp(maxpitch, INT16_MIN, INT16_MAX);
sndinf[kPriority] = priority & 255;
sndinf[kVolAdjust] = clamp(distance, INT16_MIN, INT16_MAX);
sfx->Volume = volume;
sfx->NearLimit = 6;
sfx->bTentative = false;
sfx->name = filename;
return 0;
}
inline bool S_IsAmbientSFX(int spriteNum)
{
return (sprite[spriteNum].picnum == MUSICANDSFX && sprite[spriteNum].lotag < 999);
}
//==========================================================================
//
//
//
//==========================================================================
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static int GetPositionInfo(int spriteNum, int soundNum, int sectNum,
const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
{
// There's a lot of hackery going on here that could be mapped to rolloff and attenuation parameters.
// However, ultimately rolloff would also just reposition the sound source so this can remain as it is.
auto sp = &sprite[spriteNum];
int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
auto const* snd = soundEngine->GetUserData(soundNum + 1);
int userflags = snd ? snd[kFlags] : 0;
int dist_adjust = snd ? snd[kVolAdjust] : 0;
FVector3 sndorg = GetSoundPos(pos);
FVector3 campos = GetSoundPos(cam);
if (sp->picnum != TILE_APLAYER || sp->yvel != screenpeek)
{
orgsndist = sndist = int(16 * (sndorg - campos).Length());
if ((userflags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL && sp->picnum == MUSICANDSFX && sp->lotag < 999 && (sector[sp->sectnum].lotag & 0xff) < ST_9_SLIDING_ST_DOOR)
sndist = divscale14(sndist, sp->hitag + 1);
}
sndist += dist_adjust;
if (sndist < 0) sndist = 0;
if (sectNum > -1 && sndist && sp->picnum != MUSICANDSFX && !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, sp->x, sp->y, sp->z - (24 << 8), sp->sectnum))
sndist += sndist >> (isRR() ? 2 : 5);
// Here the sound distance was clamped to a minimum of 144*4.
// It's better to handle rolloff in the backend instead of whacking the sound origin here.
// That way the lower end can be made customizable instead of losing all precision right here at the source.
if (sndist < 0) sndist = 0;
if (distPtr)
{
*distPtr = sndist;
}
if (sndPos)
{
// Now calculate the virtual position in sound system coordinates.
FVector3 sndvec = sndorg - campos;
if (orgsndist > 0)
{
float scale = float(sndist) / orgsndist; // adjust by what was calculated above;
*sndPos = campos + sndvec * scale;
}
else *sndPos = campos;
}
return false;
}
//==========================================================================
//
//
//
//==========================================================================
void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
{
if (ud.camerasprite == -1)
{
auto p = &ps[screenpeek];
if (c) *c = &p->pos;
if (cs) *cs = p->cursectnum;
if (ca) *ca = p->getang();
}
else
{
if (c) *c = &sprite[ud.camerasprite].pos;
if (cs) *cs = sprite[ud.camerasprite].sectnum;
if (ca) *ca = sprite[ud.camerasprite].ang;
}
}
//=========================================================================
//
// CalcPosVel
//
// The game specific part of the sound updater.
//
//=========================================================================
void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan)
{
if (pos != nullptr)
{
vec3_t* campos;
int32_t camsect;
S_GetCamera(&campos, nullptr, &camsect);
if (vel) vel->Zero();
if (type == SOURCE_Unattached)
{
pos->X = pt[0];
pos->Y = pt[1];
pos->Z = pt[2];
}
else if (type == SOURCE_Actor)
{
auto actor = (spritetype*)source;
assert(actor != nullptr);
if (actor != nullptr)
{
GetPositionInfo(int(actor - sprite), chanSound - 1, camsect, campos, &actor->pos, nullptr, pos);
/*
if (vel) // DN3D does not properly maintain this.
{
vel->X = float(actor->Vel.X * TICRATE);
vel->Y = float(actor->Vel.Z * TICRATE);
vel->Z = float(actor->Vel.Y * TICRATE);
}
*/
}
}
if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None)
{
pos->Y = campos->z / 256.f;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void S_Update(void)
{
SoundListener listener;
vec3_t* c;
int32_t ca, cs;
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auto& gm = ps[myconnectindex].gm;
if (isRR() && !Mus_IsPlaying() && (gm && gm & MODE_GAME))
S_PlayRRMusic();
S_GetCamera(&c, &ca, &cs);
if (c != nullptr)
{
listener.angle = -(float)ca * pi::pi() / 1024; // Build uses a period of 2048.
listener.velocity.Zero();
listener.position = GetSoundPos(c);
listener.underwater = false;
// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
// listenactor->waterlevel == 3;
//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
listener.valid = true;
}
else
{
listener.angle = 0;
listener.position.Zero();
listener.velocity.Zero();
listener.underwater = false;
listener.Environment = nullptr;
listener.valid = false;
}
listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
soundEngine->SetListener(listener);
soundEngine->UpdateSounds((int)totalclock);
}
//==========================================================================
//
//
//
//==========================================================================
int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int channel, EChanFlags flags)
{
auto const pl = &ps[myconnectindex];
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || !playrunning() ||
(pl->timebeforeexit > 0 && pl->timebeforeexit <= REALGAMETICSPERSEC * 3)) return -1;
int userflags = S_GetUserFlags(sndnum);
auto sp = &sprite[spriteNum];
if ((userflags & (SF_DTAG | SF_GLOBAL)) == SF_DTAG)
{
// Duke-Tag sound does not play in 3D.
return S_PlaySound(sndnum);
}
if (userflags & SF_TALK)
{
if (snd_speech == 0 || (ud.multimode > 1 && sp->picnum == TILE_APLAYER && sp->yvel != screenpeek && ud.coop != 1)) return -1;
bool foundone = soundEngine->EnumerateChannels([&](FSoundChan* chan)
{
auto sid = chan->OrgID;
auto flags = S_GetUserFlags(sid - 1);
return !!(flags & SF_TALK);
});
// don't play if any Duke talk sounds are already playing
if (foundone) return -1;
// When in single player, force all talk sounds to originate from the player actor, no matter what is being used to start them.
// Fixes a problem with quake06.voc in E3L4.
if (ud.multimode == 1)
{
spriteNum = pl->i;
auto sp = &sprite[spriteNum];
}
}
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int32_t sndist;
FVector3 sndpos; // this is in sound engine space.
vec3_t* campos;
int32_t camsect;
S_GetCamera(&campos, nullptr, &camsect);
GetPositionInfo(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos);
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int pitch = S_GetPitch(sndnum);
bool explosion = ((userflags & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG)) || ((sndnum == PIPEBOMB_EXPLODE || sndnum == LASERTRIP_EXPLODE || sndnum == RPG_EXPLODE));
bool underwater = ps[screenpeek].cursectnum > -1 && sector[ps[screenpeek].cursectnum].lotag == ST_2_UNDERWATER;
if (explosion)
{
if (underwater)
pitch -= 1024;
}
else
{
if (sndist > 32767 && sp->picnum != MUSICANDSFX && (userflags & (SF_LOOP | SF_MSFX)) == 0)
return -1;
if (underwater && (userflags & SF_TALK) == 0)
pitch = -768;
}
bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum+1);
if (is_playing && sp->picnum != MUSICANDSFX)
S_StopSound(sndnum, spriteNum);
int const repeatp = (userflags & SF_LOOP);
if (repeatp && (userflags & SF_ONEINST_INTERNAL) && is_playing)
{
return -1;
}
// These explosion sounds originally used some distance hackery to make them louder but due to how the rolloff was set up they always played at full volume as a result.
// I think it is better to lower their attenuation so that they are louder than the rest but still fade in the distance.
// For the original effect, attenuation needs to be set to ATTN_NONE here.
float attenuation;
if (explosion) attenuation = 0.5f;
else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, CHAN_AUTO, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
return chan ? 0 : -1;
}
//==========================================================================
//
//
//
//==========================================================================
int S_PlaySound(int sndnum, int channel, EChanFlags flags, float vol)
{
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1;
int userflags = S_GetUserFlags(sndnum);
if ((!(snd_speech & 1) && (userflags & SF_TALK)))
return -1;
int const pitch = S_GetPitch(sndnum);
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
auto chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, channel, flags, sndnum + 1, vol, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
return chan ? 0 : -1;
}
//==========================================================================
//
//
//
//==========================================================================
int S_PlayActorSound(int soundNum, int spriteNum, int channel, EChanFlags flags)
{
return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum, channel, flags) :
S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos, channel, flags);
}
void S_StopSound(int sndNum, int sprNum, int channel)
{
if (sprNum < -1 || sprNum >= MAXSPRITES) return;
if (sprNum == -1) soundEngine->StopSoundID(sndNum+1);
else
{
if (channel == -1) soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum + 1);
else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], channel, -1);
// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
if (S_IsAmbientSFX(sprNum) && sector[sprite[sprNum].sectnum].lotag < 3) // ST_2_UNDERWATER
hittype[sprNum].temp_data[0] = 0;
}
}
void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
{
if (spriteNum < -1 || spriteNum >= MAXSPRITES) return;
double expitch = pow(2, pitchoffset / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
if (spriteNum == -1)
{
soundEngine->ChangeSoundPitch(SOURCE_Unattached, nullptr, CHAN_AUTO, expitch, soundNum+1);
}
else
{
soundEngine->ChangeSoundPitch(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, expitch, soundNum+1);
}
}
//==========================================================================
//
//
//
//==========================================================================
int S_CheckActorSoundPlaying(int spriteNum, int soundNum, int channel)
{
if (spriteNum == -1) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
if ((unsigned)spriteNum >= MAXSPRITES) return false;
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], channel, soundNum+1);
}
// Check if actor <i> is playing any sound.
int S_CheckAnyActorSoundPlaying(int spriteNum)
{
if ((unsigned)spriteNum >= MAXSPRITES) return false;
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, 0);
}
int S_CheckSoundPlaying(int soundNum)
{
return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
}
//==========================================================================
//
//
//
//==========================================================================
void S_MenuSound(void)
{
static int menunum;
static const short menusnds[] =
{
LASERTRIP_EXPLODE,
DUKE_GRUNT,
DUKE_LAND_HURT,
CHAINGUN_FIRE,
SQUISHED,
KICK_HIT,
PISTOL_RICOCHET,
PISTOL_BODYHIT,
PISTOL_FIRE,
SHOTGUN_FIRE,
BOS1_WALK,
RPG_EXPLODE,
PIPEBOMB_BOUNCE,
PIPEBOMB_EXPLODE,
NITEVISION_ONOFF,
RPG_SHOOT,
SELECT_WEAPON
};
int s = isRR() ? 390 : menusnds[menunum++ % countof(menusnds)];
if (s != -1)
S_PlaySound(s, CHAN_AUTO, CHANF_UI);
}
//==========================================================================
//
// Music
//
//==========================================================================
static bool cd_disabled = false; // This is in case mus_redbook is enabled but no tracks found so that the regular music system can be switched on.
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void S_PlayLevelMusic(MapRecord *mi)
{
if (isRR() && mi->music.IsEmpty() && mus_redbook && !cd_disabled) return;
Mus_Play(mi->labelName, mi->music, true);
}
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void S_PlaySpecialMusic(unsigned int m)
{
if (isRR() || m >= specialmusic.Size()) return; // Can only be MUS_LOADING, isRR() does not use it.
auto& musicfn = specialmusic[m];
if (musicfn.IsNotEmpty())
{
Mus_Play(nullptr, musicfn, true);
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void S_PlayRRMusic(int newTrack)
{
static int32_t g_cdTrack = -1;
if (!isRR() || !mus_redbook || cd_disabled || currentLevel->music.IsNotEmpty())
return;
Mus_Stop();
for (int i = 0; i < 10; i++)
{
g_cdTrack = newTrack != -1 ? newTrack : g_cdTrack + 1;
if (newTrack != 10 && (g_cdTrack > 9 || g_cdTrack < 2))
g_cdTrack = 2;
FStringf filename("track%02d.ogg", g_cdTrack);
if (Mus_Play(nullptr, filename, false)) return;
}
// If none of the tracks managed to start, disable the CD music for this session so that regular music can play if defined.
cd_disabled = true;
}
void S_PlayBonusMusic()
{
if (MusicEnabled() && mus_enabled)
S_PlaySound(BONUSMUSIC, CHAN_AUTO, CHANF_UI);
}
END_DUKE_NS