//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT, sirlemonhead This file is part of PCExhumed. PCExhumed is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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 Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" #include "compat.h" #include "baselayer.h" #include "build.h" #include "engine.h" #include "exhumed.h" #include "sound.h" #include "init.h" #include "object.h" #include "player.h" #include "random.h" #include "snake.h" #include "trigdat.h" #include "sequence.h" #include "cd.h" #include "sound/s_soundinternal.h" BEGIN_PS_NS const char *SoundFiles[kMaxSoundFiles] = { "spl_big", "spl_smal", "bubble_l", "grn_drop", "p_click", "grn_roll", "cosprite", "m_chant0", "anu_icu", "item_reg", "item_spe", // 10 "item_key", "torch_on", // 12 "jon_bnst", "jon_gasp", "jon_land", "jon_gags", "jon_fall", "jon_drwn", "jon_air1", "jon_glp1", // 20 "jon_bbwl", "jon_pois", "amb_ston", "cat_icu", "bubble_h", "set_land", "jon_hlnd", "jon_laf2", "spi_jump", "jon_scub", // 30 "item_use", "tr_arrow", "swi_foot", "swi_ston", "swi_wtr1", "tr_fire", "m_skull5", "spi_atak", "anu_hit", "fishdies", // 40 "scrp_icu", "jon_wade", "amb_watr", "tele_1", "wasp_stg", "res", "drum4", "rex_icu", "m_hits_u", "q_tail", // 50 "vatr_mov", "jon_hit3", "jon_t_2", // 53 "jon_t_1", "jon_t_5", "jon_t_6", "jon_t_8", "jon_t_4", "rasprit1", "jon_fdie", // 60 "wijaf1", "ship_1", "saw_on", "ra_on", "amb_ston", // 65 "vatr_stp", // 66 "mana1", "mana2", "ammo", "pot_pc1", // 70? "pot_pc2", "weapon", "alarm", "tick1", "scrp_zap", // 75 "jon_t_3", "jon_laf1", "blasted", "jon_air2" // 79 }; short nStopSound; short nStoneSound; short nSwitchSound; short nLocalEyeSect; short nElevSound; short nCreepyTimer; bool looped[kMaxSounds]; short StaticSound[kMaxSounds]; int fakesources[] = { 0, 1, 2, 3 }; int swirlysources[4]= { 0, 1, 2, 3 }; int nLocalChan = 0; //========================================================================== // // // //========================================================================== class EXSoundEngine : 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 ReadSound(int lumpnum) override; public: EXSoundEngine() { S_Rolloff.RolloffType = ROLLOFF_Doom; S_Rolloff.MinDistance = 0; S_Rolloff.MaxDistance = 1536; } }; //========================================================================== // // // //========================================================================== TArray EXSoundEngine::ReadSound(int lumpnum) { auto wlump = fileSystem.OpenFileReader(lumpnum); return wlump.Read(); } //========================================================================== // // // //========================================================================== int LoadSound(const char* name) { FString nname(name, 8); int sndid = soundEngine->FindSoundNoHash(nname.GetChars()); if (sndid > 0) return sndid - 1; FStringf filename("%s.voc", nname.GetChars()); auto lump = S_LookupSound(filename); if (lump > 0) { auto &S_sfx = soundEngine->GetSounds(); S_sfx.Reserve(1); int retval = S_sfx.Size() - 2; auto check = fileSystem.GetFileData(lump); if (check.Size() > 26 && check[26] == 6 && !memcmp("Creative Voice File", check.Data(), 19)) { // This game uses the actual loop point information in the sound data as its only means to check if a sound is looped. looped[retval] = true; } auto& newsfx = S_sfx.Last(); newsfx.Clear(); newsfx.name = nname; newsfx.lumpnum = lump; newsfx.NearLimit = 6; newsfx.bTentative = false; soundEngine->CacheSound(retval + 1); return retval; } else if (!ISDEMOVER) // demo tries to load sound files it doesn't have { Printf("Unable to open sound '%s'!\n", filename.GetChars()); } return -1; } //========================================================================== // // // //========================================================================== void InitFX(void) { if (soundEngine) return; // just in case. soundEngine = new EXSoundEngine; auto& S_sfx = soundEngine->GetSounds(); S_sfx.Resize(1); S_sfx[0].Clear(); S_sfx[0].lumpnum = sfx_empty; for (size_t i = 0; i < kMaxSoundFiles; i++) { StaticSound[i] = LoadSound(SoundFiles[i]); } soundEngine->HashSounds(); nCreepyTimer = kCreepyCount; } //========================================================================== // // // //========================================================================== void GetSpriteSoundPitch(int* pVolume, int* pPitch) { int nSoundSect = nPlayerViewSect[nLocalPlayer]; int nLocalSectFlags = SectFlag[nSoundSect]; if (nLocalSectFlags & kSectUnderwater) { *pVolume >>= 1; *pPitch -= 1200; } } //========================================================================== // // // //========================================================================== void BendAmbientSound(void) { soundEngine->EnumerateChannels([](FSoundChan* chan) { if (chan->SourceType == SOURCE_Ambient) { soundEngine->SetPitch(chan, (nDronePitch + 11800) / 11025.f); } return 1; }); } //========================================================================== // // // //========================================================================== void PlayLocalSound(short nSound, short nRate, bool unattached, EChanFlags cflags) { if (nSound < 0 || nSound >= kMaxSounds || !soundEngine->isValidSoundId(nSound + 1)) { initprintf("PlayLocalSound: Invalid sound nSound == %i, nRate == %i\n", nSound, nRate); return; } if (looped[nSound]) cflags |= CHANF_LOOP; FSoundChan* chan; if (!unattached) { soundEngine->StopSound(SOURCE_None, nullptr, CHAN_BODY); chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_BODY, cflags, nSound + 1, 1.f, ATTN_NONE, nullptr); } else { chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_VOICE, CHANF_OVERLAP|cflags, nSound + 1, 1.f, ATTN_NONE, nullptr); } if (nRate && chan) { float ratefac = (11025 + nRate) / 11025.f; soundEngine->SetPitch(chan, ratefac); } } //========================================================================== // // // //========================================================================== int LocalSoundPlaying(void) { return soundEngine->EnumerateChannels([](FSoundChan* chan) { return chan->SourceType == SOURCE_None; }); } //========================================================================== // // // //========================================================================== void StopLocalSound(void) { soundEngine->StopSound(SOURCE_None, nullptr, -1); } //========================================================================== // // // //========================================================================== int nNextFreq; int nSwirlyFrames; void StartSwirly(int nActiveSound) { auto &swirly = swirlysources[nActiveSound]; short nPitch = nNextFreq - RandomSize(9); nNextFreq = 25000 - RandomSize(10) * 6; if (nNextFreq > 32000) nNextFreq = 32000; int nVolume = nSwirlyFrames + 1; if (nVolume >= 220) nVolume = 220; soundEngine->StopSound(SOURCE_Swirly, &swirly, -1); soundEngine->StartSound(SOURCE_Swirly, &fakesources[nActiveSound-1], nullptr, CHAN_BODY, 0, StaticSound[kSoundMana1]+1, nVolume / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f); } //========================================================================== // // // //========================================================================== void StartSwirlies() { StopAllSounds(); nNextFreq = 19000; nSwirlyFrames = 0; for (int i = 0; i <= 4; i++) StartSwirly(i); } //========================================================================== // // // //========================================================================== void UpdateSwirlies() { nSwirlyFrames++; for (int i = 0; i <= 4; i++) { if (!soundEngine->IsSourcePlayingSomething(SOURCE_Swirly, &swirlysources[i], -1)) StartSwirly(i); } } //========================================================================== // // // //========================================================================== void SoundBigEntrance(void) { StopAllSounds(); for (int i = 0; i < 4; i++) { short nPitch = i * 512 - 1200; //pASound->snd_pitch = nPitch; soundEngine->StopSound(SOURCE_EXBoss, &fakesources[i], -1); soundEngine->StartSound(SOURCE_EXBoss, &fakesources[i], nullptr, CHAN_BODY, 0, StaticSound[kSoundTorchOn]+1, 200 / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f); } } //========================================================================== // // // //========================================================================== void EXSoundEngine::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; if (nSnakeCam > -1) { Snake* pSnake = &SnakeList[nSnakeCam]; spritetype* pSnakeSprite = &sprite[pSnake->nSprites[0]]; campos.x = pSnakeSprite->x; campos.y = pSnakeSprite->y; campos.z = pSnakeSprite->z; } else { campos = { initx, inity, initz }; } auto fcampos = GetSoundPos(&campos); if (type == SOURCE_Unattached || type == SOURCE_Ambient) { pos->X = pt[0]; pos->Y = pt[1]; pos->Z = pt[2]; } // Do some angular magic. The original was just 2D panning which in a 3D sound field is not sufficient. else if (type == SOURCE_Swirly) { int which = *(int*)source; float phase = ((int)totalclock << (4 + which)) * (M_PI / 1024); pos->X = fcampos.X + 256 * cos(phase); pos->Z = fcampos.Z + 256 * sin(phase); } else if (type == SOURCE_EXBoss) { int which = *(int*)source; *pos = fcampos; // Should be positioned in 90¡ intervals. switch (which) { default: case 0: pos->X -= 256; break; case 1: pos->Z -= 256; break; case 2: pos->X += 256; break; case 3: pos->Z += 256; break; } } else if (type == SOURCE_Actor) { auto actor = (spritetype*)source; assert(actor != nullptr); if (actor != nullptr) { *pos = GetSoundPos(&actor->pos); } } if ((chanflags & CHANF_LISTENERZ) && type != SOURCE_None) { pos->Y = fcampos.Z; } } } //========================================================================== // // // //========================================================================== void UpdateSounds() { if (nFreeze) return; int nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]]; vec3_t pos; short ang; if (nSnakeCam > -1) { Snake *pSnake = &SnakeList[nSnakeCam]; spritetype *pSnakeSprite = &sprite[pSnake->nSprites[0]]; pos = pSnakeSprite->pos; ang = pSnakeSprite->ang; } else { pos = { initx, inity, initz }; ang = inita; } auto fv = GetSoundPos(&pos); SoundListener listener; listener.angle = -(float)ang * pi::pi() / 1024; // Build uses a period of 2048. listener.velocity.Zero(); listener.position = GetSoundPos(&pos); 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; soundEngine->SetListener(listener); soundEngine->UpdateSounds((int)totalclock); soundEngine->EnumerateChannels([](FSoundChan* chan) { if (!(chan->ChanFlags & (CHANF_UI|CHANF_FORGETTABLE))) { int nVolume = 255; int nPitch = int(chan->Pitch * (11025.f / 128.f)) - 11025; GetSpriteSoundPitch(&nVolume, &nPitch); soundEngine->SetPitch(chan, (11025 + nPitch) / 11025.f); soundEngine->SetVolume(chan, nVolume / 255.f); } return 0; }); } //========================================================================== // // // //========================================================================== int soundx, soundy, soundz; short soundsect; void PlayFX2(unsigned short nSound, short nSprite) { if ((nSound&0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((nSound & 0x1ff)+1)) { initprintf("PlayFX2: Invalid sound nSound == %i, nSprite == %i\n", nSound, nSprite); return; } if (nSprite >= 0) { nSprite &= 0xfff; soundx = sprite[nSprite].x; soundy = sprite[nSprite].y; soundz = sprite[nSprite].z; } int nVolume = 255; short v10 = (nSound&0xe00)>>9; nSound &= 0x1ff; int nPitch = 0; if (v10) nPitch = -(totalmoves&((1<StartSound(SOURCE_Actor, &sprite[nSprite], nullptr, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f); } else { vec3_t v = { soundx, soundy, soundz }; FVector3 vv = GetSoundPos(&v); soundEngine->StartSound(SOURCE_Unattached, nullptr, &vv, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NONE, nullptr, (11025 + nPitch) / 11025.f); } // Nuke: added nSprite >= 0 check if (nSprite != nLocalSpr && nSprite >= 0 && (sprite[nSprite].cstat&257)) nCreepyTimer = kCreepyCount; } //========================================================================== // // // //========================================================================== void PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector) { soundx = x; soundy = y; soundz = z; soundsect = nSector&0x3fff; PlayFX2(ax, -1); } //========================================================================== // // // //========================================================================== void CheckAmbience(short nSector) { if (SectSound[nSector] != -1) { short nSector2 = SectSoundSect[nSector]; walltype* pWall = &wall[sector[nSector2].wallptr]; if (!soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, nullptr, -1)) { vec3_t v = { pWall->x, pWall->y, sector[nSector2].floorz }; FVector3 vv = GetSoundPos(&v); soundEngine->StartSound(SOURCE_Ambient, nullptr, &vv, CHAN_BODY, CHANF_NONE, SectSound[nSector], 1.f, ATTN_NORM); return; } soundEngine->EnumerateChannels([=](FSoundChan* chan) { if (chan->SourceType == SOURCE_Ambient) { FVector3 vv; if (nSector == nSector2) { spritetype* pSprite = &sprite[PlayerList[0].nSprite]; vv = GetSoundPos(&pSprite->pos); } else { vec3_t v = { pWall->x, pWall->y, sector[nSector2].floorz }; vv = GetSoundPos(&v); } chan->Point[0] = vv.X; chan->Point[1] = vv.Y; chan->Point[2] = vv.Z; return 1; } return 0; }); } else { soundEngine->StopSound(SOURCE_Ambient, nullptr, -1); } } //========================================================================== // // // //========================================================================== void UpdateCreepySounds() { if (levelnum == 20 || nFreeze) return; spritetype* pSprite = &sprite[PlayerList[nLocalPlayer].nSprite]; nCreepyTimer--; if (nCreepyTimer <= 0) { if (nCreaturesLeft > 0 && !(SectFlag[nPlayerViewSect[nLocalPlayer]] & 0x2000)) { int vsi = seq_GetFrameSound(SeqOffsets[kSeqCreepy], totalmoves % SeqSize[SeqOffsets[kSeqCreepy]]); if (vsi >= 0 && (vsi & 0x1ff) < kMaxSounds) { int vdx = (totalmoves + 32) & 31; if (totalmoves & 1) vdx = -vdx; int vax = (totalmoves + 32) & 63; if (totalmoves & 2) vax = -vax; PlayFXAtXYZ(vsi, pSprite->x + vdx, pSprite->y + vax, pSprite->z, pSprite->sectnum); } } nCreepyTimer = kCreepyCount; } } //========================================================================== // // // //========================================================================== void StopSpriteSound(short nSprite) { if (nSprite >= 0 && nSprite < MAXSPRITES) soundEngine->StopSound(SOURCE_Actor, &sprite[nSprite], -1); } void StopAllSounds(void) { soundEngine->StopAllChannels(); } //========================================================================== // // // //========================================================================== void PlayTitleSound(void) { PlayLocalSound(StaticSound[kSoundItemSpecial], 0, false, CHANF_UI); } void PlayLogoSound(void) { PlayLocalSound(StaticSound[kSoundJonLaugh2], 7000, false, CHANF_UI); } void PlayGameOverSound(void) { PlayLocalSound(StaticSound[kSoundJonLaugh2], 0, false, CHANF_UI); } END_PS_NS