/* ** s_advsound.cpp ** Routines for managing SNDINFO lumps and ambient sounds ** Thid is a stripped down version only handling the music related settings. ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** All rights reserved. ** ** 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. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #include "c_dispatch.h" #include "filesystem.h" #include "v_text.h" #include "s_music.h" #include "sc_man.h" #include "s_soundinternal.h" #include "gamecontrol.h" #include #include "raze_music.h" #include "games/duke/src/sounds.h" // MACROS ------------------------------------------------------------------ enum SICommands { SI_MusicVolume, SI_MidiDevice, SI_MusicAlias, SI_ConReserve, SI_Alias, SI_Limit, SI_Singular, SI_PitchSet, SI_PitchSetDuke, SI_DukeFlags, SI_Loop, }; // This specifies whether Timidity or Windows playback is preferred for a certain song (only useful for Windows.) extern MusicAliasMap MusicAliases; extern MidiDeviceMap MidiDevices; extern MusicVolumeMap MusicVolumes; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- extern bool IsFloat (const char *str); // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static void S_AddSNDINFO (int lumpnum); // PRIVATE DATA DEFINITIONS ------------------------------------------------ static const char *SICommandStrings[] = { "$musicvolume", "$mididevice", "$musicalias", "$conreserve", "$alias", "$limit", "$singular", "$pitchset", "$pitchsetduke", "$dukeflags", "$loop", NULL }; static const int DEFAULT_LIMIT = 6; // CODE -------------------------------------------------------------------- //========================================================================== // // S_AddSound // // If logical name is already in S_sfx, updates it to use the new sound // lump. Otherwise, adds the new mapping by using S_AddSoundLump(). //========================================================================== static FSoundID S_AddSound(const char* logicalname, int lumpnum, FScanner* sc) { FSoundID sfxid = soundEngine->FindSoundNoHash(logicalname); if (sfxid.isvalid()) { // If the sound has already been defined, change the old definition auto sfx = soundEngine->GetWritableSfx(sfxid); if (sfx->bRandomHeader) { FRandomSoundList* rnd = soundEngine->ResolveRandomSound(sfx); rnd->Choices.Reset(); rnd->Owner = NO_SOUND; } sfx->lumpnum = lumpnum; sfx->bRandomHeader = false; sfx->link = sfxinfo_t::NO_LINK; sfx->bTentative = false; if (sfx->NearLimit == -1) { sfx->NearLimit = 6; sfx->LimitRange = 256 * 256; } //sfx->PitchMask = CurrentPitchMask; } else { // Otherwise, create a new definition. sfxid = soundEngine->AddSoundLump(logicalname, lumpnum, 0); } return sfxid; } FSoundID S_AddSound(const char* logicalname, const char* lumpname, FScanner* sc) { int lump = fileSystem.CheckNumForFullName(lumpname, true, ns_sounds); return S_AddSound(logicalname, lump, sc); } //========================================================================== // // S_AddSNDINFO // // Reads a SNDINFO and does what it says. // //========================================================================== static void S_AddSNDINFO (int lump) { bool skipToEndIf; TArray list; int wantassigns = -1; FScanner sc(lump); skipToEndIf = false; while (sc.GetString ()) { if (skipToEndIf) { if (sc.Compare ("$endif")) { skipToEndIf = false; } continue; } if (sc.String[0] == '$') { // Got a command switch (sc.MatchString (SICommandStrings)) { case SI_MusicVolume: { sc.MustGetString(); FName musname (sc.String); sc.MustGetFloat(); MusicVolumes[musname] = (float)sc.Float; } break; case SI_MusicAlias: { sc.MustGetString(); int mlump = fileSystem.FindFile(sc.String); if (mlump < 0) mlump = fileSystem.FindFile(FStringf("music/%s", sc.String)); if (mlump >= 0) { // do not set the alias if a later WAD defines its own music of this name int file = fileSystem.GetFileContainer(mlump); int sndifile = fileSystem.GetFileContainer(sc.LumpNum); if (file > sndifile) { sc.MustGetString(); continue; } } FName alias = sc.String; sc.MustGetString(); FName mapped = sc.String; // only set the alias if the lump it maps to exists. if (mapped == NAME_None || fileSystem.FindFile(sc.String) >= 0) { MusicAliases[alias] = mapped; } } break; case SI_MidiDevice: { sc.MustGetString(); FName nm = sc.String; FScanner::SavedPos save = sc.SavePos(); sc.SetCMode(true); sc.MustGetString(); MidiDeviceSetting devset; // Important: This needs to handle all the devices not present in ZMusic Lite to be able to load configs made for GZDoom. // Also let the library handle the fallback so this can adjust automatically if the feature set gets extended. if (sc.Compare("timidity")) devset.device = MDEV_TIMIDITY; else if (sc.Compare("fmod") || sc.Compare("sndsys")) devset.device = MDEV_SNDSYS; else if (sc.Compare("standard")) devset.device = MDEV_STANDARD; else if (sc.Compare("opl")) devset.device = MDEV_OPL; else if (sc.Compare("default")) devset.device = MDEV_DEFAULT; else if (sc.Compare("fluidsynth")) devset.device = MDEV_FLUIDSYNTH; else if (sc.Compare("gus")) devset.device = MDEV_GUS; else if (sc.Compare("wildmidi")) devset.device = MDEV_WILDMIDI; else if (sc.Compare("adl")) devset.device = MDEV_ADL; else if (sc.Compare("opn")) devset.device = MDEV_OPN; else sc.ScriptError("Unknown MIDI device %s\n", sc.String); if (sc.CheckString(",")) { sc.SetCMode(false); sc.MustGetString(); devset.args = sc.String; } else { // This does not really do what one might expect, because the next token has already been parsed and can be a '$'. // So in order to continue parsing without C-Mode, we need to reset and parse the last token again. sc.SetCMode(false); sc.RestorePos(save); sc.MustGetString(); } MidiDevices[nm] = devset; } break; case SI_Alias: { // $alias FSoundID sfxfrom; sc.MustGetString (); sfxfrom = S_AddSound (sc.String, -1, &sc); sc.MustGetString (); auto sfx = soundEngine->GetWritableSfx(sfxfrom); sfx->link = soundEngine->FindSoundTentative (sc.String); sfx->NearLimit = -1; // Aliases must use the original sound's limit. (Can be changed later) } break; case SI_Limit: { // $limit [] FSoundID sfxfrom; sc.MustGetString (); sfxfrom = soundEngine->FindSoundTentative (sc.String); sc.MustGetNumber (); auto sfx = soundEngine->GetWritableSfx(sfxfrom); sfx->NearLimit = min(max(sc.Number, 0), 255); if (sc.CheckFloat()) { sfx->LimitRange = float(sc.Float * sc.Float); } } break; case SI_Singular: { // $singular FSoundID sfx; sc.MustGetString (); sfx = soundEngine->FindSoundTentative (sc.String, DEFAULT_LIMIT); auto sfxp = soundEngine->GetWritableSfx(sfx); sfxp->bSingular = true; } break; case SI_PitchSet: { // $pitchset [range maximum] FSoundID sfx; sc.MustGetString(); sfx = soundEngine->FindSoundTentative(sc.String); sc.MustGetFloat(); auto sfxp = soundEngine->GetWritableSfx(sfx); sfxp->DefPitch = (float)sc.Float; if (sc.CheckFloat()) { sfxp->DefPitchMax = (float)sc.Float; } else { sfxp->DefPitchMax = 0; } } break; case SI_PitchSetDuke: { // $pitchset [range maximum] // Same as above, but uses Duke's value range of 1200 units per octave. FSoundID sfx; sc.MustGetString(); sfx = soundEngine->FindSoundTentative(sc.String); sc.MustGetFloat(); auto sfxp = soundEngine->GetWritableSfx(sfx); sfxp->DefPitch = (float)pow(2, sc.Float / 1200.); if (sc.CheckFloat()) { sfxp->DefPitchMax = (float)pow(2, sc.Float / 1200.); } else { sfxp->DefPitchMax = 0; } break; } case SI_ConReserve: { // $conreserve // Assigns a resource ID to the given sound. sc.MustGetString(); FSoundID sfx = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT); auto sfxp = soundEngine->GetWritableSfx(sfx); sc.MustGetNumber(); sfxp->ResourceId = sc.Number; break; } case SI_DukeFlags: { static const char* dukeflags[] = { "LOOP", "MSFX", "TALK", "GLOBAL", nullptr}; // dukesound .. // Sets a pitch range for the sound. sc.MustGetString(); auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT); int flags = 0; while (sc.GetString()) { int bit = sc.MatchString(dukeflags); if (bit == -1) break; flags |= 1 << bit; } if (isDukeEngine()) { auto sfx = soundEngine->GetWritableSfx(sfxid); if (sfx->UserData.Size() < Duke3d::kMaxUserData) { sfx->UserData.Resize(Duke3d::kMaxUserData); memset(sfx->UserData.Data(), 0, Duke3d::kMaxUserData * sizeof(int)); } sfx->UserData[Duke3d::kFlags] = flags; } else { sc.ScriptMessage("'$dukeflags' is not available in the current game and will be ignored"); } break; } case SI_Loop: { // dukesound // Sets loop points for the given sound in samples. Only really useful for WAV - for Ogg and FLAC use the metadata they can contain. sc.MustGetString(); auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT); auto sfx = soundEngine->GetWritableSfx(sfxid); sc.MustGetNumber(); sfx->LoopStart = sc.Number; if (sc.CheckNumber()) sfx->LoopEnd = sc.Number; break; } default: { // Got a logical sound mapping FString name (sc.String); if (wantassigns == -1) { wantassigns = sc.CheckString("="); } else if (wantassigns) { sc.MustGetStringName("="); } sc.MustGetString (); S_AddSound (name, sc.String, &sc); } } } } } //========================================================================== // // S_ParseSndInfo // // Parses all loaded SNDINFO lumps. // //========================================================================== void S_ParseSndInfo() { int lump; soundEngine->Clear(); MusicAliases.Clear(); MidiDevices.Clear(); MusicVolumes.Clear(); S_AddSound("{ no sound }", "DSEMPTY", nullptr); // Sound 0 is no sound at all int lastlump = 0; while ((lump = fileSystem.FindLump("SNDINFO", &lastlump, false)) != -1) { S_AddSNDINFO(lump); } soundEngine->HashSounds(); }