#include "compat.h" #include "baselayer.h" #include "renderlayer.h" // for win_gethwnd() #include "build.h" #include "cache1d.h" #include "fx_man.h" #include "keyboard.h" #include "control.h" #include "engine.h" #include "exhumed.h" #include "config.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" #if 0 extern "C" { #include "usrhooks.h" #include "music.h" #include "multivoc.h" #include "fx_man.h" #include "midi.h" #include "mpu401.h" } #endif short gMusicVolume = 200; short gFXVolume = 200; short nSoundsPlaying = 0; short nAmbientChannel = -1; short nStopSound; short nStoneSound; short nSwitchSound; short nLocalEyeSect; short nElevSound; short nCreepyTimer; 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 StaticSound[kMaxSoundFiles]; // TODO - temp location. Needs to exist within config file // // Sound variables // //int FXDevice; //int MusicDevice; //int FXVolume; //int MusicVolume; //int SoundToggle; //int MusicToggle; //int VoiceToggle; //int AmbienceToggle; //fx_blaster_config BlasterConfig; //int NumVoices; //int NumChannels; //int NumBits; //int MixRate; //int32 MidiPort; //int ReverseStereo; int nNextFreq; int nTotalSoundBytes; int nSoundCount; short nSwirlyFrames; short nDistTable[256]; struct ActiveSound { /* short _0 short _2 short _4 short _6 byte _7 short _10 short _12 int _14 int _18 int _22; int _26 int _30; // x val int _34; // y val int _38; // z val short _42 short _44 */ short f_0; short f_2; short f_4; short f_6; short f_8; short f_a; short f_c; int f_e; int f_12; int f_16; int f_1a; int f_1e; int f_22; int f_26; short f_2a; short f_2c; }; ActiveSound sActiveSound[kMaxSounds]; #if 0 int AIL_allocate_sample_handle(int); int AIL_allocate_sequence_handle(int); void AIL_startup(void); void AIL_set_preference(int, int); int AIL_install_DIG_INI(void); int AIL_install_MDI_INI(void); void AIL_shutdown(void); void AIL_end_sequence(int); void AIL_set_sequence_volume(int, int, int); void AIL_init_sequence(int, char*, int); void AIL_start_sequence(int); void AIL_set_sequence_loop_count(int, int); void AIL_set_sequence_volume(int, int, int); void AIL_set_sample_playback_rate(int, int); void AIL_end_sample(int); int AIL_sample_status(int); void AIL_set_sample_volume(int, int); void AIL_set_sample_pan(int, int); void AIL_init_sample(int); void AIL_set_sample_file(int, char*, int); void AIL_start_sample(int); void AIL_set_sample_loop_count(int, int); int AIL_sample_playback_rate(int); char AIL_error[256]; #endif char pMusicBuf[45000]; char szSoundName[kMaxSounds][kMaxSoundNameLen]; char *SoundBuf[kMaxSounds]; int SoundLen[kMaxSounds]; char SoundLock[kMaxSounds]; extern char message_text[80]; extern short message_timer; int S, dig, mdi, handle; int nActiveSounds; short nLocalSectFlags; short nLocalChan; uint8_t nPanTable[] = { 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128, 128 }; void CalcASSPan(int nPan, int nVolume, int *pLeft, int *pRight) { if (nPan < 0) nPan = 0; else if (nPan > 127) nPan = 127; if (nVolume < 0) nVolume = 0; else if (nVolume > 127) nVolume = 127; *pLeft = mulscale6(nPanTable[nPan], nVolume); *pRight = mulscale6(nPanTable[127-nPan], nVolume); } void ASSCallback(uint32_t num) { // TODO: add mutex? if (num == -1) handle = -1; else if (num >= 0 && num < kMaxActiveSounds) sActiveSound[num].f_e = -1; } void CreateDistTable(void) { int eax = 260; for (int i = 0; i < 256; i++) { if (eax > 65280) { nDistTable[i] = 255; } else { nDistTable[i] = eax >> 8; eax = (eax * eax) >> 8; } } } void InitSoundInfo(void) { int i; memset(sActiveSound, 255, sizeof(sActiveSound)); for (i = 0; i < kMaxSounds; i++) { sActiveSound[i].f_2c = 0; sActiveSound[i].f_e = -1; } nActiveSounds = i; handle = -1; } void InitFX(void) { #ifdef MIXERTYPEWIN void* initdata = (void*)win_gethwnd(); // used for DirectSound #else void* initdata = NULL; #endif dig = 0; if (bNoSound) return; if (FX_Init(NumVoices, NumChannels, MixRate, initdata) != FX_Ok) { DebugOut("Error initializing sound card!\n"); initprintf("Error initializing sound card!\n"); DebugOut("ERROR: %s\n", FX_ErrorString(FX_Error)); return; } dig = 1; FX_SetCallBack(ASSCallback); CreateDistTable(); InitSoundInfo(); nTotalSoundBytes = 0; nSoundCount = 0; nCreepyTimer = 450; #if 0 int status = FX_Init(FXDevice, NumVoices, NumChannels, NumBits, MixRate); if (status == FX_Ok) { FX_SetVolume(FXVolume); if (ReverseStereo == 1) { FX_SetReverseStereo(!FX_GetReverseStereo()); } } if (status != FX_Ok) { // Error("Sound startup error: %s", FX_ErrorString(FX_Error)); } status = FX_SetCallBack(testcallback); if (status != FX_Ok) { // Error("Sound startup error: %s", FX_ErrorString(FX_Error)); } #endif } void UnInitFX() { FX_Shutdown(); } #if 0 void InitMusic() { if (bNoSound) { mdi = 0; return; } mdi = AIL_install_MDI_INI(); if (!mdi) { initprintf("AIL_install midi failed\n"); return; } S = AIL_allocate_sequence_handle(mdi); if (!S) { initprintf("Midi handle failed"); return; } } void UnInitMusic() { if (mdi) AIL_end_sequence(S); } void FadeSong() { AIL_set_sequence_volume(S, 0, 1000); } int LoadSong(const char *song) { FILE *f; if (!mdi) return 0; AIL_end_sequence(S); f = fopen(song, "rb"); if (!f) { sprintf(message_text, "Unable to midi open file '%s'!\n", song); message_timer = 1000; return 0; } if (fread(pMusicBuf, sizeof(pMusicBuf), 1, f) == sizeof(pMusicBuf)) { sprintf(message_text, "Programmer error: not enough memory allocated for song file.\n"); message_timer = 1000; fclose(f); return 0; } fclose(f); AIL_init_sequence(S, pMusicBuf, 0); AIL_start_sequence(S); AIL_set_sequence_loop_count(S, 0); AIL_set_sequence_volume(S, gMusicVolume>>1, 0); } #else void InitMusic() { } void UnInitMusic() { } void FadeSong() { } int LoadSong(const char *song) { UNREFERENCED_PARAMETER(song); return 0; } #endif int LoadSound(const char *sound) { if (!dig) //return 0; return -1; int i; for (i = 0; i < nSoundCount; i++) { if (!strnicmp(szSoundName[i], sound, kMaxSoundNameLen)) return i; } if (i >= kMaxSounds) bail2dos("Too many sounds being loaded... increase array size\n"); strncpy(szSoundName[i], sound, kMaxSoundNameLen); char buffer[32]; buffer[0] = 0; strncat(buffer, szSoundName[i], kMaxSoundNameLen); char *pzTail = buffer+strlen(buffer); while (*pzTail == ' ' && pzTail != buffer) *pzTail-- = '\0'; strcat(buffer, ".voc"); buildvfs_kfd hVoc = kopen4loadfrommod(buffer, 0); if (hVoc != buildvfs_kfd_invalid) { int nSize = kfilelength(hVoc); SoundLock[i] = 255; // TODO: implement cache lock properly SoundLen[i] = nSize; cacheAllocateBlock((intptr_t*)&SoundBuf[i], nSize, &SoundLock[i]); if (!SoundBuf[i]) bail2dos("Error allocating buf '%s' to %lld (size=%ld)!\n", buffer, (intptr_t)&SoundBuf[i], nSize); if (kread(hVoc, SoundBuf[i], nSize) != nSize) bail2dos("Error reading '%s'!\n", buffer); } else { bail2dos("Unable to open sound '%s'!\n", buffer); SoundBuf[i] = NULL; SoundLen[i] = 0; //return hVoc; return -1; } kclose(hVoc); nSoundCount++; return i; } #if 0 void FreeSounds(void) { int i; for (i = 0; i < nSoundCount; i++) free(SoundBuf[i]); } #endif void LoadFX(void) { if (!dig) return; int i; for (i = 0; i < kMaxSoundFiles; i++) { StaticSound[i] = LoadSound(SoundFiles[i]); if (StaticSound[i] < 0) bail2dos("error loading static sound #%d ('%.8s')\n", i, SoundFiles[i]); } } void GetSpriteSoundPitch(short nSector, int *pVolume, int *pPitch) { if (nSector < 0) return; if ((SectFlag[nSector]^nLocalSectFlags) & kSectUnderwater) { *pVolume >>= 1; *pPitch -= 1200; } } void BendAmbientSound(void) { if (nAmbientChannel < 0) return; ActiveSound *pASound = &sActiveSound[nAmbientChannel]; //AIL_set_sample_playback_rate(pASound->f_e, nDronePitch+11000); if (pASound->f_e > -1) FX_SetFrequency(pASound->f_e, nDronePitch+11000); } short PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector); void CheckAmbience(short nSector) { if (SectSound[nSector] != -1) { short nSector2 = SectSoundSect[nSector]; walltype *pWall = &wall[sector[nSector2].wallptr]; if (nAmbientChannel < 0) { PlayFXAtXYZ(SectSound[nSector]|0x4000, pWall->x, pWall->y, sector[nSector2].floorz, nSector); return; } ActiveSound *pASound = &sActiveSound[nAmbientChannel]; if (nSector == nSector2) { spritetype *pSprite = &sprite[PlayerList[0].nSprite]; pASound->f_1e = pSprite->x; pASound->f_22 = pSprite->y; pASound->f_26 = pSprite->z; } else { pASound->f_1e = pWall->x; pASound->f_22 = pWall->y; pASound->f_26 = sector[nSector2].floorz; } } else if (nAmbientChannel != -1) { if (sActiveSound[nAmbientChannel].f_e > -1) FX_StopSound(sActiveSound[nAmbientChannel].f_e); sActiveSound[nAmbientChannel].f_e = -1; nAmbientChannel = -1; } } int GetDistFromDXDY(int dx, int dy) { int nSqr = dx*dx+dy*dy; return (nSqr>>3)-(nSqr>>5); } #if 0 void MuteSounds(void) { if (!dig) return; int i; ActiveSound *pASound = sActiveSound; pASound++; for (i = 1; i < kMaxActiveSounds; i++, pASound++) { if (pASound->f_e > -1 && FX_SoundActive(pASound->f_e)) FX_SetPan(pASound->f_e, 0, 0, 0); } } void SetChanPan(int nSound, int nPan) { AIL_set_sample_pan(sActiveSound[nSound].f_e, nPan); } #endif void SoundBigEntrance(void) { StopAllSounds(); ActiveSound *pASound = sActiveSound; for (int i = 0; i < 4; i++, pASound++) { #if 0 AIL_init_sample(pASound->f_e); short nPitch = i*512-1200; pASound->f_16 = nPitch; AIL_set_sample_playback_rate(pASound->f_e, 11000+nPitch); AIL_set_sample_file(pASound->f_e, SoundBuf[12], -1); AIL_set_sample_volume(pASound->f_e, 200); AIL_set_sample_pan(pASound->f_e, 63-(i&1)*127); AIL_start_sample(pASound->f_e); #endif short nPitch = i*512-1200; pASound->f_16 = nPitch; int nLeft, nRight; CalcASSPan(63-(i&1)*127, 200, &nLeft, &nRight); if (pASound->f_e >= 0) FX_StopSound(pASound->f_e); pASound->f_e = FX_Play(SoundBuf[kSoundTorchOn], SoundLen[kSoundTorchOn], -1, 0, 0, max(nLeft, nRight), nLeft, nRight, 0, 1.f, i); if (pASound->f_e > -1) FX_SetFrequency(pASound->f_e, 11000+nPitch); } } void StartSwirly(int nActiveSound) { ActiveSound *pASound = &sActiveSound[nActiveSound]; pASound->f_6 &= 0x7ff; //AIL_init_sample(pASound->f_e); short nPitch = nNextFreq-RandomSize(9); pASound->f_16 = nPitch; nNextFreq = 25000-RandomSize(10)*6; if (nNextFreq > 32000) nNextFreq = 32000; //AIL_set_sample_file(pASound->f_e, SoundBuf[StaticSound[kSound67]], -1); int nVolume = nSwirlyFrames+1; if (nVolume >= 220) nVolume = 220; pASound->f_4 = nVolume; int nPan = pASound->f_6&127; int nLeft, nRight; CalcASSPan(nPan, nVolume, &nLeft, &nRight); if (pASound->f_e >= 0) FX_StopSound(pASound->f_e); pASound->f_e = FX_Play(SoundBuf[StaticSound[kSound67]], SoundLen[StaticSound[kSound67]], -1, 0, 0, max(nLeft, nRight), nLeft, nRight, 0, 1.f, nActiveSound); if (pASound->f_e > -1) FX_SetFrequency(pASound->f_e, nPitch); #if 0 AIL_set_sample_volume(pASound->f_e, nVolume); AIL_set_sample_playback_rate(pASound->f_e, nPitch); AIL_set_sample_loop_count(pASound->f_e, 1); AIL_set_sample_pan(pASound->f_e, pASound->f_6); AIL_start_sample(pASound->f_e); #endif } void StartSwirlies() { StopAllSounds(); nNextFreq = 19000; nSwirlyFrames = 0; for (int i = 1; i <= 4; i++) StartSwirly(i); } void UpdateSwirlies() { nSwirlyFrames++; ActiveSound* pASound = sActiveSound; pASound++; for (int i = 1; i <= 4; i++, pASound++) { if (pASound->f_e < 0 || !FX_SoundActive(pASound->f_e)) StartSwirly(i); if (pASound->f_e >= 0) { int nLeft, nRight; int nPan = 64+(Sin((int)totalclock<<(4+i))>>8); CalcASSPan(nPan, pASound->f_4, &nLeft, &nRight); MV_SetPan(pASound->f_e, max(nLeft, nRight), nLeft, nRight); } //AIL_set_sample_pan(pASound->f_e, 64+(Sin((int)totalclock<<(4+i))>>8)); } } void UpdateSounds() { if (!dig || nFreeze) return; nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]]; spritetype *pSprite = &sprite[PlayerList[nLocalPlayer].nSprite]; int x, y; short ang; if (nSnakeCam > -1) { Snake *pSnake = &SnakeList[nSnakeCam]; spritetype *pSnakeSprite = &sprite[pSnake->nSprites[0]]; x = pSnakeSprite->x; y = pSnakeSprite->y; ang = pSnakeSprite->ang; } else { x = initx; y = inity; ang = inita; } ActiveSound* pASound = sActiveSound; pASound++; for (int i = 1; i < kMaxActiveSounds; i++, pASound++) { if (pASound->f_e >= 0 && FX_SoundActive(pASound->f_e)) { short nSoundSprite = pASound->f_0; int dx, dy; if (nSoundSprite < 0) { dx = x-pASound->f_1e; dy = y-pASound->f_22; } else { dx = x-sprite[nSoundSprite].x; dy = y-sprite[nSoundSprite].y; } dx >>= 8; dy >>= 8; short nSoundAng; if ((dx|dy) == 0) nSoundAng = 0; else nSoundAng = AngleDelta(GetMyAngle(dx, dy), ang, 1024); int nDist = GetDistFromDXDY(dx, dy); if (nDist >= 255) { FX_StopSound(pASound->f_e); if (pASound->f_a&0x4000) nAmbientChannel = -1; return; } int nVolume = gFXVolume+10-(Sin(nDist<<1)>>6); if (nVolume < 0) nVolume = 0; if (nVolume > 255) nVolume = 255; int nPitch = pASound->f_16; short nSoundSect; if (nSoundSprite >= 0) { if (nSoundSprite == nLocalSpr) nSoundSect = nPlayerViewSect[nLocalPlayer]; else nSoundSect = sprite[nSoundSprite].sectnum; } else nSoundSect = pASound->f_2a; GetSpriteSoundPitch(nSoundSect, &nVolume, &nPitch); if (pASound->f_12 != nPitch) pASound->f_12 = nPitch; if (nVolume != pASound->f_4 || nSoundAng != pASound->f_6) { int nLeft, nRight; int nPan = 63+(Sin(nSoundAng+1023)>>8); CalcASSPan(nPan, nVolume, &nLeft, &nRight); FX_SetPan(pASound->f_e, nVolume, nLeft, nRight); if (nPitch < 0) FX_SetFrequency(pASound->f_e, 7000); pASound->f_4 = nVolume; pASound->f_6 = nSoundAng; } } } if (!nFreeze && levelnum != 20) { 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 = 450; } } } int LocalSoundPlaying(void) { if (!dig) return 0; return sActiveSound[nLocalChan].f_e >= 0 && FX_SoundActive(sActiveSound[nLocalChan].f_e); } int GetLocalSound(void) { if (LocalSoundPlaying() == -1) return -1; return sActiveSound[nLocalChan].f_2&0x1ff; } void UpdateLocalSound(void) { if (!dig) return; if (sActiveSound[nLocalChan].f_e >= 0) FX_SetPan(sActiveSound[nLocalChan].f_e, gFXVolume, gFXVolume, gFXVolume); } void StopLocalSound(void) { if (!dig) return; if (nLocalChan == nAmbientChannel) nAmbientChannel = -1; if (LocalSoundPlaying()) FX_StopSound(sActiveSound[nLocalChan].f_e); } void SetLocalChan(int nChannel) { nLocalChan = nChannel; } void PlaySound(int nSound) { if (!dig) return; int bLoop = SoundBuf[nSound][26] == 6; if (handle >= 0) FX_StopSound(handle); handle = FX_Play(SoundBuf[nSound], SoundLen[nSound], bLoop ? 0 : -1, 0, 0, gFXVolume, gFXVolume, gFXVolume, 0, 1.f, -1); #if 0 AIL_init_sample(handle); AIL_set_sample_file(handle, SoundBuf[nSound], -1); AIL_set_sample_volume(handle, gFXVolume>>1); if (SoundBuf[nSound][26] == 6) AIL_set_sample_loop_count(handle, 0); AIL_start_sample(handle); #endif } void PlayLocalSound(short nSound, short nRate) { if (!dig) return; if (nLocalChan == nAmbientChannel) nAmbientChannel = -1; int bLoop = SoundBuf[nSound][26] == 6; ActiveSound* pASound = &sActiveSound[nLocalChan]; if (pASound->f_e >= 0) FX_StopSound(pASound->f_e); pASound->f_e = FX_Play(SoundBuf[nSound], SoundLen[nSound], bLoop ? 0 : -1, 0, 0, gFXVolume, gFXVolume, gFXVolume, 0, 1.f, nLocalChan); if (nRate) { int nFreq = 0; FX_GetFrequency(pASound->f_e, &nFreq); FX_SetFrequency(pASound->f_e, nFreq+nRate); } #if 0 AIL_init_sample(pASound->f_e); AIL_set_sample_file(pASound->f_e, SoundBuf[nSound], -1); AIL_set_sample_volume(pASound->f_e, gFXVolume>>1); if (nRate) AIL_set_sample_playback_rate(pASound->f_e, AIL_sample_playback_rate(pASound->f_e)+nRate); if (SoundBuf[nSound][26] == 6) AIL_set_sample_loop_count(pASound->f_e, 0); AIL_start_sample(pASound->f_e); #endif pASound->f_2 = nSound; SetLocalChan(0); } void PlayTitleSound(void) { PlayLocalSound(StaticSound[kSound10], 0); } void PlayLogoSound(void) { PlayLocalSound(StaticSound[kSound28], 7000); } void PlayGameOverSound(void) { PlayLocalSound(StaticSound[kSound28], 0); } int soundx, soundy, soundz; short soundsect; short PlayFX2(unsigned short nSound, short nSprite) { if (!dig) return -1; nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]]; short v1c; short vcx; if (nSprite < 0) { vcx = 0; v1c = 0; } else { v1c = nSprite&0x2000; vcx = nSprite&0x4000; nSprite &= 0xfff; soundx = sprite[nSprite].x; soundy = sprite[nSprite].y; soundz = sprite[nSprite].z; } int dx, dy; dx = initx-soundx; dy = inity-soundy; dx >>= 8; dy >>= 8; short nSoundAng; if ((dx|dy) == 0) nSoundAng = 0; else nSoundAng = AngleDelta(GetMyAngle(dx, dy), inita, 1024); int nDist = GetDistFromDXDY(dx, dy); if (nDist >= 255) { if (nSound > -1) StopSpriteSound(nSound); return -1; } int nVolume; if (!v1c) { nVolume = gFXVolume+10-(Sin(nDist<<1)>>6)-10; if (nVolume <= 0) { if (nSound > -1) StopSpriteSound(nSound); return -1; } if (nVolume > 255) nVolume = 255; } else nVolume = 255; short vc = nSound & (~0x1ff); short v4 = nSound & 0x2000; short v8 = nSound & 0x1000; short v14 = nSound & 0x4000; short v10 = (nSound&0xe000)>>9; int v2c = 0x7fffffff; ActiveSound* v38 = NULL; ActiveSound* v28 = NULL; ActiveSound* vdi = NULL; nSound &= 0x1ff; short v20; if (v8 || v14) v20 = 1000; else if (nSprite != -1 && vcx) v20 = 2000; else v20 = 0; ActiveSound* pASound = sActiveSound; pASound++; for (int i = 1; i < kMaxActiveSounds; i++, pASound++) { if (pASound->f_e < 0 || !FX_SoundActive(pASound->f_e)) vdi = pASound; else if (v20 >= pASound->f_c) { if (v2c > pASound->f_1a && pASound->f_c <= v20) { v28 = pASound; v2c = pASound->f_1a; } if (!v8) { if (nSound == pASound->f_2) { if (v4 == 0 && nSprite == pASound->f_0) return -1; if (v20 >= pASound->f_c) v38 = pASound; } else if (nSprite == pASound->f_0) { if (v4 || nSound != pASound->f_2) { vdi = pASound; break; } } } } } if (!vdi) { if (v38) vdi = v38; else if (v28) vdi = v28; } if (vdi->f_e >= 0 && FX_SoundActive(vdi->f_e)) { FX_StopSound(vdi->f_e); if (vdi->f_2c == nAmbientChannel) nAmbientChannel = -1; } int nPitch; if (v10) nPitch = -(totalmoves&((1<f_16 = nPitch; vdi->f_8 = nVolume; if (nSprite < 0) { vdi->f_1e = soundx; vdi->f_22 = soundy; vdi->f_2a = soundsect; } GetSpriteSoundPitch(soundsect, &nVolume, &nPitch); vdi->f_12 = nPitch; vdi->f_4 = nVolume; vdi->f_6 = nSoundAng; vdi->f_0 = nSprite; vdi->f_2 = nSound; vdi->f_1a = (int)totalclock; vdi->f_c = v20; vdi->f_a = vc; short nPan = 63+(Sin(nSoundAng+1023)>>8); int nLeft, nRight; int bLoop = SoundBuf[nSound][26] == 6; CalcASSPan(nPan, nVolume>>1, &nLeft, &nRight); vdi->f_e = FX_Play(SoundBuf[nSound], SoundLen[nSound], bLoop ? 0 : -1, 0, 0, max(nLeft, nRight), nLeft, nRight, 0, 1.f, vdi-sActiveSound); if (nPitch) { int nFreq = 0; FX_GetFrequency(vdi->f_e, &nFreq); FX_SetFrequency(vdi->f_e, nFreq+nPitch); } #if 0 AIL_init_sample(vdi->f_e); AIL_set_sample_file(vdi->f_e, SoundBuf[nSound], -1); AIL_set_sample_pan(vdi->f_e, nPan); AIL_set_sample_volume(vdi->f_e, nVolume>>1); if (SoundBuf[nSound][26] == 6) AIL_set_sample_loop_count(vdi->f_e, 0); if (nPitch) AIL_set_sample_playback_rate(vdi->f_e, AIL_sample_playback_rate(vdi->f_e)+nPitch); AIL_start_sample(vdi->f_e); #endif if (v14) nAmbientChannel = v14; // Nuke: added nSprite >= 0 check if (nSprite != nLocalSpr && nSprite >= 0 && (sprite[nSprite].cstat&257)) nCreepyTimer = 450; return v14; } return -1; } short PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector) { soundx = x; soundy = y; soundz = z; soundsect = nSector&0x3fff; short nSnd = PlayFX2(ax, -1); if (nSnd > -1 && (nSector&0x4000)) sActiveSound[nSnd].f_c = 2000; return nSnd; } short D3PlayFX(unsigned short nSound, short nVal) { return PlayFX2(nSound, nVal); } void StopSpriteSound(short nSprite) { if (!dig) return; for (int i = 0; i < kMaxActiveSounds; i++) { if (sActiveSound[i].f_e >= 0 && FX_SoundActive(sActiveSound[i].f_e) && nSprite == sActiveSound[i].f_0) { FX_StopSound(sActiveSound[i].f_e); return; } } } void StopAllSounds(void) { if (!dig) return; for (int i = 0; i < kMaxActiveSounds; i++) { if (sActiveSound[i].f_e >= 0) FX_StopSound(sActiveSound[i].f_e); // AIL_end_sample(sActiveSound[i].f_e); } nSoundsPlaying = 0; nAmbientChannel = -1; } #if 0 void Lock(void) { AIL_lock(); } void Unlock(void) { AIL_unlock(); } #endif