mirror of
https://github.com/DrBeef/Raze.git
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1028 lines
26 KiB
C++
1028 lines
26 KiB
C++
/*
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**
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** music.cpp
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**
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** music engine
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**
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** Copyright 1999-2016 Randy Heit
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** Copyright 2002-2016 Christoph Oelckers
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**
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**---------------------------------------------------------------------------
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdexcept>
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#include "i_sound.h"
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#include "i_music.h"
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#include "printf.h"
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#include "s_playlist.h"
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#include "c_dispatch.h"
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "s_music.h"
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#include "filereadermusicinterface.h"
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#include <zmusic.h>
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#include "md5.h"
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#include "gain_analysis.h"
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#include "gameconfigfile.h"
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#include "i_specialpaths.h"
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern float S_GetMusicVolume (const char *music);
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static void S_ActivatePlayList(bool goBack);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static bool MusicPaused; // whether music is paused
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MusPlayingInfo mus_playing; // music currently being played
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static FPlayList PlayList;
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float relative_volume = 1.f;
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float saved_relative_volume = 1.0f; // this could be used to implement an ACS FadeMusic function
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MusicVolumeMap MusicVolumes;
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MidiDeviceMap MidiDevices;
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static FileReader DefaultOpenMusic(const char* fn)
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{
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// This is the minimum needed to make the music system functional.
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FileReader fr;
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fr.OpenFile(fn);
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return fr;
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}
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static MusicCallbacks mus_cb = { nullptr, DefaultOpenMusic };
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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EXTERN_CVAR(Int, snd_mididevice)
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EXTERN_CVAR(Float, mod_dumb_mastervolume)
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EXTERN_CVAR(Float, fluid_gain)
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CVAR(Bool, mus_calcgain, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // changing this will only take effect for the next song.
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CVAR(Bool, mus_usereplaygain, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // changing this will only take effect for the next song.
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CUSTOM_CVAR(Float, mus_gainoffset, 0.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // for customizing the base volume
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{
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if (self > 10.f) self = 10.f;
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mus_playing.replayGainFactor = dBToAmplitude(mus_playing.replayGain + mus_gainoffset);
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}
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// CODE --------------------------------------------------------------------
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void S_SetMusicCallbacks(MusicCallbacks* cb)
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{
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mus_cb = *cb;
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if (mus_cb.OpenMusic == nullptr) mus_cb.OpenMusic = DefaultOpenMusic; // without this we are dead in the water.
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}
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int MusicEnabled() // int return is for scripting
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{
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return mus_enabled && !nomusic;
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}
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//==========================================================================
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//
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//
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//
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// Create a sound system stream for the currently playing song
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//==========================================================================
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static std::unique_ptr<SoundStream> musicStream;
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static TArray<SoundStream*> customStreams;
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SoundStream *S_CreateCustomStream(size_t size, int samplerate, int numchannels, StreamCallback cb, void *userdata)
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{
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int flags = 0;
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if (numchannels < 2) flags |= SoundStream::Mono;
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auto stream = GSnd->CreateStream(cb, int(size), flags, samplerate, userdata);
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if (stream)
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{
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stream->Play(true, 1);
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customStreams.Push(stream);
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}
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return stream;
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}
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void S_StopCustomStream(SoundStream *stream)
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{
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if (stream)
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{
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stream->Stop();
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auto f = customStreams.Find(stream);
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if (f < customStreams.Size()) customStreams.Delete(f);
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delete stream;
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}
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}
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void S_PauseAllCustomStreams(bool on)
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{
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static bool paused = false;
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if (paused == on) return;
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paused = on;
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for (auto s : customStreams)
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{
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s->SetPaused(on);
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}
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}
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static TArray<int16_t> convert;
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static bool FillStream(SoundStream* stream, void* buff, int len, void* userdata)
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{
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bool written;
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if (mus_playing.isfloat)
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{
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written = ZMusic_FillStream(mus_playing.handle, buff, len);
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if (mus_playing.replayGainFactor != 1.f)
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{
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float* fbuf = (float*)buff;
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for (int i = 0; i < len / 4; i++)
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{
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fbuf[i] *= mus_playing.replayGainFactor;
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}
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}
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}
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else
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{
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// To apply replay gain we need floating point streaming data, so 16 bit input needs to be converted here.
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convert.Resize(len / 2);
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written = ZMusic_FillStream(mus_playing.handle, convert.Data(), len/2);
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float* fbuf = (float*)buff;
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for (int i = 0; i < len / 4; i++)
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{
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fbuf[i] = convert[i] * mus_playing.replayGainFactor * (1.f/32768.f);
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}
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}
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if (!written)
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{
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memset((char*)buff, 0, len);
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return false;
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}
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return true;
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}
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void S_CreateStream()
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{
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if (!mus_playing.handle) return;
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SoundStreamInfo fmt;
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ZMusic_GetStreamInfo(mus_playing.handle, &fmt);
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// always create a floating point streaming buffer so we can apply replay gain without risk of integer overflows.
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mus_playing.isfloat = fmt.mNumChannels > 0;
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if (!mus_playing.isfloat) fmt.mBufferSize *= 2;
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if (fmt.mBufferSize > 0) // if buffer size is 0 the library will play the song itself (e.g. Windows system synth.)
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{
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int flags = SoundStream::Float;
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if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
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musicStream.reset(GSnd->CreateStream(FillStream, fmt.mBufferSize, flags, fmt.mSampleRate, nullptr));
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if (musicStream) musicStream->Play(true, 1);
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}
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}
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void S_PauseStream(bool paused)
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{
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if (musicStream) musicStream->SetPaused(paused);
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}
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void S_StopStream()
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{
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if (musicStream)
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{
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musicStream->Stop();
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musicStream.reset();
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}
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}
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//==========================================================================
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//
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// starts playing this song
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//
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//==========================================================================
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static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vol, int subsong)
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{
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if (rel_vol > 0.f && !mus_usereplaygain)
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{
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float factor = relative_volume / saved_relative_volume;
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saved_relative_volume = rel_vol;
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I_SetRelativeVolume(saved_relative_volume * factor);
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}
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ZMusic_Stop(song);
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// make sure the volume modifiers update properly in case replay gain settings have changed.
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fluid_gain.Callback();
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mod_dumb_mastervolume.Callback();
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if (!ZMusic_Start(song, subsong, loop))
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{
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return false;
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}
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// Notify the sound system of the changed relative volume
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snd_musicvolume.Callback();
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return true;
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}
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//==========================================================================
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//
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// S_PauseMusic
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//
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// Stop music, during game PAUSE.
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//==========================================================================
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void S_PauseMusic ()
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{
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if (mus_playing.handle && !MusicPaused)
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{
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ZMusic_Pause(mus_playing.handle);
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S_PauseStream(true);
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MusicPaused = true;
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}
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}
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//==========================================================================
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//
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// S_ResumeMusic
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//
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// Resume music, after game PAUSE.
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//==========================================================================
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void S_ResumeMusic ()
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{
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if (mus_playing.handle && MusicPaused)
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{
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ZMusic_Resume(mus_playing.handle);
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S_PauseStream(false);
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MusicPaused = false;
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}
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}
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//==========================================================================
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//
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// S_UpdateSound
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//
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//==========================================================================
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void S_UpdateMusic ()
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{
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if (mus_playing.handle != nullptr)
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{
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ZMusic_Update(mus_playing.handle);
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// [RH] Update music and/or playlist. IsPlaying() must be called
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// to attempt to reconnect to broken net streams and to advance the
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// playlist when the current song finishes.
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if (!ZMusic_IsPlaying(mus_playing.handle))
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{
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if (PlayList.GetNumSongs())
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{
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PlayList.Advance();
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S_ActivatePlayList(false);
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}
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else
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{
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S_StopMusic(true);
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}
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}
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}
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}
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//==========================================================================
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//
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// Resets the music player if music playback was paused.
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//
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//==========================================================================
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void S_ResetMusic ()
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{
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// stop the old music if it has been paused.
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// This ensures that the new music is started from the beginning
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// if it's the same as the last one and it has been paused.
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if (MusicPaused) S_StopMusic(true);
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// start new music for the level
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MusicPaused = false;
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}
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//==========================================================================
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//
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// S_ActivatePlayList
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//
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// Plays the next song in the playlist. If no songs in the playlist can be
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// played, then it is deleted.
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//==========================================================================
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void S_ActivatePlayList (bool goBack)
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{
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int startpos, pos;
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startpos = pos = PlayList.GetPosition ();
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S_StopMusic (true);
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while (!S_ChangeMusic (PlayList.GetSong (pos), 0, false, true))
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{
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pos = goBack ? PlayList.Backup () : PlayList.Advance ();
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if (pos == startpos)
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{
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PlayList.Clear();
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Printf ("Cannot play anything in the playlist.\n");
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return;
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}
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}
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}
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//==========================================================================
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//
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// S_StartMusic
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//
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// Starts some music with the given name.
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//==========================================================================
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bool S_StartMusic (const char *m_id)
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{
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return S_ChangeMusic (m_id, 0, false);
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}
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//==========================================================================
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//
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// S_ChangeMusic
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//
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// initiates playback of a song
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//
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//==========================================================================
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static TMap<FString, float> gainMap;
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EXTERN_CVAR(String, fluid_patchset)
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EXTERN_CVAR(String, timidity_config)
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EXTERN_CVAR(String, midi_config)
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EXTERN_CVAR(String, wildmidi_config)
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EXTERN_CVAR(String, adl_custom_bank)
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EXTERN_CVAR(Int, adl_bank)
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EXTERN_CVAR(Bool, adl_use_custom_bank)
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EXTERN_CVAR(String, opn_custom_bank)
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EXTERN_CVAR(Bool, opn_use_custom_bank)
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EXTERN_CVAR(Int, opl_core)
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static FString ReplayGainHash(ZMusicCustomReader* reader, int flength, int playertype, const char* _playparam)
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{
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std::string playparam = _playparam;
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uint8_t buffer[50000]; // for performance reasons only hash the start of the file. If we wanted to do this to large waveform songs it'd cause noticable lag.
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uint8_t digest[16];
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char digestout[33];
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auto length = reader->read(reader, buffer, 50000);
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reader->seek(reader, 0, SEEK_SET);
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MD5Context md5;
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md5.Init();
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md5.Update(buffer, (int)length);
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md5.Final(digest);
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for (size_t j = 0; j < sizeof(digest); ++j)
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{
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sprintf(digestout + (j * 2), "%02X", digest[j]);
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}
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digestout[32] = 0;
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auto type = ZMusic_IdentifyMIDIType((uint32_t*)buffer, 32);
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if (type == MIDI_NOTMIDI) return FStringf("%d:%s", flength, digestout);
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// get the default for MIDI synth
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if (playertype == -1)
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{
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switch (snd_mididevice)
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{
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case -1: playertype = MDEV_FLUIDSYNTH; break;
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case -2: playertype = MDEV_TIMIDITY; break;
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case -3: playertype = MDEV_OPL; break;
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case -4: playertype = MDEV_GUS; break;
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case -5: playertype = MDEV_FLUIDSYNTH; break;
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case -6: playertype = MDEV_WILDMIDI; break;
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case -7: playertype = MDEV_ADL; break;
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case -8: playertype = MDEV_OPN; break;
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default: return "";
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}
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}
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else if (playertype == MDEV_SNDSYS) return "";
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// get the default for used sound font.
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if (playparam.empty())
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{
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switch (playertype)
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{
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case MDEV_FLUIDSYNTH: playparam = fluid_patchset; break;
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case MDEV_TIMIDITY: playparam = timidity_config; break;
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case MDEV_GUS: playparam = midi_config; break;
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case MDEV_WILDMIDI: playparam = wildmidi_config; break;
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case MDEV_ADL: playparam = adl_use_custom_bank ? *adl_custom_bank : std::to_string(adl_bank); break;
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case MDEV_OPN: playparam = opn_use_custom_bank ? *opn_custom_bank : ""; break;
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case MDEV_OPL: playparam = std::to_string(opl_core); break;
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}
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}
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return FStringf("%d:%s:%d:%s", flength, digestout, playertype, playparam.c_str()).MakeUpper();
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}
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static void SaveGains()
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{
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auto path = M_GetAppDataPath(true);
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path << "/replaygain.ini";
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FConfigFile gains(path);
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TMap<FString, float>::Iterator it(gainMap);
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TMap<FString, float>::Pair* pair;
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if (gains.SetSection("Gains", true))
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{
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while (it.NextPair(pair))
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{
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gains.SetValueForKey(pair->Key, std::to_string(pair->Value).c_str());
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}
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}
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gains.WriteConfigFile();
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}
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static void ReadGains()
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{
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static bool done = false;
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if (done) return;
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done = true;
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auto path = M_GetAppDataPath(true);
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path << "/replaygain.ini";
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FConfigFile gains(path);
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if (gains.SetSection("Gains"))
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{
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const char* key;
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const char* value;
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while (gains.NextInSection(key, value))
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{
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gainMap.Insert(key, (float)strtod(value, nullptr));
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}
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}
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}
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CCMD(setreplaygain)
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{
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// sets replay gain for current song to a fixed value
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if (!mus_playing.handle || mus_playing.hash.IsEmpty())
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{
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Printf("setreplaygain needs some music playing\n");
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return;
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}
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if (argv.argc() < 2)
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{
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Printf("Usage: setreplaygain {dB}\n");
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Printf("Current replay gain is %f dB\n", mus_playing.replayGain);
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return;
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}
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float dB = (float)strtod(argv[1], nullptr);
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if (dB > 10) dB = 10; // don't blast the speakers. Values above 2 or 3 are very rare.
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gainMap.Insert(mus_playing.hash, dB);
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SaveGains();
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mus_playing.replayGain = dB;
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mus_playing.replayGainFactor = (float)dBToAmplitude(mus_playing.replayGain + mus_gainoffset);
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}
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static void CheckReplayGain(const char *musicname, EMidiDevice playertype, const char *playparam)
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{
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mus_playing.replayGain = 0.f;
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mus_playing.replayGainFactor = dBToAmplitude(mus_gainoffset);
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fluid_gain.Callback();
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mod_dumb_mastervolume.Callback();
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if (!mus_usereplaygain) return;
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FileReader reader = mus_cb.OpenMusic(musicname);
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if (!reader.isOpen()) return;
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int flength = (int)reader.GetLength();
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auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
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ReadGains();
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auto hash = ReplayGainHash(mreader, flength, playertype, playparam);
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if (hash.IsEmpty()) return; // got nothing to measure.
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mus_playing.hash = hash;
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auto entry = gainMap.CheckKey(hash);
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if (entry)
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{
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mus_playing.replayGain = *entry;
|
|
mus_playing.replayGainFactor = dBToAmplitude(mus_playing.replayGain + mus_gainoffset);
|
|
return;
|
|
}
|
|
if (!mus_calcgain) return;
|
|
|
|
auto handle = ZMusic_OpenSong(mreader, playertype, playparam);
|
|
if (handle == nullptr) return; // not a music file
|
|
|
|
if (!ZMusic_Start(handle, 0, false))
|
|
{
|
|
ZMusic_Close(handle);
|
|
return; // unable to open
|
|
}
|
|
|
|
SoundStreamInfo fmt;
|
|
ZMusic_GetStreamInfo(handle, &fmt);
|
|
if (fmt.mBufferSize == 0)
|
|
{
|
|
ZMusic_Close(handle);
|
|
return; // external player.
|
|
}
|
|
|
|
int flags = SoundStream::Float;
|
|
if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
|
|
|
|
TArray<uint8_t> readbuffer(fmt.mBufferSize, true);
|
|
TArray<float> lbuffer;
|
|
TArray<float> rbuffer;
|
|
while (ZMusic_FillStream(handle, readbuffer.Data(), fmt.mBufferSize))
|
|
{
|
|
unsigned index;
|
|
// 4 cases, all with different preparation needs.
|
|
if (fmt.mNumChannels == -2) // 16 bit stereo
|
|
{
|
|
int16_t* sbuf = (int16_t*)readbuffer.Data();
|
|
int numsamples = fmt.mBufferSize / 4;
|
|
index = lbuffer.Reserve(numsamples);
|
|
rbuffer.Reserve(numsamples);
|
|
|
|
for (int i = 0; i < numsamples; i++)
|
|
{
|
|
lbuffer[index + i] = sbuf[i * 2];
|
|
rbuffer[index + i] = sbuf[i * 2 + 1];
|
|
}
|
|
}
|
|
else if (fmt.mNumChannels == -1) // 16 bit mono
|
|
{
|
|
int16_t* sbuf = (int16_t*)readbuffer.Data();
|
|
int numsamples = fmt.mBufferSize / 2;
|
|
index = lbuffer.Reserve(numsamples);
|
|
|
|
for (int i = 0; i < numsamples; i++)
|
|
{
|
|
lbuffer[index + i] = sbuf[i];
|
|
}
|
|
}
|
|
else if (fmt.mNumChannels == 1) // float mono
|
|
{
|
|
float* sbuf = (float*)readbuffer.Data();
|
|
int numsamples = fmt.mBufferSize / 4;
|
|
index = lbuffer.Reserve(numsamples);
|
|
for (int i = 0; i < numsamples; i++)
|
|
{
|
|
lbuffer[index + i] = sbuf[i] * 32768.f;
|
|
}
|
|
}
|
|
else if (fmt.mNumChannels == 2) // float stereo
|
|
{
|
|
float* sbuf = (float*)readbuffer.Data();
|
|
int numsamples = fmt.mBufferSize / 8;
|
|
auto index = lbuffer.Reserve(numsamples);
|
|
rbuffer.Reserve(numsamples);
|
|
|
|
for (int i = 0; i < numsamples; i++)
|
|
{
|
|
lbuffer[index + i] = sbuf[i * 2] * 32768.f;
|
|
rbuffer[index + i] = sbuf[i * 2 + 1] * 32768.f;
|
|
}
|
|
}
|
|
float accTime = lbuffer.Size() / (float)fmt.mSampleRate;
|
|
if (accTime > 8 * 60) break; // do at most 8 minutes, if the song forces a loop.
|
|
}
|
|
ZMusic_Close(handle);
|
|
|
|
GainAnalyzer analyzer;
|
|
int result = analyzer.InitGainAnalysis(fmt.mSampleRate);
|
|
if (result == GAIN_ANALYSIS_OK)
|
|
{
|
|
result = analyzer.AnalyzeSamples(lbuffer.Data(), rbuffer.Size() == 0 ? nullptr : rbuffer.Data(), lbuffer.Size(), rbuffer.Size() == 0 ? 1 : 2);
|
|
if (result == GAIN_ANALYSIS_OK)
|
|
{
|
|
auto gain = analyzer.GetTitleGain();
|
|
Printf("Calculated replay gain for %s at %f dB\n", hash.GetChars(), gain);
|
|
|
|
gainMap.Insert(hash, gain);
|
|
mus_playing.replayGain = gain;
|
|
mus_playing.replayGainFactor = dBToAmplitude(mus_playing.replayGain + mus_gainoffset);
|
|
SaveGains();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
|
|
{
|
|
if (!MusicEnabled()) return false; // skip the entire procedure if music is globally disabled.
|
|
|
|
if (!force && PlayList.GetNumSongs())
|
|
{ // Don't change if a playlist is active
|
|
return true; // do not report an error here.
|
|
}
|
|
// Do game specific lookup.
|
|
FString musicname_;
|
|
if (mus_cb.LookupFileName)
|
|
{
|
|
musicname_ = mus_cb.LookupFileName(musicname, order);
|
|
musicname = musicname_.GetChars();
|
|
}
|
|
|
|
if (musicname == nullptr || musicname[0] == 0)
|
|
{
|
|
// Don't choke if the map doesn't have a song attached
|
|
S_StopMusic (true);
|
|
mus_playing.name = "";
|
|
mus_playing.LastSong = "";
|
|
return true;
|
|
}
|
|
|
|
if (!mus_playing.name.IsEmpty() &&
|
|
mus_playing.handle != nullptr &&
|
|
stricmp(mus_playing.name, musicname) == 0 &&
|
|
ZMusic_IsLooping(mus_playing.handle) == zmusic_bool(looping))
|
|
{
|
|
if (order != mus_playing.baseorder)
|
|
{
|
|
if (ZMusic_SetSubsong(mus_playing.handle, order))
|
|
{
|
|
mus_playing.baseorder = order;
|
|
}
|
|
}
|
|
else if (!ZMusic_IsPlaying(mus_playing.handle))
|
|
{
|
|
if (!ZMusic_Start(mus_playing.handle, order, looping))
|
|
{
|
|
Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
|
|
}
|
|
S_CreateStream();
|
|
|
|
}
|
|
return true;
|
|
}
|
|
|
|
int lumpnum = -1;
|
|
int length = 0;
|
|
ZMusic_MusicStream handle = nullptr;
|
|
MidiDeviceSetting* devp = MidiDevices.CheckKey(musicname);
|
|
|
|
// Strip off any leading file:// component.
|
|
if (strncmp(musicname, "file://", 7) == 0)
|
|
{
|
|
musicname += 7;
|
|
}
|
|
|
|
// 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;
|
|
|
|
// shutdown old music
|
|
S_StopMusic(true);
|
|
|
|
// 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;
|
|
}
|
|
|
|
// load & register it
|
|
if (handle != nullptr)
|
|
{
|
|
mus_playing.handle = handle;
|
|
}
|
|
else
|
|
{
|
|
|
|
CheckReplayGain(musicname, devp ? (EMidiDevice)devp->device : MDEV_DEFAULT, devp ? devp->args.GetChars() : "");
|
|
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());
|
|
}
|
|
}
|
|
|
|
mus_playing.loop = looping;
|
|
mus_playing.name = musicname;
|
|
mus_playing.baseorder = 0;
|
|
mus_playing.LastSong = "";
|
|
|
|
if (mus_playing.handle != 0)
|
|
{ // play it
|
|
auto volp = MusicVolumes.CheckKey(musicname);
|
|
float vol = volp ? *volp : 1.f;
|
|
if (!S_StartMusicPlaying(mus_playing.handle, looping, vol, order))
|
|
{
|
|
Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
|
|
return false;
|
|
}
|
|
S_CreateStream();
|
|
mus_playing.baseorder = order;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RestartMusic
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_RestartMusic ()
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_MIDIDeviceChanged
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
void S_MIDIDeviceChanged(int newdev)
|
|
{
|
|
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;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playlistpos
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool CheckForPlaylist ()
|
|
{
|
|
if (PlayList.GetNumSongs() == 0)
|
|
{
|
|
Printf ("No playlist is playing.\n");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
CCMD (playlistpos)
|
|
{
|
|
if (CheckForPlaylist() && argv.argc() > 1)
|
|
{
|
|
PlayList.SetPosition (atoi (argv[1]) - 1);
|
|
S_ActivatePlayList (false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playlistnext
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playlistnext)
|
|
{
|
|
if (CheckForPlaylist())
|
|
{
|
|
PlayList.Advance ();
|
|
S_ActivatePlayList (false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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");
|
|
}
|
|
}
|