mirror of
https://github.com/DrBeef/Raze.git
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1863 lines
47 KiB
C++
1863 lines
47 KiB
C++
/*
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** s_sound.cpp
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** Main sound engine
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2002-2019 Christoph Oelckers
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** All rights reserved.
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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 "s_soundinternal.h"
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#include "m_swap.h"
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#include "superfasthash.h"
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#include "s_music.h"
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#include "m_random.h"
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#include "printf.h"
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#include "c_cvars.h"
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#include "gamestate.h"
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CVARD(Bool, snd_enabled, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enables/disables sound effects")
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CVAR(Bool, i_soundinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, i_pauseinbackground, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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// killough 2/21/98: optionally use varying pitched sounds
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CVAR(Bool, snd_pitched, false, CVAR_ARCHIVE)
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int SoundEnabled()
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{
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return snd_enabled && !nosound && !nosfx;
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}
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enum
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{
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DEFAULT_PITCH = 128,
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};
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static FRandom pr_soundpitch ("SoundPitch");
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SoundEngine* soundEngine;
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//==========================================================================
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//
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// S_Init
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//
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//==========================================================================
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void SoundEngine::Init(TArray<uint8_t> &curve)
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{
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StopAllChannels();
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// Free all channels for use.
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while (Channels != NULL)
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{
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ReturnChannel(Channels);
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}
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S_SoundCurve = std::move(curve);
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}
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//==========================================================================
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//
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// SoundEngine::Clear
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//
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//==========================================================================
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void SoundEngine::Clear()
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{
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StopAllChannels();
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UnloadAllSounds();
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S_sfx.Clear();
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ClearRandoms();
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}
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//==========================================================================
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//
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// S_Shutdown
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//
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//==========================================================================
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void SoundEngine::Shutdown ()
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{
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FSoundChan *chan, *next;
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StopAllChannels();
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for (chan = FreeChannels; chan != NULL; chan = next)
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{
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next = chan->NextChan;
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delete chan;
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}
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FreeChannels = NULL;
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}
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//==========================================================================
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//
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// MarkUsed
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//
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//==========================================================================
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void SoundEngine::MarkUsed(FSoundID sid)
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{
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if (isValidSoundId(sid))
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{
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S_sfx[sid.index()].bUsed = true;
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}
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}
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//==========================================================================
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//
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// Cache all marked sounds
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//
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//==========================================================================
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void SoundEngine::CacheMarkedSounds()
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{
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// Don't unload sounds that are playing right now.
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for (FSoundChan* chan = Channels; chan != nullptr; chan = chan->NextChan)
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{
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MarkUsed(chan->SoundID);
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}
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for (unsigned i = 1; i < S_sfx.Size(); ++i)
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{
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if (S_sfx[i].bUsed)
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{
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CacheSound(&S_sfx[i]);
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}
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}
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for (unsigned i = 1; i < S_sfx.Size(); ++i)
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{
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if (!S_sfx[i].bUsed && S_sfx[i].link == sfxinfo_t::NO_LINK)
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{
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UnloadSound(&S_sfx[i]);
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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_CacheSound
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//
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//==========================================================================
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void SoundEngine::CacheSound (sfxinfo_t *sfx)
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{
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if (GSnd && !sfx->bTentative)
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{
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while (!sfx->bRandomHeader && isValidSoundId(sfx->link))
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{
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sfx = &S_sfx[sfx->link.index()];
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}
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if (sfx->bRandomHeader)
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{
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CacheRandomSound(sfx);
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}
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else
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{
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LoadSound(sfx);
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sfx->bUsed = 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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// S_UnloadSound
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//
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//==========================================================================
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void SoundEngine::UnloadSound (sfxinfo_t *sfx)
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{
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if (sfx->data.isValid())
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{
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GSnd->UnloadSound(sfx->data);
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DPrintf(DMSG_NOTIFY, "Unloaded sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
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}
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sfx->data.Clear();
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}
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//==========================================================================
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//
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// S_GetChannel
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//
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// Returns a free channel for the system sound interface.
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//
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//==========================================================================
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FSoundChan *SoundEngine::GetChannel(void *syschan)
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{
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FSoundChan *chan;
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if (FreeChannels != NULL)
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{
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chan = FreeChannels;
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UnlinkChannel(chan);
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}
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else
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{
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chan = new FSoundChan;
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memset(chan, 0, sizeof(*chan));
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}
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LinkChannel(chan, &Channels);
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chan->SysChannel = syschan;
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return chan;
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}
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//==========================================================================
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//
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// S_ReturnChannel
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//
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// Returns a channel to the free pool.
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//
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//==========================================================================
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void SoundEngine::ReturnChannel(FSoundChan *chan)
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{
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UnlinkChannel(chan);
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memset(chan, 0, sizeof(*chan));
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LinkChannel(chan, &FreeChannels);
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}
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//==========================================================================
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//
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// S_UnlinkChannel
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//
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//==========================================================================
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void SoundEngine::UnlinkChannel(FSoundChan *chan)
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{
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*(chan->PrevChan) = chan->NextChan;
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if (chan->NextChan != NULL)
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{
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chan->NextChan->PrevChan = chan->PrevChan;
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}
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}
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//==========================================================================
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//
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// S_LinkChannel
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//
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//==========================================================================
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void SoundEngine::LinkChannel(FSoundChan *chan, FSoundChan **head)
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{
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chan->NextChan = *head;
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if (chan->NextChan != NULL)
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{
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chan->NextChan->PrevChan = &chan->NextChan;
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}
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*head = chan;
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chan->PrevChan = head;
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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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TArray<FSoundChan*> SoundEngine::AllActiveChannels()
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{
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TArray<FSoundChan*> chans;
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for (auto chan = Channels; chan != nullptr; chan = chan->NextChan)
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{
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// If the sound is forgettable, this is as good a time as
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// any to forget about it. And if it's a UI sound, it shouldn't
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// be stored in the savegame.
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if (!(chan->ChanFlags & (CHANF_FORGETTABLE | CHANF_UI | CHANF_TRANSIENT)))
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{
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chans.Push(chan);
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}
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}
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return chans;
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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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FString SoundEngine::ListSoundChannels()
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{
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FString output;
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FSoundChan* chan;
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int count = 0;
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for (chan = Channels; chan != nullptr; chan = chan->NextChan)
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{
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if (!(chan->ChanFlags & CHANF_EVICTED))
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{
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FVector3 chanorigin;
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CalcPosVel(chan, &chanorigin, nullptr);
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output.AppendFormat("%s at (%1.5f, %1.5f, %1.5f)\n", (const char*)S_sfx[chan->SoundID.index()].name.GetChars(), chanorigin.X, chanorigin.Y, chanorigin.Z);
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count++;
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}
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}
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output.AppendFormat("%d sounds playing\n", count);
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return output;
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}
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// [RH] Split S_StartSoundAtVolume into multiple parts so that sounds can
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// be specified both by id and by name. Also borrowed some stuff from
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// Hexen and parameters from Quake.
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//==========================================================================
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//
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// CalcPosVel
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//
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// Retrieves a sound's position and velocity for 3D sounds. This version
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// is for an already playing sound.
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//
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//=========================================================================
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void SoundEngine::CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel)
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{
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CalcPosVel(chan->SourceType, chan->Source, chan->Point, chan->EntChannel, chan->ChanFlags, chan->OrgID, pos, vel, chan);
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}
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bool SoundEngine::ValidatePosVel(const FSoundChan* const chan, const FVector3& pos, const FVector3& vel)
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{
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return ValidatePosVel(chan->SourceType, chan->Source, pos, vel);
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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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FSoundID SoundEngine::ResolveSound(const void *, int, FSoundID soundid, float &attenuation)
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{
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const sfxinfo_t &sfx = S_sfx[soundid.index()];
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if (sfx.bRandomHeader)
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{
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// Random sounds attenuate based on the original (random) sound as well as the chosen one.
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attenuation *= sfx.Attenuation;
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return PickReplacement (soundid);
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}
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else
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{
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return sfx.link;
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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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//==========================================================================
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static float CalcPitch(int pitchmask, float defpitch, float defpitchmax)
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{
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if (defpitch > 0.0) // $PitchSet overrides $PitchShift
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{
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if (defpitchmax > 0.0 && defpitch != defpitchmax)
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{
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defpitch = pr_soundpitch.GenRand_Real1() * (defpitchmax - defpitch) + defpitch;
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}
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return defpitch;
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}
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// Vary the sfx pitches. Overridden by $PitchSet and A_StartSound.
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if (pitchmask != 0 && snd_pitched)
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{
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return (DEFAULT_PITCH - (pr_soundpitch() & pitchmask) + (pr_soundpitch() & pitchmask)) / (float)DEFAULT_PITCH;
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}
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return 1.f;
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}
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//==========================================================================
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//
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// S_StartSound
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//
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// 0 attenuation means full volume over whole primaryLevel->
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// 0 < attenuation means to scale the distance by that amount when
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// calculating volume.
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//
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//==========================================================================
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FSoundChan *SoundEngine::StartSound(int type, const void *source,
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const FVector3 *pt, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation,
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FRolloffInfo *forcedrolloff, float spitch, float startTime)
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{
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sfxinfo_t *sfx;
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EChanFlags chanflags = flags;
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int basepriority;
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FSoundID org_id;
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FSoundChan *chan;
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FVector3 pos, vel;
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FRolloffInfo *rolloff;
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if (!isValidSoundId(sound_id) || volume <= 0 || nosfx || !SoundEnabled() || blockNewSounds)
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return NULL;
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// prevent crashes.
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if (type == SOURCE_Unattached && pt == nullptr) type = SOURCE_None;
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org_id = sound_id;
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CalcPosVel(type, source, &pt->X, channel, chanflags, sound_id, &pos, &vel, nullptr);
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if (!ValidatePosVel(type, source, pos, vel))
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{
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return nullptr;
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}
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sfx = &S_sfx[sound_id.index()];
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// Scale volume according to SNDINFO data.
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volume = min(volume * sfx->Volume, 1.f);
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if (volume <= 0)
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return NULL;
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// When resolving a link we do not want to get the NearLimit of
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// the referenced sound so some additional checks are required
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int near_limit = sfx->NearLimit;
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float limit_range = sfx->LimitRange;
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float defpitch = sfx->DefPitch;
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float defpitchmax = sfx->DefPitchMax;
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rolloff = &sfx->Rolloff;
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// Resolve player sounds, random sounds, and aliases
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while (sfx->link != sfxinfo_t::NO_LINK)
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{
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sound_id = ResolveSound(source, type, sound_id, attenuation);
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if (!isValidSoundId(sound_id)) return nullptr;
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auto newsfx = &S_sfx[sound_id.index()];
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if (newsfx != sfx)
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{
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if (near_limit < 0)
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{
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near_limit = newsfx->NearLimit;
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limit_range = newsfx->LimitRange;
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defpitch = newsfx->DefPitch;
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defpitchmax = newsfx->DefPitchMax;
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}
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if (rolloff->MinDistance == 0)
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{
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rolloff = &newsfx->Rolloff;
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}
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sfx = newsfx;
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}
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else return nullptr; // nothing got replaced, prevent an endless loop,
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}
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// Attenuate the attenuation based on the sound.
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attenuation *= sfx->Attenuation;
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// The passed rolloff overrides any sound-specific rolloff.
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if (forcedrolloff != NULL && forcedrolloff->MinDistance != 0)
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{
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rolloff = forcedrolloff;
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}
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// If no valid rolloff was set, use the global default.
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if (rolloff->MinDistance == 0)
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{
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rolloff = &S_Rolloff;
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}
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// If this is a singular sound, don't play it if it's already playing.
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if (sfx->bSingular && CheckSingular(sound_id))
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{
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chanflags |= CHANF_EVICTED;
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}
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// If the sound is unpositioned or comes from the listener, it is
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// never limited.
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if (type == SOURCE_None || source == listener.ListenerObject)
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{
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near_limit = 0;
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}
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// If this sound doesn't like playing near itself, don't play it if that's what would happen.
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if (near_limit > 0 && CheckSoundLimit(sfx, pos, near_limit, limit_range, type, source, channel, attenuation))
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{
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chanflags |= CHANF_EVICTED;
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}
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// If the sound is blocked and not looped, return now. If the sound
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// is blocked and looped, pretend to play it so that it can
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// eventually play for real.
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if ((chanflags & (CHANF_EVICTED | CHANF_LOOP)) == CHANF_EVICTED)
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{
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return NULL;
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}
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// Make sure the sound is loaded.
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sfx = LoadSound(sfx);
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// The empty sound never plays.
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if (sfx->lumpnum == sfx_empty)
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{
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return NULL;
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}
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// Select priority.
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if (type == SOURCE_None || source == listener.ListenerObject)
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{
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basepriority = 80;
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}
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else
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{
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basepriority = 0;
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}
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int seen = 0;
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if (source != NULL && channel == CHAN_AUTO)
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{
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// In the old sound system, 'AUTO' hijacked one of the other channels.
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// Now, with CHANF_OVERLAP at our disposal that isn't needed anymore. Just set the flag and let all sounds play on channel 0.
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chanflags |= CHANF_OVERLAP;
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}
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// If this actor is already playing something on the selected channel, stop it.
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if (!(chanflags & CHANF_OVERLAP) && type != SOURCE_None && ((source == NULL && channel != CHAN_AUTO) || (source != NULL && IsChannelUsed(type, source, channel, &seen))))
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{
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for (chan = Channels; chan != NULL; chan = chan->NextChan)
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{
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if (chan->SourceType == type && chan->EntChannel == channel)
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{
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const bool foundit = (type == SOURCE_Unattached)
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? (chan->Point[0] == pt->X && chan->Point[2] == pt->Z && chan->Point[1] == pt->Y)
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: (chan->Source == source);
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if (foundit)
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{
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StopChannel(chan);
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}
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}
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}
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}
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// sound is paused and a non-looped sound is being started.
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// Such a sound would play right after unpausing which wouldn't sound right.
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if (!(chanflags & CHANF_LOOP) && !(chanflags & (CHANF_UI|CHANF_NOPAUSE|CHANF_FORCE)) && SoundPaused)
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{
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return NULL;
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}
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float pitch = spitch > 0 ? spitch : CalcPitch(sfx->PitchMask, defpitch, defpitchmax);
|
|
if (chanflags & CHANF_EVICTED)
|
|
{
|
|
chan = NULL;
|
|
}
|
|
else
|
|
{
|
|
int startflags = 0;
|
|
if (chanflags & CHANF_LOOP) startflags |= SNDF_LOOP;
|
|
if (chanflags & CHANF_AREA) startflags |= SNDF_AREA;
|
|
if (chanflags & (CHANF_UI|CHANF_NOPAUSE)) startflags |= SNDF_NOPAUSE;
|
|
if (chanflags & CHANF_UI) startflags |= SNDF_NOREVERB;
|
|
|
|
float sfxlength = (float)GSnd->GetMSLength(sfx->data) / 1000.f;
|
|
startTime = (startflags & SNDF_LOOP)
|
|
? (sfxlength > 0 ? fmodf(startTime, sfxlength) : 0.f)
|
|
: clamp(startTime, 0.f, sfxlength);
|
|
|
|
if (attenuation > 0 && type != SOURCE_None)
|
|
{
|
|
chan = (FSoundChan*)GSnd->StartSound3D (sfx->data, &listener, float(volume), rolloff, float(attenuation), pitch, basepriority, pos, vel, channel, startflags, NULL, startTime);
|
|
}
|
|
else
|
|
{
|
|
chan = (FSoundChan*)GSnd->StartSound (sfx->data, float(volume), pitch, startflags, NULL, startTime);
|
|
}
|
|
}
|
|
if (chan == NULL && (chanflags & CHANF_LOOP))
|
|
{
|
|
chan = (FSoundChan*)GetChannel(NULL);
|
|
GSnd->MarkStartTime(chan);
|
|
chanflags |= CHANF_EVICTED;
|
|
}
|
|
if (attenuation > 0 && type != SOURCE_None)
|
|
{
|
|
chanflags |= CHANF_IS3D | CHANF_JUSTSTARTED;
|
|
}
|
|
else
|
|
{
|
|
chanflags |= CHANF_LISTENERZ | CHANF_JUSTSTARTED;
|
|
}
|
|
if (chan != NULL)
|
|
{
|
|
chan->SoundID = sound_id;
|
|
chan->OrgID = org_id;
|
|
chan->EntChannel = channel;
|
|
chan->Volume = float(volume);
|
|
chan->ChanFlags |= chanflags;
|
|
chan->NearLimit = near_limit;
|
|
chan->LimitRange = limit_range;
|
|
chan->Pitch = pitch;
|
|
chan->Priority = basepriority;
|
|
chan->DistanceScale = float(attenuation);
|
|
chan->SourceType = type;
|
|
chan->UserData = 0;
|
|
if (type == SOURCE_Unattached)
|
|
{
|
|
chan->Point[0] = pt->X; chan->Point[1] = pt->Y; chan->Point[2] = pt->Z;
|
|
}
|
|
else if (type != SOURCE_None)
|
|
{
|
|
chan->Source = source;
|
|
}
|
|
}
|
|
|
|
return chan;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RestartSound
|
|
//
|
|
// Attempts to restart looping sounds that were evicted from their channels.
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::RestartChannel(FSoundChan *chan)
|
|
{
|
|
assert(chan->ChanFlags & CHANF_EVICTED);
|
|
|
|
FSoundChan *ochan;
|
|
sfxinfo_t *sfx = &S_sfx[chan->SoundID.index()];
|
|
|
|
// If this is a singular sound, don't play it if it's already playing.
|
|
if (sfx->bSingular && CheckSingular(chan->SoundID))
|
|
return;
|
|
|
|
sfx = LoadSound(sfx);
|
|
|
|
// The empty sound never plays.
|
|
if (sfx->lumpnum == sfx_empty)
|
|
{
|
|
return;
|
|
}
|
|
|
|
EChanFlags oldflags = chan->ChanFlags;
|
|
|
|
int startflags = 0;
|
|
if (chan->ChanFlags & CHANF_LOOP) startflags |= SNDF_LOOP;
|
|
if (chan->ChanFlags & CHANF_AREA) startflags |= SNDF_AREA;
|
|
if (chan->ChanFlags & (CHANF_UI|CHANF_NOPAUSE)) startflags |= SNDF_NOPAUSE;
|
|
if (chan->ChanFlags & CHANF_ABSTIME) startflags |= SNDF_ABSTIME;
|
|
|
|
if (chan->ChanFlags & CHANF_IS3D)
|
|
{
|
|
FVector3 pos, vel;
|
|
|
|
CalcPosVel(chan, &pos, &vel);
|
|
|
|
if (!ValidatePosVel(chan, pos, vel))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If this sound doesn't like playing near itself, don't play it if
|
|
// that's what would happen.
|
|
if (chan->NearLimit > 0 && CheckSoundLimit(&S_sfx[chan->SoundID.index()], pos, chan->NearLimit, chan->LimitRange, 0, NULL, 0, chan->DistanceScale))
|
|
{
|
|
return;
|
|
}
|
|
|
|
chan->ChanFlags &= ~(CHANF_EVICTED|CHANF_ABSTIME);
|
|
ochan = (FSoundChan*)GSnd->StartSound3D(sfx->data, &listener, chan->Volume, &chan->Rolloff, chan->DistanceScale, chan->Pitch,
|
|
chan->Priority, pos, vel, chan->EntChannel, startflags, chan);
|
|
}
|
|
else
|
|
{
|
|
chan->ChanFlags &= ~(CHANF_EVICTED|CHANF_ABSTIME);
|
|
ochan = (FSoundChan*)GSnd->StartSound(sfx->data, chan->Volume, chan->Pitch, startflags, chan);
|
|
}
|
|
assert(ochan == NULL || ochan == chan);
|
|
if (ochan == NULL)
|
|
{
|
|
chan->ChanFlags = oldflags;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_LoadSound
|
|
//
|
|
// Returns a pointer to the sfxinfo with the actual sound data.
|
|
//
|
|
//==========================================================================
|
|
|
|
sfxinfo_t *SoundEngine::LoadSound(sfxinfo_t *sfx)
|
|
{
|
|
if (GSnd->IsNull()) return sfx;
|
|
|
|
while (!sfx->data.isValid())
|
|
{
|
|
unsigned int i;
|
|
|
|
if (sfx->lumpnum == sfx_empty)
|
|
{
|
|
return sfx;
|
|
}
|
|
|
|
// See if there is another sound already initialized with this lump. If so,
|
|
// then set this one up as a link, and don't load the sound again.
|
|
for (i = 0; i < S_sfx.Size(); i++)
|
|
{
|
|
if (S_sfx[i].data.isValid() && S_sfx[i].link == sfxinfo_t::NO_LINK && S_sfx[i].lumpnum == sfx->lumpnum &&
|
|
(!sfx->bLoadRAW || (sfx->RawRate == S_sfx[i].RawRate))) // Raw sounds with different sample rates may not share buffers, even if they use the same source data.
|
|
{
|
|
DPrintf (DMSG_NOTIFY, "Linked %s to %s (%d)\n", sfx->name.GetChars(), S_sfx[i].name.GetChars(), i);
|
|
sfx->link = FSoundID::fromInt(i);
|
|
// This is necessary to avoid using the rolloff settings of the linked sound if its
|
|
// settings are different.
|
|
if (sfx->Rolloff.MinDistance == 0) sfx->Rolloff = S_Rolloff;
|
|
return &S_sfx[i];
|
|
}
|
|
}
|
|
|
|
DPrintf(DMSG_NOTIFY, "Loading sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
|
|
|
|
auto sfxdata = ReadSound(sfx->lumpnum);
|
|
int size = sfxdata.Size();
|
|
if (size > 8)
|
|
{
|
|
int32_t dmxlen = LittleLong(((int32_t *)sfxdata.Data())[1]);
|
|
|
|
// If the sound is voc, use the custom loader.
|
|
if (strncmp ((const char *)sfxdata.Data(), "Creative Voice File", 19) == 0)
|
|
{
|
|
sfx->data = GSnd->LoadSoundVoc(sfxdata.Data(), size);
|
|
}
|
|
// If the sound is raw, just load it as such.
|
|
else if (sfx->bLoadRAW)
|
|
{
|
|
sfx->data = GSnd->LoadSoundRaw(sfxdata.Data(), size, sfx->RawRate, 1, 8, sfx->LoopStart);
|
|
}
|
|
// Otherwise, try the sound as DMX format.
|
|
else if (((uint8_t *)sfxdata.Data())[0] == 3 && ((uint8_t *)sfxdata.Data())[1] == 0 && dmxlen <= size - 8)
|
|
{
|
|
int frequency = LittleShort(((uint16_t *)sfxdata.Data())[1]);
|
|
if (frequency == 0) frequency = 11025;
|
|
sfx->data = GSnd->LoadSoundRaw(sfxdata.Data()+8, dmxlen, frequency, 1, 8, sfx->LoopStart);
|
|
}
|
|
// If that fails, let the sound system try and figure it out.
|
|
else
|
|
{
|
|
sfx->data = GSnd->LoadSound(sfxdata.Data(), size);
|
|
}
|
|
}
|
|
|
|
if (!sfx->data.isValid())
|
|
{
|
|
if (sfx->lumpnum != sfx_empty)
|
|
{
|
|
sfx->lumpnum = sfx_empty;
|
|
continue;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
return sfx;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_CheckSingular
|
|
//
|
|
// Returns true if a copy of this sound is already playing.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool SoundEngine::CheckSingular(FSoundID sound_id)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->OrgID == sound_id)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_CheckSoundLimit
|
|
//
|
|
// Limits the number of nearby copies of a sound that can play near
|
|
// each other. If there are NearLimit instances of this sound already
|
|
// playing within sqrt(limit_range) (typically 256 units) of the new sound, the
|
|
// new sound will not start.
|
|
//
|
|
// If an actor is specified, and it is already playing the same sound on
|
|
// the same channel, this sound will not be limited. In this case, we're
|
|
// restarting an already playing sound, so there's no need to limit it.
|
|
//
|
|
// Returns true if the sound should not play.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool SoundEngine::CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limit, float limit_range,
|
|
int sourcetype, const void *actor, int channel, float attenuation)
|
|
{
|
|
FSoundChan *chan;
|
|
int count;
|
|
|
|
for (chan = Channels, count = 0; chan != NULL && count < near_limit; chan = chan->NextChan)
|
|
{
|
|
if (chan->ChanFlags & CHANF_FORGETTABLE) continue;
|
|
if (!(chan->ChanFlags & CHANF_EVICTED) && &S_sfx[chan->SoundID.index()] == sfx)
|
|
{
|
|
FVector3 chanorigin;
|
|
|
|
if (actor != NULL && chan->EntChannel == channel &&
|
|
chan->SourceType == sourcetype && chan->Source == actor)
|
|
{ // We are restarting a playing sound. Always let it play.
|
|
return false;
|
|
}
|
|
|
|
CalcPosVel(chan, &chanorigin, NULL);
|
|
// scale the limit distance with the attenuation. An attenuation of 0 means the limit distance is infinite and all sounds within the level are inside the limit.
|
|
float attn = min(chan->DistanceScale, attenuation);
|
|
if (attn <= 0 || (chanorigin - pos).LengthSquared() <= limit_range / attn)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
return count >= near_limit;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopSound
|
|
//
|
|
// Stops an unpositioned sound from playing on a specific channel.
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::StopSoundID(FSoundID sound_id)
|
|
{
|
|
FSoundChan* chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan* next = chan->NextChan;
|
|
if (sound_id == chan->OrgID)
|
|
{
|
|
StopChannel(chan);
|
|
}
|
|
chan = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopSound
|
|
//
|
|
// Stops an unpositioned sound from playing on a specific channel.
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::StopSound (int channel, FSoundID sound_id)
|
|
{
|
|
FSoundChan *chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan *next = chan->NextChan;
|
|
if ((chan->SourceType == SOURCE_None && (sound_id == INVALID_SOUND || sound_id == chan->OrgID)) && (channel == CHAN_AUTO || channel == chan->EntChannel))
|
|
{
|
|
StopChannel(chan);
|
|
}
|
|
chan = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopSound
|
|
//
|
|
// Stops a sound from a single actor from playing on a specific channel.
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::StopSound(int sourcetype, const void* actor, int channel, FSoundID sound_id)
|
|
{
|
|
FSoundChan* chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan* next = chan->NextChan;
|
|
if (chan->SourceType == sourcetype &&
|
|
chan->Source == actor &&
|
|
(sound_id == INVALID_SOUND? (chan->EntChannel == channel || channel < 0) : (chan->OrgID == sound_id)))
|
|
{
|
|
StopChannel(chan);
|
|
}
|
|
chan = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopAllActorSounds
|
|
//
|
|
// Stops all sounds on an actor.
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::StopActorSounds(int sourcetype, const void* actor, int chanmin, int chanmax)
|
|
{
|
|
const bool all = (chanmin == 0 && chanmax == 0);
|
|
if (chanmax < chanmin) std::swap(chanmin, chanmax);
|
|
|
|
FSoundChan* chan = Channels;
|
|
while (chan != nullptr)
|
|
{
|
|
FSoundChan* next = chan->NextChan;
|
|
if (chan->SourceType == sourcetype &&
|
|
chan->Source == actor &&
|
|
(all || (chan->EntChannel >= chanmin && chan->EntChannel <= chanmax)))
|
|
{
|
|
StopChannel(chan);
|
|
}
|
|
chan = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopAllChannels
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::StopAllChannels ()
|
|
{
|
|
FSoundChan *chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan *next = chan->NextChan;
|
|
StopChannel(chan);
|
|
chan = next;
|
|
}
|
|
|
|
if (GSnd)
|
|
GSnd->UpdateSounds();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RelinkSound
|
|
//
|
|
// Moves all the sounds from one thing to another. If the destination is
|
|
// NULL, then the sound becomes a positioned sound.
|
|
//==========================================================================
|
|
|
|
void SoundEngine::RelinkSound (int sourcetype, const void *from, const void *to, const FVector3 *optpos)
|
|
{
|
|
if (from == NULL)
|
|
return;
|
|
|
|
FSoundChan *chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan *next = chan->NextChan;
|
|
if (chan->SourceType == sourcetype && chan->Source == from)
|
|
{
|
|
if (to != NULL)
|
|
{
|
|
chan->Source = to;
|
|
}
|
|
else if (!(chan->ChanFlags & CHANF_LOOP) && optpos)
|
|
{
|
|
chan->Source = NULL;
|
|
chan->SourceType = SOURCE_Unattached;
|
|
chan->Point[0] = optpos->X;
|
|
chan->Point[1] = optpos->Y;
|
|
chan->Point[2] = optpos->Z;
|
|
}
|
|
else
|
|
{
|
|
StopChannel(chan);
|
|
}
|
|
}
|
|
chan = next;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChangeSoundVolume
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::ChangeSoundVolume(int sourcetype, const void *source, int channel, double dvolume)
|
|
{
|
|
float volume = float(dvolume);
|
|
// don't let volume get out of bounds
|
|
if (volume < 0.0)
|
|
volume = 0.0;
|
|
else if (volume > 1.0)
|
|
volume = 1.0;
|
|
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->SourceType == sourcetype &&
|
|
chan->Source == source &&
|
|
(chan->EntChannel == channel || channel == -1))
|
|
{
|
|
GSnd->ChannelVolume(chan, volume);
|
|
chan->Volume = volume;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
void SoundEngine::SetVolume(FSoundChan* chan, float volume)
|
|
{
|
|
if (volume < 0.0) volume = 0.0;
|
|
else if (volume > 1.0) volume = 1.0;
|
|
|
|
assert(chan != nullptr);
|
|
GSnd->ChannelVolume(chan, volume);
|
|
chan->Volume = volume;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChangeSoundPitch
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::ChangeSoundPitch(int sourcetype, const void *source, int channel, double pitch, FSoundID sound_id)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->SourceType == sourcetype &&
|
|
chan->Source == source &&
|
|
(sound_id == INVALID_SOUND? (chan->EntChannel == channel) : (chan->OrgID == sound_id)))
|
|
{
|
|
SetPitch(chan, (float)pitch);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
void SoundEngine::SetPitch(FSoundChan *chan, float pitch)
|
|
{
|
|
assert(chan != nullptr);
|
|
GSnd->ChannelPitch(chan, max(0.0001f, pitch));
|
|
chan->Pitch = pitch;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_GetSoundPlayingInfo
|
|
//
|
|
// Is a sound being played by a specific emitter?
|
|
//==========================================================================
|
|
|
|
int SoundEngine::GetSoundPlayingInfo (int sourcetype, const void *source, FSoundID sound_id, int chann)
|
|
{
|
|
int count = 0;
|
|
if (sound_id.isvalid())
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chann != -1 && chann != chan->EntChannel) continue;
|
|
if (chan->OrgID == sound_id && (sourcetype == SOURCE_Any ||
|
|
(chan->SourceType == sourcetype &&
|
|
chan->Source == source)))
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (FSoundChan* chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chann != -1 && chann != chan->EntChannel) continue;
|
|
if ((sourcetype == SOURCE_Any || (chan->SourceType == sourcetype && chan->Source == source)))
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_IsChannelUsed
|
|
//
|
|
// Returns true if the channel is in use. Also fills in a bitmask of
|
|
// channels seen while scanning for this one, to make searching for unused
|
|
// channels faster. Initialize seen to 0 for the first call.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool SoundEngine::IsChannelUsed(int sourcetype, const void *actor, int channel, int *seen)
|
|
{
|
|
if (*seen & (1 << channel))
|
|
{
|
|
return true;
|
|
}
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->SourceType == sourcetype && chan->Source == actor)
|
|
{
|
|
*seen |= 1 << chan->EntChannel;
|
|
if (chan->EntChannel == channel)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_IsActorPlayingSomething
|
|
//
|
|
//==========================================================================
|
|
|
|
bool SoundEngine::IsSourcePlayingSomething (int sourcetype, const void *actor, int channel, FSoundID sound_id)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->SourceType == sourcetype && (sourcetype == SOURCE_None || sourcetype == SOURCE_Unattached || chan->Source == actor))
|
|
{
|
|
if ((channel == 0 || chan->EntChannel == channel) && (sound_id == INVALID_SOUND || chan->OrgID == sound_id))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_EvictAllChannels
|
|
//
|
|
// Forcibly evicts all channels so that there are none playing, but all
|
|
// information needed to restart them is retained.
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::EvictAllChannels()
|
|
{
|
|
FSoundChan *chan, *next;
|
|
|
|
for (chan = Channels; chan != NULL; chan = next)
|
|
{
|
|
next = chan->NextChan;
|
|
|
|
if (!(chan->ChanFlags & CHANF_EVICTED))
|
|
{
|
|
chan->ChanFlags |= CHANF_EVICTED;
|
|
if (chan->SysChannel != NULL)
|
|
{
|
|
if (!(chan->ChanFlags & CHANF_ABSTIME))
|
|
{
|
|
chan->StartTime = GSnd ? GSnd->GetPosition(chan) : 0;
|
|
chan->ChanFlags |= CHANF_ABSTIME;
|
|
}
|
|
StopChannel(chan);
|
|
}
|
|
// assert(chan->NextChan == next);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RestoreEvictedChannel
|
|
//
|
|
// Recursive helper for S_RestoreEvictedChannels().
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::RestoreEvictedChannel(FSoundChan *chan)
|
|
{
|
|
if (chan == NULL)
|
|
{
|
|
return;
|
|
}
|
|
RestoreEvictedChannel(chan->NextChan);
|
|
if (chan->ChanFlags & CHANF_EVICTED)
|
|
{
|
|
RestartChannel(chan);
|
|
if (!(chan->ChanFlags & CHANF_LOOP))
|
|
{
|
|
if (chan->ChanFlags & CHANF_EVICTED)
|
|
{ // Still evicted and not looping? Forget about it.
|
|
ReturnChannel(chan);
|
|
}
|
|
else if (!(chan->ChanFlags & CHANF_JUSTSTARTED))
|
|
{ // Should this sound become evicted again, it's okay to forget about it.
|
|
chan->ChanFlags |= CHANF_FORGETTABLE;
|
|
}
|
|
}
|
|
}
|
|
else if (chan->SysChannel == NULL && (chan->ChanFlags & (CHANF_FORGETTABLE | CHANF_LOOP)) == CHANF_FORGETTABLE)
|
|
{
|
|
ReturnChannel(chan);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RestoreEvictedChannels
|
|
//
|
|
// Restarts as many evicted channels as possible. Any channels that could
|
|
// not be started and are not looping are moved to the free pool.
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::RestoreEvictedChannels()
|
|
{
|
|
// Restart channels in the same order they were originally played.
|
|
RestoreEvictedChannel(Channels);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_UpdateSounds
|
|
//
|
|
// Updates music & sounds
|
|
//==========================================================================
|
|
|
|
void SoundEngine::UpdateSounds(int time)
|
|
{
|
|
FVector3 pos, vel;
|
|
|
|
for (FSoundChan* chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if ((chan->ChanFlags & (CHANF_EVICTED | CHANF_IS3D)) == CHANF_IS3D)
|
|
{
|
|
CalcPosVel(chan, &pos, &vel);
|
|
|
|
if (ValidatePosVel(chan, pos, vel))
|
|
{
|
|
GSnd->UpdateSoundParams3D(&listener, chan, !!(chan->ChanFlags & CHANF_AREA), pos, vel);
|
|
}
|
|
}
|
|
chan->ChanFlags &= ~CHANF_JUSTSTARTED;
|
|
}
|
|
|
|
GSnd->UpdateListener(&listener);
|
|
GSnd->UpdateSounds();
|
|
|
|
if (time >= RestartEvictionsAt)
|
|
{
|
|
RestartEvictionsAt = 0;
|
|
RestoreEvictedChannels();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_GetRolloff
|
|
//
|
|
//==========================================================================
|
|
|
|
float SoundEngine::GetRolloff(const FRolloffInfo* rolloff, float distance)
|
|
{
|
|
if (rolloff == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
if (distance <= rolloff->MinDistance)
|
|
{
|
|
return 1.f;
|
|
}
|
|
// Logarithmic rolloff has no max distance where it goes silent.
|
|
if (rolloff->RolloffType == ROLLOFF_Log)
|
|
{
|
|
return rolloff->MinDistance / (rolloff->MinDistance + rolloff->RolloffFactor * (distance - rolloff->MinDistance));
|
|
}
|
|
if (distance >= rolloff->MaxDistance)
|
|
{
|
|
return 0.f;
|
|
}
|
|
|
|
float volume = (rolloff->MaxDistance - distance) / (rolloff->MaxDistance - rolloff->MinDistance);
|
|
if (rolloff->RolloffType == ROLLOFF_Linear)
|
|
{
|
|
return volume;
|
|
}
|
|
|
|
if (rolloff->RolloffType == ROLLOFF_Custom && S_SoundCurve.Size() > 0)
|
|
{
|
|
return S_SoundCurve[int(S_SoundCurve.Size() * (1.f - volume))] / 127.f;
|
|
}
|
|
return (powf(10.f, volume) - 1.f) / 9.f;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChannelEnded (callback for sound interface code)
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::ChannelEnded(FISoundChannel *ichan)
|
|
{
|
|
FSoundChan *schan = static_cast<FSoundChan*>(ichan);
|
|
bool evicted;
|
|
|
|
if (schan != NULL)
|
|
{
|
|
// If the sound was stopped with GSnd->StopSound(), then we know
|
|
// it wasn't evicted. Otherwise, if it's looping, it must have
|
|
// been evicted. If it's not looping, then it was evicted if it
|
|
// didn't reach the end of its playback.
|
|
if (schan->ChanFlags & CHANF_FORGETTABLE)
|
|
{
|
|
evicted = false;
|
|
}
|
|
else if (schan->ChanFlags & (CHANF_LOOP | CHANF_EVICTED))
|
|
{
|
|
evicted = true;
|
|
}
|
|
else
|
|
{
|
|
unsigned int pos = GSnd->GetPosition(schan);
|
|
unsigned int len = GSnd->GetSampleLength(S_sfx[schan->SoundID.index()].data);
|
|
if (pos == 0)
|
|
{
|
|
evicted = !!(schan->ChanFlags & CHANF_JUSTSTARTED);
|
|
}
|
|
else
|
|
{
|
|
evicted = (pos < len);
|
|
}
|
|
}
|
|
if (!evicted)
|
|
{
|
|
schan->ChanFlags &= ~CHANF_EVICTED;
|
|
}
|
|
else
|
|
{
|
|
schan->ChanFlags |= CHANF_EVICTED;
|
|
schan->SysChannel = NULL;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::SoundDone(FISoundChannel* ichan)
|
|
{
|
|
FSoundChan* schan = static_cast<FSoundChan*>(ichan);
|
|
if (schan != NULL)
|
|
{
|
|
ReturnChannel(schan);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChannelVirtualChanged (callback for sound interface code)
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::ChannelVirtualChanged(FISoundChannel *ichan, bool is_virtual)
|
|
{
|
|
FSoundChan *schan = static_cast<FSoundChan*>(ichan);
|
|
if (is_virtual)
|
|
{
|
|
schan->ChanFlags |= CHANF_VIRTUAL;
|
|
}
|
|
else
|
|
{
|
|
schan->ChanFlags &= ~CHANF_VIRTUAL;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// StopChannel
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::StopChannel(FSoundChan *chan)
|
|
{
|
|
if (chan == NULL)
|
|
return;
|
|
|
|
if (chan->SysChannel != NULL)
|
|
{
|
|
// S_EvictAllChannels() will set the CHAN_EVICTED flag to indicate
|
|
// that it wants to keep all the channel information around.
|
|
if (!(chan->ChanFlags & CHANF_EVICTED))
|
|
{
|
|
chan->ChanFlags |= CHANF_FORGETTABLE;
|
|
}
|
|
if (GSnd) GSnd->StopChannel(chan);
|
|
}
|
|
else
|
|
{
|
|
ReturnChannel(chan);
|
|
}
|
|
}
|
|
|
|
void SoundEngine::UnloadAllSounds()
|
|
{
|
|
for (unsigned i = 0; i < S_sfx.Size(); i++)
|
|
{
|
|
UnloadSound(&S_sfx[i]);
|
|
}
|
|
}
|
|
|
|
void SoundEngine::Reset()
|
|
{
|
|
EvictAllChannels();
|
|
I_CloseSound();
|
|
I_InitSound();
|
|
RestoreEvictedChannels();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_FindSound
|
|
//
|
|
// Given a logical name, find the sound's index in S_sfx.
|
|
//==========================================================================
|
|
|
|
FSoundID SoundEngine::FindSound(const char* logicalname)
|
|
{
|
|
if (!logicalname) return NO_SOUND;
|
|
FName name(logicalname, true);
|
|
if (name == NAME_None) return NO_SOUND;
|
|
auto p = SoundMap.CheckKey(name);
|
|
return p ? *p : NO_SOUND;
|
|
}
|
|
|
|
FSoundID SoundEngine::FindSoundByResID(int resid)
|
|
{
|
|
auto p = ResIdMap.CheckKey(resid);
|
|
return p ? *p : NO_SOUND;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_FindSoundNoHash
|
|
//
|
|
// Given a logical name, find the sound's index in S_sfx without
|
|
// using the hash table.
|
|
//==========================================================================
|
|
|
|
FSoundID SoundEngine::FindSoundNoHash(const char* logicalname)
|
|
{
|
|
if (!logicalname) return NO_SOUND;
|
|
FName name(logicalname, true);
|
|
if (name == NAME_None) return NO_SOUND;
|
|
|
|
for (unsigned i = 1; i < S_sfx.Size(); i++)
|
|
{
|
|
if (S_sfx[i].name == name)
|
|
{
|
|
return FSoundID::fromInt(i);
|
|
}
|
|
}
|
|
return NO_SOUND;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_FindSoundByResIDNoHash
|
|
//
|
|
// same with resource IDs.
|
|
//==========================================================================
|
|
|
|
FSoundID SoundEngine::FindSoundByResIDNoHash(int resid)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 1; i < S_sfx.Size(); i++)
|
|
{
|
|
if (S_sfx[i].ResourceId == resid)
|
|
{
|
|
return FSoundID::fromInt(i);
|
|
}
|
|
}
|
|
return NO_SOUND;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_FindSoundByLump
|
|
//
|
|
// Given a sound lump, find the sound's index in S_sfx.
|
|
//==========================================================================
|
|
|
|
FSoundID SoundEngine::FindSoundByLump(int lump)
|
|
{
|
|
if (lump != -1)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 1; i < S_sfx.Size(); i++)
|
|
if (S_sfx[i].lumpnum == lump)
|
|
return FSoundID::fromInt(i);
|
|
}
|
|
return NO_SOUND;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_AddSoundLump
|
|
//
|
|
// Adds a new sound mapping to S_sfx.
|
|
//==========================================================================
|
|
|
|
FSoundID SoundEngine::AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid, int nearlimit)
|
|
{
|
|
S_sfx.Reserve(1);
|
|
sfxinfo_t &newsfx = S_sfx.Last();
|
|
|
|
newsfx.name = logicalname;
|
|
newsfx.lumpnum = lump;
|
|
newsfx.PitchMask = CurrentPitchMask;
|
|
newsfx.NearLimit = nearlimit;
|
|
newsfx.ResourceId = resid;
|
|
newsfx.bTentative = false;
|
|
auto id = FSoundID::fromInt(S_sfx.Size() - 1);
|
|
return id;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_FindSoundTentative
|
|
//
|
|
// Given a logical name, find the sound's index in S_sfx without
|
|
// using the hash table. If it does not exist, a new sound without
|
|
// an associated lump is created.
|
|
//==========================================================================
|
|
|
|
FSoundID SoundEngine::FindSoundTentative(const char* name, int nearlimit)
|
|
{
|
|
auto id = FindSoundNoHash(name);
|
|
if (id == NO_SOUND)
|
|
{
|
|
id = AddSoundLump(name, -1, 0, -1, nearlimit);
|
|
S_sfx[id.index()].bTentative = true;
|
|
}
|
|
return id;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_CacheRandomSound
|
|
//
|
|
// Loads all sounds a random sound might play.
|
|
//
|
|
//==========================================================================
|
|
|
|
void SoundEngine::CacheRandomSound(sfxinfo_t* sfx)
|
|
{
|
|
if (sfx->bRandomHeader)
|
|
{
|
|
const FRandomSoundList* list = &S_rnd[sfx->link.index()];
|
|
for (unsigned i = 0; i < list->Choices.Size(); ++i)
|
|
{
|
|
sfx = &S_sfx[list->Choices[i].index()];
|
|
sfx->bUsed = true;
|
|
CacheSound(&S_sfx[list->Choices[i].index()]);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_GetSoundMSLength
|
|
//
|
|
// Returns duration of sound
|
|
// GZDoom does not use this due to player sound handling
|
|
//
|
|
//==========================================================================
|
|
|
|
unsigned int SoundEngine::GetMSLength(FSoundID sound)
|
|
{
|
|
if (!isValidSoundId(sound))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
sfxinfo_t* sfx = &S_sfx[sound.index()];
|
|
|
|
// Resolve player sounds, random sounds, and aliases
|
|
if (sfx->link != sfxinfo_t::NO_LINK)
|
|
{
|
|
if (sfx->bRandomHeader)
|
|
{
|
|
// Hm... What should we do here?
|
|
// Pick the longest or the shortest sound?
|
|
// I think the longest one makes more sense.
|
|
|
|
int length = 0;
|
|
const FRandomSoundList* list = &S_rnd[sfx->link.index()];
|
|
|
|
for (auto& me : list->Choices)
|
|
{
|
|
// unfortunately we must load all sounds to find the longest one... :(
|
|
int thislen = GetMSLength(me);
|
|
if (thislen > length) length = thislen;
|
|
}
|
|
return length;
|
|
}
|
|
else
|
|
{
|
|
sfx = &S_sfx[sfx->link.index()];
|
|
}
|
|
}
|
|
|
|
sfx = LoadSound(sfx);
|
|
if (sfx != NULL) return GSnd->GetMSLength(sfx->data);
|
|
else return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_PickReplacement
|
|
//
|
|
// Picks a replacement sound from the associated random list. If this sound
|
|
// is not the head of a random list, then the sound passed is returned.
|
|
//==========================================================================
|
|
|
|
FSoundID SoundEngine::PickReplacement(FSoundID refid)
|
|
{
|
|
while (S_sfx[refid.index()].bRandomHeader)
|
|
{
|
|
const FRandomSoundList* list = &S_rnd[S_sfx[refid.index()].link.index()];
|
|
refid = list->Choices[rand() % int(list->Choices.Size())];
|
|
}
|
|
return refid;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_HashSounds
|
|
//
|
|
// Fills in the next and index fields of S_sfx to form a working hash table.
|
|
//==========================================================================
|
|
|
|
void SoundEngine::HashSounds()
|
|
{
|
|
S_sfx.ShrinkToFit();
|
|
SoundMap.Clear();
|
|
ResIdMap.Clear();
|
|
|
|
for (unsigned i = 1; i < S_sfx.Size(); i++)
|
|
{
|
|
SoundMap.Insert(S_sfx[i].name, FSoundID::fromInt(i));
|
|
if (S_sfx[i].ResourceId != -1)
|
|
{
|
|
ResIdMap.Insert(S_sfx[i].ResourceId, FSoundID::fromInt(i));
|
|
}
|
|
}
|
|
S_rnd.ShrinkToFit();
|
|
|
|
|
|
}
|
|
|
|
void SoundEngine::AddRandomSound(FSoundID Owner, TArray<FSoundID> list)
|
|
{
|
|
auto index = S_rnd.Reserve(1);
|
|
auto& random = S_rnd.Last();
|
|
random.Choices = std::move(list);
|
|
random.Owner = Owner;
|
|
S_sfx[Owner.index()].link = FSoundID::fromInt(index);
|
|
S_sfx[Owner.index()].bRandomHeader = true;
|
|
S_sfx[Owner.index()].NearLimit = -1;
|
|
}
|
|
|
|
void S_SoundReset()
|
|
{
|
|
S_StopMusic(true);
|
|
soundEngine->Reset();
|
|
S_RestartMusic();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cachesound <sound name>
|
|
//
|
|
//==========================================================================
|
|
|
|
#include "s_music.h"
|
|
#include "vm.h"
|
|
#include "c_dispatch.h"
|
|
#include "stats.h"
|
|
#include "i_net.h"
|
|
#include "i_interface.h"
|
|
|
|
|
|
CCMD(cachesound)
|
|
{
|
|
if (argv.argc() < 2)
|
|
{
|
|
Printf("Usage: cachesound <sound> ...\n");
|
|
return;
|
|
}
|
|
for (int i = 1; i < argv.argc(); ++i)
|
|
{
|
|
FSoundID sfxnum = S_FindSound(argv[i]);
|
|
if (sfxnum != NO_SOUND)
|
|
{
|
|
soundEngine->CacheSound(sfxnum);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
CCMD(listsoundchannels)
|
|
{
|
|
Printf("%s", soundEngine->ListSoundChannels().GetChars());
|
|
}
|
|
|
|
// intentionally moved here to keep the s_music include out of the rest of the file.
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_PauseSound
|
|
//
|
|
// Stop music and sound effects, during game PAUSE.
|
|
//==========================================================================
|
|
|
|
void S_PauseSound(bool notmusic, bool notsfx)
|
|
{
|
|
if (!notmusic)
|
|
{
|
|
S_PauseMusic();
|
|
}
|
|
if (!notsfx)
|
|
{
|
|
soundEngine->SetPaused(true);
|
|
GSnd->SetSfxPaused(true, 0);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DObject, S_PauseSound)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_BOOL(notmusic);
|
|
PARAM_BOOL(notsfx);
|
|
S_PauseSound(notmusic, notsfx);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ResumeSound
|
|
//
|
|
// Resume music and sound effects, after game PAUSE.
|
|
//==========================================================================
|
|
|
|
void S_ResumeSound(bool notsfx)
|
|
{
|
|
S_ResumeMusic();
|
|
if (!notsfx)
|
|
{
|
|
soundEngine->SetPaused(false);
|
|
GSnd->SetSfxPaused(false, 0);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DObject, S_ResumeSound)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_BOOL(notsfx);
|
|
S_ResumeSound(notsfx);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_SetSoundPaused
|
|
//
|
|
// Called with state non-zero when the app is active, zero when it isn't.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_SetSoundPaused(int state)
|
|
{
|
|
if (!netgame && (i_pauseinbackground))
|
|
{
|
|
pauseext = !state;
|
|
}
|
|
|
|
if ((state || i_soundinbackground) && !pauseext)
|
|
{
|
|
S_ResumeSound(true);
|
|
if (GSnd != nullptr)
|
|
{
|
|
GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
S_PauseSound(false, true);
|
|
if (GSnd != nullptr)
|
|
{
|
|
GSnd->SetInactive(gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL ?
|
|
SoundRenderer::INACTIVE_Complete :
|
|
SoundRenderer::INACTIVE_Mute);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
CCMD(snd_status)
|
|
{
|
|
GSnd->PrintStatus();
|
|
}
|
|
|
|
CCMD(snd_listdrivers)
|
|
{
|
|
GSnd->PrintDriversList();
|
|
}
|
|
|
|
ADD_STAT(sound)
|
|
{
|
|
return GSnd->GatherStats();
|
|
}
|
|
|
|
|