raze/source/common/audio/sound/s_soundinternal.h
2023-01-15 14:06:01 +01:00

433 lines
12 KiB
C++

#pragma once
#include "i_sound.h"
#include "name.h"
enum
{
sfx_empty = -1
};
// Rolloff types
enum
{
ROLLOFF_Doom, // Linear rolloff with a logarithmic volume scale
ROLLOFF_Linear, // Linear rolloff with a linear volume scale
ROLLOFF_Log, // Logarithmic rolloff (standard hardware type)
ROLLOFF_Custom // Lookup volume from SNDCURVE
};
// An index into the S_sfx[] array.
class FSoundID
{
public:
FSoundID() = default;
private:
constexpr FSoundID(int id) : ID(id)
{
}
public:
static constexpr FSoundID fromInt(int i)
{
return FSoundID(i);
}
FSoundID(const FSoundID &other) = default;
FSoundID &operator=(const FSoundID &other) = default;
bool operator !=(FSoundID other) const
{
return ID != other.ID;
}
bool operator ==(FSoundID other) const
{
return ID == other.ID;
}
bool operator ==(int other) const = delete;
bool operator !=(int other) const = delete;
constexpr int index() const
{
return ID;
}
constexpr bool isvalid() const
{
return ID > 0;
}
private:
int ID;
};
constexpr FSoundID NO_SOUND = FSoundID::fromInt(0);
constexpr FSoundID INVALID_SOUND = FSoundID::fromInt(-1);
struct FRandomSoundList
{
TArray<FSoundID> Choices;
FSoundID Owner = NO_SOUND;
};
//
// SoundFX struct.
//
struct sfxinfo_t
{
// Next field is for use by the system sound interface.
// A non-null data means the sound has been loaded.
SoundHandle data{};
FName name; // [RH] Sound name defined in SNDINFO
int lumpnum = sfx_empty; // lump number of sfx
float Volume = 1.f;
int ResourceId = -1; // Resource ID as implemented by Blood. Not used by Doom but added for completeness.
float LimitRange = 256 * 256; // Range for sound limiting (squared for faster computations)
float DefPitch = 0.f; // A defined pitch instead of a random one the sound plays at, similar to A_StartSound.
float DefPitchMax = 0.f; // Randomized range with stronger control over pitch itself.
int16_t NearLimit = 4; // 0 means unlimited.
uint8_t PitchMask = 0;
bool bRandomHeader = false;
bool bLoadRAW = false;
bool b16bit = false;
bool bUsed = false;
bool bSingular = false;
bool bTentative = true;
TArray<int> UserData;
int RawRate = 0; // Sample rate to use when bLoadRAW is true
int LoopStart = -1; // -1 means no specific loop defined
FSoundID link = NO_LINK;
constexpr static FSoundID NO_LINK = FSoundID::fromInt(-1);
FRolloffInfo Rolloff{};
float Attenuation = 1.f; // Multiplies the attenuation passed to S_Sound.
};
struct FSoundChan : public FISoundChannel
{
FSoundChan *NextChan; // Next channel in this list.
FSoundChan **PrevChan; // Previous channel in this list.
FSoundID SoundID; // Sound ID of playing sound.
FSoundID OrgID; // Sound ID of sound used to start this channel.
float Volume;
int EntChannel; // Actor's sound channel.
int UserData; // Not used by the engine, the caller can use this to store some additional info.
float Pitch; // Pitch variation.
int16_t NearLimit;
int8_t Priority;
uint8_t SourceType;
float LimitRange;
const void *Source;
float Point[3]; // Sound is not attached to any source.
};
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) always override a playing sound on that channel
//
// CHAN_AUTO searches down from channel 7 until it finds a channel not in use
// CHAN_WEAPON is for weapons
// CHAN_VOICE is for oof, sight, or other voice sounds
// CHAN_ITEM is for small things and item pickup
// CHAN_BODY is for generic body sounds
enum EChannel
{
CHAN_AUTO = 0,
CHAN_WEAPON = 1,
CHAN_VOICE = 2,
CHAN_ITEM = 3,
CHAN_BODY = 4,
CHAN_5 = 5,
CHAN_6 = 6,
CHAN_7 = 7,
};
// sound attenuation values
#define ATTN_NONE 0.f // full volume the entire level
#define ATTN_NORM 1.f
#define ATTN_IDLE 1.001f
#define ATTN_STATIC 3.f // diminish very rapidly with distance
enum // The core source types, implementations may extend this list as they see fit.
{
SOURCE_Any = -1, // Input for check functions meaning 'any source'
SOURCE_Unattached, // Sound is not attached to any particular emitter.
SOURCE_None, // Sound is always on top of the listener.
};
extern ReverbContainer *Environments;
extern ReverbContainer *DefaultEnvironments[26];
void S_ParseReverbDef ();
void S_UnloadReverbDef ();
void S_SetEnvironment (const ReverbContainer *settings);
ReverbContainer *S_FindEnvironment (const char *name);
ReverbContainer *S_FindEnvironment (int id);
void S_AddEnvironment (ReverbContainer *settings);
class SoundEngine
{
protected:
bool SoundPaused = false; // whether sound is paused
int RestartEvictionsAt = 0; // do not restart evicted channels before this time
SoundListener listener{};
FSoundChan* Channels = nullptr;
FSoundChan* FreeChannels = nullptr;
// the complete set of sound effects
TArray<sfxinfo_t> S_sfx;
FRolloffInfo S_Rolloff{};
TArray<uint8_t> S_SoundCurve;
TMap<FName, FSoundID> SoundMap;
TMap<int, FSoundID> ResIdMap;
TArray<FRandomSoundList> S_rnd;
bool blockNewSounds = false;
private:
void LinkChannel(FSoundChan* chan, FSoundChan** head);
void UnlinkChannel(FSoundChan* chan);
void ReturnChannel(FSoundChan* chan);
void RestartChannel(FSoundChan* chan);
void RestoreEvictedChannel(FSoundChan* chan);
bool IsChannelUsed(int sourcetype, const void* actor, int channel, int* seen);
// This is the actual sound positioning logic which needs to be provided by the client.
virtual void CalcPosVel(int type, const void* source, const float pt[3], int channel, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *chan) = 0;
// This can be overridden by the clent to provide some diagnostics. The default lets everything pass.
virtual bool ValidatePosVel(int sourcetype, const void* source, const FVector3& pos, const FVector3& vel) { return true; }
bool ValidatePosVel(const FSoundChan* const chan, const FVector3& pos, const FVector3& vel);
// Checks if a copy of this sound is already playing.
bool CheckSingular(FSoundID sound_id);
virtual TArray<uint8_t> ReadSound(int lumpnum) = 0;
protected:
virtual bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel, float attenuation);
virtual FSoundID ResolveSound(const void *ent, int srctype, FSoundID soundid, float &attenuation);
public:
virtual ~SoundEngine()
{
Shutdown();
}
void EvictAllChannels();
void BlockNewSounds(bool on)
{
blockNewSounds = on;
}
virtual void StopChannel(FSoundChan* chan);
sfxinfo_t* LoadSound(sfxinfo_t* sfx);
sfxinfo_t* GetWritableSfx(FSoundID snd)
{
if ((unsigned)snd.index() >= S_sfx.Size()) return nullptr;
return &S_sfx[snd.index()];
}
const sfxinfo_t* GetSfx(FSoundID snd)
{
return GetWritableSfx(snd);
}
unsigned GetNumSounds() const
{
return S_sfx.Size();
}
sfxinfo_t* AllocateSound()
{
return &S_sfx[S_sfx.Reserve(1)];
}
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
void Init(TArray<uint8_t> &sndcurve);
void InitData();
void Clear();
void Shutdown();
void StopAllChannels(void);
void SetPitch(FSoundChan* chan, float dpitch);
void SetVolume(FSoundChan* chan, float vol);
FSoundChan* GetChannel(void* syschan);
void RestoreEvictedChannels();
void CalcPosVel(FSoundChan* chan, FVector3* pos, FVector3* vel);
// Loads a sound, including any random sounds it might reference.
virtual void CacheSound(sfxinfo_t* sfx);
void CacheSound(FSoundID sfx) { CacheSound(&S_sfx[sfx.index()]); }
void UnloadSound(sfxinfo_t* sfx);
void UnloadSound(int sfx)
{
UnloadSound(&S_sfx[sfx]);
}
void UpdateSounds(int time);
FSoundChan* StartSound(int sourcetype, const void* source,
const FVector3* pt, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, FRolloffInfo* rolloff = nullptr, float spitch = 0.0f, float startTime = 0.0f);
// Stops an origin-less sound from playing from this channel.
void StopSoundID(FSoundID sound_id);
void StopSound(int channel, FSoundID sound_id = INVALID_SOUND);
void StopSound(int sourcetype, const void* actor, int channel, FSoundID sound_id = INVALID_SOUND);
void StopActorSounds(int sourcetype, const void* actor, int chanmin, int chanmax);
void RelinkSound(int sourcetype, const void* from, const void* to, const FVector3* optpos);
void ChangeSoundVolume(int sourcetype, const void* source, int channel, double dvolume);
void ChangeSoundPitch(int sourcetype, const void* source, int channel, double pitch, FSoundID sound_id = INVALID_SOUND);
bool IsSourcePlayingSomething(int sourcetype, const void* actor, int channel, FSoundID sound_id = INVALID_SOUND);
// Stop and resume music, during game PAUSE.
int GetSoundPlayingInfo(int sourcetype, const void* source, FSoundID sound_id, int chan = -1);
void UnloadAllSounds();
void Reset();
void MarkUsed(FSoundID num);
void CacheMarkedSounds();
TArray<FSoundChan*> AllActiveChannels();
virtual void SetSoundPaused(int state) {}
void MarkAllUnused()
{
for (auto & s: S_sfx) s.bUsed = false;
}
bool isListener(const void* object) const
{
return object && listener.ListenerObject == object;
}
void SetListener(SoundListener& l)
{
listener = l;
}
const SoundListener& GetListener() const
{
return listener;
}
void SetRestartTime(int time)
{
RestartEvictionsAt = time;
}
void SetPaused(bool on)
{
SoundPaused = on;
}
FSoundChan* GetChannels()
{
return Channels;
}
const char *GetSoundName(FSoundID id)
{
return !id.isvalid() ? "" : S_sfx[id.index()].name.GetChars();
}
FRolloffInfo& GlobalRolloff() // this is meant for sound list generators, not for gaining cheap access to the sound engine's innards.
{
return S_Rolloff;
}
FRandomSoundList *ResolveRandomSound(sfxinfo_t* sfx)
{
return &S_rnd[sfx->link.index()];
}
void ClearRandoms()
{
S_rnd.Clear();
}
int *GetUserData(FSoundID snd)
{
return S_sfx[snd.index()].UserData.Data();
}
bool isValidSoundId(FSoundID sid)
{
int id = sid.index();
return id > 0 && id < (int)S_sfx.Size() && !S_sfx[id].bTentative && (S_sfx[id].lumpnum != sfx_empty || S_sfx[id].bRandomHeader || S_sfx[id].link != sfxinfo_t::NO_LINK);
}
template<class func> bool EnumerateChannels(func callback)
{
FSoundChan* chan = Channels;
while (chan)
{
auto next = chan->NextChan;
int res = callback(chan);
if (res) return res > 0;
chan = next;
}
return false;
}
void SetDefaultRolloff(FRolloffInfo* ro)
{
S_Rolloff = *ro;
}
void ChannelVirtualChanged(FISoundChannel* ichan, bool is_virtual);
FString ListSoundChannels();
// Allow this to be overridden for special needs.
virtual float GetRolloff(const FRolloffInfo* rolloff, float distance);
virtual void ChannelEnded(FISoundChannel* ichan); // allows the client to do bookkeeping on the sound.
virtual void SoundDone(FISoundChannel* ichan); // gets called when the sound has been completely taken down.
// Lookup utilities.
FSoundID FindSound(const char* logicalname);
FSoundID FindSoundByResID(int rid);
FSoundID FindSoundNoHash(const char* logicalname);
FSoundID FindSoundByResIDNoHash(int rid);
FSoundID FindSoundByLump(int lump);
virtual FSoundID AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1, int nearlimit = 2);
FSoundID FindSoundTentative(const char* name, int nearlimit = 2);
void CacheRandomSound(sfxinfo_t* sfx);
unsigned int GetMSLength(FSoundID sound);
FSoundID PickReplacement(FSoundID refid);
void HashSounds();
void AddRandomSound(FSoundID Owner, TArray<FSoundID> list);
TArray<sfxinfo_t>& GetSounds() //We still need this for a short time...
{
return S_sfx;
}
};
extern SoundEngine* soundEngine;
struct FReverbField
{
int Min, Max;
float REVERB_PROPERTIES::* Float;
int REVERB_PROPERTIES::* Int;
unsigned int Flag;
};
inline FSoundID S_FindSoundByResID(int ndx)
{
return soundEngine->FindSoundByResID(ndx);
}
inline FSoundID S_FindSound(const char* name)
{
return soundEngine->FindSound(name);
}
int SoundEnabled();