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fc1fbfe8b3
This was incomplete and just ignored Duke's special music, and the levelnum generation used an outdated formula so that it never managed to assign any music to the maps.
875 lines
25 KiB
C++
875 lines
25 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "compat.h"
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#include "g_input.h"
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#include "duke3d.h"
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#include "dukeactor.h"
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#include "raze_music.h"
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#include "mapinfo.h"
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#include "raze_sound.h"
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#include "gamestate.h"
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#include "names_d.h"
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#include "i_music.h"
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CVAR(Bool, wt_forcemidi, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // quick hack to disable the oggs, which are of lower quality than playing the MIDIs with a good synth and sound font.
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CVAR(Bool, wt_forcevoc, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // The same for sound effects. The re-recordings are rather poor and disliked
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CVAR(Bool, wt_commentary, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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BEGIN_DUKE_NS
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// These are needed until real objects can be used for actors.
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inline void* sndActor(DDukeActor* actor)
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{
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return actor ? &actor->s : nullptr;
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}
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inline DDukeActor* getSndActor(const void* source)
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{
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// transitional conversation voodoo
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return source ? &hittype[((spritetype*)source) - sprite] : nullptr;
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}
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static FSoundID currentCommentarySound;
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static DDukeActor* currentCommentarySprite; // todo: GC this once actors become objects
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void UnmuteSounds()
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{
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soundEngine->EnumerateChannels([](FSoundChan* chan)
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{
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if (chan->UserData == 1)
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soundEngine->SetVolume(chan, chan->Volume * 4.f);
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chan->UserData = 0;
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return 0;
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});
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}
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void MuteSounds()
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{
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soundEngine->EnumerateChannels([](FSoundChan* chan)
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{
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if (chan->UserData == 0)
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soundEngine->SetVolume(chan, chan->Volume * 0.25f);
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chan->UserData = 1;
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return 0;
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});
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}
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class DukeSoundEngine : public SoundEngine
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{
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// client specific parts of the sound engine go in this class.
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void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan) override;
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TArray<uint8_t> ReadSound(int lumpnum) override;
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public:
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DukeSoundEngine()
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{
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S_Rolloff.RolloffType = ROLLOFF_Doom; // Seems like Duke uses the same rolloff type as Doom.
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S_Rolloff.MinDistance = 144; // was originally 576 which looks like a bug and sounds like crap.
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S_Rolloff.MaxDistance = 1088;
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}
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void StopChannel(FSoundChan* chan) override
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{
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if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
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{
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chan->Source = NULL;
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chan->SourceType = SOURCE_Unattached;
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}
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auto sndid = chan->SoundID;
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SoundEngine::StopChannel(chan);
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}
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void SoundDone(FISoundChannel* ichan) override
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{
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FSoundChan* schan = static_cast<FSoundChan*>(ichan);
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if (schan != NULL && schan->SoundID == currentCommentarySound)
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{
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UnloadSound(schan->SoundID);
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currentCommentarySound = 0;
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currentCommentarySprite->s.picnum = DEVELOPERCOMMENTARY;
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I_SetRelativeVolume(1.0f);
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UnmuteSounds();
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}
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SoundEngine::SoundDone(schan);
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}
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};
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void S_InitSound()
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{
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soundEngine = new DukeSoundEngine;
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}
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static int GetReplacementSound(int soundNum)
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{
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if (wt_forcevoc && isWorldTour() && soundEngine->isValidSoundId(soundNum+1))
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{
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auto const* snd = soundEngine->GetUserData(soundNum + 1);
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int sndx = snd[kWorldTourMapping];
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if (sndx > 0) soundNum = sndx-1;
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}
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return soundNum;
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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<uint8_t> DukeSoundEngine::ReadSound(int lumpnum)
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{
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auto wlump = fileSystem.OpenFileReader(lumpnum);
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return wlump.Read();
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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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void S_CacheAllSounds(void)
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{
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auto& sfx = soundEngine->GetSounds();
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int i = 0;
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for(auto &snd : sfx)
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{
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soundEngine->CacheSound(&snd);
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if (((++i)&31) == 0)
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I_GetEvent();
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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 inline int S_GetPitch(int num)
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{
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auto const* snd = soundEngine->GetUserData(num+1);
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if (!snd) return 0;
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int const range = abs(snd[kPitchEnd] - snd[kPitchStart]);
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return (range == 0) ? snd[kPitchStart] : min(snd[kPitchStart], snd[kPitchEnd]) + rand() % range;
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}
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float S_ConvertPitch(int lpitch)
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{
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return pow(2, lpitch / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
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}
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int S_GetUserFlags(int num)
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{
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if (!soundEngine->isValidSoundId(num+1)) return 0;
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auto const* snd = soundEngine->GetUserData(num + 1);
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if (!snd) return 0;
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return snd[kFlags];
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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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int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpitch, int priority, int type, int distance, float volume)
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{
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auto& S_sfx = soundEngine->GetSounds();
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index++;
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unsigned oldindex = S_sfx.Size();
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if (index >= S_sfx.Size())
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{
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S_sfx.Resize(index + 1);
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}
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auto sfx = &S_sfx[index];
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bool alreadydefined = !sfx->bTentative;
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sfx->UserData.Resize(kMaxUserData);
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auto sndinf = sfx->UserData.Data();
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sndinf[kFlags] = type & ~SF_ONEINST_INTERNAL;
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if (sndinf[kFlags] & SF_LOOP)
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sndinf[kFlags] |= SF_ONEINST_INTERNAL;
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// Take care of backslashes in sound names. Also double backslashes which occur in World Tour.
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FString fn = filename;
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fn.Substitute("\\\\", "\\");
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FixPathSeperator(fn);
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sfx->lumpnum = S_LookupSound(fn);
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// For World Tour allow falling back on the classic sounds if the Oggs cannot be found
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if (isWorldTour() && sfx->lumpnum == -1)
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{
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fn.ToLower();
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fn.Substitute("sound/", "");
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fn.Substitute(".ogg", ".voc");
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sfx->lumpnum = S_LookupSound(fn);
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}
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sndinf[kPitchStart] = clamp(minpitch, INT16_MIN, INT16_MAX);
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sndinf[kPitchEnd] = clamp(maxpitch, INT16_MIN, INT16_MAX);
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sndinf[kPriority] = priority & 255;
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sndinf[kVolAdjust] = clamp(distance, INT16_MIN, INT16_MAX);
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sndinf[kWorldTourMapping] = 0;
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sfx->Volume = volume;
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sfx->NearLimit = 6;
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sfx->bTentative = false;
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sfx->name = std::move(fn);
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return 0;
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}
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inline bool S_IsAmbientSFX(DDukeActor* actor)
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{
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return (actor->s.picnum == MUSICANDSFX && actor->s.lotag < 999);
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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 int GetPositionInfo(DDukeActor* actor, int soundNum, int sectNum,
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const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
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{
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// There's a lot of hackery going on here that could be mapped to rolloff and attenuation parameters.
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// However, ultimately rolloff would also just reposition the sound source so this can remain as it is.
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auto sp = &actor->s;
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int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
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auto const* snd = soundEngine->GetUserData(soundNum + 1);
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int userflags = snd ? snd[kFlags] : 0;
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int dist_adjust = snd ? snd[kVolAdjust] : 0;
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FVector3 sndorg = GetSoundPos(pos);
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FVector3 campos = GetSoundPos(cam);
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if (sp->picnum != TILE_APLAYER || sp->yvel != screenpeek)
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{
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orgsndist = sndist = int(16 * (sndorg - campos).Length());
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if ((userflags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL && sp->picnum == MUSICANDSFX && sp->lotag < 999 && (sector[sp->sectnum].lotag & 0xff) < ST_9_SLIDING_ST_DOOR)
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sndist = DivScale(sndist, sp->hitag + 1, 14);
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}
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sndist += dist_adjust;
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if (sndist < 0) sndist = 0;
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if (sectNum > -1 && sndist && sp->picnum != MUSICANDSFX && !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, sp->x, sp->y, sp->z - (24 << 8), sp->sectnum))
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sndist += sndist >> (isRR() ? 2 : 5);
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// Here the sound distance was clamped to a minimum of 144*4.
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// It's better to handle rolloff in the backend instead of whacking the sound origin here.
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// That way the lower end can be made customizable instead of losing all precision right here at the source.
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if (sndist < 0) sndist = 0;
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if (distPtr)
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{
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*distPtr = sndist;
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}
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if (sndPos)
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{
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// Now calculate the virtual position in sound system coordinates.
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FVector3 sndvec = sndorg - campos;
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if (orgsndist > 0)
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{
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float scale = float(sndist) / orgsndist; // adjust by what was calculated above;
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*sndPos = campos + sndvec * scale;
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}
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else *sndPos = campos;
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}
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return false;
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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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void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
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{
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if (ud.cameraactor == nullptr)
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{
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auto p = &ps[screenpeek];
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if (c) *c = &p->pos;
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if (cs) *cs = p->cursectnum;
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if (ca) *ca = p->angle.ang.asbuild();
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}
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else
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{
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if (c) *c = &ud.cameraactor->s.pos;
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if (cs) *cs = ud.cameraactor->s.sectnum;
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if (ca) *ca = ud.cameraactor->s.ang;
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}
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}
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//=========================================================================
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//
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// CalcPosVel
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//
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// The game specific part of the sound updater.
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//
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//=========================================================================
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void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan)
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{
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if (pos != nullptr)
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{
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vec3_t* campos;
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int32_t camsect;
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S_GetCamera(&campos, nullptr, &camsect);
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if (vel) vel->Zero();
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if (type == SOURCE_Unattached)
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{
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pos->X = pt[0];
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pos->Y = pt[1];
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pos->Z = pt[2];
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}
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else if (type == SOURCE_Actor)
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{
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auto aactor = getSndActor(source);
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auto actor = aactor ? &aactor->s : nullptr;
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assert(actor != nullptr);
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if (actor != nullptr)
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{
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GetPositionInfo(aactor, chanSound - 1, camsect, campos, &actor->pos, nullptr, pos);
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/*
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if (vel) // DN3D does not properly maintain this.
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{
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vel->X = float(actor->Vel.X * TICRATE);
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vel->Y = float(actor->Vel.Z * TICRATE);
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vel->Z = float(actor->Vel.Y * TICRATE);
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}
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*/
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}
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}
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if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None)
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{
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pos->Y = campos->z / 256.f;
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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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//==========================================================================
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void GameInterface::UpdateSounds(void)
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{
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SoundListener listener;
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vec3_t* c;
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int32_t ca, cs;
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if (isRR() && !Mus_IsPlaying() && !paused && gamestate == GS_LEVEL)
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S_PlayRRMusic();
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S_GetCamera(&c, &ca, &cs);
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if (c != nullptr)
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{
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listener.angle = -ca * BAngRadian; // Build uses a period of 2048.
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listener.velocity.Zero();
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listener.position = GetSoundPos(c);
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listener.underwater = false;
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// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
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// listenactor->waterlevel == 3;
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//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
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listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
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listener.valid = true;
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}
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else
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{
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listener.angle = 0;
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listener.position.Zero();
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listener.velocity.Zero();
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listener.underwater = false;
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listener.Environment = nullptr;
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listener.valid = false;
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}
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listener.ListenerObject = ud.cameraactor == nullptr ? nullptr : &ud.cameraactor->s;
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soundEngine->SetListener(listener);
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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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int S_PlaySound3D(int sndnum, DDukeActor* actor, const vec3_t* pos, int channel, EChanFlags flags)
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{
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auto const pl = &ps[myconnectindex];
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if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || actor == nullptr || !playrunning() ||
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(pl->timebeforeexit > 0 && pl->timebeforeexit <= REALGAMETICSPERSEC * 3)) return -1;
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sndnum = GetReplacementSound(sndnum);
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int userflags = S_GetUserFlags(sndnum);
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if ((userflags & (SF_DTAG | SF_GLOBAL)) == SF_DTAG)
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{
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// Duke-Tag sound does not play in 3D.
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return S_PlaySound(sndnum);
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}
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if (userflags & SF_TALK)
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{
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if (snd_speech == 0 || (ud.multimode > 1 && actor->s.picnum == TILE_APLAYER && actor->s.yvel != screenpeek && ud.coop != 1)) return -1;
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bool foundone = soundEngine->EnumerateChannels([&](FSoundChan* chan)
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{
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auto sid = chan->OrgID;
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auto flags = S_GetUserFlags(sid - 1);
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return !!(flags & SF_TALK);
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});
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// don't play if any Duke talk sounds are already playing
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if (foundone) return -1;
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// When in single player, force all talk sounds to originate from the player actor, no matter what is being used to start them.
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// Fixes a problem with quake06.voc in E3L4.
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if (ud.multimode == 1)
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{
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actor = pl->GetActor();
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}
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}
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int32_t sndist;
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FVector3 sndpos; // this is in sound engine space.
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vec3_t* campos;
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int32_t camsect;
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S_GetCamera(&campos, nullptr, &camsect);
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GetPositionInfo(actor, sndnum, camsect, campos, pos, &sndist, &sndpos);
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int pitch = S_GetPitch(sndnum);
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bool explosion = ((userflags & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG)) || ((sndnum == PIPEBOMB_EXPLODE || sndnum == LASERTRIP_EXPLODE || sndnum == RPG_EXPLODE));
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bool underwater = ps[screenpeek].cursectnum > -1 && sector[ps[screenpeek].cursectnum].lotag == ST_2_UNDERWATER;
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if (explosion)
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{
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if (underwater)
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pitch -= 1024;
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}
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else
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{
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if (sndist > 32767 && actor->s.picnum != MUSICANDSFX && (userflags & (SF_LOOP | SF_MSFX)) == 0)
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return -1;
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if (underwater && (userflags & SF_TALK) == 0)
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pitch = -768;
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}
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bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum+1);
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if (is_playing && actor->s.picnum != MUSICANDSFX)
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S_StopSound(sndnum, actor);
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|
|
int const repeatp = (userflags & SF_LOOP);
|
|
|
|
if (repeatp && (userflags & SF_ONEINST_INTERNAL) && is_playing)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
// These explosion sounds originally used some distance hackery to make them louder but due to how the rolloff was set up they always played at full volume as a result.
|
|
// I think it is better to lower their attenuation so that they are louder than the rest but still fade in the distance.
|
|
// For the original effect, attenuation needs to be set to ATTN_NONE here.
|
|
float attenuation;
|
|
if (explosion) attenuation = 0.5f;
|
|
else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
|
|
|
|
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
|
|
float vol = attenuation == ATTN_NONE ? 0.8f : 1.f;
|
|
if (currentCommentarySound != 0) vol *= 0.25f;
|
|
auto chan = soundEngine->StartSound(SOURCE_Actor, sndActor(actor), &sndpos, CHAN_AUTO, flags, sndnum+1, vol, attenuation, nullptr, S_ConvertPitch(pitch));
|
|
if (chan) chan->UserData = (currentCommentarySound != 0);
|
|
return chan ? 0 : -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int S_PlaySound(int sndnum, int channel, EChanFlags flags, float vol)
|
|
{
|
|
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1;
|
|
|
|
sndnum = GetReplacementSound(sndnum);
|
|
|
|
int userflags = S_GetUserFlags(sndnum);
|
|
if ((!(snd_speech & 1) && (userflags & SF_TALK)))
|
|
return -1;
|
|
|
|
int const pitch = S_GetPitch(sndnum);
|
|
|
|
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
|
|
if (currentCommentarySound != 0) vol *= 0.25f;
|
|
auto chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, channel, flags, sndnum + 1, vol, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
|
|
if (chan) chan->UserData = (currentCommentarySound != 0);
|
|
return chan ? 0 : -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int S_PlayActorSound(int soundNum, DDukeActor* actor, int channel, EChanFlags flags)
|
|
{
|
|
return (actor == nullptr ? S_PlaySound(soundNum, channel, flags) :
|
|
S_PlaySound3D(soundNum, actor, &actor->s.pos, channel, flags));
|
|
}
|
|
|
|
void S_RelinkActorSound(DDukeActor* from, DDukeActor* to)
|
|
{
|
|
FVector3 pos = GetSoundPos(&from->s.pos);
|
|
soundEngine->RelinkSound(SOURCE_Actor, sndActor(from), sndActor(to), &pos);
|
|
}
|
|
|
|
void S_StopSound(int sndNum, DDukeActor* actor, int channel)
|
|
{
|
|
sndNum = GetReplacementSound(sndNum);
|
|
|
|
if (!actor) soundEngine->StopSoundID(sndNum+1);
|
|
else
|
|
{
|
|
if (channel == -1) soundEngine->StopSound(SOURCE_Actor, sndActor(actor), -1, sndNum + 1);
|
|
else soundEngine->StopSound(SOURCE_Actor, actor, channel, -1);
|
|
|
|
// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
|
|
if (S_IsAmbientSFX(actor) && sector[actor->s.sectnum].lotag < 3) // ST_2_UNDERWATER
|
|
actor->temp_data[0] = 0;
|
|
}
|
|
}
|
|
|
|
void S_ChangeSoundPitch(int soundNum, DDukeActor* actor, int pitchoffset)
|
|
{
|
|
soundNum = GetReplacementSound(soundNum);
|
|
|
|
double expitch = pow(2, pitchoffset / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
|
|
if (!actor)
|
|
{
|
|
soundEngine->ChangeSoundPitch(SOURCE_Unattached, nullptr, CHAN_AUTO, expitch, soundNum+1);
|
|
}
|
|
else
|
|
{
|
|
soundEngine->ChangeSoundPitch(SOURCE_Actor, sndActor(actor), CHAN_AUTO, expitch, soundNum+1);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int S_CheckActorSoundPlaying(DDukeActor* actor, int soundNum, int channel)
|
|
{
|
|
soundNum = GetReplacementSound(soundNum);
|
|
|
|
if (actor == nullptr) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
|
|
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, sndActor(actor), channel, soundNum+1);
|
|
}
|
|
|
|
// Check if actor <i> is playing any sound.
|
|
int S_CheckAnyActorSoundPlaying(DDukeActor* actor)
|
|
{
|
|
if (!actor) return false;
|
|
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, sndActor(actor), CHAN_AUTO, 0);
|
|
}
|
|
|
|
int S_CheckSoundPlaying(int soundNum)
|
|
{
|
|
soundNum = GetReplacementSound(soundNum);
|
|
return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_MenuSound(void)
|
|
{
|
|
static int menunum;
|
|
static const short menusnds[] =
|
|
{
|
|
LASERTRIP_EXPLODE,
|
|
DUKE_GRUNT,
|
|
DUKE_LAND_HURT,
|
|
CHAINGUN_FIRE,
|
|
SQUISHED,
|
|
KICK_HIT,
|
|
PISTOL_RICOCHET,
|
|
PISTOL_BODYHIT,
|
|
PISTOL_FIRE,
|
|
SHOTGUN_FIRE,
|
|
BOS1_WALK,
|
|
RPG_EXPLODE,
|
|
PIPEBOMB_BOUNCE,
|
|
PIPEBOMB_EXPLODE,
|
|
NITEVISION_ONOFF,
|
|
RPG_SHOOT,
|
|
SELECT_WEAPON
|
|
};
|
|
int s = isRR() ? 390 : menusnds[menunum++ % countof(menusnds)];
|
|
if (s != -1)
|
|
S_PlaySound(s, CHAN_AUTO, CHANF_UI);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Music
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool cd_disabled = false; // This is in case mus_redbook is enabled but no tracks found so that the regular music system can be switched on.
|
|
|
|
static void MusPlay(const char* label, const char* music, bool loop)
|
|
{
|
|
if (isWorldTour())
|
|
{
|
|
if (wt_forcemidi)
|
|
{
|
|
FString alternative = music;
|
|
alternative.Substitute(".ogg", ".mid");
|
|
int num = fileSystem.FindFile(alternative);
|
|
if (num >= 0)
|
|
{
|
|
int file = fileSystem.GetFileContainer(num);
|
|
if (file == 1)
|
|
{
|
|
Mus_Play(label, alternative, loop);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
int result = Mus_Play(label, music, loop);
|
|
// do not remain silent if playing World Tour when the user has deleted the music.
|
|
if (!result && isWorldTour())
|
|
{
|
|
FString alternative = music;
|
|
alternative.Substitute(".ogg", ".mid");
|
|
Mus_Play(label, alternative, loop);
|
|
}
|
|
}
|
|
|
|
void S_PlayLevelMusic(MapRecord *mi)
|
|
{
|
|
if (isRR() && mi->music.IsEmpty() && mus_redbook && !cd_disabled) return;
|
|
MusPlay(mi->labelName, mi->music, true);
|
|
}
|
|
|
|
void S_PlaySpecialMusic(unsigned int m)
|
|
{
|
|
if (isRR() || m >= specialmusic.Size()) return; // Can only be MUS_LOADING, isRR() does not use it.
|
|
auto& musicfn = specialmusic[m];
|
|
if (musicfn.IsNotEmpty())
|
|
{
|
|
MusPlay(nullptr, musicfn, true);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void S_PlayRRMusic(int newTrack)
|
|
{
|
|
static int32_t g_cdTrack = -1;
|
|
|
|
if (!isRR() || !mus_redbook || cd_disabled || currentLevel->music.IsNotEmpty())
|
|
return;
|
|
Mus_Stop();
|
|
|
|
for (int i = 0; i < 10; i++)
|
|
{
|
|
g_cdTrack = newTrack != -1 ? newTrack : g_cdTrack + 1;
|
|
if (newTrack != 10 && (g_cdTrack > 9 || g_cdTrack < 2))
|
|
g_cdTrack = 2;
|
|
|
|
FStringf filename("redneck%s%02d.ogg", isRRRA()? "rides" : "", g_cdTrack);
|
|
if (Mus_Play(nullptr, filename, false)) return;
|
|
|
|
filename.Format("track%02d.ogg", g_cdTrack);
|
|
if (Mus_Play(nullptr, filename, false)) return;
|
|
}
|
|
// If none of the tracks managed to start, disable the CD music for this session so that regular music can play if defined.
|
|
cd_disabled = true;
|
|
}
|
|
|
|
|
|
void S_PlayBonusMusic()
|
|
{
|
|
if (MusicEnabled() && mus_enabled)
|
|
S_PlaySound(BONUSMUSIC, CHAN_AUTO, CHANF_UI);
|
|
}
|
|
|
|
|
|
void S_WorldTourMappingsForOldSounds()
|
|
{
|
|
// This tries to retrieve the original sounds for World Tour's often inferior replacements.
|
|
// It's really ironic that despite their low quality they often sound a lot better than the new ones.
|
|
if (!isWorldTour()) return;
|
|
auto &s_sfx = soundEngine->GetSounds();
|
|
int maxorig = s_sfx.Size();
|
|
for(unsigned i = 1; i < s_sfx.Size(); i++)
|
|
{
|
|
auto fname = s_sfx[i].name;
|
|
if (!fname.Right(4).CompareNoCase(".ogg"))
|
|
{
|
|
// All names here follow the same convention. We must strip the "sound/" folder and replace the extension to get the original VOCs.
|
|
fname.ToLower();
|
|
fname.Substitute("sound/", "");
|
|
fname.Substitute(".ogg", ".voc");
|
|
int lump = fileSystem.FindFile(fname); // in this case we absolutely do not want the extended lookup that's optionally performed by S_LookupSound.
|
|
if (lump >= 0)
|
|
{
|
|
s_sfx.Reserve(1);
|
|
s_sfx.Last() = s_sfx[i];
|
|
s_sfx.Last().name = fname;
|
|
s_sfx.Last().lumpnum = lump;
|
|
s_sfx[i].UserData[kWorldTourMapping] = s_sfx.Size() - 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static TArray<FString> Commentaries;
|
|
|
|
void S_ParseDeveloperCommentary()
|
|
{
|
|
int lumpnum = fileSystem.FindFile("def/developer_commentary.def");
|
|
if (lumpnum < 0) return;
|
|
FScanner sc;
|
|
sc.OpenLumpNum(lumpnum);
|
|
try
|
|
{
|
|
sc.SetCMode(true);
|
|
sc.MustGetStringName("def");
|
|
sc.MustGetStringName("developercommentary");
|
|
sc.MustGetStringName("{");
|
|
while (!sc.CheckString("}"))
|
|
{
|
|
FString path;
|
|
int num = -1;
|
|
sc.MustGetStringName("def");
|
|
sc.MustGetStringName("sound");
|
|
sc.MustGetStringName("{");
|
|
while (!sc.CheckString("}"))
|
|
{
|
|
sc.MustGetString();
|
|
if (sc.Compare("path"))
|
|
{
|
|
sc.MustGetStringName(":");
|
|
sc.MustGetString();
|
|
path = sc.String;
|
|
sc.MustGetStringName(";");
|
|
}
|
|
else if (sc.Compare("num"))
|
|
{
|
|
sc.MustGetStringName(":");
|
|
sc.MustGetNumber();
|
|
num = sc.Number;
|
|
sc.MustGetStringName(";");
|
|
}
|
|
}
|
|
sc.MustGetStringName(";");
|
|
if (Commentaries.Size() <= num) Commentaries.Resize(num + 1);
|
|
Commentaries[num] = std::move(path);
|
|
}
|
|
//sc.MustGetStringName(";");
|
|
}
|
|
catch (const std::exception& ex)
|
|
{
|
|
Printf("Failed to read developer commentary definitions:\n%s", ex.what());
|
|
return;
|
|
}
|
|
}
|
|
|
|
void StopCommentary()
|
|
{
|
|
if (currentCommentarySound > 0)
|
|
{
|
|
soundEngine->StopSound(SOURCE_None, nullptr, CHAN_VOICE, currentCommentarySound);
|
|
}
|
|
}
|
|
|
|
bool StartCommentary(int tag, DDukeActor* actor)
|
|
{
|
|
if (wt_commentary && Commentaries.Size() > tag && Commentaries[tag].IsNotEmpty())
|
|
{
|
|
FSoundID id = soundEngine->FindSound(Commentaries[tag]);
|
|
if (id == 0)
|
|
{
|
|
int lump = fileSystem.FindFile(Commentaries[tag]);
|
|
if (lump < 0)
|
|
{
|
|
Commentaries[tag] = "";
|
|
return false;
|
|
}
|
|
id = FSoundID(soundEngine->AddSoundLump(Commentaries[tag], lump, 0));
|
|
}
|
|
StopCommentary();
|
|
MuteSounds();
|
|
soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_VOICE, CHANF_UI | CHANF_TRANSIENT | CHANF_OVERLAP, id, 1.f, 0.f);
|
|
currentCommentarySound = id;
|
|
currentCommentarySprite = actor;
|
|
I_SetRelativeVolume(0.25f);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
END_DUKE_NS
|