raze/source/common/music/music.cpp
Christoph Oelckers 985e441d80 - transitioned all JSON-based savegame code to FSerializer and removed sjson.
Now everything is in place to transition the rest of the savegame code as well.
2020-02-23 14:03:03 +01:00

737 lines
19 KiB
C++

/*
**
** music.cpp
**
** music engine - borrowed from GZDoom
**
** Copyright 1999-2016 Randy Heit
** Copyright 2002-2016 Christoph Oelckers
**
**---------------------------------------------------------------------------
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <zmusic.h>
#include "z_music.h"
#include "zstring.h"
#include "backend/i_sound.h"
#include "name.h"
#include "s_music.h"
#include "i_music.h"
#include "printf.h"
#include "files.h"
#include "filesystem.h"
#include "cmdlib.h"
#include "gamecvars.h"
#include "c_dispatch.h"
#include "gamecontrol.h"
#include "filereadermusicinterface.h"
#include "v_text.h"
#include "mapinfo.h"
#include "serializer.h"
MusPlayingInfo mus_playing;
MusicAliasMap MusicAliases;
MidiDeviceMap MidiDevices;
MusicVolumeMap MusicVolumes;
MusicAliasMap LevelMusicAliases;
bool MusicPaused;
static bool mus_blocked;
static FString lastStartedMusic;
EXTERN_CVAR(Float, mus_volume)
CVAR(Bool, printmusicinfo, false, 0)
CVAR(Bool, mus_extendedlookup, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// Order is: streaming formats, module formats, emulated formats and MIDI formats - for external files the first one found wins so ambiguous names should be avoided
static FName knownMusicExts[] = {
NAME_OGG,
NAME_FLAC,
NAME_MP3,
NAME_MP2,
NAME_XA,
NAME_XM,
NAME_MOD,
NAME_IT,
NAME_S3M,
NAME_MTM,
NAME_STM,
NAME_669,
NAME_PTM,
NAME_AMF,
NAME_OKT,
NAME_DSM,
NAME_AMFF,
NAME_SPC,
NAME_VGM,
NAME_VGZ,
NAME_AY,
NAME_GBS,
NAME_GYM,
NAME_HES,
NAME_KSS,
NAME_NSF,
NAME_NSFE,
NAME_SAP,
NAME_MID,
NAME_HMP,
NAME_HMI,
NAME_XMI,
NAME_VOC,
};
FString G_SetupFilenameBasedMusic(const char* fn, const char* defmusic)
{
FString name = StripExtension(fn);
FString test;
// Test if a real file with this name exists with all known extensions for music.
for (auto& ext : knownMusicExts)
{
test.Format("%s.%s", name.GetChars(), ext.GetChars());
if (FileExists(test)) return test;
#ifdef __unix__
test.Format("%s.%s", name.GetChars(), FString(ext.GetChars()).MakeLower().GetChars());
if (FileExists(test)) return test;
#endif
}
return defmusic;
}
FString MusicFileExists(const char* fn)
{
if (mus_extendedlookup) return G_SetupFilenameBasedMusic(fn, nullptr);
if (FileExists(fn)) return fn;
return FString();
}
int LookupMusicLump(const char* fn)
{
if (mus_extendedlookup)
{
FString name = StripExtension(fn);
int l = fileSystem.FindFileWithExtensions(name, knownMusicExts, countof(knownMusicExts));
if (l >= 0) return l;
}
return fileSystem.FindFile(fn);
}
//==========================================================================
//
// Music lookup in various places.
//
//==========================================================================
FileReader LookupMusic(const char* musicname)
{
FileReader reader;
FString mus = MusicFileExists(musicname);
if (mus.IsNotEmpty())
{
// Load an external file.
reader.OpenFile(mus);
}
if (!reader.isOpen())
{
int lumpnum = LookupMusicLump(musicname);
if (mus_extendedlookup && lumpnum >= 0)
{
// EDuke also looks in a subfolder named after the main game resource. Do this as well if extended lookup is active.
auto rfn = fileSystem.GetResourceFileName(fileSystem.GetFileContainer(lumpnum));
auto rfbase = ExtractFileBase(rfn);
FStringf aliasMusicname("music/%s/%s", rfbase.GetChars(), musicname);
lumpnum = LookupMusicLump(aliasMusicname);
}
if (lumpnum == -1)
{
// Always look in the 'music' subfolder as well. This gets used by multiple setups to store ripped CD tracks.
FStringf aliasMusicname("music/%s", musicname);
lumpnum = LookupMusicLump(aliasMusicname);
}
if (lumpnum == -1 && (g_gameType & GAMEFLAG_SW))
{
// Some Shadow Warrioe distributions have the music in a subfolder named 'classic'. Check that, too.
FStringf aliasMusicname("classic/music/%s", musicname);
lumpnum = fileSystem.FindFile(aliasMusicname);
}
if (lumpnum > -1)
{
if (fileSystem.FileLength(lumpnum) >= 0)
{
reader = fileSystem.ReopenFileReader(lumpnum);
if (!reader.isOpen())
{
Printf(TEXTCOLOR_RED "Unable to play music " TEXTCOLOR_WHITE "\"%s\"\n", musicname);
}
else if (printmusicinfo) Printf("Playing music from file system %s:%s\n", fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(lumpnum)), fileSystem.GetFileFullPath(lumpnum).GetChars());
}
}
}
else if (printmusicinfo) Printf("Playing music from external file %s\n", musicname);
return reader;
}
//==========================================================================
//
//
//
// Create a sound system stream for the currently playing song
//==========================================================================
static std::unique_ptr<SoundStream> musicStream;
static bool FillStream(SoundStream* stream, void* buff, int len, void* userdata)
{
bool written = ZMusic_FillStream(mus_playing.handle, buff, len);
if (!written)
{
memset((char*)buff, 0, len);
return false;
}
return true;
}
void S_CreateStream()
{
if (!mus_playing.handle) return;
SoundStreamInfo fmt;
ZMusic_GetStreamInfo(mus_playing.handle, &fmt);
if (fmt.mBufferSize > 0) // if buffer size is 0 the library will play the song itself (e.g. Windows system synth.)
{
int flags = fmt.mNumChannels < 0 ? 0 : SoundStream::Float;
if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
musicStream.reset(GSnd->CreateStream(FillStream, fmt.mBufferSize, flags, fmt.mSampleRate, nullptr));
if (musicStream) musicStream->Play(true, 1);
}
}
void S_PauseStream(bool paused)
{
if (musicStream) musicStream->SetPaused(paused);
}
void S_StopStream()
{
if (musicStream)
{
musicStream->Stop();
musicStream.reset();
}
}
//==========================================================================
//
// starts playing this song
//
//==========================================================================
static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vol, int subsong)
{
if (rel_vol > 0.f)
{
float factor = relative_volume / saved_relative_volume;
saved_relative_volume = rel_vol;
I_SetRelativeVolume(saved_relative_volume * factor);
}
ZMusic_Stop(song);
if (!ZMusic_Start(song, subsong, loop))
{
return false;
}
// Notify the sound system of the changed relative volume
mus_volume.Callback();
return true;
}
//==========================================================================
//
// S_PauseSound
//
// Stop music and sound effects, during game PAUSE.
//==========================================================================
void S_PauseMusic ()
{
if (mus_playing.handle && !MusicPaused)
{
ZMusic_Pause(mus_playing.handle);
S_PauseStream(true);
MusicPaused = true;
}
}
//==========================================================================
//
// S_ResumeSound
//
// Resume music and sound effects, after game PAUSE.
//==========================================================================
void S_ResumeMusic ()
{
if (mus_playing.handle && MusicPaused)
{
ZMusic_Resume(mus_playing.handle);
S_PauseStream(false);
MusicPaused = false;
}
}
//==========================================================================
//
// S_UpdateSound
//
//==========================================================================
void S_UpdateMusic ()
{
mus_blocked = false;
if (mus_playing.handle != nullptr)
{
ZMusic_Update(mus_playing.handle);
// [RH] Update music and/or playlist. IsPlaying() must be called
// to attempt to reconnect to broken net streams and to advance the
// playlist when the current song finishes.
if (!ZMusic_IsPlaying(mus_playing.handle))
{
S_StopMusic(true);
}
}
}
//==========================================================================
//
// S_ChangeCDMusic
//
// Starts a CD track as music.
//==========================================================================
bool S_ChangeCDMusic (int track, unsigned int id, bool looping)
{
char temp[32];
if (id != 0)
{
mysnprintf (temp, countof(temp), ",CD,%d,%x", track, id);
}
else
{
mysnprintf (temp, countof(temp), ",CD,%d", track);
}
return S_ChangeMusic (temp, 0, looping);
}
//==========================================================================
//
// S_StartMusic
//
// Starts some music with the given name.
//==========================================================================
bool S_StartMusic (const char *m_id)
{
return S_ChangeMusic (m_id, 0, false);
}
//==========================================================================
//
// S_ChangeMusic
//
// Starts playing a music, possibly looping.
//
// [RH] If music is a MOD, starts it at position order. If name is of the
// format ",CD,<track>,[cd id]" song is a CD track, and if [cd id] is
// specified, it will only be played if the specified CD is in a drive.
//==========================================================================
bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
{
lastStartedMusic = musicname; // remember the last piece of music that was requested to be played.
if (musicname == nullptr || musicname[0] == 0)
{
// Don't choke if the map doesn't have a song attached
S_StopMusic (true);
mus_playing.name = "";
mus_playing.LastSong = "";
return true;
}
if (*musicname == '/') musicname++;
FString DEH_Music;
if (!mus_playing.name.IsEmpty() &&
mus_playing.handle != nullptr &&
stricmp (mus_playing.name, musicname) == 0 &&
ZMusic_IsLooping(mus_playing.handle) == zmusic_bool(looping))
{
if (order != mus_playing.baseorder)
{
if (ZMusic_SetSubsong(mus_playing.handle, order))
{
mus_playing.baseorder = order;
}
}
else if (!ZMusic_IsPlaying(mus_playing.handle))
{
if (!ZMusic_Start(mus_playing.handle, order, looping))
{
Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
}
S_CreateStream();
}
return true;
}
if (strnicmp (musicname, ",CD,", 4) == 0)
{
int track = strtoul (musicname+4, nullptr, 0);
const char *more = strchr (musicname+4, ',');
unsigned int id = 0;
if (more != nullptr)
{
id = strtoul (more+1, nullptr, 16);
}
S_StopMusic (true);
mus_playing.handle = ZMusic_OpenCDSong (track, id);
if (mus_playing.handle == nullptr)
{
Printf("Unable to start CD Audio for track #%d, ID %d\n", track, id);
}
}
else
{
int lumpnum = -1;
int length = 0;
ZMusic_MusicStream handle = nullptr;
MidiDeviceSetting *devp = MidiDevices.CheckKey(musicname);
// Strip off any leading file:// component.
if (strncmp(musicname, "file://", 7) == 0)
{
musicname += 7;
}
FileReader reader = LookupMusic(musicname);
if (!reader.isOpen()) return false;
// shutdown old music
S_StopMusic (true);
// Just record it if volume is 0 or music was disabled
if (mus_volume <= 0 || !mus_enabled)
{
mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = order;
mus_playing.LastSong = musicname;
return true;
}
// load & register it
if (handle != nullptr)
{
mus_playing.handle = handle;
}
else
{
auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
mus_playing.handle = ZMusic_OpenSong(mreader, devp? (EMidiDevice)devp->device : MDEV_DEFAULT, devp? devp->args.GetChars() : "");
if (mus_playing.handle == nullptr)
{
Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
}
}
}
mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = 0;
mus_playing.LastSong = "";
if (mus_playing.handle != 0)
{ // play it
auto volp = MusicVolumes.CheckKey(musicname);
float vol = volp ? *volp : 1.f;
if (!S_StartMusicPlaying(mus_playing.handle, looping, vol, order))
{
Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
return false;
}
S_CreateStream();
mus_playing.baseorder = order;
return true;
}
return false;
}
//==========================================================================
//
// S_RestartMusic
//
//==========================================================================
void S_RestartMusic ()
{
if (!mus_playing.LastSong.IsEmpty() && mus_volume > 0 && mus_enabled)
{
FString song = mus_playing.LastSong;
mus_playing.LastSong = "";
S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
}
}
//==========================================================================
//
// S_MIDIDeviceChanged
//
//==========================================================================
void S_MIDIDeviceChanged(int newdev)
{
auto song = mus_playing.handle;
if (song != nullptr && ZMusic_IsMIDI(song) && ZMusic_IsPlaying(song))
{
// Reload the song to change the device
auto mi = mus_playing;
S_StopMusic(true);
S_ChangeMusic(mi.name, mi.baseorder, mi.loop);
}
}
//==========================================================================
//
// S_GetMusic
//
//==========================================================================
int S_GetMusic (const char **name)
{
int order;
if (mus_playing.name.IsNotEmpty())
{
*name = mus_playing.name;
order = mus_playing.baseorder;
}
else
{
*name = nullptr;
order = 0;
}
return order;
}
//==========================================================================
//
// S_StopMusic
//
//==========================================================================
void S_StopMusic (bool force)
{
try
{
// [RH] Don't stop if a playlist is active.
if (!mus_playing.name.IsEmpty())
{
if (mus_playing.handle != nullptr)
{
S_ResumeMusic();
S_StopStream();
ZMusic_Stop(mus_playing.handle);
auto h = mus_playing.handle;
mus_playing.handle = nullptr;
ZMusic_Close(h);
}
mus_playing.LastSong = std::move(mus_playing.name);
}
}
catch (const std::runtime_error& )
{
//Printf("Unable to stop %s: %s\n", mus_playing.name.GetChars(), err.what());
if (mus_playing.handle != nullptr)
{
auto h = mus_playing.handle;
mus_playing.handle = nullptr;
ZMusic_Close(h);
}
mus_playing.name = "";
}
}
//==========================================================================
//
// CCMD changemus
//
//==========================================================================
CCMD (changemus)
{
if (MusicEnabled())
{
if (argv.argc() > 1)
{
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
}
else
{
const char *currentmus = mus_playing.name.GetChars();
if(currentmus != nullptr && *currentmus != 0)
{
Printf ("currently playing %s\n", currentmus);
}
else
{
Printf ("no music playing\n");
}
}
}
else
{
Printf("Music is disabled\n");
}
}
//==========================================================================
//
// CCMD stopmus
//
//==========================================================================
CCMD (stopmus)
{
S_StopMusic (false);
mus_playing.LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
}
static FString lastMusicLevel, lastMusic;
int Mus_Play(const char *mapname, const char *fn, bool loop)
{
if (mus_blocked) return 1; // Caller should believe it succeeded.
// Store the requested names for resuming.
lastMusicLevel = mapname;
lastMusic = fn;
if (!MusicEnabled())
{
return 0;
}
// Allow per level music substitution.
// For most cases using $musicalias would be sufficient, but that method only works if a level actually has some music defined at all.
// This way it can be done with an add-on definition lump even in cases like Redneck Rampage where no music definitions exist
// or where music gets reused for multiple levels but replacement is wanted individually.
if (mapname && *mapname)
{
if (*mapname == '/') mapname++;
FName *check = LevelMusicAliases.CheckKey(FName(mapname, true));
if (check) fn = check->GetChars();
}
// Now perform music aliasing. This also needs to be done before checking identities because multiple names can map to the same song.
FName* aliasp = MusicAliases.CheckKey(fn);
if (aliasp != nullptr)
{
if (*aliasp == NAME_None)
{
return true; // flagged to be ignored
}
fn = aliasp->GetChars();
}
if (!mus_restartonload)
{
// If the currently playing piece of music is the same, do not restart. Note that there's still edge cases where this may fail to detect identities.
if (mus_playing.handle != nullptr && lastStartedMusic.CompareNoCase(fn) == 0 && mus_playing.loop)
return true;
}
return S_ChangeMusic(fn, 0, loop, true);
}
bool Mus_IsPlaying()
{
return mus_playing.handle != nullptr;
}
void Mus_Stop()
{
if (mus_blocked) return;
S_StopMusic(true);
}
void Mus_Fade(double seconds)
{
// Todo: Blood uses this, but the streamer cannot currently fade the volume.
Mus_Stop();
}
void Mus_SetPaused(bool on)
{
if (on) S_PauseMusic();
else S_ResumeMusic();
}
void Mus_Serialize(FSerializer &arc)
{
if (arc.BeginObject("music"))
{
if (arc.isWriting())
{
FString music = mus_playing.name;
if (music.IsEmpty()) music = mus_playing.LastSong;
arc.AddString("music", music);
}
else arc("music", mus_playing.LastSong);
arc("baseorder", mus_playing.baseorder)
("loop", mus_playing.loop)
.EndObject();
// this is to prevent scripts from resetting the music after it has been loaded from the savegame.
if (arc.isReading()) mus_blocked = true;
// Actual music resuming cannot be performed here, it must be done in the game code.
}
}
void Mus_ResumeSaved()
{
S_RestartMusic();
}