gzdoom-gles/src/sound/s_doomsound.cpp

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/*
** doomspund.cpp
**
** Game dependent part of the sound engine.
**
**---------------------------------------------------------------------------
**
** Copyright 1999-2016 Randy Heit
** Copyright 2002-2019 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 <stdio.h>
#include <stdlib.h>
#ifdef _WIN32
#include <io.h>
#endif
#include "i_system.h"
#include "i_sound.h"
#include "i_music.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "s_playlist.h"
#include "c_dispatch.h"
#include "m_random.h"
#include "w_wad.h"
#include "p_local.h"
#include "doomstat.h"
#include "cmdlib.h"
#include "v_video.h"
#include "v_text.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
#include "gi.h"
#include "po_man.h"
#include "serializer.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "vm.h"
#include "g_game.h"
#include "s_music.h"
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FBoolCVar noisedebug("noise", false, 0); // [RH] Print sound debugging info?
CUSTOM_CVAR(Int, snd_channels, 128, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // number of channels available
{
if (self < 64) self = 64;
}
CVAR(Bool, snd_waterreverb, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
static FString LastLocalSndInfo;
static FString LastLocalSndSeq;
void S_AddLocalSndInfo(int lump);
class DoomSoundEngine : public SoundEngine
{
// client specific parts of the sound engine go in this class.
2019-12-16 20:45:34 +00:00
void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID soundid, FVector3* pos, FVector3* vel) override;
bool ValidatePosVel(int sourcetype, const void* source, const FVector3& pos, const FVector3& vel);
TArray<uint8_t> ReadSound(int lumpnum);
int PickReplacement(int refid);
FSoundID ResolveSound(const void *ent, int type, FSoundID soundid, float &attenuation) override;
public:
DoomSoundEngine() = default;
void NoiseDebug(void);
void PrintSoundList();
};
//==========================================================================
//
// S_Init
//
// Initializes sound stuff, including volume. Sets channels, SFX and
// music volume, allocates channel buffer, and sets S_sfx lookup.
//==========================================================================
void S_Init()
{
// Must be up before I_InitSound.
if (!soundEngine)
{
soundEngine = new DoomSoundEngine;
}
I_InitSound();
// Heretic and Hexen have sound curve lookup tables. Doom does not.
int curvelump = Wads.CheckNumForName("SNDCURVE");
TArray<uint8_t> curve;
if (curvelump >= 0)
{
curve = Wads.ReadLumpIntoArray(curvelump);
}
soundEngine->Init(curve);
}
//==========================================================================
//
// S_Shutdown
//
//==========================================================================
void S_Shutdown()
{
S_StopMusic(true);
SN_StopAllSequences();
if (soundEngine)
{
soundEngine->Shutdown();
delete soundEngine;
soundEngine = nullptr;
}
mus_playing.LastSong = ""; // If this isn't reset here, the song would attempt to resume at the most inpopportune time...
if (GSnd != nullptr)
{
I_CloseSound();
}
}
//==========================================================================
//
// S_Start
//
// Per level startup code. Kills playing sounds at start of level
// and starts new music.
//==========================================================================
void S_Start()
{
if (GSnd && soundEngine)
{
// kill all playing sounds at start of level (trust me - a good idea)
soundEngine->StopAllChannels();
// Check for local sound definitions. Only reload if they differ
// from the previous ones.
FString LocalSndInfo;
FString LocalSndSeq;
// To be certain better check whether level is valid!
if (level.info)
{
LocalSndInfo = level.info->SoundInfo;
LocalSndSeq = level.info->SndSeq;
}
bool parse_ss = false;
// This level uses a different local SNDINFO
if (LastLocalSndInfo.CompareNoCase(LocalSndInfo) != 0 || !level.info)
{
soundEngine->UnloadAllSounds();
// Parse the global SNDINFO
S_ParseSndInfo(true);
if (LocalSndInfo.IsNotEmpty())
{
// Now parse the local SNDINFO
int j = Wads.CheckNumForFullName(LocalSndInfo, true);
if (j >= 0) S_AddLocalSndInfo(j);
}
// Also reload the SNDSEQ if the SNDINFO was replaced!
parse_ss = true;
}
else if (LastLocalSndSeq.CompareNoCase(LocalSndSeq) != 0)
{
parse_ss = true;
}
if (parse_ss)
{
S_ParseSndSeq(LocalSndSeq.IsNotEmpty() ? Wads.CheckNumForFullName(LocalSndSeq, true) : -1);
}
LastLocalSndInfo = LocalSndInfo;
LastLocalSndSeq = LocalSndSeq;
}
}
//==========================================================================
//
// S_PrecacheLevel
//
// Like R_PrecacheLevel, but for sounds.
//
//==========================================================================
void S_PrecacheLevel()
{
if (GSnd)
{
soundEngine->MarkAllUnused();
AActor* actor;
TThinkerIterator<AActor> iterator;
// Precache all sounds known to be used by the currently spawned actors.
while ((actor = iterator.Next()) != nullptr)
{
IFVIRTUALPTR(actor, AActor, MarkPrecacheSounds)
{
VMValue params[1] = { actor };
VMCall(func, params, 1, nullptr, 0);
}
}
for (auto snd : gameinfo.PrecachedSounds)
{
soundEngine->MarkUsed(snd);
}
// Precache all extra sounds requested by this map.
for (auto snd : level.info->PrecacheSounds)
{
soundEngine->MarkUsed(snd);
}
soundEngine->CacheMarkedSounds();
}
}
//==========================================================================
//
// S_InitData
//
//==========================================================================
void S_InitData()
{
LastLocalSndInfo = LastLocalSndSeq = "";
S_ParseSndInfo(false);
S_ParseSndSeq(-1);
}
//==========================================================================
//
// S_Sound - Unpositioned version
//
//==========================================================================
void S_SoundPitch(int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, float pitch)
{
soundEngine->StartSound(SOURCE_None, nullptr, nullptr, channel, flags, sound_id, volume, attenuation, 0, pitch);
}
void S_Sound(int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation)
{
soundEngine->StartSound (SOURCE_None, nullptr, nullptr, channel, flags, sound_id, volume, attenuation, 0, 0.f);
}
DEFINE_ACTION_FUNCTION(DObject, S_Sound)
{
PARAM_PROLOGUE;
PARAM_SOUND(id);
PARAM_INT(channel);
PARAM_FLOAT(volume);
PARAM_FLOAT(attn);
PARAM_FLOAT(pitch);
S_SoundPitch(channel & 7, EChanFlags::FromInt(channel & ~7), id, static_cast<float>(volume), static_cast<float>(attn), static_cast<float>(pitch));
return 0;
}
DEFINE_ACTION_FUNCTION(DObject, S_StartSound)
{
PARAM_PROLOGUE;
PARAM_SOUND(id);
PARAM_INT(channel);
PARAM_INT(flags);
PARAM_FLOAT(volume);
PARAM_FLOAT(attn);
PARAM_FLOAT(pitch);
S_SoundPitch(channel, EChanFlags::FromInt(flags), id, static_cast<float>(volume), static_cast<float>(attn), static_cast<float>(pitch));
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
FSoundID DoomSoundEngine::ResolveSound(const void * ent, int type, FSoundID soundid, float &attenuation)
{
if (isPlayerReserve(soundid))
{
AActor *src;
if (type != SOURCE_Actor) src = nullptr;
else src = (AActor*)ent;
return S_FindSkinnedSound(src, soundid);
}
return SoundEngine::ResolveSound(ent, type, soundid, attenuation);
}
//==========================================================================
//
// Common checking code for the actor sound functions
//
//==========================================================================
static bool VerifyActorSound(AActor* ent, FSoundID& sound_id, int& channel, EChanFlags flags)
{
if (ent == nullptr || ent->Sector->Flags & SECF_SILENT)
return false;
if ((flags & CHANF_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
{
if (!soundEngine->isListener(ent))
{
return false;
}
}
if (i_compatflags & COMPATF_MAGICSILENCE)
{ // For people who just can't play without a silent BFG.
channel = CHAN_WEAPON;
}
return true;
}
//==========================================================================
//
// S_Sound - An actor is source
//
//==========================================================================
void S_SoundPitchActor(AActor *ent, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, float pitch)
{
if (VerifyActorSound(ent, sound_id, channel, flags))
soundEngine->StartSound (SOURCE_Actor, ent, nullptr, channel, flags, sound_id, volume, attenuation, 0, pitch);
}
void S_Sound(AActor *ent, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation)
{
S_SoundPitchActor(ent, channel, flags, sound_id, volume, attenuation, 0.f);
}
//==========================================================================
//
// S_SoundMinMaxDist - An actor is source
//
// Attenuation is specified as min and max distances, rather than a scalar.
//
//==========================================================================
void S_SoundMinMaxDist(AActor *ent, int channel, EChanFlags flags, FSoundID sound_id, float volume, float mindist, float maxdist)
{
if (VerifyActorSound(ent, sound_id, channel, flags))
{
FRolloffInfo rolloff;
rolloff.RolloffType = ROLLOFF_Linear;
rolloff.MinDistance = mindist;
rolloff.MaxDistance = maxdist;
soundEngine->StartSound(SOURCE_Actor, ent, nullptr, channel, flags, sound_id, volume, 1, &rolloff);
}
}
//==========================================================================
//
// S_Sound - A polyobject is source
//
//==========================================================================
void S_Sound (const FPolyObj *poly, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation)
{
soundEngine->StartSound (SOURCE_Polyobj, poly, nullptr, channel, flags, sound_id, volume, attenuation);
}
//==========================================================================
//
// S_Sound - A point is source
//
//==========================================================================
void S_Sound(const DVector3 &pos, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation)
{
// The sound system switches Y and Z around.
FVector3 p((float)pos.X, (float)pos.Z, (float)pos.Y);
soundEngine->StartSound (SOURCE_Unattached, nullptr, &p, channel, flags, sound_id, volume, attenuation);
}
//==========================================================================
//
// S_Sound - An entire sector is source
//
//==========================================================================
void S_Sound (const sector_t *sec, int channel, EChanFlags flags, FSoundID sfxid, float volume, float attenuation)
{
soundEngine->StartSound (SOURCE_Sector, sec, nullptr, channel, flags, sfxid, volume, attenuation);
}
//==========================================================================
//
// S_PlaySound - Subfunction used by ACS and DECORATE
//
// Has a local parameter to make the sound audible only to the source
//
//==========================================================================
void S_PlaySoundPitch(AActor *a, int chan, EChanFlags flags, FSoundID sid, float vol, float atten, bool local, float pitch)
{
if (a == nullptr || a->Sector->Flags & SECF_SILENT)
return;
if (!local)
{
S_SoundPitchActor(a, chan, flags, sid, vol, atten, pitch);
}
else
{
if (a->CheckLocalView())
{
S_SoundPitch(chan, flags, sid, vol, ATTN_NONE, pitch);
}
}
}
void S_PlaySound(AActor *a, int chan, EChanFlags flags, FSoundID sid, float vol, float atten, bool local)
{
S_PlaySoundPitch(a, chan, flags, sid, vol, atten, local, 0.f);
}
void A_StartSound(AActor *self, int soundid, int channel, int flags, double volume, int looping, double attenuation, int local, double pitch)
{
if (!looping)
{
if (!(flags & CHANF_NOSTOP) || !S_IsActorPlayingSomething(self, channel & 7, soundid))
{
S_PlaySoundPitch(self, channel, EChanFlags::FromInt(flags), soundid, (float)volume, (float)attenuation, local, (float)pitch);
}
}
else
{
if (!S_IsActorPlayingSomething(self, channel & 7, soundid))
{
S_PlaySoundPitch(self, channel, EChanFlags::FromInt(flags) | CHANF_LOOP, soundid, (float)volume, (float)attenuation, local, (float)pitch);
}
}
}
void A_PlaySound(AActor* self, int soundid, int channel, double volume, int looping, double attenuation, int local, double pitch)
{
A_StartSound(self, soundid, channel & 7, channel & ~7, volume, looping, attenuation, local, pitch);
}
//==========================================================================
//
// S_StopSound
//
// Stops a sound from a single actor from playing on a specific channel.
//
//==========================================================================
void S_StopSound (AActor *actor, int channel)
{
soundEngine->StopSound(SOURCE_Actor, actor, (i_compatflags & COMPATF_MAGICSILENCE) ? -1 : channel);
}
//==========================================================================
//
// S_StopSound
//
// Stops a sound from a single sector from playing on a specific channel.
//
//==========================================================================
void S_StopSound (const sector_t *sec, int channel)
{
soundEngine->StopSound(SOURCE_Sector, sec, (i_compatflags & COMPATF_MAGICSILENCE) ? -1 : channel);
}
//==========================================================================
//
// S_StopSound
//
// Stops a sound from a single polyobject from playing on a specific channel.
//
//==========================================================================
void S_StopSound (const FPolyObj *poly, int channel)
{
soundEngine->StopSound(SOURCE_Polyobj, poly, (i_compatflags & COMPATF_MAGICSILENCE) ? -1 : channel);
}
//==========================================================================
//
// S_RelinkSound
//
// Moves all the sounds from one thing to another. If the destination is
// nullptr, then the sound becomes a positioned sound.
//==========================================================================
void S_RelinkSound (AActor *from, AActor *to)
{
FVector3 p = from->SoundPos();
soundEngine->RelinkSound(SOURCE_Actor, from, to, !(compatflags2 & COMPATF2_SOUNDCUTOFF)? &p : nullptr);
}
//==========================================================================
//
// S_ChangeSoundVolume
//
//==========================================================================
void S_ChangeActorSoundVolume(AActor *actor, int channel, double dvolume)
{
soundEngine->ChangeSoundVolume(SOURCE_Actor, actor, (i_compatflags & COMPATF_MAGICSILENCE)? -1 : channel, dvolume);
}
//==========================================================================
//
// S_ChangeSoundPitch
//
//==========================================================================
void S_ChangeActorSoundPitch(AActor *actor, int channel, double pitch)
{
soundEngine->ChangeSoundPitch(SOURCE_Actor, actor, channel, pitch);
}
//==========================================================================
//
// S_GetSoundPlayingInfo
//
// Is a sound being played by a specific emitter?
//==========================================================================
bool S_GetSoundPlayingInfo (const AActor *actor, int sound_id)
{
return soundEngine->GetSoundPlayingInfo(SOURCE_Actor, actor, sound_id);
}
bool S_GetSoundPlayingInfo (const sector_t *sec, int sound_id)
{
return soundEngine->GetSoundPlayingInfo(SOURCE_Sector, sec, sound_id);
}
bool S_GetSoundPlayingInfo (const FPolyObj *poly, int sound_id)
{
return soundEngine->GetSoundPlayingInfo(SOURCE_Polyobj, poly, sound_id);
}
//==========================================================================
//
// S_IsActorPlayingSomething
//
//==========================================================================
int S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id)
{
if (i_compatflags & COMPATF_MAGICSILENCE)
{
channel = CHAN_AUTO; // checks all channels
}
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, actor, channel, sound_id);
}
//==========================================================================
//
// Sets the internal listener structure
//
//==========================================================================
static void S_SetListener(AActor *listenactor)
{
SoundListener listener;
if (listenactor != nullptr)
{
listener.angle = (float)listenactor->Angles.Yaw.Radians();
/*
listener.velocity.X = listenactor->vel.x * (TICRATE/65536.f);
listener.velocity.Y = listenactor->vel.z * (TICRATE/65536.f);
listener.velocity.Z = listenactor->vel.y * (TICRATE/65536.f);
*/
listener.velocity.Zero();
listener.position = listenactor->SoundPos();
listener.underwater = listenactor->waterlevel == 3;
assert(level.Zones.Size() > listenactor->Sector->ZoneNumber);
listener.Environment = level.Zones[listenactor->Sector->ZoneNumber].Environment;
listener.valid = true;
}
else
{
listener.angle = 0;
listener.position.Zero();
listener.velocity.Zero();
listener.underwater = false;
listener.Environment = nullptr;
listener.valid = false;
}
listener.ListenerObject = listenactor;
soundEngine->SetListener(listener);
}
//==========================================================================
//
// S_UpdateSounds
//
// Updates music & sounds
//==========================================================================
void S_UpdateSounds (AActor *listenactor)
{
// should never happen
S_SetListener(listenactor);
SN_UpdateActiveSequences();
soundEngine->UpdateSounds(level.time);
}
//==========================================================================
//
// Although saving the sound system's state is supposed to be an engine
// feature, the specifics cannot be set up there, this needs to be on the client side.
//
//==========================================================================
static FSerializer &Serialize(FSerializer &arc, const char *key, FSoundChan &chan, FSoundChan *def)
{
if (arc.BeginObject(key))
{
arc("sourcetype", chan.SourceType)
("soundid", chan.SoundID)
("orgid", chan.OrgID)
("volume", chan.Volume)
("distancescale", chan.DistanceScale)
("pitch", chan.Pitch)
("chanflags", chan.ChanFlags)
("entchannel", chan.EntChannel)
("priority", chan.Priority)
("nearlimit", chan.NearLimit)
("starttime", chan.StartTime)
("rolloftype", chan.Rolloff.RolloffType)
("rolloffmin", chan.Rolloff.MinDistance)
("rolloffmax", chan.Rolloff.MaxDistance)
("limitrange", chan.LimitRange);
switch (chan.SourceType)
{
case SOURCE_None: break;
case SOURCE_Actor: { AActor* s = (AActor*)chan.Source; arc("actor", s); chan.Source = s; break; }
case SOURCE_Sector: { auto s = (sector_t*)chan.Source; arc("sector", s); chan.Source = s; break; }
case SOURCE_Polyobj: { auto s = (FPolyObj*)chan.Source; arc("poly", s); chan.Source = s; break; }
case SOURCE_Unattached: arc.Array("point", chan.Point, 3); break;
default: I_Error("Unknown sound source type %d\n", chan.SourceType); break;
}
arc.EndObject();
}
return arc;
}
//==========================================================================
//
// S_SerializeSounds
//
//==========================================================================
void S_SerializeSounds(FSerializer &arc)
{
FSoundChan *chan;
GSnd->Sync(true);
if (arc.isWriting())
{
// Count channels and accumulate them so we can store them in
// reverse order. That way, they will be in the same order when
// reloaded later as they are now.
TArray<FSoundChan*> chans = soundEngine->AllActiveChannels();
if (chans.Size() > 0 && arc.BeginArray("sounds"))
{
for (unsigned int i = chans.Size(); i-- != 0; )
{
// Replace start time with sample position.
uint64_t start = chans[i]->StartTime;
chans[i]->StartTime = GSnd ? GSnd->GetPosition(chans[i]) : 0;
arc(nullptr, *chans[i]);
chans[i]->StartTime = start;
}
arc.EndArray();
}
}
else
{
unsigned int count;
soundEngine->StopAllChannels();
if (arc.BeginArray("sounds"))
{
count = arc.ArraySize();
for (unsigned int i = 0; i < count; ++i)
{
chan = (FSoundChan*)soundEngine->GetChannel(nullptr);
arc(nullptr, *chan);
// Sounds always start out evicted when restored from a save.
chan->ChanFlags |= CHANF_EVICTED | CHANF_ABSTIME;
}
arc.EndArray();
}
// The two tic delay is to make sure any screenwipes have finished.
// This needs to be two because the game is run for one tic before
// the wipe so that it can produce a screen to wipe to. So if we
// only waited one tic to restart the sounds, they would start
// playing before the wipe, and depending on the synchronization
// between the main thread and the mixer thread at the time, the
// sounds might be heard briefly before pausing for the wipe.
soundEngine->SetRestartTime(level.time + 2);
}
GSnd->Sync(false);
GSnd->UpdateSounds();
}
//==========================================================================
//
// S_SetSoundPaused
//
// Called with state non-zero when the app is active, zero when it isn't.
//
//==========================================================================
void S_SetSoundPaused(int state)
{
if (state)
{
if (paused == 0)
{
S_ResumeSound(true);
if (GSnd != nullptr)
{
GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
}
}
}
else
{
if (paused == 0)
{
S_PauseSound(false, true);
if (GSnd != nullptr)
{
GSnd->SetInactive(gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL ?
SoundRenderer::INACTIVE_Complete :
SoundRenderer::INACTIVE_Mute);
}
}
}
if (!netgame
#ifdef _DEBUG
&& !demoplayback
#endif
)
{
pauseext = !state;
}
}
//==========================================================================
//
// CalcSectorSoundOrg
//
// Returns the perceived sound origin for a sector. If the listener is
// inside the sector, then the origin is their location. Otherwise, the
// origin is from the nearest wall on the sector.
//
//==========================================================================
static void CalcSectorSoundOrg(const DVector3& listenpos, const sector_t* sec, int channum, FVector3& pos)
{
if (!(i_compatflags & COMPATF_SECTORSOUNDS))
{
// Are we inside the sector? If yes, the closest point is the one we're on.
if (P_PointInSector(listenpos.X, listenpos.Y) == sec)
{
pos.X = (float)listenpos.X;
pos.Z = (float)listenpos.Y;
}
else
{
// Find the closest point on the sector's boundary lines and use
// that as the perceived origin of the sound.
DVector2 xy;
sec->ClosestPoint(listenpos, xy);
pos.X = (float)xy.X;
pos.Z = (float)xy.Y;
}
}
else
{
pos.X = float(sec->centerspot.X);
pos.Z = float(sec->centerspot.Y);
}
// Set sound vertical position based on channel.
if (channum == CHAN_FLOOR)
{
pos.Y = (float)MIN<double>(sec->floorplane.ZatPoint(listenpos), listenpos.Z);
}
else if (channum == CHAN_CEILING)
{
pos.Y = (float)MAX<double>(sec->ceilingplane.ZatPoint(listenpos), listenpos.Z);
}
else if (channum == CHAN_INTERIOR)
{
pos.Y = (float)clamp<double>(listenpos.Z, sec->floorplane.ZatPoint(listenpos), sec->ceilingplane.ZatPoint(listenpos));
}
}
//==========================================================================
//
// CalcPolySoundOrg
//
// Returns the perceived sound origin for a polyobject. This is similar to
// CalcSectorSoundOrg, except there is no special case for being "inside"
// a polyobject, so the sound literally comes from the polyobject's walls.
// Vertical position of the sound always comes from the visible wall.
//
//==========================================================================
static void CalcPolyobjSoundOrg(const DVector3& listenpos, const FPolyObj* poly, FVector3& pos)
{
side_t* side;
sector_t* sec;
DVector2 ppos;
poly->ClosestPoint(listenpos, ppos, &side);
pos.X = (float)ppos.X;
pos.Z = (float)ppos.Y;
sec = side->sector;
pos.Y = (float)clamp<double>(listenpos.Z, sec->floorplane.ZatPoint(listenpos), sec->ceilingplane.ZatPoint(listenpos));
}
//=========================================================================
//
// CalcPosVel
//
// The game specific part of the sound updater.
//
//=========================================================================
2019-12-16 20:45:34 +00:00
void DoomSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID soundid, FVector3* pos, FVector3* vel)
{
if (pos != nullptr)
{
DVector3 listenpos;
int pgroup;
AActor* listener = players[consoleplayer].camera;
if (listener != nullptr)
{
listenpos = listener->Pos();
*pos = listener->SoundPos();
pgroup = listener->Sector->PortalGroup;
}
else
{
listenpos.Zero();
pos->Zero();
pgroup = 0;
}
if (vel) vel->Zero();
// [BL] Moved this case out of the switch statement to make code easier
// on static analysis.
if (type == SOURCE_Unattached)
{
sector_t* sec = P_PointInSector(pt[0], pt[2]);
DVector2 disp = Displacements.getOffset(pgroup, sec->PortalGroup);
pos->X = pt[0] - (float)disp.X;
pos->Y = !(chanflags & CHANF_LISTENERZ) ? pt[1] : (float)listenpos.Z;
pos->Z = pt[2] - (float)disp.Y;
}
else
{
switch (type)
{
case SOURCE_None:
default:
break;
case SOURCE_Actor:
{
auto actor = (AActor*)source;
//assert(actor != nullptr);
if (actor != nullptr)
{
DVector2 disp = Displacements.getOffset(pgroup, actor->Sector->PortalGroup);
DVector3 posi = actor->Pos() - disp;
*pos = { (float)posi.X, (float)posi.Z, (float)posi.Y };
if (vel)
{
vel->X = float(actor->Vel.X * TICRATE);
vel->Y = float(actor->Vel.Z * TICRATE);
vel->Z = float(actor->Vel.Y * TICRATE);
}
}
break;
}
case SOURCE_Sector:
{
auto sector = (sector_t*)source;
assert(sector != nullptr);
if (sector != nullptr)
{
DVector2 disp = Displacements.getOffset(pgroup, sector->PortalGroup);
if (chanflags & CHANF_AREA)
{
// listener must be reversely offset to calculate the proper sound origin.
CalcSectorSoundOrg(listenpos + disp, sector, channum, *pos);
pos->X -= (float)disp.X;
pos->Z -= (float)disp.Y;
}
else
{
pos->X = (float)(sector->centerspot.X - disp.X);
pos->Z = (float)(sector->centerspot.Y - disp.Y);
chanflags |= CHANF_LISTENERZ;
}
}
break;
}
case SOURCE_Polyobj:
{
auto poly = (FPolyObj*)source;
assert(poly != nullptr);
if (poly != nullptr)
{
DVector2 disp = Displacements.getOffset(pgroup, poly->CenterSubsector->sector->PortalGroup);
CalcPolyobjSoundOrg(listenpos + disp, poly, *pos);
pos->X -= (float)disp.X;
pos->Z -= (float)disp.Y;
}
break;
}
}
if ((chanflags & CHANF_LISTENERZ) && players[consoleplayer].camera != nullptr)
{
pos->Y = (float)listenpos.Z;
}
}
}
}
//==========================================================================
//
// ValidatePosVel
//
//==========================================================================
inline bool Validate(const float value, const float limit)
{
return value >= -limit && value <= limit;
}
static bool Validate(const FVector3& value, const float limit, const char* const name, const AActor* const actor)
{
const bool valid =
Validate(value.X, limit)
&& Validate(value.Y, limit)
&& Validate(value.Z, limit);
if (!valid)
{
// Sound position and velocity have Y and Z axes swapped comparing to map coordinate system
Printf(TEXTCOLOR_RED "Invalid sound %s " TEXTCOLOR_WHITE "(%f, %f, %f)", name, value.X, value.Z, value.Y);
if (actor == nullptr)
{
Printf("\n");
}
else
{
Printf(TEXTCOLOR_RED " for actor of class " TEXTCOLOR_WHITE "%s\n", actor->GetClass()->TypeName.GetChars());
}
}
return valid;
}
bool DoomSoundEngine::ValidatePosVel(int sourcetype, const void* source, const FVector3& pos, const FVector3& vel)
{
if (sourcetype != SOURCE_Actor) return true;
// The actual limit for map coordinates
auto actor = (AActor*)source;
static const float POSITION_LIMIT = 1024.f * 1024.f;
const bool valid = Validate(pos, POSITION_LIMIT, "position", actor);
// The maximum velocity is enough to travel through entire map in one tic
static const float VELOCITY_LIMIT = 2 * POSITION_LIMIT * TICRATE;
return Validate(vel, VELOCITY_LIMIT, "velocity", actor) && valid;
}
//==========================================================================
//
// This is to avoid hardscoding the dependency on Wads into the sound engine
//
//==========================================================================
TArray<uint8_t> DoomSoundEngine::ReadSound(int lumpnum)
{
auto wlump = Wads.OpenLumpReader(lumpnum);
return wlump.Read();
}
//==========================================================================
//
// S_PickReplacement
//
// This is overridden to use a synchronized RNG.
//
//==========================================================================
static FRandom pr_randsound("RandSound");
int DoomSoundEngine::PickReplacement(int refid)
{
while (S_sfx[refid].bRandomHeader)
{
const FRandomSoundList* list = &S_rnd[S_sfx[refid].link];
refid = list->Choices[pr_randsound(list->Choices.Size())];
}
return refid;
}
//==========================================================================
//
// S_NoiseDebug
//
// [RH] Print sound debug info. Called by status bar.
//==========================================================================
void DoomSoundEngine::NoiseDebug()
{
FSoundChan* chan;
FVector3 listener;
FVector3 origin;
int y, color;
y = 32 * CleanYfac;
screen->DrawText(NewConsoleFont, CR_YELLOW, 0, y, "*** SOUND DEBUG INFO ***", TAG_DONE);
y += 8;
screen->DrawText (SmallFont, CR_GOLD, 0, y, "name", TAG_DONE);
screen->DrawText (SmallFont, CR_GOLD, 70, y, "x", TAG_DONE);
screen->DrawText (SmallFont, CR_GOLD, 120, y, "y", TAG_DONE);
screen->DrawText (SmallFont, CR_GOLD, 170, y, "z", TAG_DONE);
screen->DrawText (SmallFont, CR_GOLD, 220, y, "vol", TAG_DONE);
screen->DrawText (SmallFont, CR_GOLD, 260, y, "dist", TAG_DONE);
screen->DrawText (SmallFont, CR_GOLD, 300, y, "chan", TAG_DONE);
screen->DrawText (SmallFont, CR_GOLD, 340, y, "pri", TAG_DONE);
screen->DrawText (SmallFont, CR_GOLD, 380, y, "flags", TAG_DONE);
screen->DrawText (SmallFont, CR_GOLD, 460, y, "aud", TAG_DONE);
screen->DrawText (SmallFont, CR_GOLD, 520, y, "pos", TAG_DONE);
y += 8;
if (Channels == nullptr)
{
return;
}
listener = players[consoleplayer].camera->SoundPos();
// Display the oldest channel first.
for (chan = Channels; chan->NextChan != nullptr; chan = chan->NextChan)
{
}
while (y < SCREENHEIGHT - 16)
{
char temp[32];
SoundEngine::CalcPosVel(chan, &origin, nullptr);
color = (chan->ChanFlags & CHANF_LOOP) ? CR_BROWN : CR_GREY;
// Name
Wads.GetLumpName (temp, S_sfx[chan->SoundID].lumpnum);
temp[8] = 0;
screen->DrawText (SmallFont, color, 0, y, temp, TAG_DONE);
if (!(chan->ChanFlags & CHANF_IS3D))
{
screen->DrawText(SmallFont, color, 70, y, "---", TAG_DONE); // X
screen->DrawText(SmallFont, color, 120, y, "---", TAG_DONE); // Y
screen->DrawText(SmallFont, color, 170, y, "---", TAG_DONE); // Z
screen->DrawText(SmallFont, color, 260, y, "---", TAG_DONE); // Distance
}
else
{
// X coordinate
mysnprintf(temp, countof(temp), "%.0f", origin.X);
screen->DrawText(SmallFont, color, 70, y, temp, TAG_DONE);
// Y coordinate
mysnprintf(temp, countof(temp), "%.0f", origin.Z);
screen->DrawText(SmallFont, color, 120, y, temp, TAG_DONE);
// Z coordinate
mysnprintf(temp, countof(temp), "%.0f", origin.Y);
screen->DrawText(SmallFont, color, 170, y, temp, TAG_DONE);
// Distance
if (chan->DistanceScale > 0)
{
mysnprintf(temp, countof(temp), "%.0f", (origin - listener).Length());
screen->DrawText(SmallFont, color, 260, y, temp, TAG_DONE);
}
else
{
screen->DrawText(SmallFont, color, 260, y, "---", TAG_DONE);
}
}
// Volume
mysnprintf(temp, countof(temp), "%.2g", chan->Volume);
screen->DrawText(SmallFont, color, 220, y, temp, TAG_DONE);
// Channel
mysnprintf(temp, countof(temp), "%d", chan->EntChannel);
screen->DrawText(SmallFont, color, 300, y, temp, TAG_DONE);
// Priority
mysnprintf(temp, countof(temp), "%d", chan->Priority);
screen->DrawText(SmallFont, color, 340, y, temp, TAG_DONE);
// Flags
mysnprintf(temp, countof(temp), "%s3%sZ%sU%sM%sN%sA%sL%sE%sV",
(chan->ChanFlags & CHANF_IS3D) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHANF_LISTENERZ) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHANF_UI) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHANF_MAYBE_LOCAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHANF_NOPAUSE) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHANF_AREA) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHANF_LOOP) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHANF_EVICTED) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHANF_VIRTUAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK);
screen->DrawText(SmallFont, color, 380, y, temp, TAG_DONE);
// Audibility
mysnprintf(temp, countof(temp), "%.4f", GSnd->GetAudibility(chan));
screen->DrawText(SmallFont, color, 460, y, temp, TAG_DONE);
// Position
mysnprintf(temp, countof(temp), "%u", GSnd->GetPosition(chan));
screen->DrawText(SmallFont, color, 520, y, temp, TAG_DONE);
y += 8;
if (chan->PrevChan == &Channels)
{
break;
}
chan = (FSoundChan*)((size_t)chan->PrevChan - myoffsetof(FSoundChan, NextChan));
}
V_SetBorderNeedRefresh();
}
void S_NoiseDebug(void)
{
static_cast<DoomSoundEngine*>(soundEngine)->NoiseDebug();
}
//==========================================================================
//
// CCMD soundlist
//
//==========================================================================
void DoomSoundEngine::PrintSoundList()
{
auto &S_sfx = soundEngine->GetSounds();
char lumpname[9];
unsigned int i;
lumpname[8] = 0;
for (i = 0; i < S_sfx.Size(); i++)
{
const sfxinfo_t* sfx = &S_sfx[i];
if (sfx->bRandomHeader)
{
Printf("%3d. %s -> #%d {", i, sfx->name.GetChars(), sfx->link);
const FRandomSoundList* list = &S_rnd[sfx->link];
for (auto& me : list->Choices)
{
Printf(" %s ", S_sfx[me].name.GetChars());
}
Printf("}\n");
}
else if (sfx->bPlayerReserve)
{
Printf("%3d. %s <<player sound %d>>\n", i, sfx->name.GetChars(), sfx->link);
}
else if (S_sfx[i].lumpnum != -1)
{
Wads.GetLumpName(lumpname, sfx->lumpnum);
Printf("%3d. %s (%s)\n", i, sfx->name.GetChars(), lumpname);
}
else if (S_sfx[i].link != sfxinfo_t::NO_LINK)
{
Printf("%3d. %s -> %s\n", i, sfx->name.GetChars(), S_sfx[sfx->link].name.GetChars());
}
else
{
Printf("%3d. %s **not present**\n", i, sfx->name.GetChars());
}
Printf(" PitchMask = %d\n", sfx->PitchMask);
}
}
CCMD(soundlist)
{
static_cast<DoomSoundEngine*>(soundEngine)->PrintSoundList();
}
//==========================================================================
//
// CCMD playsound
//
//==========================================================================
CCMD (playsound)
{
if (argv.argc() > 1)
{
FSoundID id = argv[1];
if (id == 0)
{
Printf("'%s' is not a sound\n", argv[1]);
}
else
{
S_Sound (CHAN_AUTO, CHANF_UI, id, 1.f, ATTN_NONE);
}
}
}
//==========================================================================
//
// CCMD loopsound
//
//==========================================================================
CCMD (loopsound)
{
if (players[consoleplayer].mo != nullptr && !netgame && argv.argc() > 1)
{
FSoundID id = argv[1];
if (id == 0)
{
Printf("'%s' is not a sound\n", argv[1]);
}
else
{
AActor *icon = Spawn("SpeakerIcon", players[consoleplayer].mo->PosPlusZ(32.), ALLOW_REPLACE);
if (icon != nullptr)
{
S_Sound(icon, CHAN_BODY, CHANF_LOOP, id, 1.f, ATTN_IDLE);
}
}
}
}
//==========================================================================
//
// CCMD cachesound <sound name>
//
//==========================================================================
CCMD (cachesound)
{
if (argv.argc() < 2)
{
Printf ("Usage: cachesound <sound> ...\n");
return;
}
for (int i = 1; i < argv.argc(); ++i)
{
FSoundID sfxnum = argv[i];
if (sfxnum != FSoundID(0))
{
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.
//==========================================================================
#include "s_music.h"
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;
}
CCMD (snd_status)
{
GSnd->PrintStatus ();
}
CCMD (snd_reset)
{
S_SoundReset();
}
void S_SoundReset()
{
S_StopMusic(true);
soundEngine->Reset();
S_RestartMusic();
}
CCMD (snd_listdrivers)
{
GSnd->PrintDriversList ();
}
ADD_STAT (sound)
{
return GSnd->GatherStats ();
}