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705 lines
19 KiB
C++
705 lines
19 KiB
C++
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/*
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** doomspund.cpp
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**
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** Game dependent part of the sound engine.
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**
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**---------------------------------------------------------------------------
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**
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** Copyright 1999-2016 Randy Heit
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** Copyright 2002-2019 Christoph Oelckers
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#ifdef _WIN32
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#include <io.h>
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#endif
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#include "i_system.h"
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#include "i_sound.h"
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#include "i_music.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "s_playlist.h"
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#include "c_dispatch.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "cmdlib.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "a_sharedglobal.h"
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#include "gstrings.h"
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#include "gi.h"
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#include "po_man.h"
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#include "serializer.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "vm.h"
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#include "g_game.h"
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#include "s_music.h"
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extern SoundListener listener;
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extern int RestartEvictionsAt; // do not restart evicted channels before this time
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extern bool SoundPaused; // whether sound is paused
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void CalcPosVel(FSoundChan* chan, FVector3* pos, FVector3* vel);
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//==========================================================================
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//
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// S_Sound - Unpositioned version
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//
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//==========================================================================
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void S_SoundPitch(int channel, FSoundID sound_id, float volume, float attenuation, float pitch)
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{
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S_StartSound(SOURCE_None, nullptr, nullptr, channel, sound_id, volume, attenuation, 0, pitch);
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}
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void S_Sound(int channel, FSoundID sound_id, float volume, float attenuation)
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{
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S_StartSound (SOURCE_None, nullptr, nullptr, channel, sound_id, volume, attenuation, 0, 0.f);
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}
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DEFINE_ACTION_FUNCTION(DObject, S_Sound)
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{
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PARAM_PROLOGUE;
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PARAM_SOUND(id);
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PARAM_INT(channel);
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PARAM_FLOAT(volume);
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PARAM_FLOAT(attn);
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PARAM_FLOAT(pitch);
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S_SoundPitch(channel, id, static_cast<float>(volume), static_cast<float>(attn), static_cast<float>(pitch));
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return 0;
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}
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//==========================================================================
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//
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// S_Sound - An actor is source
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//
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//==========================================================================
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void S_SoundPitchActor(AActor *ent, int channel, FSoundID sound_id, float volume, float attenuation, float pitch)
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{
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if (ent == nullptr || ent->Sector->Flags & SECF_SILENT)
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return;
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if (S_sfx[sound_id].bPlayerReserve)
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{
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sound_id = FSoundID(S_FindSkinnedSound(ent, sound_id));
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if (sound_id <= 0) return;
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}
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S_StartSound (SOURCE_Actor, ent, nullptr, channel, sound_id, volume, attenuation, 0, pitch);
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}
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void S_Sound(AActor *ent, int channel, FSoundID sound_id, float volume, float attenuation)
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{
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S_SoundPitchActor(ent, channel, sound_id, volume, attenuation, 0.f);
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}
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//==========================================================================
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//
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// S_SoundMinMaxDist - An actor is source
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//
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// Attenuation is specified as min and max distances, rather than a scalar.
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//
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//==========================================================================
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void S_SoundMinMaxDist(AActor *ent, int channel, FSoundID sound_id, float volume, float mindist, float maxdist)
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{
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if (ent == nullptr || ent->Sector->Flags & SECF_SILENT)
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return;
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if (S_sfx[sound_id].bPlayerReserve)
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{
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sound_id = FSoundID(S_FindSkinnedSound(ent, sound_id));
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if (sound_id <= 0) return;
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}
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FRolloffInfo rolloff;
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rolloff.RolloffType = ROLLOFF_Linear;
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rolloff.MinDistance = mindist;
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rolloff.MaxDistance = maxdist;
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S_StartSound(SOURCE_Actor, ent, nullptr, channel, sound_id, volume, 1, &rolloff);
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}
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//==========================================================================
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//
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// S_Sound - A polyobject is source
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//
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//==========================================================================
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void S_Sound (const FPolyObj *poly, int channel, FSoundID sound_id, float volume, float attenuation)
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{
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S_StartSound (SOURCE_Polyobj, poly, nullptr, channel, sound_id, volume, attenuation);
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}
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//==========================================================================
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//
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// S_Sound - A point is source
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//
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//==========================================================================
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void S_Sound(const DVector3 &pos, int channel, FSoundID sound_id, float volume, float attenuation)
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{
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// The sound system switches Y and Z around.
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FVector3 p((float)pos.X, (float)pos.Z, (float)pos.Y);
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S_StartSound (SOURCE_Unattached, nullptr, &p, channel, sound_id, volume, attenuation);
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}
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//==========================================================================
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//
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// S_Sound - An entire sector is source
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//
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//==========================================================================
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void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, float attenuation)
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{
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S_StartSound (SOURCE_Sector, sec, nullptr, channel, sfxid, volume, attenuation);
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}
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//==========================================================================
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//
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// S_PlaySound - Subfunction used by ACS and DECORATE
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//
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// Has a local parameter to make the sound audible only to the source
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//
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//==========================================================================
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void S_PlaySoundPitch(AActor *a, int chan, FSoundID sid, float vol, float atten, bool local, float pitch)
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{
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if (a == nullptr || a->Sector->Flags & SECF_SILENT)
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return;
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if (!local)
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{
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S_SoundPitchActor(a, chan, sid, vol, atten, pitch);
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}
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else
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{
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if (a->CheckLocalView())
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{
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S_SoundPitch(chan, sid, vol, ATTN_NONE, pitch);
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}
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}
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}
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void S_PlaySound(AActor *a, int chan, FSoundID sid, float vol, float atten, bool local)
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{
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S_PlaySoundPitch(a, chan, sid, vol, atten, local, 0.f);
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}
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void A_PlaySound(AActor *self, int soundid, int channel, double volume, int looping, double attenuation, int local, double pitch)
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{
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if (!looping)
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{
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if (!(channel & CHAN_NOSTOP) || !S_IsActorPlayingSomething(self, channel & 7, soundid))
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{
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S_PlaySoundPitch(self, channel, soundid, (float)volume, (float)attenuation, local, (float)pitch);
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}
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}
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else
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{
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if (!S_IsActorPlayingSomething(self, channel & 7, soundid))
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{
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S_PlaySoundPitch(self, channel | CHAN_LOOP, soundid, (float)volume, (float)attenuation, local, (float)pitch);
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}
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}
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}
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//==========================================================================
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//
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// S_StopSound
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//
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// Stops a sound from a single actor from playing on a specific channel.
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//
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//==========================================================================
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void S_StopSound (AActor *actor, int channel)
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{
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S_StopSound(SOURCE_Actor, actor, (i_compatflags & COMPATF_MAGICSILENCE) ? -1 : channel);
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}
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//==========================================================================
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//
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// S_StopSound
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//
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// Stops a sound from a single sector from playing on a specific channel.
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//
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//==========================================================================
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void S_StopSound (const sector_t *sec, int channel)
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{
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S_StopSound(SOURCE_Sector, sec, (i_compatflags & COMPATF_MAGICSILENCE) ? -1 : channel);
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}
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//==========================================================================
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//
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// S_StopSound
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//
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// Stops a sound from a single polyobject from playing on a specific channel.
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//
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//==========================================================================
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void S_StopSound (const FPolyObj *poly, int channel)
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{
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S_StopSound(SOURCE_Polyobj, poly, (i_compatflags & COMPATF_MAGICSILENCE) ? -1 : channel);
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}
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//==========================================================================
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//
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// S_RelinkSound
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//
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// Moves all the sounds from one thing to another. If the destination is
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// NULL, then the sound becomes a positioned sound.
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//==========================================================================
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void S_RelinkSound (AActor *from, AActor *to)
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{
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FVector3 p = from->SoundPos();
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S_RelinkSound(SOURCE_Actor, from, to, !(compatflags2 & COMPATF2_SOUNDCUTOFF)? &p : nullptr);
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}
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//==========================================================================
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//
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// S_ChangeSoundVolume
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//
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//==========================================================================
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void S_ChangeActorSoundVolume(AActor *actor, int channel, double dvolume)
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{
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S_ChangeSoundVolume(SOURCE_Actor, actor, (i_compatflags & COMPATF_MAGICSILENCE)? -1 : channel, dvolume);
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}
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//==========================================================================
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//
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// S_ChangeSoundPitch
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//
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//==========================================================================
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void S_ChangeActorSoundPitch(AActor *actor, int channel, double pitch)
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{
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for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
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{
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if (chan->SourceType == SOURCE_Actor &&
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chan->Source == actor &&
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chan->EntChannel == channel)
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{
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S_SetPitch(chan, (float)pitch);
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return;
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}
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}
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return;
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}
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//==========================================================================
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//
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// S_GetSoundPlayingInfo
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//
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// Is a sound being played by a specific emitter?
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//==========================================================================
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bool S_GetSoundPlayingInfo (const AActor *actor, int sound_id)
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{
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return S_GetSoundPlayingInfo(SOURCE_Actor, actor, sound_id);
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}
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bool S_GetSoundPlayingInfo (const sector_t *sec, int sound_id)
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{
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return S_GetSoundPlayingInfo(SOURCE_Sector, sec, sound_id);
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}
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bool S_GetSoundPlayingInfo (const FPolyObj *poly, int sound_id)
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{
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return S_GetSoundPlayingInfo(SOURCE_Polyobj, poly, sound_id);
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}
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//==========================================================================
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//
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// S_IsActorPlayingSomething
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//
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//==========================================================================
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bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id)
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{
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if (i_compatflags & COMPATF_MAGICSILENCE)
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{
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channel = CHAN_AUTO;
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}
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return S_IsSourcePlayingSomething(SOURCE_Actor, actor, channel, sound_id);
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}
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//==========================================================================
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//
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// Sets the internal listener structure
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//
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//==========================================================================
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static void S_SetListener(AActor *listenactor)
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{
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if (listenactor != NULL)
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{
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listener.angle = (float)listenactor->Angles.Yaw.Radians();
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/*
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listener.velocity.X = listenactor->vel.x * (TICRATE/65536.f);
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listener.velocity.Y = listenactor->vel.z * (TICRATE/65536.f);
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listener.velocity.Z = listenactor->vel.y * (TICRATE/65536.f);
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*/
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listener.velocity.Zero();
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listener.position = listenactor->SoundPos();
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listener.underwater = listenactor->waterlevel == 3;
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assert(level.Zones.Size() > listenactor->Sector->ZoneNumber);
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listener.Environment = level.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 = NULL;
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listener.valid = false;
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}
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listener.ListenerObject = listenactor;
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}
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//==========================================================================
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//
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// S_UpdateSounds
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//
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// Updates music & sounds
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//==========================================================================
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void S_UpdateSounds (AActor *listenactor)
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{
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// should never happen
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S_SetListener(listenactor);
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SN_UpdateActiveSequences();
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S_UpdateSounds(level.time);
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}
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//==========================================================================
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//
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// Although saving the sound system's state is supposed to be an engine
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// feature, the specifics cannot be set up there, this needs to be on the client side.
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//
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//==========================================================================
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static FSerializer &Serialize(FSerializer &arc, const char *key, FSoundChan &chan, FSoundChan *def)
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{
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if (arc.BeginObject(key))
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{
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arc("sourcetype", chan.SourceType)
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("soundid", chan.SoundID)
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("orgid", chan.OrgID)
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("volume", chan.Volume)
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("distancescale", chan.DistanceScale)
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("pitch", chan.Pitch)
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("chanflags", chan.ChanFlags)
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("entchannel", chan.EntChannel)
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("priority", chan.Priority)
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("nearlimit", chan.NearLimit)
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("starttime", chan.StartTime)
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("rolloftype", chan.Rolloff.RolloffType)
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("rolloffmin", chan.Rolloff.MinDistance)
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("rolloffmax", chan.Rolloff.MaxDistance)
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("limitrange", chan.LimitRange);
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switch (chan.SourceType)
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{
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case SOURCE_None: break;
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case SOURCE_Actor: { AActor* s = (AActor*)chan.Source; arc("actor", s); chan.Source = s; break; }
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case SOURCE_Sector: { auto s = (sector_t*)chan.Source; arc("sector", s); chan.Source = s; break; }
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case SOURCE_Polyobj: { auto s = (FPolyObj*)chan.Source; arc("poly", s); chan.Source = s; break; }
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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())
|
||
|
{
|
||
|
TArray<FSoundChan *> chans;
|
||
|
|
||
|
// 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.
|
||
|
for (chan = Channels; chan != NULL; chan = chan->NextChan)
|
||
|
{
|
||
|
// If the sound is forgettable, this is as good a time as
|
||
|
// any to forget about it. And if it's a UI sound, it shouldn't
|
||
|
// be stored in the savegame.
|
||
|
if (!(chan->ChanFlags & (CHAN_FORGETTABLE | CHAN_UI)))
|
||
|
{
|
||
|
chans.Push(chan);
|
||
|
}
|
||
|
}
|
||
|
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;
|
||
|
|
||
|
S_StopAllChannels();
|
||
|
if (arc.BeginArray("sounds"))
|
||
|
{
|
||
|
count = arc.ArraySize();
|
||
|
for (unsigned int i = 0; i < count; ++i)
|
||
|
{
|
||
|
chan = (FSoundChan*)S_GetChannel(NULL);
|
||
|
arc(nullptr, *chan);
|
||
|
// Sounds always start out evicted when restored from a save.
|
||
|
chan->ChanFlags |= CHAN_EVICTED | CHAN_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.
|
||
|
RestartEvictionsAt = level.time + 2;
|
||
|
}
|
||
|
GSnd->Sync(false);
|
||
|
GSnd->UpdateSounds();
|
||
|
}
|
||
|
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// 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 | CHAN_UI, id, 1.f, ATTN_NONE);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// CCMD loopsound
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
CCMD (loopsound)
|
||
|
{
|
||
|
if (players[consoleplayer].mo != NULL && !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 != NULL)
|
||
|
{
|
||
|
S_Sound(icon, CHAN_BODY | CHAN_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))
|
||
|
{
|
||
|
S_CacheSound (&S_sfx[sfxnum]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
CCMD(listsoundchannels)
|
||
|
{
|
||
|
FSoundChan *chan;
|
||
|
int count = 0;
|
||
|
for (chan = Channels; chan != NULL; chan = chan->NextChan)
|
||
|
{
|
||
|
if (!(chan->ChanFlags & CHAN_EVICTED))
|
||
|
{
|
||
|
FVector3 chanorigin;
|
||
|
|
||
|
CalcPosVel(chan, &chanorigin, NULL);
|
||
|
|
||
|
Printf("%s at (%1.5f, %1.5f, %1.5f)\n", (const char*)chan->SoundID, chanorigin.X, chanorigin.Y, chanorigin.Z);
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
Printf("%d sounds playing\n", count);
|
||
|
}
|
||
|
|
||
|
// 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)
|
||
|
{
|
||
|
SoundPaused = 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)
|
||
|
{
|
||
|
SoundPaused = 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);
|
||
|
S_Reset();
|
||
|
S_RestartMusic();
|
||
|
}
|
||
|
|
||
|
CCMD (snd_listdrivers)
|
||
|
{
|
||
|
GSnd->PrintDriversList ();
|
||
|
}
|
||
|
|
||
|
ADD_STAT (sound)
|
||
|
{
|
||
|
return GSnd->GatherStats ();
|
||
|
}
|