gzdoom-gles/src/sound/s_sound.cpp

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/*
** s_sound.cpp
** Main sound engine
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2002-2019 Christoph Oelckers
** All rights reserved.
**
** 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.
**---------------------------------------------------------------------------
**
*/
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#include <stdio.h>
#include <stdlib.h>
#ifdef _WIN32
#include <io.h>
#endif
#include <fcntl.h>
#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"
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#include "d_player.h"
#include "g_levellocals.h"
#include "vm.h"
#include "s_music.h"
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// MACROS ------------------------------------------------------------------
#define NORM_PITCH 128
#define NORM_PRIORITY 64
#define NORM_SEP 0
#define S_PITCH_PERTURB 1
#define S_STEREO_SWING 0.75
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern float S_GetMusicVolume (const char *music);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
void I_CloseSound();
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void S_LoadSound3D(sfxinfo_t *sfx, FSoundLoadBuffer *pBuffer);
static bool S_CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limit, float limit_range, int sourcetype, const void *actor, int channel);
static bool S_IsChannelUsed(int sourcetype, const void *actor, int channel, int *seen);
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static void S_ActivatePlayList(bool goBack);
void CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel);
static void CalcPosVel(int type, const void *source,
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const float pt[3], int channel, int chanflags, FVector3 *pos, FVector3 *vel);
static void CalcSectorSoundOrg(const DVector3 &listenpos, const sector_t *sec, int channum, FVector3 &res);
static void CalcPolyobjSoundOrg(const DVector3 &listenpos, const FPolyObj *poly, FVector3 &res);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
bool SoundPaused; // whether sound is paused
int RestartEvictionsAt; // do not restart evicted channels before this time
SoundListener listener;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
int sfx_empty;
FSoundChan *Channels;
FSoundChan *FreeChannels;
FRolloffInfo S_Rolloff;
TArray<uint8_t> S_SoundCurve;
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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)
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// CODE --------------------------------------------------------------------
//==========================================================================
//
// S_NoiseDebug
//
// [RH] Print sound debug info. Called by status bar.
//==========================================================================
void S_NoiseDebug (void)
{
FSoundChan *chan;
FVector3 listener;
FVector3 origin;
int y, color;
y = 32 * CleanYfac;
screen->DrawText (SmallFont, 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 == NULL)
{
return;
}
listener = players[consoleplayer].camera->SoundPos();
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// Display the oldest channel first.
for (chan = Channels; chan->NextChan != NULL; chan = chan->NextChan)
{ }
while (y < SCREENHEIGHT - 16)
{
char temp[32];
CalcPosVel(chan, &origin, NULL);
color = (chan->ChanFlags & CHAN_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 & CHAN_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 & CHAN_IS3D) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHAN_LISTENERZ) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHAN_UI) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHAN_MAYBE_LOCAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHAN_NOPAUSE) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHAN_AREA) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHAN_LOOP) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHAN_EVICTED) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
(chan->ChanFlags & CHAN_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();
}
static FString LastLocalSndInfo;
static FString LastLocalSndSeq;
void S_AddLocalSndInfo(int lump);
//==========================================================================
//
// S_Init
//
// Initializes sound stuff, including volume. Sets channels, SFX and
// music volume, allocates channel buffer, and sets S_sfx lookup.
//==========================================================================
void S_Init ()
{
int curvelump;
// Heretic and Hexen have sound curve lookup tables. Doom does not.
I_InitSound();
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curvelump = Wads.CheckNumForName ("SNDCURVE");
if (curvelump >= 0)
{
S_SoundCurve.Resize(Wads.LumpLength (curvelump));
Wads.ReadLump(curvelump, S_SoundCurve.Data());
}
else
{
S_SoundCurve.Clear();
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}
// Free all channels for use.
while (Channels != NULL)
{
S_ReturnChannel(Channels);
}
}
//==========================================================================
//
// S_InitData
//
//==========================================================================
void S_InitData ()
{
LastLocalSndInfo = LastLocalSndSeq = "";
S_ParseSndInfo (false);
S_ParseSndSeq (-1);
}
//==========================================================================
//
// S_Shutdown
//
//==========================================================================
void S_Shutdown ()
{
FSoundChan *chan, *next;
S_StopMusic(true);
mus_playing.LastSong = ""; // If this isn't reset here, the song would attempt resume at the most inpopportune time...
S_StopAllChannels();
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if (GSnd)
GSnd->UpdateSounds();
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for (chan = FreeChannels; chan != NULL; chan = next)
{
next = chan->NextChan;
delete chan;
}
FreeChannels = NULL;
if (GSnd != NULL)
{
I_CloseSound();
}
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}
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//==========================================================================
//
// S_Start
//
// Per level startup code. Kills playing sounds at start of level
// and starts new music.
//==========================================================================
void S_Start ()
{
if (GSnd)
{
// kill all playing sounds at start of level (trust me - a good idea)
S_StopAllChannels();
// Check for local sound definitions. Only reload if they differ
// from the previous ones.
FString LocalSndInfo;
FString LocalSndSeq;
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// 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)
{
// First delete the old sound list
for(unsigned i = 1; i < S_sfx.Size(); i++)
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{
S_UnloadSound(&S_sfx[i]);
}
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// Parse the global SNDINFO
S_ParseSndInfo(true);
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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 ()
{
unsigned int i;
if (GSnd)
{
for (i = 0; i < S_sfx.Size(); ++i)
{
S_sfx[i].bUsed = false;
}
AActor *actor;
TThinkerIterator<AActor> iterator;
// Precache all sounds known to be used by the currently spawned actors.
while ( (actor = iterator.Next()) != NULL )
{
IFVIRTUALPTR(actor, AActor, MarkPrecacheSounds)
{
VMValue params[1] = { actor };
VMCall(func, params, 1, nullptr, 0);
}
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}
for (auto snd : gameinfo.PrecachedSounds)
{
FSoundID(snd).MarkUsed();
}
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// Precache all extra sounds requested by this map.
for (auto snd : level.info->PrecacheSounds)
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{
FSoundID(snd).MarkUsed();
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}
// Don't unload sounds that are playing right now.
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
chan->SoundID.MarkUsed();
}
for (i = 1; i < S_sfx.Size(); ++i)
{
if (S_sfx[i].bUsed)
{
S_CacheSound (&S_sfx[i]);
}
}
for (i = 1; i < S_sfx.Size(); ++i)
{
if (!S_sfx[i].bUsed && S_sfx[i].link == sfxinfo_t::NO_LINK)
{
S_UnloadSound (&S_sfx[i]);
}
}
}
}
//==========================================================================
//
// S_CacheSound
//
//==========================================================================
void S_CacheSound (sfxinfo_t *sfx)
{
if (GSnd)
{
if (sfx->bPlayerReserve)
{
return;
}
sfxinfo_t *orig = sfx;
while (!sfx->bRandomHeader && sfx->link != sfxinfo_t::NO_LINK)
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{
sfx = &S_sfx[sfx->link];
}
if (sfx->bRandomHeader)
{
S_CacheRandomSound(sfx);
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}
else
{
// Since we do not know in what format the sound will be used, we have to cache both.
FSoundLoadBuffer SoundBuffer;
S_LoadSound(sfx, &SoundBuffer);
S_LoadSound3D(sfx, &SoundBuffer);
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sfx->bUsed = true;
}
}
}
//==========================================================================
//
// S_UnloadSound
//
//==========================================================================
void S_UnloadSound (sfxinfo_t *sfx)
{
if (sfx->data3d.isValid() && sfx->data != sfx->data3d)
GSnd->UnloadSound(sfx->data3d);
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if (sfx->data.isValid())
GSnd->UnloadSound(sfx->data);
if (sfx->data.isValid() || sfx->data3d.isValid())
DPrintf(DMSG_NOTIFY, "Unloaded sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
sfx->data.Clear();
sfx->data3d.Clear();
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}
//==========================================================================
//
// S_GetChannel
//
// Returns a free channel for the system sound interface.
//
//==========================================================================
FISoundChannel *S_GetChannel(void *syschan)
{
FSoundChan *chan;
if (FreeChannels != NULL)
{
chan = FreeChannels;
S_UnlinkChannel(chan);
}
else
{
chan = new FSoundChan;
memset(chan, 0, sizeof(*chan));
}
S_LinkChannel(chan, &Channels);
chan->SysChannel = syschan;
return chan;
}
//==========================================================================
//
// S_ReturnChannel
//
// Returns a channel to the free pool.
//
//==========================================================================
void S_ReturnChannel(FSoundChan *chan)
{
S_UnlinkChannel(chan);
memset(chan, 0, sizeof(*chan));
S_LinkChannel(chan, &FreeChannels);
}
//==========================================================================
//
// S_UnlinkChannel
//
//==========================================================================
void S_UnlinkChannel(FSoundChan *chan)
{
*(chan->PrevChan) = chan->NextChan;
if (chan->NextChan != NULL)
{
chan->NextChan->PrevChan = chan->PrevChan;
}
}
//==========================================================================
//
// S_LinkChannel
//
//==========================================================================
void S_LinkChannel(FSoundChan *chan, FSoundChan **head)
{
chan->NextChan = *head;
if (chan->NextChan != NULL)
{
chan->NextChan->PrevChan = &chan->NextChan;
}
*head = chan;
chan->PrevChan = head;
}
// [RH] Split S_StartSoundAtVolume into multiple parts so that sounds can
// be specified both by id and by name. Also borrowed some stuff from
// Hexen and parameters from Quake.
//==========================================================================
//
// CalcPosVel
//
// Retrieves a sound's position and velocity for 3D sounds. This version
// is for an already playing sound.
//
//=========================================================================
void CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel)
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{
CalcPosVel(chan->SourceType, chan->Source, chan->Point,
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chan->EntChannel, chan->ChanFlags, pos, vel);
}
//=========================================================================
//
// CalcPosVel
//
// This version is for sounds that haven't started yet so have no channel.
//
//=========================================================================
static void CalcPosVel(int type, const void *source,
const float pt[3], int channum, int chanflags, FVector3 *pos, FVector3 *vel)
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{
if (pos != NULL)
{
DVector3 listenpos;
int pgroup;
AActor *listener = players[consoleplayer].camera;
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if (listener != NULL)
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{
listenpos = listener->Pos();
*pos = listener->SoundPos();
pgroup = listener->Sector->PortalGroup;
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}
else
{
listenpos.Zero();
pos->Zero();
pgroup = 0;
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}
if (vel) vel->Zero();
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// [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 & CHAN_LISTENERZ) ? pt[1] : (float)listenpos.Z;
pos->Z = pt[2] - (float)disp.Y;
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}
else
{
switch (type)
{
case SOURCE_None:
default:
break;
case SOURCE_Actor:
{
auto actor = (AActor*)source;
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//assert(actor != NULL);
if (actor != NULL)
{
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);
}
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}
break;
}
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case SOURCE_Sector:
{
auto sector = (sector_t*)source;
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assert(sector != NULL);
if (sector != NULL)
{
DVector2 disp = Displacements.getOffset(pgroup, sector->PortalGroup);
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if (chanflags & CHAN_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;
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}
else
{
pos->X = (float)(sector->centerspot.X - disp.X);
pos->Z = (float)(sector->centerspot.Y - disp.Y);
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chanflags |= CHAN_LISTENERZ;
}
}
break;
}
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case SOURCE_Polyobj:
{
auto poly = (FPolyObj*)source;
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assert(poly != NULL);
if (poly != NULL)
{
DVector2 disp = Displacements.getOffset(pgroup, poly->CenterSubsector->sector->PortalGroup);
CalcPolyobjSoundOrg(listenpos + disp, poly, *pos);
pos->X -= (float)disp.X;
pos->Z -= (float)disp.Y;
}
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break;
}
}
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if ((chanflags & CHAN_LISTENERZ) && players[consoleplayer].camera != NULL)
{
pos->Y = (float)listenpos.Z;
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}
}
}
}
//==========================================================================
//
// 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;
}
static bool ValidatePosVel(const AActor *actor, const FVector3 &pos, const FVector3 &vel)
{
// The actual limit for map coordinates
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;
}
static bool ValidatePosVel(const FSoundChan *const chan, const FVector3 &pos, const FVector3 &vel)
{
return ValidatePosVel(chan->SourceType == SOURCE_Actor ? (AActor*)chan->Source : nullptr, pos, vel);
}
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//==========================================================================
//
// 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)
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{
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)
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{
pos.X = (float)listenpos.X;
pos.Z = (float)listenpos.Y;
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}
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;
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}
}
else
{
pos.X = float(sec->centerspot.X);
pos.Z = float(sec->centerspot.Y);
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}
// Set sound vertical position based on channel.
if (channum == CHAN_FLOOR)
{
pos.Y = (float)MIN<double>(sec->floorplane.ZatPoint(listenpos), listenpos.Z);
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}
else if (channum == CHAN_CEILING)
{
pos.Y = (float)MAX<double>(sec->ceilingplane.ZatPoint(listenpos), listenpos.Z);
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}
else if (channum == CHAN_INTERIOR)
{
pos.Y = (float)clamp<double>(listenpos.Z, sec->floorplane.ZatPoint(listenpos), sec->ceilingplane.ZatPoint(listenpos));
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}
}
//==========================================================================
//
// 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)
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{
side_t *side;
sector_t *sec;
DVector2 ppos;
poly->ClosestPoint(listenpos, ppos, &side);
pos.X = (float)ppos.X;
pos.Z = (float)ppos.Y;
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sec = side->sector;
pos.Y = (float)clamp<double>(listenpos.Z, sec->floorplane.ZatPoint(listenpos), sec->ceilingplane.ZatPoint(listenpos));
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}
//==========================================================================
//
// S_StartSound
//
// 0 attenuation means full volume over whole level.
// 0 < attenuation means to scale the distance by that amount when
// calculating volume.
//
//==========================================================================
FSoundChan *S_StartSound(int type, const void *source,
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const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation,
FRolloffInfo *forcedrolloff, float spitch)
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{
sfxinfo_t *sfx;
int chanflags;
int basepriority;
int org_id;
int pitch;
FSoundChan *chan;
FVector3 pos, vel;
FRolloffInfo *rolloff;
FSoundLoadBuffer SoundBuffer;
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if (sound_id <= 0 || volume <= 0 || nosfx || nosound )
return NULL;
if (type == SOURCE_Unattached && pt == nullptr) type = SOURCE_None;
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org_id = sound_id;
chanflags = channel & ~7;
channel &= 7;
CalcPosVel(type, source, &pt->X, channel, chanflags, &pos, &vel);
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if (!ValidatePosVel(type == SOURCE_Actor ? (AActor*)source : nullptr, pos, vel))
{
return nullptr;
}
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if (i_compatflags & COMPATF_MAGICSILENCE)
{ // For people who just can't play without a silent BFG.
channel = CHAN_WEAPON;
}
else if ((chanflags & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
{
if (source != nullptr && source == listener.ListenerObject)
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{
return NULL;
}
}
sfx = &S_sfx[sound_id];
// Scale volume according to SNDINFO data.
volume = MIN(volume * sfx->Volume, 1.f);
if (volume <= 0)
return NULL;
// When resolving a link we do not want to get the NearLimit of
// the referenced sound so some additional checks are required
int near_limit = sfx->NearLimit;
float limit_range = sfx->LimitRange;
auto pitchmask = sfx->PitchMask;
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rolloff = &sfx->Rolloff;
// Resolve player sounds, random sounds, and aliases
while (sfx->link != sfxinfo_t::NO_LINK)
{
if (sfx->bRandomHeader)
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{
// Random sounds attenuate based on the original (random) sound as well as the chosen one.
attenuation *= sfx->Attenuation;
sound_id = FSoundID(S_PickReplacement (sound_id));
if (near_limit < 0)
{
near_limit = S_sfx[sound_id].NearLimit;
limit_range = S_sfx[sound_id].LimitRange;
}
if (rolloff->MinDistance == 0)
{
rolloff = &S_sfx[sound_id].Rolloff;
}
}
else
{
sound_id = FSoundID(sfx->link);
if (near_limit < 0)
{
near_limit = S_sfx[sound_id].NearLimit;
limit_range = S_sfx[sound_id].LimitRange;
}
if (rolloff->MinDistance == 0)
{
rolloff = &S_sfx[sound_id].Rolloff;
}
}
sfx = &S_sfx[sound_id];
}
// Attenuate the attenuation based on the sound.
attenuation *= sfx->Attenuation;
// The passed rolloff overrides any sound-specific rolloff.
if (forcedrolloff != NULL && forcedrolloff->MinDistance != 0)
{
rolloff = forcedrolloff;
}
// If no valid rolloff was set, use the global default.
if (rolloff->MinDistance == 0)
{
rolloff = &S_Rolloff;
}
// If this is a singular sound, don't play it if it's already playing.
if (sfx->bSingular && S_CheckSingular(sound_id))
{
chanflags |= CHAN_EVICTED;
}
// If the sound is unpositioned or comes from the listener, it is
// never limited.
if (type == SOURCE_None || source == listener.ListenerObject)
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{
near_limit = 0;
}
// If this sound doesn't like playing near itself, don't play it if
// that's what would happen.
if (near_limit > 0 && S_CheckSoundLimit(sfx, pos, near_limit, limit_range, type, type == SOURCE_Actor? source : nullptr, channel))
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{
chanflags |= CHAN_EVICTED;
}
// If the sound is blocked and not looped, return now. If the sound
// is blocked and looped, pretend to play it so that it can
// eventually play for real.
if ((chanflags & (CHAN_EVICTED | CHAN_LOOP)) == CHAN_EVICTED)
{
return NULL;
}
// Make sure the sound is loaded.
sfx = S_LoadSound(sfx, &SoundBuffer);
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// The empty sound never plays.
if (sfx->lumpnum == sfx_empty)
{
return NULL;
}
// Select priority.
if (type == SOURCE_None || source == listener.ListenerObject)
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{
basepriority = 80;
}
else
{
basepriority = 0;
}
int seen = 0;
if (source != NULL && channel == CHAN_AUTO)
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{
// Select a channel that isn't already playing something.
// Try channel 0 first, then travel from channel 7 down.
if (!S_IsChannelUsed(type, source, 0, &seen))
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{
channel = 0;
}
else
{
for (channel = 7; channel > 0; --channel)
{
if (!S_IsChannelUsed(type, source, channel, &seen))
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{
break;
}
}
if (channel == 0)
{ // Crap. No free channels.
return NULL;
}
}
}
// If this actor is already playing something on the selected channel, stop it.
if (type != SOURCE_None && ((source == NULL && channel != CHAN_AUTO) || (source != NULL && S_IsChannelUsed(type, source, channel, &seen))))
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{
for (chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->SourceType == type && chan->EntChannel == channel)
{
if (type != SOURCE_Unattached) chan->Source = source;
else
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{
chan->Point[0] == pt->X && chan->Point[2] == pt->Z && chan->Point[1] == pt->Y;
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}
}
}
}
// sound is paused and a non-looped sound is being started.
// Such a sound would play right after unpausing which wouldn't sound right.
if (!(chanflags & CHAN_LOOP) && !(chanflags & (CHAN_UI|CHAN_NOPAUSE)) && SoundPaused)
{
return NULL;
}
// Vary the sfx pitches.
if (pitchmask != 0)
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{
pitch = NORM_PITCH - (M_Random() & pitchmask) + (M_Random() & pitchmask);
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}
else
{
pitch = NORM_PITCH;
}
if (chanflags & CHAN_EVICTED)
{
chan = NULL;
}
else
{
int startflags = 0;
if (chanflags & CHAN_LOOP) startflags |= SNDF_LOOP;
if (chanflags & CHAN_AREA) startflags |= SNDF_AREA;
if (chanflags & (CHAN_UI|CHAN_NOPAUSE)) startflags |= SNDF_NOPAUSE;
if (chanflags & CHAN_UI) startflags |= SNDF_NOREVERB;
if (attenuation > 0)
{
S_LoadSound3D(sfx, &SoundBuffer);
chan = (FSoundChan*)GSnd->StartSound3D (sfx->data3d, &listener, float(volume), rolloff, float(attenuation), pitch, basepriority, pos, vel, channel, startflags, NULL);
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}
else
{
chan = (FSoundChan*)GSnd->StartSound (sfx->data, float(volume), pitch, startflags, NULL);
}
}
if (chan == NULL && (chanflags & CHAN_LOOP))
{
chan = (FSoundChan*)S_GetChannel(NULL);
GSnd->MarkStartTime(chan);
chanflags |= CHAN_EVICTED;
}
if (attenuation > 0)
{
chanflags |= CHAN_IS3D | CHAN_JUSTSTARTED;
}
else
{
chanflags |= CHAN_LISTENERZ | CHAN_JUSTSTARTED;
}
if (chan != NULL)
{
chan->SoundID = sound_id;
chan->OrgID = FSoundID(org_id);
chan->EntChannel = channel;
chan->Volume = float(volume);
chan->ChanFlags |= chanflags;
chan->NearLimit = near_limit;
chan->LimitRange = limit_range;
chan->Pitch = pitch;
chan->Priority = basepriority;
chan->DistanceScale = float(attenuation);
chan->SourceType = type;
if (type == SOURCE_Unattached)
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{
chan->Point[0] = pt->X; chan->Point[1] = pt->Y; chan->Point[2] = pt->Z;
}
else if (type != SOURCE_None)
{
chan->Source = source;
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}
if (spitch > 0.0)
S_SetPitch(chan, spitch);
}
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return chan;
}
//==========================================================================
//
// S_RestartSound
//
// Attempts to restart looping sounds that were evicted from their channels.
//
//==========================================================================
void S_RestartSound(FSoundChan *chan)
{
assert(chan->ChanFlags & CHAN_EVICTED);
FSoundChan *ochan;
sfxinfo_t *sfx = &S_sfx[chan->SoundID];
FSoundLoadBuffer SoundBuffer;
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// If this is a singular sound, don't play it if it's already playing.
if (sfx->bSingular && S_CheckSingular(chan->SoundID))
return;
sfx = S_LoadSound(sfx, &SoundBuffer);
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// The empty sound never plays.
if (sfx->lumpnum == sfx_empty)
{
return;
}
int oldflags = chan->ChanFlags;
int startflags = 0;
if (chan->ChanFlags & CHAN_LOOP) startflags |= SNDF_LOOP;
if (chan->ChanFlags & CHAN_AREA) startflags |= SNDF_AREA;
if (chan->ChanFlags & (CHAN_UI|CHAN_NOPAUSE)) startflags |= SNDF_NOPAUSE;
if (chan->ChanFlags & CHAN_ABSTIME) startflags |= SNDF_ABSTIME;
if (chan->ChanFlags & CHAN_IS3D)
{
FVector3 pos, vel;
CalcPosVel(chan, &pos, &vel);
if (!ValidatePosVel(chan, pos, vel))
{
return;
}
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// If this sound doesn't like playing near itself, don't play it if
// that's what would happen.
if (chan->NearLimit > 0 && S_CheckSoundLimit(&S_sfx[chan->SoundID], pos, chan->NearLimit, chan->LimitRange, 0, NULL, 0))
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{
return;
}
S_LoadSound3D(sfx, &SoundBuffer);
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chan->ChanFlags &= ~(CHAN_EVICTED|CHAN_ABSTIME);
ochan = (FSoundChan*)GSnd->StartSound3D(sfx->data3d, &listener, chan->Volume, &chan->Rolloff, chan->DistanceScale, chan->Pitch,
chan->Priority, pos, vel, chan->EntChannel, startflags, chan);
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}
else
{
chan->ChanFlags &= ~(CHAN_EVICTED|CHAN_ABSTIME);
ochan = (FSoundChan*)GSnd->StartSound(sfx->data, chan->Volume, chan->Pitch, startflags, chan);
}
assert(ochan == NULL || ochan == chan);
if (ochan == NULL)
{
chan->ChanFlags = oldflags;
}
}
//==========================================================================
//
// S_LoadSound
//
// Returns a pointer to the sfxinfo with the actual sound data.
//
//==========================================================================
sfxinfo_t *S_LoadSound(sfxinfo_t *sfx, FSoundLoadBuffer *pBuffer)
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{
if (GSnd->IsNull()) return sfx;
while (!sfx->data.isValid())
{
unsigned int i;
// If the sound doesn't exist, replace it with the empty sound.
if (sfx->lumpnum == -1)
{
sfx->lumpnum = sfx_empty;
}
// See if there is another sound already initialized with this lump. If so,
// then set this one up as a link, and don't load the sound again.
for (i = 0; i < S_sfx.Size(); i++)
{
if (S_sfx[i].data.isValid() && S_sfx[i].link == sfxinfo_t::NO_LINK && S_sfx[i].lumpnum == sfx->lumpnum)
{
DPrintf (DMSG_NOTIFY, "Linked %s to %s (%d)\n", sfx->name.GetChars(), S_sfx[i].name.GetChars(), i);
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sfx->link = i;
// This is necessary to avoid using the rolloff settings of the linked sound if its
// settings are different.
if (sfx->Rolloff.MinDistance == 0) sfx->Rolloff = S_Rolloff;
return &S_sfx[i];
}
}
DPrintf(DMSG_NOTIFY, "Loading sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
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int size = Wads.LumpLength(sfx->lumpnum);
if (size > 8)
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{
auto wlump = Wads.OpenLumpReader(sfx->lumpnum);
auto sfxdata = wlump.Read(size);
int32_t dmxlen = LittleLong(((int32_t *)sfxdata.Data())[1]);
std::pair<SoundHandle,bool> snd;
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// If the sound is voc, use the custom loader.
if (strncmp ((const char *)sfxdata.Data(), "Creative Voice File", 19) == 0)
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{
snd = GSnd->LoadSoundVoc(sfxdata.Data(), size);
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}
// If the sound is raw, just load it as such.
else if (sfx->bLoadRAW)
{
snd = GSnd->LoadSoundRaw(sfxdata.Data(), size, sfx->RawRate, 1, 8, sfx->LoopStart);
2016-03-01 15:47:10 +00:00
}
// Otherwise, try the sound as DMX format.
else if (((uint8_t *)sfxdata.Data())[0] == 3 && ((uint8_t *)sfxdata.Data())[1] == 0 && dmxlen <= size - 8)
2016-03-01 15:47:10 +00:00
{
int frequency = LittleShort(((uint16_t *)sfxdata.Data())[1]);
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if (frequency == 0) frequency = 11025;
snd = GSnd->LoadSoundRaw(sfxdata.Data()+8, dmxlen, frequency, 1, 8, sfx->LoopStart);
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}
// If that fails, let the sound system try and figure it out.
else
{
snd = GSnd->LoadSound(sfxdata.Data(), size, false, pBuffer);
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}
sfx->data = snd.first;
if(snd.second)
sfx->data3d = sfx->data;
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}
if (!sfx->data.isValid())
{
if (sfx->lumpnum != sfx_empty)
{
sfx->lumpnum = sfx_empty;
continue;
}
}
break;
}
return sfx;
}
static void S_LoadSound3D(sfxinfo_t *sfx, FSoundLoadBuffer *pBuffer)
{
if (GSnd->IsNull()) return;
if(sfx->data3d.isValid())
return;
DPrintf(DMSG_NOTIFY, "Loading monoized sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
std::pair<SoundHandle, bool> snd;
if (pBuffer->mBuffer.size() > 0)
{
snd = GSnd->LoadSoundBuffered(pBuffer, true);
}
else
{
int size = Wads.LumpLength(sfx->lumpnum);
if (size <= 8) return;
auto wlump = Wads.OpenLumpReader(sfx->lumpnum);
auto sfxdata = wlump.Read(size);
int32_t dmxlen = LittleLong(((int32_t *)sfxdata.Data())[1]);
// If the sound is voc, use the custom loader.
if (strncmp((const char *)sfxdata.Data(), "Creative Voice File", 19) == 0)
{
snd = GSnd->LoadSoundVoc(sfxdata.Data(), size, true);
}
// If the sound is raw, just load it as such.
else if (sfx->bLoadRAW)
{
snd = GSnd->LoadSoundRaw(sfxdata.Data(), size, sfx->RawRate, 1, 8, sfx->LoopStart, true);
}
// Otherwise, try the sound as DMX format.
else if (((uint8_t *)sfxdata.Data())[0] == 3 && ((uint8_t *)sfxdata.Data())[1] == 0 && dmxlen <= size - 8)
{
int frequency = LittleShort(((uint16_t *)sfxdata.Data())[1]);
if (frequency == 0) frequency = 11025;
snd = GSnd->LoadSoundRaw(sfxdata.Data() + 8, dmxlen, frequency, 1, 8, sfx->LoopStart, -1, true);
}
// If that fails, let the sound system try and figure it out.
else
{
snd = GSnd->LoadSound(sfxdata.Data(), size, true, pBuffer);
}
}
sfx->data3d = snd.first;
}
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//==========================================================================
//
// S_CheckSingular
//
// Returns true if a copy of this sound is already playing.
//
//==========================================================================
bool S_CheckSingular(int sound_id)
{
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->OrgID == sound_id)
{
return true;
}
}
return false;
}
//==========================================================================
//
// S_CheckSoundLimit
//
// Limits the number of nearby copies of a sound that can play near
// each other. If there are NearLimit instances of this sound already
// playing within sqrt(limit_range) (typically 256 units) of the new sound, the
// new sound will not start.
//
// If an actor is specified, and it is already playing the same sound on
// the same channel, this sound will not be limited. In this case, we're
// restarting an already playing sound, so there's no need to limit it.
//
// Returns true if the sound should not play.
//
//==========================================================================
bool S_CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limit, float limit_range,
int sourcetype, const void *actor, int channel)
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{
FSoundChan *chan;
int count;
for (chan = Channels, count = 0; chan != NULL && count < near_limit; chan = chan->NextChan)
{
if (!(chan->ChanFlags & CHAN_EVICTED) && &S_sfx[chan->SoundID] == sfx)
{
FVector3 chanorigin;
if (actor != NULL && chan->EntChannel == channel &&
chan->SourceType == sourcetype && chan->Source == actor)
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{ // We are restarting a playing sound. Always let it play.
return false;
}
CalcPosVel(chan, &chanorigin, NULL);
if ((chanorigin - pos).LengthSquared() <= limit_range)
{
count++;
}
}
}
return count >= near_limit;
}
//==========================================================================
//
// S_StopSound
//
// Stops an unpositioned sound from playing on a specific channel.
//
//==========================================================================
void S_StopSound (int channel)
{
FSoundChan *chan = Channels;
while (chan != NULL)
{
FSoundChan *next = chan->NextChan;
if (chan->SourceType == SOURCE_None)
2016-03-01 15:47:10 +00:00
{
S_StopChannel(chan);
}
chan = next;
}
}
//==========================================================================
//
// S_StopSound
//
// Stops a sound from a single actor from playing on a specific channel.
//
//==========================================================================
void S_StopSound(int sourcetype, const void* actor, int channel)
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{
FSoundChan* chan = Channels;
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while (chan != NULL)
{
FSoundChan* next = chan->NextChan;
if (chan->SourceType == sourcetype &&
chan->Source == actor &&
(chan->EntChannel == channel || channel < 0))
2016-03-01 15:47:10 +00:00
{
S_StopChannel(chan);
}
chan = next;
}
}
//==========================================================================
//
// S_StopAllChannels
//
//==========================================================================
void S_StopAllChannels ()
{
SN_StopAllSequences();
FSoundChan *chan = Channels;
while (chan != NULL)
{
FSoundChan *next = chan->NextChan;
S_StopChannel(chan);
chan = next;
}
if (GSnd)
GSnd->UpdateSounds();
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}
//==========================================================================
//
// S_RelinkSound
//
// Moves all the sounds from one thing to another. If the destination is
// NULL, then the sound becomes a positioned sound.
//==========================================================================
void S_RelinkSound (int sourcetype, const void *from, const void *to, const FVector3 *optpos)
2016-03-01 15:47:10 +00:00
{
if (from == NULL)
return;
FSoundChan *chan = Channels;
while (chan != NULL)
{
FSoundChan *next = chan->NextChan;
if (chan->SourceType == sourcetype && chan->Source == from)
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{
if (to != NULL)
{
chan->Source = to;
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}
else if (!(chan->ChanFlags & CHAN_LOOP) && optpos)
2016-03-01 15:47:10 +00:00
{
chan->Source = NULL;
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chan->SourceType = SOURCE_Unattached;
chan->Point[0] = optpos->X;
chan->Point[1] = optpos->Y;
chan->Point[2] = optpos->Z;
2016-03-01 15:47:10 +00:00
}
else
{
S_StopChannel(chan);
}
}
chan = next;
}
}
//==========================================================================
//
// S_ChangeSoundVolume
//
//==========================================================================
void S_ChangeSoundVolume(int sourcetype, const void *source, int channel, double dvolume)
2016-03-01 15:47:10 +00:00
{
float volume = float(dvolume);
2017-11-10 13:21:28 +00:00
// don't let volume get out of bounds
if (volume < 0.0)
volume = 0.0;
else if (volume > 1.0)
volume = 1.0;
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for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->SourceType == sourcetype &&
chan->Source == source &&
(chan->EntChannel == channel || channel == -1))
2016-03-01 15:47:10 +00:00
{
GSnd->ChannelVolume(chan, volume);
chan->Volume = volume;
return;
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}
}
return;
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}
//==========================================================================
//
// S_ChangeSoundPitch
//
//==========================================================================
void S_ChangeSoundPitch(int sourcetype, const void *source, int channel, double pitch)
{
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->SourceType == sourcetype &&
chan->Source == source &&
chan->EntChannel == channel)
{
S_SetPitch(chan, (float)pitch);
return;
}
}
return;
}
void S_SetPitch(FSoundChan *chan, float pitch)
{
assert(chan != nullptr);
GSnd->ChannelPitch(chan, MAX(0.0001f, pitch));
chan->Pitch = MAX(1, int(float(NORM_PITCH) * pitch));
}
//==========================================================================
2016-03-01 15:47:10 +00:00
//
// S_GetSoundPlayingInfo
//
// Is a sound being played by a specific emitter?
//==========================================================================
bool S_GetSoundPlayingInfo (int sourcetype, const void *source, int sound_id)
2016-03-01 15:47:10 +00:00
{
if (sound_id > 0)
{
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->OrgID == sound_id &&
chan->SourceType == sourcetype &&
chan->Source == source)
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{
return true;
}
}
}
return false;
}
//==========================================================================
//
// S_IsChannelUsed
//
// Returns true if the channel is in use. Also fills in a bitmask of
// channels seen while scanning for this one, to make searching for unused
// channels faster. Initialize seen to 0 for the first call.
//
//==========================================================================
static bool S_IsChannelUsed(int sourcetype, const void *actor, int channel, int *seen)
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{
if (*seen & (1 << channel))
{
return true;
}
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->SourceType == sourcetype && chan->Source == actor)
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{
*seen |= 1 << chan->EntChannel;
if (chan->EntChannel == channel)
{
return true;
}
}
}
return false;
}
//==========================================================================
//
// S_IsActorPlayingSomething
//
//==========================================================================
bool S_IsSourcePlayingSomething (int sourcetype, const void *actor, int channel, int sound_id)
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{
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->SourceType == sourcetype && chan->Source == actor)
2016-03-01 15:47:10 +00:00
{
if (channel == 0 || chan->EntChannel == channel)
{
return sound_id <= 0 || chan->OrgID == sound_id;
}
}
}
return false;
}
//==========================================================================
//
// 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 != NULL)
{
GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
}
}
}
else
{
if (paused == 0)
{
S_PauseSound(false, true);
if (GSnd != NULL)
{
GSnd->SetInactive(gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL ?
SoundRenderer::INACTIVE_Complete :
SoundRenderer::INACTIVE_Mute);
}
}
}
if (!netgame
#ifdef _DEBUG
&& !demoplayback
#endif
)
{
pauseext = !state;
}
}
//==========================================================================
//
// S_EvictAllChannels
//
// Forcibly evicts all channels so that there are none playing, but all
// information needed to restart them is retained.
//
//==========================================================================
void S_EvictAllChannels()
{
FSoundChan *chan, *next;
for (chan = Channels; chan != NULL; chan = next)
{
next = chan->NextChan;
if (!(chan->ChanFlags & CHAN_EVICTED))
{
chan->ChanFlags |= CHAN_EVICTED;
if (chan->SysChannel != NULL)
{
if (!(chan->ChanFlags & CHAN_ABSTIME))
{
chan->StartTime = GSnd ? GSnd->GetPosition(chan) : 0;
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chan->ChanFlags |= CHAN_ABSTIME;
}
S_StopChannel(chan);
}
// assert(chan->NextChan == next);
}
}
}
//==========================================================================
//
// S_RestoreEvictedChannel
//
// Recursive helper for S_RestoreEvictedChannels().
//
//==========================================================================
void S_RestoreEvictedChannel(FSoundChan *chan)
{
if (chan == NULL)
{
return;
}
S_RestoreEvictedChannel(chan->NextChan);
if (chan->ChanFlags & CHAN_EVICTED)
{
S_RestartSound(chan);
if (!(chan->ChanFlags & CHAN_LOOP))
{
if (chan->ChanFlags & CHAN_EVICTED)
{ // Still evicted and not looping? Forget about it.
S_ReturnChannel(chan);
}
else if (!(chan->ChanFlags & CHAN_JUSTSTARTED))
{ // Should this sound become evicted again, it's okay to forget about it.
chan->ChanFlags |= CHAN_FORGETTABLE;
}
}
}
else if (chan->SysChannel == NULL && (chan->ChanFlags & (CHAN_FORGETTABLE | CHAN_LOOP)) == CHAN_FORGETTABLE)
{
S_ReturnChannel(chan);
}
}
//==========================================================================
//
// S_RestoreEvictedChannels
//
// Restarts as many evicted channels as possible. Any channels that could
// not be started and are not looping are moved to the free pool.
//
//==========================================================================
void S_RestoreEvictedChannels()
{
// Restart channels in the same order they were originally played.
S_RestoreEvictedChannel(Channels);
}
//==========================================================================
//
// S_UpdateSounds
//
// Updates music & sounds
//==========================================================================
void S_UpdateSounds(int time)
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{
FVector3 pos, vel;
for (FSoundChan* chan = Channels; chan != NULL; chan = chan->NextChan)
2016-03-01 15:47:10 +00:00
{
if ((chan->ChanFlags & (CHAN_EVICTED | CHAN_IS3D)) == CHAN_IS3D)
{
CalcPosVel(chan, &pos, &vel);
if (ValidatePosVel(chan, pos, vel))
{
GSnd->UpdateSoundParams3D(&listener, chan, !!(chan->ChanFlags & CHAN_AREA), pos, vel);
}
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}
chan->ChanFlags &= ~CHAN_JUSTSTARTED;
}
GSnd->UpdateListener(&listener);
GSnd->UpdateSounds();
if (time >= RestartEvictionsAt)
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{
RestartEvictionsAt = 0;
S_RestoreEvictedChannels();
}
}
//==========================================================================
//
// S_GetRolloff
//
//==========================================================================
float S_GetRolloff(FRolloffInfo *rolloff, float distance, bool logarithmic)
{
if (rolloff == NULL)
{
return 0;
}
if (distance <= rolloff->MinDistance)
{
return 1;
}
if (rolloff->RolloffType == ROLLOFF_Log)
{ // Logarithmic rolloff has no max distance where it goes silent.
return rolloff->MinDistance / (rolloff->MinDistance + rolloff->RolloffFactor * (distance - rolloff->MinDistance));
}
if (distance >= rolloff->MaxDistance)
{
return 0;
}
float volume = (rolloff->MaxDistance - distance) / (rolloff->MaxDistance - rolloff->MinDistance);
if (rolloff->RolloffType == ROLLOFF_Custom && S_SoundCurve.Size() > 0)
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{
volume = S_SoundCurve[int(S_SoundCurve.Size() * (1 - volume))] / 127.f;
2016-03-01 15:47:10 +00:00
}
if (logarithmic)
{
if (rolloff->RolloffType == ROLLOFF_Linear)
{
return volume;
}
else
{
return float((powf(10.f, volume) - 1.) / 9.);
}
}
else
{
if (rolloff->RolloffType == ROLLOFF_Linear)
{
return float(log10(9. * volume + 1.));
}
else
{
return volume;
}
}
}
//==========================================================================
//
// S_ChannelEnded (callback for sound interface code)
//
//==========================================================================
void S_ChannelEnded(FISoundChannel *ichan)
{
FSoundChan *schan = static_cast<FSoundChan*>(ichan);
bool evicted;
if (schan != NULL)
{
// If the sound was stopped with GSnd->StopSound(), then we know
// it wasn't evicted. Otherwise, if it's looping, it must have
// been evicted. If it's not looping, then it was evicted if it
// didn't reach the end of its playback.
if (schan->ChanFlags & CHAN_FORGETTABLE)
{
evicted = false;
}
else if (schan->ChanFlags & (CHAN_LOOP | CHAN_EVICTED))
{
evicted = true;
}
else
{
unsigned int pos = GSnd->GetPosition(schan);
unsigned int len = GSnd->GetSampleLength(S_sfx[schan->SoundID].data);
if (pos == 0)
{
evicted = !!(schan->ChanFlags & CHAN_JUSTSTARTED);
}
else
{
evicted = (pos < len);
}
}
if (!evicted)
{
S_ReturnChannel(schan);
}
else
{
schan->ChanFlags |= CHAN_EVICTED;
schan->SysChannel = NULL;
}
}
}
//==========================================================================
//
// S_ChannelVirtualChanged (callback for sound interface code)
//
//==========================================================================
void S_ChannelVirtualChanged(FISoundChannel *ichan, bool is_virtual)
{
FSoundChan *schan = static_cast<FSoundChan*>(ichan);
if (is_virtual)
{
schan->ChanFlags |= CHAN_VIRTUAL;
}
else
{
schan->ChanFlags &= ~CHAN_VIRTUAL;
}
}
//==========================================================================
//
// S_StopChannel
//
//==========================================================================
void S_StopChannel(FSoundChan *chan)
{
if (chan == NULL)
return;
if (chan->SysChannel != NULL)
{
// S_EvictAllChannels() will set the CHAN_EVICTED flag to indicate
// that it wants to keep all the channel information around.
if (!(chan->ChanFlags & CHAN_EVICTED))
{
chan->ChanFlags |= CHAN_FORGETTABLE;
if (chan->SourceType == SOURCE_Actor)
{
chan->Source = NULL;
2016-03-01 15:47:10 +00:00
}
}
GSnd->StopChannel(chan);
}
else
{
S_ReturnChannel(chan);
}
}
void S_UnloadAllSounds()
{
for (unsigned i = 0; i < S_sfx.Size(); i++)
{
S_UnloadSound(&S_sfx[i]);
}
}
void S_Reset()
{
S_EvictAllChannels();
I_CloseSound();
I_InitSound();
S_RestoreEvictedChannels();
}