- moved game specific data out of the sound backend.

In Raze I already had a user data array for that so this gets used here, too, now.
Also copied a few other fixes.
This commit is contained in:
Christoph Oelckers 2020-04-11 18:29:42 +02:00
parent 50e1efa965
commit 018794f1dd
5 changed files with 107 additions and 66 deletions

View file

@ -251,7 +251,7 @@ static bool S_CheckSound(sfxinfo_t *startsfx, sfxinfo_t *sfx, TArray<sfxinfo_t *
bool success = true;
unsigned siz = chain.Size();
if (sfx->bPlayerReserve)
if (sfx->UserData[0] & SND_PlayerReserve)
{
return true;
}
@ -354,7 +354,7 @@ unsigned int S_GetMSLength(FSoundID sound)
// Resolve player sounds, random sounds, and aliases
if (sfx->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
if (sfx->UserData[0] & SND_PlayerReserve)
{
sfx = &S_sfx[S_FindSkinnedSound (NULL, sound)];
}
@ -418,7 +418,7 @@ static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc)
{ // If the sound has already been defined, change the old definition
sfxinfo_t *sfx = &S_sfx[sfxid];
if (sfx->bPlayerReserve)
if (sfx->UserData[0] & SND_PlayerReserve)
{
if (sc != NULL)
{
@ -430,7 +430,7 @@ static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc)
}
}
// Redefining a player compatibility sound will redefine the target instead.
if (sfx->bPlayerCompat)
if (sfx->UserData[0] & SND_PlayerCompat)
{
sfx = &S_sfx[sfx->link];
}
@ -938,7 +938,7 @@ static void S_AddSNDINFO (int lump)
sfxnum = S_AddPlayerSound (pclass, gender, refid, sc.String);
if (0 == stricmp(sc.String, "dsempty"))
{
S_sfx[sfxnum].bPlayerSilent = true;
S_sfx[sfxnum].UserData[0] |= SND_PlayerSilent;
}
}
break;
@ -950,7 +950,7 @@ static void S_AddSNDINFO (int lump)
S_ParsePlayerSoundCommon (sc, pclass, gender, refid);
targid = soundEngine->FindSoundNoHash (sc.String);
if (!S_sfx[targid].bPlayerReserve)
if (!S_sfx[targid].UserData[0] & SND_PlayerReserve)
{
sc.ScriptError ("%s is not a player sound", sc.String);
}
@ -968,7 +968,7 @@ static void S_AddSNDINFO (int lump)
sfxfrom = S_AddSound (sc.String, -1, &sc);
aliasto = S_LookupPlayerSound (pclass, gender, refid);
S_sfx[sfxfrom].link = aliasto;
S_sfx[sfxfrom].bPlayerCompat = true;
S_sfx[sfxfrom].UserData[0] |= SND_PlayerCompat;
}
break;
@ -991,7 +991,7 @@ static void S_AddSNDINFO (int lump)
sc.MustGetString ();
sfxfrom = S_AddSound (sc.String, -1, &sc);
sc.MustGetString ();
if (S_sfx[sfxfrom].bPlayerCompat)
if (S_sfx[sfxfrom].UserData[0] & SND_PlayerCompat)
{
sfxfrom = S_sfx[sfxfrom].link;
}
@ -1261,7 +1261,7 @@ static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, int &gender
sc.MustGetString ();
refid = soundEngine->FindSoundNoHash (sc.String);
auto &S_sfx = soundEngine->GetSounds();
if (refid != 0 && !S_sfx[refid].bPlayerReserve && !S_sfx[refid].bTentative)
if (refid != 0 && !S_sfx[refid].UserData[0] & SND_PlayerReserve && !S_sfx[refid].bTentative)
{
sc.ScriptError ("%s has already been used for a non-player sound.", sc.String);
}
@ -1274,7 +1274,7 @@ static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, int &gender
{
S_sfx[refid].link = NumPlayerReserves++;
S_sfx[refid].bTentative = false;
S_sfx[refid].bPlayerReserve = true;
S_sfx[refid].UserData[0] |= SND_PlayerReserve;
}
sc.MustGetString ();
}
@ -1423,7 +1423,7 @@ int S_LookupPlayerSound (const char *pclass, int gender, const char *name)
int S_LookupPlayerSound (const char *pclass, int gender, FSoundID refid)
{
auto &S_sfx = soundEngine->GetSounds();
if (!S_sfx[refid].bPlayerReserve)
if (!S_sfx[refid].UserData[0] & SND_PlayerReserve)
{ // Not a player sound, so just return this sound
return refid;
}
@ -1469,7 +1469,7 @@ static int S_LookupPlayerSound (int classidx, int gender, FSoundID refid)
(sndnum == 0 ||
((S_sfx[sndnum].lumpnum == -1 || S_sfx[sndnum].lumpnum == sfx_empty) &&
S_sfx[sndnum].link == sfxinfo_t::NO_LINK &&
!S_sfx[sndnum].bPlayerSilent)))
!(S_sfx[sndnum].UserData[0] & SND_PlayerSilent))))
{ // This sound is unavailable.
if (ingender != 0)
{ // Try "male"
@ -1549,7 +1549,7 @@ bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2)
// Dereference aliases, but not random or player sounds
while ((sfx = &S_sfx[id1])->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
if (sfx->UserData[0] & SND_PlayerReserve)
{
id1 = S_FindSkinnedSound (actor, id1);
}
@ -1564,7 +1564,7 @@ bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2)
}
while ((sfx = &S_sfx[id2])->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
if (sfx->UserData[0] & SND_PlayerReserve)
{
id2 = S_FindSkinnedSound (actor, id2);
}
@ -1706,7 +1706,7 @@ CCMD (soundlinks)
if (sfx->link != sfxinfo_t::NO_LINK &&
!sfx->bRandomHeader &&
!sfx->bPlayerReserve)
!(sfx->UserData[0] & SND_PlayerReserve))
{
Printf ("%s -> %s\n", sfx->name.GetChars(), S_sfx[sfx->link].name.GetChars());
}
@ -1730,7 +1730,7 @@ CCMD (playersounds)
memset (reserveNames, 0, sizeof(reserveNames));
for (i = j = 0; j < NumPlayerReserves && i < S_sfx.Size(); ++i)
{
if (S_sfx[i].bPlayerReserve)
if (S_sfx[i].UserData[0] & SND_PlayerReserve)
{
++j;
reserveNames[S_sfx[i].link] = S_sfx[i].name;

View file

@ -85,6 +85,20 @@ class DoomSoundEngine : public SoundEngine
TArray<uint8_t> ReadSound(int lumpnum);
int PickReplacement(int refid);
FSoundID ResolveSound(const void *ent, int type, FSoundID soundid, float &attenuation) override;
void CacheSound(sfxinfo_t* sfx) override;
void StopChannel(FSoundChan* chan) override;
int AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1, int nearlimit = 2) override
{
auto ndx = SoundEngine::AddSoundLump(logicalname, lump, CurrentPitchMask, resid, nearlimit);
S_sfx[ndx].UserData.Resize(1);
return ndx;
}
bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel) override
{
if (sourcetype != SOURCE_Actor) actor = nullptr; //ZDoom did this.
return SoundEngine::CheckSoundLimit(sfx, pos, near_limit, limit_range, sourcetype, actor, channel);
}
public:
DoomSoundEngine() = default;
@ -416,6 +430,17 @@ DEFINE_ACTION_FUNCTION(DObject, S_StartSound)
}
//==========================================================================
//
//
//
//==========================================================================
void DoomSoundEngine::CacheSound(sfxinfo_t* sfx)
{
if (!(sfx->UserData[0] & SND_PlayerReserve)) SoundEngine::CacheSound(sfx);
}
//==========================================================================
//
//
@ -424,7 +449,8 @@ DEFINE_ACTION_FUNCTION(DObject, S_StartSound)
FSoundID DoomSoundEngine::ResolveSound(const void * ent, int type, FSoundID soundid, float &attenuation)
{
if (isPlayerReserve(soundid))
auto sfx = &S_sfx[soundid];
if (sfx->UserData[0] & SND_PlayerReserve)
{
AActor *src;
if (type != SOURCE_Actor) src = nullptr;
@ -460,6 +486,21 @@ static bool VerifyActorSound(AActor* ent, FSoundID& sound_id, int& channel, ECha
return true;
}
//==========================================================================
//
// Common checking code for the actor sound functions
//
//==========================================================================
void DoomSoundEngine::StopChannel(FSoundChan* chan)
{
if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
{
chan->Source = NULL;
}
SoundEngine::StopChannel(chan);
}
//==========================================================================
//
@ -1351,7 +1392,7 @@ void DoomSoundEngine::PrintSoundList()
}
Printf("}\n");
}
else if (sfx->bPlayerReserve)
else if (sfx->UserData[0] & SND_PlayerReserve)
{
Printf("%3d. %s <<player sound %d>>\n", i, sfx->name.GetChars(), sfx->link);
}

View file

@ -59,6 +59,7 @@ int sfx_empty = -1;
void SoundEngine::Init(TArray<uint8_t> &curve)
{
StopAllChannels();
// Free all channels for use.
while (Channels != NULL)
{
@ -153,12 +154,8 @@ void SoundEngine::CacheMarkedSounds()
void SoundEngine::CacheSound (sfxinfo_t *sfx)
{
if (GSnd)
if (GSnd && !sfx->bTentative)
{
if (sfx->bPlayerReserve)
{
return;
}
sfxinfo_t *orig = sfx;
while (!sfx->bRandomHeader && sfx->link != sfxinfo_t::NO_LINK)
{
@ -278,7 +275,7 @@ TArray<FSoundChan*> SoundEngine::AllActiveChannels()
// 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 & (CHANF_FORGETTABLE | CHANF_UI)))
if (!(chan->ChanFlags & (CHANF_FORGETTABLE | CHANF_UI | CHANF_TRANSIENT)))
{
chans.Push(chan);
}
@ -461,9 +458,8 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
near_limit = 0;
}
// If this sound doesn't like playing near itself, don't play it if
// that's what would happen. (Does this really need the SOURCE_Actor restriction?)
if (near_limit > 0 && CheckSoundLimit(sfx, pos, near_limit, limit_range, type, type == SOURCE_Actor? source : nullptr, channel))
// If this sound doesn't like playing near itself, don't play it if that's what would happen.
if (near_limit > 0 && CheckSoundLimit(sfx, pos, near_limit, limit_range, type, source, channel))
{
chanflags |= CHANF_EVICTED;
}
@ -587,7 +583,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
GSnd->MarkStartTime(chan);
chanflags |= CHANF_EVICTED;
}
if (attenuation > 0)
if (attenuation > 0 && type != SOURCE_None)
{
chanflags |= CHANF_IS3D | CHANF_JUSTSTARTED;
}
@ -1390,10 +1386,6 @@ void SoundEngine::StopChannel(FSoundChan *chan)
if (!(chan->ChanFlags & CHANF_EVICTED))
{
chan->ChanFlags |= CHANF_FORGETTABLE;
if (chan->SourceType == SOURCE_Actor)
{
chan->Source = NULL;
}
}
if (GSnd) GSnd->StopChannel(chan);
}
@ -1517,14 +1509,11 @@ int SoundEngine::AddSoundLump(const char* logicalname, int lump, int CurrentPitc
newsfx.NearLimit = nearlimit;
newsfx.LimitRange = 256 * 256;
newsfx.bRandomHeader = false;
newsfx.bPlayerReserve = false;
newsfx.bLoadRAW = false;
newsfx.bPlayerCompat = false;
newsfx.b16bit = false;
newsfx.bUsed = false;
newsfx.bSingular = false;
newsfx.bTentative = false;
newsfx.bPlayerSilent = false;
newsfx.ResourceId = resid;
newsfx.RawRate = 0;
newsfx.link = sfxinfo_t::NO_LINK;
@ -1537,13 +1526,6 @@ int SoundEngine::AddSoundLump(const char* logicalname, int lump, int CurrentPitc
return (int)S_sfx.Size()-1;
}
int SoundEngine::AddSfx(sfxinfo_t &sfx)
{
S_sfx.Push(sfx);
if (sfx.ResourceId >= 0) ResIdMap[sfx.ResourceId] = S_sfx.Size() - 1;
return (int)S_sfx.Size() - 1;
}
//==========================================================================
//

View file

@ -40,6 +40,20 @@ struct FLevelLocals;
#include "name.h"
#include "tarray.h"
enum SndUserFlags
{
SND_PlayerReserve = 1,
SND_PlayerCompat = 2,
SND_PlayerSilent = 4
};
enum // This cannot be remain as this, but for now it has to suffice.
{
SOURCE_Actor = SOURCE_None+1, // Sound is coming from an actor.
SOURCE_Sector, // Sound is coming from a sector.
SOURCE_Polyobj, // Sound is coming from a polyobject.
};
// Per level startup code.
// Kills playing sounds at start of level and starts new music.
//

View file

@ -37,9 +37,7 @@ struct sfxinfo_t
unsigned bSingular:1;
unsigned bTentative:1;
unsigned bPlayerReserve : 1;
unsigned bPlayerCompat : 1;
unsigned bPlayerSilent:1; // This player sound is intentionally silent.
TArray<int> UserData;
int RawRate; // Sample rate to use when bLoadRAW is true
@ -171,11 +169,8 @@ struct FSoundChan : public FISoundChannel
int8_t Priority;
uint8_t SourceType;
float LimitRange;
union
{
const void *Source;
float Point[3]; // Sound is not attached to any source.
};
const void *Source;
float Point[3]; // Sound is not attached to any source.
};
@ -209,14 +204,11 @@ enum EChannel
#define ATTN_IDLE 1.001f
#define ATTN_STATIC 3.f // diminish very rapidly with distance
enum // This cannot be remain as this, but for now it has to suffice.
enum // The core source types, implementations may extend this list as they see fit.
{
SOURCE_Any = -1, // Input for check functions meaning 'any source'
SOURCE_None, // Sound is always on top of the listener.
SOURCE_Actor, // Sound is coming from an actor.
SOURCE_Sector, // Sound is coming from a sector.
SOURCE_Polyobj, // Sound is coming from a polyobject.
SOURCE_Unattached, // Sound is not attached to any particular emitter.
SOURCE_None, // Sound is always on top of the listener.
};
@ -264,16 +256,22 @@ private:
// Checks if a copy of this sound is already playing.
bool CheckSingular(int sound_id);
bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel);
virtual TArray<uint8_t> ReadSound(int lumpnum) = 0;
protected:
virtual bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel);
virtual FSoundID ResolveSound(const void *ent, int srctype, FSoundID soundid, float &attenuation);
public:
virtual ~SoundEngine() = default;
virtual ~SoundEngine()
{
Shutdown();
}
void EvictAllChannels();
void StopChannel(FSoundChan* chan);
virtual int SoundSourceIndex(FSoundChan* chan) { return 0; }
virtual void SetSource(FSoundChan* chan, int index) {}
virtual void StopChannel(FSoundChan* chan);
sfxinfo_t* LoadSound(sfxinfo_t* sfx);
// Initializes sound stuff, including volume
@ -294,7 +292,7 @@ public:
void CalcPosVel(FSoundChan* chan, FVector3* pos, FVector3* vel);
// Loads a sound, including any random sounds it might reference.
void CacheSound(sfxinfo_t* sfx);
virtual void CacheSound(sfxinfo_t* sfx);
void CacheSound(int sfx) { CacheSound(&S_sfx[sfx]); }
void UnloadSound(sfxinfo_t* sfx);
@ -331,14 +329,14 @@ public:
{
return object && listener.ListenerObject == object;
}
bool isPlayerReserve(int snd_id)
{
return S_sfx[snd_id].bPlayerReserve; // Later this needs to be abstracted out of the engine itself. Right now that cannot be done.
}
void SetListener(SoundListener& l)
{
listener = l;
}
const SoundListener& GetListener() const
{
return listener;
}
void SetRestartTime(int time)
{
RestartEvictionsAt = time;
@ -371,6 +369,10 @@ public:
{
S_rnd.Clear();
}
int *GetUserData(int snd)
{
return S_sfx[snd].UserData.Data();
}
bool isValidSoundId(int id)
{
return id > 0 && id < (int)S_sfx.Size() && !S_sfx[id].bTentative && S_sfx[id].lumpnum != sfx_empty;
@ -378,10 +380,13 @@ public:
template<class func> bool EnumerateChannels(func callback)
{
for (FSoundChan* chan = Channels; chan; chan = chan->NextChan)
FSoundChan* chan = Channels;
while (chan)
{
auto next = chan->NextChan;
int res = callback(chan);
if (res) return res > 0;
chan = next;
}
return false;
}
@ -403,8 +408,7 @@ public:
int FindSoundByResID(int rid);
int FindSoundNoHash(const char* logicalname);
int FindSoundByLump(int lump);
int AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1, int nearlimit = 2);
int AddSfx(sfxinfo_t &sfx);
virtual int AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1, int nearlimit = 2);
int FindSoundTentative(const char* name);
void CacheRandomSound(sfxinfo_t* sfx);
unsigned int GetMSLength(FSoundID sound);