mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- 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:
parent
50e1efa965
commit
018794f1dd
5 changed files with 107 additions and 66 deletions
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@ -251,7 +251,7 @@ static bool S_CheckSound(sfxinfo_t *startsfx, sfxinfo_t *sfx, TArray<sfxinfo_t *
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bool success = true;
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unsigned siz = chain.Size();
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if (sfx->bPlayerReserve)
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if (sfx->UserData[0] & SND_PlayerReserve)
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{
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return true;
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}
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@ -354,7 +354,7 @@ unsigned int S_GetMSLength(FSoundID sound)
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// Resolve player sounds, random sounds, and aliases
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if (sfx->link != sfxinfo_t::NO_LINK)
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{
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if (sfx->bPlayerReserve)
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if (sfx->UserData[0] & SND_PlayerReserve)
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{
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sfx = &S_sfx[S_FindSkinnedSound (NULL, sound)];
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}
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@ -418,7 +418,7 @@ static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc)
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{ // If the sound has already been defined, change the old definition
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sfxinfo_t *sfx = &S_sfx[sfxid];
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if (sfx->bPlayerReserve)
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if (sfx->UserData[0] & SND_PlayerReserve)
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{
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if (sc != NULL)
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{
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@ -430,7 +430,7 @@ static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc)
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}
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}
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// Redefining a player compatibility sound will redefine the target instead.
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if (sfx->bPlayerCompat)
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if (sfx->UserData[0] & SND_PlayerCompat)
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{
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sfx = &S_sfx[sfx->link];
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}
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@ -938,7 +938,7 @@ static void S_AddSNDINFO (int lump)
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sfxnum = S_AddPlayerSound (pclass, gender, refid, sc.String);
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if (0 == stricmp(sc.String, "dsempty"))
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{
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S_sfx[sfxnum].bPlayerSilent = true;
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S_sfx[sfxnum].UserData[0] |= SND_PlayerSilent;
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}
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}
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break;
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@ -950,7 +950,7 @@ static void S_AddSNDINFO (int lump)
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S_ParsePlayerSoundCommon (sc, pclass, gender, refid);
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targid = soundEngine->FindSoundNoHash (sc.String);
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if (!S_sfx[targid].bPlayerReserve)
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if (!S_sfx[targid].UserData[0] & SND_PlayerReserve)
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{
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sc.ScriptError ("%s is not a player sound", sc.String);
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}
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@ -968,7 +968,7 @@ static void S_AddSNDINFO (int lump)
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sfxfrom = S_AddSound (sc.String, -1, &sc);
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aliasto = S_LookupPlayerSound (pclass, gender, refid);
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S_sfx[sfxfrom].link = aliasto;
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S_sfx[sfxfrom].bPlayerCompat = true;
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S_sfx[sfxfrom].UserData[0] |= SND_PlayerCompat;
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}
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break;
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@ -991,7 +991,7 @@ static void S_AddSNDINFO (int lump)
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sc.MustGetString ();
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sfxfrom = S_AddSound (sc.String, -1, &sc);
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sc.MustGetString ();
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if (S_sfx[sfxfrom].bPlayerCompat)
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if (S_sfx[sfxfrom].UserData[0] & SND_PlayerCompat)
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{
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sfxfrom = S_sfx[sfxfrom].link;
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}
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@ -1261,7 +1261,7 @@ static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, int &gender
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sc.MustGetString ();
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refid = soundEngine->FindSoundNoHash (sc.String);
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auto &S_sfx = soundEngine->GetSounds();
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if (refid != 0 && !S_sfx[refid].bPlayerReserve && !S_sfx[refid].bTentative)
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if (refid != 0 && !S_sfx[refid].UserData[0] & SND_PlayerReserve && !S_sfx[refid].bTentative)
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{
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sc.ScriptError ("%s has already been used for a non-player sound.", sc.String);
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}
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@ -1274,7 +1274,7 @@ static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, int &gender
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{
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S_sfx[refid].link = NumPlayerReserves++;
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S_sfx[refid].bTentative = false;
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S_sfx[refid].bPlayerReserve = true;
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S_sfx[refid].UserData[0] |= SND_PlayerReserve;
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}
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sc.MustGetString ();
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}
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@ -1423,7 +1423,7 @@ int S_LookupPlayerSound (const char *pclass, int gender, const char *name)
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int S_LookupPlayerSound (const char *pclass, int gender, FSoundID refid)
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{
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auto &S_sfx = soundEngine->GetSounds();
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if (!S_sfx[refid].bPlayerReserve)
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if (!S_sfx[refid].UserData[0] & SND_PlayerReserve)
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{ // Not a player sound, so just return this sound
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return refid;
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}
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@ -1469,7 +1469,7 @@ static int S_LookupPlayerSound (int classidx, int gender, FSoundID refid)
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(sndnum == 0 ||
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((S_sfx[sndnum].lumpnum == -1 || S_sfx[sndnum].lumpnum == sfx_empty) &&
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S_sfx[sndnum].link == sfxinfo_t::NO_LINK &&
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!S_sfx[sndnum].bPlayerSilent)))
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!(S_sfx[sndnum].UserData[0] & SND_PlayerSilent))))
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{ // This sound is unavailable.
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if (ingender != 0)
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{ // Try "male"
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@ -1549,7 +1549,7 @@ bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2)
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// Dereference aliases, but not random or player sounds
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while ((sfx = &S_sfx[id1])->link != sfxinfo_t::NO_LINK)
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{
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if (sfx->bPlayerReserve)
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if (sfx->UserData[0] & SND_PlayerReserve)
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{
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id1 = S_FindSkinnedSound (actor, id1);
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}
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@ -1564,7 +1564,7 @@ bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2)
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}
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while ((sfx = &S_sfx[id2])->link != sfxinfo_t::NO_LINK)
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{
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if (sfx->bPlayerReserve)
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if (sfx->UserData[0] & SND_PlayerReserve)
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{
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id2 = S_FindSkinnedSound (actor, id2);
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}
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@ -1706,7 +1706,7 @@ CCMD (soundlinks)
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if (sfx->link != sfxinfo_t::NO_LINK &&
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!sfx->bRandomHeader &&
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!sfx->bPlayerReserve)
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!(sfx->UserData[0] & SND_PlayerReserve))
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{
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Printf ("%s -> %s\n", sfx->name.GetChars(), S_sfx[sfx->link].name.GetChars());
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}
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@ -1730,7 +1730,7 @@ CCMD (playersounds)
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memset (reserveNames, 0, sizeof(reserveNames));
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for (i = j = 0; j < NumPlayerReserves && i < S_sfx.Size(); ++i)
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{
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if (S_sfx[i].bPlayerReserve)
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if (S_sfx[i].UserData[0] & SND_PlayerReserve)
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{
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++j;
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reserveNames[S_sfx[i].link] = S_sfx[i].name;
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@ -85,6 +85,20 @@ class DoomSoundEngine : public SoundEngine
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TArray<uint8_t> ReadSound(int lumpnum);
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int PickReplacement(int refid);
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FSoundID ResolveSound(const void *ent, int type, FSoundID soundid, float &attenuation) override;
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void CacheSound(sfxinfo_t* sfx) override;
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void StopChannel(FSoundChan* chan) override;
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int AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1, int nearlimit = 2) override
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{
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auto ndx = SoundEngine::AddSoundLump(logicalname, lump, CurrentPitchMask, resid, nearlimit);
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S_sfx[ndx].UserData.Resize(1);
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return ndx;
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}
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bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel) override
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{
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if (sourcetype != SOURCE_Actor) actor = nullptr; //ZDoom did this.
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return SoundEngine::CheckSoundLimit(sfx, pos, near_limit, limit_range, sourcetype, actor, channel);
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}
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public:
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DoomSoundEngine() = default;
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@ -416,6 +430,17 @@ DEFINE_ACTION_FUNCTION(DObject, S_StartSound)
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DoomSoundEngine::CacheSound(sfxinfo_t* sfx)
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{
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if (!(sfx->UserData[0] & SND_PlayerReserve)) SoundEngine::CacheSound(sfx);
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}
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//==========================================================================
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//
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//
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@ -424,7 +449,8 @@ DEFINE_ACTION_FUNCTION(DObject, S_StartSound)
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FSoundID DoomSoundEngine::ResolveSound(const void * ent, int type, FSoundID soundid, float &attenuation)
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{
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if (isPlayerReserve(soundid))
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auto sfx = &S_sfx[soundid];
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if (sfx->UserData[0] & SND_PlayerReserve)
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{
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AActor *src;
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if (type != SOURCE_Actor) src = nullptr;
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@ -460,6 +486,21 @@ static bool VerifyActorSound(AActor* ent, FSoundID& sound_id, int& channel, ECha
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return true;
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}
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//==========================================================================
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//
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// Common checking code for the actor sound functions
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//
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//==========================================================================
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void DoomSoundEngine::StopChannel(FSoundChan* chan)
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{
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if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
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{
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chan->Source = NULL;
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}
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SoundEngine::StopChannel(chan);
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}
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//==========================================================================
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//
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@ -1351,7 +1392,7 @@ void DoomSoundEngine::PrintSoundList()
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}
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Printf("}\n");
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}
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else if (sfx->bPlayerReserve)
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else if (sfx->UserData[0] & SND_PlayerReserve)
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{
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Printf("%3d. %s <<player sound %d>>\n", i, sfx->name.GetChars(), sfx->link);
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}
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@ -59,6 +59,7 @@ int sfx_empty = -1;
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void SoundEngine::Init(TArray<uint8_t> &curve)
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{
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StopAllChannels();
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// Free all channels for use.
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while (Channels != NULL)
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{
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@ -153,12 +154,8 @@ void SoundEngine::CacheMarkedSounds()
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void SoundEngine::CacheSound (sfxinfo_t *sfx)
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{
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if (GSnd)
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if (GSnd && !sfx->bTentative)
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{
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if (sfx->bPlayerReserve)
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{
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return;
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}
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sfxinfo_t *orig = sfx;
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while (!sfx->bRandomHeader && sfx->link != sfxinfo_t::NO_LINK)
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{
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@ -278,7 +275,7 @@ TArray<FSoundChan*> SoundEngine::AllActiveChannels()
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// If the sound is forgettable, this is as good a time as
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// any to forget about it. And if it's a UI sound, it shouldn't
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// be stored in the savegame.
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if (!(chan->ChanFlags & (CHANF_FORGETTABLE | CHANF_UI)))
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if (!(chan->ChanFlags & (CHANF_FORGETTABLE | CHANF_UI | CHANF_TRANSIENT)))
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{
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chans.Push(chan);
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}
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@ -461,9 +458,8 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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near_limit = 0;
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}
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// If this sound doesn't like playing near itself, don't play it if
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// that's what would happen. (Does this really need the SOURCE_Actor restriction?)
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if (near_limit > 0 && CheckSoundLimit(sfx, pos, near_limit, limit_range, type, type == SOURCE_Actor? source : nullptr, channel))
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// If this sound doesn't like playing near itself, don't play it if that's what would happen.
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if (near_limit > 0 && CheckSoundLimit(sfx, pos, near_limit, limit_range, type, source, channel))
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{
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chanflags |= CHANF_EVICTED;
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}
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@ -587,7 +583,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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GSnd->MarkStartTime(chan);
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chanflags |= CHANF_EVICTED;
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}
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if (attenuation > 0)
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if (attenuation > 0 && type != SOURCE_None)
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{
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chanflags |= CHANF_IS3D | CHANF_JUSTSTARTED;
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}
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@ -1390,10 +1386,6 @@ void SoundEngine::StopChannel(FSoundChan *chan)
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if (!(chan->ChanFlags & CHANF_EVICTED))
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{
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chan->ChanFlags |= CHANF_FORGETTABLE;
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if (chan->SourceType == SOURCE_Actor)
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{
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chan->Source = NULL;
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}
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}
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if (GSnd) GSnd->StopChannel(chan);
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}
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@ -1517,14 +1509,11 @@ int SoundEngine::AddSoundLump(const char* logicalname, int lump, int CurrentPitc
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newsfx.NearLimit = nearlimit;
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newsfx.LimitRange = 256 * 256;
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newsfx.bRandomHeader = false;
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newsfx.bPlayerReserve = false;
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newsfx.bLoadRAW = false;
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newsfx.bPlayerCompat = false;
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newsfx.b16bit = false;
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newsfx.bUsed = false;
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newsfx.bSingular = false;
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newsfx.bTentative = false;
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newsfx.bPlayerSilent = false;
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newsfx.ResourceId = resid;
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newsfx.RawRate = 0;
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newsfx.link = sfxinfo_t::NO_LINK;
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@ -1537,13 +1526,6 @@ int SoundEngine::AddSoundLump(const char* logicalname, int lump, int CurrentPitc
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return (int)S_sfx.Size()-1;
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}
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int SoundEngine::AddSfx(sfxinfo_t &sfx)
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{
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S_sfx.Push(sfx);
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if (sfx.ResourceId >= 0) ResIdMap[sfx.ResourceId] = S_sfx.Size() - 1;
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return (int)S_sfx.Size() - 1;
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}
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//==========================================================================
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//
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@ -40,6 +40,20 @@ struct FLevelLocals;
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#include "name.h"
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#include "tarray.h"
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enum SndUserFlags
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{
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SND_PlayerReserve = 1,
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SND_PlayerCompat = 2,
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SND_PlayerSilent = 4
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};
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enum // This cannot be remain as this, but for now it has to suffice.
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{
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SOURCE_Actor = SOURCE_None+1, // Sound is coming from an actor.
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SOURCE_Sector, // Sound is coming from a sector.
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SOURCE_Polyobj, // Sound is coming from a polyobject.
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};
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// Per level startup code.
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// Kills playing sounds at start of level and starts new music.
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//
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@ -37,9 +37,7 @@ struct sfxinfo_t
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unsigned bSingular:1;
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unsigned bTentative:1;
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unsigned bPlayerReserve : 1;
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unsigned bPlayerCompat : 1;
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unsigned bPlayerSilent:1; // This player sound is intentionally silent.
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TArray<int> UserData;
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int RawRate; // Sample rate to use when bLoadRAW is true
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@ -171,11 +169,8 @@ struct FSoundChan : public FISoundChannel
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int8_t Priority;
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uint8_t SourceType;
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float LimitRange;
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union
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{
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const void *Source;
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float Point[3]; // Sound is not attached to any source.
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};
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const void *Source;
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float Point[3]; // Sound is not attached to any source.
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};
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@ -209,14 +204,11 @@ enum EChannel
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#define ATTN_IDLE 1.001f
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#define ATTN_STATIC 3.f // diminish very rapidly with distance
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enum // This cannot be remain as this, but for now it has to suffice.
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enum // The core source types, implementations may extend this list as they see fit.
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{
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SOURCE_Any = -1, // Input for check functions meaning 'any source'
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SOURCE_None, // Sound is always on top of the listener.
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SOURCE_Actor, // Sound is coming from an actor.
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SOURCE_Sector, // Sound is coming from a sector.
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SOURCE_Polyobj, // Sound is coming from a polyobject.
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SOURCE_Unattached, // Sound is not attached to any particular emitter.
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SOURCE_None, // Sound is always on top of the listener.
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};
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@ -264,16 +256,22 @@ private:
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// Checks if a copy of this sound is already playing.
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bool CheckSingular(int sound_id);
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bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel);
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virtual TArray<uint8_t> ReadSound(int lumpnum) = 0;
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protected:
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virtual bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel);
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virtual FSoundID ResolveSound(const void *ent, int srctype, FSoundID soundid, float &attenuation);
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public:
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virtual ~SoundEngine() = default;
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virtual ~SoundEngine()
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{
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Shutdown();
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}
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void EvictAllChannels();
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void StopChannel(FSoundChan* chan);
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virtual int SoundSourceIndex(FSoundChan* chan) { return 0; }
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virtual void SetSource(FSoundChan* chan, int index) {}
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virtual void StopChannel(FSoundChan* chan);
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sfxinfo_t* LoadSound(sfxinfo_t* sfx);
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// Initializes sound stuff, including volume
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@ -294,7 +292,7 @@ public:
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void CalcPosVel(FSoundChan* chan, FVector3* pos, FVector3* vel);
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// 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);
|
||||
|
|
Loading…
Reference in a new issue