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Added an optional extra float parameter to $pitchshift. (#1150)
- This allows for setting a randomized range for the pitch each time the sound is initialized.
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5803b78147
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c57e669044
3 changed files with 31 additions and 2 deletions
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@ -41,13 +41,14 @@
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#include "m_swap.h"
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#include "superfasthash.h"
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#include "s_music.h"
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#include "m_random.h"
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enum
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{
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DEFAULT_PITCH = 128,
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};
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static FRandom pr_soundpitch ("SoundPitch");
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SoundEngine* soundEngine;
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int sfx_empty = -1;
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@ -405,6 +406,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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int near_limit = sfx->NearLimit;
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float limit_range = sfx->LimitRange;
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float defpitch = sfx->DefPitch;
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float defpitchmax = sfx->DefPitchMax;
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auto pitchmask = sfx->PitchMask;
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rolloff = &sfx->Rolloff;
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@ -421,6 +423,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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near_limit = newsfx->NearLimit;
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limit_range = newsfx->LimitRange;
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defpitch = newsfx->DefPitch;
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defpitchmax = newsfx->DefPitchMax;
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}
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if (rolloff->MinDistance == 0)
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{
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@ -602,7 +605,23 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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if (spitch > 0.0) // A_StartSound has top priority over all others.
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SetPitch(chan, spitch);
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else if (defpitch > 0.0) // $PitchSet overrides $PitchShift
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{
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if (defpitchmax > 0.0)
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{
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if (defpitchmax < defpitch)
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std::swap(defpitch, defpitchmax);
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if (defpitch != defpitchmax)
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{
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FRandom &rng = pr_soundpitch;
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int random = (rng)(0x7FFF);
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float frandom = random / float(0x7FFF);
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defpitch = frandom * (defpitchmax - defpitch) + defpitch;
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}
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}
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SetPitch(chan, defpitch);
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}
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}
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return chan;
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@ -1495,6 +1514,7 @@ int SoundEngine::AddSoundLump(const char* logicalname, int lump, int CurrentPitc
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newsfx.Attenuation = 1;
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newsfx.PitchMask = CurrentPitchMask;
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newsfx.DefPitch = 0.0;
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newsfx.DefPitchMax = 0.0;
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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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@ -30,6 +30,7 @@ struct sfxinfo_t
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int16_t NearLimit; // 0 means unlimited
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float LimitRange; // Range for sound limiting (squared for faster computations)
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float DefPitch; // A defined pitch instead of a random one the sound plays at, similar to A_StartSound.
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float DefPitchMax; // Randomized range with stronger control over pitch itself.
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unsigned bRandomHeader:1;
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unsigned bLoadRAW:1;
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@ -1039,13 +1039,21 @@ static void S_AddSNDINFO (int lump)
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break;
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case SI_PitchSet: {
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// $pitchset <logical name> <pitch amount as float>
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// $pitchset <logical name> <pitch amount as float> [range maximum]
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int sfx;
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sc.MustGetString();
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sfx = soundEngine->FindSoundTentative(sc.String);
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sc.MustGetFloat();
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S_sfx[sfx].DefPitch = (float)sc.Float;
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if (sc.CheckFloat())
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{
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S_sfx[sfx].DefPitchMax = (float)sc.Float;
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}
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else
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{
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S_sfx[sfx].DefPitchMax = 0;
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}
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}
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break;
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