Commit graph

881 commits

Author SHA1 Message Date
alexey.lysiuk
fd5889e200 - fixed resolving of music aliases with full filenames
https://forum.zdoom.org/viewtopic.php?t=66815
2020-01-07 19:55:59 +01:00
Petr Mrázek
848438839b - Run the Alsa MIDI thread every 40ms or so, use non-blocking sequencer 2020-01-07 19:55:55 +01:00
Chronos Ouroboros
24a11f7a9a Fixed some incorrect parentheses in S_PlaySoundPitch. 2020-01-07 19:55:54 +01:00
Christoph Oelckers
ce1f4427cc - cleaned up the parameters of A_StartSound.
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-07 19:36:52 +01:00
Christoph Oelckers
ff3606e44e - refactored the MIDI list code.
Let's hope nothing got broken on the Linux side, the recent submission's code was not usable.

# Conflicts:
#	libraries/zmusic/zmusic/configuration.cpp
#	src/sound/music/i_music.cpp
#	src/sound/music/music_midi_base.cpp
2020-01-07 18:36:55 +01:00
Christoph Oelckers
dee8af1902 - made the sound decoding interface DLL friendly and added compile switches to the MIDI players so that different licenses can be uses as compile target.
# Conflicts:
#	src/sound/backend/i_sound.h

# Conflicts:
#	libraries/zmusic/mididevices/music_timiditypp_mididevice.cpp
2020-01-07 18:22:15 +01:00
Christoph Oelckers
e89cc73f80 - rewrote the ZMusic interface so that it is free of C++ constructs.
Now it is ready to put in a DLL.

# Conflicts:
#	libraries/zmusic/zmusic/mididefs.h
#	libraries/zmusic/zmusic/zmusic.h
2020-01-07 18:07:26 +01:00
Christoph Oelckers
f2a3a70aec - replaced the C++ based file access wrapper in ZMusic with a C compatible version. 2020-01-07 18:07:23 +01:00
Christoph Oelckers
7e01b19753 - there's no need to let the XM Vorbis decoder run through the client - all related functionality is part of ZMusic itself. 2020-01-07 18:07:21 +01:00
Christoph Oelckers
e5faff8cbb - made adjustments to the remaining parts of the function interface. 2020-01-07 18:07:19 +01:00
Christoph Oelckers
4e8359100f - made the ZMusic interface more DLL friendly: Reworked all functions not to throw exceptions across the library boundary and made a few definitions internal.
Not complete yet.

# Conflicts:
#	libraries/zmusic/zmusic/zmusic.h
2020-01-07 18:07:17 +01:00
Petr Mrázek
b07254507a - Support for MIDI on Linux via alsa sequencer 2020-01-07 18:04:28 +01:00
Marisa Kirisame
ebc6fcccd7 Additional CHAN_OVERLAP awareness for StartSound and ChangeSoundVolume/Pitch. 2020-01-06 19:49:21 +01:00
Christoph Oelckers
7919c86f3e - elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP. 2020-01-06 19:49:18 +01:00
Christoph Oelckers
0d3a62f73a - fixed: A_StartSound was still masking the sound channel value for checking if it plays something. 2020-01-06 19:49:15 +01:00
Christoph Oelckers
1cacd3e3de - sound engine update.
Notable changes:
* IsSourcePlayingSomething had undefined behavior when checking unattached and unpositioned sounds.
* loading Blood RAW sounds with different sample rates but the same backing lump may not use the same hardware sound buffer.
* when playing an unpositioned sound the attenuation is irrelevant and must be ignored. This resulted in a 3D sound being started which was mostly inaudible due to lack of valid origin.
2020-01-06 15:08:32 +01:00
Marisa Kirisame
9e212c3582 Change IsSourcePlayingSomething to handle overlapping sounds. 2020-01-06 15:08:30 +01:00
Christoph Oelckers
bc1d728140 - made FSoundChan::EntChannel a full int and reordered the structure for better packing. 2020-01-06 15:08:28 +01:00
Christoph Oelckers
35e38bc8eb - fixed inverted listener check when using compatibility options. 2020-01-06 15:08:24 +01:00
Christoph Oelckers
38aa6c4281 - the old bit masking for the channel needs to go, of course. 2020-01-06 15:08:22 +01:00
Christoph Oelckers
9c825ea090 - fixed VOC loader. Its 16 bit code did not work because it set the variable to -16 instead of 16.
- removed a few MAX calls with std::max.
2020-01-06 15:08:20 +01:00
Christoph Oelckers
c3759f389c - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.

# Conflicts:
#	src/bbannouncer.cpp
#	src/fragglescript/t_func.cpp
#	src/g_shared/a_lightning.cpp
#	src/p_effect.cpp
#	src/p_mobj.cpp
#	src/p_switch.cpp
#	src/playsim/p_spec.cpp
#	src/sound/s_doomsound.cpp
#	src/sound/s_doomsound.h
#	wadsrc/static/zscript/base.zs

# Conflicts:
#	src/intermission/intermission.cpp
#	src/sound/s_doomsound.cpp
2020-01-06 15:00:05 +01:00
Christoph Oelckers
ba006cbc5c - sound engine update. 2020-01-06 14:50:50 +01:00
alexey.lysiuk
7277717b32 - fixed linked sound resolving
Hash indices and sound ids were used interchangeably but they are different entities

https://forum.zdoom.org/viewtopic.php?t=66618
2020-01-06 14:50:48 +01:00
Christoph Oelckers
b0d38adb25 - made the sound resolving a virtual method
This way the player sounds can be done in the proper place without infesting the core.

# Conflicts:
#	src/sound/s_doomsound.cpp
2020-01-06 14:50:46 +01:00
alexey.lysiuk
179c4dd238 - rewrote test for occupied sound channel without special types
https://forum.zdoom.org/viewtopic.php?t=66613
2020-01-06 14:38:39 +01:00
alexey.lysiuk
3c157a4f2c - restored stopping of channel by new sound
If source actor/sector/polyobject is playing something on the selected channel, stop it before playing a new sound

https://forum.zdoom.org/viewtopic.php?t=66613
2020-01-06 14:38:37 +01:00
alexey.lysiuk
ea85cd18dd - remove redundant call to SoundRenderer::UpdateSounds()
At that point SoundEngine::StopAllChannels() did this already
2020-01-06 14:38:35 +01:00
alexey.lysiuk
da7515c0ce - moved sound engine cleanup calls to own function
https://forum.zdoom.org/viewtopic.php?t=66605#p1127457
2020-01-06 14:38:33 +01:00
alexey.lysiuk
9b2054ad4d - fixed crash when exiting before sound engine initialization
https://forum.zdoom.org/viewtopic.php?t=66605
2020-01-06 14:38:30 +01:00
Magnus Norddahl
bd80a16312 Fix include error 2020-01-06 14:32:33 +01:00
Christoph Oelckers
6c4a6def62 - cleaned the includes of the sound backend code of unwanted content.
Also simplified the sound init decision making. With FMod gone there is no reason to be pedantic here. Even the check of snd_backend for the Null device could be omitted here, its only realistic use is '-nosound'.

# Conflicts:
#	src/sound/s_environment.cpp
2020-01-06 13:55:51 +01:00
Christoph Oelckers
fb42e6d92e - separated reverb data and reverb editor.
Again, isolating the part that is game independent from parts that are specific to GZDoom.
2020-01-06 13:45:37 +01:00
Christoph Oelckers
8adf2c34cd - continued refactoring on sound code.
The game independent part of the code has been mostly isolated.

# Conflicts:
#	src/sound/s_doomsound.cpp
#	src/sound/s_sound.cpp
#	src/sound/s_sound.h

# Conflicts:
#	src/sound/s_sound.cpp
2020-01-06 13:45:19 +01:00
Christoph Oelckers
89bffd17bc - reduced the dependency of the sound system on game state.
Many of the simple wrappers have been moved to a separate file and the sound source handling has been abstracted.
This is only the first phase, the work is not complete yet.
Also changed the license of the sound code to BSD after verifying that this code bears no similarity to id's original sound code anymore, save for a few function names (which are due to be refactored out anyway.)

# Conflicts:
#	src/sound/s_sound.cpp
#	src/sound/s_sound.h
2020-01-06 13:35:40 +01:00
Christoph Oelckers
3501ffd743 - started separating the sound engine code from game dependent parts.
First step: Split the header. Todo: Abstract listener and sound source specifics out of the sound engine.
2020-01-06 13:35:38 +01:00
alexey.lysiuk
2535b4ef63 - pass master volume to ZMusic library on startup
MIDI devices that don't output music through the sound system (like WinMM) ignored master volume setting

https://forum.zdoom.org/viewtopic.php?t=66510
2020-01-06 01:32:08 +01:00
alexey.lysiuk
505902b141 - fixed selection of system MIDI device on startup
https://forum.zdoom.org/viewtopic.php?t=66150
2020-01-06 01:30:51 +01:00
Christoph Oelckers
5544e50ca4 - fixed: ZMusic_Close may not lock the mutex because it will delete it.
Here the calling code must ensure that the music object won't be accessible anymore before it gets deleted.
2020-01-06 01:30:47 +01:00
Christoph Oelckers
6b098107ce - ZMusic interface refactoring.
Use global functions instead of the class interface which exposed too many implementation details.
2020-01-06 01:30:43 +01:00
alexey.lysiuk
a5d3be2569 - fixed crash on exiting from IWAD selector
https://forum.zdoom.org/viewtopic.php?t=66073
2020-01-06 00:55:49 +01:00
Christoph Oelckers
191b958791 - the big cleanup of the exit cleanup is done!
atterm is gone and only a few system-side functions use atexit.
All game side cleanup is performed in D_DoomMain now.

# Conflicts:
#	src/CMakeLists.txt
#	src/atterm.cpp
#	src/atterm.h
#	src/d_main.cpp
#	src/dobjtype.cpp
#	src/g_mapinfo.cpp
#	src/g_statusbar/sbarinfo.cpp
#	src/gamedata/g_mapinfo.h
#	src/i_net.cpp
#	src/p_setup.cpp
#	src/posix/cocoa/i_video.mm
#	src/posix/sdl/hardware.cpp
#	src/posix/sdl/i_main.cpp
#	src/r_utility.cpp
#	src/rendering/v_video.cpp
#	src/sound/s_advsound.cpp
#	src/sound/s_sound.cpp
#	src/swrenderer/r_swcolormaps.cpp
#	src/win32/hardware.cpp
#	src/win32/i_input.cpp

# Conflicts:
#	src/CMakeLists.txt
#	src/i_net.cpp
#	src/posix/sdl/i_system.cpp
#	src/r_utility.cpp
#	src/win32/i_system.cpp
2020-01-05 23:57:44 +01:00
drfrag
5b31393b90 - Fixed compilation.
# Conflicts:
#	src/win32/st_start.cpp
2020-01-05 21:19:07 +01:00
Christoph Oelckers
ba071d7044 - eliminate a little bit of redundancy. 2020-01-05 21:04:12 +01:00
Christoph Oelckers
89d7330ba9 - cleanup of the sound init/exit code.
Now there is only one single entry point for both, instead of previously 2 entry and 4 exit points.
This also eliminates the explicit shutdown of ZMusic. Timidity++'s two buffers have been put in containers that self-destruct on shutdown and calling dumb_exit is not necessary because the only feature requiring it is not used by any code in the music library.
2020-01-05 21:04:09 +01:00
Christoph Oelckers
55831a264a - some reformatting on exit code, mainly to make searching for the content easier.
# Conflicts:
#	libraries/asmjit/asmjit/core/compiler.h
#	libraries/glslang/spirv/SpvBuilder.h
#	src/posix/sdl/hardware.cpp
#	src/rendering/v_video.cpp
#	src/win32/hardware.cpp
#	src/win32/i_main.cpp
2020-01-05 21:03:41 +01:00
drfrag
fce7af81af - Try to fix compilation on POSIX targets, i mean for real compilers thanks again to the broken VS preprocessor. 2020-01-05 19:44:18 +01:00
Christoph Oelckers
ed0e671281 - added missing return to the GENMIDI loader. 2020-01-05 14:39:14 +01:00
Christoph Oelckers
7bd8abc074 - fixed crash with non-looping music ending.
In this case it was the song terminating the stream, with the new setup the main music code has to do this itself.
2020-01-05 14:39:09 +01:00
Christoph Oelckers
1616bc93a7 - fixed compilation on Windows.
# Conflicts:
#	libraries/zmusic/musicformats/win32/i_cd.cpp

# Conflicts:
#	libraries/zmusic/musicformats/win32/i_cd.cpp
2020-01-05 14:39:08 +01:00