/* ** s_advsound.cpp ** Routines for managing SNDINFO lumps and ambient sounds ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** 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. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #include "templates.h" #include "actor.h" #include "a_sharedglobal.h" #include "s_sound.h" #include "c_dispatch.h" #include "w_wad.h" #include "sc_man.h" #include "g_level.h" #include "cmdlib.h" #include "gi.h" #include "doomstat.h" #include "i_sound.h" #include "m_random.h" #include "d_netinf.h" #include "i_system.h" #include "d_player.h" #include "farchive.h" // MACROS ------------------------------------------------------------------ #define RANDOM 1 #define PERIODIC 2 #define CONTINUOUS 3 #define POSITIONAL 4 #define SURROUND 16 // TYPES ------------------------------------------------------------------- struct FRandomSoundList { FRandomSoundList() : Sounds(0), SfxHead(0), NumSounds(0) { } ~FRandomSoundList() { if (Sounds != NULL) { delete[] Sounds; Sounds = NULL; } } WORD *Sounds; // A list of sounds that can result for the following id WORD SfxHead; // The sound id used to reference this list WORD NumSounds; }; struct FPlayerClassLookup { FString Name; WORD ListIndex[3]; // indices into PlayerSounds (0xffff means empty) }; // Used to lookup a sound like "*grunt". This contains all player sounds for // a particular class and gender. class FPlayerSoundHashTable { public: FPlayerSoundHashTable(); FPlayerSoundHashTable(const FPlayerSoundHashTable &other); ~FPlayerSoundHashTable(); void AddSound (int player_sound_id, int sfx_id); int LookupSound (int player_sound_id); FPlayerSoundHashTable &operator= (const FPlayerSoundHashTable &other); void MarkUsed(); protected: struct Entry { Entry *Next; int PlayerSoundID; int SfxID; }; enum { NUM_BUCKETS = 23 }; Entry *Buckets[NUM_BUCKETS]; void Init (); void Free (); }; struct FAmbientSound { unsigned type; // type of ambient sound int periodmin; // # of tics between repeats int periodmax; // max # of tics for random ambients float volume; // relative volume of sound float attenuation; FSoundID sound; // Sound to play }; TMap Ambients; enum SICommands { SI_Ambient, SI_Random, SI_PlayerSound, SI_PlayerSoundDup, SI_PlayerCompat, SI_PlayerAlias, SI_Alias, SI_Limit, SI_Singular, SI_PitchShift, SI_PitchShiftRange, SI_Map, SI_Registered, SI_ArchivePath, SI_MusicVolume, SI_MidiDevice, SI_IfDoom, SI_IfHeretic, SI_IfHexen, SI_IfStrife, SI_Rolloff, SI_Volume, SI_MusicAlias, SI_EDFOverride, SI_Attenuation, }; // Blood was a cool game. If Monolith ever releases the source for it, // you can bet I'll port it. struct FBloodSFX { DWORD RelVol; // volume, 0-255 fixed_t Pitch; // pitch change fixed_t PitchRange; // range of random pitch DWORD Format; // format of audio 1=11025 5=22050 SDWORD LoopStart; // loop position (-1 means no looping) char RawName[9]; // name of RAW resource }; // music volume multipliers struct FMusicVolume { FMusicVolume *Next; float Volume; char MusicName[1]; }; // This is used to recreate the skin sounds after reloading SNDINFO due to a changed local one. struct FSavedPlayerSoundInfo { FName pclass; int gender; int refid; int lumpnum; bool alias; }; // This specifies whether Timidity or Windows playback is preferred for a certain song (only useful for Windows.) MusicAliasMap MusicAliases; MidiDeviceMap MidiDevices; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- extern bool IsFloat (const char *str); // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static int STACK_ARGS SortPlayerClasses (const void *a, const void *b); static int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref); static void S_SavePlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool alias); static void S_RestorePlayerSounds(); static int S_AddPlayerClass (const char *name); static int S_AddPlayerGender (int classnum, int gender); static int S_FindPlayerClass (const char *name); static int S_LookupPlayerSound (int classidx, int gender, FSoundID refid); static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, int &gender, int &refid); static void S_AddSNDINFO (int lumpnum); static void S_AddBloodSFX (int lumpnum); static void S_AddStrifeVoice (int lumpnum); static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc=NULL); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- extern int sfx_empty; // PUBLIC DATA DEFINITIONS ------------------------------------------------- TArray S_sfx (128); TMap HexenMusic; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static const char *SICommandStrings[] = { "$ambient", "$random", "$playersound", "$playersounddup", "$playercompat", "$playeralias", "$alias", "$limit", "$singular", "$pitchshift", "$pitchshiftrange", "$map", "$registered", "$archivepath", "$musicvolume", "$mididevice", "$ifdoom", "$ifheretic", "$ifhexen", "$ifstrife", "$rolloff", "$volume", "$musicalias", "$edfoverride", "$attenuation", NULL }; static TArray S_rnd; static FMusicVolume *MusicVolumes; static TArray SavedPlayerSounds; static int NumPlayerReserves; static bool PlayerClassesIsSorted; static TArray PlayerClassLookups; static TArray PlayerSounds; static FString DefPlayerClassName; static int DefPlayerClass; static BYTE CurrentPitchMask; static FRandom pr_randsound ("RandSound"); // CODE -------------------------------------------------------------------- //========================================================================== // // S_GetMusicVolume // // Gets the relative volume for the given music track //========================================================================== float S_GetMusicVolume (const char *music) { FMusicVolume *musvol = MusicVolumes; while (musvol != NULL) { if (!stricmp (music, musvol->MusicName)) { return musvol->Volume; } musvol = musvol->Next; } return 1.f; } //========================================================================== // // S_HashSounds // // Fills in the next and index fields of S_sfx to form a working hash table. //========================================================================== void S_HashSounds () { unsigned int i; unsigned int j; unsigned int size; S_sfx.ShrinkToFit (); size = S_sfx.Size (); // Mark all buckets as empty for (i = 0; i < size; i++) S_sfx[i].index = 0; // Now set up the chains for (i = 1; i < size; i++) { j = MakeKey (S_sfx[i].name) % size; S_sfx[i].next = S_sfx[j].index; S_sfx[j].index = i; } } //========================================================================== // // S_PickReplacement // // Picks a replacement sound from the associated random list. If this sound // is not the head of a random list, then the sound passed is returned. //========================================================================== int S_PickReplacement (int refid) { if (S_sfx[refid].bRandomHeader) { const FRandomSoundList *list = &S_rnd[S_sfx[refid].link]; return list->Sounds[pr_randsound() % list->NumSounds]; } return refid; } //========================================================================== // // S_GetSoundMSLength // // Returns duration of sound // //========================================================================== unsigned int S_GetMSLength(FSoundID sound) { if ((unsigned int)sound >= S_sfx.Size()) { return 0; } sfxinfo_t *sfx = &S_sfx[sound]; // Resolve player sounds, random sounds, and aliases if (sfx->link != sfxinfo_t::NO_LINK) { if (sfx->bPlayerReserve) { sfx = &S_sfx[S_FindSkinnedSound (NULL, sound)]; } else if (sfx->bRandomHeader) { // Hm... What should we do here? // Pick the longest or the shortest sound? // I think the longest one makes more sense. int length = 0; const FRandomSoundList *list = &S_rnd[sfx->link]; for (int i=0; i < list->NumSounds; i++) { // unfortunately we must load all sounds to find the longest one... :( int thislen = S_GetMSLength(list->Sounds[i]); if (thislen > length) length = thislen; } return length; } else { sfx = &S_sfx[sfx->link]; } } sfx = S_LoadSound(sfx); if (sfx != NULL) return GSnd->GetMSLength(sfx->data); else return 0; } //========================================================================== // // S_CacheRandomSound // // Loads all sounds a random sound might play. // //========================================================================== void S_CacheRandomSound (sfxinfo_t *sfx) { if (sfx->bRandomHeader) { const FRandomSoundList *list = &S_rnd[sfx->link]; for (int i = 0; i < list->NumSounds; ++i) { sfx = &S_sfx[list->Sounds[i]]; sfx->bUsed = true; S_CacheSound (&S_sfx[list->Sounds[i]]); } } } //========================================================================== // // S_FindSound // // Given a logical name, find the sound's index in S_sfx. //========================================================================== int S_FindSound (const char *logicalname) { int i; if (logicalname != NULL) { i = S_sfx[MakeKey (logicalname) % S_sfx.Size ()].index; while ((i != 0) && stricmp (S_sfx[i].name, logicalname)) i = S_sfx[i].next; return i; } else { return 0; } } //========================================================================== // // S_FindSoundNoHash // // Given a logical name, find the sound's index in S_sfx without // using the hash table. //========================================================================== int S_FindSoundNoHash (const char *logicalname) { unsigned int i; for (i = 1; i < S_sfx.Size (); i++) { if (stricmp (S_sfx[i].name, logicalname) == 0) { return i; } } return 0; } //========================================================================== // // S_FindSoundByLump // // Given a sound lump, find the sound's index in S_sfx. //========================================================================== int S_FindSoundByLump (int lump) { if (lump != -1) { unsigned int i; for (i = 1; i < S_sfx.Size (); i++) if (S_sfx[i].lumpnum == lump) return i; } return 0; } //========================================================================== // // S_AddSoundLump // // Adds a new sound mapping to S_sfx. //========================================================================== int S_AddSoundLump (const char *logicalname, int lump) { sfxinfo_t newsfx; newsfx.data.Clear(); newsfx.name = logicalname; newsfx.lumpnum = lump; newsfx.next = 0; newsfx.index = 0; newsfx.Volume = 1; newsfx.Attenuation = 1; newsfx.PitchMask = CurrentPitchMask; newsfx.NearLimit = 2; 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.RawRate = 0; newsfx.link = sfxinfo_t::NO_LINK; newsfx.Rolloff.RolloffType = ROLLOFF_Doom; newsfx.Rolloff.MinDistance = 0; newsfx.Rolloff.MaxDistance = 0; newsfx.LoopStart = -1; return (int)S_sfx.Push (newsfx); } //========================================================================== // // S_FindSoundTentative // // Given a logical name, find the sound's index in S_sfx without // using the hash table. If it does not exist, a new sound without // an associated lump is created. //========================================================================== int S_FindSoundTentative (const char *name) { int id = S_FindSoundNoHash (name); if (id == 0) { id = S_AddSoundLump (name, -1); S_sfx[id].bTentative = true; } return id; } //========================================================================== // // S_AddSound // // If logical name is already in S_sfx, updates it to use the new sound // lump. Otherwise, adds the new mapping by using S_AddSoundLump(). //========================================================================== int S_AddSound (const char *logicalname, const char *lumpname, FScanner *sc) { int lump = Wads.CheckNumForFullName (lumpname, true, ns_sounds); return S_AddSound (logicalname, lump); } static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc) { int sfxid; sfxid = S_FindSoundNoHash (logicalname); if (sfxid > 0) { // If the sound has already been defined, change the old definition sfxinfo_t *sfx = &S_sfx[sfxid]; if (sfx->bPlayerReserve) { if (sc != NULL) { sc->ScriptError ("Sounds that are reserved for players cannot be reassigned"); } else { I_Error ("Sounds that are reserved for players cannot be reassigned"); } } // Redefining a player compatibility sound will redefine the target instead. if (sfx->bPlayerCompat) { sfx = &S_sfx[sfx->link]; } if (sfx->bRandomHeader) { FRandomSoundList *rnd = &S_rnd[sfx->link]; delete[] rnd->Sounds; rnd->Sounds = NULL; rnd->NumSounds = 0; rnd->SfxHead = 0; } sfx->lumpnum = lumpnum; sfx->bRandomHeader = false; sfx->link = sfxinfo_t::NO_LINK; sfx->bTentative = false; if (sfx->NearLimit == -1) { sfx->NearLimit = 2; sfx->LimitRange = 256*256; } //sfx->PitchMask = CurrentPitchMask; } else { // Otherwise, create a new definition. sfxid = S_AddSoundLump (logicalname, lumpnum); } return sfxid; } //========================================================================== // // S_AddPlayerSound // // Adds the given sound lump to the player sound lists. //========================================================================== int S_AddPlayerSound (const char *pclass, int gender, int refid, const char *lumpname) { int lump=-1; if (lumpname) { lump = Wads.CheckNumForFullName (lumpname, true, ns_sounds); } return S_AddPlayerSound (pclass, gender, refid, lump); } int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool fromskin) { FString fakename; int id; fakename = pclass; fakename += '"'; fakename += '0' + gender; fakename += '"'; fakename += S_sfx[refid].name; id = S_AddSoundLump (fakename, lumpnum); int classnum = S_AddPlayerClass (pclass); int soundlist = S_AddPlayerGender (classnum, gender); PlayerSounds[soundlist].AddSound (S_sfx[refid].link, id); if (fromskin) S_SavePlayerSound(pclass, gender, refid, lumpnum, false); return id; } //========================================================================== // // S_AddPlayerSoundExisting // // Adds the player sound as an alias to an existing sound. //========================================================================== int S_AddPlayerSoundExisting (const char *pclass, int gender, int refid, int aliasto, bool fromskin) { int classnum = S_AddPlayerClass (pclass); int soundlist = S_AddPlayerGender (classnum, gender); PlayerSounds[soundlist].AddSound (S_sfx[refid].link, aliasto); if (fromskin) S_SavePlayerSound(pclass, gender, refid, aliasto, true); return aliasto; } //========================================================================== // // S_DupPlayerSound // // Adds a player sound that uses the same sound as an existing player sound. //========================================================================== int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref) { int aliasto = S_LookupPlayerSound (pclass, gender, aliasref); return S_AddPlayerSoundExisting (pclass, gender, refid, aliasto); } //========================================================================== // // FPlayerSoundHashTable constructor // //========================================================================== FPlayerSoundHashTable::FPlayerSoundHashTable () { Init(); } //========================================================================== // // FPlayerSoundHashTable copy constructor // //========================================================================== FPlayerSoundHashTable::FPlayerSoundHashTable (const FPlayerSoundHashTable &other) { Init(); *this = other; } //========================================================================== // // FPlayerSoundHashTable destructor // //========================================================================== FPlayerSoundHashTable::~FPlayerSoundHashTable () { Free (); } //========================================================================== // // FPlayerSoundHashTable :: Init // //========================================================================== void FPlayerSoundHashTable::Init () { for (int i = 0; i < NUM_BUCKETS; ++i) { Buckets[i] = NULL; } } //========================================================================== // // FPlayerSoundHashTable :: Free // //========================================================================== void FPlayerSoundHashTable::Free () { for (int i = 0; i < NUM_BUCKETS; ++i) { Entry *entry, *next; for (entry = Buckets[i]; entry != NULL; ) { next = entry->Next; delete entry; entry = next; } Buckets[i] = NULL; } } //========================================================================== // // FPlayerSoundHashTable :: operator= // //========================================================================== FPlayerSoundHashTable &FPlayerSoundHashTable::operator= (const FPlayerSoundHashTable &other) { Free (); for (int i = 0; i < NUM_BUCKETS; ++i) { Entry *entry; for (entry = other.Buckets[i]; entry != NULL; entry = entry->Next) { AddSound (entry->PlayerSoundID, entry->SfxID); } } return *this; } //========================================================================== // // FPlayerSoundHashTable :: AddSound // //========================================================================== void FPlayerSoundHashTable::AddSound (int player_sound_id, int sfx_id) { Entry *entry; unsigned bucket_num = (unsigned)player_sound_id % NUM_BUCKETS; // See if the entry exists already. for (entry = Buckets[bucket_num]; entry != NULL && entry->PlayerSoundID != player_sound_id; entry = entry->Next) { } if (entry != NULL) { // If the player sound is already present, redefine it. entry->SfxID = sfx_id; } else { // Otherwise, add it to the start of its bucket. entry = new Entry; entry->Next = Buckets[bucket_num]; entry->PlayerSoundID = player_sound_id; entry->SfxID = sfx_id; Buckets[bucket_num] = entry; } } //========================================================================== // // FPlayerSoundHashTable :: LookupSound // //========================================================================== int FPlayerSoundHashTable::LookupSound (int player_sound_id) { Entry *entry; unsigned bucket_num = (unsigned)player_sound_id % NUM_BUCKETS; // See if the entry exists already. for (entry = Buckets[bucket_num]; entry != NULL && entry->PlayerSoundID != player_sound_id; entry = entry->Next) { } return entry != NULL ? entry->SfxID : 0; } //========================================================================== // // FPlayerSoundHashTable :: Mark // // Marks all sounds defined for this class/gender as used. // //========================================================================== void FPlayerSoundHashTable::MarkUsed() { for (size_t i = 0; i < NUM_BUCKETS; ++i) { for (Entry *probe = Buckets[i]; probe != NULL; probe = probe->Next) { S_sfx[probe->SfxID].bUsed = true; } } } //========================================================================== // // S_ClearSoundData // // clears all sound tables // When we want to allow level specific SNDINFO lumps this has to // be cleared for each level //========================================================================== static void S_ClearSoundData() { unsigned int i; S_StopAllChannels(); for (i = 0; i < S_sfx.Size(); ++i) { S_UnloadSound(&S_sfx[i]); } S_sfx.Clear(); Ambients.Clear(); while (MusicVolumes != NULL) { FMusicVolume *me = MusicVolumes; MusicVolumes = me->Next; M_Free(me); } S_rnd.Clear(); NumPlayerReserves = 0; PlayerClassesIsSorted = false; PlayerClassLookups.Clear(); PlayerSounds.Clear(); DefPlayerClass = 0; DefPlayerClassName = ""; MusicAliases.Clear(); MidiDevices.Clear(); HexenMusic.Clear(); } //========================================================================== // // S_ParseSndInfo // // Parses all loaded SNDINFO lumps. // Also registers Blood SFX files and Strife's voices. //========================================================================== void S_ParseSndInfo (bool redefine) { int lump; if (!redefine) SavedPlayerSounds.Clear(); // clear skin sounds only for initial parsing. atterm (S_ClearSoundData); S_ClearSoundData(); // remove old sound data first! CurrentPitchMask = 0; S_AddSound ("{ no sound }", "DSEMPTY"); // Sound 0 is no sound at all for (lump = 0; lump < Wads.GetNumLumps(); ++lump) { switch (Wads.GetLumpNamespace (lump)) { case ns_global: if (Wads.CheckLumpName (lump, "SNDINFO")) { S_AddSNDINFO (lump); } break; case ns_bloodsfx: S_AddBloodSFX (lump); break; case ns_strifevoices: S_AddStrifeVoice (lump); break; } } S_RestorePlayerSounds(); S_HashSounds (); S_sfx.ShrinkToFit (); if (S_rnd.Size() > 0) { S_rnd.ShrinkToFit (); } S_ShrinkPlayerSoundLists (); sfx_empty = Wads.CheckNumForName ("dsempty", ns_sounds); } //========================================================================== // // Adds a level specific SNDINFO lump // //========================================================================== void S_AddLocalSndInfo(int lump) { S_AddSNDINFO(lump); S_HashSounds (); S_sfx.ShrinkToFit (); if (S_rnd.Size() > 0) { S_rnd.ShrinkToFit (); } S_ShrinkPlayerSoundLists (); } //========================================================================== // // S_AddSNDINFO // // Reads a SNDINFO and does what it says. // //========================================================================== static void S_AddSNDINFO (int lump) { bool skipToEndIf; TArray list; FScanner sc(lump); skipToEndIf = false; while (sc.GetString ()) { if (skipToEndIf) { if (sc.Compare ("$endif")) { skipToEndIf = false; } continue; } if (sc.String[0] == '$') { // Got a command switch (sc.MatchString (SICommandStrings)) { case SI_Ambient: { // $ambient [point [atten] | surround | [world]] // | periodic > // FAmbientSound *ambient; sc.MustGetNumber (); ambient = &Ambients[sc.Number]; ambient->type = 0; ambient->periodmin = 0; ambient->periodmax = 0; ambient->volume = 0; ambient->attenuation = 0; ambient->sound = 0; sc.MustGetString (); ambient->sound = FSoundID(S_FindSoundTentative(sc.String)); ambient->attenuation = 0; sc.MustGetString (); if (sc.Compare ("point")) { float attenuation; ambient->type = POSITIONAL; sc.MustGetString (); if (IsFloat (sc.String)) { attenuation = (float)atof (sc.String); sc.MustGetString (); if (attenuation > 0) { ambient->attenuation = attenuation; } else { ambient->attenuation = 1; } } else { ambient->attenuation = 1; } } else if (sc.Compare ("surround")) { ambient->type = SURROUND; sc.MustGetString (); ambient->attenuation = -1; } else { // World is an optional keyword if (sc.Compare ("world")) { sc.MustGetString (); } } if (sc.Compare ("continuous")) { ambient->type |= CONTINUOUS; } else if (sc.Compare ("random")) { ambient->type |= RANDOM; sc.MustGetFloat (); ambient->periodmin = (int)(sc.Float * TICRATE); sc.MustGetFloat (); ambient->periodmax = (int)(sc.Float * TICRATE); } else if (sc.Compare ("periodic")) { ambient->type |= PERIODIC; sc.MustGetFloat (); ambient->periodmin = (int)(sc.Float * TICRATE); } else { Printf ("Unknown ambient type (%s)\n", sc.String); } sc.MustGetFloat (); ambient->volume = (float)sc.Float; if (ambient->volume > 1) ambient->volume = 1; else if (ambient->volume < 0) ambient->volume = 0; } break; case SI_Map: { // Hexen-style $MAP command int mapnum; sc.MustGetNumber(); mapnum = sc.Number; sc.MustGetString(); if (mapnum != 0) { HexenMusic[mapnum] = sc.String; } } break; case SI_Registered: // I don't think Hexen even pays attention to the $registered command. case SI_EDFOverride: break; case SI_ArchivePath: sc.MustGetString (); // Unused for now break; case SI_PlayerSound: { // $playersound FString pclass; int gender, refid, sfxnum; S_ParsePlayerSoundCommon (sc, pclass, gender, refid); sfxnum = S_AddPlayerSound (pclass, gender, refid, sc.String); if (0 == stricmp(sc.String, "dsempty")) { S_sfx[sfxnum].bPlayerSilent = true; } } break; case SI_PlayerSoundDup: { // $playersounddup FString pclass; int gender, refid, targid; S_ParsePlayerSoundCommon (sc, pclass, gender, refid); targid = S_FindSoundNoHash (sc.String); if (!S_sfx[targid].bPlayerReserve) { sc.ScriptError ("%s is not a player sound", sc.String); } S_DupPlayerSound (pclass, gender, refid, targid); } break; case SI_PlayerCompat: { // $playercompat FString pclass; int gender, refid; int sfxfrom, aliasto; S_ParsePlayerSoundCommon (sc, pclass, gender, refid); sfxfrom = S_AddSound (sc.String, -1, &sc); aliasto = S_LookupPlayerSound (pclass, gender, refid); S_sfx[sfxfrom].link = aliasto; S_sfx[sfxfrom].bPlayerCompat = true; } break; case SI_PlayerAlias: { // $playeralias FString pclass; int gender, refid; int soundnum; S_ParsePlayerSoundCommon (sc, pclass, gender, refid); soundnum = S_FindSoundTentative (sc.String); S_AddPlayerSoundExisting (pclass, gender, refid, soundnum); } break; case SI_Alias: { // $alias int sfxfrom; sc.MustGetString (); sfxfrom = S_AddSound (sc.String, -1, &sc); sc.MustGetString (); if (S_sfx[sfxfrom].bPlayerCompat) { sfxfrom = S_sfx[sfxfrom].link; } S_sfx[sfxfrom].link = S_FindSoundTentative (sc.String); S_sfx[sfxfrom].NearLimit = -1; // Aliases must use the original sound's limit. } break; case SI_Limit: { // $limit [] int sfx; sc.MustGetString (); sfx = S_FindSoundTentative (sc.String); sc.MustGetNumber (); S_sfx[sfx].NearLimit = MIN(MAX(sc.Number, 0), 255); if (sc.CheckFloat()) { S_sfx[sfx].LimitRange = float(sc.Float * sc.Float); } } break; case SI_Singular: { // $singular int sfx; sc.MustGetString (); sfx = S_FindSoundTentative (sc.String); S_sfx[sfx].bSingular = true; } break; case SI_PitchShift: { // $pitchshift int sfx; sc.MustGetString (); sfx = S_FindSoundTentative (sc.String); sc.MustGetNumber (); S_sfx[sfx].PitchMask = (1 << clamp (sc.Number, 0, 7)) - 1; } break; case SI_PitchShiftRange: // $pitchshiftrange sc.MustGetNumber (); CurrentPitchMask = (1 << clamp (sc.Number, 0, 7)) - 1; break; case SI_Volume: { // $volume int sfx; sc.MustGetString(); sfx = S_FindSoundTentative(sc.String); sc.MustGetFloat(); S_sfx[sfx].Volume = (float)sc.Float; } break; case SI_Attenuation: { // $attenuation int sfx; sc.MustGetString(); sfx = S_FindSoundTentative(sc.String); sc.MustGetFloat(); S_sfx[sfx].Attenuation = (float)sc.Float; } break; case SI_Rolloff: { // $rolloff *| [linear|log|custom] // Using * for the name makes it the default for sounds that don't specify otherwise. FRolloffInfo *rolloff; int type; int sfx; sc.MustGetString(); if (sc.Compare("*")) { sfx = -1; rolloff = &S_Rolloff; } else { sfx = S_FindSoundTentative(sc.String); rolloff = &S_sfx[sfx].Rolloff; } type = ROLLOFF_Doom; if (!sc.CheckFloat()) { sc.MustGetString(); if (sc.Compare("linear")) { rolloff->RolloffType = ROLLOFF_Linear; } else if (sc.Compare("log")) { rolloff->RolloffType = ROLLOFF_Log; } else if (sc.Compare("custom")) { rolloff->RolloffType = ROLLOFF_Custom; } else { sc.ScriptError("Unknown rolloff type '%s'", sc.String); } sc.MustGetFloat(); } rolloff->MinDistance = (float)sc.Float; sc.MustGetFloat(); rolloff->MaxDistance = (float)sc.Float; break; } case SI_Random: { // $random { ... } FRandomSoundList random; list.Clear (); sc.MustGetString (); random.SfxHead = S_AddSound (sc.String, -1, &sc); sc.MustGetStringName ("{"); while (sc.GetString () && !sc.Compare ("}")) { WORD sfxto = S_FindSoundTentative (sc.String); if (sfxto == random.SfxHead) { Printf("Definition of random sound '%s' refers to itself recursively.", sc.String); continue; } list.Push (sfxto); } if (list.Size() == 1) { // Only one sound: treat as $alias S_sfx[random.SfxHead].link = list[0]; S_sfx[random.SfxHead].NearLimit = -1; } else if (list.Size() > 1) { // Only add non-empty random lists random.NumSounds = (WORD)list.Size(); S_sfx[random.SfxHead].link = (WORD)S_rnd.Push (random); S_sfx[random.SfxHead].bRandomHeader = true; S_rnd[S_sfx[random.SfxHead].link].Sounds = new WORD[random.NumSounds]; memcpy (S_rnd[S_sfx[random.SfxHead].link].Sounds, &list[0], sizeof(WORD)*random.NumSounds); S_sfx[random.SfxHead].NearLimit = -1; } } break; case SI_MusicVolume: { sc.MustGetString(); FString musname (sc.String); sc.MustGetFloat(); FMusicVolume *mv = (FMusicVolume *)M_Malloc (sizeof(*mv) + musname.Len()); mv->Volume = (float)sc.Float; strcpy (mv->MusicName, musname); mv->Next = MusicVolumes; MusicVolumes = mv; } break; case SI_MusicAlias: { sc.MustGetString(); int lump = Wads.CheckNumForName(sc.String, ns_music); if (lump >= 0) { // do not set the alias if a later WAD defines its own music of this name int file = Wads.GetLumpFile(lump); int sndifile = Wads.GetLumpFile(sc.LumpNum); if (file > sndifile) { sc.MustGetString(); continue; } } FName alias = sc.String; sc.MustGetString(); FName mapped = sc.String; // only set the alias if the lump it maps to exists. if (mapped == NAME_None || Wads.CheckNumForName(sc.String, ns_music) >= 0) { MusicAliases[alias] = mapped; } } break; case SI_MidiDevice: { sc.MustGetString(); FName nm = sc.String; sc.MustGetString(); if (sc.Compare("timidity")) MidiDevices[nm] = MDEV_TIMIDITY; else if (sc.Compare("fmod")) MidiDevices[nm] = MDEV_FMOD; else if (sc.Compare("standard")) MidiDevices[nm] = MDEV_MMAPI; else if (sc.Compare("opl")) MidiDevices[nm] = MDEV_OPL; else if (sc.Compare("default")) MidiDevices[nm] = MDEV_DEFAULT; else if (sc.Compare("fluidsynth")) MidiDevices[nm] = MDEV_FLUIDSYNTH; else if (sc.Compare("gus")) MidiDevices[nm] = MDEV_GUS; else sc.ScriptError("Unknown MIDI device %s\n", sc.String); } break; case SI_IfDoom: //also Chex case SI_IfStrife: case SI_IfHeretic: case SI_IfHexen: skipToEndIf = !CheckGame(sc.String+3, true); break; } } else { // Got a logical sound mapping FString name (sc.String); sc.MustGetString (); S_AddSound (name, sc.String, &sc); } } } //========================================================================== // // S_AddBloodSFX // // Registers a new sound with the name ".sfx" // Actual sound data is searched for in the ns_bloodraw namespace. // //========================================================================== static void S_AddBloodSFX (int lumpnum) { FMemLump sfxlump = Wads.ReadLump(lumpnum); const FBloodSFX *sfx = (FBloodSFX *)sfxlump.GetMem(); int rawlump = Wads.CheckNumForName(sfx->RawName, ns_bloodraw); int sfxnum; if (rawlump != -1) { const char *name = Wads.GetLumpFullName(lumpnum); sfxnum = S_AddSound(name, rawlump); if (sfx->Format < 5 || sfx->Format > 12) { // [0..4] + invalid formats S_sfx[sfxnum].RawRate = 11025; } else if (sfx->Format < 9) { // [5..8] S_sfx[sfxnum].RawRate = 22050; } else { // [9..12] S_sfx[sfxnum].RawRate = 44100; } S_sfx[sfxnum].bLoadRAW = true; S_sfx[sfxnum].LoopStart = LittleLong(sfx->LoopStart); // Make an ambient sound out of it, whether it has a loop point // defined or not. (Because none of the standard Blood ambient // sounds are explicitly defined as looping.) FAmbientSound *ambient = &Ambients[Wads.GetLumpIndexNum(lumpnum)]; ambient->type = CONTINUOUS; ambient->periodmin = 0; ambient->periodmax = 0; ambient->volume = 1; ambient->attenuation = 1; ambient->sound = FSoundID(sfxnum); } } //========================================================================== // // S_AddStrifeVoice // // Registers a new sound with the name "svox/" // //========================================================================== static void S_AddStrifeVoice (int lumpnum) { char name[16] = "svox/"; Wads.GetLumpName (name+5, lumpnum); S_AddSound (name, lumpnum); } //========================================================================== // // S_ParsePlayerSoundCommon // // Parses the common part of playersound commands in SNDINFO // (player class, gender, and ref id) //========================================================================== static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, int &gender, int &refid) { sc.MustGetString (); pclass = sc.String; sc.MustGetString (); gender = D_GenderToInt (sc.String); sc.MustGetString (); refid = S_FindSoundNoHash (sc.String); if (refid != 0 && !S_sfx[refid].bPlayerReserve && !S_sfx[refid].bTentative) { sc.ScriptError ("%s has already been used for a non-player sound.", sc.String); } if (refid == 0) { refid = S_AddSound (sc.String, -1, &sc); S_sfx[refid].bTentative = true; } if (S_sfx[refid].bTentative) { S_sfx[refid].link = NumPlayerReserves++; S_sfx[refid].bTentative = false; S_sfx[refid].bPlayerReserve = true; } sc.MustGetString (); } //========================================================================== // // S_AddPlayerClass // // Adds the new player sound class if it doesn't exist. If it does, then // the existing class is returned. //========================================================================== static int S_AddPlayerClass (const char *name) { int cnum = S_FindPlayerClass (name); if (cnum == -1) { FPlayerClassLookup lookup; lookup.Name = name; lookup.ListIndex[2] = lookup.ListIndex[1] = lookup.ListIndex[0] = 0xffff; cnum = (int)PlayerClassLookups.Push (lookup); PlayerClassesIsSorted = false; // The default player class is the first one added if (DefPlayerClassName.IsEmpty()) { DefPlayerClassName = lookup.Name; DefPlayerClass = cnum; } } return cnum; } //========================================================================== // // S_FindPlayerClass // // Finds the given player class. Returns -1 if not found. //========================================================================== static int S_FindPlayerClass (const char *name) { if (!PlayerClassesIsSorted) { unsigned int i; for (i = 0; i < PlayerClassLookups.Size(); ++i) { if (stricmp (name, PlayerClassLookups[i].Name) == 0) { return (int)i; } } } else { int min = 0; int max = (int)(PlayerClassLookups.Size() - 1); while (min <= max) { int mid = (min + max) / 2; int lexx = stricmp (PlayerClassLookups[mid].Name, name); if (lexx == 0) { return mid; } else if (lexx < 0) { min = mid + 1; } else { max = mid - 1; } } } return -1; } //========================================================================== // // S_AddPlayerGender // // Adds a list of sounds for the given class and gender or just returns // an existing list if one is present. //========================================================================== static int S_AddPlayerGender (int classnum, int gender) { unsigned int index; index = PlayerClassLookups[classnum].ListIndex[gender]; if (index == 0xffff) { index = PlayerSounds.Reserve (1); PlayerClassLookups[classnum].ListIndex[gender] = (WORD)index; } return index; } //========================================================================== // // S_ShrinkPlayerSoundLists // // Shrinks the arrays used by the player sounds to be just large enough // and also sorts the PlayerClassLookups array. //========================================================================== void S_ShrinkPlayerSoundLists () { PlayerSounds.ShrinkToFit (); PlayerClassLookups.ShrinkToFit (); qsort (&PlayerClassLookups[0], PlayerClassLookups.Size(), sizeof(FPlayerClassLookup), SortPlayerClasses); PlayerClassesIsSorted = true; DefPlayerClass = S_FindPlayerClass (DefPlayerClassName); } static int STACK_ARGS SortPlayerClasses (const void *a, const void *b) { return stricmp (((const FPlayerClassLookup *)a)->Name, ((const FPlayerClassLookup *)b)->Name); } //========================================================================== // // S_LookupPlayerSound // // Returns the sound for the given player class, gender, and sound name. //========================================================================== int S_LookupPlayerSound (const char *pclass, int gender, const char *name) { int refid = S_FindSound (name); if (refid != 0) { refid = S_LookupPlayerSound (pclass, gender, refid); } return refid; } int S_LookupPlayerSound (const char *pclass, int gender, FSoundID refid) { if (!S_sfx[refid].bPlayerReserve) { // Not a player sound, so just return this sound return refid; } return S_LookupPlayerSound (S_FindPlayerClass (pclass), gender, refid); } static int S_LookupPlayerSound (int classidx, int gender, FSoundID refid) { int ingender = gender; if (classidx == -1) { classidx = DefPlayerClass; } int listidx = PlayerClassLookups[classidx].ListIndex[gender]; if (listidx == 0xffff) { int g; for (g = 0; g < 3 && listidx == 0xffff; ++g) { listidx = PlayerClassLookups[classidx].ListIndex[g]; } if (g == 3) { // No sounds defined at all for this class (can this happen?) if (classidx != DefPlayerClass) { return S_LookupPlayerSound (DefPlayerClass, gender, refid); } return 0; } gender = g; } int sndnum = PlayerSounds[listidx].LookupSound (S_sfx[refid].link); // If we're not done parsing SNDINFO yet, assume that the target sound is valid if (PlayerClassesIsSorted && (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))) { // This sound is unavailable. if (ingender != 0) { // Try "male" return S_LookupPlayerSound (classidx, 0, refid); } if (classidx != DefPlayerClass) { // Try the default class. return S_LookupPlayerSound (DefPlayerClass, gender, refid); } } return sndnum; } //========================================================================== // // S_SavePlayerSound / S_RestorePlayerSounds // // Restores all skin-based player sounds after changing the local SNDINFO // which forces a reload of the global one as well // //========================================================================== static void S_SavePlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool alias) { FSavedPlayerSoundInfo spi; spi.pclass = pclass; spi.gender = gender; spi.refid = refid; spi.lumpnum = lumpnum; spi.alias = alias; SavedPlayerSounds.Push(spi); } static void S_RestorePlayerSounds() { for(unsigned int i = 0; i < SavedPlayerSounds.Size(); i++) { FSavedPlayerSoundInfo * spi = &SavedPlayerSounds[i]; if (spi->alias) { S_AddPlayerSoundExisting(spi->pclass, spi->gender, spi->refid, spi->lumpnum); } else { S_AddPlayerSound(spi->pclass, spi->gender, spi->refid, spi->lumpnum); } } } //========================================================================== // // S_AreSoundsEquivalent // // Returns true if two sounds are essentially the same thing //========================================================================== bool S_AreSoundsEquivalent (AActor *actor, const char *name1, const char *name2) { return S_AreSoundsEquivalent (actor, S_FindSound (name1), S_FindSound (name2)); } bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2) { sfxinfo_t *sfx; if (id1 == id2) { return true; } if (id1 == 0 || id2 == 0) { return false; } // Dereference aliases, but not random or player sounds while ((sfx = &S_sfx[id1])->link != sfxinfo_t::NO_LINK) { if (sfx->bPlayerReserve) { id1 = S_FindSkinnedSound (actor, id1); } else if (sfx->bRandomHeader) { break; } else { id1 = sfx->link; } } while ((sfx = &S_sfx[id2])->link != sfxinfo_t::NO_LINK) { if (sfx->bPlayerReserve) { id2 = S_FindSkinnedSound (actor, id2); } else if (sfx->bRandomHeader) { break; } else { id2 = sfx->link; } } return id1 == id2; } //========================================================================== // // S_FindSkinnedSound // // Calls S_LookupPlayerSound, deducing the class and gender from actor. //========================================================================== int S_FindSkinnedSound (AActor *actor, FSoundID refid) { const char *pclass; int gender = GENDER_MALE; if (actor != NULL && actor->IsKindOf(RUNTIME_CLASS(APlayerPawn))) { pclass = static_cast(actor)->GetSoundClass (); if (actor->player != NULL) gender = actor->player->userinfo.GetGender(); } else { pclass = gameinfo.gametype == GAME_Hexen? "fighter" : "player"; } return S_LookupPlayerSound (pclass, gender, refid); } //========================================================================== // // S_FindSkinnedSoundEx // // Tries looking for both "name-extendedname" and "name" in that order. //========================================================================== int S_FindSkinnedSoundEx (AActor *actor, const char *name, const char *extendedname) { FString fullname; FSoundID id; // Look for "name-extendedname"; fullname = name; fullname += '-'; fullname += extendedname; id = fullname; if (id == 0) { // Look for "name" id = name; } return S_FindSkinnedSound (actor, id); } //========================================================================== // // S_ParseTimeTag // // Passed the value of a loop point tag, converts it to numbers. // // This may be of the form 00:00:00.00 (HH:MM:SS.ss) to specify by play // time. Various parts may be left off. The only requirement is that it // contain a colon. e.g. To start the loop at 20 seconds in, you can use // ":20", "0:20", "00:00:20", ":20.0", etc. Values after the decimal are // fractions of a second. // // If you don't include a colon but just have a raw number, then it's // the number of PCM samples at which to loop. // // Returns true if the tag made sense, false if not. // //========================================================================== bool S_ParseTimeTag(const char *tag, bool *as_samples, unsigned int *time) { const char *bit = tag; char ms[3] = { 0 }; unsigned int times[3] = { 0 }; int ms_pos = 0, time_pos = 0; bool pcm = true, in_ms = false; for (bit = tag; *bit != '\0'; ++bit) { if (*bit >= '0' && *bit <= '9') { if (in_ms) { // Ignore anything past three fractional digits. if (ms_pos < 3) { ms[ms_pos++] = *bit - '0'; } } else { times[time_pos] = times[time_pos] * 10 + *bit - '0'; } } else if (*bit == ':') { if (in_ms) { // If we already specified milliseconds, we can't take any more parts. return false; } pcm = false; if (++time_pos == countof(times)) { // Time too long. (Seriously, starting the loop days in?) return false; } } else if (*bit == '.') { if (pcm || in_ms) { // It doesn't make sense to have fractional PCM values. // It also doesn't make sense to have more than one dot. return false; } in_ms = true; } else { // Anything else: We don't understand this. return false; } } if (pcm) { *as_samples = true; *time = times[0]; } else { unsigned int mytime = 0; // Add in hours, minutes, and seconds for (int i = 0; i <= time_pos; ++i) { mytime = mytime * 60 + times[i]; } // Add in milliseconds mytime = mytime * 1000 + ms[0] * 100 + ms[1] * 10 + ms[2]; *as_samples = false; *time = mytime; } return true; } //========================================================================== // // sfxinfo_t :: MarkUsed // // Marks this sound for precaching. // //========================================================================== void sfxinfo_t::MarkUsed() { bUsed = true; } //========================================================================== // // S_MarkPlayerSounds // // Marks all sounds from a particular player class for precaching. // //========================================================================== void S_MarkPlayerSounds (const char *playerclass) { int classidx = S_FindPlayerClass(playerclass); if (classidx < 0) { classidx = DefPlayerClass; } for (int g = 0; g < 3; ++g) { int listidx = PlayerClassLookups[classidx].ListIndex[0]; if (listidx != 0xffff) { PlayerSounds[listidx].MarkUsed(); } } } //========================================================================== // // CCMD soundlist // //========================================================================== CCMD (soundlist) { char lumpname[9]; unsigned int i; lumpname[8] = 0; for (i = 0; i < S_sfx.Size (); i++) { const sfxinfo_t *sfx = &S_sfx[i]; if (sfx->bRandomHeader) { Printf ("%3d. %s -> #%d {", i, sfx->name.GetChars(), sfx->link); const FRandomSoundList *list = &S_rnd[sfx->link]; for (size_t j = 0; j < list->NumSounds; ++j) { Printf (" %s ", S_sfx[list->Sounds[j]].name.GetChars()); } Printf ("}\n"); } else if (sfx->bPlayerReserve) { Printf ("%3d. %s <>\n", i, sfx->name.GetChars(), sfx->link); } else if (S_sfx[i].lumpnum != -1) { Wads.GetLumpName (lumpname, sfx->lumpnum); Printf ("%3d. %s (%s)\n", i, sfx->name.GetChars(), lumpname); } else if (S_sfx[i].link != sfxinfo_t::NO_LINK) { Printf ("%3d. %s -> %s\n", i, sfx->name.GetChars(), S_sfx[sfx->link].name.GetChars()); } else { Printf ("%3d. %s **not present**\n", i, sfx->name.GetChars()); } } } //========================================================================== // // CCMD soundlinks // //========================================================================== CCMD (soundlinks) { unsigned int i; for (i = 0; i < S_sfx.Size (); i++) { const sfxinfo_t *sfx = &S_sfx[i]; if (sfx->link != sfxinfo_t::NO_LINK && !sfx->bRandomHeader && !sfx->bPlayerReserve) { Printf ("%s -> %s\n", sfx->name.GetChars(), S_sfx[sfx->link].name.GetChars()); } } } //========================================================================== // // CCMD playersounds // //========================================================================== CCMD (playersounds) { const char *reserveNames[256]; unsigned int i; int j, k, l; // Find names for the player sounds memset (reserveNames, 0, sizeof(reserveNames)); for (i = j = 0; j < NumPlayerReserves && i < S_sfx.Size(); ++i) { if (S_sfx[i].bPlayerReserve) { ++j; reserveNames[S_sfx[i].link] = S_sfx[i].name; } } for (i = 0; i < PlayerClassLookups.Size(); ++i) { for (j = 0; j < 3; ++j) { if ((l = PlayerClassLookups[i].ListIndex[j]) != 0xffff) { Printf ("\n%s, %s:\n", PlayerClassLookups[i].Name.GetChars(), GenderNames[j]); for (k = 0; k < NumPlayerReserves; ++k) { Printf (" %-16s%s\n", reserveNames[k], S_sfx[PlayerSounds[l].LookupSound (k)].name.GetChars()); } } } } } // AAmbientSound implementation --------------------------------------------- class AAmbientSound : public AActor { DECLARE_CLASS (AAmbientSound, AActor) public: void Serialize (FArchive &arc); void MarkPrecacheSounds () const; void BeginPlay (); void Tick (); void Activate (AActor *activator); void Deactivate (AActor *activator); protected: bool bActive; private: void SetTicker (struct FAmbientSound *ambient); int NextCheck; }; IMPLEMENT_CLASS (AAmbientSound) //========================================================================== // // AmbientSound :: Serialize // //========================================================================== void AAmbientSound::Serialize (FArchive &arc) { Super::Serialize (arc); arc << bActive << NextCheck; } //========================================================================== // // AmbientSound :: MarkPrecacheSounds // //========================================================================== void AAmbientSound::MarkPrecacheSounds() const { Super::MarkPrecacheSounds(); FAmbientSound *ambient = Ambients.CheckKey(args[0]); if (ambient != NULL) { ambient->sound.MarkUsed(); } } //========================================================================== // // AmbientSound :: Tick // //========================================================================== void AAmbientSound::Tick () { Super::Tick (); if (!bActive || level.maptime < NextCheck) return; FAmbientSound *ambient; int loop = 0; ambient = Ambients.CheckKey(args[0]); if (ambient == NULL) { return; } if ((ambient->type & CONTINUOUS) == CONTINUOUS) { loop = CHAN_LOOP; } if (ambient->sound != 0) { // The second argument scales the ambient sound's volume. // 0 and 100 are normal volume. The maximum volume level // possible is always 1. float volscale = args[1] == 0 ? 1 : args[1] / 100.f; float usevol = clamp(ambient->volume * volscale, 0.f, 1.f); // The third argument is the minimum distance for audible fading, and // the fourth argument is the maximum distance for audibility. Setting // either of these to 0 or setting min distance > max distance will // use the standard rolloff. if ((args[2] | args[3]) == 0 || args[2] > args[3]) { S_Sound(this, CHAN_BODY | loop, ambient->sound, usevol, ambient->attenuation); } else { float min = float(args[2]), max = float(args[3]); // The fifth argument acts as a scalar for the preceding two, if it's non-zero. if (args[4] > 0) { min *= args[4]; max *= args[4]; } S_SoundMinMaxDist(this, CHAN_BODY | loop, ambient->sound, usevol, min, max); } if (!loop) { SetTicker (ambient); } else { NextCheck = INT_MAX; } } else { Destroy (); } } //========================================================================== // // AmbientSound :: SetTicker // //========================================================================== void AAmbientSound::SetTicker (struct FAmbientSound *ambient) { if ((ambient->type & CONTINUOUS) == CONTINUOUS) { NextCheck += 1; } else if (ambient->type & RANDOM) { NextCheck += (int)(((float)rand() / (float)RAND_MAX) * (float)(ambient->periodmax - ambient->periodmin)) + ambient->periodmin; } else { NextCheck += ambient->periodmin; } } //========================================================================== // // AmbientSound :: BeginPlay // //========================================================================== void AAmbientSound::BeginPlay () { Super::BeginPlay (); Activate (NULL); } //========================================================================== // // AmbientSound :: Activate // // Starts playing a sound (or does nothing if the sound is already playing). // //========================================================================== void AAmbientSound::Activate (AActor *activator) { Super::Activate (activator); FAmbientSound *amb = Ambients.CheckKey(args[0]); if (amb == NULL) { Destroy (); return; } if (!bActive) { if ((amb->type & 3) == 0 && amb->periodmin == 0) { int sndnum = S_FindSound(amb->sound); if (sndnum == 0) { Destroy (); return; } amb->periodmin = Scale(S_GetMSLength(sndnum), TICRATE, 1000); } NextCheck = level.maptime; if (amb->type & (RANDOM|PERIODIC)) SetTicker (amb); bActive = true; } } //========================================================================== // // AmbientSound :: Deactivate // // Stops playing CONTINUOUS sounds immediately. Also prevents further // occurrences of repeated sounds. // //========================================================================== void AAmbientSound::Deactivate (AActor *activator) { Super::Deactivate (activator); if (bActive) { bActive = false; FAmbientSound *ambient = Ambients.CheckKey(args[0]); if (ambient != NULL && (ambient->type & CONTINUOUS) == CONTINUOUS) { S_StopSound (this, CHAN_BODY); } } } //========================================================================== // // S_ParseMusInfo // Parses MUSINFO lump. // //========================================================================== void S_ParseMusInfo() { int lastlump = 0, lump; while ((lump = Wads.FindLump ("MUSINFO", &lastlump)) != -1) { FScanner sc(lump); while (sc.GetString()) { level_info_t *map = FindLevelInfo(sc.String); if (map == NULL) { // Don't abort for invalid maps sc.ScriptMessage("Unknown map '%s'", sc.String); } while (sc.CheckNumber()) { int index = sc.Number; sc.MustGetString(); if (index > 0) { FName music = sc.String; if (map != NULL) { map->MusicMap[index] = music; } } } } } } //========================================================================== // // Music changer. Uses the sector action class to do its job // //========================================================================== class AMusicChanger : public ASectorAction { DECLARE_CLASS (AMusicChanger, ASectorAction) public: virtual bool DoTriggerAction (AActor *triggerer, int activationType); virtual void Tick(); virtual void PostBeginPlay(); }; IMPLEMENT_CLASS(AMusicChanger) bool AMusicChanger::DoTriggerAction (AActor *triggerer, int activationType) { if (activationType & SECSPAC_Enter) { if (args[0] == 0 || level.info->MusicMap.CheckKey(args[0])) { level.nextmusic = args[0]; reactiontime = 30; } } return Super::DoTriggerAction (triggerer, activationType); } void AMusicChanger::Tick() { Super::Tick(); if (reactiontime > -1 && --reactiontime == 0) { // Is it our music that's queued for being played? if (level.nextmusic == args[0]) { if (args[0] != 0) { FName *music = level.info->MusicMap.CheckKey(args[0]); if (music != NULL) { S_ChangeMusic(music->GetChars(), args[1]); } } else { S_ChangeMusic("*"); } } } } void AMusicChanger::PostBeginPlay() { // The music changer should consider itself activated if the player // spawns in its sector as well as if it enters the sector during a P_TryMove. Super::PostBeginPlay(); if (players[consoleplayer].mo && players[consoleplayer].mo->Sector == this->Sector) { TriggerAction(players[consoleplayer].mo, SECSPAC_Enter); } }