// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // The not so system specific sound interface. // //----------------------------------------------------------------------------- #ifndef __S_SOUND__ #define __S_SOUND__ #include "m_fixed.h" #include "tarray.h" class AActor; class FScanner; // // SoundFX struct. // struct sfxinfo_t { // Next field is for use by the system sound interface. // A non-null data means the sound has been loaded. void *data; FString name; // [RH] Sound name defined in SNDINFO int lumpnum; // lump number of sfx unsigned int next, index; // [RH] For hashing unsigned int frequency; // [RH] Preferred playback rate BYTE PitchMask; WORD bRandomHeader:1; WORD bPlayerReserve:1; WORD bForce11025:1; WORD bForce22050:1; WORD bLoadRAW:1; WORD bPlayerCompat:1; WORD b16bit:1; WORD bUsed:1; WORD bSingular:1; WORD bTentative:1; WORD link; enum { NO_LINK = 0xffff }; }; // the complete set of sound effects extern TArray S_sfx; // Information about one playing sound. struct FSoundChan { void *SysChannel;// Channel information from the system interface. FSoundChan *NextChan; // Next channel in this list. FSoundChan **PrevChan; // Previous channel in this list. AActor *Mover; // Used for velocity. fixed_t *Pt; // Origin of sound. sfxinfo_t *SfxInfo; // Sound information. fixed_t X,Y,Z; // Origin if Mover is NULL. int SoundID; // Sound ID of playing sound int OrgID; // Sound ID of sound used to start this channel float Volume; BYTE EntChannel; // Actor's sound channel. bool Loop; bool Is3D; bool ConstZ; }; FSoundChan *S_GetChannel(void *syschan); void S_ReturnChannel(FSoundChan *chan); void S_LinkChannel(FSoundChan *chan, FSoundChan **head); void S_UnlinkChannel(FSoundChan *chan); // Initializes sound stuff, including volume // Sets channels, SFX and music volume, // allocates channel buffer, sets S_sfx lookup. // void S_Init (); void S_InitData (); void S_Shutdown (); // Per level startup code. // Kills playing sounds at start of level and starts new music. // void S_Start (); // Called after a level is loaded. Ensures that most sounds are loaded. void S_PrecacheLevel (); // Loads a sound, including any random sounds it might reference. void S_CacheSound (sfxinfo_t *sfx); // Start sound for thing at void S_Sound (int channel, const char *name, float volume, int attenuation); void S_Sound (AActor *ent, int channel, const char *name, float volume, int attenuation); void S_Sound (fixed_t *pt, int channel, const char *name, float volume, int attenuation); void S_Sound (fixed_t x, fixed_t y, int channel, const char *name, float volume, int attenuation); void S_LoopedSound (AActor *ent, int channel, const char *name, float volume, int attenuation); void S_LoopedSound (fixed_t *pt, int channel, const char *name, float volume, int attenuation); void S_SoundID (int channel, int sfxid, float volume, int attenuation); void S_SoundID (AActor *ent, int channel, int sfxid, float volume, int attenuation); void S_SoundID (fixed_t *pt, int channel, int sfxid, float volume, int attenuation); void S_SoundID (fixed_t x, fixed_t y, fixed_t z, int channel, int sfxid, float volume, int attenuation); void S_LoopedSoundID (AActor *ent, int channel, int sfxid, float volume, int attenuation); void S_LoopedSoundID (fixed_t *pt, int channel, int sfxid, float volume, int attenuation); // sound channels // channel 0 never willingly overrides // other channels (1-7) always override a playing sound on that channel // // CHAN_AUTO searches down from channel 7 until it finds a channel not in use // CHAN_WEAPON is for weapons // CHAN_VOICE is for oof, sight, or other voice sounds // CHAN_ITEM is for small things and item pickup // CHAN_BODY is for generic body sounds // CHAN_PICKUP can optionally be set as a local sound only for "compatibility" #define CHAN_AUTO 0 #define CHAN_WEAPON 1 #define CHAN_VOICE 2 #define CHAN_ITEM 3 #define CHAN_BODY 4 // modifier flags #define CHAN_LISTENERZ 8 #define CHAN_IMMOBILE 16 #define CHAN_MAYBE_LOCAL 32 #define CHAN_NOPAUSE 64 // do not pause this sound in menus #define CHAN_PICKUP (CHAN_ITEM|CHAN_MAYBE_LOCAL) // sound attenuation values #define ATTN_NONE 0 // full volume the entire level #define ATTN_NORM 1 #define ATTN_IDLE 2 #define ATTN_STATIC 3 // diminish very rapidly with distance int S_PickReplacement (int refid); void S_CacheRandomSound (sfxinfo_t *sfx); // Checks if a copy of this sound is already playing. bool S_CheckSingular (int sound_id); // Stops a sound emanating from one of an entity's channels void S_StopSound (AActor *ent, int channel); void S_StopSound (fixed_t *pt, int channel); // Stop sound for all channels void S_StopAllChannels (void); // Is the sound playing on one of the entity's channels? bool S_GetSoundPlayingInfo (AActor *ent, int sound_id); bool S_GetSoundPlayingInfo (fixed_t *pt, int sound_id); bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id); // Moves all sounds from one mobj to another void S_RelinkSound (AActor *from, AActor *to); // Start music using bool S_StartMusic (const char *music_name); // Start music using , and set whether looping bool S_ChangeMusic (const char *music_name, int order=0, bool looping=true, bool force=false); // Start playing a cd track as music bool S_ChangeCDMusic (int track, unsigned int id=0, bool looping=true); void S_RestartMusic (); int S_GetMusic (char **name); // Stops the music for sure. void S_StopMusic (bool force); // Stop and resume music, during game PAUSE. void S_PauseSound (bool notmusic); void S_ResumeSound (); // // Updates music & sounds // void S_UpdateSounds (void *listener); // [RH] S_sfx "maintenance" routines void S_ParseSndInfo (); void S_ParseSndEax (); void S_UnloadSndEax (); void S_HashSounds (); int S_FindSound (const char *logicalname); int S_FindSoundNoHash (const char *logicalname); bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2); bool S_AreSoundsEquivalent (AActor *actor, const char *name1, const char *name2); int S_LookupPlayerSound (const char *playerclass, int gender, const char *logicalname); int S_LookupPlayerSound (const char *playerclass, int gender, int refid); int S_FindSkinnedSound (AActor *actor, const char *logicalname); int S_FindSkinnedSoundEx (AActor *actor, const char *logicalname, const char *extendedname); int S_FindSkinnedSound (AActor *actor, int refid); int S_FindSoundByLump (int lump); int S_AddSound (const char *logicalname, const char *lumpname, FScanner *sc=NULL); // Add sound by lumpname int S_AddSoundLump (const char *logicalname, int lump); // Add sound by lump index int S_AddPlayerSound (const char *playerclass, const int gender, int refid, const char *lumpname); int S_AddPlayerSound (const char *playerclass, const int gender, int refid, int lumpnum, bool fromskin=false); int S_AddPlayerSoundExisting (const char *playerclass, const int gender, int refid, int aliasto, bool fromskin=false); void S_ShrinkPlayerSoundLists (); // [RH] Prints sound debug info to the screen. // Modelled after Hexen's noise cheat. void S_NoiseDebug (); // For convenience, this structure matches FMOD_REVERB_PROPERTIES. // Since I can't very well #include system-specific stuff in the // main game files, I duplicate it here. struct REVERB_PROPERTIES { int Instance; int Environment; float EnvSize; float EnvDiffusion; int Room; int RoomHF; int RoomLF; float DecayTime; float DecayHFRatio; float DecayLFRatio; int Reflections; float ReflectionsDelay; float ReflectionsPan0; float ReflectionsPan1; float ReflectionsPan2; int Reverb; float ReverbDelay; float ReverbPan0; float ReverbPan1; float ReverbPan2; float EchoTime; float EchoDepth; float ModulationTime; float ModulationDepth; float AirAbsorptionHF; float HFReference; float LFReference; float RoomRolloffFactor; float Diffusion; float Density; unsigned int Flags; }; #define REVERB_FLAGS_DECAYTIMESCALE 0x00000001 #define REVERB_FLAGS_REFLECTIONSSCALE 0x00000002 #define REVERB_FLAGS_REFLECTIONSDELAYSCALE 0x00000004 #define REVERB_FLAGS_REVERBSCALE 0x00000008 #define REVERB_FLAGS_REVERBDELAYSCALE 0x00000010 #define REVERB_FLAGS_DECAYHFLIMIT 0x00000020 #define REVERB_FLAGS_ECHOTIMESCALE 0x00000040 #define REVERB_FLAGS_MODULATIONTIMESCALE 0x00000080 struct ReverbContainer { ReverbContainer *Next; const char *Name; WORD ID; bool Builtin; bool Modified; REVERB_PROPERTIES Properties; }; extern ReverbContainer *Environments; extern ReverbContainer *DefaultEnvironments[26]; class FArchive; FArchive &operator<< (FArchive &arc, ReverbContainer *&env); void S_SetEnvironment (const ReverbContainer *settings); ReverbContainer *S_FindEnvironment (const char *name); ReverbContainer *S_FindEnvironment (int id); void S_AddEnvironment (ReverbContainer *settings); typedef TMap MidiDeviceMap; extern MidiDeviceMap MidiDevices; #endif