gzdoom-gles/src/s_sound.cpp
Randy Heit 5859aa7194 - Fixed: Information added with addkeysection and addmenukey was never freed.
- Fixed: A classic decorate FakeInventory's PickupText was never freed.
- Fixed: Colored lights were never freed.
- Fixed: When a dehacked patch was applied, the dehacked StateMap was never
  freed.
- Removed termdone checks around atterm(S_ClearSoundData) and
  atterm(S_Shutdown) because atterm() already checks for duplicates.
- Fixed: S_ClearSoundData() should unload all sounds before it clears S_sfx.
- Fixed: AltSoundRenderer::LoadSound() didn't check if the sound had already
  been loaded and lost the old sound data if it had been.
- Fixed: FinishDehPatch() needlessly duplicated the new DehackedPickup's name.
- Fixed: PatchStrings() allocated a private string and never freed it.


SVN r183 (trunk)
2006-06-11 01:06:19 +00:00

1978 lines
46 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: s_sound.c,v 1.3 1998/01/05 16:26:08 pekangas Exp $
//
// 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: none
// Dolby Pro Logic code by Gavino.
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include <stdlib.h>
#ifdef _WIN32
#include <io.h>
#endif
#include <fcntl.h>
#include "m_alloc.h"
#include "i_system.h"
#include "i_sound.h"
#include "i_music.h"
#include "i_cd.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "s_playlist.h"
#include "c_dispatch.h"
#include "m_random.h"
#include "w_wad.h"
#include "doomdef.h"
#include "p_local.h"
#include "doomstat.h"
#include "cmdlib.h"
#include "v_video.h"
#include "v_text.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
#include "vectors.h"
#include "gi.h"
#include "templates.h"
#include "zstring.h"
// MACROS ------------------------------------------------------------------
#ifdef NeXT
// NeXT doesn't need a binary flag in open call
#define O_BINARY 0
#endif
#ifndef O_BINARY
#define O_BINARY 0
#endif
#define SELECT_ATTEN(a) ((a)==ATTN_NONE ? 0 : (a)==ATTN_SURROUND ? -1 : \
(a)==ATTN_STATIC ? 3 : 1)
#ifndef FIXED2FLOAT
#define FIXED2FLOAT(f) (((float)(f))/(float)65536)
#endif
#define PRIORITY_MAX_ADJUST 10
#define DIST_ADJUST (MAX_SND_DIST/PRIORITY_MAX_ADJUST)
#define NORM_PITCH 128
#define NORM_PRIORITY 64
#define NORM_SEP 128
#define NONE_SEP -2
#define S_PITCH_PERTURB 1
#define S_STEREO_SWING (96<<FRACBITS)
/* Sound curve parameters for Doom */
// Maximum sound distance
const int S_CLIPPING_DIST = 1200;
// Sounds closer than this to the listener are maxed out.
// Originally: 200.
const int S_CLOSE_DIST = 160;
const int S_ATTENUATOR = S_CLIPPING_DIST - S_CLOSE_DIST;
// TYPES -------------------------------------------------------------------
typedef struct
{
AActor *mover; // Used for velocity
fixed_t *pt; // origin of sound
fixed_t x,y,z; // Origin if pt is NULL
sfxinfo_t* sfxinfo; // sound information (if null, channel avail.)
long handle; // handle of the sound being played
int sound_id; // sound id of playing sound
int org_id; // sound id of sound used to start this channel
int entchannel; // entity's sound channel
int basepriority;
float attenuation;
float volume;
int pitch;
int priority;
bool loop;
bool is3d;
bool constz;
int time; // time when sound started playing
} channel_t;
struct MusPlayingInfo
{
FString name;
void *handle;
int baseorder;
bool loop;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern float S_GetMusicVolume (const char *music);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static fixed_t P_AproxDistance2 (fixed_t *listener, fixed_t x, fixed_t y);
static void S_StopChannel (int cnum);
static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
int sound_id, float volume, float attenuation, BOOL looping);
static void S_ActivatePlayList (bool goBack);
static void CalcPosVel (fixed_t *pt, AActor *mover, int constz, float pos[3],
float vel[3]);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
int MAX_SND_DIST;
static channel_t *Channel; // the set of channels available
static bool SoundPaused; // whether sound effects are paused
static bool MusicPaused; // whether music is paused
static MusPlayingInfo mus_playing; // music currently being played
static FString LastSong; // last music that was played
static byte *SoundCurve;
static int nextcleanup;
static FPlayList *PlayList;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// [RH] Hacks for pitch variance
int sfx_sawup, sfx_sawidl, sfx_sawful, sfx_sawhit;
int sfx_itemup, sfx_tink;
int sfx_empty;
int numChannels;
CVAR (Bool, snd_surround, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // [RH] Use surround sounds?
FBoolCVar noisedebug ("noise", false, 0); // [RH] Print sound debugging info?
CVAR (Int, snd_channels, 12, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // number of channels available
CVAR (Bool, snd_matrix, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_flipstereo, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// CODE --------------------------------------------------------------------
//==========================================================================
//
// P_AproxDistance2
//
//==========================================================================
static fixed_t P_AproxDistance2 (fixed_t *listener, fixed_t x, fixed_t y)
{
// calculate the distance to sound origin
// and clip it if necessary
if (listener)
{
fixed_t adx = abs (listener[0] - x);
fixed_t ady = abs (listener[1] - y);
// From _GG1_ p.428. Appox. eucledian distance fast.
return adx + ady - ((adx < ady ? adx : ady)>>1);
}
else
return 0;
}
static fixed_t P_AproxDistance2 (AActor *listener, fixed_t x, fixed_t y)
{
return listener ? P_AproxDistance2 (&listener->x, x, y) : 0;
}
//==========================================================================
//
// S_NoiseDebug
//
// [RH] Print sound debug info. Called by status bar.
//==========================================================================
void S_NoiseDebug (void)
{
fixed_t ox, oy;
int i, y, color;
y = 32 * CleanYfac;
screen->DrawText (CR_YELLOW, 0, y, "*** SOUND DEBUG INFO ***", TAG_DONE);
y += 8;
screen->DrawText (CR_GOLD, 0, y, "name", TAG_DONE);
screen->DrawText (CR_GOLD, 70, y, "x", TAG_DONE);
screen->DrawText (CR_GOLD, 120, y, "y", TAG_DONE);
screen->DrawText (CR_GOLD, 170, y, "vol", TAG_DONE);
screen->DrawText (CR_GOLD, 200, y, "pri", TAG_DONE);
screen->DrawText (CR_GOLD, 240, y, "dist", TAG_DONE);
screen->DrawText (CR_GOLD, 280, y, "chan", TAG_DONE);
y += 8;
for (i = 0; i < numChannels && y < SCREENHEIGHT - 16; i++, y += 8)
{
if (Channel[i].sfxinfo)
{
char temp[16];
fixed_t *origin = Channel[i].pt;
if (Channel[i].attenuation <= 0)
{
ox = players[consoleplayer].camera->x;
oy = players[consoleplayer].camera->y;
}
else if (origin)
{
ox = origin[0];
oy = origin[1];
}
else
{
ox = Channel[i].x;
oy = Channel[i].y;
}
color = Channel[i].loop ? CR_BROWN : CR_GREY;
Wads.GetLumpName (temp, Channel[i].sfxinfo->lumpnum);
temp[8] = 0;
screen->DrawText (color, 0, y, temp, TAG_DONE);
sprintf (temp, "%ld", ox / FRACUNIT);
screen->DrawText (color, 70, y, temp, TAG_DONE);
sprintf (temp, "%ld", oy / FRACUNIT);
screen->DrawText (color, 120, y, temp, TAG_DONE);
sprintf (temp, "%g", Channel[i].volume);
screen->DrawText (color, 170, y, temp, TAG_DONE);
sprintf (temp, "%d", Channel[i].priority);
screen->DrawText (color, 200, y, temp, TAG_DONE);
sprintf (temp, "%ld", P_AproxDistance2 (players[consoleplayer].camera, ox, oy) / FRACUNIT);
screen->DrawText (color, 240, y, temp, TAG_DONE);
sprintf (temp, "%d", Channel[i].entchannel);
screen->DrawText (color, 280, y, temp, TAG_DONE);
}
else
{
screen->DrawText (CR_GREY, 0, y, "------", TAG_DONE);
}
}
BorderNeedRefresh = screen->GetPageCount ();
}
static FString LastLocalSndInfo;
static FString LastLocalSndSeq;
void S_AddLocalSndInfo(int lump);
//==========================================================================
//
// S_Init
//
// Initializes sound stuff, including volume. Sets channels, SFX and
// music volume, allocates channel buffer, and sets S_sfx lookup.
//==========================================================================
void S_Init ()
{
int i;
int curvelump;
Printf ("S_Init\n");
atterm (S_Shutdown);
// remove old data (S_Init can be called multiple times!)
LastLocalSndInfo = LastLocalSndSeq = "";
if (SoundCurve) delete [] SoundCurve;
// Heretic and Hexen have sound curve lookup tables. Doom does not.
curvelump = Wads.CheckNumForName ("SNDCURVE");
if (curvelump >= 0)
{
MAX_SND_DIST = Wads.LumpLength (curvelump);
SoundCurve = new BYTE[MAX_SND_DIST];
Wads.ReadLump (curvelump, SoundCurve);
// The maximum value in a SNDCURVE lump is 127, so scale it to
// fit our sound system's volume levels.
for (i = 0; i < S_CLIPPING_DIST; ++i)
{
SoundCurve[i] = SoundCurve[i] * 255 / 127;
}
}
else
{
MAX_SND_DIST = S_CLIPPING_DIST;
SoundCurve = new BYTE[S_CLIPPING_DIST];
for (i = 0; i < S_CLIPPING_DIST; ++i)
{
SoundCurve[i] = MIN (255, (S_CLIPPING_DIST - i) * 255 / S_ATTENUATOR);
}
}
// [RH] Read in sound sequences
S_ParseSndSeq (-1);
// Allocating the virtual channels
numChannels = GSnd ? GSnd->SetChannels (snd_channels) : 0;
if (Channel != NULL)
{
delete[] Channel;
}
Channel = new channel_t[numChannels];
// Free all channels for use
for (i = 0; i < numChannels; i++)
{
Channel[i].pt = NULL;
Channel[i].handle = 0;
Channel[i].sound_id = -1;
Channel[i].priority = 0;
Channel[i].sfxinfo = 0;
}
// no sounds are playing, and they are not paused
MusicPaused = false;
SoundPaused = false;
// Note that sounds have not been cached (yet).
// for (i=1; (size_t)i < S_sfx.Size (); i++)
// S_sfx[i].usefulness = -1;
}
//==========================================================================
//
// S_Shutdown
//
//==========================================================================
void S_Shutdown ()
{
if (Channel != NULL)
{
delete[] Channel;
Channel = NULL;
numChannels = 0;
}
if (SoundCurve != NULL)
{
delete[] SoundCurve;
SoundCurve = NULL;
}
if (PlayList != NULL)
{
delete PlayList;
PlayList = NULL;
}
}
//==========================================================================
//
// S_Start
//
// Per level startup code. Kills playing sounds at start of level
// and starts new music.
//==========================================================================
void S_Start ()
{
int cnum;
if (GSnd)
{
// kill all playing sounds at start of level (trust me - a good idea)
for (cnum = 0; cnum < numChannels; cnum++)
{
if (Channel[cnum].sfxinfo)
{
S_StopChannel (cnum);
}
}
// Check for local sound definitions. Only reload if they differ
// from the previous ones.
// To be certain better check whether level is valid!
char * LocalSndInfo= level.info? level.info->soundinfo : (char*)"";
char * LocalSndSeq = level.info? level.info->sndseq : (char*)"";
bool parse_ss=false;
// This level uses a different local SNDINFO
if (LastLocalSndInfo.CompareNoCase(LocalSndInfo) != 0 || !level.info)
{
// First delete the old sound list
for(unsigned i=1;i<S_sfx.Size();i++)
{
GSnd->UnloadSound(&S_sfx[i]);
}
// Parse the global SNDINFO
S_ParseSndInfo();
if (*LocalSndInfo)
{
// Now parse the local SNDINFO
int j = Wads.CheckNumForName(LocalSndInfo);
if (j>=0) S_AddLocalSndInfo(j);
}
// Also reload the SNDSEQ if the SNDINFO was replaced!
parse_ss=true;
}
else if (LastLocalSndSeq.CompareNoCase(LocalSndSeq) != 0)
{
parse_ss=true;
}
if (parse_ss)
{
S_ParseSndSeq(*LocalSndSeq? Wads.CheckNumForName(LocalSndSeq) : -1);
}
else
LastLocalSndInfo = LocalSndInfo;
LastLocalSndSeq = LocalSndSeq;
}
// start new music for the level
MusicPaused = false;
SoundPaused = false;
// [RH] This is a lot simpler now.
if (!savegamerestore)
{
if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
S_ChangeMusic (level.music, level.musicorder);
}
nextcleanup = 15;
}
//==========================================================================
//
// S_PrecacheLevel
//
// Like R_PrecacheLevel, but for sounds.
//
//==========================================================================
void S_PrecacheLevel ()
{
unsigned int i;
if (GSnd)
{
for (i = 0; i < S_sfx.Size(); ++i)
{
S_sfx[i].bUsed = false;
}
AActor *actor;
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) != NULL )
{
S_sfx[actor->SeeSound].bUsed = true;
S_sfx[actor->AttackSound].bUsed = true;
S_sfx[actor->PainSound].bUsed = true;
S_sfx[actor->DeathSound].bUsed = true;
S_sfx[actor->ActiveSound].bUsed = true;
S_sfx[actor->UseSound].bUsed = true;
}
for (i = 1; i < S_sfx.Size(); ++i)
{
if (S_sfx[i].bUsed)
{
S_CacheSound (&S_sfx[i]);
}
}
for (i = 1; i < S_sfx.Size(); ++i)
{
if (!S_sfx[i].bUsed && S_sfx[i].link == sfxinfo_t::NO_LINK)
{
GSnd->UnloadSound (&S_sfx[i]);
}
}
}
}
//==========================================================================
//
// S_CacheSound
//
//==========================================================================
void S_CacheSound (sfxinfo_t *sfx)
{
if (GSnd)
{
if (sfx->bPlayerReserve)
{
return;
}
else if (sfx->bRandomHeader)
{
S_CacheRandomSound (sfx);
}
else
{
while (sfx->link != sfxinfo_t::NO_LINK)
{
sfx = &S_sfx[sfx->link];
}
sfx->bUsed = true;
GSnd->LoadSound (sfx);
}
}
}
// [RH] Split S_StartSoundAtVolume into multiple parts so that sounds can
// be specified both by id and by name. Also borrowed some stuff from
// Hexen and parameters from Quake.
//==========================================================================
//
// CalcPosVel
//
// Calculates a sounds position and velocity for 3D sounds.
//=========================================================================
void CalcPosVel (fixed_t *pt, AActor *mover, int constz,
float pos[3], float vel[3])
{
if (mover != NULL && 0)
{
vel[0] = FIXED2FLOAT(mover->momx) * TICRATE;
vel[1] = FIXED2FLOAT(mover->momz) * TICRATE;
vel[2] = FIXED2FLOAT(mover->momy) * TICRATE;
}
else
{
vel[0] = vel[1] = vel[2] = 0.f;
}
pos[0] = FIXED2FLOAT (pt[0]);
pos[2] = FIXED2FLOAT (pt[1]);
if (constz)
{
pos[1] = FIXED2FLOAT(players[consoleplayer].camera->z);
vel[1] = 0.f;
}
else
{
pos[1] = FIXED2FLOAT(pt[2]);
}
}
//==========================================================================
//
// S_StartSound
//
// 0 attenuation means full volume over whole level
// -1 attenuation means full volume in surround over whole level
// 0<attenuation<=1 means to scale the distance by that amount when
// calculating volume
//==========================================================================
static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
int sound_id, float volume, float attenuation, bool looping)
{
sfxinfo_t *sfx;
int dist, vol;
int i;
int chanflags;
int basepriority, priority;
int sep;
int org_id;
fixed_t x, y, z;
angle_t angle;
static int sndcount = 0;
int chan;
if (sound_id <= 0 || volume <= 0 || GSnd == NULL)
return;
org_id = sound_id;
if (pt == NULL)
{
if (attenuation > 0)
attenuation = 0;
// Give these variables values, although they don't really matter
x = y = z = 0;
}
else
{
x = pt[0];
y = pt[1];
z = pt[2];
}
chanflags = channel & ~7;
if (chanflags & CHAN_IMMOBILE)
{
pt = NULL;
}
if (i_compatflags & COMPATF_MAGICSILENCE)
{ // For people who just can't play without a silent BFG.
channel = 1;
}
else
{
if ((channel & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
{
if (mover != 0 && mover != players[consoleplayer].camera)
{
return;
}
}
channel &= 7;
}
if (volume > 1)
volume = 1;
if (attenuation == 0)
{
sep = NONE_SEP;
dist = 0;
}
else if (attenuation < 0)
{
sep = snd_surround ? -1 : NONE_SEP;
dist = 0;
}
else
{
// calculate the distance before other stuff so we can throw out
// sounds that are beyond the hearing range.
dist = (int)(FIXED2FLOAT
(P_AproxDistance2 (players[consoleplayer].camera, x, y))
* attenuation);
if (dist >= MAX_SND_DIST)
{
return; // sound is beyond the hearing range...
}
else if (dist < 0)
{
dist = 0;
}
sep = -3; // Calculate separation later on
}
sfx = &S_sfx[sound_id];
// Resolve player sounds, random sounds, and aliases
while (sfx->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
{
sound_id = S_FindSkinnedSound (mover, sound_id);
}
else if (sfx->bRandomHeader)
{
sound_id = S_PickReplacement (sound_id);
}
else
{
sound_id = sfx->link;
}
sfx = &S_sfx[sound_id];
}
if (!sfx->data)
{
GSnd->LoadSound (sfx);
if (sfx->link != sfxinfo_t::NO_LINK)
{
sfx = &S_sfx[sfx->link];
}
}
if (sfx->lumpnum == sfx_empty)
{
basepriority = -1000;
return;
}
else if (attenuation <= 0)
{
basepriority = 200;
}
else
{
switch (channel)
{
case CHAN_WEAPON:
basepriority = 100;
break;
case CHAN_VOICE:
basepriority = 75;
break;
default:
case CHAN_BODY:
basepriority = 50;
break;
case CHAN_ITEM:
basepriority = 25;
break;
}
if (attenuation == 1)
basepriority += 50;
if (dist == 0)
basepriority += 30;
}
priority = basepriority * (PRIORITY_MAX_ADJUST - (dist/DIST_ADJUST));
if (pt != NULL && !S_StopSoundID (sound_id, priority, sfx->MaxChannels, sfx->bSingular, x, y))
return; // other sounds have greater priority
if (pt)
{
for (i = 0; i < numChannels; i++)
{
if (Channel[i].sfxinfo &&
pt == Channel[i].pt &&
Channel[i].entchannel == channel)
{
break;
}
}
if (i < numChannels && channel != CHAN_AUTO)
{
S_StopChannel (i);
}
else if (channel == CHAN_AUTO)
{
int chansused[8], freechan;
memset (chansused, 0, sizeof(chansused));
freechan = numChannels;
for (i = 0; i < numChannels; i++)
{
if (!Channel[i].sfxinfo)
{
freechan = i;
}
else if (pt == Channel[i].pt)
{
chansused[Channel[i].entchannel] = 1;
}
}
for (i = 7; i >= 0; i--)
{
if (!chansused[i])
break;
}
if (i < 0)
return; // entity has no free channels
channel = i;
i = freechan;
}
}
else
{
i = numChannels;
}
if (i >= numChannels)
{
for (i = 0; i < numChannels; i++)
{
if (Channel[i].sfxinfo == NULL)
{
break;
}
}
if (i >= numChannels)
{
// look for a lower priority sound to replace.
sndcount++;
if (sndcount >= numChannels)
sndcount = 0;
for (chan = 0; chan < numChannels; chan++)
{
i = (sndcount + chan) % numChannels;
if (priority > Channel[i].priority)
{
chan = -1; //denote that sound should be replaced.
break;
}
}
if (chan != -1)
{
return; // no free channels.
}
else
{
// replace the lower priority sound.
S_StopChannel (i);
}
}
}
vol = (int)(SoundCurve[dist]*volume);
if (sep == -3)
{
AActor *listener = players[consoleplayer].camera;
if (listener == NULL)
{
sep = NONE_SEP;
}
else if (dist == 0)
{
sep = NORM_SEP;
}
else
{
angle = R_PointToAngle2 (listener->x, listener->y, x, y);
if (angle > listener->angle)
angle = angle - listener->angle;
else
angle = angle + (ANGLE_MAX - listener->angle);
angle >>= ANGLETOFINESHIFT;
sep = NORM_SEP - (FixedMul (S_STEREO_SWING, finesine[angle])>>FRACBITS);
if (snd_flipstereo)
{
sep = 255-sep;
}
if (snd_matrix)
{
int rearsep = NORM_SEP -
(FixedMul (S_STEREO_SWING, finecosine[angle])>>FRACBITS);
if (rearsep > 128)
{
sep = -1;
attenuation = -1;
}
}
}
}
// vary the sfx pitches
if (sfx->PitchMask != 0)
{
Channel[i].pitch = NORM_PITCH-(M_Random()&sfx->PitchMask)+(M_Random()&sfx->PitchMask);
}
else
{
Channel[i].pitch = NORM_PITCH;
}
if (GSnd->Sound3D && attenuation > 0)
{
float pos[3];
float vel[3];
if (pt)
{
CalcPosVel (pt, mover, chanflags & CHAN_LISTENERZ, pos, vel);
}
else
{
fixed_t pt2[3];
pt2[0] = x;
pt2[1] = y;
pt2[2] = z;
CalcPosVel (pt2, mover, chanflags & CHAN_LISTENERZ, pos, vel);
}
Channel[i].handle = GSnd->StartSound3D (sfx, volume, Channel[i].pitch, i, looping, pos, vel, !(chanflags & CHAN_NOPAUSE));
Channel[i].is3d = true;
Channel[i].constz = !!(chanflags & CHAN_LISTENERZ);
}
else
{
Channel[i].handle = GSnd->StartSound (sfx, vol, sep, Channel[i].pitch, i, looping, !(chanflags & CHAN_NOPAUSE));
Channel[i].is3d = false;
Channel[i].constz = true;
}
Channel[i].sound_id = sound_id;
Channel[i].org_id = org_id;
Channel[i].mover = mover;
Channel[i].pt = pt ? pt : &Channel[i].x;
Channel[i].sfxinfo = sfx;
Channel[i].priority = priority;
Channel[i].basepriority = basepriority;
Channel[i].entchannel = channel;
Channel[i].attenuation = attenuation;
Channel[i].volume = volume;
Channel[i].x = x;
Channel[i].y = y;
Channel[i].z = z;
Channel[i].loop = looping ? true : false;
Channel[i].time = gametic;
// if (sfx->usefulness < 0)
// sfx->usefulness = 1;
// else
// sfx->usefulness++;
}
//==========================================================================
//
// S_SoundID
//
//==========================================================================
void S_SoundID (int channel, int sound_id, float volume, int attenuation)
{
S_StartSound ((fixed_t *)NULL, NULL, channel, sound_id, volume, SELECT_ATTEN(attenuation), false);
}
void S_SoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation)
{
if (ent->Sector->MoreFlags & SECF_SILENT)
return;
S_StartSound (&ent->x, ent, channel, sound_id, volume, SELECT_ATTEN(attenuation), false);
}
void S_SoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation)
{
S_StartSound (pt, NULL, channel, sound_id, volume, SELECT_ATTEN(attenuation), false);
}
void S_SoundID (fixed_t x, fixed_t y, fixed_t z, int channel, int sound_id, float volume, int attenuation)
{
fixed_t pt[3];
pt[0] = x;
pt[1] = y;
pt[2] = z;
S_StartSound (pt, NULL, channel|CHAN_IMMOBILE, sound_id, volume, SELECT_ATTEN(attenuation), false);
}
//==========================================================================
//
// S_LoopedSoundID
//
//==========================================================================
void S_LoopedSoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation)
{
if (ent->Sector->MoreFlags & SECF_SILENT)
return;
S_StartSound (&ent->x, ent, channel, sound_id, volume, SELECT_ATTEN(attenuation), true);
}
void S_LoopedSoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation)
{
S_StartSound (pt, NULL, channel, sound_id, volume, SELECT_ATTEN(attenuation), true);
}
//==========================================================================
//
// S_StartNamedSound
//
//==========================================================================
void S_StartNamedSound (AActor *ent, fixed_t *pt, int channel,
const char *name, float volume, float attenuation, bool looping)
{
int sfx_id;
if (name == NULL ||
(ent != NULL && ent->Sector->MoreFlags & SECF_SILENT))
{
return;
}
sfx_id = S_FindSound (name);
if (sfx_id == 0)
DPrintf ("Unknown sound %s\n", name);
if (ent)
S_StartSound (&ent->x, ent, channel, sfx_id, volume, attenuation, looping);
else
S_StartSound (pt, NULL, channel, sfx_id, volume, attenuation, looping);
}
//==========================================================================
//
// S_Sound
//
//==========================================================================
void S_Sound (int channel, const char *name, float volume, int attenuation)
{
S_StartNamedSound ((AActor *)NULL, NULL, channel, name, volume, SELECT_ATTEN(attenuation), false);
}
void S_Sound (AActor *ent, int channel, const char *name, float volume, int attenuation)
{
S_StartNamedSound (ent, NULL, channel, name, volume, SELECT_ATTEN(attenuation), false);
}
void S_Sound (fixed_t *pt, int channel, const char *name, float volume, int attenuation)
{
S_StartNamedSound (NULL, pt, channel, name, volume, SELECT_ATTEN(attenuation), false);
}
void S_Sound (fixed_t x, fixed_t y, int channel, const char *name, float volume, int attenuation)
{
fixed_t pt[3];
pt[0] = x;
pt[1] = y;
S_StartNamedSound (NULL, pt, channel|CHAN_LISTENERZ|CHAN_IMMOBILE,
name, volume, SELECT_ATTEN(attenuation), false);
}
//==========================================================================
//
// S_LoopedSound
//
//==========================================================================
void S_LoopedSound (AActor *ent, int channel, const char *name, float volume, int attenuation)
{
S_StartNamedSound (ent, NULL, channel, name, volume, SELECT_ATTEN(attenuation), true);
}
//==========================================================================
//
// S_StopSoundID
//
// from Hexen (albeit, modified a bit)
// Stops more than <limit> copies of the sound from playing at once.
//==========================================================================
BOOL S_StopSoundID (int sound_id, int priority, int limit, bool singular, fixed_t x, fixed_t y)
{
int i;
int lp; //least priority
int found;
if (limit <= 0)
{
return true;
}
lp = -1;
found = 0;
for (i = 0; i < numChannels; i++)
{
if (Channel[i].sound_id == sound_id)
{
if (singular)
{
// This sound is already playing, so don't start it again.
return false;
}
if (Channel[i].sfxinfo &&
P_AproxDistance (Channel[i].pt[0] - x, Channel[i].pt[1] - y) < 256*FRACUNIT)
{
found++; //found one. Now, should we replace it??
if (priority > Channel[i].priority)
{ // if we're gonna kill one, then this'll be it
lp = i;
priority = Channel[i].priority;
}
}
}
}
if (found < limit)
{
return true;
}
if (lp == -1)
{
return false; // don't replace any sounds
}
if (Channel[lp].handle)
{
S_StopChannel (lp);
}
return true;
}
//==========================================================================
//
// S_StopSound
//
// Stops a sound from a single source playing on a specific channel.
//==========================================================================
void S_StopSound (fixed_t *pt, int channel)
{
int i;
for (i = 0; i < numChannels; ++i)
{
if (Channel[i].sfxinfo &&
((pt == NULL && Channel[i].pt == &Channel[i].x) || Channel[i].pt == pt) &&
((i_compatflags & COMPATF_MAGICSILENCE) || Channel[i].entchannel == channel))
{
S_StopChannel (i);
}
}
}
void S_StopSound (AActor *ent, int channel)
{
S_StopSound (&ent->x, channel);
}
//==========================================================================
//
// S_StopAllChannels
//
//==========================================================================
void S_StopAllChannels ()
{
SN_StopAllSequences ();
for (int i = 0; i < numChannels; i++)
if (Channel[i].sfxinfo)
S_StopChannel (i);
}
//==========================================================================
//
// S_RelinkSound
//
// Moves all the sounds from one thing to another. If the destination is
// NULL, then the sound becomes a positioned sound.
//==========================================================================
void S_RelinkSound (AActor *from, AActor *to)
{
int i;
if (!from)
return;
fixed_t *frompt = &from->x;
fixed_t *topt = to ? &to->x : NULL;
for (i = 0; i < numChannels; i++)
{
if (Channel[i].pt == frompt)
{
if (to != NULL || !Channel[i].loop)
{
Channel[i].pt = topt ? topt : &Channel[i].x;
Channel[i].x = frompt[0];
Channel[i].y = frompt[1];
Channel[i].z = frompt[2];
}
else
{
S_StopChannel (i);
}
}
}
}
//==========================================================================
//
// S_GetSoundPlayingInfo
//
// Is a sound being played by a specific actor/point?
//==========================================================================
bool S_GetSoundPlayingInfo (fixed_t *pt, int sound_id)
{
int i;
if (sound_id != 0)
{
for (i = 0; i < numChannels; i++)
{
if (Channel[i].pt == pt && Channel[i].org_id == sound_id)
return true;
}
}
return false;
}
bool S_GetSoundPlayingInfo (AActor *ent, int sound_id)
{
return S_GetSoundPlayingInfo (ent ? &ent->x : NULL, sound_id);
}
//==========================================================================
//
// S_IsActorPlayingSomething
//
//==========================================================================
bool S_IsActorPlayingSomething (AActor *actor, int channel)
{
int i;
if (i_compatflags & COMPATF_MAGICSILENCE)
{
channel = 0;
}
for (i = 0; i < numChannels; ++i)
{
if (Channel[i].pt == &actor->x)
{
if (channel == 0 || Channel[i].entchannel == channel)
{
return true;
}
}
}
return false;
}
//==========================================================================
//
// S_PauseSound
//
// Stop music and sound effects, during game PAUSE.
//==========================================================================
void S_PauseSound (bool notmusic)
{
if (!notmusic && mus_playing.handle && !MusicPaused)
{
I_PauseSong (mus_playing.handle);
MusicPaused = true;
}
if (GSnd != NULL && !SoundPaused)
{
GSnd->SetSfxPaused (true);
SoundPaused = true;
}
}
//==========================================================================
//
// S_ResumeSound
//
// Resume music and sound effects, after game PAUSE.
//==========================================================================
void S_ResumeSound ()
{
if (mus_playing.handle && MusicPaused)
{
I_ResumeSong (mus_playing.handle);
MusicPaused = false;
}
if (GSnd != NULL && SoundPaused)
{
GSnd->SetSfxPaused (false);
SoundPaused = false;
}
}
//==========================================================================
//
// S_UpdateSounds
//
// Updates music & sounds
//==========================================================================
void S_UpdateSounds (void *listener_p)
{
fixed_t *listener;
fixed_t x, y;
int i, dist, vol;
angle_t angle;
int sep;
if (GSnd == NULL)
return;
listener = listener_p ? &((AActor *)listener_p)->x : NULL;
// [RH] Update playlist
if (PlayList &&
mus_playing.handle &&
!I_QrySongPlaying (mus_playing.handle))
{
PlayList->Advance ();
S_ActivatePlayList (false);
}
for (i = 0; i < numChannels; ++i)
{
if (!Channel[i].sfxinfo)
continue;
if (!GSnd->IsPlayingSound (Channel[i].handle))
{
S_StopChannel (i);
}
if (Channel[i].sound_id == -1 ||
(Channel[i].pt == listener && !GSnd->Sound3D) ||
Channel[i].attenuation <= 0)
{
continue;
}
else
{
if (!Channel[i].pt)
{
x = Channel[i].x;
y = Channel[i].y;
}
else
{
x = Channel[i].pt[0];
y = Channel[i].pt[1];
}
dist = (int)(FIXED2FLOAT(P_AproxDistance2 (listener, x, y))
* Channel[i].attenuation);
if (dist >= MAX_SND_DIST)
{
S_StopChannel (i);
continue;
}
else if (dist < 0)
{
dist = 0;
}
vol = (int)(SoundCurve[dist]*Channel[i].volume);
if (dist > 0)
{
angle = R_PointToAngle2(listener[0], listener[1], x, y);
if (angle > players[consoleplayer].camera->angle)
angle = angle - players[consoleplayer].camera->angle;
else
angle = angle + (ANGLE_MAX - players[consoleplayer].camera->angle);
angle >>= ANGLETOFINESHIFT;
sep = NORM_SEP - (FixedMul (S_STEREO_SWING, finesine[angle])>>FRACBITS);
if (snd_flipstereo)
{
sep = 255-sep;
}
if (snd_matrix)
{
int rearsep = NORM_SEP -
(FixedMul (S_STEREO_SWING, finecosine[angle])>>FRACBITS);
if (rearsep > 128)
{
sep = -1;
}
}
}
else
{
sep = NORM_SEP;
}
if (!Channel[i].is3d)
{
GSnd->UpdateSoundParams (Channel[i].handle, vol, sep, Channel[i].pitch);
}
else
{
float pos[3], vel[3];
CalcPosVel (Channel[i].pt, Channel[i].mover, Channel[i].constz, pos, vel);
GSnd->UpdateSoundParams3D (Channel[i].handle, pos, vel);
}
Channel[i].priority = Channel[i].basepriority * (PRIORITY_MAX_ADJUST-(dist/DIST_ADJUST));
}
}
SN_UpdateActiveSequences ();
if (GSnd->Sound3D && players[consoleplayer].camera)
{
GSnd->UpdateListener (players[consoleplayer].camera);
}
GSnd->UpdateSounds ();
}
//==========================================================================
//
// S_ActivatePlayList
//
// Plays the next song in the playlist. If no songs in the playlist can be
// played, then it is deleted.
//==========================================================================
void S_ActivatePlayList (bool goBack)
{
int startpos, pos;
startpos = pos = PlayList->GetPosition ();
S_StopMusic (true);
while (!S_ChangeMusic (PlayList->GetSong (pos), 0, false, true))
{
pos = goBack ? PlayList->Backup () : PlayList->Advance ();
if (pos == startpos)
{
delete PlayList;
PlayList = NULL;
Printf ("Cannot play anything in the playlist.\n");
return;
}
}
}
//==========================================================================
//
// S_ChangeCDMusic
//
// Starts a CD track as music.
//==========================================================================
bool S_ChangeCDMusic (int track, unsigned int id, bool looping)
{
char temp[32];
if (id)
{
sprintf (temp, ",CD,%d,%x", track, id);
}
else
{
sprintf (temp, ",CD,%d", track);
}
return S_ChangeMusic (temp, 0, looping);
}
//==========================================================================
//
// S_StartMusic
//
// Starts some music with the given name.
//==========================================================================
bool S_StartMusic (const char *m_id)
{
return S_ChangeMusic (m_id, 0, false);
}
//==========================================================================
//
// S_ChangeMusic
//
// Starts playing a music, possibly looping.
//
// [RH] If music is a MOD, starts it at position order. If name is of the
// format ",CD,<track>,[cd id]" song is a CD track, and if [cd id] is
// specified, it will only be played if the specified CD is in a drive.
//==========================================================================
TArray<char> musiccache;
bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
{
if (!force && PlayList)
{ // Don't change if a playlist is active
return false;
}
if (musicname == NULL || musicname[0] == 0)
{
// Don't choke if the map doesn't have a song attached
S_StopMusic (true);
return false;
}
if (!mus_playing.name.IsEmpty() && stricmp (mus_playing.name, musicname) == 0)
{
if (order != mus_playing.baseorder)
{
mus_playing.baseorder =
(I_SetSongPosition (mus_playing.handle, order) ? order : 0);
}
return true;
}
if (strnicmp (musicname, ",CD,", 4) == 0)
{
int track = strtoul (musicname+4, NULL, 0);
const char *more = strchr (musicname+4, ',');
unsigned int id = 0;
if (more != NULL)
{
id = strtoul (more+1, NULL, 16);
}
S_StopMusic (true);
mus_playing.handle = I_RegisterCDSong (track, id);
}
else
{
int lumpnum = -1;
int offset, length;
if (!FileExists (musicname))
{
if ((lumpnum = Wads.CheckNumForName (musicname)) == -1)
{
if ((lumpnum = Wads.CheckNumForFullName (musicname)) == -1)
{
Printf ("Music \"%s\" not found\n", musicname);
return false;
}
}
if (!Wads.IsUncompressedFile(lumpnum))
{
// We must cache the music data and use it from memory.
// shut down old music before reallocating and overwriting the cache!
S_StopMusic (true);
offset = -1; // this tells the low level code that the music
// is being used from memory
length = Wads.LumpLength (lumpnum);
if (length == 0)
{
offset = 0;
return false;
}
musiccache.Resize(length);
Wads.ReadLump(lumpnum, &musiccache[0]);
}
else
{
offset = Wads.GetLumpOffset (lumpnum);
length = Wads.LumpLength (lumpnum);
}
}
else
{
offset = 0;
length = 0;
}
// shutdown old music
S_StopMusic (true);
// load & register it
if (offset!=-1)
{
mus_playing.handle = I_RegisterSong (lumpnum != -1 ?
Wads.GetWadFullName (Wads.GetLumpFile (lumpnum)) :
musicname, NULL, offset, length);
}
else
{
// musiccache is used globally because otherwise I'd have to pass
// it as a parameter through several layers of code.
mus_playing.handle = I_RegisterSong (NULL, &musiccache[0], -1, length);
}
}
mus_playing.loop = looping;
if (mus_playing.handle != 0)
{ // play it
mus_playing.name = musicname;
I_PlaySong (mus_playing.handle, looping, S_GetMusicVolume (musicname));
mus_playing.baseorder =
(I_SetSongPosition (mus_playing.handle, order) ? order : 0);
return true;
}
return false;
}
//==========================================================================
//
// S_RestartMusic
//
// Must only be called from snd_reset in i_sound.cpp!
//==========================================================================
void S_RestartMusic ()
{
if (!LastSong.IsEmpty())
{
S_ChangeMusic (LastSong, mus_playing.baseorder, mus_playing.loop, true);
LastSong = "";
}
}
//==========================================================================
//
// S_GetMusic
//
//==========================================================================
int S_GetMusic (char **name)
{
int order;
if (mus_playing.name)
{
*name = copystring (mus_playing.name);
order = mus_playing.baseorder;
}
else
{
*name = NULL;
order = 0;
}
return order;
}
//==========================================================================
//
// S_StopMusic
//
//==========================================================================
void S_StopMusic (bool force)
{
// [RH] Don't stop if a playlist is active.
if ((force || PlayList == NULL) && !mus_playing.name.IsEmpty())
{
if (MusicPaused)
I_ResumeSong(mus_playing.handle);
I_StopSong(mus_playing.handle);
I_UnRegisterSong(mus_playing.handle);
LastSong = mus_playing.name;
mus_playing.name = "";
mus_playing.handle = 0;
}
}
//==========================================================================
//
// S_StopChannel
//
//==========================================================================
static void S_StopChannel (int cnum)
{
// int i;
channel_t* c = &Channel[cnum];
if (c->sfxinfo)
{
// stop the sound playing
if (GSnd != NULL) GSnd->StopSound (c->handle);
// check to see
// if other channels are playing the sound
/* for (i = 0; i < numChannels; i++)
{
if (cnum != i && c->sfxinfo == Channel[i].sfxinfo)
{
break;
}
}
*/
// degrade usefulness of sound data
// c->sfxinfo->usefulness--;
c->sfxinfo = NULL;
c->handle = 0;
c->sound_id = -1;
c->pt = NULL;
}
}
//==========================================================================
//
// CCMD playsound
//
//==========================================================================
CCMD (playsound)
{
if (argv.argc() > 1)
{
S_Sound (CHAN_AUTO, argv[1], 1.f, ATTN_NONE);
}
}
//==========================================================================
//
// CCMD idmus
//
//==========================================================================
CCMD (idmus)
{
level_info_t *info;
char *map;
int l;
if (argv.argc() > 1)
{
if (gameinfo.flags & GI_MAPxx)
{
l = atoi (argv[1]);
if (l <= 99)
map = CalcMapName (0, l);
else
{
Printf ("%s\n", GStrings("STSTR_NOMUS"));
return;
}
}
else
{
map = CalcMapName (argv[1][0] - '0', argv[1][1] - '0');
}
if ( (info = FindLevelInfo (map)) )
{
if (info->music)
{
S_ChangeMusic (info->music, info->musicorder);
Printf ("%s\n", GStrings("STSTR_MUS"));
}
}
else
{
Printf ("%s\n", GStrings("STSTR_NOMUS"));
}
}
}
//==========================================================================
//
// CCMD changemus
//
//==========================================================================
CCMD (changemus)
{
if (argv.argc() > 1)
{
if (PlayList)
{
delete PlayList;
PlayList = NULL;
}
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
}
}
//==========================================================================
//
// CCMD stopmus
//
//==========================================================================
CCMD (stopmus)
{
if (PlayList)
{
delete PlayList;
PlayList = NULL;
}
S_StopMusic (false);
}
//==========================================================================
//
// CCMD cd_play
//
// Plays a specified track, or the entire CD if no track is specified.
//==========================================================================
CCMD (cd_play)
{
char musname[16];
if (argv.argc() == 1)
strcpy (musname, ",CD,");
else
sprintf (musname, ",CD,%d", atoi(argv[1]));
S_ChangeMusic (musname, 0, true);
}
//==========================================================================
//
// CCMD cd_stop
//
//==========================================================================
CCMD (cd_stop)
{
CD_Stop ();
}
//==========================================================================
//
// CCMD cd_eject
//
//==========================================================================
CCMD (cd_eject)
{
CD_Eject ();
}
//==========================================================================
//
// CCMD cd_close
//
//==========================================================================
CCMD (cd_close)
{
CD_UnEject ();
}
//==========================================================================
//
// CCMD cd_pause
//
//==========================================================================
CCMD (cd_pause)
{
CD_Pause ();
}
//==========================================================================
//
// CCMD cd_resume
//
//==========================================================================
CCMD (cd_resume)
{
CD_Resume ();
}
//==========================================================================
//
// CCMD playlist
//
//==========================================================================
CCMD (playlist)
{
int argc = argv.argc();
if (argc < 2 || argc > 3)
{
Printf ("playlist <playlist.m3u> [<position>|shuffle]\n");
}
else
{
if (PlayList != NULL)
{
PlayList->ChangeList (argv[1]);
}
else
{
PlayList = new FPlayList (argv[1]);
}
if (PlayList->GetNumSongs () == 0)
{
delete PlayList;
PlayList = NULL;
}
else
{
if (argc == 3)
{
if (stricmp (argv[2], "shuffle") == 0)
{
PlayList->Shuffle ();
}
else
{
PlayList->SetPosition (atoi (argv[2]));
}
}
S_ActivatePlayList (false);
}
}
}
//==========================================================================
//
// CCMD playlistpos
//
//==========================================================================
static bool CheckForPlaylist ()
{
if (PlayList == NULL)
{
Printf ("No playlist is playing.\n");
return false;
}
return true;
}
CCMD (playlistpos)
{
if (CheckForPlaylist() && argv.argc() > 1)
{
PlayList->SetPosition (atoi (argv[1]) - 1);
S_ActivatePlayList (false);
}
}
//==========================================================================
//
// CCMD playlistnext
//
//==========================================================================
CCMD (playlistnext)
{
if (CheckForPlaylist())
{
PlayList->Advance ();
S_ActivatePlayList (false);
}
}
//==========================================================================
//
// CCMD playlistprev
//
//==========================================================================
CCMD (playlistprev)
{
if (CheckForPlaylist())
{
PlayList->Backup ();
S_ActivatePlayList (true);
}
}
//==========================================================================
//
// CCMD playliststatus
//
//==========================================================================
CCMD (playliststatus)
{
if (CheckForPlaylist ())
{
Printf ("Song %d of %d:\n%s\n",
PlayList->GetPosition () + 1,
PlayList->GetNumSongs (),
PlayList->GetSong (PlayList->GetPosition ()));
}
}
//==========================================================================
//
// CCMD cachesound <sound name>
//
//==========================================================================
CCMD (cachesound)
{
if (argv.argc() < 2)
{
Printf ("Usage: cachesound <sound> ...\n");
return;
}
for (int i = 1; i < argv.argc(); ++i)
{
int sfxnum = S_FindSound (argv[i]);
if (sfxnum > 0)
{
S_CacheSound (&S_sfx[sfxnum]);
}
}
}