gzdoom-last-svn/src/s_sound.cpp
Christoph Oelckers a2b23a7e43 - Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
  from doing prebuffering of the song. This was causing the Linux version to
  hang while waiting for input from the pipe, since Timidity hadn't been
  started yet. I tried using a select call in the FillStream() method, but it
  always seems to return the pipe as having nothing available. Unfortunately,
  the game still falls all over itself if Timidity isn't available. Instead
  of execvp failing nicely, X errors kill the game. I don't know why it's
  doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
  set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
  and set the snd_midipatchset cvar to point to it. It's faster and also
  sounds a whole lot better than the crappy freepats Ubuntu wants to install
  with Timidity++ (thank goodness I have the official patches from a real
  GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
  the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
  file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
  selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
  options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
  default device. By default, it uses exactly the same DLS instruments as the
  Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
  you want to use, set the snd_midipatchset cvar to specify where it should
  load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
  An overloaded version wraps around it to continue to supply file-writing
  support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
  than a time in ms, this is now the length in samples of the DSP buffer.
  Also added the snd_buffercount cvar to offer complete control over the
  call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
  below about 44kHz, you will need to set snd_buffersize to avoid long
  latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
  sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
  snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
  cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
  WASAPI doesn't work with more than two speakers and PCM-Float output at the
  same time.)
- Fixed: Area sounds only played from the front speakers once you got within
  the 2D panning area.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00

1757 lines
41 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
//
//-----------------------------------------------------------------------------
#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_STATIC ? 3 : 1)
#ifndef FIXED2FLOAT
#define FIXED2FLOAT(f) (((float)(f))/(float)65536)
#endif
#define NORM_PITCH 128
#define NORM_PRIORITY 64
#define NORM_SEP 0
#define S_PITCH_PERTURB 1
#define S_STEREO_SWING 0.75
// TYPES -------------------------------------------------------------------
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_StartSound(fixed_t *pt, AActor *mover, int channel,
int sound_id, float volume, float attenuation);
static bool S_CheckSoundLimit(sfxinfo_t *sfx, float pos[3]);
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 ------------------------------------------------
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 FPlayList *PlayList;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
int sfx_empty;
FSoundChan *Channels;
FSoundChan *FreeChannels;
int S_RolloffType;
float S_MinDistance;
float S_MaxDistanceOrRolloffFactor;
BYTE *S_SoundCurve;
int S_SoundCurveSize;
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, 32, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // number of channels available
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)
{
FSoundChan *chan;
fixed_t ox, oy, oz;
int 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, "z", TAG_DONE);
screen->DrawText (CR_GOLD, 220, y, "vol", TAG_DONE);
screen->DrawText (CR_GOLD, 250, y, "dist", TAG_DONE);
screen->DrawText (CR_GOLD, 290, y, "chan", TAG_DONE);
y += 8;
if (Channels == NULL)
{
return;
}
// Display the last channel first.
for (chan = Channels; chan->NextChan != NULL; chan = chan->NextChan)
{ }
while (y < SCREENHEIGHT - 16)
{
char temp[16];
fixed_t *origin = chan->Pt;
if (!(chan->ChanFlags & CHAN_IS3D))
{
ox = players[consoleplayer].camera->x;
oy = players[consoleplayer].camera->y;
oz = players[consoleplayer].camera->z;
}
else if (origin)
{
ox = origin[0];
oy = origin[1];
oz = origin[2];
}
else
{
ox = chan->X;
oy = chan->Y;
oz = chan->Z;
}
color = (chan->ChanFlags & CHAN_LOOP) ? CR_BROWN : CR_GREY;
Wads.GetLumpName (temp, chan->SfxInfo->lumpnum);
temp[8] = 0;
screen->DrawText (color, 0, y, temp, TAG_DONE);
sprintf (temp, "%d", ox >> FRACBITS);
screen->DrawText (color, 70, y, temp, TAG_DONE);
sprintf (temp, "%d", oy >> FRACBITS);
screen->DrawText (color, 120, y, temp, TAG_DONE);
sprintf (temp, "%d", oz >> FRACBITS);
screen->DrawText (color, 170, y, temp, TAG_DONE);
sprintf (temp, "%g", chan->Volume);
screen->DrawText (color, 220, y, temp, TAG_DONE);
sprintf (temp, "%d", P_AproxDistance2 (players[consoleplayer].camera, ox, oy) / FRACUNIT);
screen->DrawText (color, 250, y, temp, TAG_DONE);
sprintf (temp, "%d", chan->EntChannel);
screen->DrawText (color, 290, y, temp, TAG_DONE);
y += 8;
if (chan->PrevChan == &Channels)
{
break;
}
chan = (FSoundChan *)((size_t)chan->PrevChan - myoffsetof(FSoundChan, NextChan));
}
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 curvelump;
atterm (S_Shutdown);
// remove old data (S_Init can be called multiple times!)
if (S_SoundCurve != NULL)
{
delete[] S_SoundCurve;
}
// Heretic and Hexen have sound curve lookup tables. Doom does not.
curvelump = Wads.CheckNumForName ("SNDCURVE");
if (curvelump >= 0)
{
S_SoundCurveSize = Wads.LumpLength (curvelump);
S_SoundCurve = new BYTE[S_SoundCurveSize];
Wads.ReadLump(curvelump, S_SoundCurve);
}
// Free all channels for use.
while (Channels != NULL)
{
S_ReturnChannel(Channels);
}
// no sounds are playing, and they are not paused
MusicPaused = false;
SoundPaused = false;
}
//==========================================================================
//
// S_InitData
//
//==========================================================================
void S_InitData ()
{
LastLocalSndInfo = LastLocalSndSeq = "";
S_ParseSndInfo ();
S_ParseSndSeq (-1);
S_ParseSndEax ();
}
//==========================================================================
//
// S_Shutdown
//
//==========================================================================
void S_Shutdown ()
{
FSoundChan *chan, *next;
if (GSnd != NULL)
{
while (Channels != NULL)
{
GSnd->StopSound(Channels);
}
GSnd->UpdateSounds();
}
else
{
for (chan = Channels; chan != NULL; chan = next)
{
next = chan->NextChan;
delete chan;
}
Channels = NULL;
}
for (chan = FreeChannels; chan != NULL; chan = next)
{
next = chan->NextChan;
delete chan;
}
FreeChannels = NULL;
if (S_SoundCurve != NULL)
{
delete[] S_SoundCurve;
S_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 ()
{
if (GSnd)
{
// kill all playing sounds at start of level (trust me - a good idea)
S_StopAllChannels();
// 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;
}
SoundPaused = false;
// stop the old music if it has been paused.
// This ensures that the new music is started from the beginning
// if it's the same as the last one and it has been paused.
if (MusicPaused) S_StopMusic(true);
// start new music for the level
MusicPaused = 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);
}
}
//==========================================================================
//
// 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);
}
}
}
//==========================================================================
//
// S_GetChannel
//
// Returns a free channel for the system sound interface.
//
//==========================================================================
FSoundChan *S_GetChannel(void *syschan)
{
FSoundChan *chan;
if (FreeChannels != NULL)
{
chan = FreeChannels;
S_UnlinkChannel(chan);
}
else
{
chan = new FSoundChan;
memset(chan, 0, sizeof(*chan));
}
S_LinkChannel(chan, &Channels);
chan->SysChannel = syschan;
return chan;
}
//==========================================================================
//
// S_ReturnChannel
//
// Returns a channel to the free pool.
//
//==========================================================================
void S_ReturnChannel(FSoundChan *chan)
{
if (chan->Mover != NULL)
{
chan->Mover->SoundChans &= ~(1 << chan->EntChannel);
}
S_UnlinkChannel(chan);
memset(chan, 0, sizeof(*chan));
S_LinkChannel(chan, &FreeChannels);
}
//==========================================================================
//
// S_UnlinkChannel
//
//==========================================================================
void S_UnlinkChannel(FSoundChan *chan)
{
*(chan->PrevChan) = chan->NextChan;
if (chan->NextChan != NULL)
{
chan->NextChan->PrevChan = chan->PrevChan;
}
}
//==========================================================================
//
// S_LinkChannel
//
//==========================================================================
void S_LinkChannel(FSoundChan *chan, FSoundChan **head)
{
chan->NextChan = *head;
if (chan->NextChan != NULL)
{
chan->NextChan->PrevChan = &chan->NextChan;
}
*head = chan;
chan->PrevChan = head;
}
// [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 sound's position and velocity for 3D sounds.
//=========================================================================
void CalcPosVel (fixed_t *pt, AActor *mover, int constz,
float pos[3], float vel[3])
{
if (mover != NULL)
{
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
// 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)
{
sfxinfo_t *sfx;
int chanflags;
int basepriority;
int org_id;
int pitch;
fixed_t x, y, z;
FSoundChan *chan;
float pos[3];
float vel[3];
if (sound_id <= 0 || volume <= 0 || GSnd == NULL)
return;
org_id = sound_id;
chanflags = channel & ~7;
if (pt == NULL)
{
attenuation = 0;
// Give these variables values, although they don't really matter
x = y = z = 0;
fixed_t pt2[3] = { 0, 0, 0 };
CalcPosVel (pt2, mover, chanflags & CHAN_LISTENERZ, pos, vel);
}
else
{
x = pt[0];
y = pt[1];
z = pt[2];
CalcPosVel (pt, mover, chanflags & CHAN_LISTENERZ, pos, vel);
}
if (chanflags & CHAN_IMMOBILE)
{
pt = NULL;
}
if (i_compatflags & COMPATF_MAGICSILENCE)
{ // For people who just can't play without a silent BFG.
channel = CHAN_WEAPON;
}
else
{
if ((channel & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
{
if (mover != NULL && mover != players[consoleplayer].camera)
{
return;
}
}
channel &= 7;
}
sfx = &S_sfx[sound_id];
// Scale volume according to SNDINFO data.
volume = MIN(volume * sfx->Volume, 1.f);
if (volume <= 0)
return;
// 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 this is a singular sound, don't play it if it's already playing.
if (sfx->bSingular && S_CheckSingular(sound_id))
return;
// If this sound doesn't like playing near itself, don't play it if
// that's what would happen.
if (sfx->NearLimit && pt != NULL && S_CheckSoundLimit(sfx, pos))
return;
// Make sure the sound is loaded.
if (sfx->data == NULL)
{
GSnd->LoadSound (sfx);
if (sfx->link != sfxinfo_t::NO_LINK)
{
sfx = &S_sfx[sfx->link];
}
}
// The empty sound never plays.
if (sfx->lumpnum == sfx_empty)
{
return;
}
// Select priority.
if (attenuation <= 0 || mover == players[consoleplayer].camera)
{
basepriority = 40;
}
else
{
basepriority = 0;
}
if (mover != NULL && channel == CHAN_AUTO)
{ // Select a channel that isn't already playing something.
BYTE mask = mover->SoundChans;
// Try channel 0 first, then travel from channel 7 down.
if ((mask & 1) == 0)
{
channel = 0;
}
else
{
for (channel = 7; channel > 0; --channel, mask <<= 1)
{
if ((mask & 0x80) == 0)
{
break;
}
}
if (channel == 0)
{ // Crap. No free channels.
return;
}
}
}
// If this actor is already playing something on the selected channel, stop it.
if ((mover == NULL && channel != CHAN_AUTO) || (mover != NULL && mover->SoundChans & (1 << channel)))
{
for (chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (((mover != NULL && chan->Mover == mover) || (chan->Pt == pt)) && chan->EntChannel == channel)
{
GSnd->StopSound(chan);
break;
}
}
}
// Vary the sfx pitches.
if (sfx->PitchMask != 0)
{
pitch = NORM_PITCH - (M_Random()&sfx->PitchMask) + (M_Random()&sfx->PitchMask);
}
else
{
pitch = NORM_PITCH;
}
if (attenuation > 0)
{
chan = GSnd->StartSound3D (sfx, volume, attenuation, pitch, basepriority, pos, vel, chanflags);
chanflags |= CHAN_IS3D;
}
else
{
chan = GSnd->StartSound (sfx, volume, pitch, chanflags);
chanflags |= CHAN_LISTENERZ;
}
if (chan != NULL)
{
chan->SoundID = sound_id;
chan->OrgID = org_id;
chan->Mover = mover;
chan->Pt = pt != NULL ? pt : &chan->X;
chan->SfxInfo = sfx;
chan->EntChannel = channel;
chan->Volume = volume;
chan->X = x;
chan->Y = y;
chan->Z = z;
chan->ChanFlags = chanflags;
if (mover != NULL)
{
mover->SoundChans |= 1 << channel;
}
}
}
//==========================================================================
//
// 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));
}
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));
}
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));
}
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));
}
//==========================================================================
//
// S_StartNamedSound
//
//==========================================================================
void S_StartNamedSound (AActor *ent, fixed_t *pt, int channel,
const char *name, float volume, float attenuation)
{
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);
else
S_StartSound (pt, NULL, channel, sfx_id, volume, attenuation);
}
//==========================================================================
//
// 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));
}
void S_Sound (AActor *ent, int channel, const char *name, float volume, int attenuation)
{
S_StartNamedSound (ent, NULL, channel, name, volume, SELECT_ATTEN(attenuation));
}
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));
}
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));
}
//==========================================================================
//
// S_CheckSingular
//
// Returns true if a copy of this sound is already playing.
//
//==========================================================================
bool S_CheckSingular(int sound_id)
{
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->OrgID == sound_id)
{
return true;
}
}
return false;
}
//==========================================================================
//
// S_CheckSoundLimit
//
// Limits the number of nearby copies of a sound that can play near
// each other. If there are NearLimit instances of this sound already
// playing within 256 units of the new sound, the new sound will not
// start.
//
//==========================================================================
bool S_CheckSoundLimit(sfxinfo_t *sfx, float pos[3])
{
FSoundChan *chan;
int count;
for (chan = Channels, count = 0; chan != NULL && count < sfx->NearLimit; chan = chan->NextChan)
{
if (chan->SfxInfo == sfx)
{
double dx = FIXED2FLOAT(chan->Pt[0]) - pos[0];
double dy = FIXED2FLOAT(chan->Pt[1]) - pos[2];
double dz = FIXED2FLOAT(chan->Pt[2]) - pos[1];
if (dx*dx + dy*dy + dz*dz <= 256.0*256.0)
{
count++;
}
}
}
return count >= sfx->NearLimit;
}
//==========================================================================
//
// S_StopSound
//
// Stops a sound from a single source playing on a specific channel.
//==========================================================================
void S_StopSound (fixed_t *pt, int channel)
{
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (((pt == NULL && chan->Pt == &chan->X) || chan->Pt == pt) &&
((i_compatflags & COMPATF_MAGICSILENCE) || chan->EntChannel == channel))
{
GSnd->StopSound(chan);
}
}
}
void S_StopSound (AActor *ent, int channel)
{
// No need to search every channel if we know it's not playing anything.
if (ent != NULL && ent->SoundChans & (1 << channel))
{
S_StopSound (&ent->x, channel);
}
}
//==========================================================================
//
// S_StopAllChannels
//
//==========================================================================
void S_StopAllChannels ()
{
if (GSnd == NULL)
{
return;
}
SN_StopAllSequences();
while (Channels != NULL)
{
GSnd->StopSound(Channels);
}
GSnd->UpdateSounds();
}
//==========================================================================
//
// 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)
{
if (from == NULL || GSnd == NULL)
return;
fixed_t *frompt = &from->x;
fixed_t *topt = to ? &to->x : NULL;
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->Pt == frompt)
{
if (to != NULL || !(chan->ChanFlags & CHAN_LOOP))
{
chan->Pt = topt ? topt : &chan->X;
chan->X = frompt[0];
chan->Y = frompt[1];
chan->Z = frompt[2];
chan->Mover = to;
}
else
{
GSnd->StopSound(chan);
}
}
}
}
//==========================================================================
//
// S_GetSoundPlayingInfo
//
// Is a sound being played by a specific actor/point?
//==========================================================================
bool S_GetSoundPlayingInfo (fixed_t *pt, int sound_id)
{
if (sound_id > 0)
{
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->Pt == pt && chan->OrgID == 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 sound_id)
{
if (actor->SoundChans == 0)
{
return false;
}
if (i_compatflags & COMPATF_MAGICSILENCE)
{
channel = 0;
}
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->Pt == &actor->x)
{
if (channel == 0 || chan->EntChannel == channel)
{
return sound_id <= 0 || chan->OrgID == sound_id;
}
}
}
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)
{
float pos[3], vel[3];
I_UpdateMusic();
if (GSnd == NULL)
return;
// [RH] Update playlist
if (PlayList &&
mus_playing.handle &&
!I_QrySongPlaying(mus_playing.handle))
{
PlayList->Advance();
S_ActivatePlayList(false);
}
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->ChanFlags & CHAN_IS3D)
{
CalcPosVel(chan->Pt, chan->Mover, chan->ChanFlags & CHAN_LISTENERZ, pos, vel);
GSnd->UpdateSoundParams3D(chan, pos, vel);
}
}
SN_UpdateActiveSequences();
GSnd->UpdateListener();
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;
}
// allow specifying "*" as a placeholder to play the level's default music.
if (musicname != NULL && !strcmp(musicname, "*"))
{
if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
{
musicname = level.music;
order = level.musicorder;
}
else
{
musicname = NULL;
}
}
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;
int device = MDEV_DEFAULT;
int *devp = MidiDevices.CheckKey(FName(musicname));
if (devp != NULL) device = *devp;
if (!FileExists (musicname))
{
if ((lumpnum = Wads.CheckNumForName (musicname, ns_music)) == -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)
{
return false;
}
musiccache.Resize(length);
Wads.ReadLump(lumpnum, &musiccache[0]);
}
else
{
offset = Wads.GetLumpOffset (lumpnum);
length = Wads.LumpLength (lumpnum);
if (length == 0)
{
return false;
}
}
}
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, device);
}
else
{
mus_playing.handle = I_RegisterSong (NULL, &musiccache[0], -1, length, device);
}
}
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;
}
}
//==========================================================================
//
// 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]);
}
}
}