gzdoom/src/s_sound.cpp

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// 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"
2006-04-11 16:27:41 +00:00
#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
VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update your SDKs. GCC users, be sure to do a "make cleandep && make clean" before building, or you will likely get inexplicable errors. - Fixed: If you wanted to make cleandep with MinGW, you had to specifically specify Makefile.mingw as the makefile to use. - Added a normalizer to the OPL synth. It helped bring up the volume a little, but not nearly as much as I would have liked. - Removed MIDI Mapper references. It doesn't work with the stream API, and it doesn't really exist on NT kernels, either. - Reworked music volume: Except for MIDI, all music volume is controlled through GSnd and not at the individual song level. - Removed the mididevice global variable. - Removed snd_midivolume. Now that all music uses a linear volume scale, there's no need for two separate music volume controls. - Increased snd_samplerate default up to 48000. - Added snd_format, defaulting to "PCM-16". - Added snd_speakermode, defaulting to "Auto". - Replaced snd_fpu with snd_resampler, defaulting to "Linear". - Bumped the snd_channels default up from a pitiful 12 to 32. - Changed snd_3d default to true. The new cvar snd_hw3d determines if hardware 3D support is used and default to false. - Removed the libFLAC source, since FMOD Ex has native FLAC support. - Removed the altsound code, since it was terribly gimped in comparison to the FMOD code. It's original purpose was to have been as a springboard for writing a non-FMOD sound system for Unix-y systems, but that never happened. - Finished preliminary FMOD Ex support. SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
#define NORM_SEP 0
#define S_PITCH_PERTURB 1
#define S_STEREO_SWING 0.75
// TYPES -------------------------------------------------------------------
struct MusPlayingInfo
{
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
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, 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 ------------------------------------------------
static bool SoundPaused; // whether sound effects are paused
static bool MusicPaused; // whether music is paused
static MusPlayingInfo mus_playing; // music currently being played
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
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?
VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update your SDKs. GCC users, be sure to do a "make cleandep && make clean" before building, or you will likely get inexplicable errors. - Fixed: If you wanted to make cleandep with MinGW, you had to specifically specify Makefile.mingw as the makefile to use. - Added a normalizer to the OPL synth. It helped bring up the volume a little, but not nearly as much as I would have liked. - Removed MIDI Mapper references. It doesn't work with the stream API, and it doesn't really exist on NT kernels, either. - Reworked music volume: Except for MIDI, all music volume is controlled through GSnd and not at the individual song level. - Removed the mididevice global variable. - Removed snd_midivolume. Now that all music uses a linear volume scale, there's no need for two separate music volume controls. - Increased snd_samplerate default up to 48000. - Added snd_format, defaulting to "PCM-16". - Added snd_speakermode, defaulting to "Auto". - Replaced snd_fpu with snd_resampler, defaulting to "Linear". - Bumped the snd_channels default up from a pitiful 12 to 32. - Changed snd_3d default to true. The new cvar snd_hw3d determines if hardware 3D support is used and default to false. - Removed the libFLAC source, since FMOD Ex has native FLAC support. - Removed the altsound code, since it was terribly gimped in comparison to the FMOD code. It's original purpose was to have been as a springboard for writing a non-FMOD sound system for Unix-y systems, but that never happened. - Finished preliminary FMOD Ex support. SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
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->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->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;
2006-04-11 16:27:41 +00:00
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);
2006-04-11 16:27:41 +00:00
// remove old data (S_Init can be called multiple times!)
if (S_SoundCurve != NULL)
VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update your SDKs. GCC users, be sure to do a "make cleandep && make clean" before building, or you will likely get inexplicable errors. - Fixed: If you wanted to make cleandep with MinGW, you had to specifically specify Makefile.mingw as the makefile to use. - Added a normalizer to the OPL synth. It helped bring up the volume a little, but not nearly as much as I would have liked. - Removed MIDI Mapper references. It doesn't work with the stream API, and it doesn't really exist on NT kernels, either. - Reworked music volume: Except for MIDI, all music volume is controlled through GSnd and not at the individual song level. - Removed the mididevice global variable. - Removed snd_midivolume. Now that all music uses a linear volume scale, there's no need for two separate music volume controls. - Increased snd_samplerate default up to 48000. - Added snd_format, defaulting to "PCM-16". - Added snd_speakermode, defaulting to "Auto". - Replaced snd_fpu with snd_resampler, defaulting to "Linear". - Bumped the snd_channels default up from a pitiful 12 to 32. - Changed snd_3d default to true. The new cvar snd_hw3d determines if hardware 3D support is used and default to false. - Removed the libFLAC source, since FMOD Ex has native FLAC support. - Removed the altsound code, since it was terribly gimped in comparison to the FMOD code. It's original purpose was to have been as a springboard for writing a non-FMOD sound system for Unix-y systems, but that never happened. - Finished preliminary FMOD Ex support. SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
{
delete[] S_SoundCurve;
VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update your SDKs. GCC users, be sure to do a "make cleandep && make clean" before building, or you will likely get inexplicable errors. - Fixed: If you wanted to make cleandep with MinGW, you had to specifically specify Makefile.mingw as the makefile to use. - Added a normalizer to the OPL synth. It helped bring up the volume a little, but not nearly as much as I would have liked. - Removed MIDI Mapper references. It doesn't work with the stream API, and it doesn't really exist on NT kernels, either. - Reworked music volume: Except for MIDI, all music volume is controlled through GSnd and not at the individual song level. - Removed the mididevice global variable. - Removed snd_midivolume. Now that all music uses a linear volume scale, there's no need for two separate music volume controls. - Increased snd_samplerate default up to 48000. - Added snd_format, defaulting to "PCM-16". - Added snd_speakermode, defaulting to "Auto". - Replaced snd_fpu with snd_resampler, defaulting to "Linear". - Bumped the snd_channels default up from a pitiful 12 to 32. - Changed snd_3d default to true. The new cvar snd_hw3d determines if hardware 3D support is used and default to false. - Removed the libFLAC source, since FMOD Ex has native FLAC support. - Removed the altsound code, since it was terribly gimped in comparison to the FMOD code. It's original purpose was to have been as a springboard for writing a non-FMOD sound system for Unix-y systems, but that never happened. - Finished preliminary FMOD Ex support. SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
}
2006-04-11 16:27:41 +00:00
// 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);
}
}
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 ()
{
2006-04-11 16:27:41 +00:00
if (GSnd)
{
2006-04-11 16:27:41 +00:00
// kill all playing sounds at start of level (trust me - a good idea)
S_StopAllChannels();
2006-04-11 16:27:41 +00:00
// 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;
2006-04-11 16:27:41 +00:00
// 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++)
2006-04-11 16:27:41 +00:00
{
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 && 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
// 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 chanflags;
int basepriority;
int org_id;
int pitch;
fixed_t x, y, z;
FSoundChan *chan;
static int sndcount = 0;
if (sound_id <= 0 || volume <= 0 || GSnd == NULL)
return;
org_id = sound_id;
if (pt == NULL)
{
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 = CHAN_WEAPON;
}
else
{
if ((channel & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
{
if (mover != NULL && mover != players[consoleplayer].camera)
{
return;
}
}
channel &= 7;
}
volume = clamp(volume, 0.f, 1.f);
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;
// 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];
}
// 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 0
switch (channel)
{
case CHAN_WEAPON:
basepriority = 20;
break;
case CHAN_VOICE:
basepriority = 10;
break;
default:
case CHAN_BODY:
basepriority = 0;
break;
case CHAN_ITEM:
basepriority = -10;
break;
}
basepriority = int(basepriority / attenuation);
#endif
}
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)
{
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);
}
chan = GSnd->StartSound3D (sfx, volume, attenuation, pitch, basepriority, looping, pos, vel, !(chanflags & CHAN_NOPAUSE));
if (chan != NULL)
{
chan->ConstZ = !!(chanflags & CHAN_LISTENERZ);
}
}
else
{
chan = GSnd->StartSound (sfx, volume, pitch, looping, !(chanflags & CHAN_NOPAUSE));
if (chan != NULL)
{
chan->ConstZ = true;
}
}
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->Loop = looping;
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), 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_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_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->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
//
//==========================================================================
2006-08-31 00:16:12 +00:00
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->Is3D)
{
CalcPosVel(chan->Pt, chan->Mover, chan->ConstZ, 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.
//==========================================================================
2006-04-14 12:58:52 +00:00
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;
}
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
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 = -1;
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;
}
}
2006-04-14 12:58:52 +00:00
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;
}
2006-04-14 12:58:52 +00:00
musiccache.Resize(length);
Wads.ReadLump(lumpnum, &musiccache[0]);
}
else
{
offset = Wads.GetLumpOffset (lumpnum);
length = Wads.LumpLength (lumpnum);
if (length == 0)
{
return false;
}
2006-04-14 12:58:52 +00:00
}
}
else
{
offset = 0;
length = 0;
}
// shutdown old music
S_StopMusic (true);
// load & register it
2006-04-14 12:58:52 +00:00
if (offset!=-1)
{
mus_playing.handle = I_RegisterSong (lumpnum != -1 ?
Wads.GetWadFullName (Wads.GetLumpFile (lumpnum)) :
musicname, NULL, offset, length, device);
2006-04-14 12:58:52 +00:00
}
else
{
mus_playing.handle = I_RegisterSong (NULL, &musiccache[0], -1, length, device);
2006-04-14 12:58:52 +00:00
}
}
mus_playing.loop = looping;
if (mus_playing.handle != 0)
{ // play it
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
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 ()
{
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
if (!LastSong.IsEmpty())
{
S_ChangeMusic (LastSong, mus_playing.baseorder, mus_playing.loop, true);
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
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.
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
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;
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
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]);
}
}
}