gzdoom/src/s_sound.cpp

1976 lines
46 KiB
C++
Raw Normal View History

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: s_sound.c,v 1.3 1998/01/05 16:26:08 pekangas Exp $
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
//
// DESCRIPTION: none
// Dolby Pro Logic code by Gavino.
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include <stdlib.h>
#ifdef _WIN32
#include <io.h>
#endif
#include <fcntl.h>
#include "m_alloc.h"
#include "i_system.h"
#include "i_sound.h"
#include "i_music.h"
#include "i_cd.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "s_playlist.h"
#include "c_dispatch.h"
#include "m_random.h"
#include "w_wad.h"
#include "doomdef.h"
#include "p_local.h"
#include "doomstat.h"
#include "cmdlib.h"
#include "v_video.h"
#include "v_text.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
#include "vectors.h"
#include "gi.h"
#include "templates.h"
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_SURROUND ? -1 : \
(a)==ATTN_STATIC ? 3 : 1)
#ifndef FIXED2FLOAT
#define FIXED2FLOAT(f) (((float)(f))/(float)65536)
#endif
#define PRIORITY_MAX_ADJUST 10
#define DIST_ADJUST (MAX_SND_DIST/PRIORITY_MAX_ADJUST)
#define NORM_PITCH 128
#define NORM_PRIORITY 64
#define NORM_SEP 128
#define NONE_SEP -2
#define S_PITCH_PERTURB 1
#define S_STEREO_SWING (96<<FRACBITS)
/* Sound curve parameters for Doom */
// Maximum sound distance
const int S_CLIPPING_DIST = 1200;
// Sounds closer than this to the listener are maxed out.
// Originally: 200.
const int S_CLOSE_DIST = 160;
const int S_ATTENUATOR = S_CLIPPING_DIST - S_CLOSE_DIST;
// TYPES -------------------------------------------------------------------
typedef struct
{
AActor *mover; // Used for velocity
fixed_t *pt; // origin of sound
fixed_t x,y,z; // Origin if pt is NULL
sfxinfo_t* sfxinfo; // sound information (if null, channel avail.)
long handle; // handle of the sound being played
int sound_id; // sound id of playing sound
int org_id; // sound id of sound used to start this channel
int entchannel; // entity's sound channel
int basepriority;
float attenuation;
float volume;
int pitch;
int priority;
bool loop;
bool is3d;
bool constz;
int time; // time when sound started playing
} channel_t;
struct MusPlayingInfo
{
- 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_StopChannel (int cnum);
static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
int sound_id, float volume, float attenuation, BOOL looping);
static void S_ActivatePlayList (bool goBack);
static void CalcPosVel (fixed_t *pt, AActor *mover, int constz, float pos[3],
float vel[3]);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
int MAX_SND_DIST;
static channel_t *Channel; // the set of channels available
static bool SoundPaused; // whether sound effects are paused
static bool MusicPaused; // whether music is paused
static MusPlayingInfo mus_playing; // music currently being played
- 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 byte *SoundCurve;
static int nextcleanup;
static FPlayList *PlayList;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// [RH] Hacks for pitch variance
int sfx_sawup, sfx_sawidl, sfx_sawful, sfx_sawhit;
int sfx_itemup, sfx_tink;
int sfx_empty;
int numChannels;
CVAR (Bool, snd_surround, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // [RH] Use surround sounds?
FBoolCVar noisedebug ("noise", false, 0); // [RH] Print sound debugging info?
CVAR (Int, snd_channels, 12, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // number of channels available
CVAR (Bool, snd_matrix, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_flipstereo, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// CODE --------------------------------------------------------------------
//==========================================================================
//
// P_AproxDistance2
//
//==========================================================================
static fixed_t P_AproxDistance2 (fixed_t *listener, fixed_t x, fixed_t y)
{
// calculate the distance to sound origin
// and clip it if necessary
if (listener)
{
fixed_t adx = abs (listener[0] - x);
fixed_t ady = abs (listener[1] - y);
// From _GG1_ p.428. Appox. eucledian distance fast.
return adx + ady - ((adx < ady ? adx : ady)>>1);
}
else
return 0;
}
static fixed_t P_AproxDistance2 (AActor *listener, fixed_t x, fixed_t y)
{
return listener ? P_AproxDistance2 (&listener->x, x, y) : 0;
}
//==========================================================================
//
// S_NoiseDebug
//
// [RH] Print sound debug info. Called by status bar.
//==========================================================================
void S_NoiseDebug (void)
{
fixed_t ox, oy;
int i, y, color;
y = 32 * CleanYfac;
screen->DrawText (CR_YELLOW, 0, y, "*** SOUND DEBUG INFO ***", TAG_DONE);
y += 8;
screen->DrawText (CR_GOLD, 0, y, "name", TAG_DONE);
screen->DrawText (CR_GOLD, 70, y, "x", TAG_DONE);
screen->DrawText (CR_GOLD, 120, y, "y", TAG_DONE);
screen->DrawText (CR_GOLD, 170, y, "vol", TAG_DONE);
screen->DrawText (CR_GOLD, 200, y, "pri", TAG_DONE);
screen->DrawText (CR_GOLD, 240, y, "dist", TAG_DONE);
screen->DrawText (CR_GOLD, 280, y, "chan", TAG_DONE);
y += 8;
for (i = 0; i < numChannels && y < SCREENHEIGHT - 16; i++, y += 8)
{
if (Channel[i].sfxinfo)
{
char temp[16];
fixed_t *origin = Channel[i].pt;
if (Channel[i].attenuation <= 0)
{
ox = players[consoleplayer].camera->x;
oy = players[consoleplayer].camera->y;
}
else if (origin)
{
ox = origin[0];
oy = origin[1];
}
else
{
ox = Channel[i].x;
oy = Channel[i].y;
}
color = Channel[i].loop ? CR_BROWN : CR_GREY;
Wads.GetLumpName (temp, Channel[i].sfxinfo->lumpnum);
temp[8] = 0;
screen->DrawText (color, 0, y, temp, TAG_DONE);
sprintf (temp, "%ld", ox / FRACUNIT);
screen->DrawText (color, 70, y, temp, TAG_DONE);
sprintf (temp, "%ld", oy / FRACUNIT);
screen->DrawText (color, 120, y, temp, TAG_DONE);
sprintf (temp, "%g", Channel[i].volume);
screen->DrawText (color, 170, y, temp, TAG_DONE);
sprintf (temp, "%d", Channel[i].priority);
screen->DrawText (color, 200, y, temp, TAG_DONE);
sprintf (temp, "%ld", P_AproxDistance2 (players[consoleplayer].camera, ox, oy) / FRACUNIT);
screen->DrawText (color, 240, y, temp, TAG_DONE);
sprintf (temp, "%d", Channel[i].entchannel);
screen->DrawText (color, 280, y, temp, TAG_DONE);
}
else
{
screen->DrawText (CR_GREY, 0, y, "------", TAG_DONE);
}
}
BorderNeedRefresh = screen->GetPageCount ();
}
static FString LastLocalSndInfo;
static FString LastLocalSndSeq;
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 ()
{
static bool termdone=false;
int i;
int curvelump;
Printf ("S_Init\n");
if (!termdone)
{
termdone=true;
atterm (S_Shutdown);
}
2006-04-11 16:27:41 +00:00
// remove old data (S_Init can be called multiple times!)
LastLocalSndInfo = LastLocalSndSeq = "";
if (SoundCurve) delete [] SoundCurve;
// Heretic and Hexen have sound curve lookup tables. Doom does not.
curvelump = Wads.CheckNumForName ("SNDCURVE");
if (curvelump >= 0)
{
MAX_SND_DIST = Wads.LumpLength (curvelump);
SoundCurve = new BYTE[MAX_SND_DIST];
Wads.ReadLump (curvelump, SoundCurve);
// The maximum value in a SNDCURVE lump is 127, so scale it to
// fit our sound system's volume levels.
for (i = 0; i < S_CLIPPING_DIST; ++i)
{
SoundCurve[i] = SoundCurve[i] * 255 / 127;
}
}
else
{
MAX_SND_DIST = S_CLIPPING_DIST;
SoundCurve = new BYTE[S_CLIPPING_DIST];
for (i = 0; i < S_CLIPPING_DIST; ++i)
{
SoundCurve[i] = MIN (255, (S_CLIPPING_DIST - i) * 255 / S_ATTENUATOR);
}
}
// [RH] Read in sound sequences
2006-04-11 16:27:41 +00:00
S_ParseSndSeq (-1);
// Allocating the virtual channels
numChannels = GSnd ? GSnd->SetChannels (snd_channels) : 0;
if (Channel != NULL)
{
delete[] Channel;
}
Channel = new channel_t[numChannels];
// Free all channels for use
for (i = 0; i < numChannels; i++)
{
Channel[i].pt = NULL;
Channel[i].handle = 0;
Channel[i].sound_id = -1;
Channel[i].priority = 0;
Channel[i].sfxinfo = 0;
}
// no sounds are playing, and they are not paused
MusicPaused = false;
SoundPaused = false;
// Note that sounds have not been cached (yet).
// for (i=1; (size_t)i < S_sfx.Size (); i++)
// S_sfx[i].usefulness = -1;
}
//==========================================================================
//
// S_Shutdown
//
//==========================================================================
void S_Shutdown ()
{
if (Channel != NULL)
{
delete[] Channel;
Channel = NULL;
numChannels = 0;
}
if (SoundCurve != NULL)
{
delete[] SoundCurve;
SoundCurve = NULL;
}
if (PlayList != NULL)
{
delete PlayList;
PlayList = NULL;
}
}
//==========================================================================
//
// S_Start
//
// Per level startup code. Kills playing sounds at start of level
// and starts new music.
//==========================================================================
void S_Start ()
{
int cnum;
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)
for (cnum = 0; cnum < numChannels; cnum++)
{
2006-04-11 16:27:41 +00:00
if (Channel[cnum].sfxinfo)
{
S_StopChannel (cnum);
}
}
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;
// This level uses a different local SNDINFO
if (LastLocalSndInfo.CompareNoCase(LocalSndInfo) != 0 || !level.info)
{
// First delete the old sound list
for(unsigned i=1;i<S_sfx.Size();i++)
{
GSnd->UnloadSound(&S_sfx[i]);
}
// Parse the global SNDINFO
S_ParseSndInfo();
if (*LocalSndInfo)
{
// Now parse the local SNDINFO
int j = Wads.CheckNumForName(LocalSndInfo);
if (j>=0) S_AddLocalSndInfo(j);
}
// Also reload the SNDSEQ if the SNDINFO was replaced!
parse_ss=true;
}
else if (LastLocalSndSeq.CompareNoCase(LocalSndSeq) != 0)
{
parse_ss=true;
}
if (parse_ss)
{
S_ParseSndSeq(*LocalSndSeq? Wads.CheckNumForName(LocalSndSeq) : -1);
}
else
LastLocalSndInfo = LocalSndInfo;
LastLocalSndSeq = LocalSndSeq;
}
// start new music for the level
MusicPaused = false;
SoundPaused = false;
// [RH] This is a lot simpler now.
if (!savegamerestore)
{
if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
S_ChangeMusic (level.music, level.musicorder);
}
nextcleanup = 15;
}
//==========================================================================
//
// S_PrecacheLevel
//
// Like R_PrecacheLevel, but for sounds.
//
//==========================================================================
void S_PrecacheLevel ()
{
unsigned int i;
if (GSnd)
{
for (i = 0; i < S_sfx.Size(); ++i)
{
S_sfx[i].bUsed = false;
}
AActor *actor;
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) != NULL )
{
S_sfx[actor->SeeSound].bUsed = true;
S_sfx[actor->AttackSound].bUsed = true;
S_sfx[actor->PainSound].bUsed = true;
S_sfx[actor->DeathSound].bUsed = true;
S_sfx[actor->ActiveSound].bUsed = true;
S_sfx[actor->UseSound].bUsed = true;
}
for (i = 1; i < S_sfx.Size(); ++i)
{
if (S_sfx[i].bUsed)
{
S_CacheSound (&S_sfx[i]);
}
}
for (i = 1; i < S_sfx.Size(); ++i)
{
if (!S_sfx[i].bUsed && S_sfx[i].link == sfxinfo_t::NO_LINK)
{
GSnd->UnloadSound (&S_sfx[i]);
}
}
}
}
//==========================================================================
//
// S_CacheSound
//
//==========================================================================
void S_CacheSound (sfxinfo_t *sfx)
{
if (GSnd)
{
if (sfx->bPlayerReserve)
{
return;
}
else if (sfx->bRandomHeader)
{
S_CacheRandomSound (sfx);
}
else
{
while (sfx->link != sfxinfo_t::NO_LINK)
{
sfx = &S_sfx[sfx->link];
}
sfx->bUsed = true;
GSnd->LoadSound (sfx);
}
}
}
// [RH] Split S_StartSoundAtVolume into multiple parts so that sounds can
// be specified both by id and by name. Also borrowed some stuff from
// Hexen and parameters from Quake.
//==========================================================================
//
// CalcPosVel
//
// Calculates a sounds position and velocity for 3D sounds.
//=========================================================================
void CalcPosVel (fixed_t *pt, AActor *mover, int constz,
float pos[3], float vel[3])
{
if (mover != NULL && 0)
{
vel[0] = FIXED2FLOAT(mover->momx) * TICRATE;
vel[1] = FIXED2FLOAT(mover->momz) * TICRATE;
vel[2] = FIXED2FLOAT(mover->momy) * TICRATE;
}
else
{
vel[0] = vel[1] = vel[2] = 0.f;
}
pos[0] = FIXED2FLOAT (pt[0]);
pos[2] = FIXED2FLOAT (pt[1]);
if (constz)
{
pos[1] = FIXED2FLOAT(players[consoleplayer].camera->z);
vel[1] = 0.f;
}
else
{
pos[1] = FIXED2FLOAT(pt[2]);
}
}
//==========================================================================
//
// S_StartSound
//
// 0 attenuation means full volume over whole level
// -1 attenuation means full volume in surround over whole level
// 0<attenuation<=1 means to scale the distance by that amount when
// calculating volume
//==========================================================================
static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
int sound_id, float volume, float attenuation, bool looping)
{
sfxinfo_t *sfx;
int dist, vol;
int i;
int chanflags;
int basepriority, priority;
int sep;
int org_id;
fixed_t x, y, z;
angle_t angle;
static int sndcount = 0;
int chan;
if (sound_id <= 0 || volume <= 0 || GSnd == NULL)
return;
org_id = sound_id;
if (pt == NULL)
{
if (attenuation > 0)
attenuation = 0;
// Give these variables values, although they don't really matter
x = y = z = 0;
}
else
{
x = pt[0];
y = pt[1];
z = pt[2];
}
chanflags = channel & ~7;
if (chanflags & CHAN_IMMOBILE)
{
pt = NULL;
}
if (compatflags & COMPATF_MAGICSILENCE)
{ // For people who just can't play without a silent BFG.
channel = 1;
}
else
{
if ((channel & CHAN_MAYBE_LOCAL) && (compatflags & COMPATF_SILENTPICKUP))
{
if (mover != 0 && mover != players[consoleplayer].camera)
{
return;
}
}
channel &= 7;
}
if (volume > 1)
volume = 1;
if (attenuation == 0)
{
sep = NONE_SEP;
dist = 0;
}
else if (attenuation < 0)
{
sep = snd_surround ? -1 : NONE_SEP;
dist = 0;
}
else
{
// calculate the distance before other stuff so we can throw out
// sounds that are beyond the hearing range.
dist = (int)(FIXED2FLOAT
(P_AproxDistance2 (players[consoleplayer].camera, x, y))
* attenuation);
if (dist >= MAX_SND_DIST)
{
return; // sound is beyond the hearing range...
}
else if (dist < 0)
{
dist = 0;
}
sep = -3; // Calculate separation later on
}
sfx = &S_sfx[sound_id];
// Resolve player sounds, random sounds, and aliases
while (sfx->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
{
sound_id = S_FindSkinnedSound (mover, sound_id);
}
else if (sfx->bRandomHeader)
{
sound_id = S_PickReplacement (sound_id);
}
else
{
sound_id = sfx->link;
}
sfx = &S_sfx[sound_id];
}
if (!sfx->data)
{
GSnd->LoadSound (sfx);
if (sfx->link != sfxinfo_t::NO_LINK)
{
sfx = &S_sfx[sfx->link];
}
}
if (sfx->lumpnum == sfx_empty)
{
basepriority = -1000;
return;
}
else if (attenuation <= 0)
{
basepriority = 200;
}
else
{
switch (channel)
{
case CHAN_WEAPON:
basepriority = 100;
break;
case CHAN_VOICE:
basepriority = 75;
break;
default:
case CHAN_BODY:
basepriority = 50;
break;
case CHAN_ITEM:
basepriority = 25;
break;
}
if (attenuation == 1)
basepriority += 50;
if (dist == 0)
basepriority += 30;
}
priority = basepriority * (PRIORITY_MAX_ADJUST - (dist/DIST_ADJUST));
if (pt != NULL && !S_StopSoundID (sound_id, priority, sfx->MaxChannels, sfx->bSingular, x, y))
return; // other sounds have greater priority
if (pt)
{
for (i = 0; i < numChannels; i++)
{
if (Channel[i].sfxinfo &&
pt == Channel[i].pt &&
Channel[i].entchannel == channel)
{
break;
}
}
if (i < numChannels && channel != CHAN_AUTO)
{
S_StopChannel (i);
}
else if (channel == CHAN_AUTO)
{
int chansused[8], freechan;
memset (chansused, 0, sizeof(chansused));
freechan = numChannels;
for (i = 0; i < numChannels; i++)
{
if (!Channel[i].sfxinfo)
{
freechan = i;
}
else if (pt == Channel[i].pt)
{
chansused[Channel[i].entchannel] = 1;
}
}
for (i = 7; i >= 0; i--)
{
if (!chansused[i])
break;
}
if (i < 0)
return; // entity has no free channels
channel = i;
i = freechan;
}
}
else
{
i = numChannels;
}
if (i >= numChannels)
{
for (i = 0; i < numChannels; i++)
{
if (Channel[i].sfxinfo == NULL)
{
break;
}
}
if (i >= numChannels)
{
// look for a lower priority sound to replace.
sndcount++;
if (sndcount >= numChannels)
sndcount = 0;
for (chan = 0; chan < numChannels; chan++)
{
i = (sndcount + chan) % numChannels;
if (priority > Channel[i].priority)
{
chan = -1; //denote that sound should be replaced.
break;
}
}
if (chan != -1)
{
return; // no free channels.
}
else
{
// replace the lower priority sound.
S_StopChannel (i);
}
}
}
vol = (int)(SoundCurve[dist]*volume);
if (sep == -3)
{
AActor *listener = players[consoleplayer].camera;
if (listener == NULL)
{
sep = NONE_SEP;
}
else if (dist == 0)
{
sep = NORM_SEP;
}
else
{
angle = R_PointToAngle2 (listener->x, listener->y, x, y);
if (angle > listener->angle)
angle = angle - listener->angle;
else
angle = angle + (ANGLE_MAX - listener->angle);
angle >>= ANGLETOFINESHIFT;
sep = NORM_SEP - (FixedMul (S_STEREO_SWING, finesine[angle])>>FRACBITS);
if (snd_flipstereo)
{
sep = 255-sep;
}
if (snd_matrix)
{
int rearsep = NORM_SEP -
(FixedMul (S_STEREO_SWING, finecosine[angle])>>FRACBITS);
if (rearsep > 128)
{
sep = -1;
attenuation = -1;
}
}
}
}
// vary the sfx pitches
if (sfx->PitchMask != 0)
{
Channel[i].pitch = NORM_PITCH-(M_Random()&sfx->PitchMask)+(M_Random()&sfx->PitchMask);
}
else
{
Channel[i].pitch = NORM_PITCH;
}
if (GSnd->Sound3D && attenuation > 0)
{
float pos[3];
float vel[3];
if (pt)
{
CalcPosVel (pt, mover, chanflags & CHAN_LISTENERZ, pos, vel);
}
else
{
fixed_t pt2[3];
pt2[0] = x;
pt2[1] = y;
pt2[2] = z;
CalcPosVel (pt2, mover, chanflags & CHAN_LISTENERZ, pos, vel);
}
Channel[i].handle = GSnd->StartSound3D (sfx, volume, Channel[i].pitch, i, looping, pos, vel, !(chanflags & CHAN_NOPAUSE));
Channel[i].is3d = true;
Channel[i].constz = !!(chanflags & CHAN_LISTENERZ);
}
else
{
Channel[i].handle = GSnd->StartSound (sfx, vol, sep, Channel[i].pitch, i, looping, !(chanflags & CHAN_NOPAUSE));
Channel[i].is3d = false;
Channel[i].constz = true;
}
Channel[i].sound_id = sound_id;
Channel[i].org_id = org_id;
Channel[i].mover = mover;
Channel[i].pt = pt ? pt : &Channel[i].x;
Channel[i].sfxinfo = sfx;
Channel[i].priority = priority;
Channel[i].basepriority = basepriority;
Channel[i].entchannel = channel;
Channel[i].attenuation = attenuation;
Channel[i].volume = volume;
Channel[i].x = x;
Channel[i].y = y;
Channel[i].z = z;
Channel[i].loop = looping ? true : false;
Channel[i].time = gametic;
// if (sfx->usefulness < 0)
// sfx->usefulness = 1;
// else
// sfx->usefulness++;
}
//==========================================================================
//
// S_SoundID
//
//==========================================================================
void S_SoundID (int channel, int sound_id, float volume, int attenuation)
{
S_StartSound ((fixed_t *)NULL, NULL, channel, sound_id, volume, SELECT_ATTEN(attenuation), false);
}
void S_SoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation)
{
if (ent->Sector->MoreFlags & SECF_SILENT)
return;
S_StartSound (&ent->x, ent, channel, sound_id, volume, SELECT_ATTEN(attenuation), false);
}
void S_SoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation)
{
S_StartSound (pt, NULL, channel, sound_id, volume, SELECT_ATTEN(attenuation), false);
}
void S_SoundID (fixed_t x, fixed_t y, fixed_t z, int channel, int sound_id, float volume, int attenuation)
{
fixed_t pt[3];
pt[0] = x;
pt[1] = y;
pt[2] = z;
S_StartSound (pt, NULL, channel|CHAN_IMMOBILE, sound_id, volume, SELECT_ATTEN(attenuation), false);
}
//==========================================================================
//
// S_LoopedSoundID
//
//==========================================================================
void S_LoopedSoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation)
{
if (ent->Sector->MoreFlags & SECF_SILENT)
return;
S_StartSound (&ent->x, ent, channel, sound_id, volume, SELECT_ATTEN(attenuation), true);
}
void S_LoopedSoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation)
{
S_StartSound (pt, NULL, channel, sound_id, volume, SELECT_ATTEN(attenuation), true);
}
//==========================================================================
//
// S_StartNamedSound
//
//==========================================================================
void S_StartNamedSound (AActor *ent, fixed_t *pt, int channel,
const char *name, float volume, float attenuation, bool looping)
{
int sfx_id;
if (name == NULL ||
(ent != NULL && ent->Sector->MoreFlags & SECF_SILENT))
{
return;
}
sfx_id = S_FindSound (name);
if (sfx_id == 0)
DPrintf ("Unknown sound %s\n", name);
if (ent)
S_StartSound (&ent->x, ent, channel, sfx_id, volume, attenuation, looping);
else
S_StartSound (pt, NULL, channel, sfx_id, volume, attenuation, looping);
}
//==========================================================================
//
// S_Sound
//
//==========================================================================
void S_Sound (int channel, const char *name, float volume, int attenuation)
{
S_StartNamedSound ((AActor *)NULL, NULL, channel, name, volume, SELECT_ATTEN(attenuation), false);
}
void S_Sound (AActor *ent, int channel, const char *name, float volume, int attenuation)
{
S_StartNamedSound (ent, NULL, channel, name, volume, SELECT_ATTEN(attenuation), false);
}
void S_Sound (fixed_t *pt, int channel, const char *name, float volume, int attenuation)
{
S_StartNamedSound (NULL, pt, channel, name, volume, SELECT_ATTEN(attenuation), false);
}
void S_Sound (fixed_t x, fixed_t y, int channel, const char *name, float volume, int attenuation)
{
fixed_t pt[3];
pt[0] = x;
pt[1] = y;
S_StartNamedSound (NULL, pt, channel|CHAN_LISTENERZ|CHAN_IMMOBILE,
name, volume, SELECT_ATTEN(attenuation), false);
}
//==========================================================================
//
// S_LoopedSound
//
//==========================================================================
void S_LoopedSound (AActor *ent, int channel, const char *name, float volume, int attenuation)
{
S_StartNamedSound (ent, NULL, channel, name, volume, SELECT_ATTEN(attenuation), true);
}
//==========================================================================
//
// S_StopSoundID
//
// from Hexen (albeit, modified a bit)
// Stops more than <limit> copies of the sound from playing at once.
//==========================================================================
BOOL S_StopSoundID (int sound_id, int priority, int limit, bool singular, fixed_t x, fixed_t y)
{
int i;
int lp; //least priority
int found;
if (limit <= 0)
{
return true;
}
lp = -1;
found = 0;
for (i = 0; i < numChannels; i++)
{
if (Channel[i].sound_id == sound_id)
{
if (singular)
{
// This sound is already playing, so don't start it again.
return false;
}
if (Channel[i].sfxinfo &&
P_AproxDistance (Channel[i].pt[0] - x, Channel[i].pt[1] - y) < 256*FRACUNIT)
{
found++; //found one. Now, should we replace it??
if (priority > Channel[i].priority)
{ // if we're gonna kill one, then this'll be it
lp = i;
priority = Channel[i].priority;
}
}
}
}
if (found < limit)
{
return true;
}
if (lp == -1)
{
return false; // don't replace any sounds
}
if (Channel[lp].handle)
{
S_StopChannel (lp);
}
return true;
}
//==========================================================================
//
// S_StopSound
//
// Stops a sound from a single source playing on a specific channel.
//==========================================================================
void S_StopSound (fixed_t *pt, int channel)
{
int i;
for (i = 0; i < numChannels; ++i)
{
if (Channel[i].sfxinfo &&
((pt == NULL && Channel[i].pt == &Channel[i].x) || Channel[i].pt == pt) &&
((compatflags & COMPATF_MAGICSILENCE) || Channel[i].entchannel == channel))
{
S_StopChannel (i);
}
}
}
void S_StopSound (AActor *ent, int channel)
{
S_StopSound (&ent->x, channel);
}
//==========================================================================
//
// S_StopAllChannels
//
//==========================================================================
void S_StopAllChannels ()
{
SN_StopAllSequences ();
for (int i = 0; i < numChannels; i++)
if (Channel[i].sfxinfo)
S_StopChannel (i);
}
//==========================================================================
//
// S_RelinkSound
//
// Moves all the sounds from one thing to another. If the destination is
// NULL, then the sound becomes a positioned sound.
//==========================================================================
void S_RelinkSound (AActor *from, AActor *to)
{
int i;
if (!from)
return;
fixed_t *frompt = &from->x;
fixed_t *topt = to ? &to->x : NULL;
for (i = 0; i < numChannels; i++)
{
if (Channel[i].pt == frompt)
{
if (to != NULL || !Channel[i].loop)
{
Channel[i].pt = topt ? topt : &Channel[i].x;
Channel[i].x = frompt[0];
Channel[i].y = frompt[1];
Channel[i].z = frompt[2];
}
else
{
S_StopChannel (i);
}
}
}
}
//==========================================================================
//
// S_GetSoundPlayingInfo
//
// Is a sound being played by a specific actor/point?
//==========================================================================
bool S_GetSoundPlayingInfo (fixed_t *pt, int sound_id)
{
int i;
if (sound_id != 0)
{
for (i = 0; i < numChannels; i++)
{
if (Channel[i].pt == pt && Channel[i].org_id == sound_id)
return true;
}
}
return false;
}
bool S_GetSoundPlayingInfo (AActor *ent, int sound_id)
{
return S_GetSoundPlayingInfo (ent ? &ent->x : NULL, sound_id);
}
//==========================================================================
//
// S_IsActorPlayingSomething
//
//==========================================================================
bool S_IsActorPlayingSomething (AActor *actor, int channel)
{
int i;
if (compatflags & COMPATF_MAGICSILENCE)
{
channel = 0;
}
for (i = 0; i < numChannels; ++i)
{
if (Channel[i].pt == &actor->x)
{
if (channel == 0 || Channel[i].entchannel == channel)
{
return true;
}
}
}
return false;
}
//==========================================================================
//
// S_PauseSound
//
// Stop music and sound effects, during game PAUSE.
//==========================================================================
void S_PauseSound (bool notmusic)
{
if (!notmusic && mus_playing.handle && !MusicPaused)
{
I_PauseSong (mus_playing.handle);
MusicPaused = true;
}
if (GSnd != NULL && !SoundPaused)
{
GSnd->SetSfxPaused (true);
SoundPaused = true;
}
}
//==========================================================================
//
// S_ResumeSound
//
// Resume music and sound effects, after game PAUSE.
//==========================================================================
void S_ResumeSound ()
{
if (mus_playing.handle && MusicPaused)
{
I_ResumeSong (mus_playing.handle);
MusicPaused = false;
}
if (GSnd != NULL && SoundPaused)
{
GSnd->SetSfxPaused (false);
SoundPaused = false;
}
}
//==========================================================================
//
// S_UpdateSounds
//
// Updates music & sounds
//==========================================================================
void S_UpdateSounds (void *listener_p)
{
fixed_t *listener;
fixed_t x, y;
int i, dist, vol;
angle_t angle;
int sep;
if (GSnd == NULL)
return;
listener = listener_p ? &((AActor *)listener_p)->x : NULL;
// [RH] Update playlist
if (PlayList &&
mus_playing.handle &&
!I_QrySongPlaying (mus_playing.handle))
{
PlayList->Advance ();
S_ActivatePlayList (false);
}
for (i = 0; i < numChannels; ++i)
{
if (!Channel[i].sfxinfo)
continue;
if (!GSnd->IsPlayingSound (Channel[i].handle))
{
S_StopChannel (i);
}
if (Channel[i].sound_id == -1 ||
(Channel[i].pt == listener && !GSnd->Sound3D) ||
Channel[i].attenuation <= 0)
{
continue;
}
else
{
if (!Channel[i].pt)
{
x = Channel[i].x;
y = Channel[i].y;
}
else
{
x = Channel[i].pt[0];
y = Channel[i].pt[1];
}
dist = (int)(FIXED2FLOAT(P_AproxDistance2 (listener, x, y))
* Channel[i].attenuation);
if (dist >= MAX_SND_DIST)
{
S_StopChannel (i);
continue;
}
else if (dist < 0)
{
dist = 0;
}
vol = (int)(SoundCurve[dist]*Channel[i].volume);
if (dist > 0)
{
angle = R_PointToAngle2(listener[0], listener[1], x, y);
if (angle > players[consoleplayer].camera->angle)
angle = angle - players[consoleplayer].camera->angle;
else
angle = angle + (ANGLE_MAX - players[consoleplayer].camera->angle);
angle >>= ANGLETOFINESHIFT;
sep = NORM_SEP - (FixedMul (S_STEREO_SWING, finesine[angle])>>FRACBITS);
if (snd_flipstereo)
{
sep = 255-sep;
}
if (snd_matrix)
{
int rearsep = NORM_SEP -
(FixedMul (S_STEREO_SWING, finecosine[angle])>>FRACBITS);
if (rearsep > 128)
{
sep = -1;
}
}
}
else
{
sep = NORM_SEP;
}
if (!Channel[i].is3d)
{
GSnd->UpdateSoundParams (Channel[i].handle, vol, sep, Channel[i].pitch);
}
else
{
float pos[3], vel[3];
CalcPosVel (Channel[i].pt, Channel[i].mover, Channel[i].constz, pos, vel);
GSnd->UpdateSoundParams3D (Channel[i].handle, pos, vel);
}
Channel[i].priority = Channel[i].basepriority * (PRIORITY_MAX_ADJUST-(dist/DIST_ADJUST));
}
}
SN_UpdateActiveSequences ();
if (GSnd->Sound3D && players[consoleplayer].camera)
{
GSnd->UpdateListener (players[consoleplayer].camera);
}
GSnd->UpdateSounds ();
}
//==========================================================================
//
// S_ActivatePlayList
//
// Plays the next song in the playlist. If no songs in the playlist can be
// played, then it is deleted.
//==========================================================================
void S_ActivatePlayList (bool goBack)
{
int startpos, pos;
startpos = pos = PlayList->GetPosition ();
S_StopMusic (true);
while (!S_ChangeMusic (PlayList->GetSong (pos), 0, false, true))
{
pos = goBack ? PlayList->Backup () : PlayList->Advance ();
if (pos == startpos)
{
delete PlayList;
PlayList = NULL;
Printf ("Cannot play anything in the playlist.\n");
return;
}
}
}
//==========================================================================
//
// S_ChangeCDMusic
//
// Starts a CD track as music.
//==========================================================================
bool S_ChangeCDMusic (int track, unsigned int id, bool looping)
{
char temp[32];
if (id)
{
sprintf (temp, ",CD,%d,%x", track, id);
}
else
{
sprintf (temp, ",CD,%d", track);
}
return S_ChangeMusic (temp, 0, looping);
}
//==========================================================================
//
// S_StartMusic
//
// Starts some music with the given name.
//==========================================================================
bool S_StartMusic (const char *m_id)
{
return S_ChangeMusic (m_id, 0, false);
}
//==========================================================================
//
// S_ChangeMusic
//
// Starts playing a music, possibly looping.
//
// [RH] If music is a MOD, starts it at position order. If name is of the
// format ",CD,<track>,[cd id]" song is a CD track, and if [cd id] is
// specified, it will only be played if the specified CD is in a drive.
//==========================================================================
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;
}
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;
if (!FileExists (musicname))
{
if ((lumpnum = Wads.CheckNumForName (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);
musiccache.Resize(length);
Wads.ReadLump(lumpnum, &musiccache[0]);
}
else
{
offset = Wads.GetLumpOffset (lumpnum);
length = Wads.LumpLength (lumpnum);
}
}
else
{
offset = 0;
length = 0;
}
// shutdown old music
S_StopMusic (true);
// load & register it
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);
}
else
{
// musiccache is used globally because otherwise I'd have to pass
// it as a parameter through several layers of code.
mus_playing.handle = I_RegisterSong (NULL, &musiccache[0], -1, length);
}
}
mus_playing.loop = looping;
if (mus_playing.handle != 0)
{ // play it
- 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;
}
}
//==========================================================================
//
// S_StopChannel
//
//==========================================================================
static void S_StopChannel (int cnum)
{
// int i;
channel_t* c = &Channel[cnum];
if (c->sfxinfo)
{
// stop the sound playing
if (GSnd != NULL) GSnd->StopSound (c->handle);
// check to see
// if other channels are playing the sound
/* for (i = 0; i < numChannels; i++)
{
if (cnum != i && c->sfxinfo == Channel[i].sfxinfo)
{
break;
}
}
*/
// degrade usefulness of sound data
// c->sfxinfo->usefulness--;
c->sfxinfo = NULL;
c->handle = 0;
c->sound_id = -1;
c->pt = NULL;
}
}
//==========================================================================
//
// CCMD playsound
//
//==========================================================================
CCMD (playsound)
{
if (argv.argc() > 1)
{
S_Sound (CHAN_AUTO, argv[1], 1.f, ATTN_NONE);
}
}
//==========================================================================
//
// CCMD idmus
//
//==========================================================================
CCMD (idmus)
{
level_info_t *info;
char *map;
int l;
if (argv.argc() > 1)
{
if (gameinfo.flags & GI_MAPxx)
{
l = atoi (argv[1]);
if (l <= 99)
map = CalcMapName (0, l);
else
{
Printf ("%s\n", GStrings("STSTR_NOMUS"));
return;
}
}
else
{
map = CalcMapName (argv[1][0] - '0', argv[1][1] - '0');
}
if ( (info = FindLevelInfo (map)) )
{
if (info->music)
{
S_ChangeMusic (info->music, info->musicorder);
Printf ("%s\n", GStrings("STSTR_MUS"));
}
}
else
{
Printf ("%s\n", GStrings("STSTR_NOMUS"));
}
}
}
//==========================================================================
//
// CCMD changemus
//
//==========================================================================
CCMD (changemus)
{
if (argv.argc() > 1)
{
if (PlayList)
{
delete PlayList;
PlayList = NULL;
}
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
}
}
//==========================================================================
//
// CCMD stopmus
//
//==========================================================================
CCMD (stopmus)
{
if (PlayList)
{
delete PlayList;
PlayList = NULL;
}
S_StopMusic (false);
}
//==========================================================================
//
// CCMD cd_play
//
// Plays a specified track, or the entire CD if no track is specified.
//==========================================================================
CCMD (cd_play)
{
char musname[16];
if (argv.argc() == 1)
strcpy (musname, ",CD,");
else
sprintf (musname, ",CD,%d", atoi(argv[1]));
S_ChangeMusic (musname, 0, true);
}
//==========================================================================
//
// CCMD cd_stop
//
//==========================================================================
CCMD (cd_stop)
{
CD_Stop ();
}
//==========================================================================
//
// CCMD cd_eject
//
//==========================================================================
CCMD (cd_eject)
{
CD_Eject ();
}
//==========================================================================
//
// CCMD cd_close
//
//==========================================================================
CCMD (cd_close)
{
CD_UnEject ();
}
//==========================================================================
//
// CCMD cd_pause
//
//==========================================================================
CCMD (cd_pause)
{
CD_Pause ();
}
//==========================================================================
//
// CCMD cd_resume
//
//==========================================================================
CCMD (cd_resume)
{
CD_Resume ();
}
//==========================================================================
//
// CCMD playlist
//
//==========================================================================
CCMD (playlist)
{
int argc = argv.argc();
if (argc < 2 || argc > 3)
{
Printf ("playlist <playlist.m3u> [<position>|shuffle]\n");
}
else
{
if (PlayList != NULL)
{
PlayList->ChangeList (argv[1]);
}
else
{
PlayList = new FPlayList (argv[1]);
}
if (PlayList->GetNumSongs () == 0)
{
delete PlayList;
PlayList = NULL;
}
else
{
if (argc == 3)
{
if (stricmp (argv[2], "shuffle") == 0)
{
PlayList->Shuffle ();
}
else
{
PlayList->SetPosition (atoi (argv[2]));
}
}
S_ActivatePlayList (false);
}
}
}
//==========================================================================
//
// CCMD playlistpos
//
//==========================================================================
static bool CheckForPlaylist ()
{
if (PlayList == NULL)
{
Printf ("No playlist is playing.\n");
return false;
}
return true;
}
CCMD (playlistpos)
{
if (CheckForPlaylist() && argv.argc() > 1)
{
PlayList->SetPosition (atoi (argv[1]) - 1);
S_ActivatePlayList (false);
}
}
//==========================================================================
//
// CCMD playlistnext
//
//==========================================================================
CCMD (playlistnext)
{
if (CheckForPlaylist())
{
PlayList->Advance ();
S_ActivatePlayList (false);
}
}
//==========================================================================
//
// CCMD playlistprev
//
//==========================================================================
CCMD (playlistprev)
{
if (CheckForPlaylist())
{
PlayList->Backup ();
S_ActivatePlayList (true);
}
}
//==========================================================================
//
// CCMD playliststatus
//
//==========================================================================
CCMD (playliststatus)
{
if (CheckForPlaylist ())
{
Printf ("Song %d of %d:\n%s\n",
PlayList->GetPosition () + 1,
PlayList->GetNumSongs (),
PlayList->GetSong (PlayList->GetPosition ()));
}
}
//==========================================================================
//
// CCMD cachesound <sound name>
//
//==========================================================================
CCMD (cachesound)
{
if (argv.argc() < 2)
{
Printf ("Usage: cachesound <sound> ...\n");
return;
}
for (int i = 1; i < argv.argc(); ++i)
{
int sfxnum = S_FindSound (argv[i]);
if (sfxnum > 0)
{
S_CacheSound (&S_sfx[sfxnum]);
}
}
}