- split off all music code from s_sound.cpp

This commit is contained in:
Christoph Oelckers 2019-08-23 17:15:19 +02:00
parent 1595bf30c6
commit 66db894866
25 changed files with 1078 additions and 811 deletions

View file

@ -1001,6 +1001,7 @@ set (PCH_SOURCES
sound/s_environment.cpp
sound/s_sndseq.cpp
sound/s_sound.cpp
sound/s_music.cpp
serializer.cpp
scriptutil.cpp
st_stuff.cpp

View file

@ -64,6 +64,7 @@
#include "g_levellocals.h"
#include "vm.h"
#include "utf8.h"
#include "s_music.h"
#include "gi.h"
@ -1268,6 +1269,7 @@ void C_FullConsole ()
gamestate = GS_FULLCONSOLE;
primaryLevel->Music = "";
S_Start ();
S_StartMusic();
P_FreeLevelData ();
}
else

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@ -102,6 +102,7 @@
#include "g_cvars.h"
#include "r_data/r_vanillatrans.h"
#include "atterm.h"
#include "s_music.h"
EXTERN_CVAR(Bool, hud_althud)
EXTERN_CVAR(Int, vr_mode)
@ -1034,6 +1035,7 @@ void D_DoomLoop ()
// Update display, next frame, with current state.
I_StartTic ();
D_Display ();
S_UpdateMusic();
if (wantToRestart)
{
wantToRestart = false;
@ -2459,6 +2461,7 @@ void D_DoomMain (void)
if (!batchrun) Printf ("S_Init: Setting up sound.\n");
S_Init ();
S_InitMusic();
if (!batchrun) Printf ("ST_Init: Init startup screen.\n");
if (!restart)
@ -2752,6 +2755,7 @@ void D_DoomMain (void)
R_DeinitTranslationTables(); // some tables are initialized from outside the translation code.
gameinfo.~gameinfo_t();
new (&gameinfo) gameinfo_t; // Reset gameinfo
S_ShutdownMusic();
S_Shutdown(); // free all channels and delete playlist
C_ClearAliases(); // CCMDs won't be reinitialized so these need to be deleted here
DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods

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@ -67,6 +67,7 @@
#include "i_system.h"
#include "vm.h"
#include "gstrings.h"
#include "s_music.h"
EXTERN_CVAR (Int, disableautosave)
EXTERN_CVAR (Int, autosavecount)

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@ -89,6 +89,7 @@
#include "actorinlines.h"
#include "i_time.h"
#include "p_maputl.h"
#include "s_music.h"
void STAT_StartNewGame(const char *lev);
void STAT_ChangeLevel(const char *newl, FLevelLocals *Level);
@ -2221,3 +2222,10 @@ int IsPointInMap(FLevelLocals *Level, double x, double y, double z)
return true;
}
void FLevelLocals::SetMusic()
{
if (cdtrack == 0 || !S_ChangeCDMusic(cdtrack, cdid))
S_ChangeMusic(Music, musicorder);
}

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@ -424,11 +424,8 @@ public:
return thinker;
}
void SetMusic()
{
if (cdtrack == 0 || !S_ChangeCDMusic(cdtrack, cdid))
S_ChangeMusic(Music, musicorder);
}
void SetMusic();
TArray<vertex_t> vertexes;
TArray<sector_t> sectors;

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@ -51,6 +51,7 @@
#include "g_levellocals.h"
#include "utf8.h"
#include "templates.h"
#include "s_music.h"
FIntermissionDescriptorList IntermissionDescriptors;
@ -1100,4 +1101,4 @@ CCMD(measureintermissions)
}
}
}
}
}

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@ -59,6 +59,7 @@
#include "r_sky.h"
#include "version.h"
#include "fragglescript/t_script.h"
#include "s_music.h"
EXTERN_CVAR(Bool, save_formatted)

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@ -76,6 +76,7 @@
#include "v_video.h"
#include "fragglescript/t_script.h"
#include "atterm.h"
#include "s_music.h"
extern AActor *SpawnMapThing (int index, FMapThing *mthing, int position);
@ -407,6 +408,7 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
// Make sure all sounds are stopped before Z_FreeTags.
S_Start();
S_StartMusic();
// [RH] clear out the mid-screen message
C_MidPrint(nullptr, nullptr);

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@ -989,4 +989,3 @@ void FLevelLocals::RecreateAllAttachedLights()
}
}
}

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@ -51,6 +51,7 @@
#include "scriptutil.h"
#include "vm.h"
#include "a_lights.h"
#include "s_music.h"
static FRandom pr_script("FScript");

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@ -34,6 +34,7 @@
#include "g_levellocals.h"
#include "xlat/xlat.h"
#include "maploader/maploader.h"
#include "s_music.h"
class FScriptLoader
{

View file

@ -75,6 +75,7 @@
#include "actorinlines.h"
#include "types.h"
#include "scriptutil.h"
#include "s_music.h"
// P-codes for ACS scripts
enum

View file

@ -91,6 +91,7 @@
#include "g_game.h"
#include "v_video.h"
#include "gstrings.h"
#include "s_music.h"
static FRandom pr_skullpop ("SkullPop");

View file

@ -46,6 +46,7 @@
#include "st_console.h"
#include "version.h"
#include "doomerrors.h"
#include "s_music.h"
#define ZD_UNUSED(VARIABLE) ((void)(VARIABLE))

View file

@ -48,6 +48,7 @@
#include "v_text.h"
#include "c_cvars.h"
#include "stats.h"
#include "s_music.h"
EXTERN_CVAR (Float, snd_sfxvolume)
EXTERN_CVAR (Float, snd_musicvolume)

View file

@ -47,6 +47,7 @@
#include "stats.h"
#include "timidity/timidity.h"
#include "vm.h"
#include "s_music.h"

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@ -36,6 +36,7 @@
#include "v_text.h"
#include "menu/menu.h"
#include "s_music.h"
static uint32_t nummididevices;
static bool nummididevicesset;

View file

@ -49,6 +49,7 @@
#include "vm.h"
#include "i_system.h"
#include "atterm.h"
#include "s_music.h"
// MACROS ------------------------------------------------------------------

872
src/sound/s_music.cpp Normal file
View file

@ -0,0 +1,872 @@
//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION: none
//
//-----------------------------------------------------------------------------
/* For code that originates from ZDoom the following applies:
**
**---------------------------------------------------------------------------
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include <stdlib.h>
#ifdef _WIN32
#include <io.h>
#endif
#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 "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 "gi.h"
#include "po_man.h"
#include "serializer.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "vm.h"
#include "g_game.h"
#include "atterm.h"
#include "s_music.h"
// MACROS ------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern float S_GetMusicVolume (const char *music);
static void S_ActivatePlayList(bool goBack);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static bool MusicPaused; // whether music is paused
MusPlayingInfo mus_playing; // music currently being played
static FString LastSong; // last music that was played
static FPlayList *PlayList;
DEFINE_GLOBAL_NAMED(mus_playing, musplaying);
DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, name);
DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, baseorder);
DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, loop);
// PUBLIC DATA DEFINITIONS -------------------------------------------------
void S_ShutdownMusic ();
// CODE --------------------------------------------------------------------
//==========================================================================
//
// S_Init
//
// Initializes sound stuff, including volume. Sets channels, SFX and
// music volume, allocates channel buffer, and sets S_sfx lookup.
//==========================================================================
void S_InitMusic ()
{
// no sounds are playing, and they are not paused
mus_playing.name = "";
LastSong = "";
mus_playing.handle = nullptr;
mus_playing.baseorder = 0;
MusicPaused = false;
atterm(S_ShutdownMusic);
}
//==========================================================================
//
// S_Shutdown
//
//==========================================================================
void S_ShutdownMusic ()
{
if (PlayList != nullptr)
{
delete PlayList;
PlayList = nullptr;
}
S_StopMusic (true);
mus_playing.name = "";
LastSong = "";
}
//==========================================================================
//
// S_PauseSound
//
// Stop music and sound effects, during game PAUSE.
//==========================================================================
void S_PauseMusic ()
{
if (mus_playing.handle && !MusicPaused)
{
mus_playing.handle->Pause();
MusicPaused = true;
}
}
//==========================================================================
//
// S_ResumeSound
//
// Resume music and sound effects, after game PAUSE.
//==========================================================================
void S_ResumeMusic ()
{
if (mus_playing.handle && MusicPaused)
{
mus_playing.handle->Resume();
MusicPaused = false;
}
}
//==========================================================================
//
// S_UpdateSound
//
//==========================================================================
void S_UpdateMusic ()
{
I_UpdateMusic();
// [RH] Update music and/or playlist. IsPlaying() must be called
// to attempt to reconnect to broken net streams and to advance the
// playlist when the current song finishes.
if (mus_playing.handle != nullptr &&
!mus_playing.handle->IsPlaying() &&
PlayList)
{
PlayList->Advance();
S_ActivatePlayList(false);
}
}
//==========================================================================
//
// S_Start
//
// Per level startup code. Kills playing sounds at start of level
// and starts new music.
//==========================================================================
void S_StartMusic ()
{
// 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;
// Don't start the music if loading a savegame, because the music is stored there.
// Don't start the music if revisiting a level in a hub for the same reason.
if (!primaryLevel->IsReentering())
{
primaryLevel->SetMusic();
}
}
//==========================================================================
//
// 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 = nullptr;
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 != 0)
{
mysnprintf (temp, countof(temp), ",CD,%d,%x", track, id);
}
else
{
mysnprintf (temp, countof(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.
//==========================================================================
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 != nullptr && !strcmp(musicname, "*"))
{
if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
{
musicname = primaryLevel->Music;
order = primaryLevel->musicorder;
}
else
{
musicname = nullptr;
}
}
if (musicname == nullptr || musicname[0] == 0)
{
// Don't choke if the map doesn't have a song attached
S_StopMusic (true);
mus_playing.name = "";
LastSong = "";
return true;
}
FString DEH_Music;
if (musicname[0] == '$')
{
// handle dehacked replacement.
// Any music name defined this way needs to be prefixed with 'D_' because
// Doom.exe does not contain the prefix so these strings don't either.
const char * mus_string = GStrings[musicname+1];
if (mus_string != nullptr)
{
DEH_Music << "D_" << mus_string;
musicname = DEH_Music;
}
}
FName *aliasp = MusicAliases.CheckKey(musicname);
if (aliasp != nullptr)
{
if (*aliasp == NAME_None)
{
return true; // flagged to be ignored
}
musicname = aliasp->GetChars();
}
if (!mus_playing.name.IsEmpty() &&
mus_playing.handle != nullptr &&
stricmp (mus_playing.name, musicname) == 0 &&
mus_playing.handle->m_Looping == looping)
{
if (order != mus_playing.baseorder)
{
if (mus_playing.handle->SetSubsong(order))
{
mus_playing.baseorder = order;
}
}
else if (!mus_playing.handle->IsPlaying())
{
mus_playing.handle->Play(looping, order);
}
return true;
}
if (strnicmp (musicname, ",CD,", 4) == 0)
{
int track = strtoul (musicname+4, nullptr, 0);
const char *more = strchr (musicname+4, ',');
unsigned int id = 0;
if (more != nullptr)
{
id = strtoul (more+1, nullptr, 16);
}
S_StopMusic (true);
mus_playing.handle = I_RegisterCDSong (track, id);
}
else
{
int lumpnum = -1;
int length = 0;
MusInfo *handle = nullptr;
MidiDeviceSetting *devp = MidiDevices.CheckKey(musicname);
// Strip off any leading file:// component.
if (strncmp(musicname, "file://", 7) == 0)
{
musicname += 7;
}
FileReader reader;
if (!FileExists (musicname))
{
if ((lumpnum = Wads.CheckNumForFullName (musicname, true, ns_music)) == -1)
{
Printf ("Music \"%s\" not found\n", musicname);
return false;
}
if (handle == nullptr)
{
if (Wads.LumpLength (lumpnum) == 0)
{
return false;
}
reader = Wads.ReopenLumpReader(lumpnum);
}
}
else
{
// Load an external file.
if (!reader.OpenFile(musicname))
{
return false;
}
}
// shutdown old music
S_StopMusic (true);
// Just record it if volume is 0
if (snd_musicvolume <= 0)
{
mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = order;
LastSong = musicname;
return true;
}
// load & register it
if (handle != nullptr)
{
mus_playing.handle = handle;
}
else
{
mus_playing.handle = I_RegisterSong (reader, devp);
}
}
mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = 0;
LastSong = "";
if (mus_playing.handle != 0)
{ // play it
mus_playing.handle->Start(looping, S_GetMusicVolume (musicname), order);
mus_playing.baseorder = order;
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(DObject, S_ChangeMusic)
{
PARAM_PROLOGUE;
PARAM_STRING(music);
PARAM_INT(order);
PARAM_BOOL(looping);
PARAM_BOOL(force);
ACTION_RETURN_BOOL(S_ChangeMusic(music, order, looping, force));
}
//==========================================================================
//
// S_RestartMusic
//
// Must only be called from snd_reset in i_sound.cpp!
//==========================================================================
void S_RestartMusic ()
{
if (!LastSong.IsEmpty())
{
FString song = LastSong;
LastSong = "";
S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
}
}
//==========================================================================
//
// S_MIDIDeviceChanged
//
//==========================================================================
void S_MIDIDeviceChanged()
{
if (mus_playing.handle != nullptr && mus_playing.handle->IsMIDI())
{
mus_playing.handle->Stop();
mus_playing.handle->Start(mus_playing.loop, -1, mus_playing.baseorder);
}
}
//==========================================================================
//
// S_GetMusic
//
//==========================================================================
int S_GetMusic (const char **name)
{
int order;
if (mus_playing.name.IsNotEmpty())
{
*name = mus_playing.name;
order = mus_playing.baseorder;
}
else
{
*name = nullptr;
order = 0;
}
return order;
}
//==========================================================================
//
// S_StopMusic
//
//==========================================================================
void S_StopMusic (bool force)
{
// [RH] Don't stop if a playlist is active.
if ((force || PlayList == nullptr) && !mus_playing.name.IsEmpty())
{
if (mus_playing.handle != nullptr)
{
if (MusicPaused)
mus_playing.handle->Resume();
mus_playing.handle->Stop();
delete mus_playing.handle;
mus_playing.handle = nullptr;
}
LastSong = mus_playing.name;
mus_playing.name = "";
}
}
//==========================================================================
//
// CCMD idmus
//
//==========================================================================
CCMD (idmus)
{
level_info_t *info;
FString map;
int l;
if (!nomusic)
{
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.IsNotEmpty())
{
S_ChangeMusic (info->Music, info->musicorder);
Printf ("%s\n", GStrings("STSTR_MUS"));
}
}
else
{
Printf ("%s\n", GStrings("STSTR_NOMUS"));
}
}
}
}
//==========================================================================
//
// CCMD changemus
//
//==========================================================================
CCMD (changemus)
{
if (!nomusic)
{
if (argv.argc() > 1)
{
if (PlayList)
{
delete PlayList;
PlayList = nullptr;
}
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
}
else
{
const char *currentmus = mus_playing.name.GetChars();
if(currentmus != nullptr && *currentmus != 0)
{
Printf ("currently playing %s\n", currentmus);
}
else
{
Printf ("no music playing\n");
}
}
}
}
//==========================================================================
//
// CCMD stopmus
//
//==========================================================================
CCMD (stopmus)
{
if (PlayList)
{
delete PlayList;
PlayList = nullptr;
}
S_StopMusic (false);
LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
}
//==========================================================================
//
// 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
{
mysnprintf (musname, countof(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
//
//==========================================================================
UNSAFE_CCMD (playlist)
{
int argc = argv.argc();
if (argc < 2 || argc > 3)
{
Printf ("playlist <playlist.m3u> [<position>|shuffle]\n");
}
else
{
if (PlayList != nullptr)
{
PlayList->ChangeList (argv[1]);
}
else
{
PlayList = new FPlayList (argv[1]);
}
if (PlayList->GetNumSongs () == 0)
{
delete PlayList;
PlayList = nullptr;
}
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 == nullptr)
{
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(currentmusic)
{
if (mus_playing.name.IsNotEmpty())
{
Printf("Currently playing music '%s'\n", mus_playing.name.GetChars());
}
else
{
Printf("Currently no music playing\n");
}
}

88
src/sound/s_music.h Normal file
View file

@ -0,0 +1,88 @@
//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// The not so system specific sound interface.
//
//-----------------------------------------------------------------------------
#ifndef __S_MUSIC__
#define __S_MUSIC__
#include "doomtype.h"
#include "i_soundinternal.h"
void S_ParseMusInfo();
//
void S_InitMusic ();
void S_ShutdownMusic ();
void S_StartMusic ();
// Start music using <music_name>
bool S_StartMusic (const char *music_name);
// Start music using <music_name>, and set whether looping
bool S_ChangeMusic (const char *music_name, int order=0, bool looping=true, bool force=false);
// Start playing a cd track as music
bool S_ChangeCDMusic (int track, unsigned int id=0, bool looping=true);
void S_RestartMusic ();
void S_MIDIDeviceChanged();
int S_GetMusic (const char **name);
// Stops the music for sure.
void S_StopMusic (bool force);
// Stop and resume music, during game PAUSE.
void S_PauseMusic ();
void S_ResumeMusic ();
//
// Updates music & sounds
//
void S_UpdateMusic ();
struct MidiDeviceSetting
{
int device;
FString args;
MidiDeviceSetting()
{
device = MDEV_DEFAULT;
}
};
typedef TMap<FName, FName> MusicAliasMap;
typedef TMap<FName, MidiDeviceSetting> MidiDeviceMap;
extern MusicAliasMap MusicAliases;
extern MidiDeviceMap MidiDevices;
#endif

View file

@ -138,17 +138,8 @@ static void S_SetListener(SoundListener &listener, AActor *listenactor);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static bool SoundPaused; // whether sound is paused
static bool MusicPaused; // whether music is paused
MusPlayingInfo mus_playing; // music currently being played
static FString LastSong; // last music that was played
static FPlayList *PlayList;
static int RestartEvictionsAt; // do not restart evicted channels before this time
DEFINE_GLOBAL_NAMED(mus_playing, musplaying);
DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, name);
DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, baseorder);
DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, loop);
// PUBLIC DATA DEFINITIONS -------------------------------------------------
int sfx_empty;
@ -333,9 +324,6 @@ void S_Init ()
{
S_ReturnChannel(Channels);
}
// no sounds are playing, and they are not paused
MusicPaused = false;
}
//==========================================================================
@ -376,15 +364,6 @@ void S_Shutdown ()
delete chan;
}
FreeChannels = NULL;
if (PlayList != NULL)
{
delete PlayList;
PlayList = NULL;
}
S_StopMusic (true);
mus_playing.name = "";
LastSong = "";
}
//==========================================================================
@ -413,58 +392,43 @@ void S_Start ()
LocalSndInfo = primaryLevel->info->SoundInfo;
LocalSndSeq = primaryLevel->info->SndSeq;
}
bool parse_ss = false;
// This level uses a different local SNDINFO
bool parse_ss = false;
// This level uses a different local SNDINFO
if (LastLocalSndInfo.CompareNoCase(LocalSndInfo) != 0 || !primaryLevel->info)
{
// First delete the old sound list
for(unsigned i = 1; i < S_sfx.Size(); i++)
{
// First delete the old sound list
for(unsigned i = 1; i < S_sfx.Size(); i++)
{
S_UnloadSound(&S_sfx[i]);
}
// Parse the global SNDINFO
S_ParseSndInfo(true);
if (LocalSndInfo.IsNotEmpty())
{
// Now parse the local SNDINFO
int j = Wads.CheckNumForFullName(LocalSndInfo, true);
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.IsNotEmpty()? Wads.CheckNumForFullName(LocalSndSeq, true) : -1);
S_UnloadSound(&S_sfx[i]);
}
LastLocalSndInfo = LocalSndInfo;
LastLocalSndSeq = LocalSndSeq;
// Parse the global SNDINFO
S_ParseSndInfo(true);
if (LocalSndInfo.IsNotEmpty())
{
// Now parse the local SNDINFO
int j = Wads.CheckNumForFullName(LocalSndInfo, true);
if (j>=0) S_AddLocalSndInfo(j);
}
// Also reload the SNDSEQ if the SNDINFO was replaced!
parse_ss = true;
}
// 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;
// Don't start the music if loading a savegame, because the music is stored there.
// Don't start the music if revisiting a level in a hub for the same reason.
if (!primaryLevel->IsReentering())
{
primaryLevel->SetMusic();
else if (LastLocalSndSeq.CompareNoCase(LocalSndSeq) != 0)
{
parse_ss = true;
}
if (parse_ss)
{
S_ParseSndSeq(LocalSndSeq.IsNotEmpty()? Wads.CheckNumForFullName(LocalSndSeq, true) : -1);
}
LastLocalSndInfo = LocalSndInfo;
LastLocalSndSeq = LocalSndSeq;
}
}
@ -2002,65 +1966,6 @@ bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id)
return false;
}
//==========================================================================
//
// S_PauseSound
//
// Stop music and sound effects, during game PAUSE.
//==========================================================================
void S_PauseSound (bool notmusic, bool notsfx)
{
if (!notmusic && mus_playing.handle && !MusicPaused)
{
mus_playing.handle->Pause();
MusicPaused = true;
}
if (!notsfx)
{
SoundPaused = true;
GSnd->SetSfxPaused (true, 0);
}
}
DEFINE_ACTION_FUNCTION(DObject, S_PauseSound)
{
PARAM_PROLOGUE;
PARAM_BOOL(notmusic);
PARAM_BOOL(notsfx);
S_PauseSound(notmusic, notsfx);
return 0;
}
//==========================================================================
//
// S_ResumeSound
//
// Resume music and sound effects, after game PAUSE.
//==========================================================================
void S_ResumeSound (bool notsfx)
{
if (mus_playing.handle && MusicPaused)
{
mus_playing.handle->Resume();
MusicPaused = false;
}
if (!notsfx)
{
SoundPaused = false;
GSnd->SetSfxPaused (false, 0);
}
}
DEFINE_ACTION_FUNCTION(DObject, S_ResumeSound)
{
PARAM_PROLOGUE;
PARAM_BOOL(notsfx);
S_ResumeSound(notsfx);
return 0;
}
//==========================================================================
//
// S_SetSoundPaused
@ -2202,19 +2107,6 @@ void S_UpdateSounds (AActor *listenactor)
FVector3 pos, vel;
SoundListener listener;
I_UpdateMusic();
// [RH] Update music and/or playlist. IsPlaying() must be called
// to attempt to reconnect to broken net streams and to advance the
// playlist when the current song finishes.
if (mus_playing.handle != NULL &&
!mus_playing.handle->IsPlaying() &&
PlayList)
{
PlayList->Advance();
S_ActivatePlayList(false);
}
// should never happen
S_SetListener(listener, listenactor);
@ -2551,331 +2443,6 @@ void S_SerializeSounds(FSerializer &arc)
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 != 0)
{
mysnprintf (temp, countof(temp), ",CD,%d,%x", track, id);
}
else
{
mysnprintf (temp, countof(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.
//==========================================================================
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 = primaryLevel->Music;
order = primaryLevel->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);
mus_playing.name = "";
LastSong = "";
return true;
}
FString DEH_Music;
if (musicname[0] == '$')
{
// handle dehacked replacement.
// Any music name defined this way needs to be prefixed with 'D_' because
// Doom.exe does not contain the prefix so these strings don't either.
const char * mus_string = GStrings[musicname+1];
if (mus_string != NULL)
{
DEH_Music << "D_" << mus_string;
musicname = DEH_Music;
}
}
FName *aliasp = MusicAliases.CheckKey(musicname);
if (aliasp != NULL)
{
if (*aliasp == NAME_None)
{
return true; // flagged to be ignored
}
musicname = aliasp->GetChars();
}
if (!mus_playing.name.IsEmpty() &&
mus_playing.handle != NULL &&
stricmp (mus_playing.name, musicname) == 0 &&
mus_playing.handle->m_Looping == looping)
{
if (order != mus_playing.baseorder)
{
if (mus_playing.handle->SetSubsong(order))
{
mus_playing.baseorder = order;
}
}
else if (!mus_playing.handle->IsPlaying())
{
mus_playing.handle->Play(looping, order);
}
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 length = 0;
MusInfo *handle = NULL;
MidiDeviceSetting *devp = MidiDevices.CheckKey(musicname);
// Strip off any leading file:// component.
if (strncmp(musicname, "file://", 7) == 0)
{
musicname += 7;
}
FileReader reader;
if (!FileExists (musicname))
{
if ((lumpnum = Wads.CheckNumForFullName (musicname, true, ns_music)) == -1)
{
Printf ("Music \"%s\" not found\n", musicname);
return false;
}
if (handle == NULL)
{
if (Wads.LumpLength (lumpnum) == 0)
{
return false;
}
reader = Wads.ReopenLumpReader(lumpnum);
}
}
else
{
// Load an external file.
if (!reader.OpenFile(musicname))
{
return false;
}
}
// shutdown old music
S_StopMusic (true);
// Just record it if volume is 0
if (snd_musicvolume <= 0)
{
mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = order;
LastSong = musicname;
return true;
}
// load & register it
if (handle != NULL)
{
mus_playing.handle = handle;
}
else
{
mus_playing.handle = I_RegisterSong (reader, devp);
}
}
mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = 0;
LastSong = "";
if (mus_playing.handle != 0)
{ // play it
mus_playing.handle->Start(looping, S_GetMusicVolume (musicname), order);
mus_playing.baseorder = order;
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(DObject, S_ChangeMusic)
{
PARAM_PROLOGUE;
PARAM_STRING(music);
PARAM_INT(order);
PARAM_BOOL(looping);
PARAM_BOOL(force);
ACTION_RETURN_BOOL(S_ChangeMusic(music, order, looping, force));
}
//==========================================================================
//
// S_RestartMusic
//
// Must only be called from snd_reset in i_sound.cpp!
//==========================================================================
void S_RestartMusic ()
{
if (!LastSong.IsEmpty())
{
FString song = LastSong;
LastSong = "";
S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
}
}
//==========================================================================
//
// S_MIDIDeviceChanged
//
//==========================================================================
void S_MIDIDeviceChanged()
{
if (mus_playing.handle != NULL && mus_playing.handle->IsMIDI())
{
mus_playing.handle->Stop();
mus_playing.handle->Start(mus_playing.loop, -1, mus_playing.baseorder);
}
}
//==========================================================================
//
// S_GetMusic
//
//==========================================================================
int S_GetMusic (const char **name)
{
int order;
if (mus_playing.name.IsNotEmpty())
{
*name = mus_playing.name;
order = mus_playing.baseorder;
}
else
{
*name = NULL;
order = 0;
}
return order;
}
//==========================================================================
//
// S_StopMusic
//
//==========================================================================
void S_StopMusic (bool force)
{
// [RH] Don't stop if a playlist is active.
if ((force || PlayList == NULL) && !mus_playing.name.IsEmpty())
{
if (mus_playing.handle != NULL)
{
if (MusicPaused)
mus_playing.handle->Resume();
mus_playing.handle->Stop();
delete mus_playing.handle;
mus_playing.handle = NULL;
}
LastSong = mus_playing.name;
mus_playing.name = "";
}
}
//==========================================================================
//
@ -2925,303 +2492,6 @@ CCMD (loopsound)
}
}
//==========================================================================
//
// CCMD idmus
//
//==========================================================================
CCMD (idmus)
{
level_info_t *info;
FString map;
int l;
if (!nomusic)
{
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.IsNotEmpty())
{
S_ChangeMusic (info->Music, info->musicorder);
Printf ("%s\n", GStrings("STSTR_MUS"));
}
}
else
{
Printf ("%s\n", GStrings("STSTR_NOMUS"));
}
}
}
}
//==========================================================================
//
// CCMD changemus
//
//==========================================================================
CCMD (changemus)
{
if (!nomusic)
{
if (argv.argc() > 1)
{
if (PlayList)
{
delete PlayList;
PlayList = NULL;
}
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
}
else
{
const char *currentmus = mus_playing.name.GetChars();
if(currentmus != NULL && *currentmus != 0)
{
Printf ("currently playing %s\n", currentmus);
}
else
{
Printf ("no music playing\n");
}
}
}
}
//==========================================================================
//
// CCMD stopmus
//
//==========================================================================
CCMD (stopmus)
{
if (PlayList)
{
delete PlayList;
PlayList = NULL;
}
S_StopMusic (false);
LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
}
//==========================================================================
//
// 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
{
mysnprintf (musname, countof(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
//
//==========================================================================
UNSAFE_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>
@ -3265,14 +2535,60 @@ CCMD(listsoundchannels)
Printf("%d sounds playing\n", count);
}
CCMD(currentmusic)
// intentionally moved here to keep the s_music include out of the rest of the file.
//==========================================================================
//
// S_PauseSound
//
// Stop music and sound effects, during game PAUSE.
//==========================================================================
#include "s_music.h"
void S_PauseSound (bool notmusic, bool notsfx)
{
if (mus_playing.name.IsNotEmpty())
if (!notmusic)
{
Printf("Currently playing music '%s'\n", mus_playing.name.GetChars());
S_PauseMusic();
}
else
if (!notsfx)
{
Printf("Currently no music playing\n");
SoundPaused = true;
GSnd->SetSfxPaused (true, 0);
}
}
DEFINE_ACTION_FUNCTION(DObject, S_PauseSound)
{
PARAM_PROLOGUE;
PARAM_BOOL(notmusic);
PARAM_BOOL(notsfx);
S_PauseSound(notmusic, notsfx);
return 0;
}
//==========================================================================
//
// S_ResumeSound
//
// Resume music and sound effects, after game PAUSE.
//==========================================================================
void S_ResumeSound (bool notsfx)
{
S_ResumeMusic();
if (!notsfx)
{
SoundPaused = false;
GSnd->SetSfxPaused (false, 0);
}
}
DEFINE_ACTION_FUNCTION(DObject, S_ResumeSound)
{
PARAM_PROLOGUE;
PARAM_BOOL(notsfx);
S_ResumeSound(notsfx);
return 0;
}

View file

@ -323,24 +323,6 @@ void S_RelinkSound (AActor *from, AActor *to);
// Stores/retrieves playing channel information in an archive.
void S_SerializeSounds(FSerializer &arc);
// Start music using <music_name>
bool S_StartMusic (const char *music_name);
// Start music using <music_name>, and set whether looping
bool S_ChangeMusic (const char *music_name, int order=0, bool looping=true, bool force=false);
// Start playing a cd track as music
bool S_ChangeCDMusic (int track, unsigned int id=0, bool looping=true);
void S_RestartMusic ();
void S_MIDIDeviceChanged();
int S_GetMusic (const char **name);
// Stops the music for sure.
void S_StopMusic (bool force);
// Stop and resume music, during game PAUSE.
void S_PauseSound (bool notmusic, bool notsfx);
void S_ResumeSound (bool notsfx);
@ -377,7 +359,6 @@ void S_ShrinkPlayerSoundLists ();
void S_UnloadSound (sfxinfo_t *sfx);
sfxinfo_t *S_LoadSound(sfxinfo_t *sfx, FSoundLoadBuffer *pBuffer = nullptr);
unsigned int S_GetMSLength(FSoundID sound);
void S_ParseMusInfo();
bool S_ParseTimeTag(const char *tag, bool *as_samples, unsigned int *time);
void A_PlaySound(AActor *self, int soundid, int channel, double volume, int looping, double attenuation, int local, double pitch);
@ -392,22 +373,5 @@ void S_SetEnvironment (const ReverbContainer *settings);
ReverbContainer *S_FindEnvironment (const char *name);
ReverbContainer *S_FindEnvironment (int id);
void S_AddEnvironment (ReverbContainer *settings);
struct MidiDeviceSetting
{
int device;
FString args;
MidiDeviceSetting()
{
device = MDEV_DEFAULT;
}
};
typedef TMap<FName, FName> MusicAliasMap;
typedef TMap<FName, MidiDeviceSetting> MidiDeviceMap;
extern MusicAliasMap MusicAliases;
extern MidiDeviceMap MidiDevices;
#endif

View file

@ -74,6 +74,7 @@
#include "i_system.h"
#include "gstrings.h"
#include "atterm.h"
#include "s_music.h"
#include "stats.h"
#include "st_start.h"

View file

@ -50,6 +50,7 @@
#include "m_argv.h"
#include "d_main.h"
#include "doomerrors.h"
#include "s_music.h"
// MACROS ------------------------------------------------------------------