mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 05:51:09 +00:00
84d125cf21
subject to channel overriding. - Re-added priority selection based on sound usage. - Reduced the number of virtual channels to match the number of real channels. - Added customizable rolloff, including Doom's standard linear gain rolloff. SNDINFO commands are: $rolloff <sound> <min distance> <max distance> -- linear gain (like Doom) $rolloff <sound> linear <min distance> <max distance> -- linear volume $rolloff <sound> log <min distance> <rolloff factor> -- logarithmic $rolloff <sound> custom <min distance> <max distance> -- use SNDCURVE lump Anything closer than min distance is full volume and anything further than max distance is inaudible. Logarithmic rolloff does not have a maximum distance; it has a scalar that controls how quickly the volume drops off instead. SVN r834 (trunk)
1769 lines
41 KiB
C++
1769 lines
41 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id: s_sound.c,v 1.3 1998/01/05 16:26:08 pekangas Exp $
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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//
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// DESCRIPTION: none
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//
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include <stdlib.h>
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#ifdef _WIN32
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#include <io.h>
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#endif
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#include <fcntl.h>
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#include "m_alloc.h"
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#include "i_system.h"
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#include "i_sound.h"
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#include "i_music.h"
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#include "i_cd.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "s_playlist.h"
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#include "c_dispatch.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "cmdlib.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "a_sharedglobal.h"
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#include "gstrings.h"
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#include "vectors.h"
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#include "gi.h"
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#include "templates.h"
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#include "zstring.h"
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// MACROS ------------------------------------------------------------------
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#ifdef NeXT
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// NeXT doesn't need a binary flag in open call
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#define O_BINARY 0
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#endif
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#ifndef O_BINARY
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#define O_BINARY 0
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#endif
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#define SELECT_ATTEN(a) ((a)==ATTN_NONE ? 0 : (a)==ATTN_STATIC ? 3 : 1)
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#ifndef FIXED2FLOAT
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#define FIXED2FLOAT(f) (((float)(f))/(float)65536)
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#endif
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#define NORM_PITCH 128
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#define NORM_PRIORITY 64
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#define NORM_SEP 0
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#define S_PITCH_PERTURB 1
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#define S_STEREO_SWING 0.75
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// TYPES -------------------------------------------------------------------
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struct MusPlayingInfo
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{
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FString name;
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void *handle;
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int baseorder;
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bool loop;
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern float S_GetMusicVolume (const char *music);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static fixed_t P_AproxDistance2 (fixed_t *listener, fixed_t x, fixed_t y);
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static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
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int sound_id, float volume, float attenuation, bool looping);
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static void S_ActivatePlayList (bool goBack);
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static void CalcPosVel (fixed_t *pt, AActor *mover, int constz, float pos[3],
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float vel[3]);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static bool SoundPaused; // whether sound effects are paused
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static bool MusicPaused; // whether music is paused
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static MusPlayingInfo mus_playing; // music currently being played
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static FString LastSong; // last music that was played
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static FPlayList *PlayList;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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int sfx_empty;
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FSoundChan *Channels;
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FSoundChan *FreeChannels;
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int S_RolloffType;
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float S_MinDistance;
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float S_MaxDistanceOrRolloffFactor;
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BYTE *S_SoundCurve;
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int S_SoundCurveSize;
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CVAR (Bool, snd_surround, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // [RH] Use surround sounds?
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FBoolCVar noisedebug ("noise", false, 0); // [RH] Print sound debugging info?
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CVAR (Int, snd_channels, 32, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // number of channels available
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CVAR (Bool, snd_flipstereo, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// P_AproxDistance2
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//
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//==========================================================================
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static fixed_t P_AproxDistance2 (fixed_t *listener, fixed_t x, fixed_t y)
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{
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// calculate the distance to sound origin
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// and clip it if necessary
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if (listener)
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{
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fixed_t adx = abs (listener[0] - x);
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fixed_t ady = abs (listener[1] - y);
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// From _GG1_ p.428. Appox. eucledian distance fast.
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return adx + ady - ((adx < ady ? adx : ady)>>1);
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}
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else
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return 0;
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}
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static fixed_t P_AproxDistance2 (AActor *listener, fixed_t x, fixed_t y)
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{
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return listener ? P_AproxDistance2 (&listener->x, x, y) : 0;
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}
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//==========================================================================
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//
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// S_NoiseDebug
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//
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// [RH] Print sound debug info. Called by status bar.
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//==========================================================================
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void S_NoiseDebug (void)
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{
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FSoundChan *chan;
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fixed_t ox, oy;
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int y, color;
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y = 32 * CleanYfac;
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screen->DrawText (CR_YELLOW, 0, y, "*** SOUND DEBUG INFO ***", TAG_DONE);
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y += 8;
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screen->DrawText (CR_GOLD, 0, y, "name", TAG_DONE);
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screen->DrawText (CR_GOLD, 70, y, "x", TAG_DONE);
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screen->DrawText (CR_GOLD, 120, y, "y", TAG_DONE);
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screen->DrawText (CR_GOLD, 170, y, "vol", TAG_DONE);
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screen->DrawText (CR_GOLD, 200, y, "dist", TAG_DONE);
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screen->DrawText (CR_GOLD, 240, y, "chan", TAG_DONE);
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y += 8;
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if (Channels == NULL)
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{
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return;
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}
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// Display the last channel first.
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for (chan = Channels; chan->NextChan != NULL; chan = chan->NextChan)
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{ }
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while (y < SCREENHEIGHT - 16)
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{
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char temp[16];
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fixed_t *origin = chan->Pt;
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if (!chan->Is3D)
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{
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ox = players[consoleplayer].camera->x;
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oy = players[consoleplayer].camera->y;
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}
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else if (origin)
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{
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ox = origin[0];
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oy = origin[1];
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}
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else
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{
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ox = chan->X;
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oy = chan->Y;
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}
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color = chan->Loop ? CR_BROWN : CR_GREY;
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Wads.GetLumpName (temp, chan->SfxInfo->lumpnum);
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temp[8] = 0;
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screen->DrawText (color, 0, y, temp, TAG_DONE);
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sprintf (temp, "%d", ox >> FRACBITS);
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screen->DrawText (color, 70, y, temp, TAG_DONE);
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sprintf (temp, "%d", oy >> FRACBITS);
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screen->DrawText (color, 120, y, temp, TAG_DONE);
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sprintf (temp, "%g", chan->Volume);
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screen->DrawText (color, 170, y, temp, TAG_DONE);
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sprintf (temp, "%d", P_AproxDistance2 (players[consoleplayer].camera, ox, oy) / FRACUNIT);
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screen->DrawText (color, 200, y, temp, TAG_DONE);
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sprintf (temp, "%d", chan->EntChannel);
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screen->DrawText (color, 240, y, temp, TAG_DONE);
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y += 8;
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if (chan->PrevChan == &Channels)
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{
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break;
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}
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chan = (FSoundChan *)((size_t)chan->PrevChan - myoffsetof(FSoundChan, NextChan));
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}
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BorderNeedRefresh = screen->GetPageCount ();
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}
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static FString LastLocalSndInfo;
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static FString LastLocalSndSeq;
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void S_AddLocalSndInfo(int lump);
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//==========================================================================
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//
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// S_Init
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//
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// Initializes sound stuff, including volume. Sets channels, SFX and
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// music volume, allocates channel buffer, and sets S_sfx lookup.
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//==========================================================================
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void S_Init ()
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{
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int curvelump;
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atterm (S_Shutdown);
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// remove old data (S_Init can be called multiple times!)
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if (S_SoundCurve != NULL)
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{
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delete[] S_SoundCurve;
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}
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// Heretic and Hexen have sound curve lookup tables. Doom does not.
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curvelump = Wads.CheckNumForName ("SNDCURVE");
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if (curvelump >= 0)
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{
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S_SoundCurveSize = Wads.LumpLength (curvelump);
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S_SoundCurve = new BYTE[S_SoundCurveSize];
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Wads.ReadLump(curvelump, S_SoundCurve);
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}
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// Free all channels for use.
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while (Channels != NULL)
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{
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S_ReturnChannel(Channels);
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}
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// no sounds are playing, and they are not paused
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MusicPaused = false;
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SoundPaused = false;
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}
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//==========================================================================
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//
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// S_InitData
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//
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//==========================================================================
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void S_InitData ()
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{
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LastLocalSndInfo = LastLocalSndSeq = "";
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S_ParseSndInfo ();
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S_ParseSndSeq (-1);
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S_ParseSndEax ();
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}
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//==========================================================================
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//
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// S_Shutdown
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//
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//==========================================================================
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void S_Shutdown ()
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{
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FSoundChan *chan, *next;
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if (GSnd != NULL)
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{
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while (Channels != NULL)
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{
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GSnd->StopSound(Channels);
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}
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}
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else
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{
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for (chan = Channels; chan != NULL; chan = next)
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{
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next = chan->NextChan;
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delete chan;
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}
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Channels = NULL;
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}
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for (chan = FreeChannels; chan != NULL; chan = next)
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{
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next = chan->NextChan;
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delete chan;
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}
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FreeChannels = NULL;
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if (S_SoundCurve != NULL)
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{
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delete[] S_SoundCurve;
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S_SoundCurve = NULL;
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}
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if (PlayList != NULL)
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{
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delete PlayList;
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PlayList = NULL;
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}
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}
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//==========================================================================
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//
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// S_Start
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//
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// Per level startup code. Kills playing sounds at start of level
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// and starts new music.
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//==========================================================================
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void S_Start ()
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{
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if (GSnd)
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{
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// kill all playing sounds at start of level (trust me - a good idea)
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S_StopAllChannels();
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// Check for local sound definitions. Only reload if they differ
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// from the previous ones.
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// To be certain better check whether level is valid!
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char *LocalSndInfo = level.info ? level.info->soundinfo : (char*)"";
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char *LocalSndSeq = level.info ? level.info->sndseq : (char*)"";
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bool parse_ss = false;
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// This level uses a different local SNDINFO
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if (LastLocalSndInfo.CompareNoCase(LocalSndInfo) != 0 || !level.info)
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{
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// First delete the old sound list
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for(unsigned i = 1; i < S_sfx.Size(); i++)
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{
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GSnd->UnloadSound(&S_sfx[i]);
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}
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// Parse the global SNDINFO
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S_ParseSndInfo();
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if (*LocalSndInfo)
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{
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// Now parse the local SNDINFO
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int j = Wads.CheckNumForName(LocalSndInfo);
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if (j>=0) S_AddLocalSndInfo(j);
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}
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// Also reload the SNDSEQ if the SNDINFO was replaced!
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parse_ss=true;
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}
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else if (LastLocalSndSeq.CompareNoCase(LocalSndSeq) != 0)
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{
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parse_ss=true;
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}
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if (parse_ss)
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{
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S_ParseSndSeq(*LocalSndSeq? Wads.CheckNumForName(LocalSndSeq) : -1);
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}
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else
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LastLocalSndInfo = LocalSndInfo;
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LastLocalSndSeq = LocalSndSeq;
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}
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SoundPaused = false;
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// stop the old music if it has been paused.
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// This ensures that the new music is started from the beginning
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// if it's the same as the last one and it has been paused.
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if (MusicPaused) S_StopMusic(true);
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// start new music for the level
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MusicPaused = false;
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// [RH] This is a lot simpler now.
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if (!savegamerestore)
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{
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if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
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S_ChangeMusic (level.music, level.musicorder);
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}
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}
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//==========================================================================
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//
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// S_PrecacheLevel
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//
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// Like R_PrecacheLevel, but for sounds.
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//
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//==========================================================================
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void S_PrecacheLevel ()
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{
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unsigned int i;
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if (GSnd)
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{
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for (i = 0; i < S_sfx.Size(); ++i)
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{
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S_sfx[i].bUsed = false;
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}
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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while ( (actor = iterator.Next ()) != NULL )
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{
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S_sfx[actor->SeeSound].bUsed = true;
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S_sfx[actor->AttackSound].bUsed = true;
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S_sfx[actor->PainSound].bUsed = true;
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S_sfx[actor->DeathSound].bUsed = true;
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S_sfx[actor->ActiveSound].bUsed = true;
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S_sfx[actor->UseSound].bUsed = true;
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}
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for (i = 1; i < S_sfx.Size(); ++i)
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{
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if (S_sfx[i].bUsed)
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{
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S_CacheSound (&S_sfx[i]);
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}
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}
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for (i = 1; i < S_sfx.Size(); ++i)
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{
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if (!S_sfx[i].bUsed && S_sfx[i].link == sfxinfo_t::NO_LINK)
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{
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GSnd->UnloadSound (&S_sfx[i]);
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}
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}
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}
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}
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//==========================================================================
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//
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// S_CacheSound
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//
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//==========================================================================
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void S_CacheSound (sfxinfo_t *sfx)
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{
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if (GSnd)
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{
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if (sfx->bPlayerReserve)
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{
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return;
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}
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else if (sfx->bRandomHeader)
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{
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S_CacheRandomSound (sfx);
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}
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else
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{
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while (sfx->link != sfxinfo_t::NO_LINK)
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{
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sfx = &S_sfx[sfx->link];
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}
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sfx->bUsed = true;
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GSnd->LoadSound (sfx);
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}
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}
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}
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//==========================================================================
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//
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// S_GetChannel
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//
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// Returns a free channel for the system sound interface.
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//
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//==========================================================================
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FSoundChan *S_GetChannel(void *syschan)
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{
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FSoundChan *chan;
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if (FreeChannels != NULL)
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{
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chan = FreeChannels;
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S_UnlinkChannel(chan);
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}
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else
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{
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chan = new FSoundChan;
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memset(chan, 0, sizeof(*chan));
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}
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S_LinkChannel(chan, &Channels);
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chan->SysChannel = syschan;
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return chan;
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}
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//==========================================================================
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//
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// S_ReturnChannel
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//
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// Returns a channel to the free pool.
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//
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//==========================================================================
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void S_ReturnChannel(FSoundChan *chan)
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{
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if (chan->Mover != NULL)
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{
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chan->Mover->SoundChans &= ~(1 << chan->EntChannel);
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}
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S_UnlinkChannel(chan);
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memset(chan, 0, sizeof(*chan));
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S_LinkChannel(chan, &FreeChannels);
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}
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//==========================================================================
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//
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// S_UnlinkChannel
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//
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//==========================================================================
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void S_UnlinkChannel(FSoundChan *chan)
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{
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*(chan->PrevChan) = chan->NextChan;
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if (chan->NextChan != NULL)
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{
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chan->NextChan->PrevChan = chan->PrevChan;
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}
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}
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//==========================================================================
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//
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// S_LinkChannel
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//
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//==========================================================================
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|
|
void S_LinkChannel(FSoundChan *chan, FSoundChan **head)
|
|
{
|
|
chan->NextChan = *head;
|
|
if (chan->NextChan != NULL)
|
|
{
|
|
chan->NextChan->PrevChan = &chan->NextChan;
|
|
}
|
|
*head = chan;
|
|
chan->PrevChan = head;
|
|
}
|
|
|
|
// [RH] Split S_StartSoundAtVolume into multiple parts so that sounds can
|
|
// be specified both by id and by name. Also borrowed some stuff from
|
|
// Hexen and parameters from Quake.
|
|
|
|
//==========================================================================
|
|
//
|
|
// CalcPosVel
|
|
//
|
|
// Calculates a sound's position and velocity for 3D sounds.
|
|
//=========================================================================
|
|
|
|
void CalcPosVel (fixed_t *pt, AActor *mover, int constz,
|
|
float pos[3], float vel[3])
|
|
{
|
|
if (mover != NULL && 0)
|
|
{
|
|
vel[0] = FIXED2FLOAT(mover->momx) * TICRATE;
|
|
vel[1] = FIXED2FLOAT(mover->momz) * TICRATE;
|
|
vel[2] = FIXED2FLOAT(mover->momy) * TICRATE;
|
|
}
|
|
else
|
|
{
|
|
vel[0] = vel[1] = vel[2] = 0.f;
|
|
}
|
|
|
|
pos[0] = FIXED2FLOAT (pt[0]);
|
|
pos[2] = FIXED2FLOAT (pt[1]);
|
|
if (constz)
|
|
{
|
|
pos[1] = FIXED2FLOAT(players[consoleplayer].camera->z);
|
|
vel[1] = 0.f;
|
|
}
|
|
else
|
|
{
|
|
pos[1] = FIXED2FLOAT(pt[2]);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StartSound
|
|
//
|
|
// 0 attenuation means full volume over whole level
|
|
// 0<attenuation<=1 means to scale the distance by that amount when
|
|
// calculating volume
|
|
//==========================================================================
|
|
|
|
static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
|
|
int sound_id, float volume, float attenuation, bool looping)
|
|
{
|
|
sfxinfo_t *sfx;
|
|
int chanflags;
|
|
int basepriority;
|
|
int org_id;
|
|
int pitch;
|
|
fixed_t x, y, z;
|
|
FSoundChan *chan;
|
|
|
|
static int sndcount = 0;
|
|
|
|
if (sound_id <= 0 || volume <= 0 || GSnd == NULL)
|
|
return;
|
|
|
|
org_id = sound_id;
|
|
|
|
if (pt == NULL)
|
|
{
|
|
attenuation = 0;
|
|
// Give these variables values, although they don't really matter
|
|
x = y = z = 0;
|
|
}
|
|
else
|
|
{
|
|
x = pt[0];
|
|
y = pt[1];
|
|
z = pt[2];
|
|
}
|
|
|
|
chanflags = channel & ~7;
|
|
if (chanflags & CHAN_IMMOBILE)
|
|
{
|
|
pt = NULL;
|
|
}
|
|
if (i_compatflags & COMPATF_MAGICSILENCE)
|
|
{ // For people who just can't play without a silent BFG.
|
|
channel = CHAN_WEAPON;
|
|
}
|
|
else
|
|
{
|
|
if ((channel & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
|
|
{
|
|
if (mover != NULL && mover != players[consoleplayer].camera)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
channel &= 7;
|
|
}
|
|
|
|
volume = clamp(volume, 0.f, 1.f);
|
|
|
|
sfx = &S_sfx[sound_id];
|
|
|
|
// If this is a singular sound, don't play it if it's already playing.
|
|
if (pt != NULL && sfx->bSingular && S_CheckSingular(sound_id))
|
|
return;
|
|
|
|
// Resolve player sounds, random sounds, and aliases
|
|
while (sfx->link != sfxinfo_t::NO_LINK)
|
|
{
|
|
if (sfx->bPlayerReserve)
|
|
{
|
|
sound_id = S_FindSkinnedSound (mover, sound_id);
|
|
}
|
|
else if (sfx->bRandomHeader)
|
|
{
|
|
sound_id = S_PickReplacement (sound_id);
|
|
}
|
|
else
|
|
{
|
|
sound_id = sfx->link;
|
|
}
|
|
sfx = &S_sfx[sound_id];
|
|
}
|
|
|
|
// Make sure the sound is loaded.
|
|
if (sfx->data == NULL)
|
|
{
|
|
GSnd->LoadSound (sfx);
|
|
if (sfx->link != sfxinfo_t::NO_LINK)
|
|
{
|
|
sfx = &S_sfx[sfx->link];
|
|
}
|
|
}
|
|
|
|
// The empty sound never plays.
|
|
if (sfx->lumpnum == sfx_empty)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Select priority.
|
|
if (attenuation <= 0 || mover == players[consoleplayer].camera)
|
|
{
|
|
basepriority = 40;
|
|
}
|
|
else
|
|
{
|
|
switch (channel)
|
|
{
|
|
case CHAN_WEAPON:
|
|
basepriority = 20;
|
|
break;
|
|
case CHAN_VOICE:
|
|
basepriority = 10;
|
|
break;
|
|
default:
|
|
case CHAN_BODY:
|
|
basepriority = 0;
|
|
break;
|
|
case CHAN_ITEM:
|
|
basepriority = -10;
|
|
break;
|
|
}
|
|
basepriority = int(basepriority * attenuation);
|
|
}
|
|
|
|
if (mover != NULL && channel == CHAN_AUTO)
|
|
{ // Select a channel that isn't already playing something.
|
|
BYTE mask = mover->SoundChans;
|
|
|
|
// Try channel 0 first, then travel from channel 7 down.
|
|
if ((mask & 1) == 0)
|
|
{
|
|
channel = 0;
|
|
}
|
|
else
|
|
{
|
|
for (channel = 7; channel > 0; --channel, mask <<= 1)
|
|
{
|
|
if ((mask & 0x80) == 0)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (channel == 0)
|
|
{ // Crap. No free channels.
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If this actor is already playing something on the selected channel, stop it.
|
|
if ((mover == NULL && channel != CHAN_AUTO) || (mover != NULL && mover->SoundChans & (1 << channel)))
|
|
{
|
|
for (chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->Mover == mover && chan->EntChannel == channel)
|
|
{
|
|
GSnd->StopSound(chan);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Vary the sfx pitches.
|
|
if (sfx->PitchMask != 0)
|
|
{
|
|
pitch = NORM_PITCH - (M_Random()&sfx->PitchMask) + (M_Random()&sfx->PitchMask);
|
|
}
|
|
else
|
|
{
|
|
pitch = NORM_PITCH;
|
|
}
|
|
|
|
if (attenuation > 0)
|
|
{
|
|
float pos[3];
|
|
float vel[3];
|
|
|
|
if (pt)
|
|
{
|
|
CalcPosVel (pt, mover, chanflags & CHAN_LISTENERZ, pos, vel);
|
|
}
|
|
else
|
|
{
|
|
fixed_t pt2[3];
|
|
pt2[0] = x;
|
|
pt2[1] = y;
|
|
pt2[2] = z;
|
|
CalcPosVel (pt2, mover, chanflags & CHAN_LISTENERZ, pos, vel);
|
|
}
|
|
chan = GSnd->StartSound3D (sfx, volume, attenuation, pitch, basepriority, looping, pos, vel, !(chanflags & CHAN_NOPAUSE));
|
|
if (chan != NULL)
|
|
{
|
|
chan->ConstZ = !!(chanflags & CHAN_LISTENERZ);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
chan = GSnd->StartSound (sfx, volume, pitch, looping, !(chanflags & CHAN_NOPAUSE));
|
|
if (chan != NULL)
|
|
{
|
|
chan->ConstZ = true;
|
|
}
|
|
}
|
|
if (chan != NULL)
|
|
{
|
|
chan->SoundID = sound_id;
|
|
chan->OrgID = org_id;
|
|
chan->Mover = mover;
|
|
chan->Pt = pt != NULL ? pt : &chan->X;
|
|
chan->SfxInfo = sfx;
|
|
chan->EntChannel = channel;
|
|
chan->Volume = volume;
|
|
chan->X = x;
|
|
chan->Y = y;
|
|
chan->Z = z;
|
|
chan->Loop = looping;
|
|
if (mover != NULL)
|
|
{
|
|
mover->SoundChans |= 1 << channel;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_SoundID
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_SoundID (int channel, int sound_id, float volume, int attenuation)
|
|
{
|
|
S_StartSound ((fixed_t *)NULL, NULL, channel, sound_id, volume, SELECT_ATTEN(attenuation), false);
|
|
}
|
|
|
|
void S_SoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation)
|
|
{
|
|
if (ent->Sector->MoreFlags & SECF_SILENT)
|
|
return;
|
|
S_StartSound (&ent->x, ent, channel, sound_id, volume, SELECT_ATTEN(attenuation), false);
|
|
}
|
|
|
|
void S_SoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation)
|
|
{
|
|
S_StartSound (pt, NULL, channel, sound_id, volume, SELECT_ATTEN(attenuation), false);
|
|
}
|
|
|
|
void S_SoundID (fixed_t x, fixed_t y, fixed_t z, int channel, int sound_id, float volume, int attenuation)
|
|
{
|
|
fixed_t pt[3];
|
|
pt[0] = x;
|
|
pt[1] = y;
|
|
pt[2] = z;
|
|
S_StartSound (pt, NULL, channel|CHAN_IMMOBILE, sound_id, volume, SELECT_ATTEN(attenuation), false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_LoopedSoundID
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_LoopedSoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation)
|
|
{
|
|
if (ent->Sector->MoreFlags & SECF_SILENT)
|
|
return;
|
|
S_StartSound (&ent->x, ent, channel, sound_id, volume, SELECT_ATTEN(attenuation), true);
|
|
}
|
|
|
|
void S_LoopedSoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation)
|
|
{
|
|
S_StartSound (pt, NULL, channel, sound_id, volume, SELECT_ATTEN(attenuation), true);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StartNamedSound
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StartNamedSound (AActor *ent, fixed_t *pt, int channel,
|
|
const char *name, float volume, float attenuation, bool looping)
|
|
{
|
|
int sfx_id;
|
|
|
|
if (name == NULL ||
|
|
(ent != NULL && ent->Sector->MoreFlags & SECF_SILENT))
|
|
{
|
|
return;
|
|
}
|
|
|
|
sfx_id = S_FindSound (name);
|
|
if (sfx_id == 0)
|
|
DPrintf ("Unknown sound %s\n", name);
|
|
|
|
if (ent)
|
|
S_StartSound (&ent->x, ent, channel, sfx_id, volume, attenuation, looping);
|
|
else
|
|
S_StartSound (pt, NULL, channel, sfx_id, volume, attenuation, looping);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_Sound
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_Sound (int channel, const char *name, float volume, int attenuation)
|
|
{
|
|
S_StartNamedSound ((AActor *)NULL, NULL, channel, name, volume, SELECT_ATTEN(attenuation), false);
|
|
}
|
|
|
|
void S_Sound (AActor *ent, int channel, const char *name, float volume, int attenuation)
|
|
{
|
|
S_StartNamedSound (ent, NULL, channel, name, volume, SELECT_ATTEN(attenuation), false);
|
|
}
|
|
|
|
void S_Sound (fixed_t *pt, int channel, const char *name, float volume, int attenuation)
|
|
{
|
|
S_StartNamedSound (NULL, pt, channel, name, volume, SELECT_ATTEN(attenuation), false);
|
|
}
|
|
|
|
void S_Sound (fixed_t x, fixed_t y, int channel, const char *name, float volume, int attenuation)
|
|
{
|
|
fixed_t pt[3];
|
|
pt[0] = x;
|
|
pt[1] = y;
|
|
S_StartNamedSound (NULL, pt, channel|CHAN_LISTENERZ|CHAN_IMMOBILE,
|
|
name, volume, SELECT_ATTEN(attenuation), false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_LoopedSound
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_LoopedSound (AActor *ent, int channel, const char *name, float volume, int attenuation)
|
|
{
|
|
S_StartNamedSound (ent, NULL, channel, name, volume, SELECT_ATTEN(attenuation), true);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_CheckSingular
|
|
//
|
|
// Returns true if a copy of this sound is already playing.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool S_CheckSingular(int sound_id)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->OrgID == sound_id)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopSound
|
|
//
|
|
// Stops a sound from a single source playing on a specific channel.
|
|
//==========================================================================
|
|
|
|
void S_StopSound (fixed_t *pt, int channel)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (((pt == NULL && chan->Pt == &chan->X) || chan->Pt == pt) &&
|
|
((i_compatflags & COMPATF_MAGICSILENCE) || chan->EntChannel == channel))
|
|
{
|
|
GSnd->StopSound(chan);
|
|
}
|
|
}
|
|
}
|
|
|
|
void S_StopSound (AActor *ent, int channel)
|
|
{
|
|
// No need to search every channel if we know it's not playing anything.
|
|
if (ent != NULL && ent->SoundChans & (1 << channel))
|
|
{
|
|
S_StopSound (&ent->x, channel);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopAllChannels
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StopAllChannels ()
|
|
{
|
|
if (GSnd == NULL)
|
|
{
|
|
return;
|
|
}
|
|
SN_StopAllSequences();
|
|
while (Channels != NULL)
|
|
{
|
|
GSnd->StopSound(Channels);
|
|
}
|
|
GSnd->UpdateSounds();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RelinkSound
|
|
//
|
|
// Moves all the sounds from one thing to another. If the destination is
|
|
// NULL, then the sound becomes a positioned sound.
|
|
//==========================================================================
|
|
|
|
void S_RelinkSound (AActor *from, AActor *to)
|
|
{
|
|
if (from == NULL || GSnd == NULL)
|
|
return;
|
|
|
|
fixed_t *frompt = &from->x;
|
|
fixed_t *topt = to ? &to->x : NULL;
|
|
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->Pt == frompt)
|
|
{
|
|
if (to != NULL || !chan->Loop)
|
|
{
|
|
chan->Pt = topt ? topt : &chan->X;
|
|
chan->X = frompt[0];
|
|
chan->Y = frompt[1];
|
|
chan->Z = frompt[2];
|
|
chan->Mover = to;
|
|
}
|
|
else
|
|
{
|
|
GSnd->StopSound(chan);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_GetSoundPlayingInfo
|
|
//
|
|
// Is a sound being played by a specific actor/point?
|
|
//==========================================================================
|
|
|
|
bool S_GetSoundPlayingInfo (fixed_t *pt, int sound_id)
|
|
{
|
|
if (sound_id > 0)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->Pt == pt && chan->OrgID == sound_id)
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool S_GetSoundPlayingInfo (AActor *ent, int sound_id)
|
|
{
|
|
return S_GetSoundPlayingInfo (ent ? &ent->x : NULL, sound_id);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_IsActorPlayingSomething
|
|
//
|
|
//==========================================================================
|
|
|
|
bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id)
|
|
{
|
|
if (actor->SoundChans == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (i_compatflags & COMPATF_MAGICSILENCE)
|
|
{
|
|
channel = 0;
|
|
}
|
|
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->Pt == &actor->x)
|
|
{
|
|
if (channel == 0 || chan->EntChannel == channel)
|
|
{
|
|
return sound_id <= 0 || chan->OrgID == sound_id;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_PauseSound
|
|
//
|
|
// Stop music and sound effects, during game PAUSE.
|
|
//==========================================================================
|
|
|
|
void S_PauseSound (bool notmusic)
|
|
{
|
|
if (!notmusic && mus_playing.handle && !MusicPaused)
|
|
{
|
|
I_PauseSong (mus_playing.handle);
|
|
MusicPaused = true;
|
|
}
|
|
if (GSnd != NULL && !SoundPaused)
|
|
{
|
|
GSnd->SetSfxPaused (true);
|
|
SoundPaused = true;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ResumeSound
|
|
//
|
|
// Resume music and sound effects, after game PAUSE.
|
|
//==========================================================================
|
|
|
|
void S_ResumeSound ()
|
|
{
|
|
if (mus_playing.handle && MusicPaused)
|
|
{
|
|
I_ResumeSong (mus_playing.handle);
|
|
MusicPaused = false;
|
|
}
|
|
if (GSnd != NULL && SoundPaused)
|
|
{
|
|
GSnd->SetSfxPaused (false);
|
|
SoundPaused = false;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_UpdateSounds
|
|
//
|
|
// Updates music & sounds
|
|
//==========================================================================
|
|
|
|
void S_UpdateSounds (void *listener_p)
|
|
{
|
|
float pos[3], vel[3];
|
|
|
|
I_UpdateMusic();
|
|
|
|
if (GSnd == NULL)
|
|
return;
|
|
|
|
// [RH] Update playlist
|
|
if (PlayList &&
|
|
mus_playing.handle &&
|
|
!I_QrySongPlaying(mus_playing.handle))
|
|
{
|
|
PlayList->Advance();
|
|
S_ActivatePlayList(false);
|
|
}
|
|
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->Is3D)
|
|
{
|
|
CalcPosVel(chan->Pt, chan->Mover, chan->ConstZ, pos, vel);
|
|
GSnd->UpdateSoundParams3D(chan, pos, vel);
|
|
}
|
|
}
|
|
|
|
SN_UpdateActiveSequences();
|
|
|
|
GSnd->UpdateListener();
|
|
GSnd->UpdateSounds();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ActivatePlayList
|
|
//
|
|
// Plays the next song in the playlist. If no songs in the playlist can be
|
|
// played, then it is deleted.
|
|
//==========================================================================
|
|
|
|
void S_ActivatePlayList (bool goBack)
|
|
{
|
|
int startpos, pos;
|
|
|
|
startpos = pos = PlayList->GetPosition ();
|
|
S_StopMusic (true);
|
|
while (!S_ChangeMusic (PlayList->GetSong (pos), 0, false, true))
|
|
{
|
|
pos = goBack ? PlayList->Backup () : PlayList->Advance ();
|
|
if (pos == startpos)
|
|
{
|
|
delete PlayList;
|
|
PlayList = NULL;
|
|
Printf ("Cannot play anything in the playlist.\n");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChangeCDMusic
|
|
//
|
|
// Starts a CD track as music.
|
|
//==========================================================================
|
|
|
|
bool S_ChangeCDMusic (int track, unsigned int id, bool looping)
|
|
{
|
|
char temp[32];
|
|
|
|
if (id)
|
|
{
|
|
sprintf (temp, ",CD,%d,%x", track, id);
|
|
}
|
|
else
|
|
{
|
|
sprintf (temp, ",CD,%d", track);
|
|
}
|
|
return S_ChangeMusic (temp, 0, looping);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StartMusic
|
|
//
|
|
// Starts some music with the given name.
|
|
//==========================================================================
|
|
|
|
bool S_StartMusic (const char *m_id)
|
|
{
|
|
return S_ChangeMusic (m_id, 0, false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChangeMusic
|
|
//
|
|
// Starts playing a music, possibly looping.
|
|
//
|
|
// [RH] If music is a MOD, starts it at position order. If name is of the
|
|
// format ",CD,<track>,[cd id]" song is a CD track, and if [cd id] is
|
|
// specified, it will only be played if the specified CD is in a drive.
|
|
//==========================================================================
|
|
|
|
TArray<char> musiccache;
|
|
|
|
bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
|
|
{
|
|
if (!force && PlayList)
|
|
{ // Don't change if a playlist is active
|
|
return false;
|
|
}
|
|
|
|
// allow specifying "*" as a placeholder to play the level's default music.
|
|
if (musicname != NULL && !strcmp(musicname, "*"))
|
|
{
|
|
if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
|
|
{
|
|
musicname = level.music;
|
|
order = level.musicorder;
|
|
}
|
|
else
|
|
{
|
|
musicname = NULL;
|
|
}
|
|
}
|
|
|
|
if (musicname == NULL || musicname[0] == 0)
|
|
{
|
|
// Don't choke if the map doesn't have a song attached
|
|
S_StopMusic (true);
|
|
return false;
|
|
}
|
|
|
|
if (!mus_playing.name.IsEmpty() && stricmp (mus_playing.name, musicname) == 0)
|
|
{
|
|
if (order != mus_playing.baseorder)
|
|
{
|
|
mus_playing.baseorder =
|
|
(I_SetSongPosition (mus_playing.handle, order) ? order : 0);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (strnicmp (musicname, ",CD,", 4) == 0)
|
|
{
|
|
int track = strtoul (musicname+4, NULL, 0);
|
|
const char *more = strchr (musicname+4, ',');
|
|
unsigned int id = 0;
|
|
|
|
if (more != NULL)
|
|
{
|
|
id = strtoul (more+1, NULL, 16);
|
|
}
|
|
S_StopMusic (true);
|
|
mus_playing.handle = I_RegisterCDSong (track, id);
|
|
}
|
|
else
|
|
{
|
|
int lumpnum = -1;
|
|
int offset, length;
|
|
int device = -1;
|
|
|
|
|
|
int * devp = MidiDevices.CheckKey(FName(musicname));
|
|
if (devp != NULL) device = *devp;
|
|
|
|
if (!FileExists (musicname))
|
|
{
|
|
if ((lumpnum = Wads.CheckNumForName (musicname, ns_music)) == -1)
|
|
{
|
|
if ((lumpnum = Wads.CheckNumForFullName (musicname)) == -1)
|
|
{
|
|
Printf ("Music \"%s\" not found\n", musicname);
|
|
return false;
|
|
}
|
|
}
|
|
if (!Wads.IsUncompressedFile(lumpnum))
|
|
{
|
|
// We must cache the music data and use it from memory.
|
|
|
|
// shut down old music before reallocating and overwriting the cache!
|
|
S_StopMusic (true);
|
|
|
|
offset = -1; // this tells the low level code that the music
|
|
// is being used from memory
|
|
length = Wads.LumpLength (lumpnum);
|
|
if (length == 0)
|
|
{
|
|
offset = 0;
|
|
return false;
|
|
}
|
|
musiccache.Resize(length);
|
|
Wads.ReadLump(lumpnum, &musiccache[0]);
|
|
}
|
|
else
|
|
{
|
|
offset = Wads.GetLumpOffset (lumpnum);
|
|
length = Wads.LumpLength (lumpnum);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
offset = 0;
|
|
length = 0;
|
|
}
|
|
|
|
// shutdown old music
|
|
S_StopMusic (true);
|
|
|
|
// load & register it
|
|
if (offset!=-1)
|
|
{
|
|
mus_playing.handle = I_RegisterSong (lumpnum != -1 ?
|
|
Wads.GetWadFullName (Wads.GetLumpFile (lumpnum)) :
|
|
musicname, NULL, offset, length, device);
|
|
}
|
|
else
|
|
{
|
|
mus_playing.handle = I_RegisterSong (NULL, &musiccache[0], -1, length, device);
|
|
}
|
|
}
|
|
|
|
mus_playing.loop = looping;
|
|
|
|
if (mus_playing.handle != 0)
|
|
{ // play it
|
|
mus_playing.name = musicname;
|
|
I_PlaySong (mus_playing.handle, looping, S_GetMusicVolume (musicname));
|
|
mus_playing.baseorder =
|
|
(I_SetSongPosition (mus_playing.handle, order) ? order : 0);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RestartMusic
|
|
//
|
|
// Must only be called from snd_reset in i_sound.cpp!
|
|
//==========================================================================
|
|
|
|
void S_RestartMusic ()
|
|
{
|
|
if (!LastSong.IsEmpty())
|
|
{
|
|
S_ChangeMusic (LastSong, mus_playing.baseorder, mus_playing.loop, true);
|
|
LastSong = "";
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_GetMusic
|
|
//
|
|
//==========================================================================
|
|
|
|
int S_GetMusic (char **name)
|
|
{
|
|
int order;
|
|
|
|
if (mus_playing.name)
|
|
{
|
|
*name = copystring (mus_playing.name);
|
|
order = mus_playing.baseorder;
|
|
}
|
|
else
|
|
{
|
|
*name = NULL;
|
|
order = 0;
|
|
}
|
|
return order;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopMusic
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StopMusic (bool force)
|
|
{
|
|
// [RH] Don't stop if a playlist is active.
|
|
if ((force || PlayList == NULL) && !mus_playing.name.IsEmpty())
|
|
{
|
|
if (MusicPaused)
|
|
I_ResumeSong(mus_playing.handle);
|
|
|
|
I_StopSong(mus_playing.handle);
|
|
I_UnRegisterSong(mus_playing.handle);
|
|
|
|
LastSong = mus_playing.name;
|
|
mus_playing.name = "";
|
|
mus_playing.handle = 0;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playsound
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playsound)
|
|
{
|
|
if (argv.argc() > 1)
|
|
{
|
|
S_Sound (CHAN_AUTO, argv[1], 1.f, ATTN_NONE);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD idmus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (idmus)
|
|
{
|
|
level_info_t *info;
|
|
char *map;
|
|
int l;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
if (gameinfo.flags & GI_MAPxx)
|
|
{
|
|
l = atoi (argv[1]);
|
|
if (l <= 99)
|
|
map = CalcMapName (0, l);
|
|
else
|
|
{
|
|
Printf ("%s\n", GStrings("STSTR_NOMUS"));
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
map = CalcMapName (argv[1][0] - '0', argv[1][1] - '0');
|
|
}
|
|
|
|
if ( (info = FindLevelInfo (map)) )
|
|
{
|
|
if (info->music)
|
|
{
|
|
S_ChangeMusic (info->music, info->musicorder);
|
|
Printf ("%s\n", GStrings("STSTR_MUS"));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf ("%s\n", GStrings("STSTR_NOMUS"));
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD changemus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (changemus)
|
|
{
|
|
if (argv.argc() > 1)
|
|
{
|
|
if (PlayList)
|
|
{
|
|
delete PlayList;
|
|
PlayList = NULL;
|
|
}
|
|
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD stopmus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (stopmus)
|
|
{
|
|
if (PlayList)
|
|
{
|
|
delete PlayList;
|
|
PlayList = NULL;
|
|
}
|
|
S_StopMusic (false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_play
|
|
//
|
|
// Plays a specified track, or the entire CD if no track is specified.
|
|
//==========================================================================
|
|
|
|
CCMD (cd_play)
|
|
{
|
|
char musname[16];
|
|
|
|
if (argv.argc() == 1)
|
|
strcpy (musname, ",CD,");
|
|
else
|
|
sprintf (musname, ",CD,%d", atoi(argv[1]));
|
|
S_ChangeMusic (musname, 0, true);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_stop
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cd_stop)
|
|
{
|
|
CD_Stop ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_eject
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cd_eject)
|
|
{
|
|
CD_Eject ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_close
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cd_close)
|
|
{
|
|
CD_UnEject ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_pause
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cd_pause)
|
|
{
|
|
CD_Pause ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_resume
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cd_resume)
|
|
{
|
|
CD_Resume ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playlist
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playlist)
|
|
{
|
|
int argc = argv.argc();
|
|
|
|
if (argc < 2 || argc > 3)
|
|
{
|
|
Printf ("playlist <playlist.m3u> [<position>|shuffle]\n");
|
|
}
|
|
else
|
|
{
|
|
if (PlayList != NULL)
|
|
{
|
|
PlayList->ChangeList (argv[1]);
|
|
}
|
|
else
|
|
{
|
|
PlayList = new FPlayList (argv[1]);
|
|
}
|
|
if (PlayList->GetNumSongs () == 0)
|
|
{
|
|
delete PlayList;
|
|
PlayList = NULL;
|
|
}
|
|
else
|
|
{
|
|
if (argc == 3)
|
|
{
|
|
if (stricmp (argv[2], "shuffle") == 0)
|
|
{
|
|
PlayList->Shuffle ();
|
|
}
|
|
else
|
|
{
|
|
PlayList->SetPosition (atoi (argv[2]));
|
|
}
|
|
}
|
|
S_ActivatePlayList (false);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playlistpos
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool CheckForPlaylist ()
|
|
{
|
|
if (PlayList == NULL)
|
|
{
|
|
Printf ("No playlist is playing.\n");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
CCMD (playlistpos)
|
|
{
|
|
if (CheckForPlaylist() && argv.argc() > 1)
|
|
{
|
|
PlayList->SetPosition (atoi (argv[1]) - 1);
|
|
S_ActivatePlayList (false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playlistnext
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playlistnext)
|
|
{
|
|
if (CheckForPlaylist())
|
|
{
|
|
PlayList->Advance ();
|
|
S_ActivatePlayList (false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playlistprev
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playlistprev)
|
|
{
|
|
if (CheckForPlaylist())
|
|
{
|
|
PlayList->Backup ();
|
|
S_ActivatePlayList (true);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playliststatus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playliststatus)
|
|
{
|
|
if (CheckForPlaylist ())
|
|
{
|
|
Printf ("Song %d of %d:\n%s\n",
|
|
PlayList->GetPosition () + 1,
|
|
PlayList->GetNumSongs (),
|
|
PlayList->GetSong (PlayList->GetPosition ()));
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cachesound <sound name>
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cachesound)
|
|
{
|
|
if (argv.argc() < 2)
|
|
{
|
|
Printf ("Usage: cachesound <sound> ...\n");
|
|
return;
|
|
}
|
|
for (int i = 1; i < argv.argc(); ++i)
|
|
{
|
|
int sfxnum = S_FindSound (argv[i]);
|
|
if (sfxnum > 0)
|
|
{
|
|
S_CacheSound (&S_sfx[sfxnum]);
|
|
}
|
|
}
|
|
}
|