gzdoom/src/sound/fmodsound.cpp

1301 lines
31 KiB
C++

/*
** i_sound.cpp
** System interface for sound; uses fmod.dll
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** 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.
**---------------------------------------------------------------------------
**
*/
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
#include "resource.h"
extern HWND Window;
#define USE_WINDOWS_DWORD
#else
#define FALSE 0
#define TRUE 1
#endif
#include "templates.h"
#include "fmodsound.h"
#include "c_cvars.h"
#include "i_system.h"
#include "gi.h"
#include "actor.h"
#include "r_state.h"
#include "w_wad.h"
#include "sample_flac.h"
#include "i_music.h"
#include "i_musicinterns.h"
// killough 2/21/98: optionally use varying pitched sounds
#define PITCH(f,x) (snd_pitched ? ((f)*(x))/128 : (f))
extern int MAX_SND_DIST;
const int S_CLIPPING_DIST = 1200;
const int S_CLOSE_DIST = 160;
CVAR (Int, snd_driver, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_3d, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_waterreverb, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_fpumixer, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
EXTERN_CVAR (String, snd_output)
EXTERN_CVAR (Float, snd_musicvolume)
EXTERN_CVAR (Int, snd_buffersize)
EXTERN_CVAR (Int, snd_samplerate)
EXTERN_CVAR (Bool, snd_pitched)
static const ReverbContainer *PrevEnvironment;
ReverbContainer *ForcedEnvironment;
static const char *OutputNames[] =
{
"No sound",
"Windows Multimedia",
"DirectSound",
"A3D",
"OSS (Open Sound System)",
"ESD (Enlightenment Sound Daemon)",
"ALSA (Advanced Linux Sound Architecture)"
};
static const char *MixerNames[] =
{
"Auto",
"Non-MMX blendmode",
"Pentium MMX",
"PPro MMX",
"Quality auto",
"Quality FPU",
"Quality Pentium MMX",
"Quality PPro MMX"
};
static char FModLog (char success)
{
if (success)
{
Printf (" succeeded\n");
}
else
{
Printf (" failed (error %d)\n", FSOUND_GetError());
}
return success;
}
//===========================================================================
//
// The container for a FSOUND_STREAM.
//
//===========================================================================
class FMODStreamCapsule : public SoundStream
{
public:
FMODStreamCapsule (FSOUND_STREAM *stream)
: Stream(stream), UserData(NULL), Callback(NULL), Channel(-1) {}
FMODStreamCapsule (void *udata, SoundStreamCallback callback)
: Stream(NULL), UserData(udata), Callback(callback), Channel(-1) {}
~FMODStreamCapsule ()
{
if (Stream != NULL) FSOUND_Stream_Close (Stream);
}
void SetStream (FSOUND_STREAM *stream)
{
Stream = stream;
}
bool Play (float volume)
{
Channel = FSOUND_Stream_PlayEx (FSOUND_FREE, Stream, NULL, true);
if (Channel != -1)
{
FSOUND_SetVolumeAbsolute (Channel, clamp<int>((int)(volume * relative_volume * 255), 0, 255));
FSOUND_SetPan (Channel, FSOUND_STEREOPAN);
FSOUND_SetPaused (Channel, false);
return true;
}
return false;
}
void Stop ()
{
FSOUND_Stream_Stop (Stream);
}
bool SetPaused (bool paused)
{
if (Channel != -1)
{
return !!FSOUND_SetPaused (Channel, paused);
}
return false;
}
unsigned int GetPosition ()
{
return FSOUND_Stream_GetPosition (Stream);
}
void SetVolume (float volume)
{
if (Channel != -1)
{
FSOUND_SetVolumeAbsolute (Channel, clamp<int>((int)(volume * relative_volume * 255), 0, 255));
}
}
static signed char F_CALLBACKAPI MyCallback (FSOUND_STREAM *stream, void *buff, int len, void *userdata)
{
FMODStreamCapsule *me = (FMODStreamCapsule *)userdata;
if (me->Callback == NULL)
{
return FALSE;
}
return me->Callback (me, buff, len, me->UserData);
}
private:
FSOUND_STREAM *Stream;
void *UserData;
SoundStreamCallback Callback;
int Channel;
};
//===========================================================================
//
// The container for a FMUSIC_MODULE.
//
//===========================================================================
class FMUSICCapsule : public SoundTrackerModule
{
public:
FMUSICCapsule (FMUSIC_MODULE *mod) : Module (mod) {}
~FMUSICCapsule () { FMUSIC_FreeSong (Module); }
bool Play ()
{
return !!FMUSIC_PlaySong (Module);
}
void Stop ()
{
FMUSIC_StopSong (Module);
}
void SetVolume (float volume)
{
FMUSIC_SetMasterVolume (Module, clamp<int>((int)(volume * relative_volume * 256), 0, 256));
}
bool SetPaused (bool paused)
{
return !!FMUSIC_SetPaused (Module, paused);
}
bool IsPlaying ()
{
return !!FMUSIC_IsPlaying (Module);
}
bool IsFinished ()
{
return !!FMUSIC_IsFinished (Module);
}
bool SetOrder (int order)
{
return !!FMUSIC_SetOrder (Module, order);
}
private:
FMUSIC_MODULE *Module;
};
//===========================================================================
//
// The interface the game uses to talk to FMOD.
//
//===========================================================================
FMODSoundRenderer::FMODSoundRenderer ()
{
DidInit = Init ();
}
FMODSoundRenderer::~FMODSoundRenderer ()
{
Shutdown ();
}
bool FMODSoundRenderer::IsValid ()
{
return DidInit;
}
bool FMODSoundRenderer::Init ()
{
#ifdef _WIN32
static const FSOUND_OUTPUTTYPES outtypes[2] =
{ FSOUND_OUTPUT_DSOUND, FSOUND_OUTPUT_WINMM };
const int maxtrynum = 2;
#else
static const FSOUND_OUTPUTTYPES outtypes[3] =
{ FSOUND_OUTPUT_OSS, FSOUND_OUTPUT_ALSA, FSOUND_OUTPUT_ESD };
const int maxtrynum = 3;
#endif
#if 0
bool trya3d = false;
#endif
int outindex;
int trynum;
bool nosound = false;
ChannelMap = NULL;
NumChannels = 0;
PrevEnvironment = DefaultEnvironments[0];
#ifdef _WIN32
if (stricmp (snd_output, "dsound") == 0 || stricmp (snd_output, "directsound") == 0)
{
outindex = 0;
}
else if (stricmp (snd_output, "winmm") == 0 || stricmp (snd_output, "waveout") == 0)
{
outindex = 1;
}
else
{
// If snd_3d is true, try for a3d output if snd_output was not recognized above.
// However, if running under NT 4.0, a3d will only be tried if specifically requested.
outindex = (OSPlatform == os_WinNT4) ? 1 : 0;
#if 0
// FMOD 3.6 no longer supports a3d. Keep this code here in case support comes back.
if (stricmp (snd_output, "a3d") == 0 || (outindex == 0 && snd_3d))
{
trya3d = true;
}
#endif
}
#else
if (stricmp (snd_output, "alsa") == 0)
{
outindex = 1;
}
else if (stricmp (snd_output, "esd") == 0 ||
stricmp (snd_output, "esound") == 0)
{
outindex = 2;
}
else
{
outindex = 0;
}
#endif
Printf ("I_InitSound: Initializing FMOD\n");
#ifdef _WIN32
FSOUND_SetHWND (Window);
#endif
if (snd_fpumixer)
{
FSOUND_SetMixer (FSOUND_MIXER_QUALITY_FPU);
}
else
{
FSOUND_SetMixer (FSOUND_MIXER_AUTODETECT);
}
#ifdef _WIN32
if (OSPlatform == os_WinNT4)
{
// If running Windows NT 4, we need to initialize DirectSound before
// using WinMM. If we don't, then FSOUND_Close will corrupt a
// heap. This might just be the Audigy's drivers--I don't know why
// it happens. At least the fix is simple enough. I only need to
// initialize DirectSound once, and then I can initialize/close
// WinMM as many times as I want.
//
// Yes, using WinMM under NT 4 is a good idea. I can get latencies as
// low as 20 ms with WinMM, but with DirectSound I need to have the
// latency as high as 120 ms to avoid crackling--quite the opposite
// from the other Windows versions with real DirectSound support.
static bool initedDSound = false;
if (!initedDSound)
{
FSOUND_SetOutput (FSOUND_OUTPUT_DSOUND);
if (FSOUND_GetOutput () == FSOUND_OUTPUT_DSOUND)
{
if (FSOUND_Init (snd_samplerate, 64, 0))
{
Sleep (50);
FSOUND_Close ();
initedDSound = true;
}
}
}
}
#endif
while (!nosound)
{
trynum = 0;
while (trynum < maxtrynum)
{
long outtype = /*trya3d ? FSOUND_OUTPUT_A3D :*/
outtypes[(outindex+trynum) % maxtrynum];
Printf (" Setting %s output", OutputNames[outtype]);
FModLog (FSOUND_SetOutput (outtype));
if (FSOUND_GetOutput() != outtype)
{
Printf (" Got %s output instead.\n", OutputNames[FSOUND_GetOutput()]);
#if 0
if (trya3d)
{
trya3d = false;
}
else
#endif
{
++trynum;
}
continue;
}
Printf (" Setting driver %d", *snd_driver);
FModLog (FSOUND_SetDriver (snd_driver));
if (FSOUND_GetOutput() != outtype)
{
Printf (" Output changed to %s\n Trying driver 0",
OutputNames[FSOUND_GetOutput()]);
FSOUND_SetOutput (outtype);
FModLog (FSOUND_SetDriver (0));
}
if (snd_buffersize)
{
Printf (" Setting buffer size %d", *snd_buffersize);
FModLog (FSOUND_SetBufferSize (snd_buffersize));
}
FSOUND_GetDriverCaps (FSOUND_GetDriver(), &DriverCaps);
Printf (" Initialization");
if (!FModLog (FSOUND_Init (snd_samplerate, 64, FSOUND_INIT_DSOUND_DEFERRED)))
{
#if 0
if (trya3d)
{
trya3d = false;
}
else
#endif
{
trynum++;
}
}
else
{
break;
}
}
if (trynum < 2)
{ // Initialized successfully
break;
}
}
if (!nosound)
{
OutputType = FSOUND_GetOutput ();
if (snd_3d)
{
Sound3D = true;
if (gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Strife)
{
FSOUND_3D_SetRolloffFactor (1.7f);
}
else if (gameinfo.gametype == GAME_Heretic)
{
FSOUND_3D_SetRolloffFactor (1.24f);
}
else
{
FSOUND_3D_SetRolloffFactor (0.96f);
}
FSOUND_3D_SetDopplerFactor (1.f);
FSOUND_3D_SetDistanceFactor (100.f); // Distance factor only effects doppler!
if (!(DriverCaps & FSOUND_CAPS_HARDWARE))
{
Printf ("Using software 3D sound\n");
}
}
else
{
Sound3D = false;
}
snd_sfxvolume.Callback ();
}
return !nosound;
}
void FMODSoundRenderer::Shutdown ()
{
if (DidInit)
{
unsigned int i;
FSOUND_StopSound (FSOUND_ALL);
if (ChannelMap)
{
delete[] ChannelMap;
ChannelMap = NULL;
}
NumChannels = 0;
// Free all loaded samples
for (i = 0; i < S_sfx.Size (); i++)
{
S_sfx[i].data = NULL;
S_sfx[i].altdata = NULL;
S_sfx[i].bHaveLoop = false;
}
FSOUND_Close ();
DidInit = false;
}
}
void FMODSoundRenderer::PrintStatus ()
{
int output = FSOUND_GetOutput ();
int driver = FSOUND_GetDriver ();
int mixer = FSOUND_GetMixer ();
int num2d, num3d, total;
Printf ("Output: %s\n", OutputNames[output]);
Printf ("Driver: %d (%s)\n", driver, FSOUND_GetDriverName (driver));
Printf ("Mixer: %s\n", MixerNames[mixer]);
if (DriverCaps)
{
Printf ("Driver caps:");
if (DriverCaps & FSOUND_CAPS_HARDWARE) Printf (" HARDWARE");
if (DriverCaps & FSOUND_CAPS_EAX2) Printf (" EAX2");
if (DriverCaps & FSOUND_CAPS_EAX3) Printf (" EAX3");
Printf ("\n");
}
FSOUND_GetNumHWChannels (&num2d, &num3d, &total);
Printf ("Hardware 2D channels: %d\n", num2d);
Printf ("Hardware 3D channels: %d\n", num3d);
Printf ("Total hardware channels: %d\n", total);
if (Sound3D)
{
Printf ("\nUsing 3D sound\n");
}
}
void FMODSoundRenderer::PrintDriversList ()
{
int numdrivers = FSOUND_GetNumDrivers ();
for (int i = 0; i < numdrivers; i++)
{
Printf ("%d. %s\n", i, FSOUND_GetDriverName (i));
}
}
FString FMODSoundRenderer::GatherStats ()
{
FString out;
out.Format ("%d channels, %.2f%% CPU", FSOUND_GetChannelsPlaying(),
FSOUND_GetCPUUsage());
return out;
}
void FMODSoundRenderer::MovieDisableSound ()
{
I_ShutdownMusic ();
Shutdown ();
}
void FMODSoundRenderer::MovieResumeSound ()
{
Init ();
S_Init ();
S_RestartMusic ();
}
void FMODSoundRenderer::SetSfxVolume (float volume)
{
FSOUND_SetSFXMasterVolume (int(volume * 255.f));
// FMOD apparently resets absolute volume channels when setting master vol
snd_musicvolume.Callback ();
}
int FMODSoundRenderer::SetChannels (int numchannels)
{
int i;
// If using 3D sound, use all the hardware channels available,
// regardless of what the user sets with snd_channels. If there
// are fewer than 8 hardware channels, then force software.
if (Sound3D)
{
int hardChans;
FSOUND_GetNumHWChannels (NULL, &hardChans, NULL);
if (hardChans < 8)
{
Sound3D = false;
}
else
{
numchannels = hardChans;
}
}
ChannelMap = new ChanMap[numchannels];
for (i = 0; i < numchannels; i++)
{
ChannelMap[i].soundID = -1;
}
NumChannels = numchannels;
return numchannels;
}
SoundStream *FMODSoundRenderer::CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata)
{
FMODStreamCapsule *capsule = new FMODStreamCapsule (userdata, callback);
unsigned int mode = FSOUND_2D | FSOUND_SIGNED;
mode |= (flags & SoundStream::Mono) ? FSOUND_MONO : FSOUND_STEREO;
mode |= (flags & SoundStream::Bits8) ? FSOUND_8BITS : FSOUND_16BITS;
FSOUND_STREAM *stream = FSOUND_Stream_Create (FMODStreamCapsule::MyCallback, buffbytes, mode, samplerate, capsule);
if (stream != NULL)
{
capsule->SetStream (stream);
return capsule;
}
delete capsule;
return NULL;
}
SoundStream *FMODSoundRenderer::OpenStream (const char *filename_or_data, int flags, int offset, int length)
{
unsigned int mode = FSOUND_NORMAL | FSOUND_2D;
if (flags & SoundStream::Loop) mode |= FSOUND_LOOP_NORMAL;
FSOUND_STREAM *stream;
if (offset==-1)
{
mode |= FSOUND_LOADMEMORY;
offset=0;
}
stream = FSOUND_Stream_Open (filename_or_data, mode, offset, length);
if (stream != NULL)
{
return new FMODStreamCapsule (stream);
}
return NULL;
}
SoundTrackerModule *FMODSoundRenderer::OpenModule (const char *filename_or_data, int offset, int length)
{
FMUSIC_MODULE *mod;
int mode = FSOUND_LOOP_NORMAL;
if (offset==-1)
{
mode |= FSOUND_LOADMEMORY;
offset=0;
}
mod = FMUSIC_LoadSongEx (filename_or_data, offset, length, mode, NULL, 0);
if (mod != NULL)
{
return new FMUSICCapsule (mod);
}
return NULL;
}
//
// vol range is 0-255
// sep range is 0-255, -1 for surround, -2 for full vol middle
//
long FMODSoundRenderer::StartSound (sfxinfo_t *sfx, int vol, int sep, int pitch, int channel, bool looping, bool pauseable)
{
if (!ChannelMap)
return 0;
int id = int(sfx - &S_sfx[0]);
long volume;
long pan;
long freq;
long chan;
if (sep < 0)
{
pan = 128; // FSOUND_STEREOPAN is too loud relative to everything else
// when we don't want positioned sounds, so use center panning instead.
}
else
{
pan = sep;
}
freq = PITCH(sfx->frequency,pitch);
volume = vol;
chan = FSOUND_PlaySoundEx (FSOUND_FREE, CheckLooping (sfx, looping), NULL, true);
if (chan != -1)
{
FSOUND_SetSurround (chan, sep == -1 ? TRUE : FALSE);
FSOUND_SetFrequency (chan, freq);
FSOUND_SetVolume (chan, vol);
FSOUND_SetPan (chan, pan);
FSOUND_SetPaused (chan, false);
ChannelMap[channel].channelID = chan;
ChannelMap[channel].soundID = id;
ChannelMap[channel].bIsLooping = looping ? true : false;
ChannelMap[channel].lastPos = 0;
ChannelMap[channel].bIs3D = false;
ChannelMap[channel].bIsPauseable = pauseable;
return channel + 1;
}
DPrintf ("Sound %s failed to play: %d\n", sfx->name.GetChars(), FSOUND_GetError ());
return 0;
}
long FMODSoundRenderer::StartSound3D (sfxinfo_t *sfx, float vol, int pitch, int channel,
bool looping, float pos[3], float vel[3], bool pauseable)
{
if (!Sound3D || !ChannelMap)
return 0;
int id = int(sfx - &S_sfx[0]);
long freq;
long chan;
freq = PITCH(sfx->frequency,pitch);
FSOUND_SAMPLE *sample = CheckLooping (sfx, looping);
chan = FSOUND_PlaySoundEx (FSOUND_FREE, sample, NULL, true);
if (chan != -1)
{
//FSOUND_SetReserved (chan, TRUE);
FSOUND_SetFrequency (chan, freq);
FSOUND_SetVolume (chan, (int)(vol * 255.f));
FSOUND_3D_SetAttributes (chan, pos, vel);
FSOUND_SetPaused (chan, false);
ChannelMap[channel].channelID = chan;
ChannelMap[channel].soundID = id;
ChannelMap[channel].bIsLooping = looping ? true : false;
ChannelMap[channel].lastPos = 0;
ChannelMap[channel].bIs3D = true;
ChannelMap[channel].bIsPauseable = pauseable;
return channel + 1;
}
DPrintf ("Sound %s failed to play: %d (%d)\n", sfx->name.GetChars(), FSOUND_GetError (), FSOUND_GetChannelsPlaying ());
return 0;
}
void FMODSoundRenderer::StopSound (long handle)
{
if (!handle || !ChannelMap)
return;
handle--;
if (ChannelMap[handle].soundID != -1)
{
FSOUND_StopSound (ChannelMap[handle].channelID);
//FSOUND_SetReserved (ChannelMap[handle].channelID, FALSE);
UncheckSound (&S_sfx[ChannelMap[handle].soundID], ChannelMap[handle].bIsLooping);
ChannelMap[handle].soundID = -1;
}
}
void FMODSoundRenderer::StopAllChannels ()
{
for (long i = 1; i <= NumChannels; ++i)
{
StopSound (i);
}
}
void FMODSoundRenderer::SetSfxPaused (bool paused)
{
for (int i = 0; i < NumChannels; ++i)
{
if (ChannelMap[i].soundID != -1)
{
if (ChannelMap[i].bIsPauseable)
{
FSOUND_SetPaused (ChannelMap[i].channelID, paused);
}
}
}
}
bool FMODSoundRenderer::IsPlayingSound (long handle)
{
if (!handle || !ChannelMap)
return false;
handle--;
if (ChannelMap[handle].soundID == -1)
{
return false;
}
else
{
bool is;
// FSOUND_IsPlaying does not work with A3D
if (OutputType != FSOUND_OUTPUT_A3D)
{
is = !!FSOUND_IsPlaying (ChannelMap[handle].channelID);
}
else
{
unsigned int pos;
if (ChannelMap[handle].bIsLooping)
{
is = true;
}
else
{
pos = FSOUND_GetCurrentPosition (ChannelMap[handle].channelID);
is = pos >= ChannelMap[handle].lastPos &&
pos <= S_sfx[ChannelMap[handle].soundID].length;
ChannelMap[handle].lastPos = pos;
}
}
if (!is)
{
//FSOUND_SetReserved (ChannelMap[handle].channelID, FALSE);
UncheckSound (&S_sfx[ChannelMap[handle].soundID], ChannelMap[handle].bIsLooping);
ChannelMap[handle].soundID = -1;
}
return is;
}
}
void FMODSoundRenderer::UpdateSoundParams (long handle, int vol, int sep, int pitch)
{
if (!handle || !ChannelMap)
return;
handle--;
if (ChannelMap[handle].soundID == -1)
return;
long volume;
long pan;
long freq;
freq = PITCH(S_sfx[ChannelMap[handle].soundID].frequency, pitch);
volume = vol;
if (sep < 0)
{
pan = 128; //FSOUND_STEREOPAN
}
else
{
pan = sep;
}
FSOUND_SetSurround (ChannelMap[handle].channelID, sep == -1 ? TRUE : FALSE);
FSOUND_SetPan (ChannelMap[handle].channelID, pan);
FSOUND_SetVolume (ChannelMap[handle].channelID, volume);
FSOUND_SetFrequency (ChannelMap[handle].channelID, freq);
}
void FMODSoundRenderer::UpdateSoundParams3D (long handle, float pos[3], float vel[3])
{
if (!handle || !ChannelMap)
return;
handle--;
if (ChannelMap[handle].soundID == -1)
return;
FSOUND_3D_SetAttributes (ChannelMap[handle].channelID, pos, vel);
}
void FMODSoundRenderer::ResetEnvironment ()
{
PrevEnvironment = NULL;
}
void FMODSoundRenderer::UpdateListener (AActor *listener)
{
float angle;
float pos[3], vel[3];
float lpos[3];
if (Sound3D && ChannelMap)
{
vel[0] = listener->momx * (TICRATE/65536.f);
vel[1] = listener->momy * (TICRATE/65536.f);
vel[2] = listener->momz * (TICRATE/65536.f);
pos[0] = listener->x / 65536.f;
pos[2] = listener->y / 65536.f;
pos[1] = listener->z / 65536.f;
// Move sounds that are not meant to be heard in 3D so
// that they remain on top of the listener.
for (int i = 0; i < NumChannels; i++)
{
if (ChannelMap[i].soundID != -1 && !ChannelMap[i].bIs3D)
{
FSOUND_3D_SetAttributes (ChannelMap[i].channelID, pos, vel);
}
}
// Sounds that are right on top of the listener can produce
// weird results depending on the environment, so position
// the listener back slightly from its true location.
angle = (float)(listener->angle) * ((float)PI / 2147483648.f);
lpos[0] = pos[0] - .5f * cosf (angle);
lpos[2] = pos[2] - .5f * sinf (angle);
lpos[1] = pos[1];
FSOUND_3D_Listener_SetAttributes (lpos, vel,
cosf (angle), 0.f, sinf (angle), 0.f, 1.f, 0.f);
//if (DriverCaps & (FSOUND_CAPS_EAX2|FSOUND_CAPS_EAX3))
{
bool underwater;
const ReverbContainer *env;
if (ForcedEnvironment)
{
env = ForcedEnvironment;
}
else
{
underwater = (listener->waterlevel == 3 && snd_waterreverb);
assert (zones != NULL);
env = zones[listener->Sector->ZoneNumber].Environment;
if (env == NULL)
{
env = DefaultEnvironments[0];
}
if (env == DefaultEnvironments[0] && underwater)
{
env = DefaultEnvironments[22];
}
}
if (env != PrevEnvironment || env->Modified)
{
DPrintf ("Reverb Environment %s\n", env->Name);
const_cast<ReverbContainer*>(env)->Modified = false;
FSOUND_Reverb_SetProperties ((FSOUND_REVERB_PROPERTIES *)(&env->Properties));
PrevEnvironment = env;
}
}
FSOUND_Update ();
}
}
void FMODSoundRenderer::LoadSound (sfxinfo_t *sfx)
{
if (!sfx->data)
{
DPrintf ("loading sound \"%s\" (%d) ", sfx->name.GetChars(), sfx - &S_sfx[0]);
getsfx (sfx);
}
}
void FMODSoundRenderer::UnloadSound (sfxinfo_t *sfx)
{
if (sfx->data == NULL)
return;
sfx->bHaveLoop = false;
sfx->normal = 0;
sfx->looping = 0;
if (sfx->altdata != NULL)
{
FSOUND_Sample_Free ((FSOUND_SAMPLE *)sfx->altdata);
sfx->altdata = NULL;
}
if (sfx->data != NULL)
{
FSOUND_Sample_Free ((FSOUND_SAMPLE *)sfx->data);
sfx->data = NULL;
}
DPrintf ("Unloaded sound \"%s\" (%d)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
}
// FSOUND_Sample_Upload seems to mess up the signedness of sound data when
// uploading to hardware buffers. The pattern is not particularly predictable,
// so this is a replacement for it that loads the data manually. Source data
// is mono, unsigned, 8-bit. Output is mono, signed, 8- or 16-bit.
int FMODSoundRenderer::PutSampleData (FSOUND_SAMPLE *sample, const BYTE *data, int len, unsigned int mode)
{
/*if (mode & FSOUND_2D)
{
return FSOUND_Sample_Upload (sample, const_cast<BYTE *>(data),
FSOUND_8BITS|FSOUND_MONO|FSOUND_UNSIGNED);
}
else*/ if (FSOUND_Sample_GetMode (sample) & FSOUND_8BITS)
{
void *ptr1, *ptr2;
unsigned int len1, len2;
if (FSOUND_Sample_Lock (sample, 0, len, &ptr1, &ptr2, &len1, &len2))
{
int i;
BYTE *ptr;
int len;
for (i = 0, ptr = (BYTE *)ptr1, len = len1;
i < 2 && ptr && len;
i++, ptr = (BYTE *)ptr2, len = len2)
{
int j;
for (j = 0; j < len; j++)
{
ptr[j] = *data++ - 128;
}
}
FSOUND_Sample_Unlock (sample, ptr1, ptr2, len1, len2);
return TRUE;
}
else
{
return FALSE;
}
}
else
{
void *ptr1, *ptr2;
unsigned int len1, len2;
if (FSOUND_Sample_Lock (sample, 0, len*2, &ptr1, &ptr2, &len1, &len2))
{
int i;
SWORD *ptr;
int len;
for (i = 0, ptr = (SWORD *)ptr1, len = len1/2;
i < 2 && ptr && len;
i++, ptr = (SWORD *)ptr2, len = len2/2)
{
int j;
for (j = 0; j < len; j++)
{
ptr[j] = ((*data<<8)|(*data)) - 32768;
data++;
}
}
FSOUND_Sample_Unlock (sample, ptr1, ptr2, len1, len2);
return TRUE;
}
else
{
return FALSE;
}
}
}
void FMODSoundRenderer::DoLoad (void **slot, sfxinfo_t *sfx)
{
BYTE *sfxdata;
int size;
int errcount;
unsigned long samplemode;
samplemode = Sound3D ? FSOUND_HW3D : FSOUND_2D;
sfxdata = NULL;
errcount = 0;
while (errcount < 2)
{
if (sfxdata != NULL)
{
delete[] sfxdata;
sfxdata = NULL;
}
if (errcount)
sfx->lumpnum = Wads.GetNumForName ("dsempty", ns_sounds);
size = Wads.LumpLength (sfx->lumpnum);
if (size == 0)
{
errcount++;
continue;
}
FWadLump wlump = Wads.OpenLumpNum (sfx->lumpnum);
sfxdata = new BYTE[size];
wlump.Read (sfxdata, size);
SDWORD len = ((SDWORD *)sfxdata)[1];
// If the sound is raw, just load it as such.
// Otherwise, try the sound as DMX format.
// If that fails, let FMOD try and figure it out.
if (sfx->bLoadRAW ||
(((BYTE *)sfxdata)[0] == 3 && ((BYTE *)sfxdata)[1] == 0 && len <= size - 8))
{
FSOUND_SAMPLE *sample;
const BYTE *sfxstart;
unsigned int bits;
if (sfx->bLoadRAW)
{
len = Wads.LumpLength (sfx->lumpnum);
sfx->frequency = (sfx->bForce22050 ? 22050 : 11025);
sfxstart = sfxdata;
}
else
{
sfx->frequency = ((WORD *)sfxdata)[1];
if (sfx->frequency == 0)
{
sfx->frequency = 11025;
}
sfxstart = sfxdata + 8;
}
sfx->ms = sfx->length = len;
bits = FSOUND_8BITS;
do
{
sample = FSOUND_Sample_Alloc (FSOUND_FREE, len,
samplemode|bits|FSOUND_LOOP_OFF|FSOUND_MONO,
sfx->frequency, 255, FSOUND_STEREOPAN, 255);
} while (sample == NULL && (bits <<= 1) == FSOUND_16BITS);
if (sample == NULL)
{
DPrintf ("Failed to allocate sample: %d\n", FSOUND_GetError ());
errcount++;
continue;
}
if (!PutSampleData (sample, sfxstart, len, samplemode))
{
DPrintf ("Failed to upload sample: %d\n", FSOUND_GetError ());
FSOUND_Sample_Free (sample);
sample = NULL;
errcount++;
continue;
}
*slot = sample;
}
else
{
if (((BYTE *)sfxdata)[0] == 'f' && ((BYTE *)sfxdata)[1] == 'L' &&
((BYTE *)sfxdata)[2] == 'a' && ((BYTE *)sfxdata)[3] == 'C')
{
FLACSampleLoader loader (sfx);
*slot = loader.LoadSample (samplemode);
if (*slot == NULL && FSOUND_GetError() == FMOD_ERR_CREATEBUFFER && samplemode == FSOUND_HW3D)
{
DPrintf ("Trying to fall back to software sample\n");
*slot = FSOUND_Sample_Load (FSOUND_FREE, (char *)sfxdata, FSOUND_2D, 0, size);
}
}
else
{
*slot = FSOUND_Sample_Load (FSOUND_FREE, (char *)sfxdata,
samplemode|FSOUND_LOADMEMORY, 0, size);
if (*slot == NULL && FSOUND_GetError() == FMOD_ERR_CREATEBUFFER && samplemode == FSOUND_HW3D)
{
DPrintf ("Trying to fall back to software sample\n");
*slot = FSOUND_Sample_Load (FSOUND_FREE, (char *)sfxdata, FSOUND_2D|FSOUND_LOADMEMORY, 0, size);
}
}
if (*slot != NULL)
{
int probe;
FSOUND_Sample_GetDefaults ((FSOUND_SAMPLE *)sfx->data, &probe,
NULL, NULL, NULL);
sfx->frequency = probe;
sfx->ms = FSOUND_Sample_GetLength ((FSOUND_SAMPLE *)sfx->data);
sfx->length = sfx->ms;
}
}
break;
}
if (sfx->data)
{
sfx->ms = (sfx->ms * 1000) / (sfx->frequency);
DPrintf ("[%d Hz %d samples]\n", sfx->frequency, sfx->length);
if (Sound3D)
{
// Match s_sound.cpp min distance.
// Max distance is irrelevant.
FSOUND_Sample_SetMinMaxDistance ((FSOUND_SAMPLE *)sfx->data,
(float)S_CLOSE_DIST, (float)MAX_SND_DIST*2);
}
}
if (sfxdata != NULL)
{
delete[] sfxdata;
}
}
void FMODSoundRenderer::getsfx (sfxinfo_t *sfx)
{
unsigned int i;
// Get the sound data from the WAD and register it with sound library
// If the sound doesn't exist, replace it with the empty sound.
if (sfx->lumpnum == -1)
{
sfx->lumpnum = Wads.GetNumForName ("dsempty", ns_sounds);
}
// See if there is another sound already initialized with this lump. If so,
// then set this one up as a link, and don't load the sound again.
for (i = 0; i < S_sfx.Size (); i++)
{
if (S_sfx[i].data && S_sfx[i].link == sfxinfo_t::NO_LINK && S_sfx[i].lumpnum == sfx->lumpnum)
{
DPrintf ("Linked to %s (%d)\n", S_sfx[i].name.GetChars(), i);
sfx->link = i;
sfx->ms = S_sfx[i].ms;
return;
}
}
sfx->bHaveLoop = false;
sfx->normal = 0;
sfx->looping = 0;
sfx->altdata = NULL;
DoLoad (&sfx->data, sfx);
}
// Right now, FMOD's biggest shortcoming compared to MIDAS is that it does not
// support multiple samples with the same sample data. Thus, if we want to
// play a looped and non-looped version of the same sound, we need to create
// two copies of it. Fortunately, most sounds will either be played looped or
// not, but not both at the same time, so this really isn't too much of a
// problem. This function juggles the sample between looping and non-looping,
// creating a copy if necessary. It also increments the appropriate use
// counter.
//
// Update: FMOD 3.3 added FSOUND_SetLoopMode to set a channel's looping status,
// but that only works with software channels. So I think I will continue to
// do this even though I don't *have* to anymore.
FSOUND_SAMPLE *FMODSoundRenderer::CheckLooping (sfxinfo_t *sfx, bool looped)
{
if (looped)
{
sfx->looping++;
if (sfx->bHaveLoop)
{
return (FSOUND_SAMPLE *)(sfx->altdata ? sfx->altdata : sfx->data);
}
else
{
if (sfx->normal == 0)
{
sfx->bHaveLoop = true;
FSOUND_Sample_SetMode ((FSOUND_SAMPLE *)sfx->data, FSOUND_LOOP_NORMAL);
return (FSOUND_SAMPLE *)sfx->data;
}
}
}
else
{
sfx->normal++;
if (sfx->altdata || !sfx->bHaveLoop)
{
return (FSOUND_SAMPLE *)sfx->data;
}
else
{
if (sfx->looping == 0)
{
sfx->bHaveLoop = false;
FSOUND_Sample_SetMode ((FSOUND_SAMPLE *)sfx->data, FSOUND_LOOP_OFF);
return (FSOUND_SAMPLE *)sfx->data;
}
}
}
// If we get here, we need to create an alternate version of the sample.
FSOUND_Sample_SetMode ((FSOUND_SAMPLE *)sfx->data, FSOUND_LOOP_OFF);
DoLoad (&sfx->altdata, sfx);
FSOUND_Sample_SetMode ((FSOUND_SAMPLE *)sfx->altdata, FSOUND_LOOP_NORMAL);
sfx->bHaveLoop = true;
return (FSOUND_SAMPLE *)(looped ? sfx->altdata : sfx->data);
}
void FMODSoundRenderer::UncheckSound (sfxinfo_t *sfx, bool looped)
{
if (looped)
{
if (sfx->looping > 0)
sfx->looping--;
}
else
{
if (sfx->normal > 0)
sfx->normal--;
}
}