qzdoom-gpl/src/sound/fmodsound.cpp

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/*
** 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;
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
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, "oss") == 0)
{
outindex = 0;
}
else if (stricmp (snd_output, "esd") == 0 ||
stricmp (snd_output, "esound") == 0)
{
outindex = 2;
}
else
{
outindex = 1;
}
#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;
}
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
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;
}
2006-04-14 12:58:52 +00:00
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;
2006-04-14 12:58:52 +00:00
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;
}
2006-04-14 12:58:52 +00:00
SoundTrackerModule *FMODSoundRenderer::OpenModule (const char *filename_or_data, int offset, int length)
{
2006-04-14 12:58:52 +00:00
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, 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, 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::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);
}
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
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);
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
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, 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, 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, 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--;
}
}