/* ** 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 #include #include "resource.h" extern HWND Window; #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)(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)(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)(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_WinNT) ? 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_WinNT) { // 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 () { long numdrivers = FSOUND_GetNumDrivers (); long i; for (i = 0; i < numdrivers; i++) { Printf ("%ld. %s\n", i, FSOUND_GetDriverName (i)); } } void FMODSoundRenderer::GatherStats (char *outstring) { sprintf (outstring, "%d channels, %.2f%% CPU", FSOUND_GetChannelsPlaying(), FSOUND_GetCPUUsage()); } 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_SetReserved (chan, TRUE); FSOUND_SetSurround (chan, sep == -1 ? TRUE : FALSE); //printf ("%ld\n", freq); 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); } 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(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(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; } } return TRUE; } 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--; } }