// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // The not so system specific sound interface. // //----------------------------------------------------------------------------- #ifndef __S_SOUND__ #define __S_SOUND__ #include "doomtype.h" #include "i_soundinternal.h" #include "dobject.h" class AActor; class FScanner; // // SoundFX struct. // struct sfxinfo_t { // Next field is for use by the system sound interface. // A non-null data means the sound has been loaded. SoundHandle data; // Also for the sound interface. Used for 3D positional // sounds, may be the same as data. SoundHandle data3d; FString name; // [RH] Sound name defined in SNDINFO int lumpnum; // lump number of sfx unsigned int next, index; // [RH] For hashing float Volume; BYTE PitchMask; SWORD NearLimit; // 0 means unlimited float LimitRange; // Range for sound limiting (squared for faster computations) WORD bRandomHeader:1; WORD bPlayerReserve:1; WORD bLoadRAW:1; WORD bPlayerCompat:1; WORD b16bit:1; WORD bUsed:1; WORD bSingular:1; WORD bTentative:1; WORD bPlayerSilent:1; // This player sound is intentionally silent. WORD RawRate; // Sample rate to use when bLoadRAW is true int LoopStart; // -1 means no specific loop defined unsigned int link; enum { NO_LINK = 0xffffffff }; FRolloffInfo Rolloff; float Attenuation; // Multiplies the attenuation passed to S_Sound. void MarkUsed(); // Marks this sound as used. }; // Rolloff types enum { ROLLOFF_Doom, // Linear rolloff with a logarithmic volume scale ROLLOFF_Linear, // Linear rolloff with a linear volume scale ROLLOFF_Log, // Logarithmic rolloff (standard hardware type) ROLLOFF_Custom // Lookup volume from SNDCURVE }; int S_FindSound (const char *logicalname); // the complete set of sound effects extern TArray S_sfx; // An index into the S_sfx[] array. class FSoundID { public: FSoundID() { ID = 0; } FSoundID(int id) { ID = id; } FSoundID(const char *name) { ID = S_FindSound(name); } FSoundID(const FString &name) { ID = S_FindSound(name.GetChars()); } FSoundID(const FSoundID &other) { ID = other.ID; } FSoundID &operator=(const FSoundID &other) { ID = other.ID; return *this; } FSoundID &operator=(const char *name) { ID = S_FindSound(name); return *this; } FSoundID &operator=(const FString &name) { ID = S_FindSound(name.GetChars()); return *this; } bool operator !=(FSoundID other) const { return ID != other.ID; } bool operator !=(int other) const { return ID != other; } operator int() const { return ID; } operator FString() const { return ID ? S_sfx[ID].name : ""; } operator const char *() const { return ID ? S_sfx[ID].name.GetChars() : NULL; } void MarkUsed() const { S_sfx[ID].MarkUsed(); } private: int ID; protected: enum EDummy { NoInit }; FSoundID(EDummy) {} }; class FSoundIDNoInit : public FSoundID { public: FSoundIDNoInit() : FSoundID(NoInit) {} FSoundID &operator=(const FSoundID &other) { return FSoundID::operator=(other); } FSoundID &operator=(const char *name) { return FSoundID::operator=(name); } FSoundID &operator=(const FString &name) { return FSoundID::operator=(name); } }; extern FRolloffInfo S_Rolloff; extern BYTE *S_SoundCurve; extern int S_SoundCurveSize; // Information about one playing sound. struct sector_t; struct FPolyObj; struct FSoundChan : public FISoundChannel { FSoundChan *NextChan; // Next channel in this list. FSoundChan **PrevChan; // Previous channel in this list. FSoundID SoundID; // Sound ID of playing sound. FSoundID OrgID; // Sound ID of sound used to start this channel. float Volume; int ChanFlags; SWORD Pitch; // Pitch variation. BYTE EntChannel; // Actor's sound channel. SBYTE Priority; SWORD NearLimit; BYTE SourceType; float LimitRange; union { AActor *Actor; // Used for position and velocity. const sector_t *Sector; // Sector for area sounds. const FPolyObj *Poly; // Polyobject sound source. float Point[3]; // Sound is not attached to any source. }; }; extern FSoundChan *Channels; void S_ReturnChannel(FSoundChan *chan); void S_EvictAllChannels(); void S_StopChannel(FSoundChan *chan); void S_LinkChannel(FSoundChan *chan, FSoundChan **head); void S_UnlinkChannel(FSoundChan *chan); // Initializes sound stuff, including volume // Sets channels, SFX and music volume, // allocates channel buffer, sets S_sfx lookup. // void S_Init (); void S_InitData (); void S_Shutdown (); // Per level startup code. // Kills playing sounds at start of level and starts new music. // void S_Start (); // Called after a level is loaded. Ensures that most sounds are loaded. void S_PrecacheLevel (); // Loads a sound, including any random sounds it might reference. void S_CacheSound (sfxinfo_t *sfx); // Start sound for thing at void S_Sound (int channel, FSoundID sfxid, float volume, float attenuation); void S_Sound (AActor *ent, int channel, FSoundID sfxid, float volume, float attenuation); void S_SoundMinMaxDist (AActor *ent, int channel, FSoundID sfxid, float volume, float mindist, float maxdist); void S_Sound (const FPolyObj *poly, int channel, FSoundID sfxid, float volume, float attenuation); void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, float attenuation); void S_Sound(const DVector3 &pos, int channel, FSoundID sfxid, float volume, float attenuation); // sound channels // channel 0 never willingly overrides // other channels (1-7) always override a playing sound on that channel // // CHAN_AUTO searches down from channel 7 until it finds a channel not in use // CHAN_WEAPON is for weapons // CHAN_VOICE is for oof, sight, or other voice sounds // CHAN_ITEM is for small things and item pickup // CHAN_BODY is for generic body sounds // CHAN_PICKUP can optionally be set as a local sound only for "compatibility" #define CHAN_AUTO 0 #define CHAN_WEAPON 1 #define CHAN_VOICE 2 #define CHAN_ITEM 3 #define CHAN_BODY 4 // Channel alias for sector sounds. These define how listener height is // used when calculating 3D sound volume. #define CHAN_FLOOR 1 // Sound comes from the floor. #define CHAN_CEILING 2 // Sound comes from the ceiling. #define CHAN_FULLHEIGHT 3 // Sound comes entire height of the sector. #define CHAN_INTERIOR 4 // Sound comes height between floor and ceiling. // modifier flags #define CHAN_LISTENERZ 8 #define CHAN_MAYBE_LOCAL 16 #define CHAN_UI 32 // Do not record sound in savegames. #define CHAN_NOPAUSE 64 // Do not pause this sound in menus. #define CHAN_AREA 128 // Sound plays from all around. Only valid with sector sounds. #define CHAN_LOOP 256 #define CHAN_PICKUP (CHAN_ITEM|CHAN_MAYBE_LOCAL) #define CHAN_IS3D 1 // internal: Sound is 3D. #define CHAN_EVICTED 2 // internal: Sound was evicted. #define CHAN_FORGETTABLE 4 // internal: Forget channel data when sound stops. #define CHAN_JUSTSTARTED 512 // internal: Sound has not been updated yet. #define CHAN_ABSTIME 1024// internal: Start time is absolute and does not depend on current time. #define CHAN_VIRTUAL 2048// internal: Channel is currently virtual // sound attenuation values #define ATTN_NONE 0.f // full volume the entire level #define ATTN_NORM 1.f #define ATTN_IDLE 1.001f #define ATTN_STATIC 3.f // diminish very rapidly with distance int S_PickReplacement (int refid); void S_CacheRandomSound (sfxinfo_t *sfx); // Checks if a copy of this sound is already playing. bool S_CheckSingular (int sound_id); // Stops a sound emanating from one of an emitter's channels. void S_StopSound (AActor *ent, int channel); void S_StopSound (const sector_t *sec, int channel); void S_StopSound (const FPolyObj *poly, int channel); // Stops an origin-less sound from playing from this channel. void S_StopSound (int channel); // Stop sound for all channels void S_StopAllChannels (void); // Is the sound playing on one of the emitter's channels? bool S_GetSoundPlayingInfo (const AActor *actor, int sound_id); bool S_GetSoundPlayingInfo (const sector_t *sector, int sound_id); bool S_GetSoundPlayingInfo (const FPolyObj *poly, int sound_id); bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id); // Change a playing sound's volume bool S_ChangeSoundVolume(AActor *actor, int channel, float volume); // Moves all sounds from one mobj to another void S_RelinkSound (AActor *from, AActor *to); // Stores/retrieves playing channel information in an archive. void S_SerializeSounds(FSerializer &arc); // Start music using bool S_StartMusic (const char *music_name); // Start music using , and set whether looping bool S_ChangeMusic (const char *music_name, int order=0, bool looping=true, bool force=false); // Start playing a cd track as music bool S_ChangeCDMusic (int track, unsigned int id=0, bool looping=true); void S_RestartMusic (); void S_MIDIDeviceChanged(); int S_GetMusic (const char **name); // Stops the music for sure. void S_StopMusic (bool force); // Stop and resume music, during game PAUSE. void S_PauseSound (bool notmusic, bool notsfx); void S_ResumeSound (bool notsfx); void S_SetSoundPaused (int state); // // Updates music & sounds // void S_UpdateSounds (AActor *listener); void S_RestoreEvictedChannels(); // [RH] S_sfx "maintenance" routines void S_ParseSndInfo (bool redefine); void S_ParseReverbDef (); void S_UnloadReverbDef (); void S_HashSounds (); int S_FindSoundNoHash (const char *logicalname); bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2); bool S_AreSoundsEquivalent (AActor *actor, const char *name1, const char *name2); int S_LookupPlayerSound (const char *playerclass, int gender, const char *logicalname); int S_LookupPlayerSound (const char *playerclass, int gender, FSoundID refid); int S_FindSkinnedSound (AActor *actor, FSoundID refid); int S_FindSkinnedSoundEx (AActor *actor, const char *logicalname, const char *extendedname); int S_FindSoundByLump (int lump); int S_AddSound (const char *logicalname, const char *lumpname, FScanner *sc=NULL); // Add sound by lumpname int S_AddSoundLump (const char *logicalname, int lump); // Add sound by lump index int S_AddPlayerSound (const char *playerclass, const int gender, int refid, const char *lumpname); int S_AddPlayerSound (const char *playerclass, const int gender, int refid, int lumpnum, bool fromskin=false); int S_AddPlayerSoundExisting (const char *playerclass, const int gender, int refid, int aliasto, bool fromskin=false); void S_MarkPlayerSounds (const char *playerclass); void S_ShrinkPlayerSoundLists (); void S_UnloadSound (sfxinfo_t *sfx); sfxinfo_t *S_LoadSound(sfxinfo_t *sfx); unsigned int S_GetMSLength(FSoundID sound); void S_ParseMusInfo(); bool S_ParseTimeTag(const char *tag, bool *as_samples, unsigned int *time); // [RH] Prints sound debug info to the screen. // Modelled after Hexen's noise cheat. void S_NoiseDebug (); extern ReverbContainer *Environments; extern ReverbContainer *DefaultEnvironments[26]; void S_SetEnvironment (const ReverbContainer *settings); ReverbContainer *S_FindEnvironment (const char *name); ReverbContainer *S_FindEnvironment (int id); void S_AddEnvironment (ReverbContainer *settings); enum EMidiDevice { MDEV_DEFAULT = -1, MDEV_MMAPI = 0, MDEV_OPL = 1, MDEV_SNDSYS = 2, MDEV_TIMIDITY = 3, MDEV_FLUIDSYNTH = 4, MDEV_GUS = 5, MDEV_WILDMIDI = 6, }; struct MidiDeviceSetting { int device; FString args; MidiDeviceSetting() { device = MDEV_DEFAULT; } }; typedef TMap MusicAliasMap; typedef TMap MidiDeviceMap; extern MusicAliasMap MusicAliases; extern MidiDeviceMap MidiDevices; #endif