qzdoom-gpl/src/sound/i_sound.cpp
Christoph Oelckers e033cbf9f8 - Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to 
  load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
  code that checks for raw and Doom sounds. This means that sfxinfo_t is no
  longer needed in the SoundRenderer class so I took out all references to it.


SVN r1208 (trunk)
2008-09-09 20:49:53 +00:00

336 lines
7.4 KiB
C++

/*
** i_sound.cpp
** Stubs for sound interfaces.
**
**---------------------------------------------------------------------------
** 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;
extern HINSTANCE g_hInst;
#define USE_WINDOWS_DWORD
#else
#define FALSE 0
#define TRUE 1
#endif
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include "doomtype.h"
#include "m_alloc.h"
#include <math.h>
#include "fmodsound.h"
#include "m_swap.h"
#include "stats.h"
#include "files.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "i_system.h"
#include "i_sound.h"
#include "i_music.h"
#include "m_argv.h"
#include "m_misc.h"
#include "w_wad.h"
#include "i_video.h"
#include "s_sound.h"
#include "v_text.h"
#include "gi.h"
#include "doomdef.h"
EXTERN_CVAR (Float, snd_sfxvolume)
CVAR (Int, snd_samplerate, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, snd_buffersize, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, snd_output, "default", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// killough 2/21/98: optionally use varying pitched sounds
CVAR (Bool, snd_pitched, false, CVAR_ARCHIVE)
SoundRenderer *GSnd;
void I_CloseSound ();
//
// SFX API
//
//==========================================================================
//
// CVAR snd_sfxvolume
//
// Maximum volume of a sound effect.
//==========================================================================
CUSTOM_CVAR (Float, snd_sfxvolume, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (self < 0.f)
self = 0.f;
else if (self > 1.f)
self = 1.f;
else if (GSnd != NULL)
{
GSnd->SetSfxVolume (self);
}
}
class NullSoundRenderer : public SoundRenderer
{
public:
virtual bool IsNull() { return true; }
void SetSfxVolume (float volume)
{
}
void SetMusicVolume (float volume)
{
}
SoundHandle LoadSound(BYTE *sfxdata, int length)
{
SoundHandle retval = { NULL };
return retval;
}
SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits)
{
SoundHandle retval = { NULL };
return retval;
}
void UnloadSound (SoundHandle sfx)
{
}
unsigned int GetMSLength(SoundHandle sfx)
{
// Return something that isn't 0. This is only used by some
// ambient sounds to specify a default minimum period.
return 250;
}
float GetOutputRate()
{
return 11025; // Lies!
}
// Streaming sounds.
SoundStream *CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata)
{
return NULL;
}
SoundStream *OpenStream (const char *filename, int flags, int offset, int length)
{
return NULL;
}
// Starts a sound. (No, not really.)
FSoundChan *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan)
{
return NULL;
}
FSoundChan *StartSound3D (SoundHandle sfx, SoundListener *listener, float vol, FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, int channum, int chanflags, FSoundChan *reuse_chan)
{
return NULL;
}
// Stops a sound channel.
void StopSound (FSoundChan *chan)
{
if (chan != NULL)
{
S_ReturnChannel(chan);
}
}
// Returns position of sound on this channel, in samples.
unsigned int GetPosition(FSoundChan *chan)
{
return 0;
}
// Synchronizes following sound startups.
void Sync (bool sync)
{
}
// Pauses or resumes all sound effect channels.
void SetSfxPaused (bool paused, int slot)
{
}
// Pauses or resumes *every* channel, including environmental reverb.
void SetInactive(bool inactive)
{
}
// Updates the volume, separation, and pitch of a sound channel.
void UpdateSoundParams3D (SoundListener *listener, FSoundChan *chan, const FVector3 &pos, const FVector3 &vel)
{
}
void UpdateListener (SoundListener *)
{
}
void UpdateSounds ()
{
}
bool IsValid ()
{
return true;
}
void PrintStatus ()
{
Printf("Null sound module active.\n");
}
void PrintDriversList ()
{
Printf("Null sound module uses no drivers.\n");
}
FString GatherStats ()
{
return "Null sound module has no stats.";
}
};
void I_InitSound ()
{
/* Get command line options: */
bool nosound = !!Args->CheckParm ("-nosfx") || !!Args->CheckParm ("-nosound");
if (nosound)
{
GSnd = new NullSoundRenderer;
I_InitMusic ();
return;
}
GSnd = new FMODSoundRenderer;
if (!GSnd->IsValid ())
{
I_CloseSound();
GSnd = new NullSoundRenderer;
Printf (TEXTCOLOR_RED"Sound init failed. Using nosound.\n");
}
I_InitMusic ();
snd_sfxvolume.Callback ();
}
void I_CloseSound ()
{
// Free all loaded samples
for (unsigned i = 0; i < S_sfx.Size(); i++)
{
S_UnloadSound(&S_sfx[i]);
}
delete GSnd;
GSnd = NULL;
}
void I_ShutdownSound()
{
if (GSnd != NULL)
{
S_StopAllChannels();
I_CloseSound();
}
}
CCMD (snd_status)
{
GSnd->PrintStatus ();
}
CCMD (snd_reset)
{
I_ShutdownMusic();
S_EvictAllChannels();
I_CloseSound();
I_InitSound();
S_RestartMusic();
S_RestoreEvictedChannels();
}
CCMD (snd_listdrivers)
{
GSnd->PrintDriversList ();
}
ADD_STAT (sound)
{
return GSnd->GatherStats ();
}
SoundRenderer::SoundRenderer ()
{
}
SoundRenderer::~SoundRenderer ()
{
}
FString SoundRenderer::GatherStats ()
{
return "No stats for this sound renderer.";
}
short *SoundRenderer::DecodeSample(int outlen, const void *coded, int sizebytes, ECodecType type)
{
return NULL;
}
void SoundRenderer::DrawWaveDebug(int mode)
{
}
SoundStream::~SoundStream ()
{
}
bool SoundStream::SetPosition(unsigned int pos)
{
return false;
}
bool SoundStream::SetOrder(int order)
{
return false;
}
FString SoundStream::GetStats()
{
return "No stream stats available.";
}