qzdoom/src/s_sound.h

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// 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 "m_fixed.h"
#include "tarray.h"
#define MAX_SNDNAME 63
class AActor;
//
// SoundFX struct.
//
struct sfxinfo_t
{
char name[MAX_SNDNAME+1]; // [RH] Sound name defined in SNDINFO
short lumpnum; // lump number of sfx
BYTE PitchMask;
BYTE MaxChannels;
// Next five fields are for use by i_sound.cpp. A non-null data means the
// sound has been loaded. The other fields are dependant on whether MIDAS
// or FMOD is used for sound.
void* data;
void* altdata;
long normal;
long looping;
WORD bHaveLoop:1;
WORD bRandomHeader:1;
WORD bPlayerReserve:1;
WORD bForce11025:1;
WORD bForce22050:1;
WORD bLoadRAW:1;
WORD bPlayerCompat:1;
WORD b16bit:1;
WORD bUsed:1;
WORD bSingular:1;
WORD link;
enum { NO_LINK = 0xffff };
unsigned int ms; // [RH] length of sfx in milliseconds
unsigned int next, index; // [RH] For hashing
unsigned int frequency; // [RH] Preferred playback rate
unsigned int length; // [RH] Length of the sound in samples
};
// the complete set of sound effects
extern TArray<sfxinfo_t> S_sfx;
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
void S_Init ();
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 <ent>
void S_Sound (int channel, const char *name, float volume, int attenuation);
void S_Sound (AActor *ent, int channel, const char *name, float volume, int attenuation);
void S_Sound (fixed_t *pt, int channel, const char *name, float volume, int attenuation);
void S_Sound (fixed_t x, fixed_t y, int channel, const char *name, float volume, int attenuation);
void S_LoopedSound (AActor *ent, int channel, const char *name, float volume, int attenuation);
void S_LoopedSound (fixed_t *pt, int channel, const char *name, float volume, int attenuation);
void S_SoundID (int channel, int sfxid, float volume, int attenuation);
void S_SoundID (AActor *ent, int channel, int sfxid, float volume, int attenuation);
void S_SoundID (fixed_t *pt, int channel, int sfxid, float volume, int attenuation);
void S_SoundID (fixed_t x, fixed_t y, fixed_t z, int channel, int sfxid, float volume, int attenuation);
void S_LoopedSoundID (AActor *ent, int channel, int sfxid, float volume, int attenuation);
void S_LoopedSoundID (fixed_t *pt, int channel, int sfxid, float volume, int 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 is 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
// modifier flags
#define CHAN_LISTENERZ 8
#define CHAN_IMMOBILE 16
#define CHAN_MAYBE_LOCAL 32
#define CHAN_NOPAUSE 64 // do not pause this sound in menus
#define CHAN_PICKUP (CHAN_ITEM|CHAN_MAYBE_LOCAL)
// sound attenuation values
#define ATTN_NONE 0 // full volume the entire level
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3 // diminish very rapidly with distance
#define ATTN_SURROUND 4 // like ATTN_NONE, but plays in surround sound
int S_PickReplacement (int refid);
void S_CacheRandomSound (sfxinfo_t *sfx);
// [RH] From Hexen.
// Prevents too many of the same sound from playing simultaneously.
bool S_StopSoundID (int sound_id, int priority, int limit, bool singular, fixed_t x, fixed_t y);
// Stops a sound emanating from one of an entity's channels
void S_StopSound (AActor *ent, int channel);
void S_StopSound (fixed_t *pt, int channel);
// Stop sound for all channels
void S_StopAllChannels (void);
// Is the sound playing on one of the entity's channels?
bool S_GetSoundPlayingInfo (AActor *ent, int sound_id);
bool S_GetSoundPlayingInfo (fixed_t *pt, int sound_id);
2006-08-31 00:16:12 +00:00
bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id);
// Moves all sounds from one mobj to another
void S_RelinkSound (AActor *from, AActor *to);
// Start music using <music_name>
bool S_StartMusic (const char *music_name);
// Start music using <music_name>, 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 ();
int S_GetMusic (char **name);
// Stops the music for sure.
void S_StopMusic (bool force);
// Stop and resume music, during game PAUSE.
void S_PauseSound (bool notmusic);
void S_ResumeSound ();
//
// Updates music & sounds
//
void S_UpdateSounds (void *listener);
// [RH] S_sfx "maintenance" routines
void S_ParseSndInfo ();
void S_ParseSndEax ();
void S_UnloadSndEax ();
void S_HashSounds ();
int S_FindSound (const char *logicalname);
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, int refid);
int S_FindSkinnedSound (AActor *actor, const char *logicalname);
int S_FindSkinnedSound (AActor *actor, int refid);
int S_FindSoundByLump (int lump);
int S_AddSound (const char *logicalname, const char *lumpname); // 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_ShrinkPlayerSoundLists ();
// [RH] Prints sound debug info to the screen.
// Modelled after Hexen's noise cheat.
void S_NoiseDebug ();
// For convenience, this structure matches FSOUND_REVERB_PROPERTIES.
// Since I can't very well #include system-specific stuff in the
// main game files, I duplicate it here.
struct REVERB_PROPERTIES
{
/*unsigned*/int Environment;
float EnvSize;
float EnvDiffusion;
int Room;
int RoomHF;
int RoomLF;
float DecayTime;
float DecayHFRatio;
float DecayLFRatio;
int Reflections;
float ReflectionsDelay;
float ReflectionsPan0;
float ReflectionsPan1;
float ReflectionsPan2;
int Reverb;
float ReverbDelay;
float ReverbPan0;
float ReverbPan1;
float ReverbPan2;
float EchoTime;
float EchoDepth;
float ModulationTime;
float ModulationDepth;
float AirAbsorptionHF;
float HFReference;
float LFReference;
float RoomRolloffFactor;
float Diffusion;
float Density;
unsigned int Flags;
};
#define REVERB_FLAGS_DECAYTIMESCALE 0x00000001
#define REVERB_FLAGS_REFLECTIONSSCALE 0x00000002
#define REVERB_FLAGS_REFLECTIONSDELAYSCALE 0x00000004
#define REVERB_FLAGS_REVERBSCALE 0x00000008
#define REVERB_FLAGS_REVERBDELAYSCALE 0x00000010
#define REVERB_FLAGS_DECAYHFLIMIT 0x00000020
#define REVERB_FLAGS_ECHOTIMESCALE 0x00000040
#define REVERB_FLAGS_MODULATIONTIMESCALE 0x00000080
struct ReverbContainer
{
ReverbContainer *Next;
const char *Name;
WORD ID;
bool Builtin;
bool Modified;
REVERB_PROPERTIES Properties;
};
extern ReverbContainer *Environments;
extern ReverbContainer *DefaultEnvironments[26];
class FArchive;
FArchive &operator<< (FArchive &arc, ReverbContainer *&env);
void S_SetEnvironment (const ReverbContainer *settings);
ReverbContainer *S_FindEnvironment (const char *name);
ReverbContainer *S_FindEnvironment (int id);
void S_AddEnvironment (ReverbContainer *settings);
#endif