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- 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)
This commit is contained in:
parent
5ad25e5d07
commit
e033cbf9f8
8 changed files with 218 additions and 174 deletions
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@ -1,4 +1,10 @@
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September 9, 2008 (Changes by Graf Zahl)
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- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
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method to the SoundRenderer class so that this function doesn't need to
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load the sound for the NullSoundRenderer.
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- Took some more non-FMOD related code out of fmodsound.cpp, including the
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code that checks for raw and Doom sounds. This means that sfxinfo_t is no
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longer needed in the SoundRenderer class so I took out all references to it.
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- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
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to the rolloff information back to NULL when starting the sound fails.
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- Fixed: Rolloff information was taken from the sfxinfo that contained the
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@ -377,7 +377,7 @@ unsigned int S_GetMSLength(FSoundID sound)
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}
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sfx = S_LoadSound(sfx);
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if (sfx != NULL) return GSnd->GetMSLength(sfx);
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if (sfx != NULL) return GSnd->GetMSLength(sfx->data);
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else return 0;
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}
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@ -483,7 +483,7 @@ int S_AddSoundLump (const char *logicalname, int lump)
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{
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sfxinfo_t newsfx;
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newsfx.data = NULL;
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newsfx.data.Clear();
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newsfx.name = logicalname;
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newsfx.lumpnum = lump;
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newsfx.next = 0;
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@ -523,9 +523,10 @@ void S_CacheSound (sfxinfo_t *sfx)
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void S_UnloadSound (sfxinfo_t *sfx)
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{
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if (sfx->data != NULL)
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if (sfx->data.isValid())
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{
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GSnd->UnloadSound(sfx);
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GSnd->UnloadSound(sfx->data);
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sfx->data.Clear();
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DPrintf("Unloaded sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
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}
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}
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@ -1011,11 +1012,11 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
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{
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SoundListener listener;
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S_SetListener(listener, players[consoleplayer].camera);
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chan = GSnd->StartSound3D (sfx, &listener, volume, rolloff, attenuation, pitch, basepriority, pos, vel, channel, chanflags, NULL);
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chan = GSnd->StartSound3D (sfx->data, &listener, volume, rolloff, attenuation, pitch, basepriority, pos, vel, channel, chanflags, NULL);
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}
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else
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{
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chan = GSnd->StartSound (sfx, volume, pitch, chanflags, NULL);
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chan = GSnd->StartSound (sfx->data, volume, pitch, chanflags, NULL);
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}
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if (chan == NULL && (chanflags & CHAN_LOOP))
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{
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@ -1099,12 +1100,12 @@ void S_RestartSound(FSoundChan *chan)
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SoundListener listener;
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S_SetListener(listener, players[consoleplayer].camera);
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ochan = GSnd->StartSound3D(sfx, &listener, chan->Volume, chan->Rolloff, chan->DistanceScale, chan->Pitch,
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ochan = GSnd->StartSound3D(sfx->data, &listener, chan->Volume, chan->Rolloff, chan->DistanceScale, chan->Pitch,
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chan->Priority, pos, vel, chan->EntChannel, chan->ChanFlags, chan);
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}
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else
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{
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ochan = GSnd->StartSound(chan->SfxInfo, chan->Volume, chan->Pitch, chan->ChanFlags, chan);
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ochan = GSnd->StartSound(sfx->data, chan->Volume, chan->Pitch, chan->ChanFlags, chan);
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}
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assert(ochan == NULL || ochan == chan);
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if (ochan != NULL)
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@ -1188,7 +1189,9 @@ void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, fl
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sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
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{
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while (sfx->data == NULL)
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if (GSnd->IsNull()) return sfx;
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while (!sfx->data.isValid())
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{
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unsigned int i;
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@ -1202,16 +1205,66 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
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// then set this one up as a link, and don't load the sound again.
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for (i = 0; i < S_sfx.Size(); i++)
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{
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if (S_sfx[i].data && S_sfx[i].link == sfxinfo_t::NO_LINK && S_sfx[i].lumpnum == sfx->lumpnum)
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if (S_sfx[i].data.isValid() && S_sfx[i].link == sfxinfo_t::NO_LINK && S_sfx[i].lumpnum == sfx->lumpnum)
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{
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DPrintf ("Linked %s to %s (%d)\n", sfx->name.GetChars(), S_sfx[i].name.GetChars(), i);
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sfx->link = i;
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// This is necessary to avoid using the rolloff settings of the linked sound if its
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// settings are different.
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if (sfx->Rolloff.MinDistance == 0) sfx->Rolloff = S_Rolloff;
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return &S_sfx[i];
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}
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}
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DPrintf("Loading sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
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if (!GSnd->LoadSound (sfx))
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int size = Wads.LumpLength(sfx->lumpnum);
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if (size > 0)
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{
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BYTE *sfxdata;
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BYTE *sfxstart;
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FWadLump wlump = Wads.OpenLumpNum(sfx->lumpnum);
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sfxstart = sfxdata = new BYTE[size];
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wlump.Read(sfxdata, size);
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SDWORD len = ((SDWORD *)sfxdata)[1];
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// If the sound is raw, just load it as such.
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// Otherwise, try the sound as DMX format.
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// If that fails, let FMOD try and figure it out.
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if (sfx->bLoadRAW ||
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(((BYTE *)sfxdata)[0] == 3 && ((BYTE *)sfxdata)[1] == 0 && len <= size - 8))
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{
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int frequency;
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if (sfx->bLoadRAW)
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{
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len = Wads.LumpLength (sfx->lumpnum);
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frequency = (sfx->bForce22050 ? 22050 : 11025);
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}
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else
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{
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frequency = ((WORD *)sfxdata)[1];
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if (frequency == 0)
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{
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frequency = 11025;
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}
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sfxstart = sfxdata + 8;
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}
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sfx->data = GSnd->LoadSoundRaw(sfxstart, len, frequency, 1, 8);
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}
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else
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{
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len = Wads.LumpLength (sfx->lumpnum);
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sfx->data = GSnd->LoadSound(sfxstart, len);
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}
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if (sfxdata != NULL)
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{
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delete[] sfxdata;
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}
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}
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if (!sfx->data.isValid())
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{
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if (sfx->lumpnum != sfx_empty)
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{
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@ -35,6 +35,13 @@ struct FRolloffInfo
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union { float MaxDistance; float RolloffFactor; };
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};
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struct SoundHandle
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{
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void *data;
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bool isValid() const { return data != NULL; }
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void Clear() { data = NULL; }
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};
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//
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// SoundFX struct.
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{
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// Next field is for use by the system sound interface.
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// A non-null data means the sound has been loaded.
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void *data;
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SoundHandle data;
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FString name; // [RH] Sound name defined in SNDINFO
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int lumpnum; // lump number of sfx
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WORD bUsed:1;
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WORD bSingular:1;
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WORD bTentative:1;
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WORD RolloffType:2;
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unsigned int link;
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enum { NO_LINK = 0xffffffff };
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@ -975,10 +975,6 @@ void FMODSoundRenderer::Shutdown()
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{
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if (Sys != NULL)
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{
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unsigned int i;
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//S_StopAllChannels();
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if (MusicGroup != NULL)
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{
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MusicGroup->release();
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WaterReverb = NULL;
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}
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// Free all loaded samples
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for (i = 0; i < S_sfx.Size(); i++)
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{
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if (S_sfx[i].data != NULL)
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{
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((FMOD::Sound *)S_sfx[i].data)->release();
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S_sfx[i].data = NULL;
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}
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}
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Sys->close();
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Sys->release();
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Sys = NULL;
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@ -1341,15 +1327,14 @@ SoundStream *FMODSoundRenderer::OpenStream(const char *filename_or_data, int fla
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//
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//==========================================================================
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FSoundChan *FMODSoundRenderer::StartSound(sfxinfo_t *sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan)
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FSoundChan *FMODSoundRenderer::StartSound(SoundHandle sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan)
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{
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int id = int(sfx - &S_sfx[0]);
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FMOD_RESULT result;
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FMOD_MODE mode;
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FMOD::Channel *chan;
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float freq;
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if (FMOD_OK == ((FMOD::Sound *)sfx->data)->getDefaults(&freq, NULL, NULL, NULL))
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if (FMOD_OK == ((FMOD::Sound *)sfx.data)->getDefaults(&freq, NULL, NULL, NULL))
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{
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freq = PITCH(freq, pitch);
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}
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}
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GRolloff = NULL; // Do 2D sounds need rolloff?
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result = Sys->playSound(FMOD_CHANNEL_FREE, (FMOD::Sound *)sfx->data, true, &chan);
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result = Sys->playSound(FMOD_CHANNEL_FREE, (FMOD::Sound *)sfx.data, true, &chan);
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if (FMOD_OK == result)
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{
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result = chan->getMode(&mode);
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return CommonChannelSetup(chan, reuse_chan);
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}
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DPrintf ("Sound %s failed to play: %d\n", sfx->name.GetChars(), result);
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return 0;
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//DPrintf ("Sound %s failed to play: %d\n", sfx->name.GetChars(), result);
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return NULL;
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}
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//==========================================================================
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CVAR(Float, snd_3dspread, 180, 0)
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FSoundChan *FMODSoundRenderer::StartSound3D(sfxinfo_t *sfx, SoundListener *listener, float vol,
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FSoundChan *FMODSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *listener, float vol,
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FRolloffInfo *rolloff, float distscale,
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int pitch, int priority, const FVector3 &pos, const FVector3 &vel,
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int channum, int chanflags, FSoundChan *reuse_chan)
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{
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int id = int(sfx - &S_sfx[0]);
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FMOD_RESULT result;
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FMOD_MODE mode;
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FMOD::Channel *chan;
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@ -1412,11 +1396,11 @@ FSoundChan *FMODSoundRenderer::StartSound3D(sfxinfo_t *sfx, SoundListener *liste
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int numchans;
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int def_priority;
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if (FMOD_OK == ((FMOD::Sound *)sfx->data)->getDefaults(&def_freq, &def_vol, &def_pan, &def_priority))
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if (FMOD_OK == ((FMOD::Sound *)sfx.data)->getDefaults(&def_freq, &def_vol, &def_pan, &def_priority))
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{
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freq = PITCH(def_freq, pitch);
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// Change the sound's default priority before playing it.
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((FMOD::Sound *)sfx->data)->setDefaults(def_freq, def_vol, def_pan, clamp(def_priority - priority, 1, 256));
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((FMOD::Sound *)sfx.data)->setDefaults(def_freq, def_vol, def_pan, clamp(def_priority - priority, 1, 256));
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}
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else
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{
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@ -1432,18 +1416,18 @@ FSoundChan *FMODSoundRenderer::StartSound3D(sfxinfo_t *sfx, SoundListener *liste
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// as long as the paremeters are set properly. It will first try to kick out sounds
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// with the same priority level but has no problem with kicking out sounds at
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// higher priority levels if it needs to.
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result = Sys->playSound(FMOD_CHANNEL_FREE, (FMOD::Sound *)sfx->data, true, &chan);
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result = Sys->playSound(FMOD_CHANNEL_FREE, (FMOD::Sound *)sfx.data, true, &chan);
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// Then set the priority back.
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if (def_priority >= 0)
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{
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((FMOD::Sound *)sfx->data)->setDefaults(def_freq, def_vol, def_pan, def_priority);
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((FMOD::Sound *)sfx.data)->setDefaults(def_freq, def_vol, def_pan, def_priority);
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}
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// Reduce volume of stereo sounds, because each channel will be summed together
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// and is likely to be very similar, resulting in an amplitude twice what it
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// would have been had it been mixed to mono.
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if (FMOD_OK == ((FMOD::Sound *)sfx->data)->getFormat(NULL, NULL, &numchans, NULL))
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if (FMOD_OK == ((FMOD::Sound *)sfx.data)->getFormat(NULL, NULL, &numchans, NULL))
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{
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if (numchans > 1)
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{
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@ -1462,7 +1446,7 @@ FSoundChan *FMODSoundRenderer::StartSound3D(sfxinfo_t *sfx, SoundListener *liste
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{
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mode = (mode & ~FMOD_LOOP_OFF) | FMOD_LOOP_NORMAL;
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}
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mode = SetChanHeadSettings(listener, chan, sfx, pos, channum, chanflags, mode);
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mode = SetChanHeadSettings(listener, chan, pos, channum, chanflags, mode);
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chan->setMode(mode);
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chan->setChannelGroup((chanflags & (CHAN_UI | CHAN_NOPAUSE)) ? SfxGroup : PausableSfx);
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@ -1484,7 +1468,7 @@ FSoundChan *FMODSoundRenderer::StartSound3D(sfxinfo_t *sfx, SoundListener *liste
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}
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GRolloff = NULL;
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DPrintf ("Sound %s failed to play: %d\n", sfx->name.GetChars(), result);
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//DPrintf ("Sound %s failed to play: %d\n", sfx->name.GetChars(), result);
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return 0;
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}
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@ -1542,7 +1526,7 @@ void FMODSoundRenderer::HandleChannelDelay(FMOD::Channel *chan, FSoundChan *reus
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//
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//==========================================================================
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FMOD_MODE FMODSoundRenderer::SetChanHeadSettings(SoundListener *listener, FMOD::Channel *chan, sfxinfo_t *sfx,
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FMOD_MODE FMODSoundRenderer::SetChanHeadSettings(SoundListener *listener, FMOD::Channel *chan,
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const FVector3 &pos, int channum, int chanflags,
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FMOD_MODE oldmode) const
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{
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@ -1737,7 +1721,7 @@ void FMODSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FSoundChan
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{
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oldmode = FMOD_3D | FMOD_SOFTWARE;
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}
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mode = SetChanHeadSettings(listener, fchan, chan->SfxInfo, pos, chan->EntChannel, chan->ChanFlags, oldmode);
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mode = SetChanHeadSettings(listener, fchan, pos, chan->EntChannel, chan->ChanFlags, oldmode);
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if (mode != oldmode)
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{ // Only set the mode if it changed.
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fchan->setMode(mode);
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@ -1891,110 +1875,88 @@ void FMODSoundRenderer::UpdateSounds()
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Sys->update();
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}
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//==========================================================================
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//
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// FMODSoundRenderer :: LoadSoundRaw
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//
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//==========================================================================
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SoundHandle FMODSoundRenderer::LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits)
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{
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FMOD_CREATESOUNDEXINFO exinfo = { sizeof(exinfo), };
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SoundHandle retval = { NULL };
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if (length == 0) return retval;
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exinfo.length = length;
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exinfo.numchannels = channels;
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exinfo.defaultfrequency = frequency;
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switch (bits)
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{
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case 8:
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// Need to convert sample data from unsigned to signed.
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for (int i = 0; i < length; ++i)
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{
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sfxdata[i] = sfxdata[i] - 128;
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}
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case -8:
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exinfo.format = FMOD_SOUND_FORMAT_PCM8;
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break;
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case 16:
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exinfo.format = FMOD_SOUND_FORMAT_PCM16;
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break;
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case 32:
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exinfo.format = FMOD_SOUND_FORMAT_PCM32;
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break;
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default:
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return retval;
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}
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const FMOD_MODE samplemode = FMOD_3D | FMOD_OPENMEMORY | FMOD_SOFTWARE | FMOD_OPENRAW;
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FMOD::Sound *sample;
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FMOD_RESULT result;
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result = Sys->createSound((char *)sfxdata, samplemode, &exinfo, &sample);
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if (result != FMOD_OK)
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{
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DPrintf("Failed to allocate sample: Error %d\n", result);
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return retval;
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}
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retval.data = sample;
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return retval;
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}
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//==========================================================================
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//
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// FMODSoundRenderer :: LoadSound
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//
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//==========================================================================
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bool FMODSoundRenderer::LoadSound(sfxinfo_t *sfx)
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SoundHandle FMODSoundRenderer::LoadSound(BYTE *sfxdata, int length)
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{
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if (sfx->data == NULL)
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{
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void **slot = &sfx->data;
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BYTE *sfxdata;
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BYTE *sfxstart;
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int size;
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FMOD_RESULT result;
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FMOD_MODE samplemode;
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FMOD_CREATESOUNDEXINFO exinfo = { sizeof(exinfo), };
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SoundHandle retval = { NULL };
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if (length == 0) return retval;
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||||
|
||||
exinfo.length = length;
|
||||
|
||||
const FMOD_MODE samplemode = FMOD_3D | FMOD_OPENMEMORY | FMOD_SOFTWARE;
|
||||
FMOD::Sound *sample;
|
||||
FMOD_RESULT result;
|
||||
|
||||
samplemode = FMOD_3D | FMOD_OPENMEMORY | FMOD_SOFTWARE;
|
||||
|
||||
sfxdata = NULL;
|
||||
sample = NULL;
|
||||
|
||||
size = Wads.LumpLength(sfx->lumpnum);
|
||||
if (size <= 0) return false;
|
||||
|
||||
FWadLump wlump = Wads.OpenLumpNum(sfx->lumpnum);
|
||||
sfxstart = 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))
|
||||
{
|
||||
int frequency;
|
||||
|
||||
if (sfx->bLoadRAW)
|
||||
{
|
||||
len = Wads.LumpLength (sfx->lumpnum);
|
||||
frequency = (sfx->bForce22050 ? 22050 : 11025);
|
||||
}
|
||||
else
|
||||
{
|
||||
frequency = ((WORD *)sfxdata)[1];
|
||||
if (frequency == 0)
|
||||
{
|
||||
frequency = 11025;
|
||||
}
|
||||
sfxstart = sfxdata + 8;
|
||||
}
|
||||
|
||||
exinfo.length = len;
|
||||
exinfo.numchannels = 1;
|
||||
exinfo.defaultfrequency = frequency;
|
||||
exinfo.format = FMOD_SOUND_FORMAT_PCM8;
|
||||
|
||||
samplemode |= FMOD_OPENRAW;
|
||||
|
||||
// Need to convert sample data from unsigned to signed.
|
||||
for (int i = 0; i < len; ++i)
|
||||
{
|
||||
sfxstart[i] = sfxstart[i] - 128;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
exinfo.length = size;
|
||||
}
|
||||
|
||||
if (exinfo.length == 0)
|
||||
{
|
||||
DPrintf("Sample has a length of 0\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
result = Sys->createSound((char *)sfxstart, samplemode, &exinfo, &sample);
|
||||
result = Sys->createSound((char *)sfxdata, samplemode, &exinfo, &sample);
|
||||
if (result != FMOD_OK)
|
||||
{
|
||||
DPrintf("Failed to allocate sample: Error %d\n", result);
|
||||
|
||||
if (sfxdata != NULL)
|
||||
{
|
||||
delete[] sfxdata;
|
||||
return retval;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
*slot = sample;
|
||||
}
|
||||
|
||||
if (sfxdata != NULL)
|
||||
{
|
||||
delete[] sfxdata;
|
||||
}
|
||||
|
||||
if (sample != NULL)
|
||||
{
|
||||
sample->setUserData(sfx);
|
||||
}
|
||||
}
|
||||
return sfx->data != NULL;
|
||||
retval.data = sample;
|
||||
return retval;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -2003,12 +1965,11 @@ bool FMODSoundRenderer::LoadSound(sfxinfo_t *sfx)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FMODSoundRenderer::UnloadSound(sfxinfo_t *sfx)
|
||||
void FMODSoundRenderer::UnloadSound(SoundHandle sfx)
|
||||
{
|
||||
if (sfx->data != NULL)
|
||||
if (sfx.data != NULL)
|
||||
{
|
||||
((FMOD::Sound *)sfx->data)->release();
|
||||
sfx->data = NULL;
|
||||
((FMOD::Sound *)sfx.data)->release();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2018,13 +1979,13 @@ void FMODSoundRenderer::UnloadSound(sfxinfo_t *sfx)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
unsigned int FMODSoundRenderer::GetMSLength(sfxinfo_t *sfx)
|
||||
unsigned int FMODSoundRenderer::GetMSLength(SoundHandle sfx)
|
||||
{
|
||||
if (sfx->data != NULL)
|
||||
if (sfx.data != NULL)
|
||||
{
|
||||
unsigned int length;
|
||||
|
||||
if (((FMOD::Sound *)sfx->data)->getLength(&length, FMOD_TIMEUNIT_MS) == FMOD_OK)
|
||||
if (((FMOD::Sound *)sfx.data)->getLength(&length, FMOD_TIMEUNIT_MS) == FMOD_OK)
|
||||
{
|
||||
return length;
|
||||
}
|
||||
|
|
|
@ -13,9 +13,10 @@ public:
|
|||
|
||||
void SetSfxVolume (float volume);
|
||||
void SetMusicVolume (float volume);
|
||||
bool LoadSound (sfxinfo_t *sfx);
|
||||
void UnloadSound (sfxinfo_t *sfx);
|
||||
unsigned int GetMSLength(sfxinfo_t *sfx);
|
||||
SoundHandle LoadSound(BYTE *sfxdata, int length);
|
||||
SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits);
|
||||
void UnloadSound (SoundHandle sfx);
|
||||
unsigned int GetMSLength(SoundHandle sfx);
|
||||
float GetOutputRate();
|
||||
|
||||
// Streaming sounds.
|
||||
|
@ -25,8 +26,8 @@ public:
|
|||
void StopStream (SoundStream *stream);
|
||||
|
||||
// Starts a sound.
|
||||
FSoundChan *StartSound (sfxinfo_t *sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan);
|
||||
FSoundChan *StartSound3D (sfxinfo_t *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);
|
||||
FSoundChan *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan);
|
||||
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);
|
||||
|
||||
// Stops a sound channel.
|
||||
void StopSound (FSoundChan *chan);
|
||||
|
@ -69,9 +70,7 @@ private:
|
|||
|
||||
void HandleChannelDelay(FMOD::Channel *chan, FSoundChan *reuse_chan, float freq) const;
|
||||
FSoundChan *CommonChannelSetup(FMOD::Channel *chan, FSoundChan *reuse_chan) const;
|
||||
FMOD_MODE SetChanHeadSettings(SoundListener *listener, FMOD::Channel *chan, sfxinfo_t *sfx, const FVector3 &pos, int channum, int chanflags, FMOD_MODE oldmode) const;
|
||||
void DoLoad (void **slot, sfxinfo_t *sfx);
|
||||
void getsfx (sfxinfo_t *sfx);
|
||||
FMOD_MODE SetChanHeadSettings(SoundListener *listener, FMOD::Channel *chan, const FVector3 &pos, int channum, int chanflags, FMOD_MODE oldmode) const;
|
||||
|
||||
bool Init ();
|
||||
void Shutdown ();
|
||||
|
|
|
@ -83,6 +83,8 @@ CVAR (Bool, snd_pitched, false, CVAR_ARCHIVE)
|
|||
|
||||
SoundRenderer *GSnd;
|
||||
|
||||
void I_CloseSound ();
|
||||
|
||||
|
||||
//
|
||||
// SFX API
|
||||
|
@ -110,20 +112,27 @@ CUSTOM_CVAR (Float, snd_sfxvolume, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOIN
|
|||
class NullSoundRenderer : public SoundRenderer
|
||||
{
|
||||
public:
|
||||
virtual bool IsNull() { return true; }
|
||||
void SetSfxVolume (float volume)
|
||||
{
|
||||
}
|
||||
void SetMusicVolume (float volume)
|
||||
{
|
||||
}
|
||||
bool LoadSound (sfxinfo_t *sfx)
|
||||
SoundHandle LoadSound(BYTE *sfxdata, int length)
|
||||
{
|
||||
return true;
|
||||
SoundHandle retval = { NULL };
|
||||
return retval;
|
||||
}
|
||||
void UnloadSound (sfxinfo_t *sfx)
|
||||
SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits)
|
||||
{
|
||||
SoundHandle retval = { NULL };
|
||||
return retval;
|
||||
}
|
||||
void UnloadSound (SoundHandle sfx)
|
||||
{
|
||||
}
|
||||
unsigned int GetMSLength(sfxinfo_t *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.
|
||||
|
@ -145,11 +154,11 @@ public:
|
|||
}
|
||||
|
||||
// Starts a sound. (No, not really.)
|
||||
FSoundChan *StartSound (sfxinfo_t *sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan)
|
||||
FSoundChan *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
FSoundChan *StartSound3D (sfxinfo_t *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)
|
||||
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;
|
||||
}
|
||||
|
@ -230,7 +239,7 @@ void I_InitSound ()
|
|||
|
||||
if (!GSnd->IsValid ())
|
||||
{
|
||||
delete GSnd;
|
||||
I_CloseSound();
|
||||
GSnd = new NullSoundRenderer;
|
||||
Printf (TEXTCOLOR_RED"Sound init failed. Using nosound.\n");
|
||||
}
|
||||
|
@ -239,12 +248,24 @@ void I_InitSound ()
|
|||
}
|
||||
|
||||
|
||||
void I_ShutdownSound (void)
|
||||
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)
|
||||
{
|
||||
delete GSnd;
|
||||
GSnd = NULL;
|
||||
S_StopAllChannels();
|
||||
I_CloseSound();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -257,11 +278,7 @@ CCMD (snd_reset)
|
|||
{
|
||||
I_ShutdownMusic();
|
||||
S_EvictAllChannels();
|
||||
if (GSnd != NULL)
|
||||
{
|
||||
delete GSnd;
|
||||
GSnd = NULL;
|
||||
}
|
||||
I_CloseSound();
|
||||
I_InitSound();
|
||||
S_RestartMusic();
|
||||
S_RestoreEvictedChannels();
|
||||
|
|
|
@ -89,11 +89,13 @@ public:
|
|||
SoundRenderer ();
|
||||
virtual ~SoundRenderer ();
|
||||
|
||||
virtual bool IsNull() { return false; }
|
||||
virtual void SetSfxVolume (float volume) = 0;
|
||||
virtual void SetMusicVolume (float volume) = 0;
|
||||
virtual bool LoadSound (sfxinfo_t *sfx) = 0; // load a sound from disk
|
||||
virtual void UnloadSound (sfxinfo_t *sfx) = 0; // unloads a sound from memory
|
||||
virtual unsigned int GetMSLength(sfxinfo_t *sfx) = 0; // Gets the length of a sound at its default frequency
|
||||
virtual SoundHandle LoadSound(BYTE *sfxdata, int length) = 0;
|
||||
virtual SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits) = 0;
|
||||
virtual void UnloadSound (SoundHandle sfx) = 0; // unloads a sound from memory
|
||||
virtual unsigned int GetMSLength(SoundHandle sfx) = 0; // Gets the length of a sound at its default frequency
|
||||
virtual float GetOutputRate() = 0;
|
||||
|
||||
// Streaming sounds.
|
||||
|
@ -101,8 +103,8 @@ public:
|
|||
virtual SoundStream *OpenStream (const char *filename, int flags, int offset, int length) = 0;
|
||||
|
||||
// Starts a sound.
|
||||
virtual FSoundChan *StartSound (sfxinfo_t *sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan) = 0;
|
||||
virtual FSoundChan *StartSound3D (sfxinfo_t *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) = 0;
|
||||
virtual FSoundChan *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan) = 0;
|
||||
virtual 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) = 0;
|
||||
|
||||
// Stops a sound channel.
|
||||
virtual void StopSound (FSoundChan *chan) = 0;
|
||||
|
|
Loading…
Reference in a new issue