/* ** music_config.cpp ** All game side configuration settings for the various parts of the ** music system ** **--------------------------------------------------------------------------- ** Copyright 1999-2016 Randy Heit ** Copyright 2005-2019 Christoph Oelckers ** 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. **--------------------------------------------------------------------------- ** */ #include "i_musicinterns.h" #include "i_soundfont.h" #include "adlmidi.h" #include "cmdlib.h" // do this without including windows.h for this one single prototype extern "C" unsigned __stdcall GetSystemDirectoryA(char* lpBuffer, unsigned uSize); static void CheckRestart(int devtype) { if (currSong != nullptr && currSong->GetDeviceType() == devtype) { MIDIDeviceChanged(-1, true); } } ADLConfig adlConfig; FluidConfig fluidConfig; CUSTOM_CVAR(Int, adl_chips_count, 6, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { adlConfig.adl_chips_count = self; CheckRestart(MDEV_ADL); } CUSTOM_CVAR(Int, adl_emulator_id, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { adlConfig.adl_emulator_id = self; CheckRestart(MDEV_ADL); } CUSTOM_CVAR(Bool, adl_run_at_pcm_rate, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { adlConfig.adl_run_at_pcm_rate = self; CheckRestart(MDEV_ADL); } CUSTOM_CVAR(Bool, adl_fullpan, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { adlConfig.adl_fullpan = self; CheckRestart(MDEV_ADL); } CUSTOM_CVAR(Int, adl_bank, 14, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { adlConfig.adl_bank = self; CheckRestart(MDEV_ADL); } CUSTOM_CVAR(Bool, adl_use_custom_bank, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { adlConfig.adl_use_custom_bank = self; CheckRestart(MDEV_ADL); } CUSTOM_CVAR(String, adl_custom_bank, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { CheckRestart(MDEV_ADL); //Resolve the path here, so that the renderer does not have to do the work itself and only needs to process final names. auto info = sfmanager.FindSoundFont(self, SF_WOPL); if (info == nullptr) adlConfig.adl_custom_bank = nullptr; adlConfig.adl_custom_bank = info->mFilename; } CUSTOM_CVAR(Int, adl_volume_model, ADLMIDI_VolumeModel_DMX, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { adlConfig.adl_volume_model = self; CheckRestart(MDEV_ADL); } #define FLUID_CHORUS_MOD_SINE 0 #define FLUID_CHORUS_MOD_TRIANGLE 1 #define FLUID_CHORUS_DEFAULT_TYPE FLUID_CHORUS_MOD_SINE CUSTOM_CVAR(String, fluid_lib, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { fluidConfig.fluid_lib = self; // only takes effect for next song. } int BuildFluidPatchSetList(const char* patches, bool systemfallback) { fluidConfig.fluid_patchset.clear(); //Resolve the paths here, the renderer will only get a final list of file names. auto info = sfmanager.FindSoundFont(patches, SF_SF2); if (info != nullptr) patches = info->mFilename.GetChars(); int count; char* wpatches = strdup(patches); char* tok; #ifdef _WIN32 const char* const delim = ";"; #else const char* const delim = ":"; #endif if (wpatches == NULL) { return 0; } tok = strtok(wpatches, delim); count = 0; while (tok != NULL) { FString path; #ifdef _WIN32 // If the path does not contain any path separators, automatically // prepend $PROGDIR to the path. if (strcspn(tok, ":/\\") == strlen(tok)) { path << "$PROGDIR/" << tok; path = NicePath(path); } else #endif { path = NicePath(tok); } if (FileExists(path)) { fluidConfig.fluid_patchset.push_back(path.GetChars()); } else { Printf("Could not find patch set %s.\n", tok); } tok = strtok(NULL, delim); } free(wpatches); if (fluidConfig.fluid_patchset.size() > 0) return 1; if (systemfallback) { // The following will only be used if no soundfont at all is provided, i.e. even the standard one coming with GZDoom is missing. #ifdef __unix__ // This is the standard location on Ubuntu. return BuildFluidPatchSetList("/usr/share/sounds/sf2/FluidR3_GS.sf2:/usr/share/sounds/sf2/FluidR3_GM.sf2", false); #endif #ifdef _WIN32 // On Windows, look for the 4 megabyte patch set installed by Creative's drivers as a default. char sysdir[PATH_MAX + sizeof("\\CT4MGM.SF2")]; uint32_t filepart; if (0 != (filepart = GetSystemDirectoryA(sysdir, PATH_MAX))) { strcat(sysdir, "\\CT4MGM.SF2"); if (FileExists(sysdir)) { fluidConfig.fluid_patchset.push_back(sysdir); return 1; } // Try again with CT2MGM.SF2 sysdir[filepart + 3] = '2'; if (FileExists(sysdir)) { fluidConfig.fluid_patchset.push_back(sysdir); return 1; } } #endif } return 0; } CUSTOM_CVAR(String, fluid_patchset, "gzdoom", CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { CheckRestart(MDEV_FLUIDSYNTH); } CUSTOM_CVAR(Float, fluid_gain, 0.5, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0) self = 0; else if (self > 10) self = 10; else { if (currSong != NULL) currSong->ChangeSettingNum("fluidsynth.synth.gain", self); fluidConfig.fluid_gain = self; } } CUSTOM_CVAR(Bool, fluid_reverb, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (currSong != NULL) currSong->ChangeSettingInt("fluidsynth.synth.reverb.active", self); fluidConfig.fluid_reverb = self; } CUSTOM_CVAR(Bool, fluid_chorus, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (currSong != NULL) currSong->ChangeSettingInt("fluidsynth.synth.chorus.active", self); fluidConfig.fluid_chorus = self; } CUSTOM_CVAR(Int, fluid_voices, 128, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 16) self = 16; else if (self > 4096) self = 4096; else { if (currSong != NULL) currSong->ChangeSettingInt("fluidsynth.synth.polyphony", self); fluidConfig.fluid_voices = self; } } CUSTOM_CVAR(Int, fluid_interp, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { // Values are: 0 = FLUID_INTERP_NONE // 1 = FLUID_INTERP_LINEAR // 4 = FLUID_INTERP_4THORDER (the FluidSynth default) // 7 = FLUID_INTERP_7THORDER // (And here I thought it was just a linear list.) // Round undefined values to the nearest valid one. if (self < 0) self = 0; else if (self == 2) self = 1; else if (self == 3 || self == 5) self = 4; else if (self == 6 || self > 7) self = 7; else { if (currSong != NULL) currSong->ChangeSettingInt("fluidsynth.synth.interpolation", self); fluidConfig.fluid_interp = self; } } CUSTOM_CVAR(Int, fluid_samplerate, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { fluidConfig.fluid_samplerate = std::max(*self, 0); } // I don't know if this setting even matters for us, since we aren't letting // FluidSynth drives its own output. CUSTOM_CVAR(Int, fluid_threads, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 1) self = 1; else if (self > 256) self = 256; else fluidConfig.fluid_threads = self; } CUSTOM_CVAR(Float, fluid_reverb_roomsize, 0.61f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0) self = 0; else if (self > 1.2f) self = 1.2f; else { if (currSong != NULL) currSong->ChangeSettingNum("fluidsynth.z.reverb-roomsize", self); fluidConfig.fluid_reverb_roomsize = self; } } CUSTOM_CVAR(Float, fluid_reverb_damping, 0.23f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0) self = 0; else if (self > 1) self = 1; else { if (currSong != NULL) currSong->ChangeSettingNum("fluidsynth.z.reverb-damping", self); fluidConfig.fluid_reverb_damping = self; } } CUSTOM_CVAR(Float, fluid_reverb_width, 0.76f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0) self = 0; else if (self > 100) self = 100; else { if (currSong != NULL) currSong->ChangeSettingNum("fluidsynth.z.reverb-width", self); fluidConfig.fluid_reverb_width = self; } } CUSTOM_CVAR(Float, fluid_reverb_level, 0.57f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0) self = 0; else if (self > 1) self = 1; else { if (currSong != NULL) currSong->ChangeSettingNum("fluidsynth.z.reverb-level", self); fluidConfig.fluid_reverb_level = self; } } CUSTOM_CVAR(Int, fluid_chorus_voices, 3, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0) self = 0; else if (self > 99) self = 99; else { if (currSong != NULL) currSong->ChangeSettingNum("fluidsynth.z.chorus-voices", self); fluidConfig.fluid_chorus_voices = self; } } CUSTOM_CVAR(Float, fluid_chorus_level, 1.2f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0) self = 0; else if (self > 1) self = 1; else { if (currSong != NULL) currSong->ChangeSettingNum("fluidsynth.z.chorus-level", self); fluidConfig.fluid_chorus_level = self; } } CUSTOM_CVAR(Float, fluid_chorus_speed, 0.3f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0.29f) self = 0.29f; else if (self > 5) self = 5; else { if (currSong != NULL) currSong->ChangeSettingNum("fluidsynth.z.chorus-speed", self); fluidConfig.fluid_chorus_speed = self; } } // depth is in ms and actual maximum depends on the sample rate CUSTOM_CVAR(Float, fluid_chorus_depth, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0) self = 0; else if (self > 21) self = 21; else { if (currSong != NULL) currSong->ChangeSettingNum("fluidsynth.z.chorus-depth", self); fluidConfig.fluid_chorus_depth = self; } } CUSTOM_CVAR(Int, fluid_chorus_type, FLUID_CHORUS_DEFAULT_TYPE, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self != FLUID_CHORUS_MOD_SINE && self != FLUID_CHORUS_MOD_TRIANGLE) self = FLUID_CHORUS_DEFAULT_TYPE; else { if (currSong != NULL) currSong->ChangeSettingNum("fluidsynth.z.chorus-type", self); // Uses float to simplify the checking code in the renderer. fluidConfig.fluid_chorus_type = self; } }