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96777273c4
- exported virtual Actor.MarkPrecacheSounds function.
3120 lines
76 KiB
C++
3120 lines
76 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id: s_sound.c,v 1.3 1998/01/05 16:26:08 pekangas Exp $
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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//
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// DESCRIPTION: none
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//
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include <stdlib.h>
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#ifdef _WIN32
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#include <io.h>
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#endif
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#include <fcntl.h>
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#include "i_system.h"
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#include "i_sound.h"
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#include "i_music.h"
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#include "i_cd.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "s_playlist.h"
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#include "c_dispatch.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "cmdlib.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "a_sharedglobal.h"
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#include "gstrings.h"
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#include "gi.h"
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#include "templates.h"
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#include "timidity/timidity.h"
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#include "g_level.h"
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#include "po_man.h"
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#include "serializer.h"
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#include "d_player.h"
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#include "r_state.h"
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#include "g_levellocals.h"
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#include "virtual.h"
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// MACROS ------------------------------------------------------------------
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#ifdef NeXT
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// NeXT doesn't need a binary flag in open call
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#define O_BINARY 0
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#endif
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#ifndef O_BINARY
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#define O_BINARY 0
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#endif
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#define NORM_PITCH 128
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#define NORM_PRIORITY 64
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#define NORM_SEP 0
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#define S_PITCH_PERTURB 1
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#define S_STEREO_SWING 0.75
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// TYPES -------------------------------------------------------------------
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struct MusPlayingInfo
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{
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FString name;
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MusInfo *handle;
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int baseorder;
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bool loop;
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};
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enum
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{
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SOURCE_None, // Sound is always on top of the listener.
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SOURCE_Actor, // Sound is coming from an actor.
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SOURCE_Sector, // Sound is coming from a sector.
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SOURCE_Polyobj, // Sound is coming from a polyobject.
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SOURCE_Unattached, // Sound is not attached to any particular emitter.
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern float S_GetMusicVolume (const char *music);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void S_LoadSound3D(sfxinfo_t *sfx);
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static bool S_CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limit, float limit_range, AActor *actor, int channel);
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static bool S_IsChannelUsed(AActor *actor, int channel, int *seen);
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static void S_ActivatePlayList(bool goBack);
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static void CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel);
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static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, const FPolyObj *poly,
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const float pt[3], int channel, int chanflags, FVector3 *pos, FVector3 *vel);
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static void CalcSectorSoundOrg(const DVector3 &listenpos, const sector_t *sec, int channum, FVector3 &res);
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static void CalcPolyobjSoundOrg(const DVector3 &listenpos, const FPolyObj *poly, FVector3 &res);
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static FSoundChan *S_StartSound(AActor *mover, const sector_t *sec, const FPolyObj *poly,
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const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation, FRolloffInfo *rolloff);
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static void S_SetListener(SoundListener &listener, AActor *listenactor);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static bool SoundPaused; // whether sound is paused
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static bool MusicPaused; // whether music is paused
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static MusPlayingInfo mus_playing; // music currently being played
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static FString LastSong; // last music that was played
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static FPlayList *PlayList;
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static int RestartEvictionsAt; // do not restart evicted channels before this level.time
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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int sfx_empty;
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FSoundChan *Channels;
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FSoundChan *FreeChannels;
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FRolloffInfo S_Rolloff;
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BYTE *S_SoundCurve;
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int S_SoundCurveSize;
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FBoolCVar noisedebug ("noise", false, 0); // [RH] Print sound debugging info?
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CVAR (Int, snd_channels, 32, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // number of channels available
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CVAR (Bool, snd_flipstereo, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// S_NoiseDebug
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//
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// [RH] Print sound debug info. Called by status bar.
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//==========================================================================
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void S_NoiseDebug (void)
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{
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FSoundChan *chan;
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FVector3 listener;
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FVector3 origin;
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int y, color;
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y = 32 * CleanYfac;
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screen->DrawText (SmallFont, CR_YELLOW, 0, y, "*** SOUND DEBUG INFO ***", TAG_DONE);
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y += 8;
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screen->DrawText (SmallFont, CR_GOLD, 0, y, "name", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 70, y, "x", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 120, y, "y", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 170, y, "z", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 220, y, "vol", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 260, y, "dist", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 300, y, "chan", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 340, y, "pri", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 380, y, "flags", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 460, y, "aud", TAG_DONE);
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screen->DrawText (SmallFont, CR_GOLD, 520, y, "pos", TAG_DONE);
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y += 8;
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if (Channels == NULL)
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{
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return;
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}
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listener = players[consoleplayer].camera->SoundPos();
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// Display the oldest channel first.
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for (chan = Channels; chan->NextChan != NULL; chan = chan->NextChan)
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{ }
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while (y < SCREENHEIGHT - 16)
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{
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char temp[32];
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CalcPosVel(chan, &origin, NULL);
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color = (chan->ChanFlags & CHAN_LOOP) ? CR_BROWN : CR_GREY;
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// Name
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Wads.GetLumpName (temp, S_sfx[chan->SoundID].lumpnum);
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temp[8] = 0;
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screen->DrawText (SmallFont, color, 0, y, temp, TAG_DONE);
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if (!(chan->ChanFlags & CHAN_IS3D))
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{
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screen->DrawText(SmallFont, color, 70, y, "---", TAG_DONE); // X
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screen->DrawText(SmallFont, color, 120, y, "---", TAG_DONE); // Y
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screen->DrawText(SmallFont, color, 170, y, "---", TAG_DONE); // Z
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screen->DrawText(SmallFont, color, 260, y, "---", TAG_DONE); // Distance
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}
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else
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{
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// X coordinate
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mysnprintf(temp, countof(temp), "%.0f", origin.X);
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screen->DrawText(SmallFont, color, 70, y, temp, TAG_DONE);
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// Y coordinate
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mysnprintf(temp, countof(temp), "%.0f", origin.Z);
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screen->DrawText(SmallFont, color, 120, y, temp, TAG_DONE);
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// Z coordinate
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mysnprintf(temp, countof(temp), "%.0f", origin.Y);
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screen->DrawText(SmallFont, color, 170, y, temp, TAG_DONE);
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// Distance
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if (chan->DistanceScale > 0)
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{
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mysnprintf(temp, countof(temp), "%.0f", (origin - listener).Length());
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screen->DrawText(SmallFont, color, 260, y, temp, TAG_DONE);
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}
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else
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{
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screen->DrawText(SmallFont, color, 260, y, "---", TAG_DONE);
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}
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}
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// Volume
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mysnprintf(temp, countof(temp), "%.2g", chan->Volume);
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screen->DrawText(SmallFont, color, 220, y, temp, TAG_DONE);
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// Channel
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mysnprintf(temp, countof(temp), "%d", chan->EntChannel);
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screen->DrawText(SmallFont, color, 300, y, temp, TAG_DONE);
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// Priority
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mysnprintf(temp, countof(temp), "%d", chan->Priority);
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screen->DrawText(SmallFont, color, 340, y, temp, TAG_DONE);
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// Flags
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mysnprintf(temp, countof(temp), "%s3%sZ%sU%sM%sN%sA%sL%sE%sV",
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(chan->ChanFlags & CHAN_IS3D) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
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(chan->ChanFlags & CHAN_LISTENERZ) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
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(chan->ChanFlags & CHAN_UI) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
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(chan->ChanFlags & CHAN_MAYBE_LOCAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
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(chan->ChanFlags & CHAN_NOPAUSE) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
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(chan->ChanFlags & CHAN_AREA) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
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(chan->ChanFlags & CHAN_LOOP) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
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(chan->ChanFlags & CHAN_EVICTED) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
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(chan->ChanFlags & CHAN_VIRTUAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK);
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screen->DrawText(SmallFont, color, 380, y, temp, TAG_DONE);
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// Audibility
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mysnprintf(temp, countof(temp), "%.4f", GSnd->GetAudibility(chan));
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screen->DrawText(SmallFont, color, 460, y, temp, TAG_DONE);
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// Position
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mysnprintf(temp, countof(temp), "%u", GSnd->GetPosition(chan));
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screen->DrawText(SmallFont, color, 520, y, temp, TAG_DONE);
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y += 8;
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if (chan->PrevChan == &Channels)
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{
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break;
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}
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chan = (FSoundChan *)((size_t)chan->PrevChan - myoffsetof(FSoundChan, NextChan));
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}
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V_SetBorderNeedRefresh();
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}
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static FString LastLocalSndInfo;
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static FString LastLocalSndSeq;
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void S_AddLocalSndInfo(int lump);
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//==========================================================================
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//
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// S_Init
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//
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// Initializes sound stuff, including volume. Sets channels, SFX and
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// music volume, allocates channel buffer, and sets S_sfx lookup.
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//==========================================================================
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void S_Init ()
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{
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int curvelump;
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atterm (S_Shutdown);
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// remove old data (S_Init can be called multiple times!)
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if (S_SoundCurve != NULL)
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{
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delete[] S_SoundCurve;
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S_SoundCurve = NULL;
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}
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// Heretic and Hexen have sound curve lookup tables. Doom does not.
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curvelump = Wads.CheckNumForName ("SNDCURVE");
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if (curvelump >= 0)
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{
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S_SoundCurveSize = Wads.LumpLength (curvelump);
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S_SoundCurve = new BYTE[S_SoundCurveSize];
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Wads.ReadLump(curvelump, S_SoundCurve);
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}
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// Free all channels for use.
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while (Channels != NULL)
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{
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S_ReturnChannel(Channels);
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}
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// no sounds are playing, and they are not paused
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MusicPaused = false;
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}
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//==========================================================================
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//
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// S_InitData
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//
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//==========================================================================
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void S_InitData ()
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{
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LastLocalSndInfo = LastLocalSndSeq = "";
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S_ParseSndInfo (false);
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S_ParseSndSeq (-1);
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}
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//==========================================================================
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//
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// S_Shutdown
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//
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//==========================================================================
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void S_Shutdown ()
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{
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FSoundChan *chan, *next;
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chan = Channels;
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while (chan != NULL)
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{
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next = chan->NextChan;
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S_StopChannel(chan);
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chan = next;
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}
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GSnd->UpdateSounds();
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for (chan = FreeChannels; chan != NULL; chan = next)
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{
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next = chan->NextChan;
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delete chan;
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}
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FreeChannels = NULL;
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if (S_SoundCurve != NULL)
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{
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delete[] S_SoundCurve;
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S_SoundCurve = NULL;
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}
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if (PlayList != NULL)
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{
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delete PlayList;
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PlayList = NULL;
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}
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S_StopMusic (true);
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mus_playing.name = "";
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LastSong = "";
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}
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//==========================================================================
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//
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// S_Start
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//
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// Per level startup code. Kills playing sounds at start of level
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// and starts new music.
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//==========================================================================
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void S_Start ()
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{
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if (GSnd)
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{
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// kill all playing sounds at start of level (trust me - a good idea)
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S_StopAllChannels();
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// Check for local sound definitions. Only reload if they differ
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// from the previous ones.
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FString LocalSndInfo;
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FString LocalSndSeq;
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// To be certain better check whether level is valid!
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if (level.info)
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{
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LocalSndInfo = level.info->SoundInfo;
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}
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if (level.info)
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{
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LocalSndSeq = level.info->SndSeq;
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}
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bool parse_ss = false;
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// This level uses a different local SNDINFO
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if (LastLocalSndInfo.CompareNoCase(LocalSndInfo) != 0 || !level.info)
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{
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// First delete the old sound list
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for(unsigned i = 1; i < S_sfx.Size(); i++)
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{
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S_UnloadSound(&S_sfx[i]);
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}
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// Parse the global SNDINFO
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S_ParseSndInfo(true);
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if (LocalSndInfo.IsNotEmpty())
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{
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// Now parse the local SNDINFO
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int j = Wads.CheckNumForFullName(LocalSndInfo, true);
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if (j>=0) S_AddLocalSndInfo(j);
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}
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// Also reload the SNDSEQ if the SNDINFO was replaced!
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parse_ss = true;
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}
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else if (LastLocalSndSeq.CompareNoCase(LocalSndSeq) != 0)
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{
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parse_ss = true;
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}
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if (parse_ss)
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{
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S_ParseSndSeq(LocalSndSeq.IsNotEmpty()? Wads.CheckNumForFullName(LocalSndSeq, true) : -1);
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}
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LastLocalSndInfo = LocalSndInfo;
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LastLocalSndSeq = LocalSndSeq;
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}
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// stop the old music if it has been paused.
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// This ensures that the new music is started from the beginning
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// if it's the same as the last one and it has been paused.
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if (MusicPaused) S_StopMusic(true);
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// start new music for the level
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MusicPaused = false;
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// Don't start the music if loading a savegame, because the music is stored there.
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// Don't start the music if revisiting a level in a hub for the same reason.
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if (!savegamerestore && (level.info == nullptr || level.info->Snapshot.mBuffer == nullptr || !level.info->isValid()))
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{
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if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
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S_ChangeMusic (level.Music, level.musicorder);
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}
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}
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//==========================================================================
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//
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// S_PrecacheLevel
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//
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// Like R_PrecacheLevel, but for sounds.
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//
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//==========================================================================
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void S_PrecacheLevel ()
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{
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unsigned int i;
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if (GSnd)
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{
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for (i = 0; i < S_sfx.Size(); ++i)
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{
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S_sfx[i].bUsed = false;
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}
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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// Precache all sounds known to be used by the currently spawned actors.
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while ( (actor = iterator.Next()) != NULL )
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{
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IFVIRTUALPTR(actor, AActor, MarkPrecacheSounds)
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{
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[1] = { actor };
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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else
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{
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actor->MarkPrecacheSounds();
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}
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}
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for (auto i : gameinfo.PrecachedSounds)
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{
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level.info->PrecacheSounds[i].MarkUsed();
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}
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// Precache all extra sounds requested by this map.
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for (i = 0; i < level.info->PrecacheSounds.Size(); ++i)
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{
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level.info->PrecacheSounds[i].MarkUsed();
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}
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// Don't unload sounds that are playing right now.
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for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
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{
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chan->SoundID.MarkUsed();
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}
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for (i = 1; i < S_sfx.Size(); ++i)
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{
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if (S_sfx[i].bUsed)
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{
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S_CacheSound (&S_sfx[i]);
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}
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}
|
|
for (i = 1; i < S_sfx.Size(); ++i)
|
|
{
|
|
if (!S_sfx[i].bUsed && S_sfx[i].link == sfxinfo_t::NO_LINK)
|
|
{
|
|
S_UnloadSound (&S_sfx[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_CacheSound
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_CacheSound (sfxinfo_t *sfx)
|
|
{
|
|
if (GSnd)
|
|
{
|
|
if (sfx->bPlayerReserve)
|
|
{
|
|
return;
|
|
}
|
|
sfxinfo_t *orig = sfx;
|
|
while (!sfx->bRandomHeader && sfx->link != sfxinfo_t::NO_LINK)
|
|
{
|
|
sfx = &S_sfx[sfx->link];
|
|
}
|
|
if (sfx->bRandomHeader)
|
|
{
|
|
S_CacheRandomSound(sfx);
|
|
}
|
|
else
|
|
{
|
|
S_LoadSound(sfx);
|
|
sfx->bUsed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_UnloadSound
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_UnloadSound (sfxinfo_t *sfx)
|
|
{
|
|
if (sfx->data.isValid())
|
|
{
|
|
if(sfx->data3d.isValid() && sfx->data != sfx->data3d)
|
|
GSnd->UnloadSound(sfx->data3d);
|
|
GSnd->UnloadSound(sfx->data);
|
|
sfx->data.Clear();
|
|
sfx->data3d.Clear();
|
|
DPrintf(DMSG_NOTIFY, "Unloaded sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_GetChannel
|
|
//
|
|
// Returns a free channel for the system sound interface.
|
|
//
|
|
//==========================================================================
|
|
|
|
FISoundChannel *S_GetChannel(void *syschan)
|
|
{
|
|
FSoundChan *chan;
|
|
|
|
if (FreeChannels != NULL)
|
|
{
|
|
chan = FreeChannels;
|
|
S_UnlinkChannel(chan);
|
|
}
|
|
else
|
|
{
|
|
chan = new FSoundChan;
|
|
memset(chan, 0, sizeof(*chan));
|
|
}
|
|
S_LinkChannel(chan, &Channels);
|
|
chan->SysChannel = syschan;
|
|
return chan;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ReturnChannel
|
|
//
|
|
// Returns a channel to the free pool.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_ReturnChannel(FSoundChan *chan)
|
|
{
|
|
S_UnlinkChannel(chan);
|
|
memset(chan, 0, sizeof(*chan));
|
|
S_LinkChannel(chan, &FreeChannels);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_UnlinkChannel
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_UnlinkChannel(FSoundChan *chan)
|
|
{
|
|
*(chan->PrevChan) = chan->NextChan;
|
|
if (chan->NextChan != NULL)
|
|
{
|
|
chan->NextChan->PrevChan = chan->PrevChan;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_LinkChannel
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_LinkChannel(FSoundChan *chan, FSoundChan **head)
|
|
{
|
|
chan->NextChan = *head;
|
|
if (chan->NextChan != NULL)
|
|
{
|
|
chan->NextChan->PrevChan = &chan->NextChan;
|
|
}
|
|
*head = chan;
|
|
chan->PrevChan = head;
|
|
}
|
|
|
|
// [RH] Split S_StartSoundAtVolume into multiple parts so that sounds can
|
|
// be specified both by id and by name. Also borrowed some stuff from
|
|
// Hexen and parameters from Quake.
|
|
|
|
//==========================================================================
|
|
//
|
|
// CalcPosVel
|
|
//
|
|
// Retrieves a sound's position and velocity for 3D sounds. This version
|
|
// is for an already playing sound.
|
|
//
|
|
//=========================================================================
|
|
|
|
static void CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel)
|
|
{
|
|
CalcPosVel(chan->SourceType, chan->Actor, chan->Sector, chan->Poly, chan->Point,
|
|
chan->EntChannel, chan->ChanFlags, pos, vel);
|
|
}
|
|
|
|
//=========================================================================
|
|
//
|
|
// CalcPosVel
|
|
//
|
|
// This version is for sounds that haven't started yet so have no channel.
|
|
//
|
|
//=========================================================================
|
|
|
|
static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
|
|
const FPolyObj *poly, const float pt[3], int channum, int chanflags, FVector3 *pos, FVector3 *vel)
|
|
{
|
|
if (pos != NULL)
|
|
{
|
|
DVector3 listenpos;
|
|
int pgroup;
|
|
AActor *listener = players[consoleplayer].camera;
|
|
|
|
if (listener != NULL)
|
|
{
|
|
listenpos = listener->Pos();
|
|
*pos = listener->SoundPos();
|
|
pgroup = listener->Sector->PortalGroup;
|
|
}
|
|
else
|
|
{
|
|
listenpos.Zero();
|
|
pgroup = 0;
|
|
}
|
|
|
|
// [BL] Moved this case out of the switch statement to make code easier
|
|
// on static analysis.
|
|
if(type == SOURCE_Unattached)
|
|
{
|
|
sector_t *sec = P_PointInSector(pt[0], pt[2]);
|
|
DVector2 disp = Displacements.getOffset(pgroup, sec->PortalGroup);
|
|
pos->X = pt[0] - (float)disp.X;
|
|
pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : (float)listenpos.Z;
|
|
pos->Z = pt[2] - (float)disp.Y;
|
|
}
|
|
else
|
|
{
|
|
switch (type)
|
|
{
|
|
case SOURCE_None:
|
|
default:
|
|
break;
|
|
|
|
case SOURCE_Actor:
|
|
//assert(actor != NULL);
|
|
if (actor != NULL)
|
|
{
|
|
DVector2 disp = Displacements.getOffset(pgroup, actor->Sector->PortalGroup);
|
|
DVector3 posi = actor->Pos() - disp;
|
|
*pos = { (float)posi.X, (float)posi.Z, (float)posi.Y };
|
|
}
|
|
break;
|
|
|
|
case SOURCE_Sector:
|
|
assert(sector != NULL);
|
|
if (sector != NULL)
|
|
{
|
|
DVector2 disp = Displacements.getOffset(pgroup, sector->PortalGroup);
|
|
if (chanflags & CHAN_AREA)
|
|
{
|
|
// listener must be reversely offset to calculate the proper sound origin.
|
|
CalcSectorSoundOrg(listenpos + disp, sector, channum, *pos);
|
|
pos->X += (float)disp.X;
|
|
pos->Z += (float)disp.Y;
|
|
}
|
|
else
|
|
{
|
|
|
|
pos->X = (float)(sector->centerspot.X - disp.X);
|
|
pos->Z = (float)(sector->centerspot.Y - disp.Y);
|
|
chanflags |= CHAN_LISTENERZ;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SOURCE_Polyobj:
|
|
assert(poly != NULL);
|
|
if (poly != NULL)
|
|
{
|
|
DVector2 disp = Displacements.getOffset(pgroup, poly->CenterSubsector->sector->PortalGroup);
|
|
CalcPolyobjSoundOrg(listenpos + disp, poly, *pos);
|
|
pos->X += (float)disp.X;
|
|
pos->Z += (float)disp.Y;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if ((chanflags & CHAN_LISTENERZ) && players[consoleplayer].camera != NULL)
|
|
{
|
|
pos->Y = (float)listenpos.Z;
|
|
}
|
|
}
|
|
}
|
|
if (vel != NULL)
|
|
{
|
|
// Only actors maintain velocity information.
|
|
if (type == SOURCE_Actor && actor != NULL)
|
|
{
|
|
vel->X = float(actor->Vel.X * TICRATE);
|
|
vel->Y = float(actor->Vel.Z * TICRATE);
|
|
vel->Z = float(actor->Vel.Y * TICRATE);
|
|
}
|
|
else
|
|
{
|
|
vel->Zero();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CalcSectorSoundOrg
|
|
//
|
|
// Returns the perceived sound origin for a sector. If the listener is
|
|
// inside the sector, then the origin is their location. Otherwise, the
|
|
// origin is from the nearest wall on the sector.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void CalcSectorSoundOrg(const DVector3 &listenpos, const sector_t *sec, int channum, FVector3 &pos)
|
|
{
|
|
if (!(i_compatflags & COMPATF_SECTORSOUNDS))
|
|
{
|
|
// Are we inside the sector? If yes, the closest point is the one we're on.
|
|
if (P_PointInSector(listenpos.X, listenpos.Y) == sec)
|
|
{
|
|
pos.X = (float)listenpos.X;
|
|
pos.Z = (float)listenpos.Y;
|
|
}
|
|
else
|
|
{
|
|
// Find the closest point on the sector's boundary lines and use
|
|
// that as the perceived origin of the sound.
|
|
DVector2 xy;
|
|
sec->ClosestPoint(listenpos, xy);
|
|
pos.X = (float)xy.X;
|
|
pos.Z = (float)xy.Y;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pos.X = float(sec->centerspot.X);
|
|
pos.Z = float(sec->centerspot.Y);
|
|
}
|
|
|
|
// Set sound vertical position based on channel.
|
|
if (channum == CHAN_FLOOR)
|
|
{
|
|
pos.Y = (float)MIN<double>(sec->floorplane.ZatPoint(listenpos), listenpos.Z);
|
|
}
|
|
else if (channum == CHAN_CEILING)
|
|
{
|
|
pos.Y = (float)MAX<double>(sec->ceilingplane.ZatPoint(listenpos), listenpos.Z);
|
|
}
|
|
else if (channum == CHAN_INTERIOR)
|
|
{
|
|
pos.Y = (float)clamp<double>(listenpos.Z, sec->floorplane.ZatPoint(listenpos), sec->ceilingplane.ZatPoint(listenpos));
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CalcPolySoundOrg
|
|
//
|
|
// Returns the perceived sound origin for a polyobject. This is similar to
|
|
// CalcSectorSoundOrg, except there is no special case for being "inside"
|
|
// a polyobject, so the sound literally comes from the polyobject's walls.
|
|
// Vertical position of the sound always comes from the visible wall.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void CalcPolyobjSoundOrg(const DVector3 &listenpos, const FPolyObj *poly, FVector3 &pos)
|
|
{
|
|
side_t *side;
|
|
sector_t *sec;
|
|
|
|
DVector2 ppos;
|
|
poly->ClosestPoint(listenpos, ppos, &side);
|
|
pos.X = (float)ppos.X;
|
|
pos.Z = (float)ppos.Y;
|
|
sec = side->sector;
|
|
pos.Y = (float)clamp<double>(listenpos.Z, sec->floorplane.ZatPoint(listenpos), sec->ceilingplane.ZatPoint(listenpos));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StartSound
|
|
//
|
|
// 0 attenuation means full volume over whole level.
|
|
// 0 < attenuation means to scale the distance by that amount when
|
|
// calculating volume.
|
|
//
|
|
//==========================================================================
|
|
|
|
static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyObj *poly,
|
|
const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation,
|
|
FRolloffInfo *forcedrolloff=NULL)
|
|
{
|
|
sfxinfo_t *sfx;
|
|
int chanflags;
|
|
int basepriority;
|
|
int org_id;
|
|
int pitch;
|
|
FSoundChan *chan;
|
|
FVector3 pos, vel;
|
|
FRolloffInfo *rolloff;
|
|
|
|
if (sound_id <= 0 || volume <= 0 || nosfx || nosound )
|
|
return NULL;
|
|
|
|
int type;
|
|
|
|
if (actor != NULL)
|
|
{
|
|
type = SOURCE_Actor;
|
|
}
|
|
else if (sec != NULL)
|
|
{
|
|
type = SOURCE_Sector;
|
|
}
|
|
else if (poly != NULL)
|
|
{
|
|
type = SOURCE_Polyobj;
|
|
}
|
|
else if (pt != NULL)
|
|
{
|
|
type = SOURCE_Unattached;
|
|
}
|
|
else
|
|
{
|
|
type = SOURCE_None;
|
|
}
|
|
|
|
org_id = sound_id;
|
|
chanflags = channel & ~7;
|
|
channel &= 7;
|
|
|
|
CalcPosVel(type, actor, sec, poly, &pt->X, channel, chanflags, &pos, &vel);
|
|
|
|
if (i_compatflags & COMPATF_MAGICSILENCE)
|
|
{ // For people who just can't play without a silent BFG.
|
|
channel = CHAN_WEAPON;
|
|
}
|
|
else if ((chanflags & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
|
|
{
|
|
if (actor != NULL && actor != players[consoleplayer].camera)
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
sfx = &S_sfx[sound_id];
|
|
|
|
// Scale volume according to SNDINFO data.
|
|
volume = MIN(volume * sfx->Volume, 1.f);
|
|
if (volume <= 0)
|
|
return NULL;
|
|
|
|
// When resolving a link we do not want to get the NearLimit of
|
|
// the referenced sound so some additional checks are required
|
|
int near_limit = sfx->NearLimit;
|
|
float limit_range = sfx->LimitRange;
|
|
auto pitchmask = sfx->PitchMask;
|
|
rolloff = &sfx->Rolloff;
|
|
|
|
// Resolve player sounds, random sounds, and aliases
|
|
while (sfx->link != sfxinfo_t::NO_LINK)
|
|
{
|
|
if (sfx->bPlayerReserve)
|
|
{
|
|
sound_id = FSoundID(S_FindSkinnedSound (actor, sound_id));
|
|
near_limit = S_sfx[sound_id].NearLimit;
|
|
limit_range = S_sfx[sound_id].LimitRange;
|
|
rolloff = &S_sfx[sound_id].Rolloff;
|
|
}
|
|
else if (sfx->bRandomHeader)
|
|
{
|
|
// Random sounds attenuate based on the original (random) sound as well as the chosen one.
|
|
attenuation *= sfx->Attenuation;
|
|
sound_id = FSoundID(S_PickReplacement (sound_id));
|
|
if (near_limit < 0)
|
|
{
|
|
near_limit = S_sfx[sound_id].NearLimit;
|
|
limit_range = S_sfx[sound_id].LimitRange;
|
|
}
|
|
if (rolloff->MinDistance == 0)
|
|
{
|
|
rolloff = &S_sfx[sound_id].Rolloff;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sound_id = FSoundID(sfx->link);
|
|
if (near_limit < 0)
|
|
{
|
|
near_limit = S_sfx[sound_id].NearLimit;
|
|
limit_range = S_sfx[sound_id].LimitRange;
|
|
}
|
|
if (rolloff->MinDistance == 0)
|
|
{
|
|
rolloff = &S_sfx[sound_id].Rolloff;
|
|
}
|
|
}
|
|
sfx = &S_sfx[sound_id];
|
|
}
|
|
|
|
// Attenuate the attenuation based on the sound.
|
|
attenuation *= sfx->Attenuation;
|
|
|
|
// The passed rolloff overrides any sound-specific rolloff.
|
|
if (forcedrolloff != NULL && forcedrolloff->MinDistance != 0)
|
|
{
|
|
rolloff = forcedrolloff;
|
|
}
|
|
|
|
// If no valid rolloff was set, use the global default.
|
|
if (rolloff->MinDistance == 0)
|
|
{
|
|
rolloff = &S_Rolloff;
|
|
}
|
|
|
|
// If this is a singular sound, don't play it if it's already playing.
|
|
if (sfx->bSingular && S_CheckSingular(sound_id))
|
|
{
|
|
chanflags |= CHAN_EVICTED;
|
|
}
|
|
|
|
// If the sound is unpositioned or comes from the listener, it is
|
|
// never limited.
|
|
if (type == SOURCE_None || actor == players[consoleplayer].camera)
|
|
{
|
|
near_limit = 0;
|
|
}
|
|
|
|
// If this sound doesn't like playing near itself, don't play it if
|
|
// that's what would happen.
|
|
if (near_limit > 0 && S_CheckSoundLimit(sfx, pos, near_limit, limit_range, actor, channel))
|
|
{
|
|
chanflags |= CHAN_EVICTED;
|
|
}
|
|
|
|
// If the sound is blocked and not looped, return now. If the sound
|
|
// is blocked and looped, pretend to play it so that it can
|
|
// eventually play for real.
|
|
if ((chanflags & (CHAN_EVICTED | CHAN_LOOP)) == CHAN_EVICTED)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Make sure the sound is loaded.
|
|
sfx = S_LoadSound(sfx);
|
|
|
|
// The empty sound never plays.
|
|
if (sfx->lumpnum == sfx_empty)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Select priority.
|
|
if (type == SOURCE_None || actor == players[consoleplayer].camera)
|
|
{
|
|
basepriority = 80;
|
|
}
|
|
else
|
|
{
|
|
basepriority = 0;
|
|
}
|
|
|
|
int seen = 0;
|
|
if (actor != NULL && channel == CHAN_AUTO)
|
|
{
|
|
// Select a channel that isn't already playing something.
|
|
// Try channel 0 first, then travel from channel 7 down.
|
|
if (!S_IsChannelUsed(actor, 0, &seen))
|
|
{
|
|
channel = 0;
|
|
}
|
|
else
|
|
{
|
|
for (channel = 7; channel > 0; --channel)
|
|
{
|
|
if (!S_IsChannelUsed(actor, channel, &seen))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (channel == 0)
|
|
{ // Crap. No free channels.
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If this actor is already playing something on the selected channel, stop it.
|
|
if (type != SOURCE_None && ((actor == NULL && channel != CHAN_AUTO) || (actor != NULL && S_IsChannelUsed(actor, channel, &seen))))
|
|
{
|
|
for (chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->SourceType == type && chan->EntChannel == channel)
|
|
{
|
|
bool foundit;
|
|
|
|
switch (type)
|
|
{
|
|
case SOURCE_Actor: foundit = (chan->Actor == actor); break;
|
|
case SOURCE_Sector: foundit = (chan->Sector == sec); break;
|
|
case SOURCE_Polyobj: foundit = (chan->Poly == poly); break;
|
|
case SOURCE_Unattached: foundit = (chan->Point[0] == pt->X && chan->Point[2] == pt->Z && chan->Point[1] == pt->Y); break;
|
|
default: foundit = false; break;
|
|
}
|
|
if (foundit)
|
|
{
|
|
S_StopChannel(chan);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// sound is paused and a non-looped sound is being started.
|
|
// Such a sound would play right after unpausing which wouldn't sound right.
|
|
if (!(chanflags & CHAN_LOOP) && !(chanflags & (CHAN_UI|CHAN_NOPAUSE)) && SoundPaused)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Vary the sfx pitches.
|
|
if (pitchmask != 0)
|
|
{
|
|
pitch = NORM_PITCH - (M_Random() & pitchmask) + (M_Random() & pitchmask);
|
|
}
|
|
else
|
|
{
|
|
pitch = NORM_PITCH;
|
|
}
|
|
|
|
if (chanflags & CHAN_EVICTED)
|
|
{
|
|
chan = NULL;
|
|
}
|
|
else
|
|
{
|
|
int startflags = 0;
|
|
if (chanflags & CHAN_LOOP) startflags |= SNDF_LOOP;
|
|
if (chanflags & CHAN_AREA) startflags |= SNDF_AREA;
|
|
if (chanflags & (CHAN_UI|CHAN_NOPAUSE)) startflags |= SNDF_NOPAUSE;
|
|
if (chanflags & CHAN_UI) startflags |= SNDF_NOREVERB;
|
|
|
|
if (attenuation > 0)
|
|
{
|
|
S_LoadSound3D(sfx);
|
|
SoundListener listener;
|
|
S_SetListener(listener, players[consoleplayer].camera);
|
|
chan = (FSoundChan*)GSnd->StartSound3D (sfx->data3d, &listener, float(volume), rolloff, float(attenuation), pitch, basepriority, pos, vel, channel, startflags, NULL);
|
|
}
|
|
else
|
|
{
|
|
chan = (FSoundChan*)GSnd->StartSound (sfx->data, float(volume), pitch, startflags, NULL);
|
|
}
|
|
}
|
|
if (chan == NULL && (chanflags & CHAN_LOOP))
|
|
{
|
|
chan = (FSoundChan*)S_GetChannel(NULL);
|
|
GSnd->MarkStartTime(chan);
|
|
chanflags |= CHAN_EVICTED;
|
|
}
|
|
if (attenuation > 0)
|
|
{
|
|
chanflags |= CHAN_IS3D | CHAN_JUSTSTARTED;
|
|
}
|
|
else
|
|
{
|
|
chanflags |= CHAN_LISTENERZ | CHAN_JUSTSTARTED;
|
|
}
|
|
if (chan != NULL)
|
|
{
|
|
chan->SoundID = sound_id;
|
|
chan->OrgID = FSoundID(org_id);
|
|
chan->EntChannel = channel;
|
|
chan->Volume = float(volume);
|
|
chan->ChanFlags |= chanflags;
|
|
chan->NearLimit = near_limit;
|
|
chan->LimitRange = limit_range;
|
|
chan->Pitch = pitch;
|
|
chan->Priority = basepriority;
|
|
chan->DistanceScale = float(attenuation);
|
|
chan->SourceType = type;
|
|
switch (type)
|
|
{
|
|
case SOURCE_Actor: chan->Actor = actor; break;
|
|
case SOURCE_Sector: chan->Sector = sec; break;
|
|
case SOURCE_Polyobj: chan->Poly = poly; break;
|
|
case SOURCE_Unattached: chan->Point[0] = pt->X; chan->Point[1] = pt->Y; chan->Point[2] = pt->Z; break;
|
|
default: break;
|
|
}
|
|
}
|
|
return chan;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RestartSound
|
|
//
|
|
// Attempts to restart looping sounds that were evicted from their channels.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_RestartSound(FSoundChan *chan)
|
|
{
|
|
assert(chan->ChanFlags & CHAN_EVICTED);
|
|
|
|
FSoundChan *ochan;
|
|
sfxinfo_t *sfx = &S_sfx[chan->SoundID];
|
|
|
|
// If this is a singular sound, don't play it if it's already playing.
|
|
if (sfx->bSingular && S_CheckSingular(chan->SoundID))
|
|
return;
|
|
|
|
sfx = S_LoadSound(sfx);
|
|
|
|
// The empty sound never plays.
|
|
if (sfx->lumpnum == sfx_empty)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int oldflags = chan->ChanFlags;
|
|
|
|
int startflags = 0;
|
|
if (chan->ChanFlags & CHAN_LOOP) startflags |= SNDF_LOOP;
|
|
if (chan->ChanFlags & CHAN_AREA) startflags |= SNDF_AREA;
|
|
if (chan->ChanFlags & (CHAN_UI|CHAN_NOPAUSE)) startflags |= SNDF_NOPAUSE;
|
|
if (chan->ChanFlags & CHAN_ABSTIME) startflags |= SNDF_ABSTIME;
|
|
|
|
if (chan->ChanFlags & CHAN_IS3D)
|
|
{
|
|
FVector3 pos, vel;
|
|
|
|
CalcPosVel(chan, &pos, &vel);
|
|
|
|
// If this sound doesn't like playing near itself, don't play it if
|
|
// that's what would happen.
|
|
if (chan->NearLimit > 0 && S_CheckSoundLimit(&S_sfx[chan->SoundID], pos, chan->NearLimit, chan->LimitRange, NULL, 0))
|
|
{
|
|
return;
|
|
}
|
|
|
|
S_LoadSound3D(sfx);
|
|
SoundListener listener;
|
|
S_SetListener(listener, players[consoleplayer].camera);
|
|
|
|
chan->ChanFlags &= ~(CHAN_EVICTED|CHAN_ABSTIME);
|
|
ochan = (FSoundChan*)GSnd->StartSound3D(sfx->data3d, &listener, chan->Volume, &chan->Rolloff, chan->DistanceScale, chan->Pitch,
|
|
chan->Priority, pos, vel, chan->EntChannel, startflags, chan);
|
|
}
|
|
else
|
|
{
|
|
chan->ChanFlags &= ~(CHAN_EVICTED|CHAN_ABSTIME);
|
|
ochan = (FSoundChan*)GSnd->StartSound(sfx->data, chan->Volume, chan->Pitch, startflags, chan);
|
|
}
|
|
assert(ochan == NULL || ochan == chan);
|
|
if (ochan == NULL)
|
|
{
|
|
chan->ChanFlags = oldflags;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_Sound - Unpositioned version
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_Sound (int channel, FSoundID sound_id, float volume, float attenuation)
|
|
{
|
|
S_StartSound (NULL, NULL, NULL, NULL, channel, sound_id, volume, attenuation);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DObject, S_Sound)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_SOUND(id);
|
|
PARAM_INT(channel);
|
|
PARAM_FLOAT_DEF(volume);
|
|
PARAM_FLOAT_DEF(attn);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_Sound - An actor is source
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_Sound (AActor *ent, int channel, FSoundID sound_id, float volume, float attenuation)
|
|
{
|
|
if (ent == NULL || ent->Sector->Flags & SECF_SILENT)
|
|
return;
|
|
S_StartSound (ent, NULL, NULL, NULL, channel, sound_id, volume, attenuation);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_SoundMinMaxDist - An actor is source
|
|
//
|
|
// Attenuation is specified as min and max distances, rather than a scalar.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_SoundMinMaxDist(AActor *ent, int channel, FSoundID sound_id, float volume, float mindist, float maxdist)
|
|
{
|
|
if (ent == NULL || ent->Sector->Flags & SECF_SILENT)
|
|
return;
|
|
|
|
FRolloffInfo rolloff;
|
|
|
|
rolloff.RolloffType = ROLLOFF_Linear;
|
|
rolloff.MinDistance = mindist;
|
|
rolloff.MaxDistance = maxdist;
|
|
S_StartSound(ent, NULL, NULL, NULL, channel, sound_id, volume, 1, &rolloff);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_Sound - A polyobject is source
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_Sound (const FPolyObj *poly, int channel, FSoundID sound_id, float volume, float attenuation)
|
|
{
|
|
S_StartSound (NULL, NULL, poly, NULL, channel, sound_id, volume, attenuation);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_Sound - A point is source
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_Sound(const DVector3 &pos, int channel, FSoundID sound_id, float volume, float attenuation)
|
|
{
|
|
// The sound system switches Y and Z around.
|
|
FVector3 p((float)pos.X, (float)pos.Z, (float)pos.Y);
|
|
S_StartSound (NULL, NULL, NULL, &p, channel, sound_id, volume, attenuation);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_Sound - An entire sector is source
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, float attenuation)
|
|
{
|
|
S_StartSound (NULL, sec, NULL, NULL, channel, sfxid, volume, attenuation);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_PlaySound - Subfunction used by ACS and DECORATE
|
|
//
|
|
// Has a local parameter to make the sound audible only to the source
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_PlaySound(AActor *a, int chan, FSoundID sid, float vol, float atten, bool local)
|
|
{
|
|
if (a == nullptr)
|
|
return;
|
|
|
|
if (!local)
|
|
{
|
|
S_Sound(a, chan, sid, vol, atten);
|
|
}
|
|
else
|
|
{
|
|
if (a->CheckLocalView(consoleplayer))
|
|
{
|
|
S_Sound(chan, sid, vol, ATTN_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_LoadSound
|
|
//
|
|
// Returns a pointer to the sfxinfo with the actual sound data.
|
|
//
|
|
//==========================================================================
|
|
|
|
sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
|
|
{
|
|
if (GSnd->IsNull()) return sfx;
|
|
|
|
while (!sfx->data.isValid())
|
|
{
|
|
unsigned int i;
|
|
|
|
// If the sound doesn't exist, replace it with the empty sound.
|
|
if (sfx->lumpnum == -1)
|
|
{
|
|
sfx->lumpnum = sfx_empty;
|
|
}
|
|
|
|
// See if there is another sound already initialized with this lump. If so,
|
|
// then set this one up as a link, and don't load the sound again.
|
|
for (i = 0; i < S_sfx.Size(); i++)
|
|
{
|
|
if (S_sfx[i].data.isValid() && S_sfx[i].link == sfxinfo_t::NO_LINK && S_sfx[i].lumpnum == sfx->lumpnum)
|
|
{
|
|
DPrintf (DMSG_NOTIFY, "Linked %s to %s (%d)\n", sfx->name.GetChars(), S_sfx[i].name.GetChars(), i);
|
|
sfx->link = i;
|
|
// This is necessary to avoid using the rolloff settings of the linked sound if its
|
|
// settings are different.
|
|
if (sfx->Rolloff.MinDistance == 0) sfx->Rolloff = S_Rolloff;
|
|
return &S_sfx[i];
|
|
}
|
|
}
|
|
|
|
DPrintf(DMSG_NOTIFY, "Loading sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
|
|
|
|
int size = Wads.LumpLength(sfx->lumpnum);
|
|
if (size > 0)
|
|
{
|
|
FWadLump wlump = Wads.OpenLumpNum(sfx->lumpnum);
|
|
BYTE *sfxdata = new BYTE[size];
|
|
wlump.Read(sfxdata, size);
|
|
SDWORD dmxlen = LittleLong(((SDWORD *)sfxdata)[1]);
|
|
std::pair<SoundHandle,bool> snd;
|
|
|
|
// If the sound is voc, use the custom loader.
|
|
if (strncmp ((const char *)sfxdata, "Creative Voice File", 19) == 0)
|
|
{
|
|
snd = GSnd->LoadSoundVoc(sfxdata, size);
|
|
}
|
|
// If the sound is raw, just load it as such.
|
|
else if (sfx->bLoadRAW)
|
|
{
|
|
snd = GSnd->LoadSoundRaw(sfxdata, size, sfx->RawRate, 1, 8, sfx->LoopStart);
|
|
}
|
|
// Otherwise, try the sound as DMX format.
|
|
else if (((BYTE *)sfxdata)[0] == 3 && ((BYTE *)sfxdata)[1] == 0 && dmxlen <= size - 8)
|
|
{
|
|
int frequency = LittleShort(((WORD *)sfxdata)[1]);
|
|
if (frequency == 0) frequency = 11025;
|
|
snd = GSnd->LoadSoundRaw(sfxdata+8, dmxlen, frequency, 1, 8, sfx->LoopStart);
|
|
}
|
|
// If that fails, let the sound system try and figure it out.
|
|
else
|
|
{
|
|
snd = GSnd->LoadSound(sfxdata, size);
|
|
}
|
|
delete[] sfxdata;
|
|
|
|
sfx->data = snd.first;
|
|
if(snd.second)
|
|
sfx->data3d = sfx->data;
|
|
}
|
|
|
|
if (!sfx->data.isValid())
|
|
{
|
|
if (sfx->lumpnum != sfx_empty)
|
|
{
|
|
sfx->lumpnum = sfx_empty;
|
|
continue;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
return sfx;
|
|
}
|
|
|
|
static void S_LoadSound3D(sfxinfo_t *sfx)
|
|
{
|
|
if (GSnd->IsNull()) return;
|
|
|
|
if(sfx->data3d.isValid())
|
|
return;
|
|
|
|
DPrintf(DMSG_NOTIFY, "Loading monoized sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
|
|
|
|
int size = Wads.LumpLength(sfx->lumpnum);
|
|
if(size <= 0) return;
|
|
|
|
FWadLump wlump = Wads.OpenLumpNum(sfx->lumpnum);
|
|
BYTE *sfxdata = new BYTE[size];
|
|
wlump.Read(sfxdata, size);
|
|
SDWORD dmxlen = LittleLong(((SDWORD *)sfxdata)[1]);
|
|
std::pair<SoundHandle,bool> snd;
|
|
|
|
// If the sound is voc, use the custom loader.
|
|
if (strncmp ((const char *)sfxdata, "Creative Voice File", 19) == 0)
|
|
{
|
|
snd = GSnd->LoadSoundVoc(sfxdata, size, true);
|
|
}
|
|
// If the sound is raw, just load it as such.
|
|
else if (sfx->bLoadRAW)
|
|
{
|
|
snd = GSnd->LoadSoundRaw(sfxdata, size, sfx->RawRate, 1, 8, sfx->LoopStart, true);
|
|
}
|
|
// Otherwise, try the sound as DMX format.
|
|
else if (((BYTE *)sfxdata)[0] == 3 && ((BYTE *)sfxdata)[1] == 0 && dmxlen <= size - 8)
|
|
{
|
|
int frequency = LittleShort(((WORD *)sfxdata)[1]);
|
|
if (frequency == 0) frequency = 11025;
|
|
snd = GSnd->LoadSoundRaw(sfxdata+8, dmxlen, frequency, 1, 8, sfx->LoopStart, -1, true);
|
|
}
|
|
// If that fails, let the sound system try and figure it out.
|
|
else
|
|
{
|
|
snd = GSnd->LoadSound(sfxdata, size, true);
|
|
}
|
|
delete[] sfxdata;
|
|
|
|
sfx->data3d = snd.first;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_CheckSingular
|
|
//
|
|
// Returns true if a copy of this sound is already playing.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool S_CheckSingular(int sound_id)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->OrgID == sound_id)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_CheckSoundLimit
|
|
//
|
|
// Limits the number of nearby copies of a sound that can play near
|
|
// each other. If there are NearLimit instances of this sound already
|
|
// playing within sqrt(limit_range) (typically 256 units) of the new sound, the
|
|
// new sound will not start.
|
|
//
|
|
// If an actor is specified, and it is already playing the same sound on
|
|
// the same channel, this sound will not be limited. In this case, we're
|
|
// restarting an already playing sound, so there's no need to limit it.
|
|
//
|
|
// Returns true if the sound should not play.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool S_CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limit, float limit_range,
|
|
AActor *actor, int channel)
|
|
{
|
|
FSoundChan *chan;
|
|
int count;
|
|
|
|
for (chan = Channels, count = 0; chan != NULL && count < near_limit; chan = chan->NextChan)
|
|
{
|
|
if (!(chan->ChanFlags & CHAN_EVICTED) && &S_sfx[chan->SoundID] == sfx)
|
|
{
|
|
FVector3 chanorigin;
|
|
|
|
if (actor != NULL && chan->EntChannel == channel &&
|
|
chan->SourceType == SOURCE_Actor && chan->Actor == actor)
|
|
{ // We are restarting a playing sound. Always let it play.
|
|
return false;
|
|
}
|
|
|
|
CalcPosVel(chan, &chanorigin, NULL);
|
|
if ((chanorigin - pos).LengthSquared() <= limit_range)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
return count >= near_limit;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopSound
|
|
//
|
|
// Stops an unpositioned sound from playing on a specific channel.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StopSound (int channel)
|
|
{
|
|
FSoundChan *chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan *next = chan->NextChan;
|
|
if (chan->SourceType == SOURCE_None &&
|
|
(chan->EntChannel == channel || (i_compatflags & COMPATF_MAGICSILENCE)))
|
|
{
|
|
S_StopChannel(chan);
|
|
}
|
|
chan = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopSound
|
|
//
|
|
// Stops a sound from a single actor from playing on a specific channel.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StopSound (AActor *actor, int channel)
|
|
{
|
|
FSoundChan *chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan *next = chan->NextChan;
|
|
if (chan->SourceType == SOURCE_Actor &&
|
|
chan->Actor == actor &&
|
|
(chan->EntChannel == channel || (i_compatflags & COMPATF_MAGICSILENCE)))
|
|
{
|
|
S_StopChannel(chan);
|
|
}
|
|
chan = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopSound
|
|
//
|
|
// Stops a sound from a single sector from playing on a specific channel.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StopSound (const sector_t *sec, int channel)
|
|
{
|
|
FSoundChan *chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan *next = chan->NextChan;
|
|
if (chan->SourceType == SOURCE_Sector &&
|
|
chan->Sector == sec &&
|
|
(chan->EntChannel == channel || (i_compatflags & COMPATF_MAGICSILENCE)))
|
|
{
|
|
S_StopChannel(chan);
|
|
}
|
|
chan = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopSound
|
|
//
|
|
// Stops a sound from a single polyobject from playing on a specific channel.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StopSound (const FPolyObj *poly, int channel)
|
|
{
|
|
FSoundChan *chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan *next = chan->NextChan;
|
|
if (chan->SourceType == SOURCE_Polyobj &&
|
|
chan->Poly == poly &&
|
|
(chan->EntChannel == channel || (i_compatflags & COMPATF_MAGICSILENCE)))
|
|
{
|
|
S_StopChannel(chan);
|
|
}
|
|
chan = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopAllChannels
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StopAllChannels ()
|
|
{
|
|
SN_StopAllSequences();
|
|
|
|
FSoundChan *chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan *next = chan->NextChan;
|
|
S_StopChannel(chan);
|
|
chan = next;
|
|
}
|
|
GSnd->UpdateSounds();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RelinkSound
|
|
//
|
|
// Moves all the sounds from one thing to another. If the destination is
|
|
// NULL, then the sound becomes a positioned sound.
|
|
//==========================================================================
|
|
|
|
void S_RelinkSound (AActor *from, AActor *to)
|
|
{
|
|
if (from == NULL)
|
|
return;
|
|
|
|
FSoundChan *chan = Channels;
|
|
while (chan != NULL)
|
|
{
|
|
FSoundChan *next = chan->NextChan;
|
|
if (chan->SourceType == SOURCE_Actor && chan->Actor == from)
|
|
{
|
|
if (to != NULL)
|
|
{
|
|
chan->Actor = to;
|
|
}
|
|
else if (!(chan->ChanFlags & CHAN_LOOP) && !(compatflags2 & COMPATF2_SOUNDCUTOFF))
|
|
{
|
|
chan->Actor = NULL;
|
|
chan->SourceType = SOURCE_Unattached;
|
|
FVector3 p = from->SoundPos();
|
|
chan->Point[0] = p.X;
|
|
chan->Point[1] = p.Y;
|
|
chan->Point[2] = p.Z;
|
|
}
|
|
else
|
|
{
|
|
S_StopChannel(chan);
|
|
}
|
|
}
|
|
chan = next;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChangeSoundVolume
|
|
//
|
|
//==========================================================================
|
|
|
|
bool S_ChangeSoundVolume(AActor *actor, int channel, float volume)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->SourceType == SOURCE_Actor &&
|
|
chan->Actor == actor &&
|
|
(chan->EntChannel == channel || (i_compatflags & COMPATF_MAGICSILENCE)))
|
|
{
|
|
GSnd->ChannelVolume(chan, volume);
|
|
chan->Volume = volume;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_GetSoundPlayingInfo
|
|
//
|
|
// Is a sound being played by a specific emitter?
|
|
//==========================================================================
|
|
|
|
bool S_GetSoundPlayingInfo (const AActor *actor, int sound_id)
|
|
{
|
|
if (sound_id > 0)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->OrgID == sound_id &&
|
|
chan->SourceType == SOURCE_Actor &&
|
|
chan->Actor == actor)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool S_GetSoundPlayingInfo (const sector_t *sec, int sound_id)
|
|
{
|
|
if (sound_id > 0)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->OrgID == sound_id &&
|
|
chan->SourceType == SOURCE_Sector &&
|
|
chan->Sector == sec)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool S_GetSoundPlayingInfo (const FPolyObj *poly, int sound_id)
|
|
{
|
|
if (sound_id > 0)
|
|
{
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->OrgID == sound_id &&
|
|
chan->SourceType == SOURCE_Polyobj &&
|
|
chan->Poly == poly)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_IsChannelUsed
|
|
//
|
|
// Returns true if the channel is in use. Also fills in a bitmask of
|
|
// channels seen while scanning for this one, to make searching for unused
|
|
// channels faster. Initialize seen to 0 for the first call.
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool S_IsChannelUsed(AActor *actor, int channel, int *seen)
|
|
{
|
|
if (*seen & (1 << channel))
|
|
{
|
|
return true;
|
|
}
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->SourceType == SOURCE_Actor && chan->Actor == actor)
|
|
{
|
|
*seen |= 1 << chan->EntChannel;
|
|
if (chan->EntChannel == channel)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_IsActorPlayingSomething
|
|
//
|
|
//==========================================================================
|
|
|
|
bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id)
|
|
{
|
|
if (i_compatflags & COMPATF_MAGICSILENCE)
|
|
{
|
|
channel = 0;
|
|
}
|
|
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (chan->SourceType == SOURCE_Actor && chan->Actor == actor)
|
|
{
|
|
if (channel == 0 || chan->EntChannel == channel)
|
|
{
|
|
return sound_id <= 0 || chan->OrgID == sound_id;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_PauseSound
|
|
//
|
|
// Stop music and sound effects, during game PAUSE.
|
|
//==========================================================================
|
|
|
|
void S_PauseSound (bool notmusic, bool notsfx)
|
|
{
|
|
if (!notmusic && mus_playing.handle && !MusicPaused)
|
|
{
|
|
mus_playing.handle->Pause();
|
|
MusicPaused = true;
|
|
}
|
|
if (!notsfx)
|
|
{
|
|
SoundPaused = true;
|
|
GSnd->SetSfxPaused (true, 0);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DObject, S_PauseSound)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_BOOL(notmusic);
|
|
PARAM_BOOL(notsfx);
|
|
S_PauseSound(notmusic, notsfx);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ResumeSound
|
|
//
|
|
// Resume music and sound effects, after game PAUSE.
|
|
//==========================================================================
|
|
|
|
void S_ResumeSound (bool notsfx)
|
|
{
|
|
if (mus_playing.handle && MusicPaused)
|
|
{
|
|
mus_playing.handle->Resume();
|
|
MusicPaused = false;
|
|
}
|
|
if (!notsfx)
|
|
{
|
|
SoundPaused = false;
|
|
GSnd->SetSfxPaused (false, 0);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DObject, S_ResumeSound)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_BOOL(notsfx);
|
|
S_ResumeSound(notsfx);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_SetSoundPaused
|
|
//
|
|
// Called with state non-zero when the app is active, zero when it isn't.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_SetSoundPaused (int state)
|
|
{
|
|
if (state)
|
|
{
|
|
if (paused == 0)
|
|
{
|
|
S_ResumeSound(true);
|
|
if (GSnd != NULL)
|
|
{
|
|
GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (paused == 0)
|
|
{
|
|
S_PauseSound(false, true);
|
|
if (GSnd != NULL)
|
|
{
|
|
GSnd->SetInactive(gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL ?
|
|
SoundRenderer::INACTIVE_Complete :
|
|
SoundRenderer::INACTIVE_Mute);
|
|
}
|
|
}
|
|
}
|
|
if (!netgame
|
|
#ifdef _DEBUG
|
|
&& !demoplayback
|
|
#endif
|
|
)
|
|
{
|
|
pauseext = !state;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_EvictAllChannels
|
|
//
|
|
// Forcibly evicts all channels so that there are none playing, but all
|
|
// information needed to restart them is retained.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_EvictAllChannels()
|
|
{
|
|
FSoundChan *chan, *next;
|
|
|
|
for (chan = Channels; chan != NULL; chan = next)
|
|
{
|
|
next = chan->NextChan;
|
|
|
|
if (!(chan->ChanFlags & CHAN_EVICTED))
|
|
{
|
|
chan->ChanFlags |= CHAN_EVICTED;
|
|
if (chan->SysChannel != NULL)
|
|
{
|
|
if (!(chan->ChanFlags & CHAN_ABSTIME))
|
|
{
|
|
chan->StartTime.AsOne = GSnd ? GSnd->GetPosition(chan) : 0;
|
|
chan->ChanFlags |= CHAN_ABSTIME;
|
|
}
|
|
S_StopChannel(chan);
|
|
}
|
|
// assert(chan->NextChan == next);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RestoreEvictedChannel
|
|
//
|
|
// Recursive helper for S_RestoreEvictedChannels().
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_RestoreEvictedChannel(FSoundChan *chan)
|
|
{
|
|
if (chan == NULL)
|
|
{
|
|
return;
|
|
}
|
|
S_RestoreEvictedChannel(chan->NextChan);
|
|
if (chan->ChanFlags & CHAN_EVICTED)
|
|
{
|
|
S_RestartSound(chan);
|
|
if (!(chan->ChanFlags & CHAN_LOOP))
|
|
{
|
|
if (chan->ChanFlags & CHAN_EVICTED)
|
|
{ // Still evicted and not looping? Forget about it.
|
|
S_ReturnChannel(chan);
|
|
}
|
|
else if (!(chan->ChanFlags & CHAN_JUSTSTARTED))
|
|
{ // Should this sound become evicted again, it's okay to forget about it.
|
|
chan->ChanFlags |= CHAN_FORGETTABLE;
|
|
}
|
|
}
|
|
}
|
|
else if (chan->SysChannel == NULL && (chan->ChanFlags & (CHAN_FORGETTABLE | CHAN_LOOP)) == CHAN_FORGETTABLE)
|
|
{
|
|
S_ReturnChannel(chan);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RestoreEvictedChannels
|
|
//
|
|
// Restarts as many evicted channels as possible. Any channels that could
|
|
// not be started and are not looping are moved to the free pool.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_RestoreEvictedChannels()
|
|
{
|
|
// Restart channels in the same order they were originally played.
|
|
S_RestoreEvictedChannel(Channels);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_UpdateSounds
|
|
//
|
|
// Updates music & sounds
|
|
//==========================================================================
|
|
|
|
void S_UpdateSounds (AActor *listenactor)
|
|
{
|
|
FVector3 pos, vel;
|
|
SoundListener listener;
|
|
|
|
I_UpdateMusic();
|
|
|
|
// [RH] Update music and/or playlist. IsPlaying() must be called
|
|
// to attempt to reconnect to broken net streams and to advance the
|
|
// playlist when the current song finishes.
|
|
if (mus_playing.handle != NULL &&
|
|
!mus_playing.handle->IsPlaying() &&
|
|
PlayList)
|
|
{
|
|
PlayList->Advance();
|
|
S_ActivatePlayList(false);
|
|
}
|
|
|
|
// should never happen
|
|
S_SetListener(listener, listenactor);
|
|
|
|
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if ((chan->ChanFlags & (CHAN_EVICTED | CHAN_IS3D)) == CHAN_IS3D)
|
|
{
|
|
CalcPosVel(chan, &pos, &vel);
|
|
GSnd->UpdateSoundParams3D(&listener, chan, !!(chan->ChanFlags & CHAN_AREA), pos, vel);
|
|
}
|
|
chan->ChanFlags &= ~CHAN_JUSTSTARTED;
|
|
}
|
|
|
|
SN_UpdateActiveSequences();
|
|
|
|
|
|
GSnd->UpdateListener(&listener);
|
|
GSnd->UpdateSounds();
|
|
|
|
if (level.time >= RestartEvictionsAt)
|
|
{
|
|
RestartEvictionsAt = 0;
|
|
S_RestoreEvictedChannels();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Sets the internal listener structure
|
|
//
|
|
//==========================================================================
|
|
|
|
static void S_SetListener(SoundListener &listener, AActor *listenactor)
|
|
{
|
|
if (listenactor != NULL)
|
|
{
|
|
listener.angle = (float)listenactor->Angles.Yaw.Radians();
|
|
/*
|
|
listener.velocity.X = listenactor->vel.x * (TICRATE/65536.f);
|
|
listener.velocity.Y = listenactor->vel.z * (TICRATE/65536.f);
|
|
listener.velocity.Z = listenactor->vel.y * (TICRATE/65536.f);
|
|
*/
|
|
listener.velocity.Zero();
|
|
listener.position = listenactor->SoundPos();
|
|
listener.underwater = listenactor->waterlevel == 3;
|
|
assert(Zones.Size() > listenactor->Sector->ZoneNumber);
|
|
listener.Environment = Zones[listenactor->Sector->ZoneNumber].Environment;
|
|
listener.valid = true;
|
|
}
|
|
else
|
|
{
|
|
listener.angle = 0;
|
|
listener.position.Zero();
|
|
listener.velocity.Zero();
|
|
listener.underwater = false;
|
|
listener.Environment = NULL;
|
|
listener.valid = false;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_GetRolloff
|
|
//
|
|
//==========================================================================
|
|
|
|
float S_GetRolloff(FRolloffInfo *rolloff, float distance, bool logarithmic)
|
|
{
|
|
if (rolloff == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (distance <= rolloff->MinDistance)
|
|
{
|
|
return 1;
|
|
}
|
|
if (rolloff->RolloffType == ROLLOFF_Log)
|
|
{ // Logarithmic rolloff has no max distance where it goes silent.
|
|
return rolloff->MinDistance / (rolloff->MinDistance + rolloff->RolloffFactor * (distance - rolloff->MinDistance));
|
|
}
|
|
if (distance >= rolloff->MaxDistance)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
float volume = (rolloff->MaxDistance - distance) / (rolloff->MaxDistance - rolloff->MinDistance);
|
|
if (rolloff->RolloffType == ROLLOFF_Custom && S_SoundCurve != NULL)
|
|
{
|
|
volume = S_SoundCurve[int(S_SoundCurveSize * (1 - volume))] / 127.f;
|
|
}
|
|
if (logarithmic)
|
|
{
|
|
if (rolloff->RolloffType == ROLLOFF_Linear)
|
|
{
|
|
return volume;
|
|
}
|
|
else
|
|
{
|
|
return float((powf(10.f, volume) - 1.) / 9.);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (rolloff->RolloffType == ROLLOFF_Linear)
|
|
{
|
|
return float(log10(9. * volume + 1.));
|
|
}
|
|
else
|
|
{
|
|
return volume;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChannelEnded (callback for sound interface code)
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_ChannelEnded(FISoundChannel *ichan)
|
|
{
|
|
FSoundChan *schan = static_cast<FSoundChan*>(ichan);
|
|
bool evicted;
|
|
|
|
if (schan != NULL)
|
|
{
|
|
// If the sound was stopped with GSnd->StopSound(), then we know
|
|
// it wasn't evicted. Otherwise, if it's looping, it must have
|
|
// been evicted. If it's not looping, then it was evicted if it
|
|
// didn't reach the end of its playback.
|
|
if (schan->ChanFlags & CHAN_FORGETTABLE)
|
|
{
|
|
evicted = false;
|
|
}
|
|
else if (schan->ChanFlags & (CHAN_LOOP | CHAN_EVICTED))
|
|
{
|
|
evicted = true;
|
|
}
|
|
else
|
|
{
|
|
unsigned int pos = GSnd->GetPosition(schan);
|
|
unsigned int len = GSnd->GetSampleLength(S_sfx[schan->SoundID].data);
|
|
if (pos == 0)
|
|
{
|
|
evicted = !!(schan->ChanFlags & CHAN_JUSTSTARTED);
|
|
}
|
|
else
|
|
{
|
|
evicted = (pos < len);
|
|
}
|
|
}
|
|
if (!evicted)
|
|
{
|
|
S_ReturnChannel(schan);
|
|
}
|
|
else
|
|
{
|
|
schan->ChanFlags |= CHAN_EVICTED;
|
|
schan->SysChannel = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChannelVirtualChanged (callback for sound interface code)
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_ChannelVirtualChanged(FISoundChannel *ichan, bool is_virtual)
|
|
{
|
|
FSoundChan *schan = static_cast<FSoundChan*>(ichan);
|
|
if (is_virtual)
|
|
{
|
|
schan->ChanFlags |= CHAN_VIRTUAL;
|
|
}
|
|
else
|
|
{
|
|
schan->ChanFlags &= ~CHAN_VIRTUAL;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopChannel
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StopChannel(FSoundChan *chan)
|
|
{
|
|
if (chan == NULL)
|
|
return;
|
|
|
|
if (chan->SysChannel != NULL)
|
|
{
|
|
// S_EvictAllChannels() will set the CHAN_EVICTED flag to indicate
|
|
// that it wants to keep all the channel information around.
|
|
if (!(chan->ChanFlags & CHAN_EVICTED))
|
|
{
|
|
chan->ChanFlags |= CHAN_FORGETTABLE;
|
|
if (chan->SourceType == SOURCE_Actor)
|
|
{
|
|
chan->Actor = NULL;
|
|
}
|
|
}
|
|
GSnd->StopChannel(chan);
|
|
}
|
|
else
|
|
{
|
|
S_ReturnChannel(chan);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static FSerializer &Serialize(FSerializer &arc, const char *key, FSoundChan &chan, FSoundChan *def)
|
|
{
|
|
if (arc.BeginObject(key))
|
|
{
|
|
arc("sourcetype", chan.SourceType)
|
|
("soundid", chan.SoundID)
|
|
("orgid", chan.OrgID)
|
|
("volume", chan.Volume)
|
|
("distancescale", chan.DistanceScale)
|
|
("pitch", chan.Pitch)
|
|
("chanflags", chan.ChanFlags)
|
|
("entchannel", chan.EntChannel)
|
|
("priority", chan.Priority)
|
|
("nearlimit", chan.NearLimit)
|
|
("starttime", chan.StartTime.AsOne)
|
|
("rolloftype", chan.Rolloff.RolloffType)
|
|
("rolloffmin", chan.Rolloff.MinDistance)
|
|
("rolloffmax", chan.Rolloff.MaxDistance)
|
|
("limitrange", chan.LimitRange);
|
|
|
|
switch (chan.SourceType)
|
|
{
|
|
case SOURCE_None: break;
|
|
case SOURCE_Actor: arc("actor", chan.Actor); break;
|
|
case SOURCE_Sector: arc("sector", chan.Sector); break;
|
|
case SOURCE_Polyobj: arc("poly", chan.Poly); break;
|
|
case SOURCE_Unattached: arc.Array("point", chan.Point, 3); break;
|
|
default: I_Error("Unknown sound source type %d\n", chan.SourceType); break;
|
|
}
|
|
arc.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_SerializeSounds
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_SerializeSounds(FSerializer &arc)
|
|
{
|
|
FSoundChan *chan;
|
|
|
|
GSnd->Sync(true);
|
|
|
|
if (arc.isWriting())
|
|
{
|
|
TArray<FSoundChan *> chans;
|
|
|
|
// Count channels and accumulate them so we can store them in
|
|
// reverse order. That way, they will be in the same order when
|
|
// reloaded later as they are now.
|
|
for (chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
// If the sound is forgettable, this is as good a time as
|
|
// any to forget about it. And if it's a UI sound, it shouldn't
|
|
// be stored in the savegame.
|
|
if (!(chan->ChanFlags & (CHAN_FORGETTABLE | CHAN_UI)))
|
|
{
|
|
chans.Push(chan);
|
|
}
|
|
}
|
|
if (chans.Size() > 0 && arc.BeginArray("sounds"))
|
|
{
|
|
for (unsigned int i = chans.Size(); i-- != 0; )
|
|
{
|
|
// Replace start time with sample position.
|
|
QWORD start = chans[i]->StartTime.AsOne;
|
|
chans[i]->StartTime.AsOne = GSnd ? GSnd->GetPosition(chans[i]) : 0;
|
|
arc(nullptr, *chans[i]);
|
|
chans[i]->StartTime.AsOne = start;
|
|
}
|
|
arc.EndArray();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
unsigned int count;
|
|
|
|
S_StopAllChannels();
|
|
if (arc.BeginArray("sounds"))
|
|
{
|
|
count = arc.ArraySize();
|
|
for (unsigned int i = 0; i < count; ++i)
|
|
{
|
|
chan = (FSoundChan*)S_GetChannel(NULL);
|
|
arc(nullptr, *chan);
|
|
// Sounds always start out evicted when restored from a save.
|
|
chan->ChanFlags |= CHAN_EVICTED | CHAN_ABSTIME;
|
|
}
|
|
arc.EndArray();
|
|
}
|
|
// The two tic delay is to make sure any screenwipes have finished.
|
|
// This needs to be two because the game is run for one tic before
|
|
// the wipe so that it can produce a screen to wipe to. So if we
|
|
// only waited one tic to restart the sounds, they would start
|
|
// playing before the wipe, and depending on the synchronization
|
|
// between the main thread and the mixer thread at the time, the
|
|
// sounds might be heard briefly before pausing for the wipe.
|
|
RestartEvictionsAt = level.time + 2;
|
|
}
|
|
GSnd->Sync(false);
|
|
GSnd->UpdateSounds();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ActivatePlayList
|
|
//
|
|
// Plays the next song in the playlist. If no songs in the playlist can be
|
|
// played, then it is deleted.
|
|
//==========================================================================
|
|
|
|
void S_ActivatePlayList (bool goBack)
|
|
{
|
|
int startpos, pos;
|
|
|
|
startpos = pos = PlayList->GetPosition ();
|
|
S_StopMusic (true);
|
|
while (!S_ChangeMusic (PlayList->GetSong (pos), 0, false, true))
|
|
{
|
|
pos = goBack ? PlayList->Backup () : PlayList->Advance ();
|
|
if (pos == startpos)
|
|
{
|
|
delete PlayList;
|
|
PlayList = NULL;
|
|
Printf ("Cannot play anything in the playlist.\n");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChangeCDMusic
|
|
//
|
|
// Starts a CD track as music.
|
|
//==========================================================================
|
|
|
|
bool S_ChangeCDMusic (int track, unsigned int id, bool looping)
|
|
{
|
|
char temp[32];
|
|
|
|
if (id != 0)
|
|
{
|
|
mysnprintf (temp, countof(temp), ",CD,%d,%x", track, id);
|
|
}
|
|
else
|
|
{
|
|
mysnprintf (temp, countof(temp), ",CD,%d", track);
|
|
}
|
|
return S_ChangeMusic (temp, 0, looping);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StartMusic
|
|
//
|
|
// Starts some music with the given name.
|
|
//==========================================================================
|
|
|
|
bool S_StartMusic (const char *m_id)
|
|
{
|
|
return S_ChangeMusic (m_id, 0, false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ChangeMusic
|
|
//
|
|
// Starts playing a music, possibly looping.
|
|
//
|
|
// [RH] If music is a MOD, starts it at position order. If name is of the
|
|
// format ",CD,<track>,[cd id]" song is a CD track, and if [cd id] is
|
|
// specified, it will only be played if the specified CD is in a drive.
|
|
//==========================================================================
|
|
|
|
bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
|
|
{
|
|
if (!force && PlayList)
|
|
{ // Don't change if a playlist is active
|
|
return false;
|
|
}
|
|
|
|
// allow specifying "*" as a placeholder to play the level's default music.
|
|
if (musicname != NULL && !strcmp(musicname, "*"))
|
|
{
|
|
if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
|
|
{
|
|
musicname = level.Music;
|
|
order = level.musicorder;
|
|
}
|
|
else
|
|
{
|
|
musicname = NULL;
|
|
}
|
|
}
|
|
|
|
if (musicname == NULL || musicname[0] == 0)
|
|
{
|
|
// Don't choke if the map doesn't have a song attached
|
|
S_StopMusic (true);
|
|
mus_playing.name = "";
|
|
LastSong = "";
|
|
return true;
|
|
}
|
|
|
|
FString DEH_Music;
|
|
if (musicname[0] == '$')
|
|
{
|
|
// handle dehacked replacement.
|
|
// Any music name defined this way needs to be prefixed with 'D_' because
|
|
// Doom.exe does not contain the prefix so these strings don't either.
|
|
const char * mus_string = GStrings[musicname+1];
|
|
if (mus_string != NULL)
|
|
{
|
|
DEH_Music << "D_" << mus_string;
|
|
musicname = DEH_Music;
|
|
}
|
|
}
|
|
|
|
FName *aliasp = MusicAliases.CheckKey(musicname);
|
|
if (aliasp != NULL)
|
|
{
|
|
if (*aliasp == NAME_None)
|
|
{
|
|
return true; // flagged to be ignored
|
|
}
|
|
musicname = aliasp->GetChars();
|
|
}
|
|
|
|
if (!mus_playing.name.IsEmpty() &&
|
|
mus_playing.handle != NULL &&
|
|
stricmp (mus_playing.name, musicname) == 0 &&
|
|
mus_playing.handle->m_Looping == looping)
|
|
{
|
|
if (order != mus_playing.baseorder)
|
|
{
|
|
if (mus_playing.handle->SetSubsong(order))
|
|
{
|
|
mus_playing.baseorder = order;
|
|
}
|
|
}
|
|
else if (!mus_playing.handle->IsPlaying())
|
|
{
|
|
mus_playing.handle->Play(looping, order);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (strnicmp (musicname, ",CD,", 4) == 0)
|
|
{
|
|
int track = strtoul (musicname+4, NULL, 0);
|
|
const char *more = strchr (musicname+4, ',');
|
|
unsigned int id = 0;
|
|
|
|
if (more != NULL)
|
|
{
|
|
id = strtoul (more+1, NULL, 16);
|
|
}
|
|
S_StopMusic (true);
|
|
mus_playing.handle = I_RegisterCDSong (track, id);
|
|
}
|
|
else
|
|
{
|
|
int lumpnum = -1;
|
|
int length = 0;
|
|
MusInfo *handle = NULL;
|
|
MidiDeviceSetting *devp = MidiDevices.CheckKey(musicname);
|
|
|
|
// Strip off any leading file:// component.
|
|
if (strncmp(musicname, "file://", 7) == 0)
|
|
{
|
|
musicname += 7;
|
|
}
|
|
|
|
FileReader *reader = NULL;
|
|
if (!FileExists (musicname))
|
|
{
|
|
if ((lumpnum = Wads.CheckNumForFullName (musicname, true, ns_music)) == -1)
|
|
{
|
|
if (strstr(musicname, "://") > musicname)
|
|
{
|
|
// Looks like a URL; try it as such.
|
|
handle = I_RegisterURLSong(musicname);
|
|
if (handle == NULL)
|
|
{
|
|
Printf ("Could not open \"%s\"\n", musicname);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf ("Music \"%s\" not found\n", musicname);
|
|
return false;
|
|
}
|
|
}
|
|
if (handle == NULL)
|
|
{
|
|
if (Wads.LumpLength (lumpnum) == 0)
|
|
{
|
|
return false;
|
|
}
|
|
reader = Wads.ReopenLumpNumNewFile(lumpnum);
|
|
if (reader == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Load an external file.
|
|
reader = new FileReader(musicname);
|
|
}
|
|
|
|
// shutdown old music
|
|
S_StopMusic (true);
|
|
|
|
// Just record it if volume is 0
|
|
if (snd_musicvolume <= 0)
|
|
{
|
|
mus_playing.loop = looping;
|
|
mus_playing.name = musicname;
|
|
mus_playing.baseorder = order;
|
|
LastSong = musicname;
|
|
delete reader;
|
|
return true;
|
|
}
|
|
|
|
// load & register it
|
|
if (handle != NULL)
|
|
{
|
|
mus_playing.handle = handle;
|
|
delete reader;
|
|
}
|
|
else
|
|
{
|
|
mus_playing.handle = I_RegisterSong (reader, devp);
|
|
}
|
|
}
|
|
|
|
mus_playing.loop = looping;
|
|
mus_playing.name = musicname;
|
|
mus_playing.baseorder = 0;
|
|
LastSong = "";
|
|
|
|
if (mus_playing.handle != 0)
|
|
{ // play it
|
|
mus_playing.handle->Start(looping, S_GetMusicVolume (musicname), order);
|
|
mus_playing.baseorder = order;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DObject, S_ChangeMusic)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_STRING(music);
|
|
PARAM_INT_DEF(order);
|
|
PARAM_BOOL(looping);
|
|
PARAM_BOOL(force);
|
|
ACTION_RETURN_BOOL(S_ChangeMusic(music, order, looping, force));
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_RestartMusic
|
|
//
|
|
// Must only be called from snd_reset in i_sound.cpp!
|
|
//==========================================================================
|
|
|
|
void S_RestartMusic ()
|
|
{
|
|
if (!LastSong.IsEmpty())
|
|
{
|
|
FString song = LastSong;
|
|
LastSong = "";
|
|
S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_MIDIDeviceChanged
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_MIDIDeviceChanged()
|
|
{
|
|
if (mus_playing.handle != NULL && mus_playing.handle->IsMIDI())
|
|
{
|
|
mus_playing.handle->Stop();
|
|
mus_playing.handle->Start(mus_playing.loop, -1, mus_playing.baseorder);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_GetMusic
|
|
//
|
|
//==========================================================================
|
|
|
|
int S_GetMusic (const char **name)
|
|
{
|
|
int order;
|
|
|
|
if (mus_playing.name.IsNotEmpty())
|
|
{
|
|
*name = mus_playing.name;
|
|
order = mus_playing.baseorder;
|
|
}
|
|
else
|
|
{
|
|
*name = NULL;
|
|
order = 0;
|
|
}
|
|
return order;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_StopMusic
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_StopMusic (bool force)
|
|
{
|
|
// [RH] Don't stop if a playlist is active.
|
|
if ((force || PlayList == NULL) && !mus_playing.name.IsEmpty())
|
|
{
|
|
if (mus_playing.handle != NULL)
|
|
{
|
|
if (MusicPaused)
|
|
mus_playing.handle->Resume();
|
|
|
|
mus_playing.handle->Stop();
|
|
delete mus_playing.handle;
|
|
mus_playing.handle = NULL;
|
|
}
|
|
LastSong = mus_playing.name;
|
|
mus_playing.name = "";
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playsound
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playsound)
|
|
{
|
|
if (argv.argc() > 1)
|
|
{
|
|
FSoundID id = argv[1];
|
|
if (id == 0)
|
|
{
|
|
Printf("'%s' is not a sound\n", argv[1]);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (CHAN_AUTO | CHAN_UI, id, 1.f, ATTN_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD loopsound
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (loopsound)
|
|
{
|
|
if (players[consoleplayer].mo != NULL && !netgame && argv.argc() > 1)
|
|
{
|
|
FSoundID id = argv[1];
|
|
if (id == 0)
|
|
{
|
|
Printf("'%s' is not a sound\n", argv[1]);
|
|
}
|
|
else
|
|
{
|
|
AActor *icon = Spawn("SpeakerIcon", players[consoleplayer].mo->PosPlusZ(32.), ALLOW_REPLACE);
|
|
if (icon != NULL)
|
|
{
|
|
S_Sound(icon, CHAN_BODY | CHAN_LOOP, id, 1.f, ATTN_IDLE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD idmus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (idmus)
|
|
{
|
|
level_info_t *info;
|
|
FString map;
|
|
int l;
|
|
|
|
if (!nomusic)
|
|
{
|
|
if (argv.argc() > 1)
|
|
{
|
|
if (gameinfo.flags & GI_MAPxx)
|
|
{
|
|
l = atoi (argv[1]);
|
|
if (l <= 99)
|
|
{
|
|
map = CalcMapName (0, l);
|
|
}
|
|
else
|
|
{
|
|
Printf ("%s\n", GStrings("STSTR_NOMUS"));
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
map = CalcMapName (argv[1][0] - '0', argv[1][1] - '0');
|
|
}
|
|
|
|
if ( (info = FindLevelInfo (map)) )
|
|
{
|
|
if (info->Music.IsNotEmpty())
|
|
{
|
|
S_ChangeMusic (info->Music, info->musicorder);
|
|
Printf ("%s\n", GStrings("STSTR_MUS"));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf ("%s\n", GStrings("STSTR_NOMUS"));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD changemus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (changemus)
|
|
{
|
|
if (!nomusic)
|
|
{
|
|
if (argv.argc() > 1)
|
|
{
|
|
if (PlayList)
|
|
{
|
|
delete PlayList;
|
|
PlayList = NULL;
|
|
}
|
|
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
|
|
}
|
|
else
|
|
{
|
|
const char *currentmus = mus_playing.name.GetChars();
|
|
if(currentmus != NULL && *currentmus != 0)
|
|
{
|
|
Printf ("currently playing %s\n", currentmus);
|
|
}
|
|
else
|
|
{
|
|
Printf ("no music playing\n");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD stopmus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (stopmus)
|
|
{
|
|
if (PlayList)
|
|
{
|
|
delete PlayList;
|
|
PlayList = NULL;
|
|
}
|
|
S_StopMusic (false);
|
|
LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_play
|
|
//
|
|
// Plays a specified track, or the entire CD if no track is specified.
|
|
//==========================================================================
|
|
|
|
CCMD (cd_play)
|
|
{
|
|
char musname[16];
|
|
|
|
if (argv.argc() == 1)
|
|
{
|
|
strcpy (musname, ",CD,");
|
|
}
|
|
else
|
|
{
|
|
mysnprintf (musname, countof(musname), ",CD,%d", atoi(argv[1]));
|
|
}
|
|
S_ChangeMusic (musname, 0, true);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_stop
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cd_stop)
|
|
{
|
|
CD_Stop ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_eject
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cd_eject)
|
|
{
|
|
CD_Eject ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_close
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cd_close)
|
|
{
|
|
CD_UnEject ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_pause
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cd_pause)
|
|
{
|
|
CD_Pause ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cd_resume
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cd_resume)
|
|
{
|
|
CD_Resume ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playlist
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playlist)
|
|
{
|
|
int argc = argv.argc();
|
|
|
|
if (argc < 2 || argc > 3)
|
|
{
|
|
Printf ("playlist <playlist.m3u> [<position>|shuffle]\n");
|
|
}
|
|
else
|
|
{
|
|
if (PlayList != NULL)
|
|
{
|
|
PlayList->ChangeList (argv[1]);
|
|
}
|
|
else
|
|
{
|
|
PlayList = new FPlayList (argv[1]);
|
|
}
|
|
if (PlayList->GetNumSongs () == 0)
|
|
{
|
|
delete PlayList;
|
|
PlayList = NULL;
|
|
}
|
|
else
|
|
{
|
|
if (argc == 3)
|
|
{
|
|
if (stricmp (argv[2], "shuffle") == 0)
|
|
{
|
|
PlayList->Shuffle ();
|
|
}
|
|
else
|
|
{
|
|
PlayList->SetPosition (atoi (argv[2]));
|
|
}
|
|
}
|
|
S_ActivatePlayList (false);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playlistpos
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool CheckForPlaylist ()
|
|
{
|
|
if (PlayList == NULL)
|
|
{
|
|
Printf ("No playlist is playing.\n");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
CCMD (playlistpos)
|
|
{
|
|
if (CheckForPlaylist() && argv.argc() > 1)
|
|
{
|
|
PlayList->SetPosition (atoi (argv[1]) - 1);
|
|
S_ActivatePlayList (false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playlistnext
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playlistnext)
|
|
{
|
|
if (CheckForPlaylist())
|
|
{
|
|
PlayList->Advance ();
|
|
S_ActivatePlayList (false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playlistprev
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playlistprev)
|
|
{
|
|
if (CheckForPlaylist())
|
|
{
|
|
PlayList->Backup ();
|
|
S_ActivatePlayList (true);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playliststatus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playliststatus)
|
|
{
|
|
if (CheckForPlaylist ())
|
|
{
|
|
Printf ("Song %d of %d:\n%s\n",
|
|
PlayList->GetPosition () + 1,
|
|
PlayList->GetNumSongs (),
|
|
PlayList->GetSong (PlayList->GetPosition ()));
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD cachesound <sound name>
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (cachesound)
|
|
{
|
|
if (argv.argc() < 2)
|
|
{
|
|
Printf ("Usage: cachesound <sound> ...\n");
|
|
return;
|
|
}
|
|
for (int i = 1; i < argv.argc(); ++i)
|
|
{
|
|
FSoundID sfxnum = argv[i];
|
|
if (sfxnum != FSoundID(0))
|
|
{
|
|
S_CacheSound (&S_sfx[sfxnum]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
CCMD(listsoundchannels)
|
|
{
|
|
FSoundChan *chan;
|
|
int count = 0;
|
|
for (chan = Channels; chan != NULL; chan = chan->NextChan)
|
|
{
|
|
if (!(chan->ChanFlags & CHAN_EVICTED))
|
|
{
|
|
FVector3 chanorigin;
|
|
|
|
CalcPosVel(chan, &chanorigin, NULL);
|
|
|
|
Printf("%s at (%1.5f, %1.5f, %1.5f)\n", (const char*)chan->SoundID, chanorigin.X, chanorigin.Y, chanorigin.Z);
|
|
count++;
|
|
}
|
|
}
|
|
Printf("%d sounds playing\n", count);
|
|
}
|