qzdoom/src/sound/fmodsound.cpp
Christoph Oelckers 4576022c8d - fixed: The release build still linked to the old FMOD version.
- fixed: SPCSong only works for Win32 so its definition must be excluded for Linux.



SVN r790 (trunk)
2008-03-09 11:05:25 +00:00

1435 lines
38 KiB
C++

/*
** i_sound.cpp
** System interface for sound; uses fmod.dll
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
#include "resource.h"
extern HWND Window;
#define USE_WINDOWS_DWORD
#else
#define FALSE 0
#define TRUE 1
#endif
#include "templates.h"
#include "fmodsound.h"
#include "c_cvars.h"
#include "i_system.h"
#include "gi.h"
#include "actor.h"
#include "r_state.h"
#include "w_wad.h"
#include "i_music.h"
#include "i_musicinterns.h"
#include "v_text.h"
// MACROS ------------------------------------------------------------------
// killough 2/21/98: optionally use varying pitched sounds
#define PITCH(freq,pitch) (snd_pitched ? ((freq)*(pitch))/128.f : float(freq))
// Just some extra for music and whatever
#define NUM_EXTRA_SOFTWARE_CHANNELS 8
#define ERRCHECK(x)
// TYPES -------------------------------------------------------------------
struct FEnumList
{
const char *Name;
int Value;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int Enum_NumForName(const FEnumList *list, const char *name);
static const char *Enum_NameForNum(const FEnumList *list, int num);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int MAX_SND_DIST;
EXTERN_CVAR (String, snd_output)
EXTERN_CVAR (Float, snd_musicvolume)
EXTERN_CVAR (Int, snd_buffersize)
EXTERN_CVAR (Int, snd_samplerate)
EXTERN_CVAR (Bool, snd_pitched)
EXTERN_CVAR (Int, snd_channels)
// PUBLIC DATA DEFINITIONS -------------------------------------------------
ReverbContainer *ForcedEnvironment;
CVAR (Int, snd_driver, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_3d, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_hw3d, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_waterreverb, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, snd_resampler, "Linear", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, snd_speakermode, "Auto", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, snd_output_format, "PCM-16", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_dspnet, false, 0)
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const int S_CLIPPING_DIST = 1200;
static const int S_CLOSE_DIST = 160;
static const ReverbContainer *PrevEnvironment;
// In the below lists, duplicate entries are for user selection. When
// queried, only the first one for the particular value is shown.
static const FEnumList OutputNames[] =
{
{ "Auto", FMOD_OUTPUTTYPE_AUTODETECT },
{ "Default", FMOD_OUTPUTTYPE_AUTODETECT },
{ "No sound", FMOD_OUTPUTTYPE_NOSOUND },
// Windows
{ "DirectSound", FMOD_OUTPUTTYPE_DSOUND },
{ "DSound", FMOD_OUTPUTTYPE_DSOUND },
{ "Windows Multimedia", FMOD_OUTPUTTYPE_WINMM },
{ "WinMM", FMOD_OUTPUTTYPE_WINMM },
{ "WaveOut", FMOD_OUTPUTTYPE_WINMM },
{ "OpenAL", FMOD_OUTPUTTYPE_OPENAL },
{ "WASAPI", FMOD_OUTPUTTYPE_WASAPI },
{ "ASIO", FMOD_OUTPUTTYPE_ASIO },
// Linux
{ "OSS", FMOD_OUTPUTTYPE_OSS },
{ "ALSA", FMOD_OUTPUTTYPE_ALSA },
{ "ESD", FMOD_OUTPUTTYPE_ESD },
// Mac
{ "Sound Manager", FMOD_OUTPUTTYPE_SOUNDMANAGER },
{ "Core Audio", FMOD_OUTPUTTYPE_COREAUDIO },
{ NULL, 0 }
};
static const FEnumList SpeakerModeNames[] =
{
{ "Mono", FMOD_SPEAKERMODE_MONO },
{ "Stereo", FMOD_SPEAKERMODE_STEREO },
{ "Quad", FMOD_SPEAKERMODE_QUAD },
{ "Surround", FMOD_SPEAKERMODE_SURROUND },
{ "5.1", FMOD_SPEAKERMODE_5POINT1 },
{ "7.1", FMOD_SPEAKERMODE_7POINT1 },
{ "Prologic", FMOD_SPEAKERMODE_PROLOGIC },
{ "1", FMOD_SPEAKERMODE_MONO },
{ "2", FMOD_SPEAKERMODE_STEREO },
{ "4", FMOD_SPEAKERMODE_QUAD },
{ NULL, 0 }
};
static const FEnumList ResamplerNames[] =
{
{ "No Interpolation", FMOD_DSP_RESAMPLER_NOINTERP },
{ "NoInterp", FMOD_DSP_RESAMPLER_NOINTERP },
{ "Linear", FMOD_DSP_RESAMPLER_LINEAR },
{ "Cubic", FMOD_DSP_RESAMPLER_CUBIC },
{ "Spline", FMOD_DSP_RESAMPLER_SPLINE },
{ NULL, 0 }
};
static const FEnumList SoundFormatNames[] =
{
{ "None", FMOD_SOUND_FORMAT_NONE },
{ "PCM-8", FMOD_SOUND_FORMAT_PCM8 },
{ "PCM-16", FMOD_SOUND_FORMAT_PCM16 },
{ "PCM-24", FMOD_SOUND_FORMAT_PCM24 },
{ "PCM-32", FMOD_SOUND_FORMAT_PCM32 },
{ "PCM-Float", FMOD_SOUND_FORMAT_PCMFLOAT },
{ "GCADPCM", FMOD_SOUND_FORMAT_GCADPCM },
{ "IMAADPCM", FMOD_SOUND_FORMAT_IMAADPCM },
{ "VAG", FMOD_SOUND_FORMAT_VAG },
{ "XMA", FMOD_SOUND_FORMAT_XMA },
{ "MPEG", FMOD_SOUND_FORMAT_MPEG },
{ NULL, 0 }
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
// Enum_NumForName
//
// Returns the value of an enum name, or -1 if not found.
//
//==========================================================================
static int Enum_NumForName(const FEnumList *list, const char *name)
{
while (list->Name != NULL)
{
if (stricmp(list->Name, name) == 0)
{
return list->Value;
}
list++;
}
return -1;
}
//==========================================================================
//
// Enum_NameForNum
//
// Returns the name of an enum value. If there is more than one name for a
// value, on the first one in the list is returned. Returns NULL if there
// was no match.
//
//==========================================================================
static const char *Enum_NameForNum(const FEnumList *list, int num)
{
while (list->Name != NULL)
{
if (list->Value == num)
{
return list->Name;
}
list++;
}
return NULL;
}
//==========================================================================
//
// The container for a FSOUND_STREAM.
//
//==========================================================================
class FMODStreamCapsule : public SoundStream
{
public:
FMODStreamCapsule(FMOD::Sound *stream, FMODSoundRenderer *owner)
: Owner(owner), Stream(stream), Channel(NULL), DSP(NULL),
UserData(NULL), Callback(NULL)
{}
FMODStreamCapsule(void *udata, SoundStreamCallback callback, FMODSoundRenderer *owner)
: Owner(owner), Stream(NULL), Channel(NULL), DSP(NULL),
UserData(udata), Callback(callback)
{}
~FMODStreamCapsule()
{
if (Stream != NULL)
{
Stream->release();
}
}
void SetStream(FMOD::Sound *stream)
{
Stream = stream;
}
bool Play(bool looping, float volume, bool normalize)
{
FMOD_RESULT result;
Stream->setMode(looping ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF);
result = Owner->Sys->playSound(FMOD_CHANNEL_FREE, Stream, true, &Channel);
if (result != FMOD_OK)
{
return false;
}
Channel->setChannelGroup(Owner->MusicGroup);
Channel->setVolume(volume);
Channel->setPaused(false);
if (normalize)
{ // Attach a normalizer DSP unit to the channel.
result = Owner->Sys->createDSPByType(FMOD_DSP_TYPE_NORMALIZE, &DSP);
if (result == FMOD_OK)
{
Channel->addDSP(DSP);
}
}
return true;
}
void Stop()
{
if (Channel != NULL)
{
Channel->stop();
Channel = NULL;
}
if (DSP != NULL)
{
DSP->release();
DSP = NULL;
}
}
bool SetPaused(bool paused)
{
if (Channel != NULL)
{
return FMOD_OK == Channel->setPaused(paused);
}
return false;
}
unsigned int GetPosition()
{
unsigned int pos;
if (Channel != NULL && FMOD_OK == Channel->getPosition(&pos, FMOD_TIMEUNIT_MS))
{
return pos;
}
return 0;
}
void SetVolume(float volume)
{
if (Channel != NULL)
{
Channel->setVolume(volume);
}
}
// Sets the current order number for a MOD-type song, or the position in ms
// for anything else.
bool SetPosition(int pos)
{
FMOD_SOUND_TYPE type;
if (FMOD_OK == Stream->getFormat(&type, NULL, NULL, NULL) &&
(type == FMOD_SOUND_TYPE_IT ||
type == FMOD_SOUND_TYPE_MOD ||
type == FMOD_SOUND_TYPE_S3M ||
type == FMOD_SOUND_TYPE_XM))
{
return FMOD_OK == Channel->setPosition(pos, FMOD_TIMEUNIT_MODORDER);
}
return FMOD_OK == Channel->setPosition(pos, FMOD_TIMEUNIT_MS);
}
static FMOD_RESULT F_CALLBACK PCMReadCallback(FMOD_SOUND *sound, void *data, unsigned int datalen)
{
FMOD_RESULT result;
FMODStreamCapsule *self;
result = ((FMOD::Sound *)sound)->getUserData((void **)&self);
if (result != FMOD_OK || self == NULL || self->Callback == NULL)
{
return FMOD_ERR_INVALID_PARAM;
}
if (self->Callback(self, data, datalen, self->UserData))
{
return FMOD_OK;
}
else
{
return FMOD_ERR_FILE_EOF;
}
}
static FMOD_RESULT F_CALLBACK PCMSetPosCallback(FMOD_SOUND *sound, int subsound, unsigned int position, FMOD_TIMEUNIT postype)
{
// This is useful if the user calls Channel::setPosition and you want
// to seek your data accordingly.
return FMOD_OK;
}
private:
FMODSoundRenderer *Owner;
FMOD::Sound *Stream;
FMOD::Channel *Channel;
FMOD::DSP *DSP;
void *UserData;
SoundStreamCallback Callback;
};
//==========================================================================
//
// The interface the game uses to talk to FMOD.
//
//==========================================================================
FMODSoundRenderer::FMODSoundRenderer()
{
Init();
}
FMODSoundRenderer::~FMODSoundRenderer()
{
Shutdown();
}
bool FMODSoundRenderer::IsValid()
{
return Sys != NULL;
}
bool FMODSoundRenderer::Init()
{
FMOD_RESULT result;
unsigned int version;
FMOD_SPEAKERMODE speakermode;
FMOD_SOUND_FORMAT format;
FMOD_DSP_RESAMPLER resampler;
FMOD_INITFLAGS initflags;
int eval;
ChannelMap = NULL;
NumChannels = 0;
SFXPaused = false;
MusicGroup = NULL;
SfxGroup = NULL;
PausableSfx = NULL;
PrevEnvironment = DefaultEnvironments[0];
Printf ("I_InitSound: Initializing FMOD\n");
// Create a System object and initialize.
result = FMOD::System_Create(&Sys);
ERRCHECK(result);
result = Sys->getVersion(&version);
ERRCHECK(result);
if (version < FMOD_VERSION)
{
Printf ("Error! You are using an old version of FMOD %08x.\n"
"This program requires %08x\n", version, FMOD_VERSION);
return false;
}
result = Sys->getDriverCaps(0, &Driver_Caps, &Driver_MinFrequency, &Driver_MaxFrequency, &speakermode);
ERRCHECK(result);
// Set the user selected speaker mode.
eval = Enum_NumForName(SpeakerModeNames, snd_speakermode);
if (eval >= 0)
{
speakermode = FMOD_SPEAKERMODE(eval);
}
result = Sys->setSpeakerMode(speakermode);
ERRCHECK(result);
// Set software format
eval = Enum_NumForName(SoundFormatNames, snd_output_format);
format = eval >= 0 ? FMOD_SOUND_FORMAT(eval) : FMOD_SOUND_FORMAT_PCM16;
eval = Enum_NumForName(ResamplerNames, snd_resampler);
resampler = eval >= 0 ? FMOD_DSP_RESAMPLER(eval) : FMOD_DSP_RESAMPLER_LINEAR;
result = Sys->setSoftwareFormat(snd_samplerate, format, 0, 0, resampler);
ERRCHECK(result);
// Set software channels according to snd_channels
result = Sys->setSoftwareChannels(snd_channels + NUM_EXTRA_SOFTWARE_CHANNELS);
ERRCHECK(result);
#ifdef _WIN32
if (OSPlatform == os_WinNT4)
{
// The following was true as of FMOD 3. I don't know if it still
// applies to FMOD Ex, nor do I have an NT 4 install anymore, but
// there's no reason to get rid of it yet.
//
// If running Windows NT 4, we need to initialize DirectSound before
// using WinMM. If we don't, then FSOUND_Close will corrupt a
// heap. This might just be the Audigy's drivers--I don't know why
// it happens. At least the fix is simple enough. I only need to
// initialize DirectSound once, and then I can initialize/close
// WinMM as many times as I want.
//
// Yes, using WinMM under NT 4 is a good idea. I can get latencies as
// low as 20 ms with WinMM, but with DirectSound I need to have the
// latency as high as 120 ms to avoid crackling--quite the opposite
// from the other Windows versions with real DirectSound support.
static bool inited_dsound = false;
if (!inited_dsound)
{
if (Sys->setOutput(FMOD_OUTPUTTYPE_DSOUND) == FMOD_OK)
{
if (Sys->init(1, FMOD_INIT_NORMAL, 0) == FMOD_OK)
{
inited_dsound = true;
Sleep(50);
Sys->close();
}
Sys->setOutput(FMOD_OUTPUTTYPE_WINMM);
}
}
}
#endif
// Set the user specified output mode.
eval = Enum_NumForName(OutputNames, snd_output);
if (eval >= 0)
{
result = Sys->setOutput(FMOD_OUTPUTTYPE(eval));
ERRCHECK(result);
}
if (Driver_Caps & FMOD_CAPS_HARDWARE_EMULATED)
{ // The user has the 'Acceleration' slider set to off!
// This is really bad for latency!
Printf ("Warning: The sound acceleration slider has been set to off.\n");
Printf ("Please turn it back on if you want decent sound.\n");
result = Sys->setDSPBufferSize(1024, 10); // At 48khz, the latency between issuing an fmod command and hearing it will now be about 213ms.
ERRCHECK(result);
}
// Try to init
initflags = FMOD_INIT_NORMAL | FMOD_INIT_SOFTWARE_HRTF;
if (snd_dspnet)
{
initflags |= FMOD_INIT_ENABLE_DSPNET;
}
result = Sys->init(100, initflags, 0);
if (result == FMOD_ERR_OUTPUT_CREATEBUFFER)
{ // The speaker mode selected isn't supported by this soundcard. Switch it back to stereo.
result = Sys->setSpeakerMode(FMOD_SPEAKERMODE_STEREO);
ERRCHECK(result);
result = Sys->init(100, FMOD_INIT_NORMAL, 0);
ERRCHECK(result);
}
if (result != FMOD_OK)
{ // Initializing FMOD failed. Cry cry.
return false;
}
// Create channel groups
result = Sys->createChannelGroup("Music", &MusicGroup);
ERRCHECK(result);
result = Sys->createChannelGroup("SFX", &SfxGroup);
ERRCHECK(result);
result = Sys->createChannelGroup("Pausable SFX", &PausableSfx);
ERRCHECK(result);
result = SfxGroup->addGroup(PausableSfx);
ERRCHECK(result);
if (snd_3d)
{
float rolloff_factor;
Sound3D = true;
if (gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Strife)
{
rolloff_factor = 1.7f;
}
else if (gameinfo.gametype == GAME_Heretic)
{
rolloff_factor = 1.24f;
}
else
{
rolloff_factor = 0.96f;
}
Sys->set3DSettings(1.f, 100.f, rolloff_factor);
Hardware3D = snd_hw3d;
}
else
{
Sound3D = false;
Hardware3D = false;
}
snd_sfxvolume.Callback ();
return true;
}
void FMODSoundRenderer::Shutdown()
{
if (Sys != NULL)
{
unsigned int i;
if (MusicGroup != NULL)
{
MusicGroup->release();
MusicGroup = NULL;
}
if (PausableSfx != NULL)
{
PausableSfx->release();
PausableSfx = NULL;
}
if (SfxGroup != NULL)
{
SfxGroup->release();
SfxGroup = NULL;
}
if (ChannelMap)
{
delete[] ChannelMap;
ChannelMap = NULL;
}
NumChannels = 0;
// Free all loaded samples
for (i = 0; i < S_sfx.Size (); i++)
{
if (S_sfx[i].data != NULL)
{
((FMOD::Sound *)S_sfx[i].data)->release();
S_sfx[i].data = NULL;
}
if (S_sfx[i].altdata != NULL)
{
((FMOD::Sound *)S_sfx[i].altdata)->release();
S_sfx[i].altdata = NULL;
}
S_sfx[i].bHaveLoop = false;
}
Sys->close();
Sys = NULL;
}
}
void FMODSoundRenderer::PrintStatus()
{
FMOD_OUTPUTTYPE output;
FMOD_SPEAKERMODE speakermode;
FMOD_SOUND_FORMAT format;
FMOD_DSP_RESAMPLER resampler;
int driver;
int samplerate;
int numoutputchannels;
int num2d, num3d, total;
if (FMOD_OK == Sys->getOutput(&output))
{
Printf ("Output type: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(OutputNames, output));
}
if (FMOD_OK == Sys->getSpeakerMode(&speakermode))
{
Printf ("Speaker mode: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(SpeakerModeNames, speakermode));
}
if (FMOD_OK == Sys->getDriver(&driver))
{
char name[256];
if (FMOD_OK != Sys->getDriverInfo(driver, name, sizeof(name), NULL))
{
strcpy(name, "Unknown");
}
Printf ("Driver: "TEXTCOLOR_GREEN"%d"TEXTCOLOR_NORMAL" ("TEXTCOLOR_ORANGE"%s"TEXTCOLOR_NORMAL")\n", driver, name);
DumpDriverCaps(Driver_Caps, Driver_MinFrequency, Driver_MaxFrequency);
}
if (FMOD_OK == Sys->getHardwareChannels(&num2d, &num3d, &total))
{
Printf (TEXTCOLOR_YELLOW "Hardware 2D channels: "TEXTCOLOR_GREEN"%d\n", num2d);
Printf (TEXTCOLOR_YELLOW "Hardware 3D channels: "TEXTCOLOR_GREEN"%d\n", num3d);
Printf (TEXTCOLOR_YELLOW "Total hardware channels: "TEXTCOLOR_GREEN"%d\n", total);
}
if (FMOD_OK == Sys->getSoftwareFormat(&samplerate, &format, &numoutputchannels, NULL, &resampler, NULL))
{
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer sample rate: "TEXTCOLOR_GREEN"%d\n", samplerate);
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer format: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(SoundFormatNames, format));
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer channels: "TEXTCOLOR_GREEN"%d\n", numoutputchannels);
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer resampler: "TEXTCOLOR_GREEN"%s\n", Enum_NameForNum(ResamplerNames, resampler));
}
Printf("Using 3D sound: "TEXTCOLOR_GREEN"%s\n", Sound3D ? "yes" : "no");
if (Sound3D)
{
Printf("Using hardware 3D sound: "TEXTCOLOR_GREEN"%s\n", Hardware3D ? "yes" : "no");
}
}
void FMODSoundRenderer::DumpDriverCaps(FMOD_CAPS caps, int minfrequency, int maxfrequency)
{
Printf (TEXTCOLOR_OLIVE " Min. frequency: "TEXTCOLOR_GREEN"%d\n", minfrequency);
Printf (TEXTCOLOR_OLIVE " Max. frequency: "TEXTCOLOR_GREEN"%d\n", maxfrequency);
Printf (" Features:\n");
if (caps == 0) Printf(TEXTCOLOR_OLIVE " None\n");
if (caps & FMOD_CAPS_HARDWARE) Printf(TEXTCOLOR_OLIVE " Hardware mixing\n");
if (caps & FMOD_CAPS_HARDWARE_EMULATED) Printf(TEXTCOLOR_OLIVE " Hardware acceleration is turned off!\n");
if (caps & FMOD_CAPS_OUTPUT_MULTICHANNEL) Printf(TEXTCOLOR_OLIVE " Multichannel\n");
if (caps & FMOD_CAPS_OUTPUT_FORMAT_PCM8) Printf(TEXTCOLOR_OLIVE " PCM-8");
if (caps & FMOD_CAPS_OUTPUT_FORMAT_PCM16) Printf(TEXTCOLOR_OLIVE " PCM-16");
if (caps & FMOD_CAPS_OUTPUT_FORMAT_PCM24) Printf(TEXTCOLOR_OLIVE " PCM-24");
if (caps & FMOD_CAPS_OUTPUT_FORMAT_PCM32) Printf(TEXTCOLOR_OLIVE " PCM-32");
if (caps & FMOD_CAPS_OUTPUT_FORMAT_PCMFLOAT) Printf(TEXTCOLOR_OLIVE " PCM-Float");
if (caps & (FMOD_CAPS_OUTPUT_FORMAT_PCM8 | FMOD_CAPS_OUTPUT_FORMAT_PCM16 | FMOD_CAPS_OUTPUT_FORMAT_PCM24 | FMOD_CAPS_OUTPUT_FORMAT_PCM32 | FMOD_CAPS_OUTPUT_FORMAT_PCMFLOAT))
{
Printf("\n");
}
if (caps & FMOD_CAPS_REVERB_EAX2) Printf(TEXTCOLOR_OLIVE " EAX2");
if (caps & FMOD_CAPS_REVERB_EAX3) Printf(TEXTCOLOR_OLIVE " EAX3");
if (caps & FMOD_CAPS_REVERB_EAX4) Printf(TEXTCOLOR_OLIVE " EAX4");
if (caps & FMOD_CAPS_REVERB_EAX5) Printf(TEXTCOLOR_OLIVE " EAX5");
if (caps & FMOD_CAPS_REVERB_I3DL2) Printf(TEXTCOLOR_OLIVE " I3DL2");
if (caps & (FMOD_CAPS_REVERB_EAX2 | FMOD_CAPS_REVERB_EAX3 | FMOD_CAPS_REVERB_EAX4 | FMOD_CAPS_REVERB_EAX5 | FMOD_CAPS_REVERB_I3DL2))
{
Printf("\n");
}
if (caps & FMOD_CAPS_REVERB_LIMITED) Printf("TEXTCOLOR_OLIVE Limited reverb\n");
}
void FMODSoundRenderer::PrintDriversList()
{
int numdrivers;
int i;
char name[256];
if (FMOD_OK == Sys->getNumDrivers(&numdrivers))
{
for (i = 0; i < numdrivers; ++i)
{
if (FMOD_OK == Sys->getDriverInfo(i, name, sizeof(name), NULL))
{
Printf("%d. %s\n", i, name);
}
}
}
}
FString FMODSoundRenderer::GatherStats()
{
int channels;
float dsp, stream, update, total;
FString out;
channels = 0;
total = update = stream = dsp = 0;
Sys->getChannelsPlaying(&channels);
Sys->getCPUUsage(&dsp, &stream, &update, &total);
out.Format ("%d channels,%5.2f%% CPU (%.2f%% DSP %.2f%% Stream %.2f%% Update)",
channels, total, dsp, stream, update);
return out;
}
void FMODSoundRenderer::MovieDisableSound()
{
I_ShutdownMusic();
Shutdown();
}
void FMODSoundRenderer::MovieResumeSound()
{
Init();
S_Init();
S_RestartMusic();
}
void FMODSoundRenderer::SetSfxVolume(float volume)
{
SfxGroup->setVolume(volume);
}
void FMODSoundRenderer::SetMusicVolume(float volume)
{
MusicGroup->setVolume(volume);
}
int FMODSoundRenderer::GetNumChannels()
{
int chancount;
if (!Hardware3D)
{
if (FMOD_OK == Sys->getSoftwareChannels(&chancount))
{
chancount = MIN<int>(snd_channels, chancount - NUM_EXTRA_SOFTWARE_CHANNELS);
}
}
// If hardware, let FMOD deal with the maximum actually supported by the hardware.
chancount = snd_channels;
ChannelMap = new ChanMap[chancount];
for (int i = 0; i < chancount; i++)
{
ChannelMap[i].soundID = -1;
}
NumChannels = chancount;
return chancount;
}
SoundStream *FMODSoundRenderer::CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata)
{
FMODStreamCapsule *capsule;
FMOD::Sound *sound;
FMOD_RESULT result;
FMOD_CREATESOUNDEXINFO exinfo = { sizeof(exinfo), };
FMOD_MODE mode;
int sample_shift;
int channel_shift;
capsule = new FMODStreamCapsule (userdata, callback, this);
mode = FMOD_2D | FMOD_OPENUSER | FMOD_LOOP_NORMAL | FMOD_SOFTWARE | FMOD_CREATESTREAM;
sample_shift = (flags & SoundStream::Bits8) ? 0 : 1;
channel_shift = (flags & SoundStream::Mono) ? 0 : 1;
// Chunk size of stream update in samples. This will be the amount of data
// passed to the user callback.
exinfo.decodebuffersize = buffbytes >> (sample_shift + channel_shift);
// Number of channels in the sound.
exinfo.numchannels = 1 << channel_shift;
// Length of PCM data in bytes of whole song (for Sound::getLength).
// This pretends it's 5 seconds long.
exinfo.length = (samplerate * 5) << (sample_shift + channel_shift);
// Default playback rate of sound. */
exinfo.defaultfrequency = samplerate;
// Data format of sound.
exinfo.format = (flags & SoundStream::Bits8) ? FMOD_SOUND_FORMAT_PCM8 : FMOD_SOUND_FORMAT_PCM16;
// User callback for reading.
exinfo.pcmreadcallback = FMODStreamCapsule::PCMReadCallback;
// User callback for seeking.
exinfo.pcmsetposcallback = FMODStreamCapsule::PCMSetPosCallback;
// User data to be attached to the sound during creation. Access via Sound::getUserData.
exinfo.userdata = capsule;
result = Sys->createSound(NULL, mode, &exinfo, &sound);
if (result != FMOD_OK)
{
delete capsule;
return NULL;
}
capsule->SetStream(sound);
return capsule;
}
SoundStream *FMODSoundRenderer::OpenStream(const char *filename_or_data, int flags, int offset, int length)
{
FMOD_MODE mode;
FMOD_CREATESOUNDEXINFO exinfo = { sizeof(exinfo), };
FMOD::Sound *stream;
mode = FMOD_SOFTWARE | FMOD_2D | FMOD_CREATESTREAM;
if (flags & SoundStream::Loop)
{
mode |= FMOD_LOOP_NORMAL;
}
if (offset == -1)
{
mode |= FMOD_OPENMEMORY;
offset = 0;
}
exinfo.length = length;
exinfo.fileoffset = offset;
if (FMOD_OK == Sys->createSound(filename_or_data, mode, &exinfo, &stream))
{
return new FMODStreamCapsule(stream, this);
}
return NULL;
}
//
// vol range is 0-255
// sep range is 0-255, -1 for surround, -2 for full vol middle
//
long FMODSoundRenderer::StartSound(sfxinfo_t *sfx, float vol, float sep, int pitch, int channel, bool looping, bool pausable)
{
if (!ChannelMap)
return 0;
int id = int(sfx - &S_sfx[0]);
FMOD_RESULT result;
FMOD::Channel *chan;
float freq;
freq = PITCH(sfx->frequency, pitch);
result = Sys->playSound(FMOD_CHANNEL_FREE, CheckLooping(sfx, looping), true, &chan);
if (FMOD_OK == result)
{
chan->setChannelGroup((pausable && !SFXPaused) ? PausableSfx : SfxGroup);
chan->setFrequency(freq);
chan->setVolume(vol);
chan->setPan(sep);
chan->setPaused(false);
if (Sound3D)
{
FMOD_MODE mode;
if (FMOD_OK == chan->getMode(&mode))
{
mode = (mode & ~FMOD_3D_WORLDRELATIVE) | (FMOD_3D_HEADRELATIVE);
}
}
ChannelMap[channel].channelID = chan;
ChannelMap[channel].soundID = id;
ChannelMap[channel].bIsLooping = looping;
return channel + 1;
}
DPrintf ("Sound %s failed to play: %d\n", sfx->name.GetChars(), result);
return 0;
}
long FMODSoundRenderer::StartSound3D(sfxinfo_t *sfx, float vol, int pitch, int channel,
bool looping, float pos[3], float vel[3], bool pausable)
{
if (!Sound3D || !ChannelMap)
return 0;
int id = int(sfx - &S_sfx[0]);
FMOD_RESULT result;
FMOD::Channel *chan;
float freq;
freq = PITCH(sfx->frequency, pitch);
result = Sys->playSound(FMOD_CHANNEL_FREE, CheckLooping(sfx, looping), true, &chan);
if (FMOD_OK == result)
{
chan->setChannelGroup((pausable && !SFXPaused) ? PausableSfx : SfxGroup);
chan->setFrequency(freq);
chan->setVolume(vol);
chan->set3DAttributes((FMOD_VECTOR *)pos, (FMOD_VECTOR *)vel);
chan->setPaused(false);
ChannelMap[channel].channelID = chan;
ChannelMap[channel].soundID = id;
ChannelMap[channel].bIsLooping = looping;
return channel + 1;
}
DPrintf ("Sound %s failed to play: %d\n", sfx->name.GetChars(), result);
return 0;
}
void FMODSoundRenderer::StopSound(long handle)
{
if (!handle || !ChannelMap)
return;
handle--;
if (ChannelMap[handle].soundID != -1)
{
ChannelMap[handle].channelID->stop();
UncheckSound(&S_sfx[ChannelMap[handle].soundID], ChannelMap[handle].bIsLooping);
ChannelMap[handle].soundID = 0;
}
}
void FMODSoundRenderer::StopAllChannels()
{
for (int i = 1; i <= NumChannels; ++i)
{
StopSound(i);
}
}
void FMODSoundRenderer::SetSfxPaused(bool paused)
{
if (SFXPaused != paused)
{
PausableSfx->setPaused(paused);
SFXPaused = paused;
}
}
bool FMODSoundRenderer::IsPlayingSound(long handle)
{
if (!handle || !ChannelMap)
return false;
handle--;
if (ChannelMap[handle].channelID != NULL)
{
bool is;
if (FMOD_OK == ChannelMap[handle].channelID->isPlaying(&is))
{
return is;
}
}
return false;
}
void FMODSoundRenderer::UpdateSoundParams(long handle, float vol, float sep, int pitch)
{
if (!handle || !ChannelMap)
return;
handle--;
if (ChannelMap[handle].soundID == -1 || ChannelMap[handle].channelID == NULL)
return;
float freq = PITCH(S_sfx[ChannelMap[handle].soundID].frequency, pitch);
FMOD::Channel *chan = ChannelMap[handle].channelID;
chan->setPan(sep);
chan->setVolume(vol);
chan->setFrequency(freq);
}
void FMODSoundRenderer::UpdateSoundParams3D(long handle, float pos[3], float vel[3])
{
if (!handle || !ChannelMap)
return;
handle--;
if (ChannelMap[handle].soundID == -1 || ChannelMap[handle].channelID == NULL)
return;
ChannelMap[handle].channelID->set3DAttributes((FMOD_VECTOR *)pos, (FMOD_VECTOR *)vel);
}
void FMODSoundRenderer::ResetEnvironment()
{
PrevEnvironment = NULL;
}
void FMODSoundRenderer::UpdateListener(AActor *listener)
{
float angle;
FMOD_VECTOR pos, vel;
FMOD_VECTOR forward;
FMOD_VECTOR up;
if(Sound3D && ChannelMap)
{
vel.x = listener->momx * (TICRATE/65536.f);
vel.y = listener->momz * (TICRATE/65536.f);
vel.z = listener->momy * (TICRATE/65536.f);
pos.x = listener->x / 65536.f;
pos.y = listener->z / 65536.f;
pos.z = listener->y / 65536.f;
angle = (float)(listener->angle) * ((float)PI / 2147483648.f);
forward.x = cosf(angle);
forward.y = 0;
forward.z = sinf(angle);
up.x = 0;
up.y = 1;
up.z = 0;
Sys->set3DListenerAttributes(0, &pos, &vel, &forward, &up);
bool underwater;
const ReverbContainer *env;
if (ForcedEnvironment)
{
env = ForcedEnvironment;
}
else
{
underwater = (listener->waterlevel == 3 && snd_waterreverb);
assert (zones != NULL);
env = zones[listener->Sector->ZoneNumber].Environment;
if (env == NULL)
{
env = DefaultEnvironments[0];
}
if (env == DefaultEnvironments[0] && underwater)
{
env = DefaultEnvironments[22];
}
}
if (env != PrevEnvironment || env->Modified)
{
DPrintf ("Reverb Environment %s\n", env->Name);
const_cast<ReverbContainer*>(env)->Modified = false;
Sys->setReverbProperties((FMOD_REVERB_PROPERTIES *)(&env->Properties));
PrevEnvironment = env;
}
}
Sys->update();
}
void FMODSoundRenderer::LoadSound(sfxinfo_t *sfx)
{
if (!sfx->data)
{
DPrintf("loading sound \"%s\" (%d) ", sfx->name.GetChars(), sfx - &S_sfx[0]);
getsfx(sfx);
}
}
void FMODSoundRenderer::UnloadSound(sfxinfo_t *sfx)
{
if (sfx->data == NULL)
return;
sfx->bHaveLoop = false;
sfx->normal = 0;
sfx->looping = 0;
if (sfx->altdata != NULL)
{
((FMOD::Sound *)sfx->altdata)->release();
sfx->altdata = NULL;
}
if (sfx->data != NULL)
{
((FMOD::Sound *)sfx->data)->release();
sfx->data = NULL;
}
DPrintf("Unloaded sound \"%s\" (%d)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
}
// FSOUND_Sample_Upload seems to mess up the signedness of sound data when
// uploading to hardware buffers. The pattern is not particularly predictable,
// so this is a replacement for it that loads the data manually. Source data
// is mono, unsigned, 8-bit. Output is mono, signed, 8- or 16-bit.
#if 0
int FMODSoundRenderer::PutSampleData (FSOUND_SAMPLE *sample, const BYTE *data, int len, unsigned int mode)
{
/*if (mode & FSOUND_2D)
{
return FSOUND_Sample_Upload (sample, const_cast<BYTE *>(data),
FSOUND_8BITS|FSOUND_MONO|FSOUND_UNSIGNED);
}
else*/ if (FSOUND_Sample_GetMode (sample) & FSOUND_8BITS)
{
void *ptr1, *ptr2;
unsigned int len1, len2;
if (FSOUND_Sample_Lock (sample, 0, len, &ptr1, &ptr2, &len1, &len2))
{
int i;
BYTE *ptr;
int len;
for (i = 0, ptr = (BYTE *)ptr1, len = len1;
i < 2 && ptr && len;
i++, ptr = (BYTE *)ptr2, len = len2)
{
int j;
for (j = 0; j < len; j++)
{
ptr[j] = *data++ - 128;
}
}
FSOUND_Sample_Unlock (sample, ptr1, ptr2, len1, len2);
return TRUE;
}
else
{
return FALSE;
}
}
else
{
void *ptr1, *ptr2;
unsigned int len1, len2;
if (FSOUND_Sample_Lock (sample, 0, len*2, &ptr1, &ptr2, &len1, &len2))
{
int i;
SWORD *ptr;
int len;
for (i = 0, ptr = (SWORD *)ptr1, len = len1/2;
i < 2 && ptr && len;
i++, ptr = (SWORD *)ptr2, len = len2/2)
{
int j;
for (j = 0; j < len; j++)
{
ptr[j] = ((*data<<8)|(*data)) - 32768;
data++;
}
}
FSOUND_Sample_Unlock (sample, ptr1, ptr2, len1, len2);
return TRUE;
}
else
{
return FALSE;
}
}
}
#endif
void FMODSoundRenderer::DoLoad(void **slot, sfxinfo_t *sfx)
{
BYTE *sfxdata;
BYTE *sfxstart;
int size;
int errcount;
FMOD_RESULT result;
FMOD_MODE samplemode;
FMOD_CREATESOUNDEXINFO exinfo = { sizeof(exinfo), };
FMOD::Sound *sample;
samplemode = (Sound3D ? FMOD_3D : FMOD_2D) | FMOD_OPENMEMORY;
samplemode |= Hardware3D ? FMOD_HARDWARE : FMOD_SOFTWARE;
sfxdata = NULL;
errcount = 0;
while (errcount < 2)
{
if (sfxdata != NULL)
{
delete[] sfxdata;
sfxdata = NULL;
}
if (errcount)
sfx->lumpnum = Wads.GetNumForName("dsempty", ns_sounds);
size = Wads.LumpLength(sfx->lumpnum);
if (size == 0)
{
errcount++;
continue;
}
FWadLump wlump = Wads.OpenLumpNum(sfx->lumpnum);
sfxstart = sfxdata = new BYTE[size];
wlump.Read(sfxdata, size);
SDWORD len = ((SDWORD *)sfxdata)[1];
// If the sound is raw, just load it as such.
// Otherwise, try the sound as DMX format.
// If that fails, let FMOD try and figure it out.
if (sfx->bLoadRAW ||
(((BYTE *)sfxdata)[0] == 3 && ((BYTE *)sfxdata)[1] == 0 && len <= size - 8))
{
if (sfx->bLoadRAW)
{
len = Wads.LumpLength (sfx->lumpnum);
sfx->frequency = (sfx->bForce22050 ? 22050 : 11025);
}
else
{
sfx->frequency = ((WORD *)sfxdata)[1];
if (sfx->frequency == 0)
{
sfx->frequency = 11025;
}
sfxstart = sfxdata + 8;
}
sfx->length = len;
exinfo.length = len;
exinfo.numchannels = 1;
exinfo.defaultfrequency = sfx->frequency;
exinfo.format = FMOD_SOUND_FORMAT_PCM8;
samplemode |= FMOD_OPENRAW;
// Need to convert sample data from unsigned to signed.
for (int i = 0; i < len; ++i)
{
sfxstart[i] = sfxstart[i] - 128;
}
}
else
{
exinfo.length = size;
}
result = Sys->createSound((char *)sfxstart, samplemode, &exinfo, &sample);
if (result == FMOD_ERR_OUTPUT_CREATEBUFFER && !(samplemode & FMOD_SOFTWARE))
{
DPrintf("Trying to fall back to software sample\n");
samplemode = (samplemode & ~FMOD_HARDWARE) | FMOD_SOFTWARE;
result = Sys->createSound((char *)sfxstart, samplemode, &exinfo, &sample);
}
if (result != FMOD_OK)
{
DPrintf("Failed to allocate sample: %d\n", result);
errcount++;
continue;
}
*slot = sample;
// Get frequency and length for sounds FMOD handled for us.
if (!(samplemode & FMOD_OPENRAW))
{
float freq;
result = sample->getDefaults(&freq, NULL, NULL, NULL);
if (result != FMOD_OK)
{
DPrintf("Failed getting default sound frequency, assuming 11025Hz\n");
freq = 11025;
}
sfx->frequency = (unsigned int)freq;
result = sample->getLength(&sfx->length, FMOD_TIMEUNIT_PCM);
if (result != FMOD_OK)
{
DPrintf("Failed getting sample length\n");
}
}
// Get sample length in milliseconds. I think this is only used for ambient sounds?
if (FMOD_OK != sample->getLength(&sfx->ms, FMOD_TIMEUNIT_MS))
{
sfx->ms = (sfx->length * 1000) / sfx->frequency;
}
break;
}
if (sfx->data)
{
DPrintf ("[%d Hz %d samples]\n", sfx->frequency, sfx->length);
if (Sound3D)
{
// Match s_sound.cpp min distance.
// Max distance is irrelevant.
sample->set3DMinMaxDistance(float(S_CLOSE_DIST), float(MAX_SND_DIST)*2);
}
}
if (sfxdata != NULL)
{
delete[] sfxdata;
}
}
void FMODSoundRenderer::getsfx(sfxinfo_t *sfx)
{
unsigned int i;
// Get the sound data from the WAD and register it with sound library
// If the sound doesn't exist, replace it with the empty sound.
if (sfx->lumpnum == -1)
{
sfx->lumpnum = Wads.GetNumForName ("dsempty", ns_sounds);
}
// 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 && S_sfx[i].link == sfxinfo_t::NO_LINK && S_sfx[i].lumpnum == sfx->lumpnum)
{
DPrintf ("Linked to %s (%d)\n", S_sfx[i].name.GetChars(), i);
sfx->link = i;
sfx->ms = S_sfx[i].ms;
return;
}
}
sfx->bHaveLoop = false;
sfx->normal = 0;
sfx->looping = 0;
sfx->altdata = NULL;
DoLoad (&sfx->data, sfx);
}
//===========================================================================
//
// FMODSoundRenderer :: CheckLooping
//
// Hardware sounds do not support arbitrarily changing the loop mode for
// different playing copies of the same sound, so if we need to play both
// a looping and an unlooping version of the same sound, then we need two
// copies of the sound.
//
// Fortunately, most sounds will be played as one or the other and not both.
// This function juggles the sample between looping and non-looping, creating
// a copy if necessary, and increasing the appropriate use counter.
//
// Note that software sounds do not have this restriction, but since there's
// no way for the engine to designate that a sound should always be software,
// this function is used for them too, just to keep things simpler for me.
//
//===========================================================================
FMOD::Sound *FMODSoundRenderer::CheckLooping(sfxinfo_t *sfx, bool looped)
{
if (looped)
{
sfx->looping++;
if (sfx->bHaveLoop)
{
return (FMOD::Sound *)(sfx->altdata ? sfx->altdata : sfx->data);
}
else if (sfx->normal == 0)
{
sfx->bHaveLoop = true;
((FMOD::Sound *)sfx->data)->setLoopCount(-1);
return (FMOD::Sound *)sfx->data;
}
}
else
{
sfx->normal++;
if (sfx->altdata || !sfx->bHaveLoop)
{
return (FMOD::Sound *)sfx->data;
}
else if (sfx->looping == 0)
{
sfx->bHaveLoop = false;
((FMOD::Sound *)sfx->data)->setLoopCount(0);
return (FMOD::Sound *)sfx->data;
}
}
// If we get here, we need to create an alternate version of the sample.
((FMOD::Sound *)sfx->data)->setLoopCount(0);
DoLoad(&sfx->altdata, sfx);
((FMOD::Sound *)sfx->altdata)->setLoopCount(-1);
sfx->bHaveLoop = true;
return (FMOD::Sound *)(looped ? sfx->altdata : sfx->data);
}
void FMODSoundRenderer::UncheckSound(sfxinfo_t *sfx, bool looped)
{
if (looped)
{
if (sfx->looping > 0)
sfx->looping--;
}
else
{
if (sfx->normal > 0)
sfx->normal--;
}
}