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5e975ac9f6
* OPL: specify the core to use for playing this song * FluidSynth: specify a soundfont that should be used for playing the song. * WildMidi: specify a config file that should be used for playing the song. * Timidity++: specify an executable that should be used for playing the song. At least under Windows this allows using Timidity++ with different configs if the executable and each single config are placed in different directories. * GUS: currently not operational, but should later also specify the config. This will need some work, because right now this is initialized only when the sound system is initialized. * all other: no function. These options should mainly be for end users who want to fine-tune how to play the music.
417 lines
12 KiB
C++
417 lines
12 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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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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// DESCRIPTION:
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// The not so system specific sound interface.
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//
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//-----------------------------------------------------------------------------
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#ifndef __S_SOUND__
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#define __S_SOUND__
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#include "doomtype.h"
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#include "i_soundinternal.h"
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#include "dobject.h"
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class AActor;
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class FScanner;
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//
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// SoundFX struct.
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//
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struct sfxinfo_t
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{
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// Next field is for use by the system sound interface.
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// A non-null data means the sound has been loaded.
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SoundHandle data;
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FString name; // [RH] Sound name defined in SNDINFO
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int lumpnum; // lump number of sfx
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unsigned int next, index; // [RH] For hashing
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float Volume;
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BYTE PitchMask;
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SWORD NearLimit; // 0 means unlimited
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float LimitRange; // Range for sound limiting (squared for faster computations)
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WORD bRandomHeader:1;
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WORD bPlayerReserve:1;
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WORD bLoadRAW:1;
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WORD bPlayerCompat:1;
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WORD b16bit:1;
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WORD bUsed:1;
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WORD bSingular:1;
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WORD bTentative:1;
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WORD bPlayerSilent:1; // This player sound is intentionally silent.
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WORD RawRate; // Sample rate to use when bLoadRAW is true
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int LoopStart; // -1 means no specific loop defined
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unsigned int link;
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enum { NO_LINK = 0xffffffff };
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FRolloffInfo Rolloff;
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float Attenuation; // Multiplies the attenuation passed to S_Sound.
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void MarkUsed(); // Marks this sound as used.
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};
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// Rolloff types
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enum
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{
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ROLLOFF_Doom, // Linear rolloff with a logarithmic volume scale
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ROLLOFF_Linear, // Linear rolloff with a linear volume scale
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ROLLOFF_Log, // Logarithmic rolloff (standard hardware type)
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ROLLOFF_Custom // Lookup volume from SNDCURVE
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};
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int S_FindSound (const char *logicalname);
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// the complete set of sound effects
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extern TArray<sfxinfo_t> S_sfx;
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// An index into the S_sfx[] array.
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class FSoundID
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{
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public:
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FSoundID()
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{
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ID = 0;
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}
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FSoundID(int id)
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{
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ID = id;
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}
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FSoundID(const char *name)
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{
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ID = S_FindSound(name);
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}
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FSoundID(const FString &name)
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{
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ID = S_FindSound(name);
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}
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FSoundID(const FSoundID &other)
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{
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ID = other.ID;
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}
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FSoundID &operator=(const FSoundID &other)
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{
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ID = other.ID;
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return *this;
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}
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FSoundID &operator=(const char *name)
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{
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ID = S_FindSound(name);
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return *this;
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}
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FSoundID &operator=(const FString &name)
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{
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ID = S_FindSound(name);
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return *this;
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}
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operator int() const
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{
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return ID;
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}
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operator FString() const
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{
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return ID ? S_sfx[ID].name : "";
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}
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operator const char *() const
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{
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return ID ? S_sfx[ID].name.GetChars() : NULL;
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}
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void MarkUsed() const
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{
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S_sfx[ID].MarkUsed();
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}
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private:
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int ID;
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protected:
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enum EDummy { NoInit };
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FSoundID(EDummy) {}
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};
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class FSoundIDNoInit : public FSoundID
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{
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public:
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FSoundIDNoInit() : FSoundID(NoInit) {}
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FSoundID &operator=(const FSoundID &other)
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{
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return FSoundID::operator=(other);
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}
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FSoundID &operator=(const char *name)
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{
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return FSoundID::operator=(name);
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}
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FSoundID &operator=(const FString &name)
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{
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return FSoundID::operator=(name);
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}
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};
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FArchive &operator<<(FArchive &arc, FSoundID &sid);
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extern FRolloffInfo S_Rolloff;
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extern BYTE *S_SoundCurve;
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extern int S_SoundCurveSize;
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// Information about one playing sound.
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struct sector_t;
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struct FPolyObj;
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struct FSoundChan : public FISoundChannel
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{
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FSoundChan *NextChan; // Next channel in this list.
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FSoundChan **PrevChan; // Previous channel in this list.
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FSoundID SoundID; // Sound ID of playing sound.
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FSoundID OrgID; // Sound ID of sound used to start this channel.
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float Volume;
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int ChanFlags;
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SWORD Pitch; // Pitch variation.
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BYTE EntChannel; // Actor's sound channel.
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SBYTE Priority;
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SWORD NearLimit;
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BYTE SourceType;
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float LimitRange;
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union
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{
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AActor *Actor; // Used for position and velocity.
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const sector_t *Sector; // Sector for area sounds.
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const FPolyObj *Poly; // Polyobject sound source.
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float Point[3]; // Sound is not attached to any source.
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};
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};
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extern FSoundChan *Channels;
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void S_ReturnChannel(FSoundChan *chan);
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void S_EvictAllChannels();
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void S_StopChannel(FSoundChan *chan);
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void S_LinkChannel(FSoundChan *chan, FSoundChan **head);
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void S_UnlinkChannel(FSoundChan *chan);
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// Initializes sound stuff, including volume
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// Sets channels, SFX and music volume,
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// allocates channel buffer, sets S_sfx lookup.
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//
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void S_Init ();
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void S_InitData ();
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void S_Shutdown ();
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// Per level startup code.
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// Kills playing sounds at start of level and starts new music.
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//
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void S_Start ();
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// Called after a level is loaded. Ensures that most sounds are loaded.
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void S_PrecacheLevel ();
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// Loads a sound, including any random sounds it might reference.
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void S_CacheSound (sfxinfo_t *sfx);
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// Start sound for thing at <ent>
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void S_Sound (int channel, FSoundID sfxid, float volume, float attenuation);
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void S_Sound (AActor *ent, int channel, FSoundID sfxid, float volume, float attenuation);
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void S_SoundMinMaxDist (AActor *ent, int channel, FSoundID sfxid, float volume, float mindist, float maxdist);
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void S_Sound (const FPolyObj *poly, int channel, FSoundID sfxid, float volume, float attenuation);
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void S_Sound (const sector_t *sec, int channel, FSoundID sfxid, float volume, float attenuation);
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void S_Sound (fixed_t x, fixed_t y, fixed_t z, int channel, FSoundID sfxid, float volume, float attenuation);
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// sound channels
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// channel 0 never willingly overrides
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// other channels (1-7) always override a playing sound on that channel
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//
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// CHAN_AUTO searches down from channel 7 until it finds a channel not in use
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// CHAN_WEAPON is for weapons
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// CHAN_VOICE is for oof, sight, or other voice sounds
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// CHAN_ITEM is for small things and item pickup
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// CHAN_BODY is for generic body sounds
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// CHAN_PICKUP can optionally be set as a local sound only for "compatibility"
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#define CHAN_AUTO 0
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#define CHAN_WEAPON 1
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#define CHAN_VOICE 2
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#define CHAN_ITEM 3
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#define CHAN_BODY 4
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// Channel alias for sector sounds. These define how listener height is
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// used when calculating 3D sound volume.
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#define CHAN_FLOOR 1 // Sound comes from the floor.
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#define CHAN_CEILING 2 // Sound comes from the ceiling.
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#define CHAN_FULLHEIGHT 3 // Sound comes entire height of the sector.
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#define CHAN_INTERIOR 4 // Sound comes height between floor and ceiling.
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// modifier flags
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#define CHAN_LISTENERZ 8
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#define CHAN_MAYBE_LOCAL 16
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#define CHAN_UI 32 // Do not record sound in savegames.
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#define CHAN_NOPAUSE 64 // Do not pause this sound in menus.
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#define CHAN_AREA 128 // Sound plays from all around. Only valid with sector sounds.
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#define CHAN_LOOP 256
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#define CHAN_PICKUP (CHAN_ITEM|CHAN_MAYBE_LOCAL)
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#define CHAN_IS3D 1 // internal: Sound is 3D.
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#define CHAN_EVICTED 2 // internal: Sound was evicted.
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#define CHAN_FORGETTABLE 4 // internal: Forget channel data when sound stops.
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#define CHAN_JUSTSTARTED 512 // internal: Sound has not been updated yet.
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#define CHAN_ABSTIME 1024// internal: Start time is absolute and does not depend on current time.
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#define CHAN_VIRTUAL 2048// internal: Channel is currently virtual
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// sound attenuation values
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#define ATTN_NONE 0.f // full volume the entire level
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#define ATTN_NORM 1.f
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#define ATTN_IDLE 1.001f
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#define ATTN_STATIC 3.f // diminish very rapidly with distance
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int S_PickReplacement (int refid);
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void S_CacheRandomSound (sfxinfo_t *sfx);
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// Checks if a copy of this sound is already playing.
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bool S_CheckSingular (int sound_id);
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// Stops a sound emanating from one of an emitter's channels.
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void S_StopSound (AActor *ent, int channel);
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void S_StopSound (const sector_t *sec, int channel);
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void S_StopSound (const FPolyObj *poly, int channel);
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// Stops an origin-less sound from playing from this channel.
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void S_StopSound (int channel);
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// Stop sound for all channels
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void S_StopAllChannels (void);
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// Is the sound playing on one of the emitter's channels?
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bool S_GetSoundPlayingInfo (const AActor *actor, int sound_id);
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bool S_GetSoundPlayingInfo (const sector_t *sector, int sound_id);
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bool S_GetSoundPlayingInfo (const FPolyObj *poly, int sound_id);
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bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id);
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// Change a playing sound's volume
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bool S_ChangeSoundVolume(AActor *actor, int channel, float volume);
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// Moves all sounds from one mobj to another
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void S_RelinkSound (AActor *from, AActor *to);
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// Stores/retrieves playing channel information in an archive.
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void S_SerializeSounds(FArchive &arc);
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// Start music using <music_name>
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bool S_StartMusic (const char *music_name);
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// Start music using <music_name>, and set whether looping
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bool S_ChangeMusic (const char *music_name, int order=0, bool looping=true, bool force=false);
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// Start playing a cd track as music
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bool S_ChangeCDMusic (int track, unsigned int id=0, bool looping=true);
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void S_RestartMusic ();
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void S_MIDIDeviceChanged();
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int S_GetMusic (char **name);
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// Stops the music for sure.
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void S_StopMusic (bool force);
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void S_UpdateMusic();
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// Stop and resume music, during game PAUSE.
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void S_PauseSound (bool notmusic, bool notsfx);
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void S_ResumeSound (bool notsfx);
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void S_SetSoundPaused (int state);
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//
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// Updates music & sounds
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//
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void S_UpdateSounds (AActor *listener);
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void S_RestoreEvictedChannels();
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// [RH] S_sfx "maintenance" routines
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void S_ParseSndInfo (bool redefine);
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void S_ParseReverbDef ();
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void S_UnloadReverbDef ();
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void S_HashSounds ();
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int S_FindSoundNoHash (const char *logicalname);
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bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2);
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bool S_AreSoundsEquivalent (AActor *actor, const char *name1, const char *name2);
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int S_LookupPlayerSound (const char *playerclass, int gender, const char *logicalname);
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int S_LookupPlayerSound (const char *playerclass, int gender, FSoundID refid);
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int S_FindSkinnedSound (AActor *actor, FSoundID refid);
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int S_FindSkinnedSoundEx (AActor *actor, const char *logicalname, const char *extendedname);
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int S_FindSoundByLump (int lump);
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int S_AddSound (const char *logicalname, const char *lumpname, FScanner *sc=NULL); // Add sound by lumpname
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int S_AddSoundLump (const char *logicalname, int lump); // Add sound by lump index
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int S_AddPlayerSound (const char *playerclass, const int gender, int refid, const char *lumpname);
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int S_AddPlayerSound (const char *playerclass, const int gender, int refid, int lumpnum, bool fromskin=false);
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int S_AddPlayerSoundExisting (const char *playerclass, const int gender, int refid, int aliasto, bool fromskin=false);
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void S_MarkPlayerSounds (const char *playerclass);
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void S_ShrinkPlayerSoundLists ();
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void S_UnloadSound (sfxinfo_t *sfx);
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sfxinfo_t *S_LoadSound(sfxinfo_t *sfx);
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unsigned int S_GetMSLength(FSoundID sound);
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void S_ParseMusInfo();
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bool S_ParseTimeTag(const char *tag, bool *as_samples, unsigned int *time);
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// [RH] Prints sound debug info to the screen.
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// Modelled after Hexen's noise cheat.
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void S_NoiseDebug ();
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extern ReverbContainer *Environments;
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extern ReverbContainer *DefaultEnvironments[26];
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class FArchive;
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FArchive &operator<< (FArchive &arc, ReverbContainer *&env);
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void S_SetEnvironment (const ReverbContainer *settings);
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ReverbContainer *S_FindEnvironment (const char *name);
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ReverbContainer *S_FindEnvironment (int id);
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void S_AddEnvironment (ReverbContainer *settings);
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enum EMidiDevice
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{
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MDEV_DEFAULT = -1,
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MDEV_MMAPI = 0,
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MDEV_OPL = 1,
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MDEV_SNDSYS = 2,
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MDEV_TIMIDITY = 3,
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MDEV_FLUIDSYNTH = 4,
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MDEV_GUS = 5,
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MDEV_WILDMIDI = 6,
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};
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struct MidiDeviceSetting
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{
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int device;
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FString args;
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MidiDeviceSetting()
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{
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device = MDEV_DEFAULT;
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}
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};
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typedef TMap<FName, FName> MusicAliasMap;
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typedef TMap<FName, MidiDeviceSetting> MidiDeviceMap;
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extern MusicAliasMap MusicAliases;
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extern MidiDeviceMap MidiDevices;
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#endif
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