mirror of
https://github.com/ZDoom/qzdoom.git
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f2660dc336
testing from the people who download SVN trunk builds. SVN r795 (trunk)
286 lines
6.5 KiB
C++
286 lines
6.5 KiB
C++
/*
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** i_sound.cpp
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** System interface for sound; uses fmod.dll
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <mmsystem.h>
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#include "resource.h"
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extern HWND Window;
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extern HINSTANCE g_hInst;
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#define USE_WINDOWS_DWORD
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#else
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#define FALSE 0
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#define TRUE 1
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include "doomtype.h"
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#include "m_alloc.h"
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#include <math.h>
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#include "fmodsound.h"
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#include "m_swap.h"
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#include "stats.h"
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#include "files.h"
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#include "c_cvars.h"
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#include "c_dispatch.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 "m_argv.h"
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#include "m_misc.h"
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#include "w_wad.h"
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#include "i_video.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "doomdef.h"
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EXTERN_CVAR (Float, snd_sfxvolume)
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CVAR (Int, snd_samplerate, 48000, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, snd_buffersize, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (String, snd_output, "default", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// killough 2/21/98: optionally use varying pitched sounds
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CVAR (Bool, snd_pitched, false, CVAR_ARCHIVE)
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// Maps sfx channels onto FMOD channels
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static struct ChanMap
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{
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int soundID; // sfx playing on this channel
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long channelID;
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bool bIsLooping;
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bool bIs3D;
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unsigned int lastPos;
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} *ChannelMap;
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SoundRenderer *GSnd;
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static int numChannels;
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static unsigned int DriverCaps;
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static int OutputType;
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static bool SoundDown = true;
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#if 0
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static const char *FmodErrors[] =
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{
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"No errors",
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"Cannot call this command after FSOUND_Init. Call FSOUND_Close first.",
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"This command failed because FSOUND_Init was not called",
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"Error initializing output device.",
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"Error initializing output device, but more specifically, the output device is already in use and cannot be reused.",
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"Playing the sound failed.",
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"Soundcard does not support the features needed for this soundsystem (16bit stereo output)",
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"Error setting cooperative level for hardware.",
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"Error creating hardware sound buffer.",
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"File not found",
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"Unknown file format",
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"Error loading file",
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"Not enough memory ",
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"The version number of this file format is not supported",
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"Incorrect mixer selected",
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"An invalid parameter was passed to this function",
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"Tried to use a3d and not an a3d hardware card, or dll didnt exist, try another output type.",
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"Tried to use an EAX command on a non EAX enabled channel or output.",
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"Failed to allocate a new channel"
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};
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#endif
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//
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// SFX API
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//
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//==========================================================================
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//
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// CVAR snd_sfxvolume
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//
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// Maximum volume of a sound effect.
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//==========================================================================
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CUSTOM_CVAR (Float, snd_sfxvolume, 0.5f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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if (self < 0.f)
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self = 0.f;
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else if (self > 1.f)
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self = 1.f;
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else if (GSnd != NULL)
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{
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GSnd->SetSfxVolume (self);
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}
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}
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void I_InitSound ()
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{
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/* Get command line options: */
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bool nosound = !!Args->CheckParm ("-nosfx") || !!Args->CheckParm ("-nosound");
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if (nosound)
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{
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I_InitMusic ();
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return;
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}
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// clamp snd_samplerate to FMOD's limits
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if (snd_samplerate < 4000)
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{
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snd_samplerate = 4000;
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}
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else if (snd_samplerate > 65535)
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{
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snd_samplerate = 65535;
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}
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GSnd = new FMODSoundRenderer;
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if (!GSnd->IsValid ())
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{
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delete GSnd;
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GSnd = NULL;
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Printf ("Sound init failed. Using nosound.\n");
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}
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I_InitMusic ();
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snd_sfxvolume.Callback ();
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}
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void I_ShutdownSound (void)
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{
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if (GSnd != NULL)
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{
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delete GSnd;
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GSnd = NULL;
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}
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}
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CCMD (snd_status)
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{
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if (GSnd == NULL)
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{
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Printf ("sound is not active\n");
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}
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else
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{
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GSnd->PrintStatus ();
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}
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}
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CCMD (snd_reset)
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{
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SoundRenderer *snd = GSnd;
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if (snd != NULL)
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{
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snd->MovieDisableSound ();
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GSnd = NULL;
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}
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I_InitSound ();
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S_Init ();
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S_RestartMusic ();
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if (snd != NULL) delete snd;
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}
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CCMD (snd_listdrivers)
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{
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if (GSnd != NULL)
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{
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GSnd->PrintDriversList ();
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}
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else
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{
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Printf ("Sound is inactive.\n");
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}
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}
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ADD_STAT (sound)
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{
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if (GSnd != NULL)
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{
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return GSnd->GatherStats ();
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}
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else
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{
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return "no sound";
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}
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}
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SoundRenderer::SoundRenderer ()
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: Sound3D (false)
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{
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}
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SoundRenderer::~SoundRenderer ()
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{
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}
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long SoundRenderer::StartSound3D (sfxinfo_t *sfx, float vol, int pitch, int channel, bool looping, float pos[3], float vel[3], bool pauseable)
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{
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return 0;
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}
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void SoundRenderer::UpdateSoundParams3D (long handle, float pos[3], float vel[3])
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{
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}
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void SoundRenderer::UpdateListener (AActor *listener)
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{
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}
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void SoundRenderer::UpdateSounds ()
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{
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}
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FString SoundRenderer::GatherStats ()
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{
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return "No stats for this sound renderer.";
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}
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void SoundRenderer::ResetEnvironment ()
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{
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}
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SoundStream::~SoundStream ()
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{
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}
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bool SoundStream::SetPosition(int pos)
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{
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return false;
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}
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