raze-gles/source/common/audio/music/music.cpp

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/*
**
** music.cpp
**
** music engine
**
** Copyright 1999-2016 Randy Heit
** Copyright 2002-2016 Christoph Oelckers
**
**---------------------------------------------------------------------------
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include <stdlib.h>
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#include <stdexcept>
#include "i_sound.h"
#include "i_music.h"
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#include "printf.h"
#include "s_playlist.h"
#include "c_dispatch.h"
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#include "filesystem.h"
#include "cmdlib.h"
#include "s_music.h"
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#include "filereadermusicinterface.h"
#include <zmusic.h>
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#include "md5.h"
#include "gain_analysis.h"
#include "gameconfigfile.h"
#include "i_specialpaths.h"
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern float S_GetMusicVolume (const char *music);
static void S_ActivatePlayList(bool goBack);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static bool MusicPaused; // whether music is paused
MusPlayingInfo mus_playing; // music currently being played
static FPlayList PlayList;
float relative_volume = 1.f;
float saved_relative_volume = 1.0f; // this could be used to implement an ACS FadeMusic function
MusicVolumeMap MusicVolumes;
MidiDeviceMap MidiDevices;
static FileReader DefaultOpenMusic(const char* fn)
{
// This is the minimum needed to make the music system functional.
FileReader fr;
fr.OpenFile(fn);
return fr;
}
static MusicCallbacks mus_cb = { nullptr, DefaultOpenMusic };
// PUBLIC DATA DEFINITIONS -------------------------------------------------
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EXTERN_CVAR(Int, snd_mididevice)
EXTERN_CVAR(Float, mod_dumb_mastervolume)
EXTERN_CVAR(Float, fluid_gain)
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CVAR(Bool, mus_calcgain, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // changing this will only take effect for the next song.
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CVAR(Bool, mus_usereplaygain, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // changing this will only take effect for the next song.
CUSTOM_CVAR(Float, mus_gainoffset, 0.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // for customizing the base volume
{
if (self > 10.f) self = 10.f;
mus_playing.replayGainFactor = dBToAmplitude(mus_playing.replayGain + mus_gainoffset);
}
// CODE --------------------------------------------------------------------
void S_SetMusicCallbacks(MusicCallbacks* cb)
{
mus_cb = *cb;
if (mus_cb.OpenMusic == nullptr) mus_cb.OpenMusic = DefaultOpenMusic; // without this we are dead in the water.
}
//==========================================================================
//
//
//
// Create a sound system stream for the currently playing song
//==========================================================================
static std::unique_ptr<SoundStream> musicStream;
static TArray<SoundStream*> customStreams;
SoundStream *S_CreateCustomStream(size_t size, int samplerate, int numchannels, StreamCallback cb, void *userdata)
{
int flags = 0;
if (numchannels < 2) flags |= SoundStream::Mono;
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auto stream = GSnd->CreateStream(cb, int(size), flags, samplerate, userdata);
if (stream)
{
stream->Play(true, 1);
customStreams.Push(stream);
}
return stream;
}
void S_StopCustomStream(SoundStream *stream)
{
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if (stream)
{
stream->Stop();
auto f = customStreams.Find(stream);
if (f < customStreams.Size()) customStreams.Delete(f);
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delete stream;
}
}
void S_PauseAllCustomStreams(bool on)
{
static bool paused = false;
if (paused == on) return;
paused = on;
for (auto s : customStreams)
{
s->SetPaused(on);
}
}
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static TArray<int16_t> convert;
static bool FillStream(SoundStream* stream, void* buff, int len, void* userdata)
{
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bool written;
if (mus_playing.isfloat)
{
written = ZMusic_FillStream(mus_playing.handle, buff, len);
if (mus_playing.replayGainFactor != 1.f)
{
float* fbuf = (float*)buff;
for (int i = 0; i < len / 4; i++)
{
fbuf[i] *= mus_playing.replayGainFactor;
}
}
}
else
{
// To apply replay gain we need floating point streaming data, so 16 bit input needs to be converted here.
convert.Resize(len / 2);
written = ZMusic_FillStream(mus_playing.handle, convert.Data(), len/2);
float* fbuf = (float*)buff;
for (int i = 0; i < len / 4; i++)
{
fbuf[i] = convert[i] * mus_playing.replayGainFactor * (1.f/32768.f);
}
}
if (!written)
{
memset((char*)buff, 0, len);
return false;
}
return true;
}
void S_CreateStream()
{
if (!mus_playing.handle) return;
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SoundStreamInfo fmt;
ZMusic_GetStreamInfo(mus_playing.handle, &fmt);
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// always create a floating point streaming buffer so we can apply replay gain without risk of integer overflows.
mus_playing.isfloat = fmt.mNumChannels > 0;
if (!mus_playing.isfloat) fmt.mBufferSize *= 2;
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if (fmt.mBufferSize > 0) // if buffer size is 0 the library will play the song itself (e.g. Windows system synth.)
{
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int flags = SoundStream::Float;
if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
musicStream.reset(GSnd->CreateStream(FillStream, fmt.mBufferSize, flags, fmt.mSampleRate, nullptr));
if (musicStream) musicStream->Play(true, 1);
}
}
void S_PauseStream(bool paused)
{
if (musicStream) musicStream->SetPaused(paused);
}
void S_StopStream()
{
if (musicStream)
{
musicStream->Stop();
musicStream.reset();
}
}
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//==========================================================================
//
// starts playing this song
//
//==========================================================================
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static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vol, int subsong)
{
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if (rel_vol > 0.f && !mus_usereplaygain)
{
float factor = relative_volume / saved_relative_volume;
saved_relative_volume = rel_vol;
I_SetRelativeVolume(saved_relative_volume * factor);
}
ZMusic_Stop(song);
// make sure the volume modifiers update properly in case replay gain settings have changed.
fluid_gain.Callback();
mod_dumb_mastervolume.Callback();
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if (!ZMusic_Start(song, subsong, loop))
{
return false;
}
// Notify the sound system of the changed relative volume
snd_musicvolume.Callback();
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return true;
}
//==========================================================================
//
// S_PauseMusic
//
// Stop music, during game PAUSE.
//==========================================================================
void S_PauseMusic ()
{
if (mus_playing.handle && !MusicPaused)
{
ZMusic_Pause(mus_playing.handle);
S_PauseStream(true);
MusicPaused = true;
}
}
//==========================================================================
//
// S_ResumeMusic
//
// Resume music, after game PAUSE.
//==========================================================================
void S_ResumeMusic ()
{
if (mus_playing.handle && MusicPaused)
{
ZMusic_Resume(mus_playing.handle);
S_PauseStream(false);
MusicPaused = false;
}
}
//==========================================================================
//
// S_UpdateSound
//
//==========================================================================
void S_UpdateMusic ()
{
if (mus_playing.handle != nullptr)
{
ZMusic_Update(mus_playing.handle);
// [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 (!ZMusic_IsPlaying(mus_playing.handle))
{
if (PlayList.GetNumSongs())
{
PlayList.Advance();
S_ActivatePlayList(false);
}
else
{
S_StopMusic(true);
}
}
}
}
//==========================================================================
//
// Resets the music player if music playback was paused.
//
//==========================================================================
void S_ResetMusic ()
{
// stop the old music if it has been paused.
// This ensures that the new music is started from the beginning
// if it's the same as the last one and it has been paused.
if (MusicPaused) S_StopMusic(true);
// start new music for the level
MusicPaused = false;
}
//==========================================================================
//
// 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)
{
PlayList.Clear();
Printf ("Cannot play anything in the playlist.\n");
return;
}
}
}
//==========================================================================
//
// 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
//
// initiates playback of a song
//
//==========================================================================
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static TMap<FString, float> gainMap;
EXTERN_CVAR(String, fluid_patchset)
EXTERN_CVAR(String, timidity_config)
EXTERN_CVAR(String, midi_config)
EXTERN_CVAR(String, wildmidi_config)
EXTERN_CVAR(String, adl_custom_bank)
EXTERN_CVAR(Int, adl_bank)
EXTERN_CVAR(Bool, adl_use_custom_bank)
EXTERN_CVAR(String, opn_custom_bank)
EXTERN_CVAR(Bool, opn_use_custom_bank)
EXTERN_CVAR(Int, opl_core)
static FString ReplayGainHash(ZMusicCustomReader* reader, int flength, int playertype, const char* _playparam)
{
std::string playparam = _playparam;
uint8_t buffer[50000]; // for performance reasons only hash the start of the file. If we wanted to do this to large waveform songs it'd cause noticable lag.
uint8_t digest[16];
char digestout[33];
auto length = reader->read(reader, buffer, 50000);
reader->seek(reader, 0, SEEK_SET);
MD5Context md5;
md5.Init();
md5.Update(buffer, (int)length);
md5.Final(digest);
for (size_t j = 0; j < sizeof(digest); ++j)
{
sprintf(digestout + (j * 2), "%02X", digest[j]);
}
digestout[32] = 0;
auto type = ZMusic_IdentifyMIDIType((uint32_t*)buffer, 32);
if (type == MIDI_NOTMIDI) return FStringf("%d:%s", flength, digestout);
// get the default for MIDI synth
if (playertype == -1)
{
switch (snd_mididevice)
{
case -1: playertype = MDEV_FLUIDSYNTH; break;
case -2: playertype = MDEV_TIMIDITY; break;
case -3: playertype = MDEV_OPL; break;
case -4: playertype = MDEV_GUS; break;
case -5: playertype = MDEV_FLUIDSYNTH; break;
case -6: playertype = MDEV_WILDMIDI; break;
case -7: playertype = MDEV_ADL; break;
case -8: playertype = MDEV_OPN; break;
default: return "";
}
}
else if (playertype == MDEV_SNDSYS) return "";
// get the default for used sound font.
if (playparam.empty())
{
switch (playertype)
{
case MDEV_FLUIDSYNTH: playparam = fluid_patchset; break;
case MDEV_TIMIDITY: playparam = timidity_config; break;
case MDEV_GUS: playparam = midi_config; break;
case MDEV_WILDMIDI: playparam = wildmidi_config; break;
case MDEV_ADL: playparam = adl_use_custom_bank ? *adl_custom_bank : std::to_string(adl_bank); break;
case MDEV_OPN: playparam = opn_use_custom_bank ? *opn_custom_bank : ""; break;
case MDEV_OPL: playparam = std::to_string(opl_core); break;
}
}
return FStringf("%d:%s:%d:%s", flength, digestout, playertype, playparam.c_str()).MakeUpper();
}
static void SaveGains()
{
auto path = M_GetAppDataPath(true);
path << "/replaygain.ini";
FConfigFile gains(path);
TMap<FString, float>::Iterator it(gainMap);
TMap<FString, float>::Pair* pair;
if (gains.SetSection("Gains", true))
{
while (it.NextPair(pair))
{
gains.SetValueForKey(pair->Key, std::to_string(pair->Value).c_str());
}
}
gains.WriteConfigFile();
}
static void ReadGains()
{
static bool done = false;
if (done) return;
done = true;
auto path = M_GetAppDataPath(true);
path << "/replaygain.ini";
FConfigFile gains(path);
if (gains.SetSection("Gains"))
{
const char* key;
const char* value;
while (gains.NextInSection(key, value))
{
gainMap.Insert(key, (float)strtod(value, nullptr));
}
}
}
CCMD(setreplaygain)
{
// sets replay gain for current song to a fixed value
if (!mus_playing.handle || mus_playing.hash.IsEmpty())
{
Printf("setreplaygain needs some music playing\n");
return;
}
if (argv.argc() < 2)
{
Printf("Usage: setreplaygain {dB}\n");
Printf("Current replay gain is %f dB\n", mus_playing.replayGain);
return;
}
float dB = (float)strtod(argv[1], nullptr);
if (dB > 10) dB = 10; // don't blast the speakers. Values above 2 or 3 are very rare.
gainMap.Insert(mus_playing.hash, dB);
SaveGains();
mus_playing.replayGain = dB;
mus_playing.replayGainFactor = (float)dBToAmplitude(mus_playing.replayGain + mus_gainoffset);
}
static void CheckReplayGain(const char *musicname, EMidiDevice playertype, const char *playparam)
{
mus_playing.replayGain = 0.f;
mus_playing.replayGainFactor = dBToAmplitude(mus_gainoffset);
fluid_gain.Callback();
mod_dumb_mastervolume.Callback();
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if (!mus_usereplaygain) return;
FileReader reader = mus_cb.OpenMusic(musicname);
if (!reader.isOpen()) return;
int flength = (int)reader.GetLength();
auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
ReadGains();
auto hash = ReplayGainHash(mreader, flength, playertype, playparam);
if (hash.IsEmpty()) return; // got nothing to measure.
mus_playing.hash = hash;
auto entry = gainMap.CheckKey(hash);
if (entry)
{
mus_playing.replayGain = *entry;
mus_playing.replayGainFactor = dBToAmplitude(mus_playing.replayGain + mus_gainoffset);
return;
}
if (!mus_calcgain) return;
auto handle = ZMusic_OpenSong(mreader, playertype, playparam);
if (handle == nullptr) return; // not a music file
if (!ZMusic_Start(handle, 0, false))
{
ZMusic_Close(handle);
return; // unable to open
}
SoundStreamInfo fmt;
ZMusic_GetStreamInfo(handle, &fmt);
if (fmt.mBufferSize == 0)
{
ZMusic_Close(handle);
return; // external player.
}
int flags = SoundStream::Float;
if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
TArray<uint8_t> readbuffer(fmt.mBufferSize, true);
TArray<float> lbuffer;
TArray<float> rbuffer;
while (ZMusic_FillStream(handle, readbuffer.Data(), fmt.mBufferSize))
{
unsigned index;
// 4 cases, all with different preparation needs.
if (fmt.mNumChannels == -2) // 16 bit stereo
{
int16_t* sbuf = (int16_t*)readbuffer.Data();
int numsamples = fmt.mBufferSize / 4;
index = lbuffer.Reserve(numsamples);
rbuffer.Reserve(numsamples);
for (int i = 0; i < numsamples; i++)
{
lbuffer[index + i] = sbuf[i * 2];
rbuffer[index + i] = sbuf[i * 2 + 1];
}
}
else if (fmt.mNumChannels == -1) // 16 bit mono
{
int16_t* sbuf = (int16_t*)readbuffer.Data();
int numsamples = fmt.mBufferSize / 2;
index = lbuffer.Reserve(numsamples);
for (int i = 0; i < numsamples; i++)
{
lbuffer[index + i] = sbuf[i];
}
}
else if (fmt.mNumChannels == 1) // float mono
{
float* sbuf = (float*)readbuffer.Data();
int numsamples = fmt.mBufferSize / 4;
index = lbuffer.Reserve(numsamples);
for (int i = 0; i < numsamples; i++)
{
lbuffer[index + i] = sbuf[i] * 32768.f;
}
}
else if (fmt.mNumChannels == 2) // float stereo
{
float* sbuf = (float*)readbuffer.Data();
int numsamples = fmt.mBufferSize / 8;
auto index = lbuffer.Reserve(numsamples);
rbuffer.Reserve(numsamples);
for (int i = 0; i < numsamples; i++)
{
lbuffer[index + i] = sbuf[i * 2] * 32768.f;
rbuffer[index + i] = sbuf[i * 2 + 1] * 32768.f;
}
}
float accTime = lbuffer.Size() / (float)fmt.mSampleRate;
if (accTime > 8 * 60) break; // do at most 8 minutes, if the song forces a loop.
}
ZMusic_Close(handle);
GainAnalyzer analyzer;
analyzer.InitGainAnalysis(fmt.mSampleRate);
int result = analyzer.AnalyzeSamples(lbuffer.Data(), rbuffer.Size() == 0 ? nullptr : rbuffer.Data(), lbuffer.Size(), rbuffer.Size() == 0? 1: 2);
if (result == GAIN_ANALYSIS_OK)
{
auto gain = analyzer.GetTitleGain();
Printf("Calculated replay gain for %s at %f dB\n", hash.GetChars(), gain);
gainMap.Insert(hash, gain);
mus_playing.replayGain = gain;
mus_playing.replayGainFactor = dBToAmplitude(mus_playing.replayGain + mus_gainoffset);
SaveGains();
}
}
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bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
{
if (nomusic) return false; // skip the entire procedure if music is globally disabled.
if (!force && PlayList.GetNumSongs())
{ // Don't change if a playlist is active
return true; // do not report an error here.
}
// Do game specific lookup.
FString musicname_;
if (mus_cb.LookupFileName)
{
musicname_ = mus_cb.LookupFileName(musicname, order);
musicname = musicname_.GetChars();
}
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if (musicname == nullptr || musicname[0] == 0)
{
// Don't choke if the map doesn't have a song attached
S_StopMusic (true);
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mus_playing.name = "";
mus_playing.LastSong = "";
return true;
}
if (!mus_playing.name.IsEmpty() &&
mus_playing.handle != nullptr &&
stricmp(mus_playing.name, musicname) == 0 &&
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ZMusic_IsLooping(mus_playing.handle) == zmusic_bool(looping))
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{
if (order != mus_playing.baseorder)
{
if (ZMusic_SetSubsong(mus_playing.handle, order))
{
mus_playing.baseorder = order;
}
}
else if (!ZMusic_IsPlaying(mus_playing.handle))
{
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if (!ZMusic_Start(mus_playing.handle, order, looping))
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{
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Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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}
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S_CreateStream();
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}
return true;
}
int lumpnum = -1;
int length = 0;
ZMusic_MusicStream handle = nullptr;
MidiDeviceSetting* devp = MidiDevices.CheckKey(musicname);
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// Strip off any leading file:// component.
if (strncmp(musicname, "file://", 7) == 0)
{
musicname += 7;
}
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// opening the music must be done by the game because it's different depending on the game's file system use.
FileReader reader = mus_cb.OpenMusic(musicname);
if (!reader.isOpen()) return false;
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// shutdown old music
S_StopMusic(true);
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// Just record it if volume is 0 or music was disabled
if (snd_musicvolume <= 0 || !mus_enabled)
{
mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = order;
mus_playing.LastSong = musicname;
return true;
}
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// load & register it
if (handle != nullptr)
{
mus_playing.handle = handle;
}
else
{
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CheckReplayGain(musicname, devp ? (EMidiDevice)devp->device : MDEV_DEFAULT, devp ? devp->args.GetChars() : "");
auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
mus_playing.handle = ZMusic_OpenSong(mreader, devp ? (EMidiDevice)devp->device : MDEV_DEFAULT, devp ? devp->args.GetChars() : "");
if (mus_playing.handle == nullptr)
{
Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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}
}
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mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = 0;
mus_playing.LastSong = "";
if (mus_playing.handle != 0)
{ // play it
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auto volp = MusicVolumes.CheckKey(musicname);
float vol = volp ? *volp : 1.f;
if (!S_StartMusicPlaying(mus_playing.handle, looping, vol, order))
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{
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Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
return false;
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}
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S_CreateStream();
mus_playing.baseorder = order;
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return true;
}
return false;
}
//==========================================================================
//
// S_RestartMusic
//
//==========================================================================
void S_RestartMusic ()
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{
if (snd_musicvolume <= 0) return;
if (!mus_playing.LastSong.IsEmpty() && mus_enabled)
{
FString song = mus_playing.LastSong;
mus_playing.LastSong = "";
S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
}
else
{
S_StopMusic(true);
}
}
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//==========================================================================
//
// S_MIDIDeviceChanged
//
//==========================================================================
void S_MIDIDeviceChanged(int newdev)
{
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auto song = mus_playing.handle;
if (song != nullptr && ZMusic_IsMIDI(song) && ZMusic_IsPlaying(song))
{
// Reload the song to change the device
auto mi = mus_playing;
S_StopMusic(true);
S_ChangeMusic(mi.name, mi.baseorder, mi.loop);
}
}
//==========================================================================
//
// 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 = nullptr;
order = 0;
}
return order;
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}
//==========================================================================
//
// S_StopMusic
//
//==========================================================================
void S_StopMusic (bool force)
{
try
{
// [RH] Don't stop if a playlist is active.
if ((force || PlayList.GetNumSongs() == 0) && !mus_playing.name.IsEmpty())
{
if (mus_playing.handle != nullptr)
{
S_ResumeMusic();
S_StopStream();
ZMusic_Stop(mus_playing.handle);
auto h = mus_playing.handle;
mus_playing.handle = nullptr;
ZMusic_Close(h);
}
mus_playing.LastSong = std::move(mus_playing.name);
}
}
catch (const std::runtime_error& )
{
//Printf("Unable to stop %s: %s\n", mus_playing.name.GetChars(), err.what());
if (mus_playing.handle != nullptr)
{
auto h = mus_playing.handle;
mus_playing.handle = nullptr;
ZMusic_Close(h);
}
mus_playing.name = "";
}
}
//==========================================================================
//
// CCMD changemus
//
//==========================================================================
CCMD (changemus)
{
if (!nomusic)
{
if (argv.argc() > 1)
{
PlayList.Clear();
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
}
else
{
const char *currentmus = mus_playing.name.GetChars();
if(currentmus != nullptr && *currentmus != 0)
{
Printf ("currently playing %s\n", currentmus);
}
else
{
Printf ("no music playing\n");
}
}
}
else
{
Printf("Music is disabled\n");
}
}
//==========================================================================
//
// CCMD stopmus
//
//==========================================================================
CCMD (stopmus)
{
PlayList.Clear();
S_StopMusic (false);
mus_playing.LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
}
//==========================================================================
//
// CCMD playlist
//
//==========================================================================
UNSAFE_CCMD (playlist)
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{
int argc = argv.argc();
if (argc < 2 || argc > 3)
{
Printf ("playlist <playlist.m3u> [<position>|shuffle]\n");
}
else
{
if (!PlayList.ChangeList(argv[1]))
{
Printf("Could not open " TEXTCOLOR_BOLD "%s" TEXTCOLOR_NORMAL ": %s\n", argv[1], strerror(errno));
return;
}
if (PlayList.GetNumSongs () > 0)
{
if (argc == 3)
{
if (stricmp (argv[2], "shuffle") == 0)
{
PlayList.Shuffle ();
}
else
{
PlayList.SetPosition (atoi (argv[2]));
}
}
S_ActivatePlayList (false);
}
}
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}
//==========================================================================
//
// CCMD playlistpos
//
//==========================================================================
static bool CheckForPlaylist ()
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{
if (PlayList.GetNumSongs() == 0)
{
Printf ("No playlist is playing.\n");
return false;
}
return true;
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}
CCMD (playlistpos)
{
if (CheckForPlaylist() && argv.argc() > 1)
{
PlayList.SetPosition (atoi (argv[1]) - 1);
S_ActivatePlayList (false);
}
}
//==========================================================================
//
// CCMD playlistnext
//
//==========================================================================
CCMD (playlistnext)
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{
if (CheckForPlaylist())
{
PlayList.Advance ();
S_ActivatePlayList (false);
}
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}
//==========================================================================
//
// 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(currentmusic)
{
if (mus_playing.name.IsNotEmpty())
{
Printf("Currently playing music '%s'\n", mus_playing.name.GetChars());
}
else
{
Printf("Currently no music playing\n");
}
}