raze-gles/source/duke3d/src/sounds.cpp

569 lines
17 KiB
C++
Raw Normal View History

//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "compat.h"
#include "duke3d.h"
#include "renderlayer.h" // for win_gethwnd()
#include "al_midi.h"
#include "openaudio.h"
2019-11-10 22:58:51 +00:00
#include "z_music.h"
#include "mapinfo.h"
#include "sound/s_soundinternal.h"
#include <atomic>
BEGIN_DUKE_NS
#define DQSIZE 256
int32_t g_numEnvSoundsPlaying, g_highestSoundIdx;
static char *MusicPtr;
static int32_t MusicIsWaveform;
static int32_t MusicVoice = -1;
static bool MusicPaused;
static bool SoundPaused;
static std::atomic<uint32_t> dnum, dq[DQSIZE];
static mutex_t m_callback;
static inline void S_SetProperties(assvoice_t *snd, int const owner, int const voice, int const dist, int const clock)
{
snd->owner = owner;
snd->id = voice;
snd->dist = dist;
snd->clock = clock;
}
void S_SoundStartup(void)
{
#ifdef _WIN32
void *initdata = (void *) win_gethwnd(); // used for DirectSound
#else
void *initdata = NULL;
#endif
initprintf("Initializing sound... ");
int status = FX_Init(snd_numvoices, snd_numchannels, snd_mixrate, initdata);
if (status != FX_Ok)
{
initprintf("failed! %s\n", FX_ErrorString(status));
return;
}
2019-10-22 15:47:24 +00:00
initprintf("%d voices, %d channels, 16-bit %d Hz\n", *snd_numvoices, *snd_numchannels, *snd_mixrate);
for (int i = 0; i <= g_highestSoundIdx; ++i)
{
for (auto & voice : g_sounds[i].voices)
{
g_sounds[i].num = 0;
S_SetProperties(&voice, -1, 0, UINT16_MAX, 0);
}
}
snd_fxvolume.Callback();
snd_reversestereo.Callback();
2019-12-15 09:00:25 +00:00
//FX_SetCallBack(S_Callback);
FX_SetPrintf(OSD_Printf);
}
void S_SoundShutdown(void)
{
int status = FX_Shutdown();
if (status != FX_Ok)
{
Bsprintf(tempbuf, "S_SoundShutdown(): error: %s", FX_ErrorString(status));
G_GameExit(tempbuf);
}
}
void S_PauseSounds(bool paused)
{
if (SoundPaused == paused)
return;
SoundPaused = paused;
for (int i = 0; i <= g_highestSoundIdx; ++i)
{
for (auto & voice : g_sounds[i].voices)
if (voice.id > 0)
FX_PauseVoice(voice.id, paused);
}
}
// returns number of bytes read
int32_t S_LoadSound(int num)
{
if ((unsigned)num > (unsigned)g_highestSoundIdx || EDUKE32_PREDICT_FALSE(g_sounds[num].filename == NULL))
return 0;
auto &snd = g_sounds[num];
auto fp = S_OpenAudio(snd.filename, 0, 0);
if (!fp.isOpen())
{
OSD_Printf(OSDTEXT_RED "Sound %s(#%d) not found!\n", snd.filename, num);
return 0;
}
int32_t l = fp.GetLength();
snd.siz = l;
cacheAllocateBlock((intptr_t *)&snd.ptr, l, nullptr);
l = fp.Read(snd.ptr, l);
return l;
}
void cacheAllSounds(void)
{
for (int i=0, j=0; i <= g_highestSoundIdx; ++i)
{
if (g_sounds[i].ptr == 0)
{
j++;
if ((j&7) == 0)
gameHandleEvents();
S_LoadSound(i);
}
}
}
static inline int S_GetPitch(int num)
{
auto const &snd = g_sounds[num];
int const range = klabs(snd.pe - snd.ps);
return (range == 0) ? snd.ps : min(snd.ps, snd.pe) + rand() % range;
}
2019-12-15 09:00:25 +00:00
//==========================================================================
//
//
//
//==========================================================================
2019-12-15 09:00:25 +00:00
float S_ConvertPitch(int lpitch)
{
return pow(2, lpitch / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
}
2019-12-15 09:00:25 +00:00
//==========================================================================
//
//
//
//==========================================================================
2019-12-15 09:00:25 +00:00
static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum, int angle,
const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
{
// Todo: Some of this hackery really should be done using rolloff and attenuation instead of messing around with the sound origin.
int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
int userflags = soundEngine->GetUserFlags(soundNum);
int dist_adjust = soundEngine->GetUserData(soundNum);
2019-12-15 09:00:25 +00:00
if (PN(spriteNum) == APLAYER && P_Get(spriteNum) == screenpeek)
goto sound_further_processing;
2019-12-15 09:00:25 +00:00
orgsndist = sndist = FindDistance3D(cam->x-pos->x, cam->y-pos->y, (cam->z-pos->z));
2019-12-15 09:00:25 +00:00
if ((userflags & (SF_GLOBAL|SF_DTAG)) != SF_GLOBAL && S_IsAmbientSFX(spriteNum) && (sector[SECT(spriteNum)].lotag&0xff) < 9) // ST_9_SLIDING_ST_DOOR
sndist = divscale14(sndist, SHT(spriteNum)+1);
2019-12-15 09:00:25 +00:00
sound_further_processing:
sndist += dist_adjust;
if (sndist < 0)
sndist = 0;
2019-12-15 09:00:25 +00:00
if (!FURY && sectNum > -1 && sndist && PN(spriteNum) != MUSICANDSFX
&& !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (24 << 8), SECT(spriteNum)))
sndist += sndist>>5;
2019-12-15 09:00:25 +00:00
if ((userflags & (SF_GLOBAL|SF_DTAG)) == (SF_GLOBAL|SF_DTAG))
{
boost:
int const sdist = dist_adjust ? dist_adjust : 6144;
2019-12-15 09:00:25 +00:00
explosion = true;
2019-12-15 09:00:25 +00:00
if (sndist > sdist)
sndist = sdist;
}
else if (!FURY)
{
switch (DYNAMICSOUNDMAP(soundNum))
{
case PIPEBOMB_EXPLODE__STATIC:
case LASERTRIP_EXPLODE__STATIC:
case RPG_EXPLODE__STATIC:
goto boost;
}
}
2019-12-15 09:00:25 +00:00
if ((userflags & (SF_GLOBAL|SF_DTAG)) == SF_GLOBAL || sndist < ((255-LOUDESTVOLUME) << 6))
sndist = ((255-LOUDESTVOLUME) << 6);
2019-12-15 09:00:25 +00:00
if (distPtr)
{
*distPtr = sndist;
}
2019-12-15 09:00:25 +00:00
if (sndPos)
{
// Now calculate the position in sound system coordinates.
FVector3 sndvec = { float(pos->x - cam->x), (pos->z - cam->z) / 16.f, float(pos->y - cam->y) }; // distance vector
FVector3 campos = { float(pos->x), (cam->z) / 16.f, float(cam->y) }; // camera position
sndvec *= float(sndist) / orgsndist; // adjust by what was calculated above;
*sndPos = campos + sndvec; // final sound pos - still in Build fixed point coordinates.
*sndPos *= (1.f / 16); sndPos->Z = -sndPos->Z; // The sound engine works with Doom's coordinate system so do the necessary conversions
}
2019-12-15 09:00:25 +00:00
return explosion;
}
2019-12-15 09:00:25 +00:00
//==========================================================================
//
//
//
//==========================================================================
void S_Update(void)
{
2019-12-15 09:00:25 +00:00
if ((g_player[myconnectindex].ps->gm & (MODE_GAME | MODE_DEMO)) == 0)
return;
g_numEnvSoundsPlaying = 0;
2019-12-15 09:00:25 +00:00
const vec3_t* c;
int32_t ca, cs;
if (ud.camerasprite == -1)
{
if (ud.overhead_on != 2)
{
c = &CAMERA(pos);
cs = CAMERA(sect);
ca = fix16_to_int(CAMERA(q16ang));
}
else
{
auto pPlayer = g_player[screenpeek].ps;
c = &pPlayer->pos;
cs = pPlayer->cursectnum;
ca = fix16_to_int(pPlayer->q16ang);
}
}
else
{
c = &sprite[ud.camerasprite].pos;
cs = sprite[ud.camerasprite].sectnum;
ca = sprite[ud.camerasprite].ang;
}
2019-12-15 09:00:25 +00:00
int sndnum = 0;
int const highest = g_highestSoundIdx;
do
{
if (g_sounds[sndnum].num == 0)
continue;
2019-12-15 09:00:25 +00:00
for (auto& voice : g_sounds[sndnum].voices)
{
int const spriteNum = voice.owner;
if ((unsigned)spriteNum >= MAXSPRITES || voice.id <= FX_Ok || !FX_SoundActive(voice.id))
continue;
int sndist, sndang;
2019-12-15 09:00:25 +00:00
S_CalcDistAndAng(spriteNum, sndnum, cs, ca, c, (const vec3_t*)&sprite[spriteNum], &sndist, nullptr);
if (S_IsAmbientSFX(spriteNum))
g_numEnvSoundsPlaying++;
// AMBIENT_SOUND
2019-12-15 09:00:25 +00:00
//FX_Pan3D(voice.id, sndang >> 4, sndist >> 6);
voice.dist = sndist >> 6;
voice.clock++;
}
} while (++sndnum <= highest);
}
//==========================================================================
//
//
//
//==========================================================================
int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos)
{
int32_t j = VM_OnEventWithReturn(EVENT_SOUND, spriteNum, screenpeek, num);
int sndnum = VM_OnEventWithReturn(EVENT_SOUND, spriteNum, screenpeek, num);
auto const pPlayer = g_player[myconnectindex].ps;
if (!soundEngine->isValidSoundId(sndnum) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || (pPlayer->gm & MODE_MENU) ||
(pPlayer->timebeforeexit > 0 && pPlayer->timebeforeexit <= GAMETICSPERSEC * 3)) return -1;
int userflags = soundEngine->GetUserFlags(sndnum);
if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT) && adult_lockout))
return -1;
// Duke talk
if (userflags & SF_TALK)
{
if ((g_netServer || ud.multimode > 1) && PN(spriteNum) == APLAYER && P_Get(spriteNum) != screenpeek) // other player sound
{
if ((snd_speech & 4) != 4)
return -1;
}
else if ((snd_speech & 1) != 1)
return -1;
// don't play if any Duke talk sounds are already playing
for (j = 0; j <= g_highestSoundIdx; ++j)
if ((g_sounds[j].m & SF_TALK) && g_sounds[j].num > 0)
return -1;
}
else if ((userflags & (SF_DTAG | SF_GLOBAL)) == SF_DTAG) // Duke-Tag sound
{
return S_PlaySound(sndnum);
}
2019-12-15 09:00:25 +00:00
int32_t sndist;
FVector3 sndpos; // this is in sound engine space.
int const explosionp = S_CalcDistAndAng(spriteNum, sndnum, CAMERA(sect), fix16_to_int(CAMERA(q16ang)), &CAMERA(pos), pos, &sndist, &sndpos);
int pitch = S_GetPitch(sndnum);
auto const pOther = g_player[screenpeek].ps;
if (pOther->sound_pitch)
pitch += pOther->sound_pitch;
if (explosionp)
{
if (pOther->cursectnum > -1 && sector[pOther->cursectnum].lotag == ST_2_UNDERWATER)
pitch -= 1024;
}
else
{
if (sndist > 32767 && PN(spriteNum) != MUSICANDSFX && (userflags & (SF_LOOP | SF_MSFX)) == 0)
return -1;
if (pOther->cursectnum > -1 && sector[pOther->cursectnum].lotag == ST_2_UNDERWATER
&& (userflags & SF_TALK) == 0)
pitch = -768;
}
2019-12-15 09:00:25 +00:00
bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum);
if (is_playing && PN(spriteNum) != MUSICANDSFX)
S_StopEnvSound(sndnum, spriteNum);
2019-12-15 09:00:25 +00:00
int const repeatp = (userflags & SF_LOOP);
2019-12-15 09:00:25 +00:00
if (repeatp && (userflags & SF_ONEINST_INTERNAL) && is_playing)
{
return -1;
}
2019-12-15 09:00:25 +00:00
// Now
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, CHAN_AUTO, sndnum, 1.f, 1.f, nullptr, S_ConvertPitch(pitch));
if (!chan) return -1;
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
int S_PlaySound(int num)
{
int sndnum = VM_OnEventWithReturn(EVENT_SOUND, g_player[screenpeek].ps->i, screenpeek, num);
if (!soundEngine->isValidSoundId(sndnum) || !SoundEnabled()) return -1;
int userflags = soundEngine->GetUserFlags(sndnum);
if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT) && adult_lockout))
return -1;
int const pitch = S_GetPitch(num);
2019-12-15 09:00:25 +00:00
soundEngine->StartSound(SOURCE_None, nullptr, nullptr, (userflags & SF_LOOP)? CHAN_AUTO|CHAN_LOOP : CHAN_AUTO, sndnum, 1.f, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
/* for reference. May still be needed for balancing later.
: FX_Play3D(snd.ptr, snd.siz, FX_ONESHOT, pitch, 0, 255 - LOUDESTVOLUME, snd.pr, snd.volume,
(num * MAXSOUNDINSTANCES) + sndnum);
*/
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
int A_PlaySound(int soundNum, int spriteNum)
{
return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum) :
S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos);
}
void S_StopEnvSound(int sndNum, int sprNum)
{
if (sprNum < -1 || sprNum >= MAXSPRITES) return;
if (sprNum == -1) soundEngine->StopSoundID(sndNum);
else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum);
}
void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
{
if (spriteNum < -1 || spriteNum >= MAXSPRITES) return;
double expitch = pow(2, pitchoffset / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
if (spriteNum == -1)
{
soundEngine->ChangeSoundPitch(SOURCE_Unattached, nullptr, CHAN_AUTO, expitch, soundNum);
}
else
{
soundEngine->ChangeSoundPitch(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, expitch, soundNum);
}
}
//==========================================================================
//
//
//
//==========================================================================
int A_CheckSoundPlaying(int spriteNum, int soundNum)
{
if (spriteNum == -1) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum);
if ((unsigned)spriteNum >= MAXSPRITES) return false;
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, soundNum);
}
// Check if actor <i> is playing any sound.
int A_CheckAnySoundPlaying(int spriteNum)
{
if ((unsigned)spriteNum >= MAXSPRITES) return false;
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, 0);
}
int S_CheckSoundPlaying(int soundNum)
{
return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum);
}
//==========================================================================
//
//
//
//==========================================================================
void S_MenuSound(void)
{
static int SoundNum;
int const menusnds[] = {
LASERTRIP_EXPLODE, DUKE_GRUNT, DUKE_LAND_HURT, CHAINGUN_FIRE, SQUISHED, KICK_HIT,
PISTOL_RICOCHET, PISTOL_BODYHIT, PISTOL_FIRE, SHOTGUN_FIRE, BOS1_WALK, RPG_EXPLODE,
PIPEBOMB_BOUNCE, PIPEBOMB_EXPLODE, NITEVISION_ONOFF, RPG_SHOOT, SELECT_WEAPON,
};
int s = VM_OnEventWithReturn(EVENT_OPENMENUSOUND, g_player[screenpeek].ps->i, screenpeek, FURY ? -1 : menusnds[SoundNum++ % ARRAY_SIZE(menusnds)]);
if (s != -1)
S_PlaySound(s);
}
//==========================================================================
//
// Music
//
//==========================================================================
static void S_SetMusicIndex(unsigned int m)
{
ud.music_episode = m / MAXLEVELS;
ud.music_level = m % MAXLEVELS;
}
void S_PlayLevelMusicOrNothing(unsigned int m)
{
ud.returnvar[0] = m / MAXLEVELS;
ud.returnvar[1] = m % MAXLEVELS;
int retval = VM_OnEvent(EVENT_PLAYLEVELMUSICSLOT, g_player[myconnectindex].ps->i, myconnectindex);
if (retval >= 0)
{
// Thanks to scripting that stupid slot hijack cannot be refactored - but we'll store the real data elsewhere anyway!
auto& mr = m == USERMAPMUSICFAKESLOT ? userMapRecord : mapList[m];
Mus_Play(mr.labelName, mr.music, true);
S_SetMusicIndex(m);
}
}
int S_TryPlaySpecialMusic(unsigned int m)
{
auto& musicfn = mapList[m].music;
if (musicfn.IsNotEmpty())
{
if (!Mus_Play(nullptr, musicfn, true))
{
S_SetMusicIndex(m);
return 0;
}
}
return 1;
}
void S_PlaySpecialMusicOrNothing(unsigned int m)
{
if (S_TryPlaySpecialMusic(m))
{
S_SetMusicIndex(m);
}
}
void S_ContinueLevelMusic(void)
{
VM_OnEvent(EVENT_CONTINUELEVELMUSICSLOT, g_player[myconnectindex].ps->i, myconnectindex);
}
END_DUKE_NS