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

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//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
Copyright (C) 2019 Christoph Oelckers
This 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"
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#include "z_music.h"
#include "mapinfo.h"
#include "sound/s_soundinternal.h"
BEGIN_DUKE_NS
class DukeSoundEngine : public SoundEngine
{
// client specific parts of the sound engine go in this class.
void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *chan) override;
TArray<uint8_t> ReadSound(int lumpnum) override;
public:
DukeSoundEngine()
{
S_Rolloff.RolloffType = ROLLOFF_Doom; // Seems like Duke uses the same rolloff type as Doom.
S_Rolloff.MinDistance = 144; // was originally 576 which looks like a bug and sounds like crap.
S_Rolloff.MaxDistance = 1088;
}
};
void S_InitSound()
{
soundEngine = new DukeSoundEngine;
}
//==========================================================================
//
//
//
//==========================================================================
TArray<uint8_t> DukeSoundEngine::ReadSound(int lumpnum)
{
auto wlump = fileSystem.OpenFileReader(lumpnum);
return wlump.Read();
}
//==========================================================================
//
//
//
//==========================================================================
void S_PauseSounds(bool paused)
{
soundEngine->SetPaused(paused);
}
//==========================================================================
//
//
//
//==========================================================================
void cacheAllSounds(void)
{
auto& sfx = soundEngine->GetSounds();
int i = 0;
for(auto &snd : sfx)
{
soundEngine->CacheSound(&snd);
if (((++i)&31) == 0)
gameHandleEvents();
}
}
//==========================================================================
//
//
//
//==========================================================================
static inline int S_GetPitch(int num)
{
auto const* snd = (sound_t*)soundEngine->GetUserData(num + 1);
if (!snd) return 0;
int const range = abs(snd->pitchEnd - snd->pitchStart);
return (range == 0) ? snd->pitchStart : min(snd->pitchStart, snd->pitchEnd) + rand() % range;
}
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.
}
int S_GetUserFlags(int num)
{
if (!soundEngine->isValidSoundId(num+1)) return 0;
auto const* snd = (sound_t*)soundEngine->GetUserData(num + 1);
if (!snd) return 0;
return snd->flags;
}
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//==========================================================================
//
//
//
//==========================================================================
int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpitch, int priority, int type, int distance, float volume)
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{
if ((unsigned)index >= MAXSOUNDS)
return -1;
auto& S_sfx = soundEngine->GetSounds();
index++;
unsigned oldindex = S_sfx.Size();
if (index >= S_sfx.Size())
{
S_sfx.Resize(index + 1);
for (; oldindex <= index; oldindex++)
{
S_sfx[oldindex].Clear();
}
}
auto sfx = &S_sfx[index];
bool alreadydefined = !sfx->bTentative;
sfx->UserData.Resize(sizeof(sound_t));
auto sndinf = (sound_t*)sfx->UserData.Data();
sndinf->flags = type & ~SF_ONEINST_INTERNAL;
if (sndinf->flags & SF_LOOP)
sndinf->flags |= SF_ONEINST_INTERNAL;
sfx->lumpnum = S_LookupSound(filename);
sndinf->pitchStart = clamp(minpitch, INT16_MIN, INT16_MAX);
sndinf->pitchEnd = clamp(maxpitch, INT16_MIN, INT16_MAX);
sndinf->priority = priority & 255;
sndinf->volAdjust = clamp(distance, INT16_MIN, INT16_MAX);
sfx->Volume = volume;
sfx->NearLimit = 6;
sfx->bTentative = false;
sfx->name = filename;
return 0;
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}
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//==========================================================================
//
//
//
//==========================================================================
static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum,
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const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
{
// There's a lot of hackery going on here that could be mapped to rolloff and attenuation parameters.
// However, ultimately rolloff would also just reposition the sound source so this can remain as it is.
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int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
auto const* snd = (sound_t*)soundEngine->GetUserData(soundNum+1);
int userflags = snd? snd->flags : 0;
int dist_adjust = snd? snd->volAdjust : 0;
if (PN(spriteNum) != APLAYER || P_Get(spriteNum) != screenpeek)
{
orgsndist = sndist = FindDistance3D(cam->x - pos->x, cam->y - pos->y, (cam->z - pos->z));
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);
}
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sndist += dist_adjust;
if (sndist < 0)
sndist = 0;
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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;
// Here the sound distance was clamped to a minimum of 144*4.
// It's better to handle rolloff in the backend instead of whacking the sound origin here.
// That way the lower end can be made customizable instead of losing all precision right here at the source.
if (sndist < 0) sndist = 0;
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if (distPtr)
{
*distPtr = sndist;
}
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if (sndPos)
{
FVector3 sndorg = GetSoundPos(pos);
FVector3 campos = GetSoundPos(cam);
// Now calculate the virtual position in sound system coordinates.
FVector3 sndvec = sndorg - campos;
if (orgsndist > 0)
{
float scale = float(sndist) / orgsndist; // adjust by what was calculated above;
*sndPos = campos + sndvec * scale;
}
else *sndPos = campos;
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}
return false;
}
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//==========================================================================
//
//
//
//==========================================================================
void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
{
if (ud.camerasprite == -1)
{
if (ud.overhead_on != 2)
{
if (c) *c = &CAMERA(pos);
if (cs) *cs = CAMERA(sect);
if (ca) *ca = fix16_to_int(CAMERA(q16ang));
}
else
{
auto pPlayer = g_player[screenpeek].ps;
if (c) *c = &pPlayer->pos;
if (cs) *cs = pPlayer->cursectnum;
if (ca) *ca = fix16_to_int(pPlayer->q16ang);
}
}
else
{
if (c) *c = &sprite[ud.camerasprite].pos;
if (cs) *cs = sprite[ud.camerasprite].sectnum;
if (ca) *ca = sprite[ud.camerasprite].ang;
}
}
//=========================================================================
//
// CalcPosVel
//
// The game specific part of the sound updater.
//
//=========================================================================
void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* )
{
if (pos != nullptr)
{
vec3_t* campos;
int32_t camsect;
S_GetCamera(&campos, nullptr, &camsect);
if (vel) vel->Zero();
if (type == SOURCE_Unattached)
{
pos->X = pt[0];
pos->Y = pt[1];
pos->Z = pt[2];
}
else if (type == SOURCE_Actor)
{
auto actor = (spritetype*)source;
assert(actor != nullptr);
if (actor != nullptr)
{
S_CalcDistAndAng(int(actor - sprite), chanSound - 1, camsect, campos, &actor->pos, nullptr, pos);
/*
if (vel) // DN3D does not properly maintain this.
{
vel->X = float(actor->Vel.X * TICRATE);
vel->Y = float(actor->Vel.Z * TICRATE);
vel->Z = float(actor->Vel.Y * TICRATE);
}
*/
}
}
if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None)
{
pos->Y = campos->z / 256.f;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void S_Update(void)
{
SoundListener listener;
vec3_t* c;
int32_t ca, cs;
S_GetCamera(&c, &ca, &cs);
if (c != nullptr)
{
listener.angle = -(float)ca * pi::pi() / 1024; // Build uses a period of 2048.
listener.velocity.Zero();
listener.position = GetSoundPos(c);
listener.underwater = false;
// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
// listenactor->waterlevel == 3;
//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
listener.valid = true;
}
else
{
listener.angle = 0;
listener.position.Zero();
listener.velocity.Zero();
listener.underwater = false;
listener.Environment = nullptr;
listener.valid = false;
}
listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
soundEngine->SetListener(listener);
soundEngine->UpdateSounds((int)totalclock);
}
//==========================================================================
//
//
//
//==========================================================================
int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int channel, EChanFlags flags)
{
int sndnum = VM_OnEventWithReturn(EVENT_SOUND, spriteNum, screenpeek, num);
auto const pPlayer = g_player[myconnectindex].ps;
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || (pPlayer->gm & MODE_MENU) ||
(pPlayer->timebeforeexit > 0 && pPlayer->timebeforeexit <= GAMETICSPERSEC * 3)) return -1;
int userflags = S_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;
bool foundone = soundEngine->EnumerateChannels([&](FSoundChan* chan)
{
auto sid = chan->OrgID;
auto flags = S_GetUserFlags(sid - 1);
return !!(flags & SF_TALK);
});
// don't play if any Duke talk sounds are already playing
if (foundone) return -1;
}
else if ((userflags & (SF_DTAG | SF_GLOBAL)) == SF_DTAG) // Duke-Tag sound
{
return S_PlaySound(sndnum);
}
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int32_t sndist;
FVector3 sndpos; // this is in sound engine space.
vec3_t* campos;
int32_t camsect;
S_GetCamera(&campos, nullptr, &camsect);
S_CalcDistAndAng(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos);
int pitch = S_GetPitch(sndnum);
auto const pOther = g_player[screenpeek].ps;
if (pOther->sound_pitch)
pitch += pOther->sound_pitch;
bool explosionp = ((userflags & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG)) || ((!FURY) && (sndnum == PIPEBOMB_EXPLODE || sndnum == LASERTRIP_EXPLODE || sndnum == RPG_EXPLODE));
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;
}
bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum+1);
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if (is_playing && PN(spriteNum) != MUSICANDSFX)
S_StopEnvSound(sndnum, spriteNum);
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int const repeatp = (userflags & SF_LOOP);
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if (repeatp && (userflags & SF_ONEINST_INTERNAL) && is_playing)
{
return -1;
}
// These explosion sounds originally used some distance hackery to make them louder but due to how the rolloff was set up they always played at full volume as a result.
// I think it is better to lower their attenuation so that they are louder than the rest but still fade in the distance.
// For the original effect, attenuation needs to be set to ATTN_NONE here.
float attenuation;
if (explosionp) attenuation = 0.5f;
else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, channel, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
return chan ? 0 : -1;
}
//==========================================================================
//
//
//
//==========================================================================
int S_PlaySound(int num, int channel, EChanFlags flags)
{
int sndnum = VM_OnEventWithReturn(EVENT_SOUND, g_player[screenpeek].ps->i, screenpeek, num);
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1;
int userflags = S_GetUserFlags(sndnum);
if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT) && adult_lockout))
return -1;
int const pitch = S_GetPitch(sndnum);
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
auto chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, channel, flags, sndnum + 1, 0.8f, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
return chan ? 0 : -1;
}
//==========================================================================
//
//
//
//==========================================================================
int A_PlaySound(int soundNum, int spriteNum, int channel, EChanFlags flags)
{
return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum, channel, flags) :
S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos, channel, flags);
}
void S_StopEnvSound(int sndNum, int sprNum, int channel)
{
if (sprNum < -1 || sprNum >= MAXSPRITES) return;
if (sprNum == -1) soundEngine->StopSoundID(sndNum+1);
else
{
if (channel == -1) soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum + 1);
else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], channel, -1);
// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
if ( S_IsAmbientSFX(sprNum) && sector[SECT(sprNum)].lotag < 3) // ST_2_UNDERWATER
actor[sprNum].t_data[0] = 0;
}
}
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+1);
}
else
{
soundEngine->ChangeSoundPitch(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, expitch, soundNum+1);
}
}
//==========================================================================
//
//
//
//==========================================================================
int A_CheckSoundPlaying(int spriteNum, int soundNum, int channel)
{
if (spriteNum == -1) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
if ((unsigned)spriteNum >= MAXSPRITES) return false;
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], channel, soundNum+1);
}
// 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+1);
}
//==========================================================================
//
//
//
//==========================================================================
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, CHAN_AUTO, CHANF_UI);
}
//==========================================================================
//
// 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)
{
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