raze-gles/source/common/sound/backend/i_sound.cpp

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/*
** i_sound.cpp
** Stubs for sound interfaces.
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** 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>
#include "oalsound.h"
#include "printf.h"
#include "i_module.h"
#include "cmdlib.h"
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#include <zmusic.h>
#include "c_dispatch.h"
#include "i_music.h"
#include "m_argv.h"
#include "v_text.h"
#include "c_cvars.h"
#include "stats.h"
#include "s_music.h"
#include "z_music.h"
#include "gamecvars.h"
#include "gamecontrol.h"
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#include <zmusic.h>
EXTERN_CVAR (Float, snd_sfxvolume)
EXTERN_CVAR(Float, mus_volume)
CVAR (Int, snd_samplerate, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, snd_buffersize, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, snd_hrtf, -1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
#if !defined(NO_OPENAL)
#define DEF_BACKEND "openal"
#else
#define DEF_BACKEND "null"
#endif
CVAR(String, snd_backend, DEF_BACKEND, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
// killough 2/21/98: optionally use varying pitched sounds
CVAR (Bool, snd_pitched, false, CVAR_ARCHIVE)
SoundRenderer *GSnd;
void I_CloseSound ();
//
// SFX API
//
//==========================================================================
//
// CVAR snd_mastervolume
//
// Maximum volume of all audio
//==========================================================================
CUSTOM_CVAR(Float, snd_mastervolume, 1.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self < 0.f)
self = 0.f;
else if (self > 1.f)
self = 1.f;
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ChangeMusicSetting(zmusic_snd_mastervolume, nullptr, self);
snd_sfxvolume.Callback();
mus_volume.Callback();
}
//==========================================================================
//
// CVAR snd_sfxvolume
//
// Maximum volume of a sound effect.
//==========================================================================
CUSTOM_CVAR (Float, snd_sfxvolume, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (self < 0.f)
self = 0.f;
else if (self > 1.f)
self = 1.f;
else if (GSnd != NULL)
{
GSnd->SetSfxVolume (self * snd_mastervolume);
}
}
class MIDIStreamer;
class NullSoundRenderer : public SoundRenderer
{
public:
virtual bool IsNull() { return true; }
void SetSfxVolume (float volume)
{
}
void SetMusicVolume (float volume)
{
}
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SoundHandle LoadSound(uint8_t *sfxdata, int length)
{
SoundHandle retval = { NULL };
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return retval;
}
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SoundHandle LoadSoundRaw(uint8_t *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend)
{
SoundHandle retval = { NULL };
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return retval;
}
void UnloadSound (SoundHandle sfx)
{
}
unsigned int GetMSLength(SoundHandle sfx)
{
// Return something that isn't 0. This is only used by some
// ambient sounds to specify a default minimum period.
return 250;
}
unsigned int GetSampleLength(SoundHandle sfx)
{
return 0;
}
float GetOutputRate()
{
return 11025; // Lies!
}
void StopChannel(FISoundChannel *chan)
{
}
void ChannelVolume(FISoundChannel *, float)
{
}
void ChannelPitch(FISoundChannel *, float)
{
}
// Streaming sounds.
SoundStream *CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata)
{
return NULL;
}
// Starts a sound.
FISoundChannel *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan)
{
return NULL;
}
FISoundChannel *StartSound3D (SoundHandle sfx, SoundListener *listener, float vol, FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, int channum, int chanflags, FISoundChannel *reuse_chan)
{
return NULL;
}
// Marks a channel's start time without actually playing it.
void MarkStartTime (FISoundChannel *chan)
{
}
// Returns position of sound on this channel, in samples.
unsigned int GetPosition(FISoundChannel *chan)
{
return 0;
}
// Gets a channel's audibility (real volume).
float GetAudibility(FISoundChannel *chan)
{
return 0;
}
// Synchronizes following sound startups.
void Sync (bool sync)
{
}
// Pauses or resumes all sound effect channels.
void SetSfxPaused (bool paused, int slot)
{
}
// Pauses or resumes *every* channel, including environmental reverb.
void SetInactive(SoundRenderer::EInactiveState inactive)
{
}
// Updates the volume, separation, and pitch of a sound channel.
void UpdateSoundParams3D (SoundListener *listener, FISoundChannel *chan, bool areasound, const FVector3 &pos, const FVector3 &vel)
{
}
void UpdateListener (SoundListener *)
{
}
void UpdateSounds ()
{
}
bool IsValid ()
{
return true;
}
void PrintStatus ()
{
Printf("Null sound module active.\n");
}
void PrintDriversList ()
{
Printf("Null sound module uses no drivers.\n");
}
FString GatherStats ()
{
return "Null sound module has no stats.";
}
};
void I_InitSound ()
{
FModule_SetProgDir(progdir);
GSnd = NULL;
if (userConfig.nosound)
{
GSnd = new NullSoundRenderer;
return;
}
#ifndef NO_OPENAL
if (IsOpenALPresent())
{
GSnd = new OpenALSoundRenderer;
}
#endif // !NO_OPENAL
if (!GSnd || !GSnd->IsValid ())
{
I_CloseSound();
GSnd = new NullSoundRenderer;
Printf (TEXTCOLOR_RED"Sound init failed. Using nosound.\n");
}
snd_sfxvolume.Callback ();
}
void I_CloseSound ()
{
// Free all loaded samples. Beware that the sound engine may already have been deleted.
if (soundEngine) soundEngine->UnloadAllSounds();
delete GSnd;
GSnd = NULL;
}
const char *GetSampleTypeName(SampleType type)
{
switch(type)
{
case SampleType_UInt8: return "Unsigned 8-bit";
case SampleType_Int16: return "Signed 16-bit";
}
return "(invalid sample type)";
}
const char *GetChannelConfigName(ChannelConfig chan)
{
switch(chan)
{
case ChannelConfig_Mono: return "Mono";
case ChannelConfig_Stereo: return "Stereo";
}
return "(invalid channel config)";
}
SoundRenderer::SoundRenderer ()
{
}
SoundRenderer::~SoundRenderer ()
{
}
FString SoundRenderer::GatherStats ()
{
return "No stats for this sound renderer.";
}
void SoundRenderer::DrawWaveDebug(int mode)
{
}
FString SoundStream::GetStats()
{
return "No stream stats available.";
}
//==========================================================================
//
// SoundRenderer :: LoadSoundVoc
//
//==========================================================================
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SoundHandle SoundRenderer::LoadSoundVoc(uint8_t *sfxdata, int length)
{
uint8_t * data = NULL;
int len, frequency, channels, bits, loopstart, loopend;
len = frequency = channels = bits = 0;
loopstart = loopend = -1;
do if (length > 26)
{
// First pass to parse data and validate the file
if (strncmp ((const char *)sfxdata, "Creative Voice File", 19))
break;
int i = 26, blocktype = 0, blocksize = 0, codec = -1;
bool noextra = true, okay = true;
while (i < length)
{
// Read block header
blocktype = sfxdata[i];
if (blocktype == 0)
break;
blocksize = sfxdata[i+1] + (sfxdata[i+2]<<8) + (sfxdata[i+3]<<16);
i += 4;
if (i + blocksize > length)
{
okay = false;
break;
}
// Read block data
switch (blocktype)
{
case 1: // Sound data
if (/*noextra &*/ (codec == -1 || codec == sfxdata[i + 1])) // NAM contains a VOC where a valid data block follows an extra block.
{
frequency = 1000000 / (256 - sfxdata[i]);
channels = 1;
codec = sfxdata[i + 1];
if (codec == 0)
bits = 8;
else if (codec == 4)
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bits = 16;
else okay = false;
len += blocksize - 2;
}
else okay = false;
break;
case 2: // Sound data continuation
if (codec == -1)
okay = false;
len += blocksize;
break;
case 3: // Silence
if (frequency == 1000000/(256 - sfxdata[i+2]))
{
int silength = 1 + sfxdata[i] + (sfxdata[i+1]<<8);
if (codec == 0) // 8-bit unsigned PCM
len += silength;
else if (codec == 4) // 16-bit signed PCM
len += silength<<1;
else okay = false;
} else okay = false;
break;
case 4: // Mark (ignored)
case 5: // Text (ignored)
break;
case 6: // Repeat start
loopstart = len;
break;
case 7: // Repeat end
loopend = len;
if (loopend < loopstart)
okay = false;
break;
case 8: // Extra info
noextra = false;
if (codec == -1)
{
codec = sfxdata[i+2];
channels = 1+sfxdata[i+3];
frequency = 256000000/(channels * (65536 - (sfxdata[i]+(sfxdata[i+1]<<8))));
} else okay = false;
break;
case 9: // Sound data in new format
if (codec == -1)
{
frequency = sfxdata[i] + (sfxdata[i+1]<<8) + (sfxdata[i+2]<<16) + (sfxdata[i+3]<<24);
bits = sfxdata[i+4];
channels = sfxdata[i+5];
codec = sfxdata[i+6] + (sfxdata[i+7]<<8);
if (codec == 0)
bits = 8;
else if (codec == 4)
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bits = 16;
else okay = false;
len += blocksize - 12;
} else okay = false;
break;
default: // Unknown block type
okay = false;
DPrintf (DMSG_ERROR, "Unknown VOC block type %i\n", blocktype);
break;
}
// Move to next block
i += blocksize;
}
// Second pass to write the data
if (okay)
{
data = new uint8_t[len];
i = 26;
int j = 0;
while (i < length)
{
// Read block header again
blocktype = sfxdata[i];
if (blocktype == 0) break;
blocksize = sfxdata[i+1] + (sfxdata[i+2]<<8) + (sfxdata[i+3]<<16);
i += 4;
switch (blocktype)
{
case 1: memcpy(data+j, sfxdata+i+2, blocksize-2 ); j += blocksize-2; break;
case 2: memcpy(data+j, sfxdata+i, blocksize ); j += blocksize; break;
case 9: memcpy(data+j, sfxdata+i+12, blocksize-12); j += blocksize-12; break;
case 3:
{
int silength = 1 + sfxdata[i] + (sfxdata[i+1]<<8);
if (bits == 8)
{
memset(data+j, 128, silength);
j += silength;
}
else if (bits == -16)
{
memset(data+j, 0, silength<<1);
j += silength<<1;
}
}
break;
default: break;
}
i += blocksize;
}
}
} while (false);
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SoundHandle retval = LoadSoundRaw(data, len, frequency, channels, bits, loopstart, loopend);
if (data) delete[] data;
return retval;
}