raze-gles/source/blood/src/sound.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood 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!
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#include "build.h"
#include "compat.h"
#include "common_game.h"
#include "config.h"
#include "levels.h"
#include "resource.h"
#include "sound.h"
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#include "baselayer.h"
#include "openaudio.h"
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#include "z_music.h"
#include "sfx.h"
#include "sound/s_soundinternal.h"
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BEGIN_BLD_NS
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int soundRates[13] = {
11025,
11025,
11025,
11025,
11025,
22050,
22050,
22050,
22050,
44100,
44100,
44100,
44100,
};
#define kChannelMax 32
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//==========================================================================
//
// S_AddBloodSFX
//
// Registers a new sound with the name "<lumpname>.sfx"
// Actual sound data is searched for in the ns_bloodraw namespace.
//
//==========================================================================
static void S_AddBloodSFX(int lumpnum)
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{
auto sfxlump = fileSystem.ReadFile(lumpnum);
const SFX* sfx = (SFX*)sfxlump.GetMem();
FStringf rawname("%s.raw", sfx->rawName);
auto rawlump = fileSystem.FindFile(rawname);
int sfxnum;
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if (rawlump != -1)
{
auto& S_sfx = soundEngine->GetSounds();
sfxnum = soundEngine->AddSoundLump(sfx->rawName, rawlump, 0, fileSystem.GetResourceId(lumpnum), 6);
if (sfx->format < 5 || sfx->format > 12)
{ // [0..4] + invalid formats
S_sfx[sfxnum].RawRate = 11025;
}
else if (sfx->format < 9)
{ // [5..8]
S_sfx[sfxnum].RawRate = 22050;
}
else
{ // [9..12]
S_sfx[sfxnum].RawRate = 44100;
}
S_sfx[sfxnum].bLoadRAW = true;
S_sfx[sfxnum].LoopStart = LittleLong(sfx->loopStart);
//S_sfx[sfxnum].Volume = sfx->relVol / 255.f; This cannot be done because this volume setting is optional.
S_sfx[sfxnum].UserData.Resize(8);
int* udata = (int*)S_sfx[sfxnum].UserData.Data();
udata[0] = sfx->pitch;
udata[1] = sfx->pitchRange;
udata[2] = sfx->relVol; }
}
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void sndInit(void)
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{
sfxInit();
for (int i = fileSystem.GetNumEntries() - 1; i >= 0; i--)
{
auto type = fileSystem.GetResourceType(i);
if (type == NAME_SFX)
{
if (soundEngine->FindSoundByResID(fileSystem.GetResourceId(i)) == 0)
S_AddBloodSFX(i);
}
else if (type == NAME_WAV || type == NAME_OGG || type == NAME_FLAC || type == NAME_VOC)
{
soundEngine->AddSoundLump(fileSystem.GetFileName(i), i, 0, fileSystem.GetResourceId(i)| 0x40000000, 6); // mark the resource ID as special.
}
}
soundEngine->HashSounds();
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}
int sndGetRate(int format)
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{
if (format < 13)
return soundRates[format];
return 11025;
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}
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void SoundCallback(intptr_t val)
{
SAMPLE2D *pChannel = (SAMPLE2D*)val;
pChannel->at0 = 0;
}
void sndStartSample(const char *pzSound, int nVolume, int nChannel)
{
if (!SoundEnabled())
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return;
if (!strlen(pzSound))
return;
dassert(nChannel >= -1 && nChannel < kChannelMax);
auto snd = soundEngine->FindSound(pzSound);
if (snd > 0)
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{
soundEngine->StartSound(SOURCE_None, nullptr, nullptr, nChannel + 1, 0, snd, nVolume / 255.f, ATTN_NONE);
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}
}
void sndStartSample(unsigned int nSound, int nVolume, int nChannel, bool bLoop)
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{
if (!SoundEnabled())
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return;
dassert(nChannel >= -1 && nChannel < kChannelMax);
if (nChannel >= 7) nChannel = -1;
auto snd = soundEngine->FindSoundByResID(nSound);
if (snd > 0)
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{
if (nVolume < 0)
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{
auto udata = (int*)soundEngine->GetUserData(snd);
if (udata) nVolume = udata[2];
else nVolume = 255;
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}
soundEngine->StartSound(SOURCE_None, nullptr, nullptr, (nChannel + 1), (bLoop? CHANF_LOOP : EChanFlags::FromInt(0)), snd, nVolume / 255.f, ATTN_NONE);
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}
}
void sndStartWavID(unsigned int nSound, int nVolume, int nChannel)
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{
return sndStartSample(nSound | 0x40000000, nVolume, nChannel);
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}
void sndStartWavDisk(const char *pzFile, int nVolume, int nChannel)
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{
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FString name = pzFile;
FixPathSeperator(name);
return sndStartSample(name, nVolume, nChannel);
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}
void sndKillAllSounds(void)
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{
soundEngine->StopSound(CHAN_AUTO);
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}
END_BLD_NS