mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- update of the sound engine for unlimited channels per source.
Blood needs this.
This commit is contained in:
parent
fa7638c446
commit
4d5755ca67
19 changed files with 270 additions and 161 deletions
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@ -108,7 +108,7 @@ void DMessageBoxMenu::Init(DMenu *parent, const char *message, int messagemode,
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if (playsound)
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{
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//S_StopSound (CHAN_VOICE);
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//S_Sound (CHAN_VOICE | CHAN_UI, "menu/prompt", snd_menuvolume, ATTN_NONE);
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//S_Sound (CHAN_VOICE | CHANF_UI, "menu/prompt", snd_menuvolume, ATTN_NONE);
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}
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}
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@ -283,7 +283,7 @@ bool DMessageBoxMenu::MenuEvent(int mkey, bool fromcontroller)
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{
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if ((mkey == MKEY_Up || mkey == MKEY_Down) && m_generic_messagebox)
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{
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//S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", snd_menuvolume, ATTN_NONE);
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//S_Sound (CHAN_VOICE | CHANF_UI, "menu/cursor", snd_menuvolume, ATTN_NONE);
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messageSelection = !messageSelection;
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return true;
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}
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@ -8,6 +8,32 @@
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#include "tarray.h"
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#include "zmusic/sounddecoder.h"
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#include "../../libraries/music_common/fileio.h"
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#include "tflags.h"
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enum EChanFlag
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{
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// modifier flags
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CHANF_LISTENERZ = 8,
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CHANF_MAYBE_LOCAL = 16,
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CHANF_UI = 32, // Do not record sound in savegames.
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CHANF_NOPAUSE = 64, // Do not pause this sound in menus.
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CHANF_AREA = 128, // Sound plays from all around. Only valid with sector sounds.
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CHANF_LOOP = 256,
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CHANF_PICKUP = CHANF_MAYBE_LOCAL,
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CHANF_IS3D = 1, // internal: Sound is 3D.
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CHANF_EVICTED = 2, // internal: Sound was evicted.
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CHANF_FORGETTABLE = 4, // internal: Forget channel data when sound stops.
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CHANF_JUSTSTARTED = 512, // internal: Sound has not been updated yet.
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CHANF_ABSTIME = 1024, // internal: Start time is absolute and does not depend on current time.
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CHANF_VIRTUAL = 2048, // internal: Channel is currently virtual
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CHANF_NOSTOP = 4096, // only for A_PlaySound. Does not start if channel is playing something.
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CHANF_OVERLAP = 8192, // [MK] Does not stop any sounds in the channel and instead plays over them.
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};
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typedef TFlags<EChanFlag> EChanFlags;
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DEFINE_TFLAGS_OPERATORS(EChanFlags)
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class FileReader;
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@ -112,7 +138,7 @@ struct FISoundChannel
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float DistanceScale;
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float DistanceSqr;
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bool ManualRolloff;
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int ChanFlags;
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EChanFlags ChanFlags;
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};
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@ -122,4 +148,5 @@ class SoundStream;
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#endif
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@ -1672,7 +1672,7 @@ void OpenALSoundRenderer::ChannelPitch(FISoundChannel *chan, float pitch)
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alDeferUpdatesSOFT();
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ALuint source = GET_PTRID(chan->SysChannel);
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if (WasInWater && !(chan->ChanFlags & CHAN_UI))
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if (WasInWater && !(chan->ChanFlags & CHANF_UI))
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alSourcef(source, AL_PITCH, std::max(pitch, 0.0001f)*PITCH_MULT);
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else
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alSourcef(source, AL_PITCH, std::max(pitch, 0.0001f));
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@ -1950,7 +1950,7 @@ void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
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while (schan)
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{
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ALuint source = GET_PTRID(schan->SysChannel);
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if (source && !(schan->ChanFlags & CHAN_UI))
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if (source && !(schan->ChanFlags & CHANF_UI))
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{
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alSourcei(source, AL_DIRECT_FILTER, EnvFilters[0]);
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alSource3i(source, AL_AUXILIARY_SEND_FILTER, EnvSlot, 0, EnvFilters[1]);
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@ -1963,7 +1963,7 @@ void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
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while (schan)
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{
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ALuint source = GET_PTRID(schan->SysChannel);
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if (source && !(schan->ChanFlags & CHAN_UI))
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if (source && !(schan->ChanFlags & CHANF_UI))
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alSourcef(source, AL_PITCH, schan->Pitch / 128.0f * PITCH_MULT);
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schan = schan->NextChan;
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}
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@ -1988,7 +1988,7 @@ void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
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while (schan)
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{
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ALuint source = GET_PTRID(schan->SysChannel);
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if (source && !(schan->ChanFlags & CHAN_UI))
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if (source && !(schan->ChanFlags & CHANF_UI))
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{
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alSourcei(source, AL_DIRECT_FILTER, EnvFilters[0]);
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alSource3i(source, AL_AUXILIARY_SEND_FILTER, EnvSlot, 0, EnvFilters[1]);
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@ -2001,7 +2001,7 @@ void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
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while (schan)
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{
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ALuint source = GET_PTRID(schan->SysChannel);
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if (source && !(schan->ChanFlags & CHAN_UI))
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if (source && !(schan->ChanFlags & CHANF_UI))
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alSourcef(source, AL_PITCH, schan->Pitch / 128.0f);
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schan = schan->NextChan;
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}
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@ -285,7 +285,7 @@ TArray<FSoundChan*> SoundEngine::AllActiveChannels()
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// If the sound is forgettable, this is as good a time as
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// any to forget about it. And if it's a UI sound, it shouldn't
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// be stored in the savegame.
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if (!(chan->ChanFlags & (CHAN_FORGETTABLE | CHAN_UI)))
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if (!(chan->ChanFlags & (CHANF_FORGETTABLE | CHANF_UI)))
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{
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chans.Push(chan);
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}
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@ -306,7 +306,7 @@ FString SoundEngine::ListSoundChannels()
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int count = 0;
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for (chan = Channels; chan != nullptr; chan = chan->NextChan)
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{
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if (!(chan->ChanFlags & CHAN_EVICTED))
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if (!(chan->ChanFlags & CHANF_EVICTED))
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{
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FVector3 chanorigin;
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@ -376,11 +376,11 @@ FSoundID SoundEngine::ResolveSound(const void *, int, FSoundID soundid, float &a
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//==========================================================================
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FSoundChan *SoundEngine::StartSound(int type, const void *source,
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const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation,
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const FVector3 *pt, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation,
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FRolloffInfo *forcedrolloff, float spitch)
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{
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sfxinfo_t *sfx;
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int chanflags;
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EChanFlags chanflags = flags;
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int basepriority;
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int org_id;
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int pitch;
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@ -396,8 +396,6 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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if (type == SOURCE_Unattached && pt == nullptr) type = SOURCE_None;
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org_id = sound_id;
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chanflags = channel & ~7;
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channel &= 7;
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CalcPosVel(type, source, &pt->X, channel, chanflags, sound_id, &pos, &vel);
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@ -461,7 +459,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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// If this is a singular sound, don't play it if it's already playing.
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if (sfx->bSingular && CheckSingular(sound_id))
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{
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chanflags |= CHAN_EVICTED;
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chanflags |= CHANF_EVICTED;
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}
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// If the sound is unpositioned or comes from the listener, it is
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@ -475,13 +473,13 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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// that's what would happen. (Does this really need the SOURCE_Actor restriction?)
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if (near_limit > 0 && CheckSoundLimit(sfx, pos, near_limit, limit_range, type, type == SOURCE_Actor? source : nullptr, channel))
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{
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chanflags |= CHAN_EVICTED;
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chanflags |= CHANF_EVICTED;
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}
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// If the sound is blocked and not looped, return now. If the sound
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// is blocked and looped, pretend to play it so that it can
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// eventually play for real.
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if ((chanflags & (CHAN_EVICTED | CHAN_LOOP)) == CHAN_EVICTED)
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if ((chanflags & (CHANF_EVICTED | CHANF_LOOP)) == CHANF_EVICTED)
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{
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return NULL;
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}
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@ -531,7 +529,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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}
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// If this actor is already playing something on the selected channel, stop it.
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if (type != SOURCE_None && ((source == NULL && channel != CHAN_AUTO) || (source != NULL && IsChannelUsed(type, source, channel, &seen))))
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if (!(chanflags & CHANF_OVERLAP) && type != SOURCE_None && ((source == NULL && channel != CHAN_AUTO) || (source != NULL && IsChannelUsed(type, source, channel, &seen))))
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{
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for (chan = Channels; chan != NULL; chan = chan->NextChan)
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{
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@ -552,7 +550,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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// sound is paused and a non-looped sound is being started.
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// Such a sound would play right after unpausing which wouldn't sound right.
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if (!(chanflags & CHAN_LOOP) && !(chanflags & (CHAN_UI|CHAN_NOPAUSE)) && SoundPaused)
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if (!(chanflags & CHANF_LOOP) && !(chanflags & (CHANF_UI|CHANF_NOPAUSE)) && SoundPaused)
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{
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return NULL;
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}
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@ -567,17 +565,17 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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pitch = DEFAULT_PITCH;
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}
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if (chanflags & CHAN_EVICTED)
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if (chanflags & CHANF_EVICTED)
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{
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chan = NULL;
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}
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else
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{
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int startflags = 0;
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if (chanflags & CHAN_LOOP) startflags |= SNDF_LOOP;
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if (chanflags & CHAN_AREA) startflags |= SNDF_AREA;
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if (chanflags & (CHAN_UI|CHAN_NOPAUSE)) startflags |= SNDF_NOPAUSE;
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if (chanflags & CHAN_UI) startflags |= SNDF_NOREVERB;
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if (chanflags & CHANF_LOOP) startflags |= SNDF_LOOP;
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if (chanflags & CHANF_AREA) startflags |= SNDF_AREA;
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if (chanflags & (CHANF_UI|CHANF_NOPAUSE)) startflags |= SNDF_NOPAUSE;
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if (chanflags & CHANF_UI) startflags |= SNDF_NOREVERB;
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if (attenuation > 0)
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{
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@ -589,19 +587,19 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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chan = (FSoundChan*)GSnd->StartSound (sfx->data, float(volume), pitch, startflags, NULL);
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}
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}
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if (chan == NULL && (chanflags & CHAN_LOOP))
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if (chan == NULL && (chanflags & CHANF_LOOP))
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{
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chan = (FSoundChan*)GetChannel(NULL);
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GSnd->MarkStartTime(chan);
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chanflags |= CHAN_EVICTED;
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chanflags |= CHANF_EVICTED;
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}
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if (attenuation > 0)
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{
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chanflags |= CHAN_IS3D | CHAN_JUSTSTARTED;
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chanflags |= CHANF_IS3D | CHANF_JUSTSTARTED;
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}
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else
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{
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chanflags |= CHAN_LISTENERZ | CHAN_JUSTSTARTED;
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chanflags |= CHANF_LISTENERZ | CHANF_JUSTSTARTED;
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}
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if (chan != NULL)
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{
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@ -642,7 +640,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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void SoundEngine::RestartChannel(FSoundChan *chan)
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{
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assert(chan->ChanFlags & CHAN_EVICTED);
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assert(chan->ChanFlags & CHANF_EVICTED);
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FSoundChan *ochan;
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sfxinfo_t *sfx = &S_sfx[chan->SoundID];
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@ -660,15 +658,15 @@ void SoundEngine::RestartChannel(FSoundChan *chan)
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return;
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}
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int oldflags = chan->ChanFlags;
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EChanFlags oldflags = chan->ChanFlags;
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int startflags = 0;
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if (chan->ChanFlags & CHAN_LOOP) startflags |= SNDF_LOOP;
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if (chan->ChanFlags & CHAN_AREA) startflags |= SNDF_AREA;
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if (chan->ChanFlags & (CHAN_UI|CHAN_NOPAUSE)) startflags |= SNDF_NOPAUSE;
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if (chan->ChanFlags & CHAN_ABSTIME) startflags |= SNDF_ABSTIME;
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if (chan->ChanFlags & CHANF_LOOP) startflags |= SNDF_LOOP;
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if (chan->ChanFlags & CHANF_AREA) startflags |= SNDF_AREA;
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if (chan->ChanFlags & (CHANF_UI|CHANF_NOPAUSE)) startflags |= SNDF_NOPAUSE;
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if (chan->ChanFlags & CHANF_ABSTIME) startflags |= SNDF_ABSTIME;
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if (chan->ChanFlags & CHAN_IS3D)
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if (chan->ChanFlags & CHANF_IS3D)
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{
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FVector3 pos, vel;
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@ -687,13 +685,13 @@ void SoundEngine::RestartChannel(FSoundChan *chan)
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}
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LoadSound3D(sfx, &SoundBuffer);
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chan->ChanFlags &= ~(CHAN_EVICTED|CHAN_ABSTIME);
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chan->ChanFlags &= ~(CHANF_EVICTED|CHANF_ABSTIME);
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ochan = (FSoundChan*)GSnd->StartSound3D(sfx->data3d, &listener, chan->Volume, &chan->Rolloff, chan->DistanceScale, chan->Pitch,
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chan->Priority, pos, vel, chan->EntChannel, startflags, chan);
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}
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else
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{
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chan->ChanFlags &= ~(CHAN_EVICTED|CHAN_ABSTIME);
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chan->ChanFlags &= ~(CHANF_EVICTED|CHANF_ABSTIME);
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ochan = (FSoundChan*)GSnd->StartSound(sfx->data, chan->Volume, chan->Pitch, startflags, chan);
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}
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assert(ochan == NULL || ochan == chan);
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@ -884,7 +882,7 @@ bool SoundEngine::CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_
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for (chan = Channels, count = 0; chan != NULL && count < near_limit; chan = chan->NextChan)
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{
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if (!(chan->ChanFlags & CHAN_EVICTED) && &S_sfx[chan->SoundID] == sfx)
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if (!(chan->ChanFlags & CHANF_EVICTED) && &S_sfx[chan->SoundID] == sfx)
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{
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FVector3 chanorigin;
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@ -940,7 +938,7 @@ void SoundEngine::StopSound (int channel, int sound_id)
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while (chan != NULL)
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{
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FSoundChan *next = chan->NextChan;
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if (chan->SourceType == SOURCE_None && (sound_id == -1 || sound_id == chan->OrgID))
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if ((chan->SourceType == SOURCE_None && (sound_id == -1 || sound_id == chan->OrgID)) && (channel == CHAN_AUTO || channel == chan->EntChannel))
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{
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StopChannel(chan);
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}
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@ -1015,7 +1013,7 @@ void SoundEngine::RelinkSound (int sourcetype, const void *from, const void *to,
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{
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chan->Source = to;
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}
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else if (!(chan->ChanFlags & CHAN_LOOP) && optpos)
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else if (!(chan->ChanFlags & CHANF_LOOP) && optpos)
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{
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chan->Source = NULL;
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chan->SourceType = SOURCE_Unattached;
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@ -1183,15 +1181,15 @@ void SoundEngine::EvictAllChannels()
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{
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next = chan->NextChan;
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if (!(chan->ChanFlags & CHAN_EVICTED))
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if (!(chan->ChanFlags & CHANF_EVICTED))
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{
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chan->ChanFlags |= CHAN_EVICTED;
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chan->ChanFlags |= CHANF_EVICTED;
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if (chan->SysChannel != NULL)
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{
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if (!(chan->ChanFlags & CHAN_ABSTIME))
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if (!(chan->ChanFlags & CHANF_ABSTIME))
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{
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chan->StartTime = GSnd ? GSnd->GetPosition(chan) : 0;
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chan->ChanFlags |= CHAN_ABSTIME;
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chan->ChanFlags |= CHANF_ABSTIME;
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}
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StopChannel(chan);
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}
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@ -1215,22 +1213,22 @@ void SoundEngine::RestoreEvictedChannel(FSoundChan *chan)
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return;
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}
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RestoreEvictedChannel(chan->NextChan);
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if (chan->ChanFlags & CHAN_EVICTED)
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if (chan->ChanFlags & CHANF_EVICTED)
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{
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RestartChannel(chan);
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if (!(chan->ChanFlags & CHAN_LOOP))
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if (!(chan->ChanFlags & CHANF_LOOP))
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{
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if (chan->ChanFlags & CHAN_EVICTED)
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if (chan->ChanFlags & CHANF_EVICTED)
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{ // Still evicted and not looping? Forget about it.
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ReturnChannel(chan);
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}
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else if (!(chan->ChanFlags & CHAN_JUSTSTARTED))
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else if (!(chan->ChanFlags & CHANF_JUSTSTARTED))
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{ // Should this sound become evicted again, it's okay to forget about it.
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chan->ChanFlags |= CHAN_FORGETTABLE;
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chan->ChanFlags |= CHANF_FORGETTABLE;
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}
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}
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}
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else if (chan->SysChannel == NULL && (chan->ChanFlags & (CHAN_FORGETTABLE | CHAN_LOOP)) == CHAN_FORGETTABLE)
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else if (chan->SysChannel == NULL && (chan->ChanFlags & (CHANF_FORGETTABLE | CHANF_LOOP)) == CHANF_FORGETTABLE)
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{
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ReturnChannel(chan);
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}
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@ -1264,16 +1262,16 @@ void SoundEngine::UpdateSounds(int time)
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for (FSoundChan* chan = Channels; chan != NULL; chan = chan->NextChan)
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{
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if ((chan->ChanFlags & (CHAN_EVICTED | CHAN_IS3D)) == CHAN_IS3D)
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if ((chan->ChanFlags & (CHANF_EVICTED | CHANF_IS3D)) == CHANF_IS3D)
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{
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CalcPosVel(chan, &pos, &vel);
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if (ValidatePosVel(chan, pos, vel))
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{
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GSnd->UpdateSoundParams3D(&listener, chan, !!(chan->ChanFlags & CHAN_AREA), pos, vel);
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GSnd->UpdateSoundParams3D(&listener, chan, !!(chan->ChanFlags & CHANF_AREA), pos, vel);
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}
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}
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chan->ChanFlags &= ~CHAN_JUSTSTARTED;
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chan->ChanFlags &= ~CHANF_JUSTSTARTED;
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}
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GSnd->UpdateListener(&listener);
|
||||
|
@ -1342,11 +1340,11 @@ void SoundEngine::ChannelEnded(FISoundChannel *ichan)
|
|||
// it wasn't evicted. Otherwise, if it's looping, it must have
|
||||
// been evicted. If it's not looping, then it was evicted if it
|
||||
// didn't reach the end of its playback.
|
||||
if (schan->ChanFlags & CHAN_FORGETTABLE)
|
||||
if (schan->ChanFlags & CHANF_FORGETTABLE)
|
||||
{
|
||||
evicted = false;
|
||||
}
|
||||
else if (schan->ChanFlags & (CHAN_LOOP | CHAN_EVICTED))
|
||||
else if (schan->ChanFlags & (CHANF_LOOP | CHANF_EVICTED))
|
||||
{
|
||||
evicted = true;
|
||||
}
|
||||
|
@ -1356,7 +1354,7 @@ void SoundEngine::ChannelEnded(FISoundChannel *ichan)
|
|||
unsigned int len = GSnd->GetSampleLength(S_sfx[schan->SoundID].data);
|
||||
if (pos == 0)
|
||||
{
|
||||
evicted = !!(schan->ChanFlags & CHAN_JUSTSTARTED);
|
||||
evicted = !!(schan->ChanFlags & CHANF_JUSTSTARTED);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1369,7 +1367,7 @@ void SoundEngine::ChannelEnded(FISoundChannel *ichan)
|
|||
}
|
||||
else
|
||||
{
|
||||
schan->ChanFlags |= CHAN_EVICTED;
|
||||
schan->ChanFlags |= CHANF_EVICTED;
|
||||
schan->SysChannel = NULL;
|
||||
}
|
||||
}
|
||||
|
@ -1386,11 +1384,11 @@ void SoundEngine::ChannelVirtualChanged(FISoundChannel *ichan, bool is_virtual)
|
|||
FSoundChan *schan = static_cast<FSoundChan*>(ichan);
|
||||
if (is_virtual)
|
||||
{
|
||||
schan->ChanFlags |= CHAN_VIRTUAL;
|
||||
schan->ChanFlags |= CHANF_VIRTUAL;
|
||||
}
|
||||
else
|
||||
{
|
||||
schan->ChanFlags &= ~CHAN_VIRTUAL;
|
||||
schan->ChanFlags &= ~CHANF_VIRTUAL;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1409,9 +1407,9 @@ void SoundEngine::StopChannel(FSoundChan *chan)
|
|||
{
|
||||
// S_EvictAllChannels() will set the CHAN_EVICTED flag to indicate
|
||||
// that it wants to keep all the channel information around.
|
||||
if (!(chan->ChanFlags & CHAN_EVICTED))
|
||||
if (!(chan->ChanFlags & CHANF_EVICTED))
|
||||
{
|
||||
chan->ChanFlags |= CHAN_FORGETTABLE;
|
||||
chan->ChanFlags |= CHANF_FORGETTABLE;
|
||||
if (chan->SourceType == SOURCE_Actor)
|
||||
{
|
||||
chan->Source = NULL;
|
||||
|
@ -1736,7 +1734,7 @@ FString SoundEngine::NoiseDebug()
|
|||
|
||||
for (auto chan = Channels; chan; chan = chan->NextChan)
|
||||
{
|
||||
if (!(chan->ChanFlags & CHAN_IS3D))
|
||||
if (!(chan->ChanFlags & CHANF_IS3D))
|
||||
{
|
||||
out += "--- --- --- --- ";
|
||||
}
|
||||
|
@ -1746,15 +1744,15 @@ FString SoundEngine::NoiseDebug()
|
|||
out.AppendFormat(TEXTCOLOR_GOLD "%5.0f | %5.0f | %5.0f | %5.0f ", origin.X, origin.Z, origin.Y, (origin - listener).Length());
|
||||
}
|
||||
out.AppendFormat("%-.2g %-4d %-4d %s3%sZ%sU%sM%sN%sA%sL%sE%sV" TEXTCOLOR_GOLD " %-5.4f %-4u %d: %s\n", chan->Volume, chan->EntChannel, chan->Priority,
|
||||
(chan->ChanFlags & CHAN_IS3D) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHAN_LISTENERZ) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHAN_UI) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHAN_MAYBE_LOCAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHAN_NOPAUSE) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHAN_AREA) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHAN_LOOP) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHAN_EVICTED) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHAN_VIRTUAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHANF_IS3D) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHANF_LISTENERZ) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHANF_UI) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHANF_MAYBE_LOCAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHANF_NOPAUSE) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHANF_AREA) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHANF_LOOP) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHANF_EVICTED) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
(chan->ChanFlags & CHANF_VIRTUAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_BLACK,
|
||||
GSnd->GetAudibility(chan), GSnd->GetPosition(chan), ((int)chan->OrgID)-1, S_sfx[chan->SoundID].name.GetChars());
|
||||
ch++;
|
||||
}
|
||||
|
|
|
@ -192,7 +192,7 @@ struct FSoundChan : public FISoundChannel
|
|||
// CHAN_BODY is for generic body sounds
|
||||
// CHAN_PICKUP can optionally be set as a local sound only for "compatibility"
|
||||
|
||||
enum
|
||||
enum EChannel
|
||||
{
|
||||
CHAN_AUTO = 0,
|
||||
CHAN_WEAPON = 1,
|
||||
|
@ -202,33 +202,10 @@ enum
|
|||
CHAN_5 = 5,
|
||||
CHAN_6 = 6,
|
||||
CHAN_7 = 7,
|
||||
|
||||
// Channel alias for sector sounds. These define how listener height is
|
||||
// used when calculating 3D sound volume.
|
||||
CHAN_FLOOR = 1, // Sound comes from the floor.
|
||||
CHAN_CEILING = 2, // Sound comes from the ceiling.
|
||||
CHAN_FULLHEIGHT = 3, // Sound comes entire height of the sector.
|
||||
CHAN_INTERIOR = 4, // Sound comes height between floor and ceiling.
|
||||
|
||||
// modifier flags
|
||||
CHAN_LISTENERZ = 8,
|
||||
CHAN_MAYBE_LOCAL = 16,
|
||||
CHAN_UI = 32, // Do not record sound in savegames.
|
||||
CHAN_NOPAUSE = 64, // Do not pause this sound in menus.
|
||||
CHAN_AREA = 128, // Sound plays from all around. Only valid with sector sounds.
|
||||
CHAN_LOOP = 256,
|
||||
|
||||
CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL),
|
||||
|
||||
CHAN_IS3D = 1, // internal: Sound is 3D.
|
||||
CHAN_EVICTED = 2, // internal: Sound was evicted.
|
||||
CHAN_FORGETTABLE = 4, // internal: Forget channel data when sound stops.
|
||||
CHAN_JUSTSTARTED = 512, // internal: Sound has not been updated yet.
|
||||
CHAN_ABSTIME = 1024, // internal: Start time is absolute and does not depend on current time.
|
||||
CHAN_VIRTUAL = 2048, // internal: Channel is currently virtual
|
||||
CHAN_NOSTOP = 4096, // only for A_PlaySound. Does not start if channel is playing something.
|
||||
};
|
||||
|
||||
|
||||
|
||||
// sound attenuation values
|
||||
#define ATTN_NONE 0.f // full volume the entire level
|
||||
#define ATTN_NORM 1.f
|
||||
|
@ -327,7 +304,7 @@ public:
|
|||
void UpdateSounds(int time);
|
||||
|
||||
FSoundChan* StartSound(int sourcetype, const void* source,
|
||||
const FVector3* pt, int channel, FSoundID sound_id, float volume, float attenuation, FRolloffInfo* rolloff = nullptr, float spitch = 0.0f);
|
||||
const FVector3* pt, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, FRolloffInfo* rolloff = nullptr, float spitch = 0.0f);
|
||||
|
||||
// Stops an origin-less sound from playing from this channel.
|
||||
void StopSoundID(int sound_id);
|
||||
|
|
108
source/common/utility/tflags.h
Normal file
108
source/common/utility/tflags.h
Normal file
|
@ -0,0 +1,108 @@
|
|||
/*
|
||||
** tflags.h
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2015 Teemu Piippo
|
||||
** 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.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
/*
|
||||
* TFlags
|
||||
*
|
||||
* A Qt-inspired type-safe flagset type.
|
||||
*
|
||||
* T is the enum type of individual flags,
|
||||
* TT is the underlying integer type used (defaults to uint32_t)
|
||||
*/
|
||||
template<typename T, typename TT = uint32_t>
|
||||
class TFlags
|
||||
{
|
||||
struct ZeroDummy {};
|
||||
|
||||
public:
|
||||
typedef TFlags<T, TT> Self;
|
||||
typedef T EnumType;
|
||||
typedef TT IntType;
|
||||
|
||||
TFlags() = default;
|
||||
TFlags(const Self& other) = default;
|
||||
TFlags (T value) : Value (static_cast<TT> (value)) {}
|
||||
|
||||
// This allows initializing the flagset with 0, as 0 implicitly converts into a null pointer.
|
||||
TFlags (ZeroDummy*) : Value (0) {}
|
||||
|
||||
// Relation operators
|
||||
Self operator| (Self other) const { return Self::FromInt (Value | other.GetValue()); }
|
||||
Self operator& (Self other) const { return Self::FromInt (Value & other.GetValue()); }
|
||||
Self operator^ (Self other) const { return Self::FromInt (Value ^ other.GetValue()); }
|
||||
Self operator| (T value) const { return Self::FromInt (Value | value); }
|
||||
Self operator& (T value) const { return Self::FromInt (Value & value); }
|
||||
Self operator^ (T value) const { return Self::FromInt (Value ^ value); }
|
||||
Self operator~() const { return Self::FromInt (~Value); }
|
||||
|
||||
// Assignment operators
|
||||
Self& operator= (Self other) { Value = other.GetValue(); return *this; }
|
||||
Self& operator|= (Self other) { Value |= other.GetValue(); return *this; }
|
||||
Self& operator&= (Self other) { Value &= other.GetValue(); return *this; }
|
||||
Self& operator^= (Self other) { Value ^= other.GetValue(); return *this; }
|
||||
Self& operator= (T value) { Value = value; return *this; }
|
||||
Self& operator|= (T value) { Value |= value; return *this; }
|
||||
Self& operator&= (T value) { Value &= value; return *this; }
|
||||
Self& operator^= (T value) { Value ^= value; return *this; }
|
||||
|
||||
// Access the value of the flagset
|
||||
TT GetValue() const { return Value; }
|
||||
operator TT() const { return Value; }
|
||||
|
||||
// Set the value of the flagset manually with an integer.
|
||||
// Please think twice before using this.
|
||||
static Self FromInt (TT value) { return Self (static_cast<T> (value)); }
|
||||
|
||||
private:
|
||||
template<typename X> Self operator| (X value) const { return Self::FromInt (Value | value); }
|
||||
template<typename X> Self operator& (X value) const { return Self::FromInt (Value & value); }
|
||||
template<typename X> Self operator^ (X value) const { return Self::FromInt (Value ^ value); }
|
||||
|
||||
public: // to be removed.
|
||||
TT Value;
|
||||
};
|
||||
|
||||
/*
|
||||
* Additional operators for TFlags types.
|
||||
*/
|
||||
#define DEFINE_TFLAGS_OPERATORS(T) \
|
||||
inline T operator| (T::EnumType a, T::EnumType b) { return T::FromInt (T::IntType (a) | T::IntType (b)); } \
|
||||
inline T operator& (T::EnumType a, T::EnumType b) { return T::FromInt (T::IntType (a) & T::IntType (b)); } \
|
||||
inline T operator^ (T::EnumType a, T::EnumType b) { return T::FromInt (T::IntType (a) ^ T::IntType (b)); } \
|
||||
inline T operator| (T::EnumType a, T b) { return T::FromInt (T::IntType (a) | T::IntType (b)); } \
|
||||
inline T operator& (T::EnumType a, T b) { return T::FromInt (T::IntType (a) & T::IntType (b)); } \
|
||||
inline T operator^ (T::EnumType a, T b) { return T::FromInt (T::IntType (a) ^ T::IntType (b)); } \
|
||||
inline T operator~ (T::EnumType a) { return T::FromInt (~T::IntType (a)); }
|
||||
|
|
@ -1527,7 +1527,7 @@ ACTOR_STATIC void G_MoveFX(void)
|
|||
goto next_sprite;
|
||||
}
|
||||
#endif
|
||||
A_PlaySound(pSprite->lotag,spriteNum, CHAN_LOOP);
|
||||
A_PlaySound(pSprite->lotag,spriteNum, CHAN_AUTO, CHANF_LOOP);
|
||||
T1(spriteNum) = 1; // AMBIENT_SFX_PLAYING
|
||||
}
|
||||
else if (playerDist >= spriteHitag && T1(spriteNum) == 1)
|
||||
|
|
|
@ -364,7 +364,7 @@ int32_t Anim_Play(const char *fn)
|
|||
if (sound == -1)
|
||||
FX_StopAllSounds();
|
||||
else
|
||||
S_PlaySound(sound, CHAN_UI);
|
||||
S_PlaySound(sound, CHAN_AUTO, CHANF_UI);
|
||||
|
||||
soundidx++;
|
||||
}
|
||||
|
@ -378,7 +378,7 @@ int32_t Anim_Play(const char *fn)
|
|||
if (sound == -1)
|
||||
FX_StopAllSounds();
|
||||
else
|
||||
S_PlaySound(sound, CHAN_UI);
|
||||
S_PlaySound(sound, CHAN_AUTO, CHANF_UI);
|
||||
|
||||
soundidx++;
|
||||
}
|
||||
|
@ -536,7 +536,7 @@ int32_t Anim_Play(const char *fn)
|
|||
if (sound == -1)
|
||||
FX_StopAllSounds();
|
||||
else
|
||||
S_PlaySound(sound, CHAN_UI);
|
||||
S_PlaySound(sound, CHAN_AUTO, CHANF_UI);
|
||||
|
||||
soundidx++;
|
||||
}
|
||||
|
|
|
@ -481,15 +481,15 @@ void GameInterface::MenuSound(EMenuSounds snd)
|
|||
switch (snd)
|
||||
{
|
||||
case CursorSound:
|
||||
S_PlaySound(KICK_HIT, CHAN_UI);
|
||||
S_PlaySound(KICK_HIT, CHAN_AUTO, CHANF_UI);
|
||||
break;
|
||||
|
||||
case AdvanceSound:
|
||||
S_PlaySound(PISTOL_BODYHIT, CHAN_UI);
|
||||
S_PlaySound(PISTOL_BODYHIT, CHAN_AUTO, CHANF_UI);
|
||||
break;
|
||||
|
||||
case CloseSound:
|
||||
S_PlaySound(EXITMENUSOUND, CHAN_UI);
|
||||
S_PlaySound(EXITMENUSOUND, CHAN_AUTO, CHANF_UI);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -570,7 +570,7 @@ void GameInterface::StartGame(FGameStartup& gs)
|
|||
ud.m_player_skill = gs.Skill + 1;
|
||||
if (menu_sounds && skillsound >= 0 && SoundEnabled())
|
||||
{
|
||||
S_PlaySound(skillsound, CHAN_UI);
|
||||
S_PlaySound(skillsound, CHAN_AUTO, CHANF_UI);
|
||||
|
||||
while (S_CheckSoundPlaying(skillsound))
|
||||
{
|
||||
|
|
|
@ -4400,7 +4400,7 @@ int G_StartRTS(int lumpNum, int localPlayer)
|
|||
auto sid = RTS_GetSoundID(lumpNum - 1);
|
||||
if (sid != -1)
|
||||
{
|
||||
S_PlaySound(sid, CHAN_UI);
|
||||
S_PlaySound(sid, CHAN_AUTO, CHANF_UI);
|
||||
g_RTSPlaying = 7;
|
||||
return 1;
|
||||
}
|
||||
|
@ -4490,7 +4490,7 @@ void G_HandleLocalKeys(void)
|
|||
{
|
||||
if (G_ChangeHudLayout(1))
|
||||
{
|
||||
S_PlaySound(THUD, CHAN_UI);
|
||||
S_PlaySound(THUD, CHAN_AUTO, CHANF_UI);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -4509,7 +4509,7 @@ void G_HandleLocalKeys(void)
|
|||
{
|
||||
if (G_ChangeHudLayout(-1))
|
||||
{
|
||||
S_PlaySound(THUD, CHAN_UI);
|
||||
S_PlaySound(THUD, CHAN_AUTO, CHANF_UI);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -4125,7 +4125,7 @@ badindex:
|
|||
if (S_CheckSoundPlaying(soundNum))
|
||||
S_StopSound((int16_t)soundNum);
|
||||
dispatch();
|
||||
case CON_SCREENSOUND: S_PlaySound(soundNum, CHAN_UI); dispatch();
|
||||
case CON_SCREENSOUND: S_PlaySound(soundNum, CHAN_AUTO, CHANF_UI); dispatch();
|
||||
}
|
||||
}
|
||||
dispatch();
|
||||
|
|
|
@ -299,7 +299,7 @@ void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3]
|
|||
*/
|
||||
}
|
||||
}
|
||||
if ((chanflags & CHAN_LISTENERZ) && campos != nullptr && type != SOURCE_None)
|
||||
if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None)
|
||||
{
|
||||
pos->Y = campos->z / 256.f;
|
||||
}
|
||||
|
@ -354,7 +354,7 @@ void S_Update(void)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int flags)
|
||||
int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int channel, EChanFlags flags)
|
||||
{
|
||||
int sndnum = VM_OnEventWithReturn(EVENT_SOUND, spriteNum, screenpeek, num);
|
||||
|
||||
|
@ -443,8 +443,8 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int flags)
|
|||
if (explosionp) attenuation = 0.5f;
|
||||
else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
|
||||
|
||||
if (userflags & SF_LOOP) flags |= CHAN_LOOP;
|
||||
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -454,7 +454,7 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int flags)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int S_PlaySound(int num, int flags)
|
||||
int S_PlaySound(int num, int channel, EChanFlags flags)
|
||||
{
|
||||
int sndnum = VM_OnEventWithReturn(EVENT_SOUND, g_player[screenpeek].ps->i, screenpeek, num);
|
||||
|
||||
|
@ -466,8 +466,8 @@ int S_PlaySound(int num, int flags)
|
|||
|
||||
int const pitch = S_GetPitch(sndnum);
|
||||
|
||||
if (userflags & SF_LOOP) flags |= CHAN_LOOP;
|
||||
auto chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, flags, sndnum + 1, 0.8f, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -477,19 +477,19 @@ int S_PlaySound(int num, int flags)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int A_PlaySound(int soundNum, int spriteNum, int flags)
|
||||
int A_PlaySound(int soundNum, int spriteNum, int channel, EChanFlags flags)
|
||||
{
|
||||
return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum, flags) :
|
||||
S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos, flags);
|
||||
}
|
||||
|
||||
void S_StopEnvSound(int sndNum, int sprNum, int 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 (flags == -1) soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum+1);
|
||||
else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], flags, -1);
|
||||
else if (channel == -1) soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum+1);
|
||||
else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], channel, -1);
|
||||
}
|
||||
|
||||
void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
|
||||
|
@ -512,11 +512,11 @@ void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int A_CheckSoundPlaying(int spriteNum, int soundNum, int flags)
|
||||
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], flags, soundNum+1);
|
||||
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], channel, soundNum+1);
|
||||
}
|
||||
|
||||
// Check if actor <i> is playing any sound.
|
||||
|
|
|
@ -45,8 +45,8 @@ typedef struct
|
|||
int priority, flags;
|
||||
} sound_t;
|
||||
|
||||
int A_CheckSoundPlaying(int spriteNum, int soundNum, int flags = 0);
|
||||
int A_PlaySound(int soundNum, int spriteNum, int flags = 0);
|
||||
int A_CheckSoundPlaying(int spriteNum, int soundNum, int channel = 0);
|
||||
int A_PlaySound(int soundNum, int spriteNum, int channel = CHAN_AUTO, EChanFlags flags = 0);
|
||||
void S_Callback(intptr_t num);
|
||||
int A_CheckAnySoundPlaying(int spriteNum);
|
||||
int S_CheckSoundPlaying(int soundNum);
|
||||
|
@ -59,8 +59,8 @@ void S_PlayLevelMusicOrNothing(unsigned int);
|
|||
int S_TryPlaySpecialMusic(unsigned int);
|
||||
void S_PlaySpecialMusicOrNothing(unsigned int);
|
||||
void S_ContinueLevelMusic(void);
|
||||
int S_PlaySound(int num, int flags = 0);
|
||||
int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos, int flags = 0);
|
||||
int S_PlaySound(int num, int channel = CHAN_AUTO, EChanFlags flags = 0);
|
||||
int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos, int channel = CHAN_AUTO, EChanFlags flags = 0);
|
||||
void S_StopEnvSound(int sndNum,int sprNum, int flags = -1);
|
||||
void S_StopAllSounds(void);
|
||||
void S_Update(void);
|
||||
|
|
|
@ -1392,7 +1392,7 @@ ACTOR_STATIC void G_MoveFX(void)
|
|||
goto next_sprite;
|
||||
}
|
||||
#endif
|
||||
A_PlaySound(pSprite->lotag, spriteNum, CHAN_LOOP);
|
||||
A_PlaySound(pSprite->lotag, spriteNum, CHAN_AUTO, CHANF_LOOP);
|
||||
T1(spriteNum) = 1; // AMBIENT_SFX_PLAYING
|
||||
}
|
||||
else if (playerDist >= spriteHitag && T1(spriteNum) == 1)
|
||||
|
|
|
@ -396,7 +396,7 @@ int32_t Anim_Play(const char *fn)
|
|||
if (sound == -1)
|
||||
FX_StopAllSounds();
|
||||
else
|
||||
S_PlaySound(sound, CHAN_UI);
|
||||
S_PlaySound(sound, CHAN_AUTO, CHANF_UI);
|
||||
|
||||
soundidx++;
|
||||
}
|
||||
|
@ -410,7 +410,7 @@ int32_t Anim_Play(const char *fn)
|
|||
if (sound == -1)
|
||||
FX_StopAllSounds();
|
||||
else
|
||||
S_PlaySound(sound, CHAN_UI);
|
||||
S_PlaySound(sound, CHAN_AUTO, CHANF_UI);
|
||||
|
||||
soundidx++;
|
||||
}
|
||||
|
@ -566,7 +566,7 @@ int32_t Anim_Play(const char *fn)
|
|||
if (sound == -1)
|
||||
FX_StopAllSounds();
|
||||
else
|
||||
S_PlaySound(sound, CHAN_UI);
|
||||
S_PlaySound(sound, CHAN_AUTO, CHANF_UI);
|
||||
|
||||
soundidx++;
|
||||
}
|
||||
|
|
|
@ -361,15 +361,15 @@ void GameInterface::MenuSound(EMenuSounds snd)
|
|||
switch (snd)
|
||||
{
|
||||
case CursorSound:
|
||||
S_PlaySound(RR ? 335 : KICK_HIT, CHAN_UI);
|
||||
S_PlaySound(RR ? 335 : KICK_HIT, CHAN_AUTO, CHANF_UI);
|
||||
break;
|
||||
|
||||
case AdvanceSound:
|
||||
S_PlaySound(RR? 341 : PISTOL_BODYHIT, CHAN_UI);
|
||||
S_PlaySound(RR? 341 : PISTOL_BODYHIT, CHAN_AUTO, CHANF_UI);
|
||||
break;
|
||||
|
||||
case CloseSound:
|
||||
S_PlaySound(EXITMENUSOUND, CHAN_UI);
|
||||
S_PlaySound(EXITMENUSOUND, CHAN_AUTO, CHANF_UI);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -445,7 +445,7 @@ void GameInterface::StartGame(FGameStartup& gs)
|
|||
ud.m_player_skill = gs.Skill + 1;
|
||||
if (menu_sounds && skillsound >= 0 && SoundEnabled())
|
||||
{
|
||||
S_PlaySound(skillsound, CHAN_UI);
|
||||
S_PlaySound(skillsound, CHAN_AUTO, CHANF_UI);
|
||||
|
||||
while (S_CheckSoundPlaying(skillsound))
|
||||
{
|
||||
|
|
|
@ -5954,7 +5954,7 @@ int G_StartRTS(int lumpNum, int localPlayer)
|
|||
auto sid = RTS_GetSoundID(lumpNum - 1);
|
||||
if (sid != -1)
|
||||
{
|
||||
S_PlaySound(sid, CHAN_UI);
|
||||
S_PlaySound(sid, CHAN_AUTO, CHANF_UI);
|
||||
g_RTSPlaying = 7;
|
||||
return 1;
|
||||
}
|
||||
|
@ -6043,7 +6043,7 @@ void G_HandleLocalKeys(void)
|
|||
{
|
||||
if (G_ChangeHudLayout(1))
|
||||
{
|
||||
S_PlaySound(RR ? 341 : THUD, CHAN_UI);
|
||||
S_PlaySound(RR ? 341 : THUD, CHAN_AUTO, CHANF_UI);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -6062,7 +6062,7 @@ void G_HandleLocalKeys(void)
|
|||
{
|
||||
if (G_ChangeHudLayout(-1))
|
||||
{
|
||||
S_PlaySound(RR ? 341 : THUD, CHAN_UI);
|
||||
S_PlaySound(RR ? 341 : THUD, CHAN_AUTO, CHANF_UI);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -299,7 +299,7 @@ void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3]
|
|||
*/
|
||||
}
|
||||
}
|
||||
if ((chanflags & CHAN_LISTENERZ) && campos != nullptr && type != SOURCE_None)
|
||||
if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None)
|
||||
{
|
||||
pos->Y = campos->z / 256.f;
|
||||
}
|
||||
|
@ -359,7 +359,7 @@ void S_Update(void)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int flags)
|
||||
int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int channel, EChanFlags flags)
|
||||
{
|
||||
auto const pPlayer = g_player[myconnectindex].ps;
|
||||
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || (pPlayer->gm & MODE_MENU) ||
|
||||
|
@ -446,8 +446,8 @@ int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int flags)
|
|||
if (explosionp) attenuation = 0.5f;
|
||||
else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
|
||||
|
||||
if (userflags & SF_LOOP) flags |= CHAN_LOOP;
|
||||
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
|
||||
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
|
||||
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, CHAN_AUTO, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
|
||||
return chan ? 0 : -1;
|
||||
}
|
||||
|
||||
|
@ -457,7 +457,7 @@ int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int flags)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int S_PlaySound(int sndnum, int flags)
|
||||
int S_PlaySound(int sndnum, int channel, EChanFlags flags)
|
||||
{
|
||||
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1;
|
||||
|
||||
|
@ -467,8 +467,8 @@ int S_PlaySound(int sndnum, int flags)
|
|||
|
||||
int const pitch = S_GetPitch(sndnum);
|
||||
|
||||
if (userflags & SF_LOOP) flags |= CHAN_LOOP;
|
||||
auto chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, flags, sndnum + 1, 0.8f, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -478,7 +478,7 @@ int S_PlaySound(int sndnum, int flags)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int A_PlaySound(int soundNum, int spriteNum, int flags)
|
||||
int A_PlaySound(int soundNum, int spriteNum, int channel, EChanFlags flags)
|
||||
{
|
||||
return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum, flags) :
|
||||
S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos, flags);
|
||||
|
@ -513,11 +513,11 @@ void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int A_CheckSoundPlaying(int spriteNum, int soundNum, int flags)
|
||||
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], flags, soundNum+1);
|
||||
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], channel, soundNum+1);
|
||||
}
|
||||
|
||||
// Check if actor <i> is playing any sound.
|
||||
|
|
|
@ -45,9 +45,8 @@ typedef struct
|
|||
int priority, flags;
|
||||
} sound_t;
|
||||
|
||||
int A_CheckSoundPlaying(int spriteNum, int soundNum, int flags = 0);
|
||||
int A_PlaySound(int soundNum, int spriteNum, int flags = 0);
|
||||
void S_Callback(intptr_t num);
|
||||
int A_CheckSoundPlaying(int spriteNum, int soundNum, int channel = 0);
|
||||
int A_PlaySound(int soundNum, int spriteNum, int channel = CHAN_AUTO, EChanFlags flags = 0);
|
||||
int A_CheckAnySoundPlaying(int spriteNum);
|
||||
int S_CheckSoundPlaying(int soundNum);
|
||||
inline int S_CheckSoundPlaying(int sprnum, int soundNum) { return S_CheckSoundPlaying(soundNum); }
|
||||
|
@ -60,8 +59,8 @@ void S_PlayLevelMusicOrNothing(unsigned int);
|
|||
int S_TryPlaySpecialMusic(unsigned int);
|
||||
void S_PlaySpecialMusicOrNothing(unsigned int);
|
||||
void S_ContinueLevelMusic(void);
|
||||
int S_PlaySound(int num, int flags = 0);
|
||||
int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos, int flags = 0);
|
||||
int S_PlaySound(int num, int channel = CHAN_AUTO, EChanFlags flags = 0);
|
||||
int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos, int channel = CHAN_AUTO, EChanFlags flags = 0);
|
||||
void S_StopEnvSound(int sndNum,int sprNum, int flags = -1);
|
||||
void S_StopAllSounds(void);
|
||||
void S_Update(void);
|
||||
|
|
Loading…
Reference in a new issue