From a28cd174548d92daea540d11fd3e04ece90390f3 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 15 Dec 2019 13:34:00 +0100 Subject: [PATCH] - refactoring of DN3D sound code complete but not tested yet. --- source/blood/src/osdcmd.cpp | 3 +- source/common/gamecontrol.cpp | 9 + source/common/sound/s_sound.cpp | 21 +- source/common/sound/s_soundinternal.h | 64 ++-- source/duke3d/src/actors.cpp | 15 +- source/duke3d/src/game.cpp | 43 --- source/duke3d/src/gamedef.cpp | 62 ++-- source/duke3d/src/global.h | 1 - source/duke3d/src/osdcmds.cpp | 14 - source/duke3d/src/sector.cpp | 11 +- source/duke3d/src/sounds.cpp | 438 ++++++++++++++------------ source/duke3d/src/sounds.h | 32 +- source/rr/src/osdcmds.cpp | 14 - source/thirdparty/include/fix16.h | 2 +- wadsrc/static/demolition/menudef.txt | 2 +- 15 files changed, 355 insertions(+), 376 deletions(-) diff --git a/source/blood/src/osdcmd.cpp b/source/blood/src/osdcmd.cpp index f7fa34ca6..926cca533 100644 --- a/source/blood/src/osdcmd.cpp +++ b/source/blood/src/osdcmd.cpp @@ -270,6 +270,7 @@ static int osdcmd_noclip(osdcmdptr_t UNUSED(parm)) return OSDCMD_OK; } +/* static int osdcmd_restartsound(osdcmdptr_t UNUSED(parm)) { UNREFERENCED_CONST_PARAMETER(parm); @@ -281,6 +282,7 @@ static int osdcmd_restartsound(osdcmdptr_t UNUSED(parm)) return OSDCMD_OK; } +*/ void onvideomodechange(int32_t newmode) { @@ -303,7 +305,6 @@ int32_t registerosdcommands(void) OSD_RegisterFunction("give","give : gives requested item", osdcmd_give); OSD_RegisterFunction("god","god: toggles god mode", osdcmd_god); OSD_RegisterFunction("noclip","noclip: toggles clipping mode", osdcmd_noclip); - OSD_RegisterFunction("restartsound","restartsound: reinitializes the sound system",osdcmd_restartsound); OSD_RegisterFunction("vidmode","vidmode : change the video mode",osdcmd_vidmode); diff --git a/source/common/gamecontrol.cpp b/source/common/gamecontrol.cpp index 7fb1eed14..b5dff8451 100644 --- a/source/common/gamecontrol.cpp +++ b/source/common/gamecontrol.cpp @@ -45,6 +45,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. #include "gstrings.h" #include "quotemgr.h" #include "mapinfo.h" +#include "s_soundinternal.h" #ifndef NETCODE_DISABLE #include "enet.h" #endif @@ -545,3 +546,11 @@ void CONFIG_InitMouseAndController() inputState.keyFlushScans(); } + +CCMD(snd_reset) +{ + Mus_Stop(); + soundEngine->Reset(); + MUS_ResumeSaved(); +} + diff --git a/source/common/sound/s_sound.cpp b/source/common/sound/s_sound.cpp index d03fdf960..8444d4592 100644 --- a/source/common/sound/s_sound.cpp +++ b/source/common/sound/s_sound.cpp @@ -157,12 +157,8 @@ void SoundEngine::CacheMarkedSounds() void SoundEngine::CacheSound (sfxinfo_t *sfx) { - if (GSnd) + if (GSnd && !sfx->bTentative) { - if (sfx->bPlayerReserve) - { - return; - } sfxinfo_t *orig = sfx; while (!sfx->bRandomHeader && sfx->link != sfxinfo_t::NO_LINK) { @@ -338,8 +334,7 @@ FString SoundEngine::ListSoundChannels() void SoundEngine::CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel) { - CalcPosVel(chan->SourceType, chan->Source, chan->Point, - chan->EntChannel, chan->ChanFlags, pos, vel); + CalcPosVel(chan->SourceType, chan->Source, chan->Point, chan->EntChannel, chan->ChanFlags, chan->SoundID, pos, vel); } bool SoundEngine::ValidatePosVel(const FSoundChan* const chan, const FVector3& pos, const FVector3& vel) @@ -403,7 +398,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source, chanflags = channel & ~7; channel &= 7; - CalcPosVel(type, source, &pt->X, channel, chanflags, &pos, &vel); + CalcPosVel(type, source, &pt->X, channel, chanflags, sound_id, &pos, &vel); if (!ValidatePosVel(type, source, pos, vel)) { @@ -1101,8 +1096,9 @@ void SoundEngine::SetPitch(FSoundChan *chan, float pitch) // Is a sound being played by a specific emitter? //========================================================================== -bool SoundEngine::GetSoundPlayingInfo (int sourcetype, const void *source, int sound_id) +int SoundEngine::GetSoundPlayingInfo (int sourcetype, const void *source, int sound_id) { + int count = 0; if (sound_id > 0) { for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan) @@ -1111,11 +1107,11 @@ bool SoundEngine::GetSoundPlayingInfo (int sourcetype, const void *source, int s (chan->SourceType == sourcetype && chan->Source == source))) { - return true; + count++; } } } - return false; + return count; } //========================================================================== @@ -1543,14 +1539,11 @@ int SoundEngine::AddSoundLump(const char* logicalname, int lump, int CurrentPitc newsfx.NearLimit = 2; newsfx.LimitRange = 256 * 256; newsfx.bRandomHeader = false; - newsfx.bPlayerReserve = false; newsfx.bLoadRAW = false; - newsfx.bPlayerCompat = false; newsfx.b16bit = false; newsfx.bUsed = false; newsfx.bSingular = false; newsfx.bTentative = false; - newsfx.bPlayerSilent = false; newsfx.ResourceId = resid; newsfx.RawRate = 0; newsfx.link = sfxinfo_t::NO_LINK; diff --git a/source/common/sound/s_soundinternal.h b/source/common/sound/s_soundinternal.h index a40df6a5c..1f246ca1c 100644 --- a/source/common/sound/s_soundinternal.h +++ b/source/common/sound/s_soundinternal.h @@ -40,11 +40,7 @@ struct sfxinfo_t unsigned bSingular:1; unsigned bTentative:1; - unsigned bPlayerReserve : 1; - unsigned bPlayerCompat : 1; - unsigned bPlayerSilent:1; // This player sound is intentionally silent. - unsigned userFlags; - int userdata; + TArray UserData; int RawRate; // Sample rate to use when bLoadRAW is true @@ -57,6 +53,37 @@ struct sfxinfo_t float Attenuation; // Multiplies the attenuation passed to S_Sound. void MarkUsed(); // Marks this sound as used. + + void Clear() + { + data.Clear(); + data3d.Clear(); + lumpnum = -1; // lump number of sfx + next = -1; + index = 0; // [RH] For hashing + Volume = 1.f; + ResourceId = -1; + PitchMask = 0; + NearLimit = 4; // 0 means unlimited + LimitRange = 256*256; + + bRandomHeader = false; + bLoadRAW = false; + b16bit= false; + bUsed = false; + bSingular = false; + + bTentative = true; + + RawRate = 0; // Sample rate to use when bLoadRAW is true + + LoopStart = 0; // -1 means no specific loop defined + + link = NO_LINK; + + Rolloff = {}; + Attenuation = 1.f; + } }; // Rolloff types @@ -256,7 +283,7 @@ private: bool IsChannelUsed(int sourcetype, const void* actor, int channel, int* seen); // This is the actual sound positioning logic which needs to be provided by the client. - virtual void CalcPosVel(int type, const void* source, const float pt[3], int channel, int chanflags, FVector3* pos, FVector3* vel) = 0; + virtual void CalcPosVel(int type, const void* source, const float pt[3], int channel, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel) = 0; // This can be overridden by the clent to provide some diagnostics. The default lets everything pass. virtual bool ValidatePosVel(int sourcetype, const void* source, const FVector3& pos, const FVector3& vel) { return true; } @@ -313,7 +340,7 @@ public: bool IsSourcePlayingSomething(int sourcetype, const void* actor, int channel, int sound_id); // Stop and resume music, during game PAUSE. - bool GetSoundPlayingInfo(int sourcetype, const void* source, int sound_id); + int GetSoundPlayingInfo(int sourcetype, const void* source, int sound_id); void UnloadAllSounds(); void Reset(); void MarkUsed(int num); @@ -329,10 +356,6 @@ public: { return object && listener.ListenerObject == object; } - bool isPlayerReserve(int snd_id) - { - return S_sfx[snd_id].bPlayerReserve; // Later this needs to be abstracted out of the engine itself. Right now that cannot be done. - } void SetListener(SoundListener& l) { listener = l; @@ -369,17 +392,22 @@ public: { S_rnd.Clear(); } - int GetUserFlags(int snd) + void *GetUserData(int snd) { - return S_sfx[snd].userFlags; - } - int GetUserData(int snd) - { - return S_sfx[snd].userdata; + return S_sfx[snd].UserData.Data(); } bool isValidSoundId(int id) { - return id > 0 && id < (int)S_sfx.Size(); + return id > 0 && id < (int)S_sfx.Size() && !S_sfx[id].bTentative; + } + + template bool EnumerateChannels(func callback) + { + for (FSoundChan* chan = Channels; chan; chan = chan->NextChan) + { + if (callback(chan)) return true; + } + return false; } void ChannelVirtualChanged(FISoundChannel* ichan, bool is_virtual); diff --git a/source/duke3d/src/actors.cpp b/source/duke3d/src/actors.cpp index d7e43c61f..04af80cb0 100644 --- a/source/duke3d/src/actors.cpp +++ b/source/duke3d/src/actors.cpp @@ -1492,7 +1492,8 @@ ACTOR_STATIC void G_MoveFX(void) else if (pSprite->lotag < 999 && (unsigned)sector[pSprite->sectnum].lotag < 9 && // ST_9_SLIDING_ST_DOOR snd_ambience && sector[SECT(spriteNum)].floorz != sector[SECT(spriteNum)].ceilingz) { - if (g_sounds[pSprite->lotag].m & SF_MSFX) + auto flags = S_GetUserFlags(pSprite->lotag); + if (flags & SF_MSFX) { int playerDist = dist(&sprite[pPlayer->i], pSprite); @@ -1505,10 +1506,10 @@ ACTOR_STATIC void G_MoveFX(void) } #endif - if (playerDist < spriteHitag && T1(spriteNum) == 0 && FX_VoiceAvailable(g_sounds[pSprite->lotag].pr-1)) + if (playerDist < spriteHitag && T1(spriteNum) == 0)// && FX_VoiceAvailable(g_sounds[pSprite->lotag].pr-1)) { // Start playing an ambience sound. - +#if 0 // let the sound system handle this internally. char om = g_sounds[pSprite->lotag].m; if (g_numEnvSoundsPlaying == snd_numvoices) { @@ -1525,10 +1526,8 @@ ACTOR_STATIC void G_MoveFX(void) if (j == -1) goto next_sprite; } - - g_sounds[pSprite->lotag].m |= SF_LOOP; - A_PlaySound(pSprite->lotag,spriteNum); - g_sounds[pSprite->lotag].m = om; +#endif + A_PlaySound(pSprite->lotag,spriteNum, true); T1(spriteNum) = 1; // AMBIENT_SFX_PLAYING } else if (playerDist >= spriteHitag && T1(spriteNum) == 1) @@ -1541,7 +1540,7 @@ ACTOR_STATIC void G_MoveFX(void) } } - if ((g_sounds[pSprite->lotag].m & (SF_GLOBAL|SF_DTAG)) == SF_GLOBAL) + if ((flags & (SF_GLOBAL|SF_DTAG)) == SF_GLOBAL) { // Randomly playing global sounds (flyby of planes, screams, ...) diff --git a/source/duke3d/src/game.cpp b/source/duke3d/src/game.cpp index 6231b2f7c..e60fe0b52 100644 --- a/source/duke3d/src/game.cpp +++ b/source/duke3d/src/game.cpp @@ -4745,43 +4745,6 @@ void G_HandleLocalKeys(void) } } -static int32_t S_DefineAudioIfSupported(char **fn, const char *name) -{ -#if !defined HAVE_FLAC || !defined HAVE_VORBIS - const char *extension = Bstrrchr(name, '.'); -# if !defined HAVE_FLAC - if (extension && !Bstrcasecmp(extension, ".flac")) - return -2; -# endif -# if !defined HAVE_VORBIS - if (extension && !Bstrcasecmp(extension, ".ogg")) - return -2; -# endif -#endif - realloc_copy(fn, name); - return 0; -} - -static int32_t S_DefineSound(int sndidx, const char *name, int minpitch, int maxpitch, int priority, int type, int distance, float volume) -{ - if ((unsigned)sndidx >= MAXSOUNDS || S_DefineAudioIfSupported(&g_sounds[sndidx].filename, name)) - return -1; - - auto &snd = g_sounds[sndidx]; - - snd.ps = clamp(minpitch, INT16_MIN, INT16_MAX); - snd.pe = clamp(maxpitch, INT16_MIN, INT16_MAX); - snd.pr = priority & 255; - snd.m = type & ~SF_ONEINST_INTERNAL; - snd.vo = clamp(distance, INT16_MIN, INT16_MAX); - snd.volume = volume; - - if (snd.m & SF_LOOP) - snd.m |= SF_ONEINST_INTERNAL; - - return 0; -} - // Returns: // 0: all OK // -1: ID declaration was invalid: @@ -5399,10 +5362,6 @@ static void G_Cleanup(void) Xfree(g_player[i].input); } - for (i=MAXSOUNDS-1; i>=0; i--) - { - Xfree(g_sounds[i].filename); - } #if !defined LUNATIC if (label != (char *)&sprite[0]) Xfree(label); if (labelcode != (int32_t *)§or[0]) Xfree(labelcode); @@ -5432,7 +5391,6 @@ static void G_Cleanup(void) void G_Shutdown(void) { - S_SoundShutdown(); engineUnInit(); G_Cleanup(); } @@ -6031,7 +5989,6 @@ int GameInterface::app_main() } videoSetPalette(0, myplayer.palette, 0); - S_SoundStartup(); } // check if the minifont will support lowercase letters (3136-3161) diff --git a/source/duke3d/src/gamedef.cpp b/source/duke3d/src/gamedef.cpp index 1f2718dff..65b892fb5 100644 --- a/source/duke3d/src/gamedef.cpp +++ b/source/duke3d/src/gamedef.cpp @@ -5361,86 +5361,74 @@ repeatcase: continue; case CON_DEFINESOUND: + { + FString filename; + int ps, pe, vo, pr, m; + float volume; + g_scriptPtr--; C_GetNextValue(LABEL_DEFINE); // Ideally we could keep the value of i from C_GetNextValue() instead of having to hash_find() again. // This depends on tempbuf remaining in place after C_GetNextValue(): - j = hash_find(&h_labels,tempbuf); + j = hash_find(&h_labels, tempbuf); k = g_scriptPtr[-1]; - if (EDUKE32_PREDICT_FALSE((unsigned)k >= MAXSOUNDS-1)) + if ((unsigned)k >= MAXSOUNDS - 1) { - initprintf("%s:%d: error: sound index exceeds limit of %d.\n",g_scriptFileName,g_lineNumber, MAXSOUNDS-1); + initprintf("%s:%d: error: sound index exceeds limit of %d.\n", g_scriptFileName, g_lineNumber, MAXSOUNDS - 1); g_errorCnt++; - k = MAXSOUNDS-1; + k = MAXSOUNDS - 1; } - else if (EDUKE32_PREDICT_FALSE(g_sounds[k].filename != NULL)) + /*else if (g_sounds[k].filename != NULL) { - initprintf("%s:%d: warning: sound %d already defined (%s)\n",g_scriptFileName,g_lineNumber,k,g_sounds[k].filename); + initprintf("%s:%d: warning: sound %d already defined (%s)\n", g_scriptFileName, g_lineNumber, k, g_sounds[k].filename); g_warningCnt++; - } + }*/ g_scriptPtr--; i = 0; C_SkipComments(); - if (g_sounds[k].filename == NULL) - g_sounds[k].filename = (char *)Xcalloc(BMAX_PATH,sizeof(uint8_t)); + TArray buffer; if (*textptr == '\"') { textptr++; while (*textptr && *textptr != '\"') { - g_sounds[k].filename[i++] = *textptr++; - if (EDUKE32_PREDICT_FALSE(i >= BMAX_PATH-1)) - { - initprintf("%s:%d: error: sound filename exceeds limit of %d characters.\n",g_scriptFileName,g_lineNumber,BMAX_PATH-1); - g_errorCnt++; - C_SkipComments(); - break; - } + buffer.Push(*textptr++); } textptr++; } else while (*textptr != ' ' && *textptr != '\t' && *textptr != '\r' && *textptr != '\n') { - g_sounds[k].filename[i++] = *textptr++; - if (EDUKE32_PREDICT_FALSE(i >= BMAX_PATH-1)) - { - initprintf("%s:%d: error: sound filename exceeds limit of %d characters.\n",g_scriptFileName,g_lineNumber,BMAX_PATH-1); - g_errorCnt++; - C_SkipComments(); - break; - } + buffer.Push(*textptr++); } - g_sounds[k].filename[i] = '\0'; + buffer.Push(0); C_GetNextValue(LABEL_DEFINE); - g_sounds[k].ps = g_scriptPtr[-1]; + ps = g_scriptPtr[-1]; C_GetNextValue(LABEL_DEFINE); - g_sounds[k].pe = g_scriptPtr[-1]; + pe = g_scriptPtr[-1]; C_GetNextValue(LABEL_DEFINE); - g_sounds[k].pr = g_scriptPtr[-1]; + pr = g_scriptPtr[-1]; C_GetNextValue(LABEL_DEFINE); - g_sounds[k].m = g_scriptPtr[-1] & ~SF_ONEINST_INTERNAL; - if (g_scriptPtr[-1] & SF_LOOP) - g_sounds[k].m |= SF_ONEINST_INTERNAL; + m = g_scriptPtr[-1]; C_GetNextValue(LABEL_DEFINE); - g_sounds[k].vo = g_scriptPtr[-1]; + vo = g_scriptPtr[-1]; g_scriptPtr -= 5; - g_sounds[k].volume = 1.f; + int res = S_DefineSound(k, filename, ps, pe, pr, m, vo, 1.f); - if (k > g_highestSoundIdx) - g_highestSoundIdx = k; + volume = 1.f; if (g_dynamicSoundMapping && j >= 0 && (labeltype[j] & LABEL_DEFINE)) - G_ProcessDynamicSoundMapping(label+(j<<6), k); + G_ProcessDynamicSoundMapping(label + (j << 6), k); continue; + } case CON_ENDEVENT: diff --git a/source/duke3d/src/global.h b/source/duke3d/src/global.h index bfb84f74c..49e1a1e14 100644 --- a/source/duke3d/src/global.h +++ b/source/duke3d/src/global.h @@ -149,7 +149,6 @@ G_EXTERN int32_t g_noEnemies; G_EXTERN int32_t g_restorePalette; G_EXTERN int32_t g_screenCapture; G_EXTERN projectile_t SpriteProjectile[MAXSPRITES]; -G_EXTERN sound_t g_sounds[MAXSOUNDS]; G_EXTERN uint32_t everyothertime; G_EXTERN uint32_t g_moveThingsCount; G_EXTERN double g_gameUpdateTime; diff --git a/source/duke3d/src/osdcmds.cpp b/source/duke3d/src/osdcmds.cpp index 92004f793..5279c2748 100644 --- a/source/duke3d/src/osdcmds.cpp +++ b/source/duke3d/src/osdcmds.cpp @@ -172,19 +172,6 @@ static int osdcmd_noclip(osdcmdptr_t UNUSED(parm)) return OSDCMD_OK; } -static int osdcmd_restartsound(osdcmdptr_t UNUSED(parm)) -{ - UNREFERENCED_CONST_PARAMETER(parm); - S_SoundShutdown(); - - S_SoundStartup(); - - FX_StopAllSounds(); - S_ClearSoundLocks(); - - return OSDCMD_OK; -} - int osdcmd_restartmap(osdcmdptr_t UNUSED(parm)) { UNREFERENCED_CONST_PARAMETER(parm); @@ -812,7 +799,6 @@ int32_t registerosdcommands(void) OSD_RegisterFunction("printtimes", "printtimes: prints VM timing statistics", osdcmd_printtimes); OSD_RegisterFunction("restartmap", "restartmap: restarts the current map", osdcmd_restartmap); - OSD_RegisterFunction("restartsound","restartsound: reinitializes the sound system",osdcmd_restartsound); OSD_RegisterFunction("addlogvar","addlogvar : prints the value of a gamevar", osdcmd_addlogvar); OSD_RegisterFunction("setvar","setvar : sets the value of a gamevar", osdcmd_setvar); OSD_RegisterFunction("setvarvar","setvarvar : sets the value of to ", osdcmd_setvar); diff --git a/source/duke3d/src/sector.cpp b/source/duke3d/src/sector.cpp index 7fd818867..388701303 100644 --- a/source/duke3d/src/sector.cpp +++ b/source/duke3d/src/sector.cpp @@ -70,9 +70,10 @@ int A_CallSound(int sectNum, int spriteNum) if (spriteNum == -1) spriteNum = SFXsprite; + auto flags = S_GetUserFlags(soundNum); if (T1(SFXsprite) == 0) { - if ((g_sounds[soundNum].m & (SF_GLOBAL|SF_DTAG)) != SF_GLOBAL) + if ((flags & (SF_GLOBAL|SF_DTAG)) != SF_GLOBAL) { if (soundNum) { @@ -93,7 +94,7 @@ int A_CallSound(int sectNum, int spriteNum) if (SHT(SFXsprite)) A_PlaySound(SHT(SFXsprite), spriteNum); - if ((g_sounds[soundNum].m & SF_LOOP) || (SHT(SFXsprite) && SHT(SFXsprite) != soundNum)) + if ((flags & SF_LOOP) || (SHT(SFXsprite) && SHT(SFXsprite) != soundNum)) S_StopEnvSound(soundNum, T6(SFXsprite)); T6(SFXsprite) = spriteNum; @@ -1465,7 +1466,9 @@ int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType) S_PlaySound3D(SWITCH_ON, (switchType == SWITCH_SPRITE) ? wallOrSprite : g_player[playerNum].ps->i, &davector); else if (hitag) { - if (switchType == SWITCH_SPRITE && (g_sounds[hitag].m & SF_TALK) == 0) + auto flags = S_GetUserFlags(hitag); + + if (switchType == SWITCH_SPRITE && (flags & SF_TALK) == 0) S_PlaySound3D(hitag, wallOrSprite, &davector); else A_PlaySound(hitag, g_player[playerNum].ps->i); @@ -1968,7 +1971,7 @@ void A_DamageObject_Duke3D(int spriteNum, int const dmgSrc) sprite[dmgSrc].xvel = (sprite[spriteNum].xvel>>1)+(sprite[spriteNum].xvel>>2); sprite[dmgSrc].ang -= (SA(spriteNum)<<1)+1024; SA(spriteNum) = getangle(SX(spriteNum)-sprite[dmgSrc].x,SY(spriteNum)-sprite[dmgSrc].y)-512; - if (g_sounds[POOLBALLHIT].num < 2) + if (S_CheckSoundPlaying(POOLBALLHIT) < 2) A_PlaySound(POOLBALLHIT, spriteNum); } else diff --git a/source/duke3d/src/sounds.cpp b/source/duke3d/src/sounds.cpp index a54e0c679..55352a625 100644 --- a/source/duke3d/src/sounds.cpp +++ b/source/duke3d/src/sounds.cpp @@ -25,145 +25,35 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. #include "compat.h" #include "duke3d.h" -#include "renderlayer.h" // for win_gethwnd() -#include "al_midi.h" -#include "openaudio.h" #include "z_music.h" #include "mapinfo.h" #include "sound/s_soundinternal.h" -#include BEGIN_DUKE_NS +int32_t g_highestSoundIdx; -#define DQSIZE 256 -int32_t g_numEnvSoundsPlaying, g_highestSoundIdx; - -static char *MusicPtr; - -static int32_t MusicIsWaveform; -static int32_t MusicVoice = -1; - -static bool MusicPaused; -static bool SoundPaused; - -static std::atomic dnum, dq[DQSIZE]; -static mutex_t m_callback; - -static inline void S_SetProperties(assvoice_t *snd, int const owner, int const voice, int const dist, int const clock) +class DukeSoundEngine : public SoundEngine { - snd->owner = owner; - snd->id = voice; - snd->dist = dist; - snd->clock = clock; -} + // 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) override; + TArray ReadSound(int lumpnum); -void S_SoundStartup(void) +public: + DukeSoundEngine() = default; +}; + +//========================================================================== +// +// This is to avoid hardscoding the dependency on Wads into the sound engine +// +//========================================================================== + +TArray DukeSoundEngine::ReadSound(int lumpnum) { -#ifdef _WIN32 - void *initdata = (void *) win_gethwnd(); // used for DirectSound -#else - void *initdata = NULL; -#endif - - initprintf("Initializing sound... "); - - int status = FX_Init(snd_numvoices, snd_numchannels, snd_mixrate, initdata); - if (status != FX_Ok) - { - initprintf("failed! %s\n", FX_ErrorString(status)); - return; - } - - initprintf("%d voices, %d channels, 16-bit %d Hz\n", *snd_numvoices, *snd_numchannels, *snd_mixrate); - - for (int i = 0; i <= g_highestSoundIdx; ++i) - { - for (auto & voice : g_sounds[i].voices) - { - g_sounds[i].num = 0; - S_SetProperties(&voice, -1, 0, UINT16_MAX, 0); - } - } - - snd_fxvolume.Callback(); - - snd_reversestereo.Callback(); - //FX_SetCallBack(S_Callback); - FX_SetPrintf(OSD_Printf); -} - -void S_SoundShutdown(void) -{ - int status = FX_Shutdown(); - if (status != FX_Ok) - { - Bsprintf(tempbuf, "S_SoundShutdown(): error: %s", FX_ErrorString(status)); - G_GameExit(tempbuf); - } -} - -void S_PauseSounds(bool paused) -{ - if (SoundPaused == paused) - return; - - SoundPaused = paused; - - for (int i = 0; i <= g_highestSoundIdx; ++i) - { - for (auto & voice : g_sounds[i].voices) - if (voice.id > 0) - FX_PauseVoice(voice.id, paused); - } -} - -// returns number of bytes read -int32_t S_LoadSound(int num) -{ - if ((unsigned)num > (unsigned)g_highestSoundIdx || EDUKE32_PREDICT_FALSE(g_sounds[num].filename == NULL)) - return 0; - - auto &snd = g_sounds[num]; - - auto fp = S_OpenAudio(snd.filename, 0, 0); - - if (!fp.isOpen()) - { - OSD_Printf(OSDTEXT_RED "Sound %s(#%d) not found!\n", snd.filename, num); - return 0; - } - - int32_t l = fp.GetLength(); - snd.siz = l; - cacheAllocateBlock((intptr_t *)&snd.ptr, l, nullptr); - l = fp.Read(snd.ptr, l); - - return l; -} - -void cacheAllSounds(void) -{ - for (int i=0, j=0; i <= g_highestSoundIdx; ++i) - { - if (g_sounds[i].ptr == 0) - { - j++; - if ((j&7) == 0) - gameHandleEvents(); - - S_LoadSound(i); - } - } -} - -static inline int S_GetPitch(int num) -{ - auto const &snd = g_sounds[num]; - int const range = klabs(snd.pe - snd.ps); - - return (range == 0) ? snd.ps : min(snd.ps, snd.pe) + rand() % range; + auto wlump = fileSystem.OpenFileReader(lumpnum); + return wlump.Read(); } //========================================================================== @@ -172,24 +62,104 @@ static inline int S_GetPitch(int num) // //========================================================================== +void S_PauseSounds(bool paused) +{ + soundEngine->SetPaused(paused); +} + +//========================================================================== +// +// +// +//========================================================================== + +void cacheAllSounds(void) +{ + for (int i=0, j=0; i < MAXSOUNDS; ++i) + { + soundEngine->CacheSound(i); + if ((i&31) == 0) + gameHandleEvents(); + } +} + +//========================================================================== +// +// +// +//========================================================================== + +static inline int S_GetPitch(int num) +{ + auto const* snd = (sound_t*)soundEngine->GetUserData(num); + 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 sndnum) +{ + return ((sound_t*)soundEngine->GetUserData(sndnum + 1))->flags; +} + //========================================================================== // // // //========================================================================== -static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum, int angle, +int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpitch, int priority, int type, int distance, float volume) +{ + 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; + + 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; + return 0; +} + + +//========================================================================== +// +// +// +//========================================================================== + +static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum, const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos) { // Todo: Some of this hackery really should be done using rolloff and attenuation instead of messing around with the sound origin. int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0; - int userflags = soundEngine->GetUserFlags(soundNum); - int dist_adjust = soundEngine->GetUserData(soundNum); + auto const* snd = (sound_t*)soundEngine->GetUserData(soundNum); + int userflags = snd->flags; + int dist_adjust = snd->volAdjust; if (PN(spriteNum) == APLAYER && P_Get(spriteNum) == screenpeek) goto sound_further_processing; @@ -256,67 +226,93 @@ boost: // //========================================================================== -void S_Update(void) +void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs) { - if ((g_player[myconnectindex].ps->gm & (MODE_GAME | MODE_DEMO)) == 0) - return; - - g_numEnvSoundsPlaying = 0; - - const vec3_t* c; - int32_t ca, cs; - if (ud.camerasprite == -1) { if (ud.overhead_on != 2) { - c = &CAMERA(pos); - cs = CAMERA(sect); - ca = fix16_to_int(CAMERA(q16ang)); + 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; - c = &pPlayer->pos; - cs = pPlayer->cursectnum; - ca = fix16_to_int(pPlayer->q16ang); + if (c) *c = &pPlayer->pos; + if (cs) *cs = pPlayer->cursectnum; + if (ca) *ca = fix16_to_int(pPlayer->q16ang); } } else { - c = &sprite[ud.camerasprite].pos; - cs = sprite[ud.camerasprite].sectnum; - ca = sprite[ud.camerasprite].ang; + if (c) *c = &sprite[ud.camerasprite].pos; + if (cs) *cs = sprite[ud.camerasprite].sectnum; + if (ca) *ca = sprite[ud.camerasprite].ang; } +} - int sndnum = 0; - int const highest = g_highestSoundIdx; +//========================================================================= +// +// CalcPosVel +// +// The game specific part of the sound updater. +// +//========================================================================= - do +void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel) +{ + if (pos != nullptr) { - if (g_sounds[sndnum].num == 0) - continue; + vec3_t* campos; + int32_t camsect; - for (auto& voice : g_sounds[sndnum].voices) + S_GetCamera(&campos, nullptr, &camsect); + if (vel) vel->Zero(); + + // [BL] Moved this case out of the switch statement to make code easier + // on static analysis. + if (type == SOURCE_Unattached) { - int const spriteNum = voice.owner; - - if ((unsigned)spriteNum >= MAXSPRITES || voice.id <= FX_Ok || !FX_SoundActive(voice.id)) - continue; - - int sndist, sndang; - - S_CalcDistAndAng(spriteNum, sndnum, cs, ca, c, (const vec3_t*)&sprite[spriteNum], &sndist, nullptr); - - if (S_IsAmbientSFX(spriteNum)) - g_numEnvSoundsPlaying++; - - // AMBIENT_SOUND - //FX_Pan3D(voice.id, sndang >> 4, sndist >> 6); - voice.dist = sndist >> 6; - voice.clock++; + pos->X = pt[0]; + pos->Y = campos && !(chanflags & CHAN_LISTENERZ) ? pt[1] : campos->z / 256.f; + pos->Z = pt[2]; } - } while (++sndnum <= highest); + else + { + switch (type) + { + case SOURCE_None: + default: + break; + + case 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) + { + vel->X = float(actor->Vel.X * TICRATE); + vel->Y = float(actor->Vel.Z * TICRATE); + vel->Z = float(actor->Vel.Y * TICRATE); + } + */ + } + break; + } + + } + + if ((chanflags & CHAN_LISTENERZ) && campos != nullptr) + { + pos->Y = campos->z / 256.f; + } + } + } } @@ -326,7 +322,47 @@ void S_Update(void) // //========================================================================== -int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos) +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() / 2048; // todo: Check value range for angle. + listener.velocity.Zero(); + listener.position = { c->x / 16.f, c->z / 256.f, c->y / 16.f }; + 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); +} + + +//========================================================================== +// +// +// +//========================================================================== + +int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, bool looped) { int32_t j = VM_OnEventWithReturn(EVENT_SOUND, spriteNum, screenpeek, num); @@ -336,7 +372,7 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos) if (!soundEngine->isValidSoundId(sndnum) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || (pPlayer->gm & MODE_MENU) || (pPlayer->timebeforeexit > 0 && pPlayer->timebeforeexit <= GAMETICSPERSEC * 3)) return -1; - int userflags = soundEngine->GetUserFlags(sndnum); + int userflags = S_GetUserFlags(sndnum); if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT) && adult_lockout)) return -1; @@ -351,10 +387,15 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos) else if ((snd_speech & 1) != 1) return -1; + + bool foundone = soundEngine->EnumerateChannels([&](FSoundChan* chan) + { + auto sid = chan->SoundID; + auto flags = ((sound_t*)soundEngine->GetUserData(sid))->flags; + return !!(flags & SF_TALK); + }); // don't play if any Duke talk sounds are already playing - for (j = 0; j <= g_highestSoundIdx; ++j) - if ((g_sounds[j].m & SF_TALK) && g_sounds[j].num > 0) - return -1; + if (foundone) return -1; } else if ((userflags & (SF_DTAG | SF_GLOBAL)) == SF_DTAG) // Duke-Tag sound { @@ -364,7 +405,12 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos) int32_t sndist; FVector3 sndpos; // this is in sound engine space. - int const explosionp = S_CalcDistAndAng(spriteNum, sndnum, CAMERA(sect), fix16_to_int(CAMERA(q16ang)), &CAMERA(pos), pos, &sndist, &sndpos); + + vec3_t* campos; + int32_t camsect; + + S_GetCamera(&campos, nullptr, &camsect); + int const explosionp = S_CalcDistAndAng(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos); int pitch = S_GetPitch(sndnum); auto const pOther = g_player[screenpeek].ps; @@ -387,7 +433,7 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos) pitch = -768; } - bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum); + bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum+1); if (is_playing && PN(spriteNum) != MUSICANDSFX) S_StopEnvSound(sndnum, spriteNum); @@ -399,7 +445,8 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos) } // Now - auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, CHAN_AUTO, sndnum, 1.f, 1.f, nullptr, S_ConvertPitch(pitch)); + auto chflg = ((userflags & SF_LOOP) || looped) ? CHAN_AUTO | CHAN_LOOP : CHAN_AUTO; + auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, chflg, sndnum+1, 1.f, 1.f, nullptr, S_ConvertPitch(pitch)); if (!chan) return -1; return 0; } @@ -410,19 +457,20 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos) // //========================================================================== -int S_PlaySound(int num) +int S_PlaySound(int num, bool looped) { int sndnum = VM_OnEventWithReturn(EVENT_SOUND, g_player[screenpeek].ps->i, screenpeek, num); - if (!soundEngine->isValidSoundId(sndnum) || !SoundEnabled()) return -1; + if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1; - int userflags = soundEngine->GetUserFlags(sndnum); + int userflags = S_GetUserFlags(sndnum); if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT) && adult_lockout)) return -1; - int const pitch = S_GetPitch(num); + int const pitch = S_GetPitch(sndnum); - soundEngine->StartSound(SOURCE_None, nullptr, nullptr, (userflags & SF_LOOP)? CHAN_AUTO|CHAN_LOOP : CHAN_AUTO, sndnum, 1.f, ATTN_NONE, nullptr, S_ConvertPitch(pitch)); + auto chflg = ((userflags & SF_LOOP) || looped) ? CHAN_AUTO | CHAN_LOOP : CHAN_AUTO; + soundEngine->StartSound(SOURCE_None, nullptr, nullptr, chflg, sndnum + 1, 1.f, ATTN_NONE, nullptr, S_ConvertPitch(pitch)); /* for reference. May still be needed for balancing later. : FX_Play3D(snd.ptr, snd.siz, FX_ONESHOT, pitch, 0, 255 - LOUDESTVOLUME, snd.pr, snd.volume, (num * MAXSOUNDINSTANCES) + sndnum); @@ -436,18 +484,18 @@ int S_PlaySound(int num) // //========================================================================== -int A_PlaySound(int soundNum, int spriteNum) +int A_PlaySound(int soundNum, int spriteNum, bool looped) { - return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum) : - S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos); + return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum, looped) : + S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos, looped); } void S_StopEnvSound(int sndNum, int sprNum) { if (sprNum < -1 || sprNum >= MAXSPRITES) return; - if (sprNum == -1) soundEngine->StopSoundID(sndNum); - else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum); + if (sprNum == -1) soundEngine->StopSoundID(sndNum+1); + else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum+1); } void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset) @@ -456,11 +504,11 @@ void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset) 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); + soundEngine->ChangeSoundPitch(SOURCE_Unattached, nullptr, CHAN_AUTO, expitch, soundNum+1); } else { - soundEngine->ChangeSoundPitch(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, expitch, soundNum); + soundEngine->ChangeSoundPitch(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, expitch, soundNum+1); } } @@ -472,9 +520,9 @@ void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset) int A_CheckSoundPlaying(int spriteNum, int soundNum) { - if (spriteNum == -1) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum); + if (spriteNum == -1) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1); if ((unsigned)spriteNum >= MAXSPRITES) return false; - return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, soundNum); + return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, soundNum+1); } // Check if actor is playing any sound. @@ -486,7 +534,7 @@ int A_CheckAnySoundPlaying(int spriteNum) int S_CheckSoundPlaying(int soundNum) { - return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum); + return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1); } //========================================================================== diff --git a/source/duke3d/src/sounds.h b/source/duke3d/src/sounds.h index d9cdd16fb..9111a4c48 100644 --- a/source/duke3d/src/sounds.h +++ b/source/duke3d/src/sounds.h @@ -36,38 +36,20 @@ BEGIN_DUKE_NS // KEEPINSYNC lunatic/con_lang.lua #define MAXSOUNDS 4096 -#define MAXSOUNDINSTANCES 8 #define LOUDESTVOLUME 111 -#define MUSIC_ID -65536 typedef struct { - int16_t owner; - int16_t id; - uint16_t dist; - uint16_t clock; -} assvoice_t; - -typedef struct -{ - char * ptr, *filename; // 8b/16b - int32_t length, num, siz; // 12b - float volume; // 4b - assvoice_t voices[MAXSOUNDINSTANCES]; // 64b - int16_t ps, pe, vo; // 6b - char pr, m; // 2b + int pitchStart, pitchEnd, volAdjust; + int priority, flags; } sound_t; -extern sound_t g_sounds[MAXSOUNDS]; -extern int32_t g_numEnvSoundsPlaying,g_highestSoundIdx; - int A_CheckSoundPlaying(int spriteNum,int soundNum); -int A_PlaySound(int soundNum, int spriteNum); +int A_PlaySound(int soundNum, int spriteNum, bool looped = false); void S_Callback(intptr_t num); int A_CheckAnySoundPlaying(int spriteNum); int S_CheckSoundPlaying(int soundNum); inline void S_ClearSoundLocks(void) {} -int32_t S_LoadSound(uint32_t num); void cacheAllSounds(void); void S_MenuSound(void); void S_PauseMusic(bool paused); @@ -76,14 +58,14 @@ 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 S_PlaySound3D(int num, int spriteNum, const vec3_t *pos); -void S_SoundShutdown(void); -void S_SoundStartup(void); +int S_PlaySound(int num, bool looped = false); +int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos, bool looped = false); void S_StopEnvSound(int sndNum,int sprNum); void S_StopAllSounds(void); void S_Update(void); void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset); +int S_GetUserFlags(int sndnum); +int S_DefineSound(unsigned index, const char* filename, int ps, int pe, int pr, int m, int vo, float vol); static inline bool S_IsAmbientSFX(int spriteNum) { diff --git a/source/rr/src/osdcmds.cpp b/source/rr/src/osdcmds.cpp index 57b59fec9..66eecd058 100644 --- a/source/rr/src/osdcmds.cpp +++ b/source/rr/src/osdcmds.cpp @@ -169,19 +169,6 @@ static int osdcmd_noclip(osdcmdptr_t UNUSED(parm)) return OSDCMD_OK; } -static int osdcmd_restartsound(osdcmdptr_t UNUSED(parm)) -{ - UNREFERENCED_CONST_PARAMETER(parm); - S_SoundShutdown(); - - S_SoundStartup(); - - FX_StopAllSounds(); - S_ClearSoundLocks(); - - return OSDCMD_OK; -} - int osdcmd_restartmap(osdcmdptr_t UNUSED(parm)) { UNREFERENCED_CONST_PARAMETER(parm); @@ -669,7 +656,6 @@ int32_t registerosdcommands(void) OSD_RegisterFunction("printtimes", "printtimes: prints VM timing statistics", osdcmd_printtimes); OSD_RegisterFunction("restartmap", "restartmap: restarts the current map", osdcmd_restartmap); - OSD_RegisterFunction("restartsound","restartsound: reinitializes the sound system",osdcmd_restartsound); OSD_RegisterFunction("spawn","spawn [palnum] [cstat] [ang] [x y z]: spawns a sprite with the given properties",osdcmd_spawn); diff --git a/source/thirdparty/include/fix16.h b/source/thirdparty/include/fix16.h index 54a31acc1..f02a4d41f 100644 --- a/source/thirdparty/include/fix16.h +++ b/source/thirdparty/include/fix16.h @@ -37,7 +37,7 @@ static FORCE_INLINE CONSTEXPR fix16_t fix16_from_int(int a) { return a * fix static FORCE_INLINE CONSTEXPR float fix16_to_float(fix16_t a) { return (float)a / fix16_one; } static FORCE_INLINE CONSTEXPR double fix16_to_dbl(fix16_t a) { return (double)a / fix16_one; } -static inline int fix16_to_int(fix16_t a) +static inline constexpr int fix16_to_int(fix16_t a) { #ifdef FIXMATH_NO_ROUNDING return (a >> 16); diff --git a/wadsrc/static/demolition/menudef.txt b/wadsrc/static/demolition/menudef.txt index 944b77c4e..de63e8a1e 100644 --- a/wadsrc/static/demolition/menudef.txt +++ b/wadsrc/static/demolition/menudef.txt @@ -1344,7 +1344,7 @@ OptionMenu AdvSoundOptions //protected Submenu "$SNDMNU_MIDIPLAYER", "MidiPlayerOptions" Submenu "$SNDMNU_MODREPLAYER", "ModReplayerOptions" StaticText " " - Command "$SNDMNU_RESTART", "restartsound" + Command "$SNDMNU_RESTART", "snd_reset" }