- added sound FX remapping for World Tour so it can use the original VOCs.

Fixes #353
This commit is contained in:
Christoph Oelckers 2020-09-11 20:17:36 +02:00
parent e1291ad756
commit b7f0e2c3c3
4 changed files with 59 additions and 2 deletions

View File

@ -1964,6 +1964,7 @@ void loadcons()
// These can only be retrieved AFTER loading the scripts.
InitGameVarPointers();
ResetSystemDefaults();
S_WorldTourMappingsForOldSounds(); // create a sound mapping for World Tour.
if (isRRRA())
{
// RRRA goes directly to the second episode after E1L7 to continue the game.

View File

@ -44,6 +44,8 @@ source as it is released.
#include "raze_sound.h"
#include "gamestate.h"
CVAR(Bool, wt_forcemidi, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // quick hack to disable the oggs, which are of lower quality than playing the MIDIs with a good synth and sound font.
CVAR(Bool, wt_forcevoc, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // The same for sound effects. The re-recordings are rather poor and disliked
BEGIN_DUKE_NS
TArray<FString> specialmusic;
@ -79,6 +81,17 @@ void S_InitSound()
soundEngine = new DukeSoundEngine;
}
static int GetReplacementSound(int soundNum)
{
if (wt_forcevoc && isWorldTour() && soundEngine->isValidSoundId(soundNum+1))
{
auto const* snd = soundEngine->GetUserData(soundNum + 1);
int sndx = snd[kWorldTourMapping];
if (sndx > 0) soundNum = sndx-1;
}
return soundNum;
}
//==========================================================================
//
//
@ -372,6 +385,7 @@ int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int channel, ECh
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || !playrunning() ||
(pl->timebeforeexit > 0 && pl->timebeforeexit <= REALGAMETICSPERSEC * 3)) return -1;
sndnum = GetReplacementSound(sndnum);
int userflags = S_GetUserFlags(sndnum);
auto sp = &sprite[spriteNum];
@ -463,6 +477,8 @@ int S_PlaySound(int sndnum, int channel, EChanFlags flags, float vol)
{
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1;
sndnum = GetReplacementSound(sndnum);
int userflags = S_GetUserFlags(sndnum);
if ((!(snd_speech & 1) && (userflags & SF_TALK)))
return -1;
@ -496,6 +512,9 @@ void S_StopSound(int sndNum, int sprNum, int channel)
{
if (sprNum < -1 || sprNum >= MAXSPRITES) return;
sndNum = GetReplacementSound(sndNum);
if (sprNum == -1) soundEngine->StopSoundID(sndNum+1);
else
{
@ -511,6 +530,9 @@ void S_StopSound(int sndNum, int sprNum, int channel)
void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
{
if (spriteNum < -1 || spriteNum >= MAXSPRITES) return;
soundNum = GetReplacementSound(soundNum);
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)
{
@ -530,6 +552,8 @@ void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
int S_CheckActorSoundPlaying(int spriteNum, int soundNum, int channel)
{
soundNum = GetReplacementSound(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], channel, soundNum+1);
@ -544,6 +568,7 @@ int S_CheckAnyActorSoundPlaying(int spriteNum)
int S_CheckSoundPlaying(int soundNum)
{
soundNum = GetReplacementSound(soundNum);
return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
}
@ -587,8 +612,6 @@ void S_MenuSound(void)
//
//==========================================================================
CVAR(Bool, wt_forcemidi, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // quick hack to disable the oggs, which are of lower quality than playing the MIDIs with a good synth and sound font.
static bool cd_disabled = false; // This is in case mus_redbook is enabled but no tracks found so that the regular music system can be switched on.
static void MusPlay(const char* label, const char* music, bool loop)
@ -671,4 +694,34 @@ void S_PlayBonusMusic()
S_PlaySound(BONUSMUSIC, CHAN_AUTO, CHANF_UI);
}
void S_WorldTourMappingsForOldSounds()
{
// This tries to retrieve the original sounds for World Tour's often inferior replacements.
// It's really ironic that despite their low quality they often sound a lot better than the new ones.
if (!isWorldTour()) return;
auto &s_sfx = soundEngine->GetSounds();
int maxorig = s_sfx.Size();
for(unsigned i = 1; i < s_sfx.Size(); i++)
{
auto fname = s_sfx[i].name;
if (!fname.Right(4).CompareNoCase(".ogg"))
{
// All names here follow the same convention. We must strip the "sound/" folder and replace the extension to get the original VOCs.
fname.ToLower();
fname.Substitute("sound/", "");
fname.Substitute(".ogg", ".voc");
int lump = fileSystem.FindFile(fname); // in this case we absolutely do not want the extended lookup that's optionally performed by S_LookupSound.
if (lump >= 0)
{
s_sfx.Reserve(1);
s_sfx.Last() = s_sfx[i];
s_sfx.Last().name = fname;
s_sfx.Last().lumpnum = lump;
s_sfx[i].UserData[kWorldTourMapping] = s_sfx.Size() - 1;
}
}
}
}
END_DUKE_NS

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@ -32,12 +32,14 @@ enum esound_t
kVolAdjust,
kPriority,
kFlags,
kWorldTourMapping,
kMaxUserData
};
void S_InitSound();
void S_CacheAllSounds(void);
int S_DefineSound(unsigned index, const char* filename, int ps, int pe, int pr, int m, int vo, float vol);
void S_WorldTourMappingsForOldSounds();
int S_PlaySound(int num, int channel = CHAN_AUTO, EChanFlags flags = 0, float vol =0.8f);
int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int channel = CHAN_AUTO, EChanFlags flags = 0);

View File

@ -1208,6 +1208,7 @@ OptionMenu SoundOptions //protected
}
ifgame(Worldtour)
{
Option "$SNDMNU_WTSOUND", "wt_forcevoc", "OnOff"
Option "$SNDMNU_WTMUSIC", "wt_forcemidi", "OnOff"
}
ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides, ShadowWarrior)