//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: none // //----------------------------------------------------------------------------- /* For code that originates from ZDoom the following applies: ** **--------------------------------------------------------------------------- ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include #ifdef _WIN32 #include #include "musicformats/win32/i_cd.h" #endif #include "i_system.h" #include "i_sound.h" #include "i_music.h" #include "s_sound.h" #include "s_sndseq.h" #include "c_dispatch.h" #include "m_random.h" #include "w_wad.h" #include "p_local.h" #include "doomstat.h" #include "cmdlib.h" #include "v_video.h" #include "v_text.h" #include "a_sharedglobal.h" #include "gstrings.h" #include "gi.h" #include "po_man.h" #include "serializer.h" #include "d_player.h" #include "g_levellocals.h" #include "vm.h" #include "g_game.h" #include "atterm.h" #include "s_music.h" #include "filereadermusicinterface.h" #include "zmusic/musinfo.h" #include "zmusic/zmusic.h" // MACROS ------------------------------------------------------------------ // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- extern float S_GetMusicVolume (const char *music); // PRIVATE DATA DEFINITIONS ------------------------------------------------ static bool MusicPaused; // whether music is paused MusPlayingInfo mus_playing; // music currently being played float relative_volume = 1.f; float saved_relative_volume = 1.0f; // this could be used to implement an ACS FadeMusic function DEFINE_GLOBAL_NAMED(mus_playing, musplaying); DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, name); DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, baseorder); DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, loop); // PUBLIC DATA DEFINITIONS ------------------------------------------------- // CODE -------------------------------------------------------------------- //========================================================================== // // // // Create a sound system stream for the currently playing song //========================================================================== static std::unique_ptr musicStream; static bool FillStream(SoundStream* stream, void* buff, int len, void* userdata) { bool written = mus_playing.handle? mus_playing.handle->ServiceStream(buff, len) : 0; if (!written) { memset((char*)buff, 0, len); return false; } return true; } void S_CreateStream() { if (!mus_playing.handle) return; auto fmt = mus_playing.handle->GetStreamInfo(); if (fmt.mBufferSize > 0) { int flags = fmt.mNumChannels < 0 ? 0 : SoundStream::Float; if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono; musicStream.reset(GSnd->CreateStream(FillStream, fmt.mBufferSize, flags, fmt.mSampleRate, nullptr)); if (musicStream) musicStream->Play(true, 1); } } void S_PauseStream(bool paused) { if (musicStream) musicStream->SetPaused(paused); } void S_StopStream() { if (musicStream) { musicStream->Stop(); musicStream.reset(); } } //========================================================================== // // starts playing this song // //========================================================================== static void S_StartMusicPlaying(MusInfo* song, bool loop, float rel_vol, int subsong) { if (rel_vol > 0.f) { float factor = relative_volume / saved_relative_volume; saved_relative_volume = rel_vol; I_SetRelativeVolume(saved_relative_volume * factor); } song->Stop(); song->Play(loop, subsong); song->m_NotStartedYet = false; // Notify the sound system of the changed relative volume snd_musicvolume.Callback(); } //========================================================================== // // S_PauseSound // // Stop music and sound effects, during game PAUSE. //========================================================================== void S_PauseMusic () { if (mus_playing.handle && !MusicPaused) { mus_playing.handle->Pause(); S_PauseStream(true); MusicPaused = true; } } //========================================================================== // // S_ResumeSound // // Resume music and sound effects, after game PAUSE. //========================================================================== void S_ResumeMusic () { if (mus_playing.handle && MusicPaused) { mus_playing.handle->Resume(); S_PauseStream(false); MusicPaused = false; } } //========================================================================== // // S_UpdateSound // //========================================================================== void S_UpdateMusic () { if (mus_playing.handle != nullptr) { mus_playing.handle->Update(); if (!mus_playing.handle->IsPlaying()) { S_StopMusic(true); } } } //========================================================================== // // S_Start // // Per level startup code. Kills playing sounds at start of level // and starts new music. //========================================================================== void S_StartMusic () { // stop the old music if it has been paused. // This ensures that the new music is started from the beginning // if it's the same as the last one and it has been paused. if (MusicPaused) S_StopMusic(true); // start new music for the level MusicPaused = false; // Don't start the music if loading a savegame, because the music is stored there. // Don't start the music if revisiting a level in a hub for the same reason. if (!primaryLevel->IsReentering()) { primaryLevel->SetMusic(); } } //========================================================================== // // S_StartMusic // // Starts some music with the given name. //========================================================================== bool S_StartMusic (const char *m_id) { return S_ChangeMusic (m_id, 0, false); } //========================================================================== // // S_ChangeMusic // // Starts playing a music, possibly looping. // // [RH] If music is a MOD, starts it at position order. If name is of the // format ",CD,,[cd id]" song is a CD track, and if [cd id] is // specified, it will only be played if the specified CD is in a drive. //========================================================================== bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force) { if (nomusic) return false; // skip the entire procedure if music is globally disabled. // allow specifying "*" as a placeholder to play the level's default music. if (musicname != nullptr && !strcmp(musicname, "*")) { if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL) { musicname = primaryLevel->Music; order = primaryLevel->musicorder; } else { musicname = nullptr; } } if (musicname == nullptr || musicname[0] == 0) { // Don't choke if the map doesn't have a song attached S_StopMusic (true); mus_playing.name = ""; mus_playing.LastSong = ""; return true; } FString DEH_Music; if (musicname[0] == '$') { // handle dehacked replacement. // Any music name defined this way needs to be prefixed with 'D_' because // Doom.exe does not contain the prefix so these strings don't either. const char * mus_string = GStrings[musicname+1]; if (mus_string != nullptr) { DEH_Music << "D_" << mus_string; musicname = DEH_Music; } } FName *aliasp = MusicAliases.CheckKey(musicname); if (aliasp != nullptr) { if (*aliasp == NAME_None) { return true; // flagged to be ignored } musicname = aliasp->GetChars(); } if (!mus_playing.name.IsEmpty() && mus_playing.handle != nullptr && stricmp (mus_playing.name, musicname) == 0 && mus_playing.handle->m_Looping == looping) { if (order != mus_playing.baseorder) { if (mus_playing.handle->SetSubsong(order)) { mus_playing.baseorder = order; } } else if (!mus_playing.handle->IsPlaying()) { try { mus_playing.handle->Play(looping, order); S_CreateStream(); } catch (const std::runtime_error& err) { Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), err.what()); } } return true; } { int lumpnum = -1; int length = 0; MusInfo *handle = nullptr; MidiDeviceSetting *devp = MidiDevices.CheckKey(musicname); // Strip off any leading file:// component. if (strncmp(musicname, "file://", 7) == 0) { musicname += 7; } FileReader reader; if (!FileExists (musicname)) { if ((lumpnum = Wads.CheckNumForFullName (musicname, true, ns_music)) == -1) { Printf ("Music \"%s\" not found\n", musicname); return false; } if (handle == nullptr) { if (Wads.LumpLength (lumpnum) == 0) { return false; } reader = Wads.ReopenLumpReader(lumpnum); } } else { // Load an external file. if (!reader.OpenFile(musicname)) { return false; } } // shutdown old music S_StopMusic (true); // Just record it if volume is 0 if (snd_musicvolume <= 0) { mus_playing.loop = looping; mus_playing.name = musicname; mus_playing.baseorder = order; mus_playing.LastSong = musicname; return true; } // load & register it if (handle != nullptr) { mus_playing.handle = handle; } else { try { auto mreader = new FileReaderMusicInterface(reader); mus_playing.handle = ZMusic_OpenSong(mreader, devp? (EMidiDevice)devp->device : MDEV_DEFAULT, devp? devp->args.GetChars() : ""); } catch (const std::runtime_error& err) { Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), err.what()); } } } mus_playing.loop = looping; mus_playing.name = musicname; mus_playing.baseorder = 0; mus_playing.LastSong = ""; if (mus_playing.handle != 0) { // play it try { S_StartMusicPlaying(mus_playing.handle, looping, S_GetMusicVolume(musicname), order); S_CreateStream(); mus_playing.baseorder = order; } catch (const std::runtime_error& err) { Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), err.what()); } return true; } return false; } //========================================================================== // // S_RestartMusic // // Must only be called from snd_reset in i_sound.cpp! //========================================================================== void S_RestartMusic () { if (!mus_playing.LastSong.IsEmpty()) { FString song = mus_playing.LastSong; mus_playing.LastSong = ""; S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true); } } //========================================================================== // // S_MIDIDeviceChanged // //========================================================================== void S_MIDIDeviceChanged(int newdev, bool force) { static int oldmididev = INT_MIN; // If a song is playing, move it to the new device. if (oldmididev != newdev || force) { if (mus_playing.handle != nullptr && mus_playing.handle->IsMIDI()) { MusInfo* song = mus_playing.handle; if (song->m_Status == MusInfo::STATE_Playing) { if (song->GetDeviceType() == MDEV_FLUIDSYNTH && force) { // FluidSynth must reload the song to change the patch set. auto mi = mus_playing; S_StopMusic(true); S_ChangeMusic(mi.name, mi.baseorder, mi.loop); } else { song->Stop(); S_StartMusicPlaying(song, song->m_Looping, -1, 0); } } } } // 'force' if (!force) oldmididev = newdev; } //========================================================================== // // S_GetMusic // //========================================================================== int S_GetMusic (const char **name) { int order; if (mus_playing.name.IsNotEmpty()) { *name = mus_playing.name; order = mus_playing.baseorder; } else { *name = nullptr; order = 0; } return order; } //========================================================================== // // S_StopMusic // //========================================================================== void S_StopMusic (bool force) { try { if (mus_playing.handle != nullptr) { S_ResumeMusic(); S_StopStream(); mus_playing.handle->Stop(); delete mus_playing.handle; mus_playing.handle = nullptr; } mus_playing.LastSong = std::move(mus_playing.name); } catch (const std::runtime_error& ) { //Printf("Unable to stop %s: %s\n", mus_playing.name.GetChars(), err.what()); if (mus_playing.handle != nullptr) { delete mus_playing.handle; mus_playing.handle = nullptr; } mus_playing.name = ""; } } //========================================================================== // // CCMD changemus // //========================================================================== CCMD (changemus) { if (!nomusic) { if (argv.argc() > 1) { S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0); } else { const char *currentmus = mus_playing.name.GetChars(); if(currentmus != nullptr && *currentmus != 0) { Printf ("currently playing %s\n", currentmus); } else { Printf ("no music playing\n"); } } } else { Printf("Music is disabled\n"); } } //========================================================================== // // CCMD stopmus // //========================================================================== CCMD (stopmus) { S_StopMusic (false); mus_playing.LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur } //========================================================================== // // // //========================================================================== CCMD(currentmusic) { if (mus_playing.name.IsNotEmpty()) { Printf("Currently playing music '%s'\n", mus_playing.name.GetChars()); } else { Printf("Currently no music playing\n"); } }