#pragma once #include "backend/i_sound.h" struct FRandomSoundList { TArray Choices; uint32_t Owner = 0; }; extern int sfx_empty; // // SoundFX struct. // struct sfxinfo_t { // Next field is for use by the system sound interface. // A non-null data means the sound has been loaded. SoundHandle data; // Also for the sound interface. Used for 3D positional // sounds, may be the same as data. SoundHandle data3d; FString name; // [RH] Sound name defined in SNDINFO int lumpnum; // lump number of sfx unsigned int next, index; // [RH] For hashing float Volume; int ResourceId; // Resource ID as implemented by Blood. Not used by Doom but added for completeness. uint8_t PitchMask; int16_t NearLimit; // 0 means unlimited float LimitRange; // Range for sound limiting (squared for faster computations) unsigned bRandomHeader:1; unsigned bLoadRAW:1; unsigned b16bit:1; unsigned bUsed:1; unsigned bSingular:1; unsigned bTentative:1; TArray UserData; int RawRate; // Sample rate to use when bLoadRAW is true int LoopStart; // -1 means no specific loop defined unsigned int link; enum { NO_LINK = 0xffffffff }; FRolloffInfo Rolloff; 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 enum { ROLLOFF_Doom, // Linear rolloff with a logarithmic volume scale ROLLOFF_Linear, // Linear rolloff with a linear volume scale ROLLOFF_Log, // Logarithmic rolloff (standard hardware type) ROLLOFF_Custom // Lookup volume from SNDCURVE }; int S_FindSoundByResID(int ndx); int S_FindSound(const char* name); // An index into the S_sfx[] array. class FSoundID { public: FSoundID() = default; static FSoundID byResId(int ndx) { return FSoundID(S_FindSoundByResID(ndx)); } FSoundID(int id) { ID = id; } FSoundID(const char *name) { ID = S_FindSound(name); } FSoundID(const FString &name) { ID = S_FindSound(name.GetChars()); } FSoundID(const FSoundID &other) = default; FSoundID &operator=(const FSoundID &other) = default; FSoundID &operator=(const char *name) { ID = S_FindSound(name); return *this; } FSoundID &operator=(const FString &name) { ID = S_FindSound(name.GetChars()); return *this; } bool operator !=(FSoundID other) const { return ID != other.ID; } bool operator !=(int other) const { return ID != other; } operator int() const { return ID; } private: int ID; protected: enum EDummy { NoInit }; FSoundID(EDummy) {} }; class FSoundIDNoInit : public FSoundID { public: FSoundIDNoInit() : FSoundID(NoInit) {} using FSoundID::operator=; }; struct FSoundChan : public FISoundChannel { FSoundChan *NextChan; // Next channel in this list. FSoundChan **PrevChan; // Previous channel in this list. FSoundID SoundID; // Sound ID of playing sound. FSoundID OrgID; // Sound ID of sound used to start this channel. float Volume; int16_t Pitch; // Pitch variation. uint8_t EntChannel; // Actor's sound channel. int8_t Priority; int16_t NearLimit; uint8_t SourceType; float LimitRange; const void *Source; float Point[3]; // Sound is not attached to any source. }; // sound channels // channel 0 never willingly overrides // other channels (1-7) always override a playing sound on that channel // // CHAN_AUTO searches down from channel 7 until it finds a channel not in use // CHAN_WEAPON is for weapons // CHAN_VOICE is for oof, sight, or other voice sounds // CHAN_ITEM is for small things and item pickup // CHAN_BODY is for generic body sounds // CHAN_PICKUP can optionally be set as a local sound only for "compatibility" enum EChannel { CHAN_AUTO = 0, CHAN_WEAPON = 1, CHAN_VOICE = 2, CHAN_ITEM = 3, CHAN_BODY = 4, CHAN_5 = 5, CHAN_6 = 6, CHAN_7 = 7, }; // sound attenuation values #define ATTN_NONE 0.f // full volume the entire level #define ATTN_NORM 1.f #define ATTN_IDLE 1.001f #define ATTN_STATIC 3.f // diminish very rapidly with distance enum // This cannot be remain as this, but for now it has to suffice. { SOURCE_Any = -1, // Input for check functions meaning 'any source' SOURCE_None, // Sound is always on top of the listener. SOURCE_Actor, // Sound is coming from an actor. SOURCE_Ambient, // Sound is coming from a blood ambient definition. SOURCE_Unattached, // Sound is not attached to any particular emitter. SOURCE_Player, // SW player sound (player in SW is not connected to a sprite so needs to be special.) }; extern ReverbContainer *Environments; extern ReverbContainer *DefaultEnvironments[26]; void S_ParseReverbDef (); void S_UnloadReverbDef (); void S_SetEnvironment (const ReverbContainer *settings); ReverbContainer *S_FindEnvironment (const char *name); ReverbContainer *S_FindEnvironment (int id); void S_AddEnvironment (ReverbContainer *settings); class SoundEngine { protected: bool SoundPaused = false; // whether sound is paused int RestartEvictionsAt = 0; // do not restart evicted channels before this time SoundListener listener{}; FSoundChan* Channels = nullptr; FSoundChan* FreeChannels = nullptr; // the complete set of sound effects TArray S_sfx; FRolloffInfo S_Rolloff; TArray S_SoundCurve; TMap ResIdMap; TArray S_rnd; private: void LoadSound3D(sfxinfo_t* sfx, FSoundLoadBuffer* pBuffer); void LinkChannel(FSoundChan* chan, FSoundChan** head); void UnlinkChannel(FSoundChan* chan); void ReturnChannel(FSoundChan* chan); void RestartChannel(FSoundChan* chan); void RestoreEvictedChannel(FSoundChan* chan); 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, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *chan) = 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; } bool ValidatePosVel(const FSoundChan* const chan, const FVector3& pos, const FVector3& vel); // Checks if a copy of this sound is already playing. bool CheckSingular(int sound_id); bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel); virtual TArray ReadSound(int lumpnum) = 0; protected: virtual FSoundID ResolveSound(const void *ent, int srctype, FSoundID soundid, float &attenuation); public: virtual ~SoundEngine() = default; void EvictAllChannels(); void StopChannel(FSoundChan* chan); sfxinfo_t* LoadSound(sfxinfo_t* sfx, FSoundLoadBuffer* pBuffer); // Initializes sound stuff, including volume // Sets channels, SFX and music volume, // allocates channel buffer, sets S_sfx lookup. // void Init(TArray &sndcurve); void InitData(); void Clear(); void Shutdown(); void StopAllChannels(void); void SetPitch(FSoundChan* chan, float dpitch); FSoundChan* GetChannel(void* syschan); void RestoreEvictedChannels(); void CalcPosVel(FSoundChan* chan, FVector3* pos, FVector3* vel); // Loads a sound, including any random sounds it might reference. void CacheSound(sfxinfo_t* sfx); void CacheSound(int sfx) { CacheSound(&S_sfx[sfx]); } void UnloadSound(sfxinfo_t* sfx); void UpdateSounds(int time); FSoundChan* StartSound(int sourcetype, const void* source, 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); void StopSound(int channel, int sound_id = -1); void StopSound(int sourcetype, const void* actor, int channel, int sound_id = -1); void RelinkSound(int sourcetype, const void* from, const void* to, const FVector3* optpos); void ChangeSoundVolume(int sourcetype, const void* source, int channel, double dvolume); void ChangeSoundPitch(int sourcetype, const void* source, int channel, double pitch, int sound_id = -1); bool IsSourcePlayingSomething(int sourcetype, const void* actor, int channel, int sound_id = -1); // Stop and resume music, during game PAUSE. int GetSoundPlayingInfo(int sourcetype, const void* source, int sound_id); void UnloadAllSounds(); void Reset(); void MarkUsed(int num); void CacheMarkedSounds(); FString NoiseDebug(); TArray AllActiveChannels(); void MarkAllUnused() { for (auto & s: S_sfx) s.bUsed = false; } bool isListener(const void* object) const { return object && listener.ListenerObject == object; } void SetListener(SoundListener& l) { listener = l; } void SetRestartTime(int time) { RestartEvictionsAt = time; } void SetPaused(bool on) { SoundPaused = on; } FSoundChan* GetChannels() { return Channels; } const char *GetSoundName(FSoundID id) { return id == 0 ? "" : S_sfx[id].name.GetChars(); } TArray &GetSounds() //Thio should only be used for constructing the sound list or for diagnostics code prinring information about the sound list. { return S_sfx; } FRolloffInfo& GlobalRolloff() // like GetSounds this is meant for sound list generators, not for gaining cheap access to the sound engine's innards. { return S_Rolloff; } FRandomSoundList *ResolveRandomSound(sfxinfo_t* sfx) { return &S_rnd[sfx->link]; } void ClearRandoms() { S_rnd.Clear(); } void *GetUserData(int snd) { return S_sfx[snd].UserData.Data(); } bool isValidSoundId(int id) { return id > 0 && id < (int)S_sfx.Size() && !S_sfx[id].bTentative && S_sfx[id].lumpnum != sfx_empty; } template bool EnumerateChannels(func callback) { for (FSoundChan* chan = Channels; chan; chan = chan->NextChan) { int res = callback(chan); if (res) return res > 0; } return false; } void SetDefaultRolloff(FRolloffInfo* ro) { S_Rolloff = *ro; } void ChannelVirtualChanged(FISoundChannel* ichan, bool is_virtual); FString ListSoundChannels(); // Allow this to be overridden for special needs. virtual float GetRolloff(const FRolloffInfo* rolloff, float distance); virtual void ChannelEnded(FISoundChannel* ichan); // allows the client to do bookkeeping on the sound. // Lookup utilities. int FindSound(const char* logicalname); int FindSoundByResID(int rid); int FindSoundNoHash(const char* logicalname); int FindSoundByLump(int lump); int AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1, int nearlimit = 2); int AddSfx(sfxinfo_t &sfx); int FindSoundTentative(const char* name); void CacheRandomSound(sfxinfo_t* sfx); unsigned int GetMSLength(FSoundID sound); int PickReplacement(int refid); void HashSounds(); void AddRandomSound(int Owner, TArray list); }; extern SoundEngine* soundEngine; struct FReverbField { int Min, Max; float REVERB_PROPERTIES::* Float; int REVERB_PROPERTIES::* Int; unsigned int Flag; }; inline void FX_StopAllSounds(void) { soundEngine->StopAllChannels(); } inline void FX_SetReverb(int strength) { // todo: investigate how this works and set a proper environment. } inline void FX_SetReverbDelay(int delay) { } inline int S_FindSoundByResID(int ndx) { return soundEngine->FindSoundByResID(ndx); } inline int S_FindSound(const char* name) { return soundEngine->FindSound(name); }