//------------------------------------------------------------------------- /* Copyright (C) 2016 EDuke32 developers and contributors Copyright (C) 2019 Christoph Oelckers This is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "compat.h" #include "duke3d.h" #include "raze_music.h" #include "mapinfo.h" #include "raze_sound.h" BEGIN_DUKE_NS class DukeSoundEngine : public SoundEngine { // 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, FSoundChan *chan) override; TArray ReadSound(int lumpnum) override; public: DukeSoundEngine() { S_Rolloff.RolloffType = ROLLOFF_Doom; // Seems like Duke uses the same rolloff type as Doom. S_Rolloff.MinDistance = 144; // was originally 576 which looks like a bug and sounds like crap. S_Rolloff.MaxDistance = 1088; } void StopChannel(FSoundChan* chan) override { if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor) { chan->Source = NULL; chan->SourceType = SOURCE_Unattached; } SoundEngine::StopChannel(chan); } }; void S_InitSound() { soundEngine = new DukeSoundEngine; } //========================================================================== // // // //========================================================================== TArray DukeSoundEngine::ReadSound(int lumpnum) { auto wlump = fileSystem.OpenFileReader(lumpnum); return wlump.Read(); } //========================================================================== // // // //========================================================================== void S_PauseSounds(bool paused) { soundEngine->SetPaused(paused); } //========================================================================== // // // //========================================================================== void cacheAllSounds(void) { auto& sfx = soundEngine->GetSounds(); int i = 0; for(auto &snd : sfx) { soundEngine->CacheSound(&snd); if (((++i)&31) == 0) gameHandleEvents(); } } //========================================================================== // // // //========================================================================== static inline int S_GetPitch(int num) { auto const* snd = soundEngine->GetUserData(num + 1); if (!snd) return 0; int const range = abs(snd[kPitchEnd] - snd[kPitchStart]); return (range == 0) ? snd[kPitchStart] : min(snd[kPitchStart], snd[kPitchEnd]) + 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 num) { if (!soundEngine->isValidSoundId(num+1)) return 0; auto const* snd = soundEngine->GetUserData(num + 1); if (!snd) return 0; return snd[kFlags]; } //========================================================================== // // // //========================================================================== 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(kMaxUserData); auto sndinf = sfx->UserData.Data(); sndinf[kFlags] = type & ~SF_ONEINST_INTERNAL; if (sndinf[kFlags] & SF_LOOP) sndinf[kFlags] |= SF_ONEINST_INTERNAL; sfx->lumpnum = S_LookupSound(filename); sndinf[kPitchStart] = clamp(minpitch, INT16_MIN, INT16_MAX); sndinf[kPitchEnd] = clamp(maxpitch, INT16_MIN, INT16_MAX); sndinf[kPriority] = priority & 255; sndinf[kVolAdjust] = clamp(distance, INT16_MIN, INT16_MAX); sfx->Volume = volume; sfx->NearLimit = 6; sfx->bTentative = false; sfx->name = filename; return 0; } //========================================================================== // // // //========================================================================== static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum, const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos) { // There's a lot of hackery going on here that could be mapped to rolloff and attenuation parameters. // However, ultimately rolloff would also just reposition the sound source so this can remain as it is. int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0; auto const* snd = soundEngine->GetUserData(soundNum+1); int userflags = snd? snd[kFlags] : 0; int dist_adjust = snd? snd[kVolAdjust] : 0; if (PN(spriteNum) != APLAYER || P_Get(spriteNum) != screenpeek) { orgsndist = sndist = FindDistance3D(cam->x - pos->x, cam->y - pos->y, (cam->z - pos->z)); if ((userflags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL && S_IsAmbientSFX(spriteNum) && (sector[SECT(spriteNum)].lotag & 0xff) < 9) // ST_9_SLIDING_ST_DOOR sndist = divscale14(sndist, SHT(spriteNum) + 1); } sndist += dist_adjust; if (sndist < 0) sndist = 0; if (!FURY && sectNum > -1 && sndist && PN(spriteNum) != MUSICANDSFX && !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (24 << 8), SECT(spriteNum))) sndist += sndist>>5; // Here the sound distance was clamped to a minimum of 144*4. // It's better to handle rolloff in the backend instead of whacking the sound origin here. // That way the lower end can be made customizable instead of losing all precision right here at the source. if (sndist < 0) sndist = 0; if (distPtr) { *distPtr = sndist; } if (sndPos) { FVector3 sndorg = GetSoundPos(pos); FVector3 campos = GetSoundPos(cam); // Now calculate the virtual position in sound system coordinates. FVector3 sndvec = sndorg - campos; if (orgsndist > 0) { float scale = float(sndist) / orgsndist; // adjust by what was calculated above; *sndPos = campos + sndvec * scale; } else *sndPos = campos; } return false; } //========================================================================== // // // //========================================================================== void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs) { if (ud.camerasprite == -1) { if (ud.overhead_on != 2) { 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; if (c) *c = &pPlayer->pos; if (cs) *cs = pPlayer->cursectnum; if (ca) *ca = fix16_to_int(pPlayer->q16ang); } } else { if (c) *c = &sprite[ud.camerasprite].pos; if (cs) *cs = sprite[ud.camerasprite].sectnum; if (ca) *ca = sprite[ud.camerasprite].ang; } } //========================================================================= // // CalcPosVel // // The game specific part of the sound updater. // //========================================================================= void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* ) { if (pos != nullptr) { vec3_t* campos; int32_t camsect; S_GetCamera(&campos, nullptr, &camsect); if (vel) vel->Zero(); if (type == SOURCE_Unattached) { pos->X = pt[0]; pos->Y = pt[1]; pos->Z = pt[2]; } else if (type == 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) // DN3D does not properly maintain this. { vel->X = float(actor->Vel.X * TICRATE); vel->Y = float(actor->Vel.Z * TICRATE); vel->Z = float(actor->Vel.Y * TICRATE); } */ } } if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None) { pos->Y = campos->z / 256.f; } } } //========================================================================== // // // //========================================================================== 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() / 1024; // Build uses a period of 2048. listener.velocity.Zero(); listener.position = GetSoundPos(c); 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); soundEngine->UpdateSounds((int)totalclock); } //========================================================================== // // // //========================================================================== int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int channel, EChanFlags flags) { int sndnum = VM_OnEventWithReturn(EVENT_SOUND, spriteNum, screenpeek, num); auto const pPlayer = g_player[myconnectindex].ps; if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || (pPlayer->gm & MODE_MENU) || (pPlayer->timebeforeexit > 0 && pPlayer->timebeforeexit <= GAMETICSPERSEC * 3)) return -1; int userflags = S_GetUserFlags(sndnum); if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT) && adult_lockout)) return -1; // Duke talk if (userflags & SF_TALK) { if ((g_netServer || ud.multimode > 1) && PN(spriteNum) == APLAYER && P_Get(spriteNum) != screenpeek) // other player sound { if ((snd_speech & 4) != 4) return -1; } else if ((snd_speech & 1) != 1) return -1; bool foundone = soundEngine->EnumerateChannels([&](FSoundChan* chan) { auto sid = chan->OrgID; auto flags = S_GetUserFlags(sid - 1); return !!(flags & SF_TALK); }); // don't play if any Duke talk sounds are already playing if (foundone) return -1; } else if ((userflags & (SF_DTAG | SF_GLOBAL)) == SF_DTAG) // Duke-Tag sound { return S_PlaySound(sndnum); } int32_t sndist; FVector3 sndpos; // this is in sound engine space. vec3_t* campos; int32_t camsect; S_GetCamera(&campos, nullptr, &camsect); S_CalcDistAndAng(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos); int pitch = S_GetPitch(sndnum); auto const pOther = g_player[screenpeek].ps; if (pOther->sound_pitch) pitch += pOther->sound_pitch; bool explosionp = ((userflags & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG)) || ((!FURY) && (sndnum == PIPEBOMB_EXPLODE || sndnum == LASERTRIP_EXPLODE || sndnum == RPG_EXPLODE)); if (explosionp) { if (pOther->cursectnum > -1 && sector[pOther->cursectnum].lotag == ST_2_UNDERWATER) pitch -= 1024; } else { if (sndist > 32767 && PN(spriteNum) != MUSICANDSFX && (userflags & (SF_LOOP | SF_MSFX)) == 0) return -1; if (pOther->cursectnum > -1 && sector[pOther->cursectnum].lotag == ST_2_UNDERWATER && (userflags & SF_TALK) == 0) pitch = -768; } bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum+1); if (is_playing && PN(spriteNum) != MUSICANDSFX) S_StopEnvSound(sndnum, spriteNum); int const repeatp = (userflags & SF_LOOP); if (repeatp && (userflags & SF_ONEINST_INTERNAL) && is_playing) { return -1; } // These explosion sounds originally used some distance hackery to make them louder but due to how the rolloff was set up they always played at full volume as a result. // I think it is better to lower their attenuation so that they are louder than the rest but still fade in the distance. // For the original effect, attenuation needs to be set to ATTN_NONE here. float attenuation; if (explosionp) attenuation = 0.5f; else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM; 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; } //========================================================================== // // // //========================================================================== int S_PlaySound(int num, int channel, EChanFlags flags) { int sndnum = VM_OnEventWithReturn(EVENT_SOUND, g_player[screenpeek].ps->i, screenpeek, num); if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1; int userflags = S_GetUserFlags(sndnum); if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT) && adult_lockout)) return -1; int const pitch = S_GetPitch(sndnum); 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; } //========================================================================== // // // //========================================================================== int A_PlaySound(int soundNum, int spriteNum, int channel, EChanFlags flags) { return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum, channel, flags) : S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos, channel, 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 (channel == -1) soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum + 1); else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], channel, -1); // StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore. if ( S_IsAmbientSFX(sprNum) && sector[SECT(sprNum)].lotag < 3) // ST_2_UNDERWATER actor[sprNum].t_data[0] = 0; } } void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset) { if (spriteNum < -1 || spriteNum >= MAXSPRITES) return; 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+1); } else { soundEngine->ChangeSoundPitch(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, expitch, soundNum+1); } } //========================================================================== // // // //========================================================================== 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], channel, soundNum+1); } // Check if actor is playing any sound. int A_CheckAnySoundPlaying(int spriteNum) { if ((unsigned)spriteNum >= MAXSPRITES) return false; return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, 0); } int S_CheckSoundPlaying(int soundNum) { return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1); } //========================================================================== // // // //========================================================================== void S_MenuSound(void) { static int SoundNum; int const menusnds[] = { LASERTRIP_EXPLODE, DUKE_GRUNT, DUKE_LAND_HURT, CHAINGUN_FIRE, SQUISHED, KICK_HIT, PISTOL_RICOCHET, PISTOL_BODYHIT, PISTOL_FIRE, SHOTGUN_FIRE, BOS1_WALK, RPG_EXPLODE, PIPEBOMB_BOUNCE, PIPEBOMB_EXPLODE, NITEVISION_ONOFF, RPG_SHOOT, SELECT_WEAPON, }; int s = VM_OnEventWithReturn(EVENT_OPENMENUSOUND, g_player[screenpeek].ps->i, screenpeek, FURY ? -1 : menusnds[SoundNum++ % ARRAY_SIZE(menusnds)]); if (s != -1) S_PlaySound(s, CHAN_AUTO, CHANF_UI); } //========================================================================== // // Music // //========================================================================== static void S_SetMusicIndex(unsigned int m) { ud.music_episode = m / MAXLEVELS; ud.music_level = m % MAXLEVELS; } void S_PlayLevelMusicOrNothing(unsigned int m) { ud.returnvar[0] = m / MAXLEVELS; ud.returnvar[1] = m % MAXLEVELS; int retval = VM_OnEvent(EVENT_PLAYLEVELMUSICSLOT, g_player[myconnectindex].ps->i, myconnectindex); if (retval >= 0) { auto& mr = m == USERMAPMUSICFAKESLOT ? userMapRecord : mapList[m]; Mus_Play(mr.labelName, mr.music, true); S_SetMusicIndex(m); } } int S_TryPlaySpecialMusic(unsigned int m) { auto& musicfn = mapList[m].music; if (musicfn.IsNotEmpty()) { if (!Mus_Play(nullptr, musicfn, true)) { S_SetMusicIndex(m); return 0; } } return 1; } void S_PlaySpecialMusicOrNothing(unsigned int m) { if (S_TryPlaySpecialMusic(m)) { S_SetMusicIndex(m); } } void S_ContinueLevelMusic(void) { VM_OnEvent(EVENT_CONTINUELEVELMUSICSLOT, g_player[myconnectindex].ps->i, myconnectindex); } END_DUKE_NS