/* ** ** music.cpp ** ** music engine ** ** Copyright 1999-2016 Randy Heit ** Copyright 2002-2016 Christoph Oelckers ** **--------------------------------------------------------------------------- ** ** 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 #include #include "i_sound.h" #include "i_music.h" #include "printf.h" #include "s_playlist.h" #include "c_dispatch.h" #include "filesystem.h" #include "cmdlib.h" #include "s_music.h" #include "filereadermusicinterface.h" #include static bool MusicPaused; // whether music is paused MusPlayingInfo mus_playing; // music currently being played static FPlayList PlayList; float relative_volume = 1.f; float saved_relative_volume = 1.0f; // this could be used to implement an ACS FadeMusic function MusicVolumeMap MusicVolumes; MidiDeviceMap MidiDevices; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- extern float S_GetMusicVolume (const char *music); static void S_ActivatePlayList(bool goBack); // PRIVATE DATA DEFINITIONS ------------------------------------------------ static FileReader DefaultOpenMusic(const char* fn) { // This is the minimum needed to make the music system functional. FileReader fr; fr.OpenFile(fn); return fr; } static MusicCallbacks mus_cb = { nullptr, DefaultOpenMusic }; // PUBLIC DATA DEFINITIONS ------------------------------------------------- // CODE -------------------------------------------------------------------- void S_SetMusicCallbacks(MusicCallbacks* cb) { mus_cb = *cb; if (mus_cb.OpenMusic == nullptr) mus_cb.OpenMusic = DefaultOpenMusic; // without this we are dead in the water. } //========================================================================== // // // // 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 = ZMusic_FillStream(mus_playing.handle, buff, len); if (!written) { memset((char*)buff, 0, len); return false; } return true; } void S_CreateStream() { if (!mus_playing.handle) return; SoundStreamInfo fmt; ZMusic_GetStreamInfo(mus_playing.handle, &fmt); if (fmt.mBufferSize > 0) // if buffer size is 0 the library will play the song itself (e.g. Windows system synth.) { 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 bool S_StartMusicPlaying(ZMusic_MusicStream 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); } ZMusic_Stop(song); if (!ZMusic_Start(song, subsong, loop)) { return false; } // Notify the sound system of the changed relative volume snd_musicvolume.Callback(); return true; } //========================================================================== // // S_PauseSound // // Stop music and sound effects, during game PAUSE. //========================================================================== void S_PauseMusic () { if (mus_playing.handle && !MusicPaused) { ZMusic_Pause(mus_playing.handle); S_PauseStream(true); MusicPaused = true; } } //========================================================================== // // S_ResumeSound // // Resume music and sound effects, after game PAUSE. //========================================================================== void S_ResumeMusic () { if (mus_playing.handle && MusicPaused) { ZMusic_Resume(mus_playing.handle); S_PauseStream(false); MusicPaused = false; } } //========================================================================== // // S_UpdateSound // //========================================================================== void S_UpdateMusic () { if (mus_playing.handle != nullptr) { ZMusic_Update(mus_playing.handle); // [RH] Update music and/or playlist. IsPlaying() must be called // to attempt to reconnect to broken net streams and to advance the // playlist when the current song finishes. if (!ZMusic_IsPlaying(mus_playing.handle)) { if (PlayList.GetNumSongs()) { PlayList.Advance(); S_ActivatePlayList(false); } else { S_StopMusic(true); } } } } //========================================================================== // // Resets the music player if music playback was paused. // //========================================================================== void S_ResetMusic () { // 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; } //========================================================================== // // S_ActivatePlayList // // Plays the next song in the playlist. If no songs in the playlist can be // played, then it is deleted. //========================================================================== void S_ActivatePlayList (bool goBack) { int startpos, pos; startpos = pos = PlayList.GetPosition (); S_StopMusic (true); while (!S_ChangeMusic (PlayList.GetSong (pos), 0, false, true)) { pos = goBack ? PlayList.Backup () : PlayList.Advance (); if (pos == startpos) { PlayList.Clear(); Printf ("Cannot play anything in the playlist.\n"); return; } } } //========================================================================== // // 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 // // initiates playback of a song // //========================================================================== 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. if (!force && PlayList.GetNumSongs()) { // Don't change if a playlist is active return false; } // Do game specific lookup. FString musicname_; if (mus_cb.LookupFileName) { musicname_ = mus_cb.LookupFileName(musicname, order); musicname = musicname_.GetChars(); } 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; } if (!mus_playing.name.IsEmpty() && mus_playing.handle != nullptr && stricmp(mus_playing.name, musicname) == 0 && ZMusic_IsLooping(mus_playing.handle) == zmusic_bool(looping)) { if (order != mus_playing.baseorder) { if (ZMusic_SetSubsong(mus_playing.handle, order)) { mus_playing.baseorder = order; } } else if (!ZMusic_IsPlaying(mus_playing.handle)) { if (!ZMusic_Start(mus_playing.handle, order, looping)) { Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError()); } S_CreateStream(); } return true; } int lumpnum = -1; int length = 0; ZMusic_MusicStream handle = nullptr; MidiDeviceSetting* devp = MidiDevices.CheckKey(musicname); // Strip off any leading file:// component. if (strncmp(musicname, "file://", 7) == 0) { musicname += 7; } // opening the music must be done by the game because it's different depending on the game's file system use. FileReader reader = mus_cb.OpenMusic(musicname); if (!reader.isOpen()) return false; // shutdown old music S_StopMusic(true); // Just record it if volume is 0 or music was disabled if (snd_musicvolume <= 0 || !mus_enabled) { 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 { auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper. mus_playing.handle = ZMusic_OpenSong(mreader, devp ? (EMidiDevice)devp->device : MDEV_DEFAULT, devp ? devp->args.GetChars() : ""); if (mus_playing.handle == nullptr) { Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError()); } } mus_playing.loop = looping; mus_playing.name = musicname; mus_playing.baseorder = 0; mus_playing.LastSong = ""; if (mus_playing.handle != 0) { // play it auto volp = MusicVolumes.CheckKey(musicname); float vol = volp ? *volp : 1.f; if (!S_StartMusicPlaying(mus_playing.handle, looping, vol, order)) { Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError()); return false; } S_CreateStream(); mus_playing.baseorder = order; return true; } return false; } //========================================================================== // // S_RestartMusic // //========================================================================== void S_RestartMusic () { if (snd_musicvolume <= 0) return; if (!mus_playing.LastSong.IsEmpty() && mus_enabled) { FString song = mus_playing.LastSong; mus_playing.LastSong = ""; S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true); } else { S_StopMusic(true); } } //========================================================================== // // S_MIDIDeviceChanged // //========================================================================== void S_MIDIDeviceChanged(int newdev) { auto song = mus_playing.handle; if (song != nullptr && ZMusic_IsMIDI(song) && ZMusic_IsPlaying(song)) { // Reload the song to change the device auto mi = mus_playing; S_StopMusic(true); S_ChangeMusic(mi.name, mi.baseorder, mi.loop); } } //========================================================================== // // 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 { // [RH] Don't stop if a playlist is active. if ((force || PlayList.GetNumSongs() == 0) && !mus_playing.name.IsEmpty()) { if (mus_playing.handle != nullptr) { S_ResumeMusic(); S_StopStream(); ZMusic_Stop(mus_playing.handle); auto h = mus_playing.handle; mus_playing.handle = nullptr; ZMusic_Close(h); } 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) { auto h = mus_playing.handle; mus_playing.handle = nullptr; ZMusic_Close(h); } mus_playing.name = ""; } } //========================================================================== // // CCMD changemus // //========================================================================== CCMD (changemus) { if (!nomusic) { if (argv.argc() > 1) { PlayList.Clear(); 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) { PlayList.Clear(); S_StopMusic (false); mus_playing.LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur } //========================================================================== // // CCMD playlist // //========================================================================== UNSAFE_CCMD (playlist) { int argc = argv.argc(); if (argc < 2 || argc > 3) { Printf ("playlist [|shuffle]\n"); } else { if (!PlayList.ChangeList(argv[1])) { Printf("Could not open " TEXTCOLOR_BOLD "%s" TEXTCOLOR_NORMAL ": %s\n", argv[1], strerror(errno)); return; } if (PlayList.GetNumSongs () > 0) { if (argc == 3) { if (stricmp (argv[2], "shuffle") == 0) { PlayList.Shuffle (); } else { PlayList.SetPosition (atoi (argv[2])); } } S_ActivatePlayList (false); } } } //========================================================================== // // CCMD playlistpos // //========================================================================== static bool CheckForPlaylist () { if (PlayList.GetNumSongs() == 0) { Printf ("No playlist is playing.\n"); return false; } return true; } CCMD (playlistpos) { if (CheckForPlaylist() && argv.argc() > 1) { PlayList.SetPosition (atoi (argv[1]) - 1); S_ActivatePlayList (false); } } //========================================================================== // // CCMD playlistnext // //========================================================================== CCMD (playlistnext) { if (CheckForPlaylist()) { PlayList.Advance (); S_ActivatePlayList (false); } } //========================================================================== // // CCMD playlistprev // //========================================================================== CCMD (playlistprev) { if (CheckForPlaylist()) { PlayList.Backup (); S_ActivatePlayList (true); } } //========================================================================== // // CCMD playliststatus // //========================================================================== CCMD (playliststatus) { if (CheckForPlaylist ()) { Printf ("Song %d of %d:\n%s\n", PlayList.GetPosition () + 1, PlayList.GetNumSongs (), PlayList.GetSong (PlayList.GetPosition ())); } } //========================================================================== // // // //========================================================================== CCMD(currentmusic) { if (mus_playing.name.IsNotEmpty()) { Printf("Currently playing music '%s'\n", mus_playing.name.GetChars()); } else { Printf("Currently no music playing\n"); } }