//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood 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 "build.h" #include "compat.h" #include "common_game.h" #include "config.h" #include "levels.h" #include "resource.h" #include "sound.h" #include "baselayer.h" #include "openaudio.h" #include "z_music.h" #include "sfx.h" #include "sound/s_soundinternal.h" BEGIN_BLD_NS int soundRates[13] = { 11025, 11025, 11025, 11025, 11025, 22050, 22050, 22050, 22050, 44100, 44100, 44100, 44100, }; #define kChannelMax 32 //========================================================================== // // S_AddBloodSFX // // Registers a new sound with the name ".sfx" // Actual sound data is searched for in the ns_bloodraw namespace. // //========================================================================== static void S_AddBloodSFX(int lumpnum) { auto sfxlump = fileSystem.ReadFile(lumpnum); const SFX* sfx = (SFX*)sfxlump.GetMem(); FStringf rawname("%s.raw", sfx->rawName); auto rawlump = fileSystem.FindFile(rawname); int sfxnum; if (rawlump != -1) { auto& S_sfx = soundEngine->GetSounds(); sfxnum = soundEngine->AddSoundLump(sfx->rawName, rawlump, 0, fileSystem.GetResourceId(lumpnum), 6); if (sfx->format < 5 || sfx->format > 12) { // [0..4] + invalid formats S_sfx[sfxnum].RawRate = 11025; } else if (sfx->format < 9) { // [5..8] S_sfx[sfxnum].RawRate = 22050; } else { // [9..12] S_sfx[sfxnum].RawRate = 44100; } S_sfx[sfxnum].bLoadRAW = true; S_sfx[sfxnum].LoopStart = LittleLong(sfx->loopStart); //S_sfx[sfxnum].Volume = sfx->relVol / 255.f; This cannot be done because this volume setting is optional. S_sfx[sfxnum].UserData.Resize(8); int* udata = (int*)S_sfx[sfxnum].UserData.Data(); udata[0] = sfx->pitch; udata[1] = sfx->pitchRange; udata[2] = sfx->relVol; } } void sndInit(void) { sfxInit(); for (int i = fileSystem.GetNumEntries() - 1; i >= 0; i--) { auto type = fileSystem.GetResourceType(i); if (type == NAME_SFX) { if (soundEngine->FindSoundByResID(fileSystem.GetResourceId(i)) == 0) S_AddBloodSFX(i); } else if (type == NAME_WAV || type == NAME_OGG || type == NAME_FLAC || type == NAME_VOC) { soundEngine->AddSoundLump(fileSystem.GetFileName(i), i, 0, fileSystem.GetResourceId(i)| 0x40000000, 6); // mark the resource ID as special. } } soundEngine->HashSounds(); } int sndGetRate(int format) { if (format < 13) return soundRates[format]; return 11025; } void SoundCallback(intptr_t val) { SAMPLE2D *pChannel = (SAMPLE2D*)val; pChannel->at0 = 0; } void sndStartSample(const char *pzSound, int nVolume, int nChannel) { if (!SoundEnabled()) return; if (!strlen(pzSound)) return; dassert(nChannel >= -1 && nChannel < kChannelMax); auto snd = soundEngine->FindSound(pzSound); if (snd > 0) { soundEngine->StartSound(SOURCE_None, nullptr, nullptr, nChannel + 1, 0, snd, nVolume / 255.f, ATTN_NONE); } } void sndStartSample(unsigned int nSound, int nVolume, int nChannel, bool bLoop) { if (!SoundEnabled()) return; dassert(nChannel >= -1 && nChannel < kChannelMax); if (nChannel >= 7) nChannel = -1; auto snd = soundEngine->FindSoundByResID(nSound); if (snd > 0) { if (nVolume < 0) { auto udata = (int*)soundEngine->GetUserData(snd); if (udata) nVolume = udata[2]; else nVolume = 255; } soundEngine->StartSound(SOURCE_None, nullptr, nullptr, (nChannel + 1), (bLoop? CHANF_LOOP : EChanFlags::FromInt(0)), snd, nVolume / 255.f, ATTN_NONE); } } void sndStartWavID(unsigned int nSound, int nVolume, int nChannel) { return sndStartSample(nSound | 0x40000000, nVolume, nChannel); } void sndStartWavDisk(const char *pzFile, int nVolume, int nChannel) { FString name = pzFile; FixPathSeperator(name); return sndStartSample(name, nVolume, nChannel); } void sndKillAllSounds(void) { soundEngine->StopSound(CHAN_AUTO); } END_BLD_NS