raze-gles/source/blood/src/asound.cpp
Christoph Oelckers 8431266d27 - refactoring of music CVARs
This is a lot of changes in a lot of code because nothing here was abstracted into the sound system. :(

Hopefully most of the affected code here can be tossed out soon, it's not pretty.
2019-10-22 02:01:05 +02:00

169 lines
5.3 KiB
C++

//-------------------------------------------------------------------------
/*
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 "fx_man.h"
#include "common_game.h"
//#include "blood.h"
#include "view.h"
#include "config.h"
#include "db.h"
#include "player.h"
#include "resource.h"
#include "sound.h"
BEGIN_BLD_NS
#define kMaxAmbChannel 64
struct AMB_CHANNEL
{
int at0;
int at4;
int at8;
DICTNODE *atc;
char *at10;
int at14;
int at18;
};
AMB_CHANNEL ambChannels[kMaxAmbChannel];
int nAmbChannels = 0;
void ambProcess(void)
{
if (!snd_enabled)
return;
for (int nSprite = headspritestat[kStatAmbience]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->owner < 0 || pSprite->owner >= kMaxAmbChannel)
continue;
int nXSprite = pSprite->extra;
if (nXSprite > 0 && nXSprite < kMaxXSprites)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
if (pXSprite->state)
{
int dx = pSprite->x-gMe->pSprite->x;
int dy = pSprite->y-gMe->pSprite->y;
int dz = pSprite->z-gMe->pSprite->z;
dx >>= 4;
dy >>= 4;
dz >>= 8;
int nDist = ksqrt(dx*dx+dy*dy+dz*dz);
int vs = mulscale16(pXSprite->data4, pXSprite->busy);
ambChannels[pSprite->owner].at4 += ClipRange(scale(nDist, pXSprite->data1, pXSprite->data2, vs, 0), 0, vs);
}
}
}
AMB_CHANNEL *pChannel = ambChannels;
for (int i = 0; i < nAmbChannels; i++, pChannel++)
{
if (pChannel->at0 > 0)
FX_SetPan(pChannel->at0, pChannel->at4, pChannel->at4, pChannel->at4);
else
{
int end = ClipLow(pChannel->at14-1, 0);
pChannel->at0 = FX_PlayLoopedRaw(pChannel->at10, pChannel->at14, pChannel->at10, pChannel->at10+end, sndGetRate(pChannel->at18), 0,
pChannel->at4, pChannel->at4, pChannel->at4, pChannel->at4, 1.f, (intptr_t)&pChannel->at0);
}
pChannel->at4 = 0;
}
}
void ambKillAll(void)
{
AMB_CHANNEL *pChannel = ambChannels;
for (int i = 0; i < nAmbChannels; i++, pChannel++)
{
if (pChannel->at0 > 0)
{
FX_EndLooping(pChannel->at0);
FX_StopSound(pChannel->at0);
}
if (pChannel->atc)
{
gSoundRes.Unlock(pChannel->atc);
pChannel->atc = NULL;
}
}
nAmbChannels = 0;
}
void ambInit(void)
{
ambKillAll();
memset(ambChannels, 0, sizeof(ambChannels));
for (int nSprite = headspritestat[kStatAmbience]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
XSPRITE *pXSprite = &xsprite[sprite[nSprite].extra];
if (pXSprite->data1 >= pXSprite->data2) continue;
int i; AMB_CHANNEL *pChannel = ambChannels;
for (i = 0; i < nAmbChannels; i++, pChannel++)
if (pXSprite->data3 == pChannel->at8) break;
if (i == nAmbChannels) {
if (i >= kMaxAmbChannel) {
sprite[nSprite].owner = -1;
continue;
}
int nSFX = pXSprite->data3;
DICTNODE *pSFXNode = gSoundRes.Lookup(nSFX, "SFX");
if (!pSFXNode) {
//ThrowError("Missing sound #%d used in ambient sound generator %d\n", nSFX);
viewSetSystemMessage("Missing sound #%d used in ambient sound generator #%d\n", nSFX);
continue;
}
SFX *pSFX = (SFX*)gSoundRes.Load(pSFXNode);
DICTNODE *pRAWNode = gSoundRes.Lookup(pSFX->rawName, "RAW");
if (!pRAWNode) {
//ThrowError("Missing RAW sound \"%s\" used in ambient sound generator %d\n", pSFX->rawName, nSFX);
viewSetSystemMessage("Missing RAW sound \"%s\" used in ambient sound generator %d\n", pSFX->rawName, nSFX);
continue;
}
if (pRAWNode->size > 0) {
pChannel->at14 = pRAWNode->size;
pChannel->at8 = nSFX;
pChannel->atc = pRAWNode;
pChannel->at14 = pRAWNode->size;
pChannel->at10 = (char*)gSoundRes.Lock(pRAWNode);
pChannel->at18 = pSFX->format;
nAmbChannels++;
}
}
sprite[nSprite].owner = i;
}
}
END_BLD_NS