mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-07 05:21:12 +00:00
75c76ccf66
With pointers to coordinates the sound engine cannot work, so this had to be changed globally.
449 lines
12 KiB
C++
449 lines
12 KiB
C++
#pragma once
|
|
|
|
#include "backend/i_sound.h"
|
|
|
|
struct FRandomSoundList
|
|
{
|
|
TArray<uint32_t> 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<uint8_t> 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<sfxinfo_t> S_sfx;
|
|
FRolloffInfo S_Rolloff;
|
|
TArray<uint8_t> S_SoundCurve;
|
|
TMap<int, int> ResIdMap;
|
|
TArray<FRandomSoundList> 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<uint8_t> 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<uint8_t> &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<FSoundChan*> 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<sfxinfo_t> &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<class func> 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<uint32_t> 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);
|
|
}
|