mirror of
https://github.com/ZDoom/raze-gles.git
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189 lines
5.1 KiB
C++
189 lines
5.1 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "compat.h"
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#include "common_game.h"
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#include "config.h"
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#include "levels.h"
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#include "resource.h"
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#include "sound.h"
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#include "baselayer.h"
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#include "z_music.h"
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#include "sfx.h"
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#include "sound/s_soundinternal.h"
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BEGIN_BLD_NS
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int soundRates[13] = {
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11025,
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11025,
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11025,
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11025,
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11025,
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22050,
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22050,
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22050,
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22050,
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44100,
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44100,
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44100,
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44100,
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};
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#define kChannelMax 32
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//==========================================================================
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//
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// S_AddBloodSFX
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//
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// Registers a new sound with the name "<lumpname>.sfx"
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// Actual sound data is searched for in the ns_bloodraw namespace.
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//
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//==========================================================================
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static void S_AddBloodSFX(int lumpnum)
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{
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auto sfxlump = fileSystem.ReadFile(lumpnum);
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const SFX* sfx = (SFX*)sfxlump.GetMem();
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FStringf rawname("%s.raw", sfx->rawName);
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auto rawlump = fileSystem.FindFile(rawname);
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int sfxnum;
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if (rawlump != -1)
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{
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auto& S_sfx = soundEngine->GetSounds();
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sfxnum = soundEngine->AddSoundLump(sfx->rawName, rawlump, 0, fileSystem.GetResourceId(lumpnum), 6);
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if (sfx->format < 5 || sfx->format > 12)
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{ // [0..4] + invalid formats
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S_sfx[sfxnum].RawRate = 11025;
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}
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else if (sfx->format < 9)
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{ // [5..8]
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S_sfx[sfxnum].RawRate = 22050;
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}
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else
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{ // [9..12]
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S_sfx[sfxnum].RawRate = 44100;
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}
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S_sfx[sfxnum].bLoadRAW = true;
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S_sfx[sfxnum].LoopStart = LittleLong(sfx->loopStart);
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//S_sfx[sfxnum].Volume = sfx->relVol / 255.f; This cannot be done because this volume setting is optional.
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S_sfx[sfxnum].UserData.Resize(2);
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int* udata = (int*)S_sfx[sfxnum].UserData.Data();
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udata[0] = sfx->pitch;
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udata[1] = sfx->pitchRange;
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udata[2] = sfx->relVol; }
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}
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void sndInit(void)
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{
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sfxInit();
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for (int i = fileSystem.GetNumEntries() - 1; i >= 0; i--)
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{
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auto type = fileSystem.GetResourceType(i);
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if (type == NAME_SFX)
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{
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if (soundEngine->FindSoundByResID(fileSystem.GetResourceId(i)) == 0)
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S_AddBloodSFX(i);
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}
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else if (type == NAME_WAV || type == NAME_OGG || type == NAME_FLAC || type == NAME_VOC)
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{
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soundEngine->AddSoundLump(fileSystem.GetFileName(i), i, 0, fileSystem.GetResourceId(i)| 0x40000000, 6); // mark the resource ID as special.
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}
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}
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soundEngine->HashSounds();
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}
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int sndGetRate(int format)
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{
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if (format < 13)
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return soundRates[format];
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return 11025;
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}
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void SoundCallback(intptr_t val)
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{
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SAMPLE2D *pChannel = (SAMPLE2D*)val;
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pChannel->at0 = 0;
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}
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void sndStartSample(const char *pzSound, int nVolume, int nChannel)
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{
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if (!SoundEnabled())
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return;
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if (!strlen(pzSound))
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return;
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dassert(nChannel >= -1 && nChannel < kChannelMax);
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auto snd = soundEngine->FindSound(pzSound);
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if (snd > 0)
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{
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soundEngine->StartSound(SOURCE_None, nullptr, nullptr, nChannel + 1, 0, snd, nVolume / 255.f, ATTN_NONE);
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}
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}
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void sndStartSample(unsigned int nSound, int nVolume, int nChannel, bool bLoop)
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{
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if (!SoundEnabled())
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return;
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dassert(nChannel >= -1 && nChannel < kChannelMax);
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if (nChannel >= 7) nChannel = -1;
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auto snd = soundEngine->FindSoundByResID(nSound);
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if (snd > 0)
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{
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if (nVolume < 0)
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{
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auto udata = soundEngine->GetUserData(snd);
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if (udata) nVolume = udata[2];
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else nVolume = 255;
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}
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soundEngine->StartSound(SOURCE_None, nullptr, nullptr, (nChannel + 1), (bLoop? CHANF_LOOP : EChanFlags::FromInt(0)), snd, nVolume / 255.f, ATTN_NONE);
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}
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}
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void sndStartWavID(unsigned int nSound, int nVolume, int nChannel)
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{
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return sndStartSample(nSound | 0x40000000, nVolume, nChannel);
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}
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void sndStartWavDisk(const char *pzFile, int nVolume, int nChannel)
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{
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FString name = pzFile;
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FixPathSeperator(name);
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return sndStartSample(name, nVolume, nChannel);
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}
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void sndKillAllSounds(void)
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{
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soundEngine->StopSound(CHAN_AUTO);
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}
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END_BLD_NS
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