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68c97e3c25
# Conflicts: # source/core/gamecontrol.h # source/duke3d/src/game.cpp # source/exhumed/src/exhumed.cpp # source/rr/src/game.cpp
683 lines
16 KiB
C++
683 lines
16 KiB
C++
/*
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**
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** music.cpp
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**
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** music engine
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**
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** Copyright 1999-2016 Randy Heit
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** Copyright 2002-2016 Christoph Oelckers
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**
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**---------------------------------------------------------------------------
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdexcept>
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#include "i_sound.h"
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#include "i_music.h"
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#include "printf.h"
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#include "s_playlist.h"
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#include "c_dispatch.h"
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "s_music.h"
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#include "filereadermusicinterface.h"
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#include <zmusic.h>
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern float S_GetMusicVolume (const char *music);
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static void S_ActivatePlayList(bool goBack);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static bool MusicPaused; // whether music is paused
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MusPlayingInfo mus_playing; // music currently being played
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static FPlayList PlayList;
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float relative_volume = 1.f;
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float saved_relative_volume = 1.0f; // this could be used to implement an ACS FadeMusic function
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MusicVolumeMap MusicVolumes;
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MidiDeviceMap MidiDevices;
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static FileReader DefaultOpenMusic(const char* fn)
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{
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// This is the minimum needed to make the music system functional.
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FileReader fr;
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fr.OpenFile(fn);
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return fr;
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}
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static MusicCallbacks mus_cb = { nullptr, DefaultOpenMusic };
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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// CODE --------------------------------------------------------------------
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void S_SetMusicCallbacks(MusicCallbacks* cb)
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{
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mus_cb = *cb;
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if (mus_cb.OpenMusic == nullptr) mus_cb.OpenMusic = DefaultOpenMusic; // without this we are dead in the water.
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}
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//==========================================================================
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//
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//
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//
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// Create a sound system stream for the currently playing song
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//==========================================================================
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static std::unique_ptr<SoundStream> musicStream;
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static bool FillStream(SoundStream* stream, void* buff, int len, void* userdata)
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{
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bool written = ZMusic_FillStream(mus_playing.handle, buff, len);
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if (!written)
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{
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memset((char*)buff, 0, len);
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return false;
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}
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return true;
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}
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void S_CreateStream()
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{
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if (!mus_playing.handle) return;
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SoundStreamInfo fmt;
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ZMusic_GetStreamInfo(mus_playing.handle, &fmt);
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if (fmt.mBufferSize > 0) // if buffer size is 0 the library will play the song itself (e.g. Windows system synth.)
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{
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int flags = fmt.mNumChannels < 0 ? 0 : SoundStream::Float;
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if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
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musicStream.reset(GSnd->CreateStream(FillStream, fmt.mBufferSize, flags, fmt.mSampleRate, nullptr));
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if (musicStream) musicStream->Play(true, 1);
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}
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}
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void S_PauseStream(bool paused)
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{
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if (musicStream) musicStream->SetPaused(paused);
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}
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void S_StopStream()
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{
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if (musicStream)
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{
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musicStream->Stop();
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musicStream.reset();
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}
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}
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//==========================================================================
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//
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// starts playing this song
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//
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//==========================================================================
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static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vol, int subsong)
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{
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if (rel_vol > 0.f)
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{
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float factor = relative_volume / saved_relative_volume;
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saved_relative_volume = rel_vol;
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I_SetRelativeVolume(saved_relative_volume * factor);
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}
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ZMusic_Stop(song);
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if (!ZMusic_Start(song, subsong, loop))
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{
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return false;
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}
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// Notify the sound system of the changed relative volume
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snd_musicvolume.Callback();
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return true;
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}
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//==========================================================================
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//
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// S_PauseMusic
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//
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// Stop music, during game PAUSE.
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//==========================================================================
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void S_PauseMusic ()
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{
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if (mus_playing.handle && !MusicPaused)
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{
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ZMusic_Pause(mus_playing.handle);
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S_PauseStream(true);
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MusicPaused = true;
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}
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}
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//==========================================================================
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//
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// S_ResumeMusic
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//
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// Resume music, after game PAUSE.
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//==========================================================================
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void S_ResumeMusic ()
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{
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if (mus_playing.handle && MusicPaused)
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{
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ZMusic_Resume(mus_playing.handle);
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S_PauseStream(false);
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MusicPaused = false;
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}
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}
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//==========================================================================
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//
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// S_UpdateSound
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//
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//==========================================================================
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void S_UpdateMusic ()
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{
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if (mus_playing.handle != nullptr)
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{
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ZMusic_Update(mus_playing.handle);
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// [RH] Update music and/or playlist. IsPlaying() must be called
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// to attempt to reconnect to broken net streams and to advance the
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// playlist when the current song finishes.
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if (!ZMusic_IsPlaying(mus_playing.handle))
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{
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if (PlayList.GetNumSongs())
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{
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PlayList.Advance();
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S_ActivatePlayList(false);
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}
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else
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{
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S_StopMusic(true);
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}
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}
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}
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}
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//==========================================================================
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//
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// Resets the music player if music playback was paused.
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//
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//==========================================================================
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void S_ResetMusic ()
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{
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// stop the old music if it has been paused.
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// This ensures that the new music is started from the beginning
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// if it's the same as the last one and it has been paused.
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if (MusicPaused) S_StopMusic(true);
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// start new music for the level
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MusicPaused = false;
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}
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//==========================================================================
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//
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// S_ActivatePlayList
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//
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// Plays the next song in the playlist. If no songs in the playlist can be
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// played, then it is deleted.
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//==========================================================================
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void S_ActivatePlayList (bool goBack)
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{
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int startpos, pos;
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startpos = pos = PlayList.GetPosition ();
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S_StopMusic (true);
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while (!S_ChangeMusic (PlayList.GetSong (pos), 0, false, true))
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{
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pos = goBack ? PlayList.Backup () : PlayList.Advance ();
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if (pos == startpos)
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{
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PlayList.Clear();
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Printf ("Cannot play anything in the playlist.\n");
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return;
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}
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}
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}
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//==========================================================================
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//
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// S_StartMusic
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//
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// Starts some music with the given name.
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//==========================================================================
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bool S_StartMusic (const char *m_id)
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{
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return S_ChangeMusic (m_id, 0, false);
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}
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//==========================================================================
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//
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// S_ChangeMusic
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//
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// initiates playback of a song
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//
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//==========================================================================
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bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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{
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if (nomusic) return false; // skip the entire procedure if music is globally disabled.
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if (!force && PlayList.GetNumSongs())
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{ // Don't change if a playlist is active
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return false;
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}
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// Do game specific lookup.
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FString musicname_;
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if (mus_cb.LookupFileName)
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{
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musicname_ = mus_cb.LookupFileName(musicname, order);
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musicname = musicname_.GetChars();
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}
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if (musicname == nullptr || musicname[0] == 0)
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{
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// Don't choke if the map doesn't have a song attached
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S_StopMusic (true);
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mus_playing.name = "";
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mus_playing.LastSong = "";
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return true;
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}
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if (!mus_playing.name.IsEmpty() &&
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mus_playing.handle != nullptr &&
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stricmp(mus_playing.name, musicname) == 0 &&
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ZMusic_IsLooping(mus_playing.handle) == zmusic_bool(looping))
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{
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if (order != mus_playing.baseorder)
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{
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if (ZMusic_SetSubsong(mus_playing.handle, order))
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{
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mus_playing.baseorder = order;
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}
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}
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else if (!ZMusic_IsPlaying(mus_playing.handle))
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{
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if (!ZMusic_Start(mus_playing.handle, order, looping))
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{
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Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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}
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S_CreateStream();
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}
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return true;
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}
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int lumpnum = -1;
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int length = 0;
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ZMusic_MusicStream handle = nullptr;
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MidiDeviceSetting* devp = MidiDevices.CheckKey(musicname);
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// Strip off any leading file:// component.
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if (strncmp(musicname, "file://", 7) == 0)
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{
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musicname += 7;
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}
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// opening the music must be done by the game because it's different depending on the game's file system use.
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FileReader reader = mus_cb.OpenMusic(musicname);
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if (!reader.isOpen()) return false;
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// shutdown old music
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S_StopMusic(true);
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// Just record it if volume is 0 or music was disabled
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if (snd_musicvolume <= 0 || !mus_enabled)
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{
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mus_playing.loop = looping;
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mus_playing.name = musicname;
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mus_playing.baseorder = order;
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mus_playing.LastSong = musicname;
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return true;
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}
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// load & register it
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if (handle != nullptr)
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{
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mus_playing.handle = handle;
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}
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else
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{
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auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
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mus_playing.handle = ZMusic_OpenSong(mreader, devp ? (EMidiDevice)devp->device : MDEV_DEFAULT, devp ? devp->args.GetChars() : "");
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if (mus_playing.handle == nullptr)
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{
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Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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}
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}
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mus_playing.loop = looping;
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mus_playing.name = musicname;
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mus_playing.baseorder = 0;
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mus_playing.LastSong = "";
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if (mus_playing.handle != 0)
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{ // play it
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auto volp = MusicVolumes.CheckKey(musicname);
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float vol = volp ? *volp : 1.f;
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if (!S_StartMusicPlaying(mus_playing.handle, looping, vol, order))
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{
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Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), ZMusic_GetLastError());
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return false;
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}
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S_CreateStream();
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mus_playing.baseorder = order;
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return true;
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}
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return false;
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}
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//==========================================================================
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//
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// S_RestartMusic
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//
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//==========================================================================
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void S_RestartMusic ()
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{
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if (snd_musicvolume <= 0) return;
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if (!mus_playing.LastSong.IsEmpty() && mus_enabled)
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{
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FString song = mus_playing.LastSong;
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mus_playing.LastSong = "";
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S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
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}
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else
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{
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S_StopMusic(true);
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}
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}
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//==========================================================================
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//
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// S_MIDIDeviceChanged
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//
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//==========================================================================
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void S_MIDIDeviceChanged(int newdev)
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{
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auto song = mus_playing.handle;
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if (song != nullptr && ZMusic_IsMIDI(song) && ZMusic_IsPlaying(song))
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{
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// Reload the song to change the device
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auto mi = mus_playing;
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S_StopMusic(true);
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S_ChangeMusic(mi.name, mi.baseorder, mi.loop);
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}
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}
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//==========================================================================
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//
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// S_GetMusic
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//
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//==========================================================================
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int S_GetMusic (const char **name)
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{
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int order;
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if (mus_playing.name.IsNotEmpty())
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{
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*name = mus_playing.name;
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order = mus_playing.baseorder;
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}
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else
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{
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*name = nullptr;
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order = 0;
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}
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return order;
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}
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//==========================================================================
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//
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// S_StopMusic
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//
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//==========================================================================
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void S_StopMusic (bool force)
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{
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try
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{
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// [RH] Don't stop if a playlist is active.
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if ((force || PlayList.GetNumSongs() == 0) && !mus_playing.name.IsEmpty())
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{
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if (mus_playing.handle != nullptr)
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{
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S_ResumeMusic();
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S_StopStream();
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ZMusic_Stop(mus_playing.handle);
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auto h = mus_playing.handle;
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mus_playing.handle = nullptr;
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ZMusic_Close(h);
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}
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mus_playing.LastSong = std::move(mus_playing.name);
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}
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}
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catch (const std::runtime_error& )
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{
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//Printf("Unable to stop %s: %s\n", mus_playing.name.GetChars(), err.what());
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if (mus_playing.handle != nullptr)
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{
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auto h = mus_playing.handle;
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mus_playing.handle = nullptr;
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ZMusic_Close(h);
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}
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mus_playing.name = "";
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}
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}
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//==========================================================================
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//
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// CCMD changemus
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//
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//==========================================================================
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CCMD (changemus)
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{
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if (!nomusic)
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{
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if (argv.argc() > 1)
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{
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PlayList.Clear();
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S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
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}
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else
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{
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const char *currentmus = mus_playing.name.GetChars();
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if(currentmus != nullptr && *currentmus != 0)
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{
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Printf ("currently playing %s\n", currentmus);
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}
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else
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{
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Printf ("no music playing\n");
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}
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}
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}
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else
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{
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Printf("Music is disabled\n");
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}
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}
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//==========================================================================
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//
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// CCMD stopmus
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//
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//==========================================================================
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CCMD (stopmus)
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{
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PlayList.Clear();
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S_StopMusic (false);
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mus_playing.LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
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}
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//==========================================================================
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//
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// CCMD playlist
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//
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//==========================================================================
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UNSAFE_CCMD (playlist)
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{
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int argc = argv.argc();
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if (argc < 2 || argc > 3)
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{
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Printf ("playlist <playlist.m3u> [<position>|shuffle]\n");
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}
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else
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{
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if (!PlayList.ChangeList(argv[1]))
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{
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Printf("Could not open " TEXTCOLOR_BOLD "%s" TEXTCOLOR_NORMAL ": %s\n", argv[1], strerror(errno));
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return;
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}
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if (PlayList.GetNumSongs () > 0)
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{
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if (argc == 3)
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{
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if (stricmp (argv[2], "shuffle") == 0)
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{
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PlayList.Shuffle ();
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}
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else
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{
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PlayList.SetPosition (atoi (argv[2]));
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}
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}
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S_ActivatePlayList (false);
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}
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|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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");
|
|
}
|
|
}
|