raze-gles/source/common/sound/s_soundinternal.h

402 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;
unsigned bPlayerReserve : 1;
unsigned bPlayerCompat : 1;
unsigned bPlayerSilent:1; // This player sound is intentionally silent.
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.
};
// 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_FindSound(const char *logicalname);
int S_FindSoundByResID(int snd_id);
// 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;
union
{
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
{
CHAN_AUTO = 0,
CHAN_WEAPON = 1,
CHAN_VOICE = 2,
CHAN_ITEM = 3,
CHAN_BODY = 4,
CHAN_5 = 5,
CHAN_6 = 6,
CHAN_7 = 7,
// Channel alias for sector sounds. These define how listener height is
// used when calculating 3D sound volume.
CHAN_FLOOR = 1, // Sound comes from the floor.
CHAN_CEILING = 2, // Sound comes from the ceiling.
CHAN_FULLHEIGHT = 3, // Sound comes entire height of the sector.
CHAN_INTERIOR = 4, // Sound comes height between floor and ceiling.
// modifier flags
CHAN_LISTENERZ = 8,
CHAN_MAYBE_LOCAL = 16,
CHAN_UI = 32, // Do not record sound in savegames.
CHAN_NOPAUSE = 64, // Do not pause this sound in menus.
CHAN_AREA = 128, // Sound plays from all around. Only valid with sector sounds.
CHAN_LOOP = 256,
CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL),
CHAN_IS3D = 1, // internal: Sound is 3D.
CHAN_EVICTED = 2, // internal: Sound was evicted.
CHAN_FORGETTABLE = 4, // internal: Forget channel data when sound stops.
CHAN_JUSTSTARTED = 512, // internal: Sound has not been updated yet.
CHAN_ABSTIME = 1024, // internal: Start time is absolute and does not depend on current time.
CHAN_VIRTUAL = 2048, // internal: Channel is currently virtual
CHAN_NOSTOP = 4096, // only for A_PlaySound. Does not start if channel is playing something.
};
// 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_None, // Sound is always on top of the listener.
SOURCE_Actor, // Sound is coming from an actor.
SOURCE_Sector, // Sound is coming from a sector.
SOURCE_Polyobj, // Sound is coming from a polyobject.
SOURCE_Unattached, // Sound is not attached to any particular emitter.
};
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, FVector3* pos, FVector3* vel) = 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, 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 StopSound(int channel);
void StopSound(int sourcetype, const void* actor, int channel);
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);
bool IsSourcePlayingSomething(int sourcetype, const void* actor, int channel, int sound_id);
// Stop and resume music, during game PAUSE.
bool GetSoundPlayingInfo(int sourcetype, const void* source, int sound_id);
void UnloadAllSounds();
void Reset();
void MarkUsed(int num);
void CacheMarkedSounds();
TArray<FSoundChan*> AllActiveChannels();
void MarkAllUnused()
{
for (auto & s: S_sfx) s.bUsed = false;
}
bool isListener(const void* object) const
{
return object && listener.ListenerObject == object;
}
bool isPlayerReserve(int snd_id)
{
return S_sfx[snd_id].bPlayerReserve; // Later this needs to be abstracted out of the engine itself. Right now that cannot be done.
}
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 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 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;
};