//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers

This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition

Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms

EDuke enhancements integrated: 04/13/2003 - Matt Saettler

Note: EDuke source was in transition.  Changes are in-progress in the
source as it is released.

*/
//-------------------------------------------------------------------------


#include "ns.h"	// Must come before everything else!

#include "compat.h"
#include "g_input.h"

#include "duke3d.h"
#include "raze_music.h"
#include "mapinfo.h"
#include "raze_sound.h"
#include "gamestate.h"

CVAR(Bool, wt_forcemidi, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // quick hack to disable the oggs, which are of lower quality than playing the MIDIs with a good synth and sound font.
CVAR(Bool, wt_forcevoc, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // The same for sound effects. The re-recordings are rather poor and disliked
BEGIN_DUKE_NS

TArray<FString> specialmusic;

class DukeSoundEngine : public SoundEngine
{
	// client specific parts of the sound engine go in this class.
	void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan) override;
	TArray<uint8_t> ReadSound(int lumpnum) override;

public:
	DukeSoundEngine()
	{
		S_Rolloff.RolloffType = ROLLOFF_Doom;   // Seems like Duke uses the same rolloff type as Doom.
		S_Rolloff.MinDistance = 144;            // was originally 576 which looks like a bug and sounds like crap.
		S_Rolloff.MaxDistance = 1088;
	}

	void StopChannel(FSoundChan* chan) override
	{
		if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
		{
			chan->Source = NULL;
			chan->SourceType = SOURCE_Unattached;
		}
		SoundEngine::StopChannel(chan);
	}

};

void S_InitSound()
{
	soundEngine = new DukeSoundEngine;
}

static int GetReplacementSound(int soundNum)
{
	if (wt_forcevoc && isWorldTour() && soundEngine->isValidSoundId(soundNum+1))
	{
		auto const* snd = soundEngine->GetUserData(soundNum + 1);
		int sndx = snd[kWorldTourMapping];
		if (sndx > 0) soundNum = sndx-1;
	}
	return soundNum;
}

//==========================================================================
//
//
// 
//==========================================================================

TArray<uint8_t> DukeSoundEngine::ReadSound(int lumpnum)
{
	auto wlump = fileSystem.OpenFileReader(lumpnum);
	return wlump.Read();
}

//==========================================================================
//
// 
//
//==========================================================================

void S_CacheAllSounds(void)
{
	auto& sfx = soundEngine->GetSounds();
	int i = 0;
	for(auto &snd : sfx)
	{
		soundEngine->CacheSound(&snd);
		if (((++i)&31) == 0)
			I_GetEvent();
	}
}

//==========================================================================
//
// 
//
//==========================================================================

static inline int S_GetPitch(int num)
{
	auto const* snd = soundEngine->GetUserData(num+1);
	if (!snd) return 0;
	int const   range = abs(snd[kPitchEnd] - snd[kPitchStart]);
	return (range == 0) ? snd[kPitchStart] : min(snd[kPitchStart], snd[kPitchEnd]) + rand() % range;
}

float S_ConvertPitch(int lpitch)
{
	return pow(2, lpitch / 1200.);   // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
}

int S_GetUserFlags(int num)
{
	if (!soundEngine->isValidSoundId(num+1)) return 0;
	auto const* snd = soundEngine->GetUserData(num + 1);
	if (!snd) return 0;
	return snd[kFlags];
}

//==========================================================================
//
// 
//
//==========================================================================

int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpitch, int priority, int type, int distance, float volume)
{
	auto& S_sfx = soundEngine->GetSounds();
	index++;
	unsigned oldindex = S_sfx.Size();
	if (index >= S_sfx.Size())
	{
		S_sfx.Resize(index + 1);
		for (; oldindex <= index; oldindex++)
		{
			S_sfx[oldindex].Clear();
		}
	}
	auto sfx = &S_sfx[index];
	bool alreadydefined = !sfx->bTentative;
	sfx->UserData.Resize(kMaxUserData);
	auto sndinf = sfx->UserData.Data();
	sndinf[kFlags] = type & ~SF_ONEINST_INTERNAL;
	if (sndinf[kFlags] & SF_LOOP)
		sndinf[kFlags] |= SF_ONEINST_INTERNAL;

	// Take care of backslashes in sound names. Also double backslashes which occur in World Tour.
	FString fn = filename;
	fn.Substitute("\\\\", "\\");
	FixPathSeperator(fn);
	sfx->lumpnum = S_LookupSound(fn);
	// For World Tour allow falling back on the classic sounds if the Oggs cannot be found
	if (isWorldTour() && sfx->lumpnum == -1)
	{
		fn.ToLower();
		fn.Substitute("sound/", "");
		fn.Substitute(".ogg", ".voc");
		sfx->lumpnum = S_LookupSound(fn);
	}
	sndinf[kPitchStart] = clamp(minpitch, INT16_MIN, INT16_MAX);
	sndinf[kPitchEnd] = clamp(maxpitch, INT16_MIN, INT16_MAX);
	sndinf[kPriority] = priority & 255;
	sndinf[kVolAdjust] = clamp(distance, INT16_MIN, INT16_MAX);
	sndinf[kWorldTourMapping] = 0;
	sfx->Volume = volume;
	sfx->NearLimit = 6;
	sfx->bTentative = false;
	sfx->name = std::move(fn);
	return 0;
}


inline bool S_IsAmbientSFX(int spriteNum)
{
	return (sprite[spriteNum].picnum == MUSICANDSFX && sprite[spriteNum].lotag < 999);
}

//==========================================================================
//
// 
//
//==========================================================================

static int GetPositionInfo(int spriteNum, int soundNum, int sectNum,
							 const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
{
	// There's a lot of hackery going on here that could be mapped to rolloff and attenuation parameters.
	// However, ultimately rolloff would also just reposition the sound source so this can remain as it is.

	auto sp = &sprite[spriteNum];
	int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
	auto const* snd = soundEngine->GetUserData(soundNum + 1);
	int userflags = snd ? snd[kFlags] : 0;
	int dist_adjust = snd ? snd[kVolAdjust] : 0;

	FVector3 sndorg = GetSoundPos(pos);
	FVector3 campos = GetSoundPos(cam);

	if (sp->picnum != TILE_APLAYER || sp->yvel != screenpeek)
	{
		orgsndist = sndist = int(16 * (sndorg - campos).Length());

		if ((userflags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL && sp->picnum == MUSICANDSFX && sp->lotag < 999 && (sector[sp->sectnum].lotag & 0xff) < ST_9_SLIDING_ST_DOOR)
			sndist = divscale14(sndist, sp->hitag + 1);
	}

	sndist += dist_adjust;
	if (sndist < 0) sndist = 0;

	if (sectNum > -1 && sndist && sp->picnum != MUSICANDSFX && !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, sp->x, sp->y, sp->z - (24 << 8), sp->sectnum))
		sndist += sndist >> (isRR() ? 2 : 5);

	// Here the sound distance was clamped to a minimum of 144*4. 
	// It's better to handle rolloff in the backend instead of whacking the sound origin here.
	// That way the lower end can be made customizable instead of losing all precision right here at the source.
	if (sndist < 0) sndist = 0;

	if (distPtr)
	{
		*distPtr = sndist;
	}

	if (sndPos)
	{
		// Now calculate the virtual position in sound system coordinates.
		FVector3 sndvec = sndorg - campos;
		if (orgsndist > 0)
		{
			float scale = float(sndist) / orgsndist;   // adjust by what was calculated above;
			*sndPos = campos + sndvec * scale;
		}
		else *sndPos = campos;
	}

	return false;
}

//==========================================================================
//
//
//
//==========================================================================

void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
{
	if (ud.camerasprite == -1)
	{
		auto p = &ps[screenpeek];
		if (c) *c = &p->pos;
		if (cs) *cs = p->cursectnum;
		if (ca) *ca = p->getang();
	}
	else
	{
		if (c) *c = &sprite[ud.camerasprite].pos;
		if (cs) *cs = sprite[ud.camerasprite].sectnum;
		if (ca) *ca = sprite[ud.camerasprite].ang;
	}
}

//=========================================================================
//
// CalcPosVel
//
// The game specific part of the sound updater.
//
//=========================================================================

void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan)
{
	if (pos != nullptr)
	{
		vec3_t* campos;
		int32_t camsect;

		S_GetCamera(&campos, nullptr, &camsect);
		if (vel) vel->Zero();

		if (type == SOURCE_Unattached)
		{
			pos->X = pt[0];
			pos->Y = pt[1];
			pos->Z = pt[2];
		}
		else if (type == SOURCE_Actor)
		{
			auto actor = (spritetype*)source;
			assert(actor != nullptr);
			if (actor != nullptr)
			{
				GetPositionInfo(int(actor - sprite), chanSound - 1, camsect, campos, &actor->pos, nullptr, pos);
				/*
				if (vel) // DN3D does not properly maintain this.
				{
					vel->X = float(actor->Vel.X * TICRATE);
					vel->Y = float(actor->Vel.Z * TICRATE);
					vel->Z = float(actor->Vel.Y * TICRATE);
				}
				*/
			}
		}
		if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None)
		{
			pos->Y = campos->z / 256.f;
		}
	}
}


//==========================================================================
//
//
//
//==========================================================================

void GameInterface::UpdateSounds(void)
{
	SoundListener listener;
	vec3_t* c;
	int32_t ca, cs;
	
	if (isRR() && !Mus_IsPlaying() && !paused && gamestate == GS_LEVEL)
		S_PlayRRMusic(); 

	S_GetCamera(&c, &ca, &cs);

	if (c != nullptr)
	{
		listener.angle = -(float)ca * pi::pi() / 1024; // Build uses a period of 2048.
		listener.velocity.Zero();
		listener.position = GetSoundPos(c);
		listener.underwater = false; 
		// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
		// listenactor->waterlevel == 3;
		//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
		listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
		listener.valid = true;
	}
	else
	{ 
		listener.angle = 0;
		listener.position.Zero();
		listener.velocity.Zero();
		listener.underwater = false;
		listener.Environment = nullptr;
		listener.valid = false;
	}
	listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
	soundEngine->SetListener(listener);
}


//==========================================================================
//
//
//
//==========================================================================

int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int channel, EChanFlags flags)
{
	auto const pl = &ps[myconnectindex];
	if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || !playrunning() ||
		(pl->timebeforeexit > 0 && pl->timebeforeexit <= REALGAMETICSPERSEC * 3)) return -1;

	sndnum = GetReplacementSound(sndnum);
	int userflags = S_GetUserFlags(sndnum);

	auto sp = &sprite[spriteNum];

	if ((userflags & (SF_DTAG | SF_GLOBAL)) == SF_DTAG)
	{
		// Duke-Tag sound does not play in 3D.
		return S_PlaySound(sndnum);
	}

	if (userflags & SF_TALK)
	{
		if (snd_speech == 0 || (ud.multimode > 1 && sp->picnum == TILE_APLAYER && sp->yvel != screenpeek && ud.coop != 1)) return -1;
		bool foundone =  soundEngine->EnumerateChannels([&](FSoundChan* chan)
			{
				auto sid = chan->OrgID;
				auto flags = S_GetUserFlags(sid - 1);
				return !!(flags & SF_TALK);
			});
		// don't play if any Duke talk sounds are already playing
		if (foundone) return -1;

		// When in single player, force all talk sounds to originate from the player actor, no matter what is being used to start them.
		// Fixes a problem with quake06.voc in E3L4.
		if (ud.multimode == 1)
		{
			spriteNum = pl->i;
			auto sp = &sprite[spriteNum];
		}
	}

	int32_t sndist;
	FVector3 sndpos;    // this is in sound engine space.

	vec3_t* campos;
	int32_t camsect;

	S_GetCamera(&campos, nullptr, &camsect);
	GetPositionInfo(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos);
	int pitch = S_GetPitch(sndnum);

	bool explosion = ((userflags & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG)) || ((sndnum == PIPEBOMB_EXPLODE || sndnum == LASERTRIP_EXPLODE || sndnum == RPG_EXPLODE));

	bool underwater = ps[screenpeek].cursectnum > -1 && sector[ps[screenpeek].cursectnum].lotag == ST_2_UNDERWATER;
	if (explosion)
	{
		if (underwater)
			pitch -= 1024;
	}
	else
	{
		if (sndist > 32767 && sp->picnum != MUSICANDSFX && (userflags & (SF_LOOP | SF_MSFX)) == 0)
			return -1;

		if (underwater && (userflags & SF_TALK) == 0)
			pitch = -768;
	}

	bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum+1);
	if (is_playing && sp->picnum != MUSICANDSFX)
		S_StopSound(sndnum, spriteNum);

	int const repeatp = (userflags & SF_LOOP);

	if (repeatp && (userflags & SF_ONEINST_INTERNAL) && is_playing)
	{
		return -1;
	}

	// These explosion sounds originally used some distance hackery to make them louder but due to how the rolloff was set up they always played at full volume as a result.
	// I think it is better to lower their attenuation so that they are louder than the rest but still fade in the distance.
	// For the original effect, attenuation needs to be set to ATTN_NONE here.
	float attenuation;
	if (explosion) attenuation = 0.5f;
	else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;

	if (userflags & SF_LOOP) flags |= CHANF_LOOP;
	auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, CHAN_AUTO, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
	return chan ? 0 : -1;
}

//==========================================================================
//
//
//
//==========================================================================

int S_PlaySound(int sndnum, int channel, EChanFlags flags, float vol)
{
	if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1;
	
	sndnum = GetReplacementSound(sndnum);

	int userflags = S_GetUserFlags(sndnum);
	if ((!(snd_speech & 1) && (userflags & SF_TALK)))
		return -1;

	int const pitch = S_GetPitch(sndnum);

	if (userflags & SF_LOOP) flags |= CHANF_LOOP;
	auto chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, channel, flags, sndnum + 1, vol, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
	return chan ? 0 : -1;
}

//==========================================================================
//
//
//
//==========================================================================

int S_PlayActorSound(int soundNum, int spriteNum, int channel, EChanFlags flags)
{
	return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum, channel, flags) :
		S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos, channel, flags);
}

void S_RelinkActorSound(int from, int to)
{
	FVector3 pos = GetSoundPos(&sprite[from].pos);
	soundEngine->RelinkSound(SOURCE_Actor, &sprite[from], to == -1 ? nullptr : &sprite[to], &pos);
}

void S_StopSound(int sndNum, int sprNum, int channel)
{
	if (sprNum < -1 || sprNum >= MAXSPRITES) return;
	
	sndNum = GetReplacementSound(sndNum);


	if (sprNum == -1) soundEngine->StopSoundID(sndNum+1);
	else
	{
		if (channel == -1) soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum + 1);
		else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], channel, -1);

		// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
		if (S_IsAmbientSFX(sprNum) && sector[sprite[sprNum].sectnum].lotag < 3)  // ST_2_UNDERWATER
			hittype[sprNum].temp_data[0] = 0;
	}
}

void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
{
	if (spriteNum < -1 || spriteNum >= MAXSPRITES) return;
	
	soundNum = GetReplacementSound(soundNum);

	double expitch = pow(2, pitchoffset / 1200.);   // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
	if (spriteNum == -1)
	{
		soundEngine->ChangeSoundPitch(SOURCE_Unattached, nullptr, CHAN_AUTO, expitch, soundNum+1);
	}
	else
	{
		soundEngine->ChangeSoundPitch(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, expitch, soundNum+1);
	}
}

//==========================================================================
//
//
//
//==========================================================================

int S_CheckActorSoundPlaying(int spriteNum, int soundNum, int channel)
{
	soundNum = GetReplacementSound(soundNum);

	if (spriteNum == -1) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
	if ((unsigned)spriteNum >= MAXSPRITES) return false;
	return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], channel, soundNum+1);
}

// Check if actor <i> is playing any sound.
int S_CheckAnyActorSoundPlaying(int spriteNum)
{
	if ((unsigned)spriteNum >= MAXSPRITES) return false;
	return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, 0);
}

int S_CheckSoundPlaying(int soundNum)
{
	soundNum = GetReplacementSound(soundNum);
	return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
}

//==========================================================================
//
//
//
//==========================================================================

void S_MenuSound(void)
{
	static int menunum;
	static const short menusnds[] =
	{
		LASERTRIP_EXPLODE,
		DUKE_GRUNT,
		DUKE_LAND_HURT,
		CHAINGUN_FIRE,
		SQUISHED,
		KICK_HIT,
		PISTOL_RICOCHET,
		PISTOL_BODYHIT,
		PISTOL_FIRE,
		SHOTGUN_FIRE,
		BOS1_WALK,
		RPG_EXPLODE,
		PIPEBOMB_BOUNCE,
		PIPEBOMB_EXPLODE,
		NITEVISION_ONOFF,
		RPG_SHOOT,
		SELECT_WEAPON
	};
	int s = isRR() ? 390 : menusnds[menunum++ % countof(menusnds)];
	if (s != -1)
		S_PlaySound(s, CHAN_AUTO, CHANF_UI);
}

//==========================================================================
//
// Music
//
//==========================================================================

static bool cd_disabled = false;    // This is in case mus_redbook is enabled but no tracks found so that the regular music system can be switched on.

static void MusPlay(const char* label, const char* music, bool loop)
{
	if (isWorldTour())
	{
		if (wt_forcemidi)
		{
			FString alternative = music;
			alternative.Substitute(".ogg", ".mid");
			int num = fileSystem.FindFile(alternative);
			if (num >= 0)
			{
				int file = fileSystem.GetFileContainer(num);
				if (file == 1)
				{
					Mus_Play(label, alternative, loop);
					return;
				}
			}
		}
	}
	int result = Mus_Play(label, music, loop);
	// do not remain silent if playing World Tour when the user has deleted the music.
	if (!result && isWorldTour())
	{
		FString alternative = music;
		alternative.Substitute(".ogg", ".mid");
		Mus_Play(label, alternative, loop);
	}
}

void S_PlayLevelMusic(MapRecord *mi)
{
	if (isRR() && mi->music.IsEmpty() && mus_redbook && !cd_disabled) return;
	MusPlay(mi->labelName, mi->music, true);
}

void S_PlaySpecialMusic(unsigned int m)
{
	if (isRR() || m >= specialmusic.Size()) return;   // Can only be MUS_LOADING, isRR() does not use it.
	auto& musicfn = specialmusic[m];
	if (musicfn.IsNotEmpty())
	{
		MusPlay(nullptr, musicfn, true);
	}
}

//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------

void S_PlayRRMusic(int newTrack)
{
	static int32_t g_cdTrack = -1;

	if (!isRR() || !mus_redbook || cd_disabled || currentLevel->music.IsNotEmpty())
		return;
	Mus_Stop();

	for (int i = 0; i < 10; i++)
	{
		g_cdTrack = newTrack != -1 ? newTrack : g_cdTrack + 1;
		if (newTrack != 10 && (g_cdTrack > 9 || g_cdTrack < 2))
			g_cdTrack = 2;

		FStringf filename("track%02d.ogg", g_cdTrack);
		if (Mus_Play(nullptr, filename, false)) return;
	}
	// If none of the tracks managed to start, disable the CD music for this session so that regular music can play if defined.
	cd_disabled = true;
}


void S_PlayBonusMusic()
{
	if (MusicEnabled() && mus_enabled)
		S_PlaySound(BONUSMUSIC, CHAN_AUTO, CHANF_UI);
}


void S_WorldTourMappingsForOldSounds()
{
	// This tries to retrieve the original sounds for World Tour's often inferior replacements.
	// It's really ironic that despite their low quality they often sound a lot better than the new ones.
	if (!isWorldTour()) return;
	auto &s_sfx = soundEngine->GetSounds();
	int maxorig = s_sfx.Size();
	for(unsigned i = 1; i < s_sfx.Size(); i++)
	{
		auto fname = s_sfx[i].name;
		if (!fname.Right(4).CompareNoCase(".ogg"))
		{
			// All names here follow the same convention. We must strip the "sound/" folder and replace the extension to get the original VOCs.
			fname.ToLower();
			fname.Substitute("sound/", "");
			fname.Substitute(".ogg", ".voc");
			int lump = fileSystem.FindFile(fname); // in this case we absolutely do not want the extended lookup that's optionally performed by S_LookupSound.
			if (lump >= 0)
			{
				s_sfx.Reserve(1);
				s_sfx.Last() = s_sfx[i];
				s_sfx.Last().name = fname;
				s_sfx.Last().lumpnum = lump;
				s_sfx[i].UserData[kWorldTourMapping] = s_sfx.Size() - 1;
			}
		}
	}
}

END_DUKE_NS
