raze/source/core/music/s_advsound.cpp

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/*
** s_advsound.cpp
** Routines for managing SNDINFO lumps and ambient sounds
** Thid is a stripped down version only handling the music related settings.
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
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#include "c_dispatch.h"
#include "filesystem.h"
#include "v_text.h"
#include "s_music.h"
#include "sc_man.h"
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#include "s_soundinternal.h"
#include "gamecontrol.h"
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#include <zmusic.h>
#include "raze_music.h"
#include "games/duke/src/sounds.h"
// MACROS ------------------------------------------------------------------
enum SICommands
{
SI_MusicVolume,
SI_MidiDevice,
SI_MusicAlias,
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SI_ConReserve,
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SI_Alias,
SI_Limit,
SI_Singular,
SI_PitchSet,
SI_PitchSetDuke,
SI_DukeFlags,
SI_Loop,
SI_BloodRelVol,
};
// This specifies whether Timidity or Windows playback is preferred for a certain song (only useful for Windows.)
extern MusicAliasMap MusicAliases;
extern MidiDeviceMap MidiDevices;
extern MusicVolumeMap MusicVolumes;
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern bool IsFloat (const char *str);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void S_AddSNDINFO (int lumpnum);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const char *SICommandStrings[] =
{
"$musicvolume",
"$mididevice",
"$musicalias",
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"$conreserve",
"$alias",
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"$limit",
"$singular",
"$pitchset",
"$pitchsetduke",
"$dukeflags",
"$loop",
"$bloodrelvol",
NULL
};
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static const int DEFAULT_LIMIT = 6;
// CODE --------------------------------------------------------------------
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//==========================================================================
//
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// S_AddSound
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//
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// If logical name is already in S_sfx, updates it to use the new sound
// lump. Otherwise, adds the new mapping by using S_AddSoundLump().
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//==========================================================================
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static FSoundID S_AddSound(const char* logicalname, int lumpnum, FScanner* sc)
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{
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FSoundID sfxid = soundEngine->FindSoundNoHash(logicalname);
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if (sfxid.isvalid())
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{ // If the sound has already been defined, change the old definition
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auto sfx = soundEngine->GetWritableSfx(sfxid);
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if (sfx->bRandomHeader)
{
FRandomSoundList* rnd = soundEngine->ResolveRandomSound(sfx);
rnd->Choices.Reset();
rnd->Owner = NO_SOUND;
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}
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sfx->lumpnum = lumpnum;
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sfx->bRandomHeader = false;
sfx->link = sfxinfo_t::NO_LINK;
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sfx->bTentative = false;
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if (sfx->NearLimit == -1)
{
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sfx->NearLimit = 6;
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sfx->LimitRange = 256 * 256;
}
//sfx->PitchMask = CurrentPitchMask;
}
else
{ // Otherwise, create a new definition.
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sfxid = soundEngine->AddSoundLump(logicalname, lumpnum, 0);
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}
return sfxid;
}
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FSoundID S_AddSound(const char* logicalname, const char* lumpname, FScanner* sc)
{
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int lump = fileSystem.CheckNumForFullName(lumpname, true, ns_sounds);
return S_AddSound(logicalname, lump, sc);
}
//==========================================================================
//
// S_AddSNDINFO
//
// Reads a SNDINFO and does what it says.
//
//==========================================================================
static void S_AddSNDINFO (int lump)
{
bool skipToEndIf;
TArray<uint32_t> list;
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int wantassigns = -1;
FScanner sc(lump);
skipToEndIf = false;
while (sc.GetString ())
{
if (skipToEndIf)
{
if (sc.Compare ("$endif"))
{
skipToEndIf = false;
}
continue;
}
int cmd;
if (sc.String[0] == '$') cmd = sc.MatchString(SICommandStrings);
else cmd = -1;
{ // Got a command
switch (cmd)
{
case SI_MusicVolume: {
sc.MustGetString();
FName musname (sc.String);
sc.MustGetFloat();
MusicVolumes[musname] = (float)sc.Float;
}
break;
case SI_MusicAlias: {
sc.MustGetString();
int mlump = fileSystem.FindFile(sc.String);
if (mlump < 0)
mlump = fileSystem.FindFile(FStringf("music/%s", sc.String));
if (mlump >= 0)
{
// do not set the alias if a later WAD defines its own music of this name
int file = fileSystem.GetFileContainer(mlump);
int sndifile = fileSystem.GetFileContainer(sc.LumpNum);
if (file > sndifile)
{
sc.MustGetString();
continue;
}
}
FName alias = sc.String;
sc.MustGetString();
FName mapped = sc.String;
// only set the alias if the lump it maps to exists.
if (mapped == NAME_None || fileSystem.FindFile(sc.String) >= 0)
{
MusicAliases[alias] = mapped;
}
}
break;
case SI_MidiDevice: {
sc.MustGetString();
FName nm = sc.String;
FScanner::SavedPos save = sc.SavePos();
sc.SetCMode(true);
sc.MustGetString();
MidiDeviceSetting devset;
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// Important: This needs to handle all the devices not present in ZMusic Lite to be able to load configs made for GZDoom.
// Also let the library handle the fallback so this can adjust automatically if the feature set gets extended.
if (sc.Compare("timidity")) devset.device = MDEV_TIMIDITY;
else if (sc.Compare("fmod") || sc.Compare("sndsys")) devset.device = MDEV_SNDSYS;
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else if (sc.Compare("standard")) devset.device = MDEV_STANDARD;
else if (sc.Compare("opl")) devset.device = MDEV_OPL;
else if (sc.Compare("default")) devset.device = MDEV_DEFAULT;
else if (sc.Compare("fluidsynth")) devset.device = MDEV_FLUIDSYNTH;
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else if (sc.Compare("gus")) devset.device = MDEV_GUS;
else if (sc.Compare("wildmidi")) devset.device = MDEV_WILDMIDI;
else if (sc.Compare("adl")) devset.device = MDEV_ADL;
else if (sc.Compare("opn")) devset.device = MDEV_OPN;
else sc.ScriptError("Unknown MIDI device %s\n", sc.String);
if (sc.CheckString(","))
{
sc.SetCMode(false);
sc.MustGetString();
devset.args = sc.String;
}
else
{
// This does not really do what one might expect, because the next token has already been parsed and can be a '$'.
// So in order to continue parsing without C-Mode, we need to reset and parse the last token again.
sc.SetCMode(false);
sc.RestorePos(save);
sc.MustGetString();
}
MidiDevices[nm] = devset;
}
break;
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case SI_Alias: {
// $alias <name of alias> <name of real sound>
FSoundID sfxfrom;
sc.MustGetString ();
sfxfrom = S_AddSound (sc.String, -1, &sc);
sc.MustGetString ();
auto sfx = soundEngine->GetWritableSfx(sfxfrom);
sfx->link = soundEngine->FindSoundTentative (sc.String);
sfx->NearLimit = -1; // Aliases must use the original sound's limit. (Can be changed later)
}
break;
case SI_Limit: {
// $limit <logical name> <max channels> [<distance>]
FSoundID sfxfrom;
sc.MustGetString ();
sfxfrom = soundEngine->FindSoundTentative (sc.String);
sc.MustGetNumber ();
auto sfx = soundEngine->GetWritableSfx(sfxfrom);
sfx->NearLimit = min(max(sc.Number, 0), 255);
if (sc.CheckFloat())
{
sfx->LimitRange = float(sc.Float * sc.Float);
}
}
break;
case SI_Singular: {
// $singular <logical name>
FSoundID sfx;
sc.MustGetString ();
sfx = soundEngine->FindSoundTentative (sc.String, DEFAULT_LIMIT);
auto sfxp = soundEngine->GetWritableSfx(sfx);
sfxp->bSingular = true;
}
break;
case SI_PitchSet: {
// $pitchset <logical name> <pitch amount as float> [range maximum]
FSoundID sfx;
sc.MustGetString();
sfx = soundEngine->FindSoundTentative(sc.String);
sc.MustGetFloat();
auto sfxp = soundEngine->GetWritableSfx(sfx);
sfxp->DefPitch = (float)sc.Float;
if (sc.CheckFloat())
{
sfxp->DefPitchMax = (float)sc.Float;
}
else
{
sfxp->DefPitchMax = 0;
}
}
break;
case SI_PitchSetDuke: {
// $pitchset <logical name> <pitch amount as float> [range maximum]
// Same as above, but uses Duke's value range of 1200 units per octave.
FSoundID sfx;
sc.MustGetString();
sfx = soundEngine->FindSoundTentative(sc.String);
sc.MustGetFloat();
auto sfxp = soundEngine->GetWritableSfx(sfx);
sfxp->DefPitch = (float)pow(2, sc.Float / 1200.);
if (sc.CheckFloat())
{
sfxp->DefPitchMax = (float)pow(2, sc.Float / 1200.);
}
else
{
sfxp->DefPitchMax = 0;
}
break;
}
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case SI_ConReserve: {
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// $conreserve <logical name> <resource id>
// Assigns a resource ID to the given sound.
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sc.MustGetString();
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FSoundID sfx = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
auto sfxp = soundEngine->GetWritableSfx(sfx);
sc.MustGetNumber();
sfxp->ResourceId = sc.Number;
break;
}
case SI_DukeFlags: {
static const char* dukeflags[] = { "LOOP", "MSFX", "TALK", "GLOBAL", nullptr};
// dukesound <logical name> <flag> <flag> <flag>..
// Sets a pitch range for the sound.
sc.MustGetString();
auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
int flags = 0;
while (sc.GetString())
{
int bit = sc.MatchString(dukeflags);
if (bit == -1) break;
flags |= 1 << bit;
}
if (isDukeEngine())
{
auto sfx = soundEngine->GetWritableSfx(sfxid);
if (sfx->UserData.Size() < Duke3d::kMaxUserData)
{
sfx->UserData.Resize(Duke3d::kMaxUserData);
memset(sfx->UserData.Data(), 0, Duke3d::kMaxUserData * sizeof(int));
}
sfx->UserData[Duke3d::kFlags] = flags;
}
else
{
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sc.ScriptMessage("'$dukeflags' is not available in the current game and will be ignored");
}
break;
}
case SI_Loop: {
// loop <logical name> <start> <end>
// Sets loop points for the given sound in samples. Only really useful for WAV - for Ogg and FLAC use the metadata they can contain.
sc.MustGetString();
auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
auto sfx = soundEngine->GetWritableSfx(sfxid);
sc.MustGetNumber();
sfx->LoopStart = sc.Number;
if (sc.CheckNumber())
sfx->LoopEnd = sc.Number;
break;
}
case SI_BloodRelVol: {
// bloodrelvol <logical name> <value>
// Sets Blood's hacky volume modifier.
sc.MustGetString();
auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
auto sfx = soundEngine->GetWritableSfx(sfxid);
sc.MustGetNumber();
if (isBlood())
{
auto sfx = soundEngine->GetWritableSfx(sfxid);
if (sfx->UserData.Size() < 1)
{
sfx->UserData.Resize(1);
}
sfx->UserData[0] = sc.Number;
}
else
{
sc.ScriptMessage("'$bloodrelvol' is not available in the current game and will be ignored");
}
break;
}
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default:
{ // Got a logical sound mapping
FString name (sc.String);
if (wantassigns == -1)
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{
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wantassigns = sc.CheckString("=");
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}
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else if (wantassigns)
{
sc.MustGetStringName("=");
}
sc.MustGetString ();
S_AddSound (name, sc.String, &sc);
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}
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}
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}
}
}
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//==========================================================================
//
// S_ParseSndInfo
//
// Parses all loaded SNDINFO lumps.
//
//==========================================================================
void S_ParseSndInfo()
{
int lump;
soundEngine->Clear();
MusicAliases.Clear();
MidiDevices.Clear();
MusicVolumes.Clear();
S_AddSound("{ no sound }", "DSEMPTY", nullptr); // Sound 0 is no sound at all
int lastlump = 0;
while ((lump = fileSystem.FindLump("SNDINFO", &lastlump, false)) != -1)
{
S_AddSNDINFO(lump);
}
soundEngine->HashSounds();
}