raze/source/zmusic/s_music.cpp

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//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program 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 3 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, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION: none
//
//-----------------------------------------------------------------------------
/* For code that originates from ZDoom the following applies:
**
**---------------------------------------------------------------------------
**
** 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.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include <stdlib.h>
#ifdef _WIN32
#include <io.h>
#include "musicformats/win32/i_cd.h"
#endif
#include "i_system.h"
#include "i_sound.h"
#include "i_music.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "c_dispatch.h"
#include "m_random.h"
#include "w_wad.h"
#include "p_local.h"
#include "doomstat.h"
#include "cmdlib.h"
#include "v_video.h"
#include "v_text.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
#include "gi.h"
#include "po_man.h"
#include "serializer.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "vm.h"
#include "g_game.h"
#include "atterm.h"
#include "s_music.h"
#include "filereadermusicinterface.h"
#include "zmusic/musinfo.h"
#include "zmusic/zmusic.h"
// MACROS ------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern float S_GetMusicVolume (const char *music);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static bool MusicPaused; // whether music is paused
MusPlayingInfo mus_playing; // music currently being played
float relative_volume = 1.f;
float saved_relative_volume = 1.0f; // this could be used to implement an ACS FadeMusic function
DEFINE_GLOBAL_NAMED(mus_playing, musplaying);
DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, name);
DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, baseorder);
DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, loop);
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// CODE --------------------------------------------------------------------
//==========================================================================
//
//
//
// Create a sound system stream for the currently playing song
//==========================================================================
static std::unique_ptr<SoundStream> musicStream;
static bool FillStream(SoundStream* stream, void* buff, int len, void* userdata)
{
bool written = mus_playing.handle? mus_playing.handle->ServiceStream(buff, len) : 0;
if (!written)
{
memset((char*)buff, 0, len);
return false;
}
return true;
}
void S_CreateStream()
{
if (!mus_playing.handle) return;
auto fmt = mus_playing.handle->GetStreamInfo();
if (fmt.mBufferSize > 0)
{
int flags = fmt.mNumChannels < 0 ? 0 : SoundStream::Float;
if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
musicStream.reset(GSnd->CreateStream(FillStream, fmt.mBufferSize, flags, fmt.mSampleRate, nullptr));
if (musicStream) musicStream->Play(true, 1);
}
}
void S_PauseStream(bool paused)
{
if (musicStream) musicStream->SetPaused(paused);
}
void S_StopStream()
{
if (musicStream)
{
musicStream->Stop();
musicStream.reset();
}
}
//==========================================================================
//
// starts playing this song
//
//==========================================================================
static void S_StartMusicPlaying(MusInfo* song, bool loop, float rel_vol, int subsong)
{
if (rel_vol > 0.f)
{
float factor = relative_volume / saved_relative_volume;
saved_relative_volume = rel_vol;
I_SetRelativeVolume(saved_relative_volume * factor);
}
song->Stop();
song->Play(loop, subsong);
song->m_NotStartedYet = false;
// Notify the sound system of the changed relative volume
snd_musicvolume.Callback();
}
//==========================================================================
//
// S_PauseSound
//
// Stop music and sound effects, during game PAUSE.
//==========================================================================
void S_PauseMusic ()
{
if (mus_playing.handle && !MusicPaused)
{
mus_playing.handle->Pause();
S_PauseStream(true);
MusicPaused = true;
}
}
//==========================================================================
//
// S_ResumeSound
//
// Resume music and sound effects, after game PAUSE.
//==========================================================================
void S_ResumeMusic ()
{
if (mus_playing.handle && MusicPaused)
{
mus_playing.handle->Resume();
S_PauseStream(false);
MusicPaused = false;
}
}
//==========================================================================
//
// S_UpdateSound
//
//==========================================================================
void S_UpdateMusic ()
{
if (mus_playing.handle != nullptr)
{
mus_playing.handle->Update();
if (!mus_playing.handle->IsPlaying())
{
S_StopMusic(true);
}
}
}
//==========================================================================
//
// S_Start
//
// Per level startup code. Kills playing sounds at start of level
// and starts new music.
//==========================================================================
void S_StartMusic ()
{
// stop the old music if it has been paused.
// This ensures that the new music is started from the beginning
// if it's the same as the last one and it has been paused.
if (MusicPaused) S_StopMusic(true);
// start new music for the level
MusicPaused = false;
// Don't start the music if loading a savegame, because the music is stored there.
// Don't start the music if revisiting a level in a hub for the same reason.
if (!primaryLevel->IsReentering())
{
primaryLevel->SetMusic();
}
}
//==========================================================================
//
// S_StartMusic
//
// Starts some music with the given name.
//==========================================================================
bool S_StartMusic (const char *m_id)
{
return S_ChangeMusic (m_id, 0, false);
}
//==========================================================================
//
// S_ChangeMusic
//
// Starts playing a music, possibly looping.
//
// [RH] If music is a MOD, starts it at position order. If name is of the
// format ",CD,<track>,[cd id]" song is a CD track, and if [cd id] is
// specified, it will only be played if the specified CD is in a drive.
//==========================================================================
bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
{
if (nomusic) return false; // skip the entire procedure if music is globally disabled.
// allow specifying "*" as a placeholder to play the level's default music.
if (musicname != nullptr && !strcmp(musicname, "*"))
{
if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
{
musicname = primaryLevel->Music;
order = primaryLevel->musicorder;
}
else
{
musicname = nullptr;
}
}
if (musicname == nullptr || musicname[0] == 0)
{
// Don't choke if the map doesn't have a song attached
S_StopMusic (true);
mus_playing.name = "";
mus_playing.LastSong = "";
return true;
}
FString DEH_Music;
if (musicname[0] == '$')
{
// handle dehacked replacement.
// Any music name defined this way needs to be prefixed with 'D_' because
// Doom.exe does not contain the prefix so these strings don't either.
const char * mus_string = GStrings[musicname+1];
if (mus_string != nullptr)
{
DEH_Music << "D_" << mus_string;
musicname = DEH_Music;
}
}
FName *aliasp = MusicAliases.CheckKey(musicname);
if (aliasp != nullptr)
{
if (*aliasp == NAME_None)
{
return true; // flagged to be ignored
}
musicname = aliasp->GetChars();
}
if (!mus_playing.name.IsEmpty() &&
mus_playing.handle != nullptr &&
stricmp (mus_playing.name, musicname) == 0 &&
mus_playing.handle->m_Looping == looping)
{
if (order != mus_playing.baseorder)
{
if (mus_playing.handle->SetSubsong(order))
{
mus_playing.baseorder = order;
}
}
else if (!mus_playing.handle->IsPlaying())
{
try
{
mus_playing.handle->Play(looping, order);
S_CreateStream();
}
catch (const std::runtime_error& err)
{
Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), err.what());
}
}
return true;
}
{
int lumpnum = -1;
int length = 0;
MusInfo *handle = nullptr;
MidiDeviceSetting *devp = MidiDevices.CheckKey(musicname);
// Strip off any leading file:// component.
if (strncmp(musicname, "file://", 7) == 0)
{
musicname += 7;
}
FileReader reader;
if (!FileExists (musicname))
{
if ((lumpnum = Wads.CheckNumForFullName (musicname, true, ns_music)) == -1)
{
Printf ("Music \"%s\" not found\n", musicname);
return false;
}
if (handle == nullptr)
{
if (Wads.LumpLength (lumpnum) == 0)
{
return false;
}
reader = Wads.ReopenLumpReader(lumpnum);
}
}
else
{
// Load an external file.
if (!reader.OpenFile(musicname))
{
return false;
}
}
// shutdown old music
S_StopMusic (true);
// Just record it if volume is 0
if (snd_musicvolume <= 0)
{
mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = order;
mus_playing.LastSong = musicname;
return true;
}
// load & register it
if (handle != nullptr)
{
mus_playing.handle = handle;
}
else
{
try
{
auto mreader = new FileReaderMusicInterface(reader);
mus_playing.handle = ZMusic_OpenSong(mreader, devp? (EMidiDevice)devp->device : MDEV_DEFAULT, devp? devp->args.GetChars() : "");
}
catch (const std::runtime_error& err)
{
Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), err.what());
}
}
}
mus_playing.loop = looping;
mus_playing.name = musicname;
mus_playing.baseorder = 0;
mus_playing.LastSong = "";
if (mus_playing.handle != 0)
{ // play it
try
{
S_StartMusicPlaying(mus_playing.handle, looping, S_GetMusicVolume(musicname), order);
S_CreateStream();
mus_playing.baseorder = order;
}
catch (const std::runtime_error& err)
{
Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), err.what());
}
return true;
}
return false;
}
//==========================================================================
//
// S_RestartMusic
//
// Must only be called from snd_reset in i_sound.cpp!
//==========================================================================
void S_RestartMusic ()
{
if (!mus_playing.LastSong.IsEmpty())
{
FString song = mus_playing.LastSong;
mus_playing.LastSong = "";
S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
}
}
//==========================================================================
//
// S_MIDIDeviceChanged
//
//==========================================================================
void S_MIDIDeviceChanged(int newdev, bool force)
{
static int oldmididev = INT_MIN;
// If a song is playing, move it to the new device.
if (oldmididev != newdev || force)
{
if (mus_playing.handle != nullptr && mus_playing.handle->IsMIDI())
{
MusInfo* song = mus_playing.handle;
if (song->m_Status == MusInfo::STATE_Playing)
{
if (song->GetDeviceType() == MDEV_FLUIDSYNTH && force)
{
// FluidSynth must reload the song to change the patch set.
auto mi = mus_playing;
S_StopMusic(true);
S_ChangeMusic(mi.name, mi.baseorder, mi.loop);
}
else
{
song->Stop();
S_StartMusicPlaying(song, song->m_Looping, -1, 0);
}
}
}
}
// 'force'
if (!force) oldmididev = newdev;
}
//==========================================================================
//
// S_GetMusic
//
//==========================================================================
int S_GetMusic (const char **name)
{
int order;
if (mus_playing.name.IsNotEmpty())
{
*name = mus_playing.name;
order = mus_playing.baseorder;
}
else
{
*name = nullptr;
order = 0;
}
return order;
}
//==========================================================================
//
// S_StopMusic
//
//==========================================================================
void S_StopMusic (bool force)
{
try
{
if (mus_playing.handle != nullptr)
{
S_ResumeMusic();
S_StopStream();
mus_playing.handle->Stop();
delete mus_playing.handle;
mus_playing.handle = nullptr;
}
mus_playing.LastSong = std::move(mus_playing.name);
}
catch (const std::runtime_error& )
{
//Printf("Unable to stop %s: %s\n", mus_playing.name.GetChars(), err.what());
if (mus_playing.handle != nullptr)
{
delete mus_playing.handle;
mus_playing.handle = nullptr;
}
mus_playing.name = "";
}
}
//==========================================================================
//
// CCMD changemus
//
//==========================================================================
CCMD (changemus)
{
if (!nomusic)
{
if (argv.argc() > 1)
{
S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
}
else
{
const char *currentmus = mus_playing.name.GetChars();
if(currentmus != nullptr && *currentmus != 0)
{
Printf ("currently playing %s\n", currentmus);
}
else
{
Printf ("no music playing\n");
}
}
}
else
{
Printf("Music is disabled\n");
}
}
//==========================================================================
//
// CCMD stopmus
//
//==========================================================================
CCMD (stopmus)
{
S_StopMusic (false);
mus_playing.LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
}
//==========================================================================
//
//
//
//==========================================================================
CCMD(currentmusic)
{
if (mus_playing.name.IsNotEmpty())
{
Printf("Currently playing music '%s'\n", mus_playing.name.GetChars());
}
else
{
Printf("Currently no music playing\n");
}
}