raze/source/sw/src/sounds.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
Copyright (C) 2019 Christoph Oelckers
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "compat.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "mytypes.h"
#include "gamedefs.h"
#include "config.h"
#include "panel.h"
#include "game.h"
#include "sounds.h"
#include "ai.h"
#include "network.h"
#include "cache.h"
#include "text.h"
#include "rts.h"
#include "menus.h"
#include "config.h"
#include "menu/menu.h"
#include "z_music.h"
#include "sound/s_soundinternal.h"
#include "filesystem/filesystem.h"
BEGIN_SW_NS
enum EChanExFlags
{
CHANEXF_NODOPPLER = 0x20000000,
CHANEXF_DONTPAN = 0x40000000,
};
// Parentally locked sounds list
int PLocked_Sounds[] =
{
483,328,334,335,338,478,450,454,452,453,456,457,458,455,460,462,
461,464,466,465,467,463,342,371,254,347,350,432,488,489,490,76,339,
499,500,506,479,480,481,482,78,600,467,548,547,544,546,545,542,541,540,
539,536,529,525,522,521,515,516,612,611,589,625,570,569,567,565,
558,557
};
//
// Includes digi.h to build the table
//
#define DIGI_TABLE
VOC_INFO voc[] =
{
#include "digi.h"
};
#undef DIGI_TABLE
//
// Includes ambient.h to build the table of ambient sounds for game
//
#define AMBIENT_TABLE
AMB_INFO ambarray[] =
{
#include "ambient.h"
};
#undef AMBIENT_TABLE
#define MAX_AMBIENT_SOUNDS 82
//==========================================================================
//
//
//
//==========================================================================
float S_ConvertPitch(int lpitch)
{
return pow(2, lpitch / 1200.);
}
//==========================================================================
//
// Sound Distance Calculation
//
//==========================================================================
enum
{
MAXLEVLDIST = 19000, // The higher the number, the further away you can hear sound
DECAY_CONST = 4000
};
short SoundDist(int x, int y, int z, int basedist)
{
double tx, ty, tz;
double sqrdist, retval;
extern short screenpeek;
tx = fabs(Player[screenpeek].posx - x);
ty = fabs(Player[screenpeek].posy - y);
tz = fabs((Player[screenpeek].posz - z) >> 4);
// Use the Pythagreon Theorem to compute the magnitude of a 3D vector
sqrdist = fabs(tx * tx + ty * ty + tz * tz);
retval = sqrt(sqrdist);
if (basedist < 0) // if basedist is negative
{
double decayshift = 2;
int decay = labs(basedist) / DECAY_CONST;
for (int i = 0; i < decay; i++)
decayshift *= 2;
if (fabs(double(basedist) / decayshift) >= retval)
retval = 0;
else
retval *= decay;
}
else
{
if (basedist > retval)
retval = 0;
else
retval -= basedist;
}
retval = retval * 256 / MAXLEVLDIST;
if (retval < 0) retval = 0;
if (retval > 255) retval = 255;
return retval;
}
//==========================================================================
//
// Calculate rolloff info.
//
//==========================================================================
FRolloffInfo GetRolloff(int basedist)
{
FRolloffInfo info;
if (basedist < 0) // if basedist is negative
{
double decayshift = 2;
int decay = labs(basedist) / DECAY_CONST;
for (int i = 0; i < decay; i++)
decayshift *= 2;
info.RolloffType = ROLLOFF_Doom;
info.MinDistance = (float)(-basedist / decayshift / 16.);
info.MaxDistance = MAXLEVLDIST / 16.f / decay;
}
else
{
info.RolloffType = ROLLOFF_Doom;
info.MinDistance = basedist / 16.f;
info.MaxDistance = info.MinDistance + MAXLEVLDIST / 16.f;
}
return info;
}
//==========================================================================
//
//
// Ambient sounds
//
//
//==========================================================================
struct AmbientSound
{
SPRITEp sp;
FSoundChan* sndChan;
int ambIndex;
int vocIndex;
int ChanFlags;
int maxIndex;
int curIndex;
bool intermit;
};
static TArray<AmbientSound*> ambients;
//==========================================================================
//
//
//
//==========================================================================
void StopAmbientSound(void)
{
for (auto& amb : ambients)
{
if (amb->sndChan)
{
soundEngine->StopChannel(amb->sndChan);
}
}
ambients.Clear();
}
//==========================================================================
//
// Play a sound
//
//==========================================================================
void InitAmbient(int num, SPRITEp sp)
{
VOC_INFOp vp;
int pitch = 0;
short angle, sound_dist;
int tx, ty, tz;
uint8_t priority;
int maxtics = 0;
if (!snd_ambience) return;
// Ambient sounds need special treatment
if (num < 0 || num > MAX_AMBIENT_SOUNDS)
{
sprintf(ds, "Invalid or out of range ambient sound number %d\n", num);
PutStringInfo(Player + screenpeek, ds);
return;
}
auto vnum = ambarray[num].diginame;
if (!soundEngine->isValidSoundId(vnum))
{
return; // linked sound does not exist.
}
auto amb = new AmbientSound;
amb->sp = sp;
amb->ambIndex = num;
amb->vocIndex = vnum;
amb->sndChan = nullptr;
amb->ChanFlags = 0;
if (ambarray[num].ambient_flags & v3df_dontpan) amb->ChanFlags |= EChanFlags::FromInt(CHANEXF_DONTPAN);
if (voc[vnum].voc_flags & vf_loop) amb->ChanFlags |= CHANF_LOOP;
amb->maxIndex = ambarray[num].maxtics * 8;
amb->curIndex = 0;
amb->intermit = !!(ambarray[num].ambient_flags & v3df_intermit);
ambients.Push(amb);
}
//==========================================================================
//
//
//
//==========================================================================
void StartAmbientSound(void)
{
short i, nexti;
extern SWBOOL InMenuLevel;
if (InMenuLevel || !SoundEnabled()) return; // Don't restart ambience if no level is active! Will crash game.
TRAVERSE_SPRITE_STAT(headspritestat[STAT_AMBIENT], i, nexti)
{
SPRITEp sp = &sprite[i];
InitAmbient(sp->lotag, sp);
}
}
//==========================================================================
//
//
//
//==========================================================================
static void RestartAmbient(AmbientSound* amb)
{
auto& vp = voc[amb->vocIndex];
auto rolloff = GetRolloff(vp.voc_distance);
int pitch = 0;
if (vp.pitch_hi <= vp.pitch_lo) pitch = vp.pitch_lo;
else pitch = vp.pitch_lo + (STD_RANDOM_RANGE(vp.pitch_hi - vp.pitch_lo));
soundEngine->StartSound(SOURCE_Ambient, amb, nullptr, CHAN_BODY, EChanFlags::FromInt(amb->ChanFlags), amb->vocIndex, 1.f, ATTN_NORM, &rolloff, S_ConvertPitch(pitch));
}
//==========================================================================
//
//
//
//==========================================================================
static int RandomizeAmbientSpecials(int handle)
{
#define MAXRNDAMB 12
int ambrand[] =
{
56,57,58,59,60,61,62,63,64,65,66,67
};
int i;
// If ambient sound is found in the array, randomly pick a new sound
for (i = 0; i < MAXRNDAMB; i++)
{
if (handle == ambarray[ambrand[i]].diginame)
return ambrand[STD_RANDOM_RANGE(MAXRNDAMB - 1)];
}
return -1;
}
//==========================================================================
//
//
//
//==========================================================================
static void DoTimedSound(AmbientSound* amb)
{
amb->curIndex += synctics;
if (amb->curIndex >= amb->maxIndex)
{
if (amb->sndChan == nullptr || (amb->sndChan->ChanFlags & CHANF_FORGETTABLE))
{
// Check for special case ambient sounds. Since the sound is stopped and doesn't occupy a real channel at this time we can just swap out the sound ID before restarting it.
int ambid = RandomizeAmbientSpecials(amb->vocIndex);
if (ambid != -1)
{
amb->vocIndex = ambid;
amb->maxIndex = STD_RANDOM_RANGE(ambarray[ambid].maxtics);
}
RestartAmbient(amb);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
static void UpdateAmbients()
{
for (auto& amb : ambients)
{
auto sp = amb->sp;
auto sdist = SoundDist(sp->pos.x, sp->pos.y, sp->pos.z, voc[amb->vocIndex].voc_distance);
if (sdist < 255 && amb->vocIndex == DIGI_WHIPME)
{
PLAYERp pp = Player + screenpeek;
if (!FAFcansee(sp->pos.x, sp->pos.y, sp->pos.z, sp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum))
{
sdist = 255;
}
}
if (sdist < 255)
{
if (amb->intermit) DoTimedSound(amb);
else RestartAmbient(amb);
}
else
{
if (amb->sndChan)
{
soundEngine->StopChannel(amb->sndChan);
amb->sndChan = nullptr;
}
}
}
}
//==========================================================================
//
// end of ambient sounds
//
//==========================================================================
//==========================================================================
//
//
//
//==========================================================================
class SWSoundEngine : 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;
void ChannelEnded(FISoundChannel* chan) override;
public:
SWSoundEngine()
{
S_Rolloff.RolloffType = ROLLOFF_Doom;
S_Rolloff.MinDistance = 0; // These are the default values, SW uses a few different rolloff settings.
S_Rolloff.MaxDistance = 1187;
}
};
//==========================================================================
//
//
//
//==========================================================================
TArray<uint8_t> SWSoundEngine::ReadSound(int lumpnum)
{
auto wlump = fileSystem.OpenFileReader(lumpnum);
return wlump.Read();
}
void SWSoundEngine::ChannelEnded(FISoundChannel* chan)
{
// if this channel belongs to an ambient sound we have to delete the reference to it.
for (auto amb : ambients)
{
if (amb->sndChan == chan)
{
amb->sndChan = nullptr;
}
}
SoundEngine::ChannelEnded(chan);
}
//==========================================================================
//
//
//
//==========================================================================
void InitFX(void)
{
if (soundEngine) return; // just in case.
soundEngine = new SWSoundEngine;
auto &S_sfx = soundEngine->GetSounds();
S_sfx.Resize(countof(voc));
for (auto& sfx : S_sfx) { sfx.Clear(); sfx.lumpnum = sfx_empty; }
for (size_t i = 1; i < countof(voc); i++)
{
auto& entry = voc[i];
auto lump = S_LookupSound(entry.name);
if (lump > 0)
{
auto& newsfx = S_sfx[i];
newsfx.name = entry.name;
newsfx.lumpnum = lump;
newsfx.NearLimit = 6;
newsfx.bTentative = false;
}
}
soundEngine->HashSounds();
for (auto& sfx : S_sfx)
{
soundEngine->CacheSound(&sfx);
}
}
//==========================================================================
//
//
//
//==========================================================================
void SWSoundEngine::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)
{
PLAYERp pp = Player + screenpeek;
FVector3 campos = GetSoundPos((vec3_t*)pp);
vec3_t *vpos = nullptr;
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 || type == SOURCE_Player)
{
vpos = type == SOURCE_Actor ? &((SPRITEp)source)->pos : (vec3_t*)&((PLAYERp)source)->posx;
FVector3 npos = GetSoundPos(vpos);
*pos = npos;
if (!(chanflags & CHANEXF_NODOPPLER) && vel)
{
// Hack alert. Velocity may only be set if a) the sound is already running and b) an actual sound channel is modified.
// It remains to be seen if this is actually workable. I have my doubts. The velocity should be taken from a stable source.
if (chan && !(chanflags & (CHANF_JUSTSTARTED | CHANF_EVICTED)))
{
*vel = (npos - FVector3(pt[0], pt[1], pt[2])) * 40; // SW ticks 40 times a second.
chan->Point[0] = npos.X;
chan->Point[1] = npos.Y;
chan->Point[2] = npos.Z;
}
}
}
else if (type == SOURCE_Ambient)
{
auto sp = ((AmbientSound*)source)->sp;
vec3_t* vpos = type == SOURCE_Actor ? &((SPRITEp)source)->pos : (vec3_t*)&((PLAYERp)source)->posx;
FVector3 npos = GetSoundPos(vpos);
// Can the ambient sound see the player? If not, tone it down some.
if ((chanflags & CHANF_LOOP))
{
if (!FAFcansee(vpos->x, vpos->y, vpos->z, sp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum))
{
auto distvec = npos - campos;
npos = campos + distvec * 1.75f; // Play more quietly
}
}
*pos = npos;
}
if (vpos && chanflags & CHANEXF_DONTPAN)
{
// For unpanned sounds the volume must be set directly and the position taken from the listener.
*pos = campos;
auto sdist = SoundDist(vpos->x, vpos->y, vpos->z, voc[chanSound].voc_distance);
if (chan) SetVolume(chan, (255 - sdist) * (1 / 255.f));
}
if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None)
{
pos->Y = campos.Y;
}
}
}
//==========================================================================
//
// Main function to update 3D sound array
//
//==========================================================================
void DoUpdateSounds(void)
{
PLAYERp pp = Player + screenpeek;
SoundListener listener;
listener.angle = -(float)pp->pang * pi::pi() / 1024; // Build uses a period of 2048.
listener.velocity.Zero();
listener.position = GetSoundPos((vec3_t*)&pp->posx);
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;
listener.ListenerObject = pp;
soundEngine->SetListener(listener);
UpdateAmbients();
soundEngine->UpdateSounds((int)totalclock);
}
//==========================================================================
//
// Play a sound
//
//==========================================================================
int _PlaySound(int num, SPRITEp sp, PLAYERp pp, vec3_t* pos, Voc3D_Flags flags, int channel, EChanFlags cflags)
{
if (Prediction || !SoundEnabled() || !soundEngine->isValidSoundId(num))
return -1;
// Weed out parental lock sounds if PLock is active
if (adult_lockout || Global_PLock)
{
for (unsigned i = 0; i < sizeof(PLocked_Sounds); i++)
{
if (num == PLocked_Sounds[i])
return -1;
}
}
auto vp = &voc[num];
int sourcetype = SOURCE_None;
cflags |= channel == 8 ? CHANF_OVERLAP : CHANF_NONE; // for the default channel we do not want to have sounds stopping each other.
void* source = nullptr;
// If the sound is not supposd to be positioned, it may not be linked to the launching actor.
if (!(flags & v3df_follow))
{
if (sp && !pos)
{
pos = &sp->pos;
sp = nullptr;
}
else if (pp && !pos)
{
pos = (vec3_t*)&pp->posx;
pp = nullptr;
}
}
if (pos != nullptr)
{
sourcetype = SOURCE_Unattached;
}
else if (sp != nullptr)
{
source = sp;
sourcetype = SOURCE_Actor;
}
else if (pp != nullptr)
{
source = pp;
sourcetype = SOURCE_Player;
}
// Otherwise it's an unpositioned sound.
if (flags & v3df_doppler) cflags |= EChanFlags::FromInt(CHANEXF_NODOPPLER); // this must ensure that CalcPosVel always zeros the velocity.
if (flags & v3df_dontpan) cflags |= EChanFlags::FromInt(CHANEXF_DONTPAN); // beware of hackery to emulate this.
if (vp->voc_flags & vf_loop) cflags |= CHANF_LOOP; // with the new sound engine these can just be started and don't have to be stopped ever.
int pitch = 0;
if (vp->pitch_hi <= vp->pitch_lo) pitch = vp->pitch_lo;
else if (vp->pitch_hi != vp->pitch_lo) pitch = vp->pitch_lo + (STD_RANDOM_RANGE(vp->pitch_hi - vp->pitch_lo));
auto rolloff = GetRolloff(vp->voc_distance);
FVector3 spos = pos ? GetSoundPos(pos) : FVector3(0, 0, 0);
soundEngine->StartSound(sourcetype, source, &spos, channel, cflags, num, 1.f, ATTN_NORM, &rolloff, S_ConvertPitch(pitch));
return 1;
}
//==========================================================================
//
//
//
//==========================================================================
void PlaySoundRTS(int rts_num)
{
if (!adult_lockout && SoundEnabled() && RTS_IsInitialized() && snd_speech)
{
auto sid = RTS_GetSoundID(rts_num - 1);
if (sid != -1)
{
soundEngine->StartSound(SOURCE_Unattached, nullptr, nullptr, CHAN_VOICE, 0, sid, 0.8f, ATTN_NONE);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void COVER_SetReverb(int amt)
{
FX_SetReverb(amt);
}
//==========================================================================
//
// Deletes vocs in the 3D sound queue with no owners
//
//==========================================================================
void DeleteNoSoundOwner(short spritenum)
{
if (!soundEngine) return;
SPRITEp sp = &sprite[spritenum];
soundEngine->EnumerateChannels([=](FSoundChan* chan)
{
if (chan->Source == sp && chan->ChanFlags & CHANF_LOOP)
{
soundEngine->StopChannel(chan);
}
return false;
});
}
//==========================================================================
//
// This is called from KillSprite to kill a follow sound with no valid sprite owner
// Stops any active sound with the follow bit set, even play once sounds.
//
//==========================================================================
void DeleteNoFollowSoundOwner(short spritenum)
{
SPRITEp sp = &sprite[spritenum];
soundEngine->StopSound(SOURCE_Actor, sp, -1); // all non-follow sounds are SOURCE_Unattached
}
//==========================================================================
//
// Terminate the sounds list
//
//==========================================================================
void Terminate3DSounds(void)
{
soundEngine->EnumerateChannels([](FSoundChan* chan)
{
if (chan->SourceType == SOURCE_Actor || chan->SourceType == SOURCE_Unattached ||
(chan->SourceType == SOURCE_Player && chan->EntChannel != CHAN_VOICE))
{
soundEngine->StopChannel(chan);
}
return false;
});
}
//==========================================================================
//
// no longer needed, only left to avoid changing the game code
//
//==========================================================================
void Set3DSoundOwner(short spritenum)
{
}
//==========================================================================
//
// Play a sound using special sprite setup
//
//==========================================================================
void PlaySpriteSound(short spritenum, int attrib_ndx, Voc3D_Flags flags)
{
SPRITEp sp = &sprite[spritenum];
USERp u = User[spritenum];
ASSERT(u);
PlaySound(u->Attrib->Sounds[attrib_ndx], sp, flags);
}
//==========================================================================
//
//
//
//==========================================================================
int _PlayerSound(int num, PLAYERp pp)
{
int handle;
VOC_INFOp vp;
if (Prediction)
return 0;
if (pp < Player || pp >= Player + MAX_SW_PLAYERS)
{
return 0;
}
if (num < 0 || num >= DIGI_MAX || !soundEngine->isValidSoundId(num))
return 0;
if (TEST(pp->Flags, PF_DEAD)) return 0; // You're dead, no talking!
// If this is a player voice and he's already yacking, forget it.
vp = &voc[num];
// Not a player voice, bail.
if (vp->priority != PRI_PLAYERVOICE && vp->priority != PRI_PLAYERDEATH)
return 0;
// He wasn't talking, but he will be now.
if (!soundEngine->IsSourcePlayingSomething(SOURCE_Player, pp, CHAN_VOICE))
{
soundEngine->StartSound(SOURCE_Player, pp, nullptr, CHAN_VOICE, 0, num, 1.f, ATTN_NORM);
}
return 0;
}
void StopPlayerSound(PLAYERp pp)
{
soundEngine->StopSound(SOURCE_Player, pp, CHAN_VOICE);
}
bool SoundValidAndActive(SPRITEp spr, int channel)
{
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, spr, channel);
}
/*
============================================================================
=
= High level sound code (not directly engine related)
=
============================================================================
*/
int PlayerPainVocs[] =
{
DIGI_PLAYERPAIN1,
DIGI_PLAYERPAIN2,
DIGI_PLAYERPAIN3,
DIGI_PLAYERPAIN4,
DIGI_PLAYERPAIN5
};
// Don't have these sounds yet
int PlayerLowHealthPainVocs[] =
{
DIGI_HURTBAD1,
DIGI_HURTBAD2,
DIGI_HURTBAD3,
DIGI_HURTBAD4,
DIGI_HURTBAD5
};
int TauntAIVocs[] =
{
DIGI_TAUNTAI1,
DIGI_TAUNTAI2,
DIGI_TAUNTAI3,
DIGI_TAUNTAI4,
DIGI_TAUNTAI5,
DIGI_TAUNTAI6,
DIGI_TAUNTAI7,
DIGI_TAUNTAI8,
DIGI_TAUNTAI9,
DIGI_TAUNTAI10,
DIGI_COWABUNGA,
DIGI_NOCHARADE,
DIGI_TIMETODIE,
DIGI_EATTHIS,
DIGI_FIRECRACKERUPASS,
DIGI_HOLYCOW,
DIGI_HAHA2,
DIGI_HOLYPEICESOFCOW,
DIGI_HOLYSHIT,
DIGI_HOLYPEICESOFSHIT,
DIGI_PAYINGATTENTION,
DIGI_EVERYBODYDEAD,
DIGI_KUNGFU,
DIGI_HOWYOULIKEMOVE,
DIGI_HAHA3,
DIGI_NOMESSWITHWANG,
DIGI_RAWREVENGE,
DIGI_YOULOOKSTUPID,
DIGI_TINYDICK,
DIGI_NOTOURNAMENT,
DIGI_WHOWANTSWANG,
DIGI_MOVELIKEYAK,
DIGI_ALLINREFLEXES
};
int PlayerGetItemVocs[] =
{
DIGI_GOTITEM1,
DIGI_HAHA1,
DIGI_BANZAI,
DIGI_COWABUNGA,
DIGI_TIMETODIE
};
int PlayerYellVocs[] =
{
DIGI_PLAYERYELL1,
DIGI_PLAYERYELL2,
DIGI_PLAYERYELL3
};
//==========================================================================
//
// PLays music
//
//==========================================================================
extern short Level;
SWBOOL PlaySong(const char* mapname, const char* song_file_name, int cdaudio_track, bool isThemeTrack) //(nullptr, nullptr, -1, false) starts the normal level music.
{
// Play CD audio if enabled.
if (cdaudio_track >= 0 && (mus_redbook || *song_file_name == 0))
{
FStringf trackname("track%02d.ogg", cdaudio_track);
if (!Mus_Play(mapname, trackname, true))
{
buildprintf("Can't find CD track %i!\n", cdaudio_track);
}
else return true;
}
if (!Mus_Play(mapname, song_file_name, true))
{
// try the CD track anyway if no MIDI could be found (the original game doesn't have any MIDI, it was CD Audio only, this avoids no music playing id mus_redbook is off.)
FStringf trackname("track%02d.ogg", cdaudio_track);
if (!Mus_Play(nullptr, trackname, true)) return false;
}
return true;
}
void StopSound(void)
{
// This gets also called on shutdown.
StopAmbientSound();
if (soundEngine) soundEngine->StopAllChannels();
Mus_Stop();
}
void StopFX()
{
StopAmbientSound();
if (soundEngine) soundEngine->StopAllChannels();
}
END_SW_NS