sounds.c: Factor out duplicate code into S_CalcDistAndAng().

The two instances in S_PlaySound3D() and S_Update() were slightly
different as far as sequencing is concerned.  However, I think making
it the same has only benefits and may fix some popping sounds when
starting to play a sound and updating it with a different distance
value on the second buffer fill.

git-svn-id: https://svn.eduke32.com/eduke32@2884 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-08-13 18:25:51 +00:00
parent 847c886c14
commit af05fe18be

View file

@ -400,12 +400,61 @@ static inline int32_t find_free_slot(int32_t num)
return j;
}
static int32_t S_CalcDistAndAng(int32_t i, int32_t num, int32_t camsect, int32_t camang,
const vec3_t *cam, const vec3_t *pos,
int32_t *sndistptr, int32_t *sndangptr)
{
int32_t sndang, sndist;
int32_t explosion = 0;
if (PN == APLAYER && sprite[i].yvel == screenpeek)
{
sndang = sndist = 0;
}
else
{
sndang = 2048 + camang - getangle(cam->x-pos->x, cam->y-pos->y);
sndang &= 2047;
sndist = FindDistance3D(cam->x-pos->x, cam->y-pos->y, (cam->z-pos->z)>>4);
if ((g_sounds[num].m&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9)
sndist = divscale14(sndist, SHT+1);
}
sndist += g_sounds[num].vo;
if (sndist < 0)
sndist = 0;
if (camsect > -1 && sndist && PN != MUSICANDSFX &&
!cansee(cam->x,cam->y,cam->z-(24<<8),camsect, SX,SY,SZ-(24<<8),SECT))
sndist += sndist>>5;
switch (num)
{
case PIPEBOMB_EXPLODE:
case LASERTRIP_EXPLODE:
case RPG_EXPLODE:
explosion = 1;
if (sndist > 6144)
sndist = 6144;
break;
}
if ((g_sounds[num].m&16) || sndist < ((255-LOUDESTVOLUME)<<6))
sndist = ((255-LOUDESTVOLUME)<<6);
*sndistptr = sndist;
*sndangptr = sndang;
return explosion;
}
int32_t S_PlaySound3D(int32_t num, int32_t i, const vec3_t *pos)
{
const vec3_t *c;
int32_t sndist, j = 0;
int32_t cs;
int32_t voice, sndang, ca, pitch;
int32_t j = 0;
int32_t cs, ca;
int32_t sndist, sndang, explosionp;
int32_t voice, pitch;
const DukePlayer_t *const myps = g_player[myconnectindex].ps;
const DukePlayer_t *peekps;
@ -459,56 +508,34 @@ int32_t S_PlaySound3D(int32_t num, int32_t i, const vec3_t *pos)
return -1;
}
c = &ud.camera;
cs = ud.camerasect;
ca = ud.cameraang;
sndist = FindDistance3D((c->x-pos->x),(c->y-pos->y),(c->z-pos->z)>>4);
if ((g_sounds[num].m&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9)
sndist = divscale14(sndist,(SHT+1));
sndist += g_sounds[num].vo;
if (sndist < 0) sndist = 0;
if (cs > -1 && sndist && PN != MUSICANDSFX && !cansee(c->x,c->y,c->z-(24<<8),cs,SX,SY,SZ-(24<<8),SECT))
sndist += sndist>>5;
explosionp = S_CalcDistAndAng(i, num, cs, ca, &ud.camera, pos, &sndist, &sndang);
pitch = get_sound_pitch(num);
peekps = g_player[screenpeek].ps;
switch (num)
{
case PIPEBOMB_EXPLODE:
case LASERTRIP_EXPLODE:
case RPG_EXPLODE:
if (sndist > 6144)
sndist = 6144;
if (peekps->cursectnum > -1 && sector[peekps->cursectnum].lotag == 2)
pitch -= 1024;
break;
default:
if (sndist > 32767 && PN != MUSICANDSFX && (g_sounds[num].m & 3) == 0)
return -1;
if (peekps->cursectnum > -1 && sector[peekps->cursectnum].lotag == 2 && (g_sounds[num].m&4) == 0)
pitch = -768;
break;
}
if (peekps->sound_pitch)
pitch += peekps->sound_pitch;
if (g_sounds[num].num > 0 && PN != MUSICANDSFX)
S_StopEnvSound(num, i);
if (PN == APLAYER && sprite[i].yvel == screenpeek)
sndang = sndist = 0;
if (explosionp)
{
if (peekps->cursectnum > -1 && sector[peekps->cursectnum].lotag == 2)
pitch -= 1024;
}
else
{
sndang = 2048 + ca - getangle(c->x-pos->x,c->y-pos->y);
sndang &= 2047;
if (sndist > 32767 && PN != MUSICANDSFX && (g_sounds[num].m & 3) == 0)
return -1;
if (peekps->cursectnum > -1 && sector[peekps->cursectnum].lotag == 2 && (g_sounds[num].m&4) == 0)
pitch = -768;
}
if (g_sounds[num].num > 0 && PN != MUSICANDSFX)
S_StopEnvSound(num, i);
if (g_sounds[num].ptr == 0)
{
if (S_LoadSound(num) == 0)
@ -521,9 +548,6 @@ int32_t S_PlaySound3D(int32_t num, int32_t i, const vec3_t *pos)
else g_soundlocks[num]++;
}
if ((g_sounds[num].m&16) || sndist < ((255-LOUDESTVOLUME)<<6))
sndist = ((255-LOUDESTVOLUME)<<6);
j = find_free_slot(num);
if (j >= MAXSOUNDINSTANCES)
@ -708,8 +732,8 @@ void S_ChangeSoundPitch(int32_t num, int32_t i, int32_t pitchoffset)
void S_Update(void)
{
vec3_t *s, *c;
int32_t sndist,sndang,ca,cs;
const vec3_t *c;
int32_t ca,cs;
int32_t num; // the sound index...
S_Cleanup();
@ -741,6 +765,7 @@ void S_Update(void)
for (k=MAXSOUNDINSTANCES-1; k>=0; k--)
{
int32_t i = g_sounds[num].SoundOwner[k].ow;
int32_t sndist, sndang;
if ((unsigned)i >= MAXSPRITES || g_sounds[num].num == 0 || g_sounds[num].SoundOwner[k].voice <= FX_Ok)
continue;
@ -754,41 +779,11 @@ void S_Update(void)
continue;
}
s = (vec3_t *)&sprite[i];
if (PN == APLAYER && sprite[i].yvel == screenpeek)
sndang = sndist = 0;
else
{
sndang = 2048 + ca - getangle(c->x-s->x, c->y-s->y);
sndang &= 2047;
sndist = FindDistance3D(c->x-s->x, c->y-s->y, (c->z-s->z)>>4);
if ((g_sounds[num].m&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9)
sndist = divscale14(sndist,(SHT+1));
}
sndist += g_sounds[num].vo;
if (sndist < 0) sndist = 0;
if (cs > -1 && sndist && PN != MUSICANDSFX && !cansee(c->x,c->y,c->z-(24<<8),cs,SX,SY,SZ-(24<<8),SECT))
sndist += sndist>>5;
S_CalcDistAndAng(i, num, cs, ca, c, (const vec3_t *)&sprite[i], &sndist, &sndang);
if (PN == MUSICANDSFX && SLT < 999)
g_numEnvSoundsPlaying++;
switch (num)
{
case PIPEBOMB_EXPLODE:
case LASERTRIP_EXPLODE:
case RPG_EXPLODE:
if (sndist > 6144)
sndist = 6144;
break;
}
if ((g_sounds[num].m&16) || sndist < ((255-LOUDESTVOLUME)<<6))
sndist = ((255-LOUDESTVOLUME)<<6);
FX_Pan3D(g_sounds[num].SoundOwner[k].voice, sndang>>4, sndist>>6);
}
}