- added GZDoom's sound engine.

This is not connected with the games yet.
This commit is contained in:
Christoph Oelckers 2019-12-12 19:21:36 +01:00
parent b5cc3ef883
commit c5c2873223
16 changed files with 3540 additions and 132 deletions

View file

@ -824,8 +824,11 @@ set (PCH_SOURCES
common/music/music_config.cpp common/music/music_config.cpp
common/music/music_midi_base.cpp common/music/music_midi_base.cpp
common/music/s_advsound.cpp common/music/s_advsound.cpp
common/music/backend/oalsound.cpp
common/music/backend/i_sound.cpp common/sound/backend/oalsound.cpp
common/sound/backend/i_sound.cpp
common/sound/s_sound.cpp
common/sound/s_environment.cpp
common/menu/imagescroller.cpp common/menu/imagescroller.cpp
common/menu/joystickmenu.cpp common/menu/joystickmenu.cpp
@ -899,6 +902,7 @@ include_directories(
common/textures common/textures
common/filesystem common/filesystem
common/music common/music
common/sound
common/dobject common/dobject
common/menu common/menu
platform platform
@ -1009,6 +1013,8 @@ source_group("Code\\Console" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/co
source_group("Code\\Fonts" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/fonts/.+") source_group("Code\\Fonts" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/fonts/.+")
source_group("Code\\File System" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/filesystem/.+") source_group("Code\\File System" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/filesystem/.+")
source_group("Code\\Music" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/music/.+") source_group("Code\\Music" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/music/.+")
source_group("Code\\Sound" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/sound/.+")
source_group("Code\\Sound\\Backend" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/sound/backend/.+")
source_group("Code\\DObject" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/dobject/.+") source_group("Code\\DObject" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/dobject/.+")
source_group("Code\\Menu" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/menu/.+") source_group("Code\\Menu" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/common/menu/.+")
source_group("Utility\\Audiolib" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/audiolib/.+") source_group("Utility\\Audiolib" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/audiolib/.+")

View file

@ -249,6 +249,8 @@ void I_InitSound ()
{ {
FModule_SetProgDir(progdir); FModule_SetProgDir(progdir);
/* Get command line options: */ /* Get command line options: */
nosound = !!Args->CheckParm ("-nosound");
nosfx = !!Args->CheckParm ("-nosfx");
GSnd = NULL; GSnd = NULL;
if (nosound) if (nosound)
@ -266,7 +268,7 @@ void I_InitSound ()
{ {
I_CloseSound(); I_CloseSound();
GSnd = new NullSoundRenderer; GSnd = new NullSoundRenderer;
Printf (TEXTCOLOR_RED"Music init failed. Using nosound.\n"); Printf (TEXTCOLOR_RED"Sound init failed. Using nosound.\n");
} }
snd_sfxvolume.Callback (); snd_sfxvolume.Callback ();
} }
@ -274,8 +276,8 @@ void I_InitSound ()
void I_CloseSound () void I_CloseSound ()
{ {
// Free all loaded samples // Free all loaded samples. Beware that the sound engine may already have been deleted.
//S_UnloadAllSounds(); if (soundEngine) soundEngine->UnloadAllSounds();
delete GSnd; delete GSnd;
GSnd = NULL; GSnd = NULL;

View file

@ -175,11 +175,7 @@ extern bool nosfx;
extern bool nosound; extern bool nosound;
void I_InitSound (); void I_InitSound ();
void I_CloseSound();
void S_ChannelEnded(FISoundChannel *schan);
void S_ChannelVirtualChanged(FISoundChannel *schan, bool is_virtual);
float S_GetRolloff(FRolloffInfo *rolloff, float distance, bool logarithmic);
FISoundChannel *S_GetChannel(void *syschan);
extern ReverbContainer *DefaultEnvironments[26]; extern ReverbContainer *DefaultEnvironments[26];

View file

@ -77,6 +77,7 @@ struct SoundListener
bool underwater; bool underwater;
bool valid; bool valid;
ReverbContainer *Environment; ReverbContainer *Environment;
void* ListenerObject;
}; };
// Default rolloff information. // Default rolloff information.

View file

@ -43,7 +43,6 @@
#include "cmdlib.h" #include "cmdlib.h"
#include "c_cvars.h" #include "c_cvars.h"
#include "printf.h" #include "printf.h"
#include "menu.h"
#include "zmusic/sounddecoder.h" #include "zmusic/sounddecoder.h"
#include "filereadermusicinterface.h" #include "filereadermusicinterface.h"
@ -54,6 +53,11 @@ FModule OpenALModule{"OpenAL"};
#include "oalload.h" #include "oalload.h"
CUSTOM_CVAR(Int, snd_channels, 128, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // number of channels available
{
if (self < 64) self = 64;
}
CVAR(Bool, snd_waterreverb, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR (String, snd_aldevice, "Default", CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (String, snd_aldevice, "Default", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, snd_efx, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, snd_efx, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, snd_alresampler, "Default", CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (String, snd_alresampler, "Default", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
@ -97,58 +101,6 @@ bool IsOpenALPresent()
void I_BuildALDeviceList(FOptionValues *opt)
{
opt->mValues.Resize(1);
opt->mValues[0].TextValue = "Default";
opt->mValues[0].Text = "Default";
#ifndef NO_OPENAL
if (IsOpenALPresent())
{
const ALCchar *names = (alcIsExtensionPresent(NULL, "ALC_ENUMERATE_ALL_EXT") ?
alcGetString(NULL, ALC_ALL_DEVICES_SPECIFIER) :
alcGetString(NULL, ALC_DEVICE_SPECIFIER));
if (!names)
Printf("Failed to get device list: %s\n", alcGetString(NULL, alcGetError(NULL)));
else while (*names)
{
unsigned int i = opt->mValues.Reserve(1);
opt->mValues[i].TextValue = names;
opt->mValues[i].Text = names;
names += strlen(names) + 1;
}
}
#endif
}
void I_BuildALResamplersList(FOptionValues *opt)
{
opt->mValues.Resize(1);
opt->mValues[0].TextValue = "Default";
opt->mValues[0].Text = "Default";
#ifndef NO_OPENAL
if (!IsOpenALPresent())
return;
if (!alcGetCurrentContext() || !alIsExtensionPresent("AL_SOFT_source_resampler"))
return;
LPALGETSTRINGISOFT alGetStringiSOFT = reinterpret_cast<LPALGETSTRINGISOFT>(alGetProcAddress("alGetStringiSOFT"));
ALint num_resamplers = alGetInteger(AL_NUM_RESAMPLERS_SOFT);
unsigned int idx = opt->mValues.Reserve(num_resamplers);
for(ALint i = 0;i < num_resamplers;++i)
{
const ALchar *name = alGetStringiSOFT(AL_RESAMPLER_NAME_SOFT, i);
opt->mValues[idx].TextValue = name;
opt->mValues[idx].Text = name;
++idx;
}
#endif
}
ReverbContainer *ForcedEnvironment; ReverbContainer *ForcedEnvironment;
@ -156,10 +108,7 @@ ReverbContainer *ForcedEnvironment;
#ifndef NO_OPENAL #ifndef NO_OPENAL
//EXTERN_CVAR (Int, snd_channels)
int snd_channels;
EXTERN_CVAR (Int, snd_samplerate) EXTERN_CVAR (Int, snd_samplerate)
EXTERN_CVAR (Bool, snd_waterreverb)
EXTERN_CVAR (Bool, snd_pitched) EXTERN_CVAR (Bool, snd_pitched)
EXTERN_CVAR (Int, snd_hrtf) EXTERN_CVAR (Int, snd_hrtf)
@ -239,11 +188,10 @@ class OpenALSoundStream : public SoundStream
/* Get a source, killing the farthest, lowest-priority sound if needed */ /* Get a source, killing the farthest, lowest-priority sound if needed */
if(Renderer->FreeSfx.Size() == 0) if(Renderer->FreeSfx.Size() == 0)
{ {
/*
FSoundChan *lowest = Renderer->FindLowestChannel(); FSoundChan *lowest = Renderer->FindLowestChannel();
if(lowest) Renderer->ForceStopChannel(lowest); if(lowest) Renderer->ForceStopChannel(lowest);
if(Renderer->FreeSfx.Size() == 0)*/ if(Renderer->FreeSfx.Size() == 0)
return false; return false;
} }
Renderer->FreeSfx.Pop(Source); Renderer->FreeSfx.Pop(Source);
@ -547,26 +495,7 @@ static size_t GetChannelCount(ChannelConfig chans)
static float GetRolloff(const FRolloffInfo *rolloff, float distance) static float GetRolloff(const FRolloffInfo *rolloff, float distance)
{ {
#if 0 return soundEngine->GetRolloff(rolloff, distance);
if(distance <= rolloff->MinDistance)
return 1.f;
// Logarithmic rolloff has no max distance where it goes silent.
if(rolloff->RolloffType == ROLLOFF_Log)
return rolloff->MinDistance /
(rolloff->MinDistance + rolloff->RolloffFactor*(distance-rolloff->MinDistance));
if(distance >= rolloff->MaxDistance)
return 0.f;
float volume = (rolloff->MaxDistance - distance) / (rolloff->MaxDistance - rolloff->MinDistance);
if(rolloff->RolloffType == ROLLOFF_Linear)
return volume;
if(rolloff->RolloffType == ROLLOFF_Custom && S_SoundCurve.Size() > 0)
return S_SoundCurve[int(S_SoundCurve.Size() * (1.f - volume))] / 127.f;
return (powf(10.f, volume) - 1.f) / 9.f;
#else
return 0;
#endif
} }
ALCdevice *OpenALSoundRenderer::InitDevice() ALCdevice *OpenALSoundRenderer::InitDevice()
@ -988,10 +917,10 @@ void OpenALSoundRenderer::RemoveStream(OpenALSoundStream *stream)
void OpenALSoundRenderer::SetSfxVolume(float volume) void OpenALSoundRenderer::SetSfxVolume(float volume)
{ {
#if 0
SfxVolume = volume; SfxVolume = volume;
FSoundChan *schan = Channels; if (!soundEngine) return;
FSoundChan *schan = soundEngine->GetChannels();
while(schan) while(schan)
{ {
if(schan->SysChannel != NULL) if(schan->SysChannel != NULL)
@ -1009,7 +938,6 @@ void OpenALSoundRenderer::SetSfxVolume(float volume)
alProcessUpdatesSOFT(); alProcessUpdatesSOFT();
getALError(); getALError();
#endif
} }
void OpenALSoundRenderer::SetMusicVolume(float volume) void OpenALSoundRenderer::SetMusicVolume(float volume)
@ -1364,12 +1292,11 @@ std::pair<SoundHandle, bool> OpenALSoundRenderer::LoadSoundBuffered(FSoundLoadBu
void OpenALSoundRenderer::UnloadSound(SoundHandle sfx) void OpenALSoundRenderer::UnloadSound(SoundHandle sfx)
{ {
#if 0
if(!sfx.data) if(!sfx.data)
return; return;
ALuint buffer = GET_PTRID(sfx.data); ALuint buffer = GET_PTRID(sfx.data);
FSoundChan *schan = Channels; FSoundChan *schan = soundEngine->GetChannels();
while(schan) while(schan)
{ {
if(schan->SysChannel) if(schan->SysChannel)
@ -1403,7 +1330,6 @@ void OpenALSoundRenderer::UnloadSound(SoundHandle sfx)
alDeleteBuffers(1, &buffer); alDeleteBuffers(1, &buffer);
getALError(); getALError();
#endif
} }
@ -1422,7 +1348,6 @@ SoundStream *OpenALSoundRenderer::CreateStream(SoundStreamCallback callback, int
FISoundChannel *OpenALSoundRenderer::StartSound(SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan) FISoundChannel *OpenALSoundRenderer::StartSound(SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan)
{ {
#if 0
if(FreeSfx.Size() == 0) if(FreeSfx.Size() == 0)
{ {
FSoundChan *lowest = FindLowestChannel(); FSoundChan *lowest = FindLowestChannel();
@ -1507,7 +1432,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound(SoundHandle sfx, float vol, int
FreeSfx.Pop(); FreeSfx.Pop();
FISoundChannel *chan = reuse_chan; FISoundChannel *chan = reuse_chan;
if(!chan) chan = S_GetChannel(MAKE_PTRID(source)); if(!chan) chan = soundEngine->GetChannel(MAKE_PTRID(source));
else chan->SysChannel = MAKE_PTRID(source); else chan->SysChannel = MAKE_PTRID(source);
chan->Rolloff.RolloffType = ROLLOFF_Log; chan->Rolloff.RolloffType = ROLLOFF_Log;
@ -1517,16 +1442,12 @@ FISoundChannel *OpenALSoundRenderer::StartSound(SoundHandle sfx, float vol, int
chan->ManualRolloff = false; chan->ManualRolloff = false;
return chan; return chan;
#else
return 0;
#endif
} }
FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *listener, float vol, FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *listener, float vol,
FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel,
int channum, int chanflags, FISoundChannel *reuse_chan) int channum, int chanflags, FISoundChannel *reuse_chan)
{ {
#if 0
float dist_sqr = (float)(pos - listener->position).LengthSquared(); float dist_sqr = (float)(pos - listener->position).LengthSquared();
if(FreeSfx.Size() == 0) if(FreeSfx.Size() == 0)
@ -1605,7 +1526,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
* distance that corresponds to the area radius. */ * distance that corresponds to the area radius. */
alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ? alSourcef(source, AL_SOURCE_RADIUS, (chanflags&SNDF_AREA) ?
// Clamp in case the max distance is <= the area radius // Clamp in case the max distance is <= the area radius
1.f/MAX<float>(GetRolloff(rolloff, AREA_SOUND_RADIUS), 0.00001f) : 0.f 1.f/std::max<float>(GetRolloff(rolloff, AREA_SOUND_RADIUS), 0.00001f) : 0.f
); );
} }
else if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS) else if((chanflags&SNDF_AREA) && dist_sqr < AREA_SOUND_RADIUS*AREA_SOUND_RADIUS)
@ -1722,7 +1643,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
FreeSfx.Pop(); FreeSfx.Pop();
FISoundChannel *chan = reuse_chan; FISoundChannel *chan = reuse_chan;
if(!chan) chan = S_GetChannel(MAKE_PTRID(source)); if(!chan) chan = soundEngine->GetChannel(MAKE_PTRID(source));
else chan->SysChannel = MAKE_PTRID(source); else chan->SysChannel = MAKE_PTRID(source);
chan->Rolloff = *rolloff; chan->Rolloff = *rolloff;
@ -1730,9 +1651,6 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
chan->ManualRolloff = manualRolloff; chan->ManualRolloff = manualRolloff;
return chan; return chan;
#else
return 0;
#endif
} }
void OpenALSoundRenderer::ChannelVolume(FISoundChannel *chan, float volume) void OpenALSoundRenderer::ChannelVolume(FISoundChannel *chan, float volume)
@ -1753,13 +1671,11 @@ void OpenALSoundRenderer::ChannelPitch(FISoundChannel *chan, float pitch)
alDeferUpdatesSOFT(); alDeferUpdatesSOFT();
#if 0
ALuint source = GET_PTRID(chan->SysChannel); ALuint source = GET_PTRID(chan->SysChannel);
if (WasInWater && !(chan->ChanFlags & CHAN_UI)) if (WasInWater && !(chan->ChanFlags & CHAN_UI))
alSourcef(source, AL_PITCH, std::max(pitch, 0.0001f)*PITCH_MULT); alSourcef(source, AL_PITCH, std::max(pitch, 0.0001f)*PITCH_MULT);
else else
alSourcef(source, AL_PITCH, std::max(pitch, 0.0001f)); alSourcef(source, AL_PITCH, std::max(pitch, 0.0001f));
#endif
} }
void OpenALSoundRenderer::FreeSource(ALuint source) void OpenALSoundRenderer::FreeSource(ALuint source)
@ -1786,9 +1702,8 @@ void OpenALSoundRenderer::StopChannel(FISoundChannel *chan)
ALuint source = GET_PTRID(chan->SysChannel); ALuint source = GET_PTRID(chan->SysChannel);
// Release first, so it can be properly marked as evicted if it's being killed // Release first, so it can be properly marked as evicted if it's being killed
#if 0 soundEngine->ChannelEnded(chan);
S_ChannelEnded(chan);
#endif
ALint state = AL_INITIAL; ALint state = AL_INITIAL;
alGetSourcei(source, AL_SOURCE_STATE, &state); alGetSourcei(source, AL_SOURCE_STATE, &state);
if(state != AL_PLAYING) if(state != AL_PLAYING)
@ -1811,9 +1726,7 @@ void OpenALSoundRenderer::ForceStopChannel(FISoundChannel *chan)
ALuint source = GET_PTRID(chan->SysChannel); ALuint source = GET_PTRID(chan->SysChannel);
if(!source) return; if(!source) return;
#if 0 soundEngine->ChannelEnded(chan);
S_ChannelEnded(chan);
#endif
FreeSource(source); FreeSource(source);
} }
@ -1971,7 +1884,6 @@ void OpenALSoundRenderer::UpdateSoundParams3D(SoundListener *listener, FISoundCh
void OpenALSoundRenderer::UpdateListener(SoundListener *listener) void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
{ {
#if 0
if(!listener->valid) if(!listener->valid)
return; return;
@ -2034,7 +1946,7 @@ void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
alFilterf(EnvFilters[1], AL_LOWPASS_GAINHF, 1.f); alFilterf(EnvFilters[1], AL_LOWPASS_GAINHF, 1.f);
// Apply the updated filters on the sources // Apply the updated filters on the sources
FSoundChan *schan = Channels; FSoundChan *schan = soundEngine->GetChannels();
while (schan) while (schan)
{ {
ALuint source = GET_PTRID(schan->SysChannel); ALuint source = GET_PTRID(schan->SysChannel);
@ -2047,7 +1959,7 @@ void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
} }
} }
FSoundChan *schan = Channels; FSoundChan *schan = soundEngine->GetChannels();
while (schan) while (schan)
{ {
ALuint source = GET_PTRID(schan->SysChannel); ALuint source = GET_PTRID(schan->SysChannel);
@ -2072,7 +1984,7 @@ void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
alFilterf(EnvFilters[1], AL_LOWPASS_GAIN, 1.f); alFilterf(EnvFilters[1], AL_LOWPASS_GAIN, 1.f);
alFilterf(EnvFilters[1], AL_LOWPASS_GAINHF, 1.f); alFilterf(EnvFilters[1], AL_LOWPASS_GAINHF, 1.f);
FSoundChan *schan = Channels; FSoundChan *schan = soundEngine->GetChannels();
while (schan) while (schan)
{ {
ALuint source = GET_PTRID(schan->SysChannel); ALuint source = GET_PTRID(schan->SysChannel);
@ -2085,7 +1997,7 @@ void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
} }
} }
FSoundChan *schan = Channels; FSoundChan *schan = soundEngine->GetChannels();
while (schan) while (schan)
{ {
ALuint source = GET_PTRID(schan->SysChannel); ALuint source = GET_PTRID(schan->SysChannel);
@ -2095,7 +2007,6 @@ void OpenALSoundRenderer::UpdateListener(SoundListener *listener)
} }
getALError(); getALError();
} }
#endif
} }
void OpenALSoundRenderer::UpdateSounds() void OpenALSoundRenderer::UpdateSounds()
@ -2118,7 +2029,7 @@ void OpenALSoundRenderer::UpdateSounds()
++iter; ++iter;
} }
} }
#if 0
if(ALC.EXT_disconnect) if(ALC.EXT_disconnect)
{ {
ALCint connected = ALC_TRUE; ALCint connected = ALC_TRUE;
@ -2126,11 +2037,10 @@ void OpenALSoundRenderer::UpdateSounds()
if(connected == ALC_FALSE) if(connected == ALC_FALSE)
{ {
Printf("Sound device disconnected; restarting...\n"); Printf("Sound device disconnected; restarting...\n");
S_SoundReset(); soundEngine->Reset();
return; return;
} }
} }
#endif
PurgeStoppedSources(); PurgeStoppedSources();
} }
@ -2254,7 +2164,6 @@ void OpenALSoundRenderer::PrintDriversList()
void OpenALSoundRenderer::PurgeStoppedSources() void OpenALSoundRenderer::PurgeStoppedSources()
{ {
#if 0
// Release channels that are stopped // Release channels that are stopped
for(uint32_t i = 0;i < SfxGroup.Size();++i) for(uint32_t i = 0;i < SfxGroup.Size();++i)
{ {
@ -2264,7 +2173,7 @@ void OpenALSoundRenderer::PurgeStoppedSources()
if(state == AL_INITIAL || state == AL_PLAYING || state == AL_PAUSED) if(state == AL_INITIAL || state == AL_PLAYING || state == AL_PAUSED)
continue; continue;
FSoundChan *schan = Channels; FSoundChan *schan = soundEngine->GetChannels();
while(schan) while(schan)
{ {
if(schan->SysChannel != NULL && src == GET_PTRID(schan->SysChannel)) if(schan->SysChannel != NULL && src == GET_PTRID(schan->SysChannel))
@ -2276,7 +2185,6 @@ void OpenALSoundRenderer::PurgeStoppedSources()
} }
} }
getALError(); getALError();
#endif
} }
void OpenALSoundRenderer::LoadReverb(const ReverbContainer *env) void OpenALSoundRenderer::LoadReverb(const ReverbContainer *env)
@ -2387,8 +2295,7 @@ void OpenALSoundRenderer::LoadReverb(const ReverbContainer *env)
FSoundChan *OpenALSoundRenderer::FindLowestChannel() FSoundChan *OpenALSoundRenderer::FindLowestChannel()
{ {
#if 0 FSoundChan *schan = soundEngine->GetChannels();
FSoundChan *schan = Channels;
FSoundChan *lowest = NULL; FSoundChan *lowest = NULL;
while(schan) while(schan)
{ {
@ -2402,9 +2309,62 @@ FSoundChan *OpenALSoundRenderer::FindLowestChannel()
schan = schan->NextChan; schan = schan->NextChan;
} }
return lowest; return lowest;
#else }
return 0;
#include "menu/menu.h"
void I_BuildALDeviceList(FOptionValues* opt)
{
opt->mValues.Resize(1);
opt->mValues[0].TextValue = "Default";
opt->mValues[0].Text = "Default";
#ifndef NO_OPENAL
if (IsOpenALPresent())
{
const ALCchar* names = (alcIsExtensionPresent(NULL, "ALC_ENUMERATE_ALL_EXT") ?
alcGetString(NULL, ALC_ALL_DEVICES_SPECIFIER) :
alcGetString(NULL, ALC_DEVICE_SPECIFIER));
if (!names)
Printf("Failed to get device list: %s\n", alcGetString(NULL, alcGetError(NULL)));
else while (*names)
{
unsigned int i = opt->mValues.Reserve(1);
opt->mValues[i].TextValue = names;
opt->mValues[i].Text = names;
names += strlen(names) + 1;
}
}
#endif #endif
} }
void I_BuildALResamplersList(FOptionValues* opt)
{
opt->mValues.Resize(1);
opt->mValues[0].TextValue = "Default";
opt->mValues[0].Text = "Default";
#ifndef NO_OPENAL
if (!IsOpenALPresent())
return;
if (!alcGetCurrentContext() || !alIsExtensionPresent("AL_SOFT_source_resampler"))
return;
LPALGETSTRINGISOFT alGetStringiSOFT = reinterpret_cast<LPALGETSTRINGISOFT>(alGetProcAddress("alGetStringiSOFT"));
ALint num_resamplers = alGetInteger(AL_NUM_RESAMPLERS_SOFT);
unsigned int idx = opt->mValues.Reserve(num_resamplers);
for (ALint i = 0; i < num_resamplers; ++i)
{
const ALchar* name = alGetStringiSOFT(AL_RESAMPLER_NAME_SOFT, i);
opt->mValues[idx].TextValue = name;
opt->mValues[idx].Text = name;
++idx;
}
#endif
}
#endif // NO_OPENAL #endif // NO_OPENAL

View file

@ -8,7 +8,7 @@
#include <unordered_map> #include <unordered_map>
#include "i_sound.h" #include "i_sound.h"
//#include "s_sound.h" #include "s_soundinternal.h"
#ifndef NO_OPENAL #ifndef NO_OPENAL

View file

@ -0,0 +1,630 @@
/*
**
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 Randy Heit
** Copyright 2005-2017 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
#include "s_soundinternal.h"
#include "sc_man.h"
#include "templates.h"
FReverbField ReverbFields[] =
{
{ 0, 25, 0, &REVERB_PROPERTIES::Environment, 0 },
{ 1000, 100000, &REVERB_PROPERTIES::EnvSize, 0, 0 },
{ 0, 1000, &REVERB_PROPERTIES::EnvDiffusion, 0, 0 },
{ -10000, 0, 0, &REVERB_PROPERTIES::Room, 0 },
{ -10000, 0, 0, &REVERB_PROPERTIES::RoomHF, 0 },
{ -10000, 0, 0, &REVERB_PROPERTIES::RoomLF, 0 },
{ 100, 20000, &REVERB_PROPERTIES::DecayTime, 0, 0 },
{ 100, 2000, &REVERB_PROPERTIES::DecayHFRatio, 0, 0 },
{ 100, 2000, &REVERB_PROPERTIES::DecayLFRatio, 0, 0 },
{ -10000, 1000, 0, &REVERB_PROPERTIES::Reflections, 0 },
{ 0, 300, &REVERB_PROPERTIES::ReflectionsDelay, 0, 0 },
{ -2000000, 2000000, &REVERB_PROPERTIES::ReflectionsPan0, 0, 0 },
{ -2000000, 2000000, &REVERB_PROPERTIES::ReflectionsPan1, 0, 0 },
{ -2000000, 2000000, &REVERB_PROPERTIES::ReflectionsPan2, 0, 0 },
{ -10000, 2000, 0, &REVERB_PROPERTIES::Reverb, 0 },
{ 0, 100, &REVERB_PROPERTIES::ReverbDelay, 0, 0 },
{ -2000000, 2000000, &REVERB_PROPERTIES::ReverbPan0, 0, 0 },
{ -2000000, 2000000, &REVERB_PROPERTIES::ReverbPan1, 0, 0 },
{ -2000000, 2000000, &REVERB_PROPERTIES::ReverbPan2, 0, 0 },
{ 75, 250, &REVERB_PROPERTIES::EchoTime, 0, 0 },
{ 0, 1000, &REVERB_PROPERTIES::EchoDepth, 0, 0 },
{ 40, 4000, &REVERB_PROPERTIES::ModulationTime, 0, 0 },
{ 0, 1000, &REVERB_PROPERTIES::ModulationDepth, 0, 0 },
{ -100000, 0, &REVERB_PROPERTIES::AirAbsorptionHF, 0, 0 },
{ 1000000, 20000000, &REVERB_PROPERTIES::HFReference, 0, 0 },
{ 20000, 1000000, &REVERB_PROPERTIES::LFReference, 0, 0 },
{ 0, 10000, &REVERB_PROPERTIES::RoomRolloffFactor, 0, 0 },
{ 0, 100000, &REVERB_PROPERTIES::Diffusion, 0, 0 },
{ 0, 100000, &REVERB_PROPERTIES::Density, 0, 0 },
{ 0, 0, 0, 0, 1 },
{ 0, 0, 0, 0, 2 },
{ 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 5 },
{ 0, 0, 0, 0, 3 },
{ 0, 0, 0, 0, 4 },
{ 0, 0, 0, 0, 6 },
{ 0, 0, 0, 0, 7 }
};
#define NUM_REVERB_FIELDS (int(countof(ReverbFields)))
int NumReverbs = NUM_REVERB_FIELDS;
const char *ReverbFieldNames[NUM_REVERB_FIELDS+2] =
{
"Environment",
"EnvironmentSize",
"EnvironmentDiffusion",
"Room",
"RoomHF",
"RoomLF",
"DecayTime",
"DecayHFRatio",
"DecayLFRatio",
"Reflections",
"ReflectionsDelay",
"ReflectionsPanX",
"ReflectionsPanY",
"ReflectionsPanZ",
"Reverb",
"ReverbDelay",
"ReverbPanX",
"ReverbPanY",
"ReverbPanZ",
"EchoTime",
"EchoDepth",
"ModulationTime",
"ModulationDepth",
"AirAbsorptionHF",
"HFReference",
"LFReference",
"RoomRolloffFactor",
"Diffusion",
"Density",
"bReflectionsScale",
"bReflectionsDelayScale",
"bDecayTimeScale",
"bDecayHFLimit",
"bReverbScale",
"bReverbDelayScale",
"bEchoTimeScale",
"bModulationTimeScale",
"}",
NULL
};
static const char *BoolNames[3] = { "False", "True", NULL };
static ReverbContainer DSPWater =
{
// Based on the "off" reverb, this one uses the software water effect,
// which is completely independant from EAX-like reverb.
NULL,
"DSP Water",
0xffff,
true,
false,
{0, 0, 7.5f, 1.00f, -10000, -10000, 0, 1.00f, 1.00f, 1.0f, -2602, 0.007f, 0.0f,0.0f,0.0f, 200, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 0.0f, 0.0f, 0x33f },
true
};
static ReverbContainer Psychotic =
{
&DSPWater,
"Psychotic",
0x1900,
true,
false,
{0,25, 1.0f, 0.50f, -1000, -151, 0, 7.56f, 0.91f, 1.0f, -626, 0.020f, 0.0f,0.0f,0.0f, 774, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 4.00f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f },
false
};
static ReverbContainer Dizzy =
{
&Psychotic,
"Dizzy",
0x1800,
true,
false,
{0,24, 1.8f, 0.60f, -1000, -400, 0, 17.23f, 0.56f, 1.0f, -1713, 0.020f, 0.0f,0.0f,0.0f, -613, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 1.00f, 0.81f, 0.310f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f },
false
};
static ReverbContainer Drugged =
{
&Dizzy,
"Drugged",
0x1700,
true,
false,
{0,23, 1.9f, 0.50f, -1000, 0, 0, 8.39f, 1.39f, 1.0f, -115, 0.002f, 0.0f,0.0f,0.0f, 985, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f },
false
};
static ReverbContainer Underwater =
{
&Drugged,
"Underwater",
0x1600,
true,
false,
{0,22, 1.8f, 1.00f, -1000, -4000, 0, 1.49f, 0.10f, 1.0f, -449, 0.007f, 0.0f,0.0f,0.0f, 1700, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 1.18f, 0.348f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer SewerPipe =
{
&Underwater,
"Sewer Pipe",
0x1500,
true,
false,
{0,21, 1.7f, 0.80f, -1000, -1000, 0, 2.81f, 0.14f, 1.0f, 429, 0.014f, 0.0f,0.0f,0.0f, 1023, 0.021f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 80.0f, 60.0f, 0x3f },
false
};
static ReverbContainer ParkingLot =
{
&SewerPipe,
"Parking Lot",
0x1400,
true,
false,
{0,20, 8.3f, 1.00f, -1000, 0, 0, 1.65f, 1.50f, 1.0f, -1363, 0.008f, 0.0f,0.0f,0.0f, -1153, 0.012f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f },
false
};
static ReverbContainer Plain =
{
&ParkingLot,
"Plain",
0x1300,
true,
false,
{0,19, 42.5f, 0.21f, -1000, -2000, 0, 1.49f, 0.50f, 1.0f, -2466, 0.179f, 0.0f,0.0f,0.0f, -1926, 0.100f, 0.0f,0.0f,0.0f, 0.250f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 21.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Quarry =
{
&Plain,
"Quarry",
0x1200,
true,
false,
{0,18, 17.5f, 1.00f, -1000, -1000, 0, 1.49f, 0.83f, 1.0f, -10000, 0.061f, 0.0f,0.0f,0.0f, 500, 0.025f, 0.0f,0.0f,0.0f, 0.125f, 0.70f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Mountains =
{
&Quarry,
"Mountains",
0x1100,
true,
false,
{0,17, 100.0f, 0.27f, -1000, -2500, 0, 1.49f, 0.21f, 1.0f, -2780, 0.300f, 0.0f,0.0f,0.0f, -1434, 0.100f, 0.0f,0.0f,0.0f, 0.250f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 27.0f, 100.0f, 0x1f },
false
};
static ReverbContainer City =
{
&Mountains,
"City",
0x1000,
true,
false,
{0,16, 7.5f, 0.50f, -1000, -800, 0, 1.49f, 0.67f, 1.0f, -2273, 0.007f, 0.0f,0.0f,0.0f, -1691, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 50.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Forest =
{
&City,
"Forest",
0x0F00,
true,
false,
{0,15, 38.0f, 0.30f, -1000, -3300, 0, 1.49f, 0.54f, 1.0f, -2560, 0.162f, 0.0f,0.0f,0.0f, -229, 0.088f, 0.0f,0.0f,0.0f, 0.125f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 79.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Alley =
{
&Forest,
"Alley",
0x0E00,
true,
false,
{0,14, 7.5f, 0.30f, -1000, -270, 0, 1.49f, 0.86f, 1.0f, -1204, 0.007f, 0.0f,0.0f,0.0f, -4, 0.011f, 0.0f,0.0f,0.0f, 0.125f, 0.95f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer StoneCorridor =
{
&Alley,
"Stone Corridor",
0x0D00,
true,
false,
{0,13, 13.5f, 1.00f, -1000, -237, 0, 2.70f, 0.79f, 1.0f, -1214, 0.013f, 0.0f,0.0f,0.0f, 395, 0.020f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Hallway =
{
&StoneCorridor,
"Hallway",
0x0C00,
true,
false,
{0,12, 1.8f, 1.00f, -1000, -300, 0, 1.49f, 0.59f, 1.0f, -1219, 0.007f, 0.0f,0.0f,0.0f, 441, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer CarpettedHallway =
{
&Hallway,
"Carpetted Hallway",
0x0B00,
true,
false,
{0,11, 1.9f, 1.00f, -1000, -4000, 0, 0.30f, 0.10f, 1.0f, -1831, 0.002f, 0.0f,0.0f,0.0f, -1630, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Hangar =
{
&CarpettedHallway,
"Hangar",
0x0A00,
true,
false,
{0,10, 50.3f, 1.00f, -1000, -1000, 0, 10.05f, 0.23f, 1.0f, -602, 0.020f, 0.0f,0.0f,0.0f, 198, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Arena =
{
&Hangar,
"Arena",
0x0900,
true,
false,
{0, 9, 36.2f, 1.00f, -1000, -698, 0, 7.24f, 0.33f, 1.0f, -1166, 0.020f, 0.0f,0.0f,0.0f, 16, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Cave =
{
&Arena,
"Cave",
0x0800,
true,
false,
{0, 8, 14.6f, 1.00f, -1000, 0, 0, 2.91f, 1.30f, 1.0f, -602, 0.015f, 0.0f,0.0f,0.0f, -302, 0.022f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f },
false
};
static ReverbContainer ConcertHall =
{
&Cave,
"Concert Hall",
0x0700,
true,
false,
{0, 7, 19.6f, 1.00f, -1000, -500, 0, 3.92f, 0.70f, 1.0f, -1230, 0.020f, 0.0f,0.0f,0.0f, -2, 0.029f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Auditorium =
{
&ConcertHall,
"Auditorium",
0x0600,
true,
false,
{0, 6, 21.6f, 1.00f, -1000, -476, 0, 4.32f, 0.59f, 1.0f, -789, 0.020f, 0.0f,0.0f,0.0f, -289, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer StoneRoom =
{
&Auditorium,
"Stone Room",
0x0500,
true,
false,
{0, 5, 11.6f, 1.00f, -1000, -300, 0, 2.31f, 0.64f, 1.0f, -711, 0.012f, 0.0f,0.0f,0.0f, 83, 0.017f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer LivingRoom =
{
&StoneRoom,
"Living Room",
0x0400,
true,
false,
{0, 4, 2.5f, 1.00f, -1000, -6000, 0, 0.50f, 0.10f, 1.0f, -1376, 0.003f, 0.0f,0.0f,0.0f, -1104, 0.004f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Bathroom =
{
&LivingRoom,
"Bathroom",
0x0300,
true,
false,
{0, 3, 1.4f, 1.00f, -1000, -1200, 0, 1.49f, 0.54f, 1.0f, -370, 0.007f, 0.0f,0.0f,0.0f, 1030, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 60.0f, 0x3f },
false
};
static ReverbContainer Room =
{
&Bathroom,
"Room",
0x0200,
true,
false,
{0, 2, 1.9f, 1.00f, -1000, -454, 0, 0.40f, 0.83f, 1.0f, -1646, 0.002f, 0.0f,0.0f,0.0f, 53, 0.003f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer PaddedCell =
{
&Room,
"Padded Cell",
0x0100,
true,
false,
{0, 1, 1.4f, 1.00f, -1000, -6000, 0, 0.17f, 0.10f, 1.0f, -1204, 0.001f, 0.0f,0.0f,0.0f, 207, 0.002f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Generic =
{
&PaddedCell,
"Generic",
0x0001,
true,
false,
{0, 0, 7.5f, 1.00f, -1000, -100, 0, 1.49f, 0.83f, 1.0f, -2602, 0.007f, 0.0f,0.0f,0.0f, 200, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f },
false
};
static ReverbContainer Off =
{
&Generic,
"Off",
0x0000,
true,
false,
{0, 0, 7.5f, 1.00f, -10000, -10000, 0, 1.00f, 1.00f, 1.0f, -2602, 0.007f, 0.0f,0.0f,0.0f, 200, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 0.0f, 0.0f, 0x33f },
false
};
ReverbContainer *DefaultEnvironments[26] =
{
&Off, &PaddedCell, &Room, &Bathroom, &LivingRoom, &StoneRoom, &Auditorium,
&ConcertHall, &Cave, &Arena, &Hangar, &CarpettedHallway, &Hallway, &StoneCorridor,
&Alley, &Forest, &City, &Mountains, &Quarry, &Plain, &ParkingLot, &SewerPipe,
&Underwater, &Drugged, &Dizzy, &Psychotic
};
ReverbContainer *Environments = &Off;
ReverbContainer *S_FindEnvironment (const char *name)
{
ReverbContainer *probe = Environments;
if (name == NULL)
return NULL;
while (probe != NULL)
{
if (stricmp (probe->Name, name) == 0)
{
return probe;
}
probe = probe->Next;
}
return NULL;
}
ReverbContainer *S_FindEnvironment (int id)
{
ReverbContainer *probe = Environments;
while (probe != NULL && probe->ID < id)
{
probe = probe->Next;
}
return (probe && probe->ID == id ? probe : NULL);
}
void S_AddEnvironment (ReverbContainer *settings)
{
ReverbContainer *probe = Environments;
ReverbContainer **ptr = &Environments;
while (probe != NULL && probe->ID < settings->ID)
{
ptr = &probe->Next;
probe = probe->Next;
}
if (probe != NULL && probe->ID == settings->ID)
{
// Built-in environments cannot be changed
if (!probe->Builtin)
{
settings->Next = probe->Next;
*ptr = settings;
delete[] const_cast<char *>(probe->Name);
delete probe;
}
}
else
{
settings->Next = probe;
*ptr = settings;
}
}
void S_ReadReverbDef (FScanner &sc)
{
const ReverbContainer *def;
ReverbContainer *newenv;
REVERB_PROPERTIES props;
char *name;
int id1, id2, i, j;
bool inited[NUM_REVERB_FIELDS];
uint8_t bools[32];
while (sc.GetString ())
{
name = strdup (sc.String);
sc.MustGetNumber ();
id1 = sc.Number;
sc.MustGetNumber ();
id2 = sc.Number;
sc.MustGetStringName ("{");
memset (inited, 0, sizeof(inited));
props.Instance = 0;
props.Flags = 0;
while (sc.MustGetString (), NUM_REVERB_FIELDS > (i = sc.MustMatchString (ReverbFieldNames)))
{
if (ReverbFields[i].Float)
{
sc.MustGetFloat ();
props.*ReverbFields[i].Float = (float)clamp (sc.Float,
double(ReverbFields[i].Min)/1000,
double(ReverbFields[i].Max)/1000);
}
else if (ReverbFields[i].Int)
{
sc.MustGetNumber ();
props.*ReverbFields[i].Int = (j = clamp (sc.Number,
ReverbFields[i].Min, ReverbFields[i].Max));
if (i == 0 && j != sc.Number)
{
sc.ScriptError ("The Environment field is out of range.");
}
}
else
{
sc.MustGetString ();
bools[ReverbFields[i].Flag] = sc.MustMatchString (BoolNames);
}
inited[i] = true;
}
if (!inited[0])
{
sc.ScriptError ("Sound %s is missing an Environment field.", name);
}
// Add the new environment to the list, filling in uninitialized fields
// with values from the standard environment specified.
def = DefaultEnvironments[props.Environment];
for (i = 0; i < NUM_REVERB_FIELDS; ++i)
{
if (ReverbFields[i].Float)
{
if (!inited[i])
{
props.*ReverbFields[i].Float = def->Properties.*ReverbFields[i].Float;
}
}
else if (ReverbFields[i].Int)
{
if (!inited[i])
{
props.*ReverbFields[i].Int = def->Properties.*ReverbFields[i].Int;
}
}
else
{
if (!inited[i])
{
int mask = 1 << ReverbFields[i].Flag;
if (def->Properties.Flags & mask)
{
props.Flags |= mask;
}
}
else
{
if (bools[ReverbFields[i].Flag])
{
props.Flags |= 1 << ReverbFields[i].Flag;
}
}
}
}
newenv = new ReverbContainer;
newenv->Next = NULL;
newenv->Name = name;
newenv->ID = (id1 << 8) | id2;
newenv->Builtin = false;
newenv->Properties = props;
newenv->SoftwareWater = false;
S_AddEnvironment (newenv);
}
}
void S_UnloadReverbDef ()
{
ReverbContainer *probe = Environments;
ReverbContainer **pNext = NULL;
while (probe != NULL)
{
ReverbContainer *next = probe->Next;
if (!probe->Builtin)
{
if (pNext != NULL) *pNext = probe->Next;
free(const_cast<char *>(probe->Name));
delete probe;
}
else
{
pNext = &probe->Next;
}
probe = next;
}
Environments = &Off;
}

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,401 @@
#pragma once
#include "backend/i_sound.h"
struct FRandomSoundList
{
TArray<uint32_t> Choices;
uint32_t Owner = 0;
};
extern int sfx_empty;
//
// SoundFX struct.
//
struct sfxinfo_t
{
// Next field is for use by the system sound interface.
// A non-null data means the sound has been loaded.
SoundHandle data;
// Also for the sound interface. Used for 3D positional
// sounds, may be the same as data.
SoundHandle data3d;
FString name; // [RH] Sound name defined in SNDINFO
int lumpnum; // lump number of sfx
unsigned int next, index; // [RH] For hashing
float Volume;
int ResourceId; // Resource ID as implemented by Blood. Not used by Doom but added for completeness.
uint8_t PitchMask;
int16_t NearLimit; // 0 means unlimited
float LimitRange; // Range for sound limiting (squared for faster computations)
unsigned bRandomHeader:1;
unsigned bLoadRAW:1;
unsigned b16bit:1;
unsigned bUsed:1;
unsigned bSingular:1;
unsigned bTentative:1;
unsigned bPlayerReserve : 1;
unsigned bPlayerCompat : 1;
unsigned bPlayerSilent:1; // This player sound is intentionally silent.
int RawRate; // Sample rate to use when bLoadRAW is true
int LoopStart; // -1 means no specific loop defined
unsigned int link;
enum { NO_LINK = 0xffffffff };
FRolloffInfo Rolloff;
float Attenuation; // Multiplies the attenuation passed to S_Sound.
void MarkUsed(); // Marks this sound as used.
};
// Rolloff types
enum
{
ROLLOFF_Doom, // Linear rolloff with a logarithmic volume scale
ROLLOFF_Linear, // Linear rolloff with a linear volume scale
ROLLOFF_Log, // Logarithmic rolloff (standard hardware type)
ROLLOFF_Custom // Lookup volume from SNDCURVE
};
int S_FindSound(const char *logicalname);
int S_FindSoundByResID(int snd_id);
// An index into the S_sfx[] array.
class FSoundID
{
public:
FSoundID() = default;
static FSoundID byResId(int ndx)
{
return FSoundID(S_FindSoundByResID(ndx));
}
FSoundID(int id)
{
ID = id;
}
FSoundID(const char *name)
{
ID = S_FindSound(name);
}
FSoundID(const FString &name)
{
ID = S_FindSound(name.GetChars());
}
FSoundID(const FSoundID &other) = default;
FSoundID &operator=(const FSoundID &other) = default;
FSoundID &operator=(const char *name)
{
ID = S_FindSound(name);
return *this;
}
FSoundID &operator=(const FString &name)
{
ID = S_FindSound(name.GetChars());
return *this;
}
bool operator !=(FSoundID other) const
{
return ID != other.ID;
}
bool operator !=(int other) const
{
return ID != other;
}
operator int() const
{
return ID;
}
private:
int ID;
protected:
enum EDummy { NoInit };
FSoundID(EDummy) {}
};
class FSoundIDNoInit : public FSoundID
{
public:
FSoundIDNoInit() : FSoundID(NoInit) {}
using FSoundID::operator=;
};
struct FSoundChan : public FISoundChannel
{
FSoundChan *NextChan; // Next channel in this list.
FSoundChan **PrevChan; // Previous channel in this list.
FSoundID SoundID; // Sound ID of playing sound.
FSoundID OrgID; // Sound ID of sound used to start this channel.
float Volume;
int16_t Pitch; // Pitch variation.
uint8_t EntChannel; // Actor's sound channel.
int8_t Priority;
int16_t NearLimit;
uint8_t SourceType;
float LimitRange;
union
{
const void *Source;
float Point[3]; // Sound is not attached to any source.
};
};
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) always override a playing sound on that channel
//
// CHAN_AUTO searches down from channel 7 until it finds a channel not in use
// CHAN_WEAPON is for weapons
// CHAN_VOICE is for oof, sight, or other voice sounds
// CHAN_ITEM is for small things and item pickup
// CHAN_BODY is for generic body sounds
// CHAN_PICKUP can optionally be set as a local sound only for "compatibility"
enum
{
CHAN_AUTO = 0,
CHAN_WEAPON = 1,
CHAN_VOICE = 2,
CHAN_ITEM = 3,
CHAN_BODY = 4,
CHAN_5 = 5,
CHAN_6 = 6,
CHAN_7 = 7,
// Channel alias for sector sounds. These define how listener height is
// used when calculating 3D sound volume.
CHAN_FLOOR = 1, // Sound comes from the floor.
CHAN_CEILING = 2, // Sound comes from the ceiling.
CHAN_FULLHEIGHT = 3, // Sound comes entire height of the sector.
CHAN_INTERIOR = 4, // Sound comes height between floor and ceiling.
// modifier flags
CHAN_LISTENERZ = 8,
CHAN_MAYBE_LOCAL = 16,
CHAN_UI = 32, // Do not record sound in savegames.
CHAN_NOPAUSE = 64, // Do not pause this sound in menus.
CHAN_AREA = 128, // Sound plays from all around. Only valid with sector sounds.
CHAN_LOOP = 256,
CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL),
CHAN_IS3D = 1, // internal: Sound is 3D.
CHAN_EVICTED = 2, // internal: Sound was evicted.
CHAN_FORGETTABLE = 4, // internal: Forget channel data when sound stops.
CHAN_JUSTSTARTED = 512, // internal: Sound has not been updated yet.
CHAN_ABSTIME = 1024, // internal: Start time is absolute and does not depend on current time.
CHAN_VIRTUAL = 2048, // internal: Channel is currently virtual
CHAN_NOSTOP = 4096, // only for A_PlaySound. Does not start if channel is playing something.
};
// sound attenuation values
#define ATTN_NONE 0.f // full volume the entire level
#define ATTN_NORM 1.f
#define ATTN_IDLE 1.001f
#define ATTN_STATIC 3.f // diminish very rapidly with distance
enum // This cannot be remain as this, but for now it has to suffice.
{
SOURCE_None, // Sound is always on top of the listener.
SOURCE_Actor, // Sound is coming from an actor.
SOURCE_Sector, // Sound is coming from a sector.
SOURCE_Polyobj, // Sound is coming from a polyobject.
SOURCE_Unattached, // Sound is not attached to any particular emitter.
};
extern ReverbContainer *Environments;
extern ReverbContainer *DefaultEnvironments[26];
void S_ParseReverbDef ();
void S_UnloadReverbDef ();
void S_SetEnvironment (const ReverbContainer *settings);
ReverbContainer *S_FindEnvironment (const char *name);
ReverbContainer *S_FindEnvironment (int id);
void S_AddEnvironment (ReverbContainer *settings);
class SoundEngine
{
protected:
bool SoundPaused = false; // whether sound is paused
int RestartEvictionsAt = 0; // do not restart evicted channels before this time
SoundListener listener{};
FSoundChan* Channels = nullptr;
FSoundChan* FreeChannels = nullptr;
// the complete set of sound effects
TArray<sfxinfo_t> S_sfx;
FRolloffInfo S_Rolloff;
TArray<uint8_t> S_SoundCurve;
TMap<int, int> ResIdMap;
TArray<FRandomSoundList> S_rnd;
private:
void LoadSound3D(sfxinfo_t* sfx, FSoundLoadBuffer* pBuffer);
void LinkChannel(FSoundChan* chan, FSoundChan** head);
void UnlinkChannel(FSoundChan* chan);
void ReturnChannel(FSoundChan* chan);
void RestartChannel(FSoundChan* chan);
void RestoreEvictedChannel(FSoundChan* chan);
bool IsChannelUsed(int sourcetype, const void* actor, int channel, int* seen);
// This is the actual sound positioning logic which needs to be provided by the client.
virtual void CalcPosVel(int type, const void* source, const float pt[3], int channel, int chanflags, FVector3* pos, FVector3* vel) = 0;
// This can be overridden by the clent to provide some diagnostics. The default lets everything pass.
virtual bool ValidatePosVel(int sourcetype, const void* source, const FVector3& pos, const FVector3& vel) { return true; }
bool ValidatePosVel(const FSoundChan* const chan, const FVector3& pos, const FVector3& vel);
// Checks if a copy of this sound is already playing.
bool CheckSingular(int sound_id);
bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel);
virtual TArray<uint8_t> ReadSound(int lumpnum) = 0;
protected:
virtual FSoundID ResolveSound(const void *ent, int srctype, FSoundID soundid, float &attenuation);
public:
virtual ~SoundEngine() = default;
void EvictAllChannels();
void StopChannel(FSoundChan* chan);
sfxinfo_t* LoadSound(sfxinfo_t* sfx, FSoundLoadBuffer* pBuffer);
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
void Init(TArray<uint8_t> &sndcurve);
void InitData();
void Clear();
void Shutdown();
void StopAllChannels(void);
void SetPitch(FSoundChan* chan, float dpitch);
FSoundChan* GetChannel(void* syschan);
void RestoreEvictedChannels();
void CalcPosVel(FSoundChan* chan, FVector3* pos, FVector3* vel);
// Loads a sound, including any random sounds it might reference.
void CacheSound(sfxinfo_t* sfx);
void CacheSound(int sfx) { CacheSound(&S_sfx[sfx]); }
void UnloadSound(sfxinfo_t* sfx);
void UpdateSounds(int time);
FSoundChan* StartSound(int sourcetype, const void* source,
const FVector3* pt, int channel, FSoundID sound_id, float volume, float attenuation, FRolloffInfo* rolloff = nullptr, float spitch = 0.0f);
// Stops an origin-less sound from playing from this channel.
void StopSound(int channel);
void StopSound(int sourcetype, const void* actor, int channel);
void RelinkSound(int sourcetype, const void* from, const void* to, const FVector3* optpos);
void ChangeSoundVolume(int sourcetype, const void* source, int channel, double dvolume);
void ChangeSoundPitch(int sourcetype, const void* source, int channel, double pitch);
bool IsSourcePlayingSomething(int sourcetype, const void* actor, int channel, int sound_id);
// Stop and resume music, during game PAUSE.
bool GetSoundPlayingInfo(int sourcetype, const void* source, int sound_id);
void UnloadAllSounds();
void Reset();
void MarkUsed(int num);
void CacheMarkedSounds();
TArray<FSoundChan*> AllActiveChannels();
void MarkAllUnused()
{
for (auto & s: S_sfx) s.bUsed = false;
}
bool isListener(const void* object) const
{
return object && listener.ListenerObject == object;
}
bool isPlayerReserve(int snd_id)
{
return S_sfx[snd_id].bPlayerReserve; // Later this needs to be abstracted out of the engine itself. Right now that cannot be done.
}
void SetListener(SoundListener& l)
{
listener = l;
}
void SetRestartTime(int time)
{
RestartEvictionsAt = time;
}
void SetPaused(bool on)
{
SoundPaused = on;
}
FSoundChan* GetChannels()
{
return Channels;
}
const char *GetSoundName(FSoundID id)
{
return id == 0 ? "" : S_sfx[id].name.GetChars();
}
TArray<sfxinfo_t> &GetSounds() //Thio should only be used for constructing the sound list or for diagnostics code prinring information about the sound list.
{
return S_sfx;
}
FRolloffInfo& GlobalRolloff() // like GetSounds this is meant for sound list generators, not for gaining cheap access to the sound engine's innards.
{
return S_Rolloff;
}
FRandomSoundList *ResolveRandomSound(sfxinfo_t* sfx)
{
return &S_rnd[sfx->link];
}
void ClearRandoms()
{
S_rnd.Clear();
}
void ChannelVirtualChanged(FISoundChannel* ichan, bool is_virtual);
FString ListSoundChannels();
// Allow this to be overridden for special needs.
virtual float GetRolloff(const FRolloffInfo* rolloff, float distance);
virtual void ChannelEnded(FISoundChannel* ichan); // allows the client to do bookkeeping on the sound.
// Lookup utilities.
int FindSound(const char* logicalname);
int FindSoundByResID(int rid);
int FindSoundNoHash(const char* logicalname);
int FindSoundByLump(int lump);
int AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1);
int FindSoundTentative(const char* name);
void CacheRandomSound(sfxinfo_t* sfx);
unsigned int GetMSLength(FSoundID sound);
int PickReplacement(int refid);
void HashSounds();
void AddRandomSound(int Owner, TArray<uint32_t> list);
};
extern SoundEngine* soundEngine;
struct FReverbField
{
int Min, Max;
float REVERB_PROPERTIES::* Float;
int REVERB_PROPERTIES::* Int;
unsigned int Flag;
};

View file

@ -1325,7 +1325,6 @@ void G_NewGame(int volumeNum, int levelNum, int skillNum)
while (S_CheckSoundPlaying(ud.skill_voice)) while (S_CheckSoundPlaying(ud.skill_voice))
gameHandleEvents(); gameHandleEvents();
} }
ud.skill_voice = 0;
ready2send = 0; ready2send = 0;

View file

@ -0,0 +1,720 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "compat.h"
#include "duke3d.h"
#include "renderlayer.h" // for win_gethwnd()
#include "al_midi.h"
#include "openaudio.h"
#include "z_music.h"
#include "mapinfo.h"
#include <atomic>
BEGIN_DUKE_NS
#define DQSIZE 256
int32_t g_numEnvSoundsPlaying, g_highestSoundIdx;
static char *MusicPtr;
static int32_t MusicIsWaveform;
static int32_t MusicVoice = -1;
static bool MusicPaused;
static bool SoundPaused;
static std::atomic<uint32_t> dnum, dq[DQSIZE];
static mutex_t m_callback;
static inline void S_SetProperties(assvoice_t *snd, int const owner, int const voice, int const dist, int const clock)
{
snd->owner = owner;
snd->id = voice;
snd->dist = dist;
snd->clock = clock;
}
void S_SoundStartup(void)
{
#ifdef _WIN32
void *initdata = (void *) win_gethwnd(); // used for DirectSound
#else
void *initdata = NULL;
#endif
initprintf("Initializing sound... ");
int status = FX_Init(snd_numvoices, snd_numchannels, snd_mixrate, initdata);
if (status != FX_Ok)
{
initprintf("failed! %s\n", FX_ErrorString(status));
return;
}
initprintf("%d voices, %d channels, 16-bit %d Hz\n", *snd_numvoices, *snd_numchannels, *snd_mixrate);
for (int i = 0; i <= g_highestSoundIdx; ++i)
{
for (auto & voice : g_sounds[i].voices)
{
g_sounds[i].num = 0;
S_SetProperties(&voice, -1, 0, UINT16_MAX, 0);
}
}
snd_fxvolume.Callback();
snd_reversestereo.Callback();
FX_SetCallBack(S_Callback);
FX_SetPrintf(OSD_Printf);
}
void S_SoundShutdown(void)
{
int status = FX_Shutdown();
if (status != FX_Ok)
{
Bsprintf(tempbuf, "S_SoundShutdown(): error: %s", FX_ErrorString(status));
G_GameExit(tempbuf);
}
}
void S_PauseSounds(bool paused)
{
if (SoundPaused == paused)
return;
SoundPaused = paused;
for (int i = 0; i <= g_highestSoundIdx; ++i)
{
for (auto & voice : g_sounds[i].voices)
if (voice.id > 0)
FX_PauseVoice(voice.id, paused);
}
}
void S_MenuSound(void)
{
static int SoundNum;
int const 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 = VM_OnEventWithReturn(EVENT_OPENMENUSOUND, g_player[screenpeek].ps->i, screenpeek, FURY ? -1 : menusnds[SoundNum++ % ARRAY_SIZE(menusnds)]);
if (s != -1)
S_PlaySound(s);
}
static void S_SetMusicIndex(unsigned int m)
{
ud.music_episode = m / MAXLEVELS;
ud.music_level = m % MAXLEVELS;
}
void S_PlayLevelMusicOrNothing(unsigned int m)
{
ud.returnvar[0] = m / MAXLEVELS;
ud.returnvar[1] = m % MAXLEVELS;
int retval = VM_OnEvent(EVENT_PLAYLEVELMUSICSLOT, g_player[myconnectindex].ps->i, myconnectindex);
if (retval >= 0)
{
// Thanks to scripting that stupid slot hijack cannot be refactored - but we'll store the real data elsewhere anyway!
auto &mr = m == USERMAPMUSICFAKESLOT ? userMapRecord : mapList[m];
Mus_Play(mr.labelName, mr.music, true);
S_SetMusicIndex(m);
}
}
int S_TryPlaySpecialMusic(unsigned int m)
{
auto &musicfn = mapList[m].music;
if (musicfn.IsNotEmpty())
{
if (!Mus_Play(nullptr, musicfn, true))
{
S_SetMusicIndex(m);
return 0;
}
}
return 1;
}
void S_PlaySpecialMusicOrNothing(unsigned int m)
{
if (S_TryPlaySpecialMusic(m))
{
S_SetMusicIndex(m);
}
}
void S_ContinueLevelMusic(void)
{
VM_OnEvent(EVENT_CONTINUELEVELMUSICSLOT, g_player[myconnectindex].ps->i, myconnectindex);
}
void S_Cleanup(void)
{
static uint32_t ldnum = 0;
while (ldnum < dnum)
{
uint32_t num = dq[ldnum++ & (DQSIZE - 1)];
// negative index is RTS playback
if ((int32_t)num < 0)
{
continue;
}
// num + (MAXSOUNDS*MAXSOUNDINSTANCES) is a sound played globally
// for which there was no open slot to keep track of the voice
if (num >= (MAXSOUNDS*MAXSOUNDINSTANCES))
{
continue;
}
int const voiceindex = num & (MAXSOUNDINSTANCES - 1);
num = (num - voiceindex) / MAXSOUNDINSTANCES;
auto &snd = g_sounds[num];
auto &voice = snd.voices[voiceindex];
int const spriteNum = voice.owner;
if (EDUKE32_PREDICT_FALSE(snd.num > MAXSOUNDINSTANCES))
OSD_Printf(OSD_ERROR "S_Cleanup(): num exceeds MAXSOUNDINSTANCES! g_sounds[%d].num %d wtf?\n", num, snd.num);
else if (snd.num > 0)
--snd.num;
// MUSICANDSFX uses t_data[0] to control restarting the sound
// CLEAR_SOUND_T0
if (spriteNum != -1 && S_IsAmbientSFX(spriteNum) && sector[SECT(spriteNum)].lotag < 3) // ST_2_UNDERWATER
actor[spriteNum].t_data[0] = 0;
S_SetProperties(&voice, -1, 0, UINT16_MAX, 0);
}
}
// returns number of bytes read
int32_t S_LoadSound(int num)
{
if ((unsigned)num > (unsigned)g_highestSoundIdx || EDUKE32_PREDICT_FALSE(g_sounds[num].filename == NULL))
return 0;
auto &snd = g_sounds[num];
auto fp = S_OpenAudio(snd.filename, 0, 0);
if (!fp.isOpen())
{
OSD_Printf(OSDTEXT_RED "Sound %s(#%d) not found!\n", snd.filename, num);
return 0;
}
int32_t l = fp.GetLength();
snd.siz = l;
cacheAllocateBlock((intptr_t *)&snd.ptr, l, nullptr);
l = fp.Read(snd.ptr, l);
return l;
}
void cacheAllSounds(void)
{
for (int i=0, j=0; i <= g_highestSoundIdx; ++i)
{
if (g_sounds[i].ptr == 0)
{
j++;
if ((j&7) == 0)
gameHandleEvents();
S_LoadSound(i);
}
}
}
static inline int S_GetPitch(int num)
{
auto const &snd = g_sounds[num];
int const range = klabs(snd.pe - snd.ps);
return (range == 0) ? snd.ps : min(snd.ps, snd.pe) + rand() % range;
}
static int S_TakeSlot(int soundNum)
{
S_Cleanup();
uint16_t dist = 0;
uint16_t clock = 0;
int bestslot = 0;
int slot = 0;
auto &snd = g_sounds[soundNum];
while (slot < MAXSOUNDINSTANCES && snd.voices[slot].id > 0)
{
auto &voice = snd.voices[slot];
if (voice.dist > dist || (voice.dist == dist && voice.clock > clock))
{
clock = voice.clock;
dist = voice.dist;
bestslot = slot;
}
slot++;
}
if (slot != MAXSOUNDINSTANCES)
return slot;
if (FX_SoundActive(snd.voices[bestslot].id))
FX_StopSound(snd.voices[bestslot].id);
mutex_lock(&m_callback);
unative_t const ldnum = dnum;
dq[ldnum & (DQSIZE-1)] = (soundNum * MAXSOUNDINSTANCES) + bestslot;
dnum++;
mutex_unlock(&m_callback);
S_Cleanup();
return bestslot;
}
static int S_GetSlot(int soundNum)
{
int slot = 0;
while (slot < MAXSOUNDINSTANCES && g_sounds[soundNum].voices[slot].id > 0)
slot++;
return slot == MAXSOUNDINSTANCES ? S_TakeSlot(soundNum) : slot;
}
static inline int S_GetAngle(int ang, const vec3_t *cam, const vec3_t *pos)
{
return (2048 + ang - getangle(cam->x - pos->x, cam->y - pos->y)) & 2047;
}
static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum, int angle,
const vec3_t *cam, const vec3_t *pos, int *distPtr, int *angPtr)
{
int sndang = 0, sndist = 0, explosion = 0;
if (PN(spriteNum) == APLAYER && P_Get(spriteNum) == screenpeek)
goto sound_further_processing;
sndang = S_GetAngle(angle, cam, pos);
sndist = FindDistance3D(cam->x-pos->x, cam->y-pos->y, (cam->z-pos->z));
if ((g_sounds[soundNum].m & (SF_GLOBAL|SF_DTAG)) != SF_GLOBAL && S_IsAmbientSFX(spriteNum) && (sector[SECT(spriteNum)].lotag&0xff) < 9) // ST_9_SLIDING_ST_DOOR
sndist = divscale14(sndist, SHT(spriteNum)+1);
sound_further_processing:
sndist += g_sounds[soundNum].vo;
if (sndist < 0)
sndist = 0;
if (!FURY && sectNum > -1 && sndist && PN(spriteNum) != MUSICANDSFX
&& !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, SX(spriteNum), SY(spriteNum), SZ(spriteNum) - (24 << 8), SECT(spriteNum)))
sndist += sndist>>5;
if ((g_sounds[soundNum].m & (SF_GLOBAL|SF_DTAG)) == (SF_GLOBAL|SF_DTAG))
{
boost:
int const sdist = g_sounds[soundNum].vo > 0 ? g_sounds[soundNum].vo : 6144;
explosion = true;
if (sndist > sdist)
sndist = sdist;
}
else if (!FURY)
{
switch (DYNAMICSOUNDMAP(soundNum))
{
case PIPEBOMB_EXPLODE__STATIC:
case LASERTRIP_EXPLODE__STATIC:
case RPG_EXPLODE__STATIC:
goto boost;
}
}
if ((g_sounds[soundNum].m & (SF_GLOBAL|SF_DTAG)) == SF_GLOBAL || sndist < ((255-LOUDESTVOLUME) << 6))
sndist = ((255-LOUDESTVOLUME) << 6);
*distPtr = sndist;
*angPtr = sndang;
return explosion;
}
int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos)
{
int32_t j = VM_OnEventWithReturn(EVENT_SOUND, spriteNum, screenpeek, num);
if ((j == -1 && num != -1) || !SoundEnabled()) // check that the user returned -1, but only if -1 wasn't playing already (in which case, warn)
return -1;
int const sndNum = j;
sound_t & snd = g_sounds[sndNum];
if (EDUKE32_PREDICT_FALSE((unsigned) sndNum > (unsigned) g_highestSoundIdx || snd.filename == NULL || snd.ptr == NULL))
{
OSD_Printf("WARNING: invalid sound #%d\n", num);
return -1;
}
auto const pPlayer = g_player[myconnectindex].ps;
if (((snd.m & SF_ADULT) && adult_lockout) || (unsigned)spriteNum >= MAXSPRITES || (pPlayer->gm & MODE_MENU) || !FX_VoiceAvailable(snd.pr)
|| (pPlayer->timebeforeexit > 0 && pPlayer->timebeforeexit <= GAMETICSPERSEC * 3))
return -1;
// Duke talk
if (snd.m & SF_TALK)
{
if ((g_netServer || ud.multimode > 1) && PN(spriteNum) == APLAYER && P_Get(spriteNum) != screenpeek) // other player sound
{
if ((snd_speech & 4) != 4)
return -1;
}
else if ((snd_speech & 1) != 1)
return -1;
// don't play if any Duke talk sounds are already playing
for (j = 0; j <= g_highestSoundIdx; ++j)
if ((g_sounds[j].m & SF_TALK) && g_sounds[j].num > 0)
return -1;
}
else if ((snd.m & (SF_DTAG|SF_GLOBAL)) == SF_DTAG) // Duke-Tag sound
{
int const voice = S_PlaySound(sndNum);
if (voice <= FX_Ok)
return -1;
j = 0;
while (j < MAXSOUNDINSTANCES && snd.voices[j].id != voice)
j++;
snd.voices[j].owner = spriteNum;
return voice;
}
int32_t sndist, sndang;
int const explosionp = S_CalcDistAndAng(spriteNum, sndNum, CAMERA(sect), fix16_to_int(CAMERA(q16ang)), &CAMERA(pos), pos, &sndist, &sndang);
int pitch = S_GetPitch(sndNum);
auto const pOther = g_player[screenpeek].ps;
if (pOther->sound_pitch)
pitch += pOther->sound_pitch;
if (explosionp)
{
if (pOther->cursectnum > -1 && sector[pOther->cursectnum].lotag == ST_2_UNDERWATER)
pitch -= 1024;
}
else
{
if (sndist > 32767 && PN(spriteNum) != MUSICANDSFX && (snd.m & (SF_LOOP|SF_MSFX)) == 0)
return -1;
if (pOther->cursectnum > -1 && sector[pOther->cursectnum].lotag == ST_2_UNDERWATER
&& (snd.m & SF_TALK) == 0)
pitch = -768;
}
if (snd.num > 0 && PN(spriteNum) != MUSICANDSFX)
S_StopEnvSound(sndNum, spriteNum);
int const sndSlot = S_GetSlot(sndNum);
if (sndSlot >= MAXSOUNDINSTANCES)
{
return -1;
}
int const repeatp = (snd.m & SF_LOOP);
if (repeatp && (snd.m & SF_ONEINST_INTERNAL) && snd.num > 0)
{
return -1;
}
int const voice = FX_Play3D(snd.ptr, snd.siz, repeatp ? FX_LOOP : FX_ONESHOT, pitch, sndang >> 4, sndist >> 6,
snd.pr, snd.volume, (sndNum * MAXSOUNDINSTANCES) + sndSlot);
if (voice <= FX_Ok)
{
return -1;
}
snd.num++;
S_SetProperties(&snd.voices[sndSlot], spriteNum, voice, sndist >> 6, 0);
return voice;
}
int S_PlaySound(int num)
{
int sndnum = VM_OnEventWithReturn(EVENT_SOUND, g_player[screenpeek].ps->i, screenpeek, num);
if ((sndnum == -1 && num != -1) || !SoundEnabled()) // check that the user returned -1, but only if -1 wasn't playing already (in which case, warn)
return -1;
num = sndnum;
sound_t & snd = g_sounds[num];
if (EDUKE32_PREDICT_FALSE((unsigned)num > (unsigned)g_highestSoundIdx || snd.filename == NULL || snd.ptr == NULL))
{
OSD_Printf("WARNING: invalid sound #%d\n",num);
return -1;
}
if ((!(snd_speech & 1) && (snd.m & SF_TALK)) || ((snd.m & SF_ADULT) && adult_lockout) || !FX_VoiceAvailable(snd.pr))
return -1;
int const pitch = S_GetPitch(num);
sndnum = S_GetSlot(num);
if (sndnum >= MAXSOUNDINSTANCES)
{
return -1;
}
int const voice = (snd.m & SF_LOOP) ? FX_Play(snd.ptr, snd.siz, 0, -1, pitch, LOUDESTVOLUME, LOUDESTVOLUME,
LOUDESTVOLUME, snd.siz, snd.volume, (num * MAXSOUNDINSTANCES) + sndnum)
: FX_Play3D(snd.ptr, snd.siz, FX_ONESHOT, pitch, 0, 255 - LOUDESTVOLUME, snd.pr, snd.volume,
(num * MAXSOUNDINSTANCES) + sndnum);
if (voice <= FX_Ok)
{
return -1;
}
snd.num++;
S_SetProperties(&snd.voices[sndnum], -1, voice, 255-LOUDESTVOLUME, 0);
return voice;
}
int A_PlaySound(int soundNum, int spriteNum)
{
if (EDUKE32_PREDICT_FALSE((unsigned)soundNum > (unsigned)g_highestSoundIdx))
return -1;
return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum) :
S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos);
}
void S_StopEnvSound(int sndNum, int sprNum)
{
if (EDUKE32_PREDICT_FALSE((unsigned)sndNum > (unsigned)g_highestSoundIdx) || g_sounds[sndNum].num <= 0)
return;
int j;
do
{
for (j=0; j<MAXSOUNDINSTANCES; ++j)
{
S_Cleanup();
auto &voice = g_sounds[sndNum].voices[j];
if ((sprNum == -1 && voice.id > FX_Ok) || (sprNum != -1 && voice.owner == sprNum))
{
if (voice.id > FX_Ok)
{
if (FX_SoundActive(voice.id))
FX_StopSound(voice.id);
break;
}
}
}
}
while (j < MAXSOUNDINSTANCES);
}
// Do not remove this or make it inline.
void S_StopAllSounds(void)
{
FX_StopAllSounds();
}
void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
{
if ((unsigned)soundNum > (unsigned)g_highestSoundIdx || g_sounds[soundNum].num <= 0)
return;
for (auto &voice : g_sounds[soundNum].voices)
{
if ((spriteNum == -1 && voice.id > FX_Ok) || (spriteNum != -1 && voice.owner == spriteNum))
{
if (EDUKE32_PREDICT_FALSE(spriteNum >= 0 && voice.id <= FX_Ok))
initprintf(OSD_ERROR "S_ChangeSoundPitch(): bad voice %d for sound ID %d!\n", voice.id, soundNum);
else if (voice.id > FX_Ok && FX_SoundActive(voice.id))
FX_SetPitch(voice.id, pitchoffset);
break;
}
}
}
void S_Update(void)
{
if ((g_player[myconnectindex].ps->gm & (MODE_GAME|MODE_DEMO)) == 0)
return;
g_numEnvSoundsPlaying = 0;
const vec3_t *c;
int32_t ca,cs;
if (ud.camerasprite == -1)
{
if (ud.overhead_on != 2)
{
c = &CAMERA(pos);
cs = CAMERA(sect);
ca = fix16_to_int(CAMERA(q16ang));
}
else
{
auto pPlayer = g_player[screenpeek].ps;
c = &pPlayer->pos;
cs = pPlayer->cursectnum;
ca = fix16_to_int(pPlayer->q16ang);
}
}
else
{
c = &sprite[ud.camerasprite].pos;
cs = sprite[ud.camerasprite].sectnum;
ca = sprite[ud.camerasprite].ang;
}
int sndnum = 0;
int const highest = g_highestSoundIdx;
do
{
if (g_sounds[sndnum].num == 0)
continue;
S_Cleanup();
for (auto &voice : g_sounds[sndnum].voices)
{
int const spriteNum = voice.owner;
if ((unsigned)spriteNum >= MAXSPRITES || voice.id <= FX_Ok || !FX_SoundActive(voice.id))
continue;
int sndist, sndang;
S_CalcDistAndAng(spriteNum, sndnum, cs, ca, c, (const vec3_t *)&sprite[spriteNum], &sndist, &sndang);
if (S_IsAmbientSFX(spriteNum))
g_numEnvSoundsPlaying++;
// AMBIENT_SOUND
FX_Pan3D(voice.id, sndang >> 4, sndist >> 6);
voice.dist = sndist >> 6;
voice.clock++;
}
} while (++sndnum <= highest);
}
// S_Callback() can be called from either the audio thread when a sound ends, or the main thread
// when playing back a new sound needs an existing sound to be stopped first
void S_Callback(intptr_t num)
{
if ((int32_t)num == MUSIC_ID)
return;
mutex_lock(&m_callback);
unative_t const ldnum = dnum;
dq[ldnum & (DQSIZE - 1)] = (uint32_t)num;
dnum++;
mutex_unlock(&m_callback);
}
int A_CheckSoundPlaying(int spriteNum, int soundNum)
{
if (EDUKE32_PREDICT_FALSE((unsigned)soundNum > (unsigned)g_highestSoundIdx)) return 0;
if (g_sounds[soundNum].num > 0 && spriteNum >= 0)
{
for (auto &voice : g_sounds[soundNum].voices)
if (voice.owner == spriteNum)
return 1;
}
return (spriteNum == -1) ? (g_sounds[soundNum].num != 0) : 0;
}
// Check if actor <i> is playing any sound.
int A_CheckAnySoundPlaying(int spriteNum)
{
int const msp = g_highestSoundIdx;
for (int j = 0; j <= msp; ++j)
{
for (auto &voice : g_sounds[j].voices)
if (voice.owner == spriteNum)
return 1;
}
return 0;
}
int S_CheckSoundPlaying(int soundNum)
{
if (EDUKE32_PREDICT_FALSE((unsigned)soundNum > (unsigned)g_highestSoundIdx)) return false;
return (g_sounds[soundNum].num != 0);
}
END_DUKE_NS