#pragma once #include "i_sound.h" enum { sfx_empty = -1 }; // 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 }; // An index into the S_sfx[] array. class FSoundID { public: FSoundID() = default; private: constexpr FSoundID(int id) : ID(id) { } public: static constexpr FSoundID fromInt(int i) { return FSoundID(i); } FSoundID(const FSoundID &other) = default; FSoundID &operator=(const FSoundID &other) = default; bool operator !=(FSoundID other) const { return ID != other.ID; } bool operator ==(FSoundID other) const { return ID == other.ID; } bool operator ==(int other) const = delete; bool operator !=(int other) const = delete; constexpr int index() const { return ID; } constexpr bool isvalid() const { return ID > 0; } private: int ID; }; constexpr FSoundID NO_SOUND = FSoundID::fromInt(0); constexpr FSoundID INVALID_SOUND = FSoundID::fromInt(-1); struct FRandomSoundList { TArray Choices; FSoundID Owner = NO_SOUND; }; // // 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{}; FString name; // [RH] Sound name defined in SNDINFO int lumpnum = sfx_empty; // lump number of sfx unsigned int next = -1, index = 0; // [RH] For hashing float Volume = 1.f; int ResourceId = -1; // Resource ID as implemented by Blood. Not used by Doom but added for completeness. float LimitRange = 256 * 256; // Range for sound limiting (squared for faster computations) float DefPitch = 0.f; // A defined pitch instead of a random one the sound plays at, similar to A_StartSound. float DefPitchMax = 0.f; // Randomized range with stronger control over pitch itself. int16_t NearLimit = 4; // 0 means unlimited. uint8_t PitchMask = 0; bool bRandomHeader = false; bool bLoadRAW = false; bool b16bit = false; bool bUsed = false; bool bSingular = false; bool bTentative = true; TArray UserData; int RawRate = 0; // Sample rate to use when bLoadRAW is true int LoopStart = -1; // -1 means no specific loop defined FSoundID link = NO_LINK; constexpr static FSoundID NO_LINK = FSoundID::fromInt(-1); FRolloffInfo Rolloff{}; float Attenuation = 1.f; // Multiplies the attenuation passed to S_Sound. }; 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; int EntChannel; // Actor's sound channel. int UserData; // Not used by the engine, the caller can use this to store some additional info. int16_t Pitch; // Pitch variation. int16_t NearLimit; int8_t Priority; uint8_t SourceType; float LimitRange; 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 enum EChannel { CHAN_AUTO = 0, CHAN_WEAPON = 1, CHAN_VOICE = 2, CHAN_ITEM = 3, CHAN_BODY = 4, CHAN_5 = 5, CHAN_6 = 6, CHAN_7 = 7, }; // 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 // The core source types, implementations may extend this list as they see fit. { SOURCE_Any = -1, // Input for check functions meaning 'any source' SOURCE_Unattached, // Sound is not attached to any particular emitter. SOURCE_None, // Sound is always on top of the listener. }; 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 S_sfx; FRolloffInfo S_Rolloff{}; TArray S_SoundCurve; TMap ResIdMap; TArray S_rnd; bool blockNewSounds = false; private: 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, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *chan) = 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(FSoundID sound_id); virtual TArray ReadSound(int lumpnum) = 0; protected: virtual bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel, float attenuation); virtual FSoundID ResolveSound(const void *ent, int srctype, FSoundID soundid, float &attenuation); public: virtual ~SoundEngine() { Shutdown(); } void EvictAllChannels(); void BlockNewSounds(bool on) { blockNewSounds = on; } virtual void StopChannel(FSoundChan* chan); sfxinfo_t* LoadSound(sfxinfo_t* sfx); sfxinfo_t* GetWritableSfx(FSoundID snd) { if ((unsigned)snd.index() >= S_sfx.Size()) return nullptr; return &S_sfx[snd.index()]; } const sfxinfo_t* GetSfx(FSoundID snd) { return GetWritableSfx(snd); } unsigned GetNumSounds() const { return S_sfx.Size(); } sfxinfo_t* AllocateSound() { return &S_sfx[S_sfx.Reserve(1)]; } // Initializes sound stuff, including volume // Sets channels, SFX and music volume, // allocates channel buffer, sets S_sfx lookup. // void Init(TArray &sndcurve); void InitData(); void Clear(); void Shutdown(); void StopAllChannels(void); void SetPitch(FSoundChan* chan, float dpitch); void SetVolume(FSoundChan* chan, float vol); FSoundChan* GetChannel(void* syschan); void RestoreEvictedChannels(); void CalcPosVel(FSoundChan* chan, FVector3* pos, FVector3* vel); // Loads a sound, including any random sounds it might reference. virtual void CacheSound(sfxinfo_t* sfx); void CacheSound(FSoundID sfx) { CacheSound(&S_sfx[sfx.index()]); } void UnloadSound(sfxinfo_t* sfx); void UnloadSound(int sfx) { UnloadSound(&S_sfx[sfx]); } void UpdateSounds(int time); FSoundChan* StartSound(int sourcetype, const void* source, const FVector3* pt, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, FRolloffInfo* rolloff = nullptr, float spitch = 0.0f, float startTime = 0.0f); // Stops an origin-less sound from playing from this channel. void StopSoundID(FSoundID sound_id); void StopSound(int channel, FSoundID sound_id = INVALID_SOUND); void StopSound(int sourcetype, const void* actor, int channel, FSoundID sound_id = INVALID_SOUND); void StopActorSounds(int sourcetype, const void* actor, int chanmin, int chanmax); 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, FSoundID sound_id = INVALID_SOUND); bool IsSourcePlayingSomething(int sourcetype, const void* actor, int channel, FSoundID sound_id = INVALID_SOUND); // Stop and resume music, during game PAUSE. int GetSoundPlayingInfo(int sourcetype, const void* source, FSoundID sound_id, int chan = -1); void UnloadAllSounds(); void Reset(); void MarkUsed(FSoundID num); void CacheMarkedSounds(); TArray AllActiveChannels(); virtual void SetSoundPaused(int state) {} void MarkAllUnused() { for (auto & s: S_sfx) s.bUsed = false; } bool isListener(const void* object) const { return object && listener.ListenerObject == object; } void SetListener(SoundListener& l) { listener = l; } const SoundListener& GetListener() const { return listener; } void SetRestartTime(int time) { RestartEvictionsAt = time; } void SetPaused(bool on) { SoundPaused = on; } FSoundChan* GetChannels() { return Channels; } const char *GetSoundName(FSoundID id) { return !id.isvalid() ? "" : S_sfx[id.index()].name.GetChars(); } FRolloffInfo& GlobalRolloff() // 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.index()]; } void ClearRandoms() { S_rnd.Clear(); } int *GetUserData(FSoundID snd) { return S_sfx[snd.index()].UserData.Data(); } bool isValidSoundId(FSoundID sid) { int id = sid.index(); return id > 0 && id < (int)S_sfx.Size() && !S_sfx[id].bTentative && (S_sfx[id].lumpnum != sfx_empty || S_sfx[id].bRandomHeader || S_sfx[id].link != sfxinfo_t::NO_LINK); } template bool EnumerateChannels(func callback) { FSoundChan* chan = Channels; while (chan) { auto next = chan->NextChan; int res = callback(chan); if (res) return res > 0; chan = next; } return false; } void SetDefaultRolloff(FRolloffInfo* ro) { S_Rolloff = *ro; } 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. virtual void SoundDone(FISoundChannel* ichan); // gets called when the sound has been completely taken down. // Lookup utilities. FSoundID FindSound(const char* logicalname); FSoundID FindSoundByResID(int rid); FSoundID FindSoundNoHash(const char* logicalname); FSoundID FindSoundByLump(int lump); virtual FSoundID AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1, int nearlimit = 2); FSoundID FindSoundTentative(const char* name); void CacheRandomSound(sfxinfo_t* sfx); unsigned int GetMSLength(FSoundID sound); FSoundID PickReplacement(FSoundID refid); void HashSounds(); void AddRandomSound(FSoundID Owner, TArray list); TArray& GetSounds() //We still need this for a short time... { return S_sfx; } }; extern SoundEngine* soundEngine; struct FReverbField { int Min, Max; float REVERB_PROPERTIES::* Float; int REVERB_PROPERTIES::* Int; unsigned int Flag; }; inline FSoundID S_FindSoundByResID(int ndx) { return soundEngine->FindSoundByResID(ndx); } inline FSoundID S_FindSound(const char* name) { return soundEngine->FindSound(name); } int SoundEnabled();