//------------------------------------------------------------------------- /* Copyright (C) 2020-2022 Christoph Oelckers This file is part of Raze Raze is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License 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. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "build.h" #include "blood.h" #include "raze_music.h" #include "raze_sound.h" #include "gamecontrol.h" BEGIN_BLD_NS int soundRates[13] = { 11025, 11025, 11025, 11025, 11025, 22050, 22050, 22050, 22050, 44100, 44100, 44100, 44100, }; void ByteSwapSFX(SFX* pSFX) { #if WORDS_BIGENDIAN pSFX->relVol = LittleLong(pSFX->relVol); pSFX->pitch = LittleLong(pSFX->pitch); pSFX->pitchRange = LittleLong(pSFX->pitchRange); pSFX->format = LittleLong(pSFX->format); pSFX->loopStart = LittleLong(pSFX->loopStart); #endif } //========================================================================== // // S_AddBloodSFX // //========================================================================== static void S_AddBloodSFX(int lumpnum) { FSoundID sfxnum; int resid = fileSystem.GetResourceId(lumpnum); sfxinfo_t* soundfx = nullptr; sfxnum = soundEngine->FindSoundByResIDNoHash(resid); if (sfxnum.isvalid()) { soundfx = soundEngine->GetWritableSfx(sfxnum); if (!soundfx->bTentative) return; // sound was already defined. } auto sfxlump = fileSystem.ReadFile(lumpnum); SFX* sfx = (SFX*)sfxlump.GetMem(); ByteSwapSFX(sfx); FStringf rawname("%s.raw", sfx->rawName); auto rawlump = fileSystem.FindFile(rawname.GetChars()); if (rawlump != -1) { if (!sfxnum.isvalid()) { sfxnum = soundEngine->AddSoundLump(FStringf("SfxSound@%04d", resid).GetChars(), rawlump, 0, resid, 6); // use a generic name here in case sound replacements are being used. soundfx = soundEngine->GetWritableSfx(sfxnum); } if (sfx->format < 5 || sfx->format > 12) { // [0..4] + invalid formats soundfx->RawRate = 11025; } else if (sfx->format < 9) { // [5..8] soundfx->RawRate = 22050; } else { // [9..12] soundfx->RawRate = 44100; } soundfx->NearLimit = 6; soundfx->lumpnum = rawlump; soundfx->bLoadRAW = true; soundfx->bExternal = true; soundfx->bTentative = false; soundfx->LoopStart = LittleLong(sfx->loopStart); //S_sfx[sfxnum].Volume = sfx->relVol / 255.f; This cannot be done because this volume setting is optional. // pitchrange is unused. if (sfx->pitch != 0x10000) soundfx->DefPitch = sfx->pitch / 65536.f; else soundfx->DefPitch = 0; if (sfx->relVol != 80) // 80 is the default { soundfx->UserVal = sfx->relVol; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::StartSoundEngine() { soundEngine = new BloodSoundEngine; } void sndInit(void) { soundEngine->AddSoundLump("", 0, 0, -1, 6); // add a dummy entry at index #0 for (int i = fileSystem.GetNumEntries() - 1; i >= 0; i--) { auto type = fileSystem.GetResourceType(i); if (!stricmp(type, "SFX")) { S_AddBloodSFX(i); } else if (!stricmp(type, "WAV") || !stricmp(type, "OGG") || !stricmp(type, "FLAC") || !stricmp(type, "VOC")) { if (fileSystem.GetFileNamespace(i) != FileSys::ns_music) soundEngine->AddSoundLump(fileSystem.GetFileFullName(i), i, 0, fileSystem.GetResourceId(i) | 0x40000000, 6); // mark the resource ID as special. } } soundEngine->HashSounds(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int sndGetRate(int format) { if (format < 13) return soundRates[format]; return 11025; } bool sndCheckPlaying(unsigned int nSound) { auto snd = soundEngine->FindSoundByResID(nSound); return snd.isvalid() ? soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, snd) : false; } void sndStopSample(unsigned int nSound) { auto snd = soundEngine->FindSoundByResID(nSound); if (snd.isvalid()) { soundEngine->StopSoundID(snd); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void sndStartSample(const char* pzSound, int nVolume, int nChannel) { if (!SoundEnabled()) return; if (!strlen(pzSound)) return; auto snd = soundEngine->FindSound(pzSound); if (snd.isvalid()) { soundEngine->StartSound(SOURCE_None, nullptr, nullptr, nChannel + 1, 0, snd, nVolume / 255.f, ATTN_NONE); } } void sndStartSample(unsigned int nSound, int nVolume, int nChannel, bool bLoop, EChanFlags chanflags) { if (!SoundEnabled()) return; if (nChannel >= 7) nChannel = -1; auto snd = soundEngine->FindSoundByResID(nSound); if (snd.isvalid()) { if (nVolume < 0) { auto udata = soundEngine->GetSfx(snd); if (udata) nVolume = min(Scale(udata->UserVal, 255, 80), 255); else nVolume = 255; } if (bLoop) chanflags |= CHANF_LOOP; soundEngine->StopActorSounds(SOURCE_None, nullptr, nChannel + 1, nChannel + 1); soundEngine->StartSound(SOURCE_None, nullptr, nullptr, (nChannel + 1), chanflags, snd, nVolume / 255.f, ATTN_NONE); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void sndStartWavID(unsigned int nSound, int nVolume, int nChannel) { return sndStartSample(nSound | 0x40000000, nVolume, nChannel); } void sndStartWavDisk(const char* pzFile, int nVolume, int nChannel) { FString name = pzFile; FixPathSeperator(name); return sndStartSample(name.GetChars(), nVolume, nChannel); } void sndKillAllSounds(void) { if (soundEngine) soundEngine->StopSound(CHAN_AUTO); } END_BLD_NS