//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT, sirlemonhead This file is part of PCExhumed. PCExhumed 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" #include "compat.h" #include "baselayer.h" #include "build.h" #include "engine.h" #include "exhumed.h" #include "sound.h" #include "init.h" #include "object.h" #include "player.h" #include "random.h" #include "snake.h" #include "trigdat.h" #include "sequence.h" #include "cd.h" #include "sound/s_soundinternal.h" BEGIN_PS_NS const char *SoundFiles[kMaxSoundFiles] = { "spl_big", "spl_smal", "bubble_l", "grn_drop", "p_click", "grn_roll", "cosprite", "m_chant0", "anu_icu", "item_reg", "item_spe", // 10 "item_key", "torch_on", // 12 "jon_bnst", "jon_gasp", "jon_land", "jon_gags", "jon_fall", "jon_drwn", "jon_air1", "jon_glp1", // 20 "jon_bbwl", "jon_pois", "amb_ston", "cat_icu", "bubble_h", "set_land", "jon_hlnd", "jon_laf2", "spi_jump", "jon_scub", // 30 "item_use", "tr_arrow", "swi_foot", "swi_ston", "swi_wtr1", "tr_fire", "m_skull5", "spi_atak", "anu_hit", "fishdies", // 40 "scrp_icu", "jon_wade", "amb_watr", "tele_1", "wasp_stg", "res", "drum4", "rex_icu", "m_hits_u", "q_tail", // 50 "vatr_mov", "jon_hit3", "jon_t_2", // 53 "jon_t_1", "jon_t_5", "jon_t_6", "jon_t_8", "jon_t_4", "rasprit1", "jon_fdie", // 60 "wijaf1", "ship_1", "saw_on", "ra_on", "amb_ston", // 65 "vatr_stp", // 66 "mana1", "mana2", "ammo", "pot_pc1", // 70? "pot_pc2", "weapon", "alarm", "tick1", "scrp_zap", // 75 "jon_t_3", "jon_laf1", "blasted", "jon_air2" // 79 }; short nAmbientChannel = -1; short nStopSound; short nStoneSound; short nSwitchSound; short nLocalEyeSect; short nElevSound; short nCreepyTimer; bool looped[kMaxSoundFiles]; struct ActiveSound { short snd_sprite; short snd_id; short snd_volume; short snd_angle; short snd_ambientflag; short snd_priority; int snd_handle; FSoundChan* snd_channel; int snd_pitch; int snd_time; int snd_x; int snd_y; int snd_z; short snd_sector; }; ActiveSound sActiveSound[kMaxSounds]; short StaticSound[kMaxSoundFiles]; int fakesources[] = { 0, 1, 2, 3 }; int nLocalChan = 0; enum { nSwirlyChan1 = 1, nSwirlyChan2, nSwirlyChan3, nSwirlyChan4, }; void SetLocalChan(int c) { nLocalChan = c; } //========================================================================== // // // //========================================================================== class EXSoundEngine : 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 ReadSound(int lumpnum) override; void ChannelEnded(FISoundChannel* chan) override { for (auto& inf : sActiveSound) { if (inf.snd_channel == chan) inf.snd_channel = nullptr; } } public: EXSoundEngine() { int eax = 260; TArray disttable(256, 1); for (int i = 0; i < 256; i++) { if (eax > 65280) { disttable[i] = 0; } else { disttable[i] = eax >> 8; eax = (eax * eax) >> 8; } } S_Rolloff.RolloffType = ROLLOFF_Custom; S_Rolloff.MinDistance = 0; S_Rolloff.MaxDistance = 4096; // It's really this big Init(disttable, 255); } }; //========================================================================== // // // //========================================================================== TArray EXSoundEngine::ReadSound(int lumpnum) { auto wlump = fileSystem.OpenFileReader(lumpnum); return wlump.Read(); } //========================================================================== // // // //========================================================================== void InitFX(void) { if (soundEngine) return; // just in case. soundEngine = new EXSoundEngine; auto& S_sfx = soundEngine->GetSounds(); S_sfx.Resize(kMaxSoundFiles+1); for (auto& sfx : S_sfx) { sfx.Clear(); sfx.lumpnum = sfx_empty; } for (size_t i = 0; i < kMaxSoundFiles; i++) { FStringf filename("%s.voc", SoundFiles[i]); auto lump = fileSystem.FindFile(filename); if (lump > 0) { auto check = fileSystem.GetFileData(lump); if (check.Size() > 26 && check[26] == 6 && !memcmp("Creative Voice File", check.Data(), 19)) { // This game uses the actual loop point information in the sound data as its only means to check if a sound is looped. looped[i] = true; } auto& newsfx = S_sfx[i]; newsfx.name = SoundFiles[i]; newsfx.lumpnum = lump; newsfx.NearLimit = 6; newsfx.bTentative = false; } else if (!ISDEMOVER) // demo tries to load sound files it doesn't have Printf("Unable to open sound '%s'!\n", filename.GetChars()); StaticSound[i] = i; } soundEngine->HashSounds(); for (auto& sfx : S_sfx) { soundEngine->CacheSound(&sfx); } memset(sActiveSound, 255, sizeof(sActiveSound)); for (int i = 0; i < kMaxSounds; i++) { sActiveSound[i].snd_channel = nullptr; sActiveSound[i].snd_handle = -1; } nCreepyTimer = kCreepyCount; } //========================================================================== // // // //========================================================================== void GetSpriteSoundPitch(short nSector, int* pVolume, int* pPitch, int nLocalSectFlags) { if (nSector < 0) return; if ((SectFlag[nSector] ^ nLocalSectFlags) & kSectUnderwater) { *pVolume >>= 1; *pPitch -= 1200; } } //========================================================================== // // // //========================================================================== void BendAmbientSound(void) { if (nAmbientChannel < 0) return; ActiveSound* pASound = &sActiveSound[nAmbientChannel]; if (pASound->snd_channel) { soundEngine->SetPitch(pASound->snd_channel, (nDronePitch + 11800) / 11025.f); } } //========================================================================== // // // //========================================================================== void PlayLocalSound(short nSound, short nRate) { if (nSound < 0 || nSound >= kMaxSounds || !soundEngine->isValidSoundId(nSound + 1)) { initprintf("PlayLocalSound: Invalid sound nSound == %i, nRate == %i\n", nSound, nRate); return; } if (nLocalChan == nAmbientChannel) nAmbientChannel = -1; int bLoop = looped[nSound]; ActiveSound* pASound = &sActiveSound[nLocalChan]; if (pASound->snd_channel != nullptr) soundEngine->StopChannel(pASound->snd_channel); // There is exactly one occurence in the entire game which alters the pitch. pASound->snd_channel = soundEngine->StartSound(SOURCE_Unattached, nullptr, nullptr, CHAN_BODY, CHANF_OVERLAP, nSound + 1, 1.f, ATTN_NONE, nullptr); if (nRate && pASound->snd_channel) { float ratefac = (11025 + nRate) / 11025.f; soundEngine->SetPitch(pASound->snd_channel, ratefac); } pASound->snd_id = nSound; } //========================================================================== // // // //========================================================================== int LocalSoundPlaying(void) { return sActiveSound[nLocalChan].snd_channel != nullptr; } int GetLocalSound(void) { if (LocalSoundPlaying() == -1) return -1; return sActiveSound[nLocalChan].snd_id & 0x1ff; } //========================================================================== // // // //========================================================================== void StopLocalSound(void) { if (nLocalChan == nAmbientChannel) nAmbientChannel = -1; if (LocalSoundPlaying()) { soundEngine->StopChannel(sActiveSound[nLocalChan].snd_channel); sActiveSound[nLocalChan].snd_channel = nullptr; } } //========================================================================== // // // //========================================================================== int nNextFreq; int nSwirlyFrames; void StartSwirly(int nActiveSound) { ActiveSound* pASound = &sActiveSound[nActiveSound]; pASound->snd_angle = rand() & 0x7ff; short nPitch = nNextFreq - RandomSize(9); pASound->snd_pitch = nPitch; nNextFreq = 25000 - RandomSize(10) * 6; if (nNextFreq > 32000) nNextFreq = 32000; int nVolume = nSwirlyFrames + 1; if (nVolume >= 220) nVolume = 220; pASound->snd_volume = nVolume; if (pASound->snd_channel) soundEngine->StopChannel(pASound->snd_channel); pASound->snd_channel = soundEngine->StartSound(SOURCE_Swirly, &fakesources[nActiveSound-1], nullptr, CHAN_BODY, 0, kSound67, nVolume / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f); } //========================================================================== // // // //========================================================================== void StartSwirlies() { StopAllSounds(); nNextFreq = 19000; nSwirlyFrames = 0; for (int i = nSwirlyChan1; i <= nSwirlyChan4; i++) StartSwirly(i); } //========================================================================== // // // //========================================================================== void UpdateSwirlies() { nSwirlyFrames++; for (int i = nSwirlyChan1; i <= nSwirlyChan4; i++) { ActiveSound* pASound = &sActiveSound[i]; if (pASound->snd_channel == nullptr) StartSwirly(i); } } //========================================================================== // // // //========================================================================== void SoundBigEntrance(void) { StopAllSounds(); ActiveSound* pASound = sActiveSound+1; for (int i = 0; i < 4; i++, pASound++) { short nPitch = i * 512 - 1200; pASound->snd_pitch = nPitch; if (pASound->snd_channel) soundEngine->StopChannel(pASound->snd_channel); pASound->snd_channel = soundEngine->StartSound(SOURCE_EXBoss, &fakesources[i], nullptr, CHAN_BODY, 0, kSoundTorchOn, 200 / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f); } } //========================================================================== // // // //========================================================================== void EXSoundEngine::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) { vec3_t campos; if (nSnakeCam > -1) { Snake* pSnake = &SnakeList[nSnakeCam]; spritetype* pSnakeSprite = &sprite[pSnake->nSprites[0]]; campos.x = pSnakeSprite->x; campos.y = pSnakeSprite->y; campos.z = pSnakeSprite->z; } else { campos = { initx, inity, initz }; } auto fcampos = GetSoundPos(&campos); if (type == SOURCE_Unattached) { pos->X = pt[0]; pos->Y = pt[1]; pos->Z = pt[2]; } // Do some angular magic. The original was just 2D panning which in a 3D sound field is not sufficient. else if (type == SOURCE_Swirly) { int which = *(int*)source; float phase = ((int)totalclock << (4 + which)) * (M_PI / 1024); pos->X = fcampos.X + 256 * cos(phase); pos->Y = fcampos.Y + 256 * sin(phase); } else if (type == SOURCE_EXBoss) { int which = *(int*)source; *pos = fcampos; // Should be positioned in 90° intervals. switch (which) { default: case 0: pos->X -= 256; break; case 1: pos->Y -= 256; break; case 2: pos->X += 256; break; case 3: pos->Y += 256; break; } } else if (type == SOURCE_Actor) { auto actor = (spritetype*)source; assert(actor != nullptr); if (actor != nullptr) { *pos = GetSoundPos(&actor->pos); } } if ((chanflags & CHANF_LISTENERZ) && type != SOURCE_None) { pos->Y = fcampos.Z; } } } //========================================================================== // // // //========================================================================== int GetDistFromDXDY(int dx, int dy) { int nSqr = dx*dx+dy*dy; return (nSqr>>3)-(nSqr>>5); } void UpdateSounds() { if (nFreeze) return; int nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]]; vec3_t pos; short ang; if (nSnakeCam > -1) { Snake *pSnake = &SnakeList[nSnakeCam]; spritetype *pSnakeSprite = &sprite[pSnake->nSprites[0]]; pos = pSnakeSprite->pos; ang = pSnakeSprite->ang; } else { pos = { initx, inity, initz }; ang = inita; } auto fv = GetSoundPos(&pos); SoundListener listener; listener.angle = -(float)ang * pi::pi() / 1024; // Build uses a period of 2048. listener.velocity.Zero(); listener.position = GetSoundPos(&pos); 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; soundEngine->SetListener(listener); soundEngine->UpdateSounds((int)totalclock); ActiveSound* pASound = sActiveSound; pASound++; for (int i = 1; i < kMaxActiveSounds; i++, pASound++) { if (pASound->snd_channel != nullptr) { if (pASound->snd_channel->ChanFlags & CHANF_FORGETTABLE) { // If the channel has become invalid, remove the reference. // ChannelEnded may be called late so waiting for it is problematic. pASound->snd_channel = nullptr; } else { short nSoundSprite = pASound->snd_sprite; int nPitch = pASound->snd_pitch; short nSoundSect; if (nSoundSprite >= 0) { if (nSoundSprite == nLocalSpr) nSoundSect = nPlayerViewSect[nLocalPlayer]; else nSoundSect = sprite[nSoundSprite].sectnum; } else nSoundSect = pASound->snd_sector; int nVolume = pASound->snd_volume; GetSpriteSoundPitch(nSoundSect, &nVolume, &nPitch, nLocalSectFlags); soundEngine->SetPitch(pASound->snd_channel, (11025 + nPitch) / 11025.f); soundEngine->SetVolume(pASound->snd_channel, nVolume / 255.f); } } } } //========================================================================== // // // //========================================================================== int soundx, soundy, soundz; short soundsect; short PlayFX2(unsigned short nSound, short nSprite) { if ((nSound&0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId(nSound+1)) { initprintf("PlayFX2: Invalid sound nSound == %i, nSprite == %i\n", nSound, nSprite); return -1; } int nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]]; short v1c; short vcx; if (nSprite < 0) { vcx = 0; v1c = 0; } else { v1c = nSprite&0x2000; vcx = nSprite&0x4000; nSprite &= 0xfff; soundx = sprite[nSprite].x; soundy = sprite[nSprite].y; soundz = sprite[nSprite].z; } int dx, dy; dx = initx-soundx; dy = inity-soundy; dx >>= 8; dy >>= 8; short nSoundAng; if ((dx|dy) == 0) nSoundAng = 0; else nSoundAng = AngleDelta(GetMyAngle(dx, dy), inita, 1024); int nDist = GetDistFromDXDY(dx, dy); if (nDist >= 255) { if ((int16_t)nSound > -1) StopSpriteSound(nSound); return -1; } int nVolume; if (!v1c) { nVolume = snd_fxvolume+10-(Sin(nDist<<1)>>6)-10; if (nVolume <= 0) { if ((int16_t)nSound > -1) StopSpriteSound(nSound); return -1; } if (nVolume > 255) nVolume = 255; } else nVolume = snd_fxvolume; short vc = nSound & (~0x1ff); short v4 = nSound & 0x2000; short v8 = nSound & 0x1000; short v14 = nSound & 0x4000; short v10 = (nSound&0xe00)>>9; int v2c = 0x7fffffff; ActiveSound* v38 = NULL; ActiveSound* v28 = NULL; ActiveSound* vdi = NULL; nSound &= 0x1ff; short priority; if (v8 || v14) priority = 1000; else if (nSprite != -1 && vcx) priority = 2000; else priority = 0; ActiveSound* pASound = sActiveSound; pASound++; for (int i = 1; i < kMaxActiveSounds; i++, pASound++) { if (pASound->snd_channel == nullptr) { vdi = pASound; } else if (priority >= pASound->snd_priority) { if (v2c > pASound->snd_time && pASound->snd_priority <= priority) { v28 = pASound; v2c = pASound->snd_time; } if (!v8) { if (nSound == pASound->snd_id) { if (v4 == 0 && nSprite == pASound->snd_sprite) return -1; if (priority >= pASound->snd_priority) v38 = pASound; } else if (nSprite == pASound->snd_sprite) { if (v4 || nSound != pASound->snd_id) { vdi = pASound; break; } } } } } if (!vdi) { if (v38) vdi = v38; else if (v28) vdi = v28; } if (vdi->snd_channel != nullptr) { soundEngine->StopChannel(vdi->snd_channel); vdi->snd_channel = nullptr; if (short(vdi - sActiveSound) == nAmbientChannel) // f_2c was never set to anything other than 0. nAmbientChannel = -1; } int nPitch; if (v10) nPitch = -(totalmoves&((1<snd_pitch = nPitch; if (nSprite < 0) { vdi->snd_x = soundx; vdi->snd_y = soundy; vdi->snd_sector = soundsect; } GetSpriteSoundPitch(soundsect, &nVolume, &nPitch, nLocalSectFlags); vdi->snd_volume = nVolume; vdi->snd_angle = nSoundAng; vdi->snd_sprite = nSprite; vdi->snd_id = nSound; vdi->snd_time = (int)totalclock; vdi->snd_priority = priority; vdi->snd_ambientflag = vc; int bLoop = looped[nSound]; if (nSprite) { vdi->snd_channel = soundEngine->StartSound(SOURCE_Actor, &sprite[nSprite], nullptr, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f); } else { vec3_t v = { soundx, soundy, soundz }; FVector3 vv = GetSoundPos(&v); vdi->snd_channel = soundEngine->StartSound(SOURCE_Unattached, nullptr, &vv, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f); } if (v14) nAmbientChannel = v14; // Nuke: added nSprite >= 0 check if (nSprite != nLocalSpr && nSprite >= 0 && (sprite[nSprite].cstat&257)) nCreepyTimer = kCreepyCount; return v14; } return -1; } //========================================================================== // // // //========================================================================== short PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector) { soundx = x; soundy = y; soundz = z; soundsect = nSector&0x3fff; short nSnd = PlayFX2(ax, -1); if (nSnd > -1 && (nSector&0x4000)) sActiveSound[nSnd].snd_priority = 2000; return nSnd; } //========================================================================== // // // //========================================================================== void CheckAmbience(short nSector) { if (SectSound[nSector] != -1) { short nSector2 = SectSoundSect[nSector]; walltype* pWall = &wall[sector[nSector2].wallptr]; if (nAmbientChannel < 0) { PlayFXAtXYZ(SectSound[nSector] | 0x4000, pWall->x, pWall->y, sector[nSector2].floorz, nSector); return; } ActiveSound* pASound = &sActiveSound[nAmbientChannel]; if (nSector == nSector2) { spritetype* pSprite = &sprite[PlayerList[0].nSprite]; pASound->snd_x = pSprite->x; pASound->snd_y = pSprite->y; pASound->snd_z = pSprite->z; } else { pASound->snd_x = pWall->x; pASound->snd_y = pWall->y; pASound->snd_z = sector[nSector2].floorz; } } else if (nAmbientChannel != -1) { if (sActiveSound[nAmbientChannel].snd_channel) soundEngine->StopChannel(sActiveSound[nAmbientChannel].snd_channel); sActiveSound[nAmbientChannel].snd_channel = nullptr; nAmbientChannel = -1; } } //========================================================================== // // // //========================================================================== void UpdateCreepySounds() { if (levelnum == 20 || nFreeze) return; spritetype* pSprite = &sprite[PlayerList[nLocalPlayer].nSprite]; nCreepyTimer--; if (nCreepyTimer <= 0) { if (nCreaturesLeft > 0 && !(SectFlag[nPlayerViewSect[nLocalPlayer]] & 0x2000)) { int vsi = seq_GetFrameSound(SeqOffsets[kSeqCreepy], totalmoves % SeqSize[SeqOffsets[kSeqCreepy]]); if (vsi >= 0 && (vsi & 0x1ff) < kMaxSounds) { int vdx = (totalmoves + 32) & 31; if (totalmoves & 1) vdx = -vdx; int vax = (totalmoves + 32) & 63; if (totalmoves & 2) vax = -vax; PlayFXAtXYZ(vsi, pSprite->x + vdx, pSprite->y + vax, pSprite->z, pSprite->sectnum); } } nCreepyTimer = kCreepyCount; } } //========================================================================== // // // //========================================================================== short D3PlayFX(unsigned short nSound, short nVal) { return PlayFX2(nSound, nVal); } void StopSpriteSound(short nSprite) { for (int i = 0; i < kMaxActiveSounds; i++) { if (sActiveSound[i].snd_channel != nullptr && nSprite == sActiveSound[i].snd_sprite) { soundEngine->StopChannel(sActiveSound[i].snd_channel); sActiveSound[i].snd_channel = nullptr; return; } } } void StopAllSounds(void) { soundEngine->StopAllChannels(); for (int i = 0; i < kMaxActiveSounds; i++) { sActiveSound[i].snd_channel = nullptr; } nAmbientChannel = -1; } //========================================================================== // // // //========================================================================== void PlayTitleSound(void) { PlayLocalSound(StaticSound[kSound10], 0); } void PlayLogoSound(void) { PlayLocalSound(StaticSound[kSound28], 7000); } void PlayGameOverSound(void) { PlayLocalSound(StaticSound[kSound28], 0); } int LoadSound(const char* name) { return soundEngine->FindSound(name) - 1; } END_PS_NS