//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood 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 #include "build.h" #include "compat.h" #include "blood.h" #include "raze_sound.h" BEGIN_BLD_NS class BloodSoundEngine : 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 *channel) override; TArray ReadSound(int lumpnum) override; public: BloodSoundEngine() { S_Rolloff.RolloffType = ROLLOFF_Doom; S_Rolloff.MinDistance = 170; // these are the numbers I got when uncrunching the original sound code. S_Rolloff.MaxDistance = 850; } void StopChannel(FSoundChan* chan) override { if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor) { chan->Source = NULL; chan->SourceType = SOURCE_Unattached; } SoundEngine::StopChannel(chan); } }; void sfxInit(void) { soundEngine = new BloodSoundEngine; } void sfxTerm() { } //========================================================================== // // // //========================================================================== TArray BloodSoundEngine::ReadSound(int lumpnum) { auto wlump = fileSystem.OpenFileReader(lumpnum); return wlump.Read(); } void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *) { if (pos != nullptr && type != SOURCE_None) { FVector3 camera; if (gMe && gMe->pSprite) camera = GetSoundPos(&gMe->pSprite->pos); else camera = { 0, 0, 0 }; // don't crash if there is no player. if (vel) vel->Zero(); if (type == SOURCE_Unattached) { pos->X = pt[0]; pos->Y = pt[1]; pos->Z = pt[2]; } else if (type == SOURCE_Actor) { auto actor = (spritetype*)source; assert(actor != nullptr); size_t index = actor - sprite; // Engine expects velocity in units per second, not units per tic. if (vel) *vel = { xvel[index] * (30 / 65536.f), zvel[index] * (-30 / 65536.f), yvel[index] * (-30 / 65536.f) }; *pos = GetSoundPos(&actor->pos); } else if (type == SOURCE_Ambient) { *pos = camera; // just to be safe. Ambient sounds are in the world but unpositioned } if ((chanflags & CHANF_LISTENERZ)) { pos->Y = camera.Y; } } } void GameInterface::UpdateSounds() { SoundListener listener; if (gMe->pSprite) { listener.angle = -gMe->pSprite->ang * BAngRadian; // Build uses a period of 2048. listener.velocity.Zero(); listener.position = GetSoundPos(&gMe->pSprite->pos); listener.valid = true; } else { listener.position.Zero(); listener.valid = false; } 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.ListenerObject = gMe->pSprite; soundEngine->SetListener(listener); soundEngine->UpdateSounds(I_GetTime()); } FSoundID getSfx(FSoundID soundId, float &attenuation, int &pitch, int &relvol) { auto udata = soundEngine->GetUserData(soundId); if (pitch < 0) pitch = udata ? udata[0] : 0x10000; if (relvol < 0) relvol = udata && udata[2] ? udata[2] : 80; if (relvol > 255) relvol = 255; // Limit the attenuation. More than 2.0 is simply too much. attenuation = relvol > 0 ? clamp(80.f / relvol, 0.f, 2.f) : 1.f; return soundId; } void sfxPlay3DSound(int x, int y, int z, int soundId, int nSector) { if (!SoundEnabled() || soundId < 0) return; auto sid = soundEngine->FindSoundByResID(soundId); if (sid == 0) return; vec3_t xyz = { x, y, z }; auto svec = GetSoundPos(&xyz); float attenuation; int pitch = -1; int relvol = -1; sid = getSfx(sid, attenuation, pitch, relvol); auto sfx = soundEngine->GetSfx(sid); EChanFlags flags = CHANF_OVERLAP; if (sfx && sfx->LoopStart >= 0) flags |= CHANF_LOOP; soundEngine->StartSound(SOURCE_Unattached, nullptr, &svec, -1, flags, sid, (0.8f / 80.f) * relvol, attenuation, nullptr, pitch / 65536.f); } enum EPlayFlags { FX_GlobalChannel = 1, FX_SoundMatch = 2, FX_ChannelMatch = 4, }; void sfxPlay3DSoundCP(spritetype* pSprite, int soundId, int a3, int a4, int pitch, int volume) { if (!SoundEnabled() || soundId < 0 || !pSprite) return; auto sid = soundEngine->FindSoundByResID(soundId); if (sid == 0) return; auto svec = GetSoundPos(&pSprite->pos); float attenuation; sid = getSfx(sid, attenuation, pitch, volume); if (volume == -1) volume = 80; if (a3 >= 0) { a3++; // This is to make 0 a valid channel value. if (soundEngine->EnumerateChannels([=](FSoundChan* chan) -> int { if (chan->SourceType != SOURCE_Actor) return false; // other source types are not our business. if (chan->EntChannel == a3 && (chan->Source == pSprite || (a4 & FX_GlobalChannel) != 0)) { if ((a4 & FX_ChannelMatch) != 0 && chan->EntChannel == a3) return true; if ((a4 & FX_SoundMatch) != 0 && chan->OrgID == sid) return true; soundEngine->StopChannel(chan); return -1; } return false; })) return; } auto sfx = soundEngine->GetSfx(sid); EChanFlags flags = a3 == -1 ? CHANF_OVERLAP : CHANF_NONE; if (sfx && sfx->LoopStart >= 0) flags |= CHANF_LOOP; soundEngine->StartSound(SOURCE_Actor, pSprite, &svec, a3, flags, sid, volume * (0.8f / 80.f), attenuation, nullptr, pitch / 65536.f); } void sfxPlay3DSound(spritetype* pSprite, int soundId, int a3, int a4) { sfxPlay3DSoundCP(pSprite, soundId, a3, a4, -1, -1); } void sfxKill3DSound(spritetype *pSprite, int a2, int a3) { if (!pSprite) return; if (a2 >= 0) a2++; auto sid = soundEngine->FindSoundByResID(a3); soundEngine->EnumerateChannels([=](FSoundChan* channel) { if (channel->SourceType == SOURCE_Actor && channel->Source == pSprite && (a2 < 0 || a2 == channel->EntChannel) && (a3 < 0 || sid == channel->OrgID)) { soundEngine->StopChannel(channel); } return false; }); } void sfxKillAllSounds(void) { soundEngine->EnumerateChannels([](FSoundChan* channel) { if (channel->SourceType == SOURCE_Actor || channel->SourceType == SOURCE_Unattached) soundEngine->StopChannel(channel); return false; }); } void sfxSetReverb(bool toggle) { if (toggle) { FX_SetReverb(128); FX_SetReverbDelay(10); } else FX_SetReverb(0); } void sfxSetReverb2(bool toggle) { if (toggle) { FX_SetReverb(128); FX_SetReverbDelay(20); } else FX_SetReverb(0); } END_BLD_NS