//------------------------------------------------------------------------- /* Copyright (C) 2010 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //------------------------------------------------------------------------- #define __STDC_FORMAT_MACROS #define __STDC_LIMIT_MACROS #include #include #include "fx_man.h" #include "music.h" #include "duke3d.h" #include "osd.h" #include "sounds.h" #ifdef _WIN32 #include "winlayer.h" #endif int32_t g_numEnvSoundsPlaying,g_maxSoundPos = 0; static int32_t MusicIsWaveform = 0; static char *MusicPtr = 0; static int32_t MusicLen = 0; static int32_t MusicVoice = -1; static int32_t MusicPaused = 0; static mutex_t s_mutex; static volatile uint32_t dq[128], dnum = 0; void S_SoundStartup(void) { int32_t fxdevicetype, i; void *initdata = 0; if (ud.config.FXDevice >= 0) fxdevicetype = ASS_AutoDetect; else return; #ifdef RENDERTYPEWIN initdata = (void *) win_gethwnd(); // used for DirectSound #endif initprintf("Initializing sound... "); if (FX_Init(fxdevicetype, ud.config.NumVoices, ud.config.NumChannels, ud.config.NumBits, ud.config.MixRate, initdata) != FX_Ok) { initprintf("failed! %s\n", FX_ErrorString(FX_Error)); return; } initprintf("%d voices, %d channels, %d-bit %d Hz\n", ud.config.NumVoices, ud.config.NumChannels, ud.config.NumBits, ud.config.MixRate); for (i=g_maxSoundPos; i >= 0 ; i--) { int32_t j = MAXSOUNDINSTANCES-1; for (; j>=0; j--) { g_sounds[i].num = 0; g_sounds[i].SoundOwner[j].voice = 0; g_sounds[i].SoundOwner[j].ow = -1; g_sounds[i].SoundOwner[j].sndist = UINT32_MAX; g_sounds[i].SoundOwner[j].clock = 0; } g_soundlocks[i] = 199; } FX_SetVolume(ud.config.FXVolume); FX_SetReverseStereo(ud.config.ReverseStereo); FX_SetCallBack(S_Callback); FX_SetPrintf(initprintf); mutex_init(&s_mutex); } void S_SoundShutdown(void) { if (ud.config.FXDevice < 0) return; if (MusicVoice >= 0) S_MusicShutdown(); if (FX_Shutdown() != FX_Ok) { Bsprintf(tempbuf, "S_SoundShutdown(): error: %s", FX_ErrorString(FX_Error)); G_GameExit(tempbuf); } } void S_MusicStartup(void) { if (ud.config.MusicDevice < 0) return; initprintf("Initializing music...\n"); if (MUSIC_Init(ud.config.MusicDevice, 0) == MUSIC_Ok || MUSIC_Init((ud.config.MusicDevice = 0), 0) == MUSIC_Ok) { MUSIC_SetVolume(ud.config.MusicVolume); return; } initprintf("S_MusicStartup(): failed initializing\n"); } void S_MusicShutdown(void) { if (ud.config.MusicDevice < 0) return; S_StopMusic(); if (MUSIC_Shutdown() != MUSIC_Ok) initprintf("%s\n", MUSIC_ErrorString(MUSIC_ErrorCode)); } void S_PauseMusic(int32_t onf) { if (MusicPaused == onf || (MusicIsWaveform && MusicVoice < 0)) return; MusicPaused = onf; if (MusicIsWaveform) { FX_PauseVoice(MusicVoice, onf); return; } if (onf) MUSIC_Pause(); else MUSIC_Continue(); } void S_MusicVolume(int32_t volume) { if (MusicIsWaveform && MusicVoice >= 0) FX_SetPan(MusicVoice, volume, volume, volume); MUSIC_SetVolume(volume); } static int32_t S_StaticToDynamicMenuSound(int32_t sound) { switch (sound) { case LASERTRIP_EXPLODE__STATIC: return LASERTRIP_EXPLODE; case DUKE_GRUNT__STATIC: return DUKE_GRUNT; case DUKE_LAND_HURT__STATIC: return DUKE_LAND_HURT; case CHAINGUN_FIRE__STATIC: return CHAINGUN_FIRE; case SQUISHED__STATIC: return SQUISHED; case KICK_HIT__STATIC: return KICK_HIT; case PISTOL_RICOCHET__STATIC: return PISTOL_RICOCHET; case PISTOL_BODYHIT__STATIC: return PISTOL_BODYHIT; case PISTOL_FIRE__STATIC: return PISTOL_FIRE; case SHOTGUN_FIRE__STATIC: return SHOTGUN_FIRE; case BOS1_WALK__STATIC: return BOS1_WALK; case RPG_EXPLODE__STATIC: return RPG_EXPLODE; case PIPEBOMB_BOUNCE__STATIC: return PIPEBOMB_BOUNCE; case PIPEBOMB_EXPLODE__STATIC: return PIPEBOMB_EXPLODE; case NITEVISION_ONOFF__STATIC: return NITEVISION_ONOFF; case RPG_SHOOT__STATIC: return RPG_SHOOT; case SELECT_WEAPON__STATIC: return SELECT_WEAPON; default: return sound; } } void S_MenuSound(void) { static int32_t SoundNum=0; static const uint8_t menusnds[] = { LASERTRIP_EXPLODE__STATIC, DUKE_GRUNT__STATIC, DUKE_LAND_HURT__STATIC, CHAINGUN_FIRE__STATIC, SQUISHED__STATIC, KICK_HIT__STATIC, PISTOL_RICOCHET__STATIC, PISTOL_BODYHIT__STATIC, PISTOL_FIRE__STATIC, SHOTGUN_FIRE__STATIC, BOS1_WALK__STATIC, RPG_EXPLODE__STATIC, PIPEBOMB_BOUNCE__STATIC, PIPEBOMB_EXPLODE__STATIC, NITEVISION_ONOFF__STATIC, RPG_SHOOT__STATIC, SELECT_WEAPON__STATIC, }; S_PlaySound(S_StaticToDynamicMenuSound(menusnds[SoundNum++ % (sizeof(menusnds)/sizeof(menusnds[0]))])); } int32_t S_PlayMusic(const char *fn, const int32_t sel) { char *ofn = (char *)fn, *testfn, *extension; int32_t fp; const char *alt = 0; if (ud.config.MusicToggle == 0) return 0; if (ud.config.MusicDevice < 0) return 0; if (MapInfo[sel].alt_musicfn != NULL) alt = fn = MapInfo[sel].alt_musicfn; testfn = (char *) Bmalloc(strlen(fn) + 6); strcpy(testfn, fn); extension = strrchr(testfn, '.'); do { if (extension && !Bstrcasecmp(extension, ".mid")) { // we've been asked to load a .mid file, but first let's see // if there's a flac or an ogg with the same base name lying around strcpy(extension, ".flac"); extension[5] = '\0'; fp = kopen4loadfrommod(testfn, 0); if (fp >= 0) { Bfree(testfn); break; } strcpy(extension, ".ogg"); extension[4] = '\0'; fp = kopen4loadfrommod(testfn, 0); if (fp >= 0) { Bfree(testfn); break; } } Bfree(testfn); // just use what we've been given fp = kopen4loadfrommod((char *)fn, 0); if (alt && fp < 0) fp = kopen4loadfrommod(ofn, 0); } while (0); if (fp < 0) { OSD_Printf(OSD_ERROR "S_PlayMusic(): error: can't open \"%s\" for playback!\n",fn); return 0; } S_StopMusic(); MusicPtr = (char *) Bmalloc((MusicLen = kfilelength(fp))); if ((g_musicSize = kread(fp, (char *)MusicPtr, MusicLen)) != MusicLen) { OSD_Printf(OSD_ERROR "S_PlayMusic(): error: read %d bytes from \"%s\", expected %d\n",g_musicSize, fn, MusicLen); kclose(fp); g_musicSize = 0; return 0; } kclose(fp); if (!Bmemcmp(MusicPtr, "MThd", 4)) { MUSIC_PlaySong(MusicPtr, MUSIC_LoopSong); MusicIsWaveform = 0; } else { int32_t mvol = ud.config.MusicVolume; MusicVoice = FX_PlayLoopedAuto(MusicPtr, MusicLen, 0, 0, 0, mvol, mvol, mvol, FX_MUSIC_PRIORITY, MUSIC_ID); if (MusicVoice > FX_Ok) MusicIsWaveform = 1; } return (alt != 0); } void S_StopMusic(void) { MusicPaused = 0; if (MusicIsWaveform && MusicVoice >= 0) { FX_StopSound(MusicVoice); MusicVoice = -1; MusicIsWaveform = 0; } MUSIC_StopSong(); if (MusicPtr) { Bfree(MusicPtr); MusicPtr = NULL; g_musicSize = MusicLen = 0; } } void S_Cleanup(void) { // process from our own local copy of the delete queue so we don't hold the lock long uint32_t ldq[128], ldnum; mutex_lock(&s_mutex); if (!dnum) { mutex_unlock(&s_mutex); return; } ldnum = dnum; Bmemcpy(ldq, (void *)dq, ldnum*sizeof(int32_t)); dnum = 0; mutex_unlock(&s_mutex); do { uint32_t num = ldq[--ldnum]; // negative index is RTS playback if ((int32_t)num < 0) { if (rts_lumplockbyte[-(int32_t)num] >= 200) rts_lumplockbyte[-(int32_t)num]--; 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)) { g_soundlocks[num-(MAXSOUNDS*MAXSOUNDINSTANCES)]--; continue; } { int32_t j = num & (MAXSOUNDINSTANCES-1); int32_t i; num = (num - j) / MAXSOUNDINSTANCES; i = g_sounds[num].SoundOwner[j].ow; if (g_sounds[num].num > MAXSOUNDINSTANCES) OSD_Printf(OSD_ERROR "S_Cleanup(): num exceeds MAXSOUNDINSTANCES! g_sounds[%d].num %d wtf?\n", num, g_sounds[num].num); if (g_sounds[num].num > 0) g_sounds[num].num--; // MUSICANDSFX uses t_data[0] to control restarting the sound // ST_2_UNDERWATER if (i != -1 && S_IsAmbientSFX(i) && sector[sprite[i].sectnum].lotag < 3) actor[i].t_data[0] = 0; g_sounds[num].SoundOwner[j].ow = -1; g_sounds[num].SoundOwner[j].voice = 0; g_sounds[num].SoundOwner[j].sndist = UINT32_MAX; g_sounds[num].SoundOwner[j].clock = 0; } g_soundlocks[num]--; } while (ldnum); } // returns number of bytes read int32_t S_LoadSound(uint32_t num) { int32_t fp = -1, l; if (num > (unsigned)g_maxSoundPos || ud.config.SoundToggle == 0 || ud.config.FXDevice < 0) return 0; if (g_sounds[num].filename == NULL && g_sounds[num].filename1 == NULL) { OSD_Printf(OSD_ERROR "Sound (#%d) not defined!\n",num); return 0; } if (g_sounds[num].filename1) fp = kopen4loadfrommod(g_sounds[num].filename1,g_loadFromGroupOnly); if (fp == -1) { fp = kopen4loadfrommod(g_sounds[num].filename,g_loadFromGroupOnly); if (fp == -1) { OSD_Printf(OSDTEXT_RED "Sound %s(#%d) not found!\n",g_sounds[num].filename,num); return 0; } } g_sounds[num].soundsiz = l = kfilelength(fp); g_soundlocks[num] = 200; allocache((intptr_t *)&g_sounds[num].ptr, l, (char *)&g_soundlocks[num]); l = kread(fp, g_sounds[num].ptr, l); kclose(fp); return l; } static int32_t S_GetPitch(int32_t num) { int32_t j = klabs(g_sounds[num].pe-g_sounds[num].ps); if (j == 0) return g_sounds[num].ps; return min(g_sounds[num].ps, g_sounds[num].pe) + rand()%j; } static int32_t S_TakeSlot(int32_t num) { uint32_t dist = 0, clock = UINT32_MAX; int32_t i = 0, j = 0; S_Cleanup(); while (j < MAXSOUNDINSTANCES && g_sounds[num].SoundOwner[j].voice > 0) { if (g_sounds[num].SoundOwner[j].sndist > dist || (g_sounds[num].SoundOwner[j].sndist == dist && g_sounds[num].SoundOwner[j].clock < clock)) { clock = g_sounds[num].SoundOwner[j].clock; dist = g_sounds[num].SoundOwner[j].sndist; i = j; } j++; } if (j != MAXSOUNDINSTANCES) return j; if (FX_SoundActive(g_sounds[num].SoundOwner[i].voice)) FX_StopSound(g_sounds[num].SoundOwner[i].voice); mutex_lock(&s_mutex); dq[dnum++] = (num * MAXSOUNDINSTANCES) + i; mutex_unlock(&s_mutex); S_Cleanup(); return i; } static int32_t S_GetSlot(int32_t num) { int32_t j = 0; while (j < MAXSOUNDINSTANCES && g_sounds[num].SoundOwner[j].voice > 0) j++; if (j == MAXSOUNDINSTANCES) j = S_TakeSlot(num); return j; } static inline int32_t S_GetAngle(int32_t camang, const vec3_t *cam, const vec3_t *pos) { return (2048 + camang - getangle(cam->x-pos->x, cam->y-pos->y))&2047; } static int32_t S_CalcDistAndAng(int32_t i, int32_t num, int32_t camsect, int32_t camang, const vec3_t *cam, const vec3_t *pos, int32_t *sndistptr, int32_t *sndangptr) { int32_t sndang, sndist; int32_t explosion = 0; if (PN == APLAYER && sprite[i].yvel == screenpeek) { sndang = sndist = 0; goto sound_further_processing; } sndang = S_GetAngle(camang, cam, pos); sndist = FindDistance3D(cam->x-pos->x, cam->y-pos->y, (cam->z-pos->z)>>4); if (g_fakeMultiMode==2) { // HACK for splitscreen mod: take the min of sound distances // to 1st and 2nd player. if (PN == APLAYER && sprite[i].yvel==1) { sndist = sndang = 0; goto sound_further_processing; } { const vec3_t *cam2 = &g_player[1].ps->pos; int32_t sndist2 = FindDistance3D(cam2->x-pos->x, cam2->y-pos->y, (cam2->z-pos->z)>>4); if (sndist2 < sndist) { cam = cam2; camsect = g_player[1].ps->cursectnum; camang = g_player[1].ps->ang; sndist = sndist2; sndang = S_GetAngle(camang, cam, pos); } } } if ((g_sounds[num].m&16) == 0 && S_IsAmbientSFX(i) && (sector[SECT].lotag&0xff) < 9) // ST_9_SLIDING_ST_DOOR sndist = divscale14(sndist, SHT+1); sound_further_processing: sndist += g_sounds[num].vo; if (sndist < 0) sndist = 0; if (camsect > -1 && sndist && PN != MUSICANDSFX && !cansee(cam->x,cam->y,cam->z-(24<<8),camsect, SX,SY,SZ-(24<<8),SECT)) sndist += sndist>>5; switch (DYNAMICSOUNDMAP(num)) { case PIPEBOMB_EXPLODE__STATIC: case LASERTRIP_EXPLODE__STATIC: case RPG_EXPLODE__STATIC: explosion = 1; if (sndist > 6144) sndist = 6144; break; } if ((g_sounds[num].m&16) || sndist < ((255-LOUDESTVOLUME)<<6)) sndist = ((255-LOUDESTVOLUME)<<6); *sndistptr = sndist; *sndangptr = sndang; return explosion; } int32_t S_PlaySound3D(int32_t num, int32_t i, const vec3_t *pos) { int32_t j = 0; int32_t sndist, sndang, explosionp; int32_t voice, pitch; const DukePlayer_t *const myps = g_player[myconnectindex].ps; const DukePlayer_t *peekps; if (G_HaveEvent(EVENT_SOUND)) num = VM_OnEvent(EVENT_SOUND, i, screenpeek, -1, num); if ((unsigned)num > (unsigned)g_maxSoundPos || ud.config.FXDevice < 0 || ((g_sounds[num].m&8) && ud.lockout) || ud.config.SoundToggle == 0 || // g_sounds[num].num >= MAXSOUNDINSTANCES || (unsigned)i >= MAXSPRITES || FX_VoiceAvailable(g_sounds[num].pr) == 0 || (myps->timebeforeexit > 0 && myps->timebeforeexit <= GAMETICSPERSEC*3) || (myps->gm&MODE_MENU)) return -1; if (g_sounds[num].m&128) // Duke-Tag sound { if ((voice = S_PlaySound(num)) <= FX_Ok) return -1; while (j < MAXSOUNDINSTANCES && g_sounds[num].SoundOwner[j].voice != voice) j++; if (j >= MAXSOUNDINSTANCES) { OSD_Printf(OSD_ERROR "%s %d: WTF?\n", __FILE__, __LINE__); return -1; } g_sounds[num].SoundOwner[j].ow = i; return voice; } // Duke talk if (g_sounds[num].m&4) { if ((g_netServer || ud.multimode > 1) && PN == APLAYER && sprite[i].yvel != screenpeek) // other player sound { if (!(ud.config.VoiceToggle&4)) return -1; } else if (!(ud.config.VoiceToggle&1)) return -1; // don't play if any Duke talk sounds are already playing for (j=g_maxSoundPos; j>=0; j--) if ((g_sounds[j].m&4) && g_sounds[j].num > 0) return -1; } explosionp = S_CalcDistAndAng(i, num, CAMERA(sect), CAMERA(ang), &CAMERA(pos), pos, &sndist, &sndang); pitch = S_GetPitch(num); peekps = g_player[screenpeek].ps; if (g_fakeMultiMode==2) { // splitscreen HACK if (g_player[1].ps->i == i) peekps = g_player[1].ps; } if (peekps->sound_pitch) pitch += peekps->sound_pitch; if (explosionp) { if (peekps->cursectnum > -1 && sector[peekps->cursectnum].lotag == ST_2_UNDERWATER) pitch -= 1024; } else { if (sndist > 32767 && PN != MUSICANDSFX && (g_sounds[num].m & 3) == 0) return -1; if (peekps->cursectnum > -1 && sector[peekps->cursectnum].lotag == ST_2_UNDERWATER && (g_sounds[num].m&4) == 0) pitch = -768; } if (g_sounds[num].num > 0 && PN != MUSICANDSFX) S_StopEnvSound(num, i); if (g_sounds[num].ptr == 0) { if (S_LoadSound(num) == 0) return -1; } else { if (g_soundlocks[num] < 200) g_soundlocks[num] = 200; else g_soundlocks[num]++; } j = S_GetSlot(num); if (j >= MAXSOUNDINSTANCES) { g_soundlocks[num]--; return -1; } { const int32_t repeatp = (g_sounds[num].m&1); const int32_t ambsfxp = S_IsAmbientSFX(i); if (repeatp && (g_sounds[num].m&32) && g_sounds[num].num > 0) { g_soundlocks[num]--; return -1; } if (repeatp && !ambsfxp) { voice = FX_PlayLoopedAuto(g_sounds[num].ptr, g_sounds[num].soundsiz, 0, -1, pitch, sndist>>6, sndist>>6, 0, // XXX: why is 'right' 0? g_sounds[num].pr, (num * MAXSOUNDINSTANCES) + j); } else { // Ambient MUSICANDSFX always start playing using the 3D routines! voice = FX_PlayAuto3D(g_sounds[num].ptr, g_sounds[num].soundsiz, repeatp ? FX_LOOP : FX_ONESHOT, pitch, sndang>>4, sndist>>6, g_sounds[num].pr, (num * MAXSOUNDINSTANCES) + j); } } if (voice <= FX_Ok) { g_soundlocks[num]--; return -1; } g_sounds[num].num++; g_sounds[num].SoundOwner[j].ow = i; g_sounds[num].SoundOwner[j].voice = voice; g_sounds[num].SoundOwner[j].sndist = sndist>>6; g_sounds[num].SoundOwner[j].clock = totalclock; return voice; } int32_t S_PlaySound(int32_t num) { int32_t pitch; int32_t voice, j; if (G_HaveEvent(EVENT_SOUND)) num = VM_OnEvent(EVENT_SOUND, g_player[screenpeek].ps->i, screenpeek, -1, num); if (ud.config.FXDevice < 0) return -1; if (ud.config.SoundToggle==0) return -1; if ((unsigned)num > (unsigned)g_maxSoundPos || (g_sounds[num].filename == NULL && g_sounds[num].filename1 == NULL)) { OSD_Printf("WARNING: invalid sound #%d\n",num); return -1; } if (!(ud.config.VoiceToggle&1) && (g_sounds[num].m&4)) return -1; if ((g_sounds[num].m&8) && ud.lockout) return -1; if (FX_VoiceAvailable(g_sounds[num].pr) == 0) return -1; pitch = S_GetPitch(num); if (g_sounds[num].ptr == 0) { if (S_LoadSound(num) == 0) return -1; } else { if (g_soundlocks[num] < 200) g_soundlocks[num] = 200; else g_soundlocks[num]++; } j = S_GetSlot(num); if (j >= MAXSOUNDINSTANCES) { g_soundlocks[num]--; return -1; } if (g_sounds[num].m&1) voice = FX_PlayLoopedAuto(g_sounds[num].ptr, g_sounds[num].soundsiz, 0, -1, pitch, LOUDESTVOLUME, LOUDESTVOLUME, LOUDESTVOLUME, g_sounds[num].soundsiz, (num * MAXSOUNDINSTANCES) + j); else voice = FX_PlayAuto3D(g_sounds[num].ptr, g_sounds[num].soundsiz, FX_ONESHOT, pitch, 0, 255-LOUDESTVOLUME, g_sounds[num].pr, (num * MAXSOUNDINSTANCES) + j); if (voice <= FX_Ok) { g_soundlocks[num]--; return -1; } g_sounds[num].num++; g_sounds[num].SoundOwner[j].ow = -1; g_sounds[num].SoundOwner[j].voice = voice; g_sounds[num].SoundOwner[j].sndist = 255-LOUDESTVOLUME; g_sounds[num].SoundOwner[j].clock = totalclock; return voice; } int32_t A_PlaySound(uint32_t num, int32_t i) { if ((unsigned)num > (unsigned)g_maxSoundPos) return -1; return i < 0 ? S_PlaySound(num) : S_PlaySound3D(num, i, (vec3_t *)&sprite[i]); } void S_StopEnvSound(int32_t num, int32_t i) { int32_t j, iter = 0; if ((unsigned)num > (unsigned)g_maxSoundPos || g_sounds[num].num <= 0) return; do { if (iter++ > MAXSOUNDINSTANCES<<1) { initprintf(OSD_ERROR "S_StopEnvSound(): too many iterations! The following IDs are still active for sound %d:\n", num); for (j=MAXSOUNDINSTANCES-1; j>=0; j--) if (g_sounds[num].SoundOwner[j].ow == i) initprintf(OSD_ERROR "slot %d, voice %d, sprite %d\n", j, g_sounds[num].SoundOwner[j].voice, g_sounds[num].SoundOwner[j].ow); return; } for (j=MAXSOUNDINSTANCES-1; j>=0; j--) { if ((i == -1 && g_sounds[num].SoundOwner[j].voice > FX_Ok) || (i != -1 && g_sounds[num].SoundOwner[j].ow == i)) { if (i >= 0 && g_sounds[num].SoundOwner[j].voice <= FX_Ok) initprintf(OSD_ERROR "S_StopEnvSound(): bad voice %d for sound ID %d index %d!\n", g_sounds[num].SoundOwner[j].voice, num, j); else if (g_sounds[num].SoundOwner[j].voice > FX_Ok) { FX_StopSound(g_sounds[num].SoundOwner[j].voice); return; } } } } while (j >= 0); } void S_ChangeSoundPitch(int32_t num, int32_t i, int32_t pitchoffset) { int32_t j; if ((unsigned)num > (unsigned)g_maxSoundPos || g_sounds[num].num <= 0) return; for (j=MAXSOUNDINSTANCES-1; j>=0; j--) { int32_t voice = g_sounds[num].SoundOwner[j].voice; if ((i == -1 && voice > FX_Ok) || (i != -1 && g_sounds[num].SoundOwner[j].ow == i)) { if (i >= 0 && voice <= FX_Ok) initprintf(OSD_ERROR "S_ChangeSoundPitch(): bad voice %d for sound ID %d index %d!\n", voice, num, j); else if (voice > FX_Ok && FX_SoundActive(voice)) FX_SetPitch(voice, pitchoffset); break; } } } void S_Update(void) { const vec3_t *c; int32_t ca,cs; int32_t num; // the sound index... S_Cleanup(); if ((g_player[myconnectindex].ps->gm & (MODE_GAME|MODE_DEMO)) == 0) return; g_numEnvSoundsPlaying = 0; if (ud.camerasprite == -1) { c = &CAMERA(pos); cs = CAMERA(sect); ca = CAMERA(ang); } else { c = (vec3_t *)&sprite[ud.camerasprite]; cs = sprite[ud.camerasprite].sectnum; ca = sprite[ud.camerasprite].ang; } num = g_maxSoundPos; do { int32_t k; for (k=MAXSOUNDINSTANCES-1; k>=0; k--) { int32_t i = g_sounds[num].SoundOwner[k].ow; int32_t sndist, sndang; if ((unsigned)i >= MAXSPRITES || g_sounds[num].num == 0 || g_sounds[num].SoundOwner[k].voice <= FX_Ok) continue; if (!FX_SoundActive(g_sounds[num].SoundOwner[k].voice)) { /* OSD_Printf("S_Update(): stale voice %d from sound %d position %d sprite %d\n", g_sounds[num].SoundOwner[k].voice, num, k, g_sounds[num].SoundOwner[k].ow); */ continue; } S_CalcDistAndAng(i, num, cs, ca, c, (const vec3_t *)&sprite[i], &sndist, &sndang); if (S_IsAmbientSFX(i)) g_numEnvSoundsPlaying++; // AMBIENT_SOUND FX_Pan3D(g_sounds[num].SoundOwner[k].voice, sndang>>4, sndist>>6); g_sounds[num].SoundOwner[k].sndist = sndist>>6; } } while (num--); } void S_Callback(uint32_t num) { if ((int32_t)num == MUSIC_ID) return; mutex_lock(&s_mutex); dq[dnum++] = num; mutex_unlock(&s_mutex); } void S_ClearSoundLocks(void) { int32_t i; for (i=g_maxSoundPos; i >= 0 ; i--) if (g_soundlocks[i] >= 200) g_soundlocks[i] = 199; for (i=0; i<11; i++) if (rts_lumplockbyte[i] >= 200) rts_lumplockbyte[i] = 199; } int32_t A_CheckSoundPlaying(int32_t i, int32_t num) { if (num > g_maxSoundPos || num < 0) return 0; if (g_sounds[num].num > 0 && i >= 0) { int32_t j=MAXSOUNDINSTANCES-1; for (; j>=0; j--) if (g_sounds[num].SoundOwner[j].ow == i) return 1; } return (i == -1) ? g_sounds[num].num : 0; } // Check if actor is playing any sound. int32_t A_CheckAnySoundPlaying(int32_t i) { int32_t j; for (j=g_maxSoundPos; j>=0; j--) { int32_t k; for (k=0; k g_maxSoundPos || num < 0) return 0; return (i == -1) ? (g_soundlocks[num] >= 200) : g_sounds[num].num; }