mirror of
https://github.com/ZDoom/Raze.git
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433 lines
12 KiB
C++
433 lines
12 KiB
C++
#pragma once
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#include "i_sound.h"
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#include "name.h"
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enum
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{
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sfx_empty = -1
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};
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// Rolloff types
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enum
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{
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ROLLOFF_Doom, // Linear rolloff with a logarithmic volume scale
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ROLLOFF_Linear, // Linear rolloff with a linear volume scale
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ROLLOFF_Log, // Logarithmic rolloff (standard hardware type)
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ROLLOFF_Custom // Lookup volume from SNDCURVE
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};
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// An index into the S_sfx[] array.
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class FSoundID
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{
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public:
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FSoundID() = default;
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private:
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constexpr FSoundID(int id) : ID(id)
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{
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}
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public:
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static constexpr FSoundID fromInt(int i)
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{
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return FSoundID(i);
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}
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FSoundID(const FSoundID &other) = default;
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FSoundID &operator=(const FSoundID &other) = default;
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bool operator !=(FSoundID other) const
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{
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return ID != other.ID;
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}
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bool operator ==(FSoundID other) const
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{
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return ID == other.ID;
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}
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bool operator ==(int other) const = delete;
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bool operator !=(int other) const = delete;
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constexpr int index() const
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{
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return ID;
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}
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constexpr bool isvalid() const
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{
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return ID > 0;
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}
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private:
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int ID;
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};
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constexpr FSoundID NO_SOUND = FSoundID::fromInt(0);
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constexpr FSoundID INVALID_SOUND = FSoundID::fromInt(-1);
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struct FRandomSoundList
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{
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TArray<FSoundID> Choices;
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FSoundID Owner = NO_SOUND;
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};
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//
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// SoundFX struct.
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//
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struct sfxinfo_t
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{
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// Next field is for use by the system sound interface.
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// A non-null data means the sound has been loaded.
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SoundHandle data{};
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FName name; // [RH] Sound name defined in SNDINFO
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int lumpnum = sfx_empty; // lump number of sfx
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float Volume = 1.f;
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int ResourceId = -1; // Resource ID as implemented by Blood. Not used by Doom but added for completeness.
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float LimitRange = 256 * 256; // Range for sound limiting (squared for faster computations)
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float DefPitch = 0.f; // A defined pitch instead of a random one the sound plays at, similar to A_StartSound.
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float DefPitchMax = 0.f; // Randomized range with stronger control over pitch itself.
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int16_t NearLimit = 4; // 0 means unlimited.
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uint8_t PitchMask = 0;
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bool bRandomHeader = false;
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bool bLoadRAW = false;
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bool b16bit = false;
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bool bUsed = false;
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bool bSingular = false;
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bool bTentative = true;
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TArray<int> UserData;
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int RawRate = 0; // Sample rate to use when bLoadRAW is true
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int LoopStart = -1; // -1 means no specific loop defined
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FSoundID link = NO_LINK;
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constexpr static FSoundID NO_LINK = FSoundID::fromInt(-1);
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FRolloffInfo Rolloff{};
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float Attenuation = 1.f; // Multiplies the attenuation passed to S_Sound.
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};
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struct FSoundChan : public FISoundChannel
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{
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FSoundChan *NextChan; // Next channel in this list.
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FSoundChan **PrevChan; // Previous channel in this list.
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FSoundID SoundID; // Sound ID of playing sound.
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FSoundID OrgID; // Sound ID of sound used to start this channel.
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float Volume;
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int EntChannel; // Actor's sound channel.
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int UserData; // Not used by the engine, the caller can use this to store some additional info.
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int16_t Pitch; // Pitch variation.
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int16_t NearLimit;
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int8_t Priority;
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uint8_t SourceType;
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float LimitRange;
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const void *Source;
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float Point[3]; // Sound is not attached to any source.
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};
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// sound channels
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// channel 0 never willingly overrides
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// other channels (1-7) always override a playing sound on that channel
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//
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// CHAN_AUTO searches down from channel 7 until it finds a channel not in use
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// CHAN_WEAPON is for weapons
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// CHAN_VOICE is for oof, sight, or other voice sounds
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// CHAN_ITEM is for small things and item pickup
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// CHAN_BODY is for generic body sounds
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enum EChannel
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{
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CHAN_AUTO = 0,
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CHAN_WEAPON = 1,
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CHAN_VOICE = 2,
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CHAN_ITEM = 3,
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CHAN_BODY = 4,
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CHAN_5 = 5,
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CHAN_6 = 6,
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CHAN_7 = 7,
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};
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// sound attenuation values
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#define ATTN_NONE 0.f // full volume the entire level
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#define ATTN_NORM 1.f
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#define ATTN_IDLE 1.001f
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#define ATTN_STATIC 3.f // diminish very rapidly with distance
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enum // The core source types, implementations may extend this list as they see fit.
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{
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SOURCE_Any = -1, // Input for check functions meaning 'any source'
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SOURCE_Unattached, // Sound is not attached to any particular emitter.
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SOURCE_None, // Sound is always on top of the listener.
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};
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extern ReverbContainer *Environments;
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extern ReverbContainer *DefaultEnvironments[26];
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void S_ParseReverbDef ();
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void S_UnloadReverbDef ();
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void S_SetEnvironment (const ReverbContainer *settings);
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ReverbContainer *S_FindEnvironment (const char *name);
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ReverbContainer *S_FindEnvironment (int id);
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void S_AddEnvironment (ReverbContainer *settings);
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class SoundEngine
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{
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protected:
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bool SoundPaused = false; // whether sound is paused
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int RestartEvictionsAt = 0; // do not restart evicted channels before this time
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SoundListener listener{};
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FSoundChan* Channels = nullptr;
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FSoundChan* FreeChannels = nullptr;
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// the complete set of sound effects
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TArray<sfxinfo_t> S_sfx;
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FRolloffInfo S_Rolloff{};
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TArray<uint8_t> S_SoundCurve;
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TMap<FName, FSoundID> SoundMap;
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TMap<int, FSoundID> ResIdMap;
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TArray<FRandomSoundList> S_rnd;
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bool blockNewSounds = false;
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private:
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void LinkChannel(FSoundChan* chan, FSoundChan** head);
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void UnlinkChannel(FSoundChan* chan);
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void ReturnChannel(FSoundChan* chan);
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void RestartChannel(FSoundChan* chan);
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void RestoreEvictedChannel(FSoundChan* chan);
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bool IsChannelUsed(int sourcetype, const void* actor, int channel, int* seen);
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// This is the actual sound positioning logic which needs to be provided by the client.
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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;
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// This can be overridden by the clent to provide some diagnostics. The default lets everything pass.
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virtual bool ValidatePosVel(int sourcetype, const void* source, const FVector3& pos, const FVector3& vel) { return true; }
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bool ValidatePosVel(const FSoundChan* const chan, const FVector3& pos, const FVector3& vel);
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// Checks if a copy of this sound is already playing.
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bool CheckSingular(FSoundID sound_id);
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virtual TArray<uint8_t> ReadSound(int lumpnum) = 0;
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protected:
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virtual bool CheckSoundLimit(sfxinfo_t* sfx, const FVector3& pos, int near_limit, float limit_range, int sourcetype, const void* actor, int channel, float attenuation);
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virtual FSoundID ResolveSound(const void *ent, int srctype, FSoundID soundid, float &attenuation);
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public:
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virtual ~SoundEngine()
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{
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Shutdown();
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}
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void EvictAllChannels();
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void BlockNewSounds(bool on)
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{
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blockNewSounds = on;
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}
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virtual void StopChannel(FSoundChan* chan);
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sfxinfo_t* LoadSound(sfxinfo_t* sfx);
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sfxinfo_t* GetWritableSfx(FSoundID snd)
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{
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if ((unsigned)snd.index() >= S_sfx.Size()) return nullptr;
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return &S_sfx[snd.index()];
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}
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const sfxinfo_t* GetSfx(FSoundID snd)
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{
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return GetWritableSfx(snd);
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}
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unsigned GetNumSounds() const
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{
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return S_sfx.Size();
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}
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sfxinfo_t* AllocateSound()
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{
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return &S_sfx[S_sfx.Reserve(1)];
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}
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// Initializes sound stuff, including volume
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// Sets channels, SFX and music volume,
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// allocates channel buffer, sets S_sfx lookup.
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//
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void Init(TArray<uint8_t> &sndcurve);
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void InitData();
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void Clear();
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void Shutdown();
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void StopAllChannels(void);
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void SetPitch(FSoundChan* chan, float dpitch);
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void SetVolume(FSoundChan* chan, float vol);
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FSoundChan* GetChannel(void* syschan);
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void RestoreEvictedChannels();
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void CalcPosVel(FSoundChan* chan, FVector3* pos, FVector3* vel);
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// Loads a sound, including any random sounds it might reference.
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virtual void CacheSound(sfxinfo_t* sfx);
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void CacheSound(FSoundID sfx) { CacheSound(&S_sfx[sfx.index()]); }
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void UnloadSound(sfxinfo_t* sfx);
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void UnloadSound(int sfx)
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{
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UnloadSound(&S_sfx[sfx]);
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}
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void UpdateSounds(int time);
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FSoundChan* StartSound(int sourcetype, const void* source,
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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);
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// Stops an origin-less sound from playing from this channel.
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void StopSoundID(FSoundID sound_id);
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void StopSound(int channel, FSoundID sound_id = INVALID_SOUND);
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void StopSound(int sourcetype, const void* actor, int channel, FSoundID sound_id = INVALID_SOUND);
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void StopActorSounds(int sourcetype, const void* actor, int chanmin, int chanmax);
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void RelinkSound(int sourcetype, const void* from, const void* to, const FVector3* optpos);
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void ChangeSoundVolume(int sourcetype, const void* source, int channel, double dvolume);
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void ChangeSoundPitch(int sourcetype, const void* source, int channel, double pitch, FSoundID sound_id = INVALID_SOUND);
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bool IsSourcePlayingSomething(int sourcetype, const void* actor, int channel, FSoundID sound_id = INVALID_SOUND);
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// Stop and resume music, during game PAUSE.
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int GetSoundPlayingInfo(int sourcetype, const void* source, FSoundID sound_id, int chan = -1);
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void UnloadAllSounds();
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void Reset();
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void MarkUsed(FSoundID num);
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void CacheMarkedSounds();
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TArray<FSoundChan*> AllActiveChannels();
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virtual void SetSoundPaused(int state) {}
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void MarkAllUnused()
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{
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for (auto & s: S_sfx) s.bUsed = false;
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}
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bool isListener(const void* object) const
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{
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return object && listener.ListenerObject == object;
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}
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void SetListener(SoundListener& l)
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{
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listener = l;
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}
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const SoundListener& GetListener() const
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{
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return listener;
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}
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void SetRestartTime(int time)
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{
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RestartEvictionsAt = time;
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}
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void SetPaused(bool on)
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{
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SoundPaused = on;
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}
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FSoundChan* GetChannels()
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{
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return Channels;
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}
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const char *GetSoundName(FSoundID id)
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{
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return !id.isvalid() ? "" : S_sfx[id.index()].name.GetChars();
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}
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FRolloffInfo& GlobalRolloff() // this is meant for sound list generators, not for gaining cheap access to the sound engine's innards.
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{
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return S_Rolloff;
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}
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FRandomSoundList *ResolveRandomSound(sfxinfo_t* sfx)
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{
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return &S_rnd[sfx->link.index()];
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}
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void ClearRandoms()
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{
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S_rnd.Clear();
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}
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int *GetUserData(FSoundID snd)
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{
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return S_sfx[snd.index()].UserData.Data();
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}
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bool isValidSoundId(FSoundID sid)
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{
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int id = sid.index();
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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);
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}
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template<class func> bool EnumerateChannels(func callback)
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{
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FSoundChan* chan = Channels;
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while (chan)
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{
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auto next = chan->NextChan;
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int res = callback(chan);
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if (res) return res > 0;
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chan = next;
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}
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return false;
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}
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void SetDefaultRolloff(FRolloffInfo* ro)
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{
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S_Rolloff = *ro;
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}
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void ChannelVirtualChanged(FISoundChannel* ichan, bool is_virtual);
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FString ListSoundChannels();
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// Allow this to be overridden for special needs.
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virtual float GetRolloff(const FRolloffInfo* rolloff, float distance);
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virtual void ChannelEnded(FISoundChannel* ichan); // allows the client to do bookkeeping on the sound.
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virtual void SoundDone(FISoundChannel* ichan); // gets called when the sound has been completely taken down.
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// Lookup utilities.
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FSoundID FindSound(const char* logicalname);
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FSoundID FindSoundByResID(int rid);
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FSoundID FindSoundNoHash(const char* logicalname);
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FSoundID FindSoundByResIDNoHash(int rid);
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FSoundID FindSoundByLump(int lump);
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virtual FSoundID AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1, int nearlimit = 2);
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FSoundID FindSoundTentative(const char* name, int nearlimit = 2);
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void CacheRandomSound(sfxinfo_t* sfx);
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unsigned int GetMSLength(FSoundID sound);
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FSoundID PickReplacement(FSoundID refid);
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void HashSounds();
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void AddRandomSound(FSoundID Owner, TArray<FSoundID> list);
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TArray<sfxinfo_t>& GetSounds() //We still need this for a short time...
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{
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return S_sfx;
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}
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};
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extern SoundEngine* soundEngine;
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struct FReverbField
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{
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int Min, Max;
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float REVERB_PROPERTIES::* Float;
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int REVERB_PROPERTIES::* Int;
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unsigned int Flag;
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};
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inline FSoundID S_FindSoundByResID(int ndx)
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{
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return soundEngine->FindSoundByResID(ndx);
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}
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inline FSoundID S_FindSound(const char* name)
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{
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return soundEngine->FindSound(name);
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}
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int SoundEnabled();
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