mirror of
https://github.com/ZDoom/Raze.git
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252 lines
8.1 KiB
C++
252 lines
8.1 KiB
C++
/*
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** s_sound.cpp
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** Main sound engine
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2002-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "raze_sound.h"
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#include "c_cvars.h"
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#include "basics.h"
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#include "stats.h"
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#include "v_text.h"
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#include "filesystem.h"
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#include "serializer.h"
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#include "name.h"
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#include "cmdlib.h"
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#include "gamecontrol.h"
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#include "build.h"
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extern ReverbContainer* ForcedEnvironment;
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static int LastReverb;
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CUSTOM_CVAR(Bool, snd_reverb, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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FX_SetReverb(-1);
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}
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// This is for testing reverb settings.
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CUSTOM_CVAR(Int, snd_reverbtype, -1, 0)
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{
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FX_SetReverb(-1);
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}
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void FX_SetReverb(int strength)
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{
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if (strength == -1) strength = LastReverb;
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if (snd_reverbtype > -1)
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{
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strength = snd_reverbtype;
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ForcedEnvironment = S_FindEnvironment(strength);
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}
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else if (snd_reverb && strength > 0)
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{
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// todo: optimize environments. The original "reverb" was garbage and not usable as reference.
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if (strength < 64) strength = 0x1400;
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else if (strength < 180) strength = 0x1503;
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else if (strength < 220) strength = 0x1502;
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else strength = 0x1900;
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LastReverb = strength;
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ForcedEnvironment = S_FindEnvironment(strength);
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}
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else ForcedEnvironment = nullptr;
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}
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//==========================================================================
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//
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// S_NoiseDebug
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//
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// [RH] Print sound debug info. Called by status bar.
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//==========================================================================
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FString NoiseDebug(SoundEngine *engine)
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{
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FVector3 listener;
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FVector3 origin;
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listener = engine->GetListener().position;
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int ch = 0;
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FString out;
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out.Format("*** SOUND DEBUG INFO ***\nListener: %3.2f %2.3f %2.3f\n"
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"x y z vol dist chan pri flags aud pos name\n", listener.X, listener.Y, listener.Z);
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for (auto chan = engine->GetChannels(); chan; chan = chan->NextChan)
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{
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if (!(chan->ChanFlags & CHANF_IS3D))
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{
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out += "--- --- --- --- ";
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}
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else
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{
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engine->CalcPosVel(chan, &origin, nullptr);
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out.AppendFormat(TEXTCOLOR_GOLD "%5.0f | %5.0f | %5.0f | %5.0f ", origin.X, origin.Z, origin.Y, (origin - listener).Length());
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}
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out.AppendFormat("%-.2g %-4d %-4d %sF%s3%sZ%sU%sM%sN%sA%sL%sE%sV" TEXTCOLOR_GOLD " %-5.4f %-4u %d: %s %p\n", chan->Volume, chan->EntChannel, chan->Priority,
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(chan->ChanFlags & CHANF_FORGETTABLE) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_IS3D) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_LISTENERZ) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_UI) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_MAYBE_LOCAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_NOPAUSE) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_AREA) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_LOOP) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_EVICTED) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_VIRTUAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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GSnd->GetAudibility(chan), GSnd->GetPosition(chan), ((int)chan->OrgID)-1, engine->GetSounds()[chan->SoundID].name.GetChars(), chan->Source);
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ch++;
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}
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out.AppendFormat("%d channels\n", ch);
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return out;
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}
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ADD_STAT(sounddebug)
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{
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return NoiseDebug(soundEngine);
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}
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CVAR(Bool, snd_extendedlookup, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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int S_LookupSound(const char* fn)
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{
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static const char * const sndformats[] = { "OGG", "FLAC", "WAV" };
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if (snd_extendedlookup)
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{
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int lump = fileSystem.FindFileWithExtensions(StripExtension(fn), sndformats, countof(sndformats));
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if (lump >= 0) return lump;
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}
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return fileSystem.FindFile(fn);
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}
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//==========================================================================
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//
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// Although saving the sound system's state is supposed to be an engine
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// feature, the specifics cannot be set up there, this needs to be on the client side.
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//
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//==========================================================================
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static FSerializer& Serialize(FSerializer& arc, const char* key, FSoundChan& chan, FSoundChan* def)
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{
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if (arc.BeginObject(key))
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{
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arc("sourcetype", chan.SourceType)
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("soundid", chan.SoundID)
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("orgid", chan.OrgID)
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("volume", chan.Volume)
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("distancescale", chan.DistanceScale)
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("pitch", chan.Pitch)
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("chanflags", chan.ChanFlags)
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("entchannel", chan.EntChannel)
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("priority", chan.Priority)
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("nearlimit", chan.NearLimit)
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("starttime", chan.StartTime)
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("rolloftype", chan.Rolloff.RolloffType)
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("rolloffmin", chan.Rolloff.MinDistance)
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("rolloffmax", chan.Rolloff.MaxDistance)
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("limitrange", chan.LimitRange)
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("userdata", chan.UserData)
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.Array("point", chan.Point, 3);
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int SourceIndex = 0;
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if (arc.isWriting())
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{
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if (chan.SourceType == SOURCE_Actor) SourceIndex = int((spritetype*)(chan.Source) - sprite);
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else SourceIndex = soundEngine->SoundSourceIndex(&chan);
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}
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arc("Source", SourceIndex);
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if (arc.isReading())
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{
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if (chan.SourceType == SOURCE_Actor) chan.Source = &sprite[SourceIndex];
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else soundEngine->SetSource(&chan, SourceIndex);
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}
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arc.EndObject();
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}
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return arc;
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}
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//==========================================================================
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//
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// S_SerializeSounds
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//
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//==========================================================================
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void S_SerializeSounds(FSerializer& arc)
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{
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FSoundChan* chan;
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GSnd->Sync(true);
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if (arc.isWriting())
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{
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// Count channels and accumulate them so we can store them in
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// reverse order. That way, they will be in the same order when
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// reloaded later as they are now.
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TArray<FSoundChan*> chans = soundEngine->AllActiveChannels();
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if (chans.Size() > 0 && arc.BeginArray("sounds"))
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{
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for (unsigned int i = chans.Size(); i-- != 0; )
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{
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// Replace start time with sample position.
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uint64_t start = chans[i]->StartTime;
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chans[i]->StartTime = GSnd ? GSnd->GetPosition(chans[i]) : 0;
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arc(nullptr, *chans[i]);
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chans[i]->StartTime = start;
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}
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arc.EndArray();
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}
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}
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else
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{
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unsigned int count;
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soundEngine->StopAllChannels();
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if (arc.BeginArray("sounds"))
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{
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count = arc.ArraySize();
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for (unsigned int i = 0; i < count; ++i)
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{
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chan = (FSoundChan*)soundEngine->GetChannel(nullptr);
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arc(nullptr, *chan);
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// Sounds always start out evicted when restored from a save.
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chan->ChanFlags |= CHANF_EVICTED | CHANF_ABSTIME;
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}
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arc.EndArray();
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}
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// Add a small delay so that eviction only runs once the game is up and runnnig.
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soundEngine->SetRestartTime(I_GetTime() + 2);
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}
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GSnd->Sync(false);
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GSnd->UpdateSounds();
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}
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