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810977f19f
This mainly meant adding support for random sounds and playing the thunder sound by name instead of by index.
512 lines
14 KiB
C++
512 lines
14 KiB
C++
/*
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** s_advsound.cpp
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** Routines for managing SNDINFO lumps and ambient sounds
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** Thid is a stripped down version only handling the music related settings.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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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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// HEADER FILES ------------------------------------------------------------
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#include "c_dispatch.h"
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#include "filesystem.h"
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#include "v_text.h"
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#include "s_music.h"
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#include "sc_man.h"
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#include "s_soundinternal.h"
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#include "gamecontrol.h"
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#include <zmusic.h>
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#include "raze_music.h"
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#include "games/duke/src/sounds.h"
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// MACROS ------------------------------------------------------------------
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enum SICommands
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{
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SI_Random,
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SI_MusicVolume,
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SI_MidiDevice,
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SI_MusicAlias,
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SI_ConReserve,
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SI_Alias,
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SI_Limit,
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SI_Singular,
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SI_PitchSet,
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SI_PitchSetDuke,
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SI_DukeFlags,
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SI_Loop,
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SI_BloodRelVol,
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};
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// This specifies whether Timidity or Windows playback is preferred for a certain song (only useful for Windows.)
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extern MusicAliasMap MusicAliases;
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extern MidiDeviceMap MidiDevices;
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extern MusicVolumeMap MusicVolumes;
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern bool IsFloat (const char *str);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void S_AddSNDINFO (int lumpnum);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static const char *SICommandStrings[] =
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{
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"$random",
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"$musicvolume",
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"$mididevice",
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"$musicalias",
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"$conreserve",
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"$alias",
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"$limit",
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"$singular",
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"$pitchset",
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"$pitchsetduke",
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"$dukeflags",
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"$loop",
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"$bloodrelvol",
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NULL
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};
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static const int DEFAULT_LIMIT = 6;
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// S_AddSound
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//
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// If logical name is already in S_sfx, updates it to use the new sound
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// lump. Otherwise, adds the new mapping by using S_AddSoundLump().
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//==========================================================================
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static FSoundID S_AddSound(const char* logicalname, int lumpnum, FScanner* sc)
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{
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FSoundID sfxid = soundEngine->FindSoundNoHash(logicalname);
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if (sfxid.isvalid())
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{ // If the sound has already been defined, change the old definition
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auto sfx = soundEngine->GetWritableSfx(sfxid);
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if (sfx->bRandomHeader)
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{
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FRandomSoundList* rnd = soundEngine->ResolveRandomSound(sfx);
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rnd->Choices.Reset();
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rnd->Owner = NO_SOUND;
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}
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sfx->lumpnum = lumpnum;
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sfx->bRandomHeader = false;
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sfx->link = sfxinfo_t::NO_LINK;
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sfx->bTentative = false;
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if (sfx->NearLimit == -1)
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{
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sfx->NearLimit = 6;
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sfx->LimitRange = 256 * 256;
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}
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//sfx->PitchMask = CurrentPitchMask;
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}
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else
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{ // Otherwise, create a new definition.
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sfxid = soundEngine->AddSoundLump(logicalname, lumpnum, 0);
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}
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return sfxid;
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}
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FSoundID S_AddSound(const char* logicalname, const char* lumpname, FScanner* sc)
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{
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int lump = fileSystem.CheckNumForFullName(lumpname, true, ns_sounds);
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if (lump == -1 && sc) sc->ScriptMessage("%s: sound file not found", sc->String);
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return S_AddSound(logicalname, lump, sc);
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}
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//==========================================================================
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//
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// S_AddSNDINFO
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//
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// Reads a SNDINFO and does what it says.
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//
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//==========================================================================
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static void S_AddSNDINFO (int lump)
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{
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bool skipToEndIf;
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TArray<FSoundID> list;
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int wantassigns = -1;
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FScanner sc(lump);
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skipToEndIf = false;
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while (sc.GetString ())
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{
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if (skipToEndIf)
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{
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if (sc.Compare ("$endif"))
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{
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skipToEndIf = false;
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}
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continue;
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}
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int cmd;
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if (sc.String[0] == '$') cmd = sc.MatchString(SICommandStrings);
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else cmd = -1;
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{ // Got a command
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switch (cmd)
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{
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case SI_Random: {
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// $random <logical name> { <logical name> ... }
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FRandomSoundList random;
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list.Clear();
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sc.MustGetString();
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FSoundID Owner = S_AddSound(sc.String, -1, &sc);
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sc.MustGetStringName("{");
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while (sc.GetString() && !sc.Compare("}"))
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{
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FSoundID sfxto = soundEngine->FindSoundTentative(sc.String);
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if (sfxto == random.Owner)
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{
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Printf("Definition of random sound '%s' refers to itself recursively.\n", sc.String);
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continue;
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}
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list.Push(sfxto);
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}
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if (list.Size() == 1)
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{ // Only one sound: treat as $alias
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auto sfxp = soundEngine->GetWritableSfx(Owner);
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sfxp->link = list[0];
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sfxp->NearLimit = -1;
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}
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else if (list.Size() > 1)
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{ // Only add non-empty random lists
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soundEngine->AddRandomSound(Owner, list);
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}
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}
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break;
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case SI_MusicVolume: {
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sc.MustGetString();
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FName musname (sc.String);
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sc.MustGetFloat();
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MusicVolumes[musname] = (float)sc.Float;
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}
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break;
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case SI_MusicAlias: {
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sc.MustGetString();
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int mlump = fileSystem.FindFile(sc.String);
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if (mlump < 0)
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mlump = fileSystem.FindFile(FStringf("music/%s", sc.String));
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if (mlump >= 0)
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{
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// do not set the alias if a later WAD defines its own music of this name
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int file = fileSystem.GetFileContainer(mlump);
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int sndifile = fileSystem.GetFileContainer(sc.LumpNum);
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if (file > sndifile)
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{
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sc.MustGetString();
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continue;
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}
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}
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FName alias = sc.String;
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sc.MustGetString();
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FName mapped = sc.String;
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// only set the alias if the lump it maps to exists.
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if (mapped == NAME_None || fileSystem.FindFile(sc.String) >= 0)
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{
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MusicAliases[alias] = mapped;
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}
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}
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break;
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case SI_MidiDevice: {
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sc.MustGetString();
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FName nm = sc.String;
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FScanner::SavedPos save = sc.SavePos();
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sc.SetCMode(true);
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sc.MustGetString();
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MidiDeviceSetting devset;
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// Important: This needs to handle all the devices not present in ZMusic Lite to be able to load configs made for GZDoom.
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// Also let the library handle the fallback so this can adjust automatically if the feature set gets extended.
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if (sc.Compare("timidity")) devset.device = MDEV_TIMIDITY;
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else if (sc.Compare("fmod") || sc.Compare("sndsys")) devset.device = MDEV_SNDSYS;
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else if (sc.Compare("standard")) devset.device = MDEV_STANDARD;
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else if (sc.Compare("opl")) devset.device = MDEV_OPL;
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else if (sc.Compare("default")) devset.device = MDEV_DEFAULT;
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else if (sc.Compare("fluidsynth")) devset.device = MDEV_FLUIDSYNTH;
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else if (sc.Compare("gus")) devset.device = MDEV_GUS;
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else if (sc.Compare("wildmidi")) devset.device = MDEV_WILDMIDI;
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else if (sc.Compare("adl")) devset.device = MDEV_ADL;
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else if (sc.Compare("opn")) devset.device = MDEV_OPN;
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else sc.ScriptError("Unknown MIDI device %s\n", sc.String);
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if (sc.CheckString(","))
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{
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sc.SetCMode(false);
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sc.MustGetString();
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devset.args = sc.String;
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}
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else
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{
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// This does not really do what one might expect, because the next token has already been parsed and can be a '$'.
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// So in order to continue parsing without C-Mode, we need to reset and parse the last token again.
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sc.SetCMode(false);
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sc.RestorePos(save);
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sc.MustGetString();
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}
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MidiDevices[nm] = devset;
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}
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break;
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case SI_Alias: {
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// $alias <name of alias> <name of real sound>
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FSoundID sfxfrom;
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sc.MustGetString ();
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sfxfrom = S_AddSound (sc.String, -1, &sc);
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sc.MustGetString ();
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auto sfx = soundEngine->GetWritableSfx(sfxfrom);
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sfx->link = soundEngine->FindSoundTentative (sc.String);
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sfx->NearLimit = -1; // Aliases must use the original sound's limit. (Can be changed later)
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}
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break;
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case SI_Limit: {
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// $limit <logical name> <max channels> [<distance>]
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FSoundID sfxfrom;
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sc.MustGetString ();
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sfxfrom = soundEngine->FindSoundTentative (sc.String);
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sc.MustGetNumber ();
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auto sfx = soundEngine->GetWritableSfx(sfxfrom);
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sfx->NearLimit = min(max(sc.Number, 0), 255);
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if (sc.CheckFloat())
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{
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sfx->LimitRange = float(sc.Float * sc.Float);
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}
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}
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break;
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case SI_Singular: {
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// $singular <logical name>
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FSoundID sfx;
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sc.MustGetString ();
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sfx = soundEngine->FindSoundTentative (sc.String, DEFAULT_LIMIT);
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auto sfxp = soundEngine->GetWritableSfx(sfx);
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sfxp->bSingular = true;
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}
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break;
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case SI_PitchSet: {
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// $pitchset <logical name> <pitch amount as float> [range maximum]
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FSoundID sfx;
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sc.MustGetString();
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sfx = soundEngine->FindSoundTentative(sc.String);
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sc.MustGetFloat();
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auto sfxp = soundEngine->GetWritableSfx(sfx);
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sfxp->DefPitch = (float)sc.Float;
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if (sc.CheckFloat())
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{
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sfxp->DefPitchMax = (float)sc.Float;
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}
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else
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{
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sfxp->DefPitchMax = 0;
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}
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}
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break;
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case SI_PitchSetDuke: {
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// $pitchset <logical name> <pitch amount as float> [range maximum]
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// Same as above, but uses Duke's value range of 1200 units per octave.
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FSoundID sfx;
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sc.MustGetString();
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sfx = soundEngine->FindSoundTentative(sc.String);
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sc.MustGetFloat();
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auto sfxp = soundEngine->GetWritableSfx(sfx);
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sfxp->DefPitch = (float)pow(2, sc.Float / 1200.);
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if (sc.CheckFloat())
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{
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sfxp->DefPitchMax = (float)pow(2, sc.Float / 1200.);
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}
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else
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{
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sfxp->DefPitchMax = 0;
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}
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break;
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}
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case SI_ConReserve: {
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// $conreserve <logical name> <resource id>
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// Assigns a resource ID to the given sound.
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sc.MustGetString();
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FSoundID sfx = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
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auto sfxp = soundEngine->GetWritableSfx(sfx);
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sc.MustGetNumber();
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sfxp->ResourceId = sc.Number;
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break;
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}
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case SI_DukeFlags: {
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static const char* dukeflags[] = { "LOOP", "MSFX", "TALK", "GLOBAL", nullptr};
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// dukesound <logical name> <flag> <flag> <flag>..
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// Sets a pitch range for the sound.
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sc.MustGetString();
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auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
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int flags = 0;
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while (sc.GetString())
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{
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int bit = sc.MatchString(dukeflags);
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if (bit == -1) break;
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flags |= 1 << bit;
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}
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if (isDukeEngine())
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{
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auto sfx = soundEngine->GetWritableSfx(sfxid);
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if (sfx->UserData.Size() < Duke3d::kMaxUserData)
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{
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sfx->UserData.Resize(Duke3d::kMaxUserData);
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memset(sfx->UserData.Data(), 0, Duke3d::kMaxUserData * sizeof(int));
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}
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sfx->UserData[Duke3d::kFlags] = flags;
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}
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else
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{
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sc.ScriptMessage("'$dukeflags' is not available in the current game and will be ignored");
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}
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break;
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}
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case SI_Loop: {
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// loop <logical name> <start> <end>
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// Sets loop points for the given sound in samples. Only really useful for WAV - for Ogg and FLAC use the metadata they can contain.
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sc.MustGetString();
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auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
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auto sfx = soundEngine->GetWritableSfx(sfxid);
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sc.MustGetNumber();
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sfx->LoopStart = sc.Number;
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if (sc.CheckNumber())
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sfx->LoopEnd = sc.Number;
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break;
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}
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case SI_BloodRelVol: {
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// bloodrelvol <logical name> <value>
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// Sets Blood's hacky volume modifier.
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sc.MustGetString();
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auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
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auto sfx = soundEngine->GetWritableSfx(sfxid);
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sc.MustGetNumber();
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if (isBlood())
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{
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auto sfx = soundEngine->GetWritableSfx(sfxid);
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if (sfx->UserData.Size() < 1)
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{
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sfx->UserData.Resize(1);
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}
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sfx->UserData[0] = sc.Number;
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}
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else
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{
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sc.ScriptMessage("'$bloodrelvol' is not available in the current game and will be ignored");
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}
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break;
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}
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default:
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{ // Got a logical sound mapping
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if (sc.String[0] == '$')
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{
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sc.ScriptError("%s: Unknown keyword", sc.String);
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}
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FString name (sc.String);
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if (wantassigns == -1)
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{
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wantassigns = sc.CheckString("=");
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}
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else if (wantassigns)
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{
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sc.MustGetStringName("=");
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}
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sc.MustGetString ();
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S_AddSound (name, sc.String, &sc);
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}
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}
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}
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}
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}
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//==========================================================================
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//
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// S_ParseSndInfo
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//
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// Parses all loaded SNDINFO lumps.
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//
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//==========================================================================
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void S_ParseSndInfo()
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{
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int lump;
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soundEngine->Clear();
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MusicAliases.Clear();
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MidiDevices.Clear();
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MusicVolumes.Clear();
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S_AddSound("{ no sound }", "DSEMPTY", nullptr); // Sound 0 is no sound at all
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int lastlump = 0;
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while ((lump = fileSystem.FindLump("SNDINFO", &lastlump, false)) != -1)
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{
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S_AddSNDINFO(lump);
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}
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soundEngine->HashSounds();
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}
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