raze/source/blood/src/sfx.cpp
Christoph Oelckers 8bd5f12b42 - matching sound backend code with GZDoom.
# Conflicts:
#	source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00

274 lines
8 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include <string.h>
#include "build.h"
#include "compat.h"
#include "common_game.h"
#include "config.h"
#include "gameutil.h"
#include "player.h"
#include "resource.h"
#include "sfx.h"
#include "sound.h"
#include "trig.h"
#include "raze_sound.h"
BEGIN_BLD_NS
class BloodSoundEngine : public SoundEngine
{
// client specific parts of the sound engine go in this class.
void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *channel) override;
TArray<uint8_t> ReadSound(int lumpnum) override;
public:
BloodSoundEngine()
{
S_Rolloff.RolloffType = ROLLOFF_Doom;
S_Rolloff.MinDistance = 170; // these are the numbers I got when uncrunching the original sound code.
S_Rolloff.MaxDistance = 850;
}
void StopChannel(FSoundChan* chan) override
{
if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
{
chan->Source = NULL;
chan->SourceType = SOURCE_Unattached;
}
SoundEngine::StopChannel(chan);
}
};
void sfxInit(void)
{
soundEngine = new BloodSoundEngine;
}
void sfxTerm()
{
}
//==========================================================================
//
//
//
//==========================================================================
TArray<uint8_t> BloodSoundEngine::ReadSound(int lumpnum)
{
auto wlump = fileSystem.OpenFileReader(lumpnum);
return wlump.Read();
}
void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *)
{
if (pos != nullptr && type != SOURCE_None)
{
FVector3 camera;
if (gMe && gMe->pSprite) camera = GetSoundPos(&gMe->pSprite->pos);
else camera = { 0, 0, 0 }; // don't crash if there is no player.
if (vel) vel->Zero();
if (type == SOURCE_Unattached)
{
pos->X = pt[0];
pos->Y = pt[1];
pos->Z = pt[2];
}
else if (type == SOURCE_Actor)
{
auto actor = (spritetype*)source;
assert(actor != nullptr);
size_t index = actor - sprite;
// Engine expects velocity in units per second, not units per tic.
if (vel) *vel = { xvel[index] * (30 / 65536.f), zvel[index] * (-30 / 65536.f), yvel[index] * (-30 / 65536.f) };
*pos = GetSoundPos(&actor->pos);
}
else if (type == SOURCE_Ambient)
{
*pos = camera; // just to be safe. Ambient sounds are in the world but unpositioned
}
if ((chanflags & CHANF_LISTENERZ))
{
pos->Y = camera.Y;
}
}
}
void sfxUpdate3DSounds(void)
{
SoundListener listener;
listener.angle = -(float)gMe->pSprite->ang * pi::pi() / 1024; // Build uses a period of 2048.
listener.velocity.Zero();
listener.position = GetSoundPos(&gMe->pSprite->pos);
listener.underwater = false;
// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
// listenactor->waterlevel == 3;
//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
listener.valid = true;
listener.ListenerObject = gMe->pSprite;
soundEngine->SetListener(listener);
soundEngine->UpdateSounds((int)totalclock);
}
FSoundID getSfx(FSoundID soundId, float &attenuation, int &pitch, int &relvol)
{
auto udata = soundEngine->GetUserData(soundId);
if (pitch < 0) pitch = udata ? udata[0] : 0x10000;
if (relvol < 0) relvol = udata && udata[2] ? udata[2] : 80;
if (relvol > 255) relvol = 255;
// Limit the attenuation. More than 2.0 is simply too much.
attenuation = relvol > 0 ? clamp(80.f / relvol, 0.f, 2.f) : 1.f;
return soundId;
}
void sfxPlay3DSound(int x, int y, int z, int soundId, int nSector)
{
if (!SoundEnabled() || soundId < 0) return;
auto sid = soundEngine->FindSoundByResID(soundId);
if (sid == 0) return;
vec3_t xyz = { x, y, z };
auto svec = GetSoundPos(&xyz);
float attenuation;
int pitch = -1;
int relvol = -1;
sid = getSfx(sid, attenuation, pitch, relvol);
soundEngine->StartSound(SOURCE_Unattached, nullptr, &svec, -1, CHANF_OVERLAP, sid, (0.8f / 80.f) * relvol, attenuation, nullptr, pitch / 65536.f);
}
enum EPlayFlags
{
FX_GlobalChannel = 1,
FX_SoundMatch = 2,
FX_ChannelMatch = 4,
};
void sfxPlay3DSoundCP(spritetype* pSprite, int soundId, int a3, int a4, int pitch, int volume)
{
if (!SoundEnabled() || soundId < 0 || !pSprite) return;
auto sid = soundEngine->FindSoundByResID(soundId);
if (sid == 0) return;
auto svec = GetSoundPos(&pSprite->pos);
float attenuation;
sid = getSfx(sid, attenuation, pitch, volume);
if (volume == -1) volume = 80;
if (a3 >= 0)
{
a3++; // This is to make 0 a valid channel value.
if (soundEngine->EnumerateChannels([=](FSoundChan* chan) -> int
{
if (chan->SourceType != SOURCE_Actor) return false; // other source types are not our business.
if (chan->EntChannel == a3 && (chan->Source == pSprite || (a4 & FX_GlobalChannel) != 0))
{
if ((a4 & FX_ChannelMatch) != 0 && chan->EntChannel == a3)
return true;
if ((a4 & FX_SoundMatch) != 0 && chan->OrgID == sid)
return true;
soundEngine->StopChannel(chan);
return -1;
}
return false;
})) return;
}
soundEngine->StartSound(SOURCE_Actor, pSprite, &svec, a3, a3 == -1? CHANF_OVERLAP : CHANF_NONE , sid, volume * (0.8f / 80.f), attenuation, nullptr, pitch / 65536.f);
}
void sfxPlay3DSound(spritetype* pSprite, int soundId, int a3, int a4)
{
sfxPlay3DSoundCP(pSprite, soundId, a3, a4, -1, -1);
}
void sfxKill3DSound(spritetype *pSprite, int a2, int a3)
{
if (!pSprite)
return;
if (a2 >= 0) a2++;
auto sid = soundEngine->FindSoundByResID(a3);
soundEngine->EnumerateChannels([=](FSoundChan* channel)
{
if (channel->SourceType == SOURCE_Actor && channel->Source == pSprite && (a2 < 0 || a2 == channel->EntChannel) && (a3 < 0 || sid == channel->OrgID))
{
soundEngine->StopChannel(channel);
}
return false;
});
}
void sfxKillAllSounds(void)
{
soundEngine->EnumerateChannels([](FSoundChan* channel)
{
if (channel->SourceType == SOURCE_Actor || channel->SourceType == SOURCE_Unattached) soundEngine->StopChannel(channel);
return false;
});
}
void sfxSetReverb(bool toggle)
{
if (toggle)
{
FX_SetReverb(128);
FX_SetReverbDelay(10);
}
else
FX_SetReverb(0);
}
void sfxSetReverb2(bool toggle)
{
if (toggle)
{
FX_SetReverb(128);
FX_SetReverbDelay(20);
}
else
FX_SetReverb(0);
}
END_BLD_NS