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971 lines
26 KiB
C++
971 lines
26 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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Copyright (C) 2019 Christoph Oelckers
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "compat.h"
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#include "build.h"
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#include "names2.h"
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#include "mytypes.h"
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#include "panel.h"
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#include "game.h"
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#include "sounds.h"
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#include "ai.h"
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#include "network.h"
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#include "misc.h"
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#include "misc.h"
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#include "rts.h"
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#include "menus.h"
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#include "razemenu.h"
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#include "raze_music.h"
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#include "raze_sound.h"
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#include "filesystem.h"
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#include "serializer.h"
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#include "gamecontrol.h"
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#include "gamestate.h"
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BEGIN_SW_NS
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enum EChanExFlags
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{
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CHANEXF_NODOPPLER = 0x20000000,
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CHANEXF_DONTPAN = 0x40000000,
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};
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// Parentally locked sounds list
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int PLocked_Sounds[] =
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{
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483,328,334,335,338,478,450,454,452,453,456,457,458,455,460,462,
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461,464,466,465,467,463,342,371,254,347,350,432,488,489,490,76,339,
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499,500,506,479,480,481,482,78,600,467,548,547,544,546,545,542,541,540,
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539,536,529,525,522,521,515,516,612,611,589,625,570,569,567,565,
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558,557
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};
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//
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// Includes digi.h to build the table
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//
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#define DIGI_TABLE
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VOC_INFO voc[] =
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{
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#include "digi.h"
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};
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#undef DIGI_TABLE
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//
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// Includes ambient.h to build the table of ambient sounds for game
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//
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#define AMBIENT_TABLE
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AMB_INFO ambarray[] =
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{
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#include "ambient.h"
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};
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#undef AMBIENT_TABLE
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#define MAX_AMBIENT_SOUNDS 82
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//==========================================================================
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//
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//
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//
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//==========================================================================
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float S_ConvertPitch(int lpitch)
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{
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return pow(2, lpitch / 1200.);
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}
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//==========================================================================
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//
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// Sound Distance Calculation
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//
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//==========================================================================
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enum
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{
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MAXLEVLDIST = 19000, // The higher the number, the further away you can hear sound
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DECAY_CONST = 4000
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};
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short SoundDist(int x, int y, int z, int basedist)
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{
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double tx, ty, tz;
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double sqrdist, retval;
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extern short screenpeek;
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tx = fabs(Player[screenpeek].posx - x);
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ty = fabs(Player[screenpeek].posy - y);
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tz = fabs((Player[screenpeek].posz - z) >> 4);
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// Use the Pythagreon Theorem to compute the magnitude of a 3D vector
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sqrdist = fabs(tx * tx + ty * ty + tz * tz);
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retval = sqrt(sqrdist);
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if (basedist < 0) // if basedist is negative
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{
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double decayshift = 2;
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int decay = labs(basedist) / DECAY_CONST;
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for (int i = 0; i < decay; i++)
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decayshift *= 2;
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if (fabs(double(basedist) / decayshift) >= retval)
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retval = 0;
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else
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retval *= decay;
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}
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else
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{
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if (basedist > retval)
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retval = 0;
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else
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retval -= basedist;
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}
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retval = retval * 256 / MAXLEVLDIST;
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if (retval < 0) retval = 0;
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if (retval > 255) retval = 255;
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return retval;
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}
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//==========================================================================
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//
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// Calculate rolloff info.
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//
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//==========================================================================
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FRolloffInfo GetRolloff(int basedist)
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{
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FRolloffInfo info;
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if (basedist < 0) // if basedist is negative
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{
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double decayshift = 2;
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int decay = labs(basedist) / DECAY_CONST;
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for (int i = 0; i < decay; i++)
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decayshift *= 2;
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info.RolloffType = ROLLOFF_Doom;
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info.MinDistance = (float)(-basedist / decayshift / 16.);
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info.MaxDistance = MAXLEVLDIST / 16.f / decay;
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}
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else
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{
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info.RolloffType = ROLLOFF_Doom;
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info.MinDistance = basedist / 16.f;
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info.MaxDistance = info.MinDistance + MAXLEVLDIST / 16.f;
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}
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return info;
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}
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//==========================================================================
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//
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//
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// Ambient sounds
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//
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//
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//==========================================================================
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struct AmbientSound
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{
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SPRITEp sp;
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int ambIndex;
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int vocIndex;
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int ChanFlags;
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int maxIndex;
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int curIndex;
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bool intermit;
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};
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static TArray<AmbientSound*> ambients;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void StopAmbientSound(void)
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{
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for (auto amb : ambients)
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{
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soundEngine->StopSound(SOURCE_Ambient, amb, -1);
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delete amb;
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}
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ambients.Clear();
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}
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//==========================================================================
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//
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// Play a sound
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//
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//==========================================================================
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void InitAmbient(int num, SPRITEp sp)
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{
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VOC_INFOp vp;
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int pitch = 0;
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short angle, sound_dist;
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int tx, ty, tz;
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uint8_t priority;
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int maxtics = 0;
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if (!snd_ambience) return;
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// Ambient sounds need special treatment
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if (num < 0 || num > MAX_AMBIENT_SOUNDS)
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{
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sprintf(ds, "Invalid or out of range ambient sound number %d\n", num);
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PutStringInfo(Player + screenpeek, ds);
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return;
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}
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auto vnum = ambarray[num].diginame;
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if (!soundEngine->isValidSoundId(vnum))
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{
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return; // linked sound does not exist.
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}
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auto amb = new AmbientSound;
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amb->sp = sp;
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amb->ambIndex = num;
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amb->vocIndex = vnum;
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amb->ChanFlags = CHANF_TRANSIENT;
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if (ambarray[num].ambient_flags & v3df_dontpan) amb->ChanFlags |= EChanFlags::FromInt(CHANEXF_DONTPAN);
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if (voc[vnum].voc_flags & vf_loop) amb->ChanFlags |= CHANF_LOOP;
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amb->maxIndex = ambarray[num].maxtics;
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amb->curIndex = 0;
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amb->intermit = !!(ambarray[num].ambient_flags & v3df_intermit);
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ambients.Push(amb);
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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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void StartAmbientSound(void)
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{
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int i, nexti;
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if (!SoundEnabled()) return;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_AMBIENT], i, nexti)
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{
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SPRITEp sp = &sprite[i];
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InitAmbient(sp->lotag, sp);
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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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static void RestartAmbient(AmbientSound* amb)
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{
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auto& vp = voc[amb->vocIndex];
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auto rolloff = GetRolloff(vp.voc_distance);
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int pitch = 0;
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if (vp.pitch_hi <= vp.pitch_lo) pitch = vp.pitch_lo;
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else pitch = vp.pitch_lo + (STD_RANDOM_RANGE(vp.pitch_hi - vp.pitch_lo));
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amb->curIndex = PlayClock;
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if (!soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, amb, CHAN_BODY, amb->vocIndex))
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soundEngine->StartSound(SOURCE_Ambient, amb, nullptr, CHAN_BODY, EChanFlags::FromInt(amb->ChanFlags), amb->vocIndex, 1.f, ATTN_NORM, &rolloff, S_ConvertPitch(pitch));
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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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static int RandomizeAmbientSpecials(int handle)
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{
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#define MAXRNDAMB 12
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static int ambrand[] =
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{
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56,57,58,59,60,61,62,63,64,65,66,67
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};
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int i;
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// If ambient sound is found in the array, randomly pick a new sound
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for (i = 0; i < MAXRNDAMB; i++)
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{
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if (handle == ambrand[i])
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return ambrand[STD_RANDOM_RANGE(MAXRNDAMB - 1)];
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}
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return -1;
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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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static void DoTimedSound(AmbientSound* amb)
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{
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if (PlayClock >= amb->curIndex + amb->maxIndex)
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{
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if (!soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, amb, CHAN_BODY))
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{
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// Check for special case ambient sounds. Since the sound is stopped and doesn't occupy a real channel at this time we can just swap out the sound ID before restarting it.
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int ambid = RandomizeAmbientSpecials(amb->ambIndex);
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if (ambid != -1)
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{
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amb->vocIndex = ambarray[ambid].diginame;
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amb->maxIndex = STD_RANDOM_RANGE(ambarray[ambid].maxtics);
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}
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RestartAmbient(amb);
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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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//==========================================================================
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static void UpdateAmbients()
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{
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for (auto& amb : ambients)
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{
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auto sp = amb->sp;
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auto sdist = SoundDist(sp->pos.x, sp->pos.y, sp->pos.z, voc[amb->vocIndex].voc_distance);
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if (sdist < 255 && amb->vocIndex == DIGI_WHIPME)
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{
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PLAYERp pp = Player + screenpeek;
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if (!FAFcansee(sp->pos.x, sp->pos.y, sp->pos.z, sp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum))
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{
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sdist = 255;
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}
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}
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if (sdist < 255)
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{
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if (amb->intermit) DoTimedSound(amb);
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else RestartAmbient(amb);
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}
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else
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{
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soundEngine->StopSound(SOURCE_Ambient, amb, -1);
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}
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}
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}
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//==========================================================================
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//
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// end of ambient sounds
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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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class SWSoundEngine : public SoundEngine
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{
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// client specific parts of the sound engine go in this class.
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void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan) override;
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TArray<uint8_t> ReadSound(int lumpnum) override;
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public:
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SWSoundEngine()
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{
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S_Rolloff.RolloffType = ROLLOFF_Doom;
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S_Rolloff.MinDistance = 0; // These are the default values, SW uses a few different rolloff settings.
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S_Rolloff.MaxDistance = 1187;
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}
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int SoundSourceIndex(FSoundChan* chan) override
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{
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if (chan->SourceType == SOURCE_Player) return int(PLAYERp(chan->Source) - Player);
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if (chan->SourceType == SOURCE_Unattached && chan->Source) return int(SPRITEp(chan->Source) - sprite);
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return 0;
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}
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void SetSource(FSoundChan* chan, int index) override
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{
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if (chan->SourceType == SOURCE_Player)
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{
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if (index < 0 || index >= MAX_SW_PLAYERS_REG) index = 0;
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chan->Source = &Player[index];
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}
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else if (chan->SourceType == SOURCE_Unattached && index >= 0)
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{
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chan->Source = &sprite[index];
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}
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else chan->Source = nullptr;
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}
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void StopChannel(FSoundChan* chan) override
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{
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if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
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{
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chan->Source = NULL;
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chan->SourceType = SOURCE_Unattached;
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}
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SoundEngine::StopChannel(chan);
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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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TArray<uint8_t> SWSoundEngine::ReadSound(int lumpnum)
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{
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auto wlump = fileSystem.OpenFileReader(lumpnum);
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return wlump.Read();
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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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void InitFX(void)
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{
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if (soundEngine) return; // just in case.
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soundEngine = new SWSoundEngine;
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auto &S_sfx = soundEngine->GetSounds();
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S_sfx.Resize(countof(voc));
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for (auto& sfx : S_sfx) { sfx.Clear(); sfx.lumpnum = sfx_empty; }
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for (size_t i = 1; i < countof(voc); i++)
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{
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auto& entry = voc[i];
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auto lump = S_LookupSound(entry.name);
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if (lump > 0)
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{
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auto& newsfx = S_sfx[i];
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newsfx.name = entry.name;
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newsfx.lumpnum = lump;
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newsfx.NearLimit = 6;
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newsfx.bTentative = false;
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}
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}
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soundEngine->HashSounds();
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for (auto& sfx : S_sfx)
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{
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soundEngine->CacheSound(&sfx);
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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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void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan)
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{
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if (pos != nullptr)
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{
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PLAYERp pp = Player + screenpeek;
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FVector3 campos = GetSoundPos((vec3_t*)pp);
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vec3_t *vpos = nullptr;
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if (vel) vel->Zero();
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if (type == SOURCE_Unattached)
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{
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pos->X = pt[0];
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pos->Y = pt[1];
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pos->Z = pt[2];
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}
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else if (type == SOURCE_Actor || type == SOURCE_Player)
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{
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vpos = type == SOURCE_Actor ? &((SPRITEp)source)->pos : (vec3_t*)&((PLAYERp)source)->posx;
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FVector3 npos = GetSoundPos(vpos);
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*pos = npos;
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if (!(chanflags & CHANEXF_NODOPPLER) && vel)
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{
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// Hack alert. Velocity may only be set if a) the sound is already running and b) an actual sound channel is modified.
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// It remains to be seen if this is actually workable. I have my doubts. The velocity should be taken from a stable source.
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if (chan && !(chanflags & (CHANF_JUSTSTARTED | CHANF_EVICTED)))
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{
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*vel = (npos - FVector3(pt[0], pt[1], pt[2])) * 40; // SW ticks 40 times a second.
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chan->Point[0] = npos.X;
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chan->Point[1] = npos.Y;
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chan->Point[2] = npos.Z;
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}
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}
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}
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else if (type == SOURCE_Ambient)
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{
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auto sp = ((AmbientSound*)source)->sp;
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vec3_t* vpos = &sp->pos;
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FVector3 npos = GetSoundPos(vpos);
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// Can the ambient sound see the player? If not, tone it down some.
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if ((chanflags & CHANF_LOOP))
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{
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if (!FAFcansee(vpos->x, vpos->y, vpos->z, sp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum))
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{
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auto distvec = npos - campos;
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npos = campos + distvec * 1.75f; // Play more quietly
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}
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}
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*pos = npos;
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}
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|
|
if (vpos && chanflags & CHANEXF_DONTPAN)
|
|
{
|
|
// For unpanned sounds the volume must be set directly and the position taken from the listener.
|
|
*pos = campos;
|
|
auto sdist = SoundDist(vpos->x, vpos->y, vpos->z, voc[chanSound].voc_distance);
|
|
if (chan) SetVolume(chan, (255 - sdist) * (1 / 255.f));
|
|
}
|
|
|
|
|
|
if ((chanflags & CHANF_LISTENERZ) && type != SOURCE_None)
|
|
{
|
|
pos->Y = campos.Y;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Main function to update 3D sound array
|
|
//
|
|
//==========================================================================
|
|
|
|
void GameInterface::UpdateSounds(void)
|
|
{
|
|
PLAYERp pp = Player + screenpeek;
|
|
SoundListener listener;
|
|
|
|
listener.angle = -FixedToFloat(pp->q16ang) * pi::pi() / 1024; // Build uses a period of 2048.
|
|
listener.velocity.Zero();
|
|
listener.position = GetSoundPos((vec3_t*)&pp->posx);
|
|
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 = pp;
|
|
soundEngine->SetListener(listener);
|
|
|
|
UpdateAmbients();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Play a sound
|
|
//
|
|
//==========================================================================
|
|
|
|
int _PlaySound(int num, SPRITEp sp, PLAYERp pp, vec3_t* pos, Voc3D_Flags flags, int channel, EChanFlags cflags)
|
|
{
|
|
if (Prediction || !SoundEnabled() || !soundEngine->isValidSoundId(num))
|
|
return -1;
|
|
|
|
SPRITEp sps = sp;
|
|
// Weed out parental lock sounds if PLock is active
|
|
if (adult_lockout)
|
|
{
|
|
for (unsigned i = 0; i < sizeof(PLocked_Sounds); i++)
|
|
{
|
|
if (num == PLocked_Sounds[i])
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
auto vp = &voc[num];
|
|
int sourcetype = SOURCE_None;
|
|
cflags |= channel == 8 ? CHANF_OVERLAP : CHANF_NONE; // for the default channel we do not want to have sounds stopping each other.
|
|
void* source = nullptr;
|
|
// If the sound is not supposd to be positioned, it may not be linked to the launching actor.
|
|
if (!(flags & v3df_follow))
|
|
{
|
|
if (sp && !pos)
|
|
{
|
|
pos = &sp->pos;
|
|
sp = nullptr;
|
|
}
|
|
else if (pp && !pos)
|
|
{
|
|
pos = (vec3_t*)&pp->posx;
|
|
pp = nullptr;
|
|
}
|
|
}
|
|
|
|
if (pos != nullptr)
|
|
{
|
|
sourcetype = SOURCE_Unattached;
|
|
}
|
|
else if (sp != nullptr)
|
|
{
|
|
source = sp;
|
|
sourcetype = SOURCE_Actor;
|
|
}
|
|
else if (pp != nullptr)
|
|
{
|
|
source = pp;
|
|
sourcetype = SOURCE_Player;
|
|
}
|
|
// Otherwise it's an unpositioned sound.
|
|
|
|
if (flags & v3df_doppler) cflags |= EChanFlags::FromInt(CHANEXF_NODOPPLER); // this must ensure that CalcPosVel always zeros the velocity.
|
|
if (flags & v3df_dontpan) cflags |= EChanFlags::FromInt(CHANEXF_DONTPAN); // beware of hackery to emulate this.
|
|
if (vp->voc_flags & vf_loop) cflags |= CHANF_LOOP; // with the new sound engine these can just be started and don't have to be stopped ever.
|
|
|
|
int pitch = 0;
|
|
if (vp->pitch_hi <= vp->pitch_lo) pitch = vp->pitch_lo;
|
|
else if (vp->pitch_hi != vp->pitch_lo) pitch = vp->pitch_lo + (STD_RANDOM_RANGE(vp->pitch_hi - vp->pitch_lo));
|
|
|
|
auto rolloff = GetRolloff(vp->voc_distance);
|
|
FVector3 spos = pos ? GetSoundPos(pos) : FVector3(0, 0, 0);
|
|
auto chan = soundEngine->StartSound(sourcetype, source, &spos, channel, cflags, num, 1.f, ATTN_NORM, &rolloff, S_ConvertPitch(pitch));
|
|
if (chan && sourcetype == SOURCE_Unattached) chan->Source = sps; // needed for sound termination.
|
|
return 1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void PlaySoundRTS(int rts_num)
|
|
{
|
|
if (!adult_lockout && SoundEnabled() && RTS_IsInitialized() && snd_speech)
|
|
{
|
|
auto sid = RTS_GetSoundID(rts_num - 1);
|
|
if (sid != -1)
|
|
{
|
|
soundEngine->StartSound(SOURCE_Unattached, nullptr, nullptr, CHAN_VOICE, 0, sid, 0.8f, ATTN_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void COVER_SetReverb(int amt)
|
|
{
|
|
FX_SetReverb(amt);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Deletes vocs in the 3D sound queue with no owners
|
|
//
|
|
//==========================================================================
|
|
|
|
void DeleteNoSoundOwner(short spritenum)
|
|
{
|
|
if (!soundEngine) return;
|
|
SPRITEp sp = &sprite[spritenum];
|
|
|
|
soundEngine->EnumerateChannels([=](FSoundChan* chan)
|
|
{
|
|
if (chan->Source == sp && chan->ChanFlags & CHANF_LOOP)
|
|
{
|
|
soundEngine->StopChannel(chan);
|
|
}
|
|
return false;
|
|
});
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// This is called from KillSprite to kill a follow sound with no valid sprite owner
|
|
// Stops any active sound with the follow bit set, even play once sounds.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DeleteNoFollowSoundOwner(short spritenum)
|
|
{
|
|
SPRITEp sp = &sprite[spritenum];
|
|
soundEngine->StopSound(SOURCE_Actor, sp, -1); // all non-follow sounds are SOURCE_Unattached
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Terminate the sounds list
|
|
//
|
|
//==========================================================================
|
|
|
|
void Terminate3DSounds(void)
|
|
{
|
|
soundEngine->EnumerateChannels([](FSoundChan* chan)
|
|
{
|
|
if (chan->SourceType == SOURCE_Actor || chan->SourceType == SOURCE_Unattached ||
|
|
(chan->SourceType == SOURCE_Player && chan->EntChannel != CHAN_VOICE))
|
|
{
|
|
soundEngine->StopChannel(chan);
|
|
}
|
|
return false;
|
|
});
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// no longer needed, only left to avoid changing the game code
|
|
//
|
|
//==========================================================================
|
|
|
|
void Set3DSoundOwner(short spritenum)
|
|
{
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Play a sound using special sprite setup
|
|
//
|
|
//==========================================================================
|
|
|
|
void PlaySpriteSound(short spritenum, int attrib_ndx, Voc3D_Flags flags)
|
|
{
|
|
SPRITEp sp = &sprite[spritenum];
|
|
USERp u = User[spritenum];
|
|
|
|
ASSERT(u);
|
|
|
|
PlaySound(u->Attrib->Sounds[attrib_ndx], sp, flags);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int _PlayerSound(int num, PLAYERp pp)
|
|
{
|
|
int handle;
|
|
VOC_INFOp vp;
|
|
|
|
if (Prediction)
|
|
return 0;
|
|
|
|
if (pp < Player || pp >= Player + MAX_SW_PLAYERS)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (num < 0 || num >= DIGI_MAX || !soundEngine->isValidSoundId(num))
|
|
return 0;
|
|
|
|
if (TEST(pp->Flags, PF_DEAD)) return 0; // You're dead, no talking!
|
|
|
|
// If this is a player voice and he's already yacking, forget it.
|
|
vp = &voc[num];
|
|
|
|
// Not a player voice, bail.
|
|
if (vp->priority != PRI_PLAYERVOICE && vp->priority != PRI_PLAYERDEATH)
|
|
return 0;
|
|
|
|
// The surfacing sound should not block other player speech.
|
|
if (soundEngine->IsSourcePlayingSomething(SOURCE_Player, pp, CHAN_VOICE, DIGI_SURFACE))
|
|
{
|
|
soundEngine->StopSound(SOURCE_Player, pp, CHAN_VOICE);
|
|
}
|
|
|
|
// He wasn't talking, but he will be now.
|
|
if (!soundEngine->IsSourcePlayingSomething(SOURCE_Player, pp, CHAN_VOICE))
|
|
{
|
|
soundEngine->StartSound(SOURCE_Player, pp, nullptr, CHAN_VOICE, 0, num, 1.f, ATTN_NORM);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void StopPlayerSound(PLAYERp pp, int which)
|
|
{
|
|
soundEngine->StopSound(SOURCE_Player, pp, CHAN_VOICE, which);
|
|
}
|
|
|
|
bool SoundValidAndActive(SPRITEp spr, int channel)
|
|
{
|
|
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, spr, channel);
|
|
}
|
|
|
|
|
|
/*
|
|
============================================================================
|
|
=
|
|
= High level sound code (not directly engine related)
|
|
=
|
|
============================================================================
|
|
*/
|
|
|
|
int PlayerPainVocs[] =
|
|
{
|
|
DIGI_PLAYERPAIN1,
|
|
DIGI_PLAYERPAIN2,
|
|
DIGI_PLAYERPAIN3,
|
|
DIGI_PLAYERPAIN4,
|
|
DIGI_PLAYERPAIN5
|
|
};
|
|
|
|
// Don't have these sounds yet
|
|
int PlayerLowHealthPainVocs[] =
|
|
{
|
|
DIGI_HURTBAD1,
|
|
DIGI_HURTBAD2,
|
|
DIGI_HURTBAD3,
|
|
DIGI_HURTBAD4,
|
|
DIGI_HURTBAD5
|
|
};
|
|
|
|
int TauntAIVocs[] =
|
|
{
|
|
DIGI_TAUNTAI1,
|
|
DIGI_TAUNTAI2,
|
|
DIGI_TAUNTAI3,
|
|
DIGI_TAUNTAI4,
|
|
DIGI_TAUNTAI5,
|
|
DIGI_TAUNTAI6,
|
|
DIGI_TAUNTAI7,
|
|
DIGI_TAUNTAI8,
|
|
DIGI_TAUNTAI9,
|
|
DIGI_TAUNTAI10,
|
|
DIGI_COWABUNGA,
|
|
DIGI_NOCHARADE,
|
|
DIGI_TIMETODIE,
|
|
DIGI_EATTHIS,
|
|
DIGI_FIRECRACKERUPASS,
|
|
DIGI_HOLYCOW,
|
|
DIGI_HAHA2,
|
|
DIGI_HOLYPEICESOFCOW,
|
|
DIGI_HOLYSHIT,
|
|
DIGI_HOLYPEICESOFSHIT,
|
|
DIGI_PAYINGATTENTION,
|
|
DIGI_EVERYBODYDEAD,
|
|
DIGI_KUNGFU,
|
|
DIGI_HOWYOULIKEMOVE,
|
|
DIGI_HAHA3,
|
|
DIGI_NOMESSWITHWANG,
|
|
DIGI_RAWREVENGE,
|
|
DIGI_YOULOOKSTUPID,
|
|
DIGI_TINYDICK,
|
|
DIGI_NOTOURNAMENT,
|
|
DIGI_WHOWANTSWANG,
|
|
DIGI_MOVELIKEYAK,
|
|
DIGI_ALLINREFLEXES
|
|
};
|
|
|
|
int PlayerGetItemVocs[] =
|
|
{
|
|
DIGI_GOTITEM1,
|
|
DIGI_HAHA1,
|
|
DIGI_BANZAI,
|
|
DIGI_COWABUNGA,
|
|
DIGI_TIMETODIE
|
|
};
|
|
|
|
int PlayerYellVocs[] =
|
|
{
|
|
DIGI_PLAYERYELL1,
|
|
DIGI_PLAYERYELL2,
|
|
DIGI_PLAYERYELL3
|
|
};
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// PLays music
|
|
//
|
|
//==========================================================================
|
|
|
|
bool PlaySong(const char* mapname, const char* song_file_name, int cdaudio_track, bool isThemeTrack) //(nullptr, nullptr, -1, false) starts the normal level music.
|
|
{
|
|
// Play CD audio if enabled.
|
|
if (cdaudio_track >= 0 && (mus_redbook || *song_file_name == 0))
|
|
{
|
|
FStringf trackname("track%02d.ogg", cdaudio_track);
|
|
if (!Mus_Play(mapname, trackname, true))
|
|
{
|
|
Printf("Can't find CD track %i!\n", cdaudio_track);
|
|
}
|
|
else return true;
|
|
}
|
|
if (!Mus_Play(mapname, song_file_name, true))
|
|
{
|
|
// try the CD track anyway if no MIDI could be found (the original game doesn't have any MIDI, it was CD Audio only, this avoids no music playing if mus_redbook is off.)
|
|
FStringf trackname("track%02d.ogg", cdaudio_track);
|
|
if (!Mus_Play(nullptr, trackname, true)) return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void StopSound(void)
|
|
{
|
|
// This gets also called on shutdown.
|
|
StopAmbientSound();
|
|
if (soundEngine) soundEngine->StopAllChannels();
|
|
Mus_Stop();
|
|
}
|
|
|
|
void StopFX()
|
|
{
|
|
StopAmbientSound();
|
|
if (soundEngine) soundEngine->StopAllChannels();
|
|
}
|
|
|
|
|
|
END_SW_NS
|