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633 lines
16 KiB
C++
633 lines
16 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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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. See the
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// GNU General Public License for more details.
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//
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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, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION: none
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//
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//-----------------------------------------------------------------------------
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/* For code that originates from ZDoom the following applies:
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**
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**---------------------------------------------------------------------------
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#ifdef _WIN32
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#include <io.h>
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#include "musicformats/win32/i_cd.h"
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#endif
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#include "i_system.h"
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#include "i_sound.h"
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#include "i_music.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "c_dispatch.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "cmdlib.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "a_sharedglobal.h"
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#include "gstrings.h"
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#include "gi.h"
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#include "po_man.h"
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#include "serializer.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "vm.h"
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#include "g_game.h"
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#include "atterm.h"
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#include "s_music.h"
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#include "filereadermusicinterface.h"
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#include "zmusic/musinfo.h"
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#include "zmusic/zmusic.h"
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// MACROS ------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern float S_GetMusicVolume (const char *music);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static bool MusicPaused; // whether music is paused
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MusPlayingInfo mus_playing; // music currently being played
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float relative_volume = 1.f;
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float saved_relative_volume = 1.0f; // this could be used to implement an ACS FadeMusic function
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DEFINE_GLOBAL_NAMED(mus_playing, musplaying);
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DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, name);
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DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, baseorder);
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DEFINE_FIELD_X(MusPlayingInfo, MusPlayingInfo, loop);
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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//
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//
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// Create a sound system stream for the currently playing song
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//==========================================================================
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static std::unique_ptr<SoundStream> musicStream;
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static bool FillStream(SoundStream* stream, void* buff, int len, void* userdata)
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{
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bool written = mus_playing.handle? mus_playing.handle->ServiceStream(buff, len) : 0;
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if (!written)
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{
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memset((char*)buff, 0, len);
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return false;
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}
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return true;
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}
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void S_CreateStream()
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{
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if (!mus_playing.handle) return;
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auto fmt = mus_playing.handle->GetStreamInfo();
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if (fmt.mBufferSize > 0)
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{
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int flags = fmt.mNumChannels < 0 ? 0 : SoundStream::Float;
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if (abs(fmt.mNumChannels) < 2) flags |= SoundStream::Mono;
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musicStream.reset(GSnd->CreateStream(FillStream, fmt.mBufferSize, flags, fmt.mSampleRate, nullptr));
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if (musicStream) musicStream->Play(true, 1);
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}
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}
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void S_PauseStream(bool paused)
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{
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if (musicStream) musicStream->SetPaused(paused);
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}
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void S_StopStream()
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{
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if (musicStream)
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{
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musicStream->Stop();
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musicStream.reset();
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}
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}
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//==========================================================================
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//
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// starts playing this song
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//
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//==========================================================================
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static void S_StartMusicPlaying(MusInfo* song, bool loop, float rel_vol, int subsong)
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{
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if (rel_vol > 0.f)
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{
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float factor = relative_volume / saved_relative_volume;
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saved_relative_volume = rel_vol;
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I_SetRelativeVolume(saved_relative_volume * factor);
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}
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song->Stop();
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song->Play(loop, subsong);
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song->m_NotStartedYet = false;
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// Notify the sound system of the changed relative volume
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snd_musicvolume.Callback();
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}
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//==========================================================================
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//
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// S_PauseSound
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//
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// Stop music and sound effects, during game PAUSE.
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//==========================================================================
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void S_PauseMusic ()
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{
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if (mus_playing.handle && !MusicPaused)
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{
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mus_playing.handle->Pause();
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S_PauseStream(true);
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MusicPaused = true;
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}
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}
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//==========================================================================
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//
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// S_ResumeSound
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//
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// Resume music and sound effects, after game PAUSE.
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//==========================================================================
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void S_ResumeMusic ()
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{
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if (mus_playing.handle && MusicPaused)
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{
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mus_playing.handle->Resume();
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S_PauseStream(false);
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MusicPaused = false;
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}
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}
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//==========================================================================
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//
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// S_UpdateSound
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//
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//==========================================================================
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void S_UpdateMusic ()
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{
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if (mus_playing.handle != nullptr)
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{
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mus_playing.handle->Update();
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if (!mus_playing.handle->IsPlaying())
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{
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S_StopMusic(true);
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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_Start
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//
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// Per level startup code. Kills playing sounds at start of level
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// and starts new music.
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//==========================================================================
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void S_StartMusic ()
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{
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// stop the old music if it has been paused.
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// This ensures that the new music is started from the beginning
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// if it's the same as the last one and it has been paused.
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if (MusicPaused) S_StopMusic(true);
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// start new music for the level
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MusicPaused = false;
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// Don't start the music if loading a savegame, because the music is stored there.
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// Don't start the music if revisiting a level in a hub for the same reason.
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if (!primaryLevel->IsReentering())
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{
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primaryLevel->SetMusic();
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}
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}
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//==========================================================================
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//
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// S_StartMusic
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//
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// Starts some music with the given name.
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//==========================================================================
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bool S_StartMusic (const char *m_id)
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{
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return S_ChangeMusic (m_id, 0, false);
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}
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//==========================================================================
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//
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// S_ChangeMusic
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//
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// Starts playing a music, possibly looping.
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//
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// [RH] If music is a MOD, starts it at position order. If name is of the
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// format ",CD,<track>,[cd id]" song is a CD track, and if [cd id] is
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// specified, it will only be played if the specified CD is in a drive.
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//==========================================================================
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bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
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{
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if (nomusic) return false; // skip the entire procedure if music is globally disabled.
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// allow specifying "*" as a placeholder to play the level's default music.
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if (musicname != nullptr && !strcmp(musicname, "*"))
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{
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if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
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{
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musicname = primaryLevel->Music;
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order = primaryLevel->musicorder;
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}
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else
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{
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musicname = nullptr;
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}
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}
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if (musicname == nullptr || musicname[0] == 0)
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{
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// Don't choke if the map doesn't have a song attached
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S_StopMusic (true);
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mus_playing.name = "";
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mus_playing.LastSong = "";
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return true;
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}
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FString DEH_Music;
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if (musicname[0] == '$')
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{
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// handle dehacked replacement.
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// Any music name defined this way needs to be prefixed with 'D_' because
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// Doom.exe does not contain the prefix so these strings don't either.
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const char * mus_string = GStrings[musicname+1];
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if (mus_string != nullptr)
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{
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DEH_Music << "D_" << mus_string;
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musicname = DEH_Music;
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}
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}
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FName *aliasp = MusicAliases.CheckKey(musicname);
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if (aliasp != nullptr)
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{
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if (*aliasp == NAME_None)
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{
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return true; // flagged to be ignored
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}
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musicname = aliasp->GetChars();
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}
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if (!mus_playing.name.IsEmpty() &&
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mus_playing.handle != nullptr &&
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stricmp (mus_playing.name, musicname) == 0 &&
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mus_playing.handle->m_Looping == looping)
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{
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if (order != mus_playing.baseorder)
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{
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if (mus_playing.handle->SetSubsong(order))
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{
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mus_playing.baseorder = order;
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}
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}
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else if (!mus_playing.handle->IsPlaying())
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{
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try
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{
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mus_playing.handle->Play(looping, order);
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S_CreateStream();
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}
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catch (const std::runtime_error& err)
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{
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Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), err.what());
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}
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}
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return true;
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}
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{
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int lumpnum = -1;
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int length = 0;
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MusInfo *handle = nullptr;
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MidiDeviceSetting *devp = MidiDevices.CheckKey(musicname);
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// Strip off any leading file:// component.
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if (strncmp(musicname, "file://", 7) == 0)
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{
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musicname += 7;
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}
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FileReader reader;
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if (!FileExists (musicname))
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{
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if ((lumpnum = Wads.CheckNumForFullName (musicname, true, ns_music)) == -1)
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{
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Printf ("Music \"%s\" not found\n", musicname);
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return false;
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}
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if (handle == nullptr)
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{
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if (Wads.LumpLength (lumpnum) == 0)
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{
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return false;
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}
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reader = Wads.ReopenLumpReader(lumpnum);
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}
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}
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else
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{
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// Load an external file.
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if (!reader.OpenFile(musicname))
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{
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return false;
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}
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}
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// shutdown old music
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S_StopMusic (true);
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// Just record it if volume is 0
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if (snd_musicvolume <= 0)
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{
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mus_playing.loop = looping;
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mus_playing.name = musicname;
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mus_playing.baseorder = order;
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mus_playing.LastSong = musicname;
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return true;
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}
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// load & register it
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if (handle != nullptr)
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{
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mus_playing.handle = handle;
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}
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else
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{
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try
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{
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auto mreader = new FileReaderMusicInterface(reader);
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mus_playing.handle = ZMusic_OpenSong(mreader, devp? (EMidiDevice)devp->device : MDEV_DEFAULT, devp? devp->args.GetChars() : "");
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}
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catch (const std::runtime_error& err)
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{
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Printf("Unable to load %s: %s\n", mus_playing.name.GetChars(), err.what());
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}
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}
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}
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mus_playing.loop = looping;
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mus_playing.name = musicname;
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mus_playing.baseorder = 0;
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mus_playing.LastSong = "";
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if (mus_playing.handle != 0)
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{ // play it
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try
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{
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S_StartMusicPlaying(mus_playing.handle, looping, S_GetMusicVolume(musicname), order);
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S_CreateStream();
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mus_playing.baseorder = order;
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}
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catch (const std::runtime_error& err)
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{
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Printf("Unable to start %s: %s\n", mus_playing.name.GetChars(), err.what());
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}
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return true;
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}
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return false;
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}
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//==========================================================================
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//
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// S_RestartMusic
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//
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// Must only be called from snd_reset in i_sound.cpp!
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//==========================================================================
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void S_RestartMusic ()
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{
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if (!mus_playing.LastSong.IsEmpty())
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{
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FString song = mus_playing.LastSong;
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mus_playing.LastSong = "";
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S_ChangeMusic (song, mus_playing.baseorder, mus_playing.loop, true);
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}
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}
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//==========================================================================
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//
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// S_MIDIDeviceChanged
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//
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//==========================================================================
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void S_MIDIDeviceChanged(int newdev, bool force)
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{
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static int oldmididev = INT_MIN;
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// If a song is playing, move it to the new device.
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if (oldmididev != newdev || force)
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{
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if (mus_playing.handle != nullptr && mus_playing.handle->IsMIDI())
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{
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MusInfo* song = mus_playing.handle;
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if (song->m_Status == MusInfo::STATE_Playing)
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{
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if (song->GetDeviceType() == MDEV_FLUIDSYNTH && force)
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{
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// FluidSynth must reload the song to change the patch set.
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auto mi = mus_playing;
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S_StopMusic(true);
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S_ChangeMusic(mi.name, mi.baseorder, mi.loop);
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}
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else
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{
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song->Stop();
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S_StartMusicPlaying(song, song->m_Looping, -1, 0);
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}
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}
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}
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}
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// 'force'
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if (!force) oldmididev = newdev;
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}
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//==========================================================================
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//
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// S_GetMusic
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//
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//==========================================================================
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int S_GetMusic (const char **name)
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{
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int order;
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if (mus_playing.name.IsNotEmpty())
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{
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*name = mus_playing.name;
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order = mus_playing.baseorder;
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}
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else
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{
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*name = nullptr;
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order = 0;
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}
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return order;
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}
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//==========================================================================
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//
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// S_StopMusic
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//
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//==========================================================================
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void S_StopMusic (bool force)
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{
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try
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{
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if (mus_playing.handle != nullptr)
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{
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S_ResumeMusic();
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S_StopStream();
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mus_playing.handle->Stop();
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delete mus_playing.handle;
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mus_playing.handle = nullptr;
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}
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mus_playing.LastSong = std::move(mus_playing.name);
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}
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catch (const std::runtime_error& )
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{
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//Printf("Unable to stop %s: %s\n", mus_playing.name.GetChars(), err.what());
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if (mus_playing.handle != nullptr)
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{
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delete mus_playing.handle;
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mus_playing.handle = nullptr;
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}
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mus_playing.name = "";
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}
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}
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//==========================================================================
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//
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// CCMD changemus
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//
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//==========================================================================
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CCMD (changemus)
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{
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if (!nomusic)
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{
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if (argv.argc() > 1)
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{
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S_ChangeMusic (argv[1], argv.argc() > 2 ? atoi (argv[2]) : 0);
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}
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else
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{
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const char *currentmus = mus_playing.name.GetChars();
|
|
if(currentmus != nullptr && *currentmus != 0)
|
|
{
|
|
Printf ("currently playing %s\n", currentmus);
|
|
}
|
|
else
|
|
{
|
|
Printf ("no music playing\n");
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf("Music is disabled\n");
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD stopmus
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (stopmus)
|
|
{
|
|
S_StopMusic (false);
|
|
mus_playing.LastSong = ""; // forget the last played song so that it won't get restarted if some volume changes occur
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD(currentmusic)
|
|
{
|
|
if (mus_playing.name.IsNotEmpty())
|
|
{
|
|
Printf("Currently playing music '%s'\n", mus_playing.name.GetChars());
|
|
}
|
|
else
|
|
{
|
|
Printf("Currently no music playing\n");
|
|
}
|
|
}
|