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988 lines
25 KiB
C++
988 lines
25 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT, sirlemonhead
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "compat.h"
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#include "baselayer.h"
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#include "build.h"
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#include "engine.h"
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#include "exhumed.h"
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#include "sound.h"
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#include "init.h"
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#include "object.h"
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#include "player.h"
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#include "random.h"
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#include "snake.h"
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#include "trigdat.h"
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#include "sequence.h"
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#include "cd.h"
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#include "sound/s_soundinternal.h"
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BEGIN_PS_NS
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const char *SoundFiles[kMaxSoundFiles] =
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{
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"spl_big",
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"spl_smal",
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"bubble_l",
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"grn_drop",
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"p_click",
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"grn_roll",
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"cosprite",
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"m_chant0",
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"anu_icu",
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"item_reg",
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"item_spe", // 10
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"item_key",
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"torch_on", // 12
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"jon_bnst",
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"jon_gasp",
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"jon_land",
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"jon_gags",
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"jon_fall",
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"jon_drwn",
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"jon_air1",
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"jon_glp1", // 20
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"jon_bbwl",
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"jon_pois",
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"amb_ston",
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"cat_icu",
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"bubble_h",
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"set_land",
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"jon_hlnd",
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"jon_laf2",
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"spi_jump",
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"jon_scub", // 30
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"item_use",
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"tr_arrow",
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"swi_foot",
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"swi_ston",
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"swi_wtr1",
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"tr_fire",
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"m_skull5",
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"spi_atak",
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"anu_hit",
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"fishdies", // 40
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"scrp_icu",
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"jon_wade",
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"amb_watr",
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"tele_1",
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"wasp_stg",
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"res",
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"drum4",
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"rex_icu",
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"m_hits_u",
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"q_tail", // 50
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"vatr_mov",
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"jon_hit3",
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"jon_t_2", // 53
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"jon_t_1",
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"jon_t_5",
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"jon_t_6",
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"jon_t_8",
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"jon_t_4",
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"rasprit1",
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"jon_fdie", // 60
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"wijaf1",
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"ship_1",
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"saw_on",
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"ra_on",
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"amb_ston", // 65
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"vatr_stp", // 66
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"mana1",
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"mana2",
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"ammo",
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"pot_pc1", // 70?
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"pot_pc2",
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"weapon",
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"alarm",
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"tick1",
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"scrp_zap", // 75
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"jon_t_3",
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"jon_laf1",
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"blasted",
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"jon_air2" // 79
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};
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short nAmbientChannel = -1;
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short nStopSound;
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short nStoneSound;
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short nSwitchSound;
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short nLocalEyeSect;
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short nElevSound;
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short nCreepyTimer;
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bool looped[kMaxSounds];
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struct ActiveSound
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{
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short snd_sprite;
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short snd_id;
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short snd_volume;
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short snd_angle;
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short snd_ambientflag;
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short snd_priority;
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int snd_handle;
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FSoundChan* snd_channel;
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int snd_pitch;
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int snd_time;
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int snd_x;
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int snd_y;
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int snd_z;
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short snd_sector;
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};
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ActiveSound sActiveSound[kMaxSounds];
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short StaticSound[kMaxSounds];
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int fakesources[] = { 0, 1, 2, 3 };
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int nLocalChan = 0;
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enum
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{
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nSwirlyChan1 = 1,
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nSwirlyChan2,
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nSwirlyChan3,
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nSwirlyChan4,
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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 EXSoundEngine : 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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void ChannelEnded(FISoundChannel* chan) override
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{
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for (auto& inf : sActiveSound)
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{
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if (inf.snd_channel == chan) inf.snd_channel = nullptr;
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}
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SoundEngine::ChannelEnded(chan);
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}
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public:
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EXSoundEngine()
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{
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int eax = 260;
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TArray<uint8_t> disttable(256, 1);
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for (int i = 0; i < 256; i++)
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{
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if (eax > 65280)
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{
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disttable[i] = 0;
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}
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else
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{
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disttable[i] = 255 - eax >> 8;
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eax = (eax * eax) >> 8;
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}
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}
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S_Rolloff.RolloffType = ROLLOFF_Custom;
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S_Rolloff.MinDistance = 0;
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S_Rolloff.MaxDistance = 4096; // It's really this big
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Init(disttable, 255);
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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> EXSoundEngine::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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int LoadSound(const char* name)
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{
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FString nname(name, 8);
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int sndid = soundEngine->FindSoundNoHash(nname.GetChars());
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if (sndid > 0) return sndid - 1;
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FStringf filename("%s.voc", nname.GetChars());
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auto lump = fileSystem.FindFile(filename);
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if (lump > 0)
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{
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auto &S_sfx = soundEngine->GetSounds();
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S_sfx.Reserve(1);
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int retval = S_sfx.Size() - 2;
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auto check = fileSystem.GetFileData(lump);
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if (check.Size() > 26 && check[26] == 6 && !memcmp("Creative Voice File", check.Data(), 19))
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{
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// This game uses the actual loop point information in the sound data as its only means to check if a sound is looped.
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looped[retval] = true;
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}
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auto& newsfx = S_sfx.Last();
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newsfx.Clear();
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newsfx.name = nname;
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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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soundEngine->CacheSound(retval + 1);
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return retval;
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}
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else if (!ISDEMOVER) // demo tries to load sound files it doesn't have
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{
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Printf("Unable to open sound '%s'!\n", filename.GetChars());
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return 0;
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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 InitFX(void)
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{
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if (soundEngine) return; // just in case.
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soundEngine = new EXSoundEngine;
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auto& S_sfx = soundEngine->GetSounds();
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S_sfx.Resize(1);
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S_sfx[0].Clear(); S_sfx[0].lumpnum = sfx_empty;
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for (size_t i = 0; i < kMaxSoundFiles; i++)
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{
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StaticSound[i] = LoadSound(SoundFiles[i]);
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}
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soundEngine->HashSounds();
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memset(sActiveSound, 255, sizeof(sActiveSound));
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for (int i = 0; i < kMaxSounds; i++)
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{
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sActiveSound[i].snd_channel = nullptr;
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sActiveSound[i].snd_handle = -1;
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}
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nCreepyTimer = kCreepyCount;
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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 GetSpriteSoundPitch(short nSector, int* pVolume, int* pPitch, int nLocalSectFlags)
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{
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if (nSector < 0)
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return;
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if ((SectFlag[nSector] ^ nLocalSectFlags) & kSectUnderwater)
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{
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*pVolume >>= 1;
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*pPitch -= 1200;
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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 BendAmbientSound(void)
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{
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if (nAmbientChannel < 0)
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return;
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ActiveSound* pASound = &sActiveSound[nAmbientChannel];
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if (pASound->snd_channel)
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{
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soundEngine->SetPitch(pASound->snd_channel, (nDronePitch + 11800) / 11025.f);
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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 PlayLocalSound(short nSound, short nRate, bool unattached)
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{
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if (nSound < 0 || nSound >= kMaxSounds || !soundEngine->isValidSoundId(nSound + 1))
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{
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initprintf("PlayLocalSound: Invalid sound nSound == %i, nRate == %i\n", nSound, nRate);
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return;
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}
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int bLoop = looped[nSound];
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if (nLocalChan == nAmbientChannel)
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nAmbientChannel = -1;
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ActiveSound* pASound = nullptr;
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if (!unattached)
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{
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pASound = &sActiveSound[nLocalChan];
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if (pASound->snd_channel != nullptr)
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soundEngine->StopChannel(pASound->snd_channel);
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}
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// There is exactly one occurence in the entire game which alters the pitch, and that's the laugh on the logo.
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auto chan = soundEngine->StartSound(SOURCE_Unattached, nullptr, nullptr, CHAN_BODY, CHANF_OVERLAP, nSound + 1, 1.f, ATTN_NONE, nullptr);
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if (nRate && chan)
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{
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float ratefac = (11025 + nRate) / 11025.f;
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soundEngine->SetPitch(chan, ratefac);
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}
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if (pASound)
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{
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pASound->snd_id = nSound;
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pASound->snd_channel = 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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int LocalSoundPlaying(void)
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{
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return sActiveSound[nLocalChan].snd_channel != nullptr;
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}
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int GetLocalSound(void)
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{
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if (LocalSoundPlaying() == -1)
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return -1;
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return sActiveSound[nLocalChan].snd_id & 0x1ff;
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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 StopLocalSound(void)
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{
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if (nLocalChan == nAmbientChannel)
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nAmbientChannel = -1;
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if (LocalSoundPlaying())
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{
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soundEngine->StopChannel(sActiveSound[nLocalChan].snd_channel);
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sActiveSound[nLocalChan].snd_channel = nullptr;
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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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int nNextFreq;
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int nSwirlyFrames;
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void StartSwirly(int nActiveSound)
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{
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ActiveSound* pASound = &sActiveSound[nActiveSound];
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pASound->snd_angle = rand() & 0x7ff;
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short nPitch = nNextFreq - RandomSize(9);
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pASound->snd_pitch = nPitch;
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nNextFreq = 25000 - RandomSize(10) * 6;
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if (nNextFreq > 32000)
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nNextFreq = 32000;
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int nVolume = nSwirlyFrames + 1;
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if (nVolume >= 220)
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nVolume = 220;
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pASound->snd_volume = nVolume;
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if (pASound->snd_channel) soundEngine->StopChannel(pASound->snd_channel);
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pASound->snd_channel = soundEngine->StartSound(SOURCE_Swirly, &fakesources[nActiveSound-1], nullptr, CHAN_BODY, 0, StaticSound[kSound67]+1, nVolume / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f);
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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 StartSwirlies()
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{
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StopAllSounds();
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nNextFreq = 19000;
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nSwirlyFrames = 0;
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for (int i = nSwirlyChan1; i <= nSwirlyChan4; i++)
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StartSwirly(i);
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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 UpdateSwirlies()
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{
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nSwirlyFrames++;
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for (int i = nSwirlyChan1; i <= nSwirlyChan4; i++)
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{
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ActiveSound* pASound = &sActiveSound[i];
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if (pASound->snd_channel == nullptr)
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StartSwirly(i);
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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 SoundBigEntrance(void)
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{
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StopAllSounds();
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ActiveSound* pASound = sActiveSound+1;
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for (int i = 0; i < 4; i++, pASound++)
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{
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short nPitch = i * 512 - 1200;
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pASound->snd_pitch = nPitch;
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if (pASound->snd_channel) soundEngine->StopChannel(pASound->snd_channel);
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pASound->snd_channel = soundEngine->StartSound(SOURCE_EXBoss, &fakesources[i], nullptr, CHAN_BODY, 0, StaticSound[kSoundTorchOn]+1, 200 / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f);
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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 EXSoundEngine::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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vec3_t campos;
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if (nSnakeCam > -1)
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{
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Snake* pSnake = &SnakeList[nSnakeCam];
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spritetype* pSnakeSprite = &sprite[pSnake->nSprites[0]];
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campos.x = pSnakeSprite->x;
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campos.y = pSnakeSprite->y;
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campos.z = pSnakeSprite->z;
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}
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else
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{
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campos = { initx, inity, initz };
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}
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auto fcampos = GetSoundPos(&campos);
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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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// Do some angular magic. The original was just 2D panning which in a 3D sound field is not sufficient.
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else if (type == SOURCE_Swirly)
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{
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int which = *(int*)source;
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float phase = ((int)totalclock << (4 + which)) * (M_PI / 1024);
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pos->X = fcampos.X + 256 * cos(phase);
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pos->Y = fcampos.Y + 256 * sin(phase);
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}
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else if (type == SOURCE_EXBoss)
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{
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int which = *(int*)source;
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*pos = fcampos;
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// Should be positioned in 90<39> intervals.
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switch (which)
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{
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default:
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case 0: pos->X -= 256; break;
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case 1: pos->Y -= 256; break;
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case 2: pos->X += 256; break;
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case 3: pos->Y += 256; break;
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}
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}
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else if (type == SOURCE_Actor)
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{
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auto actor = (spritetype*)source;
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assert(actor != nullptr);
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if (actor != nullptr)
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{
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*pos = GetSoundPos(&actor->pos);
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}
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}
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if ((chanflags & CHANF_LISTENERZ) && type != SOURCE_None)
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{
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pos->Y = fcampos.Z;
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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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int GetDistFromDXDY(int dx, int dy)
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{
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int nSqr = dx*dx+dy*dy;
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return (nSqr>>3)-(nSqr>>5);
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}
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||
void UpdateSounds()
|
||
{
|
||
if (nFreeze)
|
||
return;
|
||
|
||
int nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]];
|
||
|
||
vec3_t pos;
|
||
short ang;
|
||
if (nSnakeCam > -1)
|
||
{
|
||
Snake *pSnake = &SnakeList[nSnakeCam];
|
||
spritetype *pSnakeSprite = &sprite[pSnake->nSprites[0]];
|
||
pos = pSnakeSprite->pos;
|
||
ang = pSnakeSprite->ang;
|
||
}
|
||
else
|
||
{
|
||
pos = { initx, inity, initz };
|
||
ang = inita;
|
||
}
|
||
auto fv = GetSoundPos(&pos);
|
||
SoundListener listener;
|
||
listener.angle = -(float)ang * pi::pi() / 1024; // Build uses a period of 2048.
|
||
listener.velocity.Zero();
|
||
listener.position = GetSoundPos(&pos);
|
||
listener.underwater = false;
|
||
// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
|
||
// listenactor->waterlevel == 3;
|
||
//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
|
||
listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
|
||
listener.valid = true;
|
||
|
||
|
||
soundEngine->SetListener(listener);
|
||
soundEngine->UpdateSounds((int)totalclock);
|
||
ActiveSound* pASound = sActiveSound;
|
||
pASound++;
|
||
for (int i = 1; i < kMaxActiveSounds; i++, pASound++)
|
||
{
|
||
if (pASound->snd_channel != nullptr)
|
||
{
|
||
if (pASound->snd_channel->ChanFlags & CHANF_FORGETTABLE)
|
||
{
|
||
// If the channel has become invalid, remove the reference.
|
||
// ChannelEnded may be called late so waiting for it is problematic.
|
||
pASound->snd_channel = nullptr;
|
||
}
|
||
else
|
||
{
|
||
short nSoundSprite = pASound->snd_sprite;
|
||
int nPitch = pASound->snd_pitch;
|
||
short nSoundSect;
|
||
if (nSoundSprite >= 0)
|
||
{
|
||
if (nSoundSprite == nLocalSpr)
|
||
nSoundSect = nPlayerViewSect[nLocalPlayer];
|
||
else
|
||
nSoundSect = sprite[nSoundSprite].sectnum;
|
||
}
|
||
else
|
||
nSoundSect = pASound->snd_sector;
|
||
|
||
int nVolume = pASound->snd_volume;
|
||
GetSpriteSoundPitch(nSoundSect, &nVolume, &nPitch, nLocalSectFlags);
|
||
soundEngine->SetPitch(pASound->snd_channel, (11025 + nPitch) / 11025.f);
|
||
soundEngine->SetVolume(pASound->snd_channel, nVolume / 255.f);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
int soundx, soundy, soundz;
|
||
short soundsect;
|
||
|
||
short PlayFX2(unsigned short nSound, short nSprite)
|
||
{
|
||
if ((nSound&0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((nSound & 0x1ff)+1))
|
||
{
|
||
initprintf("PlayFX2: Invalid sound nSound == %i, nSprite == %i\n", nSound, nSprite);
|
||
return -1;
|
||
}
|
||
|
||
int nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]];
|
||
short v1c;
|
||
short vcx;
|
||
if (nSprite < 0)
|
||
{
|
||
vcx = 0;
|
||
v1c = 0;
|
||
}
|
||
else
|
||
{
|
||
v1c = nSprite&0x2000;
|
||
vcx = nSprite&0x4000;
|
||
nSprite &= 0xfff;
|
||
soundx = sprite[nSprite].x;
|
||
soundy = sprite[nSprite].y;
|
||
soundz = sprite[nSprite].z;
|
||
}
|
||
int dx, dy;
|
||
|
||
dx = initx-soundx;
|
||
dy = inity-soundy;
|
||
|
||
dx >>= 8; dy >>= 8;
|
||
|
||
short nSoundAng;
|
||
if ((dx|dy) == 0)
|
||
nSoundAng = 0;
|
||
else
|
||
nSoundAng = AngleDelta(GetMyAngle(dx, dy), inita, 1024);
|
||
|
||
int nDist = GetDistFromDXDY(dx, dy);
|
||
if (nDist >= 255)
|
||
{
|
||
if ((int16_t)nSound > -1)
|
||
StopSpriteSound(nSound);
|
||
return -1;
|
||
}
|
||
|
||
int nVolume;
|
||
|
||
if (!v1c)
|
||
{
|
||
nVolume = snd_fxvolume+10-(Sin(nDist<<1)>>6)-10;
|
||
if (nVolume <= 0)
|
||
{
|
||
if ((int16_t)nSound > -1)
|
||
StopSpriteSound(nSound);
|
||
return -1;
|
||
}
|
||
if (nVolume > 255)
|
||
nVolume = 255;
|
||
}
|
||
else
|
||
nVolume = snd_fxvolume;
|
||
|
||
short vc = nSound & (~0x1ff);
|
||
short v4 = nSound & 0x2000;
|
||
short v8 = nSound & 0x1000;
|
||
short v14 = nSound & 0x4000;
|
||
short v10 = (nSound&0xe00)>>9;
|
||
int v2c = 0x7fffffff;
|
||
ActiveSound* v38 = NULL;
|
||
ActiveSound* v28 = NULL;
|
||
ActiveSound* vdi = NULL;
|
||
nSound &= 0x1ff;
|
||
|
||
short priority;
|
||
|
||
if (v8 || v14)
|
||
priority = 1000;
|
||
else if (nSprite != -1 && vcx)
|
||
priority = 2000;
|
||
else
|
||
priority = 0;
|
||
ActiveSound* pASound = sActiveSound;
|
||
pASound++;
|
||
for (int i = 1; i < kMaxActiveSounds; i++, pASound++)
|
||
{
|
||
if (pASound->snd_channel == nullptr)
|
||
{
|
||
vdi = pASound;
|
||
}
|
||
else if (priority >= pASound->snd_priority)
|
||
{
|
||
if (v2c > pASound->snd_time && pASound->snd_priority <= priority)
|
||
{
|
||
v28 = pASound;
|
||
v2c = pASound->snd_time;
|
||
}
|
||
if (!v8)
|
||
{
|
||
if (nSound == pASound->snd_id)
|
||
{
|
||
if (v4 == 0 && nSprite == pASound->snd_sprite)
|
||
return -1;
|
||
if (priority >= pASound->snd_priority)
|
||
v38 = pASound;
|
||
}
|
||
else if (nSprite == pASound->snd_sprite)
|
||
{
|
||
if (v4 || nSound != pASound->snd_id)
|
||
{
|
||
vdi = pASound;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (!vdi)
|
||
{
|
||
if (v38)
|
||
vdi = v38;
|
||
else if (v28)
|
||
vdi = v28;
|
||
}
|
||
|
||
if (vdi->snd_channel != nullptr)
|
||
{
|
||
soundEngine->StopChannel(vdi->snd_channel);
|
||
vdi->snd_channel = nullptr;
|
||
if (short(vdi - sActiveSound) == nAmbientChannel) // f_2c was never set to anything other than 0.
|
||
nAmbientChannel = -1;
|
||
}
|
||
|
||
int nPitch;
|
||
if (v10)
|
||
nPitch = -(totalmoves&((1<<v10)-1))*16;
|
||
else
|
||
nPitch = 0;
|
||
|
||
if (vdi)
|
||
{
|
||
vdi->snd_pitch = nPitch;
|
||
if (nSprite < 0)
|
||
{
|
||
vdi->snd_x = soundx;
|
||
vdi->snd_y = soundy;
|
||
vdi->snd_sector = soundsect;
|
||
}
|
||
GetSpriteSoundPitch(soundsect, &nVolume, &nPitch, nLocalSectFlags);
|
||
vdi->snd_volume = nVolume;
|
||
vdi->snd_angle = nSoundAng;
|
||
vdi->snd_sprite = nSprite;
|
||
vdi->snd_id = nSound;
|
||
vdi->snd_time = (int)totalclock;
|
||
vdi->snd_priority = priority;
|
||
vdi->snd_ambientflag = vc;
|
||
|
||
int bLoop = looped[nSound];
|
||
|
||
if (nSprite)
|
||
{
|
||
vdi->snd_channel = soundEngine->StartSound(SOURCE_Actor, &sprite[nSprite], nullptr, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
|
||
}
|
||
else
|
||
{
|
||
vec3_t v = { soundx, soundy, soundz };
|
||
FVector3 vv = GetSoundPos(&v);
|
||
vdi->snd_channel = soundEngine->StartSound(SOURCE_Unattached, nullptr, &vv, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
|
||
}
|
||
|
||
if (v14)
|
||
nAmbientChannel = v14;
|
||
|
||
// Nuke: added nSprite >= 0 check
|
||
if (nSprite != nLocalSpr && nSprite >= 0 && (sprite[nSprite].cstat&257))
|
||
nCreepyTimer = kCreepyCount;
|
||
|
||
return v14;
|
||
}
|
||
return -1;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
short PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector)
|
||
{
|
||
soundx = x;
|
||
soundy = y;
|
||
soundz = z;
|
||
soundsect = nSector&0x3fff;
|
||
short nSnd = PlayFX2(ax, -1);
|
||
if (nSnd > -1 && (nSector&0x4000))
|
||
sActiveSound[nSnd].snd_priority = 2000;
|
||
return nSnd;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void CheckAmbience(short nSector)
|
||
{
|
||
if (SectSound[nSector] != -1)
|
||
{
|
||
short nSector2 = SectSoundSect[nSector];
|
||
walltype* pWall = &wall[sector[nSector2].wallptr];
|
||
if (nAmbientChannel < 0)
|
||
{
|
||
PlayFXAtXYZ(SectSound[nSector] | 0x4000, pWall->x, pWall->y, sector[nSector2].floorz, nSector);
|
||
return;
|
||
}
|
||
ActiveSound* pASound = &sActiveSound[nAmbientChannel];
|
||
if (nSector == nSector2)
|
||
{
|
||
spritetype* pSprite = &sprite[PlayerList[0].nSprite];
|
||
pASound->snd_x = pSprite->x;
|
||
pASound->snd_y = pSprite->y;
|
||
pASound->snd_z = pSprite->z;
|
||
}
|
||
else
|
||
{
|
||
pASound->snd_x = pWall->x;
|
||
pASound->snd_y = pWall->y;
|
||
pASound->snd_z = sector[nSector2].floorz;
|
||
}
|
||
}
|
||
else if (nAmbientChannel != -1)
|
||
{
|
||
if (sActiveSound[nAmbientChannel].snd_channel)
|
||
soundEngine->StopChannel(sActiveSound[nAmbientChannel].snd_channel);
|
||
sActiveSound[nAmbientChannel].snd_channel = nullptr;
|
||
nAmbientChannel = -1;
|
||
}
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void UpdateCreepySounds()
|
||
{
|
||
if (levelnum == 20 || nFreeze)
|
||
return;
|
||
spritetype* pSprite = &sprite[PlayerList[nLocalPlayer].nSprite];
|
||
nCreepyTimer--;
|
||
if (nCreepyTimer <= 0)
|
||
{
|
||
if (nCreaturesLeft > 0 && !(SectFlag[nPlayerViewSect[nLocalPlayer]] & 0x2000))
|
||
{
|
||
int vsi = seq_GetFrameSound(SeqOffsets[kSeqCreepy], totalmoves % SeqSize[SeqOffsets[kSeqCreepy]]);
|
||
if (vsi >= 0 && (vsi & 0x1ff) < kMaxSounds)
|
||
{
|
||
int vdx = (totalmoves + 32) & 31;
|
||
if (totalmoves & 1)
|
||
vdx = -vdx;
|
||
int vax = (totalmoves + 32) & 63;
|
||
if (totalmoves & 2)
|
||
vax = -vax;
|
||
|
||
PlayFXAtXYZ(vsi, pSprite->x + vdx, pSprite->y + vax, pSprite->z, pSprite->sectnum);
|
||
}
|
||
}
|
||
nCreepyTimer = kCreepyCount;
|
||
}
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
short D3PlayFX(unsigned short nSound, short nVal)
|
||
{
|
||
return PlayFX2(nSound, nVal);
|
||
}
|
||
|
||
void StopSpriteSound(short nSprite)
|
||
{
|
||
for (int i = 0; i < kMaxActiveSounds; i++)
|
||
{
|
||
if (sActiveSound[i].snd_channel != nullptr && nSprite == sActiveSound[i].snd_sprite)
|
||
{
|
||
soundEngine->StopChannel(sActiveSound[i].snd_channel);
|
||
sActiveSound[i].snd_channel = nullptr;
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
void StopAllSounds(void)
|
||
{
|
||
soundEngine->StopAllChannels();
|
||
for (int i = 0; i < kMaxActiveSounds; i++)
|
||
{
|
||
sActiveSound[i].snd_channel = nullptr;
|
||
}
|
||
|
||
nAmbientChannel = -1;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void PlayTitleSound(void)
|
||
{
|
||
PlayLocalSound(StaticSound[kSound10], 0);
|
||
}
|
||
|
||
void PlayLogoSound(void)
|
||
{
|
||
PlayLocalSound(StaticSound[kSound28], 7000);
|
||
}
|
||
|
||
void PlayGameOverSound(void)
|
||
{
|
||
PlayLocalSound(StaticSound[kSound28], 0);
|
||
}
|
||
|
||
END_PS_NS
|