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https://github.com/ZDoom/Raze.git
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f87e40131f
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play. This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
314 lines
9.5 KiB
C++
314 lines
9.5 KiB
C++
/*
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** s_sound.cpp
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** Main sound engine
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2002-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "raze_sound.h"
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#include "c_cvars.h"
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#include "basics.h"
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#include "stats.h"
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#include "v_text.h"
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#include "filesystem.h"
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#include "serializer.h"
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#include "name.h"
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#include "cmdlib.h"
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#include "gamecontrol.h"
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#include "build.h"
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extern ReverbContainer* ForcedEnvironment;
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static int LastReverb;
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CUSTOM_CVAR(Bool, snd_reverb, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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FX_SetReverb(-1);
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}
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// This is for testing reverb settings.
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CUSTOM_CVAR(Int, snd_reverbtype, -1, 0)
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{
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FX_SetReverb(-1);
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}
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void FX_SetReverb(int strength)
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{
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if (strength == -1) strength = LastReverb;
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if (snd_reverbtype > -1)
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{
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strength = snd_reverbtype;
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ForcedEnvironment = S_FindEnvironment(strength);
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}
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else if (snd_reverb && strength > 0)
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{
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// todo: optimize environments. The original "reverb" was garbage and not usable as reference.
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if (strength < 64) strength = 0x1400;
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else if (strength < 180) strength = 0x1503;
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else if (strength < 220) strength = 0x1502;
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else strength = 0x1900;
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LastReverb = strength;
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ForcedEnvironment = S_FindEnvironment(strength);
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}
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else ForcedEnvironment = nullptr;
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}
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//==========================================================================
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//
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// S_NoiseDebug
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//
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// [RH] Print sound debug info. Called by status bar.
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//==========================================================================
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FString NoiseDebug(SoundEngine *engine)
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{
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FVector3 listener;
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FVector3 origin;
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listener = engine->GetListener().position;
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int ch = 0;
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FString out;
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out.Format("*** SOUND DEBUG INFO ***\nListener: %3.2f %2.3f %2.3f\n"
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"x y z vol dist chan pri flags aud pos name\n", listener.X, listener.Y, listener.Z);
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for (auto chan = engine->GetChannels(); chan; chan = chan->NextChan)
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{
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if (!(chan->ChanFlags & CHANF_IS3D))
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{
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out += "--- --- --- --- ";
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}
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else
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{
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engine->CalcPosVel(chan, &origin, nullptr);
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out.AppendFormat(TEXTCOLOR_GOLD "%5.0f | %5.0f | %5.0f | %5.0f ", origin.X, origin.Z, origin.Y, (origin - listener).Length());
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}
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out.AppendFormat("%-.2g %-4d %-4d %sF%s3%sZ%sU%sM%sN%sA%sL%sE%sV" TEXTCOLOR_GOLD " %-5.4f %-4u %d: %s %p\n", chan->Volume, chan->EntChannel, chan->Priority,
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(chan->ChanFlags & CHANF_FORGETTABLE) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_IS3D) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_LISTENERZ) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_UI) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_MAYBE_LOCAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_NOPAUSE) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_AREA) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_LOOP) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_EVICTED) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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(chan->ChanFlags & CHANF_VIRTUAL) ? TEXTCOLOR_GREEN : TEXTCOLOR_DARKRED,
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GSnd->GetAudibility(chan), GSnd->GetPosition(chan), ((int)chan->OrgID)-1, engine->GetSounds()[chan->SoundID].name.GetChars(), chan->Source);
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ch++;
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}
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out.AppendFormat("%d channels\n", ch);
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return out;
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}
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ADD_STAT(sounddebug)
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{
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return NoiseDebug(soundEngine);
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}
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CVAR(Bool, snd_extendedlookup, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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int S_LookupSound(const char* fn)
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{
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static const char * const sndformats[] = { "OGG", "FLAC", "WAV" };
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if (snd_extendedlookup)
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{
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auto newfn = StripExtension(fn);
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int lump = fileSystem.FindFileWithExtensions(newfn, sndformats, countof(sndformats));
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if (lump >= 0) return lump;
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newfn = "sound/" + newfn;
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lump = fileSystem.FindFileWithExtensions(newfn, sndformats, countof(sndformats));
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if (lump >= 0) return lump;
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}
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return fileSystem.FindFile(fn);
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}
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//==========================================================================
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//
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// Although saving the sound system's state is supposed to be an engine
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// feature, the specifics cannot be set up there, this needs to be on the client side.
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//
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//==========================================================================
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static FSerializer& Serialize(FSerializer& arc, const char* key, FSoundChan& chan, FSoundChan* def)
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{
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if (arc.BeginObject(key))
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{
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arc("sourcetype", chan.SourceType)
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("soundid", chan.SoundID)
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("orgid", chan.OrgID)
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("volume", chan.Volume)
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("distancescale", chan.DistanceScale)
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("pitch", chan.Pitch)
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("chanflags", chan.ChanFlags)
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("entchannel", chan.EntChannel)
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("priority", chan.Priority)
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("nearlimit", chan.NearLimit)
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("starttime", chan.StartTime)
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("rolloftype", chan.Rolloff.RolloffType)
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("rolloffmin", chan.Rolloff.MinDistance)
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("rolloffmax", chan.Rolloff.MaxDistance)
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("limitrange", chan.LimitRange)
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("userdata", chan.UserData)
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.Array("point", chan.Point, 3);
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int SourceIndex = 0;
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if (arc.isWriting())
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{
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if (chan.SourceType == SOURCE_Actor) SourceIndex = int((spritetype*)(chan.Source) - sprite);
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else SourceIndex = soundEngine->SoundSourceIndex(&chan);
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}
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arc("Source", SourceIndex);
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if (arc.isReading())
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{
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if (chan.SourceType == SOURCE_Actor) chan.Source = &sprite[SourceIndex];
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else soundEngine->SetSource(&chan, SourceIndex);
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}
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arc.EndObject();
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}
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return arc;
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}
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//==========================================================================
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//
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// S_SerializeSounds
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//
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//==========================================================================
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void S_SerializeSounds(FSerializer& arc)
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{
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FSoundChan* chan;
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GSnd->Sync(true);
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if (arc.isWriting())
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{
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// Count channels and accumulate them so we can store them in
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// reverse order. That way, they will be in the same order when
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// reloaded later as they are now.
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TArray<FSoundChan*> chans = soundEngine->AllActiveChannels();
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if (chans.Size() > 0 && arc.BeginArray("sounds"))
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{
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for (unsigned int i = chans.Size(); i-- != 0; )
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{
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// Replace start time with sample position.
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uint64_t start = chans[i]->StartTime;
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chans[i]->StartTime = GSnd ? GSnd->GetPosition(chans[i]) : 0;
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arc(nullptr, *chans[i]);
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chans[i]->StartTime = start;
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}
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arc.EndArray();
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}
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}
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else
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{
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unsigned int count;
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soundEngine->StopAllChannels();
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if (arc.BeginArray("sounds"))
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{
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count = arc.ArraySize();
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for (unsigned int i = 0; i < count; ++i)
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{
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chan = (FSoundChan*)soundEngine->GetChannel(nullptr);
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arc(nullptr, *chan);
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// Sounds always start out evicted when restored from a save.
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chan->ChanFlags |= CHANF_EVICTED | CHANF_ABSTIME;
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}
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arc.EndArray();
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}
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// Add a small delay so that eviction only runs once the game is up and runnnig.
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soundEngine->SetRestartTime(I_GetTime() + 2);
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}
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GSnd->Sync(false);
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GSnd->UpdateSounds();
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}
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//==========================================================================
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//
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// CCMD playsound
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//
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//==========================================================================
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CCMD(playsound)
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{
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if (argv.argc() > 1)
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{
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FSoundID id = argv[1];
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if (id == 0)
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{
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Printf("'%s' is not a sound\n", argv[1]);
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}
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else
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{
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soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_AUTO, CHANF_UI | CHANF_NOPAUSE, id, 1.f, ATTN_NORM);
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}
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}
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}
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//==========================================================================
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//
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// CCMD playsound
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//
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//==========================================================================
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CCMD(playsoundid)
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{
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if (argv.argc() > 1)
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{
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FSoundID id = soundEngine->FindSoundByResID((int)strtol(argv[1], nullptr, 0));
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if (id == 0)
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{
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Printf("'%s' is not a sound\n", argv[1]);
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}
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else
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{
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soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_AUTO, CHANF_UI | CHANF_NOPAUSE, id, 1.f, ATTN_NORM);
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}
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}
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}
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//==========================================================================
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//
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// CCMD listsounds
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//
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//==========================================================================
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CCMD(listsounds)
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{
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auto& S_sfx = soundEngine->GetSounds();
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for (unsigned i = 0; i < S_sfx.Size(); i++)
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{
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Printf("%4d: name = %s, resId = %d, lumpnum = %d\n", i, S_sfx[i].name.GetChars(), S_sfx[i].ResourceId, S_sfx[i].lumpnum);
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}
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}
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