raze/source/games/exhumed/src/sound.cpp
Christoph Oelckers 07ad50d97c - sound API
2021-10-28 14:23:31 +02:00

832 lines
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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT, sirlemonhead
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "compat.h"
#include "build.h"
#include "engine.h"
#include "exhumed.h"
#include "sound.h"
#include "aistuff.h"
#include "player.h"
#include "sequence.h"
#include "raze_sound.h"
#include "mapinfo.h"
BEGIN_PS_NS
const char *SoundFiles[kMaxSoundFiles] =
{
"spl_big",
"spl_smal",
"bubble_l",
"grn_drop",
"p_click",
"grn_roll",
"cosprite",
"m_chant0",
"anu_icu",
"item_reg",
"item_spe", // 10
"item_key",
"torch_on", // 12
"jon_bnst",
"jon_gasp",
"jon_land",
"jon_gags",
"jon_fall",
"jon_drwn",
"jon_air1",
"jon_glp1", // 20
"jon_bbwl",
"jon_pois",
"amb_ston",
"cat_icu",
"bubble_h",
"set_land",
"jon_hlnd",
"jon_laf2",
"spi_jump",
"jon_scub", // 30
"item_use",
"tr_arrow",
"swi_foot",
"swi_ston",
"swi_wtr1",
"tr_fire",
"m_skull5",
"spi_atak",
"anu_hit",
"fishdies", // 40
"scrp_icu",
"jon_wade",
"amb_watr",
"tele_1",
"wasp_stg",
"res",
"drum4",
"rex_icu",
"m_hits_u",
"q_tail", // 50
"vatr_mov",
"jon_hit3",
"jon_t_2", // 53
"jon_t_1",
"jon_t_5",
"jon_t_6",
"jon_t_8",
"jon_t_4",
"rasprit1",
"jon_fdie", // 60
"wijaf1",
"ship_1",
"saw_on",
"ra_on",
"amb_ston", // 65
"vatr_stp", // 66
"mana1",
"mana2",
"ammo",
"pot_pc1", // 70?
"pot_pc2",
"weapon",
"alarm",
"tick1",
"scrp_zap", // 75
"jon_t_3",
"jon_laf1",
"blasted",
"jon_air2" // 79
};
short nStopSound;
short nStoneSound;
short nSwitchSound;
short nLocalEyeSect;
short nElevSound;
short nCreepyTimer;
bool looped[kMaxSounds];
short StaticSound[kMaxSounds];
int fakesources[] = { 0, 1, 2, 3 };
int swirlysources[4]= { 0, 1, 2, 3 };
FVector3 amb, creepy;
int nLocalChan = 0;
//==========================================================================
//
//
//
//==========================================================================
class EXSoundEngine : public SoundEngine
{
// client specific parts of the sound engine go in this class.
void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan) override;
TArray<uint8_t> ReadSound(int lumpnum) override;
public:
EXSoundEngine()
{
S_Rolloff.RolloffType = ROLLOFF_Doom;
S_Rolloff.MinDistance = 0;
S_Rolloff.MaxDistance = 1536;
}
void StopChannel(FSoundChan* chan) override
{
if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
{
chan->Source = NULL;
chan->SourceType = SOURCE_Unattached;
}
SoundEngine::StopChannel(chan);
}
};
//==========================================================================
//
//
//
//==========================================================================
TArray<uint8_t> EXSoundEngine::ReadSound(int lumpnum)
{
auto wlump = fileSystem.OpenFileReader(lumpnum);
return wlump.Read();
}
//==========================================================================
//
//
//
//==========================================================================
int LoadSound(const char* name)
{
FString nname(name, 8);
int sndid = soundEngine->FindSoundNoHash(nname.GetChars());
if (sndid > 0) return sndid - 1;
FStringf filename("%s.voc", nname.GetChars());
auto lump = S_LookupSound(filename);
if (lump > 0)
{
auto check = fileSystem.GetFileData(lump);
bool loops = false;
if (check.Size() > 26 && check[26] == 6 && !memcmp("Creative Voice File", check.Data(), 19))
{
// This game uses the actual loop point information in the sound data as its only means to check if a sound is looped.
loops = true;
}
int retval = soundEngine->AddSoundLump(nname, lump, 0, -1, 6);
soundEngine->CacheSound(retval);
looped[retval-1] = loops;
return retval - 1;
}
else if (!isShareware()) // demo tries to load sound files it doesn't have
{
Printf("Unable to open sound '%s'!\n", filename.GetChars());
}
return -1;
}
//==========================================================================
//
//
//
//==========================================================================
void InitFX(void)
{
if (soundEngine) return; // just in case.
soundEngine = new EXSoundEngine;
auto& S_sfx = soundEngine->GetSounds();
S_sfx.Resize(1);
for (size_t i = 0; i < kMaxSoundFiles; i++)
{
StaticSound[i] = LoadSound(SoundFiles[i]);
}
soundEngine->HashSounds();
nCreepyTimer = kCreepyCount;
}
//==========================================================================
//
//
//
//==========================================================================
void GetSpriteSoundPitch(int* pVolume, int* pPitch)
{
int nSoundSect = PlayerList[nLocalPlayer].nPlayerViewSect;
int nLocalSectFlags = SectFlag[nSoundSect];
if (nLocalSectFlags & kSectUnderwater)
{
if (*pVolume == 255)
{
*pVolume >>= 1;
*pPitch -= 1200;
}
}
else
{
if (*pVolume < 255)
{
*pVolume = 255;
*pPitch += 1200;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void BendAmbientSound(void)
{
soundEngine->EnumerateChannels([](FSoundChan* chan)
{
if (chan->SourceType == SOURCE_Ambient && chan->Source == &amb)
{
soundEngine->SetPitch(chan, (nDronePitch + 11800) / 11025.f);
}
return 1;
});
}
//==========================================================================
//
//
//
//==========================================================================
void PlayLocalSound(short nSound, short nRate, bool unattached, EChanFlags cflags)
{
if (!SoundEnabled()) return;
if (nSound < 0 || nSound >= kMaxSounds || !soundEngine->isValidSoundId(nSound + 1))
{
Printf("PlayLocalSound: Invalid sound nSound == %i, nRate == %i\n", nSound, nRate);
return;
}
if (looped[nSound]) cflags |= CHANF_LOOP;
FSoundChan* chan;
if (!unattached)
{
soundEngine->StopSound(SOURCE_None, nullptr, CHAN_BODY);
chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_BODY, cflags, nSound + 1, 1.f, ATTN_NONE, nullptr);
}
else
{
chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_VOICE, CHANF_OVERLAP|cflags, nSound + 1, 1.f, ATTN_NONE, nullptr);
}
if (nRate && chan)
{
float ratefac = (11025 + nRate) / 11025.f;
soundEngine->SetPitch(chan, ratefac);
}
}
//==========================================================================
//
//
//
//==========================================================================
int LocalSoundPlaying(void)
{
return soundEngine->EnumerateChannels([](FSoundChan* chan)
{
return chan->SourceType == SOURCE_None;
});
}
//==========================================================================
//
//
//
//==========================================================================
void StopLocalSound(void)
{
soundEngine->StopSound(SOURCE_None, nullptr, -1);
}
//==========================================================================
//
//
//
//==========================================================================
int nNextFreq;
int nSwirlyFrames;
void StartSwirly(int nActiveSound)
{
if (!SoundEnabled()) return;
auto &swirly = swirlysources[nActiveSound];
short nPitch = nNextFreq - RandomSize(9);
nNextFreq = 25000 - RandomSize(10) * 6;
if (nNextFreq > 32000)
nNextFreq = 32000;
int nVolume = nSwirlyFrames + 1;
if (nVolume >= 220)
nVolume = 220;
soundEngine->StopSound(SOURCE_Swirly, &swirly, -1);
soundEngine->StartSound(SOURCE_Swirly, &swirly, nullptr, CHAN_BODY, CHANF_TRANSIENT, StaticSound[kSoundMana1]+1, nVolume / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f);
}
//==========================================================================
//
//
//
//==========================================================================
void StartSwirlies()
{
StopAllSounds();
nNextFreq = 19000;
nSwirlyFrames = 0;
for (int i = 0; i <= 4; i++)
StartSwirly(i);
}
//==========================================================================
//
//
//
//==========================================================================
void UpdateSwirlies()
{
nSwirlyFrames++;
for (int i = 0; i <= 4; i++)
{
if (!soundEngine->IsSourcePlayingSomething(SOURCE_Swirly, &swirlysources[i], -1))
StartSwirly(i);
}
}
//==========================================================================
//
//
//
//==========================================================================
void SoundBigEntrance(void)
{
if (!SoundEnabled()) return;
StopAllSounds();
for (int i = 0; i < 4; i++)
{
short nPitch = 11025 + (i * 512 - 1200);
//pASound->snd_pitch = nPitch;
soundEngine->StopSound(SOURCE_EXBoss, &fakesources[i], -1);
soundEngine->StartSound(SOURCE_EXBoss, &fakesources[i], nullptr, CHAN_BODY, CHANF_TRANSIENT, StaticSound[kSoundTorchOn]+1, 200 / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f);
}
}
//==========================================================================
//
//
//
//==========================================================================
void EXSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan)
{
if (pos != nullptr)
{
vec3_t campos;
if (nSnakeCam > -1)
{
Snake* pSnake = &SnakeList[nSnakeCam];
spritetype* pSnakeSprite = &pSnake->pSprites[0]->s();
campos.x = pSnakeSprite->x;
campos.y = pSnakeSprite->y;
campos.z = pSnakeSprite->z;
}
else
{
campos = { initx, inity, initz };
}
auto fcampos = GetSoundPos(&campos);
if (vel) vel->Zero();
if (type == SOURCE_Ambient)
{
*pos = *(FVector3*)source;
}
else if (type == SOURCE_Unattached)
{
pos->X = pt[0];
pos->Y = pt[1];
pos->Z = pt[2];
}
// Do some angular magic. The original was just 2D panning which in a 3D sound field is not sufficient.
else if (type == SOURCE_Swirly)
{
int which = *(int*)source;
double phase = (PlayClock << (4 + which)) * BAngRadian;
pos->X = fcampos.X + float(256 * cos(phase));
pos->Z = fcampos.Z + float(256 * sin(phase));
}
else if (type == SOURCE_EXBoss)
{
int which = *(int*)source;
*pos = fcampos;
// Should be positioned in 90<39> intervals.
switch (which)
{
default:
case 0: pos->X -= 256; break;
case 1: pos->Z -= 256; break;
case 2: pos->X += 256; break;
case 3: pos->Z += 256; break;
}
}
else if (type == SOURCE_Actor)
{
auto actor = (spritetype*)source;
assert(actor != nullptr);
if (actor != nullptr)
{
*pos = GetSoundPos(&actor->pos);
}
}
if ((chanflags & CHANF_LISTENERZ) && type != SOURCE_None)
{
pos->Y = fcampos.Y;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void GameInterface::UpdateSounds()
{
if (nFreeze)
return;
int nLocalSectFlags = SectFlag[PlayerList[nLocalPlayer].nPlayerViewSect];
vec3_t pos;
short ang;
if (nSnakeCam > -1)
{
Snake *pSnake = &SnakeList[nSnakeCam];
spritetype *pSnakeSprite = &pSnake->pSprites[0]->s();
pos = pSnakeSprite->pos;
ang = pSnakeSprite->ang;
}
else
{
pos = { initx, inity, initz };
ang = inita;
}
auto fv = GetSoundPos(&pos);
SoundListener listener;
listener.angle = float(-ang * BAngRadian); // 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->EnumerateChannels([](FSoundChan* chan)
{
if (!(chan->ChanFlags & (CHANF_UI|CHANF_FORGETTABLE)))
{
int nVolume = int(chan->Volume * 255);
int nPitch = int(chan->Pitch * (11025.f / 128.f)) - 11025;
int oVolume = nVolume;
GetSpriteSoundPitch(&nVolume, &nPitch);
if (oVolume != nVolume)
{
soundEngine->SetPitch(chan, (11025 + nPitch) / 11025.f);
soundEngine->SetVolume(chan, nVolume / 255.f);
}
}
return 0;
});
}
//==========================================================================
//
//
//
//==========================================================================
int soundx, soundy, soundz;
short soundsect;
void PlayFX2(unsigned short nSound, DExhumedActor* pActor, int sectf, EChanFlags chanflags, int sprflags)
{
if (!SoundEnabled()) return;
if ((nSound&0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((nSound & 0x1ff)+1))
{
Printf("PlayFX2: Invalid sound nSound == %i\n", nSound);
return;
}
bool fullvol = false, hiprio = false;
if (pActor)
{
fullvol = (sprflags & 0x2000) != 0;
hiprio = (sprflags & 0x4000) != 0;
soundx = pActor->s().x;
soundy = pActor->s().y;
soundz = pActor->s().z;
}
int nVolume = 255;
bool allowMultiple = (nSound & 0x2000) != 0;
bool forcePlay = (nSound & 0x1000) != 0;
bool midprio = (nSound & 0x4000) != 0;
int prio = 0;
if (forcePlay || midprio) prio = 1000;
else if (pActor != nullptr && hiprio) prio = 2000;
short v10 = (nSound&0xe00)>>9;
nSound &= 0x1ff;
int nPitch = 0;
if (v10) nPitch = -(totalmoves&((1<<v10)-1))*16;
GetSpriteSoundPitch(&nVolume, &nPitch);
vec3_t v = { soundx, soundy, soundz };
FVector3 vv = GetSoundPos(&v);
// Check if this sound is allowed to play or if it must stop some other sound.
if (!forcePlay)
{
bool res = soundEngine->EnumerateChannels([=](FSoundChan* chan)
{
if (chan->SourceType == SOURCE_Actor && pActor != nullptr)
{
if (prio >= chan->UserData)
{
if (chan->SoundID == nSound + 1)
{
if (!allowMultiple && &pActor->s() == chan->Source)
return 1;
}
else if (&pActor->s() == chan->Source)
{
soundEngine->StopChannel(chan);
return -1;
}
}
}
else if (chan->SourceType == SOURCE_Unattached && pActor != nullptr)
{
if (chan->SoundID == nSound + 1)
{
if (vv.X == chan->Point[0] && vv.Y == chan->Point[1] && vv.Z == chan->Point[2])
return 1;
}
}
return 0;
});
if (res) return;
}
FSoundChan* chan = nullptr;
if (pActor != nullptr)
{
chan = soundEngine->StartSound(SOURCE_Actor, &pActor->s(), nullptr, CHAN_BODY, chanflags| CHANF_OVERLAP, nSound+1, nVolume / 255.f,fullvol? 0.5f : ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
}
else
{
chan = soundEngine->StartSound(SOURCE_Unattached, nullptr, &vv, CHAN_BODY, chanflags | CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
}
if (chan)
{
if (sectf) chan->UserData = 2000;
else chan->UserData = prio;
}
// Nuke: added nSprite >= 0 check
if (pActor != PlayerList[nLocalPlayer].Actor() && pActor != nullptr && (pActor->s().cstat&257))
nCreepyTimer = kCreepyCount;
}
//==========================================================================
//
//
//
//==========================================================================
void PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector, EChanFlags chanflags, int sectf)
{
soundx = x;
soundy = y;
soundz = z;
soundsect = nSector;
PlayFX2(ax, nullptr, sectf, chanflags);
}
//==========================================================================
//
//
//
//==========================================================================
void CheckAmbience(short nSector)
{
if (!SoundEnabled()) return;
if (SectSound[nSector] != -1)
{
short nSector2 = SectSoundSect[nSector];
walltype* pWall = &wall[sector[nSector2].wallptr];
if (!soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, &amb, 0))
{
vec3_t v = { pWall->x, pWall->y, sector[nSector2].floorz };
amb = GetSoundPos(&v);
soundEngine->StartSound(SOURCE_Ambient, &amb, nullptr, CHAN_BODY, CHANF_TRANSIENT, SectSound[nSector] + 1, 1.f, ATTN_NORM);
return;
}
soundEngine->EnumerateChannels([=](FSoundChan* chan)
{
if (chan->SourceType == SOURCE_Ambient)
{
if (nSector == nSector2)
{
spritetype* pSprite = &PlayerList[0].Actor()->s();
amb = GetSoundPos(&pSprite->pos);
}
else
{
vec3_t v = { pWall->x, pWall->y, sector[nSector2].floorz };
amb = GetSoundPos(&v);
}
return 1;
}
return 0;
});
}
else
{
soundEngine->StopSound(SOURCE_Ambient, &amb, -1);
}
}
//==========================================================================
//
//
//
//==========================================================================
void UpdateCreepySounds()
{
if ((currentLevel->gameflags & LEVEL_EX_COUNTDOWN) || nFreeze || !SoundEnabled())
return;
spritetype* pSprite = &PlayerList[nLocalPlayer].Actor()->s();
nCreepyTimer--;
if (nCreepyTimer <= 0)
{
if (nCreaturesKilled < nCreaturesTotal && !(SectFlag[PlayerList[nLocalPlayer].nPlayerViewSect] & 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;
vec3_t sp = { pSprite->x + vdx, pSprite->y + vax, pSprite->z };
creepy = GetSoundPos(&sp);
if ((vsi & 0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((vsi & 0x1ff) + 1))
{
return;
}
int nVolume = 255;
short v10 = (vsi & 0xe00) >> 9;
vsi &= 0x1ff;
int nPitch = 0;
if (v10) nPitch = -(totalmoves & ((1 << v10) - 1)) * 16;
GetSpriteSoundPitch(&nVolume, &nPitch);
soundEngine->StopSound(SOURCE_Ambient, &creepy, CHAN_BODY);
soundEngine->StartSound(SOURCE_Ambient, &creepy, nullptr, CHAN_BODY, CHANF_TRANSIENT, vsi + 1, nVolume / 255.f, ATTN_NONE, nullptr, (11025 + nPitch) / 11025.f);
}
}
nCreepyTimer = kCreepyCount;
}
}
//==========================================================================
//
//
//
//==========================================================================
void StopActorSound(DExhumedActor *pActor)
{
if (pActor)
soundEngine->StopSound(SOURCE_Actor, &pActor->s(), -1);
}
void StopAllSounds(void)
{
soundEngine->StopAllChannels();
}
//==========================================================================
//
//
//
//==========================================================================
void PlayTitleSound(void)
{
PlayLocalSound(StaticSound[kSoundItemSpecial], 0, false, CHANF_UI);
}
void PlayGameOverSound(void)
{
PlayLocalSound(StaticSound[kSoundJonLaugh2], 0, false, CHANF_UI);
}
DEFINE_ACTION_FUNCTION(_Exhumed, PlayLocalSound)
{
PARAM_PROLOGUE;
PARAM_INT(snd);
PARAM_INT(pitch);
PARAM_BOOL(unatt);
PARAM_INT(flags);
PlayLocalSound(StaticSound[snd], pitch, unatt, EChanFlags::FromInt(flags));
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Exhumed, StopLocalSound, StopLocalSound)
{
StopLocalSound();
return 0;
}
DEFINE_ACTION_FUNCTION(_Exhumed, LocalSoundPlaying)
{
ACTION_RETURN_BOOL(soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_AUTO, -1));
}
DEFINE_ACTION_FUNCTION(_Exhumed, PlayCDTrack)
{
PARAM_PROLOGUE;
PARAM_INT(track);
PARAM_BOOL(loop);
playCDtrack(track, loop);
return 0;
}
END_PS_NS