raze/source/sw/src/sounds.cpp
Christoph Oelckers 8730ce552b - make things compile again.
Let's hope it still works...
2019-10-24 20:28:46 +02:00

1987 lines
48 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "compat.h"
#include "build.h"
#include "cache1d.h"
#include "keys.h"
#include "names2.h"
#include "mytypes.h"
#include "fx_man.h"
#include "music.h"
#include "al_midi.h"
#include "gamedefs.h"
#include "config.h"
#include "panel.h"
#include "game.h"
#include "sounds.h"
#include "ai.h"
#include "network.h"
#include "cache.h"
#include "text.h"
#include "rts.h"
#include "menus.h"
#include "config.h"
#ifdef _WIN32
#include "sdlayer.h"
#endif
BEGIN_SW_NS
extern USERp User[MAXSPRITES];
void DumpSounds(void);
// Parentally locked sounds list
int PLocked_Sounds[] =
{
483,328,334,335,338,478,450,454,452,453,456,457,458,455,460,462,
461,464,466,465,467,463,342,371,254,347,350,432,488,489,490,76,339,
499,500,506,479,480,481,482,78,600,467,548,547,544,546,545,542,541,540,
539,536,529,525,522,521,515,516,612,611,589,625,570,569,567,565,
558,557
};
uint8_t RedBookSong[40] =
{
2,4,9,12,10, // Title and ShareWare levels
5,6,8,11,12,5,10,4,6,9,7,10,8,7,9,10,11,5, // Registered levels
11,8,7,13,5,6, // Deathmatch levels
13 // Fight boss
};
// Global vars used by ambient sounds to set spritenum of ambient sounds for later lookups in
// the sprite array so FAFcansee can know the sound sprite's current sector location
SWBOOL Use_SoundSpriteNum = FALSE;
int16_t SoundSpriteNum = -1; // Always set this back to -1 for proper validity checking!
SWBOOL MusicInitialized = FALSE;
SWBOOL FxInitialized = FALSE;
void SoundCallBack(unsigned int num);
SWBOOL LoadSong(const char *track);
#define MUSIC_ID -65536
#define NUM_SAMPLES 10
const char *BitNames[2] =
{
"8-bit", "16-bit"
};
const char *ChannelNames[2] =
{
"Mono", "Stereo"
};
const char *VoiceNames[8] =
{
"1", "2", "3", "4", "5", "6", "7", "8"
};
int music;
int soundfx;
int num_voices;
int NumSounds = 0;
int angle;
int distance;
int voice;
int loopflag;
typedef enum
{
SongTypeNone,
SongTypeMIDI,
SongTypeWave,
} SongType_t;
char *SongPtr = NULL;
int SongLength = 0;
char *SongName = NULL;
int SongTrack = 0;
SongType_t SongType = SongTypeNone;
int SongVoice = -1;
extern SWBOOL DemoMode;
//
// Includes digi.h to build the table
//
#define DIGI_TABLE
VOC_INFO voc[] =
{
#include "digi.h"
};
#undef DIGI_TABLE
//
// Includes ambient.h to build the table of ambient sounds for game
//
#define AMBIENT_TABLE
AMB_INFO ambarray[] =
{
#include "ambient.h"
};
#undef AMBIENT_TABLE
#define MAX_AMBIENT_SOUNDS 82
#define MAXSONGS 10 // This is the max songs per episode
SWBOOL OpenSound(VOC_INFOp vp, FileReader &handle, int *length);
int ReadSound(FileReader & handle, VOC_INFOp vp, int length);
// 3d sound engine function prototype
VOC3D_INFOp Insert3DSound(void);
#if 0
// DEBUG
char *globsndata[DIGI_MAX], *globvpdata[DIGI_MAX];
int glength[DIGI_MAX];
#endif
/*
===================
=
= My stuff
=
===================
*/
int PlayerPainVocs[] =
{
DIGI_PLAYERPAIN1,
DIGI_PLAYERPAIN2,
DIGI_PLAYERPAIN3,
DIGI_PLAYERPAIN4,
DIGI_PLAYERPAIN5
};
// Don't have these sounds yet
int PlayerLowHealthPainVocs[] =
{
DIGI_HURTBAD1,
DIGI_HURTBAD2,
DIGI_HURTBAD3,
DIGI_HURTBAD4,
DIGI_HURTBAD5
};
int TauntAIVocs[] =
{
DIGI_TAUNTAI1,
DIGI_TAUNTAI2,
DIGI_TAUNTAI3,
DIGI_TAUNTAI4,
DIGI_TAUNTAI5,
DIGI_TAUNTAI6,
DIGI_TAUNTAI7,
DIGI_TAUNTAI8,
DIGI_TAUNTAI9,
DIGI_TAUNTAI10,
DIGI_COWABUNGA,
DIGI_NOCHARADE,
DIGI_TIMETODIE,
DIGI_EATTHIS,
DIGI_FIRECRACKERUPASS,
DIGI_HOLYCOW,
DIGI_HAHA2,
DIGI_HOLYPEICESOFCOW,
DIGI_HOLYSHIT,
DIGI_HOLYPEICESOFSHIT,
DIGI_PAYINGATTENTION,
DIGI_EVERYBODYDEAD,
DIGI_KUNGFU,
DIGI_HOWYOULIKEMOVE,
DIGI_HAHA3,
DIGI_NOMESSWITHWANG,
DIGI_RAWREVENGE,
DIGI_YOULOOKSTUPID,
DIGI_TINYDICK,
DIGI_NOTOURNAMENT,
DIGI_WHOWANTSWANG,
DIGI_MOVELIKEYAK,
DIGI_ALLINREFLEXES
};
int PlayerGetItemVocs[] =
{
DIGI_GOTITEM1,
DIGI_HAHA1,
DIGI_BANZAI,
DIGI_COWABUNGA,
DIGI_TIMETODIE
};
int PlayerYellVocs[] =
{
DIGI_PLAYERYELL1,
DIGI_PLAYERYELL2,
DIGI_PLAYERYELL3
};
#if 0
// DEBUG
void CheckSndData(char *file, int line)
{
short i;
//return;
for (i = 0; i<DIGI_MAX; i++)
{
if (!globsndata[i] && !globvpdata[i]) continue;
if (memcmp(globsndata[i], globvpdata[i], glength[i]) != 0)
{
printf("%s %d\n",file,line);
printf("CheckSndData: Data is not the same! num = %d",i);
exit(0);
}
}
}
#endif
//
// Routine called when a sound is finished playing
//
void
SoundCallBack(intptr_t num)
{
VOC_INFOp vp;
if ((int) num == MUSIC_ID)
{
return;
}
// RTS sounds are negative
if ((int)num < 0)
{
return;
}
vp = &voc[num];
// Update counter
//vp->playing--;
vp->lock--;
}
//
void
ClearSoundLocks(void)
{
unsigned i;
for (i = 0; i < SIZ(voc); i++)
{
if (voc[i].lock >= 200)
voc[i].lock = 199;
}
}
void
UnInitSound(void)
{
SoundShutdown();
MusicShutdown();
}
void
InitFX(void)
{
VOC_INFOp vp;
short i;
#if 0
// DEBUG
for (i=0; i<DIGI_MAX; i++)
{
globsndata[i] = globvpdata[i] = NULL;
glength[i] = 0;
}
#endif
//ExternalSoundMod();
// Select which cards to use
SoundStartup();
// Get the current volume of the music and sound fx
gs.SoundVolume = FX_GetVolume();
for (vp = voc; vp < &voc[SIZ(voc)]; vp++)
{
vp->playing = 0;
}
// Set up our fx callback so we can display the sounds that are playing
FX_SetCallBack(SoundCallBack);
}
void
InitMusic(void)
{
// Select which cards to use
MusicStartup();
//SendGeneralMidiSysX();
}
void
ExternalSoundMod(void)
{
FILE *fin;
VOC_INFOp vp;
char name[40];
char new_name[40];
int pri;
int pitch_lo, pitch_hi;
int ret;
fin = fopen("swextern.snd", "r");
if (!fin)
return;
while (TRUE)
{
ret = fscanf(fin, "%s %s %d %d", name, new_name, &pitch_lo, &pitch_hi);
if (ret == EOF)
break;
for (vp = voc; vp < &voc[SIZ(voc)]; vp++)
{
#if 0
if (!vp->name)
continue;
#endif
if (!Bstrcasecmp(name, vp->name))
{
// vp->priority = pri;
strcpy(vp->name, new_name);
vp->pitch_lo = pitch_lo;
vp->pitch_hi = pitch_hi;
}
}
}
fclose(fin);
}
extern short Level;
SWBOOL
PlaySong(char *song_file_name, int cdaudio_track, SWBOOL loop, SWBOOL restart)
{
if (!mus_enabled)
{
return FALSE;
}
if (DemoMode)
return FALSE;
if (!restart)
{
if (SongType == SongTypeWave)
{
if (SongTrack > 0 && SongTrack == cdaudio_track)
{
// ogg replacement for a CD track
return TRUE;
}
else if (SongName && song_file_name && !strcmp(SongName, song_file_name))
{
return TRUE;
}
}
else if (SongType == SongTypeMIDI)
{
if (SongName && song_file_name && !strcmp(SongName, song_file_name))
{
return TRUE;
}
}
}
StopSong();
if (!SW_SHAREWARE)
{
if (cdaudio_track >= 0)
{
char waveformtrack[MAXWAVEFORMTRACKLENGTH];
Bstrncpy(waveformtrack, gs.WaveformTrackName, MAXWAVEFORMTRACKLENGTH - 1);
char *numPos = Bstrstr(waveformtrack, "??");
if (numPos && (numPos-waveformtrack) < MAXWAVEFORMTRACKLENGTH - 2)
{
static const char *tracktypes[] = { ".flac", ".ogg" };
const size_t tracknamebaselen = Bstrlen(waveformtrack);
size_t i;
numPos[0] = '0' + (cdaudio_track / 10) % 10;
numPos[1] = '0' + cdaudio_track % 10;
for (i = 0; i < ARRAY_SIZE(tracktypes); ++i)
{
waveformtrack[tracknamebaselen] = '\0';
Bstrncat(waveformtrack, tracktypes[i], MAXWAVEFORMTRACKLENGTH - 1);
if (LoadSong(waveformtrack))
{
SongVoice = FX_Play(SongPtr, SongLength, 0, 0, 0,
255, 255, 255, FX_MUSIC_PRIORITY, 1.f, MUSIC_ID);
if (SongVoice > FX_Ok)
{
SongType = SongTypeWave;
SongTrack = cdaudio_track;
SongName = Bstrdup(waveformtrack);
return TRUE;
}
}
}
buildprintf("Can't find CD track %i!\n", cdaudio_track);
}
else
{
buildprintf("Make sure to have \"??\" as a placeholder for the track number in your WaveformTrackName!\n");
buildprintf(" e.g. WaveformTrackName = \"MUSIC/Track??\"\n");
}
}
}
if (!song_file_name || !LoadSong(song_file_name))
{
return FALSE;
}
if (!memcmp(SongPtr, "MThd", 4))
{
MUSIC_PlaySong(SongPtr, SongLength, MUSIC_LoopSong);
SongType = SongTypeMIDI;
SongName = strdup(song_file_name);
return TRUE;
}
else
{
SongVoice = FX_Play(SongPtr, SongLength, 0, 0, 0,
255, 255, 255, FX_MUSIC_PRIORITY, 1.f, MUSIC_ID);
if (SongVoice > FX_Ok)
{
SongType = SongTypeWave;
SongName = strdup(song_file_name);
return TRUE;
}
}
return FALSE;
}
void
StopFX(void)
{
FX_StopAllSounds();
}
void
StopSong(void)
{
if (DemoMode)
return;
if (SongType == SongTypeWave && SongVoice >= 0)
{
FX_StopSound(SongVoice);
}
else if (SongType == SongTypeMIDI)
{
MUSIC_StopSong();
}
SongType = SongTypeNone;
DO_FREE_AND_NULL(SongName);
SongTrack = 0;
if (SongPtr)
{
FreeMem(SongPtr);
SongPtr = 0;
SongLength = 0;
}
}
void
PauseSong(SWBOOL pauseon)
{
if (!mus_enabled) return;
if (SongType == SongTypeWave && SongVoice >= 0)
{
FX_PauseVoice(SongVoice, pauseon);
}
}
void
SetSongVolume(int volume)
{
}
SWBOOL
SongIsPlaying(void)
{
return FALSE;
}
void
StopSound(void)
{
StopFX();
StopSong();
}
//
// Sound Distance Calculation
//
#define MAXLEVLDIST 19000 // The higher the number, the further away you can hear sound
short
SoundDist(int x, int y, int z, int basedist)
{
double tx, ty, tz;
double sqrdist,retval;
double decay,decayshift;
extern short screenpeek;
#define DECAY_CONST 4000
tx = fabs(Player[screenpeek].posx - x);
ty = fabs(Player[screenpeek].posy - y);
tz = fabs((Player[screenpeek].posz - z) >> 4);
// Use the Pythagreon Theorem to compute the magnitude of a 3D vector
sqrdist = fabs(tx*tx + ty*ty + tz*tz);
retval = sqrt(sqrdist);
if (basedist < 0) // if basedist is negative
{
short i;
decayshift=2;
decay = labs(basedist) / DECAY_CONST;
for (i=0; i<decay; i++)
decayshift *= 2;
if (fabs(double(basedist)/decayshift) >= retval)
retval = 0;
else
retval *= decay;
}
else
{
if (basedist > retval)
retval = 0;
else
retval -= basedist;
}
retval = retval * 256 / MAXLEVLDIST;
if (retval < 0) retval = 0;
if (retval > 255) retval = 255;
return retval;
}
//
// Angle calcuations - may need to be checked to make sure they are right
//
short
SoundAngle(int x, int y)
{
extern short screenpeek;
short angle, delta_angle;
angle = getangle(x - Player[screenpeek].posx, y - Player[screenpeek].posy);
delta_angle = GetDeltaAngle(angle, Player[screenpeek].pang);
// convert a delta_angle to a real angle if negative
if (delta_angle < 0)
delta_angle = NORM_ANGLE((1024 + delta_angle) + 1024);
// convert 2048 degree angle to 32 degree angle
return delta_angle >> 6;
}
int _PlayerSound(const char *file, int line, int num, int *x, int *y, int *z, Voc3D_Flags flags, PLAYERp pp)
//PlayerSound(int num, int *x, int *y, int *z, Voc3D_Flags flags, PLAYERp pp)
{
int handle;
VOC_INFOp vp;
if (Prediction)
return 0;
if (pp < Player || pp >= Player + MAX_SW_PLAYERS)
{
TerminateGame();
printf("Player Sound invalid player: file %s, line %d\n",file,line);
exit(0);
}
PRODUCTION_ASSERT(pp >= Player && pp < Player+MAX_SW_PLAYERS);
PRODUCTION_ASSERT(num >= 0 && num < DIGI_MAX);
if (TEST(pp->Flags, PF_DEAD)) return 0; // You're dead, no talking!
// If this is a player voice and he's already yacking, forget it.
vp = &voc[num];
if (vp == NULL)
{
TerminateGame();
printf("vp == NULL in PlayerSound, num = %d\n",num);
exit(0);
}
// Not a player voice, bail.
if (vp->priority != PRI_PLAYERVOICE && vp->priority != PRI_PLAYERDEATH)
return 0;
// He wasn't talking, but he will be now.
if (!pp->PlayerTalking)
{
pp->PlayerTalking = TRUE;
pp->TalkVocnum = num; // Set the voc number
pp->TalkVocHandle = PlaySound(num, x, y, z, flags); // Play the sound
if (pp->TalkVocHandle < 0)
{
pp->PlayerTalking = FALSE;
pp->TalkVocnum = -1;
pp->TalkVocHandle = -1;
}
}
return 0;
}
void LockSound(int num)
{
VOC_INFOp vp = &voc[num];
// if data is not locked
if (vp->lock <= CACHE_UNLOCK_MAX)
{
vp->lock = CACHE_LOCK_START;
}
else
// if data is already locked
{
vp->lock++;
if (vp->lock >= CACHE_LOCK_MAX || vp->lock == 0)
{
DumpSounds();
TerminateGame();
printf("lock > MAX, num = %d",num);
exit(0);
}
//ASSERT(vp->lock < CACHE_LOCK_MAX);
//ASSERT(vp->lock != 0);
}
}
SWBOOL CacheSound(int num, int type)
{
VOC_INFOp vp = &voc[num];
PRODUCTION_ASSERT(num >= 0 && num < DIGI_MAX);
// if no data we need to cache it in
if (!vp->data)
{
FileReader handle;
int length;
if (!OpenSound(vp, handle, &length))
{
sprintf(ds,"Could not open sound %s, num %d, priority %d\n",vp->name,num,vp->priority);
CON_ConMessage("%s", ds);
return FALSE;
}
if (vp != NULL)
{
//FILE *fp;
/*
if (type == CACHE_SOUND_PLAY)
// start it out locked at the min
vp->lock = CACHE_LOCK_START;
else
if (type == CACHE_SOUND_PRECACHE)
// start it out unlocked at the max
*/
vp->lock = CACHE_UNLOCK_MAX;
cacheAllocateBlock((intptr_t*)&vp->data, length, &vp->lock);
///////
ASSERT(vp->data);
ReadSound(handle, vp, length);
}
}
return TRUE;
}
////////////////////////////////////////////////////////////////////////////
// Play a sound
////////////////////////////////////////////////////////////////////////////
#define SOUND_UNIT MAXLEVLDIST/255
// NOTE: If v3df_follow == 1, x,y,z are considered literal coordinates
int
PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
{
VOC_INFOp vp;
VOC3D_INFOp v3p;
int pitch = 0;
short angle, sound_dist;
int tx, ty, tz;
uint8_t priority;
SPRITEp sp=NULL;
// DEBUG
//extern SWBOOL Pachinko_Win_Cheat;
// Don't play game sounds when in menus
//if (UsingMenus && (*x!=0 || *y!=0 || *z!=0)) return(-1);
// Weed out parental lock sounds if PLock is active
if (gs.ParentalLock || Global_PLock)
{
unsigned i;
for (i=0; i<sizeof(PLocked_Sounds); i++)
{
if (num == PLocked_Sounds[i])
return -1;
}
}
if (Prediction)
return -1;
if (!snd_enabled)
return -1;
PRODUCTION_ASSERT(num >= 0 && num < DIGI_MAX);
// Reset voice
voice = -1;
// This is used for updating looping sounds in Update3DSounds
if (Use_SoundSpriteNum && SoundSpriteNum >= 0)
{
ASSERT(SoundSpriteNum >= 0 && SoundSpriteNum < MAXSPRITES);
sp = &sprite[SoundSpriteNum];
}
if (snd_ambience && TEST(flags,v3df_ambient) && !TEST(flags,v3df_nolookup)) // Look for invalid ambient numbers
{
if (num < 0 || num > MAX_AMBIENT_SOUNDS)
{
sprintf(ds,"Invalid or out of range ambient sound number %d\n",num);
PutStringInfo(Player+screenpeek, ds);
return -1;
}
}
// Call queue management to add sound to play list.
// 3D sound manager will update playing sound 10x per second until
// the sound ends, at which time it is removed from both the 3D
// sound list as well as the actual cache.
v3p = Insert3DSound();
// If the ambient flag is set, do a name conversion to point to actual
// digital sound entry.
v3p->num = num;
v3p->priority = 0;
v3p->FX_Ok = FALSE; // Hasn't played yet
if (snd_ambience && TEST(flags,v3df_ambient) && !TEST(flags,v3df_nolookup))
{
v3p->maxtics = STD_RANDOM_RANGE(ambarray[num].maxtics);
flags |= ambarray[num].ambient_flags; // Add to flags if any
num = ambarray[num].diginame;
}
PRODUCTION_ASSERT(num >= 0 && num < DIGI_MAX);
// Assign voc to voc pointer
vp = &voc[num];
if (UsingMenus && *x==0 && *y==0 && *z==0) // Menus sound outdo everything
priority = 100;
else
priority = vp->priority;
v3p->vp = vp;
// Assign voc info to 3d struct for future reference
v3p->x = x;
v3p->y = y;
v3p->z = z;
v3p->fx = *x;
v3p->fy = *y;
v3p->fz = *z;
v3p->flags = flags;
if (flags & v3df_follow)
{
tx = *x;
ty = *y;
if (!z)
tz = 0; // Some sound calls don't have a z
// value
else
tz = *z;
}
else
{
// Don't use pointers to coordinate values.
tx = v3p->fx;
ty = v3p->fy;
tz = v3p->fz;
}
// Special case stuff for sounds being played in a level
if (*x==0 && *y==0 && *z==0)
tx = ty = tz = 0;
if ((vp->voc_flags & vf_loop) && Use_SoundSpriteNum && SoundSpriteNum >= 0 && sp)
{
tx=sp->x;
ty=sp->y;
tz=sp->z;
//CON_Message("Using sp to set tx=%ld,ty=%ld,tz=%ld",tx,ty,tz);
}
// Calculate sound angle
if (flags & v3df_dontpan) // If true, don't do panning
angle = 0;
else
angle = SoundAngle(tx, ty);
// Calculate sound distance
if (tx == 0 && ty == 0 && tz == 0)
sound_dist = 255; // Special case for menus sounds,etc.
else
sound_dist = SoundDist(tx, ty, tz, vp->voc_distance);
v3p->doplr_delta = sound_dist; // Save of distance for doppler
// effect
// //DSPRINTF(ds,"sound dist = %d\n",sound_dist);
// MONO_PRINT(ds);
// Can the ambient sound see the player? If not, tone it down some.
if ((vp->voc_flags & vf_loop) && Use_SoundSpriteNum && SoundSpriteNum >= 0)
{
PLAYERp pp = Player+screenpeek;
//MONO_PRINT("PlaySound:Checking sound cansee");
if (!FAFcansee(tx, ty, tz, sp->sectnum,pp->posx, pp->posy, pp->posz, pp->cursectnum))
{
//MONO_PRINT("PlaySound:Reducing sound distance");
sound_dist += ((sound_dist/2)+(sound_dist/4)); // Play more quietly
if (sound_dist > 255) sound_dist = 255;
// Special Cases
if (num == DIGI_WHIPME) sound_dist = 255;
}
}
// Assign ambient priorities based on distance
if (snd_ambience && TEST(flags, v3df_ambient))
{
v3p->priority = v3p->vp->priority - (sound_dist / 26);
priority = v3p->priority;
}
if (!CacheSound(num, CACHE_SOUND_PLAY))
{
v3p->flags = v3df_kill;
v3p->handle = -1;
v3p->dist = 0;
v3p->deleted = TRUE; // Sound init failed, remove it!
return -1;
}
LockSound(num);
if (sound_dist < 5)
angle = 0;
// Check for pitch bending
if (vp->pitch_lo > vp->pitch_hi)
ASSERT(vp->pitch_lo <= vp->pitch_hi);
if (vp->pitch_hi == vp->pitch_lo)
pitch = vp->pitch_lo;
else if (vp->pitch_hi != vp->pitch_lo)
pitch = vp->pitch_lo + (STD_RANDOM_RANGE(vp->pitch_hi - vp->pitch_lo));
#if 0
// DEBUG
if (Pachinko_Win_Cheat)
{
CheckSndData(__FILE__, __LINE__);
Pachinko_Win_Cheat = FALSE;
CON_Message("S O U N D S C H E C K E D");
}
#endif
// Request playback and play it as a looping sound if flag is set.
if (vp->voc_flags & vf_loop)
{
short loopvol=0;
if ((loopvol = 255-sound_dist) <= 0)
loopvol = 0;
if (sound_dist < 255 || (flags & v3df_init))
{
voice = FX_Play((char *)vp->data, vp->datalen, 0, 0,
pitch, loopvol, loopvol, loopvol, priority, 1.f, num); // [JM] Should probably utilize floating point volume. !CHECKME!
}
else
voice = -1;
}
else
//if(!flags & v3df_init) // If not initing sound, play it
if (tx==0 && ty==0 && tz==0) // It's a non-inlevel sound
{
voice = FX_Play((char *)vp->data, vp->datalen, -1, -1, pitch, 255, 255, 255, priority, 1.f, num); // [JM] And here !CHECKME!
}
else // It's a 3d sound
{
if (sound_dist < 255)
{
voice = FX_Play3D((char *)vp->data, vp->datalen, FX_ONESHOT, pitch, angle, sound_dist, priority, 1.f, num); // [JM] And here !CHECKME!
}
else
voice = -1;
}
// If sound played, update our counter
if (voice > FX_Ok)
{
//vp->playing++;
v3p->FX_Ok = TRUE;
}
else
{
vp->lock--;
}
// Assign voc info to 3d struct for future reference
v3p->handle = voice; // Save the current voc handle in struct
v3p->dist = sound_dist;
v3p->tics = 0; // Reset tics
if (flags & v3df_init)
v3p->flags ^= v3df_init; // Turn init off now
return voice;
}
void PlaySoundRTS(int rts_num)
{
char *rtsptr;
int voice=-1;
if (!RTS_IsInitialized() || !snd_enabled)
return;
rtsptr = (char *)RTS_GetSound(rts_num - 1);
ASSERT(rtsptr);
voice = FX_Play3D(rtsptr, RTS_SoundLength(rts_num - 1), FX_ONESHOT, 0, 0, 0, 255, 1.f, -rts_num); // [JM] Float volume here too I bet. !CHECKME!
}
///////////////////////////////////////////////
SWBOOL
OpenSound(VOC_INFOp vp, FileReader &handle, int *length)
{
handle = kopenFileReader(vp->name, 0);
if (!handle.isOpen())
{
return FALSE;
}
*length = handle.GetLength();
return TRUE;
}
int
ReadSound(FileReader &handle, VOC_INFOp vp, int length)
{
if (handle.Read(vp->data, length) != length)
{
TerminateGame();
printf("Error reading file '%s'.\n", vp->name);
exit(0);
}
vp->datalen = length;
return 0;
}
SWBOOL
LoadSong(const char *filename)
{
auto fr = kopenFileReader(filename, 0);
if (!fr.isOpen())
{
return FALSE;
}
auto size = fr.GetLength();
auto ptr = (char *) AllocMem(size);
if (ptr == NULL)
{
return FALSE;
}
if (fr.Read(ptr, size) != size)
{
FreeMem(ptr);
return FALSE;
}
SongPtr = ptr;
SongLength = size;
return TRUE;
}
void
SoundStartup(void)
{
void *initdata = 0;
#ifdef MIXERTYPEWIN
initdata = (void *) win_gethwnd();
#endif
//snd_enabled = TRUE;
int status = FX_Init(snd_numvoices, snd_numchannels, snd_mixrate, initdata);
if (status != FX_Ok)
{
buildprintf("Sound error: %s\n", FX_ErrorString(status));
return;
}
FxInitialized = TRUE;
snd_fxvolume.Callback();
snd_reversestereo.Callback();
FX_SetCallBack(SoundCallBack);
}
/*
===================
=
= SoundShutdown
=
===================
*/
void
SoundShutdown(void)
{
if (!FxInitialized)
return;
int status = FX_Shutdown();
if (status != FX_Ok)
{
buildprintf("Sound error: %s\n", FX_ErrorString(status));
}
}
/*
===================
=
= MusicStartup
=
===================
*/
void MusicStartup(void)
{
// if they chose None lets return
buildprintf("Initializing MIDI driver... ");
int status;
if ((status = MUSIC_Init(MusicDevice)) == MUSIC_Ok)
{
if (MusicDevice == ASS_AutoDetect)
MusicDevice = MIDI_GetDevice();
}
else if ((status = MUSIC_Init(ASS_AutoDetect)) == MUSIC_Ok)
{
MusicDevice = MIDI_GetDevice();
}
else
{
buildprintf("Music error: %s\n", MUSIC_ErrorString(status));
mus_enabled = FALSE;
return;
}
MusicInitialized = TRUE;
MUSIC_SetVolume(mus_volume);
auto fil = kopenFileReader("swtimbr.tmb", 0);
if (fil.isOpen())
{
auto tmb = fil.Read();
if (tmb.Size())
AL_RegisterTimbreBank(tmb.Data());
}
}
void COVER_SetReverb(int amt)
{
FX_SetReverb(amt);
}
/*
===================
=
= MusicShutdown
=
===================
*/
void
MusicShutdown(void)
{
StopSong();
int status = MUSIC_Shutdown();
if (status != MUSIC_Ok)
{
buildprintf("Music error: %s\n", MUSIC_ErrorString(status));
}
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////
//
// 3D sound engine
// Sound management routines that keep a list of
// all sounds being played in a level.
// Doppler and Panning effects are achieved here.
//
///////////////////////////////////////////////
// Declare and initialize linked list of vocs.
VOC3D_INFOp voc3dstart = NULL;
VOC3D_INFOp voc3dend = NULL;
//////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////
// Initialize new vocs in the 3D sound queue
///////////////////////////////////////////////
VOC3D_INFOp
InitNew3DSound(VOC3D_INFOp v3p)
{
v3p->handle = -1; // Initialize handle to new sound
// value
v3p->owner = -1;
v3p->deleted = FALSE; // Used for when sound gets deleted
return v3p;
}
///////////////////////////////////////////////
// Inserts new vocs in the 3D sound queue
///////////////////////////////////////////////
VOC3D_INFOp
Insert3DSound(void)
{
VOC3D_INFOp vp, old;
// Allocate memory for new sound
// You can allocate new sounds as long as memory holds out.
// If you run out of memory for sounds, you got problems anyway.
vp = (VOC3D_INFOp) AllocMem(sizeof(VOC3D_INFO));
ASSERT(vp != NULL);
memset(vp,0xCC,sizeof(VOC3D_INFO)); // Zero out the memory
if (!voc3dend) // First item in list
{
vp->next = vp->prev = NULL;
voc3dend = vp;
voc3dstart = vp;
InitNew3DSound(vp);
return vp;
}
old = voc3dend; // Put it on the end
old->next = vp;
vp->next = NULL;
vp->prev = old;
voc3dend = vp;
InitNew3DSound(vp);
return vp;
}
/////////////////////////////////////////////////////
// Deletes vocs in the 3D sound queue with no owners
/////////////////////////////////////////////////////
void
DeleteNoSoundOwner(short spritenum)
{
VOC3D_INFOp vp, dp;
vp = voc3dstart;
while (vp)
{
dp = NULL;
if (vp->owner == spritenum && vp->owner >= 0 && (vp->vp->voc_flags & vf_loop))
{
//DSPRINTF(ds,"Deleting owner %d\n",vp->owner);
//MONO_PRINT(ds);
// Make sure to stop active
// sounds
if (FX_SoundActive(vp->handle))
{
FX_StopSound(vp->handle);
}
#if 0
// Clean up the sound active counter for cacheing locks
if (vp->FX_Ok) // Only decrement if sound ever played
vp->vp->playing--; // Decrement instance of sound playing
if (vp->vp->playing == 0 && vp->vp->lock > CACHE_UNLOCK_MAX)
vp->vp->lock = CACHE_UNLOCK_MAX;
#endif
dp = vp; // Point to sound to be deleted
if (vp->prev)
{
vp->prev->next = vp->next;
}
else
{
voc3dstart = vp->next; // New first item
if (voc3dstart)
voc3dstart->prev = NULL;
}
if (vp->next)
{
vp->next->prev = vp->prev; // Middle element
}
else
{
voc3dend = vp->prev; // Delete last element
}
}
vp = vp->next;
if (dp != NULL)
FreeMem(dp); // Return memory to heap
}
}
// This is called from KillSprite to kill a follow sound with no valid sprite owner
// Stops and active sound with the follow bit set, even play once sounds.
void DeleteNoFollowSoundOwner(short spritenum)
{
VOC3D_INFOp vp, dp;
SPRITEp sp = &sprite[spritenum];
vp = voc3dstart;
while (vp)
{
dp = NULL;
// If the follow flag is set, compare the x and y addresses.
if ((vp->flags & v3df_follow) && vp->x == &sp->x && vp->y == &sp->y)
{
if (FX_SoundActive(vp->handle))
{
FX_StopSound(vp->handle);
}
#if 0
if (vp->FX_Ok) // Only decrement if sound ever played
vp->vp->playing--; // Decrement instance of sound playing
if (vp->vp->playing == 0 && vp->vp->lock > CACHE_UNLOCK_MAX)
vp->vp->lock = CACHE_UNLOCK_MAX;
#endif
dp = vp; // Point to sound to be deleted
if (vp->prev)
{
vp->prev->next = vp->next;
}
else
{
voc3dstart = vp->next; // New first item
if (voc3dstart)
voc3dstart->prev = NULL;
}
if (vp->next)
{
vp->next->prev = vp->prev; // Middle element
}
else
{
voc3dend = vp->prev; // Delete last element
}
}
vp = vp->next;
if (dp != NULL)
FreeMem(dp); // Return memory to heap
}
}
///////////////////////////////////////////////
// Deletes vocs in the 3D sound queue
///////////////////////////////////////////////
void
Delete3DSounds(void)
{
VOC3D_INFOp vp, dp;
PLAYERp pp;
int cnt=0;
vp = voc3dstart;
while (vp)
{
dp = NULL;
if (vp->deleted)
{
#if 0
if (vp->FX_Ok) // Only decrement if sound ever played
vp->vp->playing--; // Decrement instance of sound playing
if (vp->vp->playing == 0 && vp->vp->lock > CACHE_UNLOCK_MAX)
vp->vp->lock = CACHE_UNLOCK_MAX;
#endif
//DSPRINTF(ds,"Delete3DSounds: deleting owner %d digi %d\n",vp->owner,vp->num);
//MONO_PRINT(ds);
// Reset Player talking flag if a voice was deleted
//if(vp->num > DIGI_FIRSTPLAYERVOICE && vp->num < DIGI_LASTPLAYERVOICE)
if (!vp->vp)
{
printf("Delete3DSounds(): NULL vp->vp\n");
}
else // JBF: added null check
if (vp->vp->priority == PRI_PLAYERVOICE || vp->vp->priority == PRI_PLAYERDEATH)
{
int16_t pnum;
TRAVERSE_CONNECT(pnum)
{
pp = &Player[pnum];
if (vp->num == pp->TalkVocnum)
{
pp->PlayerTalking = FALSE;
pp->TalkVocnum = -1;
pp->TalkVocHandle = -1;
//DSPRINTF(ds,"DELETED PLAYER VOICE VOC! NUM=%d\n",vp->num);
//MONO_PRINT(ds);
}
}
}
dp = vp; // Point to sound to be deleted
if (vp->prev)
{
vp->prev->next = vp->next;
}
else
{
voc3dstart = vp->next; // New first item
if (voc3dstart)
voc3dstart->prev = NULL;
}
if (vp->next)
{
vp->next->prev = vp->prev; // Middle element
}
else
{
voc3dend = vp->prev; // Delete last element
}
}
vp = vp->next;
if (dp != NULL)
{
FreeMem(dp); // Return memory to heap
}
}
}
////////////////////////////////////////////////////////////////////////////
// Play a sound
////////////////////////////////////////////////////////////////////////////
int
RandomizeAmbientSpecials(int handle)
{
#define MAXRNDAMB 12
int ambrand[] =
{
56,57,58,59,60,61,62,63,64,65,66,67
};
short i;
// If ambient sound is found in the array, randomly pick a new sound
for (i=0; i<MAXRNDAMB; i++)
{
if (handle == ambrand[i])
return ambrand[STD_RANDOM_RANGE(MAXRNDAMB-1)];
}
return handle; // Give back the sound, no new one was found
}
void
DoTimedSound(VOC3D_INFOp p)
{
p->tics += synctics;
if (p->tics >= p->maxtics)
{
if (!FX_SoundActive(p->handle))
{
// Check for special case ambient sounds
p->num = RandomizeAmbientSpecials(p->num);
// Sound was bumped from active sounds list, try to play again.
// Don't bother if voices are already maxed out.
if (FX_SoundsPlaying() < snd_numvoices)
{
if (p->flags & v3df_follow)
{
PlaySound(p->num, p->x, p->y, p->z, p->flags);
p->deleted = TRUE; // Mark old sound for deletion
}
else
{
PlaySound(p->num, &p->fx, &p->fy, &p->fz, p->flags);
p->deleted = TRUE; // Mark old sound for deletion
}
}
} // !FX_SoundActive
p->tics = 0;
//while (p->tics >= p->maxtics) // Really stupid thing to do!
// {
// p->tics -= p->maxtics;
// }
}
}
void
StopAmbientSound(void)
{
VOC3D_INFOp p;
extern SWBOOL InMenuLevel;
if (InMenuLevel) return;
p = voc3dstart;
while (p)
{
// kill ambient sounds if Ambient is off
if (TEST(p->flags,v3df_ambient))
SET(p->flags, v3df_kill);
if (p->flags & v3df_kill)
{
if (FX_SoundActive(p->handle))
FX_StopSound(p->handle); // Make sure to stop active sounds
p->deleted = TRUE;
}
p = p->next;
}
Delete3DSounds();
}
void
StartAmbientSound(void)
{
VOC3D_INFOp p;
short i,nexti;
extern SWBOOL InMenuLevel;
if (InMenuLevel) return; // Don't restart ambience if no level is active! Will crash game.
TRAVERSE_SPRITE_STAT(headspritestat[STAT_AMBIENT], i, nexti)
{
SPRITEp sp = &sprite[i];
PlaySound(sp->lotag, &sp->x, &sp->y, &sp->z, v3df_ambient | v3df_init
| v3df_doppler | v3df_follow);
Set3DSoundOwner(i); // Ambient sounds need this to get sectnum for later processing
}
}
///////////////////////////////////////////////
// Main function to update 3D sound array
///////////////////////////////////////////////
typedef struct
{
VOC3D_INFOp p;
short dist;
uint8_t priority;
} TVOC_INFO, *TVOC_INFOp;
void
DoUpdateSounds3D(void)
{
VOC3D_INFOp p;
SWBOOL looping;
int pitch = 0, pitchmax;
int delta;
short dist, angle;
SWBOOL deletesound = FALSE;
TVOC_INFO TmpVocArray[32];
int i;
static SWBOOL MoveSkip8 = 0;
if (UsingMenus) return;
// This function is already only call 10x per sec, this widdles it down even more!
MoveSkip8 = (MoveSkip8 + 1) & 15;
//CON_Message("Sounds Playing = %d",FX_SoundsPlaying());
// Zero out the temporary array
//memset(&TmpVocArray[0],0,sizeof(TmpVocArray));
for (i=0; i<32; i++)
{
TmpVocArray[i].p = NULL;
TmpVocArray[i].dist = 0;
TmpVocArray[i].priority = 0;
}
p = voc3dstart;
while (p)
{
ASSERT(p->num >= 0 && p->num < DIGI_MAX);
looping = p->vp->voc_flags & vf_loop;
// //DSPRINTF(ds,"sound %d FX_SoundActive = %d\n,",p->num,FX_SoundActive(p->handle));
// MONO_PRINT(ds);
// If sprite owner is dead, kill this sound as long as it isn't ambient
if (looping && p->owner == -1 && !TEST(p->flags,v3df_ambient))
{
SET(p->flags, v3df_kill);
}
// Is the sound slated for death? Kill it, otherwise play it.
if (p->flags & v3df_kill)
{
if (FX_SoundActive(p->handle))
FX_StopSound(p->handle); // Make sure to stop active sounds
//DSPRINTF(ds,"%d had v3df_kill.\n",p->num);
//MONO_PRINT(ds);
p->deleted = TRUE;
}
else
{
if (!FX_SoundActive(p->handle) && !looping)
{
if (p->flags & v3df_intermit)
{
DoTimedSound(p);
}
else
//if(p->owner == -1 && !TEST(p->flags,v3df_ambient))
{
//DSPRINTF(ds,"%d is now inactive.\n",p->num);
//MONO_PRINT(ds);
p->deleted = TRUE;
}
}
else if (FX_SoundActive(p->handle))
{
if (p->flags & v3df_follow)
{
dist = SoundDist(*p->x, *p->y, *p->z, p->vp->voc_distance);
angle = SoundAngle(*p->x, *p->y);
}
else
{
if (p->fx == 0 && p->fy == 0 && p->fz == 0)
dist = 0;
else
dist = SoundDist(p->fx, p->fy, p->fz, p->vp->voc_distance);
angle = SoundAngle(p->fx, p->fy);
}
// Can the ambient sound see the player? If not, tone it down some.
if ((p->vp->voc_flags & vf_loop) && p->owner != -1)
{
PLAYERp pp = Player+screenpeek;
SPRITEp sp = &sprite[p->owner];
//MONO_PRINT("Checking sound cansee");
if (!FAFcansee(sp->x, sp->y, sp->z, sp->sectnum,pp->posx, pp->posy, pp->posz, pp->cursectnum))
{
//MONO_PRINT("Reducing sound distance");
dist += ((dist/2)+(dist/4)); // Play more quietly
if (dist > 255) dist = 255;
// Special cases
if (p->num == 76 && TEST(p->flags,v3df_ambient))
{
dist = 255; // Cut off whipping sound, it's secret
}
}
}
if (dist >= 255 && p->vp->voc_distance == DIST_NORMAL)
{
FX_StopSound(p->handle); // Make sure to stop active
// sounds
}
else
{
// Handle Panning Left and Right
if (!(p->flags & v3df_dontpan))
FX_Pan3D(p->handle, angle, dist);
else
FX_Pan3D(p->handle, 0, dist);
// Handle Doppler Effects
#define DOPPLERMAX 400
if (!(p->flags & v3df_doppler) && FX_SoundActive(p->handle))
{
pitch -= (dist - p->doplr_delta);
if (p->vp->pitch_lo != 0 && p->vp->pitch_hi != 0)
{
if (abs(p->vp->pitch_lo) > abs(p->vp->pitch_hi))
pitchmax = abs(p->vp->pitch_lo);
else
pitchmax = abs(p->vp->pitch_hi);
}
else
pitchmax = DOPPLERMAX;
if (pitch > pitchmax)
pitch = pitchmax;
if (pitch < -pitchmax)
pitch = -pitchmax;
p->doplr_delta = dist; // Save new distance to
// struct
FX_SetPitch(p->handle, pitch);
}
}
}
else if (!FX_SoundActive(p->handle) && looping)
{
if (p->flags & v3df_follow)
{
dist = SoundDist(*p->x, *p->y, *p->z, p->vp->voc_distance);
angle = SoundAngle(*p->x, *p->y);
}
else
{
dist = SoundDist(p->fx, p->fy, p->fz, p->vp->voc_distance);
angle = SoundAngle(p->fx, p->fy);
}
// Sound was bumped from active sounds list, try to play
// again.
// Don't bother if voices are already maxed out.
// Sort looping vocs in order of priority and distance
//if (FX_SoundsPlaying() < snd_numvoices && dist <= 255)
if (dist <= 255)
{
for (i=0; i<min((int)SIZ(TmpVocArray), *snd_numvoices); i++)
{
if (p->priority >= TmpVocArray[i].priority)
{
if (!TmpVocArray[i].p || dist < TmpVocArray[i].dist)
{
ASSERT(p->num >= 0 && p->num < DIGI_MAX);
TmpVocArray[i].p = p;
TmpVocArray[i].dist = dist;
TmpVocArray[i].priority = p->priority;
break;
}
}
}
}
} // !FX_SoundActive
} // if(p->flags & v3df_kill)
p = p->next;
} // while(p)
// //DSPRINTF(ds,"Num vocs in list: %d, Sounds playing: %d\n",numelems,FX_SoundsPlaying());
// MONO_PRINT(ds);
// Process all the looping sounds that said they wanted to get back in
// Only update these sounds 5x per second! Woo hoo!, aren't we optimized now?
//if(MoveSkip8==0)
// {
for (i=0; i<min((int)SIZ(TmpVocArray), *snd_numvoices); i++)
{
int handle;
p = TmpVocArray[i].p;
//if (FX_SoundsPlaying() >= snd_numvoices || !p) break;
if (!p) break;
ASSERT(p->num >= 0 && p->num < DIGI_MAX);
if (p->flags & v3df_follow)
{
if (p->owner == -1)
{
int enumber;
enumber = p->num;
TerminateGame();
printf("Owner == -1 on looping sound with follow flag set!\n");
printf("p->num = %d\n",enumber);
exit(0);
}
Use_SoundSpriteNum = TRUE;
SoundSpriteNum = p->owner;
handle = PlaySound(p->num, p->x, p->y, p->z, p->flags);
//if(handle >= 0 || TEST(p->flags,v3df_ambient)) // After a valid PlaySound, it's ok to use voc3dend
voc3dend->owner = p->owner; // Transfer the owner
p->deleted = TRUE;
Use_SoundSpriteNum = FALSE;
SoundSpriteNum = -1;
//MONO_PRINT("TmpVocArray playing a follow sound");
}
else
{
if (p->owner == -1)
{
int enumber;
enumber = p->num;
TerminateGame();
printf("Owner == -1 on looping sound, no follow flag.\n");
printf("p->num = %d\n",enumber);
exit(0);
}
Use_SoundSpriteNum = TRUE;
SoundSpriteNum = p->owner;
handle = PlaySound(p->num, &p->fx, &p->fy, &p->fz, p->flags);
//if(handle >= 0 || TEST(p->flags,v3df_ambient))
voc3dend->owner = p->owner; // Transfer the owner
p->deleted = TRUE;
Use_SoundSpriteNum = FALSE;
SoundSpriteNum = -1;
//MONO_PRINT("TmpVocArray playing a non-follow sound");
}
}
// } // MoveSkip8
// Clean out any deleted sounds now
Delete3DSounds();
}
//////////////////////////////////////////////////
// Terminate the sounds list
//////////////////////////////////////////////////
void
Terminate3DSounds(void)
{
VOC3D_INFOp vp;
vp = voc3dstart;
while (vp)
{
FX_StopSound(vp->handle); // Make sure to stop active sounds
vp->deleted = TRUE;
vp = vp->next;
}
Delete3DSounds(); // Now delete all remaining sounds
ClearSoundLocks();
}
void
DumpSounds(void)
{
VOC3D_INFOp vp;
vp = voc3dstart;
while (vp)
{
if (TEST(vp->flags,v3df_ambient))
sprintf(ds,"vp->num=%d, vp->owner=%d, vp->vp->lock=%d",ambarray[vp->num].diginame,vp->owner,vp->vp->lock);
else
sprintf(ds,"vp->num=%d, vp->owner=%d, vp->vp->lock=%d",vp->num,vp->owner,vp->vp->lock);
DebugWriteString(ds);
if (vp->owner >= 0)
{
SPRITEp sp = &sprite[vp->owner];
sprintf(ds,"sp->picnum=%d, sp->hitag=%d, sp->lotag=%d, sp->owner=%d\n",TrackerCast(sp->picnum), TrackerCast(sp->hitag), TrackerCast(sp->lotag), TrackerCast(sp->owner));
DebugWriteString(ds);
}
vp = vp->next;
}
}
//////////////////////////////////////////////////
// Set owner to check when to kill looping sounds
// Must be called immediately after PlaySound call
// since this only assigns value to last sound
// on voc list
//////////////////////////////////////////////////
void
Set3DSoundOwner(short spritenum)
{
VOC3D_INFOp p;
// ASSERT(p->handle != -1); // Check for bogus sounds
p = voc3dend;
if (!p) return;
// Queue up sounds with ambient flag even if they didn't play right away!
if (p->handle != -1 || TEST(p->flags,v3df_ambient))
{
p->owner = spritenum;
}
else
{
p->deleted = TRUE;
p->flags = v3df_kill;
}
}
//////////////////////////////////////////////////
// Play a sound using special sprite setup
//////////////////////////////////////////////////
void
PlaySpriteSound(short spritenum, int attrib_ndx, Voc3D_Flags flags)
{
SPRITEp sp = &sprite[spritenum];
USERp u = User[spritenum];
ASSERT(u);
// //DSPRINTF(ds,"index = %d, digi num = %d\n",attrib_ndx,u->Attrib->Sounds[attrib_ndx]);
// MONO_PRINT(ds);
PlaySound(u->Attrib->Sounds[attrib_ndx], &sp->x, &sp->y, &sp->z, flags);
}
// vim:ts=4:sw=4:expandtab:
END_SW_NS