mirror of https://gitlab.com/nakst/essence
669 lines
14 KiB
C
669 lines
14 KiB
C
//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005-2014 Simon Howard
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// DESCRIPTION: none
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//
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#include "essence/include.h"
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#include "config.h"
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#include "i_sound.h"
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#include "i_system.h"
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#include "doomstat.h"
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#include "doomtype.h"
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#include "sounds.h"
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#include "s_sound.h"
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#include "m_misc.h"
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#include "m_random.h"
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#include "m_argv.h"
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#include "p_local.h"
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#include "w_wad.h"
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#include "z_zone.h"
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// when to clip out sounds
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// Does not fit the large outdoor areas.
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#define S_CLIPPING_DIST (1200 * FRACUNIT)
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// Distance tp origin when sounds should be maxed out.
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// This should relate to movement clipping resolution
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// (see BLOCKMAP handling).
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// In the source code release: (160*FRACUNIT). Changed back to the
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// Vanilla value of 200 (why was this changed?)
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#define S_CLOSE_DIST (200 * FRACUNIT)
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// The range over which sound attenuates
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#define S_ATTENUATOR ((S_CLIPPING_DIST - S_CLOSE_DIST) >> FRACBITS)
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// Stereo separation
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#define S_STEREO_SWING (96 * FRACUNIT)
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#define NORM_PITCH 128
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#define NORM_PRIORITY 64
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#define NORM_SEP 128
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typedef struct
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{
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// sound information (if null, channel avail.)
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sfxinfo_t *sfxinfo;
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// origin of sound
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mobj_t *origin;
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// handle of the sound being played
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int handle;
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} channel_t;
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// The set of channels available
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static channel_t *channels;
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// Maximum volume of a sound effect.
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// Internal default is max out of 0-15.
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int sfxVolume = 8;
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// Maximum volume of music.
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int musicVolume = 8;
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// Internal volume level, ranging from 0-127
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static int snd_SfxVolume;
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// Whether songs are mus_paused
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static boolean mus_paused;
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// Music currently being played
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static musicinfo_t *mus_playing = NULL;
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// Number of channels to use
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int snd_channels = 8;
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//
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// Initializes sound stuff, including volume
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// Sets channels, SFX and music volume,
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// allocates channel buffer, sets S_sfx lookup.
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//
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void S_Init(int sfxVolume, int musicVolume)
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{
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int i;
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I_PrecacheSounds(S_sfx, NUMSFX);
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S_SetSfxVolume(sfxVolume);
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S_SetMusicVolume(musicVolume);
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// Allocating the internal channels for mixing
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// (the maximum numer of sounds rendered
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// simultaneously) within zone memory.
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channels = Z_Malloc(snd_channels*sizeof(channel_t), PU_STATIC, 0);
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// Free all channels for use
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for (i=0 ; i<snd_channels ; i++)
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{
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channels[i].sfxinfo = 0;
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}
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// no sounds are playing, and they are not mus_paused
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mus_paused = 0;
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// Note that sounds have not been cached (yet).
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for (i=1 ; i<NUMSFX ; i++)
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{
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S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
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}
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I_AtExit(S_Shutdown, true);
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}
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void S_Shutdown(void)
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{
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I_ShutdownSound();
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I_ShutdownMusic();
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}
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static void S_StopChannel(int cnum)
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{
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int i;
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channel_t *c;
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c = &channels[cnum];
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if (c->sfxinfo)
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{
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// stop the sound playing
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if (I_SoundIsPlaying(c->handle))
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{
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I_StopSound(c->handle);
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}
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// check to see if other channels are playing the sound
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for (i=0; i<snd_channels; i++)
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{
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if (cnum != i && c->sfxinfo == channels[i].sfxinfo)
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{
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break;
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}
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}
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// degrade usefulness of sound data
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c->sfxinfo->usefulness--;
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c->sfxinfo = NULL;
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}
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}
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//
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// Per level startup code.
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// Kills playing sounds at start of level,
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// determines music if any, changes music.
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//
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void S_Start(void)
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{
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int cnum;
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int mnum;
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// kill all playing sounds at start of level
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// (trust me - a good idea)
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for (cnum=0 ; cnum<snd_channels ; cnum++)
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{
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if (channels[cnum].sfxinfo)
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{
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S_StopChannel(cnum);
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}
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}
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// start new music for the level
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mus_paused = 0;
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if (gamemode == commercial)
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{
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mnum = mus_runnin + gamemap - 1;
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}
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else
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{
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int spmus[]=
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{
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// Song - Who? - Where?
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mus_e3m4, // American e4m1
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mus_e3m2, // Romero e4m2
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mus_e3m3, // Shawn e4m3
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mus_e1m5, // American e4m4
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mus_e2m7, // Tim e4m5
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mus_e2m4, // Romero e4m6
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mus_e2m6, // J.Anderson e4m7 CHIRON.WAD
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mus_e2m5, // Shawn e4m8
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mus_e1m9, // Tim e4m9
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};
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if (gameepisode < 4)
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{
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mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
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}
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else
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{
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mnum = spmus[gamemap-1];
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}
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}
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S_ChangeMusic(mnum, true);
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}
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void S_StopSound(mobj_t *origin)
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{
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int cnum;
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for (cnum=0 ; cnum<snd_channels ; cnum++)
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{
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if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
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{
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S_StopChannel(cnum);
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break;
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}
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}
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}
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//
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// S_GetChannel :
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// If none available, return -1. Otherwise channel #.
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//
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static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo)
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{
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// channel number to use
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int cnum;
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channel_t* c;
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// Find an open channel
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for (cnum=0 ; cnum<snd_channels ; cnum++)
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{
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if (!channels[cnum].sfxinfo)
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{
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break;
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}
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else if (origin && channels[cnum].origin == origin)
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{
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S_StopChannel(cnum);
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break;
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}
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}
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// None available
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if (cnum == snd_channels)
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{
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// Look for lower priority
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for (cnum=0 ; cnum<snd_channels ; cnum++)
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{
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if (channels[cnum].sfxinfo->priority >= sfxinfo->priority)
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{
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break;
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}
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}
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if (cnum == snd_channels)
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{
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// FUCK! No lower priority. Sorry, Charlie.
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return -1;
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}
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else
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{
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// Otherwise, kick out lower priority.
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S_StopChannel(cnum);
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}
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}
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c = &channels[cnum];
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// channel is decided to be cnum.
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c->sfxinfo = sfxinfo;
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c->origin = origin;
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return cnum;
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}
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//
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// Changes volume and stereo-separation variables
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// from the norm of a sound effect to be played.
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// If the sound is not audible, returns a 0.
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// Otherwise, modifies parameters and returns 1.
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//
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static int S_AdjustSoundParams(mobj_t *listener, mobj_t *source,
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int *vol, int *sep)
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{
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fixed_t approx_dist;
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fixed_t adx;
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fixed_t ady;
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angle_t angle;
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// calculate the distance to sound origin
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// and clip it if necessary
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adx = ES_abs(listener->x - source->x);
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ady = ES_abs(listener->y - source->y);
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// From _GG1_ p.428. Appox. eucledian distance fast.
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approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
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if (gamemap != 8 && approx_dist > S_CLIPPING_DIST)
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{
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return 0;
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}
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// angle of source to listener
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angle = R_PointToAngle2(listener->x,
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listener->y,
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source->x,
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source->y);
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if (angle > listener->angle)
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{
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angle = angle - listener->angle;
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}
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else
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{
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angle = angle + (0xffffffff - listener->angle);
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}
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angle >>= ANGLETOFINESHIFT;
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// stereo separation
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*sep = 128 - (FixedMul(S_STEREO_SWING, finesine[angle]) >> FRACBITS);
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// volume calculation
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if (approx_dist < S_CLOSE_DIST)
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{
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*vol = snd_SfxVolume;
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}
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else if (gamemap == 8)
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{
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if (approx_dist > S_CLIPPING_DIST)
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{
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approx_dist = S_CLIPPING_DIST;
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}
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*vol = 15+ ((snd_SfxVolume-15)
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*((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
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/ S_ATTENUATOR;
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}
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else
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{
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// distance effect
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*vol = (snd_SfxVolume
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* ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
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/ S_ATTENUATOR;
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}
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return (*vol > 0);
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}
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void S_StartSound(void *origin_p, int sfx_id)
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{
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sfxinfo_t *sfx;
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mobj_t *origin;
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int rc;
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int sep;
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int cnum;
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int volume;
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origin = (mobj_t *) origin_p;
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volume = snd_SfxVolume;
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// check for bogus sound #
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if (sfx_id < 1 || sfx_id > NUMSFX)
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{
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I_Error("Bad sfx #: %d", sfx_id);
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}
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sfx = &S_sfx[sfx_id];
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// Initialize sound parameters
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if (sfx->link)
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{
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volume += sfx->volume;
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if (volume < 1)
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{
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return;
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}
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if (volume > snd_SfxVolume)
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{
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volume = snd_SfxVolume;
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}
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}
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// Check to see if it is audible,
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// and if not, modify the params
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if (origin && origin != players[consoleplayer].mo)
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{
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rc = S_AdjustSoundParams(players[consoleplayer].mo,
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origin,
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&volume,
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&sep);
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if (origin->x == players[consoleplayer].mo->x
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&& origin->y == players[consoleplayer].mo->y)
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{
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sep = NORM_SEP;
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}
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if (!rc)
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{
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return;
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}
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}
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else
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{
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sep = NORM_SEP;
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}
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// kill old sound
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S_StopSound(origin);
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// try to find a channel
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cnum = S_GetChannel(origin, sfx);
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if (cnum < 0)
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{
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return;
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}
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// increase the usefulness
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if (sfx->usefulness++ < 0)
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{
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sfx->usefulness = 1;
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}
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if (sfx->lumpnum < 0)
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{
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sfx->lumpnum = I_GetSfxLumpNum(sfx);
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}
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channels[cnum].handle = I_StartSound(sfx, cnum, volume, sep);
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}
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//
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// Stop and resume music, during game PAUSE.
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//
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void S_PauseSound(void)
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{
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if (mus_playing && !mus_paused)
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{
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I_PauseSong();
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mus_paused = true;
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}
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}
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void S_ResumeSound(void)
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{
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if (mus_playing && mus_paused)
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{
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I_ResumeSong();
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mus_paused = false;
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}
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}
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//
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// Updates music & sounds
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//
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void S_UpdateSounds(mobj_t *listener)
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{
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int audible;
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int cnum;
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int volume;
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int sep;
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sfxinfo_t* sfx;
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channel_t* c;
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I_UpdateSound();
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for (cnum=0; cnum<snd_channels; cnum++)
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{
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c = &channels[cnum];
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sfx = c->sfxinfo;
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if (c->sfxinfo)
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{
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if (I_SoundIsPlaying(c->handle))
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{
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// initialize parameters
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volume = snd_SfxVolume;
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sep = NORM_SEP;
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if (sfx->link)
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{
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volume += sfx->volume;
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if (volume < 1)
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{
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S_StopChannel(cnum);
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continue;
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}
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else if (volume > snd_SfxVolume)
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{
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volume = snd_SfxVolume;
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}
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}
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// check non-local sounds for distance clipping
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// or modify their params
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if (c->origin && listener != c->origin)
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{
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audible = S_AdjustSoundParams(listener,
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c->origin,
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&volume,
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&sep);
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if (!audible)
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{
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S_StopChannel(cnum);
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}
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else
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{
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I_UpdateSoundParams(c->handle, volume, sep);
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}
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}
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}
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else
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{
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// if channel is allocated but sound has stopped,
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// free it
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S_StopChannel(cnum);
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}
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}
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}
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}
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void S_SetMusicVolume(int volume)
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{
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if (volume < 0 || volume > 127)
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{
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I_Error("Attempt to set music volume at %d",
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volume);
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}
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I_SetMusicVolume(volume);
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}
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void S_SetSfxVolume(int volume)
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{
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if (volume < 0 || volume > 127)
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{
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I_Error("Attempt to set sfx volume at %d", volume);
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}
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snd_SfxVolume = volume;
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}
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//
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// Starts some music with the music id found in sounds.h.
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//
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void S_StartMusic(int m_id)
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{
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S_ChangeMusic(m_id, false);
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}
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void S_ChangeMusic(int musicnum, int looping)
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{
|
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musicinfo_t *music = NULL;
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char namebuf[9];
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void *handle;
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|
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// The Doom IWAD file has two versions of the intro music: d_intro
|
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// and d_introa. The latter is used for OPL playback.
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|
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if (musicnum == mus_intro && (snd_musicdevice == SNDDEVICE_ADLIB
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|| snd_musicdevice == SNDDEVICE_SB))
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{
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musicnum = mus_introa;
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}
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if (musicnum <= mus_None || musicnum >= NUMMUSIC)
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{
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I_Error("Bad music number %d", musicnum);
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}
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else
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{
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music = &S_music[musicnum];
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}
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|
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if (mus_playing == music)
|
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{
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return;
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}
|
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|
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// shutdown old music
|
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S_StopMusic();
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|
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// get lumpnum if neccessary
|
|
if (!music->lumpnum)
|
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{
|
|
M_snprintf(namebuf, sizeof(namebuf), "d_%.7s", music->name);
|
|
music->lumpnum = W_GetNumForName(namebuf);
|
|
}
|
|
|
|
music->data = W_CacheLumpNum(music->lumpnum, PU_STATIC);
|
|
|
|
handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));
|
|
music->handle = handle;
|
|
I_PlaySong(handle, looping);
|
|
|
|
mus_playing = music;
|
|
}
|
|
|
|
boolean S_MusicPlaying(void)
|
|
{
|
|
return I_MusicIsPlaying();
|
|
}
|
|
|
|
void S_StopMusic(void)
|
|
{
|
|
if (mus_playing)
|
|
{
|
|
if (mus_paused)
|
|
{
|
|
I_ResumeSong();
|
|
}
|
|
|
|
I_StopSong();
|
|
I_UnRegisterSong(mus_playing->handle);
|
|
W_ReleaseLumpNum(mus_playing->lumpnum);
|
|
mus_playing->data = NULL;
|
|
mus_playing = NULL;
|
|
}
|
|
}
|
|
|