ref: 99f836fcb772f4720066975d79909719b03398c8
dir: /src/s_sound.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: s_sound.c 431 2006-03-23 18:29:28Z fraggle $ // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program 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., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // $Log$ // Revision 1.11 2006/01/22 21:20:20 fraggle // Dehacked string replacements for sound and music lump names // // Revision 1.10 2006/01/08 17:51:53 fraggle // Add S_MusicPlaying function to query if music is still playing. // // Revision 1.9 2005/10/16 16:16:03 fraggle // Set the default number of channels to a more sensible 8 // // Revision 1.8 2005/10/08 18:34:12 fraggle // Print startup message to stdout, not stderr // // Revision 1.7 2005/09/17 20:25:56 fraggle // Set the default values for variables in their initialisers. Remove the // "defaultvalue" parameter and associated code from the configuration // file parsing code. // // Revision 1.6 2005/09/05 22:50:56 fraggle // Add mmus2mid code from prboom. Use 'void *' for music handles. Pass // length of data when registering music. // // Revision 1.5 2005/09/05 20:32:18 fraggle // Use the system-nonspecific sound code to assign the channel number used // by SDL. Remove handle tagging stuff. // // Revision 1.4 2005/08/04 21:48:32 fraggle // Turn on compiler optimisation and warning options // Add SDL_mixer sound code // // Revision 1.3 2005/08/04 18:42:15 fraggle // Silence compiler warnings // // Revision 1.2 2005/07/23 16:44:57 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:29 fraggle // Initial import // // // DESCRIPTION: none // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: s_sound.c 431 2006-03-23 18:29:28Z fraggle $"; #include <stdio.h> #include <stdlib.h> #include "i_system.h" #include "i_sound.h" #include "sounds.h" #include "s_sound.h" #include "deh_main.h" #include "z_zone.h" #include "m_random.h" #include "w_wad.h" #include "doomdef.h" #include "p_local.h" #include "doomstat.h" // Purpose? const char snd_prefixen[] = { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' }; #define S_MAX_VOLUME 127 // when to clip out sounds // Does not fit the large outdoor areas. #define S_CLIPPING_DIST (1200*0x10000) // Distance tp origin when sounds should be maxed out. // This should relate to movement clipping resolution // (see BLOCKMAP handling). // In the source code release: (160*0x10000). Changed back to the // Vanilla value of 200 (why was this changed?) #define S_CLOSE_DIST (200*0x10000) #define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS) // Adjustable by menu. #define NORM_VOLUME snd_MaxVolume #define NORM_PITCH 128 #define NORM_PRIORITY 64 #define NORM_SEP 128 #define S_PITCH_PERTURB 1 #define S_STEREO_SWING (96*0x10000) // percent attenuation from front to back #define S_IFRACVOL 30 #define NA 0 #define S_NUMCHANNELS 2 // Current music/sfx card - index useless // w/o a reference LUT in a sound module. extern int snd_MusicDevice; extern int snd_SfxDevice; // Config file? Same disclaimer as above. extern int snd_DesiredMusicDevice; extern int snd_DesiredSfxDevice; typedef struct { // sound information (if null, channel avail.) sfxinfo_t* sfxinfo; // origin of sound void* origin; // handle of the sound being played int handle; } channel_t; // the set of channels available static channel_t* channels; // Maximum volume of a sound effect. // Internal default is max out of 0-15. int sfxVolume = 8; // Maximum volume of music. int musicVolume = 8; // Internal volume level, ranging from 0-127 static int snd_SfxVolume; // whether songs are mus_paused static boolean mus_paused; // music currently being played static musicinfo_t* mus_playing=0; // following is set // by the defaults code in M_misc: // number of channels available int numChannels = 8; static int nextcleanup; // // Internals. // int S_getChannel ( void* origin, sfxinfo_t* sfxinfo ); int S_AdjustSoundParams ( mobj_t* listener, mobj_t* source, int* vol, int* sep, int* pitch ); void S_StopChannel(int cnum); // // Initializes sound stuff, including volume // Sets channels, SFX and music volume, // allocates channel buffer, sets S_sfx lookup. // void S_Init ( int sfxVolume, int musicVolume ) { int i; // Whatever these did with DMX, these are rather dummies now. I_SetChannels(); S_SetSfxVolume(sfxVolume); // No music with Linux - another dummy. S_SetMusicVolume(musicVolume); // Allocating the internal channels for mixing // (the maximum numer of sounds rendered // simultaneously) within zone memory. channels = (channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0); // Free all channels for use for (i=0 ; i<numChannels ; i++) channels[i].sfxinfo = 0; // no sounds are playing, and they are not mus_paused mus_paused = 0; // Note that sounds have not been cached (yet). for (i=1 ; i<NUMSFX ; i++) S_sfx[i].lumpnum = S_sfx[i].usefulness = -1; } // // Per level startup code. // Kills playing sounds at start of level, // determines music if any, changes music. // void S_Start(void) { int cnum; int mnum; // kill all playing sounds at start of level // (trust me - a good idea) for (cnum=0 ; cnum<numChannels ; cnum++) if (channels[cnum].sfxinfo) S_StopChannel(cnum); // start new music for the level mus_paused = 0; if (gamemode == commercial) mnum = mus_runnin + gamemap - 1; else { int spmus[]= { // Song - Who? - Where? mus_e3m4, // American e4m1 mus_e3m2, // Romero e4m2 mus_e3m3, // Shawn e4m3 mus_e1m5, // American e4m4 mus_e2m7, // Tim e4m5 mus_e2m4, // Romero e4m6 mus_e2m6, // J.Anderson e4m7 CHIRON.WAD mus_e2m5, // Shawn e4m8 mus_e1m9 // Tim e4m9 }; if (gameepisode < 4) mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1; else mnum = spmus[gamemap-1]; } // HACK FOR COMMERCIAL // if (commercial && mnum > mus_e3m9) // mnum -= mus_e3m9; S_ChangeMusic(mnum, true); nextcleanup = 15; } void S_StartSoundAtVolume ( void* origin_p, int sfx_id, int volume ) { int rc; int sep; int pitch; int priority; sfxinfo_t* sfx; int cnum; mobj_t* origin = (mobj_t *) origin_p; // Debug. /*fprintf( stderr, "S_StartSoundAtVolume: playing sound %d (%s)\n", sfx_id, S_sfx[sfx_id].name );*/ // check for bogus sound # if (sfx_id < 1 || sfx_id > NUMSFX) I_Error("Bad sfx #: %d", sfx_id); sfx = &S_sfx[sfx_id]; // Initialize sound parameters if (sfx->link) { pitch = sfx->pitch; priority = sfx->priority; volume += sfx->volume; if (volume < 1) return; if (volume > snd_SfxVolume) volume = snd_SfxVolume; } else { pitch = NORM_PITCH; priority = NORM_PRIORITY; } // Check to see if it is audible, // and if not, modify the params if (origin && origin != players[consoleplayer].mo) { rc = S_AdjustSoundParams(players[consoleplayer].mo, origin, &volume, &sep, &pitch); if ( origin->x == players[consoleplayer].mo->x && origin->y == players[consoleplayer].mo->y) { sep = NORM_SEP; } if (!rc) return; } else { sep = NORM_SEP; } // hacks to vary the sfx pitches if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit) { pitch += 8 - (M_Random()&15); if (pitch<0) pitch = 0; else if (pitch>255) pitch = 255; } else if (sfx_id != sfx_itemup && sfx_id != sfx_tink) { pitch += 16 - (M_Random()&31); if (pitch<0) pitch = 0; else if (pitch>255) pitch = 255; } // kill old sound S_StopSound(origin); // try to find a channel cnum = S_getChannel(origin, sfx); if (cnum<0) return; // // This is supposed to handle the loading/caching. // For some odd reason, the caching is done nearly // each time the sound is needed? // // get lumpnum if necessary if (sfx->lumpnum < 0) sfx->lumpnum = I_GetSfxLumpNum(sfx); // increase the usefulness if (sfx->usefulness++ < 0) sfx->usefulness = 1; // Assigns the handle to one of the channels in the // mix/output buffer. channels[cnum].handle = I_StartSound(sfx_id, cnum, volume, sep, pitch, priority); } void S_StartSound ( void* origin, int sfx_id ) { #ifdef SAWDEBUG // if (sfx_id == sfx_sawful) // sfx_id = sfx_itemup; #endif S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume); // UNUSED. We had problems, had we not? #ifdef SAWDEBUG { int i; int n; static mobj_t* last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1}; static int first_saw=0; static int next_saw=0; if (sfx_id == sfx_sawidl || sfx_id == sfx_sawful || sfx_id == sfx_sawhit) { for (i=first_saw;i!=next_saw;i=(i+1)%10) if (last_saw_origins[i] != origin) fprintf(stderr, "old origin 0x%lx != " "origin 0x%lx for sfx %d\n", last_saw_origins[i], origin, sfx_id); last_saw_origins[next_saw] = origin; next_saw = (next_saw + 1) % 10; if (next_saw == first_saw) first_saw = (first_saw + 1) % 10; for (n=i=0; i<numChannels ; i++) { if (channels[i].sfxinfo == &S_sfx[sfx_sawidl] || channels[i].sfxinfo == &S_sfx[sfx_sawful] || channels[i].sfxinfo == &S_sfx[sfx_sawhit]) n++; } if (n>1) { for (i=0; i<numChannels ; i++) { if (channels[i].sfxinfo == &S_sfx[sfx_sawidl] || channels[i].sfxinfo == &S_sfx[sfx_sawful] || channels[i].sfxinfo == &S_sfx[sfx_sawhit]) { fprintf(stderr, "chn: sfxinfo=0x%lx, origin=0x%lx, " "handle=%d\n", channels[i].sfxinfo, channels[i].origin, channels[i].handle); } } fprintf(stderr, "\n"); } } } #endif } void S_StopSound(void *origin) { int cnum; for (cnum=0 ; cnum<numChannels ; cnum++) { if (channels[cnum].sfxinfo && channels[cnum].origin == origin) { S_StopChannel(cnum); break; } } } // // Stop and resume music, during game PAUSE. // void S_PauseSound(void) { if (mus_playing && !mus_paused) { I_PauseSong(mus_playing->handle); mus_paused = true; } } void S_ResumeSound(void) { if (mus_playing && mus_paused) { I_ResumeSong(mus_playing->handle); mus_paused = false; } } // // Updates music & sounds // void S_UpdateSounds(void* listener_p) { int audible; int cnum; int volume; int sep; int pitch; sfxinfo_t* sfx; channel_t* c; mobj_t* listener = (mobj_t*)listener_p; // Clean up unused data. // This is currently not done for 16bit (sounds cached static). // DOS 8bit remains. /*if (gametic > nextcleanup) { for (i=1 ; i<NUMSFX ; i++) { if (S_sfx[i].usefulness < 1 && S_sfx[i].usefulness > -1) { if (--S_sfx[i].usefulness == -1) { Z_ChangeTag(S_sfx[i].data, PU_CACHE); S_sfx[i].data = 0; } } } nextcleanup = gametic + 15; }*/ for (cnum=0 ; cnum<numChannels ; cnum++) { c = &channels[cnum]; sfx = c->sfxinfo; if (c->sfxinfo) { if (I_SoundIsPlaying(c->handle)) { // initialize parameters volume = snd_SfxVolume; pitch = NORM_PITCH; sep = NORM_SEP; if (sfx->link) { pitch = sfx->pitch; volume += sfx->volume; if (volume < 1) { S_StopChannel(cnum); continue; } else if (volume > snd_SfxVolume) { volume = snd_SfxVolume; } } // check non-local sounds for distance clipping // or modify their params if (c->origin && listener_p != c->origin) { audible = S_AdjustSoundParams(listener, c->origin, &volume, &sep, &pitch); if (!audible) { S_StopChannel(cnum); } else I_UpdateSoundParams(c->handle, volume, sep, pitch); } } else { // if channel is allocated but sound has stopped, // free it S_StopChannel(cnum); } } } // kill music if it is a single-play && finished // if ( mus_playing // && !I_QrySongPlaying(mus_playing->handle) // && !mus_paused ) // S_StopMusic(); } void S_SetMusicVolume(int volume) { if (volume < 0 || volume > 127) { I_Error("Attempt to set music volume at %d", volume); } I_SetMusicVolume(127); I_SetMusicVolume(volume); } void S_SetSfxVolume(int volume) { if (volume < 0 || volume > 127) I_Error("Attempt to set sfx volume at %d", volume); snd_SfxVolume = volume; } // // Starts some music with the music id found in sounds.h. // void S_StartMusic(int m_id) { S_ChangeMusic(m_id, false); } void S_ChangeMusic ( int musicnum, int looping ) { musicinfo_t* music = NULL; char namebuf[9]; if ( (musicnum <= mus_None) || (musicnum >= NUMMUSIC) ) { I_Error("Bad music number %d", musicnum); } else music = &S_music[musicnum]; if (mus_playing == music) return; // shutdown old music S_StopMusic(); // get lumpnum if neccessary if (!music->lumpnum) { sprintf(namebuf, "d_%s", DEH_String(music->name)); music->lumpnum = W_GetNumForName(namebuf); } // load & register it music->data = (void *) W_CacheLumpNum(music->lumpnum, PU_MUSIC); music->handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum)); // play it I_PlaySong(music->handle, looping); mus_playing = music; } boolean S_MusicPlaying(void) { return I_QrySongPlaying(NULL); } void S_StopMusic(void) { if (mus_playing) { if (mus_paused) I_ResumeSong(mus_playing->handle); I_StopSong(mus_playing->handle); I_UnRegisterSong(mus_playing->handle); Z_ChangeTag(mus_playing->data, PU_CACHE); mus_playing->data = 0; mus_playing = 0; } } void S_StopChannel(int cnum) { int i; channel_t* c = &channels[cnum]; if (c->sfxinfo) { // stop the sound playing if (I_SoundIsPlaying(c->handle)) { #ifdef SAWDEBUG if (c->sfxinfo == &S_sfx[sfx_sawful]) fprintf(stderr, "stopped\n"); #endif I_StopSound(c->handle); } // check to see // if other channels are playing the sound for (i=0 ; i<numChannels ; i++) { if (cnum != i && c->sfxinfo == channels[i].sfxinfo) { break; } } // degrade usefulness of sound data c->sfxinfo->usefulness--; c->sfxinfo = 0; } } // // Changes volume, stereo-separation, and pitch variables // from the norm of a sound effect to be played. // If the sound is not audible, returns a 0. // Otherwise, modifies parameters and returns 1. // int S_AdjustSoundParams ( mobj_t* listener, mobj_t* source, int* vol, int* sep, int* pitch ) { fixed_t approx_dist; fixed_t adx; fixed_t ady; angle_t angle; // calculate the distance to sound origin // and clip it if necessary adx = abs(listener->x - source->x); ady = abs(listener->y - source->y); // From _GG1_ p.428. Appox. eucledian distance fast. approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1); if (gamemap != 8 && approx_dist > S_CLIPPING_DIST) { return 0; } // angle of source to listener angle = R_PointToAngle2(listener->x, listener->y, source->x, source->y); if (angle > listener->angle) angle = angle - listener->angle; else angle = angle + (0xffffffff - listener->angle); angle >>= ANGLETOFINESHIFT; // stereo separation *sep = 128 - (FixedMul(S_STEREO_SWING,finesine[angle])>>FRACBITS); // volume calculation if (approx_dist < S_CLOSE_DIST) { *vol = snd_SfxVolume; } else if (gamemap == 8) { if (approx_dist > S_CLIPPING_DIST) approx_dist = S_CLIPPING_DIST; *vol = 15+ ((snd_SfxVolume-15) *((S_CLIPPING_DIST - approx_dist)>>FRACBITS)) / S_ATTENUATOR; } else { // distance effect *vol = (snd_SfxVolume * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS)) / S_ATTENUATOR; } return (*vol > 0); } // // S_getChannel : // If none available, return -1. Otherwise channel #. // int S_getChannel ( void* origin, sfxinfo_t* sfxinfo ) { // channel number to use int cnum; channel_t* c; // Find an open channel for (cnum=0 ; cnum<numChannels ; cnum++) { if (!channels[cnum].sfxinfo) break; else if (origin && channels[cnum].origin == origin) { S_StopChannel(cnum); break; } } // None available if (cnum == numChannels) { // Look for lower priority for (cnum=0 ; cnum<numChannels ; cnum++) if (channels[cnum].sfxinfo->priority >= sfxinfo->priority) break; if (cnum == numChannels) { // FUCK! No lower priority. Sorry, Charlie. return -1; } else { // Otherwise, kick out lower priority. S_StopChannel(cnum); } } c = &channels[cnum]; // channel is decided to be cnum. c->sfxinfo = sfxinfo; c->origin = origin; return cnum; }