ref: acf1f779d12fa2e7ac87a77f063cc8b084d5b7ee
dir: /src/heretic/s_sound.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // // 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. // //----------------------------------------------------------------------------- #include <stdlib.h> #include "doomdef.h" #include "m_random.h" #include "sounds.h" #include "s_sound.h" #include "i_sound.h" #include "r_local.h" #include "p_local.h" #include "w_wad.h" #include "z_zone.h" /* =============================================================================== MUSIC & SFX API =============================================================================== */ boolean S_StopSoundID(int sound_id, int priority); static channel_t channel[MAX_CHANNELS]; static void *rs; // Handle for the registered song int mus_song = -1; int mus_lumpnum; void *mus_sndptr; byte *soundCurve; extern sfxinfo_t S_sfx[]; extern musicinfo_t S_music[]; int snd_MaxVolume = 10; int snd_MusicVolume = 10; int snd_Channels = 16; int AmbChan; void S_Start(void) { int i; S_StartSong((gameepisode - 1) * 9 + gamemap - 1, true); //stop all sounds for (i = 0; i < snd_Channels; i++) { if (channel[i].handle) { S_StopSound(channel[i].mo); } } memset(channel, 0, 8 * sizeof(channel_t)); } void S_StartSong(int song, boolean loop) { int mus_len; if (song == mus_song) { // don't replay an old song return; } if (rs != NULL) { I_StopSong(); I_UnRegisterSong(rs); } if (song < mus_e1m1 || song > NUMMUSIC) { return; } mus_lumpnum = W_GetNumForName(S_music[song].name); mus_sndptr = W_CacheLumpNum(mus_lumpnum, PU_MUSIC); mus_len = W_LumpLength(mus_lumpnum); rs = I_RegisterSong(mus_sndptr, mus_len); I_PlaySong(rs, loop); //'true' denotes endless looping. mus_song = song; } void S_StartSound(mobj_t * origin, int sound_id) { int dist, vol; int i; int priority; int sep; int angle; int absx; int absy; static int sndcount = 0; int chan; if (sound_id == 0 || snd_MaxVolume == 0) return; if (origin == NULL) { origin = players[consoleplayer].mo; } // calculate the distance before other stuff so that we can throw out // sounds that are beyond the hearing range. absx = abs(origin->x - players[consoleplayer].mo->x); absy = abs(origin->y - players[consoleplayer].mo->y); dist = absx + absy - (absx > absy ? absy >> 1 : absx >> 1); dist >>= FRACBITS; // dist = P_AproxDistance(origin->x-viewx, origin->y-viewy)>>FRACBITS; if (dist >= MAX_SND_DIST) { // dist = MAX_SND_DIST - 1; return; //sound is beyond the hearing range... } if (dist < 0) { dist = 0; } priority = S_sfx[sound_id].priority; priority *= (10 - (dist / 160)); if (!S_StopSoundID(sound_id, priority)) { return; // other sounds have greater priority } for (i = 0; i < snd_Channels; i++) { if (origin->player) { i = snd_Channels; break; // let the player have more than one sound. } if (origin == channel[i].mo) { // only allow other mobjs one sound S_StopSound(channel[i].mo); break; } } if (i >= snd_Channels) { if (sound_id >= sfx_wind) { if (AmbChan != -1 && S_sfx[sound_id].priority <= S_sfx[channel[AmbChan].sound_id].priority) { return; //ambient channel already in use } else { AmbChan = -1; } } for (i = 0; i < snd_Channels; i++) { if (channel[i].mo == NULL) { break; } } if (i >= snd_Channels) { //look for a lower priority sound to replace. sndcount++; if (sndcount >= snd_Channels) { sndcount = 0; } for (chan = 0; chan < snd_Channels; chan++) { i = (sndcount + chan) % snd_Channels; if (priority >= channel[i].priority) { chan = -1; //denote that sound should be replaced. break; } } if (chan != -1) { return; //no free channels. } else //replace the lower priority sound. { if (channel[i].handle) { if (I_SoundIsPlaying(channel[i].handle)) { I_StopSound(channel[i].handle); } if (S_sfx[channel[i].sound_id].usefulness > 0) { S_sfx[channel[i].sound_id].usefulness--; } if (AmbChan == i) { AmbChan = -1; } } } } } if (S_sfx[sound_id].lumpnum == 0) { S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]); } // calculate the volume based upon the distance from the sound origin. // vol = (snd_MaxVolume*16 + dist*(-snd_MaxVolume*16)/MAX_SND_DIST)>>9; vol = soundCurve[dist]; if (origin == players[consoleplayer].mo) { sep = 128; } else { angle = R_PointToAngle2(players[consoleplayer].mo->x, players[consoleplayer].mo->y, origin->x, origin->y); angle = (angle - viewangle) >> 24; sep = angle * 2 - 128; if (sep < 64) sep = -sep; if (sep > 192) sep = 512 - sep; } // TODO: Play pitch-shifted sounds as in Vanilla Heretic channel[i].pitch = (byte) (127 + (M_Random() & 7) - (M_Random() & 7)); channel[i].handle = I_StartSound(&S_sfx[sound_id], i, vol, sep); channel[i].mo = origin; channel[i].sound_id = sound_id; channel[i].priority = priority; if (sound_id >= sfx_wind) { AmbChan = i; } if (S_sfx[sound_id].usefulness == -1) { S_sfx[sound_id].usefulness = 1; } else { S_sfx[sound_id].usefulness++; } } void S_StartSoundAtVolume(mobj_t * origin, int sound_id, int volume) { int i; if (sound_id == 0 || snd_MaxVolume == 0) return; if (origin == NULL) { origin = players[consoleplayer].mo; } if (volume == 0) { return; } volume = (volume * (snd_MaxVolume + 1) * 8) >> 7; // no priority checking, as ambient sounds would be the LOWEST. for (i = 0; i < snd_Channels; i++) { if (channel[i].mo == NULL) { break; } } if (i >= snd_Channels) { return; } if (S_sfx[sound_id].lumpnum == 0) { S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]); } // TODO: Pitch shifting. channel[i].pitch = (byte) (127 - (M_Random() & 3) + (M_Random() & 3)); channel[i].handle = I_StartSound(&S_sfx[sound_id], i, volume, 128); channel[i].mo = origin; channel[i].sound_id = sound_id; channel[i].priority = 1; //super low priority. if (S_sfx[sound_id].usefulness == -1) { S_sfx[sound_id].usefulness = 1; } else { S_sfx[sound_id].usefulness++; } } boolean S_StopSoundID(int sound_id, int priority) { int i; int lp; //least priority int found; if (S_sfx[sound_id].numchannels == -1) { return (true); } lp = -1; //denote the argument sound_id found = 0; for (i = 0; i < snd_Channels; i++) { if (channel[i].sound_id == sound_id && channel[i].mo) { found++; //found one. Now, should we replace it?? if (priority >= channel[i].priority) { // if we're gonna kill one, then this'll be it lp = i; priority = channel[i].priority; } } } if (found < S_sfx[sound_id].numchannels) { return (true); } else if (lp == -1) { return (false); // don't replace any sounds } if (channel[lp].handle) { if (I_SoundIsPlaying(channel[lp].handle)) { I_StopSound(channel[lp].handle); } if (S_sfx[channel[i].sound_id].usefulness > 0) { S_sfx[channel[i].sound_id].usefulness--; } channel[lp].mo = NULL; } return (true); } void S_StopSound(mobj_t * origin) { int i; for (i = 0; i < snd_Channels; i++) { if (channel[i].mo == origin) { I_StopSound(channel[i].handle); if (S_sfx[channel[i].sound_id].usefulness > 0) { S_sfx[channel[i].sound_id].usefulness--; } channel[i].handle = 0; channel[i].mo = NULL; if (AmbChan == i) { AmbChan = -1; } } } } void S_SoundLink(mobj_t * oldactor, mobj_t * newactor) { int i; for (i = 0; i < snd_Channels; i++) { if (channel[i].mo == oldactor) channel[i].mo = newactor; } } void S_PauseSound(void) { I_PauseSong(); } void S_ResumeSound(void) { I_ResumeSong(); } void S_UpdateSounds(mobj_t * listener) { int i, dist, vol; int angle; int sep; int priority; int absx; int absy; listener = players[consoleplayer].mo; if (snd_MaxVolume == 0) { return; } for (i = 0; i < snd_Channels; i++) { if (!channel[i].handle || S_sfx[channel[i].sound_id].usefulness == -1) { continue; } if (!I_SoundIsPlaying(channel[i].handle)) { if (S_sfx[channel[i].sound_id].usefulness > 0) { S_sfx[channel[i].sound_id].usefulness--; } channel[i].handle = 0; channel[i].mo = NULL; channel[i].sound_id = 0; if (AmbChan == i) { AmbChan = -1; } } if (channel[i].mo == NULL || channel[i].sound_id == 0 || channel[i].mo == players[consoleplayer].mo) { continue; } else { absx = abs(channel[i].mo->x - players[consoleplayer].mo->x); absy = abs(channel[i].mo->y - players[consoleplayer].mo->y); dist = absx + absy - (absx > absy ? absy >> 1 : absx >> 1); dist >>= FRACBITS; // dist = P_AproxDistance(channel[i].mo->x-listener->x, channel[i].mo->y-listener->y)>>FRACBITS; if (dist >= MAX_SND_DIST) { S_StopSound(channel[i].mo); continue; } if (dist < 0) dist = 0; // calculate the volume based upon the distance from the sound origin. // vol = (*((byte *)W_CacheLumpName("SNDCURVE", PU_CACHE)+dist)*(snd_MaxVolume*8))>>7; vol = soundCurve[dist]; angle = R_PointToAngle2(players[consoleplayer].mo->x, players[consoleplayer].mo->y, channel[i].mo->x, channel[i].mo->y); angle = (angle - viewangle) >> 24; sep = angle * 2 - 128; if (sep < 64) sep = -sep; if (sep > 192) sep = 512 - sep; // TODO: Pitch shifting. I_UpdateSoundParams(channel[i].handle, vol, sep); priority = S_sfx[channel[i].sound_id].priority; priority *= (10 - (dist >> 8)); channel[i].priority = priority; } } } void S_Init(void) { soundCurve = Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL); I_InitSound(); if (snd_Channels > 8) { snd_Channels = 8; } I_SetMusicVolume(snd_MusicVolume); S_SetMaxVolume(true); } void S_GetChannelInfo(SoundInfo_t * s) { int i; ChanInfo_t *c; s->channelCount = snd_Channels; s->musicVolume = snd_MusicVolume; s->soundVolume = snd_MaxVolume; for (i = 0; i < snd_Channels; i++) { c = &s->chan[i]; c->id = channel[i].sound_id; c->priority = channel[i].priority; c->name = S_sfx[c->id].name; c->mo = channel[i].mo; c->distance = P_AproxDistance(c->mo->x - viewx, c->mo->y - viewy) >> FRACBITS; } } void S_SetMaxVolume(boolean fullprocess) { int i; if (!fullprocess) { soundCurve[0] = (*((byte *) W_CacheLumpName("SNDCURVE", PU_CACHE)) * (snd_MaxVolume * 8)) >> 7; } else { for (i = 0; i < MAX_SND_DIST; i++) { soundCurve[i] = (*((byte *) W_CacheLumpName("SNDCURVE", PU_CACHE) + i) * (snd_MaxVolume * 8)) >> 7; } } } static boolean musicPaused; void S_SetMusicVolume(void) { I_SetMusicVolume(snd_MusicVolume); if (snd_MusicVolume == 0) { I_PauseSong(); musicPaused = true; } else if (musicPaused) { musicPaused = false; I_ResumeSong(); } } void S_ShutDown(void) { I_StopSong(); I_UnRegisterSong(rs); I_ShutdownSound(); }