ref: acf1f779d12fa2e7ac87a77f063cc8b084d5b7ee
dir: /src/i_pcsound.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 2007 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. // // DESCRIPTION: // System interface for PC speaker sound. // //----------------------------------------------------------------------------- #include "SDL.h" #include "doomtype.h" #include "deh_str.h" #include "i_sound.h" #include "w_wad.h" #include "z_zone.h" #include "pcsound.h" static boolean pcs_initialised = false; static SDL_mutex *sound_lock; static uint8_t *current_sound_lump = NULL; static uint8_t *current_sound_pos = NULL; static unsigned int current_sound_remaining = 0; static int current_sound_handle = 0; static int current_sound_lump_num = -1; static const float frequencies[] = { 0.0f, 175.00f, 180.02f, 185.01f, 190.02f, 196.02f, 202.02f, 208.01f, 214.02f, 220.02f, 226.02f, 233.04f, 240.02f, 247.03f, 254.03f, 262.00f, 269.03f, 277.03f, 285.04f, 294.03f, 302.07f, 311.04f, 320.05f, 330.06f, 339.06f, 349.08f, 359.06f, 370.09f, 381.08f, 392.10f, 403.10f, 415.01f, 427.05f, 440.12f, 453.16f, 466.08f, 480.15f, 494.07f, 508.16f, 523.09f, 539.16f, 554.19f, 571.17f, 587.19f, 604.14f, 622.09f, 640.11f, 659.21f, 679.10f, 698.17f, 719.21f, 740.18f, 762.41f, 784.47f, 807.29f, 831.48f, 855.32f, 880.57f, 906.67f, 932.17f, 960.69f, 988.55f, 1017.20f, 1046.64f, 1077.85f, 1109.93f, 1141.79f, 1175.54f, 1210.12f, 1244.19f, 1281.61f, 1318.43f, 1357.42f, 1397.16f, 1439.30f, 1480.37f, 1523.85f, 1569.97f, 1614.58f, 1661.81f, 1711.87f, 1762.45f, 1813.34f, 1864.34f, 1921.38f, 1975.46f, 2036.14f, 2093.29f, 2157.64f, 2217.80f, 2285.78f, 2353.41f, 2420.24f, 2490.98f, 2565.97f, 2639.77f, }; static void PCSCallbackFunc(int *duration, int *freq) { unsigned int tone; *duration = 1000 / 140; if (SDL_LockMutex(sound_lock) < 0) { *freq = 0; return; } if (current_sound_lump != NULL && current_sound_remaining > 0) { // Read the next tone tone = *current_sound_pos; // Use the tone -> frequency lookup table. See pcspkr10.zip // for a full discussion of this. // Check we don't overflow the frequency table. if (tone < arrlen(frequencies)) { *freq = (int) frequencies[tone]; } else { *freq = 0; } ++current_sound_pos; --current_sound_remaining; } else { *freq = 0; } SDL_UnlockMutex(sound_lock); } static boolean CachePCSLump(sfxinfo_t *sfxinfo) { int lumplen; int headerlen; // Free the current sound lump back to the cache if (current_sound_lump != NULL) { W_ReleaseLumpNum(current_sound_lump_num); current_sound_lump = NULL; } // Load from WAD current_sound_lump = W_CacheLumpNum(sfxinfo->lumpnum, PU_STATIC); lumplen = W_LumpLength(sfxinfo->lumpnum); // Read header if (current_sound_lump[0] != 0x00 || current_sound_lump[1] != 0x00) { return false; } headerlen = (current_sound_lump[3] << 8) | current_sound_lump[2]; if (headerlen > lumplen - 4) { return false; } // Header checks out ok current_sound_remaining = headerlen; current_sound_pos = current_sound_lump + 4; current_sound_lump_num = sfxinfo->lumpnum; return true; } // These Doom PC speaker sounds are not played - this can be seen in the // Heretic source code, where there are remnants of this left over // from Doom. static boolean IsDisabledSound(sfxinfo_t *sfxinfo) { int i; const char *disabled_sounds[] = { "posact", "bgact", "dmact", "dmpain", "popain", "sawidl", }; for (i=0; i<arrlen(disabled_sounds); ++i) { if (!strcmp(sfxinfo->name, disabled_sounds[i])) { return true; } } return false; } static int I_PCS_StartSound(sfxinfo_t *sfxinfo, int channel, int vol, int sep) { int result; if (!pcs_initialised) { return -1; } if (IsDisabledSound(sfxinfo)) { return -1; } if (SDL_LockMutex(sound_lock) < 0) { return -1; } result = CachePCSLump(sfxinfo); if (result) { current_sound_handle = channel; } SDL_UnlockMutex(sound_lock); if (result) { return channel; } else { return -1; } } static void I_PCS_StopSound(int handle) { if (!pcs_initialised) { return; } if (SDL_LockMutex(sound_lock) < 0) { return; } // If this is the channel currently playing, immediately end it. if (current_sound_handle == handle) { current_sound_remaining = 0; } SDL_UnlockMutex(sound_lock); } // // Retrieve the raw data lump index // for a given SFX name. // static int I_PCS_GetSfxLumpNum(sfxinfo_t* sfx) { char namebuf[9]; sprintf(namebuf, "dp%s", DEH_String(sfx->name)); return W_GetNumForName(namebuf); } static boolean I_PCS_SoundIsPlaying(int handle) { if (!pcs_initialised) { return false; } if (handle != current_sound_handle) { return false; } return current_sound_lump != NULL && current_sound_remaining > 0; } static boolean I_PCS_InitSound(void) { // Use the sample rate from the configuration file PCSound_SetSampleRate(snd_samplerate); // Initialise the PC speaker subsystem. pcs_initialised = PCSound_Init(PCSCallbackFunc); if (pcs_initialised) { sound_lock = SDL_CreateMutex(); } return pcs_initialised; } static void I_PCS_ShutdownSound(void) { if (pcs_initialised) { PCSound_Shutdown(); } } static void I_PCS_UpdateSound(void) { // no-op. } void I_PCS_UpdateSoundParams(int channel, int vol, int sep) { // no-op. } static snddevice_t sound_pcsound_devices[] = { SNDDEVICE_PCSPEAKER, }; sound_module_t sound_pcsound_module = { sound_pcsound_devices, arrlen(sound_pcsound_devices), I_PCS_InitSound, I_PCS_ShutdownSound, I_PCS_GetSfxLumpNum, I_PCS_UpdateSound, I_PCS_UpdateSoundParams, I_PCS_StartSound, I_PCS_StopSound, I_PCS_SoundIsPlaying, };