ref: d44fdfaeee2f4be129c0e2d87ba460fc308e4274
dir: /src/strife/s_sound.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // 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. // // DESCRIPTION: none // //----------------------------------------------------------------------------- #include <stdio.h> #include <stdlib.h> #include <ctype.h> #include "i_sound.h" #include "i_system.h" #include "doomfeatures.h" #include "deh_str.h" #include "doomstat.h" #include "doomtype.h" #include "sounds.h" #include "s_sound.h" #include "m_random.h" #include "m_argv.h" #include "p_local.h" #include "w_wad.h" #include "z_zone.h" // when to clip out sounds // Does not fit the large outdoor areas. #define S_CLIPPING_DIST (1200 * FRACUNIT) // 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*FRACUNIT). Changed back to the // Vanilla value of 200 (why was this changed?) #define S_CLOSE_DIST (200 * FRACUNIT) // The range over which sound attenuates #define S_ATTENUATOR ((S_CLIPPING_DIST - S_CLOSE_DIST) >> FRACBITS) // Stereo separation #define S_STEREO_SWING (96 * FRACUNIT) #define NORM_PITCH 128 #define NORM_PRIORITY 64 #define NORM_SEP 128 typedef struct { // sound information (if null, channel avail.) sfxinfo_t *sfxinfo; // origin of sound mobj_t *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; // haleyjd 08/29/10: [STRIFE] New global variable // Volume of voice channel. int voiceVolume = 15; // Internal volume level, ranging from 0-127 static int snd_SfxVolume; // haleyjd 09/11/10: [STRIFE] Internal voice volume level static int snd_VoiceVolume; // Whether songs are mus_paused static boolean mus_paused; // Music currently being played static musicinfo_t *mus_playing = NULL; // Number of channels to use int snd_channels = 8; // haleyjd 09/11/10: [STRIFE] Handle of current voice channel. // This has been implemented at a higher level than it was implemented // in strife1.exe, as there it relied on a priority system which was // implicit in the SFX_PlayPatch API of DMX. Here we'll just ignore // the current voice channel when doing normal sound playing. static int i_voicehandle = -1; // haleyjd 09/11/10: [STRIFE] whether to play voices or not int disable_voices = 0; // // Initializes sound stuff, including volume // Sets channels, SFX and music volume, // allocates channel buffer, sets S_sfx lookup. // // haleyjd 09/11/10: [STRIFE] Added voice volume // void S_Init(int sfxVolume, int musicVolume, int voiceVolume) { int i; I_InitSound(true); I_InitMusic(); I_PrecacheSounds(S_sfx, NUMSFX); S_SetSfxVolume(sfxVolume); S_SetMusicVolume(musicVolume); S_SetVoiceVolume(voiceVolume); // Allocating the internal channels for mixing // (the maximum numer of sounds rendered // simultaneously) within zone memory. channels = Z_Malloc(snd_channels*sizeof(channel_t), PU_STATIC, 0); // Free all channels for use for (i=0 ; i<snd_channels ; 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; } I_AtExit(S_Shutdown, true); } void S_Shutdown(void) { I_ShutdownSound(); I_ShutdownMusic(); } static void S_StopChannel(int cnum) { int i; channel_t *c; c = &channels[cnum]; // haleyjd: [STRIFE] If stopping the voice channel, set i_voicehandle to -1 if (cnum == i_voicehandle) i_voicehandle = -1; if (c->sfxinfo) { // stop the sound playing if (I_SoundIsPlaying(c->handle)) { I_StopSound(c->handle); } // check to see if other channels are playing the sound for (i=0; i<snd_channels; i++) { if (cnum != i && c->sfxinfo == channels[i].sfxinfo) { break; } } // degrade usefulness of sound data c->sfxinfo->usefulness--; c->sfxinfo = NULL; } } // // Per level startup code. // Kills playing sounds at start of level, // determines music if any, changes music. // // haleyjd 08/31/10: [STRIFE] // * Removed DOOM music handling and replaced with Strife code. // 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<snd_channels ; cnum++) { if (channels[cnum].sfxinfo) { S_StopChannel(cnum); } } // start new music for the level mus_paused = 0; // [STRIFE] Some interesting math here ;) if(gamemap <= 31) mnum = 1; else mnum = -30; S_ChangeMusic(gamemap + mnum, true); } void S_StopSound(mobj_t *origin) { int cnum; for (cnum=0 ; cnum<snd_channels ; cnum++) { // haleyjd: do not stop voice here. if(cnum == i_voicehandle) continue; if (channels[cnum].sfxinfo && channels[cnum].origin == origin) { S_StopChannel(cnum); break; } } } // // S_GetChannel : // If none available, return -1. Otherwise channel #. // // haleyjd 09/11/10: [STRIFE] Added an "isvoice" parameter for supporting // voice playing. // static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo, boolean isvoice) { // channel number to use int cnum; channel_t* c; // Find an open channel for (cnum=0 ; cnum<snd_channels ; cnum++) { if (!channels[cnum].sfxinfo) { break; } else if (origin && channels[cnum].origin == origin && (isvoice || cnum != i_voicehandle)) // haleyjd { S_StopChannel(cnum); break; } } // None available if (cnum == snd_channels) { // Look for lower priority for (cnum=0 ; cnum<snd_channels ; cnum++) { if (channels[cnum].sfxinfo->priority >= sfxinfo->priority) { // haleyjd 09/11/10: [STRIFE] voice has absolute priority if (isvoice || cnum != i_voicehandle) break; } } if (cnum == snd_channels) { // 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; } // // Changes volume and stereo-separation 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. // // [STRIFE] // haleyjd 20110220: changed to eliminate the gamemap == 8 hack that was // left over from Doom 1's original boss levels. Kind of amazing that Rogue // was able to catch the smallest things like that. // static int S_AdjustSoundParams(mobj_t *listener, mobj_t *source, int *vol, int *sep) { 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); // [STRIFE] removed gamemap == 8 hack if (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 // [STRIFE] Removed gamemap == 8 hack if (approx_dist < S_CLOSE_DIST) { *vol = snd_SfxVolume; } else { // distance effect *vol = (snd_SfxVolume * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS)) / S_ATTENUATOR; } return (*vol > 0); } void S_StartSound(void *origin_p, int sfx_id) { sfxinfo_t *sfx; mobj_t *origin; int rc; int sep; int cnum; int volume; origin = (mobj_t *) origin_p; volume = snd_SfxVolume; // check for bogus sound # if (sfx_id < 1 || sfx_id > NUMSFX) { // [STRIFE]: BUG - Note: vanilla had some extremely buggy and dangerous // code here that tried to print the sprite name of the object playing // the bad sound. Because it invokes multiple undefined behaviors and // is of basically no consequence, it has deliberately not been ported. I_Error("Bad sfx #: %d", sfx_id); } sfx = &S_sfx[sfx_id]; // Initialize sound parameters if (sfx->link) { volume += sfx->volume; if (volume < 1) { return; } if (volume > snd_SfxVolume) { volume = snd_SfxVolume; } } // 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); if (origin->x == players[consoleplayer].mo->x && origin->y == players[consoleplayer].mo->y) { sep = NORM_SEP; } if (!rc) { return; } } else { sep = NORM_SEP; } // kill old sound [STRIFE] - nope! //S_StopSound(origin); // try to find a channel cnum = S_GetChannel(origin, sfx, false); // haleyjd: not a voice. if (cnum < 0) { return; } // increase the usefulness if (sfx->usefulness++ < 0) { sfx->usefulness = 1; } if (sfx->lumpnum < 0) { sfx->lumpnum = I_GetSfxLumpNum(sfx); } channels[cnum].handle = I_StartSound(sfx, cnum, volume, sep); } // haleyjd 09/11/10: [STRIFE] // None of this was necessary in the vanilla EXE but Choco's low-level code // won't play nice with a temporary sfxinfo because it insists that the // "driver_data" member remain valid from the last time the sound was used, // even if it has already stopped playing. Thanks to this cuteness I get // to maintain a dynamic cache of sfxinfo objects! typedef struct voiceinfo_s { sfxinfo_t sfx; struct voiceinfo_s *next; // next on hash chain } voiceinfo_t; #define NUMVOICECHAINS 257 // // Ripped from Eternity. // static unsigned int S_voiceHash(const char *str) { const char *c = str; unsigned int h = 0; if(!str) I_Error("S_voiceHash: cannot hash NULL string!\n"); // note: this needs to be case insensitive for lump names while(*c) { h = 5 * h + toupper(*c); ++c; } return h; } static voiceinfo_t *voices[NUMVOICECHAINS]; // // S_getVoice // // Gets an entry from the voice table, if it exists. If it does not, one will be // created. // static voiceinfo_t *S_getVoice(const char *name, int lumpnum) { voiceinfo_t *voice; unsigned int hashkey = S_voiceHash(name) % NUMVOICECHAINS; voice = voices[hashkey]; while(voice && strcasecmp(voice->sfx.name, name)) voice = voice->next; if(!voice) { voice = calloc(1, sizeof(voiceinfo_t)); strncpy(voice->sfx.name, name, 8); voice->sfx.priority = INT_MIN; // make highest possible priority voice->sfx.pitch = -1; voice->sfx.volume = -1; voice->sfx.numchannels = -1; voice->sfx.usefulness = -1; voice->sfx.lumpnum = lumpnum; // throw it onto the table. voice->next = voices[hashkey]; voices[hashkey] = voice; } return voice; } // // I_StartVoice // // haleyjd 09/11/10: [STRIFE] New function // Note this was in i_sound.c in Strife itself, but relied on DMX-specific // features to ensure voice channels had absolute priority. Here we must // populate a fake sfxinfo_t and send the sound through some of the normal // routines. But in the end, it still works the same. // void I_StartVoice(const char *lumpname) { int lumpnum; voiceinfo_t *voice; // choco-specific char lumpnamedup[9]; // no voices in deathmatch mode. if(netgame) return; // STRIFE-TODO: checks if snd_SfxDevice == 83 // This is probably turning off voice if using PC speaker... // user has disabled voices? if(disable_voices) return; // have a voice playing already? stop it. if(i_voicehandle >= 0) S_StopChannel(i_voicehandle); // Vanilla STRIFE appears to have stopped any current voice without // starting a new one if NULL was passed in here, though I cannot // find an explicit check for NULL in the assembly. Either way, it // didn't crash, so do a check now: if(lumpname == NULL) return; // Because of constness problems... strncpy(lumpnamedup, lumpname, 9); lumpnamedup[8] = '\0'; if((lumpnum = W_CheckNumForName(lumpnamedup)) != -1) { // haleyjd: Choco-specific: get a voice structure voice = S_getVoice(lumpnamedup, lumpnum); // get a channel for the voice i_voicehandle = S_GetChannel(NULL, &voice->sfx, true); channels[i_voicehandle].handle = I_StartSound(&voice->sfx, i_voicehandle, snd_VoiceVolume, NORM_SEP); } } // // Stop and resume music, during game PAUSE. // void S_PauseSound(void) { if (mus_playing && !mus_paused) { I_PauseSong(); mus_paused = true; } } void S_ResumeSound(void) { if (mus_playing && mus_paused) { I_ResumeSong(); mus_paused = false; } } // // Updates music & sounds // void S_UpdateSounds(mobj_t *listener) { int audible; int cnum; int volume; int sep; sfxinfo_t* sfx; channel_t* c; I_UpdateSound(); for (cnum=0; cnum<snd_channels; cnum++) { c = &channels[cnum]; sfx = c->sfxinfo; if (c->sfxinfo) { if (I_SoundIsPlaying(c->handle)) { // initialize parameters volume = snd_SfxVolume; sep = NORM_SEP; if (sfx->link) { 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 != c->origin) { audible = S_AdjustSoundParams(listener, c->origin, &volume, &sep); if (!audible) { S_StopChannel(cnum); } else { I_UpdateSoundParams(c->handle, volume, sep); } } } else { // if channel is allocated but sound has stopped, // free it S_StopChannel(cnum); } } } } void S_SetMusicVolume(int volume) { if (volume < 0 || volume > 127) { I_Error("Attempt to set music volume at %d", volume); } 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; } // // S_SetVoiceVolume // // haleyjd 09/11/10: [STRIFE] // Set the internal voice volume level. // void S_SetVoiceVolume(int volume) { if (volume < 0 || volume > 127) { I_Error("Attempt to set voice volume at %d", volume); } snd_VoiceVolume = 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]; void *handle; 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); } 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; } }