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s_sound.c
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//
// Copyright (C) 1993-1996 Id Software, Inc.
// Copyright (C) 2023 Frenkel Smeijers
//
// 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, see <https://www.gnu.org/licenses/>.
//
#include "doomdef.h"
#include "r_local.h"
#include "soundst.h"
static channel_t *channels; // the set of channels available
static int32_t snd_SfxVolume;
static boolean mus_paused; // whether songs are mus_paused
static musicinfo_t *mus_playing=0;// music currently being played
int32_t numChannels; // number of channels available
static int32_t nextcleanup;
//
// Internals.
//
static int32_t S_getChannel (void *origin, sfxinfo_t *sfxinfo);
static boolean S_AdjustSoundParams ( mobj_t *listener, mobj_t *source, int32_t *vol, int32_t *sep);
static void S_StopChannel(int32_t cnum);
void S_SetMusicVolume(int32_t volume)
{
if (volume < 0 || volume > S_MAX_VOLUME)
I_Error("Attempt to set music volume at %d", volume);
I_SetMusicVolume(volume);
}
static 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_ChangeMusic (int32_t musicnum, boolean looping)
{
musicinfo_t *music;
char namebuf[9];
extern boolean I_IsAdlib(void);
if (I_IsAdlib() && musicnum == mus_intro)
musicnum = mus_introa;
if ( (musicnum <= mus_None) || (musicnum >= NUMMUSIC) )
{
I_Error("Bad music number %d", musicnum);
return; // shut up warning
}
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", 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);
// play it
I_PlaySong(music->handle, looping);
mus_playing = music;
}
void S_StartMusic(int32_t m_id)
{
S_ChangeMusic(m_id, false);
}
static void S_StopChannel(int32_t cnum)
{
int32_t 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 (APPVER_DOOMREV < AV_DR_DM1666)
if (cnum != i && c->sfxinfo == c->sfxinfo)
#else
if (cnum != i && c->sfxinfo == channels[i].sfxinfo)
#endif
break;
// degrade usefulness of sound data
c->sfxinfo->usefulness--;
c->sfxinfo = 0;
}
}
//
// Changes volume and stereo-separation variables
// from the norm of a sound effect to be played.
// If the sound is not audible, returns false.
// Otherwise, modifies parameters and returns true.
//
static boolean S_AdjustSoundParams (mobj_t *listener, mobj_t *source, int32_t *vol, int32_t *sep)
{
fixed_t approx_dist, adx, 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 false;
// 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);
}
void S_SetSfxVolume(int32_t volume)
{
if (volume < 0 || volume > S_MAX_VOLUME)
I_Error("Attempt to set sfx volume at %d", volume);
snd_SfxVolume = volume;
}
//
// 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;
}
}
void S_StopSound(void *origin)
{
int32_t cnum;
for (cnum=0 ; cnum<numChannels ; cnum++)
{
if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
{
S_StopChannel(cnum);
break;
}
}
}
//
// S_getChannel :
// If none available, return -1. Otherwise channel #.
//
static int32_t S_getChannel (void *origin, sfxinfo_t *sfxinfo)
{
int32_t cnum;// channel number to use
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)
return -1; // FUCK! No lower priority. Sorry, Charlie.
else
S_StopChannel(cnum); // Otherwise, kick out lower priority.
}
c = &channels[cnum];
// channel is decided to be cnum.
c->sfxinfo = sfxinfo;
c->origin = origin;
return cnum;
}
#if (APPVER_DOOMREV < AV_DR_DM17)
static void S_StartSoundAtVolume(mobj_t *origin, int32_t sfx_id, int32_t volume)
#else
static void S_StartSoundAtVolume(void *origin_p, int32_t sfx_id, int32_t volume)
#endif
{
boolean rc;
int32_t sep, pitch;
sfxinfo_t *sfx;
int32_t cnum;
#if (APPVER_DOOMREV >= AV_DR_DM17)
mobj_t *origin = (mobj_t *) origin_p;
#endif
// 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;
volume += sfx->volume;
if (volume < 1)
return;
if (volume > snd_SfxVolume)
volume = snd_SfxVolume;
}
else
{
pitch = NORM_PITCH;
}
// 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;
}
// 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;
// get lumpnum if necessary
if (sfx->lumpnum < 0)
sfx->lumpnum = I_GetSfxLumpNum(sfx);
#ifndef SNDSRV
// cache data if necessary
if (!sfx->data)
{
sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
// fprintf( stderr,
// "S_StartSoundAtVolume: loading %d (lump %d) : 0x%x\n",
// sfx_id, sfx->lumpnum, (int32_t)sfx->data );
}
#endif
// 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->data, volume, sep, pitch);
}
void S_StartSound (void *origin, int32_t sfx_id)
{
#ifdef SAWDEBUG
// if (sfx_id == sfx_sawful)
// sfx_id = sfx_itemup;
#endif
S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
#ifdef SAWDEBUG
{
int32_t i, n;
static mobj_t *last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
static int32_t first_saw=0;
static int32_t 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
}
//
// Updates music & sounds
//
#if (APPVER_DOOMREV < AV_DR_DM17)
void S_UpdateSounds(mobj_t* listener)
#else
void S_UpdateSounds(void* listener_p)
#endif
{
boolean audible;
int32_t cnum,volume, sep, pitch, i;
sfxinfo_t *sfx;
channel_t *c;
#if (APPVER_DOOMREV >= AV_DR_DM17)
mobj_t *listener = (mobj_t*)listener_p;
#endif
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 (APPVER_DOOMREV < AV_DR_DM17)
if (c->origin && listener != c->origin)
#else
if (c->origin && listener_p != c->origin)
#endif
{
audible = S_AdjustSoundParams(listener, c->origin, &volume, &sep);
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);
}
}
}
}
//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
void S_Init (int32_t sfxVolume, int32_t musicVolume)
{
int32_t i;
//fprintf( stderr, "S_Init: default sfx volume %d\n", sfxVolume);
// Whatever these did with DMX, these are rather dummies now.
I_SetChannels(numChannels);
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)
{
int32_t cnum, 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 (commercial)
mnum = mus_runnin + gamemap - 1;
else
#if (APPVER_DOOMREV < AV_DR_DM19UP)
mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
#else
{
int32_t spmus[]=
{
// Song - Who? - Where?
#if (APPVER_DOOMREV < AV_DR_DM19U)
mus_e2m6,
mus_e3m2,
mus_e3m3,
mus_e1m4,
mus_e2m7,
mus_e2m4,
mus_e2m5,
mus_e1m6,
mus_e1m6
#else
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
#endif
};
if (gameepisode < 4)
mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
else
mnum = spmus[gamemap-1];
}
#endif // AV_DR_DM19UP
// HACK FOR COMMERCIAL
// if (commercial && mnum > mus_e3m9)
// mnum -= mus_e3m9;
S_ChangeMusic(mnum, true);
nextcleanup = 15;
}