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- // 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 "i_system.h"
- #include "doomfeatures.h"
- #include "deh_main.h"
- #include "doomstat.h"
- #include "doomdef.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;
- // Low-level sound and music modules we are using
- static sound_module_t *sound_module;
- static music_module_t *music_module;
- // 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;
- // Sound sample rate to use for digital output (Hz)
- int snd_samplerate = 44100;
- // 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 = NULL;
- // Number of channels to use
- int numChannels = 8;
- int snd_musicdevice = SNDDEVICE_GENMIDI;
- int snd_sfxdevice = SNDDEVICE_SB;
- // Sound modules
- extern sound_module_t sound_sdl_module;
- extern sound_module_t sound_pcsound_module;
- extern music_module_t music_sdl_module;
- extern music_module_t music_opl_module;
- // Compiled-in sound modules:
- static sound_module_t *sound_modules[] =
- {
- #ifdef FEATURE_SOUND
- &sound_sdl_module,
- &sound_pcsound_module,
- #endif
- NULL,
- };
- // Compiled-in music modules:
- static music_module_t *music_modules[] =
- {
- #ifdef FEATURE_SOUND
- &music_sdl_module,
- &music_opl_module,
- #endif
- NULL,
- };
- // Check if a sound device is in the given list of devices
- static boolean SndDeviceInList(snddevice_t device, snddevice_t *list,
- int len)
- {
- int i;
- for (i=0; i<len; ++i)
- {
- if (device == list[i])
- {
- return true;
- }
- }
- return false;
- }
- // Find and initialize a sound_module_t appropriate for the setting
- // in snd_sfxdevice.
- static void InitSfxModule(void)
- {
- int i;
- sound_module = NULL;
- for (i=0; sound_modules[i] != NULL; ++i)
- {
- // Is the sfx device in the list of devices supported by
- // this module?
- if (SndDeviceInList(snd_sfxdevice,
- sound_modules[i]->sound_devices,
- sound_modules[i]->num_sound_devices))
- {
- // Initialize the module
- if (sound_modules[i]->Init())
- {
- sound_module = sound_modules[i];
- return;
- }
- }
- }
- }
- // Initialize music according to snd_musicdevice.
- static void InitMusicModule(void)
- {
- int i;
- music_module = NULL;
- for (i=0; music_modules[i] != NULL; ++i)
- {
- // Is the music device in the list of devices supported
- // by this module?
- if (SndDeviceInList(snd_musicdevice,
- music_modules[i]->sound_devices,
- music_modules[i]->num_sound_devices))
- {
- // Initialize the module
- if (music_modules[i]->Init())
- {
- music_module = music_modules[i];
- return;
- }
- }
- }
- }
- //
- // 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)
- {
- boolean nosound, nosfx, nomusic;
- int i;
- //!
- // @vanilla
- //
- // Disable all sound output.
- //
- nosound = M_CheckParm("-nosound") > 0;
- //!
- // @vanilla
- //
- // Disable sound effects.
- //
- nosfx = M_CheckParm("-nosfx") > 0;
- //!
- // @vanilla
- //
- // Disable music.
- //
- nomusic = M_CheckParm("-nomusic") > 0;
- // Initialize the sound and music subsystems.
- if (!nosound && !screensaver_mode)
- {
- if (!nosfx)
- {
- InitSfxModule();
- }
- if (!nomusic)
- {
- InitMusicModule();
- }
- }
- S_SetSfxVolume(sfxVolume);
- S_SetMusicVolume(musicVolume);
- // Allocating the internal channels for mixing
- // (the maximum numer of sounds rendered
- // simultaneously) within zone memory.
- channels = 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;
- }
- }
- void S_Shutdown(void)
- {
- if (sound_module != NULL)
- {
- sound_module->Shutdown();
- }
- if (music_module != NULL)
- {
- music_module->Shutdown();
- }
- }
- static void S_StopChannel(int cnum)
- {
- int i;
- channel_t *c;
- c = &channels[cnum];
- if (c->sfxinfo)
- {
- // stop the sound playing
- if (sound_module != NULL)
- {
- if (sound_module->SoundIsPlaying(c->handle))
- {
- sound_module->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 = NULL;
- }
- }
- //
- // 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];
- }
- }
- S_ChangeMusic(mnum, true);
- }
- void S_StopSound(mobj_t *origin)
- {
- int 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 int S_GetChannel(mobj_t *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;
- }
- //
- // 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.
- //
- static 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);
- }
- void S_StartSound(void *origin_p, int sfx_id)
- {
- sfxinfo_t *sfx;
- mobj_t *origin;
- int rc;
- int sep;
- int pitch;
- int priority;
- int cnum;
- int volume;
- origin = (mobj_t *) origin_p;
- volume = snd_SfxVolume;
- // 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;
- }
- // increase the usefulness
- if (sfx->usefulness++ < 0)
- {
- sfx->usefulness = 1;
- }
- if (sound_module != NULL)
- {
- // Get lumpnum if necessary
- if (sfx->lumpnum < 0)
- {
- sfx->lumpnum = sound_module->GetSfxLumpNum(sfx);
- }
- // Assigns the handle to one of the channels in the
- // mix/output buffer.
- channels[cnum].handle = sound_module->StartSound(sfx_id,
- cnum,
- volume,
- sep,
- pitch,
- priority);
- }
- }
- //
- // Stop and resume music, during game PAUSE.
- //
- void S_PauseSound(void)
- {
- if (mus_playing && !mus_paused)
- {
- if (music_module != NULL)
- {
- music_module->PauseMusic();
- }
- mus_paused = true;
- }
- }
- void S_ResumeSound(void)
- {
- if (mus_playing && mus_paused)
- {
- if (music_module != NULL)
- {
- music_module->ResumeMusic();
- }
- mus_paused = false;
- }
- }
- //
- // Updates music & sounds
- //
- void S_UpdateSounds(mobj_t *listener)
- {
- int audible;
- int cnum;
- int volume;
- int sep;
- int pitch;
- sfxinfo_t* sfx;
- channel_t* c;
- for (cnum=0; cnum<numChannels; cnum++)
- {
- c = &channels[cnum];
- sfx = c->sfxinfo;
- if (c->sfxinfo)
- {
- if (sound_module != NULL && sound_module->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 != 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);
- }
- }
- }
- }
- void S_SetMusicVolume(int volume)
- {
- if (volume < 0 || volume > 127)
- {
- I_Error("Attempt to set music volume at %d",
- volume);
- }
- if (music_module != NULL)
- {
- music_module->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];
- void *handle;
- // The Doom IWAD file has two versions of the intro music: d_intro
- // and d_introa. The latter is used for OPL playback.
- if (musicnum == mus_intro && (snd_musicdevice == SNDDEVICE_ADLIB
- || snd_musicdevice == SNDDEVICE_SB))
- {
- musicnum = mus_introa;
- }
- 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);
- }
- if (music_module != NULL)
- {
- // Load & register it
- music->data = W_CacheLumpNum(music->lumpnum, PU_STATIC);
- handle = music_module->RegisterSong(music->data,
- W_LumpLength(music->lumpnum));
- music->handle = handle;
- // Play it
- music_module->PlaySong(handle, looping);
- }
- mus_playing = music;
- }
- boolean S_MusicPlaying(void)
- {
- if (music_module != NULL)
- {
- return music_module->MusicIsPlaying();
- }
- else
- {
- return false;
- }
- }
- void S_StopMusic(void)
- {
- if (mus_playing)
- {
- if (music_module != NULL)
- {
- if (mus_paused)
- {
- music_module->ResumeMusic();
- }
- music_module->StopSong();
- music_module->UnRegisterSong(mus_playing->handle);
- W_ReleaseLumpNum(mus_playing->lumpnum);
- mus_playing->data = NULL;
- }
- mus_playing = NULL;
- }
- }
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