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The DOOM Classic for iPhone 1.0 source as released on November 3, 2009
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304
code/iphone/iphone_sound.c
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304
code/iphone/iphone_sound.c
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/*
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* iphone_sound.c
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* doom
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*
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* Created by John Carmack on 4/16/09.
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* Copyright 2009 Id Software. All rights reserved.
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*
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*/
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/*
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Copyright (C) 2009 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "../doomiphone.h"
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#import <AudioToolbox/AudioServices.h>
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typedef struct {
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unsigned sourceName; // OpenAL sourceName
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pkWav_t *sfx; // NULL if unused
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float volume; // stored for showSound display
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} channel_t;
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static ALCcontext *Context;
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static ALCdevice *Device;
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#define MAX_CHANNELS 16
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static channel_t s_channels[ MAX_CHANNELS ];
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cvar_t *s_sfxVolume;
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void Sound_StartLocalSound( const char *filename ) {
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Sound_StartLocalSoundAtVolume( filename, 1.0f );
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}
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void Sound_StartLocalSoundAtVolume( const char *filename, float volume ) {
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pkWav_t *sfx;
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sfx = PK_FindWav( filename );
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if( ! sfx ) {
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Com_Printf( "Sound_StartLocalSound: could not cache (%s)\n", filename );
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return;
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}
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// printf( "sound:%s\n", filename );
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// channel 0 is reserved for UI sounds, the other channels
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// are for DOOM sounds
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channel_t *ch = &s_channels[ 0 ];
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ch->sfx = sfx;
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ch->volume = s_sfxVolume->value * volume;
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alSourceStop( ch->sourceName );
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alSourcef( ch->sourceName, AL_GAIN, ch->volume );
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alSourcei( ch->sourceName, AL_BUFFER, sfx->alBufferNum );
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alSourcef( ch->sourceName, AL_PITCH, 1.0f );
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alSourcePlay( ch->sourceName );
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}
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static void Sound_Play_f( void ) {
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if( Cmd_Argc() == 1 ) {
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Com_Printf( "Usage: play <soundfile>\n" );
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return;
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}
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Sound_StartLocalSound( Cmd_Argv( 1 ) );
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}
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// we won't allow music to be toggled on or off in the menu when this is true
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int otherAudioIsPlaying;
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int SysIPhoneOtherAudioIsPlaying() {
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return otherAudioIsPlaying;
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}
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void interruptionListener( void *inUserData, UInt32 inInterruption)
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{
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printf("Session interrupted! --- %s ---\n", inInterruption == kAudioSessionBeginInterruption ? "Begin Interruption" : "End Interruption");
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if ( inInterruption == kAudioSessionBeginInterruption ) {
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printf("Audio interrupted.\n" );
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iphonePauseMusic();
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alcMakeContextCurrent( NULL );
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AudioSessionSetActive( false );
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} else if ( inInterruption == kAudioSessionEndInterruption ) {
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printf("Audio restored.\n" );
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OSStatus r = AudioSessionSetActive( true );
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if ( r != kAudioSessionNoError ) {
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printf( "AudioSessionSetActive( true ) failed: 0x%x\n", r );
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} else {
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printf( "AudioSessionSetActive( true ) succeeded.\n" );
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}
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alcMakeContextCurrent( Context );
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if( alcGetError( Device ) != ALC_NO_ERROR ) {
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Com_Error( "Failed to alcMakeContextCurrent\n" );
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}
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iphoneResumeMusic();
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}
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}
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void Sound_Init( void ) {
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Com_Printf( "\n------- Sound Initialization -------\n" );
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s_sfxVolume = Cvar_Get( "s_sfxVolume", "1.0", 0 );
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Cmd_AddCommand( "play", Sound_Play_f );
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// make sure background ipod music mixes with our sound effects
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Com_Printf( "...Initializing AudioSession\n" );
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OSStatus status = 0;
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status = AudioSessionInitialize(NULL, NULL, interruptionListener, NULL); // else "couldn't initialize audio session"
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// if there is iPod music playing in the background, we want to use
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// the AmbientSound catagory, otherwise we will leave it at the default.
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// If we always set it to AmbientSound, then the mp3 background music
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// playback goes to software on 3.0 for a huge slowdown.
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UInt32 propOtherAudioIsPlaying = 'othr'; // kAudioSessionProperty_OtherAudioIsPlaying
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UInt32 size = sizeof( otherAudioIsPlaying );
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AudioSessionGetProperty( propOtherAudioIsPlaying, &size, &otherAudioIsPlaying );
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Com_Printf("OtherAudioIsPlaying = %d\n", otherAudioIsPlaying );
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if ( otherAudioIsPlaying ) {
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UInt32 audioCategory = kAudioSessionCategory_AmbientSound;
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status = AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(audioCategory), &audioCategory);
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}
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status = AudioSessionSetActive(true); // else "couldn't set audio session active\n"
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Com_Printf( "...Initializing OpenAL subsystem\n" );
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// get the OpenAL device
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Device = alcOpenDevice( NULL );
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if( Device == NULL ) {
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Com_Printf( "Failed to alcOpenDevice\n" );
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}
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// set the mixer output rate lower, so we don't waste time doing 44khz
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// must be done before the context is created!
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extern ALvoid alcMacOSXMixerOutputRate(const ALdouble value);
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alcMacOSXMixerOutputRate( 22050 );
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// Create context(s)
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Context = alcCreateContext( Device, NULL );
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if( Context == NULL ) {
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Com_Error( "Failed to alcCreateContext\n" );
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}
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// Set active context
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alcGetError( Device );
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alcMakeContextCurrent( Context );
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if( alcGetError( Device ) != ALC_NO_ERROR ) {
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Com_Error( "Failed to alcMakeContextCurrent\n" );
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}
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// allocate all the channels we are going to use
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channel_t *ch;
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int i;
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for( i = 0, ch = s_channels ; i < MAX_CHANNELS ; ++i, ++ch ) {
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alGenSources( 1, &ch->sourceName );
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if( alGetError() != AL_NO_ERROR ) {
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Com_Error( "Allocating AL sound sources" );
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}
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alSourcei( ch->sourceName, AL_SOURCE_RELATIVE, AL_FALSE );
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}
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Com_Printf( "------------------------------------\n" );
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}
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/*
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==================
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ShowSound
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Display active sound channels
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==================
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*/
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void ShowSound() {
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if ( !showSound->value ) {
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return;
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}
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channel_t *ch;
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int i;
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for( i = 0, ch = s_channels ; i < MAX_CHANNELS ; ++i, ++ch ) {
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int state;
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alGetSourcei( ch->sourceName, AL_SOURCE_STATE, &state );
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if ( state != AL_PLAYING ) {
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continue;
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}
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int v = ch->volume * 255;
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if ( v > 255 ) {
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v = 255;
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}
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color4_t color = { v, v, v, 255 };
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R_Draw_Fill( i*16, 0, 12, 12, color );
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}
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}
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/*
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==================================================================
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PrBoom interface
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==================================================================
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*/
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// Init at program start...
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void I_InitSound(void) {}
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// ... shut down and relase at program termination.
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void I_ShutdownSound(void) {}
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// Initialize channels?
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void I_SetChannels(void) {}
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// Get raw data lump index for sound descriptor.
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int I_GetSfxLumpNum (sfxinfo_t *sfx) {
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// find the pkWav_t for this sfxinfo
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char upper[16], *d = upper;
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for ( const char *c = sfx->name ; *c ; c++ ) {
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*d++ = toupper( *c );
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}
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*d = 0;
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pkWav_t *pkwav = PK_FindWav( va( "newsfx/DS%s.wav", upper ) );
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return pkwav - pkWavs;
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}
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// Starts a sound in a particular sound channel.
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// volume ranges 0 - 64
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// seperation tanges is 128 straight ahead, 0 = all left ear, 255 = all right ear
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// pitch centers around 128
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int I_StartSound(int sfx_id, int channel, int vol, int sep, int pitch, int priority) {
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sfxinfo_t *dsfx = &S_sfx[sfx_id];
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assert( dsfx->lumpnum >= 0 && dsfx->lumpnum < pkHeader->wavs.count );
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pkWav_t *sfx = &pkWavs[dsfx->lumpnum];
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// printf( "sound: %s chan:%i vol:%i sep:%i pitch:%i priority:%i\n", sfx->wavData->name.name, channel, vol, sep, pitch, priority );
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assert( channel >= 0 && channel < MAX_CHANNELS - 1 );
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channel_t *ch = &s_channels[ 1+channel ];
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alSourceStop( ch->sourceName );
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if ( ch->sfx == sfx ) {
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// restarting the same sound
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alSourceRewind( ch->sourceName );
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} else {
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alSourcei( ch->sourceName, AL_BUFFER, sfx->alBufferNum );
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}
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ch->sfx = sfx;
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ch->volume = s_sfxVolume->value * vol / 64.0;
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alSourcef( ch->sourceName, AL_GAIN, ch->volume );
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alSourcef( ch->sourceName, AL_PITCH, pitch / 128.0f );
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alSourcePlay( ch->sourceName );
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return (int)ch;
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}
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// Stops a sound channel.
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void I_StopSound(int handle) {}
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// Called by S_*() functions
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// to see if a channel is still playing.
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// Returns 0 if no longer playing, 1 if playing.
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boolean I_SoundIsPlaying(int handle) {
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channel_t *ch = (channel_t *)handle;
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if ( !ch ) {
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return false;
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}
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int state;
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alGetSourcei( ch->sourceName, AL_SOURCE_STATE, &state );
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return state == AL_PLAYING;
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}
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// Called by m_menu.c to let the quit sound play and quit right after it stops
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boolean I_AnySoundStillPlaying(void) { return false; }
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// Updates the volume, separation,
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// and pitch of a sound channel.
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void I_UpdateSoundParams(int handle, int vol, int sep, int pitch) {}
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