mirror of
https://github.com/id-Software/DOOM.git
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The DOOM sources as originally released on December 23, 1997
This commit is contained in:
985
linuxdoom-1.10/i_sound.c
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985
linuxdoom-1.10/i_sound.c
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@@ -0,0 +1,985 @@
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// System interface for sound.
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: i_unix.c,v 1.5 1997/02/03 22:45:10 b1 Exp $";
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <math.h>
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#include <sys/time.h>
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#include <sys/types.h>
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#ifndef LINUX
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#include <sys/filio.h>
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#endif
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#include <fcntl.h>
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#include <unistd.h>
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#include <sys/ioctl.h>
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// Linux voxware output.
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#include <linux/soundcard.h>
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// Timer stuff. Experimental.
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#include <time.h>
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#include <signal.h>
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#include "z_zone.h"
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#include "i_system.h"
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#include "i_sound.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "w_wad.h"
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#include "doomdef.h"
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// UNIX hack, to be removed.
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#ifdef SNDSERV
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// Separate sound server process.
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FILE* sndserver=0;
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char* sndserver_filename = "./sndserver ";
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#elif SNDINTR
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// Update all 30 millisecs, approx. 30fps synchronized.
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// Linux resolution is allegedly 10 millisecs,
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// scale is microseconds.
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#define SOUND_INTERVAL 500
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||||
// Get the interrupt. Set duration in millisecs.
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int I_SoundSetTimer( int duration_of_tick );
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void I_SoundDelTimer( void );
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#else
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// None?
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#endif
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// A quick hack to establish a protocol between
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// synchronous mix buffer updates and asynchronous
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// audio writes. Probably redundant with gametic.
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static int flag = 0;
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// The number of internal mixing channels,
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// the samples calculated for each mixing step,
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// the size of the 16bit, 2 hardware channel (stereo)
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// mixing buffer, and the samplerate of the raw data.
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// Needed for calling the actual sound output.
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#define SAMPLECOUNT 512
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#define NUM_CHANNELS 8
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// It is 2 for 16bit, and 2 for two channels.
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#define BUFMUL 4
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#define MIXBUFFERSIZE (SAMPLECOUNT*BUFMUL)
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#define SAMPLERATE 11025 // Hz
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#define SAMPLESIZE 2 // 16bit
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// The actual lengths of all sound effects.
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int lengths[NUMSFX];
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// The actual output device.
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int audio_fd;
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// The global mixing buffer.
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// Basically, samples from all active internal channels
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// are modifed and added, and stored in the buffer
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// that is submitted to the audio device.
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signed short mixbuffer[MIXBUFFERSIZE];
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// The channel step amount...
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unsigned int channelstep[NUM_CHANNELS];
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||||
// ... and a 0.16 bit remainder of last step.
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||||
unsigned int channelstepremainder[NUM_CHANNELS];
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||||
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||||
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||||
// The channel data pointers, start and end.
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unsigned char* channels[NUM_CHANNELS];
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||||
unsigned char* channelsend[NUM_CHANNELS];
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||||
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||||
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||||
// Time/gametic that the channel started playing,
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// used to determine oldest, which automatically
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||||
// has lowest priority.
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// In case number of active sounds exceeds
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||||
// available channels.
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||||
int channelstart[NUM_CHANNELS];
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||||
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||||
// The sound in channel handles,
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||||
// determined on registration,
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||||
// might be used to unregister/stop/modify,
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||||
// currently unused.
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int channelhandles[NUM_CHANNELS];
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||||
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||||
// SFX id of the playing sound effect.
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// Used to catch duplicates (like chainsaw).
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int channelids[NUM_CHANNELS];
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||||
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// Pitch to stepping lookup, unused.
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int steptable[256];
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// Volume lookups.
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int vol_lookup[128*256];
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// Hardware left and right channel volume lookup.
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int* channelleftvol_lookup[NUM_CHANNELS];
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int* channelrightvol_lookup[NUM_CHANNELS];
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||||
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||||
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||||
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//
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// Safe ioctl, convenience.
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//
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void
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myioctl
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( int fd,
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int command,
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||||
int* arg )
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||||
{
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||||
int rc;
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||||
extern int errno;
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||||
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||||
rc = ioctl(fd, command, arg);
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||||
if (rc < 0)
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||||
{
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||||
fprintf(stderr, "ioctl(dsp,%d,arg) failed\n", command);
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fprintf(stderr, "errno=%d\n", errno);
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exit(-1);
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||||
}
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||||
}
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//
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// This function loads the sound data from the WAD lump,
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// for single sound.
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//
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void*
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getsfx
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( char* sfxname,
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int* len )
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||||
{
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||||
unsigned char* sfx;
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||||
unsigned char* paddedsfx;
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int i;
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||||
int size;
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int paddedsize;
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||||
char name[20];
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||||
int sfxlump;
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// Get the sound data from the WAD, allocate lump
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// in zone memory.
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sprintf(name, "ds%s", sfxname);
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||||
// Now, there is a severe problem with the
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// sound handling, in it is not (yet/anymore)
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// gamemode aware. That means, sounds from
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// DOOM II will be requested even with DOOM
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||||
// shareware.
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||||
// The sound list is wired into sounds.c,
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||||
// which sets the external variable.
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// I do not do runtime patches to that
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// variable. Instead, we will use a
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// default sound for replacement.
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if ( W_CheckNumForName(name) == -1 )
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sfxlump = W_GetNumForName("dspistol");
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else
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sfxlump = W_GetNumForName(name);
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size = W_LumpLength( sfxlump );
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// Debug.
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// fprintf( stderr, "." );
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//fprintf( stderr, " -loading %s (lump %d, %d bytes)\n",
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// sfxname, sfxlump, size );
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//fflush( stderr );
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sfx = (unsigned char*)W_CacheLumpNum( sfxlump, PU_STATIC );
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// Pads the sound effect out to the mixing buffer size.
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// The original realloc would interfere with zone memory.
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paddedsize = ((size-8 + (SAMPLECOUNT-1)) / SAMPLECOUNT) * SAMPLECOUNT;
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// Allocate from zone memory.
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paddedsfx = (unsigned char*)Z_Malloc( paddedsize+8, PU_STATIC, 0 );
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// ddt: (unsigned char *) realloc(sfx, paddedsize+8);
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// This should interfere with zone memory handling,
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// which does not kick in in the soundserver.
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// Now copy and pad.
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memcpy( paddedsfx, sfx, size );
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for (i=size ; i<paddedsize+8 ; i++)
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paddedsfx[i] = 128;
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// Remove the cached lump.
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Z_Free( sfx );
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// Preserve padded length.
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*len = paddedsize;
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// Return allocated padded data.
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return (void *) (paddedsfx + 8);
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}
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//
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// This function adds a sound to the
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// list of currently active sounds,
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// which is maintained as a given number
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// (eight, usually) of internal channels.
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// Returns a handle.
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//
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int
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addsfx
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( int sfxid,
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int volume,
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int step,
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int seperation )
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{
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static unsigned short handlenums = 0;
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int i;
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int rc = -1;
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int oldest = gametic;
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int oldestnum = 0;
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int slot;
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int rightvol;
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int leftvol;
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// Chainsaw troubles.
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// Play these sound effects only one at a time.
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if ( sfxid == sfx_sawup
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|| sfxid == sfx_sawidl
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|| sfxid == sfx_sawful
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|| sfxid == sfx_sawhit
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|| sfxid == sfx_stnmov
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|| sfxid == sfx_pistol )
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{
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// Loop all channels, check.
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for (i=0 ; i<NUM_CHANNELS ; i++)
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{
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// Active, and using the same SFX?
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if ( (channels[i])
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&& (channelids[i] == sfxid) )
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{
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// Reset.
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channels[i] = 0;
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// We are sure that iff,
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// there will only be one.
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break;
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}
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}
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}
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// Loop all channels to find oldest SFX.
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for (i=0; (i<NUM_CHANNELS) && (channels[i]); i++)
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{
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if (channelstart[i] < oldest)
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{
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oldestnum = i;
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oldest = channelstart[i];
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}
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}
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// Tales from the cryptic.
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// If we found a channel, fine.
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// If not, we simply overwrite the first one, 0.
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// Probably only happens at startup.
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if (i == NUM_CHANNELS)
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slot = oldestnum;
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else
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slot = i;
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// Okay, in the less recent channel,
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// we will handle the new SFX.
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// Set pointer to raw data.
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channels[slot] = (unsigned char *) S_sfx[sfxid].data;
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// Set pointer to end of raw data.
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channelsend[slot] = channels[slot] + lengths[sfxid];
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// Reset current handle number, limited to 0..100.
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if (!handlenums)
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handlenums = 100;
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// Assign current handle number.
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// Preserved so sounds could be stopped (unused).
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channelhandles[slot] = rc = handlenums++;
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// Set stepping???
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// Kinda getting the impression this is never used.
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channelstep[slot] = step;
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// ???
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channelstepremainder[slot] = 0;
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// Should be gametic, I presume.
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channelstart[slot] = gametic;
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// Separation, that is, orientation/stereo.
|
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// range is: 1 - 256
|
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seperation += 1;
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||||
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||||
// Per left/right channel.
|
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// x^2 seperation,
|
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// adjust volume properly.
|
||||
leftvol =
|
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volume - ((volume*seperation*seperation) >> 16); ///(256*256);
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seperation = seperation - 257;
|
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rightvol =
|
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volume - ((volume*seperation*seperation) >> 16);
|
||||
|
||||
// Sanity check, clamp volume.
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||||
if (rightvol < 0 || rightvol > 127)
|
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I_Error("rightvol out of bounds");
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|
||||
if (leftvol < 0 || leftvol > 127)
|
||||
I_Error("leftvol out of bounds");
|
||||
|
||||
// Get the proper lookup table piece
|
||||
// for this volume level???
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||||
channelleftvol_lookup[slot] = &vol_lookup[leftvol*256];
|
||||
channelrightvol_lookup[slot] = &vol_lookup[rightvol*256];
|
||||
|
||||
// Preserve sound SFX id,
|
||||
// e.g. for avoiding duplicates of chainsaw.
|
||||
channelids[slot] = sfxid;
|
||||
|
||||
// You tell me.
|
||||
return rc;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
// SFX API
|
||||
// Note: this was called by S_Init.
|
||||
// However, whatever they did in the
|
||||
// old DPMS based DOS version, this
|
||||
// were simply dummies in the Linux
|
||||
// version.
|
||||
// See soundserver initdata().
|
||||
//
|
||||
void I_SetChannels()
|
||||
{
|
||||
// Init internal lookups (raw data, mixing buffer, channels).
|
||||
// This function sets up internal lookups used during
|
||||
// the mixing process.
|
||||
int i;
|
||||
int j;
|
||||
|
||||
int* steptablemid = steptable + 128;
|
||||
|
||||
// Okay, reset internal mixing channels to zero.
|
||||
/*for (i=0; i<NUM_CHANNELS; i++)
|
||||
{
|
||||
channels[i] = 0;
|
||||
}*/
|
||||
|
||||
// This table provides step widths for pitch parameters.
|
||||
// I fail to see that this is currently used.
|
||||
for (i=-128 ; i<128 ; i++)
|
||||
steptablemid[i] = (int)(pow(2.0, (i/64.0))*65536.0);
|
||||
|
||||
|
||||
// Generates volume lookup tables
|
||||
// which also turn the unsigned samples
|
||||
// into signed samples.
|
||||
for (i=0 ; i<128 ; i++)
|
||||
for (j=0 ; j<256 ; j++)
|
||||
vol_lookup[i*256+j] = (i*(j-128)*256)/127;
|
||||
}
|
||||
|
||||
|
||||
void I_SetSfxVolume(int volume)
|
||||
{
|
||||
// Identical to DOS.
|
||||
// Basically, this should propagate
|
||||
// the menu/config file setting
|
||||
// to the state variable used in
|
||||
// the mixing.
|
||||
snd_SfxVolume = volume;
|
||||
}
|
||||
|
||||
// MUSIC API - dummy. Some code from DOS version.
|
||||
void I_SetMusicVolume(int volume)
|
||||
{
|
||||
// Internal state variable.
|
||||
snd_MusicVolume = volume;
|
||||
// Now set volume on output device.
|
||||
// Whatever( snd_MusciVolume );
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Retrieve the raw data lump index
|
||||
// for a given SFX name.
|
||||
//
|
||||
int I_GetSfxLumpNum(sfxinfo_t* sfx)
|
||||
{
|
||||
char namebuf[9];
|
||||
sprintf(namebuf, "ds%s", sfx->name);
|
||||
return W_GetNumForName(namebuf);
|
||||
}
|
||||
|
||||
//
|
||||
// Starting a sound means adding it
|
||||
// to the current list of active sounds
|
||||
// in the internal channels.
|
||||
// As the SFX info struct contains
|
||||
// e.g. a pointer to the raw data,
|
||||
// it is ignored.
|
||||
// As our sound handling does not handle
|
||||
// priority, it is ignored.
|
||||
// Pitching (that is, increased speed of playback)
|
||||
// is set, but currently not used by mixing.
|
||||
//
|
||||
int
|
||||
I_StartSound
|
||||
( int id,
|
||||
int vol,
|
||||
int sep,
|
||||
int pitch,
|
||||
int priority )
|
||||
{
|
||||
|
||||
// UNUSED
|
||||
priority = 0;
|
||||
|
||||
#ifdef SNDSERV
|
||||
if (sndserver)
|
||||
{
|
||||
fprintf(sndserver, "p%2.2x%2.2x%2.2x%2.2x\n", id, pitch, vol, sep);
|
||||
fflush(sndserver);
|
||||
}
|
||||
// warning: control reaches end of non-void function.
|
||||
return id;
|
||||
#else
|
||||
// Debug.
|
||||
//fprintf( stderr, "starting sound %d", id );
|
||||
|
||||
// Returns a handle (not used).
|
||||
id = addsfx( id, vol, steptable[pitch], sep );
|
||||
|
||||
// fprintf( stderr, "/handle is %d\n", id );
|
||||
|
||||
return id;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
void I_StopSound (int handle)
|
||||
{
|
||||
// You need the handle returned by StartSound.
|
||||
// Would be looping all channels,
|
||||
// tracking down the handle,
|
||||
// an setting the channel to zero.
|
||||
|
||||
// UNUSED.
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
|
||||
int I_SoundIsPlaying(int handle)
|
||||
{
|
||||
// Ouch.
|
||||
return gametic < handle;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
// This function loops all active (internal) sound
|
||||
// channels, retrieves a given number of samples
|
||||
// from the raw sound data, modifies it according
|
||||
// to the current (internal) channel parameters,
|
||||
// mixes the per channel samples into the global
|
||||
// mixbuffer, clamping it to the allowed range,
|
||||
// and sets up everything for transferring the
|
||||
// contents of the mixbuffer to the (two)
|
||||
// hardware channels (left and right, that is).
|
||||
//
|
||||
// This function currently supports only 16bit.
|
||||
//
|
||||
void I_UpdateSound( void )
|
||||
{
|
||||
#ifdef SNDINTR
|
||||
// Debug. Count buffer misses with interrupt.
|
||||
static int misses = 0;
|
||||
#endif
|
||||
|
||||
|
||||
// Mix current sound data.
|
||||
// Data, from raw sound, for right and left.
|
||||
register unsigned int sample;
|
||||
register int dl;
|
||||
register int dr;
|
||||
|
||||
// Pointers in global mixbuffer, left, right, end.
|
||||
signed short* leftout;
|
||||
signed short* rightout;
|
||||
signed short* leftend;
|
||||
// Step in mixbuffer, left and right, thus two.
|
||||
int step;
|
||||
|
||||
// Mixing channel index.
|
||||
int chan;
|
||||
|
||||
// Left and right channel
|
||||
// are in global mixbuffer, alternating.
|
||||
leftout = mixbuffer;
|
||||
rightout = mixbuffer+1;
|
||||
step = 2;
|
||||
|
||||
// Determine end, for left channel only
|
||||
// (right channel is implicit).
|
||||
leftend = mixbuffer + SAMPLECOUNT*step;
|
||||
|
||||
// Mix sounds into the mixing buffer.
|
||||
// Loop over step*SAMPLECOUNT,
|
||||
// that is 512 values for two channels.
|
||||
while (leftout != leftend)
|
||||
{
|
||||
// Reset left/right value.
|
||||
dl = 0;
|
||||
dr = 0;
|
||||
|
||||
// Love thy L2 chache - made this a loop.
|
||||
// Now more channels could be set at compile time
|
||||
// as well. Thus loop those channels.
|
||||
for ( chan = 0; chan < NUM_CHANNELS; chan++ )
|
||||
{
|
||||
// Check channel, if active.
|
||||
if (channels[ chan ])
|
||||
{
|
||||
// Get the raw data from the channel.
|
||||
sample = *channels[ chan ];
|
||||
// Add left and right part
|
||||
// for this channel (sound)
|
||||
// to the current data.
|
||||
// Adjust volume accordingly.
|
||||
dl += channelleftvol_lookup[ chan ][sample];
|
||||
dr += channelrightvol_lookup[ chan ][sample];
|
||||
// Increment index ???
|
||||
channelstepremainder[ chan ] += channelstep[ chan ];
|
||||
// MSB is next sample???
|
||||
channels[ chan ] += channelstepremainder[ chan ] >> 16;
|
||||
// Limit to LSB???
|
||||
channelstepremainder[ chan ] &= 65536-1;
|
||||
|
||||
// Check whether we are done.
|
||||
if (channels[ chan ] >= channelsend[ chan ])
|
||||
channels[ chan ] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Clamp to range. Left hardware channel.
|
||||
// Has been char instead of short.
|
||||
// if (dl > 127) *leftout = 127;
|
||||
// else if (dl < -128) *leftout = -128;
|
||||
// else *leftout = dl;
|
||||
|
||||
if (dl > 0x7fff)
|
||||
*leftout = 0x7fff;
|
||||
else if (dl < -0x8000)
|
||||
*leftout = -0x8000;
|
||||
else
|
||||
*leftout = dl;
|
||||
|
||||
// Same for right hardware channel.
|
||||
if (dr > 0x7fff)
|
||||
*rightout = 0x7fff;
|
||||
else if (dr < -0x8000)
|
||||
*rightout = -0x8000;
|
||||
else
|
||||
*rightout = dr;
|
||||
|
||||
// Increment current pointers in mixbuffer.
|
||||
leftout += step;
|
||||
rightout += step;
|
||||
}
|
||||
|
||||
#ifdef SNDINTR
|
||||
// Debug check.
|
||||
if ( flag )
|
||||
{
|
||||
misses += flag;
|
||||
flag = 0;
|
||||
}
|
||||
|
||||
if ( misses > 10 )
|
||||
{
|
||||
fprintf( stderr, "I_SoundUpdate: missed 10 buffer writes\n");
|
||||
misses = 0;
|
||||
}
|
||||
|
||||
// Increment flag for update.
|
||||
flag++;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// This would be used to write out the mixbuffer
|
||||
// during each game loop update.
|
||||
// Updates sound buffer and audio device at runtime.
|
||||
// It is called during Timer interrupt with SNDINTR.
|
||||
// Mixing now done synchronous, and
|
||||
// only output be done asynchronous?
|
||||
//
|
||||
void
|
||||
I_SubmitSound(void)
|
||||
{
|
||||
// Write it to DSP device.
|
||||
write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void
|
||||
I_UpdateSoundParams
|
||||
( int handle,
|
||||
int vol,
|
||||
int sep,
|
||||
int pitch)
|
||||
{
|
||||
// I fail too see that this is used.
|
||||
// Would be using the handle to identify
|
||||
// on which channel the sound might be active,
|
||||
// and resetting the channel parameters.
|
||||
|
||||
// UNUSED.
|
||||
handle = vol = sep = pitch = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void I_ShutdownSound(void)
|
||||
{
|
||||
#ifdef SNDSERV
|
||||
if (sndserver)
|
||||
{
|
||||
// Send a "quit" command.
|
||||
fprintf(sndserver, "q\n");
|
||||
fflush(sndserver);
|
||||
}
|
||||
#else
|
||||
// Wait till all pending sounds are finished.
|
||||
int done = 0;
|
||||
int i;
|
||||
|
||||
|
||||
// FIXME (below).
|
||||
fprintf( stderr, "I_ShutdownSound: NOT finishing pending sounds\n");
|
||||
fflush( stderr );
|
||||
|
||||
while ( !done )
|
||||
{
|
||||
for( i=0 ; i<8 && !channels[i] ; i++);
|
||||
|
||||
// FIXME. No proper channel output.
|
||||
//if (i==8)
|
||||
done=1;
|
||||
}
|
||||
#ifdef SNDINTR
|
||||
I_SoundDelTimer();
|
||||
#endif
|
||||
|
||||
// Cleaning up -releasing the DSP device.
|
||||
close ( audio_fd );
|
||||
#endif
|
||||
|
||||
// Done.
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void
|
||||
I_InitSound()
|
||||
{
|
||||
#ifdef SNDSERV
|
||||
char buffer[256];
|
||||
|
||||
if (getenv("DOOMWADDIR"))
|
||||
sprintf(buffer, "%s/%s",
|
||||
getenv("DOOMWADDIR"),
|
||||
sndserver_filename);
|
||||
else
|
||||
sprintf(buffer, "%s", sndserver_filename);
|
||||
|
||||
// start sound process
|
||||
if ( !access(buffer, X_OK) )
|
||||
{
|
||||
strcat(buffer, " -quiet");
|
||||
sndserver = popen(buffer, "w");
|
||||
}
|
||||
else
|
||||
fprintf(stderr, "Could not start sound server [%s]\n", buffer);
|
||||
#else
|
||||
|
||||
int i;
|
||||
|
||||
#ifdef SNDINTR
|
||||
fprintf( stderr, "I_SoundSetTimer: %d microsecs\n", SOUND_INTERVAL );
|
||||
I_SoundSetTimer( SOUND_INTERVAL );
|
||||
#endif
|
||||
|
||||
// Secure and configure sound device first.
|
||||
fprintf( stderr, "I_InitSound: ");
|
||||
|
||||
audio_fd = open("/dev/dsp", O_WRONLY);
|
||||
if (audio_fd<0)
|
||||
fprintf(stderr, "Could not open /dev/dsp\n");
|
||||
|
||||
|
||||
i = 11 | (2<<16);
|
||||
myioctl(audio_fd, SNDCTL_DSP_SETFRAGMENT, &i);
|
||||
myioctl(audio_fd, SNDCTL_DSP_RESET, 0);
|
||||
|
||||
i=SAMPLERATE;
|
||||
|
||||
myioctl(audio_fd, SNDCTL_DSP_SPEED, &i);
|
||||
|
||||
i=1;
|
||||
myioctl(audio_fd, SNDCTL_DSP_STEREO, &i);
|
||||
|
||||
myioctl(audio_fd, SNDCTL_DSP_GETFMTS, &i);
|
||||
|
||||
if (i&=AFMT_S16_LE)
|
||||
myioctl(audio_fd, SNDCTL_DSP_SETFMT, &i);
|
||||
else
|
||||
fprintf(stderr, "Could not play signed 16 data\n");
|
||||
|
||||
fprintf(stderr, " configured audio device\n" );
|
||||
|
||||
|
||||
// Initialize external data (all sounds) at start, keep static.
|
||||
fprintf( stderr, "I_InitSound: ");
|
||||
|
||||
for (i=1 ; i<NUMSFX ; i++)
|
||||
{
|
||||
// Alias? Example is the chaingun sound linked to pistol.
|
||||
if (!S_sfx[i].link)
|
||||
{
|
||||
// Load data from WAD file.
|
||||
S_sfx[i].data = getsfx( S_sfx[i].name, &lengths[i] );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Previously loaded already?
|
||||
S_sfx[i].data = S_sfx[i].link->data;
|
||||
lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)];
|
||||
}
|
||||
}
|
||||
|
||||
fprintf( stderr, " pre-cached all sound data\n");
|
||||
|
||||
// Now initialize mixbuffer with zero.
|
||||
for ( i = 0; i< MIXBUFFERSIZE; i++ )
|
||||
mixbuffer[i] = 0;
|
||||
|
||||
// Finished initialization.
|
||||
fprintf(stderr, "I_InitSound: sound module ready\n");
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
// MUSIC API.
|
||||
// Still no music done.
|
||||
// Remains. Dummies.
|
||||
//
|
||||
void I_InitMusic(void) { }
|
||||
void I_ShutdownMusic(void) { }
|
||||
|
||||
static int looping=0;
|
||||
static int musicdies=-1;
|
||||
|
||||
void I_PlaySong(int handle, int looping)
|
||||
{
|
||||
// UNUSED.
|
||||
handle = looping = 0;
|
||||
musicdies = gametic + TICRATE*30;
|
||||
}
|
||||
|
||||
void I_PauseSong (int handle)
|
||||
{
|
||||
// UNUSED.
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
void I_ResumeSong (int handle)
|
||||
{
|
||||
// UNUSED.
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
void I_StopSong(int handle)
|
||||
{
|
||||
// UNUSED.
|
||||
handle = 0;
|
||||
|
||||
looping = 0;
|
||||
musicdies = 0;
|
||||
}
|
||||
|
||||
void I_UnRegisterSong(int handle)
|
||||
{
|
||||
// UNUSED.
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
int I_RegisterSong(void* data)
|
||||
{
|
||||
// UNUSED.
|
||||
data = NULL;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Is the song playing?
|
||||
int I_QrySongPlaying(int handle)
|
||||
{
|
||||
// UNUSED.
|
||||
handle = 0;
|
||||
return looping || musicdies > gametic;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// Experimental stuff.
|
||||
// A Linux timer interrupt, for asynchronous
|
||||
// sound output.
|
||||
// I ripped this out of the Timer class in
|
||||
// our Difference Engine, including a few
|
||||
// SUN remains...
|
||||
//
|
||||
#ifdef sun
|
||||
typedef sigset_t tSigSet;
|
||||
#else
|
||||
typedef int tSigSet;
|
||||
#endif
|
||||
|
||||
|
||||
// We might use SIGVTALRM and ITIMER_VIRTUAL, if the process
|
||||
// time independend timer happens to get lost due to heavy load.
|
||||
// SIGALRM and ITIMER_REAL doesn't really work well.
|
||||
// There are issues with profiling as well.
|
||||
static int /*__itimer_which*/ itimer = ITIMER_REAL;
|
||||
|
||||
static int sig = SIGALRM;
|
||||
|
||||
// Interrupt handler.
|
||||
void I_HandleSoundTimer( int ignore )
|
||||
{
|
||||
// Debug.
|
||||
//fprintf( stderr, "%c", '+' ); fflush( stderr );
|
||||
|
||||
// Feed sound device if necesary.
|
||||
if ( flag )
|
||||
{
|
||||
// See I_SubmitSound().
|
||||
// Write it to DSP device.
|
||||
write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
|
||||
|
||||
// Reset flag counter.
|
||||
flag = 0;
|
||||
}
|
||||
else
|
||||
return;
|
||||
|
||||
// UNUSED, but required.
|
||||
ignore = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the interrupt. Set duration in millisecs.
|
||||
int I_SoundSetTimer( int duration_of_tick )
|
||||
{
|
||||
// Needed for gametick clockwork.
|
||||
struct itimerval value;
|
||||
struct itimerval ovalue;
|
||||
struct sigaction act;
|
||||
struct sigaction oact;
|
||||
|
||||
int res;
|
||||
|
||||
// This sets to SA_ONESHOT and SA_NOMASK, thus we can not use it.
|
||||
// signal( _sig, handle_SIG_TICK );
|
||||
|
||||
// Now we have to change this attribute for repeated calls.
|
||||
act.sa_handler = I_HandleSoundTimer;
|
||||
#ifndef sun
|
||||
//ac t.sa_mask = _sig;
|
||||
#endif
|
||||
act.sa_flags = SA_RESTART;
|
||||
|
||||
sigaction( sig, &act, &oact );
|
||||
|
||||
value.it_interval.tv_sec = 0;
|
||||
value.it_interval.tv_usec = duration_of_tick;
|
||||
value.it_value.tv_sec = 0;
|
||||
value.it_value.tv_usec = duration_of_tick;
|
||||
|
||||
// Error is -1.
|
||||
res = setitimer( itimer, &value, &ovalue );
|
||||
|
||||
// Debug.
|
||||
if ( res == -1 )
|
||||
fprintf( stderr, "I_SoundSetTimer: interrupt n.a.\n");
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
// Remove the interrupt. Set duration to zero.
|
||||
void I_SoundDelTimer()
|
||||
{
|
||||
// Debug.
|
||||
if ( I_SoundSetTimer( 0 ) == -1)
|
||||
fprintf( stderr, "I_SoundDelTimer: failed to remove interrupt. Doh!\n");
|
||||
}
|
||||
Reference in New Issue
Block a user