Files

1 line
12 KiB
C++

#include <stdio.h>
#include "doomdef.h"
#include "p_local.h"
static int snd_SfxVolume; // maximum volume of a sound effect
static int snd_MusicVolume; // maximum volume of music
static channel_t *channels; // the set of channels available
static boolean mus_paused; // whether songs are mus_paused
static musicinfo_t *mus_playing=0; // music currently being played
// following is set by the defaults code in M_misc
int numChannels; // number of channels available
static int nextcleanup;
void S_SetMusicVolume(int volume)
{
if (volume < 0 || volume > 127)
I_Error("Attempt to set music volume at %d", volume);
I_SetMusicVolume(127);
I_SetMusicVolume(volume);
snd_MusicVolume = volume;
}
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);
#ifdef __WATCOMC__
_dpmi_unlockregion(mus_playing->data, lumpinfo[mus_playing->lumpnum].size);
#endif
mus_playing->data = 0;
mus_playing = 0;
}
}
/*
* Starts some music with the music id found in sounds.h
*/
void S_ChangeMusic(int musicnum, int looping)
{
musicinfo_t *music;
char namebuf[9];
#ifdef __WATCOMC__
// a hack to use the adlib version of the intro music
extern int snd_MusicDevice;
if (snd_MusicDevice == 2 && musicnum == mus_intro) musicnum = mus_introa;
#endif
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", music->name);
music->lumpnum = W_GetNumForName(namebuf);
}
// load & register it
music->data = (void *) W_CacheLumpNum(music->lumpnum, PU_MUSIC);
#ifdef __WATCOMC__
_dpmi_lockregion(music->data, lumpinfo[music->lumpnum].size);
#endif
music->handle = I_RegisterSong(music->data);
// play it
I_PlaySong(music->handle, looping);
mus_playing = music;
}
void S_StartMusic(int m_id)
{
S_ChangeMusic(m_id, false);
}
void S_StopChannel(int cnum)
{
int 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 (cnum != i && c->sfxinfo == channels[i].sfxinfo) break;
// degrade the sound data's usefulness
c->sfxinfo->usefulness--;
c->sfxinfo = 0;
}
}
/*
* 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.
*/
int S_AdjustSoundParams(mobj_t *listener, mobj_t *source, int *vol,
int *sep, int *pitch)
{
fixed_t approx_dist, adx, ady;
angle_t angle;
// calculate the sound's distance and clip it if necessary
//
adx = abs(listener->x - source->x);
ady = abs(listener->y - source->y);
approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1); // _GG1_ p.428
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 *vol = (snd_SfxVolume * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
/ S_ATTENUATOR; // distance effect
return (*vol > 0);
}
void S_SetSfxVolume(int volume)
{
if (volume < 0 || volume > 127)
I_Error("Attempt to set sfx volume at %d", volume);
snd_SfxVolume = volume;
}
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)
{
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 #.
*
*/
int S_getChannel(void *origin, sfxinfo_t *sfxinfo)
{
int 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;
// FUCK! No lower priority. Sorry, Charlie.
if (cnum == numChannels) return -1;
// Otherwise, kick out lower priority
else S_StopChannel(cnum);
}
c = &channels[cnum];
// channel is decided to be cnum.
c->sfxinfo = sfxinfo;
c->origin = origin;
return cnum;
}
void S_StartSoundAtVolume(void *origin_p, int sfx_id, int volume)
{
int rc, sep, pitch, priority;
sfxinfo_t *sfx;
int cnum;
mobj_t *origin = (mobj_t *) origin_p;
/*
{
static char buf[40];
sprintf(buf, "playing sound %d (%s)", sfx_id, S_sfx[sfx_id].name);
players[consoleplayer].message = buf;
}
*/
// 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's 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;
// get lumpnum if necessary
if (sfx->lumpnum < 0)
sfx->lumpnum = I_GetSfxLumpNum(sfx);
// cache data if necessary
if (!sfx->data)
{
sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
#ifdef __WATCOMC__
_dpmi_lockregion(sfx->data, lumpinfo[sfx->lumpnum].size);
#endif
}
// increase the usefulness
if (sfx->usefulness++ < 0) sfx->usefulness = 1;
channels[cnum].handle =
I_StartSound(sfx_id, sfx->data, volume, sep, pitch, priority);
}
void S_StartSound(void *origin, int sfx_id)
{
#ifdef SAWDEBUG
// if (sfx_id == sfx_sawful) sfx_id = sfx_itemup;
#endif
S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
#ifdef SAWDEBUG
{
int i,n;
static mobj_t *last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
static int first_saw=0;
static int 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
}
void S_UpdateSounds(void *listener_p)
{
int i;
int audible, cnum;
int volume, sep, pitch;
sfxinfo_t *sfx;
channel_t *c;
mobj_t *listener = (mobj_t*)listener_p;
// clean up unused data
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);
#ifdef __WATCOMC__
_dpmi_unlockregion(S_sfx[i].data, lumpinfo[S_sfx[i].lumpnum].size);
#endif
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 (c->origin && listener_p != c->origin)
{
audible = S_AdjustSoundParams(listener, c->origin, &volume, &sep,
&pitch);
if (!audible)
{
S_StopChannel(cnum);
} else I_UpdateSoundParams(c->handle, volume, sep, pitch);
}
// if channel is allocated but sound has stopped, free it
} else S_StopChannel(cnum);
}
}
/*
// kill music if it's a single-play && finished
if ( mus_playing
&& !I_QrySongPlaying(mus_playing->handle)
&& !mus_paused )
S_StopMusic();
*/
}
void S_Init(int sfxVolume, int musicVolume)
{
int i;
I_SetChannels(numChannels);
S_SetSfxVolume(sfxVolume);
S_SetMusicVolume(musicVolume);
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 ain't mus_paused
mus_paused = 0;
for (i=1 ; i<NUMSFX ; i++)
S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
}
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 (commercial)
// mnum = mus_map1 + gamemap - 1;
mnum = mus_runnin + gamemap - 1;
else
mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
// if (commercial && mnum > mus_e3m9) // HACK FOR COMMERCIAL
// mnum -= mus_e3m9;
S_ChangeMusic(mnum, true);
nextcleanup = 15;
}