1 line
12 KiB
C++
1 line
12 KiB
C++
#include <stdio.h>
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#include "doomdef.h"
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#include "p_local.h"
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static int snd_SfxVolume; // maximum volume of a sound effect
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static int snd_MusicVolume; // maximum volume of music
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static channel_t *channels; // the set of channels available
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static boolean mus_paused; // whether songs are mus_paused
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static musicinfo_t *mus_playing=0; // music currently being played
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// following is set by the defaults code in M_misc
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int numChannels; // number of channels available
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static int nextcleanup;
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void S_SetMusicVolume(int volume)
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{
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if (volume < 0 || volume > 127)
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I_Error("Attempt to set music volume at %d", volume);
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I_SetMusicVolume(127);
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I_SetMusicVolume(volume);
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snd_MusicVolume = volume;
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}
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void S_StopMusic(void)
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{
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if (mus_playing)
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{
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if (mus_paused) I_ResumeSong(mus_playing->handle);
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I_StopSong(mus_playing->handle);
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I_UnRegisterSong(mus_playing->handle);
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Z_ChangeTag(mus_playing->data, PU_CACHE);
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#ifdef __WATCOMC__
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_dpmi_unlockregion(mus_playing->data, lumpinfo[mus_playing->lumpnum].size);
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#endif
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mus_playing->data = 0;
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mus_playing = 0;
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}
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}
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/*
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* Starts some music with the music id found in sounds.h
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*/
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void S_ChangeMusic(int musicnum, int looping)
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{
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musicinfo_t *music;
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char namebuf[9];
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#ifdef __WATCOMC__
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// a hack to use the adlib version of the intro music
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extern int snd_MusicDevice;
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if (snd_MusicDevice == 2 && musicnum == mus_intro) musicnum = mus_introa;
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#endif
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if (musicnum <= mus_None || musicnum >= NUMMUSIC)
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I_Error("Bad music number %d", musicnum);
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else music = &S_music[musicnum];
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if (mus_playing == music) return;
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// shutdown old music
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S_StopMusic();
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// get lumpnum if neccessary
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if (!music->lumpnum)
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{
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sprintf(namebuf, "d_%s", music->name);
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music->lumpnum = W_GetNumForName(namebuf);
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}
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// load & register it
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music->data = (void *) W_CacheLumpNum(music->lumpnum, PU_MUSIC);
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#ifdef __WATCOMC__
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_dpmi_lockregion(music->data, lumpinfo[music->lumpnum].size);
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#endif
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music->handle = I_RegisterSong(music->data);
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// play it
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I_PlaySong(music->handle, looping);
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mus_playing = music;
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}
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void S_StartMusic(int m_id)
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{
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S_ChangeMusic(m_id, false);
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}
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void S_StopChannel(int cnum)
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{
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int i;
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channel_t *c = &channels[cnum];
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if (c->sfxinfo)
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{
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// stop the sound playing
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if (I_SoundIsPlaying(c->handle))
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{
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#ifdef SAWDEBUG
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if (c->sfxinfo == &S_sfx[sfx_sawful]) fprintf(stderr, "stopped\n");
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#endif
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I_StopSound(c->handle);
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}
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// check to see if other channels are playing the sound
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for (i=0 ; i<numChannels ; i++)
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if (cnum != i && c->sfxinfo == channels[i].sfxinfo) break;
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// degrade the sound data's usefulness
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c->sfxinfo->usefulness--;
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c->sfxinfo = 0;
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}
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}
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/*
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* Changes volume, stereo-separation, and pitch variables from the norm
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* of a sound effect to be played. If the sound is not audible, returns
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* a 0. Otherwise, modifies parameters and returns 1.
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*/
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int S_AdjustSoundParams(mobj_t *listener, mobj_t *source, int *vol,
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int *sep, int *pitch)
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{
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fixed_t approx_dist, adx, ady;
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angle_t angle;
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// calculate the sound's distance and clip it if necessary
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//
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adx = abs(listener->x - source->x);
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ady = abs(listener->y - source->y);
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approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1); // _GG1_ p.428
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if (gamemap != 8 && approx_dist > S_CLIPPING_DIST)
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return 0;
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// angle of source to listener
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angle = R_PointToAngle2(listener->x, listener->y, source->x, source->y);
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if (angle > listener->angle) angle = angle - listener->angle;
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else angle = angle + (0xffffffff - listener->angle);
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angle >>= ANGLETOFINESHIFT;
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// stereo separation
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*sep = 128 - (FixedMul(S_STEREO_SWING,finesine[angle])>>FRACBITS);
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// volume calculation
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if (approx_dist < S_CLOSE_DIST) *vol = snd_SfxVolume;
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else if (gamemap == 8)
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{
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if (approx_dist > S_CLIPPING_DIST) approx_dist = S_CLIPPING_DIST;
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*vol = 15 + ((snd_SfxVolume-15) *
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((S_CLIPPING_DIST - approx_dist)>>FRACBITS)) / S_ATTENUATOR;
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}
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else *vol = (snd_SfxVolume * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
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/ S_ATTENUATOR; // distance effect
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return (*vol > 0);
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}
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void S_SetSfxVolume(int volume)
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{
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if (volume < 0 || volume > 127)
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I_Error("Attempt to set sfx volume at %d", volume);
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snd_SfxVolume = volume;
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}
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void S_PauseSound(void)
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{
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if (mus_playing && !mus_paused)
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{
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I_PauseSong(mus_playing->handle);
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mus_paused = true;
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}
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}
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void S_ResumeSound(void)
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{
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if (mus_playing && mus_paused)
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{
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I_ResumeSong(mus_playing->handle);
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mus_paused = false;
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}
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}
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void S_StopSound(void *origin)
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{
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int cnum;
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for (cnum=0 ; cnum<numChannels ; cnum++)
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if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
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{
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S_StopChannel(cnum);
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break;
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}
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}
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/*
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*
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* S_getChannel : If none available, return -1. Otherwise channel #.
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*
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*/
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int S_getChannel(void *origin, sfxinfo_t *sfxinfo)
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{
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int cnum; // channel number to use
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channel_t *c;
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// Find an open channel
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for (cnum=0 ; cnum<numChannels ; cnum++)
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{
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if (!channels[cnum].sfxinfo) break;
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else if (origin && channels[cnum].origin == origin)
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{
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S_StopChannel(cnum);
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break;
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}
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}
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// None available
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if (cnum == numChannels)
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{
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// Look for lower priority
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for (cnum=0 ; cnum<numChannels ; cnum++)
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if (channels[cnum].sfxinfo->priority >= sfxinfo->priority) break;
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// FUCK! No lower priority. Sorry, Charlie.
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if (cnum == numChannels) return -1;
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// Otherwise, kick out lower priority
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else S_StopChannel(cnum);
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}
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c = &channels[cnum];
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// channel is decided to be cnum.
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c->sfxinfo = sfxinfo;
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c->origin = origin;
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return cnum;
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}
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void S_StartSoundAtVolume(void *origin_p, int sfx_id, int volume)
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{
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int rc, sep, pitch, priority;
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sfxinfo_t *sfx;
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int cnum;
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mobj_t *origin = (mobj_t *) origin_p;
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/*
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{
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static char buf[40];
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sprintf(buf, "playing sound %d (%s)", sfx_id, S_sfx[sfx_id].name);
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players[consoleplayer].message = buf;
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}
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*/
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// check for bogus sound #
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if (sfx_id < 1 || sfx_id > NUMSFX) I_Error("Bad sfx #: %d", sfx_id);
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sfx = &S_sfx[sfx_id];
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// Initialize sound parameters
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if (sfx->link)
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{
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pitch = sfx->pitch;
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priority = sfx->priority;
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volume += sfx->volume;
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if (volume < 1) return;
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if (volume > snd_SfxVolume) volume = snd_SfxVolume;
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} else {
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pitch = NORM_PITCH;
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priority = NORM_PRIORITY;
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}
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// Check to see if it's audible, and if not, modify the params
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if (origin && origin != players[consoleplayer].mo)
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{
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rc = S_AdjustSoundParams(players[consoleplayer].mo, origin, &volume,
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&sep, &pitch);
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if ( origin->x == players[consoleplayer].mo->x
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&& origin->y == players[consoleplayer].mo->y)
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sep = NORM_SEP;
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if (!rc) return;
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} else {
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sep = NORM_SEP;
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}
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// hacks to vary the sfx pitches
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if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit)
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{
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pitch += 8 - (M_Random()&15);
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if (pitch<0) pitch = 0;
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else if (pitch>255) pitch = 255;
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}
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else if (sfx_id != sfx_itemup && sfx_id != sfx_tink)
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{
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pitch += 16 - (M_Random()&31);
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if (pitch<0) pitch = 0;
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else if (pitch>255) pitch = 255;
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}
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// kill old sound
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S_StopSound(origin);
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// try to find a channel
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cnum = S_getChannel(origin, sfx);
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if (cnum<0) return;
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// get lumpnum if necessary
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if (sfx->lumpnum < 0)
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sfx->lumpnum = I_GetSfxLumpNum(sfx);
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// cache data if necessary
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if (!sfx->data)
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{
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sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
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#ifdef __WATCOMC__
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_dpmi_lockregion(sfx->data, lumpinfo[sfx->lumpnum].size);
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#endif
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}
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// increase the usefulness
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if (sfx->usefulness++ < 0) sfx->usefulness = 1;
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channels[cnum].handle =
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I_StartSound(sfx_id, sfx->data, volume, sep, pitch, priority);
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}
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void S_StartSound(void *origin, int sfx_id)
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{
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#ifdef SAWDEBUG
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// if (sfx_id == sfx_sawful) sfx_id = sfx_itemup;
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#endif
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S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
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#ifdef SAWDEBUG
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{
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int i,n;
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static mobj_t *last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
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static int first_saw=0;
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static int next_saw=0;
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if (sfx_id == sfx_sawidl || sfx_id == sfx_sawful || sfx_id == sfx_sawhit)
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{
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for (i=first_saw;i!=next_saw;i=(i+1)%10)
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if (last_saw_origins[i] != origin)
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fprintf(stderr, "old origin 0x%lx != origin 0x%lx for sfx %d\n",
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last_saw_origins[i], origin, sfx_id);
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last_saw_origins[next_saw] = origin;
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next_saw = (next_saw + 1) % 10;
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if (next_saw == first_saw) first_saw = (first_saw + 1) % 10;
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for (n=i=0; i<numChannels ; i++)
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{
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if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
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|| channels[i].sfxinfo == &S_sfx[sfx_sawful]
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|| channels[i].sfxinfo == &S_sfx[sfx_sawhit]) n++;
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}
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if (n>1)
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{
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for (i=0; i<numChannels ; i++)
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{
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if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
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|| channels[i].sfxinfo == &S_sfx[sfx_sawful]
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|| channels[i].sfxinfo == &S_sfx[sfx_sawhit])
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{
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fprintf(stderr, "chn: sfxinfo=0x%lx, origin=0x%lx, handle=%d\n",
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channels[i].sfxinfo, channels[i].origin, channels[i].handle);
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}
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}
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fprintf(stderr, "\n");
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}
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}
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}
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#endif
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}
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void S_UpdateSounds(void *listener_p)
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{
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int i;
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int audible, cnum;
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int volume, sep, pitch;
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sfxinfo_t *sfx;
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channel_t *c;
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mobj_t *listener = (mobj_t*)listener_p;
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// clean up unused data
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if (gametic > nextcleanup)
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{
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for (i=1 ; i<NUMSFX ; i++)
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{
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if (S_sfx[i].usefulness < 1 && S_sfx[i].usefulness > -1)
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if (--S_sfx[i].usefulness == -1)
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{
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Z_ChangeTag(S_sfx[i].data, PU_CACHE);
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#ifdef __WATCOMC__
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_dpmi_unlockregion(S_sfx[i].data, lumpinfo[S_sfx[i].lumpnum].size);
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#endif
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S_sfx[i].data = 0;
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}
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}
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nextcleanup = gametic + 15;
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}
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for (cnum=0 ; cnum<numChannels ; cnum++)
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{
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c = &channels[cnum];
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sfx = c->sfxinfo;
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if (c->sfxinfo)
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{
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if (I_SoundIsPlaying(c->handle))
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{
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// initialize parameters
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volume = snd_SfxVolume;
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pitch = NORM_PITCH;
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sep = NORM_SEP;
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if (sfx->link)
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{
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pitch = sfx->pitch;
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volume += sfx->volume;
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if (volume < 1)
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{
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S_StopChannel(cnum);
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continue;
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} else if (volume > snd_SfxVolume) volume = snd_SfxVolume;
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}
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// check non-local sounds for distance clipping or modify their params
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if (c->origin && listener_p != c->origin)
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{
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audible = S_AdjustSoundParams(listener, c->origin, &volume, &sep,
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&pitch);
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if (!audible)
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{
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S_StopChannel(cnum);
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} else I_UpdateSoundParams(c->handle, volume, sep, pitch);
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}
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// if channel is allocated but sound has stopped, free it
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} else S_StopChannel(cnum);
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}
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}
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/*
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// kill music if it's a single-play && finished
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if ( mus_playing
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&& !I_QrySongPlaying(mus_playing->handle)
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&& !mus_paused )
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S_StopMusic();
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*/
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}
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void S_Init(int sfxVolume, int musicVolume)
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{
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int i;
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I_SetChannels(numChannels);
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S_SetSfxVolume(sfxVolume);
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S_SetMusicVolume(musicVolume);
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channels =
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(channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);
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// free all channels for use
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for (i=0 ; i<numChannels ; i++) channels[i].sfxinfo = 0;
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// no sounds are playing, and they ain't mus_paused
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mus_paused = 0;
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for (i=1 ; i<NUMSFX ; i++)
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S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
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}
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void S_Start(void)
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{
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int cnum;
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int mnum;
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// kill all playing sounds at start of level (trust me- a good idea)
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for (cnum=0 ; cnum<numChannels ; cnum++)
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if (channels[cnum].sfxinfo) S_StopChannel(cnum);
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// start new music for the level
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mus_paused = 0;
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if (commercial)
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// mnum = mus_map1 + gamemap - 1;
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mnum = mus_runnin + gamemap - 1;
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else
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mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
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// if (commercial && mnum > mus_e3m9) // HACK FOR COMMERCIAL
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// mnum -= mus_e3m9;
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S_ChangeMusic(mnum, true);
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nextcleanup = 15;
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}
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