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authorSimon Howard2010-02-01 19:11:06 +0000
committerSimon Howard2010-02-01 19:11:06 +0000
commitde6f6af80635f0f20d7cb75722dc04b00dd2d746 (patch)
tree364dcb86f2c22411a720447bfa21c4de9191ff6f /src/strife/s_sound.c
parent28f8d3e9b5794e188ccff1cc68c62be9001985b7 (diff)
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Remove improperly-created strife directory.
Subversion-branch: /branches/strife-branch Subversion-revision: 1839
Diffstat (limited to 'src/strife/s_sound.c')
-rw-r--r--src/strife/s_sound.c675
1 files changed, 0 insertions, 675 deletions
diff --git a/src/strife/s_sound.c b/src/strife/s_sound.c
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index f829956c..00000000
--- a/src/strife/s_sound.c
+++ /dev/null
@@ -1,675 +0,0 @@
-// Emacs style mode select -*- C++ -*-
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION: none
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "i_sound.h"
-#include "i_system.h"
-
-#include "doomfeatures.h"
-#include "deh_str.h"
-
-#include "doomstat.h"
-#include "doomtype.h"
-
-#include "sounds.h"
-#include "s_sound.h"
-
-#include "m_random.h"
-#include "m_argv.h"
-
-#include "p_local.h"
-#include "w_wad.h"
-#include "z_zone.h"
-
-// when to clip out sounds
-// Does not fit the large outdoor areas.
-
-#define S_CLIPPING_DIST (1200 * FRACUNIT)
-
-// Distance tp origin when sounds should be maxed out.
-// This should relate to movement clipping resolution
-// (see BLOCKMAP handling).
-// In the source code release: (160*FRACUNIT). Changed back to the
-// Vanilla value of 200 (why was this changed?)
-
-#define S_CLOSE_DIST (200 * FRACUNIT)
-
-// The range over which sound attenuates
-
-#define S_ATTENUATOR ((S_CLIPPING_DIST - S_CLOSE_DIST) >> FRACBITS)
-
-// Stereo separation
-
-#define S_STEREO_SWING (96 * FRACUNIT)
-
-#define NORM_PITCH 128
-#define NORM_PRIORITY 64
-#define NORM_SEP 128
-
-typedef struct
-{
- // sound information (if null, channel avail.)
- sfxinfo_t *sfxinfo;
-
- // origin of sound
- mobj_t *origin;
-
- // handle of the sound being played
- int handle;
-
-} channel_t;
-
-// The set of channels available
-
-static channel_t *channels;
-
-// Maximum volume of a sound effect.
-// Internal default is max out of 0-15.
-
-int sfxVolume = 8;
-
-// Maximum volume of music.
-
-int musicVolume = 8;
-
-// Internal volume level, ranging from 0-127
-
-static int snd_SfxVolume;
-
-// Whether songs are mus_paused
-
-static boolean mus_paused;
-
-// Music currently being played
-
-static musicinfo_t *mus_playing = NULL;
-
-// Number of channels to use
-
-int snd_channels = 8;
-
-//
-// Initializes sound stuff, including volume
-// Sets channels, SFX and music volume,
-// allocates channel buffer, sets S_sfx lookup.
-//
-
-void S_Init(int sfxVolume, int musicVolume)
-{
- int i;
-
- I_InitSound(true);
- I_InitMusic();
-
- I_PrecacheSounds(S_sfx, NUMSFX);
-
- S_SetSfxVolume(sfxVolume);
- S_SetMusicVolume(musicVolume);
-
- // Allocating the internal channels for mixing
- // (the maximum numer of sounds rendered
- // simultaneously) within zone memory.
- channels = Z_Malloc(snd_channels*sizeof(channel_t), PU_STATIC, 0);
-
- // Free all channels for use
- for (i=0 ; i<snd_channels ; i++)
- {
- channels[i].sfxinfo = 0;
- }
-
- // no sounds are playing, and they are not mus_paused
- mus_paused = 0;
-
- // Note that sounds have not been cached (yet).
- for (i=1 ; i<NUMSFX ; i++)
- {
- S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
- }
-
- I_AtExit(S_Shutdown, true);
-}
-
-void S_Shutdown(void)
-{
- I_ShutdownSound();
- I_ShutdownMusic();
-}
-
-static void S_StopChannel(int cnum)
-{
- int i;
- channel_t *c;
-
- c = &channels[cnum];
-
- if (c->sfxinfo)
- {
- // stop the sound playing
-
- if (I_SoundIsPlaying(c->handle))
- {
- I_StopSound(c->handle);
- }
-
- // check to see if other channels are playing the sound
-
- for (i=0; i<snd_channels; i++)
- {
- if (cnum != i && c->sfxinfo == channels[i].sfxinfo)
- {
- break;
- }
- }
-
- // degrade usefulness of sound data
-
- c->sfxinfo->usefulness--;
- c->sfxinfo = NULL;
- }
-}
-
-//
-// Per level startup code.
-// Kills playing sounds at start of level,
-// determines music if any, changes music.
-//
-
-void S_Start(void)
-{
- int cnum;
- int mnum;
-
- // kill all playing sounds at start of level
- // (trust me - a good idea)
- for (cnum=0 ; cnum<snd_channels ; cnum++)
- {
- if (channels[cnum].sfxinfo)
- {
- S_StopChannel(cnum);
- }
- }
-
- // start new music for the level
- mus_paused = 0;
-
- if (gamemode == commercial)
- {
- mnum = mus_runnin + gamemap - 1;
- }
- else
- {
- int spmus[]=
- {
- // Song - Who? - Where?
-
- mus_e3m4, // American e4m1
- mus_e3m2, // Romero e4m2
- mus_e3m3, // Shawn e4m3
- mus_e1m5, // American e4m4
- mus_e2m7, // Tim e4m5
- mus_e2m4, // Romero e4m6
- mus_e2m6, // J.Anderson e4m7 CHIRON.WAD
- mus_e2m5, // Shawn e4m8
- mus_e1m9, // Tim e4m9
- };
-
- if (gameepisode < 4)
- {
- mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
- }
- else
- {
- mnum = spmus[gamemap-1];
- }
- }
-
- S_ChangeMusic(mnum, true);
-}
-
-void S_StopSound(mobj_t *origin)
-{
- int cnum;
-
- for (cnum=0 ; cnum<snd_channels ; cnum++)
- {
- if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
- {
- S_StopChannel(cnum);
- break;
- }
- }
-}
-
-//
-// S_GetChannel :
-// If none available, return -1. Otherwise channel #.
-//
-
-static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo)
-{
- // channel number to use
- int cnum;
-
- channel_t* c;
-
- // Find an open channel
- for (cnum=0 ; cnum<snd_channels ; cnum++)
- {
- if (!channels[cnum].sfxinfo)
- {
- break;
- }
- else if (origin && channels[cnum].origin == origin)
- {
- S_StopChannel(cnum);
- break;
- }
- }
-
- // None available
- if (cnum == snd_channels)
- {
- // Look for lower priority
- for (cnum=0 ; cnum<snd_channels ; cnum++)
- {
- if (channels[cnum].sfxinfo->priority >= sfxinfo->priority)
- {
- break;
- }
- }
-
- if (cnum == snd_channels)
- {
- // FUCK! No lower priority. Sorry, Charlie.
- return -1;
- }
- else
- {
- // Otherwise, kick out lower priority.
- S_StopChannel(cnum);
- }
- }
-
- c = &channels[cnum];
-
- // channel is decided to be cnum.
- c->sfxinfo = sfxinfo;
- c->origin = origin;
-
- return cnum;
-}
-
-//
-// Changes volume and stereo-separation variables
-// from the norm of a sound effect to be played.
-// If the sound is not audible, returns a 0.
-// Otherwise, modifies parameters and returns 1.
-//
-
-static int S_AdjustSoundParams(mobj_t *listener, mobj_t *source,
- int *vol, int *sep)
-{
- fixed_t approx_dist;
- fixed_t adx;
- fixed_t ady;
- angle_t angle;
-
- // calculate the distance to sound origin
- // and clip it if necessary
- adx = abs(listener->x - source->x);
- ady = abs(listener->y - source->y);
-
- // From _GG1_ p.428. Appox. eucledian distance fast.
- approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
-
- if (gamemap != 8 && approx_dist > S_CLIPPING_DIST)
- {
- return 0;
- }
-
- // angle of source to listener
- angle = R_PointToAngle2(listener->x,
- listener->y,
- source->x,
- source->y);
-
- if (angle > listener->angle)
- {
- angle = angle - listener->angle;
- }
- else
- {
- angle = angle + (0xffffffff - listener->angle);
- }
-
- angle >>= ANGLETOFINESHIFT;
-
- // stereo separation
- *sep = 128 - (FixedMul(S_STEREO_SWING, finesine[angle]) >> FRACBITS);
-
- // volume calculation
- if (approx_dist < S_CLOSE_DIST)
- {
- *vol = snd_SfxVolume;
- }
- else if (gamemap == 8)
- {
- if (approx_dist > S_CLIPPING_DIST)
- {
- approx_dist = S_CLIPPING_DIST;
- }
-
- *vol = 15+ ((snd_SfxVolume-15)
- *((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
- / S_ATTENUATOR;
- }
- else
- {
- // distance effect
- *vol = (snd_SfxVolume
- * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
- / S_ATTENUATOR;
- }
-
- return (*vol > 0);
-}
-
-void S_StartSound(void *origin_p, int sfx_id)
-{
- sfxinfo_t *sfx;
- mobj_t *origin;
- int rc;
- int sep;
- int priority;
- int cnum;
- int volume;
-
- origin = (mobj_t *) origin_p;
- volume = snd_SfxVolume;
-
- // check for bogus sound #
- if (sfx_id < 1 || sfx_id > NUMSFX)
- {
- I_Error("Bad sfx #: %d", sfx_id);
- }
-
- sfx = &S_sfx[sfx_id];
-
- // Initialize sound parameters
- if (sfx->link)
- {
- priority = sfx->priority;
- volume += sfx->volume;
-
- if (volume < 1)
- {
- return;
- }
-
- if (volume > snd_SfxVolume)
- {
- volume = snd_SfxVolume;
- }
- }
- else
- {
- priority = NORM_PRIORITY;
- }
-
-
- // Check to see if it is audible,
- // and if not, modify the params
- if (origin && origin != players[consoleplayer].mo)
- {
- rc = S_AdjustSoundParams(players[consoleplayer].mo,
- origin,
- &volume,
- &sep);
-
- if (origin->x == players[consoleplayer].mo->x
- && origin->y == players[consoleplayer].mo->y)
- {
- sep = NORM_SEP;
- }
-
- if (!rc)
- {
- return;
- }
- }
- else
- {
- sep = NORM_SEP;
- }
-
- // kill old sound
- S_StopSound(origin);
-
- // try to find a channel
- cnum = S_GetChannel(origin, sfx);
-
- if (cnum < 0)
- {
- return;
- }
-
- // increase the usefulness
- if (sfx->usefulness++ < 0)
- {
- sfx->usefulness = 1;
- }
-
- if (sfx->lumpnum < 0)
- {
- sfx->lumpnum = I_GetSfxLumpNum(sfx);
- }
-
- channels[cnum].handle = I_StartSound(sfx, cnum, volume, sep);
-}
-
-//
-// Stop and resume music, during game PAUSE.
-//
-
-void S_PauseSound(void)
-{
- if (mus_playing && !mus_paused)
- {
- I_PauseSong();
- mus_paused = true;
- }
-}
-
-void S_ResumeSound(void)
-{
- if (mus_playing && mus_paused)
- {
- I_ResumeSong();
- mus_paused = false;
- }
-}
-
-//
-// Updates music & sounds
-//
-
-void S_UpdateSounds(mobj_t *listener)
-{
- int audible;
- int cnum;
- int volume;
- int sep;
- sfxinfo_t* sfx;
- channel_t* c;
-
- for (cnum=0; cnum<snd_channels; cnum++)
- {
- c = &channels[cnum];
- sfx = c->sfxinfo;
-
- if (c->sfxinfo)
- {
- if (I_SoundIsPlaying(c->handle))
- {
- // initialize parameters
- volume = snd_SfxVolume;
- sep = NORM_SEP;
-
- if (sfx->link)
- {
- volume += sfx->volume;
- if (volume < 1)
- {
- S_StopChannel(cnum);
- continue;
- }
- else if (volume > snd_SfxVolume)
- {
- volume = snd_SfxVolume;
- }
- }
-
- // check non-local sounds for distance clipping
- // or modify their params
- if (c->origin && listener != c->origin)
- {
- audible = S_AdjustSoundParams(listener,
- c->origin,
- &volume,
- &sep);
-
- if (!audible)
- {
- S_StopChannel(cnum);
- }
- else
- {
- I_UpdateSoundParams(c->handle, volume, sep);
- }
- }
- }
- else
- {
- // if channel is allocated but sound has stopped,
- // free it
- S_StopChannel(cnum);
- }
- }
- }
-}
-
-void S_SetMusicVolume(int volume)
-{
- if (volume < 0 || volume > 127)
- {
- I_Error("Attempt to set music volume at %d",
- volume);
- }
-
- I_SetMusicVolume(volume);
-}
-
-void S_SetSfxVolume(int volume)
-{
- if (volume < 0 || volume > 127)
- {
- I_Error("Attempt to set sfx volume at %d", volume);
- }
-
- snd_SfxVolume = volume;
-}
-
-//
-// Starts some music with the music id found in sounds.h.
-//
-
-void S_StartMusic(int m_id)
-{
- S_ChangeMusic(m_id, false);
-}
-
-void S_ChangeMusic(int musicnum, int looping)
-{
- musicinfo_t *music = NULL;
- char namebuf[9];
- void *handle;
-
- if (musicnum <= mus_None || musicnum >= NUMMUSIC)
- {
- I_Error("Bad music number %d", musicnum);
- }
- else
- {
- music = &S_music[musicnum];
- }
-
- if (mus_playing == music)
- {
- return;
- }
-
- // shutdown old music
- S_StopMusic();
-
- // get lumpnum if neccessary
- if (!music->lumpnum)
- {
- sprintf(namebuf, "d_%s", DEH_String(music->name));
- music->lumpnum = W_GetNumForName(namebuf);
- }
-
- music->data = W_CacheLumpNum(music->lumpnum, PU_STATIC);
-
- handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));
- music->handle = handle;
- I_PlaySong(handle, looping);
-
- mus_playing = music;
-}
-
-boolean S_MusicPlaying(void)
-{
- return I_MusicIsPlaying();
-}
-
-void S_StopMusic(void)
-{
- if (mus_playing)
- {
- if (mus_paused)
- {
- I_ResumeSong();
- }
-
- I_StopSong();
- I_UnRegisterSong(mus_playing->handle);
- W_ReleaseLumpNum(mus_playing->lumpnum);
- mus_playing->data = NULL;
- mus_playing = NULL;
- }
-}
-