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+// 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;
+
+ // The Doom IWAD file has two versions of the intro music: d_intro
+ // and d_introa. The latter is used for OPL playback.
+
+ if (musicnum == mus_intro && (snd_musicdevice == SNDDEVICE_ADLIB
+ || snd_musicdevice == SNDDEVICE_SB))
+ {
+ musicnum = mus_introa;
+ }
+
+ 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;
+ }
+}
+