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-rw-r--r--src/heretic/s_sound.c608
1 files changed, 608 insertions, 0 deletions
diff --git a/src/heretic/s_sound.c b/src/heretic/s_sound.c
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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 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.
+//
+//-----------------------------------------------------------------------------
+
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "i_system.h"
+#include "m_random.h"
+#include "sounds.h"
+#include "s_sound.h"
+#include "i_sound.h"
+#include "r_local.h"
+#include "p_local.h"
+
+#include "sounds.h"
+
+#include "w_wad.h"
+#include "z_zone.h"
+
+/*
+===============================================================================
+
+ MUSIC & SFX API
+
+===============================================================================
+*/
+
+void S_ShutDown(void);
+boolean S_StopSoundID(int sound_id, int priority);
+
+static channel_t channel[MAX_CHANNELS];
+
+static void *rs; // Handle for the registered song
+int mus_song = -1;
+int mus_lumpnum;
+void *mus_sndptr;
+byte *soundCurve;
+
+int snd_MaxVolume = 10;
+int snd_MusicVolume = 10;
+int snd_Channels = 16;
+
+int AmbChan;
+
+void S_Start(void)
+{
+ int i;
+
+ S_StartSong((gameepisode - 1) * 9 + gamemap - 1, true);
+
+ //stop all sounds
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].handle)
+ {
+ S_StopSound(channel[i].mo);
+ }
+ }
+ memset(channel, 0, 8 * sizeof(channel_t));
+}
+
+void S_StartSong(int song, boolean loop)
+{
+ int mus_len;
+
+ if (song == mus_song)
+ { // don't replay an old song
+ return;
+ }
+
+ if (rs != NULL)
+ {
+ I_StopSong();
+ I_UnRegisterSong(rs);
+ }
+
+ if (song < mus_e1m1 || song > NUMMUSIC)
+ {
+ return;
+ }
+ mus_lumpnum = W_GetNumForName(S_music[song].name);
+ mus_sndptr = W_CacheLumpNum(mus_lumpnum, PU_MUSIC);
+ mus_len = W_LumpLength(mus_lumpnum);
+ rs = I_RegisterSong(mus_sndptr, mus_len);
+ I_PlaySong(rs, loop); //'true' denotes endless looping.
+ mus_song = song;
+}
+
+static mobj_t *GetSoundListener(void)
+{
+ static degenmobj_t dummy_listener;
+
+ // If we are at the title screen, the console player doesn't have an
+ // object yet, so return a pointer to a static dummy listener instead.
+
+ if (players[consoleplayer].mo != NULL)
+ {
+ return players[consoleplayer].mo;
+ }
+ else
+ {
+ dummy_listener.x = 0;
+ dummy_listener.y = 0;
+ dummy_listener.z = 0;
+
+ return (mobj_t *) &dummy_listener;
+ }
+}
+
+void S_StartSound(void *_origin, int sound_id)
+{
+ mobj_t *origin = _origin;
+ mobj_t *listener;
+ int dist, vol;
+ int i;
+ int priority;
+ int sep;
+ int angle;
+ int absx;
+ int absy;
+
+ static int sndcount = 0;
+ int chan;
+
+ listener = GetSoundListener();
+
+ if (sound_id == 0 || snd_MaxVolume == 0)
+ return;
+ if (origin == NULL)
+ {
+ origin = listener;
+ }
+
+// calculate the distance before other stuff so that we can throw out
+// sounds that are beyond the hearing range.
+ absx = abs(origin->x - listener->x);
+ absy = abs(origin->y - listener->y);
+ dist = absx + absy - (absx > absy ? absy >> 1 : absx >> 1);
+ dist >>= FRACBITS;
+// dist = P_AproxDistance(origin->x-viewx, origin->y-viewy)>>FRACBITS;
+
+ if (dist >= MAX_SND_DIST)
+ {
+// dist = MAX_SND_DIST - 1;
+ return; //sound is beyond the hearing range...
+ }
+ if (dist < 0)
+ {
+ dist = 0;
+ }
+ priority = S_sfx[sound_id].priority;
+ priority *= (10 - (dist / 160));
+ if (!S_StopSoundID(sound_id, priority))
+ {
+ return; // other sounds have greater priority
+ }
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (origin->player)
+ {
+ i = snd_Channels;
+ break; // let the player have more than one sound.
+ }
+ if (origin == channel[i].mo)
+ { // only allow other mobjs one sound
+ S_StopSound(channel[i].mo);
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ if (sound_id >= sfx_wind)
+ {
+ if (AmbChan != -1 && S_sfx[sound_id].priority <=
+ S_sfx[channel[AmbChan].sound_id].priority)
+ {
+ return; //ambient channel already in use
+ }
+ else
+ {
+ AmbChan = -1;
+ }
+ }
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].mo == NULL)
+ {
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ //look for a lower priority sound to replace.
+ sndcount++;
+ if (sndcount >= snd_Channels)
+ {
+ sndcount = 0;
+ }
+ for (chan = 0; chan < snd_Channels; chan++)
+ {
+ i = (sndcount + chan) % snd_Channels;
+ if (priority >= channel[i].priority)
+ {
+ chan = -1; //denote that sound should be replaced.
+ break;
+ }
+ }
+ if (chan != -1)
+ {
+ return; //no free channels.
+ }
+ else //replace the lower priority sound.
+ {
+ if (channel[i].handle)
+ {
+ if (I_SoundIsPlaying(channel[i].handle))
+ {
+ I_StopSound(channel[i].handle);
+ }
+ if (S_sfx[channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[channel[i].sound_id].usefulness--;
+ }
+
+ if (AmbChan == i)
+ {
+ AmbChan = -1;
+ }
+ }
+ }
+ }
+ }
+ if (S_sfx[sound_id].lumpnum == 0)
+ {
+ S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]);
+ }
+
+ // calculate the volume based upon the distance from the sound origin.
+// vol = (snd_MaxVolume*16 + dist*(-snd_MaxVolume*16)/MAX_SND_DIST)>>9;
+ vol = soundCurve[dist];
+
+ if (origin == listener)
+ {
+ sep = 128;
+ }
+ else
+ {
+ angle = R_PointToAngle2(listener->x, listener->y,
+ origin->x, origin->y);
+ angle = (angle - viewangle) >> 24;
+ sep = angle * 2 - 128;
+ if (sep < 64)
+ sep = -sep;
+ if (sep > 192)
+ sep = 512 - sep;
+ }
+
+ // TODO: Play pitch-shifted sounds as in Vanilla Heretic
+
+ channel[i].pitch = (byte) (127 + (M_Random() & 7) - (M_Random() & 7));
+ channel[i].handle = I_StartSound(&S_sfx[sound_id], i, vol, sep);
+ channel[i].mo = origin;
+ channel[i].sound_id = sound_id;
+ channel[i].priority = priority;
+ if (sound_id >= sfx_wind)
+ {
+ AmbChan = i;
+ }
+ if (S_sfx[sound_id].usefulness == -1)
+ {
+ S_sfx[sound_id].usefulness = 1;
+ }
+ else
+ {
+ S_sfx[sound_id].usefulness++;
+ }
+}
+
+void S_StartSoundAtVolume(void *_origin, int sound_id, int volume)
+{
+ mobj_t *origin = _origin;
+ mobj_t *listener;
+ int i;
+
+ listener = GetSoundListener();
+
+ if (sound_id == 0 || snd_MaxVolume == 0)
+ return;
+ if (origin == NULL)
+ {
+ origin = listener;
+ }
+
+ if (volume == 0)
+ {
+ return;
+ }
+ volume = (volume * (snd_MaxVolume + 1) * 8) >> 7;
+
+// no priority checking, as ambient sounds would be the LOWEST.
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].mo == NULL)
+ {
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ return;
+ }
+ if (S_sfx[sound_id].lumpnum == 0)
+ {
+ S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]);
+ }
+
+ // TODO: Pitch shifting.
+ channel[i].pitch = (byte) (127 - (M_Random() & 3) + (M_Random() & 3));
+ channel[i].handle = I_StartSound(&S_sfx[sound_id], i, volume, 128);
+ channel[i].mo = origin;
+ channel[i].sound_id = sound_id;
+ channel[i].priority = 1; //super low priority.
+ if (S_sfx[sound_id].usefulness == -1)
+ {
+ S_sfx[sound_id].usefulness = 1;
+ }
+ else
+ {
+ S_sfx[sound_id].usefulness++;
+ }
+}
+
+boolean S_StopSoundID(int sound_id, int priority)
+{
+ int i;
+ int lp; //least priority
+ int found;
+
+ if (S_sfx[sound_id].numchannels == -1)
+ {
+ return (true);
+ }
+ lp = -1; //denote the argument sound_id
+ found = 0;
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].sound_id == sound_id && channel[i].mo)
+ {
+ found++; //found one. Now, should we replace it??
+ if (priority >= channel[i].priority)
+ { // if we're gonna kill one, then this'll be it
+ lp = i;
+ priority = channel[i].priority;
+ }
+ }
+ }
+ if (found < S_sfx[sound_id].numchannels)
+ {
+ return (true);
+ }
+ else if (lp == -1)
+ {
+ return (false); // don't replace any sounds
+ }
+ if (channel[lp].handle)
+ {
+ if (I_SoundIsPlaying(channel[lp].handle))
+ {
+ I_StopSound(channel[lp].handle);
+ }
+ if (S_sfx[channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[channel[i].sound_id].usefulness--;
+ }
+ channel[lp].mo = NULL;
+ }
+ return (true);
+}
+
+void S_StopSound(void *_origin)
+{
+ mobj_t *origin = _origin;
+ int i;
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].mo == origin)
+ {
+ I_StopSound(channel[i].handle);
+ if (S_sfx[channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[channel[i].sound_id].usefulness--;
+ }
+ channel[i].handle = 0;
+ channel[i].mo = NULL;
+ if (AmbChan == i)
+ {
+ AmbChan = -1;
+ }
+ }
+ }
+}
+
+void S_SoundLink(mobj_t * oldactor, mobj_t * newactor)
+{
+ int i;
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (channel[i].mo == oldactor)
+ channel[i].mo = newactor;
+ }
+}
+
+void S_PauseSound(void)
+{
+ I_PauseSong();
+}
+
+void S_ResumeSound(void)
+{
+ I_ResumeSong();
+}
+
+void S_UpdateSounds(mobj_t * listener)
+{
+ int i, dist, vol;
+ int angle;
+ int sep;
+ int priority;
+ int absx;
+ int absy;
+
+ listener = GetSoundListener();
+ if (snd_MaxVolume == 0)
+ {
+ return;
+ }
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (!channel[i].handle || S_sfx[channel[i].sound_id].usefulness == -1)
+ {
+ continue;
+ }
+ if (!I_SoundIsPlaying(channel[i].handle))
+ {
+ if (S_sfx[channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[channel[i].sound_id].usefulness--;
+ }
+ channel[i].handle = 0;
+ channel[i].mo = NULL;
+ channel[i].sound_id = 0;
+ if (AmbChan == i)
+ {
+ AmbChan = -1;
+ }
+ }
+ if (channel[i].mo == NULL || channel[i].sound_id == 0
+ || channel[i].mo == listener)
+ {
+ continue;
+ }
+ else
+ {
+ absx = abs(channel[i].mo->x - listener->x);
+ absy = abs(channel[i].mo->y - listener->y);
+ dist = absx + absy - (absx > absy ? absy >> 1 : absx >> 1);
+ dist >>= FRACBITS;
+// dist = P_AproxDistance(channel[i].mo->x-listener->x, channel[i].mo->y-listener->y)>>FRACBITS;
+
+ if (dist >= MAX_SND_DIST)
+ {
+ S_StopSound(channel[i].mo);
+ continue;
+ }
+ if (dist < 0)
+ dist = 0;
+
+// calculate the volume based upon the distance from the sound origin.
+// vol = (*((byte *)W_CacheLumpName("SNDCURVE", PU_CACHE)+dist)*(snd_MaxVolume*8))>>7;
+ vol = soundCurve[dist];
+
+ angle = R_PointToAngle2(listener->x, listener->y,
+ channel[i].mo->x, channel[i].mo->y);
+ angle = (angle - viewangle) >> 24;
+ sep = angle * 2 - 128;
+ if (sep < 64)
+ sep = -sep;
+ if (sep > 192)
+ sep = 512 - sep;
+ // TODO: Pitch shifting.
+ I_UpdateSoundParams(channel[i].handle, vol, sep);
+ priority = S_sfx[channel[i].sound_id].priority;
+ priority *= (10 - (dist >> 8));
+ channel[i].priority = priority;
+ }
+ }
+}
+
+void S_Init(void)
+{
+ soundCurve = Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL);
+ I_InitSound(false);
+ if (snd_Channels > 8)
+ {
+ snd_Channels = 8;
+ }
+ I_SetMusicVolume(snd_MusicVolume * 8);
+ S_SetMaxVolume(true);
+
+ I_AtExit(S_ShutDown, true);
+}
+
+void S_GetChannelInfo(SoundInfo_t * s)
+{
+ int i;
+ ChanInfo_t *c;
+
+ s->channelCount = snd_Channels;
+ s->musicVolume = snd_MusicVolume;
+ s->soundVolume = snd_MaxVolume;
+ for (i = 0; i < snd_Channels; i++)
+ {
+ c = &s->chan[i];
+ c->id = channel[i].sound_id;
+ c->priority = channel[i].priority;
+ c->name = S_sfx[c->id].name;
+ c->mo = channel[i].mo;
+
+ if (c->mo != NULL)
+ {
+ c->distance = P_AproxDistance(c->mo->x - viewx, c->mo->y - viewy)
+ >> FRACBITS;
+ }
+ else
+ {
+ c->distance = 0;
+ }
+ }
+}
+
+void S_SetMaxVolume(boolean fullprocess)
+{
+ int i;
+
+ if (!fullprocess)
+ {
+ soundCurve[0] =
+ (*((byte *) W_CacheLumpName("SNDCURVE", PU_CACHE)) *
+ (snd_MaxVolume * 8)) >> 7;
+ }
+ else
+ {
+ for (i = 0; i < MAX_SND_DIST; i++)
+ {
+ soundCurve[i] =
+ (*((byte *) W_CacheLumpName("SNDCURVE", PU_CACHE) + i) *
+ (snd_MaxVolume * 8)) >> 7;
+ }
+ }
+}
+
+static boolean musicPaused;
+void S_SetMusicVolume(void)
+{
+ I_SetMusicVolume(snd_MusicVolume * 8);
+ if (snd_MusicVolume == 0)
+ {
+ I_PauseSong();
+ musicPaused = true;
+ }
+ else if (musicPaused)
+ {
+ musicPaused = false;
+ I_ResumeSong();
+ }
+}
+
+void S_ShutDown(void)
+{
+ I_StopSong();
+ I_UnRegisterSong(rs);
+ I_ShutdownSound();
+}
+