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Diffstat (limited to 'src/heretic/s_sound.c')
-rw-r--r-- | src/heretic/s_sound.c | 601 |
1 files changed, 601 insertions, 0 deletions
diff --git a/src/heretic/s_sound.c b/src/heretic/s_sound.c new file mode 100644 index 00000000..bdd24594 --- /dev/null +++ b/src/heretic/s_sound.c @@ -0,0 +1,601 @@ +// 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 "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; + +extern sfxinfo_t S_sfx[]; +extern musicinfo_t S_music[]; + +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); + 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; + c->distance = P_AproxDistance(c->mo->x - viewx, c->mo->y - viewy) + >> FRACBITS; + } +} + +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); + 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(); +} + |