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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id: s_sound.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1 2005/07/23 16:20:29 fraggle
+// Initial revision
+//
+//
+// DESCRIPTION: none
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: s_sound.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "i_system.h"
+#include "i_sound.h"
+#include "sounds.h"
+#include "s_sound.h"
+
+#include "z_zone.h"
+#include "m_random.h"
+#include "w_wad.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "doomstat.h"
+
+
+// Purpose?
+const char snd_prefixen[]
+= { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };
+
+#define S_MAX_VOLUME 127
+
+// when to clip out sounds
+// Does not fit the large outdoor areas.
+#define S_CLIPPING_DIST (1200*0x10000)
+
+// Distance tp origin when sounds should be maxed out.
+// This should relate to movement clipping resolution
+// (see BLOCKMAP handling).
+// Originally: (200*0x10000).
+#define S_CLOSE_DIST (160*0x10000)
+
+
+#define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)
+
+// Adjustable by menu.
+#define NORM_VOLUME snd_MaxVolume
+
+#define NORM_PITCH 128
+#define NORM_PRIORITY 64
+#define NORM_SEP 128
+
+#define S_PITCH_PERTURB 1
+#define S_STEREO_SWING (96*0x10000)
+
+// percent attenuation from front to back
+#define S_IFRACVOL 30
+
+#define NA 0
+#define S_NUMCHANNELS 2
+
+
+// Current music/sfx card - index useless
+// w/o a reference LUT in a sound module.
+extern int snd_MusicDevice;
+extern int snd_SfxDevice;
+// Config file? Same disclaimer as above.
+extern int snd_DesiredMusicDevice;
+extern int snd_DesiredSfxDevice;
+
+
+
+typedef struct
+{
+ // sound information (if null, channel avail.)
+ sfxinfo_t* sfxinfo;
+
+ // origin of sound
+ void* origin;
+
+ // handle of the sound being played
+ int handle;
+
+} channel_t;
+
+
+// the set of channels available
+static channel_t* channels;
+
+// These are not used, but should be (menu).
+// Maximum volume of a sound effect.
+// Internal default is max out of 0-15.
+int snd_SfxVolume = 15;
+
+// Maximum volume of music. Useless so far.
+int snd_MusicVolume = 15;
+
+
+
+// whether songs are mus_paused
+static boolean mus_paused;
+
+// music currently being played
+static musicinfo_t* mus_playing=0;
+
+// following is set
+// by the defaults code in M_misc:
+// number of channels available
+int numChannels;
+
+static int nextcleanup;
+
+
+
+//
+// Internals.
+//
+int
+S_getChannel
+( void* origin,
+ sfxinfo_t* sfxinfo );
+
+
+int
+S_AdjustSoundParams
+( mobj_t* listener,
+ mobj_t* source,
+ int* vol,
+ int* sep,
+ int* pitch );
+
+void S_StopChannel(int cnum);
+
+
+
+//
+// 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;
+
+ fprintf( stderr, "S_Init: default sfx volume %d\n", sfxVolume);
+
+ // Whatever these did with DMX, these are rather dummies now.
+ I_SetChannels();
+
+ S_SetSfxVolume(sfxVolume);
+ // No music with Linux - another dummy.
+ S_SetMusicVolume(musicVolume);
+
+ // Allocating the internal channels for mixing
+ // (the maximum numer of sounds rendered
+ // simultaneously) within zone memory.
+ channels =
+ (channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);
+
+ // Free all channels for use
+ for (i=0 ; i<numChannels ; 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;
+}
+
+
+
+
+//
+// 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<numChannels ; 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];
+ }
+
+ // HACK FOR COMMERCIAL
+ // if (commercial && mnum > mus_e3m9)
+ // mnum -= mus_e3m9;
+
+ S_ChangeMusic(mnum, true);
+
+ nextcleanup = 15;
+}
+
+
+
+
+
+void
+S_StartSoundAtVolume
+( void* origin_p,
+ int sfx_id,
+ int volume )
+{
+
+ int rc;
+ int sep;
+ int pitch;
+ int priority;
+ sfxinfo_t* sfx;
+ int cnum;
+
+ mobj_t* origin = (mobj_t *) origin_p;
+
+
+ // Debug.
+ /*fprintf( stderr,
+ "S_StartSoundAtVolume: playing sound %d (%s)\n",
+ sfx_id, S_sfx[sfx_id].name );*/
+
+ // 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)
+ {
+ pitch = sfx->pitch;
+ priority = sfx->priority;
+ volume += sfx->volume;
+
+ if (volume < 1)
+ return;
+
+ if (volume > snd_SfxVolume)
+ volume = snd_SfxVolume;
+ }
+ else
+ {
+ pitch = NORM_PITCH;
+ 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,
+ &pitch);
+
+ if ( origin->x == players[consoleplayer].mo->x
+ && origin->y == players[consoleplayer].mo->y)
+ {
+ sep = NORM_SEP;
+ }
+
+ if (!rc)
+ return;
+ }
+ else
+ {
+ sep = NORM_SEP;
+ }
+
+ // hacks to vary the sfx pitches
+ if (sfx_id >= sfx_sawup
+ && sfx_id <= sfx_sawhit)
+ {
+ pitch += 8 - (M_Random()&15);
+
+ if (pitch<0)
+ pitch = 0;
+ else if (pitch>255)
+ pitch = 255;
+ }
+ else if (sfx_id != sfx_itemup
+ && sfx_id != sfx_tink)
+ {
+ pitch += 16 - (M_Random()&31);
+
+ if (pitch<0)
+ pitch = 0;
+ else if (pitch>255)
+ pitch = 255;
+ }
+
+ // kill old sound
+ S_StopSound(origin);
+
+ // try to find a channel
+ cnum = S_getChannel(origin, sfx);
+
+ if (cnum<0)
+ return;
+
+ //
+ // This is supposed to handle the loading/caching.
+ // For some odd reason, the caching is done nearly
+ // each time the sound is needed?
+ //
+
+ // get lumpnum if necessary
+ if (sfx->lumpnum < 0)
+ sfx->lumpnum = I_GetSfxLumpNum(sfx);
+
+#ifndef SNDSRV
+ // cache data if necessary
+ if (!sfx->data)
+ {
+ fprintf( stderr,
+ "S_StartSoundAtVolume: 16bit and not pre-cached - wtf?\n");
+
+ // DOS remains, 8bit handling
+ //sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
+ // fprintf( stderr,
+ // "S_StartSoundAtVolume: loading %d (lump %d) : 0x%x\n",
+ // sfx_id, sfx->lumpnum, (int)sfx->data );
+
+ }
+#endif
+
+ // increase the usefulness
+ if (sfx->usefulness++ < 0)
+ sfx->usefulness = 1;
+
+ // Assigns the handle to one of the channels in the
+ // mix/output buffer.
+ channels[cnum].handle = I_StartSound(sfx_id,
+ /*sfx->data,*/
+ volume,
+ sep,
+ pitch,
+ priority);
+}
+
+void
+S_StartSound
+( void* origin,
+ int sfx_id )
+{
+#ifdef SAWDEBUG
+ // if (sfx_id == sfx_sawful)
+ // sfx_id = sfx_itemup;
+#endif
+
+ S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
+
+
+ // UNUSED. We had problems, had we not?
+#ifdef SAWDEBUG
+{
+ int i;
+ int n;
+
+ static mobj_t* last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
+ static int first_saw=0;
+ static int next_saw=0;
+
+ if (sfx_id == sfx_sawidl
+ || sfx_id == sfx_sawful
+ || sfx_id == sfx_sawhit)
+ {
+ for (i=first_saw;i!=next_saw;i=(i+1)%10)
+ if (last_saw_origins[i] != origin)
+ fprintf(stderr, "old origin 0x%lx != "
+ "origin 0x%lx for sfx %d\n",
+ last_saw_origins[i],
+ origin,
+ sfx_id);
+
+ last_saw_origins[next_saw] = origin;
+ next_saw = (next_saw + 1) % 10;
+ if (next_saw == first_saw)
+ first_saw = (first_saw + 1) % 10;
+
+ for (n=i=0; i<numChannels ; i++)
+ {
+ if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
+ || channels[i].sfxinfo == &S_sfx[sfx_sawful]
+ || channels[i].sfxinfo == &S_sfx[sfx_sawhit]) n++;
+ }
+
+ if (n>1)
+ {
+ for (i=0; i<numChannels ; i++)
+ {
+ if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
+ || channels[i].sfxinfo == &S_sfx[sfx_sawful]
+ || channels[i].sfxinfo == &S_sfx[sfx_sawhit])
+ {
+ fprintf(stderr,
+ "chn: sfxinfo=0x%lx, origin=0x%lx, "
+ "handle=%d\n",
+ channels[i].sfxinfo,
+ channels[i].origin,
+ channels[i].handle);
+ }
+ }
+ fprintf(stderr, "\n");
+ }
+ }
+}
+#endif
+
+}
+
+
+
+
+void S_StopSound(void *origin)
+{
+
+ int cnum;
+
+ for (cnum=0 ; cnum<numChannels ; cnum++)
+ {
+ if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
+ {
+ S_StopChannel(cnum);
+ break;
+ }
+ }
+}
+
+
+
+
+
+
+
+
+
+//
+// Stop and resume music, during game PAUSE.
+//
+void S_PauseSound(void)
+{
+ if (mus_playing && !mus_paused)
+ {
+ I_PauseSong(mus_playing->handle);
+ mus_paused = true;
+ }
+}
+
+void S_ResumeSound(void)
+{
+ if (mus_playing && mus_paused)
+ {
+ I_ResumeSong(mus_playing->handle);
+ mus_paused = false;
+ }
+}
+
+
+//
+// Updates music & sounds
+//
+void S_UpdateSounds(void* listener_p)
+{
+ int audible;
+ int cnum;
+ int volume;
+ int sep;
+ int pitch;
+ sfxinfo_t* sfx;
+ channel_t* c;
+
+ mobj_t* listener = (mobj_t*)listener_p;
+
+
+
+ // Clean up unused data.
+ // This is currently not done for 16bit (sounds cached static).
+ // DOS 8bit remains.
+ /*if (gametic > nextcleanup)
+ {
+ for (i=1 ; i<NUMSFX ; i++)
+ {
+ if (S_sfx[i].usefulness < 1
+ && S_sfx[i].usefulness > -1)
+ {
+ if (--S_sfx[i].usefulness == -1)
+ {
+ Z_ChangeTag(S_sfx[i].data, PU_CACHE);
+ S_sfx[i].data = 0;
+ }
+ }
+ }
+ nextcleanup = gametic + 15;
+ }*/
+
+ for (cnum=0 ; cnum<numChannels ; cnum++)
+ {
+ c = &channels[cnum];
+ sfx = c->sfxinfo;
+
+ if (c->sfxinfo)
+ {
+ if (I_SoundIsPlaying(c->handle))
+ {
+ // initialize parameters
+ volume = snd_SfxVolume;
+ pitch = NORM_PITCH;
+ sep = NORM_SEP;
+
+ if (sfx->link)
+ {
+ pitch = sfx->pitch;
+ 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_p != c->origin)
+ {
+ audible = S_AdjustSoundParams(listener,
+ c->origin,
+ &volume,
+ &sep,
+ &pitch);
+
+ if (!audible)
+ {
+ S_StopChannel(cnum);
+ }
+ else
+ I_UpdateSoundParams(c->handle, volume, sep, pitch);
+ }
+ }
+ else
+ {
+ // if channel is allocated but sound has stopped,
+ // free it
+ S_StopChannel(cnum);
+ }
+ }
+ }
+ // kill music if it is a single-play && finished
+ // if ( mus_playing
+ // && !I_QrySongPlaying(mus_playing->handle)
+ // && !mus_paused )
+ // S_StopMusic();
+}
+
+
+void S_SetMusicVolume(int volume)
+{
+ if (volume < 0 || volume > 127)
+ {
+ I_Error("Attempt to set music volume at %d",
+ volume);
+ }
+
+ I_SetMusicVolume(127);
+ I_SetMusicVolume(volume);
+ snd_MusicVolume = 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;
+ char namebuf[9];
+
+ 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", music->name);
+ music->lumpnum = W_GetNumForName(namebuf);
+ }
+
+ // load & register it
+ music->data = (void *) W_CacheLumpNum(music->lumpnum, PU_MUSIC);
+ music->handle = I_RegisterSong(music->data);
+
+ // play it
+ I_PlaySong(music->handle, looping);
+
+ mus_playing = music;
+}
+
+
+void S_StopMusic(void)
+{
+ if (mus_playing)
+ {
+ if (mus_paused)
+ I_ResumeSong(mus_playing->handle);
+
+ I_StopSong(mus_playing->handle);
+ I_UnRegisterSong(mus_playing->handle);
+ Z_ChangeTag(mus_playing->data, PU_CACHE);
+
+ mus_playing->data = 0;
+ mus_playing = 0;
+ }
+}
+
+
+
+
+void S_StopChannel(int cnum)
+{
+
+ int i;
+ channel_t* c = &channels[cnum];
+
+ if (c->sfxinfo)
+ {
+ // stop the sound playing
+ if (I_SoundIsPlaying(c->handle))
+ {
+#ifdef SAWDEBUG
+ if (c->sfxinfo == &S_sfx[sfx_sawful])
+ fprintf(stderr, "stopped\n");
+#endif
+ I_StopSound(c->handle);
+ }
+
+ // check to see
+ // if other channels are playing the sound
+ for (i=0 ; i<numChannels ; i++)
+ {
+ if (cnum != i
+ && c->sfxinfo == channels[i].sfxinfo)
+ {
+ break;
+ }
+ }
+
+ // degrade usefulness of sound data
+ c->sfxinfo->usefulness--;
+
+ c->sfxinfo = 0;
+ }
+}
+
+
+
+//
+// Changes volume, stereo-separation, and pitch 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.
+//
+int
+S_AdjustSoundParams
+( mobj_t* listener,
+ mobj_t* source,
+ int* vol,
+ int* sep,
+ int* pitch )
+{
+ 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);
+}
+
+
+
+
+//
+// S_getChannel :
+// If none available, return -1. Otherwise channel #.
+//
+int
+S_getChannel
+( void* origin,
+ sfxinfo_t* sfxinfo )
+{
+ // channel number to use
+ int cnum;
+
+ channel_t* c;
+
+ // Find an open channel
+ for (cnum=0 ; cnum<numChannels ; cnum++)
+ {
+ if (!channels[cnum].sfxinfo)
+ break;
+ else if (origin && channels[cnum].origin == origin)
+ {
+ S_StopChannel(cnum);
+ break;
+ }
+ }
+
+ // None available
+ if (cnum == numChannels)
+ {
+ // Look for lower priority
+ for (cnum=0 ; cnum<numChannels ; cnum++)
+ if (channels[cnum].sfxinfo->priority >= sfxinfo->priority) break;
+
+ if (cnum == numChannels)
+ {
+ // 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;
+}
+
+
+
+