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diff --git a/src/strife/s_sound.c b/src/strife/s_sound.c
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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 <ctype.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;
+
+// haleyjd 08/29/10: [STRIFE] New global variable
+// Volume of voice channel.
+
+int voiceVolume = 15;
+
+// Internal volume level, ranging from 0-127
+
+static int snd_SfxVolume;
+
+// haleyjd 09/11/10: [STRIFE] Internal voice volume level
+
+static int snd_VoiceVolume;
+
+// 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;
+
+// haleyjd 09/11/10: [STRIFE] Handle of current voice channel.
+// This has been implemented at a higher level than it was implemented
+// in strife1.exe, as there it relied on a priority system which was
+// implicit in the SFX_PlayPatch API of DMX. Here we'll just ignore
+// the current voice channel when doing normal sound playing.
+
+static int i_voicehandle = -1;
+
+// haleyjd 09/11/10: [STRIFE] whether to play voices or not
+int disable_voices = 0;
+
+//
+// Initializes sound stuff, including volume
+// Sets channels, SFX and music volume,
+// allocates channel buffer, sets S_sfx lookup.
+//
+// haleyjd 09/11/10: [STRIFE] Added voice volume
+//
+void S_Init(int sfxVolume, int musicVolume, int voiceVolume)
+{
+ int i;
+
+ I_InitSound(true);
+ I_InitMusic();
+
+ I_PrecacheSounds(S_sfx, NUMSFX);
+
+ S_SetSfxVolume(sfxVolume);
+ S_SetMusicVolume(musicVolume);
+ S_SetVoiceVolume(voiceVolume);
+
+ // 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];
+
+ // haleyjd: [STRIFE] If stopping the voice channel, set i_voicehandle to -1
+ if (cnum == i_voicehandle)
+ i_voicehandle = -1;
+
+ 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.
+//
+// haleyjd 08/31/10: [STRIFE]
+// * Removed DOOM music handling and replaced with Strife code.
+//
+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;
+
+ // [STRIFE] Some interesting math here ;)
+ if(gamemap <= 31)
+ mnum = 1;
+ else
+ mnum = -30;
+
+ S_ChangeMusic(gamemap + mnum, true);
+}
+
+void S_StopSound(mobj_t *origin)
+{
+ int cnum;
+
+ for (cnum=0 ; cnum<snd_channels ; cnum++)
+ {
+ // haleyjd: do not stop voice here.
+ if(cnum == i_voicehandle)
+ continue;
+
+ if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
+ {
+ S_StopChannel(cnum);
+ break;
+ }
+ }
+}
+
+//
+// S_GetChannel :
+// If none available, return -1. Otherwise channel #.
+//
+// haleyjd 09/11/10: [STRIFE] Added an "isvoice" parameter for supporting
+// voice playing.
+//
+static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo, boolean isvoice)
+{
+ // 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 &&
+ (isvoice || cnum != i_voicehandle)) // haleyjd
+ {
+ 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)
+ {
+ // haleyjd 09/11/10: [STRIFE] voice has absolute priority
+ if (isvoice || cnum != i_voicehandle)
+ 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.
+//
+// [STRIFE]
+// haleyjd 20110220: changed to eliminate the gamemap == 8 hack that was
+// left over from Doom 1's original boss levels. Kind of amazing that Rogue
+// was able to catch the smallest things like that.
+//
+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);
+
+ // [STRIFE] removed gamemap == 8 hack
+ if (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
+ // [STRIFE] Removed gamemap == 8 hack
+ if (approx_dist < S_CLOSE_DIST)
+ {
+ *vol = snd_SfxVolume;
+ }
+ 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 cnum;
+ int volume;
+
+ origin = (mobj_t *) origin_p;
+ volume = snd_SfxVolume;
+
+ // check for bogus sound #
+ if (sfx_id < 1 || sfx_id > NUMSFX)
+ {
+ // [STRIFE]: BUG - Note: vanilla had some extremely buggy and dangerous
+ // code here that tried to print the sprite name of the object playing
+ // the bad sound. Because it invokes multiple undefined behaviors and
+ // is of basically no consequence, it has deliberately not been ported.
+ I_Error("Bad sfx #: %d", sfx_id);
+ }
+
+ sfx = &S_sfx[sfx_id];
+
+ // Initialize sound parameters
+ if (sfx->link)
+ {
+ volume += sfx->volume;
+
+ if (volume < 1)
+ {
+ return;
+ }
+
+ if (volume > snd_SfxVolume)
+ {
+ volume = snd_SfxVolume;
+ }
+ }
+
+
+ // 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 [STRIFE] - nope!
+ //S_StopSound(origin);
+
+ // try to find a channel
+ cnum = S_GetChannel(origin, sfx, false); // haleyjd: not a voice.
+
+ 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);
+}
+
+
+// haleyjd 09/11/10: [STRIFE]
+// None of this was necessary in the vanilla EXE but Choco's low-level code
+// won't play nice with a temporary sfxinfo because it insists that the
+// "driver_data" member remain valid from the last time the sound was used,
+// even if it has already stopped playing. Thanks to this cuteness I get
+// to maintain a dynamic cache of sfxinfo objects!
+
+typedef struct voiceinfo_s
+{
+ sfxinfo_t sfx;
+ struct voiceinfo_s *next; // next on hash chain
+} voiceinfo_t;
+
+#define NUMVOICECHAINS 257
+
+//
+// Ripped from Eternity.
+//
+static unsigned int S_voiceHash(const char *str)
+{
+ const char *c = str;
+ unsigned int h = 0;
+
+ if(!str)
+ I_Error("S_voiceHash: cannot hash NULL string!\n");
+
+ // note: this needs to be case insensitive for lump names
+ while(*c)
+ {
+ h = 5 * h + toupper(*c);
+ ++c;
+ }
+
+ return h;
+}
+
+static voiceinfo_t *voices[NUMVOICECHAINS];
+
+//
+// S_getVoice
+//
+// Gets an entry from the voice table, if it exists. If it does not, one will be
+// created.
+//
+static voiceinfo_t *S_getVoice(const char *name, int lumpnum)
+{
+ voiceinfo_t *voice;
+ unsigned int hashkey = S_voiceHash(name) % NUMVOICECHAINS;
+
+ voice = voices[hashkey];
+
+ while(voice && strcasecmp(voice->sfx.name, name))
+ voice = voice->next;
+
+ if(!voice)
+ {
+ voice = calloc(1, sizeof(voiceinfo_t));
+
+ strncpy(voice->sfx.name, name, 8);
+ voice->sfx.priority = INT_MIN; // make highest possible priority
+ voice->sfx.pitch = -1;
+ voice->sfx.volume = -1;
+ voice->sfx.numchannels = -1;
+ voice->sfx.usefulness = -1;
+ voice->sfx.lumpnum = lumpnum;
+
+ // throw it onto the table.
+ voice->next = voices[hashkey];
+ voices[hashkey] = voice;
+ }
+
+ return voice;
+}
+
+//
+// I_StartVoice
+//
+// haleyjd 09/11/10: [STRIFE] New function
+// Note this was in i_sound.c in Strife itself, but relied on DMX-specific
+// features to ensure voice channels had absolute priority. Here we must
+// populate a fake sfxinfo_t and send the sound through some of the normal
+// routines. But in the end, it still works the same.
+//
+void I_StartVoice(const char *lumpname)
+{
+ int lumpnum;
+ voiceinfo_t *voice; // choco-specific
+ char lumpnamedup[9];
+
+ // no voices in deathmatch mode.
+ if(netgame)
+ return;
+
+ // STRIFE-TODO: checks if snd_SfxDevice == 83
+ // This is probably turning off voice if using PC speaker...
+
+ // user has disabled voices?
+ if(disable_voices)
+ return;
+
+ // have a voice playing already? stop it.
+ if(i_voicehandle >= 0)
+ S_StopChannel(i_voicehandle);
+
+ // Vanilla STRIFE appears to have stopped any current voice without
+ // starting a new one if NULL was passed in here, though I cannot
+ // find an explicit check for NULL in the assembly. Either way, it
+ // didn't crash, so do a check now:
+ if(lumpname == NULL)
+ return;
+
+ // Because of constness problems...
+ strncpy(lumpnamedup, lumpname, 9);
+ lumpnamedup[8] = '\0';
+
+ if((lumpnum = W_CheckNumForName(lumpnamedup)) != -1)
+ {
+ // haleyjd: Choco-specific: get a voice structure
+ voice = S_getVoice(lumpnamedup, lumpnum);
+
+ // get a channel for the voice
+ i_voicehandle = S_GetChannel(NULL, &voice->sfx, true);
+
+ channels[i_voicehandle].handle
+ = I_StartSound(&voice->sfx, i_voicehandle, snd_VoiceVolume, NORM_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;
+
+ I_UpdateSound();
+
+ 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;
+}
+
+//
+// S_SetVoiceVolume
+//
+// haleyjd 09/11/10: [STRIFE]
+// Set the internal voice volume level.
+//
+void S_SetVoiceVolume(int volume)
+{
+ if (volume < 0 || volume > 127)
+ {
+ I_Error("Attempt to set voice volume at %d", volume);
+ }
+
+ snd_VoiceVolume = 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;
+ }
+}
+