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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 2007 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:
// System interface for PC speaker sound.
//
//-----------------------------------------------------------------------------
#include "SDL.h"
#include "doomdef.h"
#include "doomtype.h"
#include "deh_main.h"
#include "s_sound.h"
#include "sounds.h"
#include "w_wad.h"
#include "z_zone.h"
#include "pcsound.h"
static boolean pcs_initialized = false;
static SDL_mutex *sound_lock;
static uint8_t *current_sound_lump = NULL;
static uint8_t *current_sound_pos = NULL;
static unsigned int current_sound_remaining = 0;
static int current_sound_handle = 0;
static int current_sound_lump_num = -1;
static const float frequencies[] = {
0.0f, 175.00f, 180.02f, 185.01f, 190.02f, 196.02f, 202.02f, 208.01f, 214.02f, 220.02f,
226.02f, 233.04f, 240.02f, 247.03f, 254.03f, 262.00f, 269.03f, 277.03f, 285.04f,
294.03f, 302.07f, 311.04f, 320.05f, 330.06f, 339.06f, 349.08f, 359.06f, 370.09f,
381.08f, 392.10f, 403.10f, 415.01f, 427.05f, 440.12f, 453.16f, 466.08f, 480.15f,
494.07f, 508.16f, 523.09f, 539.16f, 554.19f, 571.17f, 587.19f, 604.14f, 622.09f,
640.11f, 659.21f, 679.10f, 698.17f, 719.21f, 740.18f, 762.41f, 784.47f, 807.29f,
831.48f, 855.32f, 880.57f, 906.67f, 932.17f, 960.69f, 988.55f, 1017.20f, 1046.64f,
1077.85f, 1109.93f, 1141.79f, 1175.54f, 1210.12f, 1244.19f, 1281.61f, 1318.43f,
1357.42f, 1397.16f, 1439.30f, 1480.37f, 1523.85f, 1569.97f, 1614.58f, 1661.81f,
1711.87f, 1762.45f, 1813.34f, 1864.34f, 1921.38f, 1975.46f, 2036.14f, 2093.29f,
2157.64f, 2217.80f, 2285.78f, 2353.41f, 2420.24f, 2490.98f, 2565.97f, 2639.77f,
};
static void PCSCallbackFunc(int *duration, int *freq)
{
unsigned int tone;
*duration = 1000 / 140;
if (SDL_LockMutex(sound_lock) < 0)
{
*freq = 0;
return;
}
if (current_sound_lump != NULL && current_sound_remaining > 0)
{
// Read the next tone
tone = *current_sound_pos;
// Use the tone -> frequency lookup table. See pcspkr10.zip
// for a full discussion of this.
// Check we don't overflow the frequency table.
if (tone < arrlen(frequencies))
{
*freq = (int) frequencies[tone];
}
else
{
*freq = 0;
}
++current_sound_pos;
--current_sound_remaining;
}
else
{
*freq = 0;
}
SDL_UnlockMutex(sound_lock);
}
static boolean CachePCSLump(int sound_id)
{
int lumplen;
int headerlen;
// Free the current sound lump back to the cache
if (current_sound_lump != NULL)
{
W_ReleaseLumpNum(current_sound_lump_num);
current_sound_lump = NULL;
}
// Load from WAD
current_sound_lump = W_CacheLumpNum(S_sfx[sound_id].lumpnum, PU_STATIC);
lumplen = W_LumpLength(S_sfx[sound_id].lumpnum);
// Read header
if (current_sound_lump[0] != 0x00 || current_sound_lump[1] != 0x00)
{
return false;
}
headerlen = (current_sound_lump[3] << 8) | current_sound_lump[2];
if (headerlen > lumplen - 4)
{
return false;
}
// Header checks out ok
current_sound_remaining = headerlen;
current_sound_pos = current_sound_lump + 4;
current_sound_lump_num = S_sfx[sound_id].lumpnum;
return true;
}
static int I_PCS_StartSound(int id,
int channel,
int vol,
int sep)
{
int result;
if (!pcs_initialized)
{
return -1;
}
// These PC speaker sounds are not played - this can be seen in the
// Heretic source code, where there are remnants of this left over
// from Doom.
if (id == sfx_posact || id == sfx_bgact || id == sfx_dmact
|| id == sfx_dmpain || id == sfx_popain || id == sfx_sawidl)
{
return -1;
}
if (SDL_LockMutex(sound_lock) < 0)
{
return -1;
}
result = CachePCSLump(id);
if (result)
{
current_sound_handle = channel;
}
SDL_UnlockMutex(sound_lock);
if (result)
{
return channel;
}
else
{
return -1;
}
}
static void I_PCS_StopSound(int handle)
{
if (!pcs_initialized)
{
return;
}
if (SDL_LockMutex(sound_lock) < 0)
{
return;
}
// If this is the channel currently playing, immediately end it.
if (current_sound_handle == handle)
{
current_sound_remaining = 0;
}
SDL_UnlockMutex(sound_lock);
}
//
// Retrieve the raw data lump index
// for a given SFX name.
//
static int I_PCS_GetSfxLumpNum(sfxinfo_t* sfx)
{
char namebuf[9];
sprintf(namebuf, "dp%s", DEH_String(sfx->name));
return W_GetNumForName(namebuf);
}
static boolean I_PCS_SoundIsPlaying(int handle)
{
if (!pcs_initialized)
{
return false;
}
if (handle != current_sound_handle)
{
return false;
}
return current_sound_lump != NULL && current_sound_remaining > 0;
}
static boolean I_PCS_InitSound(void)
{
// Use the sample rate from the configuration file
PCSound_SetSampleRate(snd_samplerate);
// Initialize the PC speaker subsystem.
pcs_initialized = PCSound_Init(PCSCallbackFunc);
if (pcs_initialized)
{
sound_lock = SDL_CreateMutex();
}
return pcs_initialized;
}
static void I_PCS_ShutdownSound(void)
{
if (pcs_initialized)
{
PCSound_Shutdown();
}
}
static void I_PCS_UpdateSound(void)
{
// no-op.
}
void I_PCS_UpdateSoundParams(int channel, int vol, int sep)
{
// no-op.
}
static snddevice_t sound_pcsound_devices[] =
{
SNDDEVICE_PCSPEAKER,
};
sound_module_t sound_pcsound_module =
{
sound_pcsound_devices,
arrlen(sound_pcsound_devices),
I_PCS_InitSound,
I_PCS_ShutdownSound,
I_PCS_GetSfxLumpNum,
I_PCS_UpdateSound,
I_PCS_UpdateSoundParams,
I_PCS_StartSound,
I_PCS_StopSound,
I_PCS_SoundIsPlaying,
};
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