1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
|
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-8 Simon Howard
// Copyright(C) 2008 David Flater
//
// 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 sound.
//
//-----------------------------------------------------------------------------
#include "config.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "SDL.h"
#include "SDL_mixer.h"
#ifdef HAVE_LIBSAMPLERATE
#include <samplerate.h>
#endif
#include "deh_str.h"
#include "i_sound.h"
#include "i_system.h"
#include "i_swap.h"
#include "m_argv.h"
#include "m_misc.h"
#include "w_wad.h"
#include "z_zone.h"
#include "doomtype.h"
#define LOW_PASS_FILTER
//#define DEBUG_DUMP_WAVS
#define NUM_CHANNELS 16
typedef struct allocated_sound_s allocated_sound_t;
struct allocated_sound_s
{
sfxinfo_t *sfxinfo;
Mix_Chunk chunk;
int use_count;
allocated_sound_t *prev, *next;
};
static boolean setpanning_workaround = false;
static boolean sound_initialized = false;
static sfxinfo_t *channels_playing[NUM_CHANNELS];
static int mixer_freq;
static Uint16 mixer_format;
static int mixer_channels;
static boolean use_sfx_prefix;
static boolean (*ExpandSoundData)(sfxinfo_t *sfxinfo,
byte *data,
int samplerate,
int length) = NULL;
// Doubly-linked list of allocated sounds.
// When a sound is played, it is moved to the head, so that the oldest
// sounds not used recently are at the tail.
static allocated_sound_t *allocated_sounds_head = NULL;
static allocated_sound_t *allocated_sounds_tail = NULL;
static int allocated_sounds_size = 0;
int use_libsamplerate = 0;
// Scale factor used when converting libsamplerate floating point numbers
// to integers. Too high means the sounds can clip; too low means they
// will be too quiet. This is an amount that should avoid clipping most
// of the time: with all the Doom IWAD sound effects, at least. If a PWAD
// is used, clipping might occur.
float libsamplerate_scale = 0.65;
// Hook a sound into the linked list at the head.
static void AllocatedSoundLink(allocated_sound_t *snd)
{
snd->prev = NULL;
snd->next = allocated_sounds_head;
allocated_sounds_head = snd;
if (allocated_sounds_tail == NULL)
{
allocated_sounds_tail = snd;
}
else
{
snd->next->prev = snd;
}
}
// Unlink a sound from the linked list.
static void AllocatedSoundUnlink(allocated_sound_t *snd)
{
if (snd->prev == NULL)
{
allocated_sounds_head = snd->next;
}
else
{
snd->prev->next = snd->next;
}
if (snd->next == NULL)
{
allocated_sounds_tail = snd->prev;
}
else
{
snd->next->prev = snd->prev;
}
}
static void FreeAllocatedSound(allocated_sound_t *snd)
{
// Unlink from linked list.
AllocatedSoundUnlink(snd);
// Unlink from higher-level code.
snd->sfxinfo->driver_data = NULL;
// Keep track of the amount of allocated sound data:
allocated_sounds_size -= snd->chunk.alen;
free(snd);
}
// Search from the tail backwards along the allocated sounds list, find
// and free a sound that is not in use, to free up memory. Return true
// for success.
static boolean FindAndFreeSound(void)
{
allocated_sound_t *snd;
snd = allocated_sounds_tail;
while (snd != NULL)
{
if (snd->use_count == 0)
{
FreeAllocatedSound(snd);
return true;
}
snd = snd->prev;
}
// No available sounds to free...
return false;
}
// Enforce SFX cache size limit. We are just about to allocate "len"
// bytes on the heap for a new sound effect, so free up some space
// so that we keep allocated_sounds_size < snd_cachesize
static void ReserveCacheSpace(size_t len)
{
if (snd_cachesize <= 0)
{
return;
}
// Keep freeing sound effects that aren't currently being played,
// until there is enough space for the new sound.
while (allocated_sounds_size + len > snd_cachesize)
{
// Free a sound. If there is nothing more to free, stop.
if (!FindAndFreeSound())
{
break;
}
}
}
// Allocate a block for a new sound effect.
static Mix_Chunk *AllocateSound(sfxinfo_t *sfxinfo, size_t len)
{
allocated_sound_t *snd;
// Keep allocated sounds within the cache size.
ReserveCacheSpace(len);
// Allocate the sound structure and data. The data will immediately
// follow the structure, which acts as a header.
do
{
snd = malloc(sizeof(allocated_sound_t) + len);
// Out of memory? Try to free an old sound, then loop round
// and try again.
if (snd == NULL && !FindAndFreeSound())
{
return NULL;
}
} while (snd == NULL);
// Skip past the chunk structure for the audio buffer
snd->chunk.abuf = (byte *) (snd + 1);
snd->chunk.alen = len;
snd->chunk.allocated = 1;
snd->chunk.volume = MIX_MAX_VOLUME;
snd->sfxinfo = sfxinfo;
snd->use_count = 0;
// driver_data pointer points to the allocated_sound structure.
sfxinfo->driver_data = snd;
// Keep track of how much memory all these cached sounds are using...
allocated_sounds_size += len;
AllocatedSoundLink(snd);
return &snd->chunk;
}
// Lock a sound, to indicate that it may not be freed.
static void LockAllocatedSound(allocated_sound_t *snd)
{
// Increase use count, to stop the sound being freed.
++snd->use_count;
//printf("++ %s: Use count=%i\n", snd->sfxinfo->name, snd->use_count);
// When we use a sound, re-link it into the list at the head, so
// that the oldest sounds fall to the end of the list for freeing.
AllocatedSoundUnlink(snd);
AllocatedSoundLink(snd);
}
// Unlock a sound to indicate that it may now be freed.
static void UnlockAllocatedSound(allocated_sound_t *snd)
{
if (snd->use_count <= 0)
{
I_Error("Sound effect released more times than it was locked...");
}
--snd->use_count;
//printf("-- %s: Use count=%i\n", snd->sfxinfo->name, snd->use_count);
}
// When a sound stops, check if it is still playing. If it is not,
// we can mark the sound data as CACHE to be freed back for other
// means.
static void ReleaseSoundOnChannel(int channel)
{
sfxinfo_t *sfxinfo = channels_playing[channel];
if (sfxinfo == NULL)
{
return;
}
channels_playing[channel] = NULL;
UnlockAllocatedSound(sfxinfo->driver_data);
}
#ifdef HAVE_LIBSAMPLERATE
// Returns the conversion mode for libsamplerate to use.
static int SRC_ConversionMode(void)
{
switch (use_libsamplerate)
{
// 0 = disabled
default:
case 0:
return -1;
// Ascending numbers give higher quality
case 1:
return SRC_LINEAR;
case 2:
return SRC_ZERO_ORDER_HOLD;
case 3:
return SRC_SINC_FASTEST;
case 4:
return SRC_SINC_MEDIUM_QUALITY;
case 5:
return SRC_SINC_BEST_QUALITY;
}
}
// libsamplerate-based generic sound expansion function for any sample rate
// unsigned 8 bits --> signed 16 bits
// mono --> stereo
// samplerate --> mixer_freq
// Returns number of clipped samples.
// DWF 2008-02-10 with cleanups by Simon Howard.
static boolean ExpandSoundData_SRC(sfxinfo_t *sfxinfo,
byte *data,
int samplerate,
int length)
{
SRC_DATA src_data;
uint32_t i, abuf_index=0, clipped=0;
uint32_t alen;
int retn;
int16_t *expanded;
Mix_Chunk *chunk;
src_data.input_frames = length;
src_data.data_in = malloc(length * sizeof(float));
src_data.src_ratio = (double)mixer_freq / samplerate;
// We include some extra space here in case of rounding-up.
src_data.output_frames = src_data.src_ratio * length + (mixer_freq / 4);
src_data.data_out = malloc(src_data.output_frames * sizeof(float));
assert(src_data.data_in != NULL && src_data.data_out != NULL);
// Convert input data to floats
for (i=0; i<length; ++i)
{
// Unclear whether 128 should be interpreted as "zero" or whether a
// symmetrical range should be assumed. The following assumes a
// symmetrical range.
src_data.data_in[i] = data[i] / 127.5 - 1;
}
// Do the sound conversion
retn = src_simple(&src_data, SRC_ConversionMode(), 1);
assert(retn == 0);
// Allocate the new chunk.
alen = src_data.output_frames_gen * 4;
chunk = AllocateSound(sfxinfo, src_data.output_frames_gen * 4);
if (chunk == NULL)
{
return false;
}
expanded = (int16_t *) chunk->abuf;
// Convert the result back into 16-bit integers.
for (i=0; i<src_data.output_frames_gen; ++i)
{
// libsamplerate does not limit itself to the -1.0 .. 1.0 range on
// output, so a multiplier less than INT16_MAX (32767) is required
// to avoid overflows or clipping. However, the smaller the
// multiplier, the quieter the sound effects get, and the more you
// have to turn down the music to keep it in balance.
// 22265 is the largest multiplier that can be used to resample all
// of the Vanilla DOOM sound effects to 48 kHz without clipping
// using SRC_SINC_BEST_QUALITY. It is close enough (only slightly
// too conservative) for SRC_SINC_MEDIUM_QUALITY and
// SRC_SINC_FASTEST. PWADs with interestingly different sound
// effects or target rates other than 48 kHz might still result in
// clipping--I don't know if there's a limit to it.
// As the number of clipped samples increases, the signal is
// gradually overtaken by noise, with the loudest parts going first.
// However, a moderate amount of clipping is often tolerated in the
// quest for the loudest possible sound overall. The results of
// using INT16_MAX as the multiplier are not all that bad, but
// artifacts are noticeable during the loudest parts.
float cvtval_f =
src_data.data_out[i] * libsamplerate_scale * INT16_MAX;
int32_t cvtval_i = cvtval_f + (cvtval_f < 0 ? -0.5 : 0.5);
// Asymmetrical sound worries me, so we won't use -32768.
if (cvtval_i < -INT16_MAX)
{
cvtval_i = -INT16_MAX;
++clipped;
}
else if (cvtval_i > INT16_MAX)
{
cvtval_i = INT16_MAX;
++clipped;
}
// Left and right channels
expanded[abuf_index++] = cvtval_i;
expanded[abuf_index++] = cvtval_i;
}
free(src_data.data_in);
free(src_data.data_out);
if (clipped > 0)
{
fprintf(stderr, "Sound '%s': clipped %u samples (%0.2f %%)\n",
sfxinfo->name, clipped,
400.0 * clipped / chunk->alen);
}
return true;
}
#endif
static boolean ConvertibleRatio(int freq1, int freq2)
{
int ratio;
if (freq1 > freq2)
{
return ConvertibleRatio(freq2, freq1);
}
else if ((freq2 % freq1) != 0)
{
// Not in a direct ratio
return false;
}
else
{
// Check the ratio is a power of 2
ratio = freq2 / freq1;
while ((ratio & 1) == 0)
{
ratio = ratio >> 1;
}
return ratio == 1;
}
}
#ifdef DEBUG_DUMP_WAVS
// Debug code to dump resampled sound effects to WAV files for analysis.
static void WriteWAV(char *filename, byte *data,
uint32_t length, int samplerate)
{
FILE *wav;
unsigned int i;
unsigned short s;
wav = fopen(filename, "wb");
// Header
fwrite("RIFF", 1, 4, wav);
i = LONG(36 + samplerate);
fwrite(&i, 4, 1, wav);
fwrite("WAVE", 1, 4, wav);
// Subchunk 1
fwrite("fmt ", 1, 4, wav);
i = LONG(16);
fwrite(&i, 4, 1, wav); // Length
s = SHORT(1);
fwrite(&s, 2, 1, wav); // Format (PCM)
s = SHORT(2);
fwrite(&s, 2, 1, wav); // Channels (2=stereo)
i = LONG(samplerate);
fwrite(&i, 4, 1, wav); // Sample rate
i = LONG(samplerate * 2 * 2);
fwrite(&i, 4, 1, wav); // Byte rate (samplerate * stereo * 16 bit)
s = SHORT(2 * 2);
fwrite(&s, 2, 1, wav); // Block align (stereo * 16 bit)
s = SHORT(16);
fwrite(&s, 2, 1, wav); // Bits per sample (16 bit)
// Data subchunk
fwrite("data", 1, 4, wav);
i = LONG(length);
fwrite(&i, 4, 1, wav); // Data length
fwrite(data, 1, length, wav); // Data
fclose(wav);
}
#endif
// Generic sound expansion function for any sample rate.
// Returns number of clipped samples (always 0).
static boolean ExpandSoundData_SDL(sfxinfo_t *sfxinfo,
byte *data,
int samplerate,
int length)
{
SDL_AudioCVT convertor;
Mix_Chunk *chunk;
uint32_t expanded_length;
// Calculate the length of the expanded version of the sample.
expanded_length = (uint32_t) ((((uint64_t) length) * mixer_freq) / samplerate);
// Double up twice: 8 -> 16 bit and mono -> stereo
expanded_length *= 4;
// Allocate a chunk in which to expand the sound
chunk = AllocateSound(sfxinfo, expanded_length);
if (chunk == NULL)
{
return false;
}
// If we can, use the standard / optimized SDL conversion routines.
if (samplerate <= mixer_freq
&& ConvertibleRatio(samplerate, mixer_freq)
&& SDL_BuildAudioCVT(&convertor,
AUDIO_U8, 1, samplerate,
mixer_format, mixer_channels, mixer_freq))
{
convertor.buf = chunk->abuf;
convertor.len = length;
memcpy(convertor.buf, data, length);
SDL_ConvertAudio(&convertor);
}
else
{
Sint16 *expanded = (Sint16 *) chunk->abuf;
int expanded_length;
int expand_ratio;
int i;
// Generic expansion if conversion does not work:
//
// SDL's audio conversion only works for rate conversions that are
// powers of 2; if the two formats are not in a direct power of 2
// ratio, do this naive conversion instead.
// number of samples in the converted sound
expanded_length = ((uint64_t) length * mixer_freq) / samplerate;
expand_ratio = (length << 8) / expanded_length;
for (i=0; i<expanded_length; ++i)
{
Sint16 sample;
int src;
src = (i * expand_ratio) >> 8;
sample = data[src] | (data[src] << 8);
sample -= 32768;
// expand 8->16 bits, mono->stereo
expanded[i * 2] = expanded[i * 2 + 1] = sample;
}
#ifdef LOW_PASS_FILTER
// Perform a low-pass filter on the upscaled sound to filter
// out high-frequency noise from the conversion process.
{
float rc, dt, alpha;
// Low-pass filter for cutoff frequency f:
//
// For sampling rate r, dt = 1 / r
// rc = 1 / 2*pi*f
// alpha = dt / (rc + dt)
// Filter to the half sample rate of the original sound effect
// (maximum frequency, by nyquist)
dt = 1.0f / mixer_freq;
rc = 1.0f / (3.14f * samplerate);
alpha = dt / (rc + dt);
// Both channels are processed in parallel, hence [i-2]:
for (i=2; i<expanded_length * 2; ++i)
{
expanded[i] = (Sint16) (alpha * expanded[i]
+ (1 - alpha) * expanded[i-2]);
}
}
#endif /* #ifdef LOW_PASS_FILTER */
}
return true;
}
// Load and convert a sound effect
// Returns true if successful
static boolean CacheSFX(sfxinfo_t *sfxinfo)
{
int lumpnum;
unsigned int lumplen;
int samplerate;
unsigned int length;
byte *data;
// need to load the sound
lumpnum = sfxinfo->lumpnum;
data = W_CacheLumpNum(lumpnum, PU_STATIC);
lumplen = W_LumpLength(lumpnum);
// Check the header, and ensure this is a valid sound
if (lumplen < 8
|| data[0] != 0x03 || data[1] != 0x00)
{
// Invalid sound
return false;
}
// 16 bit sample rate field, 32 bit length field
samplerate = (data[3] << 8) | data[2];
length = (data[7] << 24) | (data[6] << 16) | (data[5] << 8) | data[4];
// If the header specifies that the length of the sound is greater than
// the length of the lump itself, this is an invalid sound lump
// We also discard sound lumps that are less than 49 samples long,
// as this is how DMX behaves - although the actual cut-off length
// seems to vary slightly depending on the sample rate. This needs
// further investigation to better understand the correct
// behavior.
if (length > lumplen - 8 || length <= 48)
{
return false;
}
// The DMX sound library seems to skip the first 16 and last 16
// bytes of the lump - reason unknown.
data += 16;
length -= 32;
// Sample rate conversion
if (!ExpandSoundData(sfxinfo, data + 8, samplerate, length))
{
return false;
}
#ifdef DEBUG_DUMP_WAVS
{
char filename[16];
M_snprintf(filename, sizeof(filename), "%s.wav",
DEH_String(S_sfx[sound].name));
WriteWAV(filename, sound_chunks[sound].abuf,
sound_chunks[sound].alen, mixer_freq);
}
#endif
// don't need the original lump any more
W_ReleaseLumpNum(lumpnum);
return true;
}
static void GetSfxLumpName(sfxinfo_t *sfx, char *buf, size_t buf_len)
{
// Linked sfx lumps? Get the lump number for the sound linked to.
if (sfx->link != NULL)
{
sfx = sfx->link;
}
// Doom adds a DS* prefix to sound lumps; Heretic and Hexen don't
// do this.
if (use_sfx_prefix)
{
M_snprintf(buf, buf_len, "ds%s", DEH_String(sfx->name));
}
else
{
M_StringCopy(buf, DEH_String(sfx->name), buf_len);
}
}
#ifdef HAVE_LIBSAMPLERATE
// Preload all the sound effects - stops nasty ingame freezes
static void I_SDL_PrecacheSounds(sfxinfo_t *sounds, int num_sounds)
{
char namebuf[9];
int i;
// Don't need to precache the sounds unless we are using libsamplerate.
if (use_libsamplerate == 0)
{
return;
}
printf("I_SDL_PrecacheSounds: Precaching all sound effects..");
for (i=0; i<num_sounds; ++i)
{
if ((i % 6) == 0)
{
printf(".");
fflush(stdout);
}
GetSfxLumpName(&sounds[i], namebuf, sizeof(namebuf));
sounds[i].lumpnum = W_CheckNumForName(namebuf);
if (sounds[i].lumpnum != -1)
{
CacheSFX(&sounds[i]);
}
}
printf("\n");
}
#else
static void I_SDL_PrecacheSounds(sfxinfo_t *sounds, int num_sounds)
{
// no-op
}
#endif
// Load a SFX chunk into memory and ensure that it is locked.
static boolean LockSound(sfxinfo_t *sfxinfo)
{
// If the sound isn't loaded, load it now
if (sfxinfo->driver_data == NULL)
{
if (!CacheSFX(sfxinfo))
{
return false;
}
}
LockAllocatedSound(sfxinfo->driver_data);
return true;
}
//
// Retrieve the raw data lump index
// for a given SFX name.
//
static int I_SDL_GetSfxLumpNum(sfxinfo_t *sfx)
{
char namebuf[9];
GetSfxLumpName(sfx, namebuf, sizeof(namebuf));
return W_GetNumForName(namebuf);
}
static void I_SDL_UpdateSoundParams(int handle, int vol, int sep)
{
int left, right;
if (!sound_initialized || handle < 0 || handle >= NUM_CHANNELS)
{
return;
}
left = ((254 - sep) * vol) / 127;
right = ((sep) * vol) / 127;
if (left < 0) left = 0;
else if ( left > 255) left = 255;
if (right < 0) right = 0;
else if (right > 255) right = 255;
// SDL_mixer version 1.2.8 and earlier has a bug in the Mix_SetPanning
// function. A workaround is to call Mix_UnregisterAllEffects for
// the channel before calling it. This is undesirable as it may lead
// to the channel volumes resetting briefly.
if (setpanning_workaround)
{
Mix_UnregisterAllEffects(handle);
}
Mix_SetPanning(handle, left, right);
}
//
// Starting a sound means adding it
// to the current list of active sounds
// in the internal channels.
// As the SFX info struct contains
// e.g. a pointer to the raw data,
// it is ignored.
// As our sound handling does not handle
// priority, it is ignored.
// Pitching (that is, increased speed of playback)
// is set, but currently not used by mixing.
//
static int I_SDL_StartSound(sfxinfo_t *sfxinfo, int channel, int vol, int sep)
{
allocated_sound_t *snd;
if (!sound_initialized || channel < 0 || channel >= NUM_CHANNELS)
{
return -1;
}
// Release a sound effect if there is already one playing
// on this channel
ReleaseSoundOnChannel(channel);
// Get the sound data
if (!LockSound(sfxinfo))
{
return -1;
}
snd = sfxinfo->driver_data;
// play sound
Mix_PlayChannelTimed(channel, &snd->chunk, 0, -1);
channels_playing[channel] = sfxinfo;
// set separation, etc.
I_SDL_UpdateSoundParams(channel, vol, sep);
return channel;
}
static void I_SDL_StopSound(int handle)
{
if (!sound_initialized || handle < 0 || handle >= NUM_CHANNELS)
{
return;
}
Mix_HaltChannel(handle);
// Sound data is no longer needed; release the
// sound data being used for this channel
ReleaseSoundOnChannel(handle);
}
static boolean I_SDL_SoundIsPlaying(int handle)
{
if (!sound_initialized || handle < 0 || handle >= NUM_CHANNELS)
{
return false;
}
return Mix_Playing(handle);
}
//
// Periodically called to update the sound system
//
static void I_SDL_UpdateSound(void)
{
int i;
// Check all channels to see if a sound has finished
for (i=0; i<NUM_CHANNELS; ++i)
{
if (channels_playing[i] && !I_SDL_SoundIsPlaying(i))
{
// Sound has finished playing on this channel,
// but sound data has not been released to cache
ReleaseSoundOnChannel(i);
}
}
}
static void I_SDL_ShutdownSound(void)
{
if (!sound_initialized)
{
return;
}
Mix_CloseAudio();
SDL_QuitSubSystem(SDL_INIT_AUDIO);
sound_initialized = false;
}
// Calculate slice size, based on snd_maxslicetime_ms.
// The result must be a power of two.
static int GetSliceSize(void)
{
int limit;
int n;
limit = (snd_samplerate * snd_maxslicetime_ms) / 1000;
// Try all powers of two, not exceeding the limit.
for (n=0;; ++n)
{
// 2^n <= limit < 2^n+1 ?
if ((1 << (n + 1)) > limit)
{
return (1 << n);
}
}
// Should never happen?
return 1024;
}
static boolean I_SDL_InitSound(boolean _use_sfx_prefix)
{
int i;
use_sfx_prefix = _use_sfx_prefix;
// No sounds yet
for (i=0; i<NUM_CHANNELS; ++i)
{
channels_playing[i] = NULL;
}
if (SDL_Init(SDL_INIT_AUDIO) < 0)
{
fprintf(stderr, "Unable to set up sound.\n");
return false;
}
if (Mix_OpenAudio(snd_samplerate, AUDIO_S16SYS, 2, GetSliceSize()) < 0)
{
fprintf(stderr, "Error initialising SDL_mixer: %s\n", Mix_GetError());
return false;
}
ExpandSoundData = ExpandSoundData_SDL;
Mix_QuerySpec(&mixer_freq, &mixer_format, &mixer_channels);
#ifdef HAVE_LIBSAMPLERATE
if (use_libsamplerate != 0)
{
if (SRC_ConversionMode() < 0)
{
I_Error("I_SDL_InitSound: Invalid value for use_libsamplerate: %i",
use_libsamplerate);
}
ExpandSoundData = ExpandSoundData_SRC;
}
#else
if (use_libsamplerate != 0)
{
fprintf(stderr, "I_SDL_InitSound: use_libsamplerate=%i, but "
"libsamplerate support not compiled in.\n",
use_libsamplerate);
}
#endif
// SDL_mixer version 1.2.8 and earlier has a bug in the Mix_SetPanning
// function that can cause the game to lock up. If we're using an old
// version, we need to apply a workaround. But the workaround has its
// own drawbacks ...
{
const SDL_version *mixer_version;
int v;
mixer_version = Mix_Linked_Version();
v = SDL_VERSIONNUM(mixer_version->major,
mixer_version->minor,
mixer_version->patch);
if (v <= SDL_VERSIONNUM(1, 2, 8))
{
setpanning_workaround = true;
fprintf(stderr, "\n"
"ATTENTION: You are using an old version of SDL_mixer!\n"
" This version has a bug that may cause "
"your sound to stutter.\n"
" Please upgrade to a newer version!\n"
"\n");
}
}
Mix_AllocateChannels(NUM_CHANNELS);
SDL_PauseAudio(0);
sound_initialized = true;
return true;
}
static snddevice_t sound_sdl_devices[] =
{
SNDDEVICE_SB,
SNDDEVICE_PAS,
SNDDEVICE_GUS,
SNDDEVICE_WAVEBLASTER,
SNDDEVICE_SOUNDCANVAS,
SNDDEVICE_AWE32,
};
sound_module_t sound_sdl_module =
{
sound_sdl_devices,
arrlen(sound_sdl_devices),
I_SDL_InitSound,
I_SDL_ShutdownSound,
I_SDL_GetSfxLumpNum,
I_SDL_UpdateSound,
I_SDL_UpdateSoundParams,
I_SDL_StartSound,
I_SDL_StopSound,
I_SDL_SoundIsPlaying,
I_SDL_PrecacheSounds,
};
|