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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: i_sound.c 53 2005-08-19 21:55:51Z fraggle $
//
// 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.
//
// $Log$
// Revision 1.10 2005/08/19 21:55:51 fraggle
// Make sounds louder. Use the correct maximum of 15 when doing sound
// calculations.
//
// Revision 1.9 2005/08/07 19:21:01 fraggle
// Cycle round sound channels to stop reuse and conflicts of channel
// numbers. Add debug to detect when incorrect sound handles are used.
//
// Revision 1.8 2005/08/06 17:05:51 fraggle
// Remove debug messages, send error messages to stderr
// Fix overflow when playing large sound files
//
// Revision 1.7 2005/08/05 17:53:07 fraggle
// More sensible defaults
//
// Revision 1.6 2005/08/04 21:48:32 fraggle
// Turn on compiler optimisation and warning options
// Add SDL_mixer sound code
//
// Revision 1.5 2005/07/23 21:32:47 fraggle
// Add missing errno.h, fix crash on startup when no IWAD present
//
// Revision 1.4 2005/07/23 19:17:11 fraggle
// Use ANSI-standard limit constants. Remove LINUX define.
//
// Revision 1.3 2005/07/23 17:21:35 fraggle
// Remove step table (unused, adds dependency on pow function)
//
// Revision 1.2 2005/07/23 16:44:55 fraggle
// Update copyright to GNU GPL
//
// Revision 1.1.1.1 2005/07/23 16:20:46 fraggle
// Initial import
//
//
// DESCRIPTION:
// System interface for sound.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: i_sound.c 53 2005-08-19 21:55:51Z fraggle $";
#include <stdio.h>
#include <stdlib.h>
#include <SDL.h>
#include <SDL_mixer.h>
#include "z_zone.h"
#include "i_system.h"
#include "i_sound.h"
#include "m_argv.h"
#include "m_misc.h"
#include "m_swap.h"
#include "w_wad.h"
#include "doomdef.h"
#define NUM_CHANNELS 16
static int sound_initialised = 0;
static Mix_Chunk sound_chunks[NUMSFX];
static int sounds_in_use[256];
static int nextchannel = 0;
static byte *expand_sound_data(byte *data, int samplerate, int length)
{
byte *result = data;
int i;
if (samplerate == 11025)
{
// need to expand to 2 channels, and expand 11025->22050
result = Z_Malloc(length * 4, PU_STATIC, NULL);
for (i=0; i<length; ++i)
{
result[i * 4] = result[i * 4 + 1]
= result[i * 4 + 2] = result[i * 4 + 3] = data[i];
}
}
else if (samplerate == 22050)
{
// need to expand to 2 channels (sample rate is already correct)
result = Z_Malloc(length * 2, PU_STATIC, NULL);
for (i=0; i<length; ++i)
{
result[i * 2] = result[i * 2 + 1] = data[i];
}
}
else
{
I_Error("Unsupported sample rate %i", samplerate);
}
return result;
}
static Mix_Chunk *getsfx(int sound)
{
if (sound_chunks[sound].abuf == NULL)
{
int lumpnum;
int samplerate;
int length;
byte *data;
// need to load the sound
lumpnum = I_GetSfxLumpNum(&S_sfx[sound]);
data = W_CacheLumpNum(lumpnum, PU_STATIC);
samplerate = (data[3] << 8) | data[2];
length = (data[5] << 8) | data[4];
sound_chunks[sound].allocated = 1;
sound_chunks[sound].abuf = expand_sound_data(data + 8, samplerate, length);
sound_chunks[sound].alen = (length * 2) * (22050 / samplerate);
sound_chunks[sound].volume = 64;
}
return &sound_chunks[sound];
}
//
// SFX API
// Note: this was called by S_Init.
// However, whatever they did in the
// old DPMS based DOS version, this
// were simply dummies in the Linux
// version.
// See soundserver initdata().
//
void I_SetChannels()
{
}
void I_SetSfxVolume(int volume)
{
// Identical to DOS.
// Basically, this should propagate
// the menu/config file setting
// to the state variable used in
// the mixing.
snd_SfxVolume = volume;
}
// MUSIC API - dummy. Some code from DOS version.
void I_SetMusicVolume(int volume)
{
// Internal state variable.
snd_MusicVolume = volume;
// Now set volume on output device.
// Whatever( snd_MusciVolume );
}
//
// Retrieve the raw data lump index
// for a given SFX name.
//
int I_GetSfxLumpNum(sfxinfo_t* sfx)
{
char namebuf[9];
sprintf(namebuf, "ds%s", sfx->name);
return W_GetNumForName(namebuf);
}
static int soundtag = 0;
//
// 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.
//
int
I_StartSound
( int id,
int vol,
int sep,
int pitch,
int priority )
{
Mix_Chunk *chunk = getsfx(id);
int channel;
// find a free channel, starting from the first after
// the last channel we used
channel = nextchannel;
do
{
channel = (channel + 1) % NUM_CHANNELS;
if (channel == nextchannel)
{
fprintf(stderr, "No free sound channels left.\n");
return -1;
}
} while (Mix_Playing(channel));
nextchannel = channel;
// play sound
Mix_PlayChannelTimed(channel, chunk, 0, -1);
sounds_in_use[channel] = soundtag;
channel |= soundtag << 8;
soundtag++;
// set separation, etc.
I_UpdateSoundParams(channel, vol, sep, pitch);
return channel;
}
void I_StopSound (int handle)
{
int tag = handle >> 8;
handle &= 0xff;
if (sounds_in_use[handle] != tag)
{
fprintf(stderr,
"stopping wrong sound: %i != %i (%i)\n",
sounds_in_use[handle], tag,
handle);
}
sounds_in_use[handle] = -1;
Mix_HaltChannel(handle);
}
int I_SoundIsPlaying(int handle)
{
handle &= 0xff;
return Mix_Playing(handle);
}
//
// This function loops all active (internal) sound
// channels, retrieves a given number of samples
// from the raw sound data, modifies it according
// to the current (internal) channel parameters,
// mixes the per channel samples into the global
// mixbuffer, clamping it to the allowed range,
// and sets up everything for transferring the
// contents of the mixbuffer to the (two)
// hardware channels (left and right, that is).
//
// This function currently supports only 16bit.
//
void I_UpdateSound( void )
{
}
//
// This would be used to write out the mixbuffer
// during each game loop update.
// Updates sound buffer and audio device at runtime.
// It is called during Timer interrupt with SNDINTR.
// Mixing now done synchronous, and
// only output be done asynchronous?
//
void
I_SubmitSound(void)
{
}
void
I_UpdateSoundParams
( int handle,
int vol,
int sep,
int pitch)
{
int tag = handle >> 8;
int left, right;
handle &= 0xff;
if (sounds_in_use[handle] != tag)
{
fprintf(stderr,
"tag is wrong for playing sound: %i, %i\n", tag, handle);
}
left = ((254 - sep) * vol) / 15;
right = ((sep) * vol) / 15;
Mix_SetPanning(handle, left, right);
}
void I_ShutdownSound(void)
{
if (!sound_initialised)
return;
Mix_CloseAudio();
SDL_QuitSubSystem(SDL_INIT_AUDIO);
}
void
I_InitSound()
{
if (SDL_Init(SDL_INIT_AUDIO) < 0)
{
fprintf(stderr, "Unable to set up sound.\n");
return;
}
if (Mix_OpenAudio(22050, AUDIO_U8, 2, 1024) < 0)
{
fprintf(stderr, "Error initialising SDL_mixer: %s\n", SDL_GetError());
}
Mix_AllocateChannels(NUM_CHANNELS);
sound_initialised = 1;
SDL_PauseAudio(0);
}
//
// MUSIC API.
// Still no music done.
// Remains. Dummies.
//
void I_InitMusic(void) { }
void I_ShutdownMusic(void) { }
static int looping=0;
static int musicdies=-1;
void I_PlaySong(int handle, int looping)
{
// UNUSED.
handle = looping = 0;
musicdies = gametic + TICRATE*30;
}
void I_PauseSong (int handle)
{
// UNUSED.
handle = 0;
}
void I_ResumeSong (int handle)
{
// UNUSED.
handle = 0;
}
void I_StopSong(int handle)
{
// UNUSED.
handle = 0;
looping = 0;
musicdies = 0;
}
void I_UnRegisterSong(int handle)
{
// UNUSED.
handle = 0;
}
int I_RegisterSong(void* data)
{
// UNUSED.
data = NULL;
return 1;
}
// Is the song playing?
int I_QrySongPlaying(int handle)
{
// UNUSED.
handle = 0;
return looping || musicdies > gametic;
}
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