summaryrefslogtreecommitdiff
path: root/src/strife/s_sound.c
blob: 47b33089bf581b3fafc92d7a53a804f13af47c6f (plain)
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
// 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: 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.
//

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);
    
    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);
}

void S_StartSound(void *origin_p, int sfx_id)
{
    sfxinfo_t *sfx;
    mobj_t *origin;
    int rc;
    int sep;
    int priority;
    int cnum;
    int volume;

    origin = (mobj_t *) origin_p;
    volume = snd_SfxVolume;

    // 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)
    {
        priority = sfx->priority;
        volume += sfx->volume;

        if (volume < 1)
        {
            return;
        }

        if (volume > snd_SfxVolume)
        {
            volume = snd_SfxVolume;
        }
    }        
    else
    {
        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);

        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
    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;
    }
}