0345dadebf
Also now has working input (although not perfect) - Needs mouse or touch. Also now supports screen size doubling when the screen is significantly larger than doom's screen.
876 lines
16 KiB
C
876 lines
16 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION: none
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: s_sound.c,v 1.6 1997/02/03 22:45:12 b1 Exp $";
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#include <stdio.h>
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#include <stdlib.h>
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#include "i_system.h"
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#include "i_sound.h"
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#include "sounds.h"
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#include "s_sound.h"
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#include "z_zone.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "doomstat.h"
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// Purpose?
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const char snd_prefixen[]
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= { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };
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#define S_MAX_VOLUME 127
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// when to clip out sounds
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// Does not fit the large outdoor areas.
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#define S_CLIPPING_DIST (1200*0x10000)
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// Distance tp origin when sounds should be maxed out.
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// This should relate to movement clipping resolution
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// (see BLOCKMAP handling).
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// Originally: (200*0x10000).
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#define S_CLOSE_DIST (160*0x10000)
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#define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)
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// Adjustable by menu.
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#define NORM_VOLUME snd_MaxVolume
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#define NORM_PITCH 128
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#define NORM_PRIORITY 64
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#define NORM_SEP 128
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#define S_PITCH_PERTURB 1
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#define S_STEREO_SWING (96*0x10000)
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// percent attenuation from front to back
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#define S_IFRACVOL 30
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#define NA 0
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#define S_NUMCHANNELS 2
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// Current music/sfx card - index useless
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// w/o a reference LUT in a sound module.
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extern int snd_MusicDevice;
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extern int snd_SfxDevice;
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// Config file? Same disclaimer as above.
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extern int snd_DesiredMusicDevice;
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extern int snd_DesiredSfxDevice;
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typedef struct
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{
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// sound information (if null, channel avail.)
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sfxinfo_t* sfxinfo;
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// origin of sound
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void* origin;
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// handle of the sound being played
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int handle;
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} channel_t;
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// the set of channels available
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static channel_t* channels;
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// These are not used, but should be (menu).
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// Maximum volume of a sound effect.
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// Internal default is max out of 0-15.
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int snd_SfxVolume = 15;
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// Maximum volume of music. Useless so far.
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int snd_MusicVolume = 15;
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// whether songs are mus_paused
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static boolean mus_paused;
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// music currently being played
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static musicinfo_t* mus_playing=0;
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// following is set
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// by the defaults code in M_misc:
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// number of channels available
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int numChannels;
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static int nextcleanup;
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//
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// Internals.
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//
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int
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S_getChannel
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( void* origin,
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sfxinfo_t* sfxinfo );
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int
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S_AdjustSoundParams
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( mobj_t* listener,
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mobj_t* source,
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int* vol,
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int* sep,
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int* pitch );
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void S_StopChannel(int cnum);
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//
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// Initializes sound stuff, including volume
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// Sets channels, SFX and music volume,
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// allocates channel buffer, sets S_sfx lookup.
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//
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void S_Init
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( int sfxVolume,
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int musicVolume )
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{
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int i;
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I_DBGprintf("S_Init: default sfx volume %d\n", sfxVolume);
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// Whatever these did with DMX, these are rather dummies now.
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I_SetChannels();
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S_SetSfxVolume(sfxVolume);
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// No music with Linux - another dummy.
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S_SetMusicVolume(musicVolume);
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// Allocating the internal channels for mixing
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// (the maximum numer of sounds rendered
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// simultaneously) within zone memory.
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channels =
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(channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);
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// Free all channels for use
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for (i=0 ; i<numChannels ; i++)
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channels[i].sfxinfo = 0;
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// no sounds are playing, and they are not mus_paused
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mus_paused = 0;
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// Note that sounds have not been cached (yet).
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for (i=1 ; i<NUMSFX ; i++)
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S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
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}
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//
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// Per level startup code.
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// Kills playing sounds at start of level,
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// determines music if any, changes music.
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//
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void S_Start(void)
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{
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int cnum;
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int mnum;
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// kill all playing sounds at start of level
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// (trust me - a good idea)
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for (cnum=0 ; cnum<numChannels ; cnum++)
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if (channels[cnum].sfxinfo)
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S_StopChannel(cnum);
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// start new music for the level
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mus_paused = 0;
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if (gamemode == commercial)
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mnum = mus_runnin + gamemap - 1;
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else
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{
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int spmus[]=
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{
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// Song - Who? - Where?
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mus_e3m4, // American e4m1
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mus_e3m2, // Romero e4m2
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mus_e3m3, // Shawn e4m3
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mus_e1m5, // American e4m4
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mus_e2m7, // Tim e4m5
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mus_e2m4, // Romero e4m6
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mus_e2m6, // J.Anderson e4m7 CHIRON.WAD
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mus_e2m5, // Shawn e4m8
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mus_e1m9 // Tim e4m9
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};
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if (gameepisode < 4)
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mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
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else
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mnum = spmus[gamemap-1];
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}
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// HACK FOR COMMERCIAL
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// if (commercial && mnum > mus_e3m9)
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// mnum -= mus_e3m9;
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S_ChangeMusic(mnum, true);
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nextcleanup = 15;
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}
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void
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S_StartSoundAtVolume
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( void* origin_p,
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int sfx_id,
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int volume )
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{
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int rc;
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int sep;
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int pitch;
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int priority;
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sfxinfo_t* sfx;
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int cnum;
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mobj_t* origin = (mobj_t *) origin_p;
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// Debug.
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/*I_DBGprintf("S_StartSoundAtVolume: playing sound %d (%s)\n",
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sfx_id, S_sfx[sfx_id].name );*/
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// check for bogus sound #
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if (sfx_id < 1 || sfx_id > NUMSFX)
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I_Error("Bad sfx #: %d", sfx_id);
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sfx = &S_sfx[sfx_id];
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// Initialize sound parameters
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if (sfx->link)
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{
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pitch = sfx->pitch;
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priority = sfx->priority;
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volume += sfx->volume;
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if (volume < 1)
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return;
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if (volume > snd_SfxVolume)
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volume = snd_SfxVolume;
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}
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else
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{
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pitch = NORM_PITCH;
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priority = NORM_PRIORITY;
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}
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// Check to see if it is audible,
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// and if not, modify the params
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if (origin && origin != players[consoleplayer].mo)
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{
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rc = S_AdjustSoundParams(players[consoleplayer].mo,
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origin,
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&volume,
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&sep,
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&pitch);
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if ( origin->x == players[consoleplayer].mo->x
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&& origin->y == players[consoleplayer].mo->y)
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{
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sep = NORM_SEP;
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}
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if (!rc)
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return;
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}
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else
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{
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sep = NORM_SEP;
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}
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// hacks to vary the sfx pitches
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if (sfx_id >= sfx_sawup
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&& sfx_id <= sfx_sawhit)
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{
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pitch += 8 - (M_Random()&15);
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if (pitch<0)
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pitch = 0;
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else if (pitch>255)
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pitch = 255;
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}
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else if (sfx_id != sfx_itemup
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&& sfx_id != sfx_tink)
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{
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pitch += 16 - (M_Random()&31);
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if (pitch<0)
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pitch = 0;
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else if (pitch>255)
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pitch = 255;
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}
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// kill old sound
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S_StopSound(origin);
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// try to find a channel
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cnum = S_getChannel(origin, sfx);
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if (cnum<0)
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return;
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//
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// This is supposed to handle the loading/caching.
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// For some odd reason, the caching is done nearly
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// each time the sound is needed?
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//
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// get lumpnum if necessary
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if (sfx->lumpnum < 0)
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sfx->lumpnum = I_GetSfxLumpNum(sfx);
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#ifndef SNDSRV
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// cache data if necessary
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if (!sfx->data)
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{
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I_DBGprintf("S_StartSoundAtVolume: 16bit and not pre-cached - wtf?\n");
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// DOS remains, 8bit handling
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//sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
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// I_DBGprintf("S_StartSoundAtVolume: loading %d (lump %d) : 0x%x\n",
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// sfx_id, sfx->lumpnum, (int)sfx->data );
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}
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#endif
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// increase the usefulness
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if (sfx->usefulness++ < 0)
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sfx->usefulness = 1;
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// Assigns the handle to one of the channels in the
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// mix/output buffer.
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channels[cnum].handle = I_StartSound(sfx_id,
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/*sfx->data,*/
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volume,
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sep,
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pitch,
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priority);
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}
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void
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S_StartSound
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( void* origin,
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int sfx_id )
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{
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#ifdef SAWDEBUG
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// if (sfx_id == sfx_sawful)
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// sfx_id = sfx_itemup;
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#endif
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S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
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// UNUSED. We had problems, had we not?
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#ifdef SAWDEBUG
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{
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int i;
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int n;
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static mobj_t* last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
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static int first_saw=0;
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static int next_saw=0;
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if (sfx_id == sfx_sawidl
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|| sfx_id == sfx_sawful
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|| sfx_id == sfx_sawhit)
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{
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for (i=first_saw;i!=next_saw;i=(i+1)%10)
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if (last_saw_origins[i] != origin)
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I_DBGprintf("old origin 0x%lx != "
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"origin 0x%lx for sfx %d\n",
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last_saw_origins[i],
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origin,
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sfx_id);
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last_saw_origins[next_saw] = origin;
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next_saw = (next_saw + 1) % 10;
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if (next_saw == first_saw)
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first_saw = (first_saw + 1) % 10;
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for (n=i=0; i<numChannels ; i++)
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{
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if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
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|| channels[i].sfxinfo == &S_sfx[sfx_sawful]
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|| channels[i].sfxinfo == &S_sfx[sfx_sawhit]) n++;
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}
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if (n>1)
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{
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for (i=0; i<numChannels ; i++)
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{
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if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
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|| channels[i].sfxinfo == &S_sfx[sfx_sawful]
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|| channels[i].sfxinfo == &S_sfx[sfx_sawhit])
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{
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I_DBGprintf("chn: sfxinfo=0x%lx, origin=0x%lx, "
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"handle=%d\n",
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channels[i].sfxinfo,
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channels[i].origin,
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channels[i].handle);
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}
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}
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I_DBGprintf("\n");
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}
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}
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}
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#endif
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}
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void S_StopSound(void *origin)
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{
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int cnum;
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for (cnum=0 ; cnum<numChannels ; cnum++)
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{
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if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
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{
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S_StopChannel(cnum);
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break;
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}
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}
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}
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//
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// Stop and resume music, during game PAUSE.
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//
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void S_PauseSound(void)
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{
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if (mus_playing && !mus_paused)
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{
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I_PauseSong(mus_playing->handle);
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mus_paused = true;
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}
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}
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void S_ResumeSound(void)
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{
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if (mus_playing && mus_paused)
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{
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I_ResumeSong(mus_playing->handle);
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mus_paused = false;
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}
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}
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//
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// Updates music & sounds
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//
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void S_UpdateSounds(void* listener_p)
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{
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int audible;
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int cnum;
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int volume;
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int sep;
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int pitch;
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sfxinfo_t* sfx;
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channel_t* c;
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mobj_t* listener = (mobj_t*)listener_p;
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// Clean up unused data.
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// This is currently not done for 16bit (sounds cached static).
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// DOS 8bit remains.
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/*if (gametic > nextcleanup)
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{
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for (i=1 ; i<NUMSFX ; i++)
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{
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if (S_sfx[i].usefulness < 1
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&& S_sfx[i].usefulness > -1)
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{
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if (--S_sfx[i].usefulness == -1)
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{
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Z_ChangeTag(S_sfx[i].data, PU_CACHE);
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S_sfx[i].data = 0;
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}
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}
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}
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nextcleanup = gametic + 15;
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}*/
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for (cnum=0 ; cnum<numChannels ; cnum++)
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{
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c = &channels[cnum];
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sfx = c->sfxinfo;
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if (c->sfxinfo)
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{
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if (I_SoundIsPlaying(c->handle))
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{
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// initialize parameters
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volume = snd_SfxVolume;
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pitch = NORM_PITCH;
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sep = NORM_SEP;
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if (sfx->link)
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{
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pitch = sfx->pitch;
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volume += sfx->volume;
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if (volume < 1)
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{
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S_StopChannel(cnum);
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continue;
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}
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else if (volume > snd_SfxVolume)
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{
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volume = snd_SfxVolume;
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}
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}
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// check non-local sounds for distance clipping
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// or modify their params
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if (c->origin && listener_p != c->origin)
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{
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audible = S_AdjustSoundParams(listener,
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c->origin,
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&volume,
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&sep,
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&pitch);
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if (!audible)
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{
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S_StopChannel(cnum);
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}
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else
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I_UpdateSoundParams(c->handle, volume, sep, pitch);
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}
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}
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else
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{
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// if channel is allocated but sound has stopped,
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// free it
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S_StopChannel(cnum);
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}
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}
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}
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// kill music if it is a single-play && finished
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// if ( mus_playing
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// && !I_QrySongPlaying(mus_playing->handle)
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// && !mus_paused )
|
|
// S_StopMusic();
|
|
}
|
|
|
|
|
|
void S_SetMusicVolume(int volume)
|
|
{
|
|
if (volume < 0 || volume > 127)
|
|
{
|
|
I_Error("Attempt to set music volume at %d",
|
|
volume);
|
|
}
|
|
|
|
I_SetMusicVolume(127);
|
|
I_SetMusicVolume(volume);
|
|
snd_MusicVolume = volume;
|
|
}
|
|
|
|
|
|
|
|
void S_SetSfxVolume(int volume)
|
|
{
|
|
|
|
if (volume < 0 || volume > 127)
|
|
I_Error("Attempt to set sfx volume at %d", volume);
|
|
|
|
snd_SfxVolume = 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;
|
|
char namebuf[9];
|
|
|
|
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)
|
|
{
|
|
I_sprintf(namebuf, "d_%s", music->name);
|
|
music->lumpnum = W_GetNumForName(namebuf);
|
|
}
|
|
|
|
// load & register it
|
|
music->data = (void *) W_CacheLumpNum(music->lumpnum, PU_MUSIC);
|
|
music->handle = I_RegisterSong(music->data);
|
|
|
|
// play it
|
|
I_PlaySong(music->handle, looping);
|
|
|
|
mus_playing = music;
|
|
}
|
|
|
|
|
|
void S_StopMusic(void)
|
|
{
|
|
if (mus_playing)
|
|
{
|
|
if (mus_paused)
|
|
I_ResumeSong(mus_playing->handle);
|
|
|
|
I_StopSong(mus_playing->handle);
|
|
I_UnRegisterSong(mus_playing->handle);
|
|
Z_ChangeTag(mus_playing->data, PU_CACHE);
|
|
|
|
mus_playing->data = 0;
|
|
mus_playing = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void S_StopChannel(int cnum)
|
|
{
|
|
|
|
int i;
|
|
channel_t* c = &channels[cnum];
|
|
|
|
if (c->sfxinfo)
|
|
{
|
|
// stop the sound playing
|
|
if (I_SoundIsPlaying(c->handle))
|
|
{
|
|
#ifdef SAWDEBUG
|
|
if (c->sfxinfo == &S_sfx[sfx_sawful])
|
|
I_DBGprintf("stopped\n");
|
|
#endif
|
|
I_StopSound(c->handle);
|
|
}
|
|
|
|
// check to see
|
|
// if other channels are playing the sound
|
|
for (i=0 ; i<numChannels ; i++)
|
|
{
|
|
if (cnum != i
|
|
&& c->sfxinfo == channels[i].sfxinfo)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// degrade usefulness of sound data
|
|
c->sfxinfo->usefulness--;
|
|
|
|
c->sfxinfo = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// Changes volume, stereo-separation, and pitch 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.
|
|
//
|
|
int
|
|
S_AdjustSoundParams
|
|
( mobj_t* listener,
|
|
mobj_t* source,
|
|
int* vol,
|
|
int* sep,
|
|
int* pitch )
|
|
{
|
|
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);
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// S_getChannel :
|
|
// If none available, return -1. Otherwise channel #.
|
|
//
|
|
int
|
|
S_getChannel
|
|
( void* origin,
|
|
sfxinfo_t* sfxinfo )
|
|
{
|
|
// channel number to use
|
|
int cnum;
|
|
|
|
channel_t* c;
|
|
|
|
// Find an open channel
|
|
for (cnum=0 ; cnum<numChannels ; cnum++)
|
|
{
|
|
if (!channels[cnum].sfxinfo)
|
|
break;
|
|
else if (origin && channels[cnum].origin == origin)
|
|
{
|
|
S_StopChannel(cnum);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// None available
|
|
if (cnum == numChannels)
|
|
{
|
|
// Look for lower priority
|
|
for (cnum=0 ; cnum<numChannels ; cnum++)
|
|
if (channels[cnum].sfxinfo->priority >= sfxinfo->priority) break;
|
|
|
|
if (cnum == numChannels)
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
|
|
|
|
|