ugfx/demos/3rdparty/doom/s_sound.c
inmarket 0345dadebf Fixes to DOOM demo to remove some operating system dependancies.
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.
2013-12-24 19:58:18 +10:00

876 lines
16 KiB
C

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