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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "Precompiled.h"
- #include "globaldata.h"
- #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"
- #include "Main.h"
- // Purpose?
- const char snd_prefixen[]
- = { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };
- // when to clip out sounds
- // Does not fit the large outdoor areas.
- // Distance tp origin when sounds should be maxed out.
- // This should relate to movement clipping resolution
- // (see BLOCKMAP handling).
- // Originally: (200*0x10000).
- // Adjustable by menu.
- // percent attenuation from front to back
- // Current music/sfx card - index useless
- // w/o a reference LUT in a sound module.
- // Config file? Same disclaimer as above.
- // the set of ::g->channels available
- // These are not used, but should be (menu).
- // Maximum volume of a sound effect.
- // Internal default is max out of 0-15.
- // Maximum volume of music. Useless so far.
- // whether songs are ::g->mus_paused
- // music currently being played
- // following is set
- // by the defaults code in M_misc:
- // number of ::g->channels available
- //
- // 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 ::g->channels, SFX and music volume,
- // allocates channel buffer, sets S_sfx lookup.
- //
- void S_Init
- ( int sfxVolume,
- int musicVolume )
- {
- int i;
- // Whatever these did with DMX, these are rather dummies now.
- I_SetChannels();
- S_SetSfxVolume(sfxVolume);
- S_SetMusicVolume(musicVolume);
- // Allocating the internal ::g->channels for mixing
- // (the maximum numer of sounds rendered
- // simultaneously) within zone memory.
- ::g->channels =
- (channel_t *) DoomLib::Z_Malloc(::g->numChannels*sizeof(channel_t), PU_STATIC, 0);
- // Free all ::g->channels for use
- for (i=0 ; i < ::g->numChannels ; i++)
- ::g->channels[i].sfxinfo = 0;
- // no sounds are playing, and they are not ::g->mus_paused
- ::g->mus_paused = 0;
- ::g->mus_looping = 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)
- if( ::g->channels ) {
- for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
- if (::g->channels[cnum].sfxinfo)
- S_StopChannel(cnum);
- }
- // start new music for the level
- ::g->mus_paused = 0;
- if (::g->gamemode == commercial) {
-
- mnum = mus_runnin + ::g->gamemap - 1;
-
- /*
- Is this necessary?
-
- if ( ::g->gamemission == 0 ) {
- mnum = mus_runnin + ::g->gamemap - 1;
- }
- else {
- mnum = mus_runnin + ( gameLocal->GetMissionData( ::g->gamemission )->mapMusic[ ::g->gamemap-1 ] - 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 (::g->gameepisode < 4)
- mnum = mus_e1m1 + (::g->gameepisode-1)*9 + ::g->gamemap-1;
- else
- mnum = spmus[::g->gamemap-1];
- }
- S_StopMusic();
- S_ChangeMusic(mnum, true);
- ::g->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_PrintfE
- "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 > s_volume_sound.GetInteger() )
- volume = s_volume_sound.GetInteger();
- }
- else
- {
- pitch = NORM_PITCH;
- priority = NORM_PRIORITY;
- if (volume < 1)
- return;
- if ( volume > s_volume_sound.GetInteger() )
- volume = s_volume_sound.GetInteger();
- }
- // Check to see if it is audible,
- // and if not, modify the params
- // DHM - Nerve :: chainsaw!!!
- if (origin && ::g->players[::g->consoleplayer].mo && origin != ::g->players[::g->consoleplayer].mo)
- {
- rc = S_AdjustSoundParams(::g->players[::g->consoleplayer].mo,
- origin,
- &volume,
- &sep,
- &pitch);
- if ( origin->x == ::g->players[::g->consoleplayer].mo->x
- && origin->y == ::g->players[::g->consoleplayer].mo->y)
- {
- sep = NORM_SEP;
- }
- if (!rc)
- return;
- }
- else
- {
- sep = NORM_SEP;
- }
- // hacks to vary the sfx pitches
- const bool isChainsawSound = sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit;
- if ( !isChainsawSound && 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) {
- printf( "No sound channels available for sfxid %d.\n", sfx_id );
- return;
- }
- // get lumpnum if necessary
- if (sfx->lumpnum < 0)
- sfx->lumpnum = I_GetSfxLumpNum(sfx);
- // increase the usefulness
- if (sfx->usefulness++ < 0)
- sfx->usefulness = 1;
- // Assigns the handle to one of the ::g->channels in the
- // mix/output buffer.
- ::g->channels[cnum].handle = I_StartSound(sfx_id, origin, ::g->players[::g->consoleplayer].mo, volume, pitch, priority);
- }
- void S_StartSound ( void* origin, int sfx_id )
- {
- S_StartSoundAtVolume(origin, sfx_id, s_volume_sound.GetInteger() );
- }
- void S_StopSound(void *origin)
- {
- int cnum;
- for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
- {
- if (::g->channels[cnum].sfxinfo && ::g->channels[cnum].origin == origin)
- {
- S_StopChannel(cnum);
- break;
- }
- }
- }
- //
- // Stop and resume music, during game PAUSE.
- //
- void S_PauseSound(void)
- {
- if (::g->mus_playing && !::g->mus_paused)
- {
- I_PauseSong(::g->mus_playing->handle);
- ::g->mus_paused = true;
- }
- }
- void S_ResumeSound(void)
- {
- if (::g->mus_playing && ::g->mus_paused)
- {
- I_ResumeSong(::g->mus_playing->handle);
- ::g->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;
- for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
- {
- c = &::g->channels[cnum];
- sfx = c->sfxinfo;
- if(sfx)
- {
- if (I_SoundIsPlaying(c->handle))
- {
- // initialize parameters
- volume = s_volume_sound.GetInteger();
- 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 > s_volume_sound.GetInteger() ) {
- volume = s_volume_sound.GetInteger();
- }
- }
- // check non-local sounds for distance clipping or modify their params
- if (c->origin && listener_p != c->origin)
- {
- audible = S_AdjustSoundParams(listener, (mobj_t*)c->origin, &volume, &sep, &pitch);
- if (!audible) {
- S_StopChannel(cnum);
- }
- }
- }
- else
- {
- // if channel is allocated but sound has stopped, free it
- S_StopChannel(cnum);
- }
- }
- }
- }
- void S_SetMusicVolume(int volume)
- {
- I_SetMusicVolume(volume);
- s_volume_midi.SetInteger( volume );
- }
- void S_SetSfxVolume(int volume)
- {
- I_SetSfxVolume(volume);
- s_volume_sound.SetInteger( 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 )
- {
- #ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
- if (gameLocal->IsSplitscreen() && DoomLib::GetPlayer() > 0 )
- {
- // we aren't the key player... we have no control over music
- return;
- }
- #endif
- musicinfo_t* music = NULL;
- if ( (musicnum <= mus_None)
- || (musicnum >= NUMMUSIC) )
- {
- I_Error("Bad music number %d", musicnum);
- }
- else
- music = &::g->S_music[musicnum];
- if (::g->mus_playing == music)
- return;
- //I_Printf("S_ChangeMusic: Playing new track: '%s'\n", music->name);
- I_PlaySong( music->name, looping );
- ::g->mus_playing = music;
- }
- void S_StopMusic(void)
- {
- if (::g->doomcom.consoleplayer)
- {
- // we aren't the key player... we have no control over music
- return;
- }
-
- if (::g->mus_playing)
- {
- if (::g->mus_paused)
- I_ResumeSong(::g->mus_playing->handle);
- I_StopSong(::g->mus_playing->handle);
- I_UnRegisterSong(::g->mus_playing->handle);
- //Z_FreeTags( PU_MUSIC_SHARED, PU_MUSIC_SHARED );
- ::g->mus_playing->data = 0;
- ::g->mus_playing = 0;
- }
- }
- void S_StopChannel(int cnum)
- {
- int i;
- channel_t* c = &::g->channels[cnum];
- if (c->sfxinfo)
- {
- // stop the sound playing
- if (I_SoundIsPlaying(c->handle))
- {
- #ifdef SAWDEBUG
- if (c->sfxinfo == &S_sfx[sfx_sawful])
- I_PrintfE( "stopped\n");
- #endif
- I_StopSound(c->handle);
- }
- // check to see
- // if other ::g->channels are playing the sound
- for (i=0 ; i < ::g->numChannels ; i++)
- {
- if (cnum != i
- && c->sfxinfo == ::g->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;
- // DHM - Nerve :: Could happen in multiplayer if a player exited the level holding the chainsaw
- if ( listener == NULL || source == NULL ) {
- return 0;
- }
- // 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 ( approx_dist > S_CLIPPING_DIST) {
- return 0;
- }
- // angle of source to listener
- *sep = NORM_SEP;
- // volume calculation
- if (approx_dist < S_CLOSE_DIST) {
- *vol = s_volume_sound.GetInteger();
- }
- else {
- // distance effect
- *vol = ( s_volume_sound.GetInteger()
- * ((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 < ::g->numChannels ; cnum++)
- {
- if (!::g->channels[cnum].sfxinfo)
- break;
- else if ( origin && ::g->channels[cnum].origin == origin &&
- (::g->channels[cnum].handle == sfx_sawidl || ::g->channels[cnum].handle == sfx_sawful) )
- {
- S_StopChannel(cnum);
- break;
- }
- }
- // None available
- if (cnum == ::g->numChannels)
- {
- // Look for lower priority
- for (cnum=0 ; cnum < ::g->numChannels ; cnum++)
- if (::g->channels[cnum].sfxinfo->priority >= sfxinfo->priority) break;
- if (cnum == ::g->numChannels)
- {
- // FUCK! No lower priority. Sorry, Charlie.
- return -1;
- }
- else
- {
- // Otherwise, kick out lower priority.
- S_StopChannel(cnum);
- }
- }
- c = &::g->channels[cnum];
- // channel is decided to be cnum.
- c->sfxinfo = sfxinfo;
- c->origin = origin;
- return cnum;
- }
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