MCUME/MCUME_teensy41/teensydoom/s_sound.c

671 wiersze
14 KiB
C

//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 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.
//
// DESCRIPTION: none
//
#include <stdio.h>
#include <stdlib.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_misc.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;
// Internal volume level, ranging from 0-127
static int snd_SfxVolume;
// 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;
//
// 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_PrecacheSounds(S_sfx, NUMSFX);
S_SetSfxVolume(sfxVolume);
S_SetMusicVolume(musicVolume);
// 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];
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.
//
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;
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];
}
}
S_ChangeMusic(mnum, true);
}
void S_StopSound(mobj_t *origin)
{
int cnum;
for (cnum=0 ; cnum<snd_channels ; cnum++)
{
if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
{
S_StopChannel(cnum);
break;
}
}
}
//
// S_GetChannel :
// If none available, return -1. Otherwise channel #.
//
static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo)
{
// 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)
{
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)
{
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 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)
{
volume += sfx->volume;
if (volume < 1)
{
return;
}
if (volume > snd_SfxVolume)
{
volume = snd_SfxVolume;
}
}
// 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);
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);
}
//
// 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;
}
//
// 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;
// The Doom IWAD file has two versions of the intro music: d_intro
// and d_introa. The latter is used for OPL playback.
if (musicnum == mus_intro && (snd_musicdevice == SNDDEVICE_ADLIB
|| snd_musicdevice == SNDDEVICE_SB))
{
musicnum = mus_introa;
}
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)
{
M_snprintf(namebuf, sizeof(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;
}
}