ref: 00b50443326b087a2a947d7aa00b868856555130
dir: /src/i_sound.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: i_sound.c 425 2006-03-18 23:19:14Z fraggle $
//
// 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.
//
// $Log$
// Revision 1.27 2006/01/23 01:40:24 fraggle
// Fix bug when expanding large sound effects with odd sample rates
//
// Revision 1.26 2006/01/22 21:20:20 fraggle
// Dehacked string replacements for sound and music lump names
//
// Revision 1.25 2006/01/10 22:14:13 fraggle
// Shut up compiler warnings
//
// Revision 1.24 2006/01/08 17:51:53 fraggle
// Add S_MusicPlaying function to query if music is still playing.
//
// Revision 1.23 2006/01/07 16:26:50 fraggle
// Fix the behavior when expanding sound effects (again). Doom actually
// does play sounds of any sample rate, but the sound effects in
// Scientist 2 are corrupted. Add some tests to check that the sound
// effect header is correct, and generic sound rate conversion code.
//
// Revision 1.22 2005/10/23 18:39:45 fraggle
// Reproduce the behavior when playing a sound at a sample rate which
// is not 11025 or 22050Hz. This is to "fix" a bug in Scientist 2:
// however, it does not fix the playing of sounds, only silence
// them. I tested Vanilla Doom and this is how it behaves when it
// receives sound effects with odd sample rates. The bug here is
// actually in the Scientist 2 WAD, which has sound effects that
// have the wrong sample rate.
//
// Revision 1.21 2005/10/15 16:58:31 fraggle
// Fix MIDI music not pausing when using SDL_mixer's native MIDI playback.
// The SDL_mixer native MIDI code does not pause music properly - use
// a workaround of setting the volume to 0.
//
// Revision 1.20 2005/10/02 20:23:04 fraggle
// Guard against music lumps containing non-MUS data, document in bugs list
//
// Revision 1.19 2005/09/11 23:57:08 fraggle
// Remove temporary MIDI files generated by sound code.
//
// Revision 1.18 2005/09/11 20:53:17 fraggle
// Fix sounds playing at the wrong volume (too quiet)
//
// Revision 1.17 2005/09/07 22:24:26 fraggle
// Modify the sound effect caching behaviour: sounds which are not playing
// are now marked as PU_CACHE; it is otherwise possible to run out of memory.
//
// Revision 1.16 2005/09/06 22:39:43 fraggle
// Restore -nosound, -nosfx, -nomusic
//
// Revision 1.15 2005/09/06 21:40:28 fraggle
// Setting music volume
//
// Revision 1.14 2005/09/06 21:11:23 fraggle
// Working music!
//
// Revision 1.13 2005/09/05 22:50:56 fraggle
// Add mmus2mid code from prboom. Use 'void *' for music handles. Pass
// length of data when registering music.
//
// Revision 1.12 2005/09/05 21:03:43 fraggle
// 16-bit sound
//
// Revision 1.11 2005/09/05 20:32:18 fraggle
// Use the system-nonspecific sound code to assign the channel number used
// by SDL. Remove handle tagging stuff.
//
// Revision 1.10 2005/08/19 21:55:51 fraggle
// Make sounds louder. Use the correct maximum of 15 when doing sound
// calculations.
//
// Revision 1.9 2005/08/07 19:21:01 fraggle
// Cycle round sound channels to stop reuse and conflicts of channel
// numbers. Add debug to detect when incorrect sound handles are used.
//
// Revision 1.8 2005/08/06 17:05:51 fraggle
// Remove debug messages, send error messages to stderr
// Fix overflow when playing large sound files
//
// Revision 1.7 2005/08/05 17:53:07 fraggle
// More sensible defaults
//
// Revision 1.6 2005/08/04 21:48:32 fraggle
// Turn on compiler optimisation and warning options
// Add SDL_mixer sound code
//
// Revision 1.5 2005/07/23 21:32:47 fraggle
// Add missing errno.h, fix crash on startup when no IWAD present
//
// Revision 1.4 2005/07/23 19:17:11 fraggle
// Use ANSI-standard limit constants. Remove LINUX define.
//
// Revision 1.3 2005/07/23 17:21:35 fraggle
// Remove step table (unused, adds dependency on pow function)
//
// Revision 1.2 2005/07/23 16:44:55 fraggle
// Update copyright to GNU GPL
//
// Revision 1.1.1.1 2005/07/23 16:20:46 fraggle
// Initial import
//
//
// DESCRIPTION:
// System interface for sound.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: i_sound.c 425 2006-03-18 23:19:14Z fraggle $";
#include <stdio.h>
#include <stdlib.h>
#include <SDL.h>
#include <SDL_mixer.h>
#ifndef _WIN32
#include <unistd.h>
#endif
#include "mmus2mid.h"
#include "z_zone.h"
#include "i_system.h"
#include "i_sound.h"
#include "deh_main.h"
#include "m_argv.h"
#include "m_misc.h"
#include "m_swap.h"
#include "w_wad.h"
#include "doomdef.h"
#define NUM_CHANNELS 16
static boolean sound_initialised = false;
static Mix_Chunk sound_chunks[NUMSFX];
static int channels_playing[NUM_CHANNELS];
// When a sound stops, check if it is still playing. If it is not,
// we can mark the sound data as CACHE to be freed back for other
// means.
void ReleaseSoundOnChannel(int channel)
{
int i;
int id = channels_playing[channel];
if (!id)
return;
channels_playing[channel] = sfx_None;
for (i=0; i<NUM_CHANNELS; ++i)
{
// Playing on this channel? if so, don't release.
if (channels_playing[i] == id)
return;
}
// Not used on any channel, and can be safely released
Z_ChangeTag(sound_chunks[id].abuf, PU_CACHE);
}
// Expands the 11025Hz, 8bit, mono sound effects in Doom to
// 22050Hz, 16bit stereo
static void ExpandSoundData(byte *data, int samplerate, int length,
Mix_Chunk *destination)
{
byte *expanded = (byte *) destination->abuf;
int expanded_length;
int expand_ratio;
int i;
if (samplerate == 11025)
{
// Most of Doom's sound effects are 11025Hz
// need to expand to 2 channels, 11025->22050 and 8->16 bit
for (i=0; i<length; ++i)
{
Uint16 sample;
sample = data[i] | (data[i] << 8);
sample -= 32768;
expanded[i * 8] = expanded[i * 8 + 2]
= expanded[i * 8 + 4] = expanded[i * 8 + 6] = sample & 0xff;
expanded[i * 8 + 1] = expanded[i * 8 + 3]
= expanded[i * 8 + 5] = expanded[i * 8 + 7] = (sample >> 8) & 0xff;
}
}
else if (samplerate == 22050)
{
for (i=0; i<length; ++i)
{
Uint16 sample;
sample = data[i] | (data[i] << 8);
sample -= 32768;
expanded[i * 4] = expanded[i * 4 + 2] = sample & 0xff;
expanded[i * 4 + 1] = expanded[i * 4 + 3] = (sample >> 8) & 0xff;
}
}
else
{
// Generic expansion function for all other sample rates
// number of samples in the converted sound
expanded_length = (length * 22050) / samplerate;
expand_ratio = (length << 8) / expanded_length;
for (i=0; i<expanded_length; ++i)
{
Uint16 sample;
int src;
src = (i * expand_ratio) >> 8;
sample = data[src] | (data[src] << 8);
sample -= 32768;
// expand 8->16 bits, mono->stereo
expanded[i * 4] = expanded[i * 4 + 2] = sample & 0xff;
expanded[i * 4 + 1] = expanded[i * 4 + 3] = (sample >> 8) & 0xff;
}
}
}
// Load and convert a sound effect
// Returns true if successful
static boolean CacheSFX(int sound)
{
int lumpnum;
int lumplen;
int samplerate;
int length;
int expanded_length;
byte *data;
// need to load the sound
lumpnum = I_GetSfxLumpNum(&S_sfx[sound]);
data = W_CacheLumpNum(lumpnum, PU_STATIC);
lumplen = W_LumpLength(lumpnum);
// Check the header, and ensure this is a valid sound
if (lumplen < 8
|| data[0] != 0x03 || data[1] != 0x00
|| data[6] != 0x00 || data[7] != 0x00)
{
// Invalid sound
return false;
}
samplerate = (data[3] << 8) | data[2];
length = (data[5] << 8) | data[4];
// If the header specifies that the length of the sound is greater than
// the length of the lump itself, this is an invalid sound lump
if (length - 8 > lumplen)
{
return false;
}
expanded_length = (length * 22050) / (samplerate / 4);
sound_chunks[sound].allocated = 1;
sound_chunks[sound].alen = expanded_length;
sound_chunks[sound].abuf
= Z_Malloc(expanded_length, PU_STATIC, &sound_chunks[sound].abuf);
sound_chunks[sound].volume = MIX_MAX_VOLUME;
ExpandSoundData(data + 8, samplerate, length, &sound_chunks[sound]);
// don't need the original lump any more
Z_ChangeTag(data, PU_CACHE);
return true;
}
static Mix_Chunk *getsfx(int sound)
{
if (sound_chunks[sound].abuf == NULL)
{
if (!CacheSFX(sound))
return NULL;
}
else
{
// don't free the sound while it is playing!
Z_ChangeTag(sound_chunks[sound].abuf, PU_STATIC);
}
return &sound_chunks[sound];
}
//
// SFX API
// Note: this was called by S_Init.
// However, whatever they did in the
// old DPMS based DOS version, this
// were simply dummies in the Linux
// version.
// See soundserver initdata().
//
void I_SetChannels()
{
}
void I_SetSfxVolume(int volume)
{
// Identical to DOS.
// Basically, this should propagate
// the menu/config file setting
// to the state variable used in
// the mixing.
snd_SfxVolume = volume;
}
//
// Retrieve the raw data lump index
// for a given SFX name.
//
int I_GetSfxLumpNum(sfxinfo_t* sfx)
{
char namebuf[9];
sprintf(namebuf, "ds%s", DEH_String(sfx->name));
return W_GetNumForName(namebuf);
}
//
// Starting a sound means adding it
// to the current list of active sounds
// in the internal channels.
// As the SFX info struct contains
// e.g. a pointer to the raw data,
// it is ignored.
// As our sound handling does not handle
// priority, it is ignored.
// Pitching (that is, increased speed of playback)
// is set, but currently not used by mixing.
//
int
I_StartSound
( int id,
int channel,
int vol,
int sep,
int pitch,
int priority )
{
Mix_Chunk *chunk;
if (!sound_initialised)
return 0;
// Release a sound effect if there is already one playing
// on this channel
ReleaseSoundOnChannel(channel);
// Get the sound data
chunk = getsfx(id);
if (chunk == NULL)
{
return -1;
}
// play sound
Mix_PlayChannelTimed(channel, chunk, 0, -1);
channels_playing[channel] = id;
// set separation, etc.
I_UpdateSoundParams(channel, vol, sep, pitch);
return channel;
}
void I_StopSound (int handle)
{
if (!sound_initialised)
return;
Mix_HaltChannel(handle);
// Sound data is no longer needed; release the
// sound data being used for this channel
ReleaseSoundOnChannel(handle);
}
int I_SoundIsPlaying(int handle)
{
if (!sound_initialised)
return false;
if (handle < 0)
return false;
return Mix_Playing(handle);
}
//
// Periodically called to update the sound system
//
void I_UpdateSound( void )
{
int i;
if (!sound_initialised)
return;
// Check all channels to see if a sound has finished
for (i=0; i<NUM_CHANNELS; ++i)
{
if (channels_playing[i] && !I_SoundIsPlaying(i))
{
// Sound has finished playing on this channel,
// but sound data has not been released to cache
ReleaseSoundOnChannel(i);
}
}
}
//
// This would be used to write out the mixbuffer
// during each game loop update.
// Updates sound buffer and audio device at runtime.
// It is called during Timer interrupt with SNDINTR.
// Mixing now done synchronous, and
// only output be done asynchronous?
//
void
I_SubmitSound(void)
{
}
void
I_UpdateSoundParams
( int handle,
int vol,
int sep,
int pitch)
{
int left, right;
if (!sound_initialised)
return;
left = ((254 - sep) * vol) / 15;
right = ((sep) * vol) / 15;
Mix_SetPanning(handle, left, right);
}
void I_ShutdownSound(void)
{
if (!sound_initialised)
return;
Mix_CloseAudio();
SDL_QuitSubSystem(SDL_INIT_AUDIO);
}
void
I_InitSound()
{
int i;
// No sounds yet
for (i=0; i<NUMSFX; ++i)
{
sound_chunks[i].abuf = NULL;
}
for (i=0; i<NUM_CHANNELS; ++i)
{
channels_playing[i] = sfx_None;
}
// If music or sound is going to play, we need to at least
// initialise SDL
if (M_CheckParm("-nosound")
|| (M_CheckParm("-nosfx") && M_CheckParm("-nomusic")))
return;
if (SDL_Init(SDL_INIT_AUDIO) < 0)
{
fprintf(stderr, "Unable to set up sound.\n");
return;
}
if (Mix_OpenAudio(22050, AUDIO_S16LSB, 2, 1024) < 0)
{
fprintf(stderr, "Error initialising SDL_mixer: %s\n", SDL_GetError());
return;
}
Mix_AllocateChannels(NUM_CHANNELS);
SDL_PauseAudio(0);
if (M_CheckParm("-nosound") || M_CheckParm("-nosfx"))
return;
sound_initialised = true;
}
//
// MUSIC API.
//
static int music_initialised;
void I_InitMusic(void)
{
if (M_CheckParm("-nomusic") || M_CheckParm("-nosound"))
return;
music_initialised = true;
}
void I_ShutdownMusic(void)
{
music_initialised = false;
}
static boolean musicpaused = false;
//
// SDL_mixer's native MIDI music playing does not pause properly.
// As a workaround, set the volume to 0 when paused.
//
static void UpdateMusicVolume(void)
{
int vol;
if (musicpaused)
vol = 0;
else
vol = (snd_MusicVolume * MIX_MAX_VOLUME) / 15;
Mix_VolumeMusic(vol);
}
// MUSIC API - dummy. Some code from DOS version.
void I_SetMusicVolume(int volume)
{
// Internal state variable.
snd_MusicVolume = volume;
UpdateMusicVolume();
}
void I_PlaySong(void *handle, int looping)
{
Mix_Music *music = (Mix_Music *) handle;
int loops;
if (!music_initialised)
return;
if (handle == NULL)
return;
if (looping)
loops = -1;
else
loops = 1;
Mix_PlayMusic(music, loops);
}
void I_PauseSong (void *handle)
{
if (!music_initialised)
return;
musicpaused = true;
UpdateMusicVolume();
}
void I_ResumeSong (void *handle)
{
if (!music_initialised)
return;
musicpaused = false;
UpdateMusicVolume();
}
void I_StopSong(void *handle)
{
if (!music_initialised)
return;
Mix_HaltMusic();
}
void I_UnRegisterSong(void *handle)
{
Mix_Music *music = (Mix_Music *) handle;
if (!music_initialised)
return;
if (handle == NULL)
return;
Mix_FreeMusic(music);
}
void *I_RegisterSong(void *data, int len)
{
char filename[64];
Mix_Music *music;
MIDI *mididata;
UBYTE *mid;
int midlen;
if (!music_initialised)
return NULL;
// MUS files begin with "MUS"
// Reject anything which doesnt have this signature
if (len < 3 || memcmp(data, "MUS", 3) != 0)
return NULL;
#ifdef _WIN32
sprintf(filename, "doom.mid");
#else
sprintf(filename, "/tmp/doom-%i.mid", getpid());
#endif
// Convert from mus to midi
// Bits here came from PrBoom
mididata = Z_Malloc(sizeof(MIDI), PU_STATIC, 0);
mmus2mid(data, mididata, 89, 0);
if (MIDIToMidi(mididata, &mid, &midlen))
{
// Error occurred
fprintf(stderr, "Error converting MUS lump.\n");
music = NULL;
}
else
{
// Write midi data to disk
M_WriteFile(filename, mid, midlen);
// Clean up
free(mid);
free_mididata(mididata);
music = Mix_LoadMUS(filename);
if (music == NULL)
{
// Failed to load
fprintf(stderr, "Error loading midi\n");
}
// remove file now
remove(filename);
}
Z_Free(mididata);
return music;
}
// Is the song playing?
boolean I_QrySongPlaying(void *handle)
{
if (!music_initialised)
return false;
return Mix_PlayingMusic();
}