ref: b8dfaffcb5bda84289b534b8252f0cc58e21a219
dir: /src/strife/s_sound.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// 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.
//
// DESCRIPTION: none
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include <stdlib.h>
#include <ctype.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_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;
// haleyjd 08/29/10: [STRIFE] New global variable
// Volume of voice channel.
int voiceVolume = 15;
// Internal volume level, ranging from 0-127
static int snd_SfxVolume;
// haleyjd 09/11/10: [STRIFE] Internal voice volume level
static int snd_VoiceVolume;
// 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;
// haleyjd 09/11/10: [STRIFE] Handle of current voice channel.
// This has been implemented at a higher level than it was implemented
// in strife1.exe, as there it relied on a priority system which was
// implicit in the SFX_PlayPatch API of DMX. Here we'll just ignore
// the current voice channel when doing normal sound playing.
static int i_voicehandle = -1;
// haleyjd 09/11/10: [STRIFE] whether to play voices or not
int disable_voices = 0;
//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
// haleyjd 09/11/10: [STRIFE] Added voice volume
//
void S_Init(int sfxVolume, int musicVolume, int voiceVolume)
{
int i;
I_InitSound(true);
I_InitMusic();
I_PrecacheSounds(S_sfx, NUMSFX);
S_SetSfxVolume(sfxVolume);
S_SetMusicVolume(musicVolume);
S_SetVoiceVolume(voiceVolume);
// 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];
// haleyjd: [STRIFE] If stopping the voice channel, set i_voicehandle to -1
if (cnum == i_voicehandle)
i_voicehandle = -1;
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.
//
// haleyjd 08/31/10: [STRIFE]
// * Removed DOOM music handling and replaced with Strife code.
//
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;
// [STRIFE] Some interesting math here ;)
if(gamemap <= 31)
mnum = 1;
else
mnum = -30;
S_ChangeMusic(gamemap + mnum, true);
}
void S_StopSound(mobj_t *origin)
{
int cnum;
for (cnum=0 ; cnum<snd_channels ; cnum++)
{
// haleyjd: do not stop voice here.
if(cnum == i_voicehandle)
continue;
if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
{
S_StopChannel(cnum);
break;
}
}
}
//
// S_GetChannel :
// If none available, return -1. Otherwise channel #.
//
// haleyjd 09/11/10: [STRIFE] Added an "isvoice" parameter for supporting
// voice playing.
//
static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo, boolean isvoice)
{
// 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 &&
(isvoice || cnum != i_voicehandle)) // haleyjd
{
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)
{
// haleyjd 09/11/10: [STRIFE] voice has absolute priority
if (isvoice || cnum != i_voicehandle)
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.
//
// [STRIFE]
// haleyjd 20110220: changed to eliminate the gamemap == 8 hack that was
// left over from Doom 1's original boss levels. Kind of amazing that Rogue
// was able to catch the smallest things like that.
//
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);
// [STRIFE] removed gamemap == 8 hack
if (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
// [STRIFE] Removed gamemap == 8 hack
if (approx_dist < S_CLOSE_DIST)
{
*vol = snd_SfxVolume;
}
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)
{
// [STRIFE]: BUG - Note: vanilla had some extremely buggy and dangerous
// code here that tried to print the sprite name of the object playing
// the bad sound. Because it invokes multiple undefined behaviors and
// is of basically no consequence, it has deliberately not been ported.
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 [STRIFE] - nope!
//S_StopSound(origin);
// try to find a channel
cnum = S_GetChannel(origin, sfx, false); // haleyjd: not a voice.
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);
}
// haleyjd 09/11/10: [STRIFE]
// None of this was necessary in the vanilla EXE but Choco's low-level code
// won't play nice with a temporary sfxinfo because it insists that the
// "driver_data" member remain valid from the last time the sound was used,
// even if it has already stopped playing. Thanks to this cuteness I get
// to maintain a dynamic cache of sfxinfo objects!
typedef struct voiceinfo_s
{
sfxinfo_t sfx;
struct voiceinfo_s *next; // next on hash chain
} voiceinfo_t;
#define NUMVOICECHAINS 257
//
// Ripped from Eternity.
//
static unsigned int S_voiceHash(const char *str)
{
const char *c = str;
unsigned int h = 0;
if(!str)
I_Error("S_voiceHash: cannot hash NULL string!\n");
// note: this needs to be case insensitive for lump names
while(*c)
{
h = 5 * h + toupper(*c);
++c;
}
return h;
}
static voiceinfo_t *voices[NUMVOICECHAINS];
//
// S_getVoice
//
// Gets an entry from the voice table, if it exists. If it does not, one will be
// created.
//
static voiceinfo_t *S_getVoice(const char *name, int lumpnum)
{
voiceinfo_t *voice;
unsigned int hashkey = S_voiceHash(name) % NUMVOICECHAINS;
voice = voices[hashkey];
while(voice && strcasecmp(voice->sfx.name, name))
voice = voice->next;
if(!voice)
{
voice = calloc(1, sizeof(voiceinfo_t));
strncpy(voice->sfx.name, name, 8);
voice->sfx.priority = INT_MIN; // make highest possible priority
voice->sfx.pitch = -1;
voice->sfx.volume = -1;
voice->sfx.numchannels = -1;
voice->sfx.usefulness = -1;
voice->sfx.lumpnum = lumpnum;
// throw it onto the table.
voice->next = voices[hashkey];
voices[hashkey] = voice;
}
return voice;
}
//
// I_StartVoice
//
// haleyjd 09/11/10: [STRIFE] New function
// Note this was in i_sound.c in Strife itself, but relied on DMX-specific
// features to ensure voice channels had absolute priority. Here we must
// populate a fake sfxinfo_t and send the sound through some of the normal
// routines. But in the end, it still works the same.
//
void I_StartVoice(const char *lumpname)
{
int lumpnum;
voiceinfo_t *voice; // choco-specific
char lumpnamedup[9];
// no voices in deathmatch mode.
if(netgame)
return;
// STRIFE-TODO: checks if snd_SfxDevice == 83
// This is probably turning off voice if using PC speaker...
// user has disabled voices?
if(disable_voices)
return;
// have a voice playing already? stop it.
if(i_voicehandle >= 0)
S_StopChannel(i_voicehandle);
// Vanilla STRIFE appears to have stopped any current voice without
// starting a new one if NULL was passed in here, though I cannot
// find an explicit check for NULL in the assembly. Either way, it
// didn't crash, so do a check now:
if(lumpname == NULL)
return;
// Because of constness problems...
strncpy(lumpnamedup, lumpname, 9);
lumpnamedup[8] = '\0';
if((lumpnum = W_CheckNumForName(lumpnamedup)) != -1)
{
// haleyjd: Choco-specific: get a voice structure
voice = S_getVoice(lumpnamedup, lumpnum);
// get a channel for the voice
i_voicehandle = S_GetChannel(NULL, &voice->sfx, true);
channels[i_voicehandle].handle
= I_StartSound(&voice->sfx, i_voicehandle, snd_VoiceVolume, NORM_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;
}
//
// S_SetVoiceVolume
//
// haleyjd 09/11/10: [STRIFE]
// Set the internal voice volume level.
//
void S_SetVoiceVolume(int volume)
{
if (volume < 0 || volume > 127)
{
I_Error("Attempt to set voice volume at %d", volume);
}
snd_VoiceVolume = 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;
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)
{
sprintf(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;
}
}