ref: eda4d7be63c6b5e1bf9ae10c8ed762b9e7a549dc
dir: /src/setup/sound.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 2006 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. // // Sound control menu #include <stdlib.h> #include "SDL_mixer.h" #include "textscreen.h" #include "m_config.h" #include "i_sound.h" #include "mode.h" #include "sound.h" typedef enum { SFXMODE_DISABLED, SFXMODE_DIGITAL, SFXMODE_PCSPEAKER, NUM_SFXMODES } sfxmode_t; static char *sfxmode_strings[] = { "Disabled", "Digital", "PC speaker" }; typedef enum { MUSICMODE_DISABLED, MUSICMODE_MIDI, MUSICMODE_CD, NUM_MUSICMODES } musicmode_t; static char *musicmode_strings[] = { "Disabled", "MIDI", "CD audio" }; // Config file variables: int snd_sfxdevice = SNDDEVICE_SB; int snd_musicdevice = SNDDEVICE_SB; int snd_samplerate = 22050; static int numChannels = 8; static int sfxVolume = 15; static int musicVolume = 15; static int use_libsamplerate = 0; // DOS specific variables: these are unused but should be maintained // so that the config file can be shared between chocolate // doom and doom.exe static int snd_sbport = 0; static int snd_sbirq = 0; static int snd_sbdma = 0; static int snd_mport = 0; // GUI variables: static int snd_sfxmode; static int snd_musicmode; static void UpdateSndDevices(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(data)) { switch (snd_sfxmode) { case SFXMODE_DISABLED: snd_sfxdevice = SNDDEVICE_NONE; break; case SFXMODE_PCSPEAKER: snd_sfxdevice = SNDDEVICE_PCSPEAKER; break; case SFXMODE_DIGITAL: snd_sfxdevice = SNDDEVICE_SB; break; } switch (snd_musicmode) { case MUSICMODE_DISABLED: snd_musicdevice = SNDDEVICE_NONE; break; case MUSICMODE_MIDI: snd_musicdevice = SNDDEVICE_SB; break; case MUSICMODE_CD: break; } } void ConfigSound(void) { txt_window_t *window; txt_table_t *sfx_table; txt_table_t *music_table; txt_dropdown_list_t *sfx_mode_control; txt_dropdown_list_t *music_mode_control; int num_sfx_modes, num_music_modes; // Work out what sfx mode we are currently using: if (snd_sfxdevice == SNDDEVICE_PCSPEAKER) { snd_sfxmode = SFXMODE_PCSPEAKER; } else if (snd_sfxdevice >= SNDDEVICE_SB) { snd_sfxmode = SFXMODE_DIGITAL; } else { snd_sfxmode = SFXMODE_DISABLED; } // Is music enabled? if (snd_musicdevice == SNDDEVICE_NONE) { snd_musicmode = MUSICMODE_DISABLED; } else if (snd_musicmode == SNDDEVICE_CD) { snd_musicmode = MUSICMODE_CD; } else { snd_musicmode = MUSICMODE_MIDI; } // Doom has PC speaker sound effects, but others do not: if (gamemission == doom) { num_sfx_modes = NUM_SFXMODES; } else { num_sfx_modes = NUM_SFXMODES - 1; } // Hexen has CD audio; others do not. if (gamemission == hexen) { num_music_modes = NUM_MUSICMODES; } else { num_music_modes = NUM_MUSICMODES - 1; } // Build the window window = TXT_NewWindow("Sound configuration"); TXT_AddWidgets(window, TXT_NewSeparator("Sound effects"), sfx_table = TXT_NewTable(2), TXT_NewSeparator("Music"), music_table = TXT_NewTable(2), NULL); TXT_SetColumnWidths(sfx_table, 20, 5); TXT_AddWidgets(sfx_table, TXT_NewLabel("Sound effects"), sfx_mode_control = TXT_NewDropdownList(&snd_sfxmode, sfxmode_strings, num_sfx_modes), TXT_NewLabel("Sound channels"), TXT_NewSpinControl(&numChannels, 1, 8), TXT_NewLabel("SFX volume"), TXT_NewSpinControl(&sfxVolume, 0, 15), NULL); TXT_SetColumnWidths(music_table, 20, 5); TXT_AddWidgets(music_table, TXT_NewLabel("Music"), music_mode_control = TXT_NewDropdownList(&snd_musicmode, musicmode_strings, num_music_modes), TXT_NewLabel("Music volume"), TXT_NewSpinControl(&musicVolume, 0, 15), NULL); TXT_SignalConnect(sfx_mode_control, "changed", UpdateSndDevices, NULL); TXT_SignalConnect(music_mode_control, "changed", UpdateSndDevices, NULL); } void BindSoundVariables(void) { M_BindVariable("snd_sfxdevice", &snd_sfxdevice); M_BindVariable("snd_musicdevice", &snd_musicdevice); M_BindVariable("snd_channels", &numChannels); M_BindVariable("sfx_volume", &sfxVolume); M_BindVariable("music_volume", &musicVolume); M_BindVariable("snd_samplerate", &snd_samplerate); M_BindVariable("use_libsamplerate", &use_libsamplerate); M_BindVariable("snd_sbport", &snd_sbport); M_BindVariable("snd_sbirq", &snd_sbirq); M_BindVariable("snd_sbdma", &snd_sbdma); M_BindVariable("snd_mport", &snd_mport); // Before SDL_mixer version 1.2.11, MIDI music caused the game // to crash when it looped. If this is an old SDL_mixer version, // disable MIDI. #ifdef __MACOSX__ { const SDL_version *v = Mix_Linked_Version(); if (SDL_VERSIONNUM(v->major, v->minor, v->patch) < SDL_VERSIONNUM(1, 2, 11)) { snd_musicdevice = SNDDEVICE_NONE; } } #endif }