// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: none // //----------------------------------------------------------------------------- #include "doom_config.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" #define S_MAX_VOLUME 127 // when to clip out sounds // Does not fit the large outdoor areas. #define S_CLIPPING_DIST (1200*0x10000) // Distance tp origin when sounds should be maxed out. // This should relate to movement clipping resolution // (see BLOCKMAP handling). // Originally: (200*0x10000). #define S_CLOSE_DIST (160*0x10000) #define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS) // Adjustable by menu. #define NORM_VOLUME snd_MaxVolume #define NORM_PITCH 128 #define NORM_PRIORITY 64 #define NORM_SEP 128 #define S_PITCH_PERTURB 1 #define S_STEREO_SWING (96*0x10000) // percent attenuation from front to back #define S_IFRACVOL 30 #define NA 0 #define S_NUMCHANNELS 2 // Current music/sfx card - index useless // w/o a reference LUT in a sound module. extern int snd_MusicDevice; extern int snd_SfxDevice; // Config file? Same disclaimer as above. extern int snd_DesiredMusicDevice; extern int snd_DesiredSfxDevice; typedef struct { // sound information (if null, channel avail.) sfxinfo_t* sfxinfo; // origin of sound void* origin; // handle of the sound being played int handle; } channel_t; // the set of channels available static channel_t* channels; // whether songs are mus_paused static doom_boolean mus_paused; // music currently being played static musicinfo_t* mus_playing = 0; static int nextcleanup; // These are not used, but should be (menu). // Maximum volume of a sound effect. // Internal default is max out of 0-15. int snd_SfxVolume = 15; // Maximum volume of music. Useless so far. int snd_MusicVolume = 15; // following is set // by the defaults code in M_misc: // number of channels available int numChannels; // // Prototypes // 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 channels, SFX and music volume, // allocates channel buffer, sets S_sfx lookup. // void S_Init(int sfxVolume, int musicVolume) { int i; //doom_print("S_Init: default sfx volume %d\n", sfxVolume); doom_print("S_Init: default sfx volume "); doom_print(doom_itoa(sfxVolume, 10)); doom_print("\n"); // Whatever these did with DMX, these are rather dummies now. I_SetChannels(); S_SetSfxVolume(sfxVolume); // No music with Linux - another dummy. S_SetMusicVolume(musicVolume); // Allocating the internal channels for mixing // (the maximum numer of sounds rendered // simultaneously) within zone memory. channels = (channel_t*)Z_Malloc(numChannels * sizeof(channel_t), PU_STATIC, 0); // Free all channels for use for (i = 0; i < numChannels; 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; } // // 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 < numChannels; 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]; } // HACK FOR COMMERCIAL // if (commercial && mnum > mus_e3m9) // mnum -= mus_e3m9; S_ChangeMusic(mnum, true); 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; // check for bogus sound # if (sfx_id < 1 || sfx_id > NUMSFX) { //I_Error("Error: Bad sfx #: %d", sfx_id); doom_strcpy(error_buf, "Error: Bad sfx #: "); doom_concat(error_buf, doom_itoa(sfx_id, 10)); I_Error(error_buf); } 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 > snd_SfxVolume) volume = snd_SfxVolume; } else { pitch = NORM_PITCH; priority = NORM_PRIORITY; } // 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, &pitch); if (origin->x == players[consoleplayer].mo->x && origin->y == players[consoleplayer].mo->y) { sep = NORM_SEP; } if (!rc) return; } else { sep = NORM_SEP; } // hacks to vary the sfx pitches if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit) { pitch += 8 - (M_Random() & 15); if (pitch < 0) pitch = 0; else if (pitch > 255) pitch = 255; } else if (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) return; // // This is supposed to handle the loading/caching. // For some odd reason, the caching is done nearly // each time the sound is needed? // // get lumpnum if necessary if (sfx->lumpnum < 0) sfx->lumpnum = I_GetSfxLumpNum(sfx); #ifndef SNDSRV // cache data if necessary if (!sfx->data) { doom_print( "S_StartSoundAtVolume: 16bit and not pre-cached - wtf?\n"); // DOS remains, 8bit handling //sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC); // fprintf( stderr, // "S_StartSoundAtVolume: loading %d (lump %d) : 0x%x\n", // sfx_id, sfx->lumpnum, (int)sfx->data ); } #endif // increase the usefulness if (sfx->usefulness++ < 0) sfx->usefulness = 1; // Assigns the handle to one of the channels in the // mix/output buffer. channels[cnum].handle = I_StartSound(sfx_id, /*sfx->data,*/ volume, sep, pitch, priority); } void S_StartSound(void* origin, int sfx_id) { S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume); } void S_StopSound(void* origin) { int cnum; for (cnum = 0; cnum < numChannels; cnum++) { if (channels[cnum].sfxinfo && channels[cnum].origin == origin) { S_StopChannel(cnum); break; } } } // // Stop and resume music, during game PAUSE. // void S_PauseSound(void) { if (mus_playing && !mus_paused) { I_PauseSong(mus_playing->handle); mus_paused = true; } } void S_ResumeSound(void) { if (mus_playing && mus_paused) { I_ResumeSong(mus_playing->handle); 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 < numChannels; cnum++) { c = &channels[cnum]; sfx = c->sfxinfo; if (c->sfxinfo) { if (I_SoundIsPlaying(c->handle)) { // initialize parameters volume = snd_SfxVolume; 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 > snd_SfxVolume) { volume = snd_SfxVolume; } } // check non-local sounds for distance clipping // or modify their params if (c->origin && listener_p != c->origin) { audible = S_AdjustSoundParams(listener, c->origin, &volume, &sep, &pitch); if (!audible) { S_StopChannel(cnum); } else I_UpdateSoundParams(c->handle, volume, sep, pitch); } } 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("Error: Attempt to set music volume at %d", // volume); doom_strcpy(error_buf, "Error: Attempt to set music volume at "); doom_concat(error_buf, doom_itoa(volume, 10)); I_Error(error_buf); } I_SetMusicVolume(127); I_SetMusicVolume(volume); snd_MusicVolume = volume; } void S_SetSfxVolume(int volume) { if (volume < 0 || volume > 127) { //I_Error("Error: Attempt to set sfx volume at %d", volume); doom_strcpy(error_buf, "Error: Attempt to set sfx volume at "); doom_concat(error_buf, doom_itoa(volume, 10)); I_Error(error_buf); } 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; char namebuf[9]; if ((musicnum <= mus_None) || (musicnum >= NUMMUSIC)) { //I_Error("Error: Bad music number %d", musicnum); doom_strcpy(error_buf, "Error: Bad music number "); doom_concat(error_buf, doom_itoa(musicnum, 10)); I_Error(error_buf); } else music = &S_music[musicnum]; if (mus_playing == music) return; // shutdown old music S_StopMusic(); // get lumpnum if neccessary if (!music->lumpnum) { //doom_sprintf(namebuf, "d_%s", music->name); doom_strcpy(namebuf, "d_"); doom_concat(namebuf, music->name); music->lumpnum = W_GetNumForName(namebuf); } // load & register it music->data = (void*)W_CacheLumpNum(music->lumpnum, PU_MUSIC); music->handle = I_RegisterSong(music->data); // play it I_PlaySong(music->handle, looping); mus_playing = music; } void S_StopMusic(void) { if (mus_playing) { if (mus_paused) I_ResumeSong(mus_playing->handle); I_StopSong(mus_playing->handle); I_UnRegisterSong(mus_playing->handle); Z_ChangeTag(mus_playing->data, PU_CACHE); mus_playing->data = 0; mus_playing = 0; } } void S_StopChannel(int cnum) { int i; channel_t* c = &channels[cnum]; if (c->sfxinfo) { // stop the sound playing if (I_SoundIsPlaying(c->handle)) { #ifdef SAWDEBUG if (c->sfxinfo == &S_sfx[sfx_sawful]) doom_print("stopped\n"); #endif I_StopSound(c->handle); } // check to see // if other channels are playing the sound for (i = 0; i < numChannels; i++) { if (cnum != i && c->sfxinfo == 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; angle_t angle; // calculate the distance to sound origin // and clip it if necessary adx = doom_abs(listener->x - source->x); ady = doom_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); } // // 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 < numChannels; cnum++) { if (!channels[cnum].sfxinfo) break; else if (origin && channels[cnum].origin == origin) { S_StopChannel(cnum); break; } } // None available if (cnum == numChannels) { // Look for lower priority for (cnum = 0; cnum < numChannels; cnum++) if (channels[cnum].sfxinfo->priority >= sfxinfo->priority) break; if (cnum == numChannels) { // 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; }