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- /* 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 */
- /* */
- /* ----------------------------------------------------------------------------- */
-
-
- static const char
- rcsid[] = "$Id: s_sound.c,v 1.6 1997/02/03 22:45:12 b1 Exp $";
-
-
-
- #include <stdio.h>
- #include <stdlib.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"
-
-
- /* Purpose? */
- const char snd_prefixen[]
- = { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };
-
- #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;
-
- /* 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;
-
-
-
- /* whether songs are mus_paused */
- static boolean mus_paused;
-
- /* music currently being played */
- static musicinfo_t* mus_playing=0;
-
- /* following is set */
- /* by the defaults code in M_misc: */
- /* number of channels available */
- int numChannels;
-
- static int nextcleanup;
-
-
-
- /* */
- /* Internals. */
- /* */
- 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;
-
- fprintf( stderr, "S_Init: default sfx volume %d\n", sfxVolume);
-
- /* 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;
-
-
- /* Debug. */
- /*fprintf( stderr,
- "S_StartSoundAtVolume: playing sound %d (%s)\n",
- sfx_id, S_sfx[sfx_id].name );*/
-
- /* 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)
- {
- 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
- /* Load sound */
-
- if (!sfx->link) {
- sfx->data = getsfx( sfx->name, &lengths[sfx_id] );
- } else {
- sfxinfo_t *sfxlinked;
-
- lengths[sfx_id] = lengths[(sfx->link - S_sfx)/sizeof(sfxinfo_t)];
-
- sfxlinked=sfx->link;
- sfxlinked->data = getsfx( sfxlinked->name, &lengths[sfx_id] );
-
- sfx->data = sfxlinked->data;
- }
- (sfx->nbusing)++;
- #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 )
- {
- #ifdef SAWDEBUG
- /* if (sfx_id == sfx_sawful) */
- /* sfx_id = sfx_itemup; */
- #endif
-
- S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
-
-
- /* UNUSED. We had problems, had we not? */
- #ifdef SAWDEBUG
- {
- int i;
- int n;
-
- static mobj_t* last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
- static int first_saw=0;
- static int next_saw=0;
-
- if (sfx_id == sfx_sawidl
- || sfx_id == sfx_sawful
- || sfx_id == sfx_sawhit)
- {
- for (i=first_saw;i!=next_saw;i=(i+1)%10)
- if (last_saw_origins[i] != origin)
- fprintf(stderr, "old origin 0x%lx != "
- "origin 0x%lx for sfx %d\n",
- last_saw_origins[i],
- origin,
- sfx_id);
-
- last_saw_origins[next_saw] = origin;
- next_saw = (next_saw + 1) % 10;
- if (next_saw == first_saw)
- first_saw = (first_saw + 1) % 10;
-
- for (n=i=0; i<numChannels ; i++)
- {
- if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
- || channels[i].sfxinfo == &S_sfx[sfx_sawful]
- || channels[i].sfxinfo == &S_sfx[sfx_sawhit]) n++;
- }
-
- if (n>1)
- {
- for (i=0; i<numChannels ; i++)
- {
- if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
- || channels[i].sfxinfo == &S_sfx[sfx_sawful]
- || channels[i].sfxinfo == &S_sfx[sfx_sawhit])
- {
- fprintf(stderr,
- "chn: sfxinfo=0x%lx, origin=0x%lx, "
- "handle=%d\n",
- channels[i].sfxinfo,
- channels[i].origin,
- channels[i].handle);
- }
- }
- fprintf(stderr, "\n");
- }
- }
- }
- #endif
-
- }
-
-
-
-
- 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;
-
-
-
- /* Clean up unused data. */
- /* This is currently not done for 16bit (sounds cached static). */
- /* DOS 8bit remains. */
- /*if (gametic > nextcleanup)
- {
- for (i=1 ; i<NUMSFX ; i++)
- {
- if (S_sfx[i].usefulness < 1
- && S_sfx[i].usefulness > -1)
- {
- if (--S_sfx[i].usefulness == -1)
- {
- Z_ChangeTag(S_sfx[i].data, PU_CACHE);
- S_sfx[i].data = 0;
- }
- }
- }
- nextcleanup = gametic + 15;
- }*/
-
- 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);
- }
- }
- }
- /* kill music if it is a single-play && finished */
- /* if ( mus_playing */
- /* && !I_QrySongPlaying(mus_playing->handle) */
- /* && !mus_paused ) */
- /* S_StopMusic(); */
- }
-
-
- void S_SetMusicVolume(int volume)
- {
- if (volume < 0 || volume > 127)
- {
- I_Error("Attempt to set music volume at %d",
- volume);
- }
-
- I_SetMusicVolume(127);
- I_SetMusicVolume(volume);
- snd_MusicVolume = 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];
-
- 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", 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])
- fprintf(stderr, "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 = 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);
- }
-
-
-
-
- /* */
- /* 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;
- }
-
-
-
-
-