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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* 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: Platform-independent sound code
*
*-----------------------------------------------------------------------------*/
#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 "d_main.h"
#include "doomdef.h"
#include "r_main.h"
#include "doomstat.h"
#include "rockmacros.h"
// when to clip out sounds
// Does not fit the large outdoor areas.
#define S_CLIPPING_DIST (1200<<FRACBITS)
// 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_PITCH 128
#define NORM_PRIORITY 64
#define NORM_SEP 128
#define S_STEREO_SWING (96<<FRACBITS)
typedef struct
{
sfxinfo_t *sfxinfo; // sound information (if null, channel avail.)
void *origin; // origin of sound
int handle; // handle of the sound being played
int is_pickup; // killough 4/25/98: whether sound is a player's weapon
} 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 default_numChannels;
int numChannels;
//jff 3/17/98 to keep track of last IDMUS specified music num
int idmusnum;
//
// Internals.
//
void S_StopChannel(int cnum);
int S_AdjustSoundParams(mobj_t *listener, mobj_t *source,
int *vol, int *sep, int *pitch);
static int S_getChannel(void *origin, sfxinfo_t *sfxinfo, int is_pickup);
//
// 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 )
{
//jff 1/22/98 skip sound init if sound not enabled
numChannels = default_numChannels;
if (enable_sound)
{
int i;
printf("S_Init: default sfx volume %d\n", sfxVolume);
// Whatever these did with DMX, these are rather dummies now.
I_SetChannels();
S_SetSfxVolume(sfxVolume);
S_SetMusicVolume(musicVolume);
// Allocating the internal channels for mixing
// (the maximum numer of sounds rendered
// simultaneously) within zone memory.
// CPhipps - calloc
channels = (channel_t *) calloc(numChannels,sizeof(channel_t));
// 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, mnum;
if (enable_sound)
{
// 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];
}
S_ChangeMusic(mnum, true);
}
}
void S_StartSoundAtVolume(void *origin_p, int sfx_id, int volume)
{
int sep, pitch, priority, cnum, is_pickup;
sfxinfo_t* sfx;
mobj_t* origin = (mobj_t *) origin_p;
if (!enable_sound)
return;
is_pickup = sfx_id & PICKUP_SOUND || sfx_id == sfx_oof || (compatibility_level >= prboom_2_compatibility && sfx_id == sfx_noway); // killough 4/25/98
sfx_id &= ~PICKUP_SOUND;
// check for bogus sound #
if (sfx_id < 1 || sfx_id > NUMSFX)
I_Error("S_StartSoundAtVolume: 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[displayplayer].mo) {
sep = NORM_SEP;
volume *= 8;
} else
if (!S_AdjustSoundParams(players[displayplayer].mo, origin, &volume,
&sep, &pitch))
return;
else
if ( origin->x == players[displayplayer].mo->x &&
origin->y == players[displayplayer].mo->y)
sep = NORM_SEP;
// hacks to vary the sfx pitches
if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit)
pitch += 8 - (M_Random()&15);
else
if (sfx_id != sfx_itemup && sfx_id != sfx_tink)
pitch += 16 - (M_Random()&31);
if (pitch<0)
pitch = 0;
if (pitch>255)
pitch = 255;
// kill old sound
for (cnum=0 ; cnum<numChannels ; cnum++)
if (channels[cnum].sfxinfo && channels[cnum].origin == origin &&
(comp[comp_sound] || channels[cnum].is_pickup == is_pickup))
{
S_StopChannel(cnum);
break;
}
// try to find a channel
cnum = S_getChannel(origin, sfx, is_pickup);
if (cnum<0)
return;
// get lumpnum if necessary
// killough 2/28/98: make missing sounds non-fatal
if (sfx->lumpnum < 0 && (sfx->lumpnum = I_GetSfxLumpNum(sfx)) < 0)
return;
// 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, cnum, 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;
if (!enable_sound)
return;
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 (!enable_sound)
return;
if (mus_playing && !mus_paused)
{
I_PauseSong(mus_playing->handle);
mus_paused = true;
}
}
void S_ResumeSound(void)
{
if (!enable_sound)
return;
if (mus_playing && mus_paused)
{
I_ResumeSong(mus_playing->handle);
mus_paused = false;
}
}
//
// Updates music & sounds
//
void S_UpdateSounds(void* listener_p)
{
int cnum;
mobj_t* listener = (mobj_t*)listener_p;
if (!enable_sound)
return;
for (cnum=0 ; cnum<numChannels ; cnum++)
{
sfxinfo_t* sfx;
channel_t* c = &channels[cnum];
if ((sfx = c->sfxinfo))
{
if (I_SoundIsPlaying(c->handle))
{
// initialize parameters
int volume = snd_SfxVolume;
int sep = NORM_PITCH;
int pitch = 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) // killough 3/20/98
{
if (!S_AdjustSoundParams(listener, c->origin,
&volume, &sep, &pitch))
S_StopChannel(cnum);
else
I_UpdateSoundParams(c->handle, volume, sep, pitch);
}
}
else
S_StopChannel(cnum);
}
}
}
void S_SetMusicVolume(int volume)
{
if (!enable_sound)
return;
if (volume < 0 || volume > 15)
I_Error("S_SetMusicVolume: Attempt to set music volume at %d", volume);
I_SetMusicVolume(volume);
snd_MusicVolume = volume;
}
void S_SetSfxVolume(int volume)
{
if (!enable_sound)
return;
if (volume < 0 || volume > 127)
I_Error("S_SetSfxVolume: 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)
{
if (!enable_sound)
return;
S_ChangeMusic(m_id, false);
}
void S_ChangeMusic(int musicnum, int looping)
{
musicinfo_t *music;
if (!enable_sound)
return;
if (musicnum <= mus_None || musicnum >= NUMMUSIC)
I_Error("S_ChangeMusic: Bad music number %d", musicnum);
music = &S_music[musicnum];
if (mus_playing == music)
return;
// shutdown old music
S_StopMusic();
// get lumpnum if neccessary
if (!music->lumpnum)
{
char namebuf[9];
snprintf(namebuf,sizeof(namebuf),"d_%s", music->name);
music->lumpnum = W_GetNumForName(namebuf);
}
// load & register it
music->data = W_CacheLumpNum(music->lumpnum);
// music->handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));
// load & register it
// music->data = (void *) W_CacheLumpNum(music->lumpnum);
music->handle = I_RegisterSong(music->data);
// play it
I_PlaySong(music->handle, looping);
mus_playing = music;
}
void S_StopMusic(void)
{
if (!enable_sound)
return;
if (mus_playing)
{
if (mus_paused)
I_ResumeSong(mus_playing->handle);
I_StopSong(mus_playing->handle);
I_UnRegisterSong(mus_playing->handle);
if (mus_playing->lumpnum >= 0)
W_UnlockLumpNum(mus_playing->lumpnum); // cph - release the music data
mus_playing->data = 0;
mus_playing = 0;
}
}
void S_StopChannel(int cnum)
{
int i;
channel_t* c = &channels[cnum];
if (!enable_sound)
return;
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<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)
{
(void)pitch;
fixed_t adx, ady, approx_dist;
angle_t angle;
if (!enable_sound)
return 0;
// calculate the distance to sound origin
// and clip it if necessary
adx = D_abs(listener->x - source->x);
ady = D_abs(listener->y - source->y);
// From _GG1_ p.428. Appox. eucledian distance fast.
approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
if (!approx_dist) // killough 11/98: handle zero-distance as special case
{
*sep = NORM_SEP;
*vol = snd_SfxVolume;
return *vol > 0;
}
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 += 0xffffffff;
angle -= 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*8;
else
// distance effect
*vol = (snd_SfxVolume * ((S_CLIPPING_DIST-approx_dist)>>FRACBITS) * 8)
/ S_ATTENUATOR;
return (*vol > 0);
}
//
// S_getChannel :
// If none available, return -1. Otherwise channel #.
//
// killough 4/25/98: made static, added is_pickup argument
static int S_getChannel(void *origin, sfxinfo_t *sfxinfo, int is_pickup)
{
// channel number to use
int cnum;
channel_t* c;
if (!enable_sound)
return -1;
// Find an open channel
for (cnum=0; cnum<numChannels && channels[cnum].sfxinfo; cnum++)
if (origin && channels[cnum].origin == origin &&
channels[cnum].is_pickup == is_pickup)
{
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)
return -1; // No lower priority. Sorry, Charlie.
else
S_StopChannel(cnum); // Otherwise, kick out lower priority.
}
c = &channels[cnum]; // channel is decided to be cnum.
c->sfxinfo = sfxinfo;
c->origin = origin;
c->is_pickup = is_pickup; // killough 4/25/98
return cnum;
}
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