ref: 854cb8073a336455d0bcd9b6a40d67c1b4226bb3
dir: /src/doom/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 "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; // Internal volume level, ranging from 0-127 static int snd_SfxVolume; // 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; // // 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; I_InitSound(true); I_InitMusic(); I_PrecacheSounds(S_sfx, NUMSFX); S_SetSfxVolume(sfxVolume); S_SetMusicVolume(musicVolume); // 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]; 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. // 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; 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_StopSound(mobj_t *origin) { int cnum; for (cnum=0 ; cnum<snd_channels ; cnum++) { if (channels[cnum].sfxinfo && channels[cnum].origin == origin) { S_StopChannel(cnum); break; } } } // // S_GetChannel : // If none available, return -1. Otherwise channel #. // static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo) { // 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) { 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) { 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. // 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); 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); } void S_StartSound(void *origin_p, int sfx_id) { sfxinfo_t *sfx; mobj_t *origin; int rc; int sep; int priority; int cnum; int volume; origin = (mobj_t *) origin_p; volume = snd_SfxVolume; // 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) { priority = sfx->priority; volume += sfx->volume; if (volume < 1) { return; } if (volume > snd_SfxVolume) { volume = snd_SfxVolume; } } else { 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); 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 S_StopSound(origin); // try to find a channel cnum = S_GetChannel(origin, sfx); 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); } // // 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; 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; } // // 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; // The Doom IWAD file has two versions of the intro music: d_intro // and d_introa. The latter is used for OPL playback. if (musicnum == mus_intro && (snd_musicdevice == SNDDEVICE_ADLIB || snd_musicdevice == SNDDEVICE_SB)) { musicnum = mus_introa; } 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; } }