shithub: choc

Download patch

ref: a3bdc179949956d759d1f866f86a25da44d378a3
parent: f26e260bbd9b31fafd7bbac1995e4538670cc214
author: Simon Howard <[email protected]>
date: Sun Sep 7 20:27:06 EDT 2008

Move s_sound.[ch] to doom/

Subversion-branch: /branches/raven-branch
Subversion-revision: 1213

--- a/src/Makefile.am
+++ b/src/Makefile.am
@@ -48,7 +48,6 @@
 md5.c                md5.h                 \
 memio.c              memio.h               \
 m_random.c           m_random.h            \
-s_sound.c            s_sound.h             \
 tables.c             tables.h              \
 v_video.c            v_video.h             \
                      v_patch.h             \
--- a/src/doom/Makefile.am
+++ b/src/doom/Makefile.am
@@ -54,6 +54,7 @@
 r_sky.c            r_sky.h      \
                    r_state.h    \
 r_things.c         r_things.h   \
+s_sound.c          s_sound.h    \
 sounds.c           sounds.h     \
 st_lib.c           st_lib.h     \
 st_stuff.c         st_stuff.h   \
--- /dev/null
+++ b/src/doom/s_sound.c
@@ -1,0 +1,671 @@
+// 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 numChannels = 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();
+    I_InitMusic();
+
+    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(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;
+    }
+}
+
+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<numChannels; 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<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_StopSound(mobj_t *origin)
+{
+    int cnum;
+
+    for (cnum=0 ; cnum<numChannels ; 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<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;
+}
+
+//
+// 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<numChannels; 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;
+
+    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;
+    }
+}
+
--- /dev/null
+++ b/src/doom/s_sound.h
@@ -1,0 +1,96 @@
+// 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:
+//	The not so system specific sound interface.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __S_SOUND__
+#define __S_SOUND__
+
+#include "p_mobj.h"
+#include "sounds.h"
+
+//
+// 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);
+
+
+// Shut down sound 
+
+void S_Shutdown(void);
+
+
+
+//
+// Per level startup code.
+// Kills playing sounds at start of level,
+//  determines music if any, changes music.
+//
+
+void S_Start(void);
+
+//
+// Start sound for thing at <origin>
+//  using <sound_id> from sounds.h
+//
+
+void S_StartSound(void *origin, int sound_id);
+
+// Stop sound for thing at <origin>
+void S_StopSound(mobj_t *origin);
+
+
+// Start music using <music_id> from sounds.h
+void S_StartMusic(int music_id);
+
+// Start music using <music_id> from sounds.h,
+//  and set whether looping
+void S_ChangeMusic(int music_id, int looping);
+
+// query if music is playing
+boolean S_MusicPlaying(void);
+
+// Stops the music fer sure.
+void S_StopMusic(void);
+
+// Stop and resume music, during game PAUSE.
+void S_PauseSound(void);
+void S_ResumeSound(void);
+
+
+//
+// Updates music & sounds
+//
+void S_UpdateSounds(mobj_t *listener);
+
+void S_SetMusicVolume(int volume);
+void S_SetSfxVolume(int volume);
+
+
+#endif
+
--- a/src/i_sdlmusic.c
+++ b/src/i_sdlmusic.c
@@ -35,8 +35,8 @@
 #include "mus2mid.h"
 
 #include "deh_str.h"
+#include "i_sound.h"
 #include "m_misc.h"
-#include "s_sound.h"
 #include "w_wad.h"
 #include "z_zone.h"
 
--- a/src/i_sound.c
+++ b/src/i_sound.c
@@ -42,6 +42,10 @@
 #define DEFAULT_MUSIC_DEVICE SNDDEVICE_NONE
 #endif
 
+// Sound sample rate to use for digital output (Hz)
+
+int snd_samplerate = 44100;
+
 // Low-level sound and music modules we are using
 
 static sound_module_t *sound_module;
--- a/src/s_sound.c
+++ /dev/null
@@ -1,675 +1,0 @@
-// 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;
-
-// Sound sample rate to use for digital output (Hz)
-
-int snd_samplerate = 44100;
-
-// 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 numChannels = 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();
-    I_InitMusic();
-
-    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(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;
-    }
-}
-
-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<numChannels; 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<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_StopSound(mobj_t *origin)
-{
-    int cnum;
-
-    for (cnum=0 ; cnum<numChannels ; 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<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;
-}
-
-//
-// 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<numChannels; 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;
-
-    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;
-    }
-}
-
--- a/src/s_sound.h
+++ /dev/null
@@ -1,96 +1,0 @@
-// 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:
-//	The not so system specific sound interface.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __S_SOUND__
-#define __S_SOUND__
-
-#include "p_mobj.h"
-#include "sounds.h"
-
-//
-// 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);
-
-
-// Shut down sound 
-
-void S_Shutdown(void);
-
-
-
-//
-// Per level startup code.
-// Kills playing sounds at start of level,
-//  determines music if any, changes music.
-//
-
-void S_Start(void);
-
-//
-// Start sound for thing at <origin>
-//  using <sound_id> from sounds.h
-//
-
-void S_StartSound(void *origin, int sound_id);
-
-// Stop sound for thing at <origin>
-void S_StopSound(mobj_t *origin);
-
-
-// Start music using <music_id> from sounds.h
-void S_StartMusic(int music_id);
-
-// Start music using <music_id> from sounds.h,
-//  and set whether looping
-void S_ChangeMusic(int music_id, int looping);
-
-// query if music is playing
-boolean S_MusicPlaying(void);
-
-// Stops the music fer sure.
-void S_StopMusic(void);
-
-// Stop and resume music, during game PAUSE.
-void S_PauseSound(void);
-void S_ResumeSound(void);
-
-
-//
-// Updates music & sounds
-//
-void S_UpdateSounds(mobj_t *listener);
-
-void S_SetMusicVolume(int volume);
-void S_SetSfxVolume(int volume);
-
-
-#endif
-