shithub: choc

Download patch

ref: e91f243989fc8f617ad89fd41b2887174c39e817
parent: 304a0037773d8dde95ee912b8b7e67f314a7c53e
author: Simon Howard <[email protected]>
date: Sat Jun 16 12:04:00 EDT 2007

Clean up sound code

Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 911

--- a/src/i_sound.c
+++ b/src/i_sound.c
@@ -50,9 +50,9 @@
 
 #include "doomdef.h"
 
-#define NUM_CHANNELS		16
+#define NUM_CHANNELS 16
 
-#define MAXMIDLENGTH        (96 * 1024)
+#define MAXMIDLENGTH (96 * 1024)
 
 static boolean nosfxparm;
 static boolean nomusicparm;
@@ -242,11 +242,11 @@
     return true;
 }
 
-static Mix_Chunk *getsfx(int sound)
+static Mix_Chunk *GetSFXChunk(int sound_id)
 {
-    if (sound_chunks[sound].abuf == NULL)
+    if (sound_chunks[sound_id].abuf == NULL)
     {
-        if (!CacheSFX(sound))
+        if (!CacheSFX(sound_id))
             return NULL;
     }
     else
@@ -253,36 +253,18 @@
     {
         // don't free the sound while it is playing!
    
-        Z_ChangeTag(sound_chunks[sound].abuf, PU_STATIC);
+        Z_ChangeTag(sound_chunks[sound_id].abuf, PU_STATIC);
     }
 
-    return &sound_chunks[sound];
+    return &sound_chunks[sound_id];
 }
 
-//
-// SFX API
-// Note: this was called by S_Init.
-// However, whatever they did in the
-// old DPMS based DOS version, this
-// were simply dummies in the Linux
-// version.
-// See soundserver initdata().
-//
-void I_SetChannels()
-{
-}	
 
- 
-void I_SetSfxVolume(int volume)
-{
-    // Unused
-}
-
-
 //
 // Retrieve the raw data lump index
 //  for a given SFX name.
 //
+
 int I_GetSfxLumpNum(sfxinfo_t* sfx)
 {
     char namebuf[9];
@@ -316,6 +298,7 @@
 // Pitching (that is, increased speed of playback)
 //  is set, but currently not used by mixing.
 //
+
 int
 I_StartSound
 ( int		id,
@@ -342,7 +325,7 @@
 
     // Get the sound data
 
-    chunk = getsfx(id);
+    chunk = GetSFXChunk(id);
 
     if (chunk == NULL)
     {
--- a/src/s_dummy.c
+++ b/src/s_dummy.c
@@ -41,7 +41,7 @@
 
 // number of channels available
 
-int			numChannels = 8;
+int                        numChannels = 8;
 
 //
 // Initializes sound stuff, including volume
@@ -48,9 +48,8 @@
 // Sets channels, SFX and music volume,
 //  allocates channel buffer, sets S_sfx lookup.
 //
-void S_Init
-( int		sfxVolume,
-  int		musicVolume )
+
+void S_Init(int sfxVolume, int musicVolume)
 {  
 }
 
@@ -63,26 +62,16 @@
 // Kills playing sounds at start of level,
 //  determines music if any, changes music.
 //
+
 void S_Start(void)
 {
-}	
+}        
 
-void
-S_StartSoundAtVolume
-( void*		origin_p,
-  int		sfx_id,
-  int		volume )
+void S_StartSound(mobj_t *origin, int sfx_id)
 {
-}	
-
-void
-S_StartSound
-( void*		origin,
-  int		sfx_id )
-{
 }
 
-void S_StopSound(void *origin)
+void S_StopSound(mobj_t *origin)
 {
 }
 
@@ -89,6 +78,7 @@
 //
 // Stop and resume music, during game PAUSE.
 //
+
 void S_PauseSound(void)
 {
 }
@@ -101,7 +91,8 @@
 //
 // Updates music & sounds
 //
-void S_UpdateSounds(void* listener_p)
+
+void S_UpdateSounds(mobj_t *listener)
 {
 }
 
@@ -116,14 +107,12 @@
 //
 // Starts some music with the music id found in sounds.h.
 //
+
 void S_StartMusic(int m_id)
 {
 }
 
-void
-S_ChangeMusic
-( int			musicnum,
-  int			looping )
+void S_ChangeMusic(int musicnum, int looping)
 {
 }
 
@@ -132,49 +121,7 @@
     return false;
 }
 
-
 void S_StopMusic(void)
 {
 }
-
-void S_StopChannel(int cnum)
-{
-}
-
-
-
-//
-// 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 )
-{
-    return 0;
-}
-
-
-
-
-//
-// S_getChannel :
-//   If none available, return -1.  Otherwise channel #.
-//
-int
-S_getChannel
-( void*		origin,
-  sfxinfo_t*	sfxinfo )
-{
-    return -1;
-}
-
-
-
 
--- a/src/s_sound.c
+++ b/src/s_sound.c
@@ -23,10 +23,6 @@
 //
 //-----------------------------------------------------------------------------
 
-
-
-
-
 #include <stdio.h>
 #include <stdlib.h>
 
@@ -45,43 +41,31 @@
 
 #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)
 
+#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*0x10000).  Changed back to the 
+// In the source code release: (160*FRACUNIT).  Changed back to the 
 // Vanilla value of 200 (why was this changed?)
-#define S_CLOSE_DIST		(200*0x10000)
 
+#define S_CLOSE_DIST (200 * FRACUNIT)
 
-#define S_ATTENUATOR		((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)
+// The range over which sound attenuates
 
-// Adjustable by menu.
-#define NORM_VOLUME    		snd_MaxVolume
+#define S_ATTENUATOR ((S_CLIPPING_DIST - S_CLOSE_DIST) >> FRACBITS)
 
-#define NORM_PITCH     		128
-#define NORM_PRIORITY		64
-#define NORM_SEP		128
+// Stereo separation
 
-#define S_PITCH_PERTURB		1
-#define S_STEREO_SWING		(96*0x10000)
+#define S_STEREO_SWING (96 * FRACUNIT)
 
-// percent attenuation from front to back
-#define S_IFRACVOL		30
+#define NORM_PITCH 128
+#define NORM_PRIORITY 64
+#define NORM_SEP 128
 
-#define NA			0
-#define S_NUMCHANNELS		2
-
 // Disable music on OSX by default; there are problems with SDL_mixer.
 
 #ifndef __MACOSX__
@@ -97,403 +81,476 @@
 typedef struct
 {
     // sound information (if null, channel avail.)
-    sfxinfo_t*	sfxinfo;
+    sfxinfo_t *sfxinfo;
 
     // origin of sound
-    void*	origin;
+    mobj_t *origin;
 
     // handle of the sound being played
-    int		handle;
+    int handle;
     
 } channel_t;
 
 
-// the set of channels available
-static channel_t*	channels;
+// 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;
 
+static int snd_SfxVolume;
 
-// whether songs are mus_paused
-static boolean		mus_paused;	
+// Whether songs are mus_paused
 
-// music currently being played
-static musicinfo_t*	mus_playing=0;
+static boolean mus_paused;        
 
-// following is set
-//  by the defaults code in M_misc:
-// number of channels available
+// Music currently being played
 
-int			numChannels = 8;
+static musicinfo_t *mus_playing = NULL;
 
-static int		nextcleanup;
+// Number of channels to use
 
+int numChannels = 8;
 
-
 //
-// 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 )
+
+void S_Init(int sfxVolume, int musicVolume)
 {  
-  int		i;
+    int i;
 
-  I_InitSound();
+    I_InitSound();
 
-  // Whatever these did with DMX, these are rather dummies now.
-  I_SetChannels();
-  
-  S_SetSfxVolume(sfxVolume);
-  // No music with Linux - another dummy.
-  S_SetMusicVolume(musicVolume);
+    S_SetSfxVolume(sfxVolume);
+    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;
+    // 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);
 
-  // Note that sounds have not been cached (yet).
-  for (i=1 ; i<NUMSFX ; i++)
-    S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
-}
+    // 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_ShutdownSound();
 }
 
+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;
+    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[]=
+    // kill all playing sounds at start of level
+    //  (trust me - a good idea)
+    for (cnum=0 ; cnum<numChannels ; cnum++)
     {
-      // 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;
-}	
+        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];
+        }
+    }        
 
-void
-S_StartSoundAtVolume
-( void*		origin_p,
-  int		sfx_id,
-  int		volume )
+    S_ChangeMusic(mnum, true);
+}        
+
+void S_StopSound(mobj_t *origin)
 {
+    int cnum;
 
-  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;
+    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;
     
-    if (volume < 1)
-      return;
-    
-    if (volume > snd_SfxVolume)
-      volume = snd_SfxVolume;
-  }	
-  else
-  {
-    pitch = NORM_PITCH;
-    priority = NORM_PRIORITY;
-  }
+    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;
+        }
+    }
 
-  // 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;
+    // 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, 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.
+//
+
+static 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 (!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 (gamemap != 8 && approx_dist > S_CLIPPING_DIST)
+    {
+        return 0;
+    }
     
-    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;
-  }
+    // angle of source to listener
+    angle = R_PointToAngle2(listener->x,
+                            listener->y,
+                            source->x,
+                            source->y);
 
-  // kill old sound
-  S_StopSound(origin);
+    if (angle > listener->angle)
+    {
+        angle = angle - listener->angle;
+    }
+    else
+    {
+        angle = angle + (0xffffffff - listener->angle);
+    }
 
-  // try to find a channel
-  cnum = S_getChannel(origin, sfx);
-  
-  if (cnum<0)
-    return;
+    angle >>= ANGLETOFINESHIFT;
 
-  //
-  // 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);
+    // stereo separation
+    *sep = 128 - (FixedMul(S_STEREO_SWING, finesine[angle]) >> FRACBITS);
 
-  // increase the usefulness
-  if (sfx->usefulness++ < 0)
-    sfx->usefulness = 1;
+    // 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;
+        }
 
-  // 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);
-}	
+        *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,
-  int		sfx_id )
+void S_StartSound(void *origin_p, int sfx_id)
 {
-#ifdef SAWDEBUG
-    // if (sfx_id == sfx_sawful)
-    // sfx_id = sfx_itemup;
-#endif
-  
-    S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
+    sfxinfo_t *sfx;
+    mobj_t *origin;
+    int rc;
+    int sep;
+    int pitch;
+    int priority;
+    int cnum;
+    int volume;
 
+    origin = (mobj_t *) origin_p;
+    volume = 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)
+    // check for bogus sound #
+    if (sfx_id < 1 || sfx_id > NUMSFX)
     {
-	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");
-	}
+        I_Error("Bad sfx #: %d", sfx_id);
     }
-}
-#endif
- 
-}
 
+    sfx = &S_sfx[sfx_id];
 
+    // Initialize sound parameters
+    if (sfx->link)
+    {
+        pitch = sfx->pitch;
+        priority = sfx->priority;
+        volume += sfx->volume;
 
+        if (volume < 1)
+        {
+            return;
+        }
 
-void S_StopSound(void *origin)
-{
+        if (volume > snd_SfxVolume)
+        {
+            volume = snd_SfxVolume;
+        }
+    }        
+    else
+    {
+        pitch = NORM_PITCH;
+        priority = NORM_PRIORITY;
+    }
 
-    int cnum;
 
-    for (cnum=0 ; cnum<numChannels ; cnum++)
+    // Check to see if it is audible,
+    //  and if not, modify the params
+    if (origin && origin != players[consoleplayer].mo)
     {
-	if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
-	{
-	    S_StopChannel(cnum);
-	    break;
-	}
+        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);
+    }
 
+    // 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);
+}        
+
 //
 // Stop and resume music, during game PAUSE.
 //
+
 void S_PauseSound(void)
 {
     if (mus_playing && !mus_paused)
     {
-	I_PauseSong(mus_playing->handle);
-	mus_paused = true;
+        I_PauseSong(mus_playing->handle);
+        mus_paused = true;
     }
 }
 
@@ -501,118 +558,90 @@
 {
     if (mus_playing && mus_paused)
     {
-	I_ResumeSong(mus_playing->handle);
-	mus_paused = false;
+        I_ResumeSong(mus_playing->handle);
+        mus_paused = false;
     }
 }
 
-
 //
 // Updates music & sounds
 //
-void S_UpdateSounds(void* listener_p)
+
+void S_UpdateSounds(mobj_t *listener)
 {
-    int		audible;
-    int		cnum;
-    int		volume;
-    int		sep;
-    int		pitch;
-    sfxinfo_t*	sfx;
-    channel_t*	c;
-    
-    mobj_t*	listener = (mobj_t*)listener_p;
+    int                audible;
+    int                cnum;
+    int                volume;
+    int                sep;
+    int                pitch;
+    sfxinfo_t*        sfx;
+    channel_t*        c;
 
+    for (cnum=0; cnum<numChannels; cnum++)
+    {
+        c = &channels[cnum];
+        sfx = c->sfxinfo;
 
-    
-    // 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;
+                    }
+                }
 
-	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();
-}
+                // 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,
+                                                  &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("Attempt to set music volume at %d",
-		volume);
+        I_Error("Attempt to set music volume at %d",
+                volume);
     }    
 
     I_SetMusicVolume(127);
@@ -619,44 +648,43 @@
     I_SetMusicVolume(volume);
 }
 
-
-
 void S_SetSfxVolume(int volume)
 {
-
     if (volume < 0 || volume > 127)
-	I_Error("Attempt to set sfx volume at %d", volume);
+    {
+        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 )
+void S_ChangeMusic(int musicnum, int looping)
 {
-    musicinfo_t*	music = NULL;
-    char		namebuf[9];
+    musicinfo_t*        music = NULL;
+    char                namebuf[9];
 
-    if ( (musicnum <= mus_None)
-	 || (musicnum >= NUMMUSIC) )
+    if (musicnum <= mus_None || musicnum >= NUMMUSIC)
     {
-	I_Error("Bad music number %d", musicnum);
+        I_Error("Bad music number %d", musicnum);
     }
     else
-	music = &S_music[musicnum];
+    {
+        music = &S_music[musicnum];
+    }
 
     if (mus_playing == music)
-	return;
+    {
+        return;
+    }
 
     // shutdown old music
     S_StopMusic();
@@ -664,12 +692,12 @@
     // get lumpnum if neccessary
     if (!music->lumpnum)
     {
-	sprintf(namebuf, "d_%s", DEH_String(music->name));
-	music->lumpnum = W_GetNumForName(namebuf);
+        sprintf(namebuf, "d_%s", DEH_String(music->name));
+        music->lumpnum = W_GetNumForName(namebuf);
     }
 
     // load & register it
-    music->data = (void *) W_CacheLumpNum(music->lumpnum, PU_MUSIC);
+    music->data = W_CacheLumpNum(music->lumpnum, PU_MUSIC);
     music->handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));
 
     // play it
@@ -683,192 +711,21 @@
     return I_QrySongPlaying(NULL);
 }
 
-
 void S_StopMusic(void)
 {
     if (mus_playing)
     {
-	if (mus_paused)
-	    I_ResumeSong(mus_playing->handle);
+        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;
+        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;
-}
-
-
-
 
--- a/src/s_sound.h
+++ b/src/s_sound.h
@@ -51,12 +51,10 @@
 // Sets channels, SFX and music volume,
 //  allocates channel buffer, sets S_sfx lookup.
 //
-void
-S_Init
-( int		sfxVolume,
-  int		musicVolume );
 
+void S_Init(int sfxVolume, int musicVolume);
 
+
 // Shut down sound 
 
 void S_Shutdown(void);
@@ -68,6 +66,7 @@
 // Kills playing sounds at start of level,
 //  determines music if any, changes music.
 //
+
 void S_Start(void);
 
 //
@@ -74,23 +73,11 @@
 // Start sound for thing at <origin>
 //  using <sound_id> from sounds.h
 //
-void
-S_StartSound
-( void*		origin,
-  int		sound_id );
 
+void S_StartSound(void *origin, int sound_id);
 
-
-// Will start a sound at a given volume.
-void
-S_StartSoundAtVolume
-( void*		origin,
-  int		sound_id,
-  int		volume );
-
-
 // Stop sound for thing at <origin>
-void S_StopSound(void* origin);
+void S_StopSound(mobj_t *origin);
 
 
 // Start music using <music_id> from sounds.h
@@ -98,10 +85,7 @@
 
 // Start music using <music_id> from sounds.h,
 //  and set whether looping
-void
-S_ChangeMusic
-( int		music_id,
-  int		looping );
+void S_ChangeMusic(int music_id, int looping);
 
 // query if music is playing
 boolean S_MusicPlaying(void);
@@ -117,7 +101,7 @@
 //
 // Updates music & sounds
 //
-void S_UpdateSounds(void* listener);
+void S_UpdateSounds(mobj_t *listener);
 
 void S_SetMusicVolume(int volume);
 void S_SetSfxVolume(int volume);
@@ -124,3 +108,4 @@
 
 
 #endif
+