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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 (!nosfxparm)
+ {
+ 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 (!nosfxparm)
+ {
+ // 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 (nosfxparm)
+ 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 (nosfxparm)
+ 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 (nosfxparm)
+ return;
+
+ if (mus_playing && !mus_paused)
+ {
+ I_PauseSong(mus_playing->handle);
+ mus_paused = true;
+ }
+}
+
+void S_ResumeSound(void)
+{
+ if (nosfxparm)
+ 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 (nosfxparm)
+ 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 (nosfxparm)
+ 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 (nosfxparm)
+ 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 (nosfxparm)
+ return;
+ S_ChangeMusic(m_id, false);
+}
+
+void S_ChangeMusic(int musicnum, int looping)
+{
+ musicinfo_t *music;
+
+ if (nosfxparm)
+ 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 (nosfxparm)
+ 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 (nosfxparm)
+ 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 (nosfxparm)
+ 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 (nosfxparm)
+ 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;
+}