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If set to true/yes/1, add at the head of the sequence in S_PopulateSoundTestSequence. Otherwise, append to the tail.
393 lines
9.7 KiB
C
393 lines
9.7 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file s_sound.h
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/// \brief The not so system specific sound interface
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#ifndef __S_SOUND__
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#define __S_SOUND__
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#include "sounds.h"
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#include "m_fixed.h"
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#include "command.h"
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#include "tables.h" // angle_t
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#ifdef HAVE_OPENMPT
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#include "libopenmpt/libopenmpt.h"
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef HAVE_OPENMPT
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extern openmpt_module *openmpt_mhandle;
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#endif
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// mask used to indicate sound origin is player item pickup
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#define PICKUP_SOUND 0x8000
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//
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#define SOUND_VOLUME_RANGE 100
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#define MAX_SOUND_VOLUME 100
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#define DEFAULT_MUSICDEF_VOLUME 100
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extern consvar_t stereoreverse;
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extern consvar_t cv_soundvolume, cv_closedcaptioning, cv_digmusicvolume;
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extern consvar_t surround;
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extern consvar_t cv_numChannels;
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extern consvar_t cv_gamedigimusic;
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extern consvar_t cv_gamesounds;
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extern consvar_t cv_playmusicifunfocused;
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extern consvar_t cv_playsoundifunfocused;
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extern consvar_t cv_music_resync_threshold;
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extern consvar_t cv_music_resync_powerups_only;
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#ifdef HAVE_OPENMPT
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extern consvar_t cv_modfilter;
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#endif
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extern CV_PossibleValue_t soundvolume_cons_t[];
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typedef enum
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{
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SF_TOTALLYSINGLE = 1, // Only play one of these sounds at a time...GLOBALLY
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SF_NOMULTIPLESOUND = 2, // Like SF_NOINTERRUPT, but doesnt care what the origin is
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SF_OUTSIDESOUND = 4, // Volume is adjusted depending on how far away you are from 'outside'
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SF_X4AWAYSOUND = 8, // Hear it from 4x the distance away
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SF_X8AWAYSOUND = 16, // Hear it from 8x the distance away
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SF_NOINTERRUPT = 32, // Only play this sound if it isn't already playing on the origin
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SF_X2AWAYSOUND = 64, // Hear it from 2x the distance away
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} soundflags_t;
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struct listener_t {
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fixed_t x, y, z;
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angle_t angle;
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};
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struct channel_t
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{
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// sound information (if null, channel avail.)
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sfxinfo_t *sfxinfo;
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// origin of sound
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const void *origin;
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// initial volume of sound, which is applied after distance and direction
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INT32 volume;
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// handle of the sound being played
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INT32 handle;
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};
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struct caption_t {
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channel_t *c;
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sfxinfo_t *s;
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UINT16 t;
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UINT8 b;
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};
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#define NUMCAPTIONS 8
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#define MAXCAPTIONTICS (2*TICRATE)
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#define CAPTIONFADETICS 20
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extern caption_t closedcaptions[NUMCAPTIONS];
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void S_StartCaption(sfxenum_t sfx_id, INT32 cnum, UINT16 lifespan);
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void S_ResetCaptions(void);
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// register sound vars and commands at game startup
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void S_RegisterSoundStuff(void);
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//
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// Initializes sound stuff, including volume
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// Sets channels, SFX, allocates channel buffer, sets S_sfx lookup.
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//
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void S_InitSfxChannels(INT32 sfxVolume);
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//
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// Per level startup code.
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// Kills playing sounds at start of level, determines music if any, changes music.
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//
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void S_StopSounds(void);
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void S_ClearSfx(void);
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void S_InitLevelMusic(boolean reset);
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//
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// Basically a W_GetNumForName that adds "ds" at the beginning of the string. Returns a lumpnum.
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//
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lumpnum_t S_GetSfxLumpNum(sfxinfo_t *sfx);
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//
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// Sound Status
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//
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boolean S_SoundDisabled(void);
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//
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// Start sound for thing at <origin> using <sound_id> from sounds.h
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//
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void S_StartSound(const void *origin, sfxenum_t sound_id);
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// Will start a sound at a given volume.
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void S_StartSoundAtVolume(const void *origin, sfxenum_t sound_id, INT32 volume);
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// Will start a sound, but only if VFX reduce is off or the owner isn't a display player.
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void S_ReducedVFXSoundAtVolume(const void *origin, sfxenum_t sfx_id, INT32 volume, player_t *owner);
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#define S_ReducedVFXSound(a, b, c) S_ReducedVFXSoundAtVolume(a, b, 255, c)
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// Stop sound for thing at <origin>
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void S_StopSound(void *origin);
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//
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// Music Status
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//
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boolean S_DigMusicDisabled(void);
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boolean S_MusicDisabled(void);
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boolean S_MusicPlaying(void);
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boolean S_MusicPaused(void);
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boolean S_MusicNotInFocus(void);
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const char *S_MusicType(void);
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const char *S_MusicName(void);
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boolean S_MusicExists(const char *mname);
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boolean S_MusicInfo(char *mname, UINT16 *mflags, boolean *looping);
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//
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// Music Effects
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//
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// Set Speed of Music
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boolean S_SpeedMusic(float speed);
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#define MAXDEFTRACKS 3
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struct soundtestsequence_t
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{
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UINT8 id;
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UINT16 map;
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musicdef_t *next;
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};
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// Music credits
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struct musicdef_t
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{
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char name[MAXDEFTRACKS][7];
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UINT32 hash[MAXDEFTRACKS];
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boolean basenoloop[MAXDEFTRACKS];
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UINT8 numtracks;
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char *title;
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char *author;
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char *source;
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char *composers;
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int volume;
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int debug_volume;
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boolean important;
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musicdef_t *next;
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soundtestsequence_t sequence;
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};
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extern struct cursongcredit
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{
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musicdef_t *def;
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char *text;
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UINT16 anim;
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UINT8 trans;
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fixed_t x;
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fixed_t old_x;
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} cursongcredit;
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extern struct soundtest
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{
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boolean playing; // Music is playing?
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boolean paused; // System paused?
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boolean justopened; // Menu visual assist
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boolean privilegedrequest; // Overrides S_PlaysimMusicDisabled w/o changing every function signature
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INT32 menutick; // Menu visual timer
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musicdef_t *current; // Current selected music definition
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SINT8 currenttrack; // Current selected music track for definition
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UINT32 currenttime; // Current music playing time
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soundtestsequence_t sequence; // Sequence head
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boolean autosequence; // In auto sequence mode?
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boolean dosequencefadeout; // Fade out when reaching the end?
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UINT32 sequencemaxtime; // Maximum playing time for current music
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UINT32 sequencefadeout; // auto sequence fadeout
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} soundtest;
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void S_PopulateSoundTestSequence(void);
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void S_UpdateSoundTestDef(boolean reverse, boolean dotracks, boolean skipnull);
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void S_SoundTestPlay(void);
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void S_SoundTestStop(void);
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void S_SoundTestTogglePause(void);
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void S_TickSoundTest(void);
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#define SOUNDTEST_FADEOUTSECONDS 5
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boolean S_PlaysimMusicDisabled(void);
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extern musicdef_t *musicdefstart;
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void S_LoadMusicDefs(UINT16 wadnum);
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void S_InitMusicDefs(void);
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musicdef_t *S_FindMusicDef(const char *name, UINT8 *i);
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void S_ShowMusicCredit(void);
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void S_StopMusicCredit(void);
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//
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// Music Seeking
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//
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// Get Length of Music
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UINT32 S_GetMusicLength(void);
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// Set LoopPoint of Music
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boolean S_SetMusicLoopPoint(UINT32 looppoint);
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// Get LoopPoint of Music
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UINT32 S_GetMusicLoopPoint(void);
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// Set Position of Music
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boolean S_SetMusicPosition(UINT32 position);
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// Get Position of Music
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UINT32 S_GetMusicPosition(void);
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//
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// Music Stacking (Jingles)
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//
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struct musicstack_t
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{
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char musname[7];
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UINT16 musflags;
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boolean looping;
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UINT32 position;
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tic_t tic;
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UINT16 status;
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lumpnum_t mlumpnum;
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boolean noposition; // force music stack resuming from zero (like music_stack_noposition)
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musicstack_t *prev;
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musicstack_t *next;
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};
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extern char music_stack_nextmusname[7];
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extern boolean music_stack_noposition;
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extern UINT32 music_stack_fadeout;
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extern UINT32 music_stack_fadein;
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void S_SetStackAdjustmentStart(void);
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void S_AdjustMusicStackTics(void);
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void S_RetainMusic(const char *mname, UINT16 mflags, boolean looping, UINT32 position, UINT16 status);
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boolean S_RecallMusic(UINT16 status, boolean fromfirst);
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//
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// Music Playback
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//
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/* this is for the sake of the hook */
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struct MusicChange {
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char * newname;
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UINT16 * mflags;
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boolean * looping;
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UINT32 * position;
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UINT32 * prefadems;
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UINT32 * fadeinms;
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};
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enum
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{
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MUS_SPECIAL = 1,/* powerups--invincibility, grow */
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};
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// Start music track, arbitrary, given its name, and set whether looping
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// note: music flags 12 bits for tracknum (gme, other formats with more than one track)
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// 13-15 aren't used yet
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// and the last bit we ignore (internal game flag for resetting music on reload)
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void S_ChangeMusicEx(const char *mmusic, UINT16 mflags, boolean looping, UINT32 position, UINT32 prefadems, UINT32 fadeinms);
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#define S_ChangeMusicInternal(a,b) S_ChangeMusicEx(a,0,b,0,0,0)
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#define S_ChangeMusic(a,b,c) S_ChangeMusicEx(a,b,c,0,0,0)
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void S_ChangeMusicSpecial (const char *mmusic);
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void S_SetRestoreMusicFadeInCvar (consvar_t *cvar);
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#define S_ClearRestoreMusicFadeInCvar() \
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S_SetRestoreMusicFadeInCvar(0)
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int S_GetRestoreMusicFadeIn (void);
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void S_SetMusicUsage (int type);
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int S_MusicUsage (void);
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// Stops the music.
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void S_StopMusic(void);
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// Stop and resume music, during game PAUSE.
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void S_PauseAudio(void);
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void S_ResumeAudio(void);
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// Enable and disable sound effects
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void S_EnableSound(void);
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void S_DisableSound(void);
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//
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// Music Fading
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//
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void S_SetInternalMusicVolume(INT32 volume);
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void S_StopFadingMusic(void);
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boolean S_FadeMusicFromVolume(UINT8 target_volume, INT16 source_volume, UINT32 ms);
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#define S_FadeMusic(a, b) S_FadeMusicFromVolume(a, -1, b)
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#define S_FadeInChangeMusic(a,b,c,d) S_ChangeMusicEx(a,b,c,0,0,d)
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boolean S_FadeOutStopMusic(UINT32 ms);
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//
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// Updates music & sounds
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//
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void S_UpdateSounds(void);
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void S_UpdateClosedCaptions(void);
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FUNCMATH fixed_t S_CalculateSoundDistance(fixed_t px1, fixed_t py1, fixed_t pz1, fixed_t px2, fixed_t py2, fixed_t pz2);
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INT32 S_GetSoundVolume(sfxinfo_t *sfx, INT32 volume);
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void S_SetSfxVolume(INT32 volume);
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void S_SetMusicVolume(INT32 digvolume);
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#define S_SetDigMusicVolume S_SetMusicVolume
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#define S_InitMusicVolume() S_SetMusicVolume(-1)
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INT32 S_OriginPlaying(void *origin);
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INT32 S_IdPlaying(sfxenum_t id);
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INT32 S_SoundPlaying(void *origin, sfxenum_t id);
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void S_StartSoundName(void *mo, const char *soundname);
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void S_StopSoundByID(void *origin, sfxenum_t sfx_id);
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void S_StopSoundByNum(sfxenum_t sfxnum);
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#ifndef HW3SOUND
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#define S_StartAttackSound S_StartSound
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#define S_StartScreamSound S_StartSound
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#endif
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#ifdef __cplusplus
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} // extern "C"
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#endif
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#endif
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