RingRacers/src/s_sound.c

3351 lines
72 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file s_sound.c
/// \brief System-independent sound and music routines
#include "doomdef.h"
#include "doomstat.h"
#include "command.h"
#include "g_game.h"
#include "m_argv.h"
#include "r_main.h" // R_PointToAngle2() used to calc stereo sep.
#include "r_skins.h" // for skins
#include "i_system.h"
#include "i_sound.h"
#include "s_sound.h"
#include "w_wad.h"
#include "z_zone.h"
#include "d_main.h"
#include "r_sky.h" // skyflatnum
#include "p_local.h" // camera info
#include "fastcmp.h"
#include "m_misc.h" // for tunes command
#include "m_cond.h" // for conditionsets
#include "lua_hook.h" // MusicChange hook
#include "byteptr.h"
#include "k_menu.h" // M_PlayMenuJam
#include "m_random.h" // P_RandomKey
#include "i_time.h"
#include "v_video.h" // V_ThinStringWidth
#ifdef HW3SOUND
// 3D Sound Interface
#include "hardware/hw3sound.h"
#else
static boolean S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *vol, INT32 *sep, INT32 *pitch, sfxinfo_t *sfxinfo);
#endif
CV_PossibleValue_t soundvolume_cons_t[] = {{0, "MIN"}, {MAX_VOLUME, "MAX"}, {0, NULL}};
static void SetChannelsNum(void);
static void Command_Tunes_f(void);
static void Command_RestartAudio_f(void);
static void Command_PlaySound(void);
static void Got_PlaySound(UINT8 **p, INT32 playernum);
static void Command_MusicDef_f(void);
// Sound system toggles
static void GameSounds_OnChange(void);
static void GameDigiMusic_OnChange(void);
static void PlayMusicIfUnfocused_OnChange(void);
static void PlaySoundIfUnfocused_OnChange(void);
#ifdef HAVE_OPENMPT
static void ModFilter_OnChange(void);
#endif
static lumpnum_t S_GetMusicLumpNum(const char *mname);
static boolean S_CheckQueue(void);
consvar_t cv_samplerate = CVAR_INIT ("samplerate", "22050", 0, CV_Unsigned, NULL); //Alam: For easy hacking?
// stereo reverse
consvar_t stereoreverse = CVAR_INIT ("stereoreverse", "Off", CV_SAVE, CV_OnOff, NULL);
// if true, all sounds are loaded at game startup
static consvar_t precachesound = CVAR_INIT ("precachesound", "Off", CV_SAVE, CV_OnOff, NULL);
// actual general (maximum) sound & music volume, saved into the config
consvar_t cv_soundvolume = CVAR_INIT ("soundvolume", "80", CV_SAVE, soundvolume_cons_t, NULL);
consvar_t cv_digmusicvolume = CVAR_INIT ("musicvolume", "80", CV_SAVE, soundvolume_cons_t, NULL);
// number of channels available
consvar_t cv_numChannels = CVAR_INIT ("snd_channels", "64", CV_SAVE|CV_CALL, CV_Unsigned, SetChannelsNum);
consvar_t surround = CVAR_INIT ("surround", "Off", CV_SAVE, CV_OnOff, NULL);
static void Captioning_OnChange(void)
{
S_ResetCaptions();
if (cv_closedcaptioning.value)
S_StartSound(NULL, sfx_menu1);
}
consvar_t cv_closedcaptioning = CVAR_INIT ("closedcaptioning", "Off", CV_SAVE|CV_CALL, CV_OnOff, Captioning_OnChange);
// Sound system toggles, saved into the config
consvar_t cv_gamedigimusic = CVAR_INIT ("music", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameDigiMusic_OnChange);
consvar_t cv_gamesounds = CVAR_INIT ("sounds", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameSounds_OnChange);
static CV_PossibleValue_t music_resync_threshold_cons_t[] = {
{0, "MIN"},
{1000, "MAX"},
{0, NULL}
};
consvar_t cv_music_resync_threshold = CVAR_INIT ("music_resync_threshold", "100", CV_SAVE|CV_CALL, music_resync_threshold_cons_t, I_UpdateSongLagThreshold);
consvar_t cv_music_resync_powerups_only = CVAR_INIT ("music_resync_powerups_only", "No", CV_SAVE|CV_CALL, CV_YesNo, I_UpdateSongLagConditions);
// Window focus sound sytem toggles
consvar_t cv_playmusicifunfocused = CVAR_INIT ("playmusicifunfocused", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, PlayMusicIfUnfocused_OnChange);
consvar_t cv_playsoundifunfocused = CVAR_INIT ("playsoundsifunfocused", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, PlaySoundIfUnfocused_OnChange);
#ifdef HAVE_OPENMPT
openmpt_module *openmpt_mhandle = NULL;
static CV_PossibleValue_t interpolationfilter_cons_t[] = {{0, "Default"}, {1, "None"}, {2, "Linear"}, {4, "Cubic"}, {8, "Windowed sinc"}, {0, NULL}};
consvar_t cv_modfilter = CVAR_INIT ("modfilter", "0", CV_SAVE|CV_CALL, interpolationfilter_cons_t, ModFilter_OnChange);
#endif
#define S_MAX_VOLUME 127
// when to clip out sounds
// Does not fit the large outdoor areas.
// added 2-2-98 in 8 bit volume control (before (1200*0x10000))
#define S_CLIPPING_DIST (1536*0x10000)
// Distance to origin when sounds should be maxed out.
// This should relate to movement clipping resolution
// (see BLOCKMAP handling).
// Originally: (200*0x10000).
// added 2-2-98 in 8 bit volume control (before (160*0x10000))
#define S_CLOSE_DIST (160*0x10000)
// added 2-2-98 in 8 bit volume control (before remove the +4)
#define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>(FRACBITS+4))
// Adjustable by menu.
#define NORM_VOLUME snd_MaxVolume
#define NORM_PITCH 128
#define NORM_PRIORITY 64
#define NORM_SEP 128
#define S_PITCH_PERTURB 1
#define S_STEREO_SWING (96*0x10000)
#ifdef SURROUND
#define SURROUND_SEP -128
#endif
// percent attenuation from front to back
#define S_IFRACVOL 30
// the set of channels available
static channel_t *channels = NULL;
static INT32 numofchannels = 0;
caption_t closedcaptions[NUMCAPTIONS];
void S_ResetCaptions(void)
{
UINT8 i;
for (i = 0; i < NUMCAPTIONS; i++)
{
closedcaptions[i].c = NULL;
closedcaptions[i].s = NULL;
closedcaptions[i].t = 0;
closedcaptions[i].b = 0;
}
}
//
// Internals.
//
static void S_StopChannel(INT32 cnum);
//
// S_getChannel
//
// If none available, return -1. Otherwise channel #.
//
static INT32 S_getChannel(const void *origin, sfxinfo_t *sfxinfo)
{
// channel number to use
INT32 cnum;
// Find an open channel
for (cnum = 0; cnum < numofchannels; cnum++)
{
if (!channels[cnum].sfxinfo)
break;
// Now checks if same sound is being played, rather
// than just one sound per mobj
else if (sfxinfo == channels[cnum].sfxinfo && (sfxinfo->pitch & SF_NOMULTIPLESOUND))
{
return -1;
}
else if (sfxinfo == channels[cnum].sfxinfo && sfxinfo->singularity == true)
{
S_StopChannel(cnum);
break;
}
else if (origin && channels[cnum].origin == origin && channels[cnum].sfxinfo == sfxinfo)
{
if (sfxinfo->pitch & SF_NOINTERRUPT)
return -1;
else
S_StopChannel(cnum);
break;
}
else if (origin && channels[cnum].origin == origin
&& channels[cnum].sfxinfo->name != sfxinfo->name
&& (channels[cnum].sfxinfo->pitch & SF_TOTALLYSINGLE) && (sfxinfo->pitch & SF_TOTALLYSINGLE))
{
S_StopChannel(cnum);
break;
}
}
// None available
if (cnum == numofchannels)
{
// Look for lower priority
for (cnum = 0; cnum < numofchannels; cnum++)
if (channels[cnum].sfxinfo->priority <= sfxinfo->priority)
break;
if (cnum == numofchannels)
{
// No lower priority. Sorry, Charlie.
return -1;
}
else
{
// Otherwise, kick out lower priority.
S_StopChannel(cnum);
}
}
return cnum;
}
void S_RegisterSoundStuff(void)
{
if (dedicated)
{
sound_disabled = true;
return;
}
CV_RegisterVar(&stereoreverse);
CV_RegisterVar(&precachesound);
CV_RegisterVar(&surround);
CV_RegisterVar(&cv_samplerate);
CV_RegisterVar(&cv_playsoundifunfocused);
CV_RegisterVar(&cv_playmusicifunfocused);
CV_RegisterVar(&cv_gamesounds);
CV_RegisterVar(&cv_gamedigimusic);
CV_RegisterVar(&cv_music_resync_threshold);
CV_RegisterVar(&cv_music_resync_powerups_only);
#ifdef HAVE_OPENMPT
CV_RegisterVar(&cv_modfilter);
#endif
COM_AddCommand("tunes", Command_Tunes_f);
COM_AddCommand("restartaudio", Command_RestartAudio_f);
COM_AddCommand("playsound", Command_PlaySound);
RegisterNetXCmd(XD_PLAYSOUND, Got_PlaySound);
COM_AddCommand("musicdef", Command_MusicDef_f);
}
static void SetChannelsNum(void)
{
// Allocating the internal channels for mixing
// (the maximum number of sounds rendered
// simultaneously) within zone memory.
if (channels)
S_StopSounds();
Z_Free(channels);
channels = NULL;
if (cv_numChannels.value == 999999999) //Alam_GBC: OH MY ROD!(ROD rimmiced with GOD!)
CV_StealthSet(&cv_numChannels,cv_numChannels.defaultvalue);
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_SetSourcesNum();
return;
}
#endif
if (cv_numChannels.value)
channels = (channel_t *)Z_Calloc(cv_numChannels.value * sizeof (channel_t), PU_STATIC, NULL);
numofchannels = (channels ? cv_numChannels.value : 0);
S_ResetCaptions();
}
// Retrieve the lump number of sfx
//
lumpnum_t S_GetSfxLumpNum(sfxinfo_t *sfx)
{
char namebuf[9];
lumpnum_t sfxlump;
sprintf(namebuf, "ds%s", sfx->name);
sfxlump = W_CheckNumForName(namebuf);
if (sfxlump != LUMPERROR)
return sfxlump;
strlcpy(namebuf, sfx->name, sizeof namebuf);
sfxlump = W_CheckNumForName(namebuf);
if (sfxlump != LUMPERROR)
return sfxlump;
return W_GetNumForName("dsthok");
}
//
// Sound Status
//
boolean S_SoundDisabled(void)
{
return (
sound_disabled ||
( window_notinfocus && ! cv_playsoundifunfocused.value )
);
}
// Stop all sounds, load level info, THEN start sounds.
void S_StopSounds(void)
{
INT32 cnum;
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_StopSounds();
return;
}
#endif
// kill all playing sounds at start of level
for (cnum = 0; cnum < numofchannels; cnum++)
if (channels[cnum].sfxinfo)
S_StopChannel(cnum);
S_ResetCaptions();
}
void S_StopSoundByID(void *origin, sfxenum_t sfx_id)
{
INT32 cnum;
// Sounds without origin can have multiple sources, they shouldn't
// be stopped by new sounds.
// (The above comment predates this codebase using git and cannot be BLAME'd)
// ...yeah, but if it's being stopped by ID, it's clearly an intentful effect. ~toast 090623
#if 0
if (!origin)
return;
#endif
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_StopSoundByID(origin, sfx_id);
return;
}
#endif
for (cnum = 0; cnum < numofchannels; cnum++)
{
if (channels[cnum].sfxinfo == &S_sfx[sfx_id] && channels[cnum].origin == origin)
{
S_StopChannel(cnum);
}
}
}
void S_StopSoundByNum(sfxenum_t sfxnum)
{
INT32 cnum;
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_StopSoundByNum(sfxnum);
return;
}
#endif
for (cnum = 0; cnum < numofchannels; cnum++)
{
if (channels[cnum].sfxinfo == &S_sfx[sfxnum])
{
S_StopChannel(cnum);
}
}
}
void S_StartCaption(sfxenum_t sfx_id, INT32 cnum, UINT16 lifespan)
{
UINT8 i, set, moveup, start;
boolean same = false;
sfxinfo_t *sfx;
if (!cv_closedcaptioning.value) // no captions at all
return;
// check for bogus sound #
// I_Assert(sfx_id >= 0); -- allowing sfx_None; this shouldn't be allowed directly if S_StartCaption is ever exposed to Lua by itself
I_Assert(sfx_id < NUMSFX);
sfx = &S_sfx[sfx_id];
if (sfx->caption[0] == '/') // no caption for this one
return;
start = ((closedcaptions[0].s && (closedcaptions[0].s-S_sfx == sfx_None)) ? 1 : 0);
if (sfx_id)
{
for (i = start; i < (set = NUMCAPTIONS-1); i++)
{
same = ((sfx == closedcaptions[i].s) || (closedcaptions[i].s && fastcmp(sfx->caption, closedcaptions[i].s->caption)));
if (same)
{
set = i;
break;
}
}
}
else
{
set = 0;
same = (closedcaptions[0].s == sfx);
}
moveup = 255;
if (!same)
{
for (i = start; i < set; i++)
{
if (!(closedcaptions[i].c || closedcaptions[i].s) || (sfx->priority >= closedcaptions[i].s->priority))
{
set = i;
if (closedcaptions[i].s && (sfx->priority >= closedcaptions[i].s->priority))
moveup = i;
break;
}
}
for (i = NUMCAPTIONS-1; i > set; i--)
{
if (sfx == closedcaptions[i].s)
{
closedcaptions[i].c = NULL;
closedcaptions[i].s = NULL;
closedcaptions[i].t = 0;
closedcaptions[i].b = 0;
}
}
}
if (moveup != 255)
{
for (i = moveup; i < NUMCAPTIONS-1; i++)
{
if (!(closedcaptions[i].c || closedcaptions[i].s))
break;
}
for (; i > set; i--)
{
closedcaptions[i].c = closedcaptions[i-1].c;
closedcaptions[i].s = closedcaptions[i-1].s;
closedcaptions[i].t = closedcaptions[i-1].t;
closedcaptions[i].b = closedcaptions[i-1].b;
}
}
closedcaptions[set].c = ((cnum == -1) ? NULL : &channels[cnum]);
closedcaptions[set].s = sfx;
closedcaptions[set].t = lifespan;
closedcaptions[set].b = 2; // bob
}
static INT32 S_ScaleVolumeWithSplitscreen(INT32 volume)
{
fixed_t root = INT32_MAX;
if (r_splitscreen == 0)
{
return volume;
}
root = FixedSqrt((r_splitscreen + 1) * (FRACUNIT/3));
return FixedDiv(
volume * FRACUNIT,
root
) / FRACUNIT;
}
void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
{
const mobj_t *origin = (const mobj_t *)origin_p;
const sfxenum_t actual_id = sfx_id;
const boolean reverse = (stereoreverse.value ^ encoremode);
const INT32 initial_volume = (origin ? S_ScaleVolumeWithSplitscreen(volume) : volume);
sfxinfo_t *sfx;
INT32 sep, pitch, priority, cnum;
boolean anyListeners = false;
boolean itsUs = false;
INT32 i;
listener_t listener[MAXSPLITSCREENPLAYERS];
mobj_t *listenmobj[MAXSPLITSCREENPLAYERS];
if (S_SoundDisabled() || !sound_started)
return;
// Don't want a sound? Okay then...
if (sfx_id == sfx_None)
return;
for (i = 0; i <= r_splitscreen; i++)
{
player_t *player = &players[displayplayers[i]];
memset(&listener[i], 0, sizeof (listener[i]));
listenmobj[i] = NULL;
if (!player)
{
continue;
}
if (i == 0 && democam.soundmobj)
{
continue;
}
if (player->awayview.tics)
{
listenmobj[i] = player->awayview.mobj;
}
else
{
listenmobj[i] = player->mo;
}
if (origin && origin == listenmobj[i])
{
itsUs = true;
}
}
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_StartSound(origin, sfx_id);
return;
};
#endif
for (i = 0; i <= r_splitscreen; i++)
{
player_t *player = &players[displayplayers[i]];
if (!player)
{
continue;
}
if (camera[i].chase && !player->awayview.tics)
{
listener[i].x = camera[i].x;
listener[i].y = camera[i].y;
listener[i].z = camera[i].z;
listener[i].angle = camera[i].angle;
anyListeners = true;
}
else if (listenmobj[i])
{
listener[i].x = listenmobj[i]->x;
listener[i].y = listenmobj[i]->y;
listener[i].z = listenmobj[i]->z;
listener[i].angle = listenmobj[i]->angle;
anyListeners = true;
}
}
if (origin && anyListeners == false)
{
// If a mobj is trying to make a noise, and no one is around to hear it, does it make a sound?
return;
}
// check for bogus sound #
I_Assert(sfx_id >= 1);
I_Assert(sfx_id < NUMSFX);
sfx = &S_sfx[sfx_id];
if (sfx->skinsound != -1 && origin && (origin->player || origin->skin))
{
// redirect player sound to the sound in the skin table
skin_t *skin = (origin->player ? &skins[origin->player->skin] : ((skin_t *)origin->skin));
sfx_id = skin->soundsid[sfx->skinsound];
sfx = &S_sfx[sfx_id];
}
// Initialize sound parameters
pitch = NORM_PITCH;
priority = NORM_PRIORITY;
sep = NORM_SEP;
i = 0; // sensible default
{
// Check to see if it is audible, and if not, modify the params
if (origin && !itsUs)
{
boolean audible = false;
if (r_splitscreen > 0)
{
fixed_t recdist = INT32_MAX;
UINT8 j = 0;
for (; j <= r_splitscreen; j++)
{
fixed_t thisdist = INT32_MAX;
if (!listenmobj[j])
{
continue;
}
thisdist = P_AproxDistance(listener[j].x - origin->x, listener[j].y - origin->y);
if (thisdist >= recdist)
{
continue;
}
recdist = thisdist;
i = j;
}
}
if (listenmobj[i])
{
audible = S_AdjustSoundParams(listenmobj[i], origin, &volume, &sep, &pitch, sfx);
}
if (!audible)
{
return;
}
}
// This is supposed to handle the loading/caching.
// For some odd reason, the caching is done nearly
// each time the sound is needed?
// cache data if necessary
// NOTE: set sfx->data NULL sfx->lump -1 to force a reload
if (!sfx->data)
{
sfx->data = I_GetSfx(sfx);
if (!sfx->data)
{
CONS_Alert(CONS_WARNING,
"Tried to load invalid sfx_%s\n",
sfx->name);
return;/* don't play it */
}
}
// increase the usefulness
if (sfx->usefulness++ < 0)
{
sfx->usefulness = -1;
}
// Avoid channel reverse if surround
if (reverse
#ifdef SURROUND
&& sep != SURROUND_SEP
#endif
)
{
sep = (~sep) & 255;
}
// At this point it is determined that a sound can and should be played, so find a free channel to play it on
cnum = S_getChannel(origin, sfx);
if (cnum < 0)
{
return; // If there's no free channels, there won't be any for anymore players either
}
// Handle closed caption input.
S_StartCaption(actual_id, cnum, MAXCAPTIONTICS);
// Now that we know we are going to play a sound, fill out this info
channels[cnum].sfxinfo = sfx;
channels[cnum].origin = origin;
channels[cnum].volume = initial_volume;
channels[cnum].handle = I_StartSound(sfx_id, S_GetSoundVolume(sfx, volume), sep, pitch, priority, cnum);
}
}
void S_StartSound(const void *origin, sfxenum_t sfx_id)
{
if (S_SoundDisabled())
return;
// the volume is handled 8 bits
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
HW3S_StartSound(origin, sfx_id);
else
#endif
S_StartSoundAtVolume(origin, sfx_id, 255);
}
void S_ReducedVFXSoundAtVolume(const void *origin, sfxenum_t sfx_id, INT32 volume, player_t *owner)
{
if (S_SoundDisabled())
return;
if (cv_reducevfx.value == 1)
{
if (owner == NULL)
{
return;
}
if (P_IsDisplayPlayer(owner) == false)
{
return;
}
}
S_StartSoundAtVolume(origin, sfx_id, volume);
}
void S_StopSound(void *origin)
{
INT32 cnum;
// Sounds without origin can have multiple sources, they shouldn't
// be stopped by new sounds.
if (!origin)
return;
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_StopSound(origin);
return;
}
#endif
for (cnum = 0; cnum < numofchannels; cnum++)
{
if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
{
S_StopChannel(cnum);
}
}
}
//
// Updates music & sounds
//
static INT32 actualsfxvolume; // check for change through console
static INT32 actualdigmusicvolume;
void S_UpdateSounds(void)
{
INT32 cnum, volume, sep, pitch;
boolean audible = false;
channel_t *c;
INT32 i;
listener_t listener[MAXSPLITSCREENPLAYERS];
mobj_t *listenmobj[MAXSPLITSCREENPLAYERS];
// Update sound/music volumes, if changed manually at console
if (actualsfxvolume != cv_soundvolume.value)
S_SetSfxVolume (cv_soundvolume.value);
if (actualdigmusicvolume != cv_digmusicvolume.value)
S_SetDigMusicVolume (cv_digmusicvolume.value);
// We're done now, if we're not in a level.
if (gamestate != GS_LEVEL)
{
#ifndef NOMUMBLE
// Stop Mumble cutting out. I'm sick of it.
I_UpdateMumble(NULL, listener[0]);
#endif
goto notinlevel;
}
if (dedicated || sound_disabled)
return;
for (i = 0; i <= r_splitscreen; i++)
{
player_t *player = &players[displayplayers[i]];
memset(&listener[i], 0, sizeof (listener[i]));
listenmobj[i] = NULL;
if (!player)
{
continue;
}
if (i == 0 && democam.soundmobj)
{
continue;
}
if (player->awayview.tics)
{
listenmobj[i] = player->awayview.mobj;
}
else
{
listenmobj[i] = player->mo;
}
}
#ifndef NOMUMBLE
I_UpdateMumble(players[consoleplayer].mo, listener[0]);
#endif
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
{
HW3S_UpdateSources();
goto notinlevel;
}
#endif
for (i = 0; i <= r_splitscreen; i++)
{
player_t *player = &players[displayplayers[i]];
if (!player)
{
continue;
}
if (camera[i].chase && !player->awayview.tics)
{
listener[i].x = camera[i].x;
listener[i].y = camera[i].y;
listener[i].z = camera[i].z;
listener[i].angle = camera[i].angle;
}
else if (listenmobj[i])
{
listener[i].x = listenmobj[i]->x;
listener[i].y = listenmobj[i]->y;
listener[i].z = listenmobj[i]->z;
listener[i].angle = listenmobj[i]->angle;
}
}
for (cnum = 0; cnum < numofchannels; cnum++)
{
c = &channels[cnum];
if (c->sfxinfo)
{
if (I_SoundIsPlaying(c->handle))
{
// initialize parameters
volume = c->volume; // 8 bits internal volume precision
pitch = NORM_PITCH;
sep = NORM_SEP;
// check non-local sounds for distance clipping
// or modify their params
if (c->origin)
{
boolean itsUs = false;
for (i = r_splitscreen; i >= 0; i--)
{
if (c->origin != listenmobj[i])
continue;
itsUs = true;
}
if (itsUs == false)
{
const mobj_t *origin = c->origin;
i = 0;
if (r_splitscreen > 0)
{
fixed_t recdist = INT32_MAX;
UINT8 j = 0;
for (; j <= r_splitscreen; j++)
{
fixed_t thisdist = INT32_MAX;
if (!listenmobj[j])
{
continue;
}
thisdist = P_AproxDistance(listener[j].x - origin->x, listener[j].y - origin->y);
if (thisdist >= recdist)
{
continue;
}
recdist = thisdist;
i = j;
}
}
if (listenmobj[i])
{
audible = S_AdjustSoundParams(
listenmobj[i], c->origin,
&volume, &sep, &pitch,
c->sfxinfo
);
}
if (audible)
I_UpdateSoundParams(c->handle, S_GetSoundVolume(c->sfxinfo, volume), sep, pitch);
else
S_StopChannel(cnum);
}
}
}
else
{
// if channel is allocated but sound has stopped, free it
S_StopChannel(cnum);
}
}
}
notinlevel:
I_UpdateSound();
}
void S_UpdateClosedCaptions(void)
{
UINT8 i;
boolean gamestopped = (paused || P_AutoPause());
for (i = 0; i < NUMCAPTIONS; i++) // update captions
{
if (!closedcaptions[i].s)
continue;
if (i == 0 && (closedcaptions[0].s-S_sfx == sfx_None) && gamestopped)
continue;
if (!(--closedcaptions[i].t))
{
closedcaptions[i].c = NULL;
closedcaptions[i].s = NULL;
}
else if (closedcaptions[i].c && !I_SoundIsPlaying(closedcaptions[i].c->handle))
{
closedcaptions[i].c = NULL;
if (closedcaptions[i].t > CAPTIONFADETICS)
closedcaptions[i].t = CAPTIONFADETICS;
}
}
}
void S_SetSfxVolume(INT32 volume)
{
//CV_SetValue(&cv_soundvolume, volume);
actualsfxvolume = volume;
#ifdef HW3SOUND
hws_mode == HWS_DEFAULT_MODE ? I_SetSfxVolume(volume&0x1F) : HW3S_SetSfxVolume(volume&0x1F);
#else
// now hardware volume
I_SetSfxVolume(volume);
#endif
}
void S_ClearSfx(void)
{
size_t i;
for (i = 1; i < NUMSFX; i++)
I_FreeSfx(S_sfx + i);
}
static void S_StopChannel(INT32 cnum)
{
channel_t *c = &channels[cnum];
if (c->sfxinfo)
{
// stop the sound playing
if (I_SoundIsPlaying(c->handle))
I_StopSound(c->handle);
// degrade usefulness of sound data
c->sfxinfo->usefulness--;
c->sfxinfo = 0;
}
c->origin = NULL;
}
//
// S_CalculateSoundDistance
//
// Calculates the distance between two points for a sound.
// Clips the distance to prevent overflow.
//
fixed_t S_CalculateSoundDistance(fixed_t sx1, fixed_t sy1, fixed_t sz1, fixed_t sx2, fixed_t sy2, fixed_t sz2)
{
fixed_t approx_dist, adx, ady;
// calculate the distance to sound origin and clip it if necessary
adx = abs((sx1>>FRACBITS) - (sx2>>FRACBITS));
ady = abs((sy1>>FRACBITS) - (sy2>>FRACBITS));
// From _GG1_ p.428. Approx. euclidian distance fast.
// Take Z into account
adx = adx + ady - ((adx < ady ? adx : ady)>>1);
ady = abs((sz1>>FRACBITS) - (sz2>>FRACBITS));
approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
if (approx_dist >= FRACUNIT/2)
approx_dist = FRACUNIT/2-1;
approx_dist <<= FRACBITS;
return FixedDiv(approx_dist, mapobjectscale); // approx_dist
}
INT32 S_GetSoundVolume(sfxinfo_t *sfx, INT32 volume)
{
if (sfx->volume > 0)
return (volume * sfx->volume) / 100;
return volume;
}
//
// 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.
//
boolean S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *vol, INT32 *sep, INT32 *pitch,
sfxinfo_t *sfxinfo)
{
const boolean reverse = (stereoreverse.value ^ encoremode);
fixed_t approx_dist;
listener_t listensource;
INT32 i;
(void)pitch;
if (!listener)
return false;
// Init listensource with default listener
listensource.x = listener->x;
listensource.y = listener->y;
listensource.z = listener->z;
listensource.angle = listener->angle;
for (i = 0; i <= r_splitscreen; i++)
{
// If listener is a chasecam player, use the camera instead
if (listener == players[displayplayers[i]].mo && camera[i].chase)
{
listensource.x = camera[i].x;
listensource.y = camera[i].y;
listensource.z = camera[i].z;
listensource.angle = camera[i].angle;
break;
}
}
if (sfxinfo->pitch & SF_OUTSIDESOUND) // Rain special case
{
fixed_t x, y, yl, yh, xl, xh, newdist;
if (R_PointInSubsector(listensource.x, listensource.y)->sector->ceilingpic == skyflatnum)
approx_dist = 0;
else
{
// Essentially check in a 1024 unit radius of the player for an outdoor area.
yl = listensource.y - 1024*FRACUNIT;
yh = listensource.y + 1024*FRACUNIT;
xl = listensource.x - 1024*FRACUNIT;
xh = listensource.x + 1024*FRACUNIT;
approx_dist = 1024*FRACUNIT;
for (y = yl; y <= yh; y += FRACUNIT*64)
for (x = xl; x <= xh; x += FRACUNIT*64)
{
if (R_PointInSubsector(x, y)->sector->ceilingpic == skyflatnum)
{
// Found the outdoors!
newdist = S_CalculateSoundDistance(listensource.x, listensource.y, 0, x, y, 0);
if (newdist < approx_dist)
{
approx_dist = newdist;
}
}
}
}
}
else
{
approx_dist = S_CalculateSoundDistance(listensource.x, listensource.y, listensource.z,
source->x, source->y, source->z);
}
// Ring loss, deaths, etc, should all be heard louder.
if (sfxinfo->pitch & SF_X8AWAYSOUND)
approx_dist = FixedDiv(approx_dist,8*FRACUNIT);
// Combine 8XAWAYSOUND with 4XAWAYSOUND and get.... 32XAWAYSOUND?
if (sfxinfo->pitch & SF_X4AWAYSOUND)
approx_dist = FixedDiv(approx_dist,4*FRACUNIT);
if (sfxinfo->pitch & SF_X2AWAYSOUND)
approx_dist = FixedDiv(approx_dist,2*FRACUNIT);
if (approx_dist > S_CLIPPING_DIST)
return false;
if (source->x == listensource.x && source->y == listensource.y)
{
*sep = NORM_SEP;
}
else
{
// angle of source to listener
angle_t angle = R_PointToAngle2(listensource.x, listensource.y, source->x, source->y);
if (angle > listensource.angle)
angle = angle - listensource.angle;
else
angle = angle + InvAngle(listensource.angle);
if (reverse)
angle = InvAngle(angle);
#ifdef SURROUND
// Produce a surround sound for angle from 105 till 255
if (surround.value == 1 && (angle > ANG105 && angle < ANG255 ))
*sep = SURROUND_SEP;
else
#endif
{
angle >>= ANGLETOFINESHIFT;
// stereo separation
*sep = 128 - (FixedMul(S_STEREO_SWING, FINESINE(angle))>>FRACBITS);
}
}
// volume calculation
/* not sure if it should be > (no =), but this matches the old behavior */
if (approx_dist >= S_CLOSE_DIST)
{
// distance effect
INT32 n = (15 * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS));
*vol = FixedMul(*vol * FRACUNIT / 255, n) / S_ATTENUATOR;
}
return (*vol > 0);
}
// Searches through the channels and checks if a sound is playing
// on the given origin.
INT32 S_OriginPlaying(void *origin)
{
INT32 cnum;
if (!origin)
return false;
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
return HW3S_OriginPlaying(origin);
#endif
for (cnum = 0; cnum < numofchannels; cnum++)
if (channels[cnum].origin == origin)
return 1;
return 0;
}
// Searches through the channels and checks if a given id
// is playing anywhere.
INT32 S_IdPlaying(sfxenum_t id)
{
INT32 cnum;
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
return HW3S_IdPlaying(id);
#endif
for (cnum = 0; cnum < numofchannels; cnum++)
if ((size_t)(channels[cnum].sfxinfo - S_sfx) == (size_t)id)
return 1;
return 0;
}
// Searches through the channels and checks for
// origin x playing sound id y.
INT32 S_SoundPlaying(void *origin, sfxenum_t id)
{
INT32 cnum;
if (!origin)
return 0;
#ifdef HW3SOUND
if (hws_mode != HWS_DEFAULT_MODE)
return HW3S_SoundPlaying(origin, id);
#endif
for (cnum = 0; cnum < numofchannels; cnum++)
{
if (channels[cnum].origin == origin
&& (size_t)(channels[cnum].sfxinfo - S_sfx) == (size_t)id)
return 1;
}
return 0;
}
//
// S_StartSoundName
// Starts a sound using the given name.
#define MAXNEWSOUNDS 10
static sfxenum_t newsounds[MAXNEWSOUNDS] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
void S_StartSoundName(void *mo, const char *soundname)
{
INT32 i, soundnum = 0;
// Search existing sounds...
for (i = sfx_None + 1; i < NUMSFX; i++)
{
if (!S_sfx[i].name)
continue;
if (!stricmp(S_sfx[i].name, soundname))
{
soundnum = i;
break;
}
}
if (!soundnum)
{
for (i = 0; i < MAXNEWSOUNDS; i++)
{
if (newsounds[i] == 0)
break;
if (!S_IdPlaying(newsounds[i]))
{
S_RemoveSoundFx(newsounds[i]);
break;
}
}
if (i == MAXNEWSOUNDS)
{
CONS_Debug(DBG_GAMELOGIC, "Cannot load another extra sound!\n");
return;
}
soundnum = S_AddSoundFx(soundname, false, 0, false);
newsounds[i] = soundnum;
}
S_StartSound(mo, soundnum);
}
//
// Initializes sound stuff, including volume
// Sets channels, SFX volume,
// allocates channel buffer, sets S_sfx lookup.
//
void S_InitSfxChannels(INT32 sfxVolume)
{
INT32 i;
if (dedicated)
return;
S_SetSfxVolume(sfxVolume);
SetChannelsNum();
// Note that sounds have not been cached (yet).
for (i = 1; i < NUMSFX; i++)
{
S_sfx[i].usefulness = -1; // for I_GetSfx()
S_sfx[i].lumpnum = LUMPERROR;
}
// precache sounds if requested by cmdline, or precachesound var true
if (!sound_disabled && (M_CheckParm("-precachesound") || precachesound.value))
{
// Initialize external data (all sounds) at start, keep static.
CONS_Printf(M_GetText("Loading sounds... "));
for (i = 1; i < NUMSFX; i++)
if (S_sfx[i].name)
S_sfx[i].data = I_GetSfx(&S_sfx[i]);
CONS_Printf(M_GetText(" pre-cached all sound data\n"));
}
}
/// ------------------------
/// Music
/// ------------------------
static char music_name[7]; // up to 6-character name
static void *music_data;
static UINT16 music_flags;
static boolean music_looping;
static consvar_t *music_refade_cv;
static int music_usage;
static char queue_name[7];
static UINT16 queue_flags;
static boolean queue_looping;
static UINT32 queue_position;
static UINT32 queue_fadeinms;
static tic_t pause_starttic;
static void S_AttemptToRestoreMusic(void)
{
switch (gamestate)
{
case GS_LEVEL:
if (musiccountdown != 1)
{
P_RestoreMusic(&players[consoleplayer]);
break;
}
// FALLTHRU
case GS_INTERMISSION:
S_ChangeMusicInternal("racent", true);
break;
case GS_TITLESCREEN:
S_ChangeMusicInternal("_title", looptitle);
break;
case GS_MENU:
M_PlayMenuJam();
break;
default:
break;
}
}
/// ------------------------
/// Music Definitions
/// ------------------------
musicdef_t *musicdefstart = NULL;
struct cursongcredit cursongcredit; // Currently displayed song credit info
struct soundtest soundtest; // Sound Test (sound test)
static void S_InsertMusicAtSoundTestSequenceTail(const char *musname, UINT16 map, musicdef_t ***tail)
{
UINT8 i = 0;
musicdef_t *def = S_FindMusicDef(musname, &i);
if (def == NULL)
return;
if (def->sequence.id == soundtest.sequence.id)
return;
def->sequence.id = soundtest.sequence.id;
def->sequence.map = map;
// So what we're doing here is to avoid iterating
// for every insertion, we dereference the pointer
// to get **tail from S_PopulateSoundTestSequence,
// then dereference that to get the musicdef_t *.
// We do it this way so that soundtest.sequence.next
// can be handled natively without special cases.
// I have officially lost my MIND. ~toast 270323
*(*tail) = def;
*tail = &def->sequence.next;
}
static void S_InsertMapIntoSoundTestSequence(UINT16 map, musicdef_t ***tail)
{
UINT8 i;
if (mapheaderinfo[map]->positionmus[0])
{
S_InsertMusicAtSoundTestSequenceTail(mapheaderinfo[map]->positionmus, map, tail);
}
for (i = 0; i < mapheaderinfo[map]->musname_size; i++)
{
S_InsertMusicAtSoundTestSequenceTail(mapheaderinfo[map]->musname[i], map, tail);
}
for (i = 0; i < mapheaderinfo[map]->associatedmus_size; i++)
{
S_InsertMusicAtSoundTestSequenceTail(mapheaderinfo[map]->associatedmus[i], map, tail);
}
}
void S_PopulateSoundTestSequence(void)
{
UINT16 i;
musicdef_t **tail;
// First, increment the sequence and wipe the HEAD.
// This invalidates all existing musicdefs without us
// having to iterate through everything all the time,
// and offers a very convenient checking mechanism.
// ...preventing id 0 protects against inconsistencies
// caused by newly Calloc'd music definitions.
soundtest.sequence.id = (soundtest.sequence.id + 1) & 255;
if (soundtest.sequence.id == 0)
soundtest.sequence.id = 1;
soundtest.sequence.next = NULL;
tail = &soundtest.sequence.next;
// We iterate over all cups.
{
cupheader_t *cup;
for (cup = kartcupheaders; cup; cup = cup->next)
{
for (i = 0; i < CUPCACHE_MAX; i++)
{
if (cup->cachedlevels[i] >= nummapheaders)
continue;
if (!mapheaderinfo[cup->cachedlevels[i]])
continue;
if (mapheaderinfo[cup->cachedlevels[i]]->cup != cup)
continue;
S_InsertMapIntoSoundTestSequence(cup->cachedlevels[i], &tail);
}
}
}
// Then, we iterate over all non-cupped maps.
for (i = 0; i < nummapheaders; i++)
{
if (!mapheaderinfo[i])
continue;
if (mapheaderinfo[i]->cup != NULL)
continue;
S_InsertMapIntoSoundTestSequence(i, &tail);
}
// Okay, guarantee the list ends on NULL! This stops
// that pointing to either invalid memory in general,
// or valid memory that is already somewhere else in
// the sound test sequence (way more likely).
// (We do this here so that inserting unimportant,
// mapless musicdefs does not get overwritten, like it
// would be if this were done after the below block.)
*tail = NULL;
// Finally, we insert all important musicdefs at the head,
// and all others at the tail.
// It's being added to the sequence in reverse order...
// but because musicdefstart is ALSO populated in reverse,
// the reverse of the reverse is the right way around!
{
musicdef_t *def;
for (def = musicdefstart; def; def = def->next)
{
if (def->sequence.id == soundtest.sequence.id)
continue;
if (def->important == false)
continue;
def->sequence.id = soundtest.sequence.id;
def->sequence.map = NEXTMAP_INVALID;
def->sequence.next = soundtest.sequence.next;
soundtest.sequence.next = def;
}
for (def = musicdefstart; def; def = def->next)
{
if (def->sequence.id == soundtest.sequence.id)
continue;
def->sequence.id = soundtest.sequence.id;
def->sequence.map = NEXTMAP_INVALID;
def->sequence.next = *tail;
*tail = def;
}
}
}
static boolean S_SoundTestDefLocked(musicdef_t *def)
{
// temporary - i'd like to find a way to conditionally hide
// specific musicdefs that don't have any map associated.
if (def->sequence.map >= nummapheaders)
return false;
// Is the level tied to SP progression?
if ((mapheaderinfo[def->sequence.map]->menuflags & (LF2_FINISHNEEDED|LF2_HIDEINMENU))
&& !(mapheaderinfo[def->sequence.map]->records.mapvisited & MV_BEATEN))
return true;
// Finally, do a full-fat map check.
return M_MapLocked(def->sequence.map+1);
}
void S_UpdateSoundTestDef(boolean reverse, boolean dotracks, boolean skipnull)
{
musicdef_t *newdef;
newdef = NULL;
if (reverse == false)
{
if (dotracks == true && soundtest.current != NULL
&& soundtest.currenttrack < soundtest.current->numtracks-1)
{
soundtest.currenttrack++;
goto updatetrackonly;
}
newdef = (soundtest.current != NULL)
? soundtest.current->sequence.next
: soundtest.sequence.next;
while (newdef != NULL && S_SoundTestDefLocked(newdef))
newdef = newdef->sequence.next;
if (newdef == NULL && skipnull == true)
{
newdef = soundtest.sequence.next;
while (newdef != NULL && S_SoundTestDefLocked(newdef))
newdef = newdef->sequence.next;
}
}
else
{
musicdef_t *def, *lastdef = NULL;
if (dotracks == true && soundtest.current != NULL
&& soundtest.currenttrack > 0)
{
soundtest.currenttrack--;
goto updatetrackonly;
}
if (soundtest.current == soundtest.sequence.next
&& skipnull == false)
{
goto updatecurrent;
}
for (def = soundtest.sequence.next; def; def = def->sequence.next)
{
if (!S_SoundTestDefLocked(def))
{
lastdef = def;
}
if (def->sequence.next != soundtest.current)
{
continue;
}
newdef = lastdef;
break;
}
}
updatecurrent:
soundtest.current = newdef;
soundtest.currenttrack =
(reverse == true && dotracks == true && newdef != NULL)
? newdef->numtracks-1
: 0;
if (newdef == NULL)
{
CV_SetValue(&cv_soundtest, 0);
}
updatetrackonly:
if (soundtest.playing == true)
{
S_SoundTestPlay();
}
}
void S_SoundTestPlay(void)
{
if (soundtest.current == NULL)
{
S_SoundTestStop();
return;
}
soundtest.privilegedrequest = true;
S_StopMusic();
soundtest.playing = true;
if (soundtest.paused == true)
{
S_SoundTestTogglePause();
}
S_ChangeMusicInternal(soundtest.current->name[soundtest.currenttrack],
!soundtest.current->basenoloop[soundtest.currenttrack]);
soundtest.currenttime = 0;
soundtest.sequencemaxtime = S_GetMusicLength();
if (soundtest.sequencemaxtime == 0)
{
S_SoundTestStop(); // This sets soundtest.privilegedrequest to false
return;
}
S_ShowMusicCredit();
// ensure default is always set
soundtest.sequencefadeout = 0;
soundtest.dosequencefadeout = false;
// Does song have default loop?
if (soundtest.current->basenoloop[soundtest.currenttrack] == false)
{
if (soundtest.sequencemaxtime < 3*60*1000)
{
// I'd personally like songs in sequence to last between 3 and 6 minutes.
const UINT32 loopduration = (soundtest.sequencemaxtime - S_GetMusicLoopPoint());
if (!loopduration)
;
else do
{
soundtest.sequencemaxtime += loopduration;
} while (soundtest.sequencemaxtime < 4*1000);
// If the track is EXTREMELY short, keep adding until about 4s!
}
// Only fade out if we're the last track for this song.
soundtest.dosequencefadeout = (soundtest.currenttrack == soundtest.current->numtracks-1);
}
// ms to TICRATE conversion
soundtest.sequencemaxtime = (TICRATE*soundtest.sequencemaxtime)/1000;
soundtest.privilegedrequest = false;
}
void S_SoundTestStop(void)
{
if (soundtest.playing == false)
{
return;
}
soundtest.privilegedrequest = true;
soundtest.playing = false;
soundtest.paused = false;
soundtest.autosequence = false;
S_StopMusic();
S_StopMusicCredit();
soundtest.currenttime = 0;
soundtest.sequencemaxtime = 0;
soundtest.sequencefadeout = 0;
soundtest.dosequencefadeout = false;
S_AttemptToRestoreMusic();
soundtest.privilegedrequest = false;
}
void S_SoundTestTogglePause(void)
{
if (soundtest.playing == false)
{
return;
}
if (soundtest.paused == true)
{
soundtest.paused = false;
S_ResumeAudio();
}
else
{
soundtest.paused = true;
S_PauseAudio();
}
}
void S_TickSoundTest(void)
{
static UINT32 storetime = 0;
UINT32 lasttime = storetime;
storetime = I_GetTime();
if (soundtest.playing == false || soundtest.current == NULL)
{
// Nothing worth discussing.
return;
}
if (I_SongPlaying() == false)
{
// We stopped for some reason. Accomodate this.
goto handlenextsong;
}
if (I_SongPaused() == false)
{
// Increment the funny little timer.
soundtest.currenttime += (storetime - lasttime);
}
if (soundtest.sequencefadeout != 0)
{
// Are we done fading out?
if (soundtest.currenttime > soundtest.sequencefadeout)
{
goto handlenextsong;
}
return;
}
if (soundtest.autosequence == false)
{
// There's nothing else for us here.
return;
}
if (soundtest.currenttime >= soundtest.sequencemaxtime)
{
if (soundtest.dosequencefadeout == false)
{
// Handle the immediate progression.
goto handlenextsong;
}
if (soundtest.sequencemaxtime > 0)
{
// Handle the fade.
soundtest.privilegedrequest = true;
S_FadeMusic(0, SOUNDTEST_FADEOUTSECONDS*1000);
soundtest.privilegedrequest = false;
}
// Set the conclusion.
soundtest.sequencefadeout = soundtest.currenttime + SOUNDTEST_FADEOUTSECONDS*TICRATE;
}
return;
handlenextsong:
// If the song's stopped while not in autosequence, stop visibly playing.
if (soundtest.autosequence == false)
{
S_SoundTestStop();
return;
}
// Okay, this is autosequence in action.
S_UpdateSoundTestDef(false, true, true);
}
boolean S_PlaysimMusicDisabled(void)
{
if (soundtest.privilegedrequest)
return false;
return (soundtest.playing // Ring Racers: Stereo Mode
|| demo.rewinding // Don't mess with music while rewinding!
|| demo.title); // SRB2Kart: Demos don't interrupt title screen music
}
//
// S_FindMusicDef
//
// Find music def by 6 char name
//
musicdef_t *S_FindMusicDef(const char *name, UINT8 *i)
{
UINT32 hash;
musicdef_t *def;
if (!name || !name[0])
return NULL;
hash = quickncasehash (name, 6);
for (def = musicdefstart; def; def = def->next)
{
for (*i = 0; *i < def->numtracks; (*i)++)
{
if (hash != def->hash[*i])
continue;
if (stricmp(def->name[*i], name))
continue;
return def;
}
}
*i = 0;
return NULL;
}
static boolean
MusicDefError
(
alerttype_t level,
const char * description,
const char * field,
lumpnum_t lumpnum,
int line
){
const wadfile_t * wad = wadfiles[WADFILENUM (lumpnum)];
const lumpinfo_t * lump = &wad->lumpinfo[LUMPNUM (lumpnum)];
CONS_Alert(level,
va("%%s|%%s: %s (line %%d)\n", description),
wad->filename,
lump->fullname,
field,
line
);
return false;
}
static boolean
ReadMusicDefFields
(
lumpnum_t lumpnum,
int line,
char * stoken,
musicdef_t ** defp
){
musicdef_t *def;
char *value;
char *textline;
if (!stricmp(stoken, "lump"))
{
value = strtok(NULL, " ,");
if (!value)
{
return MusicDefError(CONS_WARNING,
"Field '%'s is missing name.",
stoken, lumpnum, line);
}
else
{
UINT8 i = 0;
def = S_FindMusicDef(value, &i);
// Nothing found, add to the end.
if (!def)
{
def = Z_Calloc(sizeof (musicdef_t), PU_STATIC, NULL);
do {
if (i >= MAXDEFTRACKS)
break;
if (value[0] == '\\')
{
def->basenoloop[i] = true;
value++;
}
STRBUFCPY(def->name[i], value);
strlwr(def->name[i]);
def->hash[i] = quickncasehash (def->name[i], 6);
i++;
} while ((value = strtok(NULL," ,")) != NULL);
if (value != NULL)
{
return MusicDefError(CONS_ERROR,
"Extra tracks for field '%s' beyond 3 discarded.", // MAXDEFTRACKS
stoken, lumpnum, line);
}
def->numtracks = i;
def->volume = DEFAULT_MUSICDEF_VOLUME;
def->next = musicdefstart;
musicdefstart = def;
}
(*defp) = def;
}
}
else
{
value = strtok(NULL, "");
if (value)
{
// Find the equals sign.
value = strchr(value, '=');
}
if (!value)
{
return MusicDefError(CONS_WARNING,
"Field '%s' is missing value.",
stoken, lumpnum, line);
}
else
{
def = (*defp);
if (!def)
{
return MusicDefError(CONS_ERROR,
"No music definition before field '%s'.",
stoken, lumpnum, line);
}
// Skip the equals sign.
value++;
// Now skip funny whitespace.
value += strspn(value, "\t ");
textline = value;
if (!stricmp(stoken, "title"))
{
Z_Free(def->title);
def->title = Z_StrDup(textline);
}
else if (!stricmp(stoken, "author"))
{
Z_Free(def->author);
def->author = Z_StrDup(textline);
}
else if (!stricmp(stoken, "source"))
{
Z_Free(def->source);
def->source = Z_StrDup(textline);
}
else if (!stricmp(stoken, "originalcomposers"))
{
Z_Free(def->composers);
def->composers = Z_StrDup(textline);
}
else if (!stricmp(stoken, "volume"))
{
def->volume = atoi(textline);
}
else if (!stricmp(stoken, "important"))
{
textline[0] = toupper(textline[0]);
def->important = (textline[0] == 'Y' || textline[0] == 'T' || textline[0] == '1');
}
else
{
MusicDefError(CONS_WARNING,
"Unknown field '%s'.",
stoken, lumpnum, line);
}
}
}
return true;
}
static void S_LoadMusicDefLump(lumpnum_t lumpnum)
{
char *lump;
char *musdeftext;
size_t size;
char *lf;
char *stoken;
size_t nlf;
size_t ncr;
musicdef_t *def = NULL;
int line = 1; // for better error msgs
lump = W_CacheLumpNum(lumpnum, PU_CACHE);
size = W_LumpLength(lumpnum);
// Null-terminated MUSICDEF lump.
musdeftext = malloc(size+1);
if (!musdeftext)
I_Error("S_LoadMusicDefs: No more free memory for the parser\n");
M_Memcpy(musdeftext, lump, size);
musdeftext[size] = '\0';
// Find music def
stoken = musdeftext;
for (;;)
{
lf = strpbrk(stoken, "\r\n");
if (lf)
{
if (*lf == '\n')
nlf = 1;
else
nlf = 0;
*lf++ = '\0';/* now we can delimit to here */
}
stoken = strtok(stoken, " ");
if (stoken)
{
if (! ReadMusicDefFields(lumpnum, line, stoken, &def))
break;
}
if (lf)
{
do
{
line += nlf;
ncr = strspn(lf, "\r");/* skip CR */
lf += ncr;
nlf = strspn(lf, "\n");
lf += nlf;
}
while (nlf || ncr) ;
stoken = lf;/* now the next nonempty line */
}
else
break;/* EOF */
}
free(musdeftext);
}
void S_LoadMusicDefs(UINT16 wad)
{
const lumpnum_t wadnum = wad << 16;
UINT16 lump = 0;
while (( lump = W_CheckNumForNamePwad("MUSICDEF", wad, lump) ) != INT16_MAX)
{
S_LoadMusicDefLump(wadnum | lump);
lump++;
}
}
//
// S_InitMusicDefs
//
// Simply load music defs in all wads.
//
void S_InitMusicDefs(void)
{
UINT16 i;
for (i = 0; i < numwadfiles; i++)
S_LoadMusicDefs(i);
S_PopulateSoundTestSequence();
}
//
// S_ShowMusicCredit
//
// Display current song's credit on screen
//
void S_ShowMusicCredit(void)
{
UINT8 i = 0;
musicdef_t *def = S_FindMusicDef(music_name, &i);
char credittext[128] = "";
char *work = NULL;
size_t len = 128, worklen;
INT32 widthused = BASEVIDWIDTH, workwidth;
if (!cv_songcredits.value || S_PlaysimMusicDisabled())
return;
if (!def) // No definitions
return;
if (!def->title)
{
// Like showing a blank credit.
S_StopMusicCredit();
return;
}
work = va("\x1F %s", def->title);
worklen = strlen(work);
if (worklen <= len)
{
strncat(credittext, work, len);
len -= worklen;
if (def->numtracks > 1)
{
work = va(" (%c)", i+'A');
worklen = strlen(work);
if (worklen <= len)
{
strncat(credittext, work, len);
len -= worklen;
}
}
widthused -= V_ThinStringWidth(credittext, V_ALLOWLOWERCASE|V_6WIDTHSPACE);
#define MUSICCREDITAPPEND(field)\
if (field)\
{\
work = va(" - %s", field);\
worklen = strlen(work);\
if (worklen <= len)\
{\
workwidth = V_ThinStringWidth(work, V_ALLOWLOWERCASE|V_6WIDTHSPACE);\
if (widthused >= workwidth)\
{\
strncat(credittext, work, len);\
len -= worklen;\
widthused -= workwidth;\
}\
}\
}
MUSICCREDITAPPEND(def->author);
MUSICCREDITAPPEND(def->source);
#undef MUSICCREDITAPPEND
}
if (credittext[0] == '\0')
return;
cursongcredit.def = def;
Z_Free(cursongcredit.text);
cursongcredit.text = Z_StrDup(credittext);
cursongcredit.anim = 5*TICRATE;
cursongcredit.x = cursongcredit.old_x = 0;
cursongcredit.trans = NUMTRANSMAPS;
}
void S_StopMusicCredit(void)
{
if (S_PlaysimMusicDisabled())
return;
cursongcredit.def = NULL;
}
/// ------------------------
/// Music Status
/// ------------------------
boolean S_DigMusicDisabled(void)
{
return digital_disabled;
}
boolean S_MusicDisabled(void)
{
return digital_disabled;
}
boolean S_MusicPlaying(void)
{
return I_SongPlaying();
}
boolean S_MusicPaused(void)
{
return I_SongPaused();
}
boolean S_MusicNotInFocus(void)
{
return (
( window_notinfocus && ! cv_playmusicifunfocused.value )
);
}
const char *S_MusicType(void)
{
return I_SongType();
}
const char *S_MusicName(void)
{
return music_name;
}
boolean S_MusicInfo(char *mname, UINT16 *mflags, boolean *looping)
{
if (!I_SongPlaying())
return false;
strncpy(mname, music_name, 7);
mname[6] = 0;
*mflags = music_flags;
*looping = music_looping;
return (boolean)mname[0];
}
boolean S_MusicExists(const char *mname)
{
return W_CheckNumForName(va("O_%s", mname)) != LUMPERROR;
}
/// ------------------------
/// Music Effects
/// ------------------------
boolean S_SpeedMusic(float speed)
{
return I_SetSongSpeed(speed);
}
/// ------------------------
/// Music Seeking
/// ------------------------
UINT32 S_GetMusicLength(void)
{
return I_GetSongLength();
}
boolean S_SetMusicLoopPoint(UINT32 looppoint)
{
return I_SetSongLoopPoint(looppoint);
}
UINT32 S_GetMusicLoopPoint(void)
{
return I_GetSongLoopPoint();
}
boolean S_SetMusicPosition(UINT32 position)
{
if (S_PlaysimMusicDisabled())
return false;
return I_SetSongPosition(position);
}
UINT32 S_GetMusicPosition(void)
{
return I_GetSongPosition();
}
/// ------------------------
/// Music Stacking (Jingles)
/// In this section: mazmazz doesn't know how to do dynamic arrays or struct pointers!
/// ------------------------
char music_stack_nextmusname[7];
boolean music_stack_noposition = false;
UINT32 music_stack_fadeout = 0;
UINT32 music_stack_fadein = 0;
static musicstack_t *music_stacks = NULL;
static musicstack_t *last_music_stack = NULL;
void S_SetStackAdjustmentStart(void)
{
if (!pause_starttic)
pause_starttic = gametic;
}
void S_AdjustMusicStackTics(void)
{
if (pause_starttic)
{
musicstack_t *mst;
for (mst = music_stacks; mst; mst = mst->next)
mst->tic += gametic - pause_starttic;
pause_starttic = 0;
}
}
static void S_ResetMusicStack(void)
{
musicstack_t *mst, *mst_next;
for (mst = music_stacks; mst; mst = mst_next)
{
mst_next = mst->next;
Z_Free(mst);
}
music_stacks = last_music_stack = NULL;
}
static void S_RemoveMusicStackEntry(musicstack_t *entry)
{
musicstack_t *mst;
for (mst = music_stacks; mst; mst = mst->next)
{
if (mst == entry)
{
// Remove ourselves from the chain and link
// prev and next together
if (mst->prev)
mst->prev->next = mst->next;
else
music_stacks = mst->next;
if (mst->next)
mst->next->prev = mst->prev;
else
last_music_stack = mst->prev;
break;
}
}
Z_Free(entry);
}
static void S_RemoveMusicStackEntryByStatus(UINT16 status)
{
musicstack_t *mst, *mst_next;
if (!status)
return;
for (mst = music_stacks; mst; mst = mst_next)
{
mst_next = mst->next;
if (mst->status == status)
S_RemoveMusicStackEntry(mst);
}
}
static void S_AddMusicStackEntry(const char *mname, UINT16 mflags, boolean looping, UINT32 position, UINT16 status)
{
musicstack_t *mst, *new_mst;
// if the first entry is empty, force master onto it
if (!music_stacks)
{
music_stacks = Z_Calloc(sizeof (*mst), PU_MUSIC, NULL);
strncpy(music_stacks->musname, (status == JT_MASTER ? mname : (S_CheckQueue() ? queue_name : mapmusname)), 7);
music_stacks->musflags = (status == JT_MASTER ? mflags : (S_CheckQueue() ? queue_flags : mapmusflags));
music_stacks->looping = (status == JT_MASTER ? looping : (S_CheckQueue() ? queue_looping : true));
music_stacks->position = (status == JT_MASTER ? position : (S_CheckQueue() ? queue_position : S_GetMusicPosition()));
music_stacks->tic = gametic;
music_stacks->status = JT_MASTER;
music_stacks->mlumpnum = S_GetMusicLumpNum(music_stacks->musname);
music_stacks->noposition = S_CheckQueue();
if (status == JT_MASTER)
return; // we just added the user's entry here
}
// look for an empty slot to park ourselves
for (mst = music_stacks; mst->next; mst = mst->next);
// create our new entry
new_mst = Z_Calloc(sizeof (*new_mst), PU_MUSIC, NULL);
strncpy(new_mst->musname, mname, 7);
new_mst->musname[6] = 0;
new_mst->musflags = mflags;
new_mst->looping = looping;
new_mst->position = position;
new_mst->tic = gametic;
new_mst->status = status;
new_mst->mlumpnum = S_GetMusicLumpNum(new_mst->musname);
new_mst->noposition = false;
mst->next = new_mst;
new_mst->prev = mst;
new_mst->next = NULL;
last_music_stack = new_mst;
}
static musicstack_t *S_GetMusicStackEntry(UINT16 status, boolean fromfirst, INT16 startindex)
{
musicstack_t *mst, *start_mst = NULL, *mst_next;
// if the first entry is empty, force master onto it
// fixes a memory corruption bug
if (!music_stacks && status != JT_MASTER)
S_AddMusicStackEntry(mapmusname, mapmusflags, true, S_GetMusicPosition(), JT_MASTER);
if (startindex >= 0)
{
INT16 i = 0;
for (mst = music_stacks; mst && i <= startindex; mst = mst->next, i++)
start_mst = mst;
}
else
start_mst = (fromfirst ? music_stacks : last_music_stack);
for (mst = start_mst; mst; mst = mst_next)
{
mst_next = (fromfirst ? mst->next : mst->prev);
if (!status || mst->status == status)
{
if (P_EvaluateMusicStatus(mst->status, mst->musname))
{
if (!S_MusicExists(mst->musname)) // paranoia
S_RemoveMusicStackEntry(mst); // then continue
else
return mst;
}
else
S_RemoveMusicStackEntry(mst); // then continue
}
}
return NULL;
}
void S_RetainMusic(const char *mname, UINT16 mflags, boolean looping, UINT32 position, UINT16 status)
{
musicstack_t *mst;
if (!status) // we use this as a null indicator, don't push
{
CONS_Alert(CONS_ERROR, "Music stack entry must have a nonzero status.\n");
return;
}
else if (status == JT_MASTER) // enforce only one JT_MASTER
{
for (mst = music_stacks; mst; mst = mst->next)
{
if (mst->status == JT_MASTER)
{
CONS_Alert(CONS_ERROR, "Music stack can only have one JT_MASTER entry.\n");
return;
}
}
}
else // remove any existing status
S_RemoveMusicStackEntryByStatus(status);
S_AddMusicStackEntry(mname, mflags, looping, position, status);
}
boolean S_RecallMusic(UINT16 status, boolean fromfirst)
{
UINT32 newpos = 0;
boolean mapmuschanged = false;
musicstack_t *result;
musicstack_t *entry;
if (S_PlaysimMusicDisabled())
return false;
entry = Z_Calloc(sizeof (*result), PU_MUSIC, NULL);
if (status)
result = S_GetMusicStackEntry(status, fromfirst, -1);
else
result = S_GetMusicStackEntry(JT_NONE, false, -1);
if (result && !S_MusicExists(result->musname))
{
Z_Free(entry);
return false; // music doesn't exist, so don't do anything
}
// make a copy of result, since we make modifications to our copy
if (result)
{
*entry = *result;
strncpy(entry->musname, result->musname, 7);
}
// no result, just grab mapmusname
if (!result || !entry->musname[0] || ((status == JT_MASTER || (music_stacks ? !music_stacks->status : false)) && !entry->status))
{
strncpy(entry->musname, mapmusname, 7);
entry->musflags = mapmusflags;
entry->looping = true;
entry->position = mapmusposition;
entry->tic = gametic;
entry->status = JT_MASTER;
entry->mlumpnum = S_GetMusicLumpNum(entry->musname);
entry->noposition = false; // don't set this until we do the mapmuschanged check, below. Else, this breaks some resumes.
}
if (entry->status == JT_MASTER)
{
mapmuschanged = strnicmp(entry->musname, mapmusname, 7);
if (mapmuschanged)
{
strncpy(entry->musname, mapmusname, 7);
entry->musflags = mapmusflags;
entry->looping = true;
entry->position = mapmusposition;
entry->tic = gametic;
entry->status = JT_MASTER;
entry->mlumpnum = S_GetMusicLumpNum(entry->musname);
entry->noposition = true;
}
S_ResetMusicStack();
}
else if (!entry->status)
{
Z_Free(entry);
return false;
}
if (strncmp(entry->musname, S_MusicName(), 7)) // don't restart music if we're already playing it
{
if (music_stack_fadeout)
S_ChangeMusicEx(entry->musname, entry->musflags, entry->looping, 0, music_stack_fadeout, 0);
else
{
S_ChangeMusicEx(entry->musname, entry->musflags, entry->looping, 0, 0, music_stack_fadein);
if (!entry->noposition && !music_stack_noposition) // HACK: Global boolean to toggle position resuming, e.g., de-superize
{
UINT32 poslapse = 0;
// To prevent the game from jumping past the end of the music, we need
// to check if we can get the song's length. Otherwise, if the lapsed resume time goes
// over a LOOPPOINT, mixer_sound.c will be unable to calculate the new resume position.
if (S_GetMusicLength())
poslapse = (UINT32)((float)(gametic - entry->tic)/(float)TICRATE*(float)MUSICRATE);
newpos = entry->position + poslapse;
}
// If the newly recalled music lumpnum does not match the lumpnum that we stored in stack,
// then discard the new position. That way, we will not recall an invalid position
// when the music is replaced or digital/MIDI is toggled.
if (newpos > 0 && S_MusicPlaying() && S_GetMusicLumpNum(entry->musname) == entry->mlumpnum)
S_SetMusicPosition(newpos);
else
{
S_StopFadingMusic();
S_SetInternalMusicVolume(100);
}
}
music_stack_noposition = false;
music_stack_fadeout = 0;
music_stack_fadein = JINGLEPOSTFADE;
}
Z_Free(entry);
return true;
}
/// ------------------------
/// Music Playback
/// ------------------------
static lumpnum_t S_GetMusicLumpNum(const char *mname)
{
if (S_MusicExists(mname))
return W_GetNumForName(va("o_%s", mname));
else
return LUMPERROR;
}
static boolean S_LoadMusic(const char *mname)
{
lumpnum_t mlumpnum;
void *mdata;
if (S_MusicDisabled())
return false;
mlumpnum = S_GetMusicLumpNum(mname);
if (mlumpnum == LUMPERROR)
{
CONS_Alert(CONS_ERROR, "Music %.6s could not be loaded: lump not found!\n", mname);
return false;
}
// load & register it
mdata = W_CacheLumpNum(mlumpnum, PU_MUSIC);
if (I_LoadSong(mdata, W_LumpLength(mlumpnum)))
{
strncpy(music_name, mname, 7);
music_name[6] = 0;
music_data = mdata;
return true;
}
else
{
CONS_Alert(CONS_ERROR, "Music %.6s could not be loaded: engine failure!\n", mname);
return false;
}
}
static void S_UnloadMusic(void)
{
I_UnloadSong();
#ifndef HAVE_SDL //SDL uses RWOPS
Z_ChangeTag(music_data, PU_CACHE);
#endif
music_data = NULL;
music_name[0] = 0;
music_flags = 0;
music_looping = false;
music_refade_cv = 0;
music_usage = 0;
}
static boolean S_PlayMusic(boolean looping, UINT32 fadeinms)
{
//musicdef_t *def;
if (S_MusicDisabled())
return false;
I_UpdateSongLagConditions();
if ((!fadeinms && !I_PlaySong(looping)) ||
(fadeinms && !I_FadeInPlaySong(fadeinms, looping)))
{
CONS_Alert(CONS_ERROR, "Music %.6s could not be played: engine failure!\n", music_name);
S_UnloadMusic();
return false;
}
#if 0
/* set loop point from MUSICDEF */
for (def = musicdefstart; def; def = def->next)
{
if (strcasecmp(def->name, music_name) == 0)
{
if (def->loop_ms)
S_SetMusicLoopPoint(def->loop_ms);
break;
}
}
#endif
S_InitMusicVolume(); // switch between digi and sequence volume
if (S_MusicNotInFocus())
I_SetMusicVolume(0);
return true;
}
static void S_QueueMusic(const char *mmusic, UINT16 mflags, boolean looping, UINT32 position, UINT32 fadeinms)
{
strncpy(queue_name, mmusic, 7);
queue_flags = mflags;
queue_looping = looping;
queue_position = position;
queue_fadeinms = fadeinms;
}
static boolean S_CheckQueue(void)
{
return queue_name[0];
}
static void S_ClearQueue(void)
{
queue_name[0] = queue_flags = queue_looping = queue_position = queue_fadeinms = 0;
}
static void S_ChangeMusicToQueue(void)
{
S_ChangeMusicEx(queue_name, queue_flags, queue_looping, queue_position, 0, queue_fadeinms);
S_ClearQueue();
}
void S_ChangeMusicEx(const char *mmusic, UINT16 mflags, boolean looping, UINT32 position, UINT32 prefadems, UINT32 fadeinms)
{
char newmusic[7];
struct MusicChange hook_param = {
newmusic,
&mflags,
&looping,
&position,
&prefadems,
&fadeinms
};
if (S_MusicDisabled() || S_PlaysimMusicDisabled())
return;
strncpy(newmusic, mmusic, 7);
if (LUA_HookMusicChange(music_name, &hook_param))
return;
newmusic[6] = 0;
// No Music (empty string)
if (newmusic[0] == 0)
{
if (prefadems)
I_FadeSong(0, prefadems, &S_StopMusic);
else
S_StopMusic();
return;
}
if (prefadems) // queue music change for after fade // allow even if the music is the same
// && S_MusicPlaying() // Let the delay happen even if we're not playing music
{
CONS_Debug(DBG_DETAILED, "Now fading out song %s\n", music_name);
S_QueueMusic(newmusic, mflags, looping, position, fadeinms);
I_FadeSong(0, prefadems, S_ChangeMusicToQueue);
return;
}
else if (strnicmp(music_name, newmusic, 6) || (mflags & MUSIC_FORCERESET))
{
CONS_Debug(DBG_DETAILED, "Now playing song %s\n", newmusic);
S_StopMusic();
if (!S_LoadMusic(newmusic))
return;
music_flags = mflags;
music_looping = looping;
{
UINT8 i = 0;
musicdef_t *def = S_FindMusicDef(music_name, &i);
if (def)
{
I_SetCurrentSongVolume(def->debug_volume != 0 ? def->debug_volume : def->volume);
}
}
if (!S_PlayMusic(looping, fadeinms))
return;
if (position)
I_SetSongPosition(position);
I_SetSongTrack(mflags & MUSIC_TRACKMASK);
}
else if (fadeinms) // let fades happen with same music
{
I_SetSongPosition(position);
I_FadeSong(100, fadeinms, NULL);
}
else // reset volume to 100 with same music
{
I_StopFadingSong();
I_FadeSong(100, 500, NULL);
}
}
void S_ChangeMusicSpecial (const char *mmusic)
{
if (cv_resetspecialmusic.value)
S_ChangeMusic(mmusic, MUSIC_FORCERESET, true);
else
S_ChangeMusicInternal(mmusic, true);
}
void S_StopMusic(void)
{
if (!I_SongPlaying() || S_PlaysimMusicDisabled())
return;
if (strcasecmp(music_name, mapmusname) == 0)
mapmusresume = I_GetSongPosition();
if (I_SongPaused())
I_ResumeSong();
S_SpeedMusic(1.0f);
I_StopSong();
S_UnloadMusic(); // for now, stopping also means you unload the song
if (cv_closedcaptioning.value)
{
if (closedcaptions[0].s-S_sfx == sfx_None)
{
if (gamestate != wipegamestate)
{
closedcaptions[0].c = NULL;
closedcaptions[0].s = NULL;
closedcaptions[0].t = 0;
closedcaptions[0].b = 0;
}
else
closedcaptions[0].t = CAPTIONFADETICS;
}
}
}
//
// Stop and resume music, during game PAUSE.
//
void S_PauseAudio(void)
{
if (I_SongPlaying() && !I_SongPaused())
I_PauseSong();
S_SetStackAdjustmentStart();
}
void S_ResumeAudio(void)
{
if (S_MusicNotInFocus())
return;
if (soundtest.paused == true)
return;
if (I_SongPlaying() && I_SongPaused())
I_ResumeSong();
S_AdjustMusicStackTics();
}
void S_SetMusicVolume(INT32 digvolume)
{
if (digvolume < 0)
digvolume = cv_digmusicvolume.value;
//CV_SetValue(&cv_digmusicvolume, digvolume);
actualdigmusicvolume = digvolume;
I_SetMusicVolume(digvolume);
}
void
S_SetRestoreMusicFadeInCvar (consvar_t *cv)
{
music_refade_cv = cv;
}
int
S_GetRestoreMusicFadeIn (void)
{
if (music_refade_cv)
return music_refade_cv->value;
else
return 0;
}
void
S_SetMusicUsage (int type)
{
music_usage = type;
I_UpdateSongLagConditions();
}
int
S_MusicUsage (void)
{
return music_usage;
}
/// ------------------------
/// Music Fading
/// ------------------------
void S_SetInternalMusicVolume(INT32 volume)
{
I_SetInternalMusicVolume(min(max(volume, 0), 100));
}
void S_StopFadingMusic(void)
{
I_StopFadingSong();
}
boolean S_FadeMusicFromVolume(UINT8 target_volume, INT16 source_volume, UINT32 ms)
{
if (S_PlaysimMusicDisabled())
return false;
if (source_volume < 0)
return I_FadeSong(target_volume, ms, NULL);
else
return I_FadeSongFromVolume(target_volume, source_volume, ms, NULL);
}
boolean S_FadeOutStopMusic(UINT32 ms)
{
if (S_PlaysimMusicDisabled())
return false;
return I_FadeSong(0, ms, &S_StopMusic);
}
/// ------------------------
/// Init & Others
/// ------------------------
//
// Per level startup code.
// Kills playing sounds at start of level,
// determines music if any, changes music.
//
void S_InitLevelMusic(boolean fromnetsave)
{
if (mapmusflags & MUSIC_RELOADRESET)
{
if (!fromnetsave)
{
if (mapheaderinfo[gamemap-1]->musname_size > 1)
mapmusrng = P_RandomKey(PR_MUSICSELECT, mapheaderinfo[gamemap-1]->musname_size);
else
mapmusrng = 0;
}
strncpy(mapmusname, mapheaderinfo[gamemap-1]->musname[mapmusrng], 7);
mapmusname[6] = 0;
mapmusflags = (mapheaderinfo[gamemap-1]->mustrack & MUSIC_TRACKMASK);
mapmusposition = mapheaderinfo[gamemap-1]->muspos;
mapmusresume = 0;
}
S_StopMusic(); // Starting ambience should always be restarted, if playing.
if (leveltime < (starttime + (TICRATE/2))) // SRB2Kart
{
;
}
else
S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
S_ResetMusicStack();
music_stack_noposition = false;
music_stack_fadeout = 0;
music_stack_fadein = JINGLEPOSTFADE;
}
static inline void PrintMusicDefField(const char *label, const char *field)
{
if (field)
{
CONS_Printf("%s%s\n", label, field);
}
}
static void PrintSongAuthors(const musicdef_t *def, UINT8 i)
{
if (def->numtracks > 1)
{
PrintMusicDefField("Title: ", va("%s (%c)", def->title, i+'A'));
}
else
{
PrintMusicDefField("Title: ", def->title);
}
PrintMusicDefField("Author: ", def->author);
CONS_Printf("\n");
PrintMusicDefField("Original Source: ", def->source);
PrintMusicDefField("Original Composers: ", def->composers);
}
// TODO: fix this function, needs better support for map names
static void Command_Tunes_f(void)
{
const char *tunearg;
UINT16 track = 0;
UINT32 position = 0;
const size_t argc = COM_Argc();
if (argc < 2) //tunes slot ...
{
CONS_Printf("tunes <name/num> [track] [speed] [position] / <-show> / <-default> / <-none>:\n");
CONS_Printf(M_GetText("Play an arbitrary music lump. If a map number is used, 'MAP##M' is played.\n"));
CONS_Printf(M_GetText("If the format supports multiple songs, you can specify which one to play.\n\n"));
CONS_Printf(M_GetText("* With \"-show\", shows the currently playing tune and track.\n"));
CONS_Printf(M_GetText("* With \"-showdefault\", shows the current music for the level.\n"));
CONS_Printf(M_GetText("* With \"-default\", returns to the default music for the map.\n"));
CONS_Printf(M_GetText("* With \"-none\", any music playing will be stopped.\n"));
return;
}
tunearg = COM_Argv(1);
track = 0;
if (!strcasecmp(tunearg, "-show"))
{
UINT8 i = 0;
const musicdef_t *def = S_FindMusicDef(music_name, &i);
CONS_Printf(M_GetText("The current tune is: %s [track %d]\n"),
music_name, (music_flags & MUSIC_TRACKMASK));
if (def != NULL)
{
PrintSongAuthors(def, i);
}
return;
}
if (!strcasecmp(tunearg, "-showdefault"))
{
UINT8 i = 0;
const musicdef_t *def = S_FindMusicDef(mapmusname, &i);
CONS_Printf(M_GetText("The default tune is: %s [track %d]\n"),
mapmusname, (mapmusflags & MUSIC_TRACKMASK));
if (def != NULL)
{
PrintSongAuthors(def, i);
}
return;
}
if (!strcasecmp(tunearg, "-none"))
{
S_StopMusic();
return;
}
else if (!strcasecmp(tunearg, "-default"))
{
tunearg = mapheaderinfo[gamemap-1]->musname[mapmusrng];
track = mapheaderinfo[gamemap-1]->mustrack;
}
if (strlen(tunearg) > 6) // This is automatic -- just show the error just in case
CONS_Alert(CONS_NOTICE, M_GetText("Music name too long - truncated to six characters.\n"));
if (argc > 2)
track = (UINT16)atoi(COM_Argv(2))-1;
strncpy(mapmusname, tunearg, 7);
if (argc > 4)
position = (UINT32)atoi(COM_Argv(4));
mapmusname[6] = 0;
mapmusflags = (track & MUSIC_TRACKMASK);
mapmusposition = position;
mapmusresume = 0;
S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
if (argc > 3)
{
float speed = (float)atof(COM_Argv(3));
if (speed > 0.0f)
S_SpeedMusic(speed);
}
}
static void Command_RestartAudio_f(void)
{
if (dedicated) // No point in doing anything if game is a dedicated server.
return;
S_StopMusic();
S_StopSounds();
I_ShutdownMusic();
I_ShutdownSound();
I_StartupSound();
I_InitMusic();
// These must be called or no sound and music until manually set.
I_SetSfxVolume(cv_soundvolume.value);
S_SetMusicVolume(cv_digmusicvolume.value);
S_StartSound(NULL, sfx_strpst);
S_AttemptToRestoreMusic();
}
static void Command_PlaySound(void)
{
const char *sound;
const size_t argc = COM_Argc();
sfxenum_t sfx = NUMSFX;
UINT8 buf[4];
UINT8 *buf_p = buf;
if (argc < 2)
{
CONS_Printf("playsound <name/num>: Plays a sound effect for the entire server.\n");
return;
}
if (client && !IsPlayerAdmin(consoleplayer))
{
CONS_Printf("This can only be used by the server host.\n");
return;
}
sound = COM_Argv(1);
if (*sound >= '0' && *sound <= '9')
{
sfx = atoi(sound);
}
else
{
for (sfx = 0; sfx < sfxfree; sfx++)
{
if (S_sfx[sfx].name && fasticmp(sound, S_sfx[sfx].name))
break;
}
}
if (sfx < 0 || sfx >= NUMSFX)
{
CONS_Printf("Could not find sound effect named \"sfx_%s\".\n", sound);
return;
}
WRITEINT32(buf_p, sfx);
SendNetXCmd(XD_PLAYSOUND, buf, buf_p - buf);
}
static void Got_PlaySound(UINT8 **cp, INT32 playernum)
{
INT32 sound_id = READINT32(*cp);
if (playernum != serverplayer && !IsPlayerAdmin(playernum)) // hacked client, or disasterous bug
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal playsound received from %s (serverplayer is %s)\n"), player_names[playernum], player_names[serverplayer]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
if (sound_id < 0 || sound_id >= NUMSFX)
{
// bad sound effect, ignore
return;
}
S_StartSound(NULL, sound_id);
}
static void Command_MusicDef_f(void)
{
const char *arg1 = COM_Argv(1);
const char *arg2 = COM_Argv(2);
enum {
CMD_VOLUME,
CMD_SHOW,
} cmd;
musicdef_t *def;
if (!stricmp(arg1, "-volume"))
{
cmd = CMD_VOLUME;
}
else if (!stricmp(arg1, "-show"))
{
cmd = CMD_SHOW;
}
else
{
CONS_Printf(
"\nmusicdef -volume <volume>\n"
" Change the volume for the current song.\n"
" Changes are saved while the game is open.\n"
" Hint: turn on devmode music too!\n"
"\nmusicdef -show\n"
" Print a list of changed musicdefs.\n"
);
return;
}
switch (cmd)
{
case CMD_VOLUME:
if (!strcmp(arg2, ""))
{
CONS_Printf("musicdef %s: missing argument\n", arg1);
return;
}
// This command uses the current musicdef
{
UINT8 i = 0;
def = S_FindMusicDef(music_name, &i);
def->debug_volume = atoi(arg2);
I_SetCurrentSongVolume(def->debug_volume);
CONS_Printf("Changed %s", def->name[0]);
for (i = 1; i < def->numtracks; ++i)
{
CONS_Printf(", %s", def->name[i]);
}
CONS_Printf("\n");
}
break;
case CMD_SHOW:
for (def = musicdefstart; def; def = def->next)
{
if (def->debug_volume != 0)
{
UINT8 i;
CONS_Printf("Lump %s", def->name[0]);
for (i = 1; i < def->numtracks; ++i)
{
CONS_Printf(", %s", def->name[i]);
}
CONS_Printf(
"\n"
"Volume = %d\n"
"\n",
def->debug_volume
);
}
}
break;
default:
I_Assert(false);
}
}
void GameSounds_OnChange(void)
{
if (M_CheckParm("-nosound") || M_CheckParm("-noaudio"))
return;
if (sound_disabled)
{
sound_disabled = false;
I_StartupSound(); // will return early if initialised
S_InitSfxChannels(cv_soundvolume.value);
S_StartSound(NULL, sfx_strpst);
}
else
{
sound_disabled = true;
S_StopSounds();
}
}
void GameDigiMusic_OnChange(void)
{
if (M_CheckParm("-nomusic") || M_CheckParm("-noaudio"))
return;
else if (M_CheckParm("-nodigmusic"))
return;
if (digital_disabled)
{
digital_disabled = false;
I_StartupSound(); // will return early if initialised
I_InitMusic();
S_AttemptToRestoreMusic();
}
else
{
digital_disabled = true;
S_StopMusic();
}
}
static void PlayMusicIfUnfocused_OnChange(void)
{
if (window_notinfocus)
{
if (cv_playmusicifunfocused.value)
I_SetMusicVolume(0);
else
S_InitMusicVolume();
}
}
static void PlaySoundIfUnfocused_OnChange(void)
{
if (!cv_gamesounds.value)
return;
if (window_notinfocus && !cv_playsoundifunfocused.value)
S_StopSounds();
}
#ifdef HAVE_OPENMPT
void ModFilter_OnChange(void)
{
if (openmpt_mhandle)
openmpt_module_set_render_param(openmpt_mhandle, OPENMPT_MODULE_RENDER_INTERPOLATIONFILTER_LENGTH, cv_modfilter.value);
}
#endif