i_sound.c
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射击游戏
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Visual C++
- // Emacs style mode select -*- C++ -*-
- //-----------------------------------------------------------------------------
- //
- // $Id:$
- //
- // Copyright (C) 1993-1996 by id Software, Inc.
- //
- // This source is available for distribution and/or modification
- // only under the terms of the DOOM Source Code License as
- // published by id Software. All rights reserved.
- //
- // The source is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
- // for more details.
- //
- // $Log:$
- //
- // DESCRIPTION:
- // System interface for sound.
- //
- //-----------------------------------------------------------------------------
- static const char
- rcsid[] = "$Id: i_unix.c,v 1.5 1997/02/03 22:45:10 b1 Exp $";
- #include <stdio.h>
- #include <stdlib.h>
- #include <stdarg.h>
- #include <math.h>
- #include <time.h>
- #include <sys/types.h>
- //#ifndef LINUX
- //#include <sys/filio.h>
- //#endif
- #include <fcntl.h>
- #include <io.h>
- //#include <unistd.h>
- //#include <sys/ioctl.h>
- // Linux voxware output.
- //#include <linux/soundcard.h>
- // Timer stuff. Experimental.
- #include <time.h>
- #include <signal.h>
- #include "z_zone.h"
- #include "i_system.h"
- #include "i_sound.h"
- #include "m_argv.h"
- #include "m_misc.h"
- #include "w_wad.h"
- #include "doomdef.h"
- ////////////////////////////////////////////////////////////////////////////
- // WinDoom - DirectSound
- ////////////////////////////////////////////////////////////////////////////
- #include <dsound.h>
- char MsgText[256];
- void WriteDebug(char *);
- #define NUM_SOUND_FX 128
- #define SB_SIZE 20480
- void CreateSoundBuffer(int Channel, int length, unsigned char *data);
- void I_PlaySoundEffect(int sfxid, int Channel, int volume, int pan);
- void DS_Error( HRESULT hresult, char *msg );
- #define NUM_DSBUFFERS 256
- typedef enum { dsb_perm, dsb_temp } dsb_type;
- extern LPDIRECTSOUND lpDS;
- extern LPDIRECTSOUNDBUFFER lpDSBuffer[NUM_DSBUFFERS];
- typedef struct
- {
- void *origin;
- int dsb_type;
- int sfxid;
- }DSBControl_t;
- DSBControl_t DSBControl[NUM_DSBUFFERS];
- extern int swap_stereo;
- ////////////////////////////////////////////////////////////////////////////
- // UNIX hack, to be removed.
- #ifdef SNDSERV
- // Separate sound server process.
- FILE* sndserver=0;
- char* sndserver_filename = "./sndserver ";
- #elif SNDINTR
- // Update all 30 millisecs, approx. 30fps synchronized.
- // Linux resolution is allegedly 10 millisecs,
- // scale is microseconds.
- #define SOUND_INTERVAL 500
- // Get the interrupt. Set duration in millisecs.
- int I_SoundSetTimer( int duration_of_tick );
- void I_SoundDelTimer( void );
- #else
- // None?
- #endif
- // A quick hack to establish a protocol between
- // synchronous mix buffer updates and asynchronous
- // audio writes. Probably redundant with gametic.
- static int flag = 0;
- // The number of internal mixing channels,
- // the samples calculated for each mixing step,
- // the size of the 16bit, 2 hardware channel (stereo)
- // mixing buffer, and the samplerate of the raw data.
- // Needed for calling the actual sound output.
- #define SAMPLECOUNT 512
- #define NUM_CHANNELS 16
- // It is 2 for 16bit, and 2 for two channels.
- #define BUFMUL 4
- #define MIXBUFFERSIZE (SAMPLECOUNT*BUFMUL)
- #define SAMPLERATE 11025 // Hz
- #define SAMPLESIZE 2 // 16bit
- // The actual lengths of all sound effects.
- int lengths[NUMSFX];
- // The actual output device.
- int audio_fd;
- // The global mixing buffer.
- // Basically, samples from all active internal channels
- // are modifed and added, and stored in the buffer
- // that is submitted to the audio device.
- signed short mixbuffer[MIXBUFFERSIZE];
- // The channel step amount...
- unsigned int channelstep[NUM_CHANNELS];
- // ... and a 0.16 bit remainder of last step.
- unsigned int channelstepremainder[NUM_CHANNELS];
- // The channel data pointers, start and end.
- unsigned char* channels[NUM_CHANNELS];
- unsigned char* channelsend[NUM_CHANNELS];
- // Time/gametic that the channel started playing,
- // used to determine oldest, which automatically
- // has lowest priority.
- // In case number of active sounds exceeds
- // available channels.
- int channelstart[NUM_CHANNELS];
- // The sound in channel handles,
- // determined on registration,
- // might be used to unregister/stop/modify,
- // currently unused.
- int channelhandles[NUM_CHANNELS];
- // SFX id of the playing sound effect.
- // Used to catch duplicates (like chainsaw).
- int channelids[NUM_DSBUFFERS];
- // Pitch to stepping lookup, unused.
- int steptable[256];
- // Volume lookups.
- int vol_lookup[128*256];
- // Hardware left and right channel volume lookup.
- int* channelleftvol_lookup[NUM_CHANNELS];
- int* channelrightvol_lookup[NUM_CHANNELS];
- //
- // Safe ioctl, convenience.
- //
- void
- myioctl
- ( int fd,
- int command,
- int* arg )
- {
- // FIXME
- /*
- int rc;
- extern int errno;
- rc = ioctl(fd, command, arg);
- if (rc < 0)
- {
- fprintf(stderr, "ioctl(dsp,%d,arg) failedn", command);
- fprintf(stderr, "errno=%dn", errno);
- exit(-1);
- }
- */
- }
- //
- // This function loads the sound data from the WAD lump,
- // for single sound.
- //
- void *getsfx( char *sfxname, int *len )
- {
- unsigned char* sfx;
- unsigned char* paddedsfx;
- int i;
- int size;
- int paddedsize;
- char name[20];
- int sfxlump;
- sprintf(name, "ds%s", sfxname);
- // Get the sound data from the WAD, allocate lump
- // in zone memory.
- // Now, there is a severe problem with the
- // sound handling, in it is not (yet/anymore)
- // gamemode aware. That means, sounds from
- // DOOM II will be requested even with DOOM
- // shareware.
- // The sound list is wired into sounds.c,
- // which sets the external variable.
- // I do not do runtime patches to that
- // variable. Instead, we will use a
- // default sound for replacement.
- if ( W_CheckNumForName(name) == -1 )
- sfxlump = W_GetNumForName("dspistol");
- else
- sfxlump = W_GetNumForName(name);
- size = W_LumpLength( sfxlump );
- // sprintf(MsgText, "Getting sound effect : %s - %dn", name, size);
- // WriteDebug(MsgText);
- // Debug.
- // fprintf( stderr, "." );
- //fprintf( stderr, " -loading %s (lump %d, %d bytes)n",
- // sfxname, sfxlump, size );
- //fflush( stderr );
- sfx = (unsigned char*)W_CacheLumpNum( sfxlump, PU_STATIC );
- // Pads the sound effect out to the mixing buffer size.
- // The original realloc would interfere with zone memory.
- paddedsize = ((size-8 + (SAMPLECOUNT-1)) / SAMPLECOUNT) * SAMPLECOUNT;
- // Allocate from zone memory.
- paddedsfx = (unsigned char*)Z_Malloc( paddedsize+8, PU_STATIC, 0 );
- // ddt: (unsigned char *) realloc(sfx, paddedsize+8);
- // This should interfere with zone memory handling,
- // which does not kick in in the soundserver.
- // Now copy and pad.
- memcpy( paddedsfx, sfx, size );
- for (i = size; i < paddedsize+8; i++)
- paddedsfx[i] = 128;
- // Remove the cached lump.
- Z_Free( sfx );
- // Preserve padded length.
- *len = paddedsize;
- // Return allocated padded data.
- return (void *) (paddedsfx + 8);
- }
- /*
- //
- // This function adds a sound to the
- // list of currently active sounds,
- // which is maintained as a given number
- // (eight, usually) of internal channels.
- // Returns a handle.
- //
- int addsfx( int sfxid, int volume, int step, int seperation )
- {
- static unsigned short handlenums = 0;
- int i;
- int rc = -1;
- int oldest = gametic;
- int oldestnum = 0;
- int slot;
- int rightvol;
- int leftvol;
- int iVolume, iPan;
- // Chainsaw troubles.
- // Play these sound effects only one at a time.
- if ( sfxid == sfx_sawup || sfxid == sfx_sawidl || sfxid == sfx_sawful ||
- sfxid == sfx_sawhit || sfxid == sfx_stnmov || sfxid == sfx_pistol )
- {
- // Loop all channels, check.
- for (i = 0; i < NUM_CHANNELS; i++)
- {
- // Active, and using the same SFX?
- if ( (channels[i]) && (channelids[i] == sfxid) )
- {
- // Reset.
- channels[i] = 0;
- // We are sure that iff, there will only be one.
- break;
- }
- }
- }
- // Loop all channels to find oldest SFX.
- for (i = 0; (i<NUM_CHANNELS) && (channels[i]); i++)
- {
- if (channelstart[i] < oldest)
- {
- oldestnum = i;
- oldest = channelstart[i];
- }
- }
- // Tales from the cryptic.
- // If we found a channel, fine.
- // If not, we simply overwrite the first one, 0.
- // Probably only happens at startup.
- if (i == NUM_CHANNELS)
- slot = oldestnum;
- else
- slot = i;
- // Okay, in the less recent channel,
- // we will handle the new SFX.
- // Set pointer to raw data.
- channels[slot] = (unsigned char *) S_sfx[sfxid].data;
- // Set pointer to end of raw data.
- channelsend[slot] = channels[slot] + lengths[sfxid];
- // Reset current handle number, limited to 0..100.
- if (!handlenums)
- handlenums = 100;
- // Assign current handle number.
- // Preserved so sounds could be stopped (unused).
- channelhandles[slot] = rc = handlenums++;
- // Set stepping???
- // Kinda getting the impression this is never used.
- channelstep[slot] = step;
- // ???
- channelstepremainder[slot] = 0;
- // Should be gametic, I presume.
- channelstart[slot] = gametic;
- iVolume = 0-(128*(15-volume));
- if (iVolume < -10000)
- iVolume == -10000;
- iPan = (seperation-128)*20;
- if (iPan < -10000)
- iPan = -10000;
- if (iPan > 10000)
- iPan = 10000;
- if (swap_stereo == TRUE)
- iPan *= -1;
- // Separation, that is, orientation/stereo.
- // range is: 1 - 256
- seperation += 1;
- // Per left/right channel.
- // x^2 seperation,
- // adjust volume properly.
- leftvol = volume - ((volume*seperation*seperation) >> 16); //(256*256);
- seperation = seperation - 257;
- rightvol = volume - ((volume*seperation*seperation) >> 16);
- // Sanity check, clamp volume.
- if (rightvol < 0 || rightvol > 127)
- I_Error("rightvol out of bounds");
- if (leftvol < 0 || leftvol > 127)
- I_Error("leftvol out of bounds");
- // Get the proper lookup table piece
- // for this volume level???
- channelleftvol_lookup[slot] = &vol_lookup[leftvol*256];
- channelrightvol_lookup[slot] = &vol_lookup[rightvol*256];
- // Preserve sound SFX id,
- // e.g. for avoiding duplicates of chainsaw.
- channelids[slot] = sfxid;
- I_PlaySoundEffect(sfxid, iVolume, iPan);
- // You tell me.
- //return rc;
- return sfxid;
- }
- */
- //
- // This function adds a sound to the
- // list of currently active sounds,
- // which is maintained as a given number
- // (eight, usually) of internal channels.
- // Returns a handle.
- //
- int addsfx( int sfxid, int volume, int step, int seperation, void *origin )
- {
- static unsigned short handlenums = 0;
- int i;
- int rc = -1;
- int oldest = gametic;
- int oldestnum = 0;
- int slot;
- int rightvol;
- int leftvol;
- int iVolume, iPan;
- DWORD dwDSBStatus;
- int dsbchannel;
- // Chainsaw troubles.
- // Play these sound effects only one at a time.
- if ( sfxid == sfx_sawup || sfxid == sfx_sawidl || sfxid == sfx_sawful ||
- sfxid == sfx_sawhit || sfxid == sfx_stnmov )
- dsbchannel = sfxid;
- else
- {
- dsbchannel = sfxid;
- if (lpDSBuffer[0] != 0)
- lpDSBuffer[sfxid]->lpVtbl->GetStatus(lpDSBuffer[sfxid], &dwDSBStatus);
- else
- dwDSBStatus = DS_OK;
- if (dwDSBStatus == DSBSTATUS_PLAYING)
- {
- for (i = NUMSFX; i < NUM_DSBUFFERS; i++)
- {
- if ((DSBControl[i].origin == origin) && (DSBControl[i].sfxid == sfxid))
- {
- dsbchannel = i;
- break;
- }
- if (DSBControl[i].sfxid == -1)
- {
- dsbchannel = i;
- DSBControl[i].origin = origin;
- break;
- }
- if (DSBControl[i].sfxid >= 0)
- {
- lpDSBuffer[i]->lpVtbl->GetStatus(lpDSBuffer[i], &dwDSBStatus);
- if (dwDSBStatus != DSBSTATUS_PLAYING)
- {
- dsbchannel = i;
- DSBControl[i].origin = origin;
- break;
- }
- }
- if (DSBControl[i].origin == origin)
- {
- dsbchannel = i;
- break;
- }
- }
- }
- }
- iVolume = 0-(128*(15-volume));
- if (iVolume < -10000)
- iVolume == -10000;
- iPan = (seperation-128)*20;
- if (iPan < -10000)
- iPan = -10000;
- if (iPan > 10000)
- iPan = 10000;
- if (swap_stereo == TRUE)
- iPan *= -1;
- // Preserve sound SFX id,
- // e.g. for avoiding duplicates of chainsaw.
- channelids[dsbchannel] = sfxid;
- I_PlaySoundEffect(sfxid, dsbchannel, iVolume, iPan);
- // You tell me.
- //return rc;
- return dsbchannel;
- }
- // This function call starts a sound playing in a DirectSound buffer...
- void I_PlaySoundEffect(int sfxid, int Channel, int iVolume, int iPan)
- {
- HRESULT hresult;
- DWORD dwDSBStatus;
- if (Channel > NUM_SOUND_FX)
- {
- //WriteDebug("Invalid sound channel...n");
- return;
- }
- if (lpDSBuffer[Channel] == 0)
- {
- //WriteDebug("Trying to play sound without DirectSound working...n");
- return;
- }
- if ((DSBControl[Channel].dsb_type == dsb_temp) && (DSBControl[Channel].sfxid != sfxid))
- {
- if (DSBControl[Channel].sfxid > 0)
- {
- /*
- lpDSBuffer[Channel]->lpVtbl->GetStatus(lpDSBuffer[Channel], &dwDSBStatus);
- if (dwDSBStatus == DSBSTATUS_PLAYING)
- {
- hresult = lpDSBuffer[Channel]->lpVtbl->Stop(lpDSBuffer[Channel]);
- if (hresult != DS_OK)
- DS_Error(hresult, "lpDSBuffer.Stop");
- }
- */
- lpDSBuffer[Channel]->lpVtbl->Release(lpDSBuffer[Channel]);
- DSBControl[Channel].sfxid = -1;
- }
- if (DSBControl[Channel].sfxid < 0)
- {
- // clone temp buffer here...
- lpDS->lpVtbl->DuplicateSoundBuffer(lpDS, lpDSBuffer[sfxid], &lpDSBuffer[Channel]);
- DSBControl[Channel].sfxid = sfxid;
- }
- }
- /*
- else
- {
- lpDSBuffer[Channel]->lpVtbl->GetStatus(lpDSBuffer[Channel], &dwDSBStatus);
- if (dwDSBStatus == DSBSTATUS_PLAYING)
- {
- hresult = lpDSBuffer[Channel]->lpVtbl->Stop(lpDSBuffer[Channel]);
- if (hresult != DS_OK)
- DS_Error(hresult, "lpDSBuffer.Stop");
- }
- }
- */
- hresult = lpDSBuffer[Channel]->lpVtbl->SetCurrentPosition(lpDSBuffer[Channel], 0);
- if (hresult != DS_OK)
- DS_Error(hresult, "lpDSBuffer.SetCurrentPosition");
- hresult = lpDSBuffer[Channel]->lpVtbl->SetVolume(lpDSBuffer[Channel], iVolume );
- if (hresult != DS_OK)
- DS_Error(hresult, "lpDSBuffer.SetVolume");
- hresult = lpDSBuffer[Channel]->lpVtbl->SetPan(lpDSBuffer[Channel], iPan);
- if (hresult != DS_OK)
- DS_Error(hresult, "lpDSBuffer.SetPan");
- hresult = lpDSBuffer[Channel]->lpVtbl->Play(lpDSBuffer[Channel], 0, 0, 0);
- if (hresult != DS_OK)
- DS_Error(hresult, "lpDSBuffer.Play");
- }
- //
- // SFX API
- // Note: this was called by S_Init.
- // However, whatever they did in the
- // old DPMS based DOS version, this
- // were simply dummies in the Linux
- // version.
- // See soundserver initdata().
- //
- void I_SetChannels()
- {
- // Init internal lookups (raw data, mixing buffer, channels).
- // This function sets up internal lookups used during
- // the mixing process.
- int i;
- int j;
- int* steptablemid = steptable + 128;
- // Okay, reset internal mixing channels to zero.
- for (i=0; i<NUM_CHANNELS; i++)
- {
- channels[i] = 0;
- }
- // This table provides step widths for pitch parameters.
- // I fail to see that this is currently used.
- for (i=-128 ; i<128 ; i++)
- steptablemid[i] = (int)(pow(2.0, (i/64.0))*65536.0);
- // Generates volume lookup tables
- // which also turn the unsigned samples
- // into signed samples.
- for (i=0 ; i<128 ; i++)
- for (j=0 ; j<256 ; j++)
- vol_lookup[i*256+j] = (i*(j-128)*256)/127;
- }
- void I_SetSfxVolume(int volume)
- {
- // Identical to DOS.
- // Basically, this should propagate
- // the menu/config file setting
- // to the state variable used in
- // the mixing.
- snd_SfxVolume = volume;
- }
- // MUSIC API - dummy. Some code from DOS version.
- void I_SetMusicVolume(int volume)
- {
- // Internal state variable.
- snd_MusicVolume = volume;
- // Now set volume on output device.
- // Whatever( snd_MusciVolume );
- }
- //
- // Retrieve the raw data lump index
- // for a given SFX name.
- //
- int I_GetSfxLumpNum(sfxinfo_t* sfx)
- {
- char namebuf[9];
- sprintf(namebuf, "ds%s", sfx->name);
- return W_GetNumForName(namebuf);
- }
- //
- // Starting a sound means adding it
- // to the current list of active sounds
- // in the internal channels.
- // As the SFX info struct contains
- // e.g. a pointer to the raw data,
- // it is ignored.
- // As our sound handling does not handle
- // priority, it is ignored.
- // Pitching (that is, increased speed of playback)
- // is set, but currently not used by mixing.
- //
- int I_StartSound( int id, int vol, int sep, int pitch, int priority, void *origin )
- {
- // UNUSED
- priority = 0;
- // Debug.
- // sprintf(MsgText, "starting sound %d", id );
- // WriteDebug(MsgText);
- // Returns a handle (not used).
- id = addsfx( id, vol, steptable[pitch], sep, origin );
- // sprintf(MsgText, "/handle is %dn", id );
- // WriteDebug(MsgText);
- return id;
- }
- void I_StopSound (int handle)
- {
- HRESULT hresult;
- // You need the handle returned by StartSound.
- // Would be looping all channels,
- // tracking down the handle,
- // an setting the channel to zero.
- // UNUSED.
- // handle = 0;
- if (handle > NUM_DSBUFFERS)
- {
- WriteDebug("Invalid sound channel...n");
- return;
- }
- if (lpDSBuffer[handle] == 0)
- {
- WriteDebug("Trying to stop sound without DirectSound working...n");
- return;
- }
- hresult = lpDSBuffer[handle]->lpVtbl->Stop(lpDSBuffer[handle]);
- if (hresult != DS_OK)
- DS_Error(hresult, "lpDSBuffer.Stop");
- /*
- else
- if (DSBControl[handle].dsb_type == dsb_temp)
- {
- lpDSBuffer[handle]->lpVtbl->Release(lpDSBuffer[handle]);
- DSBControl[handle].origin = NULL;
- DSBControl[handle].sfxid = -1;
- }
- */
- }
- int I_SoundIsPlaying(int handle)
- {
- DWORD dwStatus;
- HRESULT hresult;
- if (lpDSBuffer[handle] == 0)
- {
- //WriteDebug("Trying to get status of a sound without DirectSound working...n");
- return FALSE;
- }
- hresult = lpDSBuffer[handle]->lpVtbl->GetStatus(lpDSBuffer[handle], &dwStatus);
- if (hresult != DS_OK)
- DS_Error(hresult, "lpDSBuffer.GetStatus");
- return (dwStatus == DSBSTATUS_PLAYING);
- // Ouch.
- // return gametic < handle;
- }
- //
- // This function loops all active (internal) sound
- // channels, retrieves a given number of samples
- // from the raw sound data, modifies it according
- // to the current (internal) channel parameters,
- // mixes the per channel samples into the global
- // mixbuffer, clamping it to the allowed range,
- // and sets up everything for transferring the
- // contents of the mixbuffer to the (two)
- // hardware channels (left and right, that is).
- //
- // This function currently supports only 16bit.
- //
- void I_UpdateSound( void )
- {
- #ifdef SNDINTR
- // Debug. Count buffer misses with interrupt.
- static int misses = 0;
- #endif
- // Mix current sound data.
- // Data, from raw sound, for right and left.
- register unsigned int sample;
- register int dl;
- register int dr;
- // Pointers in global mixbuffer, left, right, end.
- signed short* leftout;
- signed short* rightout;
- signed short* leftend;
- // Step in mixbuffer, left and right, thus two.
- int step;
- // Mixing channel index.
- int chan;
- // Left and right channel
- // are in global mixbuffer, alternating.
- leftout = mixbuffer;
- rightout = mixbuffer+1;
- step = 2;
- // Determine end, for left channel only
- // (right channel is implicit).
- leftend = mixbuffer + SAMPLECOUNT*step;
- // Mix sounds into the mixing buffer.
- // Loop over step*SAMPLECOUNT,
- // that is 512 values for two channels.
- while (leftout != leftend)
- {
- // Reset left/right value.
- dl = 0;
- dr = 0;
- // Love thy L2 chache - made this a loop.
- // Now more channels could be set at compile time
- // as well. Thus loop those channels.
- for ( chan = 0; chan < NUM_CHANNELS; chan++ )
- {
- // Check channel, if active.
- if (channels[ chan ])
- {
- // Get the raw data from the channel.
- sample = *channels[ chan ];
- // Add left and right part
- // for this channel (sound)
- // to the current data.
- // Adjust volume accordingly.
- dl += channelleftvol_lookup[ chan ][sample];
- dr += channelrightvol_lookup[ chan ][sample];
- // Increment index ???
- channelstepremainder[ chan ] += channelstep[ chan ];
- // MSB is next sample???
- channels[ chan ] += channelstepremainder[ chan ] >> 16;
- // Limit to LSB???
- channelstepremainder[ chan ] &= 65536-1;
- // Check whether we are done.
- if (channels[ chan ] >= channelsend[ chan ])
- channels[ chan ] = 0;
- }
- }
- // Clamp to range. Left hardware channel.
- // Has been char instead of short.
- // if (dl > 127) *leftout = 127;
- // else if (dl < -128) *leftout = -128;
- // else *leftout = dl;
- if (dl > 0x7fff)
- *leftout = 0x7fff;
- else if (dl < -0x8000)
- *leftout = -0x8000;
- else
- *leftout = dl;
- // Same for right hardware channel.
- if (dr > 0x7fff)
- *rightout = 0x7fff;
- else if (dr < -0x8000)
- *rightout = -0x8000;
- else
- *rightout = dr;
- // Increment current pointers in mixbuffer.
- leftout += step;
- rightout += step;
- }
- #ifdef SNDINTR
- // Debug check.
- if ( flag )
- {
- misses += flag;
- flag = 0;
- }
- if ( misses > 10 )
- {
- fprintf( stderr, "I_SoundUpdate: missed 10 buffer writesn");
- misses = 0;
- }
- // Increment flag for update.
- flag++;
- #endif
- }
- //
- // This would be used to write out the mixbuffer
- // during each game loop update.
- // Updates sound buffer and audio device at runtime.
- // It is called during Timer interrupt with SNDINTR.
- // Mixing now done synchronous, and
- // only output be done asynchronous?
- //
- void
- I_SubmitSound(void)
- {
- // Write it to DSP device.
- write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
- }
- void
- I_UpdateSoundParams
- ( int handle,
- int vol,
- int sep,
- int pitch)
- {
- // I fail too see that this is used.
- // Would be using the handle to identify
- // on which channel the sound might be active,
- // and resetting the channel parameters.
- int iVolume, iPan;
- HRESULT hresult;
- if (lpDSBuffer[handle] == 0)
- return;
- iVolume = 0-(128*(15-vol));
- if (iVolume < -10000)
- iVolume == -10000;
- iPan = (sep-128)*20;
- if (iPan < -10000)
- iPan = -10000;
- if (iPan > 10000)
- iPan = 10000;
- if (swap_stereo == TRUE)
- iPan *= -1;
- hresult = lpDSBuffer[handle]->lpVtbl->SetVolume(lpDSBuffer[handle], iVolume );
- if (hresult != DS_OK)
- DS_Error(hresult, "lpDSBuffer.SetVolume");
- hresult = lpDSBuffer[handle]->lpVtbl->SetPan(lpDSBuffer[handle], iPan);
- if (hresult != DS_OK)
- DS_Error(hresult, "lpDSBuffer.SetPan");
- // UNUSED.
- //handle = vol = sep = pitch = 0;
- }
- void I_ShutdownSound(void)
- {
- #ifdef SNDSERV
- if (sndserver)
- {
- // Send a "quit" command.
- fprintf(sndserver, "qn");
- fflush(sndserver);
- }
- #else
- // Wait till all pending sounds are finished.
- int done = 0;
- int i;
- // FIXME (below).
- fprintf( stderr, "I_ShutdownSound: NOT finishing pending soundsn");
- fflush( stderr );
- while ( !done )
- {
- for( i=0 ; i<8 && !channels[i] ; i++);
- // FIXME. No proper channel output.
- //if (i==8)
- done=1;
- }
- #ifdef SNDINTR
- I_SoundDelTimer();
- #endif
- // Cleaning up -releasing the DSP device.
- close ( audio_fd );
- #endif
- // Done.
- return;
- }
- void
- I_InitSound()
- {
- int i;
- for (i = 1; i < NUMSFX; i++)
- {
- // Alias? Example is the chaingun sound linked to pistol.
- if (!S_sfx[i].link)
- {
- // Load data from WAD file.
- S_sfx[i].data = getsfx( S_sfx[i].name, &lengths[i] );
- }
- else
- {
- // Previously loaded already?
- S_sfx[i].data = S_sfx[i].link->data;
- lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)];
- }
- CreateSoundBuffer(i, lengths[i], S_sfx[i].data);
- DSBControl[i].origin = NULL;
- DSBControl[i].sfxid = i;
- DSBControl[i].dsb_type = dsb_perm;
- }
- for (; i < NUM_DSBUFFERS; i++)
- {
- DSBControl[i].origin = NULL;
- DSBControl[i].sfxid = -1;
- DSBControl[i].dsb_type = dsb_temp;
- }
- }
- //
- // MUSIC API.
- // Still no music done.
- // Remains. Dummies.
- //
- void I_InitMusic(void) { }
- void I_ShutdownMusic(void) { }
- static int looping=0;
- static int musicdies=-1;
- void I_PlaySong(int handle, int looping)
- {
- // UNUSED.
- handle = looping = 0;
- musicdies = gametic + TICRATE*30;
- }
- void I_PauseSong (int handle)
- {
- // UNUSED.
- handle = 0;
- }
- void I_ResumeSong (int handle)
- {
- // UNUSED.
- handle = 0;
- }
- void I_StopSong(int handle)
- {
- // UNUSED.
- handle = 0;
- looping = 0;
- musicdies = 0;
- }
- void I_UnRegisterSong(int handle)
- {
- // UNUSED.
- handle = 0;
- }
- int I_RegisterSong(void* data)
- {
- // UNUSED.
- data = NULL;
- return 1;
- }
- // Is the song playing?
- int I_QrySongPlaying(int handle)
- {
- // UNUSED.
- handle = 0;
- return looping || musicdies > gametic;
- }
- //
- // Experimental stuff.
- // A Linux timer interrupt, for asynchronous
- // sound output.
- // I ripped this out of the Timer class in
- // our Difference Engine, including a few
- // SUN remains...
- //
- #ifdef sun
- typedef sigset_t tSigSet;
- #else
- typedef int tSigSet;
- #endif
- // We might use SIGVTALRM and ITIMER_VIRTUAL, if the process
- // time independend timer happens to get lost due to heavy load.
- // SIGALRM and ITIMER_REAL doesn't really work well.
- // There are issues with profiling as well.
- // FIXME
- #define ITIMER_REAL 0
- static int /*__itimer_which*/ itimer = ITIMER_REAL;
- // FIXME
- #define SIGALRM 0
- static int sig = SIGALRM;
- // Interrupt handler.
- void I_HandleSoundTimer( int ignore )
- {
- // Debug.
- //fprintf( stderr, "%c", '+' ); fflush( stderr );
- // Feed sound device if necesary.
- if ( flag )
- {
- // See I_SubmitSound().
- // Write it to DSP device.
- write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
- // Reset flag counter.
- flag = 0;
- }
- else
- return;
- // UNUSED, but required.
- ignore = 0;
- return;
- }
- // Get the interrupt. Set duration in millisecs.
- int I_SoundSetTimer( int duration_of_tick )
- {
- /*
- // Needed for gametick clockwork.
- struct itimerval value;
- struct itimerval ovalue;
- struct sigaction act;
- struct sigaction oact;
- int res;
- // This sets to SA_ONESHOT and SA_NOMASK, thus we can not use it.
- // signal( _sig, handle_SIG_TICK );
- // Now we have to change this attribute for repeated calls.
- act.sa_handler = I_HandleSoundTimer;
- #ifndef sun
- //ac t.sa_mask = _sig;
- #endif
- act.sa_flags = SA_RESTART;
- sigaction( sig, &act, &oact );
- value.it_interval.tv_sec = 0;
- value.it_interval.tv_usec = duration_of_tick;
- value.it_value.tv_sec = 0;
- value.it_value.tv_usec = duration_of_tick;
- // Error is -1.
- res = setitimer( itimer, &value, &ovalue );
- // Debug.
- if ( res == -1 )
- fprintf( stderr, "I_SoundSetTimer: interrupt n.a.n");
- return res;
- */
- return 0;
- }
- // Remove the interrupt. Set duration to zero.
- void I_SoundDelTimer()
- {
- // Debug.
- if ( I_SoundSetTimer( 0 ) == -1)
- fprintf( stderr, "I_SoundDelTimer: failed to remove interrupt. Doh!n");
- }