s_sound.c
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射击游戏
开发平台:
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: none
- //
- //-----------------------------------------------------------------------------
- static const char
- rcsid[] = "$Id: s_sound.c,v 1.6 1997/02/03 22:45:12 b1 Exp $";
- #include <stdio.h>
- #include <stdlib.h>
- #include "i_system.h"
- #include "i_sound.h"
- #include "sounds.h"
- #include "s_sound.h"
- #include "z_zone.h"
- #include "m_random.h"
- #include "w_wad.h"
- #include "doomdef.h"
- #include "p_local.h"
- #include "doomstat.h"
- void WriteDebug(char *);
- // Purpose?
- const char snd_prefixen[]
- = { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };
- #define S_MAX_VOLUME 127
- // when to clip out sounds
- // Does not fit the large outdoor areas.
- #define S_CLIPPING_DIST (1200*0x10000)
- // Distance tp origin when sounds should be maxed out.
- // This should relate to movement clipping resolution
- // (see BLOCKMAP handling).
- // Originally: (200*0x10000).
- #define S_CLOSE_DIST (160*0x10000)
- #define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)
- // Adjustable by menu.
- #define NORM_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)
- // percent attenuation from front to back
- #define S_IFRACVOL 30
- #define NA 0
- #define S_NUMCHANNELS 2
- #define NUM_DSBUFFERS 256
- // Current music/sfx card - index useless
- // w/o a reference LUT in a sound module.
- extern int snd_MusicDevice;
- extern int snd_SfxDevice;
- // Config file? Same disclaimer as above.
- extern int snd_DesiredMusicDevice;
- extern int snd_DesiredSfxDevice;
- typedef struct
- {
- // sound information (if null, channel avail.)
- sfxinfo_t* sfxinfo;
- // origin of sound
- void* origin;
- // handle of the sound being played
- int handle;
- } channel_t;
- // the set of channels available
- static channel_t* channels;
- // These are not used, but should be (menu).
- // Maximum volume of a sound effect.
- // Internal default is max out of 0-15.
- int snd_SfxVolume = 15;
- // Maximum volume of music. Useless so far.
- int snd_MusicVolume = 15;
- // whether songs are mus_paused
- static boolean mus_paused;
- // music currently being played
- static musicinfo_t* mus_playing=0;
- // following is set
- // by the defaults code in M_misc:
- // number of channels available
- int numChannels;
- static int nextcleanup;
- //
- // Internals.
- //
- int
- S_getChannel
- ( void* origin,
- sfxinfo_t* sfxinfo,
- int sfxid );
- int
- S_AdjustSoundParams
- ( mobj_t* listener,
- mobj_t* source,
- int* vol,
- int* sep,
- int* pitch );
- void S_StopChannel(int cnum);
- //
- // Initializes sound stuff, including volume
- // Sets channels, SFX and music volume,
- // allocates channel buffer, sets S_sfx lookup.
- //
- void S_Init
- ( int sfxVolume,
- int musicVolume )
- {
- int i;
- fprintf( stderr, "S_Init: default sfx volume %dn", sfxVolume);
- numChannels = NUM_DSBUFFERS;
- // Whatever these did with DMX, these are rather dummies now.
- I_SetChannels();
- S_SetSfxVolume(sfxVolume);
- // No music with Linux - another dummy.
- S_SetMusicVolume(musicVolume);
- // Allocating the internal channels for mixing
- // (the maximum numer of sounds rendered
- // simultaneously) within zone memory.
- channels =
- (channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);
- // Free all channels for use
- for (i=0 ; i<numChannels ; i++)
- channels[i].sfxinfo = 0;
- // no sounds are playing, and they are not mus_paused
- mus_paused = 0;
- // Note that sounds have not been cached (yet).
- for (i=1 ; i<NUMSFX ; i++)
- S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
- }
- //
- // Per level startup code.
- // Kills playing sounds at start of level,
- // determines music if any, changes music.
- //
- void S_Start(void)
- {
- int cnum;
- int mnum;
- // kill all playing sounds at start of level
- // (trust me - a good idea)
- for (cnum=0 ; cnum<numChannels ; cnum++)
- if (channels[cnum].sfxinfo)
- S_StopChannel(cnum);
- // start new music for the level
- mus_paused = 0;
- if (gamemode == commercial)
- mnum = mus_runnin + gamemap - 1;
- else
- {
- int spmus[]=
- {
- // Song - Who? - Where?
- mus_e3m4, // American e4m1
- mus_e3m2, // Romero e4m2
- mus_e3m3, // Shawn e4m3
- mus_e1m5, // American e4m4
- mus_e2m7, // Tim e4m5
- mus_e2m4, // Romero e4m6
- mus_e2m6, // J.Anderson e4m7 CHIRON.WAD
- mus_e2m5, // Shawn e4m8
- mus_e1m9 // Tim e4m9
- };
- if (gameepisode < 4)
- mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
- else
- mnum = spmus[gamemap-1];
- }
- // HACK FOR COMMERCIAL
- // if (commercial && mnum > mus_e3m9)
- // mnum -= mus_e3m9;
- S_ChangeMusic(mnum, true);
- nextcleanup = 15;
- }
- void S_StartSoundAtVolume( void *origin_p, int sfx_id, int volume )
- {
- int rc;
- int sep;
- int pitch;
- int priority;
- sfxinfo_t *sfx;
- int cnum;
- int chnum;
- mobj_t* origin = (mobj_t *)origin_p;
- //WriteDebug("S_StartSoundAtVolume...n");
- // Debug.
- /*fprintf( stderr,"S_StartSoundAtVolume: playing sound %d (%s)n",sfx_id, S_sfx[sfx_id].name );*/
- // check for bogus sound #
- if (sfx_id < 1 || sfx_id > NUMSFX)
- I_Error("Bad sfx #: %d", sfx_id);
- sfx = &S_sfx[sfx_id];
- // Initialize sound parameters
- if (sfx->link)
- {
- pitch = sfx->pitch;
- priority = sfx->priority;
- volume += sfx->volume;
- if (volume < 1)
- {
- //WriteDebug("Volume off...n");
- return;
- }
- if (volume > snd_SfxVolume)
- volume = snd_SfxVolume;
- }
- else
- {
- pitch = NORM_PITCH;
- priority = NORM_PRIORITY;
- }
- // Check to see if it is audible,
- // and if not, modify the params
- if (origin && origin != players[consoleplayer].mo)
- {
- rc = S_AdjustSoundParams(players[consoleplayer].mo, origin, &volume, &sep, &pitch);
- if ( origin->x == players[consoleplayer].mo->x && origin->y == players[consoleplayer].mo->y)
- {
- sep = NORM_SEP;
- }
- if (!rc)
- {
- //WriteDebug("No rc from S_AdjustSoundParams...n");
- return;
- }
- }
- else
- {
- sep = NORM_SEP;
- }
- // hacks to vary the sfx pitches
- if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit)
- {
- pitch += 8 - (M_Random()&15);
- if (pitch < 0)
- pitch = 0;
- else
- if (pitch>255)
- pitch = 255;
- }
- else
- if (sfx_id != sfx_itemup && sfx_id != sfx_tink)
- {
- pitch += 16 - (M_Random()&31);
- if (pitch<0)
- pitch = 0;
- else
- if (pitch > 255)
- pitch = 255;
- }
- // kill old sound
- S_StopSound(origin);
- /*
- // try to find a channel
- cnum = S_getChannel(origin, sfx, sfx_id);
- if (cnum<0)
- {
- //WriteDebug("cnum < 0 -- no channel...n");
- return;
- }
- */
- //
- // This is supposed to handle the loading/caching.
- // For some odd reason, the caching is done nearly
- // each time the sound is needed?
- //
- // get lumpnum if necessary
- if (sfx->lumpnum < 0)
- sfx->lumpnum = I_GetSfxLumpNum(sfx);
- #ifndef SNDSRV
- // cache data if necessary
- if (!sfx->data)
- {
- fprintf( stderr,
- "S_StartSoundAtVolume: 16bit and not pre-cached - wtf?n");
- // DOS remains, 8bit handling
- //sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
- // fprintf( stderr,
- // "S_StartSoundAtVolume: loading %d (lump %d) : 0x%xn",
- // sfx_id, sfx->lumpnum, (int)sfx->data );
- }
- #endif
- // increase the usefulness
- if (sfx->usefulness++ < 0)
- sfx->usefulness = 1;
- // Assigns the handle to one of the channels in the
- // mix/output buffer.
- //WriteDebug("I_StartSound...n");
- //channels[cnum].handle = I_StartSound(sfx_id,/*sfx->data,*/volume,sep,pitch,priority,origin);
- cnum = I_StartSound(sfx_id,/*sfx->data,*/volume,sep,pitch,priority,origin);
- channels[cnum].handle = cnum;
- channels[cnum].sfxinfo = sfx;
- channels[cnum].origin = origin;
- }
- void S_StartSound( void *origin, int sfx_id )
- {
- #ifdef SAWDEBUG
- // if (sfx_id == sfx_sawful)
- // sfx_id = sfx_itemup;
- #endif
- S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
- // UNUSED. We had problems, had we not?
- #ifdef SAWDEBUG
- {
- int i;
- int n;
- static mobj_t* last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
- static int first_saw=0;
- static int next_saw=0;
- if (sfx_id == sfx_sawidl
- || sfx_id == sfx_sawful
- || sfx_id == sfx_sawhit)
- {
- for (i=first_saw;i!=next_saw;i=(i+1)%10)
- if (last_saw_origins[i] != origin)
- fprintf(stderr, "old origin 0x%lx != "
- "origin 0x%lx for sfx %dn",
- last_saw_origins[i],
- origin,
- sfx_id);
- last_saw_origins[next_saw] = origin;
- next_saw = (next_saw + 1) % 10;
- if (next_saw == first_saw)
- first_saw = (first_saw + 1) % 10;
- for (n=i=0; i<numChannels ; i++)
- {
- if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
- || channels[i].sfxinfo == &S_sfx[sfx_sawful]
- || channels[i].sfxinfo == &S_sfx[sfx_sawhit]) n++;
- }
- if (n>1)
- {
- for (i=0; i<numChannels ; i++)
- {
- if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
- || channels[i].sfxinfo == &S_sfx[sfx_sawful]
- || channels[i].sfxinfo == &S_sfx[sfx_sawhit])
- {
- fprintf(stderr,
- "chn: sfxinfo=0x%lx, origin=0x%lx, "
- "handle=%dn",
- channels[i].sfxinfo,
- channels[i].origin,
- channels[i].handle);
- }
- }
- fprintf(stderr, "n");
- }
- }
- }
- #endif
- }
- void S_StopSound(void *origin)
- {
- int cnum;
- for (cnum=0 ; cnum<numChannels ; cnum++)
- {
- if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
- {
- S_StopChannel(cnum);
- break;
- }
- }
- }
- //
- // Stop and resume music, during game PAUSE.
- //
- void S_PauseSound(void)
- {
- if (mus_playing && !mus_paused)
- {
- I_PauseSong(mus_playing->handle);
- mus_paused = true;
- }
- }
- void S_ResumeSound(void)
- {
- if (mus_playing && mus_paused)
- {
- I_ResumeSong(mus_playing->handle);
- mus_paused = false;
- }
- }
- //
- // Updates music & sounds
- //
- void S_UpdateSounds(void* listener_p)
- {
- int audible;
- int cnum;
- int volume;
- int sep;
- int pitch;
- sfxinfo_t* sfx;
- channel_t* c;
- mobj_t* listener = (mobj_t*)listener_p;
- // Clean up unused data.
- // This is currently not done for 16bit (sounds cached static).
- // DOS 8bit remains.
- /*if (gametic > nextcleanup)
- {
- for (i=1 ; i<NUMSFX ; i++)
- {
- if (S_sfx[i].usefulness < 1
- && S_sfx[i].usefulness > -1)
- {
- if (--S_sfx[i].usefulness == -1)
- {
- Z_ChangeTag(S_sfx[i].data, PU_CACHE);
- S_sfx[i].data = 0;
- }
- }
- }
- nextcleanup = gametic + 15;
- }*/
- for (cnum=0 ; cnum<numChannels ; cnum++)
- {
- c = &channels[cnum];
- sfx = c->sfxinfo;
- if (c->sfxinfo)
- {
- if (I_SoundIsPlaying(c->handle))
- {
- // initialize parameters
- volume = snd_SfxVolume;
- pitch = NORM_PITCH;
- sep = NORM_SEP;
- if (sfx->link)
- {
- pitch = sfx->pitch;
- volume += sfx->volume;
- if (volume < 1)
- {
- S_StopChannel(cnum);
- continue;
- }
- else if (volume > snd_SfxVolume)
- {
- volume = snd_SfxVolume;
- }
- }
- // check non-local sounds for distance clipping
- // or modify their params
- if (c->origin && listener_p != c->origin)
- {
- audible = S_AdjustSoundParams(listener,
- c->origin,
- &volume,
- &sep,
- &pitch);
- if (!audible)
- {
- S_StopChannel(cnum);
- }
- else
- I_UpdateSoundParams(c->handle, volume, sep, pitch);
- }
- }
- else
- {
- // if channel is allocated but sound has stopped,
- // free it
- S_StopChannel(cnum);
- }
- }
- }
- // kill music if it is a single-play && finished
- // if ( mus_playing
- // && !I_QrySongPlaying(mus_playing->handle)
- // && !mus_paused )
- // S_StopMusic();
- }
- void S_SetMusicVolume(int volume)
- {
- if (volume < 0 || volume > 127)
- {
- I_Error("Attempt to set music volume at %d",
- volume);
- }
- I_SetMusicVolume(127);
- I_SetMusicVolume(volume);
- snd_MusicVolume = volume;
- }
- void S_SetSfxVolume(int volume)
- {
- if (volume < 0 || volume > 127)
- I_Error("Attempt to set sfx volume at %d", volume);
- snd_SfxVolume = volume;
- }
- //
- // Starts some music with the music id found in sounds.h.
- //
- void S_StartMusic(int m_id)
- {
- S_ChangeMusic(m_id, false);
- }
- void
- S_ChangeMusic
- ( int musicnum,
- int looping )
- {
- musicinfo_t* music;
- char namebuf[9];
- if ( (musicnum <= mus_None)
- || (musicnum >= NUMMUSIC) )
- {
- I_Error("Bad music number %d", musicnum);
- }
- else
- music = &S_music[musicnum];
- if (mus_playing == music)
- return;
- // shutdown old music
- S_StopMusic();
- // get lumpnum if neccessary
- if (!music->lumpnum)
- {
- sprintf(namebuf, "d_%s", music->name);
- music->lumpnum = W_GetNumForName(namebuf);
- }
- // load & register it
- music->data = (void *) W_CacheLumpNum(music->lumpnum, PU_MUSIC);
- music->handle = I_RegisterSong(music->data);
- // play it
- I_PlaySong(music->handle, looping);
- mus_playing = music;
- }
- void S_StopMusic(void)
- {
- if (mus_playing)
- {
- if (mus_paused)
- I_ResumeSong(mus_playing->handle);
- I_StopSong(mus_playing->handle);
- I_UnRegisterSong(mus_playing->handle);
- Z_ChangeTag(mus_playing->data, PU_CACHE);
- mus_playing->data = 0;
- mus_playing = 0;
- }
- }
- void S_StopChannel(int cnum)
- {
- int i;
- channel_t* c = &channels[cnum];
- if (c->sfxinfo)
- {
- // stop the sound playing
- if (I_SoundIsPlaying(c->handle))
- {
- #ifdef SAWDEBUG
- if (c->sfxinfo == &S_sfx[sfx_sawful])
- fprintf(stderr, "stoppedn");
- #endif
- I_StopSound(c->handle);
- }
- // check to see
- // if other channels are playing the sound
- for (i=0 ; i<numChannels ; i++)
- {
- if (cnum != i
- && c->sfxinfo == channels[i].sfxinfo)
- {
- break;
- }
- }
- // degrade usefulness of sound data
- c->sfxinfo->usefulness--;
- c->sfxinfo = 0;
- }
- }
- //
- // Changes volume, stereo-separation, and pitch variables
- // from the norm of a sound effect to be played.
- // If the sound is not audible, returns a 0.
- // Otherwise, modifies parameters and returns 1.
- //
- int
- S_AdjustSoundParams
- ( mobj_t* listener,
- mobj_t* source,
- int* vol,
- int* sep,
- int* pitch )
- {
- fixed_t approx_dist;
- fixed_t adx;
- fixed_t ady;
- angle_t angle;
- // calculate the distance to sound origin
- // and clip it if necessary
- adx = abs(listener->x - source->x);
- ady = abs(listener->y - source->y);
- // From _GG1_ p.428. Appox. eucledian distance fast.
- approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
- if (gamemap != 8
- && approx_dist > S_CLIPPING_DIST)
- {
- return 0;
- }
- // angle of source to listener
- angle = R_PointToAngle2(listener->x,
- listener->y,
- source->x,
- source->y);
- if (angle > listener->angle)
- angle = angle - listener->angle;
- else
- angle = angle + (0xffffffff - listener->angle);
- angle >>= ANGLETOFINESHIFT;
- // stereo separation
- *sep = 128 - (FixedMul(S_STEREO_SWING,finesine[angle])>>FRACBITS);
- // volume calculation
- if (approx_dist < S_CLOSE_DIST)
- {
- *vol = snd_SfxVolume;
- }
- else if (gamemap == 8)
- {
- if (approx_dist > S_CLIPPING_DIST)
- approx_dist = S_CLIPPING_DIST;
- *vol = 15+ ((snd_SfxVolume-15)
- *((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
- / S_ATTENUATOR;
- }
- else
- {
- // distance effect
- *vol = (snd_SfxVolume
- * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
- / S_ATTENUATOR;
- }
- return (*vol > 0);
- }
- //
- // S_getChannel :
- // If none available, return -1. Otherwise channel #.
- //
- int S_getChannel( void *origin, sfxinfo_t *sfxinfo, int sfxid )
- {
- // channel number to use
- int cnum;
- channel_t* c;
- // Find an open channel
- //for (cnum = 0; cnum < numChannels; cnum++)
- for (cnum = 0; cnum < NUM_DSBUFFERS; cnum++)
- {
- if (!channels[cnum].sfxinfo)
- break;
- else
- if (origin && channels[cnum].origin == origin)
- {
- S_StopChannel(cnum);
- break;
- }
- }
- // None available
- if (cnum == NUM_DSBUFFERS)
- {
- // Look for lower priority
- for (cnum = NUMSFX; cnum < NUM_DSBUFFERS; cnum++)
- if (channels[cnum].sfxinfo->priority >= sfxinfo->priority)
- break;
- if (cnum == numChannels)
- {
- // FUCK! No lower priority. Sorry, Charlie.
- return -1;
- }
- else
- {
- // Otherwise, kick out lower priority.
- S_StopChannel(cnum);
- }
- }
- c = &channels[cnum];
- // channel is decided to be cnum.
- c->sfxinfo = sfxinfo;
- c->origin = origin;
- return cnum;
- }