ref: 31cefd16ea10fdf30c504cbbca29338b5a721cf4
dir: /Game/src/sounds.c/
//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License aint32_t with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include <stdio.h> #include <stdlib.h> #include "duke3d.h" #include "../../Game/src/types.h" #include "audiolib/fx_man.h" #include "audiolib/music.h" #include "audiolib/sndcards.h" #include "control.h" #include "engine.h" #include "filesystem.h" #include "global.h" #include "sounds.h" #include "soundefs.h" #define LOUDESTVOLUME 150 int32_t backflag,numenvsnds; /* =================== = = SoundStartup = =================== */ void SoundStartup(void) { int32 status; // if they chose None lets return if (FXDevice == SC_Unknown) return; status = FX_Init(FXDevice, NumVoices, NumChannels, NumBits, MixRate); if (status != FX_Ok) { Error(EXIT_FAILURE, FX_ErrorString(FX_Error)); } FX_SetVolume(FXVolume); if (ReverseStereo == 1) { FX_SetReverseStereo(!FX_GetReverseStereo()); } status = FX_SetCallBack(TestCallBack); if (status != FX_Ok) { Error(EXIT_FAILURE, FX_ErrorString(FX_Error)); } } /* =================== = = SoundShutdown = =================== */ void SoundShutdown( void ) { int32 status; // if they chose None lets return if (FXDevice == SC_Unknown) return; status = FX_Shutdown(); if ( status != FX_Ok ) { Error(EXIT_FAILURE, FX_ErrorString( FX_Error )); } } /* =================== = = MusicStartup = =================== */ void MusicStartup(void) { int32 status; // if they chose None lets return if (MusicDevice == SC_Unknown) return; status = MUSIC_Init(MusicDevice, MidiPort); if (status == MUSIC_Ok) { MUSIC_SetVolume(MusicVolume); } else { SoundShutdown(); uninittimer(); uninitengine(); CONTROL_Shutdown(); CONFIG_WriteSetup(); KB_Shutdown(); uninitgroupfile(); unlink("duke3d.tmp"); Error(EXIT_FAILURE, "Couldn't find selected sound card, or, error w/ sound card itself\n"); } } /* =================== = = MusicShutdown = =================== */ void MusicShutdown(void) { int32 status; // if they chose None lets return if (MusicDevice == SC_Unknown) return; status = MUSIC_Shutdown(); if (status != MUSIC_Ok) { //Error( MUSIC_ErrorString( MUSIC_ErrorCode )); } } int USRHOOKS_GetMem(void **ptr, uint32_t size ) { *ptr = malloc(size); if (*ptr == NULL) return(USRHOOKS_Error); return( USRHOOKS_Ok); } int USRHOOKS_FreeMem(void *ptr) { free(ptr); return( USRHOOKS_Ok); } uint8_t menunum=0; void intomenusounds(void) { static const short menusnds[] = { LASERTRIP_EXPLODE, DUKE_GRUNT, DUKE_LAND_HURT, CHAINGUN_FIRE, SQUISHED, KICK_HIT, PISTOL_RICOCHET, PISTOL_BODYHIT, PISTOL_FIRE, SHOTGUN_FIRE, BOS1_WALK, RPG_EXPLODE, PIPEBOMB_BOUNCE, PIPEBOMB_EXPLODE, NITEVISION_ONOFF, RPG_SHOOT, SELECT_WEAPON }; sound(menusnds[(int)menunum++]); menunum %= 17; } void playmusic(char *fn) { if(MusicToggle == 0) return; if(MusicDevice == SC_Unknown) return; // the SDL_mixer version does more or less this same thing. --ryan. PlayMusic(fn); } uint8_t loadsound(uint16_t num) { int32_t fp, l; if(num >= NUM_SOUNDS || SoundToggle == 0) return 0; if (FXDevice == SC_Unknown) return 0; fp = TCkopen4load(sounds[num],0); if(fp == -1) { sprintf(&fta_quotes[113][0],"Sound %s(#%d) not found.",sounds[num],num); FTA(113,&ps[myconnectindex],1); return 0; } l = kfilelength( fp ); soundsiz[num] = l; Sound[num].lock = 200; allocache(&Sound[num].ptr,l,(uint8_t *)&Sound[num].lock); kread( fp, Sound[num].ptr , l); kclose( fp ); return 1; } int xyzsound(short num,short i,int32_t x,int32_t y,int32_t z) { int32_t sndist, cx, cy, cz, j,k; short pitche,pitchs,cs; int voice, sndang, ca, pitch; if( num >= NUM_SOUNDS || FXDevice == SC_Unknown || ( (soundm[num]&8) && ud.lockout ) || SoundToggle == 0 || Sound[num].num > 3 || FX_VoiceAvailable(soundpr[num]) == 0 || (ps[myconnectindex].timebeforeexit > 0 && ps[myconnectindex].timebeforeexit <= 26*3) || ps[myconnectindex].gm&MODE_MENU) return -1; if( soundm[num]&128 ) { sound(num); return 0; } if( soundm[num]&4 ) { // FIX_00041: Toggle to hear the opponent sound in DM (like it used to be in v1.3d) if(VoiceToggle==0 || (ud.multimode > 1 && PN == APLAYER && sprite[i].yvel != screenpeek && /*ud.coop!=1 &&*/ !OpponentSoundToggle) ) return -1; //xduke : 1.3d Style: makes opponent sound in DM as in COOP for(j=0;j<NUM_SOUNDS;j++) for(k=0;k<Sound[j].num;k++) if( (Sound[j].num > 0) && (soundm[j]&4) ) return -1; } cx = ps[screenpeek].oposx; cy = ps[screenpeek].oposy; cz = ps[screenpeek].oposz; cs = ps[screenpeek].cursectnum; ca = ps[screenpeek].ang+ps[screenpeek].look_ang; sndist = FindDistance3D((cx-x),(cy-y),(cz-z)>>4); if( i >= 0 && (soundm[num]&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9 ) sndist = divscale14(sndist,(SHT+1)); pitchs = soundps[num]; pitche = soundpe[num]; cx = klabs(pitche-pitchs); if(cx) { if( pitchs < pitche ) pitch = pitchs + ( rand()%cx ); else pitch = pitche + ( rand()%cx ); } else pitch = pitchs; sndist += soundvo[num]; if(sndist < 0) sndist = 0; if( sndist && PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,SX,SY,SZ-(24<<8),SECT) ) sndist += sndist>>5; switch(num) { case PIPEBOMB_EXPLODE: case LASERTRIP_EXPLODE: case RPG_EXPLODE: if(sndist > (6144) ) sndist = 6144; if(sector[ps[screenpeek].cursectnum].lotag == 2) pitch -= 1024; break; default: if(sector[ps[screenpeek].cursectnum].lotag == 2 && (soundm[num]&4) == 0) pitch = -768; if( sndist > 31444 && PN != MUSICANDSFX) return -1; break; } if( Sound[num].num > 0 && PN != MUSICANDSFX ) { if( SoundOwner[num][0].i == i ) stopsound(num); else if( Sound[num].num > 1 ) stopsound(num); else if( badguy(&sprite[i]) && sprite[i].extra <= 0 ) stopsound(num); } if( PN == APLAYER && sprite[i].yvel == screenpeek ) { sndang = 0; sndist = 0; } else { sndang = 2048 + ca - getangle(cx-x,cy-y); sndang &= 2047; } if(Sound[num].ptr == 0) { if( loadsound(num) == 0 ) return 0; } else { if (Sound[num].lock < 200) Sound[num].lock = 200; else Sound[num].lock++; } if( soundm[num]&16 ) sndist = 0; if(sndist < ((255-LOUDESTVOLUME)<<6) ) sndist = ((255-LOUDESTVOLUME)<<6); if( soundm[num]&1 ) { uint16_t start; if(Sound[num].num > 0) return -1; start = *(uint16_t *)(Sound[num].ptr + 0x14); if(*Sound[num].ptr == 'C') voice = FX_PlayLoopedVOC( Sound[num].ptr, start, start + soundsiz[num], pitch,sndist>>6,sndist>>6,0,soundpr[num],num); else voice = FX_PlayLoopedWAV( Sound[num].ptr, start, start + soundsiz[num], pitch,sndist>>6,sndist>>6,0,soundpr[num],num); } else { if( *Sound[num].ptr == 'C') voice = FX_PlayVOC3D( Sound[ num ].ptr,pitch,sndang>>6,sndist>>6, soundpr[num], num ); else voice = FX_PlayWAV3D( Sound[ num ].ptr,pitch,sndang>>6,sndist>>6, soundpr[num], num ); } if ( voice > FX_Ok ) { SoundOwner[num][Sound[num].num].i = i; SoundOwner[num][Sound[num].num].voice = voice; Sound[num].num++; } else Sound[num].lock--; return (voice); } void sound(short num) { short pitch,pitche,pitchs,cx; int voice; int32_t start; if (FXDevice == SC_Unknown) return; if(SoundToggle==0) return; if(VoiceToggle==0 && (soundm[num]&4) ) return; if( (soundm[num]&8) && ud.lockout ) return; if(FX_VoiceAvailable(soundpr[num]) == 0) return; pitchs = soundps[num]; pitche = soundpe[num]; cx = klabs(pitche-pitchs); if(cx) { if( pitchs < pitche ) pitch = pitchs + ( rand()%cx ); else pitch = pitche + ( rand()%cx ); } else pitch = pitchs; if(Sound[num].ptr == 0) { if( loadsound(num) == 0 ) return; } else { if (Sound[num].lock < 200) Sound[num].lock = 200; else Sound[num].lock++; } if( soundm[num]&1 ) { if(*Sound[num].ptr == 'C') { start = (int32_t)*(uint16_t *)(Sound[num].ptr + 0x14); voice = FX_PlayLoopedVOC( Sound[num].ptr, start, start + soundsiz[num], pitch,LOUDESTVOLUME,LOUDESTVOLUME,LOUDESTVOLUME,soundpr[num],num); } else { start = (int32_t)*(uint16_t *)(Sound[num].ptr + 0x14); voice = FX_PlayLoopedWAV( Sound[num].ptr, start, start + soundsiz[num], pitch,LOUDESTVOLUME,LOUDESTVOLUME,LOUDESTVOLUME,soundpr[num],num); } } else { if(*Sound[num].ptr == 'C') voice = FX_PlayVOC3D( Sound[ num ].ptr, pitch,0,255-LOUDESTVOLUME,soundpr[num], num ); else voice = FX_PlayWAV3D( Sound[ num ].ptr, pitch,0,255-LOUDESTVOLUME,soundpr[num], num ); } if(voice > FX_Ok) return; Sound[num].lock--; } int spritesound(uint16_t num, short i) { if(num >= NUM_SOUNDS) return -1; return xyzsound(num,i,SX,SY,SZ); } void stopsound(short num) { if(Sound[num].num > 0) { FX_StopSound(SoundOwner[num][Sound[num].num-1].voice); testcallback(num); } } void stopenvsound(short num,short i) { short j, k; if(Sound[num].num > 0) { k = Sound[num].num; for(j=0;j<k;j++) if(SoundOwner[num][j].i == i) { FX_StopSound(SoundOwner[num][j].voice); break; } } } void pan3dsound(void) { int32_t sndist, sx, sy, sz, cx, cy, cz; short sndang,ca,j,k,i,cs; numenvsnds = 0; if(ud.camerasprite == -1) { cx = ps[screenpeek].oposx; cy = ps[screenpeek].oposy; cz = ps[screenpeek].oposz; cs = ps[screenpeek].cursectnum; ca = ps[screenpeek].ang+ps[screenpeek].look_ang; } else { cx = sprite[ud.camerasprite].x; cy = sprite[ud.camerasprite].y; cz = sprite[ud.camerasprite].z; cs = sprite[ud.camerasprite].sectnum; ca = sprite[ud.camerasprite].ang; } for(j=0;j<NUM_SOUNDS;j++) for(k=0;k<Sound[j].num;k++) { i = SoundOwner[j][k].i; sx = sprite[i].x; sy = sprite[i].y; sz = sprite[i].z; if( PN == APLAYER && sprite[i].yvel == screenpeek) { sndang = 0; sndist = 0; } else { sndang = 2048 + ca - getangle(cx-sx,cy-sy); sndang &= 2047; sndist = FindDistance3D((cx-sx),(cy-sy),(cz-sz)>>4); if( i >= 0 && (soundm[j]&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9 ) sndist = divscale14(sndist,(SHT+1)); } sndist += soundvo[j]; if(sndist < 0) sndist = 0; if( sndist && PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,sx,sy,sz-(24<<8),SECT) ) sndist += sndist>>5; if(PN == MUSICANDSFX && SLT < 999) numenvsnds++; switch(j) { case PIPEBOMB_EXPLODE: case LASERTRIP_EXPLODE: case RPG_EXPLODE: if(sndist > (6144)) sndist = (6144); break; default: if( sndist > 31444 && PN != MUSICANDSFX) { stopsound(j); continue; } } if(Sound[j].ptr == 0 && loadsound(j) == 0 ) continue; if( soundm[j]&16 ) sndist = 0; if(sndist < ((255-LOUDESTVOLUME)<<6) ) sndist = ((255-LOUDESTVOLUME)<<6); FX_Pan3D(SoundOwner[j][k].voice,sndang>>6,sndist>>6); } } void TestCallBack(int32_t num) { short tempi,tempj,tempk; if(num < 0) { if(lumplockbyte[-num] >= 200) lumplockbyte[-num]--; return; } tempk = Sound[num].num; if(tempk > 0) { if( (soundm[num]&16) == 0) for(tempj=0;tempj<tempk;tempj++) { tempi = SoundOwner[num][tempj].i; if(sprite[tempi].picnum == MUSICANDSFX && sector[sprite[tempi].sectnum].lotag < 3 && sprite[tempi].lotag < 999) { hittype[tempi].temp_data[0] = 0; if( (tempj + 1) < tempk ) { SoundOwner[num][tempj].voice = SoundOwner[num][tempk-1].voice; SoundOwner[num][tempj].i = SoundOwner[num][tempk-1].i; } break; } } Sound[num].num--; SoundOwner[num][tempk-1].i = -1; } Sound[num].lock--; } // no idea if this is right. I added this function. --ryan. void testcallback(uint32_t num) { // STUBBED("wtf?"); TestCallBack(num); } void clearsoundlocks(void) { int32_t i; for(i=0;i<NUM_SOUNDS;i++) Sound[i].lock = 199; for(i=0;i<11;i++) lumplockbyte[i] = 199; }