ref: c095130709566a648844c10b24a8fb8a82917569
dir: /i_sound.c/
/* i_sound.c */ #include "i_system.h" #include "i_sound.h" //#include "w_wad.h" // W_GetNumForName() //#include "z_zone.h" //#include "m_argv.h" /* 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 AUDFREQ 44100 #define SFXFREQ 11025 #define SAMPLECOUNT (AUDFREQ/TICRATE) #define NUM_CHANNELS 8 /* The actual lengths of all sound effects. */ int lengths[NUMSFX]; /* The actual output device. */ static int audio_fd = -1; /* The global mixing buffer. ** Basically, samples from all active internal channels ** are modified and added, and stored in the buffer ** that is submitted to the audio device. */ uchar mixbuf[SAMPLECOUNT*4]; /* The channel step amount... */ uint channelstep[NUM_CHANNELS]; /* ... and a 0.16 bit remainder of last step. */ uint channelstepremainder[NUM_CHANNELS]; /* The channel data pointers, start and end. */ uchar* channels[NUM_CHANNELS]; uchar* 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_CHANNELS]; /* 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]; int snd_MaxVolume; int UpdateState; int snd_Channels; int snd_MusicVolume; void I_StartupSound(void) { } void I_InitSound(void) { } /* 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) { } void I_ShutdownSound(void) { } void I_SetChannels(int channels) { } int I_GetSfxLumpNum(sfxinfo_t *sfxinfo) { return 0; } int I_StartSound(int id, void *data, int vol, int sep, int pitch, int) { return 0; } void I_StopSound(int handle) { USED(handle); // printf("PORTME i_sound.c I_StopSound\n"); } int I_SoundIsPlaying(int handle) { return 1; } void I_UpdateSoundParams(int handle, int vol, int sep, int pitch) { /* I fail to 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. */ USED(handle, vol, sep, pitch); } void I_InitMusic(void) { } void I_ShutdownMusic(void) { } void I_SetMusicVolume(int) { } void I_PauseSong(int) { } void I_ResumeSong(int) { } void I_PlaySong(int handle, int loop) { } void I_StopSong(int) { I_ShutdownMusic(); } int I_RegisterSong(void *data) { return 0; } void I_UnRegisterSong(int handle) { } int I_RegisterExternalSong(char *name) { return 0; }