/* * This file is part of the DXX-Rebirth project . * It is copyright by its individual contributors, as recorded in the * project's Git history. See COPYING.txt at the top level for license * terms and a link to the Git history. */ /* * * SDL digital audio support * * */ #include #include #include #include #include #include "dxxerror.h" #include "fmtcheck.h" #include "vecmat.h" #include "digi.h" #include "sounds.h" #include "config.h" #include "args.h" #include "piggy.h" #include "compiler-range_for.h" namespace dcx { namespace { //changed on 980905 by adb to increase number of concurrent sounds //end changes by adb #define SOUND_BUFFER_SIZE 1024 #define MIN_VOLUME 10 /* This table is used to add two sound values together and pin * the value to avoid overflow. (used with permission from ARDI) * DPH: Taken from SDL/src/SDL_mixer.c. */ constexpr uint8_t mix8[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F, 0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F, 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F, 0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F, 0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F, 0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F, 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F, 0x90, 0x91, 0x92, 0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D, 0x9E, 0x9F, 0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8, 0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF, 0xB0, 0xB1, 0xB2, 0xB3, 0xB4, 0xB5, 0xB6, 0xB7, 0xB8, 0xB9, 0xBA, 0xBB, 0xBC, 0xBD, 0xBE, 0xBF, 0xC0, 0xC1, 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7, 0xC8, 0xC9, 0xCA, 0xCB, 0xCC, 0xCD, 0xCE, 0xCF, 0xD0, 0xD1, 0xD2, 0xD3, 0xD4, 0xD5, 0xD6, 0xD7, 0xD8, 0xD9, 0xDA, 0xDB, 0xDC, 0xDD, 0xDE, 0xDF, 0xE0, 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA, 0xEB, 0xEC, 0xED, 0xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, }; static int digi_initialised = 0; struct sound_slot { int soundno; bool playing; // Is there a sample playing on this channel? bool looped; // Play this sample looped? bool persistent; // This can't be pre-empted sound_pan pan; // 0 = far left, 1 = far right fix volume; // 0 = nothing, 1 = fully on //changed on 980905 by adb from char * to unsigned char * std::span samples; sound_object *soundobj; // Which soundobject is on this channel //end changes by adb unsigned int position; // Position we are at at the moment. }; static void digi_audio_stop_sound(sound_slot &s) { s.playing = 0; s.soundobj = sound_object_none; s.persistent = 0; } static std::array SoundSlots; static SDL_AudioSpec WaveSpec; static int next_channel; } } namespace dsx { namespace { /* Audio mixing callback */ //changed on 980905 by adb to cleanup, add pan support and optimize mixer static void audio_mixcallback(void *, Uint8 *stream, int len) { Uint8 *streamend = stream + len; if (!digi_initialised) return; memset(stream, 0x80, len); // fix "static" sound bug on Mac OS X SDL_LockAudio(); range_for (auto &sl, SoundSlots) { if (sl.playing) { auto sldata = std::next(sl.samples.begin(), sl.position), slend = sl.samples.end(); Uint8 *sp = stream, s; signed char v; fix vl, vr; if (const auto x = static_cast(sl.pan); x & 0x8000) { vl = 0x20000 - x * 2; vr = 0x10000; } else { vl = 0x10000; vr = x * 2; } const auto sl_volume = sl.volume; vl = fixmul(vl, sl_volume); vr = fixmul(vr, sl_volume); while (sp < streamend) { if (sldata == slend) { if (!sl.looped) { sl.playing = 0; break; } sldata = sl.samples.begin(); } v = *(sldata++) - 0x80; s = *sp; *(sp++) = mix8[ s + fixmul(v, vl) + 0x80 ]; s = *sp; *(sp++) = mix8[ s + fixmul(v, vr) + 0x80 ]; } sl.position = std::distance(sl.samples.begin(), sldata); } } SDL_UnlockAudio(); } } //end changes by adb /* Initialise audio devices. */ int digi_audio_init() { if (SDL_InitSubSystem(SDL_INIT_AUDIO)<0) { Error("SDL audio initialisation failed: %s.",SDL_GetError()); } #if defined(DXX_BUILD_DESCENT_I) WaveSpec.freq = digi_sample_rate; #elif defined(DXX_BUILD_DESCENT_II) WaveSpec.freq = GameArg.SndDigiSampleRate; #endif //added/changed by Sam Lantinga on 12/01/98 for new SDL version WaveSpec.format = AUDIO_U8; WaveSpec.channels = 2; //end this section addition/change - SL WaveSpec.samples = SOUND_BUFFER_SIZE; WaveSpec.callback = audio_mixcallback; if ( SDL_OpenAudio(&WaveSpec, NULL) < 0 ) { //edited on 10/05/98 by Matt Mueller - should keep running, just with no sound. Warning("\nError: Couldn't open audio: %s\n", SDL_GetError()); //killed exit(2); return 1; //end edit -MM } SDL_PauseAudio(0); digi_initialised = 1; digi_audio_set_digi_volume( (GameCfg.DigiVolume*32768)/8 ); return 0; } /* Shut down audio */ void digi_audio_close() { if (!digi_initialised) return; digi_initialised = 0; #ifdef __MINGW32__ SDL_Delay(500); // CloseAudio hangs if it's called too soon after opening? #endif SDL_CloseAudio(); } void digi_audio_stop_all_channels() { range_for (auto &i, SoundSlots) digi_audio_stop_sound(i); } // Volume 0-F1_0 int digi_audio_start_sound(short soundnum, fix volume, sound_pan pan, int looping, int, int, sound_object *const soundobj) { int i, starting_channel; if (!digi_initialised) return -1; if (soundnum < 0) return -1; SDL_LockAudio(); Assert(GameSounds[soundnum].data != reinterpret_cast(-1)); starting_channel = next_channel; while(1) { if (!SoundSlots[next_channel].playing) break; if (!SoundSlots[next_channel].persistent) break; // use this channel! next_channel++; if (next_channel >= digi_max_channels) next_channel = 0; if (next_channel == starting_channel) { SDL_UnlockAudio(); return -1; } } if (SoundSlots[next_channel].playing) { SoundSlots[next_channel].playing = 0; if (SoundSlots[next_channel].soundobj != sound_object_none) { digi_end_soundobj(*SoundSlots[next_channel].soundobj); } if (SoundQ_channel == next_channel) SoundQ_end(); } #ifndef NDEBUG verify_sound_channel_free(next_channel); #endif SoundSlots[next_channel].soundno = soundnum; SoundSlots[next_channel].samples = std::span(GameSounds[soundnum].data, GameSounds[soundnum].length); SoundSlots[next_channel].volume = fixmul(digi_volume, volume); SoundSlots[next_channel].pan = pan; SoundSlots[next_channel].position = 0; SoundSlots[next_channel].looped = looping; SoundSlots[next_channel].playing = 1; SoundSlots[next_channel].soundobj = soundobj; SoundSlots[next_channel].persistent = 0; if (soundobj || looping || volume > F1_0) SoundSlots[next_channel].persistent = 1; i = next_channel; next_channel++; if (next_channel >= digi_max_channels) next_channel = 0; SDL_UnlockAudio(); return i; } //added on 980905 by adb from original source to make sfx volume work void digi_audio_set_digi_volume( int dvolume ) { dvolume = fixmuldiv( dvolume, SOUND_MAX_VOLUME, 0x7fff); if ( dvolume > SOUND_MAX_VOLUME ) digi_volume = SOUND_MAX_VOLUME; else if ( dvolume < 0 ) digi_volume = 0; else digi_volume = dvolume; if ( !digi_initialised ) return; digi_sync_sounds(); } //end edit by adb int digi_audio_is_channel_playing(int channel) { if (!digi_initialised) return 0; return SoundSlots[channel].playing; } void digi_audio_set_channel_volume(int channel, int volume) { if (!digi_initialised) return; if (!SoundSlots[channel].playing) return; SoundSlots[channel].volume = fixmuldiv(volume, digi_volume, F1_0); } void digi_audio_set_channel_pan(int channel, const sound_pan pan) { if (!digi_initialised) return; if (!SoundSlots[channel].playing) return; SoundSlots[channel].pan = pan; } void digi_audio_stop_sound(int channel) { digi_audio_stop_sound(SoundSlots[channel]); } void digi_audio_end_sound(int channel) { if (!digi_initialised) return; if (!SoundSlots[channel].playing) return; SoundSlots[channel].soundobj = sound_object_none; SoundSlots[channel].persistent = 0; } }