/* * This is an alternate backend for the sound effect system. * It uses SDL_mixer to provide a more reliable playback, * and allow processing of multiple audio formats. * * This file is based on the original D1X arch/sdl/digi.c * * -- MD2211 (2006-10-12) */ #ifdef HAVE_CONFIG_H #include #endif #include #include #include #include #include #include #include "types.h" #include "error.h" #include "mono.h" #include "fix.h" #include "digi.h" #include "sounds.h" #include "mixmusic.h" #define MIX_DIGI_DEBUG 0 #define MIX_OUTPUT_FREQUENCY 44100 // in 2006, we can afford it! #define MIX_OUTPUT_FORMAT AUDIO_S16 #define MIX_OUTPUT_CHANNELS 2 int digi_sample_rate = 11025; //SAMPLE_RATE_11K; //edited 05/17/99 Matt Mueller - added ifndef NO_ASM //added on 980905 by adb to add inline fixmul for mixer on i386 #ifndef NO_ASM #ifdef __i386__ #define do_fixmul(x,y) \ ({ \ int _ax, _dx; \ asm("imull %2\n\tshrdl %3,%1,%0" \ : "=a"(_ax), "=d"(_dx) \ : "rm"(y), "i"(16), "0"(x)); \ _ax; \ }) extern inline fix fixmul(fix x, fix y) { return do_fixmul(x,y); } #endif #endif //end edit by adb //end edit -MM #define MAX_SOUND_SLOTS 32 #define SOUND_BUFFER_SIZE 512 #define MIN_VOLUME 10 //added/changed on 980905 by adb to make sfx volume work, on 990221 by adb changed F1_0 to F1_0 / 2 #define SOUND_MAX_VOLUME (F1_0 / 2) int digi_volume = SOUND_MAX_VOLUME; //end edit by adb static int digi_initialised = 0; static int digi_max_channels = MAX_SOUND_SLOTS; inline int fix2byte(fix f) { return (f / 256) % 256; } Mix_Chunk SoundChunks[MAX_SOUNDS]; /* Initialise audio */ int digi_init() { if (MIX_DIGI_DEBUG) printf("digi_init %d (SDL_Mixer)\n", MAX_SOUNDS); if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) Error("SDL audio initialisation failed: %s.", SDL_GetError()); if (Mix_OpenAudio(MIX_OUTPUT_FREQUENCY, MIX_OUTPUT_FORMAT, MIX_OUTPUT_CHANNELS, SOUND_BUFFER_SIZE)) { //edited on 10/05/98 by Matt Mueller - should keep running, just with no sound. printf("\nError: Couldn't open audio: %s\n", SDL_GetError()); return 1; } Mix_AllocateChannels(digi_max_channels); Mix_Pause(0); atexit(digi_close); digi_initialised = 1; return 0; } /* Shut down audio */ void digi_close() { if (!digi_initialised) return; digi_initialised = 0; Mix_CloseAudio(); } /* * Play-time conversion. Performs output conversion only once per sound effect used. * Once the sound sample has been converted, it is cached in SoundChunks[] */ void mixdigi_convert_sound(int i) { SDL_AudioCVT cvt; Uint8 *data = GameSounds[i].data; Uint32 dlen = GameSounds[i].length; int freq = GameSounds[i].freq; //int bits = GameSounds[i].bits; if (SoundChunks[i].abuf) return; //proceed only if not converted yet if (data) { if (MIX_DIGI_DEBUG) printf("converting %d (%d)\n", i, dlen); SDL_BuildAudioCVT(&cvt, AUDIO_U8, 1, freq, MIX_OUTPUT_FORMAT, MIX_OUTPUT_CHANNELS, MIX_OUTPUT_FREQUENCY); cvt.buf = malloc(dlen * cvt.len_mult); cvt.len = dlen; memcpy(cvt.buf, data, dlen); if (SDL_ConvertAudio(&cvt)) printf("conversion of %d failed\n", i); SoundChunks[i].abuf = cvt.buf; SoundChunks[i].alen = dlen * cvt.len_mult; SoundChunks[i].allocated = 1; SoundChunks[i].volume = 128; // Max volume = 128 } } // Volume 0-F1_0 int digi_start_sound(short soundnum, fix volume, int pan, int looping, int loop_start, int loop_end, int soundobj) { if (!digi_initialised) return -1; Assert(GameSounds[soundnum].data != (void *)-1); mixdigi_convert_sound(soundnum); int mix_vol = fix2byte(fixmul(digi_volume, volume)); int mix_pan = fix2byte(pan); int mix_loop = looping * -1; if (MIX_DIGI_DEBUG) printf("digi_start_sound %d, volume %d, pan %d (start=%d, end=%d)\n", soundnum, mix_vol, mix_pan, loop_start, loop_end); int channel = Mix_PlayChannel(-1, &(SoundChunks[soundnum]), mix_loop); Mix_SetPanning(channel, 255-mix_pan, mix_pan); Mix_SetDistance(channel, 255-mix_vol); return channel; } void digi_set_channel_volume(int channel, int volume) { int mix_vol = fix2byte(volume); Mix_SetDistance(channel, 255-mix_vol); } void digi_set_channel_pan(int channel, int pan) { int mix_pan = fix2byte(pan); Mix_SetPanning(channel, 255-mix_pan, mix_pan); } void digi_stop_sound(int channel) { if (MIX_DIGI_DEBUG) printf("digi_stop_sound %d\n", channel); Mix_HaltChannel(channel); } void digi_end_sound(int channel) { digi_stop_sound(channel); } //added on 980905 by adb from original source to make sfx volume work void digi_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 void digi_set_volume( int dvolume, int mvolume ) { digi_set_digi_volume(dvolume); digi_set_midi_volume(mvolume); } int digi_find_channel(int soundno) { return 0; } int digi_is_sound_playing(int soundno) { return 0; } int digi_is_channel_playing(int channel) { return 0; } void digi_reset() {} void digi_stop_all_channels() {} extern void digi_end_soundobj(int channel); int verify_sound_channel_free(int channel); //added on 980905 by adb to make sound channel setting work void digi_set_max_channels(int n) { } int digi_get_max_channels() { return digi_max_channels; } // end edit by adb // MIDI stuff follows. #ifndef _WIN32 void digi_set_midi_volume( int mvolume ) { mix_set_music_volume(mvolume); } void digi_play_midi_song( char * filename, char * melodic_bank, char * drum_bank, int loop ) { mix_play_music(filename, loop); } void digi_stop_current_song() { mix_stop_music(); } #endif void digi_pause_midi() {} void digi_resume_midi() {} #ifndef NDEBUG void digi_debug() {} #endif