// SDL digital audio support #include #include #include #include #include "pstypes.h" #include "error.h" #include "mono.h" #include "fix.h" #include "vecmat.h" #include "gr.h" // needed for piggy.h #include "piggy.h" #include "digi.h" #include "sounds.h" #include "wall.h" #include "newdemo.h" #include "kconfig.h" int digi_sample_rate=11025; int digi_timer_rate = 9943; // rate for the timer to go off to handle the driver system (120 Hz) //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 //changed on 980905 by adb to increase number of concurrent sounds #define MAX_SOUND_SLOTS 32 //end changes by adb #define SOUND_BUFFER_SIZE 512 #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. */ static const unsigned char 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, }; #define SOF_USED 1 // Set if this sample is used #define SOF_PLAYING 2 // Set if this sample is playing on a channel #define SOF_LINK_TO_OBJ 4 // Sound is linked to a moving object. If object dies, then finishes play and quits. #define SOF_LINK_TO_POS 8 // Sound is linked to segment, pos #define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once typedef struct sound_object { short signature; // A unique signature to this sound ubyte flags; // Used to tell if this slot is used and/or currently playing, and how long. fix max_volume; // Max volume that this sound is playing at fix max_distance; // The max distance that this sound can be heard at... int volume; // Volume that this sound is playing at int pan; // Pan value that this sound is playing at int handle; // What handle this sound is playing on. Valid only if SOF_PLAYING is set. short soundnum; // The sound number that is playing union { struct { short segnum; // Used if SOF_LINK_TO_POS field is used short sidenum; vms_vector position; }pos; struct { short objnum; // Used if SOF_LINK_TO_OBJ field is used short objsignature; }obj; }link; } sound_object; #define lp_segnum link.pos.segnum #define lp_sidenum link.pos.sidenum #define lp_position link.pos.position #define lo_objnum link.obj.objnum #define lo_objsignature link.obj.objsignature #define MAX_SOUND_OBJECTS 16 sound_object SoundObjects[MAX_SOUND_OBJECTS]; short next_signature=0; //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 int digi_lomem = 0; static int digi_initialised = 0; struct sound_slot { int soundno; int playing; // Is there a sample playing on this channel? int looped; // Play this sample looped? fix pan; // 0 = far left, 1 = far right fix volume; // 0 = nothing, 1 = fully on //changed on 980905 by adb from char * to unsigned char * unsigned char *samples; //end changes by adb unsigned int length; // Length of the sample unsigned int position; // Position we are at at the moment. } SoundSlots[MAX_SOUND_SLOTS]; static int digi_sounds_initialized = 0; //added on 980905 by adb to add rotating/volume based sound kill system static int digi_max_channels = 16; static int next_handle = 0; int SampleHandles[32]; void reset_sounds_on_channel(int channel); //end edit by adb void digi_reset_digi_sounds(void); /* Audio mixing callback */ //changed on 980905 by adb to cleanup, add pan support and optimize mixer static void audio_mixcallback(void *userdata, unsigned char *stream, int len) { unsigned char *streamend = stream + len; struct sound_slot *sl; for (sl = SoundSlots; sl < SoundSlots + MAX_SOUND_SLOTS; sl++) { if (sl->playing) { unsigned char *sldata = sl->samples + sl->position, *slend = sl->samples + sl->length; unsigned char *sp = stream; signed char v; fix vl, vr; int x; if ((x = sl->pan) & 0x8000) { vl = 0x20000 - x * 2; vr = 0x10000; } else { vl = 0x10000; vr = x * 2; } vl = fixmul(vl, (x = sl->volume)); vr = fixmul(vr, x); while (sp < streamend) { if (sldata == slend) { if (!sl->looped) { sl->playing = 0; break; } sldata = sl->samples; } v = *(sldata++) - 0x80; *(sp++) = mix8[ *sp + fixmul(v, vl) + 0x80 ]; *(sp++) = mix8[ *sp + fixmul(v, vr) + 0x80 ]; } sl->position = sldata - sl->samples; } } } //end changes by adb /* Initialise audio devices. */ int digi_init() { return 1; } /* Toggle audio */ void digi_reset() { } /* Shut down audio */ void digi_close() { if (!digi_initialised) return; digi_initialised = 0; } /* Find the sound which actually equates to a sound number */ int digi_xlat_sound(int soundno) { if ( soundno < 0 ) return -1; if ( digi_lomem ) { soundno = AltSounds[soundno]; if ( soundno == 255 ) return -1; } return Sounds[soundno]; } static int get_free_slot() { int i; for (i=0; i= 0) && (SoundSlots[SampleHandles[next_handle]].playing) ) { if ( (SoundSlots[SampleHandles[next_handle]].volume > digi_volume) && (ntries= digi_max_channels ) next_handle = 0; ntries++; goto TryNextChannel; } //mprintf(( 0, "[SS:%d]", next_handle )); SoundSlots[SampleHandles[next_handle]].playing = 0; SampleHandles[next_handle] = -1; } //end edit by adb slot = get_free_slot(); if (slot<0) return -1; SoundSlots[slot].soundno = soundnum; SoundSlots[slot].samples = GameSounds[soundnum].data; SoundSlots[slot].length = GameSounds[soundnum].length; SoundSlots[slot].volume = fixmul(digi_volume, volume); SoundSlots[slot].pan = pan; SoundSlots[slot].position = 0; SoundSlots[slot].looped = 0; SoundSlots[slot].playing = 1; //added on 980905 by adb to add sound kill system from original sos digi.c reset_sounds_on_channel(slot); SampleHandles[next_handle] = slot; next_handle++; if ( next_handle >= digi_max_channels ) next_handle = 0; //end edit by adb return slot; } //added on 980905 by adb to add sound kill system from original sos digi.c void reset_sounds_on_channel( int channel ) { int i; for (i=0; i -1 ) { *volume = max_volume - fixdiv(path_distance,max_distance); //mprintf( (0, "Sound path distance %.2f, volume is %d / %d\n", f2fl(distance), *volume, max_volume )); if (*volume > 0 ) { angle_from_ear = vm_vec_delta_ang_norm(&listener->rvec,&vector_to_sound,&listener->uvec); fix_sincos(angle_from_ear,&sinang,&cosang); //mprintf( (0, "volume is %.2f\n", f2fl(*volume) )); if (Config_channels_reversed) cosang *= -1; *pan = (cosang + F1_0)/2; } else { *volume = 0; } } } } int digi_link_sound_to_object2( int org_soundnum, short objnum, int forever, fix max_volume, fix max_distance ) { int i,volume,pan; object * objp; int soundnum; soundnum = digi_xlat_sound(org_soundnum); if ( max_volume < 0 ) return -1; // if ( max_volume > F1_0 ) max_volume = F1_0; if (!digi_initialised) return -1; if (soundnum < 0 ) return -1; if (GameSounds[soundnum].data==NULL) { Int3(); return -1; } if ((objnum<0)||(objnum>Highest_object_index)) return -1; if ( !forever ) { // Hack to keep sounds from building up... digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, &Objects[objnum].pos, Objects[objnum].segnum, max_volume,&volume, &pan, max_distance ); digi_play_sample_3d( org_soundnum, pan, volume, 0 ); return -1; } for (i=0; iorient, &Viewer->pos, Viewer->segnum, &objp->pos, objp->segnum, SoundObjects[i].max_volume, &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance ); if (!forever || SoundObjects[i].volume >= MIN_VOLUME) digi_start_sound_object(i); return SoundObjects[i].signature; } int digi_link_sound_to_object( int soundnum, short objnum, int forever, fix max_volume ) { return digi_link_sound_to_object2( soundnum, objnum, forever, max_volume, 256*F1_0); } int digi_link_sound_to_pos2( int org_soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance ) { int i, volume, pan; int soundnum; soundnum = digi_xlat_sound(org_soundnum); if ( max_volume < 0 ) return -1; // if ( max_volume > F1_0 ) max_volume = F1_0; if (!digi_initialised) return -1; if (soundnum < 0 ) return -1; if (GameSounds[soundnum].data==NULL) { Int3(); return -1; } if ((segnum<0)||(segnum>Highest_segment_index)) return -1; if ( !forever ) { // Hack to keep sounds from building up... digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, pos, segnum, max_volume, &volume, &pan, max_distance ); digi_play_sample_3d( org_soundnum, pan, volume, 0 ); return -1; } for (i=0; iorient, &Viewer->pos, Viewer->segnum, &SoundObjects[i].lp_position, SoundObjects[i].lp_segnum, SoundObjects[i].max_volume, &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance ); if (!forever || SoundObjects[i].volume >= MIN_VOLUME) digi_start_sound_object(i); return SoundObjects[i].signature; } int digi_link_sound_to_pos( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume ) { return digi_link_sound_to_pos2( soundnum, segnum, sidenum, pos, forever, max_volume, F1_0 * 256 ); } void digi_kill_sound_linked_to_segment( int segnum, int sidenum, int soundnum ) { int i,killed; soundnum = digi_xlat_sound(soundnum); if (!digi_initialised) return; killed = 0; for (i=0; i 1 ) { mprintf( (1, "ERROR: More than 1 sounds were deleted from seg %d\n", segnum )); } } void digi_kill_sound_linked_to_object( int objnum ) { int i,killed; if (!digi_initialised) return; killed = 0; for (i=0; i 1 ) { mprintf( (1, "ERROR: More than 1 sounds were deleted from object %d\n", objnum )); } } void digi_sync_sounds() { int i; int oldvolume, oldpan; if (!digi_initialised) return; for (i=0; iorient, &Viewer->pos, Viewer->segnum, &SoundObjects[i].lp_position, SoundObjects[i].lp_segnum, SoundObjects[i].max_volume, &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance ); } else if ( SoundObjects[i].flags & SOF_LINK_TO_OBJ ) { object * objp; objp = &Objects[SoundObjects[i].lo_objnum]; if ((objp->type==OBJ_NONE) || (objp->signature!=SoundObjects[i].lo_objsignature)) { // The object that this is linked to is dead, so just end this sound if it is looping. if ( (SoundObjects[i].flags & SOF_PLAYING) && (SoundObjects[i].flags & SOF_PLAY_FOREVER)) { SoundSlots[SoundObjects[i].handle].playing = 0; } SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound continue; // Go on to next sound... } else { digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, &objp->pos, objp->segnum, SoundObjects[i].max_volume, &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance ); } } if (oldvolume != SoundObjects[i].volume) { if ( SoundObjects[i].volume < MIN_VOLUME ) { // Sound is too far away, so stop it from playing. if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER)) { SoundSlots[SoundObjects[i].handle].playing = 0; SoundObjects[i].flags &= ~SOF_PLAYING; // Mark sound as not playing } } else { if (!(SoundObjects[i].flags & SOF_PLAYING)) { digi_start_sound_object(i); } else { SoundSlots[SoundObjects[i].handle].volume = fixmuldiv(SoundObjects[i].volume,digi_volume,F1_0); } } } if (oldpan != SoundObjects[i].pan) { if (SoundObjects[i].flags & SOF_PLAYING) SoundSlots[SoundObjects[i].handle].pan = SoundObjects[i].pan; } } } } void digi_init_sounds() { int i; if (!digi_initialised) return; digi_reset_digi_sounds(); for (i=0; i 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 ) { } int digi_is_sound_playing(int soundno) { int i; soundno = digi_xlat_sound(soundno); for (i = 0; i < MAX_SOUND_SLOTS; i++) //changed on 980905 by adb: added SoundSlots[i].playing && if (SoundSlots[i].playing && SoundSlots[i].soundno == soundno) //end changes by adb return 1; return 0; } void digi_pause_all() { } void digi_resume_all() { } void digi_stop_all() { } //added on 980905 by adb to make sound channel setting work void digi_set_max_channels(int n) { digi_max_channels = n; if ( digi_max_channels < 1 ) digi_max_channels = 1; if ( digi_max_channels > (MAX_SOUND_SLOTS-MAX_SOUND_OBJECTS) ) digi_max_channels = (MAX_SOUND_SLOTS-MAX_SOUND_OBJECTS); if ( !digi_initialised ) return; digi_reset_digi_sounds(); } int digi_get_max_channels() { return digi_max_channels; } // end edit by adb void digi_reset_digi_sounds() { int i; for (i=0; i< MAX_SOUND_SLOTS; i++) SoundSlots[i].playing=0; //added on 980905 by adb to reset sound kill system memset(SampleHandles, 255, sizeof(SampleHandles)); next_handle = 0; //end edit by adb } // MIDI stuff follows. //added/killed on 11/25/98 by Matthew Mueller //void digi_set_midi_volume( int mvolume ) { } //void digi_play_midi_song( char * filename, char * melodic_bank, char * drum_bank, int loop ) {} //void digi_stop_current_song() //{ //#ifdef HMIPLAY // char buf[10]; // // sprintf(buf,"s"); // send_ipc(buf); //#endif //} //end this section kill - MM