dxx-rebirth/main/digiobj.c

925 lines
25 KiB
C

/* $Id: digiobj.c,v 1.1 2004-11-29 05:25:58 btb Exp $ */
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#ifdef RCS
static char rcsid[] = "$Id: digiobj.c,v 1.1 2004-11-29 05:25:58 btb Exp $";
#endif
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include <fcntl.h>
#ifdef __MSDOS__
# include <dos.h>
# include <bios.h>
# include <io.h>
# include <conio.h>
#endif
#include <string.h>
#include <ctype.h>
#include "fix.h"
#include "object.h"
#include "mono.h"
#include "timer.h"
#include "joy.h"
#include "digi.h"
#include "sounds.h"
#include "args.h"
#include "key.h"
#include "newdemo.h"
#include "game.h"
#ifdef __MSDOS__
#include "dpmi.h"
#endif
#include "error.h"
#include "wall.h"
#include "cfile.h"
#include "piggy.h"
#include "text.h"
#include "kconfig.h"
#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
#define SOF_PERMANENT 32 // Part of the level, like a waterfall or fan
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.
ubyte pad; // Keep alignment
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 channel; // What channel this is playing on, -1 if not playing
short soundnum; // The sound number that is playing
int loop_start; // The start point of the loop. -1 means no loop
int loop_end; // The end point of the loop
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_type;
} sound_object;
#define MAX_SOUND_OBJECTS 150
sound_object SoundObjects[MAX_SOUND_OBJECTS];
short next_signature=0;
int N_active_sound_objects=0;
int digi_sounds_initialized=0;
int digi_lomem = 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;
}
Assert(Sounds[soundno] != 255); //if hit this, probably using undefined sound
return Sounds[soundno];
}
int digi_unxlat_sound(int soundno)
{
int i;
ubyte *table = (digi_lomem?AltSounds:Sounds);
if ( soundno < 0 ) return -1;
for (i=0;i<MAX_SOUNDS;i++)
if (table[i] == soundno)
return i;
Int3();
return 0;
}
void digi_get_sound_loc( vms_matrix * listener, vms_vector * listener_pos, int listener_seg, vms_vector * sound_pos, int sound_seg, fix max_volume, int *volume, int *pan, fix max_distance )
{
vms_vector vector_to_sound;
fix angle_from_ear, cosang,sinang;
fix distance;
fix path_distance;
*volume = 0;
*pan = 0;
max_distance = (max_distance*5)/4; // Make all sounds travel 1.25 times as far.
// Warning: Made the vm_vec_normalized_dir be vm_vec_normalized_dir_quick and got illegal values to acos in the fang computation.
distance = vm_vec_normalized_dir_quick( &vector_to_sound, sound_pos, listener_pos );
if (distance < max_distance ) {
int num_search_segs = f2i(max_distance/20);
if ( num_search_segs < 1 ) num_search_segs = 1;
path_distance = find_connected_distance(listener_pos, listener_seg, sound_pos, sound_seg, num_search_segs, WID_RENDPAST_FLAG+WID_FLY_FLAG );
if ( path_distance > -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;
}
}
}
}
void digi_play_sample_once( int soundno, fix max_volume )
{
int channel;
#ifdef NEWDEMO
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_sound( soundno );
#endif
soundno = digi_xlat_sound(soundno);
if (soundno < 0 ) return;
channel=digi_find_channel(soundno);
if ( channel > -1 )
digi_stop_sound( channel );
// start the sample playing
digi_start_sound( soundno, max_volume, 0xffff/2, 0, -1, -1, -1 );
}
void digi_play_sample( int soundno, fix max_volume )
{
#ifdef NEWDEMO
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_sound( soundno );
#endif
soundno = digi_xlat_sound(soundno);
if (soundno < 0 ) return;
// start the sample playing
digi_start_sound( soundno, max_volume, 0xffff/2, 0, -1, -1, -1 );
}
void digi_play_sample_3d( int soundno, int angle, int volume, int no_dups )
{
no_dups = 1;
#ifdef NEWDEMO
if ( Newdemo_state == ND_STATE_RECORDING ) {
if ( no_dups )
newdemo_record_sound_3d_once( soundno, angle, volume );
else
newdemo_record_sound_3d( soundno, angle, volume );
}
#endif
soundno = digi_xlat_sound(soundno);
if (soundno < 0 ) return;
if (volume < 10 ) return;
// start the sample playing
digi_start_sound( soundno, volume, angle, 0, -1, -1, -1 );
}
void SoundQ_init();
void SoundQ_process();
void SoundQ_pause();
void digi_init_sounds()
{
int i;
SoundQ_init();
digi_stop_all_channels();
digi_stop_looping_sound();
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
SoundObjects[i].channel = -1;
SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
}
N_active_sound_objects = 0;
digi_sounds_initialized = 1;
}
extern int digi_max_channels;
// plays a sample that loops forever.
// Call digi_stop_channe(channel) to stop it.
// Call digi_set_channel_volume(channel, volume) to change volume.
// if loop_start is -1, entire sample loops
// Returns the channel that sound is playing on, or -1 if can't play.
// This could happen because of no sound drivers loaded or not enough channels.
int digi_looping_sound = -1;
int digi_looping_volume = 0;
int digi_looping_start = -1;
int digi_looping_end = -1;
int digi_looping_channel = -1;
void digi_play_sample_looping_sub()
{
if ( digi_looping_sound > -1 )
digi_looping_channel = digi_start_sound( digi_looping_sound, digi_looping_volume, 0xFFFF/2, 1, digi_looping_start, digi_looping_end, -1 );
}
void digi_play_sample_looping( int soundno, fix max_volume,int loop_start, int loop_end )
{
soundno = digi_xlat_sound(soundno);
if (soundno < 0 ) return;
if (digi_looping_channel>-1)
digi_stop_sound( digi_looping_channel );
digi_looping_sound = soundno;
digi_looping_volume = max_volume;
digi_looping_start = loop_start;
digi_looping_end = loop_end;
digi_play_sample_looping_sub();
}
void digi_change_looping_volume( fix volume )
{
if ( digi_looping_channel > -1 )
digi_set_channel_volume( digi_looping_channel, volume );
digi_looping_volume = volume;
}
void digi_stop_looping_sound()
{
if ( digi_looping_channel > -1 )
digi_stop_sound( digi_looping_channel );
digi_looping_channel = -1;
digi_looping_sound = -1;
}
void digi_pause_looping_sound()
{
if ( digi_looping_channel > -1 )
digi_stop_sound( digi_looping_channel );
digi_looping_channel = -1;
}
void digi_unpause_looping_sound()
{
digi_play_sample_looping_sub();
}
//hack to not start object when loading level
int Dont_start_sound_objects = 0;
void digi_start_sound_object(int i)
{
// start sample structures
SoundObjects[i].channel = -1;
if ( SoundObjects[i].volume <= 0 )
return;
if ( Dont_start_sound_objects )
return;
// -- MK, 2/22/96 -- if ( Newdemo_state == ND_STATE_RECORDING )
// -- MK, 2/22/96 -- newdemo_record_sound_3d_once( digi_unxlat_sound(SoundObjects[i].soundnum), SoundObjects[i].pan, SoundObjects[i].volume );
// only use up to half the sound channels for "permanent" sounts
if ((SoundObjects[i].flags & SOF_PERMANENT) && (N_active_sound_objects >= max(1, digi_get_max_channels() / 4)))
return;
// start the sample playing
SoundObjects[i].channel = digi_start_sound( SoundObjects[i].soundnum,
SoundObjects[i].volume,
SoundObjects[i].pan,
SoundObjects[i].flags & SOF_PLAY_FOREVER,
SoundObjects[i].loop_start,
SoundObjects[i].loop_end, i );
if (SoundObjects[i].channel > -1 )
N_active_sound_objects++;
}
//sounds longer than this get their 3d aspects updated
#define SOUND_3D_THRESHHOLD (digi_sample_rate * 3 / 2) //1.5 seconds
int digi_link_sound_to_object3( int org_soundnum, short objnum, int forever, fix max_volume, fix max_distance, int loop_start, int loop_end )
{
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 (soundnum < 0 ) return -1;
if (GameSounds[soundnum].data==NULL) {
Int3();
return -1;
}
if ((objnum<0)||(objnum>Highest_object_index))
return -1;
if ( !forever ) { // && GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD) {
// 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;
}
#ifdef NEWDEMO
if ( Newdemo_state == ND_STATE_RECORDING ) {
newdemo_record_link_sound_to_object3( org_soundnum, objnum, max_volume, max_distance, loop_start, loop_end );
}
#endif
for (i=0; i<MAX_SOUND_OBJECTS; i++ )
if (SoundObjects[i].flags==0)
break;
if (i==MAX_SOUND_OBJECTS) {
mprintf((1, "Too many sound objects!\n" ));
return -1;
}
SoundObjects[i].signature=next_signature++;
SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_OBJ;
if ( forever )
SoundObjects[i].flags |= SOF_PLAY_FOREVER;
SoundObjects[i].link_type.obj.objnum = objnum;
SoundObjects[i].link_type.obj.objsignature = Objects[objnum].signature;
SoundObjects[i].max_volume = max_volume;
SoundObjects[i].max_distance = max_distance;
SoundObjects[i].volume = 0;
SoundObjects[i].pan = 0;
SoundObjects[i].soundnum = soundnum;
SoundObjects[i].loop_start = loop_start;
SoundObjects[i].loop_end = loop_end;
if (Dont_start_sound_objects) { //started at level start
SoundObjects[i].flags |= SOF_PERMANENT;
SoundObjects[i].channel = -1;
}
else {
objp = &Objects[SoundObjects[i].link_type.obj.objnum];
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 );
digi_start_sound_object(i);
// If it's a one-shot sound effect, and it can't start right away, then
// just cancel it and be done with it.
if ( (SoundObjects[i].channel < 0) && (!(SoundObjects[i].flags & SOF_PLAY_FOREVER)) ) {
SoundObjects[i].flags = 0;
return -1;
}
}
return SoundObjects[i].signature;
}
int digi_link_sound_to_object2( int org_soundnum, short objnum, int forever, fix max_volume, fix max_distance )
{
return digi_link_sound_to_object3( org_soundnum, objnum, forever, max_volume, max_distance, -1, -1 );
}
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 (soundnum < 0 ) return -1;
if (GameSounds[soundnum].data==NULL) {
Int3();
return -1;
}
if ((segnum<0)||(segnum>Highest_segment_index))
return -1;
if ( !forever ) { //&& GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD) {
// 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; i<MAX_SOUND_OBJECTS; i++ )
if (SoundObjects[i].flags==0)
break;
if (i==MAX_SOUND_OBJECTS) {
mprintf((1, "Too many sound objects!\n" ));
return -1;
}
SoundObjects[i].signature=next_signature++;
SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_POS;
if ( forever )
SoundObjects[i].flags |= SOF_PLAY_FOREVER;
SoundObjects[i].link_type.pos.segnum = segnum;
SoundObjects[i].link_type.pos.sidenum = sidenum;
SoundObjects[i].link_type.pos.position = *pos;
SoundObjects[i].soundnum = soundnum;
SoundObjects[i].max_volume = max_volume;
SoundObjects[i].max_distance = max_distance;
SoundObjects[i].volume = 0;
SoundObjects[i].pan = 0;
SoundObjects[i].loop_start = SoundObjects[i].loop_end = -1;
if (Dont_start_sound_objects) { //started at level start
SoundObjects[i].flags |= SOF_PERMANENT;
SoundObjects[i].channel = -1;
}
else {
digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
&SoundObjects[i].link_type.pos.position, SoundObjects[i].link_type.pos.segnum, SoundObjects[i].max_volume,
&SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
digi_start_sound_object(i);
// If it's a one-shot sound effect, and it can't start right away, then
// just cancel it and be done with it.
if ( (SoundObjects[i].channel < 0) && (!(SoundObjects[i].flags & SOF_PLAY_FOREVER)) ) {
SoundObjects[i].flags = 0;
return -1;
}
}
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 );
}
//if soundnum==-1, kill any sound
void digi_kill_sound_linked_to_segment( int segnum, int sidenum, int soundnum )
{
int i,killed;
if (soundnum != -1)
soundnum = digi_xlat_sound(soundnum);
killed = 0;
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if ( (SoundObjects[i].flags & SOF_USED) && (SoundObjects[i].flags & SOF_LINK_TO_POS) ) {
if ((SoundObjects[i].link_type.pos.segnum == segnum) && (SoundObjects[i].link_type.pos.sidenum==sidenum) && (soundnum==-1 || SoundObjects[i].soundnum==soundnum )) {
if ( SoundObjects[i].channel > -1 ) {
digi_stop_sound( SoundObjects[i].channel );
N_active_sound_objects--;
}
SoundObjects[i].channel = -1;
SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
killed++;
}
}
}
// If this assert happens, it means that there were 2 sounds
// that got deleted. Weird, get John.
if ( killed > 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;
killed = 0;
#ifdef NEWDEMO
if ( Newdemo_state == ND_STATE_RECORDING ) {
newdemo_record_kill_sound_linked_to_object( objnum );
}
#endif
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if ( (SoundObjects[i].flags & SOF_USED) && (SoundObjects[i].flags & SOF_LINK_TO_OBJ ) ) {
if (SoundObjects[i].link_type.obj.objnum == objnum) {
if ( SoundObjects[i].channel > -1 ) {
digi_stop_sound( SoundObjects[i].channel );
N_active_sound_objects--;
}
SoundObjects[i].channel = -1;
SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
killed++;
}
}
}
// If this assert happens, it means that there were 2 sounds
// that got deleted. Weird, get John.
if ( killed > 1 ) {
mprintf( (1, "ERROR: More than 1 sounds were deleted from object %d\n", objnum ));
}
}
// John's new function, 2/22/96.
void digi_record_sound_objects()
{
int i;
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if ( (SoundObjects[i].flags & SOF_USED)&&
(SoundObjects[i].flags & SOF_LINK_TO_OBJ)&&
(SoundObjects[i].flags & SOF_PLAY_FOREVER)
)
{
newdemo_record_link_sound_to_object3( digi_unxlat_sound(SoundObjects[i].soundnum), SoundObjects[i].link_type.obj.objnum,
SoundObjects[i].max_volume, SoundObjects[i].max_distance, SoundObjects[i].loop_start, SoundObjects[i].loop_end );
}
}
}
int was_recording = 0;
void digi_sync_sounds()
{
int i;
int oldvolume, oldpan;
if ( Newdemo_state == ND_STATE_RECORDING) {
if ( !was_recording ) {
digi_record_sound_objects();
}
was_recording = 1;
} else {
was_recording = 0;
}
SoundQ_process();
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if ( SoundObjects[i].flags & SOF_USED ) {
oldvolume = SoundObjects[i].volume;
oldpan = SoundObjects[i].pan;
if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) ) {
// Check if its done.
if (SoundObjects[i].channel > -1 ) {
if ( !digi_is_channel_playing(SoundObjects[i].channel) ) {
digi_end_sound( SoundObjects[i].channel );
SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
N_active_sound_objects--;
continue; // Go on to next sound...
}
}
}
if ( SoundObjects[i].flags & SOF_LINK_TO_POS ) {
digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
&SoundObjects[i].link_type.pos.position, SoundObjects[i].link_type.pos.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;
if ( Newdemo_state == ND_STATE_PLAYBACK ) {
int objnum;
objnum = newdemo_find_object( SoundObjects[i].link_type.obj.objsignature );
if ( objnum > -1 ) {
objp = &Objects[objnum];
} else {
objp = &Objects[0];
}
} else {
objp = &Objects[SoundObjects[i].link_type.obj.objnum];
}
if ((objp->type==OBJ_NONE) || (objp->signature!=SoundObjects[i].link_type.obj.objsignature)) {
// The object that this is linked to is dead, so just end this sound if it is looping.
if ( SoundObjects[i].channel>-1 ) {
if (SoundObjects[i].flags & SOF_PLAY_FOREVER)
digi_stop_sound( SoundObjects[i].channel );
else
digi_end_sound( SoundObjects[i].channel );
N_active_sound_objects--;
}
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 < 1 ) {
// Sound is too far away, so stop it from playing.
if ( SoundObjects[i].channel>-1 ) {
if (SoundObjects[i].flags & SOF_PLAY_FOREVER)
digi_stop_sound( SoundObjects[i].channel );
else
digi_end_sound( SoundObjects[i].channel );
N_active_sound_objects--;
SoundObjects[i].channel = -1;
}
if (! (SoundObjects[i].flags & SOF_PLAY_FOREVER)) {
SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
continue;
}
} else {
if (SoundObjects[i].channel<0) {
digi_start_sound_object(i);
} else {
digi_set_channel_volume( SoundObjects[i].channel, SoundObjects[i].volume );
}
}
}
if (oldpan != SoundObjects[i].pan) {
if (SoundObjects[i].channel>-1)
digi_set_channel_pan( SoundObjects[i].channel, SoundObjects[i].pan );
}
}
}
#ifndef NDEBUG
// digi_sound_debug();
#endif
}
void digi_pause_digi_sounds()
{
int i;
digi_pause_looping_sound();
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if ( (SoundObjects[i].flags & SOF_USED) && (SoundObjects[i].channel>-1) ) {
digi_stop_sound( SoundObjects[i].channel );
if (! (SoundObjects[i].flags & SOF_PLAY_FOREVER))
SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
N_active_sound_objects--;
SoundObjects[i].channel = -1;
}
}
digi_stop_all_channels();
SoundQ_pause();
}
void digi_pause_all()
{
digi_pause_midi();
digi_pause_digi_sounds();
}
void digi_resume_digi_sounds()
{
digi_sync_sounds(); //don't think we really need to do this, but can't hurt
digi_unpause_looping_sound();
}
extern void digi_resume_midi();
void digi_resume_all()
{
digi_resume_midi();
digi_unpause_looping_sound();
}
// Called by the code in digi.c when another sound takes this sound object's
// slot because the sound was done playing.
void digi_end_soundobj(int i)
{
Assert( SoundObjects[i].flags & SOF_USED );
Assert( SoundObjects[i].channel > -1 );
N_active_sound_objects--;
SoundObjects[i].channel = -1;
}
void digi_stop_digi_sounds()
{
int i;
digi_stop_looping_sound();
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if ( SoundObjects[i].flags & SOF_USED ) {
if ( SoundObjects[i].channel > -1 ) {
digi_stop_sound( SoundObjects[i].channel );
N_active_sound_objects--;
}
SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
}
}
digi_stop_all_channels();
SoundQ_init();
}
void digi_stop_all()
{
digi_stop_current_song();
digi_stop_digi_sounds();
}
#ifndef NDEBUG
int verify_sound_channel_free( int channel )
{
int i;
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if ( SoundObjects[i].flags & SOF_USED ) {
if ( SoundObjects[i].channel == channel ) {
mprintf(( 0, "ERROR STARTING SOUND CHANNEL ON USED SLOT!!\n" ));
Int3(); // Get John!
}
}
}
return 0;
}
void digi_sound_debug()
{
int i;
int n_active_sound_objs=0;
int n_sound_objs=0;
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if ( SoundObjects[i].flags & SOF_USED ) {
n_sound_objs++;
if ( SoundObjects[i].channel > -1 )
n_active_sound_objs++;
}
}
mprintf_at(( 0, 0, 0, "DIGI: Active Sound Objects: %d,%d/%d (%d max) \n", n_active_sound_objs,N_active_sound_objects, n_sound_objs, MAX_SOUND_OBJECTS ));
mprintf_at(( 0, 1, 0, "DIGI: Looping sound: %s, snd=%d, vol=%d, ch=%d \n", (digi_looping_sound>-1?"ON":"OFF"), digi_looping_sound, digi_looping_volume, digi_looping_channel ));
digi_debug();
}
#endif
typedef struct sound_q {
fix time_added;
int soundnum;
} sound_q;
#define MAX_Q 32
#define MAX_LIFE F1_0*30 // After being queued for 30 seconds, don't play it
sound_q SoundQ[MAX_Q];
int SoundQ_head, SoundQ_tail, SoundQ_num;
int SoundQ_channel;
void SoundQ_init()
{
SoundQ_head = SoundQ_tail = 0;
SoundQ_num = 0;
SoundQ_channel = -1;
}
void SoundQ_pause()
{
SoundQ_channel = -1;
}
void SoundQ_end()
{
// Current playing sound is stopped, so take it off the Queue
SoundQ_head = (SoundQ_head+1);
if ( SoundQ_head >= MAX_Q ) SoundQ_head = 0;
SoundQ_num--;
SoundQ_channel = -1;
}
void SoundQ_process()
{
fix curtime = timer_get_approx_seconds();
if ( SoundQ_channel > -1 ) {
if ( digi_is_channel_playing(SoundQ_channel) )
return;
SoundQ_end();
}
if ( SoundQ_num > 0 ) {
mprintf(( 0, "SQ:%d ", SoundQ_num ));
}
while ( SoundQ_head != SoundQ_tail ) {
sound_q * q = &SoundQ[SoundQ_head];
if ( q->time_added+MAX_LIFE > curtime ) {
SoundQ_channel = digi_start_sound(q->soundnum, F1_0+1, 0xFFFF/2, 0, -1, -1, -1 );
return;
} else {
// expired; remove from Queue
SoundQ_end();
}
}
}
void digi_start_sound_queued( short soundnum, fix volume )
{
int i;
soundnum = digi_xlat_sound(soundnum);
if (soundnum < 0 ) return;
i = SoundQ_tail+1;
if ( i>=MAX_Q ) i = 0;
// Make sure its loud so it doesn't get cancelled!
if ( volume < F1_0+1 )
volume = F1_0 + 1;
if ( i != SoundQ_head ) {
SoundQ[SoundQ_tail].time_added = timer_get_approx_seconds();
SoundQ[SoundQ_tail].soundnum = soundnum;
SoundQ_num++;
SoundQ_tail = i;
} else {
mprintf(( 0, "Sound Q full!\n" ));
}
// Try to start it!
SoundQ_process();
}