434 lines
11 KiB
C
434 lines
11 KiB
C
/* $Id: digi.c,v 1.1.1.1 2006/03/17 19:53:41 zicodxx Exp $ */
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/*
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*
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* SDL digital audio support
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*
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*
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <SDL/SDL.h>
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#include <digi_audio.h>
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#include "pstypes.h"
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#include "error.h"
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#include "fix.h"
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#include "vecmat.h"
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#include "gr.h"
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#include "piggy.h"
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#include "digi.h"
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#include "sounds.h"
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#include "wall.h"
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#include "newdemo.h"
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#include "kconfig.h"
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#include "config.h"
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//changed on 980905 by adb to increase number of concurrent sounds
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#define MAX_SOUND_SLOTS 32
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//end changes by adb
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#define SOUND_BUFFER_SIZE 1024
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#define MIN_VOLUME 10
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/* This table is used to add two sound values together and pin
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* the value to avoid overflow. (used with permission from ARDI)
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* DPH: Taken from SDL/src/SDL_mixer.c.
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*/
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static const Uint8 mix8[] =
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{
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x03,
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0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E,
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0x0F, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19,
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0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F, 0x20, 0x21, 0x22, 0x23, 0x24,
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0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,
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0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A,
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0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x40, 0x41, 0x42, 0x43, 0x44, 0x45,
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0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F, 0x50,
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0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B,
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0x5C, 0x5D, 0x5E, 0x5F, 0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66,
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0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F, 0x70, 0x71,
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0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C,
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0x7D, 0x7E, 0x7F, 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87,
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0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F, 0x90, 0x91, 0x92,
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0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D,
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0x9E, 0x9F, 0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8,
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0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF, 0xB0, 0xB1, 0xB2, 0xB3,
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0xB4, 0xB5, 0xB6, 0xB7, 0xB8, 0xB9, 0xBA, 0xBB, 0xBC, 0xBD, 0xBE,
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0xBF, 0xC0, 0xC1, 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7, 0xC8, 0xC9,
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0xCA, 0xCB, 0xCC, 0xCD, 0xCE, 0xCF, 0xD0, 0xD1, 0xD2, 0xD3, 0xD4,
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0xD5, 0xD6, 0xD7, 0xD8, 0xD9, 0xDA, 0xDB, 0xDC, 0xDD, 0xDE, 0xDF,
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0xE0, 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA,
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0xEB, 0xEC, 0xED, 0xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5,
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0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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};
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static int digi_initialised = 0;
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struct sound_slot {
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int soundno;
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int playing; // Is there a sample playing on this channel?
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int looped; // Play this sample looped?
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fix pan; // 0 = far left, 1 = far right
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fix volume; // 0 = nothing, 1 = fully on
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//changed on 980905 by adb from char * to unsigned char *
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unsigned char *samples;
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//end changes by adb
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unsigned int length; // Length of the sample
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unsigned int position; // Position we are at at the moment.
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int soundobj; // Which soundobject is on this channel
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int persistent; // This can't be pre-empted
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} SoundSlots[MAX_SOUND_SLOTS];
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static SDL_AudioSpec WaveSpec;
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int digi_max_channels = 16;
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static int next_channel = 0;
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void digi_stop_sound(int channel);
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int digi_xlat_sound(int soundno);
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/* Audio mixing callback */
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//changed on 980905 by adb to cleanup, add pan support and optimize mixer
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static void audio_mixcallback(void *userdata, Uint8 *stream, int len)
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{
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Uint8 *streamend = stream + len;
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struct sound_slot *sl;
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if (!digi_initialised)
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return;
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memset(stream, 0x80, len); // fix "static" sound bug on Mac OS X
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SDL_LockAudio();
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for (sl = SoundSlots; sl < SoundSlots + MAX_SOUND_SLOTS; sl++) {
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if (sl->playing) {
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Uint8 *sldata = sl->samples + sl->position, *slend = sl->samples + sl->length;
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Uint8 *sp = stream, s;
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signed char v;
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fix vl, vr;
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int x;
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if ((x = sl->pan) & 0x8000) {
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vl = 0x20000 - x * 2;
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vr = 0x10000;
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} else {
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vl = 0x10000;
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vr = x * 2;
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}
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vl = fixmul(vl, (x = sl->volume));
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vr = fixmul(vr, x);
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while (sp < streamend) {
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if (sldata == slend) {
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if (!sl->looped) {
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sl->playing = 0;
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break;
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}
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sldata = sl->samples;
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}
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v = *(sldata++) - 0x80;
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s = *sp;
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*(sp++) = mix8[ s + fixmul(v, vl) + 0x80 ];
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s = *sp;
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*(sp++) = mix8[ s + fixmul(v, vr) + 0x80 ];
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}
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sl->position = sldata - sl->samples;
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}
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}
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SDL_UnlockAudio();
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}
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//end changes by adb
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/* Initialise audio devices. */
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int digi_audio_init()
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{
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if (SDL_InitSubSystem(SDL_INIT_AUDIO)<0) {
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Error("SDL audio initialisation failed: %s.",SDL_GetError());
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}
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WaveSpec.freq = digi_sample_rate;
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//added/changed by Sam Lantinga on 12/01/98 for new SDL version
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WaveSpec.format = AUDIO_U8;
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WaveSpec.channels = 2;
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//end this section addition/change - SL
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WaveSpec.samples = SOUND_BUFFER_SIZE;
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WaveSpec.callback = audio_mixcallback;
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if ( SDL_OpenAudio(&WaveSpec, NULL) < 0 ) {
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//edited on 10/05/98 by Matt Mueller - should keep running, just with no sound.
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Warning("\nError: Couldn't open audio: %s\n", SDL_GetError());
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//killed exit(2);
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return 1;
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//end edit -MM
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}
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SDL_PauseAudio(0);
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digi_initialised = 1;
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digi_audio_set_digi_volume( (GameCfg.DigiVolume*32768)/8 );
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return 0;
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}
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/* Toggle audio */
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void digi_audio_reset() { }
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/* Shut down audio */
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void digi_audio_close()
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{
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if (!digi_initialised) return;
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digi_initialised = 0;
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#ifdef __MINGW32__
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SDL_Delay(500); // CloseAudio hangs if it's called too soon after opening?
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#endif
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SDL_CloseAudio();
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}
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void digi_audio_stop_all_channels()
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{
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int i;
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for (i = 0; i < MAX_SOUND_SLOTS; i++)
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digi_audio_stop_sound(i);
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}
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extern void digi_end_soundobj(int channel);
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extern int SoundQ_channel;
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extern void SoundQ_end();
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int verify_sound_channel_free(int channel);
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// Volume 0-F1_0
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int digi_audio_start_sound(short soundnum, fix volume, int pan, int looping, int loop_start, int loop_end, int soundobj)
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{
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int i, starting_channel;
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if (!digi_initialised) return -1;
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if (soundnum < 0) return -1;
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SDL_LockAudio();
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Assert(GameSounds[soundnum].data != (void *)-1);
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starting_channel = next_channel;
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while(1)
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{
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if (!SoundSlots[next_channel].playing)
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break;
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if (!SoundSlots[next_channel].persistent)
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break; // use this channel!
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next_channel++;
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if (next_channel >= digi_max_channels)
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next_channel = 0;
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if (next_channel == starting_channel)
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{
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SDL_UnlockAudio();
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return -1;
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}
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}
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if (SoundSlots[next_channel].playing)
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{
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SoundSlots[next_channel].playing = 0;
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if (SoundSlots[next_channel].soundobj > -1)
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{
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digi_end_soundobj(SoundSlots[next_channel].soundobj);
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}
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if (SoundQ_channel == next_channel)
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SoundQ_end();
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}
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#ifndef NDEBUG
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verify_sound_channel_free(next_channel);
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#endif
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SoundSlots[next_channel].soundno = soundnum;
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SoundSlots[next_channel].samples = GameSounds[soundnum].data;
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SoundSlots[next_channel].length = GameSounds[soundnum].length;
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SoundSlots[next_channel].volume = fixmul(digi_volume, volume);
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SoundSlots[next_channel].pan = pan;
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SoundSlots[next_channel].position = 0;
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SoundSlots[next_channel].looped = looping;
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SoundSlots[next_channel].playing = 1;
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SoundSlots[next_channel].soundobj = soundobj;
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SoundSlots[next_channel].persistent = 0;
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if ((soundobj > -1) || (looping) || (volume > F1_0))
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SoundSlots[next_channel].persistent = 1;
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i = next_channel;
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next_channel++;
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if (next_channel >= digi_max_channels)
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next_channel = 0;
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SDL_UnlockAudio();
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return i;
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}
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// Returns the channel a sound number is playing on, or
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// -1 if none.
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int digi_audio_find_channel(int soundno)
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{
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if (!digi_initialised)
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return -1;
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if (soundno < 0 )
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return -1;
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if (GameSounds[soundno].data == NULL)
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{
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Int3();
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return -1;
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}
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//FIXME: not implemented
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return -1;
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}
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//added on 980905 by adb from original source to make sfx volume work
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void digi_audio_set_digi_volume( int dvolume )
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{
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dvolume = fixmuldiv( dvolume, SOUND_MAX_VOLUME, 0x7fff);
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if ( dvolume > SOUND_MAX_VOLUME )
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digi_volume = SOUND_MAX_VOLUME;
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else if ( dvolume < 0 )
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digi_volume = 0;
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else
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digi_volume = dvolume;
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if ( !digi_initialised ) return;
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digi_sync_sounds();
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}
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//end edit by adb
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int digi_audio_is_sound_playing(int soundno)
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{
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int i;
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soundno = digi_xlat_sound(soundno);
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for (i = 0; i < MAX_SOUND_SLOTS; i++)
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//changed on 980905 by adb: added SoundSlots[i].playing &&
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if (SoundSlots[i].playing && SoundSlots[i].soundno == soundno)
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//end changes by adb
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return 1;
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return 0;
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}
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//added on 980905 by adb to make sound channel setting work
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void digi_audio_set_max_channels(int n) {
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digi_max_channels = n;
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if ( digi_max_channels < 1 )
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digi_max_channels = 1;
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if (digi_max_channels > MAX_SOUND_SLOTS)
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digi_max_channels = MAX_SOUND_SLOTS;
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if ( !digi_initialised ) return;
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digi_stop_all_channels();
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}
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int digi_audio_get_max_channels() {
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return digi_max_channels;
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}
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// end edit by adb
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int digi_audio_is_channel_playing(int channel)
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{
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if (!digi_initialised)
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return 0;
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return SoundSlots[channel].playing;
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}
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void digi_audio_set_channel_volume(int channel, int volume)
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{
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if (!digi_initialised)
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return;
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if (!SoundSlots[channel].playing)
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return;
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SoundSlots[channel].volume = fixmuldiv(volume, digi_volume, F1_0);
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}
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void digi_audio_set_channel_pan(int channel, int pan)
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{
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if (!digi_initialised)
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return;
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if (!SoundSlots[channel].playing)
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return;
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SoundSlots[channel].pan = pan;
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}
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void digi_audio_stop_sound(int channel)
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{
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SoundSlots[channel].playing=0;
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SoundSlots[channel].soundobj = -1;
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SoundSlots[channel].persistent = 0;
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}
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void digi_audio_end_sound(int channel)
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{
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if (!digi_initialised)
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return;
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if (!SoundSlots[channel].playing)
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return;
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SoundSlots[channel].soundobj = -1;
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SoundSlots[channel].persistent = 0;
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}
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#ifndef NDEBUG
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void digi_audio_debug()
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{
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int i;
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int n_voices = 0;
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if (!digi_initialised)
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return;
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for (i = 0; i < digi_max_channels; i++)
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{
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if (digi_is_channel_playing(i))
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n_voices++;
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}
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}
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#endif
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