829 lines
23 KiB
C++
829 lines
23 KiB
C++
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#include <algorithm>
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#include <stdlib.h>
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#include <stdio.h>
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#include <fcntl.h>
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#include <string.h>
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#include <ctype.h>
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#include "maths.h"
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#include "object.h"
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#include "timer.h"
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#include "joy.h"
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#include "digi.h"
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#include "digi_audio.h"
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#include "sounds.h"
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#include "args.h"
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#include "key.h"
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#include "newdemo.h"
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#include "game.h"
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#include "dxxerror.h"
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#include "wall.h"
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#include "piggy.h"
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#include "text.h"
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#include "kconfig.h"
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#include "config.h"
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using std::max;
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#define SOF_USED 1 // Set if this sample is used
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#define SOF_PLAYING 2 // Set if this sample is playing on a channel
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#define SOF_LINK_TO_OBJ 4 // Sound is linked to a moving object. If object dies, then finishes play and quits.
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#define SOF_LINK_TO_POS 8 // Sound is linked to segment, pos
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#define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once
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#define SOF_PERMANENT 32 // Part of the level, like a waterfall or fan
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typedef struct sound_object {
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short signature; // A unique signature to this sound
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ubyte flags; // Used to tell if this slot is used and/or currently playing, and how long.
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ubyte pad; // Keep alignment
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fix max_volume; // Max volume that this sound is playing at
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fix max_distance; // The max distance that this sound can be heard at...
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int volume; // Volume that this sound is playing at
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int pan; // Pan value that this sound is playing at
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int channel; // What channel this is playing on, -1 if not playing
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short soundnum; // The sound number that is playing
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int loop_start; // The start point of the loop. -1 means no loop
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int loop_end; // The end point of the loop
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union {
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struct {
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short segnum; // Used if SOF_LINK_TO_POS field is used
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short sidenum;
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vms_vector position;
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} pos;
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struct {
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short objnum; // Used if SOF_LINK_TO_OBJ field is used
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short objsignature;
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} obj;
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} link_type;
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} sound_object;
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#define MAX_SOUND_OBJECTS 150
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sound_object SoundObjects[MAX_SOUND_OBJECTS];
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short next_signature=0;
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int N_active_sound_objects=0;
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int digi_sounds_initialized=0;
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/* Find the sound which actually equates to a sound number */
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int digi_xlat_sound(int soundno)
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{
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if (soundno < 0)
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return -1;
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if (GameArg.SysLowMem)
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{
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soundno = AltSounds[soundno];
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if (soundno == 255)
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return -1;
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}
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//Assert(Sounds[soundno] != 255); //if hit this, probably using undefined sound
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if (Sounds[soundno] == 255)
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return -1;
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return Sounds[soundno];
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}
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static int digi_unxlat_sound(int soundno)
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{
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int i;
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ubyte *table = (GameArg.SysLowMem?AltSounds:Sounds);
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if ( soundno < 0 ) return -1;
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for (i=0;i<MAX_SOUNDS;i++)
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if (table[i] == soundno)
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return i;
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Int3();
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return 0;
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}
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static 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 )
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{
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vms_vector vector_to_sound;
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fix angle_from_ear, cosang,sinang;
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fix distance;
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fix path_distance;
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*volume = 0;
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*pan = 0;
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max_distance = (max_distance*5)/4; // Make all sounds travel 1.25 times as far.
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// Warning: Made the vm_vec_normalized_dir be vm_vec_normalized_dir_quick and got illegal values to acos in the fang computation.
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distance = vm_vec_normalized_dir_quick( &vector_to_sound, sound_pos, listener_pos );
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if (distance < max_distance ) {
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int num_search_segs = f2i(max_distance/20);
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if ( num_search_segs < 1 ) num_search_segs = 1;
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path_distance = find_connected_distance(listener_pos, listener_seg, sound_pos, sound_seg, num_search_segs, WID_RENDPAST_FLAG+WID_FLY_FLAG );
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if ( path_distance > -1 ) {
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*volume = max_volume - fixdiv(path_distance,max_distance);
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if (*volume > 0 ) {
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angle_from_ear = vm_vec_delta_ang_norm(&listener->rvec,&vector_to_sound,&listener->uvec);
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fix_sincos(angle_from_ear,&sinang,&cosang);
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if (GameCfg.ReverseStereo) cosang *= -1;
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*pan = (cosang + F1_0)/2;
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} else {
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*volume = 0;
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}
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}
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}
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}
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void digi_play_sample_once( int soundno, fix max_volume )
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{
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if ( Newdemo_state == ND_STATE_RECORDING )
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newdemo_record_sound( soundno );
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soundno = digi_xlat_sound(soundno);
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if (soundno < 0 ) return;
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// start the sample playing
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digi_start_sound( soundno, max_volume, 0xffff/2, 0, -1, -1, -1 );
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}
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void digi_play_sample( int soundno, fix max_volume )
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{
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if ( Newdemo_state == ND_STATE_RECORDING )
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newdemo_record_sound( soundno );
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soundno = digi_xlat_sound(soundno);
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if (soundno < 0 ) return;
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// start the sample playing
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digi_start_sound( soundno, max_volume, 0xffff/2, 0, -1, -1, -1 );
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}
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void digi_play_sample_3d( int soundno, int angle, int volume, int no_dups )
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{
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no_dups = 1;
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if ( Newdemo_state == ND_STATE_RECORDING ) {
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if ( no_dups )
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newdemo_record_sound_3d_once( soundno, angle, volume );
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else
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newdemo_record_sound_3d( soundno, angle, volume );
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}
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soundno = digi_xlat_sound(soundno);
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if (soundno < 0 ) return;
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if (volume < 10 ) return;
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// start the sample playing
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digi_start_sound( soundno, volume, angle, 0, -1, -1, -1 );
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}
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static void SoundQ_init();
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static void SoundQ_process();
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static void SoundQ_pause();
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void digi_init_sounds()
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{
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int i;
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SoundQ_init();
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digi_stop_all_channels();
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digi_stop_looping_sound();
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for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
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SoundObjects[i].channel = -1;
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SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
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}
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N_active_sound_objects = 0;
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digi_sounds_initialized = 1;
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}
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// plays a sample that loops forever.
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// Call digi_stop_channe(channel) to stop it.
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// Call digi_set_channel_volume(channel, volume) to change volume.
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// if loop_start is -1, entire sample loops
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// Returns the channel that sound is playing on, or -1 if can't play.
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// This could happen because of no sound drivers loaded or not enough channels.
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int digi_looping_sound = -1;
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int digi_looping_volume = 0;
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int digi_looping_start = -1;
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int digi_looping_end = -1;
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int digi_looping_channel = -1;
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static void digi_play_sample_looping_sub()
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{
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if ( digi_looping_sound > -1 )
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digi_looping_channel = digi_start_sound( digi_looping_sound, digi_looping_volume, 0xFFFF/2, 1, digi_looping_start, digi_looping_end, -1 );
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}
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void digi_play_sample_looping( int soundno, fix max_volume,int loop_start, int loop_end )
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{
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soundno = digi_xlat_sound(soundno);
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if (soundno < 0 ) return;
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if (digi_looping_channel>-1)
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digi_stop_sound( digi_looping_channel );
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digi_looping_sound = soundno;
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digi_looping_volume = max_volume;
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digi_looping_start = loop_start;
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digi_looping_end = loop_end;
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digi_play_sample_looping_sub();
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}
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void digi_change_looping_volume( fix volume )
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{
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if ( digi_looping_channel > -1 )
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digi_set_channel_volume( digi_looping_channel, volume );
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digi_looping_volume = volume;
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}
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void digi_stop_looping_sound()
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{
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if ( digi_looping_channel > -1 )
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digi_stop_sound( digi_looping_channel );
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digi_looping_channel = -1;
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digi_looping_sound = -1;
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}
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static void digi_pause_looping_sound()
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{
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if ( digi_looping_channel > -1 )
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digi_stop_sound( digi_looping_channel );
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digi_looping_channel = -1;
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}
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static void digi_unpause_looping_sound()
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{
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digi_play_sample_looping_sub();
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}
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//hack to not start object when loading level
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int Dont_start_sound_objects = 0;
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static void digi_start_sound_object(int i)
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{
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// start sample structures
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SoundObjects[i].channel = -1;
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if ( SoundObjects[i].volume <= 0 )
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return;
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if ( Dont_start_sound_objects )
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return;
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// -- MK, 2/22/96 -- if ( Newdemo_state == ND_STATE_RECORDING )
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// -- MK, 2/22/96 -- newdemo_record_sound_3d_once( digi_unxlat_sound(SoundObjects[i].soundnum), SoundObjects[i].pan, SoundObjects[i].volume );
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// only use up to half the sound channels for "permanent" sounts
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if ((SoundObjects[i].flags & SOF_PERMANENT) && (N_active_sound_objects >= max(1, digi_max_channels / 4)))
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return;
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// start the sample playing
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SoundObjects[i].channel = digi_start_sound( SoundObjects[i].soundnum,
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SoundObjects[i].volume,
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SoundObjects[i].pan,
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SoundObjects[i].flags & SOF_PLAY_FOREVER,
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SoundObjects[i].loop_start,
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SoundObjects[i].loop_end, i );
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if (SoundObjects[i].channel > -1 )
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N_active_sound_objects++;
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}
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//sounds longer than this get their 3d aspects updated
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#if defined(DXX_BUILD_DESCENT_I)
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#define SOUND_3D_THRESHHOLD (digi_sample_rate * 3 / 2) //1.5 seconds
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#elif defined(DXX_BUILD_DESCENT_II)
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#define SOUND_3D_THRESHHOLD (GameArg.SndDigiSampleRate * 3 / 2) //1.5 seconds
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#endif
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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 )
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{
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int i,volume,pan;
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object * objp;
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int soundnum;
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soundnum = digi_xlat_sound(org_soundnum);
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if ( max_volume < 0 ) return -1;
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// if ( max_volume > F1_0 ) max_volume = F1_0;
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if (soundnum < 0 ) return -1;
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if (GameSounds[soundnum].data==NULL) {
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Int3();
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return -1;
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}
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if ((objnum<0)||(objnum>Highest_object_index))
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return -1;
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if ( !forever ) { // && GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD) {
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// Hack to keep sounds from building up...
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digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, &Objects[objnum].pos, Objects[objnum].segnum, max_volume,&volume, &pan, max_distance );
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digi_play_sample_3d( org_soundnum, pan, volume, 0 );
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return -1;
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}
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if ( Newdemo_state == ND_STATE_RECORDING ) {
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newdemo_record_link_sound_to_object3( org_soundnum, objnum, max_volume, max_distance, loop_start, loop_end );
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}
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for (i=0; i<MAX_SOUND_OBJECTS; i++ )
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if (SoundObjects[i].flags==0)
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break;
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if (i==MAX_SOUND_OBJECTS) {
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return -1;
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}
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SoundObjects[i].signature=next_signature++;
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SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_OBJ;
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if ( forever )
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SoundObjects[i].flags |= SOF_PLAY_FOREVER;
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SoundObjects[i].link_type.obj.objnum = objnum;
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SoundObjects[i].link_type.obj.objsignature = Objects[objnum].signature;
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SoundObjects[i].max_volume = max_volume;
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SoundObjects[i].max_distance = max_distance;
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SoundObjects[i].volume = 0;
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SoundObjects[i].pan = 0;
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SoundObjects[i].soundnum = soundnum;
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SoundObjects[i].loop_start = loop_start;
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SoundObjects[i].loop_end = loop_end;
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if (Dont_start_sound_objects) { //started at level start
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SoundObjects[i].flags |= SOF_PERMANENT;
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SoundObjects[i].channel = -1;
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}
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else {
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objp = &Objects[SoundObjects[i].link_type.obj.objnum];
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digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
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&objp->pos, objp->segnum, SoundObjects[i].max_volume,
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&SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
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digi_start_sound_object(i);
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// If it's a one-shot sound effect, and it can't start right away, then
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// just cancel it and be done with it.
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if ( (SoundObjects[i].channel < 0) && (!(SoundObjects[i].flags & SOF_PLAY_FOREVER)) ) {
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SoundObjects[i].flags = 0;
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return -1;
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}
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}
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return SoundObjects[i].signature;
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}
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int digi_link_sound_to_object2( int org_soundnum, short objnum, int forever, fix max_volume, fix max_distance )
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{
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return digi_link_sound_to_object3( org_soundnum, objnum, forever, max_volume, max_distance, -1, -1 );
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}
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int digi_link_sound_to_object( int soundnum, short objnum, int forever, fix max_volume )
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{
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return digi_link_sound_to_object2( soundnum, objnum, forever, max_volume, 256*F1_0 );
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}
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int digi_link_sound_to_pos2( int org_soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance )
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{
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int i, volume, pan;
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int soundnum;
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soundnum = digi_xlat_sound(org_soundnum);
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if ( max_volume < 0 ) return -1;
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// if ( max_volume > F1_0 ) max_volume = F1_0;
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if (soundnum < 0 ) return -1;
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if (GameSounds[soundnum].data==NULL) {
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Int3();
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return -1;
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}
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if ((segnum<0)||(segnum>Highest_segment_index))
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return -1;
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if ( !forever ) { //&& GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD) {
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// Hack to keep sounds from building up...
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digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, pos, segnum, max_volume, &volume, &pan, max_distance );
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digi_play_sample_3d( org_soundnum, pan, volume, 0 );
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return -1;
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}
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for (i=0; i<MAX_SOUND_OBJECTS; i++ )
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if (SoundObjects[i].flags==0)
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break;
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if (i==MAX_SOUND_OBJECTS) {
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return -1;
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}
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SoundObjects[i].signature=next_signature++;
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SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_POS;
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if ( forever )
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SoundObjects[i].flags |= SOF_PLAY_FOREVER;
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SoundObjects[i].link_type.pos.segnum = segnum;
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SoundObjects[i].link_type.pos.sidenum = sidenum;
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SoundObjects[i].link_type.pos.position = *pos;
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SoundObjects[i].soundnum = soundnum;
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SoundObjects[i].max_volume = max_volume;
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SoundObjects[i].max_distance = max_distance;
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SoundObjects[i].volume = 0;
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SoundObjects[i].pan = 0;
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SoundObjects[i].loop_start = SoundObjects[i].loop_end = -1;
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if (Dont_start_sound_objects) { //started at level start
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SoundObjects[i].flags |= SOF_PERMANENT;
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SoundObjects[i].channel = -1;
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}
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else {
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digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
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&SoundObjects[i].link_type.pos.position, SoundObjects[i].link_type.pos.segnum, SoundObjects[i].max_volume,
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&SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
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digi_start_sound_object(i);
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|
|
// 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++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void digi_kill_sound_linked_to_object( int objnum )
|
|
{
|
|
|
|
int i,killed;
|
|
|
|
killed = 0;
|
|
|
|
if ( Newdemo_state == ND_STATE_RECORDING ) {
|
|
newdemo_record_kill_sound_linked_to_object( objnum );
|
|
}
|
|
|
|
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++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// John's new function, 2/22/96.
|
|
static 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 );
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
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_resume_digi_sounds()
|
|
{
|
|
digi_sync_sounds(); //don't think we really need to do this, but can't hurt
|
|
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();
|
|
}
|
|
|
|
#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 ) {
|
|
Int3(); // Get John!
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
typedef struct sound_q {
|
|
fix64 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()
|
|
{
|
|
if ( SoundQ_channel > -1 ) {
|
|
if ( digi_is_channel_playing(SoundQ_channel) )
|
|
return;
|
|
SoundQ_end();
|
|
}
|
|
|
|
while ( SoundQ_head != SoundQ_tail ) {
|
|
sound_q * q = &SoundQ[SoundQ_head];
|
|
|
|
if ( q->time_added+MAX_LIFE > timer_query() ) {
|
|
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_query();
|
|
SoundQ[SoundQ_tail].soundnum = soundnum;
|
|
SoundQ_num++;
|
|
SoundQ_tail = i;
|
|
}
|
|
|
|
// Try to start it!
|
|
SoundQ_process();
|
|
}
|
|
|