dxx-rebirth/sound/dos_digi.c
Bradley Bell f05dc678f0 This commit was generated by cvs2svn to compensate for changes in r5,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:34:09 +00:00

814 lines
24 KiB
C

// SDL digital audio support
#include <conf.h>
#ifdef __ENV_DJGPP__
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "pstypes.h"
#include "error.h"
#include "mono.h"
#include "fix.h"
#include "vecmat.h"
#include "gr.h" // needed for piggy.h
#include "piggy.h"
#include "digi.h"
#include "sounds.h"
#include "wall.h"
#include "newdemo.h"
#include "kconfig.h"
int digi_sample_rate=11025;
int digi_timer_rate = 9943; // rate for the timer to go off to handle the driver system (120 Hz)
//edited 05/17/99 Matt Mueller - added ifndef NO_ASM
//added on 980905 by adb to add inline fixmul for mixer on i386
#ifndef NO_ASM
#ifdef __i386__
#define do_fixmul(x,y) \
({ \
int _ax, _dx; \
asm("imull %2\n\tshrdl %3,%1,%0" \
: "=a"(_ax), "=d"(_dx) \
: "rm"(y), "i"(16), "0"(x)); \
_ax; \
})
extern inline fix fixmul(fix x, fix y) { return do_fixmul(x,y); }
#endif
#endif
//end edit by adb
//end edit -MM
//changed on 980905 by adb to increase number of concurrent sounds
#define MAX_SOUND_SLOTS 32
//end changes by adb
#define SOUND_BUFFER_SIZE 512
#define MIN_VOLUME 10
/* This table is used to add two sound values together and pin
* the value to avoid overflow. (used with permission from ARDI)
* DPH: Taken from SDL/src/SDL_mixer.c.
*/
static const unsigned char mix8[] =
{
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x03,
0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E,
0x0F, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19,
0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F, 0x20, 0x21, 0x22, 0x23, 0x24,
0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,
0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A,
0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x40, 0x41, 0x42, 0x43, 0x44, 0x45,
0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F, 0x50,
0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B,
0x5C, 0x5D, 0x5E, 0x5F, 0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66,
0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F, 0x70, 0x71,
0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C,
0x7D, 0x7E, 0x7F, 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87,
0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F, 0x90, 0x91, 0x92,
0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D,
0x9E, 0x9F, 0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8,
0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF, 0xB0, 0xB1, 0xB2, 0xB3,
0xB4, 0xB5, 0xB6, 0xB7, 0xB8, 0xB9, 0xBA, 0xBB, 0xBC, 0xBD, 0xBE,
0xBF, 0xC0, 0xC1, 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7, 0xC8, 0xC9,
0xCA, 0xCB, 0xCC, 0xCD, 0xCE, 0xCF, 0xD0, 0xD1, 0xD2, 0xD3, 0xD4,
0xD5, 0xD6, 0xD7, 0xD8, 0xD9, 0xDA, 0xDB, 0xDC, 0xDD, 0xDE, 0xDF,
0xE0, 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA,
0xEB, 0xEC, 0xED, 0xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5,
0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
};
#define SOF_USED 1 // Set if this sample is used
#define SOF_PLAYING 2 // Set if this sample is playing on a channel
#define SOF_LINK_TO_OBJ 4 // Sound is linked to a moving object. If object dies, then finishes play and quits.
#define SOF_LINK_TO_POS 8 // Sound is linked to segment, pos
#define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once
typedef struct sound_object {
short signature; // A unique signature to this sound
ubyte flags; // Used to tell if this slot is used and/or currently playing, and how long.
fix max_volume; // Max volume that this sound is playing at
fix max_distance; // The max distance that this sound can be heard at...
int volume; // Volume that this sound is playing at
int pan; // Pan value that this sound is playing at
int handle; // What handle this sound is playing on. Valid only if SOF_PLAYING is set.
short soundnum; // The sound number that is playing
union {
struct {
short segnum; // Used if SOF_LINK_TO_POS field is used
short sidenum;
vms_vector position;
}pos;
struct {
short objnum; // Used if SOF_LINK_TO_OBJ field is used
short objsignature;
}obj;
}link;
} sound_object;
#define lp_segnum link.pos.segnum
#define lp_sidenum link.pos.sidenum
#define lp_position link.pos.position
#define lo_objnum link.obj.objnum
#define lo_objsignature link.obj.objsignature
#define MAX_SOUND_OBJECTS 16
sound_object SoundObjects[MAX_SOUND_OBJECTS];
short next_signature=0;
//added/changed on 980905 by adb to make sfx volume work, on 990221 by adb changed F1_0 to F1_0 / 2
#define SOUND_MAX_VOLUME (F1_0 / 2)
int digi_volume = SOUND_MAX_VOLUME;
//end edit by adb
int digi_lomem = 0;
static int digi_initialised = 0;
struct sound_slot {
int soundno;
int playing; // Is there a sample playing on this channel?
int looped; // Play this sample looped?
fix pan; // 0 = far left, 1 = far right
fix volume; // 0 = nothing, 1 = fully on
//changed on 980905 by adb from char * to unsigned char *
unsigned char *samples;
//end changes by adb
unsigned int length; // Length of the sample
unsigned int position; // Position we are at at the moment.
} SoundSlots[MAX_SOUND_SLOTS];
static int digi_sounds_initialized = 0;
//added on 980905 by adb to add rotating/volume based sound kill system
static int digi_max_channels = 16;
static int next_handle = 0;
int SampleHandles[32];
void reset_sounds_on_channel(int channel);
//end edit by adb
void digi_reset_digi_sounds(void);
/* Audio mixing callback */
//changed on 980905 by adb to cleanup, add pan support and optimize mixer
static void audio_mixcallback(void *userdata, unsigned char *stream, int len)
{
unsigned char *streamend = stream + len;
struct sound_slot *sl;
for (sl = SoundSlots; sl < SoundSlots + MAX_SOUND_SLOTS; sl++)
{
if (sl->playing)
{
unsigned char *sldata = sl->samples + sl->position, *slend = sl->samples + sl->length;
unsigned char *sp = stream;
signed char v;
fix vl, vr;
int x;
if ((x = sl->pan) & 0x8000)
{
vl = 0x20000 - x * 2;
vr = 0x10000;
}
else
{
vl = 0x10000;
vr = x * 2;
}
vl = fixmul(vl, (x = sl->volume));
vr = fixmul(vr, x);
while (sp < streamend)
{
if (sldata == slend)
{
if (!sl->looped)
{
sl->playing = 0;
break;
}
sldata = sl->samples;
}
v = *(sldata++) - 0x80;
*(sp++) = mix8[ *sp + fixmul(v, vl) + 0x80 ];
*(sp++) = mix8[ *sp + fixmul(v, vr) + 0x80 ];
}
sl->position = sldata - sl->samples;
}
}
}
//end changes by adb
/* Initialise audio devices. */
int digi_init()
{
return 1;
}
/* Toggle audio */
void digi_reset() { }
/* Shut down audio */
void digi_close()
{
if (!digi_initialised) return;
digi_initialised = 0;
}
/* Find the sound which actually equates to a sound number */
int digi_xlat_sound(int soundno)
{
if ( soundno < 0 ) return -1;
if ( digi_lomem ) {
soundno = AltSounds[soundno];
if ( soundno == 255 ) return -1;
}
return Sounds[soundno];
}
static int get_free_slot()
{
int i;
for (i=0; i<MAX_SOUND_SLOTS; i++)
{
if (!SoundSlots[i].playing) return i;
}
return -1;
}
int digi_start_sound(int soundnum, fix volume, fix pan, int unknown1, int unknown2, int unknown3, int unknown4)
{
int ntries;
int slot;
if (!digi_initialised) return -1;
//added on 980905 by adb from original source to add sound kill system
// play at most digi_max_channel samples, if possible kill sample with low volume
ntries = 0;
TryNextChannel:
if ( (SampleHandles[next_handle] >= 0) && (SoundSlots[SampleHandles[next_handle]].playing) )
{
if ( (SoundSlots[SampleHandles[next_handle]].volume > digi_volume) && (ntries<digi_max_channels) )
{
//mprintf(( 0, "Not stopping loud sound %d.\n", next_handle ));
next_handle++;
if ( next_handle >= digi_max_channels )
next_handle = 0;
ntries++;
goto TryNextChannel;
}
//mprintf(( 0, "[SS:%d]", next_handle ));
SoundSlots[SampleHandles[next_handle]].playing = 0;
SampleHandles[next_handle] = -1;
}
//end edit by adb
slot = get_free_slot();
if (slot<0) return -1;
SoundSlots[slot].soundno = soundnum;
SoundSlots[slot].samples = GameSounds[soundnum].data;
SoundSlots[slot].length = GameSounds[soundnum].length;
SoundSlots[slot].volume = fixmul(digi_volume, volume);
SoundSlots[slot].pan = pan;
SoundSlots[slot].position = 0;
SoundSlots[slot].looped = 0;
SoundSlots[slot].playing = 1;
//added on 980905 by adb to add sound kill system from original sos digi.c
reset_sounds_on_channel(slot);
SampleHandles[next_handle] = slot;
next_handle++;
if ( next_handle >= digi_max_channels )
next_handle = 0;
//end edit by adb
return slot;
}
//added on 980905 by adb to add sound kill system from original sos digi.c
void reset_sounds_on_channel( int channel )
{
int i;
for (i=0; i<digi_max_channels; i++)
if (SampleHandles[i] == channel)
SampleHandles[i] = -1;
}
//end edit by adb
int digi_start_sound_object(int obj)
{
int slot;
if (!digi_initialised) return -1;
slot = get_free_slot();
if (slot<0) return -1;
SoundSlots[slot].soundno = SoundObjects[obj].soundnum;
SoundSlots[slot].samples = GameSounds[SoundObjects[obj].soundnum].data;
SoundSlots[slot].length = GameSounds[SoundObjects[obj].soundnum].length;
SoundSlots[slot].volume = fixmul(digi_volume, SoundObjects[obj].volume);
SoundSlots[slot].pan = SoundObjects[obj].pan;
SoundSlots[slot].position = 0;
SoundSlots[slot].looped = (SoundObjects[obj].flags & SOF_PLAY_FOREVER);
SoundSlots[slot].playing = 1;
SoundObjects[obj].signature = next_signature++;
SoundObjects[obj].handle = slot;
SoundObjects[obj].flags |= SOF_PLAYING;
//added on 980905 by adb to add sound kill system from original sos digi.c
reset_sounds_on_channel(slot);
//end edit by adb
return 0;
}
// Play the given sound number.
// Volume is max at F1_0.
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 (!digi_initialised) return;
if (soundno < 0 ) return;
digi_start_sound(soundno, max_volume, F0_5, 0, 0, 0, 0);
}
// Play the given sound number. If the sound is already playing,
// restart it.
void digi_play_sample_once( int soundno, fix max_volume )
{
int i;
#ifdef NEWDEMO
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_sound( soundno );
#endif
soundno = digi_xlat_sound(soundno);
if (!digi_initialised) return;
if (soundno < 0 ) return;
for (i=0; i < MAX_SOUND_SLOTS; i++)
if (SoundSlots[i].soundno == soundno)
SoundSlots[i].playing = 0;
digi_start_sound(soundno, max_volume, F0_5, 0, 0, 0, 0);
}
void digi_play_sample_3d( int soundno, int angle, int volume, int no_dups ) // Volume from 0-0x7fff
{
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 (!digi_initialised) return;
if (soundno < 0 ) return;
if (volume < MIN_VOLUME ) return;
digi_start_sound(soundno, volume, angle, 0, 0, 0, 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 );
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;
}
}
}
}
int digi_link_sound_to_object2( int org_soundnum, short objnum, int forever, fix max_volume, fix max_distance )
{
int i,volume,pan;
object * objp;
int soundnum;
soundnum = digi_xlat_sound(org_soundnum);
if ( max_volume < 0 ) return -1;
// if ( max_volume > F1_0 ) max_volume = F1_0;
if (!digi_initialised) return -1;
if (soundnum < 0 ) return -1;
if (GameSounds[soundnum].data==NULL) {
Int3();
return -1;
}
if ((objnum<0)||(objnum>Highest_object_index))
return -1;
if ( !forever ) {
// Hack to keep sounds from building up...
digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, &Objects[objnum].pos, Objects[objnum].segnum, max_volume,&volume, &pan, max_distance );
digi_play_sample_3d( org_soundnum, pan, volume, 0 );
return -1;
}
for (i=0; 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].lo_objnum = objnum;
SoundObjects[i].lo_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;
objp = &Objects[SoundObjects[i].lo_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 );
if (!forever || SoundObjects[i].volume >= MIN_VOLUME)
digi_start_sound_object(i);
return SoundObjects[i].signature;
}
int digi_link_sound_to_object( int soundnum, short objnum, int forever, fix max_volume )
{ return digi_link_sound_to_object2( soundnum, objnum, forever, max_volume, 256*F1_0); }
int digi_link_sound_to_pos2( int org_soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance )
{
int i, volume, pan;
int soundnum;
soundnum = digi_xlat_sound(org_soundnum);
if ( max_volume < 0 ) return -1;
// if ( max_volume > F1_0 ) max_volume = F1_0;
if (!digi_initialised) return -1;
if (soundnum < 0 ) return -1;
if (GameSounds[soundnum].data==NULL) {
Int3();
return -1;
}
if ((segnum<0)||(segnum>Highest_segment_index))
return -1;
if ( !forever ) {
// Hack to keep sounds from building up...
digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, pos, segnum, max_volume, &volume, &pan, max_distance );
digi_play_sample_3d( org_soundnum, pan, volume, 0 );
return -1;
}
for (i=0; 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].lp_segnum = segnum;
SoundObjects[i].lp_sidenum = sidenum;
SoundObjects[i].lp_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;
digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
&SoundObjects[i].lp_position, SoundObjects[i].lp_segnum,
SoundObjects[i].max_volume,
&SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
if (!forever || SoundObjects[i].volume >= MIN_VOLUME)
digi_start_sound_object(i);
return SoundObjects[i].signature;
}
int digi_link_sound_to_pos( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume )
{
return digi_link_sound_to_pos2( soundnum, segnum, sidenum, pos, forever, max_volume, F1_0 * 256 );
}
void digi_kill_sound_linked_to_segment( int segnum, int sidenum, int soundnum )
{
int i,killed;
soundnum = digi_xlat_sound(soundnum);
if (!digi_initialised) return;
killed = 0;
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if ( (SoundObjects[i].flags & SOF_USED) && (SoundObjects[i].flags & SOF_LINK_TO_POS) ) {
if ((SoundObjects[i].lp_segnum == segnum) && (SoundObjects[i].soundnum==soundnum ) && (SoundObjects[i].lp_sidenum==sidenum) ) {
if ( SoundObjects[i].flags & SOF_PLAYING ) {
SoundSlots[SoundObjects[i].handle].playing = 0;
}
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;
if (!digi_initialised) return;
killed = 0;
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if ( (SoundObjects[i].flags & SOF_USED) && (SoundObjects[i].flags & SOF_LINK_TO_OBJ ) ) {
if (SoundObjects[i].lo_objnum == objnum) {
if ( SoundObjects[i].flags & SOF_PLAYING ) {
SoundSlots[SoundObjects[i].handle].playing = 0;
}
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 ));
}
}
void digi_sync_sounds()
{
int i;
int oldvolume, oldpan;
if (!digi_initialised) return;
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].flags & SOF_PLAYING) {
if (!SoundSlots[SoundObjects[i].handle].playing) {
SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
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].lp_position, SoundObjects[i].lp_segnum,
SoundObjects[i].max_volume,
&SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
} else if ( SoundObjects[i].flags & SOF_LINK_TO_OBJ ) {
object * objp;
objp = &Objects[SoundObjects[i].lo_objnum];
if ((objp->type==OBJ_NONE) || (objp->signature!=SoundObjects[i].lo_objsignature)) {
// The object that this is linked to is dead, so just end this sound if it is looping.
if ( (SoundObjects[i].flags & SOF_PLAYING) && (SoundObjects[i].flags & SOF_PLAY_FOREVER)) {
SoundSlots[SoundObjects[i].handle].playing = 0;
}
SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
continue; // Go on to next sound...
} else {
digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
&objp->pos, objp->segnum, SoundObjects[i].max_volume,
&SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
}
}
if (oldvolume != SoundObjects[i].volume) {
if ( SoundObjects[i].volume < MIN_VOLUME ) {
// Sound is too far away, so stop it from playing.
if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER)) {
SoundSlots[SoundObjects[i].handle].playing = 0;
SoundObjects[i].flags &= ~SOF_PLAYING; // Mark sound as not playing
}
} else {
if (!(SoundObjects[i].flags & SOF_PLAYING)) {
digi_start_sound_object(i);
} else {
SoundSlots[SoundObjects[i].handle].volume = fixmuldiv(SoundObjects[i].volume,digi_volume,F1_0);
}
}
}
if (oldpan != SoundObjects[i].pan) {
if (SoundObjects[i].flags & SOF_PLAYING)
SoundSlots[SoundObjects[i].handle].pan = SoundObjects[i].pan;
}
}
}
}
void digi_init_sounds()
{
int i;
if (!digi_initialised) return;
digi_reset_digi_sounds();
for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
if (digi_sounds_initialized) {
if ( SoundObjects[i].flags & SOF_PLAYING ) {
SoundSlots[SoundObjects[i].handle].playing=0;
}
}
SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
}
digi_sounds_initialized = 1;
}
//added on 980905 by adb from original source to make sfx volume work
void digi_set_digi_volume( int dvolume )
{
dvolume = fixmuldiv( dvolume, SOUND_MAX_VOLUME, 0x7fff);
if ( dvolume > SOUND_MAX_VOLUME )
digi_volume = SOUND_MAX_VOLUME;
else if ( dvolume < 0 )
digi_volume = 0;
else
digi_volume = dvolume;
if ( !digi_initialised ) return;
digi_sync_sounds();
}
//end edit by adb
void digi_set_volume( int dvolume, int mvolume ) { }
int digi_is_sound_playing(int soundno)
{
int i;
soundno = digi_xlat_sound(soundno);
for (i = 0; i < MAX_SOUND_SLOTS; i++)
//changed on 980905 by adb: added SoundSlots[i].playing &&
if (SoundSlots[i].playing && SoundSlots[i].soundno == soundno)
//end changes by adb
return 1;
return 0;
}
void digi_pause_all() { }
void digi_resume_all() { }
void digi_stop_all() { }
//added on 980905 by adb to make sound channel setting work
void digi_set_max_channels(int n) {
digi_max_channels = n;
if ( digi_max_channels < 1 )
digi_max_channels = 1;
if ( digi_max_channels > (MAX_SOUND_SLOTS-MAX_SOUND_OBJECTS) )
digi_max_channels = (MAX_SOUND_SLOTS-MAX_SOUND_OBJECTS);
if ( !digi_initialised ) return;
digi_reset_digi_sounds();
}
int digi_get_max_channels() {
return digi_max_channels;
}
// end edit by adb
void digi_reset_digi_sounds() {
int i;
for (i=0; i< MAX_SOUND_SLOTS; i++)
SoundSlots[i].playing=0;
//added on 980905 by adb to reset sound kill system
memset(SampleHandles, 255, sizeof(SampleHandles));
next_handle = 0;
//end edit by adb
}
// MIDI stuff follows.
//added/killed on 11/25/98 by Matthew Mueller
//void digi_set_midi_volume( int mvolume ) { }
//void digi_play_midi_song( char * filename, char * melodic_bank, char * drum_bank, int loop ) {}
//void digi_stop_current_song()
//{
//#ifdef HMIPLAY
// char buf[10];
//
// sprintf(buf,"s");
// send_ipc(buf);
//#endif
//}
//end this section kill - MM
#endif // __ENV_DJGPP__