dxx-rebirth/common/main/digi.h

270 lines
7.6 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Include file for sound hardware.
*
*/
#pragma once
#include <SDL_version.h>
#include <type_traits>
#include "pstypes.h"
#ifdef __cplusplus
#include "dxxsconf.h"
#include "dsx-ns.h"
#include "fwd-object.h"
#include "fwd-segment.h"
#include "fwd-piggy.h"
#include <utility>
#ifdef dsx
namespace dcx {
enum class sound_pan : int
{
};
enum class sound_channel : uint8_t
{
None = UINT8_MAX,
};
struct sound_object;
extern int digi_volume;
enum class sound_stack : uint8_t
{
allow_stacking,
cancel_previous,
};
enum class sound_sample_rate : uint16_t
{
_11k = 11025,
_22k = 22050,
_44k = 44100,
};
struct digi_sound_deleter : std::default_delete<uint8_t[]>
{
game_sound_offset offset = {};
constexpr digi_sound_deleter() = default;
constexpr digi_sound_deleter(const game_sound_offset offset) :
offset(offset)
{
}
constexpr bool must_free_buffer() const
{
return static_cast<std::underlying_type<game_sound_offset>::type>(offset) <= 0;
}
void operator()(uint8_t *const p) const
{
if (must_free_buffer())
this->std::default_delete<uint8_t[]>::operator()(p);
/* Else, this pointer was not owned by the unique_ptr, and should not
* be freed. This happens for some sounds that are stored in a single
* large allocation containing all the sounds, rather than individual
* per-sound allocations.
*/
}
};
struct digi_sound
{
struct allocated_data : private std::unique_ptr<uint8_t[], digi_sound_deleter>
{
using base_type = std::unique_ptr<uint8_t[], digi_sound_deleter>;
using base_type::get;
using base_type::get_deleter;
using base_type::operator bool;
constexpr allocated_data() :
base_type()
{
}
allocated_data(const base_type::pointer p, const game_sound_offset o) :
base_type(p, o)
{
}
/* This is only used in the Descent 1 build. */
explicit allocated_data(std::unique_ptr<uint8_t[]> p, const game_sound_offset o) :
allocated_data(p.release(), o)
{
}
/* Define reset() instead of inheriting via `using base_type::reset`,
* because only the zero-argument form of reset() should be exposed.
* The one-argument form should be hidden.
*/
void reset()
{
this->base_type::reset();
}
allocated_data &operator=(allocated_data &&rhs)
{
auto &d = rhs.get_deleter();
if (d.must_free_buffer())
/* If the other object exclusively owns the data it controls,
* then use the standard move semantics of unique_ptr.
*/
return static_cast<allocated_data &>(this->base_type::operator=(std::move(rhs)));
/* Otherwise, the source object does not free its data, so assume
* that it is safe, and sometimes necessary, to copy from the
* source instead of moving from it.
*/
if (this == &rhs)
return *this;
/* Free the old data, if needed. */
this->base_type::reset();
/* Mark this deleter as not requiring a free. */
get_deleter() = d;
/* Change this pointer to share ownership with the other object. */
this->base_type::reset(rhs.get());
return *this;
}
};
std::size_t length;
int freq;
allocated_data data;
std::span<const uint8_t> span() const
{
return {data.get(), length};
}
};
extern sound_channel SoundQ_channel;
}
namespace dsx {
extern int digi_init();
extern void digi_close();
// Volume is max at F1_0.
extern void digi_play_sample( int sndnum, fix max_volume );
extern void digi_play_sample_once( int sndnum, fix max_volume );
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
void digi_link_sound_to_object(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once);
void digi_kill_sound_linked_to_segment(vmsegidx_t segnum, sidenum_t sidenum, int soundnum);
void digi_link_sound_to_pos(unsigned soundnum, vcsegptridx_t segnum, sidenum_t sidenum, const vms_vector &pos, int forever, fix max_volume);
// Same as above, but you pass the max distance sound can be heard. The old way uses f1_0*256 for max_distance.
void digi_link_sound_to_object2(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance);
void digi_link_sound_to_object3(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance, int loop_start, int loop_end);
void digi_kill_sound_linked_to_object(vcobjptridx_t);
#endif
void digi_play_sample_3d(int soundno, sound_pan angle, int volume); // Volume from 0-0x7fff
extern void digi_init_sounds();
extern void digi_sync_sounds();
extern void digi_set_digi_volume( int dvolume );
extern void digi_pause_digi_sounds();
extern void digi_resume_digi_sounds();
extern int digi_xlat_sound(int soundno);
void digi_stop_sound(sound_channel channel);
// Volume 0-F1_0
constexpr sound_object *sound_object_none = nullptr;
sound_channel digi_start_sound(short soundnum, fix volume, sound_pan pan, int looping, int loop_start, int loop_end, sound_object *);
// Stops all sounds that are playing
void digi_stop_all_channels();
void digi_stop_digi_sounds();
void digi_end_sound(sound_channel channel);
void digi_set_channel_pan(sound_channel channel, sound_pan pan);
void digi_set_channel_volume(sound_channel channel, int volume);
int digi_is_channel_playing(sound_channel channel);
extern void digi_play_sample_looping( int soundno, fix max_volume,int loop_start, int loop_end );
extern void digi_change_looping_volume( fix volume );
extern void digi_stop_looping_sound();
// Plays a queued voice sound.
extern void digi_start_sound_queued( short soundnum, fix volume );
// Following declarations are for the runtime switching system
#define MUSIC_TYPE_NONE 0
#define MUSIC_TYPE_BUILTIN 1
#if DXX_USE_SDL_REDBOOK_AUDIO
#define MUSIC_TYPE_REDBOOK 2
#endif
#define MUSIC_TYPE_CUSTOM 3
#define SOUND_MAX_VOLUME F1_0 / 2
extern int Dont_start_sound_objects;
void digi_select_system();
#ifdef _WIN32
// Windows native-MIDI stuff.
void digi_win32_set_midi_volume( int mvolume );
int digi_win32_play_midi_song(const char * filename, int loop );
void digi_win32_pause_midi_song();
void digi_win32_resume_midi_song();
void digi_win32_stop_midi_song();
#endif
void digi_end_soundobj(sound_object &);
void SoundQ_end();
#ifndef NDEBUG
void verify_sound_channel_free(sound_channel channel);
#endif
}
namespace dsx {
class RAIIdigi_sound
{
static constexpr std::integral_constant<sound_channel, sound_channel::None> invalid_channel{};
sound_channel channel = invalid_channel;
static void stop(const sound_channel channel)
{
if (channel != invalid_channel)
digi_stop_sound(channel);
}
public:
~RAIIdigi_sound()
{
stop(channel);
}
void reset(const sound_channel c = invalid_channel)
{
stop(std::exchange(channel, c));
}
operator int() const = delete;
explicit operator bool() const
{
return channel != invalid_channel;
}
};
}
#endif
#endif