?? s_sound.c
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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION: none
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: s_sound.c,v 1.6 1997/02/03 22:45:12 b1 Exp $";
#include <stdio.h>
#include <stdlib.h>
#include "i_system.h"
#include "i_sound.h"
#include "sounds.h"
#include "s_sound.h"
#include "z_zone.h"
#include "m_random.h"
#include "w_wad.h"
#include "doomdef.h"
#include "p_local.h"
#include "doomstat.h"
void WriteDebug(char *);
// Purpose?
const char snd_prefixen[]
= { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };
#define S_MAX_VOLUME 127
// when to clip out sounds
// Does not fit the large outdoor areas.
#define S_CLIPPING_DIST (1200*0x10000)
// Distance tp origin when sounds should be maxed out.
// This should relate to movement clipping resolution
// (see BLOCKMAP handling).
// Originally: (200*0x10000).
#define S_CLOSE_DIST (160*0x10000)
#define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)
// Adjustable by menu.
#define NORM_VOLUME snd_MaxVolume
#define NORM_PITCH 128
#define NORM_PRIORITY 64
#define NORM_SEP 128
#define S_PITCH_PERTURB 1
#define S_STEREO_SWING (96*0x10000)
// percent attenuation from front to back
#define S_IFRACVOL 30
#define NA 0
#define S_NUMCHANNELS 2
#define NUM_DSBUFFERS 256
// Current music/sfx card - index useless
// w/o a reference LUT in a sound module.
extern int snd_MusicDevice;
extern int snd_SfxDevice;
// Config file? Same disclaimer as above.
extern int snd_DesiredMusicDevice;
extern int snd_DesiredSfxDevice;
typedef struct
{
// sound information (if null, channel avail.)
sfxinfo_t* sfxinfo;
// origin of sound
void* origin;
// handle of the sound being played
int handle;
} channel_t;
// the set of channels available
static channel_t* channels;
// These are not used, but should be (menu).
// Maximum volume of a sound effect.
// Internal default is max out of 0-15.
int snd_SfxVolume = 15;
// Maximum volume of music. Useless so far.
int snd_MusicVolume = 15;
// whether songs are mus_paused
static boolean mus_paused;
// music currently being played
static musicinfo_t* mus_playing=0;
// following is set
// by the defaults code in M_misc:
// number of channels available
int numChannels;
static int nextcleanup;
//
// Internals.
//
int
S_getChannel
( void* origin,
sfxinfo_t* sfxinfo,
int sfxid );
int
S_AdjustSoundParams
( mobj_t* listener,
mobj_t* source,
int* vol,
int* sep,
int* pitch );
void S_StopChannel(int cnum);
//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
void S_Init
( int sfxVolume,
int musicVolume )
{
int i;
fprintf( stderr, "S_Init: default sfx volume %d\n", sfxVolume);
numChannels = NUM_DSBUFFERS;
// Whatever these did with DMX, these are rather dummies now.
I_SetChannels();
S_SetSfxVolume(sfxVolume);
// No music with Linux - another dummy.
S_SetMusicVolume(musicVolume);
// Allocating the internal channels for mixing
// (the maximum numer of sounds rendered
// simultaneously) within zone memory.
channels =
(channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);
// Free all channels for use
for (i=0 ; i<numChannels ; i++)
channels[i].sfxinfo = 0;
// no sounds are playing, and they are not mus_paused
mus_paused = 0;
// Note that sounds have not been cached (yet).
for (i=1 ; i<NUMSFX ; i++)
S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
}
//
// Per level startup code.
// Kills playing sounds at start of level,
// determines music if any, changes music.
//
void S_Start(void)
{
int cnum;
int mnum;
// kill all playing sounds at start of level
// (trust me - a good idea)
for (cnum=0 ; cnum<numChannels ; cnum++)
if (channels[cnum].sfxinfo)
S_StopChannel(cnum);
// start new music for the level
mus_paused = 0;
if (gamemode == commercial)
mnum = mus_runnin + gamemap - 1;
else
{
int spmus[]=
{
// Song - Who? - Where?
mus_e3m4, // American e4m1
mus_e3m2, // Romero e4m2
mus_e3m3, // Shawn e4m3
mus_e1m5, // American e4m4
mus_e2m7, // Tim e4m5
mus_e2m4, // Romero e4m6
mus_e2m6, // J.Anderson e4m7 CHIRON.WAD
mus_e2m5, // Shawn e4m8
mus_e1m9 // Tim e4m9
};
if (gameepisode < 4)
mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
else
mnum = spmus[gamemap-1];
}
// HACK FOR COMMERCIAL
// if (commercial && mnum > mus_e3m9)
// mnum -= mus_e3m9;
S_ChangeMusic(mnum, true);
nextcleanup = 15;
}
void S_StartSoundAtVolume( void *origin_p, int sfx_id, int volume )
{
int rc;
int sep;
int pitch;
int priority;
sfxinfo_t *sfx;
int cnum;
int chnum;
mobj_t* origin = (mobj_t *)origin_p;
//WriteDebug("S_StartSoundAtVolume...\n");
// Debug.
/*fprintf( stderr,"S_StartSoundAtVolume: playing sound %d (%s)\n",sfx_id, S_sfx[sfx_id].name );*/
// check for bogus sound #
if (sfx_id < 1 || sfx_id > NUMSFX)
I_Error("Bad sfx #: %d", sfx_id);
sfx = &S_sfx[sfx_id];
// Initialize sound parameters
if (sfx->link)
{
pitch = sfx->pitch;
priority = sfx->priority;
volume += sfx->volume;
if (volume < 1)
{
//WriteDebug("Volume off...\n");
return;
}
if (volume > snd_SfxVolume)
volume = snd_SfxVolume;
}
else
{
pitch = NORM_PITCH;
priority = NORM_PRIORITY;
}
// Check to see if it is audible,
// and if not, modify the params
if (origin && origin != players[consoleplayer].mo)
{
rc = S_AdjustSoundParams(players[consoleplayer].mo, origin, &volume, &sep, &pitch);
if ( origin->x == players[consoleplayer].mo->x && origin->y == players[consoleplayer].mo->y)
{
sep = NORM_SEP;
}
if (!rc)
{
//WriteDebug("No rc from S_AdjustSoundParams...\n");
return;
}
}
else
{
sep = NORM_SEP;
}
// hacks to vary the sfx pitches
if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit)
{
pitch += 8 - (M_Random()&15);
if (pitch < 0)
pitch = 0;
else
if (pitch>255)
pitch = 255;
}
else
if (sfx_id != sfx_itemup && sfx_id != sfx_tink)
{
pitch += 16 - (M_Random()&31);
if (pitch<0)
pitch = 0;
else
if (pitch > 255)
pitch = 255;
}
// kill old sound
S_StopSound(origin);
/*
// try to find a channel
cnum = S_getChannel(origin, sfx, sfx_id);
if (cnum<0)
{
//WriteDebug("cnum < 0 -- no channel...\n");
return;
}
*/
//
// This is supposed to handle the loading/caching.
// For some odd reason, the caching is done nearly
// each time the sound is needed?
//
// get lumpnum if necessary
if (sfx->lumpnum < 0)
sfx->lumpnum = I_GetSfxLumpNum(sfx);
#ifndef SNDSRV
// cache data if necessary
if (!sfx->data)
{
fprintf( stderr,
"S_StartSoundAtVolume: 16bit and not pre-cached - wtf?\n");
// DOS remains, 8bit handling
//sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
// fprintf( stderr,
// "S_StartSoundAtVolume: loading %d (lump %d) : 0x%x\n",
// sfx_id, sfx->lumpnum, (int)sfx->data );
}
#endif
// increase the usefulness
if (sfx->usefulness++ < 0)
sfx->usefulness = 1;
// Assigns the handle to one of the channels in the
// mix/output buffer.
//WriteDebug("I_StartSound...\n");
//channels[cnum].handle = I_StartSound(sfx_id,/*sfx->data,*/volume,sep,pitch,priority,origin);
cnum = I_StartSound(sfx_id,/*sfx->data,*/volume,sep,pitch,priority,origin);
channels[cnum].handle = cnum;
channels[cnum].sfxinfo = sfx;
channels[cnum].origin = origin;
}
void S_StartSound( void *origin, int sfx_id )
{
#ifdef SAWDEBUG
// if (sfx_id == sfx_sawful)
// sfx_id = sfx_itemup;
#endif
S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
// UNUSED. We had problems, had we not?
#ifdef SAWDEBUG
{
int i;
int n;
static mobj_t* last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
static int first_saw=0;
static int next_saw=0;
if (sfx_id == sfx_sawidl
|| sfx_id == sfx_sawful
|| sfx_id == sfx_sawhit)
{
for (i=first_saw;i!=next_saw;i=(i+1)%10)
if (last_saw_origins[i] != origin)
fprintf(stderr, "old origin 0x%lx != "
"origin 0x%lx for sfx %d\n",
last_saw_origins[i],
origin,
sfx_id);
last_saw_origins[next_saw] = origin;
next_saw = (next_saw + 1) % 10;
if (next_saw == first_saw)
first_saw = (first_saw + 1) % 10;
for (n=i=0; i<numChannels ; i++)
{
if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
|| channels[i].sfxinfo == &S_sfx[sfx_sawful]
|| channels[i].sfxinfo == &S_sfx[sfx_sawhit]) n++;
}
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