MuckyFoot-UrbanChaos/fallen/DDLibrary/Source/MFX_DC.cpp

846 lines
15 KiB
C++
Raw Normal View History

2017-05-20 03:14:17 +02:00
#include "game.h"
#include "dclowlevel.h"
#include "sound_id.h"
#include "matrix.h"
#include "mfx.h"
#ifdef DEBUG
#define SHARON TRACE
#else
#define SHARON sizeof
#endif
// So that we can disable sounds during pause.
extern SLONG GAMEMENU_menu_type;
#define GAMEMENU_MENU_TYPE_PAUSE 1
//
// All our sounds. 'copy_of' is the index of the MFX_DC_Sound that
// 'own's' the DCLL_Sound *ds (the one that allocated it first)
//
typedef struct
{
Thing *thing;
UWORD channel_id;
UWORD copy_of; // copy_of == the index of this sound if it's not a copy of another sound.
DCLL_Sound *ds;
} MFX_DC_Sound;
#define MFX_DC_MAX_SOUNDS 1024
MFX_DC_Sound MFX_DC_sound[MFX_DC_MAX_SOUNDS];
//
// The amount of sound memory needed.
//
SLONG MFX_DC_sound_memory;
SLONG MFX_DC_11khz_saving;
SLONG MFX_DC_num_duplicates;
SLONG MFX_DC_duplicate_saving;
SLONG MFX_DC_large_file_saving;
extern SLONG DCLL_bytes_of_sound_memory_used;
void MFX_DC_init(void)
{
SLONG i;
SLONG biggest_sample_index = 0;
SLONG biggest_sample_size = 0;
CBYTE fname[256];
SHARON ( "Entered MFX_DC_init\n" );
//
// Initialise the DC sound system.
//
DCLL_init();
//
// Load all the sound fx.
//
#define GUESS_HOW_MANY_SOUNDS_TO_LOAD 548
#define HOW_MUCH_COMPLETION_BAR_WE_GET 160
#define HOW_MANY_UPDATES 20
int iNumWavsLoaded = 0;
int iNumWavsToDoNextChunk = GUESS_HOW_MANY_SOUNDS_TO_LOAD / HOW_MANY_UPDATES;
int iCurChunkVal = 0;
MFX_DC_sound_memory = 0;
for (i = 0; sound_list[i][0] != '!'; i++)
{
ASSERT(WITHIN(i, 0, MFX_DC_MAX_SOUNDS - 1));
iNumWavsLoaded++;
if ( iNumWavsLoaded > iNumWavsToDoNextChunk )
{
// Do an update of the status bar.
iNumWavsToDoNextChunk += GUESS_HOW_MANY_SOUNDS_TO_LOAD / HOW_MANY_UPDATES;
iCurChunkVal += HOW_MUCH_COMPLETION_BAR_WE_GET / HOW_MANY_UPDATES;
extern void ATTRACT_loadscreen_draw(SLONG completion);
ATTRACT_loadscreen_draw ( iCurChunkVal );
}
if (i > 0)
{
//
// If this name is too similar to the previous filename, assume
// the sounds are similar enough so that we can just use the
// previous sound...
//
CBYTE *ch1 = sound_list[i - 0];
CBYTE *ch2 = sound_list[i - 1];
SLONG differences = 0;
while(1)
{
if (*ch1 == '.' && *ch2 == '.')
{
break;
}
if (*ch1 != *ch2)
{
differences += 1;
if (differences > 2)
{
break;
}
}
if (*ch1 != '.') ch1++;
if (*ch2 != '.') ch2++;
}
if (differences <= 2)
{
//
// Similar enough...
//
MFX_DC_sound[i].ds = MFX_DC_sound[i - 1].ds;
MFX_DC_sound[i].copy_of = MFX_DC_sound[i - 1].copy_of;
MFX_DC_num_duplicates += 1;
MFX_DC_duplicate_saving += DCLL_bytes_of_sound_memory_used;
continue;
}
}
#ifdef TARGET_DC
sprintf(fname, "Data\\Sfx\\1622DC\\%s", sound_list[i]);
#else
sprintf(fname, "Data\\Sfx\\1622\\%s", sound_list[i]);
#endif
SHARON ( "Loading sound <%s>\n", fname );
MFX_DC_sound[i].ds = DCLL_load_sound(fname);
MFX_DC_sound[i].copy_of = i;
if (DCLL_bytes_of_sound_memory_used > 128 * 1024)
{
//
// This sound won't work on the DC!
//
SHARON("WONT WORK ON DC! - \"%s\"\n", fname);
}
if (DCLL_bytes_of_sound_memory_used > 300 * 1024)
{
ASSERT(0);
//
// Dont load any samples that are too big...
//
DCLL_free_sound(MFX_DC_sound[i].ds);
MFX_DC_sound[i].ds = NULL;
{
CBYTE str[500];
sprintf(str, "Not loading huge sound file (%4d k) \"%s\"\n", DCLL_bytes_of_sound_memory_used >> 10, sound_list[i]);
ASSERT ( FALSE );
SHARON ( str );
}
MFX_DC_large_file_saving += DCLL_bytes_of_sound_memory_used;
DCLL_bytes_of_sound_memory_used = 0;
}
else
{
SLONG j;
CBYTE *words_for_11khz[] =
{
"Suspension",
"Scrape",
"Balrog",
"Footstep",
"PAIN",
"TAUNT",
"darci\\",
"roper\\"
"bthug1\\",
"wthug1\\",
"wthug2\\",
"cop\\COP",
"misc\\",
"Barrel",
"Ambience",
"CarX",
"!"
};
//
// Shall we pretend this file is 11025 khz?
//
for (j = 0; words_for_11khz[j][0] != '!'; j++)
{
if (strstr(sound_list[i], words_for_11khz[j]))
{
DCLL_bytes_of_sound_memory_used >>= 1;
MFX_DC_11khz_saving += DCLL_bytes_of_sound_memory_used;
break;
}
}
MFX_DC_sound_memory += DCLL_bytes_of_sound_memory_used;
}
if (DCLL_bytes_of_sound_memory_used > biggest_sample_size)
{
biggest_sample_size = DCLL_bytes_of_sound_memory_used;
biggest_sample_index = i;
}
}
SHARON ( "Done MFX_DC_init\n" );
}
//
// Stops all sounds with the given channel_id (apart from the given wave)
//
void MFX_stop_channel_id(UWORD channel_id, ULONG wave)
{
SLONG i;
MFX_DC_Sound *ms;
if (channel_id == 0)
{
return;
}
for (i = 0; i < MFX_DC_MAX_SOUNDS; i++)
{
ms = &MFX_DC_sound[i];
if (ms->channel_id == channel_id && (ULONG)i != wave)
{
ms->thing = NULL;
ms->channel_id = 0;
DCLL_stop_sound(ms->ds);
}
}
}
void MFX_free_sound(SLONG wave)
{
MFX_DC_Sound *ms;
ASSERT(WITHIN(wave, 0, MFX_DC_MAX_SOUNDS - 1));
ms = &MFX_DC_sound[wave];
if (ms->ds)
{
DCLL_free_sound(ms->ds);
ms->ds = NULL;
ms->channel_id = 0;
ms->thing = 0;
//
// If any sounds are copies of this sound, we must free them too.
//
SLONG i;
for (i = 0; sound_list[i][0] != '!'; i++)
{
ASSERT(WITHIN(i, 0, MFX_DC_MAX_SOUNDS - 1));
if (i == wave)
{
continue;
}
if (MFX_DC_sound[i].copy_of == wave)
{
MFX_DC_sound[i].ds = NULL;
}
}
}
}
void MFX_load_sound(SLONG wave)
{
MFX_DC_Sound *ms;
ASSERT(WITHIN(wave, 0, MFX_DC_MAX_SOUNDS - 1));
ms = &MFX_DC_sound[wave];
if (ms->ds)
{
//
// Already loaded!
//
return;
}
else
{
//
// If this sound is a copy of another one, just use the copy...
//
if (ms->copy_of && ms->copy_of != wave)
{
ASSERT(WITHIN(ms->copy_of, 0, MFX_DC_MAX_SOUNDS - 1));
MFX_DC_Sound *ms_copy = &MFX_DC_sound[ms->copy_of];
if (ms_copy->ds)
{
ms->ds = ms_copy->ds;
return;
}
}
CBYTE fname[256];
#ifdef TARGET_DC
sprintf(fname, "Data\\Sfx\\1622DC\\%s", sound_list[wave]);
#else
sprintf(fname, "Data\\Sfx\\1622\\%s", sound_list[wave]);
#endif
ms->ds = DCLL_load_sound(fname);
if (ms->copy_of && ms->copy_of != wave)
{
//
// Make sure the 'owner' of this sound has a copy of the sound too...
//
ASSERT(WITHIN(ms->copy_of, 0, MFX_DC_MAX_SOUNDS - 1));
MFX_DC_Sound *ms_copy = &MFX_DC_sound[ms->copy_of];
ASSERT(ms_copy->ds == NULL);
ms_copy->ds = ms->ds;
}
}
}
// ========================================================
//
// IMPLEMENT THE MUCKYFOOT SOUND SYSTEM
//
// ========================================================
SLONG MFX_DC_vol_fx = 127; // From 0 to 127
SLONG MFX_DC_vol_amb = 127; // From 0 to 127
SLONG MFX_DC_vol_mus = 127; // From 0 to 127
SLONG MFX_DC_listener_x;
SLONG MFX_DC_listener_y;
SLONG MFX_DC_listener_z;
void MFX_get_volumes(SLONG *fx, SLONG *amb, SLONG *mus)
{
*fx = MFX_DC_vol_fx;
*amb = MFX_DC_vol_amb;
*mus = MFX_DC_vol_mus;
}
void MFX_set_volumes(SLONG fx, SLONG amb, SLONG mus)
{
SATURATE(fx, 0, 127);
SATURATE(amb, 0, 127);
SATURATE(mus, 0, 127);
MFX_DC_vol_fx = fx;
MFX_DC_vol_amb = amb;
MFX_DC_vol_mus = mus;
DCLL_stream_set_volume_range(float(mus) * (1.0F / 127.0F));
//
// Set the volumes of the various DCLL_sounds...?
//
// ...
}
extern SLONG DCLL_still_playing(DCLL_Sound *ds);
void MFX_play_xyz(UWORD channel_id, ULONG wave, ULONG flags, SLONG x, SLONG y, SLONG z)
{
MFX_DC_Sound *ms;
if ( GAMEMENU_menu_type == GAMEMENU_MENU_TYPE_PAUSE )
{
// Don't play sounds during pause.
return;
}
SLONG dx = abs(x - MFX_DC_listener_x);
SLONG dy = abs(y - MFX_DC_listener_y);
SLONG dz = abs(z - MFX_DC_listener_z);
SLONG dist = dx + dy + dz >> 8;
SLONG vol = 256 - (256 * dist >> 13);
if (vol <= 0)
{
// if(flags & MFX_LOOPED)
// vol=1; //play it quiet because we might be going to fade it in etc
// else
return;
}
ASSERT(WITHIN(wave, 0, MFX_DC_MAX_SOUNDS - 1));
ms = &MFX_DC_sound[wave];
if(ms->channel_id==channel_id) //MikeD
{
if (!(flags & MFX_REPLACE))
{
//
// not replace so dont allow this sound
//
if(DCLL_still_playing(ms->ds))
return;
}
}
ms->thing = NULL;
ms->channel_id = channel_id;
DCLL_set_volume(ms->ds, float(MFX_DC_vol_fx * vol >> 8) * (1.0F / 127.0F));
DCLL_2d_play_sound(ms->ds, ((flags & MFX_QUEUED) ? 0 : DCLL_FLAG_INTERRUPT) | ((flags & MFX_LOOPED) ? DCLL_FLAG_LOOP : 0));
/*
DCLL_3d_play_sound(
ms->ds,
float(x >> 8),
float(y >> 8),
float(z >> 8),
((flags & MFX_QUEUED) ? 0 : DCLL_FLAG_INTERRUPT) | ((flags & MFX_LOOPED) ? DCLL_FLAG_LOOP : 0));
*/
}
void MFX_play_thing(UWORD channel_id, ULONG wave, ULONG flags, Thing* p)
{
MFX_DC_Sound *ms;
if ( GAMEMENU_menu_type == GAMEMENU_MENU_TYPE_PAUSE )
{
// Don't play sounds during pause.
return;
}
SLONG dx = abs(p->WorldPos.X - MFX_DC_listener_x);
SLONG dy = abs(p->WorldPos.Y - MFX_DC_listener_y);
SLONG dz = abs(p->WorldPos.Z - MFX_DC_listener_z);
SLONG dist = dx + dy + dz >> 8;
SLONG vol = 256 - (256 * dist >> 13);
if (vol <= 0 )
{
// if(flags & MFX_LOOPED)
// vol=1; //play it quiet because we might be going to fade it in etc
// else
return;
}
ASSERT(WITHIN(wave, 0, MFX_DC_MAX_SOUNDS - 1));
ms = &MFX_DC_sound[wave];
DCLL_set_volume(ms->ds, float(MFX_DC_vol_fx * vol >> 8) * (1.0F / 127.0F));
if(ms->channel_id==channel_id && ms->thing==p) //MikeD
{
if (!(flags & MFX_REPLACE))
{
//
// not replace so dont allow this sound
//
if(DCLL_still_playing(ms->ds))
return;
}
}
ms->thing = p;
ms->channel_id = channel_id;
DCLL_2d_play_sound(ms->ds, ((flags & MFX_QUEUED) ? 0 : DCLL_FLAG_INTERRUPT) | ((flags & MFX_LOOPED) ? DCLL_FLAG_LOOP : 0));
/*
DCLL_3d_play_sound(
ms->ds,
float(p->WorldPos.X >> 8),
float(p->WorldPos.Y >> 8),
float(p->WorldPos.Z >> 8),
((flags & MFX_QUEUED) ? 0 : DCLL_FLAG_INTERRUPT) | ((flags & MFX_LOOPED) ? DCLL_FLAG_LOOP : 0));
*/
}
void MFX_play_at_stream_volume(UWORD channel_id, ULONG wave, ULONG flags)
{
MFX_DC_Sound *ms;
if ( GAMEMENU_menu_type == GAMEMENU_MENU_TYPE_PAUSE )
{
// Don't play sounds during pause.
return;
}
ASSERT(WITHIN(wave, 0, MFX_DC_MAX_SOUNDS - 1));
ms = &MFX_DC_sound[wave];
ms->thing = NULL;
ms->channel_id = channel_id;
//
// Ambient => 2D...
//
DCLL_set_volume(ms->ds, float(MFX_DC_vol_mus) * (1.0F / 127.0F));
DCLL_2d_play_sound(ms->ds, ((flags & MFX_QUEUED) ? 0 : DCLL_FLAG_INTERRUPT) | ((flags & MFX_LOOPED) ? DCLL_FLAG_LOOP : 0));
}
void MFX_play_ambient(UWORD channel_id, ULONG wave, ULONG flags)
{
MFX_DC_Sound *ms;
if ( GAMEMENU_menu_type == GAMEMENU_MENU_TYPE_PAUSE )
{
// Don't play sounds during pause.
return;
}
ASSERT(WITHIN(wave, 0, MFX_DC_MAX_SOUNDS - 1));
ms = &MFX_DC_sound[wave];
ms->thing = NULL;
ms->channel_id = channel_id;
//
// Ambient => 2D...
//
DCLL_set_volume(ms->ds, float(MFX_DC_vol_amb) * (1.0F / 127.0F));
DCLL_2d_play_sound(ms->ds, ((flags & MFX_QUEUED) ? 0 : DCLL_FLAG_INTERRUPT) | ((flags & MFX_LOOPED) ? DCLL_FLAG_LOOP : 0));
}
UBYTE MFX_play_stereo(UWORD channel_id, ULONG wave, ULONG flags)
{
//
// Stereo => Same as ambient but at FX volume????
//
MFX_DC_Sound *ms;
if ( GAMEMENU_menu_type == GAMEMENU_MENU_TYPE_PAUSE )
{
// Don't play sounds during pause.
return 0;
}
ASSERT(WITHIN(wave, 0, MFX_DC_MAX_SOUNDS - 1));
ms = &MFX_DC_sound[wave];
ms->thing = NULL;
ms->channel_id = channel_id;
//
// Ambient => 2D...
//
DCLL_set_volume(ms->ds, float(MFX_DC_vol_fx) * (1.0F / 127.0F));
DCLL_2d_play_sound(ms->ds, ((flags & MFX_QUEUED) ? 0 : DCLL_FLAG_INTERRUPT) | ((flags & MFX_LOOPED) ? DCLL_FLAG_LOOP : 0));
return 0;
}
void MFX_stop(SLONG channel_id, ULONG wave)
{
SLONG i;
MFX_DC_Sound *ms;
if ( ( wave == MFX_WAVE_ALL ) || ( wave == MFX_WAVE_ALMOST_ALL ) )
{
for (i = 0; i < MFX_DC_MAX_SOUNDS - 1; i++)
{
ms = &MFX_DC_sound[i];
ms->thing = NULL;
ms->channel_id = 0;
DCLL_stop_sound(ms->ds);
}
// And stop the streaming sound.
DCLL_stream_stop();
if ( wave != MFX_WAVE_ALMOST_ALL )
{
DCLL_memstream_stop();
}
return;
}
ASSERT(WITHIN(wave, 0, MFX_DC_MAX_SOUNDS - 1));
ms = &MFX_DC_sound[wave];
ms->thing = NULL;
DCLL_stop_sound(ms->ds);
}
void MFX_stop_attached(Thing *p)
{
SLONG i;
MFX_DC_Sound *ms;
//
// Look for the sound attached to this thing.
//
for (i = 0; i < MFX_DC_MAX_SOUNDS; i++)
{
ms = &MFX_DC_sound[i];
if (ms->thing == p)
{
ms->thing = NULL;
ms->channel_id = 0;
DCLL_stop_sound(ms->ds);
return;
}
}
}
//
// Ignore these for now!
//
void MFX_set_pitch(UWORD channel_id, ULONG wave, SLONG pitchbend)
{
}
void MFX_set_gain(UWORD channel_id, ULONG wave, UBYTE gain)
{
MFX_DC_Sound *ms;
ASSERT(WITHIN(wave, 0, MFX_DC_MAX_SOUNDS - 1));
ms = &MFX_DC_sound[wave];
DCLL_set_volume(ms->ds, float(gain) * (1.0F / 255.0F));
}
void MFX_set_queue_gain(UWORD channel_id, ULONG wave, UBYTE gain)
{
}
void MFX_set_listener(SLONG x, SLONG y, SLONG z, SLONG heading, SLONG roll, SLONG pitch)
{
float matrix[9];
float rad_yaw;
float rad_pitch;
float rad_roll;
MFX_DC_listener_x = x;
MFX_DC_listener_y = y;
MFX_DC_listener_z = z;
rad_yaw = float(heading) * 2.0F * PI / 2048.0F;
rad_pitch = float(roll ) * 2.0F * PI / 2048.0F;
rad_roll = float(pitch ) * 2.0F * PI / 2048.0F;
MATRIX_calc(
matrix,
rad_yaw,
rad_pitch,
rad_roll);
DCLL_3d_set_listener(
float(x >> 8),
float(y >> 8),
float(z >> 8),
matrix);
}
void MFX_load_wave_list(CBYTE *names[])
{
}
void MFX_free_wave_list()
{
}
UWORD MFX_get_wave(UWORD channel_id, UBYTE index)
{
return 0;
}
void MFX_render()
{
}
//
// Streaming sound stuff...
//
SLONG MFX_QUICK_play_id = 1;
SLONG last_started=0;
SLONG MFX_QUICK_play(CBYTE *str, SLONG loop, SLONG x, SLONG y, SLONG z)
{
if ( GAMEMENU_menu_type == GAMEMENU_MENU_TYPE_PAUSE )
{
// Don't play sounds during pause.
return NULL;
}
if (DCLL_stream_play(str, loop))
{
last_started=timeGetTime();
if (!loop)
{
// Assume it's speech.
DCLL_stream_volume( (float)MFX_DC_vol_fx * ( 1.0f / 127.0f ) );
}
else
{
// Assume it's music.
DCLL_stream_volume( (float)MFX_DC_vol_mus * ( 1.0f / 127.0f ) );
}
return ++MFX_QUICK_play_id;
}
else
{
return NULL;
}
}
void MFX_QUICK_wait()
{
DCLL_stream_wait();
}
void MFX_QUICK_stop ( bool bAllowMemstream )
{
DCLL_stream_stop();
if ( !bAllowMemstream )
{
DCLL_memstream_stop();
}
// ASSERT(!DCLL_stream_is_playing());
}
SLONG MFX_QUICK_still_playing()
{
SLONG ret;
ret=DCLL_stream_is_playing();
if(ret==0)
{
//
// It's stopped or maybe it never started
//
if((timeGetTime()-last_started)<8000) //8 seconds
{
ret=1;
}
}
else
last_started=0; //it has definatly started so dont let the 8 second delay thing happen
return(ret);
}