REDRIVER2/src_rebuild/Game/C/sound.c

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#include "driver2.h"
#include "sound.h"
#include "camera.h"
#include "xmplay.h"
#include "mission.h"
#include "glaunch.h"
#include "gamesnd.h"
#include "xaplay.h"
#include "players.h"
#include "LIBSPU.H"
#include "LIBETC.H"
#include "LIBGTE.H"
#include "INLINE_C.H"
#include "RAND.H"
#include "STRINGS.H"
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#define SPU_CHANNEL_COUNT 24
#define LSB_BANK_COUNT 7
typedef struct __LSBDinfo
{
int addr;
int memtop;
int count[LSB_BANK_COUNT];
int bnktop[LSB_BANK_COUNT];
int append;
} LSBDinfo;
typedef struct __pauseinfo
{
u_short pitch[MAX_SFX_CHANNELS];
u_short voll[MAX_SFX_CHANNELS];
u_short volr[MAX_SFX_CHANNELS];
u_short max;
u_short lev;
} pauseinfo;
static pauseinfo pause;
static LSBDinfo lsbTabs;
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LONGVECTOR3 dummylong = { 0, 0, 0 };
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int bankaddr[2] = { 0 };
int banksize[2] = { 88064, 412672 };
char banks[24] = { 0 };
SAMPLE_DATA samples[LSB_BANK_COUNT][35];
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CHANNEL_DATA channels[MAX_SFX_CHANNELS]; // offset 0xDE480
int master_volume = 0; // why need two?
int gMasterVolume = 0;
int gMusicVolume = -4000;
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int Song_ID = -1;
int VABID = -1;
int gSoundMode = 1; // mono or stereo
int stop_sound_handler = 0;
int sound_paused = 0;
int music_paused = 0;
SpuCommonAttr sound_attr;
int vblcounter = 0; // vblank counter
// [D] [T]
void SoundHandler(void)
{
int ct;
int off;
off = 0;
if (stop_sound_handler || sound_paused)
return;
for (ct = 0; ct < MAX_SFX_CHANNELS; ct++)
{
if (channels[ct].loop || channels[ct].time == 0)
continue;
if (--channels[ct].time == 0)
off |= SPU_KEYCH(ct);
}
if (off)
SpuSetKey(0, off);
}
// [D] [T]
void VsyncProc(void)
{
vblcounter++;
if (Song_ID != -1)
XM_Update();
SoundHandler();
}
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// [D] [T]
void InitSound(void)
{
int i;
SpuInit();
SpuInitMalloc(LSB_BANK_COUNT, banks);
SpuSetMute(1);
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AllocateReverb(SPU_REV_MODE_ROOM | SPU_REV_MODE_STUDIO_A, 16384);
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for (i = 0; i < 2; i++)
{
bankaddr[i] = SpuMalloc(banksize[i]);
if (bankaddr[i] == -1)
{
printError("Failed to SpuMalloc! Exiting...\n");
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#ifndef PSX
exit(-1);
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#endif
}
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}
ResetSound();
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XM_OnceOffInit(GetVideoMode()); // [A] PAL or NTSC here
SetMasterVolume(gMasterVolume);
VSyncCallback(VsyncProc);
SpuSetMute(0);
}
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// [D] [T]
void ClearChannelFields(int channel)
{
channels[channel].loop = 0;
channels[channel].locked = 0;
channels[channel].time = 0;
channels[channel].samplerate = 0;
channels[channel].srcvolume = -10000;
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channels[channel].srcpitch = 4096;
channels[channel].volumeScale = 4096;
channels[channel].dopplerScale = 4096;
channels[channel].srcposition = NULL;
channels[channel].position.vx = 0;
channels[channel].position.vy = 0;
channels[channel].position.vz = 0;
channels[channel].srcvelocity = (LONGVECTOR3*)dummylong;
channels[channel].player = 0;
}
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// [D] [T]
void ResetSound(void)
{
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int ct;
stop_sound_handler = 1;
sound_paused = 0;
music_paused = 0;
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sound_attr.mvol.left = 16383;
sound_attr.mvol.right = 16383;
sound_attr.mask = SPU_COMMON_MVOLL | SPU_COMMON_MVOLR;
SpuSetCommonAttr(&sound_attr);
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ct = 0;
do {
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memset((u_char*)&channels[ct], 0, sizeof(CHANNEL_DATA));
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channels[ct].attr.volmode.left = 0;
channels[ct].attr.volmode.right = 0;
channels[ct].attr.voice = SPU_KEYCH(ct);
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ClearChannelFields(ct);
ct++;
} while (ct < MAX_SFX_CHANNELS);
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ct = 0;
do {
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SpuSetVoiceRR(ct, 6);
SpuSetVoiceAR(ct, 35);
ct++;
} while (ct < MAX_SFX_CHANNELS);
stop_sound_handler = 0;
}
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// [D] [T]
void SetReverbState(int on)
{
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if (on == 0)
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SpuSetReverbVoice(0, SPU_ALLCH);
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else
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SpuSetReverbVoice(1, SPU_ALLCH);
}
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// [D] [T]
void SetReverbInGameState(int on)
{
int cl;
cl = 0xffff;
gSpeechQueue.reverb = on;
if (on && gSpeechQueue.is_playing)
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cl &= ~SPU_KEYCH(gSpeechQueue.chan);
SpuSetReverbVoice(on, cl);
}
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// [D] [T]
int SetReverbChannelState(int ch, int on)
{
int cl;
int prev;
cl = SPU_KEYCH(ch);
prev = SpuGetReverbVoice();
SpuSetReverbVoice(on, cl);
return (prev & cl) != 0;
}
// [D] [T]
void SetMasterVolume(int vol)
{
int vl = MAX(0, 10000 + vol);
master_volume = vl + vl / 2 + vl / 8 + vl / 128;
gMasterVolume = vol;
}
// [D] [T]
void SetXMVolume(int volume)
{
int vol;
vol = MIN(10000, MAX(0, 10000 + volume));
gMusicVolume = volume;
if (Song_ID == -1)
return;
XM_SetMasterVol(Song_ID, (vol >> 7) + (vol >> 8));
}
// [D] [T]
char SetPlayerOwnsChannel(int chan, char player)
{
char oldPlayer;
oldPlayer = channels[chan].player;
channels[chan].player = player;
return oldPlayer;
}
// [D] [T]
int CalculateVolume(int channel)
{
int distance;
int fade;
int volume;
VECTOR *srcPos;
VECTOR *plPos;
VECTOR ofse;
volume = 10000 + channels[channel].srcvolume;
if (NumPlayers > 1 && NoPlayerControl == 0)
{
volume = (volume * 3 / 4);
}
srcPos = channels[channel].srcposition;
if (srcPos != NULL)
{
plPos = &player[channels[channel].player].cameraPos;
ofse.vx = srcPos->vx - plPos->vx;
ofse.vy = srcPos->vy + plPos->vy;
ofse.vz = srcPos->vz - plPos->vz;
gte_ldlvl(&ofse);
gte_sqr0();
gte_stlvnl(&ofse);
distance = SquareRoot0(ofse.vx + ofse.vy + ofse.vz);
if (distance < 1024)
distance = 1024;
fade = 0xbd0000 / (distance + 2000);
distance = MAX(0, MIN(4096, distance - 16000));
if (distance != 0)
fade *= (4096 - distance) / 4096;
volume = (fade * volume) / 4096;
}
return volume - 10000;
}
int gSurround = 0;
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// [D] [T]
void UpdateVolumeAttributesS(int channel, int proximity)
{
int volume;
int vol;
int player_id;
VECTOR *pos;
VECTOR *cam_pos;
int dist;
int cam_ang, ang;
int damp;
player_id = channels[channel].player;
pos = channels[channel].srcposition;
cam_pos = &player[player_id].cameraPos;
cam_ang = player[player_id].snd_cam_ang;
volume = CalculateVolume(channel);
vol = MAX(0, 10000 + volume);
if (camera_change == 1 || old_camera_change == 1)
vol = 0;
vol = (vol + vol / 2 + vol / 8 + vol / 128) * master_volume / 16384;
channels[channel].attr.volume.left = vol;
channels[channel].attr.volume.right = gSurround ? -vol : vol; // HMM: why like that?
if (vol == 0)
return;
if (pos == NULL)
return;
if (pos->vz == cam_pos->vz && cam_pos->vx == pos->vx)
return;
// HACK: player car sounds are not affected with stereo
if (player[player_id].cameraView == 2)
{
if (channel == player[player_id].skidding.chan || channel == player[player_id].wheelnoise.chan)
return;
if (player_id == 0)
{
if (channel == 0 || channel == 1 || channel == 2)
return;
}
else if (player_id == 1)
{
if (channel == 3 || channel == 4 || channel == 5)
return;
}
}
// calc angle relative to camera angle and source position
ang = 2048 - (((-ratan2(pos->vz - cam_pos->vz, cam_pos->vx - pos->vx) + 4096 + 3072) % 4096 - (cam_ang - 4096)) % 4096);
// wtf?
if (ABS(ang) >= 1024)
{
int tmp;
tmp = 2048 - ABS(ang);
if (ang < 1)
ang = -tmp;
else
ang = tmp;
}
if (proximity > 0)
{
int dx, dz;
dx = cam_pos->vx - pos->vx;
dz = cam_pos->vz - pos->vz;
dist = jsqrt(dx * dx + dz * dz);
if (dist >= 12000)
proximity = 0;
}
// calculate spatial damp for specific side
if (ang > 0)
{
damp = ((vol * 9 / 10) * ang) / 1024;
if (proximity > 0)
damp = damp * dist / 12000;
channels[channel].attr.volume.left = MAX(0, vol - damp);
}
else if (ang < 0)
{
damp = ((vol * 9 / 10) * -ang) / 1024;
if (proximity > 0)
damp = damp * dist / 12000;
channels[channel].attr.volume.right = gSurround ? -MAX(0, vol - damp) : MAX(0, vol - damp);
}
}
// [D] [T]
void UpdateVolumeAttributesM(int channel)
{
int volume;
int vol;
volume = CalculateVolume(channel);
vol = MAX(0, 10000 + volume);
if (camera_change == 1 || old_camera_change == 1)
vol = 0;
vol = (vol + vol / 2 + vol / 8 + vol / 128) * master_volume / 16384;
channels[channel].attr.volume.left = vol;
channels[channel].attr.volume.right = vol;
}
// [D] [T]
int CompleteSoundSetup(int channel, int bank, int sample, int pitch, int proximity)
{
int bpf;
int rate;
rate = samples[bank][sample].samplerate * pitch;
bpf = (rate / 4096) / 50;
if (bpf == 0)
{
channel = -1;
}
else
{
if (gSoundMode == 1 && proximity != -1)
UpdateVolumeAttributesS(channel, proximity);
else
UpdateVolumeAttributesM(channel);
stop_sound_handler = 1;
channels[channel].attr.mask = SPU_VOICE_VOLL | SPU_VOICE_VOLR | SPU_VOICE_VOLMODEL | SPU_VOICE_VOLMODER | SPU_VOICE_PITCH | SPU_VOICE_WDSA;
channels[channel].attr.addr = samples[bank][sample].address;
channels[channel].attr.pitch = MIN(rate / 44100, 16383);
channels[channel].time = (samples[bank][sample].length / bpf) * 2 + 2;
channels[channel].loop = samples[bank][sample].loop;
channels[channel].samplerate = samples[bank][sample].samplerate;
if (sound_paused != 0)
{
channels[channel].attr.volume.left = 0;
channels[channel].attr.volume.right = 0;
}
SpuSetVoiceAttr(&channels[channel].attr);
SpuSetKey(1, channels[channel].attr.voice);
stop_sound_handler = 0;
}
return channel;
}
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// [D] [T]
void ComputeDoppler(CHANNEL_DATA *ch)
{
int dist;
int seperationrate;
VECTOR *srcPos;
long* srcVel; // LONGVECTOR3
PLAYER *pl;
int dx, dy, dz;
srcPos = ch->srcposition;
if (srcPos == NULL)
{
ch->dopplerScale = ONE;
return;
}
srcVel = (long*)ch->srcvelocity;
pl = &player[ch->player];
dx = srcPos->vx - pl->cameraPos.vx;
dy = srcPos->vy + pl->cameraPos.vy;
dz = srcPos->vz - pl->cameraPos.vz;
dist = jsqrt(dx * dx + dy * dy + dz * dz);
dx = (srcPos->vx - pl->cameraPos.vx) + FIXEDH(srcVel[0] - pl->camera_vel[0]);
dy = (srcPos->vy + pl->cameraPos.vy) + FIXEDH(srcVel[1] - pl->camera_vel[1]);
dz = (srcPos->vz - pl->cameraPos.vz) + FIXEDH(srcVel[2] - pl->camera_vel[2]);
seperationrate = jsqrt(dx * dx + dy * dy + dz * dz);
ch->dopplerScale = (seperationrate - dist) * -3 + ONE;
ch->cameradist = dist;
if (ch->dopplerScale << 16 < 0)
ch->dopplerScale = 0;
}
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// [D] [T]
int StartSound(int channel, int bank, int sample, int volume, int pitch)
{
if (channel < 0)
channel = GetFreeChannel();
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if (channel < 0 || channel >= MAX_SFX_CHANNELS) // [A]
return -1;
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channels[channel].srcposition = NULL;
channels[channel].srcvolume = volume;
return CompleteSoundSetup(channel, bank, sample, pitch, 0);
}
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// [D] [T]
int Start3DTrackingSound(int channel, int bank, int sample, VECTOR *position, LONGVECTOR3* velocity)
{
if (channel < 0)
channel = GetFreeChannel();
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if (channel < 0 || channel >= MAX_SFX_CHANNELS) // [A]
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return -1;
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channels[channel].srcposition = position;
channels[channel].srcvelocity = velocity ? velocity : (LONGVECTOR3*)dummylong;
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channels[channel].srcpitch = 4096;
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channels[channel].srcvolume = 0;
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channel = CompleteSoundSetup(channel, bank, sample, 4096, 0);
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ComputeDoppler(&channels[channel]);
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SetChannelPitch(channel, 4096);
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return channel;
}
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// [D] [T]
int Start3DSoundVolPitch(int channel, int bank, int sample, int x, int y, int z, int volume, int pitch)
{
if (channel < 0)
channel = GetFreeChannel();
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if (channel < 0 || channel >= MAX_SFX_CHANNELS) // [A]
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return -1;
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channels[channel].srcposition = &channels[channel].position;
channels[channel].srcvelocity = (LONGVECTOR3*)dummylong;
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channels[channel].position.vx = x;
channels[channel].position.vy = y;
channels[channel].position.vz = z;
channels[channel].srcvolume = volume;
channels[channel].srcpitch = pitch;
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channel = CompleteSoundSetup(channel, bank, sample, pitch, 0);
ComputeDoppler(&channels[channel]);
SetChannelPitch(channel, pitch);
return channel;
}
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// [D] [T]
void SetChannelPitch(int channel, int pitch)
{
int rate;
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if (channel < 0 || channel >= MAX_SFX_CHANNELS) // [A]
return;
if (sound_paused)
return;
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if (channels[channel].time != 0 && pitch > 128)
{
channels[channel].srcpitch = pitch;
rate = (channels[channel].samplerate * ((channels[channel].dopplerScale * pitch) / 4096)) / 44100;
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channels[channel].attr.mask = SPU_VOICE_PITCH;
channels[channel].attr.pitch = MIN(rate, 16383);
SpuSetVoiceAttr(&channels[channel].attr);
}
}
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// [D] [T]
void SetChannelVolume(int channel, int volume, int proximity)
{
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if (channel < 0 || channel >= MAX_SFX_CHANNELS) // [A]
return;
if (sound_paused == 0 && channels[channel].time != 0)
{
channels[channel].srcvolume = volume;
if (gSoundMode == 1)
UpdateVolumeAttributesS(channel, proximity);
else
UpdateVolumeAttributesM(channel);
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channels[channel].attr.mask = SPU_VOICE_VOLL | SPU_VOICE_VOLR | SPU_VOICE_VOLMODEL | SPU_VOICE_VOLMODER;
SpuSetVoiceAttr(&channels[channel].attr);
}
}
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// [D] [T]
void SetChannelPosition3(int channel, VECTOR *position, LONGVECTOR3* velocity, int volume, int pitch, int proximity)
{
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if (channel < 0 || channel >= MAX_SFX_CHANNELS)
return;
if (camera_change != 1 && old_camera_change != 1 && sound_paused == 0)
{
channels[channel].srcposition = position;
channels[channel].srcvelocity = velocity ? velocity : (LONGVECTOR3*)dummylong;
channels[channel].srcvolume = volume;
if (gSoundMode == 1)
UpdateVolumeAttributesS(channel, proximity);
else
UpdateVolumeAttributesM(channel);
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channels[channel].attr.mask = SPU_VOICE_VOLL | SPU_VOICE_VOLR | SPU_VOICE_VOLMODEL | SPU_VOICE_VOLMODER;
SpuSetVoiceAttr(&channels[channel].attr);
ComputeDoppler(&channels[channel]);
SetChannelPitch(channel, pitch);
}
}
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static int music_pause_max;
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// [D] [T]
void PauseXM(void)
{
int fade;
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if (music_paused != 0)
return;
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music_pause_max = 0;
fade = 96;
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while (fade < music_pause_max) // [A] WTF?
fade += 96;
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if (Song_ID != -1) // [A] bug fix
XM_Pause(Song_ID);
music_paused = 1;
}
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// [D] [T]
void PauseSFX(void)
{
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int i, fade;
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if (sound_paused)
return;
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pause.max = 0;
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// set the faded volume
for (i = 0; i < MAX_SFX_CHANNELS; i++)
{
int vl;
SpuGetVoiceVolume(i, (short*)&pause.voll[i], (short*)&pause.volr[i]);
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vl = MAX(pause.voll[i], pause.volr[i]);
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if (pause.max < vl)
pause.max = vl;
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pause.lev = gMasterVolume + 10000;
}
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fade = 0;
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// fade out each voice
while (fade < pause.max)
{
for (i = 0; i < MAX_SFX_CHANNELS; i++)
{
SpuSetVoiceVolume(i, MAX(0, pause.voll[i] - fade), MAX(0, pause.volr[i] - fade));
}
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fade += 96;
}
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// pause by zeroing pitch
for (i = 0; i < MAX_SFX_CHANNELS; i++)
{
SpuGetVoicePitch(i, &pause.pitch[i]);
SpuSetVoicePitch(i, 0);
}
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sound_paused = 1;
}
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// [D] [T]
void PauseSound(void)
{
SetReverbInGameState(0);
PauseXM();
PauseSFX();
PauseXA();
}
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// [D] [T]
void UnPauseXM(void)
{
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if (Song_ID == -1)
return;
int fade;
if (music_paused != 0)
{
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fade = 0;
do {
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fade += 96;
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} while (fade < music_pause_max); // [A] WTF?
XM_Restart(Song_ID);
music_paused = 0;
}
}
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// [D] [T]
void UnPauseSFX(void)
{
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int i, fade, vol;
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if (!sound_paused)
return;
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// restore pitch
for (i = 0; i < MAX_SFX_CHANNELS; i++)
{
SpuSetVoicePitch(i, pause.pitch[i]);
}
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vol = 10000 + gMasterVolume;
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// restore volume levels
if (pause.lev != 0 && pause.lev != vol)
{
for (i = 0; i < MAX_SFX_CHANNELS; i++)
{
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pause.voll[i] = pause.voll[i] * vol / pause.lev;
pause.volr[i] = pause.volr[i] * vol / pause.lev;
}
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}
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fade = 0;
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// fade out each voice
while (fade < pause.max)
{
for (i = 0; i < MAX_SFX_CHANNELS; i++)
{
SpuSetVoiceVolume(i, MIN(fade, pause.voll[i]), MIN(fade, pause.volr[i]));
}
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fade += 96;
}
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sound_paused = 0;
}
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// [D] [T]
void UnPauseSound(void)
{
UnPauseXM();
UnPauseSFX();
ResumeXA();
}
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// [D] [T]
void StopChannel(int channel)
{
unsigned char lock;
int vsync;
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if (channel < 0 || channel >= MAX_SFX_CHANNELS)
return;
lock = channels[channel].locked;
vsync = VSync(-1);
SpuSetKey(0, channels[channel].attr.voice);
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// PSX SPU keyoff sometimes does not work for first time due to it's nature
do {
if (SpuGetKeyStatus(channels[channel].attr.voice) == 0)
break;
#ifdef __EMSCRIPTEN__
emscripten_sleep(1);
#endif
} while (VSync(-1) - vsync < 8);
ClearChannelFields(channel);
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channels[channel].locked = lock;
}
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// [D] [T]
void StopAllChannels(void)
{
int ct;
for (ct = 0; ct < MAX_SFX_CHANNELS; ct++)
{
StopChannel(ct);
VSync(0);
}
}
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// [D] [T]
void LockChannel(int channel)
{
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if (channel < 0 || channel >= MAX_SFX_CHANNELS) // [A]
return;
channels[channel].locked = 1;
}
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// [D] [T]
void UnlockChannel(int c)
{
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if (c < 0 || c >= MAX_SFX_CHANNELS) // [A]
return;
channels[c].locked = 0;
}
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// [D] [T]
int LoadSoundBank(char *address, int length, int bank)
{
int slength;
int spuaddress;
int num_samples;
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int ct;
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spuaddress = bankaddr[bank];
num_samples = *(int *)address;
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slength = num_samples * sizeof(SAMPLE_DATA) + sizeof(int);
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// copy sample info
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memcpy((u_char*)samples[bank], (u_char*)(address + sizeof(int)), num_samples * sizeof(SAMPLE_DATA));
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// transfer sample data
SpuSetTransferMode(SPU_TRANSFER_BY_DMA);
SpuSetTransferStartAddr(spuaddress);
SpuWrite((unsigned char*)address + slength, length - slength);
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SpuIsTransferCompleted(SPU_TRANSFER_WAIT);
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for(ct = 0; ct < num_samples; ct++)
{
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samples[bank][ct].address += spuaddress;
}
return num_samples;
}
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// [D] [T]
void UpdateXMSamples(int num_samps)
{
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int i;
for (i = 0; i < num_samps; i++)
XM_SetVAGAddress(VABID, i, samples[0][i].address);
}
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// [D] [T]
int LoadSoundBankDynamic(char *address, int length, int dbank)
{
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int i;
int slength;
int num_samples;
if (address == NULL)
{
switch (length)
{
case 0:
if (dbank == 0)
{
lsbTabs.append = 0;
printInfo("*---LSBD(): successful init---*\n");
}
break;
case 1:
lsbTabs.memtop = lsbTabs.addr;
printInfo("*---LSBD(): saved memtop---*\n");
break;
case 2:
lsbTabs.addr = lsbTabs.memtop;
printInfo("*---LSBD(): goneto memtop---*\n");
break;
case 3:
lsbTabs.bnktop[dbank] = lsbTabs.count[dbank];
printInfo("*---LSBD(): saved banktop %d---*\n", lsbTabs.bnktop[dbank]);
break;
case 4:
lsbTabs.count[dbank] = lsbTabs.bnktop[dbank];
printInfo("*---LSBD(): goneto banktop %d---*\n", lsbTabs.count[dbank]);
break;
}
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return 0;
}
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// init bank samples
if (lsbTabs.append == 0)
{
lsbTabs.addr = bankaddr[1];
for(i = 0; i < 7; i++)
lsbTabs.count[i] = 0;
lsbTabs.append = 1;
}
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num_samples = *(int *)address;
slength = num_samples * sizeof(SAMPLE_DATA) + sizeof(int);
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memcpy((u_char*)(samples[dbank] + lsbTabs.count[dbank]), (u_char*)(address + sizeof(int)), num_samples * sizeof(SAMPLE_DATA));
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SpuSetTransferMode(SPU_TRANSFER_BY_DMA);
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SpuSetTransferStartAddr(lsbTabs.addr);
SpuWrite((unsigned char*)address + slength, length - slength);
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SpuIsTransferCompleted(SPU_TRANSFER_WAIT);
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// set proper address for samples
for(i = 0; i < num_samples; i++)
{
samples[dbank][lsbTabs.count[dbank]].address += lsbTabs.addr;
lsbTabs.count[dbank]++;
}
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lsbTabs.addr += length - slength;
return num_samples;
}
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// [D] [T]
void FreeXM(void)
{
if (Song_ID == -1)
return;
XM_Exit();
XM_FreeAllSongIDs();
XM_CloseVAB2(VABID);
Song_ID = -1;
VABID = -1;
}
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// [D] [T]
void StartXM(int reverb)
{
int ct;
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if (Song_ID == -1)
return;
XM_PlayStart(Song_ID, -1);
SpuSetReverb(1);
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for(ct = MAX_SFX_CHANNELS; ct < SPU_CHANNEL_COUNT; ct++)
{
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SpuSetReverbVoice(reverb, SPU_VOICECH(ct));
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}
}
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// [D] [T]
void StopXM(void)
{
XM_PlayStop(Song_ID);
}
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// [D] [T]
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int GetFreeChannel(int force)
{
int channel;
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int it;
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int least;
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char status[SPU_CHANNEL_COUNT];
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SpuGetAllKeysStatus(status);
channel = 0;
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// find free channel
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while (channel < MAX_SFX_CHANNELS && (channels[channel].locked || status[channel] != SPU_OFF && status[channel] != SPU_RESET))
{
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channel++;
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}
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if (channel < MAX_SFX_CHANNELS)
return channel;
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if (!force)
return -1;
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// if not found free channels - free already playing one
channel = -1;
least = 0;
for (it = 0; it < MAX_SFX_CHANNELS; it++)
{
if (channels[it].locked || channels[it].loop)
continue;
if (channel == -1 || channels[it].time < least)
{
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channel = it;
least = channels[it].time;
}
}
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if (channel != -1)
StopChannel(channel);
return channel;
}
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// [D] [T]
void AllocateReverb(long mode, long depth)
{
SpuReverbAttr r_attr;
if (SpuReserveReverbWorkArea(1) == 1)
{
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r_attr.mode = mode | SPU_REV_MODE_CLEAR_WA;
r_attr.mask = SPU_REV_MODE | SPU_REV_DEPTHL | SPU_REV_DEPTHR;
r_attr.depth.left = depth;
r_attr.depth.right = r_attr.depth.left;
SpuSetReverbModeParam(&r_attr);
SpuSetReverbDepth(&r_attr);
SpuSetReverb(1);
}
}
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// [D] [T]
int FESound(int sample)
{
int channel;
channel = GetFreeChannel();
if (channel < 0 || channel >= MAX_SFX_CHANNELS) // [A]
return -1;
channels[channel].srcposition = NULL;
channels[channel].srcvelocity = (LONGVECTOR3*)dummylong;
channels[channel].srcvolume = 4096;
return CompleteSoundSetup(channel, 1, sample, 2048, -1);
}
// [D] [T]
int jsqrt(u_int a)
{
int b0;
int b1;
if (a < 2)
return a;
b0 = a >> 1;
if (a < 0x40000000)
{
if (b0 >= 0x8000)
b0 = 0x7fff;
}
else
{
if (b0 >= 0x10000)
b0 = 0xffff;
}
do
{
b1 = b0 + a / b0 >> 1;
if (ABS(b0 - b1) <= 100)
break;
b0 = b1;
} while (true);
return b1;
}