doompanning/src/dp_doom/linuxdoom-1.10/i_sound.c

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//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// DESCRIPTION:
// System interface for sound.
//
//-----------------------------------------------------------------------------
#include <math.h>
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#ifdef WILDMIDI
#include "wildmidi_lib.h"
#endif
#include "z_zone.h"
#include "i_system.h"
#include "i_sound.h"
#include "ib_sound.h"
#include "m_argv.h"
#include "m_misc.h"
#include "w_wad.h"
#include "doomdef.h"
#define NUM_CHANNELS 8
static unsigned int output_sample_rate;
// The actual lengths of all sound effects.
static size_t lengths[NUMSFX];
// The channel step amount...
static unsigned long channelstep[NUM_CHANNELS];
// ... and a 0.16 bit remainder of last step.
static unsigned long channelstepremainder[NUM_CHANNELS];
// The channel data pointers, start and end.
static unsigned char* channels[NUM_CHANNELS];
static unsigned char* channelsend[NUM_CHANNELS];
// Time/gametic that the channel started playing,
// used to determine oldest, which automatically
// has lowest priority.
// In case number of active sounds exceeds
// available channels.
static int channelstart[NUM_CHANNELS];
// The sound in channel handles,
// determined on registration.
static int channelhandles[NUM_CHANNELS];
// SFX id of the playing sound effect.
// Used to catch duplicates (like chainsaw).
static int channelids[NUM_CHANNELS];
// Hardware left and right channel volume lookup.
static short* channelleftvol_lookup[NUM_CHANNELS];
static short* channelrightvol_lookup[NUM_CHANNELS];
// Pitch to stepping lookup.
static long steptable[256];
// Volume lookups.
static short vol_lookup[128][256];
// Music stuff
// Maximum volume of music.
//static int snd_MusicVolume;
const char* wildmidi_config_path;
#ifdef WILDMIDI
static boolean music_initialised;
static midi* music_midi;
static boolean music_playing;
#endif
//
// This function loops all active (internal) sound
// channels, retrieves a given number of samples
// from the raw sound data, modifies it according
// to the current (internal) channel parameters,
// mixes the per channel samples into the global
// mixbuffer, clamping it to the allowed range,
// and sets up everything for transferring the
// contents of the mixbuffer to the (two)
// hardware channels (left and right, that is).
//
// This function currently supports only 16bit.
//
static void AudioCallback(short* output_buffer, size_t frames_to_do, void *user_data)
{
// Mix current sound data.
// Pointers in mixbuffer.
short* output_buffer_end;
size_t bytes_done;
const size_t bytes_to_do = frames_to_do * sizeof(short) * 2;
(void)user_data;
bytes_done = 0;
#ifdef WILDMIDI
if (music_playing)
{
bytes_done = (size_t)WildMidi_GetOutput(music_midi, (int8_t*)output_buffer, bytes_to_do);
if (bytes_done < bytes_to_do)
music_playing = false;
}
#endif
memset((char*)output_buffer + bytes_done, 0, bytes_to_do - bytes_done);
// Determine where the sample ends
output_buffer_end = output_buffer + frames_to_do * 2;
// Mix sounds into the mix buffer
while (output_buffer != output_buffer_end)
{
size_t chan;
// Obtain base values for mixing
long dl = output_buffer[0];
long dr = output_buffer[1];
for (chan = 0; chan < NUM_CHANNELS; ++chan)
{
// Check if channel is playing anything
if (channels[chan] != NULL)
{
// Get interpolated sample
const int interpolation_scale = channelstepremainder[chan] / (1 << 8);
const int sample = channels[chan][0] + (((channels[chan][1] - channels[chan][0]) * interpolation_scale) / (1 << 8));
// Add volume-adjusted sample to mix buffer
dl += channelleftvol_lookup[chan][sample];
dr += channelrightvol_lookup[chan][sample];
// Increment sample position
channelstepremainder[chan] += channelstep[chan];
channels[chan] += channelstepremainder[chan] / (1 << 16);
channelstepremainder[chan] %= 1 << 16;
// Disable channel if sound has finished
if (channels[chan] >= channelsend[chan])
channels[chan] = NULL;
}
}
#define CAP ((1 << 15) - 1)
// Clamp mixed samples to 16-bit range and write them back to the buffer
// Left channel
if (dl > CAP)
*output_buffer++ = CAP;
else if (dl < -CAP)
*output_buffer++ = -CAP;
else
*output_buffer++ = dl;
// Right channel
if (dr > CAP)
*output_buffer++ = CAP;
else if (dr < -CAP)
*output_buffer++ = -CAP;
else
*output_buffer++ = dr;
#undef CAP
}
}
static void UpdateSoundParams(int slot, int vol, int sep, int pitch)
{
int rightvol;
int leftvol;
// Set stepping
channelstep[slot] = S_sfx[channelids[slot]].sample_rate * steptable[pitch] / output_sample_rate;
channelstepremainder[slot] = 0;
// Separation, that is, orientation/stereo.
// range is: 1 - 256
sep += 1;
// Per left/right channel.
// x^2 seperation,
// adjust volume properly.
leftvol =
vol - ((vol*sep*sep) / (1 << 16)); ///(256*256);
sep = sep - 257;
rightvol =
vol - ((vol*sep*sep) / (1 << 16));
#ifdef RANGECHECK
// Sanity check, clamp volume.
if (rightvol < 0 || rightvol > 127)
I_Error("rightvol out of bounds");
if (leftvol < 0 || leftvol > 127)
I_Error("leftvol out of bounds");
#endif
// Get the proper lookup table piece
// for this volume level
channelleftvol_lookup[slot] = vol_lookup[leftvol];
channelrightvol_lookup[slot] = vol_lookup[rightvol];
}
//
// This function loads the sound data from the WAD lump,
// for a single sound.
//
static void getsfx(sfxinfo_t* sfxinfo, size_t* len)
{
unsigned char* sfx;
size_t size;
char name[20];
int sfxlump;
// Get the sound data from the WAD, allocate lump
// in zone memory.
sprintf(name, "ds%s", sfxinfo->name);
// Now, there is a severe problem with the
// sound handling, in it is not (yet/anymore)
// gamemode aware. That means, sounds from
// DOOM II will be requested even with DOOM
// shareware.
// The sound list is wired into sounds.c,
// which sets the external variable.
// I do not do runtime patches to that
// variable. Instead, we will use a
// default sound for replacement.
if (W_CheckNumForName(name) == -1)
sfxlump = W_GetNumForName("dspistol");
else
sfxlump = W_GetNumForName(name);
size = W_LumpLength(sfxlump);
sfx = (unsigned char*)W_CacheLumpNum(sfxlump, PU_STATIC);
*len = size-8-16-16;
sfxinfo->data = (void*)(sfx+8+16);
sfxinfo->sample_rate = sfx[2] | (sfx[3] << 8);
}
//
// SFX API
//
//
// This used to set DMX's internal
// channel count and sample rate, it seems.
//
void I_SetChannels(int channels)
{
(void)channels;
}
//
// Retrieve the raw data lump index
// for a given SFX name.
//
int I_GetSfxLumpNum(const sfxinfo_t* sfx)
{
char namebuf[9];
sprintf(namebuf, "ds%s", sfx->name);
return W_GetNumForName(namebuf);
}
//
// Starting a sound means adding it
// to the current list of active sounds
// in the internal channels.
// As the SFX info struct contains
// e.g. a pointer to the raw data,
// it is ignored.
// As our sound handling does not handle
// priority, it is ignored.
//
int I_StartSound(int id, int vol, int sep, int pitch)
{
static unsigned short handlenums = 0;
int i;
int rc = -1;
int oldest = gametic;
int oldestnum = 0;
int slot;
IB_LockSound();
// Chainsaw troubles.
// Play these sound effects only one at a time.
if (id == sfx_sawup
|| id == sfx_sawidl
|| id == sfx_sawful
|| id == sfx_sawhit
|| id == sfx_stnmov
|| id == sfx_pistol)
{
// Loop all channels, check.
for (i=0 ; i<NUM_CHANNELS ; ++i)
{
// Active, and using the same SFX?
if (channels[i] != NULL && channelids[i] == id)
{
// Reset.
channels[i] = NULL;
break;
}
}
}
// Loop all channels to find oldest SFX.
for (i=0; i<NUM_CHANNELS && channels[i] != NULL; ++i)
{
if (channelstart[i] < oldest)
{
oldestnum = i;
oldest = channelstart[i];
}
}
// Tales from the cryptic.
// If we found a channel, fine.
// If not, we simply overwrite the first one, 0.
// Probably only happens at startup.
if (i == NUM_CHANNELS)
slot = oldestnum;
else
slot = i;
// Okay, in the less recent channel,
// we will handle the new SFX.
// Set pointer to raw data.
channels[slot] = (unsigned char*)S_sfx[id].data;
// Set pointer to end of raw data.
channelsend[slot] = channels[slot] + lengths[id];
// Disable handle numbers 0-99 (were they error values in DMX?).
if (handlenums == 0)
handlenums = 100;
// Assign current handle number.
// Preserved so sounds could be stopped.
channelhandles[slot] = rc = handlenums++;
// Should be gametic, I presume.
channelstart[slot] = gametic;
// Preserve sound SFX id,
// e.g. for avoiding duplicates of chainsaw.
channelids[slot] = id;
UpdateSoundParams(slot, vol, sep, pitch);
IB_UnlockSound();
return rc;
}
void I_StopSound(int handle)
{
int i;
for (i=0;i<NUM_CHANNELS;++i)
{
if (channelhandles[i] == handle)
{
IB_LockSound();
channels[i] = NULL;
IB_UnlockSound();
break;
}
}
}
boolean I_SoundIsPlaying(int handle)
{
int i;
for (i=0;i<NUM_CHANNELS;++i)
{
if (channelhandles[i] == handle)
{
IB_LockSound();
boolean playing = channels[i] != NULL;
IB_UnlockSound();
return playing;
}
}
return 0; // Sound doesn't exist
}
void I_UpdateSoundParams(int handle, int vol, int sep, int pitch)
{
int i;
for (i=0;i<NUM_CHANNELS;++i)
{
if (channelhandles[i] == handle)
{
IB_LockSound();
UpdateSoundParams(i, vol, sep, pitch);
IB_UnlockSound();
break;
}
}
}
static void StartupCallback(unsigned int _output_sample_rate, void *user_data)
{
(void)user_data;
output_sample_rate = _output_sample_rate;
#ifdef WILDMIDI
if (WildMidi_Init(wildmidi_config_path, output_sample_rate, 0) == 0)
music_initialised = true;
else
fprintf(stderr, "I_StartupSound: Failed to initialize WildMIDI. Is %s missing?\n", wildmidi_config_path);
#endif
}
void I_StartupSound(void)
{
int i;
int j;
//
// Init internal lookups (raw data, mixing buffer, channels).
//
// This table provides step widths for pitch parameters.
for (i=0 ; i<256 ; ++i)
steptable[i] = (long)(pow(2.0, ((i-128)/64.0))*65536.0);
// Generates volume lookup tables
// which also turn the unsigned samples
// into signed samples.
for (i=0 ; i<128 ; ++i)
for (j=0 ; j<256 ; ++j)
vol_lookup[i][j] = (i*(j-128)*256)/127;
if (!IB_StartupSound(StartupCallback, AudioCallback, NULL))
I_Error("I_StartupSound: Failed to initialize backend");
//
// Cache sounds.
//
// Initialize external data (all sounds) at start, keep static.
for (i=1 ; i<NUMSFX ; ++i)
{
// Alias? Example is the chaingun sound linked to pistol.
if (S_sfx[i].link == NULL)
{
// Load data from WAD file.
getsfx(&S_sfx[i], &lengths[i]);
}
else
{
// Previously loaded already?
S_sfx[i].data = S_sfx[i].link->data;
lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)];
}
}
}
void I_ShutdownSound(void)
{
IB_ShutdownSound();
#ifdef WILDMIDI
if (music_initialised)
{
WildMidi_Shutdown();
music_initialised = false;
}
#endif
}
//
// MUSIC API.
//
void I_PlaySong(int handle, boolean looping)
{
// UNUSED.
(void)handle;
#ifndef WILDMIDI
(void)looping;
#else
if (music_initialised)
{
IB_LockSound();
music_playing = true;
WildMidi_SetOption(music_midi, WM_MO_LOOP, looping ? WM_MO_LOOP : 0);
IB_UnlockSound();
}
#endif
}
void I_PauseSong (int handle)
{
// UNUSED.
(void)handle;
#ifdef WILDMIDI
if (music_initialised)
{
IB_LockSound();
music_playing = false;
IB_UnlockSound();
}
#endif
}
void I_ResumeSong (int handle)
{
// UNUSED.
(void)handle;
#ifdef WILDMIDI
if (music_initialised)
{
IB_LockSound();
music_playing = true;
IB_UnlockSound();
}
#endif
}
void I_StopSong(int handle)
{
// UNUSED.
(void)handle;
#ifdef WILDMIDI
if (music_initialised)
{
IB_LockSound();
music_playing = false;
WildMidi_FastSeek(music_midi, 0);
IB_UnlockSound();
}
#endif
}
void I_UnRegisterSong(int handle)
{
// UNUSED.
(void)handle;
#ifdef WILDMIDI
if (music_initialised)
{
IB_LockSound();
WildMidi_Close(music_midi);
IB_UnlockSound();
}
#endif
}
int I_RegisterSong(const void* data, size_t size)
{
#ifndef WILDMIDI
(void)data;
(void)size;
#else
if (music_initialised)
{
IB_LockSound();
music_midi = WildMidi_OpenBuffer((void*)data, size);
IB_UnlockSound();
}
#endif
return 1;
}
// Is the song playing? (unused)
int I_QrySongPlaying(int handle)
{
// UNUSED.
(void)handle;
#ifndef WILDMIDI
return 0;
#else
IB_LockSound();
boolean playing = music_playing;
IB_UnlockSound();
return playing;
#endif
}
void I_SetMusicVolume(int volume)
{
// Internal state variable.
//snd_MusicVolume = volume;
// Now set volume on output device.
#ifndef WILDMIDI
(void)volume;
#else
if (music_initialised)
{
IB_LockSound();
WildMidi_MasterVolume(volume);
IB_UnlockSound();
}
#endif
}