/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "render/3d.h" #include "sound/sound.h" #include "sound/audiostr.h" #include "cmdline/cmdline.h" #include "osapi/osapi.h" #include "gamesnd/gamesnd.h" #include "globalincs/alphacolors.h" #include "cfile/cfile.h" #include "sound/ds.h" #include "sound/ds3d.h" #include "sound/acm.h" #include "sound/dscap.h" #include "sound/ogg/ogg.h" #include "globalincs/pstypes.h" #ifdef _WIN32 #include #endif #include unsigned short UserSampleRate, UserSampleBits; #define SND_F_USED (1<<0) // Sounds[] element is used typedef struct sound { int sid; // software id int hid; // hardware id, -1 if sound is not in hardware char filename[MAX_FILENAME_LEN]; int sig; int flags; sound_info info; int uncompressed_size; // size (in bytes) of sound (uncompressed) int duration; } sound; //sound Sounds[MAX_SOUNDS]; SCP_vector Sounds; int Num_sounds=0; int Sound_enabled = FALSE; // global flag to turn sound on/off int Snd_sram; // mem (in bytes) used up by storing sounds in system memory int Snd_hram; // mem (in bytes) used up by storing sounds in soundcard memory float Master_sound_volume = 1.0f; // range is 0 -> 1, used for non-music sound fx float Master_voice_volume = 0.7f; // range is 0 -> 1, used for all voice playback // min volume to play a sound after all volume processing (range is 0.0 -> 1.0) #define MIN_SOUND_VOLUME 0.10f static int snd_next_sig = 1; // convert the game level sound priorities to the DirectSound priority descriptions int ds_priority(int priority) { switch(priority){ case SND_PRIORITY_MUST_PLAY: return DS_MUST_PLAY; case SND_PRIORITY_SINGLE_INSTANCE: return DS_LIMIT_ONE; case SND_PRIORITY_DOUBLE_INSTANCE: return DS_LIMIT_TWO; case SND_PRIORITY_TRIPLE_INSTANCE: return DS_LIMIT_THREE; default: Int3(); return DS_MUST_PLAY; }; } void snd_clear() { // int i; // flag all Sounds[] as free /* for (i=0; i init success // 0 => init failed // int snd_init(int use_a3d, int use_eax, unsigned int sample_rate, unsigned short sample_bits) { int rval; if ( Cmdline_freespace_no_sound ) return 0; if (ds_initialized) { nprintf(( "Sound", "SOUND => Audio is already initialized!\n" )); return 1; } snd_clear(); // Init DirectSound // Connect to DirectSound int num_tries=0; int gave_warning = 0; while(1) { rval = ds_init(use_a3d, use_eax, sample_rate, sample_bits); // check for a fatal error first, in these cases don't retry to init if ( rval == -2 ) { nprintf(( "Sound", "SOUND ==> Fatal error initializing audio device, turn sound off.\n" )); Cmdline_freespace_no_sound = Cmdline_freespace_no_music = 1; goto Failure; } else if ( rval != 0 ) { nprintf(( "Sound", "SOUND ==> Error initializing audio device, trying again in 1 second.\n" )); Sleep(1000); } else { break; } if ( num_tries++ > 5 ) { if ( !gave_warning ) { MessageBox(NULL, XSTR("Audio could not be initialized. If you are running any applications playing sound in the background, you should stop them before continuing.",971), NULL, MB_OK); gave_warning = 1; } else { goto Failure; } } } // Init the Audio Compression Manager if ( ACM_init() == -1 ) { HWND hwnd = (HWND)os_get_window(); MessageBox(hwnd, XSTR("Could not properly initialize the Microsoft ADPCM codec.\n\nPlease see the readme.txt file for detailed instructions on installing the Microsoft ADPCM codec.",972), NULL, MB_OK); // Warning(LOCATION, "Could not properly initialize the Microsoft ADPCM codec.\nPlease see the readme.txt file for detailed instructions on installing the Microsoft ADPCM codec."); } if ( OGG_init() == -1 ) { mprintf(("Could not initialize the OGG vorbis converter.\n")); } // Init the audio streaming stuff audiostream_init(); ds_initialized = 1; Sound_enabled = TRUE; return 1; Failure: // Warning(LOCATION, "Sound system was unable to be initialized. If you continue, sound will be disabled.\n"); nprintf(( "Sound", "SOUND => Audio init unsuccessful, continuing without sound.\n" )); return 0; } void snd_spew_info() { int idx; char txt[512] = ""; CFILE *out = cfopen("sounds.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA); if(out == NULL){ return; } cfwrite_string("Sounds loaded :\n", out); // spew info for all sounds for(idx=0; idx file of sound to load // allow_hardware_load => whether to try to allocate in hardware // // returns: success => index of sound in Sounds[] array // failure => -1 // //int snd_load( char *filename, int hardware, int use_ds3d, int *sig) int snd_load( game_snd *gs, int allow_hardware_load ) { int n, type; sound_info *si; sound *snd; WAVEFORMATEX *header = NULL; int rc, FileSize, FileOffset; char fullpath[MAX_PATH]; char filename[MAX_FILENAME_LEN]; const int NUM_EXT = 2; const char *audio_ext[NUM_EXT] = { ".ogg", ".wav" }; if ( !ds_initialized ) return -1; if ( !VALID_FNAME(gs->filename) ) return -1; for (n = 0; n < Num_sounds; n++) { if ( !(Sounds[n].flags & SND_F_USED) ) { break; } else if ( !stricmp( Sounds[n].filename, gs->filename) ) { gs->sig = Sounds[n].sig; return n; } } if (n == Num_sounds) { Sounds.resize(n + 1); Num_sounds++; //Yeah, this would be a good idea snd = &Sounds[n]; snd->sid = -1; snd->hid = -1; snd->flags &= ~SND_F_USED; } else { snd = &Sounds[n]; } si = &snd->info; si->data = NULL; si->size = 0; // strip the extension from the filename and try to open any extension strcpy_s( filename, gs->filename ); char *p = strrchr(filename, '.'); if ( p ) *p = 0; rc = cf_find_file_location_ext(filename, NUM_EXT, audio_ext, CF_TYPE_ANY, sizeof(fullpath) - 1, fullpath, &FileSize, &FileOffset); if (rc < 0) return -1; // open the file CFILE *fp = cfopen_special(fullpath, "rb", FileSize, FileOffset); // ok, we got it, so set the proper filename for logging purposes strcat_s(filename, audio_ext[rc]); // ds_parse_sound() will do a NULL check on fp for us if ( ds_parse_sound(fp, &si->data, &si->size, &header, (rc == 0), &si->ogg_info) == -1 ) { nprintf(("Sound", "Could not read sound file %s\n", filename)); return -1; } // Load was a success, should be some sort of WAV or an OGG si->format = header->wFormatTag; // 16-bit flag (wFormatTag) si->n_channels = header->nChannels; // 16-bit channel count (nChannels) si->sample_rate = header->nSamplesPerSec; // 32-bit sample rate (nSamplesPerSec) si->avg_bytes_per_sec = header->nAvgBytesPerSec; // 32-bit average bytes per second (nAvgBytesPerSec) si->n_block_align = header->nBlockAlign; // 16-bit block alignment (nBlockAlign) si->bits = header->wBitsPerSample; // Read 16-bit bits per sample snd->duration = fl2i(1000.0f * ((si->size / (si->bits/8.0f)) / si->sample_rate / si->n_channels)); type = 0; if ( allow_hardware_load ) { if ( gs->preload ) { type |= DS_HARDWARE; } } if ( (gs->flags&GAME_SND_USE_DS3D) ) { type |= DS_USE_DS3D; } rc = ds_load_buffer(&snd->sid, &snd->hid, &snd->uncompressed_size, header, si, type); // free the header if needed if (header != NULL) vm_free(header); // we don't need to keep si->data around anymore, this should be NULL for OGG files if (si->data != NULL) { vm_free(si->data); si->data = NULL; } // make sure the file handle is closed if (fp != NULL) cfclose(fp); if ( rc == -1 ) return -1; strncpy( snd->filename, gs->filename, MAX_FILENAME_LEN ); snd->flags = SND_F_USED; snd->sig = snd_next_sig++; if (snd_next_sig < 0 ) snd_next_sig = 1; gs->id_sig = snd->sig; gs->id = n; nprintf(("Sound", "Loaded %s\n", filename)); return n; } // --------------------------------------------------------------------------------------- // snd_unload() // // Unload a sound from memory. This will release the storage, and the sound must be re-loaded via // sound_load() before it can be played again. // int snd_unload( int n ) { if (!ds_initialized) return 0; if ( (n < 0) || (n >= Num_sounds) ) return 0; if ( !(Sounds[n].flags & SND_F_USED) ) { if(n==Num_sounds-1) { Num_sounds--; Sounds.pop_back(); } return 0; } ds_unload_buffer(Sounds[n].sid, Sounds[n].hid); if ( Sounds[n].sid != -1 ) { Snd_sram -= Sounds[n].uncompressed_size; } if ( Sounds[n].hid != -1 ) { Snd_hram -= Sounds[n].uncompressed_size; } //If this sound is at the end of the array, we might as well get rid of it if ( n == (Num_sounds-1) ) { Num_sounds--; Sounds.pop_back(); } else { Sounds[n].flags &= ~SND_F_USED; } return 1; } // --------------------------------------------------------------------------------------- // snd_unload_all() // // Unload all sounds from memory. If there's a problem unloading a file the array may not be fully cleared // but future files will still use unused spots, so the array size shouldn't grow out of control. // void snd_unload_all() { int i; for (i=Num_sounds-1; i>=0; i-- ) { snd_unload(i); } } // --------------------------------------------------------------------------------------- // snd_close() // // This is the companion function to snd_init()... it closes down the game sound system. // void snd_close(void) { snd_stop_all(); if (!ds_initialized) return; snd_unload_all(); // free the sound data stored in DirectSound secondary buffers ACM_close(); // Close the Audio Compression Manager (ACM) ds3d_close(); // Close DirectSound3D dscap_close(); // Close DirectSoundCapture ds_close(); // Close DirectSound off } // --------------------------------------------------------------------------------------- // snd_play_raw() // // Allow a sound to be played directly from the index in Sounds[]. This bypasses the // normal game sound management system. // // returns: -1 => sound could not be played // n => handle for instance of sound // int snd_play_raw( int soundnum, float pan, float vol_scale, int priority ) { game_snd gs; int rval; gs.id = soundnum; gs.id_sig = Sounds[soundnum].sig; gs.filename[0] = 0; gs.default_volume = 1.0f; // gs.flags = GAME_SND_VOICE | GAME_SND_USE_DS3D; gs.flags = GAME_SND_VOICE; rval = snd_play(&gs, pan, vol_scale, priority, true); return rval; } MONITOR( NumSoundsStarted ) MONITOR( NumSoundsLoaded ) // --------------------------------------------------------------------------------------- // snd_play() // // NOTE: vol_scale parameter is the multiplicative scaling applied to the default volume // (vol_scale is a default parameter with a default value of 1.0f) // // input: gs => game-level sound description // pan => -1 (full left) to 1.0 (full right), this is a default parm // vol_scale => factor to scale default volume by (applied before global sound volume applied) // priority => SND_PRIORITY_MUST_PLAY // SND_PRIORITY_SINGLE_INSTANCE (default value) // SND_PRIORITY_DOUBLE_INSTANCE // SND_PRIORITY_TRIPLE_INSTANCE // // returns: -1 => sound could not be played // n => handle for instance of sound // int snd_play( game_snd *gs, float pan, float vol_scale, int priority, bool is_voice_msg ) { float volume; sound *snd; int handle = -1; if (!Sound_enabled) return -1; Assert( gs != NULL ); MONITOR_INC( NumSoundsStarted, 1 ); if ( gs->id == -1 ) { gs->id = snd_load(gs); MONITOR_INC( NumSoundsLoaded, 1); } else if ( gs->id_sig != Sounds[gs->id].sig ) { gs->id = snd_load(gs); } if ( gs->id == -1 ) return -1; volume = gs->default_volume * vol_scale; if ( gs->flags&GAME_SND_VOICE ) { volume *= Master_voice_volume; } else { volume *= Master_sound_volume; } if ( volume > 1.0f ) volume = 1.0f; snd = &Sounds[gs->id]; if ( !(snd->flags & SND_F_USED) ) return -1; if (!ds_initialized) return -1; if ( volume > MIN_SOUND_VOLUME ) { handle = ds_play( snd->sid, snd->hid, gs->id_sig, ds_priority(priority), ds_convert_volume(volume), fl2i(pan*MAX_PAN), 0, is_voice_msg); } return handle; } MONITOR( Num3DSoundsStarted ) MONITOR( Num3DSoundsLoaded ) // --------------------------------------------------------------------------------------- // snd_play_3d() // // NOTE: vol_scale parameter is the multiplicative scaling applied to the default volume // (vol_scale is a default parameter with a default value of 1.0f) // // input: gs => game-level sound description // source_pos => global pos of where the sound is // listen_pos => global pos of where listener is // radius => optional parameter, this specifes distance at which to apply min/max distances // source_vel => velocity of the source playing the sound (used for DirectSound3D only) // looping => flag to indicate the sound should loop (default value 0) // vol_scale => factor to scale the static volume by (applied before attenuation) // priority => SND_PRIORITY_MUST_PLAY // SND_PRIORITY_SINGLE_INSTANCE (default value) // SND_PRIORITY_DOUBLE_INSTANCE // SND_PRIORITY_TRIPLE_INSTANCE // sound_fvec => forward vector of where sound is emitting from (RSX use only) // range_factor => factor N, which increases distance sound is heard by N times (default value 1) // // returns: -1 => sound could not be played // n => handle for instance of sound // int snd_play_3d(game_snd *gs, vec3d *source_pos, vec3d *listen_pos, float radius, vec3d *source_vel, int looping, float vol_scale, int priority, vec3d *sound_fvec, float range_factor, int force ) { int handle, min_range, max_range; vec3d vector_to_sound; sound *snd; float volume, distance, pan, max_volume; if ( !Sound_enabled ) return -1; Assert(gs != NULL); MONITOR_INC( Num3DSoundsStarted, 1 ); if ( gs->id < 0 ) { gs->id = snd_load(gs); MONITOR_INC( Num3DSoundsLoaded, 1 ); }else if ( gs->id_sig != Sounds[gs->id].sig ) { gs->id = snd_load(gs); } if ( gs->id == -1 ) return -1; snd = &Sounds[gs->id]; if ( !(snd->flags & SND_F_USED) ) return -1; handle = -1; min_range = fl2i( (gs->min + radius) * range_factor); max_range = fl2i( (gs->max + radius) * range_factor + 0.5f); if (!ds_initialized) return -1; // DirectSound3D will not cut off sounds, no matter how quite they become.. so manually // prevent sounds from playing past the max distance. //IMPORTANT THIS IS NOT WORKING RIGHT OMG WTF distance = vm_vec_normalized_dir_quick( &vector_to_sound, source_pos, listen_pos ); max_volume = gs->default_volume * vol_scale; if ( (distance > max_range) && !force){ return -1; } if ( distance <= min_range ) { volume = max_volume; } else { volume = max_volume - max_volume*(distance/max_range); } if ( volume > 1.0f ){ volume = 1.0f; } if ( priority == SND_PRIORITY_MUST_PLAY ) { if ( volume < 0.3 ) { priority = SND_PRIORITY_DOUBLE_INSTANCE; } } volume *= Master_sound_volume; if ( (volume < MIN_SOUND_VOLUME) && !force) { return -1; } int play_using_ds3d = 0; if (ds_using_ds3d()) { if ( ds_is_3d_buffer(snd->sid) ) { play_using_ds3d = 1; } } if ( play_using_ds3d ) { // play through DirectSound3D handle = ds3d_play( snd->sid, snd->hid, gs->id_sig, source_pos, source_vel, min_range, max_range, looping, ds_convert_volume(max_volume*Master_sound_volume), ds_convert_volume(volume), ds_priority(priority)); } else { // play sound as a fake 3D sound if ( distance <= 0 ) { pan = 0.0f; } else { pan = vm_vec_dot(&View_matrix.vec.rvec,&vector_to_sound); } if(looping){ handle = snd_play_looping( gs, pan, -1, -1, volume/gs->default_volume, priority, force ); } else { handle = snd_play( gs, pan, volume/gs->default_volume, priority); } } return handle; } // update the given 3d sound with a new position void snd_update_3d_pos(int soundnum, game_snd *gs, vec3d *new_pos, float radius, float range_factor) { float vol, pan; // get new volume and pan vals snd_get_3d_vol_and_pan(gs, new_pos, &vol, &pan, radius, range_factor); // set volume snd_set_volume(soundnum, vol); // set pan snd_set_pan(soundnum, pan); } // --------------------------------------------------------------------------------------- // snd_get_3d_vol_and_pan() // // Based on the 3D position the player and the object, calculate // the correct volume and pan. // // parameters: gs => pointer to sound description // pos => 3D position used to calc volume and pan // vol => output parameter for the volume // pan => output parameter for the pan // radius => optional parameter (default value 0) which indicates sound attenuation // should occur from this radius // // returns: -1 => could not determine vol or pan // 0 => success // // NOTE: the volume is not scaled by the Master_sound_volume, since this always occurs // when snd_play() or snd_play_looping() is called // int snd_get_3d_vol_and_pan(game_snd *gs, vec3d *pos, float* vol, float *pan, float radius, float range_factor) { vec3d vector_to_sound; float distance, max_volume; sound *snd; *vol = 0.0f; *pan = 0.0f; if (!ds_initialized) return -1; Assert(gs != NULL); if ( gs->id == -1 ) { gs->id = snd_load(gs); } if (gs->id == -1) return -1; snd = &Sounds[gs->id]; if ( !(snd->flags & SND_F_USED) ) return -1; float min_range = (float) (fl2i( (gs->min) * range_factor)); float max_range = (float) (fl2i( (gs->max) * range_factor + 0.5f)); distance = vm_vec_normalized_dir_quick( &vector_to_sound, pos, &View_position ); distance -= radius; max_volume = gs->default_volume; if ( distance <= min_range ) { *vol = max_volume; } else { *vol = max_volume - (distance - min_range) * max_volume / (max_range - min_range); } if ( *vol > 1.0f ) *vol = 1.0f; if ( *vol > MIN_SOUND_VOLUME ) { if ( distance <= 0 ) *pan = 0.0f; else *pan = vm_vec_dot(&View_matrix.vec.rvec,&vector_to_sound); } return 0; } // --------------------------------------------------------------------------------------- // volume 0 to 1.0. Returns the handle of the sound. -1 if failed. // If startloop or stoploop are not -1, then then are used. // // NOTE: vol_scale parameter is the multiplicative scaling applied to the default volume // (vol_scale is a default parameter with a default value of 1.0f) // // input: gs => game-level sound description // source_pos => global pos of where the sound is // listen_pos => global pos of where listener is // source_vel => velocity of the source playing the sound (used for DirectSound3D only) // looping => flag to indicate the sound should loop (default value 0) // vol_scale => factor to scale the static volume by (applied before attenuation) // priority => SND_PRIORITY_MUST_PLAY (default value) // SND_PRIORITY_SINGLE_INSTANCE // SND_PRIORITY_DOUBLE_INSTANCE // SND_PRIORITY_TRIPLE_INSTANCE // // returns: -1 => sound could not be played // n => handle for instance of sound // int snd_play_looping( game_snd *gs, float pan, int start_loop, int stop_loop, float vol_scale, int priority, int force ) { float volume; int handle = -1; sound *snd; Assert( gs != NULL ); if (!Sound_enabled) return -1; Assert( gs != NULL ); if (!ds_initialized) return -1; if ( gs->id == -1 ) { gs->id = snd_load(gs); } else if ( gs->id_sig != Sounds[gs->id].sig ) { gs->id = snd_load(gs); } if ( gs->id == -1 ) return -1; snd = &Sounds[gs->id]; if ( !(snd->flags & SND_F_USED) ) return -1; volume = gs->default_volume * vol_scale; volume *= Master_sound_volume; if ( volume > 1.0f ) volume = 1.0f; if ( (volume > MIN_SOUND_VOLUME) || force) { handle = ds_play( snd->sid, snd->hid, gs->id_sig, ds_priority(priority), ds_convert_volume(volume), fl2i(pan*MAX_PAN), 1); } return handle; } // --------------------------------------------------------------------------------------- // snd_stop() // // Stop a sound from playing. // // parameters: sig => handle to sound, what is returned from snd_play() // void snd_stop( int sig ) { int channel; if (!ds_initialized) return; if ( sig < 0 ) return; channel = ds_get_channel(sig); if ( channel == -1 ) return; ds_stop_channel(channel); } // --------------------------------------------------------------------------------------- // snd_set_volume() // // Set the volume of a currently playing sound // // parameters: sig => handle to sound, what is returned from snd_play() // volume => volume of sound (range: 0.0 -> 1.0) // void snd_set_volume( int sig, float volume ) { int channel; float new_volume; if (!ds_initialized) return; if ( sig < 0 ) return; channel = ds_get_channel(sig); if ( channel == -1 ) { nprintf(( "Sound", "WARNING: Trying to set volume for a non-playing sound.\n" )); return; } new_volume = volume * Master_sound_volume; ds_set_volume( channel, ds_convert_volume(new_volume) ); } // --------------------------------------------------------------------------------------- // snd_set_pan() // // Set the pan of a currently playing sound // // parameters: sig => handle to sound, what is returned from snd_play() // pan => pan of sound (range: -1.0 -> 1.0) // void snd_set_pan( int sig, float pan ) { int channel; if (!ds_initialized) return; if ( sig < 0 ) return; channel = ds_get_channel(sig); if ( channel == -1 ) { nprintf(( "Sound", "WARNING: Trying to set pan for a non-playing sound.\n" )); return; } ds_set_pan( channel, fl2i(pan*MAX_PAN) ); } // --------------------------------------------------------------------------------------- // snd_get_pitch() // // Return the pitch of a currently playing sound // // returns: pitch of sound ( range: 100 to 100000) // // parameters: sig => handle to sound, what is returned from snd_play() // int snd_get_pitch(int sig) { int channel, pitch=10000; if (!ds_initialized) return -1; if ( sig < 0 ) return -1; channel = ds_get_channel(sig); if ( channel == -1 ) { nprintf(( "Sound", "WARNING: Trying to get pitch for a non-playing sound.\n" )); return -1; } pitch = ds_get_pitch(channel); return pitch; } // --------------------------------------------------------------------------------------- // snd_set_pitch() // // Set the pitch of a currently playing sound // // parameters: sig => handle to sound, what is returned from snd_play() // pan => pitch of sound (range: 100 to 100000) // void snd_set_pitch( int sig, int pitch ) { int channel; if (!ds_initialized) return; if ( sig < 0 ) return; channel = ds_get_channel(sig); if ( channel == -1 ) { nprintf(( "Sound", "WARNING: Trying to set pitch for a non-playing sound.\n" )); return; } ds_set_pitch(channel, pitch); } // --------------------------------------------------------------------------------------- // snd_is_playing() // // Determine if a sound is playing // // returns: 1 => sound is currently playing // 0 => sound is not playing // // parameters: sig => signature of sound, what is returned from snd_play() // int snd_is_playing( int sig ) { int channel, is_playing; if (!ds_initialized) return 0; if ( sig < 0 ) return 0; channel = ds_get_channel(sig); if ( channel == -1 ) return 0; is_playing = ds_is_channel_playing(channel); if ( is_playing == TRUE ) { return 1; } return 0; } // --------------------------------------------------------------------------------------- // snd_chg_loop_status() // // Change whether a currently playing song is looping or not // // parameters: sig => handle to sound, what is returned from snd_play() // loop => whether to start (1) or stop (0) looping // void snd_chg_loop_status(int sig, int loop) { int channel; if (!ds_initialized) return; if ( sig < 0 ) return; channel = ds_get_channel(sig); if ( channel == -1 ) { nprintf(( "Sound", "WARNING: Trying to change loop status of a non-playing sound!\n" )); return; } ds_chg_loop_status(channel, loop); } // --------------------------------------------------------------------------------------- // snd_stop_all() // // Stop all playing sound channels (including looping sounds) // // NOTE: This stops all sounds that are playing from Channels[] sound buffers. It doesn't // stop every secondary sound buffer in existance // void snd_stop_all() { if (!ds_initialized) return; ds_stop_channel_all(); } // --------------------------------------------------------------------------------------- // sound_get_ds() // // Return the pointer to the DirectSound interface // // uint sound_get_ds() { #ifdef USE_OPENAL // unused return 0; #else return (uint)pDirectSound; #endif } // --------------------------------------------------------------------------------------- // snd_is_inited() // // int snd_is_inited() { if ( !ds_initialized ) return FALSE; return TRUE; } // return the time in ms for the duration of the sound int snd_get_duration(int snd_id) { if ( snd_id < 0 ) return 0; return Sounds[snd_id].duration; } MONITOR( SoundChannels ) // update the position of the listener for the specific 3D sound API we're // using void snd_update_listener(vec3d *pos, vec3d *vel, matrix *orient) { MONITOR_INC( SoundChannels, ds_get_number_channels() ); ds3d_update_listener(pos, vel, orient); } // this could probably be optimized a bit void snd_rewind(int snd_handle, game_snd *gs, float seconds) { float current_time,desired_time; float bps; DWORD current_offset,desired_offset; sound_info *snd; if(!snd_is_playing(snd_handle)) return; if (gs->id < 0) return; snd = &Sounds[gs->id].info; current_offset = ds_get_play_position(ds_get_channel(snd_handle)); // current offset into the sound bps = (float)snd->sample_rate * (float)snd->bits; // data rate current_time = (float)current_offset/bps; // how many seconds we're into the sound // don't rewind if it'll put us before the beginning of the sound if(current_time - seconds < 0.0f) return; desired_time = current_time - seconds; // where we want to be desired_offset = (DWORD)(desired_time * bps); // the target ds_set_position(ds_get_channel(snd_handle),desired_offset); } // this could probably be optimized a bit void snd_ffwd(int snd_handle, game_snd *gs, float seconds) { float current_time,desired_time; float bps; DWORD current_offset,desired_offset; sound_info *snd; if(!snd_is_playing(snd_handle)) return; if (gs->id < 0) return; snd = &Sounds[gs->id].info; current_offset = ds_get_play_position(ds_get_channel(snd_handle)); // current offset into the sound bps = (float)snd->sample_rate * (float)snd->bits; // data rate current_time = (float)current_offset/bps; // how many seconds we're into the sound // don't rewind if it'll put us past the end of the sound if(current_time + seconds > (float)snd->duration) return; desired_time = current_time + seconds; // where we want to be desired_offset = (DWORD)(desired_time * bps); // the target ds_set_position(ds_get_channel(snd_handle),desired_offset); } // this could probably be optimized a bit void snd_set_pos(int snd_handle, game_snd *gs, float val,int as_pct) { sound_info *snd; if(!snd_is_playing(snd_handle)) return; if (gs->id < 0) return; snd = &Sounds[gs->id].info; // set position as an absolute from 0 to 1 if(as_pct){ Assert((val >= 0.0) && (val <= 1.0)); ds_set_position(ds_get_channel(snd_handle),(DWORD)((float)snd->size * val)); } // set the position as an absolute # of seconds from the beginning of the sound else { float bps; Assert(val <= (float)snd->duration/1000.0f); bps = (float)snd->sample_rate * (float)snd->bits; // data rate ds_set_position(ds_get_channel(snd_handle),(DWORD)(bps * val)); } } // Return the number of sounds currently playing int snd_num_playing() { return ds_get_number_channels(); } // Stop the first channel found that is playing a sound void snd_stop_any_sound() { int i; for ( i = 0; i < 16; i++ ) { if ( ds_is_channel_playing(i) ) { ds_stop_channel(i); break; } } } // Return the raw sound data for a loaded sound // // input: handle => index into Sounds[] array // data => allocated mem to hold sound // // exit: 0 => success // !0 => fail int snd_get_data(int handle, char *data) { Assert(handle >= 0 && handle < Num_sounds); if ( ds_get_data(Sounds[handle].sid, data) ) { return -1; } return 0; } // return the size of the sound data associated with the sound handle int snd_size(int handle, int *size) { Assert(handle >= 0 && handle < Num_sounds); if ( ds_get_size(Sounds[handle].sid, size) ) { return -1; } return 0; } // retrieve the bits per sample and frequency for a given sound void snd_get_format(int handle, int *bits_per_sample, int *frequency) { Assert(handle >= 0 && handle < Num_sounds); if (bits_per_sample) *bits_per_sample = Sounds[handle].info.bits; if (frequency) *frequency = Sounds[handle].info.sample_rate; } // given a sound sig (handle) return the index in Sounds[] for that sound int snd_get_index(int sig) { int i, channel, channel_id; channel = ds_get_channel(sig); if (channel < 0) return -1; channel_id = ds_get_sound_id(channel); for (i=0; i= 16 ) bits_per_sample = 16; else bits_per_sample = 8; #endif } Assert( bits_per_sample >= 8 ); current_offset = ds_get_play_position(channel); max_offset = ds_get_channel_size(channel); if ( current_offset < max_offset ) { int bytes_remaining = max_offset - current_offset; int samples_remaining = bytes_remaining / (bits_per_sample/8); time_remaining = fl2i(1000.0f * samples_remaining/frequency + 0.5f); } // mprintf(("time_remaining: %d\n", time_remaining)); return time_remaining; } // snd_env_ interface static unsigned long Sound_env_id; static float Sound_env_volume; static float Sound_env_damping; static float Sound_env_decay; // Set the sound environment // int sound_env_set(sound_env *se) { if (ds_eax_set_all(se->id, se->volume, se->damping, se->decay) == 0) { Sound_env_id = se->id; Sound_env_volume = se->volume; Sound_env_damping = se->damping; Sound_env_decay = se->decay; return 0; } else { return -1; } } // Get the sound environment // int sound_env_get(sound_env *se) { EAX_REVERBPROPERTIES er; if (ds_eax_get_all(&er) == 0) { se->id = er.environment; se->volume = er.fVolume; se->decay = er.fDecayTime_sec; se->damping = er.fDamping; return 0; } else { return -1; } } // Turn off the sound environment // int sound_env_disable() { sound_env se; se.id = SND_ENV_GENERIC; se.volume = 0.0f; se.damping = 0.0f; se.decay = 0.0f; sound_env_set(&se); return 0; } // Return 1 if EAX can used to set the sound environment, otherwise return 0 // int sound_env_supported() { return ds_eax_is_inited(); } // Called once per game frame // void snd_do_frame() { ds_do_frame(); } // return the number of samples per pre-defined measure in a piece of audio int snd_get_samples_per_measure(char *filename, float num_measures) { sound_info si; uint total_bytes = 0; int bytes_per_measure = 0; // although this function doesn't require sound to work, if sound is disabled then this is useless if ( !Sound_enabled ) return -1; if ( !VALID_FNAME(filename) ) return -1; if (num_measures <= 0.0f) return -1; if ( ds_parse_sound_info(filename, &si) ) { nprintf(("Sound", "Could not read sould file '%s' for SPM check!\n", filename)); return -1; } total_bytes = (uint)si.size; // if it's ADPCM then we have to account for the uncompressed size if (si.format == WAVE_FORMAT_ADPCM) { total_bytes *= 16; // we always decode APDCM to 16-bit (for OpenAL at least) total_bytes /= si.bits; total_bytes *= 2; // this part isn't at all accurate though } bytes_per_measure = fl2i(total_bytes / num_measures); // ok, now return the samples per measure (which is half of bytes_per_measure) return (bytes_per_measure / 2); }