Files
fs2open.github.com/code/sound/sound.cpp
T
niffiwan 0299c7e42b fix gcc warning: [-Wreorder]
‘game_snd::flags’ will be initialised after ‘uint game_snd::signature’

git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10055 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-17 20:24:42 +10:00

1505 lines
36 KiB
C++

/*
* 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 "globalincs/vmallocator.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 <windows.h>
#endif
#include <limits.h>
#define SND_F_USED (1<<0) // Sounds[] element is used
typedef struct sound {
int sid; // software id
char filename[MAX_FILENAME_LEN];
int sig;
int flags;
sound_info info;
int uncompressed_size; // size (in bytes) of sound (uncompressed)
int duration;
} sound;
SCP_vector<sound> Sounds;
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
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
unsigned int SND_ENV_DEFAULT = 0;
struct LoopingSoundInfo {
int m_dsHandle;
float m_defaultVolume; //!< The default volume of this sound (from game_snd)
float m_dynamicVolume; //!< The dynamic volume before scripted volume adjustment is applied (is updated via snd_set_volume)
LoopingSoundInfo(int dsHandle, float defaultVolume, float dynamicVolume):
m_dsHandle(dsHandle),
m_defaultVolume(defaultVolume),
m_dynamicVolume(dynamicVolume)
{
}
LoopingSoundInfo() : m_dsHandle(-1), m_defaultVolume(0.0f), m_dynamicVolume(0.0f)
{
}
};
SCP_list<LoopingSoundInfo> currentlyLoopingSoundInfos;
//For the adjust-audio-volume sexp
float aav_voice_volume = 1.0f;
float aav_music_volume = 1.0f;
float aav_effect_volume = 1.0f;
struct aav {
float start_volume;
float delta;
float start_time;
int delta_time;
};
aav aav_data[3];
// min volume to play a sound after all volume processing (range is 0.0 -> 1.0)
#define MIN_SOUND_VOLUME 0.05f
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()
{
Sounds.clear();
// reset how much storage sounds are taking up in memory
Snd_sram = 0;
}
// ---------------------------------------------------------------------------------------
// Initialize the game sound system
//
// Initialize the game sound system. Depending on what sound library is being used,
// call the appropriate low-level initiailizations
//
// returns: 1 => init success
// 0 => init failed
//
int snd_init()
{
int rval;
if ( Cmdline_freespace_no_sound )
return 0;
if (ds_initialized) {
nprintf(( "Sound", "SOUND => Audio is already initialized!\n" ));
return 1;
}
snd_clear();
rval = ds_init();
if ( rval != 0 ) {
nprintf(( "Sound", "SOUND ==> Fatal error initializing audio device, turn sound off.\n" ));
Cmdline_freespace_no_sound = Cmdline_freespace_no_music = 1;
goto Failure;
}
if ( OGG_init() == -1 ) {
mprintf(("Could not initialize the OGG vorbis converter.\n"));
}
snd_aav_init();
// 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()
{
size_t 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 < Sounds.size(); idx++) {
if(!(Sounds[idx].flags & SND_F_USED)){
continue;
}
sprintf(txt, "%s (%ds)\n", Sounds[idx].filename, Sounds[idx].info.duration);
cfwrite_string(txt, out);
}
// close the outfile
if(out != NULL){
cfclose(out);
out = NULL;
}
}
int Sound_spew = 0;
DCF(show_sounds, "")
{
Sound_spew = !Sound_spew;
if(Sound_spew){
dc_printf("Sound debug info ON");
} else {
dc_printf("Sound debug info OFF");
}
}
void snd_spew_debug_info()
{
int game_sounds = 0;
int message_sounds = 0;
int interface_sounds = 0;
int done = 0;
if(!Sound_spew){
return;
}
// count up game, interface and message sounds
for (size_t idx = 0; idx < Sounds.size(); idx++) {
if(!(Sounds[idx].flags & SND_F_USED)){
continue;
}
done = 0;
// what kind of sound is this
for(SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs){
if(!stricmp(gs->filename, Sounds[idx].filename)){
game_sounds++;
done = 1;
}
}
if(!done){
for(SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs){
if(!stricmp(gs->filename, Sounds[idx].filename)){
interface_sounds++;
done = 1;
}
}
}
if(!done){
message_sounds++;
}
}
// spew info
gr_set_color_fast(&Color_normal);
gr_printf(30, 100, "Game sounds : %d\n", game_sounds);
gr_printf(30, 110, "Interface sounds : %d\n", interface_sounds);
gr_printf(30, 120, "Message sounds : %d\n", message_sounds);
gr_printf(30, 130, "Total sounds : %d\n", game_sounds + interface_sounds + message_sounds);
}
// ---------------------------------------------------------------------------------------
// snd_load()
//
// Load a sound into memory and prepare it for playback. The sound will reside in memory as
// a single instance, and can be played multiple times simultaneously. Through the magic of
// DirectSound, only 1 copy of the sound is used.
//
// parameters: gs => 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 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" };
size_t n;
if ( !ds_initialized )
return -1;
if ( !VALID_FNAME(gs->filename) )
return -1;
for (n = 0; n < Sounds.size(); n++) {
if ( !(Sounds[n].flags & SND_F_USED) ) {
break;
} else if ( !stricmp( Sounds[n].filename, gs->filename) ) {
// extra check: make sure the sound is actually loaded in a compatible way (2D vs. 3D)
//
// NOTE: this will allow a duplicate 3D entry if 2D stereo entry exists,
// but will not load a duplicate 2D entry to get stereo if 3D
// version already loaded
if ( (Sounds[n].info.n_channels == 1) || !(gs->flags & GAME_SND_USE_DS3D) ) {
return (int)n;
}
}
}
if ( n == Sounds.size() ) {
sound new_sound;
new_sound.sid = -1;
new_sound.flags &= ~SND_F_USED;
Sounds.push_back( new_sound );
}
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]);
nprintf(("Sound", "SOUND => Loading '%s'\n", filename));
// 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", "SOUND ==> Could not read sound file!\n"));
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
type = 0;
if (gs->flags & GAME_SND_USE_DS3D) {
type |= DS_3D;
}
rc = ds_load_buffer(&snd->sid, &snd->uncompressed_size, header, si, type);
// NOTE: "si" values can change once loaded in the buffer
snd->duration = fl2i(1000.0f * ((si->size / (si->bits/8.0f)) / si->sample_rate / si->n_channels));
// 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 ) {
nprintf(("Sound", "SOUND ==> Failed to load '%s'\n", filename));
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 = (int)n;
// nprintf(("Sound", "SOUND ==> Finished loading '%s'\n", filename));
return (int)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) || ((size_t)n >= Sounds.size()) ) {
return 0;
}
ds_unload_buffer(Sounds[n].sid);
if (Sounds[n].sid != -1) {
Snd_sram -= Sounds[n].uncompressed_size;
}
//If this sound is at the end of the array, we might as well get rid of it
if ( (size_t)n == Sounds.size()-1 ) {
Sounds.pop_back();
} else {
Sounds[n].sid = -1;
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()
{
while ( !Sounds.empty() ) {
snd_unload( Sounds.size()-1 );
}
}
// ---------------------------------------------------------------------------------------
// 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
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;
if ( (soundnum < 0) || ((size_t)soundnum >= Sounds.size() ) ) {
return -1;
}
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;
if (gs == NULL) {
Int3();
return -1;
}
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 * aav_voice_volume);
} else {
volume *= (Master_sound_volume * aav_effect_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, gs->id_sig, ds_priority(priority), volume, 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;
vec3d vector_to_sound;
sound *snd;
float volume, distance, max_volume;
float min_range, max_range;
float pan;
if ( !Sound_enabled )
return -1;
if (gs == NULL) {
Int3();
return -1;
}
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;
if (snd->sid < 0) {
return -1;
}
handle = -1;
min_range = (gs->min + radius) * range_factor;
max_range = (gs->max + radius) * range_factor;
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 );
if ( (distance > max_range) && !force){
return -1;
}
max_volume = gs->default_volume * vol_scale;
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 * aav_effect_volume);
if ( (volume < MIN_SOUND_VOLUME) && !force) {
return -1;
}
// any stereo sounds will not play in proper 3D, but they should have
// been converted to mono already!
Assertion( snd->info.n_channels == 1, "Sound should be mono! Sound file: %s", snd->filename );
if (Cmdline_no_3d_sound) {
if (distance <= 0.0f) {
pan = 0.0f;
} else {
pan = vm_vec_dot(&View_matrix.vec.rvec, &vector_to_sound);
}
handle = ds_play(snd->sid, gs->id_sig, ds_priority(priority), volume / gs->default_volume, pan, looping);
} else {
handle = ds3d_play(snd->sid, gs->id_sig, source_pos, source_vel, min_range, max_range, looping, (max_volume*Master_sound_volume*aav_effect_volume), volume, ds_priority(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;
if (gs == NULL) {
Int3();
return -1;
}
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;
}
/**
* Starts looping a game sound
*
* @param gs game-level sound description
* @param pan -1.0 (full left) to 1.0 (full right)
* @param start_loop TODO remove this parameter
* @param stop_loop TODO remove this parameter
* @param vol_scale factor to scale the static volume by (applied before attenuation)
* @param scriptingUpdateVolume if true the looping sound value is updated default is TRUE
* @return -1 on error, else the handle for this playing sound
*/
int snd_play_looping( game_snd *gs, float pan, int start_loop, int stop_loop, float vol_scale, int scriptingUpdateVolume)
{
float volume;
int handle = -1;
sound *snd;
if (!Sound_enabled)
return -1;
if (!ds_initialized)
return -1;
if (gs == NULL) {
Int3();
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 * aav_effect_volume);
if ( volume > 1.0f )
volume = 1.0f;
if (volume > MIN_SOUND_VOLUME) {
handle = ds_play( snd->sid, gs->id_sig, DS_MUST_PLAY, volume, pan, 1);
if(handle != -1 && scriptingUpdateVolume) {
currentlyLoopingSoundInfos.push_back(LoopingSoundInfo(handle, gs->default_volume, vol_scale));
}
}
return handle;
}
/**
* Stop a sound from playing.
*
* @param 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;
SCP_list<LoopingSoundInfo>::iterator iter = currentlyLoopingSoundInfos.begin();
while (iter != currentlyLoopingSoundInfos.end())
{
if(iter->m_dsHandle == sig) {
iter = currentlyLoopingSoundInfos.erase(iter);
} else {
++iter;
}
}
ds_stop_channel(channel);
}
/**
* 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;
currentlyLoopingSoundInfos.clear();
ds_stop_channel_all();
}
/**
* Set the volume of a currently playing sound
*
* @param sig handle to sound, what is returned from snd_play()
* @param 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;
}
bool isLoopingSound = false;
SCP_list<LoopingSoundInfo>::iterator iter;
for (iter = currentlyLoopingSoundInfos.begin(); iter != currentlyLoopingSoundInfos.end(); ++iter) {
if(iter->m_dsHandle == sig) {
iter->m_dynamicVolume = volume;
isLoopingSound = true;
break;
}
}
//looping sound volumes are updated in snd_do_frame
if(!isLoopingSound) {
new_volume = volume * (Master_sound_volume * aav_effect_volume);
ds_set_volume( channel, 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, 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_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;
Assertion( !Sounds.empty(), "Sounds vector is empty. Why are we trying to look up an index?\n" );
if ( Sounds.empty() )
return 0;
Assertion(Sounds[snd_id].duration > 0, "Sound duration for sound %s is bogus (%d)\n", Sounds[snd_id].filename, Sounds[snd_id].duration);
if (Sounds[snd_id].duration > 0)
return Sounds[snd_id].duration;
else
return 0;
}
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) && ((size_t)handle < Sounds.size()) );
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) && ((size_t)handle < Sounds.size()) );
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) && ((size_t)handle < Sounds.size()) );
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 channel, channel_id;
size_t i;
channel = ds_get_channel(sig);
if (channel < 0) {
return -1;
}
channel_id = ds_get_sound_id(channel);
for (i = 0; i < Sounds.size(); i++) {
if ( (Sounds[i].flags & SND_F_USED) && (Sounds[i].sig == channel_id) ) {
return (int)i;
}
}
return -1;
}
// return the time for the sound to play in milliseconds
int snd_time_remaining(int handle)
{
int channel, is_playing, time_remaining = 0;
if (!ds_initialized)
return 0;
if ( handle < 0 )
return 0;
channel = ds_get_channel(handle);
if ( channel == -1 )
return 0;
is_playing = ds_is_channel_playing(channel);
if ( !is_playing ) {
return 0;
}
int current_offset, max_offset, sdx;
int bits_per_sample = 0, frequency = 0;
sdx = snd_get_index(handle);
if (sdx < 0) {
Int3();
return 0;
}
snd_get_format(sdx, &bits_per_sample, &frequency);
if ( (bits_per_sample <= 0) || (frequency <= 0) )
return 0;
// handle ADPCM properly. It's always 16bit for OpenAL but should be 8 or 16
// for Windows. We can't leave it as 4 here (the ADPCM rate) because that is the
// compressed bps and the math is against the uncompressed bps.
if ( bits_per_sample == 4 ) {
bits_per_sample = 16;
}
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 int 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, int preset)
{
EAX_REVERBPROPERTIES er;
if (ds_eax_get_all(&er, preset) == 0) {
se->id = (int)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 = EAX_ENVIRONMENT_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 adjust_volume_on_frame(float* volume_now, aav* data);
void snd_do_frame()
{
adjust_volume_on_frame(&aav_music_volume, &aav_data[AAV_MUSIC]);
adjust_volume_on_frame(&aav_voice_volume, &aav_data[AAV_VOICE]);
adjust_volume_on_frame(&aav_effect_volume, &aav_data[AAV_EFFECTS]);
SCP_list<LoopingSoundInfo>::iterator iter;
for (iter = currentlyLoopingSoundInfos.begin(); iter != currentlyLoopingSoundInfos.end(); ++iter) {
float new_volume = iter->m_defaultVolume * iter->m_dynamicVolume * (Master_sound_volume * aav_effect_volume);
ds_set_volume(ds_get_channel(iter->m_dsHandle), new_volume);
}
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);
}
void snd_adjust_audio_volume(int type, float percent, int time)
{
Assert( type >= 0 && type < 3 );
if ( type >= 0 && type < 3 ) {
switch (type) {
case AAV_MUSIC:
aav_data[type].start_volume = aav_music_volume;
if (percent < aav_music_volume)
aav_data[type].delta = (aav_music_volume - percent) * -1.0f;
else
aav_data[type].delta = percent - aav_music_volume;
break;
case AAV_VOICE:
aav_data[type].start_volume = aav_voice_volume;
if (percent < aav_voice_volume)
aav_data[type].delta = (aav_voice_volume - percent) * -1.0f;
else
aav_data[type].delta = percent - aav_voice_volume;
break;
case AAV_EFFECTS:
aav_data[type].start_volume = aav_effect_volume;
if (percent < aav_effect_volume)
aav_data[type].delta = (aav_effect_volume - percent) * -1.0f;
else
aav_data[type].delta = percent - aav_effect_volume;
break;
default:
Int3();
}
aav_data[type].delta_time = time;
aav_data[type].start_time = (f2fl(Missiontime) * 1000);
}
}
void adjust_volume_on_frame(float* volume_now, aav* data)
{
if (Missiontime == 0){
return;
}
if (*volume_now == (data->start_volume + data->delta))
return;
float msMissiontime = (f2fl(Missiontime) * 1000);
if ( msMissiontime > ( data->start_time + data->delta_time) ) {
*volume_now = data->start_volume + data->delta;
return;
}
float done = 0.0f;
//How much change do we need?
if (data->delta_time == 0)
done = 1.0f;
else
done =(float) (msMissiontime - data->start_time)/data->delta_time;
//apply change
*volume_now = data->start_volume + (data->delta * done);
CLAMP(*volume_now, 0.0f, 1.0f);
}
void snd_aav_init()
{
aav_music_volume = 1.0f;
aav_voice_volume = 1.0f;
aav_effect_volume = 1.0f;
for (int i = 0; i < 3; i++) {
aav_data[i].delta = 0.0f;
aav_data[i].start_volume = 1.0f;
aav_data[i].delta_time = 0;
aav_data[i].start_time = 0.0f;
}
}
uint nextSignature = 0;
game_snd::game_snd()
: name ( "" ), signature( nextSignature++ ), default_volume( 0 ), preload( false ), id( -1 ), id_sig( -1 ), flags( 0 )
{
filename[0] = 0;
min = 0;
max = 0;
}