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‘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
1505 lines
36 KiB
C++
1505 lines
36 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "render/3d.h"
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#include "sound/sound.h"
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#include "sound/audiostr.h"
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#include "cmdline/cmdline.h"
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#include "osapi/osapi.h"
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#include "globalincs/vmallocator.h"
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#include "gamesnd/gamesnd.h"
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#include "globalincs/alphacolors.h"
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#include "cfile/cfile.h"
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#include "sound/ds.h"
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#include "sound/ds3d.h"
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#include "sound/acm.h"
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#include "sound/dscap.h"
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#include "sound/ogg/ogg.h"
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#include "globalincs/pstypes.h"
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include <limits.h>
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#define SND_F_USED (1<<0) // Sounds[] element is used
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typedef struct sound {
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int sid; // software id
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char filename[MAX_FILENAME_LEN];
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int sig;
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int flags;
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sound_info info;
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int uncompressed_size; // size (in bytes) of sound (uncompressed)
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int duration;
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} sound;
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SCP_vector<sound> Sounds;
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int Sound_enabled = FALSE; // global flag to turn sound on/off
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int Snd_sram; // mem (in bytes) used up by storing sounds in system memory
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float Master_sound_volume = 1.0f; // range is 0 -> 1, used for non-music sound fx
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float Master_voice_volume = 0.7f; // range is 0 -> 1, used for all voice playback
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unsigned int SND_ENV_DEFAULT = 0;
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struct LoopingSoundInfo {
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int m_dsHandle;
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float m_defaultVolume; //!< The default volume of this sound (from game_snd)
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float m_dynamicVolume; //!< The dynamic volume before scripted volume adjustment is applied (is updated via snd_set_volume)
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LoopingSoundInfo(int dsHandle, float defaultVolume, float dynamicVolume):
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m_dsHandle(dsHandle),
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m_defaultVolume(defaultVolume),
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m_dynamicVolume(dynamicVolume)
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{
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}
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LoopingSoundInfo() : m_dsHandle(-1), m_defaultVolume(0.0f), m_dynamicVolume(0.0f)
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{
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}
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};
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SCP_list<LoopingSoundInfo> currentlyLoopingSoundInfos;
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//For the adjust-audio-volume sexp
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float aav_voice_volume = 1.0f;
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float aav_music_volume = 1.0f;
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float aav_effect_volume = 1.0f;
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struct aav {
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float start_volume;
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float delta;
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float start_time;
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int delta_time;
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};
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aav aav_data[3];
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// min volume to play a sound after all volume processing (range is 0.0 -> 1.0)
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#define MIN_SOUND_VOLUME 0.05f
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static int snd_next_sig = 1;
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// convert the game level sound priorities to the DirectSound priority descriptions
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int ds_priority(int priority)
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{
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switch(priority){
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case SND_PRIORITY_MUST_PLAY:
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return DS_MUST_PLAY;
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case SND_PRIORITY_SINGLE_INSTANCE:
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return DS_LIMIT_ONE;
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case SND_PRIORITY_DOUBLE_INSTANCE:
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return DS_LIMIT_TWO;
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case SND_PRIORITY_TRIPLE_INSTANCE:
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return DS_LIMIT_THREE;
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default:
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Int3();
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return DS_MUST_PLAY;
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};
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}
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void snd_clear()
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{
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Sounds.clear();
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// reset how much storage sounds are taking up in memory
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Snd_sram = 0;
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}
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// ---------------------------------------------------------------------------------------
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// Initialize the game sound system
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//
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// Initialize the game sound system. Depending on what sound library is being used,
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// call the appropriate low-level initiailizations
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//
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// returns: 1 => init success
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// 0 => init failed
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//
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int snd_init()
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{
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int rval;
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if ( Cmdline_freespace_no_sound )
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return 0;
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if (ds_initialized) {
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nprintf(( "Sound", "SOUND => Audio is already initialized!\n" ));
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return 1;
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}
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snd_clear();
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rval = ds_init();
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if ( rval != 0 ) {
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nprintf(( "Sound", "SOUND ==> Fatal error initializing audio device, turn sound off.\n" ));
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Cmdline_freespace_no_sound = Cmdline_freespace_no_music = 1;
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goto Failure;
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}
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if ( OGG_init() == -1 ) {
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mprintf(("Could not initialize the OGG vorbis converter.\n"));
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}
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snd_aav_init();
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// Init the audio streaming stuff
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audiostream_init();
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ds_initialized = 1;
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Sound_enabled = TRUE;
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return 1;
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Failure:
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// Warning(LOCATION, "Sound system was unable to be initialized. If you continue, sound will be disabled.\n");
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nprintf(( "Sound", "SOUND => Audio init unsuccessful, continuing without sound.\n" ));
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return 0;
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}
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void snd_spew_info()
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{
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size_t idx;
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char txt[512] = "";
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CFILE *out = cfopen("sounds.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
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if(out == NULL){
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return;
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}
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cfwrite_string("Sounds loaded :\n", out);
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// spew info for all sounds
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for (idx = 0; idx < Sounds.size(); idx++) {
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if(!(Sounds[idx].flags & SND_F_USED)){
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continue;
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}
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sprintf(txt, "%s (%ds)\n", Sounds[idx].filename, Sounds[idx].info.duration);
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cfwrite_string(txt, out);
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}
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// close the outfile
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if(out != NULL){
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cfclose(out);
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out = NULL;
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}
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}
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int Sound_spew = 0;
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DCF(show_sounds, "")
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{
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Sound_spew = !Sound_spew;
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if(Sound_spew){
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dc_printf("Sound debug info ON");
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} else {
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dc_printf("Sound debug info OFF");
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}
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}
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void snd_spew_debug_info()
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{
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int game_sounds = 0;
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int message_sounds = 0;
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int interface_sounds = 0;
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int done = 0;
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if(!Sound_spew){
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return;
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}
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// count up game, interface and message sounds
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for (size_t idx = 0; idx < Sounds.size(); idx++) {
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if(!(Sounds[idx].flags & SND_F_USED)){
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continue;
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}
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done = 0;
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// what kind of sound is this
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for(SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs){
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if(!stricmp(gs->filename, Sounds[idx].filename)){
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game_sounds++;
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done = 1;
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}
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}
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if(!done){
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for(SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs){
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if(!stricmp(gs->filename, Sounds[idx].filename)){
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interface_sounds++;
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done = 1;
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}
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}
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}
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if(!done){
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message_sounds++;
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}
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}
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// spew info
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gr_set_color_fast(&Color_normal);
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gr_printf(30, 100, "Game sounds : %d\n", game_sounds);
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gr_printf(30, 110, "Interface sounds : %d\n", interface_sounds);
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gr_printf(30, 120, "Message sounds : %d\n", message_sounds);
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gr_printf(30, 130, "Total sounds : %d\n", game_sounds + interface_sounds + message_sounds);
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}
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// ---------------------------------------------------------------------------------------
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// snd_load()
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//
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// Load a sound into memory and prepare it for playback. The sound will reside in memory as
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// a single instance, and can be played multiple times simultaneously. Through the magic of
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// DirectSound, only 1 copy of the sound is used.
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//
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// parameters: gs => file of sound to load
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// allow_hardware_load => whether to try to allocate in hardware
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//
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// returns: success => index of sound in Sounds[] array
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// failure => -1
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//
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//int snd_load( char *filename, int hardware, int use_ds3d, int *sig)
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int snd_load( game_snd *gs, int allow_hardware_load )
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{
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int type;
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sound_info *si;
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sound *snd;
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WAVEFORMATEX *header = NULL;
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int rc, FileSize, FileOffset;
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char fullpath[MAX_PATH];
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char filename[MAX_FILENAME_LEN];
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const int NUM_EXT = 2;
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const char *audio_ext[NUM_EXT] = { ".ogg", ".wav" };
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size_t n;
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if ( !ds_initialized )
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return -1;
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if ( !VALID_FNAME(gs->filename) )
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return -1;
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for (n = 0; n < Sounds.size(); n++) {
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if ( !(Sounds[n].flags & SND_F_USED) ) {
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break;
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} else if ( !stricmp( Sounds[n].filename, gs->filename) ) {
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// extra check: make sure the sound is actually loaded in a compatible way (2D vs. 3D)
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//
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// NOTE: this will allow a duplicate 3D entry if 2D stereo entry exists,
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// but will not load a duplicate 2D entry to get stereo if 3D
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// version already loaded
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if ( (Sounds[n].info.n_channels == 1) || !(gs->flags & GAME_SND_USE_DS3D) ) {
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return (int)n;
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}
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}
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}
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if ( n == Sounds.size() ) {
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sound new_sound;
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new_sound.sid = -1;
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new_sound.flags &= ~SND_F_USED;
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Sounds.push_back( new_sound );
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}
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snd = &Sounds[n];
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si = &snd->info;
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si->data = NULL;
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si->size = 0;
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// strip the extension from the filename and try to open any extension
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strcpy_s( filename, gs->filename );
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char *p = strrchr(filename, '.');
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if ( p ) *p = 0;
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rc = cf_find_file_location_ext(filename, NUM_EXT, audio_ext, CF_TYPE_ANY, sizeof(fullpath) - 1, fullpath, &FileSize, &FileOffset);
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if (rc < 0)
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return -1;
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// open the file
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CFILE *fp = cfopen_special(fullpath, "rb", FileSize, FileOffset);
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// ok, we got it, so set the proper filename for logging purposes
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strcat_s(filename, audio_ext[rc]);
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nprintf(("Sound", "SOUND => Loading '%s'\n", filename));
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// ds_parse_sound() will do a NULL check on fp for us
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if ( ds_parse_sound(fp, &si->data, &si->size, &header, (rc == 0), &si->ogg_info) == -1 ) {
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nprintf(("Sound", "SOUND ==> Could not read sound file!\n"));
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return -1;
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}
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// Load was a success, should be some sort of WAV or an OGG
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si->format = header->wFormatTag; // 16-bit flag (wFormatTag)
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si->n_channels = header->nChannels; // 16-bit channel count (nChannels)
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si->sample_rate = header->nSamplesPerSec; // 32-bit sample rate (nSamplesPerSec)
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si->avg_bytes_per_sec = header->nAvgBytesPerSec; // 32-bit average bytes per second (nAvgBytesPerSec)
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si->n_block_align = header->nBlockAlign; // 16-bit block alignment (nBlockAlign)
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si->bits = header->wBitsPerSample; // Read 16-bit bits per sample
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type = 0;
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if (gs->flags & GAME_SND_USE_DS3D) {
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type |= DS_3D;
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}
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rc = ds_load_buffer(&snd->sid, &snd->uncompressed_size, header, si, type);
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// NOTE: "si" values can change once loaded in the buffer
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snd->duration = fl2i(1000.0f * ((si->size / (si->bits/8.0f)) / si->sample_rate / si->n_channels));
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// free the header if needed
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if (header != NULL)
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vm_free(header);
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// we don't need to keep si->data around anymore, this should be NULL for OGG files
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if (si->data != NULL) {
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vm_free(si->data);
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si->data = NULL;
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}
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// make sure the file handle is closed
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if (fp != NULL)
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cfclose(fp);
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if ( rc == -1 ) {
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nprintf(("Sound", "SOUND ==> Failed to load '%s'\n", filename));
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return -1;
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}
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strncpy( snd->filename, gs->filename, MAX_FILENAME_LEN );
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snd->flags = SND_F_USED;
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snd->sig = snd_next_sig++;
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if (snd_next_sig < 0 ) snd_next_sig = 1;
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gs->id_sig = snd->sig;
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gs->id = (int)n;
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// nprintf(("Sound", "SOUND ==> Finished loading '%s'\n", filename));
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return (int)n;
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}
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// ---------------------------------------------------------------------------------------
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// snd_unload()
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//
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// Unload a sound from memory. This will release the storage, and the sound must be re-loaded via
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// sound_load() before it can be played again.
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//
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int snd_unload( int n )
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{
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if (!ds_initialized)
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return 0;
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if ( (n < 0) || ((size_t)n >= Sounds.size()) ) {
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return 0;
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}
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ds_unload_buffer(Sounds[n].sid);
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if (Sounds[n].sid != -1) {
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Snd_sram -= Sounds[n].uncompressed_size;
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}
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//If this sound is at the end of the array, we might as well get rid of it
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if ( (size_t)n == Sounds.size()-1 ) {
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Sounds.pop_back();
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} else {
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Sounds[n].sid = -1;
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Sounds[n].flags &= ~SND_F_USED;
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}
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return 1;
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}
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// ---------------------------------------------------------------------------------------
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// snd_unload_all()
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//
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// Unload all sounds from memory. If there's a problem unloading a file the array may not be fully cleared
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// but future files will still use unused spots, so the array size shouldn't grow out of control.
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//
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void snd_unload_all()
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{
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while ( !Sounds.empty() ) {
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snd_unload( Sounds.size()-1 );
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}
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}
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// ---------------------------------------------------------------------------------------
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// snd_close()
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//
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// This is the companion function to snd_init()... it closes down the game sound system.
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//
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void snd_close(void)
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{
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snd_stop_all();
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if (!ds_initialized) return;
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snd_unload_all(); // free the sound data stored in DirectSound secondary buffers
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dscap_close(); // Close DirectSoundCapture
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ds_close(); // Close DirectSound off
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}
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// ---------------------------------------------------------------------------------------
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// snd_play_raw()
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//
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// Allow a sound to be played directly from the index in Sounds[]. This bypasses the
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// normal game sound management system.
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//
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// returns: -1 => sound could not be played
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// n => handle for instance of sound
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//
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int snd_play_raw( int soundnum, float pan, float vol_scale, int priority )
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{
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game_snd gs;
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int rval;
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if ( (soundnum < 0) || ((size_t)soundnum >= Sounds.size() ) ) {
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return -1;
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}
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gs.id = soundnum;
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gs.id_sig = Sounds[soundnum].sig;
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gs.filename[0] = 0;
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gs.default_volume = 1.0f;
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// gs.flags = GAME_SND_VOICE | GAME_SND_USE_DS3D;
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gs.flags = GAME_SND_VOICE;
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rval = snd_play(&gs, pan, vol_scale, priority, true);
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return rval;
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}
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MONITOR( NumSoundsStarted )
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MONITOR( NumSoundsLoaded )
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// ---------------------------------------------------------------------------------------
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// snd_play()
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//
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// NOTE: vol_scale parameter is the multiplicative scaling applied to the default volume
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// (vol_scale is a default parameter with a default value of 1.0f)
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//
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// input: gs => game-level sound description
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// pan => -1 (full left) to 1.0 (full right), this is a default parm
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// vol_scale => factor to scale default volume by (applied before global sound volume applied)
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// priority => SND_PRIORITY_MUST_PLAY
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// SND_PRIORITY_SINGLE_INSTANCE (default value)
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// SND_PRIORITY_DOUBLE_INSTANCE
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// SND_PRIORITY_TRIPLE_INSTANCE
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//
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// returns: -1 => sound could not be played
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// n => handle for instance of sound
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//
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int snd_play( game_snd *gs, float pan, float vol_scale, int priority, bool is_voice_msg )
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{
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float volume;
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sound *snd;
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int handle = -1;
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if (!Sound_enabled)
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return -1;
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if (gs == NULL) {
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Int3();
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return -1;
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}
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MONITOR_INC( NumSoundsStarted, 1 );
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if ( gs->id == -1 ) {
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gs->id = snd_load(gs);
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MONITOR_INC( NumSoundsLoaded, 1);
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} else if ( gs->id_sig != Sounds[gs->id].sig ) {
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gs->id = snd_load(gs);
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}
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if ( gs->id == -1 )
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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;
|
|
}
|