1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
12 */
13
14
15 #pragma off (unreferenced)
16 static char rcsid[] = "$Id: digiobj.c,v 1.1.1.1 2001/01/19 03:30:14 bradleyb Exp $";
17 #pragma on (unreferenced)
18
19 #include<stdlib.h>
20 #include<stdio.h>
21 #include<dos.h>
22 #include<fcntl.h>
23 #include<malloc.h>
24
25 #ifndef MACINTOSH
26 #include<bios.h>
27 #endif
28
29 #include<io.h>
30 #include<conio.h>
31 #include<string.h>
32 #include<ctype.h>
33
34 #include "fix.h"
35 #include "object.h"
36 #include "mono.h"
37 #include "timer.h"
38 #include "joy.h"
39 #include "digi.h"
40 #include "sounds.h"
41 #include "args.h"
42 #include "key.h"
43 #include "newdemo.h"
44 #include "game.h"
45 #include "dpmi.h"
46 #include "error.h"
47 #include "wall.h"
48 #include "cfile.h"
49 #include "piggy.h"
50 #include "text.h"
51 #include "kconfig.h"
52
53 #define SOF_USED 1 // Set if this sample is used
54 #define SOF_PLAYING 2 // Set if this sample is playing on a channel
55 #define SOF_LINK_TO_OBJ 4 // Sound is linked to a moving object. If object dies, then finishes play and quits.
56 #define SOF_LINK_TO_POS 8 // Sound is linked to segment, pos
57 #define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once
58 #define SOF_PERMANANT 32 // Part of the level, like a waterfall or fan
59
60 typedef struct sound_object {
61 short signature; // A unique signature to this sound
62 ubyte flags; // Used to tell if this slot is used and/or currently playing, and how long.
63 ubyte pad; // Keep alignment
64 fix max_volume; // Max volume that this sound is playing at
65 fix max_distance; // The max distance that this sound can be heard at...
66 int volume; // Volume that this sound is playing at
67 int pan; // Pan value that this sound is playing at
68 int channel; // What channel this is playing on, -1 if not playing
69 short soundnum; // The sound number that is playing
70 int loop_start; // The start point of the loop. -1 means no loop
71 int loop_end; // The end point of the loop
72 union {
73 struct {
74 short segnum; // Used if SOF_LINK_TO_POS field is used
75 short sidenum;
76 vms_vector position;
77 } pos;
78 struct {
79 short objnum; // Used if SOF_LINK_TO_OBJ field is used
80 short objsignature;
81 } obj;
82 } link_type;
83 } sound_object;
84
85 #define MAX_SOUND_OBJECTS 150
86 sound_object SoundObjects[MAX_SOUND_OBJECTS];
87 short next_signature=0;
88
89 int N_active_sound_objects=0;
90
91 int digi_sounds_initialized=0;
92
93 int digi_lomem = 0;
94
digi_xlat_sound(int soundno)95 int digi_xlat_sound(int soundno)
96 {
97 if ( soundno < 0 ) return -1;
98
99 if ( digi_lomem ) {
100 soundno = AltSounds[soundno];
101 if ( soundno == 255 ) return -1;
102 }
103
104 Assert(Sounds[soundno] != 255); //if hit this, probably using undefined sound
105
106 return Sounds[soundno];
107 }
108
digi_unxlat_sound(int soundno)109 int digi_unxlat_sound(int soundno)
110 {
111 int i;
112 ubyte *table = (digi_lomem?AltSounds:Sounds);
113
114 if ( soundno < 0 ) return -1;
115
116 for (i=0;i<MAX_SOUNDS;i++)
117 if (table[i] == soundno)
118 return i;
119
120 Int3();
121 return 0;
122 }
123
124
digi_get_sound_loc(vms_matrix * listener,vms_vector * listener_pos,int listener_seg,vms_vector * sound_pos,int sound_seg,fix max_volume,int * volume,int * pan,fix max_distance)125 void digi_get_sound_loc( vms_matrix * listener, vms_vector * listener_pos, int listener_seg, vms_vector * sound_pos, int sound_seg, fix max_volume, int *volume, int *pan, fix max_distance )
126 {
127
128 vms_vector vector_to_sound;
129 fix angle_from_ear, cosang,sinang;
130 fix distance;
131 fix path_distance;
132
133 *volume = 0;
134 *pan = 0;
135
136 max_distance = (max_distance*5)/4; // Make all sounds travel 1.25 times as far.
137
138 // Warning: Made the vm_vec_normalized_dir be vm_vec_normalized_dir_quick and got illegal values to acos in the fang computation.
139 distance = vm_vec_normalized_dir_quick( &vector_to_sound, sound_pos, listener_pos );
140
141 if (distance < max_distance ) {
142 int num_search_segs = f2i(max_distance/20);
143 if ( num_search_segs < 1 ) num_search_segs = 1;
144
145 path_distance = find_connected_distance(listener_pos, listener_seg, sound_pos, sound_seg, num_search_segs, WID_RENDPAST_FLAG+WID_FLY_FLAG );
146 if ( path_distance > -1 ) {
147 *volume = max_volume - fixdiv(path_distance,max_distance);
148 //mprintf( (0, "Sound path distance %.2f, volume is %d / %d\n", f2fl(distance), *volume, max_volume ));
149 if (*volume > 0 ) {
150 angle_from_ear = vm_vec_delta_ang_norm(&listener->rvec,&vector_to_sound,&listener->uvec);
151 fix_sincos(angle_from_ear,&sinang,&cosang);
152 //mprintf( (0, "volume is %.2f\n", f2fl(*volume) ));
153 if (Config_channels_reversed) cosang *= -1;
154 *pan = (cosang + F1_0)/2;
155 } else {
156 *volume = 0;
157 }
158 }
159 }
160
161 }
162
digi_play_sample_once(int soundno,fix max_volume)163 void digi_play_sample_once( int soundno, fix max_volume )
164 {
165 int channel;
166
167 #ifdef NEWDEMO
168 if ( Newdemo_state == ND_STATE_RECORDING )
169 newdemo_record_sound( soundno );
170 #endif
171 soundno = digi_xlat_sound(soundno);
172
173 if (soundno < 0 ) return;
174
175 channel=digi_find_channel(soundno);
176 if ( channel > -1 )
177 digi_stop_sound( channel );
178
179 // start the sample playing
180 digi_start_sound( soundno, max_volume, 0xffff/2, 0, -1, -1, -1 );
181 }
182
183
digi_play_sample(int soundno,fix max_volume)184 void digi_play_sample( int soundno, fix max_volume )
185 {
186 #ifdef NEWDEMO
187 if ( Newdemo_state == ND_STATE_RECORDING )
188 newdemo_record_sound( soundno );
189 #endif
190 soundno = digi_xlat_sound(soundno);
191
192 if (soundno < 0 ) return;
193
194 // start the sample playing
195 digi_start_sound( soundno, max_volume, 0xffff/2, 0, -1, -1, -1 );
196 }
197
198
digi_play_sample_3d(int soundno,int angle,int volume,int no_dups)199 void digi_play_sample_3d( int soundno, int angle, int volume, int no_dups )
200 {
201
202 no_dups = 1;
203
204 #ifdef NEWDEMO
205 if ( Newdemo_state == ND_STATE_RECORDING ) {
206 if ( no_dups )
207 newdemo_record_sound_3d_once( soundno, angle, volume );
208 else
209 newdemo_record_sound_3d( soundno, angle, volume );
210 }
211 #endif
212 soundno = digi_xlat_sound(soundno);
213
214 if (soundno < 0 ) return;
215
216 if (volume < 10 ) return;
217
218 // start the sample playing
219 digi_start_sound( soundno, volume, angle, 0, -1, -1, -1 );
220 }
221
222
digi_init_sounds()223 void digi_init_sounds()
224 {
225 int i;
226
227 SoundQ_init();
228
229 digi_stop_all_channels();
230
231 digi_stop_looping_sound();
232 for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
233 SoundObjects[i].channel = -1;
234 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
235 }
236 N_active_sound_objects = 0;
237 digi_sounds_initialized = 1;
238 }
239
240 extern int digi_max_channels;
241
242 // plays a sample that loops forever.
243 // Call digi_stop_channe(channel) to stop it.
244 // Call digi_set_channel_volume(channel, volume) to change volume.
245 // if loop_start is -1, entire sample loops
246 // Returns the channel that sound is playing on, or -1 if can't play.
247 // This could happen because of no sound drivers loaded or not enough channels.
248 int digi_looping_sound = -1;
249 int digi_looping_volume = 0;
250 int digi_looping_start = -1;
251 int digi_looping_end = -1;
252 int digi_looping_channel = -1;
253
digi_play_sample_looping_sub()254 void digi_play_sample_looping_sub()
255 {
256 if ( digi_looping_sound > -1 )
257 digi_looping_channel = digi_start_sound( digi_looping_sound, digi_looping_volume, 0xFFFF/2, 1, digi_looping_start, digi_looping_end, -1 );
258 }
259
digi_play_sample_looping(int soundno,fix max_volume,int loop_start,int loop_end)260 void digi_play_sample_looping( int soundno, fix max_volume,int loop_start, int loop_end )
261 {
262 soundno = digi_xlat_sound(soundno);
263
264 if (soundno < 0 ) return;
265
266 if (digi_looping_channel>-1)
267 digi_stop_sound( digi_looping_channel );
268
269 digi_looping_sound = soundno;
270 digi_looping_volume = max_volume;
271 digi_looping_start = loop_start;
272 digi_looping_end = loop_end;
273 digi_play_sample_looping_sub();
274 }
275
digi_change_looping_volume(fix volume)276 void digi_change_looping_volume( fix volume )
277 {
278 if ( digi_looping_channel > -1 )
279 digi_set_channel_volume( digi_looping_channel, volume );
280 digi_looping_volume = volume;
281 }
282
digi_stop_looping_sound()283 void digi_stop_looping_sound()
284 {
285 if ( digi_looping_channel > -1 )
286 digi_stop_sound( digi_looping_channel );
287 digi_looping_channel = -1;
288 digi_looping_sound = -1;
289 }
290
digi_pause_looping_sound()291 void digi_pause_looping_sound()
292 {
293 if ( digi_looping_channel > -1 )
294 digi_stop_sound( digi_looping_channel );
295 digi_looping_channel = -1;
296 }
297
digi_unpause_looping_sound()298 void digi_unpause_looping_sound()
299 {
300 digi_play_sample_looping_sub();
301 }
302
303 //hack to not start object when loading level
304 int Dont_start_sound_objects = 0;
305
digi_start_sound_object(int i)306 void digi_start_sound_object(int i)
307 {
308 // start sample structures
309 SoundObjects[i].channel = -1;
310
311 if ( SoundObjects[i].volume <= 0 )
312 return;
313
314 if ( Dont_start_sound_objects )
315 return;
316
317 // -- MK, 2/22/96 -- if ( Newdemo_state == ND_STATE_RECORDING )
318 // -- MK, 2/22/96 -- newdemo_record_sound_3d_once( digi_unxlat_sound(SoundObjects[i].soundnum), SoundObjects[i].pan, SoundObjects[i].volume );
319
320 // only use up to half the sound channels for "permanant" sounts
321 if ((SoundObjects[i].flags & SOF_PERMANANT) && (N_active_sound_objects >= max(1,digi_max_channels/4)) )
322 return;
323
324 // start the sample playing
325
326 SoundObjects[i].channel = digi_start_sound( SoundObjects[i].soundnum,
327 SoundObjects[i].volume,
328 SoundObjects[i].pan,
329 SoundObjects[i].flags & SOF_PLAY_FOREVER,
330 SoundObjects[i].loop_start,
331 SoundObjects[i].loop_end, i );
332
333 if (SoundObjects[i].channel > -1 )
334 N_active_sound_objects++;
335 }
336
337 //sounds longer than this get their 3d aspects updated
338 #define SOUND_3D_THRESHHOLD (digi_sample_rate * 3 / 2) //1.5 seconds
339
digi_link_sound_to_object3(int org_soundnum,short objnum,int forever,fix max_volume,fix max_distance,int loop_start,int loop_end)340 int digi_link_sound_to_object3( int org_soundnum, short objnum, int forever, fix max_volume, fix max_distance, int loop_start, int loop_end )
341 {
342
343 int i,volume,pan;
344 object * objp;
345 int soundnum;
346
347 soundnum = digi_xlat_sound(org_soundnum);
348
349 if ( max_volume < 0 ) return -1;
350 // if ( max_volume > F1_0 ) max_volume = F1_0;
351
352 if (soundnum < 0 ) return -1;
353 if (GameSounds[soundnum].data==NULL) {
354 Int3();
355 return -1;
356 }
357 if ((objnum<0)||(objnum>Highest_object_index))
358 return -1;
359
360 if ( !forever ) { // && GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD) {
361 // Hack to keep sounds from building up...
362 digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, &Objects[objnum].pos, Objects[objnum].segnum, max_volume,&volume, &pan, max_distance );
363 digi_play_sample_3d( org_soundnum, pan, volume, 0 );
364 return -1;
365 }
366
367 #ifdef NEWDEMO
368 if ( Newdemo_state == ND_STATE_RECORDING ) {
369 newdemo_record_link_sound_to_object3( org_soundnum, objnum, max_volume, max_distance, loop_start, loop_end );
370 }
371 #endif
372
373 for (i=0; i<MAX_SOUND_OBJECTS; i++ )
374 if (SoundObjects[i].flags==0)
375 break;
376
377 if (i==MAX_SOUND_OBJECTS) {
378 mprintf((1, "Too many sound objects!\n" ));
379 return -1;
380 }
381
382 SoundObjects[i].signature=next_signature++;
383 SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_OBJ;
384 if ( forever )
385 SoundObjects[i].flags |= SOF_PLAY_FOREVER;
386 SoundObjects[i].link_type.obj.objnum = objnum;
387 SoundObjects[i].link_type.obj.objsignature = Objects[objnum].signature;
388 SoundObjects[i].max_volume = max_volume;
389 SoundObjects[i].max_distance = max_distance;
390 SoundObjects[i].volume = 0;
391 SoundObjects[i].pan = 0;
392 SoundObjects[i].soundnum = soundnum;
393 SoundObjects[i].loop_start = loop_start;
394 SoundObjects[i].loop_end = loop_end;
395
396 if (Dont_start_sound_objects) { //started at level start
397
398 SoundObjects[i].flags |= SOF_PERMANANT;
399 SoundObjects[i].channel = -1;
400 }
401 else {
402 objp = &Objects[SoundObjects[i].link_type.obj.objnum];
403 digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
404 &objp->pos, objp->segnum, SoundObjects[i].max_volume,
405 &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
406
407 digi_start_sound_object(i);
408
409 // If it's a one-shot sound effect, and it can't start right away, then
410 // just cancel it and be done with it.
411 if ( (SoundObjects[i].channel < 0) && (!(SoundObjects[i].flags & SOF_PLAY_FOREVER)) ) {
412 SoundObjects[i].flags = 0;
413 return -1;
414 }
415 }
416
417 return SoundObjects[i].signature;
418 }
419
digi_link_sound_to_object2(int org_soundnum,short objnum,int forever,fix max_volume,fix max_distance)420 int digi_link_sound_to_object2( int org_soundnum, short objnum, int forever, fix max_volume, fix max_distance )
421 {
422 return digi_link_sound_to_object3( org_soundnum, objnum, forever, max_volume, max_distance, -1, -1 );
423 }
424
425
digi_link_sound_to_object(int soundnum,short objnum,int forever,fix max_volume)426 int digi_link_sound_to_object( int soundnum, short objnum, int forever, fix max_volume )
427 {
428 return digi_link_sound_to_object2( soundnum, objnum, forever, max_volume, 256*F1_0 );
429 }
430
digi_link_sound_to_pos2(int org_soundnum,short segnum,short sidenum,vms_vector * pos,int forever,fix max_volume,fix max_distance)431 int digi_link_sound_to_pos2( int org_soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance )
432 {
433
434 int i, volume, pan;
435 int soundnum;
436
437 soundnum = digi_xlat_sound(org_soundnum);
438
439 if ( max_volume < 0 ) return -1;
440 // if ( max_volume > F1_0 ) max_volume = F1_0;
441
442 if (soundnum < 0 ) return -1;
443 if (GameSounds[soundnum].data==NULL) {
444 Int3();
445 return -1;
446 }
447
448 if ((segnum<0)||(segnum>Highest_segment_index))
449 return -1;
450
451 if ( !forever ) { //&& GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD) {
452 // Hack to keep sounds from building up...
453 digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, pos, segnum, max_volume, &volume, &pan, max_distance );
454 digi_play_sample_3d( org_soundnum, pan, volume, 0 );
455 return -1;
456 }
457
458 for (i=0; i<MAX_SOUND_OBJECTS; i++ )
459 if (SoundObjects[i].flags==0)
460 break;
461
462 if (i==MAX_SOUND_OBJECTS) {
463 mprintf((1, "Too many sound objects!\n" ));
464 return -1;
465 }
466
467
468 SoundObjects[i].signature=next_signature++;
469 SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_POS;
470 if ( forever )
471 SoundObjects[i].flags |= SOF_PLAY_FOREVER;
472 SoundObjects[i].link_type.pos.segnum = segnum;
473 SoundObjects[i].link_type.pos.sidenum = sidenum;
474 SoundObjects[i].link_type.pos.position = *pos;
475 SoundObjects[i].soundnum = soundnum;
476 SoundObjects[i].max_volume = max_volume;
477 SoundObjects[i].max_distance = max_distance;
478 SoundObjects[i].volume = 0;
479 SoundObjects[i].pan = 0;
480 SoundObjects[i].loop_start = SoundObjects[i].loop_end = -1;
481
482 if (Dont_start_sound_objects) { //started at level start
483
484 SoundObjects[i].flags |= SOF_PERMANANT;
485
486 SoundObjects[i].channel = -1;
487 }
488 else {
489
490 digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
491 &SoundObjects[i].link_type.pos.position, SoundObjects[i].link_type.pos.segnum, SoundObjects[i].max_volume,
492 &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
493
494 digi_start_sound_object(i);
495
496 // If it's a one-shot sound effect, and it can't start right away, then
497 // just cancel it and be done with it.
498 if ( (SoundObjects[i].channel < 0) && (!(SoundObjects[i].flags & SOF_PLAY_FOREVER)) ) {
499 SoundObjects[i].flags = 0;
500 return -1;
501 }
502 }
503
504 return SoundObjects[i].signature;
505 }
506
digi_link_sound_to_pos(int soundnum,short segnum,short sidenum,vms_vector * pos,int forever,fix max_volume)507 int digi_link_sound_to_pos( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume )
508 {
509 return digi_link_sound_to_pos2( soundnum, segnum, sidenum, pos, forever, max_volume, F1_0 * 256 );
510 }
511
512 //if soundnum==-1, kill any sound
digi_kill_sound_linked_to_segment(int segnum,int sidenum,int soundnum)513 void digi_kill_sound_linked_to_segment( int segnum, int sidenum, int soundnum )
514 {
515 int i,killed;
516
517 if (soundnum != -1)
518 soundnum = digi_xlat_sound(soundnum);
519
520
521 killed = 0;
522
523 for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
524 if ( (SoundObjects[i].flags & SOF_USED) && (SoundObjects[i].flags & SOF_LINK_TO_POS) ) {
525 if ((SoundObjects[i].link_type.pos.segnum == segnum) && (SoundObjects[i].link_type.pos.sidenum==sidenum) && (soundnum==-1 || SoundObjects[i].soundnum==soundnum )) {
526 if ( SoundObjects[i].channel > -1 ) {
527 digi_stop_sound( SoundObjects[i].channel );
528 N_active_sound_objects--;
529 }
530 SoundObjects[i].channel = -1;
531 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
532 killed++;
533 }
534 }
535 }
536 // If this assert happens, it means that there were 2 sounds
537 // that got deleted. Weird, get John.
538 if ( killed > 1 ) {
539 mprintf( (1, "ERROR: More than 1 sounds were deleted from seg %d\n", segnum ));
540 }
541 }
542
digi_kill_sound_linked_to_object(int objnum)543 void digi_kill_sound_linked_to_object( int objnum )
544 {
545
546 int i,killed;
547
548 killed = 0;
549
550 #ifdef NEWDEMO
551 if ( Newdemo_state == ND_STATE_RECORDING ) {
552 newdemo_record_kill_sound_linked_to_object( objnum );
553 }
554 #endif
555
556 for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
557 if ( (SoundObjects[i].flags & SOF_USED) && (SoundObjects[i].flags & SOF_LINK_TO_OBJ ) ) {
558 if (SoundObjects[i].link_type.obj.objnum == objnum) {
559 if ( SoundObjects[i].channel > -1 ) {
560 digi_stop_sound( SoundObjects[i].channel );
561 N_active_sound_objects--;
562 }
563 SoundObjects[i].channel = -1;
564 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
565 killed++;
566 }
567 }
568 }
569 // If this assert happens, it means that there were 2 sounds
570 // that got deleted. Weird, get John.
571 if ( killed > 1 ) {
572 mprintf( (1, "ERROR: More than 1 sounds were deleted from object %d\n", objnum ));
573 }
574
575 }
576
577 // John's new function, 2/22/96.
digi_record_sound_objects()578 void digi_record_sound_objects()
579 {
580 int i;
581
582 for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
583 if ( (SoundObjects[i].flags & SOF_USED)&&
584 (SoundObjects[i].flags & SOF_LINK_TO_OBJ)&&
585 (SoundObjects[i].flags & SOF_PLAY_FOREVER)
586 )
587 {
588
589 newdemo_record_link_sound_to_object3( digi_unxlat_sound(SoundObjects[i].soundnum), SoundObjects[i].link_type.obj.objnum,
590 SoundObjects[i].max_volume, SoundObjects[i].max_distance, SoundObjects[i].loop_start, SoundObjects[i].loop_end );
591 }
592 }
593 }
594
595 int was_recording = 0;
596
digi_sync_sounds()597 void digi_sync_sounds()
598 {
599 int i;
600 int oldvolume, oldpan;
601
602 if ( Newdemo_state == ND_STATE_RECORDING) {
603 if ( !was_recording ) {
604 digi_record_sound_objects();
605 }
606 was_recording = 1;
607 } else {
608 was_recording = 0;
609 }
610
611 SoundQ_process();
612
613 for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
614 if ( SoundObjects[i].flags & SOF_USED ) {
615 oldvolume = SoundObjects[i].volume;
616 oldpan = SoundObjects[i].pan;
617
618 if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) ) {
619 // Check if its done.
620 if (SoundObjects[i].channel > -1 ) {
621 if ( !digi_is_channel_playing(SoundObjects[i].channel) ) {
622 digi_end_sound( SoundObjects[i].channel );
623 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
624 N_active_sound_objects--;
625 continue; // Go on to next sound...
626 }
627 }
628 }
629
630 if ( SoundObjects[i].flags & SOF_LINK_TO_POS ) {
631 digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
632 &SoundObjects[i].link_type.pos.position, SoundObjects[i].link_type.pos.segnum, SoundObjects[i].max_volume,
633 &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
634
635 } else if ( SoundObjects[i].flags & SOF_LINK_TO_OBJ ) {
636 object * objp;
637
638
639 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
640 int objnum;
641 objnum = newdemo_find_object( SoundObjects[i].link_type.obj.objsignature );
642 if ( objnum > -1 ) {
643 objp = &Objects[objnum];
644 } else {
645 objp = &Objects[0];
646 }
647 } else {
648 objp = &Objects[SoundObjects[i].link_type.obj.objnum];
649 }
650
651 if ((objp->type==OBJ_NONE) || (objp->signature!=SoundObjects[i].link_type.obj.objsignature)) {
652 // The object that this is linked to is dead, so just end this sound if it is looping.
653 if ( SoundObjects[i].channel>-1 ) {
654 if (SoundObjects[i].flags & SOF_PLAY_FOREVER)
655 digi_stop_sound( SoundObjects[i].channel );
656 else
657 digi_end_sound( SoundObjects[i].channel );
658 N_active_sound_objects--;
659 }
660 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
661 continue; // Go on to next sound...
662 } else {
663 digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
664 &objp->pos, objp->segnum, SoundObjects[i].max_volume,
665 &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
666 }
667 }
668
669 if (oldvolume != SoundObjects[i].volume) {
670 if ( SoundObjects[i].volume < 1 ) {
671 // Sound is too far away, so stop it from playing.
672
673 if ( SoundObjects[i].channel>-1 ) {
674 if (SoundObjects[i].flags & SOF_PLAY_FOREVER)
675 digi_stop_sound( SoundObjects[i].channel );
676 else
677 digi_end_sound( SoundObjects[i].channel );
678 N_active_sound_objects--;
679 SoundObjects[i].channel = -1;
680 }
681
682 if (! (SoundObjects[i].flags & SOF_PLAY_FOREVER)) {
683 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
684 continue;
685 }
686
687 } else {
688 if (SoundObjects[i].channel<0) {
689 digi_start_sound_object(i);
690 } else {
691 digi_set_channel_volume( SoundObjects[i].channel, SoundObjects[i].volume );
692 }
693 }
694 }
695
696 if (oldpan != SoundObjects[i].pan) {
697 if (SoundObjects[i].channel>-1)
698 digi_set_channel_pan( SoundObjects[i].channel, SoundObjects[i].pan );
699 }
700
701 }
702 }
703
704 #ifndef NDEBUG
705 // digi_sound_debug();
706 #endif
707 }
708
digi_pause_digi_sounds()709 void digi_pause_digi_sounds()
710 {
711
712 int i;
713
714 digi_pause_looping_sound();
715
716 for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
717 if ( (SoundObjects[i].flags & SOF_USED) && (SoundObjects[i].channel>-1) ) {
718 digi_stop_sound( SoundObjects[i].channel );
719 if (! (SoundObjects[i].flags & SOF_PLAY_FOREVER))
720 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
721 N_active_sound_objects--;
722 SoundObjects[i].channel = -1;
723 }
724 }
725
726 digi_stop_all_channels();
727 SoundQ_pause();
728 }
729
digi_pause_all()730 void digi_pause_all()
731 {
732 digi_pause_midi();
733 digi_pause_digi_sounds();
734 }
735
digi_resume_digi_sounds()736 void digi_resume_digi_sounds()
737 {
738 digi_sync_sounds(); //don't think we really need to do this, but can't hurt
739 digi_unpause_looping_sound();
740 }
741
742 extern void digi_resume_midi();
743
digi_resume_all()744 void digi_resume_all()
745 {
746 digi_resume_midi();
747 digi_unpause_looping_sound();
748 }
749
750 // Called by the code in digi.c when another sound takes this sound object's
751 // slot because the sound was done playing.
digi_end_soundobj(int i)752 void digi_end_soundobj(int i)
753 {
754 Assert( SoundObjects[i].flags & SOF_USED );
755 Assert( SoundObjects[i].channel > -1 );
756
757 N_active_sound_objects--;
758 SoundObjects[i].channel = -1;
759 }
760
digi_stop_digi_sounds()761 void digi_stop_digi_sounds()
762 {
763 int i;
764
765 digi_stop_looping_sound();
766
767 for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
768 if ( SoundObjects[i].flags & SOF_USED ) {
769 if ( SoundObjects[i].channel > -1 ) {
770 digi_stop_sound( SoundObjects[i].channel );
771 N_active_sound_objects--;
772 }
773 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
774 }
775 }
776
777 digi_stop_all_channels();
778 SoundQ_init();
779 }
780
digi_stop_all()781 void digi_stop_all()
782 {
783 digi_stop_current_song();
784
785 digi_stop_digi_sounds();
786 }
787
788 #ifndef NDEBUG
verify_sound_channel_free(int channel)789 int verify_sound_channel_free( int channel )
790 {
791 int i;
792 for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
793 if ( SoundObjects[i].flags & SOF_USED ) {
794 if ( SoundObjects[i].channel == channel ) {
795 mprintf(( 0, "ERROR STARTING SOUND CHANNEL ON USED SLOT!!\n" ));
796 Int3(); // Get John!
797 }
798 }
799 }
800 return 0;
801 }
802
digi_sound_debug()803 void digi_sound_debug()
804 {
805 int i;
806 int n_active_sound_objs=0;
807 int n_sound_objs=0;
808
809 for (i=0; i<MAX_SOUND_OBJECTS; i++ ) {
810 if ( SoundObjects[i].flags & SOF_USED ) {
811 n_sound_objs++;
812 if ( SoundObjects[i].channel > -1 )
813 n_active_sound_objs++;
814 }
815 }
816 mprintf_at(( 0, 0, 0, "DIGI: Active Sound Objects: %d,%d/%d (%d max) \n", n_active_sound_objs,N_active_sound_objects, n_sound_objs, MAX_SOUND_OBJECTS ));
817 mprintf_at(( 0, 1, 0, "DIGI: Looping sound: %s, snd=%d, vol=%d, ch=%d \n", (digi_looping_sound>-1?"ON":"OFF"), digi_looping_sound, digi_looping_volume, digi_looping_channel ));
818
819 digi_debug();
820 }
821 #endif
822
823 typedef struct sound_q {
824 fix time_added;
825 int soundnum;
826 } sound_q;
827
828 #define MAX_Q 32
829 #define MAX_LIFE F1_0*30 // After being queued for 30 seconds, don't play it
830 sound_q SoundQ[MAX_Q];
831 int SoundQ_head, SoundQ_tail, SoundQ_num;
832 int SoundQ_channel;
833
SoundQ_init()834 void SoundQ_init()
835 {
836 SoundQ_head = SoundQ_tail = 0;
837 SoundQ_num = 0;
838 SoundQ_channel = -1;
839 }
840
SoundQ_pause()841 void SoundQ_pause()
842 {
843 SoundQ_channel = -1;
844 }
845
SoundQ_end()846 void SoundQ_end()
847 {
848 // Current playing sound is stopped, so take it off the Queue
849 SoundQ_head = (SoundQ_head+1);
850 if ( SoundQ_head >= MAX_Q ) SoundQ_head = 0;
851 SoundQ_num--;
852 SoundQ_channel = -1;
853 }
854
SoundQ_process()855 void SoundQ_process()
856 {
857 fix curtime = timer_get_approx_seconds();
858
859 if ( SoundQ_channel > -1 ) {
860 if ( digi_is_channel_playing(SoundQ_channel) )
861 return;
862 SoundQ_end();
863 }
864
865 if ( SoundQ_num > 0 ) {
866 mprintf(( 0, "SQ:%d ", SoundQ_num ));
867 }
868
869 while ( SoundQ_head != SoundQ_tail ) {
870 sound_q * q = &SoundQ[SoundQ_head];
871
872 if ( q->time_added+MAX_LIFE > curtime ) {
873 SoundQ_channel = digi_start_sound(q->soundnum, F1_0+1, 0xFFFF/2, 0, -1, -1, -1 );
874 return;
875 } else {
876 // expired; remove from Queue
877 SoundQ_end();
878 }
879 }
880 }
881
882
digi_start_sound_queued(short soundnum,fix volume)883 void digi_start_sound_queued( short soundnum, fix volume )
884 {
885 int i;
886
887 soundnum = digi_xlat_sound(soundnum);
888
889 if (soundnum < 0 ) return;
890
891 i = SoundQ_tail+1;
892 if ( i>=MAX_Q ) i = 0;
893
894 // Make sure its loud so it doesn't get cancelled!
895 if ( volume < F1_0+1 )
896 volume = F1_0 + 1;
897
898 if ( i != SoundQ_head ) {
899 SoundQ[SoundQ_tail].time_added = timer_get_approx_seconds();
900 SoundQ[SoundQ_tail].soundnum = soundnum;
901 SoundQ_num++;
902 SoundQ_tail = i;
903 } else {
904 mprintf(( 0, "Sound Q full!\n" ));
905 }
906
907 // Try to start it!
908 SoundQ_process();
909 }
910
911