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s_sound.pas
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s_sound.pas
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//------------------------------------------------------------------------------
//
// DoomXS - A basic Windows source port of Doom
// based on original Linux Doom as published by "id Software"
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2021-2022 by Jim Valavanis
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//------------------------------------------------------------------------------
// Site: https://sourceforge.net/projects/doomxs/
//------------------------------------------------------------------------------
unit s_sound;
interface
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
procedure S_Init(sfxVolume: integer; musicVolume: integer);
// Per level startup code.
// Kills playing sounds at start of level,
// determines music if any, changes music.
procedure S_Start;
// Start sound for thing at <origin>
// using <sound_id> from sounds.h
procedure S_StartSound(origin: pointer; sfx_id: integer);
// Will start a sound at a given volume.
procedure S_StartSoundAtVolume(origin_p: pointer; sfx_id: integer; volume: integer);
// Stop sound for thing at <origin>
procedure S_StopSound(origin: pointer);
// Start music using <music_id> from sounds.h
procedure S_StartMusic(music_id: integer);
// Start music using <music_id> from sounds.h,
// and set whether looping
procedure S_ChangeMusic(musicnum: integer; looping: boolean);
// Stops the music fer sure.
procedure S_StopMusic;
// Stop and resume music, during game PAUSE.
procedure S_PauseSound;
procedure S_ResumeSound;
// Updates music & sounds
procedure S_UpdateSounds(listener_p: pointer);
procedure S_SetMusicVolume(volume: integer);
procedure S_SetSfxVolume(volume: integer);
var
// These are not used, but should be (menu).
// Maximum volume of a sound effect.
// Internal default is max out of 0-15.
snd_SfxVolume: integer = 15;
// Maximum volume of music. Useless so far.
snd_MusicVolume: integer = 15;
// following is set
// by the defaults code in M_misc:
// number of channels available
numChannels: integer;
implementation
uses
d_delphi,
d_player,
g_game,
i_system,
i_sound,
i_music,
m_fixed,
m_rnd,
p_mobj_h,
sounds,
z_memory,
w_wad,
doomdef,
r_main,
tables,
doomstat;
// Purpose?
const
S_MAX_VOLUME = 127;
// when to clip out sounds
// Does not fit the large outdoor areas.
S_CLIPPING_DIST = 1200 * $10000;
// Distance tp origin when sounds should be maxed out.
// This should relate to movement clipping resolution
// (see BLOCKMAP handling).
// Originally: (200*0x10000).
S_CLOSE_DIST = 160 * $10000;
S_ATTENUATOR = (S_CLIPPING_DIST - S_CLOSE_DIST) div FRACUNIT;
// Adjustable by menu.
NORM_PITCH = 128;
NORM_PRIORITY = 64;
NORM_SEP = 128;
S_STEREO_SWING = 96 * $10000;
type
channel_t = record
sfxinfo: Psfxinfo_t; // sound information (if null, channel avail.)
origin: pointer; // origin of sound
handle: integer; // handle of the sound being played
end;
Pchannel_t = ^channel_t;
channel_tArray = packed array[0..$FFFF] of channel_t;
Pchannel_tArray = ^channel_tArray;
var
channels: Pchannel_tArray; // the set of channels available
mus_paused: boolean; // whether songs are mus_paused
mus_playing: Pmusicinfo_t = nil; // music currently being played
// Internals.
function S_getChannel(origin: pointer; sfxinfo: Psfxinfo_t): integer; forward;
function S_AdjustSoundParams(listener: Pmobj_t; source: Pmobj_t;
vol: Pinteger; sep: Pinteger; pitch: Pinteger): boolean; forward;
procedure S_StopChannel(cnum: integer); forward;
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
procedure S_Init(sfxVolume: integer; musicVolume: integer);
var
i: integer;
begin
printf('S_Init: default sfx volume %d' + #13#10, [sfxVolume]);
S_SetSfxVolume(sfxVolume);
// No music with Linux - another dummy.
S_SetMusicVolume(musicVolume);
// Allocating the internal channels for mixing
// (the maximum numer of sounds rendered
// simultaneously) within zone memory.
channels := Z_Malloc(numChannels * SizeOf(channel_t), PU_STATIC, nil);
// Free all channels for use
for i := 0 to numChannels - 1 do
channels[i].sfxinfo := nil;
// no sounds are playing, and they are not mus_paused
mus_paused := False;
// Note that sounds have not been cached (yet).
for i := 1 to Ord(NUMSFX) - 1 do
begin
S_sfx[i].lumpnum := -1;
S_sfx[i].usefulness := -1;
end;
end;
// Per level startup code.
// Kills playing sounds at start of level,
// determines music if any, changes music.
procedure S_Start;
var
cnum: integer;
mnum: integer;
begin
// kill all playing sounds at start of level
// (trust me - a good idea)
for cnum := 0 to numChannels - 1 do
if channels[cnum].sfxinfo <> nil then
S_StopChannel(cnum);
// start new music for the level
mus_paused := False;
if gamemode = commercial then
mnum := Ord(mus_runnin) + gamemap - 1
else
begin
if gameepisode < 4 then
mnum := Ord(mus_e1m1) + (gameepisode - 1) * 9 + gamemap - 1
else
begin
case gamemap of
1: mnum := Ord(mus_e3m4); // American e4m1
2: mnum := Ord(mus_e3m2); // Romero e4m2
3: mnum := Ord(mus_e3m3); // Shawn e4m3
4: mnum := Ord(mus_e1m5); // American e4m4
5: mnum := Ord(mus_e2m7); // Tim e4m5
6: mnum := Ord(mus_e2m4); // Romero e4m6
7: mnum := Ord(mus_e2m6); // J.Anderson e4m7 CHIRON.WAD
8: mnum := Ord(mus_e2m5); // Shawn e4m8
9: mnum := Ord(mus_e1m9); // Tim e4m9
else
mnum := Ord(mus_e1m1);
end;
end;
end;
S_ChangeMusic(mnum, True);
end;
procedure S_StartSoundAtVolume(origin_p: pointer; sfx_id: integer; volume: integer);
var
rc: boolean;
sep: integer;
pitch: integer;
priority: integer;
sfx: Psfxinfo_t;
cnum: integer;
origin: Pmobj_t;
begin
origin := Pmobj_t(origin_p);
// check for bogus sound #
if (sfx_id < 1) or (sfx_id > Ord(NUMSFX)) then
I_Error('Bad sfx #: %d', [sfx_id]);
sfx := @S_sfx[sfx_id];
// Initialize sound parameters
if sfx.link <> nil then
begin
pitch := sfx.pitch;
priority := sfx.priority;
volume := volume + sfx.volume;
if volume < 1 then
Exit;
if volume > snd_SfxVolume then
volume := snd_SfxVolume;
end
else
begin
pitch := NORM_PITCH;
priority := NORM_PRIORITY;
end;
// Check to see if it is audible,
// and if not, modify the params
if (origin <> nil) and (origin <> players[consoleplayer].mo) then
begin
rc := S_AdjustSoundParams(players[consoleplayer].mo, origin,
@volume,
@sep,
@pitch);
if (origin.x = players[consoleplayer].mo.x) and
(origin.y = players[consoleplayer].mo.y) then
sep := NORM_SEP;
if not rc then
Exit;
end
else
sep := NORM_SEP;
// hacks to vary the sfx pitches
if (sfx_id >= Ord(sfx_sawup)) and (sfx_id <= Ord(sfx_sawhit)) then
begin
pitch := pitch + 8 - (M_Random and 15);
if pitch < 0 then
pitch := 0
else if pitch > 255 then
pitch := 255
end
else if (sfx_id <> Ord(sfx_itemup)) and
(sfx_id <> Ord(sfx_tink)) then
begin
pitch := pitch + 16 - (M_Random and 31);
if pitch < 0 then
pitch := 0
else if pitch > 255 then
pitch := 255;
end;
// kill old sound
S_StopSound(origin);
// try to find a channel
cnum := S_GetChannel(origin, sfx);
if cnum < 0 then
Exit;
// This is supposed to handle the loading/caching.
// For some odd reason, the caching is done nearly
// each time the sound is needed?
// get lumpnum if necessary
if sfx.lumpnum < 0 then
sfx.lumpnum := I_GetSfxLumpNum(sfx);
// increase the usefulness
if sfx.usefulness < 0 then
sfx.usefulness := 0;
sfx.usefulness := sfx.usefulness + 1;
// Assigns the handle to one of the channels in the
// mix/output buffer.
channels[cnum].handle := I_StartSound(sfx_id, volume, sep, pitch, priority);
end;
procedure S_StartSound(origin: pointer; sfx_id: integer);
begin
S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
end;
procedure S_StopSound(origin: pointer);
var
cnum: integer;
begin
for cnum := 0 to numChannels - 1 do
if (channels[cnum].sfxinfo <> nil) and (channels[cnum].origin = origin) then
begin
S_StopChannel(cnum);
Break;
end;
end;
// Stop and resume music, during game PAUSE.
procedure S_PauseSound;
begin
if (mus_playing <> nil) and not mus_paused then
begin
I_PauseSong(mus_playing.handle);
mus_paused := True;
end;
end;
procedure S_ResumeSound;
begin
if (mus_playing <> nil) and mus_paused then
begin
I_ResumeSong(mus_playing.handle);
mus_paused := False;
end;
end;
// Updates music & sounds
procedure S_UpdateSounds(listener_p: pointer);
var
audible: boolean;
cnum: integer;
volume: integer;
sep: integer;
pitch: integer;
sfx: Psfxinfo_t;
c: Pchannel_t;
listener: Pmobj_t;
begin
listener := Pmobj_t(listener_p);
for cnum := 0 to numChannels - 1 do
begin
c := @channels[cnum];
sfx := c.sfxinfo;
if c.sfxinfo <> nil then
begin
if I_SoundIsPlaying(c.handle) then
begin
// initialize parameters
volume := snd_SfxVolume;
pitch := NORM_PITCH;
sep := NORM_SEP;
if sfx.link <> nil then
begin
pitch := sfx.pitch;
volume := volume + sfx.volume;
if volume < 1 then
begin
S_StopChannel(cnum);
Continue;
end
else if volume > snd_SfxVolume then
volume := snd_SfxVolume;
end;
// check non-local sounds for distance clipping
// or modify their params
if (c.origin <> nil) and (listener_p <> c.origin) then
begin
audible := S_AdjustSoundParams(listener, c.origin, @volume, @sep, @pitch);
if not audible then
S_StopChannel(cnum)
else
I_UpdateSoundParams(c.handle, volume, sep, pitch);
end
end
else
// if channel is allocated but sound has stopped,
// free it
S_StopChannel(cnum);
end;
end;
end;
procedure S_SetMusicVolume(volume: integer);
begin
if (volume < 0) or (volume > 15) then
I_Error('S_SetMusicVolume(): Attempt to set music volume at %d', [volume]);
I_SetMusicVolume(volume);
snd_MusicVolume := volume;
end;