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i_sound.c
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//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// 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.
//
// DESCRIPTION: none
//
// Source code taken from Chocolate Doom github repo: https://github.com/chocolate-doom/chocolate-doom
#include <stdio.h>
#include <stdlib.h>
#include "thirdparty/SDL2/include/SDL_mixer.h"
#include "doomtype.h"
#include "i_sound.h"
#include "i_video.h"
#include "m_argv.h"
// Sound sample rate to use for digital output (Hz)
int snd_samplerate = 44100;
// Maximum number of bytes to dedicate to allocated sound effects.
// (Default: 64MB)
int snd_cachesize = 64 * 1024 * 1024;
// Config variable that controls the sound buffer size.
// We default to 28ms (1000 / 35fps = 1 buffer per tic).
int snd_maxslicetime_ms = 28;
// External command to invoke to play back music.
char* snd_musiccmd = "";
// Whether to vary the pitch of sound effects
// Each game will set the default differently
int snd_pitchshift = -1;
int snd_musicdevice = SNDDEVICE_SB;
int snd_sfxdevice = SNDDEVICE_SB;
// Low-level sound and music modules we are using
static sound_module_t* sound_module;
static music_module_t* music_module;
extern music_module_t music_sdl_module;
// This is either equal to music_module or &music_pack_module,
// depending on whether the current track is substituted.
static music_module_t* active_music_module;
// DOS-specific options: These are unused but should be maintained
// so that the config file can be shared between chocolate
// doom and doom.exe
static int snd_sbport = 0;
static int snd_sbirq = 0;
static int snd_sbdma = 0;
static int snd_mport = 0;
// Compiled-in sound modules:
static sound_module_t* sound_modules[] =
{
&sound_sdl_module,
};
// Compiled-in music modules:
static music_module_t* music_modules[] =
{
&music_sdl_module
};
// Check if a sound device is in the given list of devices
static dboolean SndDeviceInList(snddevice_t device, snddevice_t* list,
int len)
{
int i;
for (i = 0; i < len; ++i)
{
if (device == list[i])
{
return true;
}
}
return false;
}
// Find and initialize a sound_module_t appropriate for the setting
// in snd_sfxdevice.
static void InitSfxModule(dboolean use_sfx_prefix)
{
int i;
sound_module = NULL;
for (i = 0; sound_modules[i] != NULL; ++i)
{
// Is the sfx device in the list of devices supported by
// this module?
if (SndDeviceInList(snd_sfxdevice,
sound_modules[i]->sound_devices,
sound_modules[i]->num_sound_devices))
{
// Initialize the module
if (sound_modules[i]->Init(use_sfx_prefix))
{
sound_module = sound_modules[i];
return;
}
}
}
}
// Initialize music according to snd_musicdevice.
static void InitMusicModule(void)
{
music_module = NULL;
// Initialize the module
if (music_modules[0]->Init())
{
music_module = music_modules[0];
return;
}
}
//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
void I_InitSound(dboolean use_sfx_prefix)
{
dboolean nosound, nosfx, nomusic;
//!
// @vanilla
//
// Disable all sound output.
//
nosound = M_CheckParm("-nosound") > 0;
//!
// @vanilla
//
// Disable sound effects.
//
nosfx = M_CheckParm("-nosfx") > 0;
//!
// @vanilla
//
// Disable music.
//
nomusic = M_CheckParm("-nomusic") > 0;
// Initialize the sound and music subsystems.
if (!nosound)
{
if (!nosfx)
{
InitSfxModule(use_sfx_prefix);
}
if (!nomusic)
{
InitMusicModule();
active_music_module = music_module;
}
}
}
void I_ShutdownSound(void)
{
if (sound_module != NULL)
{
sound_module->Shutdown();
}
if (music_module != NULL)
{
music_module->Shutdown();
}
}
int I_GetSfxLumpNum(sfxinfo_t* sfxinfo)
{
if (sound_module != NULL)
{
return sound_module->GetSfxLumpNum(sfxinfo);
}
else
{
return 0;
}
}
void I_UpdateSound(void)
{
if (sound_module != NULL)
{
sound_module->Update();
}
if (active_music_module != NULL && active_music_module->Poll != NULL)
{
active_music_module->Poll();
}
}
static void CheckVolumeSeparation(int* vol, int* sep)
{
if (*sep < 0)
{
*sep = 0;
}
else if (*sep > 254)
{
*sep = 254;
}
if (*vol < 0)
{
*vol = 0;
}
else if (*vol > 127)
{
*vol = 127;
}
}
void I_UpdateSoundParams(int channel, int vol, int sep)
{
if (sound_module != NULL)
{
CheckVolumeSeparation(&vol, &sep);
sound_module->UpdateSoundParams(channel, vol, sep);
}
}
int I_StartSound(sfxinfo_t* sfxinfo, int channel, int vol, int sep, int pitch)
{
if (sound_module != NULL)
{
CheckVolumeSeparation(&vol, &sep);
return sound_module->StartSound(sfxinfo, channel, vol, sep, pitch);
}
else
{
return 0;
}
}
void I_StopSound(int channel)
{
if (sound_module != NULL)
{
sound_module->StopSound(channel);
}
}
dboolean I_SoundIsPlaying(int channel)
{
if (sound_module != NULL)
{
return sound_module->SoundIsPlaying(channel);
}
else
{
return false;
}
}
void I_PrecacheSounds(sfxinfo_t* sounds, int num_sounds)
{
if (sound_module != NULL && sound_module->CacheSounds != NULL)
{
sound_module->CacheSounds(sounds, num_sounds);
}
}
void I_InitMusic(void)
{
}
void I_ShutdownMusic(void)
{
}
void I_SetMusicVolume(int volume)
{
if (music_module != NULL)
{
music_module->SetMusicVolume(volume);
}
}
void I_PauseSong(void)
{
if (active_music_module != NULL)
{
active_music_module->PauseMusic();
}
}
void I_ResumeSong(void)
{
if (active_music_module != NULL)
{
active_music_module->ResumeMusic();
}
}
void* I_RegisterSong(void* data, int len)
{
// No substitution for this track, so use the main module.
active_music_module = music_module;
if (active_music_module != NULL)
{
return active_music_module->RegisterSong(data, len);
}
else
{
return NULL;
}
}
void I_UnRegisterSong(void* handle)
{
if (active_music_module != NULL)
{
active_music_module->UnRegisterSong(handle);
}
}
void I_PlaySong(void* handle, dboolean looping)
{
if (active_music_module != NULL)
{
active_music_module->PlaySong(handle, looping);
}
}
void I_StopSong(void)
{
if (active_music_module != NULL)
{
active_music_module->StopSong();
}
}
dboolean I_MusicIsPlaying(void)
{
if (active_music_module != NULL)
{
return active_music_module->MusicIsPlaying();
}
else
{
return false;
}
}