1093 lines
26 KiB
C
1093 lines
26 KiB
C
//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005-2014 Simon Howard
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// Copyright(C) 2008 David Flater
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// DESCRIPTION:
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// System interface for sound.
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//
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#include "config.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include "SDL.h"
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#include "SDL_mixer.h"
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#ifdef HAVE_LIBSAMPLERATE
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#include <samplerate.h>
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#endif
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#include "deh_str.h"
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#include "i_sound.h"
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#include "i_system.h"
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#include "i_swap.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "doomtype.h"
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#define LOW_PASS_FILTER
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//#define DEBUG_DUMP_WAVS
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#define NUM_CHANNELS 16
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typedef struct allocated_sound_s allocated_sound_t;
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struct allocated_sound_s
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{
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sfxinfo_t *sfxinfo;
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Mix_Chunk chunk;
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int use_count;
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allocated_sound_t *prev, *next;
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};
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static boolean setpanning_workaround = false;
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static boolean sound_initialized = false;
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static sfxinfo_t *channels_playing[NUM_CHANNELS];
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static int mixer_freq;
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static Uint16 mixer_format;
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static int mixer_channels;
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static boolean use_sfx_prefix;
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static boolean (*ExpandSoundData)(sfxinfo_t *sfxinfo,
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byte *data,
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int samplerate,
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int length) = NULL;
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// Doubly-linked list of allocated sounds.
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// When a sound is played, it is moved to the head, so that the oldest
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// sounds not used recently are at the tail.
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static allocated_sound_t *allocated_sounds_head = NULL;
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static allocated_sound_t *allocated_sounds_tail = NULL;
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static int allocated_sounds_size = 0;
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int use_libsamplerate = 0;
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// Scale factor used when converting libsamplerate floating point numbers
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// to integers. Too high means the sounds can clip; too low means they
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// will be too quiet. This is an amount that should avoid clipping most
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// of the time: with all the Doom IWAD sound effects, at least. If a PWAD
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// is used, clipping might occur.
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float libsamplerate_scale = 0.65f;
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// Hook a sound into the linked list at the head.
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static void AllocatedSoundLink(allocated_sound_t *snd)
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{
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snd->prev = NULL;
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snd->next = allocated_sounds_head;
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allocated_sounds_head = snd;
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if (allocated_sounds_tail == NULL)
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{
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allocated_sounds_tail = snd;
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}
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else
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{
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snd->next->prev = snd;
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}
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}
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// Unlink a sound from the linked list.
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static void AllocatedSoundUnlink(allocated_sound_t *snd)
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{
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if (snd->prev == NULL)
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{
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allocated_sounds_head = snd->next;
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}
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else
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{
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snd->prev->next = snd->next;
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}
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if (snd->next == NULL)
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{
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allocated_sounds_tail = snd->prev;
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}
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else
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{
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snd->next->prev = snd->prev;
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}
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}
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static void FreeAllocatedSound(allocated_sound_t *snd)
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{
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// Unlink from linked list.
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AllocatedSoundUnlink(snd);
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// Unlink from higher-level code.
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snd->sfxinfo->driver_data = NULL;
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// Keep track of the amount of allocated sound data:
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allocated_sounds_size -= snd->chunk.alen;
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free(snd);
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}
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// Search from the tail backwards along the allocated sounds list, find
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// and free a sound that is not in use, to free up memory. Return true
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// for success.
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static boolean FindAndFreeSound(void)
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{
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allocated_sound_t *snd;
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snd = allocated_sounds_tail;
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while (snd != NULL)
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{
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if (snd->use_count == 0)
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{
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FreeAllocatedSound(snd);
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return true;
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}
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snd = snd->prev;
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}
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// No available sounds to free...
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return false;
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}
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// Enforce SFX cache size limit. We are just about to allocate "len"
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// bytes on the heap for a new sound effect, so free up some space
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// so that we keep allocated_sounds_size < snd_cachesize
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static void ReserveCacheSpace(size_t len)
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{
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if (snd_cachesize <= 0)
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{
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return;
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}
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// Keep freeing sound effects that aren't currently being played,
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// until there is enough space for the new sound.
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while (allocated_sounds_size + len > snd_cachesize)
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{
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// Free a sound. If there is nothing more to free, stop.
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if (!FindAndFreeSound())
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{
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break;
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}
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}
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}
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// Allocate a block for a new sound effect.
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static Mix_Chunk *AllocateSound(sfxinfo_t *sfxinfo, size_t len)
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{
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allocated_sound_t *snd;
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// Keep allocated sounds within the cache size.
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ReserveCacheSpace(len);
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// Allocate the sound structure and data. The data will immediately
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// follow the structure, which acts as a header.
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do
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{
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snd = malloc(sizeof(allocated_sound_t) + len);
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// Out of memory? Try to free an old sound, then loop round
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// and try again.
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if (snd == NULL && !FindAndFreeSound())
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{
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return NULL;
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}
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} while (snd == NULL);
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// Skip past the chunk structure for the audio buffer
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snd->chunk.abuf = (byte *) (snd + 1);
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snd->chunk.alen = len;
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snd->chunk.allocated = 1;
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snd->chunk.volume = MIX_MAX_VOLUME;
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snd->sfxinfo = sfxinfo;
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snd->use_count = 0;
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// driver_data pointer points to the allocated_sound structure.
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sfxinfo->driver_data = snd;
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// Keep track of how much memory all these cached sounds are using...
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allocated_sounds_size += len;
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AllocatedSoundLink(snd);
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return &snd->chunk;
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}
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// Lock a sound, to indicate that it may not be freed.
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static void LockAllocatedSound(allocated_sound_t *snd)
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{
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// Increase use count, to stop the sound being freed.
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++snd->use_count;
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//printf("++ %s: Use count=%i\n", snd->sfxinfo->name, snd->use_count);
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// When we use a sound, re-link it into the list at the head, so
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// that the oldest sounds fall to the end of the list for freeing.
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AllocatedSoundUnlink(snd);
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AllocatedSoundLink(snd);
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}
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// Unlock a sound to indicate that it may now be freed.
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static void UnlockAllocatedSound(allocated_sound_t *snd)
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{
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if (snd->use_count <= 0)
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{
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I_Error("Sound effect released more times than it was locked...");
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}
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--snd->use_count;
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//printf("-- %s: Use count=%i\n", snd->sfxinfo->name, snd->use_count);
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}
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// When a sound stops, check if it is still playing. If it is not,
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// we can mark the sound data as CACHE to be freed back for other
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// means.
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static void ReleaseSoundOnChannel(int channel)
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{
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sfxinfo_t *sfxinfo = channels_playing[channel];
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if (sfxinfo == NULL)
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{
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return;
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}
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channels_playing[channel] = NULL;
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UnlockAllocatedSound(sfxinfo->driver_data);
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}
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#ifdef HAVE_LIBSAMPLERATE
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// Returns the conversion mode for libsamplerate to use.
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static int SRC_ConversionMode(void)
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{
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switch (use_libsamplerate)
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{
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// 0 = disabled
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default:
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case 0:
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return -1;
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// Ascending numbers give higher quality
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case 1:
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return SRC_LINEAR;
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case 2:
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return SRC_ZERO_ORDER_HOLD;
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case 3:
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return SRC_SINC_FASTEST;
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case 4:
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return SRC_SINC_MEDIUM_QUALITY;
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case 5:
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return SRC_SINC_BEST_QUALITY;
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}
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}
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// libsamplerate-based generic sound expansion function for any sample rate
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// unsigned 8 bits --> signed 16 bits
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// mono --> stereo
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// samplerate --> mixer_freq
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// Returns number of clipped samples.
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// DWF 2008-02-10 with cleanups by Simon Howard.
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static boolean ExpandSoundData_SRC(sfxinfo_t *sfxinfo,
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byte *data,
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int samplerate,
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int length)
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{
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SRC_DATA src_data;
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uint32_t i, abuf_index=0, clipped=0;
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uint32_t alen;
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int retn;
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int16_t *expanded;
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Mix_Chunk *chunk;
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src_data.input_frames = length;
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src_data.data_in = malloc(length * sizeof(float));
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src_data.src_ratio = (double)mixer_freq / samplerate;
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// We include some extra space here in case of rounding-up.
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src_data.output_frames = src_data.src_ratio * length + (mixer_freq / 4);
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src_data.data_out = malloc(src_data.output_frames * sizeof(float));
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assert(src_data.data_in != NULL && src_data.data_out != NULL);
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// Convert input data to floats
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for (i=0; i<length; ++i)
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{
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// Unclear whether 128 should be interpreted as "zero" or whether a
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// symmetrical range should be assumed. The following assumes a
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// symmetrical range.
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src_data.data_in[i] = data[i] / 127.5 - 1;
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}
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// Do the sound conversion
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retn = src_simple(&src_data, SRC_ConversionMode(), 1);
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assert(retn == 0);
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// Allocate the new chunk.
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alen = src_data.output_frames_gen * 4;
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chunk = AllocateSound(sfxinfo, src_data.output_frames_gen * 4);
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if (chunk == NULL)
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{
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return false;
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}
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expanded = (int16_t *) chunk->abuf;
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// Convert the result back into 16-bit integers.
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for (i=0; i<src_data.output_frames_gen; ++i)
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{
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// libsamplerate does not limit itself to the -1.0 .. 1.0 range on
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// output, so a multiplier less than INT16_MAX (32767) is required
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// to avoid overflows or clipping. However, the smaller the
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// multiplier, the quieter the sound effects get, and the more you
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// have to turn down the music to keep it in balance.
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// 22265 is the largest multiplier that can be used to resample all
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// of the Vanilla DOOM sound effects to 48 kHz without clipping
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// using SRC_SINC_BEST_QUALITY. It is close enough (only slightly
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// too conservative) for SRC_SINC_MEDIUM_QUALITY and
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// SRC_SINC_FASTEST. PWADs with interestingly different sound
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// effects or target rates other than 48 kHz might still result in
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// clipping--I don't know if there's a limit to it.
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// As the number of clipped samples increases, the signal is
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// gradually overtaken by noise, with the loudest parts going first.
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// However, a moderate amount of clipping is often tolerated in the
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// quest for the loudest possible sound overall. The results of
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// using INT16_MAX as the multiplier are not all that bad, but
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// artifacts are noticeable during the loudest parts.
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float cvtval_f =
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src_data.data_out[i] * libsamplerate_scale * INT16_MAX;
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int32_t cvtval_i = cvtval_f + (cvtval_f < 0 ? -0.5 : 0.5);
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// Asymmetrical sound worries me, so we won't use -32768.
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if (cvtval_i < -INT16_MAX)
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{
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cvtval_i = -INT16_MAX;
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++clipped;
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}
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else if (cvtval_i > INT16_MAX)
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{
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cvtval_i = INT16_MAX;
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++clipped;
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}
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// Left and right channels
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expanded[abuf_index++] = cvtval_i;
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expanded[abuf_index++] = cvtval_i;
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}
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free(src_data.data_in);
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free(src_data.data_out);
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if (clipped > 0)
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{
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fprintf(stderr, "Sound '%s': clipped %u samples (%0.2f %%)\n",
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sfxinfo->name, clipped,
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400.0 * clipped / chunk->alen);
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}
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return true;
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}
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#endif
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static boolean ConvertibleRatio(int freq1, int freq2)
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{
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int ratio;
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if (freq1 > freq2)
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{
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return ConvertibleRatio(freq2, freq1);
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}
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else if ((freq2 % freq1) != 0)
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{
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// Not in a direct ratio
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return false;
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}
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else
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{
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// Check the ratio is a power of 2
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ratio = freq2 / freq1;
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while ((ratio & 1) == 0)
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{
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ratio = ratio >> 1;
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}
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return ratio == 1;
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}
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}
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#ifdef DEBUG_DUMP_WAVS
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// Debug code to dump resampled sound effects to WAV files for analysis.
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static void WriteWAV(char *filename, byte *data,
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uint32_t length, int samplerate)
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{
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FILE *wav;
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unsigned int i;
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unsigned short s;
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wav = fopen(filename, "wb");
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// Header
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fwrite("RIFF", 1, 4, wav);
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i = LONG(36 + samplerate);
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fwrite(&i, 4, 1, wav);
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fwrite("WAVE", 1, 4, wav);
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// Subchunk 1
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fwrite("fmt ", 1, 4, wav);
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i = LONG(16);
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fwrite(&i, 4, 1, wav); // Length
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s = SHORT(1);
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fwrite(&s, 2, 1, wav); // Format (PCM)
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s = SHORT(2);
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fwrite(&s, 2, 1, wav); // Channels (2=stereo)
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i = LONG(samplerate);
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fwrite(&i, 4, 1, wav); // Sample rate
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i = LONG(samplerate * 2 * 2);
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fwrite(&i, 4, 1, wav); // Byte rate (samplerate * stereo * 16 bit)
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s = SHORT(2 * 2);
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fwrite(&s, 2, 1, wav); // Block align (stereo * 16 bit)
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s = SHORT(16);
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fwrite(&s, 2, 1, wav); // Bits per sample (16 bit)
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// Data subchunk
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fwrite("data", 1, 4, wav);
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i = LONG(length);
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fwrite(&i, 4, 1, wav); // Data length
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fwrite(data, 1, length, wav); // Data
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fclose(wav);
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}
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#endif
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// Generic sound expansion function for any sample rate.
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// Returns number of clipped samples (always 0).
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static boolean ExpandSoundData_SDL(sfxinfo_t *sfxinfo,
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byte *data,
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int samplerate,
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int length)
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{
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SDL_AudioCVT convertor;
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Mix_Chunk *chunk;
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uint32_t expanded_length;
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// Calculate the length of the expanded version of the sample.
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expanded_length = (uint32_t) ((((uint64_t) length) * mixer_freq) / samplerate);
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// Double up twice: 8 -> 16 bit and mono -> stereo
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expanded_length *= 4;
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// Allocate a chunk in which to expand the sound
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chunk = AllocateSound(sfxinfo, expanded_length);
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if (chunk == NULL)
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{
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return false;
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}
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// If we can, use the standard / optimized SDL conversion routines.
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if (samplerate <= mixer_freq
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&& ConvertibleRatio(samplerate, mixer_freq)
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&& SDL_BuildAudioCVT(&convertor,
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AUDIO_U8, 1, samplerate,
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mixer_format, mixer_channels, mixer_freq))
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{
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convertor.buf = chunk->abuf;
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convertor.len = length;
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memcpy(convertor.buf, data, length);
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SDL_ConvertAudio(&convertor);
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}
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else
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{
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Sint16 *expanded = (Sint16 *) chunk->abuf;
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int expanded_length;
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int expand_ratio;
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int i;
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// Generic expansion if conversion does not work:
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//
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// SDL's audio conversion only works for rate conversions that are
|
|
// powers of 2; if the two formats are not in a direct power of 2
|
|
// ratio, do this naive conversion instead.
|
|
|
|
// number of samples in the converted sound
|
|
|
|
expanded_length = ((uint64_t) length * mixer_freq) / samplerate;
|
|
expand_ratio = (length << 8) / expanded_length;
|
|
|
|
for (i=0; i<expanded_length; ++i)
|
|
{
|
|
Sint16 sample;
|
|
int src;
|
|
|
|
src = (i * expand_ratio) >> 8;
|
|
|
|
sample = data[src] | (data[src] << 8);
|
|
sample -= 32768;
|
|
|
|
// expand 8->16 bits, mono->stereo
|
|
|
|
expanded[i * 2] = expanded[i * 2 + 1] = sample;
|
|
}
|
|
|
|
#ifdef LOW_PASS_FILTER
|
|
// Perform a low-pass filter on the upscaled sound to filter
|
|
// out high-frequency noise from the conversion process.
|
|
|
|
{
|
|
float rc, dt, alpha;
|
|
|
|
// Low-pass filter for cutoff frequency f:
|
|
//
|
|
// For sampling rate r, dt = 1 / r
|
|
// rc = 1 / 2*pi*f
|
|
// alpha = dt / (rc + dt)
|
|
|
|
// Filter to the half sample rate of the original sound effect
|
|
// (maximum frequency, by nyquist)
|
|
|
|
dt = 1.0f / mixer_freq;
|
|
rc = 1.0f / (3.14f * samplerate);
|
|
alpha = dt / (rc + dt);
|
|
|
|
// Both channels are processed in parallel, hence [i-2]:
|
|
|
|
for (i=2; i<expanded_length * 2; ++i)
|
|
{
|
|
expanded[i] = (Sint16) (alpha * expanded[i]
|
|
+ (1 - alpha) * expanded[i-2]);
|
|
}
|
|
}
|
|
#endif /* #ifdef LOW_PASS_FILTER */
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Load and convert a sound effect
|
|
// Returns true if successful
|
|
|
|
static boolean CacheSFX(sfxinfo_t *sfxinfo)
|
|
{
|
|
int lumpnum;
|
|
unsigned int lumplen;
|
|
int samplerate;
|
|
unsigned int length;
|
|
byte *data;
|
|
|
|
// need to load the sound
|
|
|
|
lumpnum = sfxinfo->lumpnum;
|
|
data = W_CacheLumpNum(lumpnum, PU_STATIC);
|
|
lumplen = W_LumpLength(lumpnum);
|
|
|
|
// Check the header, and ensure this is a valid sound
|
|
|
|
if (lumplen < 8
|
|
|| data[0] != 0x03 || data[1] != 0x00)
|
|
{
|
|
// Invalid sound
|
|
|
|
return false;
|
|
}
|
|
|
|
// 16 bit sample rate field, 32 bit length field
|
|
|
|
samplerate = (data[3] << 8) | data[2];
|
|
length = (data[7] << 24) | (data[6] << 16) | (data[5] << 8) | data[4];
|
|
|
|
// If the header specifies that the length of the sound is greater than
|
|
// the length of the lump itself, this is an invalid sound lump
|
|
|
|
// We also discard sound lumps that are less than 49 samples long,
|
|
// as this is how DMX behaves - although the actual cut-off length
|
|
// seems to vary slightly depending on the sample rate. This needs
|
|
// further investigation to better understand the correct
|
|
// behavior.
|
|
|
|
if (length > lumplen - 8 || length <= 48)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// The DMX sound library seems to skip the first 16 and last 16
|
|
// bytes of the lump - reason unknown.
|
|
|
|
data += 16;
|
|
length -= 32;
|
|
|
|
// Sample rate conversion
|
|
|
|
if (!ExpandSoundData(sfxinfo, data + 8, samplerate, length))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
#ifdef DEBUG_DUMP_WAVS
|
|
{
|
|
char filename[16];
|
|
|
|
M_snprintf(filename, sizeof(filename), "%s.wav",
|
|
DEH_String(S_sfx[sound].name));
|
|
WriteWAV(filename, sound_chunks[sound].abuf,
|
|
sound_chunks[sound].alen, mixer_freq);
|
|
}
|
|
#endif
|
|
|
|
// don't need the original lump any more
|
|
|
|
W_ReleaseLumpNum(lumpnum);
|
|
|
|
return true;
|
|
}
|
|
|
|
static void GetSfxLumpName(sfxinfo_t *sfx, char *buf, size_t buf_len)
|
|
{
|
|
// Linked sfx lumps? Get the lump number for the sound linked to.
|
|
|
|
if (sfx->link != NULL)
|
|
{
|
|
sfx = sfx->link;
|
|
}
|
|
|
|
// Doom adds a DS* prefix to sound lumps; Heretic and Hexen don't
|
|
// do this.
|
|
|
|
if (use_sfx_prefix)
|
|
{
|
|
M_snprintf(buf, buf_len, "ds%s", DEH_String(sfx->name));
|
|
}
|
|
else
|
|
{
|
|
M_StringCopy(buf, DEH_String(sfx->name), buf_len);
|
|
}
|
|
}
|
|
|
|
#ifdef HAVE_LIBSAMPLERATE
|
|
|
|
// Preload all the sound effects - stops nasty ingame freezes
|
|
|
|
static void I_SDL_PrecacheSounds(sfxinfo_t *sounds, int num_sounds)
|
|
{
|
|
char namebuf[9];
|
|
int i;
|
|
|
|
// Don't need to precache the sounds unless we are using libsamplerate.
|
|
|
|
if (use_libsamplerate == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
printf("I_SDL_PrecacheSounds: Precaching all sound effects..");
|
|
|
|
for (i=0; i<num_sounds; ++i)
|
|
{
|
|
if ((i % 6) == 0)
|
|
{
|
|
printf(".");
|
|
fflush(stdout);
|
|
}
|
|
|
|
GetSfxLumpName(&sounds[i], namebuf, sizeof(namebuf));
|
|
|
|
sounds[i].lumpnum = W_CheckNumForName(namebuf);
|
|
|
|
if (sounds[i].lumpnum != -1)
|
|
{
|
|
CacheSFX(&sounds[i]);
|
|
}
|
|
}
|
|
|
|
printf("\n");
|
|
}
|
|
|
|
#else
|
|
|
|
static void I_SDL_PrecacheSounds(sfxinfo_t *sounds, int num_sounds)
|
|
{
|
|
// no-op
|
|
}
|
|
|
|
#endif
|
|
|
|
// Load a SFX chunk into memory and ensure that it is locked.
|
|
|
|
static boolean LockSound(sfxinfo_t *sfxinfo)
|
|
{
|
|
// If the sound isn't loaded, load it now
|
|
|
|
if (sfxinfo->driver_data == NULL)
|
|
{
|
|
if (!CacheSFX(sfxinfo))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
LockAllocatedSound(sfxinfo->driver_data);
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// Retrieve the raw data lump index
|
|
// for a given SFX name.
|
|
//
|
|
|
|
static int I_SDL_GetSfxLumpNum(sfxinfo_t *sfx)
|
|
{
|
|
char namebuf[9];
|
|
|
|
GetSfxLumpName(sfx, namebuf, sizeof(namebuf));
|
|
|
|
return W_GetNumForName(namebuf);
|
|
}
|
|
|
|
static void I_SDL_UpdateSoundParams(int handle, int vol, int sep)
|
|
{
|
|
int left, right;
|
|
|
|
if (!sound_initialized || handle < 0 || handle >= NUM_CHANNELS)
|
|
{
|
|
return;
|
|
}
|
|
|
|
left = ((254 - sep) * vol) / 127;
|
|
right = ((sep) * vol) / 127;
|
|
|
|
if (left < 0) left = 0;
|
|
else if ( left > 255) left = 255;
|
|
if (right < 0) right = 0;
|
|
else if (right > 255) right = 255;
|
|
|
|
// SDL_mixer version 1.2.8 and earlier has a bug in the Mix_SetPanning
|
|
// function. A workaround is to call Mix_UnregisterAllEffects for
|
|
// the channel before calling it. This is undesirable as it may lead
|
|
// to the channel volumes resetting briefly.
|
|
|
|
if (setpanning_workaround)
|
|
{
|
|
Mix_UnregisterAllEffects(handle);
|
|
}
|
|
|
|
Mix_SetPanning(handle, left, right);
|
|
}
|
|
|
|
//
|
|
// Starting a sound means adding it
|
|
// to the current list of active sounds
|
|
// in the internal channels.
|
|
// As the SFX info struct contains
|
|
// e.g. a pointer to the raw data,
|
|
// it is ignored.
|
|
// As our sound handling does not handle
|
|
// priority, it is ignored.
|
|
// Pitching (that is, increased speed of playback)
|
|
// is set, but currently not used by mixing.
|
|
//
|
|
|
|
static int I_SDL_StartSound(sfxinfo_t *sfxinfo, int channel, int vol, int sep)
|
|
{
|
|
allocated_sound_t *snd;
|
|
|
|
if (!sound_initialized || channel < 0 || channel >= NUM_CHANNELS)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
// Release a sound effect if there is already one playing
|
|
// on this channel
|
|
|
|
ReleaseSoundOnChannel(channel);
|
|
|
|
// Get the sound data
|
|
|
|
if (!LockSound(sfxinfo))
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
snd = sfxinfo->driver_data;
|
|
|
|
// play sound
|
|
|
|
Mix_PlayChannelTimed(channel, &snd->chunk, 0, -1);
|
|
|
|
channels_playing[channel] = sfxinfo;
|
|
|
|
// set separation, etc.
|
|
|
|
I_SDL_UpdateSoundParams(channel, vol, sep);
|
|
|
|
return channel;
|
|
}
|
|
|
|
static void I_SDL_StopSound(int handle)
|
|
{
|
|
if (!sound_initialized || handle < 0 || handle >= NUM_CHANNELS)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Mix_HaltChannel(handle);
|
|
|
|
// Sound data is no longer needed; release the
|
|
// sound data being used for this channel
|
|
|
|
ReleaseSoundOnChannel(handle);
|
|
}
|
|
|
|
|
|
static boolean I_SDL_SoundIsPlaying(int handle)
|
|
{
|
|
if (!sound_initialized || handle < 0 || handle >= NUM_CHANNELS)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return Mix_Playing(handle);
|
|
}
|
|
|
|
//
|
|
// Periodically called to update the sound system
|
|
//
|
|
|
|
static void I_SDL_UpdateSound(void)
|
|
{
|
|
int i;
|
|
|
|
// Check all channels to see if a sound has finished
|
|
|
|
for (i=0; i<NUM_CHANNELS; ++i)
|
|
{
|
|
if (channels_playing[i] && !I_SDL_SoundIsPlaying(i))
|
|
{
|
|
// Sound has finished playing on this channel,
|
|
// but sound data has not been released to cache
|
|
|
|
ReleaseSoundOnChannel(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void I_SDL_ShutdownSound(void)
|
|
{
|
|
if (!sound_initialized)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Mix_CloseAudio();
|
|
SDL_QuitSubSystem(SDL_INIT_AUDIO);
|
|
|
|
sound_initialized = false;
|
|
}
|
|
|
|
// Calculate slice size, based on snd_maxslicetime_ms.
|
|
// The result must be a power of two.
|
|
|
|
static int GetSliceSize(void)
|
|
{
|
|
int limit;
|
|
int n;
|
|
|
|
limit = (snd_samplerate * snd_maxslicetime_ms) / 1000;
|
|
|
|
// Try all powers of two, not exceeding the limit.
|
|
|
|
for (n=0;; ++n)
|
|
{
|
|
// 2^n <= limit < 2^n+1 ?
|
|
|
|
if ((1 << (n + 1)) > limit)
|
|
{
|
|
return (1 << n);
|
|
}
|
|
}
|
|
|
|
// Should never happen?
|
|
|
|
return 1024;
|
|
}
|
|
|
|
static boolean I_SDL_InitSound(boolean _use_sfx_prefix)
|
|
{
|
|
int i;
|
|
|
|
use_sfx_prefix = _use_sfx_prefix;
|
|
|
|
// No sounds yet
|
|
|
|
for (i=0; i<NUM_CHANNELS; ++i)
|
|
{
|
|
channels_playing[i] = NULL;
|
|
}
|
|
|
|
if (SDL_Init(SDL_INIT_AUDIO) < 0)
|
|
{
|
|
fprintf(stderr, "Unable to set up sound.\n");
|
|
return false;
|
|
}
|
|
|
|
if (Mix_OpenAudio(snd_samplerate, AUDIO_S16SYS, 2, GetSliceSize()) < 0)
|
|
{
|
|
fprintf(stderr, "Error initialising SDL_mixer: %s\n", Mix_GetError());
|
|
return false;
|
|
}
|
|
|
|
ExpandSoundData = ExpandSoundData_SDL;
|
|
|
|
Mix_QuerySpec(&mixer_freq, &mixer_format, &mixer_channels);
|
|
|
|
#ifdef HAVE_LIBSAMPLERATE
|
|
if (use_libsamplerate != 0)
|
|
{
|
|
if (SRC_ConversionMode() < 0)
|
|
{
|
|
I_Error("I_SDL_InitSound: Invalid value for use_libsamplerate: %i",
|
|
use_libsamplerate);
|
|
}
|
|
|
|
ExpandSoundData = ExpandSoundData_SRC;
|
|
}
|
|
#else
|
|
if (use_libsamplerate != 0)
|
|
{
|
|
fprintf(stderr, "I_SDL_InitSound: use_libsamplerate=%i, but "
|
|
"libsamplerate support not compiled in.\n",
|
|
use_libsamplerate);
|
|
}
|
|
#endif
|
|
|
|
// SDL_mixer version 1.2.8 and earlier has a bug in the Mix_SetPanning
|
|
// function that can cause the game to lock up. If we're using an old
|
|
// version, we need to apply a workaround. But the workaround has its
|
|
// own drawbacks ...
|
|
|
|
{
|
|
const SDL_version *mixer_version;
|
|
int v;
|
|
|
|
mixer_version = Mix_Linked_Version();
|
|
v = SDL_VERSIONNUM(mixer_version->major,
|
|
mixer_version->minor,
|
|
mixer_version->patch);
|
|
|
|
if (v <= SDL_VERSIONNUM(1, 2, 8))
|
|
{
|
|
setpanning_workaround = true;
|
|
fprintf(stderr, "\n"
|
|
"ATTENTION: You are using an old version of SDL_mixer!\n"
|
|
" This version has a bug that may cause "
|
|
"your sound to stutter.\n"
|
|
" Please upgrade to a newer version!\n"
|
|
"\n");
|
|
}
|
|
}
|
|
|
|
Mix_AllocateChannels(NUM_CHANNELS);
|
|
|
|
SDL_PauseAudio(0);
|
|
|
|
sound_initialized = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
static snddevice_t sound_sdl_devices[] =
|
|
{
|
|
SNDDEVICE_SB,
|
|
SNDDEVICE_PAS,
|
|
SNDDEVICE_GUS,
|
|
SNDDEVICE_WAVEBLASTER,
|
|
SNDDEVICE_SOUNDCANVAS,
|
|
SNDDEVICE_AWE32,
|
|
};
|
|
|
|
sound_module_t sound_sdl_module =
|
|
{
|
|
sound_sdl_devices,
|
|
arrlen(sound_sdl_devices),
|
|
I_SDL_InitSound,
|
|
I_SDL_ShutdownSound,
|
|
I_SDL_GetSfxLumpNum,
|
|
I_SDL_UpdateSound,
|
|
I_SDL_UpdateSoundParams,
|
|
I_SDL_StartSound,
|
|
I_SDL_StopSound,
|
|
I_SDL_SoundIsPlaying,
|
|
I_SDL_PrecacheSounds,
|
|
};
|
|
|