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📄 sounds.c

📁 game duke3d source
💻 C
📖 第 1 页 / 共 2 页
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            if( (Sound[j].num > 0) && (soundm[j]&4) )
              return -1;
    }

    cx = ps[screenpeek].oposx;
    cy = ps[screenpeek].oposy;
    cz = ps[screenpeek].oposz;
    cs = ps[screenpeek].cursectnum;
    ca = ps[screenpeek].ang+ps[screenpeek].look_ang;

    sndist = FindDistance3D((cx-x),(cy-y),(cz-z)>>4);

    if( i >= 0 && (soundm[num]&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9 )
        sndist = divscale14(sndist,(SHT+1));

    pitchs = soundps[num];
    pitche = soundpe[num];
    cx = klabs(pitche-pitchs);

    if(cx)
    {
        if( pitchs < pitche )
             pitch = pitchs + ( rand()%cx );
        else pitch = pitche + ( rand()%cx );
    }
    else pitch = pitchs;

    sndist += soundvo[num];
    if(sndist < 0) sndist = 0;
    if( sndist && PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,SX,SY,SZ-(24<<8),SECT) )
        sndist += sndist>>5;

    switch(num)
    {
        case PIPEBOMB_EXPLODE:
        case LASERTRIP_EXPLODE:
        case RPG_EXPLODE:
            if(sndist > (6144) )
                sndist = 6144;
            if(sector[ps[screenpeek].cursectnum].lotag == 2)
                pitch -= 1024;
            break;
        default:
            if(sector[ps[screenpeek].cursectnum].lotag == 2 && (soundm[num]&4) == 0)
                pitch = -768;
            if( sndist > 31444 && PN != MUSICANDSFX)
                return -1;
            break;
    }


    if( Sound[num].num > 0 && PN != MUSICANDSFX )
    {
        if( SoundOwner[num][0].i == i ) stopsound(num);
        else if( Sound[num].num > 1 ) stopsound(num);
        else if( badguy(&sprite[i]) && sprite[i].extra <= 0 ) stopsound(num);
    }

    if( PN == APLAYER && sprite[i].yvel == screenpeek )
    {
        sndang = 0;
        sndist = 0;
    }
    else
    {
        sndang = 2048 + ca - getangle(cx-x,cy-y);
        sndang &= 2047;
    }

    if(Sound[num].ptr == 0) { if( loadsound(num) == 0 ) return 0; }
    else
    {
       if (Sound[num].lock < 200)
          Sound[num].lock = 200;
       else Sound[num].lock++;
    }

    if( soundm[num]&16 ) sndist = 0;

    if(sndist < ((255-LOUDESTVOLUME)<<6) )
        sndist = ((255-LOUDESTVOLUME)<<6);

    if( soundm[num]&1 )
    {
        unsigned short start;

        if(Sound[num].num > 0) return -1;

        start = *(unsigned short *)(Sound[num].ptr + 0x14);

        if(*Sound[num].ptr == 'C')
            voice = FX_PlayLoopedVOC( Sound[num].ptr, start, start + soundsiz[num],
                    pitch,sndist>>6,sndist>>6,0,soundpr[num],num);
        else
            voice = FX_PlayLoopedWAV( Sound[num].ptr, start, start + soundsiz[num],
                    pitch,sndist>>6,sndist>>6,0,soundpr[num],num);
    }
    else
    {
        if( *Sound[num].ptr == 'C')
            voice = FX_PlayVOC3D( Sound[ num ].ptr,pitch,sndang>>6,sndist>>6, soundpr[num], num );
        else voice = FX_PlayWAV3D( Sound[ num ].ptr,pitch,sndang>>6,sndist>>6, soundpr[num], num );
    }

    if ( voice > FX_Ok )
    {
        SoundOwner[num][Sound[num].num].i = i;
        SoundOwner[num][Sound[num].num].voice = voice;
        Sound[num].num++;
    }
    else Sound[num].lock--;
    return (voice);
}

void sound(short num)
{
    short pitch,pitche,pitchs,cx;
    int voice;
    long start;

    if (FXDevice == NumSoundCards) return;
    if(SoundToggle==0) return;
    if(VoiceToggle==0 && (soundm[num]&4) ) return;
    if( (soundm[num]&8) && ud.lockout ) return;
    if(FX_VoiceAvailable(soundpr[num]) == 0) return;

    pitchs = soundps[num];
    pitche = soundpe[num];
    cx = klabs(pitche-pitchs);

    if(cx)
    {
        if( pitchs < pitche )
             pitch = pitchs + ( rand()%cx );
        else pitch = pitche + ( rand()%cx );
    }
    else pitch = pitchs;

    if(Sound[num].ptr == 0) { if( loadsound(num) == 0 ) return; }
    else
    {
       if (Sound[num].lock < 200)
          Sound[num].lock = 200;
       else Sound[num].lock++;
    }

    if( soundm[num]&1 )
    {
        if(*Sound[num].ptr == 'C')
        {
            start = (long)*(unsigned short *)(Sound[num].ptr + 0x14);
            voice = FX_PlayLoopedVOC( Sound[num].ptr, start, start + soundsiz[num],
                    pitch,LOUDESTVOLUME,LOUDESTVOLUME,LOUDESTVOLUME,soundpr[num],num);
        }
        else
        {
            start = (long)*(unsigned short *)(Sound[num].ptr + 0x14);
            voice = FX_PlayLoopedWAV( Sound[num].ptr, start, start + soundsiz[num],
                    pitch,LOUDESTVOLUME,LOUDESTVOLUME,LOUDESTVOLUME,soundpr[num],num);
        }
    }
    else
    {
        if(*Sound[num].ptr == 'C')
            voice = FX_PlayVOC3D( Sound[ num ].ptr, pitch,0,255-LOUDESTVOLUME,soundpr[num], num );
        else
            voice = FX_PlayWAV3D( Sound[ num ].ptr, pitch,0,255-LOUDESTVOLUME,soundpr[num], num );
    }

    if(voice > FX_Ok) return;
    Sound[num].lock--;
}

int spritesound(unsigned short num, short i)
{
    if(num >= NUM_SOUNDS) return -1;
    return xyzsound(num,i,SX,SY,SZ);
}

void stopsound(short num)
{
    if(Sound[num].num > 0)
    {
        FX_StopSound(SoundOwner[num][Sound[num].num-1].voice);
        testcallback(num);
    }
}

void stopenvsound(short num,short i)
{
    short j, k;

    if(Sound[num].num > 0)
    {
        k = Sound[num].num;
        for(j=0;j<k;j++)
           if(SoundOwner[num][j].i == i)
        {
            FX_StopSound(SoundOwner[num][j].voice);
            break;
        }
    }
}

void pan3dsound(void)
{
    long sndist, sx, sy, sz, cx, cy, cz;
    short sndang,ca,j,k,i,cs;

    numenvsnds = 0;

    if(ud.camerasprite == -1)
    {
        cx = ps[screenpeek].oposx;
        cy = ps[screenpeek].oposy;
        cz = ps[screenpeek].oposz;
        cs = ps[screenpeek].cursectnum;
        ca = ps[screenpeek].ang+ps[screenpeek].look_ang;
    }
    else
    {
        cx = sprite[ud.camerasprite].x;
        cy = sprite[ud.camerasprite].y;
        cz = sprite[ud.camerasprite].z;
        cs = sprite[ud.camerasprite].sectnum;
        ca = sprite[ud.camerasprite].ang;
    }

    for(j=0;j<NUM_SOUNDS;j++) for(k=0;k<Sound[j].num;k++)
    {
        i = SoundOwner[j][k].i;

        sx = sprite[i].x;
        sy = sprite[i].y;
        sz = sprite[i].z;

        if( PN == APLAYER && sprite[i].yvel == screenpeek)
        {
            sndang = 0;
            sndist = 0;
        }
        else
        {
            sndang = 2048 + ca - getangle(cx-sx,cy-sy);
            sndang &= 2047;
            sndist = FindDistance3D((cx-sx),(cy-sy),(cz-sz)>>4);
            if( i >= 0 && (soundm[j]&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9 )
                sndist = divscale14(sndist,(SHT+1));
        }

        sndist += soundvo[j];
        if(sndist < 0) sndist = 0;

        if( sndist && PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,sx,sy,sz-(24<<8),SECT) )
            sndist += sndist>>5;

        if(PN == MUSICANDSFX && SLT < 999)
            numenvsnds++;

        switch(j)
        {
            case PIPEBOMB_EXPLODE:
            case LASERTRIP_EXPLODE:
            case RPG_EXPLODE:
                if(sndist > (6144)) sndist = (6144);
                break;
            default:
                if( sndist > 31444 && PN != MUSICANDSFX)
                {
                    stopsound(j);
                    continue;
                }
        }

        if(Sound[j].ptr == 0 && loadsound(j) == 0 ) continue;
        if( soundm[j]&16 ) sndist = 0;

        if(sndist < ((255-LOUDESTVOLUME)<<6) )
            sndist = ((255-LOUDESTVOLUME)<<6);

        FX_Pan3D(SoundOwner[j][k].voice,sndang>>6,sndist>>6);
    }
}

void TestCallBack(long num)
{
    short tempi,tempj,tempk;

        if(num < 0)
        {
            if(lumplockbyte[-num] >= 200)
                lumplockbyte[-num]--;
            return;
        }

        tempk = Sound[num].num;

        if(tempk > 0)
        {
            if( (soundm[num]&16) == 0)
                for(tempj=0;tempj<tempk;tempj++)
            {
                tempi = SoundOwner[num][tempj].i;
                if(sprite[tempi].picnum == MUSICANDSFX && sector[sprite[tempi].sectnum].lotag < 3 && sprite[tempi].lotag < 999)
                {
                    hittype[tempi].temp_data[0] = 0;
                    if( (tempj + 1) < tempk )
                    {
                        SoundOwner[num][tempj].voice = SoundOwner[num][tempk-1].voice;
                        SoundOwner[num][tempj].i     = SoundOwner[num][tempk-1].i;
                    }
                    break;
                }
            }

            Sound[num].num--;
            SoundOwner[num][tempk-1].i = -1;
        }

        Sound[num].lock--;
}

void clearsoundlocks(void)
{
    long i;

    for(i=0;i<NUM_SOUNDS;i++)
        if(Sound[i].lock >= 200)
            Sound[i].lock = 199;

    for(i=0;i<11;i++)
        if(lumplockbyte[i] >= 200)
            lumplockbyte[i] = 199;
}

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