📄 i_sound.c
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for (i=0 ; i<128 ; i++)
for (j=0 ; j<256 ; j++) {
vol_lookup[i*256+j] = (i*(j-128)*256)/127;
//fprintf(stderr, "vol_lookup[%d*256+%d] = %d\n", i, j, vol_lookup[i*256+j]);
}
}
void I_SetSfxVolume(int volume)
{
// Identical to DOS.
// Basically, this should propagate
// the menu/config file setting
// to the state variable used in
// the mixing.
snd_SfxVolume = volume;
}
// MUSIC API - dummy. Some code from DOS version.
void I_SetMusicVolume(int volume)
{
// Internal state variable.
snd_MusicVolume = volume;
// Now set volume on output device.
// Whatever( snd_MusciVolume );
}
//
// Retrieve the raw data lump index
// for a given SFX name.
//
int I_GetSfxLumpNum(sfxinfo_t* sfx)
{
char namebuf[9];
sprintf(namebuf, "ds%s", sfx->name);
return W_GetNumForName(namebuf);
}
//
// 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.
//
int
I_StartSound
( int id,
int vol,
int sep,
int pitch,
int priority )
{
#if 0 //!!
// UNUSED
priority = 0;
// Debug.
//fprintf( stderr, "starting sound %d", id );
// Returns a handle (not used).
SDL_LockAudio();
id = addsfx( id, vol, steptable[pitch], sep );
SDL_UnlockAudio();
// fprintf( stderr, "/handle is %d\n", id );
#endif //!!
return id;
}
void I_StopSound (int handle)
{
// You need the handle returned by StartSound.
// Would be looping all channels,
// tracking down the handle,
// an setting the channel to zero.
// UNUSED.
handle = 0;
}
int I_SoundIsPlaying(int handle)
{
// Ouch.
return gametic < handle;
}
//
// This function loops all active (internal) sound
// channels, retrieves a given number of samples
// from the raw sound data, modifies it according
// to the current (internal) channel parameters,
// mixes the per channel samples into the given
// mixing buffer, and clamping it to the allowed
// range.
//
// This function currently supports only 16bit.
//
void I_UpdateSound(void *unused, Uint8 *stream, int len)
{
// Mix current sound data.
// Data, from raw sound, for right and left.
register unsigned int sample;
register int dl;
register int dr;
// Pointers in audio stream, left, right, end.
signed short* leftout;
signed short* rightout;
signed short* leftend;
// Step in stream, left and right, thus two.
int step;
// Mixing channel index.
int chan;
// Left and right channel
// are in audio stream, alternating.
leftout = (signed short *)stream;
rightout = ((signed short *)stream)+1;
step = 2;
// Determine end, for left channel only
// (right channel is implicit).
leftend = leftout + SAMPLECOUNT*step;
// Mix sounds into the mixing buffer.
// Loop over step*SAMPLECOUNT,
// that is 512 values for two channels.
while (leftout != leftend)
{
// Reset left/right value.
dl = 0;
dr = 0;
// Love thy L2 chache - made this a loop.
// Now more channels could be set at compile time
// as well. Thus loop those channels.
for ( chan = 0; chan < NUM_CHANNELS; chan++ )
{
// Check channel, if active.
if (channels[ chan ])
{
// Get the raw data from the channel.
sample = *channels[ chan ];
// Add left and right part
// for this channel (sound)
// to the current data.
// Adjust volume accordingly.
dl += channelleftvol_lookup[ chan ][sample];
dr += channelrightvol_lookup[ chan ][sample];
// Increment index ???
channelstepremainder[ chan ] += channelstep[ chan ];
// MSB is next sample???
channels[ chan ] += channelstepremainder[ chan ] >> 16;
// Limit to LSB???
channelstepremainder[ chan ] &= 65536-1;
// Check whether we are done.
if (channels[ chan ] >= channelsend[ chan ])
channels[ chan ] = 0;
}
}
// Clamp to range. Left hardware channel.
// Has been char instead of short.
// if (dl > 127) *leftout = 127;
// else if (dl < -128) *leftout = -128;
// else *leftout = dl;
if (dl > 0x7fff)
*leftout = 0x7fff;
else if (dl < -0x8000)
*leftout = -0x8000;
else
*leftout = dl;
// Same for right hardware channel.
if (dr > 0x7fff)
*rightout = 0x7fff;
else if (dr < -0x8000)
*rightout = -0x8000;
else
*rightout = dr;
// Increment current pointers in stream
leftout += step;
rightout += step;
}
}
void
I_UpdateSoundParams
( int handle,
int vol,
int sep,
int pitch)
{
// I fail too see that this is used.
// Would be using the handle to identify
// on which channel the sound might be active,
// and resetting the channel parameters.
// UNUSED.
handle = vol = sep = pitch = 0;
}
void I_ShutdownSound(void)
{
//!!SDL_CloseAudio();
}
void
I_InitSound()
{
#if 0 //!!
SDL_AudioSpec wanted;
int i;
// Secure and configure sound device first.
fprintf( stderr, "I_InitSound: ");
// Open the audio device
wanted.freq = SAMPLERATE;
if ( SDL_BYTEORDER == SDL_BIG_ENDIAN ) {
wanted.format = AUDIO_S16MSB;
} else {
wanted.format = AUDIO_S16LSB;
}
wanted.channels = 2;
wanted.samples = SAMPLECOUNT;
wanted.callback = I_UpdateSound;
if ( SDL_OpenAudio(&wanted, NULL) < 0 ) {
fprintf(stderr, "couldn't open audio with desired format\n");
return;
}
SAMPLECOUNT = wanted.samples;
fprintf(stderr, " configured audio device with %d samples/slice\n", SAMPLECOUNT);
// Initialize external data (all sounds) at start, keep static.
fprintf( stderr, "I_InitSound: ");
for (i=1 ; i<NUMSFX ; i++)
{
// Alias? Example is the chaingun sound linked to pistol.
if (!S_sfx[i].link)
{
// Load data from WAD file.
S_sfx[i].data = getsfx( S_sfx[i].name, &lengths[i] );
}
else
{
// Previously loaded already?
S_sfx[i].data = S_sfx[i].link->data;
lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)];
}
}
fprintf( stderr, " pre-cached all sound data\n");
// Finished initialization.
fprintf(stderr, "I_InitSound: sound module ready\n");
SDL_PauseAudio(0);
#endif //!!
}
//
// MUSIC API.
// Still no music done.
// Remains. Dummies.
//
void I_InitMusic(void) { }
void I_ShutdownMusic(void) { }
static int looping=0;
static int musicdies=-1;
void I_PlaySong(int handle, int looping)
{
// UNUSED.
handle = looping = 0;
musicdies = gametic + TICRATE*30;
}
void I_PauseSong (int handle)
{
// UNUSED.
handle = 0;
}
void I_ResumeSong (int handle)
{
// UNUSED.
handle = 0;
}
void I_StopSong(int handle)
{
// UNUSED.
handle = 0;
looping = 0;
musicdies = 0;
}
void I_UnRegisterSong(int handle)
{
// UNUSED.
handle = 0;
}
int I_RegisterSong(void* data)
{
// UNUSED.
data = NULL;
return 1;
}
// Is the song playing?
int I_QrySongPlaying(int handle)
{
// UNUSED.
handle = 0;
return looping || musicdies > gametic;
}
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