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📄 s_sound.c

📁 游戏类程序源代码---WinDoom 3D源程序.zip
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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:  none
//
//-----------------------------------------------------------------------------


static const char
rcsid[] = "$Id: s_sound.c,v 1.6 1997/02/03 22:45:12 b1 Exp $";



#include <stdio.h>
#include <stdlib.h>

#include "i_system.h"
#include "i_sound.h"
#include "sounds.h"
#include "s_sound.h"

#include "z_zone.h"
#include "m_random.h"
#include "w_wad.h"

#include "doomdef.h"
#include "p_local.h"

#include "doomstat.h"

void WriteDebug(char *);

// Purpose?
const char snd_prefixen[]
= { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };

#define S_MAX_VOLUME		127

// when to clip out sounds
// Does not fit the large outdoor areas.
#define S_CLIPPING_DIST		(1200*0x10000)

// Distance tp origin when sounds should be maxed out.
// This should relate to movement clipping resolution
// (see BLOCKMAP handling).
// Originally: (200*0x10000).
#define S_CLOSE_DIST		(160*0x10000)


#define S_ATTENUATOR		((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)

// Adjustable by menu.
#define NORM_VOLUME    		snd_MaxVolume

#define NORM_PITCH     		128
#define NORM_PRIORITY		64
#define NORM_SEP		128

#define S_PITCH_PERTURB		1
#define S_STEREO_SWING		(96*0x10000)

// percent attenuation from front to back
#define S_IFRACVOL		30

#define NA			0
#define S_NUMCHANNELS		2

#define NUM_DSBUFFERS      256

// Current music/sfx card - index useless
//  w/o a reference LUT in a sound module.
extern int snd_MusicDevice;
extern int snd_SfxDevice;
// Config file? Same disclaimer as above.
extern int snd_DesiredMusicDevice;
extern int snd_DesiredSfxDevice;



typedef struct
{
    // sound information (if null, channel avail.)
    sfxinfo_t*	sfxinfo;

    // origin of sound
    void*	origin;

    // handle of the sound being played
    int		handle;
    
} channel_t;


// the set of channels available
static channel_t*	channels;

// These are not used, but should be (menu).
// Maximum volume of a sound effect.
// Internal default is max out of 0-15.
int 		snd_SfxVolume = 15;

// Maximum volume of music. Useless so far.
int 		snd_MusicVolume = 15; 



// whether songs are mus_paused
static boolean		mus_paused;	

// music currently being played
static musicinfo_t*	mus_playing=0;

// following is set
//  by the defaults code in M_misc:
// number of channels available
int			numChannels;	

static int		nextcleanup;



//
// Internals.
//
int
S_getChannel
( void*		origin,
  sfxinfo_t*	sfxinfo,
  int       sfxid );


int
S_AdjustSoundParams
( mobj_t*	listener,
  mobj_t*	source,
  int*		vol,
  int*		sep,
  int*		pitch );

void S_StopChannel(int cnum);



//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
//  allocates channel buffer, sets S_sfx lookup.
//
void S_Init
( int		sfxVolume,
  int		musicVolume )
{  
  int		i;

  fprintf( stderr, "S_Init: default sfx volume %d\n", sfxVolume);

  numChannels = NUM_DSBUFFERS;

  // Whatever these did with DMX, these are rather dummies now.
  I_SetChannels();
  
  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 =
    (channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);
  
  // Free all channels for use
  for (i=0 ; i<numChannels ; i++)
    channels[i].sfxinfo = 0;
  
  // no sounds are playing, and they are not mus_paused
  mus_paused = 0;

  // Note that sounds have not been cached (yet).
  for (i=1 ; i<NUMSFX ; i++)
    S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
}




//
// Per level startup code.
// Kills playing sounds at start of level,
//  determines music if any, changes music.
//
void S_Start(void)
{
  int cnum;
  int mnum;

  // kill all playing sounds at start of level
  //  (trust me - a good idea)
  for (cnum=0 ; cnum<numChannels ; cnum++)
    if (channels[cnum].sfxinfo)
      S_StopChannel(cnum);
  
  // start new music for the level
  mus_paused = 0;
  
  if (gamemode == commercial)
    mnum = mus_runnin + gamemap - 1;
  else
  {
    int spmus[]=
    {
      // Song - Who? - Where?
      
      mus_e3m4,	// American	e4m1
      mus_e3m2,	// Romero	e4m2
      mus_e3m3,	// Shawn	e4m3
      mus_e1m5,	// American	e4m4
      mus_e2m7,	// Tim 	e4m5
      mus_e2m4,	// Romero	e4m6
      mus_e2m6,	// J.Anderson	e4m7 CHIRON.WAD
      mus_e2m5,	// Shawn	e4m8
      mus_e1m9	// Tim		e4m9
    };
    
    if (gameepisode < 4)
      mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
    else
      mnum = spmus[gamemap-1];
    }	
  
  // HACK FOR COMMERCIAL
  //  if (commercial && mnum > mus_e3m9)	
  //      mnum -= mus_e3m9;
  
  S_ChangeMusic(mnum, true);
  
  nextcleanup = 15;
}	

void S_StartSoundAtVolume( void *origin_p, int sfx_id, int volume )
   {
    int        rc;
    int        sep;
    int        pitch;
    int        priority;
    sfxinfo_t *sfx;
    int        cnum;
    int        chnum;
  
    mobj_t*	origin = (mobj_t *)origin_p;
  
    //WriteDebug("S_StartSoundAtVolume...\n");
  
    // Debug.
    /*fprintf( stderr,"S_StartSoundAtVolume: playing sound %d (%s)\n",sfx_id, S_sfx[sfx_id].name );*/
  
    // check for bogus sound #
    if (sfx_id < 1 || sfx_id > NUMSFX)
        I_Error("Bad sfx #: %d", sfx_id);
  
    sfx = &S_sfx[sfx_id];
  
    // Initialize sound parameters
    if (sfx->link)
       {
        pitch = sfx->pitch;
        priority = sfx->priority;
        volume += sfx->volume;
    
        if (volume < 1)
           {
            //WriteDebug("Volume off...\n");
            return;
           }
    
        if (volume > snd_SfxVolume)
            volume = snd_SfxVolume;
       }	
    else
       {
        pitch = NORM_PITCH;
        priority = NORM_PRIORITY;
       }


    // Check to see if it is audible,
    //  and if not, modify the params
    if (origin && origin != players[consoleplayer].mo)
       {
        rc = S_AdjustSoundParams(players[consoleplayer].mo, origin, &volume, &sep, &pitch);
        if ( origin->x == players[consoleplayer].mo->x && origin->y == players[consoleplayer].mo->y)
           {	
            sep = NORM_SEP;
           }
        if (!rc)
           {
            //WriteDebug("No rc from S_AdjustSoundParams...\n");
            return;
           }
       }	
    else
       {
        sep = NORM_SEP;
       }
  
    // hacks to vary the sfx pitches
    if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit)
       {	
        pitch += 8 - (M_Random()&15);
        if (pitch < 0)
            pitch = 0;
        else
        if (pitch>255)
            pitch = 255;
       }
    else
    if (sfx_id != sfx_itemup && sfx_id != sfx_tink)
       {
        pitch += 16 - (M_Random()&31);
        if (pitch<0)
            pitch = 0;
        else
        if (pitch > 255)
            pitch = 255;
       }

  // kill old sound
  S_StopSound(origin);

/*
  // try to find a channel
  cnum = S_getChannel(origin, sfx, sfx_id);
  
  if (cnum<0)
     {
        //WriteDebug("cnum < 0 -- no channel...\n");
    return;
     }

*/
  //
  // 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)
    sfx->lumpnum = I_GetSfxLumpNum(sfx);

#ifndef SNDSRV
  // cache data if necessary
  if (!sfx->data)
  {
    fprintf( stderr,
	     "S_StartSoundAtVolume: 16bit and not pre-cached - wtf?\n");

    // DOS remains, 8bit handling
    //sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
    // fprintf( stderr,
    //	     "S_StartSoundAtVolume: loading %d (lump %d) : 0x%x\n",
    //       sfx_id, sfx->lumpnum, (int)sfx->data );
    
  }
#endif
  
  // increase the usefulness
  if (sfx->usefulness++ < 0)
      sfx->usefulness = 1;
  
  // Assigns the handle to one of the channels in the
  //  mix/output buffer.
  //WriteDebug("I_StartSound...\n");
  //channels[cnum].handle = I_StartSound(sfx_id,/*sfx->data,*/volume,sep,pitch,priority,origin);
  cnum = I_StartSound(sfx_id,/*sfx->data,*/volume,sep,pitch,priority,origin);
  channels[cnum].handle = cnum;
  channels[cnum].sfxinfo = sfx;
  channels[cnum].origin = origin;
}	

void S_StartSound( void *origin, int sfx_id )
   {
#ifdef SAWDEBUG
    // if (sfx_id == sfx_sawful)
    // sfx_id = sfx_itemup;
#endif

    S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);


    // UNUSED. We had problems, had we not?
#ifdef SAWDEBUG
{
    int i;
    int n;
	
    static mobj_t*      last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
    static int		first_saw=0;
    static int		next_saw=0;
	
    if (sfx_id == sfx_sawidl
	|| sfx_id == sfx_sawful
	|| sfx_id == sfx_sawhit)
    {
	for (i=first_saw;i!=next_saw;i=(i+1)%10)
	    if (last_saw_origins[i] != origin)
		fprintf(stderr, "old origin 0x%lx != "
			"origin 0x%lx for sfx %d\n",
			last_saw_origins[i],
			origin,
			sfx_id);
	    
	last_saw_origins[next_saw] = origin;
	next_saw = (next_saw + 1) % 10;
	if (next_saw == first_saw)
	    first_saw = (first_saw + 1) % 10;
	    
	for (n=i=0; i<numChannels ; i++)
	{
	    if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
		|| channels[i].sfxinfo == &S_sfx[sfx_sawful]
		|| channels[i].sfxinfo == &S_sfx[sfx_sawhit]) n++;
	}

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