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📄 s_amb.c

📁 The source code of Doom legacy for windows
💻 C
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// Emacs style mode select   -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: s_amb.c,v 1.4 2001/04/04 20:24:21 judgecutor Exp $//// Copyright (C) 1993-1996 by Raven Software, Corp.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// 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.////// $Log: s_amb.c,v $// Revision 1.4  2001/04/04 20:24:21  judgecutor// Added support for the 3D Sound//// Revision 1.3  2001/02/24 13:35:21  bpereira// no message//// Revision 1.2  2001/02/10 13:20:55  hurdler// update license//////// DESCRIPTION:////-----------------------------------------------------------------------------#include "doomdef.h"#include "g_game.h"#include "p_local.h"#include "p_setup.h"    //levelflats for flat animation#include "r_data.h"#include "m_random.h"#include "s_sound.h"#include "w_wad.h"#include "z_zone.h"#include "dstrings.h" //SoM: 3/10/2000#include "r_main.h"   //Two extra includes.#include "t_script.h"// 3D sound#ifdef HW3SOUND#include "hardware/hw3sound.h"#endif#define MAX_AMBIENT_SFX 8 // Per level// Typestypedef enum{	afxcmd_play,		// (sound)	afxcmd_playabsvol,	// (sound, volume)	afxcmd_playrelvol,	// (sound, volume)	afxcmd_delay,		// (ticks)	afxcmd_delayrand,	// (andbits)	afxcmd_end			// ()} afxcmd_t;// Dataint *LevelAmbientSfx[MAX_AMBIENT_SFX];int *AmbSfxPtr;int AmbSfxCount;int AmbSfxTics;int AmbSfxVolume;int AmbSndSeqInit[] ={ // Startup	afxcmd_end};int AmbSndSeq1[] ={ // Scream	afxcmd_play, sfx_amb1,	afxcmd_end};int AmbSndSeq2[] ={ // Squish	afxcmd_play, sfx_amb2,	afxcmd_end};int AmbSndSeq3[] ={ // Drops	afxcmd_play, sfx_amb3,	afxcmd_delay, 16,	afxcmd_delayrand, 31,	afxcmd_play, sfx_amb7,	afxcmd_delay, 16,	afxcmd_delayrand, 31,	afxcmd_play, sfx_amb3,	afxcmd_delay, 16,	afxcmd_delayrand, 31,	afxcmd_play, sfx_amb7,	afxcmd_delay, 16,	afxcmd_delayrand, 31,	afxcmd_play, sfx_amb3,	afxcmd_delay, 16,	afxcmd_delayrand, 31,	afxcmd_play, sfx_amb7,	afxcmd_delay, 16,	afxcmd_delayrand, 31,	afxcmd_end};int AmbSndSeq4[] ={ // SlowFootSteps	afxcmd_play, sfx_amb4,	afxcmd_delay, 15,	afxcmd_playrelvol, sfx_amb11, -3,	afxcmd_delay, 15,	afxcmd_playrelvol, sfx_amb4, -3,	afxcmd_delay, 15,	afxcmd_playrelvol, sfx_amb11, -3,	afxcmd_delay, 15,	afxcmd_playrelvol, sfx_amb4, -3,	afxcmd_delay, 15,	afxcmd_playrelvol, sfx_amb11, -3,	afxcmd_delay, 15,	afxcmd_playrelvol, sfx_amb4, -3,	afxcmd_delay, 15,	afxcmd_playrelvol, sfx_amb11, -3,	afxcmd_end};int AmbSndSeq5[] ={ // Heartbeat	afxcmd_play, sfx_amb5,	afxcmd_delay, 35,	afxcmd_play, sfx_amb5,	afxcmd_delay, 35,	afxcmd_play, sfx_amb5,	afxcmd_delay, 35,	afxcmd_play, sfx_amb5,	afxcmd_end};int AmbSndSeq6[] ={ // Bells	afxcmd_play, sfx_amb6,	afxcmd_delay, 17,	afxcmd_playrelvol, sfx_amb6, -8,	afxcmd_delay, 17,	afxcmd_playrelvol, sfx_amb6, -8,	afxcmd_delay, 17,	afxcmd_playrelvol, sfx_amb6, -8,	afxcmd_end};int AmbSndSeq7[] ={ // Growl	afxcmd_play, sfx_bstsit,	afxcmd_end};int AmbSndSeq8[] ={ // Magic	afxcmd_play, sfx_amb8,	afxcmd_end};int AmbSndSeq9[] ={ // Laughter	afxcmd_play, sfx_amb9,	afxcmd_delay, 16,	afxcmd_playrelvol, sfx_amb9, -4,	afxcmd_delay, 16,	afxcmd_playrelvol, sfx_amb9, -4,	afxcmd_delay, 16,	afxcmd_playrelvol, sfx_amb10, -4,	afxcmd_delay, 16,	afxcmd_playrelvol, sfx_amb10, -4,	afxcmd_delay, 16,	afxcmd_playrelvol, sfx_amb10, -4,	afxcmd_end};int AmbSndSeq10[] ={ // FastFootsteps	afxcmd_play, sfx_amb4,	afxcmd_delay, 8,	afxcmd_playrelvol, sfx_amb11, -3,	afxcmd_delay, 8,	afxcmd_playrelvol, sfx_amb4, -3,	afxcmd_delay, 8,	afxcmd_playrelvol, sfx_amb11, -3,	afxcmd_delay, 8,	afxcmd_playrelvol, sfx_amb4, -3,	afxcmd_delay, 8,	afxcmd_playrelvol, sfx_amb11, -3,	afxcmd_delay, 8,	afxcmd_playrelvol, sfx_amb4, -3,	afxcmd_delay, 8,	afxcmd_playrelvol, sfx_amb11, -3,	afxcmd_end};int *AmbientSfx[] ={	AmbSndSeq1,		// Scream	AmbSndSeq2,		// Squish	AmbSndSeq3,		// Drops	AmbSndSeq4,		// SlowFootsteps	AmbSndSeq5,		// Heartbeat	AmbSndSeq6,		// Bells	AmbSndSeq7,		// Growl	AmbSndSeq8,		// Magic	AmbSndSeq9,		// Laughter	AmbSndSeq10		// FastFootsteps};//----------------------------------------------------------------------------//// PROC P_InitAmbientSound////----------------------------------------------------------------------------void P_InitAmbientSound(void){	AmbSfxCount = 0;	AmbSfxVolume = 0;	AmbSfxTics = 10*TICRATE;	AmbSfxPtr = AmbSndSeqInit;}//----------------------------------------------------------------------------//// PROC P_AddAmbientSfx//// Called by (P_mobj):P_SpawnMapThing during (P_setup):P_SetupLevel.////----------------------------------------------------------------------------void P_AddAmbientSfx(int sequence){	if(AmbSfxCount == MAX_AMBIENT_SFX)	{		I_Error("Too many ambient sound sequences");	}	LevelAmbientSfx[AmbSfxCount++] = AmbientSfx[sequence];}//----------------------------------------------------------------------------//// PROC P_AmbientSound//// Called every tic by (P_tick):P_Ticker.////----------------------------------------------------------------------------void P_AmbientSound(void){	afxcmd_t cmd;	int sound;	boolean done;	if(!AmbSfxCount)	{ // No ambient sound sequences on current level		return;	}	if(--AmbSfxTics)	{		return;	}	done = false;	do	{		cmd = *AmbSfxPtr++;		switch(cmd)		{			case afxcmd_play:				AmbSfxVolume = P_Random()>>2;#ifdef HW3SOUND                S_StartAmbientSound(*AmbSfxPtr++, AmbSfxVolume);#else                S_StartSoundAtVolume(NULL, *AmbSfxPtr++, AmbSfxVolume);#endif				break;			case afxcmd_playabsvol:				sound = *AmbSfxPtr++;				AmbSfxVolume = *AmbSfxPtr++;#ifdef HW3SOUND				S_StartAmbientSound(sound, AmbSfxVolume);#else                S_StartSoundAtVolume(NULL, sound, AmbSfxVolume);#endif				break;			case afxcmd_playrelvol:				sound = *AmbSfxPtr++;				AmbSfxVolume += *AmbSfxPtr++;				if(AmbSfxVolume < 0)				{					AmbSfxVolume = 0;				}				else if(AmbSfxVolume > 127)				{					AmbSfxVolume = 127;				}#ifdef HW3SOUND			    S_StartAmbientSound(sound, AmbSfxVolume);#else                S_StartSoundAtVolume(NULL, sound, AmbSfxVolume);#endif				break;			case afxcmd_delay:				AmbSfxTics = *AmbSfxPtr++;				done = true;				break;			case afxcmd_delayrand:				AmbSfxTics = P_Random()&(*AmbSfxPtr++);				done = true;				break;			case afxcmd_end:				AmbSfxTics = 6*TICRATE+P_Random();				AmbSfxPtr = LevelAmbientSfx[P_Random()%AmbSfxCount];				done = true;				break;			default:				CONS_Printf("P_AmbientSound: Unknown afxcmd %d", cmd);				break;		}	} while(done == false);}

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