forked from len0rd/rockbox
Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
parent
fff7d6157d
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130 changed files with 65584 additions and 1 deletions
608
apps/plugins/doom/s_sound.c
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608
apps/plugins/doom/s_sound.c
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION: Platform-independent sound code
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*
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*-----------------------------------------------------------------------------*/
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#include "i_system.h"
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#include "i_sound.h"
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#include "sounds.h"
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#include "s_sound.h"
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#include "z_zone.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "d_main.h"
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#include "doomdef.h"
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#include "r_main.h"
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#include "doomstat.h"
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#include "rockmacros.h"
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// when to clip out sounds
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// Does not fit the large outdoor areas.
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#define S_CLIPPING_DIST (1200<<FRACBITS)
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// Distance tp origin when sounds should be maxed out.
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// This should relate to movement clipping resolution
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// (see BLOCKMAP handling).
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// Originally: (200*0x10000).
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#define S_CLOSE_DIST (160*0x10000)
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#define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)
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// Adjustable by menu.
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#define NORM_PITCH 128
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#define NORM_PRIORITY 64
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#define NORM_SEP 128
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#define S_STEREO_SWING (96<<FRACBITS)
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typedef struct
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{
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sfxinfo_t *sfxinfo; // sound information (if null, channel avail.)
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void *origin; // origin of sound
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int handle; // handle of the sound being played
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int is_pickup; // killough 4/25/98: whether sound is a player's weapon
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} channel_t;
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// the set of channels available
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static channel_t* channels;
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// These are not used, but should be (menu).
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// Maximum volume of a sound effect.
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// Internal default is max out of 0-15.
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int snd_SfxVolume = 15;
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// Maximum volume of music. Useless so far.
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int snd_MusicVolume = 15;
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// whether songs are mus_paused
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static boolean mus_paused;
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// music currently being played
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static musicinfo_t* mus_playing=0;
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// following is set
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// by the defaults code in M_misc:
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// number of channels available
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int default_numChannels;
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int numChannels;
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//jff 3/17/98 to keep track of last IDMUS specified music num
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int idmusnum;
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//
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// Internals.
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//
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void S_StopChannel(int cnum);
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int S_AdjustSoundParams(mobj_t *listener, mobj_t *source,
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int *vol, int *sep, int *pitch);
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static int S_getChannel(void *origin, sfxinfo_t *sfxinfo, int is_pickup);
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//
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// Initializes sound stuff, including volume
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// Sets channels, SFX and music volume,
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// allocates channel buffer, sets S_sfx lookup.
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//
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void S_Init(int sfxVolume,int musicVolume )
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{
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//jff 1/22/98 skip sound init if sound not enabled
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numChannels = default_numChannels;
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if (!nosfxparm)
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{
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int i;
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printf("S_Init: default sfx volume %d\n", sfxVolume);
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// Whatever these did with DMX, these are rather dummies now.
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I_SetChannels();
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S_SetSfxVolume(sfxVolume);
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S_SetMusicVolume(musicVolume);
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// Allocating the internal channels for mixing
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// (the maximum numer of sounds rendered
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// simultaneously) within zone memory.
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// CPhipps - calloc
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channels = (channel_t *) calloc(numChannels,sizeof(channel_t));
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// no sounds are playing, and they are not mus_paused
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mus_paused = 0;
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// Note that sounds have not been cached (yet).
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for (i=1 ; i<NUMSFX ; i++)
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S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
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}
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}
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//
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// Per level startup code.
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// Kills playing sounds at start of level,
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// determines music if any, changes music.
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//
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void S_Start(void)
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{
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int cnum, mnum;
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if (!nosfxparm)
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{
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// kill all playing sounds at start of level
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// (trust me - a good idea)
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for (cnum=0 ; cnum<numChannels ; cnum++)
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if (channels[cnum].sfxinfo)
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S_StopChannel(cnum);
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// start new music for the level
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mus_paused = 0;
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if (gamemode == commercial)
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mnum = mus_runnin + gamemap - 1;
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else
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{
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int spmus[]= // Song - Who? - Where?
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{
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mus_e3m4, // American e4m1
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mus_e3m2, // Romero e4m2
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mus_e3m3, // Shawn e4m3
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mus_e1m5, // American e4m4
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mus_e2m7, // Tim e4m5
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mus_e2m4, // Romero e4m6
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mus_e2m6, // J.Anderson e4m7 CHIRON.WAD
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mus_e2m5, // Shawn e4m8
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mus_e1m9 // Tim e4m9
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};
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if (gameepisode < 4)
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mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
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else
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mnum = spmus[gamemap-1];
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}
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S_ChangeMusic(mnum, true);
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}
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}
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void S_StartSoundAtVolume(void *origin_p, int sfx_id, int volume)
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{
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int sep, pitch, priority, cnum, is_pickup;
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sfxinfo_t* sfx;
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mobj_t* origin = (mobj_t *) origin_p;
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if (nosfxparm)
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return;
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is_pickup = sfx_id & PICKUP_SOUND || sfx_id == sfx_oof || (compatibility_level >= prboom_2_compatibility && sfx_id == sfx_noway); // killough 4/25/98
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sfx_id &= ~PICKUP_SOUND;
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// check for bogus sound #
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if (sfx_id < 1 || sfx_id > NUMSFX)
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I_Error("S_StartSoundAtVolume: Bad sfx #: %d", sfx_id);
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sfx = &S_sfx[sfx_id];
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// Initialize sound parameters
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if (sfx->link)
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{
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pitch = sfx->pitch;
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priority = sfx->priority;
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volume += sfx->volume;
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if (volume < 1)
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return;
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if (volume > snd_SfxVolume)
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volume = snd_SfxVolume;
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}
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else
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{
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pitch = NORM_PITCH;
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priority = NORM_PRIORITY;
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}
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// Check to see if it is audible,
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// and if not, modify the params
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if (!origin || origin == players[displayplayer].mo) {
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sep = NORM_SEP;
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volume *= 8;
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} else
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if (!S_AdjustSoundParams(players[displayplayer].mo, origin, &volume,
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&sep, &pitch))
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return;
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else
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if ( origin->x == players[displayplayer].mo->x &&
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origin->y == players[displayplayer].mo->y)
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sep = NORM_SEP;
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// hacks to vary the sfx pitches
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if (sfx_id >= sfx_sawup && sfx_id <= sfx_sawhit)
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pitch += 8 - (M_Random()&15);
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else
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if (sfx_id != sfx_itemup && sfx_id != sfx_tink)
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pitch += 16 - (M_Random()&31);
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if (pitch<0)
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pitch = 0;
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if (pitch>255)
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pitch = 255;
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// kill old sound
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for (cnum=0 ; cnum<numChannels ; cnum++)
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if (channels[cnum].sfxinfo && channels[cnum].origin == origin &&
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(comp[comp_sound] || channels[cnum].is_pickup == is_pickup))
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{
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S_StopChannel(cnum);
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break;
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}
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// try to find a channel
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cnum = S_getChannel(origin, sfx, is_pickup);
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if (cnum<0)
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return;
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// get lumpnum if necessary
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// killough 2/28/98: make missing sounds non-fatal
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if (sfx->lumpnum < 0 && (sfx->lumpnum = I_GetSfxLumpNum(sfx)) < 0)
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return;
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// increase the usefulness
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if (sfx->usefulness++ < 0)
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sfx->usefulness = 1;
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// Assigns the handle to one of the channels in the mix/output buffer.
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channels[cnum].handle = I_StartSound(sfx_id, cnum, volume, sep, pitch, priority);
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}
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void S_StartSound(void *origin, int sfx_id)
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{
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S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
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}
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void S_StopSound(void *origin)
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{
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int cnum;
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if (nosfxparm)
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return;
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for (cnum=0 ; cnum<numChannels ; cnum++)
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if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
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{
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S_StopChannel(cnum);
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break;
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}
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}
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//
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// Stop and resume music, during game PAUSE.
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//
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void S_PauseSound(void)
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{
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if (nosfxparm)
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return;
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if (mus_playing && !mus_paused)
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{
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I_PauseSong(mus_playing->handle);
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mus_paused = true;
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}
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}
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void S_ResumeSound(void)
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{
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if (nosfxparm)
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return;
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if (mus_playing && mus_paused)
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{
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I_ResumeSong(mus_playing->handle);
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mus_paused = false;
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}
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}
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//
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// Updates music & sounds
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//
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void S_UpdateSounds(void* listener_p)
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{
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int cnum;
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mobj_t* listener = (mobj_t*)listener_p;
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if (nosfxparm)
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return;
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for (cnum=0 ; cnum<numChannels ; cnum++)
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{
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sfxinfo_t* sfx;
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channel_t* c = &channels[cnum];
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if ((sfx = c->sfxinfo))
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{
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if (I_SoundIsPlaying(c->handle))
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{
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// initialize parameters
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int volume = snd_SfxVolume;
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int sep = NORM_PITCH;
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int pitch = NORM_SEP;
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if (sfx->link)
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{
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pitch = sfx->pitch;
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volume += sfx->volume;
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if (volume < 1)
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{
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S_StopChannel(cnum);
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continue;
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}
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else
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if (volume > snd_SfxVolume)
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volume = snd_SfxVolume;
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}
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// check non-local sounds for distance clipping
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// or modify their params
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if (c->origin && listener_p != c->origin) // killough 3/20/98
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{
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if (!S_AdjustSoundParams(listener, c->origin,
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&volume, &sep, &pitch))
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S_StopChannel(cnum);
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else
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I_UpdateSoundParams(c->handle, volume, sep, pitch);
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}
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}
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else
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S_StopChannel(cnum);
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}
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}
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}
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void S_SetMusicVolume(int volume)
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{
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if (nosfxparm)
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return;
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if (volume < 0 || volume > 15)
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I_Error("S_SetMusicVolume: Attempt to set music volume at %d", volume);
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I_SetMusicVolume(volume);
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snd_MusicVolume = volume;
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}
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void S_SetSfxVolume(int volume)
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{
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if (nosfxparm)
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return;
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if (volume < 0 || volume > 127)
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I_Error("S_SetSfxVolume: Attempt to set sfx volume at %d", volume);
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snd_SfxVolume = volume;
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}
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//
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// Starts some music with the music id found in sounds.h.
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//
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void S_StartMusic(int m_id)
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{
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if (nosfxparm)
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return;
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S_ChangeMusic(m_id, false);
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}
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void S_ChangeMusic(int musicnum, int looping)
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{
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musicinfo_t *music;
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if (nosfxparm)
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return;
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if (musicnum <= mus_None || musicnum >= NUMMUSIC)
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I_Error("S_ChangeMusic: Bad music number %d", musicnum);
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music = &S_music[musicnum];
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if (mus_playing == music)
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return;
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// shutdown old music
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S_StopMusic();
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// get lumpnum if neccessary
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if (!music->lumpnum)
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{
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char namebuf[9];
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snprintf(namebuf,sizeof(namebuf),"d_%s", music->name);
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music->lumpnum = W_GetNumForName(namebuf);
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}
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// load & register it
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music->data = W_CacheLumpNum(music->lumpnum);
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// music->handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));
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// load & register it
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// music->data = (void *) W_CacheLumpNum(music->lumpnum);
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music->handle = I_RegisterSong(music->data);
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// play it
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I_PlaySong(music->handle, looping);
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mus_playing = music;
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}
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void S_StopMusic(void)
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{
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if (nosfxparm)
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return;
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if (mus_playing)
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{
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if (mus_paused)
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I_ResumeSong(mus_playing->handle);
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I_StopSong(mus_playing->handle);
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I_UnRegisterSong(mus_playing->handle);
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if (mus_playing->lumpnum >= 0)
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W_UnlockLumpNum(mus_playing->lumpnum); // cph - release the music data
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mus_playing->data = 0;
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mus_playing = 0;
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}
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}
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void S_StopChannel(int cnum)
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{
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int i;
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channel_t* c = &channels[cnum];
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if (nosfxparm)
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return;
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if (c->sfxinfo)
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{
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// stop the sound playing
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if (I_SoundIsPlaying(c->handle))
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I_StopSound(c->handle);
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// check to see
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// if other channels are playing the sound
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for (i=0 ; i<numChannels ; i++)
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if (cnum != i && c->sfxinfo == channels[i].sfxinfo)
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break;
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// degrade usefulness of sound data
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c->sfxinfo->usefulness--;
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c->sfxinfo = 0;
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||||
}
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||||
}
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||||
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//
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// Changes volume, stereo-separation, and pitch variables
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// from the norm of a sound effect to be played.
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// If the sound is not audible, returns a 0.
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// Otherwise, modifies parameters and returns 1.
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||||
//
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||||
int S_AdjustSoundParams(mobj_t *listener, mobj_t *source,
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int *vol, int *sep, int *pitch)
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{
|
||||
(void)pitch;
|
||||
fixed_t adx, ady, approx_dist;
|
||||
angle_t angle;
|
||||
|
||||
if (nosfxparm)
|
||||
return 0;
|
||||
|
||||
// calculate the distance to sound origin
|
||||
// and clip it if necessary
|
||||
adx = D_abs(listener->x - source->x);
|
||||
ady = D_abs(listener->y - source->y);
|
||||
|
||||
// From _GG1_ p.428. Appox. eucledian distance fast.
|
||||
approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
|
||||
|
||||
if (!approx_dist) // killough 11/98: handle zero-distance as special case
|
||||
{
|
||||
*sep = NORM_SEP;
|
||||
*vol = snd_SfxVolume;
|
||||
return *vol > 0;
|
||||
}
|
||||
|
||||
if (approx_dist > S_CLIPPING_DIST)
|
||||
return 0;
|
||||
|
||||
// angle of source to listener
|
||||
angle = R_PointToAngle2(listener->x, listener->y, source->x, source->y);
|
||||
|
||||
if (angle <= listener->angle)
|
||||
angle += 0xffffffff;
|
||||
angle -= listener->angle;
|
||||
angle >>= ANGLETOFINESHIFT;
|
||||
|
||||
// stereo separation
|
||||
*sep = 128 - (FixedMul(S_STEREO_SWING,finesine[angle])>>FRACBITS);
|
||||
|
||||
// volume calculation
|
||||
if (approx_dist < S_CLOSE_DIST)
|
||||
*vol = snd_SfxVolume*8;
|
||||
else
|
||||
// distance effect
|
||||
*vol = (snd_SfxVolume * ((S_CLIPPING_DIST-approx_dist)>>FRACBITS) * 8)
|
||||
/ S_ATTENUATOR;
|
||||
|
||||
return (*vol > 0);
|
||||
}
|
||||
|
||||
//
|
||||
// S_getChannel :
|
||||
// If none available, return -1. Otherwise channel #.
|
||||
//
|
||||
// killough 4/25/98: made static, added is_pickup argument
|
||||
|
||||
static int S_getChannel(void *origin, sfxinfo_t *sfxinfo, int is_pickup)
|
||||
{
|
||||
// channel number to use
|
||||
int cnum;
|
||||
channel_t* c;
|
||||
|
||||
if (nosfxparm)
|
||||
return -1;
|
||||
|
||||
// Find an open channel
|
||||
for (cnum=0; cnum<numChannels && channels[cnum].sfxinfo; cnum++)
|
||||
if (origin && channels[cnum].origin == origin &&
|
||||
channels[cnum].is_pickup == is_pickup)
|
||||
{
|
||||
S_StopChannel(cnum);
|
||||
break;
|
||||
}
|
||||
|
||||
// None available
|
||||
if (cnum == numChannels)
|
||||
{ // Look for lower priority
|
||||
for (cnum=0 ; cnum<numChannels ; cnum++)
|
||||
if (channels[cnum].sfxinfo->priority >= sfxinfo->priority)
|
||||
break;
|
||||
if (cnum == numChannels)
|
||||
return -1; // No lower priority. Sorry, Charlie.
|
||||
else
|
||||
S_StopChannel(cnum); // Otherwise, kick out lower priority.
|
||||
}
|
||||
|
||||
c = &channels[cnum]; // channel is decided to be cnum.
|
||||
c->sfxinfo = sfxinfo;
|
||||
c->origin = origin;
|
||||
c->is_pickup = is_pickup; // killough 4/25/98
|
||||
return cnum;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue