2 * $Logfile: /Freespace2/code/Sound/Sound.cpp $
10 * Revision 1.6 2002/06/05 08:05:29 relnev
11 * stub/warning removal.
13 * reworked the sound code.
15 * Revision 1.5 2002/06/02 21:11:12 cemason
18 * Revision 1.4 2002/05/27 01:06:01 theoddone33
21 * Revision 1.3 2002/05/27 00:40:47 theoddone33
22 * Fix net_addr vs net_addr_t
24 * Revision 1.2 2002/05/07 03:16:52 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:10 root
31 * 9 9/12/99 8:09p Dave
32 * Fixed problem where skip-training button would cause mission messages
33 * not to get paged out for the current mission.
35 * 8 8/27/99 6:38p Alanl
36 * crush the blasted repeating messages bug
38 * 7 8/22/99 11:06p Alanl
39 * don't convert priority in snd_play_3d
41 * 6 8/04/99 9:48p Alanl
42 * fix bug with setting 3D properties on a 2D sound buffer
44 * 5 6/18/99 5:16p Dave
45 * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD
46 * dialog to PXO screen.
48 * 4 5/23/99 8:11p Alanl
49 * Added support for EAX
51 * 3 1/29/99 12:47a Dave
52 * Put in sounds for beam weapon. A bunch of interface screens (tech
55 * 2 10/07/98 10:54a Dave
58 * 1 10/07/98 10:51a Dave
60 * 77 6/13/98 6:02p Hoffoss
61 * Externalized all new (or forgot to be added) strings to all the code.
63 * 76 5/23/98 9:27p Lawrance
64 * Change ACM failure message to use a message box, not a Warning()
66 * 75 5/15/98 3:36p John
67 * Fixed bug with new graphics window code and standalone server. Made
68 * hwndApp not be a global anymore.
70 * 74 5/12/98 5:39p Lawrance
71 * Increase MAX_SOUNDS to 175.. to account for missions with lots of voice
73 * 73 5/12/98 2:43p Lawrance
74 * Make snd_time_remaining() work for arbitrary format
76 * 72 5/11/98 2:02p Andsager
79 * 71 5/11/98 1:56p Andsager
80 * increase min_range in snd_play_3d when range_factor is not 1.0
82 * 70 5/10/98 3:49p Sandeep
83 * Fix problem with having the audio streaming while trying to close down
86 * 69 5/09/98 10:48p Lawrance
87 * Default voice volume to 0.7
89 * 68 5/05/98 4:49p Lawrance
90 * Put in code to authenticate A3D, improve A3D support
92 * 67 4/25/98 12:01p Lawrance
93 * try to init sound for 5 seconds... to overcome conflicts with launch
96 * 66 4/20/98 12:03a Lawrance
97 * Allow prioritizing of CTRL3D buffers
99 * 65 4/19/98 9:30p Lawrance
100 * Use Aureal_enabled flag
102 * 64 4/18/98 9:12p Lawrance
103 * Added Aureal support.
105 * 63 4/14/98 3:29p John
108 * 62 4/13/98 5:04p Lawrance
109 * Write functions to determine how many milliseconds are left in a sound
111 * 61 4/09/98 5:53p Lawrance
112 * Make DirectSound init more robust
114 * 60 4/01/98 9:21p John
115 * Made NDEBUG, optimized build with no warnings or errors.
117 * 59 3/29/98 12:56a Lawrance
118 * preload the warp in and explosions sounds before a mission.
120 * 58 3/25/98 6:10p Lawrance
121 * Work on DirectSound3D
123 * 57 3/24/98 4:28p Lawrance
124 * Make DirectSound3D support more robust
126 * 56 3/23/98 10:32a Lawrance
127 * Add functions for extracting raw sound data
129 * 55 3/21/98 3:34p Lawrance
130 * Allow 3d sounds to have their ranges modified dynamically
132 * 54 3/19/98 5:36p Lawrance
133 * Add some sound debug functions to see how many sounds are playing, and
134 * to start/stop random looping sounds.
136 * 53 3/17/98 5:55p Lawrance
137 * Support object-linked sounds for asteroids.
139 * 52 2/20/98 8:32p Lawrance
140 * Add radius parm to sound_play_3d()
142 * 51 2/18/98 5:49p Lawrance
143 * Even if the ADPCM codec is unavailable, allow game to continue.
145 * 50 2/15/98 4:43p Lawrance
146 * work on real-time voice
148 * 49 2/06/98 7:30p John
149 * Added code to monitor the number of channels of sound actually playing.
151 * 48 2/05/98 9:21p John
152 * Some new Direct3D code. Added code to monitor a ton of stuff in the
155 * 47 1/31/98 5:57p Lawrance
156 * remove debug code that was stopping any sounds from playing
158 * 46 1/31/98 5:48p Lawrance
159 * Start on real-time voice recording
161 * 45 1/19/98 11:37p Lawrance
162 * Fixing Optimization build warnings
164 * 44 1/13/98 5:36p Lawrance
165 * Reduce default sound volume to 0.9.
167 * 43 1/11/98 11:14p Lawrance
168 * Preload sounds that we expect will get played.
170 * 42 1/10/98 1:14p John
171 * Added explanation to debug console commands
173 * 41 1/07/98 11:08a Lawrance
174 * pass priority to snd_play_raw()
176 * 40 12/21/97 4:33p John
177 * Made debug console functions a class that registers itself
178 * automatically, so you don't need to add the function to
179 * debugfunctions.cpp.
181 * 39 12/05/97 5:19p Lawrance
182 * re-do sound priorities to make more general and extensible
184 * 38 12/04/97 10:21a Lawrance
185 * if a 3D sound has priority, only play if above a minimum volume level
187 * 37 11/20/97 5:36p Dave
188 * Hooked in a bunch of main hall changes (including sound). Made it
189 * possible to reposition (rewind/ffwd)
190 * sound buffer pointers. Fixed animation direction change framerate
193 * 36 11/20/97 1:06a Lawrance
194 * Add Master_voice_volume, make voices play back at correctly scaled
197 * 35 11/12/97 4:40p Dave
198 * Put in multiplayer campaign support parsing, loading and saving. Made
199 * command-line variables better named. Changed some things on the initial
200 * pilot select screen.
202 * 34 10/14/97 11:33p Lawrance
203 * get RSX implemented
205 * 33 10/13/97 7:41p Lawrance
206 * store duration of sound
208 * 32 10/06/97 4:12p Lawrance
209 * fix volume bug with 3d sounds
211 * 31 10/01/97 5:55p Lawrance
212 * change call to snd_play_3d() to allow for arbitrary listening position
214 * 30 9/09/97 3:39p Sandeep
215 * warning level 4 bugs
217 * 29 9/03/97 5:03p Lawrance
218 * add support for -nosound command line parm
220 * 28 7/31/97 11:16a Dan
221 * Add some Asserts() to check validity of vectors send to DirectSound3D
223 * 27 7/28/97 11:39a Lawrance
224 * allow individual volume scaling on 3D buffers
226 * 26 7/17/97 9:53a Lawrance
227 * if a sound is supposed to use DirectSound3D, ensure it does when
230 * 25 7/17/97 9:32a John
231 * made all directX header files name start with a v
233 * 24 7/15/97 11:15a Lawrance
234 * limit the max instances of simultaneous sound effects, implement
235 * priorities to force critical sounds
237 * 23 7/13/97 5:52p Lawrance
238 * allow snd_set_volume() to set volume at any level
240 * 22 6/13/97 4:44p Lawrance
241 * added another sound hook in ship selection
243 * 21 6/09/97 11:50p Lawrance
244 * integrating DirectSound3D
246 * 20 6/05/97 11:25a Lawrance
247 * use sound signatures to ensure correct sound is loaded
249 * 19 6/05/97 1:36a Lawrance
250 * using a new interface to play sounds
252 * 18 6/05/97 1:08a Lawrance
253 * new sound play interface
255 * 17 6/03/97 9:23a Lawrance
256 * fix bug that caused when sound not found
258 * 16 6/02/97 1:45p Lawrance
259 * implementing hardware mixing
261 * 15 5/29/97 4:01p Lawrance
262 * don't fail sound init if dsound3d fails init
264 * 14 5/29/97 3:32p Lawrance
265 * added call to snd_do_frame()
267 * 13 5/29/97 12:04p Lawrance
268 * split off acm, direct sound, and direct sound 3d portions to separate
271 * 12 5/21/97 3:55p Lawrance
272 * when reclaiming sound channels, never stop a looping sound
274 * 11 5/19/97 4:32p Lawrance
275 * remove misleading nprintf
277 * 10 5/15/97 9:05a Lawrance
278 * If no sound channels, take away the lowest volume sound (if that volume
279 * is less than requested sound fx volume)
281 * 9 5/12/97 10:32a Lawrance
284 * 8 5/09/97 4:51p Lawrance
287 * 7 5/09/97 4:34p Lawrance
290 * 6 5/07/97 3:29p Lawrance
291 * make volume conversion use a lookup table, fix errors in volume
294 * 5 5/07/97 11:33a Lawrance
295 * improve snd_chg_loop_status()
297 * 4 5/06/97 9:36a Lawrance
298 * added support for min and max distances for 3d sounds
300 * 3 5/02/97 4:36p Lawrance
301 * send correct volume scaling when playing a 3D sound
303 * 2 4/28/97 5:13p John
304 * more moving sound/movie code out of osapi.
316 #include "3dinternal.h"
318 #include "audiostr.h"
324 #include "alphacolors.h"
331 #define SND_F_USED (1<<0) // Sounds[] element is used
333 typedef struct sound {
334 int sid; // software id
335 int hid; // hardware id, -1 if sound is not in hardware
336 char filename[MAX_FILENAME_LEN];
340 int uncompressed_size; // size (in bytes) of sound (uncompressed)
344 sound Sounds[MAX_SOUNDS];
346 int Sound_enabled = TRUE; // global flag to turn sound on/off
347 int Snd_sram; // mem (in bytes) used up by storing sounds in system memory
348 int Snd_hram; // mem (in bytes) used up by storing sounds in soundcard memory
349 float Master_sound_volume = 1.0f; // range is 0 -> 1, used for non-music sound fx
350 float Master_voice_volume = 0.7f; // range is 0 -> 1, used for all voice playback
352 // min volume to play a sound after all volume processing (range is 0.0 -> 1.0)
353 #define MIN_SOUND_VOLUME 0.10f
355 static int snd_next_sig = 1;
357 // convert the game level sound priorities to the DirectSound priority descriptions
358 int ds_priority(int priority)
361 case SND_PRIORITY_MUST_PLAY:
363 case SND_PRIORITY_SINGLE_INSTANCE:
365 case SND_PRIORITY_DOUBLE_INSTANCE:
367 case SND_PRIORITY_TRIPLE_INSTANCE:
368 return DS_LIMIT_THREE;
379 // flag all Sounds[] as free
380 for (i=0; i<MAX_SOUNDS; i++ ) {
381 Sounds[i].flags &= ~SND_F_USED;
386 // reset how much storage sounds are taking up in memory
391 // ---------------------------------------------------------------------------------------
392 // Initialize the game sound system
394 // Initialize the game sound system. Depending on what sound library is being used,
395 // call the appropriate low-level initiailizations
397 // returns: 1 => init success
400 int snd_init(int use_a3d, int use_eax)
404 if ( Cmdline_freespace_no_sound )
407 if (ds_initialized) {
408 nprintf(( "Sound", "SOUND => Direct Sound is already initialized!\n" ));
416 // Connect to DirectSound
418 int gave_warning = 0;
420 rval = ds_init(use_a3d, use_eax);
423 nprintf(( "Sound", "SOUND ==> Error initializing DirectSound, trying again in 1 second.\n"));
429 if ( num_tries++ > 5 ) {
430 if ( !gave_warning ) {
432 MessageBox(NULL, XSTR("DirectSound could not be initialized. If you are running any applications playing sound in the background, you should stop them before continuing.",971), NULL, MB_OK);
434 fprintf (stderr, "Sound could not be initialized\n");
443 // Init the Audio Compression Manager
444 if ( ACM_init() == -1 ) {
446 HWND hwnd = (HWND)os_get_window();
447 MessageBox(hwnd, XSTR("Could not properly initialize the Microsoft ADPCM codec.\n\nPlease see the readme.txt file for detailed instructions on installing the Microsoft ADPCM codec.",972), NULL, MB_OK);
449 fprintf (stderr, "ACM_init failed\n");
451 // Warning(LOCATION, "Could not properly initialize the Microsoft ADPCM codec.\nPlease see the readme.txt file for detailed instructions on installing the Microsoft ADPCM codec.");
454 // Init the audio streaming stuff
461 // Warning(LOCATION, "Sound system was unable to be initialized. If you continue, sound will be disabled.\n");
462 nprintf(( "Sound", "SOUND => Direct Sound init unsuccessful, continuing without sound.\n" ));
471 CFILE *out = cfopen("sounds.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
476 cfwrite_string("Sounds loaded :\n", out);
478 // spew info for all sounds
479 for(idx=0; idx<MAX_SOUNDS; idx++){
480 if(!(Sounds[idx].flags & SND_F_USED)){
484 sprintf(txt, "%s (%ds)\n", Sounds[idx].filename, Sounds[idx].info.duration);
485 cfwrite_string(txt, out);
498 Sound_spew = !Sound_spew;
500 dc_printf("Sound debug info ON");
502 dc_printf("Sound debug info OFF");
505 void snd_spew_debug_info()
508 int message_sounds = 0;
509 int interface_sounds = 0;
517 // count up game, interface and message sounds
518 for(int idx=0; idx<MAX_SOUNDS; idx++){
519 if(!Sounds[idx].flags & SND_F_USED){
525 // what kind of sound is this
526 for(s_idx=0; s_idx<MAX_GAME_SOUNDS; s_idx++){
527 if(!stricmp(Snds[s_idx].filename, Sounds[idx].filename)){
534 for(s_idx=0; s_idx<MAX_GAME_SOUNDS; s_idx++){
535 if(!stricmp(Snds_iface[s_idx].filename, Sounds[idx].filename)){
548 gr_set_color_fast(&Color_normal);
549 gr_printf(30, 100, "Game sounds : %d\n", game_sounds);
550 gr_printf(30, 110, "Interface sounds : %d\n", interface_sounds);
551 gr_printf(30, 120, "Message sounds : %d\n", message_sounds);
552 gr_printf(30, 130, "Total sounds : %d\n", game_sounds + interface_sounds + message_sounds);
555 // ---------------------------------------------------------------------------------------
558 // Load a sound into memory and prepare it for playback. The sound will reside in memory as
559 // a single instance, and can be played multiple times simultaneously. Through the magic of
560 // DirectSound, only 1 copy of the sound is used.
562 // parameters: gs => file of sound to load
563 // allow_hardware_load => whether to try to allocate in hardware
565 // returns: success => index of sound in Sounds[] array
568 //int snd_load( char *filename, int hardware, int use_ds3d, int *sig)
569 int snd_load( game_snd *gs, int allow_hardware_load )
574 WAVEFORMATEX *header = NULL;
576 if ( gs->filename == NULL || gs->filename[0] == 0 )
579 for (n=0; n<MAX_SOUNDS; n++ ) {
580 if (!(Sounds[n].flags & SND_F_USED))
582 else if ( !stricmp( Sounds[n].filename, gs->filename )) {
583 gs->sig = Sounds[n].sig;
588 if ( n == MAX_SOUNDS ) {
600 if ( !ds_initialized )
605 if ( ds_parse_wave(gs->filename, &si->data, &si->size, &header) == -1 )
608 si->format = header->wFormatTag; // 16-bit flag (wFormatTag)
609 si->n_channels = header->nChannels; // 16-bit channel count (nChannels)
610 si->sample_rate = header->nSamplesPerSec; // 32-bit sample rate (nSamplesPerSec)
611 si->avg_bytes_per_sec = header->nAvgBytesPerSec; // 32-bit average bytes per second (nAvgBytesPerSec)
612 si->n_block_align = header->nBlockAlign; // 16-bit block alignment (nBlockAlign)
613 si->bits = header->wBitsPerSample; // Read 16-bit bits per sample
615 snd->duration = fl2i(1000.0f * (si->size / (si->bits/8.0f)) / si->sample_rate);
616 nprintf(("SOUND", "SOUND ==> duration = %dms (%d %d %d)\n", snd->duration,
617 si->size, si->bits, si->sample_rate));
620 if ( allow_hardware_load ) {
626 if ( (gs->flags&GAME_SND_USE_DS3D) ) {
630 rc = ds_load_buffer(&snd->sid, &snd->hid, &snd->uncompressed_size, header, si, type);
633 free(si->data); // don't want to keep this around
638 strncpy( snd->filename, gs->filename, MAX_FILENAME_LEN );
639 snd->flags = SND_F_USED;
641 snd->sig = snd_next_sig++;
642 if (snd_next_sig < 0 ) snd_next_sig = 1;
643 gs->id_sig = snd->sig;
646 nprintf(("Sound", "Loaded %s\n", gs->filename));
650 // ---------------------------------------------------------------------------------------
653 // Unload a sound from memory. This will release the storage, and the sound must be re-loaded via
654 // sound_load() before it can be played again.
656 int snd_unload( int n )
661 if ( (n < 0) || ( n >= MAX_SOUNDS) )
664 if ( !(Sounds[n].flags & SND_F_USED) )
667 ds_unload_buffer(Sounds[n].sid, Sounds[n].hid);
668 if ( Sounds[n].sid != -1 ) {
669 Snd_sram -= Sounds[n].uncompressed_size;
671 if ( Sounds[n].hid != -1 ) {
672 Snd_hram -= Sounds[n].uncompressed_size;
675 Sounds[n].flags &= ~SND_F_USED;
680 // ---------------------------------------------------------------------------------------
683 // Unload all sounds from memory. This will release the storage, and the sound must be re-loaded via
684 // sound_load() before it can be played again.
686 void snd_unload_all()
689 for (i=0; i<MAX_SOUNDS; i++ ) {
690 if ( Sounds[i].flags & SND_F_USED )
695 // ---------------------------------------------------------------------------------------
698 // This is the companion function to snd_init()... it closes down the game sound system.
703 if (!ds_initialized) return;
704 snd_unload_all(); // free the sound data stored in DirectSound secondary buffers
705 ACM_close(); // Close the Audio Compression Manager (ACM)
706 ds3d_close(); // Close DirectSound3D
707 dscap_close(); // Close DirectSoundCapture
708 ds_close(); // Close DirectSound off
711 // ---------------------------------------------------------------------------------------
714 // Allow a sound to be played directly from the index in Sounds[]. This bypasses the
715 // normal game sound management system.
717 // returns: -1 => sound could not be played
718 // n => handle for instance of sound
720 int snd_play_raw( int soundnum, float pan, float vol_scale, int priority )
726 gs.id_sig = Sounds[soundnum].sig;
728 gs.default_volume = 1.0f;
729 // gs.flags = GAME_SND_VOICE | GAME_SND_USE_DS3D;
730 gs.flags = GAME_SND_VOICE;
732 rval = snd_play(&gs, 0.0f, vol_scale, priority, true);
736 MONITOR( NumSoundsStarted );
737 MONITOR( NumSoundsLoaded );
739 // ---------------------------------------------------------------------------------------
742 // NOTE: vol_scale parameter is the multiplicative scaling applied to the default volume
743 // (vol_scale is a default parameter with a default value of 1.0f)
745 // input: gs => game-level sound description
746 // pan => -1 (full left) to 1.0 (full right), this is a default parm
747 // vol_scale => factor to scale default volume by (applied before global sound volume applied)
748 // priority => SND_PRIORITY_MUST_PLAY
749 // SND_PRIORITY_SINGLE_INSTANCE (default value)
750 // SND_PRIORITY_DOUBLE_INSTANCE
751 // SND_PRIORITY_TRIPLE_INSTANCE
753 // returns: -1 => sound could not be played
754 // n => handle for instance of sound
756 int snd_play( game_snd *gs, float pan, float vol_scale, int priority, bool is_voice_msg )
766 Assert( gs != NULL );
768 MONITOR_INC( NumSoundsStarted, 1 );
770 if ( gs->id == -1 ) {
771 gs->id = snd_load(gs);
772 MONITOR_INC( NumSoundsLoaded, 1);
773 } else if ( gs->id_sig != Sounds[gs->id].sig ) {
774 gs->id = snd_load(gs);
780 volume = gs->default_volume * vol_scale;
781 if ( gs->flags&GAME_SND_VOICE ) {
782 volume *= Master_voice_volume;
784 volume *= Master_sound_volume;
789 snd = &Sounds[gs->id];
791 if ( !(snd->flags & SND_F_USED) )
797 if ( volume > MIN_SOUND_VOLUME ) {
798 handle = ds_play( snd->sid, snd->hid, gs->id_sig, ds_priority(priority), ds_convert_volume(volume), fl2i(pan*MAX_PAN), 0, is_voice_msg);
804 MONITOR( Num3DSoundsStarted );
805 MONITOR( Num3DSoundsLoaded );
807 // ---------------------------------------------------------------------------------------
810 // NOTE: vol_scale parameter is the multiplicative scaling applied to the default volume
811 // (vol_scale is a default parameter with a default value of 1.0f)
813 // input: gs => game-level sound description
814 // source_pos => global pos of where the sound is
815 // listen_pos => global pos of where listener is
816 // radius => optional parameter, this specifes distance at which to apply min/max distances
817 // source_vel => velocity of the source playing the sound (used for DirectSound3D only)
818 // looping => flag to indicate the sound should loop (default value 0)
819 // vol_scale => factor to scale the static volume by (applied before attenuation)
820 // priority => SND_PRIORITY_MUST_PLAY
821 // SND_PRIORITY_SINGLE_INSTANCE (default value)
822 // SND_PRIORITY_DOUBLE_INSTANCE
823 // SND_PRIORITY_TRIPLE_INSTANCE
824 // sound_fvec => forward vector of where sound is emitting from (RSX use only)
825 // range_factor => factor N, which increases distance sound is heard by N times (default value 1)
827 // returns: -1 => sound could not be played
828 // n => handle for instance of sound
830 int snd_play_3d(game_snd *gs, vector *source_pos, vector *listen_pos, float radius, vector *source_vel, int looping, float vol_scale, int priority, vector *sound_fvec, float range_factor, int force )
832 int handle, min_range, max_range;
833 vector vector_to_sound;
835 float volume, distance, pan, max_volume;
837 if ( !Sound_enabled )
842 MONITOR_INC( Num3DSoundsStarted, 1 );
844 if ( gs->id == -1 ) {
845 gs->id = snd_load(gs);
846 MONITOR_INC( Num3DSoundsLoaded, 1 );
847 }else if ( gs->id_sig != Sounds[gs->id].sig ) {
848 gs->id = snd_load(gs);
854 snd = &Sounds[gs->id];
856 if ( !(snd->flags & SND_F_USED) )
861 min_range = fl2i( (gs->min + radius) * range_factor);
862 max_range = fl2i( (gs->max + radius) * range_factor + 0.5f);
867 // DirectSound3D will not cut off sounds, no matter how quite they become.. so manually
868 // prevent sounds from playing past the max distance.
869 distance = vm_vec_normalized_dir_quick( &vector_to_sound, source_pos, listen_pos );
870 max_volume = gs->default_volume * vol_scale;
871 if ( (distance > max_range) && !force){
875 if ( distance <= min_range ) {
879 volume = max_volume - max_volume*(distance/max_range);
882 if ( volume > 1.0f ){
886 if ( priority == SND_PRIORITY_MUST_PLAY ) {
887 if ( volume < 0.3 ) {
888 priority = SND_PRIORITY_DOUBLE_INSTANCE;
892 volume *= Master_sound_volume;
893 if ( (volume < MIN_SOUND_VOLUME) && !force) {
897 int play_using_ds3d = 0;
899 if (ds_using_ds3d()) {
900 if ( ds_is_3d_buffer(snd->sid) ) {
905 if ( play_using_ds3d ) {
906 // play through DirectSound3D
907 handle = ds3d_play( snd->sid, snd->hid, gs->id_sig, source_pos, source_vel, min_range, max_range, looping, ds_convert_volume(max_volume*Master_sound_volume), ds_convert_volume(volume), ds_priority(priority));
910 // play sound as a fake 3D sound
911 if ( distance <= 0 ) {
915 pan = vm_vec_dot(&View_matrix.rvec,&vector_to_sound);
918 handle = snd_play_looping( gs, pan, -1, -1, volume/gs->default_volume, priority, force );
920 handle = snd_play( gs, pan, volume/gs->default_volume, priority);
927 // update the given 3d sound with a new position
928 void snd_update_3d_pos(int soundnum, game_snd *gs, vector *new_pos)
932 // get new volume and pan vals
933 snd_get_3d_vol_and_pan(gs, new_pos, &vol, &pan);
936 snd_set_volume(soundnum, vol);
939 snd_set_pan(soundnum, pan);
942 // ---------------------------------------------------------------------------------------
943 // snd_get_3d_vol_and_pan()
945 // Based on the 3D position the player and the object, calculate
946 // the correct volume and pan.
948 // parameters: gs => pointer to sound description
949 // pos => 3D position used to calc volume and pan
950 // vol => output parameter for the volume
951 // pan => output parameter for the pan
952 // radius => optional parameter (default value 0) which indicates sound attenuation
953 // should occur from this radius
955 // returns: -1 => could not determine vol or pan
958 // NOTE: the volume is not scaled by the Master_sound_volume, since this always occurs
959 // when snd_play() or snd_play_looping() is called
961 int snd_get_3d_vol_and_pan(game_snd *gs, vector *pos, float* vol, float *pan, float radius)
963 vector vector_to_sound;
964 float distance, max_volume;
975 if ( gs->id == -1 ) {
976 gs->id = snd_load(gs);
979 snd = &Sounds[gs->id];
980 if ( !(snd->flags & SND_F_USED) )
983 distance = vm_vec_normalized_dir_quick( &vector_to_sound, pos, &View_position );
986 max_volume = gs->default_volume;
987 if ( distance <= gs->min ) {
991 *vol = max_volume - (distance - gs->min) * max_volume / (gs->max - gs->min);
997 if ( *vol > MIN_SOUND_VOLUME ) {
1001 *pan = vm_vec_dot(&View_matrix.rvec,&vector_to_sound);
1007 // ---------------------------------------------------------------------------------------
1008 // volume 0 to 1.0. Returns the handle of the sound. -1 if failed.
1009 // If startloop or stoploop are not -1, then then are used.
1011 // NOTE: vol_scale parameter is the multiplicative scaling applied to the default volume
1012 // (vol_scale is a default parameter with a default value of 1.0f)
1014 // input: gs => game-level sound description
1015 // source_pos => global pos of where the sound is
1016 // listen_pos => global pos of where listener is
1017 // source_vel => velocity of the source playing the sound (used for DirectSound3D only)
1018 // looping => flag to indicate the sound should loop (default value 0)
1019 // vol_scale => factor to scale the static volume by (applied before attenuation)
1020 // priority => SND_PRIORITY_MUST_PLAY (default value)
1021 // SND_PRIORITY_SINGLE_INSTANCE
1022 // SND_PRIORITY_DOUBLE_INSTANCE
1023 // SND_PRIORITY_TRIPLE_INSTANCE
1025 // returns: -1 => sound could not be played
1026 // n => handle for instance of sound
1028 int snd_play_looping( game_snd *gs, float pan, int start_loop, int stop_loop, float vol_scale, int priority, int force )
1037 Assert( gs != NULL );
1039 if (!ds_initialized)
1042 if ( gs->id == -1 ) {
1043 gs->id = snd_load(gs);
1045 else if ( gs->id_sig != Sounds[gs->id].sig ) {
1046 gs->id = snd_load(gs);
1052 snd = &Sounds[gs->id];
1054 if ( !(snd->flags & SND_F_USED) )
1057 volume = gs->default_volume * vol_scale;
1058 volume *= Master_sound_volume;
1059 if ( volume > 1.0f )
1062 if ( (volume > MIN_SOUND_VOLUME) || force) {
1063 handle = ds_play( snd->sid, snd->hid, gs->id_sig, ds_priority(priority), ds_convert_volume(volume), fl2i(pan*MAX_PAN), 1);
1069 // ---------------------------------------------------------------------------------------
1072 // Stop a sound from playing.
1074 // parameters: sig => handle to sound, what is returned from snd_play()
1076 void snd_stop( int sig )
1080 if (!ds_initialized) return;
1081 if ( sig < 0 ) return;
1083 channel = ds_get_channel(sig);
1084 if ( channel == -1 )
1087 ds_stop_channel(channel);
1090 // ---------------------------------------------------------------------------------------
1093 // Set the volume of a currently playing sound
1095 // parameters: sig => handle to sound, what is returned from snd_play()
1096 // volume => volume of sound (range: 0.0 -> 1.0)
1098 void snd_set_volume( int sig, float volume )
1103 if (!ds_initialized)
1109 channel = ds_get_channel(sig);
1110 if ( channel == -1 ) {
1111 nprintf(( "Sound", "WARNING: Trying to set volume for a non-playing sound.\n" ));
1115 new_volume = volume * Master_sound_volume;
1116 ds_set_volume( channel, ds_convert_volume(new_volume) );
1119 // ---------------------------------------------------------------------------------------
1122 // Set the pan of a currently playing sound
1124 // parameters: sig => handle to sound, what is returned from snd_play()
1125 // pan => pan of sound (range: -1.0 -> 1.0)
1127 void snd_set_pan( int sig, float pan )
1131 if (!ds_initialized)
1137 channel = ds_get_channel(sig);
1138 if ( channel == -1 ) {
1139 nprintf(( "Sound", "WARNING: Trying to set pan for a non-playing sound.\n" ));
1143 ds_set_pan( channel, fl2i(pan*MAX_PAN) );
1146 // ---------------------------------------------------------------------------------------
1149 // Return the pitch of a currently playing sound
1151 // returns: pitch of sound ( range: 100 to 100000)
1153 // parameters: sig => handle to sound, what is returned from snd_play()
1155 int snd_get_pitch(int sig)
1157 int channel, pitch=10000;
1159 if (!ds_initialized)
1165 channel = ds_get_channel(sig);
1166 if ( channel == -1 ) {
1167 nprintf(( "Sound", "WARNING: Trying to get pitch for a non-playing sound.\n" ));
1171 pitch = ds_get_pitch(channel);
1176 // ---------------------------------------------------------------------------------------
1179 // Set the pitch of a currently playing sound
1181 // parameters: sig => handle to sound, what is returned from snd_play()
1182 // pan => pitch of sound (range: 100 to 100000)
1184 void snd_set_pitch( int sig, int pitch )
1188 if (!ds_initialized) return;
1189 if ( sig < 0 ) return;
1191 channel = ds_get_channel(sig);
1192 if ( channel == -1 ) {
1193 nprintf(( "Sound", "WARNING: Trying to set pitch for a non-playing sound.\n" ));
1197 ds_set_pitch(channel, pitch);
1200 // ---------------------------------------------------------------------------------------
1203 // Determine if a sound is playing
1205 // returns: 1 => sound is currently playing
1206 // 0 => sound is not playing
1208 // parameters: sig => signature of sound, what is returned from snd_play()
1210 int snd_is_playing( int sig )
1212 int channel, is_playing;
1214 if (!ds_initialized)
1220 channel = ds_get_channel(sig);
1221 if ( channel == -1 )
1224 is_playing = ds_is_channel_playing(channel);
1225 if ( is_playing == TRUE ) {
1233 // ---------------------------------------------------------------------------------------
1234 // snd_chg_loop_status()
1236 // Change whether a currently playing song is looping or not
1238 // parameters: sig => handle to sound, what is returned from snd_play()
1239 // loop => whether to start (1) or stop (0) looping
1241 void snd_chg_loop_status(int sig, int loop)
1245 if (!ds_initialized)
1251 channel = ds_get_channel(sig);
1252 if ( channel == -1 ) {
1253 nprintf(( "Sound", "WARNING: Trying to change loop status of a non-playing sound!\n" ));
1257 ds_chg_loop_status(channel, loop);
1260 // ---------------------------------------------------------------------------------------
1263 // Stop all playing sound channels (including looping sounds)
1265 // NOTE: This stops all sounds that are playing from Channels[] sound buffers. It doesn't
1266 // stop every secondary sound buffer in existance
1270 if (!ds_initialized)
1273 ds_stop_channel_all();
1276 // ---------------------------------------------------------------------------------------
1279 // Return the pointer to the DirectSound interface
1288 return (uint)pDirectSound;
1292 // ---------------------------------------------------------------------------------------
1298 if ( !ds_initialized )
1304 // return the time in ms for the duration of the sound
1305 int snd_get_duration(int snd_id)
1310 return Sounds[snd_id].duration;
1314 MONITOR( SoundChannels );
1316 // update the position of the listener for the specific 3D sound API we're
1318 void snd_update_listener(vector *pos, vector *vel, matrix *orient)
1320 MONITOR_INC( SoundChannels, ds_get_number_channels() );
1321 ds3d_update_listener(pos, vel, orient);
1324 // this could probably be optimized a bit
1325 void snd_rewind(int snd_handle, game_snd *gs, float seconds)
1327 float current_time,desired_time;
1329 DWORD current_offset,desired_offset;
1332 if(!snd_is_playing(snd_handle))
1335 snd = &Sounds[gs->id].info;
1337 current_offset = ds_get_play_position(ds_get_channel(snd_handle)); // current offset into the sound
1338 bps = (float)snd->sample_rate * (float)snd->bits; // data rate
1339 current_time = (float)current_offset/bps; // how many seconds we're into the sound
1341 // don't rewind if it'll put us before the beginning of the sound
1342 if(current_time - seconds < 0.0f)
1345 desired_time = current_time - seconds; // where we want to be
1346 desired_offset = (DWORD)(desired_time * bps); // the target
1348 ds_set_position(ds_get_channel(snd_handle),desired_offset);
1351 // this could probably be optimized a bit
1352 void snd_ffwd(int snd_handle, game_snd *gs, float seconds)
1354 if(!snd_is_playing(snd_handle))
1357 float current_time,desired_time;
1359 DWORD current_offset,desired_offset;
1362 if(!snd_is_playing(snd_handle))
1365 snd = &Sounds[gs->id].info;
1367 current_offset = ds_get_play_position(ds_get_channel(snd_handle)); // current offset into the sound
1368 bps = (float)snd->sample_rate * (float)snd->bits; // data rate
1369 current_time = (float)current_offset/bps; // how many seconds we're into the sound
1371 // don't rewind if it'll put us past the end of the sound
1372 if(current_time + seconds > (float)snd->duration)
1375 desired_time = current_time + seconds; // where we want to be
1376 desired_offset = (DWORD)(desired_time * bps); // the target
1378 ds_set_position(ds_get_channel(snd_handle),desired_offset);
1381 // this could probably be optimized a bit
1382 void snd_set_pos(int snd_handle, game_snd *gs, float val,int as_pct)
1384 if(!snd_is_playing(snd_handle))
1389 snd = &Sounds[gs->id].info;
1390 // set position as an absolute from 0 to 1
1392 Assert((val >= 0.0) && (val <= 1.0));
1393 ds_set_position(ds_get_channel(snd_handle),(DWORD)((float)snd->size * val));
1395 // set the position as an absolute # of seconds from the beginning of the sound
1398 Assert(val <= (float)snd->duration/1000.0f);
1399 bps = (float)snd->sample_rate * (float)snd->bits; // data rate
1400 ds_set_position(ds_get_channel(snd_handle),(DWORD)(bps * val));
1404 // Return the number of sounds currently playing
1405 int snd_num_playing()
1407 return ds_get_number_channels();
1410 // Stop the first channel found that is playing a sound
1411 void snd_stop_any_sound()
1415 for ( i = 0; i < 16; i++ ) {
1416 if ( ds_is_channel_playing(i) ) {
1423 // Return the raw sound data for a loaded sound
1425 // input: handle => index into Sounds[] array
1426 // data => allocated mem to hold sound
1428 // exit: 0 => success
1430 int snd_get_data(int handle, char *data)
1432 Assert(handle >= 0 && handle < MAX_SOUNDS);
1433 if ( ds_get_data(Sounds[handle].sid, data) ) {
1440 // return the size of the sound data associated with the sound handle
1441 int snd_size(int handle, int *size)
1443 Assert(handle >= 0 && handle < MAX_SOUNDS);
1444 if ( ds_get_size(Sounds[handle].sid, size) ) {
1451 // retrieve the bits per sample and frequency for a given sound
1452 void snd_get_format(int handle, int *bits_per_sample, int *frequency)
1454 Assert(handle >= 0 && handle < MAX_SOUNDS);
1455 *bits_per_sample = Sounds[handle].info.bits;
1456 *frequency = Sounds[handle].info.sample_rate;
1459 // return the time for the sound to play in milliseconds
1460 int snd_time_remaining(int handle, int bits_per_sample, int frequency)
1462 int channel, is_playing, time_remaining = 0;
1464 if (!ds_initialized)
1470 channel = ds_get_channel(handle);
1471 if ( channel == -1 )
1474 is_playing = ds_is_channel_playing(channel);
1475 if ( !is_playing ) {
1479 int current_offset, max_offset;
1481 current_offset = ds_get_play_position(channel);
1482 max_offset = ds_get_channel_size(channel);
1484 if ( current_offset < max_offset ) {
1485 int bytes_remaining = max_offset - current_offset;
1486 int samples_remaining = bytes_remaining / fl2i(bits_per_sample/8.0f);
1487 time_remaining = fl2i(1000 * samples_remaining/frequency + 0.5f);
1490 // mprintf(("time_remaining: %d\n", time_remaining));
1491 return time_remaining;
1495 // snd_env_ interface
1497 static unsigned long Sound_env_id;
1498 static float Sound_env_volume;
1499 static float Sound_env_damping;
1500 static float Sound_env_decay;
1502 // Set the sound environment
1504 int sound_env_set(sound_env *se)
1506 if (ds_eax_set_all(se->id, se->volume, se->damping, se->decay) == 0) {
1507 Sound_env_id = se->id;
1508 Sound_env_volume = se->volume;
1509 Sound_env_damping = se->damping;
1510 Sound_env_decay = se->decay;
1517 // Get the sound environment
1519 int sound_env_get(sound_env *se)
1521 EAX_REVERBPROPERTIES er;
1523 if (ds_eax_get_all(&er) == 0) {
1524 se->id = er.environment;
1525 se->volume = er.fVolume;
1526 se->decay = er.fDecayTime_sec;
1527 se->damping = er.fDamping;
1534 // Turn off the sound environment
1536 int sound_env_disable()
1539 se.id = SND_ENV_GENERIC;
1547 // Return 1 if EAX can used to set the sound environment, otherwise return 0
1549 int sound_env_supported()
1551 return ds_eax_is_inited();
1554 // Called once per game frame