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[btb/d2x.git] / arch / dos / digi.c
1 // SDL digital audio support
2
3 #include <conf.h>
4 #include <stdlib.h>
5 #include <stdio.h>
6 #include <string.h>
7
8 #include "pstypes.h"
9 #include "error.h"
10 #include "mono.h"
11 #include "fix.h"
12 #include "vecmat.h"
13 #include "gr.h" // needed for piggy.h
14 #include "piggy.h"
15 #include "digi.h"
16 #include "sounds.h"
17 #include "wall.h"
18 #include "newdemo.h"
19 #include "kconfig.h"
20
21 int digi_sample_rate=11025;
22 int digi_timer_rate                                     = 9943;                 // rate for the timer to go off to handle the driver system (120 Hz)
23
24 //edited 05/17/99 Matt Mueller - added ifndef NO_ASM
25 //added on 980905 by adb to add inline fixmul for mixer on i386
26 #ifndef NO_ASM
27 #ifdef __i386__
28 #define do_fixmul(x,y)                          \
29 ({                                              \
30         int _ax, _dx;                           \
31         asm("imull %2\n\tshrdl %3,%1,%0"        \
32             : "=a"(_ax), "=d"(_dx)              \
33             : "rm"(y), "i"(16), "0"(x));        \
34         _ax;                                    \
35 })
36 extern inline fix fixmul(fix x, fix y) { return do_fixmul(x,y); }
37 #endif
38 #endif
39 //end edit by adb
40 //end edit -MM
41
42 //changed on 980905 by adb to increase number of concurrent sounds
43 #define MAX_SOUND_SLOTS 32
44 //end changes by adb
45 #define SOUND_BUFFER_SIZE 512
46
47 #define MIN_VOLUME 10
48
49 /* This table is used to add two sound values together and pin
50  * the value to avoid overflow.  (used with permission from ARDI)
51  * DPH: Taken from SDL/src/SDL_mixer.c.
52  */
53 static const unsigned char mix8[] =
54 {
55   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
56   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
57   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
58   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
59   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
60   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
61   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
62   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
63   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
64   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
65   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
66   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x03,
67   0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E,
68   0x0F, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19,
69   0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F, 0x20, 0x21, 0x22, 0x23, 0x24,
70   0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,
71   0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A,
72   0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x40, 0x41, 0x42, 0x43, 0x44, 0x45,
73   0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F, 0x50,
74   0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B,
75   0x5C, 0x5D, 0x5E, 0x5F, 0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66,
76   0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F, 0x70, 0x71,
77   0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C,
78   0x7D, 0x7E, 0x7F, 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87,
79   0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F, 0x90, 0x91, 0x92,
80   0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D,
81   0x9E, 0x9F, 0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8,
82   0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF, 0xB0, 0xB1, 0xB2, 0xB3,
83   0xB4, 0xB5, 0xB6, 0xB7, 0xB8, 0xB9, 0xBA, 0xBB, 0xBC, 0xBD, 0xBE,
84   0xBF, 0xC0, 0xC1, 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7, 0xC8, 0xC9,
85   0xCA, 0xCB, 0xCC, 0xCD, 0xCE, 0xCF, 0xD0, 0xD1, 0xD2, 0xD3, 0xD4,
86   0xD5, 0xD6, 0xD7, 0xD8, 0xD9, 0xDA, 0xDB, 0xDC, 0xDD, 0xDE, 0xDF,
87   0xE0, 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA,
88   0xEB, 0xEC, 0xED, 0xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5,
89   0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF, 0xFF,
90   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
91   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
92   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
93   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
94   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
95   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
96   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
97   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
98   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
99   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
100   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
101   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
102 };
103
104 #define SOF_USED                        1               // Set if this sample is used
105 #define SOF_PLAYING                     2               // Set if this sample is playing on a channel
106 #define SOF_LINK_TO_OBJ         4               // Sound is linked to a moving object. If object dies, then finishes play and quits.
107 #define SOF_LINK_TO_POS         8               // Sound is linked to segment, pos
108 #define SOF_PLAY_FOREVER        16              // Play forever (or until level is stopped), otherwise plays once
109
110 typedef struct sound_object {
111         short           signature;              // A unique signature to this sound
112         ubyte           flags;                  // Used to tell if this slot is used and/or currently playing, and how long.
113         fix             max_volume;             // Max volume that this sound is playing at
114         fix             max_distance;           // The max distance that this sound can be heard at...
115         int             volume;                 // Volume that this sound is playing at
116         int             pan;                    // Pan value that this sound is playing at
117         int             handle;                 // What handle this sound is playing on.  Valid only if SOF_PLAYING is set.
118         short           soundnum;               // The sound number that is playing
119         union { 
120                 struct {
121                         short           segnum;                         // Used if SOF_LINK_TO_POS field is used
122                         short           sidenum;
123                         vms_vector      position;
124                 }pos;
125                 struct {
126                         short            objnum;                         // Used if SOF_LINK_TO_OBJ field is used
127                         short            objsignature;
128                 }obj;
129         }link;
130 } sound_object;
131 #define lp_segnum link.pos.segnum
132 #define lp_sidenum link.pos.sidenum
133 #define lp_position link.pos.position
134
135 #define lo_objnum link.obj.objnum
136 #define lo_objsignature link.obj.objsignature
137
138 #define MAX_SOUND_OBJECTS 16
139 sound_object SoundObjects[MAX_SOUND_OBJECTS];
140 short next_signature=0;
141
142 //added/changed on 980905 by adb to make sfx volume work, on 990221 by adb changed F1_0 to F1_0 / 2
143 #define SOUND_MAX_VOLUME (F1_0 / 2)
144
145 int digi_volume = SOUND_MAX_VOLUME;
146 //end edit by adb
147
148 int digi_lomem = 0;
149
150 static int digi_initialised = 0;
151
152 struct sound_slot {
153  int soundno;
154  int playing;   // Is there a sample playing on this channel?
155  int looped;    // Play this sample looped?
156  fix pan;       // 0 = far left, 1 = far right
157  fix volume;    // 0 = nothing, 1 = fully on
158  //changed on 980905 by adb from char * to unsigned char * 
159  unsigned char *samples;
160  //end changes by adb
161  unsigned int length; // Length of the sample
162  unsigned int position; // Position we are at at the moment.
163 } SoundSlots[MAX_SOUND_SLOTS];
164
165 static int digi_sounds_initialized = 0;
166
167 //added on 980905 by adb to add rotating/volume based sound kill system
168 static int digi_max_channels = 16;
169 static int next_handle = 0;
170 int SampleHandles[32];
171 void reset_sounds_on_channel(int channel);
172 //end edit by adb
173
174 void digi_reset_digi_sounds(void);
175
176 /* Audio mixing callback */
177 //changed on 980905 by adb to cleanup, add pan support and optimize mixer
178 static void audio_mixcallback(void *userdata, unsigned char *stream, int len)
179 {
180  unsigned char *streamend = stream + len;
181  struct sound_slot *sl;
182   
183  for (sl = SoundSlots; sl < SoundSlots + MAX_SOUND_SLOTS; sl++)
184  {
185   if (sl->playing)
186   {
187    unsigned char *sldata = sl->samples + sl->position, *slend = sl->samples + sl->length;
188    unsigned char *sp = stream;
189    signed char v;
190    fix vl, vr;
191    int x;
192
193    if ((x = sl->pan) & 0x8000)
194    {
195     vl = 0x20000 - x * 2;
196     vr = 0x10000;
197    }
198    else
199    {
200     vl = 0x10000;
201     vr = x * 2;
202    }
203    vl = fixmul(vl, (x = sl->volume));
204    vr = fixmul(vr, x);
205    while (sp < streamend) 
206    {
207     if (sldata == slend)
208     {
209      if (!sl->looped)
210      {
211       sl->playing = 0;
212       break;
213      }
214      sldata = sl->samples;
215     }
216     v = *(sldata++) - 0x80;
217     *(sp++) = mix8[ *sp + fixmul(v, vl) + 0x80 ];
218     *(sp++) = mix8[ *sp + fixmul(v, vr) + 0x80 ];
219    }
220    sl->position = sldata - sl->samples;
221   }
222  }
223 }
224 //end changes by adb
225
226 /* Initialise audio devices. */
227 int digi_init()
228 {
229
230  return 1;
231 }
232
233 /* Toggle audio */
234 void digi_reset() { }
235
236 /* Shut down audio */
237 void digi_close()
238 {
239  if (!digi_initialised) return;
240  digi_initialised = 0;
241 }
242
243 /* Find the sound which actually equates to a sound number */
244 int digi_xlat_sound(int soundno)
245 {
246         if ( soundno < 0 ) return -1;
247
248         if ( digi_lomem )       {
249                 soundno = AltSounds[soundno];
250                 if ( soundno == 255 ) return -1;
251         }
252         return Sounds[soundno];
253 }
254
255 static int get_free_slot()
256 {
257  int i;
258  for (i=0; i<MAX_SOUND_SLOTS; i++)
259  {
260   if (!SoundSlots[i].playing) return i;
261  }
262  return -1;
263 }
264
265 int digi_start_sound(int soundnum, fix volume, fix pan, int unknown1, int unknown2, int unknown3, int unknown4)
266 {
267  int ntries;
268  int slot;
269
270  if (!digi_initialised) return -1;
271
272  //added on 980905 by adb from original source to add sound kill system
273  // play at most digi_max_channel samples, if possible kill sample with low volume
274  ntries = 0;
275
276 TryNextChannel:
277  if ( (SampleHandles[next_handle] >= 0) && (SoundSlots[SampleHandles[next_handle]].playing)  )
278  {
279   if ( (SoundSlots[SampleHandles[next_handle]].volume > digi_volume) && (ntries<digi_max_channels) )
280   {
281    //mprintf(( 0, "Not stopping loud sound %d.\n", next_handle ));
282    next_handle++;
283    if ( next_handle >= digi_max_channels )
284     next_handle = 0;
285    ntries++;
286    goto TryNextChannel;
287   }
288   //mprintf(( 0, "[SS:%d]", next_handle ));
289   SoundSlots[SampleHandles[next_handle]].playing = 0;
290   SampleHandles[next_handle] = -1;
291  }
292  //end edit by adb
293
294  slot = get_free_slot();
295  if (slot<0) return -1;
296
297  SoundSlots[slot].soundno = soundnum;
298  SoundSlots[slot].samples = GameSounds[soundnum].data;
299  SoundSlots[slot].length = GameSounds[soundnum].length;
300  SoundSlots[slot].volume = fixmul(digi_volume, volume);
301  SoundSlots[slot].pan = pan;
302  SoundSlots[slot].position = 0;
303  SoundSlots[slot].looped = 0;
304  SoundSlots[slot].playing = 1;
305
306  //added on 980905 by adb to add sound kill system from original sos digi.c
307  reset_sounds_on_channel(slot);
308  SampleHandles[next_handle] = slot;
309  next_handle++;
310  if ( next_handle >= digi_max_channels )
311   next_handle = 0;
312  //end edit by adb
313
314  return slot;
315 }
316
317  //added on 980905 by adb to add sound kill system from original sos digi.c
318 void reset_sounds_on_channel( int channel )
319 {
320  int i;
321
322  for (i=0; i<digi_max_channels; i++)
323   if (SampleHandles[i] == channel)
324    SampleHandles[i] = -1;
325 }
326 //end edit by adb
327
328 int digi_start_sound_object(int obj)
329 {
330  int slot;
331
332  if (!digi_initialised) return -1;
333  slot = get_free_slot();
334
335  if (slot<0) return -1;
336
337
338  SoundSlots[slot].soundno = SoundObjects[obj].soundnum;
339  SoundSlots[slot].samples = GameSounds[SoundObjects[obj].soundnum].data;
340  SoundSlots[slot].length = GameSounds[SoundObjects[obj].soundnum].length;
341  SoundSlots[slot].volume = fixmul(digi_volume, SoundObjects[obj].volume);
342  SoundSlots[slot].pan = SoundObjects[obj].pan;
343  SoundSlots[slot].position = 0;
344  SoundSlots[slot].looped = (SoundObjects[obj].flags & SOF_PLAY_FOREVER);
345  SoundSlots[slot].playing = 1;
346
347  SoundObjects[obj].signature = next_signature++;
348  SoundObjects[obj].handle = slot;
349
350  SoundObjects[obj].flags |= SOF_PLAYING;
351  //added on 980905 by adb to add sound kill system from original sos digi.c
352  reset_sounds_on_channel(slot);
353  //end edit by adb
354  
355  return 0;
356 }
357
358
359 // Play the given sound number.
360 // Volume is max at F1_0.
361 void digi_play_sample( int soundno, fix max_volume )
362 {
363 #ifdef NEWDEMO
364         if ( Newdemo_state == ND_STATE_RECORDING )
365                 newdemo_record_sound( soundno );
366 #endif
367         soundno = digi_xlat_sound(soundno);
368
369         if (!digi_initialised) return;
370
371         if (soundno < 0 ) return;
372
373         digi_start_sound(soundno, max_volume, F0_5, 0, 0, 0, 0);
374 }
375
376 // Play the given sound number. If the sound is already playing,
377 // restart it.
378 void digi_play_sample_once( int soundno, fix max_volume )
379 {
380         int i;
381
382 #ifdef NEWDEMO
383         if ( Newdemo_state == ND_STATE_RECORDING )
384                 newdemo_record_sound( soundno );
385 #endif
386         soundno = digi_xlat_sound(soundno);
387
388         if (!digi_initialised) return;
389
390         if (soundno < 0 ) return;
391
392         for (i=0; i < MAX_SOUND_SLOTS; i++)
393           if (SoundSlots[i].soundno == soundno)
394             SoundSlots[i].playing = 0;
395         digi_start_sound(soundno, max_volume, F0_5, 0, 0, 0, 0);
396
397 }
398
399 void digi_play_sample_3d( int soundno, int angle, int volume, int no_dups ) // Volume from 0-0x7fff
400 {
401         no_dups = 1;
402
403 #ifdef NEWDEMO
404         if ( Newdemo_state == ND_STATE_RECORDING )              {
405                 if ( no_dups )
406                         newdemo_record_sound_3d_once( soundno, angle, volume );
407                 else
408                         newdemo_record_sound_3d( soundno, angle, volume );
409         }
410 #endif
411         soundno = digi_xlat_sound(soundno);
412
413         if (!digi_initialised) return;
414         if (soundno < 0 ) return;
415
416         if (volume < MIN_VOLUME ) return;
417         digi_start_sound(soundno, volume, angle, 0, 0, 0, 0);
418 }
419
420 void digi_get_sound_loc( vms_matrix * listener, vms_vector * listener_pos, int listener_seg, vms_vector * sound_pos, int sound_seg, fix max_volume, int *volume, int *pan, fix max_distance )
421 {         
422         vms_vector      vector_to_sound;
423         fix angle_from_ear, cosang,sinang;
424         fix distance;
425         fix path_distance;
426
427         *volume = 0;
428         *pan = 0;
429
430         max_distance = (max_distance*5)/4;              // Make all sounds travel 1.25 times as far.
431
432         //      Warning: Made the vm_vec_normalized_dir be vm_vec_normalized_dir_quick and got illegal values to acos in the fang computation.
433         distance = vm_vec_normalized_dir_quick( &vector_to_sound, sound_pos, listener_pos );
434                 
435         if (distance < max_distance )   {
436                 int num_search_segs = f2i(max_distance/20);
437                 if ( num_search_segs < 1 ) num_search_segs = 1;
438
439                 path_distance = find_connected_distance(listener_pos, listener_seg, sound_pos, sound_seg, num_search_segs, WID_RENDPAST_FLAG );
440                 if ( path_distance > -1 )       {
441                         *volume = max_volume - fixdiv(path_distance,max_distance);
442                         //mprintf( (0, "Sound path distance %.2f, volume is %d / %d\n", f2fl(distance), *volume, max_volume ));
443                         if (*volume > 0 )       {
444                                 angle_from_ear = vm_vec_delta_ang_norm(&listener->rvec,&vector_to_sound,&listener->uvec);
445                                 fix_sincos(angle_from_ear,&sinang,&cosang);
446                                 //mprintf( (0, "volume is %.2f\n", f2fl(*volume) ));
447                                 if (Config_channels_reversed) cosang *= -1;
448                                 *pan = (cosang + F1_0)/2;
449                         } else {
450                                 *volume = 0;
451                         }
452                 }
453         }                                                                                                                                                                         
454 }
455
456 int digi_link_sound_to_object2( int org_soundnum, short objnum, int forever, fix max_volume, fix  max_distance )
457 {
458         int i,volume,pan;
459         object * objp;
460         int soundnum;
461
462         soundnum = digi_xlat_sound(org_soundnum);
463
464         if ( max_volume < 0 ) return -1;
465 //      if ( max_volume > F1_0 ) max_volume = F1_0;
466
467         if (!digi_initialised) return -1;
468         if (soundnum < 0 ) return -1;
469         if (GameSounds[soundnum].data==NULL) {
470                 Int3();
471                 return -1;
472         }
473         if ((objnum<0)||(objnum>Highest_object_index))
474                 return -1;
475
476         if ( !forever ) {
477                 // Hack to keep sounds from building up...
478                 digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, &Objects[objnum].pos, Objects[objnum].segnum, max_volume,&volume, &pan, max_distance );
479                 digi_play_sample_3d( org_soundnum, pan, volume, 0 );
480                 return -1;
481         }
482
483         for (i=0; i<MAX_SOUND_OBJECTS; i++ )
484                 if (SoundObjects[i].flags==0)
485                    break;
486
487         if (i==MAX_SOUND_OBJECTS) {
488                 mprintf((1, "Too many sound objects!\n" ));
489                 return -1;
490         }
491
492         SoundObjects[i].signature=next_signature++;
493         SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_OBJ;
494         if ( forever )
495                 SoundObjects[i].flags |= SOF_PLAY_FOREVER;
496         SoundObjects[i].lo_objnum = objnum;
497         SoundObjects[i].lo_objsignature = Objects[objnum].signature;
498         SoundObjects[i].max_volume = max_volume;
499         SoundObjects[i].max_distance = max_distance;
500         SoundObjects[i].volume = 0;
501         SoundObjects[i].pan = 0;
502         SoundObjects[i].soundnum = soundnum;
503
504         objp = &Objects[SoundObjects[i].lo_objnum];
505         digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, 
506                        &objp->pos, objp->segnum, SoundObjects[i].max_volume,
507                        &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
508
509         if (!forever || SoundObjects[i].volume >= MIN_VOLUME)
510                digi_start_sound_object(i);
511
512         return SoundObjects[i].signature;
513 }
514
515 int digi_link_sound_to_object( int soundnum, short objnum, int forever, fix max_volume )
516 { return digi_link_sound_to_object2( soundnum, objnum, forever, max_volume, 256*F1_0); }
517
518 int digi_link_sound_to_pos2( int org_soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance )
519 {
520         int i, volume, pan;
521         int soundnum;
522
523         soundnum = digi_xlat_sound(org_soundnum);
524
525         if ( max_volume < 0 ) return -1;
526 //      if ( max_volume > F1_0 ) max_volume = F1_0;
527
528         if (!digi_initialised) return -1;
529         if (soundnum < 0 ) return -1;
530         if (GameSounds[soundnum].data==NULL) {
531                 Int3();
532                 return -1;
533         }
534
535         if ((segnum<0)||(segnum>Highest_segment_index))
536                 return -1;
537
538         if ( !forever ) {
539                 // Hack to keep sounds from building up...
540                 digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, pos, segnum, max_volume, &volume, &pan, max_distance );
541                 digi_play_sample_3d( org_soundnum, pan, volume, 0 );
542                 return -1;
543         }
544
545         for (i=0; i<MAX_SOUND_OBJECTS; i++ )
546                 if (SoundObjects[i].flags==0)
547                         break;
548         
549         if (i==MAX_SOUND_OBJECTS) {
550                 mprintf((1, "Too many sound objects!\n" ));
551                 return -1;
552         }
553
554
555         SoundObjects[i].signature=next_signature++;
556         SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_POS;
557         if ( forever )
558                 SoundObjects[i].flags |= SOF_PLAY_FOREVER;
559         SoundObjects[i].lp_segnum = segnum;
560         SoundObjects[i].lp_sidenum = sidenum;
561         SoundObjects[i].lp_position = *pos;
562         SoundObjects[i].soundnum = soundnum;
563         SoundObjects[i].max_volume = max_volume;
564         SoundObjects[i].max_distance = max_distance;
565         SoundObjects[i].volume = 0;
566         SoundObjects[i].pan = 0;
567         digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, 
568                                            &SoundObjects[i].lp_position, SoundObjects[i].lp_segnum,
569                                            SoundObjects[i].max_volume,
570                        &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
571         
572         if (!forever || SoundObjects[i].volume >= MIN_VOLUME)
573                 digi_start_sound_object(i);
574
575         return SoundObjects[i].signature;
576 }
577
578 int digi_link_sound_to_pos( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume )
579 {
580         return digi_link_sound_to_pos2( soundnum, segnum, sidenum, pos, forever, max_volume, F1_0 * 256 );
581 }
582
583 void digi_kill_sound_linked_to_segment( int segnum, int sidenum, int soundnum )
584 {
585         int i,killed;
586
587         soundnum = digi_xlat_sound(soundnum);
588
589         if (!digi_initialised) return;
590
591         killed = 0;
592
593         for (i=0; i<MAX_SOUND_OBJECTS; i++ )    {
594                 if ( (SoundObjects[i].flags & SOF_USED) && (SoundObjects[i].flags & SOF_LINK_TO_POS) )  {
595                         if ((SoundObjects[i].lp_segnum == segnum) && (SoundObjects[i].soundnum==soundnum ) && (SoundObjects[i].lp_sidenum==sidenum) ) {
596                                 if ( SoundObjects[i].flags & SOF_PLAYING )      {
597                                         SoundSlots[SoundObjects[i].handle].playing = 0;
598                                 }
599                                 SoundObjects[i].flags = 0;      // Mark as dead, so some other sound can use this sound
600                                 killed++;
601                         }
602                 }
603         }
604         // If this assert happens, it means that there were 2 sounds
605         // that got deleted. Weird, get John.
606         if ( killed > 1 )       {
607                 mprintf( (1, "ERROR: More than 1 sounds were deleted from seg %d\n", segnum ));
608         }
609 }
610
611 void digi_kill_sound_linked_to_object( int objnum )
612 {
613         int i,killed;
614
615         if (!digi_initialised) return;
616
617         killed = 0;
618
619         for (i=0; i<MAX_SOUND_OBJECTS; i++ )    {
620                 if ( (SoundObjects[i].flags & SOF_USED) && (SoundObjects[i].flags & SOF_LINK_TO_OBJ ) ) {
621                         if (SoundObjects[i].lo_objnum == objnum)   {
622                                 if ( SoundObjects[i].flags & SOF_PLAYING )      {
623                                      SoundSlots[SoundObjects[i].handle].playing = 0;
624                                 }
625                                 SoundObjects[i].flags = 0;      // Mark as dead, so some other sound can use this sound
626                                 killed++;
627                         }
628                 }
629         }
630         // If this assert happens, it means that there were 2 sounds
631         // that got deleted. Weird, get John.
632         if ( killed > 1 )       {
633                 mprintf( (1, "ERROR: More than 1 sounds were deleted from object %d\n", objnum ));
634         }
635 }
636
637 void digi_sync_sounds()
638 {
639         int i;
640         int oldvolume, oldpan;
641
642         if (!digi_initialised) return;
643
644         for (i=0; i<MAX_SOUND_OBJECTS; i++ )    {
645                 if ( SoundObjects[i].flags & SOF_USED ) {
646                         oldvolume = SoundObjects[i].volume;
647                         oldpan = SoundObjects[i].pan;
648
649                         if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) )      {
650                                 // Check if its done.
651                                 if (SoundObjects[i].flags & SOF_PLAYING) {
652                                         if (!SoundSlots[SoundObjects[i].handle].playing) {
653                                                 SoundObjects[i].flags = 0;      // Mark as dead, so some other sound can use this sound
654                                                 continue;               // Go on to next sound...
655                                         }
656                                 }
657                         }                       
658                 
659                         if ( SoundObjects[i].flags & SOF_LINK_TO_POS )  {
660                                 digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, 
661                                                                 &SoundObjects[i].lp_position, SoundObjects[i].lp_segnum,
662                                                                 SoundObjects[i].max_volume,
663                                 &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
664
665                         } else if ( SoundObjects[i].flags & SOF_LINK_TO_OBJ )   {
666                                 object * objp;
667         
668                                 objp = &Objects[SoundObjects[i].lo_objnum];
669                 
670                                 if ((objp->type==OBJ_NONE) || (objp->signature!=SoundObjects[i].lo_objsignature))  {
671                                         // The object that this is linked to is dead, so just end this sound if it is looping.
672                                         if ( (SoundObjects[i].flags & SOF_PLAYING)  && (SoundObjects[i].flags & SOF_PLAY_FOREVER))      {
673                                              SoundSlots[SoundObjects[i].handle].playing = 0;
674                                         }
675                                         SoundObjects[i].flags = 0;      // Mark as dead, so some other sound can use this sound
676                                         continue;               // Go on to next sound...
677                                 } else {
678                                         digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, 
679                                         &objp->pos, objp->segnum, SoundObjects[i].max_volume,
680                                    &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
681                                 }
682                         }
683                          
684                         if (oldvolume != SoundObjects[i].volume)        {
685                                 if ( SoundObjects[i].volume < MIN_VOLUME )       {
686                                         // Sound is too far away, so stop it from playing.
687                                         if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER))  {
688                                                 SoundSlots[SoundObjects[i].handle].playing = 0;
689                                                 SoundObjects[i].flags &= ~SOF_PLAYING;          // Mark sound as not playing
690                                         }
691                                 } else {
692                                         if (!(SoundObjects[i].flags & SOF_PLAYING))     {
693                                                 digi_start_sound_object(i);
694                                         } else {
695                                                 SoundSlots[SoundObjects[i].handle].volume = fixmuldiv(SoundObjects[i].volume,digi_volume,F1_0);
696                                         }
697                                 }
698                         }
699                                 
700                         if (oldpan != SoundObjects[i].pan)      {
701                                 if (SoundObjects[i].flags & SOF_PLAYING)
702                                         SoundSlots[SoundObjects[i].handle].pan = SoundObjects[i].pan;
703                         }
704                 }
705         }
706 }
707
708 void digi_init_sounds()
709 {
710         int i;
711
712         if (!digi_initialised) return;
713
714         digi_reset_digi_sounds();
715
716         for (i=0; i<MAX_SOUND_OBJECTS; i++ )    {
717                 if (digi_sounds_initialized) {
718                         if ( SoundObjects[i].flags & SOF_PLAYING )      {
719                                 SoundSlots[SoundObjects[i].handle].playing=0;
720                         }
721                 }
722                 SoundObjects[i].flags = 0;      // Mark as dead, so some other sound can use this sound
723         }
724         digi_sounds_initialized = 1;
725 }
726
727 //added on 980905 by adb from original source to make sfx volume work
728 void digi_set_digi_volume( int dvolume )
729 {
730         dvolume = fixmuldiv( dvolume, SOUND_MAX_VOLUME, 0x7fff);
731         if ( dvolume > SOUND_MAX_VOLUME )
732                 digi_volume = SOUND_MAX_VOLUME;
733         else if ( dvolume < 0 )
734                 digi_volume = 0;
735         else
736                 digi_volume = dvolume;
737
738         if ( !digi_initialised ) return;
739
740         digi_sync_sounds();
741 }
742 //end edit by adb
743
744 void digi_set_volume( int dvolume, int mvolume ) { }
745
746 int digi_is_sound_playing(int soundno)
747 {
748         int i;
749
750         soundno = digi_xlat_sound(soundno);
751
752         for (i = 0; i < MAX_SOUND_SLOTS; i++)
753                   //changed on 980905 by adb: added SoundSlots[i].playing &&
754                   if (SoundSlots[i].playing && SoundSlots[i].soundno == soundno)
755                   //end changes by adb
756                         return 1;
757         return 0;
758 }
759
760
761 void digi_pause_all() { }
762 void digi_resume_all() { }
763 void digi_stop_all() { }
764
765  //added on 980905 by adb to make sound channel setting work
766 void digi_set_max_channels(int n) { 
767         digi_max_channels       = n;
768
769         if ( digi_max_channels < 1 ) 
770                 digi_max_channels = 1;
771         if ( digi_max_channels > (MAX_SOUND_SLOTS-MAX_SOUND_OBJECTS) ) 
772                 digi_max_channels = (MAX_SOUND_SLOTS-MAX_SOUND_OBJECTS);
773
774         if ( !digi_initialised ) return;
775
776         digi_reset_digi_sounds();
777 }
778
779 int digi_get_max_channels() { 
780         return digi_max_channels; 
781 }
782 // end edit by adb
783
784 void digi_reset_digi_sounds() {
785  int i;
786
787  for (i=0; i< MAX_SOUND_SLOTS; i++)
788   SoundSlots[i].playing=0;
789  
790  //added on 980905 by adb to reset sound kill system
791  memset(SampleHandles, 255, sizeof(SampleHandles));
792  next_handle = 0;
793  //end edit by adb
794 }
795
796
797 // MIDI stuff follows.
798 //added/killed on 11/25/98 by Matthew Mueller
799 //void digi_set_midi_volume( int mvolume ) { }
800 //void digi_play_midi_song( char * filename, char * melodic_bank, char * drum_bank, int loop ) {}
801 //void digi_stop_current_song()
802 //{
803 //#ifdef HMIPLAY
804 //        char buf[10];
805 //    
806 //        sprintf(buf,"s");
807 //        send_ipc(buf);
808 //#endif
809 //}
810 //end this section kill - MM