1 // SDL digital audio support
13 #include "gr.h" // needed for piggy.h
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)
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
28 #define do_fixmul(x,y) \
31 asm("imull %2\n\tshrdl %3,%1,%0" \
32 : "=a"(_ax), "=d"(_dx) \
33 : "rm"(y), "i"(16), "0"(x)); \
36 extern inline fix fixmul(fix x, fix y) { return do_fixmul(x,y); }
42 //changed on 980905 by adb to increase number of concurrent sounds
43 #define MAX_SOUND_SLOTS 32
45 #define SOUND_BUFFER_SIZE 512
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.
53 static const unsigned char mix8[] =
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,
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
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
121 short segnum; // Used if SOF_LINK_TO_POS field is used
126 short objnum; // Used if SOF_LINK_TO_OBJ field is used
131 #define lp_segnum link.pos.segnum
132 #define lp_sidenum link.pos.sidenum
133 #define lp_position link.pos.position
135 #define lo_objnum link.obj.objnum
136 #define lo_objsignature link.obj.objsignature
138 #define MAX_SOUND_OBJECTS 16
139 sound_object SoundObjects[MAX_SOUND_OBJECTS];
140 short next_signature=0;
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)
145 int digi_volume = SOUND_MAX_VOLUME;
150 static int digi_initialised = 0;
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;
161 unsigned int length; // Length of the sample
162 unsigned int position; // Position we are at at the moment.
163 } SoundSlots[MAX_SOUND_SLOTS];
165 static int digi_sounds_initialized = 0;
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);
174 void digi_reset_digi_sounds(void);
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)
180 unsigned char *streamend = stream + len;
181 struct sound_slot *sl;
183 for (sl = SoundSlots; sl < SoundSlots + MAX_SOUND_SLOTS; sl++)
187 unsigned char *sldata = sl->samples + sl->position, *slend = sl->samples + sl->length;
188 unsigned char *sp = stream;
193 if ((x = sl->pan) & 0x8000)
195 vl = 0x20000 - x * 2;
203 vl = fixmul(vl, (x = sl->volume));
205 while (sp < streamend)
214 sldata = sl->samples;
216 v = *(sldata++) - 0x80;
217 *(sp++) = mix8[ *sp + fixmul(v, vl) + 0x80 ];
218 *(sp++) = mix8[ *sp + fixmul(v, vr) + 0x80 ];
220 sl->position = sldata - sl->samples;
226 /* Initialise audio devices. */
234 void digi_reset() { }
236 /* Shut down audio */
239 if (!digi_initialised) return;
240 digi_initialised = 0;
243 /* Find the sound which actually equates to a sound number */
244 int digi_xlat_sound(int soundno)
246 if ( soundno < 0 ) return -1;
249 soundno = AltSounds[soundno];
250 if ( soundno == 255 ) return -1;
252 return Sounds[soundno];
255 static int get_free_slot()
258 for (i=0; i<MAX_SOUND_SLOTS; i++)
260 if (!SoundSlots[i].playing) return i;
265 int digi_start_sound(int soundnum, fix volume, fix pan, int unknown1, int unknown2, int unknown3, int unknown4)
270 if (!digi_initialised) return -1;
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
277 if ( (SampleHandles[next_handle] >= 0) && (SoundSlots[SampleHandles[next_handle]].playing) )
279 if ( (SoundSlots[SampleHandles[next_handle]].volume > digi_volume) && (ntries<digi_max_channels) )
281 //mprintf(( 0, "Not stopping loud sound %d.\n", next_handle ));
283 if ( next_handle >= digi_max_channels )
288 //mprintf(( 0, "[SS:%d]", next_handle ));
289 SoundSlots[SampleHandles[next_handle]].playing = 0;
290 SampleHandles[next_handle] = -1;
294 slot = get_free_slot();
295 if (slot<0) return -1;
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;
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;
310 if ( next_handle >= digi_max_channels )
317 //added on 980905 by adb to add sound kill system from original sos digi.c
318 void reset_sounds_on_channel( int channel )
322 for (i=0; i<digi_max_channels; i++)
323 if (SampleHandles[i] == channel)
324 SampleHandles[i] = -1;
328 int digi_start_sound_object(int obj)
332 if (!digi_initialised) return -1;
333 slot = get_free_slot();
335 if (slot<0) return -1;
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;
347 SoundObjects[obj].signature = next_signature++;
348 SoundObjects[obj].handle = slot;
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);
359 // Play the given sound number.
360 // Volume is max at F1_0.
361 void digi_play_sample( int soundno, fix max_volume )
364 if ( Newdemo_state == ND_STATE_RECORDING )
365 newdemo_record_sound( soundno );
367 soundno = digi_xlat_sound(soundno);
369 if (!digi_initialised) return;
371 if (soundno < 0 ) return;
373 digi_start_sound(soundno, max_volume, F0_5, 0, 0, 0, 0);
376 // Play the given sound number. If the sound is already playing,
378 void digi_play_sample_once( int soundno, fix max_volume )
383 if ( Newdemo_state == ND_STATE_RECORDING )
384 newdemo_record_sound( soundno );
386 soundno = digi_xlat_sound(soundno);
388 if (!digi_initialised) return;
390 if (soundno < 0 ) return;
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);
399 void digi_play_sample_3d( int soundno, int angle, int volume, int no_dups ) // Volume from 0-0x7fff
404 if ( Newdemo_state == ND_STATE_RECORDING ) {
406 newdemo_record_sound_3d_once( soundno, angle, volume );
408 newdemo_record_sound_3d( soundno, angle, volume );
411 soundno = digi_xlat_sound(soundno);
413 if (!digi_initialised) return;
414 if (soundno < 0 ) return;
416 if (volume < MIN_VOLUME ) return;
417 digi_start_sound(soundno, volume, angle, 0, 0, 0, 0);
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 )
422 vms_vector vector_to_sound;
423 fix angle_from_ear, cosang,sinang;
430 max_distance = (max_distance*5)/4; // Make all sounds travel 1.25 times as far.
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 );
435 if (distance < max_distance ) {
436 int num_search_segs = f2i(max_distance/20);
437 if ( num_search_segs < 1 ) num_search_segs = 1;
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 ));
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;
456 int digi_link_sound_to_object2( int org_soundnum, short objnum, int forever, fix max_volume, fix max_distance )
462 soundnum = digi_xlat_sound(org_soundnum);
464 if ( max_volume < 0 ) return -1;
465 // if ( max_volume > F1_0 ) max_volume = F1_0;
467 if (!digi_initialised) return -1;
468 if (soundnum < 0 ) return -1;
469 if (GameSounds[soundnum].data==NULL) {
473 if ((objnum<0)||(objnum>Highest_object_index))
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 );
483 for (i=0; i<MAX_SOUND_OBJECTS; i++ )
484 if (SoundObjects[i].flags==0)
487 if (i==MAX_SOUND_OBJECTS) {
488 mprintf((1, "Too many sound objects!\n" ));
492 SoundObjects[i].signature=next_signature++;
493 SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_OBJ;
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;
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 );
509 if (!forever || SoundObjects[i].volume >= MIN_VOLUME)
510 digi_start_sound_object(i);
512 return SoundObjects[i].signature;
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); }
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 )
523 soundnum = digi_xlat_sound(org_soundnum);
525 if ( max_volume < 0 ) return -1;
526 // if ( max_volume > F1_0 ) max_volume = F1_0;
528 if (!digi_initialised) return -1;
529 if (soundnum < 0 ) return -1;
530 if (GameSounds[soundnum].data==NULL) {
535 if ((segnum<0)||(segnum>Highest_segment_index))
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 );
545 for (i=0; i<MAX_SOUND_OBJECTS; i++ )
546 if (SoundObjects[i].flags==0)
549 if (i==MAX_SOUND_OBJECTS) {
550 mprintf((1, "Too many sound objects!\n" ));
555 SoundObjects[i].signature=next_signature++;
556 SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_POS;
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 );
572 if (!forever || SoundObjects[i].volume >= MIN_VOLUME)
573 digi_start_sound_object(i);
575 return SoundObjects[i].signature;
578 int digi_link_sound_to_pos( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume )
580 return digi_link_sound_to_pos2( soundnum, segnum, sidenum, pos, forever, max_volume, F1_0 * 256 );
583 void digi_kill_sound_linked_to_segment( int segnum, int sidenum, int soundnum )
587 soundnum = digi_xlat_sound(soundnum);
589 if (!digi_initialised) return;
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;
599 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
604 // If this assert happens, it means that there were 2 sounds
605 // that got deleted. Weird, get John.
607 mprintf( (1, "ERROR: More than 1 sounds were deleted from seg %d\n", segnum ));
611 void digi_kill_sound_linked_to_object( int objnum )
615 if (!digi_initialised) return;
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;
625 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
630 // If this assert happens, it means that there were 2 sounds
631 // that got deleted. Weird, get John.
633 mprintf( (1, "ERROR: More than 1 sounds were deleted from object %d\n", objnum ));
637 void digi_sync_sounds()
640 int oldvolume, oldpan;
642 if (!digi_initialised) return;
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;
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...
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 );
665 } else if ( SoundObjects[i].flags & SOF_LINK_TO_OBJ ) {
668 objp = &Objects[SoundObjects[i].lo_objnum];
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;
675 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
676 continue; // Go on to next sound...
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 );
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
692 if (!(SoundObjects[i].flags & SOF_PLAYING)) {
693 digi_start_sound_object(i);
695 SoundSlots[SoundObjects[i].handle].volume = fixmuldiv(SoundObjects[i].volume,digi_volume,F1_0);
700 if (oldpan != SoundObjects[i].pan) {
701 if (SoundObjects[i].flags & SOF_PLAYING)
702 SoundSlots[SoundObjects[i].handle].pan = SoundObjects[i].pan;
708 void digi_init_sounds()
712 if (!digi_initialised) return;
714 digi_reset_digi_sounds();
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;
722 SoundObjects[i].flags = 0; // Mark as dead, so some other sound can use this sound
724 digi_sounds_initialized = 1;
727 //added on 980905 by adb from original source to make sfx volume work
728 void digi_set_digi_volume( int dvolume )
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 )
736 digi_volume = dvolume;
738 if ( !digi_initialised ) return;
744 void digi_set_volume( int dvolume, int mvolume ) { }
746 int digi_is_sound_playing(int soundno)
750 soundno = digi_xlat_sound(soundno);
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)
761 void digi_pause_all() { }
762 void digi_resume_all() { }
763 void digi_stop_all() { }
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;
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);
774 if ( !digi_initialised ) return;
776 digi_reset_digi_sounds();
779 int digi_get_max_channels() {
780 return digi_max_channels;
784 void digi_reset_digi_sounds() {
787 for (i=0; i< MAX_SOUND_SLOTS; i++)
788 SoundSlots[i].playing=0;
790 //added on 980905 by adb to reset sound kill system
791 memset(SampleHandles, 255, sizeof(SampleHandles));
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()
810 //end this section kill - MM