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342 serge 1
// Emacs style mode select   -*- C++ -*-
2
//-----------------------------------------------------------------------------
3
//
4
// $Id:$
5
//
6
// Copyright (C) 1993-1996 by id Software, Inc.
7
//
8
// This source is available for distribution and/or modification
9
// only under the terms of the DOOM Source Code License as
10
// published by id Software. All rights reserved.
11
//
12
// The source is distributed in the hope that it will be useful,
13
// but WITHOUT ANY WARRANTY; without even the implied warranty of
14
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
15
// for more details.
16
//
17
// $Log:$
18
//
19
// DESCRIPTION:
20
//      System interface for sound.
21
//
22
//-----------------------------------------------------------------------------
23
 
24
static const char
25
rcsid[] = "$Id: i_unix.c,v 1.5 1997/02/03 22:45:10 b1 Exp $";
26
 
27
#include 
28
#include 
29
#include 
30
 
31
#include 
32
 
33
#include 
34
 
35
#include 
36
 
37
// Timer stuff. Experimental.
38
#include 
39
#include 
40
 
41
#include "z_zone.h"
42
 
43
#include "i_system.h"
44
#include "i_sound.h"
45
#include "m_argv.h"
46
#include "m_misc.h"
47
#include "w_wad.h"
48
 
49
#include "doomdef.h"
50
 
51
#include "kolibri.h"
374 serge 52
#include "sound.h"
342 serge 53
 
54
// The number of internal mixing channels,
55
//  the samples calculated for each mixing step,
56
//  the size of the 16bit, 2 hardware channel (stereo)
57
//  mixing buffer, and the samplerate of the raw data.
58
 
59
 
60
// Needed for calling the actual sound output.
374 serge 61
#define SAMPLECOUNT     1024
342 serge 62
#define NUM_CHANNELS    16
63
// It is 2 for 16bit, and 2 for two channels.
374 serge 64
//#define BUFMUL          4
65
//#define MIXBUFFERSIZE           (SAMPLECOUNT*BUFMUL)
342 serge 66
 
67
#define SAMPLERATE      11025   // Hz
68
#define SAMPLESIZE      2       // 16bit
69
 
70
// The actual lengths of all sound effects.
71
int             lengths[NUMSFX];
72
 
73
// The actual output device.
74
int     audio_fd;
75
 
76
// The global mixing buffer.
77
// Basically, samples from all active internal channels
78
//  are modifed and added, and stored in the buffer
79
//  that is submitted to the audio device.
374 serge 80
signed short    *mixbuffer;
342 serge 81
 
82
// The channel step amount...
83
unsigned int    channelstep[NUM_CHANNELS];
84
// ... and a 0.16 bit remainder of last step.
85
unsigned int    channelstepremainder[NUM_CHANNELS];
86
 
87
 
88
// The channel data pointers, start and end.
89
unsigned char*  channels[NUM_CHANNELS];
90
unsigned char*  channelsend[NUM_CHANNELS];
91
 
92
 
93
// Time/gametic that the channel started playing,
94
//  used to determine oldest, which automatically
95
//  has lowest priority.
96
// In case number of active sounds exceeds
97
//  available channels.
98
int             channelstart[NUM_CHANNELS];
99
 
100
// The sound in channel handles,
101
//  determined on registration,
102
//  might be used to unregister/stop/modify,
103
//  currently unused.
104
int             channelhandles[NUM_CHANNELS];
105
 
106
// SFX id of the playing sound effect.
107
// Used to catch duplicates (like chainsaw).
108
int             channelids[NUM_CHANNELS];
109
 
110
// Pitch to stepping lookup, unused.
111
int             steptable[256];
112
 
113
// Volume lookups.
114
int             vol_lookup[128*256];
115
 
116
// Hardware left and right channel volume lookup.
117
int*            channelleftvol_lookup[NUM_CHANNELS];
118
int*            channelrightvol_lookup[NUM_CHANNELS];
119
 
120
 
121
//
122
// This function loads the sound data from the WAD lump,
123
//  for single sound.
124
//
125
void* getsfx (char* sfxname, int* len)
126
{
127
  unsigned char*      sfx;
128
  unsigned char*      paddedsfx;
129
  int                 i;
130
  int                 size;
131
  int                 paddedsize;
132
  char                name[20];
133
  int                 sfxlump;
134
 
135
 
136
    // Get the sound data from the WAD, allocate lump
137
    //  in zone memory.
138
    sprintf(name, "ds%s", sfxname);
139
 
140
    // Now, there is a severe problem with the
141
    //  sound handling, in it is not (yet/anymore)
142
    //  gamemode aware. That means, sounds from
143
    //  DOOM II will be requested even with DOOM
144
    //  shareware.
145
    // The sound list is wired into sounds.c,
146
    //  which sets the external variable.
147
    // I do not do runtime patches to that
148
    //  variable. Instead, we will use a
149
    //  default sound for replacement.
150
    if ( W_CheckNumForName(name) == -1 )
151
      sfxlump = W_GetNumForName("dspistol");
152
    else
153
      sfxlump = W_GetNumForName(name);
154
 
155
    size = W_LumpLength( sfxlump );
156
 
157
    // Debug.
158
    // fprintf( stderr, "." );
159
    //fprintf( stderr, " -loading  %s (lump %d, %d bytes)\n",
160
    //       sfxname, sfxlump, size );
161
    //fflush( stderr );
162
 
163
    sfx = (unsigned char*)W_CacheLumpNum( sfxlump, PU_STATIC );
164
 
165
    // Pads the sound effect out to the mixing buffer size.
166
    // The original realloc would interfere with zone memory.
167
    paddedsize = ((size-8 + (SAMPLECOUNT-1)) / SAMPLECOUNT) * SAMPLECOUNT;
168
 
169
    // Allocate from zone memory.
170
    paddedsfx = (unsigned char*)Z_Malloc( paddedsize+8, PU_STATIC, 0 );
171
    // ddt: (unsigned char *) realloc(sfx, paddedsize+8);
172
    // This should interfere with zone memory handling,
173
    //  which does not kick in in the soundserver.
174
 
175
    // Now copy and pad.
176
    memcpy(  paddedsfx, sfx, size );
177
    for (i=size ; i
178
        paddedsfx[i] = 128;
179
 
180
    // Remove the cached lump.
181
    Z_Free( sfx );
182
 
183
    // Preserve padded length.
184
    *len = paddedsize;
185
 
186
    // Return allocated padded data.
187
    return (void *) (paddedsfx + 8);
188
}
189
 
190
//
191
// This function adds a sound to the
192
//  list of currently active sounds,
193
//  which is maintained as a given number
194
//  (eight, usually) of internal channels.
195
// Returns a handle.
196
//
197
 
198
static unsigned short   handlenums = 0;
199
 
200
int addsfx(int sfxid, int volume, int step, int seperation)
201
{
202
 
203
    int         i;
204
    int         rc = -1;
205
 
206
    int         oldest = gametic;
207
    int         oldestnum = 0;
208
    int         slot;
209
 
210
    int         rightvol;
211
    int         leftvol;
212
 
213
    // Chainsaw troubles.
214
    // Play these sound effects only one at a time.
215
    if ( sfxid == sfx_sawup
216
         || sfxid == sfx_sawidl
217
         || sfxid == sfx_sawful
218
         || sfxid == sfx_sawhit
219
         || sfxid == sfx_stnmov
220
         || sfxid == sfx_pistol  )
221
    {
222
        // Loop all channels, check.
223
        for (i=0 ; i
224
        {
225
            // Active, and using the same SFX?
226
            if ( (channels[i])
227
                 && (channelids[i] == sfxid) )
228
            {
229
                // Reset.
230
                channels[i] = 0;
231
                // We are sure that iff,
232
                //  there will only be one.
233
                break;
234
            }
235
        }
236
    }
237
 
238
    // Loop all channels to find oldest SFX.
239
    for (i=0; (i
240
    {
241
        if (channelstart[i] < oldest)
242
        {
243
            oldestnum = i;
244
            oldest = channelstart[i];
245
        }
246
    }
247
 
248
    // Tales from the cryptic.
249
    // If we found a channel, fine.
250
    // If not, we simply overwrite the first one, 0.
251
    // Probably only happens at startup.
252
    if (i == NUM_CHANNELS)
253
        slot = oldestnum;
254
    else
255
        slot = i;
256
 
257
    // Okay, in the less recent channel,
258
    //  we will handle the new SFX.
259
    // Set pointer to raw data.
260
    channels[slot] = (unsigned char *) S_sfx[sfxid].data;
261
    // Set pointer to end of raw data.
262
    channelsend[slot] = channels[slot] + lengths[sfxid];
263
 
264
    // Reset current handle number, limited to 0..100.
265
    if (!handlenums)
266
        handlenums = 100;
267
 
268
    // Assign current handle number.
269
    // Preserved so sounds could be stopped (unused).
270
    channelhandles[slot] = rc = handlenums++;
271
 
272
    channelstep[slot] = step;
273
 
274
    channelstepremainder[slot] = 0;
275
    // Should be gametic, I presume.
276
    channelstart[slot] = gametic;
277
 
278
    // Separation, that is, orientation/stereo.
279
    //  range is: 1 - 256
280
    seperation += 1;
281
 
282
    volume *=7;
283
    // Per left/right channel.
284
    //  x^2 seperation,
285
    //  adjust volume properly.
286
    leftvol =
287
        volume - ((volume*seperation*seperation) >> 16); ///(256*256);
288
    seperation = seperation - 257;
289
    rightvol =
290
        volume - ((volume*seperation*seperation) >> 16);
291
 
292
    // Sanity check, clamp volume.
293
    if (rightvol < 0 || rightvol > 127)
374 serge 294
    {
295
        printf("rightvol out of bounds\n\r");
296
        rightvol = 0;
297
 
298
    }
342 serge 299
 
300
    if (leftvol < 0 || leftvol > 127)
374 serge 301
    {
302
        printf("leftvol out of bounds\n\r");
303
        leftvol=0;
304
    }
342 serge 305
 
306
    // Get the proper lookup table piece
307
    //  for this volume level???
308
    channelleftvol_lookup[slot] = &vol_lookup[leftvol*256];
309
    channelrightvol_lookup[slot] = &vol_lookup[rightvol*256];
310
 
311
    // Preserve sound SFX id,
312
    //  e.g. for avoiding duplicates of chainsaw.
313
    channelids[slot] = sfxid;
314
 
315
    // You tell me.
316
    return rc;
317
}
318
 
319
//
320
// SFX API
321
// Note: this was called by S_Init.
322
// However, whatever they did in the
323
// old DPMS based DOS version, this
324
// were simply dummies in the Linux
325
// version.
326
// See soundserver initdata().
327
//
328
void I_SetChannels()
329
{
330
  // Init internal lookups (raw data, mixing buffer, channels).
331
  // This function sets up internal lookups used during
332
  //  the mixing process.
333
  int           i;
334
  int           j;
335
 
336
  int*  steptablemid = steptable + 128;
337
 
338
  // Okay, reset internal mixing channels to zero.
339
  for (i=0; i
340
  {
341
    channels[i] = 0;
342
  }
343
 
344
  for (i=-128 ; i<128 ; i++)
345
    steptablemid[i] = (int)(pow(2.0, (i/64.0))*65536.0);
346
 
347
  // Generates volume lookup tables
348
  //  which also turn the unsigned samples
349
  //  into signed samples.
350
  for (i=0 ; i<128 ; i++)
351
    for (j=0 ; j<256 ; j++)
352
      vol_lookup[i*256+j] = (i*(j-128)*256)/127;
353
}
354
 
355
 
356
void I_SetSfxVolume(int volume)
357
{
358
  // Identical to DOS.
359
  // Basically, this should propagate
360
  //  the menu/config file setting
361
  //  to the state variable used in
362
  //  the mixing.
363
  snd_SfxVolume = volume;
364
}
365
 
366
// MUSIC API - dummy. Some code from DOS version.
367
void I_SetMusicVolume(int volume)
368
{
369
  // Internal state variable.
370
  snd_MusicVolume = volume;
371
}
372
 
373
 
374
//
375
// Retrieve the raw data lump index
376
//  for a given SFX name.
377
//
378
int I_GetSfxLumpNum(sfxinfo_t* sfx)
379
{
380
    char namebuf[9];
381
    sprintf(namebuf, "ds%s", sfx->name);
382
    return W_GetNumForName(namebuf);
383
}
384
 
385
//
386
// Starting a sound means adding it
387
//  to the current list of active sounds
388
//  in the internal channels.
389
// As the SFX info struct contains
390
//  e.g. a pointer to the raw data,
391
//  it is ignored.
392
// As our sound handling does not handle
393
//  priority, it is ignored.
394
// Pitching (that is, increased speed of playback)
395
//
396
int I_StartSound(int id, int vol, int sep,
397
                 int pitch, int priority )
398
{
399
    // Returns a handle (not used).
400
    id = addsfx( id, vol, steptable[pitch], sep );
401
    return id;
402
}
403
 
404
void I_StopSound (int handle)
405
{
406
  // You need the handle returned by StartSound.
407
  // Would be looping all channels,
408
  //  tracking down the handle,
409
  //  an setting the channel to zero.
410
 
411
  // UNUSED.
412
  handle = 0;
413
}
414
 
415
 
416
int I_SoundIsPlaying(int handle)
417
{
418
    // Ouch.
419
    return gametic < handle;
420
}
421
 
422
//
423
// This function loops all active (internal) sound
424
//  channels, retrieves a given number of samples
425
//  from the raw sound data, modifies it according
426
//  to the current (internal) channel parameters,
427
//  mixes the per channel samples into the global
428
//  mixbuffer, clamping it to the allowed range,
429
//  and sets up everything for transferring the
430
//  contents of the mixbuffer to the (two)
431
//  hardware channels (left and right, that is).
432
//
433
// This function currently supports only 16bit.
434
//
435
 
374 serge 436
extern SNDBUF hMixBuff;
437
extern unsigned int mix_offset;
438
extern int mix_size;
342 serge 439
 
440
void I_UpdateSound( void )
441
{
442
 
443
  // Mix current sound data.
444
  // Data, from raw sound, for right and left.
445
  register unsigned int sample;
446
  register int          dl;
447
  register int          dr;
448
 
449
  // Pointers in global mixbuffer, left, right, end.
450
  signed short*         leftout;
451
  signed short*         rightout;
374 serge 452
//  signed short*         leftend;
342 serge 453
  // Step in mixbuffer, left and right, thus two.
454
  int                           step;
455
 
456
  // Mixing channel index.
457
  int                           chan;
458
  int i;
459
  int flags;
374 serge 460
  int size = 0;
342 serge 461
 
462
    // Left and right channel
463
    //  are in global mixbuffer, alternating.
464
    leftout = mixbuffer;
465
    rightout = mixbuffer+1;
466
    step = 2;
467
 
468
    // Determine end, for left channel only
469
    //  (right channel is implicit).
374 serge 470
  //  leftend = mixbuffer + SAMPLECOUNT*step;
342 serge 471
 
472
    // Mix sounds into the mixing buffer.
473
    // Loop over step*SAMPLECOUNT,
474
    //  that is 512 values for two channels.
374 serge 475
    for (i=0; i < mix_size/4; i++)
342 serge 476
    {
477
        // Reset left/right value.
478
        dl = 0;
479
        dr = 0;
480
 
481
        // Love thy L2 chache - made this a loop.
482
        // Now more channels could be set at compile time
483
        //  as well. Thus loop those  channels.
374 serge 484
  //      flags=0;
485
 
342 serge 486
        for ( chan = 0; chan < NUM_CHANNELS; chan++ )
487
        {
488
            // Check channel, if active.
489
            if (channels[ chan ])
490
            {
374 serge 491
  //              flags=1;
342 serge 492
 
493
                // Get the raw data from the channel.
494
                sample = *channels[ chan ];
495
                // Add left and right part
496
                //  for this channel (sound)
497
                //  to the current data.
498
                // Adjust volume accordingly.
499
                dl += channelleftvol_lookup[ chan ][sample];
500
                dr += channelrightvol_lookup[ chan ][sample];
501
 
502
                channelstepremainder[ chan ] += channelstep[ chan ];
503
 
504
                channels[ chan ] += channelstepremainder[ chan ] >> 16;
505
 
506
                channelstepremainder[ chan ] &= 65536-1;
507
 
508
                // Check whether we are done.
509
                if (channels[ chan ] >= channelsend[ chan ])
510
                    channels[ chan ] = 0;
511
            }
512
        }
513
 
514
        // Clamp to range. Left hardware channel.
515
        // Has been char instead of short.
516
        // if (dl > 127) *leftout = 127;
517
        // else if (dl < -128) *leftout = -128;
518
        // else *leftout = dl;
519
 
520
        if (dl > 0x7fff)
521
            *leftout = 0x7fff;
522
        else if (dl < -0x8000)
523
            *leftout = -0x8000;
524
        else
525
            *leftout = dl;
526
 
527
        // Same for right hardware channel.
528
        if (dr > 0x7fff)
529
            *rightout = 0x7fff;
530
        else if (dr < -0x8000)
531
            *rightout = -0x8000;
532
        else
533
            *rightout = dr;
534
 
535
        // Increment current pointers in mixbuffer.
536
        leftout += step;
537
        rightout += step;
374 serge 538
//        if (flags)
539
//          size+=4;
342 serge 540
    }
374 serge 541
 
542
    SetBuffer(hMixBuff,mixbuffer,mix_offset,mix_size);
543
 
544
 
545
 //   WaveOut(hMixBuff,(char*)&mixbuffer[0],4096);
546
 
547
//    if(size)
548
//    {
549
//       WaveOut(hMixBuff,(char*)&mixbuffer[0],size);
550
//       SetBufferPos(hMixBuff, 0);
551
//        SetBuffer(hMixBuff,(char*)&mixbuffer[0],mix_offset,4096);
552
//       PlayBuffer(hMixBuff, PCM_SYNC);
553
//    };
342 serge 554
}
555
 
556
 
557
//
558
// This would be used to write out the mixbuffer
559
//  during each game loop update.
560
// Updates sound buffer and audio device at runtime.
561
// It is called during Timer interrupt with SNDINTR.
562
// Mixing now done synchronous, and
563
//  only output be done asynchronous?
564
//
565
//void I_SubmitSound(void)
566
//{
567
  // Write it to DSP device.
568
//  write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
569
//}
570
 
571
 
572
void I_UpdateSoundParams(int handle, int vol, int sep, int pitch)
573
{
574
  // I fail too see that this is used.
575
  // Would be using the handle to identify
576
  //  on which channel the sound might be active,
577
  //  and resetting the channel parameters.
578
 
579
  // UNUSED.
580
  handle = vol = sep = pitch = 0;
581
}
582
 
374 serge 583
extern volatile int sound_state;
584
 
342 serge 585
void I_ShutdownSound(void)
586
{
374 serge 587
  sound_state=0;
342 serge 588
  return;
589
}
590
 
591
void I_InitSound()
592
{ int i;
593
 
594
  printf("I_InitSound: ");
595
 
596
  for (i=1 ; i
597
  {
598
    // Alias? Example is the chaingun sound linked to pistol.
599
    if (!S_sfx[i].link)
600
    {
601
      // Load data from WAD file.
602
      S_sfx[i].data = getsfx( S_sfx[i].name, &lengths[i] );
603
    }
604
    else
605
    {
606
      // Previously loaded already?
607
      S_sfx[i].data = S_sfx[i].link->data;
608
      lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)];
609
    }
610
  }
611
 
612
  printf( " pre-cached all sound data\n");
613
 
614
  // Now initialize mixbuffer with zero.
374 serge 615
//  for ( i = 0; i< MIXBUFFERSIZE; i++ )
616
 //   mixbuffer[i] = 0;
342 serge 617
 
618
  // Finished initialization.
619
  printf("I_InitSound: sound module ready\n");
620
 
621
}
622
 
623
 
624
//
625
// MUSIC API.
626
// Still no music done.
627
// Remains. Dummies.
628
//
629
void I_InitMusic(void)          { }
630
void I_ShutdownMusic(void)      { }
631
 
632
static int      looping=0;
633
static int      musicdies=-1;
634
 
635
void I_PlaySong(int handle, int looping)
636
{
637
  // UNUSED.
638
  handle = looping = 0;
639
  musicdies = gametic + TICRATE*30;
640
}
641
 
642
void I_PauseSong (int handle)
643
{
644
  // UNUSED.
645
  handle = 0;
646
}
647
 
648
void I_ResumeSong (int handle)
649
{
650
  // UNUSED.
651
  handle = 0;
652
}
653
 
654
void I_StopSong(int handle)
655
{
656
  // UNUSED.
657
  handle = 0;
658
 
659
  looping = 0;
660
  musicdies = 0;
661
}
662
 
663
void I_UnRegisterSong(int handle)
664
{
665
  // UNUSED.
666
  handle = 0;
667
}
668
 
669
int I_RegisterSong(void* data)
670
{
671
  // UNUSED.
672
  data = NULL;
673
 
674
  return 1;
675
}
676
 
677
// Is the song playing?
678
int I_QrySongPlaying(int handle)
679
{
680
  // UNUSED.
681
  handle = 0;
682
  return looping || musicdies > gametic;
683
}
684
 
685
 
686
// Interrupt handler.
687
void I_HandleSoundTimer( int ignore )
688
{
689
 
690
  // UNUSED, but required.
691
  ignore = 0;
692
  return;
693
}
694