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  1. /*
  2.  * This file is part of the DXX-Rebirth project <https://www.dxx-rebirth.com/>.
  3.  * It is copyright by its individual contributors, as recorded in the
  4.  * project's Git history.  See COPYING.txt at the top level for license
  5.  * terms and a link to the Git history.
  6.  */
  7. /*
  8.  *
  9.  * SDL digital audio support
  10.  *
  11.  *
  12.  */
  13.  
  14. #include <stdlib.h>
  15. #include <stdio.h>
  16. #include <string.h>
  17. #include <SDL.h>
  18. #include <digi_audio.h>
  19. #include "dxxerror.h"
  20. #include "vecmat.h"
  21. #include "digi.h"
  22. #include "sounds.h"
  23. #include "config.h"
  24. #include "args.h"
  25. #include "piggy.h"
  26.  
  27. #include "compiler-range_for.h"
  28.  
  29. namespace dcx {
  30.  
  31. //changed on 980905 by adb to increase number of concurrent sounds
  32. //end changes by adb
  33. #define SOUND_BUFFER_SIZE 1024
  34.  
  35. #define MIN_VOLUME 10
  36.  
  37. /* This table is used to add two sound values together and pin
  38.  * the value to avoid overflow.  (used with permission from ARDI)
  39.  * DPH: Taken from SDL/src/SDL_mixer.c.
  40.  */
  41. constexpr uint8_t mix8[] =
  42. {
  43.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  44.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  45.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  46.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  47.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  48.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  49.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  50.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  51.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  52.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  53.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  54.   0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x03,
  55.   0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E,
  56.   0x0F, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19,
  57.   0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F, 0x20, 0x21, 0x22, 0x23, 0x24,
  58.   0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,
  59.   0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A,
  60.   0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x40, 0x41, 0x42, 0x43, 0x44, 0x45,
  61.   0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F, 0x50,
  62.   0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B,
  63.   0x5C, 0x5D, 0x5E, 0x5F, 0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66,
  64.   0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F, 0x70, 0x71,
  65.   0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C,
  66.   0x7D, 0x7E, 0x7F, 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87,
  67.   0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F, 0x90, 0x91, 0x92,
  68.   0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D,
  69.   0x9E, 0x9F, 0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8,
  70.   0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF, 0xB0, 0xB1, 0xB2, 0xB3,
  71.   0xB4, 0xB5, 0xB6, 0xB7, 0xB8, 0xB9, 0xBA, 0xBB, 0xBC, 0xBD, 0xBE,
  72.   0xBF, 0xC0, 0xC1, 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7, 0xC8, 0xC9,
  73.   0xCA, 0xCB, 0xCC, 0xCD, 0xCE, 0xCF, 0xD0, 0xD1, 0xD2, 0xD3, 0xD4,
  74.   0xD5, 0xD6, 0xD7, 0xD8, 0xD9, 0xDA, 0xDB, 0xDC, 0xDD, 0xDE, 0xDF,
  75.   0xE0, 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA,
  76.   0xEB, 0xEC, 0xED, 0xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5,
  77.   0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF, 0xFF,
  78.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  79.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  80.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  81.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  82.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  83.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  84.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  85.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  86.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  87.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  88.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  89.   0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
  90. };
  91.  
  92. static int digi_initialised = 0;
  93.  
  94. struct sound_slot {
  95.         int soundno;
  96.         bool playing;   // Is there a sample playing on this channel?
  97.         bool looped;    // Play this sample looped?
  98.         bool persistent; // This can't be pre-empted
  99.         fix pan;       // 0 = far left, 1 = far right
  100.         fix volume;    // 0 = nothing, 1 = fully on
  101.         //changed on 980905 by adb from char * to unsigned char *
  102.         unsigned char *samples;
  103.         sound_object *soundobj;   // Which soundobject is on this channel
  104.         //end changes by adb
  105.         unsigned int length; // Length of the sample
  106.         unsigned int position; // Position we are at at the moment.
  107. };
  108.  
  109. static void digi_audio_stop_sound(sound_slot &s)
  110. {
  111.         s.playing = 0;
  112.         s.soundobj = sound_object_none;
  113.         s.persistent = 0;
  114. }
  115.  
  116. static std::array<sound_slot, 32> SoundSlots;
  117.  
  118. }
  119.  
  120. namespace dsx {
  121.  
  122. static SDL_AudioSpec WaveSpec;
  123. static int next_channel = 0;
  124.  
  125. /* Audio mixing callback */
  126. //changed on 980905 by adb to cleanup, add pan support and optimize mixer
  127. static void audio_mixcallback(void *, Uint8 *stream, int len)
  128. {
  129.         Uint8 *streamend = stream + len;
  130.         if (!digi_initialised)
  131.                 return;
  132.  
  133.         memset(stream, 0x80, len); // fix "static" sound bug on Mac OS X
  134.  
  135.         SDL_LockAudio();
  136.  
  137.         range_for (auto &sl, SoundSlots)
  138.         {
  139.                 if (sl.playing) {
  140.                         Uint8 *sldata = sl.samples + sl.position, *slend = sl.samples + sl.length;
  141.                         Uint8 *sp = stream, s;
  142.                         signed char v;
  143.                         fix vl, vr;
  144.                         int x;
  145.  
  146.                         if ((x = sl.pan) & 0x8000) {
  147.                                 vl = 0x20000 - x * 2;
  148.                                 vr = 0x10000;
  149.                         } else {
  150.                                 vl = 0x10000;
  151.                                 vr = x * 2;
  152.                         }
  153.                         vl = fixmul(vl, (x = sl.volume));
  154.                         vr = fixmul(vr, x);
  155.                         while (sp < streamend) {
  156.                                 if (sldata == slend) {
  157.                                         if (!sl.looped) {
  158.                                                 sl.playing = 0;
  159.                                                 break;
  160.                                         }
  161.                                         sldata = sl.samples;
  162.                                 }
  163.                                 v = *(sldata++) - 0x80;
  164.                                 s = *sp;
  165.                                 *(sp++) = mix8[ s + fixmul(v, vl) + 0x80 ];
  166.                                 s = *sp;
  167.                                 *(sp++) = mix8[ s + fixmul(v, vr) + 0x80 ];
  168.                         }
  169.                         sl.position = sldata - sl.samples;
  170.                 }
  171.         }
  172.  
  173.         SDL_UnlockAudio();
  174. }
  175. //end changes by adb
  176.  
  177. /* Initialise audio devices. */
  178. int digi_audio_init()
  179. {
  180.         if (SDL_InitSubSystem(SDL_INIT_AUDIO)<0) {
  181.                 Error("SDL audio initialisation failed: %s.",SDL_GetError());
  182.         }
  183.  
  184. #if defined(DXX_BUILD_DESCENT_I)
  185.         WaveSpec.freq = digi_sample_rate;
  186. #elif defined(DXX_BUILD_DESCENT_II)
  187.         WaveSpec.freq = GameArg.SndDigiSampleRate;
  188. #endif
  189.         //added/changed by Sam Lantinga on 12/01/98 for new SDL version
  190.         WaveSpec.format = AUDIO_U8;
  191.         WaveSpec.channels = 2;
  192.         //end this section addition/change - SL
  193.         WaveSpec.samples = SOUND_BUFFER_SIZE;
  194.         WaveSpec.callback = audio_mixcallback;
  195.  
  196.         if ( SDL_OpenAudio(&WaveSpec, NULL) < 0 ) {
  197.                 //edited on 10/05/98 by Matt Mueller - should keep running, just with no sound.
  198.                 Warning("\nError: Couldn't open audio: %s\n", SDL_GetError());
  199.                 //killed  exit(2);
  200.                 return 1;
  201.                 //end edit -MM
  202.         }
  203.         SDL_PauseAudio(0);
  204.  
  205.         digi_initialised = 1;
  206.  
  207.         digi_audio_set_digi_volume( (GameCfg.DigiVolume*32768)/8 );
  208.         return 0;
  209. }
  210.  
  211. /* Toggle audio */
  212. void digi_audio_reset() { }
  213.  
  214. /* Shut down audio */
  215. void digi_audio_close()
  216. {
  217.         if (!digi_initialised) return;
  218.         digi_initialised = 0;
  219. #ifdef __MINGW32__
  220.         SDL_Delay(500); // CloseAudio hangs if it's called too soon after opening?
  221. #endif
  222.         SDL_CloseAudio();
  223. }
  224.  
  225. void digi_audio_stop_all_channels()
  226. {
  227.         range_for (auto &i, SoundSlots)
  228.                 digi_audio_stop_sound(i);
  229. }
  230.  
  231.  
  232. // Volume 0-F1_0
  233. int digi_audio_start_sound(short soundnum, fix volume, int pan, int looping, int, int, sound_object *const soundobj)
  234. {
  235.         int i, starting_channel;
  236.  
  237.         if (!digi_initialised) return -1;
  238.  
  239.         if (soundnum < 0) return -1;
  240.  
  241.         SDL_LockAudio();
  242.  
  243.         Assert(GameSounds[soundnum].data != reinterpret_cast<void *>(-1));
  244.  
  245.         starting_channel = next_channel;
  246.  
  247.         while(1)
  248.         {
  249.                 if (!SoundSlots[next_channel].playing)
  250.                         break;
  251.  
  252.                 if (!SoundSlots[next_channel].persistent)
  253.                         break;  // use this channel!
  254.  
  255.                 next_channel++;
  256.                 if (next_channel >= digi_max_channels)
  257.                         next_channel = 0;
  258.                 if (next_channel == starting_channel)
  259.                 {
  260.                         SDL_UnlockAudio();
  261.                         return -1;
  262.                 }
  263.         }
  264.         if (SoundSlots[next_channel].playing)
  265.         {
  266.                 SoundSlots[next_channel].playing = 0;
  267.                 if (SoundSlots[next_channel].soundobj != sound_object_none)
  268.                 {
  269.                         digi_end_soundobj(*SoundSlots[next_channel].soundobj);
  270.                 }
  271.                 if (SoundQ_channel == next_channel)
  272.                         SoundQ_end();
  273.         }
  274.  
  275. #ifndef NDEBUG
  276.         verify_sound_channel_free(next_channel);
  277. #endif
  278.  
  279.         SoundSlots[next_channel].soundno = soundnum;
  280.         SoundSlots[next_channel].samples = GameSounds[soundnum].data;
  281.         SoundSlots[next_channel].length = GameSounds[soundnum].length;
  282.         SoundSlots[next_channel].volume = fixmul(digi_volume, volume);
  283.         SoundSlots[next_channel].pan = pan;
  284.         SoundSlots[next_channel].position = 0;
  285.         SoundSlots[next_channel].looped = looping;
  286.         SoundSlots[next_channel].playing = 1;
  287.         SoundSlots[next_channel].soundobj = soundobj;
  288.         SoundSlots[next_channel].persistent = 0;
  289.         if (soundobj || looping || volume > F1_0)
  290.                 SoundSlots[next_channel].persistent = 1;
  291.  
  292.         i = next_channel;
  293.         next_channel++;
  294.         if (next_channel >= digi_max_channels)
  295.                 next_channel = 0;
  296.  
  297.         SDL_UnlockAudio();
  298.  
  299.         return i;
  300. }
  301.  
  302. //added on 980905 by adb from original source to make sfx volume work
  303. void digi_audio_set_digi_volume( int dvolume )
  304. {
  305.         dvolume = fixmuldiv( dvolume, SOUND_MAX_VOLUME, 0x7fff);
  306.         if ( dvolume > SOUND_MAX_VOLUME )
  307.                 digi_volume = SOUND_MAX_VOLUME;
  308.         else if ( dvolume < 0 )
  309.                 digi_volume = 0;
  310.         else
  311.                 digi_volume = dvolume;
  312.  
  313.         if ( !digi_initialised ) return;
  314.  
  315.         digi_sync_sounds();
  316. }
  317. //end edit by adb
  318.  
  319. int digi_audio_is_channel_playing(int channel)
  320. {
  321.         if (!digi_initialised)
  322.                 return 0;
  323.  
  324.         return SoundSlots[channel].playing;
  325. }
  326.  
  327. void digi_audio_set_channel_volume(int channel, int volume)
  328. {
  329.         if (!digi_initialised)
  330.                 return;
  331.  
  332.         if (!SoundSlots[channel].playing)
  333.                 return;
  334.  
  335.         SoundSlots[channel].volume = fixmuldiv(volume, digi_volume, F1_0);
  336. }
  337.  
  338. void digi_audio_set_channel_pan(int channel, int pan)
  339. {
  340.         if (!digi_initialised)
  341.                 return;
  342.  
  343.         if (!SoundSlots[channel].playing)
  344.                 return;
  345.  
  346.         SoundSlots[channel].pan = pan;
  347. }
  348.  
  349. void digi_audio_stop_sound(int channel)
  350. {
  351.         digi_audio_stop_sound(SoundSlots[channel]);
  352. }
  353.  
  354. void digi_audio_end_sound(int channel)
  355. {
  356.         if (!digi_initialised)
  357.                 return;
  358.  
  359.         if (!SoundSlots[channel].playing)
  360.                 return;
  361.  
  362.         SoundSlots[channel].soundobj = sound_object_none;
  363.         SoundSlots[channel].persistent = 0;
  364. }
  365.  
  366. }
  367.