openclonk/src/platform/C4SoundSystem.cpp

659 lines
17 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, Matthes Bender
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2013, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
/* Handles the sound bank and plays effects using DSoundX */
#include <C4Include.h>
#include <C4SoundSystem.h>
#include <C4Random.h>
#include <C4Object.h>
#include <C4Game.h>
#include <C4Config.h>
#include <C4Application.h>
#include <C4Viewport.h>
#include <C4SoundLoaders.h>
#if AUDIO_TK == AUDIO_TK_SDL_MIXER
#define USE_RWOPS
#include <SDL_mixer.h>
#endif
using namespace C4SoundLoaders;
C4SoundEffect::C4SoundEffect():
Instances (0),
pSample (0),
FirstInst (NULL),
Next (NULL)
{
Name[0]=0;
}
C4SoundEffect::~C4SoundEffect()
{
Clear();
}
void C4SoundEffect::Clear()
{
while (FirstInst) RemoveInst(FirstInst);
#if AUDIO_TK == AUDIO_TK_FMOD
if (pSample) FSOUND_Sample_Free(pSample);
#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
if (pSample) Mix_FreeChunk(pSample);
#elif AUDIO_TK == AUDIO_TK_OPENAL
if (pSample) alDeleteBuffers(1, &pSample);
#endif
pSample = 0;
}
bool C4SoundEffect::Load(const char *szFileName, C4Group &hGroup)
{
// Sound check
if (!Config.Sound.RXSound) return false;
// Locate sound in file
StdBuf WaveBuffer;
if (!hGroup.LoadEntry(szFileName, &WaveBuffer)) return false;
// load it from mem
if (!Load((BYTE*)WaveBuffer.getData(), WaveBuffer.getSize())) return false;
// Set name
SCopy(szFileName,Name,C4MaxSoundName);
return true;
}
bool C4SoundEffect::Load(BYTE *pData, size_t iDataLen, bool fRaw)
{
// Sound check
if (!Config.Sound.RXSound) return false;
SoundInfo info;
int32_t options = 0;
if (fRaw)
options |= SoundLoader::OPTION_Raw;
for (SoundLoader* loader = SoundLoader::first_loader; loader; loader = loader->next)
{
if (loader->ReadInfo(&info, pData, iDataLen))
{
if (info.final_handle)
{
// loader supplied the handle specific to the sound system used; just assign to pSample
pSample = info.final_handle;
}
else
{
#if AUDIO_TK == AUDIO_TK_OPENAL
Application.MusicSystem.SelectContext();
alGenBuffers(1, &pSample);
alBufferData(pSample, info.format, &info.sound_data[0], info.sound_data.size(), info.sample_rate);
#else
Log("SoundLoader does not provide a ready-made handle");
#endif
}
SampleRate = info.sample_rate;
Length = info.sample_length*1000;
break;
}
}
*Name = '\0';
return !!pSample;
}
void C4SoundEffect::Execute()
{
// check for instances that have stopped and volume changes
for (C4SoundInstance *pInst = FirstInst; pInst; )
{
C4SoundInstance *pNext = pInst->pNext;
if (!pInst->Playing())
RemoveInst(pInst);
else
pInst->Execute();
pInst = pNext;
}
}
C4SoundInstance *C4SoundEffect::New(bool fLoop, int32_t iVolume, C4Object *pObj, int32_t iCustomFalloffDistance)
{
// check: too many instances?
if (!fLoop && Instances >= C4MaxSoundInstances) return NULL;
// create & init sound instance
C4SoundInstance *pInst = new C4SoundInstance();
if (!pInst->Create(this, fLoop, iVolume, pObj, 0, iCustomFalloffDistance)) { delete pInst; return NULL; }
// add to list
AddInst(pInst);
// return
return pInst;
}
C4SoundInstance *C4SoundEffect::GetInstance(C4Object *pObj)
{
for (C4SoundInstance *pInst = FirstInst; pInst; pInst = pInst->pNext)
if (pInst->getObj() == pObj)
return pInst;
return NULL;
}
void C4SoundEffect::ClearPointers(C4Object *pObj)
{
for (C4SoundInstance *pInst = FirstInst; pInst; pInst = pInst->pNext)
pInst->ClearPointers(pObj);
}
int32_t C4SoundEffect::GetStartedInstanceCount(int32_t iX, int32_t iY, int32_t iRad)
{
int32_t cnt = 0;
for (C4SoundInstance *pInst = FirstInst; pInst; pInst = pInst->pNext)
if (pInst->isStarted() && pInst->getObj() && pInst->Inside(iX, iY, iRad))
cnt++;
return cnt;
}
int32_t C4SoundEffect::GetStartedInstanceCount()
{
int32_t cnt = 0;
for (C4SoundInstance *pInst = FirstInst; pInst; pInst = pInst->pNext)
if (pInst->isStarted() && pInst->Playing() && !pInst->getObj())
cnt++;
return cnt;
}
void C4SoundEffect::AddInst(C4SoundInstance *pInst)
{
pInst->pNext = FirstInst;
FirstInst = pInst;
Instances++;
}
void C4SoundEffect::RemoveInst(C4SoundInstance *pInst)
{
if (pInst == FirstInst)
FirstInst = pInst->pNext;
else
{
C4SoundInstance *pPos = FirstInst;
while (pPos && pPos->pNext != pInst) pPos = pPos->pNext;
if (pPos)
pPos->pNext = pInst->pNext;
}
delete pInst;
Instances--;
}
C4SoundInstance::C4SoundInstance():
pEffect (NULL),
iVolume (0), iPan (0),
iChannel (-1),
pNext (NULL)
{
}
C4SoundInstance::~C4SoundInstance()
{
Clear();
}
void C4SoundInstance::Clear()
{
Stop();
iChannel = -1;
}
bool C4SoundInstance::Create(C4SoundEffect *pnEffect, bool fLoop, int32_t inVolume, C4Object *pnObj, int32_t inNearInstanceMax, int32_t iFalloffDistance)
{
// Sound check
if (!Config.Sound.RXSound || !pnEffect) return false;
// Already playing? Stop
if (Playing()) { Stop(); return false; }
// Set effect
pEffect = pnEffect;
// Set
tStarted = C4TimeMilliseconds::Now();
iVolume = inVolume; iPan = 0; iChannel = -1;
iNearInstanceMax = inNearInstanceMax;
this->iFalloffDistance = iFalloffDistance;
pObj = pnObj;
fLooping = fLoop;
// Start
Execute();
return true;
}
bool C4SoundInstance::CheckStart()
{
// already started?
if (isStarted()) return true;
// don't bother if half the time is up and the sound is not looping
if (C4TimeMilliseconds::Now() > tStarted + pEffect->Length / 2 && !fLooping)
return false;
// do near-instances check
int32_t iNearInstances = pObj ? pEffect->GetStartedInstanceCount(pObj->GetX(), pObj->GetY(), C4NearSoundRadius)
: pEffect->GetStartedInstanceCount();
// over maximum?
if (iNearInstances > iNearInstanceMax) return false;
// Start
return Start();
}
bool C4SoundInstance::Start()
{
#if AUDIO_TK == AUDIO_TK_FMOD
// Start
if ((iChannel = FSOUND_PlaySound(FSOUND_FREE, pEffect->pSample)) == -1)
return false;
if (!FSOUND_SetLoopMode(iChannel, fLooping ? FSOUND_LOOP_NORMAL : FSOUND_LOOP_OFF))
{ Stop(); return false; }
// set position
if (C4TimeMilliseconds::Now() > tStarted + 20)
{
assert(pEffect->Length > 0);
int32_t iTime = (C4TimeMilliseconds::Now() - tStarted) % pEffect->Length;
FSOUND_SetCurrentPosition(iChannel, iTime / 10 * pEffect->SampleRate / 100);
}
#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
// Be paranoid about SDL_Mixer initialisation
if (!Application.MusicSystem.MODInitialized) return false;
if ((iChannel = Mix_PlayChannel(-1, pEffect->pSample, fLooping? -1 : 0)) == -1)
return false;
#elif AUDIO_TK == AUDIO_TK_OPENAL
Application.MusicSystem.SelectContext();
alGenSources(1, (ALuint*)&iChannel);
alSourcei(iChannel, AL_BUFFER, pEffect->pSample);
alSourcei(iChannel, AL_LOOPING, fLooping ? AL_TRUE : AL_FALSE);
alSourcePlay(iChannel);
#else
return false;
#endif
// Safety: Don't execute if start failed, or Execute() would try to start again
if (!isStarted()) return false;
// Update volume
Execute();
return true;
}
bool C4SoundInstance::Stop()
{
if (!pEffect) return false;
// Stop sound
bool fRet = true;
#if AUDIO_TK == AUDIO_TK_FMOD
if (Playing())
fRet = !! FSOUND_StopSound(iChannel);
#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
// iChannel == -1 will halt all channels. Is that right?
if (Playing())
Mix_HaltChannel(iChannel);
#elif AUDIO_TK == AUDIO_TK_OPENAL
if (iChannel != -1)
{
if (Playing()) alSourceStop(iChannel);
ALuint c = iChannel;
alDeleteSources(1, &c);
}
#endif
iChannel = -1;
tStarted = 0;
fLooping = false;
return fRet;
}
bool C4SoundInstance::Playing()
{
if (!pEffect) return false;
#if AUDIO_TK == AUDIO_TK_FMOD
if (fLooping) return true;
return isStarted() ? FSOUND_GetCurrentSample(iChannel) == pEffect->pSample
: C4TimeMilliseconds::Now() < tStarted + pEffect->Length;
#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
return Application.MusicSystem.MODInitialized && (iChannel != -1) && Mix_Playing(iChannel);
#elif AUDIO_TK == AUDIO_TK_OPENAL
if (iChannel == -1)
return false;
else
{
ALint state;
alGetSourcei(iChannel, AL_SOURCE_STATE, &state);
return state == AL_PLAYING;
}
#endif
return false;
}
void C4SoundInstance::Execute()
{
// Object deleted?
if (pObj && !pObj->Status) ClearPointers(pObj);
// initial values
int32_t iVol = iVolume * 256 * Config.Sound.SoundVolume / 100, iPan = C4SoundInstance::iPan;
// bound to an object?
if (pObj)
{
int iAudibility = pObj->Audible;
// apply custom falloff distance
if (iFalloffDistance)
{
iAudibility = BoundBy<int32_t>(100 + (iAudibility - 100) * C4AudibilityRadius / iFalloffDistance, 0,100);
}
iVol = iVol * iAudibility / 100;
iPan += pObj->AudiblePan;
}
// sound off?
if (!iVol)
{
// stop, if started
if (isStarted())
{
#if AUDIO_TK == AUDIO_TK_FMOD
FSOUND_StopSound(iChannel);
#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
Mix_HaltChannel(iChannel);
#elif AUDIO_TK == AUDIO_TK_OPENAL
alDeleteSources(1, (ALuint*)&iChannel);
#endif
iChannel = -1;
}
}
else
{
// start
if (!isStarted())
if (!CheckStart())
return;
// set volume & panning
#if AUDIO_TK == AUDIO_TK_FMOD
FSOUND_SetVolume(iChannel, BoundBy(iVol / 100, 0, 255));
FSOUND_SetPan(iChannel, BoundBy(256*(iPan+100)/200,0,255));
#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
Mix_Volume(iChannel, (iVol * MIX_MAX_VOLUME) / (100 * 256));
//Mix_SetPanning(iChannel, ((100 + iPan) * 256) / 200, ((100 - iPan) * 256) / 200);
Mix_SetPanning(iChannel, BoundBy((100 - iPan) * 256 / 100, 0, 255), BoundBy((100 + iPan) * 256 / 100, 0, 255));
#elif AUDIO_TK == AUDIO_TK_OPENAL
alSource3f(iChannel, AL_POSITION, 0, 0, 0); // FIXME
alSourcef(iChannel, AL_GAIN, float(iVol) / (100.0f*256.0f));
#endif
}
}
void C4SoundInstance::SetVolumeByPos(int32_t x, int32_t y)
{
iVolume = ::Viewports.GetAudibility(x, y, &iPan);
}
void C4SoundInstance::ClearPointers(C4Object *pDelete)
{
if (!Playing()) { Stop(); return; }
if (pObj == pDelete)
{
// stop if looping (would most likely loop forever)
if (fLooping)
Stop();
// otherwise: set volume by last position
else
SetVolumeByPos(pObj->GetX(), pObj->GetY());
pObj = NULL;
}
}
bool C4SoundInstance::Inside(int32_t iX, int32_t iY, int32_t iRad)
{
return pObj &&
(pObj->GetX() - iX) * (pObj->GetX() - iX) + (pObj->GetY() - iY) * (pObj->GetY() - iY) <= iRad * iRad;
}
C4SoundSystem::C4SoundSystem():
FirstSound (NULL)
{
}
C4SoundSystem::~C4SoundSystem()
{
}
bool C4SoundSystem::Init()
{
if (!Application.MusicSystem.MODInitialized &&
!Application.MusicSystem.InitializeMOD())
return false;
// Might be reinitialisation
ClearEffects();
// Open sound file
if (!SoundFile.IsOpen())
if (!Reloc.Open(SoundFile, C4CFN_Sound)) return false;
// Load static sound from Sound.ocg
LoadEffects(SoundFile);
#if AUDIO_TK == AUDIO_TK_SDL_MIXER
Mix_AllocateChannels(C4MaxSoundInstances);
#endif
return true;
}
void C4SoundSystem::Clear()
{
ClearEffects();
// Close sound file
SoundFile.Close();
}
void C4SoundSystem::ClearEffects()
{
// Clear sound bank
C4SoundEffect *csfx,*next;
for (csfx=FirstSound; csfx; csfx=next)
{
next=csfx->Next;
delete csfx;
}
FirstSound=NULL;
}
void C4SoundSystem::Execute()
{
#if AUDIO_TK == AUDIO_TK_OPENAL
Application.MusicSystem.SelectContext();
#endif
C4SoundEffect *csfx;
for (csfx=FirstSound; csfx; csfx=csfx->Next)
{
// Instance removal check
csfx->Execute();
}
}
C4SoundEffect* C4SoundSystem::GetEffect(const char *szSndName)
{
// Remember wildcards before adding .* extension - if there are 2 versions with different file extensions, play the last added
bool bRandomSound = SCharCount('?',szSndName) || SCharCount('*',szSndName);
// Evaluate sound name
char szName[C4MaxSoundName+2+1];
SCopy(szSndName,szName,C4MaxSoundName);
// Any extension accepted
DefaultExtension(szName,"*");
// Play nth Sound. Standard: 1
int32_t iNumber = 1;
// Sound with a wildcard: determine number of available matches
if (bRandomSound)
{
iNumber = 0;
// Count matching sounds
for (C4SoundEffect *pSfx=FirstSound; pSfx; pSfx=pSfx->Next)
if (WildcardMatch(szName,pSfx->Name))
++iNumber;
// Nothing found? Abort
if(iNumber == 0)
return NULL;
iNumber=SafeRandom(iNumber)+1;
}
// Find requested sound effect in bank
C4SoundEffect *pSfx;
for (pSfx=FirstSound; pSfx; pSfx=pSfx->Next)
if (WildcardMatch(szName,pSfx->Name))
if(!--iNumber)
break;
return pSfx; // Is still NULL if nothing is found
}
C4SoundInstance *C4SoundSystem::NewEffect(const char *szSndName, bool fLoop, int32_t iVolume, C4Object *pObj, int32_t iCustomFalloffDistance)
{
// Sound not active
if (!Config.Sound.RXSound) return NULL;
// Get sound
C4SoundEffect *csfx;
if (!(csfx=GetEffect(szSndName))) return NULL;
// Play
return csfx->New(fLoop, iVolume, pObj, iCustomFalloffDistance);
}
C4SoundInstance *C4SoundSystem::FindInstance(const char *szSndName, C4Object *pObj)
{
char szName[C4MaxSoundName+2+1];
// Evaluate sound name (see GetEffect)
SCopy(szSndName,szName,C4MaxSoundName);
DefaultExtension(szName,"*");
// Find an effect with a matching instance
for (C4SoundEffect *csfx = FirstSound; csfx; csfx = csfx->Next)
if (WildcardMatch(szName, csfx->Name))
{
C4SoundInstance *pInst = csfx->GetInstance(pObj);
if (pInst) return pInst;
}
return NULL;
}
// LoadEffects will load all sound effects of all known sound types (i.e. *.wav and *.ogg) as defined in C4CFN_SoundFiles
int32_t C4SoundSystem::LoadEffects(C4Group &hGroup)
{
// if there is a Sound.ocg in the group, load the sound from there
if(hGroup.FindEntry(C4CFN_Sound))
{
C4Group g;
g.OpenAsChild(&hGroup, C4CFN_Sound, false, false);
return LoadEffects(g);
}
int32_t iNum=0;
char szFilename[_MAX_FNAME+1];
char szFileType[_MAX_FNAME+1];
C4SoundEffect *nsfx;
// Process segmented list of file types
for (int32_t i = 0; SCopySegment(C4CFN_SoundFiles, i, szFileType, '|', _MAX_FNAME); i++)
{
// Search all sound files in group
hGroup.ResetSearch();
while (hGroup.FindNextEntry(szFileType, szFilename))
// Create and load effect
if ((nsfx = new C4SoundEffect))
{
if (nsfx->Load(szFilename,hGroup))
{
// Overload same name effects
RemoveEffect(szFilename);
// Add effect
nsfx->Next=FirstSound;
FirstSound=nsfx;
iNum++;
}
else
delete nsfx;
}
}
return iNum;
}
int32_t C4SoundSystem::RemoveEffect(const char *szFilename)
{
int32_t iResult=0;
C4SoundEffect *pNext,*pPrev=NULL;
for (C4SoundEffect *pSfx=FirstSound; pSfx; pSfx=pNext)
{
pNext=pSfx->Next;
if (WildcardMatch(szFilename,pSfx->Name))
{
delete pSfx;
if (pPrev) pPrev->Next=pNext;
else FirstSound=pNext;
iResult++;
}
else
pPrev=pSfx;
}
return iResult;
}
void C4SoundSystem::ClearPointers(C4Object *pObj)
{
for (C4SoundEffect *pEff=FirstSound; pEff; pEff=pEff->Next)
pEff->ClearPointers(pObj);
}
C4SoundInstance *StartSoundEffect(const char *szSndName, bool fLoop, int32_t iVolume, C4Object *pObj, int32_t iCustomFalloffDistance)
{
// Sound check
if (!Config.Sound.RXSound) return NULL;
// Start new
return Application.SoundSystem.NewEffect(szSndName, fLoop, iVolume, pObj, iCustomFalloffDistance);
}
C4SoundInstance *StartSoundEffectAt(const char *szSndName, int32_t iX, int32_t iY, int32_t iVolume, int32_t iCustomFallofDistance)
{
// Sound check
if (!Config.Sound.RXSound) return NULL;
// Create
C4SoundInstance *pInst = StartSoundEffect(szSndName, false, iVolume, NULL, iCustomFallofDistance);
// Set volume by position
if (pInst) pInst->SetVolumeByPos(iX, iY);
// Return
return pInst;
}
C4SoundInstance *GetSoundInstance(const char *szSndName, C4Object *pObj)
{
return Application.SoundSystem.FindInstance(szSndName, pObj);
}
void StopSoundEffect(const char *szSndName, C4Object *pObj)
{
// Find instance
C4SoundInstance *pInst = Application.SoundSystem.FindInstance(szSndName, pObj);
if (!pInst) return;
// Stop
pInst->Stop();
}
void SoundLevel(const char *szSndName, C4Object *pObj, int32_t iLevel)
{
// Sound level zero? Stop
if (!iLevel) { StopSoundEffect(szSndName, pObj); return; }
// Find or create instance
C4SoundInstance *pInst = Application.SoundSystem.FindInstance(szSndName, pObj);
if (!pInst) pInst = StartSoundEffect(szSndName, true, iLevel, pObj);
if (!pInst) return;
// Set volume
pInst->SetVolume(iLevel);
pInst->Execute();
}
void SoundPan(const char *szSndName, C4Object *pObj, int32_t iPan)
{
// Find instance
C4SoundInstance *pInst = Application.SoundSystem.FindInstance(szSndName, pObj);
if (!pInst) return;
// Set pan
pInst->SetPan(iPan);
pInst->Execute();
}