ref: a9afd0ecca487d23c205897866e165e16f0a9c1b
dir: /sys/src/games/doom/i_sound.c/
/* i_sound.c */
#include "i_system.h"
#include "i_sound.h"
#include "w_wad.h" // W_GetNumForName()
#include "z_zone.h"
#include "m_argv.h"
#include <thread.h>
/* The number of internal mixing channels,
** the samples calculated for each mixing step,
** the size of the 16bit, 2 hardware channel (stereo)
** mixing buffer, and the samplerate of the raw data.
*/
/* Needed for calling the actual sound output. */
#define AUDFREQ 44100
#define SFXFREQ 11025
#define SAMPLECOUNT (AUDFREQ/TICRATE)
#define NUM_CHANNELS 32
/* The actual lengths of all sound effects. */
int lengths[NUMSFX];
/* The actual output device. */
static int audio_fd = -1;
/* The global mixing buffer.
** Basically, samples from all active internal channels
** are modified and added, and stored in the buffer
** that is submitted to the audio device.
*/
uchar mixbuf[SAMPLECOUNT*4];
/* The channel step amount... */
uint channelstep[NUM_CHANNELS];
/* ... and a 0.16 bit remainder of last step. */
uint channelstepremainder[NUM_CHANNELS];
/* The channel data pointers, start and end. */
uchar* channels[NUM_CHANNELS];
uchar* channelsend[NUM_CHANNELS];
/* Time/gametic that the channel started playing,
** used to determine oldest, which automatically
** has lowest priority.
** In case number of active sounds exceeds
** available channels.
*/
int channelstart[NUM_CHANNELS];
/* The sound in channel handles,
** determined on registration,
** might be used to unregister/stop/modify,
** currently unused.
*/
int channelhandles[NUM_CHANNELS];
int lasthandle;
/* SFX id of the playing sound effect.
** Used to catch duplicates (like chainsaw).
*/
int channelids[NUM_CHANNELS];
/* Pitch to stepping lookup, unused. */
int steptable[256];
/* Volume lookups. */
int vol_lookup[128*256];
/* Hardware left and right channel volume lookup. */
int* channelleftvol_lookup[NUM_CHANNELS];
int* channelrightvol_lookup[NUM_CHANNELS];
extern boolean mus_paused;
static int mpfd[2] = {-1, -1};
static void* getsfx(char *sfxname, int *len)
{
uchar *sfx;
uchar *paddedsfx;
int i;
int size;
int paddedsize;
char name[20];
int sfxlump;
/* Get the sound data from the WAD, allocate lump
** in zone memory. */
sprintf(name, "ds%s", sfxname);
/* Now, there is a severe problem with the
** sound handling, in it is not (yet/anymore)
** gamemode aware. That means, sounds from
** DOOM II will be requested even with DOOM
** shareware.
** The sound list is wired into sounds.c,
** which sets the external variable.
** I do not do runtime patches to that
** variable. Instead, we will use a
** default sound for replacement.
*/
if ( W_CheckNumForName(name) == -1 )
sfxlump = W_GetNumForName("dspistol");
else
sfxlump = W_GetNumForName(name);
size = W_LumpLength( sfxlump );
sfx = (uchar *)W_CacheLumpNum(sfxlump, PU_STATIC);
/* Pads the sound effect out to the mixing buffer size.
** The original realloc would interfere with zone memory.
*/
paddedsize = ((size-8 + (SAMPLECOUNT-1)) / SAMPLECOUNT) * SAMPLECOUNT;
/* Allocate from zone memory. */
paddedsfx = (uchar *)Z_Malloc(paddedsize+8, PU_STATIC, 0);
/* Now copy and pad. */
memcpy(paddedsfx, sfx, size);
for (i=size ; i<paddedsize+8 ; i++)
paddedsfx[i] = 128;
/* Remove the cached lump. */
Z_Free(sfx);
/* Preserve padded length. */
*len = paddedsize;
/* Return allocated padded data. */
return (void *)(paddedsfx + 8);
}
static void aproc(void *);
void I_InitSound(void)
{
int i;
audio_fd = open("/dev/audio", OWRITE);
if(audio_fd < 0){
fprint(2, "I_InitSound: disabling sound: %r\n");
return;
}
/* Initialize external data (all sounds) at start, keep static. */
for (i=1 ; i<NUMSFX ; i++)
{
if (!S_sfx[i].link)
{
/* Load data from WAD file. */
S_sfx[i].data = getsfx( S_sfx[i].name, &lengths[i] );
}
}
/* Alias? Example is the chaingun sound linked to pistol. */
for (i=1 ; i<NUMSFX ; i++)
{
if (S_sfx[i].link)
{
/* Previously loaded already? */
S_sfx[i].data = S_sfx[i].link->data;
lengths[i] = lengths[S_sfx[i].link - S_sfx];
}
}
proccreate(aproc, nil, 4096);
}
static QLock audlock;
/* This function loops all active (internal) sound
** channels, retrieves a given number of samples
** from the raw sound data, modifies it according
** to the current (internal) channel parameters,
** mixes the per-channel samples into the global
** mixbuffer, clamping it to the allowed range,
** and sets up everything for transferring the
** contents of the mixbuffer to the (two)
** hardware channels (left and right, that is).
**
** This function currently supports only 16bit.
*/
static int
soundtick(void)
{
int l, r, i, v;
uchar *p;
memset(mixbuf, 0, sizeof mixbuf);
if(mpfd[0]>=0 && !mus_paused && readn(mpfd[0], mixbuf, sizeof mixbuf) < 0){
fprint(2, "I_UpdateSound: disabling music: %r\n");
I_ShutdownMusic();
}
p = mixbuf;
qlock(&audlock);
while(p < mixbuf + sizeof mixbuf){
l = 0;
r = 0;
for(i=0; i<NUM_CHANNELS; i++){
if(channels[i] == nil)
continue;
v = *channels[i];
l += channelleftvol_lookup[i][v];
r += channelrightvol_lookup[i][v];
channelstepremainder[i] += channelstep[i];
channels[i] += channelstepremainder[i] >> 16;
channelstepremainder[i] &= 0xffff;
if(channels[i] >= channelsend[i]){
channels[i] = 0;
channelhandles[i] = 0;
}
}
for(i=0; i<AUDFREQ/SFXFREQ; i++, p+=4){
v = (short)(p[1] << 8 | p[0]);
v = v * snd_MusicVolume / 15;
v += l;
if(v > 0x7fff)
v = 0x7fff;
else if(v < -0x8000)
v = -0x8000;
p[0] = v;
p[1] = v >> 8;
v = (short)(p[3] << 8 | p[2]);
v = v * snd_MusicVolume / 15;
v += r;
if(v > 0x7fff)
v = 0x7fff;
else if(v < -0x8000)
v = -0x8000;
p[2] = v;
p[3] = v >> 8;
}
}
qunlock(&audlock);
if(snd_SfxVolume|snd_MusicVolume)
return write(audio_fd, mixbuf, sizeof mixbuf);
return 0;
}
static void
aproc(void *)
{
for(;;){
if(soundtick() < 0)
break;
}
threadexits(nil);
}
void I_UpdateSound(void)
{
}
void I_ShutdownSound(void)
{
if(audio_fd >= 0) {
close(audio_fd);
audio_fd = -1;
}
}
void I_SetChannels(void)
{
/* Init internal lookups (raw data, mixing buffer, channels).
** This function sets up internal lookups used during
** the mixing process.
*/
int i;
int j;
int *steptablemid = steptable + 128;
/* This table provides step widths for pitch parameters.
** I fail to see that this is currently used. */
for (i=-128 ; i<128 ; i++)
steptablemid[i] = (int)(pow(2.0, (i/64.0))*65536.0);
/* Generates volume lookup tables
** which also turn the unsigned samples
** into signed samples.
*/
for (i=0 ; i<128 ; i++)
for (j=0 ; j<256 ; j++)
vol_lookup[i*256+j] = (i*(j-128)*256)/127;
}
int I_GetSfxLumpNum(sfxinfo_t *sfxinfo)
{
char namebuf[9];
sprintf(namebuf, "ds%s", sfxinfo->name);
return W_GetNumForName(namebuf);
}
static void setparams(int slot, int vol, int sep)
{
int leftvol, rightvol;
/* Separation, that is, orientation/stereo.
** range is : 1 - 256
*/
sep += 1;
/* Per left/right channel.
** x^2 seperation,
** adjust volume properly.
*/
leftvol = vol - ((vol*sep*sep) >> 16);
sep = sep - 257;
rightvol = vol - ((vol*sep*sep) >> 16);
if(rightvol < 0 || rightvol > 127)
I_Error("rightvol out of bounds");
if(leftvol < 0 || leftvol > 127)
I_Error("leftvol out of bounds");
channelleftvol_lookup[slot] = &vol_lookup[leftvol*256];
channelrightvol_lookup[slot] = &vol_lookup[rightvol*256];
}
/* This function adds a sound to the
** list of currently active sounds,
** which is maintained as a given number
** (eight, usually) of internal channels.
** eturns a handle.
*/
static int
addsfx(int id, int vol, int step, int sep)
{
int i;
int rc;
int oldest = gametic;
int oldestnum = 0;
int slot;
qlock(&audlock);
/* Chainsaw troubles.
** Play these sound effects only one at a time. */
if ( id == sfx_sawup ||
id == sfx_sawidl ||
id == sfx_sawful ||
id == sfx_sawhit ||
id == sfx_stnmov ||
id == sfx_pistol )
{
/* Loop all channels, check. */
for (i=0 ; i < NUM_CHANNELS ; i++)
{
/* Active and using the same SFX? */
if( (channels[i]) && (channelids[i] == id) )
{
/* Reset. */
channels[i] = 0;
/* We are sure that iff,
** there will only be one. */
break;
}
}
}
/* Loop all channels to find oldest SFX. */
for (i=0 ; (i<NUM_CHANNELS) && (channels[i]) ; i++)
{
if(channelstart[i] < oldest)
{
oldestnum = i;
oldest = channelstart[i];
}
}
/* Tales from the cryptic.
** If we found a channel, fine.
** If not, we simply overwrite the first one, 0.
** Probably only happens at startup.
*/
if (i == NUM_CHANNELS)
slot = oldestnum;
else
slot = i;
channels[slot] = (uchar*) S_sfx[id].data;
channelsend[slot] = channels[slot] + lengths[id];
channelstep[slot] = step;
channelstepremainder[slot] = 0;
channelstart[slot] = gametic;
setparams(slot, vol, sep);
channelids[slot] = id;
channelhandles[slot] = rc = ++lasthandle;
qunlock(&audlock);
return rc;
}
int I_StartSound(int id, int vol, int sep, int pitch, int)
{
if(audio_fd < 0)
return -1;
id = addsfx(id, vol, steptable[pitch], sep);
return id;
}
void I_StopSound(int handle)
{
int i;
qlock(&audlock);
for(i=0; i<NUM_CHANNELS; i++)
if(channelhandles[i] == handle){
channels[i] = 0;
break;
}
qunlock(&audlock);
}
int I_SoundIsPlaying(int handle)
{
int i, r;
r = 0;
qlock(&audlock);
for(i=0; i<NUM_CHANNELS; i++)
if(channelhandles[i] == handle){
r = channels[i] != 0;
break;
}
qunlock(&audlock);
return r;
}
void I_UpdateSoundParams(int handle, int vol, int sep, int /*pitch*/)
{
int i, slot;
qlock(&audlock);
for(i=0, slot=0; i<NUM_CHANNELS; i++)
if(channelhandles[i] == handle){
slot = i;
break;
}
if(i == NUM_CHANNELS){
qunlock(&audlock);
return;
}
setparams(slot, vol, sep);
qunlock(&audlock);
}
void I_ShutdownMusic(void)
{
if(mpfd[0] >= 0){
close(mpfd[0]);
mpfd[0] = -1;
waitpid();
}
}
void I_SetMusicVolume(int)
{
}
void I_PauseSong(int)
{
}
void I_ResumeSong(int)
{
}
void I_PlaySong(musicinfo_t *m, int loop)
{
char name[64];
int n;
if(M_CheckParm("-nomusic") || audio_fd < 0)
return;
I_ShutdownMusic();
if(pipe(mpfd) < 0)
return;
switch(rfork(RFPROC|RFFDG|RFNAMEG)){
case -1:
fprint(2, "I_PlaySong: %r\n");
break;
case 0:
dup(mpfd[1], 1);
for(n=3; n<20; n++) close(n);
close(0);
snprint(name, sizeof(name), "/mnt/wad/d_%s", m->name);
if(bind("/fd/1", "/dev/audio", MREPL) == -1)
sysfatal("bind: %r");
while(loop && fork() > 0){
if(waitpid() < 0 || write(1, "", 0) < 0)
exits(nil);
}
execl("/bin/dmus", "dmus", name, m->name, nil);
execl("/bin/play", "play", name, nil);
sysfatal("execl: %r");
default:
close(mpfd[1]);
}
}
void I_StopSong(int)
{
I_ShutdownMusic();
}