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-rw-r--r--demos/3rdparty/doom/i_sound.c820
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diff --git a/demos/3rdparty/doom/i_sound.c b/demos/3rdparty/doom/i_sound.c
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--- a/demos/3rdparty/doom/i_sound.c
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@@ -1,820 +0,0 @@
-// Emacs style mode select -*- C++ -*-
-//-----------------------------------------------------------------------------
-//
-// $Id:$
-//
-// Copyright (C) 1993-1996 by id Software, Inc.
-//
-// This source is available for distribution and/or modification
-// only under the terms of the DOOM Source Code License as
-// published by id Software. All rights reserved.
-//
-// The source is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
-// for more details.
-//
-// $Log:$
-//
-// DESCRIPTION:
-// System interface for sound.
-//
-//-----------------------------------------------------------------------------
-
-#include "gfx.h"
-
-#include "z_zone.h"
-
-#include "i_system.h"
-#include "i_sound.h"
-#include "m_argv.h"
-#include "m_misc.h"
-#include "w_wad.h"
-
-#include "doomdef.h"
-
-// A quick hack to establish a protocol between
-// synchronous mix buffer updates and asynchronous
-// audio writes. Probably redundant with gametic.
-static int flag = 0;
-
-// 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 SAMPLECOUNT 512
-#define NUM_CHANNELS 8
-// It is 2 for 16bit, and 2 for two channels.
-#define BUFMUL 4
-#define MIXBUFFERSIZE (SAMPLECOUNT*BUFMUL)
-
-#define SAMPLERATE 11025 // Hz
-#define SAMPLESIZE 2 // 16bit
-
-// The actual lengths of all sound effects.
-int lengths[NUMSFX];
-
-// The actual output device.
-int audio_fd;
-
-// The global mixing buffer.
-// Basically, samples from all active internal channels
-// are modifed and added, and stored in the buffer
-// that is submitted to the audio device.
-signed short mixbuffer[MIXBUFFERSIZE];
-
-
-// The channel step amount...
-unsigned int channelstep[NUM_CHANNELS];
-// ... and a 0.16 bit remainder of last step.
-unsigned int channelstepremainder[NUM_CHANNELS];
-
-
-// The channel data pointers, start and end.
-unsigned char* channels[NUM_CHANNELS];
-unsigned char* 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];
-
-// 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];
-
-
-//
-// This function loads the sound data from the WAD lump,
-// for single sound.
-//
-void*
-getsfx
-( char* sfxname,
- int* len )
-{
- unsigned char* sfx;
- unsigned char* paddedsfx;
- int i;
- int size;
- int paddedsize;
- char name[20];
- int sfxlump;
-
-
- // Get the sound data from the WAD, allocate lump
- // in zone memory.
- I_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 );
-
- // Debug.
- // I_DBGprintf( "." );
- //I_DBGprintf( " -loading %s (lump %d, %d bytes)\n",
- // sfxname, sfxlump, size );
-
- sfx = (unsigned char*)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 = (unsigned char*)Z_Malloc( paddedsize+8, PU_STATIC, 0 );
- // ddt: (unsigned char *) I_Realloc(sfx, paddedsize+8);
- // This should interfere with zone memory handling,
- // which does not kick in in the soundserver.
-
- // 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);
-}
-
-
-
-
-
-//
-// This function adds a sound to the
-// list of currently active sounds,
-// which is maintained as a given number
-// (eight, usually) of internal channels.
-// Returns a handle.
-//
-int
-addsfx
-( int sfxid,
- int volume,
- int step,
- int seperation )
-{
- static unsigned short handlenums = 0;
-
- int i;
- int rc = -1;
-
- int oldest = gametic;
- int oldestnum = 0;
- int slot;
-
- int rightvol;
- int leftvol;
-
- // Chainsaw troubles.
- // Play these sound effects only one at a time.
- if ( sfxid == sfx_sawup
- || sfxid == sfx_sawidl
- || sfxid == sfx_sawful
- || sfxid == sfx_sawhit
- || sfxid == sfx_stnmov
- || sfxid == sfx_pistol )
- {
- // Loop all channels, check.
- for (i=0 ; i<NUM_CHANNELS ; i++)
- {
- // Active, and using the same SFX?
- if ( (channels[i])
- && (channelids[i] == sfxid) )
- {
- // 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;
-
- // Okay, in the less recent channel,
- // we will handle the new SFX.
- // Set pointer to raw data.
- channels[slot] = (unsigned char *) S_sfx[sfxid].data;
- // Set pointer to end of raw data.
- channelsend[slot] = channels[slot] + lengths[sfxid];
-
- // Reset current handle number, limited to 0..100.
- if (!handlenums)
- handlenums = 100;
-
- // Assign current handle number.
- // Preserved so sounds could be stopped (unused).
- channelhandles[slot] = rc = handlenums++;
-
- // Set stepping???
- // Kinda getting the impression this is never used.
- channelstep[slot] = step;
- // ???
- channelstepremainder[slot] = 0;
- // Should be gametic, I presume.
- channelstart[slot] = gametic;
-
- // Separation, that is, orientation/stereo.
- // range is: 1 - 256
- seperation += 1;
-
- // Per left/right channel.
- // x^2 seperation,
- // adjust volume properly.
- leftvol =
- volume - ((volume*seperation*seperation) >> 16); ///(256*256);
- seperation = seperation - 257;
- rightvol =
- volume - ((volume*seperation*seperation) >> 16);
-
- // Sanity check, clamp volume.
- if (rightvol < 0 || rightvol > 127)
- I_Error("rightvol out of bounds");
-
- if (leftvol < 0 || leftvol > 127)
- I_Error("leftvol out of bounds");
-
- // Get the proper lookup table piece
- // for this volume level???
- channelleftvol_lookup[slot] = &vol_lookup[leftvol*256];
- channelrightvol_lookup[slot] = &vol_lookup[rightvol*256];
-
- // Preserve sound SFX id,
- // e.g. for avoiding duplicates of chainsaw.
- channelids[slot] = sfxid;
-
- // You tell me.
- return rc;
-}
-
-//
-// SFX API
-// Note: this was called by S_Init.
-// However, whatever they did in the
-// old DPMS based DOS version, this
-// were simply dummies in the Linux
-// version.
-// See soundserver initdata().
-//
-void I_SetChannels()
-{
-#if 0
- // 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;
-
- // Okay, reset internal mixing channels to zero.
- /*for (i=0; i<NUM_CHANNELS; i++)
- {
- channels[i] = 0;
- }*/
-
- // 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;
-#endif
-}
-
-
-void I_SetSfxVolume(int volume)
-{
-#if 0
- // Identical to DOS.
- // Basically, this should propagate
- // the menu/config file setting
- // to the state variable used in
- // the mixing.
- snd_SfxVolume = volume;
-#endif
-}
-
-// MUSIC API - dummy. Some code from DOS version.
-void I_SetMusicVolume(int volume)
-{
-#if 0
- // Internal state variable.
- snd_MusicVolume = volume;
- // Now set volume on output device.
- // Whatever( snd_MusciVolume );
-#endif
-}
-
-
-//
-// Retrieve the raw data lump index
-// for a given SFX name.
-//
-int I_GetSfxLumpNum(sfxinfo_t* sfx)
-{
- char namebuf[9];
- I_sprintf(namebuf, "ds%s", sfx->name);
- return W_GetNumForName(namebuf);
-}
-
-//
-// Starting a sound means adding it
-// to the current list of active sounds
-// in the internal channels.
-// As the SFX info struct contains
-// e.g. a pointer to the raw data,
-// it is ignored.
-// As our sound handling does not handle
-// priority, it is ignored.
-// Pitching (that is, increased speed of playback)
-// is set, but currently not used by mixing.
-//
-int
-I_StartSound
-( int id,
- int vol,
- int sep,
- int pitch,
- int priority )
-{
-#if 0
- // UNUSED
- priority = 0;
-
-#ifdef SNDSERV
- if (sndserver)
- {
- fprintf(sndserver, "p%2.2x%2.2x%2.2x%2.2x\n", id, pitch, vol, sep);
- fflush(sndserver);
- }
- // warning: control reaches end of non-void function.
- return id;
-#else
- // Debug.
- //I_DBGprintf("starting sound %d", id );
-
- // Returns a handle (not used).
- id = addsfx( id, vol, steptable[pitch], sep );
-
- // I_DBGprintf("/handle is %d\n", id );
-
- return id;
-#endif
-
-#else
- return id;
-#endif
-}
-
-
-
-void I_StopSound (int handle)
-{
- // You need the handle returned by StartSound.
- // Would be looping all channels,
- // tracking down the handle,
- // an setting the channel to zero.
-
- // UNUSED.
- handle = 0;
-}
-
-
-int I_SoundIsPlaying(int handle)
-{
-#if 0
- // Ouch.
- return gametic < handle;
-#else
- return 0;
-#endif
-}
-
-//
-// 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.
-//
-void I_UpdateSound( void )
-{
-#if 0
-
-#ifdef SNDINTR
- // Debug. Count buffer misses with interrupt.
- static int misses = 0;
-#endif
-
-
- // Mix current sound data.
- // Data, from raw sound, for right and left.
- register unsigned int sample;
- register int dl;
- register int dr;
-
- // Pointers in global mixbuffer, left, right, end.
- signed short* leftout;
- signed short* rightout;
- signed short* leftend;
- // Step in mixbuffer, left and right, thus two.
- int step;
-
- // Mixing channel index.
- int chan;
-
- // Left and right channel
- // are in global mixbuffer, alternating.
- leftout = mixbuffer;
- rightout = mixbuffer+1;
- step = 2;
-
- // Determine end, for left channel only
- // (right channel is implicit).
- leftend = mixbuffer + SAMPLECOUNT*step;
-
- // Mix sounds into the mixing buffer.
- // Loop over step*SAMPLECOUNT,
- // that is 512 values for two channels.
- while (leftout != leftend)
- {
- // Reset left/right value.
- dl = 0;
- dr = 0;
-
- // Love thy L2 chache - made this a loop.
- // Now more channels could be set at compile time
- // as well. Thus loop those channels.
- for ( chan = 0; chan < NUM_CHANNELS; chan++ )
- {
- // Check channel, if active.
- if (channels[ chan ])
- {
- // Get the raw data from the channel.
- sample = *channels[ chan ];
- // Add left and right part
- // for this channel (sound)
- // to the current data.
- // Adjust volume accordingly.
- dl += channelleftvol_lookup[ chan ][sample];
- dr += channelrightvol_lookup[ chan ][sample];
- // Increment index ???
- channelstepremainder[ chan ] += channelstep[ chan ];
- // MSB is next sample???
- channels[ chan ] += channelstepremainder[ chan ] >> 16;
- // Limit to LSB???
- channelstepremainder[ chan ] &= 65536-1;
-
- // Check whether we are done.
- if (channels[ chan ] >= channelsend[ chan ])
- channels[ chan ] = 0;
- }
- }
-
- // Clamp to range. Left hardware channel.
- // Has been char instead of short.
- // if (dl > 127) *leftout = 127;
- // else if (dl < -128) *leftout = -128;
- // else *leftout = dl;
-
- if (dl > 0x7fff)
- *leftout = 0x7fff;
- else if (dl < -0x8000)
- *leftout = -0x8000;
- else
- *leftout = dl;
-
- // Same for right hardware channel.
- if (dr > 0x7fff)
- *rightout = 0x7fff;
- else if (dr < -0x8000)
- *rightout = -0x8000;
- else
- *rightout = dr;
-
- // Increment current pointers in mixbuffer.
- leftout += step;
- rightout += step;
- }
-
-#ifdef SNDINTR
- // Debug check.
- if ( flag )
- {
- misses += flag;
- flag = 0;
- }
-
- if ( misses > 10 )
- {
- I_DBGprintf("I_SoundUpdate: missed 10 buffer writes\n");
- misses = 0;
- }
-
- // Increment flag for update.
- flag++;
-#endif
-
-#endif
-}
-
-
-//
-// This would be used to write out the mixbuffer
-// during each game loop update.
-// Updates sound buffer and audio device at runtime.
-// It is called during Timer interrupt with SNDINTR.
-// Mixing now done synchronous, and
-// only output be done asynchronous?
-//
-void
-I_SubmitSound(void)
-{
-#if 0
- // Write it to DSP device.
- write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
-#endif
-}
-
-
-
-void
-I_UpdateSoundParams
-( int handle,
- int vol,
- int sep,
- int pitch)
-{
-#if 0
- // I fail too see that this is used.
- // Would be using the handle to identify
- // on which channel the sound might be active,
- // and resetting the channel parameters.
-
- // UNUSED.
- handle = vol = sep = pitch = 0;
-#endif
-}
-
-
-
-
-void I_ShutdownSound(void)
-{
-}
-
-void I_InitSound()
-{
-#if 0
-
-#ifdef SNDSERV
- char buffer[256];
-
- if (getenv("DOOMWADDIR"))
- I_sprintf(buffer, "%s/%s",
- getenv("DOOMWADDIR"),
- sndserver_filename);
- else
- I_sprintf(buffer, "%s", sndserver_filename);
-
- // start sound process
- if ( !access(buffer, X_OK) )
- {
- strcat(buffer, " -quiet");
- sndserver = popen(buffer, "w");
- }
- else
- I_DBGprintf("Could not start sound server [%s]\n", buffer);
-#else
-
- int i;
-
-#ifdef SNDINTR
- I_DBGprintf("I_SoundSetTimer: %d microsecs\n", SOUND_INTERVAL );
- I_SoundSetTimer( SOUND_INTERVAL );
-#endif
-
- // Secure and configure sound device first.
- I_DBGprintf( "I_InitSound: ");
-
- audio_fd = open("/dev/dsp", O_WRONLY);
- if (audio_fd<0)
- I_DBGprintf( "Could not open /dev/dsp\n");
-
-
- i = 11 | (2<<16);
- myioctl(audio_fd, SNDCTL_DSP_SETFRAGMENT, &i);
- myioctl(audio_fd, SNDCTL_DSP_RESET, 0);
-
- i=SAMPLERATE;
-
- myioctl(audio_fd, SNDCTL_DSP_SPEED, &i);
-
- i=1;
- myioctl(audio_fd, SNDCTL_DSP_STEREO, &i);
-
- myioctl(audio_fd, SNDCTL_DSP_GETFMTS, &i);
-
- if (i&=AFMT_S16_LE)
- myioctl(audio_fd, SNDCTL_DSP_SETFMT, &i);
- else
- I_DBGprintf("Could not play signed 16 data\n");
-
- I_DBGprintf(" configured audio device\n" );
-
-
- // Initialize external data (all sounds) at start, keep static.
- I_DBGprintf("I_InitSound: ");
-
- for (i=1 ; i<NUMSFX ; i++)
- {
- // Alias? Example is the chaingun sound linked to pistol.
- if (!S_sfx[i].link)
- {
- // Load data from WAD file.
- S_sfx[i].data = getsfx( S_sfx[i].name, &lengths[i] );
- }
- else
- {
- // Previously loaded already?
- S_sfx[i].data = S_sfx[i].link->data;
- lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)];
- }
- }
-
- I_DBGprintf(" pre-cached all sound data\n");
-
- // Now initialize mixbuffer with zero.
- for ( i = 0; i< MIXBUFFERSIZE; i++ )
- mixbuffer[i] = 0;
-
- // Finished initialization.
- I_DBGprintf("I_InitSound: sound module ready\n");
-
-#endif
-
-#endif
-}
-
-
-
-
-//
-// MUSIC API.
-// Still no music done.
-// Remains. Dummies.
-//
-void I_InitMusic(void) { }
-void I_ShutdownMusic(void) { }
-
-static int looping=0;
-static int musicdies=-1;
-
-void I_PlaySong(int handle, int looping)
-{
- // UNUSED.
- handle = looping = 0;
- musicdies = gametic + TICRATE*30;
-}
-
-void I_PauseSong (int handle)
-{
- // UNUSED.
- handle = 0;
-}
-
-void I_ResumeSong (int handle)
-{
- // UNUSED.
- handle = 0;
-}
-
-void I_StopSong(int handle)
-{
- // UNUSED.
- handle = 0;
-
- looping = 0;
- musicdies = 0;
-}
-
-void I_UnRegisterSong(int handle)
-{
- // UNUSED.
- handle = 0;
-}
-
-int I_RegisterSong(void* data)
-{
- // UNUSED.
- data = NULL;
-
- return 1;
-}
-
-// Is the song playing?
-int I_QrySongPlaying(int handle)
-{
- // UNUSED.
- handle = 0;
- return looping || musicdies > gametic;
-}
-
-// Interrupt handler.
-void I_HandleSoundTimer( int ignore )
-{
-#if 0
- // Debug.
- //I_DBGprintf("%c", '+' ); fflush( stderr );
-
- // Feed sound device if necesary.
- if ( flag )
- {
- // See I_SubmitSound().
- // Write it to DSP device.
- write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
-
- // Reset flag counter.
- flag = 0;
- }
- else
- return;
-
- // UNUSED, but required.
- ignore = 0;
- return;
-#endif
-}