rockbox/apps/plugins/doom/i_sound.c

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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* System interface for sound.
*
*-----------------------------------------------------------------------------
*/
#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 "m_swap.h"
#include "d_main.h"
#include "doomdef.h"
#include "rockmacros.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 SAMPLECOUNT 512
#define NUM_CHANNELS 16
// It is 2 for 16bit, and 2 for two channels.
#define BUFMUL 2
#define MIXBUFFERSIZE (SAMPLECOUNT*BUFMUL)
#if (CONFIG_KEYPAD == IPOD_3G_PAD) || (CONFIG_KEYPAD == IPOD_4G_PAD)
#define SAMPLERATE 44100 // 44100 22050 11025
#else
#define SAMPLERATE 11025 // 44100 22050 11025
#endif
#define SAMPLESIZE 2 // 16bit
// 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];
/* Don't place this in IRAM!
* Sound playback uses DMA, and not all IRAM is DMA capable on coldfire. */
typedef struct {
// SFX id of the playing sound effect.
// Used to catch duplicates (like chainsaw).
int id;
// The channel step amount...
unsigned int step;
// ... and a 0.16 bit remainder of last step.
unsigned int stepremainder;
unsigned int samplerate;
// The channel data pointers, start and end.
const unsigned char* data;
const unsigned char* enddata;
// 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 starttime;
// Hardware left and right channel volume lookup.
int *leftvol_lookup;
int *rightvol_lookup;
} channel_info_t;
channel_info_t channelinfo[NUM_CHANNELS] IBSS_ATTR;
int *vol_lookup; // Volume lookups.
int steptable[256]; // Pitch to stepping lookup. (Not setup properly right now)
//
// This function loads the sound data from the WAD lump for single sound.
// It is used to cache all the sounddata at startup.
//
void* getsfx( const char* sfxname )
{
unsigned char* sfx;
unsigned char* paddedsfx;
int size;
char name[20];
int sfxlump;
// Get the sound data from the WAD, allocate lump
// in zone memory.
snprintf(name, sizeof(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 = (unsigned char*)W_CacheLumpNum( sfxlump);
paddedsfx = (unsigned char*)malloc( size ); // Allocate from memory.
memcpy(paddedsfx, sfx, size ); // Now copy and pad.
W_UnlockLumpNum(sfxlump); // Remove the cached lump.
return (void *) (paddedsfx); // Return allocated data.
}
/* cph
* stopchan
* Stops a sound
*/
static void stopchan(int i)
{
channelinfo[i].data=NULL;
}
//
// 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 channel)
{
stopchan(channel);
// We will handle the new SFX.
// Set pointer to raw data.
{
int lump = S_sfx[sfxid].lumpnum;
size_t len = W_LumpLength(lump);
/* Find padded length */
len -= 8;
channelinfo[channel].data = S_sfx[sfxid].data;
/* Set pointer to end of raw data. */
channelinfo[channel].enddata = channelinfo[channel].data + len - 1;
channelinfo[channel].samplerate = (channelinfo[channel].data[3]<<8)+channelinfo[channel].data[2];
channelinfo[channel].data += 8; /* Skip header */
}
channelinfo[channel].stepremainder = 0;
// Should be gametic, I presume.
channelinfo[channel].starttime = gametic;
// Preserve sound SFX id,
// e.g. for avoiding duplicates of chainsaw.
channelinfo[channel].id = sfxid;
return channel;
}
static void updateSoundParams(int handle, int volume, int seperation, int pitch)
{
int rightvol;
int leftvol;
int slot = handle;
int step = steptable[pitch];
#ifdef RANGECHECK
if (handle>=NUM_CHANNELS)
I_Error("I_UpdateSoundParams: handle out of range");
#endif
// Set stepping
// MWM 2000-12-24: Calculates proportion of channel samplerate
// to global samplerate for mixing purposes.
// Patched to shift left *then* divide, to minimize roundoff errors
// as well as to use SAMPLERATE as defined above, not to assume 11025 Hz
if (pitched_sounds)
channelinfo[slot].step = step + (((channelinfo[slot].samplerate<<16)/SAMPLERATE)-65536);
else
channelinfo[slot].step = ((channelinfo[slot].samplerate<<16)/SAMPLERATE);
// 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);
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???
channelinfo[slot].leftvol_lookup = &vol_lookup[leftvol*256];
channelinfo[slot].rightvol_lookup = &vol_lookup[rightvol*256];
}
void I_UpdateSoundParams(int handle, int volume, int seperation, int pitch)
{
updateSoundParams(handle, volume, seperation, pitch);
}
//
// 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()
{
// 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++)
memset(&channelinfo[i],0,sizeof(channel_info_t));
// This table provides step widths for pitch parameters.
for (i=-128 ; i<128 ; i++)
steptablemid[i]=2;
// steptablemid[i] = (int)(pow(1.2, ((double)i/(64.0*SAMPLERATE/11025)))*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] = 3*(i*(j-128)*256)/191;
}
void I_SetSfxVolume(int volume)
{
// Identical to DOS.
// Basically, this should propagate
// the menu/config file setting
// to the state variable used in
// the mixing.
snd_SfxVolume = volume;
}
// MUSIC API - dummy. Some code from DOS version.
void I_SetMusicVolume(int volume)
{
// Internal state variable.
snd_MusicVolume = volume;
// Now set volume on output device.
// Whatever( snd_MusciVolume );
}
//
// Retrieve the raw data lump index
// for a given SFX name.
//
int I_GetSfxLumpNum(sfxinfo_t* sfx)
{
char namebuf[9];
snprintf(namebuf, sizeof(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 channel, int vol, int sep, int pitch, int priority)
{
(void)priority;
int handle;
// Returns a handle (not used).
handle = addsfx(id,channel);
#ifdef RANGECHECK
if (handle>=NUM_CHANNELS)
I_Error("I_StartSound: handle out of range");
#endif
updateSoundParams(handle, vol, sep, pitch);
return handle;
}
void I_StopSound (int handle)
{
#ifdef RANGECHECK
if (handle>=NUM_CHANNELS)
I_Error("I_StopSound: handle out of range");
#endif
stopchan(handle);
}
int I_SoundIsPlaying(int handle)
{
#ifdef RANGECHECK
if (handle>=NUM_CHANNELS)
I_Error("I_SoundIsPlaying: handle out of range");
#endif
return channelinfo[handle].data != NULL;
}
//
// 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 given
// mixing buffer, and clamping it to the allowed
// range.
//
// This function currently supports only 16bit.
//
void I_UpdateSound( void )
{
// Mix current sound data.
// Data, from raw sound, for right and left.
register unsigned char 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 (channelinfo[chan].data)
{
// Get the raw data from the channel.
sample = (((unsigned int)channelinfo[chan].data[0] * (0x10000 - channelinfo[chan].stepremainder))
+ ((unsigned int)channelinfo[chan].data[1] * (channelinfo[chan].stepremainder))) >> 16;
// Add left and right part
// for this channel (sound)
// to the current data.
// Adjust volume accordingly.
dl += channelinfo[chan].leftvol_lookup[sample];
dr += channelinfo[chan].rightvol_lookup[sample];
// Increment index ???
channelinfo[chan].stepremainder += channelinfo[chan].step;
// MSB is next sample???
channelinfo[chan].data += channelinfo[chan].stepremainder >> 16;
// Limit to LSB???
channelinfo[chan].stepremainder &= 0xffff;
// Check whether we are done.
if (channelinfo[chan].data >= channelinfo[chan].enddata)
stopchan(chan);
}
}
// 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 = (signed short)dl;
// Same for right hardware channel.
if (dr > 0x7fff)
*rightout = 0x7fff;
else if (dr < -0x8000)
*rightout = -0x8000;
else
*rightout = (signed short)dr;
// Increment current pointers in mixbuffer.
leftout += step;
rightout += step;
}
}
//
// 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 get_more(unsigned char** start, size_t* size)
{
I_UpdateSound(); // Force sound update
*start = (unsigned char*)(mixbuffer);
*size = SAMPLECOUNT*2*sizeof(short);
}
void I_SubmitSound(void)
{
if (nosfxparm)
return;
#if !defined(SIMULATOR)
rb->pcm_play_data(&get_more, NULL, 0);
#endif
}
void I_ShutdownSound(void)
{
#if !defined(SIMULATOR)
rb->pcm_play_stop();
rb->pcm_set_frequency(44100); // 44100
#endif
}
void I_InitSound()
{
int i;
// Initialize external data (all sounds) at start, keep static.
printf( "I_InitSound: ");
#if !defined(SIMULATOR)
rb->pcm_play_stop();
rb->pcm_set_frequency(SAMPLERATE);
#endif
vol_lookup=malloc(128*256*sizeof(int));
for (i=1 ; i<NUMSFX ; i++)
{
if (!S_sfx[i].link) // Alias? Example is the chaingun sound linked to pistol.
S_sfx[i].data = getsfx( S_sfx[i].name); // Load data from WAD file.
else
S_sfx[i].data = S_sfx[i].link->data; // Previously loaded already?
}
printf( " pre-cached all sound data\n");
// Now initialize mixbuffer with zero.
for ( i = 0; i< MIXBUFFERSIZE; i++ )
mixbuffer[i] = 0;
// Finished initialization.
printf("I_InitSound: sound module ready\n");
}
//
// 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(const 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 )
{
(void)ignore;
}
// Get the interrupt. Set duration in millisecs.
int I_SoundSetTimer( int duration_of_tick )
{
(void)duration_of_tick;
// Error is -1.
return 0;
}
// Remove the interrupt. Set duration to zero.
void I_SoundDelTimer(void)
{
}