Load mono copies of multichannel sounds that are used in 3D

This commit is contained in:
Chris Robinson 2016-05-01 11:01:59 -07:00 committed by Christoph Oelckers
commit 0d402618a3
10 changed files with 154 additions and 42 deletions

View file

@ -98,6 +98,7 @@ extern float S_GetMusicVolume (const char *music);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void S_LoadSound3D(sfxinfo_t *sfx);
static bool S_CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limit, float limit_range, AActor *actor, int channel);
static bool S_IsChannelUsed(AActor *actor, int channel, int *seen);
static void S_ActivatePlayList(bool goBack);
@ -546,8 +547,11 @@ void S_UnloadSound (sfxinfo_t *sfx)
{
if (sfx->data.isValid())
{
if(sfx->data3d.isValid() && sfx->data != sfx->data3d)
GSnd->UnloadSound(sfx->data3d);
GSnd->UnloadSound(sfx->data);
sfx->data.Clear();
sfx->data3d.Clear();
DPrintf("Unloaded sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
}
}
@ -1098,9 +1102,10 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
if (attenuation > 0)
{
S_LoadSound3D(sfx);
SoundListener listener;
S_SetListener(listener, players[consoleplayer].camera);
chan = (FSoundChan*)GSnd->StartSound3D (sfx->data, &listener, float(volume), rolloff, float(attenuation), pitch, basepriority, pos, vel, channel, startflags, NULL);
chan = (FSoundChan*)GSnd->StartSound3D (sfx->data3d, &listener, float(volume), rolloff, float(attenuation), pitch, basepriority, pos, vel, channel, startflags, NULL);
}
else
{
@ -1194,12 +1199,13 @@ void S_RestartSound(FSoundChan *chan)
return;
}
S_LoadSound3D(sfx);
SoundListener listener;
S_SetListener(listener, players[consoleplayer].camera);
chan->ChanFlags &= ~(CHAN_EVICTED|CHAN_ABSTIME);
ochan = (FSoundChan*)GSnd->StartSound3D(sfx->data, &listener, chan->Volume, &chan->Rolloff, chan->DistanceScale, chan->Pitch,
chan->Priority, pos, vel, chan->EntChannel, startflags, chan);
ochan = (FSoundChan*)GSnd->StartSound3D(sfx->data3d, &listener, chan->Volume, &chan->Rolloff, chan->DistanceScale, chan->Pitch,
chan->Priority, pos, vel, chan->EntChannel, startflags, chan);
}
else
{
@ -1339,31 +1345,35 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
BYTE *sfxdata = new BYTE[size];
wlump.Read(sfxdata, size);
SDWORD dmxlen = LittleLong(((SDWORD *)sfxdata)[1]);
std::pair<SoundHandle,bool> snd;
// If the sound is voc, use the custom loader.
if (strncmp ((const char *)sfxdata, "Creative Voice File", 19) == 0)
{
sfx->data = GSnd->LoadSoundVoc(sfxdata, size);
snd = GSnd->LoadSoundVoc(sfxdata, size);
}
// If the sound is raw, just load it as such.
else if (sfx->bLoadRAW)
{
sfx->data = GSnd->LoadSoundRaw(sfxdata, size, sfx->RawRate, 1, 8, sfx->LoopStart);
snd = GSnd->LoadSoundRaw(sfxdata, size, sfx->RawRate, 1, 8, sfx->LoopStart);
}
// Otherwise, try the sound as DMX format.
else if (((BYTE *)sfxdata)[0] == 3 && ((BYTE *)sfxdata)[1] == 0 && dmxlen <= size - 8)
{
int frequency = LittleShort(((WORD *)sfxdata)[1]);
if (frequency == 0) frequency = 11025;
sfx->data = GSnd->LoadSoundRaw(sfxdata+8, dmxlen, frequency, 1, 8, sfx->LoopStart);
snd = GSnd->LoadSoundRaw(sfxdata+8, dmxlen, frequency, 1, 8, sfx->LoopStart);
}
// If that fails, let the sound system try and figure it out.
else
{
sfx->data = GSnd->LoadSound(sfxdata, size);
snd = GSnd->LoadSound(sfxdata, size);
}
delete[] sfxdata;
sfx->data = snd.first;
if(snd.second)
sfx->data3d = sfx->data;
}
if (!sfx->data.isValid())
@ -1379,6 +1389,53 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
return sfx;
}
static void S_LoadSound3D(sfxinfo_t *sfx)
{
if (GSnd->IsNull()) return;
if(sfx->data3d.isValid())
return;
unsigned int i;
DPrintf("Loading monoized sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
int size = Wads.LumpLength(sfx->lumpnum);
if(size <= 0) return;
FWadLump wlump = Wads.OpenLumpNum(sfx->lumpnum);
BYTE *sfxdata = new BYTE[size];
wlump.Read(sfxdata, size);
SDWORD dmxlen = LittleLong(((SDWORD *)sfxdata)[1]);
std::pair<SoundHandle,bool> snd;
// If the sound is voc, use the custom loader.
if (strncmp ((const char *)sfxdata, "Creative Voice File", 19) == 0)
{
snd = GSnd->LoadSoundVoc(sfxdata, size, true);
}
// If the sound is raw, just load it as such.
else if (sfx->bLoadRAW)
{
snd = GSnd->LoadSoundRaw(sfxdata, size, sfx->RawRate, 1, 8, sfx->LoopStart, true);
}
// Otherwise, try the sound as DMX format.
else if (((BYTE *)sfxdata)[0] == 3 && ((BYTE *)sfxdata)[1] == 0 && dmxlen <= size - 8)
{
int frequency = LittleShort(((WORD *)sfxdata)[1]);
if (frequency == 0) frequency = 11025;
snd = GSnd->LoadSoundRaw(sfxdata+8, dmxlen, frequency, 1, 8, sfx->LoopStart, -1, true);
}
// If that fails, let the sound system try and figure it out.
else
{
snd = GSnd->LoadSound(sfxdata, size, true);
}
delete[] sfxdata;
sfx->data3d = snd.first;
}
//==========================================================================
//
// S_CheckSingular