- made more use of FSoundID.

This commit is contained in:
Christoph Oelckers 2022-11-24 14:06:32 +01:00
commit 7e8de9d1ba
5 changed files with 87 additions and 104 deletions

View file

@ -738,7 +738,7 @@ sfxinfo_t *SoundEngine::LoadSound(sfxinfo_t *sfx)
(!sfx->bLoadRAW || (sfx->RawRate == S_sfx[i].RawRate))) // Raw sounds with different sample rates may not share buffers, even if they use the same source data.
{
DPrintf (DMSG_NOTIFY, "Linked %s to %s (%d)\n", sfx->name.GetChars(), S_sfx[i].name.GetChars(), i);
sfx->link = i;
sfx->link = FSoundID::fromInt(i);
// This is necessary to avoid using the rolloff settings of the linked sound if its
// settings are different.
if (sfx->Rolloff.MinDistance == 0) sfx->Rolloff = S_Rolloff;
@ -1695,13 +1695,13 @@ void SoundEngine::HashSounds()
S_rnd.ShrinkToFit();
}
void SoundEngine::AddRandomSound(int Owner, TArray<uint32_t> list)
void SoundEngine::AddRandomSound(FSoundID Owner, TArray<FSoundID> list)
{
auto index = S_rnd.Reserve(1);
auto& random = S_rnd.Last();
random.Choices = std::move(list);
random.Owner = Owner;
S_sfx[Owner].link = index;
S_sfx[Owner].link = FSoundID::fromInt(index);
S_sfx[Owner].bRandomHeader = true;
S_sfx[Owner].NearLimit = -1;
}

View file

@ -2,12 +2,6 @@
#include "i_sound.h"
struct FRandomSoundList
{
TArray<uint32_t> Choices;
uint32_t Owner = 0;
};
enum
{
sfx_empty = -1
@ -15,47 +9,6 @@ enum
//
// SoundFX struct.
//
struct sfxinfo_t
{
// Next field is for use by the system sound interface.
// A non-null data means the sound has been loaded.
SoundHandle data{};
FString name; // [RH] Sound name defined in SNDINFO
int lumpnum = sfx_empty; // lump number of sfx
unsigned int next = -1, index = 0; // [RH] For hashing
float Volume = 1.f;
int ResourceId = -1; // Resource ID as implemented by Blood. Not used by Doom but added for completeness.
float LimitRange = 256*256; // Range for sound limiting (squared for faster computations)
float DefPitch = 0.f; // A defined pitch instead of a random one the sound plays at, similar to A_StartSound.
float DefPitchMax = 0.f; // Randomized range with stronger control over pitch itself.
int16_t NearLimit = 4; // 0 means unlimited.
uint8_t PitchMask = 0;
bool bRandomHeader = false;
bool bLoadRAW = false;
bool b16bit = false;
bool bUsed = false;
bool bSingular = false;
bool bTentative = true;
TArray<int> UserData;
int RawRate = 0; // Sample rate to use when bLoadRAW is true
int LoopStart = -1; // -1 means no specific loop defined
unsigned int link = NO_LINK;;
enum { NO_LINK = 0xffffffff };
FRolloffInfo Rolloff{};
float Attenuation = 1.f; // Multiplies the attenuation passed to S_Sound.
};
// Rolloff types
enum
{
@ -78,9 +31,12 @@ public:
{
return FSoundID(S_FindSoundByResID(ndx));
}
FSoundID(int id)
constexpr FSoundID(int id) : ID(id)
{
ID = id;
}
static constexpr FSoundID fromInt(int i)
{
return FSoundID(i);
}
FSoundID(const char *name)
{
@ -118,21 +74,65 @@ public:
{
return ID;
}
constexpr bool isvalid() const
{
return ID > 0;
}
private:
int ID;
protected:
enum EDummy { NoInit };
FSoundID(EDummy) {}
};
class FSoundIDNoInit : public FSoundID
{
public:
FSoundIDNoInit() : FSoundID(NoInit) {}
using FSoundID::operator=;
};
struct FRandomSoundList
{
TArray<FSoundID> Choices;
FSoundID Owner = 0;
};
//
// SoundFX struct.
//
struct sfxinfo_t
{
// Next field is for use by the system sound interface.
// A non-null data means the sound has been loaded.
SoundHandle data{};
FString name; // [RH] Sound name defined in SNDINFO
int lumpnum = sfx_empty; // lump number of sfx
unsigned int next = -1, index = 0; // [RH] For hashing
float Volume = 1.f;
int ResourceId = -1; // Resource ID as implemented by Blood. Not used by Doom but added for completeness.
float LimitRange = 256 * 256; // Range for sound limiting (squared for faster computations)
float DefPitch = 0.f; // A defined pitch instead of a random one the sound plays at, similar to A_StartSound.
float DefPitchMax = 0.f; // Randomized range with stronger control over pitch itself.
int16_t NearLimit = 4; // 0 means unlimited.
uint8_t PitchMask = 0;
bool bRandomHeader = false;
bool bLoadRAW = false;
bool b16bit = false;
bool bUsed = false;
bool bSingular = false;
bool bTentative = true;
TArray<int> UserData;
int RawRate = 0; // Sample rate to use when bLoadRAW is true
int LoopStart = -1; // -1 means no specific loop defined
FSoundID link = NO_LINK;
constexpr static FSoundID NO_LINK = FSoundID::fromInt(-1);
FRolloffInfo Rolloff{};
float Attenuation = 1.f; // Multiplies the attenuation passed to S_Sound.
};
constexpr FSoundID NO_SOUND = FSoundID::fromInt(0);
constexpr FSoundID INVALID_SOUND = FSoundID::fromInt(-1);
struct FSoundChan : public FISoundChannel
{
@ -418,7 +418,7 @@ public:
unsigned int GetMSLength(FSoundID sound);
int PickReplacement(int refid);
void HashSounds();
void AddRandomSound(int Owner, TArray<uint32_t> list);
void AddRandomSound(FSoundID Owner, TArray<FSoundID> list);
};