Esempio n. 1
0
int digi_link_sound_to_pos2( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance )
{
 int i, volume, pan;

   if ( max_volume < 0 )
    return -1;
   if (!digi_initialised)
    return -1;
   if (digi_xlat_sound(soundnum) < 0)
    return -1;
   if (Sounddat(soundnum)->data==NULL)
    {
      Int3();
      return -1;
    }
   if ((segnum<0)||(segnum>Highest_segment_index))
    return -1;

   if ( !forever )
    {
      // Hack to keep sounds from building up...
      digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, pos, segnum, max_volume, &volume, &pan, max_distance );
      digi_play_sample_3d( soundnum, pan, volume, 0 );
      return -1;
    }

   for (i=0; i<MAX_SOUND_OBJECTS; i++ )
    if (SoundObjects[i].flags==0)
     break;
	
   if (i==MAX_SOUND_OBJECTS)
    {
      mprintf((1, "Too many sound objects!\n" ));
      return -1;
    }


  SoundObjects[i].signature=next_signature++;
  SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_POS;
   if ( forever )
    SoundObjects[i].flags |= SOF_PLAY_FOREVER;
  SoundObjects[i].lp_segnum = segnum;
  SoundObjects[i].lp_sidenum = sidenum;
  SoundObjects[i].lp_position = *pos;
  SoundObjects[i].soundnum = soundnum;
  SoundObjects[i].max_volume = max_volume;
  SoundObjects[i].max_distance = max_distance;
  SoundObjects[i].volume = 0;
  SoundObjects[i].pan = 0;
  digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, 
                      &SoundObjects[i].lp_position, SoundObjects[i].lp_segnum,
                      SoundObjects[i].max_volume,
                      &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
	
   if (!forever || SoundObjects[i].volume >= MIN_VOLUME)
    digi_start_sound_object(i);

  return SoundObjects[i].signature;
}
Esempio n. 2
0
int digi_link_sound_to_object2( int org_soundnum, short objnum, int forever, fix max_volume, fix  max_distance )
{
	int i,volume,pan;
	object * objp;
	int soundnum;

	soundnum = digi_xlat_sound(org_soundnum);

	if ( max_volume < 0 ) return -1;
//	if ( max_volume > F1_0 ) max_volume = F1_0;

	if (!digi_initialised) return -1;
	if (soundnum < 0 ) return -1;
	if (GameSounds[soundnum].data==NULL) {
		Int3();
		return -1;
	}
	if ((objnum<0)||(objnum>Highest_object_index))
		return -1;

	if ( !forever )	{
		// Hack to keep sounds from building up...
		digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, &Objects[objnum].pos, Objects[objnum].segnum, max_volume,&volume, &pan, max_distance );
		digi_play_sample_3d( org_soundnum, pan, volume, 0 );
		return -1;
	}

       	for (i=0; i<MAX_SOUND_OBJECTS; i++ )
        	if (SoundObjects[i].flags==0)
	           break;

	if (i==MAX_SOUND_OBJECTS) {
		mprintf((1, "Too many sound objects!\n" ));
		return -1;
	}

	SoundObjects[i].signature=next_signature++;
	SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_OBJ;
	if ( forever )
		SoundObjects[i].flags |= SOF_PLAY_FOREVER;
	SoundObjects[i].lo_objnum = objnum;
	SoundObjects[i].lo_objsignature = Objects[objnum].signature;
	SoundObjects[i].max_volume = max_volume;
	SoundObjects[i].max_distance = max_distance;
	SoundObjects[i].volume = 0;
	SoundObjects[i].pan = 0;
	SoundObjects[i].soundnum = soundnum;

	objp = &Objects[SoundObjects[i].lo_objnum];
	digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, 
                       &objp->pos, objp->segnum, SoundObjects[i].max_volume,
                       &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );

	if (!forever || SoundObjects[i].volume >= MIN_VOLUME)
	       digi_start_sound_object(i);

	return SoundObjects[i].signature;
}
Esempio n. 3
0
void digi_sync_sounds()
{
	int i;
	int oldvolume, oldpan;

	if (!digi_initialised) return;

	for (i=0; i<MAX_SOUND_OBJECTS; i++ )	{
		if ( SoundObjects[i].flags & SOF_USED )	{
			oldvolume = SoundObjects[i].volume;
			oldpan = SoundObjects[i].pan;

			if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) )	{
			 	// Check if its done.
				if (SoundObjects[i].flags & SOF_PLAYING) {
					if (!SoundSlots[SoundObjects[i].handle].playing) {
						SoundObjects[i].flags = 0;	// Mark as dead, so some other sound can use this sound
						continue;		// Go on to next sound...
					}
				}
			}			
		
			if ( SoundObjects[i].flags & SOF_LINK_TO_POS )	{
				digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, 
								&SoundObjects[i].lp_position, SoundObjects[i].lp_segnum,
								SoundObjects[i].max_volume,
                                &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );

			} else if ( SoundObjects[i].flags & SOF_LINK_TO_OBJ )	{
				object * objp;
	
				objp = &Objects[SoundObjects[i].lo_objnum];
		
				if ((objp->type==OBJ_NONE) || (objp->signature!=SoundObjects[i].lo_objsignature))  {
					// The object that this is linked to is dead, so just end this sound if it is looping.
					if ( (SoundObjects[i].flags & SOF_PLAYING)  && (SoundObjects[i].flags & SOF_PLAY_FOREVER))	{
						DS_release_slot(SoundObjects[i].handle,1);
					}
					SoundObjects[i].flags = 0;	// Mark as dead, so some other sound can use this sound
					continue;		// Go on to next sound...
				} else {
					digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, 
	                                &objp->pos, objp->segnum, SoundObjects[i].max_volume,
                                   &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
				}
			}
			 
			if (oldvolume != SoundObjects[i].volume) 	{
				if ( SoundObjects[i].volume < MIN_VOLUME )	 {
					// Sound is too far away, so stop it from playing.
					if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER))	{
						DS_release_slot(SoundObjects[i].handle,1);
						SoundObjects[i].flags &= ~SOF_PLAYING;		// Mark sound as not playing
					}
				} else {
					if (!(SoundObjects[i].flags & SOF_PLAYING))	{
						digi_start_sound_object(i);
					} else {
					        SoundSlots[SoundObjects[i].handle].volume = fixmuldiv(SoundObjects[i].volume,digi_volume,F1_0);
					}
				}
			}
				
			if (oldpan != SoundObjects[i].pan) 	{
				if (SoundObjects[i].flags & SOF_PLAYING)
                                        SoundSlots[SoundObjects[i].handle].pan = SoundObjects[i].pan;
			}
		}
	}
}
Esempio n. 4
0
void digi_sync_sounds()
{
	int i;
	int oldvolume, oldpan;
	SndCommand snd_cmd;

	if (!digi_initialized) return;

	for (i=0; i<MAX_SOUND_OBJECTS; i++ )	{
		if ( SoundObjects[i].flags & SOF_USED )	{
			oldvolume = SoundObjects[i].volume;
			oldpan = SoundObjects[i].pan;

			if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) )	{
			 	// Check if its done.
				if (SoundObjects[i].flags & SOF_PLAYING) {
					if ( IsThisSoundFXFinished(SoundObjects[i].soundnum) ) {
						SoundObjects[i].flags = 0;	// Mark as dead, so some other sound can use this sound
						continue;		// Go on to next sound...
					}
				}
			}			
		
			if ( SoundObjects[i].flags & SOF_LINK_TO_POS )	{
				digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, 
                                &SoundObjects[i].link_type.pos.position, SoundObjects[i].link_type.pos.segnum, SoundObjects[i].max_volume,
                                &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );

			} else if ( SoundObjects[i].flags & SOF_LINK_TO_OBJ )	{
				object * objp;
	
				objp = &Objects[SoundObjects[i].link_type.obj.objnum];
		
				if ((objp->type==OBJ_NONE) || (objp->signature!=SoundObjects[i].link_type.obj.objsignature))	{
					// The object that this is linked to is dead, so just end this sound if it is looping.
					if ( (SoundObjects[i].flags & SOF_PLAYING)  && (SoundObjects[i].flags & SOF_PLAY_FOREVER))	{
						EndSound(SoundObjects[i].soundnum);
					}
					SoundObjects[i].flags = 0;	// Mark as dead, so some other sound can use this sound
					continue;		// Go on to next sound...
				} else {
					digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, 
	                                &objp->pos, objp->segnum, SoundObjects[i].max_volume,
                                   &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
				}
			}

			if (oldvolume != SoundObjects[i].volume) 	{
				if ( SoundObjects[i].volume < 1 )	{
					// Sound is too far away, so stop it from playing.
					if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER))	{
						EndSound(SoundObjects[i].soundnum);
						SoundObjects[i].flags &= ~SOF_PLAYING;		// Mark sound as not playing
					}
				} else {
					if (!(SoundObjects[i].flags & SOF_PLAYING))	{
						digi_start_sound_object(i);
					} else {
						int vol;
						
						vol = fixmuldiv(SoundObjects[i].volume, digi_volume,F1_0);
						ChangeSoundVolume(SoundObjects[i].soundnum, fixmuldiv(SoundObjects[i].volume,digi_volume,F1_0) );
					}
				}
			}
				
			if (oldpan != SoundObjects[i].pan) 	{
				if (SoundObjects[i].flags & SOF_PLAYING) {
					ChangeSoundStereoPosition( SoundObjects[i].soundnum, SoundObjects[i].pan );
				}
			}
		}
	}
}
Esempio n. 5
0
void digi_sync_sounds()
{
	int i;
	int oldvolume, oldpan;

	if ( Newdemo_state == ND_STATE_RECORDING)	{
		if ( !was_recording )	{
			digi_record_sound_objects();
		}
		was_recording = 1;
	} else {
		was_recording = 0;
	}

	SoundQ_process();

	for (i=0; i<MAX_SOUND_OBJECTS; i++ )	{
		if ( SoundObjects[i].flags & SOF_USED )	{
			oldvolume = SoundObjects[i].volume;
			oldpan = SoundObjects[i].pan;

			if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) )	{
			 	// Check if its done.
				if (SoundObjects[i].channel > -1 ) {
					if ( !digi_is_channel_playing(SoundObjects[i].channel) )	{
						digi_end_sound( SoundObjects[i].channel );
						SoundObjects[i].flags = 0;	// Mark as dead, so some other sound can use this sound
						N_active_sound_objects--;
						continue;		// Go on to next sound...
					}
				}
			}

			if ( SoundObjects[i].flags & SOF_LINK_TO_POS )	{
				digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
                                &SoundObjects[i].link_type.pos.position, SoundObjects[i].link_type.pos.segnum, SoundObjects[i].max_volume,
                                &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );

			} else if ( SoundObjects[i].flags & SOF_LINK_TO_OBJ )	{
				object * objp;


				if ( Newdemo_state == ND_STATE_PLAYBACK )	{
					int objnum;
					objnum = newdemo_find_object( SoundObjects[i].link_type.obj.objsignature );
					if ( objnum > -1 )	{
						objp = &Objects[objnum];
					} else {
						objp = &Objects[0];
					}
				} else {
					objp = &Objects[SoundObjects[i].link_type.obj.objnum];
				}

				if ((objp->type==OBJ_NONE) || (objp->signature!=SoundObjects[i].link_type.obj.objsignature))	{
					// The object that this is linked to is dead, so just end this sound if it is looping.
					if ( SoundObjects[i].channel>-1 )	{
						if (SoundObjects[i].flags & SOF_PLAY_FOREVER)
							digi_stop_sound( SoundObjects[i].channel );
						else
							digi_end_sound( SoundObjects[i].channel );
						N_active_sound_objects--;
					}
					SoundObjects[i].flags = 0;	// Mark as dead, so some other sound can use this sound
					continue;		// Go on to next sound...
				} else {
					digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
	                                &objp->pos, objp->segnum, SoundObjects[i].max_volume,
                                   &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );
				}
			}

			if (oldvolume != SoundObjects[i].volume) 	{
				if ( SoundObjects[i].volume < 1 )	{
					// Sound is too far away, so stop it from playing.

					if ( SoundObjects[i].channel>-1 )	{
						if (SoundObjects[i].flags & SOF_PLAY_FOREVER)
							digi_stop_sound( SoundObjects[i].channel );
						else
							digi_end_sound( SoundObjects[i].channel );
						N_active_sound_objects--;
						SoundObjects[i].channel = -1;
					}

					if (! (SoundObjects[i].flags & SOF_PLAY_FOREVER)) {
						SoundObjects[i].flags = 0;	// Mark as dead, so some other sound can use this sound
						continue;
					}

				} else {
					if (SoundObjects[i].channel<0)	{
						digi_start_sound_object(i);
					} else {
						digi_set_channel_volume( SoundObjects[i].channel, SoundObjects[i].volume );
					}
				}
			}

			if (oldpan != SoundObjects[i].pan) 	{
				if (SoundObjects[i].channel>-1)
					digi_set_channel_pan( SoundObjects[i].channel, SoundObjects[i].pan );
			}

		}
	}

#ifndef NDEBUG
//	digi_sound_debug();
#endif
}
Esempio n. 6
0
int digi_link_sound_to_pos2( int org_soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance )
{

	int i, volume, pan;
	int soundnum;

	soundnum = digi_xlat_sound(org_soundnum);

	if ( max_volume < 0 ) return -1;
//	if ( max_volume > F1_0 ) max_volume = F1_0;

	if (soundnum < 0 ) return -1;
	if (GameSounds[soundnum].data==NULL) {
		Int3();
		return -1;
	}

	if ((segnum<0)||(segnum>Highest_segment_index))
		return -1;

	if ( !forever ) { 	//&& GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD)	{
		// Hack to keep sounds from building up...
		digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, pos, segnum, max_volume, &volume, &pan, max_distance );
		digi_play_sample_3d( org_soundnum, pan, volume, 0 );
		return -1;
	}

	for (i=0; i<MAX_SOUND_OBJECTS; i++ )
		if (SoundObjects[i].flags==0)
			break;

	if (i==MAX_SOUND_OBJECTS) {
		return -1;
	}


	SoundObjects[i].signature=next_signature++;
	SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_POS;
	if ( forever )
		SoundObjects[i].flags |= SOF_PLAY_FOREVER;
	SoundObjects[i].link_type.pos.segnum = segnum;
	SoundObjects[i].link_type.pos.sidenum = sidenum;
	SoundObjects[i].link_type.pos.position = *pos;
	SoundObjects[i].soundnum = soundnum;
	SoundObjects[i].max_volume = max_volume;
	SoundObjects[i].max_distance = max_distance;
	SoundObjects[i].volume = 0;
	SoundObjects[i].pan = 0;
	SoundObjects[i].loop_start = SoundObjects[i].loop_end = -1;

	if (Dont_start_sound_objects) {		//started at level start

		SoundObjects[i].flags |= SOF_PERMANENT;

		SoundObjects[i].channel =  -1;
	}
	else {

		digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
                       &SoundObjects[i].link_type.pos.position, SoundObjects[i].link_type.pos.segnum, SoundObjects[i].max_volume,
                       &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );

		digi_start_sound_object(i);

		// If it's a one-shot sound effect, and it can't start right away, then
		// just cancel it and be done with it.
		if ( (SoundObjects[i].channel < 0) && (!(SoundObjects[i].flags & SOF_PLAY_FOREVER)) )    {
			SoundObjects[i].flags = 0;
			return -1;
		}
	}

	return SoundObjects[i].signature;
}
Esempio n. 7
0
int digi_link_sound_to_object3( int org_soundnum, short objnum, int forever, fix max_volume, fix  max_distance, int loop_start, int loop_end )
{

	int i,volume,pan;
	object * objp;
	int soundnum;

	soundnum = digi_xlat_sound(org_soundnum);

	if ( max_volume < 0 ) return -1;
//	if ( max_volume > F1_0 ) max_volume = F1_0;

	if (soundnum < 0 ) return -1;
	if (GameSounds[soundnum].data==NULL) {
		Int3();
		return -1;
	}
	if ((objnum<0)||(objnum>Highest_object_index))
		return -1;

	if ( !forever ) { 		// && GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD)	{
		// Hack to keep sounds from building up...
		digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum, &Objects[objnum].pos, Objects[objnum].segnum, max_volume,&volume, &pan, max_distance );
		digi_play_sample_3d( org_soundnum, pan, volume, 0 );
		return -1;
	}

	if ( Newdemo_state == ND_STATE_RECORDING )		{
		newdemo_record_link_sound_to_object3( org_soundnum, objnum, max_volume, max_distance, loop_start, loop_end );
	}

	for (i=0; i<MAX_SOUND_OBJECTS; i++ )
		if (SoundObjects[i].flags==0)
			break;

	if (i==MAX_SOUND_OBJECTS) {
		return -1;
	}

	SoundObjects[i].signature=next_signature++;
	SoundObjects[i].flags = SOF_USED | SOF_LINK_TO_OBJ;
	if ( forever )
		SoundObjects[i].flags |= SOF_PLAY_FOREVER;
	SoundObjects[i].link_type.obj.objnum = objnum;
	SoundObjects[i].link_type.obj.objsignature = Objects[objnum].signature;
	SoundObjects[i].max_volume = max_volume;
	SoundObjects[i].max_distance = max_distance;
	SoundObjects[i].volume = 0;
	SoundObjects[i].pan = 0;
	SoundObjects[i].soundnum = soundnum;
	SoundObjects[i].loop_start = loop_start;
	SoundObjects[i].loop_end = loop_end;

	if (Dont_start_sound_objects) { 		//started at level start

		SoundObjects[i].flags |= SOF_PERMANENT;
		SoundObjects[i].channel =  -1;
	}
	else {
		objp = &Objects[SoundObjects[i].link_type.obj.objnum];
		digi_get_sound_loc( &Viewer->orient, &Viewer->pos, Viewer->segnum,
                       &objp->pos, objp->segnum, SoundObjects[i].max_volume,
                       &SoundObjects[i].volume, &SoundObjects[i].pan, SoundObjects[i].max_distance );

		digi_start_sound_object(i);

		// If it's a one-shot sound effect, and it can't start right away, then
		// just cancel it and be done with it.
		if ( (SoundObjects[i].channel < 0) && (!(SoundObjects[i].flags & SOF_PLAY_FOREVER)) )    {
			SoundObjects[i].flags = 0;
			return -1;
		}
	}

	return SoundObjects[i].signature;
}