/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 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. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ //* // // Sound library-specific functions //* // // this has to be first #include "lib/framework/frame.h" #include "lib/framework/frameresource.h" #ifndef WZ_NOSOUND # ifdef WZ_OS_MAC # include # include # else # include # include # endif #endif #include #include #include "tracklib.h" #include "audio.h" #include "oggvorbis.h" #define ATTENUATION_FACTOR 0.0003f #ifndef WZ_NOSOUND ALuint current_queue_sample = -1; #endif typedef struct SAMPLE_LIST { struct AUDIO_SAMPLE *curr; struct SAMPLE_LIST *next; } SAMPLE_LIST; static SAMPLE_LIST *active_samples = NULL; #ifndef WZ_NOSOUND static ALfloat sfx_volume = 1.0; static ALfloat sfx3d_volume = 1.0; static ALCdevice* device = 0; static ALCcontext* context = 0; #endif BOOL openal_initialized = FALSE; BOOL cdAudio_Update( void ); #ifndef WZ_NOSOUND static void PrintOpenALVersion(void) { debug(LOG_ERROR, "OpenAL Vendor: %s\n" "OpenAL Version: %s\n" "OpenAL Renderer: %s\n" "OpenAL Extensions: %s\n", alGetString(AL_VENDOR), alGetString(AL_VERSION), alGetString(AL_RENDERER), alGetString(AL_EXTENSIONS)); } #endif //* // ======================================================================================================================= // ======================================================================================================================= // BOOL sound_InitLibrary( void ) { #ifndef WZ_NOSOUND //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ int err=0; ALfloat listenerVel[3] = { 0.0, 0.0, 0.0 }; ALfloat listenerOri[6] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0 }; // int contextAttributes[] = { 0 }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ device = alcOpenDevice(0); if(device == 0) { PrintOpenALVersion(); debug(LOG_ERROR, "Couldn't open audio device."); return FALSE; } context = alcCreateContext(device, NULL); //NULL was contextAttributes alcMakeContextCurrent(context); err = alcGetError(device); if (err != ALC_NO_ERROR) { PrintOpenALVersion(); debug(LOG_ERROR, "Couldn't initialize audio context: %s", alcGetString(device, err)); return FALSE; } #endif openal_initialized = TRUE; #ifndef WZ_NOSOUND // Clear Error Codes alGetError(); alcGetError(device); // Check what version of Open AL we are using debug(LOG_SOUND, "OpenAL Version : %s",alGetString(AL_VERSION)); debug(LOG_SOUND, "OpenAL Renderer : %s",alGetString(AL_RENDERER)); debug(LOG_SOUND, "OpenAL Extensions : %s",alGetString(AL_EXTENSIONS)); alListener3f( AL_POSITION, 0, 0, 0 ); alListenerfv( AL_VELOCITY, listenerVel ); alListenerfv( AL_ORIENTATION, listenerOri ); alDistanceModel( AL_NONE ); #endif return TRUE; } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_ShutdownLibrary( void ) { SAMPLE_LIST * aSample = active_samples, * tmpSample = NULL; debug(LOG_SOUND, "sound_ShutdownLibrary: starting shutdown"); #ifndef WZ_NOSOUND if(context != 0) { #ifdef WIN32 /* Ifdef'ed out the two lines below on Linux since this caused some versions * of OpenAL to hang on exit. - Per */ debug(LOG_SOUND, "sound_ShutdownLibrary: make default context NULL"); alcMakeContextCurrent(NULL); //this should work now -Q #endif debug(LOG_SOUND, "sound_ShutdownLibrary: destroy previous context"); alcDestroyContext(context); // this gives a long delay on some impl. context = 0; } debug(LOG_SOUND, "sound_ShutdownLibrary: close device"); if(device != 0) { alcCloseDevice(device); device = 0; } #endif while( aSample ) { tmpSample = aSample->next; free( aSample ); aSample = tmpSample; } } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_Update( void ) { #ifndef WZ_NOSOUND int err=0; #endif // { // <=== whats up with this ?? //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SAMPLE_LIST **tmp = &active_samples; SAMPLE_LIST *i; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ for ( tmp = &active_samples, i = *tmp; i != NULL; i = *tmp ) { //~~~~~~~~~~ #ifndef WZ_NOSOUND ALenum state = AL_STOPPED; //~~~~~~~~~~ alGetSourcei( i->curr->iSample, AL_SOURCE_STATE, &state ); switch ( state ) { case AL_PLAYING: case AL_PAUSED: // // * sound_SetObjectPosition(i->curr->iSample, i->curr->x, i->curr->y, i->curr->z); // tmp = &( i->next ); break; default: #endif sound_FinishedCallback( i->curr ); #ifndef WZ_NOSOUND if (i->curr->iSample != (ALuint)AL_INVALID) { alDeleteSources( 1, &(i->curr->iSample) ); i->curr->iSample = AL_INVALID; } #endif *tmp = i->next; free( i ); #ifndef WZ_NOSOUND break; } #endif } // }// <=== whats up with this You trying to make those local only ?? cdAudio_Update(); #ifndef WZ_NOSOUND // Reset the current error state alcGetError(device); alcProcessContext(context); err = alcGetError(device); if (err != ALC_NO_ERROR) { debug(LOG_ERROR, "Error while processing audio context: %s", alGetString(err)); } #endif } //* // ======================================================================================================================= // ======================================================================================================================= // BOOL sound_QueueSamplePlaying( void ) { #ifndef WZ_NOSOUND if ( current_queue_sample == (ALuint)AL_INVALID ) { return FALSE; } else { //~~~~~~~~~~ ALenum state; //~~~~~~~~~~ alGetSourcei( current_queue_sample, AL_SOURCE_STATE, &state ); if ( state == AL_PLAYING ) { return TRUE; } else { if (current_queue_sample != (ALuint)AL_INVALID) { alDeleteSources( 1, ¤t_queue_sample ); current_queue_sample = AL_INVALID; } current_queue_sample = -1; return FALSE; } } #else return FALSE; #endif } /** Decodes an opened OggVorbis file into an OpenAL buffer * \param psTrack pointer to object which will contain the final buffer * \param PHYSFS_fileHandle file handle given by PhysicsFS to the opened file * \return on success the psTrack pointer, otherwise it will be free'd and a NULL pointer is returned instead */ static inline TRACK* sound_DecodeOggVorbisTrack(TRACK *psTrack, PHYSFS_file* PHYSFS_fileHandle) { #ifndef WZ_NOSOUND ALenum format; ALuint buffer; struct OggVorbisDecoderState* decoder = sound_CreateOggVorbisDecoder(PHYSFS_fileHandle, TRUE); soundDataBuffer* soundBuffer; soundBuffer = sound_DecodeOggVorbis(decoder, 0); sound_DestroyOggVorbisDecoder(decoder); if (soundBuffer == NULL) { free(psTrack); return NULL; } // Determine PCM data format format = (soundBuffer->channelCount == 1) ? AL_FORMAT_MONO16 : AL_FORMAT_STEREO16; // Create an OpenAL buffer and fill it with the decoded data alGenBuffers(1, &buffer); alBufferData(buffer, format, soundBuffer->data, soundBuffer->size, soundBuffer->frequency); free(soundBuffer); // save buffer name in track psTrack->iBufferName = buffer; #endif return psTrack; } //* // ======================================================================================================================= // ======================================================================================================================= // TRACK* sound_LoadTrackFromFile(const char *fileName) { TRACK* pTrack; PHYSFS_file* fileHandle; // Use PhysicsFS to open the file fileHandle = PHYSFS_openRead(fileName); if (fileHandle == NULL) { debug(LOG_ERROR, "sound_LoadTrackFromFile: PHYSFS_openRead(\"%s\") failed with error: %s\n", fileName, PHYSFS_getLastError()); return NULL; } // allocate track, plus the memory required to contain the filename // one malloc call ensures only one free call is required pTrack = (TRACK*)malloc(sizeof(TRACK) + strlen(GetLastResourceFilename()) + 1); if (pTrack == NULL) { debug( LOG_ERROR, "sound_ConstructTrack: couldn't allocate memory\n" ); abort(); return NULL; } // Initialize everyting (except for the filename) to zero memset(pTrack, 0, sizeof(TRACK)); // Set filename pointer and copy the filename into struct pTrack->pName = (char*)pTrack + sizeof(TRACK); strcpy(pTrack->pName, GetLastResourceFilename()); // Now use sound_ReadTrackFromBuffer to decode the file's contents pTrack = sound_DecodeOggVorbisTrack(pTrack, fileHandle); PHYSFS_close(fileHandle); return pTrack; } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_FreeTrack( TRACK *psTrack ) { #ifndef WZ_NOSOUND alDeleteBuffers( 1, &psTrack->iBufferName ); #endif } #ifndef WZ_NOSOUND //* // ======================================================================================================================= // ======================================================================================================================= // static void sound_AddActiveSample( AUDIO_SAMPLE *psSample ) { //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SAMPLE_LIST *tmp = (SAMPLE_LIST *) malloc( sizeof(SAMPLE_LIST) ); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ tmp->curr = psSample; tmp->next = active_samples; active_samples = tmp; } //* // ======================================================================================================================= // ======================================================================================================================= // static BOOL sound_SetupChannel( AUDIO_SAMPLE *psSample ) { sound_AddActiveSample( psSample ); if (sound_TrackLooped(psSample->iTrack)) { return TRUE; } else { return FALSE; } } #endif //* // ======================================================================================================================= // ======================================================================================================================= // BOOL sound_Play2DSample( TRACK *psTrack, AUDIO_SAMPLE *psSample, BOOL bQueued ) { #ifndef WZ_NOSOUND //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ALfloat zero[3] = { 0.0, 0.0, 0.0 }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ if (sfx_volume == 0.0) { return FALSE; } alGenSources( 1, &(psSample->iSample) ); alSourcef( psSample->iSample, AL_PITCH, 1.0f ); alSourcef( psSample->iSample, AL_GAIN, sfx_volume ); alSourcefv( psSample->iSample, AL_POSITION, zero ); alSourcefv( psSample->iSample, AL_VELOCITY, zero ); alSourcei( psSample->iSample, AL_BUFFER, psTrack->iBufferName ); alSourcei( psSample->iSample, AL_SOURCE_RELATIVE, AL_TRUE ); alSourcei( psSample->iSample, AL_LOOPING, (sound_SetupChannel(psSample)) ? AL_TRUE : AL_FALSE ); alSourcePlay( psSample->iSample ); if ( bQueued ) { current_queue_sample = psSample->iSample; } else if ( current_queue_sample == psSample->iSample ) { current_queue_sample = -1; } #endif return TRUE; } //* // ======================================================================================================================= // ======================================================================================================================= // BOOL sound_Play3DSample( TRACK *psTrack, AUDIO_SAMPLE *psSample ) { #ifndef WZ_NOSOUND ALfloat zero[3] = { 0.0, 0.0, 0.0 }; if (sfx3d_volume == 0.0) { return FALSE; } alGenSources( 1, &(psSample->iSample) ); alSourcef( psSample->iSample, AL_PITCH, 1.0 ); alSourcef( psSample->iSample, AL_GAIN, sfx3d_volume ); sound_SetObjectPosition( psSample->iSample, psSample->x, psSample->y, psSample->z ); alSourcefv( psSample->iSample, AL_VELOCITY, zero ); alSourcei( psSample->iSample, AL_BUFFER, psTrack->iBufferName ); alSourcei( psSample->iSample, AL_LOOPING, (sound_SetupChannel(psSample)) ? AL_TRUE : AL_FALSE ); alSourcePlay( psSample->iSample ); #endif return TRUE; } //* // ======================================================================================================================= // ======================================================================================================================= // BOOL sound_PlayStream( AUDIO_SAMPLE *psSample, const char szFileName[], SDWORD iVol ) { return TRUE; } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_StopSample( UDWORD iSample ) { #ifndef WZ_NOSOUND alSourceStop( iSample ); #endif } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_SetPlayerPos( SDWORD iX, SDWORD iY, SDWORD iZ ) { #ifndef WZ_NOSOUND alListener3f( AL_POSITION, iX, iY, iZ ); #endif } // // ======================================================================================================================= // ======================================================================================================================= // /** sets player's sound orientation * \param iX pitch in degree (current function implementation ignores this) * \param iY roll in degree (current function implementation ignores this) * \param iZ yaw in degree */ void sound_SetPlayerOrientation( SDWORD iX, SDWORD iY, SDWORD iZ ) { #ifndef WZ_NOSOUND //~~~~~~~~~~~ float ori[6]; //~~~~~~~~~~~ // convert params to rad // float pitch = (float)iX * M_PI / 180; // float roll = (float)iY * M_PI / 180; float yaw = (float)iZ * M_PI / 180; ori[0] = -sin( yaw ); ori[1] = cos( yaw ); ori[2] = 0; ori[3] = 0; ori[4] = 0; ori[5] = 1; alListenerfv( AL_ORIENTATION, ori ); #endif } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_SetObjectPosition( SDWORD iSample, SDWORD iX, SDWORD iY, SDWORD iZ ) { #ifndef WZ_NOSOUND //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // coordinates float listenerX, listenerY, listenerZ, dX, dY, dZ; // calculation results float distance, gain; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // compute distance alGetListener3f( AL_POSITION, &listenerX, &listenerY, &listenerZ ); dX = iX - listenerX; // distances on all axis dY = iY - listenerY; dZ = iZ - listenerZ; distance = sqrtf(dX * dX + dY * dY + dZ * dZ); // Pythagorean theorem // compute gain gain = 1 - distance * ATTENUATION_FACTOR; if ( gain < 0.0 ) { gain = 0.0; } alSourcef( iSample, AL_GAIN, gain * sfx3d_volume ); // the alSource3i variant would be better, if it wouldn't provide linker errors however alSource3f( iSample, AL_POSITION, iX, iY, iZ ); #endif } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_PauseSample( AUDIO_SAMPLE *psSample ) { #ifndef WZ_NOSOUND alSourcePause( psSample->iSample ); #endif } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_ResumeSample( AUDIO_SAMPLE *psSample ) { #ifndef WZ_NOSOUND alSourcePlay( psSample->iSample ); #endif } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_PauseAll( void ) { } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_ResumeAll( void ) { } //* // ======================================================================================================================= // ======================================================================================================================= // void sound_StopAll( void ) { } //* // ======================================================================================================================= // ======================================================================================================================= // BOOL sound_SampleIsFinished( AUDIO_SAMPLE *psSample ) { #ifndef WZ_NOSOUND //~~~~~~~~~~ ALenum state; //~~~~~~~~~~ alGetSourcei( psSample->iSample, AL_SOURCE_STATE, &state ); if ( state == AL_PLAYING ) { return FALSE; } else { if (psSample->iSample != (ALuint)AL_INVALID) { alDeleteSources( 1, &(psSample->iSample) ); psSample->iSample = AL_INVALID; } return TRUE; } #else return TRUE; #endif } //* // ======================================================================================================================= // ======================================================================================================================= // float sound_GetUIVolume() { #ifndef WZ_NOSOUND return sfx_volume; #else return 0; #endif } void sound_SetUIVolume(float volume) { #ifndef WZ_NOSOUND sfx_volume = volume; // Keep volume in the range of 0.0 - 1.0 if (sfx_volume < 0.0) { sfx_volume = 0.0; } else if (sfx_volume > 1.0) { sfx_volume = 1.0; } #endif } float sound_GetEffectsVolume() { #ifndef WZ_NOSOUND return sfx3d_volume; #else return 0; #endif } void sound_SetEffectsVolume(float volume) { #ifndef WZ_NOSOUND sfx3d_volume = volume; // Keep volume in the range of 0.0 - 1.0 if (sfx3d_volume < 0.0) { sfx3d_volume = 0.0; } else if (sfx3d_volume > 1.0) { sfx3d_volume = 1.0; } #endif }