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https://github.com/TombEngine/TombEngine.git
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561 lines
18 KiB
C++
561 lines
18 KiB
C++
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#include "sound.h"
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HSTREAM BASS_Soundtrack[2]; // A pair of streams used to play one-shot music and BGM
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HSTREAM BASS_Mixer_Samples; // Mixer stream used to mixdown samples
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HSTREAM BASS_Mixer_Streams; // Mixer stream used to mixdown music and BGM
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HSTREAM BASS_Mixer_Master; // Master channel
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HFX BASS_FXHandler;
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BASS_BFX_FREEVERB BASS_ReverbTypes[NUM_REVERB_TYPES]; // Reverb presets
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// Injected function to replace DXCreateSampleADPCM()
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bool __cdecl Sound_MakeSample(char *buffer, __int32 compSize, __int32 uncompSize, __int32 currentIndex)
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{
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DB_Log(8, "DXCreateSampleADPCM - DLL");
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if (BASS_GetDevice() != -1)
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{
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// In future, if new sound system or file format is introduced, we can add switch case here.
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printf("Loading sample %d \n", currentIndex);
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return Sound_LoadLegacySample(currentIndex, buffer, compSize, uncompSize);
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}
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return false;
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}
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long __cdecl SoundEffect(__int32 effectID, PHD_3DPOS* position, __int32 env_flags)
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{
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if (effectID >= SOUND_LEGACY_SOUNDMAP_SIZE)
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return 0;
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if (BASS_GetDevice() == -1)
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return 0;
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if (!(env_flags & ENV_FLAG_SFX_ALWAYS))
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{
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// Don't play effect if effect's environment isn't the same as camera position's environment
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// @FIXME: Later redo with proper EQ damping to be able to subtly hear sounds from underwater!
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//if ((env_flags & ENV_FLAG_WATER) != Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER)
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//return 0;
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}
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// Get actual sample index from SoundMap
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int sampleIndex = SampleLUT[effectID];
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// -1 means no such effect exists in level file.
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// We set it to -2 afterwards to prevent further debug message firings.
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if (sampleIndex == -1)
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{
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printf("Non present effect %d \n", effectID);
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SampleLUT[effectID] = -2;
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return 0;
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}
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else if (sampleIndex == -2)
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return 0;
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SAMPLE_INFO *sampleInfo = &SampleInfo[sampleIndex];
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if (sampleInfo->number < 0)
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{
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printf("No valid samples count for effect %d", sampleIndex);
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return 0;
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}
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// Assign all common sample flags for BASS stream.
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DWORD sampleFlags = BASS_SAMPLE_MONO | BASS_SAMPLE_FLOAT | BASS_SAMPLE_3D | BASS_ASYNCFILE | BASS_STREAM_DECODE;
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// Effect's chance to play.
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if ((sampleInfo->randomness) && ((GetRandomControl() & 127) > sampleInfo->randomness))
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return 0;
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int radius = sampleInfo->radius << 10;
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auto truePosition = position ? D3DXVECTOR3(position->xPos, position->yPos, position->zPos) : SOUND_OMNIPRESENT_ORIGIN;
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// Select behaviour based on effect playback type (bytes 0-1 of flags field)
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switch (sampleInfo->flags & 3)
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{
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case SOUND_NORMAL:
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break;
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case SOUND_WAIT:
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if (Sound_EffectIsPlaying(effectID, truePosition) != -1) return 0; // Don't play until stopped
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break;
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case SOUND_RESTART:
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Sound_FreeSlot(Sound_EffectIsPlaying(effectID, truePosition)); // Stop existing and continue
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break;
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case SOUND_LOOPED:
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sampleFlags |= BASS_SAMPLE_LOOP;
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if (Sound_UpdateEffectPosition(Sound_EffectIsPlaying(effectID, truePosition), truePosition))
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return 0;
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break;
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}
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// Don't play sound if it's too far from listener's position.
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if (!Sound_IsInRange(truePosition, radius))
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return 0;
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// Set and randomize volume (if needed)
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float volume = static_cast<float>(sampleInfo->volume) / 255.0f;
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if ((sampleInfo->flags & SOUND_FLAG_RND_GAIN))
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volume -= (static_cast<float>(GetRandomControl()) / static_cast<float>(RAND_MAX)) * SOUND_MAX_GAIN_CHANGE;
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// Set and randomize pitch (if needed)
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float pitch = 1.0f + static_cast<float>(sampleInfo->pitch) / 127.0f;
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if ((sampleInfo->flags & SOUND_FLAG_RND_PITCH))
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pitch += ((static_cast<float>(GetRandomControl()) / static_cast<float>(RAND_MAX)) - 0.5f) * SOUND_MAX_PITCH_CHANGE * 2.0f;
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// Randomly select arbitrary sample from the list, if more than one is present
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int sampleToPlay = 0;
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int numSamples = (sampleInfo->flags >> 2) & 15;
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if (numSamples == 1)
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sampleToPlay = sampleInfo->number;
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else
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sampleToPlay = sampleInfo->number + (int)((GetRandomControl() * numSamples) >> 15);
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// Get free channel to play sample
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int freeSlot = Sound_GetFreeSlot();
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if (freeSlot == -1)
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{
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printf("No free channel slot available!");
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return 0;
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}
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// Get to the buffer of the sample
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char* samplePtr = SamplePointer[sampleToPlay];
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if (samplePtr == NULL)
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{
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printf("No buffer address found for sample %d \n", sampleToPlay);
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return 0;
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}
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// We need to set stream buffer to minimum before assigning channel
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// It's okay to use such small buffer, because whole processing happens in RAM.
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BASS_SetConfig(BASS_CONFIG_BUFFER, 10);
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// Create sample's stream and reset buffer back to normal value.
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HSTREAM channel = BASS_StreamCreateFile(true, samplePtr, 0, *(DWORD*)(samplePtr + 4) + 8, sampleFlags);
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BASS_SetConfig(BASS_CONFIG_BUFFER, 300);
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if (Sound_CheckBASSError("Trying to create channel for sample %d", sampleToPlay))
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return 0;
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// Assign stream free callback to clean-up corresponding SoundSlot
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BASS_ChannelSetSync(channel, BASS_SYNC_FREE | BASS_SYNC_ONETIME | BASS_SYNC_MIXTIME, 0, Sound_ClearSoundSlot, (int*)freeSlot);
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// Set pitch/volume settings appropriately
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BASS_ChannelSetAttribute(channel, BASS_ATTRIB_FREQ, 22050.0f * pitch);
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BASS_ChannelSetAttribute(channel, BASS_ATTRIB_VOL, volume);
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// Set 3D attributes
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Sound_UpdateEffectPosition(channel, truePosition);
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BASS_ChannelSet3DAttributes(channel, BASS_3DMODE_NORMAL, SOUND_MAXVOL_RADIUS, radius, 360.0f, 360.0f, 1.0f);
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BASS_Apply3D();
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if (Sound_CheckBASSError("Applying 3D attribs on channel %x", channel))
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return 0;
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// Directly feed sample stream to sample mixer channel. Playback starts automatically.
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BASS_Mixer_StreamAddChannel(BASS_Mixer_Samples, channel, BASS_STREAM_AUTOFREE);
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if (Sound_CheckBASSError("Queuing channel %x on sample mixer", freeSlot))
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return 0;
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// Finally ready to play sound, assign it to sound slot.
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SoundSlot[freeSlot].effectID = effectID;
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SoundSlot[freeSlot].origin = truePosition;
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SoundSlot[freeSlot].channel = channel;
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return 1;
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}
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void __cdecl StopSoundEffect(__int16 effectID)
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{
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for (int i = 0; i < SOUND_MAX_CHANNELS; i++)
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if (SoundSlot[i].effectID == effectID && SoundSlot[i].channel != 0 && BASS_ChannelIsActive(SoundSlot[i].channel))
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{
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BASS_ChannelStop(SoundSlot[i].channel);
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SoundSlot[i].channel = NULL;
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SoundSlot[i].effectID = -1;
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}
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}
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void __cdecl SOUND_Stop()
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{
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for (int i = 0; i < SOUND_MAX_CHANNELS; i++)
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if (SoundSlot[i].channel != 0 && BASS_ChannelIsActive(SoundSlot[i].channel))
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BASS_ChannelStop(SoundSlot[i].channel);
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ZeroMemory(SoundSlot, (sizeof(SoundEffectSlot) * SOUND_MAX_CHANNELS));
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}
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void __cdecl Sound_FreeSamples()
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{
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SOUND_Stop();
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for (int i = 0; i < SOUND_MAX_SAMPLES; i++)
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Sound_FreeSample(i);
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}
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bool Sound_LoadLegacySample(__int32 index, char *pointer, __int32 compSize, __int32 uncompSize)
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{
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if (index >= SOUND_MAX_SAMPLES)
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{
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printf("Sample index is larger than max. amount of samples (%d) \n", index);
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return 0;
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}
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if (pointer == NULL || compSize <= 0)
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{
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printf("Sample size or memory address is incorrect \n", index);
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return 0;
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}
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// Load and uncompress sample to 32-bit float format
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HSAMPLE sample = BASS_SampleLoad(true, pointer, 0, compSize, 1, BASS_SAMPLE_MONO | BASS_SAMPLE_FLOAT);
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if (!sample)
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{
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printf("Error loading sample %d \n", index);
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return false;
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}
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// Paranoid (c) TeslaRus
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// Try to free sample before allocating new one
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Sound_FreeSample(index);
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BASS_SAMPLE info;
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BASS_SampleGetInfo(sample, &info);
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int finalLength = info.length + 44; // uncompSize is invalid after 16->32 bit conversion
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if (info.freq != 22050 || info.chans != 1)
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{
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printf("Wrong sample parameters, must be 22050 Hz Mono \n");
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return false;
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}
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// Generate RIFF/WAV header to simplify loading sample data to stream. In case if RIFF/WAV header
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// exists, stream could be completely created just by calling BASS_StreamCreateFile().
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char* samplePtr = new char[finalLength];
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SamplePointer[index] = samplePtr;
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ZeroMemory(samplePtr, finalLength);
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memcpy(samplePtr, "RIFF\0\0\0\0WAVEfmt \20\0\0\0", 20);
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memcpy(samplePtr + 36, "data\0\0\0\0", 8);
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WAVEFORMATEX *wf = (WAVEFORMATEX*)(samplePtr + 20);
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wf->wFormatTag = 3;
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wf->nChannels = info.chans;
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wf->wBitsPerSample = 32;
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wf->nSamplesPerSec = info.freq;
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wf->nBlockAlign = wf->nChannels * wf->wBitsPerSample / 8;
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wf->nAvgBytesPerSec = wf->nSamplesPerSec * wf->nBlockAlign;
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// Copy raw PCM data from temporary sample buffer to actual buffer which will be used by engine.
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BASS_SampleGetData(sample, samplePtr + 44);
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BASS_SampleFree(sample);
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// Cut off trailing silence from samples to prevent gaps in looped playback
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int cleanLength = info.length;
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for (int i = 4; i < info.length; i += 4)
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{
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float *currentSample = reinterpret_cast<float*>(samplePtr + finalLength - i);
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if (*currentSample > 4.9e-04f || *currentSample < -4.9e-04f)
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{
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int alignment = i % wf->nBlockAlign;
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cleanLength -= (i - alignment);
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break;
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}
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}
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// Put data size to header
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*(DWORD*)(samplePtr + 4) = cleanLength + 44 - 8;
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*(DWORD*)(samplePtr + 40) = cleanLength;
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printf("Sample loaded into buffer, size %d \n", info.length);
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return true;
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}
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void Sound_FreeSample(__int32 index)
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{
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if (SamplePointer[index] != NULL)
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{
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delete(SamplePointer[index]);
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SamplePointer[index] = NULL;
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}
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}
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// Get first free (non-playing) sound slot.
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// If no free slots found, now try to hijack slot which is as far from listener as possible
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int Sound_GetFreeSlot()
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{
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for (int i = 0; i < SOUND_MAX_CHANNELS; i++)
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{
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if ((SoundSlot[i].channel == NULL) ||
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!BASS_ChannelIsActive(SoundSlot[i].channel))
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return i;
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}
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// No free slots, hijack now.
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float minDistance = 0;
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int farSlot = -1;
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for (int i = 0; i < SOUND_MAX_CHANNELS; i++)
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{
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float distance = D3DXVec3Length(&D3DXVECTOR3(SoundSlot[i].origin - D3DXVECTOR3(Camera.mikePos.x, Camera.mikePos.y, Camera.mikePos.z)));
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if (distance > minDistance)
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{
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minDistance = distance;
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farSlot = i;
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}
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}
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printf("Hijacked sound effect slot %d", farSlot);
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return farSlot;
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}
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// Returns slot ID in which effect is playing, if found. If not found, returns -1.
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// We use origin position as a reference, because in original TRs it's not possible to clearly
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// identify what's the source of the producing effect.
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int Sound_EffectIsPlaying(int effectID, D3DXVECTOR3 origin = SOUND_OMNIPRESENT_ORIGIN)
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{
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for (int i = 0; i < SOUND_MAX_CHANNELS; i++)
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{
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if (SoundSlot[i].effectID == effectID)
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{
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if (SoundSlot[i].channel == NULL) // Free channel
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continue;
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if (BASS_ChannelIsActive(SoundSlot[i].channel))
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{
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// Check if effect origin is equal OR in nearest possible hearing range.
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if (SoundSlot[i].origin == origin ||
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D3DXVec3Length(&D3DXVECTOR3(SoundSlot[i].origin - origin)) < SOUND_MAXVOL_RADIUS)
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return i;
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}
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else
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SoundSlot[i].channel = NULL; // WTF, let's clean this up
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}
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}
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return -1;
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}
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// Checks if position is in hearing range of listener.
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bool Sound_IsInRange(D3DXVECTOR3 position, float range)
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{
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auto distance = D3DXVec3Length(&D3DXVECTOR3(D3DXVECTOR3(Camera.mikePos.x, Camera.mikePos.y, Camera.mikePos.z) - position));
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return (distance <= range);
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}
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// Stop and free desired sound slot.
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void Sound_FreeSlot(int index)
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{
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if (index > SOUND_MAX_CHANNELS || index < 0)
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return;
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BASS_ChannelStop(SoundSlot[index].channel);
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BASS_StreamFree(SoundSlot[index].channel);
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SoundSlot[index].channel = NULL;
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}
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// Update sound position in a level.
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bool Sound_UpdateEffectPosition(int index, D3DXVECTOR3 origin)
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{
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if (index > SOUND_MAX_CHANNELS || index < 0)
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return false;
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// Omnipresent samples update their origin to current camera position.
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if(origin == SOUND_OMNIPRESENT_ORIGIN)
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BASS_ChannelSet3DPosition(SoundSlot[index].channel, &BASS_3DVECTOR(Camera.mikePos.x, Camera.mikePos.y, Camera.mikePos.z), NULL, NULL);
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else
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BASS_ChannelSet3DPosition(SoundSlot[index].channel, &BASS_3DVECTOR(origin.x, origin.y, origin.z), NULL, NULL);
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return true;
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}
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// Update whole sound scene in a level.
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// Must be called every frame to update camera position and 3D parameters.
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void Sound_UpdateScene()
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{
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static int currentReverb = -1;
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if (currentReverb == -1 || Rooms[Camera.pos.roomNumber].reverbType != currentReverb)
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{
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currentReverb = Rooms[Camera.pos.roomNumber].reverbType;
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if (currentReverb < NUM_REVERB_TYPES)
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BASS_FXSetParameters(BASS_FXHandler, &BASS_ReverbTypes[currentReverb]);
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}
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BASS_Set3DPosition(&BASS_3DVECTOR(Camera.pos.x, Camera.pos.y, Camera.pos.z), NULL, NULL, NULL);
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BASS_Apply3D();
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}
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// Initialize BASS engine and also prepare all sound data.
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// Called once on engine start-up.
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void Sound_Init()
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{
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// Clean up channels array
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ZeroMemory(SoundSlot, (sizeof(SoundEffectSlot) * SOUND_MAX_CHANNELS));
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BASS_Init(-1, 44100, BASS_DEVICE_3D, WindowsHandle, NULL);
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|
|
||
|
if (Sound_CheckBASSError("Initializing BASS sound device"))
|
||
|
return;
|
||
|
|
||
|
// Set minimum latency and 2 threads for updating.
|
||
|
// Most of modern PCs already have multi-core CPUs, so why not parallelize updating?
|
||
|
BASS_SetConfig(BASS_CONFIG_UPDATETHREADS, 2);
|
||
|
BASS_SetConfig(BASS_CONFIG_UPDATEPERIOD, 5);
|
||
|
|
||
|
// Create both sample and track mixer channels and make them online forever.
|
||
|
// For realtime mixer channels, we need minimum buffer latency. It shouldn't affect reliability.
|
||
|
BASS_SetConfig(BASS_CONFIG_BUFFER, 10);
|
||
|
BASS_Mixer_Samples = BASS_Mixer_StreamCreate(44100, 2, BASS_SAMPLE_FLOAT | BASS_MIXER_NONSTOP | BASS_STREAM_DECODE);
|
||
|
BASS_Mixer_Streams = BASS_Mixer_StreamCreate(44100, 2, BASS_SAMPLE_FLOAT | BASS_MIXER_NONSTOP | BASS_STREAM_DECODE);
|
||
|
|
||
|
// For master mix, we need slightly more buffer size, or else stuttering happens.
|
||
|
BASS_SetConfig(BASS_CONFIG_BUFFER, 40);
|
||
|
BASS_Mixer_Master = BASS_Mixer_StreamCreate(44100, 2, BASS_SAMPLE_FLOAT | BASS_MIXER_NONSTOP);
|
||
|
|
||
|
// Reset buffer back to normal value.
|
||
|
BASS_SetConfig(BASS_CONFIG_BUFFER, 300);
|
||
|
|
||
|
if (Sound_CheckBASSError("Creating mixer channels"))
|
||
|
return;
|
||
|
|
||
|
// Mixdown soundtrack and sample channels to master, and start the mixer.
|
||
|
BASS_Mixer_StreamAddChannel(BASS_Mixer_Master, BASS_Mixer_Streams, BASS_STREAM_AUTOFREE);
|
||
|
BASS_Mixer_StreamAddChannel(BASS_Mixer_Master, BASS_Mixer_Samples, BASS_STREAM_AUTOFREE);
|
||
|
BASS_ChannelPlay(BASS_Mixer_Master, false);
|
||
|
|
||
|
if (Sound_CheckBASSError("Starting mixdown"))
|
||
|
return;
|
||
|
|
||
|
// Set up reverb presets
|
||
|
BASS_ReverbTypes[RVB_OUTSIDE].fDryMix = 1.0f;
|
||
|
BASS_ReverbTypes[RVB_OUTSIDE].fWetMix = 0.03f;
|
||
|
BASS_ReverbTypes[RVB_OUTSIDE].fWidth = 1.0f;
|
||
|
BASS_ReverbTypes[RVB_OUTSIDE].fRoomSize = 0.55f;
|
||
|
BASS_ReverbTypes[RVB_OUTSIDE].fDamp = 0.25f;
|
||
|
BASS_ReverbTypes[RVB_OUTSIDE].lChannel = -1;
|
||
|
|
||
|
BASS_ReverbTypes[RVB_SMALL_ROOM].fDryMix = 1.0f;
|
||
|
BASS_ReverbTypes[RVB_SMALL_ROOM].fWetMix = 0.1f;
|
||
|
BASS_ReverbTypes[RVB_SMALL_ROOM].fWidth = 1.0f;
|
||
|
BASS_ReverbTypes[RVB_SMALL_ROOM].fRoomSize = 0.3f;
|
||
|
BASS_ReverbTypes[RVB_SMALL_ROOM].fDamp = 0.15f;
|
||
|
BASS_ReverbTypes[RVB_SMALL_ROOM].lChannel = -1;
|
||
|
|
||
|
BASS_ReverbTypes[RVB_MEDIUM_ROOM].fDryMix = 1.0f;
|
||
|
BASS_ReverbTypes[RVB_MEDIUM_ROOM].fWetMix = 0.15f;
|
||
|
BASS_ReverbTypes[RVB_MEDIUM_ROOM].fWidth = 1.0f;
|
||
|
BASS_ReverbTypes[RVB_MEDIUM_ROOM].fRoomSize = 0.5f;
|
||
|
BASS_ReverbTypes[RVB_MEDIUM_ROOM].fDamp = 0.25f;
|
||
|
BASS_ReverbTypes[RVB_MEDIUM_ROOM].lChannel = -1;
|
||
|
|
||
|
BASS_ReverbTypes[RVB_LARGE_ROOM].fDryMix = 1.0f;
|
||
|
BASS_ReverbTypes[RVB_LARGE_ROOM].fWetMix = 0.2f;
|
||
|
BASS_ReverbTypes[RVB_LARGE_ROOM].fWidth = 1.0f;
|
||
|
BASS_ReverbTypes[RVB_LARGE_ROOM].fRoomSize = 0.78f;
|
||
|
BASS_ReverbTypes[RVB_LARGE_ROOM].fDamp = 0.2f;
|
||
|
BASS_ReverbTypes[RVB_LARGE_ROOM].lChannel = -1;
|
||
|
|
||
|
BASS_ReverbTypes[RVB_PIPE].fDryMix = 1.0f;
|
||
|
BASS_ReverbTypes[RVB_PIPE].fWetMix = 0.7f;
|
||
|
BASS_ReverbTypes[RVB_PIPE].fWidth = 1.0f;
|
||
|
BASS_ReverbTypes[RVB_PIPE].fRoomSize = 0.8f;
|
||
|
BASS_ReverbTypes[RVB_PIPE].fDamp = 0.6f;
|
||
|
BASS_ReverbTypes[RVB_PIPE].lChannel = -1;
|
||
|
|
||
|
// Test parallel streaming of two tracks
|
||
|
//HSTREAM track1 = BASS_StreamCreateFile(false, "094.ogg", 0, 0, BASS_SAMPLE_LOOP | BASS_STREAM_DECODE);
|
||
|
//HSTREAM track2 = BASS_StreamCreateFile(false, "108.ogg", 0, 0, BASS_SAMPLE_LOOP | BASS_STREAM_DECODE);
|
||
|
//BASS_ChannelSetAttribute(track1, BASS_ATTRIB_VOL, 1.0f);
|
||
|
//BASS_ChannelSetAttribute(track2, BASS_ATTRIB_VOL, 1.0f);
|
||
|
//BASS_Mixer_StreamAddChannel(trackStream, track1, BASS_STREAM_AUTOFREE);
|
||
|
//BASS_Mixer_StreamAddChannel(trackStream, track2, BASS_STREAM_AUTOFREE);
|
||
|
|
||
|
// Initialize BASS_FX plugin
|
||
|
BASS_FX_GetVersion();
|
||
|
|
||
|
// Test reverb on sample channel
|
||
|
BASS_FXHandler = BASS_ChannelSetFX(BASS_Mixer_Samples, BASS_FX_BFX_FREEVERB, 0);
|
||
|
}
|
||
|
|
||
|
// Stop all sounds and streams, if any, unplug all channels from the mixer and unload BASS engine.
|
||
|
// Must be called on engine quit.
|
||
|
|
||
|
void Sound_DeInit()
|
||
|
{
|
||
|
// Unplug channels from the mixer and free them
|
||
|
BASS_Mixer_ChannelRemove(BASS_Mixer_Samples);
|
||
|
BASS_Mixer_ChannelRemove(BASS_Mixer_Streams);
|
||
|
BASS_Mixer_ChannelRemove(BASS_Mixer_Master);
|
||
|
BASS_StreamFree(BASS_Mixer_Streams);
|
||
|
BASS_StreamFree(BASS_Mixer_Samples);
|
||
|
BASS_StreamFree(BASS_Mixer_Master);
|
||
|
|
||
|
BASS_Free();
|
||
|
}
|
||
|
|
||
|
bool Sound_CheckBASSError(char* message, ...)
|
||
|
{
|
||
|
va_list argptr;
|
||
|
static char data[4096];
|
||
|
|
||
|
int bassError = BASS_ErrorGetCode();
|
||
|
if (bassError != 0)
|
||
|
{
|
||
|
va_start(argptr, message);
|
||
|
int32_t written = vsprintf(data, message, argptr); // TODO: replace with debug/console/message output later...
|
||
|
va_end(argptr);
|
||
|
|
||
|
snprintf(data + written, sizeof(data) - written, ": error #%d \n", bassError);
|
||
|
printf(data);
|
||
|
}
|
||
|
return bassError != 0;
|
||
|
}
|
||
|
|
||
|
// Callback function which is called when sound playback finishes.
|
||
|
// We need to set channel handle to 0 in case slot array will be checked for currently playing effects.
|
||
|
|
||
|
static void CALLBACK Sound_ClearSoundSlot(HSYNC handle, DWORD channel, DWORD data, void* slot)
|
||
|
{
|
||
|
SoundSlot[(int&)slot].channel = NULL;
|
||
|
}
|
||
|
|
||
|
void Inject_Sound()
|
||
|
{
|
||
|
INJECT(0x00479060, SOUND_Stop);
|
||
|
INJECT(0x004790A0, SOUND_Stop); // SOUND_Init, seems no difference from SOUND_Stop
|
||
|
INJECT(0x00478FE0, StopSoundEffect);
|
||
|
INJECT(0x00478570, SoundEffect);
|
||
|
INJECT(0x004A3510, Sound_MakeSample); // DXCreateSampleADPCM
|
||
|
INJECT(0x004A3AA0, Sound_FreeSamples); // ReleaseDXSoundBuffers
|
||
|
|
||
|
//INJECT(0x004A3100, EmptySoundProc); // DXDSCreate
|
||
|
//INJECT(0x004A3190, EmptySoundProc); // DXCreateSample
|
||
|
//INJECT(0x004A3030, EmptySoundProc); // DXSetOutputFormat
|
||
|
//INJECT(0x004A2E30, EmptySoundProc); // SetSoundOutputFormat
|
||
|
//INJECT(0x004A3300, EmptySoundProc); // StreamOpen
|
||
|
//INJECT(0x004A3470, EmptySoundProc); // StreamClose
|
||
|
//INJECT(0x004931A0, EmptySoundProc); // ACMClose
|
||
|
//INJECT(0x00493490, EmptySoundProc); // ACMStream
|
||
|
//INJECT(0x00492DA0, EmptySoundProc); // ACMInit
|
||
|
//INJECT(0x00492C20, EmptySoundProc); // SetupNotifications
|
||
|
//INJECT(0x00493990, EmptySoundProc); // StartAddress
|
||
|
//INJECT(0x00492990, EmptySoundProc); // S_CDPlay
|
||
|
//INJECT(0x004929E0, EmptySoundProc); // S_CDStop
|
||
|
//INJECT(0x00492B60, EmptySoundProc); // fnCallback
|
||
|
}
|