mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 08:47:58 +03:00

- updated AlterFloorHeight() - fixed chunkreader.h that used "ChunkReader::" in this own class. - fixed ChunkId::FromString() not const for str. - fixed some renderer wrong return value that caused error. - fixed the debug mode not using the correct directx library ! - updated project include and libs required in release mode. - fixed Sound_CheckBASSError() not const for message. - fixed compileXXShader not const for the path. - reverted GetFloor() change.
716 lines
No EOL
23 KiB
C++
716 lines
No EOL
23 KiB
C++
#include "sound.h"
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#include "..\Specific\configuration.h"
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HSTREAM BASS_3D_Mixdown;
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HFX BASS_FXHandler[NUM_SOUND_FILTERS];
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SoundTrackSlot BASS_Soundtrack[NUM_SOUND_TRACK_TYPES];
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const BASS_BFX_FREEVERB BASS_ReverbTypes[NUM_REVERB_TYPES] = // Reverb presets
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{ // Dry Mix | Wet Mix | Size | Damp | Width | Mode | Channel
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{ 1.0f, 0.20f, 0.05f, 0.90f, 0.7f, 0, -1 }, // 0 = Outside
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{ 1.0f, 0.20f, 0.35f, 0.15f, 0.8f, 0, -1 }, // 1 = Small room
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{ 1.0f, 0.25f, 0.55f, 0.20f, 1.0f, 0, -1 }, // 2 = Medium room
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{ 1.0f, 0.25f, 0.80f, 0.50f, 1.0f, 0, -1 }, // 3 = Large room
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{ 1.0f, 0.25f, 0.90f, 1.00f, 1.0f, 0, -1 } // 4 = Pipe
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};
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vector<AudioTrack> g_AudioTracks;
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bool Sound_LoadSample(char *pointer, int compSize, int uncompSize, int index) // Replaces DXCreateSampleADPCM()
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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, SOUND_SAMPLE_FLAGS);
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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* uncompBuffer = new char[finalLength];
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ZeroMemory(uncompBuffer, finalLength);
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memcpy(uncompBuffer, "RIFF\0\0\0\0WAVEfmt \20\0\0\0", 20);
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memcpy(uncompBuffer + 36, "data\0\0\0\0", 8);
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WAVEFORMATEX *wf = (WAVEFORMATEX*)(uncompBuffer + 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, uncompBuffer + 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*>(uncompBuffer + finalLength - i);
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if (*currentSample > SOUND_32BIT_SILENCE_LEVEL || *currentSample < -SOUND_32BIT_SILENCE_LEVEL)
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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*)(uncompBuffer + 4) = cleanLength + 44 - 8;
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*(DWORD*)(uncompBuffer + 40) = cleanLength;
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// Create actual sample
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SamplePointer[index] = BASS_SampleLoad(true, uncompBuffer, 0, cleanLength + 44, 65535, SOUND_SAMPLE_FLAGS | BASS_SAMPLE_3D);
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return true;
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}
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long SoundEffect(int effectID, PHD_3DPOS* position, int 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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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 common sample flags.
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DWORD sampleFlags = SOUND_SAMPLE_FLAGS;
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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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// Apply 3D attrib only to sound with position property
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if (position)
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sampleFlags |= BASS_SAMPLE_3D;
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// Select behaviour based on effect playback type (bytes 0-1 of flags field)
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int playType = sampleInfo->flags & 3;
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switch (playType)
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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, position) != -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, position), SOUND_XFADETIME_CUTSOUND); // Stop existing and continue
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break;
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case SOUND_LOOPED:
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if (Sound_UpdateEffectPosition(Sound_EffectIsPlaying(effectID, position), position))
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return 0;
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sampleFlags |= BASS_SAMPLE_LOOP;
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break;
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}
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float radius = (float)(sampleInfo->radius) * 1024.0f;
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float distance = Sound_DistanceToListener(position);
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// Don't play sound if it's too far from listener's position.
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if (distance > radius)
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return 0;
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// Set and randomize volume (if needed)
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float gain = static_cast<float>(sampleInfo->volume) / 255.0f;
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if ((sampleInfo->flags & SOUND_FLAG_RND_GAIN))
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gain -= (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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// Create sample's stream and reset buffer back to normal value.
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HSTREAM channel = BASS_SampleGetChannel(SamplePointer[sampleToPlay], true);
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if (Sound_CheckBASSError("Trying to create channel for sample %d", false, sampleToPlay))
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return 0;
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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, Sound_Attenuate(gain, distance, radius));
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if (Sound_CheckBASSError("Applying pitch/gain attribs on channel %x, sample %d", false, channel, sampleToPlay))
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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].state = SOUND_STATE_IDLE;
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SoundSlot[freeSlot].effectID = effectID;
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SoundSlot[freeSlot].channel = channel;
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SoundSlot[freeSlot].gain = gain;
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SoundSlot[freeSlot].origin = position ? Vector3(position->xPos, position->yPos, position->zPos) : SOUND_OMNIPRESENT_ORIGIN;
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// Set 3D attributes
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BASS_ChannelSet3DAttributes(channel, position ? BASS_3DMODE_NORMAL : BASS_3DMODE_OFF, SOUND_MAXVOL_RADIUS, radius, 360, 360, 0.0f);
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Sound_UpdateEffectPosition(freeSlot, position, true);
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if (Sound_CheckBASSError("Applying 3D attribs on channel %x, sound %d", false, channel, effectID))
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return 0;
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// Set looped flag, if necessary
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if(playType == SOUND_LOOPED)
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BASS_ChannelFlags(channel, BASS_SAMPLE_LOOP, BASS_SAMPLE_LOOP);
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// Play channel
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BASS_ChannelPlay(channel, false);
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if (Sound_CheckBASSError("Queuing channel %x on sample mixer", false, freeSlot))
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return 0;
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return 1;
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}
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void StopSoundEffect(short 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 != NULL && BASS_ChannelIsActive(SoundSlot[i].channel) == BASS_ACTIVE_PLAYING)
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Sound_FreeSlot(i, SOUND_XFADETIME_CUTSOUND);
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}
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void 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 != NULL && 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 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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void S_CDPlay(short index, unsigned int mode)
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{
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bool crossfade = false;
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DWORD crossfadeTime;
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DWORD flags = BASS_STREAM_AUTOFREE | BASS_SAMPLE_FLOAT | BASS_ASYNCFILE;
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if (index >= g_AudioTracks.size() || index < 0)
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return;
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mode = (mode >= NUM_SOUND_TRACK_TYPES) ? SOUND_TRACK_BGM : mode;
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bool channelActive = BASS_ChannelIsActive(BASS_Soundtrack[mode].channel);
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if (channelActive && BASS_Soundtrack[mode].trackID == index)
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return;
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switch (mode)
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{
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case SOUND_TRACK_ONESHOT:
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crossfadeTime = SOUND_XFADETIME_ONESHOT;
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break;
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case SOUND_TRACK_BGM:
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crossfade = true;
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crossfadeTime = channelActive ? SOUND_XFADETIME_BGM : SOUND_XFADETIME_BGM_START;
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flags |= BASS_SAMPLE_LOOP;
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break;
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}
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if(channelActive)
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BASS_ChannelSlideAttribute(BASS_Soundtrack[mode].channel, BASS_ATTRIB_VOL, -1.0f, crossfadeTime);
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static char fullTrackName[1024];
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char* mask = &TrackNamePrefix;
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char* name = g_AudioTracks[index].Name;
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snprintf(fullTrackName, sizeof(fullTrackName), &TrackNamePrefix, name);
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auto stream = BASS_StreamCreateFile(false, fullTrackName, 0, 0, flags);
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if (Sound_CheckBASSError("Opening soundtrack %s", false, fullTrackName))
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return;
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float masterVolume = (float)GlobalMusicVolume / 100.0f;
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// Damp BGM track in case one-shot track is about to play.
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if (mode == SOUND_TRACK_ONESHOT)
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{
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if (BASS_ChannelIsActive(BASS_Soundtrack[SOUND_TRACK_BGM].channel))
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BASS_ChannelSlideAttribute(BASS_Soundtrack[SOUND_TRACK_BGM].channel, BASS_ATTRIB_VOL, masterVolume * SOUND_BGM_DAMP_COEFFICIENT, SOUND_XFADETIME_BGM_START);
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BASS_ChannelSetSync(stream, BASS_SYNC_FREE | BASS_SYNC_ONETIME | BASS_SYNC_MIXTIME, 0, Sound_FinishOneshotTrack, NULL);
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}
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// BGM tracks are crossfaded, and additionally shuffled a bit to make things more natural.
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// Think everybody are fed up with same start-up sounds of Caves ambience...
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if (crossfade)
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{
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// Crossfade...
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BASS_ChannelSetAttribute(stream, BASS_ATTRIB_VOL, 0.0f);
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BASS_ChannelSlideAttribute(stream, BASS_ATTRIB_VOL, masterVolume, crossfadeTime);
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// Shuffle...
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QWORD newPos = BASS_ChannelGetLength(stream, BASS_POS_BYTE) * (static_cast<float>(GetRandomControl()) / static_cast<float>(RAND_MAX));
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BASS_ChannelSetPosition(stream, newPos, BASS_POS_BYTE);
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}
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else
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BASS_ChannelSetAttribute(stream, BASS_ATTRIB_VOL, masterVolume);
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BASS_ChannelPlay(stream, false);
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if (Sound_CheckBASSError("Playing soundtrack %s", false, fullTrackName))
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return;
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BASS_Soundtrack[mode].channel = stream;
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BASS_Soundtrack[mode].trackID = index;
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}
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void S_CDPlayEx(short index, DWORD mask, DWORD unknown)
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{
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static short loopedTracks[] = { 117, 118, 121, 123, 124, 125, 126, 127, 128, 129, 130 };
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bool looped = false;
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if (index >= g_AudioTracks.size() || index < 0)
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return;
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// Assign looping based on hardcoded track IDs.
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// @TODO: Replace with scripted ones (or trigger property) later.
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int size = sizeof(loopedTracks) / sizeof(short);
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for (int i = 0; i < size; i++)
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if (index == loopedTracks[i])
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{
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looped = true;
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break;
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}
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// Check and modify soundtrack map mask, if needed.
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// If existing mask is unmodified (same activation mask setup), track won't play.
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if (!looped)
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{
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byte filteredMask = (mask >> 8) & 0x3F;
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if ((g_AudioTracks[index].Mask & filteredMask) == filteredMask)
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return; // Mask is the same, don't play it.
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g_AudioTracks[index].Mask |= filteredMask;
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}
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S_CDPlay(index, looped);
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}
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void S_CDStop()
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{
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// Do quick fadeouts.
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BASS_ChannelSlideAttribute(BASS_Soundtrack[SOUND_TRACK_ONESHOT].channel, BASS_ATTRIB_VOL | BASS_SLIDE_LOG, -1.0f, SOUND_XFADETIME_ONESHOT);
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BASS_ChannelSlideAttribute(BASS_Soundtrack[SOUND_TRACK_BGM].channel, BASS_ATTRIB_VOL | BASS_SLIDE_LOG, -1.0f, SOUND_XFADETIME_ONESHOT);
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BASS_Soundtrack[SOUND_TRACK_ONESHOT].trackID = -1;
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BASS_Soundtrack[SOUND_TRACK_ONESHOT].channel = NULL;
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BASS_Soundtrack[SOUND_TRACK_BGM].trackID = -1;
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BASS_Soundtrack[SOUND_TRACK_BGM].channel = NULL;
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}
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static void CALLBACK Sound_FinishOneshotTrack(HSYNC handle, DWORD channel, DWORD data, void* userData)
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{
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if (BASS_ChannelIsActive(BASS_Soundtrack[SOUND_TRACK_BGM].channel))
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BASS_ChannelSlideAttribute(BASS_Soundtrack[SOUND_TRACK_BGM].channel, BASS_ATTRIB_VOL, (float)GlobalMusicVolume / 100.0f, SOUND_XFADETIME_BGM_START);
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BASS_Soundtrack[SOUND_TRACK_ONESHOT].trackID = -1;
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BASS_Soundtrack[SOUND_TRACK_ONESHOT].channel = NULL;
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}
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void Sound_FreeSample(int index)
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{
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if (SamplePointer[index] != NULL)
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{
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BASS_SampleFree(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 || !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 = Vector3(SoundSlot[i].origin - Vector3(Camera.mikePos.x, Camera.mikePos.y, Camera.mikePos.z)).Length();
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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("Hijacking sound effect slot %d \n", farSlot);
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Sound_FreeSlot(farSlot, SOUND_XFADETIME_HIJACKSOUND);
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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, PHD_3DPOS *position)
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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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// Only check position on 3D samples. 2D samples stop immediately.
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BASS_CHANNELINFO info;
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BASS_ChannelGetInfo(SoundSlot[i].channel, &info);
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if (!(info.flags & BASS_SAMPLE_3D) || !position)
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return i;
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// Check if effect origin is equal OR in nearest possible hearing range.
|
|
|
|
Vector3 origin = Vector3(position->xPos, position->yPos, position->zPos);
|
|
if (SoundSlot[i].origin == origin ||
|
|
Vector3(SoundSlot[i].origin - origin).Length() < SOUND_MAXVOL_RADIUS)
|
|
return i;
|
|
}
|
|
else
|
|
SoundSlot[i].channel = NULL; // WTF, let's clean this up
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
// Gets the distance to the source.
|
|
|
|
float Sound_DistanceToListener(PHD_3DPOS *position)
|
|
{
|
|
if (!position) return 0.0f; // Assume sound is 2D menu sound
|
|
return Sound_DistanceToListener(Vector3(position->xPos, position->yPos, position->zPos));
|
|
}
|
|
float Sound_DistanceToListener(Vector3 position)
|
|
{
|
|
return Vector3(Vector3(Camera.mikePos.x, Camera.mikePos.y, Camera.mikePos.z) - position).Length();
|
|
}
|
|
|
|
// Calculate attenuated volume.
|
|
|
|
float Sound_Attenuate(float gain, float distance, float radius)
|
|
{
|
|
float result = gain * (1.0f - (distance / radius));
|
|
result = result < 0 ? 0.0f : (result > 1.0f ? 1.0f : result);
|
|
return result * ((float)GlobalFXVolume / 100.0f);
|
|
}
|
|
|
|
// Stop and free desired sound slot.
|
|
|
|
void Sound_FreeSlot(int index, unsigned int fadeout)
|
|
{
|
|
if (index > SOUND_MAX_CHANNELS || index < 0)
|
|
return;
|
|
|
|
if (fadeout > 0)
|
|
BASS_ChannelSlideAttribute(SoundSlot[index].channel, BASS_ATTRIB_VOL, -1.0f, fadeout);
|
|
else
|
|
BASS_ChannelStop(SoundSlot[index].channel);
|
|
|
|
SoundSlot[index].channel = NULL;
|
|
SoundSlot[index].state = SOUND_STATE_IDLE;
|
|
SoundSlot[index].effectID = -1;
|
|
}
|
|
|
|
// Update sound position in a level.
|
|
|
|
bool Sound_UpdateEffectPosition(int index, PHD_3DPOS *position, bool force)
|
|
{
|
|
if (index > SOUND_MAX_CHANNELS || index < 0)
|
|
return false;
|
|
|
|
if (position)
|
|
{
|
|
BASS_CHANNELINFO info;
|
|
BASS_ChannelGetInfo(SoundSlot[index].channel, &info);
|
|
if ((info.flags & BASS_SAMPLE_3D) &&
|
|
!(!force && SoundSlot[index].origin.x == position->xPos &&
|
|
SoundSlot[index].origin.y == position->yPos &&
|
|
SoundSlot[index].origin.z == position->zPos))
|
|
{
|
|
BASS_ChannelSet3DPosition(SoundSlot[index].channel, &BASS_3DVECTOR(position->xPos, position->yPos, position->zPos),
|
|
&BASS_3DVECTOR(position->xRot, position->yRot, position->zRot), NULL);
|
|
BASS_Apply3D();
|
|
}
|
|
}
|
|
|
|
// Reset activity flag, important for looped samples
|
|
if (BASS_ChannelIsActive(SoundSlot[index].channel))
|
|
SoundSlot[index].state = SOUND_STATE_IDLE;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Update whole sound scene in a level.
|
|
// Must be called every frame to update camera position and 3D parameters.
|
|
|
|
void Sound_UpdateScene()
|
|
{
|
|
// Apply environmental effects
|
|
|
|
static int currentReverb = -1;
|
|
|
|
if (currentReverb == -1 || Rooms[Camera.pos.roomNumber].reverbType != currentReverb)
|
|
{
|
|
currentReverb = Rooms[Camera.pos.roomNumber].reverbType;
|
|
if (currentReverb < NUM_REVERB_TYPES)
|
|
BASS_FXSetParameters(BASS_FXHandler[SOUND_FILTER_REVERB], &BASS_ReverbTypes[currentReverb]);
|
|
}
|
|
|
|
for (int i = 0; i < SOUND_MAX_CHANNELS; i++)
|
|
{
|
|
if ((SoundSlot[i].channel != NULL) && (BASS_ChannelIsActive(SoundSlot[i].channel) == BASS_ACTIVE_PLAYING))
|
|
{
|
|
SAMPLE_INFO *sampleInfo = &SampleInfo[SampleLUT[SoundSlot[i].effectID]];
|
|
|
|
// Stop and clean up sounds which were in ending state in previous frame.
|
|
// In case sound is looping, make it ending unless they are re-fired in next frame.
|
|
|
|
if (SoundSlot[i].state == SOUND_STATE_ENDING)
|
|
{
|
|
SoundSlot[i].state = SOUND_STATE_ENDED;
|
|
Sound_FreeSlot(i, SOUND_XFADETIME_CUTSOUND);
|
|
continue;
|
|
}
|
|
else if (sampleInfo->flags & 3 == SOUND_LOOPED)
|
|
SoundSlot[i].state = SOUND_STATE_ENDING;
|
|
|
|
// Calculate attenuation and clean up sounds which are out of listener range (only for 3D sounds).
|
|
|
|
if (SoundSlot[i].origin != SOUND_OMNIPRESENT_ORIGIN)
|
|
{
|
|
float radius = (float)(sampleInfo->radius) * 1024.0f;
|
|
float distance = Sound_DistanceToListener(SoundSlot[i].origin);
|
|
|
|
if (distance > radius)
|
|
{
|
|
Sound_FreeSlot(i);
|
|
continue;
|
|
}
|
|
else
|
|
BASS_ChannelSetAttribute(SoundSlot[i].channel, BASS_ATTRIB_VOL, Sound_Attenuate(SoundSlot[i].gain, distance, radius));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply current listener position.
|
|
|
|
Vector3 at = Vector3(Camera.target.x, Camera.target.y, Camera.target.z) -
|
|
Vector3(Camera.mikePos.x, Camera.mikePos.y, Camera.mikePos.z);
|
|
at.Normalize();
|
|
|
|
BASS_Set3DPosition(&BASS_3DVECTOR(Camera.mikePos.x, // Pos
|
|
Camera.mikePos.y,
|
|
Camera.mikePos.z),
|
|
&BASS_3DVECTOR(Lara.currentXvel, // Vel
|
|
Lara.currentYvel,
|
|
Lara.currentZvel),
|
|
&BASS_3DVECTOR(at.x, at.y, at.z), // At
|
|
&BASS_3DVECTOR(0.0f, 1.0f, 0.0f)); // Up
|
|
BASS_Apply3D();
|
|
}
|
|
|
|
// Initialize BASS engine and also prepare all sound data.
|
|
// Called once on engine start-up.
|
|
|
|
void Sound_Init()
|
|
{
|
|
BASS_Init(g_Configuration.SoundDevice, 44100, BASS_DEVICE_3D, WindowsHandle, NULL);
|
|
if (Sound_CheckBASSError("Initializing BASS sound device", true))
|
|
return;
|
|
|
|
// Initialize BASS_FX plugin
|
|
BASS_FX_GetVersion();
|
|
if (Sound_CheckBASSError("Initializing FX plugin", true))
|
|
return;
|
|
|
|
// Set 3D world parameters.
|
|
// Rolloff is lessened since we have own attenuation implementation.
|
|
BASS_Set3DFactors(SOUND_BASS_UNITS, 1.5f, 0.5f);
|
|
BASS_SetConfig(BASS_CONFIG_3DALGORITHM, BASS_3DALG_FULL);
|
|
|
|
// 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, 10);
|
|
|
|
// Create 3D mixdown channel and make it play forever.
|
|
// For realtime mixer channels, we need minimum buffer latency. It shouldn't affect reliability.
|
|
BASS_SetConfig(BASS_CONFIG_BUFFER, 40);
|
|
BASS_3D_Mixdown = BASS_StreamCreate(44100, 2, BASS_SAMPLE_FLOAT, STREAMPROC_DEVICE_3D, NULL);
|
|
BASS_ChannelPlay(BASS_3D_Mixdown, false);
|
|
|
|
// Reset buffer back to normal value.
|
|
BASS_SetConfig(BASS_CONFIG_BUFFER, 300);
|
|
|
|
if (Sound_CheckBASSError("Starting 3D mixdown", true))
|
|
return;
|
|
|
|
// Initialize channels and tracks array
|
|
ZeroMemory(BASS_Soundtrack, (sizeof(HSTREAM) * NUM_SOUND_TRACK_TYPES));
|
|
ZeroMemory(SoundSlot, (sizeof(SoundEffectSlot) * SOUND_MAX_CHANNELS));
|
|
|
|
// Attach reverb effect to 3D channel
|
|
BASS_FXHandler[SOUND_FILTER_REVERB] = BASS_ChannelSetFX(BASS_3D_Mixdown, BASS_FX_BFX_FREEVERB, 0);
|
|
BASS_FXSetParameters(BASS_FXHandler[SOUND_FILTER_REVERB], &BASS_ReverbTypes[RVB_OUTSIDE]);
|
|
|
|
if (Sound_CheckBASSError("Attaching environmental FX", true))
|
|
return;
|
|
|
|
// Apply slight compression to 3D channel
|
|
BASS_FXHandler[SOUND_FILTER_COMPRESSOR] = BASS_ChannelSetFX(BASS_3D_Mixdown, BASS_FX_BFX_COMPRESSOR2, 1);
|
|
auto comp = BASS_BFX_COMPRESSOR2{ 4.0f, -18.0f, 1.5f, 10.0f, 100.0f, -1 };
|
|
BASS_FXSetParameters(BASS_FXHandler[SOUND_FILTER_COMPRESSOR], &comp);
|
|
|
|
if (Sound_CheckBASSError("Attaching compressor", true))
|
|
return;
|
|
|
|
return;
|
|
}
|
|
|
|
// 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()
|
|
{
|
|
BASS_Free();
|
|
}
|
|
|
|
bool Sound_CheckBASSError(const char* message, bool verbose, ...)
|
|
{
|
|
va_list argptr;
|
|
static char data[4096];
|
|
|
|
int bassError = BASS_ErrorGetCode();
|
|
if (verbose || bassError)
|
|
{
|
|
va_start(argptr, verbose);
|
|
int32_t written = vsprintf(data, (char*)message, argptr); // @TODO: replace with debug/console/message output later...
|
|
va_end(argptr);
|
|
snprintf(data + written, sizeof(data) - written, bassError ? ": error #%d \n" : ": success \n", bassError);
|
|
printf(data);
|
|
}
|
|
return bassError != 0;
|
|
}
|
|
|
|
void Inject_Sound()
|
|
{
|
|
INJECT(0x00479060, SOUND_Stop);
|
|
INJECT(0x004790A0, SOUND_Stop); // Seems no difference from SOUND_Stop
|
|
INJECT(0x00478FE0, StopSoundEffect);
|
|
INJECT(0x00478570, SoundEffect);
|
|
INJECT(0x004A3510, Sound_LoadSample); // DXCreateSampleADPCM
|
|
INJECT(0x004A3AA0, Sound_FreeSamples); // ReleaseDXSoundBuffers
|
|
|
|
INJECT(0x00492990, S_CDPlay); // Not really S_CDPlay, but parent singleton function
|
|
INJECT(0x00418BC0, S_CDPlayEx); // "S_CDPlayEx" called by CD trigger events
|
|
INJECT(0x004929E0, S_CDStop); // S_CDStop
|
|
|
|
//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(0x00492B60, EmptySoundProc); // fnCallback
|
|
} |