Source

doom / src / os2 / I_sound.c

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// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: I_sound.c 538 2009-09-23 23:24:07Z smite-meister $
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log: I_sound.c,v $
// Revision 1.6  2007/01/29 06:16:03  chiphog
// Possible fix for playing raw MIDI lumps for the os2 and win32 builds.
//
// Revision 1.5  2004/04/18 12:53:42  hurdler
// fix Heretic issue with SDL and OS/2
//
// Revision 1.4  2003/07/13 13:18:59  hurdler
// go RC1
//
// Revision 1.3  2000/08/16 16:32:27  ydario
// Fixed nosound&nomusic parameters
//
// Revision 1.2  2000/08/10 11:07:51  ydario
// fix CRLF
//
// Revision 1.1  2000/08/09 11:56:27  ydario
// OS/2 specific platform code
//
//
// DESCRIPTION:
//    System interface for sound.
//
//-----------------------------------------------------------------------------

#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>

#include <math.h>

#include <sys/time.h>
#include <sys/types.h>

#include <fcntl.h>
#include <unistd.h>
#include <sys/ioctl.h>

#include <io.h>
#ifndef X_OK
#define X_OK 0
#endif

#include "i_os2.h"

// Timer stuff. Experimental.
#include <time.h>
#include <signal.h>

#include "z_zone.h"

#include "i_system.h"
#include "i_sound.h"
#include "command.h"
#include "s_sound.h"
#include "m_argv.h"
#include "m_misc.h"
#include "w_wad.h"

#include "doomdef.h"
// added for 1.27 19990203 by Kin
#include "doomstat.h"


#define MIDBUFFERSIZE   128*1024L          // buffer size for Mus2Midi conversion  (ugly code)
static  char*           pMus2MidData;      // buffer allocated at program start for Mus2Mid conversion
int                     music_started=0;

// A quick hack to establish a protocol between
// synchronous mix buffer updates and asynchronous
// audio writes. Probably redundant with gametic.
static int flag = 0;

// The number of internal mixing channels,
//  the samples calculated for each mixing step,
//  the size of the 16bit, 2 hardware channel (stereo)
//  mixing buffer, and the samplerate of the raw data.


// Needed for calling the actual sound output.
#define SAMPLECOUNT        512
#define NUM_CHANNELS        8
// It is 2 for 16bit, and 2 for two channels.
#define BUFMUL                  4
#define MIXBUFFERSIZE        (SAMPLECOUNT*BUFMUL)

#define SAMPLERATE        11025    // Hz
#define SAMPLESIZE        2       // 16bit

// The actual lengths of all sound effects.
int         lengths[NUMSFX];

// The actual output device.
int    audio_fd;

// The global mixing buffer.
// Basically, samples from all active internal channels
//  are modifed and added, and stored in the buffer
//  that is submitted to the audio device.
signed short    mixbuffer[MIXBUFFERSIZE];

// The channel step amount...
unsigned int    channelstep[NUM_CHANNELS];
// ... and a 0.16 bit remainder of last step.
unsigned int    channelstepremainder[NUM_CHANNELS];


// The channel data pointers, start and end.
unsigned char*    channels[NUM_CHANNELS];
unsigned char*    channelsend[NUM_CHANNELS];


// Time/gametic that the channel started playing,
//  used to determine oldest, which automatically
//  has lowest priority.
// In case number of active sounds exceeds
//  available channels.
int        channelstart[NUM_CHANNELS];

// The sound in channel handles,
//  determined on registration,
//  might be used to unregister/stop/modify,
//  currently unused.
int         channelhandles[NUM_CHANNELS];

// SFX id of the playing sound effect.
// Used to catch duplicates (like chainsaw).
int        channelids[NUM_CHANNELS];

// Pitch to stepping lookup, unused.
int        steptable[256];

// Volume lookups.
int        vol_lookup[128*256];

// Hardware left and right channel volume lookup.
int*        channelleftvol_lookup[NUM_CHANNELS];
int*        channelrightvol_lookup[NUM_CHANNELS];


//
// This function loads the sound data from the WAD lump,
//  for single sound.
//
void*
getsfx
( char*         sfxname,
  int*          len )
{
    unsigned char*      sfx;
    unsigned char*      paddedsfx;
    int                 i;
    int                 size;
    int                 paddedsize;
    char                name[20];
    int                 sfxlump;


    // Get the sound data from the WAD, allocate lump
    //  in zone memory.
    sprintf(name, "ds%s", sfxname);

    // Now, there is a severe problem with the
    //  sound handling, in it is not (yet/anymore)
    //  gamemode aware. That means, sounds from
    //  DOOM II will be requested even with DOOM
    //  shareware.
    // The sound list is wired into sounds.c,
    //  which sets the external variable.
    // I do not do runtime patches to that
    //  variable. Instead, we will use a
    //  default sound for replacement.

    if (W_CheckNumForName(name) == -1)
    {
        if (gamemode == heretic)
            sfxlump = W_GetNumForName("keyup");
        else
            sfxlump = W_GetNumForName("dspistol");
    }
    else
        sfxlump = W_GetNumForName(name);

    size = W_LumpLength( sfxlump );

    // Debug.
    // fprintf( stderr, "." );
    //fprintf( stderr, " -loading  %s (lump %d, %d bytes)\n",
    //         sfxname, sfxlump, size );
    //fflush( stderr );

    sfx = (unsigned char*)W_CacheLumpNum( sfxlump, PU_STATIC );

    // Pads the sound effect out to the mixing buffer size.
    // The original realloc would interfere with zone memory.
    paddedsize = ((size-8 + (SAMPLECOUNT-1)) / SAMPLECOUNT) * SAMPLECOUNT;

    // Allocate from zone memory.
    paddedsfx = (unsigned char*)Z_Malloc( paddedsize+8, PU_STATIC, 0 );
    // ddt: (unsigned char *) realloc(sfx, paddedsize+8);
    // This should interfere with zone memory handling,
    //  which does not kick in in the soundserver.

    // Now copy and pad.
    memcpy(  paddedsfx, sfx, size );
    for (i=size ; i<paddedsize+8 ; i++)
        paddedsfx[i] = 128;

    // Remove the cached lump.
    Z_Free( sfx );

    // Preserve padded length.
    *len = paddedsize;

    // Return allocated padded data.
    return (void *) (paddedsfx + 8);
}





//
// This function adds a sound to the
//  list of currently active sounds,
//  which is maintained as a given number
//  (eight, usually) of internal channels.
// Returns a handle.
//
int
addsfx
( int        sfxid,
  int        volume,
  int        step,
  int        seperation )
{
    static unsigned short    handlenums = 0;

    int        i;
    int        rc = -1;

    int        oldest = gametic;
    int        oldestnum = 0;
    int        slot;

    int        rightvol;
    int        leftvol;

    // Chainsaw troubles.
    // Play these sound effects only one at a time.
    if ( sfxid == sfx_sawup
     || sfxid == sfx_sawidl
     || sfxid == sfx_sawful
     || sfxid == sfx_sawhit
     || sfxid == sfx_stnmov
     || sfxid == sfx_pistol     )
    {
    // Loop all channels, check.
    for (i=0 ; i<NUM_CHANNELS ; i++)
    {
        // Active, and using the same SFX?
        if ( (channels[i])
         && (channelids[i] == sfxid) )
        {
        // Reset.
        channels[i] = 0;
        // We are sure that iff,
        //  there will only be one.
        break;
        }
    }
    }

    // Loop all channels to find oldest SFX.
    for (i=0; (i<NUM_CHANNELS) && (channels[i]); i++)
    {
    if (channelstart[i] < oldest)
    {
        oldestnum = i;
        oldest = channelstart[i];
    }
    }

    // Tales from the cryptic.
    // If we found a channel, fine.
    // If not, we simply overwrite the first one, 0.
    // Probably only happens at startup.
    if (i == NUM_CHANNELS)
    slot = oldestnum;
    else
    slot = i;

    // Okay, in the less recent channel,
    //  we will handle the new SFX.
    // Set pointer to raw data.
    channels[slot] = (unsigned char *) S_sfx[sfxid].data;
    // Set pointer to end of raw data.
    channelsend[slot] = channels[slot] + lengths[sfxid];

    // Reset current handle number, limited to 0..100.
    if (!handlenums)
    handlenums = 100;

    // Assign current handle number.
    // Preserved so sounds could be stopped (unused).
    channelhandles[slot] = rc = handlenums++;

    // Set stepping???
    // Kinda getting the impression this is never used.
    channelstep[slot] = step;
    // ???
    channelstepremainder[slot] = 0;
    // Should be gametic, I presume.
    channelstart[slot] = gametic;

    // Separation, that is, orientation/stereo.
    //  range is: 1 - 256
    seperation += 1;

    // Volume arrives in range 0..255 and it must be in 0..cv_soundvolume...
    volume = (volume * cv_soundvolume.value) >> 6;

    // Per left/right channel.
    //  x^2 seperation,
    //  adjust volume properly.
    leftvol =
    volume - ((volume*seperation*seperation) >> 16); ///(256*256);
    seperation = seperation - 257;
    rightvol =
    volume - ((volume*seperation*seperation) >> 16);

    // Sanity check, clamp volume.
    if (rightvol < 0 || rightvol > 127)
    I_Error("rightvol (%d) out of bounds", rightvol);

    if (leftvol < 0 || leftvol > 127)
    I_Error("leftvol (%d) out of bounds", leftvol);

    // Get the proper lookup table piece
    //  for this volume level???
    channelleftvol_lookup[slot] = &vol_lookup[leftvol*256];
    channelrightvol_lookup[slot] = &vol_lookup[rightvol*256];

    // Preserve sound SFX id,
    //  e.g. for avoiding duplicates of chainsaw.
    channelids[slot] = sfxid;

    // You tell me.
    return rc;
}





//
// SFX API
// Note: this was called by S_Init.
// However, whatever they did in the
// old DPMS based DOS version, this
// were simply dummies in the Linux
// version.
// See soundserver initdata().
//
void I_SetChannels()
{
  // Init internal lookups (raw data, mixing buffer, channels).
  // This function sets up internal lookups used during
  //  the mixing process.
  int        i;
  int        j;

  int*    steptablemid = steptable + 128;

  printf( "I_SetChannels\n");

  // Okay, reset internal mixing channels to zero.
  /*for (i=0; i<NUM_CHANNELS; i++)
  {
    channels[i] = 0;
  }*/

  // This table provides step widths for pitch parameters.
  // I fail to see that this is currently used.
  for (i=-128 ; i<128 ; i++)
    steptablemid[i] = (int)(pow(2.0, (i/64.0))*65536.0);


  // Generates volume lookup tables
  //  which also turn the unsigned samples
  //  into signed samples.
  for (i=0 ; i<128 ; i++)
    for (j=0 ; j<256 ; j++)
      vol_lookup[i*256+j] = (i*(j-128)*256)/127;
}


void I_SetSfxVolume(int volume)
{
  // Identical to DOS.
  // Basically, this should propagate
  //  the menu/config file setting
  //  to the state variable used in
  //  the mixing.
  //snd_SfxVolume = volume;
  printf( "I_SetSfxVolume %d\n", volume);
}

// MUSIC API - dummy. Some code from DOS version.
void I_SetMusicVolume(int volume)
{
  // Internal state variable.
  //snd_MusicVolume = volume;
  printf( "I_SetMusicVolume %d\n", volume);
  // Now set volume on output device.
   SetMIDIVolume( pmData, volume);

  // Whatever( snd_MusciVolume );
}


//
// Retrieve the raw data lump index
//  for a given SFX name.
//
int I_GetSfxLumpNum(sfxinfo_t* sfx)
{
    char namebuf[9];
    sprintf(namebuf, "ds%s", sfx->name);
    return W_GetNumForName(namebuf);
}

void* I_GetSfx (sfxinfo_t*  sfx) {
  int len;
  return getsfx(sfx->name,&len);
}


void I_FreeSfx (sfxinfo_t* sfx)
{
    byte*    dssfx;

    if (sfx->lumpnum<0)
        return;

    // free sample data
    if(sfx->data)
    {
    }

    sfx->data = NULL;
    sfx->lumpnum = -1;
}

//
// Starting a sound means adding it
//  to the current list of active sounds
//  in the internal channels.
// As the SFX info struct contains
//  e.g. a pointer to the raw data,
//  it is ignored.
// As our sound handling does not handle
//  priority, it is ignored.
// Pitching (that is, increased speed of playback)
//  is set, but currently not used by mixing.
//
int
I_StartSound
( int        id,
  int        vol,
  int        sep,
  int        pitch,
  int        priority )
{

    if (nosound)
        return -1;

    // Debug.
    //printf( "I_StartSound: starting sound %d\n", id );

    // Returns a handle (not used).
    id = addsfx( id, vol, steptable[pitch], sep );

    // fprintf( stderr, "/handle is %d\n", id );

    return id;
}



void I_StopSound (int handle)
{
  // You need the handle returned by StartSound.
  // Would be looping all channels,
  //  tracking down the handle,
  //  an setting the channel to zero.

  // UNUSED.
  handle = 0;
}


int I_SoundIsPlaying(int handle)
{
    // Ouch.
    return gametic < handle;
}




//
// This function loops all active (internal) sound
//  channels, retrieves a given number of samples
//  from the raw sound data, modifies it according
//  to the current (internal) channel parameters,
//  mixes the per channel samples into the global
//  mixbuffer, clamping it to the allowed range,
//  and sets up everything for transferring the
//  contents of the mixbuffer to the (two)
//  hardware channels (left and right, that is).
//
// This function currently supports only 16bit.
//
void I_UpdateSound( void )
{

  // Mix current sound data.
  // Data, from raw sound, for right and left.
  register unsigned int    sample;
  register int        dl;
  register int        dr;

  // Pointers in global mixbuffer, left, right, end.
  signed short*        leftout;
  signed short*        rightout;
  signed short*        leftend;
  // Step in mixbuffer, left and right, thus two.
  int                step;

  // Mixing channel index.
  int                chan;

    // Left and right channel
    //  are in global mixbuffer, alternating.
   leftout = pmData->MixBuffers[ pmData->FillBuffer].pBuffer;
   rightout = leftout+1;// pmData->BufferParms.ulBufferSize/2;
      // next fill buffer
   pmData->FillBuffer++;
   if (pmData->FillBuffer >= pmData->BufferParms.ulNumBuffers)
       pmData->FillBuffer = 0;
   step = 2;

      // Determine end, for left channel only
      //  (right channel is implicit).
      // ulBufferSize is len in bytes (8 bit), ulBufferSize/2 is 16bit length
   leftend = leftout + pmData->BufferParms.ulBufferSize/2;

    // Mix sounds into the mixing buffer.
    // Loop over step*SAMPLECOUNT,
    //  that is 512 values for two channels.
   while (leftout != leftend)
   {
      // Reset left/right value.
      dl = 0;
      dr = 0;

      // Love thy L2 chache - made this a loop.
      // Now more channels could be set at compile time
      //  as well. Thus loop those  channels.
      for ( chan = 0; chan < NUM_CHANNELS; chan++ )
      {
         // Check channel, if active.
         if (channels[ chan ])
         {
            //printf( "I_UpdateSound: channel %d active\n", chan);

            // Get the raw data from the channel.
            sample = *channels[ chan ];
            // Add left and right part
            //  for this channel (sound)
            //  to the current data.
            // Adjust volume accordingly.
            dl += channelleftvol_lookup[ chan ][sample];
            dr += channelrightvol_lookup[ chan ][sample];
            // Increment index ???
            channelstepremainder[ chan ] += channelstep[ chan ];
            // MSB is next sample???
            channels[ chan ] += channelstepremainder[ chan ] >> 16;
            // Limit to LSB???
            channelstepremainder[ chan ] &= 65536-1;

            // Check whether we are done.
            if (channels[ chan ] >= channelsend[ chan ])
                channels[ chan ] = 0;
         }
      }

      // Clamp to range. Left hardware channel.
      // Has been char instead of short.
      // if (dl > 127) *leftout = 127;
      // else if (dl < -128) *leftout = -128;
      // else *leftout = dl;

      //dl <<= 4;
      //dr <<= 4;

      if (dl > 0x7fff)
          *leftout = 0x7fff;
      else if (dl < -0x8000)
          *leftout = -0x8000;
      else
          *leftout = dl;

      // Same for right hardware channel.
      if (dr > 0x7fff)
          *rightout = 0x7fff;
      else if (dr < -0x8000)
          *rightout = -0x8000;
      else
          *rightout = dr;

      // Increment current pointers in mixbuffer.
      leftout += step;
      rightout += step;
/*
         // mono out
      *leftout = (dl+dr)/2;
      leftout++;
      rightout++;
*/
   }

}


//
// This would be used to write out the mixbuffer
//  during each game loop update.
// Updates sound buffer and audio device at runtime.
// It is called during Timer interrupt with SNDINTR.
// Mixing now done synchronous, and
//  only output be done asynchronous?
//
void
I_SubmitSound(void)
{
  // Write it to DSP device.
  write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
}



void
I_UpdateSoundParams
( int    handle,
  int    vol,
  int    sep,
  int    pitch)
{
  // I fail too see that this is used.
  // Would be using the handle to identify
  //  on which channel the sound might be active,
  //  and resetting the channel parameters.

  // UNUSED.
  handle = vol = sep = pitch = 0;
}




void I_ShutdownSound(void)
{
   // Wait till all pending sounds are finished.
   int done = 0;
   int i;

   //added:03-01-98:
   if( !sound_started )
       return;

   // FIXME (below).
   printf( "I_ShutdownSound: NOT finishing pending sounds\n");

   while ( !done )
   {
      for( i=0 ; i<8 && !channels[i] ; i++);

      // FIXME. No proper channel output.
      //if (i==8)
      done=1;
      DosSleep( 100);                      // wait 0.1 sec
   }

   ShutdownDART( pmData);

   // Done.
   sound_started = false;
   return;
}


void I_StartupSound()
{
   int i;

   if (nosound)
      return;

      // init dart audio
   InitDART( pmData);

   // Secure and configure sound device first.

   // Initialize external data (all sounds) at start, keep static.
   printf( "I_InitSound\n");

   for (i=1 ; i<NUMSFX ; i++)
   {
      // Alias? Example is the chaingun sound linked to pistol.
      if (!S_sfx[i].link)
      {
        // Load data from WAD file.
        S_sfx[i].data = getsfx( S_sfx[i].name, &lengths[i] );
      }
      else
      {
        // Previously loaded already?
        S_sfx[i].data = S_sfx[i].link->data;
        lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)];
      }
   }

   printf( "I_InitSound: pre-cached all sound data\n");

   // Now initialize mixbuffer with zero.
   for ( i = 0; i< MIXBUFFERSIZE; i++ )
      mixbuffer[i] = 0;

   I_SetChannels();

   // Finished initialization.
   printf( "I_InitSound: sound module ready\n");

   //added:08-01-98:we use a similar startup/shutdown scheme as Allegro.
   I_AddExitFunc(I_ShutdownSound);
   sound_started = true;

}




//
// MUSIC API.
// Still no music done.
// Remains. Dummies.
//
void I_InitMusic(void)
{
   printf( "I_InitMusic\n");

   if (nomusic)
      return;

   // initialisation of midicard by I_StartupSound
   pMus2MidData = (char *)Z_Malloc (MIDBUFFERSIZE,PU_STATIC,NULL);

   I_AddExitFunc(I_ShutdownMusic);
   music_started = true;
}

void I_ShutdownMusic(void)
{
   printf( "I_ShutdownMusic\n");

   if (!music_started)
      return;

   I_StopSong( 0);
   I_UnRegisterSong( 0);

   music_started=false;
}

void I_PlaySong(int handle, int looping)
{
   if (nomusic)
      return;

   printf( "I_PlaySong looping=%d\n", looping);
   PlayMIDI( pmData, looping);
      // need to set volume again, because before midi device was closed
   SetMIDIVolume( pmData, cv_musicvolume.value);
}

void I_PauseSong (int handle)
{
   if (nomusic)
      return;

   PauseMIDI( pmData);
}

void I_ResumeSong (int handle)
{
   if (nomusic)
      return;

   // UNUSED.
   handle = 0;
   ResumeMIDI( pmData);
}

void I_StopSong(int handle)
{
   if (nomusic)
      return;

   // UNUSED.
   ShutdownMIDI( pmData);
}

void I_UnRegisterSong(int handle)
{
   if (nomusic)
      return;

   // UNUSED.
   handle = 0;
   printf( "I_UnRegisterSong\n");
      // remove files
   unlink( "doom.mid");
   unlink( "doom.mus");
}

// ---------------
// I_SaveMemToFile
// Save as much as iLength bytes starting at pData, to
// a new file of given name. The file is overwritten if it is present.
// ---------------
void I_SaveMemToFile (unsigned char* pData, unsigned long iLength, char* sFileName)
{
    int     fileHandle;

    fileHandle = open( sFileName, O_CREAT | O_BINARY | O_TRUNC | O_WRONLY,
                       S_IWRITE);
    if (fileHandle == -1)
    {
        I_Error ("SaveMemToFile");
    }
    write( fileHandle, pData, iLength);
    close( fileHandle);
}

int I_RegisterSong(void* data, int len)
{
    int             iErrorCode;
    char*           pMidiFileData = NULL;       // MIDI music buffer to be played or NULL
    int             iMus2MidSize;               // size of Midi output data
   FILE* blah;

    if (nomusic)
        return 1;
/*
#ifdef DEBUGMIDISTREAM
    CONS_Printf("I_RegisterSong: \n");
#endif
    if (!memcmp(data,"MUS",3))
    {
        // convert mus to mid with a wonderful function
        // thanks to S.Bacquet for the sources of qmus2mid
        // convert mus to mid and load it in memory
        if((iErrorCode = qmus2mid((char *)data,pMus2MidData,89,64,0,len,MIDBUFFERSIZE,
                                   &iMus2MidSize))!=0)
        {
            CONS_Printf("Cannot convert mus to mid, converterror :%d\n",iErrorCode);
            return 0;
        }
        pMidiFileData = pMus2MidData;
    }
    else
    // support mid file in WAD !!! (no conversion needed)
    if (!memcmp(data,"MThd",4))
    {
        pMidiFileData = data;
	iMus2MidSize = len;
    }
    else
    {
        CONS_Printf ("Music lump is not MID or MUS music format\n");
        return 0;
    }

    if (pMidiFileData == NULL)
    {
        CONS_Printf ("Not a valid MIDI file : %d\n",iErrorCode);
        return 0;
    }
#ifdef DEBUGMIDISTREAM //EVENMORE
    else
    {
        I_SaveMemToFile (pMidiFileData, iMus2MidSize, "c:/temp/debug.mid");
    }
#endif
    I_SaveMemToFile (pMidiFileData, iMus2MidSize, "doom.mid");
*/

    I_SaveMemToFile (data, len, "doom.mus");
    qmus2mid( "doom.mus", "doom.mid", 0, 89,64,1);

    OpenMIDI( pmData);

    return 1;
}

// Is the song playing?
int I_QrySongPlaying(int handle)
{
   // UNUSED.
   handle = 0;
   printf( "I_QrySongPlaying\n");

   return 0;
}

//Hurdler: TODO
void I_StartFMODSong()
{
    CONS_Printf("I_StartFMODSong: Not yet supported under OS/2.\n");
}

void I_StopFMODSong()
{
    CONS_Printf("I_StopFMODSong: Not yet supported under OS/2.\n");
}
void I_SetFMODVolume(int volume)
{
    CONS_Printf("I_SetFMODVolume: Not yet supported under OS/2.\n");
}
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