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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name sound_server.cpp - The sound server (hardware layer and so on) */
//
// (c) Copyright 1998-2008 by Lutz Sammer, Fabrice Rossi, and
// Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "stratagus.h"
#include "SDL.h"
#include "sound_server.h"
#include "iolib.h"
#include "iocompat.h"
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
static bool SoundInitialized; /// is sound initialized
static bool MusicPlaying; /// flag true if playing music
static int EffectsVolume = 128; /// effects sound volume
static int MusicVolume = 128; /// music volume
static bool MusicEnabled = true;
static bool EffectsEnabled = true;
/// Channels for sound effects and unit speach
struct SoundChannel {
CSample *Sample; /// sample to play
unsigned char Volume; /// Volume of this channel
signed char Stereo; /// stereo location of sound (-128 left, 0 center, 127 right)
bool Playing; /// channel is currently playing
int Point; /// point in sample if playing or next free channel
void (*FinishedCallback)(int channel); /// Callback for when a sample finishes playing
};
#define MaxChannels 32 /// How many channels are supported
static SoundChannel Channels[MaxChannels];
static int NextFreeChannel;
static struct {
CSample *Sample; /// Music sample
void (*FinishedCallback)(); /// Callback for when music finishes playing
} MusicChannel;
static void ChannelFinished(int channel);
static int *MixerBuffer;
static int MixerBufferSize;
/*----------------------------------------------------------------------------
-- Mixers
----------------------------------------------------------------------------*/
/**
** Convert RAW sound data to 44100 hz, Stereo, 16 bits per channel
**
** @param src Source buffer
** @param dest Destination buffer
** @param frequency Frequency of source
** @param chansize Bitrate in bytes per channel of source
** @param channels Number of channels of source
** @param bytes Number of compressed bytes to read
**
** @return Number of bytes written in 'dest'
*/
static int ConvertToStereo32(const char *src, char *dest, int frequency,
int chansize, int channels, int bytes)
{
SDL_AudioCVT acvt;
Uint16 format;
if (chansize == 1) {
format = AUDIO_U8;
} else {
format = AUDIO_S16SYS;
}
SDL_BuildAudioCVT(&acvt, format, channels, frequency, AUDIO_S16SYS, 2, 44100);
acvt.buf = (Uint8 *)dest;
memcpy(dest, src, bytes);
acvt.len = bytes;
SDL_ConvertAudio(&acvt);
return acvt.len_mult * bytes;
}
/**
** Mix music to stereo 32 bit.
**
** @param buffer Buffer for mixed samples.
** @param size Number of samples that fits into buffer.
**
** @todo this functions can be called from inside the SDL audio callback,
** which is bad, the buffer should be precalculated.
*/
static void MixMusicToStereo32(int *buffer, int size)
{
int i;
int n;
int len;
short *buf;
char *tmp;
int div;
if (MusicPlaying) {
Assert(MusicChannel.Sample);
len = size * sizeof(*buf);
tmp = new char[len];
buf = new short[len];
div = 176400 / (MusicChannel.Sample->Frequency * (MusicChannel.Sample->SampleSize / 8)
* MusicChannel.Sample->Channels);
size = MusicChannel.Sample->Read(tmp, len / div);
n = ConvertToStereo32((char *)(tmp), (char *)buf, MusicChannel.Sample->Frequency,
MusicChannel.Sample->SampleSize / 8, MusicChannel.Sample->Channels, size);
for (i = 0; i < n / (int)sizeof(*buf); ++i) {
// Add to our samples
// FIXME: why taking out '/ 2' leads to distortion
buffer[i] += buf[i] * MusicVolume / MaxVolume / 2;
}
delete[] tmp;
delete[] buf;
if (n < len) { // End reached
MusicPlaying = false;
delete MusicChannel.Sample;
MusicChannel.Sample = NULL;
if (MusicChannel.FinishedCallback) {
MusicChannel.FinishedCallback();
}
}
}
}
/**
** Mix sample to buffer.
**
** The input samples are adjusted by the local volume and resampled
** to the output frequence.
**
** @param sample Input sample
** @param index Position into input sample
** @param volume Volume of the input sample
** @param stereo Stereo (left/right) position of sample
** @param buffer Output buffer
** @param size Size of output buffer (in samples per channel)
**
** @return The number of bytes used to fill buffer
**
** @todo Can mix faster if signed 8 bit buffers are used.
*/
static int MixSampleToStereo32(CSample *sample, int index, unsigned char volume,
char stereo, int *buffer, int size)
{
int local_volume;
unsigned char left;
unsigned char right;
int i;
static int buf[SOUND_BUFFER_SIZE / 2];
int div;
div = 176400 / (sample->Frequency * (sample->SampleSize / 8)
* sample->Channels);
local_volume = (int)volume * EffectsVolume / MaxVolume;
if (stereo < 0) {
left = 128;
right = 128 + stereo;
} else {
left = 128 - stereo;
right = 128;
}
Assert(!(index & 1));
if (size >= (sample->Len - index) * div / 2) {
size = (sample->Len - index) * div / 2;
}
size = ConvertToStereo32((char *)(sample->Buffer + index), (char *)buf, sample->Frequency,
sample->SampleSize / 8, sample->Channels,
size * 2 / div);
size /= 2;
for (i = 0; i < size; i += 2) {
// FIXME: why taking out '/ 2' leads to distortion
buffer[i] += ((short *)buf)[i] * local_volume * left / 128 / MaxVolume / 2;
buffer[i + 1] += ((short *)buf)[i + 1] * local_volume * right / 128 / MaxVolume / 2;
}
return 2 * size / div;
}
/**
** Mix channels to stereo 32 bit.
**
** @param buffer Buffer for mixed samples.
** @param size Number of samples that fits into buffer.
**
** @return How many channels become free after mixing them.
*/
static int MixChannelsToStereo32(int *buffer, int size)
{
int channel;
int i;
int new_free_channels;
new_free_channels = 0;
for (channel = 0; channel < MaxChannels; ++channel) {
if (Channels[channel].Playing && Channels[channel].Sample) {
i = MixSampleToStereo32(Channels[channel].Sample,
Channels[channel].Point, Channels[channel].Volume,
Channels[channel].Stereo, buffer, size);
Channels[channel].Point += i;
Assert(Channels[channel].Point <= Channels[channel].Sample->Len);
if (Channels[channel].Point == Channels[channel].Sample->Len) {
ChannelFinished(channel);
++new_free_channels;
}
}
}
return new_free_channels;
}
/**
** Clip mix to output stereo 16 signed bit.
**
** @param mix signed 32 bit input.
** @param size number of samples in input.
** @param output clipped 16 signed bit output buffer.
*/
static void ClipMixToStereo16(const int *mix, int size, short *output)
{
int s;
const int *end;
end = mix + size;
while (mix < end) {
s = (*mix++);
if (s > SHRT_MAX) {
*output++ = SHRT_MAX;
} else if (s < SHRT_MIN) {
*output++ = SHRT_MIN;
} else {
*output++ = s;
}
}
}
/**
** Mix into buffer.
**
** @param buffer Buffer to be filled with samples. Buffer must be big enough.
** @param samples Number of samples.
*/
static void MixIntoBuffer(void *buffer, int samples)
{
if (samples > MixerBufferSize) {
delete[] MixerBuffer;
MixerBuffer = new int[samples];
MixerBufferSize = samples;
}
// FIXME: can save the memset here, if first channel sets the values
memset(MixerBuffer, 0, samples * sizeof(*MixerBuffer));
if (EffectsEnabled) {
// Add channels to mixer buffer
MixChannelsToStereo32(MixerBuffer, samples);
}
if (MusicEnabled) {
// Add music to mixer buffer
MixMusicToStereo32(MixerBuffer, samples);
}
ClipMixToStereo16(MixerBuffer, samples, (short *)buffer);
}
/**
** Fill buffer for the sound card.
**
** @see SDL_OpenAudio
**
** @param udata the pointer stored in userdata field of SDL_AudioSpec.
** @param stream pointer to buffer you want to fill with information.
** @param len is length of audio buffer in bytes.
*/
static void FillAudio(void *udata, Uint8 *stream, int len)
{
len >>= 1;
MixIntoBuffer(stream, len);
}
/*----------------------------------------------------------------------------
-- Effects
----------------------------------------------------------------------------*/
/**
** A channel is finished playing
*/
static void ChannelFinished(int channel)
{
if (Channels[channel].FinishedCallback) {
Channels[channel].FinishedCallback(channel);
}
Channels[channel].Playing = false;
Channels[channel].Point = NextFreeChannel;
NextFreeChannel = channel;
}
/**
** Put a sound request in the next free channel.
*/
static int FillChannel(CSample *sample, unsigned char volume, char stereo)
{
Assert(NextFreeChannel < MaxChannels);
int old_free = NextFreeChannel;
int next_free = Channels[NextFreeChannel].Point;
Channels[NextFreeChannel].Volume = volume;
Channels[NextFreeChannel].Point = 0;
Channels[NextFreeChannel].Playing = true;
Channels[NextFreeChannel].Sample = sample;
Channels[NextFreeChannel].Stereo = stereo;
Channels[NextFreeChannel].FinishedCallback = NULL;
NextFreeChannel = next_free;
return old_free;
}
/**
** Set the channel volume
**
** @param channel Channel to set
** @param volume New volume, <0 will not set the volume
**
** @return Current volume of the channel, -1 for error
*/
int SetChannelVolume(int channel, int volume)
{
if (channel < 0 || channel >= MaxChannels) {
return -1;
}
if (volume < 0) {
volume = Channels[channel].Volume;
} else {
SDL_LockAudio();
if (volume > MaxVolume) {
volume = MaxVolume;
}
Channels[channel].Volume = volume;
SDL_UnlockAudio();
}
return volume;
}
/**
** Set the channel stereo
**
** @param channel Channel to set
** @param stereo -128 to 127, out of range will not set the stereo
**
** @return Current stereo of the channel, -1 for error
*/
int SetChannelStereo(int channel, int stereo)
{
if (channel < 0 || channel >= MaxChannels) {
return -1;
}
if (stereo < -128 || stereo > 127) {
stereo = Channels[channel].Stereo;
} else {
SDL_LockAudio();
if (stereo > 127) {
stereo = 127;
} else if (stereo < -128) {
stereo = -128;
}
Channels[channel].Stereo = stereo;
SDL_UnlockAudio();
}
return stereo;
}
/**
** Set the channel's callback for when a sound finishes playing
**
** @param channel Channel to set
** @param callback Callback to call when the sound finishes
*/
void SetChannelFinishedCallback(int channel, void (*callback)(int channel))
{
if (channel < 0 || channel >= MaxChannels) {
return;
}
Channels[channel].FinishedCallback = callback;
}
/**
** Get the sample playing on a channel
*/
CSample *GetChannelSample(int channel)
{
if (channel < 0 || channel >= MaxChannels) {
return NULL;
}
return Channels[channel].Sample;
}
/**
** Stop a channel
**
** @param channel Channel to stop
*/
void StopChannel(int channel)
{
SDL_LockAudio();
if (channel >= 0 && channel < MaxChannels) {
if (Channels[channel].Playing) {
ChannelFinished(channel);
}
}
SDL_UnlockAudio();
}
/**
** Stop all channels
*/
void StopAllChannels()
{
SDL_LockAudio();
for (int i = 0; i < MaxChannels; ++i) {
if (Channels[i].Playing) {
ChannelFinished(i);
}
}
SDL_UnlockAudio();
}
/**
** Load a sample
**
** @param name File name of sample (short version).
**
** @return General sample loaded from file into memory.
**
** @todo Add streaming, caching support.
*/
CSample *LoadSample(const std::string &name)
{
CSample *sample;
char buf[PATH_MAX];
LibraryFileName(name.c_str(), buf, sizeof(buf));
if ((sample = LoadWav(buf, PlayAudioLoadInMemory))) {
return sample;
}
#ifdef USE_VORBIS
if ((sample = LoadVorbis(buf, PlayAudioLoadInMemory))) {
return sample;
}
#endif
fprintf(stderr, "Can't load the sound `%s'\n", name.c_str());
return sample;
}
/**
** Play a sound sample
**
** @param sample Sample to play
**
** @return Channel number, -1 for error
*/
int PlaySample(CSample *sample)
{
int channel = -1;
SDL_LockAudio();
if (SoundEnabled() && EffectsEnabled && sample &&
NextFreeChannel != MaxChannels) {
channel = FillChannel(sample, EffectsVolume, 0);
}
SDL_UnlockAudio();
return channel;
}
/**
** Play a sound file
**
** @param name Filename of a sound to play
**
** @return Channel number the sound is playing on, -1 for error
*/
int PlaySoundFile(const std::string &name)
{
CSample *sample = LoadSample(name);
if (sample) {
return PlaySample(sample);
}
return -1;
}
/**
** Set the global sound volume.
**
** @param volume the sound volume 0-255
*/
void SetEffectsVolume(int volume)
{
if (volume < 0) {
EffectsVolume = 0;
} else if (volume > MaxVolume) {
EffectsVolume = MaxVolume;
} else {
EffectsVolume = volume;
}
}
/**
** Get effects volume
*/
int GetEffectsVolume(void)
{
return EffectsVolume;
}
/**
** Set effects enabled
*/
void SetEffectsEnabled(bool enabled)
{
EffectsEnabled = enabled;
}
/**
** Check if effects are enabled
*/
bool IsEffectsEnabled(void)
{
return EffectsEnabled;
}
/*----------------------------------------------------------------------------
-- Music
----------------------------------------------------------------------------*/
/**
** Set the music finished callback
*/
void SetMusicFinishedCallback(void (*callback)(void))
{
MusicChannel.FinishedCallback = callback;
}
/**
** Play a music file.
**
** @param sample Music sample.
**
** @return 0 if music is playing, -1 if not.
*/
int PlayMusic(CSample *sample)
{
if (sample) {
StopMusic();
MusicChannel.Sample = sample;
MusicPlaying = true;
return 0;
} else {
DebugPrint("Could not play sample\n");
return -1;
}
}
/**
** Play a music file.
**
** @param file Name of music file, format is automatically detected.
**
** @return 0 if music is playing, -1 if not.
*/
int PlayMusic(const std::string &file)
{
char name[PATH_MAX];
CSample *sample;
if (!SoundEnabled() || !IsMusicEnabled()) {
return -1;
}
LibraryFileName(file.c_str(), name, sizeof(name));
DebugPrint("play music %s\n" _C_ name);
sample = LoadWav(name, PlayAudioStream);
#ifdef USE_VORBIS
if (!sample) {
sample = LoadVorbis(name, PlayAudioStream);
}
#endif
if (sample) {
StopMusic();
MusicChannel.Sample = sample;
MusicPlaying = true;
return 0;
} else {
DebugPrint("Could not play %s\n" _C_ file.c_str());
return -1;
}
}
/**
** Stop the current playing music.
*/
void StopMusic(void)
{
if (MusicPlaying) {
MusicPlaying = false;
if (MusicChannel.Sample) {
SDL_LockAudio();
delete MusicChannel.Sample;
MusicChannel.Sample = NULL;
SDL_UnlockAudio();
}
}
}
/**
** Set the music volume.
**
** @param volume the music volume 0-255
*/
void SetMusicVolume(int volume)
{
if (volume < 0) {
MusicVolume = 0;
} else if (volume > MaxVolume) {
MusicVolume = MaxVolume;
} else {
MusicVolume = volume;
}
}
/**
** Get music volume
*/
int GetMusicVolume(void)
{
return MusicVolume;
}
/**
** Set music enabled
*/
void SetMusicEnabled(bool enabled)
{
if (enabled) {
MusicEnabled = true;
} else {
MusicEnabled = false;
StopMusic();
}
}
/**
** Check if music is enabled
*/
bool IsMusicEnabled(void)
{
return MusicEnabled;
}
/**
** Check if music is playing
*/
bool IsMusicPlaying(void)
{
return MusicPlaying;
}
/*----------------------------------------------------------------------------
-- Init
----------------------------------------------------------------------------*/
/**
** Check if sound is enabled
*/
bool SoundEnabled(void)
{
return SoundInitialized;
}
/**
** Initialize sound card hardware part with SDL.
**
** @param freq Sample frequency (44100,22050,11025 hz).
** @param size Sample size (8bit, 16bit)
**
** @return True if failure, false if everything ok.
*/
static int InitSdlSound(int freq, int size)
{
SDL_AudioSpec wanted;
wanted.freq = freq;
if (size == 8) {
wanted.format = AUDIO_U8;
} else if (size == 16) {
wanted.format = AUDIO_S16SYS;
} else {
DebugPrint("Unexpected sample size %d\n" _C_ size);
wanted.format = AUDIO_S16SYS;
}
wanted.channels = 2;
wanted.samples = 4096;
wanted.callback = FillAudio;
wanted.userdata = NULL;
// Open the audio device, forcing the desired format
if (SDL_OpenAudio(&wanted, NULL) < 0) {
fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
return -1;
}
SDL_PauseAudio(0);
return 0;
}
/**
** Initialize sound card.
**
** @return True if failure, false if everything ok.
*/
int InitSound(void)
{
//
// Open sound device, 8bit samples, stereo.
//
if (InitSdlSound(44100, 16)) {
SoundInitialized = false;
return 1;
}
SoundInitialized = true;
// ARI: The following must be done here to allow sound to work in
// pre-start menus!
// initialize channels
for (int i = 0; i < MaxChannels; ++i) {
Channels[i].Point = i + 1;
}
return 0;
}
/**
** Cleanup sound server.
*/
void QuitSound(void)
{
SDL_CloseAudio();
SoundInitialized = false;
delete[] MixerBuffer;
MixerBuffer = NULL;
}
//@}
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