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OpenTTD/src/sound.cpp

289 lines
8.8 KiB
C++

/*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file sound.cpp Handling of playing sounds. */
#include "stdafx.h"
#include "landscape.h"
#include "sound_type.h"
#include "soundloader_func.h"
#include "mixer.h"
#include "newgrf_sound.h"
#include "random_access_file_type.h"
#include "window_func.h"
#include "window_gui.h"
#include "vehicle_base.h"
#include "base_media_func.h"
#include "base_media_sounds.h"
#include "safeguards.h"
static std::array<SoundEntry, ORIGINAL_SAMPLE_COUNT> _original_sounds;
static void OpenBankFile(const std::string &filename)
{
/**
* The sound file for the original sounds, i.e. those not defined/overridden by a NewGRF.
* Needs to be kept alive during the game as _original_sounds[n].file refers to this.
*/
static std::unique_ptr<RandomAccessFile> original_sound_file;
_original_sounds.fill({});
/* If there is no sound file (nosound set), don't load anything */
if (filename.empty()) return;
original_sound_file = std::make_unique<RandomAccessFile>(filename, BASESET_DIR);
size_t pos = original_sound_file->GetPos();
uint count = original_sound_file->ReadDword();
/* The new format has the highest bit always set */
auto source = HasBit(count, 31) ? SoundSource::BasesetNewFormat : SoundSource::BasesetOldFormat;
ClrBit(count, 31);
count /= 8;
/* Simple check for the correct number of original sounds. */
if (count != ORIGINAL_SAMPLE_COUNT) {
/* Corrupt sample data? Just leave the allocated memory as those tell
* there is no sound to play (size = 0 due to calloc). Not allocating
* the memory disables valid NewGRFs that replace sounds. */
Debug(misc, 6, "Incorrect number of sounds in '{}', ignoring.", filename);
return;
}
original_sound_file->SeekTo(pos, SEEK_SET);
/* Read sound file positions. */
for (auto &sound : _original_sounds) {
sound.file = original_sound_file.get();
sound.file_offset = GB(original_sound_file->ReadDword(), 0, 31) + pos;
sound.file_size = original_sound_file->ReadDword();
sound.source = source;
}
}
static bool SetBankSource(MixerChannel *mc, SoundEntry *sound, SoundID sound_id)
{
assert(sound != nullptr);
if (sound->file != nullptr) {
if (!LoadSound(*sound, sound_id)) {
/* Mark as invalid. */
sound->file = nullptr;
return false;
}
sound->file = nullptr;
}
/* Check for valid sound. */
if (sound->data->empty()) return false;
MxSetChannelRawSrc(mc, sound->data, sound->rate, sound->bits_per_sample == 16);
return true;
}
void InitializeSound()
{
Debug(misc, 1, "Loading sound effects...");
OpenBankFile(BaseSounds::GetUsedSet()->files[0].filename);
}
/* Low level sound player */
static void StartSound(SoundID sound_id, float pan, uint volume)
{
if (volume == 0) return;
SoundEntry *sound = GetSound(sound_id);
if (sound == nullptr) return;
if (sound->rate == 0) {
/* If the sound's sample rate is not set then the sound needs to be loaded, but if the sound's file pointer
* is empty then an attempt was already made to load the sound but it failed. We don't want to try again. */
if (sound->file == nullptr) return;
}
MixerChannel *mc = MxAllocateChannel();
if (mc == nullptr) return;
if (!SetBankSource(mc, sound, sound_id)) return;
/* Apply the sound effect's own volume. */
volume = sound->volume * volume;
MxSetChannelVolume(mc, volume, pan);
MxActivateChannel(mc);
}
static const uint8_t _vol_factor_by_zoom[] = {255, 255, 255, 190, 134, 87};
static_assert(lengthof(_vol_factor_by_zoom) == ZOOM_LVL_END);
static const uint8_t _sound_base_vol[] = {
128, 90, 128, 128, 128, 128, 128, 128,
128, 90, 90, 128, 128, 128, 128, 128,
128, 128, 128, 80, 128, 128, 128, 128,
128, 128, 128, 128, 128, 128, 128, 128,
128, 128, 90, 90, 90, 128, 90, 128,
128, 90, 128, 128, 128, 90, 128, 128,
128, 128, 128, 128, 90, 128, 128, 128,
128, 90, 128, 128, 128, 128, 128, 128,
128, 128, 90, 90, 90, 128, 128, 128,
90,
};
static const uint8_t _sound_idx[] = {
2, 3, 4, 5, 6, 7, 8, 9,
10, 11, 12, 13, 14, 15, 16, 17,
18, 19, 20, 21, 22, 23, 24, 25,
26, 27, 28, 29, 30, 31, 32, 33,
34, 35, 36, 37, 38, 39, 40, 0,
1, 41, 42, 43, 44, 45, 46, 47,
48, 49, 50, 51, 52, 53, 54, 55,
56, 57, 58, 59, 60, 61, 62, 63,
64, 65, 66, 67, 68, 69, 70, 71,
72,
};
void SndCopyToPool()
{
SoundEntry *sound = AllocateSound(ORIGINAL_SAMPLE_COUNT);
for (uint i = 0; i < ORIGINAL_SAMPLE_COUNT; i++) {
sound[i] = _original_sounds[_sound_idx[i]];
sound[i].volume = _sound_base_vol[i];
sound[i].priority = 0;
}
}
/**
* Change the configured sound set and reset sounds.
* @param index Index of sound set to switch to.
*/
void ChangeSoundSet(int index)
{
if (BaseSounds::GetIndexOfUsedSet() == index) return;
auto set = BaseSounds::GetSet(index);
BaseSounds::ini_set = set->name;
BaseSounds::SetSet(set);
MxCloseAllChannels();
InitializeSound();
/* Replace baseset sounds in the pool with the updated original sounds. This is safe to do as
* any sound still playing holds its own shared_ptr to the sample data. */
for (uint i = 0; i < ORIGINAL_SAMPLE_COUNT; i++) {
SoundEntry *sound = GetSound(i);
/* GRF Container 0 means the sound comes from the baseset, and isn't overridden by NewGRF. */
if (sound == nullptr || sound->grf_container_ver != 0) continue;
*sound = _original_sounds[_sound_idx[i]];
sound->volume = _sound_base_vol[i];
sound->priority = 0;
}
InvalidateWindowData(WC_GAME_OPTIONS, WN_GAME_OPTIONS_GAME_OPTIONS, 0, true);
}
/**
* Decide 'where' (between left and right speaker) to play the sound effect.
* Note: Callers must determine if sound effects are enabled. This plays a sound regardless of the setting.
* @param sound Sound effect to play
* @param left Left edge of virtual coordinates where the sound is produced
* @param right Right edge of virtual coordinates where the sound is produced
* @param top Top edge of virtual coordinates where the sound is produced
* @param bottom Bottom edge of virtual coordinates where the sound is produced
*/
static void SndPlayScreenCoordFx(SoundID sound, int left, int right, int top, int bottom)
{
/* Iterate from back, so that main viewport is checked first */
for (const Window *w : Window::IterateFromBack()) {
if (w->viewport == nullptr) continue;
const Viewport &vp = *w->viewport;
if (left < vp.virtual_left + vp.virtual_width && right > vp.virtual_left &&
top < vp.virtual_top + vp.virtual_height && bottom > vp.virtual_top) {
int screen_x = (left + right) / 2 - vp.virtual_left;
int width = (vp.virtual_width == 0 ? 1 : vp.virtual_width);
float panning = (float)screen_x / width;
StartSound(
sound,
panning,
_vol_factor_by_zoom[vp.zoom]
);
return;
}
}
}
void SndPlayTileFx(SoundID sound, TileIndex tile)
{
/* emits sound from center of the tile */
int x = std::min(Map::MaxX() - 1, TileX(tile)) * TILE_SIZE + TILE_SIZE / 2;
int y = std::min(Map::MaxY() - 1, TileY(tile)) * TILE_SIZE - TILE_SIZE / 2;
int z = (y < 0 ? 0 : GetSlopePixelZ(x, y));
Point pt = RemapCoords(x, y, z);
y += 2 * TILE_SIZE;
Point pt2 = RemapCoords(x, y, GetSlopePixelZ(x, y));
SndPlayScreenCoordFx(sound, pt.x, pt2.x, pt.y, pt2.y);
}
void SndPlayVehicleFx(SoundID sound, const Vehicle *v)
{
SndPlayScreenCoordFx(sound,
v->coord.left, v->coord.right,
v->coord.top, v->coord.bottom
);
}
void SndPlayFx(SoundID sound)
{
StartSound(sound, 0.5, UINT8_MAX);
}
/** Names corresponding to the sound set's files */
static const std::string_view _sound_file_names[] = { "samples" };
template <>
/* static */ std::span<const std::string_view> BaseSet<SoundsSet>::GetFilenames()
{
return _sound_file_names;
}
template <>
/* static */ const char *BaseMedia<SoundsSet>::GetExtension()
{
return ".obs"; // OpenTTD Base Sounds
}
template <>
/* static */ bool BaseMedia<SoundsSet>::DetermineBestSet()
{
if (BaseMedia<SoundsSet>::used_set != nullptr) return true;
const SoundsSet *best = nullptr;
for (const SoundsSet *c = BaseMedia<SoundsSet>::available_sets; c != nullptr; c = c->next) {
/* Skip unusable sets */
if (c->GetNumMissing() != 0) continue;
if (best == nullptr ||
(best->fallback && !c->fallback) ||
best->valid_files < c->valid_files ||
(best->valid_files == c->valid_files &&
(best->shortname == c->shortname && best->version < c->version))) {
best = c;
}
}
BaseMedia<SoundsSet>::used_set = best;
return BaseMedia<SoundsSet>::used_set != nullptr;
}
template class BaseMedia<SoundsSet>;