Fixed common sound loading. Still debugging OpenAL code.
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c7d772650f
commit
48c6088c27
4 changed files with 42 additions and 25 deletions
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@ -343,6 +343,7 @@ void Sound_Play(SOUNDINDEX soundNumber, char *format, ...)
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int reverb_off = 0;
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int soundStartPosition = 0;
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printf("1 Play: %d\n", soundNumber);
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{
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extern int PlaySounds;
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if (!PlaySounds) return;
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@ -350,11 +351,17 @@ void Sound_Play(SOUNDINDEX soundNumber, char *format, ...)
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if(!SoundSwitchedOn) return;
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printf("2 Play\n");
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/* check soundIndex for bounds, whether it has been loaded, and number of instances */
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if((soundNumber<0)||(soundNumber>=SID_MAXIMUM)) return;
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printf("A Play: %s\n", GameSounds[soundNumber].wavName);
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if(!(GameSounds[soundNumber].loaded)) return;
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printf("B Play\n");
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if(!(GameSounds[soundNumber].activeInstances<SOUND_MAXINSTANCES)) return;
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printf("3 Play\n");
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db_logf5(("About to play sound %i", soundNumber));
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/* initialise volume and pitch from game sound data */
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@ -445,6 +452,8 @@ void Sound_Play(SOUNDINDEX soundNumber, char *format, ...)
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return;
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}
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printf("4 Play\n");
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/* Deal with resource allocation. */
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{
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/* Range of active buffers to search. */
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@ -508,6 +517,7 @@ void Sound_Play(SOUNDINDEX soundNumber, char *format, ...)
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ActiveSounds[newIndex].reverb_off=reverb_off;
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if(loop) ActiveSounds[newIndex].loop = 1;
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else ActiveSounds[newIndex].loop = 0;
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printf("Play: new = %d. num = %d, p = %d, v = %d, pi = %d, l = %d, mi = %d, rev = %d\n", newIndex, soundNumber, priority, volume, pitch, loop, marine_ignore, reverb_off);
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if(worldPosn)
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{
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VECTORCH zeroPosn = {0,0,0};
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@ -554,7 +564,7 @@ void Sound_Play(SOUNDINDEX soundNumber, char *format, ...)
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// IDirectSoundBuffer_SetCurrentPosition(ActiveSounds[newIndex].dsBufferP,soundStartPosition);
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// }
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if (soundStartPosition)
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fprintf(stderr, "Sound_Play: sound starts part of the way in (%d)\n", soundStartPosition);
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printf("Sound_Play: sound starts part of the way in (%d)\n", soundStartPosition);
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}
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void Sound_Stop(int activeSoundNumber)
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@ -841,7 +851,7 @@ void Save_SoundState(int* soundHandle)
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// IDirectSoundBuffer_GetCurrentPosition(sound->dsBufferP,(LPDWORD)&block->position,NULL);
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// else
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block->position = 0;
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fprintf(stderr, "Save_SoundState: GetCurrentPosition!\n");
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printf("Save_SoundState: GetCurrentPosition!\n");
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strcpy((char*)(block+1),name);
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@ -931,7 +941,7 @@ void Save_SoundsWithNoReference()
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// IDirectSoundBuffer_GetCurrentPosition(sound->dsBufferP,(LPDWORD)&block->position,NULL);
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// else
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block->position = 0;
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fprintf(stderr, "Save_SoundsWithNoReference: GetCurrentPosition!\n");
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printf("Save_SoundsWithNoReference: GetCurrentPosition!\n");
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strcpy((char*)(block+1),name);
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}
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@ -855,6 +855,7 @@ int FindAndLoadWavFile(int soundNum,char* wavFileName)
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static char sound_name[200];
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sprintf (sound_name, "%s%s", FirstSoundDir,wavFileName);
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printf("FindAndLoadWavFile: %d, %s\n", soundNum, wavFileName);
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#if LOAD_SOUND_FROM_FAST_FILE
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//first look in fast file
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{
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@ -903,7 +904,8 @@ int FindAndLoadWavFile(int soundNum,char* wavFileName)
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/* Patrick 5/6/97 -------------------------------------------------------------
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Sound data loaders
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----------------------------------------------------------------------------*/
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#if USE_REBSND_LOADERS
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//#if USE_REBSND_LOADERS
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#if 1
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extern unsigned char *ExtractWavFile(int soundIndex, unsigned char *bufferPtr);
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void *LoadRebSndFile(char *filename)
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{
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@ -961,12 +963,12 @@ void LoadSounds(char *soundDirectory)
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{
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char filename[64];
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#if ALIEN_DEMO
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strcpy(filename, ".\\alienfastfile");//CommonSoundDirectory);
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strcpy(filename, "./alienfastfile");//CommonSoundDirectory);
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#else
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strcpy(filename, ".\\fastfile");//CommonSoundDirectory);
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strcpy(filename, "./fastfile");//CommonSoundDirectory);
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#endif
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// strcat(filename, soundDirectory);
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strcat(filename, "\\");
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strcat(filename, "/");
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// strcat(filename, soundDirectory);
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// strcat(filename, ".RebSnd");
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strcat(filename, "common.ffl");
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16
src/main.c
16
src/main.c
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@ -23,8 +23,8 @@
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#include "cdtrackselection.h"
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#include "gammacontrol.h"
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#define MyWidth 1024
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#define MyHeight 768
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#define MyWidth 512
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#define MyHeight 384
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char LevelName[] = {"predbit6\0QuiteALongNameActually"}; /* the real way to load levels */
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@ -91,8 +91,8 @@ int InitialiseWindowsSystem()
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/* -w will disable to first fullscreen, -f will turn it on */
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// SDL_WM_ToggleFullScreen(surface);
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SDL_WM_GrabInput(SDL_GRAB_ON);
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SDL_ShowCursor(0);
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// SDL_WM_GrabInput(SDL_GRAB_ON);
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// SDL_ShowCursor(0);
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glViewport(0, 0, MyWidth, MyHeight);
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@ -569,16 +569,16 @@ int main(int argc, char *argv[])
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AvP.CurrentEnv = AvP.StartingEnv = 0; /* are these even used? */
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AvP.PlayerType = I_Alien;
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SetLevelToLoad(AVP_ENVIRONMENT_TEMPLE); /* starting alien level */
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// AvP.PlayerType = I_Alien;
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// SetLevelToLoad(AVP_ENVIRONMENT_TEMPLE); /* starting alien level */
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// AvP.PlayerType = I_Marine;
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AvP.PlayerType = I_Marine;
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// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
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// AvP.PlayerType = I_Predator;
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// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
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// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
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SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
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// SetLevelToLoad(AVP_ENVIRONMENT_E3DEMOSP); /* demo level */
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25
src/openal.c
25
src/openal.c
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@ -112,9 +112,9 @@ int PlatPlaySound(int activeIndex)
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if (!PlatSoundHasStopped(activeIndex))
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PlatStopSound (activeIndex);
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if (ActiveSounds[activeIndex].loop)
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alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_LOOPING, AL_TRUE);
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else
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// if (ActiveSounds[activeIndex].loop)
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// alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_LOOPING, AL_TRUE);
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// else
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alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_LOOPING, AL_FALSE);
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alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_BUFFER,
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@ -219,7 +219,7 @@ int PlatChangeSoundPitch(int activeIndex, int pitch)
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ActiveSounds[activeIndex].pitch = pitch;
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alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_PITCH, frequency);
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// alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_PITCH, frequency);
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return 1;
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}
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@ -247,7 +247,8 @@ int PlatDo3dSound(int activeIndex)
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int distance;
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VECTORCH relativePosn;
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int newPan, newVolume;
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return;
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fprintf(stderr, "PlatDo3dSound(%d)\n", activeIndex);
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relativePosn.vx = ActiveSounds[activeIndex].threedeedata.position.vx -
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@ -435,12 +436,14 @@ unsigned char *ExtractWavFile(int soundIndex, unsigned char *bufferPtr)
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fprintf (stderr, "Loaded %s\n", GameSounds[soundIndex].wavName);
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}
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if (acLoadWAV (bufferPtr, (ALuint *) &len, &udata, &rfmt,
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if (acLoadWAV (bufferPtr, (ALuint *) &rsize, &udata, &rfmt,
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&rchan, &rfreq) == NULL) {
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fprintf (stderr, "Unable to convert data\n");
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return (unsigned char *)0;
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}
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len = rsize;
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if ((rfmt == AUDIO_U8)) {
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nb = Force8to16 (udata, &len);
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rfmt = AUDIO_S16LSB;
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@ -460,11 +463,9 @@ fprintf (stderr, "Loaded %s\n", GameSounds[soundIndex].wavName);
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} else
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return (unsigned char *)0;
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rsize = len;
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alGenBuffers (1, &(GameSounds[soundIndex].dsBufferP));
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alBufferData (GameSounds[soundIndex].dsBufferP,
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rfmt, udata, rsize, rfreq);
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rfmt, udata, len, rfreq);
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GameSounds[soundIndex].loaded = 1;
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GameSounds[soundIndex].flags = SAMPLE_IN_HW;
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@ -474,7 +475,10 @@ fprintf (stderr, "Loaded %s\n", GameSounds[soundIndex].wavName);
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free (udata);
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return (bufferPtr + rsize);
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/* read RIFF chunk length and jump past it */
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return bufferPtr + 8 +
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((bufferPtr[4] << 0) | (bufferPtr[5] << 8) |
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(bufferPtr[6] << 16) | (bufferPtr[7] << 24));
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}
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int LoadWavFromFastFile(int soundNum, char * wavFileName)
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@ -505,6 +509,7 @@ void PlatUpdatePlayer()
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ALfloat vel[3], or[6], pos[3];
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fprintf(stderr, "PlatUpdatePlayer()\n");
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return;
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if (Global_VDB_Ptr) {
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extern int NormalFrameTime;
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extern int DopplerShiftIsOn;
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