+++ /dev/null
-/* Reconstructed Commander Keen 4-6 Source Code\r
- * Copyright (C) 2021 K1n9_Duk3\r
- *\r
- * This file is primarily based on:\r
- * Catacomb 3-D Source Code\r
- * Copyright (C) 1993-2014 Flat Rock Software\r
- *\r
- * This program is free software; you can redistribute it and/or modify\r
- * it under the terms of the GNU General Public License as published by\r
- * the Free Software Foundation; either version 2 of the License, or\r
- * (at your option) any later version.\r
- *\r
- * This program is distributed in the hope that it will be useful,\r
- * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
- * GNU General Public License for more details.\r
- *\r
- * You should have received a copy of the GNU General Public License along\r
- * with this program; if not, write to the Free Software Foundation, Inc.,\r
- * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
- */\r
-\r
-//\r
-// ID Engine\r
-// ID_SD.c - Sound Manager\r
-// v1.1d1\r
-// By Jason Blochowiak\r
-//\r
-\r
-//\r
-// This module handles dealing with generating sound on the appropriate\r
-// hardware\r
-//\r
-// Depends on: User Mgr (for parm checking)\r
-//\r
-// Globals:\r
-// For User Mgr:\r
-// SoundSourcePresent - Sound Source thingie present?\r
-// SoundBlasterPresent - SoundBlaster card present?\r
-// AdLibPresent - AdLib card present?\r
-// SoundMode - What device is used for sound effects\r
-// (Use SM_SetSoundMode() to set)\r
-// MusicMode - What device is used for music\r
-// (Use SM_SetMusicMode() to set)\r
-// For Cache Mgr:\r
-// NeedsDigitized - load digitized sounds?\r
-// NeedsMusic - load music?\r
-//\r
-\r
-#pragma hdrstop // Wierdo thing with MUSE\r
-\r
-#include <dos.h>\r
-\r
-#ifdef _MUSE_ // Will be defined in ID_Types.h\r
-#include "ID_SD.h"\r
-#else\r
-#include "ID_HEADS.H"\r
-#endif\r
-#pragma hdrstop\r
-#pragma warn -pia\r
-\r
-#define SDL_SoundFinished() {SoundNumber = SoundPriority = 0;}\r
-\r
-// Macros for AdLib stuff\r
-#define selreg(n) outportb(0x388,n)\r
-#define writereg(n) outportb(0x389,n)\r
-#define readstat() inportb(0x388)\r
-\r
-// Global variables\r
- boolean SoundSourcePresent,SoundBlasterPresent,AdLibPresent,QuietFX,\r
- NeedsDigitized,NeedsMusic;\r
- SDMode SoundMode;\r
- SMMode MusicMode;\r
- longword TimeCount;\r
- word HackCount;\r
- word *SoundTable; // Really * _seg *SoundTable, but that don't work\r
- boolean ssIsTandy;\r
- word ssPort = 2;\r
-\r
-// Internal variables\r
-static boolean SD_Started;\r
-static boolean TimerDone;\r
-static word TimerVal,TimerDelay10,TimerDelay25,TimerDelay100;\r
-static longword TimerDivisor,TimerCount;\r
-static char *ParmStrings[] =\r
- {\r
- "noal",\r
- "adlib",\r
- nil\r
- };\r
-static void (*SoundUserHook)(void);\r
-static word SoundNumber,SoundPriority;\r
-static void interrupt (*t0OldService)(void);\r
-//static word t0CountTable[] = {8,8,8,8,40,40};\r
-static long LocalTime;\r
-\r
-// PC Sound variables\r
-static byte pcLastSample,far *pcSound;\r
-static longword pcLengthLeft;\r
-static word pcSoundLookup[255];\r
-\r
-// AdLib variables\r
-static boolean alNoCheck;\r
-static byte far *alSound;\r
-static word alBlock;\r
-static longword alLengthLeft;\r
-static longword alTimeCount;\r
-static Instrument alZeroInst;\r
-\r
-// This table maps channel numbers to carrier and modulator op cells\r
-static byte carriers[9] = { 3, 4, 5,11,12,13,19,20,21},\r
- modifiers[9] = { 0, 1, 2, 8, 9,10,16,17,18},\r
-// This table maps percussive voice numbers to op cells\r
- pcarriers[5] = {19,0xff,0xff,0xff,0xff},\r
- pmodifiers[5] = {16,17,18,20,21};\r
-\r
-// Sequencer variables\r
-static boolean sqActive;\r
-static word alFXReg;\r
-static ActiveTrack *tracks[sqMaxTracks],\r
- mytracks[sqMaxTracks];\r
-static word sqMode,sqFadeStep;\r
-static word far *sqHack,far *sqHackPtr,sqHackLen,sqHackSeqLen;\r
-static long sqHackTime;\r
-\r
-// Internal routines\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_SetTimer0() - Sets system timer 0 to the specified speed\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#pragma argsused\r
-static void\r
-SDL_SetTimer0(word speed)\r
-{\r
-#ifndef TPROF // If using Borland's profiling, don't screw with the timer\r
- outportb(0x43,0x36); // Change timer 0\r
- outportb(0x40,speed);\r
- outportb(0x40,speed >> 8);\r
- TimerDivisor = speed;\r
-#else\r
- TimerDivisor = 0x10000;\r
-#endif\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_SetIntsPerSec() - Uses SDL_SetTimer0() to set the number of\r
-// interrupts generated by system timer 0 per second\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_SetIntsPerSec(word ints)\r
-{\r
- SDL_SetTimer0(1192030 / ints);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_TimingService() - Used by SDL_InitDelay() to determine a timing\r
-// value for the current system that we're running on\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void interrupt\r
-SDL_TimingService(void)\r
-{\r
- TimerVal = _CX;\r
- TimerDone++;\r
-\r
- outportb(0x20,0x20); // Ack interrupt\r
-}\r
-\r
-#if 0\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_InitDelay() - Sets up TimerDelay's for SDL_Delay()\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_InitDelay(void)\r
-{\r
- int i;\r
- word timer;\r
-\r
- setvect(8,SDL_TimingService); // Set to my timer 0 ISR\r
-\r
- SDL_SetIntsPerSec(1000); // Time 1ms\r
-\r
- for (i = 0,timer = 0;i < 10;i++) // Do timing test 10 times\r
- {\r
- asm xor dx,dx // Zero DX\r
- asm mov cx,0xffff // Put starting value in CX\r
- asm mov [TimerDone],cx // TimerDone = false - 1\r
-startloop:\r
- asm or [TimerDone],0\r
- asm jnz startloop // Make sure we're at the start\r
-loop:\r
- asm test [TimerDone],1 // See if TimerDone flag got hit\r
- asm jnz done // Yep - drop out of the loop\r
- asm loop loop\r
-done:\r
-\r
- if (0xffff - TimerVal > timer)\r
- timer = 0xffff - TimerVal;\r
- }\r
- timer += timer / 2; // Use some slop\r
- TimerDelay10 = timer / (1000 / 10);\r
- TimerDelay25 = timer / (1000 / 25);\r
- TimerDelay100 = timer / (1000 / 100);\r
-\r
- SDL_SetTimer0(0); // Reset timer 0\r
-\r
- setvect(8,t0OldService); // Set back to old ISR\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_Delay() - Delays the specified amount of time\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_Delay(word delay)\r
-{\r
- if (!delay)\r
- return;\r
-\r
-asm mov cx,[delay]\r
-loop:\r
-asm test [TimerDone],0 // Useless code - just for timing equivilency\r
-asm jnz done\r
-asm loop loop\r
-done:;\r
-}\r
-#endif\r
-\r
-//\r
-// PC Sound code\r
-//\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_PCPlaySound() - Plays the specified sound on the PC speaker\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_PCPlaySound(PCSound far *sound)\r
-{\r
-asm pushf\r
-asm cli\r
-\r
- pcLastSample = -1;\r
- pcLengthLeft = sound->common.length;\r
- pcSound = sound->data;\r
-\r
-asm popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_PCStopSound() - Stops the current sound playing on the PC Speaker\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_PCStopSound(void)\r
-{\r
-asm pushf\r
-asm cli\r
-\r
- (long)pcSound = 0;\r
-\r
-asm in al,0x61 // Turn the speaker off\r
-asm and al,0xfd // ~2\r
-asm out 0x61,al\r
-\r
-asm popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_PCService() - Handles playing the next sample in a PC sound\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_PCService(void)\r
-{\r
- byte s;\r
- word t;\r
-\r
- if (pcSound)\r
- {\r
- s = *pcSound++;\r
- if (s != pcLastSample)\r
- {\r
- asm pushf\r
- asm cli\r
-\r
- pcLastSample = s;\r
- if (s) // We have a frequency!\r
- {\r
- t = pcSoundLookup[s];\r
- asm mov bx,[t]\r
-\r
- asm mov al,0xb6 // Write to channel 2 (speaker) timer\r
- asm out 43h,al\r
- asm mov al,bl\r
- asm out 42h,al // Low byte\r
- asm mov al,bh\r
- asm out 42h,al // High byte\r
-\r
- asm in al,0x61 // Turn the speaker & gate on\r
- asm or al,3\r
- asm out 0x61,al\r
- }\r
- else // Time for some silence\r
- {\r
- asm in al,0x61 // Turn the speaker & gate off\r
- asm and al,0xfc // ~3\r
- asm out 0x61,al\r
- }\r
-\r
- asm popf\r
- }\r
-\r
- if (!(--pcLengthLeft))\r
- {\r
- SDL_PCStopSound();\r
- SDL_SoundFinished();\r
- }\r
- }\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_ShutPC() - Turns off the pc speaker\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_ShutPC(void)\r
-{\r
-asm pushf\r
-asm cli\r
-\r
- pcSound = 0;\r
-\r
-asm in al,0x61 // Turn the speaker & gate off\r
-asm and al,0xfc // ~3\r
-asm out 0x61,al\r
-\r
-asm popf\r
-}\r
-\r
-// AdLib Code\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// alOut(n,b) - Puts b in AdLib card register n\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-alOut(byte n,byte b)\r
-{\r
-asm pushf\r
-asm cli\r
-\r
-asm mov dx,0x388\r
-asm mov al,[n]\r
-asm out dx,al\r
-#if 0\r
- SDL_Delay(TimerDelay10);\r
-#else\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-#endif\r
-\r
-asm mov dx,0x389\r
-asm mov al,[b]\r
-asm out dx,al\r
-\r
-asm popf\r
-\r
-#if 0\r
- SDL_Delay(TimerDelay25);\r
-#else\r
-asm mov dx,0x388\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-asm in al, dx\r
-#endif\r
-}\r
-\r
-#if 0\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_SetInstrument() - Puts an instrument into a generator\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_SetInstrument(int track,int which,Instrument far *inst,boolean percussive)\r
-{\r
- byte c,m;\r
-\r
- if (percussive)\r
- {\r
- c = pcarriers[which];\r
- m = pmodifiers[which];\r
- }\r
- else\r
- {\r
- c = carriers[which];\r
- m = modifiers[which];\r
- }\r
-\r
- tracks[track - 1]->inst = *inst;\r
- tracks[track - 1]->percussive = percussive;\r
-\r
- alOut(m + alChar,inst->mChar);\r
- alOut(m + alScale,inst->mScale);\r
- alOut(m + alAttack,inst->mAttack);\r
- alOut(m + alSus,inst->mSus);\r
- alOut(m + alWave,inst->mWave);\r
-\r
- // Most percussive instruments only use one cell\r
- if (c != 0xff)\r
- {\r
- alOut(c + alChar,inst->cChar);\r
- alOut(c + alScale,inst->cScale);\r
- alOut(c + alAttack,inst->cAttack);\r
- alOut(c + alSus,inst->cSus);\r
- alOut(c + alWave,inst->cWave);\r
- }\r
-\r
- alOut(which + alFeedCon,inst->nConn); // DEBUG - I think this is right\r
-}\r
-#endif\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_ALStopSound() - Turns off any sound effects playing through the\r
-// AdLib card\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_ALStopSound(void)\r
-{\r
-asm pushf\r
-asm cli\r
-\r
- (long)alSound = 0;\r
- alOut(alFreqH + 0,0);\r
-\r
-asm popf\r
-}\r
-\r
-static void\r
-SDL_AlSetFXInst(Instrument far *inst)\r
-{\r
- byte c,m;\r
- byte scale; // added for "quiet AdLib" mode\r
-\r
- m = modifiers[0];\r
- c = carriers[0];\r
- alOut(m + alChar,inst->mChar);\r
- alOut(m + alScale,inst->mScale);\r
- alOut(m + alAttack,inst->mAttack);\r
- alOut(m + alSus,inst->mSus);\r
- alOut(m + alWave,inst->mWave);\r
- alOut(c + alChar,inst->cChar);\r
-#if 1\r
- // quiet AdLib code:\r
- scale = inst->cScale;\r
- if (QuietFX)\r
- {\r
- scale = 0x3F-scale;\r
- scale = (scale>>1) + (scale>>2); // basically 'scale *= 0.75;'\r
- scale = 0x3F-scale;\r
- }\r
- alOut(c + alScale,scale);\r
-#else\r
- // old code:\r
- alOut(c + alScale,inst->cScale);\r
-#endif\r
- alOut(c + alAttack,inst->cAttack);\r
- alOut(c + alSus,inst->cSus);\r
- alOut(c + alWave,inst->cWave);\r
- // DEBUG!!! - I just put this in\r
-// alOut(alFeedCon,inst->nConn);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_ALPlaySound() - Plays the specified sound on the AdLib card\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_ALPlaySound(AdLibSound far *sound)\r
-{\r
- Instrument far *inst;\r
-\r
- SDL_ALStopSound();\r
-\r
-asm pushf\r
-asm cli\r
-\r
- alLengthLeft = sound->common.length;\r
- alSound = sound->data;\r
- alBlock = ((sound->block & 7) << 2) | 0x20;\r
- inst = &sound->inst;\r
-\r
- if (!(inst->mSus | inst->cSus))\r
- {\r
- asm popf\r
- Quit("SDL_ALPlaySound() - Bad instrument");\r
- }\r
-\r
- SDL_AlSetFXInst(inst);\r
-\r
-asm popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_ALSoundService() - Plays the next sample out through the AdLib card\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_ALSoundService(void)\r
-{\r
- byte s;\r
-\r
- if (alSound)\r
- {\r
- s = *alSound++;\r
- if (!s)\r
- alOut(alFreqH + 0,0);\r
- else\r
- {\r
- alOut(alFreqL + 0,s);\r
- alOut(alFreqH + 0,alBlock);\r
- }\r
-\r
- if (!(--alLengthLeft))\r
- {\r
- (long)alSound = 0;\r
- alOut(alFreqH + 0,0);\r
- SDL_SoundFinished();\r
- }\r
- }\r
-}\r
-\r
-#if 0\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_SelectMeasure() - sets up sequencing variables for a given track\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_SelectMeasure(ActiveTrack *track)\r
-{\r
- track->seq = track->moods[track->mood];\r
- track->nextevent = 0;\r
-}\r
-#endif\r
-\r
-static void\r
-SDL_ALService(void)\r
-{\r
- byte a,v;\r
- word w;\r
-\r
- if (!sqActive)\r
- return;\r
-\r
- while (sqHackLen && (sqHackTime <= alTimeCount))\r
- {\r
- w = *sqHackPtr++;\r
- sqHackTime = alTimeCount + *sqHackPtr++;\r
- asm mov dx,[w]\r
- asm mov [a],dl\r
- asm mov [v],dh\r
- alOut(a,v);\r
- sqHackLen -= 4;\r
- }\r
- alTimeCount++;\r
- if (!sqHackLen)\r
- {\r
- sqHackPtr = (word far *)sqHack;\r
- sqHackLen = sqHackSeqLen;\r
- alTimeCount = sqHackTime = 0;\r
- }\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_ShutAL() - Shuts down the AdLib card for sound effects\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_ShutAL(void)\r
-{\r
-asm pushf\r
-asm cli\r
-\r
- alOut(alEffects,0);\r
- alOut(alFreqH + 0,0);\r
- SDL_AlSetFXInst(&alZeroInst);\r
- alSound = 0;\r
-\r
-asm popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_CleanAL() - Totally shuts down the AdLib card\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_CleanAL(void)\r
-{\r
- int i;\r
-\r
-asm pushf\r
-asm cli\r
-\r
- alOut(alEffects,0);\r
- for (i = 1;i < 0xf5;i++)\r
- alOut(i,0);\r
-\r
-asm popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_StartAL() - Starts up the AdLib card for sound effects\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_StartAL(void)\r
-{\r
- alFXReg = 0;\r
- alOut(alEffects,alFXReg);\r
- SDL_AlSetFXInst(&alZeroInst);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_DetectAdLib() - Determines if there's an AdLib (or SoundBlaster\r
-// emulating an AdLib) present\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static boolean\r
-SDL_DetectAdLib(boolean force)\r
-{\r
- byte status1,status2;\r
- int i;\r
-\r
- alOut(4,0x60); // Reset T1 & T2\r
- alOut(4,0x80); // Reset IRQ\r
- status1 = readstat();\r
- alOut(2,0xff); // Set timer 1\r
- alOut(4,0x21); // Start timer 1\r
-#if 0\r
- SDL_Delay(TimerDelay100);\r
-#else\r
- asm mov dx, 0x388;\r
- asm mov cx, 100;\r
-waitloop:\r
- asm in al, dx;\r
- asm jmp here;\r
-here:\r
- asm loop waitloop;\r
-#endif\r
-\r
- status2 = readstat();\r
- alOut(4,0x60);\r
- alOut(4,0x80);\r
-\r
- if (force || (((status1 & 0xe0) == 0x00) && ((status2 & 0xe0) == 0xc0)))\r
- {\r
- for (i = 1;i <= 0xf5;i++) // Zero all the registers\r
- alOut(i,0);\r
-\r
- alOut(1,0x20); // Set WSE=1\r
- alOut(8,0); // Set CSM=0 & SEL=0\r
-\r
- return(true);\r
- }\r
- else\r
- return(false);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_t0Service() - My timer 0 ISR which handles the different timings and\r
-// dispatches to whatever other routines are appropriate\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void interrupt\r
-SDL_t0Service(void)\r
-{\r
-static word count = 1;\r
-\r
-#if 0 // for debugging\r
-asm mov dx,STATUS_REGISTER_1\r
-asm in al,dx\r
-asm mov dx,ATR_INDEX\r
-asm mov al,ATR_OVERSCAN\r
-asm out dx,al\r
-asm mov al,4 // red\r
-asm out dx,al\r
-#endif\r
-\r
- HackCount++;\r
-\r
- if (MusicMode == smm_AdLib)\r
- {\r
- SDL_ALService();\r
- if (!(++count & 7))\r
- {\r
- LocalTime++;\r
- TimeCount++;\r
- if (SoundUserHook)\r
- SoundUserHook();\r
- }\r
- if (!(count & 3))\r
- {\r
- switch (SoundMode)\r
- {\r
- case sdm_PC:\r
- SDL_PCService();\r
- break;\r
- case sdm_AdLib:\r
- SDL_ALSoundService();\r
- break;\r
- }\r
- }\r
- }\r
- else\r
- {\r
- if (!(++count & 1))\r
- {\r
- LocalTime++;\r
- TimeCount++;\r
- if (SoundUserHook)\r
- SoundUserHook();\r
- }\r
- switch (SoundMode)\r
- {\r
- case sdm_PC:\r
- SDL_PCService();\r
- break;\r
- case sdm_AdLib:\r
- SDL_ALSoundService();\r
- break;\r
- }\r
- }\r
-\r
-asm mov ax,[WORD PTR TimerCount]\r
-asm add ax,[WORD PTR TimerDivisor]\r
-asm mov [WORD PTR TimerCount],ax\r
-asm jnc myack\r
- t0OldService(); // If we overflow a word, time to call old int handler\r
-asm jmp olddone\r
-myack:;\r
- outportb(0x20,0x20); // Ack the interrupt\r
-olddone:;\r
-\r
-#if 0 // for debugging\r
-asm mov dx,STATUS_REGISTER_1\r
-asm in al,dx\r
-asm mov dx,ATR_INDEX\r
-asm mov al,ATR_OVERSCAN\r
-asm out dx,al\r
-asm mov al,3 // blue\r
-asm out dx,al\r
-asm mov al,0x20 // normal\r
-asm out dx,al\r
-#endif\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_ShutDevice() - turns off whatever device was being used for sound fx\r
-//\r
-////////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_ShutDevice(void)\r
-{\r
- switch (SoundMode)\r
- {\r
- case sdm_PC:\r
- SDL_ShutPC();\r
- break;\r
- case sdm_AdLib:\r
- SDL_ShutAL();\r
- break;\r
- }\r
- SoundMode = sdm_Off;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_CleanDevice() - totally shuts down all sound devices\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_CleanDevice(void)\r
-{\r
- if ((SoundMode == sdm_AdLib) || (MusicMode == smm_AdLib))\r
- SDL_CleanAL();\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_StartDevice() - turns on whatever device is to be used for sound fx\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-static void\r
-SDL_StartDevice(void)\r
-{\r
- switch (SoundMode)\r
- {\r
- case sdm_AdLib:\r
- SDL_StartAL();\r
- break;\r
- }\r
- SoundNumber = SoundPriority = 0;\r
-}\r
-\r
-static void\r
-SDL_SetTimerSpeed(void)\r
-{\r
- word rate;\r
-\r
- if (MusicMode == smm_AdLib)\r
- rate = TickBase * 8;\r
- else\r
- rate = TickBase * 2;\r
- SDL_SetIntsPerSec(rate);\r
-}\r
-\r
-// Public routines\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_SetSoundMode() - Sets which sound hardware to use for sound effects\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-boolean\r
-SD_SetSoundMode(SDMode mode)\r
-{\r
- boolean result;\r
- word tableoffset;\r
-\r
- SD_StopSound();\r
-\r
-#ifndef _MUSE_\r
- switch (mode)\r
- {\r
- case sdm_Off:\r
- NeedsDigitized = false;\r
- result = true;\r
- break;\r
- case sdm_PC:\r
- tableoffset = STARTPCSOUNDS;\r
- NeedsDigitized = false;\r
- result = true;\r
- break;\r
- case sdm_AdLib:\r
- if (AdLibPresent)\r
- {\r
- tableoffset = STARTADLIBSOUNDS;\r
- NeedsDigitized = false;\r
- result = true;\r
- }\r
- break;\r
- default:\r
- result = false;\r
- break;\r
- }\r
-#endif\r
-\r
- if (result && (mode != SoundMode))\r
- {\r
- SDL_ShutDevice();\r
- SoundMode = mode;\r
-#ifndef _MUSE_\r
- SoundTable = (word *)(&audiosegs[tableoffset]);\r
-#endif\r
- SDL_StartDevice();\r
- }\r
-\r
- SDL_SetTimerSpeed();\r
-\r
- return(result);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_SetMusicMode() - sets the device to use for background music\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-boolean\r
-SD_SetMusicMode(SMMode mode)\r
-{\r
- boolean result;\r
-\r
- SD_FadeOutMusic();\r
- while (SD_MusicPlaying())\r
- ;\r
-\r
- switch (mode)\r
- {\r
- case smm_Off:\r
- NeedsMusic = false;\r
- result = true;\r
- break;\r
- case smm_AdLib:\r
- if (AdLibPresent)\r
- {\r
- NeedsMusic = true;\r
- result = true;\r
- }\r
- break;\r
- default:\r
- result = false;\r
- break;\r
- }\r
-\r
- if (result)\r
- MusicMode = mode;\r
-\r
- SDL_SetTimerSpeed();\r
-\r
- return(result);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_Startup() - starts up the Sound Mgr\r
-// Detects all additional sound hardware and installs my ISR\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_Startup(void)\r
-{\r
- int i;\r
- boolean alForce;\r
-\r
- alForce = false;\r
-\r
- if (SD_Started)\r
- return;\r
-\r
- ssIsTandy = false;\r
- alNoCheck = false;\r
-#ifndef _MUSE_\r
- for (i = 1;i < _argc;i++)\r
- {\r
- switch (US_CheckParm(_argv[i],ParmStrings))\r
- {\r
- case 0: // No AdLib detection\r
- alNoCheck = true;\r
- break;\r
-\r
- case 1:\r
- alForce = true;\r
- break;\r
- }\r
- }\r
-#endif\r
-\r
- SoundUserHook = 0;\r
-\r
- t0OldService = getvect(8); // Get old timer 0 ISR\r
-\r
- //SDL_InitDelay(); // SDL_InitDelay() uses t0OldService\r
-\r
- setvect(8,SDL_t0Service); // Set to my timer 0 ISR\r
- LocalTime = TimeCount = alTimeCount = 0;\r
-\r
- SD_SetSoundMode(sdm_Off);\r
- SD_SetMusicMode(smm_Off);\r
-\r
- if (!alNoCheck)\r
- AdLibPresent = SDL_DetectAdLib(alForce);\r
-\r
- for (i = 0;i < 255;i++)\r
- pcSoundLookup[i] = i * 60;\r
-\r
- SD_Started = true;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_Default() - Sets up the default behaviour for the Sound Mgr whether\r
-// the config file was present or not.\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_Default(boolean gotit,SDMode sd,SMMode sm)\r
-{\r
- boolean gotsd,gotsm;\r
-\r
- gotsd = gotsm = gotit;\r
-\r
- if (gotsd) // Make sure requested sound hardware is available\r
- {\r
- switch (sd)\r
- {\r
- case sdm_AdLib:\r
- gotsd = AdLibPresent;\r
- break;\r
- }\r
- }\r
- if (!gotsd)\r
- {\r
- if (AdLibPresent)\r
- sd = sdm_AdLib;\r
- else\r
- sd = sdm_PC;\r
- }\r
- if (sd != SoundMode)\r
- SD_SetSoundMode(sd);\r
-\r
-\r
- if (gotsm) // Make sure requested music hardware is available\r
- {\r
- switch (sm)\r
- {\r
- case sdm_AdLib: // BUG: this should use smm_AdLib!\r
- gotsm = AdLibPresent;\r
- break;\r
- }\r
- }\r
- if (!gotsm)\r
- {\r
- if (AdLibPresent)\r
- sm = smm_AdLib;\r
- else\r
- sm = smm_Off;\r
- }\r
- if (sm != MusicMode)\r
- SD_SetMusicMode(sm);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_Shutdown() - shuts down the Sound Mgr\r
-// Removes sound ISR and turns off whatever sound hardware was active\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_Shutdown(void)\r
-{\r
- if (!SD_Started)\r
- return;\r
-\r
- SD_MusicOff();\r
- SDL_ShutDevice();\r
- SDL_CleanDevice();\r
-\r
- asm pushf\r
- asm cli\r
-\r
- SDL_SetTimer0(0);\r
-\r
- setvect(8,t0OldService);\r
-\r
- asm popf\r
-\r
- SD_Started = false;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_SetUserHook() - sets the routine that the Sound Mgr calls every 1/70th\r
-// of a second from its timer 0 ISR\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_SetUserHook(void (* hook)(void))\r
-{\r
- // BUG: interrupts should be disabled while setting SoundUserHook!\r
- SoundUserHook = hook;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_PlaySound() - plays the specified sound on the appropriate hardware\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_PlaySound(soundnames sound)\r
-{\r
- SoundCommon far *s;\r
-\r
- if ((SoundMode == sdm_Off) /*|| (sound == -1)*/)\r
- return;\r
-\r
- s = MK_FP(SoundTable[sound],0);\r
- if (!s)\r
- Quit("SD_PlaySound() - Uncached sound");\r
- if (!s->length)\r
- Quit("SD_PlaySound() - Zero length sound");\r
- if (s->priority < SoundPriority)\r
- return;\r
-\r
- switch (SoundMode)\r
- {\r
- case sdm_PC:\r
- SDL_PCPlaySound((void far *)s);\r
- break;\r
- case sdm_AdLib:\r
- SDL_ALPlaySound((void far *)s);\r
- break;\r
- }\r
-\r
- SoundNumber = sound;\r
- SoundPriority = s->priority;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_SoundPlaying() - returns the sound number that's playing, or 0 if\r
-// no sound is playing\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-word\r
-SD_SoundPlaying(void)\r
-{\r
- boolean result = false;\r
-\r
- switch (SoundMode)\r
- {\r
- case sdm_PC:\r
- result = pcSound? true : false;\r
- break;\r
- case sdm_AdLib:\r
- result = alSound? true : false;\r
- break;\r
- }\r
-\r
- if (result)\r
- return(SoundNumber);\r
- else\r
- return(false);\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_StopSound() - if a sound is playing, stops it\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_StopSound(void)\r
-{\r
- switch (SoundMode)\r
- {\r
- case sdm_PC:\r
- SDL_PCStopSound();\r
- break;\r
- case sdm_AdLib:\r
- SDL_ALStopSound();\r
- break;\r
- }\r
-\r
- SDL_SoundFinished();\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_WaitSoundDone() - waits until the current sound is done playing\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_WaitSoundDone(void)\r
-{\r
- while (SD_SoundPlaying())\r
- ;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_MusicOn() - turns on the sequencer\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_MusicOn(void)\r
-{\r
- sqActive = true;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_MusicOff() - turns off the sequencer and any playing notes\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_MusicOff(void)\r
-{\r
- word i;\r
-\r
-\r
- switch (MusicMode)\r
- {\r
- case smm_AdLib:\r
- alFXReg = 0;\r
- alOut(alEffects,0);\r
- for (i = 0;i < sqMaxTracks;i++)\r
- alOut(alFreqH + i + 1,0);\r
- break;\r
- }\r
- sqActive = false;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_StartMusic() - starts playing the music pointed to\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_StartMusic(MusicGroup far *music)\r
-{\r
- SD_MusicOff();\r
-asm pushf\r
-asm cli\r
-\r
- if (MusicMode == smm_AdLib)\r
- {\r
- sqHackPtr = sqHack = music->values;\r
- sqHackSeqLen = sqHackLen = music->length;\r
- sqHackTime = 0;\r
- alTimeCount = 0;\r
- SD_MusicOn();\r
- }\r
-\r
-asm popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_FadeOutMusic() - starts fading out the music. Call SD_MusicPlaying()\r
-// to see if the fadeout is complete\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_FadeOutMusic(void)\r
-{\r
- switch (MusicMode)\r
- {\r
- case smm_AdLib:\r
- // DEBUG - quick hack to turn the music off\r
- SD_MusicOff();\r
- break;\r
- }\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_MusicPlaying() - returns true if music is currently playing, false if\r
-// not\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-boolean\r
-SD_MusicPlaying(void)\r
-{\r
- boolean result;\r
-\r
- switch (MusicMode)\r
- {\r
- case smm_AdLib:\r
- result = false;\r
- // DEBUG - not written\r
- break;\r
- default:\r
- result = false;\r
- }\r
-\r
- return(result);\r
-}\r