X-Git-Url: http://4ch.mooo.com/gitweb/?p=16.git;a=blobdiff_plain;f=16%2Fkeen456%2FKEEN4-6%2FID_SD.C;fp=16%2Fkeen456%2FKEEN4-6%2FID_SD.C;h=91f1ba75a651a12ff7648b2a928631781660b821;hp=0000000000000000000000000000000000000000;hb=7d1948e210bb7b58af0a0412e71f2a0a0a2010af;hpb=ebc247a0a67daa69a027f31d9d7d9572db765e56 diff --git a/16/keen456/KEEN4-6/ID_SD.C b/16/keen456/KEEN4-6/ID_SD.C new file mode 100755 index 00000000..91f1ba75 --- /dev/null +++ b/16/keen456/KEEN4-6/ID_SD.C @@ -0,0 +1,1336 @@ +/* Reconstructed Commander Keen 4-6 Source Code + * Copyright (C) 2021 K1n9_Duk3 + * + * This file is primarily based on: + * Catacomb 3-D Source Code + * Copyright (C) 1993-2014 Flat Rock Software + * + * 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; either version 2 of the License, or + * (at your option) any later version. + * + * 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., + * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + */ + +// +// ID Engine +// ID_SD.c - Sound Manager +// v1.1d1 +// By Jason Blochowiak +// + +// +// This module handles dealing with generating sound on the appropriate +// hardware +// +// Depends on: User Mgr (for parm checking) +// +// Globals: +// For User Mgr: +// SoundSourcePresent - Sound Source thingie present? +// SoundBlasterPresent - SoundBlaster card present? +// AdLibPresent - AdLib card present? +// SoundMode - What device is used for sound effects +// (Use SM_SetSoundMode() to set) +// MusicMode - What device is used for music +// (Use SM_SetMusicMode() to set) +// For Cache Mgr: +// NeedsDigitized - load digitized sounds? +// NeedsMusic - load music? +// + +#pragma hdrstop // Wierdo thing with MUSE + +#include + +#ifdef _MUSE_ // Will be defined in ID_Types.h +#include "ID_SD.h" +#else +#include "ID_HEADS.H" +#endif +#pragma hdrstop +#pragma warn -pia + +#define SDL_SoundFinished() {SoundNumber = SoundPriority = 0;} + +// Macros for AdLib stuff +#define selreg(n) outportb(0x388,n) +#define writereg(n) outportb(0x389,n) +#define readstat() inportb(0x388) + +// Global variables + boolean SoundSourcePresent,SoundBlasterPresent,AdLibPresent,QuietFX, + NeedsDigitized,NeedsMusic; + SDMode SoundMode; + SMMode MusicMode; + longword TimeCount; + word HackCount; + word *SoundTable; // Really * _seg *SoundTable, but that don't work + boolean ssIsTandy; + word ssPort = 2; + +// Internal variables +static boolean SD_Started; +static boolean TimerDone; +static word TimerVal,TimerDelay10,TimerDelay25,TimerDelay100; +static longword TimerDivisor,TimerCount; +static char *ParmStrings[] = + { + "noal", + "adlib", + nil + }; +static void (*SoundUserHook)(void); +static word SoundNumber,SoundPriority; +static void interrupt (*t0OldService)(void); +//static word t0CountTable[] = {8,8,8,8,40,40}; +static long LocalTime; + +// PC Sound variables +static byte pcLastSample,far *pcSound; +static longword pcLengthLeft; +static word pcSoundLookup[255]; + +// AdLib variables +static boolean alNoCheck; +static byte far *alSound; +static word alBlock; +static longword alLengthLeft; +static longword alTimeCount; +static Instrument alZeroInst; + +// This table maps channel numbers to carrier and modulator op cells +static byte carriers[9] = { 3, 4, 5,11,12,13,19,20,21}, + modifiers[9] = { 0, 1, 2, 8, 9,10,16,17,18}, +// This table maps percussive voice numbers to op cells + pcarriers[5] = {19,0xff,0xff,0xff,0xff}, + pmodifiers[5] = {16,17,18,20,21}; + +// Sequencer variables +static boolean sqActive; +static word alFXReg; +static ActiveTrack *tracks[sqMaxTracks], + mytracks[sqMaxTracks]; +static word sqMode,sqFadeStep; +static word far *sqHack,far *sqHackPtr,sqHackLen,sqHackSeqLen; +static long sqHackTime; + +// Internal routines + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_SetTimer0() - Sets system timer 0 to the specified speed +// +/////////////////////////////////////////////////////////////////////////// +#pragma argsused +static void +SDL_SetTimer0(word speed) +{ +#ifndef TPROF // If using Borland's profiling, don't screw with the timer + outportb(0x43,0x36); // Change timer 0 + outportb(0x40,speed); + outportb(0x40,speed >> 8); + TimerDivisor = speed; +#else + TimerDivisor = 0x10000; +#endif +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_SetIntsPerSec() - Uses SDL_SetTimer0() to set the number of +// interrupts generated by system timer 0 per second +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_SetIntsPerSec(word ints) +{ + SDL_SetTimer0(1192030 / ints); +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_TimingService() - Used by SDL_InitDelay() to determine a timing +// value for the current system that we're running on +// +/////////////////////////////////////////////////////////////////////////// +static void interrupt +SDL_TimingService(void) +{ + TimerVal = _CX; + TimerDone++; + + outportb(0x20,0x20); // Ack interrupt +} + +#if 0 +/////////////////////////////////////////////////////////////////////////// +// +// SDL_InitDelay() - Sets up TimerDelay's for SDL_Delay() +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_InitDelay(void) +{ + int i; + word timer; + + setvect(8,SDL_TimingService); // Set to my timer 0 ISR + + SDL_SetIntsPerSec(1000); // Time 1ms + + for (i = 0,timer = 0;i < 10;i++) // Do timing test 10 times + { + asm xor dx,dx // Zero DX + asm mov cx,0xffff // Put starting value in CX + asm mov [TimerDone],cx // TimerDone = false - 1 +startloop: + asm or [TimerDone],0 + asm jnz startloop // Make sure we're at the start +loop: + asm test [TimerDone],1 // See if TimerDone flag got hit + asm jnz done // Yep - drop out of the loop + asm loop loop +done: + + if (0xffff - TimerVal > timer) + timer = 0xffff - TimerVal; + } + timer += timer / 2; // Use some slop + TimerDelay10 = timer / (1000 / 10); + TimerDelay25 = timer / (1000 / 25); + TimerDelay100 = timer / (1000 / 100); + + SDL_SetTimer0(0); // Reset timer 0 + + setvect(8,t0OldService); // Set back to old ISR +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_Delay() - Delays the specified amount of time +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_Delay(word delay) +{ + if (!delay) + return; + +asm mov cx,[delay] +loop: +asm test [TimerDone],0 // Useless code - just for timing equivilency +asm jnz done +asm loop loop +done:; +} +#endif + +// +// PC Sound code +// + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_PCPlaySound() - Plays the specified sound on the PC speaker +// +/////////////////////////////////////////////////////////////////////////// +#ifdef _MUSE_ +void +#else +static void +#endif +SDL_PCPlaySound(PCSound far *sound) +{ +asm pushf +asm cli + + pcLastSample = -1; + pcLengthLeft = sound->common.length; + pcSound = sound->data; + +asm popf +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_PCStopSound() - Stops the current sound playing on the PC Speaker +// +/////////////////////////////////////////////////////////////////////////// +#ifdef _MUSE_ +void +#else +static void +#endif +SDL_PCStopSound(void) +{ +asm pushf +asm cli + + (long)pcSound = 0; + +asm in al,0x61 // Turn the speaker off +asm and al,0xfd // ~2 +asm out 0x61,al + +asm popf +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_PCService() - Handles playing the next sample in a PC sound +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_PCService(void) +{ + byte s; + word t; + + if (pcSound) + { + s = *pcSound++; + if (s != pcLastSample) + { + asm pushf + asm cli + + pcLastSample = s; + if (s) // We have a frequency! + { + t = pcSoundLookup[s]; + asm mov bx,[t] + + asm mov al,0xb6 // Write to channel 2 (speaker) timer + asm out 43h,al + asm mov al,bl + asm out 42h,al // Low byte + asm mov al,bh + asm out 42h,al // High byte + + asm in al,0x61 // Turn the speaker & gate on + asm or al,3 + asm out 0x61,al + } + else // Time for some silence + { + asm in al,0x61 // Turn the speaker & gate off + asm and al,0xfc // ~3 + asm out 0x61,al + } + + asm popf + } + + if (!(--pcLengthLeft)) + { + SDL_PCStopSound(); + SDL_SoundFinished(); + } + } +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_ShutPC() - Turns off the pc speaker +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_ShutPC(void) +{ +asm pushf +asm cli + + pcSound = 0; + +asm in al,0x61 // Turn the speaker & gate off +asm and al,0xfc // ~3 +asm out 0x61,al + +asm popf +} + +// AdLib Code + +/////////////////////////////////////////////////////////////////////////// +// +// alOut(n,b) - Puts b in AdLib card register n +// +/////////////////////////////////////////////////////////////////////////// +void +alOut(byte n,byte b) +{ +asm pushf +asm cli + +asm mov dx,0x388 +asm mov al,[n] +asm out dx,al +#if 0 + SDL_Delay(TimerDelay10); +#else +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +#endif + +asm mov dx,0x389 +asm mov al,[b] +asm out dx,al + +asm popf + +#if 0 + SDL_Delay(TimerDelay25); +#else +asm mov dx,0x388 +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx + +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx + +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx + +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +asm in al, dx +#endif +} + +#if 0 +/////////////////////////////////////////////////////////////////////////// +// +// SDL_SetInstrument() - Puts an instrument into a generator +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_SetInstrument(int track,int which,Instrument far *inst,boolean percussive) +{ + byte c,m; + + if (percussive) + { + c = pcarriers[which]; + m = pmodifiers[which]; + } + else + { + c = carriers[which]; + m = modifiers[which]; + } + + tracks[track - 1]->inst = *inst; + tracks[track - 1]->percussive = percussive; + + alOut(m + alChar,inst->mChar); + alOut(m + alScale,inst->mScale); + alOut(m + alAttack,inst->mAttack); + alOut(m + alSus,inst->mSus); + alOut(m + alWave,inst->mWave); + + // Most percussive instruments only use one cell + if (c != 0xff) + { + alOut(c + alChar,inst->cChar); + alOut(c + alScale,inst->cScale); + alOut(c + alAttack,inst->cAttack); + alOut(c + alSus,inst->cSus); + alOut(c + alWave,inst->cWave); + } + + alOut(which + alFeedCon,inst->nConn); // DEBUG - I think this is right +} +#endif + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_ALStopSound() - Turns off any sound effects playing through the +// AdLib card +// +/////////////////////////////////////////////////////////////////////////// +#ifdef _MUSE_ +void +#else +static void +#endif +SDL_ALStopSound(void) +{ +asm pushf +asm cli + + (long)alSound = 0; + alOut(alFreqH + 0,0); + +asm popf +} + +static void +SDL_AlSetFXInst(Instrument far *inst) +{ + byte c,m; + byte scale; // added for "quiet AdLib" mode + + m = modifiers[0]; + c = carriers[0]; + alOut(m + alChar,inst->mChar); + alOut(m + alScale,inst->mScale); + alOut(m + alAttack,inst->mAttack); + alOut(m + alSus,inst->mSus); + alOut(m + alWave,inst->mWave); + alOut(c + alChar,inst->cChar); +#if 1 + // quiet AdLib code: + scale = inst->cScale; + if (QuietFX) + { + scale = 0x3F-scale; + scale = (scale>>1) + (scale>>2); // basically 'scale *= 0.75;' + scale = 0x3F-scale; + } + alOut(c + alScale,scale); +#else + // old code: + alOut(c + alScale,inst->cScale); +#endif + alOut(c + alAttack,inst->cAttack); + alOut(c + alSus,inst->cSus); + alOut(c + alWave,inst->cWave); + // DEBUG!!! - I just put this in +// alOut(alFeedCon,inst->nConn); +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_ALPlaySound() - Plays the specified sound on the AdLib card +// +/////////////////////////////////////////////////////////////////////////// +#ifdef _MUSE_ +void +#else +static void +#endif +SDL_ALPlaySound(AdLibSound far *sound) +{ + Instrument far *inst; + + SDL_ALStopSound(); + +asm pushf +asm cli + + alLengthLeft = sound->common.length; + alSound = sound->data; + alBlock = ((sound->block & 7) << 2) | 0x20; + inst = &sound->inst; + + if (!(inst->mSus | inst->cSus)) + { + asm popf + Quit("SDL_ALPlaySound() - Bad instrument"); + } + + SDL_AlSetFXInst(inst); + +asm popf +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_ALSoundService() - Plays the next sample out through the AdLib card +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_ALSoundService(void) +{ + byte s; + + if (alSound) + { + s = *alSound++; + if (!s) + alOut(alFreqH + 0,0); + else + { + alOut(alFreqL + 0,s); + alOut(alFreqH + 0,alBlock); + } + + if (!(--alLengthLeft)) + { + (long)alSound = 0; + alOut(alFreqH + 0,0); + SDL_SoundFinished(); + } + } +} + +#if 0 +/////////////////////////////////////////////////////////////////////////// +// +// SDL_SelectMeasure() - sets up sequencing variables for a given track +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_SelectMeasure(ActiveTrack *track) +{ + track->seq = track->moods[track->mood]; + track->nextevent = 0; +} +#endif + +static void +SDL_ALService(void) +{ + byte a,v; + word w; + + if (!sqActive) + return; + + while (sqHackLen && (sqHackTime <= alTimeCount)) + { + w = *sqHackPtr++; + sqHackTime = alTimeCount + *sqHackPtr++; + asm mov dx,[w] + asm mov [a],dl + asm mov [v],dh + alOut(a,v); + sqHackLen -= 4; + } + alTimeCount++; + if (!sqHackLen) + { + sqHackPtr = (word far *)sqHack; + sqHackLen = sqHackSeqLen; + alTimeCount = sqHackTime = 0; + } +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_ShutAL() - Shuts down the AdLib card for sound effects +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_ShutAL(void) +{ +asm pushf +asm cli + + alOut(alEffects,0); + alOut(alFreqH + 0,0); + SDL_AlSetFXInst(&alZeroInst); + alSound = 0; + +asm popf +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_CleanAL() - Totally shuts down the AdLib card +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_CleanAL(void) +{ + int i; + +asm pushf +asm cli + + alOut(alEffects,0); + for (i = 1;i < 0xf5;i++) + alOut(i,0); + +asm popf +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_StartAL() - Starts up the AdLib card for sound effects +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_StartAL(void) +{ + alFXReg = 0; + alOut(alEffects,alFXReg); + SDL_AlSetFXInst(&alZeroInst); +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_DetectAdLib() - Determines if there's an AdLib (or SoundBlaster +// emulating an AdLib) present +// +/////////////////////////////////////////////////////////////////////////// +static boolean +SDL_DetectAdLib(boolean force) +{ + byte status1,status2; + int i; + + alOut(4,0x60); // Reset T1 & T2 + alOut(4,0x80); // Reset IRQ + status1 = readstat(); + alOut(2,0xff); // Set timer 1 + alOut(4,0x21); // Start timer 1 +#if 0 + SDL_Delay(TimerDelay100); +#else + asm mov dx, 0x388; + asm mov cx, 100; +waitloop: + asm in al, dx; + asm jmp here; +here: + asm loop waitloop; +#endif + + status2 = readstat(); + alOut(4,0x60); + alOut(4,0x80); + + if (force || (((status1 & 0xe0) == 0x00) && ((status2 & 0xe0) == 0xc0))) + { + for (i = 1;i <= 0xf5;i++) // Zero all the registers + alOut(i,0); + + alOut(1,0x20); // Set WSE=1 + alOut(8,0); // Set CSM=0 & SEL=0 + + return(true); + } + else + return(false); +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_t0Service() - My timer 0 ISR which handles the different timings and +// dispatches to whatever other routines are appropriate +// +/////////////////////////////////////////////////////////////////////////// +static void interrupt +SDL_t0Service(void) +{ +static word count = 1; + +#if 0 // for debugging +asm mov dx,STATUS_REGISTER_1 +asm in al,dx +asm mov dx,ATR_INDEX +asm mov al,ATR_OVERSCAN +asm out dx,al +asm mov al,4 // red +asm out dx,al +#endif + + HackCount++; + + if (MusicMode == smm_AdLib) + { + SDL_ALService(); + if (!(++count & 7)) + { + LocalTime++; + TimeCount++; + if (SoundUserHook) + SoundUserHook(); + } + if (!(count & 3)) + { + switch (SoundMode) + { + case sdm_PC: + SDL_PCService(); + break; + case sdm_AdLib: + SDL_ALSoundService(); + break; + } + } + } + else + { + if (!(++count & 1)) + { + LocalTime++; + TimeCount++; + if (SoundUserHook) + SoundUserHook(); + } + switch (SoundMode) + { + case sdm_PC: + SDL_PCService(); + break; + case sdm_AdLib: + SDL_ALSoundService(); + break; + } + } + +asm mov ax,[WORD PTR TimerCount] +asm add ax,[WORD PTR TimerDivisor] +asm mov [WORD PTR TimerCount],ax +asm jnc myack + t0OldService(); // If we overflow a word, time to call old int handler +asm jmp olddone +myack:; + outportb(0x20,0x20); // Ack the interrupt +olddone:; + +#if 0 // for debugging +asm mov dx,STATUS_REGISTER_1 +asm in al,dx +asm mov dx,ATR_INDEX +asm mov al,ATR_OVERSCAN +asm out dx,al +asm mov al,3 // blue +asm out dx,al +asm mov al,0x20 // normal +asm out dx,al +#endif +} + +//////////////////////////////////////////////////////////////////////////// +// +// SDL_ShutDevice() - turns off whatever device was being used for sound fx +// +//////////////////////////////////////////////////////////////////////////// +static void +SDL_ShutDevice(void) +{ + switch (SoundMode) + { + case sdm_PC: + SDL_ShutPC(); + break; + case sdm_AdLib: + SDL_ShutAL(); + break; + } + SoundMode = sdm_Off; +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_CleanDevice() - totally shuts down all sound devices +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_CleanDevice(void) +{ + if ((SoundMode == sdm_AdLib) || (MusicMode == smm_AdLib)) + SDL_CleanAL(); +} + +/////////////////////////////////////////////////////////////////////////// +// +// SDL_StartDevice() - turns on whatever device is to be used for sound fx +// +/////////////////////////////////////////////////////////////////////////// +static void +SDL_StartDevice(void) +{ + switch (SoundMode) + { + case sdm_AdLib: + SDL_StartAL(); + break; + } + SoundNumber = SoundPriority = 0; +} + +static void +SDL_SetTimerSpeed(void) +{ + word rate; + + if (MusicMode == smm_AdLib) + rate = TickBase * 8; + else + rate = TickBase * 2; + SDL_SetIntsPerSec(rate); +} + +// Public routines + +/////////////////////////////////////////////////////////////////////////// +// +// SD_SetSoundMode() - Sets which sound hardware to use for sound effects +// +/////////////////////////////////////////////////////////////////////////// +boolean +SD_SetSoundMode(SDMode mode) +{ + boolean result; + word tableoffset; + + SD_StopSound(); + +#ifndef _MUSE_ + switch (mode) + { + case sdm_Off: + NeedsDigitized = false; + result = true; + break; + case sdm_PC: + tableoffset = STARTPCSOUNDS; + NeedsDigitized = false; + result = true; + break; + case sdm_AdLib: + if (AdLibPresent) + { + tableoffset = STARTADLIBSOUNDS; + NeedsDigitized = false; + result = true; + } + break; + default: + result = false; + break; + } +#endif + + if (result && (mode != SoundMode)) + { + SDL_ShutDevice(); + SoundMode = mode; +#ifndef _MUSE_ + SoundTable = (word *)(&audiosegs[tableoffset]); +#endif + SDL_StartDevice(); + } + + SDL_SetTimerSpeed(); + + return(result); +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_SetMusicMode() - sets the device to use for background music +// +/////////////////////////////////////////////////////////////////////////// +boolean +SD_SetMusicMode(SMMode mode) +{ + boolean result; + + SD_FadeOutMusic(); + while (SD_MusicPlaying()) + ; + + switch (mode) + { + case smm_Off: + NeedsMusic = false; + result = true; + break; + case smm_AdLib: + if (AdLibPresent) + { + NeedsMusic = true; + result = true; + } + break; + default: + result = false; + break; + } + + if (result) + MusicMode = mode; + + SDL_SetTimerSpeed(); + + return(result); +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_Startup() - starts up the Sound Mgr +// Detects all additional sound hardware and installs my ISR +// +/////////////////////////////////////////////////////////////////////////// +void +SD_Startup(void) +{ + int i; + boolean alForce; + + alForce = false; + + if (SD_Started) + return; + + ssIsTandy = false; + alNoCheck = false; +#ifndef _MUSE_ + for (i = 1;i < _argc;i++) + { + switch (US_CheckParm(_argv[i],ParmStrings)) + { + case 0: // No AdLib detection + alNoCheck = true; + break; + + case 1: + alForce = true; + break; + } + } +#endif + + SoundUserHook = 0; + + t0OldService = getvect(8); // Get old timer 0 ISR + + //SDL_InitDelay(); // SDL_InitDelay() uses t0OldService + + setvect(8,SDL_t0Service); // Set to my timer 0 ISR + LocalTime = TimeCount = alTimeCount = 0; + + SD_SetSoundMode(sdm_Off); + SD_SetMusicMode(smm_Off); + + if (!alNoCheck) + AdLibPresent = SDL_DetectAdLib(alForce); + + for (i = 0;i < 255;i++) + pcSoundLookup[i] = i * 60; + + SD_Started = true; +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_Default() - Sets up the default behaviour for the Sound Mgr whether +// the config file was present or not. +// +/////////////////////////////////////////////////////////////////////////// +void +SD_Default(boolean gotit,SDMode sd,SMMode sm) +{ + boolean gotsd,gotsm; + + gotsd = gotsm = gotit; + + if (gotsd) // Make sure requested sound hardware is available + { + switch (sd) + { + case sdm_AdLib: + gotsd = AdLibPresent; + break; + } + } + if (!gotsd) + { + if (AdLibPresent) + sd = sdm_AdLib; + else + sd = sdm_PC; + } + if (sd != SoundMode) + SD_SetSoundMode(sd); + + + if (gotsm) // Make sure requested music hardware is available + { + switch (sm) + { + case sdm_AdLib: // BUG: this should use smm_AdLib! + gotsm = AdLibPresent; + break; + } + } + if (!gotsm) + { + if (AdLibPresent) + sm = smm_AdLib; + else + sm = smm_Off; + } + if (sm != MusicMode) + SD_SetMusicMode(sm); +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_Shutdown() - shuts down the Sound Mgr +// Removes sound ISR and turns off whatever sound hardware was active +// +/////////////////////////////////////////////////////////////////////////// +void +SD_Shutdown(void) +{ + if (!SD_Started) + return; + + SD_MusicOff(); + SDL_ShutDevice(); + SDL_CleanDevice(); + + asm pushf + asm cli + + SDL_SetTimer0(0); + + setvect(8,t0OldService); + + asm popf + + SD_Started = false; +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_SetUserHook() - sets the routine that the Sound Mgr calls every 1/70th +// of a second from its timer 0 ISR +// +/////////////////////////////////////////////////////////////////////////// +void +SD_SetUserHook(void (* hook)(void)) +{ + // BUG: interrupts should be disabled while setting SoundUserHook! + SoundUserHook = hook; +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_PlaySound() - plays the specified sound on the appropriate hardware +// +/////////////////////////////////////////////////////////////////////////// +void +SD_PlaySound(soundnames sound) +{ + SoundCommon far *s; + + if ((SoundMode == sdm_Off) /*|| (sound == -1)*/) + return; + + s = MK_FP(SoundTable[sound],0); + if (!s) + Quit("SD_PlaySound() - Uncached sound"); + if (!s->length) + Quit("SD_PlaySound() - Zero length sound"); + if (s->priority < SoundPriority) + return; + + switch (SoundMode) + { + case sdm_PC: + SDL_PCPlaySound((void far *)s); + break; + case sdm_AdLib: + SDL_ALPlaySound((void far *)s); + break; + } + + SoundNumber = sound; + SoundPriority = s->priority; +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_SoundPlaying() - returns the sound number that's playing, or 0 if +// no sound is playing +// +/////////////////////////////////////////////////////////////////////////// +word +SD_SoundPlaying(void) +{ + boolean result = false; + + switch (SoundMode) + { + case sdm_PC: + result = pcSound? true : false; + break; + case sdm_AdLib: + result = alSound? true : false; + break; + } + + if (result) + return(SoundNumber); + else + return(false); +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_StopSound() - if a sound is playing, stops it +// +/////////////////////////////////////////////////////////////////////////// +void +SD_StopSound(void) +{ + switch (SoundMode) + { + case sdm_PC: + SDL_PCStopSound(); + break; + case sdm_AdLib: + SDL_ALStopSound(); + break; + } + + SDL_SoundFinished(); +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_WaitSoundDone() - waits until the current sound is done playing +// +/////////////////////////////////////////////////////////////////////////// +void +SD_WaitSoundDone(void) +{ + while (SD_SoundPlaying()) + ; +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_MusicOn() - turns on the sequencer +// +/////////////////////////////////////////////////////////////////////////// +void +SD_MusicOn(void) +{ + sqActive = true; +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_MusicOff() - turns off the sequencer and any playing notes +// +/////////////////////////////////////////////////////////////////////////// +void +SD_MusicOff(void) +{ + word i; + + + switch (MusicMode) + { + case smm_AdLib: + alFXReg = 0; + alOut(alEffects,0); + for (i = 0;i < sqMaxTracks;i++) + alOut(alFreqH + i + 1,0); + break; + } + sqActive = false; +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_StartMusic() - starts playing the music pointed to +// +/////////////////////////////////////////////////////////////////////////// +void +SD_StartMusic(MusicGroup far *music) +{ + SD_MusicOff(); +asm pushf +asm cli + + if (MusicMode == smm_AdLib) + { + sqHackPtr = sqHack = music->values; + sqHackSeqLen = sqHackLen = music->length; + sqHackTime = 0; + alTimeCount = 0; + SD_MusicOn(); + } + +asm popf +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_FadeOutMusic() - starts fading out the music. Call SD_MusicPlaying() +// to see if the fadeout is complete +// +/////////////////////////////////////////////////////////////////////////// +void +SD_FadeOutMusic(void) +{ + switch (MusicMode) + { + case smm_AdLib: + // DEBUG - quick hack to turn the music off + SD_MusicOff(); + break; + } +} + +/////////////////////////////////////////////////////////////////////////// +// +// SD_MusicPlaying() - returns true if music is currently playing, false if +// not +// +/////////////////////////////////////////////////////////////////////////// +boolean +SD_MusicPlaying(void) +{ + boolean result; + + switch (MusicMode) + { + case smm_AdLib: + result = false; + // DEBUG - not written + break; + default: + result = false; + } + + return(result); +}