-/* Project 16 Source Code~\r
- * Copyright (C) 2012-2017 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
- *\r
- * This file is part of Project 16.\r
- *\r
- * Project 16 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 3 of the License, or\r
- * (at your option) any later version.\r
- *\r
- * Project 16 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\r
- * along with this program. If not, see <http://www.gnu.org/licenses/>, or\r
- * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
- * Fifth Floor, Boston, MA 02110-1301 USA.\r
- *\r
- */\r
-\r
-//\r
-// ID Engine\r
-// ID_SD.c - Sound Manager for Wolfenstein 3D\r
-// v1.2w\r
-// By Jason Blochowiak\r
-// Open Watcom port by sparky4\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
-// DigiMode - What device is used for digitized sound effects\r
-// (Use SM_SetDigiDevice() to set)\r
-//\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
-#ifndef _MUSE_ // Will be defined in ID_Types.h\r
-#include "src/lib/id_sd.h"\r
-#else\r
-#include "src/lib/16_head.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(alFMAddr,n)\r
-#define writereg(n) outportb(alFMData,n)\r
-#define readstat() inportb(alFMStatus)\r
-\r
-//#define SD_USECATA3DSETTIMERSPEED\r
-\r
-// Imports from ID_SD_A.ASM\r
-/*extern*/ void SDL_SetDS(void);\r
-/*extern*/ void interrupt SDL_t0ExtremeAsmService(void);//,\r
-// SDL_t0FastAsmService(void),\r
-// SDL_t0SlowAsmService(void);\r
- void SDL_IndicatePC(boolean on),\r
- SDL_DigitizedDoneInIRQ();\r
-\r
-// Global variables\r
- boolean AdLibPresent,\r
- NeedsDigitized,NeedsMusic,\r
- SoundPositioned;\r
- SDMode SoundMode;\r
- SMMode MusicMode;\r
- SDSMode DigiMode;\r
- dword TimeCount;\r
- word HackCount;\r
- word *SoundTable; // Really * _seg *SoundTable, but that don't work\r
- boolean ssIsTandy;\r
- int DigiMap[LASTSOUND];\r
-\r
-// Internal variables\r
-static boolean SD_Started;\r
- boolean nextsoundpos;\r
- word/*boolean_+*/ TimerDone;\r
- word TimerVal,TimerDelay10,TimerDelay25,TimerDelay100;\r
- dword TimerDivisor,TimerCount;\r
-static char *ParmStrings[] =\r
- {\r
- "noal",\r
- nil\r
- };\r
-static void (*SoundUserHook)(void);\r
- soundnames SoundNumber,DigiNumber;\r
- word SoundPriority,DigiPriority;\r
- int LeftPosition,RightPosition;\r
- void interrupt (*t0OldService)(void);\r
- long LocalTime;\r
- word TimerRate;\r
-\r
- word NumDigi,DigiLeft,DigiPage;\r
- word _seg *DigiList;\r
- word DigiLastStart,DigiLastEnd;\r
- boolean DigiPlaying;\r
-static boolean DigiMissed,DigiLastSegment;\r
-static memptr DigiNextAddr;\r
-static word DigiNextLen;\r
-\r
-// PC Sound variables\r
- volatile byte pcLastSample,far *pcSound;\r
- dword pcLengthLeft;\r
- word pcSoundLookup[255];\r
-\r
-// AdLib variables\r
- boolean alNoCheck;\r
- byte far *alSound;\r
- word alBlock;\r
- dword alLengthLeft;\r
- dword alTimeCount;\r
- 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
- boolean sqActive;\r
-static word alFXReg;\r
-static ActiveTrack *tracks[sqMaxTracks];//,\r
-//-- mytracks[sqMaxTracks];\r
-//--static word sqMode,sqFadeStep;\r
- word far *sqHack,far *sqHackPtr,sqHackLen,sqHackSeqLen;\r
- long sqHackTime;\r
-\r
-// Internal routines\r
- void SDL_DigitizedDone(void);\r
-\r
-//Assembly functions\r
-boolean alNoIRQ;\r
-\r
-int count_time=0;\r
-int count_fx=0;\r
-int extreme=0;\r
-\r
-void SDL_turnOnPCSpeaker(word timerval)\r
-{\r
- __asm {\r
- mov bx,timerval\r
- mov al,0b6h\r
- out 43h,al\r
- mov al,bl\r
- out 42h,al\r
- mov al,bh\r
- out 42h,al\r
- in al,61h\r
- or al,3\r
- out 61h,al\r
- }\r
-}\r
-\r
-void SDL_turnOffPCSpeaker()\r
-{\r
- __asm {\r
- in al,61h\r
- and al,0fch\r
- out 61h,al\r
- }\r
-}\r
-\r
-void SDL_setPCSpeaker(byte val)\r
-{\r
- __asm {\r
- mov al,val\r
- in al,61h\r
- and al,0fch\r
- or al,ah\r
- out 61h,al\r
- }\r
-}\r
-\r
-void SDL_DoFX()\r
-{\r
- if(pcSound)\r
- {\r
- if(*pcSound!=pcLastSample)\r
- {\r
- pcLastSample=*pcSound;\r
-\r
- if(pcLastSample)\r
- SDL_turnOnPCSpeaker(pcLastSample*60);\r
- else\r
- SDL_turnOffPCSpeaker();\r
- }\r
- pcSound++;\r
- pcLengthLeft--;\r
- if(!pcLengthLeft)\r
- {\r
- pcSound=0;\r
- SoundNumber=(soundnames)0;\r
- SoundPriority=0;\r
- SDL_turnOffPCSpeaker();\r
- }\r
- }\r
-\r
- if(alSound && !alNoIRQ)\r
- {\r
- if(*alSound)\r
- {\r
- alOut/*InIRQ*/(alFreqL,*alSound);\r
- alOut/*InIRQ*/(alFreqH,alBlock);\r
- }\r
- else alOut/*InIRQ*/(alFreqH,0);\r
- alSound++;\r
- alLengthLeft--;\r
- if(!alLengthLeft)\r
- {\r
- alSound=0;\r
- SoundNumber=(soundnames)0;\r
- SoundPriority=0;\r
- alOut/*InIRQ*/(alFreqH,0);\r
- }\r
- }\r
-\r
-}\r
-\r
-void SDL_DoFast()\r
-{\r
- count_fx++;\r
- if(count_fx>=5)\r
- {\r
- count_fx=0;\r
-\r
- SDL_DoFX();\r
-\r
- count_time++;\r
- if(count_time>=2)\r
- {\r
- TimeCount++;\r
- count_time=0;\r
- }\r
- }\r
-\r
- if(sqActive && !alNoIRQ)\r
- {\r
- if(sqHackLen)\r
- {\r
- do\r
- {\r
- if(sqHackTime>alTimeCount) break;\r
- sqHackTime=alTimeCount+*(sqHackPtr+1);\r
- alOut/*InIRQ*/(*(byte *)sqHackPtr,*(((byte *)sqHackPtr)+1));\r
- sqHackPtr+=2;\r
- sqHackLen-=4;\r
- }\r
- while(sqHackLen);\r
- }\r
- alTimeCount++;\r
- if(!sqHackLen)\r
- {\r
- sqHackPtr=sqHack;\r
- sqHackLen=sqHackSeqLen;\r
- alTimeCount=0;\r
- sqHackTime=0;\r
- }\r
- }\r
-\r
-//SS if(ssSample)\r
-//SS {\r
-//SS if(!(inp(ssStatus)&0x40))\r
-//SS {\r
-//SS outp(ssData,*ssSample++);\r
-//SS outp(ssControl,ssOff);\r
-//SS __asm push ax\r
-//SS __asm pop ax\r
-//SS outp(ssControl,ssOn);\r
-//SS __asm push ax\r
-//SS __asm pop ax\r
-//SS ssLengthLeft--;\r
-//SS if(!ssLengthLeft)\r
-//SS {\r
-//SS ssSample=0;\r
-//SS SDL_DigitizedDoneInIRQ();\r
-//SS }\r
-//SS }\r
-//SS }\r
-\r
- TimerCount+=TimerDivisor;\r
- if(*((word *)&TimerCount+1))\r
- {\r
- *((word *)&TimerCount+1)=0;\r
- t0OldService();\r
- }\r
- else\r
- {\r
- outp(0x20,0x20);\r
- }\r
-}\r
-\r
-// Timer 0 ISR for 700Hz interrupts\r
-void interrupt SDL_t0FastAsmService(void)\r
-{\r
- SDL_DoFast();\r
-}\r
-\r
-// Timer 0 ISR for 140Hz interrupts\r
-void interrupt SDL_t0SlowAsmService(void)\r
-{\r
- count_time++;\r
- if(count_time>=2)\r
- {\r
- TimeCount++;\r
- count_time=0;\r
- }\r
-\r
- SDL_DoFX();\r
-\r
- TimerCount+=TimerDivisor;\r
- if(*((word *)&TimerCount+1))\r
- {\r
- *((word *)&TimerCount+1)=0;\r
- t0OldService();\r
- }\r
- else\r
- outp(0x20,0x20);\r
-}\r
-\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
-asm pushf\r
-asm cli\r
-\r
- outportb(0x43,0x36); // Change timer 0\r
- outportb(0x40,speed);\r
- outportb(0x40,speed >> 8);\r
- // Kludge to handle special case for digitized PC sounds\r
- if (TimerDivisor == (1192030 / (TickBase * 100)))\r
- TimerDivisor = (1192030 / (TickBase * 10));\r
- else\r
- TimerDivisor = speed;\r
-\r
-asm popf\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
- TimerRate = ints;\r
- SDL_SetTimer0(1192030 / ints);\r
-}\r
-\r
-#ifndef SD_USECATA3DSETTIMERSPEED\r
-static void\r
-SDL_SetTimerSpeed(void)\r
-{\r
- word rate;\r
- void interrupt (*isr)(void);\r
-\r
- if ((DigiMode == sds_PC) && DigiPlaying)\r
- {\r
- rate = TickBase * 100;\r
- isr = SDL_t0ExtremeAsmService;\r
- }\r
- else if\r
- (\r
- (MusicMode == smm_AdLib)\r
- || ((DigiMode == sds_SoundSource) && DigiPlaying)\r
- )\r
- {\r
- rate = TickBase * 10;\r
- isr = SDL_t0FastAsmService;\r
- }\r
- else\r
- {\r
- rate = TickBase * 2;\r
- isr = SDL_t0SlowAsmService;\r
- }\r
-\r
- if (rate != TimerRate)\r
- {\r
- setvect(8,isr);\r
- SDL_SetIntsPerSec(rate);\r
- TimerRate = rate;\r
- }\r
-}\r
-#else\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
-#endif\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
-void interrupt\r
-SDL_TimingService(void)\r
-{\r
- //TimerVal = _CX;\r
- __asm {\r
- mov TimerVal,cx\r
- }\r
- TimerDone = 1;\r
-\r
- outportb(0x20,0x20); // Ack interrupt\r
-}\r
-#ifdef SD_USECATA3DSETTIMERSPEED\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 {\r
- xor dx,dx // Zero DX\r
- mov cx,0xffff // Put starting value in CX\r
- mov [TimerDone],cx // TimerDone = false - 1\r
-#ifdef __BORLANDC__\r
- }\r
-#endif\r
-startloop:\r
-#ifdef __BORLANDC__\r
- __asm {\r
-#endif\r
- or [TimerDone],0\r
- jnz startloop // Make sure we're at the start\r
-#ifdef __BORLANDC__\r
- }\r
-#endif\r
-loop_:\r
-#ifdef __BORLANDC__\r
- __asm {\r
-#endif\r
- test [TimerDone],1 // See if TimerDone flag got hit\r
- jnz done // Yep - drop out of the loop\r
- loop loop_\r
-#ifdef __BORLANDC__\r
- }\r
-#endif\r
-done:\r
-#ifdef __WATCOMC__\r
- }\r
-#endif\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
-#endif\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 {\r
- mov cx,[delay]\r
-#ifdef __BORLANDC__\r
- }\r
-#endif\r
-loop_:\r
-#ifdef __BORLANDC__\r
- __asm {\r
-#endif\r
- test [TimerDone],0 // Useless code - just for timing equivilency\r
- jnz done\r
- loop loop_\r
-#ifdef __BORLANDC__\r
- }\r
-#endif\r
-done:\r
-#ifdef __WATCOMC__\r
- }\r
-#endif\r
-}\r
-\r
-//\r
-// PC Sound code\r
-//\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_PCPlaySample() - Plays the specified sample on the PC speaker\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_PCPlaySample(byte huge *data,dword len)\r
-{\r
-asm pushf\r
-asm cli\r
-\r
- SDL_IndicatePC(true);\r
-\r
- pcLengthLeft = len;\r
- pcSound = (volatile byte far *)data;\r
-\r
-asm popf\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_PCStopSample() - Stops a sample playing on the PC speaker\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-#ifdef _MUSE_\r
-void\r
-#else\r
-static void\r
-#endif\r
-SDL_PCStopSample(void)\r
-{\r
-asm pushf\r
-asm cli\r
-\r
- /*(long)*/pcSound = 0;\r
-\r
- SDL_IndicatePC(false);\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_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
-//\r
-// Stuff for digitized sounds\r
-//\r
-memptr\r
-SDL_LoadDigiSegment(word page, global_game_variables_t *gvar)\r
-{\r
- memptr addr;\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,10 // bright green\r
-asm out dx,al\r
-#endif\r
-\r
- addr = PM_GetSoundPage(page);\r
- PM_SetPageLock(gvar->pm.fi.PMSoundStart + page,pml_Locked, gvar);\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
- return(addr);\r
-}\r
-\r
-void\r
-SDL_PlayDigiSegment(memptr addr,word len)\r
-{\r
- switch (DigiMode)\r
- {\r
- case sds_PC:\r
- SDL_PCPlaySample(addr,len);\r
- break;\r
-//SS case sds_SoundSource:\r
-//SS SDL_SSPlaySample(addr,len);\r
-//SS break;\r
-//SB case sds_SoundBlaster:\r
-//SB SDL_SBPlaySample(addr,len);\r
-//SB break;\r
- }\r
-}\r
-\r
-void\r
-SD_StopDigitized(global_game_variables_t *gvar)\r
-{\r
- int i;\r
-\r
-asm pushf\r
-asm cli\r
-\r
- DigiLeft = 0;\r
- DigiNextAddr = nil;\r
- DigiNextLen = 0;\r
- DigiMissed = false;\r
- DigiPlaying = false;\r
- DigiNumber = DigiPriority = 0;\r
- SoundPositioned = false;\r
- if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))\r
- SDL_SoundFinished();\r
-\r
- switch (DigiMode)\r
- {\r
- case sds_PC:\r
- SDL_PCStopSample();\r
- break;\r
-//SS case sds_SoundSource:\r
-//SS SDL_SSStopSample();\r
-//SS break;\r
-//SB case sds_SoundBlaster:\r
-//SB SDL_SBStopSample();\r
-//SB break;\r
- }\r
-\r
-asm popf\r
-\r
- for (i = DigiLastStart;i < DigiLastEnd;i++)\r
- PM_SetPageLock(i + gvar->pm.fi.PMSoundStart,pml_Unlocked, gvar);\r
- DigiLastStart = 1;\r
- DigiLastEnd = 0;\r
-}\r
-\r
-void\r
-SD_Poll(global_game_variables_t *gvar)\r
-{\r
- if (DigiLeft && !DigiNextAddr)\r
- {\r
- DigiNextLen = (DigiLeft >= PMPageSize)? PMPageSize : (DigiLeft % PMPageSize);\r
- DigiLeft -= DigiNextLen;\r
- if (!DigiLeft)\r
- DigiLastSegment = true;\r
- DigiNextAddr = SDL_LoadDigiSegment(DigiPage++, gvar);\r
- }\r
- if (DigiMissed && DigiNextAddr)\r
- {\r
- SDL_PlayDigiSegment(DigiNextAddr,DigiNextLen);\r
- DigiNextAddr = nil;\r
- DigiMissed = false;\r
- if (DigiLastSegment)\r
- {\r
- DigiPlaying = false;\r
- DigiLastSegment = false;\r
- }\r
- }\r
- SDL_SetTimerSpeed();\r
-}\r
-\r
-void\r
-SD_SetPosition(int leftpos,int rightpos, global_game_variables_t *gvar)\r
-{\r
- if\r
- (\r
- (leftpos < 0)\r
- || (leftpos > 15)\r
- || (rightpos < 0)\r
- || (rightpos > 15)\r
- || ((leftpos == 15) && (rightpos == 15))\r
- )\r
- Quit(gvar, "SD_SetPosition: Illegal position");\r
-\r
- switch (DigiMode)\r
- {\r
-//SB case sds_SoundBlaster:\r
-//SB SDL_PositionSBP(leftpos,rightpos);\r
-//SB break;\r
- }\r
-}\r
-\r
-void\r
-SD_PlayDigitized(word which,int leftpos,int rightpos, global_game_variables_t *gvar)\r
-{\r
- word len;\r
- memptr addr;\r
-\r
- if (!DigiMode)\r
- return;\r
-\r
- SD_StopDigitized(gvar);\r
- if (which >= NumDigi)\r
- Quit(gvar, "SD_PlayDigitized: bad sound number");\r
-\r
- SD_SetPosition(leftpos,rightpos, gvar);\r
-\r
- DigiPage = DigiList[(which * 2) + 0];\r
- DigiLeft = DigiList[(which * 2) + 1];\r
-\r
- DigiLastStart = DigiPage;\r
- DigiLastEnd = DigiPage + ((DigiLeft + (PMPageSize - 1)) / PMPageSize);\r
-\r
- len = (DigiLeft >= PMPageSize)? PMPageSize : (DigiLeft % PMPageSize);\r
- addr = SDL_LoadDigiSegment(DigiPage++, gvar);\r
-\r
- DigiPlaying = true;\r
- DigiLastSegment = false;\r
-\r
- SDL_PlayDigiSegment(addr,len);\r
- DigiLeft -= len;\r
- if (!DigiLeft)\r
- DigiLastSegment = true;\r
-\r
- SD_Poll(gvar);\r
-}\r
-\r
-void\r
-SDL_DigitizedDone(void)\r
-{\r
- if (DigiNextAddr)\r
- {\r
- SDL_PlayDigiSegment(DigiNextAddr,DigiNextLen);\r
- DigiNextAddr = nil;\r
- DigiMissed = false;\r
- }\r
- else\r
- {\r
- if (DigiLastSegment)\r
- {\r
- DigiPlaying = false;\r
- DigiLastSegment = false;\r
- if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))\r
- {\r
- SDL_SoundFinished();\r
- }\r
- else\r
- DigiNumber = DigiPriority = 0;\r
- SoundPositioned = false;\r
- }\r
- else\r
- DigiMissed = true;\r
- }\r
-}\r
-\r
-void\r
-SD_SetDigiDevice(SDSMode mode, global_game_variables_t *gvar)\r
-{\r
- boolean devicenotpresent;\r
-\r
- if (mode == DigiMode)\r
- return;\r
-\r
- SD_StopDigitized(gvar);\r
-\r
- devicenotpresent = false;\r
- switch (mode)\r
- {\r
- case sds_SoundBlaster:\r
- if (!SoundBlasterPresent)\r
- {\r
- if (SoundSourcePresent)\r
- mode = sds_SoundSource;\r
- else\r
- devicenotpresent = true;\r
- }\r
- break;\r
- case sds_SoundSource:\r
- if (!SoundSourcePresent)\r
- devicenotpresent = true;\r
- break;\r
- }\r
-\r
- if (!devicenotpresent)\r
- {\r
-//SS if (DigiMode == sds_SoundSource)\r
-//SS SDL_ShutSS();\r
-\r
- DigiMode = mode;\r
-\r
-//SS if (mode == sds_SoundSource)\r
-//SS SDL_StartSS();\r
-\r
- SDL_SetTimerSpeed();\r
- }\r
-}\r
-\r
-void\r
-SDL_SetupDigi(global_game_variables_t *gvar)\r
-{\r
- memptr list;\r
- word far *p,\r
- pg;\r
- int i;\r
-\r
- PM_UnlockMainMem(gvar);\r
- MM_GetPtr(&list,PMPageSize, gvar);\r
- PM_CheckMainMem(gvar);\r
- p = (word far *)MK_FP(PM_GetPage(gvar->pm.fi.ChunksInFile - 1, gvar),0);\r
- _fmemcpy((void far *)list,(void far *)p,PMPageSize);\r
- pg = gvar->pm.fi.PMSoundStart;\r
- for (i = 0;i < PMPageSize / (sizeof(word) * 2);i++,p += 2)\r
- {\r
- if (pg >= gvar->pm.fi.ChunksInFile - 1)\r
- break;\r
- pg += (p[1] + (PMPageSize - 1)) / PMPageSize;\r
- }\r
- PM_UnlockMainMem(gvar);\r
- MM_GetPtr(MEMPTRCONV DigiList,i * sizeof(word) * 2, gvar);\r
- _fmemcpy((void far *)DigiList,(void far *)list,i * sizeof(word) * 2);\r
- MM_FreePtr(&list, gvar);\r
- NumDigi = i;\r
-\r
- for (i = 0;i < LASTSOUND;i++)\r
- DigiMap[i] = -1;\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
-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
-\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
- 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
- // Note: Switch commenting on these lines for old MUSE compatibility\r
-// alOut(alFeedCon,inst->nConn);\r
- alOut(alFeedCon,0);\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, global_game_variables_t *gvar)\r
-{\r
- Instrument __far *inst;\r
- byte huge *data;\r
-\r
- SDL_ALStopSound();\r
-\r
-asm pushf\r
-asm cli\r
-\r
- alLengthLeft = sound->common.length;\r
- data = sound->data;\r
- data++;\r
- data--;\r
- alSound = (byte far *)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(gvar, "SDL_ALPlaySound() - Bad instrument");\r
- }\r
-\r
- SDL_AlSetFXInst(&alZeroInst); // DEBUG\r
- SDL_AlSetFXInst(inst);\r
-\r
-asm popf\r
-}\r
-\r
-//#if 0\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_ALSoundService() - Plays the next sample out through the AdLib card\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-//static void\r
-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
-//#endif\r
-\r
-#if 0\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SDL_SelectMeasure() - sets up sequencing variables for a given track\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SDL_SelectMeasure(ActiveTrack *track)\r
-{\r
- track->seq = track->moods[track->mood];\r
- track->nextevent = 0;\r
-}\r
-#endif\r
-\r
-//#if 0\r
-void\r
-SDL_ALService(void)\r
-{\r
- byte a,v;\r
- word w;\r
-\r
- a=v=0;\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
-//#endif\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(void)\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
- SDL_Delay(TimerDelay100);\r
-\r
-#if 0\r
- __asm {\r
- mov dx,0x388\r
- mov cx,100\r
-#ifdef __BORLANDC__\r
- }\r
-#endif\r
-usecloop:\r
-#ifdef __BORLANDC__\r
- __asm {\r
-#endif\r
- in al,dx\r
- loop usecloop\r
- }\r
-#endif\r
-\r
- status2 = readstat();\r
- alOut(4,0x60);\r
- alOut(4,0x80);\r
-\r
- if (((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
-void interrupt\r
-SDL_t0Service(void)\r
-{\r
-static word count = 1;\r
- boolean myackflag = 0;\r
-\r
-//00#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
-//00#endif\r
-\r
- HackCount++;\r
-\r
- if ((MusicMode == smm_AdLib) || (DigiMode == sds_SoundSource))\r
- {\r
- SDL_ALService();\r
-//SS SDL_SSService();\r
-// if (!(++count & 7))\r
- if (!(++count % 10))\r
- {\r
- LocalTime++;\r
- TimeCount++;\r
- if (SoundUserHook)\r
- SoundUserHook();\r
- }\r
-// if (!(count & 3))\r
- if (!(count % 5))\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 {\r
- mov ax,[WORD PTR TimerCount]\r
- add ax,[WORD PTR TimerDivisor]\r
- mov [WORD PTR TimerCount],ax\r
- jnc myack\r
- jmp end1\r
-#ifdef __BORLANDC__\r
- }\r
-#endif\r
-myack:\r
-#ifdef __BORLANDC__\r
- __asm {\r
-#endif\r
- mov myackflag,1\r
-#ifdef __BORLANDC__\r
- }\r
-#endif\r
-end1:\r
-#ifdef __WATCOMC__\r
- }\r
-#endif\r
- if(!myackflag)\r
- t0OldService(); // If we overflow a word, time to call old int handler\r
- else\r
- outportb(0x20,0x20); // Ack the interrupt\r
-\r
-//00#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
-//00#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
-#if 0\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
-#endif\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, global_game_variables_t *gvar)\r
-{\r
- boolean result = false;\r
- word tableoffset;\r
-\r
- SD_StopSound(gvar);\r
-\r
-#ifndef _MUSE_\r
- if ((mode == sdm_AdLib) && !AdLibPresent)\r
- mode = sdm_PC;\r
-\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
- }\r
-#else\r
- result = true;\r
-#endif\r
-\r
- if (result && (mode != SoundMode))\r
- {\r
- SDL_ShutDevice();\r
- SoundMode = mode;\r
-#ifndef _MUSE_\r
- SoundTable = (word *)(&gvar->ca.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 = false;\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
- }\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(global_game_variables_t *gvar)\r
-{\r
- int i;\r
-\r
- if (SD_Started)\r
- return;\r
-#ifndef SD_USECATA3DSETTIMERSPEED\r
- SDL_SetDS();\r
-#endif\r
- ssIsTandy = false;\r
-//SS ssNoCheck = false;\r
- alNoCheck = false;\r
-//SB sbNoCheck = false;\r
-//SB sbNoProCheck = 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
-//SB case 1: // No SoundBlaster detection\r
-//SB sbNoCheck = true;\r
-//SB break;\r
-//SB case 2: // No SoundBlaster Pro detection\r
-//SB sbNoProCheck = true;\r
-//SB break;\r
-//SS case 3:\r
-//SS ssNoCheck = true; // No Sound Source detection\r
-//SS break;\r
- case 4: // Tandy Sound Source handling\r
- ssIsTandy = true;\r
- break;\r
-//SS case 5: // Sound Source present at LPT1\r
-//SS ssPort = 1;\r
-//SS ssNoCheck = SoundSourcePresent = true;\r
-//SS break;\r
-//SS case 6: // Sound Source present at LPT2\r
-//SS ssPort = 2;\r
-//SS ssNoCheck = SoundSourcePresent = true;\r
-//SS break;\r
-//SS case 7: // Sound Source present at LPT3\r
-//SS ssPort = 3;\r
-//SS ssNoCheck = SoundSourcePresent = true;\r
-//SS break;\r
- }\r
- }\r
-#endif\r
-\r
- SoundUserHook = 0;\r
-\r
- t0OldService = getvect(8); // Get old timer 0 ISR\r
-#ifdef SD_USECATA3DSETTIMERSPEED\r
- SDL_InitDelay(); // SDL_InitDelay() uses t0OldService\r
-\r
- setvect(8,SDL_t0Service); // Set to my timer 0 ISR\r
-#endif\r
- LocalTime = TimeCount = alTimeCount = 0;\r
-\r
- SD_SetSoundMode(sdm_Off, gvar);\r
- SD_SetMusicMode(smm_Off);\r
-\r
-//SS if (!ssNoCheck)\r
-//SS SoundSourcePresent = SDL_DetectSoundSource();\r
-\r
- if (!alNoCheck)\r
- {\r
- AdLibPresent = SDL_DetectAdLib();\r
-//SB if (AdLibPresent) && !sbNoCheck)\r
-//SB {\r
-//SB int port = -1;\r
-//SB char *env = getenv("BLASTER");\r
-//SB if (env)\r
-//SB {\r
-//SB long temp;\r
-//SB while (*env)\r
-//SB {\r
-//SB while (isspace(*env))\r
-//SB env++;\r
-//SB\r
-//SB switch (toupper(*env))\r
-//SB {\r
-//SB case 'A':\r
-//SB temp = strtol(env + 1,&env,16);\r
-//SB if\r
-//SB (\r
-//SB (temp >= 0x210)\r
-//SB && (temp <= 0x260)\r
-//SB && (!(temp & 0x00f))\r
-//SB )\r
-//SB port = (temp - 0x200) >> 4;\r
-//SB else\r
-//SB Quit(gvar, "SD_Startup: Unsupported address value in BLASTER");\r
-//SB break;\r
-//SB case 'I':\r
-//SB temp = strtol(env + 1,&env,10);\r
-//SB if\r
-//SB (\r
-//SB (temp >= 0)\r
-//SB && (temp <= 10)\r
-//SB && (sbIntVectors[temp] != -1)\r
-//SB )\r
-//SB {\r
-//SB sbInterrupt = temp;\r
-//SB sbIntVec = sbIntVectors[sbInterrupt];\r
-//SB }\r
-//SB else\r
-//SB Quit(gvar, "SD_Startup: Unsupported interrupt value in BLASTER");\r
-//SB break;\r
-//SB case 'D':\r
-//SB temp = strtol(env + 1,&env,10);\r
-//SB if ((temp == 0) || (temp == 1) || (temp == 3))\r
-//SB SDL_SBSetDMA(temp);\r
-//SB else\r
-//SB Quit(gvar, "SD_Startup: Unsupported DMA value in BLASTER");\r
-//SB break;\r
-//SB default:\r
-//SB while (isspace(*env))\r
-//SB env++;\r
-//SB while (*env && !isspace(*env))\r
-//SB env++;\r
-//SB break;\r
-//SB }\r
-//SB }\r
-//SB }\r
-//SB SoundBlasterPresent = SDL_DetectSoundBlaster(port);\r
-//SB }\r
- }\r
-\r
- for (i = 0;i < 255;i++)\r
- pcSoundLookup[i] = i * 60;\r
-\r
-//SB if (SoundBlasterPresent)\r
-//SB SDL_StartSB();\r
-\r
- SDL_SetupDigi(gvar);\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, global_game_variables_t *gvar)\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, gvar);\r
-\r
-\r
- if (gotsm) // Make sure requested music hardware is available\r
- {\r
- switch (sm)\r
- {\r
- case sdm_AdLib:\r
- gotsm = AdLibPresent;\r
- break;\r
- }\r
- }\r
- if (!gotsm)\r
- {\r
- if (AdLibPresent)\r
- sm = smm_AdLib;\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(global_game_variables_t *gvar)\r
-{\r
- if (!SD_Started)\r
- return;\r
-\r
- SD_MusicOff();\r
- SD_StopSound(gvar);\r
- SDL_ShutDevice();\r
- SDL_CleanDevice();\r
-\r
-//SB if (SoundBlasterPresent)\r
-//SB SDL_ShutSB();\r
-\r
-//SS if (SoundSourcePresent)\r
-//SS SDL_ShutSS();\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
- SoundUserHook = hook;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_PositionSound() - Sets up a stereo imaging location for the next\r
-// sound to be played. Each channel ranges from 0 to 15.\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-void\r
-SD_PositionSound(int leftvol,int rightvol)\r
-{\r
- LeftPosition = leftvol;\r
- RightPosition = rightvol;\r
- nextsoundpos = true;\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////\r
-//\r
-// SD_PlaySound() - plays the specified sound on the appropriate hardware\r
-//\r
-///////////////////////////////////////////////////////////////////////////\r
-boolean\r
-SD_PlaySound(soundnames sound, global_game_variables_t *gvar)\r
-{\r
- boolean ispos;\r
- SoundCommon far *s;\r
- int lp,rp;\r
-\r
- lp = LeftPosition;\r
- rp = RightPosition;\r
- LeftPosition = 0;\r
- RightPosition = 0;\r
-\r
- ispos = nextsoundpos;\r
- nextsoundpos = false;\r
-\r
- if (sound == -1)\r
- return(false);\r
-\r
- s = MK_FP(SoundTable[sound],0);\r
- if ((SoundMode != sdm_Off) && !s)\r
- Quit(gvar, "SD_PlaySound() - Uncached sound");\r
-\r
- if ((DigiMode != sds_Off) && (DigiMap[sound] != -1))\r
- {\r
- if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))\r
- {\r
- if (s->priority < SoundPriority)\r
- return(false);\r
-\r
- SDL_PCStopSound();\r
-\r
- SD_PlayDigitized(DigiMap[sound],lp,rp, gvar);\r
- SoundPositioned = ispos;\r
- SoundNumber = sound;\r
- SoundPriority = s->priority;\r
- }\r
- else\r
- {\r
- asm pushf\r
- asm cli\r
- if (DigiPriority && !DigiNumber)\r
- {\r
- asm popf\r
- Quit(gvar, "SD_PlaySound: Priority without a sound");\r
- }\r
- asm popf\r
-\r
- if (s->priority < DigiPriority)\r
- return(false);\r
-\r
- SD_PlayDigitized(DigiMap[sound],lp,rp, gvar);\r
- SoundPositioned = ispos;\r
- DigiNumber = sound;\r
- DigiPriority = s->priority;\r
- }\r
-\r
- return(true);\r
- }\r
-\r
- if (SoundMode == sdm_Off)\r
- return(false);\r
- if (!s->length)\r
- Quit(gvar, "SD_PlaySound() - Zero length sound");\r
- if (s->priority < SoundPriority)\r
- return(false);\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, gvar);\r
- break;\r
- }\r
-\r
- SoundNumber = sound;\r
- SoundPriority = s->priority;\r
-\r
- return(false);\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(global_game_variables_t *gvar)\r
-{\r
- if (DigiPlaying)\r
- SD_StopDigitized(gvar);\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
- SoundPositioned = false;\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
-\r
-//#if 0\r
-//\r
-// SD ASS!\r
-//\r
-\r
-//variables for these assembly functions\r
-volatile boolean pcindicate;\r
-volatile unsigned/*boolean*/ MyDS;\r
-\r
-void SDL_SetDS()\r
-{\r
- __asm {\r
- mov ax,ds\r
- mov [cs:MyDS],ds\r
- ret\r
- }\r
-}\r
-\r
-//\r
-\r
-// Timer 0 ISR for 7000Hz interrupts\r
-void interrupt SDL_t0ExtremeAsmService(void)\r
-{\r
- if(pcindicate)\r
- {\r
- if(pcSound)\r
- {\r
- SDL_setPCSpeaker(((*pcSound++)&0x80)>>6);\r
- pcLengthLeft--;\r
- if(!pcLengthLeft)\r
- {\r
- pcSound=0;\r
- SDL_turnOffPCSpeaker();\r
- SDL_DigitizedDoneInIRQ();\r
- }\r
- }\r
- }\r
- extreme++;\r
- if(extreme>=10)\r
- {\r
- extreme=0;\r
- SDL_DoFast();\r
- }\r
- else\r
- outp(0x20,0x20);\r
-}\r
-\r
-//\r
-\r
-void SDL_IndicatePC(boolean ind)\r
-{\r
- pcindicate=ind;\r
-}\r
-\r
-void\r
-SDL_DigitizedDoneInIRQ(void)\r
-{\r
- if (DigiNextAddr)\r
- {\r
- SDL_PlayDigiSegment(DigiNextAddr,DigiNextLen/*,true*/);\r
- DigiNextAddr = nil;\r
- DigiMissed = false;\r
- }\r
- else\r
- {\r
- if (DigiLastSegment)\r
- {\r
- DigiPlaying = false;\r
- DigiLastSegment = false;\r
- if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))\r
- {\r
- SDL_SoundFinished();\r
- }\r
- else\r
- {\r
- DigiNumber = (soundnames) 0;\r
- DigiPriority = 0;\r
- }\r
- SoundPositioned = false;\r
- }\r
- else\r
- DigiMissed = true;\r
- }\r
-}\r
-\r
-#if 0\r
-// Inside an interrupt handler interrupts should already be disabled\r
-// so don't disable them again and cause V86 exceptions which cost\r
-// aprox. 300 processor tics!\r
-\r
-//static\r
-void alOutInIRQ(byte n,byte b)\r
-{\r
- __asm {\r
- mov dx,0x388\r
- mov al,[n]\r
- out dx,al\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- inc dx\r
- mov al,[b]\r
- out dx,al\r
-\r
- dec dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
-\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
-\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
-\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- in al,dx\r
- }\r
-}\r
-#endif\r