add an interface for sound libraries

Groundwork for a more versatile interface for using
sound libraries. A lot of sound libraries work across
multiple platforms.

The current NetHack sound stuff is quite limited.

Binaries can have a variety of window ports linked into
them, and it makes sense to have something similar for
sound.

This tries to set things up in a more soundlib-centric way,
rather than inserting things in a platform-centric way.

It establishes a new top-level directory sound (akin to win
for the window interface routines, or "window-port") where
sound-related additions and sndprocs and support files can be
added and used across platforms.

The default interface is nosound and the 'nosound' interface
is in src/sounds.c

The interface for 'windsound', which contains the same minimal
USER_SOUNDS support using built-in routines that has been in the
windows port for a long time is added to
sound/windsound/windsound.c.

For now, the sound interface support for 'qtsound' has been added
to the existing Qt files win/Qt/qt_bind.h and win/Qt/qt_bind.cpp,
and a note has been placed in sound/qtsound/README.md to avoid
confusion.

New header file added: include/sndprocs.h.
This commit is contained in:
nhmall
2023-01-19 18:51:42 -05:00
parent 6e49372d8f
commit ea4a81901d
24 changed files with 705 additions and 85 deletions

View File

@@ -99,9 +99,6 @@
#define DEFAULT_WC_TILED_MAP /* Default to tiles if users doesn't say \
wc_ascii_map */
#endif
#ifndef NOUSER_SOUNDS
#define USER_SOUNDS /* Use sounds */
#endif
#ifndef USE_XPM
#define USE_XPM /* Use XPM format for images (required) */
#endif

View File

@@ -743,6 +743,9 @@ struct instance_globals_a {
/* shk.c */
boolean auto_credit;
/* sounds.c */
enum soundlib_ids active_soundlib;
/* trap.c */
/* context for water_damage(), managed by water_damage_chain();
when more than one stack of potions of acid explode while processing
@@ -852,6 +855,9 @@ struct instance_globals_c {
/* questpgr.c */
char cvt_buf[CVT_BUF_SIZE];
/* sounds.c */
enum soundlib_ids chosen_soundlib;
/* sp_lev.c */
struct sp_coder *coder;

View File

@@ -2600,6 +2600,9 @@ extern void play_usersound(const char *, int);
extern void play_usersound_via_idx(int, int);
#endif
#endif /* USER SOUNDS */
extern void assign_soundlib(int);
extern void activate_chosen_soundlib(void);
extern void get_soundlib_name(char *dest, int maxlen);
/* ### sp_lev.c ### */

View File

@@ -227,6 +227,7 @@ enum misc_arti_nums {
#include "region.h"
#include "trap.h"
#include "display.h"
#include "sndprocs.h"
#include "decl.h"
#include "timeout.h"

View File

@@ -540,6 +540,9 @@ static int optfn_##a(int, int, boolean, char *, char *);
NHOPTC(sortvanquished, Advanced, 0, opt_in, set_in_game,
Yes, Yes, No, Yes, NoAlias,
"preferred order when displaying vanquished monsters")
NHOPTC(soundlib, Advanced, WINTYPELEN, opt_in, set_gameview,
No, Yes, No, No, NoAlias,
"soundlib interface to use (if any)")
NHOPTB(sparkle, Map, 0, opt_out, set_in_game,
On, Yes, No, No, NoAlias, &flags.sparkle)
NHOPTB(splash_screen, Advanced, 0, opt_out, set_in_config,

180
include/sndprocs.h Normal file
View File

@@ -0,0 +1,180 @@
/* NetHack 3.7 sndprocs.h $NHDT-Date: $ $NHDT-Branch: $:$NHDT-Revision: $ */
/* Copyright (c) Michael Allison, 2022 */
/* NetHack may be freely redistributed. See license for details. */
#ifndef SNDPROCS_H
#define SNDPROCS_H
/*
*
* Types of potential sound supports (all are optional):
*
* SNDCAP_USERSOUNDS User-specified sounds that play based on config
* file entries that identify a regular expression
* to match against message window text, and identify
* an external sound file to load in response.
* The sound interface function pointer used to invoke
* it:
*
* void (*sound_play_usersound)(char *filename,
* int32_t volume, int32_t idx);
*
* SNDCAP_HEROMUSIC Invoked by the core when the in-game hero is
* playing a tune on an instrument. The sound
* interface function pointer used to invoke it:
*
* void (*sound_hero_playnotes)(int32_t instrument,
* char *str, int32_t volume);
*
* SNDCAP_ACHIEVEMENTS Invoked by the core when an in-game achievement
* is reached. The soundlib routines could play
* appropriate theme or mood music in response.
* There would need to be a way to map the
* achievements to external user-specified sounds.
* The sound interface function pointer used to
* invoke it:
*
* void (*sound_achievement)(schar, schar,
* int32_t);
*
* SNDCAP_SOUNDEFFECTS Invoked by the core when something
* sound-producing happens in the game. The soundlib
* routines could play an appropriate sound effect
* in response. They can be public-domain or
* suitably-licensed stock sounds included with the
* game source and made available during the build
* process, or (not-yet-implemented) a way to
* tie particular sound effects to a user-specified
* sound samples in a config file. The sound
* interface function pointer used to invoke it:
*
* void (*sound_soundeffect)(char *desc, int32_t,
* int32_t volume);
*
* Development notes:
* - gc.chosen_soundlib holds the soundlib_id that will be initialized
* at the appropriate time (startup or after an option change). It
* is initialized to soundlib_nosound, so that is what will be used if
* the initial value isn't replaced via an assign_soundlib() call
* prior to the call to the activate_chosen_soundlib() in
* moveloop_preamble() at the start of the game.
* - ga.active_soundlib holds the soundlib_id of the active soundlib.
* It is initialized to soundlib_unassigned. It will get changed to
* reflect the activated soundlib_id once activate_chosen_soundlib()
* has been called.
*
*/
enum soundlib_ids {
soundlib_unassigned = 0,
#ifdef SND_LIB_QTSOUND
soundlib_qtsound,
#endif
#ifdef SND_LIB_PORTAUDIO
soundlib_portaudio,
#endif
#ifdef SND_LIB_OPENAL
soundlib_openal,
#endif
#ifdef SND_LIB_SDL_MIXER
soundlib_sdl_mixer,
#endif
#ifdef SND_LIB_MINIAUDIO
soundlib_miniaudio,
#endif
#ifdef SND_LIB_FMOD
soundlib_fmod,
#endif
#ifdef SND_LIB_SOUND_ESCCODES
soundlib_sound_esccodes,
#endif
#ifdef SND_LIB_VISSOUND
soundlib_vissound,
#endif
#ifdef SND_LIB_WINDSOUND
soundlib_windsound,
#endif
soundlib_nosound
};
struct sound_procs {
const char *soundname;
enum soundlib_ids soundlib_id;
unsigned long sndcap; /* capabilities in the port */
void (*sound_init_nhsound)(void);
void (*sound_exit_nhsound)(const char *);
void (*sound_achievement)(schar, schar, int32_t);
void (*sound_soundeffect)(char *desc, int32_t, int32_t volume);
void (*sound_hero_playnotes)(int32_t instrument, char *str, int32_t volume);
void (*sound_play_usersound)(char *filename, int32_t volume, int32_t idx);
};
extern struct sound_procs sndprocs;
#define SOUNDID(soundname) #soundname, soundlib_##soundname
/*
* SOUNDCAP
*/
#define SNDCAP_USERSOUNDS 0x0001L
#define SNDCAP_HEROMUSIC 0x0002L
#define SNDCAP_ACHIEVEMENTS 0x0004L
#define SNDCAP_SOUNDEFFECTS 0x0008L
/* 28 free bits */
extern struct sound_procs soundprocs;
/* subset for NetHack */
enum instruments {
ins_choir_aahs = 53, ins_trumpet = 57, ins_trombone = 58,
ins_french_horn = 61, ins_english_horn = 70, ins_piccolo = 73,
ins_flute = 74, ins_pan_flute = 76, ins_blown_bottle = 77,
ins_whistle = 79, ins_tinkle_bell = 113, ins_woodblock = 116,
ins_taiko_drum = 117, ins_melodic_tom = 118, ins_seashore = 123,
ins_fencepost
};
#if 0
enum instruments_broad {
ins_acoustic_grand_piano = 1, ins_bright_acoustic_piano = 2,
ins_electric_grand_piano = 3, ins_honkytonk_piano = 4,
ins_electric_piano_1 = 5, ins_electric_piano_2 = 6,
ins_harpsichord = 7, ins_clavinet = 8, ins_celesta = 9,
ins_glockenspiel = 10, ins_music_box = 11, ins_vibraphone = 12,
ins_marimba = 13, ins_xylophone = 14, ins_tubular_bells = 15,
ins_dulcimer = 16, ins_drawbar_organ = 17,
ins_percussive_organ = 18, ins_rock_organ = 19, ins_church_organ = 20,
ins_reed_organ = 21, ins_french_accordion = 22, ins_harmonica = 23,
ins_tango_accordion = 24, ins_acoustic_guitar__nylon = 25,
ins_acoustic_guitar_steel = 26, ins_electric_guitar_jazz = 27,
ins_electric_guitar_clean = 28, ins_electric_guitar_muted = 29,
ins_overdriven_guitar = 30, ins_distortion_guitar = 31,
ins_guitar_harmonics = 32, ins_acoustic_bass = 33,
ins_electric_bass__fingered = 34, ins_electric_bass_picked = 35,
ins_fretless_bass = 36, ins_slap_bass_1 = 37, ins_slap_bass_2 = 38,
ins_synth_bass_1 = 39, ins_synth_bass_2 = 40, ins_violin = 41,
ins_viola = 42, ins_cello = 43, ins_contrabass = 44,
ins_tremolo_strings = 45, ins_pizzicato_strings = 46,
ins_orchestral_harp = 47, ins_timpani = 48,
ins_string_ensemble_1 = 49, ins_string_ensemble_2 = 50,
ins_synthstrings_1 = 51, ins_synthstrings_2 = 52, ins_choir_aahs = 53,
ins_voice_oohs = 54, ins_synth_voice = 55, ins_orchestra_hit = 56,
ins_trumpet = 57, ins_trombone = 58, ins_tuba = 59, ins_muted_trumpet = 60,
ins_french_horn = 61, ins_brass_section = 62, ins_synthbrass_1 = 63,
ins_synthbrass_2 = 64, ins_soprano_sax = 65, ins_alto_sax = 66,
ins_tenor_sax = 67, ins_baritone_sax = 68, ins_oboe = 69,
ins_english_horn = 70, ins_bassoon = 71, ins_clarinet = 72,
ins_piccolo = 73, ins_flute = 74, ins_recorder = 75,
ins_pan_flute = 76, ins_blown_bottle = 77, ins_shakuhachi = 78,
ins_whistle = 79, ins_ocarina = 80, ins_sitar = 105, ins_banjo = 106,
ins_shamisen = 107, ins_koto = 108, ins_kalimba = 109, ins_bag_pipe = 110,
ins_fiddle = 111, ins_shanai = 112, ins_tinkle_bell = 113, ins_agogo = 114,
ins_steel_drums = 115, ins_woodblock = 116, ins_taiko_drum = 117,
ins_melodic_tom = 118, ins_synth_drum = 119, ins_reverse_cymbal = 120,
ins_guitar_fret_noise = 121, ins_breath_noise = 122, ins_seashore = 123,
ins_bird_tweet = 124, ins_telephone_ring = 125, ins_helicopter = 126,
ins_applause = 127, ins_gunshot = 128,
ins_fencepost
};
#endif
#endif /* SNDPROCS_H */

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@@ -28,9 +28,6 @@
/*#define DUMPLOG_FILE "nethack-%n-%d.log"*/
#define DUMPLOG_MSG_COUNT 50
#define USER_SOUNDS
/* #define TTY_SOUND_ESCCODES */
/*#define CHANGE_COLOR*/ /* allow palette changes */
#define QWERTZ_SUPPORT /* when swap_yz is True, numpad 7 is 'z' not 'y' */

View File

@@ -276,16 +276,6 @@ extern
#define MAP_MODE_ASCII_FIT_TO_SCREEN 10
#define MAP_MODE_TILES_FIT_TO_SCREEN 11
#if 0
#define WC_SND_SOUND 0x0001L /* 01 Port has some sound capabilities */
#define WC_SND_SPEAKER 0x0002L /* 02 Sound supported via built-in speaker */
#define WC_SND_STEREO 0x0004L /* 03 Stereo sound supported */
#define WC_SND_RAW 0x0008L /* 04 Raw sound supported */
#define WC_SND_WAVE 0x0010L /* 05 Wave support */
#define WC_SND_MIDI 0x0020L /* 06 Midi support */
/* 26 free bits */
#endif
struct wc_Opt {
const char *wc_name;
unsigned long wc_bit;