Files @ r24874:b9bdc5d49a71
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Location: cpp/openttd-patchpack/source/src/sound.cpp

Patric Stout
Fix #6319: [Win32] don't use clipping; draw whole screen every frame (#8726)

When we clip the region that is only been redrawn, something
weird happens on Windows. When pushing 60 frames per second on a
60Hz monitor, it appears that the clipped region is often shown
of another frame, instead of the current.

Examples of this are:
- pause the game, move your mouse to the left, and at the right
speed it totally disappears.
- fast aircrafts seem to be in several places at once, weirdly
lagging behind.
- in title screen, moving your mouse gives you the idea it is
jumping places, instead of smooth movements.

In the end, if you do nothing, everything is correct, so it is
eventually consistent. Just when we are firing many BitBlt in
a clipped region, the in-between is not.

What goes wrong exactly, I honestly do not know. On every frame
that we push to the DC is a mouse painted, but visually it
sometimes appears like it is not. Recording with external software
shows it really is there.
It is also not our eyes playing tricks on us, as the first example
makes it really clear the mouse pointer really is not painted.

And to be clear, with the mouse this is easiest reproduceable,
as high-speed objects are influences by this most. But this happens
for all movement that redraws small regions.

Either way, not using clipped regions resolves the issue completely,
and there appears to be little to no penalty (I failed to measure
any impact of drawing the full screen). So better have a good game
than fast code, I guess?
/*
 * This file is part of OpenTTD.
 * OpenTTD 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, version 2.
 * OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file sound.cpp Handling of playing sounds. */

#include "stdafx.h"
#include "landscape.h"
#include "mixer.h"
#include "newgrf_sound.h"
#include "fios.h"
#include "window_gui.h"
#include "vehicle_base.h"

/* The type of set we're replacing */
#define SET_TYPE "sounds"
#include "base_media_func.h"

#include "safeguards.h"

static SoundEntry _original_sounds[ORIGINAL_SAMPLE_COUNT];

static void OpenBankFile(const char *filename)
{
	memset(_original_sounds, 0, sizeof(_original_sounds));

	/* If there is no sound file (nosound set), don't load anything */
	if (filename == nullptr) return;

	FioOpenFile(SOUND_SLOT, filename, BASESET_DIR);
	size_t pos = FioGetPos();
	uint count = FioReadDword();

	/* The new format has the highest bit always set */
	bool new_format = HasBit(count, 31);
	ClrBit(count, 31);
	count /= 8;

	/* Simple check for the correct number of original sounds. */
	if (count != ORIGINAL_SAMPLE_COUNT) {
		/* Corrupt sample data? Just leave the allocated memory as those tell
		 * there is no sound to play (size = 0 due to calloc). Not allocating
		 * the memory disables valid NewGRFs that replace sounds. */
		DEBUG(misc, 6, "Incorrect number of sounds in '%s', ignoring.", filename);
		return;
	}

	FioSeekTo(pos, SEEK_SET);

	for (uint i = 0; i != ORIGINAL_SAMPLE_COUNT; i++) {
		_original_sounds[i].file_slot = SOUND_SLOT;
		_original_sounds[i].file_offset = GB(FioReadDword(), 0, 31) + pos;
		_original_sounds[i].file_size = FioReadDword();
	}

	for (uint i = 0; i != ORIGINAL_SAMPLE_COUNT; i++) {
		SoundEntry *sound = &_original_sounds[i];
		char name[255];

		FioSeekTo(sound->file_offset, SEEK_SET);

		/* Check for special case, see else case */
		FioReadBlock(name, FioReadByte()); // Read the name of the sound
		if (new_format || strcmp(name, "Corrupt sound") != 0) {
			FioSeekTo(12, SEEK_CUR); // Skip past RIFF header

			/* Read riff tags */
			for (;;) {
				uint32 tag = FioReadDword();
				uint32 size = FioReadDword();

				if (tag == ' tmf') {
					FioReadWord(); // wFormatTag
					sound->channels = FioReadWord();        // wChannels
					sound->rate     = FioReadDword();       // samples per second
					if (!new_format) sound->rate = 11025;   // seems like all old samples should be played at this rate.
					FioReadDword();                         // avg bytes per second
					FioReadWord();                          // alignment
					sound->bits_per_sample = FioReadByte(); // bits per sample
					FioSeekTo(size - (2 + 2 + 4 + 4 + 2 + 1), SEEK_CUR);
				} else if (tag == 'atad') {
					sound->file_size = size;
					sound->file_slot = SOUND_SLOT;
					sound->file_offset = FioGetPos();
					break;
				} else {
					sound->file_size = 0;
					break;
				}
			}
		} else {
			/*
			 * Special case for the jackhammer sound
			 * (name in sample.cat is "Corrupt sound")
			 * It's no RIFF file, but raw PCM data
			 */
			sound->channels = 1;
			sound->rate = 11025;
			sound->bits_per_sample = 8;
			sound->file_slot = SOUND_SLOT;
			sound->file_offset = FioGetPos();
		}
	}
}

static bool SetBankSource(MixerChannel *mc, const SoundEntry *sound)
{
	assert(sound != nullptr);

	/* Check for valid sound size. */
	if (sound->file_size == 0 || sound->file_size > ((size_t)-1) - 2) return false;

	int8 *mem = MallocT<int8>(sound->file_size + 2);
	/* Add two extra bytes so rate conversion can read these
	 * without reading out of its input buffer. */
	mem[sound->file_size    ] = 0;
	mem[sound->file_size + 1] = 0;

	FioSeekToFile(sound->file_slot, sound->file_offset);
	FioReadBlock(mem, sound->file_size);

	/* 16-bit PCM WAV files should be signed by default */
	if (sound->bits_per_sample == 8) {
		for (uint i = 0; i != sound->file_size; i++) {
			mem[i] += -128; // Convert unsigned sound data to signed
		}
	}

#if TTD_ENDIAN == TTD_BIG_ENDIAN
	if (sound->bits_per_sample == 16) {
		uint num_samples = sound->file_size / 2;
		int16 *samples = (int16 *)mem;
		for (uint i = 0; i < num_samples; i++) {
			samples[i] = BSWAP16(samples[i]);
		}
	}
#endif

	assert(sound->bits_per_sample == 8 || sound->bits_per_sample == 16);
	assert(sound->channels == 1);
	assert(sound->file_size != 0 && sound->rate != 0);

	MxSetChannelRawSrc(mc, mem, sound->file_size, sound->rate, sound->bits_per_sample == 16);

	return true;
}

void InitializeSound()
{
	DEBUG(misc, 1, "Loading sound effects...");
	OpenBankFile(BaseSounds::GetUsedSet()->files->filename);
}

/* Low level sound player */
static void StartSound(SoundID sound_id, float pan, uint volume)
{
	if (volume == 0) return;

	SoundEntry *sound = GetSound(sound_id);
	if (sound == nullptr) return;

	/* NewGRF sound that wasn't loaded yet? */
	if (sound->rate == 0 && sound->file_slot != 0) {
		if (!LoadNewGRFSound(sound)) {
			/* Mark as invalid. */
			sound->file_slot = 0;
			return;
		}
	}

	/* Empty sound? */
	if (sound->rate == 0) return;

	MixerChannel *mc = MxAllocateChannel();
	if (mc == nullptr) return;

	if (!SetBankSource(mc, sound)) return;

	/* Apply the sound effect's own volume. */
	volume = sound->volume * volume;

	MxSetChannelVolume(mc, volume, pan);
	MxActivateChannel(mc);
}


static const byte _vol_factor_by_zoom[] = {255, 255, 255, 190, 134, 87};
static_assert(lengthof(_vol_factor_by_zoom) == ZOOM_LVL_COUNT);

static const byte _sound_base_vol[] = {
	128,  90, 128, 128, 128, 128, 128, 128,
	128,  90,  90, 128, 128, 128, 128, 128,
	128, 128, 128,  80, 128, 128, 128, 128,
	128, 128, 128, 128, 128, 128, 128, 128,
	128, 128,  90,  90,  90, 128,  90, 128,
	128,  90, 128, 128, 128,  90, 128, 128,
	128, 128, 128, 128,  90, 128, 128, 128,
	128,  90, 128, 128, 128, 128, 128, 128,
	128, 128,  90,  90,  90, 128, 128, 128,
	 90,
};

static const byte _sound_idx[] = {
	 2,  3,  4,  5,  6,  7,  8,  9,
	10, 11, 12, 13, 14, 15, 16, 17,
	18, 19, 20, 21, 22, 23, 24, 25,
	26, 27, 28, 29, 30, 31, 32, 33,
	34, 35, 36, 37, 38, 39, 40,  0,
	 1, 41, 42, 43, 44, 45, 46, 47,
	48, 49, 50, 51, 52, 53, 54, 55,
	56, 57, 58, 59, 60, 61, 62, 63,
	64, 65, 66, 67, 68, 69, 70, 71,
	72,
};

void SndCopyToPool()
{
	SoundEntry *sound = AllocateSound(ORIGINAL_SAMPLE_COUNT);
	for (uint i = 0; i < ORIGINAL_SAMPLE_COUNT; i++) {
		sound[i] = _original_sounds[_sound_idx[i]];
		sound[i].volume = _sound_base_vol[i];
		sound[i].priority = 0;
	}
}

/**
 * Decide 'where' (between left and right speaker) to play the sound effect.
 * @param sound Sound effect to play
 * @param left   Left edge of virtual coordinates where the sound is produced
 * @param right  Right edge of virtual coordinates where the sound is produced
 * @param top    Top edge of virtual coordinates where the sound is produced
 * @param bottom Bottom edge of virtual coordinates where the sound is produced
 */
static void SndPlayScreenCoordFx(SoundID sound, int left, int right, int top, int bottom)
{
	if (_settings_client.music.effect_vol == 0) return;

	const Window *w;
	FOR_ALL_WINDOWS_FROM_BACK(w) {
		const Viewport *vp = w->viewport;

		if (vp != nullptr &&
				left < vp->virtual_left + vp->virtual_width && right > vp->virtual_left &&
				top < vp->virtual_top + vp->virtual_height && bottom > vp->virtual_top) {
			int screen_x = (left + right) / 2 - vp->virtual_left;
			int width = (vp->virtual_width == 0 ? 1 : vp->virtual_width);
			float panning = (float)screen_x / width;

			StartSound(
				sound,
				panning,
				(_settings_client.music.effect_vol * _vol_factor_by_zoom[vp->zoom - ZOOM_LVL_BEGIN]) / 256
			);
			return;
		}
	}
}

void SndPlayTileFx(SoundID sound, TileIndex tile)
{
	/* emits sound from center of the tile */
	int x = std::min(MapMaxX() - 1, TileX(tile)) * TILE_SIZE + TILE_SIZE / 2;
	int y = std::min(MapMaxY() - 1, TileY(tile)) * TILE_SIZE - TILE_SIZE / 2;
	int z = (y < 0 ? 0 : GetSlopePixelZ(x, y));
	Point pt = RemapCoords(x, y, z);
	y += 2 * TILE_SIZE;
	Point pt2 = RemapCoords(x, y, GetSlopePixelZ(x, y));
	SndPlayScreenCoordFx(sound, pt.x, pt2.x, pt.y, pt2.y);
}

void SndPlayVehicleFx(SoundID sound, const Vehicle *v)
{
	SndPlayScreenCoordFx(sound,
		v->coord.left, v->coord.right,
		v->coord.top, v->coord.bottom
	);
}

void SndPlayFx(SoundID sound)
{
	StartSound(sound, 0.5, _settings_client.music.effect_vol);
}

INSTANTIATE_BASE_MEDIA_METHODS(BaseMedia<SoundsSet>, SoundsSet)

/** Names corresponding to the sound set's files */
static const char * const _sound_file_names[] = { "samples" };


template <class T, size_t Tnum_files, bool Tsearch_in_tars>
/* static */ const char * const *BaseSet<T, Tnum_files, Tsearch_in_tars>::file_names = _sound_file_names;

template <class Tbase_set>
/* static */ const char *BaseMedia<Tbase_set>::GetExtension()
{
	return ".obs"; // OpenTTD Base Sounds
}

template <class Tbase_set>
/* static */ bool BaseMedia<Tbase_set>::DetermineBestSet()
{
	if (BaseMedia<Tbase_set>::used_set != nullptr) return true;

	const Tbase_set *best = nullptr;
	for (const Tbase_set *c = BaseMedia<Tbase_set>::available_sets; c != nullptr; c = c->next) {
		/* Skip unusable sets */
		if (c->GetNumMissing() != 0) continue;

		if (best == nullptr ||
				(best->fallback && !c->fallback) ||
				best->valid_files < c->valid_files ||
				(best->valid_files == c->valid_files &&
					(best->shortname == c->shortname && best->version < c->version))) {
			best = c;
		}
	}

	BaseMedia<Tbase_set>::used_set = best;
	return BaseMedia<Tbase_set>::used_set != nullptr;
}