/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see .
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "snd_local.h"
/*
===============
idSoundShader::Init
===============
*/
void idSoundShader::Init( void ) {
desc = "";
errorDuringParse = false;
onDemand = false;
numEntries = 0;
numLeadins = 0;
leadinVolume = 0;
altSound = NULL;
}
/*
===============
idSoundShader::idSoundShader
===============
*/
idSoundShader::idSoundShader( void ) {
Init();
}
/*
===============
idSoundShader::~idSoundShader
===============
*/
idSoundShader::~idSoundShader( void ) {
}
/*
=================
idSoundShader::Size
=================
*/
size_t idSoundShader::Size( void ) const {
return sizeof( idSoundShader );
}
/*
===============
idSoundShader::idSoundShader::FreeData
===============
*/
void idSoundShader::FreeData() {
numEntries = 0;
numLeadins = 0;
}
/*
===================
idSoundShader::SetDefaultText
===================
*/
bool idSoundShader::SetDefaultText( void ) {
idStr wavname;
wavname = GetName();
wavname.DefaultFileExtension( ".wav" ); // if the name has .ogg in it, that will stay
// if there exists a wav file with the same name
if ( 1 ) { //fileSystem->ReadFile( wavname, NULL ) != -1 ) {
char generated[2048];
idStr::snPrintf( generated, sizeof( generated ),
"sound %s // IMPLICITLY GENERATED\n"
"{\n"
"%s\n"
"}\n", GetName(), wavname.c_str() );
SetText( generated );
return true;
} else {
return false;
}
}
/*
===================
DefaultDefinition
===================
*/
const char *idSoundShader::DefaultDefinition() const {
return
"{\n"
"\t" "_default.wav\n"
"}";
}
/*
===============
idSoundShader::Parse
this is called by the declManager
===============
*/
bool idSoundShader::Parse( const char *text, const int textLength ) {
idLexer src;
src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
src.SetFlags( DECL_LEXER_FLAGS );
src.SkipUntilString( "{" );
// deeper functions can set this, which will cause MakeDefault() to be called at the end
errorDuringParse = false;
if ( !ParseShader( src ) || errorDuringParse ) {
MakeDefault();
return false;
}
return true;
}
/*
===============
idSoundShader::ParseShader
===============
*/
bool idSoundShader::ParseShader( idLexer &src ) {
int i;
idToken token;
parms.minDistance = 1;
parms.maxDistance = 10;
parms.volume = 1;
parms.shakes = 0;
parms.soundShaderFlags = 0;
parms.soundClass = 0;
speakerMask = 0;
altSound = NULL;
for( i = 0; i < SOUND_MAX_LIST_WAVS; i++ ) {
leadins[i] = NULL;
entries[i] = NULL;
}
numEntries = 0;
numLeadins = 0;
int maxSamples = idSoundSystemLocal::s_maxSoundsPerShader.GetInteger();
if ( com_makingBuild.GetBool() || maxSamples <= 0 || maxSamples > SOUND_MAX_LIST_WAVS ) {
maxSamples = SOUND_MAX_LIST_WAVS;
}
while ( 1 ) {
if ( !src.ExpectAnyToken( &token ) ) {
return false;
}
// end of definition
else if ( token == "}" ) {
break;
}
// minimum number of sounds
else if ( !token.Icmp( "minSamples" ) ) {
maxSamples = idMath::ClampInt( src.ParseInt(), SOUND_MAX_LIST_WAVS, maxSamples );
}
// description
else if ( !token.Icmp( "description" ) ) {
src.ReadTokenOnLine( &token );
desc = token.c_str();
}
// mindistance
else if ( !token.Icmp( "mindistance" ) ) {
parms.minDistance = src.ParseFloat();
}
// maxdistance
else if ( !token.Icmp( "maxdistance" ) ) {
parms.maxDistance = src.ParseFloat();
}
// shakes screen
else if ( !token.Icmp( "shakes" ) ) {
src.ExpectAnyToken( &token );
if ( token.type == TT_NUMBER ) {
parms.shakes = token.GetFloatValue();
} else {
src.UnreadToken( &token );
parms.shakes = 1.0f;
}
}
// reverb
else if ( !token.Icmp( "reverb" ) ) {
int reg0 = src.ParseFloat();
if ( !src.ExpectTokenString( "," ) ) {
src.FreeSource();
return false;
}
int reg1 = src.ParseFloat();
// no longer supported
}
// volume
else if ( !token.Icmp( "volume" ) ) {
parms.volume = src.ParseFloat();
}
// leadinVolume is used to allow light breaking leadin sounds to be much louder than the broken loop
else if ( !token.Icmp( "leadinVolume" ) ) {
leadinVolume = src.ParseFloat();
}
// speaker mask
else if ( !token.Icmp( "mask_center" ) ) {
speakerMask |= 1<= SOUND_MAX_CLASSES ) {
src.Warning( "SoundClass out of range" );
return false;
}
}
// altSound
else if ( !token.Icmp( "altSound" ) ) {
if ( !src.ExpectAnyToken( &token ) ) {
return false;
}
altSound = declManager->FindSound( token.c_str() );
}
// ordered
else if ( !token.Icmp( "ordered" ) ) {
// no longer supported
}
// no_dups
else if ( !token.Icmp( "no_dups" ) ) {
parms.soundShaderFlags |= SSF_NO_DUPS;
}
// no_flicker
else if ( !token.Icmp( "no_flicker" ) ) {
parms.soundShaderFlags |= SSF_NO_FLICKER;
}
// plain
else if ( !token.Icmp( "plain" ) ) {
// no longer supported
}
// looping
else if ( !token.Icmp( "looping" ) ) {
parms.soundShaderFlags |= SSF_LOOPING;
}
// no occlusion
else if ( !token.Icmp( "no_occlusion" ) ) {
parms.soundShaderFlags |= SSF_NO_OCCLUSION;
}
// private
else if ( !token.Icmp( "private" ) ) {
parms.soundShaderFlags |= SSF_PRIVATE_SOUND;
}
// antiPrivate
else if ( !token.Icmp( "antiPrivate" ) ) {
parms.soundShaderFlags |= SSF_ANTI_PRIVATE_SOUND;
}
// once
else if ( !token.Icmp( "playonce" ) ) {
parms.soundShaderFlags |= SSF_PLAY_ONCE;
}
// global
else if ( !token.Icmp( "global" ) ) {
parms.soundShaderFlags |= SSF_GLOBAL;
}
// unclamped
else if ( !token.Icmp( "unclamped" ) ) {
parms.soundShaderFlags |= SSF_UNCLAMPED;
}
// omnidirectional
else if ( !token.Icmp( "omnidirectional" ) ) {
parms.soundShaderFlags |= SSF_OMNIDIRECTIONAL;
}
// onDemand can't be a parms, because we must track all references and overrides would confuse it
else if ( !token.Icmp( "onDemand" ) ) {
// no longer loading sounds on demand
onDemand = true;
}
// the wave files
else if ( !token.Icmp( "leadin" ) ) {
// add to the leadin list
if ( !src.ReadToken( &token ) ) {
src.Warning( "Expected sound after leadin" );
return false;
}
if ( soundSystemLocal.soundCache && numLeadins < maxSamples ) {
leadins[ numLeadins ] = soundSystemLocal.soundCache->FindSound( token.c_str(), onDemand );
numLeadins++;
}
} else if ( token.Find( ".wav", false ) != -1 || token.Find( ".ogg", false ) != -1 ) {
// add to the wav list
if ( soundSystemLocal.soundCache && numEntries < maxSamples ) {
token.BackSlashesToSlashes();
idStr lang = cvarSystem->GetCVarString( "sys_lang" );
if ( lang.Icmp( "english" ) != 0 && token.Find( "sound/vo/", false ) >= 0 ) {
idStr work = token;
work.ToLower();
work.StripLeading( "sound/vo/" );
work = va( "sound/vo/%s/%s", lang.c_str(), work.c_str() );
if ( fileSystem->ReadFile( work, NULL, NULL ) > 0 ) {
token = work;
} else {
// also try to find it with the .ogg extension
work.SetFileExtension( ".ogg" );
if ( fileSystem->ReadFile( work, NULL, NULL ) > 0 ) {
token = work;
}
}
}
entries[ numEntries ] = soundSystemLocal.soundCache->FindSound( token.c_str(), onDemand );
numEntries++;
}
} else {
src.Warning( "unknown token '%s'", token.c_str() );
return false;
}
}
if ( parms.shakes > 0.0f ) {
CheckShakesAndOgg();
}
return true;
}
/*
===============
idSoundShader::CheckShakesAndOgg
===============
*/
bool idSoundShader::CheckShakesAndOgg( void ) const {
int i;
bool ret = false;
for ( i = 0; i < numLeadins; i++ ) {
if ( leadins[ i ]->objectInfo.wFormatTag == WAVE_FORMAT_TAG_OGG ) {
common->Warning( "sound shader '%s' has shakes and uses OGG file '%s'",
GetName(), leadins[ i ]->name.c_str() );
ret = true;
}
}
for ( i = 0; i < numEntries; i++ ) {
if ( entries[ i ]->objectInfo.wFormatTag == WAVE_FORMAT_TAG_OGG ) {
common->Warning( "sound shader '%s' has shakes and uses OGG file '%s'",
GetName(), entries[ i ]->name.c_str() );
ret = true;
}
}
return ret;
}
/*
===============
idSoundShader::List
===============
*/
void idSoundShader::List() const {
idStrList shaders;
common->Printf( "%4i: %s\n", Index(), GetName() );
if ( idStr::Icmp( GetDescription(), "" ) != 0 ) {
common->Printf( " description: %s\n", GetDescription() );
}
for( int k = 0; k < numLeadins ; k++ ) {
const idSoundSample *objectp = leadins[k];
if ( objectp ) {
common->Printf( " %5dms %4dKb %s (LEADIN)\n", soundSystemLocal.SamplesToMilliseconds(objectp->LengthIn44kHzSamples()), (objectp->objectMemSize/1024)
,objectp->name.c_str() );
}
}
for( int k = 0; k < numEntries; k++ ) {
const idSoundSample *objectp = entries[k];
if ( objectp ) {
common->Printf( " %5dms %4dKb %s\n", soundSystemLocal.SamplesToMilliseconds(objectp->LengthIn44kHzSamples()), (objectp->objectMemSize/1024)
,objectp->name.c_str() );
}
}
}
/*
===============
idSoundShader::GetAltSound
===============
*/
const idSoundShader *idSoundShader::GetAltSound( void ) const {
return altSound;
}
/*
===============
idSoundShader::GetMinDistance
===============
*/
float idSoundShader::GetMinDistance() const {
return parms.minDistance;
}
/*
===============
idSoundShader::GetMaxDistance
===============
*/
float idSoundShader::GetMaxDistance() const {
return parms.maxDistance;
}
/*
===============
idSoundShader::GetDescription
===============
*/
const char *idSoundShader::GetDescription() const {
return desc;
}
/*
===============
idSoundShader::HasDefaultSound
===============
*/
bool idSoundShader::HasDefaultSound() const {
for ( int i = 0; i < numEntries; i++ ) {
if ( entries[i] && entries[i]->defaultSound ) {
return true;
}
}
return false;
}
/*
===============
idSoundShader::GetParms
===============
*/
const soundShaderParms_t *idSoundShader::GetParms() const {
return &parms;
}
/*
===============
idSoundShader::GetNumSounds
===============
*/
int idSoundShader::GetNumSounds() const {
return numLeadins + numEntries;
}
/*
===============
idSoundShader::GetSound
===============
*/
const char *idSoundShader::GetSound( int index ) const {
if ( index >= 0 ) {
if ( index < numLeadins ) {
return leadins[index]->name.c_str();
}
index -= numLeadins;
if ( index < numEntries ) {
return entries[index]->name.c_str();
}
}
return "";
}