mirror of
https://github.com/dhewm/dhewm3.git
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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
509 lines
12 KiB
C++
509 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "framework/FileSystem.h"
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#include "sound/snd_local.h"
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/*
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===============
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idSoundShader::Init
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===============
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*/
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void idSoundShader::Init( void ) {
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desc = "<no description>";
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errorDuringParse = false;
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onDemand = false;
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numEntries = 0;
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numLeadins = 0;
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leadinVolume = 0;
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altSound = NULL;
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}
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/*
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===============
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idSoundShader::idSoundShader
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===============
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*/
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idSoundShader::idSoundShader( void ) {
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Init();
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}
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/*
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===============
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idSoundShader::~idSoundShader
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===============
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*/
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idSoundShader::~idSoundShader( void ) {
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}
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/*
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=================
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idSoundShader::Size
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=================
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*/
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size_t idSoundShader::Size( void ) const {
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return sizeof( idSoundShader );
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}
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/*
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===============
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idSoundShader::idSoundShader::FreeData
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===============
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*/
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void idSoundShader::FreeData() {
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numEntries = 0;
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numLeadins = 0;
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}
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/*
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===================
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idSoundShader::SetDefaultText
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===================
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*/
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bool idSoundShader::SetDefaultText( void ) {
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idStr wavname;
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wavname = GetName();
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wavname.DefaultFileExtension( ".wav" ); // if the name has .ogg in it, that will stay
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// if there exists a wav file with the same name
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if ( 1 ) { //fileSystem->ReadFile( wavname, NULL ) != -1 ) {
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char generated[2048];
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idStr::snPrintf( generated, sizeof( generated ),
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"sound %s // IMPLICITLY GENERATED\n"
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"{\n"
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"%s\n"
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"}\n", GetName(), wavname.c_str() );
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SetText( generated );
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return true;
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} else {
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return false;
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}
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}
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/*
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===================
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DefaultDefinition
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===================
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*/
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const char *idSoundShader::DefaultDefinition() const {
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return
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"{\n"
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"\t" "_default.wav\n"
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"}";
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}
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/*
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===============
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idSoundShader::Parse
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this is called by the declManager
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===============
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*/
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bool idSoundShader::Parse( const char *text, const int textLength ) {
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idLexer src;
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src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
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src.SetFlags( DECL_LEXER_FLAGS );
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src.SkipUntilString( "{" );
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// deeper functions can set this, which will cause MakeDefault() to be called at the end
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errorDuringParse = false;
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if ( !ParseShader( src ) || errorDuringParse ) {
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MakeDefault();
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return false;
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}
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return true;
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}
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/*
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===============
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idSoundShader::ParseShader
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===============
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*/
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bool idSoundShader::ParseShader( idLexer &src ) {
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int i;
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idToken token;
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parms.minDistance = 1;
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parms.maxDistance = 10;
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parms.volume = 1;
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parms.shakes = 0;
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parms.soundShaderFlags = 0;
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parms.soundClass = 0;
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speakerMask = 0;
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altSound = NULL;
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for( i = 0; i < SOUND_MAX_LIST_WAVS; i++ ) {
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leadins[i] = NULL;
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entries[i] = NULL;
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}
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numEntries = 0;
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numLeadins = 0;
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int maxSamples = idSoundSystemLocal::s_maxSoundsPerShader.GetInteger();
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if ( com_makingBuild.GetBool() || maxSamples <= 0 || maxSamples > SOUND_MAX_LIST_WAVS ) {
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maxSamples = SOUND_MAX_LIST_WAVS;
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}
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while ( 1 ) {
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if ( !src.ExpectAnyToken( &token ) ) {
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return false;
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}
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// end of definition
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else if ( token == "}" ) {
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break;
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}
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// minimum number of sounds
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else if ( !token.Icmp( "minSamples" ) ) {
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maxSamples = idMath::ClampInt( src.ParseInt(), SOUND_MAX_LIST_WAVS, maxSamples );
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}
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// description
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else if ( !token.Icmp( "description" ) ) {
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src.ReadTokenOnLine( &token );
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desc = token.c_str();
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}
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// mindistance
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else if ( !token.Icmp( "mindistance" ) ) {
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parms.minDistance = src.ParseFloat();
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}
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// maxdistance
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else if ( !token.Icmp( "maxdistance" ) ) {
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parms.maxDistance = src.ParseFloat();
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}
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// shakes screen
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else if ( !token.Icmp( "shakes" ) ) {
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src.ExpectAnyToken( &token );
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if ( token.type == TT_NUMBER ) {
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parms.shakes = token.GetFloatValue();
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} else {
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src.UnreadToken( &token );
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parms.shakes = 1.0f;
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}
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}
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// reverb
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else if ( !token.Icmp( "reverb" ) ) {
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src.ParseFloat();
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if ( !src.ExpectTokenString( "," ) ) {
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src.FreeSource();
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return false;
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}
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src.ParseFloat();
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// no longer supported
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}
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// volume
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else if ( !token.Icmp( "volume" ) ) {
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parms.volume = src.ParseFloat();
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}
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// leadinVolume is used to allow light breaking leadin sounds to be much louder than the broken loop
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else if ( !token.Icmp( "leadinVolume" ) ) {
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leadinVolume = src.ParseFloat();
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}
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// speaker mask
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else if ( !token.Icmp( "mask_center" ) ) {
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speakerMask |= 1<<SPEAKER_CENTER;
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}
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// speaker mask
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else if ( !token.Icmp( "mask_left" ) ) {
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speakerMask |= 1<<SPEAKER_LEFT;
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}
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// speaker mask
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else if ( !token.Icmp( "mask_right" ) ) {
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speakerMask |= 1<<SPEAKER_RIGHT;
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}
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// speaker mask
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else if ( !token.Icmp( "mask_backright" ) ) {
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speakerMask |= 1<<SPEAKER_BACKRIGHT;
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}
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// speaker mask
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else if ( !token.Icmp( "mask_backleft" ) ) {
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speakerMask |= 1<<SPEAKER_BACKLEFT;
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}
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// speaker mask
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else if ( !token.Icmp( "mask_lfe" ) ) {
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speakerMask |= 1<<SPEAKER_LFE;
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}
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// soundClass
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else if ( !token.Icmp( "soundClass" ) ) {
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parms.soundClass = src.ParseInt();
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if ( parms.soundClass < 0 || parms.soundClass >= SOUND_MAX_CLASSES ) {
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src.Warning( "SoundClass out of range" );
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return false;
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}
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}
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// altSound
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else if ( !token.Icmp( "altSound" ) ) {
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if ( !src.ExpectAnyToken( &token ) ) {
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return false;
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}
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altSound = declManager->FindSound( token.c_str() );
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}
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// ordered
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else if ( !token.Icmp( "ordered" ) ) {
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// no longer supported
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}
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// no_dups
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else if ( !token.Icmp( "no_dups" ) ) {
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parms.soundShaderFlags |= SSF_NO_DUPS;
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}
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// no_flicker
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else if ( !token.Icmp( "no_flicker" ) ) {
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parms.soundShaderFlags |= SSF_NO_FLICKER;
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}
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// plain
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else if ( !token.Icmp( "plain" ) ) {
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// no longer supported
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}
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// looping
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else if ( !token.Icmp( "looping" ) ) {
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parms.soundShaderFlags |= SSF_LOOPING;
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}
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// no occlusion
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else if ( !token.Icmp( "no_occlusion" ) ) {
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parms.soundShaderFlags |= SSF_NO_OCCLUSION;
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}
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// private
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else if ( !token.Icmp( "private" ) ) {
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parms.soundShaderFlags |= SSF_PRIVATE_SOUND;
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}
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// antiPrivate
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else if ( !token.Icmp( "antiPrivate" ) ) {
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parms.soundShaderFlags |= SSF_ANTI_PRIVATE_SOUND;
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}
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// once
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else if ( !token.Icmp( "playonce" ) ) {
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parms.soundShaderFlags |= SSF_PLAY_ONCE;
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}
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// global
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else if ( !token.Icmp( "global" ) ) {
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parms.soundShaderFlags |= SSF_GLOBAL;
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}
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// unclamped
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else if ( !token.Icmp( "unclamped" ) ) {
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parms.soundShaderFlags |= SSF_UNCLAMPED;
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}
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// omnidirectional
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else if ( !token.Icmp( "omnidirectional" ) ) {
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parms.soundShaderFlags |= SSF_OMNIDIRECTIONAL;
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}
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// onDemand can't be a parms, because we must track all references and overrides would confuse it
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else if ( !token.Icmp( "onDemand" ) ) {
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// no longer loading sounds on demand
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//onDemand = true;
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}
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// the wave files
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else if ( !token.Icmp( "leadin" ) ) {
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// add to the leadin list
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if ( !src.ReadToken( &token ) ) {
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src.Warning( "Expected sound after leadin" );
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return false;
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}
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if ( soundSystemLocal.soundCache && numLeadins < maxSamples ) {
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leadins[ numLeadins ] = soundSystemLocal.soundCache->FindSound( token.c_str(), onDemand );
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numLeadins++;
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}
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} else if ( token.Find( ".wav", false ) != -1 || token.Find( ".ogg", false ) != -1 ) {
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// add to the wav list
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if ( soundSystemLocal.soundCache && numEntries < maxSamples ) {
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token.BackSlashesToSlashes();
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idStr lang = cvarSystem->GetCVarString( "sys_lang" );
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if ( lang.Icmp( "english" ) != 0 && token.Find( "sound/vo/", false ) >= 0 ) {
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idStr work = token;
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work.ToLower();
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work.StripLeading( "sound/vo/" );
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work = va( "sound/vo/%s/%s", lang.c_str(), work.c_str() );
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if ( fileSystem->ReadFile( work, NULL, NULL ) > 0 ) {
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token = work;
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} else {
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// also try to find it with the .ogg extension
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work.SetFileExtension( ".ogg" );
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if ( fileSystem->ReadFile( work, NULL, NULL ) > 0 ) {
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token = work;
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}
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}
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}
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entries[ numEntries ] = soundSystemLocal.soundCache->FindSound( token.c_str(), onDemand );
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numEntries++;
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}
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} else {
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src.Warning( "unknown token '%s'", token.c_str() );
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return false;
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}
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}
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if ( parms.shakes > 0.0f ) {
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CheckShakesAndOgg();
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}
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return true;
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}
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/*
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===============
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idSoundShader::CheckShakesAndOgg
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===============
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*/
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bool idSoundShader::CheckShakesAndOgg( void ) const {
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int i;
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bool ret = false;
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for ( i = 0; i < numLeadins; i++ ) {
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if ( leadins[ i ]->objectInfo.wFormatTag == WAVE_FORMAT_TAG_OGG ) {
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common->Warning( "sound shader '%s' has shakes and uses OGG file '%s'",
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GetName(), leadins[ i ]->name.c_str() );
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ret = true;
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}
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}
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for ( i = 0; i < numEntries; i++ ) {
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if ( entries[ i ]->objectInfo.wFormatTag == WAVE_FORMAT_TAG_OGG ) {
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common->Warning( "sound shader '%s' has shakes and uses OGG file '%s'",
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GetName(), entries[ i ]->name.c_str() );
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ret = true;
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}
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}
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return ret;
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}
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/*
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===============
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idSoundShader::List
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===============
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*/
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void idSoundShader::List() const {
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idStrList shaders;
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common->Printf( "%4i: %s\n", Index(), GetName() );
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if ( idStr::Icmp( GetDescription(), "<no description>" ) != 0 ) {
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common->Printf( " description: %s\n", GetDescription() );
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}
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for( int k = 0; k < numLeadins ; k++ ) {
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const idSoundSample *objectp = leadins[k];
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if ( objectp ) {
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common->Printf( " %5dms %4dKb %s (LEADIN)\n", soundSystemLocal.SamplesToMilliseconds(objectp->LengthIn44kHzSamples()), (objectp->objectMemSize/1024)
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,objectp->name.c_str() );
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}
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}
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for( int k = 0; k < numEntries; k++ ) {
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const idSoundSample *objectp = entries[k];
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if ( objectp ) {
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common->Printf( " %5dms %4dKb %s\n", soundSystemLocal.SamplesToMilliseconds(objectp->LengthIn44kHzSamples()), (objectp->objectMemSize/1024)
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,objectp->name.c_str() );
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}
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}
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}
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/*
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===============
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idSoundShader::GetAltSound
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===============
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*/
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const idSoundShader *idSoundShader::GetAltSound( void ) const {
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return altSound;
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}
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/*
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===============
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idSoundShader::GetMinDistance
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===============
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*/
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float idSoundShader::GetMinDistance() const {
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return parms.minDistance;
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}
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/*
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===============
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idSoundShader::GetMaxDistance
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===============
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*/
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float idSoundShader::GetMaxDistance() const {
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return parms.maxDistance;
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}
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/*
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===============
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idSoundShader::GetDescription
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===============
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*/
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const char *idSoundShader::GetDescription() const {
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return desc;
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}
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/*
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===============
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idSoundShader::HasDefaultSound
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===============
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*/
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bool idSoundShader::HasDefaultSound() const {
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for ( int i = 0; i < numEntries; i++ ) {
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if ( entries[i] && entries[i]->defaultSound ) {
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return true;
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}
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}
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return false;
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}
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/*
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===============
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idSoundShader::GetParms
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===============
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*/
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const soundShaderParms_t *idSoundShader::GetParms() const {
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return &parms;
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}
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/*
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===============
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idSoundShader::GetNumSounds
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===============
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*/
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int idSoundShader::GetNumSounds() const {
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return numLeadins + numEntries;
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}
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/*
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===============
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idSoundShader::GetSound
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===============
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*/
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const char *idSoundShader::GetSound( int index ) const {
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if ( index >= 0 ) {
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if ( index < numLeadins ) {
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return leadins[index]->name.c_str();
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}
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index -= numLeadins;
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if ( index < numEntries ) {
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return entries[index]->name.c_str();
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}
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}
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return "";
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}
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