mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 11:51:27 +00:00
421 lines
9.7 KiB
C++
421 lines
9.7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "snd_local.h"
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extern idCVar s_maxSamples;
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typedef enum {
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SPEAKER_LEFT = 0,
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SPEAKER_RIGHT,
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SPEAKER_CENTER,
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SPEAKER_LFE,
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SPEAKER_BACKLEFT,
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SPEAKER_BACKRIGHT
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} speakerLabel;
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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() {
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leadin = false;
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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() {
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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() {
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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() 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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}
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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() {
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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, bool allowBinaryVersion ) {
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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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if ( !ParseShader( src ) ) {
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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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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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entries.Clear();
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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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src.ParseInt();
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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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}
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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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leadin = true;
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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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else if ( !token.Icmp( "onDemand" ) ) {
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// no longer loading sounds on demand
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}
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// the wave files
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else if ( !token.Icmp( "leadin" ) ) {
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leadin = true;
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} else if ( token.Find( ".wav", false ) != -1 || token.Find( ".ogg", false ) != -1 ) {
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if ( token.IcmpPrefixPath( "sound/vo/" ) == 0 || token.IcmpPrefixPath( "sound/guis/" ) == 0 ) {
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parms.soundShaderFlags |= SSF_VO;
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}
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if ( token.IcmpPrefixPath( "sound/musical/" ) == 0 ) {
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parms.soundShaderFlags |= SSF_MUSIC;
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}
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// add to the wav list
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if ( s_maxSamples.GetInteger() == 0 || ( s_maxSamples.GetInteger() > 0 && entries.Num() < s_maxSamples.GetInteger() ) ) {
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entries.Append( soundSystemLocal.LoadSample( token.c_str() ) );
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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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return true;
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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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for( int k = 0; k < entries.Num(); 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", objectp->LengthInMsec(), (objectp->BufferSize()/1024), objectp->GetName() );
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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() 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::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 < entries.Num(); i++ ) {
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if ( entries[i] && entries[i]->IsDefault() ) {
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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 entries.Num();
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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 && index < entries.Num() ) {
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return entries[index]->GetName();
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}
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return "";
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}
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