doom3-bfg/neo/sound/snd_shader.cpp

494 lines
9.8 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "snd_local.h"
extern idCVar s_maxSamples;
typedef enum
{
SPEAKER_LEFT = 0,
SPEAKER_RIGHT,
SPEAKER_CENTER,
SPEAKER_LFE,
SPEAKER_BACKLEFT,
SPEAKER_BACKRIGHT
} speakerLabel;
/*
===============
idSoundShader::Init
===============
*/
void idSoundShader::Init()
{
leadin = false;
leadinVolume = 0;
altSound = NULL;
}
/*
===============
idSoundShader::idSoundShader
===============
*/
idSoundShader::idSoundShader()
{
Init();
}
/*
===============
idSoundShader::~idSoundShader
===============
*/
idSoundShader::~idSoundShader()
{
}
/*
=================
idSoundShader::Size
=================
*/
size_t idSoundShader::Size() const
{
return sizeof( idSoundShader );
}
/*
===============
idSoundShader::idSoundShader::FreeData
===============
*/
void idSoundShader::FreeData()
{
}
/*
===================
idSoundShader::SetDefaultText
===================
*/
bool idSoundShader::SetDefaultText()
{
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, bool allowBinaryVersion )
{
idLexer src;
src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
src.SetFlags( DECL_LEXER_FLAGS );
src.SkipUntilString( "{" );
if( !ParseShader( src ) )
{
MakeDefault();
return false;
}
return true;
}
/*
===============
idSoundShader::ParseShader
===============
*/
bool idSoundShader::ParseShader( idLexer& src )
{
idToken token;
parms.minDistance = 1;
parms.maxDistance = 10;
parms.volume = 1;
parms.shakes = 0;
parms.soundShaderFlags = 0;
parms.soundClass = 0;
speakerMask = 0;
altSound = NULL;
entries.Clear();
while( 1 )
{
if( !src.ExpectAnyToken( &token ) )
{
return false;
}
// end of definition
else if( token == "}" )
{
break;
}
// minimum number of sounds
else if( !token.Icmp( "minSamples" ) )
{
src.ParseInt();
}
// description
else if( !token.Icmp( "description" ) )
{
src.ReadTokenOnLine( &token );
}
// 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" ) )
{
src.ParseFloat();
if( !src.ExpectTokenString( "," ) )
{
src.FreeSource();
return false;
}
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();
leadin = true;
}
// speaker mask
else if( !token.Icmp( "mask_center" ) )
{
speakerMask |= 1 << SPEAKER_CENTER;
}
// speaker mask
else if( !token.Icmp( "mask_left" ) )
{
speakerMask |= 1 << SPEAKER_LEFT;
}
// speaker mask
else if( !token.Icmp( "mask_right" ) )
{
speakerMask |= 1 << SPEAKER_RIGHT;
}
// speaker mask
else if( !token.Icmp( "mask_backright" ) )
{
speakerMask |= 1 << SPEAKER_BACKRIGHT;
}
// speaker mask
else if( !token.Icmp( "mask_backleft" ) )
{
speakerMask |= 1 << SPEAKER_BACKLEFT;
}
// speaker mask
else if( !token.Icmp( "mask_lfe" ) )
{
speakerMask |= 1 << SPEAKER_LFE;
}
// soundClass
else if( !token.Icmp( "soundClass" ) )
{
parms.soundClass = src.ParseInt();
if( parms.soundClass < 0 || parms.soundClass >= 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;
}
else if( !token.Icmp( "onDemand" ) )
{
// no longer loading sounds on demand
}
// the wave files
else if( !token.Icmp( "leadin" ) )
{
leadin = true;
}
else if( token.Find( ".wav", false ) != -1 || token.Find( ".ogg", false ) != -1 )
{
if( token.IcmpPrefixPath( "sound/vo/" ) == 0 || token.IcmpPrefixPath( "sound/guis/" ) == 0 )
{
parms.soundShaderFlags |= SSF_VO;
}
if( token.IcmpPrefixPath( "sound/musical/" ) == 0 )
{
parms.soundShaderFlags |= SSF_MUSIC;
}
// add to the wav list
if( s_maxSamples.GetInteger() == 0 || ( s_maxSamples.GetInteger() > 0 && entries.Num() < s_maxSamples.GetInteger() ) )
{
entries.Append( soundSystemLocal.LoadSample( token.c_str() ) );
}
}
else
{
src.Warning( "unknown token '%s'", token.c_str() );
return false;
}
}
return true;
}
/*
===============
idSoundShader::List
===============
*/
void idSoundShader::List() const
{
idStrList shaders;
common->Printf( "%4i: %s\n", Index(), GetName() );
for( int k = 0; k < entries.Num(); k++ )
{
const idSoundSample* objectp = entries[k];
if( objectp )
{
common->Printf( " %5dms %4dKb %s\n", objectp->LengthInMsec(), ( objectp->BufferSize() / 1024 ), objectp->GetName() );
}
}
}
/*
===============
idSoundShader::GetAltSound
===============
*/
const idSoundShader* idSoundShader::GetAltSound() const
{
return altSound;
}
/*
===============
idSoundShader::GetMinDistance
===============
*/
float idSoundShader::GetMinDistance() const
{
return parms.minDistance;
}
/*
===============
idSoundShader::GetMaxDistance
===============
*/
float idSoundShader::GetMaxDistance() const
{
return parms.maxDistance;
}
/*
===============
idSoundShader::HasDefaultSound
===============
*/
bool idSoundShader::HasDefaultSound() const
{
for( int i = 0; i < entries.Num(); i++ )
{
if( entries[i] && entries[i]->IsDefault() )
{
return true;
}
}
return false;
}
/*
===============
idSoundShader::GetParms
===============
*/
const soundShaderParms_t* idSoundShader::GetParms() const
{
return &parms;
}
/*
===============
idSoundShader::GetNumSounds
===============
*/
int idSoundShader::GetNumSounds() const
{
return entries.Num();
}
/*
===============
idSoundShader::GetSound
===============
*/
const char* idSoundShader::GetSound( int index ) const
{
if( index >= 0 && index < entries.Num() )
{
return entries[index]->GetName();
}
return "";
}