wolf3d-ios/wolf3d/code/env/sound_sfx_id.c

317 lines
6.3 KiB
C

/*
Copyright (C) 2004-2005 Michael Liebscher
Copyright (C) 1997-2001 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* sound_sfx_id.c:
*
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
* Date: 2004
*
* Acknowledgement:
* This code was derived from Quake II, and was originally
* written by Id Software, Inc.
*
* Acknowledgement:
* Portion of this code was derived from Quake II Evolved.
*
*/
#include "../wolfiphone.h"
#define SFX_HASHSIZE 256
#define MAX_SFX 1024
PRIVATE sfx_t *s_sfxHash[ SFX_HASHSIZE ];
PRIVATE sfx_t *s_sfx[ MAX_SFX ];
PRIVATE int s_numSfx;
PRIVATE _boolean s_registering = false;
PRIVATE W32 s_registration_sequence = 0;
void Sound_SoundList_f( void )
{
}
/*
-----------------------------------------------------------------------------
Function: Sound_UploadSound -Upload sound data to buffer.
Parameters: data -[in] Sound data.
sample_size -[in] Sound sample size.
channels -[in] Number of sound channels.
sfx -[in] valid pointer to sfx_t structure.
Returns: Nothing.
Notes:
-----------------------------------------------------------------------------
*/
PRIVATE void Sound_UploadSound( W8 *data, int sample_size, int channels, sfx_t *sfx )
{
int size;
// Calculate buffer size
size = sfx->samples * sample_size * channels;
// Set buffer format
if( sample_size == 2 )
{
if( channels == 2 )
{
sfx->format = AL_FORMAT_STEREO16;
}
else
{
sfx->format = AL_FORMAT_MONO16;
}
// Upload the sound
pfalGenBuffers( 1, &sfx->bufferNum );
AL_CheckErrors();
pfalBufferData( sfx->bufferNum, sfx->format, data, size, sfx->rate );
AL_CheckErrors();
}
else
{
/*
We upsample the sound to 16 bit here because the iphone
pops at the beginning and end of buffers with 8 bit. -Cass
(Brian Harris wants to be acknowledeged for helping find
this workaround.)
*/
short *d = (short *)malloc( size * 2 );
for ( int i = 0; i < size; i++ ) {
d[i] = ((short)data[i] - 128) * 256;
}
if( channels == 2 )
{
sfx->format = AL_FORMAT_STEREO16;
}
else
{
sfx->format = AL_FORMAT_MONO16;
}
// Upload the sound
pfalGenBuffers( 1, &sfx->bufferNum );
AL_CheckErrors();
pfalBufferData( sfx->bufferNum, sfx->format, d, size * 2, sfx->rate );
AL_CheckErrors();
free( d );
}
}
/*
-----------------------------------------------------------------------------
Function: Sound_LoadSound -Load sound data.
Parameters: sfx -[in] Pointer to valid sfx_t structure.
Returns: Nothing.
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC _boolean Sound_LoadSound( sfx_t *sfx )
{
char name[ MAX_GAMEPATH ];
W8 *data;
soundInfo_t info;
if( sfx->name[ 0 ] == '*' )
{
return false;
}
// See if still in memory
if( sfx->loaded )
{
return true;
}
my_strlcpy( name, sfx->name, sizeof( name ) );
if( ! LoadWavInfo( name, &data, &info ) )
{
if ( ! LoadOggInfo( name, &data, &info ) ) {
sfx->defaulted = true;
//Com_Printf( "Could not find sound (%s)\n", name );
return false;
}
}
sfx->loaded = true;
sfx->samples = info.samples;
sfx->rate = info.sample_rate;
Sound_UploadSound( data, info.sample_size, info.channels, sfx );
Z_Free( data );
return true;
}
/*
-----------------------------------------------------------------------------
Function: Sound_FindSound -Load sound data.
Parameters: sfx -[in] Pointer to valid sfx_t structure.
Returns: Nothing.
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC sfx_t *Sound_FindSound( const char *name )
{
sfx_t *sfx;
unsigned hashKey;
if( ! name || ! name[ 0 ] )
{
Com_Printf( "Sound_FindSound: NULL sound name\n" );
return NULL;
}
if( strlen( name ) >= MAX_GAMEPATH )
{
Com_Printf( "Sound_FindSound: sound name exceeds MAX_GAMEPATH\n");
return NULL;
}
// See if already loaded
hashKey = (my_strhash( name ) % SFX_HASHSIZE);
for( sfx = s_sfxHash[ hashKey ] ; sfx ; sfx = sfx->nextHash )
{
if( ! my_stricmp( sfx->name, name ) )
{
return sfx;
}
}
// Create a new sfx_t
if( s_numSfx == MAX_SFX )
{
Com_Printf( "Sound_FindSound: MAX_SFX hit\n" );
return NULL;
}
s_sfx[ s_numSfx++ ] = sfx = Z_Malloc( sizeof( sfx_t ) );
my_strlcpy( sfx->name, name, sizeof( sfx->name ) );
// Add to hash table
sfx->nextHash = s_sfxHash[ hashKey ];
s_sfxHash[ hashKey ] = sfx;
return sfx;
}
PUBLIC void Sound_BeginRegistration( void )
{
s_registration_sequence++;
s_registering = true;
}
PUBLIC sfx_t *Sound_RegisterSound( const char *name )
{
sfx_t *sfx;
bool isSpearSound = false;
if( ! sound_initialized )
{
return NULL;
}
if( g_version->value == SPEAROFDESTINY && currentMap.episode >= 6 && strncmp(name, "iphone", 6) && currentMap.episode < 9)//added the episode & iphone check... gsh
{
isSpearSound = true;
char tempname[ 256 ];
my_snprintf( tempname, sizeof( tempname ), "sod%s", name );
sfx = Sound_FindSound( tempname );
//gsh
//Com_Printf("Finding Sound: %s\n", tempname);
}
else
{
sfx = Sound_FindSound( name );
//gsh
//Com_Printf("Finding Sound: %s\n", name);
}
/*
//original
if( ! s_registering )
{
Sound_LoadSound( sfx );
}
*/
//gsh
if( ! s_registering )
{
//if it couldn't be found and we tried finding it in sod
//then it might exist in wolf3d
if( !Sound_LoadSound( sfx ) && isSpearSound)
{
sfx = Sound_FindSound( name );
//Com_Printf("Finding Sound Again: %s\n", name);
if( ! s_registering )
Sound_LoadSound( sfx ); //try loading again
}
}
return sfx;
}
PUBLIC void Sound_EndRegistration( void )
{
s_registering = false;
}