mirror of
https://github.com/id-Software/Wolf3D-iOS.git
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317 lines
6.3 KiB
C
317 lines
6.3 KiB
C
/*
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Copyright (C) 2004-2005 Michael Liebscher
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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* sound_sfx_id.c:
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*
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* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
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* Date: 2004
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*
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* Acknowledgement:
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* This code was derived from Quake II, and was originally
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* written by Id Software, Inc.
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*
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* Acknowledgement:
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* Portion of this code was derived from Quake II Evolved.
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*
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*/
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#include "../wolfiphone.h"
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#define SFX_HASHSIZE 256
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#define MAX_SFX 1024
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PRIVATE sfx_t *s_sfxHash[ SFX_HASHSIZE ];
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PRIVATE sfx_t *s_sfx[ MAX_SFX ];
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PRIVATE int s_numSfx;
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PRIVATE _boolean s_registering = false;
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PRIVATE W32 s_registration_sequence = 0;
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void Sound_SoundList_f( void )
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{
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}
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/*
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-----------------------------------------------------------------------------
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Function: Sound_UploadSound -Upload sound data to buffer.
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Parameters: data -[in] Sound data.
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sample_size -[in] Sound sample size.
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channels -[in] Number of sound channels.
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sfx -[in] valid pointer to sfx_t structure.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PRIVATE void Sound_UploadSound( W8 *data, int sample_size, int channels, sfx_t *sfx )
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{
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int size;
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// Calculate buffer size
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size = sfx->samples * sample_size * channels;
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// Set buffer format
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if( sample_size == 2 )
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{
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if( channels == 2 )
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{
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sfx->format = AL_FORMAT_STEREO16;
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}
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else
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{
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sfx->format = AL_FORMAT_MONO16;
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}
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// Upload the sound
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pfalGenBuffers( 1, &sfx->bufferNum );
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AL_CheckErrors();
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pfalBufferData( sfx->bufferNum, sfx->format, data, size, sfx->rate );
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AL_CheckErrors();
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}
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else
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{
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/*
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We upsample the sound to 16 bit here because the iphone
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pops at the beginning and end of buffers with 8 bit. -Cass
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(Brian Harris wants to be acknowledeged for helping find
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this workaround.)
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*/
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short *d = (short *)malloc( size * 2 );
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for ( int i = 0; i < size; i++ ) {
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d[i] = ((short)data[i] - 128) * 256;
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}
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if( channels == 2 )
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{
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sfx->format = AL_FORMAT_STEREO16;
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}
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else
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{
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sfx->format = AL_FORMAT_MONO16;
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}
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// Upload the sound
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pfalGenBuffers( 1, &sfx->bufferNum );
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AL_CheckErrors();
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pfalBufferData( sfx->bufferNum, sfx->format, d, size * 2, sfx->rate );
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AL_CheckErrors();
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free( d );
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}
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}
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/*
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-----------------------------------------------------------------------------
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Function: Sound_LoadSound -Load sound data.
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Parameters: sfx -[in] Pointer to valid sfx_t structure.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC _boolean Sound_LoadSound( sfx_t *sfx )
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{
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char name[ MAX_GAMEPATH ];
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W8 *data;
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soundInfo_t info;
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if( sfx->name[ 0 ] == '*' )
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{
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return false;
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}
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// See if still in memory
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if( sfx->loaded )
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{
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return true;
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}
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my_strlcpy( name, sfx->name, sizeof( name ) );
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if( ! LoadWavInfo( name, &data, &info ) )
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{
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if ( ! LoadOggInfo( name, &data, &info ) ) {
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sfx->defaulted = true;
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//Com_Printf( "Could not find sound (%s)\n", name );
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return false;
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}
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}
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sfx->loaded = true;
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sfx->samples = info.samples;
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sfx->rate = info.sample_rate;
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Sound_UploadSound( data, info.sample_size, info.channels, sfx );
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Z_Free( data );
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return true;
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}
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/*
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-----------------------------------------------------------------------------
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Function: Sound_FindSound -Load sound data.
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Parameters: sfx -[in] Pointer to valid sfx_t structure.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC sfx_t *Sound_FindSound( const char *name )
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{
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sfx_t *sfx;
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unsigned hashKey;
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if( ! name || ! name[ 0 ] )
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{
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Com_Printf( "Sound_FindSound: NULL sound name\n" );
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return NULL;
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}
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if( strlen( name ) >= MAX_GAMEPATH )
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{
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Com_Printf( "Sound_FindSound: sound name exceeds MAX_GAMEPATH\n");
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return NULL;
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}
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// See if already loaded
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hashKey = (my_strhash( name ) % SFX_HASHSIZE);
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for( sfx = s_sfxHash[ hashKey ] ; sfx ; sfx = sfx->nextHash )
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{
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if( ! my_stricmp( sfx->name, name ) )
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{
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return sfx;
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}
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}
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// Create a new sfx_t
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if( s_numSfx == MAX_SFX )
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{
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Com_Printf( "Sound_FindSound: MAX_SFX hit\n" );
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return NULL;
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}
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s_sfx[ s_numSfx++ ] = sfx = Z_Malloc( sizeof( sfx_t ) );
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my_strlcpy( sfx->name, name, sizeof( sfx->name ) );
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// Add to hash table
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sfx->nextHash = s_sfxHash[ hashKey ];
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s_sfxHash[ hashKey ] = sfx;
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return sfx;
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}
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PUBLIC void Sound_BeginRegistration( void )
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{
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s_registration_sequence++;
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s_registering = true;
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}
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PUBLIC sfx_t *Sound_RegisterSound( const char *name )
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{
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sfx_t *sfx;
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bool isSpearSound = false;
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if( ! sound_initialized )
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{
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return NULL;
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}
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if( g_version->value == SPEAROFDESTINY && currentMap.episode >= 6 && strncmp(name, "iphone", 6) && currentMap.episode < 9)//added the episode & iphone check... gsh
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{
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isSpearSound = true;
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char tempname[ 256 ];
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my_snprintf( tempname, sizeof( tempname ), "sod%s", name );
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sfx = Sound_FindSound( tempname );
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//gsh
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//Com_Printf("Finding Sound: %s\n", tempname);
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}
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else
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{
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sfx = Sound_FindSound( name );
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//gsh
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//Com_Printf("Finding Sound: %s\n", name);
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}
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/*
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//original
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if( ! s_registering )
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{
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Sound_LoadSound( sfx );
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}
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*/
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//gsh
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if( ! s_registering )
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{
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//if it couldn't be found and we tried finding it in sod
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//then it might exist in wolf3d
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if( !Sound_LoadSound( sfx ) && isSpearSound)
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{
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sfx = Sound_FindSound( name );
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//Com_Printf("Finding Sound Again: %s\n", name);
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if( ! s_registering )
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Sound_LoadSound( sfx ); //try loading again
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}
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}
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return sfx;
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}
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PUBLIC void Sound_EndRegistration( void )
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{
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s_registering = false;
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}
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