mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 14:11:20 +00:00
355 lines
7 KiB
C++
355 lines
7 KiB
C++
// snd_mem.c: sound caching
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// leave this as first line for PCH reasons...
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//
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// #include "../server/exe_headers.h"
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#include "snd_local_console.h"
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#ifdef _XBOX
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#include <xtl.h>
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#endif
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#define SND_MAX_LOADS 48
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static sfx_t** s_LoadList = NULL;
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static int s_LoadListSize = 0;
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qboolean gbInsideLoadSound = qfalse; // Needed to link VVFIXME
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extern int Sys_GetFileCode(const char *name);
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//Drain sound main memory into ARAM.
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void S_DrainRawSoundData(void)
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{
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extern int s_soundStarted;
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if (!s_soundStarted) return;
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do
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{
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S_UpdateLoading();
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#ifdef _GAMECUBE
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extern void ERR_DiscFail(bool);
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ERR_DiscFail(true);
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#endif
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}
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while (s_LoadListSize);
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}
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/*
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============
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GetWavInfo
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============
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*/
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wavinfo_t GetWavInfo(byte *data)
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{
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wavinfo_t info;
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memset(&info, 0, sizeof(wavinfo_t));
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if (!data) return info;
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#ifdef _GAMECUBE
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if (*(short*)&data[14] != 0)
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{
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// invalid type, abort
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return info;
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}
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info.format = AL_FORMAT_MONO4;
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info.width = 4;
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info.size = ((*(int*)&data[20]) >> 1) + 96;
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info.rate = *(int*)&data[8];
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#else
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int dataofs = 0;
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if (strncmp((char *)&data[dataofs + 0], "RIFF", 4) ||
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strncmp((char *)&data[dataofs + 8], "WAVE", 4))
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{
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// invalid type, abort
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return info;
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}
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dataofs += 12; // done with riff chunk
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WAVEFORMATEX* wav = (WAVEFORMATEX*)&data[dataofs + 8];
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info.format = wav->nChannels == 1 ? AL_FORMAT_MONO4 : AL_FORMAT_STEREO4;
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info.rate = wav->nSamplesPerSec;
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info.width = wav->wBitsPerSample;
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dataofs += sizeof(WAVEFORMATEX) + wav->cbSize + 8; // done with fmt chunk
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info.size = *(int*)&data[dataofs + 4];
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dataofs += 8; // done with data chunk
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#endif
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return info;
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}
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// adjust filename for foreign languages and WAV/MP3 issues.
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//
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static qboolean S_LoadSound_FileNameAdjuster(char *psFilename)
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{
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#if defined(_XBOX)
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const char* ext = "wxb";
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#elif defined(_WINDOWS)
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const char* ext = "wav";
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#elif defined(_GAMECUBE)
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const char* ext = "wgc";
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#endif
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int len = strlen(psFilename);
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#if 0
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char *psVoice = strstr(psFilename,"chars");
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if (psVoice)
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{
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// account for foreign voices...
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//
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extern cvar_t* sp_language;
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if (sp_language && sp_language->integer==SP_LANGUAGE_GERMAN)
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{
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strncpy(psVoice,"chr_d",5); // same number of letters as "chars"
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}
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else
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if (sp_language && sp_language->integer==SP_LANGUAGE_FRENCH)
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{
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strncpy(psVoice,"chr_f",5); // same number of letters as "chars"
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}
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else
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{
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psVoice = NULL; // use this ptr as a flag as to whether or not we substituted with a foreign version
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}
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}
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#else
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char *psVoice = NULL;
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#endif
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psFilename[len-3] = ext[0];
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psFilename[len-2] = ext[1];
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psFilename[len-1] = ext[2];
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int code = Sys_GetFileCode( psFilename );
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if ( code == -1 )
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{
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//hmmm, not found, ok, maybe we were trying a foreign noise ("arghhhhh.mp3" that doesn't matter?) but it
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// was missing? Can't tell really, since both types are now in sound/chars. Oh well, fall back to English for now...
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if (psVoice) // were we trying to load foreign?
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{
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// yep, so fallback to re-try the english...
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//
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strncpy(psVoice,"chars",5);
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psFilename[len-3] = ext[0];
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psFilename[len-2] = ext[1];
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psFilename[len-1] = ext[2];
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code = Sys_GetFileCode( psFilename );
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}
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}
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return code;
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}
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/*
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==============
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S_GetFileCode
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==============
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*/
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int S_GetFileCode( const char* sSoundName )
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{
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char sLoadName[MAX_QPATH];
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// make up a local filename to try wav/mp3 substitutes...
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//
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Q_strncpyz(sLoadName, sSoundName, sizeof(sLoadName));
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Q_strlwr( sLoadName );
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// make sure we have an extension...
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//
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if (sLoadName[strlen(sLoadName) - 4] != '.')
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{
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strcat(sLoadName, ".xxx");
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}
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return S_LoadSound_FileNameAdjuster(sLoadName);
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}
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/*
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============
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S_UpdateLoading
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============
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*/
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void S_UpdateLoading(void) {
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for ( int i = 0; i < SND_MAX_LOADS; ++i )
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{
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if ( s_LoadList[i] &&
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(s_LoadList[i]->iFlags & SFX_FLAG_LOADING) &&
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!Sys_StreamIsReading(s_LoadList[i]->iStreamHandle) )
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{
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S_EndLoadSound(s_LoadList[i]);
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s_LoadList[i] = NULL;
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--s_LoadListSize;
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}
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}
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}
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/*
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==============
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S_BeginLoadSound
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==============
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*/
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qboolean S_StartLoadSound( sfx_t *sfx )
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{
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assert(sfx->iFlags & SFX_FLAG_UNLOADED);
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sfx->iFlags &= ~SFX_FLAG_UNLOADED;
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// Valid file?
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if (sfx->iFileCode == -1)
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{
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sfx->iFlags |= SFX_FLAG_RESIDENT | SFX_FLAG_DEFAULT;
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return qfalse;
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}
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// Finish up any pending loads
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do
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{
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S_UpdateLoading();
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}
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while (s_LoadListSize >= SND_MAX_LOADS);
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// Open the file
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sfx->iSoundLength = Sys_StreamOpen(sfx->iFileCode, &sfx->iStreamHandle);
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if ( sfx->iSoundLength <= 0 )
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{
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sfx->iFlags |= SFX_FLAG_RESIDENT | SFX_FLAG_DEFAULT;
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return qfalse;
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}
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#ifdef _GAMECUBE
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// Allocate a buffer to read into...
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sfx->pSoundData = Z_Malloc(sfx->iSoundLength + 64, TAG_SND_RAWDATA,
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qtrue, 32);
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#else
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// Allocate a buffer to read into...
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sfx->pSoundData = Z_Malloc(sfx->iSoundLength, TAG_SND_RAWDATA, qtrue, 32);
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#endif
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// Setup the background read
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if ( !sfx->pSoundData ||
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!Sys_StreamRead(sfx->pSoundData, sfx->iSoundLength, 0,
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sfx->iStreamHandle) )
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{
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if(sfx->pSoundData) {
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Z_Free(sfx->pSoundData);
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}
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Sys_StreamClose(sfx->iStreamHandle);
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sfx->iFlags |= SFX_FLAG_RESIDENT | SFX_FLAG_DEFAULT;
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return qfalse;
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}
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sfx->iFlags |= SFX_FLAG_LOADING;
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// add sound to load list
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for (int i = 0; i < SND_MAX_LOADS; ++i)
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{
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if (!s_LoadList[i])
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{
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s_LoadList[i] = sfx;
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++s_LoadListSize;
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break;
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}
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}
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return qtrue;
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}
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/*
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==============
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S_EndLoadSound
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==============
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*/
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qboolean S_EndLoadSound( sfx_t *sfx )
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{
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wavinfo_t info;
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byte* data;
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ALuint Buffer;
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assert(sfx->iFlags & SFX_FLAG_LOADING);
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sfx->iFlags &= ~SFX_FLAG_LOADING;
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// was the read successful?
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if (Sys_StreamIsError(sfx->iStreamHandle))
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{
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#if 0 // defined(FINAL_BUILD) //PORT
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extern void ERR_DiscFail(bool);
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ERR_DiscFail(false);
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#endif
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Sys_StreamClose(sfx->iStreamHandle);
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Z_Free(sfx->pSoundData);
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sfx->iFlags |= SFX_FLAG_RESIDENT | SFX_FLAG_DEFAULT;
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return qfalse;
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}
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Sys_StreamClose(sfx->iStreamHandle);
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SND_TouchSFX(sfx);
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sfx->iLastTimeUsed = Com_Milliseconds()+1; // why +1? Hmmm, leave it for now I guess
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// loading a WAV, presumably...
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data = (byte*)sfx->pSoundData;
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info = GetWavInfo( data );
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if (info.size == 0)
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{
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Z_Free(sfx->pSoundData);
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sfx->iFlags |= SFX_FLAG_RESIDENT | SFX_FLAG_DEFAULT;
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return qfalse;
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}
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sfx->iSoundLength = info.size;
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// make sure we have enough space for the sound
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SND_update(sfx);
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// Clear Open AL Error State
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alGetError();
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// Generate AL Buffer
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alGenBuffers(1, &Buffer);
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// Copy audio data to AL Buffer
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alBufferData(Buffer, info.format, data,
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sfx->iSoundLength, info.rate);
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if (alGetError() != AL_NO_ERROR)
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{
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Z_Free(sfx->pSoundData);
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sfx->iFlags |= SFX_FLAG_UNLOADED;
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return qfalse;
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}
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sfx->Buffer = Buffer;
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#ifdef _GAMECUBE
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Z_Free(sfx->pSoundData);
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#endif
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sfx->iFlags |= SFX_FLAG_RESIDENT;
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return qtrue;
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}
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/*
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============
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S_InitLoad
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============
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*/
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void S_InitLoad(void) {
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s_LoadList = new sfx_t*[SND_MAX_LOADS];
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memset(s_LoadList, 0, SND_MAX_LOADS * sizeof(sfx_t*));
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s_LoadListSize = 0;
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}
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/*
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============
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S_CloseLoad
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============
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*/
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void S_CloseLoad(void) {
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delete [] s_LoadList;
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}
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