jediacademy/code/client/snd_mem_console.cpp
2013-04-04 17:35:38 -05:00

359 lines
7.4 KiB
C++

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