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230 lines
6.8 KiB
C++
230 lines
6.8 KiB
C++
/*
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** s_advsound.cpp
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** Routines for managing SNDINFO lumps and ambient sounds
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** Thid is a stripped down version only handling the music related settings.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// HEADER FILES ------------------------------------------------------------
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#include "templates.h"
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#include "c_dispatch.h"
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#include "filesystem.h"
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#include "v_text.h"
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#include "s_music.h"
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#include "sc_man.h"
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#include <zmusic.h>
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// MACROS ------------------------------------------------------------------
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enum SICommands
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{
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SI_MusicVolume,
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SI_MidiDevice,
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SI_MusicAlias,
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SI_LevelMusic,
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};
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// This specifies whether Timidity or Windows playback is preferred for a certain song (only useful for Windows.)
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extern MusicAliasMap MusicAliases;
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extern MusicAliasMap LevelMusicAliases;
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extern MidiDeviceMap MidiDevices;
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extern MusicVolumeMap MusicVolumes;
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern bool IsFloat (const char *str);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void S_AddSNDINFO (int lumpnum);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static const char *SICommandStrings[] =
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{
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"$musicvolume",
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"$mididevice",
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"$musicalias",
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"$levelmusic",
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NULL
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};
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// S_ParseSndInfo
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//
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// Parses all loaded SNDINFO lumps.
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// Also registers Blood SFX files and Strife's voices.
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//==========================================================================
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void S_ParseSndInfo ()
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{
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int lump, lastlump = 0;
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while ((lump = fileSystem.FindLumpFullName("engine/mussetting.txt", &lastlump)) >= 0)
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{
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S_AddSNDINFO (lump);
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}
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}
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//==========================================================================
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//
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// S_AddSNDINFO
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//
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// Reads a SNDINFO and does what it says.
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//
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//==========================================================================
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static void S_AddSNDINFO (int lump)
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{
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bool skipToEndIf;
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TArray<uint32_t> list;
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FScanner sc(lump);
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skipToEndIf = false;
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while (sc.GetString ())
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{
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if (skipToEndIf)
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{
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if (sc.Compare ("$endif"))
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{
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skipToEndIf = false;
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}
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continue;
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}
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if (sc.String[0] == '$')
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{ // Got a command
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switch (sc.MatchString (SICommandStrings))
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{
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case SI_MusicVolume: {
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sc.MustGetString();
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FName musname (sc.String);
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sc.MustGetFloat();
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MusicVolumes[musname] = sc.Float;
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}
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break;
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case SI_MusicAlias: {
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sc.MustGetString();
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int lump = fileSystem.FindFile(sc.String);
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if (lump < 0)
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lump = fileSystem.FindFile(FStringf("music/%s", sc.String));
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if (lump >= 0)
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{
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// do not set the alias if a later WAD defines its own music of this name
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int file = fileSystem.GetFileContainer(lump);
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int sndifile = fileSystem.GetFileContainer(sc.LumpNum);
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if (file > sndifile)
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{
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sc.MustGetString();
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continue;
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}
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}
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FName alias = sc.String;
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sc.MustGetString();
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FName mapped = sc.String;
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// only set the alias if the lump it maps to exists.
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if (mapped == NAME_None || fileSystem.FindFile(sc.String) >= 0)
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{
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MusicAliases[alias] = mapped;
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}
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}
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break;
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case SI_LevelMusic: {
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sc.MustGetString();
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FName alias = sc.String;
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sc.MustGetString();
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FName mapped = sc.String;
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// only set the alias if the lump it maps to exists.
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if (mapped == NAME_None || fileSystem.FindFile(sc.String) >= 0)
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{
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LevelMusicAliases[alias] = mapped;
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}
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}
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break;
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case SI_MidiDevice: {
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sc.MustGetString();
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FName nm = sc.String;
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FScanner::SavedPos save = sc.SavePos();
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sc.SetCMode(true);
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sc.MustGetString();
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MidiDeviceSetting devset;
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// Important: This needs to handle all the devices not present in ZMusic Lite to be able to load configs made for GZDoom.
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// Also let the library handle the fallback so this can adjust automatically if the feature set gets extended.
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if (sc.Compare("timidity")) devset.device = MDEV_TIMIDITY;
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else if (sc.Compare("fmod") || sc.Compare("sndsys")) devset.device = MDEV_SNDSYS;
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else if (sc.Compare("standard")) devset.device = MDEV_STANDARD;
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else if (sc.Compare("opl")) devset.device = MDEV_OPL;
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else if (sc.Compare("default")) devset.device = MDEV_DEFAULT;
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else if (sc.Compare("fluidsynth")) devset.device = MDEV_FLUIDSYNTH;
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else if (sc.Compare("gus")) devset.device = MDEV_GUS;
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else if (sc.Compare("wildmidi")) devset.device = MDEV_WILDMIDI;
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else if (sc.Compare("adl")) devset.device = MDEV_ADL;
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else if (sc.Compare("opn")) devset.device = MDEV_OPN;
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else sc.ScriptError("Unknown MIDI device %s\n", sc.String);
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if (sc.CheckString(","))
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{
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sc.SetCMode(false);
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sc.MustGetString();
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devset.args = sc.String;
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}
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else
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{
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// This does not really do what one might expect, because the next token has already been parsed and can be a '$'.
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// So in order to continue parsing without C-Mode, we need to reset and parse the last token again.
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sc.SetCMode(false);
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sc.RestorePos(save);
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sc.MustGetString();
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}
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MidiDevices[nm] = devset;
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}
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break;
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}
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}
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}
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}
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