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@ -0,0 +1,572 @@
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/*
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** i_soundfont.cpp
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** The sound font manager for the MIDI synths
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**
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**---------------------------------------------------------------------------
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** Copyright 2018 Christoph Oelckers
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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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#include <ctype.h>
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#include <assert.h>
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#include <stdio.h>
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#include "i_musicinterns.h"
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#include "doomtype.h"
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#include "m_argv.h"
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#include "i_music.h"
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#include "w_wad.h"
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#include "cmdlib.h"
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#include "files.h"
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#include "gameconfigfile.h"
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#include "resourcefiles/resourcefile.h"
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#include "pathexpander.h"
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enum
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{
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SF_SF2 = 1,
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SF_GUS = 2
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};
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struct FSoundFontInfo
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{
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FString mName; // This is what the sounfont is identified with. It's the extension-less base file name
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FString mFilename; // Full path to the backing file - this is needed by FluidSynth to load the sound font.
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int type;
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FSoundFontReader
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{
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protected:
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FWadCollection *collection;
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FString mMainConfigForSF2;
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int mFindInfile;
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// This is only doable for loose config files that get set as sound fonts. All other cases read from a contained environment where this does not apply.
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bool mAllowAbsolutePaths = false;
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// This has only meaning if being run on a platform with a case sensitive file system and loose files.
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// When reading from an archive it will always be case insensitive, just like the lump manager (since it repurposes the same implementation.)
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bool mCaseSensitivePaths = false;
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TArray<FString> mPaths;
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FSoundFontReader()
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{
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collection = nullptr;
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mFindInfile = -1;
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}
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int pathcmp(const char *p1, const char *p2);
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public:
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FSoundFontReader(FWadCollection *coll, const FSoundFontInfo *sfi);
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virtual FileReader *OpenMainConfigFile(); // this is special because it needs to be synthesized for .sf files and set some restrictions for patch sets
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virtual FileReader *OpenFile(const char *name);
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std::pair<FileReader *, FString> LookupFile(const char *name);
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void AddPath(const char *str);
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FSF2Reader : FSoundFontReader
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{
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FString mFilename;
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public:
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FSF2Reader(const char *filename);
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virtual FileReader *OpenFile(const char *name) override;
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FZipPatReader : FSoundFontReader
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{
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FResourceFile *resf;
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public:
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FZipPatReader(const char *filename);
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~FZipPatReader();
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virtual FileReader *OpenFile(const char *name) override;
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};
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//==========================================================================
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//
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// This one gets ugly...
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//
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//==========================================================================
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class FPatchSetReader : FSoundFontReader
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{
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FString mBasePath;
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FString mFullPathToConfig;
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public:
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FPatchSetReader(const char *filename);
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~FPatchSetReader();
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virtual FileReader *OpenMainConfigFile() override;
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virtual FileReader *OpenFile(const char *name) override;
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FSoundFontManager
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{
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TArray<FSoundFontInfo> soundfonts;
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FWadCollection soundfontcollection;
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void ProcessOneFile(const FString & fn, TArray<FString> &sffiles);
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public:
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void CollectSoundfonts();
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const FSoundFontInfo *FindSoundFont(const char *name, int allowedtypes) const;
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FSoundFontReader *OpenSoundFont(const char *name, int allowedtypes);
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const auto &GetList() const { return soundfonts; } // This is for the menu
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FSoundFontReader::FSoundFontReader(FWadCollection *coll, const FSoundFontInfo *sfi)
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{
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collection = coll;
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if (sfi->type == SF_SF2)
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{
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mMainConfigForSF2.Format("soundfont %s", sfi->mFilename.GetChars());
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}
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if (coll != nullptr)
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{
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auto num = coll->GetNumWads();
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for(int i = 0; i < num; i++)
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{
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auto wadname = ExtractFileBase(coll->GetWadFullName(i), false);
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if (sfi->mName.CompareNoCase(wadname) == 0)
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{
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// For the given sound font we may only read from this file and no other.
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// This is to avoid conflicts with duplicate patches between patch sets.
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// For SF2 fonts it's just an added precaution in cause some zipped patch set
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// contains extraneous data that gets in the way.
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mFindInfile = i;
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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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//==========================================================================
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//
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//
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//
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//==========================================================================
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FileReader *FSoundFontReader::OpenMainConfigFile()
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{
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if (mMainConfigForSF2.IsNotEmpty())
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{
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return new MemoryReader(mMainConfigForSF2.GetChars(), mMainConfigForSF2.Len());
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}
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else
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{
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auto lump = collection->CheckNumForFullName("timidity.cfg", mFindInfile);
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return lump < 0? nullptr : collection->ReopenLumpNum(lump);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FileReader *FSoundFontReader::OpenFile(const char *name)
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{
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auto lump = collection->CheckNumForFullName(name, mFindInfile);
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if (lump >= 0)
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{
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// For SF2 files return the backing file reader to avoid reopening the file.
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// Note that there is no possibility of a non-SF2 resource file having only one lump due to the check in the init code.
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if (collection->GetLumpCount(mFindInfile) == 1)
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{
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auto fr = collection->GetFileReader(mFindInfile);
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fr->Seek(0, SEEK_SET);
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return fr;
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}
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return collection->ReopenLumpNum(lump);
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}
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return nullptr;
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}
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//==========================================================================
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//
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// returns both a file reader and the full name of the looked up file
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//
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//==========================================================================
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std::pair<FileReader *, FString> FSoundFontReader::LookupFile(const char *name)
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{
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if (IsAbsPath(name))
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{
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auto fr = OpenFile(name);
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if (fr != nullptr) return std::make_pair(fr, name);
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}
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else
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{
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for(int i = mPaths.Size()-1; i>=0; i--)
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{
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FString fullname = mPaths[i] + name;
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auto fr = OpenFile(fullname);
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if (fr != nullptr) return std::make_pair(fr, fullname);
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}
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}
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return std::make_pair(nullptr, FString());
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}
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//==========================================================================
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//
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// This adds a directory to the path list
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//
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//==========================================================================
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void FSoundFontReader::AddPath(const char *strp)
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{
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if (*strp == 0) return;
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if (!mAllowAbsolutePaths && IsAbsPath(strp)) return; // of no use so we may just discard it right away
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int i = 0;
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FString str = strp;
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FixPathSeperator(str);
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if (str.Back() != '/') str += '/'; // always let it end with a slash.
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for (auto &s : mPaths)
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{
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if (pathcmp(s.GetChars(), str) == 0)
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{
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// move string to the back.
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mPaths.Delete(i);
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mPaths.Push(str);
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return;
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}
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i++;
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}
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mPaths.Push(str);
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}
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int FSoundFontReader::pathcmp(const char *p1, const char *p2)
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{
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return mCaseSensitivePaths? strcmp(p1, p2) : stricmp(p1, p2);
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}
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//==========================================================================
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//
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// Note that the file type has already been checked
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//
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//==========================================================================
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FSF2Reader::FSF2Reader(const char *fn)
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{
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mMainConfigForSF2.Format("soundfont %s", fn);
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mFilename = fn;
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}
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FileReader *FSF2Reader::OpenFile(const char *name)
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{
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if (mFilename.CompareNoCase(name) == 0)
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{
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auto fr = new FileReader;
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if (fr->Open(name)) return fr;
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delete fr;
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}
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return nullptr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FZipPatReader::FZipPatReader(const char *filename)
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{
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resf = FResourceFile::OpenResourceFile(filename, nullptr);
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}
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FZipPatReader::~FZipPatReader()
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{
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if (resf != nullptr) delete resf;
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}
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FileReader *FZipPatReader::OpenFile(const char *name)
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{
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if (resf != nullptr)
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{
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auto lump = resf->FindLump(name);
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if (lump != nullptr)
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{
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return lump->NewReader();
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}
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}
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return nullptr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FPatchSetReader::FPatchSetReader(const char *filename)
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{
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#ifndef _WIN32
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mCaseSensitivePaths = true;
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const char *paths[] = {
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"/usr/local/lib/timidity",
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"/etc/timidity",
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"/etc"
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};
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#else
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const char *paths[] = {
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"C:/TIMIDITY",
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"/TIMIDITY",
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progdir
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};
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#endif
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mAllowAbsolutePaths = true;
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FileReader *fr = new FileReader;
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if (fr->Open(filename))
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{
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mFullPathToConfig = filename;
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}
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else if (!IsAbsPath(filename))
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{
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for(auto c : paths)
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{
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FStringf fullname("%s/%s", c, filename);
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if (fr->Open(fullname))
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{
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mFullPathToConfig = fullname;
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}
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}
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}
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if (mFullPathToConfig.Len() > 0)
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{
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FixPathSeperator(mFullPathToConfig);
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mBasePath = ExtractFilePath(mFullPathToConfig);
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if (mBasePath.Len() > 0 && mBasePath.Back() != '/') mBasePath += '/';
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}
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}
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FileReader *FPatchSetReader::OpenMainConfigFile()
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{
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auto fr = new FileReader;
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if (fr->Open(mBasePath)) return fr;
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delete fr;
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return nullptr;
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}
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FileReader *FPatchSetReader::OpenFile(const char *name)
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{
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FString path;
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if (IsAbsPath(name)) path = name;
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else path = mBasePath + name;
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auto fr = new FileReader;
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if (fr->Open(path)) return fr;
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delete fr;
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return nullptr;
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}
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//==========================================================================
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//
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// collects everything out of the soundfonts directory.
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// This may either be .sf2 files or zipped GUS patch sets with a
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// 'timidity.cfg' in the root directory.
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// Other compression types are not supported, in particular not 7z because
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// due to the solid nature of its archives would be too slow.
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//
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//==========================================================================
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void FSoundFontManager::ProcessOneFile(const FString &fn, TArray<FString> &sffiles)
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{
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auto fb = ExtractFileBase(fn, false);
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for (auto &sfi : soundfonts)
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{
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// We already got a soundfont with this name. Do not add again.
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if (!sfi.mName.CompareNoCase(fb)) return;
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}
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FileReader fr;
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if (fr.Open(fn))
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{
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// Try to identify. We only accept .sf2 and .zip by content. All other archives are intentionally ignored.
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char head[16] = { 0};
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fr.Read(head, 16);
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if (!memcmp(head, "RIFF", 4) && !memcmp(head+8, "sfbkLIST", 8))
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{
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sffiles.Push(fn);
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FSoundFontInfo sft = { fb, fn, SF_SF2 };
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soundfonts.Push(sft);
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}
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else if (!memcmp(head, "PK", 2))
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{
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auto zip = FResourceFile::OpenResourceFile(fn, &fr);
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if (zip != nullptr && zip->LumpCount() > 1) // Anything with just one lump cannot possibly be a packed GUS patch set so skip it right away and simplify the lookup code
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{
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auto zipl = zip->FindLump("timidity.cfg");
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if (zipl != nullptr)
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{
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// It seems like this is what we are looking for
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sffiles.Push(fn);
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FSoundFontInfo sft = { fb, fn, SF_GUS };
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soundfonts.Push(sft);
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}
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delete zip;
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FSoundFontManager::CollectSoundfonts()
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{
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findstate_t c_file;
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void *file;
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TArray<FString> sffiles;
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if (GameConfig != NULL && GameConfig->SetSection ("FileSearch.Directories"))
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{
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const char *key;
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const char *value;
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while (GameConfig->NextInSection (key, value))
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{
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if (stricmp (key, "Path") == 0)
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{
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FString dir;
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dir = NicePath(value);
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if (dir.IsNotEmpty())
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{
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if (dir.Back() != '/') dir += '/';
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FString path = dir + '*';
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if ((file = I_FindFirst(path, &c_file)) != ((void *)(-1)))
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{
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do
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{
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if (!(I_FindAttr(&c_file) & FA_DIREC))
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{
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FStringf name("%s%s", path.GetChars(), I_FindName(&c_file));
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ProcessOneFile(name, sffiles);
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}
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} while (I_FindNext(file, &c_file) == 0);
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I_FindClose(file);
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}
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}
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}
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}
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}
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soundfontcollection.InitMultipleFiles(sffiles);
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}
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//==========================================================================
|
|
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|
|
//
|
|
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|
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//
|
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//
|
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//==========================================================================
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const FSoundFontInfo *FSoundFontManager::FindSoundFont(const char *name, int allowed) const
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{
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for(auto &sfi : soundfonts)
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{
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if (allowed & sfi.type && !sfi.mFilename.CompareNoCase(name))
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{
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return &sfi;
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}
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}
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return nullptr;
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}
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//==========================================================================
|
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|
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//
|
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//
|
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//
|
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//==========================================================================
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FSoundFontReader *FSoundFontManager::OpenSoundFont(const char *name, int allowed)
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{
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auto sfi = FindSoundFont(name, allowed);
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if (sfi != nullptr)
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{
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return new FSoundFontReader(&soundfontcollection, sfi);
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}
|
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// The sound font collection did not yield any good results.
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// Next check if the file is a .sf file
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if (allowed & SF_SF2)
|
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{
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FileReader fr;
|
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if (fr.Open(name))
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{
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char head[16] = { 0};
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fr.Read(head, 16);
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if (!memcmp(head, "RIFF", 4) && !memcmp(head+8, "sfbkLIST", 8))
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{
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FSoundFontInfo sft = { name, name, SF_SF2 };
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soundfonts.Push(sft);
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}
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}
|
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}
|
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return nullptr;
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}
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