raze-gles/source/common/music/s_advsound.cpp

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