/* ** i_soundfont.cpp ** The sound font manager for the MIDI synths ** **--------------------------------------------------------------------------- ** Copyright 2018 Christoph Oelckers ** 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. **--------------------------------------------------------------------------- ** */ #include #include #include "i_soundfont.h" #include "i_soundinternal.h" #include "cmdlib.h" #include "i_system.h" #include "gameconfigfile.h" #include "filereadermusicinterface.h" #include "zmusic/zmusic.h" #include "resourcefiles/resourcefile.h" //========================================================================== // // // //========================================================================== FSoundFontManager sfmanager; //========================================================================== // // returns both a file reader and the full name of the looked up file // //========================================================================== std::pair FSoundFontReader::LookupFile(const char *name) { if (!IsAbsPath(name)) { for(int i = mPaths.Size()-1; i>=0; i--) { FString fullname = mPaths[i] + name; auto fr = OpenFile(fullname); if (fr.isOpen()) return std::make_pair(std::move(fr), fullname); } } auto fr = OpenFile(name); if (!fr.isOpen()) name = ""; return std::make_pair(std::move(fr), name); } //========================================================================== // // This adds a directory to the path list // //========================================================================== void FSoundFontReader::AddPath(const char *strp) { if (*strp == 0) return; if (!mAllowAbsolutePaths && IsAbsPath(strp)) return; // of no use so we may just discard it right away int i = 0; FString str = strp; FixPathSeperator(str); if (str.Back() != '/') str += '/'; // always let it end with a slash. for (auto &s : mPaths) { if (pathcmp(s.GetChars(), str) == 0) { // move string to the back. mPaths.Delete(i); mPaths.Push(str); return; } i++; } mPaths.Push(str); } int FSoundFontReader::pathcmp(const char *p1, const char *p2) { return mCaseSensitivePaths? strcmp(p1, p2) : stricmp(p1, p2); } //========================================================================== // // // //========================================================================== FileReader FSoundFontReader::Open(const char *name, std::string& filename) { FileReader fr; if (name == nullptr) { fr = OpenMainConfigFile(); filename = MainConfigFileName(); } else { auto res = LookupFile(name); fr = std::move(res.first); filename = res.second; } return fr; } //========================================================================== // // // //========================================================================== MusicIO::FileInterface* FSoundFontReader::open_interface(const char* name) { std::string filename; FileReader fr = Open(name, filename); if (!fr.isOpen()) return nullptr; auto fri = new FileReaderMusicInterface(fr); fri->filename = std::move(filename); return fri; } //========================================================================== // // The file interface for the backend // //========================================================================== struct MusicIO::FileInterface* FSoundFontReader::open_file(const char* name) { return open_interface(name); } //========================================================================== // // Note that the file type has already been checked // //========================================================================== FSF2Reader::FSF2Reader(const char *fn) { mMainConfigForSF2.Format("soundfont \"%s\"\n", fn); mFilename = fn; } //========================================================================== // // // //========================================================================== FileReader FSF2Reader::OpenMainConfigFile() { FileReader fr; if (mMainConfigForSF2.IsNotEmpty()) { fr.OpenMemory(mMainConfigForSF2.GetChars(), mMainConfigForSF2.Len()); } return fr; } FileReader FSF2Reader::OpenFile(const char *name) { FileReader fr; if (mFilename.CompareNoCase(name) == 0) { fr.OpenFile(name); } return fr; } //========================================================================== // // // //========================================================================== FZipPatReader::FZipPatReader(const char *filename) { resf = FResourceFile::OpenResourceFile(filename, true); } FZipPatReader::~FZipPatReader() { if (resf != nullptr) delete resf; } FileReader FZipPatReader::OpenMainConfigFile() { return OpenFile("timidity.cfg"); } FileReader FZipPatReader::OpenFile(const char *name) { FileReader fr; if (resf != nullptr) { auto lump = resf->FindLump(name); if (lump != nullptr) { return lump->NewReader(); } } return fr; } //========================================================================== // // // //========================================================================== FPatchSetReader::FPatchSetReader(const char *filename) { #ifndef _WIN32 mCaseSensitivePaths = true; const char *paths[] = { "/usr/local/lib/timidity", "/etc/timidity", "/etc" }; #else const char *paths[] = { "C:/TIMIDITY", "/TIMIDITY", progdir }; #endif mAllowAbsolutePaths = true; FileReader fr; if (fr.OpenFile(filename)) { mFullPathToConfig = filename; } else if (!IsAbsPath(filename)) { for(auto c : paths) { FStringf fullname("%s/%s", c, filename); if (fr.OpenFile(fullname)) { mFullPathToConfig = fullname; } } } if (mFullPathToConfig.Len() > 0) { FixPathSeperator(mFullPathToConfig); mBasePath = ExtractFilePath(mFullPathToConfig); if (mBasePath.Len() > 0 && mBasePath.Back() != '/') mBasePath += '/'; } } FileReader FPatchSetReader::OpenMainConfigFile() { FileReader fr; fr.OpenFile(mFullPathToConfig); return fr; } FileReader FPatchSetReader::OpenFile(const char *name) { FString path; if (IsAbsPath(name)) path = name; else path = mBasePath + name; FileReader fr; fr.OpenFile(path); return fr; } //========================================================================== // // // //========================================================================== FLumpPatchSetReader::FLumpPatchSetReader(const char *filename) { mLumpIndex = Wads.CheckNumForFullName(filename); mBasePath = filename; FixPathSeperator(mBasePath); mBasePath = ExtractFilePath(mBasePath); if (mBasePath.Len() > 0 && mBasePath.Back() != '/') mBasePath += '/'; } FileReader FLumpPatchSetReader::OpenMainConfigFile() { return Wads.ReopenLumpReader(mLumpIndex); } FileReader FLumpPatchSetReader::OpenFile(const char *name) { FString path; if (IsAbsPath(name)) return FileReader(); // no absolute paths in the lump directory. path = mBasePath + name; auto index = Wads.CheckNumForFullName(path); if (index < 0) return FileReader(); return Wads.ReopenLumpReader(index); } //========================================================================== // // collects everything out of the soundfonts directory. // This may either be .sf2 files or zipped GUS patch sets with a // 'timidity.cfg' in the root directory. // Other compression types are not supported, in particular not 7z because // due to the solid nature of its archives would be too slow. // //========================================================================== void FSoundFontManager::ProcessOneFile(const FString &fn) { auto fb = ExtractFileBase(fn, false); auto fbe = ExtractFileBase(fn, true); for (auto &sfi : soundfonts) { // We already got a soundfont with this name. Do not add again. if (!sfi.mName.CompareNoCase(fb)) return; } FileReader fr; if (fr.OpenFile(fn)) { // Try to identify. We only accept .sf2 and .zip by content. All other archives are intentionally ignored. char head[16] = { 0}; fr.Read(head, 16); if (!memcmp(head, "RIFF", 4) && !memcmp(head+8, "sfbkLIST", 8)) { FSoundFontInfo sft = { fb, fbe, fn, SF_SF2 }; soundfonts.Push(sft); } if (!memcmp(head, "WOPL3-BANK\0", 11)) { FSoundFontInfo sft = { fb, fbe, fn, SF_WOPL }; soundfonts.Push(sft); } if (!memcmp(head, "WOPN2-BANK\0", 11) || !memcmp(head, "WOPN2-B2NK\0", 11)) { FSoundFontInfo sft = { fb, fbe, fn, SF_WOPN }; soundfonts.Push(sft); } else if (!memcmp(head, "PK", 2)) { auto zip = FResourceFile::OpenResourceFile(fn, true); if (zip != nullptr) { if (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 { auto zipl = zip->FindLump("timidity.cfg"); if (zipl != nullptr) { // It seems like this is what we are looking for FSoundFontInfo sft = { fb, fbe, fn, SF_GUS }; soundfonts.Push(sft); } } delete zip; } } } } //========================================================================== // // // //========================================================================== void FSoundFontManager::CollectSoundfonts() { findstate_t c_file; void *file; if (GameConfig != NULL && GameConfig->SetSection ("SoundfontSearch.Directories")) { const char *key; const char *value; while (GameConfig->NextInSection (key, value)) { if (stricmp (key, "Path") == 0) { FString dir; dir = NicePath(value); FixPathSeperator(dir); if (dir.IsNotEmpty()) { if (dir.Back() != '/') dir += '/'; FString mask = dir + '*'; if ((file = I_FindFirst(mask, &c_file)) != ((void *)(-1))) { do { if (!(I_FindAttr(&c_file) & FA_DIREC)) { FStringf name("%s%s", dir.GetChars(), I_FindName(&c_file)); ProcessOneFile(name); } } while (I_FindNext(file, &c_file) == 0); I_FindClose(file); } } } } } if (soundfonts.Size() == 0) { ProcessOneFile(NicePath("$PROGDIR/soundfonts/gzdoom.sf2")); } } //========================================================================== // // // //========================================================================== const FSoundFontInfo *FSoundFontManager::FindSoundFont(const char *name, int allowed) const { for(auto &sfi : soundfonts) { // an empty name will pick the first one in a compatible format. if (allowed & sfi.type && (name == nullptr || *name == 0 || !sfi.mName.CompareNoCase(name) || !sfi.mNameExt.CompareNoCase(name))) { return &sfi; } } // We did not find what we were looking for. Let's just return the first valid item that works with the given device. for (auto &sfi : soundfonts) { if (allowed & sfi.type) { return &sfi; } } return nullptr; } //========================================================================== // // // //========================================================================== FSoundFontReader *FSoundFontManager::OpenSoundFont(const char *name, int allowed) { // First check if the given name is inside the loaded resources. // To avoid clashes this will only be done if the name has the '.cfg' extension. // Sound fonts cannot be loaded this way. if (name != nullptr) { const char *p = name + strlen(name) - 4; if (p > name && !stricmp(p, ".cfg") && Wads.CheckNumForFullName(name) >= 0) { return new FLumpPatchSetReader(name); } } auto sfi = FindSoundFont(name, allowed); if (sfi != nullptr) { if (sfi->type == SF_SF2) return new FSF2Reader(sfi->mFilename); else return new FZipPatReader(sfi->mFilename); } // The sound font collection did not yield any good results. // Next check if the file is a .sf file if (allowed & SF_SF2) { FileReader fr; if (fr.OpenFile(name)) { char head[16] = { 0}; fr.Read(head, 16); fr.Close(); if (!memcmp(head, "RIFF", 4) && !memcmp(head+8, "sfbkLIST", 8)) { return new FSF2Reader(name); } } } if (allowed & SF_GUS) { FileReader fr; if (fr.OpenFile(name)) { char head[16] = { 0 }; fr.Read(head, 2); fr.Close(); if (!memcmp(head, "PK", 2)) // The only reason for this check is to block non-Zips. The actual validation will be done by FZipFile. { auto r = new FZipPatReader(name); if (r->isOk()) return r; delete r; } } // Config files are only accepted if they are named '.cfg', because they are impossible to validate. const char *p = name + strlen(name) - 4; if (p > name && !stricmp(p, ".cfg") && FileExists(name)) { return new FPatchSetReader(name); } } return nullptr; } void I_InitSoundFonts() { sfmanager.CollectSoundfonts(); }