mirror of
https://github.com/ZDoom/raze-gles.git
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259 lines
7.6 KiB
C++
259 lines
7.6 KiB
C++
/*
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**
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** raze_music.cpp
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** music player for Build games
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**
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** Copyright 2019-2020 Christoph Oelckers
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**
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**---------------------------------------------------------------------------
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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 "raze_music.h"
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#include "s_music.h"
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#include "c_cvars.h"
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#include "cmdlib.h"
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#include "filesystem.h"
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#include "files.h"
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#include "i_music.h"
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#include "gamecontrol.h"
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#include "serializer.h"
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static bool mus_blocked;
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static FString lastStartedMusic;
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TArray<FString> specialmusic;
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MusicAliasMap MusicAliases;
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CVAR(Bool, printmusicinfo, false, 0)
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CVAR(Bool, mus_extendedlookup, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// Order is: streaming formats, module formats, emulated formats and MIDI formats - for external files the first one found wins so ambiguous names should be avoided
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static const char* knownMusicExts[] = {
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"OGG", "FLAC", "MP3", "MP2", "XA", "XM", "MOD",
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"IT", "S3M", "MTM", "STM", "669", "PTM", "AMF",
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"OKT", "DSM", "AMFF", "SPC", "VGM", "VGZ", "AY",
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"GBS", "GYM", "HES", "KSS", "NSF", "NSFE", "SAP",
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"MID", "HMP", "HMI", "XMI", "VOC"
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};
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//==========================================================================
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//
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// Music file name lookup
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//
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//==========================================================================
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FString G_SetupFilenameBasedMusic(const char* fn, const char* defmusic)
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{
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FString name = StripExtension(fn);
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FString test;
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// Test if a real file with this name exists with all known extensions for music.
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for (auto& ext : knownMusicExts)
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{
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test.Format("%s.%s", name.GetChars(), ext);
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if (FileExists(test)) return test;
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#ifdef __unix__
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test.Format("%s.%s", name.GetChars(), FString(ext).MakeLower().GetChars());
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if (FileExists(test)) return test;
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#endif
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}
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return defmusic;
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}
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FString MusicFileExists(const char* fn)
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{
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if (mus_extendedlookup) return G_SetupFilenameBasedMusic(fn, nullptr);
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if (FileExists(fn)) return fn;
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return FString();
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}
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int LookupMusic(const char* fn, bool onlyextended)
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{
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if (mus_extendedlookup || onlyextended)
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{
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FString name = StripExtension(fn);
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int l = fileSystem.FindFileWithExtensions(name, knownMusicExts, countof(knownMusicExts));
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if (l >= 0 || onlyextended) return l;
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}
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return fileSystem.CheckNumForFullName(fn, true, ns_music);
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}
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//==========================================================================
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//
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// Music lookup in various places.
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//
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//==========================================================================
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FileReader OpenMusic(const char* musicname)
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{
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FileReader reader;
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if (!mus_restartonload)
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{
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// If the currently playing piece of music is the same, do not restart. Note that there's still edge cases where this may fail to detect identities.
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if (mus_playing.handle != nullptr && lastStartedMusic.CompareNoCase(musicname) == 0 && mus_playing.loop)
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return reader;
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}
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lastStartedMusic = musicname; // remember the last piece of music that was requested to be played.
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FString mus = MusicFileExists(musicname);
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if (mus.IsNotEmpty())
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{
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// Load an external file.
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reader.OpenFile(mus);
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}
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if (!reader.isOpen())
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{
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int lumpnum = LookupMusic(musicname);
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if (mus_extendedlookup || lumpnum < 0)
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{
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if (lumpnum >= 0)
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{
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// EDuke also looks in a subfolder named after the main game resource. Do this as well if extended lookup is active.
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auto rfn = fileSystem.GetResourceFileName(fileSystem.GetFileContainer(lumpnum));
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auto rfbase = ExtractFileBase(rfn);
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FStringf aliasMusicname("music/%s/%s", rfbase.GetChars(), musicname);
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int newlumpnum = LookupMusic(aliasMusicname);
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if (newlumpnum >= 0) lumpnum = newlumpnum;
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}
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// Always look in the 'music' subfolder as well. This gets used by multiple setups to store ripped CD tracks.
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FStringf aliasMusicname("music/%s", musicname);
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int newlumpnum = LookupMusic(aliasMusicname, lumpnum >= 0);
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if (newlumpnum >= 0) lumpnum = newlumpnum;
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}
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if (lumpnum == -1 && isSWALL())
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{
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// Some Shadow Warrior distributions have the music in a subfolder named 'classic'. Check that, too.
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FStringf aliasMusicname("classic/music/%s", musicname);
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lumpnum = fileSystem.FindFile(aliasMusicname);
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}
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if (lumpnum > -1)
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{
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if (fileSystem.FileLength(lumpnum) >= 0)
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{
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reader = fileSystem.ReopenFileReader(lumpnum);
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if (!reader.isOpen())
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{
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Printf(TEXTCOLOR_RED "Unable to play music " TEXTCOLOR_WHITE "\"%s\"\n", musicname);
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}
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else if (printmusicinfo) Printf("Playing music from file system %s:%s\n", fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(lumpnum)), fileSystem.GetFileFullPath(lumpnum).GetChars());
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}
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}
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}
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else if (printmusicinfo) Printf("Playing music from external file %s\n", musicname);
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return reader;
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}
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static FString LookupMusicCB(const char* musicname, int& order)
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{
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// Now perform music aliasing. This also needs to be done before checking identities because multiple names can map to the same song.
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FName* aliasp = MusicAliases.CheckKey(musicname);
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if (aliasp != nullptr)
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{
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if (*aliasp == NAME_None)
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{
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return true; // flagged to be ignored
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}
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return aliasp->GetChars();
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}
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return musicname;
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}
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int Mus_Play(const char *fn, bool loop)
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{
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if (mus_blocked) return 1; // Caller should believe it succeeded.
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return S_ChangeMusic(fn, 0, loop, true);
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}
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bool Mus_IsPlaying()
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{
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return mus_playing.handle != nullptr;
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}
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void Mus_Stop()
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{
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if (mus_blocked) return;
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S_StopMusic(true);
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}
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void Mus_SetPaused(bool on)
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{
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if (on) S_PauseMusic();
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else S_ResumeMusic();
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}
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void Mus_Serialize(FSerializer &arc)
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{
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if (arc.BeginObject("music"))
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{
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if (arc.isWriting())
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{
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FString music = mus_playing.name;
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if (music.IsEmpty()) music = mus_playing.LastSong;
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arc.AddString("music", music);
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}
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else arc("music", mus_playing.LastSong);
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arc("baseorder", mus_playing.baseorder)
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("loop", mus_playing.loop)
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.EndObject();
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// this is to prevent scripts from resetting the music after it has been loaded from the savegame.
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if (arc.isReading()) mus_blocked = true;
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// Actual music resuming cannot be performed here, it must be done in the game code.
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}
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}
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void Mus_ResumeSaved()
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{
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S_RestartMusic();
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}
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void Mus_UpdateMusic()
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{
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mus_blocked = false;
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S_UpdateMusic();
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}
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void Mus_InitMusic()
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{
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I_InitMusic();
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static MusicCallbacks mus_cb =
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{
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LookupMusicCB,
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OpenMusic
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};
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S_SetMusicCallbacks(&mus_cb);
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}
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