raze/source/core/raze_music.cpp

260 lines
7.6 KiB
C++
Raw Permalink Normal View History

/*
**
** raze_music.cpp
** music player for Build games
**
** Copyright 2019-2020 Christoph Oelckers
**
**---------------------------------------------------------------------------
**
** 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 "raze_music.h"
#include "s_music.h"
#include "c_cvars.h"
#include "cmdlib.h"
#include "filesystem.h"
#include "files.h"
#include "i_music.h"
#include "gamecontrol.h"
#include "serializer.h"
static bool mus_blocked;
static FString lastStartedMusic;
TArray<FString> specialmusic;
MusicAliasMap MusicAliases;
CVAR(Bool, printmusicinfo, false, 0)
CVAR(Bool, mus_extendedlookup, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// 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
static const char* knownMusicExts[] = {
"OGG", "FLAC", "MP3", "MP2", "XA", "XM", "MOD",
"IT", "S3M", "MTM", "STM", "669", "PTM", "AMF",
"OKT", "DSM", "AMFF", "SPC", "VGM", "VGZ", "AY",
"GBS", "GYM", "HES", "KSS", "NSF", "NSFE", "SAP",
"MID", "HMP", "HMI", "XMI", "VOC"
};
//==========================================================================
//
// Music file name lookup
//
//==========================================================================
FString G_SetupFilenameBasedMusic(const char* fn, const char* defmusic)
{
FString name = StripExtension(fn);
FString test;
// Test if a real file with this name exists with all known extensions for music.
for (auto& ext : knownMusicExts)
{
test.Format("%s.%s", name.GetChars(), ext);
if (FileExists(test)) return test;
#ifdef __unix__
test.Format("%s.%s", name.GetChars(), FString(ext).MakeLower().GetChars());
if (FileExists(test)) return test;
#endif
}
return defmusic;
}
FString MusicFileExists(const char* fn)
{
if (mus_extendedlookup) return G_SetupFilenameBasedMusic(fn, nullptr);
if (FileExists(fn)) return fn;
return FString();
}
int LookupMusic(const char* fn, bool onlyextended)
{
if (mus_extendedlookup || onlyextended)
{
FString name = StripExtension(fn);
int l = fileSystem.FindFileWithExtensions(name, knownMusicExts, countof(knownMusicExts));
if (l >= 0 || onlyextended) return l;
}
return fileSystem.CheckNumForFullName(fn, true, ns_music);
}
//==========================================================================
//
// Music lookup in various places.
//
//==========================================================================
FileReader OpenMusic(const char* musicname)
{
FileReader reader;
if (!mus_restartonload)
{
// 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.
if (mus_playing.handle != nullptr && lastStartedMusic.CompareNoCase(musicname) == 0 && mus_playing.loop)
return reader;
}
lastStartedMusic = musicname; // remember the last piece of music that was requested to be played.
FString mus = MusicFileExists(musicname);
if (mus.IsNotEmpty())
{
// Load an external file.
reader.OpenFile(mus);
}
if (!reader.isOpen())
{
int lumpnum = LookupMusic(musicname);
if (mus_extendedlookup || lumpnum < 0)
{
if (lumpnum >= 0)
{
// EDuke also looks in a subfolder named after the main game resource. Do this as well if extended lookup is active.
auto rfn = fileSystem.GetResourceFileName(fileSystem.GetFileContainer(lumpnum));
auto rfbase = ExtractFileBase(rfn);
FStringf aliasMusicname("music/%s/%s", rfbase.GetChars(), musicname);
int newlumpnum = LookupMusic(aliasMusicname);
if (newlumpnum >= 0) lumpnum = newlumpnum;
}
// Always look in the 'music' subfolder as well. This gets used by multiple setups to store ripped CD tracks.
FStringf aliasMusicname("music/%s", musicname);
int newlumpnum = LookupMusic(aliasMusicname, lumpnum >= 0);
if (newlumpnum >= 0) lumpnum = newlumpnum;
}
if (lumpnum == -1 && isSWALL())
{
2021-04-08 15:46:53 +00:00
// Some Shadow Warrior distributions have the music in a subfolder named 'classic'. Check that, too.
FStringf aliasMusicname("classic/music/%s", musicname);
lumpnum = fileSystem.FindFile(aliasMusicname);
}
if (lumpnum > -1)
{
if (fileSystem.FileLength(lumpnum) >= 0)
{
reader = fileSystem.ReopenFileReader(lumpnum);
if (!reader.isOpen())
{
Printf(TEXTCOLOR_RED "Unable to play music " TEXTCOLOR_WHITE "\"%s\"\n", musicname);
}
else if (printmusicinfo) Printf("Playing music from file system %s:%s\n", fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(lumpnum)), fileSystem.GetFileFullPath(lumpnum).GetChars());
}
}
}
else if (printmusicinfo) Printf("Playing music from external file %s\n", musicname);
return reader;
}
static FString LookupMusicCB(const char* musicname, int& order)
{
// Now perform music aliasing. This also needs to be done before checking identities because multiple names can map to the same song.
FName* aliasp = MusicAliases.CheckKey(musicname);
if (aliasp != nullptr)
{
if (*aliasp == NAME_None)
{
return true; // flagged to be ignored
}
return aliasp->GetChars();
}
return musicname;
}
int Mus_Play(const char *fn, bool loop)
{
if (mus_blocked) return 1; // Caller should believe it succeeded.
return S_ChangeMusic(fn, 0, loop, true);
}
bool Mus_IsPlaying()
{
return mus_playing.handle != nullptr;
}
void Mus_Stop()
{
if (mus_blocked) return;
S_StopMusic(true);
}
void Mus_SetPaused(bool on)
{
if (on) S_PauseMusic();
else S_ResumeMusic();
}
void Mus_Serialize(FSerializer &arc)
{
if (arc.BeginObject("music"))
{
if (arc.isWriting())
{
FString music = mus_playing.name;
if (music.IsEmpty()) music = mus_playing.LastSong;
arc.AddString("music", music);
}
else arc("music", mus_playing.LastSong);
arc("baseorder", mus_playing.baseorder)
("loop", mus_playing.loop)
.EndObject();
// this is to prevent scripts from resetting the music after it has been loaded from the savegame.
if (arc.isReading()) mus_blocked = true;
// Actual music resuming cannot be performed here, it must be done in the game code.
}
}
void Mus_ResumeSaved()
{
S_RestartMusic();
}
void Mus_UpdateMusic()
{
mus_blocked = false;
S_UpdateMusic();
}
void Mus_InitMusic()
{
I_InitMusic();
static MusicCallbacks mus_cb =
{
LookupMusicCB,
OpenMusic
};
S_SetMusicCallbacks(&mus_cb);
}