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/*
* *
* * 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"
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# include "m_argv.h"
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# include "gamecontrol.h"
# include "serializer.h"
static bool mus_blocked ;
static FString lastStartedMusic ;
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TArray < FString > specialmusic ;
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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 ;
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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 )
{
test . Format ( " %s.%s " , name . GetChars ( ) , ext ) ;
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if ( FileExists ( test ) ) return test ;
# ifdef __unix__
test . Format ( " %s.%s " , name . GetChars ( ) , FString ( ext ) . MakeLower ( ) . GetChars ( ) ) ;
if ( FileExists ( test ) ) return test ;
# endif
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}
return defmusic ;
}
FString MusicFileExists ( const char * fn )
{
if ( mus_extendedlookup ) return G_SetupFilenameBasedMusic ( fn , nullptr ) ;
if ( FileExists ( fn ) ) return fn ;
return FString ( ) ;
}
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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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{
FString name = StripExtension ( fn ) ;
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int l = fileSystem . FindFileWithExtensions ( name . GetChars ( ) , 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 , FileSys : : ns_music ) ;
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}
//==========================================================================
//
// Music lookup in various places.
//
//==========================================================================
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int FindMusic ( const char * musicname )
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{
lastStartedMusic = musicname ; // remember the last piece of music that was requested to be played.
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int lumpnum = LookupMusic ( musicname ) ;
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.
auto rfn = fileSystem . GetResourceFileName ( fileSystem . GetFileContainer ( lumpnum ) ) ;
auto rfbase = ExtractFileBase ( rfn ) ;
FStringf aliasMusicname ( " music/%s/%s " , rfbase . GetChars ( ) , musicname ) ;
int newlumpnum = LookupMusic ( aliasMusicname . GetChars ( ) ) ;
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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.
FStringf aliasMusicname ( " music/%s " , musicname ) ;
int newlumpnum = LookupMusic ( aliasMusicname . GetChars ( ) , lumpnum > = 0 ) ;
if ( newlumpnum > = 0 ) lumpnum = newlumpnum ;
}
if ( lumpnum = = - 1 & & isSWALL ( ) )
{
// 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 . GetChars ( ) ) ;
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}
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return lumpnum ;
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}
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static FString LookupMusicCB ( const char * musicname , int & order )
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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.
FName * aliasp = MusicAliases . CheckKey ( musicname ) ;
if ( aliasp ! = nullptr )
{
if ( * aliasp = = NAME_None )
{
return true ; // flagged to be ignored
}
return aliasp - > GetChars ( ) ;
}
return musicname ;
}
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int Mus_Play ( const char * fn , bool loop )
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{
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 ;
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arc . AddString ( " music " , music . GetChars ( ) ) ;
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}
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 ( )
{
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I_InitMusic ( Args - > CheckParm ( " -nomusic " ) | | Args - > CheckParm ( " -nosound " ) ) ;
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static MusicCallbacks mus_cb =
{
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LookupMusicCB ,
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FindMusic
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} ;
S_SetMusicCallbacks ( & mus_cb ) ;
}