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https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
perform music volume lookup by lump number instead of name.
This way any setting will work for both short and long file names.
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parent
6c79e35c25
commit
542997a967
6 changed files with 72 additions and 67 deletions
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@ -75,14 +75,12 @@ float saved_relative_volume = 1.0f; // this could be used to implement an ACS Fa
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MusicVolumeMap MusicVolumes;
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MidiDeviceMap MidiDevices;
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static FileReader DefaultOpenMusic(const char* fn)
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static int DefaultFindMusic(const char* fn)
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{
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// This is the minimum needed to make the music system functional.
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FileReader fr;
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fr.OpenFile(fn);
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return fr;
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return -1;
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}
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static MusicCallbacks mus_cb = { nullptr, DefaultOpenMusic };
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MusicCallbacks mus_cb = { nullptr, DefaultFindMusic };
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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@ -98,10 +96,44 @@ CVAR(Bool, mus_usereplaygain, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // changi
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// OpenMusic
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//
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// opens a FileReader for the music - used as a callback to keep
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// implementation details out of the core player.
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//
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//==========================================================================
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static FileReader OpenMusic(const char* musicname)
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{
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FileReader reader;
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if (!FileExists(musicname))
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{
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int lumpnum;
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lumpnum = mus_cb.FindMusic(musicname);
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if (lumpnum == -1) lumpnum = fileSystem.CheckNumForName(musicname, FileSys::ns_music);
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if (lumpnum == -1)
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{
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Printf("Music \"%s\" not found\n", musicname);
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}
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else if (fileSystem.FileLength(lumpnum) != 0)
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{
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reader = fileSystem.ReopenFileReader(lumpnum);
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}
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}
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else
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{
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// Load an external file.
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reader.OpenFile(musicname);
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}
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return reader;
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}
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void S_SetMusicCallbacks(MusicCallbacks* cb)
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{
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mus_cb = *cb;
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if (mus_cb.OpenMusic == nullptr) mus_cb.OpenMusic = DefaultOpenMusic; // without this we are dead in the water.
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if (mus_cb.FindMusic == nullptr) mus_cb.FindMusic = DefaultFindMusic; // without this we are dead in the water.
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}
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int MusicEnabled() // int return is for scripting
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@ -521,7 +553,7 @@ static void CheckReplayGain(const char *musicname, EMidiDevice playertype, const
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mod_dumb_mastervolume->Callback();
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if (!mus_usereplaygain) return;
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FileReader reader = mus_cb.OpenMusic(musicname);
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FileReader reader = OpenMusic(musicname);
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if (!reader.isOpen()) return;
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int flength = (int)reader.GetLength();
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auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
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@ -693,7 +725,7 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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}
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// opening the music must be done by the game because it's different depending on the game's file system use.
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FileReader reader = mus_cb.OpenMusic(musicname);
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FileReader reader = OpenMusic(musicname);
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if (!reader.isOpen()) return false;
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auto m = reader.Read();
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reader.Seek(0, FileReader::SeekSet);
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@ -718,7 +750,8 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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}
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else
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{
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auto volp = MusicVolumes.CheckKey(musicname);
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int lumpnum = mus_cb.FindMusic(musicname);
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auto volp = MusicVolumes.CheckKey(lumpnum);
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if (volp)
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{
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mus_playing.musicVolume = *volp;
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@ -24,7 +24,7 @@ void S_PauseAllCustomStreams(bool on);
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struct MusicCallbacks
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{
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FString(*LookupFileName)(const char* fn, int &order);
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FileReader(*OpenMusic)(const char* fn);
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int(*FindMusic)(const char* fn);
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};
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void S_SetMusicCallbacks(MusicCallbacks* cb);
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@ -69,15 +69,17 @@ struct MidiDeviceSetting
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};
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typedef TMap<FName, MidiDeviceSetting> MidiDeviceMap;
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typedef TMap<FName, float> MusicVolumeMap;
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typedef TMap<int, float> MusicVolumeMap;
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extern MidiDeviceMap MidiDevices;
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extern MusicVolumeMap MusicVolumes;
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extern MusicCallbacks mus_cb;
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struct MusPlayingInfo
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{
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FString name;
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ZMusic_MusicStream handle;
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int lumpnum;
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int baseorder;
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float musicVolume;
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bool loop;
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@ -129,7 +129,6 @@ CUSTOM_CVARD(Bool, snd_ambience, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_N
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}
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CVARD(Bool, snd_tryformats, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables automatic discovery of replacement sounds and music in .flac and .ogg formats")
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CVARD(Bool, mus_restartonload, false, CVAR_ARCHIVE, "restart the music when loading a saved game with the same map or not")
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CVARD(Bool, mus_redbook, true, CVAR_ARCHIVE, "enables/disables redbook audio")
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CUSTOM_CVARD(Int, snd_speech, 1, CVAR_ARCHIVE, "enables/disables player speech")
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@ -55,7 +55,6 @@ EXTERN_CVAR(Int, demorec_difftics_cvar)
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EXTERN_CVAR(Bool, snd_ambience)
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EXTERN_CVAR(Bool, snd_tryformats)
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EXTERN_CVAR(Bool, mus_enabled)
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EXTERN_CVAR(Bool, mus_restartonload)
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EXTERN_CVAR(Bool, mus_redbook)
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EXTERN_CVAR(Int, snd_numchannels)
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EXTERN_CVAR(Int, snd_numvoices)
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@ -50,6 +50,7 @@
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#include "raze_music.h"
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#include "games/duke/src/sounds.h"
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// MACROS ------------------------------------------------------------------
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enum SICommands
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@ -233,7 +234,7 @@ static void S_AddSNDINFO (int lump)
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case SI_MusicVolume: {
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sc.MustGetString();
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FName musname (sc.String);
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int lumpnum = mus_cb.FindMusic(sc.String);
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if (!sc.CheckFloat())
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{
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sc.MustGetString();
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@ -242,7 +243,7 @@ static void S_AddSNDINFO (int lump)
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if (!stricmp(p, "db")) sc.Float = dBToAmplitude((float)sc.Float);
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else sc.ScriptError("Bad value for music volume: %s", sc.String);
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}
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MusicVolumes[musname] = (float)sc.Float;
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if (lumpnum >= 0) MusicVolumes[lumpnum] = (float)sc.Float;
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}
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break;
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@ -113,65 +113,36 @@ int LookupMusic(const char* fn, bool onlyextended)
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//
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//==========================================================================
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FileReader OpenMusic(const char* musicname)
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int FindMusic(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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int lumpnum = LookupMusic(musicname);
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if (mus_extendedlookup || lumpnum < 0)
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{
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// Load an external file.
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reader.OpenFile(mus.GetChars());
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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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if (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.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.
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FStringf aliasMusicname("music/%s", musicname);
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int newlumpnum = LookupMusic(aliasMusicname.GetChars(), lumpnum >= 0);
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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.GetChars());
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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.GetChars());
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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).c_str());
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}
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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.GetChars(), lumpnum >= 0);
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if (newlumpnum >= 0) lumpnum = newlumpnum;
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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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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.GetChars());
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}
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return lumpnum;
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}
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@ -254,7 +225,7 @@ void Mus_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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FindMusic
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};
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S_SetMusicCallbacks(&mus_cb);
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}
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