perform music volume lookup by lump number instead of name.

This way any setting will work for both short and long file names.
This commit is contained in:
Christoph Oelckers 2023-12-27 20:10:54 +01:00
parent 6c79e35c25
commit 542997a967
6 changed files with 72 additions and 67 deletions

View file

@ -75,14 +75,12 @@ float saved_relative_volume = 1.0f; // this could be used to implement an ACS Fa
MusicVolumeMap MusicVolumes;
MidiDeviceMap MidiDevices;
static FileReader DefaultOpenMusic(const char* fn)
static int DefaultFindMusic(const char* fn)
{
// This is the minimum needed to make the music system functional.
FileReader fr;
fr.OpenFile(fn);
return fr;
return -1;
}
static MusicCallbacks mus_cb = { nullptr, DefaultOpenMusic };
MusicCallbacks mus_cb = { nullptr, DefaultFindMusic };
// PUBLIC DATA DEFINITIONS -------------------------------------------------
@ -98,10 +96,44 @@ CVAR(Bool, mus_usereplaygain, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // changi
// CODE --------------------------------------------------------------------
//==========================================================================
//
// OpenMusic
//
// opens a FileReader for the music - used as a callback to keep
// implementation details out of the core player.
//
//==========================================================================
static FileReader OpenMusic(const char* musicname)
{
FileReader reader;
if (!FileExists(musicname))
{
int lumpnum;
lumpnum = mus_cb.FindMusic(musicname);
if (lumpnum == -1) lumpnum = fileSystem.CheckNumForName(musicname, FileSys::ns_music);
if (lumpnum == -1)
{
Printf("Music \"%s\" not found\n", musicname);
}
else if (fileSystem.FileLength(lumpnum) != 0)
{
reader = fileSystem.ReopenFileReader(lumpnum);
}
}
else
{
// Load an external file.
reader.OpenFile(musicname);
}
return reader;
}
void S_SetMusicCallbacks(MusicCallbacks* cb)
{
mus_cb = *cb;
if (mus_cb.OpenMusic == nullptr) mus_cb.OpenMusic = DefaultOpenMusic; // without this we are dead in the water.
if (mus_cb.FindMusic == nullptr) mus_cb.FindMusic = DefaultFindMusic; // without this we are dead in the water.
}
int MusicEnabled() // int return is for scripting
@ -521,7 +553,7 @@ static void CheckReplayGain(const char *musicname, EMidiDevice playertype, const
mod_dumb_mastervolume->Callback();
if (!mus_usereplaygain) return;
FileReader reader = mus_cb.OpenMusic(musicname);
FileReader reader = OpenMusic(musicname);
if (!reader.isOpen()) return;
int flength = (int)reader.GetLength();
auto mreader = GetMusicReader(reader); // this passes the file reader to the newly created wrapper.
@ -693,7 +725,7 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
}
// opening the music must be done by the game because it's different depending on the game's file system use.
FileReader reader = mus_cb.OpenMusic(musicname);
FileReader reader = OpenMusic(musicname);
if (!reader.isOpen()) return false;
auto m = reader.Read();
reader.Seek(0, FileReader::SeekSet);
@ -718,7 +750,8 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
}
else
{
auto volp = MusicVolumes.CheckKey(musicname);
int lumpnum = mus_cb.FindMusic(musicname);
auto volp = MusicVolumes.CheckKey(lumpnum);
if (volp)
{
mus_playing.musicVolume = *volp;

View file

@ -24,7 +24,7 @@ void S_PauseAllCustomStreams(bool on);
struct MusicCallbacks
{
FString(*LookupFileName)(const char* fn, int &order);
FileReader(*OpenMusic)(const char* fn);
int(*FindMusic)(const char* fn);
};
void S_SetMusicCallbacks(MusicCallbacks* cb);
@ -69,15 +69,17 @@ struct MidiDeviceSetting
};
typedef TMap<FName, MidiDeviceSetting> MidiDeviceMap;
typedef TMap<FName, float> MusicVolumeMap;
typedef TMap<int, float> MusicVolumeMap;
extern MidiDeviceMap MidiDevices;
extern MusicVolumeMap MusicVolumes;
extern MusicCallbacks mus_cb;
struct MusPlayingInfo
{
FString name;
ZMusic_MusicStream handle;
int lumpnum;
int baseorder;
float musicVolume;
bool loop;

View file

@ -129,7 +129,6 @@ CUSTOM_CVARD(Bool, snd_ambience, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_N
}
CVARD(Bool, snd_tryformats, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables automatic discovery of replacement sounds and music in .flac and .ogg formats")
CVARD(Bool, mus_restartonload, false, CVAR_ARCHIVE, "restart the music when loading a saved game with the same map or not")
CVARD(Bool, mus_redbook, true, CVAR_ARCHIVE, "enables/disables redbook audio")
CUSTOM_CVARD(Int, snd_speech, 1, CVAR_ARCHIVE, "enables/disables player speech")

View file

@ -55,7 +55,6 @@ EXTERN_CVAR(Int, demorec_difftics_cvar)
EXTERN_CVAR(Bool, snd_ambience)
EXTERN_CVAR(Bool, snd_tryformats)
EXTERN_CVAR(Bool, mus_enabled)
EXTERN_CVAR(Bool, mus_restartonload)
EXTERN_CVAR(Bool, mus_redbook)
EXTERN_CVAR(Int, snd_numchannels)
EXTERN_CVAR(Int, snd_numvoices)

View file

@ -50,6 +50,7 @@
#include "raze_music.h"
#include "games/duke/src/sounds.h"
// MACROS ------------------------------------------------------------------
enum SICommands
@ -233,7 +234,7 @@ static void S_AddSNDINFO (int lump)
case SI_MusicVolume: {
sc.MustGetString();
FName musname (sc.String);
int lumpnum = mus_cb.FindMusic(sc.String);
if (!sc.CheckFloat())
{
sc.MustGetString();
@ -242,7 +243,7 @@ static void S_AddSNDINFO (int lump)
if (!stricmp(p, "db")) sc.Float = dBToAmplitude((float)sc.Float);
else sc.ScriptError("Bad value for music volume: %s", sc.String);
}
MusicVolumes[musname] = (float)sc.Float;
if (lumpnum >= 0) MusicVolumes[lumpnum] = (float)sc.Float;
}
break;

View file

@ -113,65 +113,36 @@ int LookupMusic(const char* fn, bool onlyextended)
//
//==========================================================================
FileReader OpenMusic(const char* musicname)
int FindMusic(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())
int lumpnum = LookupMusic(musicname);
if (mus_extendedlookup || lumpnum < 0)
{
// Load an external file.
reader.OpenFile(mus.GetChars());
}
if (!reader.isOpen())
{
int lumpnum = LookupMusic(musicname);
if (mus_extendedlookup || lumpnum < 0)
if (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.GetChars());
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.GetChars(), 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.GetChars());
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());
}
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).c_str());
}
}
// 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;
}
else if (printmusicinfo) Printf("Playing music from external file %s\n", musicname);
return reader;
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());
}
return lumpnum;
}
@ -254,7 +225,7 @@ void Mus_InitMusic()
static MusicCallbacks mus_cb =
{
LookupMusicCB,
OpenMusic
FindMusic
};
S_SetMusicCallbacks(&mus_cb);
}