mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- allow setting loop points for WAV sounds or other simple formats.
This commit is contained in:
parent
57695a3e07
commit
841402a776
8 changed files with 33 additions and 8 deletions
|
@ -131,7 +131,7 @@ public:
|
|||
void SetMusicVolume (float volume)
|
||||
{
|
||||
}
|
||||
SoundHandle LoadSound(uint8_t *sfxdata, int length)
|
||||
SoundHandle LoadSound(uint8_t *sfxdata, int length, int def_loop_start, int def_loop_end)
|
||||
{
|
||||
SoundHandle retval = { NULL };
|
||||
return retval;
|
||||
|
|
|
@ -105,7 +105,7 @@ public:
|
|||
virtual bool IsNull() { return false; }
|
||||
virtual void SetSfxVolume (float volume) = 0;
|
||||
virtual void SetMusicVolume (float volume) = 0;
|
||||
virtual SoundHandle LoadSound(uint8_t *sfxdata, int length) = 0;
|
||||
virtual SoundHandle LoadSound(uint8_t *sfxdata, int length, int def_loop_start, int def_loop_end) = 0;
|
||||
SoundHandle LoadSoundVoc(uint8_t *sfxdata, int length);
|
||||
virtual SoundHandle LoadSoundRaw(uint8_t *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend = -1) = 0;
|
||||
virtual void UnloadSound (SoundHandle sfx) = 0; // unloads a sound from memory
|
||||
|
|
|
@ -1096,7 +1096,7 @@ SoundHandle OpenALSoundRenderer::LoadSoundRaw(uint8_t *sfxdata, int length, int
|
|||
return retval;
|
||||
}
|
||||
|
||||
SoundHandle OpenALSoundRenderer::LoadSound(uint8_t *sfxdata, int length)
|
||||
SoundHandle OpenALSoundRenderer::LoadSound(uint8_t *sfxdata, int length, int def_loop_start, int def_loop_end)
|
||||
{
|
||||
SoundHandle retval = { NULL };
|
||||
ALenum format = AL_NONE;
|
||||
|
@ -1106,7 +1106,16 @@ SoundHandle OpenALSoundRenderer::LoadSound(uint8_t *sfxdata, int length)
|
|||
uint32_t loop_start = 0, loop_end = ~0u;
|
||||
zmusic_bool startass = false, endass = false;
|
||||
|
||||
FindLoopTags(sfxdata, length, &loop_start, &startass, &loop_end, &endass);
|
||||
if (def_loop_start < 0)
|
||||
{
|
||||
FindLoopTags(sfxdata, length, &loop_start, &startass, &loop_end, &endass);
|
||||
}
|
||||
else
|
||||
{
|
||||
loop_start = def_loop_start;
|
||||
loop_end = def_loop_end;
|
||||
startass = endass = true;
|
||||
}
|
||||
auto decoder = CreateDecoder(sfxdata, length, true);
|
||||
if (!decoder)
|
||||
return retval;
|
||||
|
|
|
@ -34,7 +34,7 @@ public:
|
|||
|
||||
virtual void SetSfxVolume(float volume);
|
||||
virtual void SetMusicVolume(float volume);
|
||||
virtual SoundHandle LoadSound(uint8_t *sfxdata, int length);
|
||||
virtual SoundHandle LoadSound(uint8_t *sfxdata, int length, int def_loop_start, int def_loop_end);
|
||||
virtual SoundHandle LoadSoundRaw(uint8_t *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend = -1);
|
||||
virtual void UnloadSound(SoundHandle sfx);
|
||||
virtual unsigned int GetMSLength(SoundHandle sfx);
|
||||
|
|
|
@ -382,7 +382,7 @@ static float CalcPitch(int pitchmask, float defpitch, float defpitchmax)
|
|||
{
|
||||
if (defpitchmax > 0.0 && defpitch != defpitchmax)
|
||||
{
|
||||
defpitch = pr_soundpitch.GenRand_Real1() * (defpitchmax - defpitch) + defpitch;
|
||||
defpitch = (float)pr_soundpitch.GenRand_Real1() * (defpitchmax - defpitch) + defpitch;
|
||||
}
|
||||
return defpitch;
|
||||
}
|
||||
|
@ -769,7 +769,7 @@ sfxinfo_t *SoundEngine::LoadSound(sfxinfo_t *sfx)
|
|||
// If that fails, let the sound system try and figure it out.
|
||||
else
|
||||
{
|
||||
sfx->data = GSnd->LoadSound(sfxdata.Data(), size);
|
||||
sfx->data = GSnd->LoadSound(sfxdata.Data(), size, sfx->LoopStart, sfx->LoopEnd);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -102,6 +102,7 @@ constexpr FSoundID INVALID_SOUND = FSoundID::fromInt(-1);
|
|||
|
||||
int RawRate = 0; // Sample rate to use when bLoadRAW is true
|
||||
int LoopStart = -1; // -1 means no specific loop defined
|
||||
int LoopEnd = -1; // -1 means no specific loop defined
|
||||
|
||||
FSoundID link = NO_LINK;
|
||||
constexpr static FSoundID NO_LINK = FSoundID::fromInt(-1);
|
||||
|
|
|
@ -62,6 +62,7 @@ enum SICommands
|
|||
SI_PitchSet,
|
||||
SI_PitchSetDuke,
|
||||
SI_DukeFlags,
|
||||
SI_Loop,
|
||||
};
|
||||
|
||||
|
||||
|
@ -95,6 +96,7 @@ static const char *SICommandStrings[] =
|
|||
"$pitchset",
|
||||
"$pitchsetduke",
|
||||
"$dukeflags",
|
||||
"$loop",
|
||||
NULL
|
||||
};
|
||||
|
||||
|
@ -380,6 +382,19 @@ static void S_AddSNDINFO (int lump)
|
|||
|
||||
}
|
||||
|
||||
case SI_Loop: {
|
||||
// dukesound <logical name> <start> <end>
|
||||
// Sets loop points for the given sound in samples. Only really useful for WAV - for Ogg and FLAC use the metadata they can contain.
|
||||
sc.MustGetString();
|
||||
auto sfxid = soundEngine->FindSoundTentative(sc.String, DEFAULT_LIMIT);
|
||||
auto sfx = soundEngine->GetWritableSfx(sfxid);
|
||||
sc.MustGetNumber();
|
||||
sfx->LoopStart = sc.Number;
|
||||
if (sc.CheckNumber())
|
||||
sfx->LoopEnd = sc.Number;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
default:
|
||||
{ // Got a logical sound mapping
|
||||
|
|
|
@ -526,7 +526,7 @@ int S_PlaySound3D(FSoundID soundid, DDukeActor* actor, const DVector3& pos, int
|
|||
{
|
||||
if (explosion && underwater)
|
||||
{
|
||||
pitch = chan->Pitch? chan->Pitch * (0.55 / 128) : 0.55; // todo: fix pitch storage in backend.
|
||||
pitch = float(chan->Pitch? chan->Pitch * (0.55 / 128) : 0.55); // todo: fix pitch storage in backend.
|
||||
soundEngine->SetPitch(chan, pitch);
|
||||
}
|
||||
chan->UserData = (currentCommentarySound != NO_SOUND);
|
||||
|
|
Loading…
Reference in a new issue