mirror of
https://github.com/ZDoom/Raze.git
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62e9112133
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
546 lines
14 KiB
C++
546 lines
14 KiB
C++
/*
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** i_soundfont.cpp
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** The sound font manager for the MIDI synths
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**
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**---------------------------------------------------------------------------
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** Copyright 2018 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <ctype.h>
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#include <assert.h>
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#include "i_soundfont.h"
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#include "cmdlib.h"
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#include "gameconfigfile.h"
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#include "filereadermusicinterface.h"
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#include "zmusic/zmusic.h"
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#include "resourcefile.h"
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#include "version.h"
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#include "../platform/win32/i_findfile.h" // This is a temporary direct path. Needs to be fixed when stuff gets cleaned up.
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FSoundFontManager sfmanager;
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//==========================================================================
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//
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// returns both a file reader and the full name of the looked up file
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//
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//==========================================================================
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std::pair<FileReader, FString> FSoundFontReader::LookupFile(const char *name)
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{
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if (!IsAbsPath(name))
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{
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for(int i = mPaths.Size()-1; i>=0; i--)
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{
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FString fullname = mPaths[i] + name;
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auto fr = OpenFile(fullname);
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if (fr.isOpen()) return std::make_pair(std::move(fr), fullname);
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}
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}
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auto fr = OpenFile(name);
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if (!fr.isOpen()) name = "";
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return std::make_pair(std::move(fr), name);
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}
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//==========================================================================
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//
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// This adds a directory to the path list
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//
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//==========================================================================
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void FSoundFontReader::AddPath(const char *strp)
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{
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if (*strp == 0) return;
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if (!mAllowAbsolutePaths && IsAbsPath(strp)) return; // of no use so we may just discard it right away
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int i = 0;
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FString str = strp;
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str.Substitute("\\", "/");
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if (str.Back() != '/') str += '/'; // always let it end with a slash.
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for (auto &s : mPaths)
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{
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if (pathcmp(s.GetChars(), str) == 0)
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{
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// move string to the back.
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mPaths.Delete(i);
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mPaths.Push(str);
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return;
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}
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i++;
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}
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mPaths.Push(str);
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}
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int FSoundFontReader::pathcmp(const char *p1, const char *p2)
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{
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return mCaseSensitivePaths? strcmp(p1, p2) : stricmp(p1, p2);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FileReader FSoundFontReader::Open(const char *name, std::string& filename)
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{
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FileReader fr;
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if (name == nullptr)
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{
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fr = OpenMainConfigFile();
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filename = MainConfigFileName();
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}
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else
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{
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auto res = LookupFile(name);
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fr = std::move(res.first);
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filename = res.second;
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}
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return fr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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MusicIO::FileInterface* FSoundFontReader::open_interface(const char* name)
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{
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std::string filename;
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FileReader fr = Open(name, filename);
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if (!fr.isOpen()) return nullptr;
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auto fri = new FileReaderMusicInterface(fr);
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fri->filename = std::move(filename);
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return fri;
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}
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//==========================================================================
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//
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// The file interface for the backend
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//
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//==========================================================================
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struct MusicIO::FileInterface* FSoundFontReader::open_file(const char* name)
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{
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return open_interface(name);
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}
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//==========================================================================
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//
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// Note that the file type has already been checked
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//
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//==========================================================================
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FSF2Reader::FSF2Reader(const char *fn)
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{
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mMainConfigForSF2.Format("soundfont \"%s\"\n", fn);
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mFilename = fn;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FileReader FSF2Reader::OpenMainConfigFile()
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{
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FileReader fr;
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if (mMainConfigForSF2.IsNotEmpty())
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{
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fr.OpenMemory(mMainConfigForSF2.GetChars(), mMainConfigForSF2.Len());
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}
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return fr;
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}
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FileReader FSF2Reader::OpenFile(const char *name)
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{
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FileReader fr;
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if (mFilename.CompareNoCase(name) == 0)
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{
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fr.OpenFile(name);
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}
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return fr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FZipPatReader::FZipPatReader(const char *filename)
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{
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resf = FResourceFile::OpenResourceFile(filename, true);
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}
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FZipPatReader::~FZipPatReader()
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{
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if (resf != nullptr) delete resf;
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}
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FileReader FZipPatReader::OpenMainConfigFile()
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{
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return OpenFile("timidity.cfg");
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}
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FileReader FZipPatReader::OpenFile(const char *name)
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{
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FileReader fr;
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if (resf != nullptr)
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{
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auto lump = resf->FindLump(name);
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if (lump != nullptr)
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{
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return lump->NewReader();
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}
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}
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return fr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FPatchSetReader::FPatchSetReader(const char *filename)
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{
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#ifndef _WIN32
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mCaseSensitivePaths = true;
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const char *paths[] = {
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"/usr/local/lib/timidity",
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"/etc/timidity",
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"/etc"
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};
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#else
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const char *paths[] = {
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"C:/TIMIDITY",
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"/TIMIDITY",
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progdir
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};
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#endif
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mAllowAbsolutePaths = true;
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FileReader fr;
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if (fr.OpenFile(filename))
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{
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mFullPathToConfig = filename;
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}
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else if (!IsAbsPath(filename))
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{
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for(auto c : paths)
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{
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FStringf fullname("%s/%s", c, filename);
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if (fr.OpenFile(fullname))
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{
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mFullPathToConfig = fullname;
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}
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}
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}
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if (mFullPathToConfig.Len() > 0)
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{
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mFullPathToConfig.Substitute("\\", "/");
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mBasePath = ExtractFilePath(mFullPathToConfig);
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if (mBasePath.Len() > 0 && mBasePath.Back() != '/') mBasePath += '/';
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}
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}
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FileReader FPatchSetReader::OpenMainConfigFile()
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{
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FileReader fr;
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fr.OpenFile(mFullPathToConfig);
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return fr;
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}
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FileReader FPatchSetReader::OpenFile(const char *name)
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{
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FString path;
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if (IsAbsPath(name)) path = name;
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else path = mBasePath + name;
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FileReader fr;
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fr.OpenFile(path);
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return fr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FLumpPatchSetReader::FLumpPatchSetReader(const char *filename)
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{
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mLumpIndex = fileSystem.FindFile(filename);
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mBasePath = filename;
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mBasePath.Substitute("\\", "/");
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mBasePath = ExtractFilePath(mBasePath);
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if (mBasePath.Len() > 0 && mBasePath.Back() != '/') mBasePath += '/';
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}
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FileReader FLumpPatchSetReader::OpenMainConfigFile()
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{
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return fileSystem.ReopenFileReader(mLumpIndex);
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}
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FileReader FLumpPatchSetReader::OpenFile(const char *name)
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{
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FString path;
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if (IsAbsPath(name)) return FileReader(); // no absolute paths in the lump directory.
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path = mBasePath + name;
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auto index = fileSystem.FindFile(path);
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if (index < 0) return FileReader();
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return fileSystem.ReopenFileReader(index);
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}
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//==========================================================================
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//
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// collects everything out of the soundfonts directory.
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// This may either be .sf2 files or zipped GUS patch sets with a
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// 'timidity.cfg' in the root directory.
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// Other compression types are not supported, in particular not 7z because
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// due to the solid nature of its archives would be too slow.
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//
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//==========================================================================
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void FSoundFontManager::ProcessOneFile(const FString &fn)
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{
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auto fb = ExtractFileBase(fn, false);
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auto fbe = ExtractFileBase(fn, true);
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for (auto &sfi : soundfonts)
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{
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// We already got a soundfont with this name. Do not add again.
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if (!sfi.mName.CompareNoCase(fb)) return;
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}
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FileReader fr;
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if (fr.OpenFile(fn))
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{
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// Try to identify. We only accept .sf2 and .zip by content. All other archives are intentionally ignored.
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char head[16] = { 0};
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fr.Read(head, 16);
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if (!memcmp(head, "RIFF", 4) && !memcmp(head+8, "sfbkLIST", 8))
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{
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FSoundFontInfo sft = { fb, fbe, fn, SF_SF2 };
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soundfonts.Push(sft);
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}
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if (!memcmp(head, "WOPL3-BANK\0", 11))
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{
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FSoundFontInfo sft = { fb, fbe, fn, SF_WOPL };
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soundfonts.Push(sft);
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}
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if (!memcmp(head, "WOPN2-BANK\0", 11) || !memcmp(head, "WOPN2-B2NK\0", 11))
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{
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FSoundFontInfo sft = { fb, fbe, fn, SF_WOPN };
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soundfonts.Push(sft);
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}
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else if (!memcmp(head, "PK", 2))
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{
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auto zip = FResourceFile::OpenResourceFile(fn, true);
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if (zip != nullptr)
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{
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if (zip->LumpCount() > 1) // Anything with just one lump cannot possibly be a packed GUS patch set so skip it right away and simplify the lookup code
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{
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auto zipl = zip->FindLump("timidity.cfg");
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if (zipl != nullptr)
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{
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// It seems like this is what we are looking for
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FSoundFontInfo sft = { fb, fbe, fn, SF_GUS };
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soundfonts.Push(sft);
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}
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}
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delete zip;
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FSoundFontManager::CollectSoundfonts()
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{
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findstate_t c_file;
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void *file;
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if (GameConfig != NULL && GameConfig->SetSection ("SoundfontSearch.Directories"))
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{
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const char *key;
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const char *value;
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while (GameConfig->NextInSection (key, value))
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{
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if (stricmp (key, "Path") == 0)
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{
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FString dir;
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dir = NicePath(value);
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dir.Substitute("\\", "/");
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if (dir.IsNotEmpty())
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{
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if (dir.Back() != '/') dir += '/';
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FString mask = dir + '*';
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if ((file = I_FindFirst(mask, &c_file)) != ((void *)(-1)))
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{
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do
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{
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if (!(I_FindAttr(&c_file) & FA_DIREC))
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{
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FStringf name("%s%s", dir.GetChars(), I_FindName(&c_file));
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ProcessOneFile(name);
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}
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} while (I_FindNext(file, &c_file) == 0);
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I_FindClose(file);
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}
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}
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}
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}
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}
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if (soundfonts.Size() == 0)
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{
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ProcessOneFile(NicePath("$PROGDIR/soundfonts/" GAMENAMELOWERCASE ".sf2"));
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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const FSoundFontInfo *FSoundFontManager::FindSoundFont(const char *name, int allowed) const
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{
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for(auto &sfi : soundfonts)
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{
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// an empty name will pick the first one in a compatible format.
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if (allowed & sfi.type && (name == nullptr || *name == 0 || !sfi.mName.CompareNoCase(name) || !sfi.mNameExt.CompareNoCase(name)))
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{
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return &sfi;
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}
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}
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// We did not find what we were looking for. Let's just return the first valid item that works with the given device.
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for (auto &sfi : soundfonts)
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{
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if (allowed & sfi.type)
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{
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return &sfi;
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}
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}
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return nullptr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FSoundFontReader *FSoundFontManager::OpenSoundFont(const char *name, int allowed)
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{
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// First check if the given name is inside the loaded resources.
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// To avoid clashes this will only be done if the name has the '.cfg' extension.
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// Sound fonts cannot be loaded this way.
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if (name != nullptr)
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{
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const char *p = name + strlen(name) - 4;
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if (p > name && !stricmp(p, ".cfg") && fileSystem.FindFile(name) >= 0)
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{
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return new FLumpPatchSetReader(name);
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}
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}
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auto sfi = FindSoundFont(name, allowed);
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if (sfi != nullptr)
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{
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if (sfi->type == SF_SF2) return new FSF2Reader(sfi->mFilename);
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else return new FZipPatReader(sfi->mFilename);
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}
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// The sound font collection did not yield any good results.
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// Next check if the file is a .sf file
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if (allowed & SF_SF2)
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{
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FileReader fr;
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if (fr.OpenFile(name))
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{
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char head[16] = { 0};
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fr.Read(head, 16);
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fr.Close();
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if (!memcmp(head, "RIFF", 4) && !memcmp(head+8, "sfbkLIST", 8))
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{
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return new FSF2Reader(name);
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}
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}
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}
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if (allowed & SF_GUS)
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{
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FileReader fr;
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if (fr.OpenFile(name))
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{
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char head[16] = { 0 };
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fr.Read(head, 2);
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fr.Close();
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if (!memcmp(head, "PK", 2)) // The only reason for this check is to block non-Zips. The actual validation will be done by FZipFile.
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{
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auto r = new FZipPatReader(name);
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if (r->isOk()) return r;
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delete r;
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}
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}
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// Config files are only accepted if they are named '.cfg', because they are impossible to validate.
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const char *p = name + strlen(name) - 4;
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if (p > name && !stricmp(p, ".cfg") && FileExists(name))
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{
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return new FPatchSetReader(name);
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}
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}
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return nullptr;
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}
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void I_InitSoundFonts()
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{
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sfmanager.CollectSoundfonts();
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}
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