raze/source/common/audio/music/i_soundfont.h

162 lines
4.4 KiB
C++

#pragma once
#include "zstring.h"
#include "tarray.h"
#include "filesystem.h"
#include "files.h"
#include "filereadermusicinterface.h"
struct FSoundFontInfo
{
FString mName; // This is what the sounfont is identified with. It's the extension-less base file name
FString mNameExt; // Same with extension. Used for comparing with input names so they can be done with or without extension.
FString mFilename; // Full path to the backing file - this is needed by FluidSynth to load the sound font.
int type;
};
//==========================================================================
//
//
//
//==========================================================================
class FSoundFontReader
{
protected:
// This is only doable for loose config files that get set as sound fonts. All other cases read from a contained environment where this does not apply.
bool mAllowAbsolutePaths = false;
// This has only meaning if being run on a platform with a case sensitive file system and loose files.
// When reading from an archive it will always be case insensitive, just like the lump manager.
bool mCaseSensitivePaths = false;
TArray<FString> mPaths;
int pathcmp(const char *p1, const char *p2);
public:
virtual ~FSoundFontReader() {}
virtual FileReader OpenMainConfigFile() = 0; // this is special because it needs to be synthesized for .sf files and set some restrictions for patch sets
virtual FString MainConfigFileName()
{
return basePath() + "timidity.cfg";
}
virtual FileReader OpenFile(const char *name) = 0;
std::pair<FileReader , FString> LookupFile(const char *name);
void AddPath(const char *str);
virtual FString basePath() const
{
return ""; // archived patch sets do not use paths
}
virtual FileReader Open(const char* name, std::string &filename);
virtual void close()
{
delete this;
}
ZMusicCustomReader* open_interface(const char* name);
};
//==========================================================================
//
//
//
//==========================================================================
class FSF2Reader : public FSoundFontReader
{
FString mMainConfigForSF2;
FString mFilename;
public:
FSF2Reader(const char *filename);
virtual FileReader OpenMainConfigFile() override;
virtual FileReader OpenFile(const char *name) override;
};
//==========================================================================
//
//
//
//==========================================================================
class FZipPatReader : public FSoundFontReader
{
FResourceFile *resf;
public:
FZipPatReader(const char *filename);
~FZipPatReader();
virtual FileReader OpenMainConfigFile() override;
virtual FileReader OpenFile(const char *name) override;
bool isOk() { return resf != nullptr; }
};
//==========================================================================
//
//
//
//==========================================================================
class FLumpPatchSetReader : public FSoundFontReader
{
int mLumpIndex;;
FString mBasePath;
public:
FLumpPatchSetReader(const char *filename);
virtual FileReader OpenMainConfigFile() override;
virtual FileReader OpenFile(const char *name) override;
virtual FString basePath() const override
{
return mBasePath;
}
};
//==========================================================================
//
//
//
//==========================================================================
class FPatchSetReader : public FSoundFontReader
{
FString mBasePath;
FString mFullPathToConfig;
public:
FPatchSetReader(FileReader &reader);
FPatchSetReader(const char *filename);
virtual FileReader OpenMainConfigFile() override;
virtual FileReader OpenFile(const char *name) override;
virtual FString basePath() const override
{
return mBasePath;
}
};
//==========================================================================
//
//
//
//==========================================================================
class FSoundFontManager
{
TArray<FSoundFontInfo> soundfonts;
void ProcessOneFile(const FString & fn);
public:
void CollectSoundfonts();
const FSoundFontInfo *FindSoundFont(const char *name, int allowedtypes) const;
FSoundFontReader *OpenSoundFont(const char *name, int allowedtypes);
const auto &GetList() const { return soundfonts; } // This is for the menu
};
extern FSoundFontManager sfmanager;