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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include <sstream>
#include <climits>
#include "gamesnd.h"
#include "gamesnd/gamesnd.h"
#include "localization/localize.h"
#include "parse/parselo.h"
#include "sound/ds.h"
#include "species_defs/species_defs.h"
#include "tracing/tracing.h"
SCP_vector<game_snd> Snds;
SCP_vector<game_snd> Snds_iface;
SCP_vector<sound_handle> Snds_iface_handle;
// jg18 - default priorities and limits for retail gameplay sounds
static const int NUM_RETAIL_GAMEPLAY_SOUNDS = 192; // indices 0-191, from retail sounds.tbl
static EnhancedSoundData Default_sound_priorities[NUM_RETAIL_GAMEPLAY_SOUNDS] =
{
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_MISSILE_TRACKING = 0, //!< Missle tracking to acquire a lock (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_MISSILE_LOCK = 1, //!< Missle lock (non-looping)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_PRIMARY_CYCLE = 2, //!< cycle primary weapon
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SECONDARY_CYCLE = 3, //!< cycle secondary weapon
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ENGINE = 4, //!< engine sound (as heard in cockpit)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_CARGO_REVEAL = 5, //!< cargo revealed
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_DEATH_ROLL = 6, //!< ship death roll
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_SHIP_EXPLODE_1 = 7, //!< ship explosion 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_TARGET_ACQUIRE = 8, //!< target acquried
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ENERGY_ADJUST = 9, //!< energy level change success
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ENERGY_ADJUST_FAIL = 10, //!< energy level change fail
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ENERGY_TRANS = 11, //!< energy transfer success
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ENERGY_TRANS_FAIL = 12, //!< energy transfer fail
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_FULL_THROTTLE = 13, //!< set full throttle
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ZERO_THROTTLE = 14, //!< set zero throttle
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_THROTTLE_UP = 15, //!< set 1/3 or 2/3 throttle (up)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_THROTTLE_DOWN = 16, //!< set 1/3 or 2/3 throttle (down)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_DOCK_APPROACH = 17, //!< dock approach retros
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_DOCK_ATTACH = 18, //!< dock attach
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_DOCK_DETACH = 19, //!< dock detach
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_DOCK_DEPART = 20, //!< dock depart retros
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_ABURN_ENGAGE = 21, //!< afterburner engage
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_ABURN_LOOP = 22, //!< afterburner burn sound (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_VAPORIZED = 23, //!< Destroyed by a beam (vaporized)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 2), // SND_ABURN_FAIL = 24, //!< afterburner fail (no fuel when aburn pressed)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_HEATLOCK_WARN = 25, //!< heat-seeker launch warning
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_OUT_OF_MISSLES = 26, //!< tried to fire a missle when none are left
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_OUT_OF_WEAPON_ENERGY = 27, //!< tried to fire lasers when not enough energy left
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_TARGET_FAIL = 28, //!< target fail sound (i.e. press targeting key, but nothing happens)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SQUADMSGING_ON = 29, //!< squadmate message menu appears
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SQUADMSGING_OFF = 30, //!< squadmate message menu disappears
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 5), // SND_DEBRIS = 31, //!< debris sound (persistant, looping)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_SUBSYS_DIE_1 = 32, //!< subsystem gets destroyed on player ship
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_MISSILE_START_LOAD = 33, //!< missle start load (during rearm/repair)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_MISSILE_LOAD = 34, //!< missle load (during rearm/repair)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_SHIP_REPAIR = 35, //!< ship is being repaired (during rearm/repair)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_PLAYER_HIT_LASER = 36, //!< player ship is hit by laser fire
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_PLAYER_HIT_MISSILE = 37, //!< player ship is hit by missile
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_CMEASURE_CYCLE = 38, //!< countermeasure cycle
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_SHIELD_HIT = 39, //!< shield hit
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_SHIELD_HIT_YOU = 40, //!< player shield is hit
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_GAME_MOUSE_CLICK = 41, //!< mouse click
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_ASPECTLOCK_WARN = 42, //!< aspect launch warning
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SHIELD_XFER_OK = 43, //!< shield quadrant transfer successful
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 5), // SND_ENGINE_WASH = 44, //!< Engine wash (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_WARP_IN = 45, //!< warp hole opening up for arriving
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_WARP_OUT = 46, //!< warp hole opening up for departing (Same as warp in for now)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_PLAYER_WARP_FAIL = 47, //!< player warp has failed
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_STATIC = 48, //!< hud gauge static
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_SHIP_EXPLODE_2 = 49, //!< ship explosion 2
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_PLAYER_WARP_OUT = 50, //!< ship is warping out in 3rd person
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_SHIP_SHIP_HEAVY = 51, //!< heavy ship-ship collide sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_SHIP_SHIP_LIGHT = 52, //!< light ship-ship collide sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_SHIP_SHIP_SHIELD = 53, //!< shield ship-ship collide overlay sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_THREAT_FLASH = 54, //!< missile threat indicator flashes
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_PROXIMITY_WARNING = 55, //!< proximity warning (heat seeker)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_PROXIMITY_ASPECT_WARNING = 56, //!< proximity warning (aspect)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_DIRECTIVE_COMPLETE = 57, //!< directive complete
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_SUBSYS_EXPLODE = 58, //!< other ship subsystem destroyed
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_CAPSHIP_EXPLODE = 59, //!< captial ship explosion
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_CAPSHIP_SUBSYS_EXPLODE = 60, //!< captial ship subsystem destroyed
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_LARGESHIP_WARPOUT = 61, //!< large ship warps out
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 5), // SND_ASTEROID_EXPLODE_LARGE = 62, //!< large asteroid blows up
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 5), // SND_ASTEROID_EXPLODE_SMALL = 63, //!< small asteroid blows up
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_CUE_VOICE = 64, //!< sound to indicate voice is about to start
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_END_VOICE = 65, //!< sound to indicate voice has ended
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_CARGO_SCAN = 66, //!< cargo scanning (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_WEAPON_FLYBY = 67, //!< weapon flyby sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 5), // SND_ASTEROID = 68, //!< asteroid sound (persistant, looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_CAPITAL_WARP_IN = 69, //!< capital warp hole opening
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_CAPITAL_WARP_OUT = 70, //!< capital warp hole closing
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 5), // SND_ENGINE_LOOP_LARGE = 71, //!< LARGE engine ambient
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SUBSPACE_LEFT_CHANNEL = 72, //!< subspace ambient sound (left channel) (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SUBSPACE_RIGHT_CHANNEL = 73, //!< subspace ambient sound (right channel) (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 4), // SND_MISSILE_EVADED_POPUP = 74, //!< "evaded" HUD popup
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_ENGINE_LOOP_HUGE = 75, //!< HUGE engine ambient
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_LIGHT_LASER_FIRE = 76, //!< SD-4 Sidearm laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_LIGHT_LASER_IMPACT = 77, //!< DR-2 Scalpel fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_HVY_LASER_FIRE = 78, //!< Flail II fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_HVY_LASER_IMPACT = 79, //!< Prometheus R laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_MASSDRV_FIRED = 80, //!< Prometheus S laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_MASSDRV_IMPACT = 81, //!< GTW-66 Newton Cannon fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_FLAIL_FIRED = 82, //!< UD-8 Kayser Laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_FLAIL_IMPACT = 83, //!< GTW-19 Circe laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_NEUTRON_FLUX_FIRED = 84, //!< GTW-83 Lich laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_NEUTRON_FLUX_IMPACT = 85, //!< Laser impact
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_DEBUG_LASER_FIRED = 86, //!< Subach-HLV Vasudan laser
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_ROCKEYE_FIRED = 87, //!< rockeye missile launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_MISSILE_IMPACT1 = 88, //!< missile impact 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_MAG_MISSILE_LAUNCH = 89, //!< mag pulse missile launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_FURY_MISSILE_LAUNCH = 90, //!< fury missile launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_SHRIKE_MISSILE_LAUNCH = 91, //!< shrike missile launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_ANGEL_MISSILE_LAUNCH = 92, //!< angel fire missile launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_CLUSTER_MISSILE_LAUNCH = 93, //!< cluster bomb launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_CLUSTERB_MISSILE_LAUNCH = 94, //!< cluster baby bomb launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_STILETTO_MISSILE_LAUNCH = 95, //!< stiletto bomb launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_TSUNAMI_MISSILE_LAUNCH = 96, //!< tsunami bomb launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_HARBINGER_MISSILE_LAUNCH = 97, //!< harbinger bomb launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_MEGAWOKKA_MISSILE_LAUNCH = 98, //!< mega wokka launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_CMEASURE1_LAUNCH = 99, //!< countermeasure 1 launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_SHIVAN_LIGHT_LASER_FIRE = 100,//!< Shivan light laser
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_SHOCKWAVE_EXPLODE = 101,//!< shockwave ignition
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_SWARM_MISSILE_LAUNCH = 102,//!< swarm missile sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_103 = 103,//!< Shivan heavy laser
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_UNDEFINED_104 = 104,//!< Vasudan SuperCap engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_UNDEFINED_105 = 105,//!< Shivan SuperCap engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_UNDEFINED_106 = 106,//!< Terran SuperCap engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_107 = 107,//!< Vasudan light laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_108 = 108,//!< Shivan heavy laser
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_SHOCKWAVE_IMPACT = 109,//!< shockwave impact
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_110 = 110,//!< TERRAN TURRET 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_111 = 111,//!< TERRAN TURRET 2
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_112 = 112,//!< VASUDAN TURRET 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_113 = 113,//!< VASUDAN TURRET 2
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_114 = 114,//!< SHIVAN TURRET 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_TARG_LASER_LOOP = 115,//!< targeting laser loop sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 8), // SND_FLAK_FIRE = 116,//!< Flak Gun Launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_SHIELD_BREAKER = 117,//!< Flak Gun Impact
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_EMP_MISSILE = 118,//!< EMP Missle
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_AUTOCANNON_LOOP = 119,//!< Escape Pod Drone
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 5), // SND_AUTOCANNON_SHOT = 120,//!< Beam Hit 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_BEAM_LOOP = 121,//!< beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_BEAM_UP = 122,//!< beam power up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_BEAM_DOWN = 123,//!< beam power down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_BEAM_SHOT = 124,//!< Beam shot 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_BEAM_VAPORIZE = 125,//!< Beam shot 2
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_TERRAN_FIGHTER_ENG = 126,//!< Terran fighter engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_TERRAN_BOMBER_ENG = 127,//!< Terran bomber engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_TERRAN_CAPITAL_ENG = 128,//!< Terran cruiser engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SPECIESB_FIGHTER_ENG = 129,//!< Vasudan fighter engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SPECIESB_BOMBER_ENG = 130,//!< Vasudan bomber engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SPECIESB_CAPITAL_ENG = 131,//!< Vasudan cruiser engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SHIVAN_FIGHTER_ENG = 132,//!< Shivan fighter engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SHIVAN_BOMBER_ENG = 133,//!< Shivan bomber engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SHIVAN_CAPITAL_ENG = 134,//!< Shivan cruiser engine
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_REPAIR_SHIP_ENG = 135,//!< Repair ship beacon/engine sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_UNDEFINED_136 = 136,//!< Terran capital engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_UNDEFINED_137 = 137,//!< Vasudan capital engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_UNDEFINED_138 = 138,//!< Shivan capital engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_DEBRIS_ARC_01 = 139,//!< 0.10 second spark sound effect
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_DEBRIS_ARC_02 = 140,//!< 0.25 second spark sound effect
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_DEBRIS_ARC_03 = 141,//!< 0.50 second spark sound effect
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_DEBRIS_ARC_04 = 142,//!< 0.75 second spark sound effect
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_DEBRIS_ARC_05 = 143,//!< 1.00 second spark sound effect
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_144 = 144,//!< LTerSlash beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_145 = 145,//!< TerSlash beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_146 = 146,//!< SGreen beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_147 = 147,//!< BGreen beem loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_148 = 148,//!< BFGreen been loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_149 = 149,//!< Antifighter beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_150 = 150,//!< 1 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_151 = 151,//!< 1.5 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_152 = 152,//!< 2.5 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_153 = 153,//!< 3 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_154 = 154,//!< 3.5 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_155 = 155,//!< 5 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_156 = 156,//!< LTerSlash warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_157 = 157,//!< TerSlash warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_158 = 158,//!< SGreen warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_159 = 159,//!< BGreen warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_160 = 160,//!< BFGreen warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_161 = 161,//!< T_AntiFtr warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_COPILOT = 162,//!< copilot (SCP)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_163 = 163,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_164 = 164,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_165 = 165,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_166 = 166,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_167 = 167,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_168 = 168,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_169 = 169,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_170 = 170,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_171 = 171,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_172 = 172,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SUPERNOVA_1 = 173,//!< SuperNova (distant)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SUPERNOVA_2 = 174,//!< SuperNova (shockwave)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_UNDEFINED_175 = 175,//!< Shivan large engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_UNDEFINED_176 = 176,//!< Shivan large engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_177 = 177,//!< SRed beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_178 = 178,//!< LRed beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_179 = 179,//!< Antifighter beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_LIGHTNING_1 = 180,//!< Thunder 1 sound in neblua
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_LIGHTNING_2 = 181,//!< Thunder 2 sound in neblua
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_182 = 182,//!< 1 sec warm up
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_183 = 183,//!< 1.5 sec warm up
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_184 = 184,//!< 3 sec warm up
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 2), // SND_UNDEFINED_185 = 185,//!< Shivan Commnode
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_186 = 186,//!< Volition PirateShip
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_187 = 187,//!< SRed warm down
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_188 = 188,//!< LRed warm down
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_189 = 189,//!< AntiFtr warm down
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 2), // SND_UNDEFINED_190 = 190,//!< Instellation 1
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 2) // SND_UNDEFINED_191 = 191,//!< Instellation 2
};
static const EnhancedSoundData default_enhanced_sound_data(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 1);
int gamesnd_find_nonreserved_last_index(SCP_vector<game_snd>& lookupVector, bool (*is_reserved_index)(int));
/*
* Update any uninitialized EnhancedSoundData in Snds
* with hardcoded defaults for retail.
*/
void gamesnd_add_retail_default_enhanced_sound_data()
{
int i = 0;
for (SCP_vector<game_snd>::iterator it = Snds.begin(), end = Snds.end(); it != end; ++it, ++i)
{
if (it->enhanced_sound_data.priority== SND_ENHANCED_PRIORITY_INVALID)
{
if (i < NUM_RETAIL_GAMEPLAY_SOUNDS)
{
it->enhanced_sound_data.priority= Default_sound_priorities[i].priority;
}
else
{
it->enhanced_sound_data.priority= default_enhanced_sound_data.priority;
}
}
if (it->enhanced_sound_data.limit < 1)
{
if (i < NUM_RETAIL_GAMEPLAY_SOUNDS)
{
it->enhanced_sound_data.limit = Default_sound_priorities[i].limit;
}
else
{
it->enhanced_sound_data.limit= default_enhanced_sound_data.limit;
}
}
}
}
void gamesnd_play_iface(interface_snd_id n)
{
if (Snds_iface_handle[n.value()].isValid())
snd_stop(Snds_iface_handle[n.value()]);
Snds_iface_handle[n.value()] = snd_play(gamesnd_get_interface_sound(n));
}
/**
* Function to search for a given game_snd with the specified name
* in the passed vector
*
* @param name Name to search for
* @param sounds Vector to seach in
*
*/
int gamesnd_lookup_name(const char* name, const SCP_vector<game_snd>& sounds)
{
// if we get passed -1, don't bother trying to look it up.
if (name == NULL || *name == 0 || !strcmp(name, "-1"))
{
return -1;
}
Assert( sounds.size() <= INT_MAX );
int i = 0;
for(SCP_vector<game_snd>::const_iterator snd = sounds.begin(); snd != sounds.end(); ++snd)
{
if (!stricmp(snd->name.c_str(), name))
{
return i;
}
i++;
}
return -1;
}
// WMC - now ignores file extension.
gamesnd_id gamesnd_get_by_name(const char* name)
{
Assert( Snds.size() <= INT_MAX );
// empty name is not valid!
if (name == nullptr || name[0] == '\0')
return gamesnd_id(-1);
int index = gamesnd_lookup_name(name, Snds);
if (index < 0)
{
int i = 0;
for (auto& Snd : Snds) {
if (Snd.sound_entries.size() != 1) {
// Ignore game sounds with more than one sound entry
continue;
}
auto& entry = Snd.sound_entries.front();
char *p = strrchr( entry.filename, '.' );
if(p == NULL)
{
if(!stricmp(entry.filename, name))
{
index = i;
break;
}
}
else if(!strnicmp(entry.filename, name, p - entry.filename))
{
index = i;
break;
}
i++;
}
}
return gamesnd_id(index);
}
interface_snd_id gamesnd_get_by_iface_name(const char* name)
{
Assert( Snds_iface.size() <= INT_MAX );
Assert( Snds_iface.size() == Snds_iface_handle.size() );
auto index = gamesnd_lookup_name(name, Snds_iface);
if (index < 0)
{
int i = 0;
for (auto& snd : Snds_iface) {
if (snd.sound_entries.size() != 1) {
// Ignore game sounds with more than one sound entry
continue;
}
auto& entry = snd.sound_entries.front();
char *p = strrchr( entry.filename, '.' );
if(p == NULL)
{
if(!stricmp(entry.filename, name))
{
index = i;
break;
}
}
else if(!strnicmp(entry.filename, name, p - entry.filename))
{
index = i;
break;
}
i++;
}
}
return interface_snd_id(index);
}
gamesnd_id gamesnd_get_by_tbl_index(int index)
{
char temp[11];
sprintf(temp, "%i", index);
auto idx = gamesnd_lookup_name(temp, Snds);
if (idx < 0) {
return gamesnd_id();
} else {
return gamesnd_id(idx);
}
}
interface_snd_id gamesnd_get_by_iface_tbl_index(int index)
{
Assert( Snds_iface.size() == Snds_iface_handle.size() );
char temp[11];
sprintf(temp, "%i", index);
auto idx = gamesnd_lookup_name(temp, Snds_iface);
if (idx < 0) {
return interface_snd_id();
} else {
return interface_snd_id(idx);
}
}
/**
* Parse a sound. When using this function for a table entry,
* required_string and optional_string aren't needed, as this function deals with
* that as its tag parameter, just make sure that the destination sound index can
* handle -1 if things don't work out.
*
* @param tag Tag
* @param idx_dest Sound index destination
* @param flags See the parse_sound_flags enum
*
*/
bool parse_game_sound(const char* tag, gamesnd_id* idx_dest)
{
if (optional_string(tag))
{
*idx_dest = parse_game_sound_inline();
return true;
}
return false;
}
/**
* @brief Parses a game sound that should appear at the current parsing location
* @return The game sound id or invalid id when parsing fails
*/
gamesnd_id parse_game_sound_inline()
{
SCP_string buf;
stuff_string(buf, F_NAME);
auto id = gamesnd_get_by_name(buf.c_str());
// The special case "-1" is needed to silence warnings where sounds are intentionally removed
if (!id.isValid() && buf != "-1") {
error_display(0, "Could not find game sound with name '%s'!", buf.c_str());
}
return id;
}
/**
* Parse a sound. When using this function for a table entry,
* required_string and optional_string aren't needed, as this function deals with
* that as its tag parameter, just make sure that the destination sound index can
* handle -1 if things don't work out.
*
* @param tag Tag
* @param idx_dest Sound index destination
* @param flags See the parse_sound_flags enum
* @return whether the tag was found and a parse was attempted
*/
bool parse_iface_sound(const char* tag, interface_snd_id* idx_dest)
{
Assert( Snds_iface.size() == Snds_iface_handle.size() );
if(optional_string(tag))
{
SCP_string buf;
stuff_string(buf, F_NAME);
*idx_dest = gamesnd_get_by_iface_name(buf.c_str());
// The special case "-1" is needed to silence warnings where sounds are intentionally removed
if (!idx_dest->isValid() && buf != "-1") {
error_display(0, "Could not find interface sound with name '%s'!", buf.c_str());
}
return true;
}
return false;
}
/**
* CommanderDJ - Parse a list of sounds. When using this function for a table entry,
* required_string and optional_string aren't needed, as this function deals with
* that as its tag parameter, just make sure that the destination sound index(es) can
* handle -1 if things don't work out.
*
* @param destination Vector where sound indexes are to be stored
* @param tag Tag
* @param object_name Name of object being parsed
* @param flags See the parse_sound_flags enum
* @return whether the tag was found and a parse was attempted
*/
bool parse_iface_sound_list(const char* tag, SCP_vector<interface_snd_id>& destination, const char* object_name, bool scp_list)
{
if(optional_string(tag))
{
int check=0;
//if we're using the old format, parse the first entry separately
if(!scp_list)
{
stuff_int(&check);
}
//now read the rest of the entries on the line
for(size_t i=0; !check_for_eoln(); i++)
{
SCP_string buf;
stuff_string_white(buf);
//we do this conditionally to avoid adding needless entries when reparsing
if(destination.size() <= i)
{
destination.push_back(interface_snd_id());
}
destination[i] = gamesnd_get_by_iface_name(buf.c_str());
if (!destination[i].isValid()) {
error_display(0, "Could not find interface sound with name '%s'!", buf.c_str());
}
}
//if we're using the old format, double check the size)
if(!scp_list && (destination.size() != (unsigned)check))
{
mprintf(("%s in '%s' has " SIZE_T_ARG " entries. This does not match entered size of %i.\n", tag, object_name, destination.size(), check));
}
return true;
}
return false;
}
/**
* Load in sounds that we expect will get played
*
* The method currently used is to load all those sounds that have the hardware flag
* set. This works well since we don't want to try and load hardware sounds in on the
* fly (too slow).
*/
void gamesnd_preload_common_sounds()
{
if ( !Sound_enabled )
return;
Assert( Snds.size() <= INT_MAX );
for (auto& gs: Snds) {
if ( gs.flags & GAME_SND_PRELOAD ) {
for (auto& entry : gs.sound_entries) {
if ( entry.filename[0] != 0 && strnicmp(entry.filename, NOX("none.wav"), 4) != 0 ) {
game_busy( NOX("** preloading common game sounds **") ); // Animate loading cursor... does nothing if loading screen not active.
entry.id = snd_load(&entry, &gs.flags);
}
}
}
}
}
/**
* Load the ingame sounds into memory
*/
void gamesnd_load_gameplay_sounds()
{
if ( !Sound_enabled )
return;
Assert( Snds.size() <= INT_MAX );
for (auto& gs: Snds) {
if ( !(gs.flags & GAME_SND_PRELOAD) ) { // don't try to load anything that's already preloaded
for (auto& entry : gs.sound_entries) {
if (entry.filename[0] != 0 && strnicmp(entry.filename, NOX("none.wav"), 4) != 0) {
game_busy(NOX("** preloading gameplay sounds **")); // Animate loading cursor... does nothing if loading screen not active.
entry.id = snd_load(&entry, &gs.flags);
}
}
}
}
}
/**
* Unload the ingame sounds from memory
*/
void gamesnd_unload_gameplay_sounds()
{
Assert( Snds.size() <= INT_MAX );
for (auto& gs: Snds) {
for (auto& entry : gs.sound_entries) {
if (entry.id.isValid()) {
snd_unload(entry.id);
entry.id = sound_load_id::invalid();
}
}
}
snd_unload_cleanup();
}
/**
* Load the interface sounds into memory
*/
void gamesnd_load_interface_sounds()
{
if ( !Sound_enabled )
return;
Assert( Snds_iface.size() < INT_MAX );
for (auto& gs: Snds) {
for (auto& entry : gs.sound_entries) {
if ( entry.filename[0] != 0 && strnicmp(entry.filename, NOX("none.wav"), 4) != 0 ) {
entry.id = snd_load(&entry, &gs.flags);
}
}
}
}
/**
* Unload the interface sounds from memory
*/
void gamesnd_unload_interface_sounds()
{
Assert( Snds_iface.size() < INT_MAX );
for (SCP_vector<game_snd>::iterator si = Snds_iface.begin(); si != Snds_iface.end(); ++si) {
for (auto& entry : si->sound_entries) {
if (entry.id.isValid()) {
snd_unload( entry.id );
entry.id = sound_load_id::invalid();
entry.id_sig = -1;
}
}
}
snd_unload_cleanup();
}
void parse_gamesnd_old(game_snd* gs)
{
int is_3d;
int temp;
// retail-style sounds with numeric indexes, as seen in the original sounds.tbl format
if (can_construe_as_integer(gs->name.c_str()))
gs->flags |= GAME_SND_RETAIL_STYLE;
// An old sound is just a single entry sound set
gs->sound_entries.resize(1);
auto& entry = gs->sound_entries.back();
// Default pitch is 1.0. This is set here in case we don't have a valid file name
gs->pitch_range = util::UniformFloatRange(1.0f);
stuff_string(entry.filename, F_NAME, MAX_FILENAME_LEN, ",");
// since we have a new filename, first assume it's valid
gs->flags &= ~GAME_SND_NOT_VALID;
if (!stricmp(entry.filename, NOX("empty")) || !stricmp(entry.filename, NOX("none")))
{
entry.filename[0] = 0;
advance_to_eoln(nullptr);
gs->flags |= (GAME_SND_NOT_VALID | GAME_SND_EXPLICITLY_EMPTY);
return;
}
Mp++;
stuff_int(&temp);
if (temp > 0)
{
gs->flags |= GAME_SND_PRELOAD;
}
float default_volume;
stuff_float(&default_volume);
gs->volume_range = util::UniformFloatRange(default_volume);
stuff_int(&is_3d);
if (is_3d)
{
gs->flags |= GAME_SND_USE_DS3D;
stuff_int(&gs->min);
stuff_int(&gs->max);
}
else
{
gs->min = 0;
gs->max = 0;
// silly retail, not abiding by its own format...
if (!stricmp(entry.filename, "l_hit.wav") || !stricmp(entry.filename, "m_hit.wav"))
{
int temp_min, temp_max;
if (stuff_int_optional(&temp_min) == 2)
{
if (stuff_int_optional(&temp_max) == 2)
{
nprintf(("Sound","Dutifully converting retail sound %s, '%s' to a 3D sound...\n", gs->name.c_str(), entry.filename));
is_3d = 1;
gs->flags |= GAME_SND_USE_DS3D;
gs->min = temp_min;
gs->max = temp_max;
}
}
}
}
// check for extra values per Mantis #2408
if (stuff_int_optional(&temp) == 2)
{
error_display(0, "Unexpected extra value %d found for sound '%s' (filename '%s')! Check the format of the sounds.tbl (or .tbm) entry.", temp, gs->name.c_str(), entry.filename);
}
advance_to_eoln(NULL);
}
EnhancedSoundPriority convert_to_enhanced_priority(const char * priority_str)
{
Assertion(priority_str != NULL, "convert_to_enhanced_priority given null priority_str!");
if (!stricmp(priority_str, "Must Play"))
{
return SND_ENHANCED_PRIORITY_MUST_PLAY;
}
else if (!stricmp(priority_str, "High"))
{
return SND_ENHANCED_PRIORITY_HIGH;
}
else if (!stricmp(priority_str, "Medium-High"))
{
return SND_ENHANCED_PRIORITY_MEDIUM_HIGH;
}
else if (!stricmp(priority_str, "Medium"))
{
return SND_ENHANCED_PRIORITY_MEDIUM;
}
else if (!stricmp(priority_str, "Medium-Low"))
{
return SND_ENHANCED_PRIORITY_MEDIUM_LOW;
}
else if (!stricmp(priority_str, "Low"))
{
return SND_ENHANCED_PRIORITY_LOW;
}
else
{
error_display(1, "Unknown enhanced sound priority: %s\n", priority_str);
return SND_ENHANCED_PRIORITY_INVALID;
}
}
bool required_string_no_create(const char* token, bool no_create)
{
if (no_create)
{
return optional_string(token) == 1;
}
required_string(token);
return true;
}
static GameSoundCycleType parse_cycle_type() {
if (optional_string("Sequential")) {
return GameSoundCycleType::SequentialCycle;
} else if (optional_string("Random")) {
return GameSoundCycleType::RandomCycle;
} else {
error_display(0, "Failed to parse sound cycle type. Expected 'sequential' or 'random'. Got [%.32s]", next_tokens());
// Ignore everything until the end of the line. That should hopefully skip the bad token.
advance_to_eoln(nullptr);
return GameSoundCycleType::SequentialCycle;
}
}
void parse_gamesnd_soundset(game_snd* gs, bool no_create) {
// If this gets called then we just saw "+Entry:" so we can begin processing the first entry immediately
do {
// For now there is no way to change an existing entry so every +Entry statement creates a new sound entry
gs->sound_entries.emplace_back();
auto& entry = gs->sound_entries.back();
stuff_string(entry.filename, F_NAME, MAX_FILENAME_LEN);
} while (optional_string("+Entry:"));
if (required_string_no_create("+Cycle type:", no_create)) {
gs->cycle_type = parse_cycle_type();
}
if (required_string_no_create("+Preload:", no_create))
{
bool temp;
stuff_boolean(&temp);
if (temp)
gs->flags |= GAME_SND_PRELOAD;
else
gs->flags &= ~GAME_SND_PRELOAD;
}
if (required_string_no_create("+Volume:", no_create))
{
gs->volume_range = util::ParsedRandomFloatRange::parseRandomRange(0.0f, 1.0f);
}
if (optional_string("+3D Sound:"))
{
gs->flags |= GAME_SND_USE_DS3D;
required_string("+Attenuation start:");
stuff_int(&gs->min);
required_string("+Attenuation end:");
stuff_int(&gs->max);
}
else
{
gs->min = 0;
gs->max = 0;
}
// jg18 - enhanced sound parameters
if (optional_string("+Priority:"))
{
SCP_string priority_string;
stuff_string(priority_string, F_NAME);
EnhancedSoundPriority priority = convert_to_enhanced_priority(priority_string.c_str());
if (priority != SND_ENHANCED_PRIORITY_INVALID)
{
gs->enhanced_sound_data.priority= priority;
}
// else case not needed since conversion function displays message on error
}
if (optional_string("+Limit:"))
{
int temp_limit;
stuff_int(&temp_limit);
if (temp_limit > 0)
{
gs->enhanced_sound_data.limit = (unsigned int)temp_limit;
}
else
{
error_display(1, "Invalid enhanced sound limit: %d\n", temp_limit);
}
}
if (optional_string("+Pitch:")) {
gs->pitch_range = util::ParsedRandomFloatRange::parseRandomRange(0.0001f);
} else if (!no_create) {
// Default pitch is 1.0
gs->pitch_range = util::UniformFloatRange(1.0f);
}
}
void parse_gamesnd_new(game_snd* gs, bool no_create)
{
game_snd_entry* entry = nullptr;
if (!no_create) {
gs->sound_entries.resize(1);
entry = &gs->sound_entries.back();
} else {
if (gs->sound_entries.empty()) {
gs->sound_entries.resize(1);
} else if (gs->sound_entries.size() > 1) {
error_display(1, "The SCP syntax cannot be used to modify an existing sound that has more than one entry! Use the soundset syntax for adding new entries.");
}
entry = &gs->sound_entries.back();
}
// Default pitch is 1.0. This is set here in case we don't have a valid file name
gs->pitch_range = util::UniformFloatRange(1.0f);
char name[MAX_FILENAME_LEN];
// New extended format found
stuff_string(name, F_NAME, MAX_FILENAME_LEN);
// since we have a new filename, first assume it's valid
gs->flags &= ~GAME_SND_NOT_VALID;
if (!stricmp(name, NOX("empty")) || !stricmp(name, NOX("none")))
{
entry->filename[0] = 0;
gs->flags |= (GAME_SND_NOT_VALID | GAME_SND_EXPLICITLY_EMPTY);
return;
}
// If the name _doesn't_ match <same> put it into gs->filename;
if (stricmp(name, "<same>") != 0)
{
strcpy_s(entry->filename, name);
}
else if (!no_create)
{
// Throw an error if <same> was specified but we are creating a new entry
error_display(1, "'<same>' is only allowed if +nocreate was specified!");
return;
}
if (required_string_no_create("+Preload:", no_create))
{
bool temp;
stuff_boolean(&temp);
if (temp)
gs->flags |= GAME_SND_PRELOAD;
else
gs->flags &= ~GAME_SND_PRELOAD;
}
if (required_string_no_create("+Volume:", no_create))
{
float default_volume;
stuff_float(&default_volume);
gs->volume_range = util::UniformFloatRange(default_volume);
}
if (optional_string("+3D Sound:"))
{
gs->flags |= GAME_SND_USE_DS3D;
required_string("+Attenuation start:");
stuff_int(&gs->min);
required_string("+Attenuation end:");
stuff_int(&gs->max);
}
else
{
gs->min = 0;
gs->max = 0;
}
// jg18 - enhanced sound parameters
if (optional_string("+Priority:"))
{
SCP_string priority_string;
stuff_string(priority_string, F_NAME);
EnhancedSoundPriority priority = convert_to_enhanced_priority(priority_string.c_str());
if (priority != SND_ENHANCED_PRIORITY_INVALID)
{
gs->enhanced_sound_data.priority= priority;
}
// else case not needed since conversion function displays message on error
}
if (optional_string("+Limit:"))
{
int temp_limit;
stuff_int(&temp_limit);
if (temp_limit > 0)
{
gs->enhanced_sound_data.limit = (unsigned int)temp_limit;
}
else
{
error_display(1, "Invalid enhanced sound limit: %d\n", temp_limit);
}
}
}
bool gamesnd_is_placeholder(const game_snd& gs)
{
return (gs.sound_entries.empty() || gs.sound_entries[0].filename[0] == '\0') && !(gs.flags & GAME_SND_EXPLICITLY_EMPTY);
}
void gamesnd_parse_entry(game_snd *gs, bool &orig_no_create, SCP_vector<game_snd> *lookupVector, size_t lookupVectorMaxIndexableSize, bool (*is_reserved_index)(int))
{
SCP_string name;
stuff_string(name, F_NAME, "\t \n");
if (lookupVector && can_construe_as_integer(name.c_str()))
{
Assertion(is_reserved_index != nullptr, "If lookupVector is supplied, the is_reserved_index() function must also be supplied");
int candidate_index = atoi(name.c_str());
// if this is a number within the range of possible indexes
if (candidate_index >= 0 && static_cast<size_t>(candidate_index) < lookupVectorMaxIndexableSize)
{
// make sure the vector contains an entry for that index
while (lookupVector->size() <= static_cast<size_t>(candidate_index))
{
size_t back_index = lookupVector->size();
lookupVector->emplace_back();
sprintf(lookupVector->back().name, SIZE_T_ARG, back_index);
}
// if there is a named sound already at that index, move it to the end of the vector
// (because named sounds can go anywhere, while indexed sounds need to be at their indexes)
auto candidate_gs = &lookupVector->at(candidate_index);
if (!candidate_gs->name.empty() && !can_construe_as_integer(candidate_gs->name.c_str()))
{
// prevent new named sounds from colliding with reserved indexes
int endIndex = gamesnd_find_nonreserved_last_index(*lookupVector, is_reserved_index);
// add a new sound at the end of the vector
lookupVector->emplace_back();
// swap them
std::swap(lookupVector->at(candidate_index), lookupVector->at(endIndex));
sprintf(lookupVector->at(candidate_index).name, "%d", candidate_index);
}
}
}
int vectorIndex;
if (lookupVector)
vectorIndex = gamesnd_lookup_name(name.c_str(), *lookupVector);
else
vectorIndex = -1;
bool no_create = orig_no_create;
if (!no_create)
{
if (vectorIndex >= 0)
{
auto existing_gs = &lookupVector->at(vectorIndex);
// if the existing sound was an empty or placeholder sound, replace it, don't warn
if (gamesnd_is_placeholder(*existing_gs))
{
gs = existing_gs;
orig_no_create = true; // prevent sound from being appended in parse_sound_table
// (leave no_create as false because we are creating a new sound and we need all the fields to be filled out)
}
else
{
error_display(0, "Duplicate sound name \"%s\" found!", name.c_str());
}
}
else if (lookupVector)
{
// see if there is an empty or placeholder sound that we can replace
int i = 0;
for (const auto& ii : *lookupVector)
{
if (gamesnd_is_placeholder(ii) && !is_reserved_index(i))
{
vectorIndex = i;
gs = &lookupVector->at(vectorIndex);
orig_no_create = true; // prevent sound from being appended in parse_sound_table
// (leave no_create as false because we are creating a new sound and we need all the fields to be filled out)
// a placeholder can have a single entry with an empty filename, so remove that if it exists
gs->sound_entries.clear();
break;
}
i++;
}
}
gs->name = std::move(name);
}
else
{
if (vectorIndex < 0)
{
error_display(0, "No existing sound entry with name \"%s\" found!", name.c_str());
no_create = false; // this is a new sound, so we need all the fields to be filled out
gs->name = std::move(name);
}
else
{
gs = &lookupVector->at(vectorIndex);
}
}
if (optional_string("+Filename:"))
{
parse_gamesnd_new(gs, no_create);
}
else if (optional_string("+Entry:"))
{
parse_gamesnd_soundset(gs, no_create);
}
else
{
parse_gamesnd_old(gs);
}
}
/**
* Parse a sound effect entry by requiring the given tag at the beginning.
*
* @param gs The game_snd instance to fill in
* @param tag The tag that's required before an entry
* @param lookupVector If non-NULL used to look up @c +nocreate entries
* @param lookupVectorMaxIndexableSize Numbers less than this size will be treated as indexes;
* numbers at or above this size will be treated as numeric IDs that aren't indexes.
* Note that this distinct from the vector's current or default size.
* @param is_reserved_index A function to indicate whether a particular index should not be used
* by a named sound
*
* @return @c true when a new entry has been parsed and should be added to the list of known
* entries. @c false otherwise, for example in case of @c +nocreate
*/
bool gamesnd_parse_line(game_snd *gs, const char *tag, SCP_vector<game_snd> *lookupVector = nullptr, size_t lookupVectorMaxIndexableSize = 0, bool (*is_reserved_index)(int) = nullptr)
{
Assertion(gs != NULL, "Invalid game_snd pointer passed to gamesnd_parse_line!");
required_string(tag);
bool no_create = false;
if (lookupVector != NULL)
{
if(optional_string("+nocreate"))
{
no_create = true;
}
}
gamesnd_parse_entry(gs, no_create, lookupVector, lookupVectorMaxIndexableSize, is_reserved_index);
return !no_create;
}
void parse_sound_environments()
{
char name[65] = { '\0' };
char template_name[65] = { '\0' };
EFXREVERBPROPERTIES *props;
while (required_string_either("#Sound Environments End", "$Name:"))
{
required_string("$Name:");
stuff_string(name, F_NAME, sizeof(name)-1);
if (optional_string("$Template:"))
{
stuff_string(template_name, F_NAME, sizeof(template_name)-1);
}
else
{
template_name[0] = '\0';
}
ds_eax_get_prop(&props, name, template_name);
if (optional_string("+Density:"))
{
stuff_float(&props->flDensity);
CLAMP(props->flDensity, 0.0f, 1.0f);
}
if (optional_string("+Diffusion:"))
{
stuff_float(&props->flDiffusion);
CLAMP(props->flDiffusion, 0.0f, 1.0f);
}
if (optional_string("+Gain:"))
{
stuff_float(&props->flGain);
CLAMP(props->flGain, 0.0f, 1.0f);
}
if (optional_string("+Gain HF:"))
{
stuff_float(&props->flGainHF);
CLAMP(props->flGainHF, 0.0f, 1.0f);
}
if (optional_string("+Gain LF:"))
{
stuff_float(&props->flGainLF);
CLAMP(props->flGainLF, 0.0f, 1.0f);
}
if (optional_string("+Decay Time:"))
{
stuff_float(&props->flDecayTime);
CLAMP(props->flDecayTime, 0.01f, 20.0f);
}
if (optional_string("+Decay HF Ratio:"))
{
stuff_float(&props->flDecayHFRatio);
CLAMP(props->flDecayHFRatio, 0.1f, 20.0f);
}
if (optional_string("+Decay LF Ratio:"))
{
stuff_float(&props->flDecayLFRatio);
CLAMP(props->flDecayLFRatio, 0.1f, 20.0f);
}
if (optional_string("+Reflections Gain:"))
{
stuff_float(&props->flReflectionsGain);
CLAMP(props->flReflectionsGain, 0.0f, 3.16f);
}
if (optional_string("+Reflections Delay:"))
{
stuff_float(&props->flReflectionsDelay);
CLAMP(props->flReflectionsDelay, 0.0f, 0.3f);
}
if (optional_string("+Reflections Pan:"))
{
stuff_float_list(props->flReflectionsPan, 3);
CLAMP(props->flReflectionsPan[0], 0.0f, 1.0f);
CLAMP(props->flReflectionsPan[1], 0.0f, 1.0f);
CLAMP(props->flReflectionsPan[2], 0.0f, 1.0f);
}
if (optional_string("+Late Reverb Gain:"))
{
stuff_float(&props->flLateReverbGain);
CLAMP(props->flLateReverbGain, 0.0f, 10.0f);
}
if (optional_string("+Late Reverb Delay:"))
{
stuff_float(&props->flLateReverbDelay);
CLAMP(props->flLateReverbDelay, 0.0f, 0.1f);
}
if (optional_string("+Late Reverb Pan:"))
{
stuff_float_list(props->flLateReverbPan, 3);
CLAMP(props->flLateReverbPan[0], 0.0f, 1.0f);
CLAMP(props->flLateReverbPan[1], 0.0f, 1.0f);
CLAMP(props->flLateReverbPan[2], 0.0f, 1.0f);
}
if (optional_string("+Echo Time:"))
{
stuff_float(&props->flEchoTime);
CLAMP(props->flEchoTime, 0.075f, 0.25f);
}
if (optional_string("+Echo Depth:"))
{
stuff_float(&props->flEchoDepth);
CLAMP(props->flEchoDepth, 0.0f, 1.0f);
}
if (optional_string("+Modulation Time:"))
{
stuff_float(&props->flModulationTime);
CLAMP(props->flModulationTime, 0.004f, 4.0f);
}
if (optional_string("+Modulation Depth:"))
{
stuff_float(&props->flModulationDepth);
CLAMP(props->flModulationDepth, 0.0f, 1.0f);
}
if (optional_string("+HF Reference:"))
{
stuff_float(&props->flHFReference);
CLAMP(props->flHFReference, 1000.0f, 20000.0f);
}
if (optional_string("+LF Reference:"))
{
stuff_float(&props->flLFReference);
CLAMP(props->flLFReference, 20.0f, 1000.0f);
}
if (optional_string("+Room Rolloff Factor:"))
{
stuff_float(&props->flRoomRolloffFactor);
CLAMP(props->flRoomRolloffFactor, 0.0f, 10.0f);
}
if (optional_string("+Air Absorption Gain HF:"))
{
stuff_float(&props->flAirAbsorptionGainHF);
CLAMP(props->flAirAbsorptionGainHF, 0.892f, 1.0f);
}
if (optional_string("+Decay HF Limit:"))
{
stuff_int(&props->iDecayHFLimit);
CLAMP(props->iDecayHFLimit, 0, 1);
}
}
required_string("#Sound Environments End");
}
// indicate whether an index into Game Sounds is reserved for a built-in sound
bool gamesnd_is_reserved_game_index(int index)
{
if (index >= 0 && index <= 161)
return true;
if (index >= 173 && index <= 191)
return true;
if (index == 200 || index == 201)
return true;
return false;
}
// indicate whether an index into Interface Sounds is reserved for a built-in sound
bool gamesnd_is_reserved_interface_index(int index)
{
if (index >= 0 && index <= 64)
return true;
return false;
}
// Finds an index that
// 1) is just after the last index in lookupVector (i.e. equal to the size);
// 2) does not correspond to a reserved index, as determined by the function.
// If needed, empty game_snds are emplaced onto the vector until these conditions are true.
int gamesnd_find_nonreserved_last_index(SCP_vector<game_snd>& lookupVector, bool (*is_reserved_index)(int))
{
int candidate_last_index = static_cast<int>(lookupVector.size());
// prevent new named sounds from colliding with reserved indexes
while (is_reserved_index(candidate_last_index))
{
lookupVector.emplace_back();
sprintf(lookupVector.back().name, "%d", candidate_last_index);
candidate_last_index = static_cast<int>(lookupVector.size());
}
return candidate_last_index;
}
// Due to the cyclic depdendency between sounds and species, the parsing is now broken up into two stages.
// First, just the sounds are parsed; and second, just the flyby sounds are parsed (or assigned).
static bool Sound_table_first_stage = false;
void parse_sound_table(const char* filename)
{
try
{
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
// Parse the gameplay sounds section
if (optional_string("#Game Sounds Start"))
{
if (!Sound_table_first_stage)
skip_to_string("#Game Sounds End");
else
{
while (!check_for_string("#Game Sounds End"))
{
game_snd tempSound;
if (gamesnd_parse_line(&tempSound, "$Name:", &Snds, static_cast<size_t>(GameSounds::MIN_GAME_SOUNDS) * 2, gamesnd_is_reserved_game_index))
{
// if we are in this block, this is a new named sound that will be appended
int tempIndex = static_cast<int>(Snds.size());
// retail sounds with numeric names must match their indexes
if ((tempSound.flags & GAME_SND_RETAIL_STYLE) && (atoi(tempSound.name.c_str()) != tempIndex) && !gamesnd_is_placeholder(tempSound))
error_display(0, "Retail-style game sound %s has a name that does not match its index %d!", tempSound.name.c_str(), tempIndex);
// prevent new named sounds from colliding with reserved indexes
tempIndex = gamesnd_find_nonreserved_last_index(Snds, gamesnd_is_reserved_game_index);
Snds.emplace_back(std::move(tempSound));
}
}
required_string("#Game Sounds End");
}
}
// Parse the interface sounds section
if (optional_string("#Interface Sounds Start"))
{
if (!Sound_table_first_stage)
skip_to_string("#Interface Sounds End");
else
{
while (!check_for_string("#Interface Sounds End"))
{
game_snd tempSound;
if (gamesnd_parse_line(&tempSound, "$Name:", &Snds_iface, static_cast<size_t>(InterfaceSounds::MIN_INTERFACE_SOUNDS) * 2, gamesnd_is_reserved_interface_index))
{
// if we are in this block, this is a new named sound that will be appended
int tempIndex = static_cast<int>(Snds_iface.size());
// retail sounds with numeric names must match their indexes
if ((tempSound.flags & GAME_SND_RETAIL_STYLE) && (atoi(tempSound.name.c_str()) != tempIndex) && !gamesnd_is_placeholder(tempSound))
error_display(0, "Retail-style interface sound %s has a name that does not match its index %d!", tempSound.name.c_str(), tempIndex);
// prevent new named sounds from colliding with reserved indexes
tempIndex = gamesnd_find_nonreserved_last_index(Snds_iface, gamesnd_is_reserved_interface_index);
Snds_iface.emplace_back(std::move(tempSound));
}
}
required_string("#Interface Sounds End");
}
}
// parse flyby sound section
if (optional_string("#Flyby Sounds Start"))
{
if (Sound_table_first_stage)
skip_to_string("#Flyby Sounds End");
else
{
// try parsing sounds for each species
// Note 1: instead of going through Species_info and requiring a sound for each species,
// we now parse the token and extract the species name from it
// Note 2: if a species doesn't have a flyby sound, the flyby code will just not play anything
while (!check_for_string("#Flyby Sounds End"))
{
char species_name_tag[NAME_LENGTH + 2];
stuff_string_until(species_name_tag, ":", NAME_LENGTH + 2);
if (species_name_tag[0] != '$')
{
error_display(0, "Unexpected token tag %s", species_name_tag);
advance_to_eoln(nullptr);
continue;
}
int idx = species_info_lookup(&species_name_tag[1]);
if (idx < 0)
{
mprintf(("Skipping flyby sound for unknown species %s\n", &species_name_tag[1]));
advance_to_eoln(nullptr);
continue;
}
// now we have a known species
species_info* species = &Species_info[idx];
strcat_s(species_name_tag, ":"); // put back the terminator to restore the entire tag
// parse the two sounds for it
gamesnd_parse_line(&species->snd_flyby_fighter, ":"); // since we stuffed most of the tag, the : is all that remains on this line
gamesnd_parse_line(&species->snd_flyby_bomber, species_name_tag); // for the subsequent line we use required_string on the whole tag
}
required_string("#Flyby Sounds End");
}
}
if (optional_string("#Sound Environments Start"))
{
if (!Sound_table_first_stage)
skip_to_string("#Sound Environments End");
else
parse_sound_environments();
}
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what()));
return;
}
if (Sound_table_first_stage)
gamesnd_add_retail_default_enhanced_sound_data();
}
/**
* Parse the sounds.tbl file, and load the specified sounds.
*/
void gamesnd_parse_soundstbl(bool first_stage)
{
Sound_table_first_stage = first_stage;
parse_sound_table("sounds.tbl");
parse_modular_table("*-snd.tbm", parse_sound_table);
if (first_stage)
{
// these vectors should be the same size
while (Snds_iface_handle.size() < Snds_iface.size())
Snds_iface_handle.push_back(sound_handle::invalid());
// mark any placeholder sounds as invalid
// (most places in the code already check for this, but it is possible for sexps and scripts to attempt to play an empty sound)
for (auto& snd : Snds)
if (gamesnd_is_placeholder(snd))
snd.flags |= GAME_SND_NOT_VALID;
// ditto for interface sounds
for (auto& snd : Snds_iface)
if (gamesnd_is_placeholder(snd))
snd.flags |= GAME_SND_NOT_VALID;
}
else
{
//Set any flyby sounds for species that use the borrowed feature
for (size_t i = 0; i < Species_info.size(); i++)
{
if (Species_info[i].borrows_flyby_sounds_species >= 0)
{
int idx = Species_info[i].borrows_flyby_sounds_species;
Species_info[i].snd_flyby_fighter = Species_info[idx].snd_flyby_fighter;
Species_info[i].snd_flyby_bomber = Species_info[idx].snd_flyby_bomber;
}
}
}
}
/**
* Close out gamesnd, ONLY CALL FROM game_shutdown()!!!!
*/
void gamesnd_close()
{
Snds.clear();
Snds_iface.clear();
Snds_iface_handle.clear();
}
/**
* Callback function for the UI code to call when the mouse first goes over a button.
*/
void common_play_highlight_sound()
{
gamesnd_play_iface(InterfaceSounds::USER_OVER);
}
/**
* Callback function for the UI code to call when an error beep needed.
*/
void gamesnd_play_error_beep()
{
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
game_snd* gamesnd_get_game_sound(gamesnd_id handle) {
Assertion(handle.isValid(), "Invalid game sound handle detected!");
Assertion(handle.value() < (int) Snds.size(), "Invalid game sound handle %d detected!", handle.value());
return &Snds[handle.value()];
}
game_snd* gamesnd_get_interface_sound(interface_snd_id handle) {
Assertion(handle.isValid(), "Invalid interface sound handle detected!");
Assertion(handle.value() < (int) Snds_iface.size(), "Invalid interface sound handle %d detected!", handle.value());
return &Snds_iface[handle.value()];
}
bool gamesnd_game_sound_valid(gamesnd_id sound) {
return sound.isValid() && sound.value() < (int) Snds.size();
}
bool gamesnd_interface_sound_valid(interface_snd_id sound) {
return sound.isValid() && sound.value() < (int) Snds_iface.size();
}
bool gamesnd_game_sound_try_load(gamesnd_id sound)
{
if (!gamesnd_game_sound_valid(sound)) {
return false;
}
auto gs = gamesnd_get_game_sound(sound);
// check flag the first time
if (gs->flags & GAME_SND_NOT_VALID) {
return false;
}
if (gs->sound_entries.empty()) {
gs->flags |= GAME_SND_NOT_VALID;
return false;
}
for (auto& entry : gs->sound_entries) {
if (!entry.id.isValid()) {
// Lazily load unloaded sound entries when required
entry.id = snd_load(&entry, &gs->flags);
}
}
// check flag again
return (gs->flags & GAME_SND_NOT_VALID) == 0;
}
float gamesnd_get_max_duration(game_snd* gs) {
int max_length = 0;
for (auto& entry : gs->sound_entries) {
if (!entry.id.isValid()) {
// Lazily load unloaded sound entries when required
entry.id = snd_load(&entry, &gs->flags);
}
max_length = std::max(max_length, snd_get_duration(entry.id));
}
return max_length / gs->pitch_range.max();
}
game_snd_entry* gamesnd_choose_entry(game_snd* gs) {
if (gs->sound_entries.empty()) {
// This entire game_snd should have been skipped due to having the GAME_SND_NOT_VALID flag before we get to this function
UNREACHABLE("No sound entries found in game sound %s! This may not happen!", gs->name.c_str());
gs->sound_entries.emplace_back(); // add an empty entry so that we can return something; it will be invalid and will not be played
}
size_t index = 0;
switch(gs->cycle_type) {
case GameSoundCycleType::RandomCycle:
if (gs->sound_entries.size() == 1) {
index = 0;
} else {
index = util::UniformRange<size_t>(0, gs->sound_entries.size() - 1).next();
}
break;
case GameSoundCycleType::SequentialCycle:
if (gs->last_entry_index == std::numeric_limits<size_t>::max()) {
// If this is the first time we must return the first sound to keep everything consistent
index = 0;
} else {
index = (gs->last_entry_index + 1) % gs->sound_entries.size();
}
break;
}
gs->last_entry_index = index;
return &gs->sound_entries[index];
}