Files
fs2open.github.com/code/gamesnd/gamesnd.cpp
T

729 lines
20 KiB
C++

/*
* 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.
*
*/
/*
* $Logfile: /Freespace2/code/Gamesnd/GameSnd.cpp $
* $Revision: 2.31 $
* $Date: 2006-09-11 06:08:08 $
* $Author: taylor $
*
* Routines to keep track of which sound files go where
*
* $Log: not supported by cvs2svn $
* Revision 2.30 2006/05/27 17:09:43 taylor
* don't setup all of the sound stuff for a mission if sound is disabled
*
* Revision 2.29 2006/04/03 07:45:43 wmcoolmon
* gamesnd_get_by_name now ignores extensions, mostly for parse_sound reasons.
*
* Revision 2.28 2005/12/08 15:11:29 taylor
* a few game_busy() changes
*
* Revision 2.27 2005/11/17 05:12:42 wmcoolmon
* Small fix for XMTs
*
* Revision 2.26 2005/10/18 14:57:32 taylor
* make sure gamesnd_parse_soundstbl() doesn't inf-loop because of species problems
* if we have missing species then report that before the end of table section check so we're sure to know what's missing
*
* Revision 2.25 2005/10/16 11:19:57 taylor
* (NULL != (int)0); the size and type of NULL is platform and implementation dependant and should only be used for pointers!
* fix naughty bug that would set the flyby sound filenames to NULL
*
* Revision 2.24 2005/09/25 07:07:34 Goober5000
* partial commit; hang on
* --Goober5000
*
* Revision 2.23 2005/09/25 05:13:05 Goober5000
* hopefully complete species upgrade
* --Goober5000
*
* Revision 2.22 2005/09/24 07:07:16 Goober5000
* another species overhaul
* --Goober5000
*
* Revision 2.21 2005/09/16 08:11:39 taylor
* fix afterburner bug
*
* Revision 2.20 2005/07/13 02:01:28 Goober5000
* fixed a bunch of "issues" caused by me with the species stuff
* --Goober5000
*
* Revision 2.19 2005/07/13 00:44:22 Goober5000
* improved species support and removed need for #define
* --Goober5000
*
* Revision 2.18 2005/06/30 01:48:52 Goober5000
* * NOX'd none.wav
* * changed comparisons on none.wav to only look at the first four letters in case
* we don't have an extension or in case some weirdo decides to put none.ogg
* * simulated speech pre-empts "beeps" in in-game messages
* --Goober5000
*
* Revision 2.17 2005/06/30 00:48:02 Goober5000
* if game_busy() is in gamesnd_preload_common_sounds() then it should
* also be in gamesnd_load_gameplay_sounds() I would expect
* --Goober5000
*
* Revision 2.16 2005/06/29 18:50:13 taylor
* little cleanup and error checking
*
* Revision 2.15 2005/06/19 02:29:54 taylor
* MIN Num_iface_sounds fix
*
* Revision 2.14 2005/06/07 06:34:30 wmcoolmon
* Hopefully this fixes something :)
*
* Revision 2.13 2005/06/01 09:35:42 taylor
* make sure that newly created entries are properly initialized
*
* Revision 2.12 2005/05/12 17:49:11 taylor
* use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
* fixes various problems and is past time to make the switch
*
* Revision 2.11 2005/04/25 00:22:34 wmcoolmon
* Added parse_sound; replaced Assert() with an if() (The latter may not be a good idea, but it keeps missions from being un-debuggable)
*
* Revision 2.10 2005/04/21 15:58:08 taylor
* initial changes to mission loading and status in debug builds
* - move bmpman page in init to an earlier stage to avoid unloading sexp loaded images
* - small changes to progress reports in debug builds so that it's easier to tell what's slow
* - initialize the loading screen before mission_parse() so that we'll be about to get a more accurate load time
* fix memory leak in gamesnd (yes, I made a mistake ;))
* make sure we unload models on game shutdown too
*
* Revision 2.9 2005/03/30 02:32:40 wmcoolmon
* Made it so *Snd fields in ships.tbl and weapons.tbl take the sound name
* as well as its index (ie "L_sidearm.wav" instead of "76")
*
* Revision 2.8 2005/03/24 23:31:46 taylor
* make sounds.tbl dynamic
* "filename" will never be larger than 33 chars so having it 260 is a waste (freespace.cpp)
*
* Revision 2.7 2004/07/26 20:47:30 Kazan
* remove MCD complete
*
* Revision 2.6 2004/07/12 16:32:47 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.5 2004/04/26 00:25:08 taylor
* don't preload every sound (fixes some slowdowns), snd_preload option support
*
* Revision 2.4 2004/04/03 02:55:49 bobboau
* commiting recent minor bug fixes
*
* Revision 2.3 2004/03/05 09:02:00 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.2 2003/10/15 22:03:24 Kazan
* Da Species Update :D
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:22 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:07 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 6 7/01/99 11:44a Dave
* Updated object sound system to allow multiple obj sounds per ship.
* Added hit-by-beam sound. Added killed by beam sound.
*
* 5 6/25/99 3:08p Dave
* Multiple flyby sounds.
*
* 4 5/23/99 8:11p Alanl
* Added support for EAX
*
* 3 10/23/98 3:51p Dave
* Full support for tstrings.tbl and foreign languages. All that remains
* is to make it active in Fred.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 39 5/05/98 4:49p Lawrance
* Put in code to authenticate A3D, improve A3D support
*
* 38 4/25/98 1:25p Lawrance
* Make function for playing generic error beep
*
* 37 4/18/98 9:12p Lawrance
* Added Aureal support.
*
* 36 3/29/98 12:56a Lawrance
* preload the warp in and explosions sounds before a mission.
*
* 35 3/25/98 6:10p Lawrance
* Work on DirectSound3D
*
* 34 2/22/98 2:48p John
* More String Externalization Classification
*
* 33 1/17/98 12:33p John
* Made the game_busy function be called a constant amount of times per
* level load, making the bar prediction easier.
*
* 32 1/17/98 12:14p John
* Added loading... bar to freespace.
*
* 31 1/11/98 11:14p Lawrance
* Preload sounds that we expect will get played.
*
* 30 12/24/97 8:54p Lawrance
* Integrating new popup code
*
* 29 12/19/97 3:44p Mike
* Fix parse code. Would improperly read a number through a comma. Lots
* of ships.tbl problems.
*
* 28 12/01/97 5:25p Hoffoss
* Routed interface sound playing through a special function that will
* only allow one instance of the sound to play at a time, avoiding
* over-mixing problems.
*
* 27 11/20/97 1:06a Lawrance
* Add Master_voice_volume, make voices play back at correctly scaled
* volumes
*
* 26 10/17/97 1:36p Lawrance
* load/unload interface sounds
*
* 25 10/14/97 11:35p Lawrance
* change snd_load parameters
*
* 24 7/05/97 1:46p Lawrance
* improve robustness of gameplay and interface sound loading/unloading
*
* 23 6/09/97 11:50p Lawrance
* integrating DirectSound3D
*
* 22 6/08/97 5:59p Lawrance
* flag sounds as 3D
*
* 21 6/05/97 11:25a Lawrance
* use sound signatures to ensure correct sound is loaded
*
* 20 6/05/97 1:07a Lawrance
* changes to support sound interface
*
* 19 6/04/97 1:18p Lawrance
* added hooks for shield impacts
*
* 18 6/02/97 1:50p Lawrance
* supporting new format of sounds in table
*
* 17 5/14/97 9:54a Lawrance
* supporting mission-specific briefing music
*
* 16 5/08/97 1:56p Lawrance
* supporting ship-specific engine sounds
*
* 15 5/06/97 9:36a Lawrance
* added support for min and max distances for 3d sounds
*
* 14 4/23/97 5:19p Lawrance
* split up misc sounds into: gamewide, ingame, and interface
*
* 13 4/20/97 11:48a Lawrance
* added array of filenames for misc sounds. Will be useful if we want to
* unload then re-load sounds
*
* 12 4/20/97 11:19a Lawrance
* sndman_ interface obsolete. Using snd_ functions to load, play, and
* manage static sound fx
*
* 11 4/18/97 4:31p Mike
* Add support for default volume levels.
*
* 10 3/20/97 11:04a Lawrance
* using incorrect constant when loading music filenames
*
* 9 3/19/97 5:53p Lawrance
* integrating new Misc_sounds[] array (replaces old Game_sounds
* structure)
*
* 8 3/17/97 3:47p Mike
* Homing missile lock sound.
* More on AI ships firing missiles.
*
* 7 3/10/97 8:54a Lawrance
* added gamesnd_init_looping_sounds()
*
* 6 2/28/97 8:41a Lawrance
* added afterburner engage and burn sounds
*
* 5 2/14/97 12:37a Lawrance
* added hooks to play docking/undocking sounds
*
* 4 2/13/97 12:03p Lawrance
* hooked in throttle sounds
*
* 3 2/05/97 10:35a Lawrance
* supporting spooled music at menus, briefings, credits etc.
*
* 2 1/20/97 7:58p John
* Fixed some link errors with testcode.
*
* 1 1/20/97 7:08p John
*
* $NoKeywords: $
*/
#include "gamesnd/gamesnd.h"
#include "localization/localize.h"
#include "species_defs/species_defs.h"
#include "parse/parselo.h"
int Num_game_sounds = 0;
game_snd *Snds = NULL;
int Num_iface_sounds = 0;
game_snd *Snds_iface = NULL;
int *Snds_iface_handle = NULL;
#define GAME_SND 0
#define IFACE_SND 1
void gamesnd_add_sound_slot(int type, int num);
void gamesnd_play_iface(int n)
{
if (Snds_iface_handle[n] >= 0)
snd_stop(Snds_iface_handle[n]);
Snds_iface_handle[n] = snd_play(&Snds_iface[n]);
}
//WMC - now ignores file extension.
int gamesnd_get_by_name(char* name)
{
for(int i = 0; i < Num_game_sounds; i++)
{
char *p = strchr( Snds[i].filename, '.' );
if(p == NULL)
{
if(!stricmp(Snds[i].filename, name))
{
return i;
}
}
else if(!strnicmp(Snds[i].filename, name, p-Snds[i].filename))
{
return i;
}
}
return -1;
}
//Takes a tag, a sound index destination, and the object name being parsed
//tag and object_name are mostly so that we can debug stuff
//This also means you shouldn't use optional_string or required_string,
//just make sure the destination sound index can handle -1 if things
//don't work out.
void parse_sound(char* tag, int *idx_dest, char* object_name)
{
char buf[MAX_FILENAME_LEN];
int idx;
if(optional_string(tag))
{
stuff_string(buf, F_NAME, NULL, MAX_FILENAME_LEN);
idx = gamesnd_get_by_name(buf);
if(idx != -1)
(*idx_dest) = idx;
else
(*idx_dest) = atoi(buf);
//Ensure sound is in range
if((*idx_dest) < -1 || (*idx_dest) >= Num_game_sounds)
{
Warning(LOCATION, "%s sound index out of range on '%s'. Must be between 0 and %d. Forcing to -1 (Nonexistant sound).\n", tag, object_name, Num_game_sounds);
}
}
}
// 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()
{
int i;
game_snd *gs;
if ( !Sound_enabled )
return;
for ( i = 0; i < Num_game_sounds; i++ ) {
gs = &Snds[i];
if ( gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4) ) {
if ( gs->preload ) {
game_busy( NOX("** preloading common game sounds **") ); // Animate loading cursor... does nothing if loading screen not active.
gs->id = snd_load(gs);
}
}
}
}
// -------------------------------------------------------------------------------------------------
// gamesnd_load_gameplay_sounds()
//
// Load the ingame sounds into memory
//
void gamesnd_load_gameplay_sounds()
{
int i;
game_snd *gs;
if ( !Sound_enabled )
return;
for ( i = 0; i < Num_game_sounds; i++ ) {
gs = &Snds[i];
if ( gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4) ) {
if ( !gs->preload ) { // don't try to load anything that's already preloaded
game_busy( NOX("** preloading gameplay sounds **") ); // Animate loading cursor... does nothing if loading screen not active.
gs->id = snd_load(gs);
}
}
}
}
// -------------------------------------------------------------------------------------------------
// gamesnd_unload_gameplay_sounds()
//
// Unload the ingame sounds from memory
//
void gamesnd_unload_gameplay_sounds()
{
int i;
game_snd *gs;
for ( i = 0; i < Num_game_sounds; i++ ) {
gs = &Snds[i];
if ( gs->id != -1 ) {
snd_unload( gs->id );
gs->id = -1;
}
}
}
// -------------------------------------------------------------------------------------------------
// gamesnd_load_interface_sounds()
//
// Load the interface sounds into memory
//
void gamesnd_load_interface_sounds()
{
int i;
game_snd *gs;
if ( !Sound_enabled )
return;
for ( i = 0; i < Num_iface_sounds; i++ ) {
gs = &Snds_iface[i];
if ( gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4) ) {
gs->id = snd_load(gs);
}
}
}
// -------------------------------------------------------------------------------------------------
// gamesnd_unload_interface_sounds()
//
// Unload the interface sounds from memory
//
void gamesnd_unload_interface_sounds()
{
int i;
game_snd *gs;
for ( i = 0; i < Num_iface_sounds; i++ ) {
gs = &Snds_iface[i];
if ( gs->id != -1 ) {
snd_unload( gs->id );
gs->id = -1;
gs->id_sig = -1;
}
}
}
// -------------------------------------------------------------------------------------------------
// gamesnd_parse_line()
//
// Parse a sound effect line
//
void gamesnd_parse_line(game_snd *gs, char *tag)
{
int is_3d;
required_string(tag);
stuff_int(&gs->sig);
stuff_string(gs->filename, F_NAME, ",");
if ( !stricmp(gs->filename,NOX("empty")) ) {
gs->filename[0] = 0;
advance_to_eoln(NULL);
return;
}
Mp++;
stuff_int(&gs->preload);
stuff_float(&gs->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;
}
advance_to_eoln(NULL);
}
// -------------------------------------------------------------------------------------------------
// gamesnd_parse_soundstbl() will parse the sounds.tbl file, and load the specified sounds.
//
//
void gamesnd_parse_soundstbl()
{
int rval;
int num_game_sounds = 0;
int num_iface_sounds = 0;
int i;
char cstrtemp[NAME_LENGTH+3];
char *missing_species_names = NULL;
ubyte *missing_species = NULL;
int sanity_check = 0;
// open localization
lcl_ext_open();
gamesnd_init_sounds();
if ((rval = setjmp(parse_abort)) != 0) {
Error(LOCATION, "Unable to parse sounds.tbl! Code = %i.\n", rval);
}
else {
read_file_text("sounds.tbl");
reset_parse();
}
// Parse the gameplay sounds section
required_string("#Game Sounds Start");
while (required_string_either("#Game Sounds End","$Name:")) {
Assert( num_game_sounds < Num_game_sounds);
gamesnd_parse_line( &Snds[num_game_sounds], "$Name:" );
num_game_sounds++;
gamesnd_add_sound_slot( GAME_SND, num_game_sounds );
}
required_string("#Game Sounds End");
// Parse the interface sounds section
required_string("#Interface Sounds Start");
while (required_string_either("#Interface Sounds End","$Name:")) {
Assert( num_iface_sounds < Num_iface_sounds);
gamesnd_parse_line(&Snds_iface[num_iface_sounds], "$Name:");
num_iface_sounds++;
gamesnd_add_sound_slot( IFACE_SND, num_iface_sounds );
}
required_string("#Interface Sounds End");
// parse flyby sound section
required_string("#Flyby Sounds Start");
missing_species_names = new char[Species_info.size() * (NAME_LENGTH+2)];
missing_species = new ubyte[Species_info.size()];
memset( missing_species_names, 0, Species_info.size() * (NAME_LENGTH+2) );
memset( missing_species, 1, Species_info.size() ); // assume they are all missing
while ( !check_for_string("#Flyby Sounds End") && (sanity_check <= (int)Species_info.size()) )
{
for (i = 0; i < (int)Species_info.size(); i++) {
species_info *species = &Species_info[i];
sprintf(cstrtemp, "$%s:", species->species_name);
if ( check_for_string(cstrtemp) ) {
gamesnd_parse_line(&species->snd_flyby_fighter, cstrtemp);
gamesnd_parse_line(&species->snd_flyby_bomber, cstrtemp);
missing_species[i] = 0;
sanity_check--;
} else {
sanity_check++;
}
}
}
// if we are missing any species then report it
for (i = 0; i < (int)Species_info.size(); i++) {
if ( missing_species[i] ) {
strcat(missing_species_names, Species_info[i].species_name);
strcat(missing_species_names, "\n");
}
}
if ( strlen(missing_species_names) ) {
Error( LOCATION, "The following species are missing flyby sounds in sounds.tbl:\n%s", missing_species_names );
}
delete[] missing_species_names;
delete[] missing_species;
required_string("#Flyby Sounds End");
// close localization
lcl_ext_close();
}
// -------------------------------------------------------------------------------------------------
// gamesnd_init_struct()
//
void gamesnd_init_struct(game_snd *gs)
{
gs->filename[0] = 0;
gs->id = -1;
gs->id_sig = -1;
// gs->is_3d = 0;
// gs->use_ds3d = 0;
gs->flags = 0;
}
// -------------------------------------------------------------------------------------------------
// gamesnd_init_sounds() will initialize the Snds[] and Snds_iface[] arrays
//
void gamesnd_init_sounds()
{
int i;
if (Snds == NULL) {
Snds = (game_snd *) vm_malloc (sizeof(game_snd) * MIN_GAME_SOUNDS);
Verify( Snds != NULL );
Num_game_sounds = MIN_GAME_SOUNDS;
}
Assert( Num_game_sounds > 0 );
// init the gameplay sounds
for ( i = 0; i < Num_game_sounds; i++ ) {
gamesnd_init_struct(&Snds[i]);
}
if (Snds_iface == NULL) {
Snds_iface = (game_snd *) vm_malloc (sizeof(game_snd) * MIN_INTERFACE_SOUNDS);
Verify( Snds_iface != NULL );
Num_iface_sounds = MIN_INTERFACE_SOUNDS;
Assert( Snds_iface_handle == NULL );
Snds_iface_handle = (int *) vm_malloc (sizeof(int) * Num_iface_sounds);
Verify( Snds_iface_handle != NULL );
}
Assert( Num_iface_sounds > 0 );
// init the interface sounds
for ( i = 0; i < Num_iface_sounds; i++ ) {
gamesnd_init_struct(&Snds_iface[i]);
Snds_iface_handle[i] = -1;
}
}
// close out gamesnd, ONLY CALL FROM game_shutdown()!!!!
void gamesnd_close()
{
if (Snds != NULL) {
vm_free(Snds);
Snds = NULL;
}
if (Snds_iface != NULL) {
vm_free(Snds_iface);
Snds_iface = NULL;
}
if (Snds_iface_handle != NULL) {
vm_free(Snds_iface_handle);
Snds_iface_handle = NULL;
}
}
// callback function for the UI code to call when the mouse first goes over a button.
void common_play_highlight_sound()
{
gamesnd_play_iface(SND_USER_OVER);
}
void gamesnd_play_error_beep()
{
gamesnd_play_iface(SND_GENERAL_FAIL);
}
void gamesnd_add_sound_slot(int type, int num)
{
const int increase_by = 5;
int i;
switch (type) {
case GAME_SND:
{
Assert( Snds != NULL );
Assert( num < (Num_game_sounds + increase_by) );
if (num >= Num_game_sounds) {
Snds = (game_snd *) vm_realloc (Snds, sizeof(game_snd) * (Num_game_sounds + increase_by));
Verify( Snds != NULL );
Num_game_sounds += increase_by;
// default all new entries
for (i = (Num_game_sounds - increase_by - 1); i < Num_game_sounds; i++) {
gamesnd_init_struct(&Snds[i]);
}
}
}
break;
case IFACE_SND:
{
Assert( Snds_iface != NULL );
Assert( num < (Num_game_sounds + increase_by) );
if (num >= Num_iface_sounds) {
Snds_iface = (game_snd *) vm_realloc (Snds_iface, sizeof(game_snd) * (Num_iface_sounds + increase_by));
Verify( Snds_iface != NULL );
Num_iface_sounds += increase_by;
Assert( Snds_iface_handle != NULL );
Snds_iface_handle = (int *) vm_realloc (Snds_iface_handle, sizeof(int) * Num_iface_sounds);
Verify( Snds_iface_handle != NULL );
// default all new entries
for (i = (Num_iface_sounds - increase_by - 1); i < Num_iface_sounds; i++) {
gamesnd_init_struct(&Snds_iface[i]);
Snds_iface_handle[i] = -1;
}
}
}
break;
default:
Int3();
}
}