Files
fs2open.github.com/code/scripting/api/objs/sound.cpp
T
Goober5000andClaude Fable 5.1 37b0b6ea82 Standardize isValid across the Lua API by making the types auto-generate it (#7761)
* Automatically generate the isValid() Lua API function for handle types

If an ADE object's stored type has an isValid() member, ade_obj now registers an isValid function for it automatically.  An explicit ADE_FUNC(isValid, ...) declared after the ADE_OBJ replaces the generated one, so types with special semantics (e.g. sound) keep their own.  The 67 hand-written functions that merely delegated to the member are removed, and 26 types that previously exposed no isValid() gain one.

Co-Authored-By: Claude Fable 5.1 <[email protected]>

* Add ADE_OBJ_VALIDATOR for index-based Lua handles

Int-index handles (shipclass, weaponclass, team, etc.) can now declare their validity predicate with a single ADE_OBJ_VALIDATOR or ADE_OBJ_VALIDATOR_RANGE line after the ADE_OBJ.  The registered validator drives the generated isValid() function and is also honored by ade_set_args when the mod table asks for nil instead of invalid objects, which previously never applied to these handles.  The 19 hand-written range-check functions are replaced, and loadout_ship, default_primary, default_secondary, and support_rearm_pool_team gain isValid().  Add a validator to HudGauge while we're at it.

Also fully qualify the scripting namespace in LuaConvert.h so its templates can be instantiated from the unit tests.

Co-Authored-By: Claude Fable 5.1 <[email protected]>

---------

Co-authored-by: Claude Fable 5.1 <[email protected]>
2026-09-08 10:50:53 -04:00

493 lines
14 KiB
C++

//
//
#include "sound.h"
#include "vecmath.h"
#include "gamesnd/gamesnd.h"
namespace scripting {
namespace api {
sound_entry_h::sound_entry_h() {
}
sound_entry_h::sound_entry_h(gamesnd_id n_idx) {
idx = n_idx;
}
game_snd* sound_entry_h::Get() const {
if (!this->isValid())
return NULL;
return gamesnd_get_game_sound(idx);
}
bool sound_entry_h::isValid() const {
return gamesnd_game_sound_valid(idx);
}
//**********HANDLE: SoundEntry
ADE_OBJ(l_SoundEntry, sound_entry_h, "soundentry", "sounds.tbl table entry handle");
ADE_VIRTVAR(DefaultVolume, l_SoundEntry, "number", "The default volume of this game sound. If the sound entry has a volume range then the maximum volume will be returned by this.", "number", "Volume in the range from 1 to 0 or -1 on error")
{
sound_entry_h *seh = NULL;
float newVal = -1.0f;
if (!ade_get_args(L, "o|f", l_SoundEntry.GetPtr(&seh), &newVal))
return ade_set_error(L, "f", -1.0f);
if (seh == NULL || !seh->isValid())
return ade_set_error(L, "f", -1.0f);
if (ADE_SETTING_VAR)
{
if (seh->Get() != NULL)
{
CAP(newVal, 0.0f, 1.0f);
seh->Get()->volume_range = ::util::UniformFloatRange(newVal);
}
}
return ade_set_args(L, "f", seh->Get()->volume_range.max());
}
ADE_FUNC(getFilename, l_SoundEntry, NULL, "Returns the filename of this sound. If the sound has multiple entries then the filename of the first entry will be returned.", "string", "filename or empty string on error")
{
sound_entry_h *seh = NULL;
if (!ade_get_args(L, "o", l_SoundEntry.GetPtr(&seh)))
return ade_set_error(L, "s", "");
if (seh == NULL || !seh->isValid() || seh->Get()->sound_entries.empty())
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", seh->Get()->sound_entries[0].filename);
}
ADE_FUNC(getDuration, l_SoundEntry, NULL, "Returns the length of the sound in seconds. If the sound has multiple entries or a pitch range then the maximum duration of the sound will be returned.", "number", "the length, or -1 on error")
{
sound_entry_h *seh = NULL;
if (!ade_get_args(L, "o", l_SoundEntry.GetPtr(&seh)))
return ade_set_error(L, "f", -1.0f);
if (seh == NULL || !seh->isValid())
return ade_set_error(L, "f", -1.0f);
return ade_set_args(L, "f", (i2fl(gamesnd_get_max_duration(seh->Get())) / 1000.0f));
}
ADE_FUNC(get3DValues,
l_SoundEntry,
"vector Position, [number radius=0.0]",
"Computes the volume and the panning of the sound when it would be played from the specified position.<br>"
"If range is given then the volume will diminish when the listener is within that distance to the source.<br>"
"The position of the listener is always the the current viewing position.",
"number, number",
"The volume and the panning, in that sequence, or both -1 on error")
{
sound_entry_h *seh = NULL;
vec3d *sourcePos = NULL;
float radius = 0.0f;
float vol = 0.0f;
float pan = 0.0f;
if (!ade_get_args(L, "oo|f", l_SoundEntry.GetPtr(&seh), l_Vector.GetPtr(&sourcePos), &radius))
return ade_set_error(L, "ff", -1.0f, -1.0f);
if (seh == NULL || !seh->isValid())
return ade_set_error(L, "ff", -1.0f, -1.0f);
int result = snd_get_3d_vol_and_pan(seh->Get(), sourcePos, &vol, &pan, radius);
if (result < 0)
{
return ade_set_args(L, "ff", -1.0f, -1.0f);
}
else
{
return ade_set_args(L, "ff", vol, pan);
}
}
ADE_FUNC(tryLoad, l_SoundEntry, nullptr, "Detects whether handle references a sound that can be loaded", "boolean", "true if a load succeeded, false if not, nil if a syntax/type error occurs")
{
sound_entry_h *seh;
if (!ade_get_args(L, "o", l_SoundEntry.GetPtr(&seh)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", gamesnd_game_sound_try_load(seh->idx));
}
sound_h::sound_h() : entryh(), sig(sound_handle::invalid()) {}
sound_h::sound_h(gamesnd_id n_gs_idx, sound_handle n_sig) : entryh(n_gs_idx), sig(n_sig) {}
sound_handle sound_h::getSignature() const
{
// We can have both regular and raw file sounds here, so the sound itself
// can be valid even if the soundentry is not.
if (!isValid())
return sound_handle::invalid();
return sig;
}
bool sound_h::isValid() const
{
// We can have both regular and raw file sounds here, so the sound itself
// can be valid even if the soundentry is not.
if (!sig.isValid() || ds_get_channel(sig) < 0)
return false;
return true;
}
bool sound_h::isValidWithEntry() const
{
// Check if the sound itself *and* its soundentry are both valid
return entryh.isValid() && isValid();
}
//**********HANDLE: Sound
ADE_OBJ(l_Sound, sound_h, "sound", "sound instance handle");
ADE_VIRTVAR(Pitch, l_Sound, "number", "Pitch of sound, from 100 to 100000", "number", "Pitch, or 0 if handle is invalid")
{
sound_h *sh;
int newpitch = 100;
if(!ade_get_args(L, "o|i", l_Sound.GetPtr(&sh), &newpitch))
return ade_set_error(L, "f", 0.0f);
if (!sh->isValid())
return ade_set_error(L, "f", 0.0f);
if(ADE_SETTING_VAR)
{
if(newpitch < 100)
newpitch = 100;
if(newpitch > 100000)
newpitch = 100000;
snd_set_pitch(sh->sig, log10f(i2fl(newpitch)) - 2.0f);
}
return ade_set_args(L, "f", (float) pow(10.0, snd_get_pitch(sh->sig) + 2.0));
}
ADE_FUNC(getRemainingTime, l_Sound, NULL, "The remaining time of this sound handle", "number", "Remaining time, or -1 on error")
{
sound_h *sh;
if(!ade_get_args(L, "o", l_Sound.GetPtr(&sh)))
return ade_set_error(L, "f", -1.0f);
if (!sh->isValid())
return ade_set_error(L, "f", -1.0f);
int remaining = snd_time_remaining(sh->getSignature());
return ade_set_args(L, "f", i2fl(remaining) / 1000.0f);
}
ADE_FUNC(setVolume,
l_Sound,
"number, [boolean voice = false]",
"Sets the volume of this sound instance. Set voice to true to use the voice channel multiplier, or false to use the "
"effects channel multiplier",
"boolean",
"true if succeeded, false otherwise")
{
sound_h *sh;
float newVol = -1.0f;
bool voice = false;
if (!ade_get_args(L, "of|b", l_Sound.GetPtr(&sh), &newVol, &voice))
return ADE_RETURN_FALSE;
if (!sh->isValid())
return ADE_RETURN_FALSE;
CAP(newVol, 0.0f, 1.0f);
snd_set_volume(sh->getSignature(), newVol, voice);
return ADE_RETURN_TRUE;
}
ADE_FUNC(setPanning, l_Sound, "number", "Sets the panning of this sound. Argument ranges from -1.0 for left to 1.0 for right", "boolean", "true if succeeded, false otherwise")
{
sound_h *sh;
float newPan = -1.0f;
if(!ade_get_args(L, "of", l_Sound.GetPtr(&sh), &newPan))
return ADE_RETURN_FALSE;
if (!sh->isValid())
return ADE_RETURN_FALSE;
CAP(newPan, -1.0f, 1.0f);
snd_set_pan(sh->getSignature(), newPan);
return ADE_RETURN_TRUE;
}
ADE_FUNC(setPosition, l_Sound, "number value, boolean percent = true",
"Sets the absolute position of the sound. If boolean argument is true then the value is given as a percentage.<br>"
"This operation fails if there is no backing soundentry!",
"boolean", "true if successful, false otherwise")
{
sound_h *sh;
float val = -1.0f;
bool percent = true;
if(!ade_get_args(L, "of|b", l_Sound.GetPtr(&sh), &val, &percent))
return ADE_RETURN_FALSE;
if (!sh->isValidWithEntry())
return ADE_RETURN_FALSE;
if (val <= 0.0f)
return ADE_RETURN_FALSE;
snd_set_pos(sh->getSignature(), val, percent);
return ADE_RETURN_TRUE;
}
ADE_FUNC(rewind, l_Sound, "number", "Rewinds the sound by the given number of seconds<br>"
"This operation fails if there is no backing soundentry!", "boolean", "true if succeeded, false otherwise")
{
sound_h *sh;
float val = -1.0f;
if(!ade_get_args(L, "of", l_Sound.GetPtr(&sh), &val))
return ADE_RETURN_FALSE;
if (!sh->isValidWithEntry())
return ADE_RETURN_FALSE;
if (val <= 0.0f)
return ADE_RETURN_FALSE;
snd_rewind(sh->getSignature(), val);
return ADE_RETURN_TRUE;
}
ADE_FUNC(skip, l_Sound, "number", "Skips the given number of seconds of the sound<br>"
"This operation fails if there is no backing soundentry!", "boolean", "true if succeeded, false otherwise")
{
sound_h *sh;
float val = -1.0f;
if(!ade_get_args(L, "of", l_Sound.GetPtr(&sh), &val))
return ADE_RETURN_FALSE;
if (!sh->isValidWithEntry())
return ADE_RETURN_FALSE;
if (val <= 0.0f)
return ADE_RETURN_FALSE;
snd_ffwd(sh->getSignature(), val);
return ADE_RETURN_TRUE;
}
ADE_FUNC(isPlaying, l_Sound, NULL, "Checks if this handle is currently playing", "boolean", "true if playing, false if otherwise")
{
sound_h *sh;
if(!ade_get_args(L, "o", l_Sound.GetPtr(&sh)))
return ade_set_error(L, "b", false);
if (!sh->isValid())
return ade_set_error(L, "b", false);
return ade_set_args(L, "b", snd_is_playing(sh->getSignature()) == 1);
}
ADE_FUNC(stop, l_Sound, NULL, "Stops the sound of this handle", "boolean", "true if succeeded, false otherwise")
{
sound_h *sh;
if(!ade_get_args(L, "o", l_Sound.GetPtr(&sh)))
return ade_set_error(L, "b", false);
if (!sh->isValid())
return ade_set_error(L, "b", false);
snd_stop(sh->getSignature());
return ADE_RETURN_TRUE;
}
ADE_FUNC(pause, l_Sound, NULL, "Pauses the sound of this handle", "boolean", "true if succeeded, false otherwise")
{
sound_h *sh;
if (!ade_get_args(L, "o", l_Sound.GetPtr(&sh)))
return ade_set_error(L, "b", false);
if (!sh->isValid())
return ade_set_error(L, "b", false);
if (snd_is_paused(sh->getSignature()))
return ade_set_error(L, "b", false);
snd_pause(sh->getSignature());
return ADE_RETURN_TRUE;
}
ADE_FUNC(resume, l_Sound, NULL, "Resumes the sound of this handle", "boolean", "true if succeeded, false otherwise")
{
sound_h *sh;
if (!ade_get_args(L, "o", l_Sound.GetPtr(&sh)))
return ade_set_error(L, "b", false);
if (!sh->isValid())
return ade_set_error(L, "b", false);
if (!snd_is_paused(sh->getSignature()))
return ade_set_error(L, "b", false);
snd_resume(sh->getSignature());
return ADE_RETURN_TRUE;
}
ADE_FUNC(isValid, l_Sound, nullptr,
"Detects whether this sound, as well as its associated sound entry, are both valid.<br>"
"<b>Warning:</b> A sound can be usable without a sound entry! This function will not return true for sounds started by a "
"directly loaded sound file. Use isSoundValid() in that case instead.",
"boolean", "true if sound and entry are both valid, false if not, nil if a syntax/type error occurs")
{
sound_h *sh;
if(!ade_get_args(L, "o", l_Sound.GetPtr(&sh)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", sh->isValidWithEntry());
}
ADE_FUNC(isSoundValid, l_Sound, NULL, "Checks if the sound is valid without regard for whether the entry is valid. Should be used for non soundentry sounds.",
"boolean", "true if valid, false if handle is invalid, nil if a syntax/type error occurs")
{
sound_h *sh;
if(!ade_get_args(L, "o", l_Sound.GetPtr(&sh)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", sh->isValid());
}
ADE_OBJ_DERIV(l_Sound3D, sound_h, "sound3D", "3D sound instance handle", l_Sound);
ADE_FUNC(updatePosition, l_Sound3D,
"vector Position, [number radius = 0.0]",
"Updates the given 3D sound with the specified position and an optional range value.<br>"
"This operation fails if there is no backing soundentry!",
"boolean", "true if succeeded, false otherwise")
{
sound_h *sh;
vec3d *newPos = NULL;
float radius = 0.0f;
if(!ade_get_args(L, "oo|f", l_Sound.GetPtr(&sh), l_Vector.GetPtr(&newPos), &radius))
return ade_set_error(L, "b", false);
if (!sh->isValidWithEntry() || newPos == NULL)
return ade_set_error(L, "b", false);
snd_update_3d_pos(sh->getSignature(), sh->entryh.Get(), newPos, radius);
return ADE_RETURN_TRUE;
}
//**********HANDLE: Soundfile
soundfile_h::soundfile_h(sound_load_id id) : idx(id) {}
bool soundfile_h::isValid() const
{
return idx.isValid();
}
ADE_OBJ(l_Soundfile, soundfile_h, "soundfile", "Handle to a sound file");
ADE_VIRTVAR(Duration, l_Soundfile, "number", "The duration of the sound file, in seconds", "number", "The duration or -1 on error")
{
soundfile_h* handle = nullptr;
if (!ade_get_args(L, "o", l_Soundfile.GetPtr(&handle)))
return ade_set_error(L, "f", -1.0f);
if (!handle->idx.isValid())
return ade_set_error(L, "f", -1.0f);
int duration = snd_get_duration(handle->idx);
return ade_set_args(L, "f", i2fl(duration) / 1000.0f);
}
ADE_VIRTVAR(Filename, l_Soundfile, "string", "The filename of the file", "string", "The file name or empty string on error")
{
soundfile_h* handle = nullptr;
if (!ade_get_args(L, "o", l_Soundfile.GetPtr(&handle)))
return ade_set_error(L, "s", "");
if (!handle->idx.isValid())
return ade_set_error(L, "s", "");
const char* filename = snd_get_filename(handle->idx);
return ade_set_args(L, "s", filename);
}
ADE_FUNC(play,
l_Soundfile,
"[number volume = 1.0, number panning = 0.0, boolean voice = true]",
"Plays the sound. If voice is true then uses the Voice channel volume, else uses the Effects channel volume.",
"sound",
"A sound handle or invalid handle on error")
{
soundfile_h *handle = nullptr;
float volume = 1.0f;
float panning = 0.0f;
bool voice = true;
if (!ade_get_args(L, "o|ffb", l_Soundfile.GetPtr(&handle), &volume, &panning, &voice))
return ade_set_error(L, "o", l_Sound.Set(sound_h()));
if (!handle->idx.isValid())
return ade_set_error(L, "o", l_Sound.Set(sound_h()));
if (volume < 0.0f) {
LuaError(L, "Invalid volume value of %f specified!", volume);
return ade_set_error(L, "o", l_Sound.Set(sound_h()));
}
auto snd_handle = snd_play_raw(handle->idx, panning, volume, 0, voice);
return ade_set_args(L, "o", l_Sound.Set(sound_h(gamesnd_id(), snd_handle)));
}
ADE_FUNC(unload, l_Soundfile, nullptr,
"Unloads the audio data loaded for this sound file. This invalidates the handle on which this is called!",
"boolean", "true if successful, false otherwise")
{
soundfile_h* handle = nullptr;
if (!ade_get_args(L, "o", l_Soundfile.GetPtr(&handle)))
return ade_set_error(L, "b", false);
if (!handle->idx.isValid())
return ade_set_error(L, "b", false);
auto result = snd_unload(handle->idx);
snd_unload_cleanup();
if (result != 0) {
// Invalidate this handle so that the script cannot do something bad with it
handle->idx = sound_load_id::invalid();
}
return ade_set_args(L, "b", result != 0);
}
}
}