Files
fs2open.github.com/code/gamesnd/gamesnd.cpp
T
IssMneur 2eff95c4ea Allow names in mainhall.tbl sound lists.
Allows sound names in addition to sound indexes in the sound lists:
 +Intercom sound:
 +Misc anim sounds:
 +Door sounds:
Extends parse_sound to search in the interface sound table instead of the main sound table.
2011-12-09 06:38:16 +00:00

614 lines
15 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.
*
*/
#include "gamesnd/gamesnd.h"
#include "localization/localize.h"
#include "species_defs/species_defs.h"
#include "parse/parselo.h"
#include "sound/ds.h"
#include <limits.h>
SCP_vector<game_snd> Snds;
SCP_vector<game_snd> Snds_iface;
SCP_vector<int> Snds_iface_handle;
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)
{
Assert( Snds.size() <= INT_MAX );
int i = 0;
for(SCP_vector<game_snd>::iterator snd = Snds.begin(); snd != Snds.end(); ++snd)
{
char *p = strrchr( snd->filename, '.' );
if(p == NULL)
{
if(!stricmp(snd->filename, name))
{
return i;
}
}
else if(!strnicmp(snd->filename, name, p-snd->filename))
{
return i;
}
i++;
}
return -1;
}
int gamesnd_get_by_iface_name(char* name)
{
Assert( Snds_iface.size() <= INT_MAX );
Assert( Snds_iface.size() == Snds_iface_handle.size() );
int i = 0;
for(SCP_vector<game_snd>::iterator snd = Snds_iface.begin(); snd != Snds_iface.end(); ++snd)
{
char *p = strrchr( snd->filename, '.' );
if(p == NULL)
{
if(!stricmp(snd->filename, name))
{
return i;
}
}
else if(!strnicmp(snd->filename, name, p-snd->filename))
{
return i;
}
i++;
}
return -1;
}
int gamesnd_get_by_tbl_index(int index)
{
//if we get passed -1, don't bother trying to look it up.
if (index == -1)
return -1;
Assert( Snds.size() <= INT_MAX );
int i = 0;
for(SCP_vector<game_snd>::iterator snd = Snds.begin(); snd != Snds.end(); ++snd) {
if ( snd->sig == index )
{
return i;
}
i++;
}
return -1;
}
int gamesnd_get_by_iface_tbl_index(int index)
{
//if we get passed -1, don't bother trying to look it up.
if (index == -1)
return -1;
Assert( Snds_iface.size() <= INT_MAX );
Assert( Snds_iface.size() == Snds_iface_handle.size() );
int i = 0;
for(SCP_vector<game_snd>::iterator snd = Snds_iface.begin(); snd != Snds_iface.end(); ++snd) {
if ( snd->sig == index )
{
return i;
}
i++;
}
return -1;
}
/**
* Helper function for parse_sound and parse_sound_list. Do not use directly.
*
* @param tag Tag
* @param idx_dest Sound index destination
* @param object_name Object name being parsed
* @param buf Buffer holding string to be parsed
* @param flags See the parse_sound_flags enum
*
*/
void parse_sound_core(char* tag, int *idx_dest, char* object_name, char* buf, parse_sound_flags flags)
{
int idx;
if(flags & PARSE_SOUND_INTERFACE_SOUND)
idx = gamesnd_get_by_iface_name(buf);
else
idx = gamesnd_get_by_name(buf);
if(idx != -1)
{
(*idx_dest) = idx;
}
else
{
if(flags & PARSE_SOUND_INTERFACE_SOUND)
idx = gamesnd_get_by_iface_tbl_index(atoi(buf));
else
idx = gamesnd_get_by_tbl_index(atoi(buf));
if (idx != -1)
(*idx_dest) = idx;
}
int size_to_check = 0;
if(flags & PARSE_SOUND_INTERFACE_SOUND)
{
size_to_check = Snds_iface.size();
Assert( Snds_iface.size() == Snds_iface_handle.size() );
}
else
{
size_to_check = Snds.size();
}
Assert( size_to_check <= INT_MAX );
//Ensure sound is in range
if((*idx_dest) < -1 || (*idx_dest) >= (int)size_to_check)
{
(*idx_dest) = -1;
Warning(LOCATION, "%s sound index out of range on '%s'. Must be between 0 and %d. Forcing to -1 (Nonexistent sound).\n", tag, object_name, size_to_check);
}
}
/**
* 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 object_name Object name being parsed
* @param flags See the parse_sound_flags enum
*
*/
void parse_sound(char* tag, int *idx_dest, char* object_name, parse_sound_flags flags)
{
if(optional_string(tag))
{
char buf[MAX_FILENAME_LEN];
stuff_string(buf, F_NAME, MAX_FILENAME_LEN);
parse_sound_core(tag, idx_dest, object_name, buf, flags);
}
}
/**
* 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
*
*/
void parse_sound_list(char* tag, SCP_vector<int>& destination, char* object_name, parse_sound_flags flags)
{
if(optional_string(tag))
{
int check=0;
//if we're using the old format, parse the first entry separately
if(!(flags & PARSE_SOUND_SCP_SOUND_LIST))
{
stuff_int(&check);
}
//now read the rest of the entries on the line
for(int i=0;!check_for_eoln();i++)
{
char buf[MAX_FILENAME_LEN];
stuff_string_white(buf, MAX_FILENAME_LEN);
//we do this conditionally to avoid adding needless entries when reparsing
if(destination.size() <= (unsigned)i)
{
destination.push_back(-1);
}
parse_sound_core(tag, &destination.at(i), object_name, buf, flags);
}
//if we're using the old format, double check the size)
if(!(flags & PARSE_SOUND_SCP_SOUND_LIST) && (destination.size() != (unsigned)check))
{
mprintf(("%s in '%s' has %i entries. This does not match entered size of %i.", tag, object_name, destination.size(), check));
}
}
}
/**
* 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 (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) {
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));
}
}
}
}
/**
* Load the ingame sounds into memory
*/
void gamesnd_load_gameplay_sounds()
{
if ( !Sound_enabled )
return;
Assert( Snds.size() <= INT_MAX );
for (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) {
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));
}
}
}
}
/**
* Unload the ingame sounds from memory
*/
void gamesnd_unload_gameplay_sounds()
{
Assert( Snds.size() <= INT_MAX );
for (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) {
if ( gs->id != -1 ) {
snd_unload( gs->id );
gs->id = -1;
}
}
}
/**
* Load the interface sounds into memory
*/
void gamesnd_load_interface_sounds()
{
if ( !Sound_enabled )
return;
Assert( Snds_iface.size() < INT_MAX );
for (SCP_vector<game_snd>::iterator si = Snds_iface.begin(); si != Snds_iface.end(); ++si) {
if ( si->filename[0] != 0 && strnicmp(si->filename, NOX("none.wav"), 4) ) {
si->id = snd_load(&(*si));
}
}
}
/**
* 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) {
if ( si->id != -1 ) {
snd_unload( si->id );
si->id = -1;
si->id_sig = -1;
}
}
}
/**
* 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, MAX_FILENAME_LEN, ",");
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);
}
/**
* Parse the sounds.tbl file, and load the specified sounds.
*/
void gamesnd_parse_soundstbl()
{
int rval;
size_t i;
char cstrtemp[NAME_LENGTH+3];
char *missing_species_names = NULL;
ubyte *missing_species = NULL;
int sanity_check = 0;
// open localization
lcl_ext_open();
if ((rval = setjmp(parse_abort)) != 0) {
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "sounds.tbl", rval));
lcl_ext_close();
return;
}
read_file_text("sounds.tbl", CF_TYPE_TABLES);
reset_parse();
// Parse the gameplay sounds section
required_string("#Game Sounds Start");
while (required_string_either("#Game Sounds End","$Name:")) {
game_snd tempSound;
gamesnd_parse_line( &tempSound, "$Name:" );
Snds.push_back(game_snd(tempSound));
}
required_string("#Game Sounds End");
// Parse the interface sounds section
required_string("#Interface Sounds Start");
while (required_string_either("#Interface Sounds End","$Name:")) {
game_snd tempSound;
gamesnd_parse_line( &tempSound, "$Name:");
Snds_iface.push_back(game_snd(tempSound));
Snds_iface_handle.push_back(-1);
}
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 < Species_info.size(); i++) {
species_info *species = &Species_info[i];
sprintf(cstrtemp, "$%s:", species->species_name);
if ( check_for_string(cstrtemp) ) {
gamesnd_parse_line(&species->snd_flyby_fighter, cstrtemp);
gamesnd_parse_line(&species->snd_flyby_bomber, cstrtemp);
missing_species[i] = 0;
sanity_check--;
} else {
sanity_check++;
}
}
}
// if we are missing any species then report it
for (i = 0; i < Species_info.size(); i++) {
if ( missing_species[i] ) {
strcat(missing_species_names, Species_info[i].species_name);
strcat(missing_species_names, "\n");
}
}
if ( strlen(missing_species_names) ) {
Error( LOCATION, "The following species are missing flyby sounds in sounds.tbl:\n%s", missing_species_names );
}
delete[] missing_species_names;
delete[] missing_species;
required_string("#Flyby Sounds End");
if ( optional_string("#Sound Environments Start") ) {
char name[65] = { '\0' };
char template_name[65] = { '\0' };
EFXREVERBPROPERTIES *props;
while ( required_string_either("#Sound Environments End", "$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");
}
// close localization
lcl_ext_close();
}
/**
* 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(SND_USER_OVER);
}
/**
* Callback function for the UI code to call when an error beep needed.
*/
void gamesnd_play_error_beep()
{
gamesnd_play_iface(SND_GENERAL_FAIL);
}