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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.
614 lines
15 KiB
C++
614 lines
15 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "gamesnd/gamesnd.h"
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#include "localization/localize.h"
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#include "species_defs/species_defs.h"
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#include "parse/parselo.h"
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#include "sound/ds.h"
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#include <limits.h>
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SCP_vector<game_snd> Snds;
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SCP_vector<game_snd> Snds_iface;
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SCP_vector<int> Snds_iface_handle;
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void gamesnd_play_iface(int n)
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{
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if (Snds_iface_handle[n] >= 0)
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snd_stop(Snds_iface_handle[n]);
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Snds_iface_handle[n] = snd_play(&Snds_iface[n]);
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}
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//WMC - now ignores file extension.
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int gamesnd_get_by_name(char* name)
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{
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Assert( Snds.size() <= INT_MAX );
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int i = 0;
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for(SCP_vector<game_snd>::iterator snd = Snds.begin(); snd != Snds.end(); ++snd)
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{
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char *p = strrchr( snd->filename, '.' );
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if(p == NULL)
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{
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if(!stricmp(snd->filename, name))
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{
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return i;
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}
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}
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else if(!strnicmp(snd->filename, name, p-snd->filename))
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{
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return i;
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}
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i++;
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}
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return -1;
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}
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int gamesnd_get_by_iface_name(char* name)
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{
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Assert( Snds_iface.size() <= INT_MAX );
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Assert( Snds_iface.size() == Snds_iface_handle.size() );
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int i = 0;
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for(SCP_vector<game_snd>::iterator snd = Snds_iface.begin(); snd != Snds_iface.end(); ++snd)
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{
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char *p = strrchr( snd->filename, '.' );
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if(p == NULL)
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{
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if(!stricmp(snd->filename, name))
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{
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return i;
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}
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}
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else if(!strnicmp(snd->filename, name, p-snd->filename))
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{
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return i;
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}
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i++;
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}
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return -1;
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}
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int gamesnd_get_by_tbl_index(int index)
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{
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//if we get passed -1, don't bother trying to look it up.
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if (index == -1)
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return -1;
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Assert( Snds.size() <= INT_MAX );
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int i = 0;
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for(SCP_vector<game_snd>::iterator snd = Snds.begin(); snd != Snds.end(); ++snd) {
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if ( snd->sig == index )
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{
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return i;
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}
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i++;
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}
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return -1;
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}
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int gamesnd_get_by_iface_tbl_index(int index)
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{
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//if we get passed -1, don't bother trying to look it up.
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if (index == -1)
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return -1;
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Assert( Snds_iface.size() <= INT_MAX );
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Assert( Snds_iface.size() == Snds_iface_handle.size() );
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int i = 0;
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for(SCP_vector<game_snd>::iterator snd = Snds_iface.begin(); snd != Snds_iface.end(); ++snd) {
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if ( snd->sig == index )
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{
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return i;
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}
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i++;
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}
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return -1;
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}
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/**
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* Helper function for parse_sound and parse_sound_list. Do not use directly.
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*
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* @param tag Tag
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* @param idx_dest Sound index destination
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* @param object_name Object name being parsed
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* @param buf Buffer holding string to be parsed
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* @param flags See the parse_sound_flags enum
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*
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*/
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void parse_sound_core(char* tag, int *idx_dest, char* object_name, char* buf, parse_sound_flags flags)
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{
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int idx;
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if(flags & PARSE_SOUND_INTERFACE_SOUND)
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idx = gamesnd_get_by_iface_name(buf);
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else
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idx = gamesnd_get_by_name(buf);
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if(idx != -1)
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{
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(*idx_dest) = idx;
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}
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else
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{
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if(flags & PARSE_SOUND_INTERFACE_SOUND)
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idx = gamesnd_get_by_iface_tbl_index(atoi(buf));
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else
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idx = gamesnd_get_by_tbl_index(atoi(buf));
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if (idx != -1)
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(*idx_dest) = idx;
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}
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int size_to_check = 0;
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if(flags & PARSE_SOUND_INTERFACE_SOUND)
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{
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size_to_check = Snds_iface.size();
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Assert( Snds_iface.size() == Snds_iface_handle.size() );
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}
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else
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{
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size_to_check = Snds.size();
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}
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Assert( size_to_check <= INT_MAX );
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//Ensure sound is in range
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if((*idx_dest) < -1 || (*idx_dest) >= (int)size_to_check)
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{
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(*idx_dest) = -1;
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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);
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}
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}
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/**
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* Parse a sound. When using this function for a table entry,
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* required_string and optional_string aren't needed, as this function deals with
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* that as its tag parameter, just make sure that the destination sound index can
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* handle -1 if things don't work out.
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*
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* @param tag Tag
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* @param idx_dest Sound index destination
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* @param object_name Object name being parsed
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* @param flags See the parse_sound_flags enum
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*
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*/
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void parse_sound(char* tag, int *idx_dest, char* object_name, parse_sound_flags flags)
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{
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if(optional_string(tag))
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{
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char buf[MAX_FILENAME_LEN];
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stuff_string(buf, F_NAME, MAX_FILENAME_LEN);
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parse_sound_core(tag, idx_dest, object_name, buf, flags);
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}
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}
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/**
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* CommanderDJ - Parse a list of sounds. When using this function for a table entry,
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* required_string and optional_string aren't needed, as this function deals with
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* that as its tag parameter, just make sure that the destination sound index(es) can
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* handle -1 if things don't work out.
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*
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* @param destination Vector where sound indexes are to be stored
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* @param tag Tag
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* @param object_name Name of object being parsed
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* @param flags See the parse_sound_flags enum
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*
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*/
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void parse_sound_list(char* tag, SCP_vector<int>& destination, char* object_name, parse_sound_flags flags)
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{
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if(optional_string(tag))
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{
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int check=0;
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//if we're using the old format, parse the first entry separately
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if(!(flags & PARSE_SOUND_SCP_SOUND_LIST))
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{
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stuff_int(&check);
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}
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//now read the rest of the entries on the line
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for(int i=0;!check_for_eoln();i++)
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{
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char buf[MAX_FILENAME_LEN];
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stuff_string_white(buf, MAX_FILENAME_LEN);
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//we do this conditionally to avoid adding needless entries when reparsing
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if(destination.size() <= (unsigned)i)
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{
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destination.push_back(-1);
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}
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parse_sound_core(tag, &destination.at(i), object_name, buf, flags);
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}
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//if we're using the old format, double check the size)
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if(!(flags & PARSE_SOUND_SCP_SOUND_LIST) && (destination.size() != (unsigned)check))
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{
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mprintf(("%s in '%s' has %i entries. This does not match entered size of %i.", tag, object_name, destination.size(), check));
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}
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}
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}
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/**
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* Load in sounds that we expect will get played
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*
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* The method currently used is to load all those sounds that have the hardware flag
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* set. This works well since we don't want to try and load hardware sounds in on the
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* fly (too slow).
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*/
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void gamesnd_preload_common_sounds()
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{
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if ( !Sound_enabled )
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return;
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Assert( Snds.size() <= INT_MAX );
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for (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) {
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if ( gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4) ) {
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if ( gs->preload ) {
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game_busy( NOX("** preloading common game sounds **") ); // Animate loading cursor... does nothing if loading screen not active.
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gs->id = snd_load(&(*gs));
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}
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}
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}
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}
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/**
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* Load the ingame sounds into memory
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*/
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void gamesnd_load_gameplay_sounds()
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{
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if ( !Sound_enabled )
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return;
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Assert( Snds.size() <= INT_MAX );
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for (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) {
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if ( gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4) ) {
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if ( !gs->preload ) { // don't try to load anything that's already preloaded
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game_busy( NOX("** preloading gameplay sounds **") ); // Animate loading cursor... does nothing if loading screen not active.
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gs->id = snd_load(&(*gs));
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}
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}
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}
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}
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/**
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* Unload the ingame sounds from memory
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*/
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void gamesnd_unload_gameplay_sounds()
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{
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Assert( Snds.size() <= INT_MAX );
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for (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) {
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if ( gs->id != -1 ) {
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snd_unload( gs->id );
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gs->id = -1;
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}
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}
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}
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/**
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* Load the interface sounds into memory
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*/
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void gamesnd_load_interface_sounds()
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{
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if ( !Sound_enabled )
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return;
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Assert( Snds_iface.size() < INT_MAX );
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for (SCP_vector<game_snd>::iterator si = Snds_iface.begin(); si != Snds_iface.end(); ++si) {
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if ( si->filename[0] != 0 && strnicmp(si->filename, NOX("none.wav"), 4) ) {
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si->id = snd_load(&(*si));
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}
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}
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}
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/**
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* Unload the interface sounds from memory
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*/
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void gamesnd_unload_interface_sounds()
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{
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Assert( Snds_iface.size() < INT_MAX );
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for (SCP_vector<game_snd>::iterator si = Snds_iface.begin(); si != Snds_iface.end(); ++si) {
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if ( si->id != -1 ) {
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snd_unload( si->id );
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si->id = -1;
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si->id_sig = -1;
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}
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}
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}
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/**
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* Parse a sound effect line
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*/
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void gamesnd_parse_line(game_snd *gs, char *tag)
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{
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int is_3d;
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required_string(tag);
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stuff_int(&gs->sig);
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stuff_string(gs->filename, F_NAME, MAX_FILENAME_LEN, ",");
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if ( !stricmp(gs->filename,NOX("empty")) ) {
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gs->filename[0] = 0;
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advance_to_eoln(NULL);
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return;
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}
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Mp++;
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stuff_int(&gs->preload);
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stuff_float(&gs->default_volume);
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stuff_int(&is_3d);
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if ( is_3d ) {
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gs->flags |= GAME_SND_USE_DS3D;
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stuff_int(&gs->min);
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stuff_int(&gs->max);
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} else {
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gs->min = 0;
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gs->max = 0;
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}
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advance_to_eoln(NULL);
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}
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/**
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* Parse the sounds.tbl file, and load the specified sounds.
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*/
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void gamesnd_parse_soundstbl()
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{
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int rval;
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size_t i;
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char cstrtemp[NAME_LENGTH+3];
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char *missing_species_names = NULL;
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ubyte *missing_species = NULL;
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int sanity_check = 0;
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// open localization
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lcl_ext_open();
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if ((rval = setjmp(parse_abort)) != 0) {
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mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "sounds.tbl", rval));
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lcl_ext_close();
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return;
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}
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read_file_text("sounds.tbl", CF_TYPE_TABLES);
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reset_parse();
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// Parse the gameplay sounds section
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required_string("#Game Sounds Start");
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while (required_string_either("#Game Sounds End","$Name:")) {
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game_snd tempSound;
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gamesnd_parse_line( &tempSound, "$Name:" );
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Snds.push_back(game_snd(tempSound));
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}
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required_string("#Game Sounds End");
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// Parse the interface sounds section
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required_string("#Interface Sounds Start");
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while (required_string_either("#Interface Sounds End","$Name:")) {
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game_snd tempSound;
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gamesnd_parse_line( &tempSound, "$Name:");
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Snds_iface.push_back(game_snd(tempSound));
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Snds_iface_handle.push_back(-1);
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}
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required_string("#Interface Sounds End");
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// parse flyby sound section
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required_string("#Flyby Sounds Start");
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missing_species_names = new char[Species_info.size() * (NAME_LENGTH+2)];
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missing_species = new ubyte[Species_info.size()];
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memset( missing_species_names, 0, Species_info.size() * (NAME_LENGTH+2) );
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memset( missing_species, 1, Species_info.size() ); // assume they are all missing
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while ( !check_for_string("#Flyby Sounds End") && (sanity_check <= (int)Species_info.size()) )
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{
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for (i = 0; i < Species_info.size(); i++) {
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species_info *species = &Species_info[i];
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sprintf(cstrtemp, "$%s:", species->species_name);
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if ( check_for_string(cstrtemp) ) {
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gamesnd_parse_line(&species->snd_flyby_fighter, cstrtemp);
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gamesnd_parse_line(&species->snd_flyby_bomber, cstrtemp);
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missing_species[i] = 0;
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sanity_check--;
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} else {
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sanity_check++;
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}
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}
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}
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// if we are missing any species then report it
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for (i = 0; i < Species_info.size(); i++) {
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if ( missing_species[i] ) {
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strcat(missing_species_names, Species_info[i].species_name);
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strcat(missing_species_names, "\n");
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}
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}
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if ( strlen(missing_species_names) ) {
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Error( LOCATION, "The following species are missing flyby sounds in sounds.tbl:\n%s", missing_species_names );
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}
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delete[] missing_species_names;
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delete[] missing_species;
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required_string("#Flyby Sounds End");
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if ( optional_string("#Sound Environments Start") ) {
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char name[65] = { '\0' };
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char template_name[65] = { '\0' };
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EFXREVERBPROPERTIES *props;
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while ( required_string_either("#Sound Environments End", "$Name:") ) {
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required_string("$Name:");
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stuff_string(name, F_NAME, sizeof(name)-1);
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if ( optional_string("$Template:") ) {
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stuff_string(template_name, F_NAME, sizeof(template_name)-1);
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} else {
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template_name[0] = '\0';
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}
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ds_eax_get_prop(&props, name, template_name);
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if ( optional_string("+Density:") ) {
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stuff_float(&props->flDensity);
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CLAMP(props->flDensity, 0.0f, 1.0f);
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}
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if ( optional_string("+Diffusion:") ) {
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stuff_float(&props->flDiffusion);
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CLAMP(props->flDiffusion, 0.0f, 1.0f);
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}
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if ( optional_string("+Gain:") ) {
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stuff_float(&props->flGain);
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CLAMP(props->flGain, 0.0f, 1.0f);
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}
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if ( optional_string("+Gain HF:") ) {
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stuff_float(&props->flGainHF);
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CLAMP(props->flGainHF, 0.0f, 1.0f);
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}
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if ( optional_string("+Gain LF:") ) {
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stuff_float(&props->flGainLF);
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CLAMP(props->flGainLF, 0.0f, 1.0f);
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}
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if ( optional_string("+Decay Time:") ) {
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stuff_float(&props->flDecayTime);
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CLAMP(props->flDecayTime, 0.01f, 20.0f);
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}
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if ( optional_string("+Decay HF Ratio:") ) {
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stuff_float(&props->flDecayHFRatio);
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CLAMP(props->flDecayHFRatio, 0.1f, 20.0f);
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}
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if ( optional_string("+Decay LF Ratio:") ) {
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stuff_float(&props->flDecayLFRatio);
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CLAMP(props->flDecayLFRatio, 0.1f, 20.0f);
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}
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if ( optional_string("+Reflections Gain:") ) {
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stuff_float(&props->flReflectionsGain);
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CLAMP(props->flReflectionsGain, 0.0f, 3.16f);
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}
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if ( optional_string("+Reflections Delay:") ) {
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stuff_float(&props->flReflectionsDelay);
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CLAMP(props->flReflectionsDelay, 0.0f, 0.3f);
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}
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if ( optional_string("+Reflections Pan:") ) {
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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);
|
|
}
|