mirror of
https://github.com/nillerusr/source-engine.git
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549 lines
16 KiB
C++
549 lines
16 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Sound management functions. Exposes a list of available sounds.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "stdafx.h"
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#include "soundsystem.h"
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#include "mmsystem.h"
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#include "filesystem.h"
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#include "KeyValues.h"
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#include "hammer.h"
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#include "HammerScene.h"
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#include "ScenePreviewDlg.h"
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#include "soundchars.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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// FIXME: Put gamesounds parsing into shared code somewhere
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#define MANIFEST_FILE "scripts/game_sounds_manifest.txt"
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#define SOUNDGENDER_MACRO "$gender"
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#define SOUNDGENDER_MACRO_LENGTH 7 // Length of above including $
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// Sounds we're playing are loaded into here for Windows to access while playing them.
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CUtlVector<char> g_SoundPlayData;
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//-----------------------------------------------------------------------------
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// Singleton sound system
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//-----------------------------------------------------------------------------
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CSoundSystem g_Sounds;
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CSoundSystem::CSoundSystem()
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{
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}
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CSoundSystem::~CSoundSystem()
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{
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ShutDown();
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}
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//-----------------------------------------------------------------------------
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// Initialization, shutdown
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//-----------------------------------------------------------------------------
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bool CSoundSystem::Initialize( )
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{
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for ( int i = 0; i < SOUND_TYPE_COUNT; ++i )
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{
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m_SoundList[i].m_Sounds.EnsureCapacity( 1024 );
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m_SoundList[i].m_pStrings = NULL;
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if (!BuildSoundList( (SoundType_t)i ) )
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return false;
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}
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return true;
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}
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void CSoundSystem::ShutDown(void)
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{
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for ( int i = 0; i < SOUND_TYPE_COUNT; ++i )
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{
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CleanupSoundList( (SoundType_t)i );
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}
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}
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//-----------------------------------------------------------------------------
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// Build the list of sounds
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//-----------------------------------------------------------------------------
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bool CSoundSystem::BuildSoundList( SoundType_t type )
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{
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CleanupSoundList( type );
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switch( type )
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{
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case SOUND_TYPE_RAW:
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return RecurseIntoDirectories( "sound", &CSoundSystem::ProcessDirectory_RawFileList );
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case SOUND_TYPE_GAMESOUND:
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return BuildGameSoundList();
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case SOUND_TYPE_SCENE:
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return RecurseIntoDirectories( "scenes", &CSoundSystem::ProcessDirectory_SceneFileList );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Cleans up the sound list
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//-----------------------------------------------------------------------------
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void CSoundSystem::CleanupSoundList( SoundType_t type )
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{
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m_SoundList[type].m_Sounds.RemoveAll();
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DestroyStringCache( m_SoundList[type].m_pStrings );
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m_SoundList[type].m_pStrings = NULL;
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}
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//-----------------------------------------------------------------------------
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// Allocate, deallocate a string cache
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//-----------------------------------------------------------------------------
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CSoundSystem::StringCache_t *CSoundSystem::CreateStringCache( CSoundSystem::StringCache_t* pPrevious )
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{
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StringCache_t *pCache = new StringCache_t;
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pCache->m_nTailIndex = 0;
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pCache->m_pNext = pPrevious;
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return pCache;
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}
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void CSoundSystem::DestroyStringCache( CSoundSystem::StringCache_t *pCache )
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{
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if ( pCache )
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{
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DestroyStringCache( pCache->m_pNext );
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delete pCache;
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}
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}
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//-----------------------------------------------------------------------------
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// Adds a string to the string cache
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//-----------------------------------------------------------------------------
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char *CSoundSystem::AddStringToCache( SoundType_t type, const char *pString )
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{
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int copyLen = V_strlen( pString ) + 1;
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StringCache_t *pCache = m_SoundList[type].m_pStrings;
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if ( (!pCache) || ( copyLen + pCache->m_nTailIndex > StringCache_t::STRING_CACHE_SIZE ) )
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{
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m_SoundList[type].m_pStrings = CreateStringCache( pCache );
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pCache = m_SoundList[type].m_pStrings;
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}
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char fixedString[MAX_PATH];
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V_strncpy( fixedString, pString, sizeof( fixedString ) );
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V_FixSlashes( fixedString );
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copyLen = V_strlen( fixedString ) + 1;
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char *pDest = &pCache->m_pBuf[ pCache->m_nTailIndex ];
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memcpy( pDest, fixedString, copyLen );
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pCache->m_nTailIndex += copyLen;
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return pDest;
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}
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//-----------------------------------------------------------------------------
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// Adds a sound to a sound list
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//-----------------------------------------------------------------------------
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void CSoundSystem::AddSoundToList( SoundType_t type, const char *pSoundName, const char *pActualFile, const char *pSourceFile )
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{
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// FIXME: Optimize the allocation pattern?
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int i = m_SoundList[type].m_Sounds.AddToTail();
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SoundInfo_t &info = m_SoundList[type].m_Sounds[i];
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info.m_pSoundName = AddStringToCache( type, pSoundName );
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if ( type == SOUND_TYPE_RAW )
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{
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info.m_pSoundFile = info.m_pSoundName;
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info.m_pSourceFile = info.m_pSoundName;
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}
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else
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{
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info.m_pSoundFile = AddStringToCache( type, pActualFile );
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info.m_pSourceFile = pSourceFile;
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}
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}
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//-----------------------------------------------------------------------------
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// Add all sounds that lie within a single directory
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//-----------------------------------------------------------------------------
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void CSoundSystem::BuildFileListInDirectory( char const* pDirectoryName, const char *pExt, SoundType_t soundType )
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{
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Assert( Q_strlen( pExt ) <= 3 );
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int nDirectoryNameLen = V_strlen( pDirectoryName );
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char *pWildCard = ( char * )stackalloc( nDirectoryNameLen + 7 );
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Q_snprintf( pWildCard, nDirectoryNameLen + 7, "%s/*.%s", pDirectoryName, pExt );
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FileFindHandle_t findHandle;
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const char *pFileName = g_pFullFileSystem->FindFirst( pWildCard, &findHandle );
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for ( ; pFileName; pFileName = g_pFullFileSystem->FindNext( findHandle ) )
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{
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if( g_pFullFileSystem->FindIsDirectory( findHandle ) )
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continue;
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// Strip off the 'sound/' part of the sound name.
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int nAllocSize = nDirectoryNameLen + Q_strlen(pFileName) + 2;
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char *pFileNameWithPath = (char *)stackalloc( nAllocSize );
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const char *pStartPos = max( strchr( pDirectoryName, '/' ), strchr( pDirectoryName, '\\' ) );
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if ( pStartPos )
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Q_snprintf( pFileNameWithPath, nAllocSize, "%s%c%s", pStartPos+1, CORRECT_PATH_SEPARATOR, pFileName );
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else
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V_strncpy( pFileNameWithPath, pFileName, nAllocSize );
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Q_strnlwr( pFileNameWithPath, nAllocSize );
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AddSoundToList( soundType, pFileNameWithPath, pFileNameWithPath, NULL );
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}
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g_pFullFileSystem->FindClose( findHandle );
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}
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//-----------------------------------------------------------------------------
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// Populate the list of .WAV files
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//-----------------------------------------------------------------------------
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bool CSoundSystem::RecurseIntoDirectories( char const* pDirectoryName, pDirCallbackFn fn )
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{
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// Have the callback process the directory.
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if ( !(this->*fn)( pDirectoryName ) )
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return false;
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int nDirectoryNameLen = Q_strlen( pDirectoryName );
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char *pWildCard = ( char * )stackalloc( nDirectoryNameLen + 5 );
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strcpy(pWildCard, pDirectoryName);
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strcat(pWildCard, "/*.*");
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int nPathStrLen = nDirectoryNameLen + 1;
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FileFindHandle_t findHandle;
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const char *pFileName = g_pFullFileSystem->FindFirst( pWildCard, &findHandle );
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for ( ; pFileName; pFileName = g_pFullFileSystem->FindNext( findHandle ) )
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{
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if ((pFileName[0] != '.') || (pFileName[1] != '.' && pFileName[1] != 0))
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{
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if( !g_pFullFileSystem->FindIsDirectory( findHandle ) )
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continue;
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int fileNameStrLen = Q_strlen( pFileName );
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char *pFileNameWithPath = ( char * )stackalloc( nPathStrLen + fileNameStrLen + 1 );
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memcpy( pFileNameWithPath, pWildCard, nPathStrLen );
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pFileNameWithPath[nPathStrLen] = '\0';
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Q_strncat( pFileNameWithPath, pFileName, nPathStrLen + fileNameStrLen + 1 );
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if (!RecurseIntoDirectories( pFileNameWithPath, fn ))
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Populate the list of .WAV files
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//-----------------------------------------------------------------------------
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bool CSoundSystem::ProcessDirectory_RawFileList( char const* pDirectoryName )
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{
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if ( !g_pFileSystem )
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return false;
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Assert( Q_strnicmp( pDirectoryName, "sound", 5 ) == 0 );
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// Get all sound files out of this directory
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BuildFileListInDirectory( pDirectoryName, "wav", SOUND_TYPE_RAW );
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BuildFileListInDirectory( pDirectoryName, "mp3", SOUND_TYPE_RAW );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Populate the list of .VCD files
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//-----------------------------------------------------------------------------
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bool CSoundSystem::ProcessDirectory_SceneFileList( char const* pDirectoryName )
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{
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if ( !g_pFileSystem )
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return false;
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// Get all sound files out of this directory
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BuildFileListInDirectory( pDirectoryName, "vcd", SOUND_TYPE_SCENE );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Splits a name into 2
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//-----------------------------------------------------------------------------
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static void SplitName( char const *input, int splitchar, int splitlen, char *before, int beforelen, char *after, int afterlen )
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{
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char const *in = input;
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char *out = before;
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int c = 0;
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int l = 0;
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int maxl = beforelen;
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while ( *in )
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{
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if ( c == splitchar )
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{
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while ( --splitlen >= 0 )
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{
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in++;
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}
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*out = 0;
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out = after;
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maxl = afterlen;
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c++;
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continue;
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}
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if ( l >= maxl )
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{
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in++;
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c++;
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continue;
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}
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*out++ = *in++;
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l++;
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c++;
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}
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*out = 0;
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}
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//-----------------------------------------------------------------------------
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// Gamesounds may have macros embedded in them
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//-----------------------------------------------------------------------------
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void CSoundSystem::AddGameSoundToList( const char *pGameSound, char const *pFileName, const char *pSourceFile )
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{
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char const *p = Q_stristr( pFileName, SOUNDGENDER_MACRO );
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if ( !p )
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{
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AddSoundToList( SOUND_TYPE_GAMESOUND, pGameSound, pFileName, pSourceFile );
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return;
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}
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int offset = p - pFileName;
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Assert( offset >= 0 );
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int duration = SOUNDGENDER_MACRO_LENGTH;
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// Create a "male" version of the sound only for browsing
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char before[ 256 ], after[ 256 ];
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Q_memset( before, 0, sizeof( before ) );
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Q_memset( after, 0, sizeof( after ) );
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SplitName( pFileName, offset, duration, before, sizeof( before ), after, sizeof( after ) );
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char temp[ 256 ];
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Q_snprintf( temp, sizeof( temp ), "%s%s%s", before, "male", after );
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AddSoundToList( SOUND_TYPE_GAMESOUND, pGameSound, temp, pSourceFile );
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}
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgoff.h>
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//-----------------------------------------------------------------------------
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// Load all game sounds from a particular file
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//-----------------------------------------------------------------------------
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void CSoundSystem::AddGameSoundsFromFile( const char *pFileName )
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{
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KeyValues *kv = new KeyValues( pFileName );
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if ( !kv->LoadFromFile( g_pFileSystem, pFileName, "GAME" ) )
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{
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kv->deleteThis();
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return;
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}
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const char *pSourceFile = AddStringToCache( SOUND_TYPE_GAMESOUND, pFileName );
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// parse out all of the top level sections and save their names
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for ( KeyValues *pKeys = kv; pKeys; pKeys = pKeys->GetNextKey() )
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{
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if ( !pKeys->GetFirstSubKey() )
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continue;
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const char *pRawFile = pKeys->GetString( "wave", NULL );
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if ( pRawFile )
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{
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AddGameSoundToList( pKeys->GetName(), pRawFile, pSourceFile );
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}
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else
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{
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KeyValues *pRndWave = pKeys->FindKey( "rndwave" );
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if ( pRndWave )
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{
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KeyValues *pFirstFile = pRndWave->GetFirstSubKey();
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if ( pFirstFile )
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{
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AddGameSoundToList( pKeys->GetName(), pFirstFile->GetString(), pSourceFile );
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}
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}
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}
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}
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if ( kv )
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{
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kv->deleteThis();
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}
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}
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//-----------------------------------------------------------------------------
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// Populate the list of game sounds
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//-----------------------------------------------------------------------------
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bool CSoundSystem::BuildGameSoundList()
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{
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KeyValues *manifest = new KeyValues( MANIFEST_FILE );
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if ( !manifest->LoadFromFile( g_pFileSystem, MANIFEST_FILE, "GAME" ) )
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{
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manifest->deleteThis();
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return false;
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}
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for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
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{
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if ( !Q_stricmp( sub->GetName(), "precache_file" ) ||
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!Q_stricmp( sub->GetName(), "declare_file" ) ||
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!Q_stricmp( sub->GetName(), "preload_file" ) )
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{
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// Add and always precache
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AddGameSoundsFromFile( sub->GetString() );
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}
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}
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manifest->deleteThis();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Plays a sound
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//-----------------------------------------------------------------------------
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bool CSoundSystem::FindSoundByName( const char *pFilename, SoundType_t *type, int *nIndex )
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{
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char searchStr[MAX_PATH];
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V_strncpy( searchStr, pFilename, sizeof( searchStr ) );
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V_FixSlashes( searchStr );
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for ( int i = SOUND_TYPE_COUNT; --i >= 0; )
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{
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for ( int j = SoundCount( (SoundType_t)i ); --j >= 0; )
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{
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if ( Q_stristr( searchStr, SoundName( (SoundType_t)i, j ) ) )
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{
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*type = (SoundType_t)i;
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*nIndex = j;
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return true;
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}
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}
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}
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||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CSoundSystem::PlayScene( const char *pFileName )
|
||
|
{
|
||
|
char fullFilename[MAX_PATH];
|
||
|
V_snprintf( fullFilename, sizeof( fullFilename ), "scenes%c%s", CORRECT_PATH_SEPARATOR, pFileName );
|
||
|
CChoreoScene *pScene = HammerLoadScene( fullFilename );
|
||
|
if ( !pScene )
|
||
|
return false;
|
||
|
|
||
|
CScenePreviewDlg dlg( pScene, pFileName );
|
||
|
dlg.DoModal();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Plays a sound
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
bool CSoundSystem::Play( SoundType_t type, int nIndex )
|
||
|
{
|
||
|
const char *pFileName = SoundFile( type, nIndex );
|
||
|
if ( !pFileName )
|
||
|
return false;
|
||
|
|
||
|
// If it's a scene, get the first sound in the scene.
|
||
|
if ( type == SOUND_TYPE_SCENE )
|
||
|
{
|
||
|
return PlayScene( pFileName );
|
||
|
}
|
||
|
|
||
|
// Voiceover files have this.
|
||
|
pFileName = PSkipSoundChars( pFileName );
|
||
|
|
||
|
char pRelativePath[MAX_PATH];
|
||
|
Q_snprintf( pRelativePath, MAX_PATH, "sound/%s", pFileName );
|
||
|
|
||
|
// Stop any previously-playing sound.
|
||
|
StopSound();
|
||
|
|
||
|
// We used to use GetLocalPath, but that doesn't work under Steam.
|
||
|
FileHandle_t fp = g_pFileSystem->Open( pRelativePath, "rb" );
|
||
|
if ( fp )
|
||
|
{
|
||
|
g_SoundPlayData.SetSize( g_pFileSystem->Size( fp ) );
|
||
|
if ( g_pFileSystem->Read( g_SoundPlayData.Base(), g_SoundPlayData.Count(), fp ) == g_SoundPlayData.Count() )
|
||
|
{
|
||
|
return (PlaySound( g_SoundPlayData.Base(), NULL, SND_ASYNC | SND_MEMORY ) != FALSE);
|
||
|
}
|
||
|
g_pFileSystem->Close( fp );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Stops any playing sound.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CSoundSystem::StopSound()
|
||
|
{
|
||
|
PlaySound( NULL, NULL, SND_ASYNC | SND_MEMORY );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Opens the source file associated with a sound
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CSoundSystem::OpenSource( SoundType_t type, int nIndex )
|
||
|
{
|
||
|
if ( type == SOUND_TYPE_RAW )
|
||
|
return;
|
||
|
|
||
|
const char *pFileName = SoundSourceFile( type, nIndex );
|
||
|
if ( pFileName )
|
||
|
{
|
||
|
char pRelativePath[MAX_PATH];
|
||
|
Q_snprintf( pRelativePath, MAX_PATH, "%s", pFileName );
|
||
|
|
||
|
char pFullPath[MAX_PATH];
|
||
|
if ( g_pFullFileSystem->GetLocalPath( pRelativePath, pFullPath, MAX_PATH ) )
|
||
|
{
|
||
|
ShellExecute( NULL, "open", pFullPath, NULL, NULL, SW_SHOWNORMAL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|