mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
549 lines
16 KiB
C++
549 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Sound management functions. Exposes a list of available sounds.
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "stdafx.h"
|
|
#include "soundsystem.h"
|
|
#include "mmsystem.h"
|
|
#include "filesystem.h"
|
|
#include "KeyValues.h"
|
|
#include "hammer.h"
|
|
#include "HammerScene.h"
|
|
#include "ScenePreviewDlg.h"
|
|
#include "soundchars.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include <tier0/memdbgon.h>
|
|
|
|
|
|
// FIXME: Put gamesounds parsing into shared code somewhere
|
|
#define MANIFEST_FILE "scripts/game_sounds_manifest.txt"
|
|
#define SOUNDGENDER_MACRO "$gender"
|
|
#define SOUNDGENDER_MACRO_LENGTH 7 // Length of above including $
|
|
|
|
|
|
// Sounds we're playing are loaded into here for Windows to access while playing them.
|
|
CUtlVector<char> g_SoundPlayData;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Singleton sound system
|
|
//-----------------------------------------------------------------------------
|
|
CSoundSystem g_Sounds;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor, destructor
|
|
//-----------------------------------------------------------------------------
|
|
CSoundSystem::CSoundSystem()
|
|
{
|
|
}
|
|
|
|
CSoundSystem::~CSoundSystem()
|
|
{
|
|
ShutDown();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initialization, shutdown
|
|
//-----------------------------------------------------------------------------
|
|
bool CSoundSystem::Initialize( )
|
|
{
|
|
for ( int i = 0; i < SOUND_TYPE_COUNT; ++i )
|
|
{
|
|
m_SoundList[i].m_Sounds.EnsureCapacity( 1024 );
|
|
m_SoundList[i].m_pStrings = NULL;
|
|
|
|
if (!BuildSoundList( (SoundType_t)i ) )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CSoundSystem::ShutDown(void)
|
|
{
|
|
for ( int i = 0; i < SOUND_TYPE_COUNT; ++i )
|
|
{
|
|
CleanupSoundList( (SoundType_t)i );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Build the list of sounds
|
|
//-----------------------------------------------------------------------------
|
|
bool CSoundSystem::BuildSoundList( SoundType_t type )
|
|
{
|
|
CleanupSoundList( type );
|
|
|
|
switch( type )
|
|
{
|
|
case SOUND_TYPE_RAW:
|
|
return RecurseIntoDirectories( "sound", &CSoundSystem::ProcessDirectory_RawFileList );
|
|
|
|
case SOUND_TYPE_GAMESOUND:
|
|
return BuildGameSoundList();
|
|
|
|
case SOUND_TYPE_SCENE:
|
|
return RecurseIntoDirectories( "scenes", &CSoundSystem::ProcessDirectory_SceneFileList );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cleans up the sound list
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundSystem::CleanupSoundList( SoundType_t type )
|
|
{
|
|
m_SoundList[type].m_Sounds.RemoveAll();
|
|
DestroyStringCache( m_SoundList[type].m_pStrings );
|
|
m_SoundList[type].m_pStrings = NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Allocate, deallocate a string cache
|
|
//-----------------------------------------------------------------------------
|
|
CSoundSystem::StringCache_t *CSoundSystem::CreateStringCache( CSoundSystem::StringCache_t* pPrevious )
|
|
{
|
|
StringCache_t *pCache = new StringCache_t;
|
|
pCache->m_nTailIndex = 0;
|
|
pCache->m_pNext = pPrevious;
|
|
return pCache;
|
|
}
|
|
|
|
void CSoundSystem::DestroyStringCache( CSoundSystem::StringCache_t *pCache )
|
|
{
|
|
if ( pCache )
|
|
{
|
|
DestroyStringCache( pCache->m_pNext );
|
|
delete pCache;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adds a string to the string cache
|
|
//-----------------------------------------------------------------------------
|
|
char *CSoundSystem::AddStringToCache( SoundType_t type, const char *pString )
|
|
{
|
|
int copyLen = V_strlen( pString ) + 1;
|
|
|
|
StringCache_t *pCache = m_SoundList[type].m_pStrings;
|
|
if ( (!pCache) || ( copyLen + pCache->m_nTailIndex > StringCache_t::STRING_CACHE_SIZE ) )
|
|
{
|
|
m_SoundList[type].m_pStrings = CreateStringCache( pCache );
|
|
pCache = m_SoundList[type].m_pStrings;
|
|
}
|
|
|
|
char fixedString[MAX_PATH];
|
|
V_strncpy( fixedString, pString, sizeof( fixedString ) );
|
|
V_FixSlashes( fixedString );
|
|
copyLen = V_strlen( fixedString ) + 1;
|
|
|
|
char *pDest = &pCache->m_pBuf[ pCache->m_nTailIndex ];
|
|
memcpy( pDest, fixedString, copyLen );
|
|
pCache->m_nTailIndex += copyLen;
|
|
|
|
return pDest;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adds a sound to a sound list
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundSystem::AddSoundToList( SoundType_t type, const char *pSoundName, const char *pActualFile, const char *pSourceFile )
|
|
{
|
|
// FIXME: Optimize the allocation pattern?
|
|
int i = m_SoundList[type].m_Sounds.AddToTail();
|
|
SoundInfo_t &info = m_SoundList[type].m_Sounds[i];
|
|
|
|
info.m_pSoundName = AddStringToCache( type, pSoundName );
|
|
|
|
if ( type == SOUND_TYPE_RAW )
|
|
{
|
|
info.m_pSoundFile = info.m_pSoundName;
|
|
info.m_pSourceFile = info.m_pSoundName;
|
|
}
|
|
else
|
|
{
|
|
info.m_pSoundFile = AddStringToCache( type, pActualFile );
|
|
info.m_pSourceFile = pSourceFile;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Add all sounds that lie within a single directory
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundSystem::BuildFileListInDirectory( char const* pDirectoryName, const char *pExt, SoundType_t soundType )
|
|
{
|
|
Assert( Q_strlen( pExt ) <= 3 );
|
|
|
|
int nDirectoryNameLen = V_strlen( pDirectoryName );
|
|
char *pWildCard = ( char * )stackalloc( nDirectoryNameLen + 7 );
|
|
Q_snprintf( pWildCard, nDirectoryNameLen + 7, "%s/*.%s", pDirectoryName, pExt );
|
|
|
|
FileFindHandle_t findHandle;
|
|
const char *pFileName = g_pFullFileSystem->FindFirst( pWildCard, &findHandle );
|
|
for ( ; pFileName; pFileName = g_pFullFileSystem->FindNext( findHandle ) )
|
|
{
|
|
if( g_pFullFileSystem->FindIsDirectory( findHandle ) )
|
|
continue;
|
|
|
|
// Strip off the 'sound/' part of the sound name.
|
|
int nAllocSize = nDirectoryNameLen + Q_strlen(pFileName) + 2;
|
|
char *pFileNameWithPath = (char *)stackalloc( nAllocSize );
|
|
|
|
const char *pStartPos = max( strchr( pDirectoryName, '/' ), strchr( pDirectoryName, '\\' ) );
|
|
if ( pStartPos )
|
|
Q_snprintf( pFileNameWithPath, nAllocSize, "%s%c%s", pStartPos+1, CORRECT_PATH_SEPARATOR, pFileName );
|
|
else
|
|
V_strncpy( pFileNameWithPath, pFileName, nAllocSize );
|
|
|
|
Q_strnlwr( pFileNameWithPath, nAllocSize );
|
|
AddSoundToList( soundType, pFileNameWithPath, pFileNameWithPath, NULL );
|
|
}
|
|
g_pFullFileSystem->FindClose( findHandle );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Populate the list of .WAV files
|
|
//-----------------------------------------------------------------------------
|
|
bool CSoundSystem::RecurseIntoDirectories( char const* pDirectoryName, pDirCallbackFn fn )
|
|
{
|
|
// Have the callback process the directory.
|
|
if ( !(this->*fn)( pDirectoryName ) )
|
|
return false;
|
|
|
|
int nDirectoryNameLen = Q_strlen( pDirectoryName );
|
|
|
|
char *pWildCard = ( char * )stackalloc( nDirectoryNameLen + 5 );
|
|
strcpy(pWildCard, pDirectoryName);
|
|
strcat(pWildCard, "/*.*");
|
|
int nPathStrLen = nDirectoryNameLen + 1;
|
|
|
|
FileFindHandle_t findHandle;
|
|
const char *pFileName = g_pFullFileSystem->FindFirst( pWildCard, &findHandle );
|
|
for ( ; pFileName; pFileName = g_pFullFileSystem->FindNext( findHandle ) )
|
|
{
|
|
if ((pFileName[0] != '.') || (pFileName[1] != '.' && pFileName[1] != 0))
|
|
{
|
|
if( !g_pFullFileSystem->FindIsDirectory( findHandle ) )
|
|
continue;
|
|
|
|
int fileNameStrLen = Q_strlen( pFileName );
|
|
char *pFileNameWithPath = ( char * )stackalloc( nPathStrLen + fileNameStrLen + 1 );
|
|
memcpy( pFileNameWithPath, pWildCard, nPathStrLen );
|
|
pFileNameWithPath[nPathStrLen] = '\0';
|
|
Q_strncat( pFileNameWithPath, pFileName, nPathStrLen + fileNameStrLen + 1 );
|
|
|
|
if (!RecurseIntoDirectories( pFileNameWithPath, fn ))
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Populate the list of .WAV files
|
|
//-----------------------------------------------------------------------------
|
|
bool CSoundSystem::ProcessDirectory_RawFileList( char const* pDirectoryName )
|
|
{
|
|
if ( !g_pFileSystem )
|
|
return false;
|
|
|
|
Assert( Q_strnicmp( pDirectoryName, "sound", 5 ) == 0 );
|
|
|
|
// Get all sound files out of this directory
|
|
BuildFileListInDirectory( pDirectoryName, "wav", SOUND_TYPE_RAW );
|
|
BuildFileListInDirectory( pDirectoryName, "mp3", SOUND_TYPE_RAW );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Populate the list of .VCD files
|
|
//-----------------------------------------------------------------------------
|
|
bool CSoundSystem::ProcessDirectory_SceneFileList( char const* pDirectoryName )
|
|
{
|
|
if ( !g_pFileSystem )
|
|
return false;
|
|
|
|
// Get all sound files out of this directory
|
|
BuildFileListInDirectory( pDirectoryName, "vcd", SOUND_TYPE_SCENE );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Splits a name into 2
|
|
//-----------------------------------------------------------------------------
|
|
static void SplitName( char const *input, int splitchar, int splitlen, char *before, int beforelen, char *after, int afterlen )
|
|
{
|
|
char const *in = input;
|
|
char *out = before;
|
|
|
|
int c = 0;
|
|
int l = 0;
|
|
int maxl = beforelen;
|
|
while ( *in )
|
|
{
|
|
if ( c == splitchar )
|
|
{
|
|
while ( --splitlen >= 0 )
|
|
{
|
|
in++;
|
|
}
|
|
|
|
*out = 0;
|
|
out = after;
|
|
maxl = afterlen;
|
|
c++;
|
|
continue;
|
|
}
|
|
|
|
if ( l >= maxl )
|
|
{
|
|
in++;
|
|
c++;
|
|
continue;
|
|
}
|
|
|
|
*out++ = *in++;
|
|
l++;
|
|
c++;
|
|
}
|
|
|
|
*out = 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gamesounds may have macros embedded in them
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundSystem::AddGameSoundToList( const char *pGameSound, char const *pFileName, const char *pSourceFile )
|
|
{
|
|
char const *p = Q_stristr( pFileName, SOUNDGENDER_MACRO );
|
|
if ( !p )
|
|
{
|
|
AddSoundToList( SOUND_TYPE_GAMESOUND, pGameSound, pFileName, pSourceFile );
|
|
return;
|
|
}
|
|
|
|
int offset = p - pFileName;
|
|
Assert( offset >= 0 );
|
|
int duration = SOUNDGENDER_MACRO_LENGTH;
|
|
|
|
// Create a "male" version of the sound only for browsing
|
|
char before[ 256 ], after[ 256 ];
|
|
Q_memset( before, 0, sizeof( before ) );
|
|
Q_memset( after, 0, sizeof( after ) );
|
|
|
|
SplitName( pFileName, offset, duration, before, sizeof( before ), after, sizeof( after ) );
|
|
|
|
char temp[ 256 ];
|
|
Q_snprintf( temp, sizeof( temp ), "%s%s%s", before, "male", after );
|
|
AddSoundToList( SOUND_TYPE_GAMESOUND, pGameSound, temp, pSourceFile );
|
|
}
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include <tier0/memdbgoff.h>
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Load all game sounds from a particular file
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundSystem::AddGameSoundsFromFile( const char *pFileName )
|
|
{
|
|
KeyValues *kv = new KeyValues( pFileName );
|
|
if ( !kv->LoadFromFile( g_pFileSystem, pFileName, "GAME" ) )
|
|
{
|
|
kv->deleteThis();
|
|
return;
|
|
}
|
|
|
|
const char *pSourceFile = AddStringToCache( SOUND_TYPE_GAMESOUND, pFileName );
|
|
|
|
// parse out all of the top level sections and save their names
|
|
for ( KeyValues *pKeys = kv; pKeys; pKeys = pKeys->GetNextKey() )
|
|
{
|
|
if ( !pKeys->GetFirstSubKey() )
|
|
continue;
|
|
|
|
const char *pRawFile = pKeys->GetString( "wave", NULL );
|
|
if ( pRawFile )
|
|
{
|
|
AddGameSoundToList( pKeys->GetName(), pRawFile, pSourceFile );
|
|
}
|
|
else
|
|
{
|
|
KeyValues *pRndWave = pKeys->FindKey( "rndwave" );
|
|
if ( pRndWave )
|
|
{
|
|
KeyValues *pFirstFile = pRndWave->GetFirstSubKey();
|
|
if ( pFirstFile )
|
|
{
|
|
AddGameSoundToList( pKeys->GetName(), pFirstFile->GetString(), pSourceFile );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( kv )
|
|
{
|
|
kv->deleteThis();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Populate the list of game sounds
|
|
//-----------------------------------------------------------------------------
|
|
bool CSoundSystem::BuildGameSoundList()
|
|
{
|
|
KeyValues *manifest = new KeyValues( MANIFEST_FILE );
|
|
if ( !manifest->LoadFromFile( g_pFileSystem, MANIFEST_FILE, "GAME" ) )
|
|
{
|
|
manifest->deleteThis();
|
|
return false;
|
|
}
|
|
|
|
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
|
|
{
|
|
if ( !Q_stricmp( sub->GetName(), "precache_file" ) ||
|
|
!Q_stricmp( sub->GetName(), "declare_file" ) ||
|
|
!Q_stricmp( sub->GetName(), "preload_file" ) )
|
|
{
|
|
// Add and always precache
|
|
AddGameSoundsFromFile( sub->GetString() );
|
|
}
|
|
}
|
|
manifest->deleteThis();
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Plays a sound
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CSoundSystem::FindSoundByName( const char *pFilename, SoundType_t *type, int *nIndex )
|
|
{
|
|
char searchStr[MAX_PATH];
|
|
V_strncpy( searchStr, pFilename, sizeof( searchStr ) );
|
|
V_FixSlashes( searchStr );
|
|
|
|
for ( int i = SOUND_TYPE_COUNT; --i >= 0; )
|
|
{
|
|
for ( int j = SoundCount( (SoundType_t)i ); --j >= 0; )
|
|
{
|
|
if ( Q_stristr( searchStr, SoundName( (SoundType_t)i, j ) ) )
|
|
{
|
|
*type = (SoundType_t)i;
|
|
*nIndex = j;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 );
|
|
}
|
|
}
|
|
}
|
|
|