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//
//
#include "audio.h"
#include "gamesnd/gamesnd.h"
#include "menuui/credits.h"
#include "menuui/mainhallmenu.h"
#include "mission/missionmessage.h"
#include "missionui/missionbrief.h"
#include "render/3d.h"
#include "weapon/weapon.h"
#include "scripting/api/objs/audio_stream.h"
#include "scripting/api/objs/enums.h"
#include "scripting/api/objs/sound.h"
#include "scripting/api/objs/vecmath.h"
#include "sound/audiostr.h"
extern float Master_event_music_volume;
namespace scripting {
namespace api {
//**********LIBRARY: Audio
ADE_LIB(l_Audio, "Audio", "ad", "Sound/Music Library");
ADE_VIRTVAR(MasterVoiceVolume,
l_Audio,
nullptr,
"The current master voice volume. This property is read-only.",
"number",
"The volume in the range from 0 to 1")
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read-only!");
}
return ade_set_args(L, "f", Master_voice_volume);
}
ADE_VIRTVAR(MasterEventMusicVolume,
l_Audio,
nullptr,
"The current master event music volume. This property is read-only.",
"number",
"The volume in the range from 0 to 1")
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read-only!");
}
return ade_set_args(L, "f", Master_event_music_volume);
}
ADE_VIRTVAR(MasterEffectsVolume,
l_Audio,
nullptr,
"The current master effects volume. This property is read-only.",
"number",
"The volume in the range from 0 to 1")
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read-only!");
}
return ade_set_args(L, "f", Master_sound_volume);
}
ADE_FUNC(getSoundentry, l_Audio, "string/number", "Return a sound entry matching the specified index or name. If you are using a number then the first valid index is 1", "soundentry", "soundentry or invalid handle on error")
{
gamesnd_id index;
if (lua_isnumber(L, 1))
{
int idx = -1;
if(!ade_get_args(L, "i", &idx))
return ade_set_error(L, "o", l_SoundEntry.Set(sound_entry_h()));
index = gamesnd_get_by_tbl_index(idx);
}
else
{
const char* s = nullptr;
if(!ade_get_args(L, "s", &s))
return ade_set_error(L, "o", l_SoundEntry.Set(sound_entry_h()));
if (s == NULL)
return ade_set_error(L, "o", l_SoundEntry.Set(sound_entry_h()));
index = gamesnd_get_by_name(s);
}
if (!index.isValid())
{
return ade_set_args(L, "o", l_SoundEntry.Set(sound_entry_h()));
}
else
{
return ade_set_args(L, "o", l_SoundEntry.Set(sound_entry_h(index)));
}
}
ADE_FUNC(loadSoundfile, l_Audio, "string filename", "Loads the specified sound file", "soundfile", "A soundfile handle")
{
const char* fileName = nullptr;
if (!ade_get_args(L, "s", &fileName))
return ade_set_error(L, "o", l_Soundfile.Set(soundfile_h(sound_load_id::invalid())));
game_snd_entry tmp_gse;
strcpy_s(tmp_gse.filename, fileName);
auto n = snd_load(&tmp_gse, nullptr, 0);
return ade_set_error(L, "o", l_Soundfile.Set(soundfile_h(n)));
}
ADE_FUNC(playSound, l_Audio, "soundentry", "Plays the specified sound entry handle", "sound", "A handle to the playing sound")
{
sound_entry_h *seh = NULL;
if (!ade_get_args(L, "o", l_SoundEntry.GetPtr(&seh)))
return ade_set_error(L, "o", l_Sound.Set(sound_h()));
if (seh == NULL || !seh->IsValid())
return ade_set_error(L, "o", l_Sound.Set(sound_h()));
auto handle = snd_play(seh->Get());
if (!handle.isValid()) {
return ade_set_args(L, "o", l_Sound.Set(sound_h()));
}
else
{
return ade_set_args(L, "o", l_Sound.Set(sound_h(seh->idx, handle)));
}
}
ADE_FUNC(playLoopingSound, l_Audio, "soundentry", "Plays the specified sound as a looping sound", "sound", "A handle to the playing sound or invalid handle if playback failed")
{
sound_entry_h *seh = NULL;
if (!ade_get_args(L, "o", l_SoundEntry.GetPtr(&seh)))
return ade_set_error(L, "o", l_Sound.Set(sound_h()));
if (seh == NULL || !seh->IsValid())
return ade_set_error(L, "o", l_Sound.Set(sound_h()));
auto handle = snd_play_looping(seh->Get());
if (!handle.isValid()) {
return ade_set_args(L, "o", l_Sound.Set(sound_h()));
}
else
{
return ade_set_args(L, "o", l_Sound.Set(sound_h(seh->idx, handle)));
}
}
ADE_FUNC(play3DSound, l_Audio, "soundentry, [vector source, vector listener]",
"Plays the specified sound entry handle. Source if by default 0, 0, 0 and listener is by default the current "
"viewposition",
"sound3D", "A handle to the playing sound")
{
sound_entry_h *seh = NULL;
vec3d *source = &vmd_zero_vector;
vec3d *listener = &View_position;
if (!ade_get_args(L, "o|oo", l_SoundEntry.GetPtr(&seh), l_Vector.GetPtr(&source), l_Vector.GetPtr(&listener)))
return ade_set_error(L, "o", l_Sound3D.Set(sound_h()));
if (seh == NULL || !seh->IsValid())
return ade_set_error(L, "o", l_Sound3D.Set(sound_h()));
auto handle = snd_play_3d(seh->Get(), source, listener);
if (!handle.isValid()) {
return ade_set_args(L, "o", l_Sound3D.Set(sound_h()));
}
else
{
return ade_set_args(L, "o", l_Sound3D.Set(sound_h(seh->idx, handle)));
}
}
ADE_FUNC(playGameSound,
l_Audio,
"sound index, [number Panning = 0.0 /* -1.0 left to 1.0 right */, number Volume = 100 /* in percent */, number "
"Priority = 0 /* 0-3 */, boolean VoiceMessage = false]",
"Plays a sound from #Game Sounds in sounds.tbl. A priority of 0 indicates that the song must play; 1-3 will "
"specify the maximum number of that sound that can be played",
"boolean",
"True if sound was played, false if not (Replaced with a sound instance object in the future)")
{
int idx;
float pan=0.0f;
float vol=100.0f;
int pri=0;
bool voice_msg = false;
if(!ade_get_args(L, "i|ffib", &idx, &pan, &vol, &pri, &voice_msg))
return ADE_RETURN_NIL;
if(idx < 0)
return ADE_RETURN_FALSE;
if(pri < 0 || pri > 3)
pri = 0;
CLAMP(pan, -1.0f, 1.0f);
CLAMP(vol, 0.0f, 100.0f);
auto gamesnd_idx = gamesnd_get_by_tbl_index(idx);
if (gamesnd_idx.isValid()) {
auto sound_handle = snd_play(gamesnd_get_game_sound(gamesnd_idx), pan, vol * 0.01f, pri, voice_msg);
return ade_set_args(L, "b", sound_handle.isValid());
} else {
LuaError(L, "Invalid sound index %i (Snds[%i]) in playGameSound()", idx, gamesnd_idx.value());
return ADE_RETURN_FALSE;
}
}
ADE_FUNC(playInterfaceSound, l_Audio, "sound index", "Plays a sound from #Interface Sounds in sounds.tbl", "boolean", "True if sound was played, false if not")
{
int idx;
if(!ade_get_args(L, "i", &idx))
return ade_set_error(L, "b", false);
auto gamesnd_idx = gamesnd_get_by_iface_tbl_index(idx);
if (gamesnd_idx.isValid()) {
gamesnd_play_iface(gamesnd_idx);
return ade_set_args(L, "b", true);
} else {
LuaError(L, "Invalid sound index %i (Snds[%i]) in playInterfaceSound()", idx, gamesnd_idx.value());
return ADE_RETURN_FALSE;
}
}
ADE_FUNC(playInterfaceSoundByName, l_Audio, "string name",
"Plays a sound from #Interface Sounds in sounds.tbl by specifying the name of the sound entry. Sounds using "
"the retail sound syntax can be accessed by specifying the index number as a string.",
"boolean", "True if sound was played, false if not")
{
const char* name;
if (!ade_get_args(L, "s", &name))
return ade_set_error(L, "b", false);
auto gamesnd_idx = gamesnd_get_by_iface_name(name);
if (gamesnd_idx.isValid()) {
gamesnd_play_iface(gamesnd_idx);
return ade_set_args(L, "b", true);
} else {
LuaError(L, "Invalid sound name %s in playInterfaceSoundByName()", name);
return ADE_RETURN_FALSE;
}
}
ADE_FUNC(playMusic, l_Audio, "string Filename, [number volume = 1.0, boolean looping = true]", "Plays a music file using FS2Open's builtin music system. Volume is currently ignored, uses players music volume setting. Files passed to this function are looped by default.", "number", "Audiohandle of the created audiostream, or -1 on failure")
{
const char* s;
float volume = 1.0f;
bool loop = true;
if (!ade_get_args(L, "s|fb", &s, &volume, &loop))
return ade_set_error(L, "i", -1);
int ah = audiostream_open(s, ASF_MENUMUSIC);
if(ah < 0)
return ade_set_error(L, "i", -1);
// didn't remove the volume parameter because it'll break the API
volume = Master_event_music_volume;
audiostream_play(ah, volume, loop ? 1 : 0);
return ade_set_args(L, "i", ah);
}
ADE_FUNC(stopMusic,
l_Audio,
"number audiohandle, [boolean fade = false, string music_type /* briefing|credits|mainhall */]",
"Stops a playing music file, provided audiohandle is valid. If the 3rd arg is set to one of "
"briefing,credits,mainhall then that music will be stopped despite the audiohandle given.",
nullptr,
nullptr)
{
int ah;
bool fade = false;
const char* music_type = nullptr;
if(!ade_get_args(L, "i|bs", &ah, &fade, &music_type))
return ADE_RETURN_NIL;
if (ah >= MAX_AUDIO_STREAMS || ah < 0 )
return ADE_RETURN_NIL;
if (music_type == NULL) {
audiostream_close_file(ah, fade);
} else {
if (!stricmp(music_type, "briefing")) {
briefing_stop_music(fade);
} else if (!stricmp(music_type, "credits")) {
credits_stop_music(fade);
} else if (!stricmp(music_type, "mainhall")) {
main_hall_stop_music(fade);
} else {
LuaError(L, "Invalid music type (%s) passed to stopMusic", music_type);
}
}
return ADE_RETURN_NIL;
}
ADE_FUNC(pauseMusic,
l_Audio,
"number audiohandle, boolean pause",
"Pauses or unpauses a playing music file, provided audiohandle is valid. The boolean argument should be true to "
"pause and false to unpause. If the audiohandle is -1, *all* audio streams are paused or unpaused.",
nullptr,
nullptr)
{
int ah;
bool pause;
if(!ade_get_args(L, "ib", &ah, &pause))
return ADE_RETURN_NIL;
if (ah >= 0 && ah < MAX_AUDIO_STREAMS)
{
if (pause)
audiostream_pause(ah, true);
else
audiostream_unpause(ah, true);
}
else if (ah == -1)
{
if (pause)
audiostream_pause_all(true);
else
audiostream_unpause_all(true);
}
return ADE_RETURN_NIL;
}
ADE_FUNC(openAudioStream,
l_Audio,
"string fileName, enumeration stream_type /* AUDIOSTREAM_* values */",
"Opens an audio stream of the specified file and type. An audio stream is meant for more long time sounds since "
"they are streamed from the file instead of loaded in its entirety.",
"audio_stream",
"A handle to the opened stream or invalid on error")
{
const char* fileName = nullptr;
enum_h streamTypeEnum;
if (!ade_get_args(L, "so", &fileName, l_Enum.Get(&streamTypeEnum))) {
return ade_set_args(L, "o", l_AudioStream.Set(-1));
}
int streamType;
switch (streamTypeEnum.index) {
case LE_ASF_EVENTMUSIC:
streamType = ASF_EVENTMUSIC;
break;
case LE_ASF_MENUMUSIC:
streamType = ASF_MENUMUSIC;
break;
case LE_ASF_VOICE:
streamType = ASF_VOICE;
break;
default:
LuaError(L, "Invalid audio stream type %d.", streamTypeEnum.index);
return ade_set_args(L, "o", l_AudioStream.Set(-1));
}
int ah = audiostream_open(fileName, streamType);
if (ah < 0)
return ade_set_args(L, "o", l_AudioStream.Set(-1));
return ade_set_args(L, "o", l_AudioStream.Set(ah));
}
ADE_FUNC(pauseWeaponSounds,
l_Audio,
"boolean pause",
"Pauses or unpauses all weapon sounds. The boolean argument should be true to pause and false to unpause.",
nullptr,
nullptr)
{
bool pause;
if (!ade_get_args(L, "b", &pause))
return ADE_RETURN_NIL;
if (pause) {
weapon_pause_sounds();
} else {
weapon_unpause_sounds();
}
return ADE_RETURN_NIL;
}
ADE_FUNC(pauseVoiceMessages,
l_Audio,
"boolean pause",
"Pauses or unpauses all voice message sounds. The boolean argument should be true to pause and false to unpause.",
nullptr,
nullptr)
{
bool pause;
if (!ade_get_args(L, "b", &pause))
return ADE_RETURN_NIL;
if (pause) {
message_pause_all();
} else {
message_resume_all();
}
return ADE_RETURN_NIL;
}
} // namespace api
} // namespace scripting
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