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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <algorithm>
#include <array>
#include "CommonDefHandler.h"
#include "Sim/Misc/GuiSoundSet.h"
#include "System/FileSystem/FileSystem.h"
#include "System/FileSystem/FileHandler.h"
#include "System/Sound/ISound.h"
#include "System/Log/ILog.h"
static const std::array<std::string, 2> soundExts = {{"wav", "ogg"}};
// UnitDef and WeaponDef sound-sets; [0] is always a dummy
static std::vector<GuiSoundSetData> soundSetData;
void CommonDefHandler::InitStatic()
{
soundSetData.clear();
soundSetData.reserve(4096);
soundSetData.emplace_back();
}
void CommonDefHandler::KillStatic()
{
LOG_L(L_INFO, "[CommonDefHandler::%s] %u sound-set data items added", __func__, uint32_t(soundSetData.size()));
}
void CommonDefHandler::AddSoundSetData(GuiSoundSet& soundSet, const std::string& fileName, float volume)
{
// NB: for each set, all data variants should be loaded sequentially
soundSet.UpdateIndices(soundSetData.size());
soundSetData.emplace_back(fileName, -1, volume);
}
GuiSoundSetData& CommonDefHandler::GetSoundSetData(size_t idx)
{
return (soundSetData.at(idx));
}
size_t CommonDefHandler::SoundSetDataCount()
{
return (soundSetData.size());
}
int CommonDefHandler::LoadSoundFile(const std::string& fileName)
{
if (!fileName.empty()) {
const std::string soundExt = std::move(FileSystem::GetExtension(fileName));
// unlike constructing a CFileHandler this does not read the data
// into memory; faster for large files and many small individually
// compressed sounds (e.g. in pool archives)
const bool foundExt = (std::find(soundExts.cbegin(), soundExts.cend(), soundExt) != soundExts.cend());
const bool haveFile = (foundExt && CFileHandler::FileExists(fileName, SPRING_VFS_RAW_FIRST));
const bool haveItem = (haveFile || sound->HasSoundItem(fileName));
if (haveItem)
return (sound->GetSoundId(fileName));
const std::string soundFile = "sounds/" + fileName + ((soundExt.empty())? ".wav": "");
if (CFileHandler::FileExists(soundFile, SPRING_VFS_RAW_FIRST))
return (sound->GetSoundId(soundFile));
LOG_L(L_WARNING, "[%s] could not load sound \"%s\" from {Unit,Weapon}Def", __func__, fileName.c_str());
}
return 0;
}
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