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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2020 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "tracklib.h"
#include "lib/framework/frame.h"
#include "lib/framework/frameresource.h"
#include "audio_id.h"
#include "src/droid.h"
#include <algorithm>
#include <vector>
//*
//
// defines
#define MAX_TRACKS ( 65536 )
//*
//
// static global variables
// array of pointers to sound effects
static std::vector<TRACK *> g_apTrack;
// number of tracks loaded
static SDWORD g_iCurTracks = 0;
// flag set when system is active (for callbacks etc)
static bool g_bSystemActive = false;
static AUDIO_CALLBACK g_pStopTrackCallback = nullptr;
//*
// =======================================================================================================================
// =======================================================================================================================
//
bool sound_Init(HRTFMode hrtf)
{
g_iCurTracks = 0;
if (!sound_InitLibrary(hrtf))
{
debug(LOG_ERROR, "Cannot init sound library");
return false;
}
g_apTrack.resize(std::max<size_t>(ID_MAX_SOUND, 512));
// set system active flag for callbacks
g_bSystemActive = true;
return true;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
bool sound_Shutdown(void)
{
// set inactive flag to prevent callbacks coming after shutdown
g_bSystemActive = false;
sound_ShutdownLibrary();
return true;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
bool sound_GetSystemActive(void)
{
return g_bSystemActive;
}
/** Retrieves loaded audio files and retrieves a TRACK from them on which some values are set and returns their respective ID numbers
* \param fileName the filename of the track
* \param loop whether the track should be looped until explicitly stopped
* \param volume the volume this track should be played on (range is 0-100)
* \param audibleRadius the radius from the source of sound where it can be heard
* \return a non-zero value representing the track id number when successful, zero when the file is not found or no more tracks can be loaded (i.e. the limit is reached)
*/
unsigned int sound_SetTrackVals(const char *fileName, bool loop, unsigned int volume, unsigned int audibleRadius)
{
unsigned int trackID;
TRACK *psTrack;
if (fileName == nullptr || strlen(fileName) == 0) // check for empty filename. This is a non fatal error.
{
debug(LOG_WARNING, "fileName is %s", (fileName == nullptr) ? "a NULL pointer" : "empty");
return 0;
}
psTrack = (TRACK *)resGetData("WAV", fileName);
if (psTrack == nullptr)
{
debug(LOG_WARNING, "track %s resource not found", fileName);
return 0;
}
// get pre-assigned ID or produce one
trackID = audio_GetIDFromStr(fileName);
if (trackID == NO_SOUND)
{
// No pre-assigned ID available, produce one
trackID = sound_GetAvailableID();
if (trackID >= MAX_TRACKS)
{
ASSERT(trackID < MAX_TRACKS, "sound_GetTrackID: unused track not found / available!");
return 0;
}
}
ASSERT_OR_RETURN(0, trackID < g_apTrack.size(), "Invalid trackID: %u", trackID);
if (g_apTrack[trackID] != nullptr)
{
debug(LOG_SOUND, "sound_SetTrackVals: track %i already set (filename: \"%s\") - overriding", trackID, g_apTrack[trackID]->fileName);
ASSERT_OR_RETURN(0, psTrack == g_apTrack[trackID], "Data pointer not equal?");
}
// set track members
psTrack->bLoop = loop;
psTrack->iVol = volume;
psTrack->iAudibleRadius = audibleRadius;
// RAII: Make sure to initialize all values (we don't want undefined values)!
psTrack->iTime = 0;
psTrack->iTimeLastFinished = 0;
psTrack->iNumPlaying = 0;
// set global
g_apTrack[trackID] = psTrack;
// increment counter for amount of loaded tracks
++g_iCurTracks;
return trackID;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_ReleaseTrack(TRACK *psTrack)
{
// This is here to save CPU wasted by the loop below;
// Calling this function with psTrack = NULL is perfectly legal,
// with or without this check
if (!psTrack)
{
return;
}
// Run through the list of tracks and set the pointer to the track which is to be released to NULL
for (auto it = g_apTrack.begin(), end = g_apTrack.end(); it != end; ++it)
{
if (*it == psTrack)
{
*it = nullptr;
}
}
sound_FreeTrack(psTrack);
free(psTrack);
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_CheckAllUnloaded(void)
{
for (auto pTrack : g_apTrack)
{
ASSERT(pTrack == nullptr, "A track is not unloaded yet (%s); check audio.json for duplicate IDs", pTrack->fileName);
}
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
bool sound_TrackLooped(SDWORD iTrack)
{
if (!sound_CheckTrack(iTrack))
{
return false;
}
return g_apTrack[iTrack]->bLoop;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
SDWORD sound_GetNumPlaying(SDWORD iTrack)
{
if (!sound_CheckTrack(iTrack))
{
return 0;
}
return g_apTrack[iTrack]->iNumPlaying;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
bool sound_CheckTrack(SDWORD iTrack)
{
if (iTrack < 0 || iTrack > g_iCurTracks - 1 || static_cast<size_t>(iTrack) >= g_apTrack.size())
{
debug(LOG_SOUND, "Track number %i outside max %i (size: %zu)\n", iTrack, g_iCurTracks, g_apTrack.size());
return false;
}
if (g_apTrack[iTrack] == nullptr)
{
debug(LOG_SOUND, "Track %i NULL\n", iTrack);
return false;
}
return true;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
SDWORD sound_GetTrackTime(SDWORD iTrack)
{
if (!sound_CheckTrack(iTrack))
{
return 0;
}
return g_apTrack[iTrack]->iTime;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
SDWORD sound_GetTrackVolume(SDWORD iTrack)
{
if (!sound_CheckTrack(iTrack))
{
return 0;
}
return g_apTrack[iTrack]->iVol;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
SDWORD sound_GetTrackAudibleRadius(SDWORD iTrack)
{
if (!sound_CheckTrack(iTrack))
{
return 0;
}
return g_apTrack[iTrack]->iAudibleRadius;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
const char *sound_GetTrackName(SDWORD iTrack)
{
// If we get an invalid track ID or there are
// currently no tracks loaded then return NULL
if (iTrack <= 0
|| static_cast<size_t>(iTrack) >= g_apTrack.size()
|| iTrack == SAMPLE_NOT_FOUND
|| g_apTrack[iTrack] == nullptr)
{
return nullptr;
}
return g_apTrack[iTrack]->fileName;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
bool sound_Play2DTrack(AUDIO_SAMPLE *psSample, bool bQueued)
{
TRACK *psTrack;
// Check to make sure the requested track is loaded
if (!sound_CheckTrack(psSample->iTrack))
{
return false;
}
psTrack = g_apTrack[psSample->iTrack];
return sound_Play2DSample(psTrack, psSample, bQueued);
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
bool sound_Play3DTrack(AUDIO_SAMPLE *psSample)
{
TRACK *psTrack;
// Check to make sure the requested track is loaded
if (!sound_CheckTrack(psSample->iTrack))
{
return false;
}
psTrack = g_apTrack[psSample->iTrack];
return sound_Play3DSample(psTrack, psSample);
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_StopTrack(AUDIO_SAMPLE *psSample)
{
ASSERT_OR_RETURN(, psSample != nullptr, "Sample pointer invalid");
sound_StopSample(psSample);
// do stopped callback
if (g_pStopTrackCallback != nullptr && psSample->psObj != nullptr)
{
g_pStopTrackCallback(psSample->psObj);
}
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_PauseTrack(AUDIO_SAMPLE *psSample)
{
sound_StopSample(psSample);
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_FinishedCallback(AUDIO_SAMPLE *psSample)
{
ASSERT_OR_RETURN(, psSample != nullptr, "sound_FinishedCallback: sample pointer invalid\n");
// Check to make sure the requested track is loaded
if (!sound_CheckTrack(psSample->iTrack))
{
return;
}
if (g_apTrack[psSample->iTrack] != nullptr)
{
g_apTrack[psSample->iTrack]->iTimeLastFinished = sound_GetGameTime();
}
// call user callback if specified
if (psSample->pCallback != nullptr)
{
psSample->pCallback(psSample->psObj);
// NOTE: we must invalidate the iAudioID (iTrack) so the game knows to add the
// sample back into the queue. This is a bit of a hacky way to handle "looped" samples,
// since currently, the game don't have a decent way to handle this.
if (psSample->psObj)
{
droidAudioTrackStopped((void *)psSample->psObj);
}
}
// set finished flag
psSample->bFinishedPlaying = true;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
SDWORD sound_GetTrackID(TRACK *psTrack)
{
if (psTrack == nullptr)
{
return SAMPLE_NOT_FOUND;
}
// find matching track
for (unsigned int i = 0; i < static_cast<unsigned int>(g_apTrack.size()); ++i)
{
if (g_apTrack[i] == psTrack)
{
return i;
}
}
// no matching track found
return SAMPLE_NOT_FOUND;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
UDWORD sound_GetAvailableID()
{
unsigned int i;
// Iterate through the list of tracks until we find an unused ID slot
for (i = ID_SOUND_NEXT; i < static_cast<unsigned int>(g_apTrack.size()); ++i)
{
if (g_apTrack[i] == nullptr)
{
return i;
}
}
// add a new entry
g_apTrack.push_back(nullptr);
return i;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_SetStoppedCallback(AUDIO_CALLBACK pStopTrackCallback)
{
g_pStopTrackCallback = pStopTrackCallback;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
UDWORD sound_GetTrackTimeLastFinished(SDWORD iTrack)
{
if (!sound_CheckTrack(iTrack))
{
return 0;
}
return g_apTrack[iTrack]->iTimeLastFinished;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_SetTrackTimeLastFinished(SDWORD iTrack, UDWORD iTime)
{
if (!sound_CheckTrack(iTrack))
{
return;
}
g_apTrack[iTrack]->iTimeLastFinished = iTime;
}
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