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410 lines
13 KiB
410 lines
13 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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13 years ago
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Copyright (C) 2011 Cyan Worlds, Inc.
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14 years ago
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 years ago
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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13 years ago
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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14 years ago
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plWin32GroupedSound - Grouped version of a static sound. Lots of short //
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// sounds stored in the buffer, all share the same //
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// DSound playback buffer and only one plays at a //
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// time. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "hsTypes.h"
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#include "plWin32GroupedSound.h"
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#include "plDSoundBuffer.h"
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#include "plAudioSystem.h"
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#include "../plAudioCore/plSoundBuffer.h"
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#include "../plAudioCore/plSoundDeswizzler.h"
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#include "plgDispatch.h"
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#include "../pnMessage/plSoundMsg.h"
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#include "../plStatusLog/plStatusLog.h"
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#include "plProfile.h"
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#include "hsResMgr.h"
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plProfile_Extern( MemSounds );
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plProfile_Extern( StaticSndShoveTime );
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plProfile_Extern( StaticSwizzleTime );
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/////////////////////////////////////////////////////////////////////////////////////////////////
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plWin32GroupedSound::plWin32GroupedSound()
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{
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fCurrentSound = 0;
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}
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plWin32GroupedSound::~plWin32GroupedSound()
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{
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DeActivate();
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}
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void plWin32GroupedSound::SetPositionArray( UInt16 numSounds, UInt32 *posArray, hsScalar *volumeArray )
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{
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UInt16 i;
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fStartPositions.SetCountAndZero( numSounds );
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fVolumes.SetCountAndZero( numSounds );
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for( i = 0; i < numSounds; i++ )
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{
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fStartPositions[ i ] = posArray[ i ];
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fVolumes[ i ] = volumeArray[ i ];
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}
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}
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//// IRead/IWrite ////////////////////////////////////////////////////////////
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void plWin32GroupedSound::IRead( hsStream *s, hsResMgr *mgr )
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{
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plWin32StaticSound::IRead( s, mgr );
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UInt16 i, n = s->ReadSwap16();
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fStartPositions.SetCountAndZero( n );
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fVolumes.SetCountAndZero( n );
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for( i = 0; i < n; i++ )
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{
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fStartPositions[ i ] = s->ReadSwap32();
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fVolumes[ i ] = s->ReadSwapScalar();
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}
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}
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void plWin32GroupedSound::IWrite( hsStream *s, hsResMgr *mgr )
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{
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plWin32StaticSound::IWrite( s, mgr );
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s->WriteSwap16( fStartPositions.GetCount() );
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UInt16 i;
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for( i = 0; i < fStartPositions.GetCount(); i++ )
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{
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s->WriteSwap32( fStartPositions[ i ] );
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s->WriteSwapScalar( fVolumes[ i ] );
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}
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}
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//// LoadSound ///////////////////////////////////////////////////////////////
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hsBool plWin32GroupedSound::LoadSound( hsBool is3D )
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{
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if( fFailed )
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return false;
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if( fPriority > plgAudioSys::GetPriorityCutoff() )
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return false; // Don't set the failed flag, just return
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if( !plgAudioSys::Active() || fDSoundBuffer != nil )
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return false;
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// Debug flag #1
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if( fChannelSelect > 0 && plgAudioSys::IsDebugFlagSet( plgAudioSys::kDisableRightSelect ) )
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{
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// Force a fail
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fFailed = true;
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return false;
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}
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// We need it to be resident to read in
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plSoundBuffer::ELoadReturnVal retVal = IPreLoadBuffer(true);
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plSoundBuffer *buffer = (plSoundBuffer *)fDataBufferKey->ObjectIsLoaded();
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if(!buffer)
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{
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return plSoundBuffer::kError;
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}
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if( retVal == plSoundBuffer::kPending) // we are still reading data.
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{
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return true;
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}
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// We need it to be resident to read in
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if( retVal == plSoundBuffer::kError)
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{
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char str[ 256 ];
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sprintf( str, "Unable to open .wav file %s", fDataBufferKey ? fDataBufferKey->GetName() : "nil");
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IPrintDbgMessage( str, true );
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fFailed = true;
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return false;
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}
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SetProperty( kPropIs3DSound, is3D );
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plWAVHeader header = buffer->GetHeader();
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// Debug flag #2
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if( fChannelSelect == 0 && header.fNumChannels > 1 && plgAudioSys::IsDebugFlagSet( plgAudioSys::kDisableLeftSelect ) )
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{
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// Force a fail
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fFailed = true;
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return false;
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}
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// Calculate the maximum size for our buffer. This will be the length of the longest sound we're going to
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// have to play.
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UInt16 i;
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UInt32 maxSoundSize, len;
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for( i = 1, maxSoundSize = 0; i < fStartPositions.GetCount(); i++ )
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{
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len = fStartPositions[ i ] - fStartPositions[ i - 1 ];
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if( len > maxSoundSize )
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maxSoundSize = len;
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}
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len = buffer->GetDataLength() - fStartPositions[ fStartPositions.GetCount() - 1 ];
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if( len > maxSoundSize )
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maxSoundSize = len;
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// Based on that, allocate our buffer
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UInt32 bufferSize = maxSoundSize - ( maxSoundSize % header.fBlockAlign );
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if( header.fNumChannels > 1 && is3D )
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{
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// We can only do a single channel of 3D sound. So copy over one (later)
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bufferSize /= header.fNumChannels;
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header.fBlockAlign /= header.fNumChannels;
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header.fAvgBytesPerSec /= header.fNumChannels;
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header.fNumChannels = 1;
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}
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fNumDestChannels = (UInt8)(header.fNumChannels);
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fNumDestBytesPerSample = (UInt8)(header.fBlockAlign);
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// Create our DSound buffer (or rather, the wrapper around it)
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fDSoundBuffer = TRACKED_NEW plDSoundBuffer( bufferSize, header, is3D, IsPropertySet( kPropLooping ), true );
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if( !fDSoundBuffer->IsValid() )
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{
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char str[256];
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sprintf(str, "Can't create sound buffer for %s.wav. This could happen if the wav file is a stereo file. Stereo files are not supported on 3D sounds. If the file is not stereo then please report this error.", GetFileName());
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IPrintDbgMessage( str, true );
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fFailed = true;
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delete fDSoundBuffer;
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fDSoundBuffer = nil;
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return false;
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}
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IRefreshEAXSettings( true );
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// Fill the buffer with whatever our current sound is.
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IFillCurrentSound( 0 );
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// Logging
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char str[ 256 ];
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sprintf( str, " Grouped %s %s allocated (%d msec).", buffer->GetFileName() != nil ? "file" : "buffer",
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buffer->GetFileName() != nil ? buffer->GetFileName() : buffer->GetKey()->GetUoid().GetObjectName(),
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//fDSoundBuffer->IsHardwareAccelerated() ? "hardware" : "software",
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//fDSoundBuffer->IsStaticVoice() ? "static" : "dynamic",
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#ifdef PL_PROFILE_ENABLED
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gProfileVarStaticSndShoveTime.GetValue() );
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#else
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0 );
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#endif
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IPrintDbgMessage( str );
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if( GetKey() != nil && GetKeyName() != nil && strstr( GetKeyName(), "Footstep" ) != nil )
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;
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else
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plStatusLog::AddLineS( "audioTimes.log", "%s (%s)", str, GetKey() ? GetKeyName() : "unkeyed" );
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fTotalBytes = bufferSize;
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plProfile_NewMem( MemSounds, fTotalBytes );
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// All done!
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// if( fLoadFromDiskOnDemand )
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// IUnloadDataBuffer();
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FreeSoundData();
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return true;
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}
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//// GetSoundLength //////////////////////////////////////////////////////////
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// Gets the length (in seconds) of the given sound index from the group.
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hsScalar plWin32GroupedSound::GetSoundLength( Int16 soundIndex )
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{
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plSoundBuffer *buffer = (plSoundBuffer *)fDataBufferKey->ObjectIsLoaded();
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if(buffer)
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{
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return (hsScalar)IGetSoundByteLength( soundIndex ) / buffer->GetHeader().fAvgBytesPerSec;
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}
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return 0;
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}
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//// IGetSoundByteLength /////////////////////////////////////////////////////
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// Byte version of above.
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UInt32 plWin32GroupedSound::IGetSoundByteLength( Int16 soundIndex )
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{
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if( soundIndex == fStartPositions.GetCount() - 1 )
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return ((plSoundBuffer *)fDataBufferKey->ObjectIsLoaded())->GetDataLength() - fStartPositions[ soundIndex ];
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else
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return fStartPositions[ soundIndex + 1 ] - fStartPositions[ soundIndex ];
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}
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//// IGetDataPointer/Length //////////////////////////////////////////////////
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// Abstracting a few things here for the incidentalMgr
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void *plWin32GroupedSound::IGetDataPointer( void ) const
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{
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return ( fDataBufferKey->ObjectIsLoaded() ) ? (void *)( (UInt8 *)((plSoundBuffer *)fDataBufferKey->ObjectIsLoaded())->GetData() + fStartPositions[ fCurrentSound ] ) : nil;
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}
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UInt32 plWin32GroupedSound::IGetDataLength( void ) const
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{
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return ( fDataBufferKey->ObjectIsLoaded() ) ? fCurrentSoundLength : 0;
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}
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//// IFillCurrentSound ///////////////////////////////////////////////////////
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// Fills the DSoundBuffer with data from the current sound from our sound
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// group, optionally switching what our current sound is.
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void plWin32GroupedSound::IFillCurrentSound( Int16 newCurrent /*= -1*/ )
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{
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//void *dataPtr;
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//UInt32 dataLength;
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if( !fDSoundBuffer && plgAudioSys::Active() )
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LoadSound( IsPropertySet( kPropIs3DSound ) );
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plProfile_BeginTiming( StaticSndShoveTime );
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// Make sure we're stopped first. Don't want to be filling while we're playing
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Stop();
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if( newCurrent != -1 )
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{
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fCurrentSound = (UInt16)newCurrent;
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if( fCurrentSound >= fStartPositions.GetCount() )
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{
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// Invalid index!
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hsAssert( false, "Invalid index in plWin32GroupedSound::IFillCurrentSound()" );
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fCurrentSound = -1;
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return;
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}
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// Set our length based on the current sound
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fCurrentSoundLength = IGetSoundByteLength( fCurrentSound );
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if( fDataBufferKey->ObjectIsLoaded() )
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SetLength( fCurrentSoundLength / ((plSoundBuffer *)fDataBufferKey->ObjectIsLoaded())->GetHeader().fAvgBytesPerSec );
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// Update our volume as well
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SetVolume( fVolumes[ fCurrentSound ] );
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}
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if( fDSoundBuffer != nil )
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{
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/// Lock our buffer
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//fDSoundBuffer->Lock( dataLength, dataPtr );
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/// Copy or de-swizzle?
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//if( fDataBuffer->GetHeader().fNumChannels == fNumDestChannels )
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{
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// Just copy
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//memcpy( dataPtr, (Byte *)fDataBuffer->GetData() + fStartPositions[ fCurrentSound ], fCurrentSoundLength );
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//dataPtr = (Byte *)dataPtr + fCurrentSoundLength;
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//dataLength -= fCurrentSoundLength;
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}
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//else
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{
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// We're extracting a single channel of sound into our sound buffer, so it isn't a straight copy...
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/*plProfile_BeginTiming( StaticSwizzleTime );
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plSoundDeswizzler deswiz( (Byte *)fDataBuffer->GetData() + fStartPositions[ fCurrentSound ], fCurrentSoundLength,
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(UInt8)(fDataBuffer->GetHeader().fNumChannels), fNumDestBytesPerSample );
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deswiz.Extract( fChannelSelect, dataPtr );
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dataPtr = (Byte *)dataPtr + fCurrentSoundLength / fDataBuffer->GetHeader().fNumChannels;
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dataLength -= fCurrentSoundLength / fDataBuffer->GetHeader().fNumChannels;
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plProfile_EndTiming( StaticSwizzleTime );*/
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}
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/// Fill the remaining part with empty space
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//memset( dataPtr, 0, dataLength );
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/// Finally, unlock!
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//fDSoundBuffer->Unlock();
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}
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/// All done!
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plProfile_EndTiming( StaticSndShoveTime );
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}
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void plWin32GroupedSound::IDerivedActuallyPlay( void )
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{
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// Ensure there's a stop notify for us
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if( !fReallyPlaying )
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{
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fDSoundBuffer->Play();
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fReallyPlaying = true;
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}
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plSoundEvent *event = IFindEvent( plSoundEvent::kStart );
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if( event != nil )
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event->SendCallbacks();
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}
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hsBool plWin32GroupedSound::MsgReceive( plMessage* pMsg )
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{
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plSoundMsg *soundMsg = plSoundMsg::ConvertNoRef( pMsg );
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if( soundMsg != nil && soundMsg->Cmd( plSoundMsg::kSelectFromGroup ) )
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{
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IFillCurrentSound( soundMsg->fIndex );
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return true;
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}
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else if( soundMsg != nil && soundMsg->Cmd( plSoundMsg::kPlay ) )
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{
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Play();
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//plIncidentalMgr::GetInstance()->Play( this, plIncidentalMgr::kNormal );
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return true;
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}
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return plWin32StaticSound::MsgReceive( pMsg );
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}
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