/*==LICENSE==*
CyanWorlds . com Engine - MMOG client , server and tools
Copyright ( C ) 2011 Cyan Worlds , Inc .
This program 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 3 of the License , or
( at your option ) any later version .
This program 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 this program . If not , see < http : //www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program , or any covered work , by linking or
combining it with any of RAD Game Tools Bink SDK , Autodesk 3 ds Max SDK ,
NVIDIA PhysX SDK , Microsoft DirectX SDK , OpenSSL library , Independent
JPEG Group JPEG library , Microsoft Windows Media SDK , or Apple QuickTime SDK
( or a modified version of those libraries ) ,
containing parts covered by the terms of the Bink SDK EULA , 3 ds Max EULA ,
PhysX SDK EULA , DirectX SDK EULA , OpenSSL and SSLeay licenses , IJG
JPEG Library README , Windows Media SDK EULA , or QuickTime SDK EULA , the
licensors of this Program grant you additional
permission to convey the resulting work . Corresponding Source for a
non - source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work .
You can contact Cyan Worlds , Inc . by email legal @ cyan . com
or by snail mail at :
Cyan Worlds , Inc .
14617 N Newport Hwy
Mead , WA 99021
* = = LICENSE = = */
# include "HeadSpin.h"
# include "hsGeometry3.h"
# include "hsResMgr.h"
# include "plgDispatch.h"
# include "plProfile.h"
# include "plWin32StaticSound.h"
# include "plWin32Sound.h"
# include "plDSoundBuffer.h"
# include "plAudioSystem.h"
# include "plAudioCore/plSoundBuffer.h"
# include "plAudioCore/plSoundDeswizzler.h"
# include "pnMessage/plEventCallbackMsg.h"
# include "pnMessage/plAudioSysMsg.h"
# include "plMessage/plLinkToAgeMsg.h"
# include "plMessage/plAvatarMsg.h"
# include "plPipeline/plPlates.h"
# include "plStatusLog/plStatusLog.h"
plProfile_Extern ( MemSounds ) ;
plProfile_CreateAsynchTimer ( " Static Shove Time " , " Sound " , StaticSndShoveTime ) ;
plProfile_CreateAsynchTimer ( " Static Swizzle Time " , " Sound " , StaticSwizzleTime ) ;
plWin32StaticSound : : plWin32StaticSound ( )
{
}
plWin32StaticSound : : ~ plWin32StaticSound ( )
{
DeActivate ( ) ;
IUnloadDataBuffer ( ) ;
}
void plWin32StaticSound : : Activate ( hsBool forcePlay )
{
plWin32Sound : : Activate ( forcePlay ) ;
}
void plWin32StaticSound : : DeActivate ( )
{
plWin32Sound : : DeActivate ( ) ;
}
hsBool plWin32StaticSound : : LoadSound ( hsBool is3D )
{
if ( fFailed )
return false ;
if ( fPriority > plgAudioSys : : GetPriorityCutoff ( ) )
return false ; // Don't set the failed flag, just return
if ( plgAudioSys : : Active ( ) & & ! fDSoundBuffer )
{
// Debug flag #1
if ( fChannelSelect > 0 & & plgAudioSys : : IsDebugFlagSet ( plgAudioSys : : kDisableRightSelect ) )
{
// Force a fail
fFailed = true ;
return false ;
}
// We need it to be resident to read in
plSoundBuffer : : ELoadReturnVal retVal = IPreLoadBuffer ( true ) ;
plSoundBuffer * buffer = ( plSoundBuffer * ) fDataBufferKey - > ObjectIsLoaded ( ) ;
if ( ! buffer )
{
return plSoundBuffer : : kError ;
}
if ( retVal = = plSoundBuffer : : kPending ) // we are still reading data.
{
return true ;
}
if ( retVal = = plSoundBuffer : : kError )
{
char str [ 256 ] ;
sprintf ( str , " Unable to open .wav file %s " , fDataBufferKey ? fDataBufferKey - > GetName ( ) : " nil " ) ;
IPrintDbgMessage ( str , true ) ;
fFailed = true ;
return false ;
}
SetProperty ( kPropIs3DSound , is3D ) ;
plWAVHeader header = buffer - > GetHeader ( ) ;
// Debug flag #2
if ( fChannelSelect = = 0 & & header . fNumChannels > 1 & & plgAudioSys : : IsDebugFlagSet ( plgAudioSys : : kDisableLeftSelect ) )
{
// Force a fail
fFailed = true ;
return false ;
}
UInt32 bufferSize = buffer - > GetDataLength ( ) ;
if ( header . fNumChannels > 1 & & is3D )
{
// We can only do a single channel of 3D sound. So copy over one (later)
bufferSize / = header . fNumChannels ;
header . fBlockAlign / = header . fNumChannels ;
header . fAvgBytesPerSec / = header . fNumChannels ;
header . fNumChannels = 1 ;
}
hsBool tryStatic = true ;
// If we want FX, we can't use a static voice, but EAX doesn't fit under that limitation :)
if ( 0 )
tryStatic = false ;
// Create our DSound buffer (or rather, the wrapper around it)
fDSoundBuffer = TRACKED_NEW plDSoundBuffer ( bufferSize , header , is3D , IsPropertySet ( kPropLooping ) , tryStatic ) ;
if ( ! fDSoundBuffer - > IsValid ( ) )
{
char str [ 256 ] ;
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 ( ) ) ;
IPrintDbgMessage ( str , true ) ;
fFailed = true ;
delete fDSoundBuffer ;
fDSoundBuffer = nil ;
return false ;
}
plProfile_BeginTiming ( StaticSndShoveTime ) ;
if ( ! fDSoundBuffer - > FillBuffer ( buffer - > GetData ( ) , buffer - > GetDataLength ( ) , & header ) )
{
delete fDSoundBuffer ;
fDSoundBuffer = nil ;
plStatusLog : : AddLineS ( " audio.log " , " Could not play static sound, no voices left %s " , GetKeyName ( ) ) ;
return false ;
}
plProfile_EndTiming ( StaticSndShoveTime ) ;
IRefreshEAXSettings ( true ) ;
fTotalBytes = bufferSize ;
plProfile_NewMem ( MemSounds , fTotalBytes ) ;
// get pertinent info
hsScalar length = ( hsScalar ) bufferSize / ( hsScalar ) header . fAvgBytesPerSec ;
SetLength ( length ) ;
if ( fLoadFromDiskOnDemand & & ! IsPropertySet ( kPropLoadOnlyOnCall ) )
FreeSoundData ( ) ;
return true ;
}
return false ;
}
void plWin32StaticSound : : Update ( )
{
plWin32Sound : : Update ( ) ;
if ( fDSoundBuffer )
{
if ( fPlaying ) // we think we are playing
{
if ( ! fDSoundBuffer - > IsPlaying ( ) ) // are we actually playing
{
Stop ( ) ;
}
}
}
}
void plWin32StaticSound : : IDerivedActuallyPlay ( void )
{
// Ensure there's a stop notify for us
if ( ! fReallyPlaying )
{
for ( ; ; )
{
if ( IsPropertySet ( kPropIncidental ) )
{
if ( fIncidentalsPlaying > = MAX_INCIDENTALS )
break ;
+ + fIncidentalsPlaying ;
}
fDSoundBuffer - > Play ( ) ;
fReallyPlaying = true ;
break ;
}
}
plSoundEvent * event = IFindEvent ( plSoundEvent : : kStart ) ;
if ( event ! = nil )
event - > SendCallbacks ( ) ;
}
float plWin32StaticSound : : GetActualTimeSec ( )
{
if ( fDSoundBuffer )
return fDSoundBuffer - > GetTimeOffsetSec ( ) ;
return 0.0f ;
}
void plWin32StaticSound : : ISetActualTime ( double t )
{
if ( ! fDSoundBuffer & & plgAudioSys : : Active ( ) )
LoadSound ( IsPropertySet ( kPropIs3DSound ) ) ;
if ( fDSoundBuffer )
{
if ( ! t )
fDSoundBuffer - > SetTimeOffsetSec ( ( float ) t ) ;
}
}
hsBool plWin32StaticSound : : MsgReceive ( plMessage * pMsg )
{
return plWin32Sound : : MsgReceive ( pMsg ) ;
}
void plWin32StaticSound : : IRemoveCallback ( plEventCallbackMsg * pCBMsg )
{
plWin32Sound : : IRemoveCallback ( pCBMsg ) ;
}
void plWin32StaticSound : : IAddCallback ( plEventCallbackMsg * pCBMsg )
{
if ( plSoundEvent : : GetTypeFromCallbackMsg ( pCBMsg ) ! = plSoundEvent : : kStop & &
plSoundEvent : : GetTypeFromCallbackMsg ( pCBMsg ) ! = plSoundEvent : : kStart )
{
hsAssert ( false , " Static sounds only support start and stop callbacks at this time. " ) ;
return ;
}
plWin32Sound : : IAddCallback ( pCBMsg ) ;
}
plWin32LinkSound : : plWin32LinkSound ( )
{
SetLocalOnly ( true ) ; // linking sounds already synch at a higher level
SetProperty ( kPropDontFade , true ) ;
}
void plWin32LinkSound : : Read ( hsStream * s , hsResMgr * mgr )
{
plWin32StaticSound : : Read ( s , mgr ) ;
plgDispatch : : Dispatch ( ) - > RegisterForExactType ( plLinkEffectBCMsg : : Index ( ) , GetKey ( ) ) ;
plgDispatch : : Dispatch ( ) - > RegisterForExactType ( plAvatarStealthModeMsg : : Index ( ) , GetKey ( ) ) ;
plgDispatch : : Dispatch ( ) - > RegisterForExactType ( plPseudoLinkEffectMsg : : Index ( ) , GetKey ( ) ) ;
SetLocalOnly ( true ) ; // linking sounds already synch at a higher level
SetProperty ( kPropDontFade , true ) ;
}
void plWin32LinkSound : : Write ( hsStream * s , hsResMgr * mgr )
{
plWin32StaticSound : : Write ( s , mgr ) ;
}
hsBool plWin32LinkSound : : MsgReceive ( plMessage * pMsg )
{
plLinkEffectBCMsg * msg = plLinkEffectBCMsg : : ConvertNoRef ( pMsg ) ;
if ( msg ! = nil & & ! msg - > HasLinkFlag ( plLinkEffectBCMsg : : kMute ) )
{
if ( msg - > fLinkKey - > GetUoid ( ) . GetClonePlayerID ( ) = = GetKey ( ) - > GetUoid ( ) . GetClonePlayerID ( ) )
{
if ( ! IsPropertySet ( kPropFullyDisabled ) )
{
ISetActualTime ( 0 ) ;
Play ( ) ;
//Activate(true);
}
}
return true ;
}
plPseudoLinkEffectMsg * psmsg = plPseudoLinkEffectMsg : : ConvertNoRef ( pMsg ) ;
if ( psmsg ! = nil )
{
if ( psmsg - > fAvatarKey - > GetUoid ( ) . GetClonePlayerID ( ) = = GetKey ( ) - > GetUoid ( ) . GetClonePlayerID ( ) )
{
if ( ! IsPropertySet ( kPropFullyDisabled ) )
{
ISetActualTime ( 0 ) ;
//Play();
Activate ( true ) ;
}
}
return true ;
}
plAvatarStealthModeMsg * sMsg = plAvatarStealthModeMsg : : ConvertNoRef ( pMsg ) ;
if ( sMsg )
{
if ( sMsg - > GetSender ( ) - > GetUoid ( ) . GetClonePlayerID ( ) = = GetKey ( ) - > GetUoid ( ) . GetClonePlayerID ( ) )
{
SetProperty ( kPropFullyDisabled , ( sMsg - > fMode = = plAvatarStealthModeMsg : : kStealthCloaked ) ) ;
plNetApp : : StaticDebugMsg ( " plWin32LinkSound: rcvd avatarStealth msg, cloaked=%d " , sMsg - > fMode = = plAvatarStealthModeMsg : : kStealthCloaked ) ;
}
return true ;
}
return plWin32StaticSound : : MsgReceive ( pMsg ) ;
}