/*==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 . 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 3ds 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, 3ds 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==*/ ////////////////////////////////////////////////////////////////////////////// // // // plWin32GroupedSound - Grouped version of a static sound. Lots of short // // sounds stored in the buffer, all share the same // // DSound playback buffer and only one plays at a // // time. // // // ////////////////////////////////////////////////////////////////////////////// #include "hsTypes.h" #include "plWin32GroupedSound.h" #include "plDSoundBuffer.h" #include "plAudioSystem.h" #include "../plAudioCore/plSoundBuffer.h" #include "../plAudioCore/plSoundDeswizzler.h" #include "plgDispatch.h" #include "../pnMessage/plSoundMsg.h" #include "../plStatusLog/plStatusLog.h" #include "plProfile.h" #include "hsResMgr.h" plProfile_Extern( MemSounds ); plProfile_Extern( StaticSndShoveTime ); plProfile_Extern( StaticSwizzleTime ); ///////////////////////////////////////////////////////////////////////////////////////////////// plWin32GroupedSound::plWin32GroupedSound() { fCurrentSound = 0; } plWin32GroupedSound::~plWin32GroupedSound() { DeActivate(); } void plWin32GroupedSound::SetPositionArray( UInt16 numSounds, UInt32 *posArray, hsScalar *volumeArray ) { UInt16 i; fStartPositions.SetCountAndZero( numSounds ); fVolumes.SetCountAndZero( numSounds ); for( i = 0; i < numSounds; i++ ) { fStartPositions[ i ] = posArray[ i ]; fVolumes[ i ] = volumeArray[ i ]; } } //// IRead/IWrite //////////////////////////////////////////////////////////// void plWin32GroupedSound::IRead( hsStream *s, hsResMgr *mgr ) { plWin32StaticSound::IRead( s, mgr ); UInt16 i, n = s->ReadSwap16(); fStartPositions.SetCountAndZero( n ); fVolumes.SetCountAndZero( n ); for( i = 0; i < n; i++ ) { fStartPositions[ i ] = s->ReadSwap32(); fVolumes[ i ] = s->ReadSwapScalar(); } } void plWin32GroupedSound::IWrite( hsStream *s, hsResMgr *mgr ) { plWin32StaticSound::IWrite( s, mgr ); s->WriteSwap16( fStartPositions.GetCount() ); UInt16 i; for( i = 0; i < fStartPositions.GetCount(); i++ ) { s->WriteSwap32( fStartPositions[ i ] ); s->WriteSwapScalar( fVolumes[ i ] ); } } //// LoadSound /////////////////////////////////////////////////////////////// hsBool plWin32GroupedSound::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 != nil ) return false; // 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; } // We need it to be resident to read in 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; } // Calculate the maximum size for our buffer. This will be the length of the longest sound we're going to // have to play. UInt16 i; UInt32 maxSoundSize, len; for( i = 1, maxSoundSize = 0; i < fStartPositions.GetCount(); i++ ) { len = fStartPositions[ i ] - fStartPositions[ i - 1 ]; if( len > maxSoundSize ) maxSoundSize = len; } len = buffer->GetDataLength() - fStartPositions[ fStartPositions.GetCount() - 1 ]; if( len > maxSoundSize ) maxSoundSize = len; // Based on that, allocate our buffer UInt32 bufferSize = maxSoundSize - ( maxSoundSize % header.fBlockAlign ); 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; } fNumDestChannels = (UInt8)(header.fNumChannels); fNumDestBytesPerSample = (UInt8)(header.fBlockAlign); // Create our DSound buffer (or rather, the wrapper around it) fDSoundBuffer = TRACKED_NEW plDSoundBuffer( bufferSize, header, is3D, IsPropertySet( kPropLooping ), true ); 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; } IRefreshEAXSettings( true ); // Fill the buffer with whatever our current sound is. IFillCurrentSound( 0 ); // Logging char str[ 256 ]; sprintf( str, " Grouped %s %s allocated (%d msec).", buffer->GetFileName() != nil ? "file" : "buffer", buffer->GetFileName() != nil ? buffer->GetFileName() : buffer->GetKey()->GetUoid().GetObjectName(), //fDSoundBuffer->IsHardwareAccelerated() ? "hardware" : "software", //fDSoundBuffer->IsStaticVoice() ? "static" : "dynamic", #ifdef PL_PROFILE_ENABLED gProfileVarStaticSndShoveTime.GetValue() ); #else 0 ); #endif IPrintDbgMessage( str ); if( GetKey() != nil && GetKeyName() != nil && strstr( GetKeyName(), "Footstep" ) != nil ) ; else plStatusLog::AddLineS( "audioTimes.log", "%s (%s)", str, GetKey() ? GetKeyName() : "unkeyed" ); fTotalBytes = bufferSize; plProfile_NewMem( MemSounds, fTotalBytes ); // All done! // if( fLoadFromDiskOnDemand ) // IUnloadDataBuffer(); FreeSoundData(); return true; } //// GetSoundLength ////////////////////////////////////////////////////////// // Gets the length (in seconds) of the given sound index from the group. hsScalar plWin32GroupedSound::GetSoundLength( Int16 soundIndex ) { plSoundBuffer *buffer = (plSoundBuffer *)fDataBufferKey->ObjectIsLoaded(); if(buffer) { return (hsScalar)IGetSoundByteLength( soundIndex ) / buffer->GetHeader().fAvgBytesPerSec; } return 0; } //// IGetSoundByteLength ///////////////////////////////////////////////////// // Byte version of above. UInt32 plWin32GroupedSound::IGetSoundByteLength( Int16 soundIndex ) { if( soundIndex == fStartPositions.GetCount() - 1 ) return ((plSoundBuffer *)fDataBufferKey->ObjectIsLoaded())->GetDataLength() - fStartPositions[ soundIndex ]; else return fStartPositions[ soundIndex + 1 ] - fStartPositions[ soundIndex ]; } //// IGetDataPointer/Length ////////////////////////////////////////////////// // Abstracting a few things here for the incidentalMgr void *plWin32GroupedSound::IGetDataPointer( void ) const { return ( fDataBufferKey->ObjectIsLoaded() ) ? (void *)( (UInt8 *)((plSoundBuffer *)fDataBufferKey->ObjectIsLoaded())->GetData() + fStartPositions[ fCurrentSound ] ) : nil; } UInt32 plWin32GroupedSound::IGetDataLength( void ) const { return ( fDataBufferKey->ObjectIsLoaded() ) ? fCurrentSoundLength : 0; } //// IFillCurrentSound /////////////////////////////////////////////////////// // Fills the DSoundBuffer with data from the current sound from our sound // group, optionally switching what our current sound is. void plWin32GroupedSound::IFillCurrentSound( Int16 newCurrent /*= -1*/ ) { //void *dataPtr; //UInt32 dataLength; if( !fDSoundBuffer && plgAudioSys::Active() ) LoadSound( IsPropertySet( kPropIs3DSound ) ); plProfile_BeginTiming( StaticSndShoveTime ); // Make sure we're stopped first. Don't want to be filling while we're playing Stop(); if( newCurrent != -1 ) { fCurrentSound = (UInt16)newCurrent; if( fCurrentSound >= fStartPositions.GetCount() ) { // Invalid index! hsAssert( false, "Invalid index in plWin32GroupedSound::IFillCurrentSound()" ); fCurrentSound = -1; return; } // Set our length based on the current sound fCurrentSoundLength = IGetSoundByteLength( fCurrentSound ); if( fDataBufferKey->ObjectIsLoaded() ) SetLength( fCurrentSoundLength / ((plSoundBuffer *)fDataBufferKey->ObjectIsLoaded())->GetHeader().fAvgBytesPerSec ); // Update our volume as well SetVolume( fVolumes[ fCurrentSound ] ); } if( fDSoundBuffer != nil ) { /// Lock our buffer //fDSoundBuffer->Lock( dataLength, dataPtr ); /// Copy or de-swizzle? //if( fDataBuffer->GetHeader().fNumChannels == fNumDestChannels ) { // Just copy //memcpy( dataPtr, (Byte *)fDataBuffer->GetData() + fStartPositions[ fCurrentSound ], fCurrentSoundLength ); //dataPtr = (Byte *)dataPtr + fCurrentSoundLength; //dataLength -= fCurrentSoundLength; } //else { // We're extracting a single channel of sound into our sound buffer, so it isn't a straight copy... /*plProfile_BeginTiming( StaticSwizzleTime ); plSoundDeswizzler deswiz( (Byte *)fDataBuffer->GetData() + fStartPositions[ fCurrentSound ], fCurrentSoundLength, (UInt8)(fDataBuffer->GetHeader().fNumChannels), fNumDestBytesPerSample ); deswiz.Extract( fChannelSelect, dataPtr ); dataPtr = (Byte *)dataPtr + fCurrentSoundLength / fDataBuffer->GetHeader().fNumChannels; dataLength -= fCurrentSoundLength / fDataBuffer->GetHeader().fNumChannels; plProfile_EndTiming( StaticSwizzleTime );*/ } /// Fill the remaining part with empty space //memset( dataPtr, 0, dataLength ); /// Finally, unlock! //fDSoundBuffer->Unlock(); } /// All done! plProfile_EndTiming( StaticSndShoveTime ); } void plWin32GroupedSound::IDerivedActuallyPlay( void ) { // Ensure there's a stop notify for us if( !fReallyPlaying ) { fDSoundBuffer->Play(); fReallyPlaying = true; } plSoundEvent *event = IFindEvent( plSoundEvent::kStart ); if( event != nil ) event->SendCallbacks(); } hsBool plWin32GroupedSound::MsgReceive( plMessage* pMsg ) { plSoundMsg *soundMsg = plSoundMsg::ConvertNoRef( pMsg ); if( soundMsg != nil && soundMsg->Cmd( plSoundMsg::kSelectFromGroup ) ) { IFillCurrentSound( soundMsg->fIndex ); return true; } else if( soundMsg != nil && soundMsg->Cmd( plSoundMsg::kPlay ) ) { Play(); //plIncidentalMgr::GetInstance()->Play( this, plIncidentalMgr::kNormal ); return true; } return plWin32StaticSound::MsgReceive( pMsg ); }