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409 lines
12 KiB
409 lines
12 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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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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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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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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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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