openclonk/src/platform/C4SoundSystem.cpp

337 lines
9.4 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, Matthes Bender
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
/* Handles the sound bank and plays effects using DSoundX */
#include "C4Include.h"
#include "platform/C4SoundSystem.h"
#include "lib/C4Random.h"
#include "game/C4Application.h"
#include "game/C4Viewport.h"
#include "object/C4Object.h"
#include "platform/C4SoundIncludes.h"
#include "platform/C4SoundInstance.h"
#include "platform/C4SoundLoaders.h"
C4SoundSystem::C4SoundSystem() = default;
C4SoundSystem::~C4SoundSystem() = default;
bool C4SoundSystem::Init()
{
if (!Application.MusicSystem.MODInitialized &&
!Application.MusicSystem.InitializeMOD())
return false;
// Might be reinitialisation
ClearEffects();
// (re)init EFX
Modifiers.Init();
// Open sound file
if (!SoundFile.IsOpen())
if (!Reloc.Open(SoundFile, C4CFN_Sound)) return false;
// Load static sound from Sound.ocg
LoadEffects(SoundFile, nullptr, false);
#if AUDIO_TK == AUDIO_TK_SDL_MIXER
Mix_AllocateChannels(C4MaxSoundInstances);
#endif
initialized = true;
return true;
}
void C4SoundSystem::Clear()
{
initialized = false;
ClearEffects();
Modifiers.Clear();
// Close sound file
SoundFile.Close();
}
void C4SoundSystem::ClearEffects()
{
// Clear sound bank
C4SoundEffect *csfx,*next;
for (csfx=FirstSound; csfx; csfx=next)
{
next=csfx->Next;
delete csfx;
}
FirstSound=nullptr;
}
void C4SoundSystem::Execute()
{
#if AUDIO_TK == AUDIO_TK_OPENAL
Application.MusicSystem.SelectContext();
#endif
C4SoundEffect *csfx;
for (csfx=FirstSound; csfx; csfx=csfx->Next)
{
// Instance removal check
csfx->Execute();
}
}
C4SoundEffect* C4SoundSystem::GetEffect(const char *szSndName)
{
// Remember wildcards before adding .* extension - if there are 2 versions with different file extensions, play the last added
bool bRandomSound = IsWildcardString(szSndName);
// Evaluate sound name
char szName[C4MaxSoundName+2+1];
SCopy(szSndName,szName,C4MaxSoundName);
// Any extension accepted
DefaultExtension(szName,"*");
// Play nth Sound. Standard: 1
int32_t iNumber = 1;
// Sound with a wildcard: determine number of available matches
if (bRandomSound)
{
iNumber = 0;
// Count matching sounds
for (C4SoundEffect *pSfx=FirstSound; pSfx; pSfx=pSfx->Next)
if (WildcardMatch(szName,pSfx->Name))
++iNumber;
// Nothing found? Abort
if(iNumber == 0)
return nullptr;
iNumber=UnsyncedRandom(iNumber)+1;
}
// Find requested sound effect in bank
C4SoundEffect *pSfx;
for (pSfx=FirstSound; pSfx; pSfx=pSfx->Next)
if (WildcardMatch(szName,pSfx->Name))
if(!--iNumber)
break;
return pSfx; // Is still nullptr if nothing is found
}
C4SoundInstance *C4SoundSystem::NewEffect(const char *szSndName, bool fLoop, int32_t iVolume, C4Object *pObj, int32_t iCustomFalloffDistance, int32_t iPitch, C4SoundModifier *modifier)
{
// Sound not active
if (!initialized || !Config.Sound.RXSound) return nullptr;
// Get sound
C4SoundEffect *csfx;
if (!(csfx = GetEffect(szSndName)))
{
// Warn about missing or incorrectly spelled sound to allow finding mistakes earlier.
DebugLogF("Warning: could not find sound matching '%s'", szSndName);
return nullptr;
}
// Play
return csfx->New(fLoop, iVolume, pObj, iCustomFalloffDistance, iPitch, modifier);
}
C4SoundInstance *C4SoundSystem::FindInstance(const char *szSndName, C4Object *pObj)
{
char szName[C4MaxSoundName+2+1];
// Evaluate sound name (see GetEffect)
SCopy(szSndName,szName,C4MaxSoundName);
DefaultExtension(szName,"*");
// Find an effect with a matching instance
for (C4SoundEffect *csfx = FirstSound; csfx; csfx = csfx->Next)
if (WildcardMatch(szName, csfx->Name))
{
C4SoundInstance *pInst = csfx->GetInstance(pObj);
if (pInst) return pInst;
}
return nullptr;
}
// LoadEffects will load all sound effects of all known sound types (i.e. *.wav and *.ogg) as defined in C4CFN_SoundFiles
int32_t C4SoundSystem::LoadEffects(C4Group &hGroup, const char *namespace_prefix, bool group_is_root)
{
// Local definition sounds: If there is a Sound.ocg in the group, load the sound from there
if(group_is_root && hGroup.FindEntry(C4CFN_Sound))
{
C4Group g;
g.OpenAsChild(&hGroup, C4CFN_Sound, false, false);
return LoadEffects(g, namespace_prefix, false);
}
int32_t iNum=0;
char szFilename[_MAX_FNAME+1];
char szFileType[_MAX_FNAME+1];
C4SoundEffect *nsfx;
// Process segmented list of file types
for (int32_t i = 0; SCopySegment(C4CFN_SoundFiles, i, szFileType, '|', _MAX_FNAME); i++)
{
// Search all sound files in group
hGroup.ResetSearch();
while (hGroup.FindNextEntry(szFileType, szFilename))
// Create and load effect
if ((nsfx = new C4SoundEffect))
{
if (nsfx->Load(szFilename, hGroup, namespace_prefix))
{
// Overload same name effects
RemoveEffect(nsfx->Name);
// Add effect
nsfx->Next=FirstSound;
FirstSound=nsfx;
iNum++;
}
else
delete nsfx;
}
}
// Load subgroups from Sound.ocg and other subgroups
if (!group_is_root)
{
hGroup.ResetSearch();
while (hGroup.FindNextEntry(C4CFN_SoundSubgroups, szFilename))
{
// Load from subgroup as a sub-namespace
// get namespace name
StdStrBuf sub_namespace;
if (namespace_prefix)
{
sub_namespace.Copy(namespace_prefix);
sub_namespace.Append("::");
}
sub_namespace.Append(szFilename, strlen(szFilename) - strlen(C4CFN_SoundSubgroups) + 1);
// load from child group
C4Group subgroup;
if (subgroup.OpenAsChild(&hGroup, szFilename, false, false))
{
iNum += LoadEffects(subgroup, sub_namespace.getData(), false);
}
}
}
return iNum;
}
int32_t C4SoundSystem::RemoveEffect(const char *szFilename)
{
int32_t iResult=0;
C4SoundEffect *pNext,*pPrev=nullptr;
for (C4SoundEffect *pSfx=FirstSound; pSfx; pSfx=pNext)
{
pNext=pSfx->Next;
if (WildcardMatch(szFilename,pSfx->Name))
{
delete pSfx;
if (pPrev) pPrev->Next=pNext;
else FirstSound=pNext;
iResult++;
}
else
pPrev=pSfx;
}
return iResult;
}
void C4SoundSystem::ClearPointers(C4Object *pObj)
{
for (C4SoundEffect *pEff=FirstSound; pEff; pEff=pEff->Next)
pEff->ClearPointers(pObj);
}
C4SoundInstance *C4SoundSystem::GetFirstInstance() const
{
// Return by searching through effect linked list.
for (C4SoundEffect *pSfx = FirstSound; pSfx; pSfx = pSfx->Next)
if (pSfx->FirstInst) return pSfx->FirstInst;
return nullptr;
}
C4SoundInstance *C4SoundSystem::GetNextInstance(C4SoundInstance *prev) const
{
// Return by searching through instance linked list and parent linked list of effects
assert(prev && prev->pEffect);
if (prev->pNext) return prev->pNext;
for (C4SoundEffect *pSfx = prev->pEffect->Next; pSfx; pSfx = pSfx->Next)
if (pSfx->FirstInst) return pSfx->FirstInst;
return nullptr;
}
C4SoundInstance *StartSoundEffect(const char *szSndName, bool fLoop, int32_t iVolume, C4Object *pObj, int32_t iCustomFalloffDistance, int32_t iPitch, C4SoundModifier *modifier)
{
// Sound check
if (!Config.Sound.RXSound) return nullptr;
// Start new
return Application.SoundSystem.NewEffect(szSndName, fLoop, iVolume, pObj, iCustomFalloffDistance, iPitch, modifier);
}
C4SoundInstance *StartSoundEffectAt(const char *szSndName, int32_t iX, int32_t iY, int32_t iVolume, int32_t iCustomFallofDistance, int32_t iPitch, C4SoundModifier *modifier)
{
// Sound check
if (!Config.Sound.RXSound) return nullptr;
// Create
C4SoundInstance *pInst = StartSoundEffect(szSndName, false, iVolume, nullptr, iCustomFallofDistance, iPitch, modifier);
// Set volume by position
if (pInst) pInst->SetVolumeByPos(iX, iY, iVolume);
// Return
return pInst;
}
C4SoundInstance *GetSoundInstance(const char *szSndName, C4Object *pObj)
{
return Application.SoundSystem.FindInstance(szSndName, pObj);
}
void StopSoundEffect(const char *szSndName, C4Object *pObj)
{
// Find instance
C4SoundInstance *pInst = Application.SoundSystem.FindInstance(szSndName, pObj);
if (!pInst) return;
// Stop
pInst->Stop();
}
void SoundLevel(const char *szSndName, C4Object *pObj, int32_t iLevel)
{
// Sound level zero? Stop
if (!iLevel) { StopSoundEffect(szSndName, pObj); return; }
// Find or create instance
C4SoundInstance *pInst = Application.SoundSystem.FindInstance(szSndName, pObj);
if (!pInst) pInst = StartSoundEffect(szSndName, true, iLevel, pObj);
if (!pInst) return;
// Set volume
pInst->SetVolume(iLevel);
pInst->Execute();
}
void SoundPan(const char *szSndName, C4Object *pObj, int32_t iPan)
{
// Find instance
C4SoundInstance *pInst = Application.SoundSystem.FindInstance(szSndName, pObj);
if (!pInst) return;
// Set pan
pInst->SetPan(iPan);
pInst->Execute();
}
void SoundPitch(const char *szSndName, C4Object *pObj, int32_t iPitch)
{
// Find instance
C4SoundInstance *pInst = Application.SoundSystem.FindInstance(szSndName, pObj);
if (!pInst) return;
// Set pitch
pInst->SetPitch(iPitch);
pInst->Execute();
}
void SoundUpdate(C4SoundInstance *pInst, int32_t iLevel, int32_t iPitch)
{
// Set sound data
pInst->SetVolume(iLevel);
pInst->SetPitch(iPitch);
// Ensure it's reflected in audio engine
pInst->Execute();
}