Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Sound management functions. Exposes a list of available sounds.
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include "soundsystem.h"
#include "mmsystem.h"
#include "filesystem.h"
#include "KeyValues.h"
#include "hammer.h"
#include "HammerScene.h"
#include "ScenePreviewDlg.h"
#include "soundchars.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
// FIXME: Put gamesounds parsing into shared code somewhere
#define MANIFEST_FILE "scripts/game_sounds_manifest.txt"
#define SOUNDGENDER_MACRO "$gender"
#define SOUNDGENDER_MACRO_LENGTH 7 // Length of above including $
// Sounds we're playing are loaded into here for Windows to access while playing them.
CUtlVector<char> g_SoundPlayData;
//-----------------------------------------------------------------------------
// Singleton sound system
//-----------------------------------------------------------------------------
CSoundSystem g_Sounds;
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CSoundSystem::CSoundSystem()
{
}
CSoundSystem::~CSoundSystem()
{
ShutDown();
}
//-----------------------------------------------------------------------------
// Initialization, shutdown
//-----------------------------------------------------------------------------
bool CSoundSystem::Initialize( )
{
for ( int i = 0; i < SOUND_TYPE_COUNT; ++i )
{
m_SoundList[i].m_Sounds.EnsureCapacity( 1024 );
m_SoundList[i].m_pStrings = NULL;
if (!BuildSoundList( (SoundType_t)i ) )
return false;
}
return true;
}
void CSoundSystem::ShutDown(void)
{
for ( int i = 0; i < SOUND_TYPE_COUNT; ++i )
{
CleanupSoundList( (SoundType_t)i );
}
}
//-----------------------------------------------------------------------------
// Build the list of sounds
//-----------------------------------------------------------------------------
bool CSoundSystem::BuildSoundList( SoundType_t type )
{
CleanupSoundList( type );
switch( type )
{
case SOUND_TYPE_RAW:
return RecurseIntoDirectories( "sound", &CSoundSystem::ProcessDirectory_RawFileList );
case SOUND_TYPE_GAMESOUND:
return BuildGameSoundList();
case SOUND_TYPE_SCENE:
return RecurseIntoDirectories( "scenes", &CSoundSystem::ProcessDirectory_SceneFileList );
}
return false;
}
//-----------------------------------------------------------------------------
// Cleans up the sound list
//-----------------------------------------------------------------------------
void CSoundSystem::CleanupSoundList( SoundType_t type )
{
m_SoundList[type].m_Sounds.RemoveAll();
DestroyStringCache( m_SoundList[type].m_pStrings );
m_SoundList[type].m_pStrings = NULL;
}
//-----------------------------------------------------------------------------
// Allocate, deallocate a string cache
//-----------------------------------------------------------------------------
CSoundSystem::StringCache_t *CSoundSystem::CreateStringCache( CSoundSystem::StringCache_t* pPrevious )
{
StringCache_t *pCache = new StringCache_t;
pCache->m_nTailIndex = 0;
pCache->m_pNext = pPrevious;
return pCache;
}
void CSoundSystem::DestroyStringCache( CSoundSystem::StringCache_t *pCache )
{
if ( pCache )
{
DestroyStringCache( pCache->m_pNext );
delete pCache;
}
}
//-----------------------------------------------------------------------------
// Adds a string to the string cache
//-----------------------------------------------------------------------------
char *CSoundSystem::AddStringToCache( SoundType_t type, const char *pString )
{
int copyLen = V_strlen( pString ) + 1;
StringCache_t *pCache = m_SoundList[type].m_pStrings;
if ( (!pCache) || ( copyLen + pCache->m_nTailIndex > StringCache_t::STRING_CACHE_SIZE ) )
{
m_SoundList[type].m_pStrings = CreateStringCache( pCache );
pCache = m_SoundList[type].m_pStrings;
}
char fixedString[MAX_PATH];
V_strncpy( fixedString, pString, sizeof( fixedString ) );
V_FixSlashes( fixedString );
copyLen = V_strlen( fixedString ) + 1;
char *pDest = &pCache->m_pBuf[ pCache->m_nTailIndex ];
memcpy( pDest, fixedString, copyLen );
pCache->m_nTailIndex += copyLen;
return pDest;
}
//-----------------------------------------------------------------------------
// Adds a sound to a sound list
//-----------------------------------------------------------------------------
void CSoundSystem::AddSoundToList( SoundType_t type, const char *pSoundName, const char *pActualFile, const char *pSourceFile )
{
// FIXME: Optimize the allocation pattern?
int i = m_SoundList[type].m_Sounds.AddToTail();
SoundInfo_t &info = m_SoundList[type].m_Sounds[i];
info.m_pSoundName = AddStringToCache( type, pSoundName );
if ( type == SOUND_TYPE_RAW )
{
info.m_pSoundFile = info.m_pSoundName;
info.m_pSourceFile = info.m_pSoundName;
}
else
{
info.m_pSoundFile = AddStringToCache( type, pActualFile );
info.m_pSourceFile = pSourceFile;
}
}
//-----------------------------------------------------------------------------
// Add all sounds that lie within a single directory
//-----------------------------------------------------------------------------
void CSoundSystem::BuildFileListInDirectory( char const* pDirectoryName, const char *pExt, SoundType_t soundType )
{
Assert( Q_strlen( pExt ) <= 3 );
int nDirectoryNameLen = V_strlen( pDirectoryName );
char *pWildCard = ( char * )stackalloc( nDirectoryNameLen + 7 );
Q_snprintf( pWildCard, nDirectoryNameLen + 7, "%s/*.%s", pDirectoryName, pExt );
FileFindHandle_t findHandle;
const char *pFileName = g_pFullFileSystem->FindFirst( pWildCard, &findHandle );
for ( ; pFileName; pFileName = g_pFullFileSystem->FindNext( findHandle ) )
{
if( g_pFullFileSystem->FindIsDirectory( findHandle ) )
continue;
// Strip off the 'sound/' part of the sound name.
int nAllocSize = nDirectoryNameLen + Q_strlen(pFileName) + 2;
char *pFileNameWithPath = (char *)stackalloc( nAllocSize );
const char *pStartPos = max( strchr( pDirectoryName, '/' ), strchr( pDirectoryName, '\\' ) );
if ( pStartPos )
Q_snprintf( pFileNameWithPath, nAllocSize, "%s%c%s", pStartPos+1, CORRECT_PATH_SEPARATOR, pFileName );
else
V_strncpy( pFileNameWithPath, pFileName, nAllocSize );
Q_strnlwr( pFileNameWithPath, nAllocSize );
AddSoundToList( soundType, pFileNameWithPath, pFileNameWithPath, NULL );
}
g_pFullFileSystem->FindClose( findHandle );
}
//-----------------------------------------------------------------------------
// Populate the list of .WAV files
//-----------------------------------------------------------------------------
bool CSoundSystem::RecurseIntoDirectories( char const* pDirectoryName, pDirCallbackFn fn )
{
// Have the callback process the directory.
if ( !(this->*fn)( pDirectoryName ) )
return false;
int nDirectoryNameLen = Q_strlen( pDirectoryName );
char *pWildCard = ( char * )stackalloc( nDirectoryNameLen + 5 );
strcpy(pWildCard, pDirectoryName);
strcat(pWildCard, "/*.*");
int nPathStrLen = nDirectoryNameLen + 1;
FileFindHandle_t findHandle;
const char *pFileName = g_pFullFileSystem->FindFirst( pWildCard, &findHandle );
for ( ; pFileName; pFileName = g_pFullFileSystem->FindNext( findHandle ) )
{
if ((pFileName[0] != '.') || (pFileName[1] != '.' && pFileName[1] != 0))
{
if( !g_pFullFileSystem->FindIsDirectory( findHandle ) )
continue;
int fileNameStrLen = Q_strlen( pFileName );
char *pFileNameWithPath = ( char * )stackalloc( nPathStrLen + fileNameStrLen + 1 );
memcpy( pFileNameWithPath, pWildCard, nPathStrLen );
pFileNameWithPath[nPathStrLen] = '\0';
Q_strncat( pFileNameWithPath, pFileName, nPathStrLen + fileNameStrLen + 1 );
if (!RecurseIntoDirectories( pFileNameWithPath, fn ))
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Populate the list of .WAV files
//-----------------------------------------------------------------------------
bool CSoundSystem::ProcessDirectory_RawFileList( char const* pDirectoryName )
{
if ( !g_pFileSystem )
return false;
Assert( Q_strnicmp( pDirectoryName, "sound", 5 ) == 0 );
// Get all sound files out of this directory
BuildFileListInDirectory( pDirectoryName, "wav", SOUND_TYPE_RAW );
BuildFileListInDirectory( pDirectoryName, "mp3", SOUND_TYPE_RAW );
return true;
}
//-----------------------------------------------------------------------------
// Populate the list of .VCD files
//-----------------------------------------------------------------------------
bool CSoundSystem::ProcessDirectory_SceneFileList( char const* pDirectoryName )
{
if ( !g_pFileSystem )
return false;
// Get all sound files out of this directory
BuildFileListInDirectory( pDirectoryName, "vcd", SOUND_TYPE_SCENE );
return true;
}
//-----------------------------------------------------------------------------
// Splits a name into 2
//-----------------------------------------------------------------------------
static void SplitName( char const *input, int splitchar, int splitlen, char *before, int beforelen, char *after, int afterlen )
{
char const *in = input;
char *out = before;
int c = 0;
int l = 0;
int maxl = beforelen;
while ( *in )
{
if ( c == splitchar )
{
while ( --splitlen >= 0 )
{
in++;
}
*out = 0;
out = after;
maxl = afterlen;
c++;
continue;
}
if ( l >= maxl )
{
in++;
c++;
continue;
}
*out++ = *in++;
l++;
c++;
}
*out = 0;
}
//-----------------------------------------------------------------------------
// Gamesounds may have macros embedded in them
//-----------------------------------------------------------------------------
void CSoundSystem::AddGameSoundToList( const char *pGameSound, char const *pFileName, const char *pSourceFile )
{
char const *p = Q_stristr( pFileName, SOUNDGENDER_MACRO );
if ( !p )
{
AddSoundToList( SOUND_TYPE_GAMESOUND, pGameSound, pFileName, pSourceFile );
return;
}
int offset = p - pFileName;
Assert( offset >= 0 );
int duration = SOUNDGENDER_MACRO_LENGTH;
// Create a "male" version of the sound only for browsing
char before[ 256 ], after[ 256 ];
Q_memset( before, 0, sizeof( before ) );
Q_memset( after, 0, sizeof( after ) );
SplitName( pFileName, offset, duration, before, sizeof( before ), after, sizeof( after ) );
char temp[ 256 ];
Q_snprintf( temp, sizeof( temp ), "%s%s%s", before, "male", after );
AddSoundToList( SOUND_TYPE_GAMESOUND, pGameSound, temp, pSourceFile );
}
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgoff.h>
//-----------------------------------------------------------------------------
// Load all game sounds from a particular file
//-----------------------------------------------------------------------------
void CSoundSystem::AddGameSoundsFromFile( const char *pFileName )
{
KeyValues *kv = new KeyValues( pFileName );
if ( !kv->LoadFromFile( g_pFileSystem, pFileName, "GAME" ) )
{
kv->deleteThis();
return;
}
const char *pSourceFile = AddStringToCache( SOUND_TYPE_GAMESOUND, pFileName );
// parse out all of the top level sections and save their names
for ( KeyValues *pKeys = kv; pKeys; pKeys = pKeys->GetNextKey() )
{
if ( !pKeys->GetFirstSubKey() )
continue;
const char *pRawFile = pKeys->GetString( "wave", NULL );
if ( pRawFile )
{
AddGameSoundToList( pKeys->GetName(), pRawFile, pSourceFile );
}
else
{
KeyValues *pRndWave = pKeys->FindKey( "rndwave" );
if ( pRndWave )
{
KeyValues *pFirstFile = pRndWave->GetFirstSubKey();
if ( pFirstFile )
{
AddGameSoundToList( pKeys->GetName(), pFirstFile->GetString(), pSourceFile );
}
}
}
}
if ( kv )
{
kv->deleteThis();
}
}
//-----------------------------------------------------------------------------
// Populate the list of game sounds
//-----------------------------------------------------------------------------
bool CSoundSystem::BuildGameSoundList()
{
KeyValues *manifest = new KeyValues( MANIFEST_FILE );
if ( !manifest->LoadFromFile( g_pFileSystem, MANIFEST_FILE, "GAME" ) )
{
manifest->deleteThis();
return false;
}
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
{
if ( !Q_stricmp( sub->GetName(), "precache_file" ) ||
!Q_stricmp( sub->GetName(), "declare_file" ) ||
!Q_stricmp( sub->GetName(), "preload_file" ) )
{
// Add and always precache
AddGameSoundsFromFile( sub->GetString() );
}
}
manifest->deleteThis();
return true;
}
//-----------------------------------------------------------------------------
// Plays a sound
//-----------------------------------------------------------------------------
bool CSoundSystem::FindSoundByName( const char *pFilename, SoundType_t *type, int *nIndex )
{
char searchStr[MAX_PATH];
V_strncpy( searchStr, pFilename, sizeof( searchStr ) );
V_FixSlashes( searchStr );
for ( int i = SOUND_TYPE_COUNT; --i >= 0; )
{
for ( int j = SoundCount( (SoundType_t)i ); --j >= 0; )
{
if ( Q_stristr( searchStr, SoundName( (SoundType_t)i, j ) ) )
{
*type = (SoundType_t)i;
*nIndex = j;
return true;
}
}
}
return false;
}
bool CSoundSystem::PlayScene( const char *pFileName )
{
char fullFilename[MAX_PATH];
V_snprintf( fullFilename, sizeof( fullFilename ), "scenes%c%s", CORRECT_PATH_SEPARATOR, pFileName );
CChoreoScene *pScene = HammerLoadScene( fullFilename );
if ( !pScene )
return false;
CScenePreviewDlg dlg( pScene, pFileName );
dlg.DoModal();
return true;
}
//-----------------------------------------------------------------------------
// Plays a sound
//-----------------------------------------------------------------------------
bool CSoundSystem::Play( SoundType_t type, int nIndex )
{
const char *pFileName = SoundFile( type, nIndex );
if ( !pFileName )
return false;
// If it's a scene, get the first sound in the scene.
if ( type == SOUND_TYPE_SCENE )
{
return PlayScene( pFileName );
}
// Voiceover files have this.
pFileName = PSkipSoundChars( pFileName );
char pRelativePath[MAX_PATH];
Q_snprintf( pRelativePath, MAX_PATH, "sound/%s", pFileName );
// Stop any previously-playing sound.
StopSound();
// We used to use GetLocalPath, but that doesn't work under Steam.
FileHandle_t fp = g_pFileSystem->Open( pRelativePath, "rb" );
if ( fp )
{
g_SoundPlayData.SetSize( g_pFileSystem->Size( fp ) );
if ( g_pFileSystem->Read( g_SoundPlayData.Base(), g_SoundPlayData.Count(), fp ) == g_SoundPlayData.Count() )
{
return (PlaySound( g_SoundPlayData.Base(), NULL, SND_ASYNC | SND_MEMORY ) != FALSE);
}
g_pFileSystem->Close( fp );
}
return false;
}
//-----------------------------------------------------------------------------
// Stops any playing sound.
//-----------------------------------------------------------------------------
void CSoundSystem::StopSound()
{
PlaySound( NULL, NULL, SND_ASYNC | SND_MEMORY );
}
//-----------------------------------------------------------------------------
// Opens the source file associated with a sound
//-----------------------------------------------------------------------------
void CSoundSystem::OpenSource( SoundType_t type, int nIndex )
{
if ( type == SOUND_TYPE_RAW )
return;
const char *pFileName = SoundSourceFile( type, nIndex );
if ( pFileName )
{
char pRelativePath[MAX_PATH];
Q_snprintf( pRelativePath, MAX_PATH, "%s", pFileName );
char pFullPath[MAX_PATH];
if ( g_pFullFileSystem->GetLocalPath( pRelativePath, pFullPath, MAX_PATH ) )
{
ShellExecute( NULL, "open", pFullPath, NULL, NULL, SW_SHOWNORMAL );
}
}
}