khanat-opennel-code/code/nel/tools/sound/build_sound/build_sound.cpp

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2014-09-09 00:14:49 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
// STL includes
#include <vector>
#include <string>
#include <map>
#include <iostream>
#include <fstream>
// NeL includes
#include <nel/misc/common.h>
#include <nel/misc/file.h>
#include <nel/misc/log.h>
#include <nel/misc/path.h>
#include <nel/sound/u_audio_mixer.h>
// Project includes
// ...
using namespace std;
using namespace NLMISC;
using namespace NLSOUND;
namespace {
} /* anonymous namespace */
////////////////////////////////////////////////////////////////////////
// note: *.packed_sheets files are placed in <build_packed_sheets> //
// *.sample_bank files are placed in <source_samplebanks>, //
// and will need to be moved to the right location by //
// your build script system. //
////////////////////////////////////////////////////////////////////////
int main(int nNbArg, char **ppArgs)
{
// create debug stuff
createDebug();
// verify all params
if (nNbArg < 5)
{
nlinfo("ERROR : Wrong number of arguments\n");
nlinfo("USAGE : build_sound <leveldesign> <dfn> <source_samplebanks> <build_packed_sheets> <build_samplebanks>\n");
return EXIT_FAILURE;
}
string leveldesignDir = string(ppArgs[1]);
if (!CFile::isDirectory(leveldesignDir))
{
nlerrornoex("Directory leveldesign '%s' does not exist", leveldesignDir.c_str());
return EXIT_FAILURE;
}
string dfnDir = string(ppArgs[2]);
if (!CFile::isDirectory(dfnDir))
{
nlerrornoex("Directory dfn '%s' does not exist", dfnDir.c_str());
return EXIT_FAILURE;
}
string samplebanksDir = string(ppArgs[3]);
if (!CFile::isDirectory(samplebanksDir))
{
nlerrornoex("Directory source_samplebanks '%s' does not exist", samplebanksDir.c_str());
return EXIT_FAILURE;
}
string exportDir = string(ppArgs[4]);
if (!CFile::isDirectory(exportDir))
{
nlerrornoex("Directory build_packed_sheets '%s' does not exist", exportDir.c_str());
return EXIT_FAILURE;
}
string buildSampleBanksDir;
if (nNbArg == 6) buildSampleBanksDir = string(ppArgs[5]);
else buildSampleBanksDir = samplebanksDir;
if (!CFile::isDirectory(buildSampleBanksDir))
{
nlerrornoex("Directory build_samplebanks '%s' does not exist", buildSampleBanksDir.c_str());
return EXIT_FAILURE;
}
// add search paths
CPath::addSearchPath(leveldesignDir, true, false);
CPath::addSearchPath(dfnDir, true, false);
// create the audio mixer
UAudioMixer *audioMixer = UAudioMixer::createAudioMixer();
// set the sample path, sample banks will be found and built here
audioMixer->setSamplePaths(samplebanksDir, buildSampleBanksDir);
// set the location where the packed_sheets will be exported
audioMixer->setPackedSheetOption(exportDir, true);
// this here does the magic, we actually don't need the driver but whatever
try { audioMixer->init(0, false, false, NULL, true, UAudioMixer::DriverOpenAl); } catch (...) {
try { audioMixer->init(0, false, false, NULL, true, UAudioMixer::DriverXAudio2); } catch (...) {
try { audioMixer->init(0, false, false, NULL, true, UAudioMixer::DriverFMod); }
catch (...) { return EXIT_FAILURE; } } }
// and that's all folks
delete audioMixer;
return EXIT_SUCCESS;
}
/* end of file */