mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-10 17:29:10 +00:00
cab401fa13
--HG-- branch : sound_dev
290 lines
7 KiB
C++
290 lines
7 KiB
C++
// 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 "stdsound.h"
|
|
|
|
#include "nel/sound/context_sound.h"
|
|
#include "nel/sound/sound_bank.h"
|
|
|
|
using namespace std;
|
|
using namespace NLMISC;
|
|
|
|
|
|
|
|
namespace NLSOUND {
|
|
|
|
|
|
//CContextSound test;
|
|
|
|
|
|
/// Constructor
|
|
CContextSound::CContextSound()
|
|
: _ContextSounds(0)
|
|
{
|
|
}
|
|
/// Destructor
|
|
CContextSound::~CContextSound()
|
|
{
|
|
if (_ContextSounds != 0)
|
|
delete _ContextSounds;
|
|
}
|
|
|
|
void CContextSound::serial(NLMISC::IStream &s)
|
|
{
|
|
CSound::serial(s);
|
|
s.serial(_PatternName);
|
|
|
|
if (s.isReading())
|
|
{
|
|
if (_ContextSounds)
|
|
delete _ContextSounds;
|
|
}
|
|
}
|
|
|
|
|
|
/// Load the sound parameters from georges' form
|
|
void CContextSound::importForm(const std::string& filename, NLGEORGES::UFormElm& formRoot)
|
|
{
|
|
NLGEORGES::UFormElm *psoundType;
|
|
std::string dfnName;
|
|
|
|
// some basic checking.
|
|
formRoot.getNodeByName(&psoundType, ".SoundType");
|
|
nlassert(psoundType != NULL);
|
|
psoundType->getDfnName(dfnName);
|
|
nlassert(dfnName == "context_sound.dfn");
|
|
|
|
// Call the base class
|
|
CSound::importForm(filename, formRoot);
|
|
|
|
// Read the pattern name
|
|
formRoot.getValueByName(_PatternName, ".SoundType.PatternName");
|
|
}
|
|
|
|
/// Return true if cone is meaningful
|
|
bool CContextSound::isDetailed() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
float CContextSound::getMaxDistance() const
|
|
{
|
|
if (_ContextSounds == 0)
|
|
{
|
|
const_cast<CContextSound*>(this)->init();
|
|
if (_ContextSounds == 0)
|
|
{
|
|
// invalid state
|
|
return 0;
|
|
}
|
|
}
|
|
return _ContextSounds->getMaxDistance();;
|
|
}
|
|
|
|
/// Return the length of the sound in ms
|
|
uint32 CContextSound::getDuration()
|
|
{
|
|
std::vector<std::pair<std::string, CSound*> > sounds;
|
|
getSubSoundList(sounds);
|
|
|
|
uint32 duration = 0;
|
|
|
|
std::vector<std::pair<std::string, CSound*> >::iterator first(sounds.begin()), last(sounds.end());
|
|
for (; first != last; ++first)
|
|
{
|
|
duration = std::max(duration, first->second->getDuration());
|
|
}
|
|
return duration;
|
|
}
|
|
|
|
/// Used by the george sound plugin to check sound recursion (ie sound 'toto' use sound 'titi' witch also use sound 'toto' ...).
|
|
void CContextSound::getSubSoundList(std::vector<std::pair<std::string, CSound*> > &subsounds) const
|
|
{
|
|
if (_ContextSounds == 0)
|
|
{
|
|
const_cast<CContextSound*>(this)->init();
|
|
}
|
|
|
|
if (_ContextSounds)
|
|
{
|
|
_ContextSounds->getSoundList(subsounds);
|
|
}
|
|
}
|
|
|
|
CSound *CContextSound::getContextSound(CSoundContext &context)
|
|
{
|
|
if (_ContextSounds == 0)
|
|
{
|
|
// need to init the sound container.
|
|
init();
|
|
|
|
if (_ContextSounds == 0)
|
|
return 0;
|
|
}
|
|
|
|
if (_Random > 1)
|
|
{
|
|
// compute the random value.
|
|
uint32 r;
|
|
do
|
|
{
|
|
r = rand()%_Random;
|
|
} while (r == context.PreviousRandom);
|
|
|
|
context.PreviousRandom = r;
|
|
|
|
return _ContextSounds->getSound(context, r);
|
|
}
|
|
else
|
|
return _ContextSounds->getSound(context, 0);
|
|
|
|
|
|
}
|
|
|
|
void CContextSound::init()
|
|
{
|
|
uint nbJoker = 0;
|
|
uint contextArgIndex[SoundContextNbArgs];
|
|
bool useRandom = false;
|
|
bool parseArg = false;
|
|
_BaseName = "";
|
|
|
|
//nldebug("Init the context sound %s", _PatternName.c_str());
|
|
|
|
string::iterator first(_PatternName.begin()), last(_PatternName.end());
|
|
// 1st loop until the first joker
|
|
for(; first != last && *first != '%'; ++first)
|
|
_BaseName += *first;
|
|
|
|
// 2nd loop, now we read the context arg index for each joker.
|
|
std::string index;
|
|
for (; first != last; ++first)
|
|
{
|
|
if (parseArg)
|
|
{
|
|
if (isdigit(int(*first)))
|
|
{
|
|
index += *first;
|
|
}
|
|
else if (!index.empty())
|
|
{
|
|
if (useRandom)
|
|
{
|
|
fromString(index, _Random);
|
|
}
|
|
else
|
|
{
|
|
nlassertex(nbJoker < SoundContextNbArgs, ("Error will trying to play ContextSound '%s'", _Name.toString().c_str()/*CStringMapper::unmap(_Name).c_str()*/));
|
|
fromString(index, contextArgIndex[nbJoker++]);
|
|
parseArg = false;
|
|
index = "";
|
|
}
|
|
}
|
|
else if (*first == 'r')
|
|
{
|
|
nlassertex(useRandom == false, ("Error will trying to play ContextSound '%s'", _Name.toString().c_str()/*CStringMapper::unmap(_Name).c_str()*/));
|
|
useRandom = true;
|
|
}
|
|
}
|
|
else if (*first == '%')
|
|
{
|
|
nlassertex(useRandom == false, ("Error will trying to play ContextSound '%s'", _Name.toString().c_str()/*CStringMapper::unmap(_Name).c_str()*/));
|
|
parseArg = true;
|
|
}
|
|
}
|
|
|
|
// read the last char...
|
|
if (!index.empty())
|
|
{
|
|
if (useRandom)
|
|
{
|
|
fromString(index, _Random);
|
|
}
|
|
else
|
|
{
|
|
nlassertex(nbJoker < SoundContextNbArgs, ("Error will trying to play ContextSound '%s'", _Name.toString().c_str()/*CStringMapper::unmap(_Name).c_str()*/));
|
|
fromString(index, contextArgIndex[nbJoker++]);
|
|
parseArg = false;
|
|
}
|
|
}
|
|
|
|
if (_ContextSounds != 0)
|
|
delete _ContextSounds;
|
|
|
|
// A little macro to make life easier (LM stand for Local Macro)
|
|
#define LM_CASE_CONTAINER_CREATOR(size) case (size):\
|
|
if (useRandom)\
|
|
_ContextSounds = new CContextSoundContainer<(size), true>;\
|
|
else\
|
|
_ContextSounds = new CContextSoundContainer<(size), false>;\
|
|
break;
|
|
|
|
// ok, now instantiate the correct container
|
|
switch (nbJoker)
|
|
{
|
|
LM_CASE_CONTAINER_CREATOR(0)
|
|
LM_CASE_CONTAINER_CREATOR(1)
|
|
LM_CASE_CONTAINER_CREATOR(2)
|
|
LM_CASE_CONTAINER_CREATOR(3)
|
|
LM_CASE_CONTAINER_CREATOR(4)
|
|
LM_CASE_CONTAINER_CREATOR(5)
|
|
LM_CASE_CONTAINER_CREATOR(6)
|
|
LM_CASE_CONTAINER_CREATOR(7)
|
|
LM_CASE_CONTAINER_CREATOR(8)
|
|
LM_CASE_CONTAINER_CREATOR(9)
|
|
LM_CASE_CONTAINER_CREATOR(10)
|
|
default:
|
|
nlwarning("Unsuported number of context argument in context sound '%s'!", _Name.toString().c_str()/*CStringMapper::unmap(_Name).c_str()*/);
|
|
return;
|
|
}
|
|
// cleanup macro
|
|
#undef LM_CASE_CONTAINER_CREATOR
|
|
|
|
_ContextSounds->init(contextArgIndex);
|
|
|
|
// ok, we have the container, now fill it with the sound
|
|
{
|
|
std::vector<NLMISC::CSheetId> allSounds;
|
|
// CSoundBank::getSoundNames(allSounds);
|
|
CAudioMixerUser::instance()->getSoundNames(allSounds);
|
|
|
|
std::vector<NLMISC::CSheetId>::iterator first(allSounds.begin()), last(allSounds.end());
|
|
for (; first != last; ++first)
|
|
{
|
|
const std::string &soundName = first->toString()/*CStringMapper::unmap(*first)*/;
|
|
if (soundName.size() > _BaseName.size())
|
|
{
|
|
uint i;
|
|
for (i=0; i<_BaseName.size(); ++i)
|
|
{
|
|
if (soundName[i] != _BaseName[i])
|
|
break;
|
|
}
|
|
if (i == _BaseName.size())
|
|
{
|
|
// The base name is ok, check that the next char is a digit (avoid conflit if some
|
|
// sound have a longeur base name with same begining)
|
|
if (soundName[i] >= '0' && soundName[i] <= '9')
|
|
_ContextSounds->addSound(CAudioMixerUser::instance()->getSoundId(*first), _BaseName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
} // NLSOUND
|