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