mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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217 lines
6.2 KiB
C++
217 lines
6.2 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD 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.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file newgrf_sound.cpp Handling NewGRF provided sounds. */
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#include "stdafx.h"
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#include "engine_base.h"
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#include "newgrf.h"
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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#include "vehicle_base.h"
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#include "sound_func.h"
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#include "fileio_func.h"
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#include "debug.h"
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#include "settings_type.h"
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static SmallVector<SoundEntry, 8> _sounds;
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/**
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* Allocate sound slots.
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* @param num Number of slots to allocate.
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* @return First allocated slot.
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*/
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SoundEntry *AllocateSound(uint num)
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{
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SoundEntry *sound = _sounds.Append(num);
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MemSetT(sound, 0, num);
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return sound;
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}
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void InitializeSoundPool()
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{
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_sounds.Clear();
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/* Copy original sound data to the pool */
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SndCopyToPool();
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}
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SoundEntry *GetSound(SoundID index)
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{
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if (index >= _sounds.Length()) return NULL;
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return &_sounds[index];
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}
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uint GetNumSounds()
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{
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return _sounds.Length();
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}
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/**
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* Extract meta data from a NewGRF sound.
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* @param sound Sound to load.
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* @return True if a valid sound was loaded.
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*/
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bool LoadNewGRFSound(SoundEntry *sound)
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{
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if (sound->file_offset == SIZE_MAX || sound->file_slot == 0) return false;
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FioSeekToFile(sound->file_slot, sound->file_offset);
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/* Skip ID for container version >= 2 as we only look at the first
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* entry and ignore any further entries with the same ID. */
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if (sound->grf_container_ver >= 2) FioReadDword();
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/* Format: <num> <FF> <FF> <name_len> <name> '\0' <data> */
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uint32 num = sound->grf_container_ver >= 2 ? FioReadDword() : FioReadWord();
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if (FioReadByte() != 0xFF) return false;
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if (FioReadByte() != 0xFF) return false;
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uint8 name_len = FioReadByte();
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char *name = AllocaM(char, name_len + 1);
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FioReadBlock(name, name_len + 1);
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/* Test string termination */
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if (name[name_len] != 0) {
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DEBUG(grf, 2, "LoadNewGRFSound [%s]: Name not properly terminated", FioGetFilename(sound->file_slot));
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return false;
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}
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DEBUG(grf, 2, "LoadNewGRFSound [%s]: Sound name '%s'...", FioGetFilename(sound->file_slot), name);
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if (FioReadDword() != BSWAP32('RIFF')) {
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DEBUG(grf, 1, "LoadNewGRFSound [%s]: Missing RIFF header", FioGetFilename(sound->file_slot));
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return false;
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}
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uint32 total_size = FioReadDword();
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uint header_size = 11;
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if (sound->grf_container_ver >= 2) header_size++; // The first FF in the sprite is only counted for container version >= 2.
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if (total_size + name_len + header_size > num) {
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DEBUG(grf, 1, "LoadNewGRFSound [%s]: RIFF was truncated", FioGetFilename(sound->file_slot));
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return false;
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}
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if (FioReadDword() != BSWAP32('WAVE')) {
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DEBUG(grf, 1, "LoadNewGRFSound [%s]: Invalid RIFF type", FioGetFilename(sound->file_slot));
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return false;
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}
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while (total_size >= 8) {
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uint32 tag = FioReadDword();
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uint32 size = FioReadDword();
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total_size -= 8;
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if (total_size < size) {
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DEBUG(grf, 1, "LoadNewGRFSound [%s]: Invalid RIFF", FioGetFilename(sound->file_slot));
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return false;
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}
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total_size -= size;
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switch (tag) {
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case ' tmf': // 'fmt '
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/* Audio format, must be 1 (PCM) */
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if (size < 16 || FioReadWord() != 1) {
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DEBUG(grf, 1, "LoadGRFSound [%s]: Invalid audio format", FioGetFilename(sound->file_slot));
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return false;
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}
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sound->channels = FioReadWord();
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sound->rate = FioReadDword();
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FioReadDword();
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FioReadWord();
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sound->bits_per_sample = FioReadWord();
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/* The rest will be skipped */
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size -= 16;
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break;
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case 'atad': // 'data'
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sound->file_size = size;
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sound->file_offset = FioGetPos();
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DEBUG(grf, 2, "LoadNewGRFSound [%s]: channels %u, sample rate %u, bits per sample %u, length %u", FioGetFilename(sound->file_slot), sound->channels, sound->rate, sound->bits_per_sample, size);
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return true; // the fmt chunk has to appear before data, so we are finished
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default:
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/* Skip unknown chunks */
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break;
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}
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/* Skip rest of chunk */
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if (size > 0) FioSkipBytes(size);
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}
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DEBUG(grf, 1, "LoadNewGRFSound [%s]: RIFF does not contain any sound data", FioGetFilename(sound->file_slot));
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/* Clear everything that was read */
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MemSetT(sound, 0);
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return false;
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}
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/**
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* Checks whether a NewGRF wants to play a different vehicle sound effect.
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* @param v Vehicle to play sound effect for.
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* @param event Trigger for the sound effect.
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* @return false if the default sound effect shall be played instead.
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*/
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bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event)
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{
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if (!_settings_client.sound.vehicle) return true;
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const GRFFile *file = v->GetGRF();
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uint16 callback;
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/* If the engine has no GRF ID associated it can't ever play any new sounds */
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if (file == NULL) return false;
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/* Check that the vehicle type uses the sound effect callback */
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if (!HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_SOUND_EFFECT)) return false;
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callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v);
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/* Play default sound if callback fails */
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if (callback == CALLBACK_FAILED) return false;
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if (callback >= ORIGINAL_SAMPLE_COUNT) {
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callback -= ORIGINAL_SAMPLE_COUNT;
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/* Play no sound if result is out of range */
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if (callback > file->num_sounds) return true;
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callback += file->sound_offset;
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}
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assert(callback < GetNumSounds());
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SndPlayVehicleFx(callback, v);
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return true;
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}
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/**
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* Play a NewGRF sound effect at the location of a specific tile.
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* @param file NewGRF triggering the sound effect.
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* @param sound_id Sound effect the NewGRF wants to play.
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* @param tile Location of the effect.
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*/
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void PlayTileSound(const GRFFile *file, SoundID sound_id, TileIndex tile)
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{
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if (sound_id >= ORIGINAL_SAMPLE_COUNT) {
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sound_id -= ORIGINAL_SAMPLE_COUNT;
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if (sound_id > file->num_sounds) return;
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sound_id += file->sound_offset;
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}
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assert(sound_id < GetNumSounds());
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SndPlayTileFx(sound_id, tile);
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}
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