Files
openttd-cmclient/src/newgrf_sound.cpp
Peter Nelson ce5279a8dc Codechange: Implement SoundLoader interface and cache loaded sounds in memory.
Sounds are loaded into memory on first use, using the SoundLoader interface to support format conversion. Sounds are retained in memory to avoid reloading every time a sound is played.

This deduplicates WAV header parsing between NewGRF and baseset sounds, and will allow different audio formats to be supported.
2024-12-06 18:41:35 +00:00

169 lines
5.0 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file newgrf_sound.cpp Handling NewGRF provided sounds. */
#include "stdafx.h"
#include "engine_base.h"
#include "newgrf.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "vehicle_base.h"
#include "sound_func.h"
#include "soundloader_func.h"
#include "string_func.h"
#include "random_access_file_type.h"
#include "debug.h"
#include "settings_type.h"
#include "safeguards.h"
static std::vector<SoundEntry> _sounds;
/**
* Allocate sound slots.
* @param num Number of slots to allocate.
* @return First allocated slot.
*/
SoundEntry *AllocateSound(uint num)
{
size_t pos = _sounds.size();
_sounds.insert(_sounds.end(), num, SoundEntry());
return &_sounds[pos];
}
void InitializeSoundPool()
{
_sounds.clear();
/* Copy original sound data to the pool */
SndCopyToPool();
}
SoundEntry *GetSound(SoundID index)
{
if (index >= _sounds.size()) return nullptr;
return &_sounds[index];
}
uint GetNumSounds()
{
return (uint)_sounds.size();
}
/**
* Extract meta data from a NewGRF sound.
* @param sound Sound to load.
* @return True if a valid sound was loaded.
*/
bool LoadNewGRFSound(SoundEntry &sound, SoundID sound_id)
{
if (sound.file_offset == SIZE_MAX || sound.file == nullptr) return false;
RandomAccessFile &file = *sound.file;
file.SeekTo(sound.file_offset, SEEK_SET);
/* Skip ID for container version >= 2 as we only look at the first
* entry and ignore any further entries with the same ID. */
if (sound.grf_container_ver >= 2) file.ReadDword();
/* Format: <num> <FF> <FF> <name_len> <name> '\0' <data> */
sound.file_size = sound.grf_container_ver >= 2 ? file.ReadDword() : file.ReadWord();
if (file.ReadByte() != 0xFF) return false;
if (file.ReadByte() != 0xFF) return false;
uint8_t name_len = file.ReadByte();
std::string name(name_len + 1, '\0');
file.ReadBlock(name.data(), name_len + 1);
/* Test string termination */
if (name[name_len] != '\0') {
Debug(grf, 2, "LoadNewGRFSound [{}]: Name not properly terminated", file.GetSimplifiedFilename());
return false;
}
if (LoadSoundData(sound, true, sound_id, StrMakeValid(name))) return true;
Debug(grf, 1, "LoadNewGRFSound [{}]: does not contain any sound data", file.GetSimplifiedFilename());
/* Clear everything that was read */
sound = {};
return false;
}
/**
* Resolve NewGRF sound ID.
* @param file NewGRF to get sound from.
* @param sound_id GRF-specific sound ID. (GRF-local for IDs above ORIGINAL_SAMPLE_COUNT)
* @return Translated (global) sound ID, or INVALID_SOUND.
*/
SoundID GetNewGRFSoundID(const GRFFile *file, SoundID sound_id)
{
/* Global sound? */
if (sound_id < ORIGINAL_SAMPLE_COUNT) return sound_id;
sound_id -= ORIGINAL_SAMPLE_COUNT;
if (file == nullptr || sound_id >= file->num_sounds) return INVALID_SOUND;
return file->sound_offset + sound_id;
}
/**
* Checks whether a NewGRF wants to play a different vehicle sound effect.
* @param v Vehicle to play sound effect for.
* @param event Trigger for the sound effect.
* @param force Should we play the sound effect even if vehicle sound effects are muted?
* @return false if the default sound effect shall be played instead.
*/
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
{
if (!_settings_client.sound.vehicle && !force) return true;
const GRFFile *file = v->GetGRF();
uint16_t callback;
/* If the engine has no GRF ID associated it can't ever play any new sounds */
if (file == nullptr) return false;
/* Check that the vehicle type uses the sound effect callback */
if (!HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_SOUND_EFFECT)) return false;
callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v);
/* Play default sound if callback fails */
if (callback == CALLBACK_FAILED) return false;
callback = GetNewGRFSoundID(file, callback);
/* Play no sound, if result is invalid */
if (callback == INVALID_SOUND) return true;
assert(callback < GetNumSounds());
SndPlayVehicleFx(callback, v);
return true;
}
/**
* Play a NewGRF sound effect at the location of a specific tile.
* @param file NewGRF triggering the sound effect.
* @param sound_id Sound effect the NewGRF wants to play.
* @param tile Location of the effect.
*/
void PlayTileSound(const GRFFile *file, SoundID sound_id, TileIndex tile)
{
sound_id = GetNewGRFSoundID(file, sound_id);
if (sound_id == INVALID_SOUND) return;
assert(sound_id < GetNumSounds());
SndPlayTileFx(sound_id, tile);
}