[Isnd_alias_list_t] Add loader for sound aliases, really simple JSON format. (just type and soundFile entries, both strings)

This commit is contained in:
TheApadayo 2017-02-13 11:23:52 -05:00
parent 78826adeab
commit c8b93dfa20
2 changed files with 112 additions and 0 deletions

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@ -2,6 +2,117 @@
namespace Assets namespace Assets
{ {
void Isnd_alias_list_t::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File aliasFile(Utils::String::VA("sounds/%s", name.data()));
if (!aliasFile.exists()) {
header->sound = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).sound;
}
Game::snd_alias_list_t* aliasList = builder->getAllocator()->allocate<Game::snd_alias_list_t>();
if (!aliasList)
{
Components::Logger::Print("Error allocating memory for sound alias structure!\n");
return;
}
aliasList->head = builder->getAllocator()->allocate<Game::snd_alias_t>();
if (!aliasList->head)
{
Components::Logger::Print("Error allocating memory for sound alias structure!\n");
return;
}
aliasList->head->soundFile = builder->getAllocator()->allocate<Game::SoundFile>();
if (!aliasList->head->soundFile)
{
Components::Logger::Print("Error allocating memory for sound alias structure!\n");
return;
}
aliasList->count = 1;
std::string errors;
json11::Json infoData = json11::Json::parse(aliasFile.getBuffer(), errors);
if (!infoData.is_object())
{
Components::Logger::Error("Failed to load sound %s!", name.data());
return;
}
Game::snd_alias_t* alias = aliasList->head;
// try and parse everything and if it fails then fail for the whole file
auto type = infoData["type"];
auto subtitle = infoData["subtitle"];
auto secondaryAliasName = infoData["secondaryAliasName"];
auto chainAliasName = infoData["chainAliasName"];
auto soundFile = infoData["soundFile"];
auto sequence = infoData["sequence"];
auto volMin = infoData["volMin"];
auto volMax = infoData["volMax"];
auto pitchMin = infoData["pitchMin"];
auto pitchMax = infoData["pitchMax"];
auto distMin = infoData["distMin"];
auto distMax = infoData["distMax"];
auto flags = infoData["flags"];
auto slavePercentage = infoData["slavePercentage"];
auto probability = infoData["probability"];
auto lfePercentage = infoData["lfePercentage"];
auto centerPercentage = infoData["centerPercentage"];
auto startDelay = infoData["startDelay"];
auto volumeFalloffCurve = infoData["volumeFalloffCurve"];
auto envelopMin = infoData["envelopMin"];
auto envelopMax = infoData["envelopMax"];
auto envelopPercentage = infoData["envelopPercentage"];
auto speakerMap = infoData["speakerMap"];
if (type.is_null() || soundFile.is_null())
{
Components::Logger::Error("Failed to parse sound %s! Each alias must have at least a type and a soundFile", name.data());
return;
}
#define CHECK(x, type) (x.is_##type##() || x.is_null())
// TODO: actually support all of those properties
if (CHECK(type, string) && CHECK(subtitle, string) && CHECK(secondaryAliasName, string) && CHECK(chainAliasName, string) &&
CHECK(soundFile, string) && CHECK(sequence, number) && CHECK(volMin, number) && CHECK(volMax, number) && CHECK(pitchMin, number) &&
CHECK(pitchMax, number) && CHECK(distMin, number) && CHECK(distMax, number) && CHECK(flags, number) && CHECK(slavePercentage, number) &&
CHECK(probability, number) && CHECK(lfePercentage, number) && CHECK(centerPercentage, number) && CHECK(startDelay, number) &&
CHECK(volumeFalloffCurve, string) && CHECK(envelopMin, number) && CHECK(envelopMax, number) && CHECK(envelopPercentage, number) &&
CHECK(speakerMap, string))
{
alias->soundFile->exists = true;
if (type.string_value() == "loaded"s)
{
alias->soundFile->type = Game::SAT_LOADED;
alias->soundFile->data.loaded = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_LOADED_SOUND, soundFile.string_value(), builder).loadSnd;
}
else if (type.string_value() == "streamed"s)
{
alias->soundFile->type = Game::SAT_STREAMED;
std::string streamedFile = soundFile.string_value();
int split = streamedFile.find_last_of('/');
alias->soundFile->data.stream.dir = builder->getAllocator()->duplicateString(streamedFile.substr(0, split).c_str());
alias->soundFile->data.stream.name = builder->getAllocator()->duplicateString(streamedFile.substr(split).c_str());
}
else
{
Components::Logger::Error("Failed to parse sound %s! Invalid sound type %s", name.data(), type.string_value().c_str());
}
}
else
{
Components::Logger::Error("Failed to parse sound %s!", name.data());
return;
}
#undef CHECK
}
void Isnd_alias_list_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void Isnd_alias_list_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{ {
Game::snd_alias_list_t* asset = header.sound; Game::snd_alias_list_t* asset = header.sound;

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@ -7,6 +7,7 @@ namespace Assets
public: public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND; }; virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND; };
virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override;
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
}; };