PrimeWorldEditor/src/Core/CAudioManager.cpp

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#include "CAudioManager.h"
#include "Core/GameProject/CGameProject.h"
#include "Core/GameProject/CResourceIterator.h"
CAudioManager::CAudioManager(CGameProject *pProj)
: mpProject(pProj)
{
ASSERT(mpProject);
}
void CAudioManager::LoadAssets()
{
// Clear existing assets
mAudioGroups.clear();
mpAudioLookupTable = nullptr;
mpSfxNameList = nullptr;
mSfxIdMap.clear();
// Load/sort all audio groups
for (TResourceIterator<eAudioGroup> It(mpProject->ResourceStore()); It; ++It)
{
CAudioGroup *pGroup = (CAudioGroup*) It->Load();
if (pGroup) mAudioGroups.push_back(pGroup);
}
std::sort(mAudioGroups.begin(), mAudioGroups.end(), [](CAudioGroup *pLeft, CAudioGroup *pRight) -> bool {
return pLeft->GroupID() < pRight->GroupID();
});
// Create SFX Define ID -> AGSC map
for (uint iGrp = 0; iGrp < mAudioGroups.size(); iGrp++)
{
CAudioGroup *pGroup = mAudioGroups[iGrp];
for (uint iSnd = 0; iSnd < pGroup->NumSoundDefineIDs(); iSnd++)
{
uint16 DefineID = pGroup->SoundDefineIDByIndex(iSnd);
ASSERT(mSfxIdMap.find(DefineID) == mSfxIdMap.end());
mSfxIdMap[DefineID] = pGroup;
}
}
// Load audio lookup table + sfx name list
TString AudioLookupName = (mpProject->Game() < EGame::EchoesDemo ? "sound_lookup" : "sound_lookup_ATBL");
CAssetID AudioLookupID = mpProject->FindNamedResource(AudioLookupName);
if (AudioLookupID.IsValid())
mpAudioLookupTable = mpProject->ResourceStore()->LoadResource<CAudioLookupTable>(AudioLookupID);
if (mpProject->Game() >= EGame::EchoesDemo)
{
CAssetID SfxNameListID = mpProject->FindNamedResource("audio_name_lookup_STLC");
if (SfxNameListID.IsValid())
mpSfxNameList = mpProject->ResourceStore()->LoadResource<CStringList>(SfxNameListID);
}
}
void CAudioManager::ClearAssets()
{
mAudioGroups.clear();
mpAudioLookupTable = nullptr;
mpSfxNameList = nullptr;
mSfxIdMap.clear();
}
SSoundInfo CAudioManager::GetSoundInfo(uint32 SoundID)
{
SSoundInfo Out;
Out.SoundID = SoundID;
Out.DefineID = mpAudioLookupTable->FindSoundDefineID(SoundID);
Out.pAudioGroup = nullptr;
if (Out.DefineID != 0xFFFF)
{
auto Iter = mSfxIdMap.find(Out.DefineID);
if (Iter != mSfxIdMap.end())
Out.pAudioGroup = Iter->second;
if (mpProject->Game() >= EGame::EchoesDemo)
Out.Name = mpSfxNameList->StringByIndex(Out.DefineID);
}
return Out;
}
void CAudioManager::LogSoundInfo(uint32 SoundID)
{
SSoundInfo SoundInfo = GetSoundInfo(SoundID);
if (SoundInfo.DefineID != 0xFFFF)
{
if (mpProject->Game() >= EGame::EchoesDemo)
debugf("Sound Name: %s", *SoundInfo.Name);
debugf("Sound ID: 0x%04x", SoundInfo.SoundID);
debugf("Define ID: 0x%04x", SoundInfo.DefineID);
debugf("Audio Group: %s", *SoundInfo.pAudioGroup->Entry()->Name());
debugf("");
}
}