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