fallout2-ce/src/game_sound.cc

2147 lines
48 KiB
C++

#include "game_sound.h"
#include <stdio.h>
#include <string.h>
#include "animation.h"
#include "art.h"
#include "audio.h"
#include "combat.h"
#include "debug.h"
#include "game_config.h"
#include "input.h"
#include "item.h"
#include "map.h"
#include "memory.h"
#include "movie.h"
#include "object.h"
#include "pointer_registry.h"
#include "proto.h"
#include "queue.h"
#include "random.h"
#include "settings.h"
#include "sound_effects_cache.h"
#include "stat.h"
#include "svga.h"
#include "window_manager.h"
#include "worldmap.h"
namespace fallout {
typedef enum SoundEffectActionType {
SOUND_EFFECT_ACTION_TYPE_ACTIVE,
SOUND_EFFECT_ACTION_TYPE_PASSIVE,
} SoundEffectActionType;
// 0x5035BC
static char _aSoundSfx[] = "sound\\sfx\\";
// 0x5035C8
static char _aSoundMusic_0[] = "sound\\music\\";
// 0x5035D8
static char _aSoundSpeech_0[] = "sound\\speech\\";
// 0x518E30
static bool gGameSoundInitialized = false;
// 0x518E34
static bool gGameSoundDebugEnabled = false;
// 0x518E38
static bool gMusicEnabled = false;
// 0x518E3C
static int _gsound_background_df_vol = 0;
// 0x518E40
static int _gsound_background_fade = 0;
// 0x518E44
static bool gSpeechEnabled = false;
// 0x518E48
static bool gSoundEffectsEnabled = false;
// number of active effects (max 4)
static int _gsound_active_effect_counter;
// 0x518E50
static Sound* gBackgroundSound = NULL;
// 0x518E54
static Sound* gSpeechSound = NULL;
// 0x518E58
static SoundEndCallback* gBackgroundSoundEndCallback = NULL;
// 0x518E5C
static SoundEndCallback* gSpeechEndCallback = NULL;
// 0x518E60
static char _snd_lookup_weapon_type[WEAPON_SOUND_EFFECT_COUNT] = {
'R', // Ready
'A', // Attack
'O', // Out of ammo
'F', // Firing
'H', // Hit
};
// 0x518E65
static char _snd_lookup_scenery_action[SCENERY_SOUND_EFFECT_COUNT] = {
'O', // Open
'C', // Close
'L', // Lock
'N', // Unlock
'U', // Use
};
// 0x518E6C
static int _background_storage_requested = -1;
// 0x518E70
static int _background_loop_requested = -1;
// 0x518E74
static char* _sound_sfx_path = _aSoundSfx;
// 0x518E78
static char* _sound_music_path1 = _aSoundMusic_0;
// 0x518E7C
static char* _sound_music_path2 = _aSoundMusic_0;
// 0x518E80
static char* _sound_speech_path = _aSoundSpeech_0;
// 0x518E84
static int gMasterVolume = VOLUME_MAX;
// 0x518E88
int gMusicVolume = VOLUME_MAX;
// 0x518E8C
static int gSpeechVolume = VOLUME_MAX;
// 0x518E90
static int gSoundEffectsVolume = VOLUME_MAX;
// 0x518E94
static int _detectDevices = -1;
// 0x518E98
static int _lastTime_1 = 0;
// 0x596EB0
static char _background_fname_copied[COMPAT_MAX_PATH];
// 0x596FB5
static char _sfx_file_name[13];
// NOTE: I'm mot sure about it's size. Why not MAX_PATH?
//
// 0x596FC2
static char gBackgroundSoundFileName[270];
static void soundEffectsEnable();
static void soundEffectsDisable();
static int soundEffectsIsEnabled();
static int soundEffectsGetVolume();
static void backgroundSoundDisable();
static void backgroundSoundEnable();
static int backgroundSoundGetDuration();
static void speechDisable();
static void speechEnable();
static int _gsound_speech_volume_get_set(int volume);
static void speechPause();
static void speechResume();
static void _gsound_bkg_proc();
static int gameSoundFileOpen(const char* fname, int access, ...);
static long _gsound_write_();
static long gameSoundFileTellNotImplemented(int handle);
static int gameSoundFileWrite(int handle, const void* buf, unsigned int size);
static int gameSoundFileClose(int handle);
static int gameSoundFileRead(int handle, void* buf, unsigned int size);
static long gameSoundFileSeek(int handle, long offset, int origin);
static long gameSoundFileTell(int handle);
static long gameSoundFileGetSize(int handle);
static bool gameSoundIsCompressed(char* filePath);
static void speechCallback(void* userData, int a2);
static void backgroundSoundCallback(void* userData, int a2);
static void soundEffectCallback(void* userData, int a2);
static int _gsound_background_allocate(Sound** out_s, int a2, int a3);
static int gameSoundFindBackgroundSoundPathWithCopy(char* dest, const char* src);
static int gameSoundFindBackgroundSoundPath(char* dest, const char* src);
static int gameSoundFindSpeechSoundPath(char* dest, const char* src);
static void gameSoundDeleteOldMusicFile();
static int backgroundSoundPlay();
static int speechPlay();
static int _gsound_get_music_path(char** out_value, const char* key);
static Sound* _gsound_get_sound_ready_for_effect();
static bool _gsound_file_exists_f(const char* fname);
static int _gsound_setup_paths();
// 0x44FC70
int gameSoundInit()
{
if (gGameSoundInitialized) {
if (gGameSoundDebugEnabled) {
debugPrint("Trying to initialize gsound twice.\n");
}
return -1;
}
if (!settings.sound.initialize) {
return 0;
}
gGameSoundDebugEnabled = settings.sound.debug;
if (gGameSoundDebugEnabled) {
debugPrint("Initializing sound system...");
}
if (_gsound_get_music_path(&_sound_music_path1, GAME_CONFIG_MUSIC_PATH1_KEY) != 0) {
return -1;
}
if (_gsound_get_music_path(&_sound_music_path2, GAME_CONFIG_MUSIC_PATH2_KEY) != 0) {
return -1;
}
if (strlen(_sound_music_path1) > 247 || strlen(_sound_music_path2) > 247) {
if (gGameSoundDebugEnabled) {
debugPrint("Music paths way too long.\n");
}
return -1;
}
// gsound_setup_paths
if (_gsound_setup_paths() != 0) {
return -1;
}
soundSetMemoryProcs(internal_malloc, internal_realloc, internal_free);
// initialize direct sound
if (soundInit(_detectDevices, 24, 0x8000, 0x8000, 22050) != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("failed!\n");
}
return -1;
}
if (gGameSoundDebugEnabled) {
debugPrint("success.\n");
}
audioFileInit(gameSoundIsCompressed);
audioInit(gameSoundIsCompressed);
int cacheSize = settings.sound.cache_size;
if (cacheSize >= 0x40000) {
debugPrint("\n!!! Config file needs adustment. Please remove the ");
debugPrint("cache_size line and run fallout again. This will reset ");
debugPrint("cache_size to the new default, which is expressed in K.\n");
return -1;
}
if (soundEffectsCacheInit(cacheSize << 10, _sound_sfx_path) != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("Unable to initialize sound effects cache.\n");
}
}
if (soundSetDefaultFileIO(gameSoundFileOpen, gameSoundFileClose, gameSoundFileRead, gameSoundFileWrite, gameSoundFileSeek, gameSoundFileTell, gameSoundFileGetSize) != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("Failure setting sound I/O calls.\n");
}
return -1;
}
tickersAdd(_gsound_bkg_proc);
gGameSoundInitialized = true;
// SOUNDS
if (gGameSoundDebugEnabled) {
debugPrint("Sounds are ");
}
if (settings.sound.sounds) {
// NOTE: Uninline.
soundEffectsEnable();
} else {
if (gGameSoundDebugEnabled) {
debugPrint(" not ");
}
}
if (gGameSoundDebugEnabled) {
debugPrint("on.\n");
}
// MUSIC
if (gGameSoundDebugEnabled) {
debugPrint("Music is ");
}
if (settings.sound.music) {
// NOTE: Uninline.
backgroundSoundEnable();
} else {
if (gGameSoundDebugEnabled) {
debugPrint(" not ");
}
}
if (gGameSoundDebugEnabled) {
debugPrint("on.\n");
}
// SPEEECH
if (gGameSoundDebugEnabled) {
debugPrint("Speech is ");
}
if (settings.sound.speech) {
// NOTE: Uninline.
speechEnable();
} else {
if (gGameSoundDebugEnabled) {
debugPrint(" not ");
}
}
if (gGameSoundDebugEnabled) {
debugPrint("on.\n");
}
gMasterVolume = settings.sound.master_volume;
gameSoundSetMasterVolume(gMasterVolume);
gMusicVolume = settings.sound.music_volume;
backgroundSoundSetVolume(gMusicVolume);
gSoundEffectsVolume = settings.sound.sndfx_volume;
soundEffectsSetVolume(gSoundEffectsVolume);
gSpeechVolume = settings.sound.speech_volume;
speechSetVolume(gSpeechVolume);
_gsound_background_fade = 0;
gBackgroundSoundFileName[0] = '\0';
return 0;
}
// 0x450164
void gameSoundReset()
{
if (!gGameSoundInitialized) {
return;
}
if (gGameSoundDebugEnabled) {
debugPrint("Resetting sound system...");
}
// NOTE: Uninline.
speechDelete();
if (_gsound_background_df_vol) {
// NOTE: Uninline.
backgroundSoundEnable();
}
backgroundSoundDelete();
_gsound_background_fade = 0;
soundDeleteAll();
soundEffectsCacheFlush();
_gsound_active_effect_counter = 0;
if (gGameSoundDebugEnabled) {
debugPrint("done.\n");
}
return;
}
// 0x450244
int gameSoundExit()
{
if (!gGameSoundInitialized) {
return -1;
}
tickersRemove(_gsound_bkg_proc);
// NOTE: Uninline.
speechDelete();
backgroundSoundDelete();
gameSoundDeleteOldMusicFile();
soundExit();
soundEffectsCacheExit();
audioFileExit();
audioExit();
gGameSoundInitialized = false;
return 0;
}
// NOTE: Inlined.
//
// 0x4502BC
void soundEffectsEnable()
{
if (gGameSoundInitialized) {
gSoundEffectsEnabled = true;
}
}
// NOTE: Inlined.
//
// 0x4502D0
void soundEffectsDisable()
{
if (gGameSoundInitialized) {
gSoundEffectsEnabled = false;
}
}
// 0x4502E4
int soundEffectsIsEnabled()
{
return gSoundEffectsEnabled;
}
// 0x4502EC
int gameSoundSetMasterVolume(int volume)
{
if (!gGameSoundInitialized) {
return -1;
}
if (volume < VOLUME_MIN && volume > VOLUME_MAX) {
if (gGameSoundDebugEnabled) {
debugPrint("Requested master volume out of range.\n");
}
return -1;
}
if (_gsound_background_df_vol && volume != 0 && backgroundSoundGetVolume() != 0) {
// NOTE: Uninline.
backgroundSoundEnable();
_gsound_background_df_vol = 0;
}
if (_soundSetMasterVolume(volume) != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("Error setting master sound volume.\n");
}
return -1;
}
gMasterVolume = volume;
if (gMusicEnabled && volume == 0) {
// NOTE: Uninline.
backgroundSoundDisable();
_gsound_background_df_vol = 1;
}
return 0;
}
// 0x450410
int gameSoundGetMasterVolume()
{
return gMasterVolume;
}
// 0x450418
int soundEffectsSetVolume(int volume)
{
if (!gGameSoundInitialized || volume < VOLUME_MIN || volume > VOLUME_MAX) {
if (gGameSoundDebugEnabled) {
debugPrint("Error setting sfx volume.\n");
}
return -1;
}
gSoundEffectsVolume = volume;
return 0;
}
// 0x450454
int soundEffectsGetVolume()
{
return gSoundEffectsVolume;
}
// NOTE: Inlined.
//
// 0x45045C
void backgroundSoundDisable()
{
if (gGameSoundInitialized) {
if (gMusicEnabled) {
backgroundSoundDelete();
movieSetVolume(0);
gMusicEnabled = false;
}
}
}
// NOTE: Inlined.
//
// 0x450488
void backgroundSoundEnable()
{
if (gGameSoundInitialized) {
if (!gMusicEnabled) {
movieSetVolume((int)(gMusicVolume * 0.94));
gMusicEnabled = true;
backgroundSoundRestart(12);
}
}
}
// 0x4504D4
int backgroundSoundIsEnabled()
{
return gMusicEnabled;
}
// 0x4504DC
void backgroundSoundSetVolume(int volume)
{
if (!gGameSoundInitialized) {
return;
}
if (volume < VOLUME_MIN || volume > VOLUME_MAX) {
if (gGameSoundDebugEnabled) {
debugPrint("Requested background volume out of range.\n");
}
return;
}
gMusicVolume = volume;
if (_gsound_background_df_vol) {
// NOTE: Uninline.
backgroundSoundEnable();
_gsound_background_df_vol = 0;
}
if (gMusicEnabled) {
movieSetVolume((int)(volume * 0.94));
}
if (gMusicEnabled) {
if (gBackgroundSound != NULL) {
soundSetVolume(gBackgroundSound, (int)(gMusicVolume * 0.94));
}
}
if (gMusicEnabled) {
if (volume == 0 || gameSoundGetMasterVolume() == 0) {
// NOTE: Uninline.
backgroundSoundDisable();
_gsound_background_df_vol = 1;
}
}
}
// 0x450618
int backgroundSoundGetVolume()
{
return gMusicVolume;
}
//
int _gsound_background_volume_get_set(int volume)
{
int oldMusicVolume = gMusicVolume;
backgroundSoundSetVolume(volume);
return oldMusicVolume;
}
// 0x450650
void backgroundSoundSetEndCallback(SoundEndCallback* callback)
{
gBackgroundSoundEndCallback = callback;
}
// NOTE: There are no references to this function.
//
// 0x450670
int backgroundSoundGetDuration()
{
return soundGetDuration(gBackgroundSound);
}
// [fileName] is base file name, without path and extension.
//
// 0x45067C
int backgroundSoundLoad(const char* fileName, int a2, int a3, int a4)
{
int rc;
_background_storage_requested = a3;
_background_loop_requested = a4;
strcpy(gBackgroundSoundFileName, fileName);
if (!gGameSoundInitialized) {
return -1;
}
if (!gMusicEnabled) {
return -1;
}
if (gGameSoundDebugEnabled) {
debugPrint("Loading background sound file %s%s...", fileName, ".acm");
}
backgroundSoundDelete();
rc = _gsound_background_allocate(&gBackgroundSound, a3, a4);
if (rc != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("failed because sound could not be allocated.\n");
}
gBackgroundSound = NULL;
return -1;
}
rc = soundSetFileIO(gBackgroundSound, audioFileOpen, audioFileClose, audioFileRead, NULL, audioFileSeek, gameSoundFileTellNotImplemented, audioFileGetSize);
if (rc != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("failed because file IO could not be set for compression.\n");
}
soundDelete(gBackgroundSound);
gBackgroundSound = NULL;
return -1;
}
rc = soundSetChannels(gBackgroundSound, 3);
if (rc != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("failed because the channel could not be set.\n");
}
soundDelete(gBackgroundSound);
gBackgroundSound = NULL;
return -1;
}
char path[COMPAT_MAX_PATH + 1];
if (a3 == 13) {
rc = gameSoundFindBackgroundSoundPath(path, fileName);
} else if (a3 == 14) {
rc = gameSoundFindBackgroundSoundPathWithCopy(path, fileName);
}
if (rc != SOUND_NO_ERROR) {
if (gGameSoundDebugEnabled) {
debugPrint("'failed because the file could not be found.\n");
}
soundDelete(gBackgroundSound);
gBackgroundSound = NULL;
return -1;
}
if (a4 == 16) {
rc = soundSetLooping(gBackgroundSound, 0xFFFF);
if (rc != SOUND_NO_ERROR) {
if (gGameSoundDebugEnabled) {
debugPrint("failed because looping could not be set.\n");
}
soundDelete(gBackgroundSound);
gBackgroundSound = NULL;
return -1;
}
}
rc = soundSetCallback(gBackgroundSound, backgroundSoundCallback, NULL);
if (rc != SOUND_NO_ERROR) {
if (gGameSoundDebugEnabled) {
debugPrint("soundSetCallback failed for background sound\n");
}
}
if (a2 == 11) {
rc = soundSetReadLimit(gBackgroundSound, 0x40000);
if (rc != SOUND_NO_ERROR) {
if (gGameSoundDebugEnabled) {
debugPrint("unable to set read limit ");
}
}
}
rc = soundLoad(gBackgroundSound, path);
if (rc != SOUND_NO_ERROR) {
if (gGameSoundDebugEnabled) {
debugPrint("failed on call to soundLoad.\n");
}
soundDelete(gBackgroundSound);
gBackgroundSound = NULL;
return -1;
}
if (a2 != 11) {
rc = soundSetReadLimit(gBackgroundSound, 0x40000);
if (rc != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("unable to set read limit ");
}
}
}
if (a2 == 10) {
return 0;
}
rc = backgroundSoundPlay();
if (rc != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("failed starting to play.\n");
}
soundDelete(gBackgroundSound);
gBackgroundSound = NULL;
return -1;
}
if (gGameSoundDebugEnabled) {
debugPrint("succeeded.\n");
}
return 0;
}
// 0x450A08
int _gsound_background_play_level_music(const char* a1, int a2)
{
return backgroundSoundLoad(a1, a2, 14, 16);
}
// 0x450AB4
void backgroundSoundDelete()
{
if (gGameSoundInitialized && gMusicEnabled && gBackgroundSound) {
if (_gsound_background_fade) {
if (_soundFade(gBackgroundSound, 2000, 0) == 0) {
gBackgroundSound = NULL;
return;
}
}
soundDelete(gBackgroundSound);
gBackgroundSound = NULL;
}
}
// 0x450B0C
void backgroundSoundRestart(int value)
{
if (gBackgroundSoundFileName[0] != '\0') {
if (backgroundSoundLoad(gBackgroundSoundFileName, value, _background_storage_requested, _background_loop_requested) != 0) {
if (gGameSoundDebugEnabled)
debugPrint(" background restart failed ");
}
}
}
// 0x450B50
void backgroundSoundPause()
{
if (gBackgroundSound != NULL) {
soundPause(gBackgroundSound);
}
}
// 0x450B64
void backgroundSoundResume()
{
if (gBackgroundSound != NULL) {
soundResume(gBackgroundSound);
}
}
// NOTE: Inlined.
//
// 0x450B78
void speechDisable()
{
if (gGameSoundInitialized) {
if (gSpeechEnabled) {
speechDelete();
gSpeechEnabled = false;
}
}
}
// NOTE: Inlined.
//
// 0x450BC0
void speechEnable()
{
if (gGameSoundInitialized) {
if (!gSpeechEnabled) {
gSpeechEnabled = true;
}
}
}
// 0x450BE0
int speechIsEnabled()
{
return gSpeechEnabled;
}
// 0x450BE8
void speechSetVolume(int volume)
{
if (!gGameSoundInitialized) {
return;
}
if (volume < VOLUME_MIN || volume > VOLUME_MAX) {
if (gGameSoundDebugEnabled) {
debugPrint("Requested speech volume out of range.\n");
}
return;
}
gSpeechVolume = volume;
if (gSpeechEnabled) {
if (gSpeechSound != NULL) {
soundSetVolume(gSpeechSound, (int)(volume * 0.69));
}
}
}
// 0x450C5C
int speechGetVolume()
{
return gSpeechVolume;
}
// 0x450C64
int _gsound_speech_volume_get_set(int volume)
{
int oldVolume = gSpeechVolume;
speechSetVolume(volume);
return oldVolume;
}
// 0x450C74
void speechSetEndCallback(SoundEndCallback* callback)
{
gSpeechEndCallback = callback;
}
// 0x450C94
int speechGetDuration()
{
return soundGetDuration(gSpeechSound);
}
// 0x450CA0
int speechLoad(const char* fname, int a2, int a3, int a4)
{
char path[COMPAT_MAX_PATH + 1];
if (!gGameSoundInitialized) {
return -1;
}
if (!gSpeechEnabled) {
return -1;
}
if (gGameSoundDebugEnabled) {
debugPrint("Loading speech sound file %s%s...", fname, ".ACM");
}
// uninline
speechDelete();
if (_gsound_background_allocate(&gSpeechSound, a3, a4)) {
if (gGameSoundDebugEnabled) {
debugPrint("failed because sound could not be allocated.\n");
}
gSpeechSound = NULL;
return -1;
}
if (soundSetFileIO(gSpeechSound, &audioOpen, &audioClose, &audioRead, NULL, &audioSeek, &gameSoundFileTellNotImplemented, &audioGetSize)) {
if (gGameSoundDebugEnabled) {
debugPrint("failed because file IO could not be set for compression.\n");
}
soundDelete(gSpeechSound);
gSpeechSound = NULL;
return -1;
}
if (gameSoundFindSpeechSoundPath(path, fname)) {
if (gGameSoundDebugEnabled) {
debugPrint("failed because the file could not be found.\n");
}
soundDelete(gSpeechSound);
gSpeechSound = NULL;
return -1;
}
if (a4 == 16) {
if (soundSetLooping(gSpeechSound, 0xFFFF)) {
if (gGameSoundDebugEnabled) {
debugPrint("failed because looping could not be set.\n");
}
soundDelete(gSpeechSound);
gSpeechSound = NULL;
return -1;
}
}
if (soundSetCallback(gSpeechSound, speechCallback, NULL)) {
if (gGameSoundDebugEnabled) {
debugPrint("soundSetCallback failed for speech sound\n");
}
}
if (a2 == 11) {
if (soundSetReadLimit(gSpeechSound, 0x40000)) {
if (gGameSoundDebugEnabled) {
debugPrint("unable to set read limit ");
}
}
}
if (soundLoad(gSpeechSound, path)) {
if (gGameSoundDebugEnabled) {
debugPrint("failed on call to soundLoad.\n");
}
soundDelete(gSpeechSound);
gSpeechSound = NULL;
return -1;
}
if (a2 != 11) {
if (soundSetReadLimit(gSpeechSound, 0x40000)) {
if (gGameSoundDebugEnabled) {
debugPrint("unable to set read limit ");
}
}
}
if (a2 == 10) {
return 0;
}
if (speechPlay()) {
if (gGameSoundDebugEnabled) {
debugPrint("failed starting to play.\n");
}
soundDelete(gSpeechSound);
gSpeechSound = NULL;
return -1;
}
if (gGameSoundDebugEnabled) {
debugPrint("succeeded.\n");
}
return 0;
}
// 0x450F8C
int _gsound_speech_play_preloaded()
{
if (!gGameSoundInitialized) {
return -1;
}
if (!gSpeechEnabled) {
return -1;
}
if (gSpeechSound == NULL) {
return -1;
}
if (soundIsPlaying(gSpeechSound)) {
return -1;
}
if (soundIsPaused(gSpeechSound)) {
return -1;
}
if (_soundDone(gSpeechSound)) {
return -1;
}
if (speechPlay() != 0) {
soundDelete(gSpeechSound);
gSpeechSound = NULL;
return -1;
}
return 0;
}
// 0x451024
void speechDelete()
{
if (gGameSoundInitialized && gSpeechEnabled) {
if (gSpeechSound != NULL) {
soundDelete(gSpeechSound);
gSpeechSound = NULL;
}
}
}
// 0x451054
void speechPause()
{
if (gSpeechSound != NULL) {
soundPause(gSpeechSound);
}
}
// 0x451068
void speechResume()
{
if (gSpeechSound != NULL) {
soundResume(gSpeechSound);
}
}
// 0x45108C
int _gsound_play_sfx_file_volume(const char* a1, int a2)
{
Sound* v1;
if (!gGameSoundInitialized) {
return -1;
}
if (!gSoundEffectsEnabled) {
return -1;
}
v1 = soundEffectLoadWithVolume(a1, NULL, a2);
if (v1 == NULL) {
return -1;
}
soundPlay(v1);
return 0;
}
// 0x4510DC
Sound* soundEffectLoad(const char* name, Object* object)
{
if (!gGameSoundInitialized) {
return NULL;
}
if (!gSoundEffectsEnabled) {
return NULL;
}
if (gGameSoundDebugEnabled) {
debugPrint("Loading sound file %s%s...", name, ".ACM");
}
if (_gsound_active_effect_counter >= SOUND_EFFECTS_MAX_COUNT) {
if (gGameSoundDebugEnabled) {
debugPrint("failed because there are already %d active effects.\n", _gsound_active_effect_counter);
}
return NULL;
}
Sound* sound = _gsound_get_sound_ready_for_effect();
if (sound == NULL) {
if (gGameSoundDebugEnabled) {
debugPrint("failed.\n");
}
return NULL;
}
++_gsound_active_effect_counter;
char path[COMPAT_MAX_PATH];
snprintf(path, sizeof(path), "%s%s%s", _sound_sfx_path, name, ".ACM");
if (soundLoad(sound, path) == 0) {
if (gGameSoundDebugEnabled) {
debugPrint("succeeded.\n");
}
return sound;
}
if (object != NULL) {
if (FID_TYPE(object->fid) == OBJ_TYPE_CRITTER && (name[0] == 'H' || name[0] == 'N')) {
char v9 = name[1];
if (v9 == 'A' || v9 == 'F' || v9 == 'M') {
if (v9 == 'A') {
if (critterGetStat(object, STAT_GENDER)) {
v9 = 'F';
} else {
v9 = 'M';
}
}
}
snprintf(path, sizeof(path), "%sH%cXXXX%s%s", _sound_sfx_path, v9, name + 6, ".ACM");
if (gGameSoundDebugEnabled) {
debugPrint("tyring %s ", path + strlen(_sound_sfx_path));
}
if (soundLoad(sound, path) == 0) {
if (gGameSoundDebugEnabled) {
debugPrint("succeeded (with alias).\n");
}
return sound;
}
if (v9 == 'F') {
snprintf(path, sizeof(path), "%sHMXXXX%s%s", _sound_sfx_path, name + 6, ".ACM");
if (gGameSoundDebugEnabled) {
debugPrint("tyring %s ", path + strlen(_sound_sfx_path));
}
if (soundLoad(sound, path) == 0) {
if (gGameSoundDebugEnabled) {
debugPrint("succeeded (with male alias).\n");
}
return sound;
}
}
}
}
if (strncmp(name, "MALIEU", 6) == 0 || strncmp(name, "MAMTN2", 6) == 0) {
snprintf(path, sizeof(path), "%sMAMTNT%s%s", _sound_sfx_path, name + 6, ".ACM");
if (gGameSoundDebugEnabled) {
debugPrint("tyring %s ", path + strlen(_sound_sfx_path));
}
if (soundLoad(sound, path) == 0) {
if (gGameSoundDebugEnabled) {
debugPrint("succeeded (with alias).\n");
}
return sound;
}
}
--_gsound_active_effect_counter;
soundDelete(sound);
if (gGameSoundDebugEnabled) {
debugPrint("failed.\n");
}
return NULL;
}
// 0x45145C
Sound* soundEffectLoadWithVolume(const char* name, Object* object, int volume)
{
Sound* sound = soundEffectLoad(name, object);
if (sound != NULL) {
soundSetVolume(sound, (volume * gSoundEffectsVolume) / VOLUME_MAX);
}
return sound;
}
// 0x45148C
void soundEffectDelete(Sound* sound)
{
if (!gGameSoundInitialized) {
return;
}
if (!gSoundEffectsEnabled) {
return;
}
if (soundIsPlaying(sound)) {
if (gGameSoundDebugEnabled) {
debugPrint("Trying to manually delete a sound effect after it has started playing.\n");
}
return;
}
if (soundDelete(sound) != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("Unable to delete sound effect -- active effect counter may get out of sync.\n");
}
return;
}
--_gsound_active_effect_counter;
}
// 0x4514F0
int _gsnd_anim_sound(Sound* sound, void* a2)
{
if (!gGameSoundInitialized) {
return 0;
}
if (!gSoundEffectsEnabled) {
return 0;
}
if (sound == NULL) {
return 0;
}
soundPlay(sound);
return 0;
}
// 0x451510
int soundEffectPlay(Sound* sound)
{
if (!gGameSoundInitialized) {
return -1;
}
if (!gSoundEffectsEnabled) {
return -1;
}
if (sound == NULL) {
return -1;
}
soundPlay(sound);
return 0;
}
// Probably returns volume dependending on the distance between the specified
// object and dude.
//
// 0x451534
int _gsound_compute_relative_volume(Object* obj)
{
int type;
int v3;
Object* v7;
Rect v12;
Rect v14;
Rect iso_win_rect;
int distance;
int perception;
v3 = 0x7FFF;
if (obj) {
type = FID_TYPE(obj->fid);
if (type == 0 || type == 1 || type == 2) {
v7 = objectGetOwner(obj);
if (!v7) {
v7 = obj;
}
objectGetRect(v7, &v14);
windowGetRect(gIsoWindow, &iso_win_rect);
if (rectIntersection(&v14, &iso_win_rect, &v12) == -1) {
distance = objectGetDistanceBetween(v7, gDude);
perception = critterGetStat(gDude, STAT_PERCEPTION);
if (distance > perception) {
if (distance < 2 * perception) {
v3 = 0x7FFF - 0x5554 * (distance - perception) / perception;
} else {
v3 = 0x2AAA;
}
} else {
v3 = 0x7FFF;
}
}
}
}
return v3;
}
// sfx_build_char_name
// 0x451604
char* sfxBuildCharName(Object* a1, int anim, int extra)
{
char v7[13];
char v8;
char v9;
if (artCopyFileName(FID_TYPE(a1->fid), a1->fid & 0xFFF, v7) == -1) {
return NULL;
}
if (anim == ANIM_TAKE_OUT) {
if (_art_get_code(anim, extra, &v8, &v9) == -1) {
return NULL;
}
} else {
if (_art_get_code(anim, (a1->fid & 0xF000) >> 12, &v8, &v9) == -1) {
return NULL;
}
}
// TODO: Check.
if (anim == ANIM_FALL_FRONT || anim == ANIM_FALL_BACK) {
if (extra == CHARACTER_SOUND_EFFECT_PASS_OUT) {
v8 = 'Y';
} else if (extra == CHARACTER_SOUND_EFFECT_DIE) {
v8 = 'Z';
}
} else if ((anim == ANIM_THROW_PUNCH || anim == ANIM_KICK_LEG) && extra == CHARACTER_SOUND_EFFECT_CONTACT) {
v8 = 'Z';
}
snprintf(_sfx_file_name, sizeof(_sfx_file_name), "%s%c%c", v7, v8, v9);
compat_strupr(_sfx_file_name);
return _sfx_file_name;
}
// sfx_build_ambient_name
// 0x4516F0
char* gameSoundBuildAmbientSoundEffectName(const char* a1)
{
snprintf(_sfx_file_name, sizeof(_sfx_file_name), "A%6s%1d", a1, 1);
compat_strupr(_sfx_file_name);
return _sfx_file_name;
}
// sfx_build_interface_name
// 0x451718
char* gameSoundBuildInterfaceName(const char* a1)
{
snprintf(_sfx_file_name, sizeof(_sfx_file_name), "N%6s%1d", a1, 1);
compat_strupr(_sfx_file_name);
return _sfx_file_name;
}
// sfx_build_weapon_name
// 0x451760
char* sfxBuildWeaponName(int effectType, Object* weapon, int hitMode, Object* target)
{
int v6;
char weaponSoundCode;
char effectTypeCode;
char materialCode;
Proto* proto;
weaponSoundCode = weaponGetSoundId(weapon);
effectTypeCode = _snd_lookup_weapon_type[effectType];
if (effectType != WEAPON_SOUND_EFFECT_READY
&& effectType != WEAPON_SOUND_EFFECT_OUT_OF_AMMO) {
if (hitMode != HIT_MODE_LEFT_WEAPON_PRIMARY
&& hitMode != HIT_MODE_RIGHT_WEAPON_PRIMARY
&& hitMode != HIT_MODE_PUNCH) {
v6 = 2;
} else {
v6 = 1;
}
} else {
v6 = 1;
}
int damageType = weaponGetDamageType(NULL, weapon);
// SFALL
if (effectTypeCode != 'H' || target == NULL || damageType == explosionGetDamageType() || damageType == DAMAGE_TYPE_PLASMA || damageType == DAMAGE_TYPE_EMP) {
materialCode = 'X';
} else {
const int type = FID_TYPE(target->fid);
int material;
switch (type) {
case OBJ_TYPE_ITEM:
protoGetProto(target->pid, &proto);
material = proto->item.material;
break;
case OBJ_TYPE_SCENERY:
protoGetProto(target->pid, &proto);
material = proto->scenery.field_2C;
break;
case OBJ_TYPE_WALL:
protoGetProto(target->pid, &proto);
material = proto->wall.material;
break;
default:
material = -1;
break;
}
switch (material) {
case MATERIAL_TYPE_GLASS:
case MATERIAL_TYPE_METAL:
case MATERIAL_TYPE_PLASTIC:
materialCode = 'M';
break;
case MATERIAL_TYPE_WOOD:
materialCode = 'W';
break;
case MATERIAL_TYPE_DIRT:
case MATERIAL_TYPE_STONE:
case MATERIAL_TYPE_CEMENT:
materialCode = 'S';
break;
default:
materialCode = 'F';
break;
}
}
snprintf(_sfx_file_name, sizeof(_sfx_file_name), "W%c%c%1d%cXX%1d", effectTypeCode, weaponSoundCode, v6, materialCode, 1);
compat_strupr(_sfx_file_name);
return _sfx_file_name;
}
// sfx_build_scenery_name
// 0x451898
char* sfxBuildSceneryName(int actionType, int action, const char* name)
{
char actionTypeCode = actionType == SOUND_EFFECT_ACTION_TYPE_PASSIVE ? 'P' : 'A';
char actionCode = _snd_lookup_scenery_action[action];
snprintf(_sfx_file_name, sizeof(_sfx_file_name), "S%c%c%4s%1d", actionTypeCode, actionCode, name, 1);
compat_strupr(_sfx_file_name);
return _sfx_file_name;
}
// sfx_build_open_name
// 0x4518D
char* sfxBuildOpenName(Object* object, int action)
{
if (FID_TYPE(object->fid) == OBJ_TYPE_SCENERY) {
char scenerySoundId;
Proto* proto;
if (protoGetProto(object->pid, &proto) != -1) {
scenerySoundId = proto->scenery.field_34;
} else {
scenerySoundId = 'A';
}
snprintf(_sfx_file_name, sizeof(_sfx_file_name), "S%cDOORS%c", _snd_lookup_scenery_action[action], scenerySoundId);
} else {
Proto* proto;
protoGetProto(object->pid, &proto);
snprintf(_sfx_file_name, sizeof(_sfx_file_name), "I%cCNTNR%c", _snd_lookup_scenery_action[action], proto->item.field_80);
}
compat_strupr(_sfx_file_name);
return _sfx_file_name;
}
// 0x451970
void _gsound_red_butt_press(int btn, int keyCode)
{
soundPlayFile("ib1p1xx1");
}
// 0x451978
void _gsound_red_butt_release(int btn, int keyCode)
{
soundPlayFile("ib1lu1x1");
}
// 0x451980
void _gsound_toggle_butt_press_(int btn, int keyCode)
{
soundPlayFile("toggle");
}
// 0x451988
void _gsound_med_butt_press(int btn, int keyCode)
{
soundPlayFile("ib2p1xx1");
}
// 0x451990
void _gsound_med_butt_release(int btn, int keyCode)
{
soundPlayFile("ib2lu1x1");
}
// 0x451998
void _gsound_lrg_butt_press(int btn, int keyCode)
{
soundPlayFile("ib3p1xx1");
}
// 0x4519A0
void _gsound_lrg_butt_release(int btn, int keyCode)
{
soundPlayFile("ib3lu1x1");
}
// 0x4519A8
int soundPlayFile(const char* name)
{
if (!gGameSoundInitialized) {
return -1;
}
if (!gSoundEffectsEnabled) {
return -1;
}
Sound* sound = soundEffectLoad(name, NULL);
if (sound == NULL) {
return -1;
}
soundPlay(sound);
return 0;
}
// 0x451A00
void _gsound_bkg_proc()
{
soundContinueAll();
}
// 0x451A08
int gameSoundFileOpen(const char* fname, int flags, ...)
{
if ((flags & 2) != 0) {
return -1;
}
File* stream = fileOpen(fname, "rb");
if (stream == NULL) {
return -1;
}
return ptrToInt(stream);
}
// NOTE: Collapsed.
//
// 0x451A1C
long _gsound_write_()
{
return -1;
}
// NOTE: Uncollapsed 0x451A1C.
//
// The purpose of this function is unknown. It simply returns -1 without
// actually telling position. This function is used for all game sounds -
// background music, speech, and sound effects. There is another function
// [gameSoundFileTell] which actually provides position.
long gameSoundFileTellNotImplemented(int fileHandle)
{
return _gsound_write_();
}
// NOTE: Uncollapsed 0x451A1C.
int gameSoundFileWrite(int fileHandle, const void* buf, unsigned int size)
{
return _gsound_write_();
}
// 0x451A24
int gameSoundFileClose(int fileHandle)
{
if (fileHandle == -1) {
return -1;
}
return fileClose((File*)intToPtr(fileHandle, true));
}
// 0x451A30
int gameSoundFileRead(int fileHandle, void* buffer, unsigned int size)
{
if (fileHandle == -1) {
return -1;
}
return fileRead(buffer, 1, size, (File*)intToPtr(fileHandle));
}
// 0x451A4C
long gameSoundFileSeek(int fileHandle, long offset, int origin)
{
if (fileHandle == -1) {
return -1;
}
if (fileSeek((File*)intToPtr(fileHandle), offset, origin) != 0) {
return -1;
}
return fileTell((File*)intToPtr(fileHandle));
}
// 0x451A70
long gameSoundFileTell(int handle)
{
if (handle == -1) {
return -1;
}
return fileTell((File*)intToPtr(handle));
}
// 0x451A7C
long gameSoundFileGetSize(int handle)
{
if (handle == -1) {
return -1;
}
return fileGetSize((File*)intToPtr(handle));
}
// 0x451A88
bool gameSoundIsCompressed(char* filePath)
{
return true;
}
// 0x451A90
void speechCallback(void* userData, int a2)
{
if (a2 == 1) {
gSpeechSound = NULL;
if (gSpeechEndCallback) {
gSpeechEndCallback();
}
}
}
// 0x451AB0
void backgroundSoundCallback(void* userData, int a2)
{
if (a2 == 1) {
gBackgroundSound = NULL;
if (gBackgroundSoundEndCallback) {
gBackgroundSoundEndCallback();
}
}
}
// 0x451AD0
void soundEffectCallback(void* userData, int a2)
{
if (a2 == 1) {
--_gsound_active_effect_counter;
}
}
// 0x451ADC
int _gsound_background_allocate(Sound** soundPtr, int a2, int a3)
{
int v5 = 10;
int v6 = 0;
if (a2 == 13) {
v6 |= 0x01;
} else if (a2 == 14) {
v6 |= 0x02;
}
if (a3 == 15) {
v6 |= 0x04;
} else if (a3 == 16) {
v5 = 42;
}
Sound* sound = soundAllocate(v6, v5);
if (sound == NULL) {
return -1;
}
*soundPtr = sound;
return 0;
}
// gsound_background_find_with_copy
// 0x451B30
int gameSoundFindBackgroundSoundPathWithCopy(char* dest, const char* src)
{
size_t len = strlen(src) + strlen(".ACM");
if (strlen(_sound_music_path1) + len > COMPAT_MAX_PATH || strlen(_sound_music_path2) + len > COMPAT_MAX_PATH) {
if (gGameSoundDebugEnabled) {
debugPrint("Full background path too long.\n");
}
return -1;
}
if (gGameSoundDebugEnabled) {
debugPrint(" finding background sound ");
}
char outPath[COMPAT_MAX_PATH];
snprintf(outPath, sizeof(outPath), "%s%s%s", _sound_music_path1, src, ".ACM");
if (_gsound_file_exists_f(outPath)) {
strncpy(dest, outPath, COMPAT_MAX_PATH);
dest[COMPAT_MAX_PATH] = '\0';
return 0;
}
if (gGameSoundDebugEnabled) {
debugPrint("by copy ");
}
gameSoundDeleteOldMusicFile();
char inPath[COMPAT_MAX_PATH];
snprintf(inPath, sizeof(inPath), "%s%s%s", _sound_music_path2, src, ".ACM");
FILE* inStream = compat_fopen(inPath, "rb");
if (inStream == NULL) {
if (gGameSoundDebugEnabled) {
debugPrint("Unable to find music file %s to copy down.\n", src);
}
return -1;
}
FILE* outStream = compat_fopen(outPath, "wb");
if (outStream == NULL) {
if (gGameSoundDebugEnabled) {
debugPrint("Unable to open music file %s for copying to.", src);
}
fclose(inStream);
return -1;
}
void* buffer = internal_malloc(0x2000);
if (buffer == NULL) {
if (gGameSoundDebugEnabled) {
debugPrint("Out of memory in gsound_background_find_with_copy.\n", src);
}
fclose(outStream);
fclose(inStream);
return -1;
}
bool err = false;
while (!feof(inStream)) {
size_t bytesRead = fread(buffer, 1, 0x2000, inStream);
if (bytesRead == 0) {
break;
}
if (fwrite(buffer, 1, bytesRead, outStream) != bytesRead) {
err = true;
break;
}
}
internal_free(buffer);
fclose(outStream);
fclose(inStream);
if (err) {
if (gGameSoundDebugEnabled) {
debugPrint("Background sound file copy failed on write -- ");
debugPrint("likely out of disc space.\n");
}
return -1;
}
strcpy(_background_fname_copied, src);
strncpy(dest, outPath, COMPAT_MAX_PATH);
dest[COMPAT_MAX_PATH] = '\0';
return 0;
}
// 0x451E2C
int gameSoundFindBackgroundSoundPath(char* dest, const char* src)
{
char path[COMPAT_MAX_PATH];
size_t len;
len = strlen(src) + strlen(".ACM");
if (strlen(_sound_music_path1) + len > COMPAT_MAX_PATH || strlen(_sound_music_path2) + len > COMPAT_MAX_PATH) {
if (gGameSoundDebugEnabled) {
debugPrint("Full background path too long.\n");
}
return -1;
}
if (gGameSoundDebugEnabled) {
debugPrint(" finding background sound ");
}
snprintf(path, sizeof(path), "%s%s%s", _sound_music_path1, src, ".ACM");
if (_gsound_file_exists_f(path)) {
strncpy(dest, path, COMPAT_MAX_PATH);
dest[COMPAT_MAX_PATH] = '\0';
return 0;
}
if (gGameSoundDebugEnabled) {
debugPrint("in 2nd path ");
}
snprintf(path, sizeof(path), "%s%s%s", _sound_music_path2, src, ".ACM");
if (_gsound_file_exists_f(path)) {
strncpy(dest, path, COMPAT_MAX_PATH);
dest[COMPAT_MAX_PATH] = '\0';
return 0;
}
if (gGameSoundDebugEnabled) {
debugPrint("-- find failed ");
}
return -1;
}
// 0x451F94
int gameSoundFindSpeechSoundPath(char* dest, const char* src)
{
char path[COMPAT_MAX_PATH];
if (strlen(_sound_speech_path) + strlen(".acm") > COMPAT_MAX_PATH) {
if (gGameSoundDebugEnabled) {
// FIXME: The message is wrong (notes background path, but here
// we're dealing with speech path).
debugPrint("Full background path too long.\n");
}
return -1;
}
if (gGameSoundDebugEnabled) {
debugPrint(" finding speech sound ");
}
snprintf(path, sizeof(path), "%s%s%s", _sound_speech_path, src, ".ACM");
// Check for existence by getting file size.
int fileSize;
if (dbGetFileSize(path, &fileSize) != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("-- find failed ");
}
return -1;
}
strncpy(dest, path, COMPAT_MAX_PATH);
dest[COMPAT_MAX_PATH] = '\0';
return 0;
}
// delete old music file
// 0x452088
void gameSoundDeleteOldMusicFile()
{
if (_background_fname_copied[0] != '\0') {
char path[COMPAT_MAX_PATH];
snprintf(path, sizeof(path), "%s%s%s", "sound\\music\\", _background_fname_copied, ".ACM");
if (compat_remove(path)) {
if (gGameSoundDebugEnabled) {
debugPrint("Deleting old music file failed.\n");
}
}
_background_fname_copied[0] = '\0';
}
}
// 0x4520EC
int backgroundSoundPlay()
{
int result;
if (gGameSoundDebugEnabled) {
debugPrint(" playing ");
}
if (_gsound_background_fade) {
soundSetVolume(gBackgroundSound, 1);
result = _soundFade(gBackgroundSound, 2000, (int)(gMusicVolume * 0.94));
} else {
soundSetVolume(gBackgroundSound, (int)(gMusicVolume * 0.94));
result = soundPlay(gBackgroundSound);
}
if (result != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("Unable to play background sound.\n");
}
result = -1;
}
return result;
}
// 0x45219C
int speechPlay()
{
if (gGameSoundDebugEnabled) {
debugPrint(" playing ");
}
soundSetVolume(gSpeechSound, (int)(gSpeechVolume * 0.69));
if (soundPlay(gSpeechSound) != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("Unable to play speech sound.\n");
}
return -1;
}
return 0;
}
// TODO: Refactor to use Settings.
//
// 0x452208
int _gsound_get_music_path(char** out_value, const char* key)
{
size_t len;
char* copy;
char* value;
configGetString(&gGameConfig, GAME_CONFIG_SOUND_KEY, key, out_value);
value = *out_value;
len = strlen(value);
if (value[len - 1] == '\\' || value[len - 1] == '/') {
return 0;
}
copy = (char*)internal_malloc(len + 2);
if (copy == NULL) {
if (gGameSoundDebugEnabled) {
debugPrint("Out of memory in gsound_get_music_path.\n");
}
return -1;
}
strcpy(copy, value);
copy[len] = '\\';
copy[len + 1] = '\0';
if (configSetString(&gGameConfig, GAME_CONFIG_SOUND_KEY, key, copy) != 1) {
if (gGameSoundDebugEnabled) {
debugPrint("config_set_string failed in gsound_music_path.\n");
}
return -1;
}
if (configGetString(&gGameConfig, GAME_CONFIG_SOUND_KEY, key, out_value)) {
internal_free(copy);
return 0;
}
if (gGameSoundDebugEnabled) {
debugPrint("config_get_string failed in gsound_music_path.\n");
}
return -1;
}
// 0x452378
Sound* _gsound_get_sound_ready_for_effect()
{
int rc;
Sound* sound = soundAllocate(5, 10);
if (sound == NULL) {
if (gGameSoundDebugEnabled) {
debugPrint(" Can't allocate sound for effect. ");
}
if (gGameSoundDebugEnabled) {
debugPrint("soundAllocate returned: %d, %s\n", 0, soundGetErrorDescription(0));
}
return NULL;
}
if (soundEffectsCacheInitialized()) {
rc = soundSetFileIO(sound, soundEffectsCacheFileOpen, soundEffectsCacheFileClose, soundEffectsCacheFileRead, soundEffectsCacheFileWrite, soundEffectsCacheFileSeek, soundEffectsCacheFileTell, soundEffectsCacheFileLength);
} else {
rc = soundSetFileIO(sound, audioOpen, audioClose, audioRead, NULL, audioSeek, gameSoundFileTellNotImplemented, audioGetSize);
}
if (rc != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("Can't set file IO on sound effect.\n");
}
if (gGameSoundDebugEnabled) {
debugPrint("soundSetFileIO returned: %d, %s\n", rc, soundGetErrorDescription(rc));
}
soundDelete(sound);
return NULL;
}
rc = soundSetCallback(sound, soundEffectCallback, NULL);
if (rc != 0) {
if (gGameSoundDebugEnabled) {
debugPrint("failed because the callback could not be set.\n");
}
if (gGameSoundDebugEnabled) {
debugPrint("soundSetCallback returned: %d, %s\n", rc, soundGetErrorDescription(rc));
}
soundDelete(sound);
return NULL;
}
soundSetVolume(sound, gSoundEffectsVolume);
return sound;
}
// Check file for existence.
//
// 0x4524E0
bool _gsound_file_exists_f(const char* fname)
{
FILE* f = compat_fopen(fname, "rb");
if (f == NULL) {
return false;
}
fclose(f);
return true;
}
// gsound_setup_paths
// 0x452518
int _gsound_setup_paths()
{
// TODO: Incomplete.
return 0;
}
// 0x452628
int _gsound_sfx_q_start()
{
return ambientSoundEffectEventProcess(0, NULL);
}
// 0x452634
int ambientSoundEffectEventProcess(Object* a1, void* data)
{
_queue_clear_type(EVENT_TYPE_GSOUND_SFX_EVENT, NULL);
AmbientSoundEffectEvent* soundEffectEvent = (AmbientSoundEffectEvent*)data;
int ambientSoundEffectIndex = -1;
if (soundEffectEvent != NULL) {
ambientSoundEffectIndex = soundEffectEvent->ambientSoundEffectIndex;
} else {
if (wmSfxMaxCount() > 0) {
ambientSoundEffectIndex = wmSfxRollNextIdx();
}
}
AmbientSoundEffectEvent* nextSoundEffectEvent = (AmbientSoundEffectEvent*)internal_malloc(sizeof(*nextSoundEffectEvent));
if (nextSoundEffectEvent == NULL) {
return -1;
}
if (gMapHeader.name[0] == '\0') {
return 0;
}
int delay = 10 * randomBetween(15, 20);
if (wmSfxMaxCount() > 0) {
nextSoundEffectEvent->ambientSoundEffectIndex = wmSfxRollNextIdx();
if (queueAddEvent(delay, NULL, nextSoundEffectEvent, EVENT_TYPE_GSOUND_SFX_EVENT) == -1) {
return -1;
}
}
if (isInCombat()) {
ambientSoundEffectIndex = -1;
}
if (ambientSoundEffectIndex != -1) {
char* fileName;
if (wmSfxIdxName(ambientSoundEffectIndex, &fileName) == 0) {
int v7 = _get_bk_time();
if (getTicksBetween(v7, _lastTime_1) >= 5000) {
if (soundPlayFile(fileName) == -1) {
debugPrint("\nGsound: playing ambient map sfx: %s. FAILED", fileName);
} else {
debugPrint("\nGsound: playing ambient map sfx: %s", fileName);
}
}
_lastTime_1 = v7;
}
}
return 0;
}
} // namespace fallout