ddnet/src/game/client/components/mapsounds.cpp

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#include <engine/engine.h>
#include <engine/sound.h>
#include <game/client/components/sounds.h>
#include "mapsounds.h"
CMapSounds::CMapSounds()
{
m_Count = 0;
}
void CMapSounds::OnMapLoad()
{
IMap *pMap = Kernel()->RequestInterface<IMap>();
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// unload all samples
for(int i = 0; i < m_Count; i++)
{
Sound()->UnloadSample(m_aSounds[i]);
m_aSounds[i] = -1;
}
m_Count = 0;
// load samples
int Start;
pMap->GetType(MAPITEMTYPE_SOUND, &Start, &m_Count);
// load new samples
for(int i = 0; i < m_Count; i++)
{
m_aSounds[i] = 0;
CMapItemSound *pSound = (CMapItemSound *)pMap->GetItem(Start+i, 0, 0);
if(pSound->m_External)
{
char Buf[256];
char *pName = (char *)pMap->GetData(pSound->m_SoundName);
str_format(Buf, sizeof(Buf), "mapres/%s.wv", pName);
m_aSounds[i] = Sound()->LoadWV(Buf);
}
else
{
/*
void *pData = pMap->GetData(pImg->m_ImageData);
m_aTextures[i] = Graphics()->LoadTextureRaw(pImg->m_Width, pImg->m_Height, CImageInfo::FORMAT_RGBA, pData, CImageInfo::FORMAT_RGBA, 0);
pMap->UnloadData(pImg->m_ImageData);
*/
}
}
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// enqueue sound sources
m_SourceQueue.clear();
for(int g = 0; g < Layers()->NumGroups(); g++)
{
CMapItemGroup *pGroup = Layers()->GetGroup(g);
if(!pGroup)
continue;
for(int l = 0; l < pGroup->m_NumLayers; l++)
{
CMapItemLayer *pLayer = Layers()->GetLayer(pGroup->m_StartLayer+l);
if(!pLayer)
continue;
if(pLayer->m_Type == LAYERTYPE_SOUNDS)
{
CMapItemLayerSounds *pSoundLayer = (CMapItemLayerSounds *)pLayer;
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if(pSoundLayer->m_Sound == -1)
continue;
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CSoundSource *pSources = (CSoundSource *)Layers()->Map()->GetDataSwapped(pSoundLayer->m_Data);
if(!pSources)
continue;
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for(int i = 0; i < pSoundLayer->m_NumSources; i++) {
// dont add sources which are too much delayed
if(pSources[i].m_Loop || (Client()->LocalTime() >= pSources[i].m_TimeDelay + Sound()->GetSampleDuration(pSoundLayer->m_Sound)))
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{
CSource source;
source.m_Sound = pSoundLayer->m_Sound;
source.m_pSource = &pSources[i];
m_SourceQueue.add(source);
}
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}
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}
}
}
}
void CMapSounds::OnRender()
{
if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK)
return;
// enqueue sounds
for(int i = 0; i < m_SourceQueue.size(); i++)
{
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CSource Source = m_SourceQueue[i];
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if(!Source.m_pSource || Source.m_Sound == -1)
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{
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m_SourceQueue.remove(Source);
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continue;
}
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if(Source.m_pSource->m_TimeDelay <= Client()->LocalTime())
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{
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{
int Flags = 0;
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if(Source.m_pSource->m_Loop) Flags |= ISound::FLAG_LOOP;
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if(Source.m_pSource->m_Global)
m_pClient->m_pSounds->PlaySample(CSounds::CHN_AMBIENT, m_aSounds[Source.m_Sound], 1.0f, Flags);
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else
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m_pClient->m_pSounds->PlaySampleAt(CSounds::CHN_AMBIENT, m_aSounds[Source.m_Sound], 1.0f, vec2(fx2f(Source.m_pSource->m_Position.x), fx2f(Source.m_pSource->m_Position.y)), Flags);
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}
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m_SourceQueue.remove(Source);
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}
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}
}