Beispiel #1
0
/*
==============
S_LoadSound

The filename may be different than sfx->name in the case
of a forced fallback of a player specific sound
==============
*/
qboolean S_LoadSound( sfx_t *sfx )
{
	byte	*data;
	short	*samples;
	snd_info_t	info;
//	int		size;

	// load it in
	data = S_CodecLoad(sfx->soundName, &info);
	if(!data)
		return qfalse;

	if ( info.width == 1 ) {
		Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is a 8 bit audio file\n", sfx->soundName);
	}

	if ( info.rate != 22050 ) {
		Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 22kHz audio file\n", sfx->soundName);
	}

	samples = Hunk_AllocateTempMemory(info.channels * info.samples * sizeof(short) * 2);

	sfx->lastTimeUsed = Com_Milliseconds()+1;

	// each of these compression schemes works just fine
	// but the 16bit quality is much nicer and with a local
	// install assured we can rely upon the sound memory
	// manager to do the right thing for us and page
	// sound in as needed

	if( info.channels == 1 && sfx->soundCompressed == qtrue) {
		sfx->soundCompressionMethod = 1;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, data + info.dataofs );
		S_AdpcmEncodeSound(sfx, samples);
#if 0
	} else if (info.channels == 1 && info.samples>(SND_CHUNK_SIZE*16) && info.width >1) {
		sfx->soundCompressionMethod = 3;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs) );
		encodeMuLaw( sfx, samples);
	} else if (info.channels == 1 && info.samples>(SND_CHUNK_SIZE*6400) && info.width >1) {
		sfx->soundCompressionMethod = 2;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfxRaw( samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs) );
		encodeWavelet( sfx, samples);
#endif
	} else {
		sfx->soundCompressionMethod = 0;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfx( sfx, info.channels, info.rate, info.width, info.samples, data + info.dataofs, qfalse );
	}

	sfx->soundChannels = info.channels;
	
	Hunk_FreeTempMemory(samples);
	Hunk_FreeTempMemory(data);

	return qtrue;
}
/*
==============
S_LoadSound

The filename may be different than sfx->name in the case
of a forced fallback of a player specific sound
==============
*/
bool S_LoadSound( sfx_t *sfx )
{
	byte	*data;
	short	*samples;
	wavinfo_t	info;
	int		size;

	// player specific sounds are never directly loaded
	if ( sfx->soundName[0] == '*')
		return false;

	// load it in
	size = FS_ReadFile( sfx->soundName, (void **)&data );
	if ( !data ) 
		return false;

	info = GetWavinfo( sfx->soundName, data, size );
	if ( info.channels != 1 ) 
	{
		Com_Printf ("%s is a stereo wav file\n", sfx->soundName);
		FS_FreeFile (data);
		return false;
	}

	if ( info.width == 1 ) 
		Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is a 8 bit wav file\n", sfx->soundName);

	if ( info.rate != 22050 ) 
		Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 22kHz wav file\n", sfx->soundName);

	samples = reinterpret_cast<short*>(Hunk_AllocateTempMemory(info.samples * sizeof(short) * 2));

	sfx->lastTimeUsed = Com_Milliseconds()+1;

	// each of these compression schemes works just fine
	// but the 16bit quality is much nicer and with a local
	// install assured we can rely upon the sound memory
	// manager to do the right thing for us and page
	// sound in as needed

	if( sfx->soundCompressed == true) 
	{
		sfx->soundCompressionMethod = 1;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, (data + info.dataofs) );
		S_AdpcmEncodeSound(sfx, samples);
	} 
	else 
	{
		sfx->soundCompressionMethod = 0;
		sfx->soundLength = info.samples;
		sfx->soundData = NULL;
		ResampleSfx( sfx, info.rate, info.width, data + info.dataofs, false );
	}
	
	Hunk_FreeTempMemory(samples);
	FS_FreeFile( data );

	return true;
}
Beispiel #3
0
/*
==============
S_LoadSound

The filename may be different than sfx->name in the case
of a forced fallback of a player specific sound
==============
*/
qboolean S_LoadSound( sfx_t *sfx ) {
	byte    *data;
	short   *samples;
	wavinfo_t info;
	int size;

	// player specific sounds are never directly loaded
	if ( sfx->soundName[0] == '*' ) {
		return qfalse;
	}

	// load it in
	size = FS_ReadFile( sfx->soundName, (void **)&data );
	if ( !data ) {
		return qfalse;
	}

	info = GetWavinfo( sfx->soundName, data, size );
	if ( info.channels != 1 ) {
		Com_Printf( "%s is a stereo wav file\n", sfx->soundName );
		FS_FreeFile( data );
		return qfalse;
	}

	if ( info.width == 1 ) {
		Com_DPrintf( S_COLOR_YELLOW "WARNING: %s is a 8 bit wav file\n", sfx->soundName );
	}

	if ( info.rate != 22050 ) {
		Com_DPrintf( S_COLOR_YELLOW "WARNING: %s is not a 22kHz wav file\n", sfx->soundName );
	}

	samples = Hunk_AllocateTempMemory( info.samples * sizeof( short ) * 2 );

	// DHM - Nerve
	sfx->lastTimeUsed = Sys_Milliseconds() + 1;

	// each of these compression schemes works just fine
	// but the 16bit quality is much nicer and with a local
	// install assured we can rely upon the sound memory
	// manager to do the right thing for us and page
	// sound in as needed


	if ( s_nocompressed->value ) {
		sfx->soundCompressionMethod = 0;
		sfx->soundLength = info.samples;
		sfx->soundData = NULL;
		ResampleSfx( sfx, info.rate, info.width, data + info.dataofs, qfalse );
	} else if ( sfx->soundCompressed == qtrue )     {
		sfx->soundCompressionMethod = 1;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, ( data + info.dataofs ) );
		S_AdpcmEncodeSound( sfx, samples );
#ifdef COMPRESSION
	} else if ( info.samples > ( SND_CHUNK_SIZE * 16 ) && info.width > 1 ) {
		sfx->soundCompressionMethod = 3;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, ( data + info.dataofs ) );
		encodeMuLaw( sfx, samples );
	} else if ( info.samples > ( SND_CHUNK_SIZE * 6400 ) && info.width > 1 ) {
		sfx->soundCompressionMethod = 2;
		sfx->soundData = NULL;
		sfx->soundLength = ResampleSfxRaw( samples, info.rate, info.width, info.samples, ( data + info.dataofs ) );
		encodeWavelet( sfx, samples );
#endif
	} else {
		sfx->soundCompressionMethod = 0;
		sfx->soundLength = info.samples;
		sfx->soundData = NULL;
		ResampleSfx( sfx, info.rate, info.width, data + info.dataofs, qfalse );
	}
	Hunk_FreeTempMemory( samples );
	FS_FreeFile( data );

	return qtrue;
}
Beispiel #4
0
/**
 * @brief The filename may be different than sfx->name in the case
 * of a forced fallback of a player specific sound
 * @param[in,out] sfx
 * @return
 */
qboolean S_LoadSound(sfx_t *sfx)
{
	byte       *data;
	short      *samples;
	snd_info_t info;

	// player specific sounds are never directly loaded
	if (sfx->soundName[0] == '*')
	{
		return qfalse;
	}

	if (FS_FOpenFileRead(sfx->soundName, NULL, qfalse) <= 0)
	{
		// changed from debug to common print - let admins know and fix such missing files ...
		Com_Printf(S_COLOR_RED "ERROR: sound file \"%s\" does not exist or can't be read\n", sfx->soundName);
		return qfalse;
	}

	// load it in
	data = S_CodecLoad(sfx->soundName, &info);
	if (!data)
	{
		return qfalse;
	}

	if (info.width == 1)
	{
		Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is a 8 bit audio file\n", sfx->soundName);
	}

	if ((info.rate != 11025) && (info.rate != 22050) && (info.rate != 44100))
	{
		Com_DPrintf(S_COLOR_YELLOW "WARNING: %s is not a 11kHz, 22kHz nor 44kHz audio file. It has sample rate %i\n", sfx->soundName, info.rate);
	}

	samples = Hunk_AllocateTempMemory(info.channels * info.samples * sizeof(short) * 2);

	sfx->lastTimeUsed = Sys_Milliseconds() + 1;

	// each of these compression schemes works just fine
	// but the 16bit quality is much nicer and with a local
	// install assured we can rely upon the sound memory
	// manager to do the right thing for us and page
	// sound in as needed

	if (info.channels == 1 && sfx->soundCompressed == qtrue)
	{
		sfx->soundCompressionMethod = 1;
		sfx->soundData              = NULL;
		sfx->soundLength            = ResampleSfxRaw(samples, info.channels, info.rate, info.width, info.samples, data + info.dataofs);
		S_AdpcmEncodeSound(sfx, samples);
#if 0
	}
	else if (info.channels == 1 && info.samples > (SND_CHUNK_SIZE * 16) && info.width > 1)
	{
		sfx->soundCompressionMethod = 3;
		sfx->soundData              = NULL;
		sfx->soundLength            = ResampleSfxRaw(samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs));
		encodeMuLaw(sfx, samples);
	}
	else if (info.channels == 1 && info.samples > (SND_CHUNK_SIZE * 6400) && info.width > 1)
	{
		sfx->soundCompressionMethod = 2;
		sfx->soundData              = NULL;
		sfx->soundLength            = ResampleSfxRaw(samples, info.channels, info.rate, info.width, info.samples, (data + info.dataofs));
		encodeWavelet(sfx, samples);
#endif
	}
	else
	{
		sfx->soundCompressionMethod = 0;
		sfx->soundLength            = info.samples;
		sfx->soundData              = NULL;
		sfx->soundLength            = ResampleSfx(sfx, info.channels, info.rate, info.width, info.samples, data + info.dataofs, qfalse);
	}
	sfx->soundChannels = info.channels;

	Hunk_FreeTempMemory(samples);
	Hunk_FreeTempMemory(data);

	return qtrue;
}