コード例 #1
0
ファイル: wolf_aud.c プロジェクト: Anters/Wolf3D-iOS
/*
-----------------------------------------------------------------------------
 Function: CA_SaveAudioChunk() -Decode and save audio data.
 
 Parameters: chunk -[in] Chunk number to cache.
			 filename -[in] Save as filename.
			 BuffChunk -[in] Sound data to decode.
			 BuffWav -[in] Allocated memory block to hold decoded data.
 
 Returns: Nothing.
 
 Notes: 
-----------------------------------------------------------------------------
*/
PRIVATE void CA_SaveAudioChunk( W32 chunk, const char *filename,
				  W8 *BuffChunk, W8 *BuffWav )
{     
	W32 length;

	if( ! filename || ! *filename )
	{
	   return;	
	}

	if( ! CA_CacheAudioChunk( chunk, BuffChunk ) )
	{
		return;
	}

	if( ADLIB_DecodeSound( (AdLibSound *)BuffChunk, BuffWav, &length ) == 0 )
	{
	   return;
    }	

	write_wav( filename, BuffWav, length, 1, 22050, 2  );
}
コード例 #2
0
/**
 * \brief Decode sound fx.
 * \param[in] start Start of sound fx chunks. 
 * \param[in] end End of sound fx chunks.
 * \param[in] path Directory path to save file to.
 * \return On success true, otherwise false.
 */
PUBLIC wtBoolean AudioFile_ReduxDecodeSound( const W32 start, const W32 end, const char *path )
{
	SW8 *buffChunk;
	void *buffWav;
	W32 i;
	W32 length;
	char filename[ 1024 ];

	printf( "Decoding Sound FX..." );

	if( ! ADLIB_Init( 22050 ) )
	{			
		return false;
	}


	for( i = start ; i < end ; ++i )
	{
		buffChunk = (PSW8) AudioFile_CacheAudioChunk( i );
		if( buffChunk == NULL )
		{
			continue;
		}


		buffWav = ADLIB_DecodeSound( (AdLibSound *)buffChunk, &length );
		if( buffWav == NULL )
		{
			MM_FREE( buffChunk );

			continue;
		}

	
#ifdef BIG_ENDIAN_SYSTEM
		
		AudioFile_dataByteSwap( buffWav, length );

#endif

        if( _saveAudioAsWav )
        {
		    wt_snprintf( filename, sizeof( filename ), "%s%c%.3d.wav", path, PATH_SEP, GetSoundMappedIndex( i - start ) );
		    wav_write( filename, buffWav, length, 1, 22050, 2 );
        }
        else
        {
            wt_snprintf( filename, sizeof( filename ), "%s%c%.3d.ogg", path, PATH_SEP, GetSoundMappedIndex( i - start ) );
            vorbis_encode( filename, buffWav, length, 1, 16, 22050, 0, 0, 0 );
        }
		
		MM_FREE( buffWav );
		MM_FREE( buffChunk );
	}

	

	ADLIB_Shutdown();

    printf( "Done\n" );

	return true;
}