mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Improved and fixed the playback of alternative sound files
Added a new mode to play_sfall_sound script function. Minor code corrections.
This commit is contained in:
@@ -66,7 +66,7 @@ get/set_proto_data are used to manipulate the in memory copies of the .pro files
|
|||||||
|
|
||||||
the list_xxx functions can be used to loop over all items on a map. list_begin takes an argument telling sfall what you want to list. (Defined in sfall.h) It returns a list pointer, which you iterate through with list_next. Finally, when you've finished with the list use list_end on it. Not calling list_end will result in a memory leak. Alternatively, use list_as_array to get the whole list at once as a temp array variable, which can be looped over using len_array and which you don't need to remember to free afterwards.
|
the list_xxx functions can be used to loop over all items on a map. list_begin takes an argument telling sfall what you want to list. (Defined in sfall.h) It returns a list pointer, which you iterate through with list_next. Finally, when you've finished with the list use list_end on it. Not calling list_end will result in a memory leak. Alternatively, use list_as_array to get the whole list at once as a temp array variable, which can be looped over using len_array and which you don't need to remember to free afterwards.
|
||||||
|
|
||||||
play_sfall_sound and stop_sfall_sound are used to play mp3/wav/wma files. The path given is relative to the Fallout folder. Specify loop as 1 to loop the file continuously, or 0 otherwise. If you don't wish to loop, play_sfall_sound returns 0. If you do loop, it returns an id which can be passed back to stop_sfall_sound when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. These functions do not require 'AllowDShowSound' to be set to 1 in ddraw.ini.
|
play_sfall_sound and stop_sfall_sound are used to play mp3/wav/wma files. The path given is relative to the Fallout folder. Specify mode as 1 to loop the file continuously, 2 to replace the current background game music with playing the specified file in loop mode, or 0 to play the file once. If you don't wish to loop, play_sfall_sound returns 0. If you do loop, it returns an id which can be passed back to stop_sfall_sound when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. These functions do not require 'AllowDShowSound' to be set to 1 in ddraw.ini.
|
||||||
|
|
||||||
arrays are created and manipulated with the xxx_array functions. An array must first be created with create_array or temp_array, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The id returned by create/temp_array can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call create_array from one script, and then use the returned id from another script.) They are also saved across savegames. You must remember to free any arrays you create with create_array when you are done with them, or you will leak memory. arrays created with temp_array will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. create_array is the only function that returns a permanent array, all other functions which return arrays (string_split, list_as_array etc,) all return temp arrays. You can use fix_array to make a temp array permanent.
|
arrays are created and manipulated with the xxx_array functions. An array must first be created with create_array or temp_array, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The id returned by create/temp_array can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call create_array from one script, and then use the returned id from another script.) They are also saved across savegames. You must remember to free any arrays you create with create_array when you are done with them, or you will leak memory. arrays created with temp_array will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. create_array is the only function that returns a permanent array, all other functions which return arrays (string_split, list_as_array etc,) all return temp arrays. You can use fix_array to make a temp array permanent.
|
||||||
|
|
||||||
|
|||||||
@@ -296,8 +296,8 @@
|
|||||||
|
|
||||||
0x8228 - int get_attack_type
|
0x8228 - int get_attack_type
|
||||||
|
|
||||||
0x822b - int play_sfall_sound(string file, bool loop)
|
0x822b - int play_sfall_sound(string file, int mode)
|
||||||
0x822c - void stop_sfall_sound(int id)
|
0x822c - void stop_sfall_sound(int soundID)
|
||||||
|
|
||||||
0x8235 - array string_split(string string, string split)
|
0x8235 - array string_split(string string, string split)
|
||||||
0x8237 - int atoi(string string)
|
0x8237 - int atoi(string string)
|
||||||
|
|||||||
@@ -154,6 +154,7 @@ WRAP_WATCOM_FUNC3(long, register_object_turn_towards, GameObject*, object, long,
|
|||||||
WRAP_WATCOM_FUNC2(long, roll_random, long, minValue, long, maxValue)
|
WRAP_WATCOM_FUNC2(long, roll_random, long, minValue, long, maxValue)
|
||||||
WRAP_WATCOM_FUNC2(long, scr_new, long*, scriptID, long, sType)
|
WRAP_WATCOM_FUNC2(long, scr_new, long*, scriptID, long, sType)
|
||||||
WRAP_WATCOM_FUNC1(long, scr_remove, long, scriptID)
|
WRAP_WATCOM_FUNC1(long, scr_remove, long, scriptID)
|
||||||
|
WRAP_WATCOM_FUNC1(void, set_focus_func, void*, func)
|
||||||
WRAP_WATCOM_FUNC2(long, skill_dec_point_force, GameObject*, critter, long, skill)
|
WRAP_WATCOM_FUNC2(long, skill_dec_point_force, GameObject*, critter, long, skill)
|
||||||
WRAP_WATCOM_FUNC2(long, skill_inc_point_force, GameObject*, critter, long, skill)
|
WRAP_WATCOM_FUNC2(long, skill_inc_point_force, GameObject*, critter, long, skill)
|
||||||
WRAP_WATCOM_FUNC1(long, skill_is_tagged, long, skill)
|
WRAP_WATCOM_FUNC1(long, skill_is_tagged, long, skill)
|
||||||
|
|||||||
@@ -10,6 +10,7 @@ VARA(art, Art, 11)
|
|||||||
VAR_(art_name, DWORD)
|
VAR_(art_name, DWORD)
|
||||||
VAR_(art_vault_guy_num, DWORD)
|
VAR_(art_vault_guy_num, DWORD)
|
||||||
VAR_(art_vault_person_nums, DWORD)
|
VAR_(art_vault_person_nums, DWORD)
|
||||||
|
VAR_(background_volume, DWORD)
|
||||||
VAR_(bckgnd, BYTE*)
|
VAR_(bckgnd, BYTE*)
|
||||||
VAR_(black_palette, DWORD)
|
VAR_(black_palette, DWORD)
|
||||||
VAR_(BlueColor, BYTE)
|
VAR_(BlueColor, BYTE)
|
||||||
@@ -110,6 +111,7 @@ VAR_(main_window, DWORD)
|
|||||||
VAR_(map_elevation, DWORD)
|
VAR_(map_elevation, DWORD)
|
||||||
VAR_(map_global_vars, long*) // array
|
VAR_(map_global_vars, long*) // array
|
||||||
VAR_(master_db_handle, PathNode*)
|
VAR_(master_db_handle, PathNode*)
|
||||||
|
VAR_(master_volume, DWORD)
|
||||||
VAR_(max, DWORD)
|
VAR_(max, DWORD)
|
||||||
VAR_(maxScriptNum, long)
|
VAR_(maxScriptNum, long)
|
||||||
VAR_(Meet_Frank_Horrigan, bool)
|
VAR_(Meet_Frank_Horrigan, bool)
|
||||||
@@ -175,6 +177,7 @@ VAR_(scriptListInfo, ScriptListInfoItem*) // dynamic array
|
|||||||
VARA(skill_data, SkillInfo, SKILL_count)
|
VARA(skill_data, SkillInfo, SKILL_count)
|
||||||
VARC(skldxwin, DWORD)
|
VARC(skldxwin, DWORD)
|
||||||
VAR_(slot_cursor, DWORD)
|
VAR_(slot_cursor, DWORD)
|
||||||
|
VAR_(sndfx_volume, DWORD)
|
||||||
VAR_(sneak_working, DWORD) // DWORD var
|
VAR_(sneak_working, DWORD) // DWORD var
|
||||||
VAR_(sound_music_path1, char*)
|
VAR_(sound_music_path1, char*)
|
||||||
VAR_(sound_music_path2, char*)
|
VAR_(sound_music_path2, char*)
|
||||||
|
|||||||
@@ -217,7 +217,7 @@ static long LoadArraysOld(HANDLE h) {
|
|||||||
varN.flags = 0;
|
varN.flags = 0;
|
||||||
varN.val.resize(var.len);
|
varN.val.resize(var.len);
|
||||||
for (size_t j = 0; j < var.len; j++) {
|
for (size_t j = 0; j < var.len; j++) {
|
||||||
switch (var.types[j]) {
|
switch ((DataType)var.types[j]) {
|
||||||
case DataType::INT:
|
case DataType::INT:
|
||||||
varN.val[j].set(*(long*)(&var.data[var.datalen * j]));
|
varN.val[j].set(*(long*)(&var.data[var.datalen * j]));
|
||||||
break;
|
break;
|
||||||
|
|||||||
@@ -616,7 +616,9 @@ void sf_get_attack_type(OpcodeContext& ctx) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void sf_play_sfall_sound(OpcodeContext& ctx) {
|
void sf_play_sfall_sound(OpcodeContext& ctx) {
|
||||||
DWORD soundID = Sound::PlaySfallSound(ctx.arg(0).strValue(), ctx.arg(1).asBool());
|
DWORD soundID = 0;
|
||||||
|
long mode = ctx.arg(1).rawValue();
|
||||||
|
if (mode >= 0) soundID = Sound::PlaySfallSound(ctx.arg(0).strValue(), mode);
|
||||||
ctx.setReturn(soundID);
|
ctx.setReturn(soundID);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+169
-91
@@ -30,6 +30,26 @@ namespace sfall
|
|||||||
|
|
||||||
#define SAFERELEASE(a) { if (a) { a->Release(); } }
|
#define SAFERELEASE(a) { if (a) { a->Release(); } }
|
||||||
|
|
||||||
|
enum SoundType : unsigned long {
|
||||||
|
sfx_loop = 0, // sfall
|
||||||
|
sfx_single = 1, // sfall
|
||||||
|
game_sfx = 2,
|
||||||
|
game_master = 3
|
||||||
|
};
|
||||||
|
|
||||||
|
enum SoundMode : long {
|
||||||
|
single_play = 0, // uses sfx volume
|
||||||
|
loop_play = 1, // uses sfx volume
|
||||||
|
music_play = 2, // uses background volume
|
||||||
|
engine_music_play = -1 // used when playing game music in an alternative format (not used from scripts)
|
||||||
|
};
|
||||||
|
|
||||||
|
enum SoundFlags : unsigned long {
|
||||||
|
looping = 0x10000000,
|
||||||
|
restore = 0x40000000, // restore background game music on stop play
|
||||||
|
engine = 0x80000000
|
||||||
|
};
|
||||||
|
|
||||||
struct sDSSound {
|
struct sDSSound {
|
||||||
DWORD id; // should be first
|
DWORD id; // should be first
|
||||||
IGraphBuilder *pGraph;
|
IGraphBuilder *pGraph;
|
||||||
@@ -46,7 +66,7 @@ DWORD playID = 0;
|
|||||||
DWORD loopID = 0;
|
DWORD loopID = 0;
|
||||||
|
|
||||||
static HWND soundwindow = 0;
|
static HWND soundwindow = 0;
|
||||||
static sDSSound* musicLoopPtr = nullptr;
|
static sDSSound* backgroundMusic = nullptr; // currently playing sfall background music
|
||||||
//static char playingMusicFile[256];
|
//static char playingMusicFile[256];
|
||||||
|
|
||||||
static void FreeSound(sDSSound* sound) {
|
static void FreeSound(sDSSound* sound) {
|
||||||
@@ -64,7 +84,7 @@ static void WipeSounds() {
|
|||||||
for (size_t i = 0; i < loopingSounds.size(); i++) FreeSound(loopingSounds[i]);
|
for (size_t i = 0; i < loopingSounds.size(); i++) FreeSound(loopingSounds[i]);
|
||||||
playingSounds.clear();
|
playingSounds.clear();
|
||||||
loopingSounds.clear();
|
loopingSounds.clear();
|
||||||
musicLoopPtr = nullptr;
|
backgroundMusic = nullptr;
|
||||||
playID = 0;
|
playID = 0;
|
||||||
loopID = 0;
|
loopID = 0;
|
||||||
}
|
}
|
||||||
@@ -73,7 +93,8 @@ LRESULT CALLBACK SoundWndProc(HWND wnd, UINT msg, WPARAM w, LPARAM l) {
|
|||||||
if (msg == WM_APP) {
|
if (msg == WM_APP) {
|
||||||
DWORD id = l;
|
DWORD id = l;
|
||||||
sDSSound* sound = nullptr;
|
sDSSound* sound = nullptr;
|
||||||
if (id & 0x80000000) {
|
long index = -1;
|
||||||
|
if (id & SoundFlags::looping) {
|
||||||
for (size_t i = 0; i < loopingSounds.size(); i++) {
|
for (size_t i = 0; i < loopingSounds.size(); i++) {
|
||||||
if (loopingSounds[i]->id == id) {
|
if (loopingSounds[i]->id == id) {
|
||||||
sound = loopingSounds[i];
|
sound = loopingSounds[i];
|
||||||
@@ -84,28 +105,24 @@ LRESULT CALLBACK SoundWndProc(HWND wnd, UINT msg, WPARAM w, LPARAM l) {
|
|||||||
for (size_t i = 0; i < playingSounds.size(); i++) {
|
for (size_t i = 0; i < playingSounds.size(); i++) {
|
||||||
if (playingSounds[i]->id == id) {
|
if (playingSounds[i]->id == id) {
|
||||||
sound = playingSounds[i];
|
sound = playingSounds[i];
|
||||||
|
index = i;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (!sound) return 0;
|
|
||||||
LONG e = 0;
|
LONG e = 0;
|
||||||
LONG_PTR p1 = 0, p2 = 0;
|
LONG_PTR p1 = 0, p2 = 0;
|
||||||
while (!FAILED(sound->pEvent->GetEvent(&e, &p1, &p2, 0))) {
|
if (sound && !FAILED(sound->pEvent->GetEvent(&e, &p1, &p2, 0))) {
|
||||||
sound->pEvent->FreeEventParams(e, p1, p2);
|
sound->pEvent->FreeEventParams(e, p1, p2);
|
||||||
if (e == EC_COMPLETE) {
|
if (e == EC_COMPLETE) {
|
||||||
if (id & 0x80000000) {
|
if (id & SoundFlags::looping) {
|
||||||
LONGLONG pos = 0;
|
LONGLONG pos = 0;
|
||||||
sound->pSeek->SetPositions(&pos, AM_SEEKING_AbsolutePositioning, 0, AM_SEEKING_NoPositioning);
|
sound->pSeek->SetPositions(&pos, AM_SEEKING_AbsolutePositioning, 0, AM_SEEKING_NoPositioning);
|
||||||
sound->pControl->Run();
|
sound->pControl->Run();
|
||||||
} else {
|
} else {
|
||||||
for (size_t i = 0; i < playingSounds.size(); i++) {
|
|
||||||
if (playingSounds[i] == sound) {
|
|
||||||
FreeSound(sound);
|
FreeSound(sound);
|
||||||
playingSounds.erase(playingSounds.begin() + i);
|
playingSounds.erase(playingSounds.begin() + index);
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -119,7 +136,8 @@ static void CreateSndWnd() {
|
|||||||
if (Graphics::mode == 0) CoInitialize(0);
|
if (Graphics::mode == 0) CoInitialize(0);
|
||||||
|
|
||||||
WNDCLASSEX wcx;
|
WNDCLASSEX wcx;
|
||||||
memset(&wcx, 0, sizeof(wcx));
|
std::memset(&wcx, 0, sizeof(wcx));
|
||||||
|
|
||||||
wcx.cbSize = sizeof(wcx);
|
wcx.cbSize = sizeof(wcx);
|
||||||
wcx.lpfnWndProc = SoundWndProc;
|
wcx.lpfnWndProc = SoundWndProc;
|
||||||
wcx.hInstance = GetModuleHandleA(0);
|
wcx.hInstance = GetModuleHandleA(0);
|
||||||
@@ -130,16 +148,28 @@ static void CreateSndWnd() {
|
|||||||
dlogr(" Done", DL_INIT);
|
dlogr(" Done", DL_INIT);
|
||||||
}
|
}
|
||||||
|
|
||||||
void __stdcall PauseSfallSound(sDSSound* ptr) {
|
void __stdcall PauseSfallSound(sDSSound* sound) {
|
||||||
ptr->pControl->Pause();
|
sound->pControl->Pause();
|
||||||
}
|
}
|
||||||
|
|
||||||
void __stdcall ResumeSfallSound(sDSSound* ptr) {
|
void __stdcall ResumeSfallSound(sDSSound* sound) {
|
||||||
ptr->pControl->Run();
|
sound->pControl->Run();
|
||||||
|
}
|
||||||
|
|
||||||
|
void __stdcall PauseAllSfallSound() {
|
||||||
|
for (sDSSound* sound : loopingSounds) sound->pControl->Pause();
|
||||||
|
for (sDSSound* sound : playingSounds) sound->pControl->Pause();
|
||||||
|
}
|
||||||
|
|
||||||
|
void __stdcall ResumeAllSfallSound() {
|
||||||
|
for (sDSSound* sound : loopingSounds) sound->pControl->Run();
|
||||||
|
for (sDSSound* sound : playingSounds) sound->pControl->Run();
|
||||||
}
|
}
|
||||||
|
|
||||||
static long CalculateVolumeDB(long masterVolume, long passVolume) {
|
static long CalculateVolumeDB(long masterVolume, long passVolume) {
|
||||||
const int volOffset = -100; // maximum volume
|
if (masterVolume <= 0 || passVolume <= 0) return -9999; // mute
|
||||||
|
|
||||||
|
const int volOffset = -100; // adjust the maximum volume
|
||||||
const int minVolume = -2048;
|
const int minVolume = -2048;
|
||||||
|
|
||||||
float multiply = (32767.0f / masterVolume);
|
float multiply = (32767.0f / masterVolume);
|
||||||
@@ -148,32 +178,34 @@ static long CalculateVolumeDB(long masterVolume, long passVolume) {
|
|||||||
return static_cast<long>(minVolume - volume) + volOffset;
|
return static_cast<long>(minVolume - volume) + volOffset;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void __cdecl SfallSoundVolume(sDSSound* sound, int type, long passVolume) {
|
/*
|
||||||
long loopVolume, sfxVolume, masterVolume = *(DWORD*)FO_VAR_master_volume;
|
master_volume: sound=0 type=game_master passVolume=background_volume
|
||||||
|
background_volume: sound=backgroundMusic type=background_loop passVolume=background_volume
|
||||||
|
sfx_volume: sound=0 type=game_sfx passVolume=sndfx_volume
|
||||||
|
*/
|
||||||
|
static void __cdecl SfallSoundVolume(sDSSound* sound, SoundType type, long passVolume) {
|
||||||
|
long volume, sfxVolume, masterVolume = fo::var::master_volume;
|
||||||
|
|
||||||
if (masterVolume > 0 && passVolume > 0) {
|
volume = CalculateVolumeDB(masterVolume, passVolume);
|
||||||
loopVolume = CalculateVolumeDB(masterVolume, passVolume);
|
if (type == SoundType::game_master) sfxVolume = CalculateVolumeDB(masterVolume, fo::var::sndfx_volume);
|
||||||
if (type = 2) sfxVolume = CalculateVolumeDB(masterVolume, *(DWORD*)FO_VAR_sndfx_volume);
|
|
||||||
} else {
|
|
||||||
if (masterVolume == 0) {
|
|
||||||
loopVolume = sfxVolume = -9999; // mute
|
|
||||||
} else if (type = 0) { // for music
|
|
||||||
if (musicLoopPtr) {
|
|
||||||
Sound::StopSfallSound(musicLoopPtr->id);
|
|
||||||
musicLoopPtr = nullptr;
|
|
||||||
}
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (sound) {
|
if (sound) {
|
||||||
sound->pAudio->put_Volume(loopVolume);
|
sound->pAudio->put_Volume(volume);
|
||||||
} else {
|
} else {
|
||||||
for (DWORD i = 0; i < loopingSounds.size(); i++) {
|
if (type == SoundType::game_sfx) sfxVolume = volume;
|
||||||
loopingSounds[i]->pAudio->put_Volume(loopVolume);
|
bool sfx_or_master = (type == SoundType::game_sfx || type == SoundType::game_master);
|
||||||
|
for (size_t i = 0; i < loopingSounds.size(); i++) {
|
||||||
|
if (sfx_or_master) {
|
||||||
|
if ((loopingSounds[i]->id & 0xF0000000) == SoundFlags::looping) { // only for sfx loop mode
|
||||||
|
loopingSounds[i]->pAudio->put_Volume(sfxVolume);
|
||||||
|
continue;
|
||||||
|
} else
|
||||||
|
if (type == SoundType::game_sfx) continue;
|
||||||
}
|
}
|
||||||
if (type = 2) { // sfx
|
loopingSounds[i]->pAudio->put_Volume(volume);
|
||||||
for (DWORD i = 0; i < playingSounds.size(); i++) {
|
}
|
||||||
|
if (sfx_or_master) {
|
||||||
|
for (size_t i = 0; i < playingSounds.size(); i++) {
|
||||||
playingSounds[i]->pAudio->put_Volume(sfxVolume);
|
playingSounds[i]->pAudio->put_Volume(sfxVolume);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -181,27 +213,29 @@ static void __cdecl SfallSoundVolume(sDSSound* sound, int type, long passVolume)
|
|||||||
}
|
}
|
||||||
|
|
||||||
static bool IsMute(bool type) {
|
static bool IsMute(bool type) {
|
||||||
//if (*(DWORD*)FO_VAR_master_volume == 0) return true;
|
//if (fo::var::master_volume == 0) return true;
|
||||||
int value;
|
int value;
|
||||||
if (type) {
|
if (type) {
|
||||||
value = *(DWORD*)FO_VAR_background_volume;
|
value = fo::var::background_volume;
|
||||||
} else {
|
} else {
|
||||||
value = *(DWORD*)FO_VAR_sndfx_volume;
|
value = fo::var::sndfx_volume;
|
||||||
}
|
}
|
||||||
return (value == 0);
|
return (value == 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
static sDSSound* PlayingSound(wchar_t* path, bool loop) {
|
/*
|
||||||
|
single_play: mode 0 - single sound playback (with sound overlay)
|
||||||
|
loop_play: mode 1 - loop sound playback (with sound overlay)
|
||||||
|
music_play: mode 2 - loop sound playback with the background game music turned off
|
||||||
|
*/
|
||||||
|
static sDSSound* PlayingSound(wchar_t* path, SoundMode mode) {
|
||||||
if (!soundwindow) CreateSndWnd();
|
if (!soundwindow) CreateSndWnd();
|
||||||
|
|
||||||
if (IsMute(loop)) return nullptr;
|
bool isLoop = (mode != SoundMode::single_play);
|
||||||
|
if (IsMute(isLoop)) return nullptr;
|
||||||
|
|
||||||
sDSSound* sound = new sDSSound();
|
sDSSound* sound = new sDSSound();
|
||||||
|
|
||||||
DWORD id = (loop) ? ++loopID : ++playID;
|
|
||||||
if (loop) id |= 0x80000000;
|
|
||||||
sound->id = id;
|
|
||||||
|
|
||||||
HRESULT hr = CoCreateInstance(CLSID_FilterGraph, 0, CLSCTX_INPROC, IID_IGraphBuilder, (void**)&sound->pGraph);
|
HRESULT hr = CoCreateInstance(CLSID_FilterGraph, 0, CLSCTX_INPROC, IID_IGraphBuilder, (void**)&sound->pGraph);
|
||||||
if (hr != S_OK) {
|
if (hr != S_OK) {
|
||||||
dlog_f("Error CoCreateInstance: %d", DL_INIT, hr);
|
dlog_f("Error CoCreateInstance: %d", DL_INIT, hr);
|
||||||
@@ -209,24 +243,38 @@ static sDSSound* PlayingSound(wchar_t* path, bool loop) {
|
|||||||
}
|
}
|
||||||
sound->pGraph->QueryInterface(IID_IMediaControl, (void**)&sound->pControl);
|
sound->pGraph->QueryInterface(IID_IMediaControl, (void**)&sound->pControl);
|
||||||
|
|
||||||
if (loop)
|
if (isLoop)
|
||||||
sound->pGraph->QueryInterface(IID_IMediaSeeking, (void**)&sound->pSeek);
|
sound->pGraph->QueryInterface(IID_IMediaSeeking, (void**)&sound->pSeek);
|
||||||
else
|
else
|
||||||
sound->pSeek = nullptr;
|
sound->pSeek = nullptr;
|
||||||
|
|
||||||
sound->pGraph->QueryInterface(IID_IMediaEventEx, (void**)&sound->pEvent);
|
sound->pGraph->QueryInterface(IID_IMediaEventEx, (void**)&sound->pEvent);
|
||||||
sound->pEvent->SetNotifyWindow((OAHWND)soundwindow, WM_APP, id);
|
|
||||||
sound->pGraph->QueryInterface(IID_IBasicAudio, (void**)&sound->pAudio);
|
sound->pGraph->QueryInterface(IID_IBasicAudio, (void**)&sound->pAudio);
|
||||||
|
|
||||||
|
sound->id = (isLoop) ? ++loopID : ++playID;
|
||||||
|
if (isLoop) sound->id |= SoundFlags::looping; // sfx loop sound
|
||||||
|
|
||||||
|
if (mode == SoundMode::music_play) {
|
||||||
|
sound->id |= SoundFlags::restore; // restore background game music on stop
|
||||||
|
if (backgroundMusic)
|
||||||
|
Sound::StopSfallSound(backgroundMusic->id);
|
||||||
|
else {
|
||||||
|
__asm call fo::funcoffs::gsound_background_stop_;
|
||||||
|
}
|
||||||
|
backgroundMusic = sound;
|
||||||
|
}
|
||||||
|
else if (mode == SoundMode::engine_music_play) sound->id |= SoundFlags::engine; // engine play
|
||||||
|
|
||||||
|
sound->pEvent->SetNotifyWindow((OAHWND)soundwindow, WM_APP, sound->id);
|
||||||
sound->pControl->RenderFile(path);
|
sound->pControl->RenderFile(path);
|
||||||
sound->pControl->Run();
|
sound->pControl->Run();
|
||||||
|
|
||||||
if (loop) {
|
if (isLoop) {
|
||||||
loopingSounds.push_back(sound);
|
loopingSounds.push_back(sound);
|
||||||
SfallSoundVolume(sound, 0, *(DWORD*)FO_VAR_background_volume); // music
|
SfallSoundVolume(sound, SoundType::sfx_loop, (mode == SoundMode::loop_play) ? fo::var::sndfx_volume : fo::var::background_volume);
|
||||||
} else {
|
} else {
|
||||||
playingSounds.push_back(sound);
|
playingSounds.push_back(sound);
|
||||||
SfallSoundVolume(sound, 1, *(DWORD*)FO_VAR_sndfx_volume);
|
SfallSoundVolume(sound, SoundType::sfx_single, fo::var::sndfx_volume);
|
||||||
}
|
}
|
||||||
return sound;
|
return sound;
|
||||||
}
|
}
|
||||||
@@ -249,19 +297,19 @@ static bool __cdecl SoundFileLoad(DWORD called, const char* path) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
bool music = (called == 0x45092B); // from gsound_background_play_
|
bool music = (called == 0x45092B); // from gsound_background_play_
|
||||||
if (music && musicLoopPtr != nullptr) {
|
if (music && backgroundMusic != nullptr) {
|
||||||
//if (found && strcmp(path, playingMusicFile) == 0) return true; // don't stop music
|
//if (found && strcmp(path, playingMusicFile) == 0) return true; // don't stop music
|
||||||
Sound::StopSfallSound(musicLoopPtr->id);
|
Sound::StopSfallSound(backgroundMusic->id);
|
||||||
musicLoopPtr = nullptr;
|
backgroundMusic = nullptr;
|
||||||
}
|
}
|
||||||
if (!isExist) return false;
|
if (!isExist) return false;
|
||||||
|
|
||||||
if (music) {
|
if (music) {
|
||||||
//strcpy_s(playingMusicFile, path);
|
//strcpy_s(playingMusicFile, path);
|
||||||
musicLoopPtr = PlayingSound(buf, true); // music loop
|
backgroundMusic = PlayingSound(buf, SoundMode::engine_music_play); // background music loop
|
||||||
if (!musicLoopPtr) return false;
|
if (!backgroundMusic) return false;
|
||||||
} else {
|
} else {
|
||||||
if (!PlayingSound(buf, false)) return false;
|
if (!PlayingSound(buf, SoundMode::single_play)) return false;
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -277,21 +325,24 @@ static void __fastcall MakeMusicPath(const char* file) {
|
|||||||
SoundFileLoad(0x45092B, pathBuf);
|
SoundFileLoad(0x45092B, pathBuf);
|
||||||
}
|
}
|
||||||
|
|
||||||
DWORD Sound::PlaySfallSound(const char* path, bool loop) {
|
DWORD Sound::PlaySfallSound(const char* path, long mode) {
|
||||||
wchar_t buf[256];
|
wchar_t buf[256];
|
||||||
mbstowcs_s(0, buf, path, 256);
|
mbstowcs_s(0, buf, path, 256);
|
||||||
sDSSound* sound = PlayingSound(buf, loop);
|
sDSSound* sound = PlayingSound(buf, (SoundMode)mode);
|
||||||
return (loop && sound) ? sound->id : 0;
|
return (mode && sound) ? sound->id : 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void __stdcall Sound::StopSfallSound(DWORD id) {
|
void __stdcall Sound::StopSfallSound(DWORD id) {
|
||||||
if (!id) return;
|
if (!(id & 0xFFFFFF)) return;
|
||||||
for (size_t i = 0; i < loopingSounds.size(); i++) {
|
for (size_t i = 0; i < loopingSounds.size(); i++) {
|
||||||
if (loopingSounds[i]->id == id) {
|
if (loopingSounds[i]->id == id) {
|
||||||
sDSSound* sound = loopingSounds[i];
|
sDSSound* sound = loopingSounds[i];
|
||||||
sound->pControl->Stop();
|
sound->pControl->Stop();
|
||||||
FreeSound(sound);
|
FreeSound(sound);
|
||||||
loopingSounds.erase(loopingSounds.begin() + i);
|
loopingSounds.erase(loopingSounds.begin() + i);
|
||||||
|
if (!(id & SoundFlags::engine) && id & SoundFlags::restore) {
|
||||||
|
__asm call fo::funcoffs::gsound_background_restart_last_;
|
||||||
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -333,16 +384,16 @@ static void __declspec(naked) gsound_background_play_hook() {
|
|||||||
|
|
||||||
static void __declspec(naked) gmovie_play_hook_stop() {
|
static void __declspec(naked) gmovie_play_hook_stop() {
|
||||||
__asm {
|
__asm {
|
||||||
mov eax, musicLoopPtr;
|
mov eax, backgroundMusic;
|
||||||
test eax, eax;
|
test eax, eax;
|
||||||
jz skip;
|
jz skip;
|
||||||
mov eax, [eax]; // musicLoopPtr->id
|
mov eax, [eax]; // backgroundMusic->id
|
||||||
push ecx;
|
push ecx;
|
||||||
push edx;
|
push edx;
|
||||||
push eax;
|
push eax;
|
||||||
call Sound::StopSfallSound;
|
call Sound::StopSfallSound;
|
||||||
xor eax, eax;
|
xor eax, eax;
|
||||||
mov musicLoopPtr, eax;
|
mov backgroundMusic, eax;
|
||||||
pop edx;
|
pop edx;
|
||||||
pop ecx;
|
pop ecx;
|
||||||
retn;
|
retn;
|
||||||
@@ -353,35 +404,31 @@ skip:
|
|||||||
|
|
||||||
static void __declspec(naked) gmovie_play_hook_pause() {
|
static void __declspec(naked) gmovie_play_hook_pause() {
|
||||||
__asm {
|
__asm {
|
||||||
mov eax, musicLoopPtr;
|
|
||||||
test eax, eax;
|
|
||||||
jz skip;
|
|
||||||
push ecx;
|
push ecx;
|
||||||
push edx;
|
push edx;
|
||||||
push eax;
|
call PauseAllSfallSound;
|
||||||
call PauseSfallSound;
|
|
||||||
pop edx;
|
pop edx;
|
||||||
pop ecx;
|
pop ecx;
|
||||||
retn;
|
cmp dword ptr backgroundMusic, 0;
|
||||||
skip:
|
jnz skip;
|
||||||
jmp fo::funcoffs::gsound_background_pause_;
|
jmp fo::funcoffs::gsound_background_pause_;
|
||||||
|
skip:
|
||||||
|
retn;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static void __declspec(naked) gmovie_play_hook_unpause() {
|
static void __declspec(naked) gmovie_play_hook_unpause() {
|
||||||
__asm {
|
__asm {
|
||||||
mov eax, musicLoopPtr;
|
|
||||||
test eax, eax;
|
|
||||||
jz skip;
|
|
||||||
push ecx;
|
push ecx;
|
||||||
push edx;
|
push edx;
|
||||||
push eax;
|
call ResumeAllSfallSound;
|
||||||
call ResumeSfallSound;
|
|
||||||
pop edx;
|
pop edx;
|
||||||
pop ecx;
|
pop ecx;
|
||||||
retn;
|
cmp dword ptr backgroundMusic, 0;
|
||||||
skip:
|
jnz skip;
|
||||||
jmp fo::funcoffs::gsound_background_unpause_;
|
jmp fo::funcoffs::gsound_background_unpause_;
|
||||||
|
skip:
|
||||||
|
retn;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -389,13 +436,13 @@ static void __declspec(naked) gsound_background_volume_set_hack() {
|
|||||||
__asm {
|
__asm {
|
||||||
mov dword ptr ds:[FO_VAR_background_volume], eax;
|
mov dword ptr ds:[FO_VAR_background_volume], eax;
|
||||||
push ecx;
|
push ecx;
|
||||||
mov ecx, musicLoopPtr;
|
mov ecx, backgroundMusic;
|
||||||
test ecx, ecx;
|
test ecx, ecx;
|
||||||
jz skip;
|
jz skip;
|
||||||
push edx;
|
push edx;
|
||||||
push eax;
|
push eax;
|
||||||
push 0;
|
push 0; // SoundType::sfx_loop
|
||||||
push ecx;
|
push ecx; // set volume for background music
|
||||||
call SfallSoundVolume;
|
call SfallSoundVolume;
|
||||||
add esp, 8;
|
add esp, 8;
|
||||||
pop eax;
|
pop eax;
|
||||||
@@ -413,8 +460,8 @@ static void __declspec(naked) gsound_master_volume_set_hack() {
|
|||||||
push ecx;
|
push ecx;
|
||||||
push edx;
|
push edx;
|
||||||
push dword ptr ds:[FO_VAR_background_volume];
|
push dword ptr ds:[FO_VAR_background_volume];
|
||||||
push 2;
|
push 3; // SoundType::game_master
|
||||||
push 0;
|
push 0; // set volume for all sounds
|
||||||
call SfallSoundVolume;
|
call SfallSoundVolume;
|
||||||
add esp, 12;
|
add esp, 12;
|
||||||
pop edx;
|
pop edx;
|
||||||
@@ -424,6 +471,33 @@ static void __declspec(naked) gsound_master_volume_set_hack() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void __declspec(naked) gsound_set_sfx_volume_hack() {
|
||||||
|
__asm {
|
||||||
|
push ecx;
|
||||||
|
push edx;
|
||||||
|
mov dword ptr ds:[FO_VAR_sndfx_volume], eax;
|
||||||
|
push eax;
|
||||||
|
push 2; // SoundType::game_sfx
|
||||||
|
push 0; // set volume for all sounds
|
||||||
|
call SfallSoundVolume;
|
||||||
|
add esp, 12;
|
||||||
|
pop edx;
|
||||||
|
pop ecx;
|
||||||
|
retn;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SoundLostFocus() {
|
||||||
|
long isActive;
|
||||||
|
__asm mov isActive, eax;
|
||||||
|
|
||||||
|
if (isActive) {
|
||||||
|
ResumeAllSfallSound();
|
||||||
|
} else {
|
||||||
|
PauseAllSfallSound();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
///////////////////////////////////////////////////////////////////////////////
|
///////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
static char attackerSnd[9] = {0};
|
static char attackerSnd[9] = {0};
|
||||||
@@ -478,14 +552,18 @@ void Sound::init() {
|
|||||||
LoadGameHook::OnGameReset() += WipeSounds;
|
LoadGameHook::OnGameReset() += WipeSounds;
|
||||||
LoadGameHook::OnBeforeGameClose() += WipeSounds;
|
LoadGameHook::OnBeforeGameClose() += WipeSounds;
|
||||||
|
|
||||||
int allowDShowSound = GetConfigInt("Sound", "AllowDShowSound", 0);
|
HookCall(0x44E816, gmovie_play_hook_pause);
|
||||||
if (allowDShowSound > 0) {
|
HookCall(0x44EA84, gmovie_play_hook_unpause);
|
||||||
MakeJump(0x4AD499, soundLoad_hack);
|
|
||||||
HookCalls(gmovie_play_hook_stop, {0x44E80A, 0x445280}); // only play looping music
|
|
||||||
HookCalls(gmovie_play_hook_pause, {0x44E816});
|
|
||||||
HookCalls(gmovie_play_hook_unpause, {0x44EA84});
|
|
||||||
MakeCall(0x450525, gsound_background_volume_set_hack);
|
MakeCall(0x450525, gsound_background_volume_set_hack);
|
||||||
MakeCall(0x4503CA, gsound_master_volume_set_hack, 1);
|
MakeCall(0x4503CA, gsound_master_volume_set_hack, 1);
|
||||||
|
MakeCall(0x45042C, gsound_set_sfx_volume_hack);
|
||||||
|
|
||||||
|
// Pause and resume sound playback when the game loses focus
|
||||||
|
fo::func::set_focus_func(SoundLostFocus);
|
||||||
|
|
||||||
|
if (int allowDShowSound = GetConfigInt("Sound", "AllowDShowSound", 0) > 0) {
|
||||||
|
MakeJump(0x4AD499, soundLoad_hack);
|
||||||
|
HookCalls(gmovie_play_hook_stop, {0x44E80A, 0x445280}); // only play looping music
|
||||||
if (allowDShowSound > 1) {
|
if (allowDShowSound > 1) {
|
||||||
HookCall(0x450851, gsound_background_play_hook);
|
HookCall(0x450851, gsound_background_play_hook);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -29,7 +29,7 @@ public:
|
|||||||
void init();
|
void init();
|
||||||
void exit() override;
|
void exit() override;
|
||||||
|
|
||||||
static DWORD PlaySfallSound(const char* path, bool loop);
|
static DWORD PlaySfallSound(const char* path, long mode);
|
||||||
static void __stdcall StopSfallSound(DWORD id);
|
static void __stdcall StopSfallSound(DWORD id);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -24,7 +24,9 @@
|
|||||||
|
|
||||||
#include <cassert>
|
#include <cassert>
|
||||||
#include <string>
|
#include <string>
|
||||||
|
#include <list>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
#include <unordered_map>
|
||||||
#include <cstdint>
|
#include <cstdint>
|
||||||
|
|
||||||
#include "SafeWrite.h"
|
#include "SafeWrite.h"
|
||||||
|
|||||||
Reference in New Issue
Block a user