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1634 lines (1418 loc) · 61.8 KB
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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include <sstream>
#include <climits>
#include "gamesnd.h"
#include "gamesnd/gamesnd.h"
#include "localization/localize.h"
#include "parse/parselo.h"
#include "sound/ds.h"
#include "species_defs/species_defs.h"
#include "tracing/tracing.h"
SCP_vector<game_snd> Snds;
SCP_vector<game_snd> Snds_iface;
SCP_vector<sound_handle> Snds_iface_handle;
// jg18 - default priorities and limits for retail gameplay sounds
static const int NUM_RETAIL_GAMEPLAY_SOUNDS = 192; // indices 0-191, from retail sounds.tbl
static EnhancedSoundData Default_sound_priorities[NUM_RETAIL_GAMEPLAY_SOUNDS] =
{
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_MISSILE_TRACKING = 0, //!< Missle tracking to acquire a lock (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_MISSILE_LOCK = 1, //!< Missle lock (non-looping)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_PRIMARY_CYCLE = 2, //!< cycle primary weapon
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SECONDARY_CYCLE = 3, //!< cycle secondary weapon
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ENGINE = 4, //!< engine sound (as heard in cockpit)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_CARGO_REVEAL = 5, //!< cargo revealed
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_DEATH_ROLL = 6, //!< ship death roll
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_SHIP_EXPLODE_1 = 7, //!< ship explosion 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_TARGET_ACQUIRE = 8, //!< target acquried
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ENERGY_ADJUST = 9, //!< energy level change success
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ENERGY_ADJUST_FAIL = 10, //!< energy level change fail
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ENERGY_TRANS = 11, //!< energy transfer success
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ENERGY_TRANS_FAIL = 12, //!< energy transfer fail
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_FULL_THROTTLE = 13, //!< set full throttle
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_ZERO_THROTTLE = 14, //!< set zero throttle
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_THROTTLE_UP = 15, //!< set 1/3 or 2/3 throttle (up)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_THROTTLE_DOWN = 16, //!< set 1/3 or 2/3 throttle (down)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_DOCK_APPROACH = 17, //!< dock approach retros
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_DOCK_ATTACH = 18, //!< dock attach
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_DOCK_DETACH = 19, //!< dock detach
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_DOCK_DEPART = 20, //!< dock depart retros
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_ABURN_ENGAGE = 21, //!< afterburner engage
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_ABURN_LOOP = 22, //!< afterburner burn sound (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_VAPORIZED = 23, //!< Destroyed by a beam (vaporized)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 2), // SND_ABURN_FAIL = 24, //!< afterburner fail (no fuel when aburn pressed)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_HEATLOCK_WARN = 25, //!< heat-seeker launch warning
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_OUT_OF_MISSLES = 26, //!< tried to fire a missle when none are left
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_OUT_OF_WEAPON_ENERGY = 27, //!< tried to fire lasers when not enough energy left
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_TARGET_FAIL = 28, //!< target fail sound (i.e. press targeting key, but nothing happens)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SQUADMSGING_ON = 29, //!< squadmate message menu appears
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SQUADMSGING_OFF = 30, //!< squadmate message menu disappears
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 5), // SND_DEBRIS = 31, //!< debris sound (persistant, looping)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_SUBSYS_DIE_1 = 32, //!< subsystem gets destroyed on player ship
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_MISSILE_START_LOAD = 33, //!< missle start load (during rearm/repair)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_MISSILE_LOAD = 34, //!< missle load (during rearm/repair)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_SHIP_REPAIR = 35, //!< ship is being repaired (during rearm/repair)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_PLAYER_HIT_LASER = 36, //!< player ship is hit by laser fire
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_PLAYER_HIT_MISSILE = 37, //!< player ship is hit by missile
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_CMEASURE_CYCLE = 38, //!< countermeasure cycle
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_SHIELD_HIT = 39, //!< shield hit
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_SHIELD_HIT_YOU = 40, //!< player shield is hit
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_GAME_MOUSE_CLICK = 41, //!< mouse click
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_ASPECTLOCK_WARN = 42, //!< aspect launch warning
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SHIELD_XFER_OK = 43, //!< shield quadrant transfer successful
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 5), // SND_ENGINE_WASH = 44, //!< Engine wash (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_WARP_IN = 45, //!< warp hole opening up for arriving
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_WARP_OUT = 46, //!< warp hole opening up for departing (Same as warp in for now)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_PLAYER_WARP_FAIL = 47, //!< player warp has failed
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_STATIC = 48, //!< hud gauge static
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_SHIP_EXPLODE_2 = 49, //!< ship explosion 2
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_PLAYER_WARP_OUT = 50, //!< ship is warping out in 3rd person
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_SHIP_SHIP_HEAVY = 51, //!< heavy ship-ship collide sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_SHIP_SHIP_LIGHT = 52, //!< light ship-ship collide sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_SHIP_SHIP_SHIELD = 53, //!< shield ship-ship collide overlay sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_THREAT_FLASH = 54, //!< missile threat indicator flashes
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_PROXIMITY_WARNING = 55, //!< proximity warning (heat seeker)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 3), // SND_PROXIMITY_ASPECT_WARNING = 56, //!< proximity warning (aspect)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_DIRECTIVE_COMPLETE = 57, //!< directive complete
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_SUBSYS_EXPLODE = 58, //!< other ship subsystem destroyed
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_CAPSHIP_EXPLODE = 59, //!< captial ship explosion
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_CAPSHIP_SUBSYS_EXPLODE = 60, //!< captial ship subsystem destroyed
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_LARGESHIP_WARPOUT = 61, //!< large ship warps out
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 5), // SND_ASTEROID_EXPLODE_LARGE = 62, //!< large asteroid blows up
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 5), // SND_ASTEROID_EXPLODE_SMALL = 63, //!< small asteroid blows up
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_CUE_VOICE = 64, //!< sound to indicate voice is about to start
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_END_VOICE = 65, //!< sound to indicate voice has ended
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 2), // SND_CARGO_SCAN = 66, //!< cargo scanning (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_WEAPON_FLYBY = 67, //!< weapon flyby sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 5), // SND_ASTEROID = 68, //!< asteroid sound (persistant, looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_CAPITAL_WARP_IN = 69, //!< capital warp hole opening
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_CAPITAL_WARP_OUT = 70, //!< capital warp hole closing
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 5), // SND_ENGINE_LOOP_LARGE = 71, //!< LARGE engine ambient
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SUBSPACE_LEFT_CHANNEL = 72, //!< subspace ambient sound (left channel) (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SUBSPACE_RIGHT_CHANNEL = 73, //!< subspace ambient sound (right channel) (looped)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 4), // SND_MISSILE_EVADED_POPUP = 74, //!< "evaded" HUD popup
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_ENGINE_LOOP_HUGE = 75, //!< HUGE engine ambient
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_LIGHT_LASER_FIRE = 76, //!< SD-4 Sidearm laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_LIGHT_LASER_IMPACT = 77, //!< DR-2 Scalpel fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_HVY_LASER_FIRE = 78, //!< Flail II fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_HVY_LASER_IMPACT = 79, //!< Prometheus R laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_MASSDRV_FIRED = 80, //!< Prometheus S laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_MASSDRV_IMPACT = 81, //!< GTW-66 Newton Cannon fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_FLAIL_FIRED = 82, //!< UD-8 Kayser Laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_FLAIL_IMPACT = 83, //!< GTW-19 Circe laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_NEUTRON_FLUX_FIRED = 84, //!< GTW-83 Lich laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_NEUTRON_FLUX_IMPACT = 85, //!< Laser impact
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_DEBUG_LASER_FIRED = 86, //!< Subach-HLV Vasudan laser
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_ROCKEYE_FIRED = 87, //!< rockeye missile launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_MISSILE_IMPACT1 = 88, //!< missile impact 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_MAG_MISSILE_LAUNCH = 89, //!< mag pulse missile launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_FURY_MISSILE_LAUNCH = 90, //!< fury missile launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_SHRIKE_MISSILE_LAUNCH = 91, //!< shrike missile launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_ANGEL_MISSILE_LAUNCH = 92, //!< angel fire missile launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_CLUSTER_MISSILE_LAUNCH = 93, //!< cluster bomb launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_CLUSTERB_MISSILE_LAUNCH = 94, //!< cluster baby bomb launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_STILETTO_MISSILE_LAUNCH = 95, //!< stiletto bomb launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_TSUNAMI_MISSILE_LAUNCH = 96, //!< tsunami bomb launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_HARBINGER_MISSILE_LAUNCH = 97, //!< harbinger bomb launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_MEGAWOKKA_MISSILE_LAUNCH = 98, //!< mega wokka launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_CMEASURE1_LAUNCH = 99, //!< countermeasure 1 launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_SHIVAN_LIGHT_LASER_FIRE = 100,//!< Shivan light laser
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_SHOCKWAVE_EXPLODE = 101,//!< shockwave ignition
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_SWARM_MISSILE_LAUNCH = 102,//!< swarm missile sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_103 = 103,//!< Shivan heavy laser
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_UNDEFINED_104 = 104,//!< Vasudan SuperCap engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_UNDEFINED_105 = 105,//!< Shivan SuperCap engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_UNDEFINED_106 = 106,//!< Terran SuperCap engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_107 = 107,//!< Vasudan light laser fired
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_108 = 108,//!< Shivan heavy laser
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 2), // SND_SHOCKWAVE_IMPACT = 109,//!< shockwave impact
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_110 = 110,//!< TERRAN TURRET 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_111 = 111,//!< TERRAN TURRET 2
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_112 = 112,//!< VASUDAN TURRET 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_113 = 113,//!< VASUDAN TURRET 2
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_UNDEFINED_114 = 114,//!< SHIVAN TURRET 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_TARG_LASER_LOOP = 115,//!< targeting laser loop sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 8), // SND_FLAK_FIRE = 116,//!< Flak Gun Launch
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_SHIELD_BREAKER = 117,//!< Flak Gun Impact
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM_LOW, 8), // SND_EMP_MISSILE = 118,//!< EMP Missle
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 5), // SND_AUTOCANNON_LOOP = 119,//!< Escape Pod Drone
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 5), // SND_AUTOCANNON_SHOT = 120,//!< Beam Hit 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_BEAM_LOOP = 121,//!< beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_BEAM_UP = 122,//!< beam power up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_BEAM_DOWN = 123,//!< beam power down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_BEAM_SHOT = 124,//!< Beam shot 1
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_BEAM_VAPORIZE = 125,//!< Beam shot 2
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_TERRAN_FIGHTER_ENG = 126,//!< Terran fighter engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_TERRAN_BOMBER_ENG = 127,//!< Terran bomber engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_TERRAN_CAPITAL_ENG = 128,//!< Terran cruiser engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SPECIESB_FIGHTER_ENG = 129,//!< Vasudan fighter engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SPECIESB_BOMBER_ENG = 130,//!< Vasudan bomber engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SPECIESB_CAPITAL_ENG = 131,//!< Vasudan cruiser engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SHIVAN_FIGHTER_ENG = 132,//!< Shivan fighter engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SHIVAN_BOMBER_ENG = 133,//!< Shivan bomber engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_SHIVAN_CAPITAL_ENG = 134,//!< Shivan cruiser engine
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_REPAIR_SHIP_ENG = 135,//!< Repair ship beacon/engine sound
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_UNDEFINED_136 = 136,//!< Terran capital engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_UNDEFINED_137 = 137,//!< Vasudan capital engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 4), // SND_UNDEFINED_138 = 138,//!< Shivan capital engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_DEBRIS_ARC_01 = 139,//!< 0.10 second spark sound effect
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_DEBRIS_ARC_02 = 140,//!< 0.25 second spark sound effect
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_DEBRIS_ARC_03 = 141,//!< 0.50 second spark sound effect
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_DEBRIS_ARC_04 = 142,//!< 0.75 second spark sound effect
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_DEBRIS_ARC_05 = 143,//!< 1.00 second spark sound effect
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_144 = 144,//!< LTerSlash beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_145 = 145,//!< TerSlash beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_146 = 146,//!< SGreen beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_147 = 147,//!< BGreen beem loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_148 = 148,//!< BFGreen been loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_149 = 149,//!< Antifighter beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_150 = 150,//!< 1 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_151 = 151,//!< 1.5 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_152 = 152,//!< 2.5 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_153 = 153,//!< 3 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_154 = 154,//!< 3.5 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_155 = 155,//!< 5 sec warm up
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_156 = 156,//!< LTerSlash warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_157 = 157,//!< TerSlash warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_158 = 158,//!< SGreen warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_159 = 159,//!< BGreen warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_160 = 160,//!< BFGreen warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_161 = 161,//!< T_AntiFtr warm down
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_COPILOT = 162,//!< copilot (SCP)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_163 = 163,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_164 = 164,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_165 = 165,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_166 = 166,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_167 = 167,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_168 = 168,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_169 = 169,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_170 = 170,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_171 = 171,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_172 = 172,//!< (Empty in Retail)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SUPERNOVA_1 = 173,//!< SuperNova (distant)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MUST_PLAY, 1), // SND_SUPERNOVA_2 = 174,//!< SuperNova (shockwave)
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_UNDEFINED_175 = 175,//!< Shivan large engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_MEDIUM, 3), // SND_UNDEFINED_176 = 176,//!< Shivan large engine
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_177 = 177,//!< SRed beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_178 = 178,//!< LRed beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 3), // SND_UNDEFINED_179 = 179,//!< Antifighter beam loop
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_LIGHTNING_1 = 180,//!< Thunder 1 sound in neblua
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 4), // SND_LIGHTNING_2 = 181,//!< Thunder 2 sound in neblua
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_182 = 182,//!< 1 sec warm up
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_183 = 183,//!< 1.5 sec warm up
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_184 = 184,//!< 3 sec warm up
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 2), // SND_UNDEFINED_185 = 185,//!< Shivan Commnode
EnhancedSoundData( SND_ENHANCED_PRIORITY_HIGH, 1), // SND_UNDEFINED_186 = 186,//!< Volition PirateShip
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_187 = 187,//!< SRed warm down
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_188 = 188,//!< LRed warm down
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 3), // SND_UNDEFINED_189 = 189,//!< AntiFtr warm down
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 2), // SND_UNDEFINED_190 = 190,//!< Instellation 1
EnhancedSoundData(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 2) // SND_UNDEFINED_191 = 191,//!< Instellation 2
};
static const EnhancedSoundData default_enhanced_sound_data(SND_ENHANCED_PRIORITY_MEDIUM_HIGH, 1);
int gamesnd_find_nonreserved_last_index(SCP_vector<game_snd>& lookupVector, bool (*is_reserved_index)(int));
/*
* Update any uninitialized EnhancedSoundData in Snds
* with hardcoded defaults for retail.
*/
void gamesnd_add_retail_default_enhanced_sound_data()
{
int i = 0;
for (SCP_vector<game_snd>::iterator it = Snds.begin(), end = Snds.end(); it != end; ++it, ++i)
{
if (it->enhanced_sound_data.priority== SND_ENHANCED_PRIORITY_INVALID)
{
if (i < NUM_RETAIL_GAMEPLAY_SOUNDS)
{
it->enhanced_sound_data.priority= Default_sound_priorities[i].priority;
}
else
{
it->enhanced_sound_data.priority= default_enhanced_sound_data.priority;
}
}
if (it->enhanced_sound_data.limit < 1)
{
if (i < NUM_RETAIL_GAMEPLAY_SOUNDS)
{
it->enhanced_sound_data.limit = Default_sound_priorities[i].limit;
}
else
{
it->enhanced_sound_data.limit= default_enhanced_sound_data.limit;
}
}
}
}
void gamesnd_play_iface(interface_snd_id n)
{
if (Snds_iface_handle[n.value()].isValid())
snd_stop(Snds_iface_handle[n.value()]);
Snds_iface_handle[n.value()] = snd_play(gamesnd_get_interface_sound(n));
}
/**
* Function to search for a given game_snd with the specified name
* in the passed vector
*
* @param name Name to search for
* @param sounds Vector to seach in
*
*/
int gamesnd_lookup_name(const char* name, const SCP_vector<game_snd>& sounds)
{
// if we get passed -1, don't bother trying to look it up.
if (name == NULL || *name == 0 || !strcmp(name, "-1"))
{
return -1;
}
Assert( sounds.size() <= INT_MAX );
int i = 0;
for(SCP_vector<game_snd>::const_iterator snd = sounds.begin(); snd != sounds.end(); ++snd)
{
if (!stricmp(snd->name.c_str(), name))
{
return i;
}
i++;
}
return -1;
}
// WMC - now ignores file extension.
gamesnd_id gamesnd_get_by_name(const char* name)
{
Assert( Snds.size() <= INT_MAX );
// empty name is not valid!
if (name == nullptr || name[0] == '\0')
return gamesnd_id(-1);
int index = gamesnd_lookup_name(name, Snds);
if (index < 0)
{
int i = 0;
for (auto& Snd : Snds) {
if (Snd.sound_entries.size() != 1) {
// Ignore game sounds with more than one sound entry
continue;
}
auto& entry = Snd.sound_entries.front();
char *p = strrchr( entry.filename, '.' );
if(p == NULL)
{
if(!stricmp(entry.filename, name))
{
index = i;
break;
}
}
else if(!strnicmp(entry.filename, name, p - entry.filename))
{
index = i;
break;
}
i++;
}
}
return gamesnd_id(index);
}
interface_snd_id gamesnd_get_by_iface_name(const char* name)
{
Assert( Snds_iface.size() <= INT_MAX );
Assert( Snds_iface.size() == Snds_iface_handle.size() );
auto index = gamesnd_lookup_name(name, Snds_iface);
if (index < 0)
{
int i = 0;
for (auto& snd : Snds_iface) {
if (snd.sound_entries.size() != 1) {
// Ignore game sounds with more than one sound entry
continue;
}
auto& entry = snd.sound_entries.front();
char *p = strrchr( entry.filename, '.' );
if(p == NULL)
{
if(!stricmp(entry.filename, name))
{
index = i;
break;
}
}
else if(!strnicmp(entry.filename, name, p - entry.filename))
{
index = i;
break;
}
i++;
}
}
return interface_snd_id(index);
}
gamesnd_id gamesnd_get_by_tbl_index(int index)
{
char temp[11];
sprintf(temp, "%i", index);
auto idx = gamesnd_lookup_name(temp, Snds);
if (idx < 0) {
return gamesnd_id();
} else {
return gamesnd_id(idx);
}
}
interface_snd_id gamesnd_get_by_iface_tbl_index(int index)
{
Assert( Snds_iface.size() == Snds_iface_handle.size() );
char temp[11];
sprintf(temp, "%i", index);
auto idx = gamesnd_lookup_name(temp, Snds_iface);
if (idx < 0) {
return interface_snd_id();
} else {
return interface_snd_id(idx);
}
}
/**
* Parse a sound. When using this function for a table entry,
* required_string and optional_string aren't needed, as this function deals with
* that as its tag parameter, just make sure that the destination sound index can
* handle -1 if things don't work out.
*
* @param tag Tag
* @param idx_dest Sound index destination
* @param flags See the parse_sound_flags enum
*
*/
bool parse_game_sound(const char* tag, gamesnd_id* idx_dest)
{
if (optional_string(tag))
{
*idx_dest = parse_game_sound_inline();
return true;
}
return false;
}
/**
* @brief Parses a game sound that should appear at the current parsing location
* @return The game sound id or invalid id when parsing fails
*/
gamesnd_id parse_game_sound_inline()
{
SCP_string buf;
stuff_string(buf, F_NAME);
auto id = gamesnd_get_by_name(buf.c_str());
// The special case "-1" is needed to silence warnings where sounds are intentionally removed
if (!id.isValid() && buf != "-1") {
error_display(0, "Could not find game sound with name '%s'!", buf.c_str());
}
return id;
}
/**
* Parse a sound. When using this function for a table entry,
* required_string and optional_string aren't needed, as this function deals with
* that as its tag parameter, just make sure that the destination sound index can
* handle -1 if things don't work out.
*
* @param tag Tag
* @param idx_dest Sound index destination
* @param flags See the parse_sound_flags enum
* @return whether the tag was found and a parse was attempted
*/
bool parse_iface_sound(const char* tag, interface_snd_id* idx_dest)
{
Assert( Snds_iface.size() == Snds_iface_handle.size() );
if(optional_string(tag))
{
SCP_string buf;
stuff_string(buf, F_NAME);
*idx_dest = gamesnd_get_by_iface_name(buf.c_str());
// The special case "-1" is needed to silence warnings where sounds are intentionally removed
if (!idx_dest->isValid() && buf != "-1") {
error_display(0, "Could not find interface sound with name '%s'!", buf.c_str());
}
return true;
}
return false;
}
/**
* CommanderDJ - Parse a list of sounds. When using this function for a table entry,
* required_string and optional_string aren't needed, as this function deals with
* that as its tag parameter, just make sure that the destination sound index(es) can
* handle -1 if things don't work out.
*
* @param destination Vector where sound indexes are to be stored
* @param tag Tag
* @param object_name Name of object being parsed
* @param flags See the parse_sound_flags enum
* @return whether the tag was found and a parse was attempted
*/
bool parse_iface_sound_list(const char* tag, SCP_vector<interface_snd_id>& destination, const char* object_name, bool scp_list)
{
if(optional_string(tag))
{
int check=0;
//if we're using the old format, parse the first entry separately
if(!scp_list)
{
stuff_int(&check);
}
//now read the rest of the entries on the line
for(size_t i=0; !check_for_eoln(); i++)
{
SCP_string buf;
stuff_string_white(buf);
//we do this conditionally to avoid adding needless entries when reparsing
if(destination.size() <= i)
{
destination.push_back(interface_snd_id());
}
destination[i] = gamesnd_get_by_iface_name(buf.c_str());
if (!destination[i].isValid()) {
error_display(0, "Could not find interface sound with name '%s'!", buf.c_str());
}
}
//if we're using the old format, double check the size)
if(!scp_list && (destination.size() != (unsigned)check))
{
mprintf(("%s in '%s' has " SIZE_T_ARG " entries. This does not match entered size of %i.\n", tag, object_name, destination.size(), check));
}
return true;
}
return false;
}
/**
* Load in sounds that we expect will get played
*
* The method currently used is to load all those sounds that have the hardware flag
* set. This works well since we don't want to try and load hardware sounds in on the
* fly (too slow).
*/
void gamesnd_preload_common_sounds()
{
if ( !Sound_enabled )
return;
Assert( Snds.size() <= INT_MAX );
for (auto& gs: Snds) {
if ( gs.flags & GAME_SND_PRELOAD ) {
for (auto& entry : gs.sound_entries) {
if ( entry.filename[0] != 0 && strnicmp(entry.filename, NOX("none.wav"), 4) != 0 ) {
game_busy( NOX("** preloading common game sounds **") ); // Animate loading cursor... does nothing if loading screen not active.
entry.id = snd_load(&entry, &gs.flags);
}
}
}
}
}
/**
* Load the ingame sounds into memory
*/
void gamesnd_load_gameplay_sounds()
{
if ( !Sound_enabled )
return;
Assert( Snds.size() <= INT_MAX );
for (auto& gs: Snds) {
if ( !(gs.flags & GAME_SND_PRELOAD) ) { // don't try to load anything that's already preloaded
for (auto& entry : gs.sound_entries) {
if (entry.filename[0] != 0 && strnicmp(entry.filename, NOX("none.wav"), 4) != 0) {
game_busy(NOX("** preloading gameplay sounds **")); // Animate loading cursor... does nothing if loading screen not active.
entry.id = snd_load(&entry, &gs.flags);
}
}
}
}
}
/**
* Unload the ingame sounds from memory
*/
void gamesnd_unload_gameplay_sounds()
{
Assert( Snds.size() <= INT_MAX );
for (auto& gs: Snds) {
for (auto& entry : gs.sound_entries) {
if (entry.id.isValid()) {
snd_unload(entry.id);
entry.id = sound_load_id::invalid();
}
}
}
snd_unload_cleanup();
}
/**
* Load the interface sounds into memory
*/
void gamesnd_load_interface_sounds()
{
if ( !Sound_enabled )
return;
Assert( Snds_iface.size() < INT_MAX );
for (auto& gs: Snds) {
for (auto& entry : gs.sound_entries) {
if ( entry.filename[0] != 0 && strnicmp(entry.filename, NOX("none.wav"), 4) != 0 ) {
entry.id = snd_load(&entry, &gs.flags);
}
}
}
}
/**
* Unload the interface sounds from memory
*/
void gamesnd_unload_interface_sounds()
{
Assert( Snds_iface.size() < INT_MAX );
for (SCP_vector<game_snd>::iterator si = Snds_iface.begin(); si != Snds_iface.end(); ++si) {
for (auto& entry : si->sound_entries) {
if (entry.id.isValid()) {
snd_unload( entry.id );
entry.id = sound_load_id::invalid();
entry.id_sig = -1;
}
}
}
snd_unload_cleanup();
}
void parse_gamesnd_old(game_snd* gs)
{
int is_3d;
int temp;
// retail-style sounds with numeric indexes, as seen in the original sounds.tbl format
if (can_construe_as_integer(gs->name.c_str()))
gs->flags |= GAME_SND_RETAIL_STYLE;
// An old sound is just a single entry sound set
gs->sound_entries.resize(1);
auto& entry = gs->sound_entries.back();
// Default pitch is 1.0. This is set here in case we don't have a valid file name
gs->pitch_range = util::UniformFloatRange(1.0f);
stuff_string(entry.filename, F_NAME, MAX_FILENAME_LEN, ",");
// since we have a new filename, first assume it's valid
gs->flags &= ~GAME_SND_NOT_VALID;
if (!stricmp(entry.filename, NOX("empty")) || !stricmp(entry.filename, NOX("none")))
{
entry.filename[0] = 0;
advance_to_eoln(nullptr);
gs->flags |= (GAME_SND_NOT_VALID | GAME_SND_EXPLICITLY_EMPTY);
return;
}
Mp++;
stuff_int(&temp);
if (temp > 0)
{
gs->flags |= GAME_SND_PRELOAD;
}
float default_volume;
stuff_float(&default_volume);
gs->volume_range = util::UniformFloatRange(default_volume);
stuff_int(&is_3d);
if (is_3d)
{
gs->flags |= GAME_SND_USE_DS3D;
stuff_int(&gs->min);
stuff_int(&gs->max);
}
else
{
gs->min = 0;
gs->max = 0;
// silly retail, not abiding by its own format...
if (!stricmp(entry.filename, "l_hit.wav") || !stricmp(entry.filename, "m_hit.wav"))
{
int temp_min, temp_max;
if (stuff_int_optional(&temp_min) == 2)
{
if (stuff_int_optional(&temp_max) == 2)
{
nprintf(("Sound","Dutifully converting retail sound %s, '%s' to a 3D sound...\n", gs->name.c_str(), entry.filename));
is_3d = 1;
gs->flags |= GAME_SND_USE_DS3D;
gs->min = temp_min;
gs->max = temp_max;
}
}
}
}
// check for extra values per Mantis #2408
if (stuff_int_optional(&temp) == 2)
{
error_display(0, "Unexpected extra value %d found for sound '%s' (filename '%s')! Check the format of the sounds.tbl (or .tbm) entry.", temp, gs->name.c_str(), entry.filename);
}
advance_to_eoln(NULL);
}
EnhancedSoundPriority convert_to_enhanced_priority(const char * priority_str)
{
Assertion(priority_str != NULL, "convert_to_enhanced_priority given null priority_str!");
if (!stricmp(priority_str, "Must Play"))
{
return SND_ENHANCED_PRIORITY_MUST_PLAY;
}
else if (!stricmp(priority_str, "High"))
{
return SND_ENHANCED_PRIORITY_HIGH;
}
else if (!stricmp(priority_str, "Medium-High"))
{
return SND_ENHANCED_PRIORITY_MEDIUM_HIGH;
}
else if (!stricmp(priority_str, "Medium"))
{
return SND_ENHANCED_PRIORITY_MEDIUM;
}
else if (!stricmp(priority_str, "Medium-Low"))
{
return SND_ENHANCED_PRIORITY_MEDIUM_LOW;
}
else if (!stricmp(priority_str, "Low"))
{
return SND_ENHANCED_PRIORITY_LOW;
}
else
{
error_display(1, "Unknown enhanced sound priority: %s\n", priority_str);
return SND_ENHANCED_PRIORITY_INVALID;
}
}
bool required_string_no_create(const char* token, bool no_create)
{
if (no_create)
{
return optional_string(token) == 1;
}
required_string(token);
return true;
}
static GameSoundCycleType parse_cycle_type() {
if (optional_string("Sequential")) {
return GameSoundCycleType::SequentialCycle;
} else if (optional_string("Random")) {
return GameSoundCycleType::RandomCycle;
} else {
error_display(0, "Failed to parse sound cycle type. Expected 'sequential' or 'random'. Got [%.32s]", next_tokens());
// Ignore everything until the end of the line. That should hopefully skip the bad token.
advance_to_eoln(nullptr);
return GameSoundCycleType::SequentialCycle;
}
}
void parse_gamesnd_soundset(game_snd* gs, bool no_create) {
// If this gets called then we just saw "+Entry:" so we can begin processing the first entry immediately
do {
// For now there is no way to change an existing entry so every +Entry statement creates a new sound entry
gs->sound_entries.emplace_back();
auto& entry = gs->sound_entries.back();
stuff_string(entry.filename, F_NAME, MAX_FILENAME_LEN);
} while (optional_string("+Entry:"));
if (required_string_no_create("+Cycle type:", no_create)) {
gs->cycle_type = parse_cycle_type();
}
if (required_string_no_create("+Preload:", no_create))
{
bool temp;
stuff_boolean(&temp);
if (temp)
gs->flags |= GAME_SND_PRELOAD;
else
gs->flags &= ~GAME_SND_PRELOAD;
}
if (required_string_no_create("+Volume:", no_create))
{
gs->volume_range = util::ParsedRandomFloatRange::parseRandomRange(0.0f, 1.0f);
}
if (optional_string("+3D Sound:"))
{
gs->flags |= GAME_SND_USE_DS3D;
required_string("+Attenuation start:");
stuff_int(&gs->min);
required_string("+Attenuation end:");
stuff_int(&gs->max);
}
else
{
gs->min = 0;
gs->max = 0;
}
// jg18 - enhanced sound parameters
if (optional_string("+Priority:"))
{
SCP_string priority_string;
stuff_string(priority_string, F_NAME);
EnhancedSoundPriority priority = convert_to_enhanced_priority(priority_string.c_str());
if (priority != SND_ENHANCED_PRIORITY_INVALID)
{
gs->enhanced_sound_data.priority= priority;
}
// else case not needed since conversion function displays message on error
}
if (optional_string("+Limit:"))
{
int temp_limit;
stuff_int(&temp_limit);
if (temp_limit > 0)
{
gs->enhanced_sound_data.limit = (unsigned int)temp_limit;
}
else
{
error_display(1, "Invalid enhanced sound limit: %d\n", temp_limit);
}
}
if (optional_string("+Pitch:")) {
gs->pitch_range = util::ParsedRandomFloatRange::parseRandomRange(0.0001f);
} else if (!no_create) {
// Default pitch is 1.0
gs->pitch_range = util::UniformFloatRange(1.0f);
}
}
void parse_gamesnd_new(game_snd* gs, bool no_create)
{
game_snd_entry* entry = nullptr;
if (!no_create) {
gs->sound_entries.resize(1);
entry = &gs->sound_entries.back();
} else {
if (gs->sound_entries.empty()) {
gs->sound_entries.resize(1);
} else if (gs->sound_entries.size() > 1) {
error_display(1, "The SCP syntax cannot be used to modify an existing sound that has more than one entry! Use the soundset syntax for adding new entries.");
}
entry = &gs->sound_entries.back();
}
// Default pitch is 1.0. This is set here in case we don't have a valid file name
gs->pitch_range = util::UniformFloatRange(1.0f);
char name[MAX_FILENAME_LEN];
// New extended format found
stuff_string(name, F_NAME, MAX_FILENAME_LEN);
// since we have a new filename, first assume it's valid
gs->flags &= ~GAME_SND_NOT_VALID;
if (!stricmp(name, NOX("empty")) || !stricmp(name, NOX("none")))
{
entry->filename[0] = 0;
gs->flags |= (GAME_SND_NOT_VALID | GAME_SND_EXPLICITLY_EMPTY);
return;
}
// If the name _doesn't_ match <same> put it into gs->filename;
if (stricmp(name, "<same>") != 0)
{
strcpy_s(entry->filename, name);
}
else if (!no_create)
{
// Throw an error if <same> was specified but we are creating a new entry
error_display(1, "'<same>' is only allowed if +nocreate was specified!");
return;
}
if (required_string_no_create("+Preload:", no_create))
{
bool temp;
stuff_boolean(&temp);
if (temp)
gs->flags |= GAME_SND_PRELOAD;
else
gs->flags &= ~GAME_SND_PRELOAD;
}
if (required_string_no_create("+Volume:", no_create))
{
float default_volume;
stuff_float(&default_volume);
gs->volume_range = util::UniformFloatRange(default_volume);
}
if (optional_string("+3D Sound:"))
{
gs->flags |= GAME_SND_USE_DS3D;
required_string("+Attenuation start:");
stuff_int(&gs->min);
required_string("+Attenuation end:");
stuff_int(&gs->max);
}
else
{
gs->min = 0;
gs->max = 0;
}
// jg18 - enhanced sound parameters
if (optional_string("+Priority:"))
{
SCP_string priority_string;
stuff_string(priority_string, F_NAME);
EnhancedSoundPriority priority = convert_to_enhanced_priority(priority_string.c_str());
if (priority != SND_ENHANCED_PRIORITY_INVALID)
{
gs->enhanced_sound_data.priority= priority;
}
// else case not needed since conversion function displays message on error
}
if (optional_string("+Limit:"))
{
int temp_limit;
stuff_int(&temp_limit);
if (temp_limit > 0)
{
gs->enhanced_sound_data.limit = (unsigned int)temp_limit;
}
else
{
error_display(1, "Invalid enhanced sound limit: %d\n", temp_limit);
}
}
}
bool gamesnd_is_placeholder(const game_snd& gs)
{
return (gs.sound_entries.empty() || gs.sound_entries[0].filename[0] == '\0') && !(gs.flags & GAME_SND_EXPLICITLY_EMPTY);
}
void gamesnd_parse_entry(game_snd *gs, bool &orig_no_create, SCP_vector<game_snd> *lookupVector, size_t lookupVectorMaxIndexableSize, bool (*is_reserved_index)(int))
{
SCP_string name;
stuff_string(name, F_NAME, "\t \n");
if (lookupVector && can_construe_as_integer(name.c_str()))
{
Assertion(is_reserved_index != nullptr, "If lookupVector is supplied, the is_reserved_index() function must also be supplied");
int candidate_index = atoi(name.c_str());
// if this is a number within the range of possible indexes
if (candidate_index >= 0 && static_cast<size_t>(candidate_index) < lookupVectorMaxIndexableSize)
{
// make sure the vector contains an entry for that index
while (lookupVector->size() <= static_cast<size_t>(candidate_index))
{
size_t back_index = lookupVector->size();
lookupVector->emplace_back();