src/newgrf_sound.cpp
author peter1138
Tue, 22 Jan 2008 07:27:06 +0000
changeset 8374 7a1b6c89cb89
parent 8157 1505def01945
child 8786 1823ff88a054
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(svn r11940) -Codechange: Store short filename once per open file instead of once per sprite cache entry. Not all file types need this, but most of the time no sprite cache entry needed it either.
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/* $Id$ */
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/** @file newgrf_sound.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "oldpool.h"
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#include "engine.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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#include "vehicle_base.h"
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#include "sound_func.h"
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static uint _sound_count = 0;
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STATIC_OLD_POOL(SoundInternal, FileEntry, 3, 1000, NULL, NULL)
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/* Allocate a new FileEntry */
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FileEntry *AllocateFileEntry()
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{
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	if (_sound_count == GetSoundInternalPoolSize()) {
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		if (!_SoundInternal_pool.AddBlockToPool()) return NULL;
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	}
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	return GetSoundInternal(_sound_count++);
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}
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void InitializeSoundPool()
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{
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	_SoundInternal_pool.CleanPool();
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	_sound_count = 0;
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	/* Copy original sound data to the pool */
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	SndCopyToPool();
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}
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FileEntry *GetSound(uint index)
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{
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	if (index >= GetNumSounds()) return NULL;
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	return GetSoundInternal(index);
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}
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uint GetNumSounds()
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{
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	return _sound_count;
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}
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bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event)
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{
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	const GRFFile *file = GetEngineGRF(v->engine_type);
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	uint16 callback;
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	/* If the engine has no GRF ID associated it can't ever play any new sounds */
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	if (file == NULL) return false;
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	/* Check that the vehicle type uses the sound effect callback */
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	if (!HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_SOUND_EFFECT)) return false;
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	callback = GetVehicleCallback(CBID_VEHICLE_SOUND_EFFECT, event, 0, v->engine_type, v);
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	if (callback == CALLBACK_FAILED) return false;
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	if (callback >= GetNumOriginalSounds()) callback += file->sound_offset - GetNumOriginalSounds();
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	if (callback < GetNumSounds()) SndPlayVehicleFx((SoundFx)callback, v);
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	return true;
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}
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bool PlayHouseSound(uint16 sound_id, TileIndex tile)
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{
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	if (sound_id < GetNumOriginalSounds()) {
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		SndPlayTileFx((SoundFx)sound_id, tile);
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		return true;
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	}
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	return false;
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}