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//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File: soundloader.cpp
//
// Description: Implement SoundLoader class, which makes sure that sounds
// required in the game are allocated and resident in sound memory
//
// History: 26/06/2002 + Created -- Darren
//
//=============================================================================
//========================================
// System Includes
//========================================
//========================================
// Project Includes
//========================================
#include <stdio.h>
#include <sound/soundloader.h>
#include <sound/soundrenderer/soundrenderingmanager.h>
#include <sound/soundrenderer/soundresourcemanager.h>
#include <memory/srrmemory.h>
#include <loading/loadingmanager.h>
#include <worldsim/redbrick/vehicle.h>
#include <constants/vehicleenum.h>
#include <mission/gameplaymanager.h>
#include <events/eventmanager.h>
#include <worldsim/character/character.h>
#include <radscript.hpp>
//******************************************************************************
//
// Global Data, Local Data, Local Classes
//
//******************************************************************************
//
// Names of sound clusters. Used so that the loading manager can tell us
// when it's our turn to loading something. Should correspond to SoundClusterName
// enumeration
//
static const char* s_clusterNames[] =
{
"permanent",
"frontend",
"ingame",
"suburbs",
"downtown",
"seaside",
"level1",
"level2",
"level3",
"level4",
"level5",
"level6",
"level7",
"minigame",
"huh?",
"apu",
"bart",
"homer",
"lisa",
"marge",
"bart_v",
"apu_v",
"snake_v",
"homer_v",
"famil_v",
"gramp_v",
"cletu_v",
"wiggu_v",
"empty1",
"marge_v",
"empty2",
"empty3",
"smith_v",
"empty4",
"empty5",
"empty6",
"zombi_v",
"empty7",
"empty8",
"cVan",
"compactA",
"comic_v",
"skinn_v",
"cCola",
"cSedan",
"cPolice",
"cCellA",
"cCellB",
"cCellC",
"cCellD",
"minivanA_v",
"pickupA",
"taxiA_v",
"sportsA",
"sportsB",
"SUVA",
"wagonA",
"hbike_v",
"burns_v",
"honor_v",
"cArmor",
"cCurator",
"cHears",
"cKlimo",
"cLimo",
"cNerd",
"frink_v",
"cMilk",
"cDonut",
"bbman_v",
"bookb_v",
"carhom_v",
"elect_v",
"fone_v",
"gramR_v",
"moe_v",
"mrplo_v",
"otto_v",
"plowk_v",
"scorp_v",
"willi_v",
"sedanA",
"sedanB",
"cBlbart",
"cCube",
"cDuff",
"cNonup",
"lisa_v",
"krust_v",
"coffin",
"hallo",
"ship",
"witchcar",
"huska",
"atv_v",
"dune_v",
"hype_v",
"knigh_v",
"mono_v",
"oblit_v",
"rocke_v",
"ambul",
"burnsarm",
"fishtruc",
"garbage",
"icecream",
"istruck",
"nuctruck",
"pizza",
"schoolbu",
"votetruc",
"glastruc",
"cfire_v",
"cBone",
"redbrick"
};
static const int NumScriptNames = sizeof( s_clusterNames ) / sizeof( const char* );
//
// Indices of character namespaces for each level.
//
// TODO: I don't like these tables, there must be a more data-driven way to do
// this.
// 0 == Apu
// 1 == Bart
// 2 == Homer
// 3 == Lisa
// 4 == Marge
//
static unsigned int s_charNamespaceIndices[] = { 2, 1, 3, 4, 0, 1, 2, 0 };
static VehicleEnum::VehicleID s_carIndices[] = { VehicleEnum::FAMIL_V,
VehicleEnum::HONOR_V,
VehicleEnum::LISA_V,
VehicleEnum::MARGE_V,
VehicleEnum::APU_V,
VehicleEnum::BART_V,
VehicleEnum::HOMER_V,
VehicleEnum::FAMIL_V,
};
static unsigned int s_levelIndices[] = { 0, 1, 2, 0, 1, 2, 0, 0 };
//******************************************************************************
//
// Public Member Functions
//
//******************************************************************************
//==============================================================================
// SoundLoader::SoundLoader
//==============================================================================
// Description: Constructor.
//
// Parameters: None.
//
// Return: N/A.
//
//==============================================================================
SoundLoader::SoundLoader() :
m_currentCluster( SC_ALWAYS_LOADED )
{
unsigned int i;
SoundClusterName clusterIndex;
Sound::daSoundRenderingManager* renderingMgr = Sound::daSoundRenderingManagerGet();
for( i = 0; i < SC_MAX_CLUSTERS; i++ )
{
m_clusterList[i] = NULL;
}
for( clusterIndex = SC_ALWAYS_LOADED;
clusterIndex < SC_CHAR_APU;
clusterIndex = static_cast<SoundClusterName>( clusterIndex + 1 ) )
{
m_clusterList[clusterIndex] =
new(GMA_PERSISTENT) SoundCluster( clusterIndex,
renderingMgr->GetSoundNamespace() );
}
for( clusterIndex = SC_CHAR_APU;
clusterIndex < SC_CAR_BASE;
clusterIndex = static_cast<SoundClusterName>( clusterIndex + 1 ) )
{
m_clusterList[clusterIndex] =
new(GMA_PERSISTENT) SoundCluster( clusterIndex,
renderingMgr->GetCharacterNamespace( clusterIndex - SC_CHAR_APU ) );
}
for( clusterIndex = SC_CAR_BASE;
clusterIndex < SC_MAX_CLUSTERS;
clusterIndex = static_cast<SoundClusterName>( clusterIndex + 1 ) )
{
m_clusterList[clusterIndex] =
new(GMA_PERSISTENT) SoundCluster( clusterIndex,
renderingMgr->GetSoundNamespace() );
}
//
// Register event listeners
//
GetEventManager()->AddListener( this, EVENT_GETINTOVEHICLE_START );
}
//==============================================================================
// SoundLoader::~SoundLoader
//==============================================================================
// Description: Destructor.
//
// Parameters: None.
//
// Return: N/A.
//
//==============================================================================
SoundLoader::~SoundLoader()
{
unsigned int i;
for( i = 0; i < SC_MAX_CLUSTERS; i++ )
{
if( m_clusterList[i] != NULL )
{
m_clusterList[i]->Release();
}
}
GetEventManager()->RemoveAll( this );
}
//=============================================================================
// SoundLoader::LevelLoad
//=============================================================================
// Description: Loads the sound cluster for a particular level
//
// Parameters: RenderEnums::LevelEnum level -
// enumeration indicating the level whose sound cluster
// is to be loaded
//
// Return: void
//
//=============================================================================
void SoundLoader::LevelLoad( RenderEnums::LevelEnum level )
{
IRadNameSpace* charNamespace;
unsigned int levelNum;
clusterUnload( SC_FRONTEND );
queueLoad( SC_INGAME );
if( GetGameplayManager()->IsSuperSprint() )
{
queueLoad( SC_MINIGAME );
}
else
{
rAssert( level <= RenderEnums::numLevels );
levelNum = static_cast<unsigned int>(level);
queueLoad( static_cast<SoundClusterName>( SC_LEVEL_SUBURBS + s_levelIndices[levelNum] ) );
queueLoad( static_cast<SoundClusterName>( SC_CHAR_APU + s_charNamespaceIndices[levelNum] ) );
queueLoad( static_cast<SoundClusterName>( SC_CAR_BASE + s_carIndices[levelNum] ) );
queueLoad( static_cast<SoundClusterName>( SC_LEVEL1 + levelNum ) );
charNamespace = m_clusterList[SC_CHAR_APU + s_charNamespaceIndices[level]]->GetMyNamespace();
rAssert( charNamespace != NULL );
//
// We need to do this for RadTuner, since we've got duplicate names and
// it won't necessarily find the correct character otherwise
//
charNamespace->MoveToFront();
}
}
//=============================================================================
// SoundLoader::LevelUnload
//=============================================================================
// Description: Unloads the sound cluster for a particular level
//
// Parameters: RenderEnums::LevelEnum level -
// enumeration indicating the level whose sound cluster
// is to be unloaded
//
// Return: void
//
//=============================================================================
void SoundLoader::LevelUnload( bool goingToFe )
{
SoundClusterName clusterIndex;
//
// Unload everything that's not permanent
//
for( clusterIndex = SC_INGAME;
clusterIndex < SC_MAX_CLUSTERS;
clusterIndex = static_cast<SoundClusterName>( clusterIndex + 1 ) )
{
if( m_clusterList[clusterIndex]->IsLoaded() )
{
clusterUnload( clusterIndex );
}
}
if( goingToFe )
{
queueLoad( SC_FRONTEND );
}
}
//=============================================================================
// SoundLoader::MissionLoad
//=============================================================================
// Description: Loads the sound cluster for a particular mission
//
// Parameters: RenderEnums::MissionEnum mission -
// enumeration indicating the mission whose sound cluster
// is to be loaded
//
// Return: void
//
//=============================================================================
void SoundLoader::MissionLoad( RenderEnums::MissionEnum mission )
{
}
//=============================================================================
// SoundLoader::MissionUnload
//=============================================================================
// Description: Unloads the sound cluster for a particular mission
//
// Parameters: RenderEnums::MissionEnum mission -
// enumeration indicating the mission whose sound cluster
// is to be unloaded
//
// Return: void
//
//=============================================================================
void SoundLoader::MissionUnload( RenderEnums::MissionEnum mission )
{
}
void SoundLoader::LoadCarSound( Vehicle* theCar, bool unloadOtherCars )
{
rAssert( theCar );
SoundClusterName clusterIndex;
SoundClusterName newCarCluster = static_cast<SoundClusterName>(SC_CAR_BASE + theCar->mVehicleID);
bool validCar = ( SC_CAR_BASE + theCar->mVehicleID ) < NumScriptNames;
rAssertMsg( validCar, "A new vehicle has been added that the sound system does not have a script for. Tell Esan.\n" );
//
// Have we loaded this car already?
//
if( !validCar || m_clusterList[newCarCluster]->IsLoaded() )
{
return;
}
//
// Unload the existing car sound
//
if( unloadOtherCars )
{
for( clusterIndex = SC_CAR_BASE;
clusterIndex < SC_MAX_CLUSTERS;
clusterIndex = static_cast<SoundClusterName>( clusterIndex + 1 ) )
{
if( m_clusterList[clusterIndex]->IsLoaded() )
{
clusterUnload( clusterIndex );
}
}
}
//
// Load the new car
//
queueLoad( newCarCluster );
}
//=============================================================================
// SoundLoader::IsSoundLoaded
//=============================================================================
// Description: Indicate whether a particular sound resource has been loaded
//
// Parameters: soundKey - hashed name of the sound resource to look for
//
// Return: true if loaded, falsed otherwise
//
//=============================================================================
bool SoundLoader::IsSoundLoaded( Sound::daResourceKey soundKey )
{
unsigned int i;
for( i = 0; i < SC_MAX_CLUSTERS; i++ )
{
if( ( m_clusterList[i] != NULL ) && ( m_clusterList[i]->ContainsResource( soundKey ) ) )
{
return( m_clusterList[i]->IsLoaded() );
}
}
return( false );
}
//=============================================================================
// SoundLoader::LoadClusterByName
//=============================================================================
// Description: Given a cluster name from the loading manager, load the
// desired cluster
//
// Parameters: clusterName - text name for the cluster
// callbackObj - loading file handler to notify on completion
//
// Return: true if cluster already loaded, false otherwise
//
//=============================================================================
bool SoundLoader::LoadClusterByName( const char* clusterName, SoundFileHandler* callbackObj )
{
const char* shortName;
unsigned int i;
// Strip out the "sound:" prefix
rAssert( strlen( clusterName ) > 6 );
shortName = &(clusterName[6]);
//
// Find the matching cluster name
//
for( i = 0; i < SC_MAX_CLUSTERS; i++ )
{
if( strcmp( shortName, s_clusterNames[i] ) == 0 )
{
return( clusterLoad( static_cast<SoundClusterName>( i ), callbackObj ) );
}
}
//
// If we get here, cluster not found
//
rAssert( false );
return( false );
}
//=============================================================================
// SoundLoader::HandleEvent
//=============================================================================
// Description: Comment
//
// Parameters: ( EventEnum id, void* pEventData )
//
// Return: void
//
//=============================================================================
void SoundLoader::HandleEvent( EventEnum id, void* pEventData )
{
Character* theCharacter;
Vehicle* theCar;
switch( id )
{
case EVENT_GETINTOVEHICLE_START:
//
// Make sure we've got the correct car sound for this vehicle
//
theCharacter = static_cast<Character*>(pEventData);
rAssert( theCharacter != NULL );
theCar = theCharacter->GetTargetVehicle();
rAssert( theCar != NULL );
LoadCarSound( theCar, true );
break;
default:
rAssert( false );
break;
}
}
//******************************************************************************
//
// Private Member Functions
//
//******************************************************************************
//=============================================================================
// SoundLoader::queueLoad
//=============================================================================
// Description: Queue a cluster load with the loading manager
//
// Parameters: cluster - name of cluster to queue
//
// Return: void
//
//=============================================================================
void SoundLoader::queueLoad( SoundClusterName cluster )
{
char fakeFilename[50];
//
// Create a pseudo filename that we'll give to the loading manager.
// Content doesn't really matter, we'll just throw it out when the
// loading manager passes it back
//
if( cluster >= NumScriptNames )
{
//
// Just load Bart for now
//
cluster = SC_CAR_BASE;
}
sprintf( fakeFilename, "sound:%s", s_clusterNames[cluster] );
GetLoadingManager()->AddRequest( FILEHANDLER_SOUND, fakeFilename, GMA_LEVEL_AUDIO );
}
//=============================================================================
// SoundLoader::clusterLoad
//=============================================================================
// Description: Find the specified sound cluster and direct it to load sounds
//
// Parameters: SoundClusterName name - specifies which cluster to load
//
// Return: false if cluster not yet loaded, true otherwise
//
//=============================================================================
bool SoundLoader::clusterLoad( SoundClusterName name, SoundFileHandler* callbackObj )
{
bool loaded;
rAssert( name < SC_MAX_CLUSTERS );
loaded = m_clusterList[name]->IsLoaded();
if( !loaded )
{
m_clusterList[name]->LoadSounds( callbackObj );
}
return( loaded );
}
void SoundLoader::clusterUnload( SoundClusterName name )
{
rAssert( name < SC_MAX_CLUSTERS );
if( m_clusterList[name]->IsLoaded() )
{
m_clusterList[name]->UnloadSounds();
}
}
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