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CnC_Renegade/Code/WWAudio/AudioSaveLoad.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/WWAudio/AudioSaveLoad.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 9/08/01 10:41a $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "always.h"
#include "audiosaveload.h"
#include "persist.h"
#include "persistfactory.h"
#include "definition.h"
#include "soundchunkids.h"
#include "chunkio.h"
#include "SoundScene.h"
#include "wwmemlog.h"
///////////////////////////////////////////////////////////////////////
// Global singleton instance
///////////////////////////////////////////////////////////////////////
StaticAudioSaveLoadClass _StaticAudioSaveLoadSubsystem;
DynamicAudioSaveLoadClass _DynamicAudioSaveLoadSubsystem;
///////////////////////////////////////////////////////////////////////
// Constants
///////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_STATIC_SCENE = 0x10291220,
CHUNKID_DYNAMIC_SCENE,
CHUNKID_DYNAMIC_VARIABLES
};
enum
{
VARID_INCLUDE_FILE = 0x01,
VARID_CAMERA_TM,
VARID_BACK_COLOR,
VARID_LOGICAL_LISTENER_GLOBAL_SCALE,
VARID_BACKGROUND_MUSIC_NAME
};
///////////////////////////////////////////////////////////////////////
//
// Chunk_ID
//
///////////////////////////////////////////////////////////////////////
uint32
StaticAudioSaveLoadClass::Chunk_ID (void) const
{
return CHUNKID_STATIC_SAVELOAD;
}
///////////////////////////////////////////////////////////////////////
//
// Contains_Data
//
///////////////////////////////////////////////////////////////////////
bool
StaticAudioSaveLoadClass::Contains_Data (void) const
{
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Save
//
///////////////////////////////////////////////////////////////////////
bool
StaticAudioSaveLoadClass::Save (ChunkSaveClass &csave)
{
WWMEMLOG(MEM_SOUND);
bool retval = true;
//
// Save the static sounds
//
SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
if (scene != NULL) {
csave.Begin_Chunk (CHUNKID_STATIC_SCENE);
scene->Save_Static (csave);
csave.End_Chunk ();
}
return retval;
}
///////////////////////////////////////////////////////////////////////
//
// Load
//
///////////////////////////////////////////////////////////////////////
bool
StaticAudioSaveLoadClass::Load (ChunkLoadClass &cload)
{
WWMEMLOG(MEM_SOUND);
bool retval = true;
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
//
// Load the static scene information
//
case CHUNKID_STATIC_SCENE:
{
SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
if (scene != NULL) {
scene->Load_Static (cload);
}
}
break;
}
cload.Close_Chunk ();
}
return retval;
}
//*******************************************************************//
//*
//* Start of DynamicAudioSaveLoadClass
//*
//*******************************************************************//
///////////////////////////////////////////////////////////////////////
//
// Chunk_ID
//
///////////////////////////////////////////////////////////////////////
uint32
DynamicAudioSaveLoadClass::Chunk_ID (void) const
{
return CHUNKID_DYNAMIC_SAVELOAD;
}
///////////////////////////////////////////////////////////////////////
//
// Contains_Data
//
///////////////////////////////////////////////////////////////////////
bool
DynamicAudioSaveLoadClass::Contains_Data (void) const
{
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Save
//
///////////////////////////////////////////////////////////////////////
bool
DynamicAudioSaveLoadClass::Save (ChunkSaveClass &csave)
{
bool retval = true;
//
// Save the static sounds
//
SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
if (scene != NULL) {
csave.Begin_Chunk (CHUNKID_DYNAMIC_VARIABLES);
float global_scale = LogicalListenerClass::Get_Global_Scale ();
StringClass filename = WWAudioClass::Get_Instance ()->Get_Background_Music_Name ();
WRITE_MICRO_CHUNK (csave, VARID_LOGICAL_LISTENER_GLOBAL_SCALE, global_scale);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_BACKGROUND_MUSIC_NAME, filename);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_DYNAMIC_SCENE);
scene->Save_Dynamic (csave);
csave.End_Chunk ();
}
return retval;
}
///////////////////////////////////////////////////////////////////////
//
// Load
//
///////////////////////////////////////////////////////////////////////
bool
DynamicAudioSaveLoadClass::Load (ChunkLoadClass &cload)
{
bool retval = true;
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_DYNAMIC_VARIABLES:
{
//
// Read all the variables from their micro-chunks
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
//
// Load the global scale for logical listeners
//
case VARID_LOGICAL_LISTENER_GLOBAL_SCALE:
{
float global_scale = 1.0F;
LOAD_MICRO_CHUNK (cload, global_scale);
LogicalListenerClass::Set_Global_Scale (global_scale);
break;
}
//
// Load the background music name
//
case VARID_BACKGROUND_MUSIC_NAME:
{
StringClass filename;
LOAD_MICRO_CHUNK_WWSTRING (cload, filename);
WWAudioClass::Get_Instance ()->Set_Background_Music (filename);
break;
}
}
cload.Close_Micro_Chunk ();
}
}
break;
//
// Load the static scene information
//
case CHUNKID_DYNAMIC_SCENE:
{
SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
if (scene != NULL) {
scene->Load_Dynamic (cload);
}
}
break;
}
cload.Close_Chunk ();
}
return retval;
}