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https://github.com/OpenDiablo2/OpenDiablo2
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* Working sound engine and sound environments * Clean up sounds.txt loader * Make global volume settings apply properly Als shuffle some stuff around * Reset sound engine on game unload
95 lines
2.0 KiB
Go
95 lines
2.0 KiB
Go
package d2datadict
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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)
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// SoundEntry represents a sound entry
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type SoundEntry struct {
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Handle string
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Index int
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FileName string
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Volume int
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GroupSize int
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Loop bool
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FadeIn int
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FadeOut int
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DeferInst bool
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StopInst bool
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Duration int
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Compound int
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Reverb int
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Falloff int
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Cache bool
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AsyncOnly bool
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Priority int
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Stream bool
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Stereo bool
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Tracking bool
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Solo bool
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MusicVol bool
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Block1 int
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Block2 int
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Block3 int
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}
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// Sounds stores all of the SoundEntries
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//nolint:gochecknoglobals // Currently global by design, only written once
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var Sounds map[string]SoundEntry
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// LoadSounds loads SoundEntries from sounds.txt
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func LoadSounds(file []byte) {
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Sounds = make(map[string]SoundEntry)
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d := d2common.LoadDataDictionary(file)
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for d.Next() {
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entry := SoundEntry{
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Handle: d.String("Sound"),
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Index: d.Number("Index"),
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FileName: d.String("FileName"),
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Volume: d.Number("Volume"),
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GroupSize: d.Number("Group Size"),
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Loop: d.Bool("Loop"),
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FadeIn: d.Number("Fade In"),
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FadeOut: d.Number("Fade Out"),
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DeferInst: d.Bool("Defer Inst"),
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StopInst: d.Bool("Stop Inst"),
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Duration: d.Number("Duration"),
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Compound: d.Number("Compound"),
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Reverb: d.Number("Reverb"),
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Falloff: d.Number("Falloff"),
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Cache: d.Bool("Cache"),
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AsyncOnly: d.Bool("Async Only"),
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Priority: d.Number("Priority"),
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Stream: d.Bool("Stream"),
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Stereo: d.Bool("Stereo"),
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Tracking: d.Bool("Tracking"),
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Solo: d.Bool("Solo"),
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MusicVol: d.Bool("Music Vol"),
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Block1: d.Number("Block 1"),
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Block2: d.Number("Block 2"),
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Block3: d.Number("Block 3"),
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}
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Sounds[entry.Handle] = entry
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}
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if d.Err != nil {
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panic(d.Err)
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}
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log.Printf("Loaded %d sound definitions", len(Sounds))
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}
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// SelectSoundByIndex selects a sound by its ID
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func SelectSoundByIndex(index int) *SoundEntry {
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for _, el := range Sounds {
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if el.Index == index {
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return &el
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}
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}
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return nil
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}
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