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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-18 17:26:05 -04:00
OpenDiablo2/d2common/d2data/d2datadict/soundenviron.go
lord 0218cad717
organize d2common pakage (#716)
* move music path enumerations into d2resource

* move text dictionary (.tbl) loader into d2fileformats sub-package d2tbl

* lint fix, add doc file for d2tbl

* moved data_dictionary.go into d2fileformats sub-package d2txt, added doc file

* added sub-packages d2geom for geometry-related things, and d2path for path-related things

* moved calcstring.go to d2calculation

* move bitmuncher, bitstream, stream reader/writer from d2common into sub-package d2datautils

* fix lint errors in d2datadict loaders (caused by moving stuf around in d2common)

* move size.go into d2geom

* move d2common/cache.go into sub-package d2common/d2cache

* renamed d2debugutil to d2util, moved utility functions from d2common into d2util
2020-09-08 15:58:35 -04:00

82 lines
2.3 KiB
Go

package d2datadict
import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2txt"
)
// SoundEnvironRecord describes the different sound environments. Not listed on Phrozen Keep.
type SoundEnvironRecord struct {
Handle string
Index int
Song int
DayAmbience int
NightAmbience int
DayEvent int
NightEvent int
EventDelay int
Indoors int
Material1 int
Material2 int
EAXEnviron int
EAXEnvSize int
EAXEnvDiff int
EAXRoomVol int
EAXRoomHF int
EAXDecayTime int
EAXDecayHF int
EAXReflect int
EAXReflectDelay int
EAXReverb int
EAXRevDelay int
EAXRoomRoll int
EAXAirAbsorb int
}
// SoundEnvirons contains the SoundEnviron records
//nolint:gochecknoglobals // Currently global by design, only written once
var SoundEnvirons map[int]*SoundEnvironRecord
// LoadSoundEnvirons loads SoundEnvirons from the supplied file
func LoadSoundEnvirons(file []byte) {
SoundEnvirons = make(map[int]*SoundEnvironRecord)
d := d2txt.LoadDataDictionary(file)
for d.Next() {
record := &SoundEnvironRecord{
Handle: d.String("Handle"),
Index: d.Number("Index"),
Song: d.Number("Song"),
DayAmbience: d.Number("Day Ambience"),
NightAmbience: d.Number("Night Ambience"),
DayEvent: d.Number("Day Event"),
NightEvent: d.Number("Night Event"),
EventDelay: d.Number("Event Delay"),
Indoors: d.Number("Indoors"),
Material1: d.Number("Material 1"),
Material2: d.Number("Material 2"),
EAXEnviron: d.Number("EAX Environ"),
EAXEnvSize: d.Number("EAX Env Size"),
EAXEnvDiff: d.Number("EAX Env Diff"),
EAXRoomVol: d.Number("EAX Room Vol"),
EAXRoomHF: d.Number("EAX Room HF"),
EAXDecayTime: d.Number("EAX Decay Time"),
EAXDecayHF: d.Number("EAX Decay HF"),
EAXReflect: d.Number("EAX Reflect"),
EAXReflectDelay: d.Number("EAX Reflect Delay"),
EAXReverb: d.Number("EAX Reverb"),
EAXRevDelay: d.Number("EAX Rev Delay"),
EAXRoomRoll: d.Number("EAX Room Roll"),
EAXAirAbsorb: d.Number("EAX Air Absorb"),
}
SoundEnvirons[record.Index] = record
}
if d.Err != nil {
panic(d.Err)
}
log.Printf("Loaded %d SoundEnviron records", len(SoundEnvirons))
}