jak-project/game/overlord/sbank.cpp

101 lines
2.1 KiB
C++

#include "sbank.h"
#include <cstring>
#include "soundcommon.h"
constexpr int N_BANKS = 3;
SoundBank* gBanks[N_BANKS];
SoundBank gCommonBank;
SoundBank gLevelBank[2];
void sbank_init_globals() {
gBanks[0] = &gCommonBank;
gBanks[1] = &gLevelBank[0];
gBanks[2] = &gLevelBank[1];
memset((void*)&gCommonBank, 0, sizeof(gCommonBank));
memset((void*)&gLevelBank, 0, sizeof(gLevelBank));
}
void InitBanks() {
for (auto& gBank : gBanks) {
gBank->bank_handle = 0;
gBank->sound_count = 0;
strcpy(gBank->name, "<unused>");
}
}
SoundBank* AllocateBank() {
int idx = 0;
// find a bank with unk1 = 0, or return nullptr if none exists
while (true) {
if (idx >= N_BANKS) {
return nullptr;
}
if (gBanks[idx]->bank_handle == 0) {
break;
}
idx++;
}
// Funny hack: The loader will read this out of the destination buffer in order to determine how
// many sectors of sound name mapping it needs to read.
if (idx == 0) {
gBanks[0]->sound_count = 0x3fe;
} else {
gBanks[idx]->sound_count = 0x65;
}
return gBanks[idx];
}
s32 LookupSoundIndex(const char* name, SoundBank** bank_out) {
int idx = 0;
while (true) {
if (idx > N_BANKS - 1) {
return -1;
}
auto& bank = gBanks[idx];
if (bank->bank_handle == 0) {
break;
}
for (int i = 0; i < (int)bank->sound_count; i++) {
if (memcmp(bank->sound[i].name, name, 16) == 0) {
*bank_out = bank;
return i;
}
}
idx++;
}
return -1;
}
// name should be a 16-byte "sound name"
SoundBank* LookupBank(const char* name) {
int idx = N_BANKS - 1;
while (true) {
if (idx < 0) {
return nullptr; // not found.
}
auto& bank = gBanks[idx];
// they had some weird stuff here that took advantage of the fact that this region was
// 16-byte aligned, so it probably wasn't a memcmp, but this is easier.
if (memcmp(bank->name, name, 16) == 0) {
return bank;
}
idx--;
}
}
void ReloadBankInfo() {
for (auto& b : gBanks) {
if (b->bank_handle) {
ReadBankSoundInfo(b, b, 1);
}
}
}