jak-project/game/sound/989snd/sfxblock2.cpp
Ziemas 749611d47c
Prevent putting nullptr into child sound list (#2072)
CreateChildSound did not check for nullptr return from
soundbank::make_handler, which would happen for sounds with no grains.

Prevent further problems with this by switching to optional instead of
passing nullptr.
2022-12-30 23:15:43 -05:00

103 lines
3 KiB
C++

#include "sfxblock2.h"
#include "blocksound_handler.h"
#include "common/log/log.h"
namespace snd {
SFXBlock2::SFXBlock2(locator& loc, u32 id, BankTag* tag)
: SoundBank(id, BankType::SFX), m_locator(loc) {
auto data = (SFXBlockData2*)tag;
auto sounddata = (SFX2Data*)((uintptr_t)data + data->FirstSound);
auto userdata = (SFXUserData*)((uintptr_t)data + data->SFXUD);
for (int i = 0; i < data->NumSounds; i++) {
SFX2 sound;
sound.index = i;
sound.d = sounddata[i];
sound.user_data = userdata[i];
m_sounds.push_back(std::move(sound));
}
for (auto& sound : m_sounds) {
auto graindata = (SFXGrain2*)((uintptr_t)data + data->FirstGrain + sound.d.FirstGrain);
for (int i = 0; i < sound.d.NumGrains; i++) {
SFXGrain2& grain = graindata[i];
sound.grains.push_back(new_grain((grain_type)grain.OpcodeData.type, grain,
(u8*)((uintptr_t)data + data->GrainData)));
}
}
auto names = (SFXBlockNames*)((uintptr_t)data + data->BlockNames);
char buf[8];
strncpy(buf, (char*)names->BlockName, 8);
m_name = buf;
if (names->SFXNameTableOffset != 0) {
// The sound names are hashed and divided up into 32 buckets
// to reduce the number of comparisons needed to search the list.
// An empty name entry signifies the end of each bucket.
// Let's go through all the buckets and collect the names.
auto name_table = (SFXName*)((uintptr_t)names + names->SFXNameTableOffset);
for (int i = 0; i < 32; i++) {
auto name = &name_table[names->SFXHashOffsets[i]];
while (name->Name[0] != 0) {
char buf[16];
strncpy(buf, (char*)name->Name, 16);
std::string str(buf);
if (m_names.find(str) == m_names.end()) {
m_names[str] = name->Index;
}
m_sounds.at(name->Index).name = str;
name++;
}
}
}
auto idx = 0;
for (auto& s : m_sounds) {
lg::warn("sound {} : {}", idx, s.name);
idx++;
}
}
std::optional<std::unique_ptr<sound_handler>> SFXBlock2::make_handler(voice_manager& vm,
u32 sound_id,
s32 vol,
s32 pan,
SndPlayParams& params) {
if (sound_id >= m_sounds.size()) {
lg::error("out of bounds sound_id");
return std::nullopt;
}
auto& SFX = m_sounds[sound_id];
if (SFX.grains.empty()) {
return std::nullopt;
}
auto handler =
std::make_unique<blocksound_handler>(*this, m_sounds[sound_id], vm, vol, pan, params);
return handler;
}
std::optional<u32> SFXBlock2::get_sound_by_name(const char* name) {
// lg::error("searching for sound {}", name);
// for (auto& s : m_names) {
// lg::error("{}", s.first);
// }
auto sound = m_names.find(name);
if (sound != m_names.end()) {
return sound->second;
}
return std::nullopt;
}
} // namespace snd