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refactor: move iw3,iw4,iw5,t5 dumpers into seperate folders
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46
src/ObjWriting/Game/IW3/Sound/AssetDumperLoadedSound.cpp
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46
src/ObjWriting/Game/IW3/Sound/AssetDumperLoadedSound.cpp
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#include "AssetDumperLoadedSound.h"
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#include "Sound/WavTypes.h"
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#include "Sound/WavWriter.h"
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#include <format>
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using namespace IW3;
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bool AssetDumperLoadedSound::ShouldDump(XAssetInfo<LoadedSound>* asset)
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{
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return true;
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}
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void AssetDumperLoadedSound::DumpWavPcm(const LoadedSound* asset, std::ostream& stream)
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{
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const WavWriter writer(stream);
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const WavMetaData metaData{.channelCount = static_cast<unsigned>(asset->sound.info.channels),
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.samplesPerSec = static_cast<unsigned>(asset->sound.info.rate),
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.bitsPerSample = static_cast<unsigned>(asset->sound.info.bits)};
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writer.WritePcmHeader(metaData, asset->sound.info.data_len);
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writer.WritePcmData(asset->sound.data, asset->sound.info.data_len);
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}
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void AssetDumperLoadedSound::DumpAsset(AssetDumpingContext& context, XAssetInfo<LoadedSound>* asset)
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{
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const auto* loadedSound = asset->Asset();
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const auto assetFile = context.OpenAssetFile(std::format("sound/{}", asset->m_name));
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if (!assetFile)
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return;
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auto& stream = *assetFile;
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switch (static_cast<WavFormat>(loadedSound->sound.info.format))
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{
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case WavFormat::PCM:
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DumpWavPcm(loadedSound, stream);
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break;
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default:
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std::cerr << std::format("Unknown format {} for loaded sound: {}\n", loadedSound->sound.info.format, loadedSound->name);
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break;
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}
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}
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