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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-12-29 13:31:51 +00:00

refactor: streamline sound dumping

This commit is contained in:
Jan Laupetin
2025-07-31 20:57:13 +01:00
parent 566f3994e3
commit 58de885ebe
27 changed files with 638 additions and 617 deletions

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@@ -8,7 +8,7 @@
#include "Maps/MapEntsDumperIW3.h"
#include "ObjWriting.h"
#include "RawFile/RawFileDumperIW3.h"
#include "Sound/AssetDumperLoadedSound.h"
#include "Sound/LoadedSoundDumperIW3.h"
#include "StringTable/StringTableDumperIW3.h"
#include "Weapon/AssetDumperWeapon.h"
@@ -33,7 +33,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
DUMP_ASSET_POOL(image::Dumper, m_image, ASSET_TYPE_IMAGE)
// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound, ASSET_TYPE_SOUND)
// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve, ASSET_TYPE_SOUND_CURVE)
DUMP_ASSET_POOL(AssetDumperLoadedSound, m_loaded_sound, ASSET_TYPE_LOADED_SOUND)
DUMP_ASSET_POOL(sound::LoadedSoundDumper, m_loaded_sound, ASSET_TYPE_LOADED_SOUND)
// DUMP_ASSET_POOL(AssetDumperClipMap, m_clip_map, ASSET_TYPE_CLIPMAP_PVS)
// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world, ASSET_TYPE_COMWORLD)
// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp, ASSET_TYPE_GAMEWORLD_SP)

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@@ -1,46 +0,0 @@
#include "AssetDumperLoadedSound.h"
#include "Sound/WavTypes.h"
#include "Sound/WavWriter.h"
#include <format>
using namespace IW3;
bool AssetDumperLoadedSound::ShouldDump(XAssetInfo<LoadedSound>* asset)
{
return true;
}
void AssetDumperLoadedSound::DumpWavPcm(const LoadedSound* asset, std::ostream& stream)
{
const WavWriter writer(stream);
const WavMetaData metaData{.channelCount = static_cast<unsigned>(asset->sound.info.channels),
.samplesPerSec = static_cast<unsigned>(asset->sound.info.rate),
.bitsPerSample = static_cast<unsigned>(asset->sound.info.bits)};
writer.WritePcmHeader(metaData, asset->sound.info.data_len);
writer.WritePcmData(asset->sound.data, asset->sound.info.data_len);
}
void AssetDumperLoadedSound::DumpAsset(AssetDumpingContext& context, XAssetInfo<LoadedSound>* asset)
{
const auto* loadedSound = asset->Asset();
const auto assetFile = context.OpenAssetFile(std::format("sound/{}", asset->m_name));
if (!assetFile)
return;
auto& stream = *assetFile;
switch (static_cast<WavFormat>(loadedSound->sound.info.format))
{
case WavFormat::PCM:
DumpWavPcm(loadedSound, stream);
break;
default:
std::cerr << std::format("Unknown format {} for loaded sound: {}\n", loadedSound->sound.info.format, loadedSound->name);
break;
}
}

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@@ -0,0 +1,52 @@
#include "LoadedSoundDumperIW3.h"
#include "Sound/WavTypes.h"
#include "Sound/WavWriter.h"
#include <format>
using namespace IW3;
namespace
{
void DumpWavPcm(const LoadedSound* asset, std::ostream& stream)
{
const WavWriter writer(stream);
const WavMetaData metaData{.channelCount = static_cast<unsigned>(asset->sound.info.channels),
.samplesPerSec = static_cast<unsigned>(asset->sound.info.rate),
.bitsPerSample = static_cast<unsigned>(asset->sound.info.bits)};
writer.WritePcmHeader(metaData, asset->sound.info.data_len);
writer.WritePcmData(asset->sound.data, asset->sound.info.data_len);
}
} // namespace
namespace IW3::sound
{
bool LoadedSoundDumper::ShouldDump(XAssetInfo<LoadedSound>* asset)
{
return true;
}
void LoadedSoundDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<LoadedSound>* asset)
{
const auto* loadedSound = asset->Asset();
const auto assetFile = context.OpenAssetFile(std::format("sound/{}", asset->m_name));
if (!assetFile)
return;
auto& stream = *assetFile;
switch (static_cast<WavFormat>(loadedSound->sound.info.format))
{
case WavFormat::PCM:
DumpWavPcm(loadedSound, stream);
break;
default:
std::cerr << std::format("Unknown format {} for loaded sound: {}\n", loadedSound->sound.info.format, loadedSound->name);
break;
}
}
} // namespace IW3::sound

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@@ -3,14 +3,12 @@
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW3/IW3.h"
namespace IW3
namespace IW3::sound
{
class AssetDumperLoadedSound final : public AbstractAssetDumper<LoadedSound>
class LoadedSoundDumper final : public AbstractAssetDumper<LoadedSound>
{
static void DumpWavPcm(const LoadedSound* asset, std::ostream& stream);
protected:
bool ShouldDump(XAssetInfo<LoadedSound>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<LoadedSound>* asset) override;
};
} // namespace IW3
} // namespace IW3::sound