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refactor: streamline sound dumping
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52
src/ObjWriting/Game/IW5/Sound/LoadedSoundDumperIW5.cpp
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52
src/ObjWriting/Game/IW5/Sound/LoadedSoundDumperIW5.cpp
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#include "LoadedSoundDumperIW5.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 IW5;
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namespace
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{
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void 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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} // namespace
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namespace IW5::sound
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{
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bool LoadedSoundDumper::ShouldDump(XAssetInfo<LoadedSound>* asset)
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{
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return true;
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}
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void LoadedSoundDumper::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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} // namespace IW5::sound
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