2
0
mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-02-10 17:43:03 +00:00

Add support for loading sound assets from iw4 zones

This commit is contained in:
Jan
2020-09-08 12:11:16 +02:00
parent 79848b4631
commit d35560ccd7
8 changed files with 246 additions and 37 deletions

View File

@@ -113,9 +113,9 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
m_material_vertex_decl = nullptr;
m_technique_set = nullptr;
m_image = nullptr;
// m_sound = nullptr;
// m_sound_curve = nullptr;
// m_loaded_sound = nullptr;
m_sound = nullptr;
m_sound_curve = nullptr;
m_loaded_sound = nullptr;
// m_clip_map = nullptr;
// m_com_world = nullptr;
// m_game_world_sp = nullptr;
@@ -165,9 +165,9 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
@@ -225,9 +225,9 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
@@ -294,9 +294,9 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
// CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
// CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
// CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
// CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap);
// CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap);
// CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
@@ -354,9 +354,9 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
// CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
// CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
// CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
// CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map);
// CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, m_clip_map);
// CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);