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/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
View class for Radio Communications HUD Overlay
*/
#include <mutex>
#include "RadioVox.h"
#include "RadioView.h"
#include "AudioConfig.h"
#include "DataLoader.h"
#include "Game.h"
#include "Sound.h"
// +====================================================================+
//
// RADIO VOX CONTROLLER:
//
DWORD WINAPI VoxUpdateProc(LPVOID link);
class RadioVoxController
{
public:
enum { MAX_QUEUE = 5 };
RadioVoxController();
~RadioVoxController();
bool Add(RadioVox* vox);
void Update();
DWORD UpdateThread();
bool shutdown;
HANDLE hthread;
List<RadioVox> queue;
std::mutex sync;
};
static RadioVoxController* controller = 0;
// +--------------------------------------------------------------------+
RadioVoxController::RadioVoxController()
: hthread(0), shutdown(false)
{
DWORD thread_id = 0;
hthread = CreateThread(0, 4096, VoxUpdateProc,
(LPVOID) this, 0, &thread_id);
}
// +--------------------------------------------------------------------+
RadioVoxController::~RadioVoxController()
{
shutdown = true;
WaitForSingleObject(hthread, 500);
CloseHandle(hthread);
hthread = 0;
queue.destroy();
}
// +--------------------------------------------------------------------+
DWORD WINAPI VoxUpdateProc(LPVOID link)
{
RadioVoxController* controller = (RadioVoxController*) link;
if (controller)
return controller->UpdateThread();
return (DWORD) E_POINTER;
}
// +--------------------------------------------------------------------+
DWORD
RadioVoxController::UpdateThread()
{
while (!shutdown) {
Update();
Sleep(50);
}
return 0;
}
// +--------------------------------------------------------------------+
void
RadioVoxController::Update()
{
const std::lock_guard<std::mutex> lock(sync);
if (queue.size()) {
RadioVox* vox = queue.first();
if (!vox->Update())
delete queue.removeIndex(0);
}
}
bool
RadioVoxController::Add(RadioVox* vox)
{
if (!vox || vox->sounds.isEmpty())
return false;
const std::lock_guard<std::mutex> lock(sync);
if (queue.size() < MAX_QUEUE) {
queue.append(vox);
return true;
}
return false;
}
// +====================================================================+
//
// RADIO VOX MESSAGE:
//
void
RadioVox::Initialize()
{
if (!controller) {
controller = new RadioVoxController;
}
}
void
RadioVox::Close()
{
delete controller;
controller = 0;
}
// +--------------------------------------------------------------------+
RadioVox::RadioVox(int n, const char* p, const char* m)
: path(p), message(m), index(0), channel(n)
{
}
RadioVox::~RadioVox()
{
sounds.destroy();
}
// +--------------------------------------------------------------------+
bool
RadioVox::AddPhrase(const char* key)
{
if (AudioConfig::VoxVolume() <= AudioConfig::Silence())
return false;
DataLoader* loader = DataLoader::GetLoader();
if (!loader)
return false;
if (key && *key) {
char datapath[256];
char filename[256];
sprintf_s(datapath, "Vox/%s/", path.data());
sprintf_s(filename, "%s.wav", key);
bool use_fs = loader->IsFileSystemEnabled();
Sound* sound = 0;
loader->UseFileSystem(true);
loader->SetDataPath(datapath);
loader->LoadSound(filename, sound, Sound::LOCALIZED, true); // optional sound
loader->SetDataPath(0);
loader->UseFileSystem(use_fs);
if (sound) {
sound->SetVolume(AudioConfig::VoxVolume());
sound->SetFlags(Sound::LOCALIZED | Sound::LOCKED);
sound->SetFilename(filename);
sounds.append(sound);
return true;
}
}
return false;
}
// +--------------------------------------------------------------------+
bool
RadioVox::Start()
{
if (controller)
return controller->Add(this);
return false;
}
bool
RadioVox::Update()
{
if (message.length()) {
RadioView::Message(message);
message = "";
}
bool active = false;
while (!active && index < sounds.size()) {
Sound* s = sounds[index];
if (s->IsReady()) {
if (channel & 1)
s->SetPan(channel * -3000);
else
s->SetPan(channel * 3000);
s->Play();
active = true;
}
else if (s->IsPlaying()) {
s->Update();
active = true;
}
else {
index++;
}
}
return active;
}
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