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

@ -12,9 +12,9 @@ asset MaterialVertexShader ASSET_TYPE_VERTEXSHADER;
asset MaterialVertexDeclaration ASSET_TYPE_VERTEXDECL;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
asset GfxImage ASSET_TYPE_IMAGE;
// asset snd_alias_list_t ASSET_TYPE_SOUND;
// asset SndCurve ASSET_TYPE_SOUND_CURVE;
// asset LoadedSound ASSET_TYPE_LOADED_SOUND;
asset snd_alias_list_t ASSET_TYPE_SOUND;
asset SndCurve ASSET_TYPE_SOUND_CURVE;
asset LoadedSound ASSET_TYPE_LOADED_SOUND;
// asset clipMap_t ASSET_TYPE_CLIPMAP_MP;
// asset ComWorld ASSET_TYPE_COMWORLD;
// asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
@ -346,6 +346,59 @@ use GfxImageLoadDef;
set action LoadImageData(GfxImageLoadDef, GfxImage);
set arraysize data resourceSize;
// =========================================
// snd_alias_list_t
// =========================================
use snd_alias_list_t;
set string aliasName;
set name aliasName;
set reusable head;
set count head count;
// snd_alias_t
use snd_alias_t;
set string aliasName;
set string subtitle;
set string secondaryAliasName;
set string chainAliasName;
set string mixerGroup;
set reusable soundFile;
set reusable speakerMap;
// SoundFile
set condition SoundFile::u::loadSnd type == SAT_LOADED;
// SpeakerMap
set string SpeakerMap::name;
// StreamedSound
use StreamedSound;
set string dir;
set string name;
// =========================================
// SndCurve
// =========================================
use SndCurve;
set string filename;
set name filename;
// =========================================
// LoadedSound
// =========================================
use LoadedSound;
set string name;
set name name;
// MssSound
use MssSound;
set block data XFILE_BLOCK_TEMP;
set reusable data;
set count data info::data_len;
set condition info::data_ptr never;
set condition info::initial_ptr never;
set action SetSoundData(MssSound);
// =========================================
// RawFile
// =========================================