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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: vcd_sound_check.cpp : Defines the entry point for the console application.
//
//=============================================================================//
#include "cbase.h"
#include <stdio.h>
#include <windows.h>
#include "tier0/dbg.h"
#include "utldict.h"
#include "tier1/UtlLinkedList.h"
#include "filesystem.h"
#include "FileSystem_Tools.h"
#include "KeyValues.h"
#include "cmdlib.h"
#include "scriplib.h"
#include "vstdlib/random.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "choreoscene.h"
#include "choreoevent.h"
#include "choreoactor.h"
#include "choreochannel.h"
#include "iscenetokenprocessor.h"
bool uselogfile = false;
struct AnalysisData { CUtlSymbolTable symbols; };
static AnalysisData g_Analysis;
IFileSystem *filesystem = NULL; static CUniformRandomStream g_Random; IUniformRandomStream *random = &g_Random;
ISoundEmitterSystemBase *soundemitter = NULL;
static bool spewed = false; static bool spewmoveto = false; static bool vcdonly= false;
//-----------------------------------------------------------------------------
// Purpose: Helper for parsing scene data file
//-----------------------------------------------------------------------------
class CSceneTokenProcessor : public ISceneTokenProcessor { public: const char *CurrentToken( void ); bool GetToken( bool crossline ); bool TokenAvailable( void ); void Error( const char *fmt, ... ); };
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CSceneTokenProcessor::CurrentToken( void ) { return token; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : crossline -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::GetToken( bool crossline ) { return ::GetToken( crossline ) ? true : false; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::TokenAvailable( void ) { return ::TokenAvailable() ? true : false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *fmt -
// ... -
//-----------------------------------------------------------------------------
void CSceneTokenProcessor::Error( const char *fmt, ... ) { char string[ 2048 ]; va_list argptr; va_start( argptr, fmt ); Q_vsnprintf( string, sizeof(string), fmt, argptr ); va_end( argptr );
Warning( "%s", string ); Assert(0); }
static CSceneTokenProcessor g_TokenProcessor;
SpewRetval_t SpewFunc( SpewType_t type, char const *pMsg ) { spewed = true;
printf( "%s", pMsg ); OutputDebugString( pMsg ); if ( type == SPEW_ERROR ) { printf( "\n" ); OutputDebugString( "\n" ); }
return SPEW_CONTINUE; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : depth -
// *fmt -
// ... -
//-----------------------------------------------------------------------------
void vprint( int depth, const char *fmt, ... ) { char string[ 8192 ]; va_list va; va_start( va, fmt ); vsprintf( string, fmt, va ); va_end( va );
FILE *fp = NULL;
if ( uselogfile ) { fp = fopen( "log.txt", "ab" ); }
while ( depth-- > 0 ) { printf( " " ); OutputDebugString( " " ); if ( fp ) { fprintf( fp, " " ); } }
::printf( "%s", string ); OutputDebugString( string );
if ( fp ) { char *p = string; while ( *p ) { if ( *p == '\n' ) { fputc( '\r', fp ); } fputc( *p, fp ); p++; } fclose( fp ); } }
void logprint( char const *logfile, const char *fmt, ... ) { char string[ 8192 ]; va_list va; va_start( va, fmt ); vsprintf( string, fmt, va ); va_end( va );
FILE *fp = NULL; static bool first = true; if ( first ) { first = false; fp = fopen( logfile, "wb" ); } else { fp = fopen( logfile, "ab" ); } if ( fp ) { char *p = string; while ( *p ) { if ( *p == '\n' ) { fputc( '\r', fp ); } fputc( *p, fp ); p++; } fclose( fp ); } }
void Con_Printf( const char *fmt, ... ) { va_list args; static char output[1024];
va_start( args, fmt ); vprintf( fmt, args ); vsprintf( output, fmt, args );
vprint( 0, output ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void printusage( void ) { vprint( 0, "usage: vcd_sound_check <.wav root directory> <scenes root directory>\n\
\t-v = verbose output\n\ \t-m = spew moveto info\n\ \t-o = spew vcd overlap info only\n\ \t-l = log to file log.txt\n\ \ne.g.: vcd_sound_check -l u:/hl2/hl2/sound/vo u:/hl2/hl2/scenes\n" );
// Exit app
exit( 1 ); }
void BuildFileList_R( CUtlVector< CUtlSymbol >& files, char const *dir, char const *extension ) { WIN32_FIND_DATA wfd;
char directory[ 256 ]; char filename[ 256 ]; HANDLE ff;
sprintf( directory, "%s\\*.*", dir );
if ( ( ff = FindFirstFile( directory, &wfd ) ) == INVALID_HANDLE_VALUE ) return;
int extlen = strlen( extension );
do { if ( wfd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY ) {
if ( wfd.cFileName[ 0 ] == '.' ) continue;
// Recurse down directory
sprintf( filename, "%s\\%s", dir, wfd.cFileName ); BuildFileList_R( files, filename, extension ); } else { int len = strlen( wfd.cFileName ); if ( len > extlen ) { if ( !stricmp( &wfd.cFileName[ len - extlen ], extension ) ) { char filename[ MAX_PATH ]; Q_snprintf( filename, sizeof( filename ), "%s\\%s", dir, wfd.cFileName ); _strlwr( filename );
Q_FixSlashes( filename );
CUtlSymbol sym = g_Analysis.symbols.AddString( filename ); files.AddToTail( sym );
if ( !( files.Count() % 3000 ) ) { vprint( 0, "...found %i .%s files\n", files.Count(), extension ); } } } } } while ( FindNextFile( ff, &wfd ) ); }
void BuildFileList( CUtlVector< CUtlSymbol >& files, char const *rootdir, char const *extension ) { files.RemoveAll(); BuildFileList_R( files, rootdir, extension ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CheckLogFile( void ) { if ( uselogfile ) { _unlink( "log.txt" ); vprint( 0, " Outputting to log.txt\n" ); } }
void PrintHeader() { vprint( 0, "Valve Software - vcd_sound_check.exe (%s)\n", __DATE__ ); vprint( 0, "--- Voice Wav File .vcd Checker ---\n" ); }
//-----------------------------------------------------------------------------
// Purpose: For each .wav file in the list, see if any vcd file in the list references it
// First build an index of .wav to .vcd mappings, then search wav list and print results
// Input : vcdfiles -
// wavfiles -
//-----------------------------------------------------------------------------
struct VCDList { VCDList() { }
VCDList( const VCDList& src ) { int c = src.vcds.Count(); for ( int i = 0 ; i < c; i++ ) { vcds.AddToTail( src.vcds[ i ] ); } }
VCDList& operator =( const VCDList& src ) { if ( this == &src ) return *this;
int c = src.vcds.Count(); for ( int i = 0 ; i < c; i++ ) { vcds.AddToTail( src.vcds[ i ] ); }
return *this; }
CUtlVector< CUtlSymbol > vcds; };
static int ecounter = 0;
void SpewMoveto( bool first, char const *vcdname, CChoreoEvent *e ) { if ( !spewmoveto ) return;
//
if ( first ) { ecounter = 0; }
logprint( "moveto.txt", "\"%s\",%i,\"%s\",%.3f,\"%s\",%s\n", vcdname, ++ecounter, e->GetName(), e->GetStartTime(), e->GetParameters(), e->IsResumeCondition() ? "YES" : "no" ); }
static bool ChoreEventStartTimeLessFunc( CChoreoEvent * const &p1, CChoreoEvent * const &p2 ) { CChoreoEvent *e1; CChoreoEvent *e2;
e1 = const_cast< CChoreoEvent * >( p1 ); e2 = const_cast< CChoreoEvent * >( p2 );
return e1->GetStartTime() < e2->GetStartTime(); }
static bool IsFlexTrackBeingUsed( CChoreoEvent *event, char const *trackName ) { int tc = event->GetNumFlexAnimationTracks(); for ( int track = 0; track < tc; ++track ) { CFlexAnimationTrack *t = event->GetFlexAnimationTrack( track ); if ( !t->IsTrackActive() ) { continue; }
int sampleCountNormal = t->GetNumSamples( 0 ); int sampleCountBalance = 0; if ( t->IsComboType() ) { sampleCountBalance = t->GetNumSamples( 1 ); }
if ( !sampleCountNormal && !sampleCountBalance ) continue;
// Otherwise, see if the test track has this as an active track
if ( !Q_stricmp( t->GetFlexControllerName(), trackName ) ) { return true; } } return false; }
static bool EventCollidesWithRows( CUtlLinkedList< CChoreoEvent*, int >& list, CChoreoEvent *event, char *trackName, size_t trackNameLength ) { float st = event->GetStartTime(); float ed = event->GetEndTime();
for ( int i = list.Head(); i != list.InvalidIndex(); i = list.Next( i ) ) { CChoreoEvent *test = list[ i ];
float teststart = test->GetStartTime(); float testend = test->GetEndTime();
// See if spans overlap
if ( teststart >= ed ) continue; if ( testend <= st ) continue;
// Now see if they deal with the same flex controller
int tc = event->GetNumFlexAnimationTracks(); for ( int track = 0; track < tc; ++track ) { CFlexAnimationTrack *t = event->GetFlexAnimationTrack( track ); if ( !t->IsTrackActive() ) { continue; }
int sampleCountNormal = t->GetNumSamples( 0 ); int sampleCountBalance = 0; if ( t->IsComboType() ) { sampleCountBalance = t->GetNumSamples( 1 ); }
if ( !sampleCountNormal && !sampleCountBalance ) continue;
// Otherwise, see if the test track has this as an active track
if ( IsFlexTrackBeingUsed( test, t->GetFlexControllerName() ) ) { Q_strncpy( trackName, t->GetFlexControllerName(), trackNameLength ); return true; } } return false; }
return false; }
void CheckForOverlappingFlexTracks( CChoreoScene *scene ) { for ( int a = 0; a < scene->GetNumActors(); ++a ) { CChoreoActor *actor = scene->GetActor( a );
CUtlRBTree< CChoreoEvent * > actorFlexEvents( 0, 0, ChoreEventStartTimeLessFunc );
for ( int c = 0; c < actor->GetNumChannels(); ++c ) { CChoreoChannel *channel = actor->GetChannel( c ); for ( int e = 0 ; e < channel->GetNumEvents(); ++e ) { CChoreoEvent *event = channel->GetEvent( e );
if ( event->GetType() != CChoreoEvent::FLEXANIMATION ) continue;
actorFlexEvents.Insert( event ); } }
CUtlVector< CUtlLinkedList< CChoreoEvent*, int > > rows;
bool done = false; int i; // Now check for overlaps
for ( i = actorFlexEvents.FirstInorder(); i != actorFlexEvents.InvalidIndex() && !done; i = actorFlexEvents.NextInorder( i ) ) { CChoreoEvent *e = actorFlexEvents[ i ]; if ( !rows.Count() ) { rows.AddToTail();
CUtlLinkedList< CChoreoEvent*, int >& list = rows[ 0 ]; list.AddToHead( e ); continue; }
// Does it come totally after what's in rows[0]?
int rowCount = rows.Count(); bool addrow = true;
for ( int j = 0; j < rowCount; j++ ) { CUtlLinkedList< CChoreoEvent*, int >& list = rows[ j ];
char offender[ 256 ]; if ( !EventCollidesWithRows( list, e, offender, sizeof( offender ) ) ) { // Update row event list
list.AddToHead( e ); addrow = false; break; } else { Msg( "[%s] has overlapping events for actor [%s] [%s] [flex: %s]\n", scene->GetFilename(), actor->GetName(), e->GetName(), offender ); done = true; } }
if ( addrow ) { // Add a new row
int idx = rows.AddToTail(); CUtlLinkedList< CChoreoEvent *, int >& list = rows[ idx ]; list.AddToHead( e ); } }
// Assert( rows.Count() <= 1 );
} }
void ProcessVCD( CUtlDict< VCDList, int >& database, CUtlSymbol& vcdname ) { // vprint( 0, "Processing '%s'\n", g_Analysis.symbols.String( vcdname ) );
// Load the .vcd
char fullname[ 512 ]; Q_snprintf( fullname, sizeof( fullname ), "%s", g_Analysis.symbols.String( vcdname ) );
LoadScriptFile( fullname ); CChoreoScene *scene = ChoreoLoadScene( fullname, NULL, &g_TokenProcessor, Con_Printf ); if ( scene ) { bool first = true; // Now iterate the events looking for speak events
int c = scene->GetNumEvents(); for ( int i = 0; i < c; i++ ) { CChoreoEvent *e = scene->GetEvent( i );
if ( e->GetType() == CChoreoEvent::MOVETO ) { SpewMoveto( first, fullname, e ); first = false; }
if ( e->GetType() != CChoreoEvent::SPEAK ) continue;
// Look up sound in sound emitter system
char const *wavename = soundemitter->GetWavFileForSound( e->GetParameters(), NULL ); if ( !wavename || !wavename[ 0 ] ) { continue; }
char fullwavename[ 512 ]; Q_snprintf( fullwavename, sizeof( fullwavename ), "%ssound\\%s", gamedir, wavename ); Q_FixSlashes( fullwavename );
// Now add to proper slot
VCDList *entry = NULL;
// Add vcd to database
int slot = database.Find( fullwavename ); if ( slot == database.InvalidIndex() ) { VCDList nullEntry; slot = database.Insert( fullwavename, nullEntry ); }
entry = &database[ slot ]; if ( entry->vcds.Find( vcdname ) == entry->vcds.InvalidIndex() ) { entry->vcds.AddToTail( vcdname ); } }
if ( vcdonly ) { CheckForOverlappingFlexTracks( scene ); } } delete scene; }
void CorrelateWavsAndVCDs( CUtlVector< CUtlSymbol >& vcdfiles, CUtlVector< CUtlSymbol >& wavfiles ) { CUtlDict< VCDList, int > database;
int i; int c = vcdfiles.Count(); for ( i = 0; i < c; i++ ) { CUtlSymbol& vcdname = vcdfiles[ i ];
// Load the .vcd and update the database
ProcessVCD( database, vcdname ); }
if ( vcdonly ) return;
vprint( 0, "Found %i wav files in %i vcds\n", database.Count(), vcdfiles.Count() );
// Now look for any wavfiles that weren't in the database
int ecount = 0;
c = wavfiles.Count(); for ( i = 0; i < c; i++ ) { CUtlSymbol& wavename = wavfiles[ i ];
int idx = database.Find( g_Analysis.symbols.String( wavename ) ); if ( idx != database.InvalidIndex() ) { VCDList *listentry = &database[ idx ]; int vcdcount = listentry->vcds.Count(); if ( vcdcount >= 2 && verbose ) { vprint( 0, " wave '%s' used by multiple .vcds:\n", g_Analysis.symbols.String( wavename ) ); int j; for ( j = 0; j < vcdcount; j++ ) { vprint( 1, "%i -- '%s'\n", j+1, g_Analysis.symbols.String( listentry->vcds[ j ] ) ); } } continue; }
vprint( 0, "%i -- '%s' not referenced by .vcd\n", ++ecount, g_Analysis.symbols.String( wavename ) ); }
vprint( 0, "\nSummary: found %i/%i (%.2f percent) .wav errors\n", ecount, c, 100.0 * ecount / max( c, 1 ) ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : argc -
// argv[] -
// Output : int
//-----------------------------------------------------------------------------
int main( int argc, char* argv[] ) { SpewOutputFunc( SpewFunc ); SpewActivate( "vcd_sound_check", 2 );
int i=1; for ( i ; i<argc ; i++) { if ( argv[ i ][ 0 ] == '-' ) { switch( argv[ i ][ 1 ] ) { case 'l': uselogfile = true; break; case 'v': verbose = true; break; case 'm': spewmoveto = true; break; case 'o': vcdonly = true; break; default: printusage(); break; } } }
if ( argc < 3 || ( i != argc ) ) { PrintHeader(); printusage(); }
CheckLogFile();
PrintHeader();
vprint( 0, " Looking for .wav files not referenced in .vcd files...\n" );
char sounddir[ 256 ]; char vcddir[ 256 ]; strcpy( sounddir, argv[ i - 2 ] ); strcpy( vcddir, argv[ i - 1 ] ); if ( !strstr( sounddir, "sound" ) ) { vprint( 0, "Sound dir %s looks invalid (format: u:/tf2/hl2/sound/vo)\n", sounddir ); return 0; } if ( !strstr( vcddir, "scenes" ) ) { vprint( 0, ".vcd dir %s looks invalid (format: u:/tf2/hl2/scenes)\n", vcddir ); return 0; }
char workingdir[ 256 ]; workingdir[0] = 0; Q_getwd( workingdir, sizeof( workingdir ) );
// If they didn't specify -game on the command line, use VPROJECT.
CmdLib_InitFileSystem( workingdir );
CSysModule *pSoundEmitterModule = g_pFullFileSystem->LoadModule( "soundemittersystem.dll" ); if ( !pSoundEmitterModule ) { vprint( 0, "Sys_LoadModule( soundemittersystem.dll ) failed!\n" ); return 0; }
CreateInterfaceFn hSoundEmitterFactory = Sys_GetFactory( pSoundEmitterModule ); if ( !hSoundEmitterFactory ) { vprint( 0, "Sys_GetFactory on soundemittersystem.dll failed!\n" ); return 0; }
soundemitter = ( ISoundEmitterSystemBase * )hSoundEmitterFactory( SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL ); if ( !soundemitter ) { vprint( 0, "Couldn't get interface %s from soundemittersystem.dll!\n", SOUNDEMITTERSYSTEM_INTERFACE_VERSION ); return 0; }
filesystem = (IFileSystem *)(CmdLib_GetFileSystemFactory()( FILESYSTEM_INTERFACE_VERSION, NULL )); if ( !filesystem ) { AssertMsg( 0, "Failed to create/get IFileSystem" ); return 1; }
Q_FixSlashes( gamedir ); Q_strlower( gamedir );
vprint( 0, "game dir %s\nsounds dir %s\nvcd dir %s\n\n", gamedir, sounddir, vcddir );
Q_StripTrailingSlash( sounddir ); Q_StripTrailingSlash( vcddir );
filesystem->RemoveFile( "moveto.txt", "GAME" ); //
//ProcessMaterialsDirectory( vmtdir );
vprint( 0, "Initializing sound emitter system\n" ); soundemitter->Connect( FileSystem_GetFactory() ); soundemitter->Init();
vprint( 0, "Loaded %i sounds\n", soundemitter->GetSoundCount() );
vprint( 0, "Building list of .vcd files\n" ); CUtlVector< CUtlSymbol > vcdfiles; BuildFileList( vcdfiles, vcddir, ".vcd" ); vprint( 0, "found %i .vcd files\n\n", vcdfiles.Count() );
vprint( 0, "Building list of known .wav files\n" ); CUtlVector< CUtlSymbol > wavfiles; BuildFileList( wavfiles, sounddir, ".wav" ); vprint( 0, "found %i .wav files\n\n", wavfiles.Count() );
CorrelateWavsAndVCDs( vcdfiles, wavfiles );
soundemitter->Shutdown(); soundemitter = 0; g_pFullFileSystem->UnloadModule( pSoundEmitterModule );
FileSystem_Term();
return 0; }
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