Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef SFMPHONEMEEXTRACTOR_H
#define SFMPHONEMEEXTRACTOR_H
#ifdef _WIN32
#pragma once
#endif
#include "phonemeextractor/PhonemeExtractor.h"
#include "tier1/UtlString.h"
#include "sentence.h"
#include "dme_controls/logpreview.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeSoundClip;
class CDmeGameSound;
class CDmeAnimationSet;
//-----------------------------------------------------------------------------
// Info about a particular phoneme to extract
//-----------------------------------------------------------------------------
class CExtractInfo
{
public:
CExtractInfo();
CExtractInfo( const CExtractInfo& src );
~CExtractInfo();
void ClearTags();
// Filled in by caller
CDmeSoundClip *m_pClip;
CDmeGameSound *m_pSound;
CUtlString m_sHintText;
bool m_bUseSentence;
// Filled in by Extract()
CSentence m_Sentence;
float m_flDuration;
bool m_bSentenceValid;
// Must be passed in when calling for Apply, will be created and passed back for Extract
CUtlVector< CBasePhonemeTag * > m_ApplyTags;
};
//-----------------------------------------------------------------------------
// Extraction type
//-----------------------------------------------------------------------------
enum SFMPhonemeExtractType_t
{
EXTRACT_WIPE_RANGE = 0, // Wipe logs from start of first selected clip to end of last selected clip
EXTRACT_WIPE_CLIP, // Wipe all log entries (for facial controls) over entire clip
EXTRACT_WIPE_SOUNDS, // Leave logs untouched, except underneath each selected .wav file
NUM_EXTRACT_WIPE_TYPES,
};
//-----------------------------------------------------------------------------
// Filter type
//-----------------------------------------------------------------------------
enum SFMPhonemeFilterType_t
{
EXTRACT_FILTER_HOLD, // hold for phoneme duration
EXTRACT_FILTER_LINEAR, // linearly blend from phoneme start to next phoneme
EXTRACT_FILTER_FIXED_WIDTH, // hold and linearly falloff before and after
NUM_EXTRACT_FILTER_TYPES,
};
//-----------------------------------------------------------------------------
// Extraction information
//-----------------------------------------------------------------------------
struct ExtractDesc_t
{
SFMPhonemeExtractType_t m_nExtractType;
SFMPhonemeFilterType_t m_nFilterType;
bool m_bCreateBookmarks;
CUtlVector< CExtractInfo > m_WorkList; // One or more .wavs to extract from
CUtlVector< LogPreview_t > m_ControlList; // List of facial controls
CDmeFilmClip *m_pMovie;
CDmeFilmClip *m_pShot;
CDmeAnimationSet *m_pSet;
float m_flSampleRateHz;
float m_flSampleFilterSize;
};
//-----------------------------------------------------------------------------
// Main interface for phoneme extraction
//-----------------------------------------------------------------------------
class ISFMPhonemeExtractor
{
public:
virtual ~ISFMPhonemeExtractor() {};
virtual bool Init() = 0;
virtual void Shutdown() = 0;
virtual int GetAPICount() = 0;
virtual void GetAPIInfo( int nIndex, CUtlString* pPrintName, PE_APITYPE *pAPIType ) = 0;
virtual void Extract( const PE_APITYPE& apiType, ExtractDesc_t& info, bool bWritePhonemesToWavFiles = false ) = 0;
virtual void ReApply( ExtractDesc_t& info ) = 0;
virtual bool GetSentence( CDmeGameSound *pGameSound, CSentence& sentence ) = 0;
};
extern ISFMPhonemeExtractor *sfm_phonemeextractor;
//-----------------------------------------------------------------------------
// inline methods of CExtractInfo
//-----------------------------------------------------------------------------
inline CExtractInfo::CExtractInfo() : m_pClip( 0 ), m_pSound( 0 ),
m_bSentenceValid( false ), m_bUseSentence( false ), m_flDuration( 0.0f )
{
}
inline CExtractInfo::CExtractInfo( const CExtractInfo& src )
{
m_pClip = src.m_pClip;
m_pSound = src.m_pSound;
m_sHintText = src.m_sHintText;
m_Sentence = src.m_Sentence;
m_bSentenceValid = src.m_bSentenceValid;
m_bUseSentence = src.m_bUseSentence;
m_flDuration = src.m_flDuration;
ClearTags();
for ( int i = 0; i < src.m_ApplyTags.Count(); ++i )
{
CBasePhonemeTag *newTag = new CBasePhonemeTag( *src.m_ApplyTags[ i ] );
m_ApplyTags.AddToTail( newTag );
}
}
inline CExtractInfo::~CExtractInfo()
{
ClearTags();
}
inline void CExtractInfo::ClearTags()
{
for ( int i = 0; i < m_ApplyTags.Count(); ++i )
{
delete m_ApplyTags[ i ];
}
m_ApplyTags.RemoveAll();
}
#endif // PHONEMEEXTRACTOR_H