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