- added ability to use ogg-files in speech sound files.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@642 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Lesh
2006-12-02 12:10:47 +00:00
parent 5615c2a075
commit cb12aacadc
2 changed files with 63 additions and 12 deletions
+27 -5
View File
@@ -1717,11 +1717,20 @@ INT8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
{
if ( fWavFile )
{
// Lesh: patch to allow playback ogg speech files
// build name of wav file (characternum + quotenum)
#ifdef RUSSIAN
sprintf( (char *)zFileName,"NPC_SPEECH\\g_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
sprintf( (char *)zFileName,"NPC_SPEECH\\g_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
if ( !FileExists( (STR)zFileName ) )
{
sprintf( (char *)zFileName,"NPC_SPEECH\\g_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
}
#else
sprintf( (char *)zFileName,"NPC_SPEECH\\d_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
sprintf( (char *)zFileName,"NPC_SPEECH\\d_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
if ( !FileExists( (STR)zFileName ) )
{
sprintf( (char *)zFileName,"NPC_SPEECH\\d_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
}
#endif
}
else
@@ -1753,7 +1762,12 @@ INT8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
if ( fWavFile )
{
sprintf( (char *)zFileName,"NPC_SPEECH\\%03d_%03d.wav",ubFileNumID,usQuoteNum );
// Lesh: patch to allow playback ogg speech files
sprintf( (char *)zFileName,"NPC_SPEECH\\%03d_%03d.ogg",ubFileNumID,usQuoteNum );
if ( !FileExists( (STR)zFileName ) )
{
sprintf( (char *)zFileName,"NPC_SPEECH\\%03d_%03d.wav",ubFileNumID,usQuoteNum );
}
}
else
{
@@ -1768,12 +1782,20 @@ INT8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
#ifdef RUSSIAN
if( ubCharacterNum >= FIRST_RPC && ubCharacterNum < GASTON && gMercProfiles[ ubCharacterNum ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED )
{
sprintf( (char *) zFileName,"SPEECH\\r_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
sprintf( (char *) zFileName,"SPEECH\\r_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
if ( !FileExists( (STR)zFileName ) )
{
sprintf( (char *) zFileName,"SPEECH\\r_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
}
}
else
#endif
{ // build name of wav file (characternum + quotenum)
sprintf( (char *)zFileName,"SPEECH\\%03d_%03d.wav",ubCharacterNum,usQuoteNum );
sprintf( (char *)zFileName,"SPEECH\\%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
if ( !FileExists( (STR)zFileName ) )
{
sprintf( (char *)zFileName,"SPEECH\\%03d_%03d.wav",ubCharacterNum,usQuoteNum );
}
}
}
else
+36 -7
View File
@@ -7391,18 +7391,31 @@ BOOLEAN InternalDoMercBattleSound( SOLDIERTYPE *pSoldier, UINT8 ubBattleSoundID,
// OK, build file and play!
if ( pSoldier->ubProfile != NO_PROFILE )
{
sprintf( zFilename, "BATTLESNDS\\%03d_%s.wav", pSoldier->ubProfile, gBattleSndsData[ ubSoundID ].zName );
sprintf( zFilename, "BATTLESNDS\\%03d_%s.ogg", pSoldier->ubProfile, gBattleSndsData[ ubSoundID ].zName );
if ( !FileExists( (STR)zFilename ) )
{
sprintf( zFilename, "BATTLESNDS\\%03d_%s.wav", pSoldier->ubProfile, gBattleSndsData[ ubSoundID ].zName );
}
if ( !FileExists( zFilename ) )
{
// OK, temp build file...
if ( pSoldier->ubBodyType == REGFEMALE )
{
sprintf( zFilename, "BATTLESNDS\\f_%s.wav", gBattleSndsData[ ubSoundID ].zName );
sprintf( zFilename, "BATTLESNDS\\f_%s.ogg", gBattleSndsData[ ubSoundID ].zName );
if ( !FileExists( (STR)zFilename ) )
{
sprintf( zFilename, "BATTLESNDS\\f_%s.wav", gBattleSndsData[ ubSoundID ].zName );
}
}
else
{
sprintf( zFilename, "BATTLESNDS\\m_%s.wav", gBattleSndsData[ ubSoundID ].zName );
sprintf( zFilename, "BATTLESNDS\\m_%s.ogg", gBattleSndsData[ ubSoundID ].zName );
if ( !FileExists( (STR)zFilename ) )
{
sprintf( zFilename, "BATTLESNDS\\m_%s.wav", gBattleSndsData[ ubSoundID ].zName );
}
}
}
}
@@ -7418,22 +7431,38 @@ BOOLEAN InternalDoMercBattleSound( SOLDIERTYPE *pSoldier, UINT8 ubBattleSoundID,
{
if ( ubSoundID == BATTLE_SOUND_DIE1 )
{
sprintf( zFilename, "BATTLESNDS\\kid%d_dying.wav", pSoldier->ubBattleSoundID );
sprintf( zFilename, "BATTLESNDS\\kid%d_dying.ogg", pSoldier->ubBattleSoundID );
if ( !FileExists( (STR)zFilename ) )
{
sprintf( zFilename, "BATTLESNDS\\kid%d_dying.wav", pSoldier->ubBattleSoundID );
}
}
else
{
sprintf( zFilename, "BATTLESNDS\\kid%d_%s.wav", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
sprintf( zFilename, "BATTLESNDS\\kid%d_%s.ogg", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
if ( !FileExists( (STR)zFilename ) )
{
sprintf( zFilename, "BATTLESNDS\\kid%d_%s.wav", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
}
}
}
else
{
if ( ubSoundID == BATTLE_SOUND_DIE1 )
{
sprintf( zFilename, "BATTLESNDS\\bad%d_die.wav", pSoldier->ubBattleSoundID );
sprintf( zFilename, "BATTLESNDS\\bad%d_die.ogg", pSoldier->ubBattleSoundID );
if ( !FileExists( (STR)zFilename ) )
{
sprintf( zFilename, "BATTLESNDS\\bad%d_die.wav", pSoldier->ubBattleSoundID );
}
}
else
{
sprintf( zFilename, "BATTLESNDS\\bad%d_%s.wav", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
sprintf( zFilename, "BATTLESNDS\\bad%d_%s.ogg", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
if ( !FileExists( (STR)zFilename ) )
{
sprintf( zFilename, "BATTLESNDS\\bad%d_%s.wav", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
}
}
}
}