Codechange: Implement SoundLoader interface and cache loaded sounds in memory.

Sounds are loaded into memory on first use, using the SoundLoader interface to support format conversion. Sounds are retained in memory to avoid reloading every time a sound is played.

This deduplicates WAV header parsing between NewGRF and baseset sounds, and will allow different audio formats to be supported.
This commit is contained in:
2023-11-27 18:39:57 +00:00
committed by Peter Nelson
parent 7e8bcf44f7
commit ce5279a8dc
13 changed files with 339 additions and 179 deletions

32
src/soundloader_type.h Normal file
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file soundloader_type.h Types related to sound loaders. */
#ifndef SOUNDLOADER_TYPE_H
#define SOUNDLOADER_TYPE_H
#include "provider_manager.h"
#include "sound_type.h"
/** Base interface for a SoundLoader implementation. */
class SoundLoader : public PriorityBaseProvider<SoundLoader> {
public:
SoundLoader(std::string_view name, std::string_view description, int priority) : PriorityBaseProvider<SoundLoader>(name, description, priority)
{
ProviderManager<SoundLoader>::Register(*this);
}
virtual ~SoundLoader()
{
ProviderManager<SoundLoader>::Unregister(*this);
}
virtual bool Load(SoundEntry &sound, bool new_format, std::vector<uint8_t> &data) = 0;
};
#endif /* SOUNDLOADER_TYPE_H */