Make audio asset decoding failures non-fatal
Matches RMXP behavior. This is also useful in case midi files are to be played, but fluidsynth isn't available.
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0f91bdefea
commit
531441d4e3
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@ -25,9 +25,11 @@
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#include "sharedmidistate.h"
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#include "eventthread.h"
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#include "filesystem.h"
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#include "exception.h"
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#include "aldatasource.h"
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#include "fluid-fun.h"
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#include "sdl-util.h"
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#include "debugwriter.h"
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#include <SDL_mutex.h>
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#include <SDL_thread.h>
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@ -123,6 +125,9 @@ void ALStream::stop()
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void ALStream::play(float offset)
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{
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if (!source)
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return;
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checkStopped();
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switch (state)
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@ -205,6 +210,8 @@ void ALStream::openSource(const std::string &filename)
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SDL_RWread(&srcOps, sig, 1, 4);
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SDL_RWseek(&srcOps, 0, RW_SEEK_SET);
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try
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{
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if (!strcmp(sig, "OggS"))
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{
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source = createVorbisSource(srcOps, looped);
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@ -223,6 +230,16 @@ void ALStream::openSource(const std::string &filename)
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}
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source = createSDLSource(srcOps, ext, STREAM_BUF_SIZE, looped);
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}
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catch (const Exception &e)
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{
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char buf[512];
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snprintf(buf, sizeof(buf), "Unable to decode audio stream: %s.%s: %s",
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filename.c_str(), ext, e.msg.c_str());
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buf[sizeof(buf)-1] = '\0';
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Debug() << buf;
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}
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}
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void ALStream::stopStream()
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@ -26,6 +26,7 @@
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#include "exception.h"
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#include "config.h"
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#include "util.h"
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#include "debugwriter.h"
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#include <SDL_sound.h>
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@ -127,6 +128,9 @@ void SoundEmitter::play(const std::string &filename,
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SoundBuffer *buffer = allocateBuffer(filename);
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if (!buffer)
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return;
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/* Try to find first free source */
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size_t i;
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for (i = 0; i < srcCount; ++i)
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@ -206,9 +210,13 @@ SoundBuffer *SoundEmitter::allocateBuffer(const std::string &filename)
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if (!sampleHandle)
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{
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SDL_RWclose(&dataSource);
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throw Exception(Exception::SDLError, "%s.%s: %s",
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filename.c_str(), extension, Sound_GetError());
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char buf[512];
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snprintf(buf, sizeof(buf), "Unable to decode sound: %s.%s: %s",
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filename.c_str(), ext, Sound_GetError());
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buf[sizeof(buf)-1] = '\0';
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Debug() << buf;
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return 0;
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}
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uint32_t decBytes = Sound_DecodeAll(sampleHandle);
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