Allow for loading of WAVE Audio files (#148)

* Allow for loading of WAVE Audio files

* Remove usage of strcpy and use _s versions of file opening

* Update SoundEngine.cpp

---------

Co-authored-by: void_17 <61356189+void2012@users.noreply.github.com>
This commit is contained in:
GuglioIsStupid
2026-03-02 12:27:32 -05:00
committed by GitHub
parent fe65211d42
commit 852b9aac50

View File

@@ -1318,6 +1318,38 @@ void SoundEngine::playMusicUpdate()
// char *SoundName = (char *)ConvertSoundPathToName(name);
// strcat((char *)szStreamName,SoundName);
const bool isCD = (m_musicID >= m_iStream_CD_1);
const char* folder = isCD ? "cds/" : "music/";
FILE* pFile = nullptr;
if (fopen_s(&pFile, reinterpret_cast<char*>(m_szStreamName), "rb") == 0 && pFile)
{
fclose(pFile);
}
else
{
const char* extensions[] = { ".wav" }; // only wav works outside of binka files to my knowledge, i've only tested ogg, wav, mp3 and only wav worked out of the bunch
size_t count = sizeof(extensions) / sizeof(extensions[0]);
bool found = false;
for (size_t i = 0; i < count; i++)
{
int n = sprintf_s(reinterpret_cast<char*>(m_szStreamName), 512, "%s%s%s%s", m_szMusicPath, folder, m_szStreamFileA[m_musicID], extensions[i]);
if (n < 0) continue;
if (fopen_s(&pFile, reinterpret_cast<char*>(m_szStreamName), "rb") == 0 && pFile)
{
fclose(pFile);
found = true;
break;
}
}
if (!found)
{
return;
}
}
app.DebugPrintf("Starting streaming - %s\n",m_szStreamName);