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>
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@@ -1318,6 +1318,38 @@ void SoundEngine::playMusicUpdate()
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// char *SoundName = (char *)ConvertSoundPathToName(name);
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// strcat((char *)szStreamName,SoundName);
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const bool isCD = (m_musicID >= m_iStream_CD_1);
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const char* folder = isCD ? "cds/" : "music/";
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FILE* pFile = nullptr;
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if (fopen_s(&pFile, reinterpret_cast<char*>(m_szStreamName), "rb") == 0 && pFile)
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{
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fclose(pFile);
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}
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else
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{
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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
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size_t count = sizeof(extensions) / sizeof(extensions[0]);
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bool found = false;
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for (size_t i = 0; i < count; i++)
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{
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int n = sprintf_s(reinterpret_cast<char*>(m_szStreamName), 512, "%s%s%s%s", m_szMusicPath, folder, m_szStreamFileA[m_musicID], extensions[i]);
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if (n < 0) continue;
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if (fopen_s(&pFile, reinterpret_cast<char*>(m_szStreamName), "rb") == 0 && pFile)
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{
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fclose(pFile);
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found = true;
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break;
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}
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}
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if (!found)
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{
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return;
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}
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}
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app.DebugPrintf("Starting streaming - %s\n",m_szStreamName);
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