feat: update 4JLibs & add win64 to splitsave case

This commit is contained in:
2026-08-30 18:08:18 -04:00
parent 902a6ca641
commit fc1a6a80e3
9 changed files with 27 additions and 74 deletions
+5 -48
View File
@@ -22,44 +22,13 @@
#ifdef __ORBIS__
#include <audioout.h>
//#define __DISABLE_MILES__ // MGH disabled for now as it crashes if we call sceNpMatching2Initialize
#endif
// take out Orbis until they are done
#if defined _XBOX
SoundEngine::SoundEngine() {}
void SoundEngine::init(Options *pOptions)
{
}
void SoundEngine::tick(shared_ptr<Mob> *players, float a)
{
}
void SoundEngine::destroy() {}
void SoundEngine::play(int iSound, float x, float y, float z, float volume, float pitch)
{
app.DebugPrintf("PlaySound - %d\n",iSound);
}
void SoundEngine::playStreaming(const wstring& name, float x, float y , float z, float volume, float pitch, bool bMusicDelay) {}
void SoundEngine::playUI(int iSound, float volume, float pitch) {}
void SoundEngine::updateMusicVolume(float fVal) {}
void SoundEngine::updateSoundEffectVolume(float fVal) {}
void SoundEngine::add(const wstring& name, File *file) {}
void SoundEngine::addMusic(const wstring& name, File *file) {}
void SoundEngine::addStreaming(const wstring& name, File *file) {}
char *SoundEngine::ConvertSoundPathToName(const wstring& name, bool bConvertSpaces) { return NULL; }
bool SoundEngine::isStreamingWavebankReady() { return true; }
void SoundEngine::playMusicTick() {};
#else
#endif
// str1k3r: previously ps4 needed the durango folder to load sound and so did windows this fixes that and makes them use there own folders.
#ifdef _WINDOWS64
char SoundEngine::m_szSoundPath[]={"Windows64Media\\Sound\\"};
char SoundEngine::m_szMusicPath[]={"music\\"};
char SoundEngine::m_szRedistName[]={"Windows64\\redist64"}; //str1k3r - moved this to a the Windows64 dir so its out of plain view
char SoundEngine::m_szRedistName[]={"Windows64\\redist64"}; //str1k3r - moved this to the Windows64 dir so its out of plain view
#elif defined _DURANGO
char SoundEngine::m_szSoundPath[]={"Sound\\"};
char SoundEngine::m_szMusicPath[]={"music\\"};
@@ -79,7 +48,7 @@ char SoundEngine::m_szMusicPath[]={"music/"};
char SoundEngine::m_szRedistName[]={"redist"};
#endif
/*#ifdef _CONTENT_PACKAGE // strk1k3r - not needed use default paths instead.
/*#ifdef _CONTENT_PACKAGE // str1k3r - not needed use default paths instead.
char SoundEngine::m_szSoundPath[]={"Sound/"};
#elif defined _ART_BUILD
char SoundEngine::m_szSoundPath[]={"Sound/"};
@@ -111,7 +80,6 @@ char *SoundEngine::m_szStreamFileA[eStream_Max]=
"hal4",
"nuance1",
"nuance2",
#ifndef _XBOX
// add the new music tracks
"creative1",
"creative2",
@@ -123,11 +91,9 @@ char *SoundEngine::m_szStreamFileA[eStream_Max]=
"menu2",
"menu3",
"menu4",
#endif
"piano1",
"piano2",
"piano3",
// Nether
"nether1",
"nether2",
@@ -308,9 +274,7 @@ void SoundEngine::init(Options *pOptions)
sprintf(szBankName,"%s/%s",getUsrDirPath(), m_szSoundPath );
}
#elif defined __PSVITA__
sprintf(szBankName,"%s/%s",getUsrDirPath(), m_szSoundPath );
#elif defined __ORBIS__
#elif (defined __PSVITA__ || __ORBIS__)
sprintf(szBankName,"%s/%s",getUsrDirPath(), m_szSoundPath );
#else
strcpy((char *)szBankName,m_szSoundPath);
@@ -1236,7 +1200,7 @@ void SoundEngine::playMusicUpdate()
m_MusicType=eMusicType_Game;
m_StreamingAudioInfo.bIs3D=false;
#ifdef _XBOX_ONE
#if (defined _XBOX_ONE || _WINDOWS64)
wstring &wstrSoundName=dlcAudioFile->GetSoundName(m_musicID);
wstring wstrFile=L"TPACK:\\Data\\" + wstrSoundName +L".binka";
std::wstring mountedPath = StorageManager.GetMountedPath(wstrFile);
@@ -1245,12 +1209,7 @@ void SoundEngine::playMusicUpdate()
wstring &wstrSoundName=dlcAudioFile->GetSoundName(m_musicID);
char szName[255];
wcstombs(szName,wstrSoundName.c_str(),255);
#if defined __PS3__ || defined __ORBIS__ || defined __PSVITA__
string strFile="TPACK:/Data/" + string(szName) + ".binka";
#else
string strFile="TPACK:\\Data\\" + string(szName) + ".binka";
#endif
std::string mountedPath = StorageManager.GetMountedPath(strFile);
strcpy(m_szStreamName,mountedPath.c_str());
#endif
@@ -1668,8 +1627,6 @@ char *SoundEngine::ConvertSoundPathToName(const wstring& name, bool bConvertSpac
return buf;
}
#endif
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