Added audio loading and decompressing
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -4,7 +4,9 @@ enum GameFile {
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gameMaps('GAMEMAPS'),
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vgaDict('VGADICT'),
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vgaHead('VGAHEAD'),
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vgaGraph('VGAGRAPH')
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vgaGraph('VGAGRAPH'),
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audioHed('AUDIOHED'),
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audioT('AUDIOT')
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;
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final String baseName;
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@@ -4,3 +4,13 @@ class PcmSound {
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final Uint8List bytes;
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PcmSound(this.bytes);
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}
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class AdLibSound {
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final Uint8List bytes;
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AdLibSound(this.bytes);
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}
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class ImfMusic {
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final Uint8List bytes;
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ImfMusic(this.bytes);
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}
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@@ -5,6 +5,8 @@ class WolfensteinData {
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final List<Sprite> walls;
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final List<Sprite> sprites;
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final List<PcmSound> sounds;
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final List<AdLibSound> adLibSounds;
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final List<ImfMusic> music;
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final List<WolfLevel> levels;
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final List<VgaImage> vgaImages;
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@@ -13,6 +15,8 @@ class WolfensteinData {
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required this.walls,
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required this.sprites,
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required this.sounds,
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required this.adLibSounds,
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required this.music,
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required this.levels,
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required this.vgaImages,
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});
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@@ -62,6 +62,8 @@ Future<Map<GameVersion, WolfensteinData>> discoverInDirectory({
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vgaDict: await _readFile(foundFiles[GameFile.vgaDict]!),
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vgaHead: await _readFile(foundFiles[GameFile.vgaHead]!),
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vgaGraph: await _readFile(foundFiles[GameFile.vgaGraph]!),
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audioHed: await _readFile(foundFiles[GameFile.audioHed]!),
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audioT: await _readFile(foundFiles[GameFile.audioT]!),
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);
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loadedVersions[version] = data;
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@@ -47,6 +47,8 @@ abstract class WLParser {
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vgaDict: await fileFetcher('VGADICT.$ext'),
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vgaHead: await fileFetcher('VGAHEAD.$ext'),
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vgaGraph: await fileFetcher('VGAGRAPH.$ext'),
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audioHed: await fileFetcher('AUDIOHED.$ext'),
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audioT: await fileFetcher('AUDIOT.$ext'),
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);
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}
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@@ -61,9 +63,13 @@ abstract class WLParser {
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required ByteData vgaDict,
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required ByteData vgaHead,
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required ByteData vgaGraph,
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required ByteData audioHed,
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required ByteData audioT,
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}) {
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final isShareware = version == GameVersion.shareware;
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final audio = parseAudio(audioHed, audioT);
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return WolfensteinData(
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version: version,
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walls: parseWalls(vswap),
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@@ -71,6 +77,8 @@ abstract class WLParser {
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sounds: parseSounds(vswap).map((bytes) => PcmSound(bytes)).toList(),
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levels: parseMaps(mapHead, gameMaps, isShareware: isShareware),
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vgaImages: parseVgaImages(vgaDict, vgaHead, vgaGraph),
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adLibSounds: audio.adLib,
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music: audio.music,
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);
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}
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@@ -289,6 +297,56 @@ abstract class WLParser {
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return levels;
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}
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/// Extracts AdLib sounds and IMF music tracks from the audio files.
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static ({List<AdLibSound> adLib, List<ImfMusic> music}) parseAudio(
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ByteData audioHed,
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ByteData audioT,
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) {
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List<int> offsets = [];
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// AUDIOHED is a series of 32-bit unsigned integers
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for (int i = 0; i < audioHed.lengthInBytes ~/ 4; i++) {
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offsets.add(audioHed.getUint32(i * 4, Endian.little));
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}
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List<Uint8List> allAudioChunks = [];
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for (int i = 0; i < offsets.length - 1; i++) {
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int start = offsets[i];
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int next = offsets[i + 1];
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// 0xFFFFFFFF (or 4294967295) marks an empty slot
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if (start == 0xFFFFFFFF || start >= audioT.lengthInBytes) {
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allAudioChunks.add(Uint8List(0));
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continue;
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}
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int length = next - start;
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if (length <= 0) {
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allAudioChunks.add(Uint8List(0));
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} else {
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allAudioChunks.add(
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audioT.buffer.asUint8List(audioT.offsetInBytes + start, length),
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);
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}
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}
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// Wolfenstein 3D split:
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// Chunks 0-299: AdLib Sounds
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// Chunks 300+: IMF Music
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List<AdLibSound> adLib = allAudioChunks
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.take(300)
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.map((bytes) => AdLibSound(bytes))
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.toList();
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List<ImfMusic> music = allAudioChunks
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.skip(300)
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.where((chunk) => chunk.isNotEmpty)
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.map((bytes) => ImfMusic(bytes))
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.toList();
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return (adLib: adLib, music: music);
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}
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// --- ALGORITHM 1: CARMACK EXPANSION ---
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static Uint16List _expandCarmack(Uint8List compressed) {
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ByteData data = ByteData.sublistView(compressed);
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@@ -33,6 +33,8 @@ class WolfensteinLoader {
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required ByteData vgaDict,
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required ByteData vgaHead,
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required ByteData vgaGraph,
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required ByteData audioHed,
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required ByteData audioT,
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}) {
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// We just act as a clean pass-through to the core parser
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return WLParser.load(
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@@ -43,6 +45,8 @@ class WolfensteinLoader {
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vgaDict: vgaDict,
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vgaHead: vgaHead,
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vgaGraph: vgaGraph,
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audioHed: audioHed,
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audioT: audioT,
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);
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}
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}
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