Add audio cache for faster initialization
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693a5e0c2a
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@ -959,6 +959,15 @@ cSampleManager::Initialise(void)
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}
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#ifdef AUDIO_CACHE
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TRACE("cache");
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FILE *cacheFile = fopen("audio\\sound.cache", "rb");
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if (cacheFile) {
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fread(nStreamLength, sizeof(uint32), TOTAL_STREAMED_SOUNDS, cacheFile);
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fclose(cacheFile);
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m_bInitialised = true;
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}else {
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#endif
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TRACE("cdrom");
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S32 tatalms;
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@ -1115,6 +1124,12 @@ cSampleManager::Initialise(void)
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_bUseHDDAudio = false;
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}
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#endif
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#ifdef AUDIO_CACHE
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cacheFile = fopen("audio\\sound.cache", "wb");
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fwrite(nStreamLength, sizeof(uint32), TOTAL_STREAMED_SOUNDS, cacheFile);
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fclose(cacheFile);
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}
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#endif
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TRACE("stream");
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{
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@ -604,7 +604,13 @@ cSampleManager::Initialise(void)
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return false;
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}
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}
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#ifdef AUDIO_CACHE
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FILE *cacheFile = fopen("audio\\sound.cache", "rb");
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if (cacheFile) {
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fread(nStreamLength, sizeof(uint32), TOTAL_STREAMED_SOUNDS, cacheFile);
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fclose(cacheFile);
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} else
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#endif
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{
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for ( int32 i = 0; i < TOTAL_STREAMED_SOUNDS; i++ )
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@ -622,6 +628,11 @@ cSampleManager::Initialise(void)
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else
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USERERROR("Can't open '%s'\n", StreamedNameTable[i]);
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}
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#ifdef AUDIO_CACHE
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cacheFile = fopen("audio\\sound.cache", "wb");
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fwrite(nStreamLength, sizeof(uint32), TOTAL_STREAMED_SOUNDS, cacheFile);
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fclose(cacheFile);
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#endif
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}
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LoadSampleBank(SAMPLEBANK_MAIN);
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@ -439,8 +439,10 @@ void CRecordDataForChase::StartChaseScene(float startTime)
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Status = STATE_PLAYBACK;
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AnimTime = startTime;
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AnimStartTime = CTimer::GetTimeInMilliseconds();
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#ifndef NO_ISLAND_LOADING
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RemoveUnusedCollision();
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CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
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#endif
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CGame::TidyUpMemory(true, true);
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CStreaming::ImGonnaUseStreamingMemory();
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CFileMgr::SetDir("data\\paths");
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@ -104,7 +104,9 @@ CFileLoader::LoadLevel(const char *filename)
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LoadingScreenLoadingFile(line + 8);
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LoadMapZones(line + 8);
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}else if(strncmp(line, "SPLASH", 6) == 0){
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#ifndef DISABLE_LOADING_SCREEN
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LoadSplash(GetRandomSplashScreen());
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#endif
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}else if(strncmp(line, "CDIMAGE", 7) == 0){
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CdStreamAddImage(line + 8);
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}
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@ -275,3 +275,6 @@ enum Config {
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//#define PS2_CAM_TRANSITION // old way of transitioning between cam modes
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#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
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#define FREE_CAM // Rotating cam
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// Audio
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#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
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