#include #include #include #include #include "sound.h" #include "../feature/feature.h" #include "../override/override.h" #include "../init/init.h" // Resolve Source File Path #define SOURCE_FILE_BASE "data/libminecraftpe.so" static std::string get_source_file() { static bool source_loaded = false; static std::string source; // Check if (source_loaded) { // Already Resolved return source; } else { // Resolve // Get Binary Directory char *binary_directory = get_binary_directory(); // Get Full Path char *full_path = NULL; safe_asprintf(&full_path, "%s/" SOURCE_FILE_BASE, binary_directory); // Free Binary Directory free(binary_directory); // Handle Overrides char *overridden_full_path = override_get_path(full_path); if (overridden_full_path != NULL) { free(full_path); full_path = overridden_full_path; } // Check If Sound Exists if (access(full_path, F_OK) == -1) { // Fail WARN("%s", "Audio Source File Doesn't Exists: " SOURCE_FILE_BASE); source.assign(""); } else { // Set source.assign(full_path); } // Free free(full_path); // Mark As Loaded source_loaded = true; // Return return get_source_file(); } } // Resolve On Startup __attribute__((constructor)) static void resolve_source_file() { get_source_file(); } // Play Sound // The pitch value is unsued because it causes glitchy sounds, it is seemingly unused in MCPE as well. static void SoundEngine_playUI_injection(__attribute__((unused)) unsigned char *sound_engine, std::string const& name, __attribute__((unused)) float pitch, float volume) { std::string source = get_source_file(); if (source.size() > 0) { media_audio_play(source.c_str(), _sound_pick(name).c_str(), 0.0f, 0.0f, 0.0f, 1.0f, volume, 1); } } static void SoundEngine_play_injection(__attribute__((unused)) unsigned char *sound_engine, std::string const& name, float x, float y, float z, __attribute__((unused)) float pitch, float volume) { std::string source = get_source_file(); if (source.size() > 0) { media_audio_play(source.c_str(), _sound_pick(name).c_str(), x, y, z, 1.0f, volume, 0); } } // Refresh Data static void SoundEngine_update_injection(unsigned char *sound_engine, unsigned char *listener_mob, __attribute__((unused)) float listener_angle) { // Variables static float volume = 0; static float x = 0; static float y = 0; static float z = 0; static float yaw = 0; // SoundEngine Properties unsigned char *options = *(unsigned char **) (sound_engine + SoundEngine_options_property_offset); // Volume int32_t sound_enabled = *(int32_t *) (options + Options_sound_property_offset); volume = sound_enabled ? 1 : 0; // Position And Rotation if (listener_mob != NULL) { // Values x = *(float *) (listener_mob + Entity_x_property_offset); y = *(float *) (listener_mob + Entity_y_property_offset); z = *(float *) (listener_mob + Entity_z_property_offset); yaw = *(float *) (listener_mob + Entity_yaw_property_offset); } // Log media_audio_update(volume, x, y, z, yaw); } // Init void init_sound() { // Implement Sound Engine if (feature_has("Implement Sound Engine", 0)) { overwrite_calls((void *) SoundEngine_playUI, (void *) SoundEngine_playUI_injection); overwrite_calls((void *) SoundEngine_play, (void *) SoundEngine_play_injection); overwrite_calls((void *) SoundEngine_update, (void *) SoundEngine_update_injection); } }