scummvm/saga/sndres.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
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// Sound resource management class
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#include "saga/saga.h"
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#include "saga/game_mod.h"
#include "saga/rscfile_mod.h"
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#include "saga/sndres.h"
#include "saga/sound.h"
#include "common/file.h"
namespace Saga {
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SndRes::SndRes(SagaEngine *vm) : _vm(vm) {
int result;
/* Load sound module resource file contexts */
result = GAME_GetFileContext(&_sfx_ctxt, GAME_SOUNDFILE, 0);
if (result != SUCCESS) {
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return;
}
result = GAME_GetFileContext(&_voice_ctxt, GAME_VOICEFILE, 0);
if (result != SUCCESS) {
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return;
}
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// Grab sound resource information for the current game
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GAME_GetSoundInfo(&_snd_info);
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_init = 1;
}
int SndRes::playSound(uint32 sound_rn, int volume) {
SOUNDBUFFER snd_buffer;
debug(0, "SndRes::playSound(%ld)", sound_rn);
if (load(_sfx_ctxt, sound_rn, &snd_buffer) != SUCCESS) {
debug(0, "Failed to load sound");
return FAILURE;
}
_vm->_sound->playSound(&snd_buffer, volume);
return SUCCESS;
}
int SndRes::playVoice(uint32 voice_rn) {
SOUNDBUFFER snd_buffer;
int result;
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debug(0, "SndRes::playVoice(%ld)", voice_rn);
if (GAME_GetGameType() == GID_ITE && voice_rn == 4) {
// The Wyrmkeep release of Inherit the Earth provides a
// separate file (p2_a.voc or P2_A.iaf), to correct voice 4 in
// the intro. Use that, if available.
File f;
uint32 size;
bool voc = false;
if (f.open("p2_a.voc"))
voc = true;
else
f.open("P2_A.iaf");
if (!f.isOpen())
return FAILURE;
size = f.size();
byte *snd_res = (byte *)malloc(size);
f.read(snd_res, size);
f.close();
if (!voc) {
snd_buffer.s_stereo = 0;
snd_buffer.s_samplebits = 16;
snd_buffer.s_freq = 22050;
snd_buffer.s_buf = snd_res;
snd_buffer.s_buf_len = size;
snd_buffer.s_signed = 1;
result = SUCCESS;
} else {
result = loadVocSound(snd_res, size, &snd_buffer);
RSC_FreeResource(snd_res);
}
} else
result = load(_voice_ctxt, voice_rn, &snd_buffer);
if (result != SUCCESS) {
return FAILURE;
}
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_vm->_sound->playVoice(&snd_buffer);
return SUCCESS;
}
int SndRes::load(RSCFILE_CONTEXT *snd_ctxt, uint32 snd_rn, SOUNDBUFFER *snd_buf_i) {
byte *snd_res;
size_t snd_res_len;
int result;
assert((snd_ctxt != NULL) && (snd_buf_i != NULL));
result = RSC_LoadResource(snd_ctxt, snd_rn, &snd_res, &snd_res_len);
if (result != SUCCESS) {
return FAILURE;
}
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switch (_snd_info.res_type) {
case GAME_SOUND_PCM:
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snd_buf_i->s_freq = _snd_info.freq;
snd_buf_i->s_samplebits = _snd_info.sample_size;
snd_buf_i->s_stereo = _snd_info.stereo;
snd_buf_i->s_buf = snd_res;
snd_buf_i->s_buf_len = snd_res_len;
snd_buf_i->s_signed = 1;
break;
case GAME_SOUND_VOC:
result = loadVocSound(snd_res, snd_res_len, snd_buf_i);
RSC_FreeResource(snd_res);
if (result != SUCCESS) {
return FAILURE;
}
break;
default:
/* Unknown sound type */
RSC_FreeResource(snd_res);
return FAILURE;
}
return SUCCESS;
}
int SndRes::loadVocSound(byte *snd_res, size_t snd_res_len, SOUNDBUFFER *snd_buf_i) {
VOC_HEADER_BLOCK voc_hb;
VOC_GENBLOCK voc_gb;
VOC_BLOCK1 voc_b1;
byte *data;
long byte_rate;
size_t i;
if (snd_res_len < VOC_HEADER_BLOCK_LEN) {
return FAILURE;
}
MemoryReadStream readS(snd_res, snd_res_len);
for (i = 0; i < VOC_FILE_DESC_LEN; i++)
voc_hb.ft_desc[i] = readS.readByte();
if (memcmp(voc_hb.ft_desc, VOC_FILE_DESC, VOC_FILE_DESC_LEN) != 0) {
/* Voc file desc string not found */
return FAILURE;
}
voc_hb.db_offset = readS.readUint16LE();
voc_hb.voc_version = readS.readUint16LE();
voc_hb.voc_fileid = readS.readUint16LE();
if ((int32)(snd_res_len - readS.pos()) < (int32)(voc_hb.db_offset + VOC_GENBLOCK_LEN)) {
return FAILURE;
}
while (readS.pos() < voc_hb.db_offset)
readS.readByte();
for (;;) {
/* Read generic block header */
if (snd_res_len - readS.pos() < VOC_GENBLOCK_LEN) {
return FAILURE;
}
voc_gb.block_id = readS.readByte();
if (voc_gb.block_id == 0) {
return FAILURE;
}
voc_gb.block_len = readS.readUint24LE();
/* Process block */
switch (voc_gb.block_id) {
case 1: /* Sound data block */
voc_b1.time_constant = readS.readByte();
voc_b1.pack_method = readS.readByte();
if (voc_b1.pack_method != 0) {
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debug(0, "Packed VOC files not supported");
return FAILURE;
}
byte_rate = VOC_TIME_BASE / (VOC_TIME_CBASE - (voc_b1.time_constant << 8));
snd_buf_i->s_stereo = 0;
snd_buf_i->s_samplebits = 8;
snd_buf_i->s_freq = byte_rate;
snd_buf_i->s_buf_len = snd_res_len - readS.pos() - 1; /* -1 for end block */
data = (byte *)malloc(snd_buf_i->s_buf_len);
if (!data) {
return FAILURE;
}
readS.read(data, snd_buf_i->s_buf_len);
snd_buf_i->s_buf = data;
snd_buf_i->s_signed = 0;
return SUCCESS;
default:
for (i = 0; i < voc_gb.block_len; i++)
readS.readByte();
break;
}
}
return SUCCESS;
}
int SndRes::getVoiceLength(uint32 voice_rn) {
int res_type = _snd_info.res_type;
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uint32 length = 0;
double ms_f;
int ms_i = -1;
int result = FAILURE;
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assert(_init);
File f;
// The Wyrmkeep release of Inherit the Earth provides a separate file
// (p2_a.voc or P2_A.iaf), to correct voice 4 in the intro. Use that,
// if available.
if (GAME_GetGameType() == GID_ITE && voice_rn == 4) {
if (f.open("p2_a.voc")) {
result = SUCCESS;
length = f.size();
res_type = GAME_SOUND_VOC;
f.close();
} else if (f.open("P2_A.iaf")) {
result = SUCCESS;
length = f.size();
res_type = GAME_SOUND_PCM;
f.close();
}
}
if (result == FAILURE) {
result = RSC_GetResourceSize(_voice_ctxt, voice_rn, &length);
if (result != SUCCESS) {
return -1;
}
}
if (res_type == GAME_SOUND_PCM) {
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ms_f = (double)length / (_snd_info.sample_size / CHAR_BIT) / (_snd_info.freq) * 1000.0;
ms_i = (int)ms_f;
} else if (res_type == GAME_SOUND_VOC) {
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// Rough hack, fix this to be accurate
ms_f = (double)length / 14705 * 1000.0;
ms_i = (int)ms_f;
} else {
return -1;
}
return ms_i;
}
int SndRes::ITEVOC_Resample(long src_freq, long dst_freq, byte *src_buf,
size_t src_buf_len, byte **dst_buf, size_t *dst_buf_len) {
byte *resamp_buf;
size_t resamp_len;
byte src_samp_a;
byte src_samp_b;
const byte *read_pa;
const byte *read_pb;
byte *write_pa;
byte *write_pb;
byte *write_pc;
size_t src_i;
assert(src_freq == 14705);
assert(dst_freq == 22050);
resamp_len = (size_t) (src_buf_len * 1.5);
resamp_buf = (byte *)malloc(resamp_len);
if (resamp_buf == NULL) {
return FAILURE;
}
read_pa = src_buf;
read_pb = src_buf + 1;
write_pa = resamp_buf;
write_pb = resamp_buf + 1;
write_pc = resamp_buf + 2;
for (src_i = 0; src_i < src_buf_len / 2; src_i++) {
src_samp_a = *read_pa;
src_samp_b = *read_pb;
read_pa += 2;
read_pb += 2;
*write_pa = src_samp_a;
*write_pb = (byte) ((src_samp_a / 2) + (src_samp_b / 2));
*write_pc = src_samp_b;
write_pa += 3;
write_pb += 3;
write_pc += 3;
}
*dst_buf = resamp_buf;
*dst_buf_len = resamp_len;
return SUCCESS;
}
} // End of namespace Saga