scummvm/sound.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
*
* 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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*
*/
#include "stdafx.h"
#include "scumm.h"
#include "sound.h"
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void Scumm::addSoundToQueue(int sound) {
#if !defined(FULL_THROTTLE)
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_vars[VAR_LAST_SOUND] = sound;
ensureResourceLoaded(rtSound, sound);
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addSoundToQueue2(sound);
#endif
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}
void Scumm::addSoundToQueue2(int sound) {
if (_soundQue2Pos < 10) {
_soundQue2[_soundQue2Pos++] = sound;
}
}
void Scumm::processSoundQues() {
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byte d;
int i,j;
int num;
int16 data[16];
SoundEngine *se;
processSfxQueues();
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while (_soundQue2Pos){
d=_soundQue2[--_soundQue2Pos];
if (d)
playSound(d);
}
for (i=0; i<_soundQuePos; ) {
num = _soundQue[i++];
if (i + num > _soundQuePos) {
warning("processSoundQues: invalid num value");
break;
}
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for (j=0; j<16; j++)
data[j] = 0;
if (num>0) {
for (j=0; j<num; j++)
data[j] = _soundQue[i+j];
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i += num;
se = (SoundEngine*)_soundEngine;
#if 0
debug(1,"processSoundQues(%d,%d,%d,%d,%d,%d,%d,%d,%d)",
data[0]>>8,
data[0]&0xFF,
data[1],
data[2],
data[3],
data[4],
data[5],
data[6],
data[7]
);
#endif
#if !defined(FULL_THROTTLE)
if (se)
_vars[VAR_SOUNDRESULT] = se->do_command(data[0],data[1],data[2],data[3],data[4],data[5],data[6],data[7]);
#endif
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}
}
_soundQuePos = 0;
}
void Scumm::playSound(int sound) {
SoundEngine *se = (SoundEngine*)_soundEngine;
if (se) {
getResourceAddress(rtSound, sound);
se->start_sound(sound);
}
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}
void Scumm::processSfxQueues() {
Actor *a;
int act;
bool b,finished;
if (_talk_sound_mode != 0) {
startTalkSound(_talk_sound_a, _talk_sound_b, _talk_sound_mode);
_talk_sound_mode = 0;
}
if (_sfxMode==2) {
act = _vars[VAR_TALK_ACTOR];
finished = isSfxFinished();
if (act!=0 && (uint)act<0x80 && !string[0].no_talk_anim) {
a = derefActorSafe(act, "processSfxQueues");
if (a->room==_currentRoom && (finished || !_endOfMouthSync)) {
b = true;
if (!finished)
b = isMouthSyncOff(_curSoundPos);
if (_mouthSyncMode != b) {
_mouthSyncMode = b;
startAnimActor(a, b ? a->talkFrame2 : a->talkFrame1);
}
}
}
if (finished && _talkDelay==0) {
stopTalk();
_sfxMode = 0;
}
} else if (_sfxMode==1) {
if (isSfxFinished()) {
_sfxMode = 0;
}
}
}
void Scumm::startTalkSound(uint32 offset, uint32 b, int mode) {
int num, i;
byte file_byte,file_byte_2;
uint16 elem;
if (!_sfxFile) {
warning("startTalkSound: SFX file is not open");
return;
}
fileSeek((FILE*)_sfxFile, offset + 8, SEEK_SET);
i = 0;
if (b>8) {
num = (b-8)>>1;
do {
fileRead((FILE*)_sfxFile, &file_byte, sizeof(file_byte));
fileRead((FILE*)_sfxFile, &file_byte_2, sizeof(file_byte_2));
_mouthSyncTimes[i++] = file_byte | (file_byte_2<<8);
} while (--num);
}
_mouthSyncTimes[i] = 0xFFFF;
_sfxMode = mode;
_curSoundPos = 0;
_mouthSyncMode = true;
startSfxSound(_sfxFile);
}
void Scumm::stopTalkSound() {
if (_sfxMode==2) {
stopSfxSound();
_sfxMode = 0;
}
}
bool Scumm::isMouthSyncOff(uint pos) {
uint j;
bool val = true;
uint16 *ms = _mouthSyncTimes;
_endOfMouthSync = false;
do {
val ^= 1;
j = *ms++;
if (j==0xFFFF) {
_endOfMouthSync = true;
break;
}
} while (pos > j);
return val;
}
int Scumm::isSoundRunning(int sound) {
SoundEngine *se;
int i;
i = _soundQue2Pos;
while (i--) {
if (_soundQue2[i] == sound)
return 1;
}
if (isSoundInQueue(sound))
return 1;
if (!isResourceLoaded(rtSound, sound))
return 0;
se = (SoundEngine*)_soundEngine;
if (!se)
return 0;
return se->get_sound_status(sound);
}
bool Scumm::isSoundInQueue(int sound) {
int i = 0,j, num;
int16 table[16];
while (i < _soundQuePos) {
num = _soundQue[i++];
memset(table, 0, sizeof(table));
if (num > 0) {
for (j=0; j<num; j++)
table[j] = _soundQue[i+j];
i += num;
if (table[0] == 0x10F && table[1]==8 && table[2] == sound)
return 1;
}
}
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return 0;
}
void Scumm::stopSound(int a) {
SoundEngine *se;
int i;
se = (SoundEngine*)_soundEngine;
if (se)
se->stop_sound(a);
for (i=0; i<10; i++)
if (_soundQue2[i] == (byte)a)
_soundQue2[i] = 0;
}
void Scumm::stopAllSounds() {
SoundEngine *se = (SoundEngine*)_soundEngine;
if (se) {
se->stop_all_sounds();
se->clear_queue();
}
clearSoundQue();
stopSfxSound();
}
void Scumm::clearSoundQue() {
_soundQue2Pos = 0;
memset(_soundQue2, 0, sizeof(_soundQue2));
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}
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void Scumm::soundKludge(int16 *list) {
int16 *ptr;
int i;
if (list[0]==-1) {
processSoundQues();
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return;
}
_soundQue[_soundQuePos++] = 8;
ptr = _soundQue + _soundQuePos;
_soundQuePos += 8;
for (i=0; i<8; i++)
*ptr++ = list[i];
if (_soundQuePos > 0x100)
error("Sound que buffer overflow");
}
void Scumm::talkSound(uint32 a, uint32 b, int mode) {
_talk_sound_a = a;
_talk_sound_b = b;
_talk_sound_mode = mode;
}
/* The sound code currently only supports General Midi.
* General Midi is used in Day Of The Tentacle.
* Roland music is also playable, but doesn't sound well.
* A mapping between roland instruments and GM instruments
* is needed.
*/
void Scumm::setupSound() {
SoundEngine *se = (SoundEngine*)_soundEngine;
if (se)
se->setBase(res.address[rtSound]);
_sfxFile = openSfxFile();
}
void Scumm::pauseSounds(bool pause) {
SoundEngine *se = (SoundEngine*)_soundEngine;
if (se)
se->pause(pause);
_soundsPaused = pause;
}
#pragma START_PACK_STRUCTS
struct VOCHeader {
byte id[19];
byte extra[7];
} GCC_PACK;
#pragma END_PACK_STRUCTS
static const char VALID_VOC_ID[] = "Creative Voice File";
void Scumm::startSfxSound(void *file) {
VOCHeader hdr;
int block_type;
byte work[8];
uint size,i;
int rate,comp;
byte *data;
if (fread(&hdr, sizeof(hdr), 1, (FILE*)file) != 1 ||
memcmp(hdr.id, VALID_VOC_ID, sizeof(hdr.id)) != 0) {
warning("startSfxSound: invalid header");
return;
}
block_type = getc( (FILE*)file );
if (block_type != 1) {
warning("startSfxSound: Expecting block_type == 1, got %d", block_type);
return;
}
fread(work, 3, 1, (FILE*)file);
size = ( work[0] | ( work[1] << 8 ) | ( work[2] << 16 ) ) - 2;
rate = getc( (FILE*)file );
comp = getc( (FILE*)file );
if (comp != 0) {
warning("startSfxSound: Unsupported compression type %d", comp);
return;
}
data = (byte*) malloc(size);
if (data==NULL) {
error("startSfxSound: out of memory");
return;
}
if (fread(data, size, 1, (FILE*)file) != 1) {
/* no need to free the memory since error will shut down */
error("startSfxSound: cannot read %d bytes", size);
return;
}
for(i=0;i<size; i++)
data[i] ^= 0x80;
playSfxSound(data, size, 1000000 / (256 - rate) );
}
void *Scumm::openSfxFile() {
char buf[50];
FILE *file;
/* Try opening the file <_exe_name>.sou first, eg tentacle.sou.
* That way, you can keep .sou files for multiple games in the
* same directory */
sprintf(buf, "%s.sou", _exe_name);
file = fopen(buf, "rb");
if (!file)
file = fopen("monster.sou", "rb");
return file;
}
#define NUM_MIXER 4
MixerChannel *Scumm::allocateMixer() {
int i;
MixerChannel *mc = _mixer_channel;
for(i=0; i<NUM_MIXER; i++,mc++) {
if (!mc->_sfx_sound)
return mc;
}
return NULL;
}
void Scumm::stopSfxSound() {
MixerChannel *mc = _mixer_channel;
int i;
for(i=0; i<NUM_MIXER; i++,mc++) {
if (mc->_sfx_sound)
mc->clear();
}
}
bool Scumm::isSfxFinished() {
int i;
for(i=0; i<NUM_MIXER; i++)
if (_mixer_channel[i]._sfx_sound)
return false;
return true;
}
void Scumm::playSfxSound(void *sound, uint32 size, uint rate) {
MixerChannel *mc = allocateMixer();
if (!mc) {
warning("No mixer channel available");
return;
}
mc->_sfx_sound = sound;
mc->_sfx_pos = 0;
mc->_sfx_fp_speed = (1<<16) * rate / 22050;
mc->_sfx_fp_pos = 0;
while (size&0xFFFF0000) size>>=1, rate>>=1;
mc->_sfx_size = size * 22050 / rate;
}
void MixerChannel::mix(int16 *data, uint32 len) {
int8 *s;
int i;
uint32 fp_pos, fp_speed;
if (!_sfx_sound)
return;
if (len > _sfx_size)
len = _sfx_size;
_sfx_size -= len;
s = (int8*)_sfx_sound + _sfx_pos;
fp_pos = _sfx_fp_pos;
fp_speed = _sfx_fp_speed;
do {
fp_pos += fp_speed;
*data++ += (*s<<6);
s += fp_pos >> 16;
fp_pos &= 0x0000FFFF;
} while (--len);
_sfx_pos = s - (int8*)_sfx_sound;
_sfx_fp_speed = fp_speed;
_sfx_fp_pos = fp_pos;
if (!_sfx_size)
clear();
}
void MixerChannel::clear() {
free(_sfx_sound);
_sfx_sound = NULL;
}
void Scumm::mixWaves(int16 *sounds, int len) {
int i;
memset(sounds, 0,len * sizeof(int16));
if (_soundsPaused)
return;
SoundEngine *se = (SoundEngine*)_soundEngine;
if (se) {
se->driver()->generate_samples(sounds, len);
}
for(i=NUM_MIXER-1; i>=0;i--) {
_mixer_channel[i].mix(sounds, len);
}
}