scummvm/engines/sword2/sound.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
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*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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// ---------------------------------------------------------------------------
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// BROKEN SWORD 2
//
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// SOUND.CPP Contains the sound engine, fx & music functions
// Some very 'sound' code in here ;)
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//
// (16Dec96 JEL)
//
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// ---------------------------------------------------------------------------
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#include "common/file.h"
#include "common/memstream.h"
#include "common/system.h"
#include "common/textconsole.h"
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#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/console.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
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#include "sword2/sound.h"
#include "audio/decoders/wave.h"
#include "audio/decoders/xa.h"
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#define Debug_Printf _vm->_debugger->DebugPrintf
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namespace Sword2 {
Sound::Sound(Sword2Engine *vm) {
int i;
_vm = vm;
for (i = 0; i < FXQ_LENGTH; i++)
_fxQueue[i].resource = 0;
for (i = 0; i < MAXMUS; i++) {
_music[i] = NULL;
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_musicFile[i].idxTab = NULL;
_musicFile[i].idxLen = 0;
_musicFile[i].fileSize = 0;
_musicFile[i].fileType = 0;
_musicFile[i].inUse = false;
_speechFile[i].idxTab = NULL;
_speechFile[i].idxLen = 0;
_speechFile[i].fileSize = 0;
_speechFile[i].fileType = 0;
_speechFile[i].inUse = false;
}
_speechPaused = false;
_musicPaused = false;
_fxPaused = false;
_speechMuted = false;
_musicMuted = false;
_fxMuted = false;
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_reverseStereo = false;
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_loopingMusicId = 0;
_mixBuffer = NULL;
_mixBufferLen = 0;
_vm->_mixer->playStream(Audio::Mixer::kMusicSoundType, &_mixerSoundHandle, this, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO, true);
}
Sound::~Sound() {
_vm->_mixer->stopHandle(_mixerSoundHandle);
clearFxQueue(true);
stopMusic(true);
stopSpeech();
free(_mixBuffer);
for (int i = 0; i < MAXMUS; i++) {
if (_musicFile[i].file.isOpen())
_musicFile[i].file.close();
if (_speechFile[i].file.isOpen())
_speechFile[i].file.close();
free(_musicFile[i].idxTab);
free(_speechFile[i].idxTab);
}
}
void Sound::setReverseStereo(bool reverse) {
if (reverse != _reverseStereo) {
_reverseStereo = reverse;
for (int i = 0; i < FXQ_LENGTH; i++) {
if (!_fxQueue[i].resource)
continue;
_fxQueue[i].pan = -_fxQueue[i].pan;
_vm->_mixer->setChannelBalance(_fxQueue[i].handle, _fxQueue[i].pan);
}
}
}
/**
* Stop all sounds, close their resources and clear the FX queue. This is used
* when going from one room to another, among other things.
*/
void Sound::clearFxQueue(bool killMovieSounds) {
for (int i = 0; i < FXQ_LENGTH; i++) {
if (_fxQueue[i].resource) {
stopFx(i);
}
}
// We aren't just going to change rooms or anything like that, we are
// killing off resources (e.g. when restoring or restarting). We need
// to also kill any movie lead-in/out sounds.
if (killMovieSounds) {
_vm->_mixer->stopHandle(_leadInHandle);
_vm->_mixer->stopHandle(_leadOutHandle);
}
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}
/**
* Process the FX queue. This function is called once every game cycle.
*/
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void Sound::processFxQueue() {
for (int i = 0; i < FXQ_LENGTH; i++) {
if (!_fxQueue[i].resource)
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continue;
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switch (_fxQueue[i].type) {
case FX_RANDOM:
// 1 in 'delay' chance of this fx occurring
if (_vm->_rnd.getRandomNumber(_fxQueue[i].delay) == 0)
playFx(&_fxQueue[i]);
break;
case FX_SPOT:
if (_fxQueue[i].delay)
_fxQueue[i].delay--;
else {
playFx(&_fxQueue[i]);
_fxQueue[i].type = FX_SPOT2;
}
break;
case FX_LOOP:
playFx(&_fxQueue[i]);
_fxQueue[i].type = FX_LOOPING;
break;
case FX_SPOT2:
// Once the FX has finished remove it from the queue.
if (!_vm->_mixer->isSoundHandleActive(_fxQueue[i].handle)) {
_vm->_resman->closeResource(_fxQueue[i].resource);
_fxQueue[i].resource = 0;
}
break;
case FX_LOOPING:
// Once the looped FX has started we can ignore it,
// but we can't close it since the WAV data is in use.
break;
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}
}
}
/**
* This function is used by the cutscene player to play the movie lead-in/out.
* @param res The sound resource to play
* @param type Either kLeadInSound or kLeadOutSound
*/
void Sound::playMovieSound(int32 res, int type) {
Audio::SoundHandle *handle;
if (type == kLeadInSound)
handle = &_leadInHandle;
else
handle = &_leadOutHandle;
if (_vm->_mixer->isSoundHandleActive(*handle)) {
_vm->_mixer->stopHandle(*handle);
}
byte *data = _vm->_resman->openResource(res);
uint32 len = _vm->_resman->fetchLen(res);
assert(_vm->_resman->fetchType(data) == WAV_FILE);
// We want to close the resource right away, so to be safe we make a
// private copy of the sound;
byte *soundData = (byte *)malloc(len);
if (soundData) {
memcpy(soundData, data, len);
Common::MemoryReadStream *stream = new Common::MemoryReadStream(soundData, len, DisposeAfterUse::YES);
// In PSX version we have nothing to skip here, as data starts
// right away.
if (!Sword2Engine::isPsx()) {
stream->seek(ResHeader::size());
}
Audio::RewindableAudioStream *input = 0;
if (Sword2Engine::isPsx()) {
input = Audio::makeXAStream(stream, 11025);
} else {
input = Audio::makeWAVStream(stream, DisposeAfterUse::YES);
}
_vm->_mixer->playStream(
Audio::Mixer::kMusicSoundType, handle, input,
-1, Audio::Mixer::kMaxChannelVolume, 0,
DisposeAfterUse::YES, false, isReverseStereo());
} else {
warning("Sound::playMovieSound: Could not allocate %d bytes\n", len);
}
_vm->_resman->closeResource(res);
}
void Sound::stopMovieSounds() {
if (_vm->_mixer->isSoundHandleActive(_leadInHandle)) {
_vm->_mixer->stopHandle(_leadInHandle);
}
if (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) {
_vm->_mixer->stopHandle(_leadOutHandle);
}
}
/**
* Queue a sound effect for playing later.
* @param res the sound resource number
* @param type the type of sound effect
* @param delay when to play the sound effect
* @param volume the sound effect volume (0 through 16)
* @param pan the sound effect panning (-16 through 16)
*/
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void Sound::queueFx(int32 res, int32 type, int32 delay, int32 volume, int32 pan) {
if (_vm->_wantSfxDebug) {
const char *typeStr;
switch (type) {
case FX_SPOT:
typeStr = "SPOT";
break;
case FX_LOOP:
typeStr = "LOOPED";
break;
case FX_RANDOM:
typeStr = "RANDOM";
break;
default:
typeStr = "INVALID";
break;
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}
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debug(0, "SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", _vm->_resman->fetchName(res), volume, pan, delay, typeStr);
}
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for (int i = 0; i < FXQ_LENGTH; i++) {
if (!_fxQueue[i].resource) {
byte *data = _vm->_resman->openResource(res);
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// Check that we really have a WAV file here, alas this
// check is useless with psx demo game, because psx audio files
// are headerless and there is no way to check the type
if (!(Sword2Engine::isPsx() && (_vm->_features & GF_DEMO)))
assert(_vm->_resman->fetchType(data) == WAV_FILE);
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uint32 len = _vm->_resman->fetchLen(res);
// Skip the header if using PC version
if (!Sword2Engine::isPsx())
len -= ResHeader::size();
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if (type == FX_RANDOM) {
// For spot effects and loops the delay is the
// number of frames to wait. For random
// effects, however, it's the average number of
// seconds between playing the sound, so we
// have to multiply by the frame rate.
delay *= FRAMES_PER_SECOND;
}
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volume = (volume * Audio::Mixer::kMaxChannelVolume) / 16;
pan = (pan * 127) / 16;
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if (isReverseStereo())
pan = -pan;
_fxQueue[i].resource = res;
if (Sword2Engine::isPsx())
_fxQueue[i].data = data;
else
_fxQueue[i].data = data + ResHeader::size();
_fxQueue[i].len = len;
_fxQueue[i].delay = delay;
_fxQueue[i].volume = volume;
_fxQueue[i].pan = pan;
_fxQueue[i].type = type;
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// Keep track of the index in the loop so that
// fnStopFx() can be used later to kill this sound.
// Mainly for FX_LOOP and FX_RANDOM.
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_vm->_logic->writeVar(RESULT, i);
return;
}
}
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warning("No free slot in FX queue");
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}
int32 Sound::playFx(FxQueueEntry *fx) {
return playFx(&fx->handle, fx->data, fx->len, fx->volume, fx->pan, (fx->type == FX_LOOP), Audio::Mixer::kSFXSoundType);
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}
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int32 Sound::playFx(Audio::SoundHandle *handle, byte *data, uint32 len, uint8 vol, int8 pan, bool loop, Audio::Mixer::SoundType soundType) {
if (_fxMuted)
return RD_OK;
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if (_vm->_mixer->isSoundHandleActive(*handle))
return RDERR_FXALREADYOPEN;
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Common::MemoryReadStream *stream = new Common::MemoryReadStream(data, len);
Audio::RewindableAudioStream *input = 0;
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if (Sword2Engine::isPsx())
input = Audio::makeXAStream(stream, 11025);
else
input = Audio::makeWAVStream(stream, DisposeAfterUse::YES);
assert(input);
_vm->_mixer->playStream(soundType, handle,
Audio::makeLoopingAudioStream(input, loop ? 0 : 1),
-1, vol, pan, DisposeAfterUse::YES, false, isReverseStereo());
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return RD_OK;
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}
/**
* This function closes a sound effect which has been previously opened for
* playing. Sound effects must be closed when they are finished with, otherwise
* you will run out of sound effect buffers.
* @param i the index of the sound to close
*/
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int32 Sound::stopFx(int32 i) {
if (!_fxQueue[i].resource)
return RDERR_FXNOTOPEN;
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_vm->_mixer->stopHandle(_fxQueue[i].handle);
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_vm->_resman->closeResource(_fxQueue[i].resource);
_fxQueue[i].resource = 0;
return RD_OK;
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}
void Sound::printFxQueue() {
int freeSlots = 0;
for (int i = 0; i < FXQ_LENGTH; i++) {
if (_fxQueue[i].resource) {
const char *type;
switch (_fxQueue[i].type) {
case FX_SPOT:
type = "SPOT";
break;
case FX_LOOP:
type = "LOOP";
break;
case FX_RANDOM:
type = "RANDOM";
break;
case FX_SPOT2:
type = "SPOT2";
break;
case FX_LOOPING:
type = "LOOPING";
break;
default:
type = "UNKNOWN";
break;
}
Debug_Printf("%d: res: %d ('%s') %s (%d) delay: %d vol: %d pan: %d\n",
i, _fxQueue[i].resource,
_vm->_resman->fetchName(_fxQueue[i].resource),
type, _fxQueue[i].type, _fxQueue[i].delay,
_fxQueue[i].volume, _fxQueue[i].pan);
} else {
freeSlots++;
}
}
Debug_Printf("Free slots: %d\n", freeSlots);
}
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} // End of namespace Sword2