scummvm/engines/agi/sound.cpp

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/* ScummVM - Graphic Adventure Engine
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*
* 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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*
* 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.
*
* $URL$
* $Id$
*
*/
#include "agi/agi.h"
#include "agi/sound_2gs.h"
#include "agi/sound_coco3.h"
#include "agi/sound_midi.h"
#include "agi/sound_sarien.h"
#include "agi/sound_pcjr.h"
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namespace Agi {
//
// TODO: add support for variable sampling rate in the output device
//
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AgiSound *AgiSound::createFromRawResource(uint8 *data, uint32 len, int resnum, SoundMgr &manager, int soundemu) {
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if (data == NULL || len < 2) // Check for too small resource or no resource at all
return NULL;
uint16 type = READ_LE_UINT16(data);
switch (type) { // Create a sound object based on the type
case AGI_SOUND_SAMPLE:
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return new IIgsSample(data, len, resnum, manager);
case AGI_SOUND_MIDI:
return new IIgsMidi(data, len, resnum, manager);
case AGI_SOUND_4CHN:
if (soundemu == SOUND_EMU_MIDI) {
return new MIDISound(data, len, resnum, manager);
} else {
return new PCjrSound(data, len, resnum, manager);
}
}
warning("Sound resource (%d) has unknown type (0x%04x). Not using the sound", resnum, type);
return NULL;
}
PCjrSound::PCjrSound(uint8 *data, uint32 len, int resnum, SoundMgr &manager) : AgiSound(manager) {
_data = data; // Save the resource pointer
_len = len; // Save the resource's length
_type = READ_LE_UINT16(data); // Read sound resource's type
_isValid = (_type == AGI_SOUND_4CHN) && (_data != NULL) && (_len >= 2);
if (!_isValid) // Check for errors
warning("Error creating PCjr 4-channel sound from resource %d (Type %d, length %d)", resnum, _type, len);
}
const uint8 *PCjrSound::getVoicePointer(uint voiceNum) {
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assert(voiceNum < 4);
uint16 voiceStartOffset = READ_LE_UINT16(_data + voiceNum * 2);
return _data + voiceStartOffset;
}
#if 0
static const uint16 period[] = {
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1024, 1085, 1149, 1218, 1290, 1367,
1448, 1534, 1625, 1722, 1825, 1933
};
static int noteToPeriod(int note) {
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return 10 * (period[note % 12] >> (note / 12 - 3));
}
#endif
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void SoundMgr::unloadSound(int resnum) {
if (_vm->_game.dirSound[resnum].flags & RES_LOADED) {
if (_vm->_game.sounds[resnum]->isPlaying()) {
_vm->_game.sounds[resnum]->stop();
}
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// Release the sound resource's data
delete _vm->_game.sounds[resnum];
_vm->_game.sounds[resnum] = NULL;
_vm->_game.dirSound[resnum].flags &= ~RES_LOADED;
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}
}
void SoundMgr::startSound(int resnum, int flag) {
AgiSoundEmuType type;
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if (_vm->_game.sounds[resnum] != NULL && _vm->_game.sounds[resnum]->isPlaying())
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return;
stopSound();
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if (_vm->_game.sounds[resnum] == NULL) // Is this needed at all?
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return;
type = (AgiSoundEmuType)_vm->_game.sounds[resnum]->type();
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if (type != AGI_SOUND_SAMPLE && type != AGI_SOUND_MIDI && type != AGI_SOUND_4CHN)
return;
_vm->_game.sounds[resnum]->play();
_playingSound = resnum;
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debugC(3, kDebugLevelSound, "startSound(resnum = %d, flag = %d) type = %d", resnum, flag, type);
_soundGen->play(resnum);
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_endflag = flag;
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// Nat Budin reports that the flag should be reset when sound starts
_vm->setflag(_endflag, false);
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}
void SoundMgr::stopSound() {
debugC(3, kDebugLevelSound, "stopSound() --> %d", _playingSound);
_endflag = -1;
if (_playingSound != -1) {
if (_vm->_game.sounds[_playingSound]) // sanity checking
_vm->_game.sounds[_playingSound]->stop();
_soundGen->stop();
_playingSound = -1;
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}
if (_endflag != -1)
_vm->setflag(_endflag, true);
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}
int SoundMgr::initSound() {
return -1;
}
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void SoundMgr::deinitSound() {
stopSound();
delete _soundGen;
}
void SoundMgr::soundIsFinished() {
if (_endflag != -1)
_vm->setflag(_endflag, true);
if (_playingSound != -1)
_vm->_game.sounds[_playingSound]->stop();
_playingSound = -1;
_endflag = -1;
}
SoundMgr::SoundMgr(AgiEngine *agi, Audio::Mixer *pMixer) {
_vm = agi;
_endflag = -1;
_playingSound = -1;
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switch (_vm->_soundemu) {
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case SOUND_EMU_AMIGA:
case SOUND_EMU_MAC:
_soundGen = new SoundGenSarien(_vm, pMixer);
break;
case SOUND_EMU_NONE:
case SOUND_EMU_PC:
case SOUND_EMU_PCJR:
_soundGen = new SoundGenPCJr(_vm, pMixer);
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break;
case SOUND_EMU_APPLE2GS:
_soundGen = new SoundGen2GS(_vm, pMixer);
break;
case SOUND_EMU_COCO3:
_soundGen = new SoundGenCoCo3(_vm, pMixer);
break;
case SOUND_EMU_MIDI:
_soundGen = new SoundGenMIDI(_vm, pMixer);
break;
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}
}
void SoundMgr::setVolume(uint8 volume) {
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// TODO
}
SoundMgr::~SoundMgr() {
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}
} // End of namespace Agi