Enhanced support for Indy3 Mac sounds (added functionality disabled for now)

svn-id: r29976
This commit is contained in:
Max Horn 2007-12-24 15:36:50 +00:00
parent d973d3736c
commit 3c5d0b1afb

View File

@ -394,15 +394,46 @@ void Sound::playSound(int soundID) {
*/
}
else if ((_vm->_game.platform == Common::kPlatformMacintosh) && (_vm->_game.id == GID_INDY3) && (ptr[26] == 0)) {
// Sound fomat as used in Indy3 EGA Mac.
// It seems to be closely related to the Amiga format, see player_v3a.cpp
// The following is known:
// offset 0, 16 LE: total size
// offset 2-7: ?
// offset 8, 16BE: offset to sound data (0x1C = 28 -> header size 28?)
// offset 10-11: ? another offset, maybe related to looping?
// offset 12, 16BE: size of sound data
// offset 14-15: ? often the same as 12-13: maybe loop size/end?
// offset 16-19: ? all 0?
// offset 20, 16BE: rate divisor
// offset 22-23: ? often identical to the rate divisior? (but not in sound 8, which loops)
// offset 24, byte (?): volume
// offset 25: ? same as volume -- maybe left vs. right channel?
// offset 26: ? if != 0: stop current sound?
// offset 27: ? loopcount? 0xff == -1 for infinite?
flags = Audio::Mixer::FLAG_AUTOFREE;
size = READ_BE_UINT16(ptr + 12);
if (size == 0) // WORKAROUND bug #1852635: Sound 54 has size 0.
return;
rate = 3579545 / READ_BE_UINT16(ptr + 20);
sound = (char *)malloc(size);
int vol = ptr[24] * 4;
int loopStart = 0, loopEnd = 0;
#if 0 // Disabling this until after 0.11.0
int loopcount = ptr[27];
if (loopcount > 1) {
// TODO: We can only loop once, or infinitely many times, but
// have no support for a finite number of repetitions.
// This is
loopStart = READ_BE_UINT16(ptr + 10) - READ_BE_UINT16(ptr + 8);
loopEnd = READ_BE_UINT16(ptr + 14);
flags |= Audio::Mixer::FLAG_LOOP;
}
#endif
memcpy(sound, ptr + READ_BE_UINT16(ptr + 8), size);
_mixer->playRaw(Audio::Mixer::kSFXSoundType, NULL, sound, size, rate, Audio::Mixer::FLAG_AUTOFREE, soundID, vol, 0);
_mixer->playRaw(Audio::Mixer::kSFXSoundType, NULL, sound, size, rate,
flags, soundID, vol, 0, loopStart, loopEnd);
}
else {