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* SCUMM: COMI: Fix iMUSE Digital #4635/#10473 bugs * SCUMM: COMI: Fix #4391 iMUSE Digital fades Co-authored-by: Andrea Boscarino <andrea.boscarino@studio.unibo.it>
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@ -218,29 +218,64 @@ void IMuseDigital::callback() {
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return;
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if (track->volFadeUsed) {
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if (track->volFadeStep < 0) {
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if (track->vol > track->volFadeDest) {
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track->vol += track->volFadeStep;
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if (track->vol < track->volFadeDest) {
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track->vol = track->volFadeDest;
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track->volFadeUsed = false;
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if (_vm->_game.id == GID_CMI) {
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if (track->vol == track->volFadeDest) // Sanity check
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track->volFadeUsed = false;
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if (track->volFadeStep < 0) { // Fade out
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if (track->vol > track->volFadeDest) {
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int tempVolume = transformVolumeEqualPowToLinear(track->vol, 1); // Equal power to linear...
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tempVolume += track->volFadeStep; // Remove step...
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track->vol = transformVolumeLinearToEqualPow(tempVolume, 1); // Linear to equal power...
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if (track->vol <= track->volFadeDest) {
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track->vol = track->volFadeDest;
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track->volFadeUsed = false;
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flushTrack(track);
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continue;
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}
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if (track->vol == 0) {
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// Fade out complete -> remove this track
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flushTrack(track);
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continue;
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}
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}
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if (track->vol == 0) {
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// Fade out complete -> remove this track
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flushTrack(track);
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continue;
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} else if (track->volFadeStep > 0) { // Fade in
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if (track->vol < track->volFadeDest) {
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int tempVolume = transformVolumeEqualPowToLinear(track->vol, 1); // Equal power to linear...
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tempVolume += track->volFadeStep; // Add step...
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track->vol = transformVolumeLinearToEqualPow(tempVolume, 1); // Linear to equal power...
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if (track->vol >= track->volFadeDest) {
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track->vol = track->volFadeDest;
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track->volFadeUsed = false;
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}
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}
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}
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} else if (track->volFadeStep > 0) {
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if (track->vol < track->volFadeDest) {
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track->vol += track->volFadeStep;
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} else {
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if (track->volFadeStep < 0) {
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if (track->vol > track->volFadeDest) {
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track->vol = track->volFadeDest;
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track->volFadeUsed = false;
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track->vol += track->volFadeStep;
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if (track->vol < track->volFadeDest) {
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track->vol = track->volFadeDest;
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track->volFadeUsed = false;
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}
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if (track->vol == 0) {
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// Fade out complete -> remove this track
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flushTrack(track);
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continue;
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}
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}
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} else if (track->volFadeStep > 0) {
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if (track->vol < track->volFadeDest) {
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track->vol += track->volFadeStep;
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if (track->vol > track->volFadeDest) {
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track->vol = track->volFadeDest;
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track->volFadeUsed = false;
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}
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}
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}
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}
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debug(5, "Fade: sound(%d), Vol(%d)", track->soundId, track->vol / 1000);
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debug(5, "Fade: sound(%d), Vol(%d) in track(%d)", track->soundId, track->vol / 1000, track->trackId);
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}
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if (!track->souStreamUsed) {
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@ -407,25 +442,30 @@ void IMuseDigital::switchToNextRegion(Track *track) {
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int fadeDelay = (60 * _sound->getJumpFade(soundDesc, jumpId)) / 1000;
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debug(5, "SwToNeReg(trackId:%d) - sound(%d) match hookId", track->trackId, track->soundId);
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if (fadeDelay) {
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debug(5, "SwToNeReg(trackId:%d) - call cloneToFadeOutTrack(delay:%d)", track->trackId, fadeDelay);
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Track *fadeTrack = cloneToFadeOutTrack(track, fadeDelay);
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if (fadeTrack) {
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fadeTrack->dataOffset = _sound->getRegionOffset(fadeTrack->soundDesc, fadeTrack->curRegion);
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fadeTrack->regionOffset = 0;
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debug(5, "SwToNeReg(trackId:%d) - sound(%d) faded track, select region %d, curHookId: %d", fadeTrack->trackId, fadeTrack->soundId, fadeTrack->curRegion, fadeTrack->curHookId);
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fadeTrack->curHookId = 0;
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}
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// COMI specific: jump to new region without true crossfades; this is not true to the original interpreter,
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// but crossfading between regions in the correct way requires an implementation which is more complex.
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// Leaving as is, for now.
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if (_vm->_game.id != GID_CMI) {
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debug(5, "SwToNeReg(trackId:%d) - call cloneToFadeOutTrack(delay:%d)", track->trackId, fadeDelay);
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Track *fadeTrack = cloneToFadeOutTrack(track, fadeDelay);
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if (fadeTrack) {
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fadeTrack->dataOffset = _sound->getRegionOffset(fadeTrack->soundDesc, fadeTrack->curRegion);
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fadeTrack->regionOffset = 0;
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debug(5, "SwToNeReg(trackId:%d) - sound(%d) faded track, select region %d, curHookId: %d", fadeTrack->trackId, fadeTrack->soundId, fadeTrack->curRegion, fadeTrack->curHookId);
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fadeTrack->curHookId = 0;
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}
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}
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}
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track->curRegion = region;
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debug(5, "SwToNeReg(trackId:%d) - sound(%d) jump to region %d, curHookId: %d", track->trackId, track->soundId, track->curRegion, track->curHookId);
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track->curHookId = 0;
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} else {
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debug(5, "SwToNeReg(trackId:%d) - Normal switch region, sound(%d), hookId(%d)", track->trackId, track->soundId, track->curHookId);
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}
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} else {
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debug(5, "SwToNeReg(trackId:%d) - Normal switch region, sound(%d), hookId(%d)", track->trackId, track->soundId, track->curHookId);
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}
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debug(5, "SwToNeReg(trackId:%d) - sound(%d), select region %d", track->trackId, track->soundId, track->curRegion);
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track->dataOffset = _sound->getRegionOffset(soundDesc, track->curRegion);
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track->regionOffset = 0;
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@ -105,7 +105,10 @@ private:
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void setTrigger(TriggerParams *trigger);
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void setHookIdForMusic(int hookId);
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Track *cloneToFadeOutTrack(Track *track, int fadeDelay);
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Track *handleComiFadeOut(Track *track, int fadeDelay);
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int transformVolumeLinearToEqualPow(int volume, int mode);
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int transformVolumeEqualPowToLinear(int volume, int mode);
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void setFtMusicState(int stateId);
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void setFtMusicSequence(int seqId);
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void setFtMusicCuePoint(int cueId);
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@ -321,8 +321,6 @@ void IMuseDigital::playComiMusic(const char *songName, const imuseComiTable *tab
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}
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if (getCurMusicSoundId() == table->soundId)
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return;
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if (table->transitionType == 4)
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_stopingSequence = 1;
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if (table->transitionType == 2) {
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fadeOutMusic(table->fadeOutDelay);
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startMusic(table->filename, table->soundId, table->hookId, 127);
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@ -166,7 +166,7 @@ void IMuseDigital::flushTrack(Track *track) {
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if (track->souStreamUsed) {
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_mixer->stopHandle(track->mixChanHandle);
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} else if (track->stream) {
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debug(5, "flushTrack() - soundId:%d", track->soundId);
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debug(5, "flushTrack(trackId: %d) - soundId:%d", track->trackId, track->soundId);
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// Finalize the appendable stream, then remove our reference to it.
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// Note that there might still be some data left in the buffers of the
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// appendable stream. We play it nice and wait till all of it
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@ -190,7 +190,7 @@ void IMuseDigital::flushTracks() {
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for (int l = 0; l < MAX_DIGITAL_TRACKS + MAX_DIGITAL_FADETRACKS; l++) {
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Track *track = _track[l];
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if (track->used && track->toBeRemoved && !_mixer->isSoundHandleActive(track->mixChanHandle)) {
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debug(5, "flushTracks() - soundId:%d", track->soundId);
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debug(5, "flushTracks() - trackId:%d, soundId:%d", track->trackId, track->soundId);
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track->reset();
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}
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}
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@ -158,11 +158,26 @@ void IMuseDigital::startSound(int soundId, const char *soundName, int soundType,
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} else
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error("IMuseDigital::startSound(): Can't handle %d bit samples", bits);
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int fadeDelay = 30; // Default fade value if not found anywhere else
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if (otherTrack && otherTrack->used && !otherTrack->toBeRemoved) {
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track->curRegion = otherTrack->curRegion;
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track->dataOffset = otherTrack->dataOffset;
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track->regionOffset = otherTrack->regionOffset;
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track->dataMod12Bit = otherTrack->dataMod12Bit;
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if (_vm->_game.id == GID_CMI) {
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fadeDelay = otherTrack->volFadeDelay != 0 ? otherTrack->volFadeDelay : fadeDelay;
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track->regionOffset -= track->regionOffset >= (track->feedSize / _callbackFps) ? (track->feedSize / _callbackFps) : 0;
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}
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}
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if (_vm->_game.id == GID_CMI) {
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// Fade in the new track
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track->vol = 0;
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track->volFadeDelay = fadeDelay;
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track->volFadeDest = volume * 1000;
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track->volFadeStep = (track->volFadeDest - track->vol) * 60 * (1000 / _callbackFps) / (1000 * fadeDelay);
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track->volFadeUsed = true;
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}
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track->stream = Audio::makeQueuingAudioStream(freq, track->mixerFlags & kFlagStereo);
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@ -279,9 +294,18 @@ void IMuseDigital::fadeOutMusicAndStartNew(int fadeDelay, const char *filename,
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Track *track = _track[l];
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if (track->used && !track->toBeRemoved && (track->volGroupId == IMUSE_VOLGRP_MUSIC)) {
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debug(5, "IMuseDigital::fadeOutMusicAndStartNew(sound:%d) - starting", soundId);
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startMusicWithOtherPos(filename, soundId, 0, 127, track);
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cloneToFadeOutTrack(track, fadeDelay);
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flushTrack(track);
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// Store the fadeDelay in the track: startMusicWithOtherPos will use it to
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// fade in the new track; this will match fade in and fade out speeds.
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if (_vm->_game.id == GID_CMI) {
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track->volFadeDelay = fadeDelay;
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startMusicWithOtherPos(filename, soundId, 0, 127, track);
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handleComiFadeOut(track, fadeDelay);
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} else {
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startMusicWithOtherPos(filename, soundId, 0, 127, track);
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cloneToFadeOutTrack(track, fadeDelay);
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flushTrack(track);
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}
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break;
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}
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}
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@ -295,8 +319,12 @@ void IMuseDigital::fadeOutMusic(int fadeDelay) {
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Track *track = _track[l];
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if (track->used && !track->toBeRemoved && (track->volGroupId == IMUSE_VOLGRP_MUSIC)) {
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debug(5, "IMuseDigital::fadeOutMusic(fade:%d, sound:%d)", fadeDelay, track->soundId);
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cloneToFadeOutTrack(track, fadeDelay);
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flushTrack(track);
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if (_vm->_game.id == GID_CMI) {
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handleComiFadeOut(track, fadeDelay);
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} else {
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cloneToFadeOutTrack(track, fadeDelay);
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flushTrack(track);
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}
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break;
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}
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}
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@ -324,6 +352,16 @@ void IMuseDigital::setTrigger(TriggerParams *trigger) {
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_triggerUsed = true;
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}
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Track *IMuseDigital::handleComiFadeOut(Track *track, int fadeDelay) {
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track->volFadeDelay = fadeDelay;
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track->volFadeDest = 0;
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track->volFadeStep = (track->volFadeDest - track->vol) * 60 * (1000 / _callbackFps) / (1000 * fadeDelay);
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track->volFadeUsed = true;
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track->toBeRemoved = true;
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return track;
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}
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Track *IMuseDigital::cloneToFadeOutTrack(Track *track, int fadeDelay) {
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assert(track);
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Track *fadeTrack;
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@ -337,7 +375,6 @@ Track *IMuseDigital::cloneToFadeOutTrack(Track *track, int fadeDelay) {
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assert(track->trackId < MAX_DIGITAL_TRACKS);
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fadeTrack = _track[track->trackId + MAX_DIGITAL_TRACKS];
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if (fadeTrack->used) {
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debug(5, "cloneToFadeOutTrack: No free fade track, force flush fade soundId:%d", fadeTrack->soundId);
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flushTrack(fadeTrack);
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@ -368,10 +405,98 @@ Track *IMuseDigital::cloneToFadeOutTrack(Track *track, int fadeDelay) {
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fadeTrack->stream = Audio::makeQueuingAudioStream(_sound->getFreq(fadeTrack->soundDesc), track->mixerFlags & kFlagStereo);
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_mixer->playStream(track->getType(), &fadeTrack->mixChanHandle, fadeTrack->stream, -1, fadeTrack->getVol(), fadeTrack->getPan());
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fadeTrack->used = true;
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debug(5, "cloneToFadeOutTrack() - end of func, soundId %d, fade soundId %d", track->soundId, fadeTrack->soundId);
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return fadeTrack;
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}
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int IMuseDigital::transformVolumeLinearToEqualPow(int volume, int mode) {
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if (volume == 0 || volume == 127000)
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return volume;
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int result = volume;
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if (!(volume < 0 || volume > 127000)) {
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// Change range of values from 0-127*1000 to 0.0-1.0
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double mappedValue = (((volume - 0) * (1.0 - 0.0)) / (127000 - 0)) + 0;
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double eqPowValue;
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switch (mode) {
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case 0: // Sqrt curve
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eqPowValue = sqrt(mappedValue);
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break;
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case 1: // Quarter sine curve
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eqPowValue = sin(mappedValue * M_PI / 2.0);
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break;
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case 2: // Parabola
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eqPowValue = (1 - (1 - mappedValue) * (1 - mappedValue));
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break;
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case 3: // Logarithmic 1
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eqPowValue = 1 + 0.2 * log10(mappedValue);
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break;
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case 4: // Logarithmic 2
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eqPowValue = 1 + 0.5 * log10(mappedValue);
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break;
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case 5: // Logarithmic 3
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eqPowValue = 1 + 0.7 * log10(mappedValue);
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break;
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case 6: // Half sine curve
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eqPowValue = (1.0 - cos(mappedValue * M_PI)) / 2.0;
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default: // Fallback to linear
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eqPowValue = mappedValue;
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break;
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}
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// Change range again, this time round the result
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result = (((eqPowValue - 0.0) * (127000 - 0)) / (1.0 - 0.0)) + 0.0;
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result = (int)round(result);
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}
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return result;
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}
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int IMuseDigital::transformVolumeEqualPowToLinear(int volume, int mode) {
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if (volume == 0 || volume == 127000)
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return volume;
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int result = volume;
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if (!(volume < 0 || volume > 127000)) {
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// Change range of values from 0-127*1000 to 0.0-1.0
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double mappedValue = (((volume - 0) * (1.0 - 0.0)) / (127000 - 0)) + 0;
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double linearValue;
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switch (mode) {
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case 0: // Sqrt curve
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linearValue = mappedValue * mappedValue;
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break;
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case 1: // Quarter sine curve
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linearValue = 0.63662 * asin(mappedValue);
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break;
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case 2: // Parabola
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linearValue = 1 - sqrt(1 - mappedValue);
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break;
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case 3: // Logarithmic 1
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linearValue = 0.00001 * pow(M_E, 11.5129 * mappedValue);
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break;
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case 4: // Logarithmic 2
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linearValue = 0.01 * pow(M_E, 4.60517 * mappedValue);
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break;
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case 5: // Logarithmic 3
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linearValue = 0.0372759 * pow(M_E, 3.28941 * mappedValue);
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break;
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case 6: // Half sine curve
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linearValue = (2 * asin(sqrt(mappedValue))) / M_PI; // Ricontrolla
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break;
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default: // Fallback to linear
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linearValue = mappedValue;
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break;
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}
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// Change range again, this time round the result
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result = (((linearValue - 0.0) * (127000 - 0)) / (1.0 - 0.0)) + 0.0;
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result = (int)round(result);
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}
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return result;
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}
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} // End of namespace Scumm
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