SCUMM: COMI: Fix #4635/#10473 and #4391 (iMUSE Digital) (#2596)

* 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>
This commit is contained in:
AndywinXp 2020-11-12 06:40:43 +01:00 committed by GitHub
parent b3c9375c26
commit 924a62b40b
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 203 additions and 37 deletions

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@ -218,29 +218,64 @@ void IMuseDigital::callback() {
return;
if (track->volFadeUsed) {
if (track->volFadeStep < 0) {
if (track->vol > track->volFadeDest) {
track->vol += track->volFadeStep;
if (track->vol < track->volFadeDest) {
track->vol = track->volFadeDest;
track->volFadeUsed = false;
if (_vm->_game.id == GID_CMI) {
if (track->vol == track->volFadeDest) // Sanity check
track->volFadeUsed = false;
if (track->volFadeStep < 0) { // Fade out
if (track->vol > track->volFadeDest) {
int tempVolume = transformVolumeEqualPowToLinear(track->vol, 1); // Equal power to linear...
tempVolume += track->volFadeStep; // Remove step...
track->vol = transformVolumeLinearToEqualPow(tempVolume, 1); // Linear to equal power...
if (track->vol <= track->volFadeDest) {
track->vol = track->volFadeDest;
track->volFadeUsed = false;
flushTrack(track);
continue;
}
if (track->vol == 0) {
// Fade out complete -> remove this track
flushTrack(track);
continue;
}
}
if (track->vol == 0) {
// Fade out complete -> remove this track
flushTrack(track);
continue;
} else if (track->volFadeStep > 0) { // Fade in
if (track->vol < track->volFadeDest) {
int tempVolume = transformVolumeEqualPowToLinear(track->vol, 1); // Equal power to linear...
tempVolume += track->volFadeStep; // Add step...
track->vol = transformVolumeLinearToEqualPow(tempVolume, 1); // Linear to equal power...
if (track->vol >= track->volFadeDest) {
track->vol = track->volFadeDest;
track->volFadeUsed = false;
}
}
}
} else if (track->volFadeStep > 0) {
if (track->vol < track->volFadeDest) {
track->vol += track->volFadeStep;
} else {
if (track->volFadeStep < 0) {
if (track->vol > track->volFadeDest) {
track->vol = track->volFadeDest;
track->volFadeUsed = false;
track->vol += track->volFadeStep;
if (track->vol < track->volFadeDest) {
track->vol = track->volFadeDest;
track->volFadeUsed = false;
}
if (track->vol == 0) {
// Fade out complete -> remove this track
flushTrack(track);
continue;
}
}
} else if (track->volFadeStep > 0) {
if (track->vol < track->volFadeDest) {
track->vol += track->volFadeStep;
if (track->vol > track->volFadeDest) {
track->vol = track->volFadeDest;
track->volFadeUsed = false;
}
}
}
}
debug(5, "Fade: sound(%d), Vol(%d)", track->soundId, track->vol / 1000);
debug(5, "Fade: sound(%d), Vol(%d) in track(%d)", track->soundId, track->vol / 1000, track->trackId);
}
if (!track->souStreamUsed) {
@ -407,25 +442,30 @@ void IMuseDigital::switchToNextRegion(Track *track) {
int fadeDelay = (60 * _sound->getJumpFade(soundDesc, jumpId)) / 1000;
debug(5, "SwToNeReg(trackId:%d) - sound(%d) match hookId", track->trackId, track->soundId);
if (fadeDelay) {
debug(5, "SwToNeReg(trackId:%d) - call cloneToFadeOutTrack(delay:%d)", track->trackId, fadeDelay);
Track *fadeTrack = cloneToFadeOutTrack(track, fadeDelay);
if (fadeTrack) {
fadeTrack->dataOffset = _sound->getRegionOffset(fadeTrack->soundDesc, fadeTrack->curRegion);
fadeTrack->regionOffset = 0;
debug(5, "SwToNeReg(trackId:%d) - sound(%d) faded track, select region %d, curHookId: %d", fadeTrack->trackId, fadeTrack->soundId, fadeTrack->curRegion, fadeTrack->curHookId);
fadeTrack->curHookId = 0;
}
// COMI specific: jump to new region without true crossfades; this is not true to the original interpreter,
// but crossfading between regions in the correct way requires an implementation which is more complex.
// Leaving as is, for now.
if (_vm->_game.id != GID_CMI) {
debug(5, "SwToNeReg(trackId:%d) - call cloneToFadeOutTrack(delay:%d)", track->trackId, fadeDelay);
Track *fadeTrack = cloneToFadeOutTrack(track, fadeDelay);
if (fadeTrack) {
fadeTrack->dataOffset = _sound->getRegionOffset(fadeTrack->soundDesc, fadeTrack->curRegion);
fadeTrack->regionOffset = 0;
debug(5, "SwToNeReg(trackId:%d) - sound(%d) faded track, select region %d, curHookId: %d", fadeTrack->trackId, fadeTrack->soundId, fadeTrack->curRegion, fadeTrack->curHookId);
fadeTrack->curHookId = 0;
}
}
}
track->curRegion = region;
debug(5, "SwToNeReg(trackId:%d) - sound(%d) jump to region %d, curHookId: %d", track->trackId, track->soundId, track->curRegion, track->curHookId);
track->curHookId = 0;
} else {
debug(5, "SwToNeReg(trackId:%d) - Normal switch region, sound(%d), hookId(%d)", track->trackId, track->soundId, track->curHookId);
}
} else {
debug(5, "SwToNeReg(trackId:%d) - Normal switch region, sound(%d), hookId(%d)", track->trackId, track->soundId, track->curHookId);
}
debug(5, "SwToNeReg(trackId:%d) - sound(%d), select region %d", track->trackId, track->soundId, track->curRegion);
track->dataOffset = _sound->getRegionOffset(soundDesc, track->curRegion);
track->regionOffset = 0;

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@ -105,7 +105,10 @@ private:
void setTrigger(TriggerParams *trigger);
void setHookIdForMusic(int hookId);
Track *cloneToFadeOutTrack(Track *track, int fadeDelay);
Track *handleComiFadeOut(Track *track, int fadeDelay);
int transformVolumeLinearToEqualPow(int volume, int mode);
int transformVolumeEqualPowToLinear(int volume, int mode);
void setFtMusicState(int stateId);
void setFtMusicSequence(int seqId);
void setFtMusicCuePoint(int cueId);

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@ -321,8 +321,6 @@ void IMuseDigital::playComiMusic(const char *songName, const imuseComiTable *tab
}
if (getCurMusicSoundId() == table->soundId)
return;
if (table->transitionType == 4)
_stopingSequence = 1;
if (table->transitionType == 2) {
fadeOutMusic(table->fadeOutDelay);
startMusic(table->filename, table->soundId, table->hookId, 127);

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@ -166,7 +166,7 @@ void IMuseDigital::flushTrack(Track *track) {
if (track->souStreamUsed) {
_mixer->stopHandle(track->mixChanHandle);
} else if (track->stream) {
debug(5, "flushTrack() - soundId:%d", track->soundId);
debug(5, "flushTrack(trackId: %d) - soundId:%d", track->trackId, track->soundId);
// Finalize the appendable stream, then remove our reference to it.
// Note that there might still be some data left in the buffers of the
// appendable stream. We play it nice and wait till all of it
@ -190,7 +190,7 @@ void IMuseDigital::flushTracks() {
for (int l = 0; l < MAX_DIGITAL_TRACKS + MAX_DIGITAL_FADETRACKS; l++) {
Track *track = _track[l];
if (track->used && track->toBeRemoved && !_mixer->isSoundHandleActive(track->mixChanHandle)) {
debug(5, "flushTracks() - soundId:%d", track->soundId);
debug(5, "flushTracks() - trackId:%d, soundId:%d", track->trackId, track->soundId);
track->reset();
}
}

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@ -158,11 +158,26 @@ void IMuseDigital::startSound(int soundId, const char *soundName, int soundType,
} else
error("IMuseDigital::startSound(): Can't handle %d bit samples", bits);
int fadeDelay = 30; // Default fade value if not found anywhere else
if (otherTrack && otherTrack->used && !otherTrack->toBeRemoved) {
track->curRegion = otherTrack->curRegion;
track->dataOffset = otherTrack->dataOffset;
track->regionOffset = otherTrack->regionOffset;
track->dataMod12Bit = otherTrack->dataMod12Bit;
if (_vm->_game.id == GID_CMI) {
fadeDelay = otherTrack->volFadeDelay != 0 ? otherTrack->volFadeDelay : fadeDelay;
track->regionOffset -= track->regionOffset >= (track->feedSize / _callbackFps) ? (track->feedSize / _callbackFps) : 0;
}
}
if (_vm->_game.id == GID_CMI) {
// Fade in the new track
track->vol = 0;
track->volFadeDelay = fadeDelay;
track->volFadeDest = volume * 1000;
track->volFadeStep = (track->volFadeDest - track->vol) * 60 * (1000 / _callbackFps) / (1000 * fadeDelay);
track->volFadeUsed = true;
}
track->stream = Audio::makeQueuingAudioStream(freq, track->mixerFlags & kFlagStereo);
@ -279,9 +294,18 @@ void IMuseDigital::fadeOutMusicAndStartNew(int fadeDelay, const char *filename,
Track *track = _track[l];
if (track->used && !track->toBeRemoved && (track->volGroupId == IMUSE_VOLGRP_MUSIC)) {
debug(5, "IMuseDigital::fadeOutMusicAndStartNew(sound:%d) - starting", soundId);
startMusicWithOtherPos(filename, soundId, 0, 127, track);
cloneToFadeOutTrack(track, fadeDelay);
flushTrack(track);
// Store the fadeDelay in the track: startMusicWithOtherPos will use it to
// fade in the new track; this will match fade in and fade out speeds.
if (_vm->_game.id == GID_CMI) {
track->volFadeDelay = fadeDelay;
startMusicWithOtherPos(filename, soundId, 0, 127, track);
handleComiFadeOut(track, fadeDelay);
} else {
startMusicWithOtherPos(filename, soundId, 0, 127, track);
cloneToFadeOutTrack(track, fadeDelay);
flushTrack(track);
}
break;
}
}
@ -295,8 +319,12 @@ void IMuseDigital::fadeOutMusic(int fadeDelay) {
Track *track = _track[l];
if (track->used && !track->toBeRemoved && (track->volGroupId == IMUSE_VOLGRP_MUSIC)) {
debug(5, "IMuseDigital::fadeOutMusic(fade:%d, sound:%d)", fadeDelay, track->soundId);
cloneToFadeOutTrack(track, fadeDelay);
flushTrack(track);
if (_vm->_game.id == GID_CMI) {
handleComiFadeOut(track, fadeDelay);
} else {
cloneToFadeOutTrack(track, fadeDelay);
flushTrack(track);
}
break;
}
}
@ -324,6 +352,16 @@ void IMuseDigital::setTrigger(TriggerParams *trigger) {
_triggerUsed = true;
}
Track *IMuseDigital::handleComiFadeOut(Track *track, int fadeDelay) {
track->volFadeDelay = fadeDelay;
track->volFadeDest = 0;
track->volFadeStep = (track->volFadeDest - track->vol) * 60 * (1000 / _callbackFps) / (1000 * fadeDelay);
track->volFadeUsed = true;
track->toBeRemoved = true;
return track;
}
Track *IMuseDigital::cloneToFadeOutTrack(Track *track, int fadeDelay) {
assert(track);
Track *fadeTrack;
@ -337,7 +375,6 @@ Track *IMuseDigital::cloneToFadeOutTrack(Track *track, int fadeDelay) {
assert(track->trackId < MAX_DIGITAL_TRACKS);
fadeTrack = _track[track->trackId + MAX_DIGITAL_TRACKS];
if (fadeTrack->used) {
debug(5, "cloneToFadeOutTrack: No free fade track, force flush fade soundId:%d", fadeTrack->soundId);
flushTrack(fadeTrack);
@ -368,10 +405,98 @@ Track *IMuseDigital::cloneToFadeOutTrack(Track *track, int fadeDelay) {
fadeTrack->stream = Audio::makeQueuingAudioStream(_sound->getFreq(fadeTrack->soundDesc), track->mixerFlags & kFlagStereo);
_mixer->playStream(track->getType(), &fadeTrack->mixChanHandle, fadeTrack->stream, -1, fadeTrack->getVol(), fadeTrack->getPan());
fadeTrack->used = true;
debug(5, "cloneToFadeOutTrack() - end of func, soundId %d, fade soundId %d", track->soundId, fadeTrack->soundId);
return fadeTrack;
}
int IMuseDigital::transformVolumeLinearToEqualPow(int volume, int mode) {
if (volume == 0 || volume == 127000)
return volume;
int result = volume;
if (!(volume < 0 || volume > 127000)) {
// Change range of values from 0-127*1000 to 0.0-1.0
double mappedValue = (((volume - 0) * (1.0 - 0.0)) / (127000 - 0)) + 0;
double eqPowValue;
switch (mode) {
case 0: // Sqrt curve
eqPowValue = sqrt(mappedValue);
break;
case 1: // Quarter sine curve
eqPowValue = sin(mappedValue * M_PI / 2.0);
break;
case 2: // Parabola
eqPowValue = (1 - (1 - mappedValue) * (1 - mappedValue));
break;
case 3: // Logarithmic 1
eqPowValue = 1 + 0.2 * log10(mappedValue);
break;
case 4: // Logarithmic 2
eqPowValue = 1 + 0.5 * log10(mappedValue);
break;
case 5: // Logarithmic 3
eqPowValue = 1 + 0.7 * log10(mappedValue);
break;
case 6: // Half sine curve
eqPowValue = (1.0 - cos(mappedValue * M_PI)) / 2.0;
default: // Fallback to linear
eqPowValue = mappedValue;
break;
}
// Change range again, this time round the result
result = (((eqPowValue - 0.0) * (127000 - 0)) / (1.0 - 0.0)) + 0.0;
result = (int)round(result);
}
return result;
}
int IMuseDigital::transformVolumeEqualPowToLinear(int volume, int mode) {
if (volume == 0 || volume == 127000)
return volume;
int result = volume;
if (!(volume < 0 || volume > 127000)) {
// Change range of values from 0-127*1000 to 0.0-1.0
double mappedValue = (((volume - 0) * (1.0 - 0.0)) / (127000 - 0)) + 0;
double linearValue;
switch (mode) {
case 0: // Sqrt curve
linearValue = mappedValue * mappedValue;
break;
case 1: // Quarter sine curve
linearValue = 0.63662 * asin(mappedValue);
break;
case 2: // Parabola
linearValue = 1 - sqrt(1 - mappedValue);
break;
case 3: // Logarithmic 1
linearValue = 0.00001 * pow(M_E, 11.5129 * mappedValue);
break;
case 4: // Logarithmic 2
linearValue = 0.01 * pow(M_E, 4.60517 * mappedValue);
break;
case 5: // Logarithmic 3
linearValue = 0.0372759 * pow(M_E, 3.28941 * mappedValue);
break;
case 6: // Half sine curve
linearValue = (2 * asin(sqrt(mappedValue))) / M_PI; // Ricontrolla
break;
default: // Fallback to linear
linearValue = mappedValue;
break;
}
// Change range again, this time round the result
result = (((linearValue - 0.0) * (127000 - 0)) / (1.0 - 0.0)) + 0.0;
result = (int)round(result);
}
return result;
}
} // End of namespace Scumm