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https://github.com/libretro/scummvm.git
synced 2024-12-13 21:31:53 +00:00
Added locking to the music code. I'm not really the right person to do this
but at least it doesn't seem to do any harm. Disabled the sound FX "garbage collection" in FxServer(). I'm not really convinced it's necessary at all, and even if it is, doing it from a separate thread it just begging for trouble. I've modified OpenFx() slightly to deal with this, but I may still have introduced regressions. Temporarily disabled the "goto label1" hack, since it seems to be the main reason for ScummVM crashing if I allow a piece of music to finish on its own (i.e. when not terminating it prematurely by triggering another piece of music). svn-id: r9990
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@ -151,8 +151,6 @@
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//
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//=============================================================================
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#define WIN32_LEAN_AND_MEAN
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#include "stdafx.h"
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#include "driver96.h"
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#include "rdwin.h" // for hwnd.
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@ -210,6 +208,8 @@ void sword2_sound_handler (void *engine) {
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}
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Sword2Sound::Sword2Sound(SoundMixer *mixer) {
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_mutex = g_system->create_mutex();
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soundOn = 0;
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speechStatus = 0;
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fxPaused = 0;
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@ -249,6 +249,12 @@ Sword2Sound::Sword2Sound(SoundMixer *mixer) {
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g_engine->_timer->installProcedure(sword2_sound_handler, 100000);
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}
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Sword2Sound::~Sword2Sound() {
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g_engine->_timer->releaseProcedure(sword2_sound_handler);
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if (_mutex)
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g_system->delete_mutex(_mutex);
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}
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// --------------------------------------------------------------------------
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// This function reverse the pan table, thus reversing the stereo.
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// --------------------------------------------------------------------------
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@ -309,8 +315,6 @@ void Sword2Sound::FxServer(void) {
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//
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// Maybe that explains why BS2 still crashes every now and then.
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int i;
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if (!soundOn)
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return;
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@ -319,6 +323,13 @@ void Sword2Sound::FxServer(void) {
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UpdateCompSampleStreaming();
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}
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// FIXME: Doing this sort of things from a separate thread seems like
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// just asking for trouble. But removing it outright will cause
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// regressions which need to be investigated.
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#if 0
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int i;
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if (fxPaused) {
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for (i = 0; i < MAXFX; i++) {
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if ((fxId[i] == (int32) 0xfffffffe) || (fxId[i] == (int32) 0xffffffff)) {
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@ -349,6 +360,7 @@ void Sword2Sound::FxServer(void) {
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}
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}
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}
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#endif
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}
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int32 Sword2Sound::AmISpeaking() {
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@ -656,8 +668,29 @@ int32 Sword2Sound::OpenFx(int32 id, uint8 *data) {
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fxi++;
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}
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if (fxi == MAXFX)
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return(RDERR_NOFREEBUFFERS);
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if (fxi == MAXFX) {
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// Expire the first sound effect that isn't currently
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// playing.
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// FIXME. This may need a bit of work. I still haven't
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// grasped all the intricacies of the sound effects
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// handling.
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//
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// Anyway, it'd be nicer - in theory - to expire the
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// least recently used slot.
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fxi = 0;
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while (fxi < MAXFX) {
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if (!soundHandleFx[fxi])
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break;
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fxi++;
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}
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// Still no dice? I give up!
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if (fxi == MAXFX)
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return(RDERR_NOFREEBUFFERS);
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}
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// Set the sample size - search for the size of the data.
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i = 0;
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@ -710,6 +743,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
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id = (int32) 0xffffffff;
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i = GetFxIndex(id);
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if (i == MAXFX) {
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warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type);
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return(RDERR_FXNOTOPEN);
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}
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flagsFx[i] &= ~SoundMixer::FLAG_LOOP;
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@ -725,6 +759,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
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} else {
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i = GetFxIndex(id);
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if (i == MAXFX) {
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warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type);
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return(RDERR_FXNOTOPEN);
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}
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if (loop == 1)
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@ -755,6 +790,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
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}
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i = GetFxIndex(id);
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if (i == MAXFX) {
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warning("PlayFx(%d, %d, %d, %d) - Not found", id, vol, pan, type);
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return RDERR_FXFUCKED;
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}
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flagsFx[i] &= ~SoundMixer::FLAG_LOOP;
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@ -774,6 +810,7 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
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i = GetFxIndex(id);
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if (i == MAXFX) {
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warning("PlayFx(%d, %d, %d, %d) - Not found", id, vol, pan, type);
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return(RDERR_FXFUCKED);
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}
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if (loop == 1)
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@ -954,13 +991,21 @@ uint8 Sword2Sound::IsFxMute(void) {
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}
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void Sword2Sound::StartMusicFadeDown(int i) {
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StackLock lock(_mutex);
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g_engine->_mixer->stopHandle(soundHandleMusic[i]);
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musFading[i] = -16;
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musStreaming[i] = 0;
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fpMus.close();
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if (fpMus.isOpen())
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fpMus.close();
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}
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int32 Sword2Sound::StreamCompMusic(const char *filename, uint32 musicId, int32 looping) {
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StackLock lock(_mutex);
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return StreamCompMusicFromLock(filename, musicId, looping);
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}
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int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, int32 looping) {
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int32 primaryStream = -1;
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int32 secondaryStream = -1;
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int32 i;
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@ -1024,7 +1069,7 @@ int32 Sword2Sound::StreamCompMusic(const char *filename, uint32 musicId, int32 l
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musFilePos[primaryStream] = fpMus.readUint32LE();
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musEnd[primaryStream] = fpMus.readUint32LE();
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if (!musEnd[primaryStream] || !musFilePos[primaryStream]) {
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if (!musEnd[primaryStream] || !musFilePos[primaryStream]) {
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fpMus.close();
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return RDERR_INVALIDID;
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}
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@ -1118,6 +1163,8 @@ int32 Sword2Sound::StreamCompMusic(const char *filename, uint32 musicId, int32 l
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}
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void Sword2Sound::UpdateCompSampleStreaming(void) {
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StackLock lock(_mutex);
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uint32 i,j;
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int32 v0, v1;
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int32 len;
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@ -1127,42 +1174,46 @@ void Sword2Sound::UpdateCompSampleStreaming(void) {
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for (i = 0; i < MAXMUS; i++) {
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if (musStreaming[i]) {
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if (musFading[i]) {
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if (musFading[i] < 0) {
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if (++musFading[i] == 0) {
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g_engine->_mixer->stopHandle(soundHandleMusic[i]);
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musStreaming[i] = 0;
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musLooping[i] = 0;
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} else {
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// Modify the volume according to the master volume and music mute state
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if (musicMuted)
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v0 = v1 = 0;
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else {
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v0 = (volMusic[0] * (0 - musFading[i]) / 16);
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v1 = (volMusic[1] * (0 - musFading[i]) / 16);
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}
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byte volume;
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int8 pan;
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if (v0 > v1) {
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volume = musicVolTable[v0];
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pan = (musicVolTable[v1 * 16 / v0] / 2) - 127;
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}
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if (v1 > v0) {
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volume = musicVolTable[v1];
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pan = (musicVolTable[v0 * 16 / v1] / 2) + 127;
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} else {
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volume = musicVolTable[v1];
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pan = 0;
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}
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g_engine->_mixer->setChannelVolume(soundHandleMusic[i], volume);
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g_engine->_mixer->setChannelPan(soundHandleMusic[i], pan);
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// FIXME: hack. this need cleanup.
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// originaly it has 3 second buffer ahead enought for fading
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// that why it's need play music for time while fading is going
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goto label1;
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if (musFading[i] < 0) {
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if (++musFading[i] == 0) {
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g_engine->_mixer->stopHandle(soundHandleMusic[i]);
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musStreaming[i] = 0;
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musLooping[i] = 0;
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} else {
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// Modify the volume according to the master volume and music mute state
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if (musicMuted)
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v0 = v1 = 0;
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else {
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v0 = (volMusic[0] * (0 - musFading[i]) / 16);
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v1 = (volMusic[1] * (0 - musFading[i]) / 16);
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}
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byte volume;
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int8 pan;
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if (v0 > v1) {
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volume = musicVolTable[v0];
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pan = (musicVolTable[v1 * 16 / v0] / 2) - 127;
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}
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if (v1 > v0) {
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volume = musicVolTable[v1];
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pan = (musicVolTable[v0 * 16 / v1] / 2) + 127;
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} else {
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volume = musicVolTable[v1];
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pan = 0;
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}
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g_engine->_mixer->setChannelVolume(soundHandleMusic[i], volume);
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g_engine->_mixer->setChannelPan(soundHandleMusic[i], pan);
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// FIXME: hack. this need cleanup.
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// originaly it has 3 second buffer ahead enought for fading
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// that why it's need play music for time while fading is going
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// Temporary disabled this because it
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// causes a crash whenever music is
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// allowed to finish on its own (i.e.
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// not by being replaced with another
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// piece of music.)
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// goto label1;
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}
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} else {
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label1:
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@ -1181,6 +1232,7 @@ label1:
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if (data8 == NULL) {
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fpMus.close();
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musFading[i] = -16;
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return;
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}
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// Seek to update position of compressed music when neccassary (probably never occurs)
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@ -1248,7 +1300,7 @@ label1:
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// Loop if neccassary
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if (musLooping[i]) {
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StreamCompMusic(musFilename[i], musId[i], musLooping[i]);
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StreamCompMusicFromLock(musFilename[i], musId[i], musLooping[i]);
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}
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}
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}
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@ -1263,6 +1315,8 @@ int32 Sword2Sound::DipMusic() {
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// disable this func for now
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return RD_OK;
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StackLock lock(_mutex);
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/*
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int32 len;
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int32 readCursor, writeCursor;
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@ -1335,6 +1389,8 @@ int32 Sword2Sound::DipMusic() {
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}
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int32 Sword2Sound::MusicTimeRemaining() {
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StackLock lock(_mutex);
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int i;
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for (i = 0; i < MAXMUS && !musStreaming[i]; i++) {
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@ -1348,6 +1404,8 @@ int32 Sword2Sound::MusicTimeRemaining() {
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}
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void Sword2Sound::StopMusic(void) {
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StackLock lock(_mutex);
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int i;
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for (i = 0; i < MAXMUS; i++) {
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@ -1363,6 +1421,8 @@ void Sword2Sound::StopMusic(void) {
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}
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int32 Sword2Sound::PauseMusic(void) {
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StackLock lock(_mutex);
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int i;
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if (soundOn) {
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@ -1379,6 +1439,8 @@ int32 Sword2Sound::PauseMusic(void) {
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}
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int32 Sword2Sound::UnpauseMusic(void) {
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StackLock lock(_mutex);
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int i;
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if (soundOn) {
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@ -1393,6 +1455,8 @@ int32 Sword2Sound::UnpauseMusic(void) {
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}
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void Sword2Sound::SetMusicVolume(uint8 volume) {
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StackLock lock(_mutex);
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int i;
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for (i = 0; i < MAXMUS; i++) {
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@ -1408,6 +1472,8 @@ uint8 Sword2Sound::GetMusicVolume() {
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}
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void Sword2Sound::MuteMusic(uint8 mute) {
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StackLock lock(_mutex);
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int i;
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musicMuted = mute;
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@ -1415,7 +1481,7 @@ void Sword2Sound::MuteMusic(uint8 mute) {
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for (i = 0; i < MAXMUS; i++) {
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if (!mute) {
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if (!musStreaming[i] && musLooping[i])
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StreamCompMusic(musFilename[i], musId[i], musLooping[i]);
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StreamCompMusicFromLock(musFilename[i], musId[i], musLooping[i]);
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}
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if (musStreaming[i] && !musFading[i]) {
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@ -46,6 +46,7 @@ void sword2_sound_handler (void *engine);
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class Sword2Sound {
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public:
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Sword2Sound(SoundMixer *mixer);
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~Sword2Sound();
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void FxServer(void);
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int32 PlaySpeech(uint8 *data, uint8 vol, int8 pan);
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int32 PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan);
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@ -88,10 +89,13 @@ class Sword2Sound {
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void UpdateCompSampleStreaming(void);
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SoundMixer *_mixer;
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private:
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int32 StreamCompMusicFromLock(const char *filename, uint32 musicId, int32 looping);
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int32 GetFxIndex(int32 id);
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void StartMusicFadeDown(int i);
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int32 DipMusic();
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OSystem::MutexRef _mutex;
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int32 fxId[MAXFX];
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uint8 fxiPaused[MAXFX];
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uint8 fxVolume[MAXFX];
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@ -118,11 +122,8 @@ class Sword2Sound {
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PlayingSoundHandle soundHandleFx[MAXFX];
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PlayingSoundHandle soundHandleMusic[MAXMUS];
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PlayingSoundHandle soundHandleSpeech;
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File fpMus;
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File fpMus;
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int bufferSizeMusic;
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int musicIndexChannel[MAXMUS];
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int musicChannels[MAXMUS];
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int32 streamCursor[MAXMUS];
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char musFilename[MAXMUS][256];
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int32 musFilePos[MAXMUS];
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int32 musEnd[MAXMUS];
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