Cleanups, mostly related to sound effects.

svn-id: r10532
This commit is contained in:
Torbjörn Andersson 2003-10-02 07:01:12 +00:00
parent 7df1576544
commit c8de7d5089
5 changed files with 16 additions and 70 deletions

View File

@ -322,5 +322,12 @@ int32 PlaySmacker(char *filename, _movieTextObject *text[], uint8 *musicOut) {
BS2_SetPalette(0, 256, oldPal, RDPAL_INSTANT);
}
// Lead-in and lead-out music are, as far as I can tell, only used for
// the animated cut-scenes, so this seems like a good place to close
// both of them.
g_sound->closeFx(-1);
g_sound->closeFx(-2);
return RD_OK;
}

View File

@ -50,7 +50,7 @@ static File fpMus;
#define GetCompressedSign(n) (((n) >> 3) & 1)
#define GetCompressedAmplitude(n) ((n) & 7)
int32 panTable[33] = {
static int32 panTable[33] = {
-127, -119, -111, -103, -95, -87, -79, -71,
-63, -55, -47, -39, -31, -23, -15, -7,
0,
@ -58,7 +58,7 @@ int32 panTable[33] = {
71, 79, 87, 95, 103, 111, 119, 127
};
int32 musicVolTable[17] = {
static int32 musicVolTable[17] = {
0, 15, 31, 47, 63, 79, 95, 111, 127,
143, 159, 175, 191, 207, 223, 239, 255
};
@ -249,8 +249,6 @@ void Sword2Sound::playLeadOut(uint8 *leadOut) {
ServiceWindows();
g_system->delay_msecs(30);
}
closeFx(-2);
}
// --------------------------------------------------------------------------
@ -271,12 +269,6 @@ int32 Sword2Sound::isFxOpen(int32 id) {
return getFxIndex(id) == MAXFX;
}
// --------------------------------------------------------------------------
// This function checks the status of all current sound effects, and clears
// out the ones which are no longer required in a buffer. It is called by
// a separate thread.
// --------------------------------------------------------------------------
void Sword2Sound::fxServer(int16 *data, uint len) {
StackLock lock(_mutex);
@ -287,48 +279,6 @@ void Sword2Sound::fxServer(int16 *data, uint len) {
if (!_music[0]._streaming && !_music[1]._streaming && fpMus.isOpen())
fpMus.close();
// FIXME: Doing this sort of things from a separate thread seems like
// just asking for trouble. But removing it outright causes regressions
// which need to be investigated.
//
// I've fixed one such regression, and as far as I can tell it's
// working now.
#if 0
int i;
if (_fxPaused) {
for (i = 0; i < MAXFX; i++) {
if ((_fx[i]._id == -1) || (_fx[i]._id == -2)) {
if (!_fx[i]._handle) {
_fx[i]._id = 0;
if (_fx[i]._buf != NULL) {
free(_fx[i]._buf);
_fx[i]._buf = NULL;
}
_fx[i]._bufSize = 0;
_fx[i]._flags = 0;
}
}
}
return;
}
for (i = 0; i < MAXFX; i++) {
if (_fx[i]._id) {
if (!_fx[i]._handle) {
_fx[i]._id = 0;
if (_fx[i]._buf != NULL) {
free(_fx[i]._buf);
_fx[i]._buf = NULL;
}
_fx[i]._bufSize = 0;
_fx[i]._flags = 0;
}
}
}
#endif
}
/**
@ -610,17 +560,10 @@ int32 Sword2Sound::openFx(int32 id, uint8 *data) {
if (fxi == MAXFX) {
// Expire the first sound effect that isn't currently
// playing.
// FIXME. This may need a bit of work. I still haven't
// grasped all the intricacies of the sound effects
// handling.
//
// Anyway, it'd be nicer - in theory - to expire the
// least recently used slot.
//
// This used to be done by the "garbage collector" in
// fxServer().
// playing. This usually shouldn't happen since the
// game engine manually clears all sound effects (at
// least except for lead-ins and lead-outs) when moving
// between rooms.
for (fxi = 0; fxi < MAXFX; fxi++) {
if (!_fx[fxi]._handle)

View File

@ -73,9 +73,6 @@ private:
FxHandle _fx[MAXFX];
MusicHandle _music[MAXMUS + 1];
// We used to have two music volumes - one for each channel -
// but they were always set to the same value.
uint8 _musicVol;
uint8 _soundOn;

View File

@ -615,6 +615,8 @@ int32 DrawSprite(_spriteInfo *s) {
dst += screenWide;
}
} else if (s->blend & 0x02) {
debug(2, "DrawSprite: s->blend & 0x02");
// FIXME: This case looks bogus to me. The
// same value for the red, green and blue
// parameters, and we multiply with the source
@ -622,8 +624,7 @@ int32 DrawSprite(_spriteInfo *s) {
// component.
//
// But as far as I can see, that's how the
// original
// code did it.
// original code did it.
//
// Does anyone know where this case was used
// anyway?

View File

@ -240,8 +240,6 @@ int32 FN_play_fx(int32 *params) {
res_man.close(fxq[j].resource);
}
// (James07uag97)
if (fxq[j].type == FX_LOOP) {
// play now, rather than in Process_fx_queue where it was
// getting played again & again!