LAB: Clean up sound effect looping, starting and stopping code

This commit is contained in:
Filippos Karapetis 2015-12-26 12:45:48 +02:00
parent e231c6753b
commit d1b5d41005
4 changed files with 19 additions and 39 deletions

View File

@ -217,7 +217,9 @@ void Anim::diffNextFrame(bool onlyDiffData) {
_sampleSpeed = _diffFile->readUint16LE();
_diffFile->skip(2);
_vm->_music->playSoundEffect(_sampleSpeed, _size, _diffFile);
// Sound effects embedded in animations are started here. These are
// usually animation-specific, like door opening sounds, and are not looped
_vm->_music->playSoundEffect(_sampleSpeed, _size, false, _diffFile);
break;
case 65535:

View File

@ -56,7 +56,6 @@ Music::Music(LabEngine *vm) : _vm(vm) {
_leftInFile = 0;
_musicOn = false;
_loopSoundEffect = false;
_queuingAudioStream = nullptr;
_lastMusicRoom = 1;
_doReset = true;
@ -95,7 +94,7 @@ uint16 Music::getPlayingBufferCount() {
return (_queuingAudioStream) ? _queuingAudioStream->numQueuedStreams() : 0;
}
void Music::playSoundEffect(uint16 sampleSpeed, uint32 length, Common::File *dataFile) {
void Music::playSoundEffect(uint16 sampleSpeed, uint32 length, bool loop, Common::File *dataFile) {
pauseBackMusic();
stopSoundEffect();
@ -114,7 +113,7 @@ void Music::playSoundEffect(uint16 sampleSpeed, uint32 length, Common::File *dat
dataFile->read(soundData, length);
Audio::SeekableAudioStream *audioStream = Audio::makeRawStream((const byte *)soundData, length, sampleSpeed, soundFlags);
uint loops = (_loopSoundEffect) ? 0 : 1;
uint loops = (loop) ? 0 : 1;
Audio::LoopingAudioStream *loopingAudioStream = new Audio::LoopingAudioStream(audioStream, loops);
_vm->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_sfxHandle, loopingAudioStream);
}
@ -274,22 +273,21 @@ void Music::resetMusic() {
_tFile = 0;
}
bool Music::readMusic(const Common::String filename, bool waitTillFinished) {
bool Music::readMusic(const Common::String filename, bool loop, bool waitTillFinished) {
Common::File *file = _vm->_resource->openDataFile(filename, MKTAG('D', 'I', 'F', 'F'));
_vm->updateMusicAndEvents();
if (!_loopSoundEffect)
stopSoundEffect();
stopSoundEffect();
if (!file)
return false;
_vm->_anim->_doBlack = false;
readSound(waitTillFinished, file);
readSound(waitTillFinished, loop, file);
return true;
}
void Music::readSound(bool waitTillFinished, Common::File *file) {
void Music::readSound(bool waitTillFinished, bool loop, Common::File *file) {
uint32 magicBytes = file->readUint32LE();
if (magicBytes != 1219009121) {
warning("readSound: Bad signature, skipping");
@ -320,7 +318,7 @@ void Music::readSound(bool waitTillFinished, Common::File *file) {
uint16 sampleRate = file->readUint16LE();
file->skip(2);
playSoundEffect(sampleRate, soundSize, file);
playSoundEffect(sampleRate, soundSize, loop, file);
} else if (soundTag == 65535) {
if (waitTillFinished) {
while (isSoundEffectActive()) {

View File

@ -74,16 +74,13 @@ private:
* Pauses the background music.
*/
void pauseBackMusic();
void readSound(bool waitTillFinished, Common::File *file);
void readSound(bool waitTillFinished, bool loop, Common::File *file);
/**
* Starts up the music initially.
*/
void startMusic(bool restartFl);
public:
bool _loopSoundEffect;
public:
Music(LabEngine *vm);
@ -107,12 +104,12 @@ public:
*/
bool initMusic(const Common::String filename);
bool isSoundEffectActive() const;
void playSoundEffect(uint16 sampleSpeed, uint32 length, Common::File *dataFile);
void playSoundEffect(uint16 sampleSpeed, uint32 length, bool loop, Common::File *dataFile);
/**
* Reads in a music file. Ignores any graphics.
*/
bool readMusic(const Common::String filename, bool waitTillFinished);
bool readMusic(const Common::String filename, bool loop, bool waitTillFinished);
/**
* Changes the background music to the original piece playing.

View File

@ -239,18 +239,15 @@ void LabEngine::doActions(const ActionList &actionList, CloseDataPtr *closePtrLi
switch (action->_actionType) {
case kActionPlaySound:
_music->_loopSoundEffect = false;
_music->readMusic(action->_messages[0], true);
_music->readMusic(action->_messages[0], false, true);
break;
case kActionPlaySoundNoWait:
_music->_loopSoundEffect = false;
_music->readMusic(action->_messages[0], false);
case kActionPlaySoundNoWait: // only used in scene 7 (street, when teleporting to the surreal maze)
_music->readMusic(action->_messages[0], false, false);
break;
case kActionPlaySoundLooping:
_music->_loopSoundEffect = true;
_music->readMusic(action->_messages[0], false);
_music->readMusic(action->_messages[0], true, false);
break;
case kActionShowDiff:
@ -411,12 +408,7 @@ void LabEngine::doActions(const ActionList &actionList, CloseDataPtr *closePtrLi
break;
case kActionClearSound:
if (_music->_loopSoundEffect) {
_music->_loopSoundEffect = false;
_music->stopSoundEffect();
} else if (_music->isSoundEffectActive())
_music->stopSoundEffect();
_music->stopSoundEffect();
break;
case kActionWinMusic:
@ -474,16 +466,7 @@ void LabEngine::doActions(const ActionList &actionList, CloseDataPtr *closePtrLi
}
}
if (_music->_loopSoundEffect) {
_music->_loopSoundEffect = false;
_music->stopSoundEffect();
} else {
while (_music->isSoundEffectActive()) {
updateMusicAndEvents();
_anim->diffNextFrame();
waitTOF();
}
}
_music->stopSoundEffect();
}
bool LabEngine::doActionRuleSub(int16 action, int16 roomNum, CloseDataPtr closePtr, CloseDataPtr *setCloseList, bool allowDefaults) {