/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001/2002 The ScummVM project * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "scumm.h" #include "sound.h" #include "sound/mididrv.h" #include "imuse.h" #include "actor.h" #include "bundle.h" #include "common/config-file.h" #include "common/util.h" #ifdef _WIN32_WCE extern void *bsearch(const void *, const void *, size_t, size_t, int (*x) (const void *, const void *)); #endif Sound::Sound(Scumm *parent) { _scumm = parent; _numberBundleMusic = -1; _musicBundleBufFinal = NULL; _musicBundleBufOutput = NULL; } Sound::~Sound() { } void Sound::addSoundToQueue(int sound) { if (!(_scumm->_features & GF_AFTER_V7)) { _scumm->_vars[_scumm->VAR_LAST_SOUND] = sound; _scumm->ensureResourceLoaded(rtSound, sound); addSoundToQueue2(sound); } else { // WARNING ! This may break something, maybe this sould be put inside if(_gameID == GID_FT) ? // But why addSoundToQueue should not queue sound ? _scumm->ensureResourceLoaded(rtSound, sound); addSoundToQueue2(sound); } // if (_features & GF_AUDIOTRACKS) // warning("Requesting audio track: %d", sound); } void Sound::addSoundToQueue2(int sound) { if (_soundQue2Pos < 10) { _soundQue2[_soundQue2Pos++] = sound; } } void Sound::processSoundQues() { int d; int i, j; int num; int16 data[16]; IMuse *se; processSfxQueues(); while (_soundQue2Pos) { d = _soundQue2[--_soundQue2Pos]; if (d) playSound(d); } for (i = 0; i < _soundQuePos;) { num = _soundQue[i++]; if (i + num > _soundQuePos) { warning("processSoundQues: invalid num value"); break; } for (j = 0; j < 16; j++) data[j] = 0; if (num > 0) { for (j = 0; j < num; j++) data[j] = _soundQue[i + j]; i += num; se = _scumm->_imuse; #if 0 debug(1, "processSoundQues(%d,%d,%d,%d,%d,%d,%d,%d,%d)", data[0] >> 8, data[0] & 0xFF, data[1], data[2], data[3], data[4], data[5], data[6], data[7] ); #endif if ((_scumm->_gameId == GID_DIG) && (data[0] == 4096)){ // playBundleMusic(data[1] - 1); } if (!(_scumm->_features & GF_AFTER_V7)) { if (se) _scumm->_vars[_scumm->VAR_SOUNDRESULT] = (short)se->do_command(data[0], data[1], data[2], data[3], data[4], data[5], data[6], data[7]); } else { if (_scumm->_imuseDigital) _scumm->_vars[_scumm->VAR_SOUNDRESULT] = (short)_scumm->_imuseDigital->doCommand(data[0], data[1], data[2], data[3], data[4], data[5], data[6], data[7]); } } } _soundQuePos = 0; } byte * Sound::readCreativeVocFile(byte * ptr, uint32 & size, uint32 & rate, uint32 & loops) { assert(strncmp((char*)ptr, "Creative Voice File\x1A", 20) == 0); int32 offset = READ_LE_UINT16(ptr + 20); int16 version = READ_LE_UINT16(ptr + 22); int16 code = READ_LE_UINT16(ptr + 24); assert(version == 0x010A || version == 0x0114); assert(code == ~version + 0x1234); bool quit = 0; byte * ret_sound = 0; size = 0, loops = 0; while(!quit) { int len = READ_LE_UINT32(ptr + offset); offset += 4; int code = len & 0xFF; len >>= 8; switch(code) { case 0: quit = 1; break; case 1: { int time_constant = ptr[offset++]; int packing = ptr[offset++]; len -= 2; rate = 1000000L / (256L - time_constant); debug(9, "VOC Data Bloc : %d, %d, %d", rate, packing, len); if(packing == 0) { if(size) { ret_sound = (byte*)realloc(ret_sound, size + len); } else { ret_sound = (byte*)malloc(len); } memcpy(ret_sound + size, ptr + offset, len); size += len; } else { warning("VOC file packing %d unsupported", packing); } } break; case 6: // begin of loop loops = len + 1; break; case 7: // end of loop break; default: warning("Invalid code in VOC file : %d", code); //~ quit = 1; break; } offset += len; } debug(9, "VOC Data Size : %d", size); return ret_sound; } void Sound::playSound(int sound) { byte *ptr; int size; int rate; debug(3,"playSound #%d (room %d)", sound, _scumm->getResourceRoomNr(rtSound, sound)); ptr = _scumm->getResourceAddress(rtSound, sound); if (ptr) { if (READ_UINT32_UNALIGNED(ptr) == MKID('iMUS')){ _scumm->_imuseDigital->startSound(sound); return; } else if (READ_UINT32_UNALIGNED(ptr) == MKID('SOUN')) { ptr += 8; _scumm->_vars[_scumm->VAR_MI1_TIMER] = 0; playCDTrack(ptr[16], ptr[17] == 0xff ? -1 : ptr[17], (ptr[18] * 60 + ptr[19]) * 75 + ptr[20], 0); _scumm->current_cd_sound = sound; return; } // Support for SFX in Monkey Island 1, Mac version // This is rather hackish right now, but works OK. SFX are not sounding // 100% correct, though, not sure right now what is causing this. else if (READ_UINT32_UNALIGNED(ptr) == MKID('Mac1')) { // Read info from the header size = READ_UINT32_UNALIGNED(ptr+0x60); rate = READ_UINT32_UNALIGNED(ptr+0x64) >> 16; // Skip over the header (fixed size) ptr += 0x72; // Allocate a sound buffer, copy the data into it, and play char *sound = (char*)malloc(size); memcpy(sound, ptr, size); _scumm->_mixer->playRaw(NULL, sound, size, rate, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE); return; } // Support for Putt-Putt sounds - very hackish, too 8-) else if (READ_UINT32_UNALIGNED(ptr) == MKID('DIGI')) { // TODO - discover what data the first chunk, HSHD, contains // it might be useful here. ptr += 8 + READ_BE_UINT32_UNALIGNED(ptr+12); if (READ_UINT32_UNALIGNED(ptr) != MKID('SDAT')) return; // abort size = READ_BE_UINT32_UNALIGNED(ptr+4); rate = 8000; // FIXME - what value here ?!? 8000 is just a guess // Allocate a sound buffer, copy the data into it, and play char *sound = (char*)malloc(size); memcpy(sound, ptr + 8, size); _scumm->_mixer->playRaw(NULL, sound, size, rate, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE); return; } else if (READ_UINT32_UNALIGNED(ptr) == MKID('Crea')) { _scumm->_imuseDigital->startSound(sound); return; } else if (READ_UINT32_UNALIGNED(ptr) == MKID('ADL ')) { // played as MIDI, just to make perhaps the later use // of WA possible (see "else if" with GF_OLD256 below) } // Support for sampled sound effects in Monkey1 and Monkey2 else if (READ_UINT32_UNALIGNED(ptr) == MKID('SBL ')) { debug(2, "Using SBL sound effect"); // TODO - Figuring out how the SBL chunk works. Here's // an example: // // 53 42 4c 20 00 00 11 ae |SBL ....| // 41 55 68 64 00 00 00 03 |AUhd....| // 00 00 80 41 55 64 74 00 |...AUdt.| // 00 11 9b 01 96 11 00 a6 |........| // 00 7f 7f 7e 7e 7e 7e 7e |...~~~~~| // 7e 7f 7f 80 80 7f 7f 7f |~.......| // 7f 80 80 7f 7e 7d 7d 7e |....~}}~| // 7e 7e 7e 7e 7e 7e 7e 7f |~~~~~~~.| // // The length of the AUhd chunk always seems to be 3 // bytes. Let's skip that for now. // // The starting offset, length and sample rate is all // pure guesswork. The result sounds reasonable to me, // but I've never heard the original. // // I've since discovered that the non-interactive // Sam & Max demo also uses SBL sound effects, but // with different sub-chunks. Example: // // 53 42 4c 20 00 01 15 6e |SBL ...n| // 57 56 68 64 00 00 00 03 |WVhd....| // 00 00 80 57 56 64 74 00 |...WVdt.| // 01 15 5b 01 56 15 01 a6 |..[.V...| // 00 80 80 80 80 80 80 80 |........| // 80 80 80 80 80 80 80 80 |........| // 80 80 80 80 80 80 80 80 |........| // 80 80 80 80 80 80 80 80 |........| // // I'm going to assume that the sample frequency is // the only important difference between the two. if (READ_UINT32_UNALIGNED(ptr + 8) == MKID('WVhd')) rate = 11025; else rate = 8000; size = READ_BE_UINT32_UNALIGNED(ptr + 4) - 27; // Allocate a sound buffer, copy the data into it, and play char *sound = (char*)malloc(size); memcpy(sound, ptr + 33, size); _scumm->_mixer->playRaw(NULL, sound, size, rate, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE); return; } else if (_scumm->_features & GF_OLD256) { char *sound; size = READ_LE_UINT32(ptr); #if 0 // FIXME - this is just some debug output for Zak256 if (size != 30) { char name[9]; memcpy(name, ptr+22, 8); name[8] = 0; printf("Going to play Zak256 sound '%s':\n", name); hexdump(ptr, 0x40); } /* There seems to be some pattern in the Zak256 sound data. Two typical examples are these: d7 10 00 00 53 4f d1 10 |....SO..| 00 00 00 00 04 00 ff 00 |........| 64 00 00 00 01 00 64 6f |d.....do| 6f 72 6f 70 65 6e 40 a8 |oropen@.| 57 14 a1 10 00 00 50 08 |W.....P.| 00 00 00 00 00 00 b3 07 |........| 00 00 3c 00 00 00 04 80 |..<.....| 03 02 0a 01 8c 82 87 81 |........| 5b 07 00 00 53 4f 55 07 |[...SOU.| 00 00 00 00 04 00 ff 00 |........| 64 00 00 00 01 00 64 72 |d.....dr| 77 6f 70 65 6e 00 53 a8 |wopen.S.| 57 14 25 07 00 00 92 03 |W.%.....| 00 00 00 00 00 00 88 03 |........| 00 00 3c 00 00 00 82 82 |..<.....| 83 84 86 88 89 8b 89 89 |........| As you can see, there are quite some patterns, e.g. the 00 00 00 3c - the sound data seems to start at offset 54. Indy 3 seems to use a different format. The very first sound played in Indy 3 looks as follows: 5a 25 00 00 53 4f 54 25 |Z%..SOT%| 00 00 53 4f db 0a 00 00 |..SO....| 57 41 c8 00 18 00 00 00 |WA......| 00 00 00 00 9e 05 00 00 |........| 00 00 00 00 fd 32 00 f8 |.....2..| 02 f9 08 ff 22 08 00 ff |...."...| 20 5c 00 ff 10 03 00 fd | \......| 64 00 f8 00 f9 00 ff 22 |d......"| Indy 3, opening a door: d1 00 00 00 53 4f cb 00 |....SO..| 00 00 53 4f a2 00 00 00 |..SO....| 57 41 64 00 18 00 00 00 |WAd.....| 00 00 00 00 00 00 00 00 |........| 00 00 7e 00 f9 0c ff 20 |..~.... | 90 01 ff 22 c2 01 ff 0a |..."....| 03 00 ff 04 57 06 ff 00 |....W...| 04 00 ff 0a 00 00 ff 00 |........| So there seems to be a "SO" chunk which contains again a SO chunk and a WA chunk. WA probably again contains audio data? */ #endif rate = 11000; ptr += 0x16; if (size == 30) { int track = *ptr; if (track == _scumm->current_cd_sound) if (pollCD() == 1) return; playCDTrack(track, 1, 0, 0); _scumm->current_cd_sound = track; return; } size -= 0x36; sound = (char*)malloc(size); for (int x = 0; x < size; x++) { int bit = *ptr++; if (_scumm->_gameId == GID_INDY3_256) { // FIXME - this is an (obviously incorrect, just listen to it) // test hack for the Indy3 music format.... it doesn't work better // but at least the generated data "looks" somewhat OK :-) sound[x] = bit ^ 0x80; } else { if (bit < 0x80) sound[x] = 0x7F-bit; else sound[x] = bit; } } // FIXME: Maybe something in the header signifies looping? Need to // track it down and add a mixer flag or something (see also bug . _scumm->_mixer->playRaw(NULL, sound, size, 11000, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE); return; } } IMuse *se = _scumm->_imuse; if (se) { _scumm->getResourceAddress(rtSound, sound); se->start_sound(sound); } } void Sound::processSfxQueues() { Actor *a; int act; bool b, finished; if (_talk_sound_mode != 0) { if (_talk_sound_mode & 1) startTalkSound(_talk_sound_a1, _talk_sound_b1, 1); if (_talk_sound_mode & 2) _talkChannel = startTalkSound(_talk_sound_a2, _talk_sound_b2, 2); _talk_sound_mode = 0; } if (_scumm->_vars[_scumm->VAR_TALK_ACTOR]) { //_sfxMode & 2) { act = _scumm->_vars[_scumm->VAR_TALK_ACTOR]; if (_talkChannel < 0) finished = false; else if (_scumm->_mixer->_channels[_talkChannel] == NULL) finished = true; else finished = false; if (act != 0 && (uint) act < 0x80 && !_scumm->_string[0].no_talk_anim) { a = _scumm->derefActorSafe(act, "processSfxQueues"); if (a->room == _scumm->_currentRoom && (finished || !_endOfMouthSync)) { b = true; if (!finished) b = isMouthSyncOff(_curSoundPos); if (_mouthSyncMode != b) { _mouthSyncMode = b; if (_talk_sound_frame != -1) { a->startAnimActor(_talk_sound_frame); _talk_sound_frame = -1; } else a->startAnimActor(b ? a->talkFrame2 : a->talkFrame1); } } } if (finished && _scumm->_talkDelay == 0) { _scumm->stopTalk(); _sfxMode &= ~2; _talkChannel = -1; } } if (_sfxMode & 1) { if (isSfxFinished()) { _sfxMode &= ~1; } } } #ifdef COMPRESSED_SOUND_FILE static int compar(const void *a, const void *b) { return ((MP3OffsetTable *) a)->org_offset - ((MP3OffsetTable *) b)->org_offset; } #endif int Sound::startTalkSound(uint32 offset, uint32 b, int mode) { int num = 0, i; byte file_byte, file_byte_2; int size; if (_sfxFile->isOpen() == false) { warning("startTalkSound: SFX file is not open"); return -1; } // Some games frequently assume that starting one sound effect will // automatically stop any other that may be playing at that time. So // that is what we do here, but we make an exception for speech. // // Do any other games than these need this hack? if (mode == 1 && (_scumm->_gameId == GID_TENTACLE || _scumm->_gameId == GID_SAMNMAX)) { for (int i = 0; i < _scumm->_mixer->NUM_CHANNELS; i++) { if (i != _talkChannel) _scumm->_mixer->stop(i); } } if (b > 8) { num = (b - 8) >> 1; } #ifdef COMPRESSED_SOUND_FILE if (offset_table != NULL) { MP3OffsetTable *result = NULL, key; key.org_offset = offset; result = (MP3OffsetTable *) bsearch(&key, offset_table, num_sound_effects, sizeof(MP3OffsetTable), compar); if (result == NULL) { warning("startTalkSound: did not find sound at offset %d !", offset); return -1; } if (2 * num != result->num_tags) { warning("startTalkSound: number of tags do not match (%d - %d) !", b, result->num_tags); num = result->num_tags; } offset = result->new_offset; size = result->compressed_size; } else #endif { offset += 8; size = -1; } _sfxFile->seek(offset, SEEK_SET); i = 0; while (num > 0) { _sfxFile->read(&file_byte, sizeof(file_byte)); _sfxFile->read(&file_byte_2, sizeof(file_byte_2)); _mouthSyncTimes[i++] = file_byte | (file_byte_2 << 8); num--; } _mouthSyncTimes[i] = 0xFFFF; _sfxMode |= mode; _curSoundPos = 0; _mouthSyncMode = true; return startSfxSound(_sfxFile, size); } void Sound::stopTalkSound() { if (_sfxMode & 2) { stopSfxSound(); _sfxMode &= ~2; } } bool Sound::isMouthSyncOff(uint pos) { uint j; bool val = true; uint16 *ms = _mouthSyncTimes; _endOfMouthSync = false; do { val ^= 1; j = *ms++; if (j == 0xFFFF) { _endOfMouthSync = true; break; } } while (pos > j); return val; } int Sound::isSoundRunning(int sound) { IMuse *se; int i; if (sound == _scumm->current_cd_sound) return pollCD(); i = _soundQue2Pos; while (i--) { if (_soundQue2[i] == sound) return 1; } if (isSoundInQueue(sound)) return 1; if (!_scumm->isResourceLoaded(rtSound, sound)) return 0; if (_scumm->_imuseDigital) { return _scumm->_imuseDigital->getSoundStatus(sound); } se = _scumm->_imuse; if (!se) return 0; return se->get_sound_status(sound); } bool Sound::isSoundInQueue(int sound) { int i = 0, j, num; int16 table[16]; while (i < _soundQuePos) { num = _soundQue[i++]; memset(table, 0, sizeof(table)); if (num > 0) { for (j = 0; j < num; j++) table[j] = _soundQue[i + j]; i += num; if (table[0] == 0x10F && table[1] == 8 && table[2] == sound) return 1; } } return 0; } void Sound::stopSound(int a) { IMuse *se; int i; if (a != 0 && a == _scumm->current_cd_sound) { _scumm->current_cd_sound = 0; stopCD(); } if (_scumm->_imuseDigital) { _scumm->_imuseDigital->stopSound(a); } else { se = _scumm->_imuse; if (se) se->stop_sound(a); } for (i = 0; i < 10; i++) if (_soundQue2[i] == a) _soundQue2[i] = 0; } void Sound::stopAllSounds() { IMuse *se = _scumm->_imuse; if (_scumm->current_cd_sound != 0) { _scumm->current_cd_sound = 0; stopCD(); } if (se) { se->stop_all_sounds(); se->clear_queue(); } clearSoundQue(); stopSfxSound(); } void Sound::clearSoundQue() { _soundQue2Pos = 0; memset(_soundQue2, 0, sizeof(_soundQue2)); } void Sound::soundKludge(int16 * list) { int16 *ptr; int i; if (list[0] == -1) { processSoundQues(); return; } _soundQue[_soundQuePos++] = 8; ptr = _soundQue + _soundQuePos; _soundQuePos += 8; for (i = 0; i < 8; i++) *ptr++ = list[i]; if (_soundQuePos > 0x100) error("Sound que buffer overflow"); } void Sound::talkSound(uint32 a, uint32 b, int mode, int frame) { if (mode == 1) { _talk_sound_a1 = a; _talk_sound_b1 = b; } else { _talk_sound_a2 = a; _talk_sound_b2 = b; } _talk_sound_frame = frame; _talk_sound_mode |= mode; } /* The sound code currently only supports General Midi. * General Midi is used in Day Of The Tentacle. * Roland music is also playable, but doesn't sound well. * A mapping between roland instruments and GM instruments * is needed. */ void Sound::setupSound() { if (_scumm->_imuse) { _scumm->_imuse->setBase(_scumm->res.address[rtSound]); _sound_volume_music = g_config->getInt("music_volume", kDefaultMusicVolume); _sound_volume_master = g_config->getInt("master_volume", kDefaultMasterVolume); _sound_volume_sfx = g_config->getInt("sfx_volume", kDefaultSFXVolume); _scumm->_imuse->set_master_volume(_sound_volume_master); _scumm->_imuse->set_music_volume(_sound_volume_music); _scumm->_mixer->setVolume(_sound_volume_sfx); _scumm->_mixer->setMusicVolume(_sound_volume_music); } _sfxFile = openSfxFile(); } void Sound::pauseSounds(bool pause) { IMuse *se = _scumm->_imuse; if (se) se->pause(pause); _soundsPaused = pause; _scumm->_mixer->pause(pause); if ((_scumm->_features & GF_AUDIOTRACKS) && _scumm->_vars[_scumm->VAR_MI1_TIMER] > 0) { if (pause) stopCDTimer(); else startCDTimer(); } } int Sound::startSfxSound(File *file, int file_size) { char ident[8]; int block_type; byte work[8]; uint size = 0; int rate, comp; byte *data; #ifdef COMPRESSED_SOUND_FILE if (file_size > 0) { data = (byte *)calloc(file_size + MAD_BUFFER_GUARD, 1); if (file->read(data, file_size) != (uint)file_size) { /* no need to free the memory since error will shut down */ error("startSfxSound: cannot read %d bytes", size); return -1; } return playSfxSound_MP3(data, file_size); } #endif if (file->read(ident, 8) != 8) goto invalid; if (!memcmp(ident, "VTLK", 4)) { file->seek(SOUND_HEADER_BIG_SIZE - 8, SEEK_CUR); } else if (!memcmp(ident, "Creative", 8)) { file->seek(SOUND_HEADER_SIZE - 8, SEEK_CUR); } else { invalid:; warning("startSfxSound: invalid header"); return -1; } block_type = file->readByte(); if (block_type != 1) { warning("startSfxSound: Expecting block_type == 1, got %d", block_type); return -1; } file->read(work, 3); size = (work[0] | (work[1] << 8) | (work[2] << 16)) - 2; rate = file->readByte(); comp = file->readByte(); if (comp != 0) { warning("startSfxSound: Unsupported compression type %d", comp); return -1; } data = (byte *)malloc(size); if (data == NULL) { error("startSfxSound: out of memory"); return -1; } if (file->read(data, size) != size) { /* no need to free the memory since error will shut down */ error("startSfxSound: cannot read %d bytes", size); return -1; } return playSfxSound(data, size, 1000000 / (256 - rate), true); } File * Sound::openSfxFile() { char buf[256]; File * file = new File(); /* Try opening the file <_exe_name>.sou first, eg tentacle.sou. * That way, you can keep .sou files for multiple games in the * same directory */ #ifdef COMPRESSED_SOUND_FILE offset_table = NULL; sprintf(buf, "%s.so3", _scumm->_exe_name); if (!file->open(buf, _scumm->getGameDataPath())) { file->open("monster.so3", _scumm->getGameDataPath()); } if (file->isOpen() == true) { /* Now load the 'offset' index in memory to be able to find the MP3 data The format of the .SO3 file is easy : - number of bytes of the 'index' part - N times the following fields (4 bytes each) : + offset in the original sound file + offset of the MP3 data in the .SO3 file WITHOUT taking into account the index field and the 'size' field + the number of 'tags' + the size of the MP3 data - and then N times : + the tags + the MP3 data */ int size, compressed_offset; MP3OffsetTable *cur; compressed_offset = file->readDwordBE(); offset_table = (MP3OffsetTable *) malloc(compressed_offset); num_sound_effects = compressed_offset / 16; size = compressed_offset; cur = offset_table; while (size > 0) { cur[0].org_offset = file->readDwordBE(); cur[0].new_offset = file->readDwordBE() + compressed_offset + 4; /* The + 4 is to take into accound the 'size' field */ cur[0].num_tags = file->readDwordBE(); cur[0].compressed_size = file->readDwordBE(); size -= 4 * 4; cur++; } return file; } #endif sprintf(buf, "%s.sou", _scumm->_exe_name); if (!file->open(buf, _scumm->getGameDataPath())) { file->open("monster.sou", _scumm->getGameDataPath()); } return file; } void Sound::stopSfxSound() { if (_scumm->_imuseDigital) { _scumm->_imuseDigital->stopAll(); } _scumm->_mixer->stopAll(); } bool Sound::isSfxFinished() { return !_scumm->_mixer->hasActiveChannel(); } uint32 Sound::decode12BitsSample(byte * src, byte ** dst, uint32 size, bool stereo = false) { uint32 s_size = (size / 3) * 4; uint32 loop_size = s_size / 4; if (stereo == true) { s_size *= 2; } byte *ptr = *dst = (byte*)malloc(s_size); uint32 tmp; while(loop_size--) { byte v1 = *src++; byte v2 = *src++; byte v3 = *src++; tmp = ((((v2 & 0x0f) << 8) | v1) << 4) - 0x8000; *ptr++ = (byte)((tmp >> 8) & 0xff); *ptr++ = (byte)(tmp & 0xff); if (stereo == true) { *ptr++ = (byte)((tmp >> 8) & 0xff); *ptr++ = (byte)(tmp & 0xff); } tmp = ((((v2 & 0xf0) << 4) | v3) << 4) - 0x8000; *ptr++ = (byte)((tmp >> 8) & 0xff); *ptr++ = (byte)(tmp & 0xff); if (stereo == true) { *ptr++ = (byte)((tmp >> 8) & 0xff); *ptr++ = (byte)(tmp & 0xff); } } return s_size; } static void music_handler (void * engine) { g_scumm->_sound->bundleMusicHandler(g_scumm); } #define OUTPUT_SIZE 66150 // ((22050 * 2 * 2) / 4) * 3 void Sound::playBundleMusic(int32 song) { if (_numberBundleMusic == -1) { if (_scumm->_bundle->openMusicFile("digmusic.bun", _scumm->getGameDataPath()) == false) { return; } _musicBundleBufFinal = (byte*)malloc(OUTPUT_SIZE); _musicBundleBufOutput = (byte*)malloc(10 * 0x2000); _currentSampleBundleMusic = 0; _offsetSampleBundleMusic = 0; _offsetBufBundleMusic = 0; _pauseBundleMusic = false; _numberSamplesBundleMusic = _scumm->_bundle->getNumberOfMusicSamplesByIndex(song); _numberBundleMusic = song; _scumm->_timer->installProcedure(&music_handler, 1000); return; } if (_numberBundleMusic != song) { _numberSamplesBundleMusic = _scumm->_bundle->getNumberOfMusicSamplesByIndex(song); _numberBundleMusic = song; _currentSampleBundleMusic = 0; _offsetSampleBundleMusic = 0; _offsetBufBundleMusic = 0; } } void Sound::pauseBundleMusic(bool state) { _pauseBundleMusic = state; } void Sound::stopBundleMusic() { _scumm->_timer->releaseProcedure(&music_handler); _numberBundleMusic = -1; if (_musicBundleBufFinal) { free(_musicBundleBufFinal); _musicBundleBufFinal = NULL; } if (_musicBundleBufOutput) { free(_musicBundleBufOutput); _musicBundleBufOutput = NULL; } } void Sound::bundleMusicHandler(Scumm * scumm) { byte * ptr; int32 l, num = _numberSamplesBundleMusic, length, k; int32 rate = 22050; int32 tag, size = -1, header_size = 0; ptr = _musicBundleBufOutput; if (_pauseBundleMusic) return; for (k = 0, l = _currentSampleBundleMusic; l < num; k++) { length = _scumm->_bundle->decompressMusicSampleByIndex(_numberBundleMusic, l, (_musicBundleBufOutput + ((k * 0x2000) + _offsetBufBundleMusic))); _offsetSampleBundleMusic += length; if (l == 0) { tag = READ_BE_UINT32(ptr); ptr += 4; if (tag != MKID_BE('iMUS')) { warning("Decompression of bundle sound failed"); _numberBundleMusic = -1; return; } ptr += 12; while(tag != MKID_BE('DATA')) { tag = READ_BE_UINT32(ptr); ptr += 4; switch(tag) { case MKID_BE('FRMT'): size = READ_BE_UINT32(ptr); ptr += 24; break; case MKID_BE('TEXT'): case MKID_BE('REGN'): case MKID_BE('STOP'): case MKID_BE('JUMP'): size = READ_BE_UINT32(ptr); ptr += size + 4; break; case MKID_BE('DATA'): size = READ_BE_UINT32(ptr); ptr += 4; break; default: error("Unknown sound header %c%c%c%c", tag>>24, tag>>16, tag>>8, tag); } } if (size < 0) { warning("Decompression sound failed (no size field)"); _numberBundleMusic = -1; return; } header_size = (ptr - _musicBundleBufOutput); } l++; _currentSampleBundleMusic = l; if (_offsetSampleBundleMusic >= OUTPUT_SIZE + header_size) { memcpy(_musicBundleBufFinal, (_musicBundleBufOutput + header_size), OUTPUT_SIZE); _offsetBufBundleMusic = _offsetSampleBundleMusic - OUTPUT_SIZE - header_size; memcpy(_musicBundleBufOutput, (_musicBundleBufOutput + (OUTPUT_SIZE + header_size)), _offsetBufBundleMusic); _offsetSampleBundleMusic = _offsetBufBundleMusic; break; } } if (_currentSampleBundleMusic == num) _currentSampleBundleMusic = 0; size = OUTPUT_SIZE; ptr = _musicBundleBufFinal; byte * buffer = NULL; uint32 final_size = decode12BitsSample(ptr, &buffer, size); if (_scumm->_mixer->_channels[SoundMixer::NUM_CHANNELS - 1] == NULL) { _scumm->_mixer->playStream(NULL, SoundMixer::NUM_CHANNELS - 1, buffer, final_size, rate, SoundMixer::FLAG_AUTOFREE | SoundMixer::FLAG_16BITS | SoundMixer::FLAG_STEREO); } else { _scumm->_mixer->append(SoundMixer::NUM_CHANNELS - 1, buffer, final_size, rate, SoundMixer::FLAG_AUTOFREE | SoundMixer::FLAG_16BITS | SoundMixer::FLAG_STEREO); } } void Sound::playBundleSound(char *sound) { byte * ptr; if (_scumm->_bundle->openVoiceFile("digvoice.bun", _scumm->getGameDataPath()) == false) { return; } ptr = (byte *)malloc(1000000); if (_scumm->_bundle->decompressVoiceSampleByName(sound, ptr) == 0) { delete ptr; return; } int rate = 22050; int tag, size = -1; tag = READ_BE_UINT32(ptr); ptr+=4; if (tag != MKID_BE('iMUS')) { warning("Decompression of bundle sound failed"); free(ptr); return; } ptr += 12; while(tag != MKID_BE('DATA')) { tag = READ_BE_UINT32(ptr); ptr+=4; switch(tag) { case MKID_BE('FRMT'): size = READ_BE_UINT32(ptr); ptr+=16; rate = READ_BE_UINT32(ptr); ptr+=8; break; case MKID_BE('TEXT'): case MKID_BE('REGN'): case MKID_BE('STOP'): case MKID_BE('JUMP'): size = READ_BE_UINT32(ptr); ptr+=size+4; break; case MKID_BE('DATA'): size = READ_BE_UINT32(ptr); ptr+=4; break; default: error("Unknown sound header %c%c%c%c", tag>>24, tag>>16, tag>>8, tag); } } if (size < 0) { warning("Decompression sound failed (no size field)"); free(ptr); return; } byte * final = (byte *)malloc(size); memcpy(final, ptr, size); _scumm->_mixer->playRaw(NULL, final, size, rate, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE); } int Sound::playSfxSound(void *sound, uint32 size, uint rate, bool isUnsigned) { if (_soundsPaused) return -1; byte flags = SoundMixer::FLAG_AUTOFREE; if (isUnsigned) flags |= SoundMixer::FLAG_UNSIGNED; return _scumm->_mixer->playRaw(NULL, sound, size, rate, flags); } int Sound::playSfxSound_MP3(void *sound, uint32 size) { #ifdef COMPRESSED_SOUND_FILE if (_soundsPaused) return -1; return _scumm->_mixer->playMP3(NULL, sound, size, SoundMixer::FLAG_AUTOFREE); #endif return -1; } // We use a real timer in an attempt to get better sync with CD tracks. This is // necessary for games like Loom CD. static void cd_timer_handler(void *ptr) { Scumm *scumm = (Scumm *) ptr; // Maybe I could simply update _vars[VAR_MI1_TIMER] directly here, but // I don't feel comfortable just doing that from what might be a // separate thread. If someone tells me it's safe, I'll make the // change right away. // FIXME: Turn off the timer when it's no longer needed. In theory, it // should be possible to check with pollCD(), but since CD sound isn't // properly restarted when reloading a saved game, I don't dare to. scumm->_sound->_cd_timer_value += 6; } int Sound::readCDTimer() { return _cd_timer_value; } void Sound::startCDTimer() { int timer_interval; // The timer interval has been tuned for Loom CD and the Monkey 1 // intro. I have to use 100 for Loom, or there will be a nasty stutter // when Chaos first appears, and I have to use 101 for Monkey 1 or the // intro music will be cut short. if (_scumm->_gameId == GID_LOOM256) timer_interval = 100; else timer_interval = 101; _scumm->_timer->releaseProcedure(&cd_timer_handler); _cd_timer_value = _scumm->_vars[_scumm->VAR_MI1_TIMER]; _scumm->_timer->installProcedure(&cd_timer_handler, timer_interval); } void Sound::stopCDTimer() { _scumm->_timer->releaseProcedure(&cd_timer_handler); } void Sound::playCDTrack(int track, int num_loops, int start, int delay) { #ifdef COMPRESSED_SOUND_FILE if (playMP3CDTrack(track, num_loops, start, delay) == -1) #endif _scumm->_system->play_cdrom(track, num_loops, start, delay); // Start the timer after starting the track. Starting an MP3 track is // almost instantaneous, but a CD player may take some time. Hopefully // play_cdrom() will block during that delay. startCDTimer(); } void Sound::stopCD() { stopCDTimer(); #ifdef COMPRESSED_SOUND_FILE if (stopMP3CD() == -1) #endif _scumm->_system->stop_cdrom(); } int Sound::pollCD() { #ifdef COMPRESSED_SOUND_FILE if (pollMP3CD()) return 1; #endif return _scumm->_system->poll_cdrom(); } void Sound::updateCD() { #ifdef COMPRESSED_SOUND_FILE if (updateMP3CD() == -1) #endif _scumm->_system->update_cdrom(); } #ifdef COMPRESSED_SOUND_FILE int Sound::getCachedTrack(int track) { int i; char track_name[1024]; File * file = new File(); int current_index; struct mad_stream stream; struct mad_frame frame; unsigned char buffer[8192]; unsigned int buflen = 0; int count = 0; // See if we find the track in the cache for (i = 0; i < CACHE_TRACKS; i++) if (_cached_tracks[i] == track) { if (_mp3_tracks[i]) return i; else return -1; } current_index = _current_cache++; _current_cache %= CACHE_TRACKS; // Not found, see if it exists sprintf(track_name, "track%d.mp3", track); file->open(track_name, _scumm->getGameDataPath()); _cached_tracks[current_index] = track; /* First, close the previous file */ if (_mp3_tracks[current_index]) _mp3_tracks[current_index]->close(); _mp3_tracks[current_index] = NULL; if (file->isOpen() == false) { // This warning is pretty pointless. debug(1, "Track %d not available in mp3 format", track); return -1; } // Check the format and bitrate mad_stream_init(&stream); mad_frame_init(&frame); while (1) { if (buflen < sizeof(buffer)) { int bytes; bytes = file->read(buffer + buflen, sizeof(buffer) - buflen); if (bytes <= 0) { if (bytes == -1) { warning("Invalid format for track %d", track); goto error; } break; } buflen += bytes; } mad_stream_buffer(&stream, buffer, buflen); while (1) { if (mad_frame_decode(&frame, &stream) == -1) { if (!MAD_RECOVERABLE(stream.error)) break; if (stream.error != MAD_ERROR_BADCRC) continue; } if (count++) break; } if (count || stream.error != MAD_ERROR_BUFLEN) break; memmove(buffer, stream.next_frame, buflen = &buffer[buflen] - stream.next_frame); } if (count) memcpy(&_mad_header[current_index], &frame.header, sizeof(mad_header)); else { warning("Invalid format for track %d", track); goto error; } mad_frame_finish(&frame); mad_stream_finish(&stream); // Get file size file->seek(0, SEEK_END); _mp3_size[current_index] = file->pos(); _mp3_tracks[current_index] = file; return current_index; error: mad_frame_finish(&frame); mad_stream_finish(&stream); delete file; return -1; } int Sound::playMP3CDTrack(int track, int num_loops, int start, int delay) { int index; unsigned int offset; mad_timer_t duration; _scumm->_vars[_scumm->VAR_MI1_TIMER] = 0; if (_soundsPaused) return 0; if ((num_loops == 0) && (start == 0)) { return 0; } index = getCachedTrack(track); if (index < 0) return -1; // Calc offset. As all bitrates are in kilobit per seconds, the division by 200 is always exact offset = (start * (_mad_header[index].bitrate / (8 * 25))) / 3; // Calc delay if (!delay) { mad_timer_set(&duration, (_mp3_size[index] * 8) / _mad_header[index].bitrate, (_mp3_size[index] * 8) % _mad_header[index].bitrate, _mad_header[index].bitrate); } else { mad_timer_set(&duration, delay / 75, delay % 75, 75); } // Go _mp3_tracks[index]->seek(offset, SEEK_SET); if (_mp3_cd_playing == true) _scumm->_mixer->stop(_mp3_index); _mp3_index = _scumm->_mixer->playMP3CDTrack(NULL, _mp3_tracks[index], duration); _mp3_cd_playing = true; return 0; } int Sound::stopMP3CD() { if (_mp3_cd_playing == true) { _scumm->_mixer->stop(_mp3_index); _mp3_cd_playing = false; return 0; } return -1; } int Sound::pollMP3CD() { if (_mp3_cd_playing == true) return 1; return 0; } int Sound::updateMP3CD() { if (_mp3_cd_playing == false) return -1; if (_scumm->_mixer->_channels[_mp3_index] == NULL) { warning("Error in MP3 decoding"); return -1; } if (_scumm->_mixer->_channels[_mp3_index]->soundFinished()) stopMP3CD(); return 0; } #endif