/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2004 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/actor.h" #include "scumm/imuse.h" #include "scumm/imuse_digi/dimuse.h" #include "scumm/scumm.h" #include "scumm/sound.h" #include "common/config-manager.h" #include "common/timer.h" #include "common/util.h" #include "sound/audiocd.h" #include "sound/mididrv.h" #include "sound/mixer.h" #include "sound/mp3.h" #include "sound/voc.h" #include "sound/vorbis.h" namespace Scumm { struct MP3OffsetTable { /* Compressed Sound (.SO3) */ int org_offset; int new_offset; int num_tags; int compressed_size; }; Sound::Sound(ScummEngine *parent) { memset(this,0,sizeof(Sound)); // palmos _vm = parent; _currentCDSound = 0; _sfxFile = 0; } Sound::~Sound() { stopCDTimer(); delete _sfxFile; } void Sound::addSoundToQueue(int sound) { _vm->VAR(_vm->VAR_LAST_SOUND) = sound; _vm->ensureResourceLoaded(rtSound, sound); addSoundToQueue2(sound); } void Sound::addSoundToQueue2(int sound) { if ((_vm->_features & GF_HUMONGOUS) && _soundQue2Pos) { int i = _soundQue2Pos; while (i--) { if (_soundQue2[i] == sound) return; } } assert(_soundQue2Pos < ARRAYSIZE(_soundQue2)); _soundQue2[_soundQue2Pos++] = sound; } void Sound::processSoundQues() { int i = 0, d, num; int data[16]; processSfxQueues(); if (_vm->_features & GF_DIGI_IMUSE) return; while (_soundQue2Pos) { d = _soundQue2[--_soundQue2Pos]; if (d) playSound(d); } while (i < _soundQuePos) { num = _soundQue[i++]; if (i + num > _soundQuePos) { warning("processSoundQues: invalid num value"); break; } memset(data, 0, sizeof(data)); if (num > 0) { for (int j = 0; j < num; j++) data[j] = _soundQue[i + j]; i += num; debugC(DEBUG_IMUSE, "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]); if (_vm->_imuse) { _vm->VAR(_vm->VAR_SOUNDRESULT) = (short)_vm->_imuse->doCommand (num, data); } } } _soundQuePos = 0; } void Sound::playSound(int soundID) { byte *ptr; char *sound; int size; int rate; byte flags = SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE; debugC(DEBUG_SOUND, "playSound #%d (room %d)", soundID, _vm->getResourceRoomNr(rtSound, soundID)); ptr = _vm->getResourceAddress(rtSound, soundID); if (!ptr) { 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(ptr) == MKID('Mac1')) { // Read info from the header size = READ_BE_UINT32(ptr+0x60); rate = READ_BE_UINT16(ptr+0x64); // Skip over the header (fixed size) ptr += 0x72; // Allocate a sound buffer, copy the data into it, and play sound = (char *)malloc(size); memcpy(sound, ptr, size); _vm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID); } // Support for Putt-Putt sounds - very hackish, too 8-) else if (READ_UINT32(ptr) == MKID('DIGI')) { // TODO - discover what data the first chunk, HSHD, contains // it might be useful here. ptr += 8 + READ_BE_UINT32(ptr+12); if (READ_UINT32(ptr) != MKID('SDAT')) return; // abort size = READ_BE_UINT32(ptr+4) - 8; // FIXME - what value here ?!? 11025 is just a guess based on strings in w32 bin, prev guess 8000 rate = 11025; // Allocate a sound buffer, copy the data into it, and play sound = (char *)malloc(size); memcpy(sound, ptr + 8, size); _vm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID); } else if (READ_UINT32(ptr) == MKID('MRAW')) { // pcm music in 3DO humongous games // TODO play via imuse so isSoundRunning can properly report music value? ptr += 8 + READ_BE_UINT32(ptr+12); if (READ_UINT32(ptr) != MKID('SDAT')) return; size = READ_BE_UINT32(ptr+4) - 8; rate = 22050; flags = SoundMixer::FLAG_AUTOFREE; // Allocate a sound buffer, copy the data into it, and play sound = (char *)malloc(size); memcpy(sound, ptr + 8, size); _vm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID); } // Support for sampled sound effects in Monkey Island 1 and 2 else if (READ_UINT32(ptr) == MKID('SBL ')) { debug(2, "Using SBL sound effect"); // SBL resources essentially contain VOC sound data. // There are at least two main variants: in one, // there are two subchunks AUhd and AUdt, in the other // the chunks are called WVhd and WVdt. Besides that, // the two variants seem pretty similiar. // The first subchunk (AUhd resp. WVhd) seems to always // contain three bytes (00 00 80) of unknown meaning. // After that, a second subchunk contains VOC data. // Two real examples: // // 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 |~~~~~~~.| // // And from the non-interactive Sam & Max demo: // // 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 |........| #if 1 // Fingolfin says: after eyeballing a single SEGA // SBL resource, it would seem as if the content of the // data subchunk (AUdt) is XORed with 0x16. At least // then a semi-sane VOC header is revealed, with // a sampling rate of ~25000 Hz (does that make sense?). // I'll add some code to test that theory for now. if (_vm->_gameId == GID_MONKEY_SEGA) { size = READ_BE_UINT32(ptr + 4) - 27; for (int i = 0; i < size; i++) ptr[27 + i] ^= 0x16; } VocBlockHeader &voc_block_hdr = *(VocBlockHeader *)(ptr + 27); assert(voc_block_hdr.blocktype == 1); size = voc_block_hdr.size[0] + (voc_block_hdr.size[1] << 8) + (voc_block_hdr.size[2] << 16) - 2; rate = getSampleRateFromVOCRate(voc_block_hdr.sr); assert(voc_block_hdr.pack == 0); #else // FIXME: SBL resources are apparently horribly // distorted on segacd even though it shares the same // header etc. So don't try to play them for now. if (_vm->_gameId == GID_MONKEY_SEGA) { return; } if (READ_UINT32(ptr + 8) == MKID('WVhd')) rate = 11025; else rate = 8000; size = READ_BE_UINT32(ptr + 4) - 27; #endif // Allocate a sound buffer, copy the data into it, and play sound = (char *)malloc(size); memcpy(sound, ptr + 33, size); _vm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID); } else if ((_vm->_features & GF_FMTOWNS) || READ_UINT32(ptr) == MKID('SOUN') || READ_UINT32(ptr) == MKID('TOWS')) { bool tows = READ_UINT32(ptr) == MKID('TOWS'); if (_vm->_features & GF_FMTOWNS) { size = READ_LE_UINT32(ptr); } else { size = READ_BE_UINT32(ptr + 4) - 2; if (tows) size += 8; ptr += 2; } rate = 11025; int type = *(ptr + 0x0D); int numInstruments; if (tows) type = 0; switch (type) { case 0: // Sound effect numInstruments = *(ptr + 0x14); if (tows) numInstruments = 1; ptr += 0x16; size -= 0x16; while (numInstruments--) { int waveSize = READ_LE_UINT32(ptr + 0x0C); int loopStart = READ_LE_UINT32(ptr + 0x10) * 2; int loopEnd = READ_LE_UINT32(ptr + 0x14) - 1; rate = READ_LE_UINT32(ptr + 0x18) * 1000 / 0x62; ptr += 0x20; size -= 0x20; if (size < waveSize) { warning("Wrong wave size in sound #%i: %i", soundID, waveSize); waveSize = size; } sound = (char *)malloc(waveSize); for (int x = 0; x < waveSize; x++) { int b = *ptr++; if (b < 0x80) sound[x] = 0x7F - b; else sound[x] = b; } size -= waveSize; if (loopEnd > 0) flags |= SoundMixer::FLAG_LOOP; _vm->_mixer->playRaw(NULL, sound, waveSize, rate, flags, soundID, 255, 0, loopStart, loopEnd); } break; case 1: case 255: // 255 is the type used in Indy3 FMTowns // Music (Euphony format) if (_vm->_musicEngine) _vm->_musicEngine->startSound(soundID); break; case 2: // CD track resource ptr += 0x16; if (soundID == _currentCDSound) if (pollCD() == 1) return; { int track = ptr[0]; int loops = ptr[1]; int start = (ptr[2] * 60 + ptr[3]) * 75 + ptr[4]; int end = (ptr[5] * 60 + ptr[6]) * 75 + ptr[7]; playCDTrack(track, loops == 0xff ? -1 : loops, start, end <= start ? 0 : end - start); } _currentCDSound = soundID; break; default: // Unsupported sound type warning("Unsupported sound sub-type %d", type); break; } } else if ((_vm->_gameId == GID_LOOM) && (_vm->_features & GF_MACINTOSH)) { // Mac version of Loom uses yet another sound format /* playSound #9 (room 70) 000000: 55 00 00 45 73 6f 00 64 01 00 00 00 00 00 00 00 |U..Eso.d........| 000010: 00 05 00 8e 2a 8f 2d 1c 2a 8f 2a 8f 2d 1c 00 28 |....*.-.*.*.-..(| 000020: 00 31 00 3a 00 43 00 4c 00 01 00 00 00 01 00 64 |.1.:.C.L.......d| 000030: 5a 00 01 00 00 00 01 00 64 00 00 01 00 00 00 01 |Z.......d.......| 000040: 00 64 5a 00 01 00 00 00 01 00 64 5a 00 01 00 00 |.dZ.......dZ....| 000050: 00 01 00 64 00 00 00 00 00 00 00 07 00 00 00 64 |...d...........d| 000060: 64 00 00 4e 73 6f 00 64 01 00 00 00 00 00 00 00 |d..Nso.d........| 000070: 00 05 00 89 3d 57 2d 1c 3d 57 3d 57 2d 1c 00 28 |....=W-.=W=W-..(| playSound #16 (room 69) 000000: dc 00 00 a5 73 6f 00 64 01 00 00 00 00 00 00 00 |....so.d........| 000010: 00 05 00 00 2a 8f 03 e8 03 e8 03 e8 03 e8 00 28 |....*..........(| 000020: 00 79 00 7f 00 85 00 d6 00 01 00 00 00 19 01 18 |.y..............| 000030: 2f 00 18 00 01 18 32 00 18 00 01 18 36 00 18 00 |/.....2.....6...| 000040: 01 18 3b 00 18 00 01 18 3e 00 18 00 01 18 42 00 |..;.....>.....B.| 000050: 18 00 01 18 47 00 18 00 01 18 4a 00 18 00 01 18 |....G.....J.....| 000060: 4e 00 10 00 01 18 53 00 10 00 01 18 56 00 10 00 |N.....S.....V...| 000070: 01 18 5a 00 10 00 02 28 5f 00 01 00 00 00 00 00 |..Z....(_.......| */ } else if ((_vm->_features & GF_MACINTOSH) && (_vm->_gameId == GID_INDY3) && (ptr[26] == 0)) { size = READ_BE_UINT16(ptr + 12); rate = 3579545 / READ_BE_UINT16(ptr + 20); sound = (char *)malloc(size); int vol = ptr[24] * 4; memcpy(sound,ptr + READ_BE_UINT16(ptr + 8), size); _vm->_mixer->playRaw(NULL, sound, size, rate, SoundMixer::FLAG_AUTOFREE, soundID, vol, 0); } else { if (_vm->_gameId == GID_MONKEY_VGA || _vm->_gameId == GID_MONKEY_EGA || (_vm->_gameId == GID_MONKEY && _vm->_features & GF_MACINTOSH)) { // Sound is currently not supported at all in the amiga versions of these games if (_vm->_features & GF_AMIGA) { int track = -1; if (soundID == 50) track = 17; else if (soundID == 53) track = 18; else if ((soundID >= 100) && (soundID <= 118)) { char tracks[19] = {7,6,4,12,2,2,2,2,5,10,1,16,8,9,13,11,15,3,14}; track = tracks[soundID - 100]; } if (track != -1) { playCDTrack(track,((track < 5) || (track > 16)) ? 1 : -1,0,0); stopCDTimer(); _currentCDSound = soundID; } return; } // Works around the fact that in some places in MonkeyEGA/VGA, // the music is never explicitly stopped. // Rather it seems that starting a new music is supposed to // automatically stop the old song. if (_vm->_imuse) { if (READ_UINT32(ptr) != MKID('ASFX')) _vm->_imuse->stopAllSounds(); } } if (_vm->_musicEngine) { _vm->_musicEngine->startSound(soundID); } } } void Sound::processSfxQueues() { if (_talk_sound_mode != 0) { if (_talk_sound_mode & 1) startTalkSound(_talk_sound_a1, _talk_sound_b1, 1); if (_talk_sound_mode & 2) startTalkSound(_talk_sound_a2, _talk_sound_b2, 2, &_talkChannelHandle); _talk_sound_mode = 0; } const int act = _vm->talkingActor(); if ((_sfxMode & 2) && act != 0) { Actor *a; bool b, finished; if (_vm->_imuseDigital) { finished = !isSoundRunning(kTalkSoundID); } else { finished = !_talkChannelHandle.isActive(); } if ((uint) act < 0x80 && !_vm->_string[0].no_talk_anim && (finished || !_endOfMouthSync)) { a = _vm->derefActor(act, "processSfxQueues"); if (a->isInCurrentRoom()) { b = finished || 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->talkStopFrame : a->talkStartFrame); } } } if (finished && _vm->_talkDelay == 0) { _vm->stopTalk(); } } if (_sfxMode & 1) { if (isSfxFinished()) { _sfxMode &= ~1; } } } static int compareMP3OffsetTable(const void *a, const void *b) { return ((const MP3OffsetTable *)a)->org_offset - ((const MP3OffsetTable *)b)->org_offset; } void Sound::startTalkSound(uint32 offset, uint32 b, int mode, PlayingSoundHandle *handle) { int num = 0, i; int size = 0; byte *sound; int id = -1; if (_vm->_gameId == GID_CMI) { _sfxMode |= mode; return; } else if (_vm->_gameId == GID_DIG) { _sfxMode |= mode; if (!(_vm->_features & GF_DEMO)) return; char filename[30]; char roomname[10]; if (offset == 1) strcpy(roomname, "logo"); else if (offset == 15) strcpy(roomname, "canyon"); else if (offset == 17) strcpy(roomname, "pig"); else if (offset == 18) strcpy(roomname, "derelict"); else if (offset == 19) strcpy(roomname, "wreck"); else if (offset == 20) strcpy(roomname, "grave"); else if (offset == 23) strcpy(roomname, "nexus"); else if (offset == 79) strcpy(roomname, "newton"); else { warning("startTalkSound: dig demo: unknown room number: %d", offset); return; } _sfxFile->close(); sprintf(filename, "audio/%s.%d/%d.voc", roomname, offset, b); _sfxFile->open(filename); if (!_sfxFile->isOpen()) { sprintf(filename, "%d.%d.voc", offset, b); _sfxFile->open(filename); } if (!_sfxFile->isOpen()) { warning("startTalkSound: dig demo: voc file not found"); return; } } else { if (!_sfxFile->isOpen()) { warning("startTalkSound: SFX file is not open"); return; } // FIXME hack until more is known // the size of the data after the sample isn't known // 64 is just a guess if (_vm->_features & GF_HUMONGOUS) { // SKIP TLKB (8) TALK (8) HSHD (24) and SDAT (8) _sfxMode |= mode; _sfxFile->seek(offset + 48, SEEK_SET); sound = (byte *)malloc(b - 64); _sfxFile->read(sound, b - 64); _vm->_mixer->playRaw(handle, sound, b - 64, 11025, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE); return; } // 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? // // HACK: Checking for script 99 in Sam & Max is to keep Conroy's song // from being interrupted. if (mode == 1 && (_vm->_gameId == GID_TENTACLE || (_vm->_gameId == GID_SAMNMAX && !_vm->isScriptRunning(99)))) { id = 777777; _vm->_mixer->stopID(id); } if (b > 8) { num = (b - 8) >> 1; } if (offset_table != NULL) { MP3OffsetTable *result = NULL, key; key.org_offset = offset; result = (MP3OffsetTable *)bsearch(&key, offset_table, num_sound_effects, sizeof(MP3OffsetTable), compareMP3OffsetTable); if (result == NULL) { warning("startTalkSound: did not find sound at offset %d !", offset); return; } 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 { offset += 8; size = -1; } _sfxFile->seek(offset, SEEK_SET); assert(num + 1 < (int)ARRAYSIZE(_mouthSyncTimes)); for (i = 0; i < num; i++) _mouthSyncTimes[i] = _sfxFile->readUint16BE(); _mouthSyncTimes[i] = 0xFFFF; _sfxMode |= mode; _curSoundPos = 0; _mouthSyncMode = true; } if (!_soundsPaused && _vm->_mixer->isReady()) startSfxSound(_sfxFile, size, handle, id); } void Sound::stopTalkSound() { if (_sfxMode & 2) { if (_vm->_imuseDigital) { _vm->_imuseDigital->stopSound(kTalkSoundID); } else { _vm->_mixer->stopHandle(_talkChannelHandle); } _sfxMode &= ~2; } } bool Sound::isMouthSyncOff(uint pos) { uint j; bool val = true; uint16 *ms = _mouthSyncTimes; _endOfMouthSync = false; do { val = !val; j = *ms++; if (j == 0xFFFF) { _endOfMouthSync = true; break; } } while (pos > j); return val; } int Sound::isSoundRunning(int sound) const { if (_vm->_imuseDigital) return (_vm->_imuseDigital->getSoundStatus(sound) != 0); if (sound == _currentCDSound) return pollCD(); if (_vm->_features & GF_HUMONGOUS) { if (sound == -2) { return isSfxFinished(); } else if (sound == -1) { // getSoundStatus(), with a -1, will return the // ID number of the first active music it finds. // TODO handle MRAW (pcm music) in humongous games return _vm->_imuse->getSoundStatus(sound); } } if (isSoundInQueue(sound)) return 1; if (!_vm->isResourceLoaded(rtSound, sound)) return 0; if (_vm->_musicEngine) return _vm->_musicEngine->getSoundStatus(sound); return 0; } /** * Check whether the sound resource with the specified ID is still * used. This is invoked by ScummEngine::isResourceInUse, to determine * which resources can be expired from memory. * Technically, this works very similar to isSoundRunning, however it * calls IMuse::get_sound_active() instead of IMuse::getSoundStatus(). * The difference between those two is in how they treat sounds which * are being faded out: get_sound_active() returns true even when the * sound is being faded out, while getSoundStatus() returns false in * that case. */ bool Sound::isSoundInUse(int sound) const { if (_vm->_imuseDigital) return (_vm->_imuseDigital->getSoundStatus(sound) != 0); if (sound == _currentCDSound) return pollCD() != 0; if (isSoundInQueue(sound)) return true; if (!_vm->isResourceLoaded(rtSound, sound)) return false; if (_vm->_imuse) return _vm->_imuse->get_sound_active(sound); return false; } bool Sound::isSoundInQueue(int sound) const { int i, num; i = _soundQue2Pos; while (i--) { if (_soundQue2[i] == sound) return true; } i = 0; while (i < _soundQuePos) { num = _soundQue[i++]; if (num > 0) { if (_soundQue[i + 0] == 0x10F && _soundQue[i + 1] == 8 && _soundQue[i + 2] == sound) return true; i += num; } } return false; } void Sound::stopSound(int a) { int i; if (_vm->_features & GF_HUMONGOUS) { if (a == -2) { // Stop current sfx } else if (a == -1) { // Stop current music } } if (a != 0 && a == _currentCDSound) { _currentCDSound = 0; stopCD(); stopCDTimer(); } if (!(_vm->_features & GF_DIGI_IMUSE)) _vm->_mixer->stopID(a); if (_vm->_musicEngine) _vm->_musicEngine->stopSound(a); for (i = 0; i < ARRAYSIZE(_soundQue2); i++) if (_soundQue2[i] == a) _soundQue2[i] = 0; } void Sound::stopAllSounds() { if (_currentCDSound != 0) { _currentCDSound = 0; stopCD(); stopCDTimer(); } // Clear the (secondary) sound queue _soundQue2Pos = 0; memset(_soundQue2, 0, sizeof(_soundQue2)); if (_vm->_musicEngine) { _vm->_musicEngine->stopAllSounds(); } if (_vm->_imuse) { // FIXME: Maybe we could merge this call to clear_queue() // into IMuse::stopAllSounds() ? _vm->_imuse->clear_queue(); } // Stop all SFX if (!_vm->_imuseDigital) { _vm->_mixer->stopAll(); } } void Sound::soundKludge(int *list, int num) { int i; if (_vm->_imuseDigital) { _vm->_imuseDigital->parseScriptCmds(list[0], list[1], list[2], list[3], list[4], list[5], list[6], list[7]); return; } if (list[0] == -1) { processSoundQues(); } else { _soundQue[_soundQuePos++] = num; for (i = 0; i < num; i++) { _soundQue[_soundQuePos++] = list[i]; } } } 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() { delete _sfxFile; _sfxFile = openSfxFile(); } void Sound::pauseSounds(bool pause) { if (_vm->_imuse) _vm->_imuse->pause(pause); // Don't pause sounds if the game isn't active // FIXME - this is quite a nasty hack, replace with something cleaner, and w/o // having to access member vars directly! if (!_vm->_roomResource) return; _soundsPaused = pause; _vm->_mixer->pauseAll(pause); if (_vm->_imuseDigital) { _vm->_imuseDigital->pause(pause); } if ((_vm->_features & GF_AUDIOTRACKS) && _vm->VAR(_vm->VAR_MUSIC_TIMER) > 0) { if (pause) stopCDTimer(); else startCDTimer(); } } void Sound::startSfxSound(File *file, int file_size, PlayingSoundHandle *handle, int id) { AudioStream *input = 0; if (file_size > 0) { if (_vorbis_mode) { #ifdef USE_VORBIS input = makeVorbisStream(file, file_size); #endif } else { #ifdef USE_MAD input = makeMP3Stream(file, file_size); #endif } } else { input = makeVOCStream(_sfxFile); } if (!input) { warning("startSfxSound failed to load sound"); return; } if (_vm->_imuseDigital) { //_vm->_imuseDigital->stopSound(kTalkSoundID); _vm->_imuseDigital->startVoice(kTalkSoundID, input); } else { _vm->_mixer->playInputStream(handle, input, false, 255, 0, id); } } File *Sound::openSfxFile() { char buf[256]; File *file = new File(); /* Try opening the file <_gameName>.sou first, eg tentacle.sou. * That way, you can keep .sou files for multiple games in the * same directory */ offset_table = NULL; #ifdef USE_MAD sprintf(buf, "%s.so3", _vm->getGameName()); if (!file->open(buf, _vm->getGameDataPath())) { file->open("monster.so3", _vm->getGameDataPath()); } if (file->isOpen()) _vorbis_mode = false; #endif #ifdef USE_VORBIS if (!file->isOpen()) { sprintf(buf, "%s.sog", _vm->getGameName()); if (!file->open(buf, _vm->getGameDataPath())) file->open("monster.sog", _vm->getGameDataPath()); if (file->isOpen()) _vorbis_mode = true; } #endif if (file->isOpen()) { /* 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->readUint32BE(); 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->readUint32BE(); cur[0].new_offset = file->readUint32BE() + compressed_offset + 4; /* The + 4 is to take into accound the 'size' field */ cur[0].num_tags = file->readUint32BE(); cur[0].compressed_size = file->readUint32BE(); size -= 4 * 4; cur++; } return file; } sprintf(buf, "%s.sou", _vm->getGameName()); if (!file->open(buf, _vm->getGameDataPath())) { file->open("monster.sou", _vm->getGameDataPath()); } if (!file->isOpen()) { sprintf(buf, "%s.tlk", _vm->getGameName()); file->open(buf, _vm->getGameDataPath(), File::kFileReadMode, 0x69); } return file; } bool Sound::isSfxFinished() const { return !_vm->_mixer->hasActiveSFXChannel(); } // 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 *refCon) { ScummEngine *scumm = (ScummEngine *)refCon; // 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->VAR(scumm->VAR_MUSIC_TIMER) += 6; } 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 (_vm->_gameId == GID_LOOM256) timer_interval = 100; else timer_interval = 101; _vm->_timer->removeTimerProc(&cd_timer_handler); _vm->_timer->installTimerProc(&cd_timer_handler, 1000 * timer_interval, _vm); } void Sound::stopCDTimer() { _vm->_timer->removeTimerProc(&cd_timer_handler); } void Sound::playCDTrack(int track, int numLoops, int startFrame, int duration) { // Reset the music timer variable at the start of a new track _vm->VAR(_vm->VAR_MUSIC_TIMER) = 0; // Play it if (!_soundsPaused) AudioCD.play(track, numLoops, startFrame, duration); // 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() { AudioCD.stop(); } int Sound::pollCD() const { return AudioCD.isPlaying(); } void Sound::updateCD() { AudioCD.updateCD(); } } // End of namespace Scumm