scummvm/sword2/driver/d_sound.cpp
2004-12-27 03:00:36 +00:00

1284 lines
28 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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.
*
* $Header$
*/
// One feature still missing is the original's DipMusic() function which, as
// far as I can understand, softened the music volume when someone was
// speaking, but only (?) if the music was playing loudly at the time.
//
// All things considered, I think this is more bother than it's worth.
#include "common/stdafx.h"
#include "common/file.h"
#include "sound/mp3.h"
#include "sound/vorbis.h"
#include "sound/flac.h"
#include "sound/rate.h"
#include "sword2/sword2.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/d_sound.h"
namespace Sword2 {
static AudioStream *makeCLUStream(File *fp, int size);
static File fpMus;
static AudioStream *getAudioStream(File *fp, const char *base, int cd, uint32 id, uint32 *numSamples) {
struct {
const char *ext;
int mode;
} file_types[] = {
#ifdef USE_MAD
{ "cl3", kMP3Mode },
#endif
#ifdef USE_VORBIS
{ "clg", kVorbisMode },
#endif
#ifdef USE_FLAC
{ "clf", kFlacMode },
#endif
{ "clu", kCLUMode }
};
int soundMode = -1;
char filename[20];
for (int i = 0; i < ARRAYSIZE(file_types); i++) {
File f;
sprintf(filename, "%s%d.%s", base, cd, file_types[i].ext);
if (f.open(filename)) {
soundMode = file_types[i].mode;
break;
}
sprintf(filename, "%s.%s", base, file_types[i].ext);
if (f.open(filename)) {
soundMode = file_types[i].mode;
break;
}
}
if (soundMode == 0)
return NULL;
// The assumption here is that a sound file is closed when the sound
// finishes, and we never play sounds from two different files at the
// same time. Thus, if the file is already open it's the correct file,
// and the loop above was just needed to figure out the compression.
//
// This is to avoid having two file handles open to the same file at
// the same time. There was some speculation that some of our target
// systems may have trouble with that.
if (!fp->isOpen())
fp->open(filename);
if (!fp->isOpen())
return NULL;
fp->seek((id + 1) * ((soundMode == kCLUMode) ? 8 : 12), SEEK_SET);
uint32 pos = fp->readUint32LE();
uint32 len = fp->readUint32LE();
uint32 enc_len;
if (numSamples)
*numSamples = len;
if (soundMode != kCLUMode)
enc_len = fp->readUint32LE();
else
enc_len = len + 1;
if (!pos || !len) {
fp->close();
return NULL;
}
fp->seek(pos, SEEK_SET);
switch (soundMode) {
case kCLUMode:
return makeCLUStream(fp, enc_len);
#ifdef USE_MAD
case kMP3Mode:
return makeMP3Stream(fp, enc_len);
#endif
#ifdef USE_VORBIS
case kVorbisMode:
return makeVorbisStream(fp, enc_len);
#endif
#ifdef USE_FLAC
case kFlacMode:
return makeFlacStream(fp, enc_len);
#endif
default:
return NULL;
}
}
#define BUFFER_SIZE 4096
// ----------------------------------------------------------------------------
// Custom AudioStream class to handle Broken Sword II's audio compression.
// ----------------------------------------------------------------------------
#define GetCompressedShift(n) ((n) >> 4)
#define GetCompressedSign(n) (((n) >> 3) & 1)
#define GetCompressedAmplitude(n) ((n) & 7)
class CLUInputStream : public AudioStream {
private:
File *_file;
bool _firstTime;
uint32 _file_pos;
uint32 _end_pos;
int16 _outbuf[BUFFER_SIZE];
byte _inbuf[BUFFER_SIZE];
const int16 *_bufferEnd;
const int16 *_pos;
uint16 _prev;
void refill();
inline bool eosIntern() const;
public:
CLUInputStream(File *file, int size);
~CLUInputStream();
int readBuffer(int16 *buffer, const int numSamples);
bool endOfData() const { return eosIntern(); }
bool isStereo() const { return false; }
int getRate() const { return 22050; }
};
CLUInputStream::CLUInputStream(File *file, int size)
: _file(file), _firstTime(true), _bufferEnd(_outbuf + BUFFER_SIZE) {
_file->incRef();
// Determine the end position.
_file_pos = _file->pos();
_end_pos = _file_pos + size;
// Read in initial data
refill();
}
CLUInputStream::~CLUInputStream() {
_file->decRef();
}
inline bool CLUInputStream::eosIntern() const {
return _pos >= _bufferEnd;
}
int CLUInputStream::readBuffer(int16 *buffer, const int numSamples) {
int samples = 0;
while (samples < numSamples && !eosIntern()) {
const int len = MIN(numSamples - samples, (int) (_bufferEnd - _pos));
memcpy(buffer, _pos, len * 2);
buffer += len;
_pos += len;
samples += len;
if (_pos >= _bufferEnd) {
refill();
}
}
return samples;
}
void CLUInputStream::refill() {
byte *in = _inbuf;
int16 *out = _outbuf;
_file->seek(_file_pos, SEEK_SET);
uint len_left = _file->read(in, MIN((uint32) BUFFER_SIZE, _end_pos - _file->pos()));
_file_pos = _file->pos();
while (len_left > 0) {
uint16 sample;
if (_firstTime) {
_firstTime = false;
_prev = READ_LE_UINT16(in);
sample = _prev;
len_left -= 2;
in += 2;
} else {
uint16 delta = GetCompressedAmplitude(*in) << GetCompressedShift(*in);
if (GetCompressedSign(*in))
sample = _prev - delta;
else
sample = _prev + delta;
_prev = sample;
len_left--;
in++;
}
*out++ = sample;
}
_pos = _outbuf;
_bufferEnd = out;
}
AudioStream *makeCLUStream(File *file, int size) {
return new CLUInputStream(file, size);
}
// ----------------------------------------------------------------------------
// Another custom AudioStream class, to wrap around the various AudioStream
// classes used for music decompression, and to add looping, fading, etc.
// ----------------------------------------------------------------------------
// The length of a fade-in/out, in milliseconds.
#define FADE_LENGTH 3000
class MusicInputStream : public AudioStream {
private:
int _cd;
uint32 _musicId;
AudioStream *_decoder;
int16 _buffer[BUFFER_SIZE];
const int16 *_bufferEnd;
const int16 *_pos;
bool _remove;
uint32 _numSamples;
uint32 _samplesLeft;
bool _looping;
int32 _fading;
int32 _fadeSamples;
bool _paused;
void refill();
inline bool eosIntern() const;
public:
MusicInputStream(int cd, uint32 musicId, bool looping);
~MusicInputStream();
int readBuffer(int16 *buffer, const int numSamples);
bool endOfData() const { return eosIntern(); }
bool isStereo() const { return _decoder->isStereo(); }
int getRate() const { return _decoder->getRate(); }
void fadeUp();
void fadeDown();
bool isReady() { return _decoder != NULL; }
int32 isFading() { return _fading; }
bool readyToRemove();
int32 getTimeRemaining();
};
MusicInputStream::MusicInputStream(int cd, uint32 musicId, bool looping)
: _cd(cd), _musicId(musicId), _bufferEnd(_buffer + BUFFER_SIZE),
_remove(false), _looping(looping), _fading(0) {
_decoder = getAudioStream(&fpMus, "music", _cd, _musicId, &_numSamples);
if (_decoder) {
_samplesLeft = _numSamples;
_fadeSamples = (getRate() * FADE_LENGTH) / 1000;
fadeUp();
// Read in initial data
refill();
}
}
MusicInputStream::~MusicInputStream() {
delete _decoder;
}
inline bool MusicInputStream::eosIntern() const {
if (_looping)
return false;
return _remove || _pos >= _bufferEnd;
}
int MusicInputStream::readBuffer(int16 *buffer, const int numSamples) {
if (!_decoder)
return 0;
int samples = 0;
while (samples < numSamples && !eosIntern()) {
const int len = MIN(numSamples - samples, (int) (_bufferEnd - _pos));
memcpy(buffer, _pos, len * 2);
buffer += len;
_pos += len;
samples += len;
if (_pos >= _bufferEnd) {
refill();
}
}
return samples;
}
void MusicInputStream::refill() {
int16 *buf = _buffer;
uint32 numSamples = 0;
uint32 len_left;
bool endFade = false;
len_left = BUFFER_SIZE;
if (_fading > 0 && (uint32) _fading < len_left)
len_left = _fading;
if (_samplesLeft < len_left)
len_left = _samplesLeft;
if (!_looping) {
// None-looping music is faded out at the end. If this fade
// out would have started somewhere within the len_left samples
// to read, we only read up to that point. This way, we can
// treat this fade as any other.
if (!_fading) {
uint32 currentlyAt = _numSamples - _samplesLeft;
uint32 fadeOutAt = _numSamples - _fadeSamples;
uint32 readTo = currentlyAt + len_left;
if (fadeOutAt == currentlyAt)
fadeDown();
else if (fadeOutAt > currentlyAt && fadeOutAt <= readTo) {
len_left = fadeOutAt - currentlyAt;
endFade = true;
}
}
}
int desired = len_left - numSamples;
int len = _decoder->readBuffer(buf, desired);
// Shouldn't happen, but if it does it could cause an infinite loop.
// Of course there were bugs that caused it to happen several times
// during development. :-)
if (len < desired) {
warning("Expected %d samples, but got none", desired);
if (!len)
return;
}
buf += len;
numSamples += len;
len_left -= len;
_samplesLeft -= len;
int16 *ptr;
if (_fading > 0) {
// Fade down
for (ptr = _buffer; ptr < buf; ptr++) {
if (_fading > 0) {
_fading--;
*ptr = (*ptr * _fading) / _fadeSamples;
}
if (_fading == 0) {
_looping = false;
_remove = true;
*ptr = 0;
}
}
} else if (_fading < 0) {
// Fade up
for (ptr = _buffer; ptr < buf; ptr++) {
_fading--;
*ptr = -(*ptr * _fading) / _fadeSamples;
if (_fading <= -_fadeSamples) {
_fading = 0;
break;
}
}
}
if (endFade)
fadeDown();
if (!_samplesLeft) {
if (_looping) {
delete _decoder;
_decoder = getAudioStream(&fpMus, "music", _cd, _musicId, &_numSamples);
_samplesLeft = _numSamples;
} else
_remove = true;
}
_pos = _buffer;
_bufferEnd = buf;
}
void MusicInputStream::fadeUp() {
if (_fading > 0)
_fading = -_fading;
else if (_fading == 0)
_fading = -1;
}
void MusicInputStream::fadeDown() {
if (_fading < 0)
_fading = -_fading;
else if (_fading == 0)
_fading = _fadeSamples;
}
bool MusicInputStream::readyToRemove() {
return _remove;
}
int32 MusicInputStream::getTimeRemaining() {
// This is far from exact, but it doesn't have to be.
return (_samplesLeft + BUFFER_SIZE) / getRate();
}
// ----------------------------------------------------------------------------
// Main sound class
// ----------------------------------------------------------------------------
Sound::Sound(Sword2Engine *vm) {
_vm = vm;
_mutex = _vm->_system->createMutex();
memset(_fx, 0, sizeof(_fx));
_soundOn = true;
_speechPaused = false;
_speechMuted = false;
_speechVol = 255;
_fxPaused = false;
_fxMuted = false;
_fxVol = 255;
_musicVol = 255;
_musicPaused = false;
_musicMuted = false;
_mixBuffer = NULL;
_mixBufferLen = 0;
for (int i = 0; i < MAXMUS; i++)
_music[i] = NULL;
_vm->_mixer->setupPremix(this);
}
Sound::~Sound() {
int i;
_vm->_mixer->setupPremix(0);
for (i = 0; i < MAXMUS; i++)
delete _music[i];
free(_mixBuffer);
for (i = 0; i < MAXFX; i++)
stopFxHandle(i);
stopSpeech();
if (_mutex)
_vm->_system->deleteMutex(_mutex);
}
// AudioStream API
int Sound::readBuffer(int16 *buffer, const int numSamples) {
Common::StackLock lock(_mutex);
int i;
if (!_soundOn || _musicPaused)
return 0;
for (i = 0; i < MAXMUS; i++) {
if (_music[i] && _music[i]->readyToRemove()) {
delete _music[i];
_music[i] = NULL;
}
}
memset(buffer, 0, 2 * numSamples);
if (!_mixBuffer || numSamples > _mixBufferLen) {
if (_mixBuffer)
_mixBuffer = (int16 *) realloc(_mixBuffer, 2 * numSamples);
else
_mixBuffer = (int16 *) malloc(2 * numSamples);
_mixBufferLen = numSamples;
}
if (!_mixBuffer)
return 0;
for (i = 0; i < MAXMUS; i++) {
if (!_music[i])
continue;
int len = _music[i]->readBuffer(_mixBuffer, numSamples);
if (!_musicMuted) {
for (int j = 0; j < len; j++) {
clampedAdd(buffer[j], (_musicVol * _mixBuffer[j]) / 255);
}
}
}
if (!_music[0] && !_music[1] && fpMus.isOpen())
fpMus.close();
return numSamples;
}
bool Sound::isStereo() const { return false; }
bool Sound::endOfData() const { return !fpMus.isOpen(); }
int Sound::getRate() const { return 22050; }
/**
* This function creates the pan table.
*/
void Sound::buildPanTable(bool reverse) {
int i;
for (i = 0; i < 16; i++) {
_panTable[i] = -127 + i * 8;
_panTable[i + 17] = (i + 1) * 8 - 1;
}
_panTable[16] = 0;
if (reverse) {
for (i = 0; i < 33; i++)
_panTable[i] = -_panTable[i];
}
}
// ----------------------------------------------------------------------------
// MUSIC
// ----------------------------------------------------------------------------
/**
* Mutes/Unmutes the music.
* @param mute If mute is false, restore the volume to the last set master
* level. Otherwise the music is muted (volume 0).
*/
void Sound::muteMusic(bool mute) {
_musicMuted = mute;
}
/**
* @return the music's mute state, true if mute, false if not mute
*/
bool Sound::isMusicMute(void) {
return _musicMuted;
}
/**
* Set the volume of any future as well as playing music.
* @param volume volume, from 0 (silent) to 16 (max)
*/
void Sound::setMusicVolume(uint volume) {
if (volume > 255)
volume = 255;
_musicVol = volume;
}
/**
* @return the volume setting for music
*/
uint8 Sound::getMusicVolume(void) {
return _musicVol;
}
/**
* Stops the music dead in its tracks. Any music that is currently being
* streamed is paused.
*/
void Sound::pauseMusic(void) {
Common::StackLock lock(_mutex);
if (!_soundOn)
return;
_musicPaused = true;
}
/**
* Restarts the music from where it was stopped.
*/
void Sound::unpauseMusic(void) {
Common::StackLock lock(_mutex);
if (!_soundOn)
return;
_musicPaused = false;
}
/**
* Fades out and stops the music.
*/
void Sound::stopMusic(void) {
Common::StackLock lock(_mutex);
for (int i = 0; i < MAXMUS; i++)
if (_music[i])
_music[i]->fadeDown();
}
void Sound::waitForLeadOut(void) {
int i = getFxIndex(-1);
if (i == MAXFX)
return;
while (_fx[i]._handle.isActive()) {
_vm->_graphics->updateDisplay();
_vm->_system->delayMillis(30);
}
}
/**
* Streams music from a cluster file.
* @param musicId the id of the music to stream
* @param looping true if the music is to loop back to the start
* @return RD_OK or an error code
*/
int32 Sound::streamCompMusic(uint32 musicId, bool looping) {
Common::StackLock lock(_mutex);
int primary = -1;
int secondary = -1;
// If both music streams are active, one of them will have to go.
if (_music[0] && _music[1]) {
int32 fade0 = _music[0]->isFading();
int32 fade1 = _music[1]->isFading();
if (!fade0 && !fade1) {
// Neither is fading. This shouldn't happen, so just
// pick one and be done with it.
primary = 0;
} else if (fade0 && !fade1) {
// Stream 0 is fading, so pick that one.
primary = 0;
} else if (!fade0 && fade1) {
// Stream 1 is fading, so pick that one.
primary = 1;
} else {
// Both streams are fading. Pick the one that is
// closest to silent.
if (ABS(fade0) < ABS(fade1))
primary = 0;
else
primary = 1;
}
delete _music[primary];
_music[primary] = NULL;
}
// Pick the available music stream. If no music is playing it doesn't
// matter which we use.
if (_music[0] || _music[1]) {
if (_music[0]) {
primary = 1;
secondary = 0;
} else {
primary = 0;
secondary = 1;
}
} else
primary = 0;
// Don't start streaming if the volume is off.
if (isMusicMute())
return RD_OK;
if (secondary != -1)
_music[secondary]->fadeDown();
_music[primary] = new MusicInputStream(_vm->_resman->whichCd(), musicId, looping);
if (!_music[primary]->isReady()) {
delete _music[primary];
_music[primary] = NULL;
return RDERR_INVALIDFILENAME;
}
return RD_OK;
}
/**
* @return the time left for the current music, in seconds.
*/
int32 Sound::musicTimeRemaining(void) {
Common::StackLock lock(_mutex);
for (int i = 0; i < MAXMUS; i++) {
if (_music[i] && _music[i]->isFading() <= 0)
return _music[i]->getTimeRemaining();
}
return 0;
}
// ----------------------------------------------------------------------------
// SPEECH
// ----------------------------------------------------------------------------
/**
* Mutes/Unmutes the speech.
* @param mute If mute is false, restore the volume to the last set master
* level. Otherwise the speech is muted (volume 0).
*/
void Sound::muteSpeech(bool mute) {
_speechMuted = mute;
if (_soundHandleSpeech.isActive()) {
byte volume = mute ? 0 : _speechVol;
_vm->_mixer->setChannelVolume(_soundHandleSpeech, volume);
}
}
/**
* @return the speech's mute state, true if mute, false if not mute
*/
bool Sound::isSpeechMute(void) {
return _speechMuted;
}
/**
* Set the volume of any future as well as playing speech samples.
* @param volume volume, from 0 (silent) to 14 (max)
*/
void Sound::setSpeechVolume(uint volume) {
if (volume > 255)
volume = 255;
_speechVol = volume;
if (_soundHandleSpeech.isActive() && !_speechMuted && _soundHandleSpeech.isActive()) {
_vm->_mixer->setChannelVolume(_soundHandleSpeech, _speechVol);
}
}
/**
* @return the volume setting for speech
*/
uint8 Sound::getSpeechVolume(void) {
return _speechVol;
}
/**
* Stops the speech dead in its tracks.
*/
void Sound::pauseSpeech(void) {
_speechPaused = true;
_vm->_mixer->pauseHandle(_soundHandleSpeech, true);
}
/**
* Restarts the speech from where it was stopped.
*/
void Sound::unpauseSpeech(void) {
_speechPaused = false;
_vm->_mixer->pauseHandle(_soundHandleSpeech, false);
}
/**
* Stops the speech from playing.
*/
int32 Sound::stopSpeech(void) {
if (!_soundOn)
return RD_OK;
if (_soundHandleSpeech.isActive()) {
_vm->_mixer->stopHandle(_soundHandleSpeech);
return RD_OK;
}
return RDERR_SPEECHNOTPLAYING;
}
/**
* @return Either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED
*/
int32 Sound::getSpeechStatus(void) {
return _soundHandleSpeech.isActive() ? RDSE_SAMPLEPLAYING : RDSE_SAMPLEFINISHED;
}
/**
* Returns either RDSE_QUIET or RDSE_SPEAKING
*/
int32 Sound::amISpeaking(void) {
if (!_speechMuted && !_speechPaused && _soundHandleSpeech.isActive())
return RDSE_SPEAKING;
return RDSE_QUIET;
}
/**
* This function loads and decompresses a list of speech from a cluster, but
* does not play it. This is used for cutscene voice-overs, presumably to
* avoid having to read from more than one file on the CD during playback.
* @param speechid the text line id used to reference the speech
* @param buf a pointer to the buffer that will be allocated for the sound
*/
uint32 Sound::preFetchCompSpeech(uint32 speechid, uint16 **buf) {
File fp;
uint32 numSamples;
AudioStream *input = getAudioStream(&fp, "speech", _vm->_resman->whichCd(), speechid, &numSamples);
*buf = NULL;
// Decompress data into speech buffer.
uint32 bufferSize = 2 * numSamples;
*buf = (uint16 *) malloc(bufferSize);
if (!*buf) {
delete input;
fp.close();
return 0;
}
uint32 readSamples = input->readBuffer((int16 *) *buf, numSamples);
fp.close();
delete input;
return 2 * readSamples;
}
/**
* This function loads, decompresses and plays a line of speech. An error
* occurs if speech is already playing.
* @param speechid the text line id used to reference the speech
* @param vol volume, 0 (minimum) to 16 (maximum)
* @param pan panning, -16 (full left) to 16 (full right)
*/
int32 Sound::playCompSpeech(uint32 speechid, uint8 vol, int8 pan) {
if (_speechMuted)
return RD_OK;
if (getSpeechStatus() == RDERR_SPEECHPLAYING)
return RDERR_SPEECHPLAYING;
File *fp = new File;
AudioStream *input = getAudioStream(fp, "speech", _vm->_resman->whichCd(), speechid, NULL);
// Make the AudioStream object the sole owner of the file so that it
// will die along with the AudioStream when the speech has finished.
fp->decRef();
if (!input)
return RDERR_INVALIDID;
// Modify the volume according to the master volume
byte volume = _speechMuted ? 0 : vol * _speechVol / 16;
int8 p = _panTable[pan + 16];
// Start the speech playing
_vm->_mixer->playInputStream(SoundMixer::kSFXAudioDataType, &_soundHandleSpeech, input, -1, volume, p);
return RD_OK;
}
// ----------------------------------------------------------------------------
// SOUND EFFECTS
// ----------------------------------------------------------------------------
/**
* Retrieve information about an in-memory WAV file.
* @param data The WAV data
* @param wavInfo Pointer to the WavInfo structure to fill with information.
* @return True if the data appears to be a WAV file, otherwise false.
*/
bool Sound::getWavInfo(byte *data, WavInfo *wavInfo) {
uint32 wavLength;
uint32 offset;
if (READ_UINT32(data) != MKID('RIFF')) {
warning("getWavInfo: No 'RIFF' header");
return false;
}
wavLength = READ_LE_UINT32(data + 4) + 8;
if (READ_UINT32(data + 8) != MKID('WAVE')) {
warning("getWavInfo: No 'WAVE' header");
return false;
}
if (READ_UINT32(data + 12) != MKID('fmt ')) {
warning("getWavInfo: No 'fmt' header");
return false;
}
wavInfo->channels = READ_LE_UINT16(data + 22);
wavInfo->rate = READ_LE_UINT16(data + 24);
offset = READ_LE_UINT32(data + 16) + 20;
// It's almost certainly a WAV file, but we still need to find its
// 'data' chunk.
while (READ_UINT32(data + offset) != MKID('data')) {
if (offset >= wavLength) {
warning("getWavInfo: Can't find 'data' chunk");
return false;
}
offset += (READ_LE_UINT32(data + offset + 4) + 8);
}
wavInfo->samples = READ_LE_UINT32(data + offset + 4);
wavInfo->data = data + offset + 8;
return true;
}
/**
* @return the index of the sound effect with the ID passed in.
*/
int32 Sound::getFxIndex(int32 id) {
for (int i = 0; i < MAXFX; i++) {
if (_fx[i]._id == id)
return i;
}
return MAXFX;
}
/**
* Mutes/Unmutes the sound effects.
* @param mute If mute is false, restore the volume to the last set master
* level. Otherwise the sound effects are muted (volume 0).
*/
void Sound::muteFx(bool mute) {
_fxMuted = mute;
// Now update the volume of any fxs playing
for (int i = 0; i < MAXFX; i++) {
if (_fx[i]._id) {
byte volume = mute ? 0 : _fx[i]._volume * _fxVol / 16;
_vm->_mixer->setChannelVolume(_fx[i]._handle, volume);
}
}
}
/**
* @return the sound effects's mute state, true if mute, false if not mute
*/
bool Sound::isFxMute(void) {
return _fxMuted;
}
/**
* @return the master volume setting for sound effects
*/
uint8 Sound::getFxVolume(void) {
return _fxVol;
}
/**
* Set the master volume of all sound effects. The effects still have their
* own volume setting as well as the master volume.
* @param volume volume, from 0 (silent) to 14 (max)
*/
void Sound::setFxVolume(uint volume) {
if (volume > 255)
volume = 255;
_fxVol = volume;
if (_fxMuted)
return;
// Now update the volume of any fxs playing
for (int i = 0; i < MAXFX; i++)
if (_fx[i]._id)
_vm->_mixer->setChannelVolume(_fx[i]._handle, _fx[i]._volume * _fxVol / 16);
}
/**
* Sets the volume and pan of the sample which is currently playing
* @param id the id of the sample
* @param vol volume
* @param pan panning
*/
int32 Sound::setFxIdVolumePan(int32 id, uint8 vol, int8 pan) {
int32 i = getFxIndex(id);
if (i == MAXFX)
return RDERR_FXNOTOPEN;
if (vol > 14)
vol = 14;
_fx[i]._volume = vol;
if (!_fxMuted) {
_vm->_mixer->setChannelVolume(_fx[i]._handle, _fx[i]._volume * _fxVol / 16);
_vm->_mixer->setChannelBalance(_fx[i]._handle, _panTable[pan + 16]);
}
return RD_OK;
}
int32 Sound::setFxIdVolume(int32 id, uint8 vol) {
int32 i = getFxIndex(id);
if (i == MAXFX)
return RDERR_FXNOTOPEN;
_fx[i]._volume = vol;
if (!_fxMuted)
_vm->_mixer->setChannelVolume(_fx[i]._handle, vol * _fxVol / 16);
return RD_OK;
}
void Sound::pauseFx(void) {
if (_fxPaused)
return;
for (int i = 0; i < MAXFX; i++) {
if (_fx[i]._id) {
_vm->_mixer->pauseHandle(_fx[i]._handle, true);
_fx[i]._paused = true;
} else
_fx[i]._paused = false;
}
_fxPaused = true;
}
void Sound::pauseFxForSequence(void) {
if (_fxPaused)
return;
for (int i = 0; i < MAXFX; i++) {
if (_fx[i]._id && _fx[i]._id != -2) {
_vm->_mixer->pauseHandle(_fx[i]._handle, true);
_fx[i]._paused = true;
} else
_fx[i]._paused = false;
}
_fxPaused = true;
}
void Sound::unpauseFx(void) {
if (!_fxPaused)
return;
for (int i = 0; i < MAXFX; i++)
if (_fx[i]._paused && _fx[i]._id)
_vm->_mixer->pauseHandle(_fx[i]._handle, false);
_fxPaused = false;
}
bool Sound::isFxPlaying(int32 id) {
int i;
i = getFxIndex(id);
if (i == MAXFX)
return false;
return _fx[i]._handle.isActive();
}
/**
* This function closes a sound effect which has been previously opened for
* playing. Sound effects must be closed when they are finished with, otherwise
* you will run out of sound effect buffers.
* @param id the id of the sound to close
*/
int32 Sound::stopFx(int32 id) {
int i;
if (!_soundOn)
return RD_OK;
i = getFxIndex(id);
if (i == MAXFX)
return RDERR_FXNOTOPEN;
stopFxHandle(i);
return RD_OK;
}
/**
* This function plays a sound effect. If the effect has already been opened
* then 'data' should be NULL, and the sound effect will simply be obtained
* from the id passed in. If the effect has not been opened, then the WAV data
* should be passed in 'data'. The sound effect will be closed when it has
* finished playing.
* @param id the sound id
* @param data either NULL or the WAV data
* @param vol volume, 0 (minimum) to 16 (maximum)
* @param pan panning, -16 (full left) to 16 (full right)
* @param type either RDSE_FXSPOT or RDSE_FXLOOP
* @warning Zero is not a valid id
*/
int32 Sound::playFx(int32 id, byte *data, uint8 vol, int8 pan, uint8 type) {
if (!_soundOn)
return RD_OK;
byte volume = _fxMuted ? 0 : vol * _fxVol / 16;
// All lead-ins and lead-outs I've heard are music, so we use
// the music volume setting for them.
if (type == RDSE_FXLEADIN || type == RDSE_FXLEADOUT) {
id = (type == RDSE_FXLEADIN) ? -2 : -1;
volume = _musicMuted ? 0 : _musicVol;
}
WavInfo wavInfo;
if (!getWavInfo(data, &wavInfo)) {
warning("playFx: Not a valid WAV file");
return RDERR_INVALIDWAV;
}
int32 fxi = getFxIndex(id);
if (fxi == MAXFX) {
// Find a free slot
fxi = getFxIndex(0);
if (fxi == MAXFX) {
warning("openFx: Running out of sound slots");
// There aren't any free sound handles available. This
// usually shouldn't happen, but if it does we expire
// the first sound effect that isn't currently playing.
for (fxi = 0; fxi < MAXFX; fxi++)
if (!_fx[fxi]._handle.isActive())
break;
// Still no dice? I give up!
if (fxi == MAXFX) {
warning("openFx: No free sound slots");
return RDERR_NOFREEBUFFERS;
}
}
_fx[fxi]._id = id;
}
if (_fx[fxi]._handle.isActive())
return RDERR_FXALREADYOPEN;
uint32 flags = SoundMixer::FLAG_16BITS | SoundMixer::FLAG_LITTLE_ENDIAN;
if (wavInfo.channels == 2)
flags |= SoundMixer::FLAG_STEREO;
if (type == RDSE_FXLOOP)
flags |= SoundMixer::FLAG_LOOP;
else
flags &= ~SoundMixer::FLAG_LOOP;
_fx[fxi]._volume = vol;
int8 p = _panTable[pan + 16];
_vm->_mixer->playRaw(&_fx[fxi]._handle, wavInfo.data, wavInfo.samples, wavInfo.rate, flags, -1, volume, p);
return RD_OK;
}
void Sound::stopFxHandle(int i) {
if (_fx[i]._id) {
_vm->_mixer->stopHandle(_fx[i]._handle);
_fx[i]._id = 0;
_fx[i]._paused = false;
}
}
/**
* This function clears all of the sound effects which are currently open or
* playing, irrespective of type.
*/
void Sound::clearAllFx(void) {
if (!_soundOn)
return;
for (int i = 0; i < MAXFX; i++)
if (_fx[i]._id && _fx[i]._id != -1 && _fx[i]._id != -2)
stopFxHandle(i);
}
} // End of namespace Sword2