mirror of
https://github.com/libretro/scummvm.git
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272 lines
7.0 KiB
C++
272 lines
7.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SCI_MUSIC_H
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#define SCI_MUSIC_H
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#include "common/serializer.h"
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#include "common/mutex.h"
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#include "audio/mixer.h"
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#include "audio/audiostream.h"
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#include "sci/sci.h"
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#include "sci/resource.h"
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#include "sci/sound/drivers/mididriver.h"
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namespace Sci {
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enum SoundStatus {
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kSoundStopped = 0,
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kSoundInitialized = 1,
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kSoundPaused = 2,
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kSoundPlaying = 3
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};
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#define MUSIC_VOLUME_DEFAULT 127
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#define MUSIC_VOLUME_MAX 127
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#define MUSIC_MASTERVOLUME_DEFAULT 15
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#define MUSIC_MASTERVOLUME_MAX 15
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class MidiParser_SCI;
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class SegManager;
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typedef Common::Array<uint16> SignalQueue;
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struct MusicEntryChannel {
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// Channel info
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int8 _prio; // 0 = essential; lower is higher priority
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int8 _voices;
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bool _dontRemap;
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bool _dontMap;
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bool _mute;
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};
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class MusicEntry : public Common::Serializable {
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public:
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// Do not get these directly for the sound objects!
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// It's a bad idea, as the sound code (i.e. the SciMusic
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// class) should be as separate as possible from the rest
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// of the engine
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reg_t soundObj;
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SoundResource *soundRes;
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uint16 resourceId;
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bool isQueued; // for SCI0 only!
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uint16 dataInc;
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uint16 ticker;
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uint16 signal;
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int16 priority; // must be int16, at least in Laura Bow 1, main music (object conMusic) uses priority -1
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uint16 loop;
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int16 volume;
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int16 hold;
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int8 reverb;
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int16 pauseCounter;
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uint sampleLoopCounter;
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byte fadeTo;
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short fadeStep;
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uint32 fadeTicker;
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uint32 fadeTickerStep;
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bool fadeSetVolume;
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bool fadeCompleted;
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bool stopAfterFading;
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SoundStatus status;
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Audio::Mixer::SoundType soundType;
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int _usedChannels[16];
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MusicEntryChannel _chan[16];
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MidiParser_SCI *pMidiParser;
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// this is used for storing signals, when the current signal is not yet
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// sent to the scripts. We shouldn't need to save it, this normally only
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// happens in rare situations like lb1, knocking on the door in the attic
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SignalQueue signalQueue;
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// TODO: We need to revise how we store the different
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// audio stream objects we require.
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Audio::RewindableAudioStream *pStreamAud;
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Audio::LoopingAudioStream *pLoopStream;
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Audio::SoundHandle hCurrentAud;
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public:
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MusicEntry();
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~MusicEntry();
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void doFade();
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void onTimer();
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void setSignal(int signal);
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virtual void saveLoadWithSerializer(Common::Serializer &ser);
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};
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struct DeviceChannelUsage {
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MusicEntry *_song;
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int _channel;
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bool operator==(const DeviceChannelUsage& other) const { return _song == other._song && _channel == other._channel; }
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bool operator!=(const DeviceChannelUsage& other) const { return !(*this == other); }
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};
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struct ChannelRemapping {
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DeviceChannelUsage _map[16];
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int _prio[16];
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int _voices[16];
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bool _dontRemap[16];
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int _freeVoices;
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void clear();
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void swap(int i, int j);
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void evict(int i);
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ChannelRemapping& operator=(ChannelRemapping& other);
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int lowestPrio() const;
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};
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typedef Common::Array<MusicEntry *> MusicList;
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typedef Common::Array<uint32> MidiCommandQueue;
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class SciMusic : public Common::Serializable {
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public:
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SciMusic(SciVersion soundVersion, bool useDigitalSFX);
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~SciMusic();
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void init();
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void onTimer();
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void putMidiCommandInQueue(byte status, byte firstOp, byte secondOp);
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void putMidiCommandInQueue(uint32 midi);
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private:
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static void miditimerCallback(void *p);
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void sendMidiCommandsFromQueue();
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public:
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void clearPlayList();
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void pauseAll(bool pause);
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void stopAll();
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// sound and midi functions
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void soundInitSnd(MusicEntry *pSnd);
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void soundPlay(MusicEntry *pSnd);
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void soundStop(MusicEntry *pSnd);
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void soundKill(MusicEntry *pSnd);
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void soundPause(MusicEntry *pSnd);
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void soundResume(MusicEntry *pSnd);
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void soundToggle(MusicEntry *pSnd, bool pause);
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void soundSetVolume(MusicEntry *pSnd, byte volume);
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void soundSetSampleVolume(MusicEntry *pSnd, byte volume);
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void soundSetPriority(MusicEntry *pSnd, byte prio);
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uint16 soundGetMasterVolume();
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void soundSetMasterVolume(uint16 vol);
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uint16 soundGetSoundOn() const { return _soundOn; }
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void soundSetSoundOn(bool soundOnFlag);
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uint16 soundGetVoices();
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uint32 soundGetTempo() const { return _dwTempo; }
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MusicType soundGetMusicType() const { return _musicType; }
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bool soundIsActive(MusicEntry *pSnd) {
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assert(pSnd->pStreamAud != 0);
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return _pMixer->isSoundHandleActive(pSnd->hCurrentAud);
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}
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void updateAudioStreamTicker(MusicEntry *pSnd) {
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assert(pSnd->pStreamAud != 0);
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pSnd->ticker = (uint16)(_pMixer->getSoundElapsedTime(pSnd->hCurrentAud) * 0.06);
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}
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MusicEntry *getSlot(reg_t obj);
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MusicEntry *getActiveSci0MusicSlot();
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void pushBackSlot(MusicEntry *slotEntry) {
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Common::StackLock lock(_mutex);
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_playList.push_back(slotEntry);
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}
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void printPlayList(Console *con);
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void printSongInfo(reg_t obj, Console *con);
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// The following two methods are NOT thread safe - make sure that
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// the mutex is always locked before calling them
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MusicList::iterator getPlayListStart() { return _playList.begin(); }
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MusicList::iterator getPlayListEnd() { return _playList.end(); }
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void sendMidiCommand(uint32 cmd);
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void sendMidiCommand(MusicEntry *pSnd, uint32 cmd);
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void setGlobalReverb(int8 reverb);
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int8 getGlobalReverb() { return _globalReverb; }
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byte getCurrentReverb();
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virtual void saveLoadWithSerializer(Common::Serializer &ser);
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// Mutex for music code. Used to guard access to the song playlist, to the
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// MIDI parser and to the MIDI driver/player. Note that guarded code must NOT
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// include references to the mixer, otherwise there will probably be situations
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// where a deadlock can occur
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Common::Mutex _mutex;
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protected:
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void sortPlayList();
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SciVersion _soundVersion;
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Audio::Mixer *_pMixer;
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MidiPlayer *_pMidiDrv;
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uint32 _dwTempo;
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// If true and a sound has a digital track, the sound from the AdLib track is played
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bool _useDigitalSFX;
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// remapping:
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void remapChannels();
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ChannelRemapping *determineChannelMap();
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void resetDeviceChannel(int devChannel);
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private:
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MusicList _playList;
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bool _soundOn;
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byte _masterVolume;
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MusicEntry *_usedChannel[16];
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int8 _channelRemap[16];
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int8 _globalReverb;
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DeviceChannelUsage _channelMap[16];
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MidiCommandQueue _queuedCommands;
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MusicType _musicType;
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int _driverFirstChannel;
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int _driverLastChannel;
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};
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} // End of namespace Sci
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#endif
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