scummvm/engines/wage/sound.cpp

158 lines
4.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* MIT License:
*
* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
*/
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "audio/decoders/raw.h"
#include "common/stream.h"
#include "common/system.h"
#include "wage/wage.h"
#include "wage/entities.h"
#include "wage/sound.h"
#include "wage/world.h"
namespace Wage {
static const int8 deltas[] = { 0,-49,-36,-25,-16,-9,-4,-1,0,1,4,9,16,25,36,49 };
Sound::Sound(Common::String name, Common::SeekableReadStream *data) : _name(name) {
_size = data->size() - 20;
_data = (byte *)calloc(2 * _size, 1);
data->skip(20); // Skip header
byte value = 0x80;
for (uint i = 0; i < _size; i++) {
byte d = data->readByte();
value += deltas[d & 0xf];
_data[i * 2] = value;
value += deltas[(d >> 4) & 0xf];
_data[i * 2 + 1] = value;
}
}
Sound::~Sound() {
free(_data);
}
void WageEngine::playSound(Common::String soundName) {
soundName.toLowercase();
if (!_world->_sounds.contains(soundName)) {
warning("playSound: Sound '%s' does not exist", soundName.c_str());
return;
}
Sound *s = _world->_sounds[soundName];
Audio::AudioStream *stream = Audio::makeRawStream(s->_data, s->_size, 11000, Audio::FLAG_UNSIGNED);
_mixer->playStream(Audio::Mixer::kPlainSoundType, &_soundHandle, stream,
-1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
while (_mixer->isSoundHandleActive(_soundHandle) && !_shouldQuit) {
Common::Event event;
_eventMan->pollEvent(event);
switch (event.type) {
case Common::EVENT_QUIT:
if (saveDialog())
_shouldQuit = true;
break;
default:
break;
}
_system->updateScreen();
_system->delayMillis(10);
}
}
void WageEngine::updateSoundTimerForScene(Scene *scene, bool firstTime) {
//warning("STUB: WageEngine::updateSoundTimerForScene()");
if (_world->_player->_currentScene != scene)
return;
if (scene->_soundFrequency > 0 && !scene->_soundName.empty()) {
Common::String soundName(scene->_soundName);
soundName.toLowercase();
if (!_world->_sounds.contains(soundName)) {
warning("updateSoundTimerForScene: Sound '%s' does not exist", soundName.c_str());
return;
}
warning("STUB: updateSoundTimerForScene: sound: '%s', %s", soundName.c_str(),
scene->_soundType == Scene::PERIODIC ? "PERIODIC" : "RANDOM");
#if 0
soundTimer = new Timer();
switch (scene.getSoundType()) {
case Scene.PERIODIC:
if (firstTime)
soundTimer.schedule(new PlaySoundTask(scene, sound), 0);
int delay = 60000 / scene.getSoundFrequency();
soundTimer.schedule(new PlaySoundTask(scene, sound), delay);
soundTimer.schedule(new UpdateSoundTimerTask(scene), delay + 1);
break;
case Scene.RANDOM:
for (int i = 0; i < scene.getSoundFrequency(); i++)
soundTimer.schedule(new PlaySoundTask(scene, sound), (int)(Math.random() * 60000));
soundTimer.schedule(new UpdateSoundTimerTask(scene), 60000);
break;
}
#endif
}
}
} // End of namespace Wage