scummvm/sky/sound.cpp

1262 lines
20 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2005 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 "sky/disk.h"
#include "sky/logic.h"
#include "sky/sky.h"
#include "sky/skydefs.h"
#include "sky/sound.h"
#include "sky/struc.h"
namespace Sky {
#define SOUND_FILE_BASE 60203
#define MAX_FX_NUMBER 393
#define SFXF_START_DELAY 0x80
#define SFXF_SAVE 0x20
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
struct RoomList {
uint8 room;
uint8 adlibVolume;
uint8 rolandVolume;
} GCC_PACK;
struct Sfx {
uint8 soundNo;
uint8 flags;
RoomList roomList[10];
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
uint16 Sound::_speechConvertTable[8] = {
0, //;Text numbers to file numbers
600, //; 553 lines in section 0
600+500, //; 488 lines in section 1
600+500+1330, //;1303 lines in section 2
600+500+1330+950, //; 922 lines in section 3
600+500+1330+950+1150, //;1140 lines in section 4
600+500+1330+950+1150+550, //; 531 lines in section 5
600+500+1330+950+1150+550+150, //; 150 lines in section 6
};
static Sfx fx_null = {
0,
0,
{
{ 200,127,127 },
{ 255,0,0 }
}
};
static Sfx fx_level_3_ping = {
1,
0,
{
{ 28,63,63 },
{ 29,63,63 },
{ 31,63,63 },
{ 255,0,0 },
}
};
static Sfx fx_factory_sound = {
1,
SFXF_SAVE,
{
{ 255,30,30 },
}
};
static Sfx fx_crowbar_plaster = {
1,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_masonry_fall = {
1,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_prise_brick = {
2,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_rope_creak = {
2,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_ping = {
3,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_force_fire_door = {
3,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_brick_hit_foster = {
3,
10+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_brick_hit_plank = {
3,
8+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_rm3_lift_moving = {
4,
SFXF_SAVE,
{
{ 3,127,127 },
{ 2,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_weld = {
4,
0,
{
{ 15,127,127 },
{ 7,127,127 },
{ 6,60,60 },
{ 12,60,60 },
{ 13,60,60 },
{ 255,0,0 },
}
};
static Sfx fx_weld12 = {
4,
0,
{
{ 12,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_spray_on_skin = {
4,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_plank_vibrating = {
4,
6+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_press_bang = {
5,
0,
{
{ 0,50,100 },
{ 255,0,0 },
}
};
static Sfx fx_spanner_clunk = {
5,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_break_crystals = {
5,
0,
{
{ 96,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_press_hiss = {
6,
0,
{
{ 0,40,40 },
{ 255,0,0 },
}
};
static Sfx fx_open_door = {
6,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_open_lamb_door = {
6,
0,
{
{ 20,127,127 },
{ 21,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_splash = {
6,
22+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_disintegrate = {
7,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_buzzer = {
7,
4+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_lathe = {
7,
SFXF_SAVE,
{
{ 4,60,60 },
{ 2,20,20 },
{ 255,0,0 },
}
};
static Sfx fx_hit_crowbar_brick = {
7,
9+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_hello_helga = {
8,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_statue_on_armour = {
8,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_lift_alarm = {
8,
SFXF_SAVE,
{
{ 2,63,63 },
{ 255,0,0 },
}
};
static Sfx fx_drop_crowbar = {
8,
5+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_byee_helga = {
9,
3+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_shed_door_creak = {
10,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_explosion = {
10,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_fire_crackle_in_pit = {
9,
SFXF_SAVE,
{
{ 255,127,127 },
}
};
static Sfx fx_remove_bar_grill = {
10,
7+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_grill_creak = {
10,
43+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_steam1 = {
11,
SFXF_SAVE,
{
{ 18,20,20 },
{ 255,0,0 },
}
};
static Sfx fx_steam2 = {
11,
SFXF_SAVE,
{
{ 18,63,63 },
{ 255,0,0 },
}
};
static Sfx fx_steam3 = {
11,
SFXF_SAVE,
{
{ 18,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_crowbar_wooden = {
11,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_helmet_down_3 = {
11,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_guard_fall = {
11,
4,
{
{ 255,127,127 },
}
};
#if 0
static Sfx fx_furnace = {
11,
0,
{
{ 3,90,90 },
{ 255,0,0 },
}
};
#endif
static Sfx fx_fall_thru_box = {
12,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_lazer = {
12,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_scanner = {
12,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_helmet_up_3 = {
12,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_liquid_bubble = {
12,
SFXF_SAVE,
{
{ 80,127,127 },
{ 72,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_liquid_drip = {
13,
6+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_goo_drip = {
13,
5+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_comp_bleeps = {
13,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_use_crowbar_grill = {
13,
34+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_helmet_grind = {
14,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_lift_moving = {
14,
SFXF_SAVE,
{
{ 7,127,127 },
{ 29,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_use_secateurs = {
14,
18+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_hit_joey1 = {
14,
7+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_hit_joey2 = {
14,
13+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_dani_phone_ring = {
15,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_sc74_pod_down = {
15,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_phone = {
15,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_25_weld = {
15,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_lift_open_7 = {
15,
0,
{
{ 7,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_lift_close_7 = {
16,
0,
{
{ 7,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_s2_helmet = {
16,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_hiss_in_nitrogen = {
16,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_dog_yap_indoors = {
16,
0,
{
{ 38,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_dog_yap_outdoors = {
16,
0,
{
{ 31,127,127 },
{ 30,40,40 },
{ 32,40,40 },
{ 33,40,40 },
{ 255,0,0 },
}
};
static Sfx fx_locker_creak_open = {
17,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_big_tent_gurgle = {
17,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_wind_howl = {
17,
SFXF_SAVE,
{
{ 1,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_lift_open_29 = {
17,
0,
{
{ 29,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_lift_arrive_7 = {
17,
0,
{
{ 7,63,63 },
{ 255,0,0 },
}
};
static Sfx fx_lift_close_29 = {
18,
0,
{
{ 29,127,127 },
{ 28,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_shaft_industrial_noise = {
18,
SFXF_SAVE,
{
{ 255,127,127 },
}
};
static Sfx fx_gall_drop = {
18,
29+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_door_slam_under = {
19,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_reichs_fish = {
19,
SFXF_SAVE,
{
{ 255,60,60 },
}
};
static Sfx fx_judges_gavel1 = {
19,
13+SFXF_START_DELAY,
{
{ 255,60,60 },
}
};
static Sfx fx_judges_gavel2 = {
19,
16+SFXF_START_DELAY,
{
{ 255,90,90 },
}
};
static Sfx fx_judges_gavel3 = {
19,
19+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_wind_3 = {
20,
SFXF_SAVE,
{
{ 255,60,60 },
}
};
static Sfx fx_fact_sensor = {
20,
SFXF_SAVE,
{
{ 255,60,60 },
}
};
static Sfx fx_medi_stab_gall = {
20,
17+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_computer_3 = {
21,
SFXF_SAVE,
{
{ 255,127,127 },
}
};
static Sfx fx_timber_cracking = {
21,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_anchor_fall = {
22,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_elevator_4 = {
22,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_star_trek_2 = {
22,
SFXF_SAVE,
{
{ 255,127,127 },
}
};
static Sfx fx_lift_closing = {
23,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_heartbeat = {
23,
11+SFXF_START_DELAY,
{
{ 67,60,60 },
{ 68,60,60 },
{ 69,60,60 },
{ 77,20,20 },
{ 78,50,50 },
{ 79,70,70 },
{ 80,127,127 },
{ 81,60,60 },
{ 255,0,0 },
}
};
static Sfx fx_pos_key = {
25,
2+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_neg_key = {
26,
2+SFXF_START_DELAY,
{
{ 255,100,100 },
}
};
static Sfx fx_orifice_swallow_drip = {
28,
0,
{
{ 255,127,127 },
}
};
static Sfx *musicList[] = {
&fx_press_bang, // 256 banging of the press
&fx_press_hiss, // 257 hissing press
&fx_wind_howl, // 258 howling wind
&fx_spanner_clunk, // 259 spanner in works
&fx_reichs_fish, // 260 Reichs fish
&fx_explosion, // 261 panel blows open
&fx_wind_3, // 262 single steam
&fx_open_door, // 263 general open door
&fx_open_lamb_door, // 264 lamb door opens
&fx_comp_bleeps, // 265 scanner bleeps
&fx_helmet_down_3, // 266
&fx_helmet_up_3, // 267
&fx_helmet_grind, // 268
&fx_lift_close_29, // 269 rm 29 lift closes
&fx_lift_open_29, // 270 rm 29 lift opens
&fx_computer_3, // 271 rm 29 lift arrives
&fx_level_3_ping, // 272 background noise in room 4
&fx_lift_alarm, // 273 loader alarm
&fx_null, // 274 furnace room background noise
&fx_rm3_lift_moving, // 275 lift moving in room 3
&fx_lathe, // 276 jobsworth lathe
&fx_factory_sound, // 277 factory background sound
&fx_weld, // 278 do some welding
&fx_lift_close_7, // 279 rm 7 lift closes
&fx_lift_open_7, // 280 rm 7 lift opens
&fx_lift_arrive_7, // 281 rm 7 lift arrives
&fx_lift_moving, // 282 lift moving
&fx_scanner, // 283 scanner operating
&fx_force_fire_door, // 284 Force fire door open
&fx_null, // 285 General door creak
&fx_phone, // 286 telephone
&fx_lazer, // 287 lazer
&fx_lazer, // 288 lazer
&fx_anchor_fall, // 289 electric ;not used on amiga
&fx_weld12, // 290 welding in room 12 (not joey)
&fx_hello_helga, // 291 helga appears
&fx_byee_helga, // 292 helga disapears
&fx_null, // 293 smash through window ;doesn't exist
&fx_pos_key, // 294
&fx_neg_key, // 295
&fx_s2_helmet, // 296 ;helmet down section 2
&fx_s2_helmet, // 297 ; " up " "
&fx_lift_arrive_7, // 298 ;security door room 7
&fx_null, // 299
&fx_rope_creak, // 300
&fx_crowbar_wooden, // 301
&fx_fall_thru_box, // 302
&fx_use_crowbar_grill, // 303
&fx_use_secateurs, // 304
&fx_grill_creak, // 305
&fx_timber_cracking, // 306
&fx_masonry_fall, // 307
&fx_masonry_fall, // 308
&fx_crowbar_plaster, // 309
&fx_prise_brick, // 310
&fx_brick_hit_foster, // 311
&fx_spray_on_skin, // 312
&fx_hit_crowbar_brick, // 313
&fx_drop_crowbar, // 314
&fx_fire_crackle_in_pit, // 315
&fx_remove_bar_grill, // 316
&fx_liquid_bubble, // 317
&fx_liquid_drip, // 318
&fx_guard_fall, // 319
&fx_sc74_pod_down, // 320
&fx_hiss_in_nitrogen, // 321
&fx_null, // 322
&fx_hit_joey1, // 323
&fx_hit_joey2, // 324
&fx_medi_stab_gall, // 325
&fx_gall_drop, // 326
&fx_null, // 327
&fx_null, // 328
&fx_null, // 329
&fx_big_tent_gurgle, // 330
&fx_null, // 331
&fx_orifice_swallow_drip, // 332
&fx_brick_hit_plank, // 333
&fx_goo_drip, // 334
&fx_plank_vibrating, // 335
&fx_splash, // 336
&fx_buzzer, // 337
&fx_shed_door_creak, // 338
&fx_dog_yap_outdoors, // 339
&fx_dani_phone_ring, // 340
&fx_locker_creak_open, // 341
&fx_judges_gavel1, // 342
&fx_dog_yap_indoors, // 343
&fx_brick_hit_plank, // 344
&fx_brick_hit_plank, // 345
&fx_shaft_industrial_noise, // 346
&fx_judges_gavel2, // 347
&fx_judges_gavel3, // 348
&fx_elevator_4, // 349
&fx_lift_closing, // 350
&fx_null, // 351
&fx_null, // 352
&fx_sc74_pod_down, // 353
&fx_null, // 354
&fx_null, // 355
&fx_heartbeat, // 356
&fx_star_trek_2, // 357
&fx_null, // 358
&fx_null, // 359
&fx_null, // 350
&fx_null, // 361
&fx_null, // 362
&fx_null, // 363
&fx_null, // 364
&fx_null, // 365
&fx_break_crystals, // 366
&fx_disintegrate, // 367
&fx_statue_on_armour, // 368
&fx_null, // 369
&fx_null, // 360
&fx_ping, // 371
&fx_null, // 372
&fx_door_slam_under, // 373
&fx_null, // 374
&fx_null, // 375
&fx_null, // 376
&fx_null, // 377
&fx_null, // 378
&fx_null, // 379
&fx_steam1, // 380
&fx_steam2, // 381
&fx_steam2, // 382
&fx_steam3, // 383
&fx_null, // 384
&fx_null, // 385
&fx_fact_sensor, // 386 Sensor in Potts' room
&fx_null, // 387
&fx_null, // 388
&fx_null, // 389
&fx_null, // 390
&fx_null, // 391
&fx_null, // 392
&fx_null, // 393
&fx_25_weld // 394 my anchor weld bodge
};
SfxQueue Sound::_sfxQueue[MAX_QUEUED_FX] = {
{ 0, 0, 0, 0},
{ 0, 0, 0, 0},
{ 0, 0, 0, 0},
{ 0, 0, 0, 0}
};
Sound::Sound(SoundMixer *mixer, Disk *pDisk, uint8 pVolume) {
_skyDisk = pDisk;
_soundData = NULL;
_mixer = mixer;
_saveSounds[0] = _saveSounds[1] = 0xFFFF;
_mainSfxVolume = pVolume;
}
Sound::~Sound(void) {
_mixer->stopAll();
if (_soundData) free(_soundData);
}
void Sound::playSound(uint32 id, byte *sound, uint32 size, SoundHandle *handle) {
byte flags = 0;
flags |= SoundMixer::FLAG_UNSIGNED|SoundMixer::FLAG_AUTOFREE;
size -= sizeof(struct dataFileHeader);
byte *buffer = (byte *)malloc(size);
memcpy(buffer, sound+sizeof(struct dataFileHeader), size);
_mixer->stopID(id);
_mixer->playRaw(handle, buffer, size, 11025, flags, id);
}
void Sound::loadSection(uint8 pSection) {
fnStopFx();
_mixer->stopAll();
if (_soundData) free(_soundData);
_soundData = _skyDisk->loadFile(pSection * 4 + SOUND_FILE_BASE);
uint16 asmOfs;
if (SkyEngine::_systemVars.gameVersion == 109) {
if (pSection == 0)
asmOfs = 0x78;
else
asmOfs = 0x7C;
} else
asmOfs = 0x7E;
if ((_soundData[asmOfs] != 0x3C) || (_soundData[asmOfs + 0x27] != 0x8D) ||
(_soundData[asmOfs + 0x28] != 0x1E) || (_soundData[asmOfs + 0x2F] != 0x8D) ||
(_soundData[asmOfs + 0x30] != 0x36))
error("Unknown sounddriver version!");
_soundsTotal = _soundData[asmOfs + 1];
uint16 sRateTabOfs = (_soundData[asmOfs + 0x2A] << 8) | _soundData[asmOfs + 0x29];
_sfxBaseOfs = (_soundData[asmOfs + 0x32] << 8) | _soundData[asmOfs + 0x31];
_sampleRates = _soundData + sRateTabOfs;
_sfxInfo = _soundData + _sfxBaseOfs;
// if we just restored a savegame, the sfxqueue holds the sound we need to restart
if (!(SkyEngine::_systemVars.systemFlags & SF_GAME_RESTORED))
for (uint8 cnt = 0; cnt < 4; cnt++)
_sfxQueue[cnt].count = 0;
}
void Sound::playSound(uint16 sound, uint16 volume, uint8 channel) {
if (channel == 0)
_mixer->stopID(SOUND_CH0);
else
_mixer->stopID(SOUND_CH1);
if (!_soundData) {
warning("Sound::playSound(%04X, %04X) called with a section having been loaded", sound, volume);
return;
}
if (sound > _soundsTotal) {
debug(5, "Sound::playSound %d ignored, only %d sfx in file", sound, _soundsTotal);
return ;
}
volume = ((volume & 0x7F) + 1) << 1;
sound &= 0xFF;
// note: all those tables are big endian. Don't ask me why. *sigh*
uint16 sampleRate = (_sampleRates[sound << 2] << 8) | _sampleRates[(sound << 2) | 1];
if (sampleRate > 11025)
sampleRate = 11025;
uint32 dataOfs = ((_sfxInfo[sound << 3] << 8) | _sfxInfo[(sound << 3) | 1]) << 4;
dataOfs += _sfxBaseOfs;
uint16 dataSize = (_sfxInfo[(sound << 3) | 2] << 8) | _sfxInfo[(sound << 3) | 3];
uint16 dataLoop = (_sfxInfo[(sound << 3) | 6] << 8) | _sfxInfo[(sound << 3) | 7];
byte flags = SoundMixer::FLAG_UNSIGNED;
uint32 loopSta = 0, loopEnd = 0;
if (dataLoop) {
loopSta = dataSize - dataLoop;
loopEnd = dataSize;
flags |= SoundMixer::FLAG_LOOP;
}
if (channel == 0)
_mixer->playRaw(&_ingameSound0, _soundData + dataOfs, dataSize, sampleRate, flags, SOUND_CH0, volume, 0, loopSta, loopEnd);
else
_mixer->playRaw(&_ingameSound1, _soundData + dataOfs, dataSize, sampleRate, flags, SOUND_CH1, volume, 0, loopSta, loopEnd);
}
void Sound::fnStartFx(uint32 sound, uint8 channel) {
_saveSounds[channel] = 0xFFFF;
if (sound < 256 || sound > MAX_FX_NUMBER || (SkyEngine::_systemVars.systemFlags & SF_FX_OFF))
return;
uint8 screen = (uint8)(Logic::_scriptVariables[SCREEN] & 0xff);
if (sound == 278 && screen == 25) // is this weld in room 25
sound= 394;
sound &= ~(1 << 8);
Sfx *sfx = musicList[sound];
RoomList *roomList = sfx->roomList;
int i = 0;
if (roomList[i].room != 0xff) // if room list empty then do all rooms
while (roomList[i].room != screen) { // check rooms
i++;
if (roomList[i].room == 0xff)
return;
}
// get fx volume
uint8 volume = _mainSfxVolume; // start with standard vol
if (SkyEngine::_systemVars.systemFlags & SF_SBLASTER)
volume = roomList[i].adlibVolume;
else if (SkyEngine::_systemVars.systemFlags & SF_ROLAND)
volume = roomList[i].rolandVolume;
volume = (volume * _mainSfxVolume) >> 8;
// Check the flags, the sound may come on after a delay.
if (sfx->flags & SFXF_START_DELAY) {
for (uint8 cnt = 0; cnt < MAX_QUEUED_FX; cnt++) {
if (_sfxQueue[cnt].count == 0) {
_sfxQueue[cnt].chan = channel;
_sfxQueue[cnt].fxNo = sfx->soundNo;
_sfxQueue[cnt].vol = volume;
_sfxQueue[cnt].count = sfx->flags & 0x7F;
return;
}
}
return; // ignore sound if it can't be queued
}
if (sfx->flags & SFXF_SAVE)
_saveSounds[channel] = sfx->soundNo | (volume << 8);
playSound(sfx->soundNo, volume, channel);
}
void Sound::checkFxQueue(void) {
for (uint8 cnt = 0; cnt < MAX_QUEUED_FX; cnt++) {
if (_sfxQueue[cnt].count) {
_sfxQueue[cnt].count--;
if (_sfxQueue[cnt].count == 0)
playSound(_sfxQueue[cnt].fxNo, _sfxQueue[cnt].vol, _sfxQueue[cnt].chan);
}
}
}
void Sound::restoreSfx(void) {
// queue sfx, so they will be started when the player exits the control panel
memset(_sfxQueue, 0, sizeof(_sfxQueue));
uint8 queueSlot = 0;
if (_saveSounds[0] != 0xFFFF) {
_sfxQueue[queueSlot].fxNo = (uint8)_saveSounds[0];
_sfxQueue[queueSlot].vol = (uint8)(_saveSounds[0] >> 8);
_sfxQueue[queueSlot].chan = 0;
_sfxQueue[queueSlot].count = 1;
queueSlot++;
}
if (_saveSounds[1] != 0xFFFF) {
_sfxQueue[queueSlot].fxNo = (uint8)_saveSounds[1];
_sfxQueue[queueSlot].vol = (uint8)(_saveSounds[1] >> 8);
_sfxQueue[queueSlot].chan = 1;
_sfxQueue[queueSlot].count = 1;
}
}
void Sound::fnStopFx(void) {
_mixer->stopID(SOUND_CH0);
_mixer->stopID(SOUND_CH1);
_saveSounds[0] = _saveSounds[1] = 0xFFFF;
}
void Sound::stopSpeech(void) {
_mixer->stopID(SOUND_SPEECH);
}
bool Sound::startSpeech(uint16 textNum) {
if (!(SkyEngine::_systemVars.systemFlags & SF_ALLOW_SPEECH))
return false;
uint16 speechFileNum = _speechConvertTable[textNum >> 12] + (textNum & 0xFFF);
uint8 *speechData = _skyDisk->loadFile(speechFileNum + 50000);
if (!speechData) {
debug(9,"File %d (speechFile %d from section %d) wasn't found", speechFileNum + 50000, textNum & 0xFFF, textNum >> 12);
return false;
}
uint32 speechSize = ((dataFileHeader *)speechData)->s_tot_size - sizeof(dataFileHeader);
uint8 *playBuffer = (uint8 *)malloc(speechSize);
memcpy(playBuffer, speechData + sizeof(dataFileHeader), speechSize);
free(speechData);
// Workaround for BASS bug #897775 - some voice-overs are played at
// half speed in 0.0368 (the freeware CD version), in 0.0372 they sound
// just fine.
uint rate;
if (_skyDisk->determineGameVersion() == 368 && (textNum == 20905 || textNum == 20906))
rate = 22050;
else
rate = 11025;
_mixer->stopID(SOUND_SPEECH);
_mixer->playRaw(&_ingameSpeech, playBuffer, speechSize, rate, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE, SOUND_SPEECH);
return true;
}
void Sound::fnPauseFx(void) {
_mixer->pauseID(SOUND_CH0, true);
_mixer->pauseID(SOUND_CH1, true);
}
void Sound::fnUnPauseFx(void) {
_mixer->pauseID(SOUND_CH0, false);
_mixer->pauseID(SOUND_CH1, false);
}
} // End of namespace Sky