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692 lines
16 KiB
C++
692 lines
16 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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/*
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* This code is based on original Tony Tough source code
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*
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* Copyright (c) 1997-2003 Nayma Software
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*/
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#include "audio/audiostream.h"
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#include "audio/decoders/adpcm.h"
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#include "audio/decoders/raw.h"
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#include "audio/decoders/wave.h"
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#include "common/textconsole.h"
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#include "tony/game.h"
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#include "tony/tony.h"
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namespace Tony {
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/*
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* Tony uses a [0,63] volume scale (where 0 is silent and 63 is loudest).
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* The original game engine linearly mapped this scale into DirectSound's
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* [-10000, 0] scale (where -10000 is silent), which is a logarithmic scale.
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*
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* This means that Tony's scale is logarithmic as well, and must be converted
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* to the linear scale used by the mixer.
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*/
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static int remapVolume(int volume) {
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double dsvol = (double)(63 - volume) * -10000.0 / 63.0;
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return (int)((double)Audio::Mixer::kMaxChannelVolume * pow(10.0, dsvol / 2000.0) + 0.5);
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}
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/****************************************************************************\
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* FPSOUND Methods
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\****************************************************************************/
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/**
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* Default constructor. Initializes the attributes.
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*
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*/
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FPSound::FPSound() {
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_soundSupported = false;
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}
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/**
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* Initializes the object, and prepare everything you need to create streams and sound effects.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool FPSound::init() {
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_soundSupported = g_system->getMixer()->isReady();
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return _soundSupported;
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}
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/**
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* Destroy the object and free the memory
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*
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*/
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FPSound::~FPSound() {
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}
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/**
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* Allocates an object of type FPStream, and return its pointer
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*
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* @param streamPtr Will contain a pointer to the object you just created.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool FPSound::createStream(FPStream **streamPtr) {
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(*streamPtr) = new FPStream(_soundSupported);
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return true;
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}
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/**
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* Allocates an object of type FpSfx, and return its pointer
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*
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* @param soundPtr Will contain a pointer to the object you just created.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool FPSound::createSfx(FPSfx **sfxPtr) {
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(*sfxPtr) = new FPSfx(_soundSupported);
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return (*sfxPtr != NULL);
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}
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/**
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* Set the general volume
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*
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* @param volume Volume to set (0-63)
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*/
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void FPSound::setMasterVolume(int volume) {
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if (!_soundSupported)
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return;
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// WORKAROUND: We don't use remapVolume() here, so that the main option screen exposes
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// a linear scale to the user. This is an improvement over the original game
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// where the user had to deal with a logarithmic volume scale.
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g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, CLIP<int>(volume, 0, 63) * Audio::Mixer::kMaxChannelVolume / 63);
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}
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/**
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* Get the general volume
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*
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* @param volumePtr Variable that will contain the volume (0-63)
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*/
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void FPSound::getMasterVolume(int *volumePtr) {
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if (!_soundSupported)
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return;
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*volumePtr = g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kPlainSoundType) * 63 / Audio::Mixer::kMaxChannelVolume;
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}
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/**
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* Default constructor.
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*
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* @remarks Do *NOT* declare an object directly, but rather
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* create it using FPSound::CreateSfx()
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*
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*/
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FPSfx::FPSfx(bool soundOn) {
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_soundSupported = soundOn;
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_fileLoaded = false;
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_lastVolume = 63;
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_hEndOfBuffer = CoroScheduler.createEvent(true, false);
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_isVoice = false;
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_loopStream = 0;
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_rewindableStream = 0;
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_paused = false;
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g_vm->_activeSfx.push_back(this);
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}
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/**
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* Default Destructor.
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*
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* @remarks It is also stops the sound effect that may be
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* currently played, and free the memory it uses.
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*
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*/
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FPSfx::~FPSfx() {
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if (!_soundSupported)
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return;
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g_system->getMixer()->stopHandle(_handle);
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g_vm->_activeSfx.remove(this);
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if (_loopStream)
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delete _loopStream; // _rewindableStream is deleted by deleting _loopStream
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else
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delete _rewindableStream;
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// Free the buffer end event
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CoroScheduler.closeEvent(_hEndOfBuffer);
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}
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/**
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* Releases the memory used by the object.
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*
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* @remarks Must be called when the object is no longer used and
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* **ONLY** if the object was created by
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* FPSound::CreateStream().
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* Object pointers are no longer valid after this call.
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*/
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void FPSfx::release() {
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delete this;
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}
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bool FPSfx::loadWave(Common::SeekableReadStream *stream) {
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if (!stream)
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return false;
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_rewindableStream = Audio::makeWAVStream(stream, DisposeAfterUse::YES);
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if (!_rewindableStream)
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return false;
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_fileLoaded = true;
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setVolume(_lastVolume);
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return true;
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}
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bool FPSfx::loadVoiceFromVDB(Common::File &vdbFP) {
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if (!_soundSupported)
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return true;
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uint32 size = vdbFP.readUint32LE();
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uint32 rate = vdbFP.readUint32LE();
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_isVoice = true;
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_rewindableStream = Audio::makeADPCMStream(vdbFP.readStream(size), DisposeAfterUse::YES, 0, Audio::kADPCMDVI, rate, 1);
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_fileLoaded = true;
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setVolume(62);
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return true;
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}
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/**
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* Opens a file and loads a sound effect.
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*
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* @param fileName Sfx filename
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* @param codec CODEC used to uncompress the samples
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool FPSfx::loadFile(const char *fileName, uint32 codec) {
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if (!_soundSupported)
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return true;
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Common::File file;
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if (!file.open(fileName)) {
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warning("FPSfx::LoadFile(): Cannot open sfx file!");
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return false;
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}
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if (file.readUint32BE() != MKTAG('A', 'D', 'P', 0x10)) {
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warning("FPSfx::LoadFile(): Invalid ADP header!");
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return false;
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}
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uint32 rate = file.readUint32LE();
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uint32 channels = file.readUint32LE();
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Common::SeekableReadStream *buffer = file.readStream(file.size() - file.pos());
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if (codec == FPCODEC_ADPCM) {
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_rewindableStream = Audio::makeADPCMStream(buffer, DisposeAfterUse::YES, 0, Audio::kADPCMDVI, rate, channels);
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} else {
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byte flags = Audio::FLAG_16BITS | Audio::FLAG_LITTLE_ENDIAN;
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if (channels == 2)
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flags |= Audio::FLAG_STEREO;
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_rewindableStream = Audio::makeRawStream(buffer, rate, flags, DisposeAfterUse::YES);
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}
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_fileLoaded = true;
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return true;
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}
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/**
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* Play the Sfx in memory.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool FPSfx::play() {
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stop(); // sanity check
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if (_fileLoaded) {
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CoroScheduler.resetEvent(_hEndOfBuffer);
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_rewindableStream->rewind();
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Audio::AudioStream *stream = _rewindableStream;
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if (_loop) {
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if (!_loopStream)
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_loopStream = Audio::makeLoopingAudioStream(_rewindableStream, 0);
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stream = _loopStream;
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}
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g_system->getMixer()->playStream(Audio::Mixer::kPlainSoundType, &_handle, stream, -1,
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Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
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setVolume(_lastVolume);
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if (_paused)
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g_system->getMixer()->pauseHandle(_handle, true);
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}
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return true;
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}
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/**
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* Stops a Sfx.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool FPSfx::stop() {
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if (_fileLoaded) {
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g_system->getMixer()->stopHandle(_handle);
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_paused = false;
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}
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return true;
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}
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/**
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* Enables or disables the Sfx loop.
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*
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* @param loop True to enable the loop, False to disable
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*
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* @remarks The loop must be activated BEFORE the sfx starts
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* playing. Any changes made during the play will have
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* no effect until the sfx is stopped then played again.
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*/
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void FPSfx::setLoop(bool loop) {
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_loop = loop;
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}
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/**
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* Pauses a Sfx.
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*
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*/
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void FPSfx::setPause(bool pause) {
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if (_fileLoaded) {
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if (g_system->getMixer()->isSoundHandleActive(_handle) && (pause ^ _paused))
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g_system->getMixer()->pauseHandle(_handle, pause);
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_paused = pause;
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}
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}
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/**
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* Change the volume of Sfx
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*
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* @param volume Volume to be set (0-63)
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*
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*/
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void FPSfx::setVolume(int volume) {
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if (volume > 63)
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volume = 63;
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if (volume < 0)
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volume = 0;
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_lastVolume = volume;
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if (_isVoice) {
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if (!GLOBALS._bCfgDubbing)
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volume = 0;
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else {
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volume -= (10 - GLOBALS._nCfgDubbingVolume) * 2;
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if (volume < 0)
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volume = 0;
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}
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} else {
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if (!GLOBALS._bCfgSFX)
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volume = 0;
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else {
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volume -= (10 - GLOBALS._nCfgSFXVolume) * 2;
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if (volume < 0)
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volume = 0;
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}
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}
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if (g_system->getMixer()->isSoundHandleActive(_handle))
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g_system->getMixer()->setChannelVolume(_handle, remapVolume(volume));
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}
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/**
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* Gets the Sfx volume
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*
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* @param volumePtr Will contain the current Sfx volume
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*
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*/
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void FPSfx::getVolume(int *volumePtr) {
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if (g_system->getMixer()->isSoundHandleActive(_handle))
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*volumePtr = _lastVolume;
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else
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*volumePtr = 0;
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}
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/**
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* Returns true if the underlying sound has ended
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*/
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bool FPSfx::endOfBuffer() const {
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return !g_system->getMixer()->isSoundHandleActive(_handle) && (!_rewindableStream || _rewindableStream->endOfData());
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}
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/**
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* Continually checks to see if active sounds have finished playing
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* Sets the event signalling the sound has ended
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*/
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void FPSfx::soundCheckProcess(CORO_PARAM, const void *param) {
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CORO_BEGIN_CONTEXT;
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Common::List<FPSfx *>::iterator i;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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for (;;) {
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// Check each active sound
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for (_ctx->i = g_vm->_activeSfx.begin(); _ctx->i != g_vm->_activeSfx.end(); ++_ctx->i) {
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FPSfx *sfx = *_ctx->i;
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if (sfx->endOfBuffer())
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CoroScheduler.setEvent(sfx->_hEndOfBuffer);
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}
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// Delay until the next check is done
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CORO_INVOKE_1(CoroScheduler.sleep, 50);
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}
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CORO_END_CODE;
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}
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/**
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* Default constructor.
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*
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* @remarks Do *NOT* declare an object directly, but rather
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* create it using FPSound::CreateStream()
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*/
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FPStream::FPStream(bool soundOn) {
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_soundSupported = soundOn;
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_fileLoaded = false;
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_paused = false;
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_loop = false;
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_doFadeOut = false;
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_syncExit = false;
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_bufferSize = _size = 0;
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_lastVolume = 0;
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_syncToPlay = NULL;
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_loopStream = NULL;
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_rewindableStream = NULL;
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}
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/**
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* Default destructor.
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*
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* @remarks It calls CloseFile() if needed.
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*/
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FPStream::~FPStream() {
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if (!_soundSupported)
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return;
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if (g_system->getMixer()->isSoundHandleActive(_handle))
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stop();
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if (_fileLoaded)
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unloadFile();
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_syncToPlay = NULL;
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}
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/**
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* Releases the memory object.
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*
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* @remarks Must be called when the object is no longer used
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* and **ONLY** if the object was created by
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* FPSound::CreateStream().
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* Object pointers are no longer valid after this call.
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*/
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void FPStream::release() {
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delete this;
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}
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/**
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* Opens a file stream
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*
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* @param fileName Filename to be opened
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* @param codec CODEC to be used to uncompress samples
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool FPStream::loadFile(const Common::String &fileName, uint32 codec, int bufSize) {
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if (!_soundSupported)
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return true;
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if (_fileLoaded)
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unloadFile();
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// Save the codec type
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_codec = codec;
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// Open the file stream for reading
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if (!_file.open(fileName)) {
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// Fallback: try with an extra '0' prefix
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if (!_file.open("0" + fileName))
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return false;
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warning("FPStream::loadFile(): Fallback from %s to %s", fileName.c_str(), _file.getName());
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}
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// Save the size of the stream
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_size = _file.size();
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switch (_codec) {
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case FPCODEC_RAW:
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_rewindableStream = Audio::makeRawStream(&_file, 44100, Audio::FLAG_16BITS | Audio::FLAG_LITTLE_ENDIAN | Audio::FLAG_STEREO, DisposeAfterUse::NO);
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break;
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case FPCODEC_ADPCM:
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#ifdef __amigaos4__
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// HACK: AmigaOS 4 has weird performance problems with reading in the audio thread,
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// so we read the whole stream into memory.
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_rewindableStream = Audio::makeADPCMStream(_file.readStream(_size), DisposeAfterUse::YES, 0, Audio::kADPCMDVI, 44100, 2);
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#else
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_rewindableStream = Audio::makeADPCMStream(&_file, DisposeAfterUse::NO, 0, Audio::kADPCMDVI, 44100, 2);
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#endif
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break;
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default:
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_file.close();
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return false;
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}
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// All done
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_fileLoaded = true;
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_paused = false;
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setVolume(63);
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return true;
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}
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/**
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* Closes a file stream (opened or not).
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*
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* @returns For safety, the destructor calls unloadFile() if it has not
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* been mentioned explicitly.
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*
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* @remarks It is necessary to call this function to free the
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* memory used by the stream.
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*/
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bool FPStream::unloadFile() {
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if (!_soundSupported || !_fileLoaded)
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return true;
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assert(!g_system->getMixer()->isSoundHandleActive(_handle));
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// Closes the file handle stream
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delete _loopStream;
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delete _rewindableStream;
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_loopStream = NULL;
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_rewindableStream = NULL;
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_file.close();
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// Flag that the file is no longer in memory
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_fileLoaded = false;
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return true;
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}
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/**
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* Play the stream.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool FPStream::play() {
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if (!_soundSupported || !_fileLoaded)
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return false;
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stop();
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_rewindableStream->rewind();
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Audio::AudioStream *stream = _rewindableStream;
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if (_loop) {
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if (!_loopStream)
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_loopStream = new Audio::LoopingAudioStream(_rewindableStream, 0, DisposeAfterUse::NO);
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stream = _loopStream;
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}
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|
// FIXME: Should this be kMusicSoundType or KPlainSoundType?
|
|
g_system->getMixer()->playStream(Audio::Mixer::kMusicSoundType, &_handle, stream, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
|
|
setVolume(_lastVolume);
|
|
_paused = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Closes the stream.
|
|
*
|
|
* @returns True is everything is OK, False otherwise
|
|
*
|
|
*/
|
|
bool FPStream::stop() {
|
|
if (!_soundSupported)
|
|
return true;
|
|
|
|
if (!_fileLoaded)
|
|
return false;
|
|
|
|
if (!g_system->getMixer()->isSoundHandleActive(_handle))
|
|
return false;
|
|
|
|
g_system->getMixer()->stopHandle(_handle);
|
|
|
|
_paused = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void FPStream::waitForSync(FPStream *toPlay) {
|
|
// FIXME: The idea here is that you wait for this stream to reach
|
|
// a buffer which is a multiple of nBufSize/nSync, and then the
|
|
// thread stops it and immediately starts the 'toplay' stream.
|
|
|
|
stop();
|
|
toPlay->play();
|
|
}
|
|
|
|
/**
|
|
* Unables or disables stream loop.
|
|
*
|
|
* @param loop True enable loop, False disables it
|
|
*
|
|
* @remarks The loop must be activated BEFORE the stream starts
|
|
* playing. Any changes made during the play will have no
|
|
* effect until the stream is stopped then played again.
|
|
*/
|
|
void FPStream::setLoop(bool loop) {
|
|
_loop = loop;
|
|
}
|
|
|
|
/**
|
|
* Pause sound effect
|
|
*
|
|
* @param pause True enables pause, False disables it
|
|
*/
|
|
void FPStream::setPause(bool pause) {
|
|
if (!_fileLoaded)
|
|
return;
|
|
|
|
if (pause == _paused)
|
|
return;
|
|
|
|
if (g_system->getMixer()->isSoundHandleActive(_handle))
|
|
g_system->getMixer()->pauseHandle(_handle, pause);
|
|
|
|
_paused = pause;
|
|
|
|
// Trick to reset the volume after a possible new sound configuration
|
|
setVolume(_lastVolume);
|
|
}
|
|
|
|
/**
|
|
* Change the volume of the stream
|
|
*
|
|
* @param volume Volume to be set (0-63)
|
|
*
|
|
*/
|
|
void FPStream::setVolume(int volume) {
|
|
if (volume > 63)
|
|
volume = 63;
|
|
|
|
if (volume < 0)
|
|
volume = 0;
|
|
|
|
_lastVolume = volume;
|
|
|
|
if (!GLOBALS._bCfgMusic)
|
|
volume = 0;
|
|
else {
|
|
volume -= (10 - GLOBALS._nCfgMusicVolume) * 2;
|
|
if (volume < 0)
|
|
volume = 0;
|
|
}
|
|
|
|
if (g_system->getMixer()->isSoundHandleActive(_handle))
|
|
g_system->getMixer()->setChannelVolume(_handle, remapVolume(volume));
|
|
}
|
|
|
|
/**
|
|
* Gets the volume of the stream
|
|
*
|
|
* @param volumePtr Variable that will contain the current volume
|
|
*
|
|
*/
|
|
void FPStream::getVolume(int *volumePtr) {
|
|
if (g_system->getMixer()->isSoundHandleActive(_handle))
|
|
*volumePtr = _lastVolume;
|
|
else
|
|
*volumePtr = 0;
|
|
}
|
|
|
|
} // End of namespace Tony
|