mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 01:39:57 +00:00
7bf493939b
svn-id: r27832
439 lines
9.2 KiB
C++
439 lines
9.2 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "common/endian.h"
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#include "gob/gob.h"
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#include "gob/sound.h"
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#include "gob/global.h"
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#include "gob/util.h"
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#include "gob/dataio.h"
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#include "gob/game.h"
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namespace Gob {
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void SoundDesc::set(SoundType type, SoundSource src,
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byte *data, uint32 dSize) {
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free();
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_type = type;
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_source = src;
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_data = _dataPtr = data;
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_size = dSize;
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}
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void SoundDesc::load(SoundType type, SoundSource src,
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byte *data, uint32 dSize) {
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free();
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_source = src;
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switch (type) {
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case SOUND_ADL:
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loadADL(data, dSize);
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break;
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case SOUND_SND:
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loadSND(data, dSize);
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break;
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}
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}
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void SoundDesc::free() {
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if (_source != SOUND_TOT)
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delete[] _data;
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_data = _dataPtr = 0;
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_id = 0;
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}
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void SoundDesc::convToSigned() {
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if ((_type == SOUND_SND) && _data && _dataPtr)
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for (uint32 i = 0; i < _size; i++)
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_dataPtr[i] ^= 0x80;
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}
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void SoundDesc::loadSND(byte *data, uint32 dSize) {
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assert(dSize > 6);
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_type = SOUND_SND;
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_data = data;
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_dataPtr = data + 6;
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_frequency = MAX((int16) READ_BE_UINT16(data + 4), (int16) 4700);
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_flag = data[0] ? (data[0] & 0x7F) : 8;
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data[0] = 0;
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_size = MIN(READ_BE_UINT32(data), dSize - 6);
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}
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void SoundDesc::loadADL(byte *data, uint32 dSize) {
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_type = SOUND_ADL;
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_data = _dataPtr = data;
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_size = dSize;
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}
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Snd::SquareWaveStream::SquareWaveStream() {
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_rate = 44100;
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_beepForever = false;
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_periodLength = 0;
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_periodSamples = 0;
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_remainingSamples = 0;
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_sampleValue = 0;
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_mixedSamples = 0;
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}
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void Snd::SquareWaveStream::playNote(int freq, int32 ms, uint rate) {
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_rate = rate;
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_periodLength = _rate / (2 * freq);
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_periodSamples = 0;
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_sampleValue = 6000;
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if (ms == -1) {
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_remainingSamples = 1;
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_beepForever = true;
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} else {
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_remainingSamples = (_rate * ms) / 1000;
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_beepForever = false;
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}
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_mixedSamples = 0;
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}
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void Snd::SquareWaveStream::stop(uint32 milis) {
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if (!_beepForever)
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return;
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if (milis)
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update(milis);
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else
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_remainingSamples = 0;
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}
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void Snd::SquareWaveStream::update(uint32 milis) {
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uint32 neededSamples;
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if (!_beepForever || !_remainingSamples)
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return;
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neededSamples = (_rate * milis) / 1000;
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_remainingSamples =
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neededSamples > _mixedSamples ? neededSamples - _mixedSamples : 0;
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_beepForever = false;
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}
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int Snd::SquareWaveStream::readBuffer(int16 *buffer, const int numSamples) {
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int i;
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for (i = 0; _remainingSamples && i < numSamples; i++) {
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buffer[i] = _sampleValue;
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if (_periodSamples++ > _periodLength) {
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_periodSamples = 0;
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_sampleValue = -_sampleValue;
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}
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if (!_beepForever)
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_remainingSamples--;
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_mixedSamples++;
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}
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// Clear the rest of the buffer
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if (i < numSamples)
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memset(buffer + i, 0, (numSamples - i) * sizeof(int16));
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return numSamples;
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}
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Snd::Snd(GobEngine *vm) : _vm(vm) {
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_playingSound = 0;
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_curSoundDesc = 0;
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_rate = _vm->_mixer->getOutputRate();
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_end = true;
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_data = 0;
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_length = 0;
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_freq = 0;
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_repCount = 0;
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_offset = 0;
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_offsetFrac = 0;
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_offsetInc = 0;
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_cur = 0;
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_last = 0;
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_fade = false;
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_fadeVol = 65536;
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_fadeVolStep = 0;
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_fadeSamples = 0;
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_curFadeSamples = 0;
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_compositionSamples = 0;
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_compositionSampleCount = 0;
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_compositionPos = -1;
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_vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_handle,
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this, -1, 255, 0, false, true);
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_vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_speakerHandle,
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&_speakerStream, -1, 255, 0, false, true);
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}
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Snd::~Snd() {
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// stop permanent streams manually:
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// First the speaker stream
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_vm->_mixer->stopHandle(_speakerHandle);
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// Next, this stream (class Snd is an AudioStream, too)
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_vm->_mixer->stopHandle(_handle);
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}
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void Snd::speakerOn(int16 frequency, int32 length) {
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_speakerStream.playNote(frequency, length, _vm->_mixer->getOutputRate());
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_speakerStartTimeKey = _vm->_util->getTimeKey();
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}
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void Snd::speakerOff() {
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_speakerStream.stop(_vm->_util->getTimeKey() - _speakerStartTimeKey);
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}
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void Snd::speakerOnUpdate(uint32 milis) {
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_speakerStream.update(milis);
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}
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void Snd::stopSound(int16 fadeLength, SoundDesc *sndDesc) {
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Common::StackLock slock(_mutex);
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if (sndDesc && (sndDesc != _curSoundDesc))
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return;
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if (fadeLength <= 0) {
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_data = 0;
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_end = true;
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_playingSound = 0;
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_curSoundDesc = 0;
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return;
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}
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_fade = true;
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_fadeVol = 65536;
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_fadeSamples = (int) (fadeLength * (((double) _rate) / 10.0));
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_fadeVolStep = MAX((int32) 1, (int32) (65536 / _fadeSamples));
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_curFadeSamples = 0;
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}
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void Snd::setRepeating(int32 repCount) {
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Common::StackLock slock(_mutex);
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_repCount = repCount;
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}
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void Snd::waitEndPlay(bool interruptible, bool stopComp) {
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if (stopComp)
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_compositionPos = -1;
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while (!_end && !_vm->_quitRequested) {
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if (interruptible && (_vm->_util->checkKey() == 0x11B)) {
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WRITE_VAR(57, -1);
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return;
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}
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_vm->_util->longDelay(200);
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}
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stopSound(0);
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}
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void Snd::stopComposition() {
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if (_compositionPos != -1) {
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stopSound(0);
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_compositionPos = -1;
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}
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}
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void Snd::nextCompositionPos() {
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int8 slot;
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while ((++_compositionPos < 50) &&
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((slot = _composition[_compositionPos]) != -1)) {
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if ((slot >= 0) && (slot < _compositionSampleCount)) {
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SoundDesc &sample = _compositionSamples[slot];
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if (!sample.empty() && (sample.getType() == SOUND_SND)) {
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setSample(sample, 1, 0, 0);
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return;
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}
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}
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if (_compositionPos == 49)
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_compositionPos = -1;
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}
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_compositionPos = -1;
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}
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void Snd::playComposition(int16 *composition, int16 freqVal,
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SoundDesc *sndDescs, int8 sndCount) {
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int i;
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waitEndPlay();
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stopComposition();
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_compositionSamples = sndDescs ? sndDescs : _vm->_game->_soundSamples;
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_compositionSampleCount = sndCount;
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i = -1;
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do {
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i++;
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_composition[i] = composition[i];
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} while ((i < 50) && (composition[i] != -1));
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_compositionPos = -1;
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nextCompositionPos();
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}
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void Snd::setSample(SoundDesc &sndDesc, int16 repCount, int16 frequency,
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int16 fadeLength) {
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if (frequency <= 0)
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frequency = sndDesc._frequency;
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_curSoundDesc = &sndDesc;
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sndDesc._repCount = repCount - 1;
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sndDesc._frequency = frequency;
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_data = (int8 *) sndDesc.getData();
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_length = sndDesc.size();
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_freq = frequency;
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_repCount = repCount;
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_end = false;
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_playingSound = 1;
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_offset = 0;
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_offsetFrac = 0;
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_offsetInc = (_freq << FRAC_BITS) / _rate;
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_last = _cur;
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_cur = _data[0];
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_curFadeSamples = 0;
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if (fadeLength == 0) {
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_fade = false;
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_fadeVol = 65536;
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_fadeSamples = 0;
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_fadeVolStep = 0;
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} else {
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_fade = true;
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_fadeVol = 0;
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_fadeSamples = (int) (fadeLength * (((double) _rate) / 10.0));
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_fadeVolStep = - MAX((int32) 1, (int32) (65536 / _fadeSamples));
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}
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}
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bool Snd::loadSample(SoundDesc &sndDesc, const char *fileName) {
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byte *data;
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uint32 size;
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data = (byte *) _vm->_dataIO->getData(fileName);
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if (!data)
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return false;
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size = _vm->_dataIO->getDataSize(fileName);
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sndDesc.load(SOUND_SND, SOUND_FILE, data, size);
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return true;
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}
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void Snd::freeSample(SoundDesc &sndDesc) {
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stopSound(0, &sndDesc);
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sndDesc.free();
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}
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void Snd::playSample(SoundDesc &sndDesc, int16 repCount, int16 frequency,
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int16 fadeLength) {
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Common::StackLock slock(_mutex);
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if (!_end)
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return;
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setSample(sndDesc, repCount, frequency, fadeLength);
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}
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void Snd::checkEndSample() {
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if (_compositionPos != -1)
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nextCompositionPos();
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else if ((_repCount == -1) || (--_repCount > 0)) {
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_offset = 0;
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_offsetFrac = 0;
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_end = false;
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_playingSound = 1;
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} else {
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_end = true;
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_playingSound = 0;
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}
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}
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int Snd::readBuffer(int16 *buffer, const int numSamples) {
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Common::StackLock slock(_mutex);
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for (int i = 0; i < numSamples; i++) {
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if (!_data)
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return i;
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if (_end || (_offset >= _length))
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checkEndSample();
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if (_end)
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return i;
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// Linear interpolation. See sound/rate.cpp
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int32 val = (_last + (((_cur - _last) * _offsetFrac +
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FRAC_HALF) >> FRAC_BITS)) << 8;
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*buffer++ = (val * _fadeVol) >> 16;
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_offsetFrac += _offsetInc;
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// Was there an integral change?
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if (fracToInt(_offsetFrac) > 0) {
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_last = _cur;
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_cur = _data[_offset];
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_offset += fracToInt(_offsetFrac);
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_offsetFrac &= FRAC_LO_MASK;
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}
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if (_fade) {
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if (++_curFadeSamples >= _fadeSamples) {
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if (_fadeVolStep > 0) {
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_data = 0;
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_end = true;
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_playingSound = 0;
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_compositionPos = -1;
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_curSoundDesc = 0;
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} else {
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_fadeVol = 65536;
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_fade = false;
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}
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} else
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_fadeVol -= _fadeVolStep;
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if (_fadeVol < 0)
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_fadeVol = 0;
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}
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}
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return numSamples;
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}
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} // End of namespace Gob
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