scummvm/saga/music.cpp
Eugene Sandulenko ea42bad781 Update copyright notice
svn-id: r20088
2006-01-18 17:39:49 +00:00

521 lines
12 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2006 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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.
*
* $Header$
*
*/
#include "saga/saga.h"
#include "saga/rscfile.h"
#include "saga/music.h"
#include "saga/stream.h"
#include "sound/audiostream.h"
#include "sound/mididrv.h"
#include "sound/midiparser.h"
#include "sound/mp3.h"
#include "sound/vorbis.h"
#include "sound/flac.h"
#include "common/config-manager.h"
#include "common/file.h"
namespace Saga {
#define BUFFER_SIZE 4096
struct TrackFormat {
DigitalTrackInfo* (*openTrackFunction)(int);
};
static const TrackFormat TRACK_FORMATS[] = {
#ifdef USE_FLAC
{ getFlacTrack },
#endif
#ifdef USE_VORBIS
{ getVorbisTrack },
#endif
#ifdef USE_MAD
{ getMP3Track },
#endif
{ NULL } // Terminator
};
// I haven't decided yet if it's a good idea to make looping part of the audio
// stream class, or if I should use a "wrapper" class, like I did for Broken
// Sword 2, to make it easier to add support for compressed music... but I'll
// worry about that later.
class RAWInputStream : public AudioStream {
private:
ResourceContext *_context;
Common::File *_file;
uint32 _filePos;
uint32 _startPos;
uint32 _endPos;
bool _finished;
bool _looping;
int16 _buf[BUFFER_SIZE];
const int16 *_bufferEnd;
const int16 *_pos;
const GameSoundInfo *_musicInfo;
void refill();
bool eosIntern() const {
return _pos >= _bufferEnd;
}
public:
RAWInputStream(SagaEngine *vm, ResourceContext *context, uint32 resourceId, bool looping);
int readBuffer(int16 *buffer, const int numSamples);
bool endOfData() const { return eosIntern(); }
bool isStereo() const { return _musicInfo->stereo; }
int getRate() const { return _musicInfo->frequency; }
};
RAWInputStream::RAWInputStream(SagaEngine *vm, ResourceContext *context, uint32 resourceId, bool looping)
: _context(context), _finished(false), _looping(looping), _bufferEnd(_buf + BUFFER_SIZE) {
ResourceData * resourceData;
resourceData = vm->_resource->getResourceData(context, resourceId);
_file = context->getFile(resourceData);
_musicInfo = vm->getMusicInfo();
if (_musicInfo == NULL) {
error("RAWInputStream() wrong musicInfo");
}
// Determine the end position
_startPos = resourceData->offset;
_endPos = _startPos + resourceData->size;
_filePos = _startPos;
// Read in initial data
refill();
}
int RAWInputStream::readBuffer(int16 *buffer, const int numSamples) {
int samples = 0;
while (samples < numSamples && !eosIntern()) {
const int len = MIN(numSamples - samples, (int) (_bufferEnd - _pos));
memcpy(buffer, _pos, len * 2);
buffer += len;
_pos += len;
samples += len;
if (_pos >= _bufferEnd) {
refill();
}
}
return samples;
}
void RAWInputStream::refill() {
if (_finished)
return;
uint32 lengthLeft;
byte *ptr = (byte *) _buf;
_file->seek(_filePos, SEEK_SET);
if (_looping)
lengthLeft = 2 * BUFFER_SIZE;
else
lengthLeft = MIN((uint32) (2 * BUFFER_SIZE), _endPos - _filePos);
while (lengthLeft > 0) {
uint32 len = _file->read(ptr, MIN(lengthLeft, _endPos - _file->pos()));
if (len & 1)
len--;
#ifdef SCUMM_BIG_ENDIAN
if (!_context->isBigEndian) {
#else
if (_context->isBigEndian) {
#endif
uint16 *ptr16 = (uint16 *)ptr;
for (uint32 i = 0; i < (len / 2); i++)
ptr16[i] = SWAP_BYTES_16(ptr16[i]);
}
lengthLeft -= len;
ptr += len;
if (lengthLeft > 0)
_file->seek(_startPos);
}
_filePos = _file->pos();
_pos = _buf;
_bufferEnd = (int16 *)ptr;
if (!_looping && _filePos >= _endPos) {
_finished = true;
}
}
MusicPlayer::MusicPlayer(MidiDriver *driver) : _parser(0), _driver(driver), _looping(false), _isPlaying(false), _passThrough(false), _isGM(false) {
memset(_channel, 0, sizeof(_channel));
_masterVolume = 0;
this->open();
}
MusicPlayer::~MusicPlayer() {
_driver->setTimerCallback(NULL, NULL);
stopMusic();
this->close();
}
void MusicPlayer::setVolume(int volume) {
if (volume < 0)
volume = 0;
else if (volume > 255)
volume = 255;
if (_masterVolume == volume)
return;
_masterVolume = volume;
for (int i = 0; i < 16; ++i) {
if (_channel[i]) {
_channel[i]->volume(_channelVolume[i] * _masterVolume / 255);
}
}
}
int MusicPlayer::open() {
// Don't ever call open without first setting the output driver!
if (!_driver)
return 255;
int ret = _driver->open();
if (ret)
return ret;
_driver->setTimerCallback(this, &onTimer);
return 0;
}
void MusicPlayer::close() {
stopMusic();
if (_driver)
_driver->close();
_driver = 0;
}
void MusicPlayer::send(uint32 b) {
if (_passThrough) {
_driver->send(b);
return;
}
byte channel = (byte)(b & 0x0F);
if ((b & 0xFFF0) == 0x07B0) {
// Adjust volume changes by master volume
byte volume = (byte)((b >> 16) & 0x7F);
_channelVolume[channel] = volume;
volume = volume * _masterVolume / 255;
b = (b & 0xFF00FFFF) | (volume << 16);
} else if ((b & 0xF0) == 0xC0 && !_isGM && !_nativeMT32) {
b = (b & 0xFFFF00FF) | MidiDriver::_mt32ToGm[(b >> 8) & 0xFF] << 8;
}
else if ((b & 0xFFF0) == 0x007BB0) {
//Only respond to All Notes Off if this channel
//has currently been allocated
if (_channel[b & 0x0F])
return;
}
if (!_channel[channel])
_channel[channel] = (channel == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel();
if (_channel[channel])
_channel[channel]->send(b);
}
void MusicPlayer::metaEvent(byte type, byte *data, uint16 length) {
// FIXME: The "elkfanfare" is played much too quickly. There are some
// meta events that we don't handle. Perhaps there is a
// connection...?
switch (type) {
case 0x2F: // End of Track
if (_looping)
_parser->jumpToTick(0);
else
stopMusic();
break;
default:
//warning("Unhandled meta event: %02x", type);
break;
}
}
void MusicPlayer::onTimer(void *refCon) {
MusicPlayer *music = (MusicPlayer *)refCon;
if (music->_isPlaying)
music->_parser->onTimer();
}
void MusicPlayer::playMusic() {
_isPlaying = true;
}
void MusicPlayer::stopMusic() {
_isPlaying = false;
if (_parser) {
_parser->unloadMusic();
_parser = NULL;
}
}
Music::Music(SagaEngine *vm, Audio::Mixer *mixer, MidiDriver *driver, int enabled) : _vm(vm), _mixer(mixer), _enabled(enabled), _adlib(false) {
_player = new MusicPlayer(driver);
_currentVolume = 0;
xmidiParser = MidiParser::createParser_XMIDI();
smfParser = MidiParser::createParser_SMF();
_musicContext = _vm->_resource->getContext(GAME_MUSICFILE);
_songTableLen = 0;
_songTable = 0;
_track = NULL;
}
Music::~Music() {
_mixer->stopHandle(_musicHandle);
delete _player;
xmidiParser->setMidiDriver(NULL);
smfParser->setMidiDriver(NULL);
delete xmidiParser;
delete smfParser;
free(_songTable);
}
void Music::musicVolumeGaugeCallback(void *refCon) {
((Music *)refCon)->musicVolumeGauge();
}
void Music::musicVolumeGauge() {
int volume;
_currentVolumePercent += 10;
if (_currentVolume - _targetVolume > 0) { // Volume decrease
volume = _targetVolume + (_currentVolume - _targetVolume) * (100 - _currentVolumePercent) / 100;
} else {
volume = _currentVolume + (_targetVolume - _currentVolume) * _currentVolumePercent / 100;
}
if (volume < 0)
volume = 1;
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, volume);
_player->setVolume(volume);
if (_currentVolumePercent == 100) {
Common::g_timer->removeTimerProc(&musicVolumeGaugeCallback);
_currentVolume = _targetVolume;
}
}
void Music::setVolume(int volume, int time) {
_targetVolume = volume * 2; // ScummVM has different volume scale
_currentVolumePercent = 0;
if (volume == -1) // Set Full volume
volume = 255;
if (time == 1) {
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, volume);
_player->setVolume(volume);
Common::g_timer->removeTimerProc(&musicVolumeGaugeCallback);
_currentVolume = volume;
return;
}
Common::g_timer->installTimerProc(&musicVolumeGaugeCallback, time * 100L, this);
}
bool Music::isPlaying() {
return _mixer->isSoundHandleActive(_musicHandle) || _player->isPlaying();
}
void Music::play(uint32 resourceId, MusicFlags flags) {
AudioStream *audioStream = NULL;
MidiParser *parser;
ResourceContext *context;
byte *resourceData;
size_t resourceSize;
debug(2, "Music::play %d, %d", resourceId, flags);
if (!_enabled) {
return;
}
if (isPlaying() && _trackNumber == resourceId) {
return;
}
_trackNumber = resourceId;
_player->stopMusic();
_mixer->stopHandle(_musicHandle);
int realTrackNumber;
if (_vm->getGameType() == GType_ITE) {
if (flags == MUSIC_DEFAULT) {
if (resourceId == 13 || resourceId == 19) {
flags = MUSIC_NORMAL;
} else {
flags = MUSIC_LOOP;
}
}
realTrackNumber = resourceId - 8;
} else {
realTrackNumber = resourceId + 1;
}
// Try to open standalone digital track
for (int i = 0; i < ARRAYSIZE(TRACK_FORMATS) - 1; ++i)
if ((_track = TRACK_FORMATS[i].openTrackFunction(realTrackNumber))) {
break;
}
if (_track) {
_track->play(_mixer, &_musicHandle, (flags == MUSIC_LOOP) ? -1 : 1, 10000);
return;
}
if (_vm->getGameType() == GType_ITE) {
if (resourceId >= 9 && resourceId <= 34) {
if (_musicContext != NULL) {
//TODO: check resource size
audioStream = new RAWInputStream(_vm, _musicContext, resourceId - 9, flags == MUSIC_LOOP);
}
}
}
if (audioStream) {
debug(2, "Playing digitized music");
_mixer->playInputStream(Audio::Mixer::kMusicSoundType, &_musicHandle, audioStream);
return;
}
if (flags == MUSIC_DEFAULT) {
flags = MUSIC_NORMAL;
}
// FIXME: Is resource_data ever freed?
// Load MIDI/XMI resource data
if (_vm->getGameType() == GType_ITE) {
context = _vm->_resource->getContext(GAME_MUSICFILE_GM);
if (context == NULL) {
context = _vm->_resource->getContext(GAME_RESOURCEFILE);
}
} else {
// I've listened to music from both the FM and the GM
// file, and I've tentatively reached the conclusion
// that they are both General MIDI. My guess is that
// the FM file has been reorchestrated to sound better
// on Adlib and other FM synths.
//
// Sev says the Adlib music does not sound like in the
// original, but I still think assuming General MIDI is
// the right thing to do. Some music, like the End
// Title (song 0) sound absolutely atrocious when piped
// through our MT-32 to GM mapping.
//
// It is, however, quite possible that the original
// used a different GM to FM mapping. If the original
// sounded markedly better, perhaps we should add some
// way of replacing our stock mapping in adlib.cpp?
//
// For the composer's own recording of the End Title,
// see http://www.johnottman.com/
// Oddly enough, the intro music (song 1) is very
// different in the two files. I have no idea why.
if (hasAdlib()) {
context = _vm->_resource->getContext(GAME_MUSICFILE_FM);
} else {
context = _vm->_resource->getContext(GAME_MUSICFILE_GM);
}
}
_player->setGM(true);
_vm->_resource->loadResource(context, resourceId, resourceData, resourceSize);
if (resourceSize < 4) {
error("Music::play() wrong music resource size");
}
if (xmidiParser->loadMusic(resourceData, resourceSize)) {
parser = xmidiParser;
} else {
if (smfParser->loadMusic(resourceData, resourceSize)) {
parser = smfParser;
} else {
error("Music::play() wrong music resource");
}
}
parser->setTrack(0);
parser->setMidiDriver(_player);
parser->setTimerRate(_player->getBaseTempo());
parser->property(MidiParser::mpCenterPitchWheelOnUnload, 1);
_player->_parser = parser;
_player->setVolume(_vm->_musicVolume == 10 ? 255 : _vm->_musicVolume * 25);
if (flags & MUSIC_LOOP)
_player->setLoop(true);
else
_player->setLoop(false);
_player->playMusic();
}
void Music::pause(void) {
//TODO: do it
}
void Music::resume(void) {
//TODO: do it}
}
void Music::stop(void) {
//TODO: do it
}
} // End of namespace Saga