scummvm/engines/bladerunner/ambient_sounds.cpp
antoniou79 c9016cb2f2 BLADERUNNER: Notes and minor fixes for sound
Also added a dedicated debugSound channel for debugging

Fixes include closer conformance to original code (for entering/exiting ESPER and VK), and a change in assigning a track slot to a new track with priority equal to the lowest existing (it will now take the place of the old stored track). Also Music::adjustVolume() now takes the target volume as argument and stores it in the track volume field similar to how Music::adjustPan works.
2023-04-24 09:43:51 +03:00

672 lines
25 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/ambient_sounds.h"
#include "bladerunner/audio_player.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/game_info.h"
#include "bladerunner/savefile.h"
#include "bladerunner/time.h"
#include "bladerunner/game_constants.h"
#include "common/debug.h"
#include "common/system.h"
namespace BladeRunner {
AmbientSounds::AmbientSounds(BladeRunnerEngine *vm) {
_vm = vm;
_nonLoopingSounds = new NonLoopingSound[kNonLoopingSounds];
_loopingSounds = new LoopingSound[kLoopingSounds];
// The actual volume of ambient sounds is determined by the mixer (see BladeRunnerEngine::syncSoundSettings())
// In our BladeRunner engine ambient sounds do not have a distinct sound type of their own,
// so they are treated as kAmbientSoundType (default type, see: ambient_sounds.h).
//
// _ambientVolumeFactorOriginalEngine here sets a percentage to be applied on the ambient audio tracks' volume
// before sending them to the audio player.
// This is how the original engine set the volume via the in-game KIA volume slider controls.
// Setting _ambientVolumeFactorOriginalEngine to 100, for the purposes ScummVM engine, renders it indifferent,
// so sound volume can be controlled by ScummVM's Global Main Menu / ConfMan/ syncSoundSettings().
// Note however that _ambientVolumeFactorOriginalEngine is also changed when entering and exiting ESPER and possibly VK modes.
_ambientVolumeFactorOriginalEngine = BLADERUNNER_ORIGINAL_SETTINGS ? 65 : 100;
for (int i = 0; i != kNonLoopingSounds; ++i) {
NonLoopingSound &track = _nonLoopingSounds[i];
track.isActive = false;
#if !BLADERUNNER_ORIGINAL_BUGS
track.name.clear();
track.hash = 0;
track.audioPlayerTrack = -1;
track.delayMin = 0u;
track.delayMax = 0u;
track.nextPlayTimeStart = 0u;
track.nextPlayTimeDiff = 0u;
track.volumeMin = 0;
track.volumeMax = 0;
track.volume = 0;
track.panStartMin = 0;
track.panStartMax = 0;
track.panEndMin = 0;
track.panEndMax = 0;
track.priority = 0;
track.soundType = -1;
#endif // !BLADERUNNER_ORIGINAL_BUGS
}
for (int i = 0; i != kLoopingSounds; ++i) {
LoopingSound &track = _loopingSounds[i];
track.isActive = false;
#if !BLADERUNNER_ORIGINAL_BUGS
track.name.clear();
track.hash = 0;
track.audioPlayerTrack = -1;
track.volume = 0;
track.pan = 0;
track.soundType = -1;
#endif // !BLADERUNNER_ORIGINAL_BUGS
}
}
AmbientSounds::~AmbientSounds() {
delete[] _nonLoopingSounds;
delete[] _loopingSounds;
}
static inline void sort(int *a, int *b) {
if (*a > *b) {
int t = *a;
*a = *b;
*b = t;
}
}
static inline void sort(uint32 *a, uint32 *b) {
if (*a > *b) {
uint32 t = *a;
*a = *b;
*b = t;
}
}
//
// addSound() will add a track to the non-looping tracks array list
// it will use the kAmbientSoundType for Mixer's Sound Type.
// see AmbientSounds::tick()
// Used also by:
// Ambient_Sounds_Add_Sound()
// Spinner::chooseDestination()
// Calls:
// addSoundByName()
//
// volumeMin, volumeMax should be in [0, 100]
// panStartMin, panStartMax should be in [-100, 100]
// panEndMin, panEndMax should be in [-100, 100], with "-101" being a special value for skipping pan (balance) adjustment
// priority should be in [0, 100]
void AmbientSounds::addSound(int sfxId,
uint32 delayMinSeconds, uint32 delayMaxSeconds,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk) {
debugC(6, kDebugSound, "AmbientSounds::addSound id:%d dMin:%d,dMax:%d vMin:%d,vMax:%d pSMin:%d,pSMax:%d pEMin:%d,pEMax:%d pr:%d unk:%d",
sfxId,
delayMinSeconds, delayMaxSeconds,
volumeMin, volumeMax,
panStartMin,panStartMax,
panEndMin, panEndMax,
priority, unk);
addSoundByName(_vm->_gameInfo->getSfxTrack(sfxId),
delayMinSeconds, delayMaxSeconds,
volumeMin, volumeMax,
panStartMin, panStartMax,
panEndMin, panEndMax,
priority, unk);
}
void AmbientSounds::removeNonLoopingSound(int sfxId, bool stopPlaying) {
debugC(6, kDebugSound, "AmbientSounds::removeNonLoopingSound id:%d stop:%d", sfxId, stopPlaying? 1: 0);
int32 hash = MIXArchive::getHash(_vm->_gameInfo->getSfxTrack(sfxId));
int index = findNonLoopingTrackByHash(hash);
if (index >= 0) {
removeNonLoopingSoundByIndex(index, stopPlaying);
}
}
void AmbientSounds::removeAllNonLoopingSounds(bool stopPlaying) {
debugC(6, kDebugSound, "AmbientSounds::removeAllNonLoopingSounds stop:%d", stopPlaying? 1: 0);
for (int i = 0; i < kNonLoopingSounds; ++i) {
removeNonLoopingSoundByIndex(i, stopPlaying);
}
}
//
// addSpeech() will add a track to the non-looping tracks array list
// it will use the kAmbientSoundType for Mixer's Sound Type
// see AmbientSounds::tick()
// Mainly used for dispatch radio ambient sounds and blimp announcements.
// Called by:
// Ambient_Sounds_Add_Speech_Sound()
// Calls:
// addSoundByName()
//
// volumeMin, volumeMax should be in [0, 100]
// panStartMin, panStartMax should be in [-100, 100]
// panEndMin, panEndMax should be in [-100, 100], with "-101" being a special value for skipping pan (balance) adjustment
// priority should be in [0, 100]
void AmbientSounds::addSpeech(int actorId, int sentenceId,
uint32 delayMinSeconds, uint32 delayMaxSeconds,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk) {
debugC(6, kDebugSound, "AmbientSounds::addSpeech id:%d-%d dMin:%d,dMax:%d vMin:%d,vMax:%d pSMin:%d,pSMax:%d pEMin:%d,pEMax:%d pr:%d unk:%d",
actorId, sentenceId,
delayMinSeconds, delayMaxSeconds,
volumeMin, volumeMax,
panStartMin,panStartMax,
panEndMin, panEndMax,
priority, unk);
Common::String name = Common::String::format( "%02d-%04d%s.AUD", actorId, sentenceId, _vm->_languageCode.c_str());
addSoundByName(name,
delayMinSeconds, delayMaxSeconds,
volumeMin, volumeMax,
panStartMin, panStartMax,
panEndMin, panEndMax,
priority, unk);
}
// Explicitly plays a sound effect (sfx) track (specified by id)
// It does not add it as a track to the non-looping tracks array list
// It uses the parameter "type" as the mixer's sound type - which determines the volume setting in effect.
// By default sound type is kAmbientSoundType (see ambient_sounds.h).
//
// volume should be in [0, 100]
// panStart should be in [-100, 100]
// panEnd should be in [-100, 100]
// priority should be in [0, 100]
void AmbientSounds::playSound(int sfxId, int volume, int panStart, int panEnd, int priority, Audio::Mixer::SoundType type) {
debugC(6, kDebugSound, "AmbientSounds::playSound id:%d v:%d pS:%d pE:%d pr:%d typ:%d", sfxId, volume, panStart, panEnd, priority, (int32) type);
_vm->_audioPlayer->playAud(_vm->_gameInfo->getSfxTrack(sfxId), (volume * _ambientVolumeFactorOriginalEngine) / 100, panStart, panEnd, priority, kAudioPlayerOverrideVolume, type);
}
// Explicitly plays a speech cue
// It does not add it as a track to the non-looping tracks array list
// It uses mixer's sound type kSpeechSoundType - which determines the volume setting in effect (Speech)
//
// volume should be in [0, 100]
// panStart should be in [-100, 100]
// panEnd should be in [-100, 100]
// priority should be in [0, 100]
void AmbientSounds::playSpeech(int actorId, int sentenceId, int volume, int panStart, int panEnd, int priority) {
debugC(6, kDebugSound, "AmbientSounds::playSpeech id:%d-%d v:%d pS:%d pE:%d pr:%d", actorId, sentenceId, volume, panStart, panEnd, priority);
Common::String name = Common::String::format( "%02d-%04d%s.AUD", actorId, sentenceId, _vm->_languageCode.c_str());
// (volume * _ambientVolume) / 100 should result in a value in [0, 100]
_vm->_audioPlayer->playAud(name, (volume * _ambientVolumeFactorOriginalEngine) / 100, panStart, panEnd, priority, kAudioPlayerOverrideVolume, Audio::Mixer::kSpeechSoundType);
}
// Looping Sound will use paramerter "type" as the mixer's SoundType when playing this track.
// By default sound type is kAmbientSoundType (see ambient_sounds.h).
// This determines the volume setting that will be in effect for the audio.
//
// NOTE If restoring from a saved game, a looping track will always use the default SoundType (kAmbientSoundType)
// because sound type is not stored.
// TODO We could save the sound type re-using the space for field "track.audioPlayerTrack"
// which is skipped for *both* looping and non-looping tracks in save() and load() code
// However, the issue is negligible; the default SoundType for looping tracks is overridden
// only in one special case so far (restored content Outtake "FLYTRU_E.VQA", see: outtake.cpp)
//
// volume should be in [0, 100]
// pan should be in [-100, 100]
void AmbientSounds::addLoopingSound(int sfxId, int volume, int pan, uint32 delaySeconds, Audio::Mixer::SoundType type) {
debugC(6, kDebugSound, "AmbientSounds::addLoopingSound id:%d v:%d p:%d d:%u typ:%d", sfxId, volume, pan, delaySeconds, (int32) type);
const Common::String &name = _vm->_gameInfo->getSfxTrack(sfxId);
int32 hash = MIXArchive::getHash(name);
if (findLoopingTrackByHash(hash) >= 0) {
return;
}
int i = findAvailableLoopingTrack();
if (i == -1) {
return;
}
LoopingSound &track = _loopingSounds[i];
track.isActive = true;
track.name = name;
track.hash = hash;
track.pan = pan;
track.volume = volume;
track.soundType = (int32) type;
int actualVolumeStart = (volume * _ambientVolumeFactorOriginalEngine) / 100;
int actualVolumeEnd = actualVolumeStart;
if (delaySeconds > 0u) {
actualVolumeStart = 0;
}
// actualVolumeStart should be in [0, 100]
// pan should be in [-100, 100]
// priority should be in [0, 100]
track.audioPlayerTrack = _vm->_audioPlayer->playAud(name, actualVolumeStart, pan, pan, 99, kAudioPlayerLoop | kAudioPlayerOverrideVolume, type);
if (track.audioPlayerTrack == -1) {
removeLoopingSoundByIndex(i, 0u);
} else {
if (delaySeconds) {
_vm->_audioPlayer->adjustVolume(track.audioPlayerTrack, actualVolumeEnd, delaySeconds, false);
}
}
}
// volume should be in [0, 100], with "-1" being a special value for skipping volume adjustment
// pan should be in [-100, 100], with "-101" being a special value for skipping pan (balance) adjustment
void AmbientSounds::adjustLoopingSound(int sfxId, int volume, int pan, uint32 delaySeconds) {
debugC(6, kDebugSound, "AmbientSounds::adjustLoopingSound id:%d v:%d p:%d d:%u", sfxId, volume, pan, delaySeconds);
int32 hash = MIXArchive::getHash(_vm->_gameInfo->getSfxTrack(sfxId));
int index = findLoopingTrackByHash(hash);
if (index >= 0 && _loopingSounds[index].audioPlayerTrack != -1 && _vm->_audioPlayer->isActive(_loopingSounds[index].audioPlayerTrack)) {
if (volume != -1) {
_loopingSounds[index].volume = volume;
_vm->_audioPlayer->adjustVolume(_loopingSounds[index].audioPlayerTrack, (volume * _ambientVolumeFactorOriginalEngine) / 100, delaySeconds, false);
}
if (pan != -101) {
_loopingSounds[index].pan = pan;
_vm->_audioPlayer->adjustPan(_loopingSounds[index].audioPlayerTrack, pan, delaySeconds);
}
}
}
void AmbientSounds::removeLoopingSound(int sfxId, uint32 delaySeconds) {
debugC(6, kDebugSound, "AmbientSounds::removeLoopingSound id:%d d:%u", sfxId, delaySeconds);
int32 hash = MIXArchive::getHash(_vm->_gameInfo->getSfxTrack(sfxId));
int index = findLoopingTrackByHash(hash);
if (index >= 0) {
removeLoopingSoundByIndex(index, delaySeconds);
}
}
void AmbientSounds::removeAllLoopingSounds(uint32 delaySeconds) {
debugC(6, kDebugSound, "AmbientSounds::removeAllLoopingSounds d:%u", delaySeconds);
for (int i = 0; i < kLoopingSounds; ++i) {
removeLoopingSoundByIndex(i, delaySeconds);
}
}
// tick() only handles the non-looping added ambient sounds
void AmbientSounds::tick() {
uint32 now = _vm->_time->current();
for (int i = 0; i != kNonLoopingSounds; ++i) {
NonLoopingSound &track = _nonLoopingSounds[i];
// unsigned difference is intentional
if (!track.isActive || now - track.nextPlayTimeStart < track.nextPlayTimeDiff) {
continue;
}
int panEnd;
int panStart = _vm->_rnd.getRandomNumberRng(track.panStartMin, track.panStartMax);
// typically when using the -101 special value, both panEndMin and panEndMax have this value
// -101 here means "do not adjust the panning for the track (while it's playing)"
if (track.panEndMin != -101) {
panEnd = _vm->_rnd.getRandomNumberRng(track.panEndMin, track.panEndMax);
} else {
panEnd = panStart;
}
track.volume = _vm->_rnd.getRandomNumberRng(track.volumeMin, track.volumeMax);
Audio::Mixer::SoundType mixerAmbientSoundType = kAmbientSoundType;
if (track.soundType >= 0) {
mixerAmbientSoundType = (Audio::Mixer::SoundType) track.soundType;
}
track.audioPlayerTrack = _vm->_audioPlayer->playAud(track.name,
(track.volume * _ambientVolumeFactorOriginalEngine) / 100,
panStart,
panEnd,
track.priority,
kAudioPlayerOverrideVolume,
mixerAmbientSoundType);
track.nextPlayTimeStart = now;
track.nextPlayTimeDiff = _vm->_rnd.getRandomNumberRng(track.delayMin, track.delayMax);
}
}
// TODO Evaluate if for ScummVM we can avoid using and modifying _ambientVolumeFactorOriginalEngine altogether.
// While we no longer use the original engine's mechanism to set the ambient sounds volume
// with the AmbientSounds::setVolume() public method, when using the in-game KIA volume slider,
// we do use this method as did the original engine to temporarily set the volume levels
// in ESPER and VK modes.
// This affects only looping ambient sounds.
// volume should be in [0, 100]
void AmbientSounds::setVolume(int volume) {
debugC(6, kDebugSound, "AmbientSounds::setVolume v:%d", volume);
if (_loopingSounds) {
for (int i = 0; i < kLoopingSounds; ++i) {
if (_loopingSounds[i].isActive && _loopingSounds[i].audioPlayerTrack != -1) {
int newVolume = (_loopingSounds[i].volume * volume) / 100;
if (_vm->_audioPlayer->isActive(_loopingSounds[i].audioPlayerTrack)) {
_vm->_audioPlayer->adjustVolume(_loopingSounds[i].audioPlayerTrack, newVolume, 1u, false);
} else {
Audio::Mixer::SoundType mixerAmbientSoundType = kAmbientSoundType;
if (_loopingSounds[i].soundType >= 0) {
mixerAmbientSoundType = (Audio::Mixer::SoundType) _loopingSounds[i].soundType;
}
_loopingSounds[i].audioPlayerTrack = _vm->_audioPlayer->playAud(_loopingSounds[i].name, 1, _loopingSounds[i].pan, _loopingSounds[i].pan, 99, kAudioPlayerLoop | kAudioPlayerOverrideVolume, mixerAmbientSoundType);
if (_loopingSounds[i].audioPlayerTrack == -1) {
removeLoopingSound(i, 0u);
} else {
_vm->_audioPlayer->adjustVolume(_loopingSounds[i].audioPlayerTrack, newVolume, 1u, false);
}
}
}
}
}
_ambientVolumeFactorOriginalEngine = volume;
}
int AmbientSounds::getVolume() const {
return _ambientVolumeFactorOriginalEngine;
}
void AmbientSounds::playSample() {
// Original uses priority 0 here also
playSound(kSfxSPIN1A, 100, 0, 0, 0);
}
int AmbientSounds::findAvailableNonLoopingTrack() const {
for (int i = 0; i != kNonLoopingSounds; ++i) {
if (!_nonLoopingSounds[i].isActive) {
return i;
}
}
return -1;
}
int AmbientSounds::findNonLoopingTrackByHash(int32 hash) const {
for (int i = 0; i != kNonLoopingSounds; ++i) {
NonLoopingSound &track = _nonLoopingSounds[i];
if (track.isActive && track.hash == hash) {
return i;
}
}
return -1;
}
int AmbientSounds::findAvailableLoopingTrack() const {
for (int i = 0; i != kLoopingSounds; ++i) {
if (!_loopingSounds[i].isActive) {
return i;
}
}
return -1;
}
int AmbientSounds::findLoopingTrackByHash(int32 hash) const {
for (int i = 0; i != kLoopingSounds; ++i) {
LoopingSound &track = _loopingSounds[i];
if (track.isActive && track.hash == hash) {
return i;
}
}
return -1;
}
// volumeMin, volumeMax should be in [0, 100]
// panStartMin, panStartMax should be in [-100, 100]
// panEndMin, panEndMax should be in [-100, 100], with "-101" being a special value for skipping pan (balance) adjustment
// priority should be in [0, 100]
void AmbientSounds::addSoundByName(const Common::String &name,
uint32 delayMinSeconds, uint32 delayMaxSeconds,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk) {
int i = findAvailableNonLoopingTrack();
if (i < 0) {
return;
}
NonLoopingSound &track = _nonLoopingSounds[i];
uint32 now = _vm->_time->current();
#if !BLADERUNNER_ORIGINAL_BUGS
sort(&delayMinSeconds, &delayMaxSeconds);
#endif // BLADERUNNER_ORIGINAL_BUGS
sort(&volumeMin, &volumeMax);
sort(&panStartMin, &panStartMax);
sort(&panEndMin, &panEndMax);
track.isActive = true;
track.name = name;
track.hash = MIXArchive::getHash(name);
track.delayMin = 1000u * delayMinSeconds; // store as milliseconds
track.delayMax = 1000u * delayMaxSeconds; // store as milliseconds
track.nextPlayTimeStart = now;
track.nextPlayTimeDiff = _vm->_rnd.getRandomNumberRng(track.delayMin, track.delayMax);
track.volumeMin = volumeMin;
track.volumeMax = volumeMax;
track.volume = 0;
track.panStartMin = panStartMin;
track.panStartMax = panStartMax;
track.panEndMin = panEndMin;
track.panEndMax = panEndMax;
track.priority = priority;
track.soundType = -1;
}
void AmbientSounds::removeNonLoopingSoundByIndex(int index, bool stopPlaying) {
NonLoopingSound &track = _nonLoopingSounds[index];
if (stopPlaying) {
if (track.isActive && track.audioPlayerTrack != -1 && _vm->_audioPlayer->isActive(track.audioPlayerTrack)) {
_vm->_audioPlayer->stop(track.audioPlayerTrack, stopPlaying);
}
}
track.isActive = false;
track.audioPlayerTrack = -1;
// track.field_45 = 0;
track.soundType = -1;
#if !BLADERUNNER_ORIGINAL_BUGS
track.name.clear();
track.hash = 0;
track.delayMin = 0u;
track.delayMax = 0u;
track.nextPlayTimeStart = 0u;
track.nextPlayTimeDiff = 0u;
track.volumeMin = 0;
track.volumeMax = 0;
track.volume = 0;
track.panStartMin = 0;
track.panStartMax = 0;
track.panEndMin = 0;
track.panEndMax = 0;
track.priority = 0;
#endif // !BLADERUNNER_ORIGINAL_BUGS
}
void AmbientSounds::removeLoopingSoundByIndex(int index, uint32 delaySeconds) {
LoopingSound &track = _loopingSounds[index];
if (track.isActive && track.audioPlayerTrack != -1 && _vm->_audioPlayer->isActive(track.audioPlayerTrack)) {
if (delaySeconds > 0u) {
_vm->_audioPlayer->adjustVolume(track.audioPlayerTrack, 0, delaySeconds, false);
} else {
_vm->_audioPlayer->stop(track.audioPlayerTrack, false);
}
}
track.isActive = false;
track.name.clear();
track.hash = 0;
track.audioPlayerTrack = -1;
track.volume = 0;
track.pan = 0;
track.soundType = -1;
}
void AmbientSounds::save(SaveFileWriteStream &f) {
f.writeBool(false); // _isDisabled - not used
for (int i = 0; i != kNonLoopingSounds; ++i) {
// 73 bytes per non-looping sound
NonLoopingSound &track = _nonLoopingSounds[i];
f.writeBool(track.isActive);
f.writeStringSz(track.name, 13);
f.writeSint32LE(track.hash);
f.writeInt(-1); // track.audioPlayerTrack is not used after load
f.writeInt(track.delayMin);
f.writeInt(track.delayMax);
f.writeInt(0); // track.nextPlayTime is not used after load
f.writeInt(track.volumeMin);
f.writeInt(track.volumeMax);
f.writeInt(track.volume);
f.writeInt(track.panStartMin);
f.writeInt(track.panStartMax);
f.writeInt(track.panEndMin);
f.writeInt(track.panEndMax);
f.writeInt(track.priority);
f.padBytes(4); // field_45
}
for (int i = 0; i != kLoopingSounds; ++i) {
// 33 bytes per looping sound
LoopingSound &track = _loopingSounds[i];
f.writeBool(track.isActive);
f.writeStringSz(track.name, 13);
f.writeSint32LE(track.hash);
f.writeInt(-1); // track.audioPlayerTrack is not used after load
f.writeInt(track.volume);
f.writeInt(track.pan);
}
}
void AmbientSounds::load(SaveFileReadStream &f) {
removeAllLoopingSounds(0u);
removeAllNonLoopingSounds(true);
f.skip(4); // _isDisabled - not used
uint32 now = _vm->_time->getPauseStart();
for (int i = 0; i != kNonLoopingSounds; ++i) {
NonLoopingSound &track = _nonLoopingSounds[i];
track.isActive = f.readBool();
track.name = f.readStringSz(13);
track.hash = f.readSint32LE();
f.skip(4); // track.audioPlayerTrack is not used after load
track.audioPlayerTrack = -1;
track.delayMin = (uint32)f.readInt();
track.delayMax = (uint32)f.readInt();
f.skip(4); // track.nextPlayTime is not used after load
track.nextPlayTimeStart = now;
#if BLADERUNNER_ORIGINAL_BUGS
track.nextPlayTimeDiff = _vm->_rnd.getRandomNumberRng(track.delayMin, track.delayMax);
#endif // BLADERUNNER_ORIGINAL_BUGS
track.volumeMin = f.readInt();
track.volumeMax = f.readInt();
track.volume = f.readInt();
track.panStartMin = f.readInt();
track.panStartMax = f.readInt();
track.panEndMin = f.readInt();
track.panEndMax = f.readInt();
track.priority = f.readInt();
f.skip(4); // field_45
track.soundType = -1;
#if !BLADERUNNER_ORIGINAL_BUGS
// Since unused ambient sound track fields are unitialized
// don't keep garbage field values for non-active tracks
// This was basically an issue when calling _vm->_rnd.getRandomNumberRng()
// with uninitialized fields, but it's a good practice to sanitize the fields here anyway
if (!track.isActive) {
track.delayMin = 0u;
track.delayMax = 0u;
track.nextPlayTimeDiff = 0u;
track.volumeMin = 0;
track.volumeMax = 0;
track.volume = 0;
track.panStartMin = 0;
track.panStartMax = 0;
track.panEndMin = 0;
track.panEndMax = 0;
track.priority = 0;
} else {
sort(&(track.delayMin), &(track.delayMax));
track.nextPlayTimeDiff = _vm->_rnd.getRandomNumberRng(track.delayMin, track.delayMax);
sort(&(track.volumeMin), &(track.volumeMax));
sort(&(track.panStartMin), &(track.panStartMax));
sort(&(track.panEndMin), &(track.panEndMax));
}
#endif // !BLADERUNNER_ORIGINAL_BUGS
}
for (int i = 0; i != kLoopingSounds; ++i) {
LoopingSound &track = _loopingSounds[i];
track.isActive = f.readBool();
track.name = f.readStringSz(13);
track.hash = f.readSint32LE();
f.skip(4); // track.audioPlayerTrack is not used after load
track.audioPlayerTrack = -1;
track.volume = f.readInt();
track.pan = f.readInt();
track.soundType = -1;
#if !BLADERUNNER_ORIGINAL_BUGS
// Since unused ambient sound track fields are unitialized
// don't keep garbage field values for non-active tracks
if (!track.isActive) {
track.volume = 0;
track.pan = 0;
}
#endif // !BLADERUNNER_ORIGINAL_BUGS
}
for (int i = 0; i != kLoopingSounds; ++i) {
LoopingSound &track = _loopingSounds[i];
if (track.isActive) {
Audio::Mixer::SoundType mixerAmbientSoundType = kAmbientSoundType;
if (track.soundType >= 0) {
mixerAmbientSoundType = (Audio::Mixer::SoundType) track.soundType;
}
// Looping sound (loaded) gets high priority (99)
// Also started with volume at 1 (but adjusted below appropriately)
track.audioPlayerTrack = _vm->_audioPlayer->playAud(track.name, 1, track.pan, track.pan, 99, kAudioPlayerLoop | kAudioPlayerOverrideVolume, mixerAmbientSoundType);
if (track.audioPlayerTrack == -1) {
removeLoopingSoundByIndex(i, 0u);
} else {
_vm->_audioPlayer->adjustVolume(track.audioPlayerTrack, (track.volume * _ambientVolumeFactorOriginalEngine) / 100, 2u, false);
}
}
}
}
} // End of namespace BladeRunner