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41d1be2ea8
files through the MIDI synth on my Soundblaster, I can only conclude that they are both General MIDI, so I've changed our code to assume that in both cases. The End Title (which we currently incorrectly play at the end of the intro) sounds much better in Adlib this way, too. Perhaps the original used a different GM to FM mapping than the one in our adlib.cpp, but if so using the MT-32 to GM mapping isn't likely to improve the situation. We could add a way of replacing the GM to FM mapping in adlib.cpp, I guess. Of course, that would only be worth it if the original sounds better than our mapping. svn-id: r15894
554 lines
14 KiB
C++
554 lines
14 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "saga/saga.h"
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#include "saga/music.h"
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#include "saga/rscfile_mod.h"
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#include "saga/game_mod.h"
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#include "sound/audiostream.h"
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#include "sound/mididrv.h"
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#include "sound/midiparser.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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namespace Saga {
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// Instrument mapping for MT32 tracks emulated under GM.
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static const byte mt32_to_gm[128] = {
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// 0 1 2 3 4 5 6 7 8 9 A B C D E F
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0, 1, 0, 2, 4, 4, 5, 3, 16, 17, 18, 16, 16, 19, 20, 21, // 0x
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6, 6, 6, 7, 7, 7, 8, 112, 62, 62, 63, 63, 38, 38, 39, 39, // 1x
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88, 95, 52, 98, 97, 99, 14, 54, 102, 96, 53, 102, 81, 100, 14, 80, // 2x
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48, 48, 49, 45, 41, 40, 42, 42, 43, 46, 45, 24, 25, 28, 27, 104, // 3x
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32, 32, 34, 33, 36, 37, 35, 35, 79, 73, 72, 72, 74, 75, 64, 65, // 4x
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66, 67, 71, 71, 68, 69, 70, 22, 56, 59, 57, 57, 60, 60, 58, 61, // 5x
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61, 11, 11, 98, 14, 9, 14, 13, 12, 107, 107, 77, 78, 78, 76, 76, // 6x
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47, 117, 127, 118, 118, 116, 115, 119, 115, 112, 55, 124, 123, 0, 14, 117 // 7x
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};
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#define BUFFER_SIZE 4096
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// I haven't decided yet if it's a good idea to make looping part of the audio
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// stream class, or if I should use a "wrapper" class, like I did for Broken
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// Sword 2, to make it easier to add support for compressed music... but I'll
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// worry about that later.
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class RAWInputStream : public AudioStream {
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private:
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File *_file;
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uint32 _file_pos;
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uint32 _start_pos;
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uint32 _end_pos;
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bool _finished;
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bool _looping;
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int16 _buf[BUFFER_SIZE];
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const int16 *_bufferEnd;
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const int16 *_pos;
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void refill();
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inline bool eosIntern() const;
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public:
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RAWInputStream(File *file, int size, bool looping);
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~RAWInputStream();
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int readBuffer(int16 *buffer, const int numSamples);
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int16 read();
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bool endOfData() const { return eosIntern(); }
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bool isStereo() const { return true; }
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int getRate() const { return 11025; }
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};
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RAWInputStream::RAWInputStream(File *file, int size, bool looping)
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: _file(file), _finished(false), _looping(looping),
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_bufferEnd(_buf + BUFFER_SIZE) {
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_file->incRef();
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// Determine the end position
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_file_pos = _file->pos();
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_start_pos = _file_pos;
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_end_pos = _file_pos + size;
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// Read in initial data
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refill();
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}
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RAWInputStream::~RAWInputStream() {
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_file->decRef();
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}
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inline int16 RAWInputStream::read() {
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assert(!eosIntern());
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int16 sample = *_pos++;
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if (_pos >= _bufferEnd) {
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refill();
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}
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return sample;
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}
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inline bool RAWInputStream::eosIntern() const {
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return _pos >= _bufferEnd;
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}
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int RAWInputStream::readBuffer(int16 *buffer, const int numSamples) {
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int samples = 0;
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while (samples < numSamples && !eosIntern()) {
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const int len = MIN(numSamples - samples, (int) (_bufferEnd - _pos));
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memcpy(buffer, _pos, len * 2);
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buffer += len;
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_pos += len;
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samples += len;
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if (_pos >= _bufferEnd) {
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refill();
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}
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}
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return samples;
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}
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void RAWInputStream::refill() {
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if (_finished)
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return;
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uint32 len_left;
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byte *ptr = (byte *) _buf;
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_file->seek(_file_pos, SEEK_SET);
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if (_looping)
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len_left = 2 * BUFFER_SIZE;
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else
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len_left = MIN((uint32) (2 * BUFFER_SIZE), _end_pos - _file_pos);
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while (len_left > 0) {
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uint32 len = _file->read(ptr, MIN(len_left, _end_pos - _file->pos()));
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if (len & 1)
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len--;
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len_left -= len;
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ptr += len;
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if (len_left > 0)
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_file->seek(_start_pos);
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}
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_file_pos = _file->pos();
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_pos = _buf;
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_bufferEnd = (int16 *)ptr;
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if (!_looping && _file_pos >= _end_pos)
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_finished = true;
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}
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AudioStream *makeRAWStream(const char *filename, uint32 pos, int size, bool looping) {
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File *file = new File();
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if (!file->open(filename)) {
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delete file;
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return NULL;
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}
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file->seek(pos);
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AudioStream *audioStream = new RAWInputStream(file, size, looping);
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file->decRef();
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return audioStream;
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}
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MusicPlayer::MusicPlayer(MidiDriver *driver) : _parser(0), _driver(driver), _looping(false), _isPlaying(false), _passThrough(false), _isGM(false) {
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memset(_channel, 0, sizeof(_channel));
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_masterVolume = 0;
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this->open();
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}
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MusicPlayer::~MusicPlayer() {
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_driver->setTimerCallback(NULL, NULL);
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stopMusic();
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this->close();
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}
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void MusicPlayer::setVolume(int volume) {
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if (volume < 0)
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volume = 0;
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else if (volume > 255)
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volume = 255;
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if (_masterVolume == volume)
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return;
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_masterVolume = volume;
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for (int i = 0; i < 16; ++i) {
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if (_channel[i]) {
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_channel[i]->volume(_channelVolume[i] * _masterVolume / 255);
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}
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}
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}
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int MusicPlayer::open() {
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// Don't ever call open without first setting the output driver!
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if (!_driver)
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return 255;
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int ret = _driver->open();
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if (ret)
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return ret;
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_driver->setTimerCallback(this, &onTimer);
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return 0;
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}
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void MusicPlayer::close() {
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stopMusic();
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if (_driver)
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_driver->close();
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_driver = 0;
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}
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void MusicPlayer::send(uint32 b) {
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if (_passThrough) {
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_driver->send(b);
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return;
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}
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byte channel = (byte)(b & 0x0F);
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if ((b & 0xFFF0) == 0x07B0) {
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// Adjust volume changes by master volume
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byte volume = (byte)((b >> 16) & 0x7F);
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_channelVolume[channel] = volume;
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volume = volume * _masterVolume / 255;
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b = (b & 0xFF00FFFF) | (volume << 16);
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} else if ((b & 0xF0) == 0xC0 && !_isGM && !_nativeMT32) {
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b = (b & 0xFFFF00FF) | mt32_to_gm[(b >> 8) & 0xFF] << 8;
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}
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else if ((b & 0xFFF0) == 0x007BB0) {
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//Only respond to All Notes Off if this channel
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//has currently been allocated
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if (_channel[b & 0x0F])
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return;
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}
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if (!_channel[channel])
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_channel[channel] = (channel == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel();
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if (_channel[channel])
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_channel[channel]->send(b);
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}
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void MusicPlayer::metaEvent(byte type, byte *data, uint16 length) {
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// FIXME: The "elkfanfare" is played much too quickly. There are some
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// meta events that we don't handle. Perhaps there is a
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// connection...?
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switch (type) {
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case 0x2F: // End of Track
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if (_looping)
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_parser->jumpToTick(0);
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else
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stopMusic();
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break;
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default:
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warning("Unhandled meta event: %02x", type);
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break;
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}
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}
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void MusicPlayer::onTimer(void *refCon) {
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MusicPlayer *music = (MusicPlayer *)refCon;
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if (music->_isPlaying)
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music->_parser->onTimer();
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}
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void MusicPlayer::playMusic() {
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_isPlaying = true;
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}
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void MusicPlayer::stopMusic() {
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_isPlaying = false;
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if (_parser) {
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_parser->unloadMusic();
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delete _parser;
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_parser = NULL;
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}
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}
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Music::Music(SoundMixer *mixer, MidiDriver *driver, int enabled) : _mixer(mixer), _enabled(enabled), _adlib(false) {
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_player = new MusicPlayer(driver);
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_musicInitialized = 1;
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_mixer->setMusicVolume(ConfMan.getInt("music_volume"));
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if (GAME_GetGameType() == GID_ITE) {
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File file;
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// The lookup table is stored at the end of music.rsc. I don't
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// know why it has 27 elements, but the last one represents a
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// very short tune. Perhaps it's a dummy?
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//
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// FIXME: Well, it's a hack which I don't like. Logically it should
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// call LoadResource() et al, but I don't want to load those
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// huge files into memory. So I use FileContext just for getting file
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// name and reuse its opened file a bit.
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//
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// Proper approach would be to extend resource manager so it could
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// return File object.
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_musicContext = GAME_GetFileContext(GAME_MUSICFILE, 0);
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if (_musicContext != NULL) {
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_hasDigiMusic = true;
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_musicFname = RSC_FileName(_musicContext);
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file.open(_musicFname);
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file.seek(-ARRAYSIZE(_digiTableITECD) * 8, SEEK_END);
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for (int i = 0; i < ARRAYSIZE(_digiTableITECD); i++) {
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_digiTableITECD[i].start = file.readUint32LE();
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_digiTableITECD[i].length = file.readUint32LE();
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}
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file.close();
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// The "birdchrp" is just a short, high-pitched
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// whining. Use the MIDI/XMIDI version instead.
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_digiTableITECD[6].length = 0;
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} else {
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_hasDigiMusic = false;
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memset(_digiTableITECD, 0, sizeof(_digiTableITECD));
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}
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}
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}
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Music::~Music() {
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delete _player;
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}
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// The Wyrmkeep release of Inherit The Earth features external MIDI files, so
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// we need a mapping from resource number to filename.
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//
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// reset.mid seems to be unused.
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const MUSIC_MIDITABLE Music::_midiTableITECD[26] = {
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{ "cave.mid", MUSIC_LOOP }, // 9
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{ "intro.mid", MUSIC_LOOP }, // 10
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{ "fvillage.mid", MUSIC_LOOP }, // 11
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{ "elkhall.mid", MUSIC_LOOP }, // 12
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{ "mouse.mid", 0 }, // 13
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{ "darkclaw.mid", MUSIC_LOOP }, // 14
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{ "birdchrp.mid", MUSIC_LOOP }, // 15
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{ "orbtempl.mid", MUSIC_LOOP }, // 16
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{ "spooky.mid", MUSIC_LOOP }, // 17
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{ "catfest.mid", MUSIC_LOOP }, // 18
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{ "elkfanfare.mid", 0 }, // 19
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{ "bcexpl.mid", MUSIC_LOOP }, // 20
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{ "boargtnt.mid", MUSIC_LOOP }, // 21
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{ "boarking.mid", MUSIC_LOOP }, // 22
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{ "explorea.mid", MUSIC_LOOP }, // 23
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{ "exploreb.mid", MUSIC_LOOP }, // 24
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{ "explorec.mid", MUSIC_LOOP }, // 25
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{ "sunstatm.mid", MUSIC_LOOP }, // 26
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{ "nitstrlm.mid", MUSIC_LOOP }, // 27
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{ "humruinm.mid", MUSIC_LOOP }, // 28
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{ "damexplm.mid", MUSIC_LOOP }, // 29
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{ "tychom.mid", MUSIC_LOOP }, // 30
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{ "kitten.mid", MUSIC_LOOP }, // 31
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{ "sweet.mid", MUSIC_LOOP }, // 32
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{ "brutalmt.mid", MUSIC_LOOP }, // 33
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{ "shiala.mid", MUSIC_LOOP } // 34
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};
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int Music::play(uint32 music_rn, uint16 flags) {
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RSCFILE_CONTEXT *rsc_ctxt = NULL;
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byte *resource_data;
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size_t resource_size;
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if (!_musicInitialized) {
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return FAILURE;
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}
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if (!_enabled) {
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return SUCCESS;
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}
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_player->stopMusic();
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if (_musicHandle.isActive())
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_mixer->stopHandle(_musicHandle);
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AudioStream *audioStream = NULL;
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MidiParser *parser;
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File midiFile;
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if (GAME_GetGameType() == GID_ITE) {
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if (music_rn >= 9 && music_rn <= 34) {
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if (flags == MUSIC_DEFAULT) {
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flags = _midiTableITECD[music_rn - 9].flags;
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}
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if (_hasDigiMusic) {
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uint32 start = _digiTableITECD[music_rn - 9].start;
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uint32 length = _digiTableITECD[music_rn - 9].length;
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if (length > 0) {
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audioStream = makeRAWStream(_musicFname, start, length, flags == MUSIC_LOOP);
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}
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}
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// No digitized music - try standalone MIDI.
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if (!audioStream) {
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midiFile.open(_midiTableITECD[music_rn - 9].filename);
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if (!midiFile.isOpen()) {
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warning("Cannot open music file %s", _midiTableITECD[music_rn - 9].filename);
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}
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}
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}
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}
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if (flags == MUSIC_DEFAULT) {
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flags = 0;
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}
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if (audioStream) {
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debug(0, "Playing digitized music");
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_mixer->playInputStream(&_musicHandle, audioStream, true);
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return SUCCESS;
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}
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// FIXME: Is resource_data ever freed?
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if (midiFile.isOpen()) {
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debug(0, "Using external MIDI file: %s", midiFile.name());
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resource_size = midiFile.size();
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resource_data = (byte *) malloc(resource_size);
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midiFile.read(resource_data, resource_size);
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midiFile.close();
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_player->setGM(true);
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parser = MidiParser::createParser_SMF();
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} else {
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// Load MIDI/XMI resource data
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if (GAME_GetGameType() == GID_ITE) {
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rsc_ctxt = GAME_GetFileContext(GAME_RESOURCEFILE, 0);
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} else {
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// I've listened to music from both the FM and the GM
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// file, and I've tentatively reached the conclusion
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// that they are both General MIDI. My guess is that
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// the FM file has been reorchestrated to sound better
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// on Adlib and other FM synths.
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//
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// Sev says the Adlib music does not sound like in the
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// original, but I still think assuming General MIDI is
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// the right thing to do. Some music, like the End
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// Title (song 0) sound absolutely atrocious when piped
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// through our MT-32 to GM mapping.
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//
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// It is, however, quite possible that the original
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// used a different GM to FM mapping. If the original
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// sounded markedly better, perhaps we should add some
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// way of replacing our stock mapping in adlib.cpp?
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//
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// For the composer's own recording of the End Title,
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// see http://www.johnottman.com/
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// Oddly enough, the intro music (song 1) is very
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// different in the two files. I have no idea why.
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if (hasAdlib()) {
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rsc_ctxt = GAME_GetFileContext(GAME_MUSICFILE_FM, 0);
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} else {
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rsc_ctxt = GAME_GetFileContext(GAME_MUSICFILE_GM, 0);
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}
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_player->setGM(true);
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}
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if (RSC_LoadResource(rsc_ctxt, music_rn, &resource_data,
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&resource_size) != SUCCESS ) {
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warning("Music::play(): Resource load failed: %u", music_rn);
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return FAILURE;
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}
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parser = MidiParser::createParser_XMIDI();
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}
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if (resource_size <= 0) {
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warning("Music::play(): Resource load failed: %u", music_rn);
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return FAILURE;
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}
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if (!parser->loadMusic(resource_data, resource_size)) {
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warning("Error reading track!");
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delete parser;
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parser = 0;
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}
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debug(0, "Music::play(%d, %d)", music_rn, flags);
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parser->setTrack(0);
|
|
parser->setMidiDriver(_player);
|
|
parser->setTimerRate(_player->getBaseTempo());
|
|
|
|
_player->_parser = parser;
|
|
_player->setVolume(ConfMan.getInt("music_volume") * ConfMan.getInt("master_volume") / 255);
|
|
if (flags & MUSIC_LOOP)
|
|
_player->setLoop(true);
|
|
else
|
|
_player->setLoop(false);
|
|
|
|
_player->playMusic();
|
|
return SUCCESS;
|
|
}
|
|
|
|
int Music::pause(void) {
|
|
if (!_musicInitialized) {
|
|
return FAILURE;
|
|
}
|
|
|
|
return SUCCESS;
|
|
}
|
|
|
|
int Music::resume(void) {
|
|
if (!_musicInitialized) {
|
|
return FAILURE;
|
|
}
|
|
|
|
return SUCCESS;
|
|
}
|
|
|
|
int Music::stop(void) {
|
|
if (!_musicInitialized) {
|
|
return FAILURE;
|
|
}
|
|
|
|
return SUCCESS;
|
|
}
|
|
|
|
} // End of namespace Saga
|
|
|