mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 12:16:59 +00:00
410f8b4826
svn-id: r7752
110 lines
3.2 KiB
C++
110 lines
3.2 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003 The ScummVM project
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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 "stdafx.h"
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#include "sky/sound.h"
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#include "sky/struc.h"
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#define SOUND_FILE_BASE 60203
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#define SFX_BASE 0xA60
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SkySound::SkySound(SoundMixer *mixer, SkyDisk *pDisk) {
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_skyDisk = pDisk;
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_soundData = NULL;
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_mixer = mixer;
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_voiceHandle = 0;
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_effectHandle = 0;
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_bgSoundHandle = 0;
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_ingameSound = 0;
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}
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SkySound::~SkySound(void) {
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_mixer->stopAll();
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if (_soundData) free(_soundData);
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}
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int SkySound::playVoice(byte *sound, uint32 size) {
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return playSound(sound, size, &_voiceHandle);
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}
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int SkySound::playBgSound(byte *sound, uint32 size) {
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size -= 512; //Hack to get rid of the annoying pop at the end of some bg sounds
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return playSound(sound, size, &_bgSoundHandle);
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}
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int SkySound::playSound(byte *sound, uint32 size, PlayingSoundHandle *handle) {
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byte flags = 0;
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flags |= SoundMixer::FLAG_UNSIGNED|SoundMixer::FLAG_AUTOFREE;
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size -= sizeof(struct dataFileHeader);
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byte *buffer = (byte *)malloc(size);
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memcpy(buffer, sound+sizeof(struct dataFileHeader), size);
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return _mixer->playRaw(handle, buffer, size, 11025, flags);
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}
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void SkySound::loadSection(uint8 pSection) {
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if (_ingameSound) _mixer->stop(_ingameSound - 1);
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_ingameSound = 0;
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if (_soundData) free(_soundData);
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_soundData = _skyDisk->loadFile(pSection * 4 + SOUND_FILE_BASE, NULL);
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_sampleRates = _soundData + 0xA4E;
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_sfxInfo = _soundData + 0xA60;
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}
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void SkySound::playSound(uint16 sound, uint16 volume) {
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if (!_soundData) {
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warning("SkySound::playSound(%04X, %04X) called with a section having been loaded.\n", sound, volume);
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return;
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}
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if (sound > 2) {
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if (sound & 0x80) warning("SkySound::playSound(%04X, %04X) not implemented.\n", sound, volume);
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else warning("SkySound::playSound(%04X, %04X) ignored.\n", sound, volume);
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return ;
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}
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volume = ((volume & 0x7F) + 1) << 1;
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sound &= 0xFF;
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// note: all those tables are big endian. Don't ask me why. *sigh*
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uint16 sampleRate = (_sampleRates[sound << 2] << 8) | _sampleRates[(sound << 2) | 1];
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uint16 dataOfs = ((_sfxInfo[sound << 3] << 8) | _sfxInfo[(sound << 3) | 1]) << 4;
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dataOfs += SFX_BASE;
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uint16 dataSize = (_sfxInfo[(sound << 3) | 2] << 8) | _sfxInfo[(sound << 3) | 3];
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uint16 dataLoop = (_sfxInfo[(sound << 3) | 6] << 8) | _sfxInfo[(sound << 3) | 7];
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byte flags = SoundMixer::FLAG_UNSIGNED;
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if (dataSize == dataLoop)
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flags |= SoundMixer::FLAG_LOOP;
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_mixer->stopAll();
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_mixer->setVolume(volume);
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_mixer->playRaw(&_ingameSound, _soundData + dataOfs, dataSize, sampleRate, flags);
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}
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