scummvm/engines/mohawk/riven_sound.cpp
2021-12-26 18:48:43 +01:00

415 lines
11 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 "common/debug.h"
#include "common/system.h"
#include "audio/audiostream.h"
#include "mohawk/riven_sound.h"
#include "mohawk/riven.h"
#include "mohawk/riven_card.h"
#include "mohawk/resource.h"
#include "mohawk/sound.h"
namespace Mohawk {
RivenSoundManager::RivenSoundManager(MohawkEngine_Riven *vm) :
_vm(vm),
_effect(nullptr),
_mainAmbientSoundId(-1),
_effectPlayOnDraw(false),
_nextFadeUpdate(0) {
}
RivenSoundManager::~RivenSoundManager() {
stopSound();
stopAllSLST(false);
}
Audio::RewindableAudioStream *RivenSoundManager::makeAudioStream(uint16 id) {
return makeMohawkWaveStream(_vm->getResource(ID_TWAV, id));
}
void RivenSoundManager::playSound(uint16 id, uint16 volume, bool playOnDraw) {
debug (0, "Playing sound %d", id);
stopSound();
Audio::RewindableAudioStream *rewindStream = makeAudioStream(id);
if (!rewindStream) {
warning("Unable to play sound with id %d", id);
return;
}
_effect = new RivenSound(_vm, rewindStream, Audio::Mixer::kSFXSoundType);
_effect->setVolume(volume);
_effectPlayOnDraw = playOnDraw;
if (!playOnDraw) {
_effect->play();
}
}
void RivenSoundManager::playCardSound(const Common::String &name, uint16 volume, bool playOnDraw) {
Common::String fullName = Common::String::format("%d_%s_1", _vm->getCard()->getId(), name.c_str());
uint16 id =_vm->findResourceID(ID_TWAV, fullName);
playSound(id, volume, playOnDraw);
}
void RivenSoundManager::playSLST(const SLSTRecord &slstRecord) {
if (slstRecord.soundIds.empty()) {
return;
}
if (slstRecord.soundIds[0] == _mainAmbientSoundId) {
if (slstRecord.soundIds.size() > _ambientSounds.sounds.size()) {
addAmbientSounds(slstRecord);
}
setAmbientLooping(slstRecord.loop);
setTargetVolumes(slstRecord);
_ambientSounds.suspend = slstRecord.suspend;
if (slstRecord.suspend) {
freePreviousAmbientSounds();
pauseAmbientSounds();
applyTargetVolumes();
} else {
playAmbientSounds();
}
} else {
_mainAmbientSoundId = slstRecord.soundIds[0];
freePreviousAmbientSounds();
moveAmbientSoundsToPreviousSounds();
addAmbientSounds(slstRecord);
setAmbientLooping(slstRecord.loop);
setTargetVolumes(slstRecord);
_ambientSounds.suspend = slstRecord.suspend;
if (slstRecord.suspend) {
freePreviousAmbientSounds();
applyTargetVolumes();
} else {
startFadingAmbientSounds(slstRecord.fadeFlags);
}
}
}
void RivenSoundManager::stopAllSLST(bool fade) {
_mainAmbientSoundId = -1;
freePreviousAmbientSounds();
moveAmbientSoundsToPreviousSounds();
startFadingAmbientSounds(fade ? kFadeOutPreviousSounds : 0);
}
void RivenSoundManager::stopSound() {
if (_effect) {
delete _effect;
}
_effect = nullptr;
_effectPlayOnDraw = false;
}
void RivenSoundManager::addAmbientSounds(const SLSTRecord &record) {
if (record.soundIds.size() > _ambientSounds.sounds.size()) {
uint oldSize = _ambientSounds.sounds.size();
// Resize the list to the new size
_ambientSounds.sounds.resize(record.soundIds.size());
// Add new elements to the list
for (uint i = oldSize; i < _ambientSounds.sounds.size(); i++) {
Audio::RewindableAudioStream *stream = makeAudioStream(record.soundIds[i]);
RivenSound *sound = new RivenSound(_vm, stream, Audio::Mixer::kMusicSoundType);
sound->setVolume(record.volumes[i]);
sound->setBalance(record.balances[i]);
_ambientSounds.sounds[i].sound = sound;
_ambientSounds.sounds[i].targetVolume = record.volumes[i];
_ambientSounds.sounds[i].targetBalance = record.balances[i];
}
}
}
void RivenSoundManager::setTargetVolumes(const SLSTRecord &record) {
for (uint i = 0; i < MIN(_ambientSounds.sounds.size(), record.volumes.size()); i++) {
_ambientSounds.sounds[i].targetVolume = record.volumes[i] * record.globalVolume / 256;
_ambientSounds.sounds[i].targetBalance = record.balances[i];
}
_ambientSounds.fading = true;
}
void RivenSoundManager::freePreviousAmbientSounds() {
for (uint i = 0; i < _previousAmbientSounds.sounds.size(); i++) {
delete _previousAmbientSounds.sounds[i].sound;
}
_previousAmbientSounds = AmbientSoundList();
}
void RivenSoundManager::moveAmbientSoundsToPreviousSounds() {
_previousAmbientSounds = _ambientSounds;
_ambientSounds = AmbientSoundList();
}
void RivenSoundManager::applyTargetVolumes() {
for (uint i = 0; i < _ambientSounds.sounds.size(); i++) {
AmbientSound &ambientSound = _ambientSounds.sounds[i];
RivenSound *sound = ambientSound.sound;
sound->setVolume(ambientSound.targetVolume);
sound->setBalance(ambientSound.targetBalance);
}
_ambientSounds.fading = false;
}
void RivenSoundManager::startFadingAmbientSounds(uint16 flags) {
for (uint i = 0; i < _ambientSounds.sounds.size(); i++) {
AmbientSound &ambientSound = _ambientSounds.sounds[i];
uint16 volume;
if (flags & kFadeInNewSounds) {
volume = 0;
} else {
volume = ambientSound.targetVolume;
}
ambientSound.sound->setVolume(volume);
}
_ambientSounds.fading = true;
playAmbientSounds();
if (!_previousAmbientSounds.sounds.empty()) {
if (flags) {
_previousAmbientSounds.fading = true;
} else {
freePreviousAmbientSounds();
}
for (uint i = 0; i < _previousAmbientSounds.sounds.size(); i++) {
AmbientSound &ambientSound = _previousAmbientSounds.sounds[i];
if (flags & kFadeOutPreviousSounds) {
ambientSound.targetVolume = 0;
} else {
ambientSound.sound->setVolume(ambientSound.targetVolume);
}
}
}
}
void RivenSoundManager::playAmbientSounds() {
for (uint i = 0; i < _ambientSounds.sounds.size(); i++) {
_ambientSounds.sounds[i].sound->play();
}
}
void RivenSoundManager::setAmbientLooping(bool loop) {
for (uint i = 0; i < _ambientSounds.sounds.size(); i++) {
_ambientSounds.sounds[i].sound->setLooping(loop);
}
}
void RivenSoundManager::triggerDrawSound() {
if (_effectPlayOnDraw && _effect) {
_effect->play();
}
_effectPlayOnDraw = false;
}
void RivenSoundManager::pauseAmbientSounds() {
for (uint i = 0; i < _ambientSounds.sounds.size(); i++) {
_ambientSounds.sounds[i].sound->pause();
}
}
void RivenSoundManager::updateSLST() {
uint32 time = _vm->_system->getMillis();
int32 delta = CLIP<int32>(time - _nextFadeUpdate, -50, 50);
if (_nextFadeUpdate == 0 || delta > 0) {
_nextFadeUpdate = time + 50 - delta;
if (_ambientSounds.fading) {
fadeAmbientSoundList(_ambientSounds);
}
if (_previousAmbientSounds.fading) {
fadeAmbientSoundList(_previousAmbientSounds);
}
if (!_previousAmbientSounds.sounds.empty() && !_ambientSounds.fading && !_previousAmbientSounds.fading) {
freePreviousAmbientSounds();
}
}
}
void RivenSoundManager::fadeAmbientSoundList(AmbientSoundList &list) {
list.fading = false;
for (uint i = 0; i < list.sounds.size(); i++) {
AmbientSound &ambientSound = list.sounds[i];
list.fading |= fadeVolume(ambientSound);
list.fading |= fadeBalance(ambientSound);
}
}
bool RivenSoundManager::fadeVolume(AmbientSound &ambientSound) {
uint16 volume = ambientSound.sound->getVolume();
float delta = (ambientSound.targetVolume - volume) / 30.0f;
if (ABS<float>(delta) < 0.01f) {
ambientSound.sound->setVolume(ambientSound.targetVolume);
return false;
} else {
// Make sure the increment is not zero once converted to an integer
if (delta > 0 && delta < 1) {
delta = 1;
} else if (delta < 0 && delta > -1) {
delta = -1;
}
ambientSound.sound->setVolume(volume + delta);
return true;
}
}
bool RivenSoundManager::fadeBalance(RivenSoundManager::AmbientSound &ambientSound) {
int16 balance = ambientSound.sound->getBalance();
float delta = (ambientSound.targetBalance - balance) / 10.0f;
if (ABS<float>(delta) < 0.01) {
ambientSound.sound->setBalance(ambientSound.targetBalance);
return false;
} else {
// Make sure the increment is not zero once converted to an integer
if (delta > 0 && delta < 1) {
delta = 1;
} else if (delta < 0 && delta > -1) {
delta = -1;
}
ambientSound.sound->setBalance(balance + delta);
return true;
}
}
bool RivenSoundManager::isEffectPlaying() const {
return _effect != nullptr && _effect->isPlaying();
}
RivenSound::RivenSound(MohawkEngine_Riven *vm, Audio::RewindableAudioStream *rewindStream, Audio::Mixer::SoundType mixerType) :
_vm(vm),
_volume(Audio::Mixer::kMaxChannelVolume),
_balance(0),
_looping(false),
_stream(rewindStream),
_mixerType(mixerType) {
}
bool RivenSound::isPlaying() const {
return _vm->_mixer->isSoundHandleActive(_handle);
}
void RivenSound::pause() {
_vm->_mixer->pauseHandle(_handle, true);
}
void RivenSound::setVolume(uint16 volume) {
_volume = volume;
if (isPlaying()) {
byte mixerVolume = convertVolume(volume);
_vm->_mixer->setChannelVolume(_handle, mixerVolume);
}
}
void RivenSound::setBalance(int16 balance) {
_balance = balance;
if (isPlaying()) {
int8 mixerBalance = convertBalance(balance);
_vm->_mixer->setChannelBalance(_handle, mixerBalance);
}
}
void RivenSound::setLooping(bool loop) {
if (isPlaying() && _looping != loop) {
warning("Changing loop state while a sound is playing is not implemented.");
}
_looping = loop;
}
void RivenSound::play() {
if (isPlaying()) {
// If the sound is already playing, make sure it is not paused
_vm->_mixer->pauseHandle(_handle, false);
return;
}
if (!_stream) {
warning("Trying to play a sound without a stream");
return;
}
Audio::AudioStream *playStream;
if (_looping) {
playStream = new Audio::LoopingAudioStream(_stream, 0);
} else {
playStream = _stream;
}
int8 mixerBalance = convertBalance(_balance);
byte mixerVolume = convertVolume(_volume);
_vm->_mixer->playStream(_mixerType, &_handle, playStream, -1, mixerVolume, mixerBalance);
_stream = nullptr;
}
byte RivenSound::convertVolume(uint16 volume) {
// The volume is a fixed point value in the Mohawk part of the original engine.
// It's not clear what happens when it is higher than one.
return (volume > 255) ? 255 : volume;
}
int8 RivenSound::convertBalance(int16 balance) {
return (int8)(balance >> 8);
}
RivenSound::~RivenSound() {
_vm->_mixer->stopHandle(_handle);
delete _stream;
}
int16 RivenSound::getBalance() const {
return _balance;
}
uint16 RivenSound::getVolume() const {
return _volume;
}
RivenSoundManager::AmbientSound::AmbientSound() :
sound(nullptr),
targetVolume(0),
targetBalance(0) {
}
RivenSoundManager::AmbientSoundList::AmbientSoundList() :
fading(false),
suspend(false) {
}
} // End of namespace Mohawk