scummvm/engines/agi/sound_pcjr.cpp
eriktorbjorn 0c1665820b AGI: Experimental fix for bug #3292778 ("SQ2: Music missing notes")
The idea here is that if two voices are generating the same tone,
the square wave generator should be in sync so that the wave forms
amplify each other, rather than cancelling each other out.
2011-06-10 19:41:31 +02:00

518 lines
13 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 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.
*
*/
/* Heavily based on code from NAGI
*
* COPYRIGHT AND PERMISSION NOTICE
*
* Copyright (c) 2001, 2001, 2002 Nick Sonneveld
*
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons
* to whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
* OF THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
* HOLDERS INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL
* INDIRECT OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING
* FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
* NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION
* WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*
* Except as contained in this notice, the name of a copyright holder
* shall not be used in advertising or otherwise to promote the sale, use
* or other dealings in this Software without prior written authorization
*
*/
#include "agi/agi.h"
#include "agi/sound.h"
#include "agi/sound_pcjr.h"
namespace Agi {
// "fade out" or possibly "dissolve"
// v2.9xx
const int8 dissolveDataV2[] = {
-2, -3, -2, -1,
0x00, 0x00,
0x01, 0x01, 0x01, 0x01,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x04, 0x04, 0x04, 0x04,
0x05, 0x05, 0x05, 0x05,
0x06, 0x06, 0x06, 0x06, 0x06,
0x07, 0x07, 0x07, 0x07,
0x08, 0x08, 0x08, 0x08,
0x09, 0x09, 0x09, 0x09,
0x0A, 0x0A, 0x0A, 0x0A,
0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B,
0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C,
0x0D,
-100
};
// v3
const int8 dissolveDataV3[] = {
-2, -3, -2, -1,
0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x04, 0x04, 0x04, 0x04, 0x04,
0x05, 0x05, 0x05, 0x05, 0x05,
0x06, 0x06, 0x06, 0x06, 0x06,
0x07, 0x07, 0x07, 0x07,
0x08, 0x08, 0x08, 0x08,
0x09, 0x09, 0x09, 0x09,
0x0A, 0x0A, 0x0A, 0x0A,
0x0B, 0x0B, 0x0B, 0x0B, 0x0B, 0x0B,
0x0C, 0x0C, 0x0C, 0x0C, 0x0C, 0x0C,
0x0D,
-100
};
SoundGenPCJr::SoundGenPCJr(AgiEngine *vm, Audio::Mixer *pMixer) : SoundGen(vm, pMixer) {
_chanAllocated = 10240; // preallocate something which will most likely fit
_chanData = (int16 *)malloc(_chanAllocated << 1);
// Pick dissolve method
//
// 0 = no dissolve.. just play for as long as it's meant to be played
// this was used in older v2.4 and under games i THINK
// 1 = not used
// 2 = v2.9+ games used a shorter dissolve
// 3 (default) = v3 games used this dissolve pattern.. slightly longer
if (_vm->getVersion() >= 0x3000)
_dissolveMethod = 3;
else if (_vm->getVersion() >= 0x2900)
_dissolveMethod = 2;
else
_dissolveMethod = 0;
_dissolveMethod = 3;
memset(_channel, 0, sizeof(_channel));
memset(_tchannel, 0, sizeof(_tchannel));
_mixer->playStream(Audio::Mixer::kMusicSoundType, &_soundHandle, this, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO, true);
}
SoundGenPCJr::~SoundGenPCJr() {
free(_chanData);
_mixer->stopHandle(_soundHandle);
}
void SoundGenPCJr::play(int resnum) {
PCjrSound *pcjrSound = (PCjrSound *)_vm->_game.sounds[resnum];
for (int i = 0; i < CHAN_MAX; i++) {
_channel[i].data = pcjrSound->getVoicePointer(i % 4);
_channel[i].duration = 0;
_channel[i].avail = 0xffff;
_channel[i].dissolveCount = 0xFFFF;
_channel[i].attenuation = 0;
_channel[i].attenuationCopy = 0;
_tchannel[i].avail = 1;
_tchannel[i].noteCount = 0;
_tchannel[i].freqCount = 250;
_tchannel[i].freqCountPrev = -1;
_tchannel[i].atten = 0xF; // silence
_tchannel[i].genType = kGenTone;
_tchannel[i].genTypePrev = -1;
}
}
void SoundGenPCJr::stop(void) {
int i;
for (i = 0; i < CHAN_MAX; i++) {
_channel[i].avail = 0;
_tchannel[i].avail = 0;
}
}
int SoundGenPCJr::volumeCalc(SndGenChan *chan) {
int8 attenuation, dissolveValue;
const int8 *dissolveData;
switch (_dissolveMethod) {
case 2:
dissolveData = dissolveDataV2;
break;
case 3:
default:
dissolveData = dissolveDataV3;
break;
}
assert(chan);
attenuation = chan->attenuation;
if (attenuation != 0x0F) { // != silence
if (chan->dissolveCount != 0xFFFF) {
dissolveValue = dissolveData[chan->dissolveCount];
if (dissolveValue == -100) { // if at end of list
chan->dissolveCount = 0xFFFF;
chan->attenuation = chan->attenuationCopy;
attenuation = chan->attenuation;
} else {
chan->dissolveCount++;
attenuation += dissolveValue;
if (attenuation < 0)
attenuation = 0;
if (attenuation > 0x0F)
attenuation = 0x0F;
chan->attenuationCopy = attenuation;
attenuation &= 0x0F;
attenuation += _vm->getvar(vVolume);
if (attenuation > 0x0F)
attenuation = 0x0F;
}
}
//if (computer_type == 2) && (attenuation < 8)
if (attenuation < 8)
attenuation += 2;
}
return attenuation;
}
// read the next channel data.. fill it in *tone
// if tone isn't touched.. it should be inited so it just plays silence
// return 0 if it's passing more data
// return -1 if it's passing nothing (end of data)
int SoundGenPCJr::getNextNote(int ch, Tone *tone) {
ToneChan *tpcm;
SndGenChan *chan;
const byte *data;
assert(tone);
assert(ch < CHAN_MAX);
if (!_vm->getflag(fSoundOn))
return -1;
tpcm = &_tchannel[ch];
chan = &_channel[ch];
if (!chan->avail)
return -1;
while ((chan->duration == 0) && (chan->duration != 0xFFFF)) {
data = chan->data;
// read the duration of the note
chan->duration = READ_LE_UINT16(data); // duration
// if it's 0 then it's not going to be played
// if it's 0xFFFF then the channel data has finished.
if ((chan->duration != 0) && (chan->duration != 0xFFFF)) {
tpcm->genTypePrev = -1;
tpcm->freqCountPrev = -1;
// only tone channels dissolve
if ((ch != 3) && (_dissolveMethod != 0)) // != noise??
chan->dissolveCount = 0;
// attenuation (volume)
chan->attenuation = data[4] & 0xF;
// frequency
if (ch < (CHAN_MAX - 1)) {
chan->freqCount = (uint16)data[2] & 0x3F;
chan->freqCount <<= 4;
chan->freqCount |= data[3] & 0x0F;
chan->genType = kGenTone;
} else {
int noiseFreq;
// check for white noise (1) or periodic (0)
chan->genType = (data[3] & 0x04) ? kGenWhite : kGenPeriod;
noiseFreq = data[3] & 0x03;
switch (noiseFreq) {
case 0:
chan->freqCount = 32;
break;
case 1:
chan->freqCount = 64;
break;
case 2:
chan->freqCount = 128;
break;
case 3:
chan->freqCount = _channel[2].freqCount * 2;
break;
}
}
}
// data now points to the next data seg-a-ment
chan->data += 5;
}
if (chan->duration != 0xFFFF) {
tone->freqCount = chan->freqCount;
tone->atten = volumeCalc(chan); // calc volume, sent vol is different from saved vol
tone->type = chan->genType;
chan->duration--;
} else {
// kill channel
chan->avail = 0;
chan->attenuation = 0x0F; // silent
chan->attenuationCopy = 0x0F; // dunno really
return -1;
}
return 0;
}
// Formulas for noise generator
// bit0 = output
// noise feedback for white noise mode
#define FB_WNOISE 0x12000 // bit15.d(16bits) = bit0(out) ^ bit2
//#define FB_WNOISE 0x14000 // bit15.d(16bits) = bit0(out) ^ bit1
//#define FB_WNOISE 0x28000 // bit16.d(17bits) = bit0(out) ^ bit2 (same to AY-3-8910)
//#define FB_WNOISE 0x50000 // bit17.d(18bits) = bit0(out) ^ bit2
// noise feedback for periodic noise mode
// it is correct maybe (it was in the Megadrive sound manual)
//#define FB_PNOISE 0x10000 // 16bit rorate
#define FB_PNOISE 0x08000
// noise generator start preset (for periodic noise)
#define NG_PRESET 0x0f35
//#define WAVE_HEIGHT (0x7FFF)
// Volume table.
//
// 2dB = 20*log(a/b)
// 10^(2/20)*b = a;
// value = 0x7fff;
// value /= 1.258925411794;
const int16 volTable[16] = {
32767, 26027, 20674, 16422, 13044, 10361, 8230, 6537, 5193, 4125, 3276, 2602, 2067, 1642, 1304, 0
};
#define FREQ_DIV 111844
#define MULT FREQ_DIV
// fill buff
int SoundGenPCJr::chanGen(int chan, int16 *stream, int len) {
ToneChan *tpcm;
Tone toneNew;
int fillSize;
int retVal;
tpcm = &_tchannel[chan];
retVal = -1;
while (len > 0) {
if (tpcm->noteCount <= 0) {
// get new tone data
toneNew.freqCount = 0;
toneNew.atten = 0xF;
toneNew.type = kGenTone;
if ((tpcm->avail) && (getNextNote(chan, &toneNew) == 0)) {
tpcm->atten = toneNew.atten;
tpcm->freqCount = toneNew.freqCount;
tpcm->genType = toneNew.type;
// setup counters 'n stuff
// SAMPLE_RATE samples per sec.. tone changes 60 times per sec
tpcm->noteCount = SAMPLE_RATE / 60;
retVal = 0;
} else {
// if it doesn't return an
tpcm->genType = kGenSilence;
tpcm->noteCount = len;
tpcm->avail = 0;
}
}
// write nothing
if ((tpcm->freqCount == 0) || (tpcm->atten == 0xf)) {
tpcm->genType = kGenSilence;
}
// find which is smaller.. the buffer or the
fillSize = (tpcm->noteCount <= len) ? tpcm->noteCount : len;
switch (tpcm->genType) {
case kGenTone:
fillSize = fillSquare(tpcm, stream, fillSize);
break;
case kGenPeriod:
case kGenWhite:
fillSize = fillNoise(tpcm, stream, fillSize);
break;
case kGenSilence:
default:
// fill with whitespace
memset(stream, 0, fillSize * sizeof(int16));
break;
}
tpcm->noteCount -= fillSize;
stream += fillSize;
len -= fillSize;
}
return retVal;
}
int SoundGenPCJr::fillSquare(ToneChan *t, int16 *buf, int len) {
int count;
if (t->genType != t->genTypePrev) {
// make sure the freqCount is checked
t->freqCountPrev = -1;
t->sign = 1;
t->genTypePrev = t->genType;
}
if (t->freqCount != t->freqCountPrev) {
//t->scale = (int)( (double)t->samp->freq*t->freqCount/FREQ_DIV * MULT + 0.5);
t->scale = (SAMPLE_RATE / 2) * t->freqCount;
t->count = t->scale;
t->freqCountPrev = t->freqCount;
}
count = len;
while (count > 0) {
*(buf++) = t->sign ? volTable[t->atten] : -volTable[t->atten];
count--;
// get next sample
t->count -= MULT;
while (t->count <= 0) {
t->sign ^= 1;
t->count += t->scale;
}
}
return len;
}
int SoundGenPCJr::fillNoise(ToneChan *t, int16 *buf, int len) {
int count;
if (t->genType != t->genTypePrev) {
// make sure the freqCount is checked
t->freqCountPrev = -1;
t->genTypePrev = t->genType;
}
if (t->freqCount != t->freqCountPrev) {
//t->scale = (int)( (double)t->samp->freq*t->freqCount/FREQ_DIV * MULT + 0.5);
t->scale = (SAMPLE_RATE / 2) * t->freqCount;
t->count = t->scale;
t->freqCountPrev = t->freqCount;
t->feedback = (t->genType == kGenWhite) ? FB_WNOISE : FB_PNOISE;
// reset noise shifter
t->noiseState = NG_PRESET;
t->sign = t->noiseState & 1;
}
count = len;
while (count > 0) {
*(buf++) = t->sign ? volTable[t->atten] : -volTable[t->atten];
count--;
// get next sample
t->count -= MULT;
while (t->count <= 0) {
if (t->noiseState & 1)
t->noiseState ^= t->feedback;
t->noiseState >>= 1;
t->sign = t->noiseState & 1;
t->count += t->scale;
}
}
return len;
}
int SoundGenPCJr::readBuffer(int16 *stream, const int len) {
int streamCount;
int16 *sPtr, *cPtr;
if (_chanAllocated < len) {
free(_chanData);
_chanData = (int16 *)malloc(len << 1);
_chanAllocated = len;
}
memset(stream, 0, len << 1);
assert(stream);
bool finished = true;
for (int i = 0; i < CHAN_MAX; i++) {
// get channel data(chan.userdata)
if (chanGen(i, _chanData, len) == 0) {
// divide by number of channels then add to stream
streamCount = len;
sPtr = stream;
cPtr = _chanData;
while (streamCount--)
*(sPtr++) += *(cPtr++) / CHAN_MAX;
finished = false;
}
}
if (finished)
_vm->_sound->soundIsFinished();
return len;
}
} // End of namespace Agi