scummvm/engines/tony/sound.cpp

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/* 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.
*
*/
/*
* This code is based on original Tony Tough source code
*
* Copyright (c) 1997-2003 Nayma Software
*/
#include "audio/audiostream.h"
#include "audio/decoders/adpcm.h"
#include "audio/decoders/raw.h"
#include "audio/decoders/wave.h"
#include "common/textconsole.h"
#include "tony/game.h"
#include "tony/tony.h"
namespace Tony {
/****************************************************************************\
* Defines
\****************************************************************************/
#define RELEASE(x) {if ((x) != NULL) { (x)->Release(); x = NULL; }}
/****************************************************************************\
* Metodi per FPSOUND
\****************************************************************************/
/****************************************************************************\
*
* Function: FPSOUND::FPSOUND();
*
* Description: Costruttore di default. Inizializza gli attributi.
*
\****************************************************************************/
FPSOUND::FPSOUND() {
bSoundSupported = false;
}
/****************************************************************************\
*
* Function: bool FPSOUND::Init();
*
* Description: Inizializza l'oggetto, e prepara tutto il necessario per
* creare stream e effetti sonori.
*
* Return: True se tutto OK, false in caso di errore.
*
\****************************************************************************/
bool FPSOUND::Init() {
bSoundSupported = g_system->getMixer()->isReady();
return bSoundSupported;
}
/****************************************************************************\
*
* Function: FPSOUND::~FPSOUND();
*
* Description: Deinizializza l'oggetto, disallocando la memoria.
*
\****************************************************************************/
FPSOUND::~FPSOUND() {
}
/****************************************************************************\
*
* Function: bool CreateStream(FPSTREAM** lplpStream);
*
* Description: Alloca un oggetti di tipo FPSTREAM, e ritorna il suo
* puntatore dopo averlo inizializzato.
*
* Input: FPSTREAM** lplpStream Conterra' il pointer all'oggetto
* appena creato.
*
* Return: true se tutto OK, false in caso di errore
*
* Note: L'utilizzo di funzioni del tipo CreateStream(), CreateSfx(),
* sono dovute al fatto che i costruttori delle classi FPSTREAM
* e FPSFX richiedono che DirectSound sia gia' stato
* inzializzato. In questo modo quindi si evitano dei bugs
* che si verrebbero a creare se venisse dichiarata un oggetto
* di tipo FPSTREAM o FPSFX globale (o cmq prima della
* inizializzazione di DirectSound).
*
\****************************************************************************/
bool FPSOUND::CreateStream(FPSTREAM **lplpStream) {
(*lplpStream) = new FPSTREAM(bSoundSupported);
return (*lplpStream != NULL);
}
/****************************************************************************\
*
* Function: bool CreateSfx(FPSFX** lplpSfx);
*
* Description: Alloca un oggetti di tipo FPSFX e ritorna il suo
* puntatore dopo averlo inizializzato.
*
* Input: FPSFX** lplpSfx Conterra' il pointer all'oggetto
* appena creato.
*
* Return: true se tutto OK, false in caso di errore
*
* Note: Vedi le note di CreateStream()
*
\****************************************************************************/
bool FPSOUND::CreateSfx(FPSFX **lplpSfx) {
(*lplpSfx) = new FPSFX(bSoundSupported);
return (*lplpSfx != NULL);
}
/****************************************************************************\
*
* Function: void SetMasterVolume(int dwVolume);
*
* Description: Setta il volume generale
*
* Input: int dwVolume Volume da settare (0-63)
*
\****************************************************************************/
void FPSOUND::SetMasterVolume(int dwVolume) {
if (!bSoundSupported)
return;
g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, CLIP<int>(dwVolume, 0, 63) * Audio::Mixer::kMaxChannelVolume / 63);
}
/****************************************************************************\
*
* Function: void GetMasterVolume(int *lpdwVolume);
*
* Description: Richiede il volume generale
*
* Input: int *lpdwVolume Variabile che conterra' il volume (0-63)
*
\****************************************************************************/
void FPSOUND::GetMasterVolume(int *lpdwVolume) {
if (!bSoundSupported)
return;
*lpdwVolume = g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kPlainSoundType) * 63 / Audio::Mixer::kMaxChannelVolume;
}
/****************************************************************************\
* Metodi di FPSFX
\****************************************************************************/
/****************************************************************************\
*
* Function: FPSFX(bool bSoundOn);
*
* Description: Costruttore di default. *NON* bisogna dichiarare direttamente
* un oggetto, ma crearlo piuttosto tramite FPSOUND::CreateSfx()
*
\****************************************************************************/
FPSFX::FPSFX(bool bSoundOn) {
bSoundSupported = bSoundOn;
bFileLoaded = false;
lastVolume = 63;
hEndOfBuffer = CORO_INVALID_PID_VALUE;
bIsVoice = false;
_stream = 0;
_rewindableStream = 0;
bPaused = false;
_vm->_activeSfx.push_back(this);
}
/****************************************************************************\
*
* Function: ~FPSFX();
*
* Description: Distruttore di default. Si preoccupa anche di fermare il sound
* effect eventualmente in esecuzione, e disallocare la memoria
* da esso occupata.
*
\****************************************************************************/
FPSFX::~FPSFX() {
if (!bSoundSupported)
return;
g_system->getMixer()->stopHandle(_handle);
_vm->_activeSfx.remove(this);
delete _stream;
// _rewindableStream is deleted by deleting _stream
// FIXME
//if (hEndOfBuffer != CORO_INVALID_PID_VALUE)
// CloseHandle(hEndOfBuffer);
}
/****************************************************************************\
*
* Function: Release();
*
* Description: Rilascia la memoria dell'oggetto. Deve essere richiamata quando
* l'oggetto non serve piu' e **SOLO SE** l'oggetto e' stato
* creato con la FPSOUND::CreateStream().
*
* Note: Eventuali puntatori all'oggetto non sono piu' validi dopo
* questa chiamata.
*
\****************************************************************************/
void FPSFX::Release() {
delete this;
}
/****************************************************************************\
*
* Function: bool loadWave(Common::SeekableReadStream *stream);
*
* Description: Apre un file di effetto sonoro e lo carica.
*
* Input: byte *lpBuf Buffer dove si trova l'sfx
* uint32 dwCoded CODEC da utilizzare per decomprimere
* i campioni sonori
*
* Return: true se tutto OK, false in caso di errore
*
\****************************************************************************/
bool FPSFX::loadWave(Common::SeekableReadStream *stream) {
if (!stream)
return false;
_rewindableStream = Audio::makeWAVStream(stream, DisposeAfterUse::YES);
if (!_rewindableStream)
return false;
_stream = _rewindableStream;
bFileLoaded = true;
SetVolume(lastVolume);
return true;
}
/****************************************************************************\
*
* Function: bool LoadFile(LPSTR lpszFileName, uint32 dwCodec=FPCODEC_RAW);
*
* Description: Apre un file di effetto sonoro e lo carica.
*
* Input: LPSTR lpszFile Nome del file di sfx da aprire
* uint32 dwCodec CODEC da utilizzare per decomprimere
* i campioni sonori
*
* Return: true se tutto OK, false in caso di errore
*
\****************************************************************************/
bool FPSFX::LoadVoiceFromVDB(Common::File &vdbFP) {
if (!bSoundSupported)
return true;
uint32 size = vdbFP.readUint32LE();
uint32 rate = vdbFP.readUint32LE();
bIsVoice = true;
_rewindableStream = Audio::makeADPCMStream(vdbFP.readStream(size), DisposeAfterUse::YES, 0, Audio::kADPCMDVI, rate, 1);
_stream = _rewindableStream;
bFileLoaded = true;
SetVolume(62);
return true;
}
bool FPSFX::LoadFile(const char *lpszFileName, uint32 dwCodec) {
if (!bSoundSupported)
return true;
Common::File file;
if (!file.open(lpszFileName)) {
warning("FPSFX::LoadFile(): Cannot open sfx file!");
return false;
}
if (file.readUint32BE() != MKTAG('A', 'D', 'P', 0x10)) {
warning("FPSFX::LoadFile(): Invalid ADP header!");
return false;
}
uint32 rate = file.readUint32LE();
uint32 channels = file.readUint32LE();
Common::SeekableReadStream *buffer = file.readStream(file.size() - file.pos());
if (dwCodec == FPCODEC_ADPCM) {
_rewindableStream = Audio::makeADPCMStream(buffer, DisposeAfterUse::YES, 0, Audio::kADPCMDVI, rate, channels);
} else {
byte flags = Audio::FLAG_16BITS | Audio::FLAG_LITTLE_ENDIAN;
if (channels == 2)
flags |= Audio::FLAG_STEREO;
_rewindableStream = Audio::makeRawStream(buffer, rate, flags, DisposeAfterUse::YES);
}
if (bLoop)
_stream = Audio::makeLoopingAudioStream(_rewindableStream, 0);
else
_stream = _rewindableStream;
bFileLoaded = true;
return true;
}
/****************************************************************************\
*
* Function: bool Play();
*
* Description: Suona lo sfx caricato.
*
* Return: true se tutto OK, false in caso di errore.
*
\****************************************************************************/
bool FPSFX::Play() {
Stop(); // sanity check
if (bFileLoaded) {
// FIXME
//if (hEndOfBuffer != CORO_INVALID_PID_VALUE)
// ResetEvent(hEndOfBuffer);
_rewindableStream->rewind();
g_system->getMixer()->playStream(Audio::Mixer::kPlainSoundType, &_handle, _stream, -1,
Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
SetVolume(lastVolume);
if (bPaused)
g_system->getMixer()->pauseHandle(_handle, true);
}
return true;
}
/****************************************************************************\
*
* Function: bool Stop(void);
*
* Description: Ferma il play dello sfx.
*
* Return: true se tutto OK, false in caso di errore.
*
\****************************************************************************/
bool FPSFX::Stop() {
if (bFileLoaded) {
g_system->getMixer()->stopHandle(_handle);
bPaused = false;
}
return true;
}
/****************************************************************************\
*
* Function: bool SetLoop(bool bLoop);
*
* Description: Attiva o disattiva il loop dello sfx.
*
* Input: bool bLoop true per attivare il loop, false per
* disattivarlo
*
* Note: Il loop deve essere attivato PRIMA di eseguire il play
* dello sfx. Qualsiasi modifica effettuata durante il play
* non avra' effetto fino a che lo sfx non viene fermato,
* e poi rimesso in play.
*
\****************************************************************************/
void FPSFX::SetLoop(bool bLop) {
bLoop = bLop;
}
void FPSFX::Pause(bool bPause) {
if (bFileLoaded) {
if (g_system->getMixer()->isSoundHandleActive(_handle) && (bPause ^ bPaused))
g_system->getMixer()->pauseHandle(_handle, bPause);
bPaused = bPause;
}
}
/****************************************************************************\
*
* Function: void SetVolume(int dwVolume);
*
* Description: Cambia il volume dello sfx
*
* Input: int dwVolume Volume da settare (0-63)
*
\****************************************************************************/
void FPSFX::SetVolume(int dwVolume) {
if (dwVolume > 63) dwVolume = 63;
if (dwVolume < 0) dwVolume = 0;
lastVolume = dwVolume;
if (bIsVoice) {
if (!GLOBALS._bCfgDubbing) dwVolume = 0;
else {
dwVolume -= (10 - GLOBALS._nCfgDubbingVolume) * 2;
if (dwVolume < 0) dwVolume = 0;
}
} else {
if (!GLOBALS._bCfgSFX) dwVolume = 0;
else {
dwVolume -= (10 - GLOBALS._nCfgSFXVolume) * 2;
if (dwVolume < 0) dwVolume = 0;
}
}
if (g_system->getMixer()->isSoundHandleActive(_handle))
g_system->getMixer()->setChannelVolume(_handle, dwVolume * Audio::Mixer::kMaxChannelVolume / 63);
}
/****************************************************************************\
*
* Function: void GetVolume(int *lpdwVolume);
*
* Description: Chiede il volume dello sfx
*
* Input: int *lpdwVolume Variabile in cui verra' inserito
* il volume corrente
*
\****************************************************************************/
void FPSFX::GetVolume(int *lpdwVolume) {
if (g_system->getMixer()->isSoundHandleActive(_handle))
*lpdwVolume = g_system->getMixer()->getChannelVolume(_handle) * 63 / Audio::Mixer::kMaxChannelVolume;
else
*lpdwVolume = 0;
}
/**
* Returns true if the underlying sound has ended
*/
bool FPSFX::endOfBuffer() const {
return !g_system->getMixer()->isSoundHandleActive(_handle) && (!_stream || _stream->endOfData());
}
/**
* Continually checks to see if active sounds have finished playing
* Sets the event signalling the sound has ended
*/
void FPSFX::soundCheckProcess(CORO_PARAM, const void *param) {
CORO_BEGIN_CONTEXT;
Common::List<FPSFX *>::iterator i;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
for (;;) {
// Check each active sound
for (_ctx->i = _vm->_activeSfx.begin(); _ctx->i != _vm->_activeSfx.end(); ++_ctx->i) {
FPSFX *sfx = *_ctx->i;
if (sfx->endOfBuffer())
CoroScheduler.setEvent(sfx->hEndOfBuffer);
}
// Delay until the next check is done
CORO_INVOKE_1(CoroScheduler.sleep, 50);
}
CORO_END_CODE;
}
/****************************************************************************\
* Metodi di FPSTREAM
\****************************************************************************/
/****************************************************************************\
*
* Function: FPSTREAM(LPDIRECTSOUND lpDS, bool bSoundOn);
*
* Description: Costruttore di default. *NON* bisogna dichiarare direttamente
* un oggetto, ma crearlo piuttosto tramite FPSOUND::CreateStream()
*
\****************************************************************************/
FPSTREAM::FPSTREAM(bool bSoundOn) {
#ifdef REFACTOR_ME
//hwnd=hWnd;
lpDS = LPDS;
bSoundSupported = bSoundOn;
bFileLoaded = false;
bIsPlaying = false;
bPaused = false;
bSyncExit = false;
lpDSBuffer = NULL;
lpDSNotify = NULL;
hHot1 = hHot2 = hHot3 = hPlayThread_PlayFast = hPlayThread_PlayNormal = NULL;
#endif
}
bool FPSTREAM::CreateBuffer(int nBufSize) {
#ifdef REFACTOR_ME
static PCMWAVEFORMAT pcmwf;
static DSBUFFERDESC dsbdesc;
static HRESULT err;
static char errbuf[128];
if (bSoundSupported == false)
return true;
/* Setta le strutture necessarie per la creazione di un secondary buffer
per lo stream lungo esattamente 1 secondo di musica. Attiviamo inoltre
il controllo del volume, in modo da poter abbassare e alzare il volume
della musica indipendentemente da quello generale. Ovviamente si tratta
di un buffer in RAM */
pcmwf.wBitsPerSample = 16;
pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM;
pcmwf.wf.nChannels = 2;
pcmwf.wf.nSamplesPerSec = 44100;
pcmwf.wf.nBlockAlign = (pcmwf.wBitsPerSample / 8) * pcmwf.wf.nChannels;
pcmwf.wf.nAvgBytesPerSec = (uint32)pcmwf.wf.nBlockAlign * (uint32)pcmwf.wf.nSamplesPerSec;
dsbdesc.dwSize = sizeof(dsbdesc);
dsbdesc.dwFlags = DSBCAPS_CTRLVOLUME | DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_CTRLPOSITIONNOTIFY;
dwBufferSize = dsbdesc.dwBufferBytes = (((uint32)(pcmwf.wf.nAvgBytesPerSec * nBufSize) / 1000 + 31) / 32) * 32;
dsbdesc.lpwfxFormat = (LPWAVEFORMATEX) & pcmwf;
if ((err = lpDS->CreateSoundBuffer(&dsbdesc, &lpDSBuffer, NULL)) != DS_OK) {
wsprintf(errbuf, "Error creating the secondary buffer (%lx)", err);
MessageBox(hwnd, errbuf, "FPSTREAM::FPSTREAM()", MB_OK);
bSoundSupported = false;
return false;
}
SetVolume(63);
/* Crea il notify per avvertire quando vengono raggiunte le posizioni chiave
all'interno dello stream. Le posizioni chiave si trovano rispettivamente
subito dopo l'inizio e subito dopo la meta' del buffer */
err = lpDSBuffer->QueryInterface(IID_IDirectSoundNotify, (void **)&lpDSNotify);
if (FAILED(err)) {
wsprintf(errbuf, "Error creating notify object! (%lx)", err);
MessageBox(hwnd, errbuf, "FPSTREAM::FPSTREAM()", MB_OK);
bSoundSupported = false;
return false;
}
hHot1 = CreateEvent(NULL, false, false, NULL);
hHot2 = CreateEvent(NULL, false, false, NULL);
hHot3 = CreateEvent(NULL, false, false, NULL);
hPlayThread_PlayFast = CreateEvent(NULL, false, false, NULL);
dspnHot[0].dwOffset = 32;
dspnHot[0].hEventNotify = hHot1;
dspnHot[1].dwOffset = dwBufferSize / 2 + 32;
dspnHot[1].hEventNotify = hHot2;
dspnHot[2].dwOffset = dwBufferSize - 32; //DSBPN_OFFSETSTOP;
dspnHot[2].hEventNotify = hHot3;
lpDSNotify->SetNotificationPositions(3, dspnHot);
#endif
return true;
}
/****************************************************************************\
*
* Function: ~FPSTREAM();
*
* Description: Distruttore di default. Richiama anche la CloseFile() se ce
* ne e' bisogno.
*
\****************************************************************************/
FPSTREAM::~FPSTREAM() {
#ifdef REFACTOR_ME
if (!bSoundSupported)
return;
if (bIsPlaying)
Stop();
if (bFileLoaded)
UnloadFile();
if (hHot1) {
CloseHandle(hHot1);
hHot1 = NULL;
}
if (hHot2) {
CloseHandle(hHot2);
hHot2 = NULL;
}
if (hHot3) {
CloseHandle(hHot3);
hHot3 = NULL;
}
if (hPlayThread_PlayFast) {
CloseHandle(hPlayThread_PlayFast);
hPlayThread_PlayFast = NULL;
}
if (hPlayThread_PlayNormal) {
CloseHandle(hPlayThread_PlayNormal);
hPlayThread_PlayNormal = NULL;
}
SyncToPlay = NULL;
RELEASE(lpDSNotify);
RELEASE(lpDSBuffer);
#endif
}
/****************************************************************************\
*
* Function: Release();
*
* Description: Rilascia la memoria dell'oggetto. Deve essere richiamata quando
* l'oggetto non serve piu' e **SOLO SE** l'oggetto e' stato
* creato con la FPSOUND::CreateStream().
*
* Note: Eventuali puntatori all'oggetto non sono piu' validi dopo
* questa chiamata.
*
\****************************************************************************/
void FPSTREAM::Release() {
delete this;
// return NULL;
}
/****************************************************************************\
*
* Function: bool LoadFile(LPSTREAM lpszFileName, uint32 dwCodec=FPCODEC_RAW);
*
* Description: Apre un file di stream.
*
* Input: LPSTR lpszFile Nome del file di stream da aprire
* uint32 dwCodec CODEC da utilizzare per decomprimere
* i campioni sonori
*
* Return: true se tutto OK, false in caso di errore
*
\****************************************************************************/
bool FPSTREAM::LoadFile(const char *lpszFileName, uint32 dwCodType, int nBufSize) {
#ifdef REFACTOR_ME
HRESULT err;
void *lpBuf;
uint32 dwHi;
if (!bSoundSupported)
return true;
/* Si salva il tipo di codec */
dwCodec = dwCodType;
/* Crea il buffer */
if (!CreateBuffer(nBufSize))
return true;
/* Apre il file di stream in lettura */
if (!_file.open(lpszFileName))
//MessageBox(hwnd,"Cannot open stream file!","FPSTREAM::LoadFile()", MB_OK);
return false;
}
/* Si salva la lunghezza dello stream */
dwSize = _file.size();
_file.seek(0);
/* Tutto a posto, possiamo uscire */
bFileLoaded = true;
bIsPlaying = false;
bPaused = false;
#endif
return true;
}
/****************************************************************************\
*
* Function: UnloadFile();
*
* Description: Chiude un file di stream eventualmente aperto. E' necessario
* richiamare questa funzione per disallocare la memoria
* occupata dallo stream.
*
* Return: Il distruttore della classe per sicurezza richiama la
* UnloadFile() se non e' stata richiamata esplicitamente.
*
\****************************************************************************/
bool FPSTREAM::UnloadFile() {
#ifdef REFACTOR_ME
if (!bSoundSupported || !bFileLoaded)
return true;
/* Chiude gli handle del file di stream */
_file.close();
RELEASE(lpDSNotify);
RELEASE(lpDSBuffer);
/* Si ricorda che non c'e' piu' nessun file in memoria */
bFileLoaded = false;
#endif
return true;
}
/****************************************************************************\
*
* Function: bool Play();
*
* Description: Suona lo stream caricato.
*
* Return: true se tutto OK, false in caso di errore.
*
\****************************************************************************/
void FPSTREAM::Prefetch(void) {
#ifdef REFACTOR_ME
uint32 dwId;
void *lpBuf;
uint32 dwHi;
HRESULT err;
if (!bSoundSupported || !bFileLoaded)
return;
/* Alloca un buffer temporaneo */
lpTempBuffer = (byte *)GlobalAlloc(GMEM_FIXED | GMEM_ZEROINIT, dwBufferSize / 2);
if (lpTempBuffer == NULL)
return;
switch (dwCodec) {
case FPCODEC_RAW:
lpCodec = new CODECRAW(bLoop);
break;
case FPCODEC_ADPCM:
lpCodec = new CODECADPCMSTEREO(bLoop);
break;
default:
return;
}
/* Posiziona lo stream file all'inizio */
_file.seek(0);
/* Riempie il buffer per avere i dati gia' pronti */
if ((err = lpDSBuffer->Lock(0, dwBufferSize / 2, &lpBuf, (uint32 *)&dwHi, NULL, NULL, 0)) != DS_OK) {
MessageBox(hwnd, "Cannot lock stream buffer!", "soundLoadStream()", MB_OK);
return;
}
/* Decomprime i dati dello stream direttamente dentro il buffer lockato */
lpCodec->Decompress(hFile, lpBuf, dwBufferSize / 2);
/* Unlocka il buffer */
lpDSBuffer->Unlock(lpBuf, dwBufferSize / 2, NULL, NULL);
/* Crea il thread che fa il play dello stream */
hThreadEnd = CreateEvent(NULL, false, false, NULL);
hPlayThread = CreateThread(NULL, 10240, (LPTHREAD_START_ROUTINE)PlayThread, (void *)this, 0, &dwId);
SetThreadPriority(hPlayThread, THREAD_PRIORITY_HIGHEST);
/* Start il play del buffer DirectSound */
lpDSBuffer->SetCurrentPosition(0);
bIsPlaying = true;
dspnHot[0].dwOffset = 32;
dspnHot[0].hEventNotify = hHot1;
dspnHot[1].dwOffset = dwBufferSize / 2 + 32;
dspnHot[1].hEventNotify = hHot2;
dspnHot[2].dwOffset = dwBufferSize - 32; //DSBPN_OFFSETSTOP;
dspnHot[2].hEventNotify = hHot3;
if (FAILED(lpDSNotify->SetNotificationPositions(3, dspnHot))) {
int a = 1;
}
#endif
}
void FPSTREAM::PlayFast(void) {
#ifdef REFACTOR_ME
dspnHot[0].dwOffset = 32;
dspnHot[0].hEventNotify = hHot1;
dspnHot[1].dwOffset = dwBufferSize / 2 + 32;
dspnHot[1].hEventNotify = hHot2;
dspnHot[2].dwOffset = dwBufferSize - 32; //DSBPN_OFFSETSTOP;
dspnHot[2].hEventNotify = hHot3;
lpDSBuffer->Stop();
if (FAILED(lpDSNotify->SetNotificationPositions(3, dspnHot))) {
warning("PlayFast SNP failed!");
}
if (FAILED(lpDSBuffer->Play(0, 0, DSBPLAY_LOOPING))) {
warning("PlayFast failed!\n");
}
#endif
}
bool FPSTREAM::Play() {
#ifdef REFACTOR_ME
uint32 dwId;
void *lpBuf;
uint32 dwHi;
HRESULT err;
if (!bSoundSupported || !bFileLoaded)
return false;
/* Alloca un buffer temporaneo */
lpTempBuffer = (byte *)GlobalAlloc(GMEM_FIXED | GMEM_ZEROINIT, dwBufferSize / 2);
if (lpTempBuffer == NULL)
return false;
switch (dwCodec) {
case FPCODEC_RAW:
lpCodec = new CODECRAW(bLoop);
break;
case FPCODEC_ADPCM:
lpCodec = new CODECADPCMSTEREO(bLoop);
break;
default:
return false;
}
/* Posiziona lo stream file all'inizio */
_file.seek(0);
lpDSBuffer->Stop();
lpDSBuffer->SetCurrentPosition(0);
/* Riempie il buffer per avere i dati gia' pronti */
if ((err = lpDSBuffer->Lock(0, dwBufferSize / 2, &lpBuf, (uint32 *)&dwHi, NULL, NULL, 0)) != DS_OK) {
error("Cannot lock stream buffer!", "soundLoadStream()");
}
/* Decomprime i dati dello stream direttamente dentro il buffer lockato */
lpCodec->Decompress(hFile, lpBuf, dwBufferSize / 2);
/* Unlocka il buffer */
lpDSBuffer->Unlock(lpBuf, dwBufferSize / 2, NULL, NULL);
/* Crea il thread che fa il play dello stream */
hThreadEnd = CreateEvent(NULL, false, false, NULL);
hPlayThread = CreateThread(NULL, 10240, (LPTHREAD_START_ROUTINE)PlayThread, (void *)this, 0, &dwId);
SetThreadPriority(hPlayThread, THREAD_PRIORITY_HIGHEST);
SetEvent(hPlayThread_PlayFast);
#if 0
/* Start il play del buffer DirectSound */
lpDSBuffer->SetCurrentPosition(0);
dspnHot[0].dwOffset = 32;
dspnHot[0].hEventNotify = hHot1;
dspnHot[1].dwOffset = dwBufferSize / 2 + 32;
dspnHot[1].hEventNotify = hHot2;
dspnHot[2].dwOffset = dwBufferSize - 32; //DSBPN_OFFSETSTOP;
dspnHot[2].hEventNotify = hHot3;
if (FAILED(lpDSNotify->SetNotificationPositions(3, dspnHot))) {
int a = 1;
}
lpDSBuffer->Play(0, 0, DSBPLAY_LOOPING);
#endif
bIsPlaying = true;
#endif
return true;
}
/****************************************************************************\
*
* Function: bool Stop(bool bSync);
*
* Description: Ferma il play dello stream.
*
* Return: true se tutto OK, false in caso di errore.
*
\****************************************************************************/
bool FPSTREAM::Stop(bool bSync) {
#ifdef REFACTOR_ME
if (!bSoundSupported)
return true;
if (!bFileLoaded)
return false;
if (!bIsPlaying)
return false;
if (bSync) {
// bSyncExit = true;
// lpDSBuffer->Stop();
// lpDSBuffer->Play(0, 0, 0);
return true;
} else {
/* Ferma il buffer DirectSound */
lpDSBuffer->Stop();
/* Avverte il thread che deve uscire e aspetta che si chiuda */
SetEvent(hThreadEnd);
WaitForSingleObject(hPlayThread, CORO_INFINITE);
/* Chiude l'handle del thread e disalloca la memoria temporanea */
CloseHandle(hPlayThread);
CloseHandle(hThreadEnd);
GlobalFree(lpTempBuffer);
/* Disalloca e chiude il CODEC */
delete lpCodec;
bIsPlaying = false;
bPaused = false;
}
#endif
return true;
}
void FPSTREAM::WaitForSync(FPSTREAM *toplay) {
#ifdef REFACTOR_ME
if (!bSoundSupported)
return;
if (!bFileLoaded)
return;
if (!bIsPlaying)
return;
SyncToPlay = toplay;
bSyncExit = true;
char buf[1024];
sprintf(buf, "Wait for sync: %x (SyncToPlay: [%x]=%x, SyncExit: [%x]=%d) MyThread: 0x%x\n",
this->lpDSBuffer, &this->SyncToPlay, SyncToPlay, &bSyncExit, bSyncExit, GetCurrentThreadId());
warning(buf);
WaitForSingleObject(hPlayThread, CORO_INFINITE);
/* Chiude l'handle del thread e disalloca la memoria temporanea */
CloseHandle(hPlayThread);
CloseHandle(hThreadEnd);
GlobalFree(lpTempBuffer);
/* Disalloca e chiude il CODEC */
delete lpCodec;
#endif
bIsPlaying = false;
}
/****************************************************************************\
*
* Function: void FPSTREAM::PlayThread();
*
* Description: Thread che si occupa del play dello stream
*
\****************************************************************************/
void FPSTREAM::PlayThread(FPSTREAM *This) {
#ifdef REFACTOR_ME
byte *lpLockBuf;
uint32 dwResult;
byte *lpLockBuf2;
uint32 dwResult2;
bool cicla = true;
uint32 countEnd;
bool bPrecache;
char buf[1024];
/* Eventi che segnalano quando bisogna eseguire qualcosa */
HANDLE hList[5] = { This->hThreadEnd, This->hHot1, This->hHot2, This->hHot3, This->hPlayThread_PlayFast };
bPrecache = true;
countEnd = 0;
while (cicla) {
if (This->lpCodec->EndOfStream() && This->lpCodec->bLoop == false) {
countEnd++;
if (countEnd == 3)
break;
}
/* Decomprime i dati che stanno per essere scritti dentro il buffer temporaneo */
if (This->lastVolume == 0)
ZeroMemory(This->lpTempBuffer, This->dwBufferSize / 2);
else if (bPrecache)
This->lpCodec->Decompress(This->_file, This->lpTempBuffer, This->dwBufferSize / 2);
bPrecache = false;
/* Attende il set di un evento. Dato che sono tutti in automatic reset,
non c'e' bisogno di resettarlo dopo */
// uint32 dwBufStatus;
// This->lpDSBuffer->GetStatus(&dwBufStatus);
// sprintf(buf, "WFMO: %x (buf status: %x) MyThread: 0x%x\n", This->lpDSBuffer, dwBufStatus, GetCurrentThreadId());
// warning(buf);
dwResult = WaitForMultipleObjects(5, hList, false, CORO_INFINITE);
/* uint32 dwPlay, dwWrite;
This->lpDSBuffer->GetCurrentPosition(&dwPlay, &dwWrite);
sprintf(buf, "CP Play: %u, Write: %u\n", dwPlay, dwWrite);
warning(buf); */
/* Fa uno switch per stabilire quale evento e' stato settato */
switch (dwResult - WAIT_OBJECT_0) {
case 0:
/* Bisogna uscire dal thread */
cicla = false;
break;
case 1:
/* Bisogna riempire la seconda meta' del buffer */
// if (dwPlay >= This->dspnHot[0].dwOffset && dwPlay <= This->dspnHot[0].dwOffset+1024 )
{
// sprintf(buf, "Prima met<65> buffer: %x\n", This->lpDSBuffer);
// warning(buf);
This->lpDSBuffer->Lock(This->dwBufferSize / 2, This->dwBufferSize / 2, (void **)&lpLockBuf, &dwResult, (void **)&lpLockBuf2, &dwResult2, 0);
// sprintf(buf, "LockedBuf: dwResult=%x, dwBufferSize/2=%x, lpLockBuf2=%x, dwResult2=%x\n", dwResult, This->dwBufferSize/2, lpLockBuf2, dwResult2);
// warning(buf);
copyMemory(lpLockBuf, This->lpTempBuffer, This->dwBufferSize / 2);
This->lpDSBuffer->Unlock(lpLockBuf, This->dwBufferSize / 2, lpLockBuf2, 0);
bPrecache = true;
}
break;
case 2:
/* Bisogna riempire la prima meta' del buffer */
// if (dwPlay >= This->dspnHot[1].dwOffset && dwPlay <= This->dspnHot[1].dwOffset+1024 )
{
// sprintf(buf, "Seconda met<65> buffer: %x\n", This->lpDSBuffer);
// warning(buf);
This->lpDSBuffer->Lock(0, This->dwBufferSize / 2, (void **)&lpLockBuf, &dwResult, NULL, NULL, 0);
copyMemory(lpLockBuf, This->lpTempBuffer, This->dwBufferSize / 2);
This->lpDSBuffer->Unlock(lpLockBuf, This->dwBufferSize / 2, NULL, NULL);
bPrecache = true;
}
break;
case 3: {
// sprintf(buf, "End of buffer %x (SyncToPlay [%x]=%x, SyncExit: [%x]=%d)\n", This->lpDSBuffer, &This->SyncToPlay, This->SyncToPlay, &This->bSyncExit, This->bSyncExit);
// warning(buf);
if (This->bSyncExit) {
// sprintf(buf, "Go with sync (Buffer: %x) MyThread: %x!\n", This->SyncToPlay->lpDSBuffer, GetCurrentThreadId());
// warning(buf);
//This->SyncToPlay->PlayFast();
SetEvent(This->SyncToPlay->hPlayThread_PlayFast);
// Transfer immediatly control to the other threads
Sleep(0);
This->bSyncExit = false;
cicla = false;
break;
}
}
break;
case 4:
This->PlayFast();
break;
}
}
/* Ferma il buffer DirectSound */
// sprintf(buf, "Exiting thread. Buffer = %x, MyThread = 0x%x\n", This->lpDSBuffer, GetCurrentThreadId());
// warning(buf);
This->lpDSBuffer->Stop();
ExitThread(0);
#endif
}
/****************************************************************************\
*
* Function: bool SetLoop(bool bLoop);
*
* Description: Attiva o disattiva il loop dello stream.
*
* Input: bool bLoop true per attivare il loop, false per
* disattivarlo
*
* Note: Il loop deve essere attivato PRIMA di eseguire il play
* dello stream. Qualsiasi modifica effettuata durante il play
* non avra' effetto fino a che lo stream non viene fermato,
* e poi rimesso in play.
*
\****************************************************************************/
void FPSTREAM::SetLoop(bool loop) {
bLoop = loop;
}
void FPSTREAM::Pause(bool bPause) {
#ifdef REFACTOR_ME
if (bFileLoaded) {
if (bPause && bIsPlaying) {
lpDSBuffer->Stop();
bIsPlaying = false;
bPaused = true;
} else if (!bPause && bPaused) {
dspnHot[0].dwOffset = 32;
dspnHot[0].hEventNotify = hHot1;
dspnHot[1].dwOffset = dwBufferSize / 2 + 32;
dspnHot[1].hEventNotify = hHot2;
dspnHot[2].dwOffset = dwBufferSize - 32; //DSBPN_OFFSETSTOP;
dspnHot[2].hEventNotify = hHot3;
if (FAILED(lpDSNotify->SetNotificationPositions(3, dspnHot))) {
int a = 1;
}
lpDSBuffer->Play(0, 0, bLoop);
bIsPlaying = true;
bPaused = false;
// Trucchetto per risettare il volume secondo le
// possibili nuove configurazioni sonore
SetVolume(lastVolume);
}
}
#endif
}
/****************************************************************************\
*
* Function: void SetVolume(int dwVolume);
*
* Description: Cambia il volume dello stream
*
* Input: int dwVolume Volume da settare (0-63)
*
\****************************************************************************/
void FPSTREAM::SetVolume(int dwVolume) {
#ifdef REFACTOR_ME
if (dwVolume > 63) dwVolume = 63;
if (dwVolume < 0) dwVolume = 0;
lastVolume = dwVolume;
if (!GLOBALS.bCfgMusic) dwVolume = 0;
else {
dwVolume -= (10 - GLOBALS.nCfgMusicVolume) * 2;
if (dwVolume < 0) dwVolume = 0;
}
if (lpDSBuffer)
lpDSBuffer->SetVolume(dwVolume * (DSBVOLUME_MAX - DSBVOLUME_MIN) / 64 + DSBVOLUME_MIN);
#endif
}
/****************************************************************************\
*
* Function: void GetVolume(int *lpdwVolume);
*
* Description: Chiede il volume dello stream
*
* Input: int *lpdwVolume Variabile in cui verra' inserito
* il volume corrente
*
\****************************************************************************/
void FPSTREAM::GetVolume(int *lpdwVolume) {
#ifdef REFACTOR_ME
if (lpDSBuffer)
lpDSBuffer->GetVolume((uint32 *)lpdwVolume);
*lpdwVolume -= (DSBVOLUME_MIN);
*lpdwVolume *= 64;
*lpdwVolume /= (DSBVOLUME_MAX - DSBVOLUME_MIN);
#endif
}
} // End of namespace Tony