scummvm/engines/gob/sound.cpp

300 lines
6.6 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 Ivan Dubrov
* Copyright (C) 2004-2006 The ScummVM project
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "gob/gob.h"
#include "gob/global.h"
#include "gob/sound.h"
#include "gob/game.h"
#include "gob/util.h"
namespace Gob {
void Snd::SquareWaveStream::playNote(int freq, int32 ms, uint rate) {
_rate = rate;
_periodLength = _rate / (2 * freq);
_periodSamples = 0;
_sampleValue = 6000;
if (ms == -1) {
_remainingSamples = 1;
_beepForever = true;
} else {
_remainingSamples = (_rate * ms) / 1000;
_beepForever = false;
}
}
int Snd::SquareWaveStream::readBuffer(int16 *buffer, const int numSamples) {
int samples = 0;
while (samples < numSamples && _remainingSamples > 0) {
*buffer++ = _sampleValue;
if (_periodSamples++ > _periodLength) {
_periodSamples = 0;
_sampleValue = -_sampleValue;
}
samples++;
if (!_beepForever)
_remainingSamples--;
}
return samples;
}
Snd::Snd(GobEngine *vm) : _vm(vm) {
_cleanupFunc = 0;
_playingSound = 0;
_rate = _vm->_mixer->getOutputRate();
_end = true;
_data = 0;
_length = 0;
_freq = 0;
_repCount = 0;
_offset = 0.0;
_frac = 0.0;
_cur = 0;
_last = 0;
_fade = false;
_fadeVol = 255.0;
_fadeVolStep = 0.0;
_fadeSamples = 0;
_curFadeSamples = 0;
_compositionSamples = 0;
_compositionSampleTypes = 0;
_compositionSampleCount = 0;
_compositionPos = -1;
_vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_handle,
this, -1, 255, 0, false, true);
}
void Snd::setBlasterPort(int16 port) {return;}
void Snd::speakerOn(int16 frequency, int32 length) {
_speakerStream.playNote(frequency, length, _vm->_mixer->getOutputRate());
if (!_vm->_mixer->isSoundHandleActive(_speakerHandle)) {
_vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_speakerHandle, &_speakerStream, -1, 255, 0, false);
}
}
void Snd::speakerOff(void) {
_vm->_mixer->stopHandle(_speakerHandle);
}
void Snd::stopSound(int16 fadeLength)
{
Common::StackLock slock(_mutex);
if (fadeLength <= 0) {
_data = 0;
_end = true;
_playingSound = 0;
return;
}
_fade = true;
_fadeVol = 255.0;
_fadeSamples = (int) (fadeLength * (((double) _rate) / 10.0));
_fadeVolStep = 255.0 / ((double) _fadeSamples);
_curFadeSamples = 0;
}
void Snd::waitEndPlay(bool interruptible, bool stopComp) {
if (stopComp)
_compositionPos = -1;
while (!_end && !_vm->_quitRequested) {
if (interruptible && (_vm->_util->checkKey() == 0x11B)) {
WRITE_VAR(57, -1);
return;
}
_vm->_util->longDelay(200);
}
stopSound(0);
}
void Snd::stopComposition(void) {
if (_compositionPos != -1) {
stopSound(0);
_compositionPos = -1;
}
}
void Snd::nextCompositionPos(void) {
int8 slot;
while ((++_compositionPos < 50) && ((slot = _composition[_compositionPos]) != -1)) {
if ((slot >= 0) && (slot < _compositionSampleCount) &&
(_compositionSamples[slot] != 0) && !(_compositionSampleTypes[slot] & 8)) {
setSample(_compositionSamples[slot], 1, 0, 0);
return;
}
}
_compositionPos = -1;
}
void Snd::playComposition(int16 *composition, int16 freqVal, SoundDesc **sndDescs,
int8 *sndTypes, int8 sndCount) {
int i;
waitEndPlay();
stopComposition();
_compositionSamples = sndDescs ? sndDescs : _vm->_game->_soundSamples;
_compositionSampleTypes = sndTypes ? sndTypes : _vm->_game->_soundTypes;
_compositionSampleCount = sndCount;
i = -1;
do {
i++;
_composition[i] = composition[i];
} while ((i < 50) && (composition[i] != -1));
nextCompositionPos();
}
void Snd::writeAdlib(int16 port, int16 data) {
return;
}
Snd::SoundDesc *Snd::loadSoundData(const char *path) {
Snd::SoundDesc *sndDesc;
sndDesc = new Snd::SoundDesc;
sndDesc->size = _vm->_dataio->getDataSize(path);
sndDesc->data = _vm->_dataio->getData(path);
return sndDesc;
}
void Snd::freeSoundDesc(Snd::SoundDesc *sndDesc, bool freedata) {
if (sndDesc == _curSoundDesc)
stopSound(0);
if (freedata) {
delete[] sndDesc->data;
}
delete sndDesc;
}
void Snd::setSample(Snd::SoundDesc *sndDesc, int16 repCount, int16 frequency, int16 fadeLength) {
if (frequency <= 0)
frequency = sndDesc->frequency;
_curSoundDesc = sndDesc;
sndDesc->repCount = repCount - 1;
sndDesc->frequency = frequency;
_data = (int8 *) sndDesc->data;
_length = sndDesc->size;
_freq = frequency;
_ratio = ((double) _freq) / _rate;
_offset = 0.0;
_frac = 0;
_last = _cur;
_cur = _data[0];
_repCount = repCount;
_end = false;
_playingSound = 1;
_curFadeSamples = 0;
if (fadeLength == 0) {
_fade = false;
_fadeVol = 255.0;
_fadeSamples = 0;
_fadeVolStep = 0.0;
} else {
_fade = true;
_fadeVol = 0.0;
_fadeSamples = (int) (fadeLength * (((double) _rate) / 10.0));
_fadeVolStep = -(255.0 / ((double) _fadeSamples));
}
}
void Snd::playSample(Snd::SoundDesc *sndDesc, int16 repCount, int16 frequency, int16 fadeLength) {
Common::StackLock slock(_mutex);
if (!_end)
return;
setSample(sndDesc, repCount, frequency, fadeLength);
}
void Snd::checkEndSample(void) {
if (_compositionPos != -1)
nextCompositionPos();
else if ((_repCount == -1) || (--_repCount > 0)) {
_offset = 0.0;
_frac = 0.0;
_end = false;
_playingSound = 1;
} else {
_end = true;
_playingSound = 0;
}
}
int Snd::readBuffer(int16 *buffer, const int numSamples) {
memset(buffer, 0, numSamples);
for (int i = 0; i < numSamples; i++) {
Common::StackLock slock(_mutex);
if (!_data)
return i;
if (_end || (_offset >= _length))
checkEndSample();
if (_end)
return i;
*buffer++ = (int16) ((_last + (_cur - _last) * _frac) * _fadeVol);
_frac += _ratio;
_offset += _ratio;
while ((_frac > 1) && (_offset < _length)) {
_frac -= 1;
_last = _cur;
_cur = _data[(int) _offset];
}
if (_fade) {
if (++_curFadeSamples >= _fadeSamples) {
if (_fadeVolStep > 0) {
_data = 0;
_end = true;
_playingSound = 0;
_compositionPos = -1;
} else {
_fadeVol = 255.0;
_fade = false;
}
} else
_fadeVol -= _fadeVolStep;
}
}
return numSamples;
}
} // End of namespace Gob