mirror of
https://github.com/libretro/scummvm.git
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c19336e469
Bug #11294 is a case where output audio hardware is disabled If the output sound device is disabled or no hardware output device is connected (eg. Windows 10 may disable output audio hardware when no output device is attached/available), then the game should still be playable. We now use the duration of the tracks (in ms) to detect a track's ending. Also isReady is checked for mixer when playing VQA videos (it wasn't before).
155 lines
4.3 KiB
C++
155 lines
4.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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*
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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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*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/audio_speech.h"
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#include "bladerunner/actor.h"
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#include "bladerunner/aud_stream.h"
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#include "bladerunner/audio_mixer.h"
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#include "bladerunner/audio_player.h"
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#include "bladerunner/bladerunner.h"
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#include "common/str.h"
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namespace BladeRunner {
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// Note: Speech samples here should be from A.TLK file
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const int kSpeechSamplesNumber = 23;
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const int AudioSpeech::kSpeechSamples[kSpeechSamplesNumber] = { 65, 355, 490, 465, 480, 485, 505, 760, 7655, 7770, 7740, 8170, 2705, 7200, 6460, 5560, 4870, 4555, 3880, 3525, 3595, 3250, 3070 };
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void AudioSpeech::ended() {
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//Common::StackLock lock(_mutex);
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_isActive = false;
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_channel = -1;
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}
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void AudioSpeech::mixerChannelEnded(int channel, void *data) {
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AudioSpeech *audioSpeech = (AudioSpeech *)data;
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audioSpeech->ended();
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}
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AudioSpeech::AudioSpeech(BladeRunnerEngine *vm) {
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_vm = vm;
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_speechVolume = BLADERUNNER_ORIGINAL_SETTINGS ? 50 : 100;
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_isActive = false;
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_data = new byte[kBufferSize];
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_channel = -1;
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}
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AudioSpeech::~AudioSpeech() {
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stopSpeech();
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while (isPlaying()) {
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// wait for the mixer to finish
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}
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delete[] _data;
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}
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bool AudioSpeech::playSpeech(const Common::String &name, int pan) {
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if (isPlaying()) {
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stopSpeech();
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}
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// Audio cache is not usable as hash function is producing collision for speech lines.
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// It was not used in the original game either
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Common::ScopedPtr<Common::SeekableReadStream> r(_vm->getResourceStream(name));
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if (!r) {
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warning("AudioSpeech::playSpeech: AUD resource \"%s\" not found", name.c_str());
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return false;
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}
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if (r->size() > kBufferSize) {
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warning("AudioSpeech::playSpeech: AUD larger than buffer size (%d > %d)", r->size(), kBufferSize);
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return false;
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}
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if (isPlaying()) {
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stopSpeech();
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}
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r->read(_data, r->size());
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if (r->err()) {
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warning("AudioSpeech::playSpeech: Error reading resource \"%s\"", name.c_str());
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return false;
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}
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AudStream *audioStream = new AudStream(_data, _vm->_shortyMode ? 33000 : -1);
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_channel = _vm->_audioMixer->play(
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Audio::Mixer::kSpeechSoundType,
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audioStream,
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100,
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false,
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_speechVolume,
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pan,
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mixerChannelEnded,
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this,
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audioStream->getLength());
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_isActive = true;
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return true;
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}
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void AudioSpeech::stopSpeech() {
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//Common::StackLock lock(_mutex);
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if (_channel != -1) {
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_vm->_audioMixer->stop(_channel, 0);
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}
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}
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bool AudioSpeech::isPlaying() const {
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if (_channel == -1) {
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return false;
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}
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return _isActive;
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}
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bool AudioSpeech::playSpeechLine(int actorId, int sentenceId, int volume, int a4, int priority) {
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int pan = _vm->_actors[actorId]->soundPan();
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Common::String name = Common::String::format("%02d-%04d%s.AUD", actorId, sentenceId, _vm->_languageCode.c_str());
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return _vm->_audioPlayer->playAud(name, _speechVolume * volume / 100, pan, pan, priority, kAudioPlayerOverrideVolume, Audio::Mixer::kSpeechSoundType);
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}
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void AudioSpeech::setVolume(int volume) {
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_speechVolume = volume;
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}
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int AudioSpeech::getVolume() const {
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return _speechVolume;
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}
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void AudioSpeech::playSample() {
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#if BLADERUNNER_ORIGINAL_BUGS
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_vm->_playerActor->speechPlay(kSpeechSamples[_vm->_rnd.getRandomNumber(kSpeechSamplesNumber-1)], true);
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#else
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if (_vm->openArchive("A.TLK")) {
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// load sample speech even when in initial KIA screen (upon launch - but before loading a game)
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_vm->_playerActor->speechPlay(kSpeechSamples[_vm->_rnd.getRandomNumber(kSpeechSamplesNumber-1)], true);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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} // End of namespace BladeRunner
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