scummvm/sword2/sound.cpp
Oliver Kiehl 0f85cc3061 rename bs2 to sword2 to have the same name as the original engine.
besides this way all our engines start with an "s" ;)

svn-id: r9301
2003-07-30 19:25:31 +00:00

505 lines
15 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
//--------------------------------------------------------------------------------------
// BROKEN SWORD 2
//
// SOUND.CPP Contains the sound engine, fx & music functions
// Some very 'sound' code in here ;)
//
// (16Dec96 JEL)
//
//--------------------------------------------------------------------------------------
#include <stdio.h>
#include "stdafx.h"
//#include "src\driver96.h"
#include "console.h"
#include "defs.h" // for RESULT
#include "interpreter.h"
#include "protocol.h" // for FetchObjectName() for debugging FN_play_fx
#include "resman.h"
#include "sound.h"
#include "sword2.h"
//--------------------------------------------------------------------------------------
typedef struct
{
uint32 resource; // resource id of sample
uint32 fetchId; // Id of resource in PSX CD queue. :)
uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM)
uint8 volume; // 0..16
int8 pan; // -16..16
uint8 type; // FX_SPOT, FX_RANDOM or FX_LOOP
} _fxq_entry;
#define FXQ_LENGTH 32 // max number of fx in queue at once [DO NOT EXCEED 255]
_fxq_entry fxq[FXQ_LENGTH];
//--------------------------------------------------------------------------------------
uint32 looping_music_id=0; // used to store id of tunes that loop, for save & restore
char musicDirectory[120];
//--------------------------------------------------------------------------------------
// local function prototypes
void Trigger_fx (uint8 j);
//--------------------------------------------------------------------------------------
// initialise the fxq by clearing all the entries
void Init_fx_queue(void)
{
uint8 j;
for (j=0; j < FXQ_LENGTH; j++) // scan the queue
{
fxq[j].resource = 0; // 0 resource means 'empty' slot
fxq[j].fetchId = 0; // Not being fetched.
}
}
//--------------------------------------------------------------------------------------
// process the fxq once every game cycle
void Process_fx_queue(void)
{
uint8 j; // assuming FXQ_LENGTH is 255 or less
for (j=0; j < FXQ_LENGTH; j++) // scan the queue
{
if (fxq[j].resource) // if this entry isn't empty
{
if (fxq[j].type == FX_RANDOM) // if it's type FX_RANDOM
{
if (rand()%(fxq[j].delay)==0) // 1 in 'delay' chance of this fx occurring
{
Trigger_fx(j); // play it
}
}
else if(fxq[j].type == FX_SPOT)
{
if (fxq[j].delay) // if delay is above 0
fxq[j].delay--; // decrement delay countdown
else // if zero delay remaining
{
Trigger_fx(j); // play it
fxq[j].type = FX_SPOT2;
}
}
else if (fxq[j].type == FX_SPOT2)
{
if (g_sword2->_sound->IsFxOpen(j+1))
fxq[j].resource = 0; // Once the Fx has finished remove it from the queue.
}
}
}
}
//--------------------------------------------------------------------------------------
void Trigger_fx(uint8 j) // called from Process_fx_queue only
{
uint8 *data;
int32 id;
uint32 rv;
id = (uint32)j+1; // because 0 is not a valid id
if (fxq[j].type == FX_SPOT)
{
data = res_man.Res_open(fxq[j].resource); // load in the sample
data += sizeof(_standardHeader);
rv = g_sword2->_sound->PlayFx( id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // wav data gets copied to sound memory
res_man.Res_close(fxq[j].resource); // release the sample
// fxq[j].resource = 0; // clear spot fx from queue
}
else // random & looped fx are already loaded into sound memory by FN_play_fx()
{ // - to be referenced by 'j', so pass NULL data
if (fxq[j].type == FX_RANDOM)
rv = g_sword2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // not looped
else // FX_LOOP
rv = g_sword2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP ); // looped
}
#ifdef _SWORD2_DEBUG
if (rv)
Zdebug("SFX ERROR: PlayFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__);
#endif
}
//--------------------------------------------------------------------------------------
int32 FN_play_fx(int32 *params) // called from script only
{
// params: 0 sample resource id
// 1 type (FX_SPOT, FX_RANDOM, FX_LOOP)
// 2 delay (0..65535)
// 3 volume (0..16)
// 4 pan (-16..16)
// example script: FN_play_fx (FXWATER, FX_LOOP, 0, 10, 15);
// fx_water = result; // fx_water is just a local script flag
// .
// .
// .
// FN_stop_fx (fx_water);
uint8 j=0;
uint8 *data;
uint32 id;
uint32 rv;
//----------------------------------
#ifdef _SWORD2_DEBUG
_standardHeader *header;
char type[10];
if (wantSfxDebug)
{
switch (params[1]) // 'type'
{
case FX_SPOT:
strcpy(type,"SPOT");
break;
case FX_LOOP:
strcpy(type,"LOOPED");
break;
case FX_RANDOM:
strcpy(type,"RANDOM");
break;
default:
strcpy(type,"INVALID");
}
Zdebug("SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", FetchObjectName(params[0]), params[3], params[4], params[2], type);
}
#endif //_SWORD2_DEBUG
//----------------------------------
while ((j < FXQ_LENGTH) && (fxq[j].resource != 0))
j++;
if (j==FXQ_LENGTH)
{
return (IR_CONT);
// Con_fatal_error("ERROR: Sound queue overflow in FN_play_fx() (%s line %u)",__FILE__,__LINE__);
}
else
{
fxq[j].resource = params[0]; // wav resource id
fxq[j].type = params[1]; // FX_SPOT, FX_LOOP or FX_RANDOM
if (fxq[j].type == FX_RANDOM) // FX_RANDOM:
fxq[j].delay = params[2] * 12 + 1; // 'delay' param is the intended average no. seconds between playing this effect (+1 to avoid divide-by-zero in Process_fx_queue)
else // FX_SPOT or FX_LOOP:
fxq[j].delay = params[2]; // 'delay' is no. frames to wait before playing
fxq[j].volume = params[3]; // 0..16
fxq[j].pan = params[4]; // -16..16
if (fxq[j].type == FX_SPOT) // spot fx
{
#ifdef _SWORD2_DEBUG
data = res_man.Res_open(fxq[j].resource); // "pre-load" the sample; this gets it into memory
header = (_standardHeader*)data;
if (header->fileType != WAV_FILE)
Con_fatal_error("FN_play_fx given invalid resource (%s line %u)",__FILE__,__LINE__);
#else
res_man.Res_open(fxq[j].resource); // "pre-load" the sample; this gets it into memory
#endif
res_man.Res_close(fxq[j].resource); // but then releases it to "age" out if the space is needed
}
else // random & looped fx
{
id = (uint32)j+1; // because 0 is not a valid id
data = res_man.Res_open(fxq[j].resource); // load in the sample
#ifdef _SWORD2_DEBUG
header = (_standardHeader*)data;
if (header->fileType != WAV_FILE)
Con_fatal_error("FN_play_fx given invalid resource (%s line %u)",__FILE__,__LINE__);
#endif
data += sizeof(_standardHeader);
rv = g_sword2->_sound->OpenFx(id,data); // copy it to sound memory, using position in queue as 'id'
#ifdef _SWORD2_DEBUG
if (rv)
Zdebug("SFX ERROR: OpenFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__);
#endif
res_man.Res_close(fxq[j].resource); // release the sample
}
}
//---------------------------------------------
// (James07uag97)
if (fxq[j].type == FX_LOOP) // looped fx
Trigger_fx(j); // play now, rather than in Process_fx_queue where it was getting played again & again!
//---------------------------------------------
RESULT = j; // in case we want to call FN_stop_fx() later, to kill this fx (mainly for FX_LOOP & FX_RANDOM)
return(IR_CONT); // continue script
}
//--------------------------------------------------------------------------------------
int32 FN_sound_fetch(int32 *params)
{
return (IR_CONT);
}
//--------------------------------------------------------------------------------------
// to alter the volume and pan of a currently playing fx
int32 FN_set_fx_vol_and_pan(int32 *params)
{
// params 0 id of fx (ie. the id returned in 'result' from FN_play_fx
// 1 new volume (0..16)
// 2 new pan (-16..16)
// SetFxVolumePan(int32 id, uint8 vol, uint8 pan);
g_sword2->_sound->SetFxVolumePan(1+params[0], params[1], params[2]); // driver fx_id is 1+<pos in queue>
// Zdebug("%d",params[2]);
return (IR_CONT);
}
//--------------------------------------------------------------------------------------
// to alter the volume of a currently playing fx
int32 FN_set_fx_vol(int32 *params)
{
// params 0 id of fx (ie. the id returned in 'result' from FN_play_fx
// 1 new volume (0..16)
// SetFxIdVolume(int32 id, uint8 vol);
g_sword2->_sound->SetFxIdVolume(1+params[0], params[1]);
return (IR_CONT);
}
//--------------------------------------------------------------------------------------
int32 FN_stop_fx(int32 *params) // called from script only
{
// params: 0 position in queue
// This will stop looped & random fx instantly, and remove the fx from the queue.
// So although it doesn't stop spot fx, it will remove them from the queue if they haven't yet played
uint8 j = (uint8) params[0];
uint32 id;
uint32 rv;
if ((fxq[j].type == FX_RANDOM) || (fxq[j].type == FX_LOOP))
{
id = (uint32)j+1; // because 0 is not a valid id
rv = g_sword2->_sound->CloseFx(id); // stop fx & remove sample from sound memory
#ifdef _SWORD2_DEBUG
if (rv)
Zdebug("SFX ERROR: CloseFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__);
#endif
}
fxq[j].resource = 0; // remove from queue
return(IR_CONT); // continue script
}
//--------------------------------------------------------------------------------------
int32 FN_stop_all_fx(int32 *params) // called from script only
{
// Stops all looped & random fx and clears the entire queue
// NO PARAMS
Clear_fx_queue();
return(IR_CONT); // continue script
}
//--------------------------------------------------------------------------------------
// Stops all looped & random fx and clears the entire queue
void Clear_fx_queue(void)
{
g_sword2->_sound->ClearAllFx(); // stop all fx & remove the samples from sound memory
Init_fx_queue(); // clean out the queue
}
//--------------------------------------------------------------------------------------
//=============================================================================
// int32 StreamMusic(uint8 *filename, int32 loopFlag)
//
// Streams music from the file defined by filename. The loopFlag should
// be set to RDSE_FXLOOP if the music is to loop back to the start.
// Otherwise, it should be RDSE_FXSPOT.
// The return value must be checked for any problems.
//
// --------------------------------------------------------------------------
//
// int32 PauseMusic(void)
//
// Stops the music dead in it's tracks.
//
// --------------------------------------------------------------------------
//
// int32 UnpauseMusic(void)
//
// Re-starts the music from where it was stopped.
//
//=============================================================================
int32 FN_prepare_music(int32 *params)
{
return (IR_CONT);
}
//--------------------------------------------------------------------------------------
// Start a tune playing, to play once or to loop until stopped or next one played
int32 FN_play_music(int32 *params) // updated by James on 10apr97
{
// params 0 tune id
// 1 loop flag (0 or 1)
char filename[128];
uint32 loopFlag;
uint32 rv; // drivers return value
// Zdebug("FN_play_music(%d)", params[0]);
if (params[1]==FX_LOOP) // if it is to loop
{
loopFlag = RDSE_FXLOOP;
looping_music_id = params[0]; // keep a note of the id, for restarting after an interruption to gameplay
}
else // just play once
{
loopFlag = RDSE_FXSPOT;
looping_music_id = 0; // don't need to restart this tune after control panel or restore
}
// add the appropriate file extension & play it
if (g_sword2->_gameId == GID_SWORD2_DEMO)
sprintf(filename,"MUSIC.CLU");
else
sprintf(filename,"%sCLUSTERS\\MUSIC.CLU", res_man.GetCdPath());
rv = g_sword2->_sound->StreamCompMusic(filename, params[0], loopFlag);
#ifdef _SWORD2_DEBUG
if (rv)
Zdebug("ERROR: StreamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv);
#endif
// Zdebug("FN_play_music(%d) returning", params[0]);
return(IR_CONT); // continue script
}
//--------------------------------------------------------------------------------------
int32 FN_stop_music(int32 *params) // called from script only
{
// params: none
looping_music_id=0; // clear the 'looping' flag
g_sword2->_sound->StopMusic();
if (params);
return(IR_CONT); // continue script
}
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
void Kill_music(void) // James22aug97
{
uint8 count;
looping_music_id=0; // clear the 'looping' flag
g_sword2->_sound->StopMusic();
// THIS BIT CAUSES THE MUSIC TO STOP INSTANTLY!
for(count=0; count<16; count++)
g_sword2->_sound->UpdateCompSampleStreaming();
}
//--------------------------------------------------------------------------------------
int32 FN_check_music_playing(int32 *params) // James (30july97)
{
// params: none
// sets result to no. of seconds of current tune remaining
// or 0 if no music playing
RESULT = g_sword2->_sound->MusicTimeRemaining(); // in seconds, rounded up to the nearest second
return(IR_CONT); // continue script
}
//--------------------------------------------------------------------------------------
void PauseAllSound(void) // James25july97
{
uint32 rv; // for drivers return value
rv = g_sword2->_sound->PauseMusic();
if (rv != RD_OK)
Zdebug("ERROR: PauseMusic() returned %.8x in PauseAllSound()", rv);
rv = g_sword2->_sound->PauseSpeech();
if (rv != RD_OK)
Zdebug("ERROR: PauseSpeech() returned %.8x in PauseAllSound()", rv);
rv = g_sword2->_sound->PauseFx();
if (rv != RD_OK)
Zdebug("ERROR: PauseFx() returned %.8x in PauseAllSound()", rv);
}
//--------------------------------------------------------------------------------------
void UnpauseAllSound(void) // James25july97
{
uint32 rv; // for drivers return value
rv = g_sword2->_sound->UnpauseMusic();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseMusic() returned %.8x in UnpauseAllSound()", rv);
rv = g_sword2->_sound->UnpauseSpeech();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseSpeech() returned %.8x in UnpauseAllSound()", rv);
rv = g_sword2->_sound->UnpauseFx();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseFx() returned %.8x in UnpauseAllSound()", rv);
}
//--------------------------------------------------------------------------------------