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f004af9d4f
clusters. (No, that doesn't mean compressed music is support yet. This is just a tiny little step closer.) svn-id: r14794
358 lines
8.2 KiB
C++
358 lines
8.2 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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// ---------------------------------------------------------------------------
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// BROKEN SWORD 2
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//
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// SOUND.CPP Contains the sound engine, fx & music functions
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// Some very 'sound' code in here ;)
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//
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// (16Dec96 JEL)
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//
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// ---------------------------------------------------------------------------
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#include "common/stdafx.h"
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#include "common/file.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/resman.h"
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#include "sword2/driver/d_sound.h"
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namespace Sword2 {
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struct FxQueueEntry {
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uint32 resource; // resource id of sample
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byte *data; // pointer to WAV data
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uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM)
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uint8 volume; // 0..16
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int8 pan; // -16..16
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uint8 type; // FX_SPOT, FX_RANDOM or FX_LOOP
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};
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// FIXME: Should be in one of the classes, I guess...
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static FxQueueEntry fxQueue[FXQ_LENGTH];
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/**
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* Initialise the FX queue by clearing all the entries. This is only used at
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* the start of the game. Later when we need to clear the queue we must also
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* stop the sound and close the resource.
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*/
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void Sword2Engine::initFxQueue(void) {
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for (int i = 0; i < FXQ_LENGTH; i++)
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fxQueue[i].resource = 0;
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}
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/**
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* Stop all sounds, close their resources and clear the FX queue.
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*/
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void Sword2Engine::clearFxQueue(void) {
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for (int i = 0; i < FXQ_LENGTH; i++) {
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if (fxQueue[i].resource) {
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_sound->stopFx(i + 1);
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_resman->closeResource(fxQueue[i].resource);
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fxQueue[i].resource = 0;
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}
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}
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}
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/**
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* Process the FX queue once every game cycle
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*/
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void Sword2Engine::processFxQueue(void) {
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for (int i = 0; i < FXQ_LENGTH; i++) {
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if (!fxQueue[i].resource)
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continue;
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switch (fxQueue[i].type) {
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case FX_RANDOM:
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// 1 in 'delay' chance of this fx occurring
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if (_rnd.getRandomNumber(fxQueue[i].delay) == 0)
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triggerFx(i);
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break;
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case FX_SPOT:
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if (fxQueue[i].delay)
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fxQueue[i].delay--;
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else {
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triggerFx(i);
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fxQueue[i].type = FX_SPOT2;
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}
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break;
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case FX_LOOP:
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triggerFx(i);
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fxQueue[i].type = FX_LOOPING;
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break;
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case FX_SPOT2:
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// Once the FX has finished remove it from the queue.
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if (!_sound->isFxPlaying(i + 1)) {
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_sound->stopFx(i + 1);
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_resman->closeResource(fxQueue[i].resource);
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fxQueue[i].resource = 0;
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}
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break;
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case FX_LOOPING:
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// Once the looped FX has started we can ignore it,
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// but we can't close it since the WAV data is in use.
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break;
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}
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}
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}
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void Sword2Engine::triggerFx(uint8 i) {
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int type;
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if (fxQueue[i].type == FX_LOOP)
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type = RDSE_FXLOOP;
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else
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type = RDSE_FXSPOT;
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uint32 rv = _sound->playFx(i + 1, fxQueue[i].data, fxQueue[i].volume, fxQueue[i].pan, type);
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if (rv)
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debug(5, "SFX ERROR: playFx() returned %.8x", rv);
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}
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void Sword2Engine::killMusic(void) {
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_loopingMusicId = 0; // clear the 'looping' flag
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_sound->stopMusic();
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}
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void Sword2Engine::pauseAllSound(void) {
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_sound->pauseMusic();
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_sound->pauseSpeech();
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_sound->pauseFx();
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}
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void Sword2Engine::unpauseAllSound(void) {
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_sound->unpauseMusic();
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_sound->unpauseSpeech();
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_sound->unpauseFx();
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}
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int32 Logic::fnPlayFx(int32 *params) {
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// params: 0 sample resource id
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// 1 type (FX_SPOT, FX_RANDOM, FX_LOOP)
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// 2 delay (0..65535)
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// 3 volume (0..16)
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// 4 pan (-16..16)
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// example script:
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// fnPlayFx (FXWATER, FX_LOOP, 0, 10, 15);
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// // fx_water is just a local script flag
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// fx_water = result;
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// .
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// .
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// .
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// fnStopFx (fx_water);
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if (_vm->_wantSfxDebug) {
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char type[10];
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switch (params[1]) {
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case FX_SPOT:
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strcpy(type, "SPOT");
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break;
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case FX_LOOP:
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strcpy(type, "LOOPED");
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break;
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case FX_RANDOM:
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strcpy(type, "RANDOM");
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break;
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default:
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strcpy(type, "INVALID");
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break;
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}
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byte buf[NAME_LEN];
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debug(0, "SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", _vm->fetchObjectName(params[0], buf), params[3], params[4], params[2], type);
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}
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int i;
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// Find a free slot in the FX queue
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for (i = 0; i < FXQ_LENGTH; i++) {
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if (!fxQueue[i].resource)
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break;
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}
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if (i == FXQ_LENGTH) {
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warning("No free slot in FX queue");
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return IR_CONT;
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}
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fxQueue[i].resource = params[0];
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fxQueue[i].type = params[1];
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fxQueue[i].delay = params[2];
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if (fxQueue[i].type == FX_RANDOM) {
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// For spot effects and loops the dela is the number of frames
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// to wait. For random effects, however, it's the average
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// number of seconds between playing the sound, so we have to
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// multiply by the frame rate.
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fxQueue[i].delay *= 12;
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}
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fxQueue[i].volume = params[3];
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fxQueue[i].pan = params[4];
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byte *data = _vm->_resman->openResource(params[0]);
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StandardHeader *header = (StandardHeader *) data;
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assert(header->fileType == WAV_FILE);
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fxQueue[i].data = data + sizeof(StandardHeader);
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// Keep track of the index in the loop so that fnStopFx() can be used
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// later to kill this sound. Mainly for FX_LOOP and FX_RANDOM.
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_scriptVars[RESULT] = i;
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return IR_CONT;
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}
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int32 Logic::fnSoundFetch(int32 *params) {
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// params: 0 id of sound to fetch [guess]
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return IR_CONT;
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}
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/**
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* Alter the volume and pan of a currently playing FX
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*/
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int32 Logic::fnSetFxVolAndPan(int32 *params) {
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// params: 0 id of fx (ie. the id returned in 'result' from
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// fnPlayFx
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// 1 new volume (0..16)
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// 2 new pan (-16..16)
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debug(5, "fnSetFxVolAndPan(%d, %d, %d)", params[0], params[1], params[2]);
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_vm->_sound->setFxIdVolumePan(params[0] + 1, params[1], params[2]);
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return IR_CONT;
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}
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/**
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* Alter the volume of a currently playing FX
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*/
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int32 Logic::fnSetFxVol(int32 *params) {
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// params: 0 id of fx (ie. the id returned in 'result' from
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// fnPlayFx
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// 1 new volume (0..16)
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_vm->_sound->setFxIdVolume(params[0] + 1, params[1]);
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return IR_CONT;
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}
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int32 Logic::fnStopFx(int32 *params) {
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// params: 0 position in queue
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int32 i = params[0];
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uint32 rv = _vm->_sound->stopFx(i + 1);
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if (rv)
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debug(5, "SFX ERROR: closeFx() returned %.8x", rv);
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// Remove from queue
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if (fxQueue[i].resource) {
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_vm->_resman->closeResource(fxQueue[i].resource);
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fxQueue[i].resource = 0;
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}
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return IR_CONT;
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}
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/**
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* Stops all FX and clears the entire FX queue.
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*/
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int32 Logic::fnStopAllFx(int32 *params) {
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// params: none
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_vm->clearFxQueue();
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return IR_CONT;
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}
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int32 Logic::fnPrepareMusic(int32 *params) {
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// params: 1 id of music to prepare [guess]
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return IR_CONT;
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}
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/**
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* Start a tune playing, to play once or to loop until stopped or next one
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* played.
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*/
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int32 Logic::fnPlayMusic(int32 *params) {
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// params: 0 tune id
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// 1 loop flag (0 or 1)
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char filename[128];
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bool loopFlag;
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uint32 rv;
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if (params[1] == FX_LOOP) {
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loopFlag = true;
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// keep a note of the id, for restarting after an
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// interruption to gameplay
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_vm->_loopingMusicId = params[0];
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} else {
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loopFlag = false;
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// don't need to restart this tune after control panel or
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// restore
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_vm->_loopingMusicId = 0;
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}
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rv = _vm->_sound->streamCompMusic(params[0], loopFlag);
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if (rv)
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debug(5, "ERROR: streamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv);
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return IR_CONT;
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}
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int32 Logic::fnStopMusic(int32 *params) {
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// params: none
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_vm->_loopingMusicId = 0; // clear the 'looping' flag
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_vm->_sound->stopMusic();
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return IR_CONT;
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}
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int32 Logic::fnCheckMusicPlaying(int32 *params) {
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// params: none
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// sets result to no. of seconds of current tune remaining
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// or 0 if no music playing
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// in seconds, rounded up to the nearest second
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_scriptVars[RESULT] = _vm->_sound->musicTimeRemaining();
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return IR_CONT;
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}
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} // End of namespace Sword2
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