scummvm/sword2/driver/d_sound.cpp
Torbjörn Andersson ca03d5a3e4 Added debugging messages to track which CD (1 or 2) the game thinks it's
supposed to be reading data from. Maybe this will help track down the
mysterious missing speech problem reported on the forum.

svn-id: r19823
2005-12-21 10:57:48 +00:00

856 lines
19 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 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.
*
* $Header$
*/
// One feature still missing is the original's DipMusic() function which, as
// far as I can understand, softened the music volume when someone was
// speaking, but only (?) if the music was playing loudly at the time.
//
// All things considered, I think this is more bother than it's worth.
#include "common/stdafx.h"
#include "common/file.h"
#include "common/system.h"
#include "sound/mp3.h"
#include "sound/vorbis.h"
#include "sound/flac.h"
#include "sound/rate.h"
#include "sound/wave.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/resman.h"
#include "sword2/sound.h"
namespace Sword2 {
static AudioStream *makeCLUStream(Common::File *fp, int size);
static AudioStream *getAudioStream(SoundFileHandle *fh, const char *base, int cd, uint32 id, uint32 *numSamples) {
debug(3, "Playing %s from CD %d", base, cd);
if (!fh->file.isOpen()) {
struct {
const char *ext;
int mode;
} file_types[] = {
#ifdef USE_MAD
{ "cl3", kMP3Mode },
#endif
#ifdef USE_VORBIS
{ "clg", kVorbisMode },
#endif
#ifdef USE_FLAC
{ "clf", kFlacMode },
#endif
{ "clu", kCLUMode }
};
int soundMode = 0;
char filename[20];
for (int i = 0; i < ARRAYSIZE(file_types); i++) {
Common::File f;
sprintf(filename, "%s%d.%s", base, cd, file_types[i].ext);
if (f.open(filename)) {
soundMode = file_types[i].mode;
break;
}
sprintf(filename, "%s.%s", base, file_types[i].ext);
if (f.open(filename)) {
soundMode = file_types[i].mode;
break;
}
}
if (soundMode == 0)
return NULL;
fh->file.open(filename);
fh->fileType = soundMode;
if (!fh->file.isOpen()) {
warning("Very strange fopen error");
return NULL;
}
if (fh->fileSize != fh->file.size()) {
if (fh->idxTab) {
free(fh->idxTab);
fh->idxTab = NULL;
}
}
}
uint32 entrySize = (fh->fileType == kCLUMode) ? 2 : 3;
if (!fh->idxTab) {
fh->file.seek(0);
fh->idxLen = fh->file.readUint32LE();
fh->file.seek(entrySize * 4);
fh->idxTab = (uint32*)malloc(fh->idxLen * 3 * sizeof(uint32));
for (uint32 cnt = 0; cnt < fh->idxLen; cnt++) {
fh->idxTab[cnt * 3 + 0] = fh->file.readUint32LE();
fh->idxTab[cnt * 3 + 1] = fh->file.readUint32LE();
if (fh->fileType == kCLUMode) {
fh->idxTab[cnt * 3 + 2] = fh->idxTab[cnt * 3 + 1];
fh->idxTab[cnt * 3 + 1]--;
} else
fh->idxTab[cnt * 3 + 2] = fh->file.readUint32LE();
}
}
uint32 pos = fh->idxTab[id * 3 + 0];
uint32 len = fh->idxTab[id * 3 + 1];
uint32 enc_len = fh->idxTab[id * 3 + 2];
if (numSamples)
*numSamples = len;
if (!pos || !len) {
fh->file.close();
return NULL;
}
fh->file.seek(pos, SEEK_SET);
switch (fh->fileType) {
case kCLUMode:
return makeCLUStream(&fh->file, enc_len);
#ifdef USE_MAD
case kMP3Mode:
return makeMP3Stream(&fh->file, enc_len);
#endif
#ifdef USE_VORBIS
case kVorbisMode:
return makeVorbisStream(&fh->file, enc_len);
#endif
#ifdef USE_FLAC
case kFlacMode:
return makeFlacStream(&fh->file, enc_len);
#endif
default:
return NULL;
}
}
// ----------------------------------------------------------------------------
// Custom AudioStream class to handle Broken Sword 2's audio compression.
// ----------------------------------------------------------------------------
#define GetCompressedShift(n) ((n) >> 4)
#define GetCompressedSign(n) (((n) >> 3) & 1)
#define GetCompressedAmplitude(n) ((n) & 7)
CLUInputStream::CLUInputStream(Common::File *file, int size)
: _file(file), _firstTime(true), _bufferEnd(_outbuf + BUFFER_SIZE) {
_file->incRef();
// Determine the end position.
_file_pos = _file->pos();
_end_pos = _file_pos + size;
// Read in initial data
refill();
}
CLUInputStream::~CLUInputStream() {
_file->decRef();
}
int CLUInputStream::readBuffer(int16 *buffer, const int numSamples) {
int samples = 0;
while (samples < numSamples && !eosIntern()) {
const int len = MIN(numSamples - samples, (int)(_bufferEnd - _pos));
memcpy(buffer, _pos, len * 2);
buffer += len;
_pos += len;
samples += len;
if (_pos >= _bufferEnd) {
refill();
}
}
return samples;
}
void CLUInputStream::refill() {
byte *in = _inbuf;
int16 *out = _outbuf;
_file->seek(_file_pos, SEEK_SET);
uint len_left = _file->read(in, MIN((uint32)BUFFER_SIZE, _end_pos - _file->pos()));
_file_pos = _file->pos();
while (len_left > 0) {
uint16 sample;
if (_firstTime) {
_firstTime = false;
_prev = READ_LE_UINT16(in);
sample = _prev;
len_left -= 2;
in += 2;
} else {
uint16 delta = GetCompressedAmplitude(*in) << GetCompressedShift(*in);
if (GetCompressedSign(*in))
sample = _prev - delta;
else
sample = _prev + delta;
_prev = sample;
len_left--;
in++;
}
*out++ = sample;
}
_pos = _outbuf;
_bufferEnd = out;
}
AudioStream *makeCLUStream(Common::File *file, int size) {
return new CLUInputStream(file, size);
}
// ----------------------------------------------------------------------------
// Another custom AudioStream class, to wrap around the various AudioStream
// classes used for music decompression, and to add looping, fading, etc.
// ----------------------------------------------------------------------------
// The length of a fade-in/out, in milliseconds.
#define FADE_LENGTH 3000
MusicInputStream::MusicInputStream(int cd, SoundFileHandle *fh, uint32 musicId, bool looping) {
_cd = cd;
_fh = fh;
_musicId = musicId;
_looping = looping;
_bufferEnd = _buffer + BUFFER_SIZE;
_remove = false;
_fading = 0;
_decoder = getAudioStream(_fh, "music", _cd, _musicId, &_numSamples);
if (_decoder) {
_samplesLeft = _numSamples;
_fadeSamples = (getRate() * FADE_LENGTH) / 1000;
fadeUp();
// Read in initial data
refill();
}
}
MusicInputStream::~MusicInputStream() {
delete _decoder;
}
int MusicInputStream::readBuffer(int16 *buffer, const int numSamples) {
if (!_decoder)
return 0;
int samples = 0;
while (samples < numSamples && !eosIntern()) {
const int len = MIN(numSamples - samples, (int)(_bufferEnd - _pos));
memcpy(buffer, _pos, len * 2);
buffer += len;
_pos += len;
samples += len;
if (_pos >= _bufferEnd) {
refill();
}
}
return samples;
}
void MusicInputStream::refill() {
int16 *buf = _buffer;
uint32 numSamples = 0;
uint32 len_left;
bool endFade = false;
len_left = BUFFER_SIZE;
if (_fading > 0 && (uint32)_fading < len_left)
len_left = _fading;
if (_samplesLeft < len_left)
len_left = _samplesLeft;
if (!_looping) {
// Non-looping music is faded out at the end. If this fade
// out would have started somewhere within the len_left samples
// to read, we only read up to that point. This way, we can
// treat this fade as any other.
if (!_fading) {
uint32 currentlyAt = _numSamples - _samplesLeft;
uint32 fadeOutAt = _numSamples - _fadeSamples;
uint32 readTo = currentlyAt + len_left;
if (fadeOutAt == currentlyAt)
fadeDown();
else if (fadeOutAt > currentlyAt && fadeOutAt <= readTo) {
len_left = fadeOutAt - currentlyAt;
endFade = true;
}
}
}
int desired = len_left - numSamples;
int len = _decoder->readBuffer(buf, desired);
// Shouldn't happen, but if it does it could cause an infinite loop.
// Of course there were bugs that caused it to happen several times
// during development. :-)
if (len < desired) {
warning("Expected %d samples, but got %d", desired, len);
_samplesLeft = len;
}
buf += len;
numSamples += len;
len_left -= len;
_samplesLeft -= len;
int16 *ptr;
if (_fading > 0) {
// Fade down
for (ptr = _buffer; ptr < buf; ptr++) {
if (_fading > 0) {
_fading--;
*ptr = (*ptr * _fading) / _fadeSamples;
}
if (_fading == 0) {
_looping = false;
_remove = true;
*ptr = 0;
}
}
} else if (_fading < 0) {
// Fade up
for (ptr = _buffer; ptr < buf; ptr++) {
_fading--;
*ptr = -(*ptr * _fading) / _fadeSamples;
if (_fading <= -_fadeSamples) {
_fading = 0;
break;
}
}
}
if (endFade)
fadeDown();
if (!_samplesLeft) {
if (_looping) {
delete _decoder;
_decoder = getAudioStream(_fh, "music", _cd, _musicId, &_numSamples);
_samplesLeft = _numSamples;
} else
_remove = true;
}
_pos = _buffer;
_bufferEnd = buf;
}
void MusicInputStream::fadeUp() {
if (_fading > 0)
_fading = -_fading;
else if (_fading == 0)
_fading = -1;
}
void MusicInputStream::fadeDown() {
if (_fading < 0)
_fading = -_fading;
else if (_fading == 0)
_fading = _fadeSamples;
}
bool MusicInputStream::readyToRemove() {
return _remove;
}
int32 MusicInputStream::getTimeRemaining() {
// This is far from exact, but it doesn't have to be.
return (_samplesLeft + BUFFER_SIZE) / getRate();
}
// ----------------------------------------------------------------------------
// Main sound class
// ----------------------------------------------------------------------------
// AudioStream API
int Sound::readBuffer(int16 *buffer, const int numSamples) {
Common::StackLock lock(_mutex);
int i;
if (_musicPaused)
return 0;
for (i = 0; i < MAXMUS; i++) {
if (_music[i] && _music[i]->readyToRemove()) {
delete _music[i];
_music[i] = NULL;
}
}
memset(buffer, 0, 2 * numSamples);
if (!_mixBuffer || numSamples > _mixBufferLen) {
if (_mixBuffer)
_mixBuffer = (int16 *)realloc(_mixBuffer, 2 * numSamples);
else
_mixBuffer = (int16 *)malloc(2 * numSamples);
_mixBufferLen = numSamples;
}
if (!_mixBuffer)
return 0;
for (i = 0; i < MAXMUS; i++) {
if (!_music[i])
continue;
int len = _music[i]->readBuffer(_mixBuffer, numSamples);
if (!_musicMuted) {
for (int j = 0; j < len; j++) {
Audio::clampedAdd(buffer[j], _mixBuffer[j]);
}
}
}
bool inUse[MAXMUS];
for (i = 0; i < MAXMUS; i++)
inUse[i] = false;
for (i = 0; i < MAXMUS; i++) {
if (_music[i]) {
if (_music[i]->getCD() == 1)
inUse[0] = true;
else
inUse[1] = true;
}
}
for (i = 0; i < MAXMUS; i++) {
if (!inUse[i] && !_musicFile[i].inUse && _musicFile[i].file.isOpen())
_musicFile[i].file.close();
}
return numSamples;
}
bool Sound::endOfData() const {
for (int i = 0; i < MAXMUS; i++) {
if (_musicFile[i].file.isOpen())
return false;
}
return true;
}
// ----------------------------------------------------------------------------
// MUSIC
// ----------------------------------------------------------------------------
/**
* Stops the music dead in its tracks. Any music that is currently being
* streamed is paused.
*/
void Sound::pauseMusic() {
Common::StackLock lock(_mutex);
_musicPaused = true;
}
/**
* Restarts the music from where it was stopped.
*/
void Sound::unpauseMusic() {
Common::StackLock lock(_mutex);
_musicPaused = false;
}
/**
* Fades out and stops the music.
*/
void Sound::stopMusic(bool immediately) {
Common::StackLock lock(_mutex);
_loopingMusicId = 0;
for (int i = 0; i < MAXMUS; i++) {
if (_music[i]) {
if (immediately) {
delete _music[i];
_music[i] = NULL;
} else
_music[i]->fadeDown();
}
}
}
/**
* Streams music from a cluster file.
* @param musicId the id of the music to stream
* @param loop true if the music is to loop back to the start
* @return RD_OK or an error code
*/
int32 Sound::streamCompMusic(uint32 musicId, bool loop) {
//Common::StackLock lock(_mutex);
_mutex.lock();
int cd = _vm->_resman->getCD();
if (loop)
_loopingMusicId = musicId;
else
_loopingMusicId = 0;
int primary = -1;
int secondary = -1;
// If both music streams are active, one of them will have to go.
if (_music[0] && _music[1]) {
int32 fade0 = _music[0]->isFading();
int32 fade1 = _music[1]->isFading();
if (!fade0 && !fade1) {
// Neither is fading. This shouldn't happen, so just
// pick one and be done with it.
primary = 0;
} else if (fade0 && !fade1) {
// Stream 0 is fading, so pick that one.
primary = 0;
} else if (!fade0 && fade1) {
// Stream 1 is fading, so pick that one.
primary = 1;
} else {
// Both streams are fading. Pick the one that is
// closest to silent.
if (ABS(fade0) < ABS(fade1))
primary = 0;
else
primary = 1;
}
delete _music[primary];
_music[primary] = NULL;
}
// Pick the available music stream. If no music is playing it doesn't
// matter which we use.
if (_music[0] || _music[1]) {
if (_music[0]) {
primary = 1;
secondary = 0;
} else {
primary = 0;
secondary = 1;
}
} else
primary = 0;
// Don't start streaming if the volume is off.
if (isMusicMute()) {
_mutex.unlock();
return RD_OK;
}
if (secondary != -1)
_music[secondary]->fadeDown();
SoundFileHandle *fh = (cd == 1) ? &_musicFile[0] : &_musicFile[1];
fh->inUse = true;
_mutex.unlock();
MusicInputStream *tmp = new MusicInputStream(cd, fh, musicId, loop);
if (tmp->isReady()) {
_mutex.lock();
_music[primary] = tmp;
fh->inUse = false;
_mutex.unlock();
return RD_OK;
} else {
_mutex.lock();
fh->inUse = false;
_mutex.unlock();
delete tmp;
return RDERR_INVALIDFILENAME;
}
}
/**
* @return the time left for the current music, in seconds.
*/
int32 Sound::musicTimeRemaining() {
Common::StackLock lock(_mutex);
for (int i = 0; i < MAXMUS; i++) {
if (_music[i] && _music[i]->isFading() <= 0)
return _music[i]->getTimeRemaining();
}
return 0;
}
// ----------------------------------------------------------------------------
// SPEECH
// ----------------------------------------------------------------------------
/**
* Mutes/Unmutes the speech.
* @param mute If mute is false, restore the volume to the last set master
* level. Otherwise the speech is muted (volume 0).
*/
void Sound::muteSpeech(bool mute) {
_speechMuted = mute;
if (_vm->_mixer->isSoundHandleActive(_soundHandleSpeech)) {
uint volume = mute ? 0 : Audio::Mixer::kMaxChannelVolume;
_vm->_mixer->setChannelVolume(_soundHandleSpeech, volume);
}
}
/**
* Stops the speech dead in its tracks.
*/
void Sound::pauseSpeech() {
_speechPaused = true;
_vm->_mixer->pauseHandle(_soundHandleSpeech, true);
}
/**
* Restarts the speech from where it was stopped.
*/
void Sound::unpauseSpeech() {
_speechPaused = false;
_vm->_mixer->pauseHandle(_soundHandleSpeech, false);
}
/**
* Stops the speech from playing.
*/
int32 Sound::stopSpeech() {
if (_vm->_mixer->isSoundHandleActive(_soundHandleSpeech)) {
_vm->_mixer->stopHandle(_soundHandleSpeech);
return RD_OK;
}
return RDERR_SPEECHNOTPLAYING;
}
/**
* @return Either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED
*/
int32 Sound::getSpeechStatus() {
return _vm->_mixer->isSoundHandleActive(_soundHandleSpeech) ? RDSE_SAMPLEPLAYING : RDSE_SAMPLEFINISHED;
}
/**
* Returns either RDSE_QUIET or RDSE_SPEAKING
*/
int32 Sound::amISpeaking() {
if (!_speechMuted && !_speechPaused && _vm->_mixer->isSoundHandleActive(_soundHandleSpeech))
return RDSE_SPEAKING;
return RDSE_QUIET;
}
/**
* This function loads and decompresses a list of speech from a cluster, but
* does not play it. This is used for cutscene voice-overs, presumably to
* avoid having to read from more than one file on the CD during playback.
* @param speechId the text line id used to reference the speech
* @param buf a pointer to the buffer that will be allocated for the sound
*/
uint32 Sound::preFetchCompSpeech(uint32 speechId, uint16 **buf) {
int cd = _vm->_resman->getCD();
uint32 numSamples;
SoundFileHandle *fh = (cd == 1) ? &_speechFile[0] : &_speechFile[1];
AudioStream *input = getAudioStream(fh, "speech", cd, speechId, &numSamples);
if (!input)
return 0;
*buf = NULL;
// Decompress data into speech buffer.
uint32 bufferSize = 2 * numSamples;
*buf = (uint16 *)malloc(bufferSize);
if (!*buf) {
delete input;
fh->file.close();
return 0;
}
uint32 readSamples = input->readBuffer((int16 *)*buf, numSamples);
fh->file.close();
delete input;
return 2 * readSamples;
}
/**
* This function loads, decompresses and plays a line of speech. An error
* occurs if speech is already playing.
* @param speechId the text line id used to reference the speech
* @param vol volume, 0 (minimum) to 16 (maximum)
* @param pan panning, -16 (full left) to 16 (full right)
*/
int32 Sound::playCompSpeech(uint32 speechId, uint8 vol, int8 pan) {
if (_speechMuted)
return RD_OK;
if (getSpeechStatus() == RDERR_SPEECHPLAYING)
return RDERR_SPEECHPLAYING;
int cd = _vm->_resman->getCD();
SoundFileHandle *fh = (cd == 1) ? &_speechFile[0] : &_speechFile[1];
AudioStream *input = getAudioStream(fh, "speech", cd, speechId, NULL);
if (!input)
return RDERR_INVALIDID;
// Modify the volume according to the master volume
byte volume = _speechMuted ? 0 : vol * Audio::Mixer::kMaxChannelVolume / 16;
int8 p = (pan * 127) / 16;
if (isReverseStereo())
p = -p;
// Start the speech playing
_vm->_mixer->playInputStream(Audio::Mixer::kSpeechSoundType, &_soundHandleSpeech, input, -1, volume, p);
return RD_OK;
}
// ----------------------------------------------------------------------------
// SOUND EFFECTS
// ----------------------------------------------------------------------------
/**
* Mutes/Unmutes the sound effects.
* @param mute If mute is false, restore the volume to the last set master
* level. Otherwise the sound effects are muted (volume 0).
*/
void Sound::muteFx(bool mute) {
_fxMuted = mute;
// Now update the volume of any fxs playing
for (int i = 0; i < FXQ_LENGTH; i++) {
if (_fxQueue[i].resource) {
_vm->_mixer->setChannelVolume(_fxQueue[i].handle, mute ? 0 : _fxQueue[i].volume);
}
}
}
/**
* Sets the volume and pan of the sample which is currently playing
* @param id the id of the sample
* @param vol volume
* @param pan panning
*/
int32 Sound::setFxIdVolumePan(int32 id, int vol, int pan) {
if (!_fxQueue[id].resource)
return RDERR_FXNOTOPEN;
if (vol > 16)
vol = 16;
_fxQueue[id].volume = (vol * Audio::Mixer::kMaxChannelVolume) / 16;
if (pan != 255) {
if (isReverseStereo())
pan = -pan;
_fxQueue[id].pan = (pan * 127) / 16;
}
if (!_fxMuted && _vm->_mixer->isSoundHandleActive(_fxQueue[id].handle)) {
_vm->_mixer->setChannelVolume(_fxQueue[id].handle, _fxQueue[id].volume);
if (pan != -1)
_vm->_mixer->setChannelBalance(_fxQueue[id].handle, _fxQueue[id].pan);
}
return RD_OK;
}
void Sound::pauseFx() {
if (_fxPaused)
return;
for (int i = 0; i < FXQ_LENGTH; i++) {
if (_fxQueue[i].resource)
_vm->_mixer->pauseHandle(_fxQueue[i].handle, true);
}
_fxPaused = true;
}
void Sound::unpauseFx() {
if (!_fxPaused)
return;
for (int i = 0; i < FXQ_LENGTH; i++)
if (_fxQueue[i].resource)
_vm->_mixer->pauseHandle(_fxQueue[i].handle, false);
_fxPaused = false;
}
} // End of namespace Sword2