mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-10 11:51:52 +00:00
0da18320af
Audio mixer is supporting fading and pan animation Added support for skipping speech by pressing Return Added proper support for ambient sounds Added more code to the dialogue menu Added tooltips to the Spinner Fixed calculation of volume and pan of walk steps Code cleanup & formatting
244 lines
6.0 KiB
C++
244 lines
6.0 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/vqa_player.h"
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#include "bladerunner/bladerunner.h"
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#include "audio/decoders/raw.h"
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#include "common/system.h"
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namespace BladeRunner {
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bool VQAPlayer::open(const Common::String &name) {
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_s = _vm->getResourceStream(name);
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if (!_s) {
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return false;
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}
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if (!_decoder.loadStream(_s)) {
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delete _s;
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_s = nullptr;
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return false;
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}
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_hasAudio = _decoder.hasAudio();
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if (_hasAudio) {
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_audioStream = Audio::makeQueuingAudioStream(_decoder.frequency(), false);
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}
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_repeatsCount = 0;
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_loop = -1;
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_frameBegin = -1;
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_frameEnd = _decoder.numFrames() - 1;
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_frameEndQueued = -1;
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_repeatsCountQueued = -1;
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if (_loopInitial >= 0) {
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setLoop(_loopInitial, _repeatsCountInitial, kLoopSetModeImmediate, nullptr, nullptr);
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} else {
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_frameNext = 0;
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setBeginAndEndFrame(0, _frameEnd, 0, kLoopSetModeJustStart, nullptr, nullptr);
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}
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return true;
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}
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void VQAPlayer::close() {
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_vm->_mixer->stopHandle(_soundHandle);
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delete _s;
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_s = nullptr;
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}
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int VQAPlayer::update() {
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uint32 now = 60 * _vm->_system->getMillis();
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if (_frameNext < 0) {
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_frameNext = _frameBegin;
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}
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if ((_repeatsCount > 0 || _repeatsCount == -1) && (_frameNext > _frameEnd)) {
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int loopEndQueued = _frameEndQueued;
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if (_frameEndQueued != -1) {
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_frameEnd = _frameEndQueued;
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_frameEndQueued = -1;
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}
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if (_frameNext != _frameBegin) {
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_frameNext = _frameBegin;
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}
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if (loopEndQueued == -1) {
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if (_repeatsCount != -1) {
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_repeatsCount--;
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}
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//callback for repeat, it is not used in the blade runner
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} else {
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_repeatsCount = _repeatsCountQueued;
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_repeatsCountQueued = -1;
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if (_callbackLoopEnded != nullptr) {
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_callbackLoopEnded(_callbackData, 0, _loop);
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}
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}
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return -1;
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}
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if (_frameNext > _frameEnd) {
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return -3;
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}
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if (now < _frameNextTime) {
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return -1;
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}
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int frame = _frameNext;
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_decoder.readFrame(_frameNext, 0x2);
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_decoder.decodeVideoFrame();
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int audioPreloadFrames = 14;
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if (_hasAudio) {
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if (!_audioStarted) {
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for (int i = 0; i < audioPreloadFrames; i++) {
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if (_frameNext + i < _frameEnd) {
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_decoder.readFrame(_frameNext + i, 0x1);
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queueAudioFrame(_decoder.decodeAudioFrame());
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}
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}
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_vm->_mixer->playStream(Audio::Mixer::kPlainSoundType, &_soundHandle, _audioStream);
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_audioStarted = true;
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}
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if (_frameNext + audioPreloadFrames < _frameEnd) {
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_decoder.readFrame(_frameNext + audioPreloadFrames, 0x1);
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queueAudioFrame(_decoder.decodeAudioFrame());
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}
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}
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if (_frameNextTime == 0) {
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_frameNextTime = now + 60000 / 15;
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} else {
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_frameNextTime += 60000 / 15;
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}
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_frameNext++;
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return frame;
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}
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void VQAPlayer::updateZBuffer(ZBuffer *zbuffer) {
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_decoder.decodeZBuffer(zbuffer);
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}
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void VQAPlayer::updateView(View *view) {
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_decoder.decodeView(view);
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}
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void VQAPlayer::updateLights(Lights *lights) {
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_decoder.decodeLights(lights);
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}
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bool VQAPlayer::setLoop(int loop, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) {
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#if 0
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debug("VQAPlayer::setBeginAndEndFrameFromLoop(%i, %i, %i), streamLoaded = %i", loop, repeatsCount, loopSetMode, _s != nullptr);
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#endif
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if (_s == nullptr) {
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_loopInitial = loop;
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_repeatsCountInitial = repeatsCount;
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return true;
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}
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int begin, end;
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if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
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return false;
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}
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if (setBeginAndEndFrame(begin, end, repeatsCount, loopSetMode, callback, callbackData)) {
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_loop = loop;
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return true;
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}
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return false;
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}
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bool VQAPlayer::setBeginAndEndFrame(int begin, int end, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) {
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#if 0
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debug("VQAPlayer::setBeginAndEndFrame(%i, %i, %i, %i), streamLoaded = %i", begin, end, repeatsCount, loopSetMode, _s != nullptr);
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#endif
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if (repeatsCount < 0) {
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repeatsCount = -1;
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}
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if (_repeatsCount == 0 && loopSetMode == kLoopSetModeEnqueue) {
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loopSetMode = kLoopSetModeImmediate;
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}
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//TODO: there is code in original game which deals with changing loop at start of loop, is it nescesarry? loc_46EA04
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_frameBegin = begin;
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if (loopSetMode == kLoopSetModeJustStart) {
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_repeatsCount = repeatsCount;
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} else if (loopSetMode == kLoopSetModeEnqueue) {
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_repeatsCountQueued = repeatsCount;
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_frameEndQueued = end;
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} else if (loopSetMode == kLoopSetModeImmediate) {
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_repeatsCount = repeatsCount;
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_frameEnd = end;
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seekToFrame(begin);
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}
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_callbackLoopEnded = callback;
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_callbackData = callbackData;
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return true;
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}
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bool VQAPlayer::seekToFrame(int frame) {
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_frameNext = frame;
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_frameNextTime = 60 * _vm->_system->getMillis();
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return true;
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}
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int VQAPlayer::getLoopBeginFrame(int loop) {
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int begin, end;
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if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
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return -1;
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}
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return begin;
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}
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int VQAPlayer::getLoopEndFrame(int loop) {
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int begin, end;
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if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
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return -1;
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}
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return end;
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}
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void VQAPlayer::queueAudioFrame(Audio::AudioStream *audioStream) {
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int n = _audioStream->numQueuedStreams();
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if (n == 0)
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warning("numQueuedStreams: %d", n);
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_audioStream->queueAudioStream(audioStream, DisposeAfterUse::YES);
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}
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} // End of namespace BladeRunner
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