scummvm/engines/bladerunner/ambient_sounds.cpp
antoniou79 5f09a046d1 BLADERUNNER: Support mixer sound type for ambient sounds
And set custom sounds for RC outtake FLYTRU_E.VQA to use kSpeechSoundType as do all outtakes
2021-07-02 16:38:49 +03:00

542 lines
18 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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.
*
*/
#include "bladerunner/ambient_sounds.h"
#include "bladerunner/audio_player.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/game_info.h"
#include "bladerunner/savefile.h"
#include "bladerunner/time.h"
#include "bladerunner/game_constants.h"
#include "common/debug.h"
#include "common/system.h"
namespace BladeRunner {
AmbientSounds::AmbientSounds(BladeRunnerEngine *vm) {
_vm = vm;
_nonLoopingSounds = new NonLoopingSound[kNonLoopingSounds];
_loopingSounds = new LoopingSound[kLoopingSounds];
// The actual volume of ambient sounds is determined by the mixer (see BladeRunnerEngine::syncSoundSettings())
// In our BladeRunner engine ambient sounds do not have a distinct sound type of their own,
// so they are treated as kAmbientSoundType (default type, see: ambient_sounds.h).
//
// _ambientVolume here sets a percentage to be appied on the specified track volume
// before sending it to the audio player
// (setting _ambientVolume to 100 renders it indifferent)
_ambientVolume = BLADERUNNER_ORIGINAL_SETTINGS ? 65 : 100;
for (int i = 0; i != kNonLoopingSounds; ++i) {
NonLoopingSound &track = _nonLoopingSounds[i];
track.isActive = false;
}
for (int i = 0; i != kLoopingSounds; ++i) {
LoopingSound &track = _loopingSounds[i];
track.isActive = false;
}
}
AmbientSounds::~AmbientSounds() {
delete[] _nonLoopingSounds;
delete[] _loopingSounds;
}
static inline void sort(int *a, int *b) {
if (*a > *b) {
int t = *a;
*a = *b;
*b = t;
}
}
static inline void sort(uint32 *a, uint32 *b) {
if (*a > *b) {
uint32 t = *a;
*a = *b;
*b = t;
}
}
//
// addSound() will add a track to the non-looping tracks array list
// it will use the kAmbientSoundType for Mixer's Sound Type.
// see AmbientSounds::tick()
void AmbientSounds::addSound(
int sfxId,
uint32 delayMinSeconds, uint32 delayMaxSeconds,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk) {
#if BLADERUNNER_ORIGINAL_BUGS
#else
sort(&delayMinSeconds, &delayMaxSeconds);
#endif // BLADERUNNER_ORIGINAL_BUGS
sort(&volumeMin, &volumeMax);
sort(&panStartMin, &panStartMax);
sort(&panEndMin, &panEndMax);
addSoundByName(
_vm->_gameInfo->getSfxTrack(sfxId),
delayMinSeconds, delayMaxSeconds,
volumeMin, volumeMax,
panStartMin, panStartMax,
panEndMin, panEndMax,
priority, unk
);
}
void AmbientSounds::removeNonLoopingSound(int sfxId, bool stopPlaying) {
int32 hash = MIXArchive::getHash(_vm->_gameInfo->getSfxTrack(sfxId));
int index = findNonLoopingTrackByHash(hash);
if (index >= 0) {
removeNonLoopingSoundByIndex(index, stopPlaying);
}
}
void AmbientSounds::removeAllNonLoopingSounds(bool stopPlaying) {
for (int i = 0; i < kNonLoopingSounds; ++i) {
removeNonLoopingSoundByIndex(i, stopPlaying);
}
}
//
// addSpeech() will add a track to the non-looping tracks array list
// it will use the kAmbientSoundType for Mixer's Sound Type
// see AmbientSounds::tick()
void AmbientSounds::addSpeech(int actorId, int sentenceId, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk) {
#if BLADERUNNER_ORIGINAL_BUGS
#else
sort(&delayMinSeconds, &delayMaxSeconds);
#endif // BLADERUNNER_ORIGINAL_BUGS
sort(&volumeMin, &volumeMax);
sort(&panStartMin, &panStartMax);
sort(&panEndMin, &panEndMax);
Common::String name = Common::String::format( "%02d-%04d%s.AUD", actorId, sentenceId, _vm->_languageCode.c_str());
addSoundByName(name,
delayMinSeconds, delayMaxSeconds,
volumeMin, volumeMax,
panStartMin, panStartMax,
panEndMin, panEndMax,
priority, unk);
}
// Explicitly plays a sound effect (sfx) track (specified by id)
// It does not add it as a track to the non-looping tracks array list
// It uses the parameter "type" as the mixer's sound type - which determines the volume setting in effect.
// By default sound type is kAmbientSoundType (see ambient_sounds.h).
void AmbientSounds::playSound(int sfxId, int volume, int panStart, int panEnd, int priority, Audio::Mixer::SoundType type) {
_vm->_audioPlayer->playAud(_vm->_gameInfo->getSfxTrack(sfxId), volume * _ambientVolume / 100, panStart, panEnd, priority, kAudioPlayerOverrideVolume, type);
}
// Explicitly plays a speech cue
// It does not add it as a track to the non-looping tracks array list
// It uses mixer's sound type kSpeechSoundType - which determines the volume setting in effect (Speech)
void AmbientSounds::playSpeech(int actorId, int sentenceId, int volume, int panStart, int panEnd, int priority) {
Common::String name = Common::String::format( "%02d-%04d%s.AUD", actorId, sentenceId, _vm->_languageCode.c_str());
_vm->_audioPlayer->playAud(name, volume * _ambientVolume / 100, panStart, panEnd, priority, kAudioPlayerOverrideVolume, Audio::Mixer::kSpeechSoundType);
}
// Looping Sound will use paramerter "type" as the mixer's SoundType when playing this track.
// By default sound type is kAmbientSoundType (see ambient_sounds.h).
// This determines the volume setting that will be in effect for the audio.
//
// NOTE If restoring from a saved game, a looping track will always use the default SoundType (kAmbientSoundType)
// because sound type is not stored.
// TODO We could save the sound type re-using the space for field "track.audioPlayerTrack"
// which is skipped for *both* looping and non-looping tracks in save() and load() code
// However, the issue is negligible; the default SoundType for looping tracks is overridden
// only in one special case so far (restored content Outtake "FLYTRU_E.VQA", see: outtake.cpp)
void AmbientSounds::addLoopingSound(int sfxId, int volume, int pan, uint32 delaySeconds, Audio::Mixer::SoundType type) {
const Common::String &name = _vm->_gameInfo->getSfxTrack(sfxId);
int32 hash = MIXArchive::getHash(name);
if (findLoopingTrackByHash(hash) >= 0) {
return;
}
int i = findAvailableLoopingTrack();
if (i == -1) {
return;
}
LoopingSound &track = _loopingSounds[i];
track.isActive = true;
track.name = name;
track.hash = hash;
track.pan = pan;
track.volume = volume;
track.soundType = (int32) type;
int actualVolumeStart = volume * _ambientVolume / 100;
int actualVolumeEnd = actualVolumeStart;
if (delaySeconds > 0u) {
actualVolumeStart = 0;
}
track.audioPlayerTrack = _vm->_audioPlayer->playAud(name, actualVolumeStart, pan, pan, 99, kAudioPlayerLoop | kAudioPlayerOverrideVolume, type);
if (track.audioPlayerTrack == -1) {
removeLoopingSoundByIndex(i, 0u);
} else {
if (delaySeconds) {
_vm->_audioPlayer->adjustVolume(track.audioPlayerTrack, actualVolumeEnd, delaySeconds, false);
}
}
}
void AmbientSounds::adjustLoopingSound(int sfxId, int volume, int pan, uint32 delaySeconds) {
int32 hash = MIXArchive::getHash(_vm->_gameInfo->getSfxTrack(sfxId));
int index = findLoopingTrackByHash(hash);
if (index >= 0 && _loopingSounds[index].audioPlayerTrack != -1 && _vm->_audioPlayer->isActive(_loopingSounds[index].audioPlayerTrack)) {
if (volume != -1) {
_loopingSounds[index].volume = volume;
_vm->_audioPlayer->adjustVolume(_loopingSounds[index].audioPlayerTrack, _ambientVolume * volume / 100, delaySeconds, false);
}
if (pan != -101) {
_loopingSounds[index].pan = pan;
_vm->_audioPlayer->adjustPan(_loopingSounds[index].audioPlayerTrack, pan, delaySeconds);
}
}
}
void AmbientSounds::removeLoopingSound(int sfxId, uint32 delaySeconds) {
int32 hash = MIXArchive::getHash(_vm->_gameInfo->getSfxTrack(sfxId));
int index = findLoopingTrackByHash(hash);
if (index >= 0) {
removeLoopingSoundByIndex(index, delaySeconds);
}
}
void AmbientSounds::removeAllLoopingSounds(uint32 delaySeconds) {
for (int i = 0; i < kLoopingSounds; ++i) {
removeLoopingSoundByIndex(i, delaySeconds);
}
}
// tick() only handles the non-looping added ambient sounds
void AmbientSounds::tick() {
uint32 now = _vm->_time->current();
for (int i = 0; i != kNonLoopingSounds; ++i) {
NonLoopingSound &track = _nonLoopingSounds[i];
// unsigned difference is intentional
if (!track.isActive || now - track.nextPlayTimeStart < track.nextPlayTimeDiff) {
continue;
}
int panEnd;
int panStart = _vm->_rnd.getRandomNumberRng(track.panStartMin, track.panStartMax);
if (track.panEndMin == -101) {
panEnd = panStart;
} else {
panEnd = _vm->_rnd.getRandomNumberRng(track.panEndMin, track.panEndMax);
}
track.volume = _vm->_rnd.getRandomNumberRng(track.volumeMin, track.volumeMax);
Audio::Mixer::SoundType mixerAmbientSoundType = kAmbientSoundType;
if (track.soundType >= 0) {
mixerAmbientSoundType = (Audio::Mixer::SoundType) track.soundType;
}
track.audioPlayerTrack = _vm->_audioPlayer->playAud(track.name,
track.volume * _ambientVolume / 100,
panStart,
panEnd,
track.priority,
kAudioPlayerOverrideVolume,
mixerAmbientSoundType);
track.nextPlayTimeStart = now;
track.nextPlayTimeDiff = _vm->_rnd.getRandomNumberRng(track.delayMin, track.delayMax);
}
}
void AmbientSounds::setVolume(int volume) {
if (_loopingSounds) {
for (int i = 0; i < kLoopingSounds; ++i) {
if (_loopingSounds[i].isActive && _loopingSounds[i].audioPlayerTrack != -1) {
int newVolume = _loopingSounds[i].volume * volume / 100;
if (_vm->_audioPlayer->isActive(_loopingSounds[i].audioPlayerTrack)) {
_vm->_audioPlayer->adjustVolume(_loopingSounds[i].audioPlayerTrack, newVolume, 1u, false);
} else {
Audio::Mixer::SoundType mixerAmbientSoundType = kAmbientSoundType;
if (_loopingSounds[i].soundType >= 0) {
mixerAmbientSoundType = (Audio::Mixer::SoundType) _loopingSounds[i].soundType;
}
_loopingSounds[i].audioPlayerTrack = _vm->_audioPlayer->playAud(_loopingSounds[i].name, 1, _loopingSounds[i].pan, _loopingSounds[i].pan, 99, kAudioPlayerLoop | kAudioPlayerOverrideVolume, mixerAmbientSoundType);
if (_loopingSounds[i].audioPlayerTrack == -1) {
removeLoopingSound(i, 0u);
} else {
_vm->_audioPlayer->adjustVolume(_loopingSounds[i].audioPlayerTrack, newVolume, 1u, false);
}
}
}
}
}
_ambientVolume = volume;
}
int AmbientSounds::getVolume() const {
return _ambientVolume;
}
void AmbientSounds::playSample() {
playSound(kSfxSPIN1A, 100, 0, 0, 0);
}
int AmbientSounds::findAvailableNonLoopingTrack() const {
for (int i = 0; i != kNonLoopingSounds; ++i) {
if (!_nonLoopingSounds[i].isActive) {
return i;
}
}
return -1;
}
int AmbientSounds::findNonLoopingTrackByHash(int32 hash) const {
for (int i = 0; i != kNonLoopingSounds; ++i) {
NonLoopingSound &track = _nonLoopingSounds[i];
if (track.isActive && track.hash == hash) {
return i;
}
}
return -1;
}
int AmbientSounds::findAvailableLoopingTrack() const {
for (int i = 0; i != kLoopingSounds; ++i) {
if (!_loopingSounds[i].isActive) {
return i;
}
}
return -1;
}
int AmbientSounds::findLoopingTrackByHash(int32 hash) const {
for (int i = 0; i != kLoopingSounds; ++i) {
LoopingSound &track = _loopingSounds[i];
if (track.isActive && track.hash == hash) {
return i;
}
}
return -1;
}
void AmbientSounds::addSoundByName(
const Common::String &name,
uint32 delayMinSeconds, uint32 delayMaxSeconds,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk) {
int i = findAvailableNonLoopingTrack();
if (i < 0) {
return;
}
NonLoopingSound &track = _nonLoopingSounds[i];
uint32 now = _vm->_time->current();
#if BLADERUNNER_ORIGINAL_BUGS
#else
sort(&delayMinSeconds, &delayMaxSeconds);
sort(&volumeMin, &volumeMax);
sort(&panStartMin, &panStartMax);
sort(&panEndMin, &panEndMax);
#endif // BLADERUNNER_ORIGINAL_BUGS
track.isActive = true;
track.name = name;
track.hash = MIXArchive::getHash(name);
track.delayMin = 1000u * delayMinSeconds; // store as milliseconds
track.delayMax = 1000u * delayMaxSeconds; // store as milliseconds
track.nextPlayTimeStart = now;
track.nextPlayTimeDiff = _vm->_rnd.getRandomNumberRng(track.delayMin, track.delayMax);
track.volumeMin = volumeMin;
track.volumeMax = volumeMax;
track.volume = 0;
track.panStartMin = panStartMin;
track.panStartMax = panStartMax;
track.panEndMin = panEndMin;
track.panEndMax = panEndMax;
track.priority = priority;
track.soundType = -1;
}
void AmbientSounds::removeNonLoopingSoundByIndex(int index, bool stopPlaying) {
NonLoopingSound &track = _nonLoopingSounds[index];
if (stopPlaying) {
if (track.isActive && track.audioPlayerTrack != -1 && _vm->_audioPlayer->isActive(track.audioPlayerTrack)) {
_vm->_audioPlayer->stop(track.audioPlayerTrack, stopPlaying);
}
}
track.isActive = false;
track.audioPlayerTrack = -1;
// track.field_45 = 0;
track.soundType = -1;
}
void AmbientSounds::removeLoopingSoundByIndex(int index, uint32 delaySeconds) {
LoopingSound &track = _loopingSounds[index];
if (track.isActive && track.audioPlayerTrack != -1 && _vm->_audioPlayer->isActive(track.audioPlayerTrack)) {
if (delaySeconds > 0u) {
_vm->_audioPlayer->adjustVolume(track.audioPlayerTrack, 0, delaySeconds, false);
} else {
_vm->_audioPlayer->stop(track.audioPlayerTrack, false);
}
}
track.isActive = false;
track.name.clear();
track.hash = 0;
track.audioPlayerTrack = -1;
track.volume = 0;
track.pan = 0;
track.soundType = -1;
}
void AmbientSounds::save(SaveFileWriteStream &f) {
f.writeBool(false); // _isDisabled - not used
for (int i = 0; i != kNonLoopingSounds; ++i) {
// 73 bytes per non-looping sound
NonLoopingSound &track = _nonLoopingSounds[i];
f.writeBool(track.isActive);
f.writeStringSz(track.name, 13);
f.writeSint32LE(track.hash);
f.writeInt(-1); // track.audioPlayerTrack is not used after load
f.writeInt(track.delayMin);
f.writeInt(track.delayMax);
f.writeInt(0); // track.nextPlayTime is not used after load
f.writeInt(track.volumeMin);
f.writeInt(track.volumeMax);
f.writeInt(track.volume);
f.writeInt(track.panStartMin);
f.writeInt(track.panStartMax);
f.writeInt(track.panEndMin);
f.writeInt(track.panEndMax);
f.writeInt(track.priority);
f.padBytes(4); // field_45
}
for (int i = 0; i != kLoopingSounds; ++i) {
// 33 bytes per looping sound
LoopingSound &track = _loopingSounds[i];
f.writeBool(track.isActive);
f.writeStringSz(track.name, 13);
f.writeSint32LE(track.hash);
f.writeInt(-1); // track.audioPlayerTrack is not used after load
f.writeInt(track.volume);
f.writeInt(track.pan);
}
}
void AmbientSounds::load(SaveFileReadStream &f) {
removeAllLoopingSounds(0u);
removeAllNonLoopingSounds(true);
f.skip(4); // _isDisabled - not used
uint32 now = _vm->_time->getPauseStart();
for (int i = 0; i != kNonLoopingSounds; ++i) {
NonLoopingSound &track = _nonLoopingSounds[i];
track.isActive = f.readBool();
track.name = f.readStringSz(13);
track.hash = f.readSint32LE();
f.skip(4); // track.audioPlayerTrack is not used after load
track.audioPlayerTrack = -1;
track.delayMin = (uint32)f.readInt();
track.delayMax = (uint32)f.readInt();
f.skip(4); // track.nextPlayTime is not used after load
track.nextPlayTimeStart = now;
#if BLADERUNNER_ORIGINAL_BUGS
#else
sort(&(track.delayMin), &(track.delayMax));
#endif // BLADERUNNER_ORIGINAL_BUGS
track.nextPlayTimeDiff = _vm->_rnd.getRandomNumberRng(track.delayMin, track.delayMax);
track.volumeMin = f.readInt();
track.volumeMax = f.readInt();
track.volume = f.readInt();
track.panStartMin = f.readInt();
track.panStartMax = f.readInt();
track.panEndMin = f.readInt();
track.panEndMax = f.readInt();
#if BLADERUNNER_ORIGINAL_BUGS
#else
sort(&(track.volumeMin), &(track.volumeMax));
sort(&(track.panStartMin), &(track.panStartMax));
sort(&(track.panEndMin), &(track.panEndMax));
#endif // BLADERUNNER_ORIGINAL_BUGS
track.priority = f.readInt();
f.skip(4); // field_45
track.soundType = -1;
}
for (int i = 0; i != kLoopingSounds; ++i) {
LoopingSound &track = _loopingSounds[i];
track.isActive = f.readBool();
track.name = f.readStringSz(13);
track.hash = f.readSint32LE();
f.skip(4); // track.audioPlayerTrack is not used after load
track.audioPlayerTrack = -1;
track.volume = f.readInt();
track.pan = f.readInt();
track.soundType = -1;
}
for (int i = 0; i != kLoopingSounds; ++i) {
LoopingSound &track = _loopingSounds[i];
if (track.isActive) {
Audio::Mixer::SoundType mixerAmbientSoundType = kAmbientSoundType;
if (track.soundType >= 0) {
mixerAmbientSoundType = (Audio::Mixer::SoundType) track.soundType;
}
track.audioPlayerTrack = _vm->_audioPlayer->playAud(track.name, 1, track.pan, track.pan, 99, kAudioPlayerLoop | kAudioPlayerOverrideVolume, mixerAmbientSoundType);
if (track.audioPlayerTrack == -1) {
removeLoopingSoundByIndex(i, 0u);
} else {
_vm->_audioPlayer->adjustVolume(track.audioPlayerTrack, _ambientVolume * track.volume / 100, 2u, false);
}
}
}
}
} // End of namespace BladeRunner