scummvm/sword2/sound.cpp
Torbjörn Andersson a29d128bd3 Use RandomSource instead of rand().
svn-id: r10682
2003-10-08 18:02:53 +00:00

431 lines
10 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 "stdafx.h"
#include "bs2/sword2.h"
#include "bs2/console.h"
#include "bs2/defs.h" // for RESULT
#include "bs2/interpreter.h"
#include "bs2/protocol.h" // for FetchObjectName() for debugging FN_play_fx
#include "bs2/resman.h"
#include "bs2/sound.h"
#include "bs2/sword2.h"
namespace Sword2 {
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;
// max number of fx in queue at once [DO NOT EXCEED 255]
#define FXQ_LENGTH 32
_fxq_entry fxq[FXQ_LENGTH];
// used to store id of tunes that loop, for save & restore
uint32 looping_music_id = 0;
char musicDirectory[120];
void Trigger_fx(uint8 j);
// initialise the fxq by clearing all the entries
void Init_fx_queue(void) {
for (int j = 0; j < FXQ_LENGTH; j++) {
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) {
for (int j = 0; j < FXQ_LENGTH; j++) {
if (!fxq[j].resource)
continue;
switch (fxq[j].type) {
case FX_RANDOM:
// 1 in 'delay' chance of this fx occurring
if (g_sword2->_rnd.getRandomNumber(fxq[j].delay) == 0)
Trigger_fx(j);
break;
case FX_SPOT:
if (fxq[j].delay)
fxq[j].delay--;
else {
Trigger_fx(j);
fxq[j].type = FX_SPOT2;
}
break;
case FX_SPOT2:
// Once the Fx has finished remove it from the queue.
if (g_sound->isFxOpen(j + 1))
fxq[j].resource = 0;
break;
}
}
}
// called from Process_fx_queue only
void Trigger_fx(uint8 j) {
uint8 *data;
int32 id;
uint32 rv;
id = (uint32) j + 1; // because 0 is not a valid id
if (fxq[j].type == FX_SPOT) {
// load in the sample
data = res_man.open(fxq[j].resource);
data += sizeof(_standardHeader);
// wav data gets copied to sound memory
rv = g_sound->playFx(id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT);
// release the sample
res_man.close(fxq[j].resource);
} 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) {
// Not looped
rv = g_sound->playFx(id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT);
} else {
// Looped
rv = g_sound->playFx(id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP);
}
}
if (rv)
debug(5, "SFX ERROR: playFx() returned %.8x", rv);
}
// called from script only
int32 FN_play_fx(int32 *params) {
// 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 is just a local script flag
// fx_water = result;
// .
// .
// .
// 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");
}
debug(5, "SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", FetchObjectName(params[0]), params[3], params[4], params[2], type);
}
#endif
while (j < FXQ_LENGTH && fxq[j].resource != 0)
j++;
if (j == FXQ_LENGTH)
return IR_CONT;
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) {
// 'delay' param is the intended average no. seconds between
// playing this effect
fxq[j].delay = params[2] * 12;
} else {
// FX_SPOT or FX_LOOP:
// 'delay' is no. frames to wait before playing
fxq[j].delay = params[2];
}
fxq[j].volume = params[3]; // 0..16
fxq[j].pan = params[4]; // -16..16
if (fxq[j].type == FX_SPOT) {
// "pre-load" the sample; this gets it into memory
data = res_man.open(fxq[j].resource);
#ifdef _SWORD2_DEBUG
header = (_standardHeader*) data;
if (header->fileType != WAV_FILE)
Con_fatal_error("FN_play_fx given invalid resource");
#endif
// but then releases it to "age" out if the space is needed
res_man.close(fxq[j].resource);
} else {
// random & looped fx
id = (uint32) j + 1; // because 0 is not a valid id
// load in the sample
data = res_man.open(fxq[j].resource);
#ifdef _SWORD2_DEBUG
header = (_standardHeader*)data;
if (header->fileType != WAV_FILE)
Con_fatal_error("FN_play_fx given invalid resource");
#endif
data += sizeof(_standardHeader);
// copy it to sound memory, using position in queue as 'id'
rv = g_sound->openFx(id, data);
if (rv)
debug(5, "SFX ERROR: openFx() returned %.8x", rv);
// release the sample
res_man.close(fxq[j].resource);
}
if (fxq[j].type == FX_LOOP) {
// play now, rather than in Process_fx_queue where it was
// getting played again & again!
Trigger_fx(j);
}
// in case we want to call FN_stop_fx() later, to kill this fx
// (mainly for FX_LOOP & FX_RANDOM)
RESULT = j;
return IR_CONT;
}
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)
debug(5, "FN_set_fx_vol_and_pan(%d, %d, %d)", params[0], params[1], params[2]);
// setFxIdVolumePan(int32 id, uint8 vol, uint8 pan);
// driver fx_id is 1 + <pos in queue>
g_sound->setFxIdVolumePan(1 + params[0], params[1], 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_sound->setFxIdVolume(1 + params[0], params[1]);
return IR_CONT;
}
// called from script only
int32 FN_stop_fx(int32 *params) {
// 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
// stop fx & remove sample from sound memory
rv = g_sound->closeFx(id);
if (rv)
debug(5, "SFX ERROR: closeFx() returned %.8x", rv);
}
// remove from queue
fxq[j].resource = 0;
return IR_CONT;
}
// called from script only
int32 FN_stop_all_fx(int32 *params) {
// Stops all looped & random fx and clears the entire queue
// params: none
Clear_fx_queue();
return IR_CONT;
}
// Stops all looped & random fx and clears the entire queue
void Clear_fx_queue(void) {
// stop all fx & remove the samples from sound memory
g_sound->clearAllFx();
// clean out the queue
Init_fx_queue();
}
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) {
// params: 0 tune id
// 1 loop flag (0 or 1)
char filename[128];
bool loopFlag;
uint32 rv;
debug(5, "FN_play_music(%d, %d)", params[0], params[1]);
if (params[1] == FX_LOOP) {
loopFlag = true;
// keep a note of the id, for restarting after an
// interruption to gameplay
looping_music_id = params[0];
} else {
loopFlag = false;
// don't need to restart this tune after control panel or
// restore
looping_music_id = 0;
}
// add the appropriate file extension & play it
if (g_sword2->_gameId == GID_SWORD2_DEMO) {
// The demo I found didn't come with any music file, but you
// could use the music from the first CD of the complete game,
// I suppose...
strcpy(filename, "music.clu");
} else {
File f;
sprintf(filename, "music%d.clu", res_man.whichCd());
if (f.open(filename))
f.close();
else
strcpy(filename, "music.clu");
}
rv = g_sound->streamCompMusic(filename, params[0], loopFlag);
if (rv)
debug(5, "ERROR: streamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv);
return IR_CONT;
}
int32 FN_stop_music(int32 *params) { // called from script only
// params: none
looping_music_id = 0; // clear the 'looping' flag
g_sound->stopMusic();
return IR_CONT;
}
void Kill_music(void) {
looping_music_id = 0; // clear the 'looping' flag
g_sound->stopMusic();
}
int32 FN_check_music_playing(int32 *params) {
// params: none
// sets result to no. of seconds of current tune remaining
// or 0 if no music playing
// in seconds, rounded up to the nearest second
RESULT = g_sound->musicTimeRemaining();
return IR_CONT;
}
void PauseAllSound(void) {
g_sound->pauseMusic();
g_sound->pauseSpeech();
g_sound->pauseFx();
}
void UnpauseAllSound(void) {
g_sound->unpauseMusic();
g_sound->unpauseSpeech();
g_sound->unpauseFx();
}
} // End of namespace Sword2