322 lines
8.2 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/music.h"
#include "bladerunner/audio_mixer.h"
#include "bladerunner/aud_stream.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/game_info.h"
#include "bladerunner/savefile.h"
#include "bladerunner/game_constants.h"
#include "common/timer.h"
namespace BladeRunner {
Music::Music(BladeRunnerEngine *vm) {
_vm = vm;
_channel = -1;
_musicVolume = BLADERUNNER_ORIGINAL_SETTINGS ? 65 : 100;
_isPlaying = false;
_isPaused = false;
_current.loop = false;
_isNextPresent = false;
_data = nullptr;
_stream = nullptr;
}
Music::~Music() {
stop(0);
while (isPlaying()) {
// wait for the mixer to finish
}
_vm->getTimerManager()->removeTimerProc(timerCallbackFadeOut);
_vm->getTimerManager()->removeTimerProc(timerCallbackNext);
}
bool Music::play(const Common::String &trackName, int volume, int pan, int32 timeFadeIn, int32 timePlay, int loop, int32 timeFadeOut) {
//Common::StackLock lock(_mutex);
if (_musicVolume <= 0) {
return false;
}
int volumeAdjusted = volume * _musicVolume / 100;
int volumeStart = volumeAdjusted;
if (timeFadeIn > 0) {
volumeStart = 1;
}
if (isPlaying()) {
if (!_current.name.equalsIgnoreCase(trackName)) {
_next.name = trackName;
_next.volume = volume;
_next.pan = pan;
_next.timeFadeIn = timeFadeIn;
_next.timePlay = timePlay;
_next.loop = loop;
_next.timeFadeOut = timeFadeOut;
if (_isNextPresent) {
stop(2);
}
_isNextPresent = true;
} else {
_current.loop = loop;
if (timeFadeIn < 0) {
timeFadeIn = 0;
}
adjustVolume(volumeAdjusted, timeFadeIn);
adjustPan(volumeAdjusted, timeFadeIn);
}
return true;
}
_data = getData(trackName);
if (_data == nullptr) {
return false;
}
_stream = new AudStream(_data);
_isNextPresent = false;
_channel = _vm->_audioMixer->playMusic(_stream, volumeStart, mixerChannelEnded, this);
if (_channel < 0) {
delete _stream;
_stream = nullptr;
delete[] _data;
_data = nullptr;
return false;
}
if (timeFadeIn > 0) {
adjustVolume(volumeAdjusted, timeFadeIn);
}
_current.name = trackName;
if (timePlay > 0) {
_vm->getTimerManager()->removeTimerProc(timerCallbackFadeOut);
_vm->getTimerManager()->installTimerProc(timerCallbackFadeOut, timePlay * 1000 * 1000, this, "BladeRunnerMusicFadeoutTimer");
} else if (timeFadeOut > 0) {
_vm->getTimerManager()->removeTimerProc(timerCallbackFadeOut);
_vm->getTimerManager()->installTimerProc(timerCallbackFadeOut, (_stream->getLength() - timeFadeOut * 1000) * 1000, this, "BladeRunnerMusicFadeoutTimer");
}
_isPlaying = true;
_current.volume = volume;
_current.pan = pan;
_current.timeFadeIn = timeFadeIn;
_current.timePlay = timePlay;
_current.loop = loop;
_current.timeFadeOut = timeFadeOut;
return true;
}
void Music::stop(uint32 delay) {
Common::StackLock lock(_mutex);
if (_channel < 0) {
return;
}
#if !BLADERUNNER_ORIGINAL_BUGS
// In original game, on queued music was not removed and it started playing after actor left the scene
_isNextPresent = false;
#endif
_current.loop = false;
_vm->_audioMixer->stop(_channel, 60u * delay);
}
void Music::adjust(int volume, int pan, uint32 delay) {
if (volume != -1) {
adjustVolume(_musicVolume * volume/ 100, delay);
}
if (pan != -101) {
adjustPan(pan, delay);
}
}
bool Music::isPlaying() {
return _channel >= 0 && _isPlaying;
}
void Music::setVolume(int volume) {
_musicVolume = volume;
if (volume <= 0) {
stop(2);
} else if (isPlaying()) {
_vm->_audioMixer->adjustVolume(_channel, _musicVolume * _current.volume / 100, 120);
}
}
int Music::getVolume() {
return _musicVolume;
}
void Music::playSample() {
if (!isPlaying()) {
play(_vm->_gameInfo->getSfxTrack(kSfxMUSVOL8), 100, 0, 2, -1, 0, 3);
}
}
void Music::save(SaveFileWriteStream &f) {
f.writeBool(_isNextPresent);
f.writeBool(_isPlaying);
f.writeBool(_isPaused);
f.writeStringSz(_current.name, 13);
f.writeInt(_current.volume);
f.writeInt(_current.pan);
f.writeInt(_current.timeFadeIn);
f.writeInt(_current.timePlay);
f.writeInt(_current.loop);
f.writeInt(_current.timeFadeOut);
f.writeStringSz(_next.name, 13);
f.writeInt(_next.volume);
f.writeInt(_next.pan);
f.writeInt(_next.timeFadeIn);
f.writeInt(_next.timePlay);
f.writeInt(_next.loop);
f.writeInt(_next.timeFadeOut);
}
void Music::load(SaveFileReadStream &f) {
_isNextPresent = f.readBool();
_isPlaying = f.readBool();
_isPaused = f.readBool();
_current.name = f.readStringSz(13);
_current.volume = f.readInt();
_current.pan = f.readInt();
_current.timeFadeIn = f.readInt();
_current.timePlay = f.readInt();
_current.loop = f.readInt();
_current.timeFadeOut = f.readInt();
_next.name = f.readStringSz(13);
_next.volume = f.readInt();
_next.pan = f.readInt();
_next.timeFadeIn = f.readInt();
_next.timePlay = f.readInt();
_next.loop = f.readInt();
_next.timeFadeOut = f.readInt();
stop(2);
if (_isPlaying) {
if (_channel == -1) {
play(_current.name,
_current.volume,
_current.pan,
_current.timeFadeIn,
_current.timePlay,
_current.loop,
_current.timeFadeOut);
} else {
_isNextPresent = true;
_next.name = _current.name;
_next.volume = _current.volume;
_next.pan = _current.pan;
_next.timeFadeIn = _current.timeFadeIn;
_next.timePlay = _current.timePlay;
_next.loop = _current.loop;
_next.timeFadeOut = _current.timeFadeOut;
}
}
}
void Music::adjustVolume(int volume, uint32 delay) {
if (_channel >= 0) {
_vm->_audioMixer->adjustVolume(_channel, volume, delay);
}
}
void Music::adjustPan(int pan, uint32 delay) {
if (_channel >= 0) {
_vm->_audioMixer->adjustPan(_channel, pan, delay);
}
}
void Music::ended() {
Common::StackLock lock(_mutex);
_isPlaying = false;
_channel = -1;
delete[] _data;
_data = nullptr;
_vm->getTimerManager()->installTimerProc(timerCallbackNext, 100 * 1000, this, "BladeRunnerMusicNextTimer");
}
void Music::fadeOut() {
_vm->getTimerManager()->removeTimerProc(timerCallbackFadeOut);
if (_channel >= 0) {
if (_current.timeFadeOut < 0) {
_current.timeFadeOut = 0;
}
_vm->_audioMixer->stop(_channel, 60u * _current.timeFadeOut);
}
}
void Music::next() {
_vm->getTimerManager()->removeTimerProc(timerCallbackNext);
if (_isNextPresent) {
if (_isPaused) {
_vm->getTimerManager()->installTimerProc(timerCallbackNext, 2000 * 1000, this, "BladeRunnerMusicNextTimer");
} else {
play(_next.name.c_str(), _next.volume, _next.pan, _next.timeFadeIn, _next.timePlay, _next.loop, _next.timeFadeOut);
}
_current.loop = false;
} else if (_current.loop) {
play(_current.name.c_str(), _current.volume, _current.pan, _current.timeFadeIn, _current.timePlay, _current.loop, _current.timeFadeOut);
}
}
void Music::mixerChannelEnded(int channel, void *data) {
if (data != nullptr) {
((Music *)data)->ended();
}
}
void Music::timerCallbackFadeOut(void *refCon) {
((Music *)refCon)->fadeOut();
}
void Music::timerCallbackNext(void *refCon) {
((Music *)refCon)->next();
}
byte *Music::getData(const Common::String &name) {
// NOTE: This is not part original game, loading data is done in the mixer and its using buffering to limit memory usage
Common::SeekableReadStream *stream = _vm->getResourceStream(name);
if (stream == nullptr) {
return nullptr;
}
uint32 size = stream->size();
byte *data = new byte[size];
stream->read(data, size);
delete stream;
return data;
}
} // End of namespace BladeRunner