scummvm/scumm/sound.cpp
Paweł Kołodziejski 01ccb6be9a added looping voc samples in imuse(not tested)
svn-id: r5087
2002-10-04 08:04:35 +00:00

1355 lines
34 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001/2002 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "sound.h"
#include "sound/mididrv.h"
#include "imuse.h"
#include "actor.h"
#include "bundle.h"
#include "common/config-file.h"
#include "common/util.h"
#ifdef _WIN32_WCE
extern void *bsearch(const void *, const void *, size_t,
size_t, int (*x) (const void *, const void *));
#endif
Sound::Sound(Scumm *parent) {
_scumm = parent;
_numberBundleMusic = -1;
_musicBundleBufFinal = NULL;
_musicBundleBufOutput = NULL;
}
Sound::~Sound() {
}
void Sound::addSoundToQueue(int sound) {
if (!(_scumm->_features & GF_AFTER_V7)) {
_scumm->_vars[_scumm->VAR_LAST_SOUND] = sound;
_scumm->ensureResourceLoaded(rtSound, sound);
addSoundToQueue2(sound);
} else {
// WARNING ! This may break something, maybe this sould be put inside if(_gameID == GID_FT) ?
// But why addSoundToQueue should not queue sound ?
_scumm->ensureResourceLoaded(rtSound, sound);
addSoundToQueue2(sound);
}
// if (_features & GF_AUDIOTRACKS)
// warning("Requesting audio track: %d", sound);
}
void Sound::addSoundToQueue2(int sound) {
if (_soundQue2Pos < 10) {
_soundQue2[_soundQue2Pos++] = sound;
}
}
void Sound::processSoundQues() {
int d;
int i, j;
int num;
int16 data[16];
IMuse *se;
processSfxQueues();
while (_soundQue2Pos) {
d = _soundQue2[--_soundQue2Pos];
if (d)
playSound(d);
}
for (i = 0; i < _soundQuePos;) {
num = _soundQue[i++];
if (i + num > _soundQuePos) {
warning("processSoundQues: invalid num value");
break;
}
for (j = 0; j < 16; j++)
data[j] = 0;
if (num > 0) {
for (j = 0; j < num; j++)
data[j] = _soundQue[i + j];
i += num;
se = _scumm->_imuse;
#if 0
debug(1, "processSoundQues(%d,%d,%d,%d,%d,%d,%d,%d,%d)",
data[0] >> 8,
data[0] & 0xFF,
data[1], data[2], data[3], data[4], data[5], data[6], data[7]
);
#endif
if ((_scumm->_gameId == GID_DIG) && (data[0] == 4096)){
// playBundleMusic(data[1] - 1);
}
if (!(_scumm->_features & GF_AFTER_V7)) {
if (se)
_scumm->_vars[_scumm->VAR_SOUNDRESULT] =
(short)se->do_command(data[0], data[1], data[2], data[3], data[4],
data[5], data[6], data[7]);
} else {
if (_scumm->_imuseDigital)
_scumm->_vars[_scumm->VAR_SOUNDRESULT] =
(short)_scumm->_imuseDigital->doCommand(data[0], data[1], data[2], data[3], data[4],
data[5], data[6], data[7]);
}
}
}
_soundQuePos = 0;
}
byte * Sound::readCreativeVocFile(byte * ptr, uint32 & size, uint32 & rate, uint32 & loops) {
assert(strncmp((char*)ptr, "Creative Voice File\x1A", 20) == 0);
int32 offset = READ_LE_UINT16(ptr + 20);
int16 version = READ_LE_UINT16(ptr + 22);
int16 code = READ_LE_UINT16(ptr + 24);
assert(version == 0x010A || version == 0x0114);
assert(code == ~version + 0x1234);
bool quit = 0;
byte * ret_sound = 0; size = 0, loops = 0;
while(!quit) {
int len = READ_LE_UINT32(ptr + offset);
offset += 4;
int code = len & 0xFF;
len >>= 8;
switch(code) {
case 0: quit = 1; break;
case 1: {
int time_constant = ptr[offset++];
int packing = ptr[offset++];
len -= 2;
rate = 1000000L / (256L - time_constant);
debug(9, "VOC Data Bloc : %d, %d, %d", rate, packing, len);
if(packing == 0) {
if(size) {
ret_sound = (byte*)realloc(ret_sound, size + len);
} else {
ret_sound = (byte*)malloc(len);
}
memcpy(ret_sound + size, ptr + offset, len);
size += len;
} else {
warning("VOC file packing %d unsupported", packing);
}
} break;
case 6: // begin of loop
loops = len + 1;
break;
case 7: // end of loop
break;
default:
warning("Invalid code in VOC file : %d", code);
//~ quit = 1;
break;
}
offset += len;
}
debug(9, "VOC Data Size : %d", size);
return ret_sound;
}
void Sound::playSound(int sound) {
byte *ptr;
int size;
int rate;
debug(3,"playSound #%d (room %d)",
sound, _scumm->getResourceRoomNr(rtSound, sound));
ptr = _scumm->getResourceAddress(rtSound, sound);
if (ptr) {
if (READ_UINT32_UNALIGNED(ptr) == MKID('iMUS')){
_scumm->_imuseDigital->startSound(sound);
return;
}
else if (READ_UINT32_UNALIGNED(ptr) == MKID('SOUN')) {
ptr += 8;
_scumm->_vars[_scumm->VAR_MI1_TIMER] = 0;
playCDTrack(ptr[16], ptr[17] == 0xff ? -1 : ptr[17],
(ptr[18] * 60 + ptr[19]) * 75 + ptr[20], 0);
_scumm->current_cd_sound = sound;
return;
}
// Support for SFX in Monkey Island 1, Mac version
// This is rather hackish right now, but works OK. SFX are not sounding
// 100% correct, though, not sure right now what is causing this.
else if (READ_UINT32_UNALIGNED(ptr) == MKID('Mac1')) {
// Read info from the header
size = READ_UINT32_UNALIGNED(ptr+0x60);
rate = READ_UINT32_UNALIGNED(ptr+0x64) >> 16;
// Skip over the header (fixed size)
ptr += 0x72;
// Allocate a sound buffer, copy the data into it, and play
char *sound = (char*)malloc(size);
memcpy(sound, ptr, size);
_scumm->_mixer->playRaw(NULL, sound, size, rate, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE);
return;
}
// Support for Putt-Putt sounds - very hackish, too 8-)
else if (READ_UINT32_UNALIGNED(ptr) == MKID('DIGI')) {
// TODO - discover what data the first chunk, HSHD, contains
// it might be useful here.
ptr += 8 + READ_BE_UINT32_UNALIGNED(ptr+12);
if (READ_UINT32_UNALIGNED(ptr) != MKID('SDAT'))
return; // abort
size = READ_BE_UINT32_UNALIGNED(ptr+4);
rate = 8000; // FIXME - what value here ?!? 8000 is just a guess
// Allocate a sound buffer, copy the data into it, and play
char *sound = (char*)malloc(size);
memcpy(sound, ptr + 8, size);
_scumm->_mixer->playRaw(NULL, sound, size, rate, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE);
return;
}
else if (READ_UINT32_UNALIGNED(ptr) == MKID('Crea')) {
_scumm->_imuseDigital->startSound(sound);
return;
}
else if (READ_UINT32_UNALIGNED(ptr) == MKID('ADL ')) {
// played as MIDI, just to make perhaps the later use
// of WA possible (see "else if" with GF_OLD256 below)
}
// Support for sampled sound effects in Monkey1 and Monkey2
else if (READ_UINT32_UNALIGNED(ptr) == MKID('SBL ')) {
debug(2, "Using SBL sound effect");
// TODO - Figuring out how the SBL chunk works. Here's
// an example:
//
// 53 42 4c 20 00 00 11 ae |SBL ....|
// 41 55 68 64 00 00 00 03 |AUhd....|
// 00 00 80 41 55 64 74 00 |...AUdt.|
// 00 11 9b 01 96 11 00 a6 |........|
// 00 7f 7f 7e 7e 7e 7e 7e |...~~~~~|
// 7e 7f 7f 80 80 7f 7f 7f |~.......|
// 7f 80 80 7f 7e 7d 7d 7e |....~}}~|
// 7e 7e 7e 7e 7e 7e 7e 7f |~~~~~~~.|
//
// The length of the AUhd chunk always seems to be 3
// bytes. Let's skip that for now.
//
// The starting offset, length and sample rate is all
// pure guesswork. The result sounds reasonable to me,
// but I've never heard the original.
//
// I've since discovered that the non-interactive
// Sam & Max demo also uses SBL sound effects, but
// with different sub-chunks. Example:
//
// 53 42 4c 20 00 01 15 6e |SBL ...n|
// 57 56 68 64 00 00 00 03 |WVhd....|
// 00 00 80 57 56 64 74 00 |...WVdt.|
// 01 15 5b 01 56 15 01 a6 |..[.V...|
// 00 80 80 80 80 80 80 80 |........|
// 80 80 80 80 80 80 80 80 |........|
// 80 80 80 80 80 80 80 80 |........|
// 80 80 80 80 80 80 80 80 |........|
//
// I'm going to assume that the sample frequency is
// the only important difference between the two.
if (READ_UINT32_UNALIGNED(ptr + 8) == MKID('WVhd'))
rate = 11025;
else
rate = 8000;
size = READ_BE_UINT32_UNALIGNED(ptr + 4) - 27;
// Allocate a sound buffer, copy the data into it, and play
char *sound = (char*)malloc(size);
memcpy(sound, ptr + 33, size);
_scumm->_mixer->playRaw(NULL, sound, size, rate, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE);
return;
} else if (_scumm->_features & GF_OLD256) {
char *sound;
size = READ_LE_UINT32(ptr);
#if 0
// FIXME - this is just some debug output for Zak256
if (size != 30) {
char name[9];
memcpy(name, ptr+22, 8);
name[8] = 0;
printf("Going to play Zak256 sound '%s':\n", name);
hexdump(ptr, 0x40);
}
/*
There seems to be some pattern in the Zak256 sound data. Two typical
examples are these:
d7 10 00 00 53 4f d1 10 |....SO..|
00 00 00 00 04 00 ff 00 |........|
64 00 00 00 01 00 64 6f |d.....do|
6f 72 6f 70 65 6e 40 a8 |oropen@.|
57 14 a1 10 00 00 50 08 |W.....P.|
00 00 00 00 00 00 b3 07 |........|
00 00 3c 00 00 00 04 80 |..<.....|
03 02 0a 01 8c 82 87 81 |........|
5b 07 00 00 53 4f 55 07 |[...SOU.|
00 00 00 00 04 00 ff 00 |........|
64 00 00 00 01 00 64 72 |d.....dr|
77 6f 70 65 6e 00 53 a8 |wopen.S.|
57 14 25 07 00 00 92 03 |W.%.....|
00 00 00 00 00 00 88 03 |........|
00 00 3c 00 00 00 82 82 |..<.....|
83 84 86 88 89 8b 89 89 |........|
As you can see, there are quite some patterns, e.g.
the 00 00 00 3c - the sound data seems to start at
offset 54.
Indy 3 seems to use a different format. The very first sound played
in Indy 3 looks as follows:
5a 25 00 00 53 4f 54 25 |Z%..SOT%|
00 00 53 4f db 0a 00 00 |..SO....|
57 41 c8 00 18 00 00 00 |WA......|
00 00 00 00 9e 05 00 00 |........|
00 00 00 00 fd 32 00 f8 |.....2..|
02 f9 08 ff 22 08 00 ff |...."...|
20 5c 00 ff 10 03 00 fd | \......|
64 00 f8 00 f9 00 ff 22 |d......"|
Indy 3, opening a door:
d1 00 00 00 53 4f cb 00 |....SO..|
00 00 53 4f a2 00 00 00 |..SO....|
57 41 64 00 18 00 00 00 |WAd.....|
00 00 00 00 00 00 00 00 |........|
00 00 7e 00 f9 0c ff 20 |..~.... |
90 01 ff 22 c2 01 ff 0a |..."....|
03 00 ff 04 57 06 ff 00 |....W...|
04 00 ff 0a 00 00 ff 00 |........|
So there seems to be a "SO" chunk which contains again a SO chunk and a WA chunk.
WA probably again contains audio data?
*/
#endif
rate = 11000;
ptr += 0x16;
if (size == 30) {
int track = *ptr;
if (track == _scumm->current_cd_sound)
if (pollCD() == 1) return;
playCDTrack(track, 1, 0, 0);
_scumm->current_cd_sound = track;
return;
}
size -= 0x36;
sound = (char*)malloc(size);
for (int x = 0; x < size; x++) {
int bit = *ptr++;
if (_scumm->_gameId == GID_INDY3_256) {
// FIXME - this is an (obviously incorrect, just listen to it)
// test hack for the Indy3 music format.... it doesn't work better
// but at least the generated data "looks" somewhat OK :-)
sound[x] = bit ^ 0x80;
} else {
if (bit < 0x80)
sound[x] = 0x7F-bit;
else
sound[x] = bit;
}
}
// FIXME: Maybe something in the header signifies looping? Need to
// track it down and add a mixer flag or something (see also bug .
_scumm->_mixer->playRaw(NULL, sound, size, 11000, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE);
return;
}
}
IMuse *se = _scumm->_imuse;
if (se) {
_scumm->getResourceAddress(rtSound, sound);
se->start_sound(sound);
}
}
void Sound::processSfxQueues() {
Actor *a;
int act;
bool b, finished;
if (_talk_sound_mode != 0) {
if (_talk_sound_mode & 1)
startTalkSound(_talk_sound_a1, _talk_sound_b1, 1);
if (_talk_sound_mode & 2)
_talkChannel = startTalkSound(_talk_sound_a2, _talk_sound_b2, 2);
_talk_sound_mode = 0;
}
if (_scumm->_vars[_scumm->VAR_TALK_ACTOR]) { //_sfxMode & 2) {
act = _scumm->_vars[_scumm->VAR_TALK_ACTOR];
if (_talkChannel < 0)
finished = false;
else if (_scumm->_mixer->_channels[_talkChannel] == NULL)
finished = true;
else
finished = false;
if (act != 0 && (uint) act < 0x80 && !_scumm->_string[0].no_talk_anim) {
a = _scumm->derefActorSafe(act, "processSfxQueues");
if (a->room == _scumm->_currentRoom && (finished || !_endOfMouthSync)) {
b = true;
if (!finished)
b = isMouthSyncOff(_curSoundPos);
if (_mouthSyncMode != b) {
_mouthSyncMode = b;
if (_talk_sound_frame != -1) {
a->startAnimActor(_talk_sound_frame);
_talk_sound_frame = -1;
} else
a->startAnimActor(b ? a->talkFrame2 : a->talkFrame1);
}
}
}
if (finished && _scumm->_talkDelay == 0) {
_scumm->stopTalk();
_sfxMode &= ~2;
_talkChannel = -1;
}
}
if (_sfxMode & 1) {
if (isSfxFinished()) {
_sfxMode &= ~1;
}
}
}
#ifdef COMPRESSED_SOUND_FILE
static int compar(const void *a, const void *b)
{
return ((MP3OffsetTable *) a)->org_offset -
((MP3OffsetTable *) b)->org_offset;
}
#endif
int Sound::startTalkSound(uint32 offset, uint32 b, int mode) {
int num = 0, i;
byte file_byte, file_byte_2;
int size;
if (_sfxFile->isOpen() == false) {
warning("startTalkSound: SFX file is not open");
return -1;
}
// Some games frequently assume that starting one sound effect will
// automatically stop any other that may be playing at that time. So
// that is what we do here, but we make an exception for speech.
//
// Do any other games than these need this hack?
if (mode == 1 && (_scumm->_gameId == GID_TENTACLE || _scumm->_gameId == GID_SAMNMAX)) {
for (int i = 0; i < _scumm->_mixer->NUM_CHANNELS; i++) {
if (i != _talkChannel)
_scumm->_mixer->stop(i);
}
}
if (b > 8) {
num = (b - 8) >> 1;
}
#ifdef COMPRESSED_SOUND_FILE
if (offset_table != NULL) {
MP3OffsetTable *result = NULL, key;
key.org_offset = offset;
result = (MP3OffsetTable *) bsearch(&key, offset_table, num_sound_effects,
sizeof(MP3OffsetTable), compar);
if (result == NULL) {
warning("startTalkSound: did not find sound at offset %d !", offset);
return -1;
}
if (2 * num != result->num_tags) {
warning("startTalkSound: number of tags do not match (%d - %d) !", b,
result->num_tags);
num = result->num_tags;
}
offset = result->new_offset;
size = result->compressed_size;
} else
#endif
{
offset += 8;
size = -1;
}
_sfxFile->seek(offset, SEEK_SET);
i = 0;
while (num > 0) {
_sfxFile->read(&file_byte, sizeof(file_byte));
_sfxFile->read(&file_byte_2, sizeof(file_byte_2));
_mouthSyncTimes[i++] = file_byte | (file_byte_2 << 8);
num--;
}
_mouthSyncTimes[i] = 0xFFFF;
_sfxMode |= mode;
_curSoundPos = 0;
_mouthSyncMode = true;
return startSfxSound(_sfxFile, size);
}
void Sound::stopTalkSound() {
if (_sfxMode & 2) {
stopSfxSound();
_sfxMode &= ~2;
}
}
bool Sound::isMouthSyncOff(uint pos) {
uint j;
bool val = true;
uint16 *ms = _mouthSyncTimes;
_endOfMouthSync = false;
do {
val ^= 1;
j = *ms++;
if (j == 0xFFFF) {
_endOfMouthSync = true;
break;
}
} while (pos > j);
return val;
}
int Sound::isSoundRunning(int sound) {
IMuse *se;
int i;
if (sound == _scumm->current_cd_sound)
return pollCD();
i = _soundQue2Pos;
while (i--) {
if (_soundQue2[i] == sound)
return 1;
}
if (isSoundInQueue(sound))
return 1;
if (!_scumm->isResourceLoaded(rtSound, sound))
return 0;
if (_scumm->_imuseDigital) {
return _scumm->_imuseDigital->getSoundStatus(sound);
}
se = _scumm->_imuse;
if (!se)
return 0;
return se->get_sound_status(sound);
}
bool Sound::isSoundInQueue(int sound) {
int i = 0, j, num;
int16 table[16];
while (i < _soundQuePos) {
num = _soundQue[i++];
memset(table, 0, sizeof(table));
if (num > 0) {
for (j = 0; j < num; j++)
table[j] = _soundQue[i + j];
i += num;
if (table[0] == 0x10F && table[1] == 8 && table[2] == sound)
return 1;
}
}
return 0;
}
void Sound::stopSound(int a) {
IMuse *se;
int i;
if (a != 0 && a == _scumm->current_cd_sound) {
_scumm->current_cd_sound = 0;
stopCD();
}
if (_scumm->_imuseDigital) {
_scumm->_imuseDigital->stopSound(a);
} else {
se = _scumm->_imuse;
if (se)
se->stop_sound(a);
}
for (i = 0; i < 10; i++)
if (_soundQue2[i] == a)
_soundQue2[i] = 0;
}
void Sound::stopAllSounds()
{
IMuse *se = _scumm->_imuse;
if (_scumm->current_cd_sound != 0) {
_scumm->current_cd_sound = 0;
stopCD();
}
if (se) {
se->stop_all_sounds();
se->clear_queue();
}
clearSoundQue();
stopSfxSound();
}
void Sound::clearSoundQue() {
_soundQue2Pos = 0;
memset(_soundQue2, 0, sizeof(_soundQue2));
}
void Sound::soundKludge(int16 * list) {
int16 *ptr;
int i;
if (list[0] == -1) {
processSoundQues();
return;
}
_soundQue[_soundQuePos++] = 8;
ptr = _soundQue + _soundQuePos;
_soundQuePos += 8;
for (i = 0; i < 8; i++)
*ptr++ = list[i];
if (_soundQuePos > 0x100)
error("Sound que buffer overflow");
}
void Sound::talkSound(uint32 a, uint32 b, int mode, int frame) {
if (mode == 1) {
_talk_sound_a1 = a;
_talk_sound_b1 = b;
} else {
_talk_sound_a2 = a;
_talk_sound_b2 = b;
}
_talk_sound_frame = frame;
_talk_sound_mode |= mode;
}
/* The sound code currently only supports General Midi.
* General Midi is used in Day Of The Tentacle.
* Roland music is also playable, but doesn't sound well.
* A mapping between roland instruments and GM instruments
* is needed.
*/
void Sound::setupSound() {
if (_scumm->_imuse) {
_scumm->_imuse->setBase(_scumm->res.address[rtSound]);
_sound_volume_music = g_config->getInt("music_volume", kDefaultMusicVolume);
_sound_volume_master = g_config->getInt("master_volume", kDefaultMasterVolume);
_sound_volume_sfx = g_config->getInt("sfx_volume", kDefaultSFXVolume);
_scumm->_imuse->set_master_volume(_sound_volume_master);
_scumm->_imuse->set_music_volume(_sound_volume_music);
_scumm->_mixer->setVolume(_sound_volume_sfx);
_scumm->_mixer->setMusicVolume(_sound_volume_music);
}
_sfxFile = openSfxFile();
}
void Sound::pauseSounds(bool pause) {
IMuse *se = _scumm->_imuse;
if (se)
se->pause(pause);
_soundsPaused = pause;
_scumm->_mixer->pause(pause);
if ((_scumm->_features & GF_AUDIOTRACKS) && _scumm->_vars[_scumm->VAR_MI1_TIMER] > 0) {
if (pause)
stopCDTimer();
else
startCDTimer();
}
}
int Sound::startSfxSound(File *file, int file_size) {
char ident[8];
int block_type;
byte work[8];
uint size = 0;
int rate, comp;
byte *data;
#ifdef COMPRESSED_SOUND_FILE
if (file_size > 0) {
data = (byte *)calloc(file_size + MAD_BUFFER_GUARD, 1);
if (file->read(data, file_size) != (uint)file_size) {
/* no need to free the memory since error will shut down */
error("startSfxSound: cannot read %d bytes", size);
return -1;
}
return playSfxSound_MP3(data, file_size);
}
#endif
if (file->read(ident, 8) != 8)
goto invalid;
if (!memcmp(ident, "VTLK", 4)) {
file->seek(SOUND_HEADER_BIG_SIZE - 8, SEEK_CUR);
} else if (!memcmp(ident, "Creative", 8)) {
file->seek(SOUND_HEADER_SIZE - 8, SEEK_CUR);
} else {
invalid:;
warning("startSfxSound: invalid header");
return -1;
}
block_type = file->readByte();
if (block_type != 1) {
warning("startSfxSound: Expecting block_type == 1, got %d", block_type);
return -1;
}
file->read(work, 3);
size = (work[0] | (work[1] << 8) | (work[2] << 16)) - 2;
rate = file->readByte();
comp = file->readByte();
if (comp != 0) {
warning("startSfxSound: Unsupported compression type %d", comp);
return -1;
}
data = (byte *)malloc(size);
if (data == NULL) {
error("startSfxSound: out of memory");
return -1;
}
if (file->read(data, size) != size) {
/* no need to free the memory since error will shut down */
error("startSfxSound: cannot read %d bytes", size);
return -1;
}
return playSfxSound(data, size, 1000000 / (256 - rate), true);
}
File * Sound::openSfxFile() {
char buf[256];
File * file = new File();
/* Try opening the file <_exe_name>.sou first, eg tentacle.sou.
* That way, you can keep .sou files for multiple games in the
* same directory */
#ifdef COMPRESSED_SOUND_FILE
offset_table = NULL;
sprintf(buf, "%s.so3", _scumm->_exe_name);
if (!file->open(buf, _scumm->getGameDataPath())) {
file->open("monster.so3", _scumm->getGameDataPath());
}
if (file->isOpen() == true) {
/* Now load the 'offset' index in memory to be able to find the MP3 data
The format of the .SO3 file is easy :
- number of bytes of the 'index' part
- N times the following fields (4 bytes each) :
+ offset in the original sound file
+ offset of the MP3 data in the .SO3 file WITHOUT taking into account
the index field and the 'size' field
+ the number of 'tags'
+ the size of the MP3 data
- and then N times :
+ the tags
+ the MP3 data
*/
int size, compressed_offset;
MP3OffsetTable *cur;
compressed_offset = file->readDwordBE();
offset_table = (MP3OffsetTable *) malloc(compressed_offset);
num_sound_effects = compressed_offset / 16;
size = compressed_offset;
cur = offset_table;
while (size > 0) {
cur[0].org_offset = file->readDwordBE();
cur[0].new_offset = file->readDwordBE() + compressed_offset + 4; /* The + 4 is to take into accound the 'size' field */
cur[0].num_tags = file->readDwordBE();
cur[0].compressed_size = file->readDwordBE();
size -= 4 * 4;
cur++;
}
return file;
}
#endif
sprintf(buf, "%s.sou", _scumm->_exe_name);
if (!file->open(buf, _scumm->getGameDataPath())) {
file->open("monster.sou", _scumm->getGameDataPath());
}
return file;
}
void Sound::stopSfxSound() {
if (_scumm->_imuseDigital) {
_scumm->_imuseDigital->stopAll();
}
_scumm->_mixer->stopAll();
}
bool Sound::isSfxFinished() {
return !_scumm->_mixer->hasActiveChannel();
}
uint32 Sound::decode12BitsSample(byte * src, byte ** dst, uint32 size, bool stereo = false) {
uint32 s_size = (size / 3) * 4;
uint32 loop_size = s_size / 4;
if (stereo == true) {
s_size *= 2;
}
byte *ptr = *dst = (byte*)malloc(s_size);
uint32 tmp;
while(loop_size--) {
byte v1 = *src++;
byte v2 = *src++;
byte v3 = *src++;
tmp = ((((v2 & 0x0f) << 8) | v1) << 4) - 0x8000;
*ptr++ = (byte)((tmp >> 8) & 0xff);
*ptr++ = (byte)(tmp & 0xff);
if (stereo == true) {
*ptr++ = (byte)((tmp >> 8) & 0xff);
*ptr++ = (byte)(tmp & 0xff);
}
tmp = ((((v2 & 0xf0) << 4) | v3) << 4) - 0x8000;
*ptr++ = (byte)((tmp >> 8) & 0xff);
*ptr++ = (byte)(tmp & 0xff);
if (stereo == true) {
*ptr++ = (byte)((tmp >> 8) & 0xff);
*ptr++ = (byte)(tmp & 0xff);
}
}
return s_size;
}
static void music_handler (void * engine) {
g_scumm->_sound->bundleMusicHandler(g_scumm);
}
#define OUTPUT_SIZE 66150 // ((22050 * 2 * 2) / 4) * 3
void Sound::playBundleMusic(int32 song) {
if (_numberBundleMusic == -1) {
if (_scumm->_bundle->openMusicFile("digmusic.bun", _scumm->getGameDataPath()) == false) {
return;
}
_musicBundleBufFinal = (byte*)malloc(OUTPUT_SIZE);
_musicBundleBufOutput = (byte*)malloc(10 * 0x2000);
_currentSampleBundleMusic = 0;
_offsetSampleBundleMusic = 0;
_offsetBufBundleMusic = 0;
_pauseBundleMusic = false;
_numberSamplesBundleMusic = _scumm->_bundle->getNumberOfMusicSamplesByIndex(song);
_numberBundleMusic = song;
_scumm->_timer->installProcedure(&music_handler, 1000);
return;
}
if (_numberBundleMusic != song) {
_numberSamplesBundleMusic = _scumm->_bundle->getNumberOfMusicSamplesByIndex(song);
_numberBundleMusic = song;
_currentSampleBundleMusic = 0;
_offsetSampleBundleMusic = 0;
_offsetBufBundleMusic = 0;
}
}
void Sound::pauseBundleMusic(bool state) {
_pauseBundleMusic = state;
}
void Sound::stopBundleMusic() {
_scumm->_timer->releaseProcedure(&music_handler);
_numberBundleMusic = -1;
if (_musicBundleBufFinal) {
free(_musicBundleBufFinal);
_musicBundleBufFinal = NULL;
}
if (_musicBundleBufOutput) {
free(_musicBundleBufOutput);
_musicBundleBufOutput = NULL;
}
}
void Sound::bundleMusicHandler(Scumm * scumm) {
byte * ptr;
int32 l, num = _numberSamplesBundleMusic, length, k;
int32 rate = 22050;
int32 tag, size = -1, header_size = 0;
ptr = _musicBundleBufOutput;
if (_pauseBundleMusic)
return;
for (k = 0, l = _currentSampleBundleMusic; l < num; k++) {
length = _scumm->_bundle->decompressMusicSampleByIndex(_numberBundleMusic, l, (_musicBundleBufOutput + ((k * 0x2000) + _offsetBufBundleMusic)));
_offsetSampleBundleMusic += length;
if (l == 0) {
tag = READ_BE_UINT32(ptr); ptr += 4;
if (tag != MKID_BE('iMUS')) {
warning("Decompression of bundle sound failed");
_numberBundleMusic = -1;
return;
}
ptr += 12;
while(tag != MKID_BE('DATA')) {
tag = READ_BE_UINT32(ptr); ptr += 4;
switch(tag) {
case MKID_BE('FRMT'):
size = READ_BE_UINT32(ptr); ptr += 24;
break;
case MKID_BE('TEXT'):
case MKID_BE('REGN'):
case MKID_BE('STOP'):
case MKID_BE('JUMP'):
size = READ_BE_UINT32(ptr); ptr += size + 4;
break;
case MKID_BE('DATA'):
size = READ_BE_UINT32(ptr); ptr += 4;
break;
default:
error("Unknown sound header %c%c%c%c", tag>>24, tag>>16, tag>>8, tag);
}
}
if (size < 0) {
warning("Decompression sound failed (no size field)");
_numberBundleMusic = -1;
return;
}
header_size = (ptr - _musicBundleBufOutput);
}
l++;
_currentSampleBundleMusic = l;
if (_offsetSampleBundleMusic >= OUTPUT_SIZE + header_size) {
memcpy(_musicBundleBufFinal, (_musicBundleBufOutput + header_size), OUTPUT_SIZE);
_offsetBufBundleMusic = _offsetSampleBundleMusic - OUTPUT_SIZE - header_size;
memcpy(_musicBundleBufOutput, (_musicBundleBufOutput + (OUTPUT_SIZE + header_size)), _offsetBufBundleMusic);
_offsetSampleBundleMusic = _offsetBufBundleMusic;
break;
}
}
if (_currentSampleBundleMusic == num)
_currentSampleBundleMusic = 0;
size = OUTPUT_SIZE;
ptr = _musicBundleBufFinal;
byte * buffer = NULL;
uint32 final_size = decode12BitsSample(ptr, &buffer, size);
if (_scumm->_mixer->_channels[SoundMixer::NUM_CHANNELS - 1] == NULL) {
_scumm->_mixer->playStream(NULL, SoundMixer::NUM_CHANNELS - 1, buffer, final_size, rate,
SoundMixer::FLAG_AUTOFREE | SoundMixer::FLAG_16BITS | SoundMixer::FLAG_STEREO);
} else {
_scumm->_mixer->append(SoundMixer::NUM_CHANNELS - 1, buffer, final_size, rate,
SoundMixer::FLAG_AUTOFREE | SoundMixer::FLAG_16BITS | SoundMixer::FLAG_STEREO);
}
}
void Sound::playBundleSound(char *sound) {
byte * ptr;
if (_scumm->_bundle->openVoiceFile("digvoice.bun", _scumm->getGameDataPath()) == false) {
return;
}
ptr = (byte *)malloc(1000000);
if (_scumm->_bundle->decompressVoiceSampleByName(sound, ptr) == 0) {
delete ptr;
return;
}
int rate = 22050;
int tag, size = -1;
tag = READ_BE_UINT32(ptr); ptr+=4;
if (tag != MKID_BE('iMUS')) {
warning("Decompression of bundle sound failed");
free(ptr);
return;
}
ptr += 12;
while(tag != MKID_BE('DATA')) {
tag = READ_BE_UINT32(ptr); ptr+=4;
switch(tag) {
case MKID_BE('FRMT'):
size = READ_BE_UINT32(ptr); ptr+=16;
rate = READ_BE_UINT32(ptr); ptr+=8;
break;
case MKID_BE('TEXT'):
case MKID_BE('REGN'):
case MKID_BE('STOP'):
case MKID_BE('JUMP'):
size = READ_BE_UINT32(ptr); ptr+=size+4;
break;
case MKID_BE('DATA'):
size = READ_BE_UINT32(ptr); ptr+=4;
break;
default:
error("Unknown sound header %c%c%c%c", tag>>24, tag>>16, tag>>8, tag);
}
}
if (size < 0) {
warning("Decompression sound failed (no size field)");
free(ptr);
return;
}
byte * final = (byte *)malloc(size);
memcpy(final, ptr, size);
_scumm->_mixer->playRaw(NULL, final, size, rate, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE);
}
int Sound::playSfxSound(void *sound, uint32 size, uint rate, bool isUnsigned) {
if (_soundsPaused)
return -1;
byte flags = SoundMixer::FLAG_AUTOFREE;
if (isUnsigned)
flags |= SoundMixer::FLAG_UNSIGNED;
return _scumm->_mixer->playRaw(NULL, sound, size, rate, flags);
}
int Sound::playSfxSound_MP3(void *sound, uint32 size) {
#ifdef COMPRESSED_SOUND_FILE
if (_soundsPaused)
return -1;
return _scumm->_mixer->playMP3(NULL, sound, size, SoundMixer::FLAG_AUTOFREE);
#endif
return -1;
}
// We use a real timer in an attempt to get better sync with CD tracks. This is
// necessary for games like Loom CD.
static void cd_timer_handler(void *ptr)
{
Scumm *scumm = (Scumm *) ptr;
// Maybe I could simply update _vars[VAR_MI1_TIMER] directly here, but
// I don't feel comfortable just doing that from what might be a
// separate thread. If someone tells me it's safe, I'll make the
// change right away.
// FIXME: Turn off the timer when it's no longer needed. In theory, it
// should be possible to check with pollCD(), but since CD sound isn't
// properly restarted when reloading a saved game, I don't dare to.
scumm->_sound->_cd_timer_value += 6;
}
int Sound::readCDTimer()
{
return _cd_timer_value;
}
void Sound::startCDTimer()
{
int timer_interval;
// The timer interval has been tuned for Loom CD and the Monkey 1
// intro. I have to use 100 for Loom, or there will be a nasty stutter
// when Chaos first appears, and I have to use 101 for Monkey 1 or the
// intro music will be cut short.
if (_scumm->_gameId == GID_LOOM256)
timer_interval = 100;
else
timer_interval = 101;
_scumm->_timer->releaseProcedure(&cd_timer_handler);
_cd_timer_value = _scumm->_vars[_scumm->VAR_MI1_TIMER];
_scumm->_timer->installProcedure(&cd_timer_handler, timer_interval);
}
void Sound::stopCDTimer()
{
_scumm->_timer->releaseProcedure(&cd_timer_handler);
}
void Sound::playCDTrack(int track, int num_loops, int start, int delay)
{
#ifdef COMPRESSED_SOUND_FILE
if (playMP3CDTrack(track, num_loops, start, delay) == -1)
#endif
_scumm->_system->play_cdrom(track, num_loops, start, delay);
// Start the timer after starting the track. Starting an MP3 track is
// almost instantaneous, but a CD player may take some time. Hopefully
// play_cdrom() will block during that delay.
startCDTimer();
}
void Sound::stopCD()
{
stopCDTimer();
#ifdef COMPRESSED_SOUND_FILE
if (stopMP3CD() == -1)
#endif
_scumm->_system->stop_cdrom();
}
int Sound::pollCD()
{
#ifdef COMPRESSED_SOUND_FILE
if (pollMP3CD())
return 1;
#endif
return _scumm->_system->poll_cdrom();
}
void Sound::updateCD()
{
#ifdef COMPRESSED_SOUND_FILE
if (updateMP3CD() == -1)
#endif
_scumm->_system->update_cdrom();
}
#ifdef COMPRESSED_SOUND_FILE
int Sound::getCachedTrack(int track) {
int i;
char track_name[1024];
File * file = new File();
int current_index;
struct mad_stream stream;
struct mad_frame frame;
unsigned char buffer[8192];
unsigned int buflen = 0;
int count = 0;
// See if we find the track in the cache
for (i = 0; i < CACHE_TRACKS; i++)
if (_cached_tracks[i] == track) {
if (_mp3_tracks[i])
return i;
else
return -1;
}
current_index = _current_cache++;
_current_cache %= CACHE_TRACKS;
// Not found, see if it exists
sprintf(track_name, "track%d.mp3", track);
file->open(track_name, _scumm->getGameDataPath());
_cached_tracks[current_index] = track;
/* First, close the previous file */
if (_mp3_tracks[current_index])
_mp3_tracks[current_index]->close();
_mp3_tracks[current_index] = NULL;
if (file->isOpen() == false) {
// This warning is pretty pointless.
debug(1, "Track %d not available in mp3 format", track);
return -1;
}
// Check the format and bitrate
mad_stream_init(&stream);
mad_frame_init(&frame);
while (1) {
if (buflen < sizeof(buffer)) {
int bytes;
bytes = file->read(buffer + buflen, sizeof(buffer) - buflen);
if (bytes <= 0) {
if (bytes == -1) {
warning("Invalid format for track %d", track);
goto error;
}
break;
}
buflen += bytes;
}
mad_stream_buffer(&stream, buffer, buflen);
while (1) {
if (mad_frame_decode(&frame, &stream) == -1) {
if (!MAD_RECOVERABLE(stream.error))
break;
if (stream.error != MAD_ERROR_BADCRC)
continue;
}
if (count++)
break;
}
if (count || stream.error != MAD_ERROR_BUFLEN)
break;
memmove(buffer, stream.next_frame,
buflen = &buffer[buflen] - stream.next_frame);
}
if (count)
memcpy(&_mad_header[current_index], &frame.header, sizeof(mad_header));
else {
warning("Invalid format for track %d", track);
goto error;
}
mad_frame_finish(&frame);
mad_stream_finish(&stream);
// Get file size
file->seek(0, SEEK_END);
_mp3_size[current_index] = file->pos();
_mp3_tracks[current_index] = file;
return current_index;
error:
mad_frame_finish(&frame);
mad_stream_finish(&stream);
delete file;
return -1;
}
int Sound::playMP3CDTrack(int track, int num_loops, int start, int delay) {
int index;
unsigned int offset;
mad_timer_t duration;
_scumm->_vars[_scumm->VAR_MI1_TIMER] = 0;
if (_soundsPaused)
return 0;
if ((num_loops == 0) && (start == 0)) {
return 0;
}
index = getCachedTrack(track);
if (index < 0)
return -1;
// Calc offset. As all bitrates are in kilobit per seconds, the division by 200 is always exact
offset = (start * (_mad_header[index].bitrate / (8 * 25))) / 3;
// Calc delay
if (!delay) {
mad_timer_set(&duration, (_mp3_size[index] * 8) / _mad_header[index].bitrate,
(_mp3_size[index] * 8) % _mad_header[index].bitrate, _mad_header[index].bitrate);
} else {
mad_timer_set(&duration, delay / 75, delay % 75, 75);
}
// Go
_mp3_tracks[index]->seek(offset, SEEK_SET);
if (_mp3_cd_playing == true)
_scumm->_mixer->stop(_mp3_index);
_mp3_index = _scumm->_mixer->playMP3CDTrack(NULL, _mp3_tracks[index], duration);
_mp3_cd_playing = true;
return 0;
}
int Sound::stopMP3CD() {
if (_mp3_cd_playing == true) {
_scumm->_mixer->stop(_mp3_index);
_mp3_cd_playing = false;
return 0;
}
return -1;
}
int Sound::pollMP3CD() {
if (_mp3_cd_playing == true)
return 1;
return 0;
}
int Sound::updateMP3CD() {
if (_mp3_cd_playing == false)
return -1;
if (_scumm->_mixer->_channels[_mp3_index] == NULL) {
warning("Error in MP3 decoding");
return -1;
}
if (_scumm->_mixer->_channels[_mp3_index]->soundFinished())
stopMP3CD();
return 0;
}
#endif