mirror of
https://github.com/libretro/scummvm.git
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224b2afbf1
svn-id: r17413
311 lines
7.0 KiB
C++
311 lines
7.0 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004-2005 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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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* 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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* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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// Sound resource management class
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#include "saga/saga.h"
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#include "saga/rscfile_mod.h"
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#include "saga/sndres.h"
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#include "saga/sound.h"
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#include "saga/stream.h"
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#include "common/file.h"
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#include "sound/voc.h"
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#include "sound/wave.h"
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namespace Saga {
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SndRes::SndRes(SagaEngine *vm) : _vm(vm) {
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/* Load sound module resource file contexts */
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_sfx_ctxt = _vm->getFileContext(GAME_SOUNDFILE, 0);
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if (_sfx_ctxt == NULL) {
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return;
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}
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_voice_ctxt = _vm->getFileContext(GAME_VOICEFILE, 0);
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if (_voice_ctxt == NULL) {
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return;
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}
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// Grab sound resource information for the current game
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_snd_info = *_vm->getSoundInfo();
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_init = 1;
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}
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int SndRes::playSound(uint32 sound_rn, int volume, bool loop) {
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SOUNDBUFFER snd_buffer;
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debug(0, "SndRes::playSound(%ld)", sound_rn);
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if (load(_sfx_ctxt, sound_rn, &snd_buffer) != SUCCESS) {
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debug(0, "Failed to load sound");
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return FAILURE;
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}
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_vm->_sound->playSound(&snd_buffer, volume, loop);
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return SUCCESS;
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}
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int SndRes::playVoice(uint32 voice_rn) {
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SOUNDBUFFER snd_buffer;
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int result = FAILURE;
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bool voiceFile = false;
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debug(0, "SndRes::playVoice(%ld)", voice_rn);
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if (_vm->getGameType() == GType_ITE && voice_rn == 4) {
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// The Wyrmkeep release of Inherit the Earth provides a
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// separate file (p2_a.voc or P2_A.iaf), to correct voice 4 in
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// the intro. Use that, if available.
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File f;
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uint32 size;
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bool voc = false;
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if (f.open("p2_a.voc"))
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voc = true;
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else
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f.open("P2_A.iaf");
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if (f.isOpen()) {
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size = f.size();
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byte *snd_res = (byte *)malloc(size);
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f.read(snd_res, size);
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f.close();
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if (!voc) {
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snd_buffer.s_stereo = 0;
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snd_buffer.s_samplebits = 16;
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snd_buffer.s_freq = 22050;
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snd_buffer.s_buf = snd_res;
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snd_buffer.s_buf_len = size;
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snd_buffer.s_signed = 1;
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result = SUCCESS;
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} else {
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result = loadVocSound(snd_res, size, &snd_buffer);
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RSC_FreeResource(snd_res);
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}
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voiceFile = true;
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}
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}
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// File is not present. It is DOS CD or Floppy
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if (result != SUCCESS)
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result = load(_voice_ctxt, voice_rn, &snd_buffer);
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if (result != SUCCESS) {
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return FAILURE;
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}
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if (_vm->getFeatures() & GF_VOX_VOICES && !voiceFile)
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_vm->_sound->playVoxVoice(&snd_buffer);
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else
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_vm->_sound->playVoice(&snd_buffer);
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return SUCCESS;
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}
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int SndRes::load(RSCFILE_CONTEXT *snd_ctxt, uint32 snd_rn, SOUNDBUFFER *snd_buf_i) {
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byte *snd_res;
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size_t snd_res_len;
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int result;
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assert((snd_ctxt != NULL) && (snd_buf_i != NULL));
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result = RSC_LoadResource(snd_ctxt, snd_rn, &snd_res, &snd_res_len);
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if (result != SUCCESS) {
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return FAILURE;
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}
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switch (_snd_info.res_type) {
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case GAME_SOUND_PCM:
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snd_buf_i->s_freq = _snd_info.freq;
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snd_buf_i->s_samplebits = _snd_info.sample_size;
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snd_buf_i->s_stereo = _snd_info.stereo;
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snd_buf_i->s_buf = snd_res;
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snd_buf_i->s_buf_len = snd_res_len;
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snd_buf_i->s_signed = 1;
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break;
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case GAME_SOUND_VOC:
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result = loadVocSound(snd_res, snd_res_len, snd_buf_i);
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RSC_FreeResource(snd_res);
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if (result != SUCCESS) {
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return FAILURE;
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}
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break;
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case GAME_SOUND_WAV:
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result = loadWavSound(snd_res, snd_res_len, snd_buf_i);
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RSC_FreeResource(snd_res);
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if (result != SUCCESS) {
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return FAILURE;
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}
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break;
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default:
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/* Unknown sound type */
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RSC_FreeResource(snd_res);
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return FAILURE;
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}
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return SUCCESS;
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}
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int SndRes::loadVocSound(byte *snd_res, size_t snd_res_len, SOUNDBUFFER *snd_buf_i) {
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MemoryReadStreamEndian readS(snd_res, snd_res_len, IS_BIG_ENDIAN);
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byte *data;
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int rate;
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int len;
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data = loadVOCFromStream(readS, len, rate);
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if (!data) {
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return FAILURE;
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}
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snd_buf_i->s_freq = rate;
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snd_buf_i->s_samplebits = 8;
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snd_buf_i->s_stereo = 0;
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snd_buf_i->s_signed = 0;
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snd_buf_i->s_buf = data;
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snd_buf_i->s_buf_len = len;
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return SUCCESS;
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}
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int SndRes::loadWavSound(byte *snd_res, size_t snd_res_len, SOUNDBUFFER *snd_buf_i) {
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Common::MemoryReadStream readS(snd_res, snd_res_len);
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int rate, size;
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byte flags;
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if (!loadWAVFromStream(readS, size, rate, flags)) {
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return FAILURE;
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}
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snd_buf_i->s_stereo = ((flags & SoundMixer::FLAG_STEREO) != 0);
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snd_buf_i->s_freq = rate;
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snd_buf_i->s_samplebits = 16;
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snd_buf_i->s_signed = 1;
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snd_buf_i->s_buf_len = size;
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byte *data = (byte *)malloc(snd_buf_i->s_buf_len);
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if (!data) {
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return FAILURE;
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}
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readS.read(data, snd_buf_i->s_buf_len);
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snd_buf_i->s_buf = data;
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return SUCCESS;
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}
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int SndRes::getVoiceLength(uint32 voice_rn) {
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int res_type = _snd_info.res_type;
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uint32 length = 0;
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bool voiceFile = false;
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double ms_f;
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int ms_i = -1;
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int result = FAILURE;
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assert(_init);
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File f;
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// The Wyrmkeep release of Inherit the Earth provides a separate file
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// (p2_a.voc or P2_A.iaf), to correct voice 4 in the intro. Use that,
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// if available.
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if (_vm->getGameType() == GType_ITE && voice_rn == 4) {
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if (f.open("p2_a.voc")) {
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result = SUCCESS;
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length = f.size();
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res_type = GAME_SOUND_VOC;
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f.close();
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voiceFile = true;
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} else if (f.open("P2_A.iaf")) {
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result = SUCCESS;
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length = f.size();
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res_type = GAME_SOUND_PCM;
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f.close();
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voiceFile = true;
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}
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}
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if (result == FAILURE) {
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result = RSC_GetResourceSize(_voice_ctxt, voice_rn, &length);
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if (result != SUCCESS) {
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return -1;
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}
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}
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if (_vm->getFeatures() & GF_VOX_VOICES && !voiceFile) {
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// Rough hack, fix this to be accurate
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ms_f = (double)length / 22050 * 2000.0;
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ms_i = (int)ms_f;
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} else if (res_type == GAME_SOUND_PCM) {
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ms_f = (double)length / (_snd_info.sample_size / 8) / (_snd_info.freq) * 1000.0;
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ms_i = (int)ms_f;
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} else if (res_type == GAME_SOUND_VOC) {
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// Rough hack, fix this to be accurate
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ms_f = (double)length / 14705 * 1000.0;
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ms_i = (int)ms_f;
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} else if (res_type == GAME_SOUND_WAV) {
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// IHNM does not use the same format for all its WAV sounds, so
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// we just have to load the stupid thing and see what that will
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// tell us about it.
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SOUNDBUFFER snd_buffer;
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result = load(_voice_ctxt, voice_rn, &snd_buffer);
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if (result != SUCCESS) {
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return -1;
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}
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free(snd_buffer.s_buf);
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ms_f = (double)snd_buffer.s_buf_len;
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if (snd_buffer.s_samplebits == 16) {
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ms_f /= 2.0;
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}
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if (snd_buffer.s_stereo) {
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ms_f /= 2.0;
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}
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ms_f = ms_f / snd_buffer.s_freq * 1000.0;
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ms_i = (int)ms_f;
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} else {
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return -1;
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}
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return ms_i;
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}
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} // End of namespace Saga
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