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https://github.com/libretro/scummvm.git
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f24394b85f
add ByteArray type fix debug Tile Hittest frame drawing debug 0x%x => 0x%X svn-id: r53719
415 lines
11 KiB
C++
415 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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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/itedata.h"
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#include "saga/resource.h"
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#include "saga/sndres.h"
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#include "saga/sound.h"
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#include "common/file.h"
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#include "sound/audiostream.h"
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#include "sound/decoders/adpcm.h"
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#include "sound/decoders/aiff.h"
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#include "sound/decoders/raw.h"
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#include "sound/decoders/voc.h"
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#include "sound/decoders/wave.h"
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#ifdef ENABLE_SAGA2
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#include "saga/shorten.h"
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#endif
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namespace Saga {
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#define RID_IHNM_SFX_LUT 265
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#define RID_IHNMDEMO_SFX_LUT 222
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SndRes::SndRes(SagaEngine *vm) : _vm(vm), _sfxContext(NULL), _voiceContext(NULL), _voiceSerial(-1) {
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// Load sound module resource file contexts
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_sfxContext = _vm->_resource->getContext(GAME_SOUNDFILE);
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if (_sfxContext == NULL) {
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error("SndRes::SndRes resource context not found");
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}
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setVoiceBank(0);
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if (_vm->getGameId() == GID_ITE) {
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_fxTable.resize(ITE_SFXCOUNT);
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for (uint i = 0; i < _fxTable.size(); i++) {
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_fxTable[i].res = ITE_SfxTable[i].res;
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_fxTable[i].vol = ITE_SfxTable[i].vol;
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}
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#ifdef ENABLE_IHNM
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} else if (_vm->getGameId() == GID_IHNM) {
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ResourceContext *resourceContext;
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resourceContext = _vm->_resource->getContext(GAME_SOUNDFILE);
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if (resourceContext == NULL) {
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error("Resource::loadGlobalResources() resource context not found");
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}
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byte *resourcePointer;
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size_t resourceLength;
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if (_vm->isIHNMDemo()) {
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_vm->_resource->loadResource(resourceContext, RID_IHNMDEMO_SFX_LUT,
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resourcePointer, resourceLength);
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} else {
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_vm->_resource->loadResource(resourceContext, RID_IHNM_SFX_LUT,
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resourcePointer, resourceLength);
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}
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if (resourceLength == 0) {
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error("Sndres::SndRes can't read SfxIDs table");
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}
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_fxTableIDs.resize(resourceLength / 2);
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MemoryReadStream metaS(resourcePointer, resourceLength);
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for (uint i = 0; i < _fxTableIDs.size(); i++) {
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_fxTableIDs[i] = metaS.readSint16LE();
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}
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free(resourcePointer);
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#endif
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#ifdef ENABLE_SAGA2
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} else if (_vm->getGameId() == GID_DINO) {
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// TODO
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} else if (_vm->getGameId() == GID_FTA2) {
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// TODO
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#endif
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}
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}
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SndRes::~SndRes() {
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}
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void SndRes::setVoiceBank(int serial) {
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Common::File *file;
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if (_voiceSerial == serial)
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return;
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#ifdef ENABLE_IHNM
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// If we got the Macintosh version of IHNM, just set the voice bank
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// so that we know which voices* subfolder to look for later
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if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
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_voiceSerial = serial;
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// Set a dummy voice context
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_voiceContext = new VoiceResourceContext_RES();
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return;
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}
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#endif
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// If there are no voice files present, don't set the voice bank
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if (!_vm->_voiceFilesExist)
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return;
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// Close previous voice bank file
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if (_voiceContext != NULL) {
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file = _voiceContext->getFile(NULL);
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if (file->isOpen()) {
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file->close();
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}
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}
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_voiceSerial = serial;
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_voiceContext = _vm->_resource->getContext(GAME_VOICEFILE, _voiceSerial);
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}
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void SndRes::playSound(uint32 resourceId, int volume, bool loop) {
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SoundBuffer buffer;
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debug(4, "SndRes::playSound %i", resourceId);
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if (!load(_sfxContext, resourceId, buffer, false)) {
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warning("Failed to load sound");
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return;
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}
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_vm->_sound->playSound(buffer, volume, loop, resourceId);
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}
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void SndRes::playVoice(uint32 resourceId) {
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SoundBuffer buffer;
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if (!(_vm->_voiceFilesExist))
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return;
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if (_vm->getGameId() == GID_IHNM && !(_vm->_voicesEnabled))
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return;
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debug(4, "SndRes::playVoice %i", resourceId);
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if (!load(_voiceContext, resourceId, buffer, false)) {
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warning("Failed to load voice");
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return;
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}
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_vm->_sound->playVoice(buffer);
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}
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bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buffer, bool onlyHeader) {
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Audio::AudioStream *voxStream;
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size_t soundResourceLength;
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bool result = false;
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GameSoundTypes resourceType = kSoundPCM;
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byte *data = 0;
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int rate = 0, size = 0;
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Common::File* file;
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if (resourceId == (uint32)-1) {
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return false;
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}
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#ifdef ENABLE_IHNM
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//TODO: move to resource_res so we can use normal "getResourceData" and "getFile" methods
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if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
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char soundFileName[40];
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int dirIndex = resourceId / 64;
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if ((context->fileType() & GAME_VOICEFILE) != 0) {
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if (_voiceSerial == 0) {
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sprintf(soundFileName, "Voices/VoicesS/Voices%d/VoicesS%03x", dirIndex, resourceId);
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} else {
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sprintf(soundFileName, "Voices/Voices%d/Voices%d/Voices%d%03x", _voiceSerial, dirIndex, _voiceSerial, resourceId);
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}
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} else {
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sprintf(soundFileName, "SFX/SFX%d/SFX%03x", dirIndex, resourceId);
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}
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file = new Common::File();
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file->open(soundFileName);
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soundResourceLength = file->size();
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} else
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#endif
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{
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ResourceData* resourceData = context->getResourceData(resourceId);
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file = context->getFile(resourceData);
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file->seek(resourceData->offset);
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soundResourceLength = resourceData->size;
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}
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Common::SeekableReadStream& readS = *file;
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bool uncompressedSound = false;
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if (soundResourceLength >= 8) {
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byte header[8];
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readS.read(&header, 8);
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readS.seek(readS.pos() - 8);
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if (!memcmp(header, "Creative", 8)) {
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resourceType = kSoundVOC;
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} else if (!memcmp(header, "RIFF", 4) != 0) {
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resourceType = kSoundWAV;
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} else if (!memcmp(header, "FORM", 4) != 0) {
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resourceType = kSoundAIFF;
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} else if (!memcmp(header, "ajkg", 4) != 0) {
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resourceType = kSoundShorten;
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}
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// If patch data exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed
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// Patch data for this resource is in file p2_a.iaf or p2_a.voc
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if (_vm->getGameId() == GID_ITE && resourceId == 4 && context->getResourceData(resourceId)->patchData != NULL)
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uncompressedSound = true;
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// FIXME: Currently, the SFX.RES file in IHNM cannot be compressed
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if (_vm->getGameId() == GID_IHNM && (context->fileType() & GAME_SOUNDFILE))
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uncompressedSound = true;
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if (context->isCompressed() && !uncompressedSound) {
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if (header[0] == char(0)) {
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resourceType = kSoundMP3;
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} else if (header[0] == char(1)) {
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resourceType = kSoundOGG;
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} else if (header[0] == char(2)) {
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resourceType = kSoundFLAC;
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}
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}
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}
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// Default sound type is 16-bit signed PCM, used in ITE by PCM and VOX files
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buffer.isCompressed = context->isCompressed();
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buffer.soundType = resourceType;
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buffer.originalSize = 0;
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// Set default flags and frequency for PCM, VOC and VOX files, which got no header
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buffer.flags = Audio::FLAG_16BITS;
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buffer.frequency = 22050;
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if (_vm->getGameId() == GID_ITE) {
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if (_vm->getFeatures() & GF_8BIT_UNSIGNED_PCM) { // older ITE demos
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buffer.flags |= Audio::FLAG_UNSIGNED;
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buffer.flags &= ~Audio::FLAG_16BITS;
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} else {
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// Voice files in newer ITE demo versions are OKI ADPCM (VOX) encoded
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if (!uncompressedSound && !scumm_stricmp(context->fileName(), "voicesd.rsc"))
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resourceType = kSoundVOX;
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}
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}
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buffer.buffer = NULL;
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// Check for LE sounds
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if (!context->isBigEndian())
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buffer.flags |= Audio::FLAG_LITTLE_ENDIAN;
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if ((context->fileType() & GAME_VOICEFILE) && (_vm->getFeatures() & GF_LE_VOICES))
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buffer.flags |= Audio::FLAG_LITTLE_ENDIAN;
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// Older Mac versions of ITE were Macbinary packed
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int soundOffset = (context->fileType() & GAME_MACBINARY) ? 36 : 0;
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switch (resourceType) {
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case kSoundPCM:
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buffer.size = soundResourceLength - soundOffset;
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if (!onlyHeader) {
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buffer.buffer = (byte *) malloc(buffer.size);
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if (soundOffset > 0)
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readS.skip(soundOffset);
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readS.read(buffer.buffer, buffer.size);
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}
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result = true;
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break;
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case kSoundVOX:
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buffer.size = soundResourceLength * 4;
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if (!onlyHeader) {
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voxStream = Audio::makeADPCMStream(&readS, DisposeAfterUse::NO, soundResourceLength, Audio::kADPCMOki);
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buffer.buffer = (byte *)malloc(buffer.size);
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voxStream->readBuffer((int16*)buffer.buffer, soundResourceLength * 2);
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delete voxStream;
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}
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result = true;
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break;
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case kSoundWAV:
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case kSoundAIFF:
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case kSoundShorten:
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case kSoundVOC:
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if (resourceType == kSoundWAV) {
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result = Audio::loadWAVFromStream(readS, size, rate, buffer.flags);
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} else if (resourceType == kSoundAIFF) {
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result = Audio::loadAIFFFromStream(readS, size, rate, buffer.flags);
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#ifdef ENABLE_SAGA2
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} else if (resourceType == kSoundShorten) {
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result = loadShortenFromStream(readS, size, rate, buffer.flags);
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#endif
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} else if (resourceType == kSoundVOC) {
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data = Audio::loadVOCFromStream(readS, size, rate);
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result = (data != 0);
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if (onlyHeader)
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free(data);
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buffer.flags |= Audio::FLAG_UNSIGNED;
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buffer.flags &= ~Audio::FLAG_16BITS;
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buffer.flags &= ~Audio::FLAG_STEREO;
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}
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if (result) {
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buffer.frequency = rate;
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buffer.size = size;
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if (!onlyHeader && resourceType != kSoundVOC) {
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buffer.buffer = (byte *)malloc(size);
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readS.read(buffer.buffer, size);
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} else if (!onlyHeader && resourceType == kSoundVOC) {
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buffer.buffer = data;
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}
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}
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break;
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case kSoundMP3:
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case kSoundOGG:
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case kSoundFLAC:
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ResourceData *resourceData;
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resourceData = context->getResourceData(resourceId);
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// Read compressed sfx header
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readS.readByte(); // Skip compression identifier byte
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buffer.frequency = readS.readUint16LE();
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buffer.originalSize = readS.readUint32LE();
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if (readS.readByte() == 8) // read sample bits
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buffer.flags &= ~Audio::FLAG_16BITS;
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if (readS.readByte() != 0) // read stereo flag
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buffer.flags |= Audio::FLAG_STEREO;
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buffer.size = soundResourceLength;
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buffer.soundType = resourceType;
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buffer.fileOffset = resourceData->offset + 9; // skip compressed sfx header: byte + uint16 + uint32 + byte + byte
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if (!onlyHeader) {
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buffer.buffer = (byte *)malloc(buffer.size);
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readS.read(buffer.buffer, buffer.size);
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}
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result = true;
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break;
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default:
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error("SndRes::load Unknown sound type");
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}
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if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
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delete file;
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}
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// In ITE CD De some voices are absent and contain just 5 bytes header
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// Round it to even number so soundmanager will not crash.
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// See bug #1256701
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buffer.size &= ~(0x1);
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return result;
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}
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int SndRes::getVoiceLength(uint32 resourceId) {
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double msDouble;
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SoundBuffer buffer;
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if (!(_vm->_voiceFilesExist))
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return -1;
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if (!load(_voiceContext, resourceId, buffer, true)) {
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return -1;
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}
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if (!_voiceContext->isCompressed() || buffer.originalSize == 0)
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msDouble = (double)buffer.size;
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else
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msDouble = (double)buffer.originalSize;
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if (buffer.flags & Audio::FLAG_16BITS)
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msDouble /= 2.0;
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if (buffer.flags & Audio::FLAG_STEREO)
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msDouble /= 2.0;
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msDouble = msDouble / buffer.frequency * 1000.0;
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return (int)msDouble;
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}
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} // End of namespace Saga
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