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https://github.com/libretro/scummvm.git
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1a4f477d61
The sound buffer used in decompressSound() is now stored so that it can be re-used in the next call of decompressSound, specifically in chunk type 1. This caused some clicking/static in the intro of Return to Zork. Thanks to eriktorbjorn for noticing the glitch and writing most of the patch.
76 lines
2.1 KiB
C++
76 lines
2.1 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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*
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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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*
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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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*/
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#ifndef MADE_SOUND_H
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#define MADE_SOUND_H
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#include "common/array.h"
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namespace Made {
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class ManholeEgaSoundDecompressor {
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public:
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void decompress(byte *source, byte *dest, uint32 size);
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protected:
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byte *_source, *_dest;
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uint32 _size;
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uint16 _bitBuffer;
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int _bitsLeft;
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int32 _sample1, _sample2, _sample3, _sample4;
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bool _writeFlag;
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bool _eof;
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int _mode;
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int getBit();
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void update0();
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void update1();
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void update2();
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void update3();
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};
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struct SoundEnergyItem {
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uint32 position;
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byte energy;
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};
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typedef Common::Array<SoundEnergyItem> SoundEnergyArray;
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// Persistent data for decompressSound(). When calling decompressSound()
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// repeatedly (for the same stream), pass the same SoundDecoderData object to
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// ensure decoding properly resumes.
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class SoundDecoderData {
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public:
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SoundDecoderData() {
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memset(_soundBuffer, 0x80, sizeof(_soundBuffer));
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_prevSample = 0;
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}
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byte _soundBuffer[1025];
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int16 _prevSample;
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};
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void decompressSound(byte *source, byte *dest, uint16 chunkSize, uint16 chunkCount, SoundEnergyArray *soundEnergyArray = NULL, SoundDecoderData *decoderData = NULL);
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} // End of namespace Made
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#endif /* MADE_H */
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