scummvm/engines/made/sound.h
Willem Jan Palenstijn 1a4f477d61 MADE: Fix movie audio glitches caused by reset of audio decoder
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.
2015-07-19 20:26:50 +02:00

76 lines
2.1 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.
*
*/
#ifndef MADE_SOUND_H
#define MADE_SOUND_H
#include "common/array.h"
namespace Made {
class ManholeEgaSoundDecompressor {
public:
void decompress(byte *source, byte *dest, uint32 size);
protected:
byte *_source, *_dest;
uint32 _size;
uint16 _bitBuffer;
int _bitsLeft;
int32 _sample1, _sample2, _sample3, _sample4;
bool _writeFlag;
bool _eof;
int _mode;
int getBit();
void update0();
void update1();
void update2();
void update3();
};
struct SoundEnergyItem {
uint32 position;
byte energy;
};
typedef Common::Array<SoundEnergyItem> SoundEnergyArray;
// Persistent data for decompressSound(). When calling decompressSound()
// repeatedly (for the same stream), pass the same SoundDecoderData object to
// ensure decoding properly resumes.
class SoundDecoderData {
public:
SoundDecoderData() {
memset(_soundBuffer, 0x80, sizeof(_soundBuffer));
_prevSample = 0;
}
byte _soundBuffer[1025];
int16 _prevSample;
};
void decompressSound(byte *source, byte *dest, uint16 chunkSize, uint16 chunkCount, SoundEnergyArray *soundEnergyArray = NULL, SoundDecoderData *decoderData = NULL);
} // End of namespace Made
#endif /* MADE_H */