scummvm/scumm/player_v3a.cpp
Travis Howell 71fb488482 Another Amiga V3 sounds update from Quietust:
Music is closer to the way it sounds on a real Amiga
Fixes the drums in the Indy3 'Berlin' music

svn-id: r12903
2004-02-15 08:06:32 +00:00

348 lines
8.7 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 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 "base/engine.h"
#include "scumm/player_v3a.h"
#include "scumm/scumm.h"
namespace Scumm {
static const uint16 note_freqs[4][12] = {
{0x06B0, 0x0650, 0x05F4, 0x05A0, 0x054C, 0x0500, 0x04B8, 0x0474, 0x0434, 0x03F8, 0x03C0, 0x0388},
{0x0358, 0x0328, 0x02FA, 0x02D0, 0x02A6, 0x0280, 0x025C, 0x023A, 0x021A, 0x01FC, 0x01E0, 0x01C4},
{0x01AC, 0x0194, 0x017D, 0x0168, 0x0153, 0x0140, 0x012E, 0x011D, 0x010D, 0x00FE, 0x00F0, 0x00E2},
{0x00D6, 0x00CA, 0x00BE, 0x00B4, 0x00A9, 0x00A0, 0x0097, 0x008E, 0x0086, 0x007F, 0x00F0, 0x00E2}
};
Player_V3A::Player_V3A(ScummEngine *scumm) {
int i;
_vm = scumm;
_system = scumm->_system;
for (i = 0; i < V3A_MAXMUS; i++) {
_mus[i].id = 0;
_mus[i].dur = 0;
}
for (i = 0; i < V3A_MAXSFX; i++) {
_sfx[i].id = 0;
_sfx[i].dur = 0;
}
_curSong = 0;
_songData = NULL;
_songPtr = 0;
_songDelay = 0;
_music_timer = 0;
_isinit = false;
_mod = new Player_MOD(scumm);
_mod->setUpdateProc(update_proc, this, 60);
}
Player_V3A::~Player_V3A() {
int i;
delete _mod;
if (_isinit) {
for (i = 0; _wavetable[i] != NULL; i++) {
for (int j = 0; j < 6; j++) {
free(_wavetable[i]->_idat[j]);
free(_wavetable[i]->_ldat[j]);
}
free(_wavetable[i]);
}
free(_wavetable);
}
}
void Player_V3A::setMasterVolume (int vol) {
_mod->setMasterVolume(vol);
}
int Player_V3A::getMusChan (int id) const {
int i;
for (i = 0; i < V3A_MAXMUS; i++) {
if (_mus[i].id == id)
break;
}
if (i == V3A_MAXMUS) {
if (id == 0)
warning("player_v3a - out of music channels");
return -1;
}
return i;
}
int Player_V3A::getSfxChan (int id) const {
int i;
for (i = 0; i < V3A_MAXSFX; i++) {
if (_sfx[i].id == id)
break;
}
if (i == V3A_MAXSFX) {
if (id == 0)
warning("player_v3a - out of sfx channels");
return -1;
}
return i;
}
void Player_V3A::stopAllSounds() {
int i;
for (i = 0; i < V3A_MAXMUS; i++) {
if (_mus[i].id)
_mod->stopChannel(_mus[i].id);
_mus[i].id = 0;
_mus[i].dur = 0;
}
_curSong = 0;
_songPtr = 0;
_songDelay = 0;
_songData = NULL;
for (i = 0; i < V3A_MAXSFX; i++) {
if (_sfx[i].id)
_mod->stopChannel(_sfx[i].id | 0x100);
_sfx[i].id = 0;
_sfx[i].dur = 0;
}
}
void Player_V3A::stopSound(int nr) {
int i;
if (nr == 0) { // Amiga Loom does this near the end, when Chaos casts SILENCE on Hetchel
stopAllSounds();
return;
}
if (nr == _curSong) {
for (i = 0; i < V3A_MAXMUS; i++) {
if (_mus[i].id)
_mod->stopChannel(_mus[i].id);
_mus[i].id = 0;
_mus[i].dur = 0;
}
_curSong = 0;
_songPtr = 0;
_songDelay = 0;
_songData = NULL;
} else {
i = getSfxChan(nr);
if (i != -1) {
_mod->stopChannel(nr | 0x100);
_sfx[i].id = 0;
_sfx[i].dur = 0;
}
}
}
void Player_V3A::startSound(int nr) {
assert(_vm);
byte *data = _vm->getResourceAddress(rtSound, nr);
assert(data);
if ((_vm->_gameId != GID_INDY3) && (_vm->_gameId != GID_LOOM))
error("player_v3a - unknown game!");
if (!_isinit) {
int i;
unsigned char *ptr;
int offset = 4;
int numInstruments;
if (_vm->_gameId == GID_INDY3) {
ptr = _vm->getResourceAddress(rtSound, 83);
numInstruments = 12;
} else {
ptr = _vm->getResourceAddress(rtSound, 79);
numInstruments = 9;
}
assert(ptr);
_wavetable = (instData **)malloc((numInstruments + 1) * sizeof(void *));
for (i = 0; i < numInstruments; i++) {
_wavetable[i] = (instData *)malloc(sizeof(instData));
for (int j = 0; j < 6; j++) {
int off, len;
off = READ_BE_UINT16(ptr + offset + 0);
_wavetable[i]->_ilen[j] = len = READ_BE_UINT16(ptr + offset + 2);
if (len) {
_wavetable[i]->_idat[j] = (char *)malloc(len);
memcpy(_wavetable[i]->_idat[j],ptr + off,len);
} else _wavetable[i]->_idat[j] = NULL;
off = READ_BE_UINT16(ptr + offset + 4);
_wavetable[i]->_llen[j] = len = READ_BE_UINT16(ptr + offset + 6);
if (len) {
_wavetable[i]->_ldat[j] = (char *)malloc(len);
memcpy(_wavetable[i]->_ldat[j],ptr + off,len);
} else _wavetable[i]->_ldat[j] = NULL;
_wavetable[i]->_oct[j] = READ_BE_UINT16(ptr + offset + 8);
offset += 10;
}
if (_vm->_gameId == GID_INDY3) {
_wavetable[i]->_pitadjust = 0;
offset += 2;
} else {
_wavetable[i]->_pitadjust = READ_BE_UINT16(ptr + offset + 2);
offset += 4;
}
}
_wavetable[i] = NULL;
_isinit = true;
}
if (getSoundStatus(nr))
stopSound(nr); // if a sound is playing, restart it
if (data[26]) {
if (_curSong)
stopSound(_curSong);
_curSong = nr;
_songData = data;
_songPtr = 0x1C;
_songDelay = 1;
_music_timer = 0;
} else {
int size = READ_BE_UINT16(data + 12);
int rate = 3579545 / READ_BE_UINT16(data + 20);
char *sound = (char *)malloc(size);
int vol = (data[24] << 1) | (data[24] >> 5); // if I boost this to 0-255, it gets too loud and starts to clip
memcpy(sound,data + READ_BE_UINT16(data + 8),size);
int loopStart = 0, loopEnd = 0;
bool looped = false;
if ((READ_BE_UINT16(data + 16) || READ_BE_UINT16(data + 6))) {
loopStart = READ_BE_UINT16(data + 10) - READ_BE_UINT16(data + 8);
loopEnd = READ_BE_UINT16(data + 14);
looped = true;
}
int i = getSfxChan();
if (i == -1)
{
free(sound);
return;
}
_sfx[i].id = nr;
_sfx[i].dur = looped ? -1 : (1 + 60 * size / rate);
if ((_vm->_gameId == GID_INDY3) && (nr == 60))
_sfx[i].dur = 240;
_mod->startChannel(nr | 0x100, sound, size, rate, vol, loopStart, loopEnd);
}
}
void Player_V3A::update_proc(void *param) {
((Player_V3A *)param)->playMusic();
}
void Player_V3A::playMusic() {
int i;
for (i = 0; i < V3A_MAXMUS; i++) {
if (_mus[i].id) {
_mus[i].dur--;
if (_mus[i].dur)
continue;
_mod->stopChannel(_mus[i].id);
_mus[i].id = 0;
}
}
for (i = 0; i < V3A_MAXSFX; i++) {
if (_sfx[i].id) {
_sfx[i].dur--;
if (_sfx[i].dur)
continue;
_mod->stopChannel(_sfx[i].id | 0x100);
_sfx[i].id = 0;
}
}
_music_timer++;
if (!_curSong)
return;
if (_songDelay && --_songDelay)
return;
if (_songPtr == 0) {
// at the end of the song, and it wasn't looped - kill it
_curSong = 0;
return;
}
while (1) {
int inst, pit, vol, dur, oct;
inst = _songData[_songPtr++];
if ((inst & 0xF0) != 0x80) {
// tune is at the end - figure out what's still playing
// and see how long we have to wait until we stop/restart
for (i = 0; i < V3A_MAXMUS; i++) {
if (_songDelay < _mus[i].dur)
_songDelay = _mus[i].dur;
}
if (inst == 0xFB) // it's a looped song, restart it afterwards
_songPtr = 0x1C;
else _songPtr = 0; // otherwise, terminate it
break;
}
inst &= 0xF;
pit = _songData[_songPtr++];
vol = _songData[_songPtr++] & 0x7F; // if I boost this to 0-255, it gets too loud and starts to clip
dur = _songData[_songPtr++];
if (pit == 0) {
_songDelay = dur;
break;
}
pit += _wavetable[inst]->_pitadjust;
oct = (pit / 12) - 2;
pit = pit % 12;
if (oct < 0)
oct = 0;
if (oct > 5)
oct = 5;
int rate = 3579545 / note_freqs[_wavetable[inst]->_oct[oct]][pit];
if (!_wavetable[inst]->_llen[oct])
dur = _wavetable[inst]->_ilen[oct] * 60 / rate;
char *data = (char *)malloc(_wavetable[inst]->_ilen[oct] + _wavetable[inst]->_llen[oct]);
if (_wavetable[inst]->_idat[oct])
memcpy(data, _wavetable[inst]->_idat[oct], _wavetable[inst]->_ilen[oct]);
if (_wavetable[inst]->_ldat[oct])
memcpy(data + _wavetable[inst]->_ilen[oct], _wavetable[inst]->_ldat[oct], _wavetable[inst]->_llen[oct]);
i = getMusChan();
if (i == -1)
{
free(data);
return;
}
_mus[i].id = i + 1;
_mus[i].dur = dur + 1;
_mod->startChannel(_mus[i].id, data, _wavetable[inst]->_ilen[oct] + _wavetable[inst]->_llen[oct], rate, vol,
_wavetable[inst]->_ilen[oct], _wavetable[inst]->_ilen[oct] + _wavetable[inst]->_llen[oct]);
}
}
int Player_V3A::getMusicTimer() const {
return _music_timer / 30;
}
int Player_V3A::getSoundStatus(int nr) const {
if (nr == _curSong)
return 1;
if (getSfxChan(nr) != -1)
return 1;
return 0;
}
} // End of namespace Scumm