scummvm/engines/gob/sound.cpp
2007-07-01 18:40:35 +00:00

439 lines
9.2 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "common/endian.h"
#include "gob/gob.h"
#include "gob/sound.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/dataio.h"
#include "gob/game.h"
namespace Gob {
void SoundDesc::set(SoundType type, SoundSource src,
byte *data, uint32 dSize) {
free();
_type = type;
_source = src;
_data = _dataPtr = data;
_size = dSize;
}
void SoundDesc::load(SoundType type, SoundSource src,
byte *data, uint32 dSize) {
free();
_source = src;
switch (type) {
case SOUND_ADL:
loadADL(data, dSize);
break;
case SOUND_SND:
loadSND(data, dSize);
break;
}
}
void SoundDesc::free() {
if (_source != SOUND_TOT)
delete[] _data;
_data = _dataPtr = 0;
_id = 0;
}
void SoundDesc::convToSigned() {
if ((_type == SOUND_SND) && _data && _dataPtr)
for (uint32 i = 0; i < _size; i++)
_dataPtr[i] ^= 0x80;
}
void SoundDesc::loadSND(byte *data, uint32 dSize) {
assert(dSize > 6);
_type = SOUND_SND;
_data = data;
_dataPtr = data + 6;
_frequency = MAX((int16) READ_BE_UINT16(data + 4), (int16) 4700);
_flag = data[0] ? (data[0] & 0x7F) : 8;
data[0] = 0;
_size = MIN(READ_BE_UINT32(data), dSize - 6);
}
void SoundDesc::loadADL(byte *data, uint32 dSize) {
_type = SOUND_ADL;
_data = _dataPtr = data;
_size = dSize;
}
Snd::SquareWaveStream::SquareWaveStream() {
_rate = 44100;
_beepForever = false;
_periodLength = 0;
_periodSamples = 0;
_remainingSamples = 0;
_sampleValue = 0;
_mixedSamples = 0;
}
void Snd::SquareWaveStream::playNote(int freq, int32 ms, uint rate) {
_rate = rate;
_periodLength = _rate / (2 * freq);
_periodSamples = 0;
_sampleValue = 6000;
if (ms == -1) {
_remainingSamples = 1;
_beepForever = true;
} else {
_remainingSamples = (_rate * ms) / 1000;
_beepForever = false;
}
_mixedSamples = 0;
}
void Snd::SquareWaveStream::stop(uint32 milis) {
if (!_beepForever)
return;
if (milis)
update(milis);
else
_remainingSamples = 0;
}
void Snd::SquareWaveStream::update(uint32 milis) {
uint32 neededSamples;
if (!_beepForever || !_remainingSamples)
return;
neededSamples = (_rate * milis) / 1000;
_remainingSamples =
neededSamples > _mixedSamples ? neededSamples - _mixedSamples : 0;
_beepForever = false;
}
int Snd::SquareWaveStream::readBuffer(int16 *buffer, const int numSamples) {
int i;
for (i = 0; _remainingSamples && i < numSamples; i++) {
buffer[i] = _sampleValue;
if (_periodSamples++ > _periodLength) {
_periodSamples = 0;
_sampleValue = -_sampleValue;
}
if (!_beepForever)
_remainingSamples--;
_mixedSamples++;
}
// Clear the rest of the buffer
if (i < numSamples)
memset(buffer + i, 0, (numSamples - i) * sizeof(int16));
return numSamples;
}
Snd::Snd(GobEngine *vm) : _vm(vm) {
_playingSound = 0;
_curSoundDesc = 0;
_rate = _vm->_mixer->getOutputRate();
_end = true;
_data = 0;
_length = 0;
_freq = 0;
_repCount = 0;
_offset = 0;
_offsetFrac = 0;
_offsetInc = 0;
_cur = 0;
_last = 0;
_fade = false;
_fadeVol = 65536;
_fadeVolStep = 0;
_fadeSamples = 0;
_curFadeSamples = 0;
_compositionSamples = 0;
_compositionSampleCount = 0;
_compositionPos = -1;
_vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_handle,
this, -1, 255, 0, false, true);
_vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_speakerHandle,
&_speakerStream, -1, 255, 0, false, true);
}
Snd::~Snd() {
// stop permanent streams manually:
// First the speaker stream
_vm->_mixer->stopHandle(_speakerHandle);
// Next, this stream (class Snd is an AudioStream, too)
_vm->_mixer->stopHandle(_handle);
}
void Snd::speakerOn(int16 frequency, int32 length) {
_speakerStream.playNote(frequency, length, _vm->_mixer->getOutputRate());
_speakerStartTimeKey = _vm->_util->getTimeKey();
}
void Snd::speakerOff() {
_speakerStream.stop(_vm->_util->getTimeKey() - _speakerStartTimeKey);
}
void Snd::speakerOnUpdate(uint32 milis) {
_speakerStream.update(milis);
}
void Snd::stopSound(int16 fadeLength, SoundDesc *sndDesc) {
Common::StackLock slock(_mutex);
if (sndDesc && (sndDesc != _curSoundDesc))
return;
if (fadeLength <= 0) {
_data = 0;
_end = true;
_playingSound = 0;
_curSoundDesc = 0;
return;
}
_fade = true;
_fadeVol = 65536;
_fadeSamples = (int) (fadeLength * (((double) _rate) / 10.0));
_fadeVolStep = MAX((int32) 1, (int32) (65536 / _fadeSamples));
_curFadeSamples = 0;
}
void Snd::setRepeating(int32 repCount) {
Common::StackLock slock(_mutex);
_repCount = repCount;
}
void Snd::waitEndPlay(bool interruptible, bool stopComp) {
if (stopComp)
_compositionPos = -1;
while (!_end && !_vm->_quitRequested) {
if (interruptible && (_vm->_util->checkKey() == 0x11B)) {
WRITE_VAR(57, -1);
return;
}
_vm->_util->longDelay(200);
}
stopSound(0);
}
void Snd::stopComposition() {
if (_compositionPos != -1) {
stopSound(0);
_compositionPos = -1;
}
}
void Snd::nextCompositionPos() {
int8 slot;
while ((++_compositionPos < 50) &&
((slot = _composition[_compositionPos]) != -1)) {
if ((slot >= 0) && (slot < _compositionSampleCount)) {
SoundDesc &sample = _compositionSamples[slot];
if (!sample.empty() && (sample.getType() == SOUND_SND)) {
setSample(sample, 1, 0, 0);
return;
}
}
if (_compositionPos == 49)
_compositionPos = -1;
}
_compositionPos = -1;
}
void Snd::playComposition(int16 *composition, int16 freqVal,
SoundDesc *sndDescs, int8 sndCount) {
int i;
waitEndPlay();
stopComposition();
_compositionSamples = sndDescs ? sndDescs : _vm->_game->_soundSamples;
_compositionSampleCount = sndCount;
i = -1;
do {
i++;
_composition[i] = composition[i];
} while ((i < 50) && (composition[i] != -1));
_compositionPos = -1;
nextCompositionPos();
}
void Snd::setSample(SoundDesc &sndDesc, int16 repCount, int16 frequency,
int16 fadeLength) {
if (frequency <= 0)
frequency = sndDesc._frequency;
_curSoundDesc = &sndDesc;
sndDesc._repCount = repCount - 1;
sndDesc._frequency = frequency;
_data = (int8 *) sndDesc.getData();
_length = sndDesc.size();
_freq = frequency;
_repCount = repCount;
_end = false;
_playingSound = 1;
_offset = 0;
_offsetFrac = 0;
_offsetInc = (_freq << FRAC_BITS) / _rate;
_last = _cur;
_cur = _data[0];
_curFadeSamples = 0;
if (fadeLength == 0) {
_fade = false;
_fadeVol = 65536;
_fadeSamples = 0;
_fadeVolStep = 0;
} else {
_fade = true;
_fadeVol = 0;
_fadeSamples = (int) (fadeLength * (((double) _rate) / 10.0));
_fadeVolStep = - MAX((int32) 1, (int32) (65536 / _fadeSamples));
}
}
bool Snd::loadSample(SoundDesc &sndDesc, const char *fileName) {
byte *data;
uint32 size;
data = (byte *) _vm->_dataIO->getData(fileName);
if (!data)
return false;
size = _vm->_dataIO->getDataSize(fileName);
sndDesc.load(SOUND_SND, SOUND_FILE, data, size);
return true;
}
void Snd::freeSample(SoundDesc &sndDesc) {
stopSound(0, &sndDesc);
sndDesc.free();
}
void Snd::playSample(SoundDesc &sndDesc, int16 repCount, int16 frequency,
int16 fadeLength) {
Common::StackLock slock(_mutex);
if (!_end)
return;
setSample(sndDesc, repCount, frequency, fadeLength);
}
void Snd::checkEndSample() {
if (_compositionPos != -1)
nextCompositionPos();
else if ((_repCount == -1) || (--_repCount > 0)) {
_offset = 0;
_offsetFrac = 0;
_end = false;
_playingSound = 1;
} else {
_end = true;
_playingSound = 0;
}
}
int Snd::readBuffer(int16 *buffer, const int numSamples) {
Common::StackLock slock(_mutex);
for (int i = 0; i < numSamples; i++) {
if (!_data)
return i;
if (_end || (_offset >= _length))
checkEndSample();
if (_end)
return i;
// Linear interpolation. See sound/rate.cpp
int32 val = (_last + (((_cur - _last) * _offsetFrac +
FRAC_HALF) >> FRAC_BITS)) << 8;
*buffer++ = (val * _fadeVol) >> 16;
_offsetFrac += _offsetInc;
// Was there an integral change?
if (fracToInt(_offsetFrac) > 0) {
_last = _cur;
_cur = _data[_offset];
_offset += fracToInt(_offsetFrac);
_offsetFrac &= FRAC_LO_MASK;
}
if (_fade) {
if (++_curFadeSamples >= _fadeSamples) {
if (_fadeVolStep > 0) {
_data = 0;
_end = true;
_playingSound = 0;
_compositionPos = -1;
_curSoundDesc = 0;
} else {
_fadeVol = 65536;
_fade = false;
}
} else
_fadeVol -= _fadeVolStep;
if (_fadeVol < 0)
_fadeVol = 0;
}
}
return numSamples;
}
} // End of namespace Gob