scummvm/engines/grim/lua_v1_sound.cpp
2021-12-26 21:19:38 +01:00

330 lines
8.4 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/savefile.h"
#include "engines/grim/debug.h"
#include "engines/grim/grim.h"
#include "engines/grim/lua_v1.h"
#include "engines/grim/actor.h"
#include "engines/grim/savegame.h"
#include "engines/grim/set.h"
#include "engines/grim/imuse/imuse.h"
#include "engines/grim/lua/lauxlib.h"
namespace Grim {
enum ImuseParam {
IM_SOUND_PLAY_COUNT = 0x100,
IM_SOUND_PEND_COUNT = 0x200,
IM_SOUND_GROUP = 0x400,
IM_SOUND_PRIORITY = 0x500,
IM_SOUND_VOL = 0x600,
IM_SOUND_PAN = 0x700
};
static float ImToMixer = 2.f;
void Lua_V1::ImStartSound() {
lua_Object nameObj = lua_getparam(1);
lua_Object priorityObj = lua_getparam(2);
lua_Object groupObj = lua_getparam(3);
if (!lua_isstring(nameObj) && !lua_isnumber(nameObj))
return;
if (!lua_isnumber(priorityObj) || !lua_isnumber(groupObj))
return;
const char *soundName = lua_getstring(nameObj);
int priority = (int)lua_getnumber(priorityObj);
int group = (int)lua_getnumber(groupObj);
// Start the sound with the appropriate settings
if (g_imuse->startSound(soundName, group, 0, 127, 64, priority, nullptr)) {
// FIXME actually it's pushnumber from result of startSound
lua_pushstring(soundName);
}
}
void Lua_V1::ImStopSound() {
lua_Object nameObj = lua_getparam(1);
if (lua_isnumber(nameObj))
error("ImStopsound: name from value not supported");
const char *soundName = lua_getstring(nameObj);
g_imuse->stopSound(soundName);
}
void Lua_V1::ImStopAllSounds() {
g_imuse->stopAllSounds();
}
void Lua_V1::ImPause() {
g_imuse->pause(true);
}
void Lua_V1::ImResume() {
g_imuse->pause(false);
}
void Lua_V1::ImSetVoiceEffect() {
const char *effectName;
effectName = luaL_check_string(1);
Debug::warning(Debug::Sound, "ImSetVoiceEffect(%s) Voice effects are not yet supported", effectName);
}
void Lua_V1::ImSetMusicVol() {
lua_Object volObj = lua_getparam(1);
if (!lua_isnumber(volObj))
return;
g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, (int)(lua_getnumber(volObj) * ImToMixer));
}
void Lua_V1::ImGetMusicVol() {
lua_pushnumber(g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kMusicSoundType) / ImToMixer);
}
void Lua_V1::ImSetVoiceVol() {
lua_Object volObj = lua_getparam(1);
if (!lua_isnumber(volObj))
return;
g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, (int)(lua_getnumber(volObj) * ImToMixer));
}
void Lua_V1::ImGetVoiceVol() {
lua_pushnumber(g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kSpeechSoundType) / ImToMixer);
}
void Lua_V1::ImSetSfxVol() {
lua_Object volObj = lua_getparam(1);
if (!lua_isnumber(volObj))
return;
g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, (int)(lua_getnumber(volObj) * ImToMixer));
}
void Lua_V1::ImGetSfxVol() {
lua_pushnumber(g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kSFXSoundType) / ImToMixer);
}
void Lua_V1::ImSetParam() {
lua_Object nameObj = lua_getparam(1);
lua_Object paramObj = lua_getparam(2);
lua_Object valueObj = lua_getparam(3);
if (lua_isnumber(nameObj))
error("ImSetParam: getting name from number is not supported");
if (!lua_isstring(nameObj)) {
lua_pushnumber(-1.0);
return;
}
const char *soundName = lua_getstring(nameObj);
int param = (int)lua_getnumber(paramObj);
int value = (int)lua_getnumber(valueObj);
if (value < 0)
value = 0;
switch (param) {
case IM_SOUND_VOL:
g_imuse->setVolume(soundName, value);
break;
case IM_SOUND_PAN:
g_imuse->setPan(soundName, value);
break;
default:
error("ImSetParam() Unimplemented %d", param);
}
}
void Lua_V1::ImGetParam() {
lua_Object nameObj = lua_getparam(1);
lua_Object paramObj = lua_getparam(2);
if (lua_isnumber(nameObj))
error("ImGetParam: getting name from number is not supported");
if (!lua_isstring(nameObj)) {
lua_pushnumber(-1.0);
return;
}
const char *soundName = lua_getstring(nameObj);
int param = (int)lua_getnumber(paramObj);
switch (param) {
case IM_SOUND_PLAY_COUNT:
lua_pushnumber(g_imuse->getCountPlayedTracks(soundName));
break;
case IM_SOUND_VOL:
lua_pushnumber(g_imuse->getVolume(soundName));
break;
default:
error("ImGetParam() Unimplemented %d", param);
}
}
void Lua_V1::ImFadeParam() {
lua_Object nameObj = lua_getparam(1);
lua_Object opcodeObj = lua_getparam(2);
lua_Object valueObj = lua_getparam(3);
lua_Object durationObj = lua_getparam(4);
if (!lua_isstring(nameObj) && !lua_isnumber(nameObj)) {
lua_pushnumber(0);
return;
}
if (!lua_isnumber(opcodeObj) || !lua_isnumber(valueObj) || !lua_isnumber(durationObj))
return;
if (lua_isnumber(nameObj)) {
error("ImFadeParam: getting name from number is not supported");
}
const char *soundName = lua_getstring(nameObj);
int opcode = (int)lua_getnumber(opcodeObj);
int value = (int)lua_getnumber(valueObj);
if (value < 0)
value = 0;
int duration = (int)lua_getnumber(durationObj);
switch (opcode) {
case IM_SOUND_PAN:
g_imuse->setFadePan(soundName, value, duration);
break;
default:
error("ImFadeParam(%s, %x, %d, %d)", soundName, opcode, value, duration);
break;
}
}
void Lua_V1::ImSetState() {
lua_Object stateObj = lua_getparam(1);
if (!lua_isnumber(stateObj))
return;
g_imuseState = (int)lua_getnumber(stateObj);
}
void Lua_V1::ImSetSequence() {
lua_Object stateObj = lua_getparam(1);
if (!lua_isnumber(stateObj))
return;
int state = (int)lua_getnumber(stateObj);
lua_pushnumber(g_imuse->setMusicSequence(state));
}
void Lua_V1::SaveIMuse() {
SaveGame *savedIMuse = SaveGame::openForSaving("grim.tmp");
if (!savedIMuse)
return;
g_imuse->saveState(savedIMuse);
delete savedIMuse;
}
void Lua_V1::RestoreIMuse() {
SaveGame *savedIMuse = SaveGame::openForLoading("grim.tmp");
if (!savedIMuse)
return;
g_imuse->stopAllSounds();
g_imuse->resetState();
g_imuse->restoreState(savedIMuse);
delete savedIMuse;
g_system->getSavefileManager()->removeSavefile("grim.tmp");
}
void Lua_V1::SetSoundPosition() {
Math::Vector3d pos;
int minVolume = 10;
int maxVolume = 127;
float someParam = 0;
int argId = 1;
lua_Object paramObj;
if (g_grim->getCurrSet()) {
g_grim->getCurrSet()->getSoundParameters(&minVolume, &maxVolume);
}
lua_Object nameObj = lua_getparam(argId++);
if (!lua_isnumber(nameObj) && !lua_isstring(nameObj))
return;
lua_Object actorObj = lua_getparam(argId++);
if (lua_isuserdata(actorObj) && lua_tag(actorObj) == MKTAG('A','C','T','R')) {
Actor *actor = getactor(actorObj);
if (!actor)
return;
pos = actor->getPos();
} else if (lua_isnumber(actorObj)) {
float x = lua_getnumber(actorObj);
float y = lua_getnumber(argId++);
float z = lua_getnumber(argId++);
pos.set(x, y, z);
}
paramObj = (int)lua_getparam(argId++);
if (lua_isnumber(paramObj)) {
minVolume = (int)lua_getnumber(paramObj);
if (minVolume > 127)
minVolume = 127;
}
paramObj = lua_getparam(argId++);
if (lua_isnumber(paramObj)) {
maxVolume = (int)lua_getnumber(paramObj);
if (maxVolume > 127)
maxVolume = 127;
else if (maxVolume < minVolume)
maxVolume = minVolume;
}
paramObj = lua_getparam(argId++);
if (lua_isnumber(paramObj)) {
someParam = (int)lua_getnumber(paramObj);
if (someParam < 0.0)
someParam = 0.0;
}
if (g_grim->getCurrSet()) {
if (lua_isnumber(nameObj))
error("SetSoundPosition: number is not yet supported");
else {
const char *soundName = lua_getstring(nameObj);
g_grim->getCurrSet()->setSoundPosition(soundName, pos, minVolume, maxVolume);
}
}
}
void Lua_V1::IsSoundPlaying() {
// dummy
}
void Lua_V1::PlaySoundAt() {
// dummy
}
void Lua_V1::LoadBundle() {
// loading grimdemo.mus is allready handled
}
void Lua_V1::PlaySound() {
// dummy
}
} // end of namespace Grim