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903 lines
28 KiB
C++
903 lines
28 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/system.h"
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#include "common/substream.h"
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#include "common/random.h"
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#include "math/quat.h"
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#include "audio/audiostream.h"
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#include "audio/decoders/raw.h"
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#include "audio/decoders/vorbis.h"
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/iff.h"
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#include "engines/nancy/state/scene.h"
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#include "engines/nancy/state/map.h"
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namespace Nancy {
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enum SoundType {
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kSoundTypeDiamondware,
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kSoundTypeRaw,
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kSoundTypeOgg
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};
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bool readDiamondwareHeader(Common::SeekableReadStream *stream, SoundType &type, uint16 &numChannels,
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uint32 &samplesPerSec, uint16 &bitsPerSample, uint32 &size) {
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stream->skip(2);
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if (stream->readByte() != 1 || stream->readByte() > 1) {
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// Version, up to 1.1 is supported
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return false;
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}
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stream->skip(5); // sound id, reserved
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if (stream->readByte() != 0) {
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// Compression type, only uncompressed (0) is supported
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return false;
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}
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samplesPerSec = stream->readUint16LE();
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numChannels = stream->readByte();
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bitsPerSample = stream->readByte();
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stream->skip(2); // Absolute value of largest sample in file
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size = stream->readUint32LE();
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stream->skip(4); // Number of samples
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uint dataOffset = stream->readUint16LE();
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stream->seek(dataOffset);
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type = kSoundTypeDiamondware;
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return true;
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}
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bool readWaveHeader(Common::SeekableReadStream *stream, SoundType &type, uint16 &numChannels,
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uint32 &samplesPerSec, uint16 &bitsPerSample, uint32 &size) {
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// The earliest HIS files are just WAVE files with the first 22 bytes of
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// the file overwritten with a string, so most of this is copied from the
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// standard WAVE decoder
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numChannels = stream->readUint16LE();
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samplesPerSec = stream->readUint32LE();
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stream->skip(6);
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bitsPerSample = stream->readUint16LE();
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char buf[4 + 1];
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stream->read(buf, 4);
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buf[4] = 0;
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if (Common::String(buf) != "data") {
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warning("Data chunk not found in HIS file");
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return false;
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}
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size = stream->readUint32LE();
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if (stream->eos() || stream->err()) {
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warning("Error reading HIS file");
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return false;
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}
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type = kSoundTypeRaw;
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return true;
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}
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bool readHISHeader(Common::SeekableReadStream *stream, SoundType &type, uint16 &numChannels,
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uint32 &samplesPerSec, uint16 &bitsPerSample, uint32 &size) {
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uint32 ver;
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ver = stream->readUint16LE() << 16;
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ver |= stream->readUint16LE();
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bool hasType = false;
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switch (ver) {
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case 0x00010000:
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break;
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case 0x00020000:
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hasType = true;
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break;
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default:
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warning("Unsupported version %d.%d found in HIS file", ver >> 16, ver & 0xffff);
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return false;
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}
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// Same data as Wave fmt chunk
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stream->skip(2); // AudioFormat
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numChannels = stream->readUint16LE();
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samplesPerSec = stream->readUint32LE();
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stream->skip(6); // ByteRate and BlockAlign
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bitsPerSample = stream->readUint16LE();
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size = stream->readUint32LE();
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if (hasType) {
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uint16 tp = stream->readUint16LE();
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switch (tp) {
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case 1:
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type = kSoundTypeRaw;
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break;
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case 2:
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type = kSoundTypeOgg;
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break;
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default:
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warning("Unsupported sound type %d found in HIS file", tp);
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return false;
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}
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} else
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type = kSoundTypeRaw;
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if (stream->eos() || stream->err()) {
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warning("Error reading HIS file");
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return false;
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}
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return true;
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}
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uint getAdjustedVolume(uint volume) {
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if (g_nancy->getGameType() >= kGameTypeNancy3) {
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return 10 + (volume * 90) / 100;
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} else {
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return volume;
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}
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}
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Audio::SeekableAudioStream *SoundManager::makeHISStream(Common::SeekableReadStream *stream, DisposeAfterUse::Flag disposeAfterUse, uint32 overrideSamplesPerSec) {
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char buf[22];
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stream->read(buf, 22);
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buf[21] = 0;
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Common::String headerID(buf);
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uint16 numChannels = 0, bitsPerSample = 0;
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uint32 samplesPerSec = 0, size = 0;
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SoundType type = kSoundTypeRaw;
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if (headerID == "DiamondWare Digitized") {
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if (!readDiamondwareHeader(stream, type, numChannels, samplesPerSec, bitsPerSample, size))
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return nullptr;
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} else if (headerID == "Her Interactive Sound") {
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// Early HIS file
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if (!readWaveHeader(stream, type, numChannels, samplesPerSec, bitsPerSample, size))
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return nullptr;
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} else if (headerID == "HIS") {
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stream->seek(4);
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if (!readHISHeader(stream, type, numChannels, samplesPerSec, bitsPerSample, size))
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return nullptr;
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}
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byte flags = 0;
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if (type == kSoundTypeRaw || type == kSoundTypeDiamondware) {
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if (bitsPerSample == 8) { // 8 bit data is unsigned in HIS files and signed in DWD files
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flags |= (type == kSoundTypeRaw ? Audio::FLAG_UNSIGNED : Audio::FLAG_LITTLE_ENDIAN);
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} else if (bitsPerSample == 16) { // 16 bit data is signed little endian
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flags |= (Audio::FLAG_16BITS | Audio::FLAG_LITTLE_ENDIAN);
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} else {
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warning("Unsupported bitsPerSample %d found in HIS file", bitsPerSample);
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return nullptr;
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}
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if (numChannels == 2) {
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flags |= Audio::FLAG_STEREO;
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} else if (numChannels != 1) {
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warning("Unsupported number of channels %d found in HIS file", numChannels);
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return nullptr;
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}
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// Raw PCM, make sure the last packet is complete
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uint sampleSize = (flags & Audio::FLAG_16BITS ? 2 : 1) * (flags & Audio::FLAG_STEREO ? 2 : 1);
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if (size % sampleSize != 0) {
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warning("Trying to play an %s file with an incomplete PCM packet", type == kSoundTypeDiamondware ? "DWD" : "HIS");
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size &= ~(sampleSize - 1);
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}
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}
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Common::SeekableSubReadStream *subStream = new Common::SeekableSubReadStream(stream, stream->pos(), stream->pos() + size, disposeAfterUse);
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if (type == kSoundTypeRaw || type == kSoundTypeDiamondware)
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return Audio::makeRawStream(subStream, overrideSamplesPerSec == 0 ? samplesPerSec : overrideSamplesPerSec, flags, DisposeAfterUse::YES);
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else
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return Audio::makeVorbisStream(subStream, DisposeAfterUse::YES);
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}
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SoundManager::SoundManager() : _shouldRecalculate(false), _mixer(g_system->getMixer()) {}
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void SoundManager::loadCommonSounds(IFF *boot) {
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// Persistent sounds that are used across the engine. These originally get loaded inside Logo
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Common::String chunkNames[] = {
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"CANT", "CURT", "GLOB", "SLID", "BULS", "BUDE", "BUOK", "TH1", "TH2",
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};
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Common::SeekableReadStream *chunk = nullptr;
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for (auto const &s : chunkNames) {
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chunk = boot->getChunkStream(s);
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if (chunk) {
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SoundDescription &desc = _commonSounds.getOrCreateVal(s);
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desc.readNormal(*chunk);
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g_nancy->_sound->loadSound(desc);
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_channels[desc.channelID].isPersistent = true;
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delete chunk;
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}
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}
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// Menu sound is stored differently
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chunk = boot->getChunkStream("MSND"); // channel 28
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if (chunk) {
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SoundDescription &desc = _commonSounds.getOrCreateVal("MSND");
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desc.readMenu(*chunk);
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g_nancy->_sound->loadSound(desc);
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_channels[desc.channelID].isPersistent = true;
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delete chunk;
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}
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}
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SoundManager::~SoundManager() {
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stopAllSounds();
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}
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void SoundManager::loadSound(const SoundDescription &description, SoundEffectDescription **effectData) {
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if (description.name == "NO SOUND") {
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return;
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}
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Channel &existing = _channels[description.channelID];
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if (existing.stream != nullptr) {
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// There's a channel already loaded. Check if we're trying to reload the exact same sound
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if ( description.name == existing.name &&
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description.numLoops == existing.numLoops &&
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description.playCommands == existing.playCommands) {
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// When the same sound is already playing at a different volume, adjust to new volume (nancy2 scene 599)
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if (existing.volume != getAdjustedVolume(description.volume)) {
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setVolume(description, description.volume);
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}
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return;
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}
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}
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if (_mixer->isSoundHandleActive(_channels[description.channelID].handle)) {
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_mixer->stopHandle(_channels[description.channelID].handle);
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}
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Channel &chan = _channels[description.channelID];
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delete chan.stream;
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chan.stream = nullptr;
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chan.name = description.name;
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chan.playCommands = description.playCommands;
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chan.numLoops = description.numLoops;
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chan.volume = description.volume;
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chan.panAnchorFrame = description.panAnchorFrame;
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chan.isPanning = description.isPanning;
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if (effectData) {
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// Channel takes ownership of the effect data
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delete chan.effectData;
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chan.effectData = *effectData;
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*effectData = nullptr;
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}
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Common::Path path(description.name + (g_nancy->getGameType() == kGameTypeVampire ? ".dwd" : ".his"));
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Common::SeekableReadStream *file = SearchMan.createReadStreamForMember(path);
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if (file) {
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_channels[description.channelID].stream = makeHISStream(file, DisposeAfterUse::YES, description.samplesPerSec);
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}
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}
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void SoundManager::playSound(uint16 channelID) {
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if (channelID >= _channels.size() || _channels[channelID].stream == nullptr || isSoundPlaying(channelID))
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return;
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Channel &chan = _channels[channelID];
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chan.stream->seek(0);
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// Set a minimum volume (10 percent was chosen arbitrarily, but sounds reasonably close)
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// Fix for nancy3 scene 6112, but NOT a hack; the original engine also set a minimum volume for all sounds
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chan.volume = getAdjustedVolume(chan.volume);
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// Init 3D sound
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if (chan.playCommands & ~kPlaySequential && chan.effectData) {
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uint16 playCommands = chan.playCommands;
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if (playCommands & kPlayRandomPosition) {
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auto *rand = g_nancy->_randomSource;
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chan.position.set(
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rand->getRandomNumberRngSigned(chan.effectData->randomMoveMinX, chan.effectData->randomMoveMaxX),
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rand->getRandomNumberRngSigned(chan.effectData->randomMoveMinY, chan.effectData->randomMoveMaxY),
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rand->getRandomNumberRngSigned(chan.effectData->randomMoveMinZ, chan.effectData->randomMoveMaxZ));
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}
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if (playCommands == kPlaySequentialPosition) {
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chan.position.set(chan.effectData->fixedPosX, chan.effectData->fixedPosY, chan.effectData->fixedPosZ);
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} else if (playCommands == kPlaySequentialFrameAnchor) {
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// Doesn't seem to be used so we skip implementing it
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warning("Sound play command kPlaySequentialFrameAnchor not implemented");
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} else if (playCommands == kPlayMoveLinear) {
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chan.position.set(chan.effectData->linearMoveStartX, chan.effectData->linearMoveStartY, chan.effectData->linearMoveStartZ);
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chan.positionDelta.set(chan.effectData->linearMoveEndX, chan.effectData->linearMoveEndY, chan.effectData->linearMoveEndZ);
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chan.positionDelta -= chan.position;
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chan.positionDelta /= chan.effectData->numMoveSteps;
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chan.nextStepTime = g_nancy->getTotalPlayTime() + chan.effectData->moveStepTime;
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chan.stepsLeft = chan.effectData->numMoveSteps;
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} else if (playCommands == kPlayRandomMove) {
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auto *rand = g_nancy->_randomSource;
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chan.position.set(
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rand->getRandomNumberRngSigned(chan.effectData->randomMoveMinX, chan.effectData->randomMoveMaxX),
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rand->getRandomNumberRngSigned(chan.effectData->randomMoveMinY, chan.effectData->randomMoveMaxY),
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rand->getRandomNumberRngSigned(chan.effectData->randomMoveMinZ, chan.effectData->randomMoveMaxZ));
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chan.positionDelta.set(
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rand->getRandomNumberRngSigned(chan.effectData->randomMoveMinX, chan.effectData->randomMoveMaxX),
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rand->getRandomNumberRngSigned(chan.effectData->randomMoveMinY, chan.effectData->randomMoveMaxY),
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rand->getRandomNumberRngSigned(chan.effectData->randomMoveMinZ, chan.effectData->randomMoveMaxZ));
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chan.positionDelta -= chan.position;
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chan.positionDelta /= chan.effectData->numMoveSteps;
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chan.nextStepTime = g_nancy->getTotalPlayTime() + chan.effectData->moveStepTime;
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chan.stepsLeft = chan.effectData->numMoveSteps;
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} else if (playCommands == kPlayMoveCircular) {
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chan.position.set(chan.effectData->rotateMoveStartX, chan.effectData->rotateMoveStartY, chan.effectData->rotateMoveStartZ);
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chan.nextStepTime = g_nancy->getTotalPlayTime() + chan.effectData->moveStepTime;
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chan.stepsLeft = chan.effectData->numMoveSteps;
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}
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}
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uint numLoops = chan.numLoops;
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if (chan.playCommands & kPlayRandomTime) {
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// We want to add randomized time delays between repeats, which is not doable with
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// a simple LoopingAudioStream. The delays are added in soundEffectMaintenance();
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numLoops = 1;
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// Decrement the number of loops since we start playing immediately after
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--chan.numLoops;
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}
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_mixer->playStream( chan.type,
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&chan.handle,
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Audio::makeLoopingAudioStream(chan.stream, numLoops),
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channelID,
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(int)chan.volume * 255 / 100,
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0, DisposeAfterUse::NO);
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soundEffectMaintenance(channelID, true);
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}
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void SoundManager::playSound(const SoundDescription &description) {
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if (description.name != "NO SOUND") {
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playSound(description.channelID);
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}
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}
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void SoundManager::playSound(const Common::String &chunkName) {
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const SoundDescription &desc = _commonSounds[chunkName];
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if (!isSoundPlaying(desc)) {
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loadSound(desc);
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}
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playSound(desc);
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}
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void SoundManager::pauseSound(uint16 channelID, bool pause) {
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if (channelID >= _channels.size())
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return;
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if (isSoundPlaying(channelID)) {
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g_system->getMixer()->pauseHandle(_channels[channelID].handle, pause);
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}
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}
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void SoundManager::pauseSound(const SoundDescription &description, bool pause) {
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if (description.name != "NO SOUND") {
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pauseSound(description.channelID, pause);
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}
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}
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void SoundManager::pauseSound(const Common::String &chunkName, bool pause) {
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pauseSound(_commonSounds[chunkName], pause);
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}
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void SoundManager::pauseAllSounds(bool pause) {
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_mixer->pauseAll(pause);
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}
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bool SoundManager::isSoundPlaying(uint16 channelID) const {
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if (channelID >= _channels.size() || !_channels[channelID].stream)
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return false;
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const Channel &chan = _channels[channelID];
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if (chan.playCommands & kPlayRandomTime) {
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return _mixer->isSoundHandleActive(chan.handle) || chan.numLoops != 0;
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} else {
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return _mixer->isSoundHandleActive(chan.handle);
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}
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}
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bool SoundManager::isSoundPlaying(const SoundDescription &description) const {
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if (description.name == "NO SOUND") {
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return false;
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} else {
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return isSoundPlaying(description.channelID);
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}
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}
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bool SoundManager::isSoundPlaying(const Common::String &chunkName) const {
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return isSoundPlaying(_commonSounds[chunkName]);
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}
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void SoundManager::stopSound(uint16 channelID) {
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if (channelID >= _channels.size())
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return;
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Channel &chan = _channels[channelID];
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if (isSoundPlaying(channelID)) {
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_mixer->stopHandle(chan.handle);
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}
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// Persistent sounds only stop playing but do not get unloaded
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if (!chan.isPersistent) {
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chan.name = Common::String();
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delete chan.stream;
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chan.stream = nullptr;
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delete chan.effectData;
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chan.effectData = nullptr;
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chan.position.set(0, 0, 0);
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chan.positionDelta.set(0, 0, 0);
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chan.stepsLeft = 0;
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chan.nextStepTime = 0;
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}
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}
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void SoundManager::stopSound(const SoundDescription &description) {
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if (description.name != "NO SOUND") {
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stopSound(description.channelID);
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}
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}
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void SoundManager::stopSound(const Common::String &chunkName) {
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stopSound(_commonSounds[chunkName]);
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}
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void SoundManager::stopAllSounds() {
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for (uint i = 0; i < _channels.size(); ++i) {
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stopSound(i);
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}
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}
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byte SoundManager::getVolume(uint16 channelID) {
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if (channelID >= _channels.size())
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return 0;
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return _mixer->getChannelVolume(_channels[channelID].handle);
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}
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byte SoundManager::getVolume(const SoundDescription &description) {
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if (description.name != "NO SOUND") {
|
|
return getVolume(description.channelID);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
byte SoundManager::getVolume(const Common::String &chunkName) {
|
|
return getVolume(_commonSounds[chunkName]);
|
|
}
|
|
|
|
void SoundManager::setVolume(uint16 channelID, uint16 volume) {
|
|
if (channelID >= _channels.size() || !isSoundPlaying(channelID))
|
|
return;
|
|
|
|
_mixer->setChannelVolume(_channels[channelID].handle, getAdjustedVolume(volume) * 255 / 100);
|
|
}
|
|
|
|
void SoundManager::setVolume(const SoundDescription &description, uint16 volume) {
|
|
if (description.name != "NO SOUND") {
|
|
setVolume(description.channelID, volume);
|
|
}
|
|
}
|
|
|
|
void SoundManager::setVolume(const Common::String &chunkName, uint16 volume) {
|
|
setVolume(_commonSounds[chunkName], volume);
|
|
}
|
|
|
|
uint32 SoundManager::getRate(uint16 channelID) {
|
|
if (channelID >= _channels.size())
|
|
return 0;
|
|
|
|
return _mixer->getChannelRate(_channels[channelID].handle);
|
|
}
|
|
|
|
uint32 SoundManager::getRate(const SoundDescription &description) {
|
|
if (description.name != "NO SOUND") {
|
|
return getRate(description.channelID);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
uint32 SoundManager::getRate(const Common::String &chunkName) {
|
|
return getRate(_commonSounds[chunkName]);
|
|
}
|
|
|
|
uint32 SoundManager::getBaseRate(uint16 channelID) {
|
|
if (channelID >= _channels.size() || !_channels[channelID].stream)
|
|
return 0;
|
|
|
|
return _channels[channelID].stream->getRate();
|
|
}
|
|
|
|
uint32 SoundManager::getBaseRate(const SoundDescription &description) {
|
|
if (description.name != "NO SOUND") {
|
|
return getBaseRate(description.channelID);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
uint32 SoundManager::getBaseRate(const Common::String &chunkName) {
|
|
return getBaseRate(_commonSounds[chunkName]);
|
|
}
|
|
|
|
void SoundManager::setRate(uint16 channelID, uint32 rate) {
|
|
if (channelID >= _channels.size())
|
|
return;
|
|
|
|
_mixer->setChannelRate(_channels[channelID].handle, rate);
|
|
}
|
|
|
|
void SoundManager::setRate(const SoundDescription &description, uint32 rate) {
|
|
if (description.name != "NO SOUND") {
|
|
setRate(description.channelID, rate);
|
|
}
|
|
}
|
|
|
|
void SoundManager::setRate(const Common::String &chunkName, uint32 rate) {
|
|
setRate(_commonSounds[chunkName], rate);
|
|
}
|
|
|
|
Audio::Timestamp SoundManager::getLength(uint16 channelID) {
|
|
if (channelID >= _channels.size() || _channels[channelID].stream == nullptr) {
|
|
return Audio::Timestamp();
|
|
}
|
|
|
|
return _channels[channelID].stream->getLength().convertToFramerate(getRate(channelID));
|
|
}
|
|
|
|
Audio::Timestamp SoundManager::getLength(const SoundDescription &description) {
|
|
if (description.name != "NO SOUND") {
|
|
return getLength(description.channelID);
|
|
}
|
|
|
|
return Audio::Timestamp();
|
|
}
|
|
|
|
Audio::Timestamp SoundManager::getLength(const Common::String &chunkName) {
|
|
return getLength(_commonSounds[chunkName]);
|
|
}
|
|
|
|
void SoundManager::recalculateSoundEffects() {
|
|
_shouldRecalculate = true;
|
|
|
|
_positionLerp = 0;
|
|
|
|
if (g_nancy->getGameType() >= kGameTypeNancy3) {
|
|
const Nancy::State::Scene::SceneSummary &sceneSummary = NancySceneState.getSceneSummary();
|
|
SceneChangeDescription &sceneInfo = NancySceneState.getSceneInfo();
|
|
Math::Vector3d rotatedFrontVector = NancySceneState.getSceneInfo().listenerFrontVector;
|
|
rotatedFrontVector.normalize();
|
|
|
|
int rotation = sceneInfo.frontVectorFrameID < sceneInfo.frameID ?
|
|
360 - (sceneInfo.frameID - sceneInfo.frontVectorFrameID) * sceneSummary.degreesPerRotation :
|
|
(sceneInfo.frontVectorFrameID - sceneInfo.frameID) * sceneSummary.degreesPerRotation;
|
|
|
|
Math::Quaternion quat = Math::Quaternion::yAxis(rotation);
|
|
quat.transform(rotatedFrontVector);
|
|
|
|
_orientation = rotatedFrontVector;
|
|
|
|
for (uint i = 0; i < 3; ++i) {
|
|
if (abs(_orientation.getValue(i)) < Math::epsilon) {
|
|
_orientation.setValue(i, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SoundManager::stopAndUnloadSceneSpecificSounds() {
|
|
byte numSSChans = g_nancy->getStaticData().soundChannelInfo.numSceneSpecificChannels;
|
|
|
|
if (g_nancy->getGameType() == kGameTypeVampire && Nancy::State::Map::hasInstance()) {
|
|
// Don't stop the map sound in certain scenes
|
|
uint nextScene = NancySceneState.getNextSceneInfo().sceneID;
|
|
if (nextScene != 0 && (nextScene < 15 || nextScene > 27)) {
|
|
stopSound(NancyMapState.getSound());
|
|
}
|
|
}
|
|
|
|
for (uint i = 0; i < numSSChans; ++i) {
|
|
stopSound(i);
|
|
}
|
|
|
|
stopSound("MSND");
|
|
}
|
|
|
|
void SoundManager::pauseSceneSpecificSounds(bool pause) {
|
|
byte numSSChans = g_nancy->getStaticData().soundChannelInfo.numSceneSpecificChannels;
|
|
if (g_nancy->getGameType() == kGameTypeVampire && Nancy::State::Map::hasInstance()) {
|
|
if (!pause || g_nancy->getState() != NancyState::kMap) {
|
|
// Stop the map sound in certain scenes
|
|
uint currentScene = NancySceneState.getSceneInfo().sceneID;
|
|
if (currentScene == 0 || (currentScene >= 15 && currentScene <= 27)) {
|
|
g_nancy->_sound->pauseSound(NancyMapState.getSound(), pause);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (uint i = 0; i < numSSChans; ++i) {
|
|
g_nancy->_sound->pauseSound(i, pause);
|
|
}
|
|
}
|
|
|
|
void SoundManager::initSoundChannels() {
|
|
const SoundChannelInfo &channelInfo = g_nancy->getStaticData().soundChannelInfo;
|
|
|
|
_channels.resize(channelInfo.numChannels);
|
|
|
|
for (const short id : channelInfo.speechChannels) {
|
|
_channels[id].type = Audio::Mixer::SoundType::kSpeechSoundType;
|
|
}
|
|
|
|
for (const short id : channelInfo.musicChannels) {
|
|
_channels[id].type = Audio::Mixer::SoundType::kMusicSoundType;
|
|
}
|
|
|
|
for (const short id : channelInfo.sfxChannels) {
|
|
_channels[id].type = Audio::Mixer::SoundType::kSFXSoundType;
|
|
}
|
|
}
|
|
|
|
SoundManager::Channel::~Channel() {
|
|
delete stream;
|
|
delete effectData;
|
|
}
|
|
|
|
void SoundManager::soundEffectMaintenance() {
|
|
// Interpolate position and rotation when scene has changed to avoid audible chop in sound
|
|
if (_position != NancySceneState.getSceneSummary().listenerPosition && _positionLerp == 0) {
|
|
++_positionLerp;
|
|
}
|
|
|
|
if (_positionLerp > 1) {
|
|
++_positionLerp;
|
|
if (_positionLerp > 10) {
|
|
_position = NancySceneState.getSceneSummary().listenerPosition;
|
|
_positionLerp = 0;
|
|
}
|
|
}
|
|
|
|
for (uint i = 0; i < _channels.size(); ++i) {
|
|
soundEffectMaintenance(i);
|
|
}
|
|
|
|
_shouldRecalculate = false;
|
|
}
|
|
|
|
void SoundManager::soundEffectMaintenance(uint16 channelID, bool force) {
|
|
if (channelID >= _channels.size() || !isSoundPlaying(channelID))
|
|
return;
|
|
|
|
uint32 gameTime = g_nancy->getTotalPlayTime();
|
|
Channel &chan = _channels[channelID];
|
|
|
|
// Handle sound effects and 3D sound, which started being used from nancy3.
|
|
// The original engine used DirectSound 3D, whose effects are only approximated.
|
|
// In particular, there are some slight but noticeable differences in panning
|
|
bool hasStepped = force;
|
|
if (g_nancy->getGameType() >= 3 && chan.effectData) {
|
|
uint16 playCommands = chan.playCommands;
|
|
SoundEffectDescription *effectData = chan.effectData;
|
|
|
|
// Handle randomized time delay between repeats
|
|
if (playCommands & kPlayRandomTime && !_mixer->isSoundHandleActive(chan.handle) && chan.numLoops != 0) {
|
|
if (chan.nextRepeatTime == 0) {
|
|
// Channel just stopped playing, add a randomized delay
|
|
chan.nextRepeatTime = g_nancy->_randomSource->getRandomNumberRng(effectData->minTimeDelay, effectData->maxTimeDelay) + gameTime;
|
|
} else if (chan.nextRepeatTime < gameTime) {
|
|
// Delay is over, start playing again
|
|
_mixer->playStream( chan.type,
|
|
&chan.handle,
|
|
chan.stream,
|
|
channelID,
|
|
chan.volume * 255 / 100,
|
|
0, DisposeAfterUse::NO);
|
|
|
|
--chan.numLoops;
|
|
chan.nextRepeatTime = 0;
|
|
}
|
|
}
|
|
|
|
// Move sound in space
|
|
if (playCommands & kPlayMoveLinear && chan.stepsLeft && gameTime > chan.nextStepTime) {
|
|
chan.nextStepTime = gameTime + chan.effectData->moveStepTime;
|
|
--chan.stepsLeft;
|
|
hasStepped = true;
|
|
|
|
if (playCommands == kPlayMoveCircular) {
|
|
// No real uses at least up to nancy5, so this is untested
|
|
Math::Quaternion quat;
|
|
switch (chan.effectData->rotateMoveAxis) {
|
|
case kRotateAroundX:
|
|
quat = Math::Quaternion::xAxis(360.0 / chan.effectData->numMoveSteps);
|
|
break;
|
|
case kRotateAroundY:
|
|
quat = Math::Quaternion::yAxis(360.0 / chan.effectData->numMoveSteps);
|
|
break;
|
|
case kRotateAroundZ:
|
|
quat = Math::Quaternion::zAxis(360.0 / chan.effectData->numMoveSteps);
|
|
break;
|
|
}
|
|
|
|
quat.transform(chan.position);
|
|
} else {
|
|
chan.position += chan.positionDelta;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check if the player has moved OR if the sound itself has moved, OR, if we're still interpolating
|
|
// Also, make sure we don't accidentally create a Scene state during game startup
|
|
if (!State::Scene::hasInstance() || (!_shouldRecalculate && !hasStepped && _positionLerp == 0)) {
|
|
return;
|
|
}
|
|
|
|
uint16 viewportFrameID = NancySceneState.getSceneInfo().frameID;
|
|
|
|
// Old panning algorithm, used in The Vampire Diaries
|
|
if (g_nancy->getGameType() <= kGameTypeNancy2 && chan.isPanning) {
|
|
const State::Scene::SceneSummary &sceneSummary = NancySceneState.getSceneSummary();
|
|
|
|
switch (sceneSummary.totalViewAngle) {
|
|
case 180:
|
|
_mixer->setChannelBalance(chan.handle, CLIP<int32>((viewportFrameID - chan.panAnchorFrame) * sceneSummary.degreesPerRotation * 364, -32768, 32767) / 256);
|
|
break;
|
|
case 360: {
|
|
int16 adjustedViewportFrame = viewportFrameID - chan.panAnchorFrame;
|
|
if (adjustedViewportFrame < 0) {
|
|
adjustedViewportFrame += sceneSummary.numberOfVideoFrames;
|
|
}
|
|
|
|
// Divide the virtual space into quarters
|
|
uint16 q1 = sceneSummary.numberOfVideoFrames / 4;
|
|
uint16 q2 = sceneSummary.numberOfVideoFrames / 2;
|
|
uint16 q3 = sceneSummary.numberOfVideoFrames * 3 / 4;
|
|
|
|
float balance;
|
|
|
|
if (adjustedViewportFrame < q1) {
|
|
balance = (float)adjustedViewportFrame / q1;
|
|
balance *= 32767;
|
|
balance = 32768 - balance;
|
|
} else if (adjustedViewportFrame < q2) {
|
|
balance = (float)(adjustedViewportFrame - q1) / q1;
|
|
balance *= 32767;
|
|
} else if (adjustedViewportFrame < q3) {
|
|
balance = (float)(adjustedViewportFrame - q2) / q1;
|
|
balance *= 32767;
|
|
balance += 32768;
|
|
} else {
|
|
balance = (float)(adjustedViewportFrame - q3) / q1;
|
|
balance *= 32767;
|
|
balance = 65535 - balance;
|
|
}
|
|
|
|
// The original engine's algorithm is broken and results in flipped
|
|
// stereo; the following line fixes this bug
|
|
balance = 65535 - balance;
|
|
|
|
_mixer->setChannelBalance(chan.handle, (balance - 32768) / 256);
|
|
break;
|
|
}
|
|
default:
|
|
_mixer->setChannelBalance(chan.handle, 0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Panning/volume/rate adjustment used in nancy3 and up. Originally handled by DirectSound 3D
|
|
if (g_nancy->getGameType() >= 3 && chan.effectData &&
|
|
(chan.playCommands & ~kPlaySequential) & (kPlaySequentialFrameAnchor | kPlayRandomPosition | kPlayMoveLinear)) {
|
|
|
|
// Interpolate position when we've changed scenes
|
|
Math::Vector3d listenerPos = Math::Vector3d::interpolate(_position, NancySceneState.getSceneSummary().listenerPosition, (float)_positionLerp / 10.0);
|
|
float dist = listenerPos.getDistanceTo(chan.position);
|
|
float volume;
|
|
|
|
// Panning is linear, so we calculate it from the difference in degrees
|
|
Math::Vector3d relativeSoundPos = chan.position - listenerPos;
|
|
float pan = Math::Vector3d::angle(_orientation, relativeSoundPos.getNormalized()).getDegrees();
|
|
if (pan > 90) {
|
|
pan = 90 - (pan - 90);
|
|
}
|
|
|
|
pan /= 90;
|
|
|
|
if (Math::Vector3d::crossProduct(_orientation, relativeSoundPos).y() < 0) {
|
|
pan = -pan;
|
|
}
|
|
|
|
// Attenuate sound based on distance
|
|
if (dist <= chan.effectData->minDistance) {
|
|
volume = 255;
|
|
} else if (dist >= chan.effectData->maxDistance) {
|
|
volume = 255.0 / (2 * log2f(chan.effectData->maxDistance - chan.effectData->minDistance + 1));
|
|
} else {
|
|
float dlog = (2 * log2f(dist - chan.effectData->minDistance + 1));
|
|
volume = 255.0 / dlog;
|
|
|
|
// Sounds that are closer to the listener shouldn't pan as hard
|
|
// note: slightly inaccurate, compare the ticking sound in nancy3 scene 4015
|
|
pan -= pan / dlog;
|
|
}
|
|
|
|
// (Non-linearly) interpolate pan as well
|
|
if (_positionLerp) {
|
|
float lastPan = _mixer->getChannelBalance(chan.handle) / 127.0;
|
|
pan = lastPan + (pan - lastPan) * ((float)_positionLerp / 10.0);
|
|
}
|
|
|
|
// Doppler effect is affected by the velocities of the source and listener,
|
|
// as projected onto the vector between source and listener
|
|
Math::Vector3d listenerToSource = chan.position - listenerPos;
|
|
if (listenerToSource.isZero()) {
|
|
return;
|
|
}
|
|
|
|
float projectedListenerVelocity, projectedSrcVelocity;
|
|
|
|
float soundSpeed = 343.0;
|
|
|
|
// It appears the original engine's devs either didn't know or didn't care
|
|
// what the velocity parameters do, so they used the doubled orientation vector
|
|
// as listener velocity, and the doubled position vector of the sound as source velocity.
|
|
// This results in physically incorrect behavior which we replicate
|
|
projectedListenerVelocity = Math::Vector3d::dotProduct(_orientation * 2, listenerToSource) / listenerToSource.length();
|
|
projectedSrcVelocity = -Math::Vector3d::dotProduct(chan.position * 2, listenerToSource) / listenerToSource.length();
|
|
|
|
// Calculate the final rate of the sound with doppler effect applied
|
|
uint32 rate = chan.stream->getRate() * (1 + projectedListenerVelocity / soundSpeed) / (1 - projectedSrcVelocity / soundSpeed);
|
|
|
|
_mixer->setChannelVolume(chan.handle, ((byte)volume * chan.volume) / 100);
|
|
_mixer->setChannelBalance(chan.handle, pan * 127);
|
|
_mixer->setChannelRate(chan.handle, rate);
|
|
}
|
|
}
|
|
|
|
} // End of namespace Nancy
|