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03ef6689c0
This is a complete rewrite of the AdLib players for ADL and MDY/TBR files in the Gob engine. Major changes 1) The AdLib base class is now completely separated from all file format code and can theoretically be used by any OPL2-based format (within reason) 2) The new code is far better documented and more readable 3) The MDY player now actually works. The MDY/TBR format is in reality the MUS/SND format created by AdLib as a simpler alternative to the ROL format 4) Since the MAME emulator is quite buggy and leads to noticable wrong percussion in the Gobliins 2 title music, the new AdLib player will try to create a DOSBox OPL. If it's not compiled in, or if the user configured opl_driver to "mame", it will print out appropriate warnings.
110 lines
2.7 KiB
C++
110 lines
2.7 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef GOB_SOUND_MUSPLAYER_H
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#define GOB_SOUND_MUSPLAYER_H
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#include "common/str.h"
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#include "common/array.h"
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#include "gob/sound/adlib.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Gob {
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/** A player for the AdLib MUS format, with the instrument information in SND files.
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*
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* In the Gob engine, those files are usually named .MDY and .TBR instead.
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*/
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class MUSPlayer : public AdLib {
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public:
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MUSPlayer(Audio::Mixer &mixer);
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~MUSPlayer();
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/** Load the instruments (.SND or .TBR) */
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bool loadSND(Common::SeekableReadStream &snd);
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/** Load the melody (.MUS or .MDY) */
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bool loadMUS(Common::SeekableReadStream &mus);
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void unload();
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uint32 getSongID() const;
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const Common::String &getSongName() const;
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protected:
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// AdLib interface
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uint32 pollMusic(bool first);
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void rewind();
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private:
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struct Timbre {
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Common::String name;
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uint16 params[kOperatorsPerVoice * kParamCount];
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};
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Common::Array<Timbre> _timbres;
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byte *_songData;
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uint32 _songDataSize;
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const byte *_playPos;
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uint32 _songID;
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Common::String _songName;
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uint8 _ticksPerBeat;
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uint8 _beatsPerMeasure;
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uint8 _soundMode;
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uint8 _pitchBendRange;
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uint16 _baseTempo;
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uint16 _tempo;
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byte _lastCommand;
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void unloadSND();
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void unloadMUS();
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bool readSNDHeader (Common::SeekableReadStream &snd, int &timbreCount, int &timbrePos);
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bool readSNDTimbres(Common::SeekableReadStream &snd, int timbreCount, int timbrePos);
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bool readMUSHeader(Common::SeekableReadStream &mus);
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bool readMUSSong (Common::SeekableReadStream &mus);
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uint32 getSampleDelay(uint16 delay) const;
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void setInstrument(uint8 voice, uint8 instrument);
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void skipToTiming();
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static bool readString(Common::SeekableReadStream &stream, Common::String &string, byte *buffer, uint size);
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};
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} // End of namespace Gob
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#endif // GOB_SOUND_MUSPLAYER_H
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