mirror of
https://github.com/libretro/scummvm.git
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376 lines
10 KiB
C++
376 lines
10 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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/dcgf.h"
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#include "engines/wintermute/Base/file/BFile.h"
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#include "engines/wintermute/Base/BGame.h"
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#include "engines/wintermute/Base/BSoundMgr.h"
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#include "engines/wintermute/Base/BSoundBuffer.h"
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#include "engines/wintermute/Base/BFileManager.h"
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#include "engines/wintermute/utils/utils.h"
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#include "audio/audiostream.h"
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#include "audio/mixer.h"
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#include "audio/decoders/vorbis.h"
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#include "audio/decoders/wave.h"
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#include "common/system.h"
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namespace WinterMute {
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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#define MAX_NONSTREAMED_FILE_SIZE 1024*1024
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//////////////////////////////////////////////////////////////////////////
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CBSoundBuffer::CBSoundBuffer(CBGame *inGame): CBBase(inGame) {
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_stream = NULL;
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_handle = new Audio::SoundHandle;
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// _sync = NULL;
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_streamed = false;
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_filename = NULL;
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_file = NULL;
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_privateVolume = 100;
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_looping = false;
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_loopStart = 0;
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_type = SOUND_SFX;
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_freezePaused = false;
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}
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//////////////////////////////////////////////////////////////////////////
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CBSoundBuffer::~CBSoundBuffer() {
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stop();
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if (_handle) {
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delete _handle;
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_handle = NULL;
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}
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if (_file) {
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Game->_fileManager->closeFile(_file);
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_file = NULL;
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}
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delete[] _filename;
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_filename = NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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void CBSoundBuffer::setStreaming(bool Streamed, uint32 NumBlocks, uint32 BlockSize) {
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_streamed = Streamed;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::loadFromFile(const char *filename, bool forceReload) {
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warning("BSoundBuffer::LoadFromFile(%s,%d)", filename, forceReload);
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#if 0
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if (_stream) {
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BASS_StreamFree(_stream);
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_stream = NULL;
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}
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#endif
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// If we already had a file, delete it.
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delete _file;
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// Load a file, but avoid having the File-manager handle the disposal of it.
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_file = Game->_fileManager->openFile(filename, true, false);
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if (!_file) {
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Game->LOG(0, "Error opening sound file '%s'", filename);
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return E_FAIL;
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}
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Common::String strFilename(filename);
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if (strFilename.hasSuffix(".ogg")) {
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_stream = Audio::makeVorbisStream(_file, DisposeAfterUse::YES);
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} else if (strFilename.hasSuffix(".wav")) {
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warning("BSoundBuffer::LoadFromFile - WAVE not supported yet for %s", filename);
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//_stream = Audio::makeWAVStream(_file, DisposeAfterUse::NO);
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} else {
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warning("BSoundBuffer::LoadFromFile - Unknown filetype for %s", filename);
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}
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if (!_stream) {
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return E_FAIL;
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}
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CBUtils::setString(&_filename, filename);
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return S_OK;
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#if 0
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BASS_FILEPROCS fileProc;
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fileProc.close = CBSoundBuffer::FileCloseProc;
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fileProc.read = CBSoundBuffer::FileReadProc;
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fileProc.seek = CBSoundBuffer::FileSeekProc;
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fileProc.length = CBSoundBuffer::FileLenProc;
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_stream = BASS_StreamCreateFileUser(STREAMFILE_NOBUFFER, 0, &fileProc, (void *)_file);
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if (!_stream) {
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Game->LOG(0, "BASS error: %d while loading '%s'", BASS_ErrorGetCode(), filename);
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return E_FAIL;
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}
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CBUtils::setString(&_filename, filename);
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/*
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HRESULT res;
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bool NewlyCreated = false;
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if(!_soundBuffer || ForceReload || _streamed){
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if(!_file) _file = Game->_fileManager->openFile(filename);
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if(!_file){
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Game->LOG(0, "Error opening sound file '%s'", filename);
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return E_FAIL;
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}
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// switch to streamed for big files
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if(!_streamed && (_file->GetSize() > MAX_NONSTREAMED_FILE_SIZE && !Game->_forceNonStreamedSounds)) SetStreaming(true);
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}
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// create buffer
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if(!_soundBuffer){
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NewlyCreated = true;
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res = InitializeBuffer(_file);
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if(FAILED(res)){
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Game->LOG(res, "Error creating sound buffer for file '%s'", filename);
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return res;
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}
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}
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// store filename
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if(!_filename){
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_filename = new char[strlen(filename)+1];
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strcpy(_filename, filename);
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}
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// close file (if not streaming)
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if(!_streamed && _file){
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Game->_fileManager->closeFile(_file);
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_file = NULL;
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}
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*/
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return S_OK;
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#endif
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::play(bool looping, uint32 startSample) {
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if (startSample != 0) {
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warning("BSoundBuffer::Play - Should start playback at %d, but currently we don't", startSample);
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}
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if (_stream) {
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if (looping) {
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Audio::AudioStream *loopStream = new Audio::LoopingAudioStream(_stream, 0, DisposeAfterUse::YES);
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g_system->getMixer()->playStream(Audio::Mixer::kPlainSoundType, _handle, loopStream, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::YES);
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} else {
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g_system->getMixer()->playStream(Audio::Mixer::kPlainSoundType, _handle, _stream, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::YES);
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}
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}
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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void CBSoundBuffer::setLooping(bool looping) {
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warning("BSoundBuffer::SetLooping(%d) - not implemented yet", looping);
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#if 0
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_looping = looping;
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if (_stream) {
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BASS_ChannelFlags(_stream, looping ? BASS_SAMPLE_LOOP : 0, BASS_SAMPLE_LOOP);
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}
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#endif
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::resume() {
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if (_stream && _handle) {
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g_system->getMixer()->pauseHandle(*_handle, false);
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}
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::stop() {
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if (_stream && _handle) {
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g_system->getMixer()->stopHandle(*_handle);
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}
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::pause() {
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if (_stream && _handle) {
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g_system->getMixer()->pauseHandle(*_handle, true);
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}
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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uint32 CBSoundBuffer::getLength() {
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if (_stream) {
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uint32 len = _stream->getLength().msecs();
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return len * 1000;
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}
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////
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void CBSoundBuffer::setType(TSoundType Type) {
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_type = Type;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::setVolume(int Volume) {
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if (_stream && _handle) {
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byte vol = (byte)(Volume / 100.f * Audio::Mixer::kMaxChannelVolume);
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g_system->getMixer()->setChannelVolume(*_handle, vol);
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}
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::setPrivateVolume(int Volume) {
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#if 0
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_privateVolume = Volume;
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switch (_type) {
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case SOUND_SFX:
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Volume = Game->_soundMgr->_volumeSFX;
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break;
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case SOUND_SPEECH:
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Volume = Game->_soundMgr->_volumeSpeech;
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break;
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case SOUND_MUSIC:
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Volume = Game->_soundMgr->_volumeMusic;
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break;
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}
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#endif
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return setVolume(Volume);
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}
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//////////////////////////////////////////////////////////////////////////
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bool CBSoundBuffer::isPlaying() {
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if (_stream && _handle) {
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return _freezePaused || g_system->getMixer()->isSoundHandleActive(*_handle);
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} else {
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return false;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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uint32 CBSoundBuffer::getPosition() {
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if (_stream && _handle) {
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uint32 pos = g_system->getMixer()->getSoundElapsedTime(*_handle);
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return pos;
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}
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::setPosition(uint32 Pos) {
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warning("CBSoundBuffer::SetPosition - not implemented yet");
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#if 0
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if (_stream) {
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QWORD pos = BASS_ChannelSeconds2Bytes(_stream, (float)Pos / 1000.0f);
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BASS_ChannelSetPosition(_stream, pos, BASS_POS_BYTE);
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}
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#endif
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::setLoopStart(uint32 Pos) {
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_loopStart = Pos;
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#if 0
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if (_stream) {
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if (_sync) {
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BASS_ChannelRemoveSync(_stream, _sync);
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_sync = NULL;
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}
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if (_loopStart > 0) {
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QWORD len = BASS_ChannelGetLength(_stream, BASS_POS_BYTE);
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_sync = BASS_ChannelSetSync(_stream, BASS_SYNC_POS | BASS_SYNC_MIXTIME, len, CBSoundBuffer::LoopSyncProc, (void *)this);
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}
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}
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#endif
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return S_OK;
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}
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#if 0
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//////////////////////////////////////////////////////////////////////////
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void CBSoundBuffer::LoopSyncProc(HSYNC handle, uint32 channel, uint32 data, void *user) {
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CBSoundBuffer *soundBuf = static_cast<CBSoundBuffer *>(user);
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QWORD pos = BASS_ChannelSeconds2Bytes(channel, (float)soundBuf->GetLoopStart() / 1000.0f);
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if (!BASS_ChannelSetPosition(channel, pos, BASS_POS_BYTE))
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BASS_ChannelSetPosition(channel, 0, BASS_POS_BYTE);
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}
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#endif
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::setPan(float pan) {
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if (_stream) {
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g_system->getMixer()->setChannelBalance(*_handle, pan * 127);
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}
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSoundBuffer::applyFX(TSFXType Type, float Param1, float Param2, float Param3, float Param4) {
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warning("CBSoundBuffer::ApplyFX - not implemented yet");
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#if 0
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switch (Type) {
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case SFX_ECHO:
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break;
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case SFX_REVERB:
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break;
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default:
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break;
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}
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#endif
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return S_OK;
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}
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} // end of namespace WinterMute
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