scummvm/sky/sound.cpp
Robert Göffringmann d67c53d756 basic ingame speech support
svn-id: r8220
2003-06-01 03:44:07 +00:00

1158 lines
18 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "sky/sound.h"
#include "sky/struc.h"
#include "sky/logic.h"
#define SOUND_FILE_BASE 60203
#define MAX_FX_NUMBER 393
#define SFXF_START_DELAY 0x80
#define SFXF_SAVE 0x20
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
struct RoomList {
uint8 room;
uint8 adlibVolume;
uint8 rolandVolume;
} GCC_PACK;
struct Sfx {
uint8 soundNo;
uint8 flags;
RoomList roomList[10];
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
uint16 SkySound::_speechConvertTable[8] = {
0, //;Text numbers to file numbers
600, //; 553 lines in section 0
600+500, //; 488 lines in section 1
600+500+1330, //;1303 lines in section 2
600+500+1330+950, //; 922 lines in section 3
600+500+1330+950+1150, //;1140 lines in section 4
600+500+1330+950+1150+550, //; 531 lines in section 5
600+500+1330+950+1150+550+150, //; 150 lines in section 6
};
static Sfx fx_null = {
0,
0,
{
{ 200,127,127 },
{ 255,0,0 }
}
};
static Sfx fx_level_3_ping = {
1,
0,
{
{ 28,63,63 },
{ 29,63,63 },
{ 31,63,63 },
{ 255,0,0 },
}
};
static Sfx fx_factory_sound = {
1,
SFXF_SAVE,
{
{ 255,30,30 },
}
};
static Sfx fx_crowbar_plaster = {
1,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_masonry_fall = {
1,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_prise_brick = {
2,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_rope_creak = {
2,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_ping = {
3,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_force_fire_door = {
3,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_brick_hit_foster = {
3,
10+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_brick_hit_plank = {
3,
8+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_rm3_lift_moving = {
4,
SFXF_SAVE,
{
{ 3,127,127 },
{ 2,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_weld = {
4,
0,
{
{ 15,127,127 },
{ 7,127,127 },
{ 6,60,60 },
{ 12,60,60 },
{ 13,60,60 },
{ 255,0,0 },
}
};
static Sfx fx_weld12 = {
4,
0,
{
{ 12,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_spray_on_skin = {
4,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_plank_vibrating = {
4,
6+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_press_bang = {
5,
0,
{
{ 0,50,100 },
{ 255,0,0 },
}
};
static Sfx fx_spanner_clunk = {
5,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_break_crystals = {
5,
0,
{
{ 96,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_press_hiss = {
6,
0,
{
{ 0,40,40 },
{ 255,0,0 },
}
};
static Sfx fx_open_door = {
6,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_open_lamb_door = {
6,
0,
{
{ 20,127,127 },
{ 21,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_splash = {
6,
22+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_disintegrate = {
7,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_buzzer = {
7,
4+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_lathe = {
7,
SFXF_SAVE,
{
{ 4,60,60 },
{ 2,20,20 },
{ 255,0,0 },
}
};
static Sfx fx_hit_crowbar_brick = {
7,
9+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_hello_helga = {
8,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_statue_on_armour = {
8,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_lift_alarm = {
8,
SFXF_SAVE,
{
{ 2,63,63 },
{ 255,0,0 },
}
};
static Sfx fx_drop_crowbar = {
8,
5+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_byee_helga = {
9,
3+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_shed_door_creak = {
10,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_explosion = {
10,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_fire_crackle_in_pit = {
9,
SFXF_SAVE,
{
{ 255,127,127 },
}
};
static Sfx fx_remove_bar_grill = {
10,
7+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_grill_creak = {
10,
43+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_steam1 = {
11,
SFXF_SAVE,
{
{ 18,20,20 },
{ 255,0,0 },
}
};
static Sfx fx_steam2 = {
11,
SFXF_SAVE,
{
{ 18,63,63 },
{ 255,0,0 },
}
};
static Sfx fx_steam3 = {
11,
SFXF_SAVE,
{
{ 18,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_crowbar_wooden = {
11,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_helmet_down_3 = {
11,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_guard_fall = {
11,
4,
{
{ 255,127,127 },
}
};
#if 0
static Sfx fx_furnace = {
11,
0,
{
{ 3,90,90 },
{ 255,0,0 },
}
};
#endif
static Sfx fx_fall_thru_box = {
12,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_lazer = {
12,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_scanner = {
12,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_helmet_up_3 = {
12,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_liquid_bubble = {
12,
SFXF_SAVE,
{
{ 80,127,127 },
{ 72,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_liquid_drip = {
13,
6+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_goo_drip = {
13,
5+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_comp_bleeps = {
13,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_use_crowbar_grill = {
13,
34+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_helmet_grind = {
14,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_lift_moving = {
14,
SFXF_SAVE,
{
{ 7,127,127 },
{ 29,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_use_secateurs = {
14,
18+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_hit_joey1 = {
14,
7+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_hit_joey2 = {
14,
13+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_dani_phone_ring = {
15,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_sc74_pod_down = {
15,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_phone = {
15,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_25_weld = {
15,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_lift_open_7 = {
15,
0,
{
{ 7,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_lift_close_7 = {
16,
0,
{
{ 7,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_s2_helmet = {
16,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_hiss_in_nitrogen = {
16,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_dog_yap_indoors = {
16,
0,
{
{ 38,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_dog_yap_outdoors = {
16,
0,
{
{ 31,127,127 },
{ 30,40,40 },
{ 32,40,40 },
{ 33,40,40 },
{ 255,0,0 },
}
};
static Sfx fx_locker_creak_open = {
17,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_big_tent_gurgle = {
17,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_wind_howl = {
17,
SFXF_SAVE,
{
{ 1,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_lift_open_29 = {
17,
0,
{
{ 29,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_lift_arrive_7 = {
17,
0,
{
{ 7,63,63 },
{ 255,0,0 },
}
};
static Sfx fx_lift_close_29 = {
18,
0,
{
{ 29,127,127 },
{ 28,127,127 },
{ 255,0,0 },
}
};
static Sfx fx_shaft_industrial_noise = {
18,
SFXF_SAVE,
{
{ 255,127,127 },
}
};
static Sfx fx_gall_drop = {
18,
29+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_door_slam_under = {
19,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_reichs_fish = {
19,
SFXF_SAVE,
{
{ 255,60,60 },
}
};
static Sfx fx_judges_gavel1 = {
19,
13+SFXF_START_DELAY,
{
{ 255,60,60 },
}
};
static Sfx fx_judges_gavel2 = {
19,
16+SFXF_START_DELAY,
{
{ 255,90,90 },
}
};
static Sfx fx_judges_gavel3 = {
19,
19+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_wind_3 = {
20,
SFXF_SAVE,
{
{ 255,60,60 },
}
};
static Sfx fx_fact_sensor = {
20,
SFXF_SAVE,
{
{ 255,60,60 },
}
};
static Sfx fx_medi_stab_gall = {
20,
17+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_computer_3 = {
21,
SFXF_SAVE,
{
{ 255,127,127 },
}
};
static Sfx fx_timber_cracking = {
21,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_anchor_fall = {
22,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_elevator_4 = {
22,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_star_trek_2 = {
22,
SFXF_SAVE,
{
{ 255,127,127 },
}
};
static Sfx fx_lift_closing = {
23,
0,
{
{ 255,127,127 },
}
};
static Sfx fx_heartbeat = {
23,
11+SFXF_START_DELAY,
{
{ 67,60,60 },
{ 68,60,60 },
{ 69,60,60 },
{ 77,20,20 },
{ 78,50,50 },
{ 79,70,70 },
{ 80,127,127 },
{ 81,60,60 },
{ 255,0,0 },
}
};
static Sfx fx_pos_key = {
25,
2+SFXF_START_DELAY,
{
{ 255,127,127 },
}
};
static Sfx fx_neg_key = {
26,
2+SFXF_START_DELAY,
{
{ 255,100,100 },
}
};
static Sfx fx_orifice_swallow_drip = {
28,
0,
{
{ 255,127,127 },
}
};
static Sfx *musicList[] = {
&fx_press_bang, // 256 banging of the press
&fx_press_hiss, // 257 hissing press
&fx_wind_howl, // 258 howling wind
&fx_spanner_clunk, // 259 spanner in works
&fx_reichs_fish, // 260 Reichs fish
&fx_explosion, // 261 panel blows open
&fx_wind_3, // 262 single steam
&fx_open_door, // 263 general open door
&fx_open_lamb_door, // 264 lamb door opens
&fx_comp_bleeps, // 265 scanner bleeps
&fx_helmet_down_3, // 266
&fx_helmet_up_3, // 267
&fx_helmet_grind, // 268
&fx_lift_close_29, // 269 rm 29 lift closes
&fx_lift_open_29, // 270 rm 29 lift opens
&fx_computer_3, // 271 rm 29 lift arrives
&fx_level_3_ping, // 272 background noise in room 4
&fx_lift_alarm, // 273 loader alarm
&fx_null, // 274 furnace room background noise
&fx_rm3_lift_moving, // 275 lift moving in room 3
&fx_lathe, // 276 jobsworth lathe
&fx_factory_sound, // 277 factory background sound
&fx_weld, // 278 do some welding
&fx_lift_close_7, // 279 rm 7 lift closes
&fx_lift_open_7, // 280 rm 7 lift opens
&fx_lift_arrive_7, // 281 rm 7 lift arrives
&fx_lift_moving, // 282 lift moving
&fx_scanner, // 283 scanner operating
&fx_force_fire_door, // 284 Force fire door open
&fx_null, // 285 General door creak
&fx_phone, // 286 telephone
&fx_lazer, // 287 lazer
&fx_lazer, // 288 lazer
&fx_anchor_fall, // 289 electric ;not used on amiga
&fx_weld12, // 290 welding in room 12 (not joey)
&fx_hello_helga, // 291 helga appears
&fx_byee_helga, // 292 helga disapears
&fx_null, // 293 smash through window ;doesn't exist
&fx_pos_key, // 294
&fx_neg_key, // 295
&fx_s2_helmet, // 296 ;helmet down section 2
&fx_s2_helmet, // 297 ; " up " "
&fx_lift_arrive_7, // 298 ;security door room 7
&fx_null, // 299
&fx_rope_creak, // 300
&fx_crowbar_wooden, // 301
&fx_fall_thru_box, // 302
&fx_use_crowbar_grill, // 303
&fx_use_secateurs, // 304
&fx_grill_creak, // 305
&fx_timber_cracking, // 306
&fx_masonry_fall, // 307
&fx_masonry_fall, // 308
&fx_crowbar_plaster, // 309
&fx_prise_brick, // 310
&fx_brick_hit_foster, // 311
&fx_spray_on_skin, // 312
&fx_hit_crowbar_brick, // 313
&fx_drop_crowbar, // 314
&fx_fire_crackle_in_pit, // 315
&fx_remove_bar_grill, // 316
&fx_liquid_bubble, // 317
&fx_liquid_drip, // 318
&fx_guard_fall, // 319
&fx_sc74_pod_down, // 320
&fx_hiss_in_nitrogen, // 321
&fx_null, // 322
&fx_hit_joey1, // 323
&fx_hit_joey2, // 324
&fx_medi_stab_gall, // 325
&fx_gall_drop, // 326
&fx_null, // 327
&fx_null, // 328
&fx_null, // 329
&fx_big_tent_gurgle, // 330
&fx_null, // 331
&fx_orifice_swallow_drip, // 332
&fx_brick_hit_plank, // 333
&fx_goo_drip, // 334
&fx_plank_vibrating, // 335
&fx_splash, // 336
&fx_buzzer, // 337
&fx_shed_door_creak, // 338
&fx_dog_yap_outdoors, // 339
&fx_dani_phone_ring, // 340
&fx_locker_creak_open, // 341
&fx_judges_gavel1, // 342
&fx_dog_yap_indoors, // 343
&fx_brick_hit_plank, // 344
&fx_brick_hit_plank, // 345
&fx_shaft_industrial_noise, // 346
&fx_judges_gavel2, // 347
&fx_judges_gavel3, // 348
&fx_elevator_4, // 349
&fx_lift_closing, // 350
&fx_null, // 351
&fx_null, // 352
&fx_sc74_pod_down, // 353
&fx_null, // 354
&fx_null, // 355
&fx_heartbeat, // 356
&fx_star_trek_2, // 357
&fx_null, // 358
&fx_null, // 359
&fx_null, // 350
&fx_null, // 361
&fx_null, // 362
&fx_null, // 363
&fx_null, // 364
&fx_null, // 365
&fx_break_crystals, // 366
&fx_disintegrate, // 367
&fx_statue_on_armour, // 368
&fx_null, // 369
&fx_null, // 360
&fx_ping, // 371
&fx_null, // 372
&fx_door_slam_under, // 373
&fx_null, // 374
&fx_null, // 375
&fx_null, // 376
&fx_null, // 377
&fx_null, // 378
&fx_null, // 379
&fx_steam1, // 380
&fx_steam2, // 381
&fx_steam2, // 382
&fx_steam3, // 383
&fx_null, // 384
&fx_null, // 385
&fx_fact_sensor, // 386 Sensor in Potts' room
&fx_null, // 387
&fx_null, // 388
&fx_null, // 389
&fx_null, // 390
&fx_null, // 391
&fx_null, // 392
&fx_null, // 393
&fx_25_weld // 394 my anchor weld bodge
};
SkySound::SkySound(SoundMixer *mixer, SkyDisk *pDisk) {
_skyDisk = pDisk;
_soundData = NULL;
_mixer = mixer;
_voiceHandle = 0;
_effectHandle = 0;
_bgSoundHandle = 0;
_ingameSound = 0;
}
SkySound::~SkySound(void) {
_mixer->stopAll();
if (_soundData) free(_soundData);
}
int SkySound::playVoice(byte *sound, uint32 size) {
return playSound(sound, size, &_voiceHandle);
}
int SkySound::playBgSound(byte *sound, uint32 size) {
size -= 512; //Hack to get rid of the annoying pop at the end of some bg sounds
return playSound(sound, size, &_bgSoundHandle);
}
int SkySound::playSound(byte *sound, uint32 size, PlayingSoundHandle *handle) {
byte flags = 0;
flags |= SoundMixer::FLAG_UNSIGNED|SoundMixer::FLAG_AUTOFREE;
size -= sizeof(struct dataFileHeader);
byte *buffer = (byte *)malloc(size);
memcpy(buffer, sound+sizeof(struct dataFileHeader), size);
return _mixer->playRaw(handle, buffer, size, 11025, flags);
}
void SkySound::loadSection(uint8 pSection) {
if (_ingameSound) _mixer->stop(_ingameSound - 1);
_ingameSound = 0;
if (_soundData) free(_soundData);
_soundData = _skyDisk->loadFile(pSection * 4 + SOUND_FILE_BASE, NULL);
if ((_soundData[0x7E] != 0x3C) || (_soundData[0xA5] != 0x8D) || (_soundData[0xA6] != 0x1E) ||
(_soundData[0xAD] != 0x8D) || (_soundData[0xAE] != 0x36))
error("Unknown sounddriver version!\n");
_soundsTotal = _soundData[0x7F];
uint16 sRateTabOfs = (_soundData[0xA8] << 8) | _soundData[0xA7];
_sfxBaseOfs = (_soundData[0xB0] << 8) | _soundData[0xAF];
_sampleRates = _soundData + sRateTabOfs;
_sfxInfo = _soundData + _sfxBaseOfs;
}
void SkySound::playSound(uint16 sound, uint16 volume) {
if (!_soundData) {
warning("SkySound::playSound(%04X, %04X) called with a section having been loaded.\n", sound, volume);
return;
}
if (sound > _soundsTotal) {
if (sound & 0x80) warning("SkySound::playSound(%04X, %04X) not implemented.\n", sound, volume);
else warning("SkySound::playSound(%04X, %04X) ignored.\n", sound, volume);
return ;
}
volume = ((volume & 0x7F) + 1) << 1;
sound &= 0xFF;
// note: all those tables are big endian. Don't ask me why. *sigh*
uint16 sampleRate = (_sampleRates[sound << 2] << 8) | _sampleRates[(sound << 2) | 1];
uint16 dataOfs = ((_sfxInfo[sound << 3] << 8) | _sfxInfo[(sound << 3) | 1]) << 4;
dataOfs += _sfxBaseOfs;
uint16 dataSize = (_sfxInfo[(sound << 3) | 2] << 8) | _sfxInfo[(sound << 3) | 3];
uint16 dataLoop = (_sfxInfo[(sound << 3) | 6] << 8) | _sfxInfo[(sound << 3) | 7];
byte flags = SoundMixer::FLAG_UNSIGNED;
if (dataSize == dataLoop)
flags |= SoundMixer::FLAG_LOOP;
//_mixer->stopAll();
if (_ingameSound > 0) _mixer->stop(_ingameSound - 1);
_mixer->setVolume(volume);
_mixer->playRaw(&_ingameSound, _soundData + dataOfs, dataSize, sampleRate, flags);
}
bool SkySound::fnStartFx(uint32 sound) {
if (sound < 256 || sound > MAX_FX_NUMBER)
return true;
uint8 screen = (uint8)(SkyLogic::_scriptVariables[SCREEN] & 0xff);
if (sound == 278 && screen == 25) // is this weld in room 25
sound= 394;
sound &= ~(1 << 8);
Sfx *sfx = musicList[sound];
RoomList *roomList = sfx->roomList;
int i = 0;
if (roomList[i].room != 0xff) // if room list empty then do all rooms
while (roomList[i].room != screen) { // check rooms
i++;
if (roomList[i].room == 0xff)
return true;
}
// get fx volume
uint8 volume = 0x7f; // start with max vol
// if (system_flags & (1 << sf_sblaster))
volume = roomList[i].adlibVolume;
// if (system_flags & (1 << sf_roland)) {
// volume = roomList[i].rolandVolume;
// Check the flags, the sound may come on after a delay.
if (sfx->flags & SFXF_START_DELAY) {
// queue sound
}
//if (sfx->flags & SFXF_SAVE)
// save_fx_0[stfx_cur_chn] = sound;
playSound(sfx->soundNo, volume);
return true;
}
void SkySound::fnStartSpeech(uint16 textNum) {
uint16 speechFileNum = _speechConvertTable[textNum >> 12] + (textNum & 0xFFF);
uint8 *speechData = _skyDisk->loadFile(speechFileNum + 50000, NULL);
if (!speechData) {
error("File %d (speechFile %d from section %d) wasn't found!\n", speechFileNum + 50000, textNum & 0xFFF, textNum >> 12);
}
uint32 speechSize = ((dataFileHeader*)speechData)->s_tot_size;
uint8 *playBuffer = (uint8*)malloc(speechSize);
memcpy(playBuffer, speechData + sizeof(dataFileHeader), speechSize);
free(speechData);
_skyDisk->flushPrefetched();
// TODO: implement pre_after_table_area to find and prefetch file for next speech
_mixer->playRaw(&_ingameSpeech, playBuffer, speechSize - 64, 11025, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE);
}