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https://github.com/libretro/scummvm.git
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398 lines
10 KiB
C++
398 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 "dcgf.h"
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#include "BFile.h"
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#include "BGame.h"
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#include "BSoundMgr.h"
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#include "BSoundBuffer.h"
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#include "BFileManager.h"
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#include "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 "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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#if 0
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Stop();
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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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if (_file) {
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Game->_fileManager->CloseFile(_file);
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_file = NULL;
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}
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SAFE_DELETE_ARRAY(_filename);
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#endif
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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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delete _stream;
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_stream = NULL;
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if (_file) Game->_fileManager->CloseFile(_file);
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_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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_stream = Audio::makeVorbisStream(_file->getMemStream(), DisposeAfterUse::YES);
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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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warning("Play: %s", _filename);
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if (_stream) {
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SetLooping(Looping);
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g_system->getMixer()->playStream(Audio::Mixer::kPlainSoundType, _handle, _stream);
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//BASS_ChannelPlay(_stream, TRUE);
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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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#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 0
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if (_stream) {
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BASS_ChannelPlay(_stream, FALSE);
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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::Stop() {
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#if 0
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if (_stream) {
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BASS_ChannelStop(_stream);
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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::Pause() {
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#if 0
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if (_stream) {
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BASS_ChannelPause(_stream);
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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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uint32 CBSoundBuffer::GetLength() {
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#if 0
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QWORD len = BASS_ChannelGetLength(_stream, BASS_POS_BYTE);
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return 1000 * BASS_ChannelBytes2Seconds(_stream, len);
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#endif
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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 0
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if (_stream) {
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BASS_ChannelSetAttribute(_stream, BASS_ATTRIB_VOL, (float)Volume / 100.0f);
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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::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 0
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return _freezePaused || BASS_ChannelIsActive(_stream) == BASS_ACTIVE_PLAYING;
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#endif
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return false;
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}
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//////////////////////////////////////////////////////////////////////////
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uint32 CBSoundBuffer::GetPosition() {
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#if 0
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if (_stream) {
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QWORD len = BASS_ChannelGetPosition(_stream, BASS_POS_BYTE);
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return 1000 * BASS_ChannelBytes2Seconds(_stream, len);
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} else return 0;
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#endif
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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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#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 0
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if (_stream) {
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BASS_ChannelSetAttribute(_stream, BASS_ATTRIB_PAN, Pan);
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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::ApplyFX(TSFXType Type, float Param1, float Param2, float Param3, float Param4) {
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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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#if 0
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//////////////////////////////////////////////////////////////////////////
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void CBSoundBuffer::FileCloseProc(void *user) {
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/*
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CBFile* file = static_cast<CBFile*>(user);
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file->Game->_fileManager->CloseFile(file);
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*/
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}
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//////////////////////////////////////////////////////////////////////////
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QWORD CBSoundBuffer::FileLenProc(void *user) {
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CBFile *file = static_cast<CBFile *>(user);
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return file->GetSize();
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}
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//////////////////////////////////////////////////////////////////////////
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uint32 CBSoundBuffer::FileReadProc(void *buffer, uint32 length, void *user) {
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CBFile *file = static_cast<CBFile *>(user);
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uint32 oldPos = file->GetPos();
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file->Read(buffer, length);
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return file->GetPos() - oldPos;
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}
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//////////////////////////////////////////////////////////////////////////
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BOOL CBSoundBuffer::FileSeekProc(QWORD offset, void *user) {
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CBFile *file = static_cast<CBFile *>(user);
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return SUCCEEDED(file->Seek(offset));
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}
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#endif
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} // end of namespace WinterMute
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