scummvm/engines/wintermute/BSoundBuffer.cpp
2012-06-02 13:02:27 +02:00

398 lines
10 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "dcgf.h"
#include "BFile.h"
#include "BGame.h"
#include "BSoundMgr.h"
#include "BSoundBuffer.h"
#include "BFileManager.h"
#include "utils.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "audio/decoders/vorbis.h"
#include "common/system.h"
namespace WinterMute {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
#define MAX_NONSTREAMED_FILE_SIZE 1024*1024
//////////////////////////////////////////////////////////////////////////
CBSoundBuffer::CBSoundBuffer(CBGame *inGame): CBBase(inGame) {
_stream = NULL;
_handle = new Audio::SoundHandle;
// _sync = NULL;
_streamed = false;
_filename = NULL;
_file = NULL;
_privateVolume = 100;
_looping = false;
_loopStart = 0;
_type = SOUND_SFX;
_freezePaused = false;
}
//////////////////////////////////////////////////////////////////////////
CBSoundBuffer::~CBSoundBuffer() {
#if 0
Stop();
if (_stream) {
BASS_StreamFree(_stream);
_stream = NULL;
}
if (_file) {
Game->_fileManager->CloseFile(_file);
_file = NULL;
}
SAFE_DELETE_ARRAY(_filename);
#endif
}
//////////////////////////////////////////////////////////////////////////
void CBSoundBuffer::SetStreaming(bool Streamed, uint32 NumBlocks, uint32 BlockSize) {
_streamed = Streamed;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::LoadFromFile(const char *Filename, bool ForceReload) {
warning("BSoundBuffer::LoadFromFile(%s,%d)", Filename, ForceReload);
#if 0
if (_stream) {
BASS_StreamFree(_stream);
_stream = NULL;
}
#endif
delete _stream;
_stream = NULL;
if (_file) Game->_fileManager->CloseFile(_file);
_file = Game->_fileManager->OpenFile(Filename);
if (!_file) {
Game->LOG(0, "Error opening sound file '%s'", Filename);
return E_FAIL;
}
_stream = Audio::makeVorbisStream(_file->getMemStream(), DisposeAfterUse::YES);
CBUtils::SetString(&_filename, Filename);
return S_OK;
#if 0
BASS_FILEPROCS fileProc;
fileProc.close = CBSoundBuffer::FileCloseProc;
fileProc.read = CBSoundBuffer::FileReadProc;
fileProc.seek = CBSoundBuffer::FileSeekProc;
fileProc.length = CBSoundBuffer::FileLenProc;
_stream = BASS_StreamCreateFileUser(STREAMFILE_NOBUFFER, 0, &fileProc, (void *)_file);
if (!_stream) {
Game->LOG(0, "BASS error: %d while loading '%s'", BASS_ErrorGetCode(), Filename);
return E_FAIL;
}
CBUtils::SetString(&_filename, Filename);
/*
HRESULT res;
bool NewlyCreated = false;
if(!_soundBuffer || ForceReload || _streamed){
if(!_file) _file = Game->_fileManager->OpenFile(Filename);
if(!_file){
Game->LOG(0, "Error opening sound file '%s'", Filename);
return E_FAIL;
}
// switch to streamed for big files
if(!_streamed && (_file->GetSize() > MAX_NONSTREAMED_FILE_SIZE && !Game->_forceNonStreamedSounds)) SetStreaming(true);
}
// create buffer
if(!_soundBuffer){
NewlyCreated = true;
res = InitializeBuffer(_file);
if(FAILED(res)){
Game->LOG(res, "Error creating sound buffer for file '%s'", Filename);
return res;
}
}
// store filename
if(!_filename){
_filename = new char[strlen(Filename)+1];
strcpy(_filename, Filename);
}
// close file (if not streaming)
if(!_streamed && _file){
Game->_fileManager->CloseFile(_file);
_file = NULL;
}
*/
return S_OK;
#endif
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::Play(bool Looping, uint32 StartSample) {
warning("Play: %s", _filename);
if (_stream) {
SetLooping(Looping);
g_system->getMixer()->playStream(Audio::Mixer::kPlainSoundType, _handle, _stream);
//BASS_ChannelPlay(_stream, TRUE);
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
void CBSoundBuffer::SetLooping(bool looping) {
#if 0
_looping = looping;
if (_stream) {
BASS_ChannelFlags(_stream, looping ? BASS_SAMPLE_LOOP : 0, BASS_SAMPLE_LOOP);
}
#endif
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::Resume() {
#if 0
if (_stream) {
BASS_ChannelPlay(_stream, FALSE);
}
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::Stop() {
#if 0
if (_stream) {
BASS_ChannelStop(_stream);
}
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::Pause() {
#if 0
if (_stream) {
BASS_ChannelPause(_stream);
}
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSoundBuffer::GetLength() {
#if 0
QWORD len = BASS_ChannelGetLength(_stream, BASS_POS_BYTE);
return 1000 * BASS_ChannelBytes2Seconds(_stream, len);
#endif
return 0;
}
//////////////////////////////////////////////////////////////////////////
void CBSoundBuffer::SetType(TSoundType Type) {
_type = Type;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::SetVolume(int Volume) {
#if 0
if (_stream) {
BASS_ChannelSetAttribute(_stream, BASS_ATTRIB_VOL, (float)Volume / 100.0f);
}
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::SetPrivateVolume(int Volume) {
#if 0
_privateVolume = Volume;
switch (_type) {
case SOUND_SFX:
Volume = Game->_soundMgr->_volumeSFX;
break;
case SOUND_SPEECH:
Volume = Game->_soundMgr->_volumeSpeech;
break;
case SOUND_MUSIC:
Volume = Game->_soundMgr->_volumeMusic;
break;
}
#endif
return SetVolume(Volume);
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::IsPlaying() {
#if 0
return _freezePaused || BASS_ChannelIsActive(_stream) == BASS_ACTIVE_PLAYING;
#endif
return false;
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSoundBuffer::GetPosition() {
#if 0
if (_stream) {
QWORD len = BASS_ChannelGetPosition(_stream, BASS_POS_BYTE);
return 1000 * BASS_ChannelBytes2Seconds(_stream, len);
} else return 0;
#endif
return 0;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::SetPosition(uint32 Pos) {
#if 0
if (_stream) {
QWORD pos = BASS_ChannelSeconds2Bytes(_stream, (float)Pos / 1000.0f);
BASS_ChannelSetPosition(_stream, pos, BASS_POS_BYTE);
}
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::SetLoopStart(uint32 Pos) {
_loopStart = Pos;
#if 0
if (_stream) {
if (_sync) {
BASS_ChannelRemoveSync(_stream, _sync);
_sync = NULL;
}
if (_loopStart > 0) {
QWORD len = BASS_ChannelGetLength(_stream, BASS_POS_BYTE);
_sync = BASS_ChannelSetSync(_stream, BASS_SYNC_POS | BASS_SYNC_MIXTIME, len, CBSoundBuffer::LoopSyncProc, (void *)this);
}
}
#endif
return S_OK;
}
#if 0
//////////////////////////////////////////////////////////////////////////
void CBSoundBuffer::LoopSyncProc(HSYNC handle, uint32 channel, uint32 data, void *user) {
CBSoundBuffer *soundBuf = static_cast<CBSoundBuffer *>(user);
QWORD pos = BASS_ChannelSeconds2Bytes(channel, (float)soundBuf->GetLoopStart() / 1000.0f);
if (!BASS_ChannelSetPosition(channel, pos, BASS_POS_BYTE))
BASS_ChannelSetPosition(channel, 0, BASS_POS_BYTE);
}
#endif
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::SetPan(float Pan) {
#if 0
if (_stream) {
BASS_ChannelSetAttribute(_stream, BASS_ATTRIB_PAN, Pan);
}
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundBuffer::ApplyFX(TSFXType Type, float Param1, float Param2, float Param3, float Param4) {
#if 0
switch (Type) {
case SFX_ECHO:
break;
case SFX_REVERB:
break;
default:
break;
}
#endif
return S_OK;
}
#if 0
//////////////////////////////////////////////////////////////////////////
void CBSoundBuffer::FileCloseProc(void *user) {
/*
CBFile* file = static_cast<CBFile*>(user);
file->Game->_fileManager->CloseFile(file);
*/
}
//////////////////////////////////////////////////////////////////////////
QWORD CBSoundBuffer::FileLenProc(void *user) {
CBFile *file = static_cast<CBFile *>(user);
return file->GetSize();
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSoundBuffer::FileReadProc(void *buffer, uint32 length, void *user) {
CBFile *file = static_cast<CBFile *>(user);
uint32 oldPos = file->GetPos();
file->Read(buffer, length);
return file->GetPos() - oldPos;
}
//////////////////////////////////////////////////////////////////////////
BOOL CBSoundBuffer::FileSeekProc(QWORD offset, void *user) {
CBFile *file = static_cast<CBFile *>(user);
return SUCCEEDED(file->Seek(offset));
}
#endif
} // end of namespace WinterMute