mirror of
https://github.com/libretro/scummvm.git
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a73c3126c8
Better comments, improved timing and square waves.
397 lines
10 KiB
C++
397 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 code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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// sound.c - sound effects and music support
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#include "common/debug.h"
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#include "common/system.h"
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#include "common/textconsole.h"
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#include "common/config-manager.h"
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#include "audio/decoders/raw.h"
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#include "audio/audiostream.h"
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#include "audio/midiparser.h"
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#include "hugo/hugo.h"
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#include "hugo/game.h"
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#include "hugo/file.h"
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#include "hugo/sound.h"
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#include "hugo/text.h"
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namespace Hugo {
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MidiPlayer::MidiPlayer() {
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MidiDriver::DeviceHandle dev = MidiDriver::detectDevice(MDT_MIDI | MDT_ADLIB | MDT_PREFER_GM);
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_driver = MidiDriver::createMidi(dev);
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assert(_driver);
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_paused = false;
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int ret = _driver->open();
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if (ret == 0) {
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_driver->sendGMReset();
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_driver->setTimerCallback(this, &timerCallback);
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}
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}
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void MidiPlayer::play(uint8 *stream, uint16 size) {
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debugC(3, kDebugMusic, "MidiPlayer::play");
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Common::StackLock lock(_mutex);
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stop();
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if (!stream)
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return;
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_midiData = (uint8 *)malloc(size);
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if (_midiData) {
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memcpy(_midiData, stream, size);
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syncVolume(); // FIXME: syncVolume calls setVolume which in turn also locks the mutex! ugh
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_parser = MidiParser::createParser_SMF();
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_parser->loadMusic(_midiData, size);
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_parser->setTrack(0);
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_parser->setMidiDriver(this);
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_parser->setTimerRate(_driver->getBaseTempo());
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_isLooping = false;
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_isPlaying = true;
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}
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}
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void MidiPlayer::pause(bool p) {
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_paused = p;
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for (int i = 0; i < kNumChannels; ++i) {
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if (_channelsTable[i]) {
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_channelsTable[i]->volume(_paused ? 0 : _channelsVolume[i] * _masterVolume / 255);
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}
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}
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}
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void MidiPlayer::onTimer() {
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Common::StackLock lock(_mutex);
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if (!_paused && _isPlaying && _parser) {
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_parser->onTimer();
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}
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}
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void MidiPlayer::sendToChannel(byte channel, uint32 b) {
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if (!_channelsTable[channel]) {
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_channelsTable[channel] = (channel == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel();
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// If a new channel is allocated during the playback, make sure
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// its volume is correctly initialized.
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if (_channelsTable[channel])
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_channelsTable[channel]->volume(_channelsVolume[channel] * _masterVolume / 255);
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}
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if (_channelsTable[channel])
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_channelsTable[channel]->send(b);
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}
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SoundHandler::SoundHandler(HugoEngine *vm) : _vm(vm) {
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_midiPlayer = new MidiPlayer();
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_speakerStream = new Audio::PCSpeaker(_vm->_mixer->getOutputRate());
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_vm->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_speakerHandle,
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_speakerStream, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO, true);
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_DOSSongPtr = 0;
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_curPriority = 0;
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_pcspkrTimer = 0;
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_pcspkrOctave = 3;
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_pcspkrNoteDuration = 2;
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}
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SoundHandler::~SoundHandler() {
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_vm->getTimerManager()->removeTimerProc(&loopPlayer);
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_vm->_mixer->stopHandle(_speakerHandle);
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delete _speakerStream;
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delete _midiPlayer;
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}
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/**
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* Set the FM music volume from config.mvolume (0..100%)
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*/
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void SoundHandler::setMusicVolume() {
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_midiPlayer->syncVolume();
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}
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/**
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* Stop any sound that might be playing
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*/
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void SoundHandler::stopSound() {
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_vm->_mixer->stopAll();
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}
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/**
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* Stop any tune that might be playing
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*/
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void SoundHandler::stopMusic() {
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_midiPlayer->stop();
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}
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/**
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* Turn music on and off
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*/
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void SoundHandler::toggleMusic() {
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_vm->_config.musicFl = !_vm->_config.musicFl;
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_midiPlayer->pause(!_vm->_config.musicFl);
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}
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/**
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* Turn digitized sound on and off
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*/
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void SoundHandler::toggleSound() {
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_vm->_config.soundFl = !_vm->_config.soundFl;
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}
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void SoundHandler::playMIDI(sound_pt seq_p, uint16 size) {
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_midiPlayer->play(seq_p, size);
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}
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/**
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* Read a tune sequence from the sound database and start playing it
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*/
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void SoundHandler::playMusic(int16 tune) {
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sound_pt seqPtr; // Sequence data from file
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uint16 size; // Size of sequence data
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if (_vm->_config.musicFl) {
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_vm->getGameStatus().song = tune;
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seqPtr = _vm->_file->getSound(tune, &size);
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playMIDI(seqPtr, size);
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free(seqPtr);
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}
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}
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/**
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* Produce various sound effects on supplied stereo channel(s)
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* Override currently playing sound only if lower or same priority
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*/
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void SoundHandler::playSound(int16 sound, const byte priority) {
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// uint32 dwVolume; // Left, right volume of sound
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sound_pt sound_p; // Sound data
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uint16 size; // Size of data
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// Sound disabled
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if (!_vm->_config.soundFl || !_vm->_mixer->isReady())
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return;
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syncVolume();
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_curPriority = priority;
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// Get sound data
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if ((sound_p = _vm->_file->getSound(sound, &size)) == 0)
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return;
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Audio::AudioStream *stream = Audio::makeRawStream(sound_p, size, 11025, Audio::FLAG_UNSIGNED);
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_vm->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_soundHandle, stream);
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}
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/**
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* Initialize for MCI sound and midi
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*/
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void SoundHandler::initSound() {
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//_midiPlayer->open();
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}
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void SoundHandler::syncVolume() {
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int soundVolume;
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if (ConfMan.getBool("sfx_mute") || ConfMan.getBool("mute"))
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soundVolume = -1;
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else
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soundVolume = MIN(255, ConfMan.getInt("sfx_volume"));
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_vm->_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundVolume);
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_midiPlayer->syncVolume();
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}
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/**
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* Check if music is still playing.
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* If not, select the next track in the playlist and play it
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*/
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void SoundHandler::checkMusic() {
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if (_midiPlayer->isPlaying())
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return;
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for (int i = 0; _vm->_defltTunes[i] != -1; i++) {
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if (_vm->_defltTunes[i] == _vm->getGameStatus().song) {
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if (_vm->_defltTunes[i + 1] != -1)
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playMusic(_vm->_defltTunes[i + 1]);
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else
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playMusic(_vm->_defltTunes[0]);
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break;
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}
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}
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}
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void SoundHandler::loopPlayer(void *refCon) {
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((SoundHandler*)refCon)->pcspkr_player();
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}
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/**
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* Decrement last note's timer and see if time to play next note yet.
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* If so, interpret next note in string and play it. Update ptr to string
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* Timer: >0 - song still going, 0 - Stop note, -1 - Set next note
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*/
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void SoundHandler::pcspkr_player() {
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static const uint16 pcspkrNotes[8] = {1352, 1205, 2274, 2026, 1805, 1704, 1518}; // The 3rd octave note counts A..G
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static const uint16 pcspkrSharps[8] = {1279, 1171, 2150, 1916, 1755, 1611, 1435}; // The sharps, A# to B#
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static const uint16 pcspkrFlats[8] = {1435, 1279, 2342, 2150, 1916, 1755, 1611}; // The flats, Ab to Bb
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// Does the user not want any sound?
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if (!_vm->_config.soundFl || !_vm->_mixer->isReady())
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return;
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// Is there no song?
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if (!_DOSSongPtr)
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return;
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// Did we reach the end of the song?
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if (!*_DOSSongPtr)
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return;
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// Update the timer.
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_pcspkrTimer--;
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// Check the timer state..
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if (!_pcspkrTimer) {
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// A note just finished, stop the sound (if any) and return.
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_speakerStream->stop();
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return;
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} else if (_pcspkrTimer > 0) {
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// A (rest or normal) note is still playing, return.
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return;
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}
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// The timer is <0, time to play the next note.
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bool cmdNote = true;
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do {
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switch (*_DOSSongPtr) {
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case 'O':
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// Switch to new octave 0..7
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_DOSSongPtr++;
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_pcspkrOctave = *_DOSSongPtr - '0';
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if ((_pcspkrOctave < 0) || (_pcspkrOctave > 7))
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error("pcspkr_player() - Bad octave");
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_DOSSongPtr++;
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break;
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case 'L':
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// Switch to new duration (in ticks)
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_DOSSongPtr++;
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_pcspkrNoteDuration = *_DOSSongPtr - '0';
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if (_pcspkrNoteDuration < 0)
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error("pcspkr_player() - Bad duration");
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_pcspkrNoteDuration--;
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_DOSSongPtr++;
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break;
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case '<':
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case '^':
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// Move up an octave
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_DOSSongPtr++;
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_pcspkrOctave++;
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break;
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case '>':
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case 'v':
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// Move down an octave
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_DOSSongPtr++;
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_pcspkrOctave--;
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break;
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default:
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// Not a command, probably a note; so we should stop
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// processing commands and move onward now.
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cmdNote = false;
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break;
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}
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} while (cmdNote);
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switch (*_DOSSongPtr) {
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case 'A':
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case 'B':
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case 'C':
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case 'D':
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case 'E':
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case 'F':
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case 'G':
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// Play a note.
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// First, what frequency does this note get played at?
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// We must check for sharp or flat (#, -).
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uint16 count;
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switch (_DOSSongPtr[1]) {
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case '#':
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count = pcspkrSharps[*_DOSSongPtr++ - 'A'];
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break;
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case 'b':
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count = pcspkrFlats[*_DOSSongPtr++ - 'A'];
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break;
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default:
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count = pcspkrNotes[*_DOSSongPtr - 'A'];
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break;
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}
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// Adjust for the octave if needed.
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if (_pcspkrOctave > 3)
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count /= (1 << (_pcspkrOctave - 3));
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else if (_pcspkrOctave < 3)
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count *= (1 << (3 - _pcspkrOctave));
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// Start a note playing (we will stop it when the timer expires).
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_speakerStream->play(Audio::PCSpeaker::kWaveFormSquare, kHugoCNT / count, -1);
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_pcspkrTimer = _pcspkrNoteDuration;
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_DOSSongPtr++;
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break;
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case '.':
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// Play a 'rest note' by being silent for a bit.
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_speakerStream->stop();
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_pcspkrTimer = _pcspkrNoteDuration;
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_DOSSongPtr++;
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break;
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default:
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warning("pcspkr_player() - Unhandled note");
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}
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}
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void SoundHandler::loadIntroSong(Common::ReadStream &in) {
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for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
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uint16 numBuf = in.readUint16BE();
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if (varnt == _vm->_gameVariant)
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_DOSIntroSong = _vm->_text->getTextData(numBuf);
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}
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}
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void SoundHandler::initPcspkrPlayer() {
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_vm->getTimerManager()->installTimerProc(&loopPlayer, 1000000 / _vm->_normalTPS, this, "hugoSoundLoop");
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}
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} // End of namespace Hugo
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