scummvm/sword2/sound.cpp
Torbjörn Andersson f004af9d4f Use the same code for opening the music clusters as for opening the speech
clusters. (No, that doesn't mean compressed music is support yet. This is
just a tiny little step closer.)

svn-id: r14794
2004-08-27 08:31:33 +00:00

358 lines
8.2 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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.
*
* $Header$
*/
// ---------------------------------------------------------------------------
// BROKEN SWORD 2
//
// SOUND.CPP Contains the sound engine, fx & music functions
// Some very 'sound' code in here ;)
//
// (16Dec96 JEL)
//
// ---------------------------------------------------------------------------
#include "common/stdafx.h"
#include "common/file.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/driver/d_sound.h"
namespace Sword2 {
struct FxQueueEntry {
uint32 resource; // resource id of sample
byte *data; // pointer to WAV data
uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM)
uint8 volume; // 0..16
int8 pan; // -16..16
uint8 type; // FX_SPOT, FX_RANDOM or FX_LOOP
};
// FIXME: Should be in one of the classes, I guess...
static FxQueueEntry fxQueue[FXQ_LENGTH];
/**
* Initialise the FX queue by clearing all the entries. This is only used at
* the start of the game. Later when we need to clear the queue we must also
* stop the sound and close the resource.
*/
void Sword2Engine::initFxQueue(void) {
for (int i = 0; i < FXQ_LENGTH; i++)
fxQueue[i].resource = 0;
}
/**
* Stop all sounds, close their resources and clear the FX queue.
*/
void Sword2Engine::clearFxQueue(void) {
for (int i = 0; i < FXQ_LENGTH; i++) {
if (fxQueue[i].resource) {
_sound->stopFx(i + 1);
_resman->closeResource(fxQueue[i].resource);
fxQueue[i].resource = 0;
}
}
}
/**
* Process the FX queue once every game cycle
*/
void Sword2Engine::processFxQueue(void) {
for (int i = 0; i < FXQ_LENGTH; i++) {
if (!fxQueue[i].resource)
continue;
switch (fxQueue[i].type) {
case FX_RANDOM:
// 1 in 'delay' chance of this fx occurring
if (_rnd.getRandomNumber(fxQueue[i].delay) == 0)
triggerFx(i);
break;
case FX_SPOT:
if (fxQueue[i].delay)
fxQueue[i].delay--;
else {
triggerFx(i);
fxQueue[i].type = FX_SPOT2;
}
break;
case FX_LOOP:
triggerFx(i);
fxQueue[i].type = FX_LOOPING;
break;
case FX_SPOT2:
// Once the FX has finished remove it from the queue.
if (!_sound->isFxPlaying(i + 1)) {
_sound->stopFx(i + 1);
_resman->closeResource(fxQueue[i].resource);
fxQueue[i].resource = 0;
}
break;
case FX_LOOPING:
// Once the looped FX has started we can ignore it,
// but we can't close it since the WAV data is in use.
break;
}
}
}
void Sword2Engine::triggerFx(uint8 i) {
int type;
if (fxQueue[i].type == FX_LOOP)
type = RDSE_FXLOOP;
else
type = RDSE_FXSPOT;
uint32 rv = _sound->playFx(i + 1, fxQueue[i].data, fxQueue[i].volume, fxQueue[i].pan, type);
if (rv)
debug(5, "SFX ERROR: playFx() returned %.8x", rv);
}
void Sword2Engine::killMusic(void) {
_loopingMusicId = 0; // clear the 'looping' flag
_sound->stopMusic();
}
void Sword2Engine::pauseAllSound(void) {
_sound->pauseMusic();
_sound->pauseSpeech();
_sound->pauseFx();
}
void Sword2Engine::unpauseAllSound(void) {
_sound->unpauseMusic();
_sound->unpauseSpeech();
_sound->unpauseFx();
}
int32 Logic::fnPlayFx(int32 *params) {
// params: 0 sample resource id
// 1 type (FX_SPOT, FX_RANDOM, FX_LOOP)
// 2 delay (0..65535)
// 3 volume (0..16)
// 4 pan (-16..16)
// example script:
// fnPlayFx (FXWATER, FX_LOOP, 0, 10, 15);
// // fx_water is just a local script flag
// fx_water = result;
// .
// .
// .
// fnStopFx (fx_water);
if (_vm->_wantSfxDebug) {
char type[10];
switch (params[1]) {
case FX_SPOT:
strcpy(type, "SPOT");
break;
case FX_LOOP:
strcpy(type, "LOOPED");
break;
case FX_RANDOM:
strcpy(type, "RANDOM");
break;
default:
strcpy(type, "INVALID");
break;
}
byte buf[NAME_LEN];
debug(0, "SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", _vm->fetchObjectName(params[0], buf), params[3], params[4], params[2], type);
}
int i;
// Find a free slot in the FX queue
for (i = 0; i < FXQ_LENGTH; i++) {
if (!fxQueue[i].resource)
break;
}
if (i == FXQ_LENGTH) {
warning("No free slot in FX queue");
return IR_CONT;
}
fxQueue[i].resource = params[0];
fxQueue[i].type = params[1];
fxQueue[i].delay = params[2];
if (fxQueue[i].type == FX_RANDOM) {
// For spot effects and loops the dela is the number of frames
// to wait. For random effects, however, it's the average
// number of seconds between playing the sound, so we have to
// multiply by the frame rate.
fxQueue[i].delay *= 12;
}
fxQueue[i].volume = params[3];
fxQueue[i].pan = params[4];
byte *data = _vm->_resman->openResource(params[0]);
StandardHeader *header = (StandardHeader *) data;
assert(header->fileType == WAV_FILE);
fxQueue[i].data = data + sizeof(StandardHeader);
// Keep track of the index in the loop so that fnStopFx() can be used
// later to kill this sound. Mainly for FX_LOOP and FX_RANDOM.
_scriptVars[RESULT] = i;
return IR_CONT;
}
int32 Logic::fnSoundFetch(int32 *params) {
// params: 0 id of sound to fetch [guess]
return IR_CONT;
}
/**
* Alter the volume and pan of a currently playing FX
*/
int32 Logic::fnSetFxVolAndPan(int32 *params) {
// params: 0 id of fx (ie. the id returned in 'result' from
// fnPlayFx
// 1 new volume (0..16)
// 2 new pan (-16..16)
debug(5, "fnSetFxVolAndPan(%d, %d, %d)", params[0], params[1], params[2]);
_vm->_sound->setFxIdVolumePan(params[0] + 1, params[1], params[2]);
return IR_CONT;
}
/**
* Alter the volume of a currently playing FX
*/
int32 Logic::fnSetFxVol(int32 *params) {
// params: 0 id of fx (ie. the id returned in 'result' from
// fnPlayFx
// 1 new volume (0..16)
_vm->_sound->setFxIdVolume(params[0] + 1, params[1]);
return IR_CONT;
}
int32 Logic::fnStopFx(int32 *params) {
// params: 0 position in queue
int32 i = params[0];
uint32 rv = _vm->_sound->stopFx(i + 1);
if (rv)
debug(5, "SFX ERROR: closeFx() returned %.8x", rv);
// Remove from queue
if (fxQueue[i].resource) {
_vm->_resman->closeResource(fxQueue[i].resource);
fxQueue[i].resource = 0;
}
return IR_CONT;
}
/**
* Stops all FX and clears the entire FX queue.
*/
int32 Logic::fnStopAllFx(int32 *params) {
// params: none
_vm->clearFxQueue();
return IR_CONT;
}
int32 Logic::fnPrepareMusic(int32 *params) {
// params: 1 id of music to prepare [guess]
return IR_CONT;
}
/**
* Start a tune playing, to play once or to loop until stopped or next one
* played.
*/
int32 Logic::fnPlayMusic(int32 *params) {
// params: 0 tune id
// 1 loop flag (0 or 1)
char filename[128];
bool loopFlag;
uint32 rv;
if (params[1] == FX_LOOP) {
loopFlag = true;
// keep a note of the id, for restarting after an
// interruption to gameplay
_vm->_loopingMusicId = params[0];
} else {
loopFlag = false;
// don't need to restart this tune after control panel or
// restore
_vm->_loopingMusicId = 0;
}
rv = _vm->_sound->streamCompMusic(params[0], loopFlag);
if (rv)
debug(5, "ERROR: streamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv);
return IR_CONT;
}
int32 Logic::fnStopMusic(int32 *params) {
// params: none
_vm->_loopingMusicId = 0; // clear the 'looping' flag
_vm->_sound->stopMusic();
return IR_CONT;
}
int32 Logic::fnCheckMusicPlaying(int32 *params) {
// params: none
// sets result to no. of seconds of current tune remaining
// or 0 if no music playing
// in seconds, rounded up to the nearest second
_scriptVars[RESULT] = _vm->_sound->musicTimeRemaining();
return IR_CONT;
}
} // End of namespace Sword2