scummvm/engines/bladerunner/audio_speech.cpp
2022-06-28 23:48:22 +02:00

159 lines
4.7 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/audio_speech.h"
#include "bladerunner/actor.h"
#include "bladerunner/aud_stream.h"
#include "bladerunner/audio_mixer.h"
#include "bladerunner/audio_player.h"
#include "bladerunner/bladerunner.h"
#include "common/str.h"
namespace BladeRunner {
// Note: Speech samples here should be from A.TLK file
const int kSpeechSamplesNumber = 23;
const int AudioSpeech::kSpeechSamples[kSpeechSamplesNumber] = { 65, 355, 490, 465, 480, 485, 505, 760, 7655, 7770, 7740, 8170, 2705, 7200, 6460, 5560, 4870, 4555, 3880, 3525, 3595, 3250, 3070 };
void AudioSpeech::ended() {
//Common::StackLock lock(_mutex);
_isActive = false;
_channel = -1;
}
void AudioSpeech::mixerChannelEnded(int channel, void *data) {
AudioSpeech *audioSpeech = (AudioSpeech *)data;
audioSpeech->ended();
}
AudioSpeech::AudioSpeech(BladeRunnerEngine *vm) {
_vm = vm;
// _speechVolume here sets a percentage to be appied on the specified voice cue volume
// before sending it to the audio player
// (setting _speechVolume to 100 renders it indifferent)
_speechVolume = BLADERUNNER_ORIGINAL_SETTINGS ? 50 : 100;
_isActive = false;
_data = new byte[kBufferSize];
_channel = -1;
}
AudioSpeech::~AudioSpeech() {
stopSpeech();
while (isPlaying()) {
// wait for the mixer to finish
}
delete[] _data;
}
bool AudioSpeech::playSpeech(const Common::String &name, int pan) {
if (isPlaying()) {
stopSpeech();
}
// Audio cache is not usable as hash function is producing collision for speech lines.
// It was not used in the original game either
Common::ScopedPtr<Common::SeekableReadStream> r(_vm->getResourceStream(_vm->_enhancedEdition ? ("audio/" + name) : name));
if (!r) {
warning("AudioSpeech::playSpeech: AUD resource \"%s\" not found", name.c_str());
return false;
}
if (r->size() > kBufferSize) {
warning("AudioSpeech::playSpeech: AUD larger than buffer size (%d > %d)", (int)r->size(), kBufferSize);
return false;
}
if (isPlaying()) {
stopSpeech();
}
r->read(_data, r->size());
if (r->err()) {
warning("AudioSpeech::playSpeech: Error reading resource \"%s\"", name.c_str());
return false;
}
AudStream *audioStream = new AudStream(_data, _vm->_shortyMode ? 33000 : -1);
_channel = _vm->_audioMixer->play(
Audio::Mixer::kSpeechSoundType,
audioStream,
100,
false,
_speechVolume,
pan,
mixerChannelEnded,
this,
audioStream->getLength());
_isActive = true;
return true;
}
void AudioSpeech::stopSpeech() {
//Common::StackLock lock(_mutex);
if (_channel != -1) {
_vm->_audioMixer->stop(_channel, 0u);
}
}
bool AudioSpeech::isPlaying() const {
if (_channel == -1) {
return false;
}
return _isActive;
}
bool AudioSpeech::playSpeechLine(int actorId, int sentenceId, int volume, int a4, int priority) {
int pan = _vm->_actors[actorId]->soundPan();
Common::String name = Common::String::format("%02d-%04d%s.AUD", actorId, sentenceId, _vm->_languageCode.c_str());
return _vm->_audioPlayer->playAud(name, _speechVolume * volume / 100, pan, pan, priority, kAudioPlayerOverrideVolume, Audio::Mixer::kSpeechSoundType);
}
// We no longer set the _speechVolume (speech default volume percent) via a public method
// It is set in AudioSpeech::AudioSpeech() constructor and keeps its value constant.
//void AudioSpeech::setVolume(int volume) {
// _speechVolume = volume;
//}
int AudioSpeech::getVolume() const {
return _speechVolume;
}
void AudioSpeech::playSample() {
#if BLADERUNNER_ORIGINAL_BUGS
_vm->_playerActor->speechPlay(kSpeechSamples[_vm->_rnd.getRandomNumber(kSpeechSamplesNumber-1)], true);
#else
if (_vm->openArchive("A.TLK")) {
// load sample speech even when in initial KIA screen (upon launch - but before loading a game)
_vm->_playerActor->speechPlay(kSpeechSamples[_vm->_rnd.getRandomNumber(kSpeechSamplesNumber-1)], true);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
} // End of namespace BladeRunner