mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 01:39:57 +00:00
0cfd573951
svn-id: r15810
359 lines
8.2 KiB
C++
359 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/sound.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
|