scummvm/engines/myst3/sound.cpp

152 lines
3.9 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
*/
#include "engines/myst3/database.h"
#include "engines/myst3/myst3.h"
#include "engines/myst3/sound.h"
#include "engines/myst3/state.h"
#include "audio/decoders/mp3.h"
#include "audio/decoders/wave.h"
namespace Myst3 {
Sound::Sound(Myst3Engine *vm) :
_vm(vm) {
for (uint i = 0; i < kNumChannels; i++)
_channels[i] = new SoundChannel(_vm);
}
Sound::~Sound() {
for (uint i = 0; i < kNumChannels; i++)
delete _channels[i];
}
void Sound::play(uint32 id, uint32 volume, uint16 heading, uint16 attenuation) {
id = _vm->_state->valueOrVarValue(id);
SoundChannel *channel = getChannelForSound(id, 3);
channel->play(id, volume);
}
SoundChannel *Sound::getChannelForSound(uint32 id, uint priority) {
// if the sound is already playing, return that channel
for (uint i = 0; i < kNumChannels; i++)
if (_channels[i]->_id == id && _channels[i]->_playing)
return _channels[i];
// else return the first available channel
for (uint i = 0; i < kNumChannels; i++)
if (!_channels[i]->_playing)
return _channels[i];
error("No available channel for sound %d", id);
}
void Sound::update() {
for (uint i = 0; i < kNumChannels; i++)
_channels[i]->update();
_vm->runBackgroundSoundScriptsFromNode(_vm->_state->getLocationNode());
}
SoundChannel::SoundChannel(Myst3Engine *vm) :
_vm(vm),
_playing(false),
_id(0),
_stream(0) {
}
SoundChannel::~SoundChannel() {
}
void SoundChannel::play(uint32 id, uint32 volume) {
// TODO: Should stop and start again
if (_playing)
return;
// Load the name of the sound from its id
_name = _vm->_db->getSoundName(id);
_volume = volume;
// Open the file to a stream
_stream = makeAudioStream(_name);
if (!_stream)
return;
uint16 mixerVolume = _volume * Audio::Mixer::kMaxChannelVolume / 100;
// Play the sound
g_system->getMixer()->playStream(Audio::Mixer::kSFXSoundType, &_handle, _stream, -1, mixerVolume);
// Update state
_id = id;
_playing = true;
_vm->_state->setVar(id, 1);
}
Audio::RewindableAudioStream *SoundChannel::makeAudioStream(const Common::String &name) const {
Common::String folder = Common::String(name.c_str(), 4);
Common::String filename = Common::String::format("M3Data/%s/%s", folder.c_str(), name.c_str());
Common::SeekableReadStream *s = SearchMan.createReadStreamForMember(filename);
bool isMP3 = false;
if (!s)
s = SearchMan.createReadStreamForMember(filename + ".wav");
if (!s) {
s = SearchMan.createReadStreamForMember(filename + ".mp3");
isMP3 = true;
}
if (!s)
error("Unable to open sound file '%s'", filename.c_str());
if (isMP3) {
#ifdef USE_MAD
return Audio::makeMP3Stream(s, DisposeAfterUse::YES);
#else
warning("Unable to play sound '%s', MP3 support is not compiled in.", filename.c_str());
return 0;
#endif
} else {
return Audio::makeWAVStream(s, DisposeAfterUse::YES);
}
}
void SoundChannel::update() {
if (!_playing)
return; // Nothing to update
_playing = g_system->getMixer()->isSoundHandleActive(_handle);
if (!_playing) {
_vm->_state->setVar(_id, 0);
_stream = 0;
}
}
} /* namespace Myst3 */