mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +00:00
8783b0f2f7
svn-id: r46143
337 lines
7.5 KiB
C++
337 lines
7.5 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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* $URL$
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* $Id$
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*
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*/
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#ifndef SCUMM_PLAYER_V2_H
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#define SCUMM_PLAYER_V2_H
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#include "common/scummsys.h"
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#include "common/mutex.h"
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#include "scumm/music.h"
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#include "sound/audiostream.h"
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#include "sound/mixer.h"
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namespace Scumm {
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class ScummEngine;
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#include "common/pack-start.h" // START STRUCT PACKING
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struct channel_data {
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uint16 time_left; // 00
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uint16 next_cmd; // 02
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uint16 base_freq; // 04
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uint16 freq_delta; // 06
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uint16 freq; // 08
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uint16 volume; // 10
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uint16 volume_delta; // 12
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uint16 tempo; // 14
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uint16 inter_note_pause; // 16
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uint16 transpose; // 18
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uint16 note_length; // 20
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uint16 hull_curve; // 22
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uint16 hull_offset; // 24
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uint16 hull_counter; // 26
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uint16 freqmod_table; // 28
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uint16 freqmod_offset; // 30
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uint16 freqmod_incr; // 32
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uint16 freqmod_multiplier; // 34
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uint16 freqmod_modulo; // 36
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uint16 unknown[4]; // 38 - 44
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uint16 music_timer; // 46
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uint16 music_script_nr; // 48
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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/**
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* Scumm V2 PC-Speaker MIDI driver.
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* This simulates the pc speaker sound, which is driven by the 8253 (square
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* wave generator) and a low-band filter.
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*/
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class Player_V2 : public Audio::AudioStream, public MusicEngine {
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public:
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Player_V2(ScummEngine *scumm, Audio::Mixer *mixer, bool pcjr);
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virtual ~Player_V2();
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virtual void setMusicVolume(int vol);
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virtual void startSound(int sound);
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virtual void stopSound(int sound);
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virtual void stopAllSounds();
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virtual int getMusicTimer();
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virtual int getSoundStatus(int sound) const;
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// AudioStream API
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int readBuffer(int16 *buffer, const int numSamples) {
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do_mix(buffer, numSamples / 2);
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return numSamples;
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}
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bool isStereo() const { return true; }
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bool endOfData() const { return false; }
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int getRate() const { return _sample_rate; }
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protected:
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bool _isV3Game;
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Audio::Mixer *_mixer;
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Audio::SoundHandle _soundHandle;
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ScummEngine *_vm;
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bool _pcjr;
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int _header_len;
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uint32 _sample_rate;
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uint32 _next_tick;
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uint32 _tick_len;
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unsigned int _update_step;
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unsigned int _decay;
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int _level;
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unsigned int _RNG;
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unsigned int _volumetable[16];
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int _timer_count[4];
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int _timer_output;
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int _current_nr;
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byte *_current_data;
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int _next_nr;
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byte *_next_data;
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byte *_retaddr;
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private:
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union ChannelInfo {
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channel_data d;
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uint16 array[sizeof(channel_data)/2];
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};
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int _music_timer;
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int _music_timer_ctr;
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int _ticks_per_music_timer;
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const uint16 *_freqs_table;
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Common::Mutex _mutex;
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ChannelInfo _channels[5];
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protected:
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void mutex_up();
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void mutex_down();
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virtual void nextTick();
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virtual void clear_channel(int i);
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virtual void chainSound(int nr, byte *data);
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virtual void chainNextSound();
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virtual void generateSpkSamples(int16 *data, uint len);
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virtual void generatePCjrSamples(int16 *data, uint len);
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void lowPassFilter(int16 *data, uint len);
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void squareGenerator(int channel, int freq, int vol,
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int noiseFeedback, int16 *sample, uint len);
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private:
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void do_mix(int16 *buf, uint len);
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void set_pcjr(bool pcjr);
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void execute_cmd(ChannelInfo *channel);
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void next_freqs(ChannelInfo *channel);
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};
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/**
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* Scumm V2 CMS/Gameblaster MIDI driver.
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*/
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class Player_V2CMS : public Audio::AudioStream, public MusicEngine {
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public:
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Player_V2CMS(ScummEngine *scumm, Audio::Mixer *mixer);
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virtual ~Player_V2CMS();
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virtual void setMusicVolume(int vol);
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virtual void startSound(int sound);
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virtual void stopSound(int sound);
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virtual void stopAllSounds();
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virtual int getMusicTimer();
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virtual int getSoundStatus(int sound) const;
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// AudioStream API
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int readBuffer(int16 *buffer, const int numSamples);
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bool isStereo() const { return true; }
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bool endOfData() const { return false; }
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int getRate() const { return _sample_rate; }
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protected:
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#include "common/pack-start.h" // START STRUCT PACKING
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struct Voice {
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byte attack;
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byte decay;
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byte sustain;
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byte release;
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byte octadd;
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int16 vibrato;
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int16 vibrato2;
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int16 noise;
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} PACKED_STRUCT;
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struct Voice2 {
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byte *amplitudeOutput;
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byte *freqOutput;
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byte *octaveOutput;
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uint8 channel;
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int8 sustainLevel;
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int8 attackRate;
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uint8 maxAmpl;
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int8 decayRate;
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int8 sustainRate;
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int8 releaseRate;
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int8 releaseTime;
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int8 vibratoRate;
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int8 vibratoDepth;
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int8 curVibratoRate;
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int8 curVibratoUnk;
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int8 unkVibratoRate;
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int8 unkVibratoDepth;
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int8 unkRate;
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int8 unkCount;
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int nextProcessState;
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int8 curVolume;
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int8 curOctave;
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int8 curFreq;
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int8 octaveAdd;
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int8 playingNote;
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Voice2 *nextVoice;
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byte chanNumber;
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} PACKED_STRUCT;
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struct MusicChip {
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byte ampl[4];
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byte freq[4];
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byte octave[2];
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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Voice _cmsVoicesBase[16];
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Voice2 _cmsVoices[8];
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MusicChip _cmsChips[2];
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int8 _tempo;
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int8 _tempoSum;
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byte _looping;
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byte _octaveMask;
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int16 _midiDelay;
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Voice2 *_midiChannel[16];
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byte _midiChannelUse[16];
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byte *_midiData;
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byte *_midiSongBegin;
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int _loadedMidiSong;
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byte _lastMidiCommand;
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uint _outputTableReady;
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byte _clkFrequenz;
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byte _restart;
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byte _curSno;
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void loadMidiData(byte *data, int sound);
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void play();
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void processChannel(Voice2 *channel);
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void processRelease(Voice2 *channel);
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void processAttack(Voice2 *channel);
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void processDecay(Voice2 *channel);
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void processSustain(Voice2 *channel);
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void processVibrato(Voice2 *channel);
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void playMusicChips(const MusicChip *table);
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void playNote(byte *&data);
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void clearNote(byte *&data);
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void offAllChannels();
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void playVoice();
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void processMidiData(uint ticks);
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Voice2 *getFreeVoice();
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Voice2 *getPlayVoice(byte param);
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// from Player_V2
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protected:
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bool _isV3Game;
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Audio::Mixer *_mixer;
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Audio::SoundHandle _soundHandle;
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ScummEngine *_vm;
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int _header_len;
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uint32 _sample_rate;
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uint32 _next_tick;
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uint32 _tick_len;
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int _timer_count[4];
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int _timer_output;
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int _current_nr;
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byte *_current_data;
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int _next_nr;
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byte *_next_data;
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byte *_retaddr;
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private:
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union ChannelInfo {
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channel_data d;
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uint16 array[sizeof(channel_data)/2];
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};
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int _music_timer;
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int _music_timer_ctr;
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int _ticks_per_music_timer;
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Common::Mutex _mutex;
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ChannelInfo _channels[5];
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protected:
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void mutex_up();
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void mutex_down();
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virtual void nextTick();
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virtual void clear_channel(int i);
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virtual void chainSound(int nr, byte *data);
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virtual void chainNextSound();
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private:
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void do_mix(int16 *buf, uint len);
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void execute_cmd(ChannelInfo *channel);
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void next_freqs(ChannelInfo *channel);
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};
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} // End of namespace Scumm
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#endif
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