scummvm/engines/lab/music.cpp
2015-12-23 21:33:45 +01:00

358 lines
9.8 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 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.
*
*/
/*
* This code is based on Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#include "audio/mixer.h"
#include "lab/labfun.h"
#include "lab/mouse.h"
#include "lab/music.h"
#include "lab/lab.h"
namespace Lab {
#define MUSICBUFSIZE (2 * 65536L)
#define SAMPLESPEED 15000L
#define CLOWNROOM 123
#define DIMROOM 80
Music::Music(LabEngine *vm) : _vm(vm) {
_file = 0;
_tFile = 0;
_musicPaused = false;
_tMusicOn = false;
_tLeftInFile = 0;
_leftinfile = 0;
_musicOn = false;
_winmusic = false;
_loopSoundEffect = false;
_queuingAudioStream = NULL;
_doNotFilestopSoundEffect = false;
_lastMusicRoom = 1;
_doReset = true;
_waitTillFinished = false;
}
/*****************************************************************************/
/* Figures out which buffer is currently playing based on messages sent to */
/* it from the Audio device. */
/*****************************************************************************/
void Music::updateMusic() {
_vm->processInput();
_vm->_event->updateMouse();
if (_musicOn && getPlayingBufferCount() < MAXBUFFERS) {
// NOTE: We need to use malloc(), cause this will be freed with free()
// by the music code
byte *musicBuffer = (byte *)malloc(MUSICBUFSIZE);
fillbuffer(musicBuffer);
// Queue a music block, and start the music, if needed
bool startMusic = false;
if (!_queuingAudioStream) {
_queuingAudioStream = Audio::makeQueuingAudioStream(SAMPLESPEED, false);
startMusic = true;
}
byte soundFlags = Audio::FLAG_LITTLE_ENDIAN;
if (_vm->getPlatform() == Common::kPlatformWindows)
soundFlags |= Audio::FLAG_16BITS;
else
soundFlags |= Audio::FLAG_UNSIGNED;
_queuingAudioStream->queueBuffer(musicBuffer, MUSICBUFSIZE, DisposeAfterUse::YES, soundFlags);
if (startMusic)
_vm->_mixer->playStream(Audio::Mixer::kMusicSoundType, &_musicHandle, _queuingAudioStream);
}
}
uint16 Music::getPlayingBufferCount() {
return (_queuingAudioStream) ? _queuingAudioStream->numQueuedStreams() : 0;
}
void Music::playSoundEffect(uint16 SampleSpeed, uint32 Length, void *Data) {
pauseBackMusic();
stopSoundEffect();
if (SampleSpeed < 4000)
SampleSpeed = 4000;
byte soundFlags = Audio::FLAG_LITTLE_ENDIAN;
if (_vm->getPlatform() == Common::kPlatformWindows)
soundFlags |= Audio::FLAG_16BITS;
else
soundFlags |= Audio::FLAG_UNSIGNED;
Audio::SeekableAudioStream *audioStream = Audio::makeRawStream((const byte *)Data, Length, SampleSpeed, soundFlags, DisposeAfterUse::NO);
uint loops = (_loopSoundEffect) ? 0 : 1;
Audio::LoopingAudioStream *loopingAudioStream = new Audio::LoopingAudioStream(audioStream, loops);
_vm->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_sfxHandle, loopingAudioStream);
}
void Music::stopSoundEffect() {
if (isSoundEffectActive())
_vm->_mixer->stopHandle(_sfxHandle);
}
bool Music::isSoundEffectActive() const {
return _vm->_mixer->isSoundHandleActive(_sfxHandle);
}
void Music::fillbuffer(byte *musicBuffer) {
if (MUSICBUFSIZE < _leftinfile) {
_file->read(musicBuffer, MUSICBUFSIZE);
_leftinfile -= MUSICBUFSIZE;
} else {
_file->read(musicBuffer, _leftinfile);
memset((char *)musicBuffer + _leftinfile, 0, MUSICBUFSIZE - _leftinfile);
_file->seek(0);
_leftinfile = _file->size();
}
}
/*****************************************************************************/
/* Starts up the music initially. */
/*****************************************************************************/
void Music::startMusic(bool startatbegin) {
if (!_musicOn)
return;
stopSoundEffect();
if (startatbegin) {
_file->seek(0);
_leftinfile = _file->size();
}
_musicOn = true;
updateMusic();
}
/*****************************************************************************/
/* Initializes the music buffers. */
/*****************************************************************************/
bool Music::initMusic() {
_musicOn = true;
_musicPaused = false;
const char *filename;
if (_winmusic)
filename = "Music:WinGame";
else
filename = "Music:BackGrou";
_file = openPartial(filename);
if (_file) {
startMusic(true);
return true;
}
_musicOn = false;
return false;
}
/*****************************************************************************/
/* Frees up the music buffers and closes the file. */
/*****************************************************************************/
void Music::freeMusic() {
_musicOn = false;
_vm->_mixer->stopHandle(_musicHandle);
_queuingAudioStream = NULL;
_vm->_mixer->stopHandle(_sfxHandle);
delete _file;
_file = NULL;
}
/*****************************************************************************/
/* Pauses the background music. */
/*****************************************************************************/
void Music::pauseBackMusic() {
if (!_musicPaused && _musicOn) {
updateMusic();
_musicOn = false;
stopSoundEffect();
_vm->_mixer->pauseHandle(_musicHandle, true);
_musicPaused = true;
}
}
/*****************************************************************************/
/* Resumes the paused background music. */
/*****************************************************************************/
void Music::resumeBackMusic() {
if (_musicPaused) {
stopSoundEffect();
_musicOn = true;
_vm->_mixer->pauseHandle(_musicHandle, false);
updateMusic();
_musicPaused = false;
}
}
/*****************************************************************************/
/* Turns the music on and off. */
/*****************************************************************************/
void Music::setMusic(bool on) {
stopSoundEffect();
if (on && !_musicOn) {
_musicOn = true;
startMusic(true);
} else if (!on && _musicOn) {
_musicOn = false;
updateMusic();
} else
_musicOn = on;
}
/******************************************************************************/
/* Checks the music that should be playing in a particular room. */
/******************************************************************************/
void Music::checkRoomMusic() {
if ((_lastMusicRoom == _vm->_roomNum) || !_musicOn)
return;
if (_vm->_roomNum == CLOWNROOM)
changeMusic("Music:Laugh");
else if (_vm->_roomNum == DIMROOM)
changeMusic("Music:Rm81");
else if (_doReset)
resetMusic();
_lastMusicRoom = _vm->_roomNum;
}
/*****************************************************************************/
/* Changes the background music to something else. */
/*****************************************************************************/
void Music::changeMusic(const char *newmusic) {
if (!_tFile) {
_tFile = _file;
_tMusicOn = _musicOn;
_tLeftInFile = _leftinfile + 65536L;
if (_tLeftInFile > (uint32)_tFile->size())
_tLeftInFile = _leftinfile;
}
_file = openPartial(newmusic);
if (_file) {
_musicOn = true; /* turn it off */
setMusic(false);
_musicOn = false; /* turn it back on */
setMusic(true);
} else {
_file = _tFile;
_tFile = 0;
}
}
/*****************************************************************************/
/* Changes the background music to the original piece playing. */
/*****************************************************************************/
void Music::resetMusic() {
if (!_tFile)
return;
if (_file->isOpen())
_file->close();
_file = _tFile;
_leftinfile = _tLeftInFile;
_file->seek(_file->size() - _leftinfile);
_musicOn = true;
setMusic(false);
updateMusic();
if (!_tMusicOn) {
_tFile = 0;
return;
}
_musicOn = _tMusicOn;
startMusic(false);
_tFile = 0;
}
byte **Music::newOpen(const char *name) {
uint32 unused;
return newOpen(name, unused);
}
/*****************************************************************************/
/* Checks whether or note enough memory in music buffer before loading any */
/* files. Fills it if not. Does not take into account the current buffer */
/* playing; a built in fudge factor. We've also got another FUDGEFACTOR */
/* defined above in case things go wrong. */
/* */
/* Here, the seconds are multipled by 10. */
/*****************************************************************************/
byte **Music::newOpen(const char *name, uint32 &size) {
byte **file;
if (!name || !strcmp(name, "") || !strcmp(name, " "))
return NULL;
if ((file = isBuffered(name)))
return file;
updateMusic();
if (!_doNotFilestopSoundEffect)
stopSoundEffect();
file = openFile(name, size);
updateMusic();
return file;
}
} // End of namespace Lab