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