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https://github.com/libretro/scummvm.git
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00bc1d241f
Adds another sound effect for zak Cleans up end-of-song handling in v3 games svn-id: r11629
346 lines
8.6 KiB
C++
346 lines
8.6 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2003 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "base/engine.h"
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#include "scumm/player_v3a.h"
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#include "scumm/scumm.h"
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namespace Scumm {
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static const uint16 note_freqs[4][12] = {
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{0x06B0, 0x0650, 0x05F4, 0x05A0, 0x054C, 0x0500, 0x04B8, 0x0474, 0x0434, 0x03F8, 0x03C0, 0x0388},
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{0x0358, 0x0328, 0x02FA, 0x02D0, 0x02A6, 0x0280, 0x025C, 0x023A, 0x021A, 0x01FC, 0x01E0, 0x01C4},
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{0x01AC, 0x0194, 0x017D, 0x0168, 0x0153, 0x0140, 0x012E, 0x011D, 0x010D, 0x00FE, 0x00F0, 0x00E2},
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{0x00D6, 0x00CA, 0x00BE, 0x00B4, 0x00A9, 0x00A0, 0x0097, 0x008E, 0x0086, 0x007F, 0x00F0, 0x00E2}
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};
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Player_V3A::Player_V3A(ScummEngine *scumm) {
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int i;
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_scumm = scumm;
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_system = scumm->_system;
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for (i = 0; i < V3A_MAXMUS; i++) {
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_mus[i].id = 0;
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_mus[i].dur = 0;
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}
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for (i = 0; i < V3A_MAXSFX; i++) {
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_sfx[i].id = 0;
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_sfx[i].dur = 0;
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}
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_curSong = 0;
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_songData = NULL;
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_songPtr = 0;
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_songDelay = 0;
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_music_timer = 0;
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_isinit = false;
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_mod = new Player_MOD(scumm);
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_mod->setUpdateProc(update_proc, this, 60);
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}
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Player_V3A::~Player_V3A() {
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int i;
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delete _mod;
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if (_isinit) {
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for (i = 0; _wavetable[i] != NULL; i++) {
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for (int j = 0; j < 6; j++) {
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free(_wavetable[i]->_idat[j]);
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free(_wavetable[i]->_ldat[j]);
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}
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free(_wavetable[i]);
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}
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free(_wavetable);
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}
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}
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void Player_V3A::setMasterVolume (int vol) {
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_mod->setMasterVolume(vol);
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}
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int Player_V3A::getMusChan (int id) const {
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int i;
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for (i = 0; i < V3A_MAXMUS; i++) {
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if (_mus[i].id == id)
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break;
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}
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if (i == V3A_MAXMUS) {
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if (id == 0)
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warning("player_v3a - out of music channels");
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return -1;
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}
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return i;
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}
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int Player_V3A::getSfxChan (int id) const {
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int i;
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for (i = 0; i < V3A_MAXSFX; i++) {
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if (_sfx[i].id == id)
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break;
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}
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if (i == V3A_MAXSFX) {
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if (id == 0)
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warning("player_v3a - out of sfx channels");
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return -1;
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}
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return i;
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}
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void Player_V3A::stopAllSounds() {
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int i;
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for (i = 0; i < V3A_MAXMUS; i++) {
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if (_mus[i].id)
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_mod->stopChannel(_mus[i].id);
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_mus[i].id = 0;
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_mus[i].dur = 0;
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}
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_curSong = 0;
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_songPtr = 0;
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_songDelay = 0;
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_songData = NULL;
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for (i = 0; i < V3A_MAXSFX; i++) {
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if (_sfx[i].id)
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_mod->stopChannel(_sfx[i].id | 0x100);
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_sfx[i].id = 0;
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_sfx[i].dur = 0;
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}
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}
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void Player_V3A::stopSound(int nr) {
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int i;
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if (nr == 0) { // Amiga Loom does this near the end, when Chaos casts SILENCE on Hetchel
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stopAllSounds();
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return;
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}
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if (nr == _curSong) {
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for (i = 0; i < V3A_MAXMUS; i++) {
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if (_mus[i].id)
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_mod->stopChannel(_mus[i].id);
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_mus[i].id = 0;
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_mus[i].dur = 0;
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}
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_curSong = 0;
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_songPtr = 0;
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_songDelay = 0;
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_songData = NULL;
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} else {
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i = getSfxChan(nr);
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if (i != -1) {
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_mod->stopChannel(nr | 0x100);
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_sfx[i].id = 0;
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_sfx[i].dur = 0;
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}
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}
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}
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void Player_V3A::startSound(int nr) {
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assert(_scumm);
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byte *data = _scumm->getResourceAddress(rtSound, nr);
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assert(data);
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if ((_scumm->_gameId != GID_INDY3) && (_scumm->_gameId != GID_LOOM))
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error("player_v3a - unknown game!");
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if (!_isinit) {
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int i;
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unsigned char *ptr;
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int offset = 4;
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int numInstruments;
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if (_scumm->_gameId == GID_INDY3) {
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ptr = _scumm->getResourceAddress(rtSound, 83);
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numInstruments = 12;
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} else {
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ptr = _scumm->getResourceAddress(rtSound, 79);
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numInstruments = 9;
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}
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assert(ptr);
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_wavetable = (instData **)malloc((numInstruments + 1) * sizeof(void *));
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for (i = 0; i < numInstruments; i++) {
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_wavetable[i] = (instData *)malloc(sizeof(instData));
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for (int j = 0; j < 6; j++) {
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int off, len;
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off = READ_BE_UINT16(ptr + offset + 0);
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_wavetable[i]->_ilen[j] = len = READ_BE_UINT16(ptr + offset + 2);
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if (len) {
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_wavetable[i]->_idat[j] = (char *)malloc(len);
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memcpy(_wavetable[i]->_idat[j],ptr + off,len);
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} else _wavetable[i]->_idat[j] = NULL;
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off = READ_BE_UINT16(ptr + offset + 4);
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_wavetable[i]->_llen[j] = len = READ_BE_UINT16(ptr + offset + 6);
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if (len) {
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_wavetable[i]->_ldat[j] = (char *)malloc(len);
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memcpy(_wavetable[i]->_ldat[j],ptr + off,len);
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} else _wavetable[i]->_ldat[j] = NULL;
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_wavetable[i]->_oct[j] = READ_BE_UINT16(ptr + offset + 8);
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offset += 10;
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}
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if (_scumm->_gameId == GID_INDY3) {
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_wavetable[i]->_pitadjust = 0;
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offset += 2;
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} else {
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_wavetable[i]->_pitadjust = READ_BE_UINT16(ptr + offset + 2);
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offset += 4;
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}
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}
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_wavetable[i] = NULL;
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_isinit = true;
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}
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if (getSoundStatus(nr))
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stopSound(nr); // if a sound is playing, restart it
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if (data[26]) {
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if (_curSong)
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stopSound(_curSong);
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_curSong = nr;
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_songData = data;
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_songPtr = 0x1C;
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_songDelay = 1;
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_music_timer = 0;
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} else {
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int size = READ_BE_UINT16(data + 12);
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int rate = 3579545 / READ_BE_UINT16(data + 20);
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char *sound = (char *)malloc(size);
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int vol = (data[24] << 1) | (data[24] >> 5); // if I boost this to 0-255, it gets too loud and starts to clip
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memcpy(sound,data + READ_BE_UINT16(data + 8),size);
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int loopStart = 0, loopEnd = 0;
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bool looped = false;
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if ((READ_BE_UINT16(data + 16) || READ_BE_UINT16(data + 6))) {
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loopStart = READ_BE_UINT16(data + 10) - READ_BE_UINT16(data + 8);
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loopEnd = READ_BE_UINT16(data + 14);
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looped = true;
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}
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int i = getSfxChan();
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if (i == -1)
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{
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free(sound);
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return;
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}
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_sfx[i].id = nr;
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_sfx[i].dur = looped ? -1 : (1 + 60 * size / rate);
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if ((_scumm->_gameId == GID_INDY3) && (nr == 60))
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_sfx[i].dur = 240;
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_mod->startChannel(nr | 0x100, sound, size, rate, vol, loopStart, loopEnd);
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}
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}
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void Player_V3A::update_proc(void *param) {
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((Player_V3A *)param)->playMusic();
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}
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void Player_V3A::playMusic() {
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int i;
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for (i = 0; i < V3A_MAXMUS; i++) {
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if (_mus[i].id) {
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_mus[i].dur--;
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if (_mus[i].dur)
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continue;
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_mod->stopChannel(_mus[i].id);
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_mus[i].id = 0;
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}
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}
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for (i = 0; i < V3A_MAXSFX; i++) {
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if (_sfx[i].id) {
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_sfx[i].dur--;
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if (_sfx[i].dur)
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continue;
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_mod->stopChannel(_sfx[i].id | 0x100);
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_sfx[i].id = 0;
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}
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}
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_music_timer++;
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if (!_curSong)
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return;
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if (_songDelay && --_songDelay)
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return;
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if (_songPtr == 0) {
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// at the end of the song, and it wasn't looped - kill it
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_curSong = 0;
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return;
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}
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while (1) {
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int inst, pit, vol, dur, oct;
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inst = _songData[_songPtr++];
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if ((inst & 0xF0) != 0x80) {
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// tune is at the end - figure out what's still playing
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// and see how long we have to wait until we stop/restart
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for (i = 0; i < V3A_MAXMUS; i++) {
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if (_songDelay < _mus[i].dur)
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_songDelay = _mus[i].dur;
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}
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if (inst == 0xFB) // it's a looped song, restart it afterwards
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_songPtr = 0x1C;
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else _songPtr = 0; // otherwise, terminate it
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break;
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}
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inst &= 0xF;
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pit = _songData[_songPtr++];
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vol = _songData[_songPtr++] & 0x7F; // if I boost this to 0-255, it gets too loud and starts to clip
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dur = _songData[_songPtr++];
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if (pit == 0) {
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_songDelay = dur;
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break;
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}
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pit += _wavetable[inst]->_pitadjust;
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oct = (pit / 12) - 2;
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pit = pit % 12;
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if (oct < 0)
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oct = 0;
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if (oct > 5)
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oct = 5;
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int rate = 3579545 / note_freqs[_wavetable[inst]->_oct[oct]][pit];
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char *data = (char *)malloc(_wavetable[inst]->_ilen[oct] + _wavetable[inst]->_llen[oct]);
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if (_wavetable[inst]->_idat[oct])
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memcpy(data, _wavetable[inst]->_idat[oct], _wavetable[inst]->_ilen[oct]);
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if (_wavetable[inst]->_ldat[oct])
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memcpy(data + _wavetable[inst]->_ilen[oct], _wavetable[inst]->_ldat[oct], _wavetable[inst]->_llen[oct]);
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i = getMusChan();
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if (i == -1)
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{
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free(data);
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return;
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}
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_mus[i].id = i + 1;
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_mus[i].dur = dur + 1;
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_mod->startChannel(_mus[i].id, data, _wavetable[inst]->_ilen[oct] + _wavetable[inst]->_llen[oct], rate, vol,
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_wavetable[inst]->_ilen[oct], _wavetable[inst]->_ilen[oct] + _wavetable[inst]->_llen[oct]);
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}
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}
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int Player_V3A::getMusicTimer() const {
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return _music_timer / 30;
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}
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int Player_V3A::getSoundStatus(int nr) const {
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if (nr == _curSong)
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return 1;
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if (getSfxChan(nr) != -1)
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return 1;
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return 0;
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}
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} // End of namespace Scumm
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