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authorTorbjörn Andersson2007-01-26 18:21:41 +0000
committerTorbjörn Andersson2007-01-26 18:21:41 +0000
commitd2910fe758ef7dac8657a3a9faa85383a6cf0e9a (patch)
treed301669be09f6f89aae9919729038a26d6e3198f
parent7165d42c70c644a24c70e43a80301a8f38ddd8bc (diff)
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Added separate function for playing cutscene lead-in/out sounds, and made sure
that these are stopped whenever the engine is going to do a mass killing of game resources, e.g. when restoring or restarting the game. Should fix bug #1645480. (This was a regression added during the rewrite to support DXA.) svn-id: r25204
-rw-r--r--engines/sword2/animation.cpp21
-rw-r--r--engines/sword2/function.cpp2
-rw-r--r--engines/sword2/layers.cpp2
-rw-r--r--engines/sword2/logic.cpp2
-rw-r--r--engines/sword2/mouse.cpp2
-rw-r--r--engines/sword2/resman.cpp12
-rw-r--r--engines/sword2/sound.cpp43
-rw-r--r--engines/sword2/sound.h12
-rw-r--r--engines/sword2/startup.cpp2
9 files changed, 64 insertions, 34 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp
index e4739d0923..3f9cbb482e 100644
--- a/engines/sword2/animation.cpp
+++ b/engines/sword2/animation.cpp
@@ -308,9 +308,6 @@ void MoviePlayer::play(int32 leadIn, int32 leadOut) {
bool terminate = false;
bool textVisible = false;
bool startNextText = false;
- byte *data;
- uint32 len;
- Audio::SoundHandle leadInHandle, leadOutHandle;
uint32 flags = Audio::Mixer::FLAG_16BITS;
// This happens if the user quits during the "eye" cutscene.
@@ -318,14 +315,7 @@ void MoviePlayer::play(int32 leadIn, int32 leadOut) {
return;
if (leadIn) {
- data = _vm->_resman->openResource(leadIn);
- len = _vm->_resman->fetchLen(leadIn) - ResHeader::size();
-
- assert(_vm->_resman->fetchType(data) == WAV_FILE);
-
- data += ResHeader::size();
-
- _vm->_sound->playFx(&leadInHandle, data, len, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
+ _vm->_sound->playMovieSound(leadIn, kLeadInSound);
}
savePalette();
@@ -377,14 +367,7 @@ void MoviePlayer::play(int32 leadIn, int32 leadOut) {
}
if (leadOut && _currentFrame == _leadOutFrame) {
- data = _vm->_resman->openResource(leadOut);
- len = _vm->_resman->fetchLen(leadOut) - ResHeader::size();
-
- assert(_vm->_resman->fetchType(data) == WAV_FILE);
-
- data += ResHeader::size();
-
- _vm->_sound->playFx(&leadOutHandle, data, len, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
+ _vm->_sound->playMovieSound(leadOut, kLeadOutSound);
}
syncFrame();
diff --git a/engines/sword2/function.cpp b/engines/sword2/function.cpp
index a8748544c0..3812a4f5a3 100644
--- a/engines/sword2/function.cpp
+++ b/engines/sword2/function.cpp
@@ -2333,7 +2333,7 @@ int32 Logic::fnSmackerLeadOut(int32 *params) {
int32 Logic::fnStopAllFx(int32 *params) {
// params: none
- _vm->_sound->clearFxQueue();
+ _vm->_sound->clearFxQueue(false);
return IR_CONT;
}
diff --git a/engines/sword2/layers.cpp b/engines/sword2/layers.cpp
index b64ae1de83..5d9f78799e 100644
--- a/engines/sword2/layers.cpp
+++ b/engines/sword2/layers.cpp
@@ -52,7 +52,7 @@ void Screen::initBackground(int32 res, int32 new_palette) {
assert(res);
- _vm->_sound->clearFxQueue();
+ _vm->_sound->clearFxQueue(false);
waitForFade();
debug(1, "CHANGED TO LOCATION \"%s\"", _vm->_resman->fetchName(res));
diff --git a/engines/sword2/logic.cpp b/engines/sword2/logic.cpp
index 3fd7dcb696..40b431fccc 100644
--- a/engines/sword2/logic.cpp
+++ b/engines/sword2/logic.cpp
@@ -216,7 +216,7 @@ void Logic::expressChangeSession(uint32 sesh_id) {
// Various clean-ups
_router->clearWalkGridList();
- _vm->_sound->clearFxQueue();
+ _vm->_sound->clearFxQueue(false);
_router->freeAllRouteMem();
}
diff --git a/engines/sword2/mouse.cpp b/engines/sword2/mouse.cpp
index 066a785a64..594429fe15 100644
--- a/engines/sword2/mouse.cpp
+++ b/engines/sword2/mouse.cpp
@@ -1356,7 +1356,7 @@ void Mouse::addHuman() {
_vm->_screen->setPalette(0, 1, white, RDPAL_INSTANT);
// Stops all fx & clears the queue - eg. when leaving a room
- _vm->_sound->clearFxQueue();
+ _vm->_sound->clearFxQueue(false);
// Trash all object resources so they load in fresh & restart
// their logic scripts
diff --git a/engines/sword2/resman.cpp b/engines/sword2/resman.cpp
index 69dbd24131..49ee60530f 100644
--- a/engines/sword2/resman.cpp
+++ b/engines/sword2/resman.cpp
@@ -538,10 +538,10 @@ void ResourceManager::remove(int res) {
void ResourceManager::removeAll() {
// We need to clear the FX queue, because otherwise the sound system
- // will still believe that the sound resources are in memory, and that
- // it's ok to close them.
+ // will still believe that the sound resources are in memory. We also
+ // need to kill the movie lead-in/out.
- _vm->_sound->clearFxQueue();
+ _vm->_sound->clearFxQueue(false);
for (uint i = 0; i < _totalResFiles; i++)
remove(i);
@@ -555,10 +555,10 @@ void ResourceManager::killAll(bool wantInfo) {
int nuked = 0;
// We need to clear the FX queue, because otherwise the sound system
- // will still believe that the sound resources are in memory, and that
- // it's ok to close them.
+ // will still believe that the sound resources are in memory. We also
+ // need to kill the movie lead-in/out.
- _vm->_sound->clearFxQueue();
+ _vm->_sound->clearFxQueue(true);
for (uint i = 0; i < _totalResFiles; i++) {
// Don't nuke the global variables or the player object!
diff --git a/engines/sword2/sound.cpp b/engines/sword2/sound.cpp
index d8b6b99cea..561b7dc45e 100644
--- a/engines/sword2/sound.cpp
+++ b/engines/sword2/sound.cpp
@@ -89,7 +89,7 @@ Sound::Sound(Sword2Engine *vm) {
Sound::~Sound() {
_vm->_mixer->setupPremix(0);
- clearFxQueue();
+ clearFxQueue(true);
stopMusic(true);
stopSpeech();
@@ -121,15 +121,25 @@ void Sound::setReverseStereo(bool reverse) {
}
/**
- * Stop all sounds, close their resources and clear the FX queue.
+ * Stop all sounds, close their resources and clear the FX queue. This is used
+ * when going from one room to another, among other things.
*/
-void Sound::clearFxQueue() {
+void Sound::clearFxQueue(bool killMovieSounds) {
for (int i = 0; i < FXQ_LENGTH; i++) {
if (_fxQueue[i].resource) {
stopFx(i);
}
}
+
+ // We aren't just going to change rooms or anything like that, we are
+ // killing off resources (e.g. when restoring or restarting). We need
+ // to also kill any movie lead-in/out sounds.
+
+ if (killMovieSounds) {
+ _vm->_mixer->stopHandle(_leadInHandle);
+ _vm->_mixer->stopHandle(_leadOutHandle);
+ }
}
/**
@@ -175,6 +185,33 @@ void Sound::processFxQueue() {
}
/**
+ * This function is used by the cutscene player to play the movie lead-in/out.
+ * @param res The sound resource to play
+ * @param type Either kLeadInSound or kLeadOutSound
+ */
+
+void Sound::playMovieSound(int32 res, int type) {
+ Audio::SoundHandle *handle;
+
+ if (type == kLeadInSound)
+ handle = &_leadInHandle;
+ else
+ handle = &_leadOutHandle;
+
+ if (_vm->_mixer->isSoundHandleActive(*handle)) {
+ _vm->_mixer->stopHandle(*handle);
+ }
+
+ byte *data = _vm->_resman->openResource(res);
+ uint32 len = _vm->_resman->fetchLen(res) - ResHeader::size();
+
+ assert(_vm->_resman->fetchType(data) == WAV_FILE);
+ data += ResHeader::size();
+
+ _vm->_sound->playFx(handle, data, len, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
+}
+
+/**
* Queue a sound effect for playing later.
* @param res the sound resource number
* @param type the type of sound effect
diff --git a/engines/sword2/sound.h b/engines/sword2/sound.h
index 32299c38bb..b941f98b4c 100644
--- a/engines/sword2/sound.h
+++ b/engines/sword2/sound.h
@@ -54,6 +54,11 @@ enum {
};
enum {
+ kLeadInSound,
+ kLeadOutSound
+};
+
+enum {
// These three types correspond to types set by the scripts
FX_SPOT = 0,
FX_LOOP = 1,
@@ -171,6 +176,9 @@ private:
Common::Mutex _mutex;
+ Audio::SoundHandle _leadInHandle;
+ Audio::SoundHandle _leadOutHandle;
+
struct FxQueueEntry {
Audio::SoundHandle handle; // sound handle
uint32 resource; // resource id of sample
@@ -220,7 +228,7 @@ public:
// End of AudioStream API
- void clearFxQueue();
+ void clearFxQueue(bool killMovieSounds);
void processFxQueue();
void setReverseStereo(bool reverse);
@@ -250,6 +258,8 @@ public:
void pauseAllSound();
void unpauseAllSound();
+ void playMovieSound(int32 res, int type);
+
void queueFx(int32 res, int32 type, int32 delay, int32 volume, int32 pan);
int32 playFx(FxQueueEntry *fx);
int32 playFx(Audio::SoundHandle *handle, byte *data, uint32 len, uint8 vol, int8 pan, bool loop, Audio::Mixer::SoundType soundType);
diff --git a/engines/sword2/startup.cpp b/engines/sword2/startup.cpp
index b8b0587ac7..d7b1c0f934 100644
--- a/engines/sword2/startup.cpp
+++ b/engines/sword2/startup.cpp
@@ -134,7 +134,7 @@ void Sword2Engine::registerStartPoint(int32 key, char *name) {
void Sword2Engine::runStart(int start) {
// Restarting - stop sfx, music & speech!
- _sound->clearFxQueue();
+ _sound->clearFxQueue(true);
_logic->fnStopMusic(NULL);
_sound->unpauseSpeech();
_sound->stopSpeech();