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authorThomas Fach-Pedersen2015-02-06 15:31:43 +0100
committerEugene Sandulenko2016-09-29 22:33:37 +0200
commit74a8b530f196233b287c9775e9c80774c4811058 (patch)
tree8f18bad0598332da0c39528315dfb6866422f4f2 /engines/bladerunner/ambient_sounds.cpp
parentc8f5ded6d94863e3c1deb58961e543703bc934f8 (diff)
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BLADERUNNER: Add support for ambient sounds, game flags and variables, and use VQA z-buffer when rendering.
Diffstat (limited to 'engines/bladerunner/ambient_sounds.cpp')
-rw-r--r--engines/bladerunner/ambient_sounds.cpp216
1 files changed, 216 insertions, 0 deletions
diff --git a/engines/bladerunner/ambient_sounds.cpp b/engines/bladerunner/ambient_sounds.cpp
new file mode 100644
index 0000000000..77b819578f
--- /dev/null
+++ b/engines/bladerunner/ambient_sounds.cpp
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+/* 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.
+ *
+ */
+
+#include "bladerunner/ambient_sounds.h"
+
+#include "bladerunner/audio_player.h"
+#include "bladerunner/bladerunner.h"
+#include "bladerunner/gameinfo.h"
+
+#include "common/debug.h"
+#include "common/system.h"
+
+namespace BladeRunner {
+
+#define NON_LOOPING_SOUNDS 25
+#define LOOPING_SOUNDS 3
+
+AmbientSounds::AmbientSounds(BladeRunnerEngine *vm)
+ : _vm(vm)
+{
+ _nonLoopingSounds = new NonLoopingSound[NON_LOOPING_SOUNDS];
+ _loopingSounds = new LoopingSound[LOOPING_SOUNDS];
+ _ambientVolume = 65;
+
+ for (int i = 0; i != NON_LOOPING_SOUNDS; ++i) {
+ NonLoopingSound &track = _nonLoopingSounds[i];
+ track.isActive = false;
+ }
+
+ for (int i = 0; i != LOOPING_SOUNDS; ++i) {
+ LoopingSound &track = _loopingSounds[i];
+ track.isActive = false;
+ }
+}
+
+AmbientSounds::~AmbientSounds() {
+ delete[] _nonLoopingSounds;
+ delete[] _loopingSounds;
+}
+
+static inline void sort(int &a, int &b) {
+ if (a > b) {
+ int t = a;
+ a = b;
+ b = t;
+ }
+}
+
+void AmbientSounds::addSound(
+ int id,
+ int timeRangeBegin, int timeRangeEnd,
+ int volumeRangeBegin, int volumeRangeEnd,
+ int unk1RangeBegin, int unk1RangeEnd,
+ int unk2RangeBegin, int unk2RangeEnd,
+ int priority, int unk3)
+{
+ const char *name = _vm->_gameInfo->getSfxTrack(id);
+
+ sort(volumeRangeBegin, volumeRangeEnd);
+ sort(unk1RangeBegin, unk1RangeEnd);
+ sort(unk2RangeBegin, unk2RangeEnd);
+
+ addSoundByName(
+ name,
+ timeRangeBegin, timeRangeEnd,
+ volumeRangeBegin, volumeRangeEnd,
+ unk1RangeBegin, unk1RangeEnd,
+ unk2RangeBegin, unk2RangeEnd,
+ priority, unk3
+ );
+}
+
+void AmbientSounds::addLoopingSound(int sfx_id, int volume, int unk, int fadeInTime) {
+ const char *name = _vm->_gameInfo->getSfxTrack(sfx_id);
+
+ int32 hash = mix_id(name);
+
+ if (findLoopingTrackByHash(hash) >= 0)
+ return;
+
+ int i = findAvailableLoopingTrack();
+ if (i == -1)
+ return;
+
+ int actualVolume = volume * _ambientVolume / 100;
+
+ int balance = 0;
+
+ _vm->_audioPlayer->playAud(name, actualVolume, balance, balance, 100, AudioPlayer::LOOP | AudioPlayer::OVERRIDE_VOLUME);
+}
+
+void AmbientSounds::tick() {
+ uint32 now = g_system->getMillis();
+
+ for (int i = 0; i != NON_LOOPING_SOUNDS; ++i) {
+ NonLoopingSound &track = _nonLoopingSounds[i];
+
+ if (!track.isActive || track.nextPlayTime > now)
+ continue;
+
+ int pan1, pan2;
+
+ pan1 = _vm->_rnd.getRandomNumberRng(track.pan1begin, track.pan1end);
+ if (track.pan2begin == -101) {
+ pan2 = pan1;
+ } else {
+ pan2 = _vm->_rnd.getRandomNumberRng(track.pan2begin, track.pan2end);
+ }
+
+ track.volume = _vm->_rnd.getRandomNumberRng(track.volume1, track.volume2);
+
+ track.audio_player_track = _vm->_audioPlayer->playAud(
+ track.name,
+ track.volume * _ambientVolume / 100,
+ pan1, pan2,
+ track.priority,
+ AudioPlayer::OVERRIDE_VOLUME
+ );
+
+ track.nextPlayTime = now + _vm->_rnd.getRandomNumberRng(track.time1, track.time2);
+
+ }
+}
+
+int AmbientSounds::findAvailableNonLoopingTrack() {
+ for (int i = 0; i != NON_LOOPING_SOUNDS; ++i) {
+ if (!_nonLoopingSounds[i].isActive)
+ return i;
+ }
+
+ return -1;
+}
+
+int AmbientSounds::findNonLoopingTrackByHash(int32 hash) {
+ for (int i = 0; i != NON_LOOPING_SOUNDS; ++i) {
+ NonLoopingSound &track = _nonLoopingSounds[i];
+
+ if (track.isActive && track.hash == hash)
+ return i;
+ }
+
+ return -1;
+}
+
+int AmbientSounds::findAvailableLoopingTrack() {
+ for (int i = 0; i != LOOPING_SOUNDS; ++i) {
+ if (!_loopingSounds[i].isActive)
+ return i;
+ }
+
+ return -1;
+}
+
+int AmbientSounds::findLoopingTrackByHash(int32 hash) {
+ for (int i = 0; i != LOOPING_SOUNDS; ++i) {
+ LoopingSound &track = _loopingSounds[i];
+
+ if (track.isActive && track.hash == hash)
+ return i;
+ }
+
+ return -1;
+}
+
+void AmbientSounds::addSoundByName(
+ const char *name,
+ int timeRangeBegin, int timeRangeEnd,
+ int volumeRangeBegin, int volumeRangeEnd,
+ int pan1begin, int pan1end,
+ int pan2begin, int pan2end,
+ int priority, int unk3)
+{
+ int i = findAvailableNonLoopingTrack();
+ if (i < 0)
+ return;
+
+ NonLoopingSound &track = _nonLoopingSounds[i];
+
+ uint32 now = g_system->getMillis();
+
+ track.isActive = true;
+ strcpy(track.name, name);
+ track.hash = mix_id(name);
+ track.time1 = 1000 * timeRangeBegin;
+ track.time2 = 1000 * timeRangeEnd;
+ track.nextPlayTime = now + _vm->_rnd.getRandomNumberRng(track.time1, track.time2);
+ track.volume1 = volumeRangeBegin;
+ track.volume2 = volumeRangeEnd;
+ track.volume = 0;
+ track.pan1begin = pan1begin;
+ track.pan1end = pan1end;
+ track.pan2begin = pan2begin;
+ track.pan2end = pan2end;
+ track.priority = priority;
+}
+
+} // End of namespace BladeRunner