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authorFilippos Karapetis2014-03-28 02:16:54 +0200
committerFilippos Karapetis2014-03-28 02:16:54 +0200
commit6a519f7f40bbbb2e8887e69cef1ecd2b029d7490 (patch)
tree26cd96b7314c41464f30616888b8f82d55f27bc2 /engines/sci
parentc3003eec851d6c8f0e4fccca4b618f74c718966a (diff)
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SCI: Initial implementation of the fanmade sciAudio library
This is used in the fanmade games "LockerGnome Quest Redux" and "Betrayed Alliance"
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/engine/kfile.cpp16
-rw-r--r--engines/sci/sound/audio.cpp53
-rw-r--r--engines/sci/sound/audio.h2
3 files changed, 71 insertions, 0 deletions
diff --git a/engines/sci/engine/kfile.cpp b/engines/sci/engine/kfile.cpp
index 29e29722d2..65acdbcdf5 100644
--- a/engines/sci/engine/kfile.cpp
+++ b/engines/sci/engine/kfile.cpp
@@ -37,6 +37,7 @@
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/savegame.h"
+#include "sci/sound/audio.h"
#include "sci/console.h"
namespace Sci {
@@ -494,6 +495,21 @@ reg_t kFileIOWriteString(EngineState *s, int argc, reg_t *argv) {
Common::String str = s->_segMan->getString(argv[1]);
debugC(kDebugLevelFile, "kFileIO(writeString): %d", handle);
+ // Handle sciAudio calls in fanmade games here. sciAudio is an
+ // external .NET library for playing MP3 files in fanmade games.
+ // It runs in the background, and obtains sound commands from the
+ // currently running game via text files (called "conductor files").
+ // We skip creating these files, and instead handle the calls
+ // directly. Since the sciAudio calls are only creating text files,
+ // this is probably the most straightforward place to handle them.
+ if (handle == 0xFFFF && str.hasPrefix("(sciAudio")) {
+ Common::List<ExecStack>::const_iterator iter = s->_executionStack.reverse_begin();
+ iter--; // sciAudio
+ iter--; // sciAudio child
+ g_sci->_audio->handleFanmadeSciAudio(iter->sendp, s->_segMan);
+ return NULL_REG;
+ }
+
#ifdef ENABLE_SCI32
if (handle == VIRTUALFILE_HANDLE) {
s->_virtualIndexFile->write(str.c_str(), str.size());
diff --git a/engines/sci/sound/audio.cpp b/engines/sci/sound/audio.cpp
index 3147fbda09..228abba51e 100644
--- a/engines/sci/sound/audio.cpp
+++ b/engines/sci/sound/audio.cpp
@@ -61,6 +61,59 @@ void AudioPlayer::stopAllAudio() {
audioCdStop();
}
+/**
+ * Handles the sciAudio calls in fanmade games.
+ * sciAudio is an external .NET library for playing MP3 files in fanmade games.
+ * It runs in the background, and obtains sound commands from the
+ * currently running game via text files (called "conductor files").
+ * For further info, check: http://sciprogramming.com/community/index.php?topic=634.0
+ */
+void AudioPlayer::handleFanmadeSciAudio(reg_t sciAudioObject, SegManager *segMan) {
+ // TODO: This is a bare bones implementation. Only the play/playx and stop commands
+ // are handled for now - the other commands haven't been observed in any fanmade game
+ // yet. All the volume related and fading functionality is currently missing.
+
+ Kernel *kernel = g_sci->getKernel();
+
+ reg_t commandReg = readSelector(segMan, sciAudioObject, kernel->findSelector("command"));
+ Common::String command = segMan->getString(commandReg);
+
+ if (command == "play" || command == "playx") {
+ reg_t fileNameReg = readSelector(segMan, sciAudioObject, kernel->findSelector("fileName"));
+ Common::String fileName = segMan->getString(fileNameReg);
+
+ int16 loopCount = (int16)readSelectorValue(segMan, sciAudioObject, kernel->findSelector("loopCount"));
+ // When loopCount is -1, we treat it as infinite looping, else no looping is done.
+ // This is observed by game scripts, which can set loopCount to all sorts of random values.
+ // Adjust loopCount for ScummVM's LoopingAudioStream semantics
+ loopCount = (loopCount == -1) ? 0 : 1;
+
+ // Determine sound type
+ Audio::Mixer::SoundType soundType = Audio::Mixer::kSFXSoundType;
+ if (fileName.hasPrefix("music"))
+ soundType = Audio::Mixer::kMusicSoundType;
+ else if (fileName.hasPrefix("speech"))
+ soundType = Audio::Mixer::kSpeechSoundType;
+
+ Common::File *sciAudio = new Common::File();
+ // Replace backwards slashes
+ for (uint i = 0; i < fileName.size(); i++) {
+ if (fileName[i] == '\\')
+ fileName.setChar('/', i);
+ }
+ sciAudio->open("sciAudio/" + fileName);
+ Audio::SeekableAudioStream *audioStream = Audio::makeMP3Stream(sciAudio, DisposeAfterUse::YES);
+
+ // We only support one audio handle
+ _mixer->playStream(soundType, &_audioHandle,
+ Audio::makeLoopingAudioStream((Audio::RewindableAudioStream *)audioStream, loopCount));
+ } else if (command == "stop") {
+ _mixer->stopHandle(_audioHandle);
+ } else {
+ warning("Unhandled sciAudio command: %s", command.c_str());
+ }
+}
+
int AudioPlayer::startAudio(uint16 module, uint32 number) {
int sampleLen;
Audio::AudioStream *audioStream = getAudioStream(number, module, &sampleLen);
diff --git a/engines/sci/sound/audio.h b/engines/sci/sound/audio.h
index 545d35b2ee..9e65d6e0c8 100644
--- a/engines/sci/sound/audio.h
+++ b/engines/sci/sound/audio.h
@@ -75,6 +75,8 @@ public:
void pauseAudio();
void resumeAudio();
+ void handleFanmadeSciAudio(reg_t sciAudioObject, SegManager *segMan);
+
void setSoundSync(ResourceId id, reg_t syncObjAddr, SegManager *segMan);
void doSoundSync(reg_t syncObjAddr, SegManager *segMan);
void stopSoundSync();