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authorTorbjörn Andersson2015-09-16 22:09:08 +0200
committerTorbjörn Andersson2015-09-16 22:09:08 +0200
commitd227e40e53f5458d2055fcb855557c448d405f6b (patch)
tree77c5164284d973a94905f1e12e88f7f1e729bd20 /engines/sherlock
parent1fdeb98e70d606c9e6c8a012d26062c1cd859524 (diff)
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SHERLOCK: Play rain sound during 3DO Scalpel intro
This is based on guesswork, particularly with regards to the volume. It sounds pretty close to a YouTube video I saw of the original game, and at least it's not unpleasantly loud.
Diffstat (limited to 'engines/sherlock')
-rw-r--r--engines/sherlock/scalpel/scalpel.cpp9
-rw-r--r--engines/sherlock/sound.cpp24
-rw-r--r--engines/sherlock/sound.h11
3 files changed, 41 insertions, 3 deletions
diff --git a/engines/sherlock/scalpel/scalpel.cpp b/engines/sherlock/scalpel/scalpel.cpp
index 086d6070c4..17e60f5365 100644
--- a/engines/sherlock/scalpel/scalpel.cpp
+++ b/engines/sherlock/scalpel/scalpel.cpp
@@ -690,15 +690,16 @@ bool ScalpelEngine::showCityCutscene3DO() {
screen.clear();
bool finished = _events->delay(2500, true);
- // rain.aiff seems to be playing in an endless loop until
- // sherlock logo fades away TODO
-
if (finished) {
finished = _events->delay(2500, true);
// Play intro music
_music->loadSong("prolog");
+ // Loop rain.aiff until the Sherlock logo fades away.
+ // TODO: The volume is just a guess.
+ _sound->playAiff("prologue/sounds/rain.aiff", 15, true);
+
// Fade screen to grey
screen._backBuffer1.fill(0xCE59); // RGB565: 25, 50, 25 (grey)
screen.fadeIntoScreen3DO(2);
@@ -763,6 +764,8 @@ bool ScalpelEngine::showCityCutscene3DO() {
if (finished)
finished = _music->waitUntilMSec(33600, 0, 0, 2000);
+ _sound->stopAiff();
+
if (finished) {
// Fade to black
screen._backBuffer1.clear();
diff --git a/engines/sherlock/sound.cpp b/engines/sherlock/sound.cpp
index fd51462bc0..66b5b5bf5c 100644
--- a/engines/sherlock/sound.cpp
+++ b/engines/sherlock/sound.cpp
@@ -168,6 +168,30 @@ bool Sound::playSound(const Common::String &name, WaitType waitType, int priorit
return retval;
}
+void Sound::playAiff(const Common::String &name, int volume, bool loop) {
+ Common::File *file = new Common::File();
+ if (!file->open(name)) {
+ delete file;
+ return;
+ }
+ Audio::AudioStream *stream;
+ Audio::RewindableAudioStream *audioStream = Audio::makeAIFFStream(file, DisposeAfterUse::YES);
+ if (loop) {
+ Audio::AudioStream *loopingStream = Audio::makeLoopingAudioStream(audioStream, 0);
+ stream = loopingStream;
+ } else {
+ stream = audioStream;
+ }
+ stopAiff();
+ _mixer->playStream(Audio::Mixer::kSFXSoundType, &_aiffHandle, stream, -1, volume);
+}
+
+void Sound::stopAiff() {
+ if (_mixer->isSoundHandleActive(_aiffHandle)) {
+ _mixer->stopHandle(_aiffHandle);
+ }
+}
+
void Sound::playLoadedSound(int bufNum, WaitType waitType) {
if (IS_SERRATED_SCALPEL) {
if (_mixer->isSoundHandleActive(_scalpelEffectsHandle) && (_curPriority > _vm->_scene->_sounds[bufNum]._priority))
diff --git a/engines/sherlock/sound.h b/engines/sherlock/sound.h
index b2d1584e85..44969b8923 100644
--- a/engines/sherlock/sound.h
+++ b/engines/sherlock/sound.h
@@ -46,6 +46,7 @@ private:
SherlockEngine *_vm;
Audio::Mixer *_mixer;
Audio::SoundHandle _scalpelEffectsHandle;
+ Audio::SoundHandle _aiffHandle;
Audio::SoundHandle _tattooEffectsHandle[MAX_MIXER_CHANNELS];
Audio::SoundHandle _speechHandle;
int _curPriority;
@@ -87,6 +88,16 @@ public:
* Play the sound in the specified resource
*/
bool playSound(const Common::String &name, WaitType waitType, int priority = 100, const char *libraryFilename = nullptr);
+
+ /**
+ * Play the specified AIFF file. (Used for the 3DO Scalpel intro.)
+ */
+ void playAiff(const Common::String &name, int volume = Audio::Mixer::kMaxChannelVolume, bool loop = false);
+
+ /**
+ * Stop the AIFF sound that was started with playAiff().
+ */
+ void stopAiff();
/**
* Play a previously loaded sound