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authorEinar Johan Trøan Sømåen2012-07-21 18:19:07 +0200
committerEinar Johan Trøan Sømåen2012-07-21 19:15:33 +0200
commit5683f076331d2831eb4720b65bb53e8d01ca33ee (patch)
tree4357d989476643db887d5f5a95f6fd165afd0514 /engines/wintermute/base/sound/base_sound_buffer.cpp
parent0622b2c5b8260c0f0c01122d6fbc5e10013d1613 (diff)
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WINTERMUTE: Rename CamelCased filenames to prefixed_under_score-filenames
This is mostly a lead-up to namespacing the Ad/Base folders, and then possibly removing the prefixes from the files, it also has the added benefit of getting rid of the odd case-typos that makes for issues on platforms that don't ignore case.
Diffstat (limited to 'engines/wintermute/base/sound/base_sound_buffer.cpp')
-rw-r--r--engines/wintermute/base/sound/base_sound_buffer.cpp383
1 files changed, 383 insertions, 0 deletions
diff --git a/engines/wintermute/base/sound/base_sound_buffer.cpp b/engines/wintermute/base/sound/base_sound_buffer.cpp
new file mode 100644
index 0000000000..a868f99823
--- /dev/null
+++ b/engines/wintermute/base/sound/base_sound_buffer.cpp
@@ -0,0 +1,383 @@
+/* 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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "engines/wintermute/dcgf.h"
+#include "engines/wintermute/base/file/base_file.h"
+#include "engines/wintermute/base/base_game.h"
+#include "engines/wintermute/base/sound/base_sound_manager.h"
+#include "engines/wintermute/base/sound/base_sound_buffer.h"
+#include "engines/wintermute/base/base_file_manager.h"
+#include "engines/wintermute/utils/utils.h"
+#include "audio/audiostream.h"
+#include "audio/mixer.h"
+#include "audio/decoders/vorbis.h"
+#include "audio/decoders/wave.h"
+#include "audio/decoders/raw.h"
+#include "common/system.h"
+#include "common/substream.h"
+
+namespace WinterMute {
+
+//////////////////////////////////////////////////////////////////////
+// Construction/Destruction
+//////////////////////////////////////////////////////////////////////
+
+#define MAX_NONSTREAMED_FILE_SIZE 1024*1024
+
+//////////////////////////////////////////////////////////////////////////
+CBSoundBuffer::CBSoundBuffer(CBGame *inGame): CBBase(inGame) {
+ _stream = NULL;
+ _handle = NULL;
+// _sync = NULL;
+
+ _streamed = false;
+ _filename = NULL;
+ _file = NULL;
+ _privateVolume = 255;
+ _volume = 255;
+
+ _looping = false;
+ _loopStart = 0;
+
+ _type = Audio::Mixer::kSFXSoundType;
+
+ _freezePaused = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CBSoundBuffer::~CBSoundBuffer() {
+ stop();
+
+ if (_handle) {
+ g_system->getMixer()->stopHandle(*_handle);
+ delete _handle;
+ _handle = NULL;
+ }
+ delete _stream;
+ _stream = NULL;
+
+ delete[] _filename;
+ _filename = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CBSoundBuffer::setStreaming(bool Streamed, uint32 NumBlocks, uint32 BlockSize) {
+ _streamed = Streamed;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::loadFromFile(const char *filename, bool forceReload) {
+ warning("BSoundBuffer::LoadFromFile(%s,%d)", filename, forceReload);
+#if 0
+ if (_stream) {
+ BASS_StreamFree(_stream);
+ _stream = NULL;
+ }
+#endif
+
+ // Load a file, but avoid having the File-manager handle the disposal of it.
+ _file = _gameRef->_fileManager->openFile(filename, true, false);
+ if (!_file) {
+ _gameRef->LOG(0, "Error opening sound file '%s'", filename);
+ return STATUS_FAILED;
+ }
+ Common::String strFilename(filename);
+ if (strFilename.hasSuffix(".ogg")) {
+ _stream = Audio::makeVorbisStream(_file, DisposeAfterUse::YES);
+ } else if (strFilename.hasSuffix(".wav")) {
+ int waveSize, waveRate;
+ byte waveFlags;
+ uint16 waveType;
+
+ if (Audio::loadWAVFromStream(*_file, waveSize, waveRate, waveFlags, &waveType)) {
+ if (waveType == 1) {
+ // We need to wrap the file in a substream to make sure the size is right.
+ _file = new Common::SeekableSubReadStream(_file, 0, waveSize);
+ _stream = Audio::makeRawStream(_file, waveRate, waveFlags, DisposeAfterUse::YES);
+ } else {
+ warning("BSoundBuffer::LoadFromFile - WAVE not supported yet for %s with type %d", filename, waveType);
+ }
+ }
+ } else {
+ warning("BSoundBuffer::LoadFromFile - Unknown filetype for %s", filename);
+ }
+ if (!_stream) {
+ return STATUS_FAILED;
+ }
+ CBUtils::setString(&_filename, filename);
+
+ return STATUS_OK;
+#if 0
+ BASS_FILEPROCS fileProc;
+ fileProc.close = CBSoundBuffer::FileCloseProc;
+ fileProc.read = CBSoundBuffer::FileReadProc;
+ fileProc.seek = CBSoundBuffer::FileSeekProc;
+ fileProc.length = CBSoundBuffer::FileLenProc;
+
+ _stream = BASS_StreamCreateFileUser(STREAMFILE_NOBUFFER, 0, &fileProc, (void *)_file);
+ if (!_stream) {
+ _gameRef->LOG(0, "BASS error: %d while loading '%s'", BASS_ErrorGetCode(), filename);
+ return STATUS_FAILED;
+ }
+
+ CBUtils::setString(&_filename, filename);
+
+ /*
+ bool res;
+ bool NewlyCreated = false;
+
+ if(!_soundBuffer || ForceReload || _streamed){
+ if(!_file) _file = _gameRef->_fileManager->openFile(filename);
+ if(!_file){
+ _gameRef->LOG(0, "Error opening sound file '%s'", filename);
+ return STATUS_FAILED;
+ }
+ // switch to streamed for big files
+ if(!_streamed && (_file->GetSize() > MAX_NONSTREAMED_FILE_SIZE && !_gameRef->_forceNonStreamedSounds)) SetStreaming(true);
+ }
+
+ // create buffer
+ if(!_soundBuffer){
+ NewlyCreated = true;
+
+ res = InitializeBuffer(_file);
+ if(DID_FAIL(res)){
+ _gameRef->LOG(res, "Error creating sound buffer for file '%s'", filename);
+ return res;
+ }
+ }
+
+
+
+ // store filename
+ if(!_filename){
+ _filename = new char[strlen(filename)+1];
+ strcpy(_filename, filename);
+ }
+
+ // close file (if not streaming)
+ if(!_streamed && _file){
+ _gameRef->_fileManager->closeFile(_file);
+ _file = NULL;
+ }
+ */
+
+ return STATUS_OK;
+#endif
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::play(bool looping, uint32 startSample) {
+ if (startSample != 0) {
+ warning("BSoundBuffer::Play - Should start playback at %d, but currently we don't", startSample);
+ }
+ if (_handle) {
+ g_system->getMixer()->stopHandle(*_handle);
+ delete _handle;
+ _handle = NULL;
+ }
+ if (_stream) {
+ _stream->seek(startSample);
+ _handle = new Audio::SoundHandle;
+ if (looping) {
+ Audio::AudioStream *loopStream = new Audio::LoopingAudioStream(_stream, 0, DisposeAfterUse::NO);
+ g_system->getMixer()->playStream(_type, _handle, loopStream, -1, _volume, 0, DisposeAfterUse::YES);
+ } else {
+ g_system->getMixer()->playStream(_type, _handle, _stream, -1, _volume, 0, DisposeAfterUse::NO);
+ }
+ }
+
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+void CBSoundBuffer::setLooping(bool looping) {
+ warning("BSoundBuffer::SetLooping(%d) - won't change a playing sound", looping);
+ _looping = looping;
+#if 0
+
+
+ if (_stream) {
+ BASS_ChannelFlags(_stream, looping ? BASS_SAMPLE_LOOP : 0, BASS_SAMPLE_LOOP);
+ }
+#endif
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::resume() {
+ if (_stream && _handle) {
+ g_system->getMixer()->pauseHandle(*_handle, false);
+ }
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::stop() {
+ if (_stream && _handle) {
+ g_system->getMixer()->stopHandle(*_handle);
+ }
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::pause() {
+ if (_stream && _handle) {
+ g_system->getMixer()->pauseHandle(*_handle, true);
+ }
+ return STATUS_OK;
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+uint32 CBSoundBuffer::getLength() {
+ if (_stream) {
+ uint32 len = _stream->getLength().msecs();
+ return len * 1000;
+ }
+ return 0;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CBSoundBuffer::setType(Audio::Mixer::SoundType type) {
+ _type = type;
+}
+
+//////////////////////////////////////////////////////////////////////////
+void CBSoundBuffer::updateVolume() {
+ setVolume(_privateVolume);
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::setVolume(int volume) {
+ _volume = volume * _gameRef->_soundMgr->getMasterVolume() / 255;
+ if (_stream && _handle) {
+ byte vol = (byte)(_volume);
+ g_system->getMixer()->setChannelVolume(*_handle, vol);
+ }
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::setPrivateVolume(int volume) {
+ _privateVolume = volume;
+ return setVolume(_privateVolume);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::isPlaying() {
+ if (_stream && _handle) {
+ return _freezePaused || g_system->getMixer()->isSoundHandleActive(*_handle);
+ } else {
+ return false;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+uint32 CBSoundBuffer::getPosition() {
+ if (_stream && _handle) {
+ uint32 pos = g_system->getMixer()->getSoundElapsedTime(*_handle);
+ return pos;
+ }
+ return 0;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::setPosition(uint32 pos) {
+ warning("CBSoundBuffer::SetPosition - not implemented yet");
+#if 0
+ if (_stream) {
+ QWORD pos = BASS_ChannelSeconds2Bytes(_stream, (float)Pos / 1000.0f);
+ BASS_ChannelSetPosition(_stream, pos, BASS_POS_BYTE);
+ }
+#endif
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::setLoopStart(uint32 pos) {
+ _loopStart = pos;
+#if 0
+ if (_stream) {
+ if (_sync) {
+ BASS_ChannelRemoveSync(_stream, _sync);
+ _sync = NULL;
+ }
+ if (_loopStart > 0) {
+ QWORD len = BASS_ChannelGetLength(_stream, BASS_POS_BYTE);
+ _sync = BASS_ChannelSetSync(_stream, BASS_SYNC_POS | BASS_SYNC_MIXTIME, len, CBSoundBuffer::LoopSyncProc, (void *)this);
+ }
+ }
+#endif
+ return STATUS_OK;
+}
+#if 0
+//////////////////////////////////////////////////////////////////////////
+void CBSoundBuffer::LoopSyncProc(HSYNC handle, uint32 channel, uint32 data, void *user) {
+ CBSoundBuffer *soundBuf = static_cast<CBSoundBuffer *>(user);
+ QWORD pos = BASS_ChannelSeconds2Bytes(channel, (float)soundBuf->GetLoopStart() / 1000.0f);
+
+ if (!BASS_ChannelSetPosition(channel, pos, BASS_POS_BYTE))
+ BASS_ChannelSetPosition(channel, 0, BASS_POS_BYTE);
+}
+#endif
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::setPan(float pan) {
+ if (_handle) {
+ g_system->getMixer()->setChannelBalance(*_handle, (int8)(pan * 127));
+ }
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSoundBuffer::applyFX(TSFXType type, float param1, float param2, float param3, float param4) {
+ warning("CBSoundBuffer::ApplyFX - not implemented yet");
+ switch (type) {
+ case SFX_ECHO:
+ break;
+
+ case SFX_REVERB:
+ break;
+
+ default:
+ break;
+ }
+ return STATUS_OK;
+}
+
+} // end of namespace WinterMute