aboutsummaryrefslogtreecommitdiff
path: root/engines/wintermute/base/sound/base_sound_buffer.cpp
diff options
context:
space:
mode:
authorWillem Jan Palenstijn2012-09-04 22:17:23 +0200
committerWillem Jan Palenstijn2012-09-04 22:17:23 +0200
commitb4090ead4d4334e08725323ff72fd355c93b63d5 (patch)
tree4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/base/sound/base_sound_buffer.cpp
parentdf80820184c90a87511f0cabdca4addb9fa13a66 (diff)
downloadscummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.tar.gz
scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.tar.bz2
scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.zip
WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/base/sound/base_sound_buffer.cpp')
-rw-r--r--engines/wintermute/base/sound/base_sound_buffer.cpp594
1 files changed, 297 insertions, 297 deletions
diff --git a/engines/wintermute/base/sound/base_sound_buffer.cpp b/engines/wintermute/base/sound/base_sound_buffer.cpp
index e2d9c8c13f..3fd6c4d5f2 100644
--- a/engines/wintermute/base/sound/base_sound_buffer.cpp
+++ b/engines/wintermute/base/sound/base_sound_buffer.cpp
@@ -1,297 +1,297 @@
-/* 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/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 "engines/wintermute/wintermute.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
-
-//////////////////////////////////////////////////////////////////////////
-BaseSoundBuffer::BaseSoundBuffer(BaseGame *inGame) : BaseClass(inGame) {
- _stream = NULL;
- _handle = NULL;
-// _sync = NULL;
-
- _streamed = false;
- _filename = "";
- _file = NULL;
- _privateVolume = 255;
- _volume = 255;
-
- _looping = false;
- _loopStart = 0;
- _startPos = 0;
-
- _type = Audio::Mixer::kSFXSoundType;
-
- _freezePaused = false;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-BaseSoundBuffer::~BaseSoundBuffer() {
- stop();
-
- if (_handle) {
- g_system->getMixer()->stopHandle(*_handle);
- delete _handle;
- _handle = NULL;
- }
- delete _stream;
- _stream = NULL;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-void BaseSoundBuffer::setStreaming(bool streamed, uint32 numBlocks, uint32 blockSize) {
- _streamed = streamed;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::loadFromFile(const Common::String &filename, bool forceReload) {
- debugC(kWintermuteDebugAudio, "BSoundBuffer::LoadFromFile(%s,%d)", filename.c_str(), forceReload);
-
- // Load a file, but avoid having the File-manager handle the disposal of it.
- _file = BaseFileManager::getEngineInstance()->openFile(filename, true, false);
- if (!_file) {
- _gameRef->LOG(0, "Error opening sound file '%s'", filename.c_str());
- return STATUS_FAILED;
- }
- Common::String strFilename(filename);
- strFilename.toLowercase();
- 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 {
- error("BSoundBuffer::LoadFromFile - WAVE not supported yet for %s with type %d", filename.c_str(), waveType);
- }
- }
- } else {
- error("BSoundBuffer::LoadFromFile - Unknown filetype for %s", filename.c_str());
- }
- if (!_stream) {
- return STATUS_FAILED;
- }
- _filename = filename;
-
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::play(bool looping, uint32 startSample) {
- if (_handle) {
- g_system->getMixer()->stopHandle(*_handle);
- delete _handle;
- _handle = NULL;
- }
- // Store the loop-value for save-games.
- setLooping(looping);
- 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 BaseSoundBuffer::setLooping(bool looping) {
- if (isPlaying()) {
- // This warning is here, to see if this is ever the case.
- warning("BSoundBuffer::SetLooping(%d) - won't change a playing sound", looping); // TODO
- }
- _looping = looping;
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::resume() {
- // If the sound was paused while active:
- if (_stream && _handle) {
- g_system->getMixer()->pauseHandle(*_handle, false);
- } else if (_stream) { // Otherwise we come from a savegame, and thus have no handle
- play(_looping, _startPos);
- } else {
- warning("BaseSoundBuffer::resume - Called without a handle or a stream");
- }
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::stop() {
- if (_stream && _handle) {
- g_system->getMixer()->stopHandle(*_handle);
- }
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::pause() {
- if (_stream && _handle) {
- g_system->getMixer()->pauseHandle(*_handle, true);
- }
- return STATUS_OK;
-
-}
-
-//////////////////////////////////////////////////////////////////////////
-uint32 BaseSoundBuffer::getLength() {
- if (_stream) {
- uint32 len = _stream->getLength().msecs();
- return len * 1000;
- }
- return 0;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-void BaseSoundBuffer::setType(Audio::Mixer::SoundType type) {
- _type = type;
-}
-
-//////////////////////////////////////////////////////////////////////////
-void BaseSoundBuffer::updateVolume() {
- setVolume(_privateVolume);
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::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 BaseSoundBuffer::setPrivateVolume(int volume) {
- _privateVolume = volume;
- return setVolume(_privateVolume);
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::isPlaying() {
- if (_stream && _handle) {
- return _freezePaused || g_system->getMixer()->isSoundHandleActive(*_handle);
- } else {
- return false;
- }
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-uint32 BaseSoundBuffer::getPosition() {
- if (_stream && _handle) {
- uint32 pos = g_system->getMixer()->getSoundElapsedTime(*_handle);
- return pos;
- }
- return 0;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::setPosition(uint32 pos) {
- if (isPlaying()) {
- warning("BaseSoundBuffer::SetPosition - not implemented for playing sounds yet.");
- }
- _startPos = pos;
- return STATUS_OK;
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::setLoopStart(uint32 pos) {
- _loopStart = pos;
- return STATUS_OK;
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::setPan(float pan) {
- if (_handle) {
- g_system->getMixer()->setChannelBalance(*_handle, (int8)(pan * 127));
- }
- return STATUS_OK;
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::applyFX(TSFXType type, float param1, float param2, float param3, float param4) {
- // This function was already stubbed out in WME Lite, and thus isn't reimplemented here either.
- switch (type) {
- case SFX_ECHO:
- //warning("BaseSoundBuffer::ApplyFX(SFX_ECHO, %f, %f, %f, %f) - not implemented yet", param1, param2, param3, param4);
- break;
-
- case SFX_REVERB:
- //warning("BaseSoundBuffer::ApplyFX(SFX_REVERB, %f, %f, %f, %f) - not implemented yet", param1, param2, param3, param4);
- break;
-
- default:
- break;
- }
- return STATUS_OK;
-}
-
-} // end of namespace Wintermute
+/* 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/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 "engines/wintermute/wintermute.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
+
+//////////////////////////////////////////////////////////////////////////
+BaseSoundBuffer::BaseSoundBuffer(BaseGame *inGame) : BaseClass(inGame) {
+ _stream = NULL;
+ _handle = NULL;
+// _sync = NULL;
+
+ _streamed = false;
+ _filename = "";
+ _file = NULL;
+ _privateVolume = 255;
+ _volume = 255;
+
+ _looping = false;
+ _loopStart = 0;
+ _startPos = 0;
+
+ _type = Audio::Mixer::kSFXSoundType;
+
+ _freezePaused = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+BaseSoundBuffer::~BaseSoundBuffer() {
+ stop();
+
+ if (_handle) {
+ g_system->getMixer()->stopHandle(*_handle);
+ delete _handle;
+ _handle = NULL;
+ }
+ delete _stream;
+ _stream = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void BaseSoundBuffer::setStreaming(bool streamed, uint32 numBlocks, uint32 blockSize) {
+ _streamed = streamed;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::loadFromFile(const Common::String &filename, bool forceReload) {
+ debugC(kWintermuteDebugAudio, "BSoundBuffer::LoadFromFile(%s,%d)", filename.c_str(), forceReload);
+
+ // Load a file, but avoid having the File-manager handle the disposal of it.
+ _file = BaseFileManager::getEngineInstance()->openFile(filename, true, false);
+ if (!_file) {
+ _gameRef->LOG(0, "Error opening sound file '%s'", filename.c_str());
+ return STATUS_FAILED;
+ }
+ Common::String strFilename(filename);
+ strFilename.toLowercase();
+ 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 {
+ error("BSoundBuffer::LoadFromFile - WAVE not supported yet for %s with type %d", filename.c_str(), waveType);
+ }
+ }
+ } else {
+ error("BSoundBuffer::LoadFromFile - Unknown filetype for %s", filename.c_str());
+ }
+ if (!_stream) {
+ return STATUS_FAILED;
+ }
+ _filename = filename;
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::play(bool looping, uint32 startSample) {
+ if (_handle) {
+ g_system->getMixer()->stopHandle(*_handle);
+ delete _handle;
+ _handle = NULL;
+ }
+ // Store the loop-value for save-games.
+ setLooping(looping);
+ 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 BaseSoundBuffer::setLooping(bool looping) {
+ if (isPlaying()) {
+ // This warning is here, to see if this is ever the case.
+ warning("BSoundBuffer::SetLooping(%d) - won't change a playing sound", looping); // TODO
+ }
+ _looping = looping;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::resume() {
+ // If the sound was paused while active:
+ if (_stream && _handle) {
+ g_system->getMixer()->pauseHandle(*_handle, false);
+ } else if (_stream) { // Otherwise we come from a savegame, and thus have no handle
+ play(_looping, _startPos);
+ } else {
+ warning("BaseSoundBuffer::resume - Called without a handle or a stream");
+ }
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::stop() {
+ if (_stream && _handle) {
+ g_system->getMixer()->stopHandle(*_handle);
+ }
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::pause() {
+ if (_stream && _handle) {
+ g_system->getMixer()->pauseHandle(*_handle, true);
+ }
+ return STATUS_OK;
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+uint32 BaseSoundBuffer::getLength() {
+ if (_stream) {
+ uint32 len = _stream->getLength().msecs();
+ return len * 1000;
+ }
+ return 0;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void BaseSoundBuffer::setType(Audio::Mixer::SoundType type) {
+ _type = type;
+}
+
+//////////////////////////////////////////////////////////////////////////
+void BaseSoundBuffer::updateVolume() {
+ setVolume(_privateVolume);
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::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 BaseSoundBuffer::setPrivateVolume(int volume) {
+ _privateVolume = volume;
+ return setVolume(_privateVolume);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::isPlaying() {
+ if (_stream && _handle) {
+ return _freezePaused || g_system->getMixer()->isSoundHandleActive(*_handle);
+ } else {
+ return false;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+uint32 BaseSoundBuffer::getPosition() {
+ if (_stream && _handle) {
+ uint32 pos = g_system->getMixer()->getSoundElapsedTime(*_handle);
+ return pos;
+ }
+ return 0;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::setPosition(uint32 pos) {
+ if (isPlaying()) {
+ warning("BaseSoundBuffer::SetPosition - not implemented for playing sounds yet.");
+ }
+ _startPos = pos;
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::setLoopStart(uint32 pos) {
+ _loopStart = pos;
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::setPan(float pan) {
+ if (_handle) {
+ g_system->getMixer()->setChannelBalance(*_handle, (int8)(pan * 127));
+ }
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseSoundBuffer::applyFX(TSFXType type, float param1, float param2, float param3, float param4) {
+ // This function was already stubbed out in WME Lite, and thus isn't reimplemented here either.
+ switch (type) {
+ case SFX_ECHO:
+ //warning("BaseSoundBuffer::ApplyFX(SFX_ECHO, %f, %f, %f, %f) - not implemented yet", param1, param2, param3, param4);
+ break;
+
+ case SFX_REVERB:
+ //warning("BaseSoundBuffer::ApplyFX(SFX_REVERB, %f, %f, %f, %f) - not implemented yet", param1, param2, param3, param4);
+ break;
+
+ default:
+ break;
+ }
+ return STATUS_OK;
+}
+
+} // end of namespace Wintermute