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author | Max Horn | 2010-06-29 20:50:52 +0000 |
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committer | Max Horn | 2010-06-29 20:50:52 +0000 |
commit | b09996cb5cea63482c16faafb55d83bd50c04c90 (patch) | |
tree | f2d62ffe97f0674beb9a9fe88c3f15ba6cddfaad /engines | |
parent | 7951e3ddcf1053686882b6fe4881a4607bcbea05 (diff) | |
download | scummvm-rg350-b09996cb5cea63482c16faafb55d83bd50c04c90.tar.gz scummvm-rg350-b09996cb5cea63482c16faafb55d83bd50c04c90.tar.bz2 scummvm-rg350-b09996cb5cea63482c16faafb55d83bd50c04c90.zip |
SCI: Rewrap yet more comments
svn-id: r50505
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/sound/audio.cpp | 16 | ||||
-rw-r--r-- | engines/sci/sound/music.cpp | 43 | ||||
-rw-r--r-- | engines/sci/sound/soundcmd.cpp | 60 |
3 files changed, 69 insertions, 50 deletions
diff --git a/engines/sci/sound/audio.cpp b/engines/sci/sound/audio.cpp index 336218eaec..ed9061ab81 100644 --- a/engines/sci/sound/audio.cpp +++ b/engines/sci/sound/audio.cpp @@ -77,9 +77,10 @@ int AudioPlayer::startAudio(uint16 module, uint32 number) { } int AudioPlayer::wPlayAudio(uint16 module, uint32 tuple) { - // Get the audio sample length and set the wPlay flag so we return 0 on position. - // SSCI pre-loads the audio here, but it's much easier for us to just get the - // sample length and return that. wPlayAudio should *not* actually start the sample. + // Get the audio sample length and set the wPlay flag so we return 0 on + // position. SSCI pre-loads the audio here, but it's much easier for us to + // just get the sample length and return that. wPlayAudio should *not* + // actually start the sample. int sampleLen = 0; Audio::AudioStream *audioStream = getAudioStream(tuple, module, &sampleLen); @@ -272,8 +273,8 @@ Audio::RewindableAudioStream *AudioPlayer::getAudioStream(uint32 number, uint32 byte *compressedData = (byte *)malloc(audioRes->size); assert(compressedData); // We copy over the compressed data in our own buffer. We have to do - // this, because ResourceManager may free the original data late. - // All other compression types already decompress completely into an + // this, because ResourceManager may free the original data late. All + // other compression types already decompress completely into an // additional buffer here. MP3/OGG/FLAC decompression works on-the-fly // instead. memcpy(compressedData, audioRes->data, audioRes->size); @@ -367,8 +368,9 @@ Audio::RewindableAudioStream *AudioPlayer::getAudioStream(uint32 number, uint32 *sampleLen = (audioSeekStream->getLength().msecs() * 60) / 1000; // we translate msecs to ticks audioStream = audioSeekStream; } - // We have to make sure that we don't depend on resource manager pointers after this point, because the actual - // audio resource may get unloaded by resource manager at any time + // We have to make sure that we don't depend on resource manager pointers + // after this point, because the actual audio resource may get unloaded by + // resource manager at any time. if (audioStream) return audioStream; diff --git a/engines/sci/sound/music.cpp b/engines/sci/sound/music.cpp index ba103ee746..874f0a381e 100644 --- a/engines/sci/sound/music.cpp +++ b/engines/sci/sound/music.cpp @@ -64,11 +64,16 @@ void SciMusic::init() { _dwTempo = 0; // Default to MIDI in SCI32 games, as many don't have AdLib support. - // WORKAROUND: Default to MIDI in Amiga SCI1_EGA+ games as we don't support those patches yet. - // We also don't yet support the 7.pat file of SCI1+ Mac games or SCI0 Mac patches, so we - // default to MIDI in those games to let them run. + // WORKAROUND: Default to MIDI in Amiga SCI1_EGA+ games as we don't support + // those patches yet. We also don't yet support the 7.pat file of SCI1+ Mac + // games or SCI0 Mac patches, so we default to MIDI in those games to let + // them run. Common::Platform platform = g_sci->getPlatform(); - uint32 dev = MidiDriver::detectDevice((getSciVersion() >= SCI_VERSION_2 || platform == Common::kPlatformMacintosh || (platform == Common::kPlatformAmiga && getSciVersion() >= SCI_VERSION_1_EGA)) ? (MDT_PCSPK | MDT_ADLIB | MDT_MIDI | MDT_PREFER_GM) : (MDT_PCSPK | MDT_ADLIB | MDT_MIDI)); + uint32 dev = MidiDriver::detectDevice( + (getSciVersion() >= SCI_VERSION_2 || platform == Common::kPlatformMacintosh || + (platform == Common::kPlatformAmiga && getSciVersion() >= SCI_VERSION_1_EGA)) + ? (MDT_PCSPK | MDT_ADLIB | MDT_MIDI | MDT_PREFER_GM) + : (MDT_PCSPK | MDT_ADLIB | MDT_MIDI)); switch (MidiDriver::getMusicType(dev)) { case MT_ADLIB: @@ -100,7 +105,8 @@ void SciMusic::init() { _bMultiMidi = ConfMan.getBool("multi_midi"); - // Find out what the first possible channel is (used, when doing channel remapping) + // Find out what the first possible channel is (used, when doing channel + // remapping). _driverFirstChannel = _pMidiDrv->getFirstChannel(); } @@ -128,9 +134,10 @@ void SciMusic::putMidiCommandInQueue(uint32 midi) { _queuedCommands.push_back(midi); } -// This sends the stored commands from queue to driver (is supposed to get called only during onTimer()) -// at least mt32 emulation doesn't like getting note-on commands from main thread (if we directly send, we would get -// a crash during piano scene in lsl5) +// This sends the stored commands from queue to driver (is supposed to get +// called only during onTimer()). At least mt32 emulation doesn't like getting +// note-on commands from main thread (if we directly send, we would get a crash +// during piano scene in lsl5). void SciMusic::sendMidiCommandsFromQueue() { uint curCommand = 0; uint commandCount = _queuedCommands.size(); @@ -210,10 +217,10 @@ void SciMusic::soundInitSnd(MusicEntry *pSnd) { int channelFilterMask = 0; SoundResource::Track *track = pSnd->soundRes->getTrackByType(_pMidiDrv->getPlayId()); - // If MIDI device is selected but there is no digital track in sound resource - // try to use adlib's digital sample if possible - // Also, if the track couldn't be found, load the digital track, as some games - // depend on this (e.g. the Longbow demo) + // If MIDI device is selected but there is no digital track in sound + // resource try to use adlib's digital sample if possible. Also, if the + // track couldn't be found, load the digital track, as some games depend on + // this (e.g. the Longbow demo). if (!track || (_bMultiMidi && track->digitalChannelNr == -1)) { SoundResource::Track *digital = pSnd->soundRes->getDigitalTrack(); if (digital) @@ -260,8 +267,8 @@ void SciMusic::soundInitSnd(MusicEntry *pSnd) { } } -// This one checks, if requested channel is available -> in that case give caller that channel -// Otherwise look for an unused one +// This one checks, if requested channel is available -> in that case give +// caller that channel. Otherwise look for an unused one int16 SciMusic::tryToOwnChannel(MusicEntry *caller, int16 bestChannel) { // Don't even try this for SCI0 if (_soundVersion <= SCI_VERSION_0_LATE) @@ -316,7 +323,7 @@ void SciMusic::soundPlay(MusicEntry *pSnd) { if ((_soundVersion <= SCI_VERSION_0_LATE) && (alreadyPlaying)) { // Music already playing in SCI0? if (pSnd->priority > alreadyPlaying->priority) { - // And new priority higher? pause previous music and play new one immediately + // And new priority higher? pause previous music and play new one immediately. // Example of such case: lsl3, when getting points (jingle is played then) soundPause(alreadyPlaying); alreadyPlaying->isQueued = true; @@ -339,7 +346,8 @@ void SciMusic::soundPlay(MusicEntry *pSnd) { pSnd->pLoopStream, -1, pSnd->volume, 0, DisposeAfterUse::NO); } else { - // Rewind in case we play the same sample multiple times (non-looped) like in pharkas right at the start + // Rewind in case we play the same sample multiple times + // (non-looped) like in pharkas right at the start pSnd->pStreamAud->rewind(); _pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud, pSnd->pStreamAud, -1, pSnd->volume, 0, @@ -377,7 +385,8 @@ void SciMusic::soundStop(MusicEntry *pSnd) { if (pSnd->pMidiParser) { _mutex.lock(); pSnd->pMidiParser->mainThreadBegin(); - // We shouldn't call stop in case it's paused, otherwise we would send allNotesOff() again + // We shouldn't call stop in case it's paused, otherwise we would send + // allNotesOff() again if (previousStatus == kSoundPlaying) pSnd->pMidiParser->stop(); freeChannels(pSnd); diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp index 5e0f45e166..7cdb3e08bf 100644 --- a/engines/sci/sound/soundcmd.cpp +++ b/engines/sci/sound/soundcmd.cpp @@ -134,7 +134,8 @@ SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segM _resMan(resMan), _segMan(segMan), _kernel(kernel), _audio(audio), _soundVersion(soundVersion) { #ifdef USE_OLD_MUSIC_FUNCTIONS - // The following hack is needed to ease the change from old to new sound code (because the new sound code does not use SfxState) + // The following hack is needed to ease the change from old to new sound + // code (because the new sound code does not use SfxState) _state = &g_sci->getEngineState()->_sound; // HACK #endif @@ -378,22 +379,24 @@ void SoundCommandParser::cmdPlaySound(reg_t obj, int16 value) { } if (!readSelectorValue(_segMan, obj, SELECTOR(nodePtr)) && obj.segment) { - // In SCI1.1 games, sound effects are started from here. If we can find - // a relevant audio resource, play it, otherwise switch to synthesized - // effects. If the resource exists, play it using map 65535 (sound - // effects map) + // In SCI1.1 games, sound effects are started from here. If we can + // find a relevant audio resource, play it, otherwise switch to + // synthesized effects. If the resource exists, play it using map + // 65535 (sound effects map). if (_resMan->testResource(ResourceId(kResourceTypeAudio, songNumber)) && getSciVersion() >= SCI_VERSION_1_1) { // Found a relevant audio resource, play it _audio->stopAudio(); warning("Initializing audio resource instead of requested sound resource %d", songNumber); sampleLen = _audio->startAudio(65535, songNumber); - // Also create iterator, that will fire SI_FINISHED event, when the sound is done playing + // Also create iterator, that will fire SI_FINISHED event, when + // the sound is done playing. _state->sfx_add_song(new_timer_iterator(sampleLen), 0, handle, songNumber); } else { if (!_resMan->testResource(ResourceId(kResourceTypeSound, songNumber))) { warning("Could not open song number %d", songNumber); - // Send a "stop handle" event so that the engine won't wait forever here + // Send a "stop handle" event so that the engine won't wait + // forever here. _state->sfx_song_set_status(handle, SOUND_STATUS_STOPPED); writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); return; @@ -533,12 +536,13 @@ void SoundCommandParser::processStopSound(reg_t obj, int16 value, bool sampleFin writeSelectorValue(_segMan, obj, SELECTOR(handle), 0); } - // Set signal selector in sound SCI0 games only, when the sample has finished playing - // If we don't set it at all, we get a problem when using vaporizer on the 2 guys - // If we set it all the time, we get no music in sq3new and kq1 - // FIXME: this *may* be wrong, it's impossible to find out in sierra DOS sci, because SCI0 under DOS didn't have - // sfx drivers included - // We need to set signal in sound SCI1+ games all the time + // Set signal selector in sound SCI0 games only, when the sample has + // finished playing. If we don't set it at all, we get a problem when using + // vaporizer on the 2 guys. If we set it all the time, we get no music in + // sq3new and kq1. + // FIXME: This *may* be wrong, it's impossible to find out in Sierra DOS + // SCI, because SCI0 under DOS didn't have sfx drivers included. + // We need to set signal in sound SCI1+ games all the time. if ((_soundVersion > SCI_VERSION_0_LATE) || sampleFinishedPlaying) writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); @@ -560,8 +564,8 @@ void SoundCommandParser::cmdPauseSound(reg_t obj, int16 value) { #else if (!obj.segment) { // pause the whole playlist - // Pausing/Resuming the whole playlist was introduced - // in the SCI1 late sound scheme + // Pausing/Resuming the whole playlist was introduced in the SCI1 late + // sound scheme. if (_soundVersion <= SCI_VERSION_1_EARLY) return; @@ -685,7 +689,8 @@ void SoundCommandParser::cmdFadeSound(reg_t obj, int16 value) { switch (_argc) { case 2: // SCI0 - // SCI0 fades out all the time and when fadeout is done it will also stop the music from playing + // SCI0 fades out all the time and when fadeout is done it will also + // stop the music from playing musicSlot->fadeTo = 0; musicSlot->fadeStep = -5; musicSlot->fadeTickerStep = 10 * 16667 / _music->soundGetTempo(); @@ -864,10 +869,12 @@ void SoundCommandParser::cmdUpdateCues(reg_t obj, int16 value) { cmdStopSound(obj, 0); } } else { - // Slot actually has no data (which would mean that a sound-resource w/ unsupported data is used + // Slot actually has no data (which would mean that a sound-resource w/ + // unsupported data is used. // (example lsl5 - sound resource 744 - it's roland exclusive writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); - // If we don't set signal here, at least the switch to the mud wrestling room in lsl5 will not work + // If we don't set signal here, at least the switch to the mud wrestling + // room in lsl5 will not work. } if (musicSlot->fadeCompleted) { @@ -968,9 +975,9 @@ void SoundCommandParser::cmdSetSoundVolume(reg_t obj, int16 value) { MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { // Do not throw a warning if the sound can't be found, as in some games - // this is called before the actual sound is loaded (e.g. SQ4CD, with the - // drum sounds of the energizer bunny at the beginning), so this is normal - // behavior + // this is called before the actual sound is loaded (e.g. SQ4CD, with + // the drum sounds of the energizer bunny at the beginning), so this is + // normal behavior. //warning("cmdSetSoundVolume: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } @@ -1036,7 +1043,7 @@ void SoundCommandParser::cmdSetSoundLoop(reg_t obj, int16 value) { // before actually initializing the sound and adding it to the playlist // with cmdInitSound. Usually, it doesn't matter if the game doesn't // request to loop the sound, so in this case, don't throw any warning, - // otherwise do, because the sound won't be looped + // otherwise do, because the sound won't be looped. if (value == -1) { warning("cmdSetSoundLoop: Slot not found (%04x:%04x) and the song was requested to be looped", PRINT_REG(obj)); } else { @@ -1070,12 +1077,13 @@ void SoundCommandParser::updateSci0Cues() { const MusicList::iterator end = _music->getPlayListEnd(); for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) { // Is the sound stopped, and the sound object updated too? If yes, skip - // this sound, as SCI0 only allows one active song + // this sound, as SCI0 only allows one active song. if ((*i)->isQueued) { pWaitingForPlay = (*i); - // FIXME (?) - in iceman 2 songs are queued when playing the door sound - if we use the first song for resuming - // then it's the wrong one. Both songs have same priority. Maybe the new sound function in sci0 - // is somehow responsible + // FIXME(?): In iceman 2 songs are queued when playing the door + // sound - if we use the first song for resuming then it's the wrong + // one. Both songs have same priority. Maybe the new sound function + // in sci0 is somehow responsible. continue; } if ((*i)->signal == 0 && (*i)->status != kSoundPlaying) |