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author | Torbjörn Andersson | 2012-11-24 01:39:16 +0100 |
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committer | Torbjörn Andersson | 2012-11-24 01:39:16 +0100 |
commit | d3cf4d10f27a6349f08bee66713e9032d81cb8f8 (patch) | |
tree | ba8930bbb8d1885e10641f09c832d64c804afa9d /engines | |
parent | 076bcbc5c6b4c0f34e919dccfb0d407e88138560 (diff) | |
download | scummvm-rg350-d3cf4d10f27a6349f08bee66713e9032d81cb8f8.tar.gz scummvm-rg350-d3cf4d10f27a6349f08bee66713e9032d81cb8f8.tar.bz2 scummvm-rg350-d3cf4d10f27a6349f08bee66713e9032d81cb8f8.zip |
SCUMM: Handle note value 1 as "hold current note" in MI1 Mac
After listening to the original music in a Mac emulator (which
unfortunately doesn't handle the music very well), I can only
conclude that note value 1 means the note should continue playing.
At first I thought maybe it was supposed to fade the current note,
or perhaps change its volume, but I can't hear any traces of
either. So I'm going to assume it just means "hold the current
note", though for the life of me I cannot think of any valid
reason for such a command. So it may be wrong, but it sounds
closer to the emulator than it did before.
Diffstat (limited to 'engines')
-rw-r--r-- | engines/scumm/player_mac.cpp | 47 | ||||
-rw-r--r-- | engines/scumm/player_mac.h | 5 | ||||
-rw-r--r-- | engines/scumm/player_v3m.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/player_v5m.cpp | 25 |
4 files changed, 50 insertions, 29 deletions
diff --git a/engines/scumm/player_mac.cpp b/engines/scumm/player_mac.cpp index a91050e889..bbb97d360a 100644 --- a/engines/scumm/player_mac.cpp +++ b/engines/scumm/player_mac.cpp @@ -31,13 +31,14 @@ namespace Scumm { -Player_Mac::Player_Mac(ScummEngine *scumm, Audio::Mixer *mixer, int numberOfChannels, int channelMask) +Player_Mac::Player_Mac(ScummEngine *scumm, Audio::Mixer *mixer, int numberOfChannels, int channelMask, bool fadeNoteEnds) : _vm(scumm), _mixer(mixer), _sampleRate(_mixer->getOutputRate()), _soundPlaying(-1), _numberOfChannels(numberOfChannels), - _channelMask(channelMask) { + _channelMask(channelMask), + _fadeNoteEnds(fadeNoteEnds) { assert(scumm); assert(mixer); } @@ -298,16 +299,7 @@ uint32 Player_Mac::durationToSamples(uint16 duration) { } int Player_Mac::noteToPitchModifier(byte note, Instrument *instrument) { - // TODO: Monkey Island 1 uses both note values 0 and 1 as rests. - // Perhaps 0 means an abrupt end of the current note, while 1 means it - // should drop off gradually? One of the voices in the main theme - // sounds a lot more staccato than what I hear in a Mac emulator. (But - // it's hard to tell since that emulator has problems with the music.) - // Also, some instruments (though not this particular one) have data - // after the loop end point, which could possible be used to fade out - // the instrument. - - if (note > 1) { + if (note > 0) { const int pitchIdx = note + 60 - instrument->_baseFreq; // I don't want to use floating-point arithmetics here, but I // ran into overflow problems with the church music in Monkey @@ -356,7 +348,7 @@ int Player_Mac::readBuffer(int16 *data, const int numSamples) { } generated = MIN(_channel[i]._remaining, samplesLeft); if (_channel[i]._velocity != 0) { - _channel[i]._instrument.generateSamples(ptr, _channel[i]._pitchModifier, _channel[i]._velocity, generated, _channel[i]._remaining); + _channel[i]._instrument.generateSamples(ptr, _channel[i]._pitchModifier, _channel[i]._velocity, generated, _channel[i]._remaining, _fadeNoteEnds); } ptr += generated; samplesLeft -= generated; @@ -375,7 +367,7 @@ int Player_Mac::readBuffer(int16 *data, const int numSamples) { return numSamples; } -void Player_Mac::Instrument::generateSamples(int16 *data, int pitchModifier, int volume, int numSamples, int remainingSamplesOnNote) { +void Player_Mac::Instrument::generateSamples(int16 *data, int pitchModifier, int volume, int numSamples, int remainingSamplesOnNote, bool fadeNoteEnds) { int samplesLeft = numSamples; while (samplesLeft) { _subPos += pitchModifier; @@ -389,16 +381,23 @@ void Player_Mac::Instrument::generateSamples(int16 *data, int pitchModifier, int int newSample = (((int16)((_data[_pos] << 8) ^ 0x8000)) * volume) / 255; - // Fade out the last 100 samples on each note. Even at low - // output sample rates this is just a fraction of a second, - // but it gets rid of distracting "pops" at the end when the - // sample would otherwise go abruptly from something to - // nothing. This was particularly noticeable on the distaff - // notes in Loom. - - remainingSamplesOnNote--; - if (remainingSamplesOnNote < 100) { - newSample = (newSample * remainingSamplesOnNote) / 100; + if (fadeNoteEnds) { + // Fade out the last 100 samples on each note. Even at + // low output sample rates this is just a fraction of a + // second, but it gets rid of distracting "pops" at the + // end when the sample would otherwise go abruptly from + // something to nothing. This was particularly + // noticeable on the distaff notes in Loom. + // + // The reason it's conditional is that Monkey Island + // appears to have a "hold current note" command, and + // if we fade out the current note in that case we + // will actually introduce new "pops". + + remainingSamplesOnNote--; + if (remainingSamplesOnNote < 100) { + newSample = (newSample * remainingSamplesOnNote) / 100; + } } int sample = *data + newSample; diff --git a/engines/scumm/player_mac.h b/engines/scumm/player_mac.h index c46495c333..09307b4e57 100644 --- a/engines/scumm/player_mac.h +++ b/engines/scumm/player_mac.h @@ -44,7 +44,7 @@ class ScummEngine; */ class Player_Mac : public Audio::AudioStream, public MusicEngine { public: - Player_Mac(ScummEngine *scumm, Audio::Mixer *mixer, int numberOfChannels, int channelMask); + Player_Mac(ScummEngine *scumm, Audio::Mixer *mixer, int numberOfChannels, int channelMask, bool fadeNoteEnds); virtual ~Player_Mac(); void init(); @@ -90,12 +90,13 @@ private: _subPos = 0; } - void generateSamples(int16 *data, int pitchModifier, int volume, int numSamples, int remainingSamplesOnNote); + void generateSamples(int16 *data, int pitchModifier, int volume, int numSamples, int remainingSamplesOnNote, bool fadeNoteEnds); }; int _pitchTable[128]; int _numberOfChannels; int _channelMask; + bool _fadeNoteEnds; virtual bool checkMusicAvailable() { return false; } virtual bool loadMusic(const byte *ptr) { return false; } diff --git a/engines/scumm/player_v3m.cpp b/engines/scumm/player_v3m.cpp index 35d2aaac89..e61463128a 100644 --- a/engines/scumm/player_v3m.cpp +++ b/engines/scumm/player_v3m.cpp @@ -97,7 +97,7 @@ namespace Scumm { Player_V3M::Player_V3M(ScummEngine *scumm, Audio::Mixer *mixer) - : Player_Mac(scumm, mixer, 5, 0x1E) { + : Player_Mac(scumm, mixer, 5, 0x1E, true) { assert(_vm->_game.id == GID_LOOM); // Channel 0 seems to be what was played on low-end macs, that couldn't diff --git a/engines/scumm/player_v5m.cpp b/engines/scumm/player_v5m.cpp index 1cb9831621..500f3bbc40 100644 --- a/engines/scumm/player_v5m.cpp +++ b/engines/scumm/player_v5m.cpp @@ -82,7 +82,7 @@ namespace Scumm { Player_V5M::Player_V5M(ScummEngine *scumm, Audio::Mixer *mixer) - : Player_Mac(scumm, mixer, 3, 0x07) { + : Player_Mac(scumm, mixer, 3, 0x07, false) { assert(_vm->_game.id == GID_MONKEY); } @@ -190,7 +190,6 @@ bool Player_V5M::loadMusic(const byte *ptr) { } bool Player_V5M::getNextNote(int ch, uint32 &samples, int &pitchModifier, byte &velocity) { - _channel[ch]._instrument.newNote(); if (_channel[ch]._pos >= _channel[ch]._length) { if (!_channel[ch]._looped) { _channel[ch]._notesLeft = false; @@ -206,9 +205,31 @@ bool Player_V5M::getNextNote(int ch, uint32 &samples, int &pitchModifier, byte & byte note = _channel[ch]._data[_channel[ch]._pos + 2]; samples = durationToSamples(duration); + if (note != 1) { + _channel[ch]._instrument.newNote(); + } + if (note > 1) { pitchModifier = noteToPitchModifier(note, &_channel[ch]._instrument); velocity = _channel[ch]._data[_channel[ch]._pos + 3]; + } else if (note == 1) { + // This is guesswork, but Monkey Island uses two different + // "special" note values: 0, which is clearly a rest, and 1 + // which is... I thought at first it was a "soft" key off, to + // fade out the note, but listening to the music in a Mac + // emulator (which unfortunately doesn't work all that well), + // I hear no trace of fading out. + // + // It could mean "change the volume on the current note", but + // I can't hear that either, and it always seems to use the + // exact same velocity on this note. + // + // So it appears it really just is a "hold the current note", + // but why? Couldn't they just have made the original note + // longer? + + pitchModifier = _channel[ch]._pitchModifier; + velocity = _channel[ch]._velocity; } else { pitchModifier = 0; velocity = 0; |