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authorMax Horn2003-05-03 12:48:18 +0000
committerMax Horn2003-05-03 12:48:18 +0000
commitb7a3f481a865cf09e2a6cd0a9dc06304a3341679 (patch)
tree61bb75b0ff98a3bf216bed18aa7642d5e6878402 /scumm/resource.cpp
parent00d796e45183f852e03766228f5b0d9ec4d9795d (diff)
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added music looping for MonkeyVGA/EGA and Indy3
svn-id: r7283
Diffstat (limited to 'scumm/resource.cpp')
-rw-r--r--scumm/resource.cpp82
1 files changed, 64 insertions, 18 deletions
diff --git a/scumm/resource.cpp b/scumm/resource.cpp
index 185da49d5c..f9fd93651e 100644
--- a/scumm/resource.cpp
+++ b/scumm/resource.cpp
@@ -634,8 +634,9 @@ int Scumm::loadResource(int type, int idx) {
tag = _fileHandle.readUint16LE();
_fileHandle.seek(-6, SEEK_CUR);
/* FIXME */
- if ((type == rtSound) && (_gameId != GID_ZAK256))
+ if ((type == rtSound) && (_gameId != GID_ZAK256)) {
return readSoundResourceSmallHeader(type, idx);
+ }
} else {
if (type == rtSound) {
_fileHandle.readUint32LE();
@@ -1003,16 +1004,15 @@ int Scumm::readSoundResourceSmallHeader(int type, int idx) {
// 16 bytes MDhd header
// 14 bytes MThd header
// 8 bytes MTrk header
- // 7 MIDI speed event
+ // 7 bytes MIDI tempo sysex
// + some default instruments
// TODO: - make some real MIDI instrument definitions
- // - no sound looping
- // - proper handling of the short AD resources format
+ // - proper handling of the short (non-music, SFX) AD resources format
// - check the LE/BE handling for platforms other than PC
if (best_offs != 0) {
byte *ptr, *track, *instr;
- uint16 ticks, skip;
+ byte ticks, play_once;
byte music_type, num_instr;
_fileHandle.seek(best_offs - 6, SEEK_SET);
@@ -1032,22 +1032,24 @@ int Scumm::readSoundResourceSmallHeader(int type, int idx) {
// The "speed" of the song
ticks = *(ptr + 9);
-
+
+ // Flag that tells us whether we should loop the song (0) or play it only once (1)
+ play_once = *(ptr + 10);
+
+ // Number of instruments used
num_instr = *(ptr + 16); // Normally 8
if (num_instr != 8)
warning("Sound %d has %d instruments, expected 8", idx, num_instr);
- size = best_size;
- skip = 0x98;
-
// copy the instrument data in another memory area
instr = (byte *)calloc(8 * 16, 1);
assert(instr);
memcpy(instr, ptr + 0x19, 8*16);
// skip over the rest of the header and copy the MIDI data into a buffer
- ptr += skip;
- size -= skip;
+ size = best_size;
+ ptr += 0x19 + 8 * 16;
+ size -= 0x19 + 8 * 16;
CHECK_HEAP
track = (byte *)calloc(size, 1);
if (track == NULL) {
@@ -1057,7 +1059,9 @@ int Scumm::readSoundResourceSmallHeader(int type, int idx) {
// Now nuke the old resource, and replace it with a new one
nukeResource(type, idx);
- total_size = 8 + 16 + 14 + 8 + 7 + sizeof(OLD256_MIDI_HACK) - 1 + size;
+ total_size = 8 + 16 + 14 + 8 + 7 + sizeof(OLD256_MIDI_HACK) + size;
+ if (!play_once)
+ total_size += 20; // Up to 20 additional bytes are needed for the jump sysex
// Write the ADL header (see also above for more information)
ptr = createResource(type, idx, total_size);
@@ -1079,10 +1083,10 @@ int Scumm::readSoundResourceSmallHeader(int type, int idx) {
memcpy(ptr, &ticks, 2); ptr += 2;
memcpy(ptr, "MTrk", 4); ptr += 4;
- *ptr++ = ((sizeof(OLD256_MIDI_HACK) - 1 + size + 7) >> 24) & 0xFF;
- *ptr++ = ((sizeof(OLD256_MIDI_HACK) - 1 + size + 7) >> 16) & 0xFF;
- *ptr++ = ((sizeof(OLD256_MIDI_HACK) - 1 + size + 7) >> 8) & 0xFF;
- *ptr++ = ((sizeof(OLD256_MIDI_HACK) - 1 + size + 7) ) & 0xFF;
+ *ptr++ = ((sizeof(OLD256_MIDI_HACK) + size + 7) >> 24) & 0xFF;
+ *ptr++ = ((sizeof(OLD256_MIDI_HACK) + size + 7) >> 16) & 0xFF;
+ *ptr++ = ((sizeof(OLD256_MIDI_HACK) + size + 7) >> 8) & 0xFF;
+ *ptr++ = ((sizeof(OLD256_MIDI_HACK) + size + 7) ) & 0xFF;
// Conver the ticks into a MIDI tempo.
dw = (500000 * 256) / ticks;
@@ -1097,7 +1101,8 @@ int Scumm::readSoundResourceSmallHeader(int type, int idx) {
// Copy our hardcoded instrument table into it
// Then, convert the instrument table as given in this song resource
// And write it *over* the hardcoded table.
- memcpy(ptr, OLD256_MIDI_HACK, sizeof(OLD256_MIDI_HACK) - 1);
+ // Note: we deliberately.
+ memcpy(ptr, OLD256_MIDI_HACK, sizeof(OLD256_MIDI_HACK));
/* now fill in the instruments */
@@ -1149,10 +1154,51 @@ int Scumm::readSoundResourceSmallHeader(int type, int idx) {
}
free(instr);
+ ptr += sizeof(OLD256_MIDI_HACK);
- ptr += sizeof(OLD256_MIDI_HACK) - 1;
+ // Now copy the actual music data
memcpy(ptr, track, size);
free(track);
+
+ if (!play_once) {
+ // The song is meant to be looped. We achieve this by inserting just
+ // before the song end a jump to the song start. More precisely we abuse
+ // a S&M sysex, "maybe_jump" to achieve this effect. We could also
+ // use a set_loop sysex, but it's a bit longer, a little more complicated,
+ // and seemingly has no advantage either.
+
+ // First, find the track end
+ byte *end = ptr + size;
+ for (; ptr < end; ptr++) {
+ if (*ptr == 0xff && *(ptr + 1) == 0x2f)
+ break;
+ }
+ assert(ptr < end);
+
+ // Now insert the jump. The jump offset is measure in ticks, and
+ // each instrument definition spans 4 ticks... so we jump to tick
+ // 8*4, although jumping to tick 0 would probably work fine, too.
+ // Note: it's possible that some musics don't loop from the start...
+ // in that case we'll have to figure out how the loop range is specified
+ // and then how to handle it appropriately (if it's specified in
+ // ticks, we are fine; but if it's byte offset, we'll have to work
+ // a bit...).
+ int jump_offset = 8 * 4;
+ memcpy(ptr, "\xf0\x13\x7d\x30\00", 5); ptr += 5; // maybe_jump
+ memcpy(ptr, "\x00\x00", 2); ptr += 2; // cmd -> 0 means always jump
+ memcpy(ptr, "\x00\x00\x00\x00", 4); ptr += 4; // track -> there is only one track, 0
+ memcpy(ptr, "\x00\x00\x00\x00", 4); ptr += 4; // beat -> for now, 0
+ // Ticks
+ *ptr++ = (byte)((jump_offset >> 12) & 0x0F);
+ *ptr++ = (byte)((jump_offset >> 8) & 0x0F);
+ *ptr++ = (byte)((jump_offset >> 4) & 0x0F);
+ *ptr++ = (byte)(jump_offset & 0x0F);
+ memcpy(ptr, "\x00\xf7", 2); ptr += 2; // sysex end marker
+
+ // Finally we reinsert the end of song sysex, just in case
+ memcpy(ptr, "\x00\xff\x21", 3); ptr += 3;
+ }
+
return 1;
}
res.roomoffs[type][idx] = 0xFFFFFFFF;