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author | Torbjörn Andersson | 2003-11-03 07:47:42 +0000 |
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committer | Torbjörn Andersson | 2003-11-03 07:47:42 +0000 |
commit | b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea (patch) | |
tree | df5851f12ebb885d05db421078980e122698243e /sword2/sound.cpp | |
parent | 0ece8aab8b03e0aead5f18e33797ec85294bf158 (diff) | |
download | scummvm-rg350-b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea.tar.gz scummvm-rg350-b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea.tar.bz2 scummvm-rg350-b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea.zip |
The resource and memory managers are now created dynamically.
Renamed the resource manager's open/close methods openResource() and
closeResource() to avoid confusion. (It was I who originally shortened
their names to open() and close(), but I've changed my mind now.)
Moved more stuff into Sword2Engine.
svn-id: r11088
Diffstat (limited to 'sword2/sound.cpp')
-rw-r--r-- | sword2/sound.cpp | 173 |
1 files changed, 77 insertions, 96 deletions
diff --git a/sword2/sound.cpp b/sword2/sound.cpp index 21128b3450..a1437d4191 100644 --- a/sword2/sound.cpp +++ b/sword2/sound.cpp @@ -33,99 +33,80 @@ #include "sword2/defs.h" // for RESULT #include "sword2/interpreter.h" #include "sword2/logic.h" -#include "sword2/protocol.h" // for FetchObjectName() for debugging fnPlayFx +#include "sword2/protocol.h" // for fetchObjectName() for debugging fnPlayFx #include "sword2/resman.h" #include "sword2/sound.h" #include "sword2/sword2.h" namespace Sword2 { -typedef struct { - uint32 resource; // resource id of sample - uint32 fetchId; // Id of resource in PSX CD queue. :) - uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM) - uint8 volume; // 0..16 - int8 pan; // -16..16 - uint8 type; // FX_SPOT, FX_RANDOM or FX_LOOP -} _fxq_entry; - -// max number of fx in queue at once [DO NOT EXCEED 255] -#define FXQ_LENGTH 32 - -static _fxq_entry fxq[FXQ_LENGTH]; - -// used to store id of tunes that loop, for save & restore -uint32 looping_music_id = 0; - -void Trigger_fx(uint8 j); - // initialise the fxq by clearing all the entries -void Init_fx_queue(void) { - for (int j = 0; j < FXQ_LENGTH; j++) { - fxq[j].resource = 0; // 0 resource means 'empty' slot - fxq[j].fetchId = 0; // Not being fetched. +void Sword2Engine::initFxQueue(void) { + for (int i = 0; i < FXQ_LENGTH; i++) { + _fxQueue[i].resource = 0; // 0 resource means 'empty' slot + _fxQueue[i].fetchId = 0; // Not being fetched. } } -// process the fxq once every game cycle +// process the fx queue once every game cycle -void Process_fx_queue(void) { - for (int j = 0; j < FXQ_LENGTH; j++) { - if (!fxq[j].resource) +void Sword2Engine::processFxQueue(void) { + for (int i = 0; i < FXQ_LENGTH; i++) { + if (!_fxQueue[i].resource) continue; - switch (fxq[j].type) { + switch (_fxQueue[i].type) { case FX_RANDOM: // 1 in 'delay' chance of this fx occurring - if (g_sword2->_rnd.getRandomNumber(fxq[j].delay) == 0) - Trigger_fx(j); + if (_rnd.getRandomNumber(_fxQueue[i].delay) == 0) + triggerFx(i); break; case FX_SPOT: - if (fxq[j].delay) - fxq[j].delay--; + if (_fxQueue[i].delay) + _fxQueue[i].delay--; else { - Trigger_fx(j); - fxq[j].type = FX_SPOT2; + triggerFx(i); + _fxQueue[i].type = FX_SPOT2; } break; case FX_SPOT2: // Once the Fx has finished remove it from the queue. - if (g_sound->isFxOpen(j + 1)) - fxq[j].resource = 0; + if (g_sound->isFxOpen(i + 1)) + _fxQueue[i].resource = 0; break; } } } -// called from Process_fx_queue only +// called from processFxQueue only -void Trigger_fx(uint8 j) { +void Sword2Engine::triggerFx(uint8 j) { uint8 *data; int32 id; uint32 rv; id = (uint32) j + 1; // because 0 is not a valid id - if (fxq[j].type == FX_SPOT) { + if (_fxQueue[j].type == FX_SPOT) { // load in the sample - data = res_man.open(fxq[j].resource); + data = res_man->openResource(_fxQueue[j].resource); data += sizeof(_standardHeader); // wav data gets copied to sound memory - rv = g_sound->playFx(id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT); + rv = g_sound->playFx(id, data, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXSPOT); // release the sample - res_man.close(fxq[j].resource); + res_man->closeResource(_fxQueue[j].resource); } else { // random & looped fx are already loaded into sound memory // by fnPlayFx() // - to be referenced by 'j', so pass NULL data - if (fxq[j].type == FX_RANDOM) { + if (_fxQueue[j].type == FX_RANDOM) { // Not looped - rv = g_sound->playFx(id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT); + rv = g_sound->playFx(id, NULL, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXSPOT); } else { // Looped - rv = g_sound->playFx(id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP); + rv = g_sound->playFx(id, NULL, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXLOOP); } } @@ -133,6 +114,33 @@ void Trigger_fx(uint8 j) { debug(5, "SFX ERROR: playFx() returned %.8x", rv); } +// Stops all looped & random fx and clears the entire queue + +void Sword2Engine::clearFxQueue(void) { + // stop all fx & remove the samples from sound memory + g_sound->clearAllFx(); + + // clean out the queue + initFxQueue(); +} + +void Sword2Engine::killMusic(void) { + _loopingMusicId = 0; // clear the 'looping' flag + g_sound->stopMusic(); +} + +void Sword2Engine::pauseAllSound(void) { + g_sound->pauseMusic(); + g_sound->pauseSpeech(); + g_sound->pauseFx(); +} + +void Sword2Engine::unpauseAllSound(void) { + g_sound->unpauseMusic(); + g_sound->unpauseSpeech(); + g_sound->unpauseFx(); +} + // called from script only int32 Logic::fnPlayFx(int32 *params) { @@ -177,34 +185,34 @@ int32 Logic::fnPlayFx(int32 *params) { strcpy(type, "INVALID"); } - debug(0, "SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", FetchObjectName(params[0]), params[3], params[4], params[2], type); + debug(0, "SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", g_sword2->fetchObjectName(params[0]), params[3], params[4], params[2], type); } - while (j < FXQ_LENGTH && fxq[j].resource != 0) + while (j < FXQ_LENGTH && g_sword2->_fxQueue[j].resource != 0) j++; if (j == FXQ_LENGTH) return IR_CONT; - fxq[j].resource = params[0]; // wav resource id - fxq[j].type = params[1]; // FX_SPOT, FX_LOOP or FX_RANDOM + g_sword2->_fxQueue[j].resource = params[0]; // wav resource id + g_sword2->_fxQueue[j].type = params[1]; // FX_SPOT, FX_LOOP or FX_RANDOM - if (fxq[j].type == FX_RANDOM) { + if (g_sword2->_fxQueue[j].type == FX_RANDOM) { // 'delay' param is the intended average no. seconds between // playing this effect - fxq[j].delay = params[2] * 12; + g_sword2->_fxQueue[j].delay = params[2] * 12; } else { // FX_SPOT or FX_LOOP: // 'delay' is no. frames to wait before playing - fxq[j].delay = params[2]; + g_sword2->_fxQueue[j].delay = params[2]; } - fxq[j].volume = params[3]; // 0..16 - fxq[j].pan = params[4]; // -16..16 + g_sword2->_fxQueue[j].volume = params[3]; // 0..16 + g_sword2->_fxQueue[j].pan = params[4]; // -16..16 - if (fxq[j].type == FX_SPOT) { + if (g_sword2->_fxQueue[j].type == FX_SPOT) { // "pre-load" the sample; this gets it into memory - data = res_man.open(fxq[j].resource); + data = res_man->openResource(g_sword2->_fxQueue[j].resource); #ifdef _SWORD2_DEBUG header = (_standardHeader*) data; @@ -213,14 +221,14 @@ int32 Logic::fnPlayFx(int32 *params) { #endif // but then releases it to "age" out if the space is needed - res_man.close(fxq[j].resource); + res_man->closeResource(g_sword2->_fxQueue[j].resource); } else { // random & looped fx id = (uint32) j + 1; // because 0 is not a valid id // load in the sample - data = res_man.open(fxq[j].resource); + data = res_man->openResource(g_sword2->_fxQueue[j].resource); #ifdef _SWORD2_DEBUG header = (_standardHeader*)data; @@ -237,13 +245,13 @@ int32 Logic::fnPlayFx(int32 *params) { debug(5, "SFX ERROR: openFx() returned %.8x", rv); // release the sample - res_man.close(fxq[j].resource); + res_man->closeResource(g_sword2->_fxQueue[j].resource); } - if (fxq[j].type == FX_LOOP) { + if (g_sword2->_fxQueue[j].type == FX_LOOP) { // play now, rather than in Process_fx_queue where it was // getting played again & again! - Trigger_fx(j); + g_sword2->triggerFx(j); } // in case we want to call fnStopFx() later, to kill this fx @@ -299,7 +307,7 @@ int32 Logic::fnStopFx(int32 *params) { uint32 id; uint32 rv; - if (fxq[j].type == FX_RANDOM || fxq[j].type == FX_LOOP) { + if (g_sword2->_fxQueue[j].type == FX_RANDOM || g_sword2->_fxQueue[j].type == FX_LOOP) { id = (uint32) j + 1; // because 0 is not a valid id // stop fx & remove sample from sound memory @@ -310,7 +318,7 @@ int32 Logic::fnStopFx(int32 *params) { } // remove from queue - fxq[j].resource = 0; + g_sword2->_fxQueue[j].resource = 0; return IR_CONT; } @@ -322,20 +330,10 @@ int32 Logic::fnStopAllFx(int32 *params) { // params: none - Clear_fx_queue(); + g_sword2->clearFxQueue(); return IR_CONT; } -// Stops all looped & random fx and clears the entire queue - -void Clear_fx_queue(void) { - // stop all fx & remove the samples from sound memory - g_sound->clearAllFx(); - - // clean out the queue - Init_fx_queue(); -} - int32 Logic::fnPrepareMusic(int32 *params) { // params: 1 id of music to prepare [guess] return IR_CONT; @@ -357,13 +355,13 @@ int32 Logic::fnPlayMusic(int32 *params) { // keep a note of the id, for restarting after an // interruption to gameplay - looping_music_id = params[0]; + g_sword2->_loopingMusicId = params[0]; } else { loopFlag = false; // don't need to restart this tune after control panel or // restore - looping_music_id = 0; + g_sword2->_loopingMusicId = 0; } // add the appropriate file extension & play it @@ -376,7 +374,7 @@ int32 Logic::fnPlayMusic(int32 *params) { } else { File f; - sprintf(filename, "music%d.clu", res_man.whichCd()); + sprintf(filename, "music%d.clu", res_man->whichCd()); if (f.open(filename)) f.close(); else @@ -396,16 +394,11 @@ int32 Logic::fnPlayMusic(int32 *params) { int32 Logic::fnStopMusic(int32 *params) { // params: none - looping_music_id = 0; // clear the 'looping' flag + g_sword2->_loopingMusicId = 0; // clear the 'looping' flag g_sound->stopMusic(); return IR_CONT; } -void Kill_music(void) { - looping_music_id = 0; // clear the 'looping' flag - g_sound->stopMusic(); -} - int32 Logic::fnCheckMusicPlaying(int32 *params) { // params: none @@ -418,16 +411,4 @@ int32 Logic::fnCheckMusicPlaying(int32 *params) { return IR_CONT; } -void PauseAllSound(void) { - g_sound->pauseMusic(); - g_sound->pauseSpeech(); - g_sound->pauseFx(); -} - -void UnpauseAllSound(void) { - g_sound->unpauseMusic(); - g_sound->unpauseSpeech(); - g_sound->unpauseFx(); -} - } // End of namespace Sword2 |