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-rw-r--r--engines/draci/sound.h130
1 files changed, 110 insertions, 20 deletions
diff --git a/engines/draci/sound.h b/engines/draci/sound.h
index 28379b5429..6e9aae1b6e 100644
--- a/engines/draci/sound.h
+++ b/engines/draci/sound.h
@@ -28,50 +28,101 @@
#include "common/str.h"
#include "common/file.h"
+#include "common/list.h"
#include "sound/mixer.h"
+namespace Common {
+class Archive;
+class SeekableReadStream;
+}
+
namespace Draci {
+enum SoundFormat { RAW, RAW80, MP3, OGG, FLAC }; // RAW80 means skip the first 80 bytes
+
/**
* Represents individual files inside the archive.
*/
struct SoundSample {
- uint _offset;
+ uint _offset; // For internal use of LegacySoundArchive
uint _length;
- uint _frequency;
- byte* _data;
+ uint _frequency; // Only when _format == RAW or RAW80
+ SoundFormat _format;
+
+ byte *_data; // At most one of these two pointer can be non-NULL
+ Common::SeekableReadStream* _stream;
+
+ SoundSample() : _offset(0), _length(0), _frequency(0), _format(RAW), _data(NULL), _stream(NULL) { }
+ // The standard copy constructor is good enough, since we only store numbers and pointers.
+ // Don't call close() automaticall in the destructor, otherwise copying causes SIGSEGV.
void close() {
delete[] _data;
+ delete _stream;
_data = NULL;
+ _stream = NULL;
}
};
+/**
+ * An abstract wrapper around archives of sound samples or dubbing.
+ */
class SoundArchive {
public:
- SoundArchive(const Common::String &path, uint defaultFreq) :
- _path(), _samples(NULL), _sampleCount(0), _defaultFreq(defaultFreq), _opened(false), _f(NULL) {
- openArchive(path);
- }
+ SoundArchive() { }
+ virtual ~SoundArchive() { }
- ~SoundArchive() { closeArchive(); }
-
- void closeArchive();
- void openArchive(const Common::String &path);
- uint size() const { return _sampleCount; }
+ /**
+ * Returns the number of sound samples in the archive. Zero means that
+ * a fake empty archive has been opened and the caller may consider
+ * opening a different one, for example with compressed music.
+ */
+ virtual uint size() const = 0;
/**
* Checks whether there is an archive opened. Should be called before reading
- * from the archive to check whether openArchive() succeeded.
+ * from the archive to check whether opening of the archive has succeeded.
+ */
+ virtual bool isOpen() const = 0;
+
+ /**
+ * Removes cached samples from memory.
*/
- bool isOpen() const { return _opened; }
+ virtual void clearCache() = 0;
+
+ /**
+ * Caches a given sample into memory and returns a pointer into it. We
+ * own the returned pointer, but the user may call .close() on it,
+ * which deallocates the memory of the actual sample data. If freq is
+ * nonzero, then the sample is played at a different frequency (only
+ * works for uncompressed samples).
+ */
+ virtual SoundSample *getSample(int i, uint freq) = 0;
+};
- void clearCache();
+/**
+ * Reads CD.SAM (with dubbing) and CD2.SAM (with sound samples) from the
+ * original game. Caches all read samples in a thread-safe manner.
+ */
+class LegacySoundArchive : public SoundArchive {
+public:
+ LegacySoundArchive(const char *path, uint defaultFreq) :
+ _path(NULL), _samples(NULL), _sampleCount(0), _defaultFreq(defaultFreq), _opened(false), _f(NULL) {
+ openArchive(path);
+ }
+ virtual ~LegacySoundArchive() { closeArchive(); }
- SoundSample *getSample(int i, uint freq);
+ void openArchive(const char *path);
+ void closeArchive();
+
+ virtual uint size() const { return _sampleCount; }
+ virtual bool isOpen() const { return _opened; }
+
+ virtual void clearCache();
+ virtual SoundSample *getSample(int i, uint freq);
private:
- Common::String _path; ///< Path to file
+ const char *_path; ///< Path to file
SoundSample *_samples; ///< Internal array of files
uint _sampleCount; ///< Number of files in archive
uint _defaultFreq; ///< The default sampling frequency of the archived samples
@@ -79,6 +130,44 @@ private:
Common::File *_f; ///< Opened file
};
+/**
+ * Reads ZIP archives with uncompressed files containing lossy-compressed
+ * samples in arbitrary format. Doesn't do any real caching and is
+ * thread-safe.
+ */
+class ZipSoundArchive : public SoundArchive {
+public:
+ ZipSoundArchive() : _archive(NULL), _path(NULL), _extension(NULL), _format(RAW), _sampleCount(0), _defaultFreq(0), _cache() { }
+ virtual ~ZipSoundArchive() { closeArchive(); }
+
+ void openArchive(const char *path, const char *extension, SoundFormat format, int raw_frequency = 0);
+ void closeArchive();
+
+ virtual uint size() const { return _sampleCount; }
+ virtual bool isOpen() const { return _archive != NULL; }
+
+ virtual void clearCache();
+ virtual SoundSample *getSample(int i, uint freq);
+
+private:
+ Common::Archive *_archive;
+ const char *_path;
+ const char *_extension;
+ SoundFormat _format;
+ uint _sampleCount;
+ uint _defaultFreq;
+
+ // Since we typically play at most 1 dubbing at a time, we could get
+ // away with having just 1 record allocated and reusing it each time.
+ // However, that would be thread-unsafe if two samples were played.
+ // Although the player does not do that, it is nicer to allow for it in
+ // principle. For each dubbed sentence, we allocate a new record in
+ // the following link-list, which is cleared during each location
+ // change. The dubbed samples themselves are manually deallocated
+ // after they end.
+ Common::List<SoundSample> _cache;
+};
+
#define SOUND_HANDLES 10
enum sndHandleType {
@@ -100,13 +189,13 @@ public:
Sound(Audio::Mixer *mixer);
~Sound() {}
- void playSound(const SoundSample *buffer, int volume, bool loop);
+ uint playSound(const SoundSample *buffer, int volume, bool loop);
void pauseSound();
void resumeSound();
void stopSound();
bool isMutedSound() const { return _muteSound; }
- void playVoice(const SoundSample *buffer);
+ uint playVoice(const SoundSample *buffer);
void pauseVoice();
void resumeVoice();
void stopVoice();
@@ -120,7 +209,8 @@ public:
int talkSpeed() const { return _talkSpeed; }
private:
- void playSoundBuffer(Audio::SoundHandle *handle, const SoundSample &buffer, int volume,
+ // Returns the length of the sound sample in miliseconds.
+ uint playSoundBuffer(Audio::SoundHandle *handle, const SoundSample &buffer, int volume,
sndHandleType handleType, bool loop);
SndHandle *getHandle();