diff options
Diffstat (limited to 'engines/wintermute/base/sound/base_sound_buffer.cpp')
-rw-r--r-- | engines/wintermute/base/sound/base_sound_buffer.cpp | 594 |
1 files changed, 297 insertions, 297 deletions
diff --git a/engines/wintermute/base/sound/base_sound_buffer.cpp b/engines/wintermute/base/sound/base_sound_buffer.cpp index e2d9c8c13f..3fd6c4d5f2 100644 --- a/engines/wintermute/base/sound/base_sound_buffer.cpp +++ b/engines/wintermute/base/sound/base_sound_buffer.cpp @@ -1,297 +1,297 @@ -/* ScummVM - Graphic Adventure Engine
- *
- * ScummVM is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
-
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
-
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- */
-
-/*
- * This file is based on WME Lite.
- * http://dead-code.org/redir.php?target=wmelite
- * Copyright (c) 2011 Jan Nedoma
- */
-
-#include "engines/wintermute/base/file/base_file.h"
-#include "engines/wintermute/base/base_game.h"
-#include "engines/wintermute/base/sound/base_sound_manager.h"
-#include "engines/wintermute/base/sound/base_sound_buffer.h"
-#include "engines/wintermute/base/base_file_manager.h"
-#include "engines/wintermute/utils/utils.h"
-#include "engines/wintermute/wintermute.h"
-#include "audio/audiostream.h"
-#include "audio/mixer.h"
-#include "audio/decoders/vorbis.h"
-#include "audio/decoders/wave.h"
-#include "audio/decoders/raw.h"
-#include "common/system.h"
-#include "common/substream.h"
-
-namespace Wintermute {
-
-//////////////////////////////////////////////////////////////////////
-// Construction/Destruction
-//////////////////////////////////////////////////////////////////////
-
-#define MAX_NONSTREAMED_FILE_SIZE 1024*1024
-
-//////////////////////////////////////////////////////////////////////////
-BaseSoundBuffer::BaseSoundBuffer(BaseGame *inGame) : BaseClass(inGame) {
- _stream = NULL;
- _handle = NULL;
-// _sync = NULL;
-
- _streamed = false;
- _filename = "";
- _file = NULL;
- _privateVolume = 255;
- _volume = 255;
-
- _looping = false;
- _loopStart = 0;
- _startPos = 0;
-
- _type = Audio::Mixer::kSFXSoundType;
-
- _freezePaused = false;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-BaseSoundBuffer::~BaseSoundBuffer() {
- stop();
-
- if (_handle) {
- g_system->getMixer()->stopHandle(*_handle);
- delete _handle;
- _handle = NULL;
- }
- delete _stream;
- _stream = NULL;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-void BaseSoundBuffer::setStreaming(bool streamed, uint32 numBlocks, uint32 blockSize) {
- _streamed = streamed;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::loadFromFile(const Common::String &filename, bool forceReload) {
- debugC(kWintermuteDebugAudio, "BSoundBuffer::LoadFromFile(%s,%d)", filename.c_str(), forceReload);
-
- // Load a file, but avoid having the File-manager handle the disposal of it.
- _file = BaseFileManager::getEngineInstance()->openFile(filename, true, false);
- if (!_file) {
- _gameRef->LOG(0, "Error opening sound file '%s'", filename.c_str());
- return STATUS_FAILED;
- }
- Common::String strFilename(filename);
- strFilename.toLowercase();
- if (strFilename.hasSuffix(".ogg")) {
- _stream = Audio::makeVorbisStream(_file, DisposeAfterUse::YES);
- } else if (strFilename.hasSuffix(".wav")) {
- int waveSize, waveRate;
- byte waveFlags;
- uint16 waveType;
-
- if (Audio::loadWAVFromStream(*_file, waveSize, waveRate, waveFlags, &waveType)) {
- if (waveType == 1) {
- // We need to wrap the file in a substream to make sure the size is right.
- _file = new Common::SeekableSubReadStream(_file, 0, waveSize);
- _stream = Audio::makeRawStream(_file, waveRate, waveFlags, DisposeAfterUse::YES);
- } else {
- error("BSoundBuffer::LoadFromFile - WAVE not supported yet for %s with type %d", filename.c_str(), waveType);
- }
- }
- } else {
- error("BSoundBuffer::LoadFromFile - Unknown filetype for %s", filename.c_str());
- }
- if (!_stream) {
- return STATUS_FAILED;
- }
- _filename = filename;
-
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::play(bool looping, uint32 startSample) {
- if (_handle) {
- g_system->getMixer()->stopHandle(*_handle);
- delete _handle;
- _handle = NULL;
- }
- // Store the loop-value for save-games.
- setLooping(looping);
- if (_stream) {
- _stream->seek(startSample);
- _handle = new Audio::SoundHandle;
- if (_looping) {
- Audio::AudioStream *loopStream = new Audio::LoopingAudioStream(_stream, 0, DisposeAfterUse::NO);
- g_system->getMixer()->playStream(_type, _handle, loopStream, -1, _volume, 0, DisposeAfterUse::YES);
- } else {
- g_system->getMixer()->playStream(_type, _handle, _stream, -1, _volume, 0, DisposeAfterUse::NO);
- }
- }
-
- return STATUS_OK;
-}
-
-//////////////////////////////////////////////////////////////////////////
-void BaseSoundBuffer::setLooping(bool looping) {
- if (isPlaying()) {
- // This warning is here, to see if this is ever the case.
- warning("BSoundBuffer::SetLooping(%d) - won't change a playing sound", looping); // TODO
- }
- _looping = looping;
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::resume() {
- // If the sound was paused while active:
- if (_stream && _handle) {
- g_system->getMixer()->pauseHandle(*_handle, false);
- } else if (_stream) { // Otherwise we come from a savegame, and thus have no handle
- play(_looping, _startPos);
- } else {
- warning("BaseSoundBuffer::resume - Called without a handle or a stream");
- }
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::stop() {
- if (_stream && _handle) {
- g_system->getMixer()->stopHandle(*_handle);
- }
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::pause() {
- if (_stream && _handle) {
- g_system->getMixer()->pauseHandle(*_handle, true);
- }
- return STATUS_OK;
-
-}
-
-//////////////////////////////////////////////////////////////////////////
-uint32 BaseSoundBuffer::getLength() {
- if (_stream) {
- uint32 len = _stream->getLength().msecs();
- return len * 1000;
- }
- return 0;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-void BaseSoundBuffer::setType(Audio::Mixer::SoundType type) {
- _type = type;
-}
-
-//////////////////////////////////////////////////////////////////////////
-void BaseSoundBuffer::updateVolume() {
- setVolume(_privateVolume);
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::setVolume(int volume) {
- _volume = volume * _gameRef->_soundMgr->getMasterVolume() / 255;
- if (_stream && _handle) {
- byte vol = (byte)(_volume);
- g_system->getMixer()->setChannelVolume(*_handle, vol);
- }
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::setPrivateVolume(int volume) {
- _privateVolume = volume;
- return setVolume(_privateVolume);
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::isPlaying() {
- if (_stream && _handle) {
- return _freezePaused || g_system->getMixer()->isSoundHandleActive(*_handle);
- } else {
- return false;
- }
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-uint32 BaseSoundBuffer::getPosition() {
- if (_stream && _handle) {
- uint32 pos = g_system->getMixer()->getSoundElapsedTime(*_handle);
- return pos;
- }
- return 0;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::setPosition(uint32 pos) {
- if (isPlaying()) {
- warning("BaseSoundBuffer::SetPosition - not implemented for playing sounds yet.");
- }
- _startPos = pos;
- return STATUS_OK;
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::setLoopStart(uint32 pos) {
- _loopStart = pos;
- return STATUS_OK;
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::setPan(float pan) {
- if (_handle) {
- g_system->getMixer()->setChannelBalance(*_handle, (int8)(pan * 127));
- }
- return STATUS_OK;
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseSoundBuffer::applyFX(TSFXType type, float param1, float param2, float param3, float param4) {
- // This function was already stubbed out in WME Lite, and thus isn't reimplemented here either.
- switch (type) {
- case SFX_ECHO:
- //warning("BaseSoundBuffer::ApplyFX(SFX_ECHO, %f, %f, %f, %f) - not implemented yet", param1, param2, param3, param4);
- break;
-
- case SFX_REVERB:
- //warning("BaseSoundBuffer::ApplyFX(SFX_REVERB, %f, %f, %f, %f) - not implemented yet", param1, param2, param3, param4);
- break;
-
- default:
- break;
- }
- return STATUS_OK;
-}
-
-} // end of namespace Wintermute
+/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +/* + * This file is based on WME Lite. + * http://dead-code.org/redir.php?target=wmelite + * Copyright (c) 2011 Jan Nedoma + */ + +#include "engines/wintermute/base/file/base_file.h" +#include "engines/wintermute/base/base_game.h" +#include "engines/wintermute/base/sound/base_sound_manager.h" +#include "engines/wintermute/base/sound/base_sound_buffer.h" +#include "engines/wintermute/base/base_file_manager.h" +#include "engines/wintermute/utils/utils.h" +#include "engines/wintermute/wintermute.h" +#include "audio/audiostream.h" +#include "audio/mixer.h" +#include "audio/decoders/vorbis.h" +#include "audio/decoders/wave.h" +#include "audio/decoders/raw.h" +#include "common/system.h" +#include "common/substream.h" + +namespace Wintermute { + +////////////////////////////////////////////////////////////////////// +// Construction/Destruction +////////////////////////////////////////////////////////////////////// + +#define MAX_NONSTREAMED_FILE_SIZE 1024*1024 + +////////////////////////////////////////////////////////////////////////// +BaseSoundBuffer::BaseSoundBuffer(BaseGame *inGame) : BaseClass(inGame) { + _stream = NULL; + _handle = NULL; +// _sync = NULL; + + _streamed = false; + _filename = ""; + _file = NULL; + _privateVolume = 255; + _volume = 255; + + _looping = false; + _loopStart = 0; + _startPos = 0; + + _type = Audio::Mixer::kSFXSoundType; + + _freezePaused = false; +} + + +////////////////////////////////////////////////////////////////////////// +BaseSoundBuffer::~BaseSoundBuffer() { + stop(); + + if (_handle) { + g_system->getMixer()->stopHandle(*_handle); + delete _handle; + _handle = NULL; + } + delete _stream; + _stream = NULL; +} + + +////////////////////////////////////////////////////////////////////////// +void BaseSoundBuffer::setStreaming(bool streamed, uint32 numBlocks, uint32 blockSize) { + _streamed = streamed; +} + + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::loadFromFile(const Common::String &filename, bool forceReload) { + debugC(kWintermuteDebugAudio, "BSoundBuffer::LoadFromFile(%s,%d)", filename.c_str(), forceReload); + + // Load a file, but avoid having the File-manager handle the disposal of it. + _file = BaseFileManager::getEngineInstance()->openFile(filename, true, false); + if (!_file) { + _gameRef->LOG(0, "Error opening sound file '%s'", filename.c_str()); + return STATUS_FAILED; + } + Common::String strFilename(filename); + strFilename.toLowercase(); + if (strFilename.hasSuffix(".ogg")) { + _stream = Audio::makeVorbisStream(_file, DisposeAfterUse::YES); + } else if (strFilename.hasSuffix(".wav")) { + int waveSize, waveRate; + byte waveFlags; + uint16 waveType; + + if (Audio::loadWAVFromStream(*_file, waveSize, waveRate, waveFlags, &waveType)) { + if (waveType == 1) { + // We need to wrap the file in a substream to make sure the size is right. + _file = new Common::SeekableSubReadStream(_file, 0, waveSize); + _stream = Audio::makeRawStream(_file, waveRate, waveFlags, DisposeAfterUse::YES); + } else { + error("BSoundBuffer::LoadFromFile - WAVE not supported yet for %s with type %d", filename.c_str(), waveType); + } + } + } else { + error("BSoundBuffer::LoadFromFile - Unknown filetype for %s", filename.c_str()); + } + if (!_stream) { + return STATUS_FAILED; + } + _filename = filename; + + return STATUS_OK; +} + + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::play(bool looping, uint32 startSample) { + if (_handle) { + g_system->getMixer()->stopHandle(*_handle); + delete _handle; + _handle = NULL; + } + // Store the loop-value for save-games. + setLooping(looping); + if (_stream) { + _stream->seek(startSample); + _handle = new Audio::SoundHandle; + if (_looping) { + Audio::AudioStream *loopStream = new Audio::LoopingAudioStream(_stream, 0, DisposeAfterUse::NO); + g_system->getMixer()->playStream(_type, _handle, loopStream, -1, _volume, 0, DisposeAfterUse::YES); + } else { + g_system->getMixer()->playStream(_type, _handle, _stream, -1, _volume, 0, DisposeAfterUse::NO); + } + } + + return STATUS_OK; +} + +////////////////////////////////////////////////////////////////////////// +void BaseSoundBuffer::setLooping(bool looping) { + if (isPlaying()) { + // This warning is here, to see if this is ever the case. + warning("BSoundBuffer::SetLooping(%d) - won't change a playing sound", looping); // TODO + } + _looping = looping; +} + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::resume() { + // If the sound was paused while active: + if (_stream && _handle) { + g_system->getMixer()->pauseHandle(*_handle, false); + } else if (_stream) { // Otherwise we come from a savegame, and thus have no handle + play(_looping, _startPos); + } else { + warning("BaseSoundBuffer::resume - Called without a handle or a stream"); + } + return STATUS_OK; +} + + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::stop() { + if (_stream && _handle) { + g_system->getMixer()->stopHandle(*_handle); + } + return STATUS_OK; +} + + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::pause() { + if (_stream && _handle) { + g_system->getMixer()->pauseHandle(*_handle, true); + } + return STATUS_OK; + +} + +////////////////////////////////////////////////////////////////////////// +uint32 BaseSoundBuffer::getLength() { + if (_stream) { + uint32 len = _stream->getLength().msecs(); + return len * 1000; + } + return 0; +} + + +////////////////////////////////////////////////////////////////////////// +void BaseSoundBuffer::setType(Audio::Mixer::SoundType type) { + _type = type; +} + +////////////////////////////////////////////////////////////////////////// +void BaseSoundBuffer::updateVolume() { + setVolume(_privateVolume); +} + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::setVolume(int volume) { + _volume = volume * _gameRef->_soundMgr->getMasterVolume() / 255; + if (_stream && _handle) { + byte vol = (byte)(_volume); + g_system->getMixer()->setChannelVolume(*_handle, vol); + } + return STATUS_OK; +} + + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::setPrivateVolume(int volume) { + _privateVolume = volume; + return setVolume(_privateVolume); +} + + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::isPlaying() { + if (_stream && _handle) { + return _freezePaused || g_system->getMixer()->isSoundHandleActive(*_handle); + } else { + return false; + } +} + + +////////////////////////////////////////////////////////////////////////// +uint32 BaseSoundBuffer::getPosition() { + if (_stream && _handle) { + uint32 pos = g_system->getMixer()->getSoundElapsedTime(*_handle); + return pos; + } + return 0; +} + + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::setPosition(uint32 pos) { + if (isPlaying()) { + warning("BaseSoundBuffer::SetPosition - not implemented for playing sounds yet."); + } + _startPos = pos; + return STATUS_OK; +} + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::setLoopStart(uint32 pos) { + _loopStart = pos; + return STATUS_OK; +} + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::setPan(float pan) { + if (_handle) { + g_system->getMixer()->setChannelBalance(*_handle, (int8)(pan * 127)); + } + return STATUS_OK; +} + +////////////////////////////////////////////////////////////////////////// +bool BaseSoundBuffer::applyFX(TSFXType type, float param1, float param2, float param3, float param4) { + // This function was already stubbed out in WME Lite, and thus isn't reimplemented here either. + switch (type) { + case SFX_ECHO: + //warning("BaseSoundBuffer::ApplyFX(SFX_ECHO, %f, %f, %f, %f) - not implemented yet", param1, param2, param3, param4); + break; + + case SFX_REVERB: + //warning("BaseSoundBuffer::ApplyFX(SFX_REVERB, %f, %f, %f, %f) - not implemented yet", param1, param2, param3, param4); + break; + + default: + break; + } + return STATUS_OK; +} + +} // end of namespace Wintermute |