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-rw-r--r--engines/scumm/player_mac.cpp47
-rw-r--r--engines/scumm/player_mac.h5
-rw-r--r--engines/scumm/player_v3m.cpp2
-rw-r--r--engines/scumm/player_v5m.cpp25
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;