diff options
Diffstat (limited to 'scumm/sound.cpp')
| -rw-r--r-- | scumm/sound.cpp | 83 |
1 files changed, 41 insertions, 42 deletions
diff --git a/scumm/sound.cpp b/scumm/sound.cpp index 740bcea770..4bedd38202 100644 --- a/scumm/sound.cpp +++ b/scumm/sound.cpp @@ -179,20 +179,30 @@ void Sound::playSound(int soundID) { debug(3, "playSound #%d (room %d)", soundID, _scumm->getResourceRoomNr(rtSound, soundID)); ptr = _scumm->getResourceAddress(rtSound, soundID); if (!ptr) { - // FIXME: Should we replace this by an assert, and/or print an error message? return; } if (READ_UINT32(ptr) == MKID('iMUS')){ - assert(_scumm->_imuseDigital); - _scumm->_imuseDigital->startSound(soundID); + assert(_scumm->_musicEngine); + _scumm->_musicEngine->startSound(soundID); return; } else if (READ_UINT32(ptr) == MKID('Crea')) { - assert(_scumm->_imuseDigital); - _scumm->_imuseDigital->startSound(soundID); + assert(_scumm->_musicEngine); + _scumm->_musicEngine->startSound(soundID); return; } +/* + // XMIDI + else if ((READ_UINT32(ptr) == MKID('MIDI')) && (_scumm->_features & GF_HUMONGOUS)) { + // Pass XMIDI on to IMuse unprocessed. + // IMuse can handle XMIDI resources now. + } + else if (READ_UINT32(ptr) == MKID('ADL ')) { + // played as MIDI, just to make perhaps the later use + // of WA possible (see "else if" with GF_OLD256 below) + } +*/ else if (READ_UINT32(ptr) == MKID('SOUN')) { ptr += 24; int track = ptr[0]; @@ -258,17 +268,6 @@ void Sound::playSound(int soundID) { return; } -/* - // XMIDI - else if ((READ_UINT32(ptr) == MKID('MIDI')) && (_scumm->_features & GF_HUMONGOUS)) { - // Pass XMIDI on to IMuse unprocessed. - // IMuse can handle XMIDI resources now. - } - else if (READ_UINT32(ptr) == MKID('ADL ')) { - // played as MIDI, just to make perhaps the later use - // of WA possible (see "else if" with GF_OLD256 below) - } -*/ // Support for sampled sound effects in Monkey Island 1 and 2 else if (READ_UINT32(ptr) == MKID('SBL ')) { debug(2, "Using SBL sound effect"); @@ -645,7 +644,6 @@ bool Sound::isMouthSyncOff(uint pos) { int Sound::isSoundRunning(int sound) const { - int i; if (sound == _currentCDSound) return pollCD(); @@ -661,12 +659,6 @@ int Sound::isSoundRunning(int sound) const { } } - i = _soundQue2Pos; - while (i--) { - if (_soundQue2[i] == sound) - return 1; - } - if (isSoundInQueue(sound)) return 1; @@ -688,41 +680,48 @@ int Sound::isSoundRunning(int sound) const { return 0; } -// This is exactly the same as isSoundRunning except that it -// calls IMuse::get_sound_active() instead of IMuse::getSoundStatus(). -// This is necessary when determining what resources to -// expire from memory. -bool Sound::isSoundActive(int sound) const { - int i; +/** + * Check whether the sound resource with the specified ID is still + * used. This is invoked by Scumm::isResourceInUse, to determine + * which resources can be expired from memory. + * Technically, this works very similar to isSoundRunning, however it + * calls IMuse::get_sound_active() instead of IMuse::getSoundStatus(). + * The difference between those two is in how they treat sounds which + * are being faded out: get_sound_active() returns true even when the + * sound is being faded out, while getSoundStatus() returns false in + * that case. + */ +bool Sound::isSoundInUse(int sound) const { if (sound == _currentCDSound) return pollCD() != 0; - i = _soundQue2Pos; - while (i--) { - if (_soundQue2[i] == sound) - return true; - } - if (isSoundInQueue(sound)) return true; if (!_scumm->isResourceLoaded(rtSound, sound)) return false; - if (_scumm->_imuseDigital) { - return _scumm->_imuseDigital->getSoundStatus(sound) != 0; - } + if (_scumm->_imuseDigital) + return _scumm->_imuseDigital->getSoundStatus(sound); - if (!_scumm->_imuse) - return false; - return _scumm->_imuse->get_sound_active(sound); + if (_scumm->_imuse) + return _scumm->_imuse->get_sound_active(sound); + + return false; } bool Sound::isSoundInQueue(int sound) const { - int i = 0, j, num; + int i, j, num; int16 table[16]; + i = _soundQue2Pos; + while (i--) { + if (_soundQue2[i] == sound) + return 1; + } + + i = 0; while (i < _soundQuePos) { num = _soundQue[i++]; |
