From f18b4addb8dec3c12ea0ef827caac99e43711873 Mon Sep 17 00:00:00 2001 From: Torbjörn Andersson Date: Fri, 26 Sep 2003 14:19:03 +0000 Subject: cleanup svn-id: r10415 --- sword2/driver/d_sound.cpp | 53 +++++++++++++++++++++++++---------------------- sword2/driver/d_sound.h | 6 +----- 2 files changed, 29 insertions(+), 30 deletions(-) diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp index 50f9cd903b..6dabc572ac 100644 --- a/sword2/driver/d_sound.cpp +++ b/sword2/driver/d_sound.cpp @@ -151,6 +151,21 @@ // //============================================================================= +// FIXME: One feature still missing is the original's DipMusic() function +// which, as far as I can understand, softened the music volume when someone +// was speaking, but only if the music was playing loudly at the time. +// +// I'm not sure if we can implement this in any sensible fashion - I don't +// think we have that fine-grained control over the mixer - or if we really +// want it anyway. +// +// Simply adjusting the volume paramters to flow() is not enough. If you +// only adjust them a little you won't hear the difference anyway, and if you +// adjust them a lot it will sound really bad. +// +// Does anyone who can run the original interpreter have any +// opinions on this? + #include "stdafx.h" #include "driver96.h" #include "d_sound.h" @@ -170,13 +185,16 @@ static File fpMus; #define GetCompressedAmplitude(n) ((n) & 7) int32 panTable[33] = { - -127, -119, -111, -103, -95, -87, -79, -71, -63, -55, -47, -39, -31, -23, -15, -7, - 0, - 7, 15, 23, 31, 39, 47, 55, 63, 71, 79, 87, 95, 103, 111, 119, 127 + -127, -119, -111, -103, -95, -87, -79, -71, + -63, -55, -47, -39, -31, -23, -15, -7, + 0, + 7, 15, 23, 31, 39, 47, 55, 63, + 71, 79, 87, 95, 103, 111, 119, 127 }; int32 musicVolTable[17] = { - 0, 15, 31, 47, 63, 79, 95, 111, 127, 143, 159, 175, 191, 207, 223, 239, 255 + 0, 15, 31, 47, 63, 79, 95, 111, 127, + 143, 159, 175, 191, 207, 223, 239, 255 }; int16 MusicHandle::read() { @@ -252,8 +270,6 @@ Sword2Sound::Sword2Sound(SoundMixer *mixer) { fxVol = 14; speechMuted = 0; fxMuted = 0; - compressedMusic = 0; - musicVol = 16; musicMuted = 0; @@ -262,7 +278,6 @@ Sword2Sound::Sword2Sound(SoundMixer *mixer) { memset(fx, 0, sizeof(fx)); soundHandleSpeech = 0; - soundOn = 1; _converter = makeRateConverter(music[0].getRate(), _mixer->getOutputRate(), music[0].isStereo(), false); @@ -325,10 +340,7 @@ void Sword2Sound::FxServer(int16 *data, uint len) { if (!soundOn) return; - if (!music[0]._paused && !music[1]._paused) { - if (compressedMusic == 1) - UpdateCompSampleStreaming(data, len); - } + UpdateCompSampleStreaming(data, len); if (!music[0]._streaming && !music[1]._streaming && fpMus.isOpen()) fpMus.close(); @@ -494,7 +506,6 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v speechStatus = 1; } - // FIXME: See comment in UpdateCompSampleStreaming() // DipMusic(); return RD_OK; @@ -901,8 +912,6 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, int32 primaryStream = -1; int32 secondaryStream = -1; - compressedMusic = 1; - // If both music streams are playing, that should mean one of them is // fading out. Pick that one. @@ -930,8 +939,6 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, } else primaryStream = 0; - strcpy(music[primaryStream]._fileName, filename); - // Save looping info and tune id music[primaryStream]._looping = looping; music[primaryStream]._id = musicId; @@ -940,8 +947,9 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, if (IsMusicMute()) return RD_OK; - // Always use fpMus[0] (all music in one cluster) - // musFilePos[primaryStream] for different pieces of music. + // The assumption here is that we are never playing music from two + // different files at the same time. + if (!fpMus.isOpen()) fpMus.open(filename); @@ -969,20 +977,15 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, void Sword2Sound::UpdateCompSampleStreaming(int16 *data, uint len) { for (int i = 0; i < MAXMUS; i++) { - if (!music[i]._streaming) + if (!music[i]._streaming || music[i]._paused) continue; - byte volume = musicMuted ? 0 : musicVolTable[musicVol]; + st_sample_t volume = musicMuted ? 0 : musicVolTable[musicVol]; fpMus.seek(music[i]._filePos, SEEK_SET); _converter->flow(music[i], data, len, volume, volume); } - // FIXME: We need to implement DipMusic()'s functionality, but since - // our sound buffer is much shorter than the original's it should be - // enough to simply modify the channel volume in this function instead - // of using a separate function to modify part of the sound buffer. - // DipMusic(); } diff --git a/sword2/driver/d_sound.h b/sword2/driver/d_sound.h index dd625628a3..2d59a1d625 100644 --- a/sword2/driver/d_sound.h +++ b/sword2/driver/d_sound.h @@ -55,7 +55,6 @@ typedef struct { class MusicHandle : public MusicStream { public: uint32 _id; - char _fileName[256]; bool _firstTime; bool _streaming; bool _paused; @@ -75,9 +74,7 @@ public: MusicHandle() : MusicStream(), _firstTime(false), _streaming(false), _paused(false), _looping(false), _fading(0), _fileStart(0), _filePos(0), _fileEnd(0), - _lastSample(0) { - _fileName[0] = 0; - } + _lastSample(0) {} }; class Sword2Sound { @@ -147,7 +144,6 @@ class Sword2Sound { uint8 fxVol; uint8 speechMuted; uint8 fxMuted; - uint8 compressedMusic; PlayingSoundHandle soundHandleSpeech; uint8 musicMuted; -- cgit v1.2.3