From 2a41216f086315009e07a7d379ebf72305e7dd1e Mon Sep 17 00:00:00 2001 From: Torbjörn Andersson Date: Wed, 1 Oct 2003 06:36:25 +0000 Subject: ScummVM naming conventions and cleanup in the Sword2Sound class. svn-id: r10514 --- sword2/anims.cpp | 12 +- sword2/controls.cpp | 58 ++--- sword2/driver/d_sound.cpp | 565 ++++++++++++++++++++++------------------------ sword2/driver/d_sound.h | 146 ++++++------ sword2/function.cpp | 14 +- sword2/mouse.cpp | 10 +- sword2/sound.cpp | 90 ++------ sword2/speech.cpp | 24 +- sword2/startup.cpp | 4 +- 9 files changed, 430 insertions(+), 493 deletions(-) (limited to 'sword2') diff --git a/sword2/anims.cpp b/sword2/anims.cpp index a06d3b7c20..4e4f1bef47 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -563,7 +563,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) { else strcpy(speechFile, "speech.clu"); - sequence_text_list[line].speechBufferSize = g_sound->PreFetchCompSpeech((char *) speechFile, wavId, &sequence_text_list[line].speech_mem); + sequence_text_list[line].speechBufferSize = g_sound->preFetchCompSpeech((char *) speechFile, wavId, &sequence_text_list[line].speech_mem); if (sequence_text_list[line].speechBufferSize) { // ok, we've got speech! speechRunning = 1; @@ -670,14 +670,14 @@ int32 FN_smacker_lead_in(int32 *params) { leadIn += sizeof(_standardHeader); // wav data gets copied to sound memory - rv = g_sound->PlayFx(0, leadIn, 0, 0, RDSE_FXLEADIN); + rv = g_sound->playFx(0, leadIn, 0, 0, RDSE_FXLEADIN); if (rv) - debug(5, "SFX ERROR: PlayFx() returned %.8x", rv); + debug(5, "SFX ERROR: playFx() returned %.8x", rv); res_man.close(params[0]); - // fade out any music that is currently playing (James22july97) + // fade out any music that is currently playing FN_stop_music(NULL); // continue script @@ -750,7 +750,7 @@ int32 FN_play_sequence(int32 *params) { FN_stop_music(NULL); // pause sfx during sequence, except the one used for lead-in music - g_sound->PauseFxForSequence(); + g_sound->pauseFxForSequence(); if (sequenceTextLines && g_sword2->_gameId == GID_SWORD2) rv = PlaySmacker(filename, sequenceSpeechArray, leadOut); @@ -758,7 +758,7 @@ int32 FN_play_sequence(int32 *params) { rv = PlaySmacker(filename, NULL, leadOut); // unpause sound fx again, in case we're staying in same location - g_sound->UnpauseFx(); + g_sound->unpauseFx(); // close the lead-out music resource diff --git a/sword2/controls.cpp b/sword2/controls.cpp index 819a7b6a76..5f704f7be0 100644 --- a/sword2/controls.cpp +++ b/sword2/controls.cpp @@ -787,12 +787,12 @@ public: _objectLabelsSwitch->setValue(pointerTextSelected != 0); _subtitlesSwitch->setValue(subtitles != 0); _reverseStereoSwitch->setValue(stereoReversed != 0); - _musicSwitch->setValue(g_sound->IsMusicMute() == 0); - _speechSwitch->setValue(g_sound->IsSpeechMute() == 0); - _fxSwitch->setValue(g_sound->IsFxMute() == 0); - _musicSlider->setValue(g_sound->GetMusicVolume()); - _speechSlider->setValue(g_sound->GetSpeechVolume()); - _fxSlider->setValue(g_sound->GetFxVolume()); + _musicSwitch->setValue(g_sound->isMusicMute() == 0); + _speechSwitch->setValue(g_sound->isSpeechMute() == 0); + _fxSwitch->setValue(g_sound->isFxMute() == 0); + _musicSlider->setValue(g_sound->getMusicVolume()); + _speechSlider->setValue(g_sound->getSpeechVolume()); + _fxSlider->setValue(g_sound->getFxVolume()); _gfxSlider->setValue(GetRenderType()); _gfxPreview->setState(GetRenderType()); } @@ -851,13 +851,13 @@ public: if (widget == _reverseStereoSwitch) { if (result != stereoReversed) - g_sound->ReverseStereo(); + g_sound->reverseStereo(); stereoReversed = result; } else if (widget == _musicSwitch) { - g_sound->MuteMusic(result); + g_sound->muteMusic(result); } else if (widget == _musicSlider) { - g_sound->SetMusicVolume(result); - g_sound->MuteMusic(result == 0); + g_sound->setMusicVolume(result); + g_sound->muteMusic(result == 0); _musicSwitch->setValue(result != 0); } else if (widget == _speechSlider) { _speechSwitch->setValue(result != 0); @@ -868,12 +868,12 @@ public: UpdateGraphicsLevel(result); } else if (widget == _okButton) { // Apply the changes - g_sound->MuteMusic(_musicSwitch->getValue() == 0); - g_sound->MuteSpeech(_speechSwitch->getValue() == 0); - g_sound->MuteFx(_fxSwitch->getValue() == 0); - g_sound->SetMusicVolume(_musicSlider->getValue()); - g_sound->SetSpeechVolume(_speechSlider->getValue()); - g_sound->SetFxVolume(_fxSlider->getValue()); + g_sound->muteMusic(_musicSwitch->getValue() == 0); + g_sound->muteSpeech(_speechSwitch->getValue() == 0); + g_sound->muteFx(_fxSwitch->getValue() == 0); + g_sound->setMusicVolume(_musicSlider->getValue()); + g_sound->setSpeechVolume(_speechSlider->getValue()); + g_sound->setFxVolume(_fxSlider->getValue()); UpdateGraphicsLevel(_gfxSlider->getValue()); @@ -1467,12 +1467,12 @@ int32 ReadOptionSettings(void) { delete fp; delete mgr; - g_sound->SetMusicVolume(buff[0]); - g_sound->SetSpeechVolume(buff[1]); - g_sound->SetFxVolume(buff[2]); - g_sound->MuteMusic(buff[3]); - g_sound->MuteSpeech(buff[4]); - g_sound->MuteFx(buff[5]); + g_sound->setMusicVolume(buff[0]); + g_sound->setSpeechVolume(buff[1]); + g_sound->setFxVolume(buff[2]); + g_sound->muteMusic(buff[3]); + g_sound->muteSpeech(buff[4]); + g_sound->muteFx(buff[5]); UpdateGraphicsLevel(buff[6]); @@ -1481,7 +1481,7 @@ int32 ReadOptionSettings(void) { pointerTextSelected = buff[8]; if (buff[9] != stereoReversed) - g_sound->ReverseStereo(); + g_sound->reverseStereo(); stereoReversed = buff[9]; return 0; @@ -1495,12 +1495,12 @@ int32 WriteOptionSettings(void) { sprintf(filename, "%s-settings.dat", g_sword2->_game_name); - buff[0] = g_sound->GetMusicVolume(); - buff[1] = g_sound->GetSpeechVolume(); - buff[2] = g_sound->GetFxVolume(); - buff[3] = g_sound->IsMusicMute(); - buff[4] = g_sound->IsSpeechMute(); - buff[5] = g_sound->IsFxMute(); + buff[0] = g_sound->getMusicVolume(); + buff[1] = g_sound->getSpeechVolume(); + buff[2] = g_sound->getFxVolume(); + buff[3] = g_sound->isMusicMute(); + buff[4] = g_sound->isSpeechMute(); + buff[5] = g_sound->isFxMute(); buff[6] = GetRenderType(); buff[7] = subtitles; buff[8] = pointerTextSelected; diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp index f2e31f66d0..3e1369a1a1 100644 --- a/sword2/driver/d_sound.cpp +++ b/sword2/driver/d_sound.cpp @@ -122,31 +122,31 @@ bool MusicHandle::eos() const { } static void premix_proc(void *param, int16 *data, uint len) { - ((Sword2Sound *) param)->FxServer(data, len); + ((Sword2Sound *) param)->fxServer(data, len); } Sword2Sound::Sword2Sound(SoundMixer *mixer) { _mutex = g_system->create_mutex(); - soundOn = 0; - speechStatus = 0; - fxPaused = 0; - speechPaused = 0; - speechVol = 14; - fxVol = 14; - speechMuted = 0; - fxMuted = 0; - musicVol = 16; - - musicMuted = 0; + _soundOn = 0; + _speechStatus = 0; + _fxPaused = 0; + _speechPaused = 0; + _speechVol = 14; + _fxVol = 14; + _speechMuted = 0; + _fxMuted = 0; + _musicVol = 16; + + _musicMuted = 0; _mixer = mixer; - memset(fx, 0, sizeof(fx)); + memset(_fx, 0, sizeof(_fx)); - soundHandleSpeech = 0; - soundOn = 1; + _soundHandleSpeech = 0; + _soundOn = 1; - _converter = makeRateConverter(music[0].getRate(), _mixer->getOutputRate(), music[0].isStereo(), false); + _converter = makeRateConverter(_music[0].getRate(), _mixer->getOutputRate(), _music[0].isStereo(), false); _mixer->setupPremix(premix_proc, this); } @@ -166,16 +166,12 @@ Sword2Sound::~Sword2Sound() { * This function reverses the pan table, thus reversing the stereo. */ -int32 Sword2Sound::ReverseStereo(void) { - int i, j; - - for (i = 0; i < 16; i++) { - j = panTable[i]; +void Sword2Sound::reverseStereo(void) { + for (int i = 0; i < 16; i++) { + int j = panTable[i]; panTable[i] = panTable[32 - i]; panTable[32 - i] = j; } - - return RD_OK; } // Save/Restore information about current music so that we can restore it @@ -186,22 +182,22 @@ void Sword2Sound::saveMusicState() { int saveStream; - if (music[0]._streaming && !music[0]._fading) { + if (_music[0]._streaming && !_music[0]._fading) { saveStream = 0; - } else if (music[1]._streaming && !music[0]._fading) { + } else if (_music[1]._streaming && !_music[0]._fading) { saveStream = 1; } else { - music[2]._streaming = false; + _music[2]._streaming = false; return; } - music[2]._streaming = true; - music[2]._fading = 0; - music[2]._looping = music[saveStream]._looping; - music[2]._fileStart = music[saveStream]._fileStart; - music[2]._filePos = music[saveStream]._filePos; - music[2]._fileEnd = music[saveStream]._fileEnd; - music[2]._lastSample = music[saveStream]._lastSample; + _music[2]._streaming = true; + _music[2]._fading = 0; + _music[2]._looping = _music[saveStream]._looping; + _music[2]._fileStart = _music[saveStream]._fileStart; + _music[2]._filePos = _music[saveStream]._filePos; + _music[2]._fileEnd = _music[saveStream]._fileEnd; + _music[2]._lastSample = _music[saveStream]._lastSample; } void Sword2Sound::restoreMusicState() { @@ -209,29 +205,29 @@ void Sword2Sound::restoreMusicState() { int restoreStream; - if (!music[2]._streaming) + if (!_music[2]._streaming) return; // Fade out any music that happens to be playing for (int i = 0; i < MAXMUS; i++) { - if (music[i]._streaming && !music[i]._fading) - music[i]._fading = FADE_SAMPLES; + if (_music[i]._streaming && !_music[i]._fading) + _music[i]._fading = FADE_SAMPLES; } - if (!music[0]._streaming && !music[0]._fading) { + if (!_music[0]._streaming && !_music[0]._fading) { restoreStream = 0; } else { restoreStream = 1; } - music[restoreStream]._streaming = true; - music[restoreStream]._fading = 0; - music[restoreStream]._looping = music[2]._looping; - music[restoreStream]._fileStart = music[2]._fileStart; - music[restoreStream]._filePos = music[2]._filePos; - music[restoreStream]._fileEnd = music[2]._fileEnd; - music[restoreStream]._lastSample = music[2]._lastSample; + _music[restoreStream]._streaming = true; + _music[restoreStream]._fading = 0; + _music[restoreStream]._looping = _music[2]._looping; + _music[restoreStream]._fileStart = _music[2]._fileStart; + _music[restoreStream]._filePos = _music[2]._filePos; + _music[restoreStream]._fileEnd = _music[2]._fileEnd; + _music[restoreStream]._lastSample = _music[2]._lastSample; } void Sword2Sound::playLeadOut(uint8 *leadOut) { @@ -240,39 +236,39 @@ void Sword2Sound::playLeadOut(uint8 *leadOut) { if (!leadOut) return; - PlayFx(0, leadOut, 0, 0, RDSE_FXLEADOUT); + playFx(0, leadOut, 0, 0, RDSE_FXLEADOUT); - i = GetFxIndex(-1); + i = getFxIndex(-1); if (i == MAXFX) { warning("playLeadOut: Can't find lead-out sound handle"); return; } - while (fx[i]._handle) { + while (_fx[i]._handle) { ServiceWindows(); g_system->delay_msecs(30); } - CloseFx(-2); + closeFx(-2); } // -------------------------------------------------------------------------- // This function returns the index of the sound effect with the ID passed in. // -------------------------------------------------------------------------- -int32 Sword2Sound::GetFxIndex(int32 id) { +int32 Sword2Sound::getFxIndex(int32 id) { for (int i = 0; i < MAXFX; i++) { - if (fx[i]._id == id) + if (_fx[i]._id == id) return i; } return MAXFX; } -int32 Sword2Sound::IsFxOpen(int32 id) { +int32 Sword2Sound::isFxOpen(int32 id) { // FIXME: This seems backwards to me, but changing it breaks sound. - return GetFxIndex(id) == MAXFX; + return getFxIndex(id) == MAXFX; } // -------------------------------------------------------------------------- @@ -281,15 +277,15 @@ int32 Sword2Sound::IsFxOpen(int32 id) { // a separate thread. // -------------------------------------------------------------------------- -void Sword2Sound::FxServer(int16 *data, uint len) { +void Sword2Sound::fxServer(int16 *data, uint len) { StackLock lock(_mutex); - if (!soundOn) + if (!_soundOn) return; - UpdateCompSampleStreaming(data, len); + updateCompSampleStreaming(data, len); - if (!music[0]._streaming && !music[1]._streaming && fpMus.isOpen()) + if (!_music[0]._streaming && !_music[1]._streaming && fpMus.isOpen()) fpMus.close(); // FIXME: Doing this sort of things from a separate thread seems like @@ -302,17 +298,17 @@ void Sword2Sound::FxServer(int16 *data, uint len) { #if 0 int i; - if (fxPaused) { + if (_fxPaused) { for (i = 0; i < MAXFX; i++) { - if ((fx[i]._id == -1) || (fx[i]._id == -2)) { - if (!fx[i]._handle) { - fx[i]._id = 0; - if (fx[i]._buf != NULL) { - free(fx[i]._buf); - fx[i]._buf = NULL; + if ((_fx[i]._id == -1) || (_fx[i]._id == -2)) { + if (!_fx[i]._handle) { + _fx[i]._id = 0; + if (_fx[i]._buf != NULL) { + free(_fx[i]._buf); + _fx[i]._buf = NULL; } - fx[i]._bufSize = 0; - fx[i]._flags = 0; + _fx[i]._bufSize = 0; + _fx[i]._flags = 0; } } } @@ -320,15 +316,15 @@ void Sword2Sound::FxServer(int16 *data, uint len) { } for (i = 0; i < MAXFX; i++) { - if (fx[i]._id) { - if (!fx[i]._handle) { - fx[i]._id = 0; - if (fx[i]._buf != NULL) { - free(fx[i]._buf); - fx[i]._buf = NULL; + if (_fx[i]._id) { + if (!_fx[i]._handle) { + _fx[i]._id = 0; + if (_fx[i]._buf != NULL) { + free(_fx[i]._buf); + _fx[i]._buf = NULL; } - fx[i]._bufSize = 0; - fx[i]._flags = 0; + _fx[i]._bufSize = 0; + _fx[i]._flags = 0; } } } @@ -339,8 +335,8 @@ void Sword2Sound::FxServer(int16 *data, uint len) { * Returns either RDSE_QUIET or RDSE_SPEAKING */ -int32 Sword2Sound::AmISpeaking() { - if (!speechMuted && !speechPaused && soundHandleSpeech != 0) +int32 Sword2Sound::amISpeaking() { + if (!_speechMuted && !_speechPaused && _soundHandleSpeech != 0) return RDSE_SPEAKING; return RDSE_QUIET; @@ -355,7 +351,7 @@ int32 Sword2Sound::AmISpeaking() { * @param buf a pointer to the buffer that will be allocated for the sound */ -uint32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uint16 **buf) { +uint32 Sword2Sound::preFetchCompSpeech(const char *filename, uint32 speechid, uint16 **buf) { uint32 i; uint8 *data8; uint32 speechIndex[2]; @@ -445,15 +441,15 @@ uint32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, ui * @param pan panning, -16 (full left) to 16 (full right) */ -int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) { +int32 Sword2Sound::playCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) { uint16 *data16; uint32 bufferSize; - if (!speechMuted) { - if (GetSpeechStatus() == RDERR_SPEECHPLAYING) + if (!_speechMuted) { + if (getSpeechStatus() == RDERR_SPEECHPLAYING) return RDERR_SPEECHPLAYING; - bufferSize = PreFetchCompSpeech(filename, speechid, &data16); + bufferSize = preFetchCompSpeech(filename, speechid, &data16); // We don't know exactly what went wrong here. if (bufferSize == 0) @@ -461,18 +457,18 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v // Modify the volume according to the master volume - byte volume = speechMuted ? 0 : vol * speechVol; + byte volume = _speechMuted ? 0 : vol * _speechVol; int8 p = panTable[pan + 16]; // Start the speech playing - speechPaused = 1; + _speechPaused = 1; uint32 flags = SoundMixer::FLAG_16BITS | SoundMixer::FLAG_AUTOFREE; - _mixer->playRaw(&soundHandleSpeech, data16, bufferSize, 22050, flags, -1, volume, p); + _mixer->playRaw(&_soundHandleSpeech, data16, bufferSize, 22050, flags, -1, volume, p); - speechStatus = 1; + _speechStatus = 1; } // DipMusic(); @@ -484,13 +480,13 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v * Stops the speech from playing. */ -int32 Sword2Sound::StopSpeechSword2(void) { - if (!soundOn) +int32 Sword2Sound::stopSpeech(void) { + if (!_soundOn) return RD_OK; - if (speechStatus) { - g_engine->_mixer->stopHandle(soundHandleSpeech); - speechStatus = 0; + if (_speechStatus) { + g_engine->_mixer->stopHandle(_soundHandleSpeech); + _speechStatus = 0; return RD_OK; } return RDERR_SPEECHNOTPLAYING; @@ -500,15 +496,15 @@ int32 Sword2Sound::StopSpeechSword2(void) { * @return Either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED */ -int32 Sword2Sound::GetSpeechStatus(void) { - if (!soundOn || !speechStatus) +int32 Sword2Sound::getSpeechStatus(void) { + if (!_soundOn || !_speechStatus) return RDSE_SAMPLEFINISHED; - if (speechPaused) + if (_speechPaused) return RDSE_SAMPLEPLAYING; - if (!soundHandleSpeech) { - speechStatus = 0; + if (!_soundHandleSpeech) { + _speechStatus = 0; return RDSE_SAMPLEFINISHED; } return RDSE_SAMPLEPLAYING; @@ -519,10 +515,10 @@ int32 Sword2Sound::GetSpeechStatus(void) { * @param volume volume, from 0 (silent) to 14 (max) */ -void Sword2Sound::SetSpeechVolume(uint8 volume) { - speechVol = volume; - if (soundHandleSpeech != 0 && !speechMuted && GetSpeechStatus() == RDSE_SAMPLEPLAYING) { - g_engine->_mixer->setChannelVolume(soundHandleSpeech, 16 * speechVol); +void Sword2Sound::setSpeechVolume(uint8 volume) { + _speechVol = volume; + if (_soundHandleSpeech != 0 && !_speechMuted && getSpeechStatus() == RDSE_SAMPLEPLAYING) { + g_engine->_mixer->setChannelVolume(_soundHandleSpeech, 16 * _speechVol); } } @@ -530,8 +526,8 @@ void Sword2Sound::SetSpeechVolume(uint8 volume) { * @return the volume setting for speech */ -uint8 Sword2Sound::GetSpeechVolume() { - return speechVol; +uint8 Sword2Sound::getSpeechVolume() { + return _speechVol; } /** @@ -540,13 +536,13 @@ uint8 Sword2Sound::GetSpeechVolume() { * Otherwise the speech is muted (volume 0). */ -void Sword2Sound::MuteSpeech(uint8 mute) { - speechMuted = mute; +void Sword2Sound::muteSpeech(uint8 mute) { + _speechMuted = mute; - if (GetSpeechStatus() == RDSE_SAMPLEPLAYING) { - byte volume = mute ? 0 : 16 * speechVol; + if (getSpeechStatus() == RDSE_SAMPLEPLAYING) { + byte volume = mute ? 0 : 16 * _speechVol; - g_engine->_mixer->setChannelVolume(soundHandleSpeech, volume); + g_engine->_mixer->setChannelVolume(_soundHandleSpeech, volume); } } @@ -554,32 +550,30 @@ void Sword2Sound::MuteSpeech(uint8 mute) { * @return the speech's mute state, 1 if mute, 0 if not mute */ -uint8 Sword2Sound::IsSpeechMute(void) { - return speechMuted; +uint8 Sword2Sound::isSpeechMute(void) { + return _speechMuted; } /** * Stops the speech dead in its tracks. */ -int32 Sword2Sound::PauseSpeech(void) { - if (GetSpeechStatus() == RDSE_SAMPLEPLAYING) { - speechPaused = 1; - g_engine->_mixer->pauseHandle(soundHandleSpeech, true); +void Sword2Sound::pauseSpeech(void) { + if (getSpeechStatus() == RDSE_SAMPLEPLAYING) { + _speechPaused = 1; + g_engine->_mixer->pauseHandle(_soundHandleSpeech, true); } - return RD_OK; } /** * Restarts the speech from where it was stopped. */ -int32 Sword2Sound::UnpauseSpeech(void) { - if (speechPaused) { - speechPaused = 0; - g_engine->_mixer->pauseHandle(soundHandleSpeech, false); +void Sword2Sound::unpauseSpeech(void) { + if (_speechPaused) { + _speechPaused = 0; + g_engine->_mixer->pauseHandle(_soundHandleSpeech, false); } - return RD_OK; } /** @@ -590,27 +584,27 @@ int32 Sword2Sound::UnpauseSpeech(void) { * @warning Zero is not a valid id */ -int32 Sword2Sound::OpenFx(int32 id, uint8 *data) { +int32 Sword2Sound::openFx(int32 id, uint8 *data) { int32 i, fxi; uint32 *data32 = NULL; _wavHeader *wav; wav = (_wavHeader *) data; - if (soundOn) { + if (_soundOn) { // Check for a valid id. if (id == 0) return RDERR_INVALIDID; // Check that the fx is not already open for (i = 0; i < MAXFX; i++) { - if (fx[i]._id == id) + if (_fx[i]._id == id) return RDERR_FXALREADYOPEN; } // Now choose a free slot for the fx for (fxi = 0; fxi < MAXFX; fxi++) { - if (fx[fxi]._id == 0) + if (_fx[fxi]._id == 0) break; } @@ -626,17 +620,17 @@ int32 Sword2Sound::OpenFx(int32 id, uint8 *data) { // least recently used slot. // // This used to be done by the "garbage collector" in - // FxServer(). + // fxServer(). for (fxi = 0; fxi < MAXFX; fxi++) { - if (!fx[fxi]._handle) + if (!_fx[fxi]._handle) break; } // Still no dice? I give up! if (fxi == MAXFX) { - warning("OpenFx: No free sound slots"); + warning("openFx: No free sound slots"); return RDERR_NOFREEBUFFERS; } } @@ -656,25 +650,25 @@ int32 Sword2Sound::OpenFx(int32 id, uint8 *data) { if (!data32) return RDERR_INVALIDWAV; - fx[fxi]._bufSize = READ_LE_UINT32(data32 + 1); + _fx[fxi]._bufSize = READ_LE_UINT32(data32 + 1); // Fill the speech buffer with data - if (fx[fxi]._buf != NULL) - free(fx[fxi]._buf); - fx[fxi]._buf = (uint16 *) malloc(fx[fxi]._bufSize); - memcpy(fx[fxi]._buf, (uint8 *) (data32 + 2), fx[fxi]._bufSize); - fx[fxi]._flags = SoundMixer::FLAG_16BITS; + if (_fx[fxi]._buf != NULL) + free(_fx[fxi]._buf); + _fx[fxi]._buf = (uint16 *) malloc(_fx[fxi]._bufSize); + memcpy(_fx[fxi]._buf, (uint8 *) (data32 + 2), _fx[fxi]._bufSize); + _fx[fxi]._flags = SoundMixer::FLAG_16BITS; if (FROM_LE_16(wav->channels) == 2) - fx[fxi]._flags |= SoundMixer::FLAG_STEREO; + _fx[fxi]._flags |= SoundMixer::FLAG_STEREO; - fx[fxi]._rate = FROM_LE_16(wav->samplesPerSec); + _fx[fxi]._rate = FROM_LE_16(wav->samplesPerSec); // Until the mixer supports LE samples natively, we need to // convert our LE ones to BE - for (int32 j = 0; j < fx[fxi]._bufSize / 2; j++) - fx[fxi]._buf[j] = SWAP_BYTES_16(fx[fxi]._buf[j]); + for (int32 j = 0; j < _fx[fxi]._bufSize / 2; j++) + _fx[fxi]._buf[j] = SWAP_BYTES_16(_fx[fxi]._buf[j]); - fx[fxi]._id = id; + _fx[fxi]._id = id; } return RD_OK; } @@ -693,7 +687,7 @@ int32 Sword2Sound::OpenFx(int32 id, uint8 *data) { * @warning Zero is not a valid id */ -int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) { +int32 Sword2Sound::playFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) { int32 i, loop; uint32 hr; @@ -702,26 +696,26 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type else loop = 0; - if (soundOn) { + if (_soundOn) { if (data == NULL) { - i = GetFxIndex(id); + i = getFxIndex(id); if (i == MAXFX) { - warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type); + warning("playFx(%d, %d, %d, %d) - Not open", id, vol, pan, type); return RDERR_FXNOTOPEN; } if (loop == 1) - fx[i]._flags |= SoundMixer::FLAG_LOOP; + _fx[i]._flags |= SoundMixer::FLAG_LOOP; else - fx[i]._flags &= ~SoundMixer::FLAG_LOOP; + _fx[i]._flags &= ~SoundMixer::FLAG_LOOP; - fx[i]._volume = vol; + _fx[i]._volume = vol; // Start the sound effect playing - byte volume = fxMuted ? 0 : vol * fxVol; + byte volume = _fxMuted ? 0 : vol * _fxVol; int8 p = panTable[pan + 16]; - g_engine->_mixer->playRaw(&fx[i]._handle, fx[i]._buf, fx[i]._bufSize, fx[i]._rate, fx[i]._flags, -1, volume, p); + g_engine->_mixer->playRaw(&_fx[i]._handle, _fx[i]._buf, _fx[i]._bufSize, _fx[i]._rate, _fx[i]._flags, -1, volume, p); } else { if (type == RDSE_FXLEADIN || type == RDSE_FXLEADOUT) { if (type == RDSE_FXLEADIN) @@ -729,46 +723,47 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type else id = -1; - hr = OpenFx(id, data); + hr = openFx(id, data); if (hr != RD_OK) return hr; - i = GetFxIndex(id); + i = getFxIndex(id); if (i == MAXFX) { - warning("PlayFx(%d, %d, %d, %d) - Not found", id, vol, pan, type); + warning("playFx(%d, %d, %d, %d) - Not found", id, vol, pan, type); return RDERR_FXFUCKED; } - fx[i]._flags &= ~SoundMixer::FLAG_LOOP; + _fx[i]._flags &= ~SoundMixer::FLAG_LOOP; - byte volume = musicMuted ? 0 : musicVolTable[musicVol]; + byte volume = _musicMuted ? 0 : musicVolTable[_musicVol]; - g_engine->_mixer->playRaw(&fx[i]._handle, fx[i]._buf, fx[i]._bufSize, fx[i]._rate, fx[i]._flags, -1, volume, 0); + g_engine->_mixer->playRaw(&_fx[i]._handle, _fx[i]._buf, _fx[i]._bufSize, _fx[i]._rate, _fx[i]._flags, -1, volume, 0); } else { - hr = OpenFx(id, data); + hr = openFx(id, data); if (hr != RD_OK) { return hr; } - i = GetFxIndex(id); + i = getFxIndex(id); if (i == MAXFX) { - warning("PlayFx(%d, %d, %d, %d) - Not found", id, vol, pan, type); + warning("playFx(%d, %d, %d, %d) - Not found", id, vol, pan, type); return RDERR_FXFUCKED; } if (loop == 1) - fx[i]._flags |= SoundMixer::FLAG_LOOP; + _fx[i]._flags |= SoundMixer::FLAG_LOOP; else - fx[i]._flags &= ~SoundMixer::FLAG_LOOP; - fx[i]._volume = vol; + _fx[i]._flags &= ~SoundMixer::FLAG_LOOP; + _fx[i]._volume = vol; // Start the sound effect playing - byte volume = fxMuted ? 0 : vol * fxVol; + byte volume = _fxMuted ? 0 : vol * _fxVol; int8 p = panTable[pan + 16]; - g_engine->_mixer->playRaw(&fx[i]._handle, fx[i]._buf, fx[i]._bufSize, fx[i]._rate, fx[i]._flags, -1, volume, p); + g_engine->_mixer->playRaw(&_fx[i]._handle, _fx[i]._buf, _fx[i]._bufSize, _fx[i]._rate, _fx[i]._flags, -1, volume, p); } } } + return RD_OK; } @@ -779,28 +774,29 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type * @param pan panning */ -int32 Sword2Sound::SetFxVolumePan(int32 id, uint8 vol, int8 pan) { - int32 i = GetFxIndex(id); +int32 Sword2Sound::setFxIdVolumePan(int32 id, uint8 vol, int8 pan) { + int32 i = getFxIndex(id); + if (i == MAXFX) return RDERR_FXNOTOPEN; - fx[i]._volume = vol; - if (!fxMuted) { - g_engine->_mixer->setChannelVolume(fx[i]._handle, vol * fxVol); - g_engine->_mixer->setChannelPan(fx[i]._handle, panTable[pan + 16]); + _fx[i]._volume = vol; + if (!_fxMuted) { + g_engine->_mixer->setChannelVolume(_fx[i]._handle, vol * _fxVol); + g_engine->_mixer->setChannelPan(_fx[i]._handle, panTable[pan + 16]); } return RD_OK; } -int32 Sword2Sound::SetFxIdVolume(int32 id, uint8 vol) { - int32 i = GetFxIndex(id); +int32 Sword2Sound::setFxIdVolume(int32 id, uint8 vol) { + int32 i = getFxIndex(id); if (i == MAXFX) return RDERR_FXNOTOPEN; - fx[i]._volume = vol; - if (!fxMuted) - g_engine->_mixer->setChannelVolume(fx[i]._handle, vol * fxVol); + _fx[i]._volume = vol; + if (!_fxMuted) + g_engine->_mixer->setChannelVolume(_fx[i]._handle, vol * _fxVol); return RD_OK; } @@ -810,25 +806,23 @@ int32 Sword2Sound::SetFxIdVolume(int32 id, uint8 vol) { * playing, irrespective of type. */ -int32 Sword2Sound::ClearAllFx(void) { - if (!soundOn) - return(RD_OK); +void Sword2Sound::clearAllFx(void) { + if (!_soundOn) + return; for (int i = 0; i < MAXFX; i++) { - if (fx[i]._id && fx[i]._id != -1 && fx[i]._id != -2) { - g_engine->_mixer->stopHandle(fx[i]._handle); - fx[i]._id = 0; - fx[i]._paused = false; - if (fx[i]._buf != NULL) { - free(fx[i]._buf); - fx[i]._buf = NULL; + if (_fx[i]._id && _fx[i]._id != -1 && _fx[i]._id != -2) { + g_engine->_mixer->stopHandle(_fx[i]._handle); + _fx[i]._id = 0; + _fx[i]._paused = false; + if (_fx[i]._buf != NULL) { + free(_fx[i]._buf); + _fx[i]._buf = NULL; } - fx[i]._bufSize = 0; - fx[i]._flags = 0; + _fx[i]._bufSize = 0; + _fx[i]._flags = 0; } } - - return RD_OK; } /** @@ -838,78 +832,74 @@ int32 Sword2Sound::ClearAllFx(void) { * @param id the id of the sound to close */ -int32 Sword2Sound::CloseFx(int32 id) { +int32 Sword2Sound::closeFx(int32 id) { int i; - if (!soundOn) + if (!_soundOn) return RD_OK; - i = GetFxIndex(id); - if (i < MAXFX) { - g_engine->_mixer->stopHandle(fx[i]._handle); - fx[i]._id = 0; - fx[i]._paused = false; - if (fx[i]._buf != NULL) { - free(fx[i]._buf); - fx[i]._buf = NULL; - } - fx[i]._bufSize = 0; - fx[i]._flags = 0; + i = getFxIndex(id); + + if (i == MAXFX) + return RDERR_FXNOTOPEN; + + g_engine->_mixer->stopHandle(_fx[i]._handle); + _fx[i]._id = 0; + _fx[i]._paused = false; + if (_fx[i]._buf != NULL) { + free(_fx[i]._buf); + _fx[i]._buf = NULL; } + _fx[i]._bufSize = 0; + _fx[i]._flags = 0; return RD_OK; } -int32 Sword2Sound::PauseFx(void) { - if (!fxPaused) { +void Sword2Sound::pauseFx(void) { + if (!_fxPaused) { for (int i = 0; i < MAXFX; i++) { - if (fx[i]._id) { - g_engine->_mixer->pauseHandle(fx[i]._handle, true); - fx[i]._paused = true; + if (_fx[i]._id) { + g_engine->_mixer->pauseHandle(_fx[i]._handle, true); + _fx[i]._paused = true; } else - fx[i]._paused = false; + _fx[i]._paused = false; } - fxPaused = 1; + _fxPaused = 1; } - - return RD_OK; } -int32 Sword2Sound::PauseFxForSequence(void) { - if (!fxPaused) { +void Sword2Sound::pauseFxForSequence(void) { + if (!_fxPaused) { for (int i = 0; i < MAXFX; i++) { - if (fx[i]._id && fx[i]._id != -2) { - g_engine->_mixer->pauseHandle(fx[i]._handle, true); - fx[i]._paused = true; + if (_fx[i]._id && _fx[i]._id != -2) { + g_engine->_mixer->pauseHandle(_fx[i]._handle, true); + _fx[i]._paused = true; } else { - fx[i]._paused = false; + _fx[i]._paused = false; } } - fxPaused = 1; + _fxPaused = 1; } - - return RD_OK; } -int32 Sword2Sound::UnpauseFx(void) { - if (fxPaused) { +void Sword2Sound::unpauseFx(void) { + if (_fxPaused) { for (int i = 0; i < MAXFX; i++) { - if (fx[i]._paused && fx[i]._id) { - g_engine->_mixer->pauseHandle(fx[i]._handle, false); + if (_fx[i]._paused && _fx[i]._id) { + g_engine->_mixer->pauseHandle(_fx[i]._handle, false); } } - fxPaused = 0; + _fxPaused = 0; } - - return RD_OK; } /** * @return the master volume setting for sound effects */ -uint8 Sword2Sound::GetFxVolume() { - return fxVol; +uint8 Sword2Sound::getFxVolume() { + return _fxVol; } /** @@ -918,13 +908,13 @@ uint8 Sword2Sound::GetFxVolume() { * @param volume volume, from 0 (silent) to 14 (max) */ -void Sword2Sound::SetFxVolume(uint8 volume) { - fxVol = volume; +void Sword2Sound::setFxVolume(uint8 volume) { + _fxVol = volume; // Now update the volume of any fxs playing for (int i = 0; i < MAXFX; i++) { - if (fx[i]._id && !fxMuted) - g_engine->_mixer->setChannelVolume(fx[i]._handle, fx[i]._volume * fxVol); + if (_fx[i]._id && !_fxMuted) + g_engine->_mixer->setChannelVolume(_fx[i]._handle, _fx[i]._volume * _fxVol); } } @@ -934,15 +924,15 @@ void Sword2Sound::SetFxVolume(uint8 volume) { * Otherwise the sound effects are muted (volume 0). */ -void Sword2Sound::MuteFx(uint8 mute) { - fxMuted = mute; +void Sword2Sound::muteFx(uint8 mute) { + _fxMuted = mute; // Now update the volume of any fxs playing for (int i = 0; i < MAXFX; i++) { - if (fx[i]._id) { - byte volume = mute ? 0 : fx[i]._volume * fxVol; + if (_fx[i]._id) { + byte volume = mute ? 0 : _fx[i]._volume * _fxVol; - g_engine->_mixer->setChannelVolume(fx[i]._handle, volume); + g_engine->_mixer->setChannelVolume(_fx[i]._handle, volume); } } } @@ -951,8 +941,8 @@ void Sword2Sound::MuteFx(uint8 mute) { * @return the sound effects's mute state, 1 if mute, 0 if not mute */ -uint8 Sword2Sound::IsFxMute(void) { - return fxMuted; +uint8 Sword2Sound::isFxMute(void) { + return _fxMuted; } /** @@ -963,12 +953,9 @@ uint8 Sword2Sound::IsFxMute(void) { * @return RD_OK or an error code */ -int32 Sword2Sound::StreamCompMusic(const char *filename, uint32 musicId, bool looping) { +int32 Sword2Sound::streamCompMusic(const char *filename, uint32 musicId, bool looping) { StackLock lock(_mutex); - return StreamCompMusicFromLock(filename, musicId, looping); -} -int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, bool looping) { uint32 len; int32 primaryStream = -1; int32 secondaryStream = -1; @@ -976,21 +963,21 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, // If both music streams are playing, that should mean one of them is // fading out. Pick that one. - if (music[0]._streaming && music[1]._streaming) { - if (music[0]._fading) + if (_music[0]._streaming && _music[1]._streaming) { + if (_music[0]._fading) primaryStream = 0; else primaryStream = 1; - music[primaryStream]._fading = 0; - music[primaryStream]._streaming = false; + _music[primaryStream]._fading = 0; + _music[primaryStream]._streaming = false; } // Pick the available music stream. If no music is playing it doesn't // matter which we use, so pick the first one. - if (music[0]._streaming || music[1]._streaming) { - if (music[0]._streaming) { + if (_music[0]._streaming || _music[1]._streaming) { + if (_music[0]._streaming) { primaryStream = 1; secondaryStream = 0; } else { @@ -1001,11 +988,11 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, primaryStream = 0; // Save looping info and tune id - music[primaryStream]._looping = looping; - music[primaryStream]._id = musicId; + _music[primaryStream]._looping = looping; + _music[primaryStream]._id = musicId; // Don't start streaming if the volume is off. - if (IsMusicMute()) + if (isMusicMute()) return RD_OK; // The assumption here is that we are never playing music from two @@ -1018,39 +1005,39 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, return RDERR_INVALIDFILENAME; // Start other music stream fading out - if (secondaryStream != -1 && !music[secondaryStream]._fading) - music[secondaryStream]._fading = FADE_SAMPLES; + if (secondaryStream != -1 && !_music[secondaryStream]._fading) + _music[secondaryStream]._fading = FADE_SAMPLES; fpMus.seek((musicId + 1) * 8, SEEK_SET); - music[primaryStream]._fileStart = fpMus.readUint32LE(); + _music[primaryStream]._fileStart = fpMus.readUint32LE(); len = fpMus.readUint32LE(); - if (!music[primaryStream]._fileStart || !len) + if (!_music[primaryStream]._fileStart || !len) return RDERR_INVALIDID; - music[primaryStream]._fileEnd = music[primaryStream]._fileStart + len; - music[primaryStream]._filePos = music[primaryStream]._fileStart; - music[primaryStream]._streaming = true; - music[primaryStream]._firstTime = true; + _music[primaryStream]._fileEnd = _music[primaryStream]._fileStart + len; + _music[primaryStream]._filePos = _music[primaryStream]._fileStart; + _music[primaryStream]._streaming = true; + _music[primaryStream]._firstTime = true; return RD_OK; } -void Sword2Sound::UpdateCompSampleStreaming(int16 *data, uint len) { +void Sword2Sound::updateCompSampleStreaming(int16 *data, uint len) { for (int i = 0; i < MAXMUS; i++) { - if (!music[i]._streaming || music[i]._paused) + if (!_music[i]._streaming || _music[i]._paused) continue; - st_sample_t 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); + fpMus.seek(_music[i]._filePos, SEEK_SET); + _converter->flow(_music[i], data, len, volume, volume); } // DipMusic(); } -int32 Sword2Sound::DipMusic() { +int32 Sword2Sound::dipMusic() { // disable this func for now return RD_OK; @@ -1066,7 +1053,7 @@ int32 Sword2Sound::DipMusic() { HRESULT hr = DS_OK; LPDIRECTSOUNDBUFFER dsbMusic = NULL; - int32 currentMusicVol = musicVolTable[volMusic[0]]; + int32 currentMusicVol = musicVolTable[musicVol]; int32 minMusicVol; // Find which music buffer is currently playing @@ -1076,11 +1063,11 @@ int32 Sword2Sound::DipMusic() { dsbMusic = lpDsbMus[i]; } - if ((!musicMuted) && dsbMusic && (!speechMuted) && (volMusic[0]>2)) + if ((!_musicMuted) && dsbMusic && (!_speechMuted) && (musicVol>2)) { - minMusicVol = musicVolTable[volMusic[0] - 3]; + minMusicVol = musicVolTable[musicVol - 3]; - if (speechStatus) + if (_speechStatus) { IDirectSoundBuffer_GetStatus(dsbSpeech, &status); if ((hr = IDirectSoundBuffer_GetCurrentPosition(dsbMusic, &readCursor, &writeCursor)) != DS_OK) @@ -1129,12 +1116,12 @@ int32 Sword2Sound::DipMusic() { * @return the time left for the current music, in seconds. */ -int32 Sword2Sound::MusicTimeRemaining() { +int32 Sword2Sound::musicTimeRemaining() { StackLock lock(_mutex); for (int i = 0; i < MAXMUS; i++) { - if (music[i]._streaming && !music[i]._fading) - return (music[i]._fileEnd - music[i]._filePos) / 22050; + if (_music[i]._streaming && !_music[i]._fading) + return (_music[i]._fileEnd - _music[i]._filePos) / 22050; } return 0; @@ -1144,14 +1131,14 @@ int32 Sword2Sound::MusicTimeRemaining() { * Fades out and stops the music. */ -void Sword2Sound::StopMusic(void) { +void Sword2Sound::stopMusic(void) { StackLock lock(_mutex); for (int i = 0; i < MAXMUS; i++) { - if (music[i]._streaming) - music[i]._fading = FADE_SAMPLES; + if (_music[i]._streaming) + _music[i]._fading = FADE_SAMPLES; else - music[i]._looping = false; + _music[i]._looping = false; } } @@ -1159,33 +1146,31 @@ void Sword2Sound::StopMusic(void) { * Stops the music dead in its tracks. */ -int32 Sword2Sound::PauseMusic(void) { +void Sword2Sound::pauseMusic(void) { StackLock lock(_mutex); - if (soundOn) { + if (_soundOn) { for (int i = 0; i < MAXMUS; i++) { - if (music[i]._streaming) { - music[i]._paused = true; + if (_music[i]._streaming) { + _music[i]._paused = true; } else { - music[i]._paused = false; + _music[i]._paused = false; } } } - return RD_OK; } /** * Restarts the music from where it was stopped. */ -int32 Sword2Sound::UnpauseMusic(void) { +void Sword2Sound::unpauseMusic(void) { StackLock lock(_mutex); - if (soundOn) { + if (_soundOn) { for (int i = 0; i < MAXMUS; i++) - music[i]._paused = false; + _music[i]._paused = false; } - return RD_OK; } /** @@ -1193,16 +1178,16 @@ int32 Sword2Sound::UnpauseMusic(void) { * @param volume volume, from 0 (silent) to 16 (max) */ -void Sword2Sound::SetMusicVolume(uint8 volume) { - musicVol = volume; +void Sword2Sound::setMusicVolume(uint8 volume) { + _musicVol = volume; } /** * @return the volume setting for music */ -uint8 Sword2Sound::GetMusicVolume() { - return musicVol; +uint8 Sword2Sound::getMusicVolume() { + return _musicVol; } /** @@ -1211,14 +1196,14 @@ uint8 Sword2Sound::GetMusicVolume() { * Otherwise the music is muted (volume 0). */ -void Sword2Sound::MuteMusic(uint8 mute) { - musicMuted = mute; +void Sword2Sound::muteMusic(uint8 mute) { + _musicMuted = mute; } /** * @return the music's mute state, 1 if mute, 0 if not mute */ -uint8 Sword2Sound::IsMusicMute(void) { - return musicMuted; +uint8 Sword2Sound::isMusicMute(void) { + return _musicMuted; } diff --git a/sword2/driver/d_sound.h b/sword2/driver/d_sound.h index 35f317506a..c99098a9f5 100644 --- a/sword2/driver/d_sound.h +++ b/sword2/driver/d_sound.h @@ -64,79 +64,79 @@ public: }; class Sword2Sound { - public: - Sword2Sound(SoundMixer *mixer); - ~Sword2Sound(); - void FxServer(int16 *data, uint len); - int32 PlaySpeech(uint8 *data, uint8 vol, int8 pan); - int32 PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan); - uint32 PreFetchCompSpeech(const char *filename, uint32 speechid, uint16 **buf); - int32 AmISpeaking(); - int32 StopSpeechSword2(void); - int32 GetSpeechStatus(void); - int32 PauseSpeech(void); - int32 UnpauseSpeech(void); - int32 OpenFx(int32 id, uint8 *data); - int32 PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type); - int32 CloseFx(int32 id); - int32 ClearAllFx(void); - int32 PauseFx(void); - int32 PauseFxForSequence(void); - int32 UnpauseFx(void); - int32 PauseMusic(void); - int32 UnpauseMusic(void); - int32 StreamCompMusic(const char *filename, uint32 musicId, bool looping); - void saveMusicState(); - void restoreMusicState(); - void playLeadOut(uint8 *leadOut); - int32 MusicTimeRemaining(); - int32 ReverseStereo(void); - uint8 GetFxVolume(void); - uint8 GetSpeechVolume(void); - uint8 GetMusicVolume(void); - uint8 IsMusicMute(void); - uint8 IsFxMute(void); - uint8 IsSpeechMute(void); - void StopMusic(void); - void SetFxVolume(uint8 vol); - void SetSpeechVolume(uint8 vol); - void SetMusicVolume(uint8 vol); - void MuteMusic(uint8 mute); - void MuteFx(uint8 mute); - void MuteSpeech(uint8 mute); - int32 IsFxOpen(int32 id); - int32 SetFxVolumePan(int32 id, uint8 vol, int8 pan); - int32 SetFxIdVolume(int32 id, uint8 vol); - void UpdateCompSampleStreaming(int16 *data, uint len); - SoundMixer *_mixer; - private: - int32 StreamCompMusicFromLock(const char *filename, uint32 musicId, bool looping); - int32 GetFxIndex(int32 id); - int32 DipMusic(); - - OSystem::MutexRef _mutex; - RateConverter *_converter; - - FxHandle fx[MAXFX]; - MusicHandle music[MAXMUS + 1]; - - // We used to have two music volumes - one for each channel - - // but they were always set to the same value. - - uint8 musicVol; - - uint8 soundOn; - uint8 speechStatus; - uint8 fxPaused; - uint8 speechPaused; - uint8 speechVol; - uint8 fxVol; - uint8 speechMuted; - uint8 fxMuted; - - PlayingSoundHandle soundHandleSpeech; - uint8 musicMuted; -}; +private: + SoundMixer *_mixer; + + OSystem::MutexRef _mutex; + RateConverter *_converter; + + FxHandle _fx[MAXFX]; + MusicHandle _music[MAXMUS + 1]; + + // We used to have two music volumes - one for each channel - + // but they were always set to the same value. + + uint8 _musicVol; + + uint8 _soundOn; + uint8 _speechStatus; + uint8 _fxPaused; + uint8 _speechPaused; + uint8 _speechVol; + uint8 _fxVol; + uint8 _speechMuted; + uint8 _fxMuted; + PlayingSoundHandle _soundHandleSpeech; + uint8 _musicMuted; + + int32 getFxIndex(int32 id); + int32 dipMusic(); + + void updateCompSampleStreaming(int16 *data, uint len); + +public: + Sword2Sound(SoundMixer *mixer); + ~Sword2Sound(); + void fxServer(int16 *data, uint len); + int32 playCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan); + uint32 preFetchCompSpeech(const char *filename, uint32 speechid, uint16 **buf); + int32 amISpeaking(); + int32 stopSpeech(void); + int32 getSpeechStatus(void); + void pauseSpeech(void); + void unpauseSpeech(void); + int32 openFx(int32 id, uint8 *data); + int32 playFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type); + int32 closeFx(int32 id); + void clearAllFx(void); + void pauseFx(void); + void pauseFxForSequence(void); + void unpauseFx(void); + void pauseMusic(void); + void unpauseMusic(void); + int32 streamCompMusic(const char *filename, uint32 musicId, bool looping); + void saveMusicState(); + void restoreMusicState(); + void playLeadOut(uint8 *leadOut); + int32 musicTimeRemaining(); + void reverseStereo(void); + uint8 getFxVolume(void); + uint8 getSpeechVolume(void); + uint8 getMusicVolume(void); + uint8 isMusicMute(void); + uint8 isFxMute(void); + uint8 isSpeechMute(void); + void stopMusic(void); + void setFxVolume(uint8 vol); + void setSpeechVolume(uint8 vol); + void setMusicVolume(uint8 vol); + void muteMusic(uint8 mute); + void muteFx(uint8 mute); + void muteSpeech(uint8 mute); + int32 isFxOpen(int32 id); + int32 setFxIdVolumePan(int32 id, uint8 vol, int8 pan); + int32 setFxIdVolume(int32 id, uint8 vol); +}; #endif diff --git a/sword2/function.cpp b/sword2/function.cpp index e1557bdd84..5480f3fe7d 100644 --- a/sword2/function.cpp +++ b/sword2/function.cpp @@ -398,9 +398,9 @@ int32 FN_play_credits(int32 *params) { g_sound->saveMusicState(); - g_sound->MuteFx(1); - g_sound->MuteSpeech(1); - g_sound->StopMusic(); + g_sound->muteFx(1); + g_sound->muteSpeech(1); + g_sound->stopMusic(); memcpy(oldPal, palCopy, 1024); memset(tmpPal, 0, 1024); @@ -421,13 +421,13 @@ int32 FN_play_credits(int32 *params) { pars[1] = FX_SPOT; FN_play_music(pars); - music_length = 1000 * g_sound->MusicTimeRemaining(); + music_length = 1000 * g_sound->musicTimeRemaining(); debug(0, "Credits music length: ~%d ms", music_length); CloseMenuImmediately(); - while (g_sound->MusicTimeRemaining()) { + while (g_sound->musicTimeRemaining()) { EraseBackBuffer(); SetNeedRedraw(); @@ -454,8 +454,8 @@ int32 FN_play_credits(int32 *params) { Build_display(); WaitForFade(); - g_sound->MuteFx(0); - g_sound->MuteSpeech(0); + g_sound->muteFx(0); + g_sound->muteSpeech(0); } // FIXME: This probably isn't the correct way of shutting down ScummVM diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp index 9581075ac2..0cea0783ac 100644 --- a/sword2/mouse.cpp +++ b/sword2/mouse.cpp @@ -171,7 +171,6 @@ void System_menu(void) { _mouseEvent *me; int j, hit; uint8 *icon; - uint32 rv; // for drivers return value int32 pars[2]; uint32 icon_list[5] = { OPTIONS_ICON, @@ -215,9 +214,7 @@ void System_menu(void) { } } - rv = g_sound->PauseFx(); - if (rv != RD_OK) - debug(5, "ERROR: PauseFx() returned %.8x in SystemMenu()", rv); + g_sound->pauseFx(); // NB. Need to keep a safe copy of // 'looping_music_id' for savegame & for @@ -282,7 +279,6 @@ void System_menu(void) { if (this_screen.new_palette != 99) { // '0' means put back game screen // palette; see Build_display.cpp - // (James17jun97) SetFullPalette(0); @@ -293,9 +289,7 @@ void System_menu(void) { } else this_screen.new_palette = 1; - rv = g_sound->UnpauseFx(); - if (rv != RD_OK) - debug(5, "ERROR: UnpauseFx() returned %.8x in SystemMenu()", rv); + g_sound->unpauseFx(); // If there was looping music before coming // into the control panels then restart it! diff --git a/sword2/sound.cpp b/sword2/sound.cpp index b35baa3589..ae3eb43de9 100644 --- a/sword2/sound.cpp +++ b/sword2/sound.cpp @@ -91,7 +91,7 @@ void Process_fx_queue(void) { break; case FX_SPOT2: // Once the Fx has finished remove it from the queue. - if (g_sound->IsFxOpen(j + 1)) + if (g_sound->isFxOpen(j + 1)) fxq[j].resource = 0; break; } @@ -112,7 +112,7 @@ void Trigger_fx(uint8 j) { data = res_man.open(fxq[j].resource); data += sizeof(_standardHeader); // wav data gets copied to sound memory - rv = g_sound->PlayFx(id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT); + rv = g_sound->playFx(id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT); // release the sample res_man.close(fxq[j].resource); } else { @@ -122,15 +122,15 @@ void Trigger_fx(uint8 j) { if (fxq[j].type == FX_RANDOM) { // Not looped - rv = g_sound->PlayFx(id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT); + rv = g_sound->playFx(id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT); } else { // Looped - rv = g_sound->PlayFx(id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP); + rv = g_sound->playFx(id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP); } } if (rv) - debug(5, "SFX ERROR: PlayFx() returned %.8x", rv); + debug(5, "SFX ERROR: playFx() returned %.8x", rv); } // called from script only @@ -231,10 +231,10 @@ int32 FN_play_fx(int32 *params) { data += sizeof(_standardHeader); // copy it to sound memory, using position in queue as 'id' - rv = g_sound->OpenFx(id, data); + rv = g_sound->openFx(id, data); if (rv) - debug(5, "SFX ERROR: OpenFx() returned %.8x", rv); + debug(5, "SFX ERROR: openFx() returned %.8x", rv); // release the sample res_man.close(fxq[j].resource); @@ -269,9 +269,9 @@ int32 FN_set_fx_vol_and_pan(int32 *params) { debug(5, "FN_set_fx_vol_and_pan(%d, %d, %d)", params[0], params[1], params[2]); - // SetFxVolumePan(int32 id, uint8 vol, uint8 pan); + // setFxIdVolumePan(int32 id, uint8 vol, uint8 pan); // driver fx_id is 1 + - g_sound->SetFxVolumePan(1 + params[0], params[1], params[2]); + g_sound->setFxIdVolumePan(1 + params[0], params[1], params[2]); return IR_CONT; } @@ -283,7 +283,7 @@ int32 FN_set_fx_vol(int32 *params) { // 1 new volume (0..16) // SetFxIdVolume(int32 id, uint8 vol); - g_sound->SetFxIdVolume(1 + params[0], params[1]); + g_sound->setFxIdVolume(1 + params[0], params[1]); return IR_CONT; } @@ -304,10 +304,10 @@ int32 FN_stop_fx(int32 *params) { id = (uint32) j + 1; // because 0 is not a valid id // stop fx & remove sample from sound memory - rv = g_sound->CloseFx(id); + rv = g_sound->closeFx(id); if (rv) - debug(5, "SFX ERROR: CloseFx() returned %.8x", rv); + debug(5, "SFX ERROR: closeFx() returned %.8x", rv); } // remove from queue @@ -330,34 +330,12 @@ int32 FN_stop_all_fx(int32 *params) { void Clear_fx_queue(void) { // stop all fx & remove the samples from sound memory - g_sound->ClearAllFx(); + g_sound->clearAllFx(); // clean out the queue Init_fx_queue(); } -// =========================================================================== -// int32 StreamMusic(uint8 *filename, int32 loopFlag) -// -// Streams music from the file defined by filename. The loopFlag should -// be set to RDSE_FXLOOP if the music is to loop back to the start. -// Otherwise, it should be RDSE_FXSPOT. -// The return value must be checked for any problems. -// -// --------------------------------------------------------------------------- -// -// int32 PauseMusic(void) -// -// Stops the music dead in it's tracks. -// -// --------------------------------------------------------------------------- -// -// int32 UnpauseMusic(void) -// -// Re-starts the music from where it was stopped. -// -// =========================================================================== - int32 FN_prepare_music(int32 *params) { return IR_CONT; } @@ -406,10 +384,10 @@ int32 FN_play_music(int32 *params) { strcpy(filename, "music.clu"); } - rv = g_sound->StreamCompMusic(filename, params[0], loopFlag); + rv = g_sound->streamCompMusic(filename, params[0], loopFlag); if (rv) - debug(5, "ERROR: StreamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv); + debug(5, "ERROR: streamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv); return IR_CONT; } @@ -418,13 +396,13 @@ int32 FN_stop_music(int32 *params) { // called from script only // params: none looping_music_id = 0; // clear the 'looping' flag - g_sound->StopMusic(); + g_sound->stopMusic(); return IR_CONT; } void Kill_music(void) { // James22aug97 looping_music_id = 0; // clear the 'looping' flag - g_sound->StopMusic(); + g_sound->stopMusic(); } int32 FN_check_music_playing(int32 *params) { @@ -434,39 +412,19 @@ int32 FN_check_music_playing(int32 *params) { // or 0 if no music playing // in seconds, rounded up to the nearest second - RESULT = g_sound->MusicTimeRemaining(); + RESULT = g_sound->musicTimeRemaining(); return IR_CONT; } void PauseAllSound(void) { - uint32 rv; - - rv = g_sound->PauseMusic(); - if (rv != RD_OK) - debug(5, "ERROR: PauseMusic() returned %.8x in PauseAllSound()", rv); - - rv = g_sound->PauseSpeech(); - if (rv != RD_OK) - debug(5, "ERROR: PauseSpeech() returned %.8x in PauseAllSound()", rv); - - rv = g_sound->PauseFx(); - if (rv != RD_OK) - debug(5, "ERROR: PauseFx() returned %.8x in PauseAllSound()", rv); + g_sound->pauseMusic(); + g_sound->pauseSpeech(); + g_sound->pauseFx(); } void UnpauseAllSound(void) { - uint32 rv; - - rv = g_sound->UnpauseMusic(); - if (rv != RD_OK) - debug(5, "ERROR: UnpauseMusic() returned %.8x in UnpauseAllSound()", rv); - - rv = g_sound->UnpauseSpeech(); - if (rv != RD_OK) - debug(5, "ERROR: UnpauseSpeech() returned %.8x in UnpauseAllSound()", rv); - - rv = g_sound->UnpauseFx(); - if (rv != RD_OK) - debug(5, "ERROR: UnpauseFx() returned %.8x in UnpauseAllSound()", rv); + g_sound->unpauseMusic(); + g_sound->unpauseSpeech(); + g_sound->unpauseFx(); } diff --git a/sword2/speech.cpp b/sword2/speech.cpp index fddcb59f4f..ba6c4ce57b 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -968,7 +968,7 @@ int32 FN_i_speak(int32 *params) { // New fudge to wait for smacker samples to finish // since they can over-run into the game - if (g_sound->GetSpeechStatus() != RDSE_SAMPLEFINISHED) + if (g_sound->getSpeechStatus() != RDSE_SAMPLEFINISHED) return IR_REPEAT; // New fudge for 'fx' subtitles @@ -1199,7 +1199,7 @@ int32 FN_i_speak(int32 *params) { strcpy(speechFile, "speech.clu"); // Load speech but don't start playing yet - rv = g_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); + rv = g_sound->playCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); if (rv == RD_OK) { // ok, we've got something to play // (2 means not playing yet - see below) @@ -1207,7 +1207,7 @@ int32 FN_i_speak(int32 *params) { // set it playing now (we might want to do // this next cycle, don't know yet) - g_sound->UnpauseSpeech(); + g_sound->unpauseSpeech(); } else { debug(5, "ERROR: PlayCompSpeech(speechFile=\"%s\", wav=%d (res=%d pos=%d)) returned %.8x", speechFile, params[S_WAV], text_res, local_text, rv); } @@ -1247,7 +1247,7 @@ int32 FN_i_speak(int32 *params) { // if playing a sample if (!unpause_zone) { // if we're at a quiet bit - if (g_sound->AmISpeaking() == RDSE_QUIET) { + if (g_sound->amISpeaking() == RDSE_QUIET) { // restart from frame 0 // ('closed mouth' frame) ob_graphic->anim_pc = 0; @@ -1277,11 +1277,11 @@ int32 FN_i_speak(int32 *params) { // if playing a sample (note that value of '2' means about to play!) - if (speechRunning==1) { + if (speechRunning == 1) { if (!unpause_zone) { - // has it finished? James25feb97 - if (g_sound->GetSpeechStatus() == RDSE_SAMPLEFINISHED) - speechFinished=1; + // has it finished? + if (g_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED) + speechFinished = 1; } else unpause_zone--; } else if (speechRunning == 0 && speech_time) { @@ -1289,7 +1289,7 @@ int32 FN_i_speak(int32 *params) { // ends the speech // if no sample then we're using speech_time to end speech - // naturally James25feb97 + // naturally speech_time--; if (!speech_time) @@ -1315,7 +1315,7 @@ int32 FN_i_speak(int32 *params) { // mouse click, after click_delay has expired -> end the speech // we ignore mouse releases -#ifdef _SWORD2_DEBUG // (James26jun97) +#ifdef _SWORD2_DEBUG // if testing text & speech if (SYSTEM_TESTING_TEXT) { // and RB used to click past text @@ -1334,12 +1334,12 @@ int32 FN_i_speak(int32 *params) { me = MouseEvent(); } while (me); - speechFinished = 1; // James25feb97 + speechFinished = 1; // if speech sample playing if (speechRunning) { // halt the sample prematurely - g_sound->StopSpeechSword2(); + g_sound->stopSpeech(); } } diff --git a/sword2/startup.cpp b/sword2/startup.cpp index 4009f3451b..3c778b8d5a 100644 --- a/sword2/startup.cpp +++ b/sword2/startup.cpp @@ -255,8 +255,8 @@ uint32 Con_start(uint8 *input) { FN_stop_music(NULL); // halt the sample prematurely - g_sound->UnpauseSpeech(); - g_sound->StopSpeechSword2(); + g_sound->unpauseSpeech(); + g_sound->stopSpeech(); // clean out all resources & flags, ready for a total // restart (James24mar97) -- cgit v1.2.3