/* 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. * */ #include "bladerunner/vqa_player.h" #include "bladerunner/bladerunner.h" #include "audio/decoders/raw.h" #include "common/system.h" namespace BladeRunner { bool VQAPlayer::open(const Common::String &name) { _s = _vm->getResourceStream(name); if (!_s) { return false; } if (!_decoder.loadStream(_s)) { delete _s; _s = nullptr; return false; } _hasAudio = _decoder.hasAudio(); if (_hasAudio) { _audioStream = Audio::makeQueuingAudioStream(_decoder.frequency(), false); } _repeatsCount = 0; _loop = -1; _frameBegin = -1; _frameEnd = _decoder.numFrames() - 1; _frameEndQueued = -1; _repeatsCountQueued = -1; if (_loopInitial >= 0) { setLoop(_loopInitial, _repeatsCountInitial, kLoopSetModeImmediate, nullptr, nullptr); } else { setBeginAndEndFrame(0, _frameEnd, 0, kLoopSetModeJustStart, nullptr, nullptr); } return true; } void VQAPlayer::close() { _vm->_mixer->stopHandle(_soundHandle); delete _s; _s = nullptr; } int VQAPlayer::update() { uint32 now = 60 * _vm->_system->getMillis(); if (_frameNext < 0) { _frameNext = _frameBegin; } if ((_repeatsCount > 0 || _repeatsCount == -1) && (_frameNext > _frameEnd)) { int loopEndQueued = _frameEndQueued; if (_frameEndQueued != -1) { _frameEnd = _frameEndQueued; _frameEndQueued = -1; } if (_frameNext != _frameBegin) { _frameNext = _frameBegin; } if (loopEndQueued == -1) { if (_repeatsCount != -1) { _repeatsCount--; } //callback for repeat, it is not used in the blade runner } else { _repeatsCount = _repeatsCountQueued; _repeatsCountQueued = -1; if (_callbackLoopEnded != nullptr) { _callbackLoopEnded(_callbackData, 0, _loop); } } _surface = nullptr; return -1; } if (_frameNext > _frameEnd) { return -3; } // TODO: preload audio // int audioPreloadFrames = 1; if (now >= _frameNextTime) { int frame = _frameNext; // _decoder.readFrame(_frameNext, 0x2); _decoder.readFrame(_frameNext, 0); _surface = _decoder.decodeVideoFrame(); if (_hasAudio) { queueAudioFrame(_decoder.decodeAudioFrame()); if (!_audioStarted) { // for (int i = 0; i < audioPreloadFrames; i++) { // if (_frameNext + i < _frameEnd) { // _decoder.readFrame(_frameNext + i, 0x1); // queueAudioFrame(_decoder.decodeAudioFrame()); // } // } _vm->_mixer->playStream(Audio::Mixer::kPlainSoundType, &_soundHandle, _audioStream); _audioStarted = true; } // if (_frameNext + audioPreloadFrames < _frameEnd) { // _decoder.readFrame(_frameNext + audioPreloadFrames, 0x1); // queueAudioFrame(_decoder.decodeAudioFrame()); // } } if (_frameNextTime == 0) { _frameNextTime = now + 60000 / 15; } else { _frameNextTime += 60000 / 15; } _frameNext++; return frame; } _surface = nullptr; return -1; } const Graphics::Surface *VQAPlayer::getSurface() const { return _surface; } void VQAPlayer::updateZBuffer(ZBuffer *zbuffer) { _decoder.decodeZBuffer(zbuffer); } void VQAPlayer::updateView(View *view) { _decoder.decodeView(view); } void VQAPlayer::updateLights(Lights *lights) { _decoder.decodeLights(lights); } bool VQAPlayer::setLoop(int loop, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) { debug("VQAPlayer::setBeginAndEndFrameFromLoop(%i, %i, %i), streamLoaded = %i", loop, repeatsCount, loopSetMode, _s != nullptr); if (_s == nullptr) { _loopInitial = loop; _repeatsCountInitial = repeatsCount; return true; } int begin, end; if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) { return false; } if (setBeginAndEndFrame(begin, end, repeatsCount, loopSetMode, callback, callbackData)) { _loop = loop; return true; } return false; } bool VQAPlayer::setBeginAndEndFrame(int begin, int end, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) { debug("VQAPlayer::setBeginAndEndFrame(%i, %i, %i, %i), streamLoaded = %i", begin, end, repeatsCount, loopSetMode, _s != nullptr); if (repeatsCount < 0) { repeatsCount = -1; } if (_repeatsCount == 0 && loopSetMode == kLoopSetModeEnqueue) { loopSetMode = kLoopSetModeImmediate; } //TODO: there is code in original game which deals with changing loop at start of loop, is it nescesarry? loc_46EA04 _frameBegin = begin; if (loopSetMode == kLoopSetModeJustStart) { _repeatsCount = repeatsCount; } else if (loopSetMode == kLoopSetModeEnqueue) { _repeatsCountQueued = repeatsCount; _frameEndQueued = end; } else if (loopSetMode == kLoopSetModeImmediate) { _repeatsCount = repeatsCount; _frameEnd = end; seekToFrame(begin); } _callbackLoopEnded = callback; _callbackData = callbackData; return true; } bool VQAPlayer::seekToFrame(int frame) { _frameNext = frame; _frameNextTime = 60 * _vm->_system->getMillis(); return true; } int VQAPlayer::getLoopBeginFrame(int loop) { int begin, end; if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) { return -1; } return begin; } int VQAPlayer::getLoopEndFrame(int loop) { int begin, end; if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) { return -1; } return end; } void VQAPlayer::queueAudioFrame(Audio::AudioStream *audioStream) { int n = _audioStream->numQueuedStreams(); if (n == 0) warning("numQueuedStreams: %d", n); _audioStream->queueAudioStream(audioStream, DisposeAfterUse::YES); } } // End of namespace BladeRunner