/* ScummVM - Scumm Interpreter * Copyright (C) 2004 Ivan Dubrov * Copyright (C) 2004-2006 The ScummVM project * * 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. * * $URL$ * $Id$ * */ #include "gob/gob.h" #include "gob/global.h" #include "gob/sound.h" #include "gob/game.h" #include "gob/util.h" namespace Gob { void Snd::SquareWaveStream::playNote(int freq, int32 ms, uint rate) { _rate = rate; _periodLength = _rate / (2 * freq); _periodSamples = 0; _sampleValue = 6000; if (ms == -1) { _remainingSamples = 1; _beepForever = true; } else { _remainingSamples = (_rate * ms) / 1000; _beepForever = false; } } int Snd::SquareWaveStream::readBuffer(int16 *buffer, const int numSamples) { int samples = 0; while (samples < numSamples && _remainingSamples > 0) { *buffer++ = _sampleValue; if (_periodSamples++ > _periodLength) { _periodSamples = 0; _sampleValue = -_sampleValue; } samples++; if (!_beepForever) _remainingSamples--; } return samples; } Snd::Snd(GobEngine *vm) : _vm(vm) { _cleanupFunc = 0; _playingSound = 0; _rate = _vm->_mixer->getOutputRate(); _end = true; _data = 0; _length = 0; _freq = 0; _repCount = 0; _offset = 0.0; _frac = 0.0; _cur = 0; _last = 0; _fade = false; _fadeVol = 255.0; _fadeVolStep = 0.0; _fadeSamples = 0; _curFadeSamples = 0; _compositionSamples = 0; _compositionSampleTypes = 0; _compositionSampleCount = 0; _compositionPos = -1; _vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_handle, this, -1, 255, 0, false, true); } void Snd::setBlasterPort(int16 port) {return;} void Snd::speakerOn(int16 frequency, int32 length) { _speakerStream.playNote(frequency, length, _vm->_mixer->getOutputRate()); if (!_vm->_mixer->isSoundHandleActive(_speakerHandle)) { _vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_speakerHandle, &_speakerStream, -1, 255, 0, false); } } void Snd::speakerOff(void) { _vm->_mixer->stopHandle(_speakerHandle); } void Snd::stopSound(int16 fadeLength) { Common::StackLock slock(_mutex); if (fadeLength <= 0) { _data = 0; _end = true; _playingSound = 0; return; } _fade = true; _fadeVol = 255.0; _fadeSamples = (int) (fadeLength * (((double) _rate) / 10.0)); _fadeVolStep = 255.0 / ((double) _fadeSamples); _curFadeSamples = 0; } void Snd::waitEndPlay(bool interruptible, bool stopComp) { if (stopComp) _compositionPos = -1; while (!_end && !_vm->_quitRequested) { if (interruptible && (_vm->_util->checkKey() == 0x11B)) { WRITE_VAR(57, -1); return; } _vm->_util->longDelay(200); } stopSound(0); } void Snd::stopComposition(void) { if (_compositionPos != -1) { stopSound(0); _compositionPos = -1; } } void Snd::nextCompositionPos(void) { int8 slot; while ((++_compositionPos < 50) && ((slot = _composition[_compositionPos]) != -1)) { if ((slot >= 0) && (slot < _compositionSampleCount) && (_compositionSamples[slot] != 0) && !(_compositionSampleTypes[slot] & 8)) { setSample(_compositionSamples[slot], 1, 0, 0); return; } } _compositionPos = -1; } void Snd::playComposition(int16 *composition, int16 freqVal, SoundDesc **sndDescs, int8 *sndTypes, int8 sndCount) { int i; waitEndPlay(); stopComposition(); _compositionSamples = sndDescs ? sndDescs : _vm->_game->_soundSamples; _compositionSampleTypes = sndTypes ? sndTypes : _vm->_game->_soundTypes; _compositionSampleCount = sndCount; i = -1; do { i++; _composition[i] = composition[i]; } while ((i < 50) && (composition[i] != -1)); nextCompositionPos(); } void Snd::writeAdlib(int16 port, int16 data) { return; } Snd::SoundDesc *Snd::loadSoundData(const char *path) { Snd::SoundDesc *sndDesc; sndDesc = new Snd::SoundDesc; sndDesc->size = _vm->_dataio->getDataSize(path); sndDesc->data = _vm->_dataio->getData(path); return sndDesc; } void Snd::freeSoundDesc(Snd::SoundDesc *sndDesc, bool freedata) { if (sndDesc == _curSoundDesc) stopSound(0); if (freedata) { delete[] sndDesc->data; } delete sndDesc; } void Snd::setSample(Snd::SoundDesc *sndDesc, int16 repCount, int16 frequency, int16 fadeLength) { if (frequency <= 0) frequency = sndDesc->frequency; _curSoundDesc = sndDesc; sndDesc->repCount = repCount - 1; sndDesc->frequency = frequency; _data = (int8 *) sndDesc->data; _length = sndDesc->size; _freq = frequency; _ratio = ((double) _freq) / _rate; _offset = 0.0; _frac = 0; _last = _cur; _cur = _data[0]; _repCount = repCount; _end = false; _playingSound = 1; _curFadeSamples = 0; if (fadeLength == 0) { _fade = false; _fadeVol = 255.0; _fadeSamples = 0; _fadeVolStep = 0.0; } else { _fade = true; _fadeVol = 0.0; _fadeSamples = (int) (fadeLength * (((double) _rate) / 10.0)); _fadeVolStep = -(255.0 / ((double) _fadeSamples)); } } void Snd::playSample(Snd::SoundDesc *sndDesc, int16 repCount, int16 frequency, int16 fadeLength) { Common::StackLock slock(_mutex); if (!_end) return; setSample(sndDesc, repCount, frequency, fadeLength); if (!_vm->_mixer->isSoundHandleActive(_handle)) _vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_handle, this, -1, 255, 0, false, true); } void Snd::checkEndSample(void) { if (_compositionPos != -1) nextCompositionPos(); else if ((_repCount == -1) || (--_repCount > 0)) { _offset = 0.0; _frac = 0.0; _end = false; _playingSound = 1; } else { _end = true; _playingSound = 0; } } int Snd::readBuffer(int16 *buffer, const int numSamples) { memset(buffer, 0, numSamples); for (int i = 0; i < numSamples; i++) { Common::StackLock slock(_mutex); if (!_data) return i; if (_end || (_offset >= _length)) checkEndSample(); if (_end) return i; *buffer++ = (int16) ((_last + (_cur - _last) * _frac) * _fadeVol); _frac += _ratio; _offset += _ratio; while ((_frac > 1) && (_offset < _length)) { _frac -= 1; _last = _cur; _cur = _data[(int) _offset]; } if (_fade) { if (++_curFadeSamples >= _fadeSamples) { if (_fadeVolStep > 0) { _data = 0; _end = true; _playingSound = 0; _compositionPos = -1; } else { _fadeVol = 255.0; _fade = false; } } else _fadeVol -= _fadeVolStep; } } return numSamples; } } // End of namespace Gob