/* 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. * * $URL$ * $Id$ * */ #include "common/endian.h" #include "gob/gob.h" #include "gob/sound.h" #include "gob/global.h" #include "gob/util.h" #include "gob/dataio.h" #include "gob/game.h" namespace Gob { void SoundDesc::set(SoundType type, SoundSource src, byte *data, uint32 dSize) { free(); _type = type; _source = src; _data = _dataPtr = data; _size = dSize; } void SoundDesc::load(SoundType type, SoundSource src, byte *data, uint32 dSize) { free(); _source = src; switch (type) { case SOUND_ADL: loadADL(data, dSize); break; case SOUND_SND: loadSND(data, dSize); break; } } void SoundDesc::free() { if (_source != SOUND_TOT) delete[] _data; _data = _dataPtr = 0; _id = 0; } void SoundDesc::convToSigned() { if ((_type == SOUND_SND) && _data && _dataPtr) for (uint32 i = 0; i < _size; i++) _dataPtr[i] ^= 0x80; } void SoundDesc::loadSND(byte *data, uint32 dSize) { assert(dSize > 6); _type = SOUND_SND; _data = data; _dataPtr = data + 6; _frequency = MAX((int16) READ_BE_UINT16(data + 4), (int16) 4700); _flag = data[0] ? (data[0] & 0x7F) : 8; data[0] = 0; _size = MIN(READ_BE_UINT32(data), dSize - 6); } void SoundDesc::loadADL(byte *data, uint32 dSize) { _type = SOUND_ADL; _data = _dataPtr = data; _size = dSize; } Snd::Snd(GobEngine *vm) : _vm(vm) { _playingSound = 0; _curSoundDesc = 0; _rate = _vm->_mixer->getOutputRate(); _end = true; _data = 0; _length = 0; _freq = 0; _repCount = 0; _offset = 0; _offsetFrac = 0; _offsetInc = 0; _cur = 0; _last = 0; _fade = false; _fadeVol = 65536; _fadeVolStep = 0; _fadeSamples = 0; _curFadeSamples = 0; _compositionSamples = 0; _compositionSampleCount = 0; _compositionPos = -1; _speakerStream = new Audio::PCSpeaker(_vm->_mixer->getOutputRate()); _vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_handle, this, -1, 255, 0, false, true); _vm->_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_speakerHandle, _speakerStream, -1, 50, 0, false, true); } Snd::~Snd() { // stop permanent streams manually: // First the speaker stream _vm->_mixer->stopHandle(_speakerHandle); delete _speakerStream; // Next, this stream (class Snd is an AudioStream, too) _vm->_mixer->stopHandle(_handle); } void Snd::speakerOn(int16 frequency, int32 length) { _speakerStream->play(Audio::PCSpeaker::kWaveFormSquare, frequency, length); } void Snd::speakerOff() { _speakerStream->stop(); } void Snd::speakerOnUpdate(uint32 milis) { if (_speakerStream->isPlaying()) _speakerStream->stop(milis); } void Snd::stopSound(int16 fadeLength, SoundDesc *sndDesc) { Common::StackLock slock(_mutex); if (sndDesc && (sndDesc != _curSoundDesc)) return; if (fadeLength <= 0) { _data = 0; _end = true; _playingSound = 0; _curSoundDesc = 0; return; } _fade = true; _fadeVol = 65536; _fadeSamples = (int) (fadeLength * (((double) _rate) / 10.0)); _fadeVolStep = MAX((int32) 1, (int32) (65536 / _fadeSamples)); _curFadeSamples = 0; } void Snd::setRepeating(int32 repCount) { Common::StackLock slock(_mutex); _repCount = repCount; } 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() { if (_compositionPos != -1) { stopSound(0); _compositionPos = -1; } } void Snd::nextCompositionPos() { int8 slot; while ((++_compositionPos < 50) && ((slot = _composition[_compositionPos]) != -1)) { if ((slot >= 0) && (slot < _compositionSampleCount)) { SoundDesc &sample = _compositionSamples[slot]; if (!sample.empty() && (sample.getType() == SOUND_SND)) { setSample(sample, 1, 0, 0); return; } } if (_compositionPos == 49) _compositionPos = -1; } _compositionPos = -1; } void Snd::playComposition(int16 *composition, int16 freqVal, SoundDesc *sndDescs, int8 sndCount) { int i; waitEndPlay(); stopComposition(); _compositionSamples = sndDescs ? sndDescs : _vm->_game->_soundSamples; _compositionSampleCount = sndCount; i = -1; do { i++; _composition[i] = composition[i]; } while ((i < 50) && (composition[i] != -1)); _compositionPos = -1; nextCompositionPos(); } void Snd::setSample(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.getData(); _length = sndDesc.size(); _freq = frequency; _repCount = repCount; _end = false; _playingSound = 1; _offset = 0; _offsetFrac = 0; _offsetInc = (_freq << FRAC_BITS) / _rate; _last = _cur; _cur = _data[0]; _curFadeSamples = 0; if (fadeLength == 0) { _fade = false; _fadeVol = 65536; _fadeSamples = 0; _fadeVolStep = 0; } else { _fade = true; _fadeVol = 0; _fadeSamples = (int) (fadeLength * (((double) _rate) / 10.0)); _fadeVolStep = - MAX((int32) 1, (int32) (65536 / _fadeSamples)); } } bool Snd::loadSample(SoundDesc &sndDesc, const char *fileName) { byte *data; uint32 size; data = (byte *) _vm->_dataIO->getData(fileName); if (!data) return false; size = _vm->_dataIO->getDataSize(fileName); sndDesc.load(SOUND_SND, SOUND_FILE, data, size); return true; } void Snd::freeSample(SoundDesc &sndDesc) { stopSound(0, &sndDesc); sndDesc.free(); } void Snd::playSample(SoundDesc &sndDesc, int16 repCount, int16 frequency, int16 fadeLength) { Common::StackLock slock(_mutex); if (!_end) return; setSample(sndDesc, repCount, frequency, fadeLength); } void Snd::checkEndSample() { if (_compositionPos != -1) nextCompositionPos(); else if ((_repCount == -1) || (--_repCount > 0)) { _offset = 0; _offsetFrac = 0; _end = false; _playingSound = 1; } else { _end = true; _playingSound = 0; } } int Snd::readBuffer(int16 *buffer, const int numSamples) { Common::StackLock slock(_mutex); for (int i = 0; i < numSamples; i++) { if (!_data) return i; if (_end || (_offset >= _length)) checkEndSample(); if (_end) return i; // Linear interpolation. See sound/rate.cpp int32 val = (_last + (((_cur - _last) * _offsetFrac + FRAC_HALF) >> FRAC_BITS)) << 8; *buffer++ = (val * _fadeVol) >> 16; _offsetFrac += _offsetInc; // Was there an integral change? if (fracToInt(_offsetFrac) > 0) { _last = _cur; _cur = _data[_offset]; _offset += fracToInt(_offsetFrac); _offsetFrac &= FRAC_LO_MASK; } if (_fade) { if (++_curFadeSamples >= _fadeSamples) { if (_fadeVolStep > 0) { _data = 0; _end = true; _playingSound = 0; _compositionPos = -1; _curSoundDesc = 0; } else { _fadeVol = 65536; _fade = false; } } else _fadeVol -= _fadeVolStep; if (_fadeVol < 0) _fadeVol = 0; } } return numSamples; } } // End of namespace Gob