/* 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. * */ /* * This code is based on original Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ // sound.c - sound effects and music support #include "common/debug.h" #include "common/system.h" #include "common/textconsole.h" #include "common/config-manager.h" #include "audio/decoders/raw.h" #include "audio/audiostream.h" #include "audio/midiparser.h" #include "audio/softsynth/pcspk.h" #include "hugo/hugo.h" #include "hugo/game.h" #include "hugo/file.h" #include "hugo/sound.h" #include "hugo/text.h" namespace Hugo { MidiPlayer::MidiPlayer() { MidiDriver::DeviceHandle dev = MidiDriver::detectDevice(MDT_MIDI | MDT_ADLIB | MDT_PREFER_GM); _driver = MidiDriver::createMidi(dev); assert(_driver); _paused = false; int ret = _driver->open(); if (ret == 0) { _driver->sendGMReset(); _driver->setTimerCallback(this, &timerCallback); } } void MidiPlayer::play(uint8 *stream, uint16 size) { debugC(3, kDebugMusic, "MidiPlayer::play"); Common::StackLock lock(_mutex); stop(); if (!stream) return; _midiData = (uint8 *)malloc(size); if (_midiData) { memcpy(_midiData, stream, size); syncVolume(); // FIXME: syncVolume calls setVolume which in turn also locks the mutex! ugh _parser = MidiParser::createParser_SMF(); _parser->loadMusic(_midiData, size); _parser->setTrack(0); _parser->setMidiDriver(this); _parser->setTimerRate(_driver->getBaseTempo()); _isLooping = false; _isPlaying = true; } } void MidiPlayer::pause(bool p) { _paused = p; for (int i = 0; i < kNumChannels; ++i) { if (_channelsTable[i]) { _channelsTable[i]->volume(_paused ? 0 : _channelsVolume[i] * _masterVolume / 255); } } } void MidiPlayer::onTimer() { Common::StackLock lock(_mutex); if (!_paused && _isPlaying && _parser) { _parser->onTimer(); } } void MidiPlayer::sendToChannel(byte channel, uint32 b) { if (!_channelsTable[channel]) { _channelsTable[channel] = (channel == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel(); // If a new channel is allocated during the playback, make sure // its volume is correctly initialized. if (_channelsTable[channel]) _channelsTable[channel]->volume(_channelsVolume[channel] * _masterVolume / 255); } if (_channelsTable[channel]) _channelsTable[channel]->send(b); } SoundHandler::SoundHandler(HugoEngine *vm) : _vm(vm) { _midiPlayer = new MidiPlayer(); _speakerStream = new Audio::PCSpeaker(_vm->_mixer->getOutputRate()); _vm->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_speakerHandle, _speakerStream, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO, true); _DOSSongPtr = nullptr; _curPriority = 0; _pcspkrTimer = 0; _pcspkrOctave = 3; _pcspkrNoteDuration = 2; _DOSIntroSong = nullptr; } SoundHandler::~SoundHandler() { _vm->getTimerManager()->removeTimerProc(&loopPlayer); _vm->_mixer->stopHandle(_speakerHandle); delete _speakerStream; delete _midiPlayer; } /** * Set the FM music volume from config.mvolume (0..100%) */ void SoundHandler::setMusicVolume() { _midiPlayer->syncVolume(); } /** * Stop any sound that might be playing */ void SoundHandler::stopSound() { _vm->_mixer->stopAll(); } /** * Stop any tune that might be playing */ void SoundHandler::stopMusic() { _midiPlayer->stop(); } /** * Turn music on and off */ void SoundHandler::toggleMusic() { _vm->_config._musicFl = !_vm->_config._musicFl; _midiPlayer->pause(!_vm->_config._musicFl); } /** * Turn digitized sound on and off */ void SoundHandler::toggleSound() { _vm->_config._soundFl = !_vm->_config._soundFl; } void SoundHandler::playMIDI(SoundPtr seqPtr, uint16 size) { _midiPlayer->play(seqPtr, size); } /** * Read a tune sequence from the sound database and start playing it */ void SoundHandler::playMusic(int16 tune) { SoundPtr seqPtr; // Sequence data from file uint16 size; // Size of sequence data if (_vm->_config._musicFl) { _vm->getGameStatus()._song = tune; seqPtr = _vm->_file->getSound(tune, &size); playMIDI(seqPtr, size); free(seqPtr); } } /** * Produce various sound effects on supplied stereo channel(s) * Override currently playing sound only if lower or same priority */ void SoundHandler::playSound(int16 sound, const byte priority) { // uint32 dwVolume; // Left, right volume of sound SoundPtr soundPtr; // Sound data uint16 size; // Size of data // Sound disabled if (!_vm->_config._soundFl || !_vm->_mixer->isReady()) return; syncVolume(); _curPriority = priority; // Get sound data if ((soundPtr = _vm->_file->getSound(sound, &size)) == nullptr) return; Audio::AudioStream *stream = Audio::makeRawStream(soundPtr, size, 11025, Audio::FLAG_UNSIGNED); _vm->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_soundHandle, stream); } /** * Initialize for MCI sound and midi */ void SoundHandler::initSound() { //_midiPlayer->open(); } void SoundHandler::syncVolume() { int soundVolume; if (ConfMan.getBool("sfx_mute") || ConfMan.getBool("mute")) soundVolume = -1; else soundVolume = MIN(255, ConfMan.getInt("sfx_volume")); _vm->_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundVolume); _midiPlayer->syncVolume(); } /** * Check if music is still playing. * If not, select the next track in the playlist and play it */ void SoundHandler::checkMusic() { if (_midiPlayer->isPlaying()) return; for (int i = 0; _vm->_defltTunes[i] != -1; i++) { if (_vm->_defltTunes[i] == _vm->getGameStatus()._song) { if (_vm->_defltTunes[i + 1] != -1) playMusic(_vm->_defltTunes[i + 1]); else playMusic(_vm->_defltTunes[0]); break; } } } void SoundHandler::loopPlayer(void *refCon) { ((SoundHandler *)refCon)->pcspkr_player(); } /** * Decrement last note's timer and see if time to play next note yet. * If so, interpret next note in string and play it. Update ptr to string * Timer: >0 - song still going, 0 - Stop note, -1 - Set next note */ void SoundHandler::pcspkr_player() { static const uint16 pcspkrNotes[8] = {1352, 1205, 2274, 2026, 1805, 1704, 1518}; // The 3rd octave note counts A..G static const uint16 pcspkrSharps[8] = {1279, 1171, 2150, 1916, 1755, 1611, 1435}; // The sharps, A# to B# static const uint16 pcspkrFlats[8] = {1435, 1279, 2342, 2150, 1916, 1755, 1611}; // The flats, Ab to Bb // Does the user not want any sound? if (!_vm->_config._soundFl || !_vm->_mixer->isReady()) return; // Is there no song? if (!_DOSSongPtr) return; // Did we reach the end of the song? if (!*_DOSSongPtr) return; // Update the timer. _pcspkrTimer--; // Check the timer state.. if (!_pcspkrTimer) { // A note just finished, stop the sound (if any) and return. _speakerStream->stop(); return; } else if (_pcspkrTimer > 0) { // A (rest or normal) note is still playing, return. return; } // The timer is <0, time to play the next note. bool cmdNote = true; do { switch (*_DOSSongPtr) { case 'O': // Switch to new octave 0..7 _DOSSongPtr++; _pcspkrOctave = *_DOSSongPtr - '0'; if ((_pcspkrOctave < 0) || (_pcspkrOctave > 7)) error("pcspkr_player() - Bad octave"); _DOSSongPtr++; break; case 'L': // Switch to new duration (in ticks) _DOSSongPtr++; _pcspkrNoteDuration = *_DOSSongPtr - '0'; if (_pcspkrNoteDuration < 0) error("pcspkr_player() - Bad duration"); _pcspkrNoteDuration--; _DOSSongPtr++; break; case '<': case '^': // Move up an octave _DOSSongPtr++; _pcspkrOctave++; break; case '>': case 'v': // Move down an octave _DOSSongPtr++; _pcspkrOctave--; break; default: // Not a command, probably a note; so we should stop // processing commands and move onward now. cmdNote = false; break; } } while (cmdNote); switch (*_DOSSongPtr) { case 'A': case 'B': case 'C': case 'D': case 'E': case 'F': case 'G': // Play a note. // First, what frequency does this note get played at? // We must check for sharp or flat (#, -). uint16 count; switch (_DOSSongPtr[1]) { case '#': count = pcspkrSharps[*_DOSSongPtr++ - 'A']; break; case 'b': count = pcspkrFlats[*_DOSSongPtr++ - 'A']; break; default: count = pcspkrNotes[*_DOSSongPtr - 'A']; break; } // Adjust for the octave if needed. if (_pcspkrOctave > 3) count /= (1 << (_pcspkrOctave - 3)); else if (_pcspkrOctave < 3) count *= (1 << (3 - _pcspkrOctave)); // Start a note playing (we will stop it when the timer expires). _speakerStream->play(Audio::PCSpeaker::kWaveFormSquare, kHugoCNT / count, -1); _pcspkrTimer = _pcspkrNoteDuration; _DOSSongPtr++; break; case '.': // Play a 'rest note' by being silent for a bit. _speakerStream->stop(); _pcspkrTimer = _pcspkrNoteDuration; _DOSSongPtr++; break; default: warning("pcspkr_player() - Unhandled note"); } } void SoundHandler::loadIntroSong(Common::ReadStream &in) { for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { uint16 numBuf = in.readUint16BE(); if (varnt == _vm->_gameVariant) _DOSIntroSong = _vm->_text->getTextData(numBuf); } } void SoundHandler::initPcspkrPlayer() { _vm->getTimerManager()->installTimerProc(&loopPlayer, 1000000 / _vm->_normalTPS, this, "hugoSoundLoop"); } } // End of namespace Hugo