/* 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 Labyrinth of Time code with assistance of * * Copyright (c) 1993 Terra Nova Development * Copyright (c) 2004 The Wyrmkeep Entertainment Co. * */ #include "audio/mixer.h" #include "lab/stddefines.h" #include "lab/labfun.h" #include "lab/mouse.h" #include "lab/vga.h" #include "lab/lab.h" namespace Lab { #define MUSICBUFSIZE (2 * 65536L) #define SAMPLESPEED 15000L #define CLOWNROOM 123 #define DIMROOM 80 Music *g_music; extern uint16 RoomNum; // TODO: Move into a class Music::Music() { _file = 0; _tFile = 0; _musicPaused = false; _tMusicOn = false; _tLeftInFile = 0; _leftinfile = 0; _musicOn = false; _winmusic = false; _loopSoundEffect = false; _queuingAudioStream = NULL; _doNotFilestopSoundEffect = false; _lastMusicRoom = 1; _doReset = true; _waitTillFinished = false; } /*****************************************************************************/ /* Figures out which buffer is currently playing based on messages sent to */ /* it from the Audio device. */ /*****************************************************************************/ void Music::updateMusic() { WSDL_ProcessInput(0); updateMouse(); if (_musicOn && getPlayingBufferCount() < MAXBUFFERS) { // NOTE: We need to use malloc(), cause this will be freed with free() // by the music code byte *musicBuffer = (byte *)malloc(MUSICBUFSIZE); fillbuffer(musicBuffer); // Queue a music block, and start the music, if needed bool startMusic = false; if (!_queuingAudioStream) { _queuingAudioStream = Audio::makeQueuingAudioStream(SAMPLESPEED, false); startMusic = true; } byte soundFlags = Audio::FLAG_LITTLE_ENDIAN; if (g_lab->getPlatform() == Common::kPlatformWindows) soundFlags |= Audio::FLAG_16BITS; else soundFlags |= Audio::FLAG_UNSIGNED; _queuingAudioStream->queueBuffer(musicBuffer, MUSICBUFSIZE, DisposeAfterUse::YES, soundFlags); if (startMusic) g_lab->_mixer->playStream(Audio::Mixer::kMusicSoundType, &_musicHandle, _queuingAudioStream); } } uint16 Music::getPlayingBufferCount() { return (_queuingAudioStream) ? _queuingAudioStream->numQueuedStreams() : 0; } void Music::playSoundEffect(uint16 SampleSpeed, uint32 Length, void *Data) { pauseBackMusic(); stopSoundEffect(); if (SampleSpeed < 4000) SampleSpeed = 4000; byte soundFlags = Audio::FLAG_LITTLE_ENDIAN; if (g_lab->getPlatform() == Common::kPlatformWindows) soundFlags |= Audio::FLAG_16BITS; else soundFlags |= Audio::FLAG_UNSIGNED; Audio::SeekableAudioStream *audioStream = Audio::makeRawStream((const byte *)Data, Length, SampleSpeed, soundFlags, DisposeAfterUse::NO); uint loops = (_loopSoundEffect) ? 0 : 1; Audio::LoopingAudioStream *loopingAudioStream = new Audio::LoopingAudioStream(audioStream, loops); g_lab->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_sfxHandle, loopingAudioStream); } void Music::stopSoundEffect() { if (isSoundEffectActive()) g_lab->_mixer->stopHandle(_sfxHandle); } bool Music::isSoundEffectActive() const { return g_lab->_mixer->isSoundHandleActive(_sfxHandle); } void Music::fillbuffer(byte *musicBuffer) { if (MUSICBUFSIZE < _leftinfile) { _file->read(musicBuffer, MUSICBUFSIZE); _leftinfile -= MUSICBUFSIZE; } else { _file->read(musicBuffer, _leftinfile); memset((char *)musicBuffer + _leftinfile, 0, MUSICBUFSIZE - _leftinfile); _file->seek(0); _leftinfile = _file->size(); } } /*****************************************************************************/ /* Starts up the music initially. */ /*****************************************************************************/ void Music::startMusic(bool startatbegin) { if (!_musicOn) return; stopSoundEffect(); if (startatbegin) { _file->seek(0); _leftinfile = _file->size(); } _musicOn = true; updateMusic(); } /*****************************************************************************/ /* Initializes the music buffers. */ /*****************************************************************************/ bool Music::initMusic() { _musicOn = true; _musicPaused = false; const char *filename; if (_winmusic) filename = "Music:WinGame"; else filename = "Music:BackGrou"; _file = openPartial(filename); if (_file) { startMusic(true); return true; } _musicOn = false; return false; } /*****************************************************************************/ /* Frees up the music buffers and closes the file. */ /*****************************************************************************/ void Music::freeMusic() { _musicOn = false; g_lab->_mixer->stopHandle(_musicHandle); _queuingAudioStream = NULL; g_lab->_mixer->stopHandle(_sfxHandle); delete _file; _file = NULL; } /*****************************************************************************/ /* Pauses the background music. */ /*****************************************************************************/ void Music::pauseBackMusic() { if (!_musicPaused && _musicOn) { updateMusic(); _musicOn = false; stopSoundEffect(); g_lab->_mixer->pauseHandle(_musicHandle, true); _musicPaused = true; } } /*****************************************************************************/ /* Resumes the paused background music. */ /*****************************************************************************/ void Music::resumeBackMusic() { if (_musicPaused) { stopSoundEffect(); _musicOn = true; g_lab->_mixer->pauseHandle(_musicHandle, false); updateMusic(); _musicPaused = false; } } /*****************************************************************************/ /* Turns the music on and off. */ /*****************************************************************************/ void Music::setMusic(bool on) { stopSoundEffect(); if (on && !_musicOn) { _musicOn = true; startMusic(true); } else if (!on && _musicOn) { _musicOn = false; updateMusic(); } else _musicOn = on; } /******************************************************************************/ /* Checks the music that should be playing in a particular room. */ /******************************************************************************/ void Music::checkRoomMusic() { if ((_lastMusicRoom == RoomNum) || !_musicOn) return; if (RoomNum == CLOWNROOM) changeMusic("Music:Laugh"); else if (RoomNum == DIMROOM) changeMusic("Music:Rm81"); else if (_doReset) resetMusic(); _lastMusicRoom = RoomNum; } /*****************************************************************************/ /* Changes the background music to something else. */ /*****************************************************************************/ void Music::changeMusic(const char *newmusic) { if (!_tFile) { _tFile = _file; _tMusicOn = _musicOn; _tLeftInFile = _leftinfile + 65536L; if (_tLeftInFile > (uint32)_tFile->size()) _tLeftInFile = _leftinfile; } _file = openPartial(newmusic); if (_file) { _musicOn = true; /* turn it off */ setMusic(false); _musicOn = false; /* turn it back on */ setMusic(true); } else { _file = _tFile; _tFile = 0; } } /*****************************************************************************/ /* Changes the background music to the original piece playing. */ /*****************************************************************************/ void Music::resetMusic() { if (!_tFile) return; if (_file->isOpen()) _file->close(); _file = _tFile; _leftinfile = _tLeftInFile; _file->seek(_file->size() - _leftinfile); _musicOn = true; setMusic(false); updateMusic(); if (!_tMusicOn) { _tFile = 0; return; } _musicOn = _tMusicOn; startMusic(false); _tFile = 0; } byte **Music::newOpen(const char *name) { uint32 unused; return newOpen(name, unused); } /*****************************************************************************/ /* Checks whether or note enough memory in music buffer before loading any */ /* files. Fills it if not. Does not take into account the current buffer */ /* playing; a built in fudge factor. We've also got another FUDGEFACTOR */ /* defined above in case things go wrong. */ /* */ /* Here, the seconds are multipled by 10. */ /*****************************************************************************/ byte **Music::newOpen(const char *name, uint32 &size) { byte **file; if (!name || !strcmp(name, "") || !strcmp(name, " ")) return NULL; if ((file = isBuffered(name))) return file; updateMusic(); if (!_doNotFilestopSoundEffect) stopSoundEffect(); file = openFile(name, size); updateMusic(); return file; } } // End of namespace Lab