/* 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 "saga/saga.h" #include "saga/rscfile.h" #include "saga/sagaresnames.h" #include "saga/music.h" #include "saga/stream.h" #include "sound/audiostream.h" #include "sound/mididrv.h" #include "sound/midiparser.h" #include "common/config-manager.h" #include "common/file.h" namespace Saga { #define BUFFER_SIZE 4096 // I haven't decided yet if it's a good idea to make looping part of the audio // stream class, or if I should use a "wrapper" class, like I did for Broken // Sword 2, to make it easier to add support for compressed music... but I'll // worry about that later. class RAWInputStream : public Audio::AudioStream { private: ResourceContext *_context; Common::File *_file; uint32 _filePos; uint32 _startPos; uint32 _endPos; bool _finished; bool _looping; int16 _buf[BUFFER_SIZE]; const int16 *_bufferEnd; const int16 *_pos; const GameSoundInfo *_musicInfo; void refill(); bool eosIntern() const { return _pos >= _bufferEnd; } public: RAWInputStream(SagaEngine *vm, ResourceContext *context, uint32 resourceId, bool looping, uint32 loopStart); int readBuffer(int16 *buffer, const int numSamples); bool endOfData() const { return eosIntern(); } bool isStereo() const { return _musicInfo->stereo; } int getRate() const { return _musicInfo->frequency; } }; RAWInputStream::RAWInputStream(SagaEngine *vm, ResourceContext *context, uint32 resourceId, bool looping, uint32 loopStart) : _context(context), _finished(false), _looping(looping), _bufferEnd(_buf + BUFFER_SIZE) { ResourceData * resourceData; resourceData = vm->_resource->getResourceData(context, resourceId); _file = context->getFile(resourceData); _musicInfo = vm->getMusicInfo(); if (_musicInfo == NULL) { error("RAWInputStream() wrong musicInfo"); } // Determine the end position _filePos = resourceData->offset; _endPos = _filePos + resourceData->size; _startPos = _filePos + loopStart; if (_startPos >= _endPos) _startPos = _filePos; // Read in initial data refill(); } int RAWInputStream::readBuffer(int16 *buffer, const int numSamples) { int samples = 0; while (samples < numSamples && !eosIntern()) { const int len = MIN(numSamples - samples, (int) (_bufferEnd - _pos)); memcpy(buffer, _pos, len * 2); buffer += len; _pos += len; samples += len; if (_pos >= _bufferEnd) { refill(); } } return samples; } void RAWInputStream::refill() { if (_finished) return; uint32 lengthLeft; byte *ptr = (byte *) _buf; _file->seek(_filePos, SEEK_SET); if (_looping) lengthLeft = 2 * BUFFER_SIZE; else lengthLeft = MIN((uint32) (2 * BUFFER_SIZE), _endPos - _filePos); while (lengthLeft > 0) { uint32 len = _file->read(ptr, MIN(lengthLeft, _endPos - _file->pos())); if (len & 1) len--; #ifdef SCUMM_BIG_ENDIAN if (!_context->isBigEndian) { #else if (_context->isBigEndian) { #endif uint16 *ptr16 = (uint16 *)ptr; for (uint32 i = 0; i < (len / 2); i++) ptr16[i] = SWAP_BYTES_16(ptr16[i]); } lengthLeft -= len; ptr += len; if (lengthLeft > 0) _file->seek(_startPos); } _filePos = _file->pos(); _pos = _buf; _bufferEnd = (int16 *)ptr; if (!_looping && _filePos >= _endPos) { _finished = true; } } MusicPlayer::MusicPlayer(MidiDriver *driver) : _parser(0), _driver(driver), _looping(false), _isPlaying(false), _passThrough(false), _isGM(false) { memset(_channel, 0, sizeof(_channel)); _masterVolume = 0; this->open(); } MusicPlayer::~MusicPlayer() { _driver->setTimerCallback(NULL, NULL); stopMusic(); this->close(); } void MusicPlayer::setVolume(int volume) { if (volume < 0) volume = 0; else if (volume > 255) volume = 255; if (_masterVolume == volume) return; _masterVolume = volume; for (int i = 0; i < 16; ++i) { if (_channel[i]) { _channel[i]->volume(_channelVolume[i] * _masterVolume / 255); } } } int MusicPlayer::open() { // Don't ever call open without first setting the output driver! if (!_driver) return 255; int ret = _driver->open(); if (ret) return ret; _driver->setTimerCallback(this, &onTimer); return 0; } void MusicPlayer::close() { stopMusic(); if (_driver) _driver->close(); _driver = 0; } void MusicPlayer::send(uint32 b) { if (_passThrough) { _driver->send(b); return; } byte channel = (byte)(b & 0x0F); if ((b & 0xFFF0) == 0x07B0) { // Adjust volume changes by master volume byte volume = (byte)((b >> 16) & 0x7F); _channelVolume[channel] = volume; volume = volume * _masterVolume / 255; b = (b & 0xFF00FFFF) | (volume << 16); } else if ((b & 0xF0) == 0xC0 && !_isGM && !_nativeMT32) { b = (b & 0xFFFF00FF) | MidiDriver::_mt32ToGm[(b >> 8) & 0xFF] << 8; } else if ((b & 0xFFF0) == 0x007BB0) { //Only respond to All Notes Off if this channel //has currently been allocated if (_channel[b & 0x0F]) return; } if (!_channel[channel]) _channel[channel] = (channel == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel(); if (_channel[channel]) _channel[channel]->send(b); } void MusicPlayer::metaEvent(byte type, byte *data, uint16 length) { // FIXME: The "elkfanfare" is played much too quickly. There are some // meta events that we don't handle. Perhaps there is a // connection...? switch (type) { case 0x2F: // End of Track if (_looping) _parser->jumpToTick(0); else stopMusic(); break; default: //warning("Unhandled meta event: %02x", type); break; } } void MusicPlayer::onTimer(void *refCon) { MusicPlayer *music = (MusicPlayer *)refCon; if (music->_isPlaying) music->_parser->onTimer(); } void MusicPlayer::playMusic() { _isPlaying = true; } void MusicPlayer::stopMusic() { _isPlaying = false; if (_parser) { _parser->unloadMusic(); _parser = NULL; } } Music::Music(SagaEngine *vm, Audio::Mixer *mixer, MidiDriver *driver, int enabled) : _vm(vm), _mixer(mixer), _enabled(enabled), _adlib(false) { _player = new MusicPlayer(driver); _currentVolume = 0; xmidiParser = MidiParser::createParser_XMIDI(); smfParser = MidiParser::createParser_SMF(); _digitalMusicContext = _vm->_resource->getContext(GAME_MUSICFILE); _songTableLen = 0; _songTable = 0; _midiMusicData = NULL; } Music::~Music() { _mixer->stopHandle(_musicHandle); delete _player; xmidiParser->setMidiDriver(NULL); smfParser->setMidiDriver(NULL); delete xmidiParser; delete smfParser; free(_songTable); free(_midiMusicData); } void Music::musicVolumeGaugeCallback(void *refCon) { ((Music *)refCon)->musicVolumeGauge(); } void Music::musicVolumeGauge() { int volume; _currentVolumePercent += 10; if (_currentVolume - _targetVolume > 0) { // Volume decrease volume = _targetVolume + (_currentVolume - _targetVolume) * (100 - _currentVolumePercent) / 100; } else { volume = _currentVolume + (_targetVolume - _currentVolume) * _currentVolumePercent / 100; } if (volume < 0) volume = 1; _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, volume); _player->setVolume(volume); if (_currentVolumePercent == 100) { _vm->_timer->removeTimerProc(&musicVolumeGaugeCallback); _currentVolume = _targetVolume; } } void Music::setVolume(int volume, int time) { _targetVolume = volume * 2; // ScummVM has different volume scale _currentVolumePercent = 0; if (volume == -1) // Set Full volume volume = 255; if (time == 1) { _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, volume); _player->setVolume(volume); _vm->_timer->removeTimerProc(&musicVolumeGaugeCallback); _currentVolume = volume; return; } _vm->_timer->installTimerProc(&musicVolumeGaugeCallback, time * 100L, this); } bool Music::isPlaying() { return _mixer->isSoundHandleActive(_musicHandle) || _player->isPlaying(); } void Music::play(uint32 resourceId, MusicFlags flags) { Audio::AudioStream *audioStream = NULL; MidiParser *parser; ResourceContext *context = NULL; byte *resourceData; size_t resourceSize; uint32 loopStart; debug(2, "Music::play %d, %d", resourceId, flags); if (!_enabled) { return; } if (isPlaying() && _trackNumber == resourceId) { return; } _trackNumber = resourceId; _player->stopMusic(); _mixer->stopHandle(_musicHandle); int realTrackNumber; if (_vm->getGameType() == GType_ITE) { if (flags == MUSIC_DEFAULT) { if (resourceId == 13 || resourceId == 19) { flags = MUSIC_NORMAL; } else { flags = MUSIC_LOOP; } } realTrackNumber = resourceId - 8; } else { realTrackNumber = resourceId + 1; } // Try to open standalone digital track char trackName[2][16]; sprintf(trackName[0], "track%d", realTrackNumber); sprintf(trackName[1], "track%02d", realTrackNumber); Audio::AudioStream *stream = 0; for (int i = 0; i < 2; ++i) { // We multiply by 40 / 3 = 1000 / 75 to convert frames to milliseconds // FIXME: Do we really want a duration of 10000 frames = 133 seconds, or is that just a random value? stream = Audio::AudioStream::openStreamFile(trackName[i], 0, 10000 * 40 / 3, (flags == MUSIC_LOOP) ? 0 : 1); if (stream) { _mixer->playInputStream(Audio::Mixer::kMusicSoundType, &_musicHandle, stream); return; } } if (_vm->getGameType() == GType_ITE) { if (resourceId >= 9 && resourceId <= 34) { if (_digitalMusicContext != NULL) { //TODO: check resource size loopStart = 0; // fix ITE sunstatm score if ((_vm->getGameType() == GType_ITE) && (resourceId == MUSIC_SUNSPOT)) { loopStart = 4 * 18727; } if (!(_vm->getFeatures() & GF_COMPRESSED_SOUNDS)) { // uncompressed digital music audioStream = new RAWInputStream(_vm, _digitalMusicContext, resourceId - 9, flags == MUSIC_LOOP, loopStart); } else { // compressed digital music ResourceData * musicResourceData; Common::File *_file; byte compressedHeader[10]; GameSoundTypes soundType; musicResourceData = _vm->_resource->getResourceData(_digitalMusicContext, resourceId - 9); _file = _digitalMusicContext->getFile(musicResourceData); if (_vm->getMusicInfo() == NULL) { error("RAWInputStream() wrong musicInfo"); } _file->seek((long)musicResourceData->offset, SEEK_SET); _file->read(compressedHeader, 9); if (compressedHeader[0] == char(0)) { soundType = kSoundMP3; } else if (compressedHeader[0] == char(1)) { soundType = kSoundOGG; } else if (compressedHeader[0] == char(2)) { soundType = kSoundFLAC; } switch (soundType) { #ifdef USE_MAD case kSoundMP3: debug(1, "Playing MP3 compressed digital music"); audioStream = Audio::makeMP3Stream(_file, musicResourceData->size); break; #endif #ifdef USE_VORBIS case kSoundOGG: debug(1, "Playing OGG compressed digital music"); audioStream = Audio::makeVorbisStream(_file, musicResourceData->size); break; #endif #ifdef USE_FLAC case kSoundFLAC: debug(1, "Playing FLAC compressed digital music"); audioStream = Audio::makeFlacStream(_file, musicResourceData->size); break; #endif default: // Unknown compression error("Trying to play a compressed digital music, but the compression is not known"); break; } } } } } if (audioStream) { debug(2, "Playing digitized music"); _mixer->playInputStream(Audio::Mixer::kMusicSoundType, &_musicHandle, audioStream); return; } if (flags == MUSIC_DEFAULT) { flags = MUSIC_NORMAL; } // Load MIDI/XMI resource data if (_vm->getGameType() == GType_ITE) { context = _vm->_resource->getContext(GAME_MUSICFILE_GM); if (context == NULL) { context = _vm->_resource->getContext(GAME_RESOURCEFILE); } } else { // I've listened to music from both the FM and the GM // file, and I've tentatively reached the conclusion // that they are both General MIDI. My guess is that // the FM file has been reorchestrated to sound better // on Adlib and other FM synths. // // Sev says the Adlib music does not sound like in the // original, but I still think assuming General MIDI is // the right thing to do. Some music, like the End // Title (song 0) sound absolutely atrocious when piped // through our MT-32 to GM mapping. // // It is, however, quite possible that the original // used a different GM to FM mapping. If the original // sounded markedly better, perhaps we should add some // way of replacing our stock mapping in adlib.cpp? // // For the composer's own recording of the End Title, // see http://www.johnottman.com/ // Oddly enough, the intro music (song 1) is very // different in the two files. I have no idea why. if (hasAdlib()) { context = _vm->_resource->getContext(GAME_MUSICFILE_FM); } else { context = _vm->_resource->getContext(GAME_MUSICFILE_GM); } } _player->setGM(true); _vm->_resource->loadResource(context, resourceId, resourceData, resourceSize); if (resourceSize < 4) { error("Music::play() wrong music resource size"); } if (xmidiParser->loadMusic(resourceData, resourceSize)) { if (_vm->getGameType() == GType_ITE) _player->setGM(false); parser = xmidiParser; } else { if (smfParser->loadMusic(resourceData, resourceSize)) { parser = smfParser; } else { error("Music::play() wrong music resource"); } } parser->setTrack(0); parser->setMidiDriver(_player); parser->setTimerRate(_player->getBaseTempo()); parser->property(MidiParser::mpCenterPitchWheelOnUnload, 1); _player->_parser = parser; _player->setVolume(_vm->_musicVolume == 10 ? 255 : _vm->_musicVolume * 25); if (flags & MUSIC_LOOP) _player->setLoop(true); else _player->setLoop(false); _player->playMusic(); free(_midiMusicData); _midiMusicData = resourceData; } void Music::pause(void) { //TODO: do it } void Music::resume(void) { //TODO: do it} } void Music::stop(void) { //TODO: do it } } // End of namespace Saga