/* 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. * */ // Sound resource management class #include "saga/saga.h" #include "saga/itedata.h" #include "saga/resource.h" #include "saga/sndres.h" #include "saga/sound.h" #include "common/file.h" #include "audio/audiostream.h" #include "audio/decoders/adpcm.h" #include "audio/decoders/aiff.h" #include "audio/decoders/raw.h" #include "audio/decoders/voc.h" #include "audio/decoders/wave.h" #ifdef ENABLE_SAGA2 #include "saga/shorten.h" #endif namespace Saga { #define RID_IHNM_SFX_LUT 265 #define RID_IHNMDEMO_SFX_LUT 222 SndRes::SndRes(SagaEngine *vm) : _vm(vm), _sfxContext(NULL), _voiceContext(NULL), _voiceSerial(-1) { // Load sound module resource file contexts _sfxContext = _vm->_resource->getContext(GAME_SOUNDFILE); if (_sfxContext == NULL) { error("SndRes::SndRes resource context not found"); } setVoiceBank(0); if (_vm->getGameId() == GID_ITE) { _fxTable.resize(ITE_SFXCOUNT); for (uint i = 0; i < _fxTable.size(); i++) { _fxTable[i].res = ITE_SfxTable[i].res; _fxTable[i].vol = ITE_SfxTable[i].vol; } #ifdef ENABLE_IHNM } else if (_vm->getGameId() == GID_IHNM) { ResourceContext *resourceContext; resourceContext = _vm->_resource->getContext(GAME_SOUNDFILE); if (resourceContext == NULL) { error("Resource::loadGlobalResources() resource context not found"); } ByteArray resourceData; if (_vm->isIHNMDemo()) { _vm->_resource->loadResource(resourceContext, RID_IHNMDEMO_SFX_LUT, resourceData); } else { _vm->_resource->loadResource(resourceContext, RID_IHNM_SFX_LUT, resourceData); } if (resourceData.empty()) { error("Sndres::SndRes can't read SfxIDs table"); } _fxTableIDs.resize(resourceData.size() / 2); ByteArrayReadStreamEndian metaS(resourceData); for (uint i = 0; i < _fxTableIDs.size(); i++) { _fxTableIDs[i] = metaS.readSint16LE(); } #endif #ifdef ENABLE_SAGA2 } else if (_vm->getGameId() == GID_DINO) { // TODO } else if (_vm->getGameId() == GID_FTA2) { // TODO #endif } } SndRes::~SndRes() { } void SndRes::setVoiceBank(int serial) { Common::File *file; if (_voiceSerial == serial) return; #ifdef ENABLE_IHNM // If we got the Macintosh version of IHNM, just set the voice bank // so that we know which voices* subfolder to look for later if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) { _voiceSerial = serial; // Set a dummy voice context _voiceContext = new VoiceResourceContext_RES(); return; } #endif // If there are no voice files present, don't set the voice bank if (!_vm->_voiceFilesExist) return; // Close previous voice bank file if (_voiceContext != NULL) { file = _voiceContext->getFile(NULL); if (file->isOpen()) { file->close(); } } _voiceSerial = serial; _voiceContext = _vm->_resource->getContext(GAME_VOICEFILE, _voiceSerial); } void SndRes::playSound(uint32 resourceId, int volume, bool loop) { SoundBuffer buffer; debug(4, "SndRes::playSound %i", resourceId); if (!load(_sfxContext, resourceId, buffer, false)) { warning("Failed to load sound"); return; } _vm->_sound->playSound(buffer, volume, loop, resourceId); } void SndRes::playVoice(uint32 resourceId) { SoundBuffer buffer; if (!(_vm->_voiceFilesExist)) return; if (_vm->getGameId() == GID_IHNM && !(_vm->_voicesEnabled)) return; debug(4, "SndRes::playVoice %i", resourceId); if (!load(_voiceContext, resourceId, buffer, false)) { warning("Failed to load voice"); return; } _vm->_sound->playVoice(buffer); } bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buffer, bool onlyHeader) { Audio::AudioStream *voxStream; size_t soundResourceLength; bool result = false; GameSoundTypes resourceType = kSoundPCM; byte *data = 0; int rate = 0, size = 0; Common::File* file; if (resourceId == (uint32)-1) { return false; } #ifdef ENABLE_IHNM //TODO: move to resource_res so we can use normal "getResourceData" and "getFile" methods if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) { char soundFileName[40]; int dirIndex = resourceId / 64; if ((context->fileType() & GAME_VOICEFILE) != 0) { if (_voiceSerial == 0) { sprintf(soundFileName, "Voices/VoicesS/Voices%d/VoicesS%03x", dirIndex, resourceId); } else { sprintf(soundFileName, "Voices/Voices%d/Voices%d/Voices%d%03x", _voiceSerial, dirIndex, _voiceSerial, resourceId); } } else { sprintf(soundFileName, "SFX/SFX%d/SFX%03x", dirIndex, resourceId); } file = new Common::File(); file->open(soundFileName); soundResourceLength = file->size(); } else #endif { ResourceData* resourceData = context->getResourceData(resourceId); file = context->getFile(resourceData); file->seek(resourceData->offset); soundResourceLength = resourceData->size; } Common::SeekableReadStream& readS = *file; bool uncompressedSound = false; if (soundResourceLength >= 8) { byte header[8]; readS.read(&header, 8); readS.seek(readS.pos() - 8); if (!memcmp(header, "Creative", 8)) { resourceType = kSoundVOC; } else if (!memcmp(header, "RIFF", 4) != 0) { resourceType = kSoundWAV; } else if (!memcmp(header, "FORM", 4) != 0) { resourceType = kSoundAIFF; } else if (!memcmp(header, "ajkg", 4) != 0) { resourceType = kSoundShorten; } // If patch data exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed // Patch data for this resource is in file p2_a.iaf or p2_a.voc if (_vm->getGameId() == GID_ITE && resourceId == 4 && context->getResourceData(resourceId)->patchData != NULL) uncompressedSound = true; // FIXME: Currently, the SFX.RES file in IHNM cannot be compressed if (_vm->getGameId() == GID_IHNM && (context->fileType() & GAME_SOUNDFILE)) uncompressedSound = true; if (context->isCompressed() && !uncompressedSound) { if (header[0] == char(0)) { resourceType = kSoundMP3; } else if (header[0] == char(1)) { resourceType = kSoundOGG; } else if (header[0] == char(2)) { resourceType = kSoundFLAC; } } } // Default sound type is 16-bit signed PCM, used in ITE by PCM and VOX files buffer.isCompressed = context->isCompressed(); buffer.soundType = resourceType; buffer.originalSize = 0; // Set default flags and frequency for PCM, VOC and VOX files, which got no header buffer.flags = Audio::FLAG_16BITS; buffer.frequency = 22050; if (_vm->getGameId() == GID_ITE) { if (_vm->getFeatures() & GF_8BIT_UNSIGNED_PCM) { // older ITE demos buffer.flags |= Audio::FLAG_UNSIGNED; buffer.flags &= ~Audio::FLAG_16BITS; } else { // Voice files in newer ITE demo versions are OKI ADPCM (VOX) encoded. // These are LE in all the Windows and Mac demos if (!uncompressedSound && !scumm_stricmp(context->fileName(), "voicesd.rsc")) { resourceType = kSoundVOX; buffer.flags |= Audio::FLAG_LITTLE_ENDIAN; } } } buffer.buffer = NULL; // Check for LE sounds if (!context->isBigEndian()) buffer.flags |= Audio::FLAG_LITTLE_ENDIAN; // Older Mac versions of ITE were Macbinary packed int soundOffset = (context->fileType() & GAME_MACBINARY) ? 36 : 0; switch (resourceType) { case kSoundPCM: buffer.size = soundResourceLength - soundOffset; if (!onlyHeader) { buffer.buffer = (byte *) malloc(buffer.size); if (soundOffset > 0) readS.skip(soundOffset); readS.read(buffer.buffer, buffer.size); } result = true; break; case kSoundVOX: buffer.size = soundResourceLength * 4; if (!onlyHeader) { voxStream = Audio::makeADPCMStream(&readS, DisposeAfterUse::NO, soundResourceLength, Audio::kADPCMOki); buffer.buffer = (byte *)malloc(buffer.size); voxStream->readBuffer((int16*)buffer.buffer, soundResourceLength * 2); delete voxStream; } result = true; break; case kSoundWAV: case kSoundAIFF: case kSoundShorten: case kSoundVOC: if (resourceType == kSoundWAV) { result = Audio::loadWAVFromStream(readS, size, rate, buffer.flags); } else if (resourceType == kSoundAIFF) { result = Audio::loadAIFFFromStream(readS, size, rate, buffer.flags); #ifdef ENABLE_SAGA2 } else if (resourceType == kSoundShorten) { result = loadShortenFromStream(readS, size, rate, buffer.flags); #endif } else if (resourceType == kSoundVOC) { data = Audio::loadVOCFromStream(readS, size, rate); result = (data != NULL); if (onlyHeader) free(data); buffer.flags |= Audio::FLAG_UNSIGNED; buffer.flags &= ~Audio::FLAG_16BITS; buffer.flags &= ~Audio::FLAG_STEREO; } if (result) { buffer.frequency = rate; buffer.size = size; if (!onlyHeader) { if (resourceType == kSoundVOC) { buffer.buffer = data; } else { buffer.buffer = (byte *)malloc(size); readS.read(buffer.buffer, size); } } } break; case kSoundMP3: case kSoundOGG: case kSoundFLAC: ResourceData *resourceData; resourceData = context->getResourceData(resourceId); // Read compressed sfx header readS.readByte(); // Skip compression identifier byte buffer.frequency = readS.readUint16LE(); buffer.originalSize = readS.readUint32LE(); if (readS.readByte() == 8) // read sample bits buffer.flags &= ~Audio::FLAG_16BITS; if (readS.readByte() != 0) // read stereo flag buffer.flags |= Audio::FLAG_STEREO; buffer.size = soundResourceLength; buffer.soundType = resourceType; buffer.fileOffset = resourceData->offset + 9; // skip compressed sfx header: byte + uint16 + uint32 + byte + byte if (!onlyHeader) { buffer.buffer = (byte *)malloc(buffer.size); readS.read(buffer.buffer, buffer.size); } result = true; break; default: error("SndRes::load Unknown sound type"); } if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) { delete file; } // In ITE CD De some voices are absent and contain just 5 bytes header // Round it to even number so soundmanager will not crash. // See bug #1256701 buffer.size &= ~(0x1); return result; } int SndRes::getVoiceLength(uint32 resourceId) { double msDouble; SoundBuffer buffer; if (!(_vm->_voiceFilesExist)) return -1; if (!load(_voiceContext, resourceId, buffer, true)) { return -1; } if (!_voiceContext->isCompressed() || buffer.originalSize == 0) msDouble = (double)buffer.size; else msDouble = (double)buffer.originalSize; if (buffer.flags & Audio::FLAG_16BITS) msDouble /= 2.0; if (buffer.flags & Audio::FLAG_STEREO) msDouble /= 2.0; msDouble = msDouble / buffer.frequency * 1000.0; return (int)msDouble; } } // End of namespace Saga