/* 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/config-manager.h" #include "sci/sound/audio.h" #include "sci/sound/music.h" #include "sci/sound/soundcmd.h" #include "sci/engine/kernel.h" #include "sci/engine/selector.h" namespace Sci { #define SCI1_SOUND_FLAG_MAY_PAUSE 1 /* Only here for completeness; The interpreter doesn't touch this bit */ #define SCI1_SOUND_FLAG_SCRIPTED_PRI 2 /* but does touch this */ #define SOUNDCOMMAND(x) _soundCommands.push_back(new MusicEntryCommand(#x, &SoundCommandParser::x)) SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segMan, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion) : _resMan(resMan), _segMan(segMan), _kernel(kernel), _audio(audio), _soundVersion(soundVersion) { _music = new SciMusic(_soundVersion); _music->init(); switch (_soundVersion) { case SCI_VERSION_0_EARLY: case SCI_VERSION_0_LATE: SOUNDCOMMAND(cmdInitSound); SOUNDCOMMAND(cmdPlaySound); SOUNDCOMMAND(cmdDummy); SOUNDCOMMAND(cmdDisposeSound); SOUNDCOMMAND(cmdMuteSound); SOUNDCOMMAND(cmdStopSound); SOUNDCOMMAND(cmdPauseSound); SOUNDCOMMAND(cmdResumeSound); SOUNDCOMMAND(cmdMasterVolume); SOUNDCOMMAND(cmdUpdateSound); SOUNDCOMMAND(cmdFadeSound); SOUNDCOMMAND(cmdGetPolyphony); SOUNDCOMMAND(cmdStopAllSounds); _cmdUpdateCuesIndex = -1; break; case SCI_VERSION_1_EARLY: SOUNDCOMMAND(cmdMasterVolume); SOUNDCOMMAND(cmdMuteSound); SOUNDCOMMAND(cmdDummy); SOUNDCOMMAND(cmdGetPolyphony); SOUNDCOMMAND(cmdUpdateSound); SOUNDCOMMAND(cmdInitSound); SOUNDCOMMAND(cmdDisposeSound); SOUNDCOMMAND(cmdPlaySound); SOUNDCOMMAND(cmdStopSound); SOUNDCOMMAND(cmdPauseSound); SOUNDCOMMAND(cmdFadeSound); SOUNDCOMMAND(cmdUpdateCues); SOUNDCOMMAND(cmdSendMidi); SOUNDCOMMAND(cmdReverb); SOUNDCOMMAND(cmdSetSoundHold); SOUNDCOMMAND(cmdDummy); // Longbow demo _cmdUpdateCuesIndex = 11; break; case SCI_VERSION_1_LATE: SOUNDCOMMAND(cmdMasterVolume); SOUNDCOMMAND(cmdMuteSound); SOUNDCOMMAND(cmdDummy); SOUNDCOMMAND(cmdGetPolyphony); SOUNDCOMMAND(cmdGetAudioCapability); SOUNDCOMMAND(cmdSuspendSound); SOUNDCOMMAND(cmdInitSound); SOUNDCOMMAND(cmdDisposeSound); SOUNDCOMMAND(cmdPlaySound); SOUNDCOMMAND(cmdStopSound); SOUNDCOMMAND(cmdPauseSound); SOUNDCOMMAND(cmdFadeSound); SOUNDCOMMAND(cmdSetSoundHold); SOUNDCOMMAND(cmdDummy); SOUNDCOMMAND(cmdSetSoundVolume); SOUNDCOMMAND(cmdSetSoundPriority); SOUNDCOMMAND(cmdSetSoundLoop); SOUNDCOMMAND(cmdUpdateCues); SOUNDCOMMAND(cmdSendMidi); SOUNDCOMMAND(cmdReverb); SOUNDCOMMAND(cmdUpdateSound); _cmdUpdateCuesIndex = 17; break; default: error("Sound command parser: unknown sound version %d", _soundVersion); break; } } SoundCommandParser::~SoundCommandParser() { for (SoundCommandContainer::iterator i = _soundCommands.begin(); i != _soundCommands.end(); ++i) delete *i; delete _music; } reg_t SoundCommandParser::parseCommand(int argc, reg_t *argv, reg_t acc) { uint16 command = argv[0].toUint16(); reg_t obj = (argc > 1) ? argv[1] : NULL_REG; int16 value = (argc > 2) ? argv[2].toSint16() : 0; _acc = acc; _argc = argc; _argv = argv; if (argc == 6) { // cmdSendMidi byte channel = argv[2].toUint16() & 0xf; byte midiCmd = argv[3].toUint16() & 0xff; uint16 controller = argv[4].toUint16(); uint16 param = argv[5].toUint16(); if (channel) channel--; // channel is given 1-based, we are using 0-based _midiCommand = (channel | midiCmd) | ((uint32)controller << 8) | ((uint32)param << 16); } if (command < _soundCommands.size()) { if (command != _cmdUpdateCuesIndex) { //printf("%s, object %04x:%04x\n", _soundCommands[command]->desc, PRINT_REG(obj)); // debug debugC(2, kDebugLevelSound, "%s, object %04x:%04x", _soundCommands[command]->desc, PRINT_REG(obj)); } (this->*(_soundCommands[command]->sndCmd))(obj, value); } else { error("Invalid sound command requested (%d), valid range is 0-%d", command, _soundCommands.size() - 1); } return _acc; } void SoundCommandParser::cmdInitSound(reg_t obj, int16 value) { if (!obj.segment) return; int resourceId = readSelectorValue(_segMan, obj, SELECTOR(number)); // Check if a track with the same sound object is already playing MusicEntry *oldSound = _music->getSlot(obj); if (oldSound) cmdDisposeSound(obj, value); MusicEntry *newSound = new MusicEntry(); newSound->resourceId = resourceId; if (resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, resourceId))) newSound->soundRes = new SoundResource(resourceId, _resMan, _soundVersion); else newSound->soundRes = 0; newSound->soundObj = obj; newSound->loop = readSelectorValue(_segMan, obj, SELECTOR(loop)); newSound->priority = readSelectorValue(_segMan, obj, SELECTOR(pri)) & 0xFF; if (_soundVersion >= SCI_VERSION_1_EARLY) newSound->volume = CLIP(readSelectorValue(_segMan, obj, SELECTOR(vol)), 0, MUSIC_VOLUME_MAX); debugC(2, kDebugLevelSound, "cmdInitSound, number %d, loop %d, prio %d, vol %d", resourceId, newSound->loop, newSound->priority, newSound->volume); // In SCI1.1 games, sound effects are started from here. If we can find // a relevant audio resource, play it, otherwise switch to synthesized // effects. If the resource exists, play it using map 65535 (sound // effects map) if (getSciVersion() >= SCI_VERSION_1_1 && _resMan->testResource(ResourceId(kResourceTypeAudio, resourceId))) { // Found a relevant audio resource, play it int sampleLen; newSound->pStreamAud = _audio->getAudioStream(resourceId, 65535, &sampleLen); newSound->soundType = Audio::Mixer::kSpeechSoundType; } else { if (newSound->soundRes) _music->soundInitSnd(newSound); } _music->pushBackSlot(newSound); if (newSound->soundRes || newSound->pStreamAud) { // Notify the engine if (_soundVersion <= SCI_VERSION_0_LATE) writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundInitialized); else writeSelector(_segMan, obj, SELECTOR(nodePtr), obj); writeSelector(_segMan, obj, SELECTOR(handle), obj); } } void SoundCommandParser::cmdPlaySound(reg_t obj, int16 value) { if (!obj.segment) return; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("cmdPlaySound: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } int resourceId = obj.segment ? readSelectorValue(_segMan, obj, SELECTOR(number)) : -1; if (musicSlot->resourceId != resourceId) { // another sound loaded into struct cmdDisposeSound(obj, value); cmdInitSound(obj, value); // Find slot again :) musicSlot = _music->getSlot(obj); } writeSelector(_segMan, obj, SELECTOR(handle), obj); if (_soundVersion >= SCI_VERSION_1_EARLY) { writeSelector(_segMan, obj, SELECTOR(nodePtr), obj); writeSelectorValue(_segMan, obj, SELECTOR(min), 0); writeSelectorValue(_segMan, obj, SELECTOR(sec), 0); writeSelectorValue(_segMan, obj, SELECTOR(frame), 0); writeSelectorValue(_segMan, obj, SELECTOR(signal), 0); } else { writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundPlaying); } musicSlot->loop = readSelectorValue(_segMan, obj, SELECTOR(loop)); musicSlot->priority = readSelectorValue(_segMan, obj, SELECTOR(priority)); if (_soundVersion >= SCI_VERSION_1_EARLY) musicSlot->volume = readSelectorValue(_segMan, obj, SELECTOR(vol)); debugC(2, kDebugLevelSound, "cmdPlaySound, number %d, loop %d, prio %d, vol %d", resourceId, musicSlot->loop, musicSlot->priority, musicSlot->volume); _music->soundPlay(musicSlot); } void SoundCommandParser::cmdDummy(reg_t obj, int16 value) { warning("cmdDummy invoked"); // not supposed to occur } void SoundCommandParser::cmdDisposeSound(reg_t obj, int16 value) { if (!obj.segment) return; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("cmdDisposeSound: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } cmdStopSound(obj, value); _music->soundKill(musicSlot); writeSelectorValue(_segMan, obj, SELECTOR(handle), 0); if (_soundVersion >= SCI_VERSION_1_EARLY) writeSelector(_segMan, obj, SELECTOR(nodePtr), NULL_REG); else writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundStopped); } void SoundCommandParser::cmdStopSound(reg_t obj, int16 value) { processStopSound(obj, value, false); } void SoundCommandParser::processStopSound(reg_t obj, int16 value, bool sampleFinishedPlaying) { if (!obj.segment) return; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("cmdStopSound: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } if (_soundVersion <= SCI_VERSION_0_LATE) { writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundStopped); } else { writeSelectorValue(_segMan, obj, SELECTOR(handle), 0); } // Set signal selector in sound SCI0 games only, when the sample has // finished playing. If we don't set it at all, we get a problem when using // vaporizer on the 2 guys. If we set it all the time, we get no music in // sq3new and kq1. // FIXME: This *may* be wrong, it's impossible to find out in Sierra DOS // SCI, because SCI0 under DOS didn't have sfx drivers included. // We need to set signal in sound SCI1+ games all the time. if ((_soundVersion > SCI_VERSION_0_LATE) || sampleFinishedPlaying) writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); musicSlot->dataInc = 0; musicSlot->signal = 0; _music->soundStop(musicSlot); } void SoundCommandParser::cmdPauseSound(reg_t obj, int16 value) { if (!obj.segment) { // pause the whole playlist // Pausing/Resuming the whole playlist was introduced in the SCI1 late // sound scheme. if (_soundVersion <= SCI_VERSION_1_EARLY) return; _music->pauseAll(value); } else { // pause a playlist slot MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("cmdPauseSound: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } if (_soundVersion <= SCI_VERSION_0_LATE) { // Always pause the sound in SCI0 games. It's resumed in cmdResumeSound() writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPaused); _music->soundPause(musicSlot); } else { _music->soundToggle(musicSlot, value); } } } void SoundCommandParser::cmdResumeSound(reg_t obj, int16 value) { // SCI0 only command if (!obj.segment) return; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("cmdResumeSound: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPlaying); _music->soundResume(musicSlot); } void SoundCommandParser::cmdMuteSound(reg_t obj, int16 value) { if (_argc > 1) // the first parameter is the sound command _music->soundSetSoundOn(obj.toUint16()); _acc = make_reg(0, _music->soundGetSoundOn()); } void SoundCommandParser::cmdMasterVolume(reg_t obj, int16 value) { debugC(2, kDebugLevelSound, "cmdMasterVolume: %d", value); _acc = make_reg(0, _music->soundGetMasterVolume()); if (_argc > 1) { // the first parameter is the sound command int vol = CLIP(obj.toSint16(), 0, kMaxSciVolume); vol = vol * Audio::Mixer::kMaxMixerVolume / kMaxSciVolume; ConfMan.setInt("music_volume", vol); ConfMan.setInt("sfx_volume", vol); g_engine->syncSoundSettings(); } } void SoundCommandParser::cmdFadeSound(reg_t obj, int16 value) { if (!obj.segment) return; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("cmdFadeSound: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } int volume = musicSlot->volume; // If sound is not playing currently, set signal directly if (musicSlot->status != kSoundPlaying) { debugC(2, kDebugLevelSound, "cmdFadeSound: fading requested, but sound is currently not playing"); writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); return; } switch (_argc) { case 2: // SCI0 // SCI0 fades out all the time and when fadeout is done it will also // stop the music from playing musicSlot->fadeTo = 0; musicSlot->fadeStep = -5; musicSlot->fadeTickerStep = 10 * 16667 / _music->soundGetTempo(); musicSlot->fadeTicker = 0; break; case 5: // SCI01+ case 6: // SCI1+ (SCI1 late sound scheme), with fade and continue musicSlot->fadeTo = CLIP(_argv[2].toUint16(), 0, MUSIC_VOLUME_MAX); musicSlot->fadeStep = volume > _argv[2].toUint16() ? -_argv[4].toUint16() : _argv[4].toUint16(); musicSlot->fadeTickerStep = _argv[3].toUint16() * 16667 / _music->soundGetTempo(); musicSlot->fadeTicker = 0; musicSlot->stopAfterFading = (_argc == 6) ? (_argv[5].toUint16() != 0) : false; break; default: error("cmdFadeSound: unsupported argc %d", _argc); } debugC(2, kDebugLevelSound, "cmdFadeSound: to %d, step %d, ticker %d", musicSlot->fadeTo, musicSlot->fadeStep, musicSlot->fadeTickerStep); } void SoundCommandParser::cmdGetPolyphony(reg_t obj, int16 value) { _acc = make_reg(0, _music->soundGetVoices()); // Get the number of voices } void SoundCommandParser::cmdUpdateSound(reg_t obj, int16 value) { if (!obj.segment) return; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("cmdUpdateSound: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } musicSlot->loop = readSelectorValue(_segMan, obj, SELECTOR(loop)); int16 objVol = CLIP(readSelectorValue(_segMan, obj, SELECTOR(vol)), 0, 255); if (objVol != musicSlot->volume) _music->soundSetVolume(musicSlot, objVol); uint32 objPrio = readSelectorValue(_segMan, obj, SELECTOR(pri)); if (objPrio != musicSlot->priority) _music->soundSetPriority(musicSlot, objPrio); } void SoundCommandParser::cmdUpdateCues(reg_t obj, int16 value) { if (!obj.segment) return; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("cmdUpdateCues: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } if (musicSlot->pStreamAud) { // Update digital sound effect slots uint currentLoopCounter = 0; if (musicSlot->pLoopStream) currentLoopCounter = musicSlot->pLoopStream->getCompleteIterations(); if (currentLoopCounter != musicSlot->sampleLoopCounter) { // during last time we looped at least one time, update loop accordingly musicSlot->loop -= currentLoopCounter - musicSlot->sampleLoopCounter; musicSlot->sampleLoopCounter = currentLoopCounter; } if ((!_music->soundIsActive(musicSlot)) && (musicSlot->status != kSoundPaused)) { processStopSound(obj, 0, true); } else { _music->updateAudioStreamTicker(musicSlot); } // We get a flag from MusicEntry::doFade() here to set volume for the stream if (musicSlot->fadeSetVolume) { _music->soundSetVolume(musicSlot, musicSlot->volume); musicSlot->fadeSetVolume = false; } } else if (musicSlot->pMidiParser) { // Update MIDI slots if (musicSlot->signal == 0) { if (musicSlot->dataInc != readSelectorValue(_segMan, obj, SELECTOR(dataInc))) { if (SELECTOR(dataInc) > -1) writeSelectorValue(_segMan, obj, SELECTOR(dataInc), musicSlot->dataInc); writeSelectorValue(_segMan, obj, SELECTOR(signal), musicSlot->dataInc + 127); } } else { // Sync the signal of the sound object writeSelectorValue(_segMan, obj, SELECTOR(signal), musicSlot->signal); // We need to do this especially because state selector needs to get updated if (musicSlot->signal == SIGNAL_OFFSET) cmdStopSound(obj, 0); } } else { // Slot actually has no data (which would mean that a sound-resource w/ // unsupported data is used. // (example lsl5 - sound resource 744 - it's roland exclusive writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); // If we don't set signal here, at least the switch to the mud wrestling // room in lsl5 will not work. } if (musicSlot->fadeCompleted) { musicSlot->fadeCompleted = false; // We need signal for sci0 at least in iceman as well (room 14, fireworks) writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); if (_soundVersion <= SCI_VERSION_0_LATE) { cmdStopSound(obj, 0); } else { if (musicSlot->stopAfterFading) cmdStopSound(obj, 0); } } // Sync loop selector for SCI0 if (_soundVersion <= SCI_VERSION_0_LATE) writeSelectorValue(_segMan, obj, SELECTOR(loop), musicSlot->loop); musicSlot->signal = 0; if (_soundVersion >= SCI_VERSION_1_EARLY) { writeSelectorValue(_segMan, obj, SELECTOR(min), musicSlot->ticker / 3600); writeSelectorValue(_segMan, obj, SELECTOR(sec), musicSlot->ticker % 3600 / 60); writeSelectorValue(_segMan, obj, SELECTOR(frame), musicSlot->ticker); } } void SoundCommandParser::cmdSendMidi(reg_t obj, int16 value) { MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { // TODO: maybe it's possible to call this with obj == 0:0 and send directly?! // if so, allow it //_music->sendMidiCommand(_midiCommand); warning("cmdSendMidi: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } _music->sendMidiCommand(musicSlot, _midiCommand); } void SoundCommandParser::cmdReverb(reg_t obj, int16 value) { _music->setReverb(obj.toUint16() & 0xF); } void SoundCommandParser::cmdSetSoundHold(reg_t obj, int16 value) { MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("cmdSetSoundHold: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } // Set the special hold marker ID where the song should be looped at. musicSlot->hold = value; } void SoundCommandParser::cmdGetAudioCapability(reg_t obj, int16 value) { // Tests for digital audio support _acc = make_reg(0, 1); } void SoundCommandParser::cmdStopAllSounds(reg_t obj, int16 value) { Common::StackLock(_music->_mutex); const MusicList::iterator end = _music->getPlayListEnd(); for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) { if (_soundVersion <= SCI_VERSION_0_LATE) { writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(state), kSoundStopped); } else { writeSelectorValue(_segMan, obj, SELECTOR(handle), 0); writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(signal), SIGNAL_OFFSET); } (*i)->dataInc = 0; _music->soundStop(*i); } } void SoundCommandParser::cmdSetSoundVolume(reg_t obj, int16 value) { if (!obj.segment) return; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { // Do not throw a warning if the sound can't be found, as in some games // this is called before the actual sound is loaded (e.g. SQ4CD, with // the drum sounds of the energizer bunny at the beginning), so this is // normal behavior. //warning("cmdSetSoundVolume: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } debugC(2, kDebugLevelSound, "cmdSetSoundVolume: %d", value); value = CLIP(value, 0, MUSIC_VOLUME_MAX); if (musicSlot->volume != value) { musicSlot->volume = value; _music->soundSetVolume(musicSlot, value); writeSelectorValue(_segMan, obj, SELECTOR(vol), value); } } void SoundCommandParser::cmdSetSoundPriority(reg_t obj, int16 value) { if (!obj.segment) return; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("cmdSetSoundPriority: Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } if (value == -1) { // Set priority from the song data Resource *song = _resMan->findResource(ResourceId(kResourceTypeSound, musicSlot->resourceId), 0); if (song->data[0] == 0xf0) _music->soundSetPriority(musicSlot, song->data[1]); else warning("cmdSetSoundPriority: Attempt to unset song priority when there is no built-in value"); //pSnd->prio=0;field_15B=0 writeSelectorValue(_segMan, obj, SELECTOR(flags), readSelectorValue(_segMan, obj, SELECTOR(flags)) & 0xFD); } else { // Scripted priority //pSnd->field_15B=1; writeSelectorValue(_segMan, obj, SELECTOR(flags), readSelectorValue(_segMan, obj, SELECTOR(flags)) | 2); //DoSOund(0xF,hobj,w) } } void SoundCommandParser::cmdSetSoundLoop(reg_t obj, int16 value) { if (!obj.segment) return; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { // Apparently, it's perfectly normal for a game to call cmdSetSoundLoop // before actually initializing the sound and adding it to the playlist // with cmdInitSound. Usually, it doesn't matter if the game doesn't // request to loop the sound, so in this case, don't throw any warning, // otherwise do, because the sound won't be looped. if (value == -1) { warning("cmdSetSoundLoop: Slot not found (%04x:%04x) and the song was requested to be looped", PRINT_REG(obj)); } else { // Doesn't really matter } return; } if (value == -1) { musicSlot->loop = 0xFFFF; } else { musicSlot->loop = 1; // actually plays the music once } writeSelectorValue(_segMan, obj, SELECTOR(loop), musicSlot->loop); } void SoundCommandParser::cmdSuspendSound(reg_t obj, int16 value) { // TODO warning("STUB: cmdSuspendSound"); } void SoundCommandParser::updateSci0Cues() { bool noOnePlaying = true; MusicEntry *pWaitingForPlay = NULL; _music->_mutex.lock(); const MusicList::iterator end = _music->getPlayListEnd(); for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) { // Is the sound stopped, and the sound object updated too? If yes, skip // this sound, as SCI0 only allows one active song. if ((*i)->isQueued) { pWaitingForPlay = (*i); // FIXME(?): In iceman 2 songs are queued when playing the door // sound - if we use the first song for resuming then it's the wrong // one. Both songs have same priority. Maybe the new sound function // in sci0 is somehow responsible. continue; } if ((*i)->signal == 0 && (*i)->status != kSoundPlaying) continue; cmdUpdateCues((*i)->soundObj, 0); noOnePlaying = false; } _music->_mutex.unlock(); if (noOnePlaying && pWaitingForPlay) { // If there is a queued entry, play it now ffs: SciMusic::soundPlay() pWaitingForPlay->isQueued = false; _music->soundPlay(pWaitingForPlay); } } void SoundCommandParser::clearPlayList() { _music->clearPlayList(); } void SoundCommandParser::printPlayList(Console *con) { _music->printPlayList(con); } void SoundCommandParser::printSongInfo(reg_t obj, Console *con) { _music->printSongInfo(obj, con); } void SoundCommandParser::stopAllSounds() { _music->stopAll(); } void SoundCommandParser::startNewSound(int number) { Common::StackLock lock(_music->_mutex); // Overwrite the first sound in the playlist MusicEntry *song = *_music->getPlayListStart(); reg_t soundObj = song->soundObj; cmdDisposeSound(soundObj, 0); writeSelectorValue(_segMan, soundObj, SELECTOR(number), number); cmdInitSound(soundObj, 0); cmdPlaySound(soundObj, 0); } void SoundCommandParser::setMasterVolume(int vol) { _music->soundSetMasterVolume(vol); } void SoundCommandParser::pauseAll(bool pause) { _music->pauseAll(pause); } } // End of namespace Sci