/* 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. * */ #include "common/config-manager.h" #include "sci/sound/audio.h" #include "sci/sound/music.h" #include "sci/sound/soundcmd.h" #include "sci/engine/features.h" #include "sci/engine/kernel.h" #include "sci/engine/object.h" #include "sci/engine/selector.h" namespace Sci { SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segMan, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion) : _resMan(resMan), _segMan(segMan), _kernel(kernel), _audio(audio), _soundVersion(soundVersion) { // Check if the user wants synthesized or digital sound effects in SCI1.1 // games based on the prefer_digitalsfx config setting // In SCI2 and later games, this check should always be true - there was // always only one version of each sound effect or digital music track // (e.g. the menu music in GK1 - there is a sound effect with the same // resource number, but it's totally unrelated to the menu music). // The GK1 demo (very late SCI1.1) does the same thing // TODO: Check the QFG4 demo _useDigitalSFX = (getSciVersion() >= SCI_VERSION_2 || g_sci->getGameId() == GID_GK1 || ConfMan.getBool("prefer_digitalsfx")); _music = new SciMusic(_soundVersion, _useDigitalSFX); _music->init(); } SoundCommandParser::~SoundCommandParser() { delete _music; } reg_t SoundCommandParser::kDoSoundInit(int argc, reg_t *argv, reg_t acc) { debugC(kDebugLevelSound, "kDoSound(init): %04x:%04x", PRINT_REG(argv[0])); processInitSound(argv[0]); return acc; } int SoundCommandParser::getSoundResourceId(reg_t obj) { int resourceId = obj.getSegment() ? readSelectorValue(_segMan, obj, SELECTOR(number)) : -1; // Modify the resourceId for the Windows versions that have an alternate MIDI soundtrack, like SSCI did. if (g_sci && g_sci->_features->useAltWinGMSound()) { // Check if the alternate MIDI song actually exists... // There are cases where it just doesn't exist (e.g. SQ4, room 530 - // bug #3392767). In these cases, use the DOS tracks instead. if (resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, resourceId + 1000))) resourceId += 1000; } return resourceId; } void SoundCommandParser::initSoundResource(MusicEntry *newSound) { if (newSound->resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, newSound->resourceId))) newSound->soundRes = new SoundResource(newSound->resourceId, _resMan, _soundVersion); else newSound->soundRes = 0; // 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) bool checkAudioResource = getSciVersion() >= SCI_VERSION_1_1; // Hoyle 4 has garbled audio resources in place of the sound resources. if (g_sci->getGameId() == GID_HOYLE4) checkAudioResource = false; if (checkAudioResource && _resMan->testResource(ResourceId(kResourceTypeAudio, newSound->resourceId))) { // Found a relevant audio resource, create an audio stream if there is // no associated sound resource, or if both resources exist and the // user wants the digital version. if (_useDigitalSFX || !newSound->soundRes) { int sampleLen; newSound->pStreamAud = _audio->getAudioStream(newSound->resourceId, 65535, &sampleLen); newSound->soundType = Audio::Mixer::kSFXSoundType; } } if (!newSound->pStreamAud && newSound->soundRes) _music->soundInitSnd(newSound); } void SoundCommandParser::processInitSound(reg_t obj) { int resourceId = getSoundResourceId(obj); // Check if a track with the same sound object is already playing MusicEntry *oldSound = _music->getSlot(obj); if (oldSound) processDisposeSound(obj); MusicEntry *newSound = new MusicEntry(); newSound->resourceId = resourceId; newSound->soundObj = obj; newSound->loop = readSelectorValue(_segMan, obj, SELECTOR(loop)); newSound->priority = readSelectorValue(_segMan, obj, SELECTOR(priority)) & 0xFF; if (_soundVersion >= SCI_VERSION_1_EARLY) newSound->volume = CLIP(readSelectorValue(_segMan, obj, SELECTOR(vol)), 0, MUSIC_VOLUME_MAX); newSound->reverb = -1; // initialize to SCI invalid, it'll be set correctly in soundInitSnd() below debugC(kDebugLevelSound, "kDoSound(init): %04x:%04x number %d, loop %d, prio %d, vol %d", PRINT_REG(obj), resourceId, newSound->loop, newSound->priority, newSound->volume); initSoundResource(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); } } reg_t SoundCommandParser::kDoSoundPlay(int argc, reg_t *argv, reg_t acc) { debugC(kDebugLevelSound, "kDoSound(play): %04x:%04x", PRINT_REG(argv[0])); processPlaySound(argv[0]); return acc; } void SoundCommandParser::processPlaySound(reg_t obj) { MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("kDoSound(play): Slot not found (%04x:%04x), initializing it manually", PRINT_REG(obj)); // The sound hasn't been initialized for some reason, so initialize it // here. Happens in KQ6, room 460, when giving the creature (child) to // the bookworm. Fixes bugs #3413301 and #3421098. processInitSound(obj); musicSlot = _music->getSlot(obj); if (!musicSlot) error("Failed to initialize uninitialized sound slot"); } int resourceId = getSoundResourceId(obj); if (musicSlot->resourceId != resourceId) { // another sound loaded into struct processDisposeSound(obj); processInitSound(obj); // 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); } // WORKAROUND: Songs 1840, 1843 and 1849 in the Windows version of KQ5CD // are all missing their channel 15 (all played during its ending // sequences, when fighting with Mordack). This makes the game scripts // wait indefinitely for the missing signals in these songs. In the // original interpreter, this bug manifests as an "Out of heap" error. We // signal the game scripts to stop waiting forever by setting the song's // dataInc selector to something other than 0. This causes Mordack's // appearing animation to occur a bit earlier than expected, but at least // the game doesn't freeze at that point. Fixes bug #3605269. if (g_sci->getGameId() == GID_KQ5 && (resourceId == 1840 || resourceId == 1843 || resourceId == 1849)) musicSlot->dataInc = 1; musicSlot->loop = readSelectorValue(_segMan, obj, SELECTOR(loop)); musicSlot->priority = readSelectorValue(_segMan, obj, SELECTOR(priority)); // Reset hold when starting a new song. kDoSoundSetHold is always called after // kDoSoundPlay to set it properly, if needed. Fixes bug #3413589. musicSlot->hold = -1; if (_soundVersion >= SCI_VERSION_1_EARLY) musicSlot->volume = readSelectorValue(_segMan, obj, SELECTOR(vol)); debugC(kDebugLevelSound, "kDoSound(play): %04x:%04x number %d, loop %d, prio %d, vol %d", PRINT_REG(obj), resourceId, musicSlot->loop, musicSlot->priority, musicSlot->volume); _music->soundPlay(musicSlot); // Reset any left-over signals musicSlot->signal = 0; musicSlot->fadeStep = 0; } reg_t SoundCommandParser::kDoSoundRestore(int argc, reg_t *argv, reg_t acc) { // Called after loading, to restore the playlist // We don't really use or need this return acc; } reg_t SoundCommandParser::kDoSoundDummy(int argc, reg_t *argv, reg_t acc) { warning("cmdDummy invoked"); // not supposed to occur return acc; } reg_t SoundCommandParser::kDoSoundDispose(int argc, reg_t *argv, reg_t acc) { debugC(kDebugLevelSound, "kDoSound(dispose): %04x:%04x", PRINT_REG(argv[0])); processDisposeSound(argv[0]); return acc; } void SoundCommandParser::processDisposeSound(reg_t obj) { MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("kDoSound(dispose): Slot not found (%04x:%04x)", PRINT_REG(obj)); return; } processStopSound(obj, false); _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); } reg_t SoundCommandParser::kDoSoundStop(int argc, reg_t *argv, reg_t acc) { debugC(kDebugLevelSound, "kDoSound(stop): %04x:%04x", PRINT_REG(argv[0])); processStopSound(argv[0], false); return acc; } void SoundCommandParser::processStopSound(reg_t obj, bool sampleFinishedPlaying) { MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("kDoSound(stop): 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 = SIGNAL_OFFSET; _music->soundStop(musicSlot); } reg_t SoundCommandParser::kDoSoundPause(int argc, reg_t *argv, reg_t acc) { if (argc == 1) debugC(kDebugLevelSound, "kDoSound(pause): %04x:%04x", PRINT_REG(argv[0])); else debugC(kDebugLevelSound, "kDoSound(pause): %04x:%04x, %04x:%04x", PRINT_REG(argv[0]), PRINT_REG(argv[1])); if (_soundVersion <= SCI_VERSION_0_LATE) { // SCI0 games give us 0/1 for either resuming or pausing the current music // this one doesn't count, so pausing 2 times and resuming once means here that we are supposed to resume uint16 value = argv[0].toUint16(); MusicEntry *musicSlot = _music->getActiveSci0MusicSlot(); switch (value) { case 1: if ((musicSlot) && (musicSlot->status == kSoundPlaying)) { _music->soundPause(musicSlot); writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPaused); } return make_reg(0, 0); case 0: if ((musicSlot) && (musicSlot->status == kSoundPaused)) { _music->soundResume(musicSlot); writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPlaying); return make_reg(0, 1); } return make_reg(0, 0); default: error("kDoSound(pause): parameter 0 is invalid for sound-sci0"); } } reg_t obj = argv[0]; uint16 value = argc > 1 ? argv[1].toUint16() : 0; if (!obj.getSegment()) { // pause the whole playlist _music->pauseAll(value); } else { // pause a playlist slot MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { // This happens quite frequently debugC(kDebugLevelSound, "kDoSound(pause): Slot not found (%04x:%04x)", PRINT_REG(obj)); return acc; } _music->soundToggle(musicSlot, value); } return acc; } // SCI0 only command // It's called right after restoring a game - it's responsible to kick off playing music again // we don't need this at all, so we don't do anything here reg_t SoundCommandParser::kDoSoundResumeAfterRestore(int argc, reg_t *argv, reg_t acc) { return acc; } reg_t SoundCommandParser::kDoSoundMute(int argc, reg_t *argv, reg_t acc) { uint16 previousState = _music->soundGetSoundOn(); if (argc > 0) { debugC(kDebugLevelSound, "kDoSound(mute): %d", argv[0].toUint16()); _music->soundSetSoundOn(argv[0].toUint16()); } return make_reg(0, previousState); } reg_t SoundCommandParser::kDoSoundMasterVolume(int argc, reg_t *argv, reg_t acc) { acc = make_reg(0, _music->soundGetMasterVolume()); if (argc > 0) { debugC(kDebugLevelSound, "kDoSound(masterVolume): %d", argv[0].toSint16()); int vol = CLIP(argv[0].toSint16(), 0, MUSIC_MASTERVOLUME_MAX); vol = vol * Audio::Mixer::kMaxMixerVolume / MUSIC_MASTERVOLUME_MAX; ConfMan.setInt("music_volume", vol); ConfMan.setInt("sfx_volume", vol); g_engine->syncSoundSettings(); } return acc; } reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) { reg_t obj = argv[0]; // The object can be null in several SCI0 games (e.g. Camelot, KQ1, KQ4, MUMG). // Check bugs #3035149, #3036942 and #3578335. // In this case, we just ignore the call. if (obj.isNull() && argc == 1) return acc; MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { debugC(kDebugLevelSound, "kDoSound(fade): Slot not found (%04x:%04x)", PRINT_REG(obj)); return acc; } int volume = musicSlot->volume; // If sound is not playing currently, set signal directly if (musicSlot->status != kSoundPlaying) { debugC(kDebugLevelSound, "kDoSound(fade): %04x:%04x fading requested, but sound is currently not playing", PRINT_REG(obj)); writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); return acc; } switch (argc) { case 1: // 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 4: // SCI01+ case 5: // SCI1+ (SCI1 late sound scheme), with fade and continue musicSlot->fadeTo = CLIP(argv[1].toUint16(), 0, MUSIC_VOLUME_MAX); // Check if the song is already at the requested volume. If it is, don't // perform any fading. Happens for example during the intro of Longbow. if (musicSlot->fadeTo == musicSlot->volume) return acc; // sometimes we get objects in that position, fix it up (ffs. workarounds) if (!argv[1].getSegment()) musicSlot->fadeStep = volume > musicSlot->fadeTo ? -argv[3].toUint16() : argv[3].toUint16(); else musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5; musicSlot->fadeTickerStep = argv[2].toUint16() * 16667 / _music->soundGetTempo(); musicSlot->fadeTicker = 0; // argv[4] is a boolean. Scripts sometimes pass strange values, // but SSCI only checks for zero/non-zero. (Verified in KQ6.) // KQ6 room 460 even passes an object, but treating this as 'true' // seems fine in that case. if (argc == 5) musicSlot->stopAfterFading = !argv[4].isNull(); else musicSlot->stopAfterFading = false; break; default: error("kDoSound(fade): unsupported argc %d", argc); } debugC(kDebugLevelSound, "kDoSound(fade): %04x:%04x to %d, step %d, ticker %d", PRINT_REG(obj), musicSlot->fadeTo, musicSlot->fadeStep, musicSlot->fadeTickerStep); return acc; } reg_t SoundCommandParser::kDoSoundGetPolyphony(int argc, reg_t *argv, reg_t acc) { return make_reg(0, _music->soundGetVoices()); // Get the number of voices } reg_t SoundCommandParser::kDoSoundUpdate(int argc, reg_t *argv, reg_t acc) { reg_t obj = argv[0]; debugC(kDebugLevelSound, "kDoSound(update): %04x:%04x", PRINT_REG(argv[0])); MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("kDoSound(update): Slot not found (%04x:%04x)", PRINT_REG(obj)); return acc; } 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(priority)); if (objPrio != musicSlot->priority) _music->soundSetPriority(musicSlot, objPrio); return acc; } reg_t SoundCommandParser::kDoSoundUpdateCues(int argc, reg_t *argv, reg_t acc) { processUpdateCues(argv[0]); return acc; } void SoundCommandParser::processUpdateCues(reg_t obj) { MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("kDoSound(updateCues): 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 (musicSlot->status == kSoundPlaying) { if (!_music->soundIsActive(musicSlot)) { processStopSound(obj, true); } else { _music->updateAudioStreamTicker(musicSlot); } } else if (musicSlot->status == kSoundPaused) { _music->updateAudioStreamTicker(musicSlot); } // We get a flag from MusicEntry::doFade() here to set volume for the stream if (musicSlot->fadeSetVolume) { _music->soundSetSampleVolume(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) processStopSound(obj, false); } } else { // The sound slot has no data for the currently selected sound card. // An example can be found during the mud wrestling scene in LSL5, room // 730: sound 744 (a splat sound heard when Lana Luscious jumps in the // mud) only contains MIDI channel data. If a non-MIDI sound card is // selected (like Adlib), then the scene freezes. We also need to stop // the sound at this point, otherwise KQ6 Mac breaks because the rest // of the object needs to be reset to avoid a continuous stream of // sound cues. processStopSound(obj, true); // this also sets the signal selector } if (musicSlot->fadeCompleted) { musicSlot->fadeCompleted = false; // We need signal for sci0 at least in iceman as well (room 14, // fireworks). // It is also needed in other games, e.g. LSL6 when talking to the // receptionist (bug #3192166). // CHECKME: At least kq5cd/win and kq6 set signal to 0xFE here, but // kq5cd/dos does not set signal at all. Needs more investigation. writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET); if (_soundVersion <= SCI_VERSION_0_LATE) { processStopSound(obj, false); } else { if (musicSlot->stopAfterFading) processStopSound(obj, false); } } // 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); } } reg_t SoundCommandParser::kDoSoundSendMidi(int argc, reg_t *argv, reg_t acc) { reg_t obj = argv[0]; byte channel = argv[1].toUint16() & 0xf; byte midiCmd = argv[2].toUint16() & 0xff; // TODO: first there is a 4-parameter variant of this call which needs to get reversed // second the current code isn't 100% accurate, sierra sci does checks on the 4th parameter if (argc == 4) return acc; uint16 controller = argv[3].toUint16(); uint16 param = argv[4].toUint16(); debugC(kDebugLevelSound, "kDoSound(sendMidi): %04x:%04x, %d, %d, %d, %d", PRINT_REG(obj), channel, midiCmd, controller, param); if (channel) channel--; // channel is given 1-based, we are using 0-based uint32 midiCommand = (channel | midiCmd) | ((uint32)controller << 8) | ((uint32)param << 16); 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("kDoSound(sendMidi): Slot not found (%04x:%04x)", PRINT_REG(obj)); return acc; } _music->sendMidiCommand(musicSlot, midiCommand); return acc; } reg_t SoundCommandParser::kDoSoundGlobalReverb(int argc, reg_t *argv, reg_t acc) { byte prevReverb = _music->getCurrentReverb(); byte reverb = argv[0].toUint16() & 0xF; if (argc == 1) { debugC(kDebugLevelSound, "doSoundGlobalReverb: %d", argv[0].toUint16() & 0xF); if (reverb <= 10) _music->setGlobalReverb(reverb); } return make_reg(0, prevReverb); } reg_t SoundCommandParser::kDoSoundSetHold(int argc, reg_t *argv, reg_t acc) { reg_t obj = argv[0]; debugC(kDebugLevelSound, "doSoundSetHold: %04x:%04x, %d", PRINT_REG(argv[0]), argv[1].toUint16()); MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { warning("kDoSound(setHold): Slot not found (%04x:%04x)", PRINT_REG(obj)); return acc; } // Set the special hold marker ID where the song should be looped at. musicSlot->hold = argv[1].toSint16(); return acc; } reg_t SoundCommandParser::kDoSoundGetAudioCapability(int argc, reg_t *argv, reg_t acc) { // Tests for digital audio support return make_reg(0, 1); } reg_t SoundCommandParser::kDoSoundStopAll(int argc, reg_t *argv, reg_t acc) { // TODO: this can't be right, this gets called in kq1 - e.g. being in witch house, getting the note // now the point jingle plays and after a messagebox they call this - and would stop the background effects with it // this doesn't make sense, so i disable it for now return acc; 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, (*i)->soundObj, SELECTOR(handle), 0); writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(signal), SIGNAL_OFFSET); } (*i)->dataInc = 0; _music->soundStop(*i); } return acc; } reg_t SoundCommandParser::kDoSoundSetVolume(int argc, reg_t *argv, reg_t acc) { reg_t obj = argv[0]; int16 value = argv[1].toSint16(); 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 acc; } debugC(kDebugLevelSound, "kDoSound(setVolume): %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); } return acc; } reg_t SoundCommandParser::kDoSoundSetPriority(int argc, reg_t *argv, reg_t acc) { reg_t obj = argv[0]; int16 value = argv[1].toSint16(); debugC(kDebugLevelSound, "kDoSound(setPriority): %04x:%04x, %d", PRINT_REG(obj), value); MusicEntry *musicSlot = _music->getSlot(obj); if (!musicSlot) { debugC(kDebugLevelSound, "kDoSound(setPriority): Slot not found (%04x:%04x)", PRINT_REG(obj)); return acc; } if (value == -1) { uint16 resourceId = musicSlot->resourceId; // Set priority from the song data Resource *song = _resMan->findResource(ResourceId(kResourceTypeSound, resourceId), 0); if (song->data[0] == 0xf0) _music->soundSetPriority(musicSlot, song->data[1]); else warning("kDoSound(setPriority): 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) } return acc; } reg_t SoundCommandParser::kDoSoundSetLoop(int argc, reg_t *argv, reg_t acc) { reg_t obj = argv[0]; int16 value = argv[1].toSint16(); debugC(kDebugLevelSound, "kDoSound(setLoop): %04x:%04x, %d", PRINT_REG(obj), value); 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("kDoSound(setLoop): Slot not found (%04x:%04x) and the song was requested to be looped", PRINT_REG(obj)); } else { // Doesn't really matter } return acc; } if (value == -1) { musicSlot->loop = 0xFFFF; } else { musicSlot->loop = 1; // actually plays the music once } writeSelectorValue(_segMan, obj, SELECTOR(loop), musicSlot->loop); return acc; } reg_t SoundCommandParser::kDoSoundSuspend(int argc, reg_t *argv, reg_t acc) { // TODO warning("kDoSound(suspend): STUB"); return acc; } void SoundCommandParser::updateSci0Cues() { bool noOnePlaying = true; MusicEntry *pWaitingForPlay = NULL; 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; processUpdateCues((*i)->soundObj); noOnePlaying = false; } 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; processDisposeSound(soundObj); writeSelectorValue(_segMan, soundObj, SELECTOR(number), number); processInitSound(soundObj); processPlaySound(soundObj); } void SoundCommandParser::setMasterVolume(int vol) { // 0...15 _music->soundSetMasterVolume(vol); } void SoundCommandParser::pauseAll(bool pause) { _music->pauseAll(pause); } MusicType SoundCommandParser::getMusicType() const { assert(_music); return _music->soundGetMusicType(); } } // End of namespace Sci