/* 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 "engines/engine.h" #include "scumm/player_v3a.h" #include "scumm/scumm.h" namespace Scumm { static const uint16 note_freqs[4][12] = { {0x06B0, 0x0650, 0x05F4, 0x05A0, 0x054C, 0x0500, 0x04B8, 0x0474, 0x0434, 0x03F8, 0x03C0, 0x0388}, {0x0358, 0x0328, 0x02FA, 0x02D0, 0x02A6, 0x0280, 0x025C, 0x023A, 0x021A, 0x01FC, 0x01E0, 0x01C4}, {0x01AC, 0x0194, 0x017D, 0x0168, 0x0153, 0x0140, 0x012E, 0x011D, 0x010D, 0x00FE, 0x00F0, 0x00E2}, {0x00D6, 0x00CA, 0x00BE, 0x00B4, 0x00A9, 0x00A0, 0x0097, 0x008E, 0x0086, 0x007F, 0x00F0, 0x00E2} }; Player_V3A::Player_V3A(ScummEngine *scumm, Audio::Mixer *mixer) { int i; _vm = scumm; for (i = 0; i < V3A_MAXMUS; i++) { _mus[i].id = 0; _mus[i].dur = 0; } for (i = 0; i < V3A_MAXSFX; i++) { _sfx[i].id = 0; _sfx[i].dur = 0; } _curSong = 0; _songData = NULL; _songPtr = 0; _songDelay = 0; _music_timer = 0; _isinit = false; _mod = new Player_MOD(mixer); _mod->setUpdateProc(update_proc, this, 60); } Player_V3A::~Player_V3A() { int i; delete _mod; if (_isinit) { for (i = 0; _wavetable[i] != NULL; i++) { for (int j = 0; j < 6; j++) { free(_wavetable[i]->_idat[j]); free(_wavetable[i]->_ldat[j]); } free(_wavetable[i]); } free(_wavetable); } } void Player_V3A::setMusicVolume (int vol) { _mod->setMusicVolume(vol); } int Player_V3A::getMusChan (int id) const { int i; for (i = 0; i < V3A_MAXMUS; i++) { if (_mus[i].id == id) break; } if (i == V3A_MAXMUS) { if (id == 0) warning("player_v3a - out of music channels"); return -1; } return i; } int Player_V3A::getSfxChan (int id) const { int i; for (i = 0; i < V3A_MAXSFX; i++) { if (_sfx[i].id == id) break; } if (i == V3A_MAXSFX) { if (id == 0) warning("player_v3a - out of sfx channels"); return -1; } return i; } void Player_V3A::stopAllSounds() { int i; for (i = 0; i < V3A_MAXMUS; i++) { if (_mus[i].id) _mod->stopChannel(_mus[i].id); _mus[i].id = 0; _mus[i].dur = 0; } _curSong = 0; _songPtr = 0; _songDelay = 0; _songData = NULL; for (i = 0; i < V3A_MAXSFX; i++) { if (_sfx[i].id) _mod->stopChannel(_sfx[i].id | 0x100); _sfx[i].id = 0; _sfx[i].dur = 0; } } void Player_V3A::stopSound(int nr) { int i; if (nr == 0) { // Amiga Loom does this near the end, when Chaos casts SILENCE on Hetchel stopAllSounds(); return; } if (nr == _curSong) { for (i = 0; i < V3A_MAXMUS; i++) { if (_mus[i].id) _mod->stopChannel(_mus[i].id); _mus[i].id = 0; _mus[i].dur = 0; } _curSong = 0; _songPtr = 0; _songDelay = 0; _songData = NULL; } else { i = getSfxChan(nr); if (i != -1) { _mod->stopChannel(nr | 0x100); _sfx[i].id = 0; _sfx[i].dur = 0; } } } void Player_V3A::startSound(int nr) { assert(_vm); byte *data = _vm->getResourceAddress(rtSound, nr); assert(data); if ((_vm->_game.id != GID_INDY3) && (_vm->_game.id != GID_LOOM)) error("player_v3a - unknown game"); if (!_isinit) { int i; unsigned char *ptr; int offset = 4; int numInstruments; if (_vm->_game.id == GID_INDY3) { ptr = _vm->getResourceAddress(rtSound, 83); numInstruments = 12; } else { ptr = _vm->getResourceAddress(rtSound, 79); numInstruments = 9; } assert(ptr); _wavetable = (instData **)malloc((numInstruments + 1) * sizeof(void *)); for (i = 0; i < numInstruments; i++) { _wavetable[i] = (instData *)malloc(sizeof(instData)); for (int j = 0; j < 6; j++) { int off, len; off = READ_BE_UINT16(ptr + offset + 0); _wavetable[i]->_ilen[j] = len = READ_BE_UINT16(ptr + offset + 2); if (len) { _wavetable[i]->_idat[j] = (char *)malloc(len); memcpy(_wavetable[i]->_idat[j],ptr + off,len); } else _wavetable[i]->_idat[j] = NULL; off = READ_BE_UINT16(ptr + offset + 4); _wavetable[i]->_llen[j] = len = READ_BE_UINT16(ptr + offset + 6); if (len) { _wavetable[i]->_ldat[j] = (char *)malloc(len); memcpy(_wavetable[i]->_ldat[j],ptr + off,len); } else _wavetable[i]->_ldat[j] = NULL; _wavetable[i]->_oct[j] = READ_BE_UINT16(ptr + offset + 8); offset += 10; } if (_vm->_game.id == GID_INDY3) { _wavetable[i]->_pitadjust = 0; offset += 2; } else { _wavetable[i]->_pitadjust = READ_BE_UINT16(ptr + offset + 2); offset += 4; } } _wavetable[i] = NULL; _isinit = true; } if (getSoundStatus(nr)) stopSound(nr); // if a sound is playing, restart it if (data[26]) { if (_curSong) stopSound(_curSong); _curSong = nr; _songData = data; _songPtr = 0x1C; _songDelay = 1; _music_timer = 0; } else { int size = READ_BE_UINT16(data + 12); int rate = 3579545 / READ_BE_UINT16(data + 20); char *sound = (char *)malloc(size); int vol = (data[24] << 1) | (data[24] >> 5); // if I boost this to 0-255, it gets too loud and starts to clip memcpy(sound, data + READ_BE_UINT16(data + 8), size); int loopStart = 0, loopEnd = 0; int loopcount = data[27]; if (loopcount > 1) { loopStart = READ_BE_UINT16(data + 10) - READ_BE_UINT16(data + 8); loopEnd = READ_BE_UINT16(data + 14); } int i = getSfxChan(); if (i == -1) { free(sound); return; } _sfx[i].id = nr; _sfx[i].dur = 1 + loopcount * 60 * size / rate; if (READ_BE_UINT16(data + 16)) { _sfx[i].rate = READ_BE_UINT16(data + 20) << 16; _sfx[i].delta = (int32)READ_BE_UINT32(data + 32); _sfx[i].dur = READ_BE_UINT32(data + 40); } else { _sfx[i].delta = 0; } _mod->startChannel(nr | 0x100, sound, size, rate, vol, loopStart, loopEnd); } } void Player_V3A::update_proc(void *param) { ((Player_V3A *)param)->playMusic(); } void Player_V3A::playMusic() { int i; for (i = 0; i < V3A_MAXMUS; i++) { if (_mus[i].id) { _mus[i].dur--; if (_mus[i].dur) continue; _mod->stopChannel(_mus[i].id); _mus[i].id = 0; } } for (i = 0; i < V3A_MAXSFX; i++) { if (_sfx[i].id) { if (_sfx[i].delta) { uint16 oldrate = _sfx[i].rate >> 16; _sfx[i].rate += _sfx[i].delta; if (_sfx[i].rate < (55 << 16)) _sfx[i].rate = 55 << 16; // at rates below 55, frequency uint16 newrate = _sfx[i].rate >> 16; // exceeds 65536, which is bad if (oldrate != newrate) _mod->setChannelFreq(_sfx[i].id | 0x100, 3579545 / newrate); } _sfx[i].dur--; if (_sfx[i].dur) continue; _mod->stopChannel(_sfx[i].id | 0x100); _sfx[i].id = 0; } } _music_timer++; if (!_curSong) return; if (_songDelay && --_songDelay) return; if (_songPtr == 0) { // at the end of the song, and it wasn't looped - kill it _curSong = 0; return; } while (1) { int inst, pit, vol, dur, oct; inst = _songData[_songPtr++]; if ((inst & 0xF0) != 0x80) { // tune is at the end - figure out what's still playing // and see how long we have to wait until we stop/restart for (i = 0; i < V3A_MAXMUS; i++) { if (_songDelay < _mus[i].dur) _songDelay = _mus[i].dur; } if (inst == 0xFB) // it's a looped song, restart it afterwards _songPtr = 0x1C; else _songPtr = 0; // otherwise, terminate it break; } inst &= 0xF; pit = _songData[_songPtr++]; vol = _songData[_songPtr++] & 0x7F; // if I boost this to 0-255, it gets too loud and starts to clip dur = _songData[_songPtr++]; if (pit == 0) { _songDelay = dur; break; } pit += _wavetable[inst]->_pitadjust; oct = (pit / 12) - 2; pit = pit % 12; if (oct < 0) oct = 0; if (oct > 5) oct = 5; int rate = 3579545 / note_freqs[_wavetable[inst]->_oct[oct]][pit]; if (!_wavetable[inst]->_llen[oct]) dur = _wavetable[inst]->_ilen[oct] * 60 / rate; char *data = (char *)malloc(_wavetable[inst]->_ilen[oct] + _wavetable[inst]->_llen[oct]); if (_wavetable[inst]->_idat[oct]) memcpy(data, _wavetable[inst]->_idat[oct], _wavetable[inst]->_ilen[oct]); if (_wavetable[inst]->_ldat[oct]) memcpy(data + _wavetable[inst]->_ilen[oct], _wavetable[inst]->_ldat[oct], _wavetable[inst]->_llen[oct]); i = getMusChan(); if (i == -1) { free(data); return; } _mus[i].id = i + 1; _mus[i].dur = dur + 1; _mod->startChannel(_mus[i].id, data, _wavetable[inst]->_ilen[oct] + _wavetable[inst]->_llen[oct], rate, vol, _wavetable[inst]->_ilen[oct], _wavetable[inst]->_ilen[oct] + _wavetable[inst]->_llen[oct]); } } int Player_V3A::getMusicTimer() { return _music_timer / 30; } int Player_V3A::getSoundStatus(int nr) const { if (nr == _curSong) return 1; if (getSfxChan(nr) != -1) return 1; return 0; } } // End of namespace Scumm