/* 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. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ // Die von der Engine ausgegebenen Soundhandles werden intern auf FMOD Ex Handles gemapped. // Diese Handles sind nur solange gültig, wie der Sound spielt. Falls danach versucht wird manipulierend auf den Sound zuzugreifen, // schlägt dieses ohne Fehlermeldung fehl. // ----------------------------------------------------------------------------- // Logging // ----------------------------------------------------------------------------- #define BS_LOG_PREFIX "FMODEXSOUND" // ----------------------------------------------------------------------------- // Includes // ----------------------------------------------------------------------------- #include "sword25/kernel/inputpersistenceblock.h" #include "sword25/kernel/outputpersistenceblock.h" #include "sword25/package/packagemanager.h" #include "sword25/sfx/fmodexsound.h" // ----------------------------------------------------------------------------- // Konstanten und lokale Funktionen // ----------------------------------------------------------------------------- namespace Sword25 { const float DEFAULT_MUSIC_VOLUME = 1.0f; const float DEFAULT_SPEECH_VOLUME = 1.0f; const float DEFAULT_SFX_VOLUME = 1.0f; const unsigned int SOUNDTYPE_COUNT = 3; const unsigned int INVALID_SOUND_HANDLE = 0xffffffff; // ------------------------------------------------------------------------- #if 0 inline float NormalizePanning(float Panning) { bool Corrected = false; float Result = Panning; if (Result > 1.0f) { Result = 1.0f; Corrected = true; } if (Result < -1.0f) { Result = -1.0f; Corrected = true; } if (Corrected) BS_LOG_WARNINGLN("Tried to set an invalid panning value of %.2f. It was corrected to %.2f", Panning, Result); return Result; } // ------------------------------------------------------------------------- inline float NormalizeVolume(float Volume) { bool Corrected = false; float Result = Volume; if (Result > 1.0f) { Result = 1.0f; Corrected = true; } if (Result < 0.0f) { Result = 0.0f; Corrected = true; } if (Corrected) BS_LOG_WARNINGLN("Tried to set an invalid volume value of %.2f. It was corrected to %.2f", Volume, Result); return Result; } // ------------------------------------------------------------------------- inline FMOD_SOUND_FORMAT BitsPerSampleToFMODExSoundFormat(unsigned int BitsPerSample) { switch (BitsPerSample) { case 8: return FMOD_SOUND_FORMAT_PCM8; case 16: return FMOD_SOUND_FORMAT_PCM16; case 24: return FMOD_SOUND_FORMAT_PCM24; case 32: return FMOD_SOUND_FORMAT_PCM32; default: return FMOD_SOUND_FORMAT_NONE; } } #endif FMODExSound::FMODExSound(Kernel *pKernel) : SoundEngine(pKernel) /* m_FMOD(0), m_NextHandle(1) */ { // Lautstärkeneinstellungen auf die Standardwerte setzen #if 0 m_Volumes[MUSIC] = DEFAULT_MUSIC_VOLUME; m_Volumes[SPEECH] = DEFAULT_SPEECH_VOLUME; m_Volumes[SFX] = DEFAULT_SFX_VOLUME; #endif } // ----------------------------------------------------------------------------- FMODExSound::~FMODExSound() { #if 0 // Alle noch spielenden Sounds stoppen und die Ressourcen freigeben for (PSM_ITER it = m_PlayingSoundsMap.begin(); it != m_PlayingSoundsMap.end(); ++it) { if (it->second.ChannelPtr) delete it->second.ChannelPtr; if (it->second.ResourcePtr) it->second.ResourcePtr->Release(); } // FMOD Ex deinitialisieren if (m_FMOD) FMOD_System_Release(m_FMOD); #endif } // ----------------------------------------------------------------------------- Service *FMODExSound_CreateObject(Kernel *pKernel) { return new FMODExSound(pKernel); } // ----------------------------------------------------------------------------- bool FMODExSound::Init(unsigned int SampleRate, unsigned int Channels) { #if 0 // Eine Warnung ausgeben, wenn dieser Service schon initialisiert wurde. // Allerdings wird trotzdem true zurückgegeben, weil kein Fehler aufgetreten ist, der Service ist noch benutzbar. if (m_FMOD) { BS_LOG_WARNINGLN("Tried to initialize again. Call ignored."); return true; } else { try { // Die FMOD Ex mit den übergebenen Werte initialisieren FMOD_RESULT Result = FMOD_System_Create(&m_FMOD); if (Result != FMOD_OK) throw(BS_FMODExException("FMOD_System_Create()", Result)); Result = FMOD_System_SetSoftwareFormat(m_FMOD, SampleRate, FMOD_SOUND_FORMAT_PCM16, 0, 0, FMOD_DSP_RESAMPLER_LINEAR); if (Result != FMOD_OK) throw(BS_FMODExException("FMOD_System_SetSoftwareFormat()", Result)); Result = FMOD_System_Init(m_FMOD, Channels, FMOD_INIT_NORMAL, 0); if (Result != FMOD_OK) throw(BS_FMODExException("FMOD_System_Init()", Result)); } catch (BS_FMODExException Ex) { Ex.Log(); BS_LOG_ERRORLN("FMOD Ex could not be initialized."); if (m_FMOD) { FMOD_System_Release(m_FMOD); m_FMOD = 0; } return false; } BS_LOGLN("FMOD Ex initialized. Sample rate: %d / Channels: %d", SampleRate, Channels); return true; } #else return true; #endif } // ----------------------------------------------------------------------------- void FMODExSound::Update() { #if 0 BS_ASSERT(m_FMOD); FMOD_RESULT Result = FMOD_System_Update(m_FMOD); if (Result != FMOD_OK) BS_FMODExException("FMOD_System_Update()", Result).Log(); RemoveInactiveSounds(); #endif } // ----------------------------------------------------------------------------- // Sounds abspielen // ----------------------------------------------------------------------------- bool FMODExSound::PlaySound(const Common::String &FileName, SOUND_TYPES Type, float Volume, float Pan, bool Loop, int LoopStart, int LoopEnd, unsigned int Layer) { #if 0 return PlaySoundInternal(FileName, Type, Volume, Pan, Loop, LoopStart, LoopEnd, Layer, 0, 0) != 0; #else return true; #endif } // ----------------------------------------------------------------------------- unsigned int FMODExSound::PlaySoundEx(const Common::String &FileName, SOUND_TYPES Type, float Volume, float Pan, bool Loop, int LoopStart, int LoopEnd, unsigned int Layer) { #if 0 return PlaySoundInternal(FileName, Type, Volume, Pan, Loop, LoopStart, LoopEnd, Layer, 0, 0); #else return true; #endif } // ------------------------------------------------------------------------- #if 0 FMOD_RESULT F_CALLBACK BS_FMODExSound::FMODExDynamicSoundSetPosCallback(FMOD_SOUND *sound, int subsound, unsigned int position, FMOD_TIMEUNIT postype) { // In dynamischen Sounds wird nicht gesprungen, daher tut dieses Funktion nichts. return FMOD_OK; } // ------------------------------------------------------------------------- FMOD_RESULT F_CALLBACK BS_FMODExSound::FMODExDynamicSoundReadCallback(FMOD_SOUND *sound, void *data, unsigned int datalen) { // Handle auf das aktuelle Soundsystem holen, dies ist wohl dieses hier. BS_FMODExSound *t = reinterpret_cast(BS_Kernel::GetInstance()->GetSfx()); // Handle auf den richtigen Sound holen, wurde als FMOD Ex Benutzerdaten gesetzt. unsigned int Handle; FMOD_RESULT Result = FMOD_Sound_GetUserData(sound, reinterpret_cast(&Handle)); if (Result != FMOD_OK) { BS_FMODExException("FMOD_Sound_GetUserData()", Result).Log(); return FMOD_OK; } // Sounddaten holen und Callbackfunktion aufrufen. PlayingSoundData *PSD = t->GetPlayingSoundDataByHandle(Handle); if (PSD) PSD->ReadCallback(PSD->UserData, data, datalen); return FMOD_OK; } #endif // ----------------------------------------------------------------------------- unsigned int FMODExSound::PlayDynamicSoundEx(DynamicSoundReadCallback ReadCallback, void *UserData, SOUND_TYPES Type, unsigned int SampleRate, unsigned int BitsPerSample, unsigned int Channels, float Volume, float Pan, unsigned int Layer) { #if 0 // Parameter überprüfen if (BitsPerSampleToFMODExSoundFormat(BitsPerSample) == FMOD_SOUND_FORMAT_NONE) { BS_LOG_ERRORLN("Cannot create a dynamic sound with %d bits per sample.", BitsPerSample); return 0; } if (Channels == 0 || Channels > 2) { BS_LOG_ERRORLN("Cannot create a dynamic sound with %d channels.", Channels); return 0; } // Zu vergebendes Handle bestimmen unsigned int Handle = m_NextHandle++; // Sound in die Sound-Map eintragen mit all den Informationen, die wir bisher haben. // Dies muss für dynamische Sounds so früh geschehen, da sofort nach dem Aufruf von FMOD_System_CreateSound der Callback aufgerufen wird um // den Decode-Buffer zu füllen. Unser Callback liest den BS-Callback aus der Sound-Map. Wenn wir den Sound später hinzufügen würden, würde der // BS-Callback zu diesem Sound nicht in der Map stehen und nicht aufgerufen werden können. // Den fehlenden ChannelPtr tragen wir später in dieser Funktion ein. m_PlayingSoundsMap[Handle] = PlayingSoundData(0, 0, Type, Layer, Volume, ReadCallback, UserData); // Dynamischen FMOD Ex Sound erstellen FMOD_CREATESOUNDEXINFO CreateSoundExInfo; memset(&CreateSoundExInfo, 0, sizeof(FMOD_CREATESOUNDEXINFO)); CreateSoundExInfo.cbsize = sizeof(FMOD_CREATESOUNDEXINFO); CreateSoundExInfo.length = 0xffffffff; CreateSoundExInfo.numchannels = Channels; CreateSoundExInfo.defaultfrequency = SampleRate; CreateSoundExInfo.format = BitsPerSampleToFMODExSoundFormat(BitsPerSample); CreateSoundExInfo.pcmreadcallback = FMODExDynamicSoundReadCallback; CreateSoundExInfo.pcmsetposcallback = FMODExDynamicSoundSetPosCallback; CreateSoundExInfo.userdata = reinterpret_cast(Handle); FMOD_SOUND *FMODExSoundPtr; FMOD_RESULT Result = FMOD_System_CreateSound(m_FMOD, 0, FMOD_2D | FMOD_OPENUSER | FMOD_LOOP_NORMAL | FMOD_HARDWARE | FMOD_CREATESTREAM, &CreateSoundExInfo, &FMODExSoundPtr); if (Result != FMOD_OK) { BS_FMODExException("FMOD_System_CreateSound() from PlayDynamicSoundEx()", Result).Log(); return 0; } // Neu erstellten Sound einem Kanal zuweisen FMOD_CHANNEL *FMODExChannelPtr; Result = FMOD_System_PlaySound(m_FMOD, FMOD_CHANNEL_FREE, FMODExSoundPtr, 1, &FMODExChannelPtr); if (Result != FMOD_OK) { BS_FMODExException("FMOD_System_PlaySound() from PlayDynamicSoundEx()", Result).Log(); return 0; } // FMOD Ex Kanal an einen BS_FMODExChannel binden und abspielen BS_FMODExChannel *ChannelPtr = new BS_FMODExChannel(FMODExChannelPtr, FMODExSoundPtr); ChannelPtr->SetPaused(false); // ChannelPtr in die PlayingSoundData-Struktur eintragen PlayingSoundData *PSD = GetPlayingSoundDataByHandle(Handle); if (PSD) PSD->ChannelPtr = ChannelPtr; return Handle; #else return 0; #endif } // ----------------------------------------------------------------------------- #if 0 unsigned int BS_FMODExSound::PlaySoundInternal(const Common::String &FileName, SOUND_TYPES Type, float Volume, float Pan, bool Loop, int LoopStart, int LoopEnd, unsigned int Layer, unsigned int Position, unsigned int Handle) { BS_ASSERT(m_FMOD); BS_ASSERT(Type < SOUNDTYPE_COUNT); // Resource anfordern BS_Resource *ResourcePtr = BS_Kernel::GetInstance()->GetResourceManager()->RequestResource(FileName); if (!ResourcePtr) { BS_LOG_ERRORLN("Could not request resource \"%s\".", FileName.c_str()); return 0; } if (ResourcePtr->GetType() != BS_Resource::TYPE_SOUND) { BS_LOG_ERRORLN("Requested resource \"%s\" is not a sound.", FileName.c_str()); return 0; } BS_FMODExResource *SoundResourcePtr = static_cast(ResourcePtr); // Sound im Pause-Modus starten BS_FMODExChannel *ChannelPtr = SoundResourcePtr->StartSound(m_FMOD); if (ChannelPtr) { try { // Falls der Sound gelooped wird, Loop-Points setzen if (Loop) { // Bestimmen, welche Loop-Points benutzt werden. Falls ein Loop-Point als Parameter nicht spezifiziert wurde (Wert -1), // wird der Loop-Point von FMOD Ex benutzt. unsigned int RealLoopStart = (LoopStart > 0) ? LoopStart : ChannelPtr->GetLoopStart(); unsigned int RealLoopEnd = (LoopEnd > 0) ? LoopEnd : ChannelPtr->GetLoopEnd(); // Loop-Points auf Gültigkeit überprüfen if (RealLoopStart > RealLoopEnd) { BS_LOG_ERRORLN("Loop start (%d) was placed after loop end (%d) for sound \"%s\".", RealLoopStart, RealLoopEnd, SoundResourcePtr->GetFileName().c_str()); throw(0); } if (RealLoopStart > ChannelPtr->GetLoopEnd()) { BS_LOG_ERRORLN("Loop start (%d) was placed after end (%d) of sound \"%s\".", RealLoopStart, ChannelPtr->GetLoopEnd(), SoundResourcePtr->GetFileName().c_str()); throw(0); } if (RealLoopEnd > ChannelPtr->GetLoopEnd()) { BS_LOG_ERRORLN("Loop end (%d) was placed after end (%d) of sound \"%s\".", RealLoopEnd, ChannelPtr->GetLoopEnd(), SoundResourcePtr->GetFileName().c_str()); throw(0); } // Loop-Points setzen if (!ChannelPtr->SetLoopPoints(RealLoopStart, RealLoopEnd)) throw(0); } // Sound-Parameter gemäß der Übergabeparameter setzen if (!ChannelPtr->SetVolume(NormalizeVolume(Volume) * m_Volumes[Type])) throw(0); if (!ChannelPtr->SetPanning(NormalizePanning(Pan))) throw(0); if (!ChannelPtr->SetLoop(Loop)) throw(0); if (!ChannelPtr->SetPosition(Position)) throw(0); } catch (...) { delete ChannelPtr; SoundResourcePtr->Release(); return 0; } unsigned int MyLoopStart = ChannelPtr->GetLoopStart(); unsigned int MyLoopEnd = ChannelPtr->GetLoopEnd(); ChannelPtr->SetLoopPoints(MyLoopStart, MyLoopEnd); // Sound abspielen ChannelPtr->SetPaused(false); // Sound in die Sound-Map eintragen unsigned int NewHandle = (Handle != 0) ? Handle : m_NextHandle++; m_PlayingSoundsMap[NewHandle] = PlayingSoundData(SoundResourcePtr, ChannelPtr, Type, Layer, Volume); return NewHandle; } else { SoundResourcePtr->Release(); return 0; } } #endif // ----------------------------------------------------------------------------- // Sonstige Methoden // ----------------------------------------------------------------------------- void FMODExSound::SetVolume(float Volume, SOUND_TYPES Type) { #if 0 BS_ASSERT(m_FMOD); BS_ASSERT(Type < SOUNDTYPE_COUNT); m_Volumes[Type] = NormalizeVolume(Volume); // Alle Volumen der Sounds der Kategorie aktualisieren PSM_CONST_ITER it = m_PlayingSoundsMap.begin(); while (it != m_PlayingSoundsMap.end()) { const PlayingSoundData &PSD = it->second; if (PSD.ChannelPtr && PSD.Type == Type) PSD.ChannelPtr->SetVolume(Volume * PSD.Volume); ++it; } #endif } // ----------------------------------------------------------------------------- float FMODExSound::GetVolume(SOUND_TYPES Type) { #if 0 BS_ASSERT(m_FMOD); BS_ASSERT(Type < SOUNDTYPE_COUNT); return m_Volumes[Type]; #else return 0; #endif } // ----------------------------------------------------------------------------- void FMODExSound::PauseAll() { #if 0 BS_ASSERT(m_FMOD); // Alle Sounds durchgehen und alle pausieren. // Diese werden dann markiert, damit ResumeAll() feststellen kann, welche Sounds mit PauseAll() pausiert wurden. // ResumeAll() setzt dann nur diejenigen fort, die nur über PauseAll() pausiert wurden. PSM_ITER it = m_PlayingSoundsMap.begin(); while (it != m_PlayingSoundsMap.end()) { PlayingSoundData &PSD = it->second; if (PSD.ChannelPtr) PSD.ChannelPtr->SetPaused(true); PSD.PausedGlobal = true; ++it; } #endif } // ----------------------------------------------------------------------------- void FMODExSound::ResumeAll() { #if 0 BS_ASSERT(m_FMOD); // Alle Sounds durchgehen, die gloable Pause aufheben und diejenigen fortsetzen, // die keine Pause mehr haben (weder explizit, über den Layer oder global). PSM_ITER it = m_PlayingSoundsMap.begin(); while (it != m_PlayingSoundsMap.end()) { PlayingSoundData &PSD = it->second; if (PSD.PausedGlobal) { PSD.PausedGlobal = false; if (PSD.ChannelPtr && !PSD.PausedLayer && !PSD.Paused) PSD.ChannelPtr->SetPaused(false); } ++it; } #endif } // ----------------------------------------------------------------------------- void FMODExSound::PauseLayer(unsigned int Layer) { #if 0 BS_ASSERT(m_FMOD); // Alle Sounds durchgehen und alle pausieren, die sich auf den angegebenen Layer befinden. // Diese werden dann markiert, damit ResumeLayer() feststellen kann, welche Sounds mit PauseLayer() pausiert wurden. // ResumeLayer() setzt dann nur diejenigen fort, die nur über PauseLayer() mit der entsprechenden Layer-Nummer pausiert wurden. PSM_ITER it = m_PlayingSoundsMap.begin(); while (it != m_PlayingSoundsMap.end()) { PlayingSoundData &PSD = it->second; if (PSD.Layer == Layer) { if (PSD.ChannelPtr) PSD.ChannelPtr->SetPaused(true); PSD.PausedLayer = true; } ++it; } #endif } // ----------------------------------------------------------------------------- void FMODExSound::ResumeLayer(unsigned int Layer) { #if 0 BS_ASSERT(m_FMOD); // Alle Sounds durchgehen, die Layer-Pause aufheben und diejenigen fortsetzen, // die keine Pause mehr haben (weder explizit, über den Layer oder global). PSM_ITER it = m_PlayingSoundsMap.begin(); while (it != m_PlayingSoundsMap.end()) { PlayingSoundData &PSD = it->second; if (PSD.PausedLayer && PSD.Layer == Layer) { PSD.PausedLayer = false; if (PSD.ChannelPtr && !PSD.PausedGlobal && !PSD.Paused) PSD.ChannelPtr->SetPaused(false); } ++it; } #endif } // ----------------------------------------------------------------------------- // Sound Setter // ----------------------------------------------------------------------------- void FMODExSound::SetSoundVolume(unsigned int Handle, float Volume) { #if 0 BS_ASSERT(m_FMOD); PlayingSoundData *PSDPtr = GetPlayingSoundDataByHandle(Handle); if (PSDPtr) if (PSDPtr->ChannelPtr && PSDPtr->ChannelPtr->SetVolume(NormalizeVolume(Volume) * m_Volumes[PSDPtr->Type])) PSDPtr->Volume = Volume; #endif } // ----------------------------------------------------------------------------- void FMODExSound::SetSoundPanning(unsigned int Handle, float Pan) { #if 0 BS_ASSERT(m_FMOD); PlayingSoundData *PSDPtr = GetPlayingSoundDataByHandle(Handle); if (PSDPtr && PSDPtr->ChannelPtr) PSDPtr->ChannelPtr->SetPanning(NormalizePanning(Pan)); #endif } // ----------------------------------------------------------------------------- void FMODExSound::PauseSound(unsigned int Handle) { #if 0 BS_ASSERT(m_FMOD); PlayingSoundData *PSDPtr = GetPlayingSoundDataByHandle(Handle); if (PSDPtr) { PSDPtr->Paused = true; if (PSDPtr->ChannelPtr) PSDPtr->ChannelPtr->SetPaused(true); } #endif } // ----------------------------------------------------------------------------- void FMODExSound::ResumeSound(unsigned int Handle) { #if 0 BS_ASSERT(m_FMOD); PlayingSoundData *PSDPtr = GetPlayingSoundDataByHandle(Handle); if (PSDPtr) { PSDPtr->Paused = false; if (PSDPtr->ChannelPtr && !PSDPtr->PausedGlobal && !PSDPtr->PausedLayer) PSDPtr->ChannelPtr->SetPaused(false); } #endif } // ----------------------------------------------------------------------------- void FMODExSound::StopSound(unsigned int Handle) { #if 0 BS_ASSERT(m_FMOD); PlayingSoundData *PSDPtr = GetPlayingSoundDataByHandle(Handle); if (PSDPtr && PSDPtr->ChannelPtr) PSDPtr->ChannelPtr->Stop(); #endif } // ----------------------------------------------------------------------------- // Sound Getter // ----------------------------------------------------------------------------- bool FMODExSound::IsSoundPaused(unsigned int Handle) { #if 0 BS_ASSERT(m_FMOD); PlayingSoundData *PSDPtr = GetPlayingSoundDataByHandle(Handle); if (PSDPtr && PSDPtr->ChannelPtr) return PSDPtr->ChannelPtr->IsPaused(); #endif return false; } // ----------------------------------------------------------------------------- bool FMODExSound::IsSoundPlaying(unsigned int Handle) { #if 0 BS_ASSERT(m_FMOD); PlayingSoundData *PSDPtr = GetPlayingSoundDataByHandle(Handle); if (PSDPtr && PSDPtr->ChannelPtr) return PSDPtr->ChannelPtr->IsPlaying(); #endif return false; } // ----------------------------------------------------------------------------- float FMODExSound::GetSoundVolume(unsigned int Handle) { #if 0 BS_ASSERT(m_FMOD); PlayingSoundData *PSDPtr = GetPlayingSoundDataByHandle(Handle); if (PSDPtr) return PSDPtr->Volume; #endif return 0; } // ----------------------------------------------------------------------------- float FMODExSound::GetSoundPanning(unsigned int Handle) { #if 0 BS_ASSERT(m_FMOD); PlayingSoundData *PSDPtr = GetPlayingSoundDataByHandle(Handle); if (PSDPtr && PSDPtr->ChannelPtr) return PSDPtr->ChannelPtr->GetPanning(); #endif return 0; } // ----------------------------------------------------------------------------- float FMODExSound::GetSoundTime(unsigned int Handle) { #if 0 BS_ASSERT(m_FMOD); PlayingSoundData *PSDPtr = GetPlayingSoundDataByHandle(Handle); if (PSDPtr && PSDPtr->ChannelPtr) return static_cast(PSDPtr->ChannelPtr->GetTime()) / 1000.0f; #endif return 0; } #if 0 void BS_FMODExSound::RemoveInactiveSounds() { PSM_ITER it = m_PlayingSoundsMap.begin(); while (it != m_PlayingSoundsMap.end()) { if (!it->second.ChannelPtr || !it->second.ChannelPtr->IsPlaying()) { PlayingSoundData &PSD = it->second; delete PSD.ChannelPtr; if (PSD.ResourcePtr) PSD.ResourcePtr->Release(); it = m_PlayingSoundsMap.erase(it); } else ++it; } /* static size_t lastActiveChannels = 0; if (m_PlayingSoundsMap.size() != lastActiveChannels) { BS_LOGLN("Aktive Kanaele: %d", m_PlayingSoundsMap.size()); lastActiveChannels = m_PlayingSoundsMap.size(); } */ } // ----------------------------------------------------------------------------- BS_FMODExSound::PlayingSoundData *BS_FMODExSound::GetPlayingSoundDataByHandle(unsigned int Handle) { // Zum Soundhandle gehörige Daten in der Hash-Map finden PSM_ITER it = m_PlayingSoundsMap.find(Handle); // Falls die Daten nicht gefunden werden konnten, Fehler zurückgebene, ansonsten ein Pointer auf die Daten. if (it == m_PlayingSoundsMap.end()) return 0; return &((*it).second); } // ----------------------------------------------------------------------------- unsigned int BS_FMODExSound::CountPlayingDynamicSounds() { unsigned int Result = 0; for (PSM_CONST_ITER it = m_PlayingSoundsMap.begin(); it != m_PlayingSoundsMap.end(); ++it) if (!it->second.ResourcePtr) ++Result; return Result; } #endif // ----------------------------------------------------------------------------- // Ressourcen-Verwaltung // ----------------------------------------------------------------------------- Resource *FMODExSound::LoadResource(const Common::String &FileName) { #if 0 BS_ASSERT(m_FMOD); BS_ASSERT(CanLoadResource(FileName)); bool Success; BS_FMODExResource *ResourcePtr = new BS_FMODExResource(FileName, m_FMOD, Success); if (Success) return ResourcePtr; else { delete ResourcePtr; return 0; } #else return 0; #endif } bool FMODExSound::CanLoadResource(const Common::String &FileName) { #if 0 if (FileName.size() >= 4) { Common::String Extension(FileName.end() - 4, FileName.end()); BS_String::ToLower(Extension); return Extension == ".wav" || Extension == ".ogg" || Extension == ".mp3"; } else return false; #else return true; #endif } // ----------------------------------------------------------------------------- // Persistenz // ----------------------------------------------------------------------------- bool FMODExSound::Persist(OutputPersistenceBlock &Writer) { #if 0 BS_ASSERT(m_FMOD); // Alle inaktiven Sounds entfernen, damit kein unnötiger Ballast gespeichert wird RemoveInactiveSounds(); // Warnung ausgeben, wenn dynamische Sounds abgespielt werden unsigned int PlayingDynamicSounds = CountPlayingDynamicSounds(); if (PlayingDynamicSounds) BS_LOG_WARNINGLN("There are currently dynamic sounds playing. These will not be persisted."); // Nächstes Handle speichern Writer.Write(m_NextHandle); // Anzahl spielender (nicht dynamischer) Sounds speichern Writer.Write(m_PlayingSoundsMap.size() - PlayingDynamicSounds); // Informationen für jeden spielenden (nicht dynamischen) Sound speichern PSM_CONST_ITER it = m_PlayingSoundsMap.begin(); while (it != m_PlayingSoundsMap.end()) { const PlayingSoundData &PSD = it->second; if (PSD.ResourcePtr) { // Handle speichern Writer.Write(it->first); // Soundeigenschaften speichern Writer.Write(PSD.ResourcePtr->GetFileName()); Writer.Write(static_cast(PSD.Type)); Writer.Write(PSD.Layer); Writer.Write(PSD.Volume); Writer.Write(PSD.ChannelPtr->GetPanning()); Writer.Write(PSD.ChannelPtr->IsLooping()); Writer.Write(PSD.ChannelPtr->GetLoopStart()); Writer.Write(PSD.ChannelPtr->GetLoopEnd()); Writer.Write(PSD.ChannelPtr->GetPosition()); Writer.Write(PSD.Paused); Writer.Write(PSD.PausedLayer); Writer.Write(PSD.PausedGlobal); } ++it; } #endif return true; } // ----------------------------------------------------------------------------- bool FMODExSound::Unpersist(InputPersistenceBlock &Reader) { #if 0 BS_ASSERT(m_FMOD); // Alle Sounds stoppen PSM_ITER it = m_PlayingSoundsMap.begin(); while (it != m_PlayingSoundsMap.end()) { const PlayingSoundData &PSD = it->second; if (PSD.ChannelPtr) delete PSD.ChannelPtr; if (PSD.ResourcePtr) PSD.ResourcePtr->Release(); ++it; } // Sound-Map leeren m_PlayingSoundsMap.clear(); // Nächstes Handle laden Reader.Read(m_NextHandle); // Soundanzahl einlesen unsigned int SoundCount = 0; Reader.Read(SoundCount); // Informationen über jeden spielenden Sound einlesen und ihn mit den Parametern abspielen for (unsigned int i = 0; i < SoundCount; ++i) { unsigned int Handle; Common::String FileName; unsigned int Type; unsigned int Layer; float Volume; float Pan; bool Loop; unsigned int LoopStart; unsigned int LoopEnd; unsigned int Position; bool Paused; bool PausedLayer; bool PausedGlobal; Reader.Read(Handle); Reader.Read(FileName); Reader.Read(Type); Reader.Read(Layer); Reader.Read(Volume); Reader.Read(Pan); Reader.Read(Loop); Reader.Read(LoopStart); Reader.Read(LoopEnd); Reader.Read(Position); Reader.Read(Paused); Reader.Read(PausedLayer); Reader.Read(PausedGlobal); if (Reader.IsGood()) { PlaySoundInternal(FileName, (SOUND_TYPES) Type, Volume, Pan, Loop, LoopStart, LoopEnd, Layer, Position, Handle); } else { return false; } } return Reader.IsGood(); #else return true; #endif } } // End of namespace Sword25