/* 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 "titanic/sound/sound.h" #include "titanic/game_manager.h" #include "titanic/titanic.h" namespace Titanic { CSoundItem::~CSoundItem() { delete _waveFile; } /*------------------------------------------------------------------------*/ CSound::CSound(CGameManager *owner, Audio::Mixer *mixer) : _gameManager(owner), _soundManager(mixer) { g_vm->_movieManager.setSoundManager(&_soundManager); } CSound::~CSound() { _soundManager.qsWaveMixCloseSession(); _sounds.destroyContents(); } void CSound::save(SimpleFile *file) const { _soundManager.save(file); } void CSound::load(SimpleFile *file) { _soundManager.load(file); } void CSound::preLoad() { _soundManager.preLoad(); if (_gameManager) _gameManager->_musicRoom.destroyMusicHandler(); } void CSound::preEnterView(CViewItem *newView, bool isNewRoom) { CNodeItem *node = newView->findNode(); double xp, yp, zp; node->getPosition(xp, yp, zp); double cosVal = cos(newView->_angle); double sinVal = -sin(newView->_angle); _soundManager.setListenerPosition(xp, yp, zp, cosVal, sinVal, 0, isNewRoom); } bool CSound::isActive(int handle) { if (handle != 0 && handle != -1) return _soundManager.isActive(handle); return false; } void CSound::setVolume(uint handle, uint volume, uint seconds) { _soundManager.setVolume(handle, volume, seconds); } void CSound::activateSound(CWaveFile *waveFile, DisposeAfterUse::Flag disposeAfterUse) { for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ++i) { CSoundItem *sound = *i; if (sound->_waveFile == waveFile) { sound->_active = true; sound->_disposeAfterUse = disposeAfterUse; // Anything bigger than 50Kb is automatically flagged to be free when finished if (waveFile->size() > (50 * 1024)) sound->_disposeAfterUse = DisposeAfterUse::YES; break; } } } void CSound::stopChannel(int channel) { _soundManager.stopChannel(channel); } void CSound::checkSounds() { for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ) { CSoundItem *soundItem = *i; if (soundItem->_active && soundItem->_disposeAfterUse == DisposeAfterUse::YES) { if (!_soundManager.isActive(soundItem->_waveFile)) { i = _sounds.erase(i); delete soundItem; continue; } } ++i; } } void CSound::removeOldest() { for (CSoundItemList::iterator i = _sounds.reverse_begin(); i != _sounds.end(); --i) { CSoundItem *soundItem = *i; if (soundItem->_active && !_soundManager.isActive(soundItem->_waveFile)) { _sounds.remove(soundItem); delete soundItem; break; } } } CWaveFile *CSound::getTrueTalkSound(CDialogueFile *dialogueFile, int index) { return loadSpeech(dialogueFile, index); } CWaveFile *CSound::loadSound(const CString &name) { checkSounds(); // Check whether an entry for the given name is already active for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ++i) { CSoundItem *soundItem = *i; if (soundItem->_name == name) { // Found it, so move it to the front of the list and return _sounds.remove(soundItem); _sounds.push_front(soundItem); return soundItem->_waveFile; } } // Create new sound item CSoundItem *soundItem = new CSoundItem(name); soundItem->_waveFile = _soundManager.loadSound(name); if (!soundItem->_waveFile) { // Couldn't load sound, so destroy new item and return delete soundItem; return 0; } // Add the item to the list of sounds _sounds.push_front(soundItem); // If there are more than 10 sounds loaded, remove the last one, // which is the least recently used of all of them if (_sounds.size() > 10) removeOldest(); return soundItem->_waveFile; } int CSound::playSound(const CString &name, CProximity &prox) { CWaveFile *waveFile = loadSound(name); if (!waveFile) return -1; prox._soundDuration = waveFile->getDurationTicks(); if (prox._soundType != Audio::Mixer::kPlainSoundType) waveFile->_soundType = prox._soundType; activateSound(waveFile, prox._disposeAfterUse); return _soundManager.playSound(*waveFile, prox); } CWaveFile *CSound::loadSpeech(CDialogueFile *dialogueFile, int speechId) { checkSounds(); // Check whether an entry for the given name is already active for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ++i) { CSoundItem *soundItem = *i; if (soundItem->_dialogueFileHandle == dialogueFile->getFile() && soundItem->_speechId == speechId) { // Found it, so move it to the front of the list and return _sounds.remove(soundItem); _sounds.push_front(soundItem); return soundItem->_waveFile; } } // Create new sound item CSoundItem *soundItem = new CSoundItem(dialogueFile->getFile(), speechId); soundItem->_waveFile = _soundManager.loadSpeech(dialogueFile, speechId); if (!soundItem->_waveFile) { // Couldn't load speech, so destroy new item and return delete soundItem; return 0; } // Add the item to the list of sounds _sounds.push_front(soundItem); // If there are more than 10 sounds loaded, remove the last one, // which is the least recently used of all of them if (_sounds.size() > 10) removeOldest(); return soundItem->_waveFile; } int CSound::playSpeech(CDialogueFile *dialogueFile, int speechId, CProximity &prox) { CWaveFile *waveFile = loadSpeech(dialogueFile, speechId); if (!waveFile) return -1; prox._soundDuration = waveFile->getDurationTicks(); if (prox._soundType != Audio::Mixer::kPlainSoundType) waveFile->_soundType = prox._soundType; activateSound(waveFile, prox._disposeAfterUse); return _soundManager.playSound(*waveFile, prox); } void CSound::stopSound(uint handle) { _soundManager.stopSound(handle); } void CSound::setCanFree(int handle) { if (handle != 0 && handle != -1) _soundManager.setCanFree(handle); } void CSound::updateMixer() { _soundManager.waveMixPump(); } } // End of namespace Titanic