/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "dcgf.h" #include "BFile.h" #include "BGame.h" #include "BSoundMgr.h" #include "BSoundBuffer.h" #include "BFileManager.h" #include "utils.h" #include "audio/audiostream.h" #include "audio/mixer.h" #include "audio/decoders/vorbis.h" #include "common/system.h" namespace WinterMute { ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// #define MAX_NONSTREAMED_FILE_SIZE 1024*1024 ////////////////////////////////////////////////////////////////////////// CBSoundBuffer::CBSoundBuffer(CBGame *inGame): CBBase(inGame) { _stream = NULL; _handle = new Audio::SoundHandle; // _sync = NULL; _streamed = false; _filename = NULL; _file = NULL; _privateVolume = 100; _looping = false; _loopStart = 0; _type = SOUND_SFX; _freezePaused = false; } ////////////////////////////////////////////////////////////////////////// CBSoundBuffer::~CBSoundBuffer() { #if 0 Stop(); if (_stream) { BASS_StreamFree(_stream); _stream = NULL; } if (_file) { Game->_fileManager->CloseFile(_file); _file = NULL; } SAFE_DELETE_ARRAY(_filename); #endif } ////////////////////////////////////////////////////////////////////////// void CBSoundBuffer::SetStreaming(bool Streamed, uint32 NumBlocks, uint32 BlockSize) { _streamed = Streamed; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::LoadFromFile(const char *Filename, bool ForceReload) { warning("BSoundBuffer::LoadFromFile(%s,%d)", Filename, ForceReload); #if 0 if (_stream) { BASS_StreamFree(_stream); _stream = NULL; } #endif delete _stream; _stream = NULL; if (_file) Game->_fileManager->CloseFile(_file); _file = Game->_fileManager->OpenFile(Filename); if (!_file) { Game->LOG(0, "Error opening sound file '%s'", Filename); return E_FAIL; } _stream = Audio::makeVorbisStream(_file->getMemStream(), DisposeAfterUse::YES); CBUtils::SetString(&_filename, Filename); return S_OK; #if 0 BASS_FILEPROCS fileProc; fileProc.close = CBSoundBuffer::FileCloseProc; fileProc.read = CBSoundBuffer::FileReadProc; fileProc.seek = CBSoundBuffer::FileSeekProc; fileProc.length = CBSoundBuffer::FileLenProc; _stream = BASS_StreamCreateFileUser(STREAMFILE_NOBUFFER, 0, &fileProc, (void *)_file); if (!_stream) { Game->LOG(0, "BASS error: %d while loading '%s'", BASS_ErrorGetCode(), Filename); return E_FAIL; } CBUtils::SetString(&_filename, Filename); /* HRESULT res; bool NewlyCreated = false; if(!_soundBuffer || ForceReload || _streamed){ if(!_file) _file = Game->_fileManager->OpenFile(Filename); if(!_file){ Game->LOG(0, "Error opening sound file '%s'", Filename); return E_FAIL; } // switch to streamed for big files if(!_streamed && (_file->GetSize() > MAX_NONSTREAMED_FILE_SIZE && !Game->_forceNonStreamedSounds)) SetStreaming(true); } // create buffer if(!_soundBuffer){ NewlyCreated = true; res = InitializeBuffer(_file); if(FAILED(res)){ Game->LOG(res, "Error creating sound buffer for file '%s'", Filename); return res; } } // store filename if(!_filename){ _filename = new char[strlen(Filename)+1]; strcpy(_filename, Filename); } // close file (if not streaming) if(!_streamed && _file){ Game->_fileManager->CloseFile(_file); _file = NULL; } */ return S_OK; #endif } ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::Play(bool Looping, uint32 StartSample) { warning("Play: %s", _filename); if (_stream) { SetLooping(Looping); g_system->getMixer()->playStream(Audio::Mixer::kPlainSoundType, _handle, _stream); //BASS_ChannelPlay(_stream, TRUE); } return S_OK; } ////////////////////////////////////////////////////////////////////////// void CBSoundBuffer::SetLooping(bool looping) { #if 0 _looping = looping; if (_stream) { BASS_ChannelFlags(_stream, looping ? BASS_SAMPLE_LOOP : 0, BASS_SAMPLE_LOOP); } #endif } ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::Resume() { #if 0 if (_stream) { BASS_ChannelPlay(_stream, FALSE); } return S_OK; #endif } ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::Stop() { #if 0 if (_stream) { BASS_ChannelStop(_stream); } #endif return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::Pause() { #if 0 if (_stream) { BASS_ChannelPause(_stream); } #endif return S_OK; } ////////////////////////////////////////////////////////////////////////// uint32 CBSoundBuffer::GetLength() { #if 0 QWORD len = BASS_ChannelGetLength(_stream, BASS_POS_BYTE); return 1000 * BASS_ChannelBytes2Seconds(_stream, len); #endif } ////////////////////////////////////////////////////////////////////////// void CBSoundBuffer::SetType(TSoundType Type) { _type = Type; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::SetVolume(int Volume) { #if 0 if (_stream) { BASS_ChannelSetAttribute(_stream, BASS_ATTRIB_VOL, (float)Volume / 100.0f); } #endif return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::SetPrivateVolume(int Volume) { #if 0 _privateVolume = Volume; switch (_type) { case SOUND_SFX: Volume = Game->_soundMgr->_volumeSFX; break; case SOUND_SPEECH: Volume = Game->_soundMgr->_volumeSpeech; break; case SOUND_MUSIC: Volume = Game->_soundMgr->_volumeMusic; break; } #endif return SetVolume(Volume); } ////////////////////////////////////////////////////////////////////////// bool CBSoundBuffer::IsPlaying() { #if 0 return _freezePaused || BASS_ChannelIsActive(_stream) == BASS_ACTIVE_PLAYING; #endif return false; } ////////////////////////////////////////////////////////////////////////// uint32 CBSoundBuffer::GetPosition() { #if 0 if (_stream) { QWORD len = BASS_ChannelGetPosition(_stream, BASS_POS_BYTE); return 1000 * BASS_ChannelBytes2Seconds(_stream, len); } else return 0; #endif return 0; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::SetPosition(uint32 Pos) { #if 0 if (_stream) { QWORD pos = BASS_ChannelSeconds2Bytes(_stream, (float)Pos / 1000.0f); BASS_ChannelSetPosition(_stream, pos, BASS_POS_BYTE); } #endif return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::SetLoopStart(uint32 Pos) { _loopStart = Pos; #if 0 if (_stream) { if (_sync) { BASS_ChannelRemoveSync(_stream, _sync); _sync = NULL; } if (_loopStart > 0) { QWORD len = BASS_ChannelGetLength(_stream, BASS_POS_BYTE); _sync = BASS_ChannelSetSync(_stream, BASS_SYNC_POS | BASS_SYNC_MIXTIME, len, CBSoundBuffer::LoopSyncProc, (void *)this); } } #endif return S_OK; } #if 0 ////////////////////////////////////////////////////////////////////////// void CBSoundBuffer::LoopSyncProc(HSYNC handle, uint32 channel, uint32 data, void *user) { CBSoundBuffer *soundBuf = static_cast(user); QWORD pos = BASS_ChannelSeconds2Bytes(channel, (float)soundBuf->GetLoopStart() / 1000.0f); if (!BASS_ChannelSetPosition(channel, pos, BASS_POS_BYTE)) BASS_ChannelSetPosition(channel, 0, BASS_POS_BYTE); } #endif ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::SetPan(float Pan) { #if 0 if (_stream) { BASS_ChannelSetAttribute(_stream, BASS_ATTRIB_PAN, Pan); } #endif return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSoundBuffer::ApplyFX(TSFXType Type, float Param1, float Param2, float Param3, float Param4) { #if 0 switch (Type) { case SFX_ECHO: break; case SFX_REVERB: break; default: break; } #endif return S_OK; } #if 0 ////////////////////////////////////////////////////////////////////////// void CBSoundBuffer::FileCloseProc(void *user) { /* CBFile* file = static_cast(user); file->Game->_fileManager->CloseFile(file); */ } ////////////////////////////////////////////////////////////////////////// QWORD CBSoundBuffer::FileLenProc(void *user) { CBFile *file = static_cast(user); return file->GetSize(); } ////////////////////////////////////////////////////////////////////////// uint32 CBSoundBuffer::FileReadProc(void *buffer, uint32 length, void *user) { CBFile *file = static_cast(user); uint32 oldPos = file->GetPos(); file->Read(buffer, length); return file->GetPos() - oldPos; } ////////////////////////////////////////////////////////////////////////// BOOL CBSoundBuffer::FileSeekProc(QWORD offset, void *user) { CBFile *file = static_cast(user); return SUCCEEDED(file->Seek(offset)); } #endif } // end of namespace WinterMute