/* 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 "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/sound/base_sound_manager.h" #include "engines/wintermute/base/sound/base_sound_buffer.h" #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/wintermute.h" #include "audio/audiostream.h" #include "audio/mixer.h" #include "audio/decoders/vorbis.h" #include "audio/decoders/wave.h" #include "audio/decoders/raw.h" #include "common/system.h" #include "common/substream.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// #define MAX_NONSTREAMED_FILE_SIZE 1024*1024 ////////////////////////////////////////////////////////////////////////// BaseSoundBuffer::BaseSoundBuffer(BaseGame *inGame) : BaseClass(inGame) { _stream = nullptr; _handle = nullptr; // _sync = nullptr; _streamed = false; _filename = ""; _file = nullptr; _privateVolume = 255; _volume = 255; _pan = 0; _looping = false; _loopStart = 0; _startPos = 0; _type = Audio::Mixer::kSFXSoundType; _freezePaused = false; } ////////////////////////////////////////////////////////////////////////// BaseSoundBuffer::~BaseSoundBuffer() { stop(); if (_handle) { g_system->getMixer()->stopHandle(*_handle); delete _handle; _handle = nullptr; } delete _stream; _stream = nullptr; } ////////////////////////////////////////////////////////////////////////// void BaseSoundBuffer::setStreaming(bool streamed, uint32 numBlocks, uint32 blockSize) { _streamed = streamed; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::loadFromFile(const Common::String &filename, bool forceReload) { debugC(kWintermuteDebugAudio, "BSoundBuffer::LoadFromFile(%s,%d)", filename.c_str(), forceReload); // Load a file, but avoid having the File-manager handle the disposal of it. _file = BaseFileManager::getEngineInstance()->openFile(filename, true, false); if (!_file) { _gameRef->LOG(0, "Error opening sound file '%s'", filename.c_str()); return STATUS_FAILED; } Common::String strFilename(filename); strFilename.toLowercase(); if (strFilename.hasSuffix(".ogg")) { _stream = Audio::makeVorbisStream(_file, DisposeAfterUse::YES); } else if (strFilename.hasSuffix(".wav")) { int waveSize, waveRate; byte waveFlags; uint16 waveType; if (Audio::loadWAVFromStream(*_file, waveSize, waveRate, waveFlags, &waveType)) { if (waveType == 1) { // We need to wrap the file in a substream to make sure the size is right. _file = new Common::SeekableSubReadStream(_file, _file->pos(), waveSize + _file->pos(), DisposeAfterUse::YES); _stream = Audio::makeRawStream(_file, waveRate, waveFlags, DisposeAfterUse::YES); } else { error("BSoundBuffer::LoadFromFile - WAVE not supported yet for %s with type %d", filename.c_str(), waveType); } } } else { error("BSoundBuffer::LoadFromFile - Unknown filetype for %s", filename.c_str()); } if (!_stream) { return STATUS_FAILED; } _filename = filename; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::play(bool looping, uint32 startSample) { if (_handle) { g_system->getMixer()->stopHandle(*_handle); delete _handle; _handle = nullptr; } // Store the loop-value for save-games. setLooping(looping); if (_stream) { _stream->seek(startSample); _handle = new Audio::SoundHandle; if (_looping) { Audio::AudioStream *loopStream = new Audio::LoopingAudioStream(_stream, 0, DisposeAfterUse::NO); g_system->getMixer()->playStream(_type, _handle, loopStream, -1, _volume, _pan, DisposeAfterUse::YES); } else { g_system->getMixer()->playStream(_type, _handle, _stream, -1, _volume, _pan, DisposeAfterUse::NO); } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// void BaseSoundBuffer::setLooping(bool looping) { if (isPlaying()) { // This warning is here, to see if this is ever the case. warning("BSoundBuffer::SetLooping(%d) - won't change a playing sound", looping); // TODO } _looping = looping; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::resume() { // If the sound was paused while active: if (_stream && _handle) { g_system->getMixer()->pauseHandle(*_handle, false); } else if (_stream) { // Otherwise we come from a savegame, and thus have no handle play(_looping, _startPos); } else { warning("BaseSoundBuffer::resume - Called without a handle or a stream"); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::stop() { if (_stream && _handle) { g_system->getMixer()->stopHandle(*_handle); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::pause() { if (_stream && _handle) { g_system->getMixer()->pauseHandle(*_handle, true); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// uint32 BaseSoundBuffer::getLength() { if (_stream) { uint32 len = _stream->getLength().msecs(); return len * 1000; } return 0; } ////////////////////////////////////////////////////////////////////////// void BaseSoundBuffer::setType(Audio::Mixer::SoundType type) { _type = type; } ////////////////////////////////////////////////////////////////////////// void BaseSoundBuffer::updateVolume() { setVolume(_privateVolume); } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::setVolume(int volume) { _volume = volume * _gameRef->_soundMgr->getMasterVolume() / 255; if (_stream && _handle) { byte vol = (byte)(_volume); g_system->getMixer()->setChannelVolume(*_handle, vol); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::setPrivateVolume(int volume) { _privateVolume = volume; return setVolume(_privateVolume); } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::isPlaying() { if (_stream && _handle) { return _freezePaused || g_system->getMixer()->isSoundHandleActive(*_handle); } else { return false; } } ////////////////////////////////////////////////////////////////////////// uint32 BaseSoundBuffer::getPosition() { if (_stream && _handle) { uint32 pos = g_system->getMixer()->getSoundElapsedTime(*_handle); return pos; } return 0; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::setPosition(uint32 pos) { if (isPlaying()) { warning("BaseSoundBuffer::SetPosition - not implemented for playing sounds yet."); } _startPos = pos; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::setLoopStart(uint32 pos) { _loopStart = pos; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::setPan(float pan) { pan = MAX(pan, -1.0f); pan = MIN(pan, 1.0f); _pan = (int8)(pan * 127); if (_handle) { g_system->getMixer()->setChannelBalance(*_handle, _pan); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundBuffer::applyFX(TSFXType type, float param1, float param2, float param3, float param4) { // This function was already stubbed out in WME Lite, and thus isn't reimplemented here either. switch (type) { case SFX_ECHO: //warning("BaseSoundBuffer::ApplyFX(SFX_ECHO, %f, %f, %f, %f) - not implemented yet", param1, param2, param3, param4); break; case SFX_REVERB: //warning("BaseSoundBuffer::ApplyFX(SFX_REVERB, %f, %f, %f, %f) - not implemented yet", param1, param2, param3, param4); break; default: break; } return STATUS_OK; } } // End of namespace Wintermute