/* 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/sound/base_sound_manager.h" #include "engines/wintermute/base/base_engine.h" #include "engines/wintermute/utils/path_util.h" #include "engines/wintermute/utils/string_util.h" #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/base/gfx/base_renderer.h" #include "engines/wintermute/base/sound/base_sound_buffer.h" #include "engines/wintermute/wintermute.h" #include "common/config-manager.h" #include "audio/mixer.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// //IMPLEMENT_PERSISTENT(BaseSoundMgr, true); ////////////////////////////////////////////////////////////////////////// BaseSoundMgr::BaseSoundMgr(BaseGame *inGame) : BaseClass(inGame) { _soundAvailable = false; _volumeMaster = 255; _volumeMasterPercent = 100; } ////////////////////////////////////////////////////////////////////////// BaseSoundMgr::~BaseSoundMgr() { saveSettings(); cleanup(); } ////////////////////////////////////////////////////////////////////////// bool BaseSoundMgr::cleanup() { for (uint32 i = 0; i < _sounds.size(); i++) { delete _sounds[i]; } _sounds.clear(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// void BaseSoundMgr::saveSettings() { if (_soundAvailable) { ConfMan.setInt("master_volume_percent", _volumeMasterPercent); } } ////////////////////////////////////////////////////////////////////////// bool BaseSoundMgr::initialize() { _soundAvailable = false; if (!g_system->getMixer()->isReady()) { return STATUS_FAILED; } byte volumeMasterPercent = (ConfMan.hasKey("master_volume_percent") ? ConfMan.getInt("master_volume_percent") : 100); setMasterVolumePercent(volumeMasterPercent); _soundAvailable = true; g_engine->syncSoundSettings(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// BaseSoundBuffer *BaseSoundMgr::addSound(const Common::String &filename, Audio::Mixer::SoundType type, bool streamed) { if (!_soundAvailable) { return nullptr; } BaseSoundBuffer *sound; Common::String useFilename = filename; // try to switch WAV to OGG file (if available) AnsiString ext = PathUtil::getExtension(filename); if (StringUtil::compareNoCase(ext, "wav")) { AnsiString path = PathUtil::getDirectoryName(filename); AnsiString name = PathUtil::getFileNameWithoutExtension(filename); AnsiString newFile = PathUtil::combine(path, name + "ogg"); if (BaseFileManager::getEngineInstance()->hasFile(newFile)) { useFilename = newFile; } } sound = new BaseSoundBuffer(_gameRef); if (!sound) { return nullptr; } sound->setStreaming(streamed); sound->setType(type); bool res = sound->loadFromFile(useFilename); if (DID_FAIL(res)) { BaseEngine::LOG(res, "Error loading sound '%s'", useFilename.c_str()); delete sound; return nullptr; } // Make sure the master-volume is applied to the sound. sound->updateVolume(); // register sound _sounds.push_back(sound); return sound; return nullptr; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundMgr::addSound(BaseSoundBuffer *sound, Audio::Mixer::SoundType type) { if (!sound) { return STATUS_FAILED; } // Make sure the master-volume is applied to the sound. sound->updateVolume(); // register sound _sounds.push_back(sound); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundMgr::removeSound(BaseSoundBuffer *sound) { for (uint32 i = 0; i < _sounds.size(); i++) { if (_sounds[i] == sound) { delete _sounds[i]; _sounds.remove_at(i); return STATUS_OK; } } return STATUS_FAILED; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundMgr::setVolume(Audio::Mixer::SoundType type, int volume) { if (!_soundAvailable) { return STATUS_OK; } switch (type) { case Audio::Mixer::kSFXSoundType: ConfMan.setInt("sfx_volume", volume); break; case Audio::Mixer::kSpeechSoundType: ConfMan.setInt("speech_volume", volume); break; case Audio::Mixer::kMusicSoundType: ConfMan.setInt("music_volume", volume); break; case Audio::Mixer::kPlainSoundType: error("Plain sound type shouldn't be used in WME"); } g_engine->syncSoundSettings(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundMgr::setVolumePercent(Audio::Mixer::SoundType type, byte percent) { return setVolume(type, percent * 255 / 100); } ////////////////////////////////////////////////////////////////////////// byte BaseSoundMgr::getVolumePercent(Audio::Mixer::SoundType type) { int volume = 0; switch (type) { case Audio::Mixer::kSFXSoundType: case Audio::Mixer::kSpeechSoundType: case Audio::Mixer::kMusicSoundType: volume = g_system->getMixer()->getVolumeForSoundType(type); break; default: error("Sound-type not set"); break; } return (byte)(volume * 100 / 255); } ////////////////////////////////////////////////////////////////////////// bool BaseSoundMgr::setMasterVolume(byte value) { // This function intentionally doesn't touch _volumeMasterPercent, // as that variable keeps track of what the game actually wanted, // and this gives a close approximation, while letting the game // be none the wiser about round-off-errors. This function should thus // ONLY be called by setMasterVolumePercent. _volumeMaster = value; for (uint32 i = 0; i < _sounds.size(); i++) { _sounds[i]->updateVolume(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundMgr::setMasterVolumePercent(byte percent) { _volumeMasterPercent = percent; setMasterVolume((int)ceil(percent * 255.0 / 100.0)); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// byte BaseSoundMgr::getMasterVolumePercent() { return _volumeMasterPercent; } ////////////////////////////////////////////////////////////////////////// byte BaseSoundMgr::getMasterVolume() { return (byte)_volumeMaster; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundMgr::pauseAll(bool includingMusic) { for (uint32 i = 0; i < _sounds.size(); i++) { if (_sounds[i]->isPlaying() && (_sounds[i]->_type != Audio::Mixer::kMusicSoundType || includingMusic)) { _sounds[i]->pause(); _sounds[i]->_freezePaused = true; } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool BaseSoundMgr::resumeAll() { for (uint32 i = 0; i < _sounds.size(); i++) { if (_sounds[i]->_freezePaused) { _sounds[i]->resume(); _sounds[i]->_freezePaused = false; } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// float BaseSoundMgr::posToPan(int x, int y) { float relPos = (float)x / ((float)BaseEngine::getRenderer()->getWidth()); float minPan = -0.7f; float maxPan = 0.7f; return minPan + relPos * (maxPan - minPan); } } // End of namespace Wintermute