/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2003 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "scumm/actor.h" #include "scumm/bundle.h" #include "scumm/imuse.h" #include "scumm/imuse_digi.h" #include "scumm/scumm.h" #include "scumm/sound.h" #include "common/config-manager.h" #include "common/timer.h" #include "common/util.h" #include "sound/audiocd.h" #include "sound/mididrv.h" #include "sound/mixer.h" #include "sound/voc.h" namespace Scumm { enum { SOUND_HEADER_SIZE = 26, SOUND_HEADER_BIG_SIZE = 26 + 8 }; struct MP3OffsetTable { /* Compressed Sound (.SO3) */ int org_offset; int new_offset; int num_tags; int compressed_size; }; Sound::Sound(ScummEngine *parent) { memset(this,0,sizeof(Sound)); // palmos _scumm = parent; _nameBundleMusic = ""; _musicBundleBufFinal = NULL; _musicBundleBufOutput = NULL; _musicDisk = 0; _talkChannelHandle = 0; _currentCDSound = 0; _sfxFile = 0; _bundle = new Bundle(); } Sound::~Sound() { delete _sfxFile; delete _bundle; } void Sound::addSoundToQueue(int sound) { if (!(_scumm->_features & GF_DIGI_IMUSE)) { _scumm->VAR(_scumm->VAR_LAST_SOUND) = sound; _scumm->ensureResourceLoaded(rtSound, sound); addSoundToQueue2(sound); } else { // WARNING ! This may break something, maybe this sould be put inside if (_gameID == GID_FT || _gameID == GID_FTDEMO) ? // But why addSoundToQueue should not queue sound ? _scumm->ensureResourceLoaded(rtSound, sound); addSoundToQueue2(sound); } } void Sound::addSoundToQueue2(int sound) { assert(_soundQue2Pos < ARRAYSIZE(_soundQue2)); _soundQue2[_soundQue2Pos++] = sound; } void Sound::processSoundQues() { int i = 0, d, num; int data[16]; processSfxQueues(); while (_soundQue2Pos) { d = _soundQue2[--_soundQue2Pos]; if (d) playSound(d); } while (i < _soundQuePos) { num = _soundQue[i++]; if (i + num > _soundQuePos) { warning("processSoundQues: invalid num value"); break; } memset(data, 0, sizeof(data)); if (num > 0) { for (int j = 0; j < num; j++) data[j] = _soundQue[i + j]; i += num; #if 0 debug(1, "processSoundQues(%d,%d,%d,%d,%d,%d,%d,%d,%d)", data[0] >> 8, data[0] & 0xFF, data[1], data[2], data[3], data[4], data[5], data[6], data[7] ); #endif if (_scumm->_features & GF_DIGI_IMUSE) { if (_scumm->_imuseDigital) _scumm->_imuseDigital->doCommand(data[0], data[1], data[2], data[3], data[4], data[5], data[6], data[7]); } else if (_scumm->_imuse) { _scumm->VAR(_scumm->VAR_SOUNDRESULT) = (short)_scumm->_imuse->doCommand (num, data); } } } _soundQuePos = 0; } void Sound::playSound(int soundID) { byte *ptr; char *sound; int size; int rate; byte flags = SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE; debug(3, "playSound #%d (room %d)", soundID, _scumm->getResourceRoomNr(rtSound, soundID)); ptr = _scumm->getResourceAddress(rtSound, soundID); if (!ptr) { return; } if (READ_UINT32(ptr) == MKID('iMUS')){ assert(_scumm->_musicEngine); _scumm->_musicEngine->startSound(soundID); } else if (READ_UINT32(ptr) == MKID('Crea')) { assert(_scumm->_musicEngine); _scumm->_musicEngine->startSound(soundID); } // Support for SFX in Monkey Island 1, Mac version // This is rather hackish right now, but works OK. SFX are not sounding // 100% correct, though, not sure right now what is causing this. else if (READ_UINT32(ptr) == MKID('Mac1')) { // Read info from the header size = READ_BE_UINT32(ptr+0x60); rate = READ_BE_UINT16(ptr+0x64); // Skip over the header (fixed size) ptr += 0x72; // Allocate a sound buffer, copy the data into it, and play sound = (char *)malloc(size); memcpy(sound, ptr, size); _scumm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID); } // Support for Putt-Putt sounds - very hackish, too 8-) else if (READ_UINT32(ptr) == MKID('DIGI')) { // TODO - discover what data the first chunk, HSHD, contains // it might be useful here. ptr += 8 + READ_BE_UINT32(ptr+12); if (READ_UINT32(ptr) != MKID('SDAT')) return; // abort size = READ_BE_UINT32(ptr+4) - 8; // FIXME - what value here ?!? 11025 is just a guess based on strings in w32 bin, prev guess 8000 rate = 11025; // Allocate a sound buffer, copy the data into it, and play sound = (char *)malloc(size); memcpy(sound, ptr + 8, size); _scumm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID); } else if (READ_UINT32(ptr) == MKID('MRAW')) { // pcm music in 3DO humongous games // TODO play via imuse so isSoundRunning can properly report music value? ptr += 8 + READ_BE_UINT32(ptr+12); if (READ_UINT32(ptr) != MKID('SDAT')) return; size = READ_BE_UINT32(ptr+4) - 8; rate = 22050; flags = SoundMixer::FLAG_AUTOFREE; // Allocate a sound buffer, copy the data into it, and play sound = (char *)malloc(size); memcpy(sound, ptr + 8, size); _scumm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID); } // Support for sampled sound effects in Monkey Island 1 and 2 else if (READ_UINT32(ptr) == MKID('SBL ')) { debug(2, "Using SBL sound effect"); // SBL resources essentially contain VOC sound data. // There are at least two main variants: in one, // there are two subchunks AUhd and AUdt, in the other // the chunks are called WVhd and WVdt. Besides that, // the two variants seem pretty similiar. // The first subchunk (AUhd resp. WVhd) seems to always // contain three bytes (00 00 80) of unknown meaning. // After that, a second subchunk contains VOC data. // Two real examples: // // 53 42 4c 20 00 00 11 ae |SBL ....| // 41 55 68 64 00 00 00 03 |AUhd....| // 00 00 80 41 55 64 74 00 |...AUdt.| // 00 11 9b 01 96 11 00 a6 |........| // 00 7f 7f 7e 7e 7e 7e 7e |...~~~~~| // 7e 7f 7f 80 80 7f 7f 7f |~.......| // 7f 80 80 7f 7e 7d 7d 7e |....~}}~| // 7e 7e 7e 7e 7e 7e 7e 7f |~~~~~~~.| // // And from the non-interactive Sam & Max demo: // // 53 42 4c 20 00 01 15 6e |SBL ...n| // 57 56 68 64 00 00 00 03 |WVhd....| // 00 00 80 57 56 64 74 00 |...WVdt.| // 01 15 5b 01 56 15 01 a6 |..[.V...| // 00 80 80 80 80 80 80 80 |........| // 80 80 80 80 80 80 80 80 |........| // 80 80 80 80 80 80 80 80 |........| // 80 80 80 80 80 80 80 80 |........| #if 1 // Fingolfin says: after eyeballing a single SEGA // SBL resource, it would seem as if the content of the // data subchunk (AUdt) is XORed with 0x16. At least // then a semi-sane VOC header is revealed, with // a sampling rate of ~25000 Hz (does that make sense?). // I'll add some code to test that theory for now. if (_scumm->_gameId == GID_MONKEY_SEGA) { size = READ_BE_UINT32(ptr + 4) - 27; for (int i = 0; i < size; i++) ptr[27 + i] ^= 0x16; } VocBlockHeader &voc_block_hdr = *(VocBlockHeader *)(ptr + 27); assert(voc_block_hdr.blocktype == 1); size = voc_block_hdr.size[0] + (voc_block_hdr.size[1] << 8) + (voc_block_hdr.size[2] << 16) - 2; rate = getSampleRateFromVOCRate(voc_block_hdr.sr); assert(voc_block_hdr.pack == 0); #else // FIXME: SBL resources are apparently horribly // distorted on segacd even though it shares the same // header etc. So don't try to play them for now. if (_scumm->_gameId == GID_MONKEY_SEGA) { return; } if (READ_UINT32(ptr + 8) == MKID('WVhd')) rate = 11025; else rate = 8000; size = READ_BE_UINT32(ptr + 4) - 27; #endif // Allocate a sound buffer, copy the data into it, and play sound = (char *)malloc(size); memcpy(sound, ptr + 33, size); _scumm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID); } else if ((_scumm->_features & GF_FMTOWNS) || READ_UINT32(ptr) == MKID('SOUN') || READ_UINT32(ptr) == MKID('TOWS')) { bool tows = READ_UINT32(ptr) == MKID('TOWS'); if (_scumm->_features & GF_FMTOWNS) { size = READ_LE_UINT32(ptr); } else { size = READ_BE_UINT32(ptr + 4) - 2; if (tows) size += 8; ptr += 2; } rate = 11025; int type = *(ptr + 0x0D); int numInstruments; if (tows) type = 0; switch (type) { case 0: // Sound effect numInstruments = *(ptr + 0x14); if (tows) numInstruments = 1; ptr += 0x16; size -= 0x16; while (numInstruments--) { int waveSize = READ_LE_UINT32(ptr + 0x0C); int loopStart = READ_LE_UINT32(ptr + 0x10) * 2; int loopEnd = READ_LE_UINT32(ptr + 0x14) - 1; rate = READ_LE_UINT32(ptr + 0x18) * 1000 / 0x62; ptr += 0x20; size -= 0x20; if (size < waveSize) { warning("Wrong wave size in sound #%i: %i", soundID, waveSize); waveSize = size; } sound = (char *)malloc(waveSize); for (int x = 0; x < waveSize; x++) { int b = *ptr++; if (b < 0x80) sound[x] = 0x7F - b; else sound[x] = b; } size -= waveSize; if (loopEnd > 0) flags |= SoundMixer::FLAG_LOOP; _scumm->_mixer->playRaw(NULL, sound, waveSize, rate, flags, soundID, 255, 0, loopStart, loopEnd); } break; case 1: case 255: // 255 is the type used in Indy3 FMTowns // Music (Euphony format) if (_scumm->_musicEngine) _scumm->_musicEngine->startSound(soundID); break; case 2: // CD track resource ptr += 0x16; if (soundID == _currentCDSound) if (pollCD() == 1) return; { int track = ptr[0]; int loops = ptr[1]; int start = (ptr[2] * 60 + ptr[3]) * 75 + ptr[4]; int end = (ptr[5] * 60 + ptr[6]) * 75 + ptr[7]; playCDTrack(track, loops == 0xff ? -1 : loops, start, end <= start ? 0 : end - start); } _currentCDSound = soundID; break; default: // Unsupported sound type warning("Unsupported sound sub-type %d", type); break; } } else if ((_scumm->_gameId == GID_LOOM) && (_scumm->_features & GF_MACINTOSH)) { // Mac version of Loom uses yet another sound format /* playSound #9 (room 70) 000000: 55 00 00 45 73 6f 00 64 01 00 00 00 00 00 00 00 |U..Eso.d........| 000010: 00 05 00 8e 2a 8f 2d 1c 2a 8f 2a 8f 2d 1c 00 28 |....*.-.*.*.-..(| 000020: 00 31 00 3a 00 43 00 4c 00 01 00 00 00 01 00 64 |.1.:.C.L.......d| 000030: 5a 00 01 00 00 00 01 00 64 00 00 01 00 00 00 01 |Z.......d.......| 000040: 00 64 5a 00 01 00 00 00 01 00 64 5a 00 01 00 00 |.dZ.......dZ....| 000050: 00 01 00 64 00 00 00 00 00 00 00 07 00 00 00 64 |...d...........d| 000060: 64 00 00 4e 73 6f 00 64 01 00 00 00 00 00 00 00 |d..Nso.d........| 000070: 00 05 00 89 3d 57 2d 1c 3d 57 3d 57 2d 1c 00 28 |....=W-.=W=W-..(| playSound #16 (room 69) 000000: dc 00 00 a5 73 6f 00 64 01 00 00 00 00 00 00 00 |....so.d........| 000010: 00 05 00 00 2a 8f 03 e8 03 e8 03 e8 03 e8 00 28 |....*..........(| 000020: 00 79 00 7f 00 85 00 d6 00 01 00 00 00 19 01 18 |.y..............| 000030: 2f 00 18 00 01 18 32 00 18 00 01 18 36 00 18 00 |/.....2.....6...| 000040: 01 18 3b 00 18 00 01 18 3e 00 18 00 01 18 42 00 |..;.....>.....B.| 000050: 18 00 01 18 47 00 18 00 01 18 4a 00 18 00 01 18 |....G.....J.....| 000060: 4e 00 10 00 01 18 53 00 10 00 01 18 56 00 10 00 |N.....S.....V...| 000070: 01 18 5a 00 10 00 02 28 5f 00 01 00 00 00 00 00 |..Z....(_.......| */ } else if ((_scumm->_features & GF_MACINTOSH) && (_scumm->_gameId == GID_INDY3) && (ptr[26] == 0)) { size = READ_BE_UINT16(ptr + 12); rate = 3579545 / READ_BE_UINT16(ptr + 20); sound = (char *)malloc(size); int vol = ptr[24] * 4; memcpy(sound,ptr + READ_BE_UINT16(ptr + 8), size); _scumm->_mixer->playRaw(NULL, sound, size, rate, SoundMixer::FLAG_AUTOFREE, soundID, vol, 0); } else { if (_scumm->_gameId == GID_MONKEY_VGA || _scumm->_gameId == GID_MONKEY_EGA) { // Sound is currently not supported at all in the amiga versions of these games if (_scumm->_features & GF_AMIGA) return; // Works around the fact that in some places in MonkeyEGA/VGA, // the music is never explicitly stopped. // Rather it seems that starting a new music is supposed to // automatically stop the old song. if (_scumm->_imuse) { if (READ_UINT32(ptr) != MKID('ASFX')) _scumm->_imuse->stopAllSounds(); } } if (_scumm->_musicEngine) { _scumm->_musicEngine->startSound(soundID); } } } void Sound::processSfxQueues() { Actor *a; int act; bool b, finished; if (_talk_sound_mode != 0) { if (_talk_sound_mode & 1) startTalkSound(_talk_sound_a1, _talk_sound_b1, 1); if (_talk_sound_mode & 2) { startTalkSound(_talk_sound_a2, _talk_sound_b2, 2, &_talkChannelHandle); } _talk_sound_mode = 0; } if ((_sfxMode & 2) && _scumm->VAR(_scumm->VAR_TALK_ACTOR)) { act = _scumm->VAR(_scumm->VAR_TALK_ACTOR); finished = !_talkChannelHandle; if (act != 0 && (uint) act < 0x80 && !_scumm->_string[0].no_talk_anim) { a = _scumm->derefActor(act, "processSfxQueues"); if (a->isInCurrentRoom() && (finished || !_endOfMouthSync)) { b = true; if (!finished) b = isMouthSyncOff(_curSoundPos); if (_mouthSyncMode != b) { _mouthSyncMode = b; if (_talk_sound_frame != -1) { a->startAnimActor(_talk_sound_frame); _talk_sound_frame = -1; } else a->startAnimActor(b ? a->talkStopFrame : a->talkStartFrame); } } } if (finished && _scumm->_talkDelay == 0) { _scumm->stopTalk(); } } if (_sfxMode & 1) { if (isSfxFinished()) { _sfxMode &= ~1; } } } static int compareMP3OffsetTable(const void *a, const void *b) { return ((const MP3OffsetTable *)a)->org_offset - ((const MP3OffsetTable *)b)->org_offset; } void Sound::startTalkSound(uint32 offset, uint32 b, int mode, PlayingSoundHandle *handle) { int num = 0, i; int size; byte *sound; if ((_scumm->_gameId == GID_DIG) && (_scumm->_features & GF_DEMO)) { char filename[30]; char roomname[10]; if (offset == 1) strcpy(roomname, "logo"); else if (offset == 15) strcpy(roomname, "canyon"); else if (offset == 17) strcpy(roomname, "pig"); else if (offset == 18) strcpy(roomname, "derelict"); else if (offset == 19) strcpy(roomname, "wreck"); else if (offset == 20) strcpy(roomname, "grave"); else if (offset == 23) strcpy(roomname, "nexus"); else if (offset == 79) strcpy(roomname, "newton"); else { warning("startTalkSound: dig demo: unknown room number: %d", offset); return; } _sfxFile->close(); sprintf(filename, "audio/%s.%d/%d.voc", roomname, offset, b); _sfxFile->open(filename); if (!_sfxFile->isOpen()) { sprintf(filename, "%d.%d.voc", offset, b); _sfxFile->open(filename); } if (!_sfxFile->isOpen()) { warning("startTalkSound: dig demo: voc file not found"); return; } startSfxSound(_sfxFile, 0, handle); return; } if (_sfxFile->isOpen() == false) { warning("startTalkSound: SFX file is not open"); return; } // FIXME hack until more is known // the size of the data after the sample isn't known // 64 is just a guess if (_scumm->_features & GF_HUMONGOUS) { // SKIP TLKB (8) TALK (8) HSHD (24) and SDAT (8) _sfxFile->seek(offset + 48, SEEK_SET); sound = (byte *)malloc(b - 64); _sfxFile->read(sound, b - 64); _scumm->_mixer->playRaw(handle, sound, b - 64, 11025, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE); return; } // Some games frequently assume that starting one sound effect will // automatically stop any other that may be playing at that time. So // that is what we do here, but we make an exception for speech. // // Do any other games than these need this hack? // // HACK: Checking for script 99 in Sam & Max is to keep Conroy's song // from being interrupted. int talkChannel = (_talkChannelHandle - 1); if (mode == 1 && (_scumm->_gameId == GID_TENTACLE || (_scumm->_gameId == GID_SAMNMAX && !_scumm->isScriptRunning(99)))) { for (i = 0; i < SoundMixer::NUM_CHANNELS; i++) { if (i != talkChannel) { _scumm->_mixer->stopHandle(i+1); // EVIL HACK!!!! } } } if (b > 8) { num = (b - 8) >> 1; } if (offset_table != NULL) { MP3OffsetTable *result = NULL, key; key.org_offset = offset; result = (MP3OffsetTable *)bsearch(&key, offset_table, num_sound_effects, sizeof(MP3OffsetTable), compareMP3OffsetTable); if (result == NULL) { warning("startTalkSound: did not find sound at offset %d !", offset); return; } if (2 * num != result->num_tags) { warning("startTalkSound: number of tags do not match (%d - %d) !", b, result->num_tags); num = result->num_tags; } offset = result->new_offset; size = result->compressed_size; } else { offset += 8; size = -1; } _sfxFile->seek(offset, SEEK_SET); assert(num+1 < (int)ARRAYSIZE(_mouthSyncTimes)); for (i = 0; i < num; i++) _mouthSyncTimes[i] = _sfxFile->readUint16BE(); _mouthSyncTimes[i] = 0xFFFF; _sfxMode |= mode; _curSoundPos = 0; _mouthSyncMode = true; startSfxSound(_sfxFile, size, handle); } void Sound::stopTalkSound() { if (_sfxMode & 2) { _scumm->_mixer->stopHandle(_talkChannelHandle); _sfxMode &= ~2; } } bool Sound::isMouthSyncOff(uint pos) { uint j; bool val = true; uint16 *ms = _mouthSyncTimes; _endOfMouthSync = false; do { val = !val; j = *ms++; if (j == 0xFFFF) { _endOfMouthSync = true; break; } } while (pos > j); return val; } int Sound::isSoundRunning(int sound) const { if (sound == _currentCDSound) return pollCD(); if (_scumm->_features & GF_HUMONGOUS) { if (sound == -2) { return isSfxFinished(); } else if (sound == -1) { // getSoundStatus(), with a -1, will return the // ID number of the first active music it finds. // TODO handle MRAW (pcm music) in humongous games return _scumm->_imuse->getSoundStatus(sound); } } if (isSoundInQueue(sound)) return 1; if (!_scumm->isResourceLoaded(rtSound, sound)) return 0; if (_scumm->_musicEngine) return _scumm->_musicEngine->getSoundStatus(sound); return 0; } /** * Check whether the sound resource with the specified ID is still * used. This is invoked by ScummEngine::isResourceInUse, to determine * which resources can be expired from memory. * Technically, this works very similar to isSoundRunning, however it * calls IMuse::get_sound_active() instead of IMuse::getSoundStatus(). * The difference between those two is in how they treat sounds which * are being faded out: get_sound_active() returns true even when the * sound is being faded out, while getSoundStatus() returns false in * that case. */ bool Sound::isSoundInUse(int sound) const { if (sound == _currentCDSound) return pollCD() != 0; if (isSoundInQueue(sound)) return true; if (!_scumm->isResourceLoaded(rtSound, sound)) return false; if (_scumm->_imuseDigital) return (_scumm->_imuseDigital->getSoundStatus(sound) != 0); if (_scumm->_imuse) return _scumm->_imuse->get_sound_active(sound); return false; } bool Sound::isSoundInQueue(int sound) const { int i, j, num; int16 table[16]; i = _soundQue2Pos; while (i--) { if (_soundQue2[i] == sound) return 1; } i = 0; while (i < _soundQuePos) { num = _soundQue[i++]; memset(table, 0, sizeof(table)); if (num > 0) { for (j = 0; j < num; j++) table[j] = _soundQue[i + j]; i += num; if (table[0] == 0x10F && table[1] == 8 && table[2] == sound) return 1; } } return 0; } void Sound::stopSound(int a) { int i; if (a != 0 && a == _currentCDSound) { _currentCDSound = 0; stopCD(); stopCDTimer(); } _scumm->_mixer->stopID(a); if (_scumm->_musicEngine) _scumm->_musicEngine->stopSound(a); for (i = 0; i < 10; i++) if (_soundQue2[i] == a) _soundQue2[i] = 0; } void Sound::stopAllSounds() { if (_currentCDSound != 0) { _currentCDSound = 0; stopCD(); stopCDTimer(); } // Clear the (secondary) sound queue _soundQue2Pos = 0; memset(_soundQue2, 0, sizeof(_soundQue2)); if (_scumm->_musicEngine) { _scumm->_musicEngine->stopAllSounds(); } if (_scumm->_imuse) { // FIXME: Maybe we could merge this call to clear_queue() // into IMuse::stopAllSounds() ? _scumm->_imuse->clear_queue(); } // Stop all SFX if (!_scumm->_imuseDigital) { _scumm->_mixer->stopAll(); } } void Sound::soundKludge(int *list, int num) { int i; if (list[0] == -1) { processSoundQues(); return; } if ((_soundQuePos + num) > 0x100) { // FIXME: temporarily changed this to an error to help track down what // is causing the sound queue overflows(in particular, to figure out // the room/script/offset where the bug occurs). Please report your // findings to Fingolfin. // Reverting to warning for now room 11, script 2016 offset 0x7Af9 was // what it error'd on here warning("Sound queue buffer overflow (%d + %d = %d)", _soundQuePos, num, _soundQuePos+num); return; } _soundQue[_soundQuePos++] = num; for (i = 0; i < num; i++) { _soundQue[_soundQuePos++] = list[i]; } } void Sound::talkSound(uint32 a, uint32 b, int mode, int frame) { if (mode == 1) { _talk_sound_a1 = a; _talk_sound_b1 = b; } else { _talk_sound_a2 = a; _talk_sound_b2 = b; } _talk_sound_frame = frame; _talk_sound_mode |= mode; } /* The sound code currently only supports General Midi. * General Midi is used in Day Of The Tentacle. * Roland music is also playable, but doesn't sound well. * A mapping between roland instruments and GM instruments * is needed. */ void Sound::setupSound() { if (_scumm->_imuse) { _scumm->_imuse->setBase(_scumm->res.address[rtSound]); _scumm->_imuse->setMasterVolume(ConfMan.getInt("master_volume")); _scumm->_imuse->set_music_volume(ConfMan.getInt("music_volume")); } _scumm->_mixer->setVolume(ConfMan.getInt("sfx_volume") * ConfMan.getInt("master_volume") / 255); _scumm->_mixer->setMusicVolume(ConfMan.getInt("music_volume")); delete _sfxFile; _sfxFile = openSfxFile(); } void Sound::pauseSounds(bool pause) { if (_scumm->_imuse) _scumm->_imuse->pause(pause); // Don't pause sounds if the game isn't active // FIXME - this is quite a nasty hack, replace with something cleaner, and w/o // having to access member vars directly! if (!_scumm->_roomResource) return; _soundsPaused = pause; _scumm->_mixer->pauseAll(pause); _scumm->_sound->pauseBundleMusic(pause); if (_scumm->_imuseDigital) { _scumm->_imuseDigital->pause(pause); } if ((_scumm->_features & GF_AUDIOTRACKS) && _scumm->VAR(_scumm->VAR_MUSIC_TIMER) > 0) { if (pause) stopCDTimer(); else startCDTimer(); } } void Sound::startSfxSound(File *file, int file_size, PlayingSoundHandle *handle) { char ident[8]; uint size = 0; int rate, comp; byte *data; if (_soundsPaused || _scumm->_noDigitalSamples) return; if (file_size > 0) { if (_vorbis_mode) { #ifdef USE_VORBIS _scumm->_mixer->playVorbis(handle, file, file_size); #endif } else { #ifdef USE_MAD _scumm->_mixer->playMP3(handle, file, file_size); #endif } return; } if (file->read(ident, 8) != 8) goto invalid; if (!memcmp(ident, "VTLK", 4)) { file->seek(SOUND_HEADER_BIG_SIZE - 8, SEEK_CUR); } else if (!memcmp(ident, "Creative", 8)) { file->seek(SOUND_HEADER_SIZE - 8, SEEK_CUR); } else { invalid:; warning("startSfxSound: invalid header"); return; } VocBlockHeader voc_block_hdr; file->read(&voc_block_hdr, sizeof(voc_block_hdr)); if (voc_block_hdr.blocktype != 1) { warning("startSfxSound: Expecting block_type == 1, got %d", voc_block_hdr.blocktype); return; } size = voc_block_hdr.size[0] + (voc_block_hdr.size[1] << 8) + (voc_block_hdr.size[2] << 16) - 2; rate = getSampleRateFromVOCRate(voc_block_hdr.sr); comp = voc_block_hdr.pack; if (comp != 0) { warning("startSfxSound: Unsupported compression type %d", comp); return; } data = (byte *)malloc(size); if (data == NULL) { error("startSfxSound: out of memory"); } if (file->read(data, size) != size) { /* no need to free the memory since error will shut down */ error("startSfxSound: cannot read %d bytes", size); } playSfxSound(data, size, rate, true, handle); } File *Sound::openSfxFile() { char buf[256]; File *file = new File(); /* Try opening the file <_gameName>.sou first, eg tentacle.sou. * That way, you can keep .sou files for multiple games in the * same directory */ offset_table = NULL; #ifdef USE_MAD sprintf(buf, "%s.so3", _scumm->getGameName()); if (!file->open(buf, _scumm->getGameDataPath())) { file->open("monster.so3", _scumm->getGameDataPath()); } if (file->isOpen()) _vorbis_mode = false; #endif #ifdef USE_VORBIS if (!file->isOpen()) { sprintf(buf, "%s.sog", _scumm->getGameName()); if (!file->open(buf, _scumm->getGameDataPath())) file->open("monster.sog", _scumm->getGameDataPath()); if (file->isOpen()) _vorbis_mode = true; } #endif if (file->isOpen()) { /* Now load the 'offset' index in memory to be able to find the MP3 data The format of the .SO3 file is easy : - number of bytes of the 'index' part - N times the following fields (4 bytes each) : + offset in the original sound file + offset of the MP3 data in the .SO3 file WITHOUT taking into account the index field and the 'size' field + the number of 'tags' + the size of the MP3 data - and then N times : + the tags + the MP3 data */ int size, compressed_offset; MP3OffsetTable *cur; compressed_offset = file->readUint32BE(); offset_table = (MP3OffsetTable *) malloc(compressed_offset); num_sound_effects = compressed_offset / 16; size = compressed_offset; cur = offset_table; while (size > 0) { cur[0].org_offset = file->readUint32BE(); cur[0].new_offset = file->readUint32BE() + compressed_offset + 4; /* The + 4 is to take into accound the 'size' field */ cur[0].num_tags = file->readUint32BE(); cur[0].compressed_size = file->readUint32BE(); size -= 4 * 4; cur++; } return file; } sprintf(buf, "%s.sou", _scumm->getGameName()); if (!file->open(buf, _scumm->getGameDataPath())) { file->open("monster.sou", _scumm->getGameDataPath()); } if (!file->isOpen()) { sprintf(buf, "%s.tlk", _scumm->getGameName()); file->open(buf, _scumm->getGameDataPath(), 1, 0x69); } return file; } bool Sound::isSfxFinished() const { return !_scumm->_mixer->hasActiveSFXChannel(); } uint32 Sound::decode12BitsSample(byte *src, byte **dst, uint32 size, bool stereo) { uint32 s_size = (size / 3) * 4; uint32 loop_size = s_size / 4; if (stereo) { s_size *= 2; } byte *ptr = *dst = (byte *)malloc(s_size); uint32 tmp; while (loop_size--) { byte v1 = *src++; byte v2 = *src++; byte v3 = *src++; tmp = ((((v2 & 0x0f) << 8) | v1) << 4) - 0x8000; *ptr++ = (byte)((tmp >> 8) & 0xff); *ptr++ = (byte)(tmp & 0xff); if (stereo) { *ptr++ = (byte)((tmp >> 8) & 0xff); *ptr++ = (byte)(tmp & 0xff); } tmp = ((((v2 & 0xf0) << 4) | v3) << 4) - 0x8000; *ptr++ = (byte)((tmp >> 8) & 0xff); *ptr++ = (byte)(tmp & 0xff); if (stereo) { *ptr++ = (byte)((tmp >> 8) & 0xff); *ptr++ = (byte)(tmp & 0xff); } } return s_size; } static void music_handler(void *refCon) { Sound *sound = (Sound *)refCon; sound->bundleMusicHandler(g_scumm); } void Sound::playBundleMusic(const char *song) { if (_scumm->_silentDigitalImuse) { return; } if (_nameBundleMusic[0] == 0) { if (_scumm->_gameId == GID_CMI) { _outputMixerSize = (22050 * 2 * 2); char bunfile[20]; if (_scumm->_features & GF_DEMO) { if (_bundle->openMusicFile("music.bun", _scumm->getGameDataPath()) == false) { _outputMixerSize = 0; return; } } else { sprintf(bunfile, "musdisk%d.bun", _scumm->VAR(_scumm->VAR_CURRENTDISK)); if (_musicDisk != _scumm->VAR(_scumm->VAR_CURRENTDISK)) _bundle->closeMusicFile(); if (_bundle->openMusicFile(bunfile, _scumm->getGameDataPath()) == false) { if (_bundle->openMusicFile("music.bun", _scumm->getGameDataPath()) == false) { _outputMixerSize = 0; return; } } _musicDisk = (byte)_scumm->VAR(_scumm->VAR_CURRENTDISK); } } else { _outputMixerSize = ((22050 * 2 * 2) / 4) * 3; if (_bundle->openMusicFile("digmusic.bun", _scumm->getGameDataPath()) == false) return; } _musicBundleBufFinal = (byte *)malloc(_outputMixerSize); _musicBundleBufOutput = (byte *)malloc(((_outputMixerSize / 0x2000) + 1) * _outputMixerSize); _currentSampleBundleMusic = 0; _offsetSampleBundleMusic = 0; _offsetBufBundleMusic = 0; _bundleMusicPosition = 0; _bundleSongPosInMs = 0; _pauseBundleMusic = false; _musicBundleToBeChanged = false; _bundleMusicTrack = 0; _numberSamplesBundleMusic = _bundle->getNumberOfMusicSamplesByName(song); _nameBundleMusic = song; _scumm->_timer->installTimerProc(&music_handler, 1000000, this); } else if (strcmp(_nameBundleMusic, song) != 0) { _newNameBundleMusic = song; _musicBundleToBeChanged = true; } } void Sound::pauseBundleMusic(bool state) { _pauseBundleMusic = state; } void Sound::stopBundleMusic() { // First stop the music timer _scumm->_timer->removeTimerProc(&music_handler); _nameBundleMusic = ""; _scumm->_mixer->stopHandle(_bundleMusicTrack); if (_musicBundleBufFinal) { free(_musicBundleBufFinal); _musicBundleBufFinal = NULL; } if (_musicBundleBufOutput) { free(_musicBundleBufOutput); _musicBundleBufOutput = NULL; } } void Sound::bundleMusicHandler(ScummEngine *scumm) { byte *ptr; int32 l, num = _numberSamplesBundleMusic, length, k; int32 rate = 22050; int32 tag, size = -1, header_size = 0; if (_pauseBundleMusic) return; if (_musicBundleToBeChanged) { _nameBundleMusic = _newNameBundleMusic; _numberSamplesBundleMusic = _bundle->getNumberOfMusicSamplesByName(_nameBundleMusic); _currentSampleBundleMusic = 0; _offsetSampleBundleMusic = 0; _offsetBufBundleMusic = 0; _musicBundleToBeChanged = false; _bundleMusicPosition = 0; _bundleSongPosInMs = 0; } ptr = _musicBundleBufOutput; for (k = 0, l = _currentSampleBundleMusic; l < num; k++) { length = _bundle->decompressMusicSampleByName(_nameBundleMusic, l, (_musicBundleBufOutput + ((k * 0x2000) + _offsetBufBundleMusic))); _offsetSampleBundleMusic += length; if (l == 0) { tag = READ_BE_UINT32(ptr); ptr += 4; if (tag != MKID_BE('iMUS')) { error("Decompressing bundle song failed (unknown tag '%s')", tag2str(tag)); } ptr += 12; while (tag != MKID_BE('DATA')) { tag = READ_BE_UINT32(ptr); ptr += 4; switch(tag) { case MKID_BE('FRMT'): ptr += 12; _bundleMusicSampleBits = READ_BE_UINT32(ptr); ptr += 4; rate = READ_BE_UINT32(ptr); ptr += 4; _bundleSampleChannels = READ_BE_UINT32(ptr); ptr += 4; break; case MKID_BE('TEXT'): case MKID_BE('REGN'): case MKID_BE('STOP'): case MKID_BE('JUMP'): case MKID_BE('SYNC'): size = READ_BE_UINT32(ptr); ptr += size + 4; break; case MKID_BE('DATA'): size = READ_BE_UINT32(ptr); ptr += 4; break; default: error("Unknown sound header %c%c%c%c", (byte)(tag >> 24), (byte)(tag >> 16), (byte)(tag >> 8), (byte)tag); } } if (size < 0) { error("Decompressing sound failed (missing size field)"); } header_size = (ptr - _musicBundleBufOutput); } l++; _currentSampleBundleMusic = l; if (_offsetSampleBundleMusic >= _outputMixerSize + header_size) { memcpy(_musicBundleBufFinal, (_musicBundleBufOutput + header_size), _outputMixerSize); _offsetBufBundleMusic = _offsetSampleBundleMusic - _outputMixerSize - header_size; memcpy(_musicBundleBufOutput, (_musicBundleBufOutput + (_outputMixerSize + header_size)), _offsetBufBundleMusic); _offsetSampleBundleMusic = _offsetBufBundleMusic; break; } } if (_currentSampleBundleMusic == num) { _currentSampleBundleMusic = 0; _offsetSampleBundleMusic = 0; _offsetBufBundleMusic = 0; _bundleMusicPosition = 0; _bundleSongPosInMs = 0; } ptr = _musicBundleBufFinal; byte *buffer = NULL; uint32 final_size; if (_bundleMusicSampleBits == 12) { final_size = decode12BitsSample(ptr, &buffer, _outputMixerSize, false); } else if (_bundleMusicSampleBits == 16) { buffer = (byte *)malloc(_outputMixerSize); final_size = _outputMixerSize; memcpy(buffer, ptr, _outputMixerSize); } else { warning("Sound::bundleMusicHandler TODO: more newStream options..."); return; } _bundleSongPosInMs = (_bundleMusicPosition * 5) / (_outputMixerSize / 200); _bundleMusicPosition += final_size; if (_bundleMusicTrack == 0) _scumm->_mixer->newStream(&_bundleMusicTrack, rate, SoundMixer::FLAG_16BITS | SoundMixer::FLAG_STEREO, 300000); _scumm->_mixer->appendStream(_bundleMusicTrack, buffer, final_size); free(buffer); } void Sound::playBundleSound(char *sound, PlayingSoundHandle *handle) { byte *ptr = 0, *orig_ptr = 0; byte *final; bool result; if (_scumm->_noDigitalSamples) return; if (_scumm->_gameId == GID_CMI) { if (_scumm->_features & GF_DEMO) { result = _bundle->openVoiceFile("voice.bun", _scumm->getGameDataPath()); } else { char voxfile[20]; sprintf(voxfile, "voxdisk%d.bun", _scumm->VAR(_scumm->VAR_CURRENTDISK)); if (_voiceDisk != _scumm->VAR(_scumm->VAR_CURRENTDISK)) _bundle->closeVoiceFile(); result = _bundle->openVoiceFile(voxfile, _scumm->getGameDataPath()); if (result == false) result = _bundle->openVoiceFile("voice.bun", _scumm->getGameDataPath()); _voiceDisk = (byte)_scumm->VAR(_scumm->VAR_CURRENTDISK); } } else if (_scumm->_gameId == GID_DIG) result = _bundle->openVoiceFile("digvoice.bun", _scumm->getGameDataPath()); else error("Don't know which bundle file to load"); if (!result) return; int32 rate = 22050, pan = 0, channels, output_size = 0; int32 tag, size = -1, bits = 0; if (_scumm->_gameId == GID_CMI) { char name[20]; strcpy(name, sound); if (!(_scumm->_features & GF_DEMO)) // CMI demo does not have .IMX for voice but does for music... strcat(name, ".IMX"); output_size = _bundle->decompressVoiceSampleByName(name, &ptr); } else { output_size = _bundle->decompressVoiceSampleByName(sound, &ptr); } orig_ptr = ptr; if (output_size == 0 || orig_ptr == 0) { goto bail; } tag = READ_BE_UINT32(ptr); ptr += 4; if (tag != MKID_BE('iMUS')) { warning("Decompression of bundle sound failed"); goto bail; } ptr += 12; while (tag != MKID_BE('DATA')) { tag = READ_BE_UINT32(ptr); ptr += 4; switch(tag) { case MKID_BE('FRMT'): ptr += 12; bits = READ_BE_UINT32(ptr); ptr += 4; rate = READ_BE_UINT32(ptr); ptr += 4; channels = READ_BE_UINT32(ptr); ptr += 4; break; case MKID_BE('TEXT'): case MKID_BE('REGN'): case MKID_BE('STOP'): case MKID_BE('JUMP'): case MKID_BE('SYNC'): size = READ_BE_UINT32(ptr); ptr += size + 4; break; case MKID_BE('DATA'): size = READ_BE_UINT32(ptr); ptr += 4; break; default: error("Unknown sound header %c%c%c%c", (byte)(tag >> 24), (byte)(tag >> 16), (byte)(tag >> 8), (byte)tag); } } if (size < 0) { warning("Decompression sound failed (no size field)"); goto bail; } final = (byte *)malloc(size); memcpy(final, ptr, size); if (_scumm->_actorToPrintStrFor != 0xFF && _scumm->_actorToPrintStrFor != 0) { Actor *a = _scumm->derefActor(_scumm->_actorToPrintStrFor, "playBundleSound"); rate = (rate * a->talkFrequency) / 256; // Adjust to fit the mixer's notion of panning. if (pan != 64) pan = 2 * a->talkPan - 127; } // Stop any sound currently playing on the given handle if (handle) _scumm->_mixer->stopHandle(*handle); if (bits == 8) { _scumm->_mixer->playRaw(handle, final, size, rate, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE, -1, 255, pan); } else if (bits == 16) { // FIXME: For some weird reasons, sometimes we get an odd size, even though // the data is supposed to be in 16 bit format... that makes no sense... size &= ~1; _scumm->_mixer->playRaw(handle, final, size, rate, SoundMixer::FLAG_16BITS | SoundMixer::FLAG_AUTOFREE, -1, 255, pan); } else { warning("Sound::playBundleSound() to do more options to playRaw..."); } bail: free(orig_ptr); } void Sound::playSfxSound(void *sound, uint32 size, uint rate, bool isUnsigned, PlayingSoundHandle *handle) { byte flags = SoundMixer::FLAG_AUTOFREE; if (isUnsigned) flags |= SoundMixer::FLAG_UNSIGNED; _scumm->_mixer->playRaw(handle, sound, size, rate, flags); } // We use a real timer in an attempt to get better sync with CD tracks. This is // necessary for games like Loom CD. static void cd_timer_handler(void *refCon) { ScummEngine *scumm = (ScummEngine *)refCon; // FIXME: Turn off the timer when it's no longer needed. In theory, it // should be possible to check with pollCD(), but since CD sound isn't // properly restarted when reloading a saved game, I don't dare to. scumm->VAR(scumm->VAR_MUSIC_TIMER) += 6; } void Sound::startCDTimer() { int timer_interval; // The timer interval has been tuned for Loom CD and the Monkey 1 // intro. I have to use 100 for Loom, or there will be a nasty stutter // when Chaos first appears, and I have to use 101 for Monkey 1 or the // intro music will be cut short. if (_scumm->_gameId == GID_LOOM256) timer_interval = 100; else timer_interval = 101; _scumm->_timer->removeTimerProc(&cd_timer_handler); _scumm->_timer->installTimerProc(&cd_timer_handler, 1000 * timer_interval, _scumm); } void Sound::stopCDTimer() { _scumm->_timer->removeTimerProc(&cd_timer_handler); } void Sound::playCDTrack(int track, int numLoops, int startFrame, int duration) { // Reset the music timer variable at the start of a new track _scumm->VAR(_scumm->VAR_MUSIC_TIMER) = 0; // Play it if (!_soundsPaused) AudioCD.play(track, numLoops, startFrame, duration); // Start the timer after starting the track. Starting an MP3 track is // almost instantaneous, but a CD player may take some time. Hopefully // play_cdrom() will block during that delay. startCDTimer(); } void Sound::stopCD() { AudioCD.stop(); } int Sound::pollCD() const { return AudioCD.isPlaying(); } void Sound::updateCD() { AudioCD.updateCD(); } } // End of namespace Scumm