/* ScummVM - Scumm Interpreter * Copyright (C) 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 "sky/sound.h" #include "sky/struc.h" #define SOUND_FILE_BASE 60203 #define SFX_BASE 0xA60 SkySound::SkySound(SoundMixer *mixer, SkyDisk *pDisk) { _skyDisk = pDisk; _soundData = NULL; _mixer = mixer; _voiceHandle = 0; _effectHandle = 0; _bgSoundHandle = 0; _ingameSound = 0; } SkySound::~SkySound(void) { _mixer->stopAll(); if (_soundData) free(_soundData); } int SkySound::playVoice(byte *sound, uint32 size) { return playSound(sound, size, &_voiceHandle); } int SkySound::playBgSound(byte *sound, uint32 size) { size -= 512; //Hack to get rid of the annoying pop at the end of some bg sounds return playSound(sound, size, &_bgSoundHandle); } int SkySound::playSound(byte *sound, uint32 size, PlayingSoundHandle *handle) { byte flags = 0; flags |= SoundMixer::FLAG_UNSIGNED|SoundMixer::FLAG_AUTOFREE; size -= sizeof(struct dataFileHeader); byte *buffer = (byte *)malloc(size); memcpy(buffer, sound+sizeof(struct dataFileHeader), size); return _mixer->playRaw(handle, buffer, size, 11025, flags); } void SkySound::loadSection(uint8 pSection) { if (_ingameSound) _mixer->stop(_ingameSound - 1); _ingameSound = 0; if (_soundData) free(_soundData); _soundData = _skyDisk->loadFile(pSection * 4 + SOUND_FILE_BASE, NULL); _sampleRates = _soundData + 0xA4E; _sfxInfo = _soundData + 0xA60; } void SkySound::playSound(uint16 sound, uint16 volume) { if (!_soundData) { warning("SkySound::playSound(%04X, %04X) called with a section having been loaded.\n", sound, volume); return; } if (sound > 2) { if (sound & 0x80) warning("SkySound::playSound(%04X, %04X) not implemented.\n", sound, volume); else warning("SkySound::playSound(%04X, %04X) ignored.\n", sound, volume); return ; } volume = ((volume & 0x7F) + 1) << 1; sound &= 0xFF; // note: all those tables are big endian. Don't ask me why. *sigh* uint16 sampleRate = (_sampleRates[sound << 2] << 8) | _sampleRates[(sound << 2) | 1]; uint16 dataOfs = ((_sfxInfo[sound << 3] << 8) | _sfxInfo[(sound << 3) | 1]) << 4; dataOfs += SFX_BASE; uint16 dataSize = (_sfxInfo[(sound << 3) | 2] << 8) | _sfxInfo[(sound << 3) | 3]; uint16 dataLoop = (_sfxInfo[(sound << 3) | 6] << 8) | _sfxInfo[(sound << 3) | 7]; byte flags = SoundMixer::FLAG_UNSIGNED; if (dataSize == dataLoop) flags |= SoundMixer::FLAG_LOOP; _mixer->stopAll(); _mixer->setVolume(volume); _mixer->playRaw(&_ingameSound, _soundData + dataOfs, dataSize, sampleRate, flags); }