/* Copyright (C) 1994-2004 Revolution Software Ltd * * 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. * * $Header$ */ // One feature still missing is the original's DipMusic() function which, as // far as I can understand, softened the music volume when someone was // speaking, but only (?) if the music was playing loudly at the time. // // All things considered, I think this is more bother than it's worth. #include "common/stdafx.h" #include "common/file.h" #include "sound/rate.h" #include "sound/mp3.h" #include "sound/vorbis.h" #include "sound/flac.h" #include "sword2/sword2.h" #include "sword2/resman.h" #include "sword2/driver/d_draw.h" #include "sword2/driver/d_sound.h" namespace Sword2 { static AudioStream *makeCLUStream(File *fp, int size); static File fpMus; static void premix_proc(void *param, int16 *data, uint len) { ((Sound *) param)->streamMusic(data, len); } static AudioStream *getAudioStream(File *fp, const char *base, int cd, uint32 id, uint32 *numSamples) { struct { const char *ext; int mode; } file_types[] = { #ifdef USE_MAD { "cl3", kMP3Mode }, #endif #ifdef USE_VORBIS { "clg", kVorbisMode }, #endif #ifdef USE_FLAC { "clf", kFlacMode }, #endif { "clu", kCLUMode } }; int soundMode = -1; char filename[20]; for (int i = 0; i < ARRAYSIZE(file_types); i++) { File f; sprintf(filename, "%s%d.%s", base, cd, file_types[i].ext); if (f.open(filename)) { soundMode = file_types[i].mode; break; } sprintf(filename, "%s.%s", base, file_types[i].ext); if (f.open(filename)) { soundMode = file_types[i].mode; break; } } if (soundMode == 0) return NULL; // The assumption here is that a sound file is closed when the sound // finishes, and we never play sounds from two different files at the // same time. Thus, if the file is already open it's the correct file, // and the loop above was just needed to figure out the compression. // // This is to avoid having two file handles open to the same file at // the same time. There was some speculation that some of our target // systems may have trouble with that. if (!fp->isOpen()) fp->open(filename); if (!fp->isOpen()) return NULL; fp->seek((id + 1) * ((soundMode == kCLUMode) ? 8 : 12), SEEK_SET); uint32 pos = fp->readUint32LE(); uint32 len = fp->readUint32LE(); uint32 enc_len; if (numSamples) *numSamples = len; if (soundMode != kCLUMode) enc_len = fp->readUint32LE(); else enc_len = len + 1; if (!pos || !len) { fp->close(); return NULL; } fp->seek(pos, SEEK_SET); switch (soundMode) { case kCLUMode: return makeCLUStream(fp, enc_len); #ifdef USE_MAD case kMP3Mode: return makeMP3Stream(fp, enc_len); #endif #ifdef USE_VORBIS case kVorbisMode: return makeVorbisStream(fp, enc_len); #endif #ifdef USE_FLAC case kFlacMode: return makeFlacStream(fp, enc_len); #endif default: return NULL; } } #define BUFFER_SIZE 4096 // ---------------------------------------------------------------------------- // Custom AudioStream class to handle Broken Sword II's audio compression. // ---------------------------------------------------------------------------- #define GetCompressedShift(n) ((n) >> 4) #define GetCompressedSign(n) (((n) >> 3) & 1) #define GetCompressedAmplitude(n) ((n) & 7) class CLUInputStream : public AudioStream { private: File *_file; bool _firstTime; uint32 _file_pos; uint32 _end_pos; int16 _outbuf[BUFFER_SIZE]; byte _inbuf[BUFFER_SIZE]; const int16 *_bufferEnd; const int16 *_pos; uint16 _prev; void refill(); inline bool eosIntern() const; public: CLUInputStream(File *file, int size); ~CLUInputStream(); int readBuffer(int16 *buffer, const int numSamples); int16 read(); bool endOfData() const { return eosIntern(); } bool isStereo() const { return false; } int getRate() const { return 22050; } }; CLUInputStream::CLUInputStream(File *file, int size) : _file(file), _firstTime(true), _bufferEnd(_outbuf + BUFFER_SIZE) { _file->incRef(); // Determine the end position. _end_pos = file->pos() + size; // Read in initial data _file_pos = _file->pos(); refill(); } CLUInputStream::~CLUInputStream() { _file->decRef(); } inline int16 CLUInputStream::read() { assert(!eosIntern()); int16 sample = *_pos++; if (_pos >= _bufferEnd) { refill(); } return sample; } inline bool CLUInputStream::eosIntern() const { return _pos >= _bufferEnd; } int CLUInputStream::readBuffer(int16 *buffer, const int numSamples) { int samples = 0; while (samples < numSamples && !eosIntern()) { const int len = MIN(numSamples - samples, (int) (_bufferEnd - _pos)); memcpy(buffer, _pos, len * 2); buffer += len; _pos += len; samples += len; if (_pos >= _bufferEnd) { refill(); } } return samples; } void CLUInputStream::refill() { byte *in = _inbuf; int16 *out = _outbuf; _file->seek(_file_pos, SEEK_SET); uint len_left = _file->read(in, MIN((uint32) BUFFER_SIZE, _end_pos - _file->pos())); _file_pos = _file->pos(); while (len_left > 0) { uint16 sample; if (_firstTime) { _firstTime = false; _prev = READ_LE_UINT16(in); sample = _prev; len_left -= 2; in += 2; } else { uint16 delta = GetCompressedAmplitude(*in) << GetCompressedShift(*in); if (GetCompressedSign(*in)) sample = _prev - delta; else sample = _prev + delta; _prev = sample; len_left--; in++; } *out++ = sample; } _pos = _outbuf; _bufferEnd = out; } AudioStream *makeCLUStream(File *file, int size) { return new CLUInputStream(file, size); } // ---------------------------------------------------------------------------- // Another custom AudioStream class, to wrap around the various AudioStream // classes used for music decompression, and to add looping, fading, etc. // ---------------------------------------------------------------------------- // The length of a fade-in/out, in milliseconds. #define FADE_LENGTH 3000 class MusicInputStream : public AudioStream { private: int _cd; uint32 _musicId; AudioStream *_decoder; int16 _buffer[BUFFER_SIZE]; const int16 *_bufferEnd; const int16 *_pos; bool _remove; uint32 _numSamples; uint32 _samplesLeft; bool _looping; int32 _fading; int32 _fadeSamples; bool _paused; void refill(); inline bool eosIntern() const; public: MusicInputStream(int cd, uint32 musicId, bool looping); ~MusicInputStream(); int readBuffer(int16 *buffer, const int numSamples); bool endOfData() const { return eosIntern(); } bool isStereo() const { return _decoder->isStereo(); } int getRate() const { return _decoder->getRate(); } void fadeUp(); void fadeDown(); bool isReady() { return _decoder != NULL; } int32 isFading() { return _fading; } bool readyToRemove(); int32 getTimeRemaining(); }; MusicInputStream::MusicInputStream(int cd, uint32 musicId, bool looping) : _cd(cd), _musicId(musicId), _bufferEnd(_buffer + BUFFER_SIZE), _remove(false), _looping(looping), _fading(0) { _decoder = getAudioStream(&fpMus, "music", _cd, _musicId, &_numSamples); if (_decoder) { _samplesLeft = _numSamples; _fadeSamples = (getRate() * FADE_LENGTH) / 1000; fadeUp(); // Read in initial data refill(); } } MusicInputStream::~MusicInputStream() { delete _decoder; } inline bool MusicInputStream::eosIntern() const { if (_looping) return false; return _remove || _pos >= _bufferEnd; } int MusicInputStream::readBuffer(int16 *buffer, const int numSamples) { if (!_decoder) return 0; int samples = 0; while (samples < numSamples && !eosIntern()) { const int len = MIN(numSamples - samples, (int) (_bufferEnd - _pos)); memcpy(buffer, _pos, len * 2); buffer += len; _pos += len; samples += len; if (_pos >= _bufferEnd) { refill(); } } return samples; } void MusicInputStream::refill() { int16 *buf = _buffer; uint32 numSamples = 0; uint32 len_left; bool endFade = false; len_left = BUFFER_SIZE; if (_fading > 0 && (uint32) _fading < len_left) len_left = _fading; if (_samplesLeft < len_left) len_left = _samplesLeft; if (!_looping) { // None-looping music is faded out at the end. If this fade // out would have started somewhere within the len_left samples // to read, we only read up to that point. This way, we can // treat this fade as any other. if (!_fading) { uint32 currentlyAt = _numSamples - _samplesLeft; uint32 fadeOutAt = _numSamples - _fadeSamples; uint32 readTo = currentlyAt + len_left; if (fadeOutAt == currentlyAt) fadeDown(); else if (fadeOutAt > currentlyAt && fadeOutAt <= readTo) { len_left = fadeOutAt - currentlyAt; endFade = true; } } } int desired = len_left - numSamples; int len = _decoder->readBuffer(buf, desired); // Shouldn't happen, but if it does it could cause an infinite loop. // Of course there were bugs that caused it to happen several times // during development. :-) if (len < desired) { warning("Expected %d samples, but got none", desired); if (!len) return; } buf += len; numSamples += len; len_left -= len; _samplesLeft -= len; int16 *ptr; if (_fading > 0) { // Fade down for (ptr = _buffer; ptr < buf; ptr++) { if (_fading > 0) { _fading--; *ptr = (*ptr * _fading) / _fadeSamples; } if (_fading == 0) { _looping = false; _remove = true; *ptr = 0; } } } else if (_fading < 0) { // Fade up for (ptr = _buffer; ptr < buf; ptr++) { _fading--; *ptr = -(*ptr * _fading) / _fadeSamples; if (_fading <= -_fadeSamples) { _fading = 0; break; } } } if (endFade) fadeDown(); if (!_samplesLeft) { if (_looping) { delete _decoder; _decoder = getAudioStream(&fpMus, "music", _cd, _musicId, &_numSamples); _samplesLeft = _numSamples; } else _remove = true; } _pos = _buffer; _bufferEnd = buf; } void MusicInputStream::fadeUp() { if (_fading > 0) _fading = -_fading; else if (_fading == 0) _fading = -1; } void MusicInputStream::fadeDown() { if (_fading < 0) _fading = -_fading; else if (_fading == 0) _fading = _fadeSamples; } bool MusicInputStream::readyToRemove() { return _remove; } int32 MusicInputStream::getTimeRemaining() { // This is far from exact, but it doesn't have to be. return (_samplesLeft + BUFFER_SIZE) / getRate(); } // ---------------------------------------------------------------------------- // Main sound class // ---------------------------------------------------------------------------- Sound::Sound(Sword2Engine *vm) { _vm = vm; _mutex = _vm->_system->createMutex(); memset(_fx, 0, sizeof(_fx)); _soundOn = true; _speechPaused = false; _speechMuted = false; _speechVol = 14; _fxPaused = false; _fxMuted = false; _fxVol = 14; _musicVol = 16; _musicPaused = false; _musicMuted = false; for (int i = 0; i < MAXMUS; i++) { _music[i] = NULL; _converter[i] = NULL; } _vm->_mixer->setupPremix(premix_proc, this); } Sound::~Sound() { int i; _vm->_mixer->setupPremix(0, 0); for (i = 0; i < MAXMUS; i++) { delete _music[i]; delete _converter[i]; } for (i = 0; i < MAXFX; i++) stopFxHandle(i); stopSpeech(); if (_mutex) _vm->_system->deleteMutex(_mutex); } void Sound::streamMusic(int16 *data, uint len) { Common::StackLock lock(_mutex); if (!_soundOn) return; for (int i = 0; i < MAXMUS; i++) { if (_music[i] && _music[i]->readyToRemove()) { delete _music[i]; delete _converter[i]; _music[i] = NULL; _converter[i] = NULL; } } if (!_musicPaused) { for (int i = 0; i < MAXMUS; i++) { if (_music[i]) { st_volume_t volume = _musicMuted ? 0 : _musicVolTable[_musicVol]; _converter[i]->flow(*_music[i], data, len, volume, volume); } } } if (!_music[0] && !_music[1] && fpMus.isOpen()) fpMus.close(); } /** * This function creates the pan table. */ void Sound::buildPanTable(bool reverse) { int i; for (i = 0; i < 16; i++) { _panTable[i] = -127 + i * 8; _panTable[i + 17] = (i + 1) * 8 - 1; } _panTable[16] = 0; if (reverse) { for (i = 0; i < 33; i++) _panTable[i] = -_panTable[i]; } } // ---------------------------------------------------------------------------- // MUSIC // ---------------------------------------------------------------------------- int32 Sound::_musicVolTable[17] = { 0, 15, 31, 47, 63, 79, 95, 111, 127, 143, 159, 175, 191, 207, 223, 239, 255 }; /** * Mutes/Unmutes the music. * @param mute If mute is false, restore the volume to the last set master * level. Otherwise the music is muted (volume 0). */ void Sound::muteMusic(bool mute) { _musicMuted = mute; } /** * @return the music's mute state, true if mute, false if not mute */ bool Sound::isMusicMute(void) { return _musicMuted; } /** * Set the volume of any future as well as playing music. * @param volume volume, from 0 (silent) to 16 (max) */ void Sound::setMusicVolume(uint8 volume) { if (volume > 16) volume = 16; _musicVol = volume; } /** * @return the volume setting for music */ uint8 Sound::getMusicVolume(void) { return _musicVol; } /** * Stops the music dead in its tracks. Any music that is currently being * streamed is paused. */ void Sound::pauseMusic(void) { Common::StackLock lock(_mutex); if (!_soundOn) return; _musicPaused = true; } /** * Restarts the music from where it was stopped. */ void Sound::unpauseMusic(void) { Common::StackLock lock(_mutex); if (!_soundOn) return; _musicPaused = false; } /** * Fades out and stops the music. */ void Sound::stopMusic(void) { Common::StackLock lock(_mutex); for (int i = 0; i < MAXMUS; i++) if (_music[i]) _music[i]->fadeDown(); } void Sound::waitForLeadOut(void) { int i = getFxIndex(-1); if (i == MAXFX) return; while (_fx[i]._handle.isActive()) { _vm->_graphics->updateDisplay(); _vm->_system->delay_msecs(30); } } /** * Streams music from a cluster file. * @param filename the file name of the music cluster file * @param musicId the id of the music to stream * @param looping true if the music is to loop back to the start * @return RD_OK or an error code */ int32 Sound::streamCompMusic(uint32 musicId, bool looping) { Common::StackLock lock(_mutex); int primary = -1; int secondary = -1; // If both music streams are active, one of them will have to go. if (_music[0] && _music[1]) { int32 fade0 = _music[0]->isFading(); int32 fade1 = _music[1]->isFading(); if (!fade0 && !fade1) { // Neither is fading. This shouldn't happen, so just // pick one and be done with it. primary = 0; } else if (fade0 && !fade1) { // Stream 0 is fading, so pick that one. primary = 0; } else if (!fade0 && fade1) { // Stream 1 is fading, so pick that one. primary = 1; } else { // Both streams are fading. Pick the one that is // closest to silent. if (ABS(fade0) < ABS(fade1)) primary = 0; else primary = 1; } delete _music[primary]; delete _converter[primary]; _music[primary] = NULL; _converter[primary] = NULL; } // Pick the available music stream. If no music is playing it doesn't // matter which we use. if (_music[0] || _music[1]) { if (_music[0]) { primary = 1; secondary = 0; } else { primary = 0; secondary = 1; } } else primary = 0; // Don't start streaming if the volume is off. if (isMusicMute()) return RD_OK; if (secondary != -1) _music[secondary]->fadeDown(); _music[primary] = new MusicInputStream(_vm->_resman->whichCd(), musicId, looping); if (!_music[primary]->isReady()) { delete _music[primary]; _music[primary] = NULL; return RDERR_INVALIDFILENAME; } _converter[primary] = makeRateConverter(_music[primary]->getRate(), _vm->_mixer->getOutputRate(), _music[primary]->isStereo(), false); return RD_OK; } /** * @return the time left for the current music, in seconds. */ int32 Sound::musicTimeRemaining(void) { Common::StackLock lock(_mutex); for (int i = 0; i < MAXMUS; i++) { if (_music[i] && _music[i]->isFading() <= 0) return _music[i]->getTimeRemaining(); } return 0; } // ---------------------------------------------------------------------------- // SPEECH // ---------------------------------------------------------------------------- /** * Mutes/Unmutes the speech. * @param mute If mute is false, restore the volume to the last set master * level. Otherwise the speech is muted (volume 0). */ void Sound::muteSpeech(bool mute) { _speechMuted = mute; if (_soundHandleSpeech.isActive()) { byte volume = mute ? 0 : 16 * _speechVol; _vm->_mixer->setChannelVolume(_soundHandleSpeech, volume); } } /** * @return the speech's mute state, true if mute, false if not mute */ bool Sound::isSpeechMute(void) { return _speechMuted; } /** * Set the volume of any future as well as playing speech samples. * @param volume volume, from 0 (silent) to 14 (max) */ void Sound::setSpeechVolume(uint8 volume) { if (volume > 14) volume = 14; _speechVol = volume; if (_soundHandleSpeech.isActive() && !_speechMuted && _soundHandleSpeech.isActive()) { _vm->_mixer->setChannelVolume(_soundHandleSpeech, 16 * _speechVol); } } /** * @return the volume setting for speech */ uint8 Sound::getSpeechVolume(void) { return _speechVol; } /** * Stops the speech dead in its tracks. */ void Sound::pauseSpeech(void) { _speechPaused = true; _vm->_mixer->pauseHandle(_soundHandleSpeech, true); } /** * Restarts the speech from where it was stopped. */ void Sound::unpauseSpeech(void) { _speechPaused = false; _vm->_mixer->pauseHandle(_soundHandleSpeech, false); } /** * Stops the speech from playing. */ int32 Sound::stopSpeech(void) { if (!_soundOn) return RD_OK; if (_soundHandleSpeech.isActive()) { _vm->_mixer->stopHandle(_soundHandleSpeech); return RD_OK; } return RDERR_SPEECHNOTPLAYING; } /** * @return Either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED */ int32 Sound::getSpeechStatus(void) { return _soundHandleSpeech.isActive() ? RDSE_SAMPLEPLAYING : RDSE_SAMPLEFINISHED; } /** * Returns either RDSE_QUIET or RDSE_SPEAKING */ int32 Sound::amISpeaking(void) { if (!_speechMuted && !_speechPaused && _soundHandleSpeech.isActive()) return RDSE_SPEAKING; return RDSE_QUIET; } /** * This function loads and decompresses a list of speech from a cluster, but * does not play it. This is used for cutscene voice-overs, presumably to * avoid having to read from more than one file on the CD during playback. * @param speechid the text line id used to reference the speech * @param buf a pointer to the buffer that will be allocated for the sound */ uint32 Sound::preFetchCompSpeech(uint32 speechid, uint16 **buf) { File fp; uint32 numSamples; AudioStream *input = getAudioStream(&fp, "speech", _vm->_resman->whichCd(), speechid, &numSamples); *buf = NULL; // Decompress data into speech buffer. uint32 bufferSize = 2 * numSamples; *buf = (uint16 *) malloc(bufferSize); if (!*buf) { delete input; fp.close(); return 0; } uint32 readSamples = input->readBuffer((int16 *) *buf, numSamples); fp.close(); delete input; return 2 * readSamples; } /** * This function loads, decompresses and plays a line of speech. An error * occurs if speech is already playing. * @param speechid the text line id used to reference the speech * @param vol volume, 0 (minimum) to 16 (maximum) * @param pan panning, -16 (full left) to 16 (full right) */ int32 Sound::playCompSpeech(uint32 speechid, uint8 vol, int8 pan) { if (_speechMuted) return RD_OK; if (getSpeechStatus() == RDERR_SPEECHPLAYING) return RDERR_SPEECHPLAYING; File *fp = new File; AudioStream *input = getAudioStream(fp, "speech", _vm->_resman->whichCd(), speechid, NULL); // Make the AudioStream object the sole owner of the file so that it // will die along with the AudioStream when the speech has finished. fp->decRef(); if (!input) return RDERR_INVALIDID; // Modify the volume according to the master volume byte volume = _speechMuted ? 0 : vol * _speechVol; int8 p = _panTable[pan + 16]; // Start the speech playing _vm->_mixer->playInputStream(&_soundHandleSpeech, input, false, volume, p); return RD_OK; } // ---------------------------------------------------------------------------- // SOUND EFFECTS // ---------------------------------------------------------------------------- /** * Retrieve information about an in-memory WAV file. * @param data The WAV data * @param wavInfo Pointer to the WavInfo structure to fill with information. * @return True if the data appears to be a WAV file, otherwise false. */ bool Sound::getWavInfo(byte *data, WavInfo *wavInfo) { uint32 wavLength; uint32 offset; if (READ_UINT32(data) != MKID('RIFF')) { warning("getWavInfo: No 'RIFF' header"); return false; } wavLength = READ_LE_UINT32(data + 4) + 8; if (READ_UINT32(data + 8) != MKID('WAVE')) { warning("getWavInfo: No 'WAVE' header"); return false; } if (READ_UINT32(data + 12) != MKID('fmt ')) { warning("getWavInfo: No 'fmt' header"); return false; } wavInfo->channels = READ_LE_UINT16(data + 22); wavInfo->rate = READ_LE_UINT16(data + 24); offset = READ_LE_UINT32(data + 16) + 20; // It's almost certainly a WAV file, but we still need to find its // 'data' chunk. while (READ_UINT32(data + offset) != MKID('data')) { if (offset >= wavLength) { warning("getWavInfo: Can't find 'data' chunk"); return false; } offset += (READ_LE_UINT32(data + offset + 4) + 8); } wavInfo->samples = READ_LE_UINT32(data + offset + 4); wavInfo->data = data + offset + 8; return true; } /** * @return the index of the sound effect with the ID passed in. */ int32 Sound::getFxIndex(int32 id) { for (int i = 0; i < MAXFX; i++) { if (_fx[i]._id == id) return i; } return MAXFX; } /** * Mutes/Unmutes the sound effects. * @param mute If mute is false, restore the volume to the last set master * level. Otherwise the sound effects are muted (volume 0). */ void Sound::muteFx(bool mute) { _fxMuted = mute; // Now update the volume of any fxs playing for (int i = 0; i < MAXFX; i++) { if (_fx[i]._id) { byte volume = mute ? 0 : _fx[i]._volume * _fxVol; _vm->_mixer->setChannelVolume(_fx[i]._handle, volume); } } } /** * @return the sound effects's mute state, true if mute, false if not mute */ bool Sound::isFxMute(void) { return _fxMuted; } /** * @return the master volume setting for sound effects */ uint8 Sound::getFxVolume(void) { return _fxVol; } /** * Set the master volume of all sound effects. The effects still have their * own volume setting as well as the master volume. * @param volume volume, from 0 (silent) to 14 (max) */ void Sound::setFxVolume(uint8 volume) { if (volume > 14) volume = 14; _fxVol = volume; if (_fxMuted) return; // Now update the volume of any fxs playing for (int i = 0; i < MAXFX; i++) if (_fx[i]._id) _vm->_mixer->setChannelVolume(_fx[i]._handle, _fx[i]._volume * _fxVol); } /** * Sets the volume and pan of the sample which is currently playing * @param id the id of the sample * @param vol volume * @param pan panning */ int32 Sound::setFxIdVolumePan(int32 id, uint8 vol, int8 pan) { int32 i = getFxIndex(id); if (i == MAXFX) return RDERR_FXNOTOPEN; if (vol > 14) vol = 14; _fx[i]._volume = vol; if (!_fxMuted) { _vm->_mixer->setChannelVolume(_fx[i]._handle, _fx[i]._volume * _fxVol); _vm->_mixer->setChannelBalance(_fx[i]._handle, _panTable[pan + 16]); } return RD_OK; } int32 Sound::setFxIdVolume(int32 id, uint8 vol) { int32 i = getFxIndex(id); if (i == MAXFX) return RDERR_FXNOTOPEN; _fx[i]._volume = vol; if (!_fxMuted) _vm->_mixer->setChannelVolume(_fx[i]._handle, vol * _fxVol); return RD_OK; } void Sound::pauseFx(void) { if (_fxPaused) return; for (int i = 0; i < MAXFX; i++) { if (_fx[i]._id) { _vm->_mixer->pauseHandle(_fx[i]._handle, true); _fx[i]._paused = true; } else _fx[i]._paused = false; } _fxPaused = true; } void Sound::pauseFxForSequence(void) { if (_fxPaused) return; for (int i = 0; i < MAXFX; i++) { if (_fx[i]._id && _fx[i]._id != -2) { _vm->_mixer->pauseHandle(_fx[i]._handle, true); _fx[i]._paused = true; } else _fx[i]._paused = false; } _fxPaused = true; } void Sound::unpauseFx(void) { if (!_fxPaused) return; for (int i = 0; i < MAXFX; i++) if (_fx[i]._paused && _fx[i]._id) _vm->_mixer->pauseHandle(_fx[i]._handle, false); _fxPaused = false; } bool Sound::isFxPlaying(int32 id) { int i; i = getFxIndex(id); if (i == MAXFX) return false; return _fx[i]._handle.isActive(); } /** * This function closes a sound effect which has been previously opened for * playing. Sound effects must be closed when they are finished with, otherwise * you will run out of sound effect buffers. * @param id the id of the sound to close */ int32 Sound::stopFx(int32 id) { int i; if (!_soundOn) return RD_OK; i = getFxIndex(id); if (i == MAXFX) return RDERR_FXNOTOPEN; stopFxHandle(i); return RD_OK; } /** * This function plays a sound effect. If the effect has already been opened * then 'data' should be NULL, and the sound effect will simply be obtained * from the id passed in. If the effect has not been opened, then the WAV data * should be passed in 'data'. The sound effect will be closed when it has * finished playing. * @param id the sound id * @param data either NULL or the WAV data * @param vol volume, 0 (minimum) to 16 (maximum) * @param pan panning, -16 (full left) to 16 (full right) * @param type either RDSE_FXSPOT or RDSE_FXLOOP * @warning Zero is not a valid id */ int32 Sound::playFx(int32 id, byte *data, uint8 vol, int8 pan, uint8 type) { if (!_soundOn) return RD_OK; byte volume = _fxMuted ? 0 : vol * _fxVol; // All lead-ins and lead-outs I've heard are music, so we use // the music volume setting for them. if (type == RDSE_FXLEADIN || type == RDSE_FXLEADOUT) { id = (type == RDSE_FXLEADIN) ? -2 : -1; volume = _musicMuted ? 0 : _musicVolTable[_musicVol]; } WavInfo wavInfo; if (!getWavInfo(data, &wavInfo)) { warning("playFx: Not a valid WAV file"); return RDERR_INVALIDWAV; } int32 fxi = getFxIndex(id); if (fxi == MAXFX) { // Find a free slot fxi = getFxIndex(0); if (fxi == MAXFX) { warning("openFx: Running out of sound slots"); // There aren't any free sound handles available. This // usually shouldn't happen, but if it does we expire // the first sound effect that isn't currently playing. for (fxi = 0; fxi < MAXFX; fxi++) if (!_fx[fxi]._handle.isActive()) break; // Still no dice? I give up! if (fxi == MAXFX) { warning("openFx: No free sound slots"); return RDERR_NOFREEBUFFERS; } } _fx[fxi]._id = id; } if (_fx[fxi]._handle.isActive()) return RDERR_FXALREADYOPEN; uint32 flags = SoundMixer::FLAG_16BITS | SoundMixer::FLAG_LITTLE_ENDIAN; if (wavInfo.channels == 2) flags |= SoundMixer::FLAG_STEREO; if (type == RDSE_FXLOOP) flags |= SoundMixer::FLAG_LOOP; else flags &= ~SoundMixer::FLAG_LOOP; _fx[fxi]._volume = vol; int8 p = _panTable[pan + 16]; _vm->_mixer->playRaw(&_fx[fxi]._handle, wavInfo.data, wavInfo.samples, wavInfo.rate, flags, -1, volume, p); return RD_OK; } void Sound::stopFxHandle(int i) { if (_fx[i]._id) { _vm->_mixer->stopHandle(_fx[i]._handle); _fx[i]._id = 0; _fx[i]._paused = false; } } /** * This function clears all of the sound effects which are currently open or * playing, irrespective of type. */ void Sound::clearAllFx(void) { if (!_soundOn) return; for (int i = 0; i < MAXFX; i++) if (_fx[i]._id && _fx[i]._id != -1 && _fx[i]._id != -2) stopFxHandle(i); } } // End of namespace Sword2