/* Copyright (C) 1994-2003 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. * * $Header$ */ //============================================================================= // // Filename : d_sound.c // Created : 3rd December 1996 // By : P.R.Porter // // Summary : This module holds the driver interface to direct sound. // // Functions // --------- // // -------------------------------------------------------------------------- // // int32 PlayCompSpeech(const char *filename, uint32 id, uint8 vol, int8 pan) // // This function loads, decompresses and plays the wav 'id' from the cluster // 'filename'. An error occurs if speech is already playing, or directSound // comes accross problems. 'volume' can be from 0 to 16. 'pan' can be from // -16 (full left) to 16 (full right). // id is the text line id used to reference the speech within the speech // cluster. // // -------------------------------------------------------------------------- // // int32 StopSpeechSword2(void) // // Stops the speech from playing. // // -------------------------------------------------------------------------- // // int32 GetSpeechStatus(void) // // Returns either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED // // -------------------------------------------------------------------------- // // int32 AmISpeaking(void) // // Returns either RDSE_QUIET or RDSE_SPEAKING // // -------------------------------------------------------------------------- // // int32 PauseSpeech(void) // // Stops the speech dead in it's tracks. // // -------------------------------------------------------------------------- // // int32 UnpauseSpeech(void) // // Re-starts the speech from where it was stopped. // // -------------------------------------------------------------------------- // // int32 OpenFx(int32 id, uint8 *data) // // This function opens a sound effect ready for playing. A unique id should // be passed in so that each effect can be referenced individually. // // WARNING: Zero is not a valid ID. // // -------------------------------------------------------------------------- // // int32 PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) // // 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. // // The volume can be between 0 (minimum) and 16 (maximum). The pan defines // the left/right balance of the sample. -16 is full left, and 16 is full // right with 0 in the middle. The sample type can be either RDSE_FXSPOT, or // RDSE_FXLOOP. // // WARNING: Zero is not a valid ID // // -------------------------------------------------------------------------- // // int32 CloseFx(int32 id) // // 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. // // -------------------------------------------------------------------------- // // int32 ClearAllFx(void) // // This function clears all of the sound effects which are currently open or // playing, irrespective of type. // // -------------------------------------------------------------------------- // // int32 StreamCompMusic(uint8 *filename, uint32 id, int32 loopFlag) // // Streams music 'id' from the cluster file 'filename'. The loopFlag should // be set to RDSE_FXLOOP if the music is to loop back to the start. // Otherwise, it should be RDSE_FXSPOT. // The return value must be checked for any problems. // // -------------------------------------------------------------------------- // // void StopMusic(void) // // Fades out and stops the music. // // -------------------------------------------------------------------------- // // int32 PauseMusic(void) // // Stops the music dead in it's tracks. // // -------------------------------------------------------------------------- // // int32 UnpauseMusic(void) // // Re-starts the music from where it was stopped. // // --------------------------------------------------------------------------- // // int32 MusicTimeRemaining(void) // // Returns the time left for the current tune. // // ---------------------------------------------------------------------------- // // int32 ReverseStereo(void) // // This function reverse the pan table, thus reversing the stereo. // //============================================================================= #include "stdafx.h" #include "driver96.h" #include "rdwin.h" // for hwnd. #include "d_sound.h" #include "../sword2.h" #include "common/timer.h" #include "sound/mixer.h" // Decompression macros #define MakeCompressedByte(shift, sign, amplitude) (((shift) << 4) + ((sign) << 3) + (amplitude)) #define GetCompressedShift(byte) ((byte) >> 4) #define GetCompressedSign(byte) (((byte) >> 3) & 1) #define GetCompressedAmplitude(byte) ((byte) & 7) #define GetdAPower(dA, power) for (power = 15; power > 0 && !((dA) & (1 << power)); power--) int32 panTable[33] = { -127, -119, -111, -103, -95, -87, -79, -71, -63, -55, -47, -39, -31, -23, -15, -7, 0, 7, 15, 23, 31, 39, 47, 55, 63, 71, 79, 87, 95, 103, 111, 119, 127 }; /* int32 panTable[33] = { -10000, -1500, -1400, -1300, -1200, -1100, -1000, -900, -800, -700, -600, -500, -400, -300, -200, -100, 0, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 10000 }; int32 volTable[241] = { -10000, -3925, -3852, -3781, -3710, -3642, -3574, -3508, -3443, -3379, -3316, -3255, -3194, -3135, -3077, -3020, -2964, -2909, -2855, -2802, -2750, -2699, -2649, -2600, -2551, -2504, -2458, -2412, -2367, -2323, -2280, -2238, -2197, -2156, -2116, -2077, -2038, -2000, -1963, -1927, -1891, -1856, -1821, -1788, -1755, -1722, -1690, -1659, -1628, -1598, -1568, -1539, -1510, -1482, -1455, -1428, -1401, -1375, -1350, -1325, -1300, -1290, -1279, -1269, -1259, -1249, -1239, -1229, -1219, -1209, -1199, -1190, -1180, -1171, -1161, -1152, -1142, -1133, -1124, -1115, -1106, -1097, -1088, -1080, -1071, -1062, -1054, -1045, -1037, -1028, -1020, -1012, -1004, -996, -988, -980, -972, -964, -956, -949, -941, -933, -926, -918, -911, -904, -896, -889, -882, -875, -868, -861, -854, -847, -840, -833, -827, -820, -813, -807, -800, -791, -782, -773, -764, -755, -747, -738, -730, -721, -713, -705, -697, -689, -681, -673, -665, -658, -650, -643, -635, -628, -621, -613, -606, -599, -593, -586, -579, -572, -566, -559, -553, -546, -540, -534, -528, -522, -516, -510, -504, -498, -492, -487, -481, -476, -470, -465, -459, -454, -449, -444, -439, -434, -429, -424, -419, -414, -409, -404, -400, -362, -328, -297, -269, -244, -221, -200, -181, -164, -148, -134, -122, -110, -100, -90, -82, -74, -67, -61, -55, -50, -45, -41, -37, -33, -30, -27, -25, -22, -20, -18, -16, -15, -13, -12, -11, -10, -9, -8, -7, -6, -6, -5, -5, -4, -4, -3, -3, -3, -2, -2, -2, -2, -1, -1, -1, -1, -1, 0 }; */ int32 musicVolTable[17] = { 0, 15, 31, 47, 63, 79, 95, 111, 127, 143, 159, 175, 191, 207, 223, 239, 255 }; /* int32 musicVolTable[17] = { -10000, -5000, -3000, -2500, -2250, -2000, -1750, -1500, -1250, -1000, -750, -500, -350, -200, -100, -50, 0 }; */ void sword2_sound_handler (void *engine) { g_sword2->_sound->FxServer(); } Sword2Sound::Sword2Sound(SoundMixer *mixer) { _mutex = g_system->create_mutex(); soundOn = 0; speechStatus = 0; fxPaused = 0; speechPaused = 0; speechVol = 14; fxVol = 14; speechMuted = 0; fxMuted = 0; compressedMusic = 0; volMusic[0] = 16; volMusic[1] = 16; musicMuted = 0; bufferSizeMusic = 4410; _mixer = mixer; memset(fxId, 0, sizeof(fxId)); memset(fxiPaused, 0, sizeof(fxiPaused)); memset(fxRate, 0, sizeof(fxRate)); memset(musStreaming, 0, sizeof(musStreaming)); memset(musicPaused, 0, sizeof(musicPaused)); memset(musFading, 0, sizeof(musFading)); memset(musLooping, 0, sizeof(musLooping)); memset(musFilePos, 0, sizeof(musFilePos)); memset(musEnd, 0, sizeof(musEnd)); memset(musLastSample, 0, sizeof(musLastSample)); memset(musId, 0, sizeof(musId)); memset(soundHandleMusic, 0, sizeof(soundHandleMusic)); memset(soundHandleFx, 0, sizeof(soundHandleFx)); soundHandleSpeech = 0; memset(bufferFx, 0, sizeof(bufferFx)); memset(flagsFx, 0, sizeof(flagsFx)); memset(bufferSizeFx, 0, sizeof(bufferSizeFx)); soundOn = 1; g_engine->_timer->installProcedure(sword2_sound_handler, 100000); } Sword2Sound::~Sword2Sound() { g_engine->_timer->releaseProcedure(sword2_sound_handler); if (_mutex) g_system->delete_mutex(_mutex); } // -------------------------------------------------------------------------- // This function reverse the pan table, thus reversing the stereo. // -------------------------------------------------------------------------- int32 Sword2Sound::ReverseStereo(void) { int i,j; for (i = 0; i < 16; i++) { j = panTable[i]; panTable[i] = panTable[32 - i]; panTable[32 - i] = j; } return (RD_OK); } // -------------------------------------------------------------------------- // This function returns the index of the sound effect with the ID passed in. // -------------------------------------------------------------------------- int32 Sword2Sound::GetFxIndex(int32 id) { int32 i = 0; while (i < MAXFX) { if (fxId[i] == id) break; i++; } return(i); } int32 Sword2Sound::IsFxOpen(int32 id) { int32 i = 0; while (i < MAXFX) { if (fxId[i] == id) break; i++; } if (i == MAXFX) return 1; else return 0; } // -------------------------------------------------------------------------- // This function checks the status of all current sound effects, and clears // out the ones which are no longer required in a buffer. It is called on // a slow timer from rdwin.c // -------------------------------------------------------------------------- void Sword2Sound::FxServer(void) { StackLock lock(_mutex); if (!soundOn) return; if (musicPaused[0] + musicPaused[1] == 0) { if (compressedMusic == 1) UpdateCompSampleStreaming(); } if (!musStreaming[0] && !musStreaming[1] && fpMus.isOpen()) fpMus.close(); // FIXME: Doing this sort of things from a separate thread seems like // just asking for trouble. But removing it outright causes regressions // which need to be investigated. // // I've fixed one such regression, and as far as I can tell it's // working now. #if 0 int i; if (fxPaused) { for (i = 0; i < MAXFX; i++) { if ((fxId[i] == (int32) 0xfffffffe) || (fxId[i] == (int32) 0xffffffff)) { if (!soundHandleFx[i]) { fxId[i] = 0; if (bufferFx[i] != NULL) { free(bufferFx[i]); bufferFx[i] = NULL; } bufferSizeFx[i] = 0; flagsFx[i] = 0; } } } return; } for (i = 0; i < MAXFX; i++) { if (fxId[i]) { if (!soundHandleFx[i]) { fxId[i] = 0; if (bufferFx[i] != NULL) { free(bufferFx[i]); bufferFx[i] = NULL; } bufferSizeFx[i] = 0; flagsFx[i] = 0; } } } #endif } int32 Sword2Sound::AmISpeaking() { if ((!speechMuted) && (!speechPaused) && (soundHandleSpeech != 0)) { return (RDSE_SPEAKING); } return (RDSE_QUIET); } int32 Sword2Sound::GetCompSpeechSize(const char *filename, uint32 speechid) { int32 i; uint32 speechIndex[2]; File fp; // Open the speech cluster and find the data offset & size fp.open(filename, g_engine->getGameDataPath()); if (fp.isOpen() == false) return(0); fp.seek((++speechid) * 8, SEEK_SET); if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) { fp.close(); return (0); } if (!speechIndex[0] || !speechIndex[1]) { fp.close(); return (0); } fp.close(); i = (speechIndex[1] - 1) * 2 + sizeof(_wavHeader) + 8; return(i); } int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uint8 *waveMem) { uint32 i; uint16 *data16; uint8 *data8; uint32 speechIndex[2]; _wavHeader *pwf = (_wavHeader *) waveMem; File fp; // Open the speech cluster and find the data offset & size fp.open(filename, g_engine->getGameDataPath()); if (fp.isOpen() == false) return(RDERR_INVALIDFILENAME); fp.seek((++speechid) * 8, SEEK_SET); if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) { fp.close(); return (RDERR_READERROR); } if (!speechIndex[0] || !speechIndex[1]) { fp.close(); return (RDERR_INVALIDID); } data16 = (uint16*)(waveMem + sizeof(_wavHeader)); memset(pwf, 0, sizeof(_wavHeader)); *((uint32*)pwf->riff) = 'FFIR'; *((uint32*)pwf->wavID) = 'EVAW'; *((uint32*)pwf->format) = ' tmf'; pwf->formatLen = 0x00000010; pwf->formatTag = 0x0001; pwf->channels = 0x0001; pwf->samplesPerSec = 0x5622; pwf->avgBytesPerSec = 0x0000; pwf->blockAlign = 0xAC44; pwf->unknown1 = 0x0000; pwf->unknown2 = 0x0002; pwf->bitsPerSample = 0x0010; *((uint32*)data16) = 'atad'; data16 += 2; *((uint32*)data16) = (speechIndex[1] - 1) * 2; data16 += 2; pwf->fileLength = (speechIndex[1] - 1) * 2 + sizeof(_wavHeader) + 8; // Calculate position in buffer to load compressed sound into data8 = (uint8*)data16 + (speechIndex[1]-1); fp.seek(speechIndex[0], SEEK_SET); if (fp.read(data8, speechIndex[1]) != speechIndex[1]) { fp.close(); return (RDERR_INVALIDID); } fp.close(); data16[0] = *((int16*)data8); // Starting Value i = 1; while (i < (speechIndex[1] - 1)) { if (GetCompressedSign(data8[i + 1])) data16[i] = data16[i - 1] - (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1])); else data16[i] = data16[i - 1] + (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1])); i++; } return(RD_OK); } int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) { uint32 i; uint16 *data16; uint8 *data8; uint32 speechIndex[2]; void *lpv1; File fp; uint32 bufferSize; if (!speechMuted) { if (GetSpeechStatus() == RDERR_SPEECHPLAYING) return RDERR_SPEECHPLAYING; // Open the speech cluster and find the data offset & size fp.open(filename, g_engine->getGameDataPath()); if (fp.isOpen() == false) return(RDERR_INVALIDFILENAME); fp.seek((++speechid) * 8, SEEK_SET); if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) { fp.close(); return (RDERR_READERROR); } if (speechIndex[0] == 0 || speechIndex[1] == 0) { fp.close(); return (RDERR_INVALIDID); } bufferSize = (speechIndex[1] - 1) * 2; // Create tempory buffer for compressed speech if ((data8 = (uint8 *)malloc(speechIndex[1])) == NULL) { fp.close(); return(RDERR_OUTOFMEMORY); } fp.seek(speechIndex[0], SEEK_SET); if (fp.read(data8, speechIndex[1]) != speechIndex[1]) { fp.close(); free(data8); return (RDERR_INVALIDID); } fp.close(); lpv1 = malloc(bufferSize); // decompress data into speech buffer. data16 = (uint16*)lpv1; data16[0] = *((int16*)data8); // Starting Value i = 1; while (i < bufferSize / 2) { if (GetCompressedSign(data8[i + 1])) data16[i] = data16[i - 1] - (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1])); else data16[i] = data16[i - 1] + (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1])); i++; } free(data8); // Modify the volume according to the master volume byte volume; int8 p; if (speechMuted) { volume = 0; } else { volume = vol * speechVol; } p = panTable[pan + 16]; // Start the speech playing speechPaused = 1; uint32 flags = SoundMixer::FLAG_16BITS; flags |= SoundMixer::FLAG_AUTOFREE; //Until the mixer supports LE samples natively, we need to convert our LE ones to BE for (uint j = 0; j < (bufferSize / 2); j++) data16[j] = TO_BE_16(data16[j]); _mixer->playRaw(&soundHandleSpeech, data16, bufferSize, 22050, flags, -1, volume, pan); speechStatus = 1; } DipMusic(); return (RD_OK); } int32 Sword2Sound::StopSpeechSword2(void) { if (!soundOn) return(RD_OK); if (speechStatus) { g_engine->_mixer->stopHandle(soundHandleSpeech); speechStatus = 0; return(RD_OK); } return(RDERR_SPEECHNOTPLAYING); } int32 Sword2Sound::GetSpeechStatus(void) { if ((!soundOn) || (!speechStatus)) return(RDSE_SAMPLEFINISHED); if (speechPaused) return(RDSE_SAMPLEPLAYING); if (!soundHandleSpeech) { speechStatus = 0; return(RDSE_SAMPLEFINISHED); } return(RDSE_SAMPLEPLAYING); } void Sword2Sound::SetSpeechVolume(uint8 volume) { speechVol = volume; if ((soundHandleSpeech != 0) && !speechMuted && GetSpeechStatus() == RDSE_SAMPLEPLAYING) { g_engine->_mixer->setChannelVolume(soundHandleSpeech, 16 * speechVol); } } uint8 Sword2Sound::GetSpeechVolume() { return speechVol; } void Sword2Sound::MuteSpeech(uint8 mute) { speechMuted = mute; if (GetSpeechStatus() == RDSE_SAMPLEPLAYING) { if (mute) { g_engine->_mixer->setChannelVolume(soundHandleSpeech, 0); } else { g_engine->_mixer->setChannelVolume(soundHandleSpeech, 16 * speechVol); } } } uint8 Sword2Sound::IsSpeechMute(void) { return speechMuted; } int32 Sword2Sound::PauseSpeech(void) { if (GetSpeechStatus() == RDSE_SAMPLEPLAYING) { speechPaused = 1; g_engine->_mixer->pauseHandle(soundHandleSpeech, true); } return(RD_OK); } int32 Sword2Sound::UnpauseSpeech(void) { if (speechPaused) { speechPaused = 0; g_engine->_mixer->pauseHandle(soundHandleSpeech, false); } return(RD_OK); } int32 Sword2Sound::OpenFx(int32 id, uint8 *data) { int32 i, fxi; uint32 *data32 = NULL; _wavHeader *wav; wav = (_wavHeader *) data; if (soundOn) { // Check for a valid id. if (id == 0) return(RDERR_INVALIDID); // Check that the fx is not already open for (i = 0; i < MAXFX; i++) { if (fxId[i] == id) return(RDERR_FXALREADYOPEN); } // Now choose a free slot for the fx fxi = 0; while (fxi < MAXFX) { if (fxId[fxi] == 0) break; fxi++; } if (fxi == MAXFX) { // Expire the first sound effect that isn't currently // playing. // FIXME. This may need a bit of work. I still haven't // grasped all the intricacies of the sound effects // handling. // // Anyway, it'd be nicer - in theory - to expire the // least recently used slot. fxi = 0; while (fxi < MAXFX) { if (!soundHandleFx[fxi]) break; fxi++; } // Still no dice? I give up! if (fxi == MAXFX) return(RDERR_NOFREEBUFFERS); } // Set the sample size - search for the size of the data. i = 0; while (i < 100) { if (*data == 'd') { data32 = (uint32*)data; if (*data32 == 'atad') break; } i += 1; data++; } if (!data32) return(RDERR_INVALIDWAV); bufferSizeFx[fxi] = READ_LE_UINT32(data32 + 1); // Fill the speech buffer with data if (bufferFx[fxi] != NULL) free(bufferFx[fxi]); bufferFx[fxi] = (uint16*)malloc(bufferSizeFx[fxi]); memcpy(bufferFx[fxi], (uint8 *)(data32 + 2), bufferSizeFx[fxi]); flagsFx[fxi] = SoundMixer::FLAG_16BITS; if (wav->channels == 2) flagsFx[fxi] |= SoundMixer::FLAG_STEREO; fxRate[fxi] = wav->samplesPerSec; //Until the mixer supports LE samples natively, we need to convert our LE ones to BE for (int32 j = 0; j < (bufferSizeFx[fxi] / 2); j++) bufferFx[fxi][j] = TO_BE_16(bufferFx[fxi][j]); fxId[fxi] = id; } return(RD_OK); } int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) { int32 i, loop; uint32 hr; if (type == RDSE_FXLOOP) loop = 1; else loop = 0; if (soundOn) { if (data == NULL) { if (type == RDSE_FXLEADOUT) { id = (int32) 0xffffffff; i = GetFxIndex(id); if (i == MAXFX) { warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type); return(RDERR_FXNOTOPEN); } flagsFx[i] &= ~SoundMixer::FLAG_LOOP; byte volume; // Start the sound effect playing if (musicMuted) { volume = 0; } else { volume = musicVolTable[volMusic[0]]; } g_engine->_mixer->playRaw(&soundHandleFx[i], bufferFx[i], bufferSizeFx[i], fxRate[i], flagsFx[i], -1, volume, 0); } else { i = GetFxIndex(id); if (i == MAXFX) { warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type); return(RDERR_FXNOTOPEN); } if (loop == 1) flagsFx[i] |= SoundMixer::FLAG_LOOP; else flagsFx[i] &= ~SoundMixer::FLAG_LOOP; fxVolume[i] = vol; byte volume; int8 p; // Start the sound effect playing if (fxMuted) { volume = 0; } else { volume = vol * fxVol; } p = panTable[pan + 16]; g_engine->_mixer->playRaw(&soundHandleFx[i], bufferFx[i], bufferSizeFx[i], fxRate[i], flagsFx[i], -1, volume, p); } } else { if (type == RDSE_FXLEADIN) { id = (int32) 0xfffffffe; hr = OpenFx(id, data); if (hr != RD_OK) { return hr; } i = GetFxIndex(id); if (i == MAXFX) { warning("PlayFx(%d, %d, %d, %d) - Not found", id, vol, pan, type); return RDERR_FXFUCKED; } flagsFx[i] &= ~SoundMixer::FLAG_LOOP; byte volume; if (musicMuted) { volume = 0; } else { volume = musicVolTable[volMusic[0]]; } g_engine->_mixer->playRaw(&soundHandleFx[i], bufferFx[i], bufferSizeFx[i], fxRate[i], flagsFx[i], -1, volume, 0); } else { hr = OpenFx(id, data); if (hr != RD_OK) { return(hr); } i = GetFxIndex(id); if (i == MAXFX) { warning("PlayFx(%d, %d, %d, %d) - Not found", id, vol, pan, type); return(RDERR_FXFUCKED); } if (loop == 1) flagsFx[i] |= SoundMixer::FLAG_LOOP; else flagsFx[i] &= ~SoundMixer::FLAG_LOOP; fxVolume[i] = vol; byte volume; int8 p; // Start the sound effect playing if (fxMuted) { volume = 0; } else { volume = vol * fxVol; } p = panTable[pan + 16]; g_engine->_mixer->playRaw(&soundHandleFx[i], bufferFx[i], bufferSizeFx[i], fxRate[i], flagsFx[i], -1, volume, p); } } } return(RD_OK); } int32 Sword2Sound::SetFxVolumePan(int32 id, uint8 vol, int8 pan) { int32 i = GetFxIndex(id); if (i == MAXFX) return RDERR_FXNOTOPEN; fxVolume[i] = vol; if (!fxMuted) { g_engine->_mixer->setChannelVolume(soundHandleFx[i], vol * fxVol); g_engine->_mixer->setChannelPan(soundHandleFx[i], panTable[pan + 16]); } return RD_OK; } int32 Sword2Sound::SetFxIdVolume(int32 id, uint8 vol) { int32 i = GetFxIndex(id); if (i == MAXFX) return RDERR_FXNOTOPEN; fxVolume[i] = vol; if (!fxMuted) { g_engine->_mixer->setChannelVolume(soundHandleFx[i], vol * fxVol); } return RD_OK; } int32 Sword2Sound::ClearAllFx(void) { int i; if (!soundOn) return(RD_OK); i = 0; while (i < MAXFX) { if ((fxId[i]) && (fxId[i] != (int32) 0xfffffffe) && (fxId[i] != (int32) 0xffffffff)) { g_engine->_mixer->stopHandle(soundHandleFx[i]); fxId[i] = 0; fxiPaused[i] = 0; if (bufferFx[i] != NULL) { free(bufferFx[i]); bufferFx[i] = NULL; } bufferSizeFx[i] = 0; flagsFx[i] = 0; } i++; } return(RD_OK); } int32 Sword2Sound::CloseFx(int32 id) { int i; if (!soundOn) return(RD_OK); i = GetFxIndex(id); if (i < MAXFX) { g_engine->_mixer->stopHandle(soundHandleFx[i]); fxId[i] = 0; fxiPaused[i] = 0; if (bufferFx[i] != NULL) { free(bufferFx[i]); bufferFx[i] = NULL; } bufferSizeFx[i] = 0; flagsFx[i] = 0; } return(RD_OK); } int32 Sword2Sound::PauseFx(void) { int i; if (!fxPaused) { for (i = 0; i < MAXFX; i++) { if (fxId[i]) { g_engine->_mixer->pauseHandle(soundHandleFx[i], true); fxiPaused[i] = 1; } else { fxiPaused[i] = 0; } } fxPaused = 1; } return (RD_OK); } int32 Sword2Sound::PauseFxForSequence(void) { int i; if (!fxPaused) { for (i = 0; i_mixer->pauseHandle(soundHandleFx[i], true); fxiPaused[i] = 1; } else { fxiPaused[i] = 0; } } fxPaused = 1; } return (RD_OK); } int32 Sword2Sound::UnpauseFx(void) { int i; if (fxPaused) { for (i = 0; i < MAXFX; i++) { if (fxiPaused[i] && fxId[i]) { g_engine->_mixer->pauseHandle(soundHandleFx[i], false); } } fxPaused = 0; } return (RD_OK); } uint8 Sword2Sound::GetFxVolume() { return fxVol; } void Sword2Sound::SetFxVolume(uint8 volume) { int32 fxi; fxVol = volume; // Now update the volume of any fxs playing for (fxi = 0; fxi < MAXFX; fxi++) { if (fxId[fxi] && !fxMuted) { g_engine->_mixer->setChannelVolume(soundHandleFx[fxi], fxVolume[fxi] * fxVol); } } } void Sword2Sound::MuteFx(uint8 mute) { int32 fxi; fxMuted = mute; // Now update the volume of any fxs playing for (fxi = 0; fxi < MAXFX; fxi++) { if (fxId[fxi]) { if (mute) { g_engine->_mixer->setChannelVolume(soundHandleFx[fxi], 0); } else { g_engine->_mixer->setChannelVolume(soundHandleFx[fxi], fxVolume[fxi] * fxVol); } } } } uint8 Sword2Sound::IsFxMute(void) { return (fxMuted); } int32 Sword2Sound::StreamCompMusic(const char *filename, uint32 musicId, int32 looping) { StackLock lock(_mutex); return StreamCompMusicFromLock(filename, musicId, looping); } int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, int32 looping) { int32 primaryStream = -1; int32 secondaryStream = -1; int32 i; int32 v0, v1; uint16 *data16; uint8 *data8; compressedMusic = 1; // If both music streams are playing, that should mean one of them is // fading out. Pick that one. if (musStreaming[0] && musStreaming[1]) { if (musFading[0]) primaryStream = 0; else primaryStream = 1; musFading[primaryStream] = 0; g_engine->_mixer->stopHandle(soundHandleMusic[primaryStream]); musStreaming[primaryStream] = 0; } // Pick the available music stream. If no music is playing it doesn't // matter which we use, so pick the first one. if (musStreaming[0] || musStreaming[1]) { if (musStreaming[0]) { primaryStream = 1; secondaryStream = 0; } else { primaryStream = 0; secondaryStream = 1; } } else primaryStream = 0; strcpy(musFilename[primaryStream], filename); // Save looping info and tune id musLooping[primaryStream] = looping; musId[primaryStream] = musicId; // Don't start streaming if the volume is off. if (IsMusicMute()) return RD_OK; // Always use fpMus[0] (all music in one cluster) // musFilePos[primaryStream] for different pieces of music. if (!fpMus.isOpen()) fpMus.open(filename, g_engine->getGameDataPath()); if (!fpMus.isOpen()) return RDERR_INVALIDFILENAME; // Start other music stream fading out if (secondaryStream != -1 && !musFading[secondaryStream]) musFading[secondaryStream] = -16; fpMus.seek((musicId + 1) * 8, SEEK_SET); musFilePos[primaryStream] = fpMus.readUint32LE(); musEnd[primaryStream] = fpMus.readUint32LE(); if (!musEnd[primaryStream] || !musFilePos[primaryStream]) { return RDERR_INVALIDID; } // Calculate the file position of the end of the music musEnd[primaryStream] += musFilePos[primaryStream]; // Create a temporary buffer data8 = (uint8*) malloc(bufferSizeMusic / 2); if (!data8) { return RDERR_OUTOFMEMORY; } // Seek to start of the compressed music fpMus.seek(musFilePos[primaryStream], SEEK_SET); // Read the compressed data in to the buffer if ((int32) fpMus.read(data8, bufferSizeMusic / 2) != bufferSizeMusic / 2) { free(data8); return RDERR_INVALIDID; } // Store the current position in the file for future streaming musFilePos[primaryStream] = fpMus.pos(); // FIXME: We used this decompression function in several places, so // it really should be a separate function. // decompress the music into the music buffer. data16 = (uint16 *) malloc(bufferSizeMusic); if (!data16) return RDERR_OUTOFMEMORY; data16[0] = READ_LE_UINT16(data8); // First sample value i = 1; while (i < (bufferSizeMusic / 2) - 1) { if (GetCompressedSign(data8[i + 1])) data16[i] = data16[i - 1] - (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1])); else data16[i] = data16[i - 1] + (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1])); i++; } // Store the value of the last sample ready for next batch of // decompression musLastSample[primaryStream] = data16[i - 1]; // Free the compressed sound buffer free(data8); // Modify the volume according to the master volume and music mute // state if (musicMuted) v0 = v1 = 0; else { v0 = volMusic[0]; v1 = volMusic[1]; } byte volume; int8 pan; if (v0 > v1) { volume = musicVolTable[v0]; pan = (musicVolTable[v1 * 16 / v0] / 2) - 127; } else if (v1 > v0) { volume = musicVolTable[v1]; pan = (musicVolTable[v0 * 16 / v1] / 2) + 127; } else { volume = musicVolTable[v1]; pan = 0; } // FIXME: Until the mixer supports LE samples natively, we need to // convert our LE ones to BE for (i = 0; i < (bufferSizeMusic / 2); i++) { data16[i] = TO_BE_16(data16[i]); } g_engine->_mixer->newStream(&soundHandleMusic[primaryStream], data16, bufferSizeMusic, 22050, SoundMixer::FLAG_16BITS, 100000, volume, pan); free(data16); // Recorder some last variables musStreaming[primaryStream] = 1; return RD_OK; } void Sword2Sound::UpdateCompSampleStreaming(void) { uint32 i,j; int32 v0, v1; int32 len; uint16 *data16; uint8 *data8; int fade; for (i = 0; i < MAXMUS; i++) { if (!musStreaming[i]) continue; // If the music is fading, adjust the volume for it. if (musFading[i] < 0) { if (++musFading[i] == 0) { g_engine->_mixer->stopHandle(soundHandleMusic[i]); musStreaming[i] = 0; musLooping[i] = 0; continue; } // Modify the volume according to the master volume // and music mute state if (musicMuted) v0 = v1 = 0; else { v0 = (volMusic[0] * (0 - musFading[i]) / 16); v1 = (volMusic[1] * (0 - musFading[i]) / 16); } byte volume; int8 pan; if (v0 > v1) { volume = musicVolTable[v0]; pan = (musicVolTable[v1 * 16 / v0] / 2) - 127; } if (v1 > v0) { volume = musicVolTable[v1]; pan = (musicVolTable[v0 * 16 / v1] / 2) + 127; } else { volume = musicVolTable[v1]; pan = 0; } g_engine->_mixer->setChannelVolume(soundHandleMusic[i], volume); g_engine->_mixer->setChannelPan(soundHandleMusic[i], pan); } // Re-fill the audio buffer. len = bufferSizeMusic; // Reduce length if it requires reading past the end of the // music if (musFilePos[i] + len >= musEnd[i]) { // End of music reached so we'll need to fade and // repeat len = musEnd[i] - musFilePos[i]; fade = 1; } else fade = 0; if (len > 0) { data8 = (uint8*) malloc(len / 2); // Allocate a compressed data buffer if (data8 == NULL) { g_engine->_mixer->stopHandle(soundHandleMusic[i]); musStreaming[i] = 0; musLooping[i] = 0; continue; } // Seek to update position of compressed music when // neccassary (probably never occurs) if ((int32) fpMus.pos() != musFilePos[i]) fpMus.seek(musFilePos[i], SEEK_SET); // Read the compressed data in to the buffer if ((int32) fpMus.read(data8, len / 2) != (len / 2)) { g_engine->_mixer->stopHandle(soundHandleMusic[i]); free(data8); musStreaming[i] = 0; musLooping[i] = 0; continue; } // Update the current position in the file for future // streaming musFilePos[i] = fpMus.pos(); // decompress the music into the music buffer. data16 = (uint16*) malloc(len); // Decompress the first byte using the last // decompressed sample if (GetCompressedSign(data8[0])) data16[0] = musLastSample[i] - (GetCompressedAmplitude(data8[0]) << GetCompressedShift(data8[0])); else data16[0] = musLastSample[i] + (GetCompressedAmplitude(data8[0]) << GetCompressedShift(data8[0])); j = 1; while (j < (uint32)len / 2) { if (GetCompressedSign(data8[j])) data16[j] = data16[j - 1] - (GetCompressedAmplitude(data8[j]) << GetCompressedShift(data8[j])); else data16[j] = data16[j - 1] + (GetCompressedAmplitude(data8[j]) << GetCompressedShift(data8[j])); j++; } musLastSample[i] = data16[j - 1]; // Until the mixer supports LE samples natively, we // need to convert our LE ones to BE for (int32 y = 0; y < (len / 2); y++) data16[y] = TO_BE_16(data16[y]); // Paranoid check that seems to be necessary. if (len & 1) len--; g_engine->_mixer->appendStream(soundHandleMusic[i], data16, len); free(data16); free(data8); } // End of the music so we need to start fading and start the // music again if (fade) { g_engine->_mixer->stopHandle(soundHandleMusic[i]); // FIXME: The original code faded the music here, but // to do that we need to start before we reach the end // of the file. // Fade the old music // musFading[i] = -16; // Loop if neccassary if (musLooping[i]) StreamCompMusicFromLock(musFilename[i], musId[i], musLooping[i]); } } // FIXME: We need to implement DipMusic()'s functionality, but since // our sound buffer is much shorter than the original's it should be // enough to simply modify the channel volume in this function instead // of using a separate function to modify part of the sound buffer. // DipMusic(); } int32 Sword2Sound::DipMusic() { // disable this func for now return RD_OK; /* int32 len; int32 readCursor, writeCursor; int32 dwBytes1, dwBytes2; int16 *sample; int32 total = 0; int32 i; int32 status; LPVOID lpv1, lpv2; HRESULT hr = DS_OK; LPDIRECTSOUNDBUFFER dsbMusic = NULL; int32 currentMusicVol = musicVolTable[volMusic[0]]; int32 minMusicVol; // Find which music buffer is currently playing for (i = 0; i2)) { minMusicVol = musicVolTable[volMusic[0] - 3]; if (speechStatus) { IDirectSoundBuffer_GetStatus(dsbSpeech, &status); if ((hr = IDirectSoundBuffer_GetCurrentPosition(dsbMusic, &readCursor, &writeCursor)) != DS_OK) return hr; len = 44100 / 12 ;// 12th of a second if ((hr = IDirectSoundBuffer_Lock(dsbMusic, readCursor, len, &lpv1, &dwBytes1, &lpv2, &dwBytes2, 0)) != DS_OK) return hr; for (i = 0, sample = (int16*)lpv1; sample<(int16*)((int8*)lpv1+dwBytes1); sample+= 30, i++) // 60 samples { if (*sample>0) total += *sample; else total -= *sample; } total /= i; total = minMusicVol + ( ( (currentMusicVol - minMusicVol) * total ) / 8000); if (total > currentMusicVol) total = currentMusicVol; IDirectSoundBuffer_SetVolume(dsbMusic, total); IDirectSoundBuffer_Unlock(dsbMusic,lpv1,dwBytes1,lpv2,dwBytes2); } else { IDirectSoundBuffer_GetVolume(dsbMusic, &total); total += 50; if (total > currentMusicVol) total = currentMusicVol; IDirectSoundBuffer_SetVolume(dsbMusic, total); } } return (hr); */ } int32 Sword2Sound::MusicTimeRemaining() { StackLock lock(_mutex); int i; for (i = 0; i < MAXMUS && !musStreaming[i]; i++) { // this is meant to be empty! (James19aug97) } if (i == MAXMUS) return 0; return (musEnd[i] - musFilePos[i]) / 22050; } void Sword2Sound::StopMusic(void) { StackLock lock(_mutex); int i; for (i = 0; i < MAXMUS; i++) { if (musStreaming[i]) musFading[i] = -16; else musLooping[i] = 0; } } int32 Sword2Sound::PauseMusic(void) { StackLock lock(_mutex); int i; if (soundOn) { for (i = 0; i < 2; i++) { if (musStreaming[i]) { musicPaused[i] = TRUE; g_engine->_mixer->pauseHandle(soundHandleMusic[i], true); } else { musicPaused[i] = FALSE; } } } return(RD_OK); } int32 Sword2Sound::UnpauseMusic(void) { StackLock lock(_mutex); int i; if (soundOn) { for (i = 0; i < 2; i++) { if (musicPaused[i]) { g_engine->_mixer->pauseHandle(soundHandleMusic[i], false); musicPaused[i] = FALSE; } } } return(RD_OK); } void Sword2Sound::SetMusicVolume(uint8 volume) { StackLock lock(_mutex); int i; for (i = 0; i < MAXMUS; i++) { volMusic[i] = volume; if (musStreaming[i] && !musFading[i] && !musicMuted) { g_engine->_mixer->setChannelVolume(soundHandleMusic[i], musicVolTable[volume]); } } } uint8 Sword2Sound::GetMusicVolume() { return (uint8) volMusic[0]; } void Sword2Sound::MuteMusic(uint8 mute) { StackLock lock(_mutex); int i; musicMuted = mute; for (i = 0; i < MAXMUS; i++) { if (!mute) { if (!musStreaming[i] && musLooping[i]) StreamCompMusicFromLock(musFilename[i], musId[i], musLooping[i]); } if (musStreaming[i] && !musFading[i]) { if (mute) { g_engine->_mixer->setChannelVolume(soundHandleMusic[i], musicVolTable[0]); } else { g_engine->_mixer->setChannelVolume(soundHandleMusic[i], musicVolTable[volMusic[i]]); } } } } uint8 Sword2Sound::IsMusicMute(void) { return (musicMuted); }