/* 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. * * $Header$ */ //-------------------------------------------------------------------------------------- // BROKEN SWORD 2 // // SOUND.CPP Contains the sound engine, fx & music functions // Some very 'sound' code in here ;) // // (16Dec96 JEL) // //-------------------------------------------------------------------------------------- #include #include "stdafx.h" //#include "src\driver96.h" #include "console.h" #include "defs.h" // for RESULT #include "interpreter.h" #include "protocol.h" // for FetchObjectName() for debugging FN_play_fx #include "resman.h" #include "sound.h" #include "sword2.h" //-------------------------------------------------------------------------------------- typedef struct { uint32 resource; // resource id of sample uint32 fetchId; // Id of resource in PSX CD queue. :) uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM) uint8 volume; // 0..16 int8 pan; // -16..16 uint8 type; // FX_SPOT, FX_RANDOM or FX_LOOP } _fxq_entry; #define FXQ_LENGTH 32 // max number of fx in queue at once [DO NOT EXCEED 255] _fxq_entry fxq[FXQ_LENGTH]; //-------------------------------------------------------------------------------------- uint32 looping_music_id=0; // used to store id of tunes that loop, for save & restore char musicDirectory[120]; //-------------------------------------------------------------------------------------- // local function prototypes void Trigger_fx (uint8 j); //-------------------------------------------------------------------------------------- // initialise the fxq by clearing all the entries void Init_fx_queue(void) { uint8 j; for (j=0; j < FXQ_LENGTH; j++) // scan the queue { fxq[j].resource = 0; // 0 resource means 'empty' slot fxq[j].fetchId = 0; // Not being fetched. } } //-------------------------------------------------------------------------------------- // process the fxq once every game cycle void Process_fx_queue(void) { uint8 j; // assuming FXQ_LENGTH is 255 or less for (j=0; j < FXQ_LENGTH; j++) // scan the queue { if (fxq[j].resource) // if this entry isn't empty { if (fxq[j].type == FX_RANDOM) // if it's type FX_RANDOM { if (rand()%(fxq[j].delay)==0) // 1 in 'delay' chance of this fx occurring { Trigger_fx(j); // play it } } else if(fxq[j].type == FX_SPOT) { if (fxq[j].delay) // if delay is above 0 fxq[j].delay--; // decrement delay countdown else // if zero delay remaining { Trigger_fx(j); // play it fxq[j].type = FX_SPOT2; } } else if (fxq[j].type == FX_SPOT2) { if (g_sword2->_sound->IsFxOpen(j+1)) fxq[j].resource = 0; // Once the Fx has finished remove it from the queue. } } } } //-------------------------------------------------------------------------------------- void Trigger_fx(uint8 j) // called from Process_fx_queue only { uint8 *data; int32 id; uint32 rv; id = (uint32)j+1; // because 0 is not a valid id if (fxq[j].type == FX_SPOT) { data = res_man.Res_open(fxq[j].resource); // load in the sample data += sizeof(_standardHeader); rv = g_sword2->_sound->PlayFx( id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // wav data gets copied to sound memory res_man.Res_close(fxq[j].resource); // release the sample // fxq[j].resource = 0; // clear spot fx from queue } else // random & looped fx are already loaded into sound memory by FN_play_fx() { // - to be referenced by 'j', so pass NULL data if (fxq[j].type == FX_RANDOM) rv = g_sword2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // not looped else // FX_LOOP rv = g_sword2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP ); // looped } #ifdef _SWORD2_DEBUG if (rv) Zdebug("SFX ERROR: PlayFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__); #endif } //-------------------------------------------------------------------------------------- int32 FN_play_fx(int32 *params) // called from script only { // params: 0 sample resource id // 1 type (FX_SPOT, FX_RANDOM, FX_LOOP) // 2 delay (0..65535) // 3 volume (0..16) // 4 pan (-16..16) // example script: FN_play_fx (FXWATER, FX_LOOP, 0, 10, 15); // fx_water = result; // fx_water is just a local script flag // . // . // . // FN_stop_fx (fx_water); uint8 j=0; uint8 *data; uint32 id; uint32 rv; //---------------------------------- #ifdef _SWORD2_DEBUG _standardHeader *header; char type[10]; if (wantSfxDebug) { switch (params[1]) // 'type' { case FX_SPOT: strcpy(type,"SPOT"); break; case FX_LOOP: strcpy(type,"LOOPED"); break; case FX_RANDOM: strcpy(type,"RANDOM"); break; default: strcpy(type,"INVALID"); } Zdebug("SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", FetchObjectName(params[0]), params[3], params[4], params[2], type); } #endif //_SWORD2_DEBUG //---------------------------------- while ((j < FXQ_LENGTH) && (fxq[j].resource != 0)) j++; if (j==FXQ_LENGTH) { return (IR_CONT); // Con_fatal_error("ERROR: Sound queue overflow in FN_play_fx() (%s line %u)",__FILE__,__LINE__); } else { fxq[j].resource = params[0]; // wav resource id fxq[j].type = params[1]; // FX_SPOT, FX_LOOP or FX_RANDOM if (fxq[j].type == FX_RANDOM) // FX_RANDOM: fxq[j].delay = params[2] * 12 + 1; // 'delay' param is the intended average no. seconds between playing this effect (+1 to avoid divide-by-zero in Process_fx_queue) else // FX_SPOT or FX_LOOP: fxq[j].delay = params[2]; // 'delay' is no. frames to wait before playing fxq[j].volume = params[3]; // 0..16 fxq[j].pan = params[4]; // -16..16 if (fxq[j].type == FX_SPOT) // spot fx { #ifdef _SWORD2_DEBUG data = res_man.Res_open(fxq[j].resource); // "pre-load" the sample; this gets it into memory header = (_standardHeader*)data; if (header->fileType != WAV_FILE) Con_fatal_error("FN_play_fx given invalid resource (%s line %u)",__FILE__,__LINE__); #else res_man.Res_open(fxq[j].resource); // "pre-load" the sample; this gets it into memory #endif res_man.Res_close(fxq[j].resource); // but then releases it to "age" out if the space is needed } else // random & looped fx { id = (uint32)j+1; // because 0 is not a valid id data = res_man.Res_open(fxq[j].resource); // load in the sample #ifdef _SWORD2_DEBUG header = (_standardHeader*)data; if (header->fileType != WAV_FILE) Con_fatal_error("FN_play_fx given invalid resource (%s line %u)",__FILE__,__LINE__); #endif data += sizeof(_standardHeader); rv = g_sword2->_sound->OpenFx(id,data); // copy it to sound memory, using position in queue as 'id' #ifdef _SWORD2_DEBUG if (rv) Zdebug("SFX ERROR: OpenFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__); #endif res_man.Res_close(fxq[j].resource); // release the sample } } //--------------------------------------------- // (James07uag97) if (fxq[j].type == FX_LOOP) // looped fx Trigger_fx(j); // play now, rather than in Process_fx_queue where it was getting played again & again! //--------------------------------------------- RESULT = j; // in case we want to call FN_stop_fx() later, to kill this fx (mainly for FX_LOOP & FX_RANDOM) return(IR_CONT); // continue script } //-------------------------------------------------------------------------------------- int32 FN_sound_fetch(int32 *params) { return (IR_CONT); } //-------------------------------------------------------------------------------------- // to alter the volume and pan of a currently playing fx int32 FN_set_fx_vol_and_pan(int32 *params) { // params 0 id of fx (ie. the id returned in 'result' from FN_play_fx // 1 new volume (0..16) // 2 new pan (-16..16) // SetFxVolumePan(int32 id, uint8 vol, uint8 pan); g_sword2->_sound->SetFxVolumePan(1+params[0], params[1], params[2]); // driver fx_id is 1+ // Zdebug("%d",params[2]); return (IR_CONT); } //-------------------------------------------------------------------------------------- // to alter the volume of a currently playing fx int32 FN_set_fx_vol(int32 *params) { // params 0 id of fx (ie. the id returned in 'result' from FN_play_fx // 1 new volume (0..16) // SetFxIdVolume(int32 id, uint8 vol); g_sword2->_sound->SetFxIdVolume(1+params[0], params[1]); return (IR_CONT); } //-------------------------------------------------------------------------------------- int32 FN_stop_fx(int32 *params) // called from script only { // params: 0 position in queue // This will stop looped & random fx instantly, and remove the fx from the queue. // So although it doesn't stop spot fx, it will remove them from the queue if they haven't yet played uint8 j = (uint8) params[0]; uint32 id; uint32 rv; if ((fxq[j].type == FX_RANDOM) || (fxq[j].type == FX_LOOP)) { id = (uint32)j+1; // because 0 is not a valid id rv = g_sword2->_sound->CloseFx(id); // stop fx & remove sample from sound memory #ifdef _SWORD2_DEBUG if (rv) Zdebug("SFX ERROR: CloseFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__); #endif } fxq[j].resource = 0; // remove from queue return(IR_CONT); // continue script } //-------------------------------------------------------------------------------------- int32 FN_stop_all_fx(int32 *params) // called from script only { // Stops all looped & random fx and clears the entire queue // NO PARAMS Clear_fx_queue(); return(IR_CONT); // continue script } //-------------------------------------------------------------------------------------- // Stops all looped & random fx and clears the entire queue void Clear_fx_queue(void) { g_sword2->_sound->ClearAllFx(); // stop all fx & remove the samples from sound memory Init_fx_queue(); // clean out the queue } //-------------------------------------------------------------------------------------- //============================================================================= // int32 StreamMusic(uint8 *filename, int32 loopFlag) // // Streams music from the file defined by 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. // // -------------------------------------------------------------------------- // // int32 PauseMusic(void) // // Stops the music dead in it's tracks. // // -------------------------------------------------------------------------- // // int32 UnpauseMusic(void) // // Re-starts the music from where it was stopped. // //============================================================================= int32 FN_prepare_music(int32 *params) { return (IR_CONT); } //-------------------------------------------------------------------------------------- // Start a tune playing, to play once or to loop until stopped or next one played int32 FN_play_music(int32 *params) // updated by James on 10apr97 { // params 0 tune id // 1 loop flag (0 or 1) char filename[128]; uint32 loopFlag; uint32 rv; // drivers return value // Zdebug("FN_play_music(%d)", params[0]); if (params[1]==FX_LOOP) // if it is to loop { loopFlag = RDSE_FXLOOP; looping_music_id = params[0]; // keep a note of the id, for restarting after an interruption to gameplay } else // just play once { loopFlag = RDSE_FXSPOT; looping_music_id = 0; // don't need to restart this tune after control panel or restore } // add the appropriate file extension & play it if (g_sword2->_gameId == GID_SWORD2_DEMO) sprintf(filename,"MUSIC.CLU"); else sprintf(filename,"%sCLUSTERS\\MUSIC.CLU", res_man.GetCdPath()); rv = g_sword2->_sound->StreamCompMusic(filename, params[0], loopFlag); #ifdef _SWORD2_DEBUG if (rv) Zdebug("ERROR: StreamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv); #endif // Zdebug("FN_play_music(%d) returning", params[0]); return(IR_CONT); // continue script } //-------------------------------------------------------------------------------------- int32 FN_stop_music(int32 *params) // called from script only { // params: none looping_music_id=0; // clear the 'looping' flag g_sword2->_sound->StopMusic(); if (params); return(IR_CONT); // continue script } //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- void Kill_music(void) // James22aug97 { uint8 count; looping_music_id=0; // clear the 'looping' flag g_sword2->_sound->StopMusic(); // THIS BIT CAUSES THE MUSIC TO STOP INSTANTLY! for(count=0; count<16; count++) g_sword2->_sound->UpdateCompSampleStreaming(); } //-------------------------------------------------------------------------------------- int32 FN_check_music_playing(int32 *params) // James (30july97) { // params: none // sets result to no. of seconds of current tune remaining // or 0 if no music playing RESULT = g_sword2->_sound->MusicTimeRemaining(); // in seconds, rounded up to the nearest second return(IR_CONT); // continue script } //-------------------------------------------------------------------------------------- void PauseAllSound(void) // James25july97 { uint32 rv; // for drivers return value rv = g_sword2->_sound->PauseMusic(); if (rv != RD_OK) Zdebug("ERROR: PauseMusic() returned %.8x in PauseAllSound()", rv); rv = g_sword2->_sound->PauseSpeech(); if (rv != RD_OK) Zdebug("ERROR: PauseSpeech() returned %.8x in PauseAllSound()", rv); rv = g_sword2->_sound->PauseFx(); if (rv != RD_OK) Zdebug("ERROR: PauseFx() returned %.8x in PauseAllSound()", rv); } //-------------------------------------------------------------------------------------- void UnpauseAllSound(void) // James25july97 { uint32 rv; // for drivers return value rv = g_sword2->_sound->UnpauseMusic(); if (rv != RD_OK) Zdebug("ERROR: UnpauseMusic() returned %.8x in UnpauseAllSound()", rv); rv = g_sword2->_sound->UnpauseSpeech(); if (rv != RD_OK) Zdebug("ERROR: UnpauseSpeech() returned %.8x in UnpauseAllSound()", rv); rv = g_sword2->_sound->UnpauseFx(); if (rv != RD_OK) Zdebug("ERROR: UnpauseFx() returned %.8x in UnpauseAllSound()", rv); } //--------------------------------------------------------------------------------------