/* 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. * * $Header$ */ // --------------------------------------------------------------------------- // BROKEN SWORD 2 // // SOUND.CPP Contains the sound engine, fx & music functions // Some very 'sound' code in here ;) // // (16Dec96 JEL) // // --------------------------------------------------------------------------- #include "common/stdafx.h" #include "common/file.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/resman.h" #include "sword2/driver/d_sound.h" namespace Sword2 { // initialise the fxq by clearing all the entries void Sword2Engine::initFxQueue(void) { for (int i = 0; i < FXQ_LENGTH; i++) { _fxQueue[i].resource = 0; // 0 resource means 'empty' slot _fxQueue[i].fetchId = 0; // Not being fetched. } } // process the fx queue once every game cycle void Sword2Engine::processFxQueue(void) { for (int i = 0; i < FXQ_LENGTH; i++) { if (!_fxQueue[i].resource) continue; switch (_fxQueue[i].type) { case FX_RANDOM: // 1 in 'delay' chance of this fx occurring if (_rnd.getRandomNumber(_fxQueue[i].delay) == 0) triggerFx(i); break; case FX_SPOT: if (_fxQueue[i].delay) _fxQueue[i].delay--; else { triggerFx(i); _fxQueue[i].type = FX_SPOT2; } break; case FX_SPOT2: // Once the Fx has finished remove it from the queue. if (!_sound->isFxPlaying(i + 1)) { _fxQueue[i].resource = 0; _sound->closeFx(i + 1); } break; } } } // called from processFxQueue only void Sword2Engine::triggerFx(uint8 j) { byte *data; int32 id; uint32 rv; id = (uint32) j + 1; // because 0 is not a valid id if (_fxQueue[j].type == FX_SPOT) { // load in the sample data = _resman->openResource(_fxQueue[j].resource); data += sizeof(StandardHeader); // wav data gets copied to sound memory rv = _sound->playFx(id, data, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXSPOT); // release the sample _resman->closeResource(_fxQueue[j].resource); } else { // random & looped fx are already loaded into sound memory // by fnPlayFx() // - to be referenced by 'j', so pass NULL data if (_fxQueue[j].type == FX_RANDOM) { // Not looped rv = _sound->playFx(id, NULL, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXSPOT); } else { // Looped rv = _sound->playFx(id, NULL, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXLOOP); } } if (rv) debug(5, "SFX ERROR: playFx() returned %.8x", rv); } // Stops all looped & random fx and clears the entire queue void Sword2Engine::clearFxQueue(void) { // stop all fx & remove the samples from sound memory _sound->clearAllFx(); // clean out the queue initFxQueue(); } void Sword2Engine::killMusic(void) { _loopingMusicId = 0; // clear the 'looping' flag _sound->stopMusic(); } void Sword2Engine::pauseAllSound(void) { _sound->pauseMusic(); _sound->pauseSpeech(); _sound->pauseFx(); } void Sword2Engine::unpauseAllSound(void) { _sound->unpauseMusic(); _sound->unpauseSpeech(); _sound->unpauseFx(); } // called from script only int32 Logic::fnPlayFx(int32 *params) { // 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: // fnPlayFx (FXWATER, FX_LOOP, 0, 10, 15); // // fx_water is just a local script flag // fx_water = result; // . // . // . // fnStopFx (fx_water); uint8 j = 0; byte *data; uint32 id; uint32 rv; #ifdef _SWORD2_DEBUG StandardHeader *header; #endif if (_vm->_wantSfxDebug) { char type[10]; switch (params[1]) { 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"); break; } byte buf[NAME_LEN]; debug(0, "SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", _vm->fetchObjectName(params[0], buf), params[3], params[4], params[2], type); } while (j < FXQ_LENGTH && _vm->_fxQueue[j].resource != 0) j++; if (j == FXQ_LENGTH) return IR_CONT; _vm->_fxQueue[j].resource = params[0]; // wav resource id _vm->_fxQueue[j].type = params[1]; // FX_SPOT, FX_LOOP or FX_RANDOM if (_vm->_fxQueue[j].type == FX_RANDOM) { // 'delay' param is the intended average no. seconds between // playing this effect _vm->_fxQueue[j].delay = params[2] * 12; } else { // FX_SPOT or FX_LOOP: // 'delay' is no. frames to wait before playing _vm->_fxQueue[j].delay = params[2]; } _vm->_fxQueue[j].volume = params[3]; // 0..16 _vm->_fxQueue[j].pan = params[4]; // -16..16 if (_vm->_fxQueue[j].type == FX_SPOT) { // "pre-load" the sample; this gets it into memory data = _vm->_resman->openResource(_vm->_fxQueue[j].resource); #ifdef _SWORD2_DEBUG header = (StandardHeader *) data; if (header->fileType != WAV_FILE) error("fnPlayFx given invalid resource"); #endif // but then releases it to "age" out if the space is needed _vm->_resman->closeResource(_vm->_fxQueue[j].resource); } else { // random & looped fx id = (uint32) j + 1; // because 0 is not a valid id // load in the sample data = _vm->_resman->openResource(_vm->_fxQueue[j].resource); #ifdef _SWORD2_DEBUG header = (StandardHeader *) data; if (header->fileType != WAV_FILE) error("fnPlayFx given invalid resource"); #endif data += sizeof(StandardHeader); // copy it to sound memory, using position in queue as 'id' rv = _vm->_sound->openFx(id, data); if (rv) debug(5, "SFX ERROR: openFx() returned %.8x", rv); // release the sample _vm->_resman->closeResource(_vm->_fxQueue[j].resource); } if (_vm->_fxQueue[j].type == FX_LOOP) { // play now, rather than in processFxQueue where it was // getting played again & again! _vm->triggerFx(j); } // in case we want to call fnStopFx() later, to kill this fx // (mainly for FX_LOOP & FX_RANDOM) _scriptVars[RESULT] = j; return IR_CONT; } int32 Logic::fnSoundFetch(int32 *params) { // params: 0 id of sound to fetch [guess] return IR_CONT; } // to alter the volume and pan of a currently playing fx int32 Logic::fnSetFxVolAndPan(int32 *params) { // params: 0 id of fx (ie. the id returned in 'result' from // fnPlayFx // 1 new volume (0..16) // 2 new pan (-16..16) debug(5, "fnSetFxVolAndPan(%d, %d, %d)", params[0], params[1], params[2]); // setFxIdVolumePan(int32 id, uint8 vol, uint8 pan); // driver fx_id is 1 + _vm->_sound->setFxIdVolumePan(1 + params[0], params[1], params[2]); return IR_CONT; } // to alter the volume of a currently playing fx int32 Logic::fnSetFxVol(int32 *params) { // params: 0 id of fx (ie. the id returned in 'result' from // fnPlayFx // 1 new volume (0..16) // SetFxIdVolume(int32 id, uint8 vol); _vm->_sound->setFxIdVolume(1 + params[0], params[1]); return IR_CONT; } // called from script only int32 Logic::fnStopFx(int32 *params) { // 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 (_vm->_fxQueue[j].type == FX_RANDOM || _vm->_fxQueue[j].type == FX_LOOP) { id = (uint32) j + 1; // because 0 is not a valid id // stop fx & remove sample from sound memory rv = _vm->_sound->closeFx(id); if (rv) debug(5, "SFX ERROR: closeFx() returned %.8x", rv); } // remove from queue _vm->_fxQueue[j].resource = 0; return IR_CONT; } // called from script only int32 Logic::fnStopAllFx(int32 *params) { // Stops all looped & random fx and clears the entire queue // params: none _vm->clearFxQueue(); return IR_CONT; } int32 Logic::fnPrepareMusic(int32 *params) { // params: 1 id of music to prepare [guess] return IR_CONT; } // Start a tune playing, to play once or to loop until stopped or next one // played int32 Logic::fnPlayMusic(int32 *params) { // params: 0 tune id // 1 loop flag (0 or 1) char filename[128]; bool loopFlag; uint32 rv; if (params[1] == FX_LOOP) { loopFlag = true; // keep a note of the id, for restarting after an // interruption to gameplay _vm->_loopingMusicId = params[0]; } else { loopFlag = false; // don't need to restart this tune after control panel or // restore _vm->_loopingMusicId = 0; } // add the appropriate file extension & play it if (_scriptVars[DEMO]) { // The demo I found didn't come with any music file, but you // could use the music from the first CD of the complete game, // I suppose... strcpy(filename, "music.clu"); } else { File f; sprintf(filename, "music%d.clu", _vm->_resman->whichCd()); if (f.open(filename)) f.close(); else strcpy(filename, "music.clu"); } rv = _vm->_sound->streamCompMusic(filename, params[0], loopFlag); if (rv) debug(5, "ERROR: streamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv); return IR_CONT; } // called from script only int32 Logic::fnStopMusic(int32 *params) { // params: none _vm->_loopingMusicId = 0; // clear the 'looping' flag _vm->_sound->stopMusic(); return IR_CONT; } int32 Logic::fnCheckMusicPlaying(int32 *params) { // params: none // sets result to no. of seconds of current tune remaining // or 0 if no music playing // in seconds, rounded up to the nearest second _scriptVars[RESULT] = _vm->_sound->musicTimeRemaining(); return IR_CONT; } } // End of namespace Sword2