aboutsummaryrefslogtreecommitdiff
path: root/engines/agi/sound.cpp
blob: 2c1eb021f900fdcd6ae1f617724136c799bf874d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#include "agi/agi.h"

#include "agi/sound_2gs.h"
#include "agi/sound_coco3.h"
#include "agi/sound_midi.h"
#include "agi/sound_sarien.h"
#include "agi/sound_pcjr.h"

#include "common/textconsole.h"
#include "audio/mixer.h"

namespace Agi {

SoundGen::SoundGen(AgiBase *vm, Audio::Mixer *pMixer) : _vm(vm), _mixer(pMixer) {
	_sampleRate = pMixer->getOutputRate();
	_soundHandle = new Audio::SoundHandle();
}

SoundGen::~SoundGen() {
	delete _soundHandle;
}

//
// TODO: add support for variable sampling rate in the output device
//

AgiSound *AgiSound::createFromRawResource(uint8 *data, uint32 len, int resnum, int soundemu) {
	if (data == NULL || len < 2) // Check for too small resource or no resource at all
		return NULL;
	uint16 type = READ_LE_UINT16(data);

	// For V1 sound resources
	if (type != AGI_SOUND_SAMPLE && (type & 0xFF) == 0x01)
		return new PCjrSound(data, len, resnum);

	switch (type) { // Create a sound object based on the type
	case AGI_SOUND_SAMPLE:
		return new IIgsSample(data, len, resnum);
	case AGI_SOUND_MIDI:
		return new IIgsMidi(data, len, resnum);
	case AGI_SOUND_4CHN:
		if (soundemu == SOUND_EMU_MIDI) {
			return new MIDISound(data, len, resnum);
		} else {
			return new PCjrSound(data, len, resnum);
		}
	}

	warning("Sound resource (%d) has unknown type (0x%04x). Not using the sound", resnum, type);
	return NULL;
}

PCjrSound::PCjrSound(uint8 *data, uint32 len, int resnum) : AgiSound() {
	_data = data; // Save the resource pointer
	_len  = len;  // Save the resource's length
	_type = READ_LE_UINT16(data); // Read sound resource's type

	// Detect V1 sound resources
	if ((_type & 0xFF) == 0x01)
		_type = AGI_SOUND_4CHN;

	_isValid = (_type == AGI_SOUND_4CHN) && (_data != NULL) && (_len >= 2);

	if (!_isValid) // Check for errors
		warning("Error creating PCjr 4-channel sound from resource %d (Type %d, length %d)", resnum, _type, len);
}

const uint8 *PCjrSound::getVoicePointer(uint voiceNum) {
	assert(voiceNum < 4);
	uint16 voiceStartOffset = READ_LE_UINT16(_data + voiceNum * 2);

	return _data + voiceStartOffset;
}

#if 0
static const uint16 period[] = {
	1024, 1085, 1149, 1218, 1290, 1367,
	1448, 1534, 1625, 1722, 1825, 1933
};

static int noteToPeriod(int note) {
	return 10 * (period[note % 12] >> (note / 12 - 3));
}
#endif

void SoundMgr::unloadSound(int resnum) {
	if (_vm->_game.dirSound[resnum].flags & RES_LOADED) {
		if (_vm->_game.sounds[resnum]->isPlaying()) {
			_vm->_game.sounds[resnum]->stop();
		}

		// Release the sound resource's data
		delete _vm->_game.sounds[resnum];
		_vm->_game.sounds[resnum] = NULL;
		_vm->_game.dirSound[resnum].flags &= ~RES_LOADED;
	}
}

/**
 * Start playing a sound resource. The logic here is that when the sound is
 * finished we set the given flag to be true. This way the condition can be
 * detected by the game. On the other hand, if the game wishes to start
 * playing a new sound before the current one is finished, we also let it
 * do that.
 * @param resnum  the sound resource number
 * @param flag    the flag that is wished to be set true when finished
 */
void SoundMgr::startSound(int resnum, int flag) {
	debugC(3, kDebugLevelSound, "startSound(resnum = %d, flag = %d)", resnum, flag);

	if (_vm->_game.sounds[resnum] == NULL) // Is this needed at all?
		return;

	stopSound();

	AgiSoundEmuType type = (AgiSoundEmuType)_vm->_game.sounds[resnum]->type();
	if (type != AGI_SOUND_SAMPLE && type != AGI_SOUND_MIDI && type != AGI_SOUND_4CHN)
		return;
	debugC(3, kDebugLevelSound, "    type = %d", type);

	_vm->_game.sounds[resnum]->play();
	_playingSound = resnum;
	_soundGen->play(resnum);

	// Reset the flag
	_endflag = flag;

	if (_vm->getVersion() < 0x2000) {
		_vm->_game.vars[_endflag] = 0;
	} else {
		_vm->setFlag(_endflag, false);
	}
}

void SoundMgr::stopSound() {
	debugC(3, kDebugLevelSound, "stopSound() --> %d", _playingSound);

	if (_playingSound != -1) {
		if (_vm->_game.sounds[_playingSound]) // sanity checking
			_vm->_game.sounds[_playingSound]->stop();
		_soundGen->stop();
		_playingSound = -1;
	}

	// This is probably not needed most of the time, but there also should
	// not be any harm doing it, so do it anyway.
	if (_endflag != -1) {
		if (_vm->getVersion() < 0x2000) {
			_vm->_game.vars[_endflag] = 1;
		} else {
			_vm->setFlag(_endflag, true);
		}
	}

	_endflag = -1;
}

void SoundMgr::soundIsFinished() {
	if (_endflag != -1)
		_vm->setFlag(_endflag, true);

	if (_playingSound != -1)
		_vm->_game.sounds[_playingSound]->stop();
	_playingSound = -1;
	_endflag = -1;
}

SoundMgr::SoundMgr(AgiBase *agi, Audio::Mixer *pMixer) {
	_vm = agi;
	_endflag = -1;
	_playingSound = -1;

	switch (_vm->_soundemu) {
	default:
	case SOUND_EMU_NONE:
	case SOUND_EMU_AMIGA:
	case SOUND_EMU_MAC:
	case SOUND_EMU_PC:
		_soundGen = new SoundGenSarien(_vm, pMixer);
		break;
	case SOUND_EMU_PCJR:
		_soundGen = new SoundGenPCJr(_vm, pMixer);
		break;
	case SOUND_EMU_APPLE2GS:
		_soundGen = new SoundGen2GS(_vm, pMixer);
		break;
	case SOUND_EMU_COCO3:
		_soundGen = new SoundGenCoCo3(_vm, pMixer);
		break;
	case SOUND_EMU_MIDI:
		_soundGen = new SoundGenMIDI(_vm, pMixer);
		break;
	}
}

void SoundMgr::setVolume(uint8 volume) {
	// TODO
}

SoundMgr::~SoundMgr() {
	stopSound();

	delete _soundGen;
}

} // End of namespace Agi