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/* 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.
*
* $URL$
* $Id$
*
*/
// Code is based on:
//
// A very simple program, that converts an AGI-song into a MIDI-song.
// Feel free to use it for anything.
//
// The default instrument is "piano" for all the channels, what gives
// good results on most games. But I found, that some songs are interesting
// with other instruments. If you want to experiment, modify the "instr"
// array.
//
// Timing is not perfect, yet. It plays correct, when I use the
// Gravis-Midiplayer, but the songs are too fast when I use playmidi on
// Linux.
//
// Original program developed by Jens. Christian Restemeier
//
// MIDI and digital music class
#include "audio/audiostream.h"
#include "audio/mididrv.h"
#include "audio/midiparser.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/memstream.h"
#include "common/stream.h"
#include "agi/agi.h"
#include "agi/sound.h"
#include "agi/sound_midi.h"
#define SPEED_FACTOR 6
namespace Agi {
static uint32 convertSND2MIDI(byte *snddata, byte **data);
MIDISound::MIDISound(uint8 *data, uint32 len, int resnum, SoundMgr &manager) : AgiSound(manager) {
_data = data; // Save the resource pointer
_len = len; // Save the resource's length
_type = READ_LE_UINT16(data); // Read sound resource's type
_isValid = (_type == AGI_SOUND_4CHN) && (_data != NULL) && (_len >= 2);
if (!_isValid) // Check for errors
warning("Error creating MIDI sound from resource %d (Type %d, length %d)", resnum, _type, len);
}
SoundGenMIDI::SoundGenMIDI(AgiEngine *vm, Audio::Mixer *pMixer) : SoundGen(vm, pMixer), _isGM(false) {
MidiDriver::DeviceHandle dev = MidiDriver::detectDevice(MDT_MIDI | MDT_ADLIB);
_driver = MidiDriver::createMidi(dev);
assert(_driver);
if (ConfMan.getBool("native_mt32") || MidiDriver::getMusicType(dev) == MT_MT32) {
_nativeMT32 = true;
_driver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
} else {
_nativeMT32 = false;
}
int ret = _driver->open();
if (ret == 0) {
if (_nativeMT32)
_driver->sendMT32Reset();
else
_driver->sendGMReset();
_driver->setTimerCallback(this, &onTimer);
}
_smfParser = MidiParser::createParser_SMF();
_midiMusicData = NULL;
}
SoundGenMIDI::~SoundGenMIDI() {
_driver->setTimerCallback(NULL, NULL);
stop();
if (_driver) {
_driver->close();
delete _driver;
_driver = 0;
}
_smfParser->setMidiDriver(NULL);
delete _smfParser;
delete[] _midiMusicData;
}
void SoundGenMIDI::send(uint32 b) {
if ((b & 0xF0) == 0xC0 && !_isGM && !_nativeMT32) {
b = (b & 0xFFFF00FF) | MidiDriver::_mt32ToGm[(b >> 8) & 0xFF] << 8;
}
Audio::MidiPlayer::send(b);
}
void SoundGenMIDI::sendToChannel(byte channel, uint32 b) {
if (!_channelsTable[channel]) {
_channelsTable[channel] = (channel == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel();
// If a new channel is allocated during the playback, make sure
// its volume is correctly initialized.
if (_channelsTable[channel])
_channelsTable[channel]->volume(_channelsVolume[channel] * _masterVolume / 255);
}
if (_channelsTable[channel])
_channelsTable[channel]->send(b);
}
void SoundGenMIDI::endOfTrack() {
stop();
_vm->_sound->soundIsFinished();
}
void SoundGenMIDI::onTimer(void *refCon) {
SoundGenMIDI *music = (SoundGenMIDI *)refCon;
Common::StackLock lock(music->_mutex);
if (music->_parser)
music->_parser->onTimer();
}
void SoundGenMIDI::play(int resnum) {
MIDISound *track;
stop();
_isGM = true;
track = (MIDISound *)_vm->_game.sounds[resnum];
// Convert AGI Sound data to MIDI
int midiMusicSize = convertSND2MIDI(track->_data, &_midiMusicData);
if (_smfParser->loadMusic(_midiMusicData, midiMusicSize)) {
MidiParser *parser = _smfParser;
parser->setTrack(0);
parser->setMidiDriver(this);
parser->setTimerRate(_driver->getBaseTempo());
parser->property(MidiParser::mpCenterPitchWheelOnUnload, 1);
_parser = parser;
syncVolume();
_isPlaying = true;
}
}
/* channel / intrument setup: */
/* most songs are good with this: */
unsigned char instr[] = {0, 0, 0};
/* cool for sq2:
unsigned char instr[] = {50, 51, 19};
*/
static void writeDelta(Common::MemoryWriteStreamDynamic *st, int32 delta) {
int32 i;
i = delta >> 21; if (i > 0) st->writeByte((i & 127) | 128);
i = delta >> 14; if (i > 0) st->writeByte((i & 127) | 128);
i = delta >> 7; if (i > 0) st->writeByte((i & 127) | 128);
st->writeByte(delta & 127);
}
static uint32 convertSND2MIDI(byte *snddata, byte **data) {
int32 lp, ep;
int n;
double ll;
Common::MemoryWriteStreamDynamic st;
ll = log10(pow(2.0, 1.0 / 12.0));
/* Header */
st.write("MThd", 4);
st.writeUint32BE(6);
st.writeUint16BE(1); /* mode */
st.writeUint16BE(3); /* number of tracks */
st.writeUint16BE(192); /* ticks / quarter */
for (n = 0; n < 3; n++) {
uint16 start, end, pos;
st.write("MTrk", 4);
lp = st.pos();
st.writeUint32BE(0); /* chunklength */
writeDelta(&st, 0); /* set instrument */
st.writeByte(0xc0 + n);
st.writeByte(instr[n]);
start = snddata[n * 2 + 0] | (snddata[n * 2 + 1] << 8);
end = ((snddata[n * 2 + 2] | (snddata[n * 2 + 3] << 8))) - 5;
for (pos = start; pos < end; pos += 5) {
uint16 freq, dur;
dur = (snddata[pos + 0] | (snddata[pos + 1] << 8)) * SPEED_FACTOR;
freq = ((snddata[pos + 2] & 0x3F) << 4) + (snddata[pos + 3] & 0x0F);
if (snddata[pos + 2] > 0) {
double fr;
int note;
/* I don't know, what frequency equals midi note 0 ... */
/* This moves the song 4 octaves down: */
fr = (log10(111860.0 / (double)freq) / ll) - 48;
note = (int)floor(fr + 0.5);
if (note < 0) note = 0;
if (note > 127) note = 127;
/* note on */
writeDelta(&st, 0);
st.writeByte(144 + n);
st.writeByte(note);
st.writeByte(100);
/* note off */
writeDelta(&st, dur);
st.writeByte(128 + n);
st.writeByte(note);
st.writeByte(0);
} else {
/* note on */
writeDelta(&st, 0);
st.writeByte(144 + n);
st.writeByte(0);
st.writeByte(0);
/* note off */
writeDelta(&st, dur);
st.writeByte(128 + n);
st.writeByte(0);
st.writeByte(0);
}
}
writeDelta(&st, 0);
st.writeByte(0xff);
st.writeByte(0x2f);
st.writeByte(0x0);
ep = st.pos();
st.seek(lp, SEEK_SET);
st.writeUint32BE((ep - lp) - 4);
st.seek(ep, SEEK_SET);
}
*data = st.getData();
return st.pos();
}
} // End of namespace Agi
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