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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.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
// sound.c - sound effects and music support
#include "common/debug.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "common/config-manager.h"
#include "audio/decoders/raw.h"
#include "audio/audiostream.h"
#include "audio/midiparser.h"
#include "audio/softsynth/pcspk.h"
#include "hugo/hugo.h"
#include "hugo/game.h"
#include "hugo/file.h"
#include "hugo/sound.h"
#include "hugo/text.h"
namespace Hugo {
MidiPlayer::MidiPlayer() {
MidiDriver::DeviceHandle dev = MidiDriver::detectDevice(MDT_MIDI | MDT_ADLIB | MDT_PREFER_GM);
_driver = MidiDriver::createMidi(dev);
assert(_driver);
_paused = false;
int ret = _driver->open();
if (ret == 0) {
_driver->sendGMReset();
_driver->setTimerCallback(this, &timerCallback);
}
}
void MidiPlayer::play(uint8 *stream, uint16 size) {
debugC(3, kDebugMusic, "MidiPlayer::play");
Common::StackLock lock(_mutex);
stop();
if (!stream)
return;
_midiData = (uint8 *)malloc(size);
if (_midiData) {
memcpy(_midiData, stream, size);
syncVolume(); // FIXME: syncVolume calls setVolume which in turn also locks the mutex! ugh
_parser = MidiParser::createParser_SMF();
_parser->loadMusic(_midiData, size);
_parser->setTrack(0);
_parser->setMidiDriver(this);
_parser->setTimerRate(_driver->getBaseTempo());
_isLooping = false;
_isPlaying = true;
}
}
void MidiPlayer::pause(bool p) {
_paused = p;
for (int i = 0; i < kNumChannels; ++i) {
if (_channelsTable[i]) {
_channelsTable[i]->volume(_paused ? 0 : _channelsVolume[i] * _masterVolume / 255);
}
}
}
void MidiPlayer::onTimer() {
Common::StackLock lock(_mutex);
if (!_paused && _isPlaying && _parser) {
_parser->onTimer();
}
}
void MidiPlayer::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);
}
SoundHandler::SoundHandler(HugoEngine *vm) : _vm(vm) {
_midiPlayer = new MidiPlayer();
_speakerStream = new Audio::PCSpeaker(_vm->_mixer->getOutputRate());
_vm->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_speakerHandle,
_speakerStream, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO, true);
_DOSSongPtr = nullptr;
_curPriority = 0;
_pcspkrTimer = 0;
_pcspkrOctave = 3;
_pcspkrNoteDuration = 2;
_DOSIntroSong = nullptr;
}
SoundHandler::~SoundHandler() {
_vm->getTimerManager()->removeTimerProc(&loopPlayer);
_vm->_mixer->stopHandle(_speakerHandle);
delete _speakerStream;
delete _midiPlayer;
}
/**
* Set the FM music volume from config.mvolume (0..100%)
*/
void SoundHandler::setMusicVolume() {
_midiPlayer->syncVolume();
}
/**
* Stop any sound that might be playing
*/
void SoundHandler::stopSound() {
_vm->_mixer->stopAll();
}
/**
* Stop any tune that might be playing
*/
void SoundHandler::stopMusic() {
_midiPlayer->stop();
}
/**
* Turn music on and off
*/
void SoundHandler::toggleMusic() {
_vm->_config._musicFl = !_vm->_config._musicFl;
_midiPlayer->pause(!_vm->_config._musicFl);
}
/**
* Turn digitized sound on and off
*/
void SoundHandler::toggleSound() {
_vm->_config._soundFl = !_vm->_config._soundFl;
}
void SoundHandler::playMIDI(SoundPtr seqPtr, uint16 size) {
_midiPlayer->play(seqPtr, size);
}
/**
* Read a tune sequence from the sound database and start playing it
*/
void SoundHandler::playMusic(int16 tune) {
SoundPtr seqPtr; // Sequence data from file
uint16 size; // Size of sequence data
if (_vm->_config._musicFl) {
_vm->getGameStatus()._song = tune;
seqPtr = _vm->_file->getSound(tune, &size);
playMIDI(seqPtr, size);
free(seqPtr);
}
}
/**
* Produce various sound effects on supplied stereo channel(s)
* Override currently playing sound only if lower or same priority
*/
void SoundHandler::playSound(int16 sound, const byte priority) {
// uint32 dwVolume; // Left, right volume of sound
SoundPtr soundPtr; // Sound data
uint16 size; // Size of data
// Sound disabled
if (!_vm->_config._soundFl || !_vm->_mixer->isReady())
return;
syncVolume();
_curPriority = priority;
// Get sound data
if ((soundPtr = _vm->_file->getSound(sound, &size)) == nullptr)
return;
Audio::AudioStream *stream = Audio::makeRawStream(soundPtr, size, 11025, Audio::FLAG_UNSIGNED);
_vm->_mixer->playStream(Audio::Mixer::kSFXSoundType, &_soundHandle, stream);
}
/**
* Initialize for MCI sound and midi
*/
void SoundHandler::initSound() {
//_midiPlayer->open();
}
void SoundHandler::syncVolume() {
int soundVolume;
if (ConfMan.getBool("sfx_mute") || ConfMan.getBool("mute"))
soundVolume = -1;
else
soundVolume = MIN(255, ConfMan.getInt("sfx_volume"));
_vm->_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundVolume);
_midiPlayer->syncVolume();
}
/**
* Check if music is still playing.
* If not, select the next track in the playlist and play it
*/
void SoundHandler::checkMusic() {
if (_midiPlayer->isPlaying())
return;
for (int i = 0; _vm->_defltTunes[i] != -1; i++) {
if (_vm->_defltTunes[i] == _vm->getGameStatus()._song) {
if (_vm->_defltTunes[i + 1] != -1)
playMusic(_vm->_defltTunes[i + 1]);
else
playMusic(_vm->_defltTunes[0]);
break;
}
}
}
void SoundHandler::loopPlayer(void *refCon) {
((SoundHandler *)refCon)->pcspkr_player();
}
/**
* Decrement last note's timer and see if time to play next note yet.
* If so, interpret next note in string and play it. Update ptr to string
* Timer: >0 - song still going, 0 - Stop note, -1 - Set next note
*/
void SoundHandler::pcspkr_player() {
static const uint16 pcspkrNotes[8] = {1352, 1205, 2274, 2026, 1805, 1704, 1518}; // The 3rd octave note counts A..G
static const uint16 pcspkrSharps[8] = {1279, 1171, 2150, 1916, 1755, 1611, 1435}; // The sharps, A# to B#
static const uint16 pcspkrFlats[8] = {1435, 1279, 2342, 2150, 1916, 1755, 1611}; // The flats, Ab to Bb
// Does the user not want any sound?
if (!_vm->_config._soundFl || !_vm->_mixer->isReady())
return;
// Is there no song?
if (!_DOSSongPtr)
return;
// Did we reach the end of the song?
if (!*_DOSSongPtr)
return;
// Update the timer.
_pcspkrTimer--;
// Check the timer state..
if (!_pcspkrTimer) {
// A note just finished, stop the sound (if any) and return.
_speakerStream->stop();
return;
} else if (_pcspkrTimer > 0) {
// A (rest or normal) note is still playing, return.
return;
}
// The timer is <0, time to play the next note.
bool cmdNote = true;
do {
switch (*_DOSSongPtr) {
case 'O':
// Switch to new octave 0..7
_DOSSongPtr++;
_pcspkrOctave = *_DOSSongPtr - '0';
if ((_pcspkrOctave < 0) || (_pcspkrOctave > 7))
error("pcspkr_player() - Bad octave");
_DOSSongPtr++;
break;
case 'L':
// Switch to new duration (in ticks)
_DOSSongPtr++;
_pcspkrNoteDuration = *_DOSSongPtr - '0';
if (_pcspkrNoteDuration < 0)
error("pcspkr_player() - Bad duration");
_pcspkrNoteDuration--;
_DOSSongPtr++;
break;
case '<':
case '^':
// Move up an octave
_DOSSongPtr++;
_pcspkrOctave++;
break;
case '>':
case 'v':
// Move down an octave
_DOSSongPtr++;
_pcspkrOctave--;
break;
default:
// Not a command, probably a note; so we should stop
// processing commands and move onward now.
cmdNote = false;
break;
}
} while (cmdNote);
switch (*_DOSSongPtr) {
case 'A':
case 'B':
case 'C':
case 'D':
case 'E':
case 'F':
case 'G':
// Play a note.
// First, what frequency does this note get played at?
// We must check for sharp or flat (#, -).
uint16 count;
switch (_DOSSongPtr[1]) {
case '#':
count = pcspkrSharps[*_DOSSongPtr++ - 'A'];
break;
case 'b':
count = pcspkrFlats[*_DOSSongPtr++ - 'A'];
break;
default:
count = pcspkrNotes[*_DOSSongPtr - 'A'];
break;
}
// Adjust for the octave if needed.
if (_pcspkrOctave > 3)
count /= (1 << (_pcspkrOctave - 3));
else if (_pcspkrOctave < 3)
count *= (1 << (3 - _pcspkrOctave));
// Start a note playing (we will stop it when the timer expires).
_speakerStream->play(Audio::PCSpeaker::kWaveFormSquare, kHugoCNT / count, -1);
_pcspkrTimer = _pcspkrNoteDuration;
_DOSSongPtr++;
break;
case '.':
// Play a 'rest note' by being silent for a bit.
_speakerStream->stop();
_pcspkrTimer = _pcspkrNoteDuration;
_DOSSongPtr++;
break;
default:
warning("pcspkr_player() - Unhandled note");
}
}
void SoundHandler::loadIntroSong(Common::ReadStream &in) {
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
uint16 numBuf = in.readUint16BE();
if (varnt == _vm->_gameVariant)
_DOSIntroSong = _vm->_text->getTextData(numBuf);
}
}
void SoundHandler::initPcspkrPlayer() {
_vm->getTimerManager()->installTimerProc(&loopPlayer, 1000000 / _vm->_normalTPS, this, "hugoSoundLoop");
}
} // End of namespace Hugo
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