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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.
*
*/
#ifndef LASTEXPRESS_SOUND_ENTRY_H
#define LASTEXPRESS_SOUND_ENTRY_H
/*
Sound entry: 68 bytes (this is what appears in savegames)
uint32 {4} - status
uint32 {4} - tag
uint32 {4} - time left (_blockCount - _time)
uint32 {4} - time in sound ticks (30Hz timer)
uint32 {4} - LastExpress_ADPCMStream::_volumeHoldBlocks
(useless since the target volume is not saved)
uint32 {4} - ?? [no references except for save/load]
uint32 {4} - entity
uint32 {4} - activate delay in sound ticks (30Hz timer)
uint32 {4} - priority
char {16} - name of linked-after sound
(always empty because only NIS entries
have linked-after sounds, and NIS entries are not saved)
char {16} - name
Sound queue entry: 120 bytes
uint32 {4} - status (combination of flags from SoundFlag)
uint32 {4} - tag (enum SoundTag for special sounds,
unique value for normal ones)
uint32 {4} - pointer to the beginning of the buffer for compressed sound data
uint32 {4} - pointer to the end of the buffer for compressed sound data
uint32 {4} - decoder pointer inside the buffer
uint32 {4} - pointer to the sound buffer [always same as the third field]
uint32 {4} - reader pointer inside the buffer
uint32 {4} - time left (_blockCount - time)
uint32 {4} - time in sound ticks (30Hz timer)
uint32 {4} - buffer size
uint32 {4} - union:
if data stream is open: position in the stream
if data stream is closed: close reason, purely informational
uint32 {4} - archive structure pointer
uint32 {4} - _linkAfter, pointer to the entry for linked-after sound
(xxx.LNK for sound entry corresponding to xxx.NIS)
uint32 {4} - LastExpress_ADPCMStream::_volumeHoldBlocks
(used for smooth change of volume)
uint32 {4} - ?? [no references except for save/load]
uint32 {4} - target value for smooth change of volume
uint32 {4} - base volume if NIS is playing
(the actual volume is reduced in half for non-NIS sounds;
this is used to restore the volume after NIS ends)
uint32 {4} - entity
uint32 {4} - activate time in sound ticks (30Hz timer)
uint32 {4} - priority
char {16} - name of linked-after sound, used to save/load _linkAfter
char {16} - name
uint32 {4} - pointer to next entry in the queue
uint32 {4} - subtitle data pointer
*/
#include "lastexpress/data/snd.h"
#include "lastexpress/data/subtitle.h"
#include "lastexpress/shared.h"
#include "common/serializer.h"
namespace LastExpress {
class LastExpressEngine;
class SubtitleEntry;
//////////////////////////////////////////////////////////////////////////
// SoundEntry
//////////////////////////////////////////////////////////////////////////
class SoundEntry : Common::Serializable {
public:
SoundEntry(LastExpressEngine *engine);
~SoundEntry();
void open(Common::String name, SoundFlag flag, int priority);
void close();
// startTime is measured in sound ticks, 30Hz timer
// [used for restoring the entry from savefile]
void play(uint32 startTime = 0);
void kill() {
_entity = kEntityPlayer; // no kActionEndSound notifications
close();
}
void setVolumeSmoothly(SoundFlag newVolume);
// setVolumeSmoothly() treats kVolumeNone in a special way;
// fade() terminates the stream after the transition
void fade() { setVolumeSmoothly(kVolumeNone); }
bool update();
void adjustVolumeIfNISPlaying();
void setVolume(SoundFlag newVolume);
// activateDelay is measured in main ticks, 15Hz timer
void initDelayedActivate(unsigned activateDelay);
// Subtitles
void setSubtitles(Common::String filename);
// Serializable
void saveLoadWithSerializer(Common::Serializer &ser);
// Accessors
void setEntity(EntityIndex entity) { _entity = entity; }
bool needSaving() const {
return (_name != "NISSND?" && (_status & kSoundTypeMask) != kSoundTypeMenu);
}
uint32 getStatus() { return _status; }
int32 getTag() { return _tag; }
uint32 getTime() { return _soundStream ? (_soundStream->getTimeMS() * 30 / 1000) + _startTime : 0; }
EntityIndex getEntity() { return _entity; }
uint32 getPriority() { return _priority; }
const Common::String& getName(){ return _name; }
// Streams
SimpleSound *getSoundStream() { return _soundStream; }
private:
LastExpressEngine *_engine;
// _status field is a combination of bits from SoundFlag; writing
// _status = (SoundFlag)(_status | kSoundFlagXxx) instead of _status |= kSoundFlagXxx
// is irksome, so let's keep the type as uint32
uint32 _status;
int32 _tag; // member of SoundTag for special sounds, unique value for normal sounds
//byte *_bufferStart, *_bufferEnd, *_decodePointer, *_buffer, *_readPointer;
// the original game uses uint32 _blocksLeft, _time instead of _blockCount
// we ask the backend for sound time
uint32 _blockCount;
uint32 _startTime;
//uint32 _bufferSize;
//union { uint32 _streamPos; enum StreamCloseReason _streamCloseReason; };
Common::SeekableReadStream *_stream; // The file stream
//SoundEntry* _linkAfter;
//uint32 _volumeHoldBlocks; // the related logic is in LastExpress_ADPCMStream
//uint32 _unused;
//uint32 _smoothChangeTarget; // the related logic is in LastExpress_ADPCMStream
uint32 _volumeWithoutNIS;
EntityIndex _entity;
// The original game uses one variable _activateTime = _initTime + _activateDelay
// and measures everything in sound ticks (30Hz timer).
// We use milliseconds and two variables to deal with possible overflow
// (probably paranoid, but nothing really complicated).
uint32 _initTimeMS, _activateDelayMS;
uint32 _priority;
// char _linkAfterName[16];
Common::String _name; //char[16];
// original has pointer to the next structure in the list (not used)
SubtitleEntry *_subtitle;
// Sound buffer & stream
StreamedSound *_soundStream; // the filtered sound stream
void setupTag(SoundFlag flag);
void setupStatus(SoundFlag flag);
void loadStream(Common::String name);
};
//////////////////////////////////////////////////////////////////////////
// SubtitleEntry
//////////////////////////////////////////////////////////////////////////
class SubtitleEntry {
public:
SubtitleEntry(LastExpressEngine *engine);
~SubtitleEntry();
void load(Common::String filename, SoundEntry *soundEntry);
void loadData();
void close();
void setupAndDraw();
void drawOnScreen();
// Accessors
uint32 getStatus() { return _status; }
SoundEntry *getSoundEntry() { return _sound; }
private:
LastExpressEngine *_engine;
Common::String _filename;
uint32 _status;
SoundEntry *_sound;
SubtitleManager *_data;
};
} // End of namespace LastExpress
#endif // LASTEXPRESS_SOUND_ENTRY_H
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