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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.
*
*/
// Sound resource management class
#include "saga/saga.h"
#include "saga/itedata.h"
#include "saga/resource.h"
#include "saga/sndres.h"
#include "saga/sound.h"
#include "common/file.h"
#include "audio/audiostream.h"
#include "audio/decoders/adpcm.h"
#include "audio/decoders/aiff.h"
#include "audio/decoders/raw.h"
#include "audio/decoders/voc.h"
#include "audio/decoders/wave.h"
#ifdef ENABLE_SAGA2
#include "saga/shorten.h"
#endif
namespace Saga {
#define RID_IHNM_SFX_LUT 265
#define RID_IHNMDEMO_SFX_LUT 222
SndRes::SndRes(SagaEngine *vm) : _vm(vm), _sfxContext(NULL), _voiceContext(NULL), _voiceSerial(-1) {
// Load sound module resource file contexts
_sfxContext = _vm->_resource->getContext(GAME_SOUNDFILE);
if (_sfxContext == NULL) {
error("SndRes::SndRes resource context not found");
}
setVoiceBank(0);
if (_vm->getGameId() == GID_ITE) {
_fxTable.resize(ITE_SFXCOUNT);
for (uint i = 0; i < _fxTable.size(); i++) {
_fxTable[i].res = ITE_SfxTable[i].res;
_fxTable[i].vol = ITE_SfxTable[i].vol;
}
#ifdef ENABLE_IHNM
} else if (_vm->getGameId() == GID_IHNM) {
ResourceContext *resourceContext;
resourceContext = _vm->_resource->getContext(GAME_SOUNDFILE);
if (resourceContext == NULL) {
error("Resource::loadGlobalResources() resource context not found");
}
ByteArray resourceData;
if (_vm->isIHNMDemo()) {
_vm->_resource->loadResource(resourceContext, RID_IHNMDEMO_SFX_LUT, resourceData);
} else {
_vm->_resource->loadResource(resourceContext, RID_IHNM_SFX_LUT, resourceData);
}
if (resourceData.empty()) {
error("Sndres::SndRes can't read SfxIDs table");
}
_fxTableIDs.resize(resourceData.size() / 2);
ByteArrayReadStreamEndian metaS(resourceData);
for (uint i = 0; i < _fxTableIDs.size(); i++) {
_fxTableIDs[i] = metaS.readSint16LE();
}
#endif
#ifdef ENABLE_SAGA2
} else if (_vm->getGameId() == GID_DINO) {
// TODO
} else if (_vm->getGameId() == GID_FTA2) {
// TODO
#endif
}
}
SndRes::~SndRes() {
}
void SndRes::setVoiceBank(int serial) {
Common::File *file;
if (_voiceSerial == serial)
return;
#ifdef ENABLE_IHNM
// If we got the Macintosh version of IHNM, just set the voice bank
// so that we know which voices* subfolder to look for later
if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
_voiceSerial = serial;
// Set a dummy voice context
_voiceContext = new VoiceResourceContext_RES();
return;
}
#endif
// If there are no voice files present, don't set the voice bank
if (!_vm->_voiceFilesExist)
return;
// Close previous voice bank file
if (_voiceContext != NULL) {
file = _voiceContext->getFile(NULL);
if (file->isOpen()) {
file->close();
}
}
_voiceSerial = serial;
_voiceContext = _vm->_resource->getContext(GAME_VOICEFILE, _voiceSerial);
}
void SndRes::playSound(uint32 resourceId, int volume, bool loop) {
SoundBuffer buffer;
debug(4, "SndRes::playSound %i", resourceId);
if (!load(_sfxContext, resourceId, buffer, false)) {
warning("Failed to load sound");
return;
}
_vm->_sound->playSound(buffer, volume, loop, resourceId);
}
void SndRes::playVoice(uint32 resourceId) {
SoundBuffer buffer;
if (!(_vm->_voiceFilesExist))
return;
if (_vm->getGameId() == GID_IHNM && !(_vm->_voicesEnabled))
return;
debug(4, "SndRes::playVoice %i", resourceId);
if (!load(_voiceContext, resourceId, buffer, false)) {
warning("Failed to load voice");
return;
}
_vm->_sound->playVoice(buffer);
}
bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buffer, bool onlyHeader) {
Audio::AudioStream *voxStream;
size_t soundResourceLength;
bool result = false;
GameSoundTypes resourceType = kSoundPCM;
byte *data = 0;
int rate = 0, size = 0;
Common::File* file;
if (resourceId == (uint32)-1) {
return false;
}
#ifdef ENABLE_IHNM
//TODO: move to resource_res so we can use normal "getResourceData" and "getFile" methods
if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
char soundFileName[40];
int dirIndex = resourceId / 64;
if ((context->fileType() & GAME_VOICEFILE) != 0) {
if (_voiceSerial == 0) {
sprintf(soundFileName, "Voices/VoicesS/Voices%d/VoicesS%03x", dirIndex, resourceId);
} else {
sprintf(soundFileName, "Voices/Voices%d/Voices%d/Voices%d%03x", _voiceSerial, dirIndex, _voiceSerial, resourceId);
}
} else {
sprintf(soundFileName, "SFX/SFX%d/SFX%03x", dirIndex, resourceId);
}
file = new Common::File();
file->open(soundFileName);
soundResourceLength = file->size();
} else
#endif
{
ResourceData* resourceData = context->getResourceData(resourceId);
file = context->getFile(resourceData);
file->seek(resourceData->offset);
soundResourceLength = resourceData->size;
}
Common::SeekableReadStream& readS = *file;
bool uncompressedSound = false;
if (soundResourceLength >= 8) {
byte header[8];
readS.read(&header, 8);
readS.seek(readS.pos() - 8);
if (!memcmp(header, "Creative", 8)) {
resourceType = kSoundVOC;
} else if (!memcmp(header, "RIFF", 4) != 0) {
resourceType = kSoundWAV;
} else if (!memcmp(header, "FORM", 4) != 0) {
resourceType = kSoundAIFF;
} else if (!memcmp(header, "ajkg", 4) != 0) {
resourceType = kSoundShorten;
}
// If patch data exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed
// Patch data for this resource is in file p2_a.iaf or p2_a.voc
if (_vm->getGameId() == GID_ITE && resourceId == 4 && context->getResourceData(resourceId)->patchData != NULL)
uncompressedSound = true;
// FIXME: Currently, the SFX.RES file in IHNM cannot be compressed
if (_vm->getGameId() == GID_IHNM && (context->fileType() & GAME_SOUNDFILE))
uncompressedSound = true;
if (context->isCompressed() && !uncompressedSound) {
if (header[0] == char(0)) {
resourceType = kSoundMP3;
} else if (header[0] == char(1)) {
resourceType = kSoundOGG;
} else if (header[0] == char(2)) {
resourceType = kSoundFLAC;
}
}
}
// Default sound type is 16-bit signed PCM, used in ITE by PCM and VOX files
buffer.isCompressed = context->isCompressed();
buffer.soundType = resourceType;
buffer.originalSize = 0;
// Set default flags and frequency for PCM, VOC and VOX files, which got no header
buffer.flags = Audio::FLAG_16BITS;
buffer.frequency = 22050;
if (_vm->getGameId() == GID_ITE) {
if (_vm->getFeatures() & GF_8BIT_UNSIGNED_PCM) { // older ITE demos
buffer.flags |= Audio::FLAG_UNSIGNED;
buffer.flags &= ~Audio::FLAG_16BITS;
} else {
// Voice files in newer ITE demo versions are OKI ADPCM (VOX) encoded.
// These are LE in all the Windows and Mac demos
if (!uncompressedSound && !scumm_stricmp(context->fileName(), "voicesd.rsc")) {
resourceType = kSoundVOX;
buffer.flags |= Audio::FLAG_LITTLE_ENDIAN;
}
}
}
buffer.buffer = NULL;
// Check for LE sounds
if (!context->isBigEndian())
buffer.flags |= Audio::FLAG_LITTLE_ENDIAN;
// Older Mac versions of ITE were Macbinary packed
int soundOffset = (context->fileType() & GAME_MACBINARY) ? 36 : 0;
switch (resourceType) {
case kSoundPCM:
buffer.size = soundResourceLength - soundOffset;
if (!onlyHeader) {
buffer.buffer = (byte *) malloc(buffer.size);
if (soundOffset > 0)
readS.skip(soundOffset);
readS.read(buffer.buffer, buffer.size);
}
result = true;
break;
case kSoundVOX:
buffer.size = soundResourceLength * 4;
if (!onlyHeader) {
voxStream = Audio::makeADPCMStream(&readS, DisposeAfterUse::NO, soundResourceLength, Audio::kADPCMOki);
buffer.buffer = (byte *)malloc(buffer.size);
voxStream->readBuffer((int16*)buffer.buffer, soundResourceLength * 2);
delete voxStream;
}
result = true;
break;
case kSoundWAV:
case kSoundAIFF:
case kSoundShorten:
case kSoundVOC:
if (resourceType == kSoundWAV) {
result = Audio::loadWAVFromStream(readS, size, rate, buffer.flags);
} else if (resourceType == kSoundAIFF) {
result = Audio::loadAIFFFromStream(readS, size, rate, buffer.flags);
#ifdef ENABLE_SAGA2
} else if (resourceType == kSoundShorten) {
result = loadShortenFromStream(readS, size, rate, buffer.flags);
#endif
} else if (resourceType == kSoundVOC) {
data = Audio::loadVOCFromStream(readS, size, rate);
result = (data != NULL);
if (onlyHeader)
free(data);
buffer.flags |= Audio::FLAG_UNSIGNED;
buffer.flags &= ~Audio::FLAG_16BITS;
buffer.flags &= ~Audio::FLAG_STEREO;
}
if (result) {
buffer.frequency = rate;
buffer.size = size;
if (!onlyHeader) {
if (resourceType == kSoundVOC) {
buffer.buffer = data;
} else {
buffer.buffer = (byte *)malloc(size);
readS.read(buffer.buffer, size);
}
}
}
break;
case kSoundMP3:
case kSoundOGG:
case kSoundFLAC:
ResourceData *resourceData;
resourceData = context->getResourceData(resourceId);
// Read compressed sfx header
readS.readByte(); // Skip compression identifier byte
buffer.frequency = readS.readUint16LE();
buffer.originalSize = readS.readUint32LE();
if (readS.readByte() == 8) // read sample bits
buffer.flags &= ~Audio::FLAG_16BITS;
if (readS.readByte() != 0) // read stereo flag
buffer.flags |= Audio::FLAG_STEREO;
buffer.size = soundResourceLength;
buffer.soundType = resourceType;
buffer.fileOffset = resourceData->offset + 9; // skip compressed sfx header: byte + uint16 + uint32 + byte + byte
if (!onlyHeader) {
buffer.buffer = (byte *)malloc(buffer.size);
readS.read(buffer.buffer, buffer.size);
}
result = true;
break;
default:
error("SndRes::load Unknown sound type");
}
if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
delete file;
}
// In ITE CD De some voices are absent and contain just 5 bytes header
// Round it to even number so soundmanager will not crash.
// See bug #1256701
buffer.size &= ~(0x1);
return result;
}
int SndRes::getVoiceLength(uint32 resourceId) {
double msDouble;
SoundBuffer buffer;
if (!(_vm->_voiceFilesExist))
return -1;
if (!load(_voiceContext, resourceId, buffer, true)) {
return -1;
}
if (!_voiceContext->isCompressed() || buffer.originalSize == 0)
msDouble = (double)buffer.size;
else
msDouble = (double)buffer.originalSize;
if (buffer.flags & Audio::FLAG_16BITS)
msDouble /= 2.0;
if (buffer.flags & Audio::FLAG_STEREO)
msDouble /= 2.0;
msDouble = msDouble / buffer.frequency * 1000.0;
return (int)msDouble;
}
} // End of namespace Saga
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