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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.
*
*/
#include "audio/audiostream.h"
#include "audio/decoders/raw.h"
#include "common/config-manager.h"
#include "sci/sci.h"
#include "sci/console.h"
#include "sci/resource.h"
#include "sci/engine/features.h"
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
#include "sci/sound/midiparser_sci.h"
#include "sci/sound/music.h"
//#define DISABLE_REMAPPING
namespace Sci {
SciMusic::SciMusic(SciVersion soundVersion, bool useDigitalSFX)
: _soundVersion(soundVersion), _soundOn(true), _masterVolume(0), _globalReverb(0), _useDigitalSFX(useDigitalSFX) {
// Reserve some space in the playlist, to avoid expensive insertion
// operations
_playList.reserve(10);
for (int i = 0; i < 16; i++) {
_usedChannel[i] = 0;
_channelRemap[i] = -1;
}
_queuedCommands.reserve(1000);
}
SciMusic::~SciMusic() {
if (_pMidiDrv) {
_pMidiDrv->close();
delete _pMidiDrv;
}
}
void SciMusic::init() {
// system init
_pMixer = g_system->getMixer();
// SCI sound init
_dwTempo = 0;
Common::Platform platform = g_sci->getPlatform();
uint32 deviceFlags = MDT_PCSPK | MDT_PCJR | MDT_ADLIB | MDT_MIDI;
// Default to MIDI in SCI2.1+ games, as many don't have AdLib support.
// Also, default to MIDI for Windows versions of SCI1.1 games, as their
// soundtrack is written for GM.
if (getSciVersion() >= SCI_VERSION_2_1 || g_sci->_features->useAltWinGMSound())
deviceFlags |= MDT_PREFER_GM;
// Currently our CMS implementation only supports SCI1(.1)
if (getSciVersion() >= SCI_VERSION_1_EGA_ONLY && getSciVersion() <= SCI_VERSION_1_1)
deviceFlags |= MDT_CMS;
if (g_sci->getPlatform() == Common::kPlatformFMTowns) {
if (getSciVersion() > SCI_VERSION_1_EARLY)
deviceFlags = MDT_TOWNS;
else
deviceFlags |= MDT_TOWNS;
}
uint32 dev = MidiDriver::detectDevice(deviceFlags);
_musicType = MidiDriver::getMusicType(dev);
if (g_sci->_features->useAltWinGMSound() && _musicType != MT_GM) {
warning("A Windows CD version with an alternate MIDI soundtrack has been chosen, "
"but no MIDI music device has been selected. Reverting to the DOS soundtrack");
g_sci->_features->forceDOSTracks();
}
switch (_musicType) {
case MT_ADLIB:
// FIXME: There's no Amiga sound option, so we hook it up to AdLib
if (g_sci->getPlatform() == Common::kPlatformAmiga || platform == Common::kPlatformMacintosh)
_pMidiDrv = MidiPlayer_AmigaMac_create(_soundVersion);
else
_pMidiDrv = MidiPlayer_AdLib_create(_soundVersion);
break;
case MT_PCJR:
_pMidiDrv = MidiPlayer_PCJr_create(_soundVersion);
break;
case MT_PCSPK:
_pMidiDrv = MidiPlayer_PCSpeaker_create(_soundVersion);
break;
case MT_CMS:
_pMidiDrv = MidiPlayer_CMS_create(_soundVersion);
break;
case MT_TOWNS:
_pMidiDrv = MidiPlayer_FMTowns_create(_soundVersion);
break;
default:
if (ConfMan.getBool("native_fb01"))
_pMidiDrv = MidiPlayer_Fb01_create(_soundVersion);
else
_pMidiDrv = MidiPlayer_Midi_create(_soundVersion);
}
if (_pMidiDrv && !_pMidiDrv->open()) {
_pMidiDrv->setTimerCallback(this, &miditimerCallback);
_dwTempo = _pMidiDrv->getBaseTempo();
} else {
if (g_sci->getGameId() == GID_FUNSEEKER) {
// HACK: The Fun Seeker's Guide demo doesn't have patch 3 and the version
// of the Adlib driver (adl.drv) that it includes is unsupported. That demo
// doesn't have any sound anyway, so this shouldn't be fatal.
} else {
error("Failed to initialize sound driver");
}
}
// Find out what the first possible channel is (used, when doing channel
// remapping).
_driverFirstChannel = _pMidiDrv->getFirstChannel();
_driverLastChannel = _pMidiDrv->getLastChannel();
if (getSciVersion() <= SCI_VERSION_0_LATE)
_globalReverb = _pMidiDrv->getReverb(); // Init global reverb for SCI0
}
void SciMusic::miditimerCallback(void *p) {
SciMusic *sciMusic = (SciMusic *)p;
Common::StackLock lock(sciMusic->_mutex);
sciMusic->onTimer();
}
void SciMusic::onTimer() {
const MusicList::iterator end = _playList.end();
// sending out queued commands that were "sent" via main thread
sendMidiCommandsFromQueue();
for (MusicList::iterator i = _playList.begin(); i != end; ++i)
(*i)->onTimer();
}
void SciMusic::putMidiCommandInQueue(byte status, byte firstOp, byte secondOp) {
putMidiCommandInQueue(status | ((uint32)firstOp << 8) | ((uint32)secondOp << 16));
}
void SciMusic::putMidiCommandInQueue(uint32 midi) {
_queuedCommands.push_back(midi);
}
// This sends the stored commands from queue to driver (is supposed to get
// called only during onTimer()). At least mt32 emulation doesn't like getting
// note-on commands from main thread (if we directly send, we would get a crash
// during piano scene in lsl5).
void SciMusic::sendMidiCommandsFromQueue() {
uint curCommand = 0;
uint commandCount = _queuedCommands.size();
while (curCommand < commandCount) {
_pMidiDrv->send(_queuedCommands[curCommand]);
curCommand++;
}
_queuedCommands.clear();
}
void SciMusic::clearPlayList() {
// we must NOT lock our mutex here. Playlist is modified inside soundKill() which will lock the mutex
// during deletion. If we lock it here, a deadlock may occur within soundStop() because that one
// calls the mixer, which will also lock the mixer mutex and if the mixer thread is active during
// that time, we will get a deadlock.
while (!_playList.empty()) {
soundStop(_playList[0]);
soundKill(_playList[0]);
}
}
void SciMusic::pauseAll(bool pause) {
const MusicList::iterator end = _playList.end();
for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
soundToggle(*i, pause);
}
}
void SciMusic::stopAll() {
const MusicList::iterator end = _playList.end();
for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
soundStop(*i);
}
}
void SciMusic::soundSetSoundOn(bool soundOnFlag) {
Common::StackLock lock(_mutex);
_soundOn = soundOnFlag;
_pMidiDrv->playSwitch(soundOnFlag);
}
uint16 SciMusic::soundGetVoices() {
Common::StackLock lock(_mutex);
return _pMidiDrv->getPolyphony();
}
MusicEntry *SciMusic::getSlot(reg_t obj) {
Common::StackLock lock(_mutex);
const MusicList::iterator end = _playList.end();
for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
if ((*i)->soundObj == obj)
return *i;
}
return NULL;
}
// We return the currently active music slot for SCI0
MusicEntry *SciMusic::getActiveSci0MusicSlot() {
const MusicList::iterator end = _playList.end();
MusicEntry *highestPrioritySlot = NULL;
for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
MusicEntry *playSlot = *i;
if (playSlot->pMidiParser) {
if (playSlot->status == kSoundPlaying)
return playSlot;
if (playSlot->status == kSoundPaused) {
if ((!highestPrioritySlot) || (highestPrioritySlot->priority < playSlot->priority))
highestPrioritySlot = playSlot;
}
}
}
return highestPrioritySlot;
}
void SciMusic::setGlobalReverb(int8 reverb) {
Common::StackLock lock(_mutex);
if (reverb != 127) {
// Set global reverb normally
_globalReverb = reverb;
// Check the reverb of the active song...
const MusicList::iterator end = _playList.end();
for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
if ((*i)->status == kSoundPlaying) {
if ((*i)->reverb == 127) // Active song has no reverb
_pMidiDrv->setReverb(reverb); // Set the global reverb
break;
}
}
} else {
// Set reverb of the active song
const MusicList::iterator end = _playList.end();
for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
if ((*i)->status == kSoundPlaying) {
_pMidiDrv->setReverb((*i)->reverb); // Set the song's reverb
break;
}
}
}
}
byte SciMusic::getCurrentReverb() {
Common::StackLock lock(_mutex);
return _pMidiDrv->getReverb();
}
static bool musicEntryCompare(const MusicEntry *l, const MusicEntry *r) {
return (l->priority > r->priority);
}
void SciMusic::sortPlayList() {
// Sort the play list in descending priority order
Common::sort(_playList.begin(), _playList.end(), musicEntryCompare);
}
void SciMusic::soundInitSnd(MusicEntry *pSnd) {
int channelFilterMask = 0;
SoundResource::Track *track = pSnd->soundRes->getTrackByType(_pMidiDrv->getPlayId());
// If MIDI device is selected but there is no digital track in sound
// resource try to use Adlib's digital sample if possible. Also, if the
// track couldn't be found, load the digital track, as some games depend on
// this (e.g. the Longbow demo).
if (!track || (_useDigitalSFX && track->digitalChannelNr == -1)) {
SoundResource::Track *digital = pSnd->soundRes->getDigitalTrack();
if (digital)
track = digital;
}
if (track) {
// Play digital sample
if (track->digitalChannelNr != -1) {
byte *channelData = track->channels[track->digitalChannelNr].data;
delete pSnd->pStreamAud;
byte flags = Audio::FLAG_UNSIGNED;
// Amiga SCI1 games had signed sound data
if (_soundVersion >= SCI_VERSION_1_EARLY && g_sci->getPlatform() == Common::kPlatformAmiga)
flags = 0;
int endPart = track->digitalSampleEnd > 0 ? (track->digitalSampleSize - track->digitalSampleEnd) : 0;
pSnd->pStreamAud = Audio::makeRawStream(channelData + track->digitalSampleStart,
track->digitalSampleSize - track->digitalSampleStart - endPart,
track->digitalSampleRate, flags, DisposeAfterUse::NO);
delete pSnd->pLoopStream;
pSnd->pLoopStream = 0;
pSnd->soundType = Audio::Mixer::kSFXSoundType;
pSnd->hCurrentAud = Audio::SoundHandle();
} else {
// play MIDI track
Common::StackLock lock(_mutex);
pSnd->soundType = Audio::Mixer::kMusicSoundType;
if (pSnd->pMidiParser == NULL) {
pSnd->pMidiParser = new MidiParser_SCI(_soundVersion, this);
pSnd->pMidiParser->setMidiDriver(_pMidiDrv);
pSnd->pMidiParser->setTimerRate(_dwTempo);
pSnd->pMidiParser->setMasterVolume(_masterVolume);
}
pSnd->pauseCounter = 0;
// Find out what channels to filter for SCI0
channelFilterMask = pSnd->soundRes->getChannelFilterMask(_pMidiDrv->getPlayId(), _pMidiDrv->hasRhythmChannel());
pSnd->pMidiParser->mainThreadBegin();
// loadMusic() below calls jumpToTick.
// Disable sound looping and hold before jumpToTick is called,
// otherwise the song may keep looping forever when it ends in
// jumpToTick (e.g. LSL3, when going left from room 210).
uint16 prevLoop = pSnd->loop;
int16 prevHold = pSnd->hold;
pSnd->loop = 0;
pSnd->hold = -1;
pSnd->pMidiParser->loadMusic(track, pSnd, channelFilterMask, _soundVersion);
pSnd->reverb = pSnd->pMidiParser->getSongReverb();
// Restore looping and hold
pSnd->loop = prevLoop;
pSnd->hold = prevHold;
pSnd->pMidiParser->mainThreadEnd();
}
}
}
// This one checks, if requested channel is available -> in that case give
// caller that channel. Otherwise look for an unused one
int16 SciMusic::tryToOwnChannel(MusicEntry *caller, int16 bestChannel) {
#ifdef DISABLE_REMAPPING
return bestChannel;
#endif
// Don't even try this for SCI0
if (_soundVersion <= SCI_VERSION_0_LATE)
return bestChannel;
if (!_usedChannel[bestChannel]) {
// currently unused, so give it to caller directly
_usedChannel[bestChannel] = caller;
_channelRemap[bestChannel] = bestChannel;
return bestChannel;
}
// otherwise look for unused channel
for (int channelNr = _driverFirstChannel; channelNr < 15; channelNr++) {
if (channelNr == 9) // never map to channel 9 (percussion)
continue;
if (!_usedChannel[channelNr]) {
_usedChannel[channelNr] = caller;
_channelRemap[bestChannel] = channelNr;
return channelNr;
}
}
// nothing found, don't map channel at all
// sierra did this as well, although i'm not sure if we act exactly the same way
// maybe they removed channels from previous playing music
return -1;
}
void SciMusic::freeChannels(MusicEntry *caller) {
// Remove used channels
for (int i = 0; i < 15; i++) {
if (_usedChannel[i] == caller) {
if (_channelRemap[i] != -1) {
// athrxx: The original handles this differently. It seems to be checking for (and effecting) necessary
// remaps / resets etc. more or less all the time. There are several more tables to keep track of everything.
// I don't know whether all of that is needed and to which SCI versions it applies, though.
// At least it is necessary to release the allocated channels inside the driver. Otherwise these channels
// won't be available any more (e.g. after half of the KQ5 FM-Towns intro there will be no more music
// since the driver can't pick up any more channels). The channels also have to be reset to
// default values, since the original does the same (although in a different manny) and the music will be wrong
// otherwise (at least KQ5 FM-Towns).
sendMidiCommand(0x4000e0 | _channelRemap[i]); // Reset pitch wheel
sendMidiCommand(0x0040b0 | _channelRemap[i]); // Release pedal
sendMidiCommand(0x004bb0 | _channelRemap[i]); // Release assigned driver channels
}
_usedChannel[i] = 0;
_channelRemap[i] = -1;
}
}
// Also tell midiparser, that he lost ownership
caller->pMidiParser->lostChannels();
}
void SciMusic::soundPlay(MusicEntry *pSnd) {
_mutex.lock();
uint playListCount = _playList.size();
uint playListNo = playListCount;
MusicEntry *alreadyPlaying = NULL;
// searching if sound is already in _playList
for (uint i = 0; i < playListCount; i++) {
if (_playList[i] == pSnd)
playListNo = i;
if ((_playList[i]->status == kSoundPlaying) && (_playList[i]->pMidiParser))
alreadyPlaying = _playList[i];
}
if (playListNo == playListCount) { // not found
_playList.push_back(pSnd);
sortPlayList();
}
_mutex.unlock(); // unlock to perform mixer-related calls
if (pSnd->pMidiParser) {
if ((_soundVersion <= SCI_VERSION_0_LATE) && (alreadyPlaying)) {
// Music already playing in SCI0?
if (pSnd->priority > alreadyPlaying->priority) {
// And new priority higher? pause previous music and play new one immediately.
// Example of such case: lsl3, when getting points (jingle is played then)
soundPause(alreadyPlaying);
alreadyPlaying->isQueued = true;
} else {
// And new priority equal or lower? queue up music and play it afterwards done by
// SoundCommandParser::updateSci0Cues()
// Example of such case: iceman room 14
pSnd->isQueued = true;
pSnd->status = kSoundPaused;
return;
}
}
}
if (pSnd->pStreamAud) {
if (!_pMixer->isSoundHandleActive(pSnd->hCurrentAud)) {
// Sierra SCI ignores volume set when playing samples via kDoSound
// At least freddy pharkas/CD has a script bug that sets volume to 0
// when playing the "score" sample
if (pSnd->loop > 1) {
pSnd->pLoopStream = new Audio::LoopingAudioStream(pSnd->pStreamAud,
pSnd->loop, DisposeAfterUse::NO);
_pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud,
pSnd->pLoopStream, -1, _pMixer->kMaxChannelVolume, 0,
DisposeAfterUse::NO);
} else {
// Rewind in case we play the same sample multiple times
// (non-looped) like in pharkas right at the start
pSnd->pStreamAud->rewind();
_pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud,
pSnd->pStreamAud, -1, _pMixer->kMaxChannelVolume, 0,
DisposeAfterUse::NO);
}
}
} else {
if (pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
pSnd->pMidiParser->mainThreadBegin();
if (pSnd->status != kSoundPaused) {
// Stop any in progress music fading, as that will reset the
// volume of the sound channels that the faded song occupies..
// Fixes bug #3266480 and partially fixes bug #3041738.
// CHECKME: Is this the right thing to do? Are these
// overlapping channels not a deeper underlying problem?
for (uint i = 0; i < playListCount; i++) {
// Is another MIDI song being faded down? If yes, stop it
// immediately instead
if (_playList[i]->fadeStep < 0 && _playList[i]->pMidiParser) {
_playList[i]->status = kSoundStopped;
if (_soundVersion <= SCI_VERSION_0_LATE)
_playList[i]->isQueued = false;
_playList[i]->pMidiParser->stop();
freeChannels(_playList[i]);
_playList[i]->fadeStep = 0;
_playList[i]->fadeCompleted = true;
}
}
}
pSnd->pMidiParser->tryToOwnChannels();
if (pSnd->status != kSoundPaused)
pSnd->pMidiParser->sendInitCommands();
pSnd->pMidiParser->setVolume(pSnd->volume);
// Disable sound looping and hold before jumpToTick is called,
// otherwise the song may keep looping forever when it ends in jumpToTick.
// This is needed when loading saved games, or when a game
// stops the same sound twice (e.g. LSL3 Amiga, going left from
// room 210 to talk with Kalalau). Fixes bugs #3083151 and #3106107.
uint16 prevLoop = pSnd->loop;
int16 prevHold = pSnd->hold;
pSnd->loop = 0;
pSnd->hold = -1;
if (pSnd->status == kSoundStopped)
pSnd->pMidiParser->jumpToTick(0);
else {
// Fast forward to the last position and perform associated events when loading
pSnd->pMidiParser->jumpToTick(pSnd->ticker, true, true, true);
}
// Restore looping and hold
pSnd->loop = prevLoop;
pSnd->hold = prevHold;
pSnd->pMidiParser->mainThreadEnd();
}
}
pSnd->status = kSoundPlaying;
}
void SciMusic::soundStop(MusicEntry *pSnd) {
SoundStatus previousStatus = pSnd->status;
pSnd->status = kSoundStopped;
if (_soundVersion <= SCI_VERSION_0_LATE)
pSnd->isQueued = false;
if (pSnd->pStreamAud)
_pMixer->stopHandle(pSnd->hCurrentAud);
if (pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
pSnd->pMidiParser->mainThreadBegin();
// We shouldn't call stop in case it's paused, otherwise we would send
// allNotesOff() again
if (previousStatus == kSoundPlaying)
pSnd->pMidiParser->stop();
freeChannels(pSnd);
pSnd->pMidiParser->mainThreadEnd();
}
pSnd->fadeStep = 0; // end fading, if fading was in progress
}
void SciMusic::soundSetVolume(MusicEntry *pSnd, byte volume) {
assert(volume <= MUSIC_VOLUME_MAX);
if (pSnd->pStreamAud) {
// we simply ignore volume changes for samples, because sierra sci also
// doesn't support volume for samples via kDoSound
} else if (pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
pSnd->pMidiParser->mainThreadBegin();
pSnd->pMidiParser->setVolume(volume);
pSnd->pMidiParser->mainThreadEnd();
}
}
// this is used to set volume of the sample, used for fading only!
void SciMusic::soundSetSampleVolume(MusicEntry *pSnd, byte volume) {
assert(volume <= MUSIC_VOLUME_MAX);
assert(pSnd->pStreamAud);
_pMixer->setChannelVolume(pSnd->hCurrentAud, volume * 2); // Mixer is 0-255, SCI is 0-127
}
void SciMusic::soundSetPriority(MusicEntry *pSnd, byte prio) {
Common::StackLock lock(_mutex);
pSnd->priority = prio;
sortPlayList();
}
void SciMusic::soundKill(MusicEntry *pSnd) {
pSnd->status = kSoundStopped;
if (pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
pSnd->pMidiParser->mainThreadBegin();
pSnd->pMidiParser->unloadMusic();
pSnd->pMidiParser->mainThreadEnd();
delete pSnd->pMidiParser;
pSnd->pMidiParser = NULL;
}
if (pSnd->pStreamAud) {
_pMixer->stopHandle(pSnd->hCurrentAud);
delete pSnd->pStreamAud;
pSnd->pStreamAud = NULL;
delete pSnd->pLoopStream;
pSnd->pLoopStream = 0;
}
Common::StackLock lock(_mutex);
uint sz = _playList.size(), i;
// Remove sound from playlist
for (i = 0; i < sz; i++) {
if (_playList[i] == pSnd) {
delete _playList[i]->soundRes;
delete _playList[i];
_playList.remove_at(i);
break;
}
}
}
void SciMusic::soundPause(MusicEntry *pSnd) {
// SCI seems not to be pausing samples played back by kDoSound at all
// It only stops looping samples (actually doesn't loop them again before they are unpaused)
// Examples: Space Quest 1 death by acid drops (pause is called even specifically for the sample, see bug #3038048)
// Eco Quest 1 during the intro when going to the abort-menu
// In both cases sierra sci keeps playing
// Leisure Suit Larry 1 doll scene - it seems that pausing here actually just stops
// further looping from happening
// This is a somewhat bigger change, I'm leaving in the old code in here just in case
// I'm currently pausing looped sounds directly, non-looped sounds won't get paused
if ((pSnd->pStreamAud) && (!pSnd->pLoopStream))
return;
pSnd->pauseCounter++;
if (pSnd->status != kSoundPlaying)
return;
pSnd->status = kSoundPaused;
if (pSnd->pStreamAud) {
_pMixer->pauseHandle(pSnd->hCurrentAud, true);
} else {
if (pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
pSnd->pMidiParser->mainThreadBegin();
pSnd->pMidiParser->pause();
freeChannels(pSnd);
pSnd->pMidiParser->mainThreadEnd();
}
}
}
void SciMusic::soundResume(MusicEntry *pSnd) {
if (pSnd->pauseCounter > 0)
pSnd->pauseCounter--;
if (pSnd->pauseCounter != 0)
return;
if (pSnd->status != kSoundPaused)
return;
if (pSnd->pStreamAud) {
_pMixer->pauseHandle(pSnd->hCurrentAud, false);
pSnd->status = kSoundPlaying;
} else {
soundPlay(pSnd);
}
}
void SciMusic::soundToggle(MusicEntry *pSnd, bool pause) {
if (pause)
soundPause(pSnd);
else
soundResume(pSnd);
}
uint16 SciMusic::soundGetMasterVolume() {
return _masterVolume;
}
void SciMusic::soundSetMasterVolume(uint16 vol) {
_masterVolume = vol;
Common::StackLock lock(_mutex);
const MusicList::iterator end = _playList.end();
for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
if ((*i)->pMidiParser)
(*i)->pMidiParser->setMasterVolume(vol);
}
}
void SciMusic::sendMidiCommand(uint32 cmd) {
Common::StackLock lock(_mutex);
_pMidiDrv->send(cmd);
}
void SciMusic::sendMidiCommand(MusicEntry *pSnd, uint32 cmd) {
Common::StackLock lock(_mutex);
if (!pSnd->pMidiParser)
error("tried to cmdSendMidi on non midi slot (%04x:%04x)", PRINT_REG(pSnd->soundObj));
pSnd->pMidiParser->mainThreadBegin();
pSnd->pMidiParser->sendFromScriptToDriver(cmd);
pSnd->pMidiParser->mainThreadEnd();
}
void SciMusic::printPlayList(Console *con) {
Common::StackLock lock(_mutex);
const char *musicStatus[] = { "Stopped", "Initialized", "Paused", "Playing" };
for (uint32 i = 0; i < _playList.size(); i++) {
MusicEntry *song = _playList[i];
con->DebugPrintf("%d: %04x:%04x (%s), resource id: %d, status: %s, %s type\n",
i, PRINT_REG(song->soundObj),
g_sci->getEngineState()->_segMan->getObjectName(song->soundObj),
song->resourceId, musicStatus[song->status],
song->pMidiParser ? "MIDI" : "digital audio");
}
}
void SciMusic::printSongInfo(reg_t obj, Console *con) {
Common::StackLock lock(_mutex);
const char *musicStatus[] = { "Stopped", "Initialized", "Paused", "Playing" };
const MusicList::iterator end = _playList.end();
for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
MusicEntry *song = *i;
if (song->soundObj == obj) {
con->DebugPrintf("Resource id: %d, status: %s\n", song->resourceId, musicStatus[song->status]);
con->DebugPrintf("dataInc: %d, hold: %d, loop: %d\n", song->dataInc, song->hold, song->loop);
con->DebugPrintf("signal: %d, priority: %d\n", song->signal, song->priority);
con->DebugPrintf("ticker: %d, volume: %d\n", song->ticker, song->volume);
if (song->pMidiParser) {
con->DebugPrintf("Type: MIDI\n");
if (song->soundRes) {
SoundResource::Track *track = song->soundRes->getTrackByType(_pMidiDrv->getPlayId());
con->DebugPrintf("Channels: %d\n", track->channelCount);
}
} else if (song->pStreamAud || song->pLoopStream) {
con->DebugPrintf("Type: digital audio (%s), sound active: %s\n",
song->pStreamAud ? "non looping" : "looping",
_pMixer->isSoundHandleActive(song->hCurrentAud) ? "yes" : "no");
if (song->soundRes) {
con->DebugPrintf("Sound resource information:\n");
SoundResource::Track *track = song->soundRes->getTrackByType(_pMidiDrv->getPlayId());
if (track && track->digitalChannelNr != -1) {
con->DebugPrintf("Sample size: %d, sample rate: %d, channels: %d, digital channel number: %d\n",
track->digitalSampleSize, track->digitalSampleRate, track->channelCount, track->digitalChannelNr);
}
}
}
return;
}
}
con->DebugPrintf("Song object not found in playlist");
}
MusicEntry::MusicEntry() {
soundObj = NULL_REG;
soundRes = 0;
resourceId = 0;
isQueued = false;
dataInc = 0;
ticker = 0;
signal = 0;
priority = 0;
loop = 0;
volume = MUSIC_VOLUME_DEFAULT;
hold = -1;
reverb = -1;
pauseCounter = 0;
sampleLoopCounter = 0;
fadeTo = 0;
fadeStep = 0;
fadeTicker = 0;
fadeTickerStep = 0;
fadeSetVolume = false;
fadeCompleted = false;
stopAfterFading = false;
status = kSoundStopped;
soundType = Audio::Mixer::kMusicSoundType;
pStreamAud = 0;
pLoopStream = 0;
pMidiParser = 0;
}
MusicEntry::~MusicEntry() {
}
void MusicEntry::onTimer() {
if (!signal) {
if (!signalQueue.empty()) {
// no signal set, but signal in queue, set that one
signal = signalQueue[0];
signalQueue.remove_at(0);
}
}
if (status != kSoundPlaying)
return;
// Fade MIDI and digital sound effects
if (fadeStep)
doFade();
// Only process MIDI streams in this thread, not digital sound effects
if (pMidiParser) {
pMidiParser->onTimer();
ticker = (uint16)pMidiParser->getTick();
}
}
void MusicEntry::doFade() {
if (fadeTicker)
fadeTicker--;
else {
fadeTicker = fadeTickerStep;
volume += fadeStep;
if (((fadeStep > 0) && (volume >= fadeTo)) || ((fadeStep < 0) && (volume <= fadeTo))) {
volume = fadeTo;
fadeStep = 0;
fadeCompleted = true;
}
// Only process MIDI streams in this thread, not digital sound effects
if (pMidiParser) {
pMidiParser->setVolume(volume);
}
fadeSetVolume = true; // set flag so that SoundCommandParser::cmdUpdateCues will set the volume of the stream
}
}
void MusicEntry::setSignal(int newSignal) {
// For SCI0, we cache the signals to set, as some songs might
// update their signal faster than kGetEvent is called (which is where
// we manually invoke kDoSoundUpdateCues for SCI0 games). SCI01 and
// newer handle signalling inside kDoSoundUpdateCues. Refer to bug #3042981
if (g_sci->_features->detectDoSoundType() <= SCI_VERSION_0_LATE) {
if (!signal) {
signal = newSignal;
} else {
// signal already set and waiting for getting to scripts, queue new one
signalQueue.push_back(newSignal);
}
} else {
// Set the signal directly for newer games, otherwise the sound
// object might be deleted already later on (refer to bug #3045913)
signal = newSignal;
}
}
} // End of namespace Sci
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