1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
|
/* 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 "common/translation.h"
#include "gui/error.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 DEBUG_REMAP
namespace Sci {
SciMusic::SciMusic(SciVersion soundVersion, bool useDigitalSFX)
: _soundVersion(soundVersion), _soundOn(true), _masterVolume(15), _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;
_channelMap[i]._song = 0;
_channelMap[i]._channel = -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;
#ifdef ENABLE_SCI32
if (g_sci->_features->generalMidiOnly()) {
deviceFlags = MDT_MIDI;
} else {
#endif
deviceFlags = MDT_PCSPK | MDT_PCJR | MDT_ADLIB | MDT_MIDI;
#ifdef ENABLE_SCI32
}
#endif
// Default to MIDI for Windows versions of SCI1.1 games, as their
// soundtrack is written for GM.
if (g_sci->_features->useAltWinGMSound())
deviceFlags |= MDT_PREFER_GM;
// SCI_VERSION_0_EARLY games apparently don't support the CMS. At least there
// is no patch resource 101 and I also haven't seen any CMS driver file so far.
if (getSciVersion() > SCI_VERSION_0_EARLY && 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;
}
if (g_sci->getPlatform() == Common::kPlatformPC98)
deviceFlags |= MDT_PC98;
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();
#ifdef ENABLE_SCI32
} else if (g_sci->_features->generalMidiOnly() && _musicType != MT_GM) {
warning("This game only supports General MIDI, but a non-GM device has "
"been selected. Some music may be wrong or missing");
#endif
}
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, platform);
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;
case MT_PC98:
_pMidiDrv = MidiPlayer_PC9801_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 ||
(g_sci->getGameId() == GID_GK2 && g_sci->isDemo())) {
// 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 {
const char *missingFiles = _pMidiDrv->reportMissingFiles();
if (missingFiles) {
Common::String message = _(
"The selected audio driver requires the following file(s):\n\n"
);
message += missingFiles;
message += _("\n\n"
"Some audio drivers (at least for some games) were made\n"
"available by Sierra as aftermarket patches and thus might not\n"
"have been installed as part of the original game setup.\n\n"
"Please copy these file(s) into your game data directory.\n\n"
"However, please note that the file(s) might not be available\n"
"separately but only as content of (patched) resource bundles.\n"
"In that case you may need to apply the original Sierra patch.\n\n"
);
::GUI::displayErrorDialog(message.c_str());
}
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
_currentlyPlayingSample = NULL;
_timeCounter = 0;
_needsRemap = false;
}
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();
// remap channels, if requested
if (_needsRemap)
remapChannels(false);
_needsRemap = false;
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) {
#ifdef ENABLE_SCI32
// The entire DAC will have been paused by the caller;
// do not pause the individual samples too
if (_soundVersion >= SCI_VERSION_2 && (*i)->isSample) {
continue;
}
#endif
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();
}
// A larger priority value has higher priority. For equal priority values,
// songs that have been added later have higher priority.
static bool musicEntryCompare(const MusicEntry *l, const MusicEntry *r) {
return (l->priority > r->priority) || (l->priority == r->priority && l->time > r->time);
}
void SciMusic::sortPlayList() {
// Sort the play list in descending priority order
Common::sort(_playList.begin(), _playList.end(), musicEntryCompare);
}
void SciMusic::soundInitSnd(MusicEntry *pSnd) {
// Remove all currently mapped channels of this MusicEntry first,
// since they will no longer be valid.
for (int i = 0; i < 16; ++i) {
if (_channelMap[i]._song == pSnd) {
_channelMap[i]._song = 0;
_channelMap[i]._channel = -1;
}
}
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;
}
pSnd->time = ++_timeCounter;
if (track) {
bool playSample;
if (_soundVersion <= SCI_VERSION_0_LATE && !_useDigitalSFX) {
// For SCI0 the digital sample is present in the same track as the
// MIDI. If the user specifically requests not to use the digital
// samples, play the MIDI data instead. If the MIDI portion of the
// track is empty however, play the digital sample anyway. This is
// necessary for e.g. the "Where am I?" sample in the SQ3 intro.
playSample = false;
if (track->channelCount == 2) {
SoundResource::Channel &chan = track->channels[0];
if (chan.data.size() < 2 || chan.data[1] == SCI_MIDI_EOT) {
playSample = true;
}
}
} else
playSample = (track->digitalChannelNr != -1);
// Play digital sample
if (playSample) {
const SciSpan<const 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;
const uint size = track->digitalSampleSize - track->digitalSampleStart - endPart;
pSnd->pStreamAud = Audio::makeRawStream(channelData.getUnsafeDataAt(track->digitalSampleStart),
size, track->digitalSampleRate, flags, DisposeAfterUse::NO);
assert(pSnd->pStreamAud);
delete pSnd->pLoopStream;
pSnd->pLoopStream = 0;
pSnd->soundType = Audio::Mixer::kSFXSoundType;
pSnd->hCurrentAud = Audio::SoundHandle();
pSnd->playBed = false;
pSnd->overridePriority = false;
pSnd->isSample = true;
} 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());
for (int i = 0; i < 16; ++i)
pSnd->_usedChannels[i] = 0xFF;
for (int i = 0; i < track->channelCount; ++i) {
SoundResource::Channel &chan = track->channels[i];
pSnd->_usedChannels[i] = chan.number;
pSnd->_chan[chan.number]._dontRemap = (chan.flags & 2);
pSnd->_chan[chan.number]._prio = chan.prio;
pSnd->_chan[chan.number]._voices = chan.poly;
// CHECKME: Some SCI versions use chan.flags & 1 for this:
pSnd->_chan[chan.number]._dontMap = false;
// FIXME: Most MIDI tracks use the first 10 bytes for
// fixed MIDI commands. SSCI skips those the first iteration,
// but _does_ update channel state (including volume) with
// them. Specifically, prio/voices, patch, volume, pan.
// This should probably be implemented in
// MidiParser_SCI::loadMusic.
}
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->playBed = false;
pSnd->overridePriority = false;
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();
}
}
}
void SciMusic::soundPlay(MusicEntry *pSnd) {
_mutex.lock();
if (_soundVersion <= SCI_VERSION_1_EARLY && pSnd->playBed) {
// If pSnd->playBed, and version <= SCI1_EARLY, then kill
// existing sounds with playBed enabled.
uint playListCount = _playList.size();
for (uint i = 0; i < playListCount; i++) {
if (_playList[i] != pSnd && _playList[i]->playBed) {
debugC(2, kDebugLevelSound, "Automatically stopping old playBed song from soundPlay");
MusicEntry *old = _playList[i];
_mutex.unlock();
soundStop(old);
_mutex.lock();
break;
}
}
}
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);
}
pSnd->time = ++_timeCounter;
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->isSample) {
#ifdef ENABLE_SCI32
if (_soundVersion >= SCI_VERSION_2) {
// TODO: Sound number, loop state, and volume come from soundObj
// in SSCI. Getting them from MusicEntry could cause a bug if the
// soundObj was updated by a game script and not copied back to
// MusicEntry.
g_sci->_audio32->restart(ResourceId(kResourceTypeAudio, pSnd->resourceId), true, pSnd->loop != 0 && pSnd->loop != 1, pSnd->volume, pSnd->soundObj, false);
return;
} else
#endif
if (!_pMixer->isSoundHandleActive(pSnd->hCurrentAud)) {
if ((_currentlyPlayingSample) && (_pMixer->isSoundHandleActive(_currentlyPlayingSample->hCurrentAud))) {
// Another sample is already playing, we have to stop that one
// SSCI is only able to play 1 sample at a time
// In Space Quest 5 room 250 the player is able to open the air-hatch and kill himself.
// In that situation the scripts are playing 2 samples at the same time and the first sample
// is not supposed to play.
// TODO: SSCI actually calls kDoAudio(play) internally, which stops other samples from being played
// but such a change isn't trivial, because we also handle Sound resources in here, that contain samples
_pMixer->stopHandle(_currentlyPlayingSample->hCurrentAud);
warning("kDoSound: sample already playing, old resource %d, new resource %d", _currentlyPlayingSample->resourceId, pSnd->resourceId);
}
// 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);
}
// Remember the sample, that is now playing
_currentlyPlayingSample = pSnd;
}
} else {
if (pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
pSnd->pMidiParser->mainThreadBegin();
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;
_mutex.lock();
remapChannels();
_mutex.unlock();
}
void SciMusic::soundStop(MusicEntry *pSnd) {
SoundStatus previousStatus = pSnd->status;
pSnd->status = kSoundStopped;
if (_soundVersion <= SCI_VERSION_0_LATE)
pSnd->isQueued = false;
if (pSnd->isSample) {
#ifdef ENABLE_SCI32
if (_soundVersion >= SCI_VERSION_2) {
g_sci->_audio32->stop(ResourceId(kResourceTypeAudio, pSnd->resourceId), pSnd->soundObj);
} else {
#endif
if (_currentlyPlayingSample == pSnd)
_currentlyPlayingSample = NULL;
_pMixer->stopHandle(pSnd->hCurrentAud);
#ifdef ENABLE_SCI32
}
#endif
}
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();
pSnd->pMidiParser->mainThreadEnd();
remapChannels();
}
pSnd->fadeStep = 0; // end fading, if fading was in progress
}
void SciMusic::soundSetVolume(MusicEntry *pSnd, byte volume) {
assert(volume <= MUSIC_VOLUME_MAX);
if (!pSnd->isSample && 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;
pSnd->time = ++_timeCounter;
sortPlayList();
}
void SciMusic::soundKill(MusicEntry *pSnd) {
pSnd->status = kSoundStopped;
_mutex.lock();
remapChannels();
if (pSnd->pMidiParser) {
pSnd->pMidiParser->mainThreadBegin();
pSnd->pMidiParser->unloadMusic();
pSnd->pMidiParser->mainThreadEnd();
delete pSnd->pMidiParser;
pSnd->pMidiParser = NULL;
}
_mutex.unlock();
if (pSnd->isSample) {
#ifdef ENABLE_SCI32
if (_soundVersion >= SCI_VERSION_2) {
g_sci->_audio32->stop(ResourceId(kResourceTypeAudio, pSnd->resourceId), pSnd->soundObj);
} else {
#endif
if (_currentlyPlayingSample == pSnd) {
// Forget about this sound, in case it was currently playing
_currentlyPlayingSample = NULL;
}
_pMixer->stopHandle(pSnd->hCurrentAud);
#ifdef ENABLE_SCI32
}
#endif
delete pSnd->pStreamAud;
pSnd->pStreamAud = NULL;
delete pSnd->pLoopStream;
pSnd->pLoopStream = 0;
pSnd->isSample = false;
}
_mutex.lock();
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;
}
}
_mutex.unlock();
}
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();
pSnd->pMidiParser->mainThreadEnd();
remapChannels();
}
}
}
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) {
#ifdef ENABLE_SCI32
if (_soundVersion >= SCI_VERSION_2_1_EARLY && pSnd->isSample) {
if (pause) {
g_sci->_audio32->pause(ResourceId(kResourceTypeAudio, pSnd->resourceId), pSnd->soundObj);
} else {
g_sci->_audio32->resume(ResourceId(kResourceTypeAudio, pSnd->resourceId), pSnd->soundObj);
}
return;
}
#endif
if (pause)
soundPause(pSnd);
else
soundResume(pSnd);
}
uint16 SciMusic::soundGetMasterVolume() {
if (ConfMan.getBool("mute")) {
// When a game is muted, the master volume is set to zero so that
// mute applies to external MIDI devices, but this should not be
// communicated to the game as it will cause the UI to be drawn with
// the wrong (zero) volume for music
return (ConfMan.getInt("music_volume") + 1) * MUSIC_MASTERVOLUME_MAX / Audio::Mixer::kMaxMixerVolume;
}
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) {
// FPFP calls kDoSound SendMidi to mute and unmute its gameMusic2 sound
// object but some scenes set this to an audio sample. In Act 2, room
// 660 sets this to audio of restaurant customers talking. Walking up
// the hotel stairs from room 500 to 235 calls gameMusic2:mute and
// triggers this if gameMusic2 hasn't changed. Bug #10952
warning("tried to cmdSendMidi on non midi slot (%04x:%04x)", PRINT_REG(pSnd->soundObj));
return;
}
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;
isSample = false;
for (int i = 0; i < 16; ++i) {
_usedChannels[i] = 0xFF;
_chan[i]._prio = 127;
_chan[i]._voices = 0;
_chan[i]._dontRemap = false;
_chan[i]._mute = false;
}
}
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;
}
}
void ChannelRemapping::swap(int i, int j) {
DeviceChannelUsage t1;
int t2;
bool t3;
t1 = _map[i]; _map[i] = _map[j]; _map[j] = t1;
t2 = _prio[i]; _prio[i] = _prio[j]; _prio[j] = t2;
t2 = _voices[i]; _voices[i] = _voices[j]; _voices[j] = t2;
t3 = _dontRemap[i]; _dontRemap[i] = _dontRemap[j]; _dontRemap[j] = t3;
}
void ChannelRemapping::evict(int i) {
_freeVoices += _voices[i];
_map[i]._song = 0;
_map[i]._channel = -1;
_prio[i] = 0;
_voices[i] = 0;
_dontRemap[i] = false;
}
void ChannelRemapping::clear() {
for (int i = 0; i < 16; ++i) {
_map[i]._song = 0;
_map[i]._channel = -1;
_prio[i] = 0;
_voices[i] = 0;
_dontRemap[i] = false;
}
}
ChannelRemapping& ChannelRemapping::operator=(ChannelRemapping& other) {
for (int i = 0; i < 16; ++i) {
_map[i] = other._map[i];
_prio[i] = other._prio[i];
_voices[i] = other._voices[i];
_dontRemap[i] = other._dontRemap[i];
}
_freeVoices = other._freeVoices;
return *this;
}
int ChannelRemapping::lowestPrio() const {
int max = 0;
int channel = -1;
for (int i = 0; i < 16; ++i) {
if (_prio[i] > max) {
max = _prio[i];
channel = i;
}
}
return channel;
}
void SciMusic::remapChannels(bool mainThread) {
if (_soundVersion <= SCI_VERSION_0_LATE)
return;
// NB: This function should only be called with _mutex locked
// Make sure to set the mainThread argument correctly.
ChannelRemapping *map = determineChannelMap();
DeviceChannelUsage currentMap[16];
#ifdef DEBUG_REMAP
debug("Remap results:");
#endif
// Save current map, and then start from an empty map
for (int i = 0; i < 16; ++i) {
currentMap[i] = _channelMap[i];
_channelMap[i]._song = 0;
_channelMap[i]._channel = -1;
}
// Inform MidiParsers of any unmapped channels
const MusicList::iterator end = _playList.end();
int songIndex = -1;
for (MusicList::iterator i = _playList.begin(); i != end; ++i) {
MusicEntry *song = *i;
songIndex++;
if (!song || !song->pMidiParser)
continue;
bool channelMapped[16];
#ifdef DEBUG_REMAP
bool channelUsed[16];
#endif
for (int j = 0; j < 16; ++j) {
channelMapped[j] = false;
#ifdef DEBUG_REMAP
channelUsed[j] = false;
#endif
}
for (int j = 0; j < 16; ++j) {
if (map->_map[j]._song == song) {
int channel = map->_map[j]._channel;
assert(channel >= 0 && channel <= 0x0F);
channelMapped[channel] = true;
}
#ifdef DEBUG_REMAP
if (song->_usedChannels[j] <= 0x0F)
channelUsed[song->_usedChannels[j]] = true;
#endif
}
for (int j = 0; j < 16; ++j) {
if (!channelMapped[j]) {
if (mainThread) song->pMidiParser->mainThreadBegin();
song->pMidiParser->remapChannel(j, -1);
if (mainThread) song->pMidiParser->mainThreadEnd();
#ifdef DEBUG_REMAP
if (channelUsed[j])
debug(" Unmapping song %d, channel %d", songIndex, j);
#endif
}
}
}
// Now reshuffle the channels on the device.
// First, set up any dontRemap channels
for (int i = 0; i < 16; ++i) {
if (!map->_map[i]._song || !map->_map[i]._song->pMidiParser || !map->_dontRemap[i])
continue;
songIndex = -1;
for (MusicList::iterator iter = _playList.begin(); iter != end; ++iter) {
songIndex++;
if (map->_map[i]._song == *iter)
break;
}
_channelMap[i] = map->_map[i];
map->_map[i]._song = 0; // mark as done
// If this channel was not yet mapped to the device, reset it
if (currentMap[i] != _channelMap[i]) {
#ifdef DEBUG_REMAP
debug(" Mapping (dontRemap) song %d, channel %d to device channel %d", songIndex, _channelMap[i]._channel, i);
#endif
if (mainThread) _channelMap[i]._song->pMidiParser->mainThreadBegin();
_channelMap[i]._song->pMidiParser->remapChannel(_channelMap[i]._channel, i);
if (mainThread) _channelMap[i]._song->pMidiParser->mainThreadEnd();
}
}
// Next, we look for channels which were already playing.
// We keep those on the same device channel as before.
for (int i = 0; i < 16; ++i) {
if (!map->_map[i]._song)
continue;
songIndex = -1;
for (MusicList::iterator iter = _playList.begin(); iter != end; ++iter) {
songIndex++;
if (map->_map[i]._song == *iter)
break;
}
for (int j = 0; j < 16; ++j) {
if (map->_map[i] == currentMap[j]) {
// found it
_channelMap[j] = map->_map[i];
map->_map[i]._song = 0; // mark as done
#ifdef DEBUG_REMAP
debug(" Keeping song %d, channel %d on device channel %d", songIndex, _channelMap[j]._channel, j);
#endif
break;
}
}
}
// Then, remap the rest.
for (int i = 0; i < 16; ++i) {
if (!map->_map[i]._song || !map->_map[i]._song->pMidiParser)
continue;
songIndex = -1;
for (MusicList::iterator iter = _playList.begin(); iter != end; ++iter) {
songIndex++;
if (map->_map[i]._song == *iter)
break;
}
for (int j = _driverLastChannel; j >= _driverFirstChannel; --j) {
if (_channelMap[j]._song == 0) {
_channelMap[j] = map->_map[i];
map->_map[i]._song = 0;
#ifdef DEBUG_REMAP
debug(" Mapping song %d, channel %d to device channel %d", songIndex, _channelMap[j]._channel, j);
#endif
if (mainThread) _channelMap[j]._song->pMidiParser->mainThreadBegin();
_channelMap[j]._song->pMidiParser->remapChannel(_channelMap[j]._channel, j);
if (mainThread) _channelMap[j]._song->pMidiParser->mainThreadEnd();
break;
}
}
}
// And finally, stop any empty channels
for (int i = _driverLastChannel; i >= _driverFirstChannel; --i) {
if (!_channelMap[i]._song && currentMap[i]._song)
resetDeviceChannel(i, mainThread);
}
delete map;
}
ChannelRemapping *SciMusic::determineChannelMap() {
#ifdef DEBUG_REMAP
debug("Remap: avail chans: %d-%d", _driverFirstChannel, _driverLastChannel);
#endif
ChannelRemapping *map = new ChannelRemapping;
ChannelRemapping backupMap;
map->clear();
map->_freeVoices = _pMidiDrv->getPolyphony();
if (_playList.empty())
return map;
// TODO: set reverb, either from first song, or from global???
MusicList::iterator songIter;
int songIndex = -1;
for (songIter = _playList.begin(); songIter != _playList.end(); ++songIter) {
songIndex++;
MusicEntry *song = *songIter;
if (song->status != kSoundPlaying)
continue;
// If song is digital, skip.
// CHECKME: Is this condition correct?
if (!song->pMidiParser) {
#ifdef DEBUG_REMAP
debug(" Song %d (%p), digital?", songIndex, (void*)song);
#endif
continue;
}
#ifdef DEBUG_REMAP
const char* name = g_sci->getEngineState()->_segMan->getObjectName(song->soundObj);
debug(" Song %d (%p) [%s], prio %d%s", songIndex, (void*)song, name, song->priority, song->playBed ? ", bed" : "");
#endif
// Store backup. If we fail to map this song, we will revert to this.
backupMap = *map;
bool songMapped = true;
for (int i = 0; i < 16; ++i) {
int c = song->_usedChannels[i];
if (c == 0xFF || c == 0xFE || c == 0x0F)
continue;
const MusicEntryChannel &channel = song->_chan[c];
if (channel._dontMap) {
#ifdef DEBUG_REMAP
debug(" Channel %d dontMap, skipping", c);
#endif
continue;
}
if (channel._mute) {
#ifdef DEBUG_REMAP
debug(" Channel %d muted, skipping", c);
#endif
continue;
}
bool dontRemap = channel._dontRemap || song->playBed;
#ifdef DEBUG_REMAP
debug(" Channel %d: prio %d, %d voice%s%s", c, channel._prio, channel._voices, channel._voices == 1 ? "" : "s", dontRemap ? ", dontRemap" : "" );
#endif
DeviceChannelUsage dc = { song, c };
// our target
int devChannel = -1;
if (dontRemap && map->_map[c]._song == 0) {
// unremappable channel, with channel still free
devChannel = c;
}
// try to find a free channel
if (devChannel == -1) {
for (int j = 0; j < 16; ++j) {
if (map->_map[j] == dc) {
// already mapped?! (Can this happen?)
devChannel = j;
break;
}
if (map->_map[j]._song)
continue;
if (j >= _driverFirstChannel && j <= _driverLastChannel)
devChannel = j;
}
}
int prio = channel._prio;
if (prio > 0) {
// prio > 0 means non-essential
prio = (16 - prio) + 16*songIndex;
}
if (devChannel == -1 && prio > 0) {
// no empty channel, but this isn't an essential channel,
// so we just skip it.
#ifdef DEBUG_REMAP
debug(" skipping non-essential");
#endif
continue;
}
// try to empty a previous channel if this is an essential channel
if (devChannel == -1) {
devChannel = map->lowestPrio();
if (devChannel != -1)
map->evict(devChannel);
}
if (devChannel == -1) {
// failed to map this song.
#ifdef DEBUG_REMAP
debug(" no free (or lower priority) channel found");
#endif
songMapped = false;
break;
}
if (map->_map[devChannel] == dc) {
// already mapped?! (Can this happen?)
continue;
}
int neededVoices = channel._voices;
// do we have enough free voices?
if (map->_freeVoices < neededVoices) {
// We only care for essential channels.
// Note: In early SCI1 interpreters, a song started by 'playBed'
// would not be skipped even if some channels couldn't be
// mapped due to voice limits. So, we treat all channels as
// non-essential here for playBed songs.
if (prio > 0 || (song->playBed && _soundVersion <= SCI_VERSION_1_EARLY)) {
#ifdef DEBUG_REMAP
debug(" not enough voices; need %d, have %d. Skipping this channel.", neededVoices, map->_freeVoices);
#endif
continue;
}
do {
int j = map->lowestPrio();
if (j == -1) {
#ifdef DEBUG_REMAP
debug(" not enough voices; need %d, have %d", neededVoices, map->_freeVoices);
#endif
// failed to free enough voices.
songMapped = false;
break;
}
#ifdef DEBUG_REMAP
debug(" creating room for voices; evict %d", j);
#endif
map->evict(j);
} while (map->_freeVoices < neededVoices);
if (!songMapped) {
// failed to map this song.
break;
}
}
// We have a channel and enough free voices now.
#ifdef DEBUG_REMAP
debug(" trying to map to %d", devChannel);
#endif
map->_map[devChannel] = dc;
map->_voices[devChannel] = neededVoices;
map->_prio[devChannel] = prio;
map->_dontRemap[devChannel] = dontRemap;
map->_freeVoices -= neededVoices;
if (!dontRemap || devChannel == c) {
// If this channel fits here, we're done.
#ifdef DEBUG_REMAP
debug(" OK");
#endif
continue;
}
// If this channel can't be remapped, we need to move it or fail.
if (!map->_dontRemap[c]) {
// Target channel can be remapped, so just swap
map->swap(devChannel, c);
continue;
}
#ifdef DEBUG_REMAP
debug(" but %d is already dontRemap", c);
#endif
if (prio > 0) {
// Channel collision, but this channel is non-essential,
// so drop it.
// TODO: Maybe we should have checked this before making room?
map->evict(devChannel);
continue;
}
if (map->_prio[c] > 0) {
// Channel collision, but the other channel is non-essential,
// so we take its place.
map->evict(c);
map->swap(devChannel, c);
continue;
}
// Otherwise, we have two essential channels claiming the same
// device channel.
songMapped = false;
break;
}
if (!songMapped) {
// We failed to map this song, so unmap all its channels.
#ifdef DEBUG_REMAP
debug(" Failed song");
#endif
*map = backupMap;
}
}
return map;
}
void SciMusic::resetDeviceChannel(int devChannel, bool mainThread) {
assert(devChannel >= 0 && devChannel <= 0x0F);
if (mainThread) {
putMidiCommandInQueue(0x0040B0 | devChannel); // sustain off
putMidiCommandInQueue(0x007BB0 | devChannel); // notes off
putMidiCommandInQueue(0x004BB0 | devChannel); // release voices
} else {
_pMidiDrv->send(0x0040B0 | devChannel); // sustain off
_pMidiDrv->send(0x007BB0 | devChannel); // notes off
_pMidiDrv->send(0x004BB0 | devChannel); // release voices
}
}
} // End of namespace Sci
|