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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.
*
* $URL$
* $Id$
*
*/
#include "common/scummsys.h"
#include "sci/resource.h"
#include "sci/engine/state.h"
#include "sci/sound/seq/instrument-map.h"
namespace Sci {
#define DEBUG_MT32_TO_GM
static const char *GM_Instrument_Names[] = {
/*000*/ "Acoustic Grand Piano",
/*001*/ "Bright Acoustic Piano",
/*002*/ "Electric Grand Piano",
/*003*/ "Honky-tonk Piano",
/*004*/ "Electric Piano 1",
/*005*/ "Electric Piano 2",
/*006*/ "Harpsichord",
/*007*/ "Clavinet",
/*008*/ "Celesta",
/*009*/ "Glockenspiel",
/*010*/ "Music Box",
/*011*/ "Vibraphone",
/*012*/ "Marimba",
/*013*/ "Xylophone",
/*014*/ "Tubular Bells",
/*015*/ "Dulcimer",
/*016*/ "Drawbar Organ",
/*017*/ "Percussive Organ",
/*018*/ "Rock Organ",
/*019*/ "Church Organ",
/*020*/ "Reed Organ",
/*021*/ "Accordion",
/*022*/ "Harmonica",
/*023*/ "Tango Accordion",
/*024*/ "Acoustic Guitar (nylon)",
/*025*/ "Acoustic Guitar (steel)",
/*026*/ "Electric Guitar (jazz)",
/*027*/ "Electric Guitar (clean)",
/*028*/ "Electric Guitar (muted)",
/*029*/ "Overdriven Guitar",
/*030*/ "Distortion Guitar",
/*031*/ "Guitar Harmonics",
/*032*/ "Acoustic Bass",
/*033*/ "Electric Bass (finger)",
/*034*/ "Electric Bass (pick)",
/*035*/ "Fretless Bass",
/*036*/ "Slap Bass 1",
/*037*/ "Slap Bass 2",
/*038*/ "Synth Bass 1",
/*039*/ "Synth Bass 2",
/*040*/ "Violin",
/*041*/ "Viola",
/*042*/ "Cello",
/*043*/ "Contrabass",
/*044*/ "Tremolo Strings",
/*045*/ "Pizzicato Strings",
/*046*/ "Orchestral Harp",
/*047*/ "Timpani",
/*048*/ "String Ensemble 1",
/*049*/ "String Ensemble 2",
/*050*/ "SynthStrings 1",
/*051*/ "SynthStrings 2",
/*052*/ "Choir Aahs",
/*053*/ "Voice Oohs",
/*054*/ "Synth Voice",
/*055*/ "Orchestra Hit",
/*056*/ "Trumpet",
/*057*/ "Trombone",
/*058*/ "Tuba",
/*059*/ "Muted Trumpet",
/*060*/ "French Horn",
/*061*/ "Brass Section",
/*062*/ "SynthBrass 1",
/*063*/ "SynthBrass 2",
/*064*/ "Soprano Sax",
/*065*/ "Alto Sax",
/*066*/ "Tenor Sax",
/*067*/ "Baritone Sax",
/*068*/ "Oboe",
/*069*/ "English Horn",
/*070*/ "Bassoon",
/*071*/ "Clarinet",
/*072*/ "Piccolo",
/*073*/ "Flute",
/*074*/ "Recorder",
/*075*/ "Pan Flute",
/*076*/ "Blown Bottle",
/*077*/ "Shakuhachi",
/*078*/ "Whistle",
/*079*/ "Ocarina",
/*080*/ "Lead 1 (square)",
/*081*/ "Lead 2 (sawtooth)",
/*082*/ "Lead 3 (calliope)",
/*083*/ "Lead 4 (chiff)",
/*084*/ "Lead 5 (charang)",
/*085*/ "Lead 6 (voice)",
/*086*/ "Lead 7 (fifths)",
/*087*/ "Lead 8 (bass+lead)",
/*088*/ "Pad 1 (new age)",
/*089*/ "Pad 2 (warm)",
/*090*/ "Pad 3 (polysynth)",
/*091*/ "Pad 4 (choir)",
/*092*/ "Pad 5 (bowed)",
/*093*/ "Pad 6 (metallic)",
/*094*/ "Pad 7 (halo)",
/*095*/ "Pad 8 (sweep)",
/*096*/ "FX 1 (rain)",
/*097*/ "FX 2 (soundtrack)",
/*098*/ "FX 3 (crystal)",
/*099*/ "FX 4 (atmosphere)",
/*100*/ "FX 5 (brightness)",
/*101*/ "FX 6 (goblins)",
/*102*/ "FX 7 (echoes)",
/*103*/ "FX 8 (sci-fi)",
/*104*/ "Sitar",
/*105*/ "Banjo",
/*106*/ "Shamisen",
/*107*/ "Koto",
/*108*/ "Kalimba",
/*109*/ "Bag pipe",
/*110*/ "Fiddle",
/*111*/ "Shannai",
/*112*/ "Tinkle Bell",
/*113*/ "Agogo",
/*114*/ "Steel Drums",
/*115*/ "Woodblock",
/*116*/ "Taiko Drum",
/*117*/ "Melodic Tom",
/*118*/ "Synth Drum",
/*119*/ "Reverse Cymbal",
/*120*/ "Guitar Fret Noise",
/*121*/ "Breath Noise",
/*122*/ "Seashore",
/*123*/ "Bird Tweet",
/*124*/ "Telephone Ring",
/*125*/ "Helicopter",
/*126*/ "Applause",
/*127*/ "Gunshot"
};
/* The GM Percussion map is downwards compatible to the MT32 map, which is used in SCI */
static const char *GM_Percussion_Names[] = {
/*00*/ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/*10*/ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/*20*/ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
/*30*/ 0, 0, 0, 0,
/* The preceeding percussions are not covered by the GM standard */
/*34*/ "Acoustic Bass Drum",
/*35*/ "Bass Drum 1",
/*36*/ "Side Stick",
/*37*/ "Acoustic Snare",
/*38*/ "Hand Clap",
/*39*/ "Electric Snare",
/*40*/ "Low Floor Tom",
/*41*/ "Closed Hi-Hat",
/*42*/ "High Floor Tom",
/*43*/ "Pedal Hi-Hat",
/*44*/ "Low Tom",
/*45*/ "Open Hi-Hat",
/*46*/ "Low-Mid Tom",
/*47*/ "Hi-Mid Tom",
/*48*/ "Crash Cymbal 1",
/*49*/ "High Tom",
/*50*/ "Ride Cymbal 1",
/*51*/ "Chinese Cymbal",
/*52*/ "Ride Bell",
/*53*/ "Tambourine",
/*54*/ "Splash Cymbal",
/*55*/ "Cowbell",
/*56*/ "Crash Cymbal 2",
/*57*/ "Vibraslap",
/*58*/ "Ride Cymbal 2",
/*59*/ "Hi Bongo",
/*60*/ "Low Bongo",
/*61*/ "Mute Hi Conga",
/*62*/ "Open Hi Conga",
/*63*/ "Low Conga",
/*64*/ "High Timbale",
/*65*/ "Low Timbale",
/*66*/ "High Agogo",
/*67*/ "Low Agogo",
/*68*/ "Cabasa",
/*69*/ "Maracas",
/*70*/ "Short Whistle",
/*71*/ "Long Whistle",
/*72*/ "Short Guiro",
/*73*/ "Long Guiro",
/*74*/ "Claves",
/*75*/ "Hi Wood Block",
/*76*/ "Low Wood Block",
/*77*/ "Mute Cuica",
/*78*/ "Open Cuica",
/*79*/ "Mute Triangle",
/*80*/ "Open Triangle"
};
/*******************************************
* Fancy instrument mappings begin here... *
*******************************************/
static struct {
const char *name;
int8 gm_instr;
int8 gm_rhythm_key;
} MT32_PresetTimbreMaps[] = {
/*000*/ {"AcouPiano1", 0, SFX_UNMAPPED},
/*001*/ {"AcouPiano2", 1, SFX_UNMAPPED},
/*002*/ {"AcouPiano3", 0, SFX_UNMAPPED},
/*003*/ {"ElecPiano1", 4, SFX_UNMAPPED},
/*004*/ {"ElecPiano2", 5, SFX_UNMAPPED},
/*005*/ {"ElecPiano3", 4, SFX_UNMAPPED},
/*006*/ {"ElecPiano4", 5, SFX_UNMAPPED},
/*007*/ {"Honkytonk ", 3, SFX_UNMAPPED},
/*008*/ {"Elec Org 1", 16, SFX_UNMAPPED},
/*009*/ {"Elec Org 2", 17, SFX_UNMAPPED},
/*010*/ {"Elec Org 3", 18, SFX_UNMAPPED},
/*011*/ {"Elec Org 4", 18, SFX_UNMAPPED},
/*012*/ {"Pipe Org 1", 19, SFX_UNMAPPED},
/*013*/ {"Pipe Org 2", 19, SFX_UNMAPPED},
/*014*/ {"Pipe Org 3", 20, SFX_UNMAPPED},
/*015*/ {"Accordion ", 21, SFX_UNMAPPED},
/*016*/ {"Harpsi 1 ", 6, SFX_UNMAPPED},
/*017*/ {"Harpsi 2 ", 6, SFX_UNMAPPED},
/*018*/ {"Harpsi 3 ", 6, SFX_UNMAPPED},
/*019*/ {"Clavi 1 ", 7, SFX_UNMAPPED},
/*020*/ {"Clavi 2 ", 7, SFX_UNMAPPED},
/*021*/ {"Clavi 3 ", 7, SFX_UNMAPPED},
/*022*/ {"Celesta 1 ", 8, SFX_UNMAPPED},
/*023*/ {"Celesta 2 ", 8, SFX_UNMAPPED},
/*024*/ {"Syn Brass1", 62, SFX_UNMAPPED},
/*025*/ {"Syn Brass2", 63, SFX_UNMAPPED},
/*026*/ {"Syn Brass3", 62, SFX_UNMAPPED},
/*027*/ {"Syn Brass4", 63, SFX_UNMAPPED},
/*028*/ {"Syn Bass 1", 38, SFX_UNMAPPED},
/*029*/ {"Syn Bass 2", 39, SFX_UNMAPPED},
/*030*/ {"Syn Bass 3", 38, SFX_UNMAPPED},
/*031*/ {"Syn Bass 4", 39, SFX_UNMAPPED},
/*032*/ {"Fantasy ", 88, SFX_UNMAPPED},
/*033*/ {"Harmo Pan ", 89, SFX_UNMAPPED},
/*034*/ {"Chorale ", 52, SFX_UNMAPPED},
/*035*/ {"Glasses ", 98, SFX_UNMAPPED},
/*036*/ {"Soundtrack", 97, SFX_UNMAPPED},
/*037*/ {"Atmosphere", 99, SFX_UNMAPPED},
/*038*/ {"Warm Bell ", 89, SFX_UNMAPPED},
/*039*/ {"Funny Vox ", 85, SFX_UNMAPPED},
/*040*/ {"Echo Bell ", 39, SFX_UNMAPPED},
/*041*/ {"Ice Rain ", 101, SFX_UNMAPPED},
/*042*/ {"Oboe 2001 ", 68, SFX_UNMAPPED},
/*043*/ {"Echo Pan ", 87, SFX_UNMAPPED},
/*044*/ {"DoctorSolo", 86, SFX_UNMAPPED},
/*045*/ {"Schooldaze", 103, SFX_UNMAPPED},
/*046*/ {"BellSinger", 88, SFX_UNMAPPED},
/*047*/ {"SquareWave", 80, SFX_UNMAPPED},
/*048*/ {"Str Sect 1", 48, SFX_UNMAPPED},
/*049*/ {"Str Sect 2", 48, SFX_UNMAPPED},
/*050*/ {"Str Sect 3", 49, SFX_UNMAPPED},
/*051*/ {"Pizzicato ", 45, SFX_UNMAPPED},
/*052*/ {"Violin 1 ", 40, SFX_UNMAPPED},
/*053*/ {"Violin 2 ", 40, SFX_UNMAPPED},
/*054*/ {"Cello 1 ", 42, SFX_UNMAPPED},
/*055*/ {"Cello 2 ", 42, SFX_UNMAPPED},
/*056*/ {"Contrabass", 43, SFX_UNMAPPED},
/*057*/ {"Harp 1 ", 46, SFX_UNMAPPED},
/*058*/ {"Harp 2 ", 46, SFX_UNMAPPED},
/*059*/ {"Guitar 1 ", 24, SFX_UNMAPPED},
/*060*/ {"Guitar 2 ", 25, SFX_UNMAPPED},
/*061*/ {"Elec Gtr 1", 26, SFX_UNMAPPED},
/*062*/ {"Elec Gtr 2", 27, SFX_UNMAPPED},
/*063*/ {"Sitar ", 104, SFX_UNMAPPED},
/*064*/ {"Acou Bass1", 32, SFX_UNMAPPED},
/*065*/ {"Acou Bass2", 33, SFX_UNMAPPED},
/*066*/ {"Elec Bass1", 34, SFX_UNMAPPED},
/*067*/ {"Elec Bass2", 39, SFX_UNMAPPED},
/*068*/ {"Slap Bass1", 36, SFX_UNMAPPED},
/*069*/ {"Slap Bass2", 37, SFX_UNMAPPED},
/*070*/ {"Fretless 1", 35, SFX_UNMAPPED},
/*071*/ {"Fretless 2", 35, SFX_UNMAPPED},
/*072*/ {"Flute 1 ", 73, SFX_UNMAPPED},
/*073*/ {"Flute 2 ", 73, SFX_UNMAPPED},
/*074*/ {"Piccolo 1 ", 72, SFX_UNMAPPED},
/*075*/ {"Piccolo 2 ", 72, SFX_UNMAPPED},
/*076*/ {"Recorder ", 74, SFX_UNMAPPED},
/*077*/ {"Panpipes ", 75, SFX_UNMAPPED},
/*078*/ {"Sax 1 ", 64, SFX_UNMAPPED},
/*079*/ {"Sax 2 ", 65, SFX_UNMAPPED},
/*080*/ {"Sax 3 ", 66, SFX_UNMAPPED},
/*081*/ {"Sax 4 ", 67, SFX_UNMAPPED},
/*082*/ {"Clarinet 1", 71, SFX_UNMAPPED},
/*083*/ {"Clarinet 2", 71, SFX_UNMAPPED},
/*084*/ {"Oboe ", 68, SFX_UNMAPPED},
/*085*/ {"Engl Horn ", 69, SFX_UNMAPPED},
/*086*/ {"Bassoon ", 70, SFX_UNMAPPED},
/*087*/ {"Harmonica ", 22, SFX_UNMAPPED},
/*088*/ {"Trumpet 1 ", 56, SFX_UNMAPPED},
/*089*/ {"Trumpet 2 ", 56, SFX_UNMAPPED},
/*090*/ {"Trombone 1", 57, SFX_UNMAPPED},
/*091*/ {"Trombone 2", 57, SFX_UNMAPPED},
/*092*/ {"Fr Horn 1 ", 60, SFX_UNMAPPED},
/*093*/ {"Fr Horn 2 ", 60, SFX_UNMAPPED},
/*094*/ {"Tuba ", 58, SFX_UNMAPPED},
/*095*/ {"Brs Sect 1", 61, SFX_UNMAPPED},
/*096*/ {"Brs Sect 2", 61, SFX_UNMAPPED},
/*097*/ {"Vibe 1 ", 11, SFX_UNMAPPED},
/*098*/ {"Vibe 2 ", 11, SFX_UNMAPPED},
/*099*/ {"Syn Mallet", 15, SFX_UNMAPPED},
/*100*/ {"Wind Bell ", 88, SFX_UNMAPPED},
/*101*/ {"Glock ", 9, SFX_UNMAPPED},
/*102*/ {"Tube Bell ", 14, SFX_UNMAPPED},
/*103*/ {"Xylophone ", 13, SFX_UNMAPPED},
/*104*/ {"Marimba ", 12, SFX_UNMAPPED},
/*105*/ {"Koto ", 107, SFX_UNMAPPED},
/*106*/ {"Sho ", 111, SFX_UNMAPPED},
/*107*/ {"Shakuhachi", 77, SFX_UNMAPPED},
/*108*/ {"Whistle 1 ", 78, SFX_UNMAPPED},
/*109*/ {"Whistle 2 ", 78, SFX_UNMAPPED},
/*110*/ {"BottleBlow", 76, SFX_UNMAPPED},
/*111*/ {"BreathPipe", 121, SFX_UNMAPPED},
/*112*/ {"Timpani ", 47, SFX_UNMAPPED},
/*113*/ {"MelodicTom", 117, SFX_UNMAPPED},
/*114*/ {"Deep Snare", SFX_MAPPED_TO_RHYTHM, 37},
/*115*/ {"Elec Perc1", 115, SFX_UNMAPPED}, /* ? */
/*116*/ {"Elec Perc2", 118, SFX_UNMAPPED}, /* ? */
/*117*/ {"Taiko ", 116, SFX_UNMAPPED},
/*118*/ {"Taiko Rim ", 118, SFX_UNMAPPED},
/*119*/ {"Cymbal ", SFX_MAPPED_TO_RHYTHM, 50},
/*120*/ {"Castanets ", SFX_MAPPED_TO_RHYTHM, SFX_UNMAPPED},
/*121*/ {"Triangle ", 112, SFX_UNMAPPED},
/*122*/ {"Orche Hit ", 55, SFX_UNMAPPED},
/*123*/ {"Telephone ", 124, SFX_UNMAPPED},
/*124*/ {"Bird Tweet", 123, SFX_UNMAPPED},
/*125*/ {"OneNoteJam", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? */
/*126*/ {"WaterBells", 98, SFX_UNMAPPED},
/*127*/ {"JungleTune", SFX_UNMAPPED, SFX_UNMAPPED} /* ? */
};
static struct {
const char *name;
int8 gm_instr;
int8 gm_rhythmkey;
} MT32_RhythmTimbreMaps[] = {
/*00*/ {"Acou BD ", SFX_MAPPED_TO_RHYTHM, 34},
/*01*/ {"Acou SD ", SFX_MAPPED_TO_RHYTHM, 37},
/*02*/ {"Acou HiTom", 117, 49},
/*03*/ {"AcouMidTom", 117, 46},
/*04*/ {"AcouLowTom", 117, 40},
/*05*/ {"Elec SD ", SFX_MAPPED_TO_RHYTHM, 39},
/*06*/ {"Clsd HiHat", SFX_MAPPED_TO_RHYTHM, 41},
/*07*/ {"OpenHiHat1", SFX_MAPPED_TO_RHYTHM, 45},
/*08*/ {"Crash Cym ", SFX_MAPPED_TO_RHYTHM, 48},
/*09*/ {"Ride Cym ", SFX_MAPPED_TO_RHYTHM, 50},
/*10*/ {"Rim Shot ", SFX_MAPPED_TO_RHYTHM, 36},
/*11*/ {"Hand Clap ", SFX_MAPPED_TO_RHYTHM, 38},
/*12*/ {"Cowbell ", SFX_MAPPED_TO_RHYTHM, 55},
/*13*/ {"Mt HiConga", SFX_MAPPED_TO_RHYTHM, 61},
/*14*/ {"High Conga", SFX_MAPPED_TO_RHYTHM, 62},
/*15*/ {"Low Conga ", SFX_MAPPED_TO_RHYTHM, 63},
/*16*/ {"Hi Timbale", SFX_MAPPED_TO_RHYTHM, 64},
/*17*/ {"LowTimbale", SFX_MAPPED_TO_RHYTHM, 65},
/*18*/ {"High Bongo", SFX_MAPPED_TO_RHYTHM, 59},
/*19*/ {"Low Bongo ", SFX_MAPPED_TO_RHYTHM, 60},
/*20*/ {"High Agogo", 113, 66},
/*21*/ {"Low Agogo ", 113, 67},
/*22*/ {"Tambourine", SFX_MAPPED_TO_RHYTHM, 53},
/*23*/ {"Claves ", SFX_MAPPED_TO_RHYTHM, 74},
/*24*/ {"Maracas ", SFX_MAPPED_TO_RHYTHM, 69},
/*25*/ {"SmbaWhis L", 78, 71},
/*26*/ {"SmbaWhis S", 78, 70},
/*27*/ {"Cabasa ", SFX_MAPPED_TO_RHYTHM, 68},
/*28*/ {"Quijada ", SFX_MAPPED_TO_RHYTHM, 72},
/*29*/ {"OpenHiHat2", SFX_MAPPED_TO_RHYTHM, 43}
};
static int8 MT32_PresetRhythmKeymap[] = {
SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED,
SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED,
SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED,
SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, 34, 34, 36, 37, 38, 39,
40, 41, 42, 43, 44, 45, 46, 47, 48, 49,
50, SFX_UNMAPPED, SFX_UNMAPPED, 53, SFX_UNMAPPED, 55, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, 59,
60, 61, 62, 63, 64, 65, 66, 67, 68, 69,
70, 71, 72, SFX_UNMAPPED, 74, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED,
SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED,
SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED,
SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED,
SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED,
SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED, SFX_UNMAPPED
};
/* +++ - Don't change unless you've got a good reason
++ - Looks good, sounds ok
+ - Not too bad, but is it right?
? - Where do I map this one?
?? - Any good ideas?
??? - I'm clueless?
R - Rhythm... */
static struct {
const char *name;
int8 gm_instr;
int8 gm_rhythm_key;
} MT32_MemoryTimbreMaps[] = {
{"AccPnoKA2 ", 1, SFX_UNMAPPED}, /* ++ (KQ1) */
{"Acou BD ", SFX_MAPPED_TO_RHYTHM, 34}, /* R (PQ2) */
{"Acou SD ", SFX_MAPPED_TO_RHYTHM, 37}, /* R (PQ2) */
{"AcouPnoKA ", 0, SFX_UNMAPPED}, /* ++ (KQ1) */
{"BASS ", 32, SFX_UNMAPPED}, /* + (LSL3) */
{"BASSOONPCM", 70, SFX_UNMAPPED}, /* + (CB) */
{"BEACH WAVE", 122, SFX_UNMAPPED}, /* + (LSL3) */
{"BagPipes ", 109, SFX_UNMAPPED},
{"BassPizzMS", 45, SFX_UNMAPPED}, /* ++ (HQ) */
{"BassoonKA ", 70, SFX_UNMAPPED}, /* ++ (KQ1) */
{"Bell MS", 112, SFX_UNMAPPED}, /* ++ (iceMan) */
{"Bells MS", 112, SFX_UNMAPPED}, /* + (HQ) */
{"Big Bell ", 14, SFX_UNMAPPED}, /* + (CB) */
{"Bird Tweet", 123, SFX_UNMAPPED},
{"BrsSect MS", 61, SFX_UNMAPPED}, /* +++ (iceMan) */
{"CLAPPING ", 126, SFX_UNMAPPED}, /* ++ (LSL3) */
{"Cabasa ", SFX_MAPPED_TO_RHYTHM, 68}, /* R (HBoG) */
{"Calliope ", 82, SFX_UNMAPPED}, /* +++ (HQ) */
{"CelticHarp", 46, SFX_UNMAPPED}, /* ++ (CoC) */
{"Chicago MS", 1, SFX_UNMAPPED}, /* ++ (iceMan) */
{"Chop ", 117, SFX_UNMAPPED},
{"Chorale MS", 52, SFX_UNMAPPED}, /* + (CoC) */
{"ClarinetMS", 71, SFX_UNMAPPED},
{"Claves ", SFX_MAPPED_TO_RHYTHM, 74}, /* R (PQ2) */
{"Claw MS", 118, SFX_UNMAPPED}, /* + (HQ) */
{"ClockBell ", 14, SFX_UNMAPPED}, /* + (CB) */
{"ConcertCym", SFX_MAPPED_TO_RHYTHM, 54}, /* R ? (KQ1) */
{"Conga MS", SFX_MAPPED_TO_RHYTHM, 63}, /* R (HQ) */
{"CoolPhone ", 124, SFX_UNMAPPED}, /* ++ (LSL3) */
{"CracklesMS", 115, SFX_UNMAPPED}, /* ? (CoC, HQ) */
{"CreakyD MS", SFX_UNMAPPED, SFX_UNMAPPED}, /* ??? (KQ1) */
{"Cricket ", 120, SFX_UNMAPPED}, /* ? (CB) */
{"CrshCymbMS", SFX_MAPPED_TO_RHYTHM, 56}, /* R +++ (iceMan) */
{"CstlGateMS", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? (HQ) */
{"CymSwellMS", SFX_MAPPED_TO_RHYTHM, 54}, /* R ? (CoC, HQ) */
{"CymbRollKA", SFX_MAPPED_TO_RHYTHM, 56}, /* R ? (KQ1) */
{"Cymbal Lo ", SFX_UNMAPPED, SFX_UNMAPPED}, /* R ? (LSL3) */
{"card ", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? (HBoG) */
{"DirtGtr MS", 30, SFX_UNMAPPED}, /* + (iceMan) */
{"DirtGtr2MS", 29, SFX_UNMAPPED}, /* + (iceMan) */
{"E Bass MS", 33, SFX_UNMAPPED}, /* + (SQ3) */
{"ElecBassMS", 33, SFX_UNMAPPED},
{"ElecGtr MS", 27, SFX_UNMAPPED}, /* ++ (iceMan) */
{"EnglHornMS", 69, SFX_UNMAPPED},
{"FantasiaKA", 88, SFX_UNMAPPED},
{"Fantasy ", 99, SFX_UNMAPPED}, /* + (PQ2) */
{"Fantasy2MS", 99, SFX_UNMAPPED}, /* ++ (CoC, HQ) */
{"Filter MS", 95, SFX_UNMAPPED}, /* +++ (iceMan) */
{"Filter2 MS", 95, SFX_UNMAPPED}, /* ++ (iceMan) */
{"Flame2 MS", 121, SFX_UNMAPPED}, /* ? (HQ) */
{"Flames MS", 121, SFX_UNMAPPED}, /* ? (HQ) */
{"Flute MS", 73, SFX_UNMAPPED}, /* +++ (HQ) */
{"FogHorn MS", 58, SFX_UNMAPPED},
{"FrHorn1 MS", 60, SFX_UNMAPPED}, /* +++ (HQ) */
{"FunnyTrmp ", 56, SFX_UNMAPPED}, /* ++ (CB) */
{"GameSnd MS", 80, SFX_UNMAPPED},
{"Glock MS", 9, SFX_UNMAPPED}, /* +++ (HQ) */
{"Gunshot ", 127, SFX_UNMAPPED}, /* +++ (CB) */
{"Hammer MS", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? (HQ) */
{"Harmonica2", 22, SFX_UNMAPPED}, /* +++ (CB) */
{"Harpsi 1 ", 6, SFX_UNMAPPED}, /* + (HBoG) */
{"Harpsi 2 ", 6, SFX_UNMAPPED}, /* +++ (CB) */
{"Heart MS", 116, SFX_UNMAPPED}, /* ? (iceMan) */
{"Horse1 MS", 115, SFX_UNMAPPED}, /* ? (CoC, HQ) */
{"Horse2 MS", 115, SFX_UNMAPPED}, /* ? (CoC, HQ) */
{"InHale MS", 121, SFX_UNMAPPED}, /* ++ (iceMan) */
{"KNIFE ", 120, SFX_UNMAPPED}, /* ? (LSL3) */
{"KenBanjo ", 105, SFX_UNMAPPED}, /* +++ (CB) */
{"Kiss MS", 25, SFX_UNMAPPED}, /* ++ (HQ) */
{"KongHit ", SFX_UNMAPPED, SFX_UNMAPPED}, /* ??? (KQ1) */
{"Koto ", 107, SFX_UNMAPPED}, /* +++ (PQ2) */
{"Laser MS", 81, SFX_UNMAPPED}, /* ?? (HQ) */
{"Meeps MS", 62, SFX_UNMAPPED}, /* ? (HQ) */
{"MTrak MS", 62, SFX_UNMAPPED}, /* ?? (iceMan) */
{"MachGun MS", 127, SFX_UNMAPPED}, /* ? (iceMan) */
{"OCEANSOUND", 122, SFX_UNMAPPED}, /* + (LSL3) */
{"Oboe 2001 ", 68, SFX_UNMAPPED}, /* + (PQ2) */
{"Ocean MS", 122, SFX_UNMAPPED}, /* + (iceMan) */
{"PPG 2.3 MS", 75, SFX_UNMAPPED}, /* ? (iceMan) */
{"PianoCrank", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? (CB) */
{"PicSnareMS", SFX_MAPPED_TO_RHYTHM, 39}, /* R ? (iceMan) */
{"PiccoloKA ", 72, SFX_UNMAPPED}, /* +++ (KQ1) */
{"PinkBassMS", 39, SFX_UNMAPPED},
{"Pizz2 ", 45, SFX_UNMAPPED}, /* ++ (CB) */
{"Portcullis", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? (KQ1) */
{"Raspbry MS", 81, SFX_UNMAPPED}, /* ? (HQ) */
{"RatSqueek ", 72, SFX_UNMAPPED}, /* ? (CB, CoC) */
{"Record78 ", SFX_UNMAPPED, SFX_UNMAPPED}, /* +++ (CB) */
{"RecorderMS", 74, SFX_UNMAPPED}, /* +++ (CoC) */
{"Red Baron ", 125, SFX_UNMAPPED}, /* ? (CB) */
{"ReedPipMS ", 20, SFX_UNMAPPED}, /* +++ (Coc) */
{"RevCymb MS", 119, SFX_UNMAPPED},
{"RifleShot ", 127, SFX_UNMAPPED}, /* + (CB) */
{"RimShot MS", SFX_MAPPED_TO_RHYTHM, 36}, /* R */
{"SHOWER ", 52, SFX_UNMAPPED}, /* ? (LSL3) */
{"SQ Bass MS", 32, SFX_UNMAPPED}, /* + (SQ3) */
{"ShakuVibMS", 79, SFX_UNMAPPED}, /* + (iceMan) */
{"SlapBassMS", 36, SFX_UNMAPPED}, /* +++ (iceMan) */
{"Snare MS", SFX_MAPPED_TO_RHYTHM, 37}, /* R (HQ) */
{"Some Birds", 123, SFX_UNMAPPED}, /* + (CB) */
{"Sonar MS", 78, SFX_UNMAPPED}, /* ? (iceMan) */
{"Soundtrk2 ", 97, SFX_UNMAPPED}, /* +++ (CB) */
{"Soundtrack", 97, SFX_UNMAPPED}, /* ++ (CoC) */
{"SqurWaveMS", 80, SFX_UNMAPPED},
{"StabBassMS", 34, SFX_UNMAPPED}, /* + (iceMan) */
{"SteelDrmMS", 114, SFX_UNMAPPED}, /* +++ (iceMan) */
{"StrSect1MS", 48, SFX_UNMAPPED}, /* ++ (HQ) */
{"String MS", 45, SFX_UNMAPPED}, /* + (CoC) */
{"Syn-Choir ", 91, SFX_UNMAPPED},
{"Syn Brass4", 63, SFX_UNMAPPED}, /* ++ (PQ2) */
{"SynBass MS", 38, SFX_UNMAPPED},
{"SwmpBackgr", 120, SFX_UNMAPPED}, /* ?? (CB,HQ) */
{"T-Bone2 MS", 57, SFX_UNMAPPED}, /* +++ (HQ) */
{"Taiko ", 116, 34}, /* +++ (Coc) */
{"Taiko Rim ", 118, 36}, /* +++ (LSL3) */
{"Timpani1 ", 47, SFX_UNMAPPED}, /* +++ (CB) */
{"Tom MS", 117, 47}, /* +++ (iceMan) */
{"Toms MS", 117, 47}, /* +++ (CoC, HQ) */
{"Tpt1prtl ", 56, SFX_UNMAPPED}, /* +++ (KQ1) */
{"TriangleMS", 112, 80}, /* R (CoC) */
{"Trumpet 1 ", 56, SFX_UNMAPPED}, /* +++ (CoC) */
{"Type MS", 114, SFX_UNMAPPED}, /* ? (iceMan) */
{"WaterBells", 98, SFX_UNMAPPED}, /* + (PQ2) */
{"WaterFallK", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? (KQ1) */
{"Whiporill ", 123, SFX_UNMAPPED}, /* + (CB) */
{"Wind ", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? (CB) */
{"Wind MS", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? (HQ, iceMan) */
{"Wind2 MS", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? (CoC) */
{"Woodpecker", 115, SFX_UNMAPPED}, /* ? (CB) */
{"WtrFall MS", SFX_UNMAPPED, SFX_UNMAPPED}, /* ? (CoC, HQ, iceMan) */
{0, 0, 0}
};
static int8 lookup_instrument(const char *iname) {
int i = 0;
while (MT32_MemoryTimbreMaps[i].name) {
if (scumm_strnicmp(iname, MT32_MemoryTimbreMaps[i].name, 10) == 0)
return MT32_MemoryTimbreMaps[i].gm_instr;
i++;
}
return SFX_UNMAPPED;
}
static int8 lookup_rhythm_key(const char *iname) {
int i = 0;
while (MT32_MemoryTimbreMaps[i].name) {
if (scumm_strnicmp(iname, MT32_MemoryTimbreMaps[i].name, 10) == 0)
return MT32_MemoryTimbreMaps[i].gm_rhythm_key;
i++;
}
return SFX_UNMAPPED;
}
static void print_map(int sci, int ins, int rhythm, int mt32) {
#ifdef DEBUG_MT32_TO_GM
if (ins == SFX_UNMAPPED || (ins == SFX_MAPPED_TO_RHYTHM && rhythm == SFX_UNMAPPED)) {
printf("[MT32-to-GM] No mapping available for [%i] `%s' (%i)\n",
sci, MT32_PresetTimbreMaps[mt32].name, mt32);
return;
}
if (ins == SFX_MAPPED_TO_RHYTHM) {
printf("[MT32-to-GM] Mapping [%i] `%s' (%i) to `%s' [R] (%i)\n",
sci, MT32_PresetTimbreMaps[mt32].name, mt32,
GM_Percussion_Names[rhythm], rhythm);
return;
}
printf("[MT32-to-GM] Mapping [%i] `%s' (%i) to `%s' (%i)\n",
sci, MT32_PresetTimbreMaps[mt32].name, mt32,
GM_Instrument_Names[ins], ins);
#endif
}
static void print_map_mem(int sci, int ins, int rhythm, char *mt32) {
#ifdef DEBUG_MT32_TO_GM
char name[11];
strncpy(name, mt32, 10);
name[10] = 0;
if (ins == SFX_UNMAPPED || (ins == SFX_MAPPED_TO_RHYTHM && rhythm == SFX_UNMAPPED)) {
printf("[MT32-to-GM] No mapping available for [%i] `%s'\n",
sci, name);
return;
}
if (ins == SFX_MAPPED_TO_RHYTHM) {
printf("[MT32-to-GM] Mapping [%i] `%s' to `%s' [R] (%i)\n",
sci, name, GM_Percussion_Names[rhythm], rhythm);
return;
}
printf("[MT32-to-GM] Mapping [%i] `%s' to `%s' (%i)\n",
sci, name, GM_Instrument_Names[ins], ins);
#endif
}
static void print_map_rhythm(int sci, int ins, int rhythm, int mt32) {
#ifdef DEBUG_MT32_TO_GM
if (ins == SFX_UNMAPPED || (ins == SFX_MAPPED_TO_RHYTHM && rhythm == SFX_UNMAPPED)) {
printf("[MT32-to-GM] No mapping available for [%i] `%s' [R] (%i)\n",
sci, MT32_RhythmTimbreMaps[mt32].name, mt32);
return;
}
if (ins == SFX_MAPPED_TO_RHYTHM) {
printf("[MT32-to-GM] Mapping [%i] `%s' [R] (%i) to `%s' [R] (%i)\n",
sci, MT32_RhythmTimbreMaps[mt32].name, mt32,
GM_Percussion_Names[rhythm], rhythm);
return;
}
printf("[MT32-to-GM] Mapping [%i] `%s' [R] (%i) to `%s' (%i)\n",
sci, MT32_RhythmTimbreMaps[mt32].name, mt32,
GM_Instrument_Names[ins], ins);
#endif
}
static void print_map_rhythm_mem(int sci, int rhythm, char *mt32) {
#ifdef DEBUG_MT32_TO_GM
char name[11];
strncpy(name, mt32, 10);
name[10] = 0;
if (rhythm == SFX_UNMAPPED) {
printf("[MT32-to-GM] No mapping available for [%i] `%s'\n",
sci, name);
return;
}
printf("[MT32-to-GM] Mapping [%i] `%s' to `%s' (%i)\n",
sci, name, GM_Percussion_Names[rhythm], rhythm);
#endif
}
sfx_instrument_map_t *sfx_instrument_map_mt32_to_gm(byte *data, size_t size) {
int memtimbres, patches;
uint8 group, number, keyshift, finetune, bender_range;
uint8 *patchpointer;
uint32 pos;
sfx_instrument_map_t * map;
int i;
int type;
map = sfx_instrument_map_new(0);
for (i = 0; i < SFX_INSTRUMENTS_NR; i++) {
map->patch_map[i].patch = MT32_PresetTimbreMaps[i].gm_instr;
map->patch_key_shift[i] = 0;
map->patch_volume_adjust[i] = 0;
map->patch_bend_range[i] = 12;
map->velocity_map_index[i] = SFX_NO_VELOCITY_MAP;
}
map->percussion_volume_adjust = 0;
map->percussion_velocity_map_index = SFX_NO_VELOCITY_MAP;
for (i = 0; i < SFX_RHYTHM_NR; i++) {
map->percussion_map[i] = MT32_PresetRhythmKeymap[i];
map->percussion_velocity_scale[i] = SFX_MAX_VELOCITY;
}
if (!data) {
printf("[MT32-to-GM] No MT-32 patch data supplied, using default mapping\n");
return map;
}
type = sfx_instrument_map_detect(data, size);
if (type == SFX_MAP_UNKNOWN) {
printf("[MT32-to-GM] Patch data format unknown, using default mapping\n");
return map;
}
if (type == SFX_MAP_MT32_GM) {
printf("[MT32-to-GM] Patch data format not supported, using default mapping\n");
return map;
}
memtimbres = *(data + 0x1EB);
pos = 0x1EC + memtimbres * 0xF6;
if (size > pos && ((0x100 * *(data + pos) + *(data + pos + 1)) == 0xABCD)) {
patches = 96;
pos += 2 + 8 * 48;
} else
patches = 48;
printf("[MT32-to-GM] %d MT-32 Patches detected\n", patches);
printf("[MT32-to-GM] %d MT-32 Memory Timbres\n", memtimbres);
printf("[MT32-to-GM] Mapping patches..\n");
for (i = 0; i < patches; i++) {
char *name;
if (i < 48)
patchpointer = data + 0x6B + 8 * i;
else
patchpointer = data + 0x1EC + 8 * (i - 48) + memtimbres * 0xF6 + 2;
group = *patchpointer;
number = *(patchpointer + 1);
keyshift = *(patchpointer + 2);
finetune = *(patchpointer + 3);
bender_range = *(patchpointer + 4);
switch (group) {
case 0:
map->patch_map[i].patch = MT32_PresetTimbreMaps[number].gm_instr;
map->patch_map[i].rhythm = MT32_PresetTimbreMaps[number].gm_rhythm_key;
print_map(i, map->patch_map[i].patch, map->patch_map[i].rhythm, number);
break;
case 1:
map->patch_map[i].patch = MT32_PresetTimbreMaps[number + 64].gm_instr;
map->patch_map[i].rhythm = MT32_PresetTimbreMaps[number + 64].gm_rhythm_key;
print_map(i, map->patch_map[i].patch, map->patch_map[i].rhythm, number + 64);
break;
case 2:
name = (char *) data + 0x1EC + number * 0xF6;
map->patch_map[i].patch = lookup_instrument(name);
map->patch_map[i].rhythm = SFX_UNMAPPED;
print_map_mem(i, map->patch_map[i].patch, map->patch_map[i].rhythm, name);
break;
case 3:
map->patch_map[i].patch = MT32_RhythmTimbreMaps[number].gm_instr;
map->patch_map[i].rhythm = SFX_UNMAPPED;
print_map_rhythm(i, map->patch_map[i].patch, map->patch_map[i].rhythm, number);
break;
default:
break;
}
/* map->patch_key_shift[i] = (int) (keyshift & 0x3F) - 24; */
map->patch_bend_range[i] = bender_range & 0x1F;
}
if (size > pos && ((0x100 * *(data + pos) + *(data + pos + 1)) == 0xDCBA)) {
printf("[MT32-to-GM] Mapping percussion..\n");
for (i = 0; i < 64 ; i++) {
number = *(data + pos + 4 * i + 2);
if (number < 64) {
char *name = (char *) data + 0x1EC + number * 0xF6;
map->percussion_map[i + 23] = lookup_rhythm_key(name);
print_map_rhythm_mem(i, map->percussion_map[i + 23], name);
} else {
if (number < 94) {
map->percussion_map[i + 23] = MT32_RhythmTimbreMaps[number - 64].gm_rhythmkey;
print_map_rhythm(i, SFX_MAPPED_TO_RHYTHM, map->percussion_map[i + 23], number - 64);
} else
map->percussion_map[i + 23] = SFX_UNMAPPED;
}
map->percussion_velocity_scale[i + 23] = *(data + pos + 4 * i + 3) * SFX_MAX_VELOCITY / 100;
}
}
return map;
}
} // End of namespace Sci
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