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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 "common/config-manager.h"
#include "sci/sound/audio.h"
#include "sci/sound/music.h"
#include "sci/sound/soundcmd.h"
#include "sci/engine/features.h"
#include "sci/engine/kernel.h"
#include "sci/engine/object.h"
#include "sci/engine/selector.h"
namespace Sci {
SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segMan, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion) :
_resMan(resMan), _segMan(segMan), _kernel(kernel), _audio(audio), _soundVersion(soundVersion) {
// Check if the user wants synthesized or digital sound effects in SCI1.1
// games based on the prefer_digitalsfx config setting
// In SCI2 and later games, this check should always be true - there was
// always only one version of each sound effect or digital music track
// (e.g. the menu music in GK1 - there is a sound effect with the same
// resource number, but it's totally unrelated to the menu music).
// The GK1 demo (very late SCI1.1) does the same thing
// TODO: Check the QFG4 demo
// If the prefer_digitalsfx key is missing, default to enable digital SFX
bool preferDigitalSfx = !ConfMan.hasKey("prefer_digitalsfx") || ConfMan.getBool("prefer_digitalsfx");
_useDigitalSFX = (getSciVersion() >= SCI_VERSION_2 || g_sci->getGameId() == GID_GK1 || preferDigitalSfx);
_music = new SciMusic(_soundVersion, _useDigitalSFX);
_music->init();
}
SoundCommandParser::~SoundCommandParser() {
delete _music;
}
reg_t SoundCommandParser::kDoSoundInit(int argc, reg_t *argv, reg_t acc) {
debugC(kDebugLevelSound, "kDoSound(init): %04x:%04x", PRINT_REG(argv[0]));
processInitSound(argv[0]);
return acc;
}
int SoundCommandParser::getSoundResourceId(reg_t obj) {
int resourceId = obj.segment ? readSelectorValue(_segMan, obj, SELECTOR(number)) : -1;
// Modify the resourceId for the Windows versions that have an alternate MIDI soundtrack, like SSCI did.
if (g_sci && g_sci->_features->useAltWinGMSound()) {
// Check if the alternate MIDI song actually exists...
// There are cases where it just doesn't exist (e.g. SQ4, room 530 -
// bug #3392767). In these cases, use the DOS tracks instead.
if (resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, resourceId + 1000)))
resourceId += 1000;
}
return resourceId;
}
void SoundCommandParser::initSoundResource(MusicEntry *newSound) {
if (newSound->resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, newSound->resourceId)))
newSound->soundRes = new SoundResource(newSound->resourceId, _resMan, _soundVersion);
else
newSound->soundRes = 0;
// In SCI1.1 games, sound effects are started from here. If we can find
// a relevant audio resource, play it, otherwise switch to synthesized
// effects. If the resource exists, play it using map 65535 (sound
// effects map)
bool checkAudioResource = getSciVersion() >= SCI_VERSION_1_1;
// Hoyle 4 has garbled audio resources in place of the sound resources.
if (g_sci->getGameId() == GID_HOYLE4)
checkAudioResource = false;
if (checkAudioResource && _resMan->testResource(ResourceId(kResourceTypeAudio, newSound->resourceId))) {
// Found a relevant audio resource, create an audio stream if there is
// no associated sound resource, or if both resources exist and the
// user wants the digital version.
if (_useDigitalSFX || !newSound->soundRes) {
int sampleLen;
newSound->pStreamAud = _audio->getAudioStream(newSound->resourceId, 65535, &sampleLen);
newSound->soundType = Audio::Mixer::kSpeechSoundType;
}
}
if (!newSound->pStreamAud && newSound->soundRes)
_music->soundInitSnd(newSound);
}
void SoundCommandParser::processInitSound(reg_t obj) {
int resourceId = getSoundResourceId(obj);
// Check if a track with the same sound object is already playing
MusicEntry *oldSound = _music->getSlot(obj);
if (oldSound)
processDisposeSound(obj);
MusicEntry *newSound = new MusicEntry();
newSound->resourceId = resourceId;
newSound->soundObj = obj;
newSound->loop = readSelectorValue(_segMan, obj, SELECTOR(loop));
newSound->priority = readSelectorValue(_segMan, obj, SELECTOR(pri)) & 0xFF;
if (_soundVersion >= SCI_VERSION_1_EARLY)
newSound->volume = CLIP<int>(readSelectorValue(_segMan, obj, SELECTOR(vol)), 0, MUSIC_VOLUME_MAX);
newSound->reverb = -1; // initialize to SCI invalid, it'll be set correctly in soundInitSnd() below
debugC(kDebugLevelSound, "kDoSound(init): %04x:%04x number %d, loop %d, prio %d, vol %d", PRINT_REG(obj),
resourceId, newSound->loop, newSound->priority, newSound->volume);
initSoundResource(newSound);
_music->pushBackSlot(newSound);
if (newSound->soundRes || newSound->pStreamAud) {
// Notify the engine
if (_soundVersion <= SCI_VERSION_0_LATE)
writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundInitialized);
else
writeSelector(_segMan, obj, SELECTOR(nodePtr), obj);
}
}
reg_t SoundCommandParser::kDoSoundPlay(int argc, reg_t *argv, reg_t acc) {
debugC(kDebugLevelSound, "kDoSound(play): %04x:%04x", PRINT_REG(argv[0]));
processPlaySound(argv[0]);
return acc;
}
void SoundCommandParser::processPlaySound(reg_t obj) {
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("kDoSound(play): Slot not found (%04x:%04x), initializing it manually", PRINT_REG(obj));
// The sound hasn't been initialized for some reason, so initialize it
// here. Happens in KQ6, room 460, when giving the creature (child) to
// the bookworm. Fixes bugs #3413301 and #3421098.
processInitSound(obj);
musicSlot = _music->getSlot(obj);
if (!musicSlot)
error("Failed to initialize uninitialized sound slot");
}
int resourceId = getSoundResourceId(obj);
if (musicSlot->resourceId != resourceId) { // another sound loaded into struct
processDisposeSound(obj);
processInitSound(obj);
// Find slot again :)
musicSlot = _music->getSlot(obj);
}
writeSelector(_segMan, obj, SELECTOR(handle), obj);
if (_soundVersion >= SCI_VERSION_1_EARLY) {
writeSelector(_segMan, obj, SELECTOR(nodePtr), obj);
writeSelectorValue(_segMan, obj, SELECTOR(min), 0);
writeSelectorValue(_segMan, obj, SELECTOR(sec), 0);
writeSelectorValue(_segMan, obj, SELECTOR(frame), 0);
writeSelectorValue(_segMan, obj, SELECTOR(signal), 0);
} else {
writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundPlaying);
}
musicSlot->loop = readSelectorValue(_segMan, obj, SELECTOR(loop));
musicSlot->priority = readSelectorValue(_segMan, obj, SELECTOR(priority));
// Reset hold when starting a new song. kDoSoundSetHold is always called after
// kDoSoundPlay to set it properly, if needed. Fixes bug #3413589.
musicSlot->hold = -1;
if (_soundVersion >= SCI_VERSION_1_EARLY)
musicSlot->volume = readSelectorValue(_segMan, obj, SELECTOR(vol));
debugC(kDebugLevelSound, "kDoSound(play): %04x:%04x number %d, loop %d, prio %d, vol %d", PRINT_REG(obj),
resourceId, musicSlot->loop, musicSlot->priority, musicSlot->volume);
_music->soundPlay(musicSlot);
}
reg_t SoundCommandParser::kDoSoundRestore(int argc, reg_t *argv, reg_t acc) {
// Called after loading, to restore the playlist
// We don't really use or need this
return acc;
}
reg_t SoundCommandParser::kDoSoundDummy(int argc, reg_t *argv, reg_t acc) {
warning("cmdDummy invoked"); // not supposed to occur
return acc;
}
reg_t SoundCommandParser::kDoSoundDispose(int argc, reg_t *argv, reg_t acc) {
debugC(kDebugLevelSound, "kDoSound(dispose): %04x:%04x", PRINT_REG(argv[0]));
processDisposeSound(argv[0]);
return acc;
}
void SoundCommandParser::processDisposeSound(reg_t obj) {
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("kDoSound(dispose): Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
processStopSound(obj, false);
_music->soundKill(musicSlot);
writeSelectorValue(_segMan, obj, SELECTOR(handle), 0);
if (_soundVersion >= SCI_VERSION_1_EARLY)
writeSelector(_segMan, obj, SELECTOR(nodePtr), NULL_REG);
else
writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundStopped);
}
reg_t SoundCommandParser::kDoSoundStop(int argc, reg_t *argv, reg_t acc) {
debugC(kDebugLevelSound, "kDoSound(stop): %04x:%04x", PRINT_REG(argv[0]));
processStopSound(argv[0], false);
return acc;
}
void SoundCommandParser::processStopSound(reg_t obj, bool sampleFinishedPlaying) {
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("kDoSound(stop): Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
if (_soundVersion <= SCI_VERSION_0_LATE) {
writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundStopped);
} else {
writeSelectorValue(_segMan, obj, SELECTOR(handle), 0);
}
// Set signal selector in sound SCI0 games only, when the sample has
// finished playing. If we don't set it at all, we get a problem when using
// vaporizer on the 2 guys. If we set it all the time, we get no music in
// sq3new and kq1.
// FIXME: This *may* be wrong, it's impossible to find out in Sierra DOS
// SCI, because SCI0 under DOS didn't have sfx drivers included.
// We need to set signal in sound SCI1+ games all the time.
if ((_soundVersion > SCI_VERSION_0_LATE) || sampleFinishedPlaying)
writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
musicSlot->dataInc = 0;
musicSlot->signal = 0;
_music->soundStop(musicSlot);
}
reg_t SoundCommandParser::kDoSoundPause(int argc, reg_t *argv, reg_t acc) {
if (argc == 1)
debugC(kDebugLevelSound, "kDoSound(pause): %04x:%04x", PRINT_REG(argv[0]));
else
debugC(kDebugLevelSound, "kDoSound(pause): %04x:%04x, %04x:%04x", PRINT_REG(argv[0]), PRINT_REG(argv[1]));
if (_soundVersion <= SCI_VERSION_0_LATE) {
// SCI0 games give us 0/1 for either resuming or pausing the current music
// this one doesn't count, so pausing 2 times and resuming once means here that we are supposed to resume
uint16 value = argv[0].toUint16();
MusicEntry *musicSlot = _music->getActiveSci0MusicSlot();
switch (value) {
case 1:
if ((musicSlot) && (musicSlot->status == kSoundPlaying)) {
_music->soundPause(musicSlot);
writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPaused);
}
return make_reg(0, 0);
case 0:
if ((musicSlot) && (musicSlot->status == kSoundPaused)) {
_music->soundResume(musicSlot);
writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPlaying);
return make_reg(0, 1);
}
return make_reg(0, 0);
default:
error("kDoSound(pause): parameter 0 is invalid for sound-sci0");
}
}
reg_t obj = argv[0];
uint16 value = argc > 1 ? argv[1].toUint16() : 0;
if (!obj.segment) { // pause the whole playlist
_music->pauseAll(value);
} else { // pause a playlist slot
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
// This happens quite frequently
debugC(kDebugLevelSound, "kDoSound(pause): Slot not found (%04x:%04x)", PRINT_REG(obj));
return acc;
}
_music->soundToggle(musicSlot, value);
}
return acc;
}
// SCI0 only command
// It's called right after restoring a game - it's responsible to kick off playing music again
// we don't need this at all, so we don't do anything here
reg_t SoundCommandParser::kDoSoundResumeAfterRestore(int argc, reg_t *argv, reg_t acc) {
return acc;
}
reg_t SoundCommandParser::kDoSoundMute(int argc, reg_t *argv, reg_t acc) {
uint16 previousState = _music->soundGetSoundOn();
if (argc > 0) {
debugC(kDebugLevelSound, "kDoSound(mute): %d", argv[0].toUint16());
_music->soundSetSoundOn(argv[0].toUint16());
}
return make_reg(0, previousState);
}
reg_t SoundCommandParser::kDoSoundMasterVolume(int argc, reg_t *argv, reg_t acc) {
acc = make_reg(0, _music->soundGetMasterVolume());
if (argc > 0) {
debugC(kDebugLevelSound, "kDoSound(masterVolume): %d", argv[0].toSint16());
int vol = CLIP<int16>(argv[0].toSint16(), 0, MUSIC_MASTERVOLUME_MAX);
vol = vol * Audio::Mixer::kMaxMixerVolume / MUSIC_MASTERVOLUME_MAX;
ConfMan.setInt("music_volume", vol);
ConfMan.setInt("sfx_volume", vol);
g_engine->syncSoundSettings();
}
return acc;
}
reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
reg_t obj = argv[0];
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
debugC(kDebugLevelSound, "kDoSound(fade): Slot not found (%04x:%04x)", PRINT_REG(obj));
return acc;
}
int volume = musicSlot->volume;
// If sound is not playing currently, set signal directly
if (musicSlot->status != kSoundPlaying) {
debugC(kDebugLevelSound, "kDoSound(fade): %04x:%04x fading requested, but sound is currently not playing", PRINT_REG(obj));
writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
return acc;
}
switch (argc) {
case 1: // SCI0
// SCI0 fades out all the time and when fadeout is done it will also
// stop the music from playing
musicSlot->fadeTo = 0;
musicSlot->fadeStep = -5;
musicSlot->fadeTickerStep = 10 * 16667 / _music->soundGetTempo();
musicSlot->fadeTicker = 0;
break;
case 4: // SCI01+
case 5: // SCI1+ (SCI1 late sound scheme), with fade and continue
musicSlot->fadeTo = CLIP<uint16>(argv[1].toUint16(), 0, MUSIC_VOLUME_MAX);
// sometimes we get objects in that position, fix it up (ffs. workarounds)
if (!argv[1].segment)
musicSlot->fadeStep = volume > musicSlot->fadeTo ? -argv[3].toUint16() : argv[3].toUint16();
else
musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5;
musicSlot->fadeTickerStep = argv[2].toUint16() * 16667 / _music->soundGetTempo();
musicSlot->fadeTicker = 0;
if (argc == 5) {
// TODO: We currently treat this argument as a boolean, but may
// have to handle different non-zero values differently. (e.g.,
// some KQ6 scripts pass 3 here)
musicSlot->stopAfterFading = (argv[4].toUint16() != 0);
} else {
musicSlot->stopAfterFading = false;
}
// WORKAROUND/HACK: In the labyrinth in KQ6, when falling in the pit and
// lighting the lantern, the game scripts perform a fade in of the game
// music, but set it to stop after fading. Remove that flag here. This is
// marked as both a workaround and a hack because this issue could be a
// problem with our fading code and an incorrect handling of that
// parameter, or a script bug in that scene. Fixes bug #3267956.
if (g_sci->getGameId() == GID_KQ6 && g_sci->getEngineState()->currentRoomNumber() == 406 &&
musicSlot->resourceId == 400)
musicSlot->stopAfterFading = false;
break;
default:
error("kDoSound(fade): unsupported argc %d", argc);
}
debugC(kDebugLevelSound, "kDoSound(fade): %04x:%04x to %d, step %d, ticker %d", PRINT_REG(obj), musicSlot->fadeTo, musicSlot->fadeStep, musicSlot->fadeTickerStep);
return acc;
}
reg_t SoundCommandParser::kDoSoundGetPolyphony(int argc, reg_t *argv, reg_t acc) {
return make_reg(0, _music->soundGetVoices()); // Get the number of voices
}
reg_t SoundCommandParser::kDoSoundUpdate(int argc, reg_t *argv, reg_t acc) {
reg_t obj = argv[0];
debugC(kDebugLevelSound, "kDoSound(update): %04x:%04x", PRINT_REG(argv[0]));
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("kDoSound(update): Slot not found (%04x:%04x)", PRINT_REG(obj));
return acc;
}
musicSlot->loop = readSelectorValue(_segMan, obj, SELECTOR(loop));
int16 objVol = CLIP<int>(readSelectorValue(_segMan, obj, SELECTOR(vol)), 0, 255);
if (objVol != musicSlot->volume)
_music->soundSetVolume(musicSlot, objVol);
uint32 objPrio = readSelectorValue(_segMan, obj, SELECTOR(pri));
if (objPrio != musicSlot->priority)
_music->soundSetPriority(musicSlot, objPrio);
return acc;
}
reg_t SoundCommandParser::kDoSoundUpdateCues(int argc, reg_t *argv, reg_t acc) {
processUpdateCues(argv[0]);
return acc;
}
void SoundCommandParser::processUpdateCues(reg_t obj) {
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("kDoSound(updateCues): Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
if (musicSlot->pStreamAud) {
// Update digital sound effect slots
uint currentLoopCounter = 0;
if (musicSlot->pLoopStream)
currentLoopCounter = musicSlot->pLoopStream->getCompleteIterations();
if (currentLoopCounter != musicSlot->sampleLoopCounter) {
// during last time we looped at least one time, update loop accordingly
musicSlot->loop -= currentLoopCounter - musicSlot->sampleLoopCounter;
musicSlot->sampleLoopCounter = currentLoopCounter;
}
if (musicSlot->status == kSoundPlaying) {
if (!_music->soundIsActive(musicSlot)) {
processStopSound(obj, true);
} else {
_music->updateAudioStreamTicker(musicSlot);
}
} else if (musicSlot->status == kSoundPaused) {
_music->updateAudioStreamTicker(musicSlot);
}
// We get a flag from MusicEntry::doFade() here to set volume for the stream
if (musicSlot->fadeSetVolume) {
_music->soundSetSampleVolume(musicSlot, musicSlot->volume);
musicSlot->fadeSetVolume = false;
}
} else if (musicSlot->pMidiParser) {
// Update MIDI slots
if (musicSlot->signal == 0) {
if (musicSlot->dataInc != readSelectorValue(_segMan, obj, SELECTOR(dataInc))) {
if (SELECTOR(dataInc) > -1)
writeSelectorValue(_segMan, obj, SELECTOR(dataInc), musicSlot->dataInc);
writeSelectorValue(_segMan, obj, SELECTOR(signal), musicSlot->dataInc + 127);
}
} else {
// Sync the signal of the sound object
writeSelectorValue(_segMan, obj, SELECTOR(signal), musicSlot->signal);
// We need to do this especially because state selector needs to get updated
if (musicSlot->signal == SIGNAL_OFFSET)
processStopSound(obj, false);
}
} else {
// Slot actually has no data (which would mean that a sound-resource w/
// unsupported data is used.
// (example lsl5 - sound resource 744 - it's Roland exclusive
writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
// If we don't set signal here, at least the switch to the mud wrestling
// room in lsl5 will not work.
}
if (musicSlot->fadeCompleted) {
musicSlot->fadeCompleted = false;
// We need signal for sci0 at least in iceman as well (room 14,
// fireworks).
// It is also needed in other games, e.g. LSL6 when talking to the
// receptionist (bug #3192166).
if (g_sci->getGameId() == GID_LONGBOW && g_sci->getEngineState()->currentRoomNumber() == 95) {
// HACK: Don't set a signal here in the intro of Longbow, as that makes some dialog
// boxes disappear too soon (bug #3044844).
} else {
writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
}
if (_soundVersion <= SCI_VERSION_0_LATE) {
processStopSound(obj, false);
} else {
if (musicSlot->stopAfterFading)
processStopSound(obj, false);
}
}
// Sync loop selector for SCI0
if (_soundVersion <= SCI_VERSION_0_LATE)
writeSelectorValue(_segMan, obj, SELECTOR(loop), musicSlot->loop);
musicSlot->signal = 0;
if (_soundVersion >= SCI_VERSION_1_EARLY) {
writeSelectorValue(_segMan, obj, SELECTOR(min), musicSlot->ticker / 3600);
writeSelectorValue(_segMan, obj, SELECTOR(sec), musicSlot->ticker % 3600 / 60);
writeSelectorValue(_segMan, obj, SELECTOR(frame), musicSlot->ticker);
}
}
reg_t SoundCommandParser::kDoSoundSendMidi(int argc, reg_t *argv, reg_t acc) {
reg_t obj = argv[0];
byte channel = argv[1].toUint16() & 0xf;
byte midiCmd = argv[2].toUint16() & 0xff;
// TODO: first there is a 4-parameter variant of this call which needs to get reversed
// second the current code isn't 100% accurate, sierra sci does checks on the 4th parameter
if (argc == 4)
return acc;
uint16 controller = argv[3].toUint16();
uint16 param = argv[4].toUint16();
debugC(kDebugLevelSound, "kDoSound(sendMidi): %04x:%04x, %d, %d, %d, %d", PRINT_REG(obj), channel, midiCmd, controller, param);
if (channel)
channel--; // channel is given 1-based, we are using 0-based
uint32 midiCommand = (channel | midiCmd) | ((uint32)controller << 8) | ((uint32)param << 16);
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
// TODO: maybe it's possible to call this with obj == 0:0 and send directly?!
// if so, allow it
//_music->sendMidiCommand(_midiCommand);
warning("kDoSound(sendMidi): Slot not found (%04x:%04x)", PRINT_REG(obj));
return acc;
}
_music->sendMidiCommand(musicSlot, midiCommand);
return acc;
}
reg_t SoundCommandParser::kDoSoundGlobalReverb(int argc, reg_t *argv, reg_t acc) {
byte prevReverb = _music->getCurrentReverb();
byte reverb = argv[0].toUint16() & 0xF;
if (argc == 1) {
debugC(kDebugLevelSound, "doSoundGlobalReverb: %d", argv[0].toUint16() & 0xF);
if (reverb <= 10)
_music->setGlobalReverb(reverb);
}
return make_reg(0, prevReverb);
}
reg_t SoundCommandParser::kDoSoundSetHold(int argc, reg_t *argv, reg_t acc) {
reg_t obj = argv[0];
debugC(kDebugLevelSound, "doSoundSetHold: %04x:%04x, %d", PRINT_REG(argv[0]), argv[1].toUint16());
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("kDoSound(setHold): Slot not found (%04x:%04x)", PRINT_REG(obj));
return acc;
}
// Set the special hold marker ID where the song should be looped at.
musicSlot->hold = argv[1].toSint16();
return acc;
}
reg_t SoundCommandParser::kDoSoundGetAudioCapability(int argc, reg_t *argv, reg_t acc) {
// Tests for digital audio support
return make_reg(0, 1);
}
reg_t SoundCommandParser::kDoSoundStopAll(int argc, reg_t *argv, reg_t acc) {
// TODO: this can't be right, this gets called in kq1 - e.g. being in witch house, getting the note
// now the point jingle plays and after a messagebox they call this - and would stop the background effects with it
// this doesn't make sense, so i disable it for now
return acc;
Common::StackLock(_music->_mutex);
const MusicList::iterator end = _music->getPlayListEnd();
for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
if (_soundVersion <= SCI_VERSION_0_LATE) {
writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(state), kSoundStopped);
} else {
writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(handle), 0);
writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(signal), SIGNAL_OFFSET);
}
(*i)->dataInc = 0;
_music->soundStop(*i);
}
return acc;
}
reg_t SoundCommandParser::kDoSoundSetVolume(int argc, reg_t *argv, reg_t acc) {
reg_t obj = argv[0];
int16 value = argv[1].toSint16();
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
// Do not throw a warning if the sound can't be found, as in some games
// this is called before the actual sound is loaded (e.g. SQ4CD, with
// the drum sounds of the energizer bunny at the beginning), so this is
// normal behavior.
//warning("cmdSetSoundVolume: Slot not found (%04x:%04x)", PRINT_REG(obj));
return acc;
}
debugC(kDebugLevelSound, "kDoSound(setVolume): %d", value);
value = CLIP<int>(value, 0, MUSIC_VOLUME_MAX);
if (musicSlot->volume != value) {
musicSlot->volume = value;
_music->soundSetVolume(musicSlot, value);
writeSelectorValue(_segMan, obj, SELECTOR(vol), value);
}
return acc;
}
reg_t SoundCommandParser::kDoSoundSetPriority(int argc, reg_t *argv, reg_t acc) {
reg_t obj = argv[0];
int16 value = argv[1].toSint16();
debugC(kDebugLevelSound, "kDoSound(setPriority): %04x:%04x, %d", PRINT_REG(obj), value);
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
debugC(kDebugLevelSound, "kDoSound(setPriority): Slot not found (%04x:%04x)", PRINT_REG(obj));
return acc;
}
if (value == -1) {
uint16 resourceId = musicSlot->resourceId;
// Set priority from the song data
Resource *song = _resMan->findResource(ResourceId(kResourceTypeSound, resourceId), 0);
if (song->data[0] == 0xf0)
_music->soundSetPriority(musicSlot, song->data[1]);
else
warning("kDoSound(setPriority): Attempt to unset song priority when there is no built-in value");
//pSnd->prio=0;field_15B=0
writeSelectorValue(_segMan, obj, SELECTOR(flags), readSelectorValue(_segMan, obj, SELECTOR(flags)) & 0xFD);
} else {
// Scripted priority
//pSnd->field_15B=1;
writeSelectorValue(_segMan, obj, SELECTOR(flags), readSelectorValue(_segMan, obj, SELECTOR(flags)) | 2);
//DoSOund(0xF,hobj,w)
}
return acc;
}
reg_t SoundCommandParser::kDoSoundSetLoop(int argc, reg_t *argv, reg_t acc) {
reg_t obj = argv[0];
int16 value = argv[1].toSint16();
debugC(kDebugLevelSound, "kDoSound(setLoop): %04x:%04x, %d", PRINT_REG(obj), value);
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
// Apparently, it's perfectly normal for a game to call cmdSetSoundLoop
// before actually initializing the sound and adding it to the playlist
// with cmdInitSound. Usually, it doesn't matter if the game doesn't
// request to loop the sound, so in this case, don't throw any warning,
// otherwise do, because the sound won't be looped.
if (value == -1) {
warning("kDoSound(setLoop): Slot not found (%04x:%04x) and the song was requested to be looped", PRINT_REG(obj));
} else {
// Doesn't really matter
}
return acc;
}
if (value == -1) {
musicSlot->loop = 0xFFFF;
} else {
musicSlot->loop = 1; // actually plays the music once
}
writeSelectorValue(_segMan, obj, SELECTOR(loop), musicSlot->loop);
return acc;
}
reg_t SoundCommandParser::kDoSoundSuspend(int argc, reg_t *argv, reg_t acc) {
// TODO
warning("kDoSound(suspend): STUB");
return acc;
}
void SoundCommandParser::updateSci0Cues() {
bool noOnePlaying = true;
MusicEntry *pWaitingForPlay = NULL;
const MusicList::iterator end = _music->getPlayListEnd();
for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
// Is the sound stopped, and the sound object updated too? If yes, skip
// this sound, as SCI0 only allows one active song.
if ((*i)->isQueued) {
pWaitingForPlay = (*i);
// FIXME(?): In iceman 2 songs are queued when playing the door
// sound - if we use the first song for resuming then it's the wrong
// one. Both songs have same priority. Maybe the new sound function
// in sci0 is somehow responsible.
continue;
}
if ((*i)->signal == 0 && (*i)->status != kSoundPlaying)
continue;
processUpdateCues((*i)->soundObj);
noOnePlaying = false;
}
if (noOnePlaying && pWaitingForPlay) {
// If there is a queued entry, play it now ffs: SciMusic::soundPlay()
pWaitingForPlay->isQueued = false;
_music->soundPlay(pWaitingForPlay);
}
}
void SoundCommandParser::clearPlayList() {
_music->clearPlayList();
}
void SoundCommandParser::printPlayList(Console *con) {
_music->printPlayList(con);
}
void SoundCommandParser::printSongInfo(reg_t obj, Console *con) {
_music->printSongInfo(obj, con);
}
void SoundCommandParser::stopAllSounds() {
_music->stopAll();
}
void SoundCommandParser::startNewSound(int number) {
Common::StackLock lock(_music->_mutex);
// Overwrite the first sound in the playlist
MusicEntry *song = *_music->getPlayListStart();
reg_t soundObj = song->soundObj;
processDisposeSound(soundObj);
writeSelectorValue(_segMan, soundObj, SELECTOR(number), number);
processInitSound(soundObj);
processPlaySound(soundObj);
}
void SoundCommandParser::setMasterVolume(int vol) {
// 0...15
_music->soundSetMasterVolume(vol);
}
void SoundCommandParser::pauseAll(bool pause) {
_music->pauseAll(pause);
}
MusicType SoundCommandParser::getMusicType() const {
assert(_music);
return _music->soundGetMusicType();
}
} // End of namespace Sci
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